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Character Creation Rules.

Posted by AssistantFor group public
Assistant
GM, 11 posts
Wed 22 Jun 2022
at 20:18
  • msg #1

Character Creation Rules

-- THIS THREAD IS UNDER CONSTRUCTION ---
It might change, alter, fold, spindle, mutilate, or briefly disappear at any moment.
Know that our Mutant House Elves are diligently at work to fix these errors.


CHARACTER CREATION RULES

Characters are 175 points + up to 50 points in Disadvantages and 5 Quirks.

With your 175 points you must pick one Primary Attribute Template, one Secondary Attribute Template, and then three Skill Lenses (you may take any one Skill Lens twice at this point if you wish).  After this, take the Everyman Lens.

With your Disadvantage points you may take any previously not taken Attribute Templates or Skill Lenses, or may spend up to 20 points in individual Attributes (that is no more than an additional 20 points spent in each Attribute, but you may spend up to 55 Disadvantage and Quirk points this way), and may freely purchase Advantages and Skills.



HOUSE RULES

PRIMARY ATTRIBUTE CHARGEN CAP
All Primary Attributes (ST, IQ, DX, HT, Perception, Will) are "soft" capped at 14 during character creation.  After Character creation these limits might be lifted at the Overseer's Option (will probably, definitely, maybe, I'm not sure yet, be lifted for Racial Lenses, we'll see when we get there, right?).

PRIMARY
ATTRIBUTES
COSTPAGE
ST10/levelB14
DX20/levelB15
IQ20/levelB15
Per5/levelB16
Will5/levelB16
HT10/levelB15


SUB-ATTRIBUTE AND DERIVED ATTRIBUTE LIMITS
You may raise or lower the following Sub-Attributes (Striking ST, Lifting ST, "Hard to" HT modifiers, "Resistance to" HT modifiers) and Derived Attributes (HP, FP, Basic Speed (BS), Move, LFP, RP, SP) by up to ±33% (rounded down) their derived level (reductions are counted against the Disadvantage limit).  This is a Hard Cap for any characters that are of the Race "Baseline Human".  Other Racial Lenses will have other caps, which will be detailed in their Features.

EXAMPLE:
If your ST is a 10, you can buy +3 extra HP, taking your HP up to 13, or reduce HP by -3 to 7.
If your HT is a 10, you can purchase the Resistance to Disease Perk up to 3 times giving you a Disease Resistance of 13, or raise or lower your FP by up to 3 points.

SUB-ATTRIBUTESCOSTPAGE
Lifting ST3/levelB65
Striking ST5/levelB88
Hard to Kill2/levelB58
Hard to Subdue2/levelB59
Resistant to Disease1/levelB80
Resistant to Poison1/levelB80
Resistant to Radiation1/levelBelow

DERIVED
ATTRIBUTES
CALCULATIONCOSTPAGE
HP=ST3/lvlB16
DamageChart on B16-B15-16
Basic LiftChart on B17-B15-17
SP=Will1/lvlH142 & Below
FP=HT3/lvlB16
LFP=HT1/lvlAtE24 & Below
RP(HP+HT)/21/lvlAtE24 & Below
BS(HT+DX)/45/±0.25B16
Move(BS)ROUNDDOWN5/±1B16

RACIAL LENSES

Human, Baseline [0]

Average person, though Vault 111 occupants trend towards being humans at the peak of their careers (as expressed by their higher exp), physical and mentally more fit than the poor slobs who couldn't make the cut.

Attributes:  No changes.
Sub-Attributes:  No changes.
Size Modifier: ±0
Cultural Familiarity:  Pre-War Northeastern USA, Languages: English [F/L]; +1 other Cultural Familiarity with approval.
Ads:  No changes.
Disads:  No changes
Features:  Can wear Powered Battle Armor and operate Pre-War technology with minimal difficulties, have a +5 Reaction Bonus with Pre-War Robots and Droids that aren't malfunctioning.


CHANGED/NEW ATTRIBUTES
Perception and Will are split from IQ, IQ still costs 20 points per level, Perception and Will cost 5 points per level each.

We are using Long-Term Fatigue Points (LFP), Radiation Points (RP), and Stress Points (SP); these are Derived Attributes.

Long-Term Fatigue Points have a capacity equal to (HT), Radiation Points (HP+HT)/2, and Stress Pool (Will).  Each of these Derived Attribute may be raised or lowered for 1 point/level, and follow standard Derived Attribute limits.

Long-Term Stress (LSP) in not an Attribute, it is a pool (pray you do not "fill" it).

LONG-TERM FATIGUE POINTS (LFP)
1. If something causes FP loss, ignore the reason for it and simply mark it off the FP score. Each FP can be recovered by
resting 10 minutes, modified by Fit and Breath Control.
2. Every adventurer must keep track of a new problem: Long- Term Fatigue Points (LFP). The new rules below for starvation, dehydration, and missed sleep inflict not just FP but also LFP.
3. The maximum size of your overall FP pool is reduced by your accumulated LFP. Your FP cannot recover to any higher than (maximum FP score) - LFP!

Starvation and Dehydration
Each day you must consume three meals. A meal must consist of at least 0.5 lb. of nutritious food and one pint (1 lb.) of water.
If you don’t have enough to eat and drink, lose 1 FP and add 1 LFP for every missed portion of food, and do the same for every missed pint of water!

Missed Sleep
A normal human needs to sleep eight hours a night, modified by Less Sleep and Extra Sleep. On any night when you get less than this amount, lose 1 FP and add 1 LFP. If you miss your target by more than four hours, double these amounts; if you get no sleep at all or miss it by more than eight hours, triple them.

Failing a self-control roll for Nightmares (p. B144) always costs you 1 FP and adds 1 LFP, in addition to any actual missed sleep.

Removing LFP
At the end of each day in which you eat three full meals (food and drink) and get a full night of sleep, remove 4 LFP. If you spend the whole day doing nothing but resting and eating, double this (8 LFP).

Additional LFP Rules
If you exceed your LFP you lose 1 HP per LFP that goes over your total capacity.
If your ever lose all of your FP, you gain one LFP.
As an Extra Effort option, Second Wind, you may make a Will (Trained Breath Control, Fit, and Very Fit apply) roll to gain 1 LFP and restore up to 1/2 your lost FP.

RADIATION THRESHOLD POINTS (RP)
Note: The following rules vastly simplify radiation absorption, and replace the existing rules on pp. B435-436 and the Radiation Tolerance advantage. The effects of radiation, which primarily sicken the victim, no longer depend on a HT roll – and it’s always possible to recover from it fully.

Everyone has a new secondary characteristic, Radiation Threshold Points (RP), the base value of which is equal to (HP+HT)/2, rounded down. It may be raised or lowered for ±1 point/level.

The RP score is used to track radiation absorption. Losing 1 RP is roughly the equivalent of accumulating 10 rads or taking contamination 'damage' from poisoned or irradiated sources. As your RP drop, you suffer from the following effects.

Effects of Radiation Damage
Less than 1/3 of your RP left – You are queasy and slightly dizzy: -1 to all attribute and skill rolls. The only exceptions are passive resistance rolls (e.g., a HT roll to avoid contagion).
0 RP – You are sick to your stomach: -2 to all attribute and skill rolls, and -1 to all active defenses. If you lose further RP, each point you lose also costs you 1 FP. Remember that once your FP goes below 0, you begin losing HP as well; if you cannot safely rest and recover, this will eventually kill you.
-1×RP – You are reeling and woozy: -4 to all attribute and skill rolls, and -2 to all active defenses. In addition, make
an unpenalized HT roll every second or fall unconscious (recovery depends on your current HP; see p. B423).
Exception: You do not have to make this roll if you are walking no faster than Move 1 and do not attempt any physical action or defense roll; in combat, this requires a Do Nothing maneuver each turn.
-5×RP – If you weren’t already unconscious from FP loss, you pass out now, and will not wake up unless you can heal your RP above this threshold. Make an unpenalized HT roll. On a failure, you are treated as mortally wounded (p. B423); on a critical failure, you die! On a success or critical success, roll again every hour until you fail, critically fail, or have healed above this level.
-10×RP – It’s amazing that you’ve survived this long. Sadly, this is no longer the case. You are dead.

You naturally recover 1 RP every 24 hours, whether you are resting or not. Very Rapid Healing doubles this rate, to 1 RP every 12 hours. This assumes your RP score is less than 20; multiply your healing rate by 2 for RP 20-29, by 3 for RP 30-39, by 4 for RP 40-49, and so on.

Resistant to Radiation:  Every level of this adds +1 to HT rolls to resist taking radiation damage (if you're given a roll) and to HT rolls to resist succumbing to radiation sickness (see Effects of Radiation Damage above).


STRESS POOL (SP) AND LONG-TERM STRESS (LTS)
Stress represents temporary jitters caused by being startled. It’s shed at the rate of -1 per 10 minutes spent in mental relaxation, defined as any situation in which +4 or better for “routine tasks” (p. B345) would apply, from target shooting to a Sunday drive. Much as a meal while resting restores one extra FP, the GM may rule that certain indulgences (brandy, massage, sex, etc.) erase an extra point of Stress.  A successful Meditation roll doubles the Stress reduction.

You suffer 1/2 Stress (round down) as penalties to Fright Checks and Self-Control rolls (thus, Stress can make Bad Temper flare or turn a drink into a binge), and to skill rolls that demand a steady hand (e.g., Explosives and Surgery). Individuals with Fearlessness can apply its bonus to negate this penalty.

Crisis-Mode:  Any PC that succeeds at a Fright Check, enters Crisis Mode.  While in Crisis Mode penalties from Stress and Long-Term Stress are ignored.  Crisis Mode lasts as long as the occurrence that triggered the Fright Check lasts.

Stress Pool Limit: A character’s Stress limit is Will+SP purchased (e.g., 13 for Will 11 + 2 SP). After that, convert further Stress gains directly into Long-Term Stress.

The maximum size of your overall SP limit is reduced by your accumulated LTS. Your SP cannot take any more Stress Points than (maximum SP score) - LTS!  If your SP limit is ever reduced to below 0 due to excessive Long-Term Stress, you suffer a Breakdown.

Long-Term Stress
Long-Term Stress represents lasting mental harm resulting from Sanity-Blasting Fright Checks, excessive Stress (Stress limit exceeded), bad drugs, sentient brain parasites, malevolent psionics, evil experiments, etc. At the end of any day that brings no new Stress or Long-Term Stress, someone with Long-Term Stress may roll against Will, with success meaning they shed -1 in Long-Term Stress penalties. The care of a proper therapist with Psychology at 12+ gives +1 to this roll – and the therapist can roll against there skill once a day to erase another -1 in Long-Term Stress.

Every point of Long-Term Stress is added to Stress penalties as well as Influence rolls. It’s easy enough to pass as sane when just sitting around (explaining why there’s no reaction penalty), but a loose grip on reality is harder to hide when actively trying to manipulate others. Long-Term Stress also penalizes any roll required to establish sanity; e.g., before a judge or when interviewing to leave the madhouse.

Long-Term Stress Limit: A character’s Long-Term Stress limit is -Will. If they suffer more Long-Term Stress than that they automatically suffer a Breakdown.

Breakdown
If the PC ever has more Long-Term Stress than their Stress Pool limit, or more Long-Term Stress than -Will, or due to truly Sanity-blasting problems or abilities, or at the Player's option, they suffer a Breakdown.

During a Breakdown, the PC loses all Long-Term Stress and half their Stress Pool.  They immediately take on Mental Disadvantages equal to twice the number of LTS and Stress recovered, or half recovered if the Player choose to suffer a Breakdown willingly.  The Mental Disadvantage should portray the occurrence that brought on the Breakdown, or if willingly suffered, the over-ridding reason the Long-Term Stress was accumulated (Player and GM can work this out).

The Downward Spiral
Thus, each failed Fright Check means failing more Fright Checks, more often. As this goes on, you grow shaky and skittish. Then you become withdrawn and freaky. And then you pick up long-term mental problems. You can get rid of the shakes easily enough, but craziness takes work, and lasting craziness requires points.

The GM decides whether a particular treatment for insanity can relieve Stress and/or Long-Term Stress. Therapy might be medical or something else. Any cure capable of erasing -1 point of full-on mental disadvantages can remove -2 in Long-Term Stress or all accumulated Stress.
This message was last edited by the GM at 21:07, Thu 07 July 2022.
Assistant
GM, 14 posts
Wed 22 Jun 2022
at 23:16
  • msg #2

Character Creation Rules

PRIMARY ATTRIBUTE TEMPLATES
All Primary Attribute Templates are 50 points.  Talents, as denoted by *, are limited to 4 levels.  Perks denoted as † require specialization, and those denoted ‡ are levelable.

Brawny
ST +2 [20], 30 more spent in Lifting ST 3/lvl, Striking ST 5/lvl, HP 2/lvl, Martial Artist [5/level]*, Mr. Blade [5/level]*, Mr. Smash [5/level]*, Natural Athlete [5/level]*.

You may purchase the following Perks with this Template's 30 points, or with discretionary points later:
Huge Weapons†‡, Improvised Weapons†, Power Grappling, Shoves and Tackles† (Weapon, Shield, or Brawling), Strongbow.

Genius
IQ +2 [40], then 10 points spent in the following:
Academic [5/lvl]*, Artificer [10/lvl]*, Antiquary [5/lvl]*, Born to Be Wired [5/lvl]*, Circuit Sense [5/lvl]*, Cultural Chameleon [5/lvl]*, Dealer [5/lvl]*, Doctor [5/lvl]*, Forensic Criminologist [5/lvl]*, Healer [10/lvl]*, Intuition [10], Language Talent [5] and 5 points in Languages, Mathematical Ability [10/lvl]*, Single-Minded [5], Social Scientist [10/lvl]*, Street-Smart [5/lvl]*, Truth-Seeker [5/lvl]*, Versatile [5].

You may purchase the following Perks with this Template's 10 points, or with discretionary points later:
Eidetic Memory [1] or Photographic Memory [2], Focused (Specific Task)†, Intuitive Mathematician, One-Way Fluency (Understands X)†, One-Way Literacy (Reads X)†.

Agile
DX +2 [40], then 10 points spent in the following:  Ambidexterity [5], Catfall [10], Gun Bunny [5/level]*, High-Manual Dexterity [5/level]*, Martial Artist [5/level]*, Mr. Blade [5/level]*, Natural Athlete [10/level]*, Natural Sneak [5/level]*.

You may purchase the following Perks with this Template's 10 points, or with discretionary points later:
Hands-Free†, Surefooted (Ice, Sand, Slippery, Snow, Uneven, or Water)†.  Most non-Cinematic Combat Perks are appropriate if you have the prerequisite skill (and GM approval).

Tough
HT +2 [20], DR (Tough Skin) 1 [3], Extra FP +2 [4], Hard to Kill +2 [4], Hard to Subdue +2 [4], Rapid Healing [5] or Fit [5], then 10 points spent in the following:
High Pain Threshold [10], Natural Athlete [5/level]*, Recovery [10], Tough Guy [5/level]*, Very Fit [15] (replaces Fit) or Very Rapid Healing [15] (replaces Rapid Healing).

You may purchase the following Perks with this Template's 10 points, or with discretionary points later:
Alcohol Tolerance, Deep Sleeper, Less Sleep‡, No Hangover, Temperature Tolerance‡.  Iron Body Parts† are approved only if you take the Martial Artist Talent, the optional additions are not approved.


SECONDARY ATTRIBUTE TEMPLATES
All Secondary Attribute Templates are 25 points.

Strong
ST +2 [20], then 5 points spent in the following:
Martial Artist [5/level]*, Mr. Blade [5/level]*, Mr. Smash [5/level]*, or Perks as per the Brawny Template.

Smart
IQ +1 [20], then 5 points spent in the following:
Academic [5/lvl]*, Antiquary [5/lvl]*, Born to Be Wired [5/lvl]*, Circuit Sense [5/lvl]*, Cultural Chameleon [5/lvl]*, Dealer [5/lvl]*, Doctor [5/lvl]*, Forensic Criminologist [5/lvl]*, Single-Minded [5], Street-Smart [5/lvl]*, Truth-Seeker [5/lvl]*, Versatile [5], or Perks as per the Genius Template.

Nimble
DX +1 [20], then 5 points spent in the following:
Ambidexterity [5], Gun Bunny [5/level]*, High-Manual Dexterity [5/level]*, Martial Artist [5/level]*, Mr. Blade [5/level]*, Natural Sneak [5/level]*, or Perks as per the Agile Template.

Enduring
HT +2 [20], then 5 points spent in the following:
Fit [5], Rapid Healing [5], Tough Guy [5/lvl]*, or Perks as per the Tough Template.

Perceptive
Perception +2 [10], then 15 points spent in the following:
Craftiness [5/lvl]*, Empath [5/lvl]*, Scout [5/lvl]*, Stalker [5/lvl]*, Survivor [5/lvl]*, or the Perks:  Acute Senses‡, Extended Hearing†, Robust (Sense)†.

Strong Willed
Will +4 [20], then 5 points spent in the following:
SP 1-4 [1/lvl], Intimidation (Will/A) +0 [2], Meditation (Will/H) +0 [4], or the Perks:  Brave‡, Deep Sleeper, Fearless‡, Less Sleep‡.

Quick
25 points spent in the following:  Basic Speed up to +1 [5/lvl], Combat Reflexes [15], Enhanced Defenses Block or Parry (Unarmed or One-Weapon) [5], Enhanced Defenses Parry (All) [10], Enhanced Defenses Dodge [15], Move +2 [10].


SKILL LENSES
All Skill Lenses are 25 points, any single Lens maybe taken up to twice, make three picks:

Airborne School
You’re trained at military or paramilitary parachuting. You have no problem with jumping out of a perfectly good airplane, and you’re ready to handle threats – environmental or human – when you land.

Advantages: Fearlessness 1 [2].
Perks: Upside-Down (Knife) [1].
Skills: Fast-Draw (Knife) (DX/E) [1]; Guns (Longarms) (DX/E) [2]; Jumping (DX/E) [1]; Knife (DX/E) [2]; Navigation (Land) (IQ/A) [2]; Parachuting (DX/E) [4]; Soldier (IQ/A) [2].
• Two of these options, or one of them twice:
Advanced Jump: HAHO, HALO, and all that jazz. Skills: Parachuting (DX/E) [4].
Air Assault: Gliding down a rope under whirling helicopter blades. Skills: Climbing (DX/A) [2]. Techniques: Rappelling at Climbing+1 [2].
Glider Insertion: Using any kind of steerable glider. Skills: Piloting (Glider) (DX/A) [4].


Amphibious Operations
You’ve studied military or paramilitary small-watercraft ops – anything from coast-guard work to marine expeditions. You’re at home on a rocking ship or waist-deep in water, and know your way around small craft.

Perks: Any two of Naval Training [1], Old Salt [1], or Sure-Footed (Water) [1].
Skills: Boating (Motorboat) (DX/A) [8]; Knot-Tying (DX/E) [1]; Navigation (Sea) (IQ/A) [2]; Scuba (IQ/A) [2]; Seamanship (IQ/E) [2]; Soldier (IQ/A) [2]; Survival (Island/Beach) (Per/A) [2]; Swimming (HT/E) [4].


Area Security
You’re trained at guarding and patrolling airports, borders, and similar chokepoints. Your tools of choice are well-trained senses, sensors (metal detectors, X-ray machines, and even ground radar), and dogs.

Primary Characteristics: Per +1 [5].
Skills: Animal Handling (Dogs) (IQ/A) [4]; Body Language (Per/A) [2]; Electronics Operation (Security) (IQ/A) [4]; Electronics Operation (Sensors) (IQ/A) [2]; Observation (Per/A) [2]; Search (Per/A) [2]; Tactics (IQ/H) [4].


Armory
You’re qualified to maintain, modify, and repair manportable weapons and add-ons. You don’t design them, but you’re adept at procuring and customizing such gear . . . and you’ve been known to improvise the occasional silencer or Molotov cocktail.

Advantages: Artificer 1 [10].
Perks: Any two of Cheaper Gear (Guns) [1], Equipment Bond (any one tool kit) [1], or Weapon Bond (any one gun) [1].
Skills: Armoury (Heavy Weapons) (IQ/A) [4]; Armoury (Small Arms) (IQ/A) [4]; Explosives (Fireworks) (IQ/A) [2]; Machinist (IQ/A) [2]; Scrounging (Per/E) [1].


Bon Vivant
You’re most at home when you have your arm around someone attractive and your feet on a dance floor. You’re also a regular James Bond when it comes to card games, fine wine, and fashionable clothing. This goes well with Social Engineering (p. 22).

Advantages: Fashion Sense* [5].
Perks: Two of Alcohol Tolerance [1], High-Heeled Heroine [1], High-Heeled Hurt (requires the previous perk!) [1], Honest Face [1], or No Hangover [1].
Skills: Carousing (HT/E) [4]; Connoisseur (any) (IQ/A) [4]; Dancing (DX/A) [2]; Gambling (IQ/A) [4]; Sex Appeal (HT/A) [4].
* When doubling up, the second instance gives Charisma 1 [5].


Booby Traps
You’re a master at setting and concealing all kinds of nasty surprises: tripwires, tiger pits, car bombs . . . you name it.  You have a disturbing ability to turn anything you find into adeadly trap. You might also be good at avoiding such things –you may use your Disadvantage Points to buy Enhanced Dodge (Dive for Cover) [5/level].

Skills: Camouflage (IQ/E) [2]; Explosives (Demolition) (IQ/A) [8]; Mechanic (Automobile) (IQ/A) [2]; Scrounging (Per/E) [1]; Smuggling (IQ/A) [4]; Traps (IQ/A) [8].


Bugging
You’re an expert at concealing “wires” and indoor bugs, and good with recording technology. Many specialists add expertise in Communications and Electronic Surveillance – and at Illicit Entry in order to break in and plant bugs.

Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment
Bond (any one tool kit) [1].
Skills: Electronics Operation (Media) (IQ/A) [1]; Electronics Operation (Surveillance) (IQ/A) [4]; Electronics Repair (Media or Surveillance) (IQ/A) [1]; Holdout (IQ/A) [4]; Smuggling (IQ/A) [4].


Bushwhacker
You’re adept at moving alongside or ahead of enemies in the wilderness, setting traps and ambushes. For greater deadliness, add Booby Traps or a combat skill set such as Sniper School. A terrain-specific package like Desert, Forest, Jungle, or Mountain Training is handy if you specialize.

Advantages: Craftiness 1 [5].
Skills: Camouflage (IQ/E) [2]; Naturalist* (IQ/H) [4]; Stealth (DX/A) [2]; Tactics (IQ/H) [4]; Tracking (Per/A) [4]; Traps (IQ/A) [4].


Businessperson
Whether you’re a slick MBA or a self-made success, you’re good at deals, numbers, and paperwork. In an Action campaign, this usually means you either lead a corporate-backed team or are using your personal wealth to fund crime or vigilantism on the side.

Advantages: Business Acumen 1 [10].
Skills: Accounting (IQ/H) [4]; Administration (IQ/A) [2]; Gambling (IQ/A) [2]; Leadership (IQ/A) [2]; Merchant (IQ/A) [2]; Propaganda (IQ/A) [2]; Savoir-Faire (High Society) (IQ/E) [1].


Car Thief
You’re great at finding unattended cars, boosting them, and being gone in 60 seconds – for either personal use or profit. This enhances Illicit Entry or Security Systems in a specific role, and fits well with Repairman or Tactical Driving.

Perks: Either Cheaper Gear (Ground Vehicles) [1] or Equipment Bond (any one tool kit) [1].
Skills: Connoisseur (Cars)* (IQ/A) [4]; Driving (Automobile) (DX/A) [2]; Electronics Repair (Security) (IQ/A) [4]; Forced Entry (DX/E) [2]; Lockpicking (IQ/A) [4]; Mechanic (Automobile) (IQ/A) [4]; Stealth (DX/A) [2].
• One of Area Knowledge (city) (IQ/E) [2], Streetwise (IQ/A) [2], or Urban Survival (Per/A) [2].


Chemical Safety
You’re skilled at finding and safely dealing with toxic spills and nerve gas. To treat poisoning, take Doctor (p. 18) as well. As dangerous chemicals often go boom, you may use your Disadvantage points to buy Enhanced Dodge (Dive for Cover) [5/level].

Perks: Suited Up (NBC Suit).
Skills: Chemistry (IQ/H) [8]; Electronics Operation (Security) (IQ/A) [4]; Hazardous Materials (Chemical) (IQ/A) [8]; Poisons (IQ/H) [4].


Climber
You’re an expert at overcoming vertical obstacles – fences, buildings, rock faces, mountains – and with the use of ropes, grapnels, and similar equipment. You have a strong grip and the sure-footedness of a mountain goat.

Advantages: Lifting ST 1 [3].
Perks: Equipment Bond (Climbing Kit) [1], Sure-Footed (Uneven) [1].
Skills: Acrobatics (DX/H) [4]; Climbing (DX/A) [8]; Jumping (DX/E) [1]; Knot-Tying (DX/E) [2]; Throwing (DX/A) [2].
Techniques: Rope Up at Climbing-1 [1]; Scaling at Climbing-2 [2].


Close-Quarters Battle
You’re trained at rapid close-quarters engagements. Take other skill sets to reflect whether the training was military or police, or indoors or out. This one covers spotting threats, fighting with knives and short-ranged firearms, and using (and resisting) stun grenades.

Primary Characteristics: Per +1 [5].
Perks: Robust Hearing [1]; Robust Vision [1].
Skills: Fast-Draw (Ammo) (DX/E) [1]; Fast-Draw (Knife) (DX/E) [1]; Fast-Draw (From Sling) (DX/E) [1]; Fast-Draw (Pistol) (DX/E) [1]; Gesture (IQ/E) [1]; Guns (Longarm) (DX/E) [2]; Guns (Pistol) (DX/E) [2]; Knife (DX/E) [1]; Tactics (IQ/H) [4]; Throwing (DX/A) [2].
Technique: Payload Warhead (A) [2].


Command
You are or were a military officer or senior NCO, or maybe a leader in a paramilitary, intelligence, or police force. You have an inspiring manner, a good range of motivational skills, and a fair grasp of practical organization. Compare Mastermind.

Advantages: Charisma 1 [5].
Perks: Penetrating Voice [1].
Skills: Administration (IQ/A) [2]; Diplomacy (IQ/H) [4]; Intimidation (Will/A) [2]; Leadership (IQ/A) [4]; Savoir- Faire (Military or Police) (IQ/E) [1]; Teaching (IQ/A) [2].
• A total of 4 points in Expert Skill (Military Science), Law (Police), Strategy, or Tactics, all (IQ/H). Those with Amphibious Operations or Sailor add Shiphandling (IQ/H) to this list.


Communications
You’re trained at operating and maintaining fancy comms gear – including direction-finders, jammers, and digital networks – and with codes and ciphers. Espionage work calls for one or more of Bugging, Computer Intrusion, and Electronic Surveillance as well.

Advantages: Acute Hearing 1 [2]; Circuit Sense 1 [5].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one radio or tool kit) [1].
Skills: Computer Operation (IQ/E) [1]; Cryptography (IQ/H) [8]; Electronics Operation (Communications) (IQ/A) [4]; Electronics Repair (Communications) (IQ/A) [2]; Electronics Repair (Computers) (IQ/A) [2].


Computer Intrusion
You’re a hacker, adept at cracking digital networks and encryption to steal or alter data – typically using a custom rig, code of your own
design, and a bit of Dumpster-diving.

Advantages: Born to Be Wired 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one computer) [1].
Skills: Computer Hacking (IQ/VH) [4]; Computer Operation (IQ/E) [1]; Computer Programming (IQ/H) [2]; Cryptography (IQ/H) [2]; Electronics Operation (Communications) (IQ/A) [1]; Electronics Repair (Computers) (IQ/A) [1]; Expert Skill (Computer Security) (IQ/H) [2]; Scrounging (Per/E) [1].


Conspiracies
You’re a conspiracy nut or possibly a MIB. Pick other skill sets for technical know-how – this one covers seeing plots in every word you hear or read. Add Detective Work (p. 14) or Journalism (p. 17) if you pry further, and/or Tradecraft (p. 23) to foil Them.

Primary Characteristics: Either Will +1 [5] (iron-willed true believer) or Per +1 [5] (wary shoulder-checker).
Skills: Current Affairs (Headline News) (IQ/E) [2]; Current Affairs (Politics) (IQ/E) [2]; Detect Lies (Per/H) [2]; Expert Skill (Conspiracy Theory) (IQ/H) [8]; Intelligence Analysis (IQ/H) [2]; Research (IQ/A) [4].


Construction
Many action plots require knowledge of buildings, plumbing, tunnels, and so on. Add Illicit Entry (p. 17) to focus on infiltration, or Demolitions (p. 14) or Sabotage (p. 21) for destruction. Brawny working-man’s heroes have Physical Training (pp. 19-20) – or possibly Goon (p. 16).

Advantages: Artificer 1 [10].
Perks: Equipment Bond (any one tool kit or construction vehicle) [1].
Skills: Architecture (IQ/A) [4]; Forced Entry (DX/E) [2].
• Two of Carpentry* or Masonry*, both (IQ/E) [2]; Electrician, Machinist, or Mechanic (any), all (IQ/A) [2]; or Engineer (Combat) (IQ/H) [2].
• Either Area Knowledge (city or tunnels under a city) (IQ/E) [4] or Survival (Urban) (Per/A) [4].


Countersurveillance
You’re a pro at bug-sweeping and spotting lens glint, silently signaling your findings, and generally foiling snoops.
Your skills are transferable to snooping, though Electronic Surveillance (p. 14) or Surveillance (p. 22) is better. Consider Area Security (p. 11), too.

Secondary Characteristics: Per +1 [5].
Advantages: Circuit Sense 1 [5].
Skills: Electronics Operation (Communications) (IQ/A) [2]; Electronics Operation (Security) (IQ/A) [2]; Electronics Operation (Sensors) (IQ/A) [2]; Electronics Operation (Surveillance) (IQ/A) [2]; Gesture (IQ/E) [1]; Observation (Per/A) [2]; Search (Per/A) [2]; Stealth (DX/A) [2].


Cowboy
Perhaps you aren’t literally a cowboy, but you’re at home on the range, a fair hand with horses, and a good shot. As befits the image, you’re tough, rugged, and always see or hear the bad guys coming. Many a cowboy is also a Bushwhacker (p. 12).

Attributes: HT +1 [10].
Secondary Characteristics: Per +1 [5].
Skills: Guns (Pistol or Rifle) (DX/E) [2]; Riding (Horse) (DX/A) [4]; Survival (Plains) (Per/A) [2]; Tracking (Per/A) [2].

Criminal Past
You are or were some kind of crook. Your other skill sets hint at your crimes – from petty Theft (p. 22) to almost any violent option for murder for hire – but you’re at home in seamy cityscapes, around everyone from bums and addicts on up to “made men.”

Advantages: Street-Smart [5].
Skills: Carousing (HT/E) [2]; Holdout (IQ/A) [4]; Savoir-Faire (Mafia) (IQ/E) [2]; Streetwise (IQ/A) [4]; Survival (Urban) (Per/A) [4].
• Either Fast-Talk (IQ/A) [4] or Intimidation (Will/A) [4].


Demolitions
You’re an expert at blowing up structures and obstacles, with sidelines in arson and high-explosive munitions. To be a mad bomber, take Booby Traps (pp. 11-12) instead . . . or as well!
Enhanced Dodge (Dive for Cover) [5/level] suits what you do, and you may use your Disadvantage points to acquire it.

Advantages: Fearlessness 1 [2].
Perks: Either Cheaper Gear (Explosives*) [1] or Equipment Bond (any one tool kit) [1].
Skills: Architecture (IQ/A) [2]; Armoury (Heavy Weapons) (IQ/A) [2]; Chemistry (IQ/H) [2]; Engineer (Combat) (IQ/H) [4]; Explosives (Demolition) (IQ/A) [8]; Explosives (Fireworks) (IQ/A) [4].


Desert Training
You’re a desert rat, hardened by blistering heat and whipping sands. This might be due to military “desert warfare” training – but it also suits lone rugged survivalists.

Attributes: HT +1 [10].
Perks: Sure-Footed (Sand) [1].
Skills: Hiking (HT/A) [2]; Navigation (Land) (IQ/A) [2]; Survival (Desert) (Per/A) [8]; Tracking (Per/A) [2].


Detective Work
You’re a trained crime-solver. A genuine police officer should add Law Enforcement (pp. 17-18), and possibly Forensics (p. 16) or Undercover (p. 23). This skill set offers basic interrogation techniques – tack on Interrogation (p. 17) for secret police.

Secondary Characteristics: Per +1 [5].
Skills: Criminology (IQ/A) [4]; Detect Lies (Per/H) [2]; Intelligence Analysis (IQ/H) [4]; Interrogation (IQ/A) [2]; Research (IQ/A) [2]; Observation (Per/A) [2]; Search (Per/A) [2]; Streetwise (IQ/A) [2].


Disease Control
You’re qualified to deal with all manner of scary contagion, whether contained in a lab or dispersed in a population; to treat it, take Doctor (p. 18), too. This includes use of the relevant safety gear.

Advantages: Resistant to Disease (+4) [4], Suited Up (NBC Suit).
Skills: Diagnosis (IQ/H) [4]; Expert Skill (Epidemiology) (IQ/H) [8]; Hazardous Materials (Biological) (IQ/A) [8].


Electronic Surveillance
You know all about using long-range mics, sensors, and tracking beacons to keep tabs on targets, usually from a vehicle. This sort of work is for the most part is “hands off.” If you plant bugs and tap phone lines, add Bugging (pp. 11-12).

Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one tool kit or surveillance van) [1].
Skills: Driving (Automobile or Heavy Wheeled) (DX/A) [2]; Electronics Operation (Sensors) (IQ/A) [4]; Electronics Operation (Surveillance) (IQ/A) [4]; Electronics Repair (Sensors) (IQ/A) [1]; Electronics Repair (Surveillance) (IQ/A) [1]; Observation (Per/A) [2].


Electronics
You’re a wizard with a soldering iron, skilled at general electronics repair. This also lets you disarm and sabotage digital devices, but that’s not the focus of this skill set.

Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one tool kit) [1].
Skills: Two specialties of Electronics Repair (Communications, Computers, Media, Security, Sensors, and Surveillance) (IQ/A) [4], the other four at [1].
• Scrounging (Per/E) [2].


Escape and Evasion
You’re good at escaping restraints and prisons, and at eluding pursuit on foot. Spies and commandos often learn this alongside Resistance (p. 21) and/or Survival (p. 22) . . . though it could be something you learned the hard way after doing a little time inside.

Advantages: Craftiness 1 [5].
Secondary Characteristics: Basic Move +1 [5].
Skills: Camouflage (IQ/E) [1]; Escape (DX/H) [4]; Lockpicking (IQ/A) [2]; Running (HT/A) [4]; Shadowing (IQ/A) [2]; Stealth (DX/A) [2].


Explosive Ordnance Disposal (EOD)
You have the risky job of finding, defusing, and disposing of bombs, including booby traps, car bombs, IEDs, and land mines. Most EOD experts have either Infantry Training or Law Enforcement, too. For reasons that should be obvious, you may use your Disadvantage points to buy Enhanced Dodge (Dive for Cover) [5/level].

Advantages: Fearlessness 1 [2].
Skills: Electronics Operation (Security) (IQ/A) [4]; Explosives (EOD) (IQ/A) [8]; Hazardous Materials (Chemical) (IQ/A) [2]; Mechanic (Automobile) (IQ/A) [1]; Search (Per/A) [4]; Traps (IQ/A) [4].


Fireman
Action movies seem to love firefighters. Such heroes are more skilled than their realistic counterparts at wielding fire axes in anger, using extinguishers as weapons, and setting fires. They’re also buff, and good at carrying victims out of danger.

Advantages: Lifting ST 2 [6], Suited Up (NBC Suit).
Perks:
Skills†: Climbing (DX/A) [2]; Driving (Heavy Wheeled) (DX/A) [2]; Explosives (Fireworks) (IQ/A) [2]; First Aid (IQ/E) [2]; Forced Entry (DX/E) [2]; Liquid Projector (Water Canon) (DX/E) [1]; Professional Skill (Firefighter) (IQ/A) [4].
• Either Axe/Mace or Two-Handed Axe/Mace, both (DX/A) [2].

DONE TO HERE.  EVERYTHING PAST HERE IS MAYBE NOT 110% ACCURATE.  BUT GO AHEAD AND START USING IT ANYWaY, I CAN ADJUST AS WE GO.

Fixer
25 points
Your specialty is obtaining gear – wherever, whenever, and
however you can. You’re a master of scrounging, smuggling,
and the black-market deal.
Advantages: Contact Group (Any group that can help you
obtain or smuggle gear – corporation, mob, port authority,
etc.; Skill-12; 9 or less; Somewhat Reliable)* [5].
Perks: Cheaper Gear (any one of drugs and medical gear,
electronics, explosives, ground vehicles, guns, etc.) [1];
Cheaper Gear (a different category of equipment) [1].
Skills: Administration (IQ/A) [2]; Freight Handling (IQ/A) [4];
Merchant (IQ/A) [2]; Scrounging (Per/E) [2]; Smuggling
(IQ/A) [4]; Streetwise (IQ/A) [4].
* When doubling up, the second instance can be another
Contact Group or a superior version of the existing one:
improve skill to 15, or frequency to 12 or less, or reliability to
“Usually Reliable.”

Flight School
You’re a keen-eyed airman with good situational
awareness, rated on one broad class of aircraft. Civilian
and military flyers differ, and while any pilot might take
this skill set twice to qualify on other equipment – and
ex-military commercial pilots often have both packages –
combat aces regularly double up on a single type!

Civilian Pilot
25 points
Advantages: Absolute Direction* [5]; Acute Vision 1 [2].
Skills: Electronics Operation (Communications) (IQ/A) [2];
Mechanic (for Piloting specialty) (IQ/A) [2]; Navigation
(Air) (IQ/A) [2]; Piloting (Glider, Helicopter, Light Airplane,
or Ultralight) (DX/A) [8]. • A total of 4 points in Freight
Handling and Smuggling, both (IQ/A).
* When doubling up, this becomes 3D Spatial Sense [10] –
which aids Piloting as well as Navigation!

Military Pilot
25 points
Advantages: Absolute Direction* [5]; Acute Vision 1 [2].
Skills: Electronics Operation (Communications) (IQ/A) [1];
Navigation (Air) (IQ/A) [1]; Parachuting (DX/E) [1]; Piloting
(Helicopter or High-Performance Airplane) (DX/A) [8];
Savoir-Faire (Military) (IQ/E) [1]. • Any three of Artillery
(Bombs or Guided Missile) (IQ/A) [2], Gunner (Machine
Gun or Rockets) (DX/E) [2], or Tactics (IQ/H) [2].
* Again, doubling up makes this 3D Spatial Sense [10].

Forensics
25 points
You’re skilled at scientific evidence collection and analysis,
from lifting fingerprints to finding footprints to examining cold
corpses. This doesn’t require Law Enforcement (pp. 17-18) –
perhaps you’re a dedicated lab monkey, or a medical examiner
with Medicine (p. 18).
Skills: Criminology (IQ/A) [1]; Diagnosis (IQ/H) [4]; Electronics
Operation (Security) (IQ/A) [4]; Forensics (IQ/H) [8];
Search (Per/A) [4]; Tracking (Per/A) [4].

Forest or Jungle Training
25 points
You’re comfortable operating in dense vegetation and
adept at exploiting the short lines of sight there. You might
be a rugged, axe-swinging survivalist, familiar with temperate
woodlands – or a commando, guerrilla, or mercenary, at home
in the jungle, machete in hand.
Secondary Characteristics: Outdoorsman 1 [10].
Skills: Camouflage (IQ/E) [1]; Hiking (HT/A) [2]; Navigation
(Land) (IQ/A) [2]; Stealth (DX/A) [2]; Tracking (Per/A) [2].
• One of these options:
Forest: Axe/Mace (DX/A) [2]; Survival (Woodlands) (Per/A) [4].
Jungle: Knife (DX/E) [2]; Survival (Jungle) (Per/A) [4].

Goon
25 points
You’re big, menacing, and hard to coerce. How good
you are at violence depends on your other skill sets: Heavy
Weapons (below), Obsolete Weapons (p. 19), and Unarmed
Combat (p. 23) all fit – but action fiction frequently portrays
laborers with Construction (p. 13) or Repairman (p. 20), and
jocks with Physical Training (pp. 19-20), as goons.
Attributes: ST +1 [10].
Secondary Characteristics: Will +1 [5].
Advantages: Fearlessness 1 [2].
Skills: Intimidation (Will/A) [8].

Heavy Weapons
25 points
You have the strength and training to use big guns: flamethrowers,
grenade launchers, LAWs, machine guns, mortars,
and SAMs. The most realistic background for this stuff is military
– but in Action, all bets are off!
Attributes: ST +1 [10].
Perks: Huge Weapons 1 [1].
Skills: Artillery (Cannon or Guided Missile) (IQ/A) [2]; Gunner
(Cannon or Machine Gun) (DX/E) [2]; Guns (Grenade
Launcher) (DX/E) [2]; Guns (LAW) (DX/E) [2]; Guns (Light
Machine Gun) (DX/E) [2]; Liquid Projector (Flamethrower)
(DX/E) [2]. • Another 2 points in any one of those skills or
Forward Observer (IQ/A) [2].

Hostile Extraction
25 points
That is, kidnapping: You stalk your unsuspecting quarry
until you can overpower him – usually to force him into a vehicle.
Tools range from basic (threats, blackjacks, grappling,
rope, and handcuffs) to high-tech (pepper spray, stun guns,
and Tasers).
Advantages: Craftiness 1 [5].
Skills: Brawling (DX/E) [2]; Fast-Draw (Pistol) (DX/E) [1];
Guns (Pistol) (DX/E) [1]; Holdout (IQ/A) [2]; Intimidation
(Will/A) [4]; Knot-Tying (DX/E) [2]; Liquid Projector
(Sprayer) (DX/E) [2]; Shadowing (IQ/A) [2]; Stealth (DX/A)
[2]. • Either Judo (DX/H) [2] or Wrestling (DX/A) [2].

Illicit Entry
25 points
You have in-depth experience at defeating doors and
mechanical locks, and aren’t bad with simpler fences and
alarms. A full-on thief also needs a few of Climber (p. 12),
Parkour (p. 19), Security Systems (p. 21), and Theft (p. 22).
Perks: Equipment Bond (any item from Burglar’s Tools,
Heroes, pp. 26-27) [1].
Skills: Climbing (DX/A) [2]; Electronics Operation (Security)
(IQ/A) [4]; Escape (DX/H) [4]; Forced Entry (DX/E) [4];
Lockpicking (IQ/A) [8]; Stealth (DX/A) [2].

Impersonation
25 points
You’re good at passing yourself off as someone you
aren’t – usually a generic alter-ego, occasionally a specific
target – and are especially fluent in one particular cultural
background. You’re skilled with faked mannerisms, disguises,
and outright lies.
Advantages: Craftiness 1 [5]; Cultural Familiarity (any)* [1];
Language (any at Native)* [6].
Skills: Acting (IQ/A) [4]; Disguise (IQ/A) [4]; Fast-Talk (IQ/A)
[4]. • One skill for Fitting In (Exploits, p. 16): Administration
(IQ/A) [1], Savoir-Faire (High Society, Mafia, Military,
or Police) (IQ/E) [1], or Streetwise (IQ/A) [1].
* Each counts as a successful complementary skill roll (giving
+1) when using

Infantry Training
25 points
You’ve attended boot camp and learned to shoot rifles,
chuck grenades, and bayonet things – and to salute, march,
and schlep a heavy pack. To raise combat skills, also take
Close-Quarters Battle (pp. 12-13), Heavy Weapons (p. 16),
Sniper School (p. 22), or the like.
Advantages: Fit* [5].
Skills*: Camouflage (IQ/E) [1]; Guns (Rifle) (DX/E) [2]; Hiking
(HT/A) [2]; NBC Suit (DX/A) [2]; Savoir-Faire (Military)
(IQ/E) [1]; Soldier (IQ/A) [4]; Spear (DX/A) [2]; Throwing
(DX/A) [2]. • Either Brawling (DX/E) [2] or Karate (DX/H)
[2]. • Either Judo (DX/H) [2] or Wrestling (DX/A) [2].
* When doubling up, Fit [5] becomes a general HT +1 [10],
and the solider may opt not to double up on one skill, instead
spending the points on Gunner (any) or Guns (any), both
(DX/E); Artillery (any) or Forward Observer, both (IQ/A); or
Engineer (Combat) (IQ/H).


Intelligence
25 points
You’ve been taught to identify valuable information, grab
what you can (especially maps and reports), and memorize or
photograph what you can’t. You also know how to analyze this
stuff – preferably after you’re out of harm’s way.
Advantages: Eidetic Memory* [5].
Skills: Cartography (IQ/A) [2]; Intelligence Analysis (IQ/H) [8];
Photography (IQ/A) [2]; Search (Per/A) [2]; Speed-Reading
(IQ/A) [2]. • Another 4 points distributed among any of
those skills, Accounting (IQ/H), or Expert Skill (Military
Science) (IQ/H).
* When doubling up, this becomes Photographic Memory
[10].

Journalism
25 points
Hard-nosed reporters and stringers seeking their big break
are often drawn into Action stories. Anything interesting or
unusual attracts you. You’re used to using investigative skills
at bonuses in safe circumstances (pp. B345-346); double up to
count on them in dangerous ones.
Skills: Current Affairs (any) (IQ/E) [2]; Current Affairs (any
other) (IQ/E) [1]; Intelligence Analysis (IQ/H) [2]; Interrogation
(IQ/A) [2]; Observation (Per/A) [2]; Photography
(IQ/A) [2]; Propaganda (IQ/A) [2]; Public Speaking (IQ/A)
[4]; Research (IQ/A) [4]; Writing (IQ/A) [4].

Law Enforcement
25 points
You know how to pound a beat and respect procedure.
Combat training spans the “spectrum of force” from unarmed,
through pepper spray, Taser, and baton or tonfa, to handgun
and finally shotgun. To be good at anything but driving
around, making people respect your authority, add a skill set
like Area Security (p. 11), Detective Work (p. 14), Forensics
(p. 16), or Personal Security (p. 19).
Skills: Criminology (IQ/A) [2]; Guns (Pistol) (DX/E) [1]; Guns
(Shotgun or Submachine Gun) (DX/E) [2]; Law (Police)
(IQ/H) [4]; Liquid Projector (Sprayer) (DX/E) [2]; Savoir-
Faire (Police) (IQ/E) [1]. • Either Driving (Automobile or
Motorcycle) or Riding (Horse), both (DX/A) [2]. • Either
Brawling (DX/E) [2] or Karate (DX/H) [2]. • Either Judo
(DX/H) [2] or Wrestling (DX/A) [2]. • Either Shortsword or
Tonfa, both (DX/A) [2].
Techniques: Arm Lock at Judo+2 or Wrestling+2 [2]; Retain
Weapon (Pistol) at DX+2 [3].


Medicine
You’re a trained medical practitioner. The 25-point level
(Medic) is for a military corpsman, police- or fire-department
paramedic, or similar first-responder; the 50-point level
(Doctor), for a qualified physician. In either case, you may
use your Disadvantage Points to buy Higher Purpose (“Medic!”) [5];
see Heroes, p. 18.
Medic
25 points
Advantages: Healer 1 [10].
Perks: Equipment Bond (crash kit or first aid kit) [1].
Skills: Diagnosis (IQ/H) [1]; Fast-Draw (Medical Gear) (DX/E)
[1]; First Aid (IQ/E) [4]; Surgery (IQ/VH) [8].
Doctor
50 points
Advantages: Healer 3 [30].
Perks: Equipment Bond (crash kit, first aid kit, or surgical
kit) [1].
Skills: Diagnosis (IQ/H) [4]; Fast-Draw (Medical Gear) (DX/E)
[1]; Pharmacy (Synthetic) (IQ/H) [2]; Physician (IQ/H) [4];
Surgery (IQ/VH) [8].

Mountain Training
25 points
You’re accustomed to moving through and surviving in
mountainous terrain, where the ground is at best uneven
and at worst vertical. You may belong to a special military
unit or be a simple mountain man. Climber (p. 12) is a common
complement.
Advantages: Outdoorsman 1 [10].
Perks: Sure-Footed (Uneven) [1].
Skills: Camouflage (IQ/E) [1]; Climbing (DX/A) [4]; Hiking
(HT/A) [2]; Knot-Tying (DX/E) [1]; Navigation (Land)
(IQ/A) [2]; Survival (Mountain) (Per/A) [4].

Negotiator
You know what people want and try to broker deals
between all parties in a dispute. With Law Enforcement
(pp. 17-18), this makes you a cop who handles tense standoffs,
but that isn’t the only option – plenty of super-spies are
diplomats, at least in name.
Negotiator 1
25 points
Advantages: Sensitive [5].
Skills: Diplomacy (IQ/H) [8]; Merchant (IQ/A) [4]; Psychology
(IQ/H) [8].

Negotiator 2
50 points
Advantages: Empathy [15]; Voice [10].
Skills: Diplomacy (IQ/H) [8]; Merchant (IQ/A)
[8]; Psychology (IQ/H) [8]; Public Speaking
(IQ/A) [1].

Nuclear Disposal
25 points
You know the correct techniques for detecting,
handling, and disposing of radioactive
dangers like stolen plutonium, dirty bombs,
and nuclear weapons. This just about always
suggests a military background! (It’s also
very specialized.)
Advantages: Fearlessness 1 [2].
Perks: Precautions 1 [1].
Skills: Electronics Operation (Security) (IQ/A)
[4]; Expert Skill (Military Science) (IQ/H)
[2]; Explosives (Nuclear Ordnance Disposal)
(IQ/A) [8]; Hazardous Materials (Radioactive)
(IQ/A) [4]; NBC Suit (DX/A) [4].

Obsolete Weapons
25 points
Action stories have a special place for slick
heroes who wield katanas or sword canes
despite the existence of guns; for thugs who like
clubs, lengths of chain, and axes; for all manner of knifefighters;
and of course for ninjas (who often double up!).
Advantages: Enhanced Parry 1 (One melee weapon) [5].
Perks and Techniques*: A total of 8 points in any combination
of weapon perks and techniques from Furious Fists,
pp. 15-19 for which you have the prerequisites.
Skills*: A total of 12 points in any of Fast-Draw (any low-tech
weapon) or Knife, both (DX/E); Axe/Mace, Broadsword,
Cloak, Jitte/Sai, Main-Gauche, Parry Missile Weapons,
Rapier, Saber, Shortsword, Smallsword, Spear, Staff,
Tonfa, Two-Handed Axe/Mace, Two-Handed Sword, or
Whip, all (DX/A); Flail, Kusari, or Two-Handed Flail, all
(DX/H); or Armoury (Melee Weapons) (IQ/A).
* Optionally, put some of these points toward Crossbow
(DX/E), Thrown Weapon (any) (DX/E), or Blowpipe (DX/H).

Parkour
25 points
You’re adept at tactical movement on foot. Such athletics
are used in urban settings by students of the street and forward-
looking law-enforcement and military schools. Combine
it with Climber (p. 12) and there will be few places you
can’t reach!
Secondary Characteristics: Basic Move +1 [5].
Perks: Compact Frame [1].
Skills: Acrobatics (DX/H) [4]; Climbing (DX/A) [2]; Escape
(DX/H) [2]; Jumping (DX/E) [1]; Running (HT/A) [4];
Urban Survival (Per/A) [2].
Techniques: Evade at Acrobatics+2 [2]. • One of Acrobatic
Stand at Acrobatics-4 [2], Balancing at Acrobatics+2 [2],
Dive n’ Roll at Acrobatics-2 [2], Running Climb at Acrobatics+
1 [2], Skidding at DX [2], Sliding at Acrobatics+2 [2],
or Spinning at Acrobatics [2].

Personal Security
25 points
You’re a bodyguard, good at spotting threats and covering
your man. If necessary, you’re ready to stop a bullet. A
protection agent assigned to a politician should take Law
Enforcement (pp. 17-18), too – but you could be a hireling or
a mob soldier instead.
Secondary Characteristics: Per +1 [5].
Advantages: Fearlessness 1 [2]; Hard to Kill 1 [2].
Skills: Body Language (Per/A) [2]; Fast-Draw (Pistol) (DX/E)
[1]; Guns (Pistol) (DX/E) [1]; Holdout (IQ/A) [2]; Observation
(Per/A) [2]; Savoir-Faire (Servant) (IQ/E) [2]; Tactics
(IQ/H) [4]. • Either Judo (DX/H) [2] or Wrestling
(DX/A) [2].

Physical Training
25 points
This represents spending lots of time at the climbing wall,
gym, pool, ski slope, track, weight room, etc. Any action
hero can improve most of these traits (From Good to Great,
pp. 31-32) – selecting it here makes it part of your backstory,
so play it up!
Attributes: Either ST +2 [20] or both ST +1 [10] and HT +1 [10].
Secondary Characteristics: FP +1 [3].
Skills: A total of 2 points in any of Bicycling or Jumping, both
(DX/E); Boxing, Climbing, or Wrestling, all (DX/A); Acrobatics,
Judo, or Karate, all (DX/H); Swimming (HT/E); Lifting
or Running, both (HT/A); or Skiing (HT/H).

Pistolero
25 points
You’re well-trained with handguns, and can carry, maintain,
shoot, and reload pistols with maximum efficiency.
Perks: Off-Hand Weapon Training (Pistol)* [1]. • Either
Cheaper Gear (Guns) [1] or Weapon Bond (any one handgun)
[1].
Skills: Armoury (Small Arms) (IQ/A) [2]; Fast-Draw (Ammo)
(DX/E) [2]; Fast-Draw (Pistol) (DX/E) [2]; Guns (Pistol)
(DX/E) [8]; Holdout (IQ/A) [4].
Techniques: Dual-Weapon Attack (Pistol) at Guns (Pistol)-3*
[2]; Retain Weapon (Pistol) at DX+2 [3].
* When doubling up, these two traits become Off-Hand
Weapon Training (Pistol) [1] and Dual-Weapon Attack at
Guns (Pistol) [5].

Psy-Ops
25 points
You deal in brainwashing, propaganda, and related mind
games. You know how to apply and resist those arts – but the
most heroic application is deprogramming (Exploits, p. 17).
Whatever you do most, consider taking Interrogation (p. 17)
as well.
Secondary Characteristics: Will +1 [5].
Skills: Brainwashing (IQ/H) [8]; Propaganda (IQ/A) [4]; Psychology
(IQ/H) [8].

Recon
25 points
You’re a military-style scout who infiltrates quietly,
observes from concealment, and then departs swiftly. This
usually accompanies Desert Training (p. 14), Forest or
Jungle Training (p. 16), Mountain Training (p. 18), Sniper
School (p. 22), or Survival (p. 22). A Rambo would want
Booby Traps (pp. 11-12) and/or Bushwhacker (p. 12), too.
Secondary Characteristics: Per +1 [5]; Basic Move +1 [5].
Advantages: Night Vision 2 [2].
Skills: Camouflage (IQ/E) [2]; Gesture (IQ/E) [1]; Navigation
(Land) (IQ/A) [2]; Observation (Per/A) [4]; Stealth (DX/A)
[2]. • Either Forward Observer (IQ/A) [2] or Tracking
(Per/A) [2].

Records Falsification
25 points
You can fake documents of most kinds: identity cards, ledgers,
photographs . . . even banknotes, in a pinch. To falsify
digital records, tack on Computer Intrusion (p. 13).
Skills: Accounting (IQ/H) [4]; Administration (IQ/A)
[4]; Computer Operation (IQ/E) [1]; Electronics
Operation (Media) (IQ/A) [4]; Forgery* (IQ/H) [12].
* Counterfeiting (IQ/H) defaults to Forgery-2,
which usually suffices because it rarely arises in
Action. If it’s essential to a character concept, take
it instead of Forgery and use Forgery at its Counterfeiting-2
default.

Repairman
25 points
You’re skilled at general automotive, mechanical,
and electrical repair, and familiar with tools and
shops. This doesn’t include electronics – Electronics
(p. 15) and specific technical skill sets cover that.
Likewise, you’ll need Armory (p. 11) to fix weapons.
Advantages: Artificer 1 [10].
Perks: Equipment Bond (any one tool kit) [1].
Skills: Electrician (IQ/A) [2]; Machinist (IQ/A) [2];
Mechanic (Automobile) (IQ/A) [4]; Mechanic
(Free-Flooding Sub, Glider, Heavy Wheeled,
Helicopter, High-Performance Airplane, Light
Airplane, Motorboat, Motorcycle, Ship, or Ultralight)
(IQ/A) [2]; Mechanic (any other) (IQ/A) [2];
Scrounging (Per/E) [2].

Researcher
25 points
You can wade through your own weight in records – digital
or paper – in, err, record time, and run database searches like
nobody else.
Skills: Accounting (IQ/H) [4]; Administration (IQ/A) [2]; Computer
Operation (IQ/E) [1]; Current Affairs (any) (IQ/E) [2];
Electronics Operation (Media) (IQ/A) [4]; Research (IQ/A)
[8]; Speed-Reading (IQ/A) [4].

Sabotage
25 points
You’re adept at getting into and damaging machinery in
subtle ways that endanger users: ground faults, severed elevator
cables, gas leaks, and so on. Many saboteurs add Booby
Traps (pp. 11-12) or Demolitions (p. 14) – or Repairman
(p. 20), which overlaps.
Perks: Equipment Bond (any one tool kit) [1].
Skills: Electrician (IQ/A) [4]; Forced Entry (DX/E) [2]; Lockpicking
(IQ/A) [4]; Machinist (IQ/A) [4]; Mechanic (any*)
(IQ/A) [4]; Scrounging (Per/E) [2]; Traps (IQ/A) [4].
* Besides vehicular specialties, there may be ones like
“Nuclear Power Plant” that go beyond what Electrician and
Machinist cover. Ask the GM!


Safecracking
25 points
You’re an artist with high-security vaults. If you’re exceptionally
good, also take Demolitions (p. 14) if you favor
thermite and explosives, or Illicit Entry (p. 17) if you prefer
burglar’s tools – the overlap will boost skills that often suffer
large penalties.
Skills: Connoisseur (Safes & Vaults)* (IQ/A) [1]; Electronics
Operation (Security) (IQ/A) [4]; Explosives (Demolition)
(IQ/A) [4]; Forced Entry (DX/E) [4]; Lockpicking (IQ/A) [8];
Machinist (IQ/A) [4].
* Allows a complementary skill roll when attacking a safe
or a vault with any other skill in this set.


Sailor
You have experience as a crewman aboard a merchant or
blue-water navy vessel. Each is its own skill set. Either way,
you’re comfortable days away from land, on (or under) the
open ocean.
Civilian Crewman
25 points
Perks: Old Salt [1].
Skills: Boating (Motorboat) (DX/A) [2]; Knot-Tying (DX/E)
[2]; Mechanic (Ship) (IQ/A) [4]; Navigation (Sea) (IQ/A) [4];
Scrounging (Per/E) [2]; Seamanship (IQ/E) [4]; Swimming
(HT/E) [2]. • A total of 4 points in Freight Handling and
Smuggling, both (IQ/A).


Military Crewman
25 points
Perks: Naval Training [1]; Old Salt [1].
Skills: Boating (Motorboat) (DX/A) [2]; Knot-Tying (DX/E)
[2]; Mechanic (Ship) (IQ/A) [2]; Navigation (Sea) (IQ/A)
[4]; Savoir-Faire (Military) (IQ/E) [1]; Swimming (HT/E)
[2]. • Either Seamanship or Submariner, both (IQ/E) [4].
• Three of Artillery (Cannon, Guided Missile, or Torpedoes)
or Forward Observer, both (IQ/A) [2], or Gunner (Machine
Gun) or Guns (Pistol, Rifle, or Submachine Gun), both
(DX/E) [2].


Scientist
25 points
You’re skilled at the few nonmedical sciences relevant to
action heroes – that is, you know about dangerous chemicals,
plants, and animals, and can run lab tests for clues. This skill
set almost always accompanies Academics (p. 10).
Skills: Chemistry (IQ/H) [8]; Current Affairs (Science &
Technology)* (IQ/E) [1]; Forensics (IQ/H) [8]; Naturalist†
(IQ/H) [8].
* Action has uses for Chemistry, Forensics, and Naturalist,
but not Biology, Geology, Physics, or other sciences. Those are
one-off plot devices in this genre, reserved for NPC specialists.
If a PC must advance a science plot, Current Affairs (Science
& Technology) is the go-to skill (Exploits, p. 10).
† See Bushwhacker (p. 12) for an important note.


Security Systems
25 points
You’re a pro at running bypasses on electronic alarms, cutting
power to sensors, and disabling deadly booby traps. This
also makes you good at setting up and operating such things,
though that isn’t your focus. This skill set pairs well with Illicit
Entry (p. 17).
Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment
Bond (any one tool kit or electronic burglary gadget) [1].
Skills: Computer Operation (IQ/E) [1]; Electrician (IQ/A) [1];
Electronics Operation (Security) (IQ/A) [4]; Electronics
Repair (Security) (IQ/A) [4]; Traps (IQ/A) [4].

Sniper School
25 points
Whether you’re called “sharpshooter,” “assassin,” or even
“big game hunter” by those around you, you know how to
use high-powered rifles from concealment to deliver death
from afar.
Advantages: Acute Vision 1 [2]; Night Vision 1 [1].
Skills: Armoury (Small Arms) (IQ/A) [2]; Camouflage (IQ/E)
[2]; Guns (Rifle)* (DX/E) [12]; Observation (Per/A) [2];
Stealth (DX/A) [4].
* If you insist, put some or all of these points into Crossbow
(DX/E) instead. That will necessitate getting closer!

Social Engineering
25 points
You know how to “work” other people to learn secrets,
enter private functions, and get close enough for skullduggery.
This is sufficiently risky that devotees usually double up and
later optimize (Trading Up, pp. 30-31) by skimming skill points
to acquire Smooth Operator [15/level]. The classic social engineer
is also a Bon Vivant (p. 11).
Advantages: Charisma 1 [5].
Perks: Honest Face [1].
Skills: Acting (IQ/A) [4]; Diplomacy* (IQ/H) [4]; Fast-Talk*
(IQ/A) [2]; Intimidation* (Will/A) [2]; Public Speaking
(IQ/A) [2]; Savoir-Faire (High Society or Servant)* (IQ/E)
[1]; Sex Appeal* (HT/A) [2]; Streetwise* (IQ/A) [2].
* Charisma doesn’t add to these skills in general (only to
Public Speaking) but does apply when making Influence rolls.

Spin Doctor
25 points
You have a gift for convincing people – usually mobs but
sometimes those watching at home – to see things your way.
A squad with a silver-tongued mouthpiece can keep a major
screw-up from turning into a riot right now. See also Cover-
Ups (Exploits, p. 26).
Advantages: Voice* [10].
Perks: Honest Face [1].
Skills: Diplomacy (IQ/H) [4]; Fast-Talk (IQ/A) [2]; Propaganda
(IQ/A) [4]; Public Speaking (IQ/A) [2]; Writing (IQ/A) [2].
* When doubling up, the second instance gives Charisma
2 [10].

Surveillance
25 points
You’re talented at staking out or shadowing targets up
close – often on foot, usually in the city. You prefer the
old-fashioned way, involving no gear more high-tech than a
camera. As far as your mark knows, you’re just someone having
coffee at the next table.
Secondary Characteristics: Per +1 [5].
Skills: Body Language (Per/A) [2]; Lip Reading (Per/A) [2];
Observation (Per/A) [4]; Photography (IQ/A) [4]; Shadowing
(IQ/A) [8].

Survival
25 points
You have general survival training for being unequipped
behind enemy lines in any terrain. A specialized skill set like
Desert Training (p. 14), Forest or Jungle Training (p. 16), or
Mountain Training (p. 18) is a common addition. For military
types, Escape and Evasion (p. 15) and Resistance (p. 21) traditionally
go with it.
Attributes: HT +1 [10].
Skills: First Aid (IQ/E) [2]; Hiking (HT/A) [2]; Navigation
(Land) (IQ/A) [2]; Naturalist* (IQ/H) [4]; Scrounging
(Per/E) [2]; Swimming (HT/E) [1]; Urban Survival
(Per/A) [2].
* See Bushwhacker (p. 12) for an important note.

Theft
25 points
You’re slick at shoplifting, palming valuables, and picking
pockets. You needn’t be a petty criminal – spies need this skill
set to grab secret files and acquire untraceable gear in the field,
while underfunded guerrillas often have no choice but to steal.
Advantages: High Manual Dexterity 1 [5].
Skills: Filch (DX/A) [4]; Holdout (IQ/A) [4]; Pickpocket (DX/H)
[4]; Search (Per/A) [2]; Sleight of Hand (DX/H) [4]; Stealth
(DX/A) [2].

Tradecraft
25 points
You have basic skills taught to spies everywhere: not standing
out, safely entering and exiting neutral areas, spotting and
avoiding threats, and making and collecting
“dead drops.” Just about every
skill on the BAT is part of this picture
as well.
Advantages: Craftiness 1 [5].
Skills: Acting (IQ/A) [2]; Filch (DX/A)
[2]; Holdout (IQ/A) [2]; Observation
(Per/A) [4]; Shadowing (IQ/A) [2];
Smuggling (IQ/A) [4]; Urban Survival
(Per/A) [4].

Self-Defense
25 points
Advantages: Either Enhanced Parry 1
(Bare Hands) [5] or Fit [5].
Skills: Either Brawling (DX/E) [8] or
Karate (DX/H) [8]. • Either Judo
(DX/H) [8] or Wrestling (DX/A) [8].
Techniques: A total of 4 points in any
of Arm Lock [1 to 4], Choke Hold
[2 or 3], Disarming [2 to 4], Elbow
Strike [1 or 2], Feint [2 to 4], Ground
Fighting [2 to 4], Kicking [2 or 3],
Knee Strike [1], Leg Lock [1 to 4],
Stamp Kick [2 to 4], Uppercut [1], or
Wrench (Limb) [2 to 4].

Undercover
25 points
You are or were a plainclothes cop in the Action mode. Add
Detective Work (p. 14) and/or Law Enforcement (pp. 17-18) if
you’re as good at honest police work as you are at deceiving
gangsters, and Impersonation (p. 17) if you’re posing as someone
else.
Skills: Acting (IQ/A) [4]; Criminology (IQ/A) [2]; Fast-Draw
(Pistol) (DX/E) [1]; Fast-Talk (IQ/A) [4]; Guns (Pistol)
(DX/E) [1]; Holdout (IQ/A) [4]; Law (Police) (IQ/H) [2];
Savoir-Faire (Mafia) (IQ/E) [2]; Savoir-Faire (Police) (IQ/E)
[1]; Streetwise (IQ/A) [4].

Underwater Operations
25 points
You’re adept with scuba gear, swimmer delivery vehicles,
underwater demolition, and (most cinematically) spearguns.
It’s rare to have this skill set without Amphibious
Operations (p. 11).
Secondary Characteristics: Water Move +1 [5].
Advantages: Breath-Holding 1 [2].
Skills: Aquabatics* (DX/H) [2]; Crossbow (Speargun) (DX/E)
[1]; Explosives (Underwater Demolition) (IQ/A) [4]; Knife
(DX/E) [1]; Scuba (IQ/A) [4]; Submarine (Free-Flooding
Sub) (DX/A) [2]; Swimming (HT/E) [4].

Urban Assault
25 points
You have training at breaching buildings and fighting in
built-up areas. Your methods include rappelling down from
the roof; using explosives, rams, and shotguns on doors; and
exploiting cover. True urban commandos add Close-Quarters
Battle (pp. 12-13).
Advantages: Enhanced Dodge 1 (Dive for Cover) [5].
Skills: Climbing (DX/A) [2]; Explosives (Demolition) (IQ/A)
[2]; Forced Entry (DX/E) [2]; Guns (Rifle or Submachine
Gun) (DX/E) [2]; Guns (Shotgun) (DX/E) [2]; Tactics
(IQ/H) [4]; Urban Survival (Per/A) [4].
Techniques: Rappelling at Climbing+1 [2].
This message was last edited by the GM at 07:52, Thu 23 June 2022.
Assistant
GM, 15 posts
Thu 23 Jun 2022
at 00:43
  • msg #3

Character Creation Rules

EVERYMAN LENS

GURPS has a reputation, and that rep is fairly earned.  Life can be tough and deadly, but there is no reason to make it even more difficult by ignoring skills that everyone either has, or should have, and that will come up.  If a set of choices says "recommend", it means that.  You can decide you really don't want to, maybe you're playing a Pacifist and don't want any combat skills.  Okay, then put those points somewhere else in these choices.  If you already have many of these skills, with at least the recommended points in them, okay, you've got points to put somewhere else.  Or maybe you don't like my choices and you've got better skill picks that work in a similar fashion, we can talk.

Oh, and I included the default calculation so you'd have an idea of how bad your character will be with no points in the skill...


Conflict happens, when it does there are three ways most PCs handle it:  Conflict Management, Conflict Resolution, and Conflict Avoidance.

Conflict Management.  Whether you want information, to avoid a fight, or make a deal; having these skills will help to turn a bad situation into a better one.

I recommend picking two and putting [2] points in them:
Carousing - Influencing, information gathering, deal making over brews.  Defaults to HT-4.
Diplomacy - Always useful - the only Influence skill that cannot make things worse.  Defaults to IQ-6.
Fast-Talk - Influencing, deal making, tricking others into revealing what you want to know.  Defaults to IQ-5
Intimidation - Scare them into doing what you want.  Can make things Very Bad if you fail.  Defaults to Will-5.
Merchant - Purely the art of the deal.  Defaults to IQ-5.
Sex Appeal - Tie them up around your little finger and get whatever you want.  Can make things Very Bad if you fail.  Defaults to HT-3.

Conflict Resolution
Okay so your Diplomacy/Intimidation/Seduction failed to impress and now you need to fight?  These skills can help you pick up an improvised weapon and pretend you know what you're doing.

I recommend putting at least [2] points in one of the following:
Axe/Mace - Unweildy or unbalanced objects to bludgeon and cut people with; pipe wrenches, ungainly chair legs, thick sticks.  Defaults to DX-5.
Broadsword - Straight, relatively balanced long objects; short broom handles, baseball bats.  Defaults to DX-5.
Knife - Very short stabby things.  Easy to hide.  Defaults to DX-4.
Shortsword - Short stabby and cutty things; but often blunt batons or chair legs.  Defaults to DX-5.
Staff - Longer broom handles, billiard cue sticks.  Defaults to DX-5.
Shield - Using a chair to block attacks is better than using your flesh.  Defaults to DX-5.

Conflict Avoidance.  You're neither a talker nor a fighter, so maybe you should spot danger and hide before it gets to you?

I recommend picking two and putting [2] points in them:
Observation - The art of spotting the inobvious, quickly, hopefully from a distance.  Usually a Passive skill, can be used actively to observe for information.  Defaults to Per-5.
Holdout - Hiding something on your person.  Defaults to IQ-5.
Search - The art of spending time finding the inobvious up close.  Active only, if you're searchin, you're searchin.  Defaults to Per-5.
Smuggling - Hiding things in other things.  Defaults to IQ-5.
Stealth - The art of not being Observed.  Defaults to DX-5.


Group Failure Skills - The group is depending on you, don't fail them here.

I strongly recommend putting at least [1] point in each of the following six skills:
Climbing and Hiking -- The party is only as good at these things as its worst member, and nearly every party has to move around as a group at some point.  Defaults to DX-5 and HT-5 respectively.

First Aid - Effective bandaging isn't an unskilled activity, AD&D notwithstanding. Non-action heroes often want to do this to "contribute" to party combat effectiveness, so they especially need this skill.  Defaults to IQ-4.

Gesture - Sooner or later, communication without making a sound will be vital to every group's survival.  Defaults to IQ-4.

Throwing - Whether you're tossing spare magazines to friends or grenades at enemies, it pays to not miss.  Defaults to DX-3.

Swimming - The number of times I've seen a Character fall into calm water while wearing a heavy pack and drown is astounding.  Defaults to HT-4.

Side Skills That Are Useful or Fulfilling.  What it says on the tin.

[1] point in Area Knowledge (IQ-4); and [1] in Savoir-Faire (IQ-4) or Streetwise (IQ-5); and [1] in Connoisseur (IQ-5), Current Affairs (IQ-4), Games, Hobby, Sports (all IQ or DX -4) - Everybody lived somewhere, was part of some 'in group', and had interests outside of work.

Computer Operation [1] - They are everywhere, even the hobos use them to get their daily breakfast box of Sugar Bombs.  Defaults to IQ-4.

Housekeeping - Everyone has Housekeeping at IQ for free, if you wish to train it up because you're a germaphobe, trying to impress that special someone, or your Momma just raised you right, it's a leveled Perk Housekeeper: +2 to Housekeeping rolls.
The following Tasks all fall under Housekeeping:  Keeping a clean, organized living space; managing minor 'household' finances;  minor DIY home repair; clothes mending.  Essentially the any of the following skills that would normally get a +4 for "Easy", can be done with Housekeeping: Carpentry, Electrician, Cooking, Finance, Sewing.

Okay, you've made your picks and now you realize you've got 5 points left?  Either pick up a few skills from above you skipped, or invest a bit deeper into one you think is important.  Or, wow me with your idea.  Maybe a nice Talent?
This message was last edited by the GM at 15:28, Sat 25 June 2022.
Assistant
GM, 16 posts
Thu 23 Jun 2022
at 02:17
  • msg #4

Character Creation Rules

THIS POST (and the next one) IS ONE-HUNDRED AND ELEVENTY PERCENT COMPLETE!
If it contradicts costs in Skill Lenses above, that Skill Lens in ERROR.

SUITABLE ADVANTAGES
The following list excludes most supernatural and exotic advantages (explicitly including Radiation Tolerance!), along with those dependent on being a member of an existing civilization (e.g., Status and Wealth) and limits or reduces those unlikely to come into play due to the limited scope of the campaign (e.g., Cultural Familiarity and Languages).

If a specific level or range of levels is listed (e.g., DR 1-2 (Thick Skin)), you cannot buy higher levels of that advantage.  Also note, many "useless" Advantages have been reduced in pirce, some are now even Perks!

Some Advantages are separated at the bottom, this is to say, while they are available... those elements will not be available at the beginning of the game (or they may be, but will go away for awhile), however you can purchase them and then at some point in the future you might find that group or ability is available!

AdvantageCostPage
Absolute Direction5B34
AlliesVariableB36
Ambidexterity5B39
Animal Empathy5B40
AppearanceVariableB21
Catfall10B41
Charisma5/levelB41
Combat Reflexes15B43
Common Sense5B43
Danger Sense15B47
Daredevil15B47
Double-Jointed15B56
DR 1-2 (Tough Skin)3/lvlB46
Empathy15B51
Enhanced Defenses 1VariableB51
Extra Attack 125B53
Fit5B55
Flexibility5B56
High Manual Dexterity5/levelB59
High Pain Threshold10B59
Higher Purpose5B59
Intuition10B63
Luck5/lvlB66
Night Vision 35B71
Perfect Balance15B74
Peripheral Vision10B74
Pitiable5B22
Plant Empathy5B75
Rapid Healing5B79
Recovery10B80
Sensitive5B51
Serendipity5/levelB83
Single-Minded5B85
Talent (any)VariableB89
Unfazeable15B95
Versatile5B96
Very Fit15B55
Very Rapid Healing§15B79
Voice10B97
   
   
Requires Overseer Permission
Claim to Hospitality1 to 10B41
Contact GroupVariableB44
ContactsVariableB44
FavorVariableB55
PatronsVariableB72


† Luck and Serendipity work differently, see the Houserules Thread for details.
‡ Provides plot protection, but no funds. See AtE1 p. 28 for details.
§ Doubles your RP (post #1) recovery rate as well as your natural HP healing.



SUITABLE DISADVANTAGES
Not every disadvantage in the Basic Set suits post-apocalyptic adventuring. In a post-apocalyptic world, many mental and physical disadvantages can be explained as stress, battle scars, or even mutation - but truly crippling problems (e.g., Blindness) lead to “heroes” who are more suited to hanging back and keeping an eye on the bunker than to boldly venturing forth into the wastes! As well, most exotic and supernatural traits are simply inappropriate, as are ones that represent standing (or lack there of) in a civilized society, which has been left behind you.

An asterisk (*) next to cost means that a self-control number is required; see Chart immediately following. The listed cost is for a self control number of 12.

Note:  Any failure of a Self-Control roll causes Stress, I only allow Self-Control rolls in Stressful situations until you fail, at that point you can no longer resist your Disadvantage.

Secret is temporarily disallowed during Chargen.


DisadvantageCostPage
Absent-Mindedness-15B122
AddictionVariableB122
Alcoholism-15B122
AppearanceVariableB21
Bad Grip-5/levelB123
Bad Sight†-10 or -25B123
Bad Smell-10B124
Bad Temper-10*B124
Berserk¶-10*B124
Bloodlust-10*B125
Bully-10*B125
Callous¶-5B125
Charitable-15*B125
Chronic Pain¶VariableB126
Chummy-5B126
Clueless-10B126
Code of Honor-5 to -15B127
Colorblindness-10B127
Combat Paralysis¶-15B127
Compulsive Behavior-5* to -15*B128
Cowardice-10*B129
Curious-5*B129
Delusions-5 to -15B130
Disturbing Voice-10B132
Duty-5 to -15B133
Dwarfism-15B19
Easy to Read-10B134
Fanaticism-15B136
Flashbacks-5 to -20B136
Gigantism0B20
Gluttony-5*B137
Greed-15*B137
Gregarious-10B126
Guilt Complex-5B137
Gullibility-10*B137
Ham-Fisted-5 or -10B138
Hard of Hearing-10B138
Honesty-10B138
Hunchback-10B139
Impulsiveness-10*B139
Insomniac-10 or -15B140
Intolerance-5 or -10B140
Jealousy-10B140
Kleptomania-15*B141
Klutz-5B141
Lame (Crippled Legs)-10‡B141
Laziness-10B142
Lecherousness-15*B142
Light Sleeper-5B142
Loner-5*B142
Low Empathy¶-20B142
Low Pain Threshold¶-10B142
Low Self-Image-10B143
Lunacy-10B143
Manic-Depressive-20B143
Missing Thumb-5B144
Night Blindness-10B144
Nightmares-5*B144
No Sense of Humor-10B146
No Sense of Smell/Taste-5B146
Oblivious-5B146
Obsession-5* or -10*B146
Odious Personal Habits-5 to -15B22
On the Edge¶-15*B146
One Arm-20B147
One Eye-15B147
One Hand-15B147
Overconfidence-5*B148
Pacifism-5 to -30B148
Paranoia-10B148
Phantom Voices-5 to -15B148
Phobias-5* to -20*B148
Post-Combat Shakes¶-5*B150
Pyromania-5*B150
Secret-5 to -30B152
Selfish-5*B153
Selfless-5*B153
Sense of Duty-5 to -20B153
Short Attention Span-10*B153
Shyness-5 to -20B154
Skinny-5B18
Sleepwalker-5*B154
Slow Riser-5B155
Squeamish-10*B156
Stubbornness-5B157
Stuttering-10B157
Truthfulness-5*B159
Unfit-5B160
Very Unfit-15B160
Vow-5 to -15B160
Wounded¶-5B162
Xenophilia-10*B162
   
   
Requires Overseer Permission
EnemiesVariableB135

† Player’s choice as to whether his vision problem is common enough that easily scrounged glasses can correct it [-10] or too obscure to treat this way [-25].
‡ Plus the value of halving your Basic Move (typically another -15 or -20 points).
¶ This Disadvantage interacts with Fright Checks and Stress.



SUITABLE PERKS
This is by no means an exhaustive list, these are simply the Advantages that I have reduced to being Perks because of how useless, pointless, or rarely taken they are.  If you want a Perk not on this, or listed in the Templates and Lenses above, ask, likelihood is that as long as it's a mundane Perk, it's okay.  You are however limited to no more than 10 Perks at Character Generation.

Absolute Timing B35
Acute Senses†1*B35
Alertness1*B35
Deep Sleeper B101
Eidetic/Photographic Memory1-2B51
Courageous1*B55
Intuitive Mathematician B66
Less Sleep1-4B65
Signature Gear‡1/itemAtE28
Temperature Tolerance†B93

† Specialize by Sense for Acute Sense, or Hot or Cold for Temperature Tolerance.
* Limited to 1/3 of governing Attribute (Perception fro Acute Senses and Alertness, Willpower for Courageous).
§ Limited to 1, must chose Hot or Cold, Skinny allows Temperature Tolerance 2 (Hot), Overweight allows Temperature Tolerance 2 (Cold).


SUITABLE QUIRKS
As with Perks, this list is by no means comprehensive, these are just the ones I popped over here to be illustrative.  As long as it's a mundane Quirk, any Quirk taken from Power-Ups 6 Quirks (or anywhere else) is probably permitted.  Purely 'colour' Quirks are also allowed... though I do like the ones with crunch on their bones, you know?

Fearfulness1-4B136You suffer an additional -1 on Fright Checks, not
compatible with Fearlessness, Courageous or Will above 13 }
Extra Sleep1-2B136Any day you don't get a full 10 hours of
rest you suffer -1 FP, 1 LTF, and 1 Stress
Missing Finger(s)1B144-1 on all DX checks with that hand.

This message was last edited by the GM at 00:23, Sun 10 July 2022.
Assistant
GM, 26 posts
Fri 24 Jun 2022
at 07:43
  • msg #5

Character Creation Rules

SUITABLE SKILLS
If a skill could plausibly exist in what’s left of the world, then some wastelander somewhere probably knows it. Still, many skills have little obvious application to adventuring, from overly highbrow scientific skills (e.g., Astronomy) to those aimed more at rebuilding society than at adventuring (e.g., Farming). As well, some skills simply rely on things that don’t exist, such as large-scale social structures (e.g., Economics) or the supernatural (e.g., Thaumatology).

However, if you want a skill not on this list, Farming, Market Analysis, etc, feel free to add it.  Some skills have been altered (Lockpicking, Guns, Stealth, and Traps notably) and Shadowing is simply no more (if you want to follow someone unnoticed, that's Stealth, if you want to pay attention to someone you're following, that's Observation).

Because there is no easily defined “tech level” in After the End (see p. 29 for details), ignore the /TL notation on skills, as well as Tech-Level Modifiers (p. B168); e.g., if you know Armoury (Small Arms), you’re considered to know it for all TLs. This does not change the need for required specialties - for any skill below marked with an dagger (†), the player must choose a specialty (p. B169). For skills that require specialization by planet or species, the assumption is always “Earthlike” or “Human”, respectively.

SkillTypePage
AcrobaticsDX/HB174
ActingIQ/AB174
AirshipmanIQ/EB185
Animal Handling†IQ/AB175
Anthropology*IQ/HB175
ArchitectureIQ/AB176
Area Knowledge†IQ/EB176
Armoury†IQ/AB178
Artillery†IQ/AB178
Artist (Drawing)IQ/HB179
AutohypnosisWill/HB179
Axe/MaceDX/AB208
BattlesuitDX/AB192
Beam Weapons†DX/EB179
BicyclingDX/EB180
BiologyIQ/VHB180
BlowpipeDX/HB180
Boating†DX/AB180
Body LanguagePer/AB181
BolasDX/AB181
BowDX/AB182
BoxingDX/AB182
BrainwashingIQ/HB182
BrawlingDX/EB182
Breath ControlHT/HB182
BroadswordDX/AB208
CamouflageIQ/EB183
CarousingHT/EB183
CartographyIQ/AB183
ChemistryIQ/HB183
ClimbingDX/AB183
CloakDX/AB184
Computer ProgrammingIQ/HB184
CookingIQ/AB185
CriminologyIQ/AB186
CrossbowDX/EB186
Current Affairs (Regional)IQ/EB186
Detect LiesPer/HB187
DiagnosisIQ/HB187
DiplomacyIQ/HB187
DisguiseIQ/AB187
Driving†DX/AB188
DroppingDX/AB189
ElectricianIQ/AB189
Electronics Operation†IQ/AB189
Electronics Repair†IQ/AB190
Engineer†‡IQ/HB190
EscapeDX/HB192
Expert Skill†IQ/HB193
Explosives†IQ/AB194
Fast-Draw†DX/EB194
Fast-TalkIQ/AB195
FilchDX/AB195
First AidIQ/EB195
FlailDX/HB208
Forced EntryDX/EB196
Freight HandlingIQ/AB197
GamblingIQ/AB197
GarroteDX/EB197
GestureIQ/EB198
Gunner†#DX/EB198
Guns†#DX/EB198
Hazardous Materials†IQ/AB199
HikingHT/AB200
HoldoutIQ/AB200
HypnotismIQ/HB201
Intelligence AnalysisIQ/HB201
InterrogationIQ/AB202
IntimidationWill/AB202
JudoDX/HB203
JumpingDX/EB203
KarateDX/HB203
KnifeDX/EB208
Knot-TyingDX/EB203
KusariDX/HB208
LassoDX/AB204
LeadershipIQ/AB204
LiftingHT/AB205
Lip ReadingPer/AB205
Liquid Projector†DX/EB205
LockpickingDX/AB206
MachinistIQ/AB206
Mechanic†IQ/AB207
MerchantIQ/AB209
Mimicry†IQ/HB210
NaturalistIQ/HB211
Navigation†IQ/AB211
NetDX/HB211
ObservationPer/AB211
PackingIQ/AB212
Pharmacy†IQ/HB213
Philosophy†IQ/HB213
PhotographyIQ/AB213
PhysicianIQ/HB213
PhysicsIQ/VHB213
PickpocketDX/HB213
Piloting†DX/AB214
PoisonsIQ/HB214
PolearmDX/AB208
Professional Skill†IQ/A or DX/AB215
PropagandaIQ/AB216
ProspectingIQ/AB216
PsychologyIQ/HB216
Public SpeakingIQ/AB216
ResearchIQ/AB217
Riding†DX/AB217
RunningHT/AB218
ScroungingPer/EB218
SeamanshipIQ/EB185
SearchPer/AB219
Sex AppealHT/AB219
ShieldDX/EB220
ShiphandlingIQ/HB220
ShortswordDX/AB208
SkatingHT/HB220
SkiingHT/HB221
Sleight of HandDX/HB221
SlingDX/HB221
SmugglingIQ/AB221
SoldierIQ/AB221
SpearDX/AB208
Spear ThrowerDX/AB222
StaffDX/AB208
Stealth¶DX/AB222
StreetwiseIQ/AB223
Sumo WrestlingDX/AB223
SurgeryIQ/VHB223
Survival†Per/AB223
SwimmingHT/EB224
TacticsIQ/HB224
Teamster†IQ/AB225
Theology†IQ/HB226
ThrowingDX/AB226
Thrown Weapon†DX/EB226
TrackingPer/AB226
Traps$IQ/A, DX/A, Per/AB226
Two-Handed Axe/MaceDX/AB208
Two-Handed FlailDX/HB208
Two-Handed SwordDX/AB208
VeterinaryIQ/HB228
Weather SenseIQ/AB209
WhipDX/AB208
WrestlingDX/AB228


* Does not take specialties. Instead, roll against Anthropology to answer questions about pre-apocalyptic society and culture.
† Requires specialization, refer to Basic Set Characters.
‡ No Mathematics prerequisite, due to the flexible tech level.
# Guns now only has three specialties, Guns (Longarm), Guns (LAW), and Guns (Pistol) which default from one another at -4.  This simplicity is made up for in 'increased' Familiarity penalties...
¶ Stealth no longer defaults to IQ, only DX.
$ Perception is used for spotting traps, DX for disabling them, and IQ for setting traps.  This skill should be paid for once, but listed three times.
This message was last edited by the GM at 05:39, Mon 04 July 2022.
Assistant
GM, 35 posts
Sat 25 Jun 2022
at 19:27
  • msg #6

Character Creation Rules

WARNING - PLACE HOLDER

Some of these Talents are being revamped.  They will not get "shorter", some may have a skill added to them, others are getting a Benefit rewording.


Academic
5 points/level
Public Speaking, Research, Speed-Reading, Teaching, and Writing.
Reaction Bonus: Students and teachers.
Extra Benefit: +1 points/level to any roll that notes a bonus for Eidetic Memory (p. B51), including the recall roll for Speed-Reading.

Allure 5 points/level
Dancing, Erotic Art, Disguise, Sex Appeal, and Singing.
Reaction Bonus: Anyone attracted to your specific combination of race and sex; people who might employ you as an actress, courtesan, or model.
Benefit: None. Allure grants a mix of grace and ideal features that affects those who find your “type” appealing, not unlike specialized Appearance. The reaction bonus always applies.

Animal Friend 5 points/level
Animal Handling, Falconry, Packing, Riding, Teamster, and
Veterinary.
Reaction Bonus: All ordinary animals.
Benefit: 1/2 Reaction bonus with Alien, Dire, or Mutated animals.

Antiquary 5 points/level
Architecture, Connoisseur, Heraldry, History, Literature, and Research.
Reaction Bonus: Devotees of the old and beautiful.
Benefit: +1 points/level to offset Reduced Time and Improvised or Poor Quality Tool or Materials penalties when dealing with old stuff.

Artificer 10 points/level
Armoury, Carpentry, Electrician, Electronics Operation, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, and Smith.
Reaction Bonus: Anyone for whom you do work.
Benefit: Success with an appropriate skill listed for this Talent lets you improvise equipment for other skills that’s good enough to cut -1 points/level from the penalty for being improvised. When rolling on the Enigmatic Device Table (pp. B478-479) or making any similar unskilled roll to figure out tech, apply +1 points/level instead.

Bard 5 points/level
Heraldry, Literature, Musical Influence, Poetry, Public Speaking, and Singing.
Reaction Bonus: Audiences and fellow bards.
Benefit: +1 points/level to the first Influence roll of any kind made on an audience member (or several of them as a group) after a successful performance.

Born Entertainer 5 points/level
Acting, Dancing, Performance, Public Speaking, Singing.
Reaction Bonus: Crowds – they love you!
Benefit: +1 points/level to the first Influence roll of any kind made on an audience member (or several of them as a group) after a successful performance.

Born Thief 10 points/level
Electronics Repair (Security), Filch, Holdout, Lockpicking, Observation, Pickpocket, Search, Sleight of Hand, Stealth, and Traps.
Reaction Bonus: Thieves of all sorts.  Even if you are 'caught' stealing from them.
Benefit: Either reduces base Time Taken by half per level, or negates an equal amount of cumulative failure penalties.

Born to Be Wired 5 points/level
Computer Hacking, Computer Operation, Computer Programming, Cryptography, Electronics Repair (Computers), and Expert Skill (Computer Security).
Reaction Bonus: Hackers; people buying stock in your dot-com.
Benefit: -1 points/level less-severe penalties from Familiarity for unfamiliar computer equipment, and/or success at Computer Hacking or Computer Programming lets you improvise code that removes -1 points/level from the penalty for not having proper software for a task that requires it.

Business Acumen 5 points/level
Accounting, Administration, Economics, Finance, Gambling, Market Analysis, Merchant, and Propaganda.
Reaction Bonus: Anyone with whom you do business.
Benefit: +1/level to all rolls to find hirelings or jobs, and/or to Will rolls to resist others’ attempts to use Influence skills to scam you.

Circuit Sense 5 points/level
Electrician, Electronics Operation, Electronics Repair, and Engineer (Electrical and Electronics).
Reaction Bonus: Anyone for whom you use your skills.
Benefit: -1 points/level less-severe penalties from Familiarity, which can run to -10 in certain cases, when using any skill to operate unfamiliar gear that runs on electricity.

Clown 10 points/level
Acrobatics, Dancing, Fire Eating, Hobby Skill (Juggling), Disguise, Mimicry, Performance, Singing, Sleight of Hand, and Ventriloquism.
Reaction Bonus: Audiences, circus performers, vaudevillians, and fellow fools.
Benefit: +1 points/level to the first Influence roll of any kind made on an audience member (or several of them as a group) after a successful performance.

Cultural Chameleon 5 points/level
Anthropology, Diplomacy, Gesture, Linguistics, Psychology, and Sociology.
Reaction Bonus: People from outside your culture, when met in their own lands.
Benefit: Reduced Cultural penalties when dealing with people from a foreign culture in their own cultural setting.

Car Warrior 5 points/level
Armoury, Driving, Gunner, Machinist, Mechanic.
Reaction Bonus: Passengers; gamblers betting on you at the Grand Prix.
Benefit: +1 points/level on Per rolls to notice dangers in the path of your ride: running children, oncoming vehicles, landmines . . .

Craftiness 5 points/level
Acting, Camouflage, Disguise, Holdout, Observation and Stealth.
Reaction Bonus: None, since the entire point is not letting people know you’re a sneaky weasel!
Benefit: +1 points/level in Contests against the above skills.

Dealer 5 points/level
Biology (Biochemistry), Connoisseur (Drugs), Chemistry, Pharmacy, Streetwise.
Reaction Bonus:  Your customers.
Benefit:  -1 points/level less-severe penalties for improvised equipment with these skills.

Doctor 5 points/level
Diagnosis, Electronics Operation (Medical), Expert Skill (Epidemiology), First Aid, Physician, Physiology, and Surgery.
Reaction Bonus: Patients, both past and present.
Benefit: None, these 7 skills for 5 points is more than enough don't you think?

Empath 5 points/level
Body Language, Detect Lies, Diplomacy, Fortune-Telling, and Psychology.
Reaction Bonus: Anyone who witnesses who practicing these skills.
Benefit: You can use the special IQ roll described for Empathy (p. B51), but in this case, the roll is at IQ-4, +1 points/level of Empath.

Forensic Criminologist 5 points/level
Chemistry, Criminology, Diagnosis, Forensics, Psychology, and Research.
Reaction Bonus: Crime-lab employers and detectives.
Benefit: +1 points/level to Per rolls to notice clues when no specific skill applies.

Green Thumb 5 points/level
Biology, Farming, Gardening, Pharmacy (Herbal) and Naturalist,
Reaction Bonus: Gardeners and sentient plants.
Benefit: +1 points/level to rolls (usually against HT) made by plants in your care to survive disease, drought, etc.

Gun Bunny 5 points/level
Connoisseur (Small Arms), Fast-Draw (Ammo, From Sling, and Pistol), Firearms (LAW), Firearms (Longarms), Firearms (Pistol).
Reaction Bonus:  From firearms enthuisaists.
Benefit: +1 points/level to Armoury (Small Arms) for Field Repairs and Immediate Actions.

Healer 10 points/level
Diagnosis, Electronics Operation (Medical), Expert Skill (Epidemiology), First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, and Veterinary.
Reaction Bonus: Patients, both past and present.
Benefit: +1 points/level to HT rolls made by your patient to recover from one specific complaint if you treat him full-time for that problem, to the exclusion of other patients and ailments.

Veterinary.
Reaction Bonus: Patients, both past and present.
Benefit: +1 points/level to HT rolls made by your patient to recover from one specific complaint if you treat him full-time for that problem, to the exclusion of other patients and ailments.

Impersonator 5 points/level
Acting, Body Language, Disguise, Mimicry, Savoir-Faire, and Streetwise.
Reaction Bonus: None! The whole point is that you don’t stand out.
Benefit:  +1 points/level in Contests against the above skills.

Intrusion/Counter-Intrusion 5 points/level
Electronics Repair (Security), Expert Skill (Security Systems), Lockpicking, Observation, Search, Stealth, and Traps.
Reaction Bonus: Thieves (even if caught stealing from them), security guards and police.
Benefit: Either reduces base Time Taken by half per level, or negates an equal amount of cumulative failure penalties.

Intuitive Statesman 10 points/level
Administration, Current Affairs (Headline News, People, and Politics), Diplomacy, Economics, Expert Skill (Political Science), Law, Leadership, Politics, Propaganda, and Public Speaking.
Reaction Bonus: Political parties seeking candidates; anyone who put you in power (campaign contributors, voters, etc.).
Benefit: +1 points/level on any Influence roll made with the specific goal of being chosen over another person for a favorable job or posting, or to cover up (not correct or retry!) a failure with one of the Talent’s skills, or on anyone that was part of a  group you just made a successful Public Speaking address to.

Jack of All Trades* 10 points/level
This Talent is singled out for special treatment because it breaks most of the rules for Talents. It affects all skills you don’t actually know but that permit a DX, IQ, HT, Will, or Per default. Whenever you attempt such a default roll, add Jack of All Trades to your effective level.  Jack of All Trades cannot raise effective skill above what 1 point in the skill would give you (mostly this applies to Throwing, Dropping, and any Dabbler Perks you take).
Reaction Bonus and Benefit: None.

Master Builder 5 points/level
Architecture, Carpentry, Engineer, Forced Entry, and Masonry.
Reaction Bonus: Workmen on your projects; prospective employers.
Benefit: +1 points/level on rolls to avoid common workplace disasters
(Dodge rolls against falling masonry, DX rolls not to step on protruding nails, etc.), even when these things are exploited as deliberate traps.

Mathematical Ability 5 points/level
Accounting, Astronomy, Cryptography, Engineer, Finance, Market Analysis, Mathematics, and Physics.
Reaction Bonus: Engineers and scientists.
Benefit: +1 points/level in Contests against Influence skills, Gambling, Merchant, Strategy, etc. used to deceive you about numbers – be these counts, odds, or dimensions. This always aids Observation vs. visual deceptions (e.g., shuffling around troops to make them hard to count) and Detect Lies vs. verbal ones (e.g., covering up embezzlement with bafflegab).

Martial Artist 5 points/level
Brawling, Judo, Karate, Sumo Wrestling, Wrestling.
Reaction Bonus:  Other unarmed combat enthusiasts.
Benefit:  1+ 1/lvl free points in Combat Perks and Techniques.

Mr. Blade 5 points/level
Broadsword, Connoisseur (Bladed Weapons), Knife, Shortsword, Two-Handed Sword, Fast-Draw (Broadsword, Knife, Shortsword, and Two-Handed Sword).
Reaction Bonus:  Admirers of the blade.
Benefit: +1 points/level to rolls to Retain Weapon checks with blades and to retrieve dropped or disarmed blades.

Mr. Smash 5 points/level
Polearm, Two-Handed Axe/Mace, Two-Handed Flail, and Two-Handed Sword – and Forced Entry rolls made with swung two-handed weapons.
Reaction Bonus: None, but the Benefit always applies.
Benefit: +1 points/level to Intimidation rolls when somebody is at your mercy and it would be trivial to splatter him using a suitable weapon.

Musical Ability 5 points/level
Group Performance (Conducting), Musical Composition, Musical Instrument, Performance, and Singing.
Reaction Bonus: Anyone listening to or critiquing your work.
Benefit: +1 points/level to the first Influence roll of any kind made on an audience member (or several of them as a group) after a successful performance.

Natural Athlete 10 points/level
Bicycling, Breath Control, Climbing, Hiking, Jumping, Lifting, Running, Skating, Skiing, Sports, Swimming, and Throwing.
Reaction Bonus: Sports fans, coaches, and recruiters.
Benefit: 12 skills for the price of 5 is more than enough.

Natural Detective 10 points/level
Body Language, Criminology, Detect Lies, Intelligence Analysis, Interrogation, Observation, Savoir-Faire (Police), Search, Stealth, and Streetwise.
Reaction Bonus: Policemen and private investigators.
Benefit: +1 points/level to casual Per rolls to notice clues when no skill would apply, and to all rolls to use Intuition (p. B63).

Natural Diver 5 points/level
Aquabatics, Diving Suit, Scuba, Submarine (Free-Flooding Sub), and Swimming.
Reaction Bonus: Expert divers and aquatic beings.
Benefit: +1 points/level to HT for the purposes of finding breath-holding time (pp. B351-352) and rolling to avoid the bends (p. B435), nitrogen narcosis, etc.

Natural Scientist 10 points/level
Astronomy, Biology, Chemistry, Expert Skill (Hydrology and Natural Philosophy), Geology, Mathematics (Applied, Statistics, and Surveying), Metallurgy, Meteorology, Paleontology, Physics, and Physiology.
Reaction Bonus: Other scientists and anybody impressed by “smart people.”
Benefit: -1 points/level less-severe total penalties from Familiarity (p. B169) to employ new gear or concepts after successfully examining them with one of the skills above for at least an hour.

Natural Sneak 5/lvl
Camouflage, Climbing, Escape, Observation, Stealth.
Reaction Bonus: Ninjas and other sneaky types.
Benefit: +1/lvl to notice when you are being watched.

Outdoorsman 10 points/level
Camouflage, Climbing, Fishing, Knot Tying, Mimicry, Naturalist, Navigation, Survival, Tracking, and Weather Sense.
Reaction Bonus: Explorers, nature lovers, and the like.
Benefit: +1 points/level to HT rolls to avoid harm resulting directly from failure with the affected skills – your shabby lean-to affords some shelter, you realize the berries are poisonous in time to avoid eating them, etc.

Poet 5 points/level
Connoisseur (Literature), Literature, Poetry, Public Speaking, and Writing.
Reaction Bonus: Readers and listeners of your work; literati.
Benefit: +1 points/level to the first Influence roll of any kind made on an audience member (or several of them as a group) after a successful performance.

Scout 5 points/level
Camouflage, Hiking, Observation, Stealth, and Traps.
Reaction Bonus:  Force recon elements (basically other scouts).
Benefit:  +1 points/level to offset Reduced Time and Improvised or Poor Quality Tool penalties to affected skill rolls.

Smooth Operator 10 points/level
Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise.
Reaction Bonus: Con artists, politicians, salesmen, etc – even if you are trying (or tried) to manipulate them.  Does not apply to your manipulation Influence rolls.
Benefit: +1 points/level to resist any of the affected skills.

Social Scientist 10 points/level
Anthropology, Archaeology, Criminology, Economics, Expert Skill (Political Science), Geography, History, Philosophy, Psychology, Sociology, and Theology (Comparative).
Reaction Bonus: Social and political thinkers, theorists, and activists.
Benefit: +1 points/level to Acting, Disguise, and Fast- Talk rolls made for the purpose of passing yourself off as a member of a political or religious group other than your own.

Stalker 5 points/level
Camouflage, Hiking, Navigation (Land), Stealth, and Tracking.
Reaction Bonus: Hunters, trackers, etc.
Benefit: +1 points/level to Per rolls to keep track of a specific quarry you’ve already spotted using other skills.

Strangler 5 points/level
Brawling, Observation, Stealth, Tracking, and Wrestling.
Reaction Bonus: Prospective clients.
Alternative: +1 points/level to Per rolls to notice other people sneaking up to within arm’s reach.

Street-Smart 5 points/level
Merchant, Scrounging, Stealth, Streetwise, and Urban Survival.
Reaction Bonus: Shady characters in town.
Benefit: +1 points/level to rolls to spot inner-city dangers (e.g., muggers stalking you) and dangerous infrastructure, to resist 'street scams' and grifts, and Tracking rolls in urabn environments.

Survivor 5 points/level
First Aid, Knot-Tying, Naturalist, Scrounging, and Survival.
Reaction Bonus: Boy Scouts, campers, and survivalists.
Benefit: Success with Scrounging improvises simple equipment for other skills that removes -1 points/level from the penalty for being improvised. This means a branch used as a club with Broadsword, a first-aid kit used with Surgery to remove a tick, a tin can into a Hobo Stove, etc. – not turning a soda can into a radar dish. For that, get Gadgeteer or Artificer!

Talker 5 points/level
Detect Lies, Diplomacy, Fast-Talk, Psychology, and Savoir-Faire.
Reaction Bonus: Investigators and anybody hiring you to investigate.
Benefit: +1 points/level to resist verbal Influence roll attempts.

Tough Guy 5points/level
Fast-Talk, Forced Entry, Intimidation, Observation, and Streetwise.
Reaction Bonus: Most police officers and detectives, bouncers, gangsters, and street thugs.
Benefit: +1 points/level to resist Interrogation and Intimidation, and to Fright Checks resulting from encountering murder victims, bloody torture scenes, etc.

Truth-Seeker 5 points/level
Detect Lies, Expert Skill (Conspiracy Theory), Intelligence Analysis, Interrogation, and Research.
Reaction Bonus: Anyone who is Curious or harbors Delusions about conspiracies.
Benefit: +1 points/level in Contests against attempts to perpetrate a cover-up. This aids Vision vs. Filch or Sleight of Hand if someone tries to hide or swap documents on you, Hearing vs. Electronics Operation to hear voices deliberately hidden in static, etc.


Military Talents
You may only take one type of the following Talents:

Born Soldier 5 points/level
Leadership, Savoir-Faire (Military), Scrounging, Soldier, and Tactics.
Reaction Bonus: Other soldiers.
Benefit: -1 points/level to the odds of impersonal battlefield disasters affecting you. For instance, if your chance of stepping on a landmine or being blown to bits by a random artillery shell is 8 or less on 3d, Born Soldier 2 reduces this to 6 or less.

Born Tactician 10 points/level
Expert Skill (Military Science), History (Military), Intelligence Analysis, Leadership, Savoir-Faire (Military), Soldier, Strategy, and Tactics.
Reaction Bonus: Anyone you serve with or command.
Benefit: +1 points/level to your side’s roll for initiative, provided that you are the leader.

Born War-Leader 5 points/level
Intelligence Analysis, Leadership, Savoir-Faire (Military), Strategy, and Tactics.
Reaction Bonus: Military officers, tribal war-leaders, soldiers, and other professional warriors.
Benefit: +1 points/level to your side’s roll for initiative, provided that you are the leader.

Intuitive Admiral 5 points/level
Expert Skill (Military Science), History (Military), Intelligence Analysis, Leadership, Savoir-Faire (Military), and Strategy (Sea).
Reaction Bonus: Anyone you serve with or command.
Benefit: Benefit: +1 points/level to your side’s roll for initiative, provided that you are the leader.
This message was last edited by the GM at 20:34, Sat 25 June 2022.
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