Occupations represent the means by which characters
gain their finances, new talents and (in some cases) new contacts. They are
divided into ability advancement,
requirements, available
talents, and exit careers.
ALL CHARACTERS START A NEW CAREER PATH IN THEIR
FIRST GAMING SESSION.
At the start of every session award 100 karma
points that may be used for advancement or kept for game play. Each talent
costs 100 karma points, each ability point costs 10 karma points, and each
power point costs 30 karma points. Changing a career costs 100 karma. Starting
a new career path costs 200.
NB those characters who do not have a
secret identify will have greater difficulty changing job (due to absenteeism,
associated dangers etc.) and this may affect the cost of certain career changes
at the judge's discretion.
A record of which career the character has held,
and what they gained when there, should be kept.
NORMAL RULE: Only current career exits are available
(as this helps the judge to plan storyline ahead of time). Loss of a job
may mean returning to a starting
career!
OPTIONAL RULE: Once a character has had experience
in an occupation, the career exits from that career are constantly available
(the exits represent jobs for which appropriate experience is needed).
Re-entering a career does not allow statistics to be
re-improved.
*ARMED FORCES
CADET
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
+5 |
+5 |
|
|
|
|
|
*LABOURER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
+10 |
+20 |
|
|
|
+5 |
|
-
Talents: Geology, Archaeology, Animal Training,
Martial Arts I, Perform (sport), and Engineering.
-
Exits:
archaeologist, animal
handler, artist, engineer,
rescuer, and
scientist.
*PETTY
CRIMINAL
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
|
+5 |
|
|
|
|
+5 |
-5 |
*POLICE
CADET
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
+5 |
+5 |
+5 |
|
+5 |
+5 |
*SECURITY
GUARD
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
+10 |
+5 |
+5 |
-5 |
*SHOP/OFFICE
WORKER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+5 |
|
|
+5 |
+5 |
|
+5 |
+5 |
*STUDENT follows
academic study course.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+10 |
+10 |
|
|
|
*NOVICE
PRIEST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+10 |
+5 |
+5 |
|
ADVANCED
OCCUPATIONS
ACADEMIC professor, curator,
university lecturer and that sort of thing.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+15 |
+10 |
+5 |
|
+5 |
-
Requirements: Antiquarian experience, Reason
Excellent, and Intuition Good.
-
Talents: Trance, Languages, Archaeology, Astronomy,
Art (drawing), Perform (music), Resist Domination, Occult Lore, Archaeology,
Trivia, Psychology, and Criminology.
-
Exits: artist,
novice priest, explorer,
archaeologist, cult
apostle, forensic scientist, and
inventor.
AIRCREW
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
|
|
+5 |
+10 |
|
+5 |
|
-
Requirements: Agility Good, and Intuition
Good.
-
Talents: Pilot, Repair/Tinkering, Engineering,
and Tumbling.
-
Exits: pilot, and
vehicle-mechanic.
ANIMAL HANDLER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
+5 |
|
+5 |
+5 |
+5 |
|
-
Requirements: Animal Training.
-
Talents: Tumbling, Acrobatics, Martial Arts
J, Perform (dancing), Biology, Veterinary Medicine, Animal Behaviour, Ecology,
and Genetics.
-
Exits: artist,
scientist, television
personality, stunt performer,
criminal heavy, and
petty criminal.
ANTIQUARIAN involved
in the study of art, literature, ancient texts, and legislation.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+20 |
+5 |
+5 |
+5 |
|
-
Requirements: Reason Typical
-
Talents: Archaeology, Occult Lore, Journalism,
Languages, Resist Domination, Trivia (historical), and Law.
-
Exits: academic,
lawyer, reporter,
cult apostle, explorer,
and businessman (antiques).
ARCHAEOLOGIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+5 |
|
|
+10 |
+5 |
|
+5 |
|
ARTIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
|
|
+5 |
+10 |
+10 |
+30 |
+20 |
-
Requirements: Perform or Art talent of any
type.
-
Talents: Archaeology, Psychology, Chemistry,
Perform (acting), Perform (singing), Perform (music), Perform (sport),
Perform (dancing), Art (writer), Art (forgery), Art (painter/sculptor), and
Art (composer).
-
Exits: criminal
psychologist, archaeologist,
television personality,
reporter and patron
of the arts.
ASSASSIN
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +10 |
+15 |
+5 |
|
+5 |
+5 |
|
+15 |
|
-
Requirements: Fighting Remarkable, Agility
Excellent, Popularity 0
-
Talents: Marksman, Weapon Specialist (reduce
Popularity by 10), Stunt Driving, Motorcycle, Criminology, Espionage, Martial
Arts E and Martial Arts F.
-
Exits: spy,
blackmailer, criminal
enforcer, and government sanctioned
hero.
BLACKMAILER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+10 |
|
+20 |
|
-
Requirements: Espionage, Reason
Typical
-
Talents: Law, Accounting, Security/Encryption,
Politics, Criminology, and Journalism.
-
Exits: spy, and
national reporter.
BIO-MECHANIC (including cybernetic
components).
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
|
|
+10 |
+5 |
+5 |
+10 |
|
-
Requirements: Engineering, Biology, Reason
Excellent
-
Talents: Robotics, Software Programming, Organic
Chemistry, Electrochemistry, Anatomy, Biotechnology, Cybernetics, Medicine,
First Aid, and Martial Arts D.
-
Exits: physician,
scientist and
researcher.
BODYGUARD
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +10 |
|
+10 |
+5 |
|
+5 |
|
+5 |
-5 |
-
Requirements: Fighting Remarkable, Strength
Excellent, and Guns.
-
Talents: Martial Arts A, Martial Arts B, Martial
Arts F, Criminology, and Wrestling.
-
Exits: security
chief, assassin, and
criminal enforcer.
BUSINESSMAN unless
specified this refers to banking.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
+10 |
+50 |
|
COMMANDO
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +10 |
|
|
+5 |
|
+5 |
|
|
|
-
Requirements: Fighting Excellent, and
Guns.
-
Talents: Sharp Weapons, Bows, Thrown Weapons,
Martial Arts A, and Leadership.
-
Exits: assassin,
bodyguard , criminal
heavy, explorer,
mercenary, paramilitary,
rescuer and
terrorist.
COMMUNITY ACTIVIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
|
|
+5 |
+5 |
|
+10 |
-
Requirements: Popularity 0.
-
Talents: Criminology, Perform (acting), Journalist,
Guns, Artist (drawing), Languages, and Blunt Weapons.
-
Exits: political
activist, blackmailer,
terrorist, cult apostle,
novice preist,
businessman (illegal drug dealer), and
community sanctioned hero.
COMMUNITY SANCTIONED HERO
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +10 |
+5 |
|
|
|
+10 |
+5 |
+5 |
+10 |
CON-ARTIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
|
|
+5 |
+5 |
|
+5 |
+5 |
CORPORATE DIRECTOR
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+5 |
|
+10 |
+5 |
CORPORATE SANCTIONED HERO
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
|
|
+20 |
|
|
|
+10 |
+10 |
CORPORATE SPY
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
|
|
+5 |
|
+5 |
|
CRIMINAL
ENFORCER/SPECIALIST cat burglar, protection racketeer,
and gang-directed killer.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+5 |
|
+5 |
|
+10 |
|
+10 |
-5 |
-
Requirements: Fighting Excellent, Blunt Weapons,
and Intuition Good.
-
Talents: Crime, Negotiations, Acrobatics,
Accounting, Business/Finance, Martial Arts C, Martial Arts E, Martial Arts
H, and Weapon Specialist (cost 200 karma).
-
Exits: embezzler and
gang leader.
CRIMINAL GODFATHER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
+10 |
+30 |
-20 |
-
Requirements: Criminal overlord experience,
and Popularity 50.
-
Talents: Leadership, Business/Finance, and
Law.
-
Exits:
dictator.
CRIMINAL HEAVY
deliver gang directed beatings; armed robber, arsonist, drug dealer, and
pimp.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+5 |
|
+5 |
|
|
|
+5 |
-5 |
CRIMINAL PSYCHOLOGIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+10 |
+10 |
+5 |
+5 |
|
CRIMINAL OVERLORD
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+5 |
+10 |
+20 |
-20 |
-
Requirements: Gang leader experience, criminal
overlord dies, Popularity 20.
-
Talents: Perform (acting), Business/Finance,
Law, and Leadership.
-
Exits: criminal
godfather.
CULT APOSTLE
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
|
|
|
|
|
+30 |
|
|
-
Requirements: Psyche Typical.
-
Talents: Archaeology, Animal Training, Trance,
Occult Lore, Perform (acting), and Perform (singing).
-
Exits: cult sanctioned
hero, novice priest,
archaeologist, artist,
animal handler, and
antiquarian.
CULT LEADER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
+10 |
+30 |
|
-
Requirements: Popularity 75 (+ or -), Leadership,
and Psyche Incredible.
-
Talents: Occult Lore, Hypnosis, Resist Domination,
Resist Disease & Aging, and Slight of Hand.
-
Exits:
dictator/idol.
CULT SANCTIONED HERO
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +20 |
+10 |
+10 |
+20 |
|
+5 |
+10 |
+5 |
+5 |
-
Requirements: Will follow orders of cult leader,
cult apostle experience, Occult Lore, and superhuman
ability/power.
-
Talents: Oriental Weapons, Animal Training,
Hypnosis, Mystic Background and Weapon Specialist (cost 200
karma).
-
Exits: national hero,
cult leader, television
personality, gang leader,
criminal enforcer, and
political activist.
DETECTIVE
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
|
+5 |
+10 |
|
+5 |
|
DICTATOR/IDOL
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
+10 |
+5 |
|
+80 |
+60 |
+60 |
-
Requirements: Cult leader or criminal godfather
experience.
-
Talents: Military.
-
Exits: none.
EMBEZZLER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
|
+5 |
+40 |
-20 |
-
Requirements: Business/Finance, Law, and Reason
Good.
-
Talents: Criminology, Computers and Aquisition
(gain +5 Resources with each job change).
-
Exits: blackmailer,
criminal heavy, and
paramilitary.
ENGINEER designs and
builds software/hardware; buildings and bridges; and vehicles and
clothes.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
|
|
+10 |
+5 |
|
+5 |
|
EXPLORER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
+10 |
+5 |
+5 |
|
+5 |
+5 |
-
Requirements: Trivia (historical), or Occult
Lore.
-
Talents: Acrobatics, Animal Training, Archaeology,
Biology, Bows, First Aid, Geology, Languages, Occult Lore, Pilot, Resist
Domination, and Thrown Objects.
-
Exits: animal
handler, antiquarian,
archaeologist,
community activist,
cult apostle, mercenary,
rescuer and television
personality.
FORENSIC SCIENTIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+30 |
+20 |
+10 |
|
-
Requirements: Intuition
Remarkable
-
Talents: Biology, Chemistry, Genetics, Archaeology,
Art (sculptor), Criminology, Law Enforcement, and Martial Arts
D.
-
Exits:
archaeologist, artist,
detective, scientist,
researcher, and
pathologist.
GANG LEADER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
|
+10 |
+10 |
-10 |
-
Requirements: Criminal Enforcer experience,
gang leader dies/murdered, Reason Excellent, and Popularity
10.
-
Talents: Leadership, Resist Domination, and
Business/Finance.
-
Exits: criminal
overlord.
GLOBAL HERO
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
|
|
+5 |
+5 |
|
|
+5 |
+20 |
-
Requirements: Popularity 50, Languages, and
superhuman ability/power.
-
Talents: Quick Attacks, Martial Arts F, Perform
(acting).
-
Exits: cult
leader.
GOVERNMENT SANCTIONED HERO
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
|
+5 |
|
|
|
+5 |
+20 |
+20 |
-
Requirements: Must follow government orders,
superhuman ability/power, and Fighting Remarkable.
-
Talents: Leadership, First Aid, Law Enforcement,
Politics, and Weapons Specialist.
-
Exits: criminal
heavy, national hero,
paramilitary,
politician, and television
personality.
HIGH PRIEST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+5 |
+5 |
+10 |
+10 |
INVENTOR
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+20 |
|
|
+30 |
|
-
Requirements: Reason Incredible, Resources
Excellent
-
Talents: Repair/Tinkering, Computers, Electronics,
Physics, and Business/Finance
-
Exits: engineer, and
businessman (sales of their
product).
LAWYER (court room)
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+5 |
+10 |
+10 |
|
MERCENARY
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +10 |
+5 |
|
|
|
|
|
+10 |
-20 |
MONK
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
|
|
|
|
+10 |
+5 |
+20 |
|
|
-
Requirements: Psyche Excellent, Occult Lore,
and vow of poverty (Resources Shift 0)
-
Talents: First Aid, Mystic Background, Trance,
Martial Arts D, and Weapons Specialist (melee).
-
Exits: priest,
community activist,
cult apostle,
antiquarian,
bodyguard.
NATIONAL HERO
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +10 |
+10 |
+5 |
|
|
+5 |
+20 |
+30 |
+100 |
-
Requirements: Popularity 50, and superhuman
ability/power.
-
Talents: Law Enforcement, Perform (acting) and
Leadership.
-
Exits: political
activist and global hero.
NATIONAL REPORTER national
newspaper.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+10 |
|
+5 |
+10 |
NATIONAL RULER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
+5 |
+20 |
+5 |
-
Requirements: Political leader experience, and
Popularity Monstrous.
-
Talents: Leadership.
-
Exits: cult
leader.
PARAMILITARY
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
+5 |
+5 |
|
|
|
|
|
-
Requirements: Guns, Military, and Fighting
Good.
-
Talents: Criminology, Martial Arts E, Chemistry,
and Marksman (cost 200 karma).
-
Exits: mercenary,
criminal enforcer, and
spy.
PATHOLOGIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+5 |
|
+10 |
+5 |
+5 |
+5 |
|
|
-
Requirements: Biology, Chemistry, and
Criminology.
-
Talents: Genetics, Medicine, Psychology, Trivia
(ceremonies), and Occult Lore.
-
Exits: criminal
psychologist, blackmailer,
businessman (funeral directors and
taxidermy).
PATRON OF THE ARTS
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
|
|
+20 |
PHYSICIAN
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
|
+10 |
+20 |
+10 |
|
+5 |
|
-
Requirements: Medicine
-
Talents: Psychology, Anatomy, Immunology,
Cardiology, Emergency Medicine, Paediatrics, Geriatrics, Obstetrics/Gynecology,
General Surgery, Neurosciences, Pharmacology, Physiology, Genetics, Resist
Domination, Biology, and Martial Arts D.
-
Exits: psychiatrist,
forensic scientist,
surgeon, researcher, and
rescuer.
PILOT
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
|
|
|
+10 |
|
+5 |
|
-
Requirements: Pilot, Agility Excellent, and
Intuition Good.
-
Talents: Tumbling, Repair/Tinkering, and Stunt
Flying.
-
Exits: rescuer and
stunt performer.
POLICE OFFICER
(uniformed).
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
+5 |
|
+5 |
|
+5 |
+5 |
POLITICAL ACTIVIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+10 |
|
|
+5 |
|
+5 |
+5 |
+10 |
-
Requirements: Journalism, and
Guns.
-
Talents: Law, Perform (acting), Languages, and
Artist (drawing).
-
Exits:
politician.
POLITICAL LEADER - political
party leader
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
+10 |
+10 |
+20 |
-
Requirements: Politician experience, and Popul.
Amazing.
-
Talents: Leadership, Law, and
Business/Finance.
-
Exits: national
ruler.
POLITICIAN
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
+10 |
+10 |
+20 |
PRIEST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+10 |
|
|
+5 |
+5 |
PSYCHOLOGIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+5 |
+20 |
+20 |
+10 |
|
-
Requirements: Psychology, Reason Good, and Resources
Good.
-
Talents: Criminology, Animal Behaviour,
Parapsychology, Atrificial Intellegence, Psychobiology, Resist Domination,
Hypnosis, and Occult Lore.
-
Exits: forensic
scientist, criminal psychologist,
blackmailer, and
researcher.
REPORTER (local newspaper)
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
+10 |
|
+5 |
+5 |
RESEARCHER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+30 |
+10 |
+5 |
+10 |
|
-
Requirements: Reason Ex20
-
Talents: Genetics, Electrochemistry, Polymers,
Acoustics, Sonochemistry, Atomic Physics, Mathematics, Particle Physics,
Quantum Physics, Astrophysics, Radio Astronomy, Astrophotography, Stella
Cartography, Spectroscopy, Artificial Intellegence, Virtual Reality, Microbiology
Pharmacology and Parasitology.
-
Exits: businessman
(pharmaceuticals), businessman (illegal drugs
dealer), inventor,
antiquarian, academic,
forensic scientist, and
scientist.
RESCUER fire-fighter,
anti-terrorist police, lifeboat crewman, mountaineer, and front-line
medic.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+5 |
+5 |
+10 |
|
+20 |
|
|
+5 |
-
Requirements: Agility Typical 6, and Endurance
Ex20.
-
Talents: Animal training, Criminology, First
Aid, Geology, Law Enforcement, Leadership, Military, Repair/Tinkering, Thrown
Objects, Trivia (survival), and Tumbling.
-
Exits: community
sanctioned hero, explorer,
paramilitary, security
chief, and stunt
performer.
SCIENTIST involved in
research and development of technological and industrial processes.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
+20 |
+10 |
|
+5 |
|
-
Requirements: Reason Typical 6
-
Talents: Astronomy, Paranormal Phenomena,
Pharmacology, Biology, Microbiology, Marine Biology, Genetics, Botany,
Biophysics, Parasitology, Ecology, Zoology, Organic Chemistry, Chemistry,
Physics, Geology, Medicine, and Electronics
-
Exits: researcher,
forensic scientist,
physician, and
inventor.
SECURITY CHIEF
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +20 |
+10 |
+10 |
|
|
+10 |
+5 |
+5 |
|
-
Requirements: Bodyguard experience, Criminology,
and Intuition Remarkable.
-
Talents: Espionage, Business/Finance, Martial
Arts A, and Guns.
-
Exits: spy, and
security advisor.
SECURITY ADVISOR
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
|
|
|
+5 |
+20 |
+5 |
+20 |
+5 |
SPY
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
|
+5 |
+10 |
+5 |
+10 |
|
-
Requirements: Espionage, Intuition Excellent,
and Reason Good.
-
Talents: Guns, Security/Encryption, Pick Pocket,
Martial Arts D, Martial Arts E, Martial Arts H, Crime, Tumbling, Escape Artist,
and Weapons Tinkering.
-
Exits: assassin,
blackmailer, and corporate
spy.
STUNT PERFORMER
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
+10 |
+5 |
+10 |
|
+5 |
|
+5 |
+10 |
-
Requirements: Pilot, Perform (acting), and Agility
Remarkable.
-
Talents: Engineering, Repair/Tinkering, Perform
(singing), Tumbling, Martial Arts G, Stunt Driving, and Stunt
Flying.
-
Exits: television
personality, and
vehicle-mechanic.
SURGEON
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+20 |
|
|
+5 |
+10 |
+5 |
+15 |
|
-
Requirements: General Surgery.
-
Talents: Dentistry, Plastic Surgery, Oncology,
Radiology, Biotechnology, Cybernetics, Chiropractice, and
Sewing/Tailoring.
-
Exits: blackmailer,
politician, and reporter,
.
TELEVISION PERSONALITY
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| |
|
|
|
|
|
|
+20 |
+20 |
TERRORIST
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +10 |
+5 |
+5 |
+5 |
|
|
|
|
-25 |
VEHICLE-MECHANIC
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
+5 |
|
|
+20 |
|
|
+5 |
|
-
Requirements: Engineering,
Repair/Tinkering
-
Talents: Pilot, Stunt Driver, Military, Law
Enforcement, Computers, Electronics, and Chemistry.
-
Exits: police
officer, criminal enforcer,
businessman (smuggling), and
businessman (motor trade).
WEAPON-SMITH a maker of weaponry,
employed by military or criminal organizations.
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
| +5 |
|
|
|
+20 |
|
|
+5 |
|
-
Requirements: Engineering,
Repair/Tinkering
-
Talents: Guns, Bows, Sharp Weapons, Blunt Weapons,
Military, Chemistry, and Physics.
-
Exits: terrorist,
businessman (arms trade),
businessman (illegal arms supplies),
inventor, commando, and
researcher.