Character Advancement via Occupation
Courtesy of The Judges Mind
How and Why
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.
Starting Careers
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +5 |
- Talents: Military, Guns, Martial Arts B and Engineering.
- Exits: aircrew, commando, engineer and rescuer.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +20 | +5 |
- Talents: Geology, Archaeology, Animal Training, Martial Arts I, Perform (sport) and Engineering.
- Exits: archaeologist, animal handler, artist, engineer, rescuer and scientist.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | -5 |
- Talents: Stunt Driver, Slight of Hand, Acrobatics, Martial Arts G, Thrown Objects and Perform (acting).
- Exits: criminal heavy, community activist and con-artist.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +5 | +5 |
- Talents: Criminology, Law Enforcement, Blunt Weapons and Martial Arts A.
- Exits: police officer and criminal heavy.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +5 | -5 |
- Talents: Criminology, Animal Training (guard/sniffer dog) and Trivia.
- Exits: bodyguard, student, animal handler and antiquarian.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +5 | +5 |
- Talents: Computers, Business/Finance, Languages and Perform (acting).
- Exits: businessman, businessman (shop owner), businessman (chef) and con-artist.
*Student – Follows academic study course.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 |
- Talents: Studentship (allows one talent to be gained at ½ price when starting a new career) and medicine.
- Exits: scientist, antiquarian, engineer and physician.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +10 | +5 | +5 |
- Talents: Occult Lore, First Aid, Trance, Journalism and Perform (singing).
- Exits: priest, monk, community activist and artist.
Advanced Occupations
Academic – Professor, curator and university lecturer.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +10 | +5 |
- Requirements: Agility Good and Intuition Good.
- Talents: Pilot, Repair/Tinkering, Engineering and Tumbling.
- Exits: pilot and vehicle-mechanic.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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 | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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).
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +10 | +5 | +5 |
- Requirements: Archaeology and Strength Poor.
- Talents: Occult Lore, Biology and Geology.
- Exits: antiquarian, scientist, forensic scientist, explorer and cult apostle.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +15 | +5 | +5 | +5 | +15 |
- Requirements: Fighting Remarkable and Agility Excellent.
- Talents: Marksman, Weapon Specialist (reduce by 10), Stunt Driving, Motorcycle, Criminology, Espionage, Martial Arts E and Martial Arts F.
- Exits: spy, blackmailer, criminal enforcer and government sanctioned hero.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +10 | +20 |
- Requirements: Espionage and Reason Typical.
- Talents: Law, Accounting, Security/Encryption, Politics, Criminology and Journalism.
- Exits: spy and national reporter.
Bio-Mechanic (Including cybernetic components).
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 | +5 | +5 | +10 |
- Requirements: Reason Excellent, Engineering and Biology.
- Talents: Robotics, Software Programming, Organic Chemistry, Electrochemistry, Anatomy, Biotechnology, Cybernetics, Medicine, First Aid and Martial Arts D.
- Exits: physician, scientist and researcher.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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 | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +50 |
- Requirements: Reason Good, Resources Excellent and Business/Finance.
- Talents: Resist Domination, Performer (acting), Leadership and Trivia (rival companies, corporate structure).
- Exits: embezzler, corporate director and corporate sanctioned hero.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +5 | +10 |
- Requirements: 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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +10 | +5 | +5 | +10 |
- Requirements: Good and a super human ability/power.
- Talents: Martial Arts A, B, C, F, and Languages.
- Exits: paramilitary, terrorist, criminal heavy, and political activist.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +5 | +5 | +5 |
- Requirements: Intuition Good.
- Talents: Slight of Hand, Art (forgery) and Perform (acting).
- Exits: businessman, businessman (illegal arms supplier), businessman (smuggling) and artist.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +10 | +5 |
- Requirements: Business, Law and Leadership.
- Talents: Espionage, Resist Domination and Perform (acting).
- Exits: embezzler, corporate spy and corporate sanctioned hero.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +20 | +10 | +10 |
- Requirements: Will follow orders, Business/Finance and Law.
- Talents: First Aid, Espionage, and Weapon Specialist (cost 200 karma).
- Exits: corporate spy, terrorist, criminal heavy and government sanctioned hero.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +5 |
- Requirements: Espionage and Law.
- Talents: Computers, and Perform (acting).
- Exits: spy, criminal heavy and embezzler.
Criminal Enforcer/Specialist – Cat burglar, protection racketeer and gang-directed killer.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +30 | -20 |
- Requirements: Criminal overlord experience and –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 | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | -5 |
- Requirements: 0, Guns and Fighting Excellent.
- Talents: Criminology, Blunt Weapons, and Stunt Driving.
- Exit: community activist, criminal enforcer and terrorist.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 | +5 | +5 |
- Requirements: Criminology and Psychology.
- Talents: Parapsychology, Paranormal Phenomena, Street Smarts, Law Enforcement, Genetics and Occult Lore.
- Exits: psychologist, forensic scientist, antiquarian and cult apostle.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +10 | +20 | -20 |
- Requirements: Gang leader experience, criminal overlord dies, –20.
- Talents: Perform (acting), Business/Finance, Law and Leadership.
- Exits: criminal godfather.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +30 |
- Requirements: 75 (+ or -), Leadership and Psyche Incredible.
- Talents: Occult Lore, Hypnosis, Resist Domination, Resist Disease & Aging and Slight of Hand.
- Exits: dictator/idol.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +10 | +5 |
- Requirements: Intuition Remarkable, Criminology and Espionage.
- Talents: Occult Lore and Psychology.
- Exits: criminal psychologist, antiquarian, blackmailer, spy and corporate spy.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +80 | +60 | +60 |
- Requirements: Cult leader or criminal godfather experience.
- Talents: Military.
- Exits: none.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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; vehicles and clothes.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 | +5 | +5 |
- Requirements: Agility Typical and Reason Poor.
- Talents: Electronics, Chemistry, Engineering, Repair/Tinkering and Computers.
- Exits: weapon-smith, vehicle-mechanic, bio-mechanic, businessman (fashion or heavy industry) and inventor.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +10 | +10 | -10 |
- Requirements: Criminal Enforcer experience, gang leader dies/murdered, Reason Excellent and –10.
- Talents: Leadership, Resist Domination, and Business/Finance.
- Exits: criminal overlord.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +5 | +20 |
- Requirements: 50, Languages and superhuman ability/power.
- Talents: Quick Attacks, Martial Arts F and Perform (acting).
- Exits: cult leader.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +10 | +10 |
- Requirements: Priest experience and no kills.
- Talents: Journalism, Psychology, Business/Finance and Perform (acting).
- Exits: politician, television personality and cult leader.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+20 | +30 |
- Requirements: Reason Incredible and Resources Excellent.
- Talents: Repair/Tinkering, Computers, Electronics, Physics and Business/Finance
- Exits: engineer and businessman (sales of their product).
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +10 | +10 |
- Requirements: Law and Reason Typical.
- Talents: Law Enforcement, Criminology, Performer (acting) and Resist Domination.
- Exits: police officer, politician and blackmailer.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +10 | -20 |
- Requirements: Guns and Fighting Remarkable.
- Talents: Languages, Thrown Weapons, Martial Arts E and Weapons Master (costs 200karma).
- Exits: bodyguard, assassin, criminal heavy and paramilitary.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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 and bodyguard.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 | +5 | +5 | +20 | +30 | +100 |
- Requirements: 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 | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +10 | +5 | +10 |
- Requirements: Journalism and 20.
- Talents: Criminology, Artist (writer) and Perform(acting).
- Exits: blackmailer, television personality and politician.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +20 | +5 |
- Requirements: Political leader experience and Monstrous.
- Talents: Leadership.
- Exits: cult leader.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +10 | +5 | +5 | +5 |
- Requirements: Biology, Chemistry and Criminology.
- Talents: Genetics, Medicine, Psychology, Trivia (ceremonies) and Occult Lore.
- Exits: criminal psychologist, blackmailer and businessman (funeral directors and taxidermy).
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+20 |
- Requirements: Resources Incredible.
- Talents: Business/Finance and Occult Lore.
- Exits: political leader and politician.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 | +5 |
- Requirements: Pilot, Agility Excellent and Intuition Good.
- Talents: Tumbling, Repair/Tinkering and Stunt Flying.
- Exits: rescuer and stunt performer.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +5 | +5 | +5 | +5 |
- Requirements: No criminal record and Law Enforcement.
- Talents: Guns, Criminology, Psychology, Espionage, Stunt Driving and Pilot.
- Exits: criminal psychologist, detective and rescuer.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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 | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 | +20 |
- Requirements: Politician experience and Popularity Amazing.
- Talents: Leadership, Law and Business/Finance.
- Exits: national ruler.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +10 | +20 |
- Requirements: 40 and Perform (acting).
- Talents: Leadership, Law, Business/Finance and Journalism.
- Exits: national reporter, political leader, blackmailer and patron of the arts.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +5 |
- Requirements: Novice priest experience, Occult Lore and no kills.
- Talents: Journalism, Law, Perform (singing) and Leadership.
- Exits: blackmailer, community sanctioned hero and high priest.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +5 |
- Requirements: Journalism.
- Talents: Artist (writer), Criminology, Trivia, Computers and Business/Finance.
- Exits: artist (author), national reporter and television personality.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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 | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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 | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +20 | +5 | +20 | +5 |
- Requirements: Security chief experience.
- Talents: Business/Finance, Leadership, Perform (acting), Law Enforcement and Military.
- Exits: blackmailer, corporate spy and government sanctioned hero.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+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.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+20 | +20 |
- Requirements: Journalism and 30 (+ or -).
- Talents: Perform (acting), Perform (singing) and Art (writer).
- Exits: politician, patron of the arts, artist and cult apostle.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+10 | +5 | +5 | +5 | -25 |
- Requirements: Guns, Agility Excellent and Psyche Excellent.
- Talents: Criminology, Thrown Weapons, Chemistry and Repair/Tinkering.
- Exits: political activist, paramilitary, mercenary and cult apostle.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +5 | +20 | +5 |
- Requirements: Engineering and Repair/Tinkering.
- Talents: Pilot, Stunt Driver, Military, Law Enforcement, Computers, Electronics and Chemistry.
- Exits: police officer, criminal enforcer, businessman (smuggling) and businessman (motor trade).
Weaponsmith – A maker of weaponry, employed by military or criminal organizations.
Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
---|---|---|---|---|---|---|---|---|
+5 | +20 | +5 |
- Requirements: Engineering and 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.