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** - pick 1 at S, another 2 at T for a total of 3, and know all 5 at M. *** -The medical field usually lumps the two together, so will I. New SkillsAnimation (Computer, Clay/puppet, Drawing/Painting) [(DEX + PCN)/2]Prerequisite: the skill for the appropriate Medium, Computer, Sculpting, or Painting, at Student level. This skill encompasses animation of any and all kinds. At each level of skill one type of animation medium can be selected. Brawling [(AGL + STR)/2] Communication (Morse, Semaphore,
Secure Communications), (PER + WPR) ÷ 2 Field Support Weapons Skill (Artillery, Guns, and Mortars)
[(DEX + PCN)/2] Pyrotechnics (DEX + PCN +LCK) ÷ 3 Modified/Clarified Skills"I'm a connoisseur of such things" - Any familiarity has the potential of affecting social skills. If a player wishes to use a Familiarity in conjunction with a social skill, then a specific check against the familiarity will results in a 5% modifier to Charm and Persuasion per level of success. If the Familiarity is one the target appreciates or even shares, then it is a bonus. If the Familiarity is a faux pas or offensive to the person in question, it is a penalty. Such a mistake would usually only occur if the PC does not have time to research the target or engage in idle banter long enough to learn some likes and dislikes. A failure on the Familiarity check is a 10% penalty regardless. The PC simply sounded stupid, silly, or inappropriate. For connoisseur-like effects, multiple Familiarity skills are appropriate, but luckily Student level is often adequate for most needs. Some examples: Viniculture, Liquor, Equestrian, Cars, Film. Note that other skills such as Architecture, Art Criticism, and History can also be used in this fashion. This reflects having something of interest of the person to talk about.Disguise [(DEX + PCN)/2]- This is the technical skill of creating a disguise, not the acting ability to use it. Use DEX and PCN only when calculating the target number for this skill. Acting covers everything else, and unless interaction, especially impersonation, is required, that may be unnecessary, e.g. simply trying not to be recognized. Explosives - under review. Familiarity - these can be taken to reflect a connoisseur as noted at the start of this section. Student level is often adequate. The more specific the field, the more detailed and useful the knowledge. Familiarity: America would allow you to reliably name the states and their capitals, know where Death Valley is, major mountain ranges, that San Francisco is renowned for restaurants, etc.; a good result might give you more details like what cities are known for a given type of industry, culture, or ethnic population. However, you would probably not know specific street names and such unless they were nationally famous. Familiarity: Dallas would reliably give you everything that Familiarity: America could give you without even rolling, and then rolls would be required for specific addresses, prominent buildings, economic class and population of an area, location and specialties of local universities, etc. Familiarity: University of Texas at Dallas would automatically give you everything that Familiarity: Dallas would give you about UTD without rolling as well as the general layout and where on campus various departments are located. Details about a specific department or staff member would require rolls. Anything more specific than that is possible, but probably not advisable. Familiarity: Founders building (a building at UTD) could be highly useful or highly useless. You would know pretty much everything about the building though, that's for sure. Heavy Weapons - covers 5 categories of man-portable, squad support, heavy weapons: Grenade Launcher (includes rifle-mounted), Flamethrower, Light Machine Gun, Heavy Machine Gun, Missile/rocket (LAW, TOW, RPG, etc.). Unskilled use of heavy weapons is a dangerous thing, and may require rolls to simply prepare the equipment for firing as well as the possibility of unpleasant effects if one fails. At Student, choose one category to be skilled with; at Teacher, choose two more; at Master, all five are known. Use of weapons not yet known is still considered unskilled. Hunting/Trapping - The description in the Companion is lame. This skill is primarily a knowledge skill and does not confer any weapon skills. It does confer the knowledge of game types and habits as well as other animals commonly encountered during hunting. A skilled Hunter/Trapper will be able to set, spot, and remove snares; and identify, kill, and dress out game. This skill works well with Tracking, but a skilled Hunter does not need Tracking as he will have an understanding of how to cross paths with his game by choosing the right place and time to find it. A Tracker with Hunting/Trapping will have the chance of identifying animal tracks he finds. Specific called shots, e.g. heart, on a non-humanoid beast will usually require a General check on this skill. This skill also includes a knowledge of commercially available tools for Hunting/Trapping, and how to use them, e.g. blinds, calls, lures. Another useful skill for a would be Hunter/Trapper is Geography/Cartography. Note that the "hunting" that some people engage in today does not really require much skill. Standing behind a blind smeared with lure and waiting for something to walk by so you can kill it only really requires time and money. Also realize that while Hunting may provide you with adequate meat, prolonged survival outdoors requires Survival skill, especially in inclement weather or harsh terrain. Rifle - I have added a third classification, Antique. Characters still pick one classification at each level of training. Semaphore - supplanted by Communication, above. |
| Absolute Direction Ambidexterity Animal Empathy 1 Attractive 1 Concentration Courage 1 Disease Resistance 2 Eidetic Memory |
Evil Sense 1 Good Fortune 1 Improved Stamina Recovery Improved Willpower Recovery Improved Wound Recovery Information Source 3 Keen Hearing 1 Keen Smell and Taste 1 |
Keen Vision 1 Night Vision Pet 4 Poison Resistance 2 Premonitions 1 Privilege Specialty 5 Toughness (New) |
The allowed Drawbacks follow in the table below.
| Addiction (-2 to -5) Blindness (-10) Cowardice (-3) 1 Crippled (-3/-5) Curiosity (-1) Dependent (-1 to -3) Flashbacks (-4) Hunted (-2 to -5) |
Impulsiveness (-1) Misfortune (-1) 1 Obsession (-1 to -4) One Arm (-3) One Hand (-2) Overconfidence (-1) Phobia (-1/-2/-5) Poor Hearing (-2) |
Poor Night Vision (-1) Poor Taste and Smell (-1) Poor Vision (-2) Poor Vision/Correctable (-1) Won't Harm (-6) Won't Kill (-3) |
| Communicative | Incorporeal | Protective | Restorative |
| Clairvoyant/Prescient Dream Telepathic Empathy Telepathic Sending |
Incorporeal Attack Leave the Body Seance |
Mental Shield Raise Perception Sphere of Protection |
Feat of Strength Restore Stamina Restore Willpower |
| Accountant/Actuary/Statistician Archaeologist Artist Athlete Bounty Hunter Clergy Clerk/Secretary Computer Programmer Cowboy/Rancher Dilettante Doctor Domestic Servant Driver Educator Engineer Entertainer Entrepreneur |
Farmer Fire Fighter Freelance Adventurer/Thrillseeker Gambler Guide Historian Homeless Hunter Kid Law Enforcement Officer Lawyer Librarian Marine Biologist Mechanic Mountain Man Mystic Paramedic |
Photojournalist Physicist Pilot Politician Private Detective Professional Thief Psychiatrist Reporter Scientist Secret Agent Social Worker/Psychologist Soldier/Veteran Street Punk Student Stunt Person Writer |
| Skills |
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| Administration Ancient Language 1 Ancient Language 2 Ancient Language 3 Anthropology/Archaeology Cartography/Graphology Geology History Investigation Legend/Lore |
S S S M S S T S S |
T T T M T S T S T |
M M M M M T M T M |
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| Acrobatics Primary Armed Melee Skill Secondary Armed Melee Skill Conditioning activity *** Dodging Familiarity: Martial Arts Community ** Intimidation Martial Arts Unarmed Melee Skill Sport: Martial Arts * Stealth |
T S S T T S T S S S |
M T T M T T M T T T |
M M M M M M M M M M |
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| Driving Electronics Familiarity: Vehicles Category 1 * Familiarity: Vehicles Category 2 * Familiarity: Vehicles Category 3 * Mechanics |
S T S - T |
T M T S T |
M M M T M |
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| Administration |
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| Ancient Language 1 |
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| Ancient Language 2 |
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| Anthropology/Archaeology |
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| Arbitration |
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| Charm |
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| Comparative Religion |
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| History |
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| Legend/Lore |
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| Persuasion |
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| Psychiatry |
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| Acting |
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| Administration |
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| Arbitration |
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| Art Criticism |
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| Creative Writing |
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| Disguise |
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| Electronics |
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| Familiarity: Special Effects |
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| Filmmaking |
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| Law |
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| Dodge |
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| Familiarity: Modern Military & Warfare |
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| First Aid |
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| Heavy Weapons |
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| Intimidation |
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| Primary Firearm Skill * |
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| Running |
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| Secondary Firearm Skill ** |
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| Spear |
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| Sport (Combat Obstacles) |
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| Swimming |
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| Throwing Unbalanced Objects |
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| Unarmed Combat Skill [PC's choice] |
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| Military Occupational Specialty:
Communications |
T S T S T S T |
M T T T M T M |
M M M T M T M |
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| Base Cost Communications Infantryman Mechanic Medic Heavy Weapons Leader Sniper |
29 30 37 31 30 29 32 |
44 41 56 47 47 44 45 |
65 70 89 72 68 65 66 |
| Cost Break Communications Infantryman Mechanic Medic Heavy Weapons Leader Sniper |
-7 -9 -9 -8 -8 -7 -9 |
-11 -10 -14 -12 -12 -11 -11 |
-16 -17 -22 -18 -17 -16 -16 |
| Total cost (Basic) Communications Infantryman Mechanic Medic Heavy Weapons Leader Sniper |
22 26 28 24 23 23 29 |
33 31 42 35 35 33 34 |
49 53 67 54 51 49 50 |
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| Familiarity: Special Effects |
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| Filmmaking |
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| Life or Physical Science (Choose one) * |
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| Painting ** |
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| Computer |
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| Contemporary Language |
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| Contemporary Language #2 |
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| Electronics |
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| Lip Reading |
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| Lockpicking |
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Name (player )
Team role(s): Basically, how you might describe your job on the team, e.g., Researcher, Mother, Ass kicker, Leader, Spirit Guide. You name it, literally.
Basic concept (in 10 words or less): If you had to try and describe your character as fully as possible in ten words or less, what would they be?
Nationality: Pick a nation, probably USA unless we have worked something out.
Ethnicity: Try to be creative, there are a lot of variations on Caucasian and "black" or "asian" are also too vague.
Hometown: Pick one.
Profession: Your regular job.
Age: In human years, not dog years. Seriously, I'd prefer the agents to be in their 20s or 30s.
Gender: Generally, play your gender. It's easier for us all to remember . . . I hope.
Marital Status: Single is easier and you are more likely to be recruited for field work. Dealing with the horrors of the Unknown is bad enough without having family members that can be taken advantage of. If you are married, then that would need to be addressed in your character concept. An especially useful ability might cause the Society to bend the rules. Special precautions to keep the family uninvolved would be appropriate, unless of course the whole family is in the Society . . .
Physical Description: What would someone see if they looked at you? Try to explain physical features, clothes, visible equipment, mood, etc. Also see my web page on Character Creation.
Creed: A significant value and/or belief.
Motto: A catch phrase that typifies the PC's outlook and/or approach to life.
Religion: Yes, you can opt for no preference.
Date he joined The Society: We can work this out. Preferably not too long before the campaign starts.
Why he joined The Society: This is important to decide so that the character's motivation is clearly understoodBackground
OK, no novels here. All I would really like is about 500 words. In it I would like you to cover what event got you into The Society, explain your current job, manifestation of the Art, and where your skills and attributes came from. Also see my web page on Character Creation.
Note 2 (Photography): Agents that are skilled photographers can request more sophisticated equipment. Possibilities include underwater cameras, filming gear, IR cameras and film.
Note 3 (Microcassette recorder): Built-in microphone records sounds in about a 4 m radius, centered about the recorder. This would be reduced if the recorder were in a pocket, purse, etc. Can also plug in a listening device, e.g. an Aural Cone.
Note 4 (Aural Cone and receiver): The Aural Cone has two modes of function, conduction and transmission. In the former mode, it can be used to hear sounds by conduction through a solid medium, e.g. a wall, by pressing the base of it against the surface. In the latter it can be set to pick up all sound within 20 meters. The base of the AC is a suction cup with a septum in it, so the device can be attached to a ceiling, wall, or any other surface with a flat surface at least at large as the base which is 5 cm in diameter. The AC is 7.5 cm high. There is an earphone jack in the tip of the AC to use when in conduction mode. Otherwise, the sounds conducted through the base will be projected through the walls of the cone's body. In such a case, it is important to remember that the volume is preset to a low setting that can only clearly be heard if one's ear is within about 10 cm of the cone. This safety can be removed by a properly equipped agent skilled in Electronics. In transmission mode, it sends a scrambled signal which can be picked up with a standard issue receiver. This scrambled radio traffic draws the attention of law enforcement and/or governmental agencies 30% of the time in the United States. In this transmission mode, the AC's power cell will last up to four weeks. The receiver unscrambles the AC's signal above and filters it, selecting voice signals for maximum clarity. The receiver needs to be within 500 meters of the AC to pick up its signal, modified by obstructions.
Note 5 (Homing devices and receiver): The homing devices are 6 mm x 20 mm x 20 mm metal boxes, about the size of an After Eight ™ dinner mint, just slightly thicker. They are magnetic and readily cling to any reasonably flat metal surface. The devices transmit for 2 weeks and have a range of 30 km. The receiver has a direction finder and digital readout that shows direction and distance of the device. The device's transmission is noticed by law enforcement and/or government agencies about 30% of the time.
Note 6 (IR Goggles): Goggles that image in the infrared. They confer night vision out ot normal vision ranges at the loss of clarity. At close ranges, normal vision will often be superior to the IR goggles, e.g. on a moonlit night in a clear field, normal vision out to about 60 m would be superior to the IR goggles. Of course, in an unlit room, where normal vision extends less than one meter (two with light from an open door or uncovered window), IR goggles are of great utility. Agents have found that these goggles are of no use against powers of the Unknown that affect the senses.
Note 7 (Electronics kit): This electronics kit comes in a rugged , waterproof case that is 40 cm wide, 30 cm deep, and 25 cm high. It contains basic tools and circuit elements, as well as a soldering kit. It allows a skilled user to make reasonable jury-rigged repairs to most electronic devices and equipment.
1) Protect The Society - If The Society is infiltrated or an Agent compromised, a Creature might be able to glean from them our understanding of The Unknown. This could be used to our detriment, especially by humans that work with Creatures.
2) The Unknown is ever changing - There are many exceptional Creatures that manifest all manner of unexpected abilities. Agents are better served treating all Creatures as completely novel phenomena.
In spite of these reservations, there are certain aspects of certain creatures that appear to be relatively constant. Some examples: