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Author Topic: Skills & Traits
High-Powered Superhero
Posts: 89
Post Skills & Traits
on: February 22, 2018, 00:04

This is a work in progress. Traits are like abilities but not as grand and not quite skills. They fit into the same niche that feats would in D&D. The following list are cobbled together from various games like champions, dc heroes, m&m, d&d, and some of my own inspiration. Please forgive the formatting for the tables. Unfortunately, this forum doesn't allow for robust formatting.


Absolute Time Sense
This is an enhancement of the basic level sense that humans have. It is essentially like having a clock in one's head. The character has an absolute sense of the time down to the second and can accurately countdown periods of time. The trait costs (2.5) CPs.

Accelerated Healing
The character heals much quicker than a normal individual. This continual ability (PR = 0 per hour) grants a +1 bonus to Healing Rate for each CP spent.

The character can use the inventing rules to create magic items. Occultism would be the skill that manages inventing skill checks. This is a voluntary ability that costs (1) CP and PR = 0 per use.

Assess Opponent
You are able to size up an foe's capabilities. If you make a successful Insight task check opposed by the foe's Convince task check then you get a rough gauge of your opponent. Questions that would be receive a less, equal, or greater response and the can compare to hit, defence, and toughness (hit points). The trait costs (2.5) CPs.

The character is found to be attractive by others. This can result in an enhancement to social task involving individuals that find the character attractive. This continual ability costs (+2.5) CPs to grant a +1 Task bonus to Social checks. PR = 0 per hour.

Bump of Direction
The character is a living compass. Without error the character know direction unerringly without any reference point. The character would have an understanding if he is underground or above ground. The trait costs (2.5) CPs.

Cold Resistance
The character has formidable resistance to extreme cold. This continual ability (PR = 0 per hour) grants a +2 save / armour bonus against Cold Entropy. The trait costs (1) CP.

Connection / Contacts / Favours
A connection or contact is someone or some organization that the character knows that may be able to occasionally help him out. Often this contact will be friendly to the character although this is not a requirement. A contact won't always have time, be available, or have access to a resource desired by the character. The character will need to succeed at a Luck roll adjusted by circumstantial modifiers that may seem appropriate. Contacts can be low-level or high-level contacts. High-level contacts provide greater access to resources or have a higher investment in the character. Contacts can provide the following at cost:

Description Cost Type
~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~~~~~~~~~~~
Trained in 3 Skills 1 Low/High Level
Possess a skill at +3 Task 2 Low/High Level
High-Level Contact 1 High
Resource (CPs of resource) 5 Low/High Level
Skill Mastery (+3 task) 2+ High
Greater Resource (CPs) 1+ High
Willing to Risk 1 High
Variable Resource 1 Low/High Level
Favour -10 Low/High Level
Tips 1+ Low/High Level

Resource (CPs of resource): A contact has some fixed resource that can be offered to the character totalling (5) CPs. For example, a scientist contact of the character has Major Inventing facilities that the character can borrow.
Skill Mastery: High contacts will possess greater skill of master in skill(s). Each additional (2) CPs spent can provide the contact with a +3 Task bonus to one skill.
Greater Resources: Each CP spent can increase the CPs available for the character to borrow from the contact.
Variable Resource: The contact has lots of resources that can be borrowed. The CPs invested represent a pool of possible tools that can change. Resources available from the contact should be appropriate for the character of the contact. For example, a police officer contact might be able to provide access to crime computers but would not have a teleportation device.
Willing to Risk: The contact could be a long time friend of the character and would be willing to risk life, limb, and employment to help out the character. For example, the character's sister works for a crime boss. To help out her brother, the hero, she sneak into her bosses office to access his secret files.
Favour: This character is not a contact. For some reason, this individual owes the character favour. Once this favour is spent, this contact disappears. It is a one-time contact.
Tips: This contact property serves as a story device. The character can receive information to help move the story along. Consider the contact to have useful information for the hero on a 11- task roll for (1) CP. Each (2) CPs spent in additional add +3 to the task check. These types of contacts can also be used as story hooks that approach the hero with information.

Double Jointed
A character that is double-jointed has extremely flexible joints. This grants +3 Task bonus to escape or contortionist efforts. Such a character may be able to squeeze into small places like a suitcase. This costs (2.5) CPs.

You are skilled at evade area effect attacks. When trying to escape and area of effect attack you add +3 to the target number (see or +9 if you are willing to 'dive' to a Prone position. This is a voluntary ability that costs PR = 0 per hour. The trait costs (2.5) CPs.

Fast Draw
It normally takes 1" of movement to draw and ready a weapon. With fast draw, a character can perform this action without the 1" movement cost. This costs (1) CP.

Fringe Benefits
These benefits will often be acquired from the character's background or normal identity. Fringe Benefits are legal powers provided by government or extragovernmental organizations. These powers may not be appropriate in specific regions. Some examples are provided below.

Cost Benefit
~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 Right to Marry: Can perform legally binding marriage ceremonies.
1 Weapons Permit: The character has the right to bear arms.
2 Concealed Weapons Permit: The character can carrying concealed arms.
1 Press Pass: The character is identified as a member of the press.
1 International Driver's License: The character has the right to drive in most countries.
1 Uncommon Vehicle Permit: This may be a boat, plane, or other "unique" vehicle requiring a license.
1 Passport: Identifies the country of origin. Allows for travel.
1 Professional License: You have a license to practice a profession. Lawyers or engineers are examples.
2 Death Certificate: A certificate of your death.
2 Local Police Powers: The characters can function as a police officer.
2 Private Investigators' License: You can functions as a private investigator.
2 Member of the Lower Nobility: You are a member of the lower nobility and as such have specific rights and privileges due social position.
3 Federal/National Police Powers: Police powers will often be limited to a small region. This benefit expands the area that the power function to a nation.
4 Member of the Aristocracy: You are a member of the middle or upper nobility. You have greater privilege than a member of the lower nobility.
4 International Police Powers: Your police powers will often extend to more than one nation.
4 Diplomatic Immunity: This provides protections against the laws of a country and recognizes the character as a diplomat.
4 Licensed to Kill: The character is a sanctioned assassin. This allows the character to be immune to certain punishments.
5 Head of State: You are the leader of a country. This could occur through an elective or hereditary process.

Great Endurance
The character recovers more quickly from fatigue. This continual ability (PR = 0 per hour) allows the character to recover 2 additional Power for regular healing (4.13 Healing) and resting (4.13.3 Resting). The trait costs 2.5 for each 2 Power recovered.

Instant Stand
The tumbling skill allows the character to reduce the time taken to stand from a prone position to either a movement or action phase. With Instant Stand, the time taken can be reduced to 1" of movement cost.

You can come between an attacker and defender, essentially taking the blow for the defender. The defender must be within range of your movement. If you do not have a saved turn, you are able to give up a future action and move action. This trait doesn't work against area effect attacks. This is a voluntary ability that costs PR = 0 per use. The trait costs (5) CPs.

Iron Will
The character has indomitable will. They are able to throw off the affects of Mind Control or Fear based Emotion control attacks with Greater ease. This continual ability (PR = 0 per hour) grants a +2 save bonus against Mind Control or Emotion Control (Fear). The trait costs (1) CP.

Your commanding presence can bolster the flagging morale of allies. You can spend your action aiding an ally by grant the ally a +1 save bonus to resist Fear based control of an ally. Each rank of the trait cost (1) CP and a maximum of 3 ranks may be purchased.

Lightning Calculator
The character has an innate ability to execute mathematical operations at an accelerated rate. When calculating the time to complete a mathematical problem move two step down the duration chart to find the real time taken. This costs (1) CP.

Being a light sleeper, the character is more difficult to surprise while asleep. A character is automatically allowed the opportunity to make a perception check when there is a sense of danger within proximity. This costs (1) CP.

Master Strategist
The strategy skill grants a (+1) bonus to hit or physical defence. A master strategist can accomplish more. Each (+2.5) CPs grants an additional +1 bonus. Master strategists can also train to use advanced logistics to alleviate terrain based movement penalties for (+2.5) CPs. Delaying actions can be used to bog down enemy movement. A 10% movement penalty (per bonus granted) can be imposed with a successful roll at a cost of (+2.5) CPs. Psi-Tactics can be learned for (+2.5) CPs which will allow for the option of enhance Mental Defence through tactics. Each (+5) CPs spent will grant one more additional allotment of troops (up to the Master Strategist rank) to be affected by the skill. A character may purchase as many ranks of Master Strategist as they have ranks of Leadership.

Perfect Pitch
The character is automatically able to tell exact pitch for any musical tone to which he may be exposed. This costs (1) CP.

The character can use the inventing rules to design rituals. This is a voluntary ability that costs (1) CP and PR = 0 per use.

Speed Reading
The character has an innate ability to read at an accelerated rate. This reading ability doesn't improve the character's ability to retain information only the rate at which he can absorb material. When calculating the time to completely read some material move two step down the duration chart to find the real time taken. This costs (1) CP.

Terrain Familiarity
You have experience with life and conditions within a specific terrain. This familiarity can alleviate penalty modifier related to terrain. Examples include: tundra, taiga, forest, vegetation, desert, shrubland, steppe, savannah, rainforest, zero-g, underwater, cavernous, urban, alien examples, etc. Each familiarity cost (1) CP or 3 for (2.5) CPs. This is a voluntary ability that costs PR = 0 per use.

Tough to Kill
You are difficult to kill. When you are incapacitated and Bleeding you are granted a EN + task check to stabilize. This is a continual ability that costs PR = 0 per hour. The trait costs (2.5) CPs.

Troop Familiarity
You have experience and an understanding of the capabilities of a specific troop type. This familiarity will alleviate penalty modifiers for Strategy skill. Examples include: infantry, cavalry, archers, ground vehicles, land vehicles, air vehicles, supers, Atlanteans, Dwarves, Alien races, space craft of a specific class, etc.. Each familiarity cost (1) CP or 3 for (2.5) CPs. This is a voluntary ability that costs PR = 0 per use.

Weapon Familiarity
You have martial experience and skill to wield weapons. If a character is unfamiliar with a weapon's use, then attacks with the weapon would use AG rather than the usual AG + 3 modifier. Familiarity can be purchased for individual weapons or weapons that fall into a group. This is a voluntary ability that costs PR = 0 per use. Individual familiarity cost (1) CP per weapon and (2.5) CPs for a group. For example, a dagger is an individual weapon and would be part of the short blades. Groups would include: Axes, Bows, Claw weapons, Clubs and Maces, Crossbows, Flails and chains, Heavy Blades, Light Blades, Exotic Weapons, Picks and Hammers, Polearms, Slings and Thrown Weapons, Spears and Lances, Artillery, Flamethrowers, Rifles, Pistols, Shotguns, Grenades, Missiles, Rockets, Submachine Guns, and Machine Guns. Hi-Tech versions of weapon will fall under the appropriate archaic category. For example, an energy sword would fall under Heavy Blades and a Laser Pistol would fall under pistols.

Vehicle Familiarity
You have training and experience with driving a particular vehicle. If a character is unfamiliar with a vehicle, he would receive a -1 Task penalty to Vehicle checks. This is a voluntary ability that costs PR = 0 per use. Familiarity can be purchased with individual vehicle type of with groups. Individual familiarity cost (1) CP per weapon and (2.5) CPs for a group. Groups would include: Drawn (like chariots or carts), Small Ground (cars, jeeps), Motorcycles, Large Ground (semis, buses), Tracked (tanks, apcs), Ground Effects Vehicles (Hovercrafts), Ski-Based (Sleds, or Ski-Mobile), Plane (propeller, jet), Helicopters, Other Air (Balloons, Zeppelins), Motor Boats, Sailed Boats, Submarines, Small Spaceships, Large Spaceships.

High-Powered Superhero
Posts: 89
Post Re: Skills & Traits
on: February 22, 2018, 00:11

Some skills for the skill system.

ACROBATICS (AG/S); Trained: Yes;
Acrobatics involves extraordinary feats of balance, agility, and motor coordination. With Acrobatics you can dive, flip, roll, cartwheel, perform hand-balancing, walk along narrow platforms like ledges and ropes, and so forth. To perform a feat of Acrobatic you will need to roll against a difficulty set by the GM. Acrobatic normally costs 1" of Move but can require more depending on the feat. It normally takes a full action to rise from being prone. A character can make an Acrobatics task check to rise from being at a cost of either their movement phase or action phase. The character can also use their Acrobatics task check in place of AG in resisting Knockdown ( When passing through another character's Zone of Control (4.4.8) you may attempt to tumble through the zone. You would substitute your check (task check value - 10) for your defence when calculating the task check for avoiding being stopped. Likewise you can use Acrobatics tumbles and flips to avoid attacks. When assuming a Full Defence Stance ( you may substitute acrobatics for your Defence (task check value - 10) and add the +6 value allowed by the stance.

ACTING (CL/G); Opposed By: PERCEPTION; Trained: No;
Acting involves the enactment of a character through the adoption of behaviour, mannerism, attitudes, plus speech and movement patterns. You can also fake moods and emotions. When used as a mechanism of performance, the GM should gauge the friendliness of the audience when determining the difficulty. The better the roll, the better the performance. When used to compliment Disguise, the character's Acting check would be opposed by Perception.

You are trained with working with animals. The training provide familiarity with the care, grooming, and training of these animals. Training animals involves teaching the animal how to perform a trick, training an animal for a general purpose, or rearing a wild animal. Teaching tricks involves applying a difficult based on the complexity of the trick (-2 to -8) and spending 1.5 weeks in concerted effort. Rearing an animal for a specific purpose (training a horse as a draft horse or a dog as a watch dog) incurs a complexity modifier (-4 to -8) and requires at least 3 months of time. Rearing a wild animal involve the care required for raising a young animal to adulthood. This task has a fixed difficult of -6 and would the time would be based on the animal raised. You can work with an animal that you are not familiar but would receive a -3 to task checks.

ART (AG/S); Trained: No;
Art involves a number of disciplines such as drawing, drafting, painting, sculpture, print, woodworking, metalworking, photography, etc. For the purpose of this skill, it would represent the ability or skill involved in producing work. The time required for producing a piece depends on the discipline and style involved. To determine the craftsmanship of a piece of work, the artist a modifier would applied that represents the physical complexity, emotion and message content (-2 to -10). The degree of success for the piece would be represented by the success of the roll. If the artist is marketing their work, they should use the Trading skill.

ASSESS VALUE (IN/G); Trained: No;
The character is able to judge the value of an item. Value of items is based on societal standards. Roll a task check with a -6 modifier. Success means you have a ballpark idea of the value of an item. Failure would mean that you misjudge the value. Consider the assessment to be equal to plus or minus 20% for the difference of failure. The time required for an assessment is an action. If the character is able to spend more time and research then a positive modifier would be added to roll.

BREAKFALL (AG/G); Trained: Yes;
A character is familiar with techniques that can be used to slow their fall. The character will make a breakfall task check and will reduce the falling distance by 1" plus the difference of the success. For example, a character with a 14- breakfall task check rolls an 8 on a check. The difference between 14 and 8 would be 6, so the falling distance would be reduced by 7".

BRIBERY (CL/G); Trained: No;
A character with this skill knows when to bribe someone. The skill involve knowing how to approach the target and how to deliver the bribe. Different targets value different things. Items used for bribery might include money, gold, cigarettes, information, and so on. The item used for the bribe should be used to judge a modifier. Depending on how valuable the target consider the item, it will impact the attempt in a positive or negative way. Bribery is used to gain some advantage. It could include access to locations, access to items, access to information, access to people, etc. The bribery roll should be modified by the value of the goal and the possible negative consequences for the target in allowing access. For example, a bouncer allowing access to a nightclub face less consequences than a security guard allowing access to a research facility. If the bribe attempt fails, the target may only block access to the goal. The target may also report the character to a manager, police, or other individuals. The target may become confrontational. The target may take the bribe and then backstab the character. The GM will need to judge the outcome and this may be based upon the degree of failure. Success would allow access to the goal.

BUGGING (IN/G); Trained: Yes;
This skill involves understanding how to properly set up and operate sensing devices or "bugs." Proper set-up would involve knowing how to place the device properly to get the best possible reception or field of cover. The skill doesn't involve knowing how to disguise or conceal a bug. The does provide knowledge for how to sweep an area for bugs through physical inspection or the use of tools. Operation would involve the use of parabolic mikes, telescopes, drones, and other devices used for surveillance. Bugging can also be used for tracking a bugged vehicle, character, or other mobile target. The difficulty is judged by the GM. A failed roll means that the character doesn't get the information expected.

You know how to deal with bureaucrats, cut through red tape, who to talk to, how to reach them, and how to extract information from bureaucracies. The skill may be used to acquire licenses, acquire travelling documents, getting items pushed through customs, gaining appointments, or other activities. The time required for the processing of a request depends on the request. Bureaucratics attempts are opposed by Bureaucratics.

CHARM (CL/G); Opposed By: Insight; Trained: No;
You know how to use conversation, mannerisms, and activities to leave a positive impression on others. This skill can only be used to change the stance or view someone has of you. It could be change from a negative to a positive, hostile to neutral or friendly. In changing, the view, you may allow for easier attempts at other Social interaction skills. Charm is opposed by Insight. The skill should take at least 1 minute to establish a more positive view.

CLIMB (AG/G); Trained: No;
You know how to scale vertical surfaces. The difficulty for the climb will be based on the equipment used, the roughness of the surface, weather conditions, availability of hand-holds, etc. See 4.4.1 for rules on fumbling the attempt. The character may opt to move at an unsafe pace, by accepting a -10 penalty to the task check, the movement rate may be increased by 1/8 ground movement. Multiple penalties can be taken to increase the rate. For example, a character can move a +2/8 rate for a -20 task check.

CONCEALMENT (IN/G); Opposed By: Perception; Trained: No;
The skill allows you to hide things. This could be hiding something on your person or in the environment. Examples might include hiding a bug, camouflaging a jeep, or concealing a tracking device on a target. Concealment is opposed by Perception and may be modified by the clutter of an area or individual.

You can twist and bend your body into unnatural positions. This can benefit you kin escaping rope bindings, escaping grapples, or getting into or through tight spaces. The skill can be used to oppose Tie Knot checks. It can also be substituted for AG when escaping a grapple (4.11.1). The GM should judge the difficulty when getting through tight spots. Escaping a bind or squeezing through tight spaces takes a move action.

CONVERSATION (CL/G); Opposed By: INSIGHT; Trained: No;
You know how to use conversation to extraction information from a target. If the skill is performed properly, the target will not know they have divulged the information. Conversation is opposed by Insight and can be modified by the attitude held the target towards the character. The usage of the skill takes time. Assume 5 minute period of simple information and possibly longer for more complex information.

CONVINCE (CL/G); Opposed By: INSIGHT; Trained: No;
This skill allows you to bluff and convince others of untruths. The check is opposed by Insight and would be modified scope of the lie, possible environment factors, and the attitude the character has towards you. The convince attempt takes no time. A convincing someone would not necessarily change their attitude towards you, but might gain sympathy.

COOK (IN/G); Trained: No;
You are knowledgeable and familiar with how to prepare cuisine. The check will be modified by the complexity of the meal and by the type of audience. For example, a food critic would be more discerning than a casual dinner.

CRAFT (AG/S); Trained: Yes;
You are trained to be able to produce some sort of product. The character would need to choose a specialization. Some examples would include: glass-blowing, ship making, shoe making, carpentry, pottery, blacksmithing, spinning and dying, weaving, knitting, tailoring, tanning and skinning, armourer, bow-making, weapon making, knots, writing music or stories, etc. The complexity of the item will affect the difficulty for the check. The degree of success or failure will determine the quality of the product.

CRIMINOLOGY (IN/G); Trained: Yes;
Involves the process used for finding clues and evidence relevant to a crime. The character would understand how to dust for prints, examine evidence and records, do ballistics testing, and so on. Criminology requires that the character possess equipment and have access to labs used to perform some of the tests. These checks take a great deal of time. Investigations should take at least 1.5 weeks to perform. This includes evidence gathering, examination, and development of reports. The degree of success from the test should determine how much information should be discerned.

CRYPTOGRAPHY (IN/G); Trained: Yes;
This skill allows a character to solve ciphers, and break encryption, or discern the meaning of encoded messages. The difficult can be modified by technology, material used, and other factors. Time required to perform a test should take at least 1.5 weeks.

DEDUCTION (IN/G); Trained: No;
The skill involves the processing of information and the ability to then derive conclusions. This skill is the classic skill of gumshoes or detectives. The skill should be used as a aid for characters that are stumped and need clues to move the story along. The degree of success should determine the type or quality of information or clues provided by the GM.

DEMOLITIONS (IN/G); Trained: Yes;
You understand how to use explosives to demolish or destroy structures or objects. It involve how to judge the types and quantities of explosives required and how the proper placement of explosives and control the outcome of the demolition such as with a controlled destruction of a building. The skill requires the usage of equipment including explosives, possible blue prints of structures, drills and other tools. The time required would depend on the scale of the target that would be demolished. The GM could apply modifier based on lack of tools, insufficient explosives, environmental factors like weather, factions like time lines, etc.

DISGUISE (IN/G); Opposed By: PERCEPTION; Trained: No;
You are skilled at appearing as another person through the use of costumes, prosthetics, and cosmetics. The skill requires the character to use tools. Disguise cannot be used to mimic voices, assume the behaviour, or mannerisms of the a subject. These would be handled by Acting or Voice Mimicry. Disguise is opposed by Perception. It takes 20 minutes to apply a disguise.

ETIQUETTE (IN/G/S); Trained: Yes;
You are familiar with protocol, formalities, methods of address, and social mores appropriate when relating to a particular group. This skill requires specialization. Possible groups may include nobility, the church, yakuza, gang-culture, police, and so on. An etiquette roll should be used to establish the initial atmosphere for a social engagement. Failure may not allow for further communication or have other negative consequences. The degree of success may change the attitude of the group for the remainder of the social engagement.

This skill focuses on determining the cause of death for a corpse. Information that can be discern might include how the death occurred, when it occurred, where it may have occurred, and who possibly may have committed the crime. In suggesting that that "who" may be discerned, the skill check would be able to determine characteristics of the a potential killer, not necessarily the actual identity. This skill requires that the character have access to tools and a lab. The skill takes time to collect, process information, and develop a report. The suggested time would be 3 hours. Modifiers might include lack of equipment, the state of the corpse, and so on.

You can produce a copy of a document, signature, banknote, seals, coinage, and art. The skill requires that the character have tools and possible equipment like a smelter. Forgery is opposed by Assess Value, Art, or Perception depending on the subject forged. Forgery is used to attempt to fool casual inspect of the forged subject. If more stringent techniques are use like lab examination may automatically expose a forgery. For example, forging an old painting may be easily exposed if the age of the forgery can be tested in the lab.

GAMING (IN/G/S); Opposed By: GAMING; Trained: Yes;
You are skilled at competition with a specific game. This requires specialization. Examples might include: poker, RPGs, checkers, chess, etc. A roll would be required for a game when in competition with another participant. Gaming is opposed by the Gaming skill with the proper specialization.

INSIGHT (IN/G); Trained: No;
You can discern intentions or motives through observation. This skill is used often with regard to Social interaction skills to oppose. If successful, you'd know that the characters intentions are not totally honourable or there is some hidden intention.

INTERROGATION (CL/G); Opposed By: CL; Trained: No;
You are able to compel a target to divulge information. Interrogation may be accomplished through intimidation, threats, coercion, torture, and deprivation techniques. The time taken for an interrogation depends on the technique used. Interrogation is opposed by CL.

INTIMIDATION (CL/G); Opposed By: CL; Trained: No;
You are able to coerce targets through the use of threats and displays of violence. Intimidation checks are opposed by CL. It would be modified by factor contributing to feelings of security like outnumbering the intimidator, possessing weapons, or being in a secure location. Intimidation can thus be used in place of other CL social skills. For example, rather then bluffing with Convince to gain access to a location you can force an target to provide access. They will agree to these points while they feel intimidated. Intimidation can also be used to demoralize opponents. If you succeed at your test, the target will suffer negative modifier equal the difference of success between the opposition rolls. This modifier will affect the target's next action's task check including attack rolls.

INVENTOR (IN/G); Trained: Yes;
You can develop new technological devices. Magical artefacts and spells are created with a separate skill. The character should have specific support skills to be able to design the device. You can work in cooperation with other that may have the appropriate background knowledge. A device is can be any sort of technological invention, like medicine, gene therapies, computer hardware, and so on. A modifier should be applied equal to the -IP/5 to the creation effort. Consider the time required equal to 1 hour for a 5 IP device. Every 5 IPs above the initial 5 IPs moves the time up by 1 step. The character will require appropriate tools and facilities to be able to create the device.

JUMP (AG/G); Trained: No;
You are skilled at Jumping. The character can leap further through application of technique. At a -10 modifier, you may increase leap distance by 1/4 leap. You can also replace use Jump check in place of AG for determining location as per section 4.4.3.

KNOWLEDGE (IN/G/S); Trained: Yes;
You have a understand of facts and background for a subject. This skill require specialization. Knowledge does not deal with the application of knowledge. For example, you may have knowledge of coinage smelting, but would not be able to make coins. A modifier will be applied to the roll based on how wide spread to general the knowledge of a specific facts would be. For example, a individual with history of Boxing would recall origin history as general knowledge, but the life history of a specific boxer may be less known or specific knowledge. The GM will need to determine how refined the information requested would be and apply an appropriate modifier.

See KNOWLEDGE (C) Languages.

LIP READING (IN/G); Trained: Yes;
You can read someone's lips in order to tell what he is saying. You must be able to perceive the target's lips to be successful. Modifiers to this check might include distance, time of day, obscurement like a moustache, and so on. Failing the roll means that you don't understand or misunderstand. You must understand the language spoke to be able understand what is being said.

See KNOWLEDGE (D) Literacy.

LOCKPICKING (AG/G); Trained: Yes;
You can open key, combination, electronic, and magnetic locks. You will require equipment to accomplish this task. However, it may be possible to improvise equipment for certain locks, but they'd be less effective (-3 task check). Locks will possess different levels of quality. The better the lock, the harder it will be to unlock. The time required to open a lock will depend on the lock.

MECHANIC (AG/S); Trained: Yes;
Mechanics is knowledge and application of machinery. A specialization must be selected when taking this skill. Examples might include: hydraulics, internal combustion, nuclear reactors, etc. A successful roll can be used to repair damaged equipment. The repairing rules for vehicles (pg. 81) apply to repair of other machinery as well. Repair requires the use of tools, parts, and possibly facilities.

MEDICINE (IN/S); Trained: Yes;
You able to administer short term and long term care for an injured party. See section 4.13.1 for short term care effects. A successful medicine task check can be used to double the healing rate of a character for a single day. This would represent long term care. Medicine require the use of equipment or facilities. If these are not available, the character would have a negative modifier or may not be able to provide treatment. To be a licensed doctor, the character must also have Knowledge Skill: Medicine and the Fringe Benefits: Licensed MD.

NAVIGATION (IN/G); Trained: No;
You are able to determine direction or true north. The character would use environmental cues to discern the direction. If the character is in an unfamiliar environment the character may not allowed a roll. For example, a character would not know how to determine direction when travelling underground or at the bottom of the ocean. Takes an Action to determine direction.

NEGOTIATE (IN/G); Opposed By: Negotiate; Trained: No;
You are skilled at the art of making deal. Through the use of haggling and/or debate you can adjust the cost of an item for sale. The merchant would have to be willing to haggle. Negotiate is opposed by Negotiate. The difference of failure or success will shift the cost by +/-5% for each point of difference between the rolls. For example, player A succeed his check by 4 and player B succeed by 1. Player A wins the negotiation and adjust the cost by 15% in his favour. Negotiation can be used for barter trade, information, and other types of deals.

OCCULTISM (CL/G); Trained: Yes;
The practical knowledge and understanding of magic. This voluntary ability, PR = 0 per hour, provides a +3 Task bonus (CL based) to identify and execute occult rituals per (2.5) CPs. This skill cannot be attempted untrained. Rituals are means of casting magic that require time, preparation, and materials. Rituals can be designed with the Occultism skill if the character also has the Ritualist trait. It takes 3.5 days to design a ritual. A task roll is made to see if the creation process is successful. The roll will be modified by a penalty of the Base CP cost of the ritual divided by 3. For example, a (30) CP ritual would incur a -10 task check penalty.

PARAMEDIC (IN/G); Trained: Yes;
You can stop bleeding, repair damage, and generally keep someone alive (see 4.13.1 Medical Attention). A character with Paramedic may keep an injured person alive with a Paramedic Roll. Successful use of this Skill takes at least a full round, and the character may wish to take more time in order to get a bonus to the roll (see Skill Modifiers). To be a licensed doctor, the character must also have Knowledge Skill: Medicine and the Fringe Benefits: Licensed MD. The difference between being a paramedic and being a doctor is that a paramedic provides immediate, emergency care, while a doctor provides long-term cures. Unsuccessful Paramedic Rolls may mean that stopping the bleeding is beyond the capacity of the character. When using Paramedic on unfamiliar or alien races, there may be penalties of -2 to -6, depending on how different the race is. Paramedic requires the use of equipment. If this equipment is not available the character will receive a negative modifier to the skill check.

PERCEPTION (IN/G); Trained: No;
This is the ability to use sense to notice details or discover things hidden. See section 3.1.5 for details on handling Perception checks. Perception is opposed by numerous skills depending on the situation.

PERSUASION (CL/G); Opposed By: Insight; Trained: No;
You are skilled at changing the attitude of a target towards a specific topic or subject. Through the use of logic argument, presentation of facts, and the application of charisma you can move a targets attitude in a direction that you find desirable. Persuasion is opposed by Insight. It is modified by the degree to which you want to move the target's attitude. Attitudes fall on a scale that goes from Hostile to Unfavourable to Indifference to Favourable to Helpful. Each step you wish to move an opinion along this scale incurs a -3 task check. For example, to move a Helpful opinion to Hostile would incur a -12 task check. Other modifiers may apply such as making arguments to a position that you ignorant about. Hostile attitudes means that the target can react violently or impede the subject. Unfavourable attitudes might mislead to or try to indirectly undermine the subject. Indifference means that the target is neither for or against a subject. Favourable attitudes might offer advice or some other type of indirect help towards a subject. Helpful attitudes actively aid or take risk for a subject.

PERFORMER (AG/S or CL/G); Trained: Yes or No;
You are skilled at some sort of entertainment. This skill requires specialization. Examples of entertainment might include comedy, pantomime, dance, juggling, instruments, singing, puppetry, and so on. The BC used to perform the check would CL for performance skills like singing or comedy, or AG for skills like dancing. juggling, or playing an instrument. Likewise, some skills require training like instrument playing or none like singing, comedy, or dance. A difficulty is set based on the mood of the audience and environmental factors. Degree of failure or success determines how the audience reacts to the performance. Performances vary in time required.

PICK POCKET (AG/S); Opposed By: Perception; Trained: No;
You have the ability to lift or steal a possession from a target without their knowledge. Pick pocket is opposed by the Perception of the target and would be modified by how distracted or attentive the target may be. Bystanders would also be able to make a check to perceive the theft. Pick pockets requires and action to use.

PROFESSION (IN/G/S); Trained: Yes;
Profession is the specific application of knowledge. Specify one (General: barber, farmer, etc. Specific: administrator, architect, lawyer, etc.). The GM will set the difficulty of any task you attempt. Time requirement varies. Examples include Accountant, Actor, Armourer, Artist, Beekeeper, Blacksmith, Brain Surgeon, Butcher, Campaign Manager, Carpenter, Cobbler, Construction Worker, Cook, Dentist, Dog-catcher, Electrician, Fisherman, Game Editor, Goldsmith, Hockey Player, Innkeeper, Jester, Jeweller, Knight, Labourer, Mason, Messenger, Musician, Newscaster, Operator, Park Ranger, Photographer, Plumber, Policeman, Priest, Queen, Reporter, Secretary, Student, Taxi Driver, Undertaker, Valet, Waiter, X-ray Technician, Yeoman, Zookeeper.

RESEARCH (IN/G); Trained: No;
You understand how to locate facts using various information sources. Sources would include libraries, databases, the internet, sages, experts, etc. The check difficulty will depend on how obscure or rare the data would be. Research can be used to get access to information that you would not know through training. If you possess background knowledge in the topic you will gain a positive modifier for the roll. This skill requires that you have access to resources. Time required for the task would depend on the topic researched but 1.5 weeks should be used as a standard.

RIDE (AG/G); Trained: Yes;
You can ride a control and ride a mount of some sort. If you are not familiar with the animal you will be riding then you take a -3 modifier to task checks. Ride doesn't allow you to care, raise, or train animals. This is accomplished by Animal Handling. A ride task check would be require if riding over rough terrain, perform jumps, avoid damage from falling from the steed, control and calm a spooked animal, and so on. The GM should set difficulty for the task check. Note, an animal will always be spooked if ridden into war unless the animal is specifically trained for war. Actions cost 1" of movements. Tricks can only be taught through the Animal Handling skill. The mount can be urged to push their movement but this will require a Ride check.

RUNNING (AG/G); Trained: No;
You are skilled at running. When traversing difficult terrain without taking care, you will be required to make a Running check to avoid falling. The difficult is set by the GM based on the roughness of terrain, slipperiness, dizziness afflicting the character, running while blind or in the dark, and so on. A roll would be required if the character is running at high speeds. You may also use technique to squeeze out more speed. Your speed can be improved by 1/4 ground speed by making a successful check for each -10 penalty taken.

SCIENCE (IN/S); Trained: Yes;
Specify a science: Agriculture, Anthropology, Archaeology, Astronomy, Bacteriology, Biochemistry, Biology, Biophysics, Botany, Chemistry, Computer Programming, Criminology, Cryptography, Ecology, Economics, Electronics, Engineering (sub-specify: Civil, Nautical, Architectural, etc.), Exobiology, Genetics, Geology, Hydrology, Inorganic Chemistry, Linguistics, Marine Biology, Mathematics, Advanced Mathematics, Medicine, Metallurgy, Microbiology, Military Science, Molecular Biology, Nuclear Physics, Organic Chemistry, Palaeontology, Physics, Political Science, Psychology, Robotics, Sociology, Subatomic Physics, Veterinary Medicine, Zoology, etc. The skill represents the knowledge and application of the particular science. Difficulty is set by the GM for any task you wish to perform. Time requirement varies.

You are able to identify, avoid, and possibly disable various types of alarms and traps. You would also knows how to set up alarms and traps. The skill requires equipment to perform properly. It is assumed that this skill applies to cultures that are Modern or High Tech. The complexity of the system will determine the difficulty. System would likely need to be disable piecemeal unless controlled by a centralized "brain" that the character can access.

SEDUCTION (CL/G); Opposed By: Insight; Trained: No;
You are skilled at enticing others. Feelings of lust and arousal will be evoked by the target. The target will desire you and may be more pliable for other social task checks. The GM will need to judge the ultimate effect. Seduction is opposed by Insight and modified by factors like the target's mood, your appearance, if the target would be attracted to you, the situation or environment where the seduction occurs, and so on.

SET/DISARM TRAP (AG/S); Trained: Simple (No), Complex (Yes);
You can locate traps. If a trap is hidden it would use the Concealment skill use to hide the trap. If you win the opposed check, you locate the trap. Traps can also be set or disarmed. The modifier use to disarm or set a trap is based on the complexity of the trap. An open pit would be an example of a simple trap whereas a complex trap may be a mechanism like those found in the Indiana Jones movies. Traps require some sort of triggering action. This is defined when the trap is set. Traps would be need to be designed using standard Ability rules. IPs would be paid for a one use trap. A trap that resets will cost CPs to set. If you wish for the trap to be hidden you will need to make a successful Concealment skill check. The difficult for the test depends on the mechanics of the trap, the size, and so on.

This AG-based skill is the ability to subtly follow someone. Situational circumstances like terrain and traffic can modify the roll for to remain hidden or follow. How open the terrain is (-2 to -10) or how busy an area may be (+2 to +6) would be factors. A new roll when the subject does something to lose the tail. If you fail a Shadowing check then you've lost the subject, or have been spotted. The skill can be practiced on foot, while riding an animal, or from a vehicle. Shadowing is also used to spot and lose a tail. An opposed check is used to determine success.

Also known as legerdemain, this skill involve the skillful use of misdirection to palm items, make items appear to disappear and reappear, swapping items, etc. Normally the skill is opposed by perception, but if the onlooker is trained in sleight-of-hand, he would be able to use this skill as the opposed skill. Takes 1" of Move.

SPORT (IN/G/S); Opposed By: SPORT; Trained: No;
The character must choose a specialization. Sports represents knowledge and application of that specialization. In a game scenario, the character could have to roll against a difficulty set for the task or an opposed check against a foe.

STEALTH (IN/G); Opposed By: PERCEPTION; Trained: No;
You are skilled at hiding yourself and moving quietly. The check is modified by environmental factors like coverage, weather, background noise, distractions, time of day, and so on. Gear may possibly be of advantage both for and against you. Sneak is opposed by Perception. The character can only move at 1/2 while sneaking. See section for rules on Stealth.

STRATEGIST (IN/G); Trained: Yes;
This skill involves the development of a high level plan under uncertain conditions. This could involve tactics, siegecraft, logistics, etc. Within the scope of the Mighty Protectors, strategy can be used to influence the outcome on the battlefield. This voluntary ability, PR = 0 per hour, provides a +3 Task bonus (IN based) per (2.5) CPs. Strategy can be used to provide allies with a +1 bonus to hit or to physical defence for one round. In order for allies to share in this advantage the strategist needs to be able to command and communicate the plan. A strategy task check would be required to succeed. This check can be opposed by another "general." Both sides in a conflict can potential have an advantage if their plan succeeds. A check must be made against each side in a battle. If some situational factor changes, like introduction of a weather condition, then the advantage ends until new plans are adopted.
== Factors ==
It is assumed that a plan will take 5 Minutes to craft. Reduction of the time to craft a plan increases the difficulty. Longer planning increases the advantages. For example, a general needs to change plans on the fly. To readjust plans in 1 round incurs a -12 task check.
-3 per reduction of planning time required
+3 per addition of planning time required
It takes 5 minutes to explain and issue the plans to troops. This time can be reduced to 3 rounds at a minimum for normal communication changes. Mental communication of plan may allow for quicker times to a lower minimum. A general needs to spend an action to issue changes to plans in the field.
-3 per reduction of issuing Time required
If the "general" and the troops have never trained with one another there will be a disadvantage. The Command trait will negate this penalty.
-1 No experience with troops
It is assumed that a "general" would familiar with the types of warfare of their era. And it assumed at the skill allows for infantry tactics. Implementation of unfamiliar troop types incurs a penalty as the "general" may not know how to use the troops properly. For example, a world war II general might be familiar with infantry, but is unfamiliar with tanks. A general from a fantasy setting is familiar with human infantry but not with dwarven infantry. Carrying forward with the fantasy example, a human general commanding human infantry, dwarven infantry, and elven archers would get -3 unfamiliar troop modifier (dwarves, elves, archers).
-1 unfamiliar troop type
A "general" can normally command a (CL save - 10) troops allotment. Another character with a Command trait can command troops as a proxy for the "general." This character would be able to command (CL save -10) troops. The "general" can attempt to command additional troops above normal constraints. Each additional allotment adds an additional modifier.
-2 per additional allotment
A "general" is familiar with intricacy of combat within a specific terrain. If fighting in an unfamiliar environment there will be aspects that cause difficulty for the "general." These aspect result in a modifier. If a "general" is familiar with a particular terrain, the same terrain type in an alien or fantasy environment may have different properties. For example, a forest environment on Earth may be very different from a forest on an alien world or a forest from a Faerie world.
-1 unfamiliar environment
The advantage provided by strategy lasts for a single round. Each movement down the duration table incurs an additional modifier. For example, a -12 task check results in 5 minute duration for the modifier.
-3 per additional of duration period
Weather conditions will apply a modifier from (-2) difficult to (-6) very difficult depending up on the exact condition.
-2 to -6 weather modifier
Conditional factors like civilians on the battle field should apply a modifier from (-2) difficult to (-6) very difficult depending on condition.
-2 to -6 conditional modifier
Favourable terrain conditions provide a bonus to the "general." Some examples of favourable terrain would be having the higher ground or being on dry solid ground while the enemy is stuck in deep mud.
+2 favourable terrain

== Factors ==
-1 No experience with troops
-1 unfamiliar troop type
-1 unfamiliar environment
-3 per reduction of planning time required
+3 per addition of planning time required
-3 per reduction of issuing Time required
-3 per additional of duration period
-2 per additional allotment
+2 favourable terrain
-2 to -6 weather modifier
-2 to -6 conditional modifier

STREETWISE (IN/G); Trained: Yes;
This IN-based Skill gives the character intimate knowledge of the etiquette of the streets. You know about the seamier side of civilization. You can find the black market, talk to thugs, gain information, locate contacts, and so on. Area Knowledge can complement this skill.

SURVIVAL (IN/G/S); Trained: Yes;
The skill allows you to find food, water, and shelter in an environment that you are familiar. You should be familiar with the environment or climate that you grew up. The time required for task vary on the task performed.

SWIM (AG/G); Trained: No;
This is the skill of swimming through difficult environmental conditions and manoeuvring at high speed. If the character runs into the rough conditions like undertow or rapids. The character will need to roll to maintain their course and avoid potential damage caused by drowning. Swimming speed can be increased by 1/4 ground speed for each -10 modifier taken to a Swim check.

Characters with this IN-based Skill understand how to properly operate sensing and communication devices. The type of equipment which this skill will apply will be based on the Culture of the character (2.1.4). For example, a character with the modern culture would be able to operate radar screens and monitor radio transmissions. Whereas a character with a High Tech culture, could use high-tech sensors to sweep for ships, planets, look for signs of radiation, life-forms, and stars. You can could also operate ECM, if any. The skill can be used to identify the function of unfamiliar equipment or the usage of the equipment. System Operation also covers aspects of communications, like sending coded messages and locating weak transmissions. Modifiers may include system noise from background elements like jamming, dealing with damaged equipment, etc.

TEACH (IN/G); Trained: No;
You are able to transfer knowledge to another lessons and other techniques. You can only teach subjects to another that you are already familiar. If you are successful, the character gains the ability to temporarily use a skill that requires training. Task checks made with this temporary knowledge suffer a -6 penalty to checks. The difficulty should be set based on the complexity of the knowledge that is being transferred. And the task should take at least 1 hour. If the character wishes to permanently learn the skill, CPs will need to be spent and the teaching time should at least 1.5 weeks. This should be adjusted based on the topic.

TIE KNOTS (AG/G); Opposed By: CONTORTIONIST; Trained: No;
You are skilled at tying knots. If used to bind an opponent they would need to make a Opposed Contortionist task check to see if they can slip the bindings. To bind and opponent would take at least 5 minutes. You can increase your success by taking longer to tie your opponent. Each duration step adds +3 to your task check. Its sensible to limit the advantage to +6 (1 hour) any time taken over this would be just wasted. The Contortionist will not gain any benefit taking longer to slip a binding.

TRACKING (IN/G); Trained: No;
With this skill you can follow the trail left by a person, animal, or vehicle. Terrain and weather conditions as well as traffic in the area can all affect the test. You must also be able to perceive the trail in order to be able to track. See section 3.1.6.

TRADING (CL/G); Opposed By; TRADING; Trained: No;
The art of making a deal. This CL-based skill can be used to get a good bargain with a merchant or customer. Depending on the setting and location and merchant prices may be fixed, but where applicable, the character may use the skill. An opposed Trading task vs. Trading task check result means the character gets a bargain price — the better the roll the better the bargain. The difference in the success should be noted and an arbitrary percentage of discount set by the GM should be provided for each point of difference. If he fails he pays more thinking he got the best of the merchant.

VEHICLE (AG/G/S); Trained: Yes;
The character must choose a specialization. This can include a broad group like cars, trucks, motorcycles, planes, etc... The character makes task checks a -1 penalty unless they are familiar with the vehicle type. Rolls may be requested when attempting trick manoeuvres (jumps, moving over difficult terrain, etc.). Takes no time.

You can project your voice so that it appears to come from another location. Roll vs. the IN Effect of the listener(s). Takes no time.

The character can imitate other voices. This voluntary ability, PR = 0 per hour, provides a +3 Task bonus (CL based) to Opposed task checks vs. the Aural perception of the opponent at a (2.5) CPs cost. Attempts to mimic the opposite sex are difficult (-4 Task). This skill can be attempted untrained however it will incur an extremely difficult modifier (-8).

Cosmic Superhero
Posts: 3388
Post Re: Skills & Traits
on: February 22, 2018, 12:56

Nicely done, nlmacdonald!

I've been thinking of bolting on a simple Skill system to the game, and this will give me a good point to start from.

When I first added Skills to 2.0, I only did around 20 skills. I felt it wasn't quite enough, and when I revamped and made a more elaborate Skill system (which we used for decades) it was probably a little too thorough (over 100). I think I'd like to pare it down to closer to 20 again, if I can.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

High-Powered Superhero
Posts: 89
Post Re: Skills & Traits
on: February 22, 2018, 21:40

Thanks Majestic. I felt the the skill system presented in V&V was too abstract. Especially when you consider that there are plenty of characters in comics built around the idea of being exceptional skill users. Batman is the best example that comes to mind.

High-Powered Superhero
Posts: 89
Post Re: Skills & Traits
on: February 22, 2018, 22:11

The skill system here is built on top of Backgrounds (2.1.10). A background will give free access to certain skills and possible traits. A character is considered to be trained for any skill covered by his background. I would allow purchase of bonuses to task checks on the following scheme:

+1 Bonus = Cost 1 CP
+2 Bonus = Cost 2 CPs
+3 Bonus = Cost 2.5 CPs

Thus, if you wanted a +4 Bonus it would cost (2.5 + 1) for 3.5 CPs.

If a skill requires training, any attempts made by a character will always fail. Mighty Protectors handles opposition task as a modifier to the skill check based on the formula (opposing BC save - 10). I prefer to allow two characters to roll results and then compare the results. The difference of the two results would be compared. Ties will be lost by the Opposition. If the skill user fails at the check then there is no need to oppose the roll as it would fail. Likewise, if the opposition fails but the skill user succeeds, then there is no need to compare again as the opposition failed in his roll.

Example: A character with a stealth check (15-) attempts to sneak past a thug with a perception check (11-). The stealth roll is a 9 and would succeed the check by 6. The perception roll is also a 9. The thug succeeds at the check by 2. Since the stealth roll's success was greater than the perception success 6 > 2 it succeeds.

High-Powered Superhero
Posts: 89
Post Re: Skills & Traits
on: February 24, 2018, 10:54

Here are the skill sets of some backgrounds that I've fleshed out:

* CEO: Assess Value, Charm, Etiquette (Corporate Environment), Insight, Knowledge (Specific Business), Negotiate, Persuasion, Profession (CEO), Science (Economics);

Commercial Art
* Illustrator: Art (Drawing), Art (Painting), Knowledge (Human Anatomy), Knowledge (Artist History), Knowledge (Contemporary Events), Profession (Illustrator).
* Political Cartoonist: Art (Drawing), Craft (Comedic Storytelling), Knowledge (Politics), Knowledge (Contemporary Events), Profession (Political Cartoonist).

* Burglar: Convince, Etiquette (Underworld), Lockpicking, Negotiate, Perception, Security Systems, Stealth.

* Chemistry Teacher: Knowledge (Chemistry), Persuasion, Profession (Chemistry Teacher), Research, Science (Chemistry), Teach;
* Historian: Craft (Writing), Knowledge (History Specialization), Knowledge (History Specialization), Knowledge (History Specialization), Profession (Historian), Research;

* Aeronautical Engineer (Radiation Systems): Fringe Benefit (Engineer Licence), Inventor, Knowledge (CAD/CAM), Knowledge (Shielding Systems), Knowledge (Space Travel), Mechanic (Aeronautics), Profession (Aeronautical Engineer), Science (Aeronautical Engineer), Science (Mathematics), Science (Radiobiology).
* Electrical Engineer: Fringe Benefit (Engineer Licence), Inventor, Knowledge (Electricity), Knowledge (Power Systems), Mechanic (Choose Specialization), Profession (Electrical Engineer), Science (Electrical Engineer), Science (Mathematics), Science (Magnetism).
* Mechanical Engineer: Fringe Benefit (Engineer Licence), Inventor, Knowledge (CAD/CAM), Knowledge (Technology Systems), Mechanic (Choose Specialization), Profession (Mechanical Engineer), Science (Mathematics), Science (Mechanical Engineer), Science (Metallurgy), Science (Physics).

* Ambassador/Diplomat: Bureaucratics, Charm, Convince, Etiquette (Government), Fringe Benefit (Diplomatic Immunity), Knowledge (Customs & Protocol), Knowledge (History), Knowledge (Law), Negotiate, Persuasion, Profession (Diplomat);

* Lawyer: Fringe Benefit (Law Licence), Insight, Intimidation, Knowledge (Area of Law), Persuasion, Profession (Lawyer), Research.

* Medical Lab Assistant: Knowledge (Medical Technology), Perception, Profession (Medical Lab Assistant), Research, Science (Biochemistry), Science (Biology);
* Paramedic: Climbing, Fringe Benefit (Paramedic Licence), Navigation, Paramedic, Persuasion, Profession (Paramedic), Running, Vehicles (Land-Based), Vehicle Familiarity (Small Ground);
* Pharmacology Researcher: Inventing, Knowledge (Medicine), Profession (Pharmacy), Research, Science (Biology), Science (Biochemistry), Science (Microbiology), Science (Physiology).

* General: Etiquette (Military), Intimidation, Knowledge (Large Scale Tactics), Knowledge (War), Leadership (2), Persuasion, Profession (General), Strategy.
* Officer: Etiquette (Military), Intimidation, Knowledge (Group Tactics), Leadership (1), Persuasion, Profession (Military Officer), Vehicle (Land-Based), Vehicle Familiarity (Small Ground), Weapon Familiarity (Grenade, Pistol, Rifle);
* Soldier 20th-Century: Knowledge (Group Tactics), Profession (Soldier), Running, Swimming, Vehicles (Land-Based), Vehicle Familiarity (Small Ground), Weapon Familiarity (Grenades, Pistol, Rifle);
* Special Forces: Demolitions, Profession (combat diving), Profession (fast-roping), Profession (parachuting), Running, Swimming, Vehicles (Land-Based), Vehicle Familiarity (Small Ground), Weapon Familiarity (Grenades, Pistol, Rifle);

Performing Art
* Musician: Charm, Craft (Song Writer), Insight, Knowledge (Music Genre), Knowledge (Pop Culture), Perform (Instrument), Perform (Singing), Profession (Musician).

* Shaman: Charm, Convince, Insight, Knowledge (Herbal Lore), Knowledge (Spirit World), Occultism, Persuasion, Profession (Orator).

* Geneticist: Etiquette (Scientific Community), Inventing, Knowledge (DNA & Human Genome), Knowledge (Evolution), Perception, Profession (Geneticist), Research, Science (Biology), Science (Genetics);

Security/Law Enforcement
* Police Officer: Fringe Benefit (Local Police Powers), Insight, Intimidation, Perception, Persuasion, Profession (Police Officer), Running, Streetwise, Vehicle (Land-Based), Vehicle Familiarity (Small Ground), Weapon Familiarity (Nightstick, Pistols, Taser).

* Hockey Player: Charm, Knowledge (Hockey), Negotiate, Perception, Profession (Hockey Player), Sport (Hockey), Sport (Skating).

* Pilot: Fringe Benefit (Pilot Licence), Navigation, Perception, Profession (Pilot), Science (Mathematics), Science (Physics), System Operations, Vehicles (Air-Based), Vehicle Familiarity (Plane [jet]).

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