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Chapter 1: The Heroes

That's you, by the way

A hero is two things. The first (and less important) is a collection of stats, abilities, skills, etc. that determine your characters abilities mechanically . The second is a life. There's no line on your character sheet for "personality" or "hopes and dreams" or "most downright cool achievement to date". All of these things are created over the course of play, not in character creation. Those things are not the focus of this chapter. We're dealing with the stats and abilities here.

Character Creation

At first glance, it might seem like there are a bewildering number of details to fill in on your character sheet. However, creating a character is fairly simple if you have a general plan going in. Just follow these steps in order:

  1.   Choose your five ability scores
  2.   Choose race, racial background, and character background
  3.   Assign skill ranks (see chapter 2: Skills)
  4.   Build starting combos and/or spells (see chapter 3: Combat and Chapter 5: Magic)
  5.   Pick starting equipment

And you‚ve done all the important steps. The rest just involve filling in the boxes on your character sheet for reference in game (such as Toughness and Will).

The Five Ability Sores:

The five ability scores are, as follow: Strength, Dexterity, Endurance, Intelligence, and Spirit. These five abilities represent your character's basic strengths and weaknesses. Normal human range is between 2 and 4 for each of these. An ability of 3 is always defined as average for a human. A higher score represents natural ability in that area, as well as a knack for learning skills and techniques. So, a character with a high strength is not merely very strong, but also certain-strength based abilities (such as, say, many sports, wrestling, or fighting) come naturally to him. This is represented by gaining additional skill points (see Chapter 2: Skills for more information) in skills governed by that ability score. Ability scores increase and decrease exponentially, so strength 4 is significantly more than twice as strong as strength 2, even though the number is only double. An ability increase of +3 roughly corresponds to being four times as talented in that area.

Starting Ability Scores

At character creation, you have fifteen ability points to place in the five abilities. They must be between 2 and 4 before racial and other modifiers. This is your “base” ability in each of the five categories, and is used to determine how many skill points you receive every level.

Using Abilities

The main function of each ability score is to determine how many skill ranks a character gets every level. You use the base ability (the number between 2 and 4 that you chose) for determining how many skills you learn, but for everything else you use the total ability.

Strength:

Your character's strength is, well, how strong he is. It's exactly what it says on the tin. Strength is used to determine carrying capacity, damage dealt in melee, the size of weapon you can wield, etc.. Strength is your muscles, plain and simple. Players who anticipate a lot of melee combat and heavy lifting should take a high strength score. The strength ability is independent of size, so a giant human that is only proportionally as strong as an average human has strength 3, despite the fact that he could easily lift cars. See Scale in Chapter 3: Combat for more information on size.

Strength Score

Description

Example

0

Paralyzed*

A jam sandwich

1

Feeble

A very unhealthy human

2

Weak

A notably scrawny human

3

Average

The vast majority of humanity

4

Strong

A professional athlete

5

Mighty

The upper echelon of human weightlifters, a Vampire

6+

Superhuman

A super-powered robot

*See Nonabilities, later in this chapter

Dexterity:

Your character's dexterity is a the control he has over his movement. It's his nimbleness and reflexes. A character with a high dexterity may be sneaky, good at dodging, be built like a dancer, etc.. Dexterity is also used in determining who acts first in combat. Players who anticipate a lot of ranged combat and stealth should take a high dexterity score. Wearing heavy armour or carrying heavy loads can impose penalties to dexterity skills.

Dexterity Score

Description

Example

0

Paralyzed*

A jam sandwich

1

Sluggish

A very unhealthy human

2

Slow

A notably slow human

3

Average

The vast majority of humanity

4

Quick

A professional gymnast

5

Lightning

The quickest of humanity

6+

Superhuman

A supernaturally fast being such as a Vampire

* see Nonabilities, later in this chapter

Endurance:

Your character's endurance is how much of a beating he can take before he goes down, how well he can survive in adverse environments, and how much it takes before he collapses from exhaustion. Endurance is added to every character's Toughness score and is used to determine how much armour he can wear. Players who want to be able to take a lot of damage before going down should take a high endurance score.

Endurance Score

Description

Example

0

Dead*

A jam sandwich, a zombie

1

Sickly

A very unhealthy human

2

Frail

A notably flimsy human

3

Average

The vast majority of humanity

4

Tough

A professional distance runner

5

Invincible

Olympic distance runners

6+

Superhuman

* see Nonabilities, later in this chapter

Intelligence:

Your character's intelligence score represents his rational thinking and cognitive abilities. It also reflects his ability to learn new things and react to new surroundings. Intelligence determines how perceptive a character can be, how much and how quickly he can learn, and generally how 'smart' he is.

Intelligence Score

Description

Example

0

Comatose*

A jam sandwich

1

Handicapped

A very unintelligent human,  most animals

2

Dim

A notably slow human

3

Average

The vast majority of humanity

4

Clever

A highly talented scientist, writer, lawyer, etc.

5

Genius

The very best and brightest

6+

Superhuman

* see Nonabilities, later in this chapter


Spirit:

Your character's spirit score is your sheer strength of will. If Intelligence is how quick your mind is, Spirit is how powerful your personality is. Spirit is the attribute for charisma, magic power, faith, and other skills.

Spirit Score

Description

Example

0

Comatose*

A jam sandwich

1

Sheeple

2

Dull

3

Average

The vast majority of humanity

4

Vibrant

5

Heroic

6+

Superhuman

* see Nonabilities, later in this chapter

Ability Multipliers:

An ability multiplier is calculated based off of your ability score„ so a character‚s strength multiplier is based off of his strength score. An ability multiplier is calculated as follows: =4^(Ability-3)/3) rounded to one decimal place.

Relevant Ability Score

Ability Multiplier

0

0.3

1

0.4

2

0.6

3

1.0

4

1.6

5

2.5

6

4.0

7

6.3

8

10.1

Ability multipliers are used to calculate things like weapon and armour effort (ie, how big of a sword you can swing), and how much a character can carry. Multipliers are used whenever a linear increase in ability scores results in a nonlinear increase in effects such as carrying capacity.

Bonuses and Penalties

Skill Bonuses and Penalties

In general, bonuses from the same (or a very similar) source do not stack with each other. Penalties, however, do stack with each other. Bonuses with the same name never stack.

For example, if you have two +1 Innate bonuses to Knowledge, you only get +1. If you had a +2 and a +1 Innate bonus, you would get +2. If you  had a +1 Innate bonus and a +1 circumstance bonus, they would stack to be +2.

Ability Boosts and Drains

Ability boosts and drains are usually temporary modifications to ability scores, such as Strength and Spirit. Some things cause permanent boosts or drains, particularly Innate racial modifiers. While boosts and drains modify your abilities, they do not change the skill points a character gets every level.

Nonabilities and Abilities of Zero

Some creatures have ability scores marked with an asterisk (*) instead of a number. This is because that creature has a nonability. This is different from an ability score of zero.

  1.   * Strength: A creature with a nonability in Strength This usually either means that it has no physical body, or is completely immobile. If it has no physical body, see Incorporeal in Creature Abilities for more information. If it is immobile, it can't use weapons, objects, or anything. An immobile creature uses it's Endurance for anything that would require a Strength score. If it also has no endurance, it uses its Spirit.
  2.   * Dexterity : Creatures with no dexterity can't move. It applies its Intelligence to anything that would normally require a Dexterity score, such as initiative.
  3.   * Endurance: A creature with no Endurance has no metabolism or other bodily functions, and is generally treated as an object. It is not living in the traditional sense. A creature with * endurance simply adds 3 to its toughness instead of an endurance score, and uses its Strength in any other place that would require an Endurance score. Creatures with * Endurance never tire, have no need of sleep, food, drink, air, etc.; are immune to poison, disease, and the like;
  4.   * Intelligence: A creature with no intelligence has no thought beyond basic instincts or instructions. It can never learn or improve. For example, if a horde of zombies attack our intrepid heroes, and there trap between them and the heroes, the zombies will continue to trigger the trap over and over again. Creatures with * Intelligence use their Spirit instead of their intelligence. Creatures with * Intelligence are not smart enough to feel fear, and are therefore immune to any fear effect.
  5.   * Spirit A creature with no spirit has no free will or soul. They use their intelligence score instead of their spirit whenever one is necessary.

A character or creature with an ability score of 0 is almost always the victim of some sort of disease, curse, or special attack. Depending on the ability score, effects vary:

  1.   0 Strength: A character with zero strength is paralyzed. They cannot move at all, cannot attack, or take any actions that cannot be accomplished completely mentally. They cannot even speak, meaning they can‚t cast spells except those that can be done silently. A character who hits strength zero immediately collapses to the ground, all his muscles limp.
  2.   0 Dexterity: Like a character with zero strength, a character with zero dexterity is also paralyzed. The difference is that the character‚s muscles remain rigidly locked in their last position, but otherwise effects are identical.
  3.   0 Endurance: A character with zero endurance has no functioning metabolism and severe organ failure. A character in this state falls unconscious in 1d4 rounds and dies 1d4 rounds later.
  4.   0 Intelligence: A character with zero intelligence is completely brain dead. They enter a deep coma and remain there until their intelligence increases past zero.
  5.     0 Spirit: A creature with zero spirit gains the Broken condition until their spirit increases past zero.


Character Race and Background

A character‚s race comprises two parts: the core Race and an optional racial background. Not all race and racial background combinations will be available in any campaign, check with your GM.

Bonuses from races, racial backgrounds, and character backgrounds do not stack with each other. Penalties do, however.

Ability Modifiers: Most races have ability score boosts and penalties. These are permanent changes to your abilities, and cannot be removed. They do not affect the number of skills you get per level. See: Ability Boosts and Drains in Chapter 3: Combat for more information.

Overcoming Racial Penalties

Some races get an Innate Penalty to skills. At character creation or when levelling up, you can sacrifice two skill ranks from any ability (they can be from different abilities) to permanently remove this penalty.

The Races:

There are seven races presented here, but the GM should feel free to introduce custom ones into his campaign. Not every race is available to the PCs in every campaign; for example one set in the modern times or the future is unlikely to have goblins, and even in a typical fantasy setting it might be wildly inappropriate for a character to play as an orc.

Humans

Physical Description: Look at yourself in the mirror. Chances are, you are a human. Humans are among the tallest of the seven races, topped only by orcs.

Personality: Humans are the most diverse and adaptable of the seven races. They are capable of learning and doing almost anything they set their minds to. They are extremely diverse in their customs and traditions

Game Statistics:

  1.   Scale 0: Scale 0 creatures operate on 1m squares, have a scale multiplier of x1, have 6 toughness to size, and have no attack bonus or penalty from size.
  2.   Diverse: Humans may choose up to two character backgrounds. Use the higher starting wealth of the two.
  3.   Traditional Humans: Humans with no racial backgrounds can gain one additional technique in one skill they have ranks in at first level. Remember that Innate bonuses to the same skills and abilities don‚t stack.
  4.   Speed: 2m/s

Elves

Physical Description: Elves resemble humans from a distance, although the differences become readily apparent up close. Elves are shorter and slenderer than humans typically are, with an average height of about 160 cm (5‚4”), without any noticeable height difference between men and women. They move with an innate grace that many humans find attractive, and have characteristically pointed ears. Elves are by far the longest-lived of the seven races, with an average lifespan of roughly 1,000 years, but very rarely have children. An elf is not considered an adult until she has reached her hundredth year.

Personality: Elves, due to their incredibly lengthy lifespan, tend to look at the world in a very different way from humans. They are much more conservative in their thinking, and while they don‚t necessarily dislike new ideas, it frequently doesn‚t occur to them that there might be a better way to go about it than they have been for the past several centuries. Elves tend to take the long view in thinking, remaining aloof from what they view as minor squabbles (a decades-long war is the blink of an eye to them). Their long lives result in incredibly deep relationships between elves, who have known their friends, and family for longer than most human nations exist. This results in what to a human might seem disproportionate rage at the death of a loved one. Despite this, elves take lives only on very rare occasions because, to an elf, a life cut short is a horror unlike any other. For this reason, their behaviour can, again to a human, seem cowardly at times „ they have much more to lose if they die in a meaningless battle.

Game Statistics:

  1.   Scale 0: Scale 0 creatures operate on 1m squares, have a scale multiplier of x1, have 6 toughness to size, and have no attack bonus or penalty from size.
  2.   Ability Modifiers: +1 Intelligence, -1 Strength
  3.   Long-Lived: Elves get a +1 Innate Bonus to Humanities (History), and gain access to that branch for free (they know a lot about history because it was fewer generations ago before someone lived to see it).
  4.   Grace: Elves get a +1 Innate Bonus to Charisma
  5.   Traditional Elves: Elves with no racial background gain proficiency with the Bow or Blades weapon family for free, as well as the Perception: Track .
  6.   Speed: 2m/s

Halflings

Physical Description: Halflings get their name from being much shorter than a human, with an average height of about 100cm (just over three feet), and an average weight of about 15-20 kg. They more than make up for their small stature in verve, however, and are known to (when absolutely necessary) show extraordinary resolve. Halflings are much more likely to have curly hair than straight, and Halfling men rarely have facial hair.

Personality: Halflings are, generally calm and conservative folk. However, they have been known to push themselves to accomplish feats of bravery that stagger the larger races. Halflings are rumoured to have a loose view of the finer points of property ownership, a fact which they fervently deny. Halflings are known for their upfront honesty, which may only be because they are so rarely caught lying.

Game Statistics:

  1.   Scale -1: Scale -1 characters have a scale multiplier of x0.5, have 3 toughness to size, and get a +1/0 size bonus to attack, as well as a +1 to their Target score. For more information about Scale, look at chapter 3: Combat.
  2.   +1 CR (countered by the decrease in scale)
  3.   Ability Modifiers +1 Spirit, +1 Strength, +1 Endurance
  4.   Plucky: Halflings gain a +1 bonus to Will.
  5.   Survivalist: Halflings tend to survive attacks that should have, by all logic, completely flattened them. They get a +2 bonus to maximum (but not minimum) toughness.
  6.   “Honest:” Halflings gain a +1 bonus the Charisma (deceive) checks, except when made against another Halfling.
  7.   Speed: 1.5m/s
  8.   Traditional Halflings: Halflings with no Racial Background get a +1 Innate Bonus to Athletics

Dwarves

Physical Description: Dwarves are short, stocky humanoids with well-developed muscles and a tendency to grow long beards. Dwarves rarely grow more than four feet tall, but make up for their lack of height in thick muscles and tough hide. Dwarf females are almost identical appearing to dwarf males (they have beards, too), leading to rumours that there are no dwarf women.

Personality: Dwarves are generally honest and conservative, and tend to dislike new ideas. They have a deep hatred of goblins caused by generations of war, and frequently attack them on sight. Outside of their homes in the mountains and underground, dwarves are rarely seen unarmed.

Game Statistics:

  1.   Scale 0: Scale 0 creatures operate on 1m squares, have a scale multiplier of x1, have 6 toughness to size, and have no attack bonus or penalty from size.
  2.   Ability Modifiers : +1 Endurance, -1 Dexterity
  3.   Big for Their Size: Dwarves, while not much taller than a Halfling or Gretchin, are very stocky and wide for their height, which is why they are scale 0 instead of -1. However, they are smaller than most scale 0 races, so armour and clothing made for them weighs 0.75 times as much for them as it does for most scale 0 races.
  4.   Speed: 1.5m/s
  5.   Stocky: Dwarves can ignore one mobility penalty.
  6.   Low-Light Vision: Dwarves count hazy illumination as normal light, but still cannot see in total darkness.
  7.   Gruff: Dwarves take a -1 Innate Penalty to Charisma.
  8.   Mechanically Minded: Dwarves who put one or more ranks in Engineering get one free technique.
  9.   Traditional Dwarves: Dwarves with no racial background gain proficiency with the Axe or Blunt family for free.

Orcs

Physical Description: Orcs are massive, slow-witted, green-skinned humanoid creatures. Their tall bodies are covered in rippling muscles, and their teeth are long, pointed, and fanglike.  Orcs, when standing straight, would be more than seven feet tall, though they usually walk in a lazy slouch.

Personality: Orcs love violence, and they love it up close and personal. Generally, they avoid ranged combat ƒ although whether they avoid it because they are terrible shots, or whether they are terrible shots because they avoid it is unclear. When they do use ranged attacks, they like to find the largest, flashiest weapon they can get their hands on.  

Game Statistics:

  1.   Scale 0: Scale 0 creatures operate on 1m squares, have a scale multiplier of x1, have 6 toughness to size, and have no attack bonus or penalty from size.
  2.   Ability Modifiers : +1 Strength, -1 Intelligence
  3.   Large: Orcs are in the upper limits of its scale category. When determining the creature's carrying capacity, weapon and armour effort increments, multiply the increments by 1.25. Armour for orcs weighs 1.25 times as much however. The creature's Size bonus to Toughness (and minimum toughness) increases by +1. Orcs take a size penalty of -1 to Stealth.
  4.   Clumsy: Orcs take a -1/0 Innate Penalty to ranged weapon attacks, except for with thrown weapons.
  5.   Gruff: Orcs get a -1 Innate Penalty to Charisma
  6.   Speed: 2m
  7.   Traditional Orcs: Traditional Orcs take the Savage racial background.

Goblins

Physical Description: Goblins are slightly shorter than humans. They are quick and have a knack for moving around completely silently. Goblins have disproportionately large eyes for seeing in the dark.

Personality: Goblins have a tendency towards cruelty and violence. They are fairly cowardly at heart (though not so cowardly as Gretchin, who are famous for it), and will generally not fight to the death.

Game Statistics:

  1.   Scale 0: Scale 0 creatures operate on 1m squares, have a scale multiplier of x1, have 6 toughness to size, and have no attack bonus or penalty from size.
  2.   Ability Modifiers: +1 Dexterity, -1 Spirit
  3.   Low-Light Vision: Goblins count hazy illumination as normal light, but still cannot see in total darkness.
  4.   Stealthy: Goblins get a +1 bonus to Stealth
  5.   Natural Born Riders: Goblins get a +1 bonus to Ride and Pilot
  6.   Speed: 2m/s
  7.   Traditional Goblins: Goblins with no racial backgrounds can gain one additional technique in one skill they have ranks in at first level.

 

Gretchin

Physical Description: Gretchin are even smaller than Halflings, and always seem to be moving slightly. They never stand perfectly still. Gretchin have remarkably good posture to maximise their minimal height. Despite their size, they are deceptively tough and quick.

Personality: Gretchin are clever and skilled with machines, but due to their lack of size they are frequently captured and enslaved by Orcs and Goblins. This has led Gretchin, as a species, towards a cynical and cowardly way of life.

Game Statistics:

  1.   Scale -1: Scale -1 characters have a scale multiplier of x0.5, have 3 toughness to size, and get a +1/0 size bonus to attack, as well as a +1 to their Target score. For more information about Scale, look at chapter 3: Combat.
  2.   Ability Modifiers : +1 Intelligence, +1 Dexterity, +1 Endurance, -1 Spirit
  3.   Speed: 1.5m/s
  4.   Cowardly: If Gretchin have two or more morale penalties, they increase their move speed by +0.5m/s.
  5.   Edgy: Gretchin get a +2 Innate Bonus to Initiative. This stacks with bonuses from techniques like Nerves.
  6.   Go To Ground: Gretchin gain the Reflex: Evasion technique for free, and can make 1 extra dodge defence per round at their normal bonus.
  7.   Mechanically Minded: Gretchin who put one or more ranks in Engineering get one free technique.
  8.   Traditional Gretchin: Gretchin with no Racial Background get a +1 Innate  Bonus to Engineering.


Racial Background:

Your character‚s Racial Background is an amalgamation of the cultural and geographic area from which he and his family came from. Characters of different racial backgrounds but of the same race are still of the same species.

All bonuses and penalties from racial backgrounds are Innate bonuses and penalties, and therefore do not stack with bonuses from race.

Forest

  1.   Forest Background: +1 to knowledge checks relating to forests
  2.   Camouflage: +1 to Stealth checks made in a woodland area
  3.   Rustic: Forest characters gain a -1 penalty to Science and Engineering.

Mountain

  1.   Mountain Background: +1 to knowledge checks relating to mountains
  2.   Climber: +1 to Athletics check made to climb

Desert

  1.   Desert Background: +1 to knowledge checks relating to deserts and survival in hot areas.
  2.   Heat Adaptation HeatHeat : Characters with a desert background gain +2 to fortitude checks against high temperatures and heat (but not fire or heat damage)

Tundra

  1.   Desert Background: +1 to knowledge checks relating to tundra and survival in cold areas.
  2.   Cold Adaptation HeatHeat : Characters with a desert background gain +2 to fortitude checks against cold temperatures (but not cold damage)

Urban

  1.   Urban Background: +1 to knowledge checks relating to cities, towns, and other settlements
  2.   Citybound: Urban characters take a -1 penalty to knowledge checks relating to nature and geography.

Savage

  1.   Fierce: +1 to Intimidate
  2.   Uncivilized: Savage characters take a -1 penalty to Science and Humanities

Martial

  1.   Training: Free weapon proficiency either in Simple weapons, one weapon family, or one specialized weapon even if you do not meet the prerequisites.
  2.   Gruff: Martial characters take a -1 penalty to Charisma.

Nomadic

  1.   Saddleborn: Nomadic characters gain a +1 bonus to Ride or Drive (whichever is more appropriate)

Deep

  1.   Darkness Adaptation: Deep characters gain Night Vision, treating hazy light as normal light, total darkness as hazy, and normal light as blinding (which acts like total darkness does for a surface creature). They get a -3 penalty to fortitude checks against blindness from bright light. A Deep character can wear sunglasses or something similar to treat normal light as hazy instead of blinding.
  2.   Cave Adaptation: Deep creatures they get +1 to knowledge checks made about the underground.

Nocturnal

  1.   Darkness Adaptation: Nocturnal characters gain Night Vision, treating hazy light as normal light, total darkness as hazy, and normal light as blinding (which acts like total darkness does for a surface creature). They get a -3 penalty to fortitude checks against blindness from bright light. A Nocturnal character can wear sunglasses or something similar to treat normal light as hazy instead of blinding.

Spacefaring

  1.   Zero-G Training for free
  2.   +1 to Pilot, Engineering, or Computers
  3.   -1 to Athletics and Acrobatics

Character Backgrounds

All bonuses and penalties from character backgrounds are Innate bonuses and penalties. The starting wealth and starting gear respectively refer to what the character has at the start of the campaign in addition to what all characters start with  (clothes and appropriate residence ƒ see Starting Conditions for more information below). If a character starts with a ranged weapon, it comes with three full reloads (for firearms) or a quiver of twenty arrows or bolts (for more primitive weapons). Characters must meet all the requirements for any free, optional techniques (such as, “one free Weapon Proficiencies” from the military background) from character backgrounds, but not specifically mentioned free techniques, such as Flat of the Blade (granted by Law Enforcement).

If the background has a separate listing for modern starting gear and wealth, use that in a modern or futuristic setting. If it has only one listing, use that in both.

“Starting Conditions” refer broadly to the state of a character‚s wealth at the beginning of play. This includes residence, on-hand clothing, and social status. These conditions are relative to the setting, and can be voluntarily lowered by the player (for example, a player may wish to play a destitute, out of work performer instead of a successful one). For example, in a modern setting, an upper class character might have a fancy downtown suite or a large suburban residence and a luxury car, a middle class character might have a small house or apartment and a decent car, a lower class character might have no car or an old beaten up one and a small apartment in a bad district, and a destitute character would have no car and probably be homeless. In a fantasy setting, an upper class character has a manor and possibly a title, a middle class character has a small house, a lower class character might have a tiny cottage, and a destitute character would probably be homeless.

Athlete

  1.   Choose One:
  2.   +1 Athletics
  3.   +1 Fortitude
  4.   +1 Acrobatics
  5.   Weapon Proficiency: Martial Arts Family
  6.   Starting Wealth: 50 mk
  7.   Starting Wealth [Modern]: $5,000
  8.   Starting Conditions: Lower Class

Religious

  1.   Choose One:
  2.   Access to Humanities (Religion)
  3.   Any one technique in Faith
  4.   Choose One:
  5.   +1 Contacts (religious organizations tend to be very well-connected)
  6.   +1 Charisma
  7.   +1 Discipline
  8.   Starting Wealth:  75 mk
  9.   Starting Wealth [Modern]: $7,500
  10.   Starting Gear: One holy symbol and/or holy book (if appropriate)
  11.   Starting Conditions: Middle Class

Performer

  1.   Access to Humanities (Arts and Culture) or Perform: Fame for free
  2.   Choose One:
  3.   +1 Charisma
  4.   +1 Perform
  5.   +1 Acrobatics
  6.   +1 Contacts
  7.   Starting Wealth: 75 mk
  8.   Starting Wealth [Modern]: $7,500
  9.   Starting Gear: one musical instrument
  10.   Starting Conditions: Middle Class

Dealmaker

  1.   Choose One:
  2.   Access to Humanities (Business and Economics)
  3.   Access to Humanities (Current Events and Politics)
  4.   Access to Humanities (Psychology)
  5.   Choose one:
  6.   +1 Charisma
  7.   +1 Perception
  8.   +1 Contacts
  9.   Starting Wealth:  100 mk
  10.   Starting Wealth [Modern]: $10,000
  11.   Starting Conditions: Upper Class

Military

  1.   One free Discipline technique in the Teamwork tree
  2.   Choose One:
  3.   Armour: Light and Medium armour proficiency
  4.   Any one Weapon Proficiencies technique
  5.   Combat Expertise: Learn Combo
  6.   Any one technique in Drive/Pilot
  7.   Choose One:
  8.   +1 Ride/Drive/Pilot
  9.   +1 Fortitude
  10.   +1 Perception
  11.   Starting Wealth: 25 mk
  12.   Starting Wealth [Modern]: $3,000
  13.   Starting Gear: One  weapon which you are proficient with from the default listing, uniform.
  14.   Starting Gear [Modern]: Sidearm, uniform
  15.   Starting Conditions: Lower Class

Medical

  1.   Choose One:
  2.   Access to Science (Biology)
  3.   Access to Science (Chemistry)
  4.   +1 Medicine
  5.   Starting Wealth: 75 mk
  6.   Starting Wealth [Modern]: $7,500
  7.   Starting Gear: Medical kit
  8.   Starting Conditions: Upper Class

Academic

  1.   Choose One:
  2.   +1 to Science and access to one branch of Science
  3.   +1 to Humanities and access to one branch of Humanities
  4.   Starting Wealth:  50 mk
  5.   Starting Wealth [Modern]: $5,000
  6.   Starting Gear: Quill, inkwell, and a 100-page blank book
  7.   Starting Gear [Modern]: Laptop
  8.   Starting Conditions: Lower Class

Magical Education

  1.   Choose One:
  2.   Spell Repertoire: Learn Spell
  3.   One technique in Arcana
  4.   Access to Science (Alchemy)
  5.   Access to Science (Elemental Physics)
  6.   Access to Humanities (History)
  7.   Choose One:
  8.   +1 Arcana
  9.   +1 Science
  10.   +1 Humanities
  11.   Starting Wealth: 75 mk
  12.   Starting Wealth [Modern]: $7,500
  13.   Starting Gear: one first level scroll
  14.   Starting Conditions: Middle Class

Mechanic

  1.   Choose One:
  2.   +1 Engineering and access to one branch of Engineering
  3.   +1 Science and access to one branch of Science
  4.   Starting Wealth: 30 mk
  5.   Starting Wealth [Modern]: $3,000
  6.   Starting Gear: Mechanical toolkit
  7.   Starting Conditions: Lower Class

Wilderness

  1.   Choose One:
  2.   +1 Perception
  3.   +1 Stealth
  4.   +1 Medicine
  5.   Choose One:
  6.   Weapon Proficiencies: Bow family
  7.   Weapon Proficiencies: Firearms family  [Modern only]
  8.   Perception: Track
  9.   Any one technique in Animal Backup
  10.   Starting Wealth: 10 mk
  11.   Starting Wealth [Modern]: $1,000
  12.   Starting Gear: any bow
  13.   Starting Gear [Modern]: Hunting rifle or hunting shotgun
  14.   Starting Conditions: Lower Class

Drifter

  1.   Choose One:
  2.   +1 Fortitude
  3.   +1 Stealth
  4.   +1 Perception
  5.   +1 Ride
  6.   Choose One:
  7.   Perception: Track
  8.   Stealth: Sleight of Hand
  9.   Access to Humanities (Geography)
  10.   Fortitude: Immunity
  11.   Starting Wealth: 5 mk
  12.   Starting Wealth [Modern]: $500
  13.   Starting Conditions: Destitute

Wealthy

  1.   +1 Contacts
  2.   Starting Wealth:1,000 mk
  3.   Starting Wealth [Modern]: $200,000
  4.   Starting Conditions: Upper Class

Criminal

  1.   Choose one:
  2.   +1 Stealth
  3.   +1 Engineering
  4.   +1 Contacts
  5.   +1 Charisma
  6.   Engineering: Pick Lock
  7.   Starting Wealth:  15 mk
  8.   Starting Wealth [Modern]: $2,000
  9.   Starting Gear: Lockpicks, Dagger
  10.   Starting Gear [Modern]: Sidearm, Lockpicks, Knife
  11.   Starting Conditions: Lower Class

Law Enforcement

  1.   Armour: Light Armour Proficiency
  2.   Choose One:
  3.   Weapon Skill: Flat of the Blade
  4.   Any one Weapon Proficiencies technique
  5.   Access to Humanities (Law)
  6.   Choose One:
  7.   +1 to Perception
  8.   +1 Athletics
  9.   Starting Wealth: 30 mk
  10.   Starting Wealth: $3,500
  11.   Starting Gear: one simple weapon
  12.   Starting Gear [Modern]: Sidearm, club or tonfa, handcuffs
  13.   Starting Conditions: Lower Class

Covert

  1.   Choose One:
  2.   +1 Stealth
  3.   +1 Charisma
  4.   +1 Contacts
  5.   +1 Perception
  6.   Choose One:
  7.   Access to Humanities (Politics and Current Events)
  8.   Access to Humanities (Psychology)
  9.   Weapon Proficiencies: Any one technique
  10.   Starting Wealth: 75 mk
  11.   Starting Wealth [Modern]: $7,500
  12.   Starting Gear: Dagger
  13.   Starting Gear [Modern]: Compact pistol, Silencer
  14.   Starting Conditions: Middle Class


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