01-10 Street Schooled: No formal education, instead all skills are learned from parents (if any) and on the streets. The character is not necessarily a criminal, low-life, or an anti-authority punk (but if they grew up in a big city they most likely are). Membership in a gang is possible (33% chance). And unless two secondary or a street skill is given up the character can barely read and write (about a third grade education level with no Literacy skill: 25% +2% per level).
In the alternative, the character could
have been taught nothing else in life, but how to kill. These characters are usually grown men or
women with little other knowledge about the world, except how one goes about
assassinating another. Most are barely literate
and usually have some sort of insanities or anti-social behavior (40% chance).
Street Skills (Special): Streetwise (+20%), Prowl (+5%) and W.P. Knife, Automatic Pistol or Revolver. Can select three Rogue skills of choice, two Domestic skills of choice and two Technical of choice.
Assassin Alternative: Gets the Assassin Skill Program
with a +15% bonus.
11-20 High School Graduate: Select two Skill Programs of choice (+5%). Available Programs:
Archaeologist/Tomb Raiding Program
Assassin Program
Business Program
Communication Program
Criminal Program
Domestic Program
Journalistic/Investigation Program
Parapsychologist Program
Physical/Athletic Program
Slayer/Supernatural Hunting Program
Technical Program
Weapon Proficiency: Ancient Program
Weapon Proficiency: Modern Program
Wilderness/Survival Program
21-30 Military: Starts with the Basic Military Program (+10%), a Military or Communication Program (+10%) and one Skill Program of choice (+5%; usually their occupation in the military). Available Programs:
—Military or Communication of Choice:
Communication Program
Espionage Program
Language Program
Military Demolitions Program
Pilot: Advanced Program
Police/Law Enforcement Program
Wilderness/Survival Program
Vehicle Mechanics Program
—One Program of Choice:
Any Programs
Except:
Espionage Program
Medical Doctor Program
Parapsychologist Program
Paranormal Investigator Program
Science Program
31-40 Trade School or On The Job Training: Select two Skill Programs of Choice (+15%); no restrictions, except for skill prerequisites.
41-50 One Year of College: Select two Skill Programs of Choice (+10%); Any Programs available, except:
Assassin Program
Bounty Hunter Program
Criminal Program
Medical Doctor Program
Military Demolitions Program
Pilot: Advanced Program
Professional Thief Program
Slayer/Supernatural Hunter Program
Weapon Proficiency Program (either)
Wilderness/Survival Program
51-60 Two Years of College: Same as One Year of College, only with a +15% to Skill Programs.
61-70 Three Years of College: Same as One Year of College, only with a +15% to Skill Programs and gets an extra Skill Program.
71-80 Four Years of College: Same as One Year of College, only with a +20% to Skill Programs and gets an extra Skill Program.
81-85 Military Specialist: Starts with the Basic Military Program (+20%) and the Weapon Proficiency Program: Modern, an Espionage or Military Program of Choice (+20%), one Espionage Program of Choice (+15%) and one other Skill Program of Choice (+10%). Plus, the character is –3 Secondary Skills. Available Programs:
—Military or Espionage of Choice:
Agent Program
Assassin Program
Bounty Hunter Program
Espionage (Basic) Program
Mercenary Program
Military Officer Program
Military Demolitions Program
Pilot: Advanced Program
Professional Thief Program
Weapon Proficiency Program (either)
Wilderness/Survival Program
—Espionage of Choice:
Assassin Program
Espionage Program
Military Demolitions
Pilot: Advanced Program
Professional Thief Program
Wilderness/Survival Program
—One Program of Choice:
Any Programs
Except:
Business Program
Domestic Program
Medical Doctor Program
Medical Investigation Program
Paranormal Investigator Program
Parapsychologist Program
Psychiatrist Program
Science Program
86-90 Bachelor’s Degree: Select Four Skill Programs of Choice (+20%). Any programs available, except:
Assassin Program
Criminal Program
Espionage Program
Medical Doctor Program
Mercenary Program
Military Demolitions Program
Pilot: Advanced Program
Professional Thief Program
Psychiatrist Program
Slayer/Supernatural Hunting Program
Weapon Proficiency Program (either)
91-95 Master’s Degree: Select Four Skill Programs of Choice (+25%). Any programs available, except:
Assassin Program
Criminal Program
Domestic Program
Espionage Program
Journalist/Investigative Program
Mercenary Program
Medical Assistant Program
Military Demolitions Program
Pilot: Advanced Program
Professional Thief Program
Slayer/Supernatural Hunting Program
Weapon Proficiency Program (either)
96-00 Doctorate or PhD: Select Four Skill Programs of Choice (+30%). Any programs available except:
Archaeologist/Tomb
Raiding Program
Assassin
Program
Criminal
Program
Domestic
Program
Espionage
Program
Journalistic/Investigative
Program
Mercenary
Program
Medical
Assistant Program
Military
Demolitions Program
Physical/Athletic
Program
Pilot:
Advanced Program
Police/Law
Enforcement Program
Professional
Thief Program
Paranormal
Investigator Program
Slayer/Supernatural
Hunting Program
Weapon
Proficiency Program (both)
Wilderness/Survival Program
Note: Skill Programs with the “ * “ after their list means that is what players get if they select that program a second time.
Archaeology
Climbing
Horsemanship
Research
Wilderness Survival
Hand to Hand: Basic
W.P. Auto Pistol or Revolver
W.P. Rifle or Auto Rifle
Criminal Science or Forensics
Anthropology
Tailing
Research
Hand to Hand: Assassin or Ranged Combat: Sniper
Disguise
Prowl
Sniper
W.P. Rifle or Auto Rifle
W.P. Auto Pistol
Radio: Basic
Intelligence
Criminal Science
Streetwise
Law
W.P. Blunt
W.P. Auto Pistol or Revolver
Basic Math
Business/Finance
Computer Operation
Law
Research
Basic Electronics
Radio: Basic
Radio: Scrambler
T.V./Video
One Communication Skill of Choice
Basic Electronics
Computer Operation
Computer Programming
Memorization/Study Skills
Computer Repairs or one Radio skill of Choice
Streetwise
Pick Locks
Three Rogue Skills of Choice
*Four Total from among Rogue and/or W.P. Skills
Basic Math
Three Domestic Skills of Choice
Electrical Engineer
Basic Mechanics
Computer Operation
One Electrical Skill of Choice
Espionage Program (Basic)
Hand to Hand: Martial Arts or Special Forces or Assassin
Intelligence
Four Espionage Skills of Choice
*Five Espionage Skills of Choice
Computer Operation
Research
Photography or Tailing
Writing
Reading/Literary Studies
Memorization/Study Skills
*Four Total from among Communications, Espionage (half the program bonus), Rogue and/or Technical.
Four Language Skills of Choice
Mechanical Program (General)
Mechanical Engineer
Basic Electronics
Locksmith
General Repair/Maintenance
Basic Math
Business/Finance
Computer Operation
Biology
Paramedic
Biology
Chemistry
Pathology
Basic & Advanced Math
Medical Doctor
Criminal Science/Forensics
Biology
Chemistry
Pathology
Memorization/Study Skills
Basic & Advanced Math
One Physical Skill of Choice
Four Total from among Military, Espionage and/or Communications
Two W.P.’s of Choice
Military Etiquette
Four Military Skills of Choice
Military Program (Basic)
Hand to Hand: Basic
Running (Exercise)
Climbing
Military Etiquette
Radio: Basic
W.P. Rifle
Basic Electronics
Basic Mechanics
Demolitions
Demolitions Disposal
Underwater Demolitions
Paranormal
Investigator Program
Lore: Monsters & Creatures
Lore: Three of Choice
Criminal Science
Photography or Tailing
Research
Psychology
Lore: Cults & Religions
Lore: Demons & Deevils
Lore: Entities & Undead
Lore: Geomancy & Lines of Power
Navigation
Read Sensory Equipment
Weapon Systems or Pilot Related Skill of Choice
Two Basic Pilot Skills of Choice
Two Advanced Pilot Skills of Choice
Four of Choice
Hand to Hand: Basic
W.P. Pistol or Revolver
Radio: Basic
Criminal Science
Law
Intelligence or Tailing or Streetwise
*Four Total from among Espionage, Rogue and/or W.P.
Hotwiring
Locksmith
Prowl
Surveillance Systems
Psychology
Anthropology
Interrogation
Lore: Cults & Religions
Reading/Literary Studies
Psychiatrist
Program
Psychiatry
Psychology
Pathology
Biology
Chemistry
Computer Operation
Advanced Math
Chemistry
Memorization/Study Skills
Three Science Skills of Choice
Hunting
Land Navigation
Prowl
Tracking
Two Lore and/or Weapon skills of choice
Four Technical Skills of Choice
Basic Math
Advanced Math
Electrical Engineer
Mechanical Engineer
Weapons Engineer
Armorer
Paired Weapons (All)
Three Ancient W.P. Skills of Choice
Ranged Combat: Rogue
Three Modern W.P. Skills of Choice
Wilderness Survival
Four Wilderness Skills of Choice
Automotive Mechanics
Aircraft Mechanics
Basic Electronics
One Mechanical Skill of Choice
Secondary Skill List:
Despite the following list, other skills
that are not available can possibly be available, granted the player can
come with a logical and reasonable reason/explanation for their
character being able to have the skill.
Communications: Optics Systems, Radio:
Basics and Read Sensory only.
Domestic: Any.
Electrical: Basic Electronics and
Computer Repair only (the latter counts as two).
Espionage: Pick Locks, Pick Pockets,
Tailing, Wilderness Survival only.
Mechanical: Automotive Mechanics and Basic Mechanics only.
Medical: First Aid and Holistic
Medicine only (the latter counts as two).
Military: Find Contraband and
Recognize Weapon Quality only.
Physical: Any, except Hand to Hand:
Special Forces and Assassin.
Pilot: Basic: Any.
Pilot: Advanced: None.
Pilot Related: Read Sensory only.
Rogue: Any, except Computer
Hacking and Safecracking.
Science: Math only.
Technical: Any.
W.P. Ancient: Any.
W.P. Modern: Any, except Machineguns,
Artillery Weapons and Assault Rifle.
Ranged Combat costs are as follows: Rogue (two skills), Infantry (four
skills), Special Forces or Sniper (six skills); Paired Modern costs four skills.
Wilderness: Carpentry, Identify
Plants/Fruits and Land Navigation only.