Step 3 Purchase Skills

Each class has a predetermined breakdown of skill point allocation. This represents the standard education they would receive over the course of their time employed in their given field.

Skill points are locked in to a category, and can not be used to purchase skills from other categories. For example, you may not purchase Combat skills with Athletic skill points. Background skill points may be used to adjust the level of other skills, but can not be used to purchase skills outright

The number of skill points you have to spend is determined by the following chart, rounded to the nearest whole number:

Experience Level Points Available
2 - 4 Skill Pool Category Value *1
5 - 7 Skill Pool Category Value *1.25
8 - 10 Skill Pool Category Value *1.3
11 - 13 Skill Pool Category Value *1.45
14 - 15 Skill Pool Category Value *1.55
16 - 17 Skill Pool Category Value *1.75
18 - 19 Skill Pool Category Value *1.9
20 - 20 Skill Pool Category Value *2

Skills are purchased for 5 points, and are automatically granted at the level indicated in the Level Calculation for a given skill. Skills can be raised from their default level by spending additional skill points, this is shown in step 4.

Background skills are different than other skills. Some background skills grand skills from other categories, others affect the levels of skills, or have other effects. Background skills allow a player to customize her character beyond what limitations are imposed by the Skill Point Pools imposed by the class that has been selected. Background skills have varying costs indicated on the Background skills chart.

In several cases you will have an odd number of points left over in a given category which are not enough to purchase a skill or raise a skills value. You have three alternatives with these points. They can be used to purchase Hash Marks, 1 Skill Point for 4 Hash Marks. They can purchase; Fortune 1 Skill Point for 2 Fortune, Glory 1 skill point for 1 Glory, Lifestyle Points, 1 Skill Point for 1 Lifestyle Point, or they can be converted into money to purchase equipment, 1 skill point for 1 dollar. When using skill points to purchase hash marks, the hash marks can be distributed as the player sees fit within the skill category the skill point was intended for. You may not use Cerebral skill points to buy hash marks for Handguns, for example.

In the case of leftover Background Skill points, Background Skills do not have levels, therefore leftover points in this category become wild card points which can be used to increase skills in any category, can be used to purchase hash marks for any skill at a rate of 1 background skill point for 3 hash marks, or can be converted to Starting Money at a rate of 1 point for 5 dollars. Background Skill points are the only points that may be used to increase Initiative, Avoidance, or Will.

Each class also begins with a specialty skill. The specialty skill does not have to be purchased with skill points. Specialty skills also receive a +1 to crit, success, and fumble without having to make any other alterations.

Athletic
Name Description Base Attributes
Acrobatics Skilled performance of gymnastic feats. Replacesavoidance, increases damage reduction by multiple of x2. Coor Con, Str
Climbing Ability to climb difficult obstacles. Knowledge of ropes and knots. Knowledge of climbing methods and equipment including repelling and free climbing. Str Con, Per
S.C.U.B.A. Swimming with use of self contained underwater breathing apparatus. (Swimming Pre-requisite) Con Men, Per
Sky Diving Ability to effectively operate parachutes and other safe fall gear. Con Coor, Per
Stealth Ability to move undetected. Per Coor, Per
Swimming The sport or activity of propelling oneself through water using only the limbs. Coor Con, Str
Throwing Ability to accurately throw an object or weapon. Coor Str, Per
Wing Suit Knowledge of and ability to use wing suits. Coor Men, Per
Conditioned Reflex A body and mind in perfect unison, trained to respond instantly when a situation arises. Replaces initiative, Scores receive a x2 modifier. Coor Per, Men
Combat
Name Description Base Attributes
Archery The sport or skill of shooting with a bow or crossbow and arrows. Coor Men, Per
Artillery Includes all portable or towed indirect fire weapons such as mortars, howitzers, etc. Men Men, Per
Baritsu A European martial art derived from a mix of Japanese wrestling, British boxing, and fighting with a cane or walking stick. Popular among the European High Society, increasing in popularity among the elite of the u.S.. Men Per, Coor
Close Quarters Combat Military Martial art, primarily a combination of boxing and judo, strikes and grappling. Coor Men, Per
Demolitions The engineering knowledge needed to destroy structures with controlled explosions, knowledge of the safe handling of explosives and their uses. Men Per, Exp
Fencing Knowledge of and ability to use swords in sport and combat. Coor Men, Per
Greco Roman Wrestling Grappling martial art and Olympic sport. Focus is on head and above waist body locks. Str Coor, Con
Handguns Ability to use all manner of revolvers and semi automatic handguns. Per Con, (Coor or Men)
Judo Japanese martial art created in 1882 in Japan, primarily a grappling form of combat. Coor Men, Exp
Karate Japanese martial art developed from the Chinese Kempo martial art. A striking martial art utilizing punches and kicks. Soc Con, Coor
Knife Fighting Knowledge of and ability to use small blades effectively in fighting. Coor Str, Per
Kung Fu Chinese martial art composed of varying philosophies, typically a striking art utilizing punches and kicks. Coor Con, Str
Machine Gun Includes all fully automatic ballistic weapons including sub machine guns, man portable support weapons, and vehicle or emplacement mounted heavy machine guns. Coor Str, Per
Melee Combat Use of blunt hand-to-hand type weapons, i.e. clubs, blackjacks, batons, bar stools. Coor Con, Str
Queensbury Boxing European martial art and Olympic Sport. Primarily an art involving punches and footwork to avoid blows. Con Str, Coor
Quick Draw Ability to draw a holstered weapon quickly requires a competitive roll, against opponents quick draw. A –3 is added for concealed weapons. Coor Coor, Per
Rifles Includes all sporting rifles, battle rifles, and rifle fired grenades. Coor Str, Per
Shotguns Ability to use pump action, single and double barreled shotguns. Coor Per, (Con or Exp)
Street Brawling Competence in unarmed combat learned through trial and error in a multitude of encounters over a lifetime of combat. Exp Con, Str
Tesla Weapons Use of electrical powered weapons like those created by Tesla Arms. Men Exp, Per
Vehicle Weaponry Includes any weapon integrated into a vehicle such as cannons on tanks and ships or mechanized cavalry. Does not include guns simply attached externally to a vehicle. Coor Per, Per
Interpersonal
Name Description Base Attributes
Conceal Ability to disguise an object or person to blend in with it's surroundings and remain unnoticed. Effective at hiding weapons on your person, also used by snipers for camouflage. Soc Men, Per
Deceit Detection Ability to determine when someone is being dishonest with you. Soc Men, Per
Deceive Ability to mislead another person, requires a competitive roll against deceit detection. Soc Soc, Men
Disguise/Acting To make oneself appear to be another person, specific or general. Includes adopting mannerisms, use of make up and cosmetics, knowledge of hair styling and cutting, creation of temporary prosthetic enhancements using cosmetics, also ability to improvise cosmetics when necessary. Includes ability to disguise your voice to approximate what is called for with the costume, for example affecting the voice of an older person, or an accent. Soc Exp, Per
Music Performance Knowledge and experience with performing, and composing music. Every 3 levels of skill allows skill with an additional instrument. (Voice is also an instrument) Soc Exp, Per
Dance/Choreography Ability to dance either as a form of expression or as a form of social engagement. Soc Exp, Per
Artistic Expression Ability to express oneself in an artistic medium so as to evoke an emotional response from the observer. Select one medium for every 4 levels of skill. Soc Exp, Per
Instruction Ability to impart knowledge by way of hash marks to other players. Grants hash marks equal to ½ the CR, minimum of 2. Soc Men, Exp
Intimidation Cause someone to fear injury or harm, giving the intimidator influence over the intimidatee. Soc Soc, Men
Negotiation Ability to try to win others to your point of view, dispute prices and convince others to agree to your terms for goods and services. requires a competitive roll against their negotiation skill. Soc Men, Exp
Pick Pocket Ability to remove the articles from a person without being detected. Works best in pairs, one to distract, the other to pick pocket. If the win distraction is successful, +4 to pick pocket. Soc Con, Per
Slight of Hand Ability to distract viewers from one hand while doing something else with the other hand unnoticed. A well-performed sleight looks like an ordinary, natural and completely innocent gesture, change in hand-position or body posture. In addition to manual dexterity, sleight of hand depends on the use of psychology, timing, misdirection, and natural choreography in accomplishing a magical effect. Misdirection is perhaps the most important component of the art of sleight of hand. Soc Coor, Per
Investigative
Name Description Base Attributes
Connections: Professional Determines the number and usefulness of people you know in the professional world which can be useful to you. Your knowledge will largely be limited to the area in which you work, but also includes the ability to identify and develop contacts in new places. Higher value Competitive Rolls will yield more useful contacts. Soc Exp, Men
Connections Street Determines the number of people you know in the criminal world and underground which can be useful to you. Your knowledge will largely be limited to the area in which you live, but also includes the ability to identify and develop contacts in new places. Higher value Competitive Rolls will yield more useful contacts. Soc Soc, Men
Forensic Pathology The combination of a number of Forensic disciplines including medical examination of corpses, and the new sciences of Blood Analysis and Skull reconstruction to identify a body. Per Men, Exp
Forensic Science Includes Ballistics, Fingerprinting, and basic entomology. Also includes knowledge of the new technology using infrared photography to make visible many things that are not easily detectable by the naked eye. Men Per, Exp
Forgery Detection Ability to analyze a document to determine if its source is authentic. Includes knowledge of many printing processes and materials. Includes ability to analyze and compare handwriting samples. Per Men, Exp
Interrogation Ability to obtain information from suspects or other people. Works best in a team of two interrogating one person. A second interrogator with the Interrogation skill adds a +3 modifier to all interrogations. Soc Men, Per
Lip Reading Ability to read lips without hearing the words that are spoken. Per Soc, Men
Research Diligent and systematic inquiry or investigation into a subject in order to discover or revise facts, theories, applications, etc. Men Men, Exp
Tailing Following a suspect without being detected on foot or in a vehicle. Works best in teams, each additional tail with the tail skill gives a +2 to all involved. Per Per, Soc
Tracking The ability to detect signs and markings in a wilderness settings which identify and indicate the movement of animals and people, and then to use those markings to follow the animal or person which created them. Per Per, Men
Cerebral
Name Description Base Attributes
Archeology Knowledge and expertise in the study of humankind by observing the relics and artifacts left behing. Educated knowledge of archeology and historical cultures in general, an experienced knowledge of one specific field/area of archeology. Men Men, Exp
Art History and Theory Knowledge and appreciation of the arts and art history. Educated knowledge of the arts in general, an experienced knowledge of one specific field of artistic pursuit. Men Per, Men
Chemistry Knowledge of Chemical compounds and their interaction. Ability to create known chemical compounds when confronted with their constituent parts. Men Men, Exp
Cultures An experienced understanding of two cultures and an in depth understanding of one additional culture. Men Men, Exp
History Basic knowledge of history, and a specific knowledge of any one historical field. Men Men, Exp
Language Cantonese Knowledge of the spoken, and written language of Cantonese. Soc Men, Exp
Language English Knowledge of the spoken and written language of English (characters default to the English language unless another primary language is determined when character is created, and approved by the game master) Soc Men, Exp
Language French Knowledge of the spoken, and written language of French. Soc Men, Exp
Language German Knowledge of the spoken, and written language of German. Soc Men, Exp
Language Italian Knowledge of the spoken, and written language of Italian. Soc Men, Exp
Language Japanese Knowledge of the spoken, and written language of Japanese. Soc Men, Exp
Language Mandarin Chinese Knowledge of the spoken, and written language of Mandarin. Soc Men, Exp
Langauge Other Written and spoken knowledge of any language or dialect that is different than those listed. Including dead languages such as Latin or ancient Greek. Soc Men, Exp
Langauge Russian Knowledge of the spoken, and written language of Russian. Soc Men, Exp
Language Spanish Knowledge of the spoken, and written language of Spanish. Soc Men, Exp
Language Yiddish Knowledge of the spoken, and written language of Yiddish. Soc Men, Exp
Literature An above average knowledge of general influential literature from around the world, and an expertise in a selected subset of literature. Men Men, Exp
Laws In depth understanding of Laws. Men Exp, Exp
Music Theory An above average knowledge of music, music history, and music theory. An educated knowledge of a specific subset of music. Men Men, Exp
Psychology Knowledge and understanding of the study of the fundamental nature of knowledge, reality, and existence, when considered as an academic discipline. Men Soc, Per
Theology An above average understanding of the thoughts and ideas behind God and religion in general, and an expert knowledge of one faith or schol of thought concerning religious ideas. Men Soc, Men
Philosophy Understanding of the human mind. Ability to observe a subject, and over time determine their motivations and behaviors. Men Soc, Men
Science Above average general knowledge of science and an educated specific knowledge of any one field of science. Men Men, Exp
Specific Knowledge Specific knowledge of a field or area determined by the player or game master, often specific to a character convenient to the story of the character or game. Exp Exp, Men
Parapsychology (Mental of 2 – 14 can only use one School of PK Skills, 15 and up may select 2.)
Name Description Base Attributes School Pool HP Cost
Angiogenesis The agent can stimulate and amplify the natural healing processes of an outside body, greatly accelerating healing with instant to near instant results. Multiplier x 5 + Targets Will healing, Crit double. Can not restore Wounded Hit Points. Men Per, Exp Biokinesis Cer Roll/2
Blind If the agent can see the eyes of a target, he can temporarily disrupt the function of the optic nerve, rendering the target effectively blind. 2 Phases. Will to defend. Crit blinds 2 hours. Men Per, Exp Biokinesis Cer Roll/2
Hibernation Hibernation is a temporary imposed coma. The agent can inflict sleep on another person who is distracted or unfocused. Hibernation will last until the target is released by the agent, until the agent is more than 10 yards away, or until the agent loses sight of the target. Will to defend. Men Per, Exp Biokinesis Inter Roll/2
Invigorate With simple skin on skin contact the agent can cause the target to release a flood of Adrenaline, Oxytocin, and the bodies own natural pain killers. This causes the target to immediately lose all wound modifiers for 3 phases, and to feel an involuntary trust bond with the Agent. Will to defend. Crit lasts 2 hours. Men Per, Exp Biokinesis Ath Roll/3
Resuscitate By line of sight to a target, an Agent can remotely awaken a sleeping target involuntarily. The target will feel alert and have no negative side affects of this awakening for 2 phases. Crit grants +3 to any roll for the next phase for target. Men Per, Exp Biokinesis Ath Roll/2
Shell When the agent becomes wounded, the adrenaline response triggers a PK reaction which stimulates the skin cells to instantaneously produce a huge increase in the keratin protein, transforming the epidermis into a thick keratin crust. This impedes movement somewhat (-1) but helps to protect the wounded agent from harm (armor -15, 35 AHP) The body can not maintain this level of keratin production, and the shell will be slough off within about 15 minutes(30 phases). This process consumes an immense amount of protein stores from the Agent leaving them in need of protein and rest. Crit doubles the effect and duration. Men Per, Exp Biokinesis Ath 2
Cocoon The agent can wrap an inanimate object in ice for a moment, rendering that object useless, or anchored to another object for 2 phases. Crit lasts 2 hours. Con Men, Per Cryokinesis Cer Roll/2+3
Frost Scales By coating his skin in a layer of ice, the agent can allow himself to take more physical damage than he could otherwise. Adds temporary HP to Normal HP equal to the CRx4. Lasts until destroyed, or for a number of phases equal the CR. Intimidation Success Rolls +1, PK abilities will consume NHP or WHP, and will not affect the Frost Scales. Crit doubles effect. Con Men, Per Cryokinesis Com Roll/2+1
Frosty When a trained agent begins to black out, or is rendered unconscious, he automatically triggers a response that decreases the air temperature surrounding himself, and potentially awakens within fractions of a second, effectively never seeming to have even lost consciousness. Does not effect chemically induced sleep or natural sleep. Crit grants +2 to any rolls next phase. Con Men, Per Cryokinesis Ath Roll/2
ICe Amplify When a source of water is present, an agent can cause that water to condense a greater amount of water from the air than the agent could do without the presence of water, as it condenses it will freeze in place forming into shapes as the Agent wills it. Con Men, Per Cryokinesis Ath Roll/2+3
Ice Barrier When in danger, Adrenaline spikes in the Agents system allow him to condense a burst of water vapor from the air, a change in humidity that is detectable without instruments to bystanders, and construct a simple wall thick enough to intercept most bullets. Must be wounded, lasts 4 phases. Stops all conventional rounds, has hit points equal to the CR x 3. Crit doubles effect and duration. Con Men, Per Cryokinesis Com Roll/3
Ice Manifest Trained agents can condense water vapor in air, and give it direction and velocity, effectively creating “ice bullets” x3 + 35 Crit Effect +double. Con Men, Per Cryokinesis Com Roll/2+1
Current If the agent can touch a power source, he can convert his body and mind into a stream of electricity and instantly transport himself to any line of site location within his full movement. Con Men, Per Electrokinesis Tran Roll/3
Defibrillate When a comrade has become incapacitated and is not responding to stimulus, no pulse is evident, an Agent with medical training to diagnose the patient can apply hands to chest and channel a substantial electrical shock directly into the patients heart, in some cases stimulating it to resume normal function. Crit rolls may stimulate brain functions, granting +1 to all rolls next phase. Str Men, Per Electrokinesis Trade Roll/3
Electric Amplify When an electrical current is present, an Agent in contact with any portion of the circuit can amplify that current significantly, often disrupting breakers and fuses. Crit allows the agent to absorb the energy and release it within one hour as a no cost Electric Manifest. Str Per, Men Electrokinesis Trade Roll/2+2
Electric Manifest Trained Agents can quickly generate static electricity in their vicinity, and then channel that electricity in an arc through the air to a grounded target, effectively “shooting lightning.” Multiplier x4 + 40 Crit Effect double. Str Men, Per Electrokinesis Com Roll/2+2
Grounding An agent can, with physical contact to an electrical current, redirect that current to ground, preventing it from completing its circuit. The grounding will persist until the agent physically releases the current. Crit allows the agent to harness the energy to amplify his own brain functions, +4 to any rolls while in contact with the circuit. Str Men, Per Electrokinesis Trade Roll/2+2
Plasma Field When an agents adrenaline response is triggered, the Agent can generate sufficient amounts of electricity to ionize atmospheric gasses around them, and then to lock those gasses in place with an electromagnetic field. This cold plasma shield can repel most conventional threats to the Agent for 2 phases. (Must be wounded) -35 damage reduction. Crit doubles effect. Str Men, Per Electrokinesis Ath Roll/2
Transmission An agent can create his own radio frequencies, which he can broadcast up to 100 yards at frequencies he selects. This allows him to transmit voices or sounds of his choosing through the receiving device, but only on one frequency at a time. Crit allows the agent to detect bioelectric signals within broadcast range. Str Per, Men Electrokinesis Trade Roll/2
Combustion When surrounded by multiple threats, the Agent can focus and expel heat energy in waves around himself. These waves have a radius of approximately 8 feet. Everything within these waves will encounter the waves, and could combust. Multiplier x3 + 25 Crit Effect +15 Coor Men, Per Pyrokinesis Com Roll/2+3
Fire Barrier Wounded agents who triggered an adrenaline response have been able to erect an instantaneous wall of intense flame approximately 16 feet across, this wall will burn for 2 phases, and can light objects on fire leaving a natural fire wall behind. Any organic material in the fire will would be quickly consumed, however bullets and other objects can pass through, though the attackers will be unable to see through the wall of flame, and will have to fire blindly. Crit allows the wall to channel a free Fire Manifest each phase it is active. Coor Men, Per Pyrokinesis Ath Roll/3
Fire Manifest Trained Agents can cause dust and gasses to rise to such temperatures that they spontaneously combust, and give that combustion directionality and velocity, effectively creating a “fireball.” Multiplier x5 + 35 Crit Effect double. Coor Men, Per Pyrokinesis Com Roll/2+2
Fire Nullify Agents in the field have developed a defensive tactic which allows them to minimize or even extinguish sources of fire ignition, this includes incendiary devices such as explosives and grenades, light sources such as lamps or candles, campfires, and in some cases even firearms. Increases target fumble +10. Coor Men, Per Pyrokinesis Cer Roll/2
Flame Skin By igniting the oxygen in the air immediately surrounding their bodies, agents can appear to be coated in a skin of fire. Phases = CR, all unarmed combat damage doubled. Intimidation Success Rolls +2, all unarmed combat damage taken reduced by -5, unarmed combatants take 5 damage per attack. Crit doubles effect. Coor Men, Per Pyrokinesis Inter Roll/2+2
Suppressing Fire By creating a mostly harmless bursting display of sparks and flares, the agent can distract and confuse attackers. -3 to all combat skills within 25 feet. Lasts phases equal to CR. Crit double effect. Coor Men, Per Pyrokinesis Com Roll/2
Confound By maintaining eye contact with a subject, the Agent can disorient the brain, inducing an intoxicated like state, This state leaves them open to suggestion, or allows the Agent to create short memory gaps. Critical successes allow the Agent to force the target to blackout. Will to defend. Crit allows agent limited mind control over the target. Soc Men, Per Telepathy Inter Roll/2
False Face Some skilled agents have developed a technique which allows them to appear to have a different face to any who view them physically. They do not need to see the targets to impose this face, merely hold the face they wish to project in focus and concentrate on that face. The effect can blur a bit on close scrutiny, particularly if the Agent is forced to engage in conversation, or perform tasks that could sway his concentration. It is best to remain in the shadows or fringes when attempting the false face. In close contact, such as conversation, Will can cancel the effect for individual observers. Soc Men, Per Telepathy Inter Roll/2
Remote Viewing Agents trained in remote viewing can cause their consciousness to wander from their body. This allows them to hear, smell, and see in a ghostlike state. They are completely invisible to non-PK personnel, but can not pass through walls or interact with people or objects. They can continue to use some forms of PK that do not require physical touch or the presence of their body, or the manifestation of elements. They can wander in this state up to approximately 25 yards of their body for a number of minutes equal to the CR x 2. Any damage to their body will cancel the viewing. If the viewing is disrupted prematurely, the Agent will awaken in a groggy disoriented state -4 to all actions. Crit doubles effect, and negates awakened modifiers. Soc Per, Men Telepathy Inv Roll/2+2
Shadow When operating alone, sometimes an agent may wish to appear to outnumber a target. In these situations an Agent can manifest an illusory personage of their choosing. The illusion can extend to sound and even the sensation of touch if the environment is such that the Agent can maintain concentration on the shadow, and the person he interacts with at the same time. Others in the area will see the shadow but might not hear or feel it if they brush past. Direct contact with the Shadow can be detected with Will. Crit gives all shadows tangible substance in the minds of all witnesses. Soc Per, Men Telepathy Inter Roll/2+2
Veritas If an Agent can defeat the Will of his subject, an Agent can compel the subject to tell the truth. The words will flow like normal conversation and the subject will not be aware of what has just transpired, and might deny that it has occurred when questioned. New roll for each statement. Crit allows limited mind reading in regards to the subject at hand. Soc Per, Men Telepathy Inv Roll/2
Voice Projection Agents can project voices and sounds which can be heard by a number of people at once. Crit allows the agent to emit a sonic blast doing x3+2 dmg. Soc Per, Men Telepathy Inter Roll/2
Precognition Agents are able to involuntarily sense impending danger and react with greater speed. Replaces Initiative. Scores receive a x3 multiplier. Per Per, Men Telepathy Cer 5
Trade
Name Description Base Attributes
Aircraft Mechanic Ability to diagnose and repair all types of lighter than air andheavier than air aircraft. At a skill of 15 or higher, AircraftMechanic becomes Aircraft Engineer, and allows the player toconstruct aircraft given proper tools and resources. Men Per, Exp
Animal Husbandry Knowledge of Animals, how to raise, train, use, and in some cases ride them. Exp Men, Per
Art Ability to create pleasing works of visual art in a selected medium. Per Men, Exp
Beekeeping Knowledge of honeybees, how to raise them, keep them, and harvest their honey and wax. Men Per, Exp
Blacksmith Ability to work and shape iron and other metals. Coor Str, Per
Boat Mechanic Ability to diagnose and repair all types of boats, submersibles, and amphibious craft. At level 15 Boat Mechanic becomes Maritime Systems Engineer, and allows the character to desing and construct vessels given proper tools and resources. Men Per, Exp
Calculating Machines Technician Basic knowledge of calculating machines, their programming, and operation, diagnosis and repair. At level 15 becomes Calculating Machine Engineer, allows the character to design and construct calculating devices. Men Men, Exp
Construction Knowledge of architecture, construction practices and materials sufficient to allow the character to determine strengths, weaknesses and flaws in a structure after some time with the subject. At level 15 construction becomes Civil Engineer, and allows the character to design and construct complicated structures. Men Per, Exp
Cooking Knowledge of cooking. Per Per, Men
Electronics Ability to diagnose and repair electronic devices. At level 15 becomes Electrical Engineer, allowing the character to create Electronics devices given proper tools and resources. Men Per, Exp
Forgery Ability to create falsified documents, including knowledge of papers, inks, printing processes, and techniques for destracting the recipient of the document to assist in their immediate acceptance. Men Soc, Per
Gravitic Repulsor Engine Mechanic Ability to diagnose and repair Gravitic Repulsor Engines used in hover cars, bikes, and sky platforms. At level 15 becomes Repulsor Engineer and allows the character to create Hover Vehicles given appropriate tools and resources. Men Per, Exp
Gunsmith Ability to diagnose repair and upgrade weapons. At level 15 becomes Master Gunsmith, and allows the Gunsmith to construct firearms and firearms components given proper tools and resources. Men Per, Exp
Lock Defeat Ability to overcome mechanical locks. Ability to defeat combination lock by touch or with tools, alternately to defeat the locks security measures through other means. Defeating combination locks requires a skill level 13 or higher. At level 15 becomes Lock Smith, allowing the character to create locks given the appropriate tools and resources. Per Per, Coor
Medic Ability to render medical aid to restore Normal Hit Points. Knowledge of the use of stimulants and pain killers to revive unconscious patients. Men Per, Exp
Music Knowledge of music and or a musical instrument. Per Soc, Men
Petroleum Engine Mechanics Ability to diagnose and repair most petroleum based engines. At level 15 becomes Automotive Engineer allowing the Engineer to design and construct Petroleum engine based vehicles given proper tools and resources. Men Per, Exp
Radio Opeations Knowledge of and ability to use radio broadcasting and receiving instrumentation. Men Per, Exp
Robotic Automaton Technician Ability to diagnose, repair , upgrade, and program Robotic Automatons. At level 15 becomes Robotics Engineer allowing the character to create Robotic Automatons given proper tools and resources. Men Per, Exp
Slicing Ability to break into or override Calculating Machine and electronic security systems. Men Men, Exp
Steam Engine Mechanic Ability to diagnose and repair steam powered engines. At level 15 becomes Steam Engineer, allowing the engineer to create steam engines and steam based vehicles given proper tools and resources. Men Per, Exp
Surgery Ability to operate on a patient for the purpose of restoring Wounded Hit Points. reattaching of limbs, removing bullets, mending bones, etc. (Medic Pre-req Men Per, Exp
Tailoring Knowledge of textiles and clothing design, alteration, crafting and repair. Men Per, Soc
Transportation
Name Description Base Attributes
Amphibious Vehicle Ability to drive dual purpose craft which can be operated on land and water Coor Men, Per
Automobiles Ability to drive petroleum engine powered wheeled vehicles. Coor Men, Per
Bipedal Cavalry Vehicle Ability to drive Mechanized Bipedal Cavalry Vehicles. Coor Men, Per
Boats Ability to maneuver water borne craft. Coor Men, Per
Heavier Than Air Craft Ability to fly petroleum engine powered propeller and jet planes. Coor Men, Per
Hover Bike Ability to drive high speed hover bikes. Coor Men, Per
Hover Car Ability to drive high speed hover cars. Coor Men, Per
Lighter Than Air Craft Ability to fly all balloon lifted vehicles. Men Per, Coor
Motorcycles Ability to operated petroleum engine powered motorized cycles. Coor Men, Per
Rocketeering Ability to operate a Hughes type rocket. Coor Con, Per
Submersibles Ability to maneuver boats that are capable of diving beneath the surface of the water. Men Coor, Per
Train Ability to operate trains and elevated trams. Men Coor, Per
Tread Vehicle Ability to drive all vehicles equipped with treads for propulsion. Coor Men, Per
Background
Name Affect Cost
Brute +1 Multiplier to all Melee Combat Weapons. 5
I Know Desperation +1 Multiplier to all Handguns when only 1-2 rounds remain in the current magazine at the start of the phase. 5
And How To Use Them +1 Multiplier to all Knives. 5
Errol Flynn Fan +1 Multiplier to all Swords 5
William Tell +1 Multiplier to all Bows and Crossbows 5
A Vacuum Tube Glows In my Heart Select either Electronics, Radio Operations, or Calculating Machines Technician 4
Associates Degree in Communications Select any one Interpersonal Skill 4
Avid Reader +2 Success to any one Cerebral skill. 3
Begin with a reign of terror If combat is initiated by you using a successful combat roll, the success roll is automatically elevated to a crit. All subsequent rolls until combat is concluded are normal. 4
Big Boned +30 Wounded Hit Points 7
Bird Hunter Grants the Shotgun skill. 5
Chance is the Fool's Name For Fate Character begins game with Fortune and Glory equal to their limits, or 10 whichever comes first 3
College Degree Select any Cerebral skill 2
College Journalism Select any Investigative Skill 4
College Athlete Select any one Athletic Skill 4
Competition Shooter +1 Success to any one Shooting SKill 3
Country Kid +1 Success to any Trade and +1 Success to Rifles or Shotguns. 3
Current Sport Hobby +2 Success any one Athletic Skill. 4
Dad Was a Drinker +10 Wounded Hit Points and +20 Normal Hit Points . 7
Garage Hobby Select any Technical Skill 3
Gearhead +1 Fumble any Technical Skill. 1
Gift of Tongues Select any two additional language skills. 3
They Called Me Greased Lightning +1 Success to Initiative +1 Success to Avoidance. 5
Healthy Lifestyle +15 Wounded Hit Points and +15 Normal Hit Points. 8
Home Reloader 50% discount on purchase of ammunition through mail order or at reloading shops. 3
Hunter Grants the Rifle skill. 5
I Build My Own Friends Select either Robotic Automaton Technician or Calculating Machines Technician. 4
I was shot twice in the Tribune +2 Glory Cap. 4
Immigrant Parents +2 to Success any one language. 2
Indomitable Spirit +2 Success to Will. 3
Inheritence + $50 to Starting Money. One Tier increase in lifestyle. 3
Intensely Curious +2 Success any investigative skill. 1
Investments Bonus 50 dollars to Starting Money and Bonus 25 dollars to Cash on Hand. 2
Iron Knuckles +6 Unarmed damage. 5
Iron Will -1
Licensed to Drive/Fly Select any one Transportation skill. 3
Lucky at the Track + $50 to Cash on Hand. 1
Men are Not the Prisoners of Fate Double Fortune and Glory for specialization rolls. 5
Military Reserve Select one: Rifles, Machine Guns, Knife Fighting, Demolitions. 5
Multicultural Home Select a second language skill at native level. 2
Natural Talent For Repairs +2 to Success any one repair skill. 1
Not as Stupid as I Look Move 5 points from any skill category to Cerebral. 2
Petrol in the Veins Select any one “Mechanic” skill from the Technical table. 3
Played a Bit a Ball Back in the Day Grants the Throwing skill and +2 success to Throwing. 5
Precision Is My Watchword Select either Gunsmith or Lock Defeat. 3
Prison Time +2 Success to any interpersonal skill. 2
Pro Sparring Partner +2 to Success any martial art. 4
Quick Hands +5 Unarmed Crit Damage. 4
Quick Study 2 extra hash marks any time hash marks acquired through instruction. -1
Recreational Driver/Pilot +2 to Success any one, Transportation skill. 2
Regular Exercise +30 Normal Hit Points. 5
Sales Background Move 5 points from any category to Interpersonal 3
Sharp Shooter Increase multiplier of Bolt Action Rifles by 1 10
Tough Neighborhood Knife Fighting and +10 Normal Hit Points. 8
Footwork +2 Success to Avoidance. 3
Versatility of Spirit +1 Success to Avoidance +1 Success to Will. 3
Vigilant +2 Success to Initiative. 3
Wealth is like seawater... +2 Fortune Cap. 5
Wheel Man +2 Fumble any Land based Vehicle Transportation Skill. Double Fortune and Glory for all transportation skill Fortune and Glory rewards. 3
Winning Smile +2 Success any interpersonal skill. 2
Woodlands Plinker Grants the Handguns Skill . 5