Friday, May 10, 2013

Job Kits

Characters have pasts.  The following kits can be used to give the character some sort of background skills they might find useful.  Players do not have to use one of the kits, but the kits are purchased at cost, the complications do not count toward the complications total.

Airship Crew
CostSkill/Talent/Power
3Navigation (INT)
1FAM: Gambling
2PS: Airships Crew
2KS: Airships
1Weapon FAM: Swords/Knives
2Weapon FAM: Common Small Arms
11Subtotal

CostComplications
10Follows the Captains Orders, Common, Moderate
10Subtotal

      1Total

Captain, Navigator, and Crew. This character has served aboard an airship for enough time to be an old hand at it. ALong with the skills, comes an almost unthinking obedience to the current captain or commander. Those who don't develop this tendency tend to not develop any further -- it's a long way down for dissenters.


Alchemist
CostSkill/Talent/Power
14Magic Pool (10 pt Pool, 10 pt Control)
5Spell: EGO +1 Players Choice
2KS: Alchemy
21Subtotal

CostComplications
5Reputation - Wielder of Magic (Frequently, only a small group)
10Mystic Aura - Distinctive Features (Not Concealable, Detectable Only With Unusual Senses)
15Subtotal

      6Total

Mixers of potions, elixirs and salves. This is a particular kind of spell caster. All alchemical spells are usable by others, have a fragile focus, and limited charges (no more than 4 per spell). An alchemist has the talent and has likely spent time studying the formulas and methods involved with potion making.


Con-Artist
CostSkill/Talent/Power
3Gambling (INT)
3Lock Picking (DEX)
3Sleight of Hand (DEX)
3Stealth (DEX)
3Streetwise (PRE)
15Subtotal

CostComplications
10Watched by Police (PC Equal, Frequently, Watching)
10Subtotal

      5Total

Thieves, rogues, and raconteurs. These are the pickpockets, the bandits and the pirates of the airship-age. These are the folks who have picked up unwholesome habits and skills making their own way and rules in life. Robin Hood was a rogue. Fagin was a thief. Cyrano was a raconteur. If you need something and you can't afford to pay for it, these are the folks you see about it.


Doctor
CostSkill/Talent/Power
3Scholar
2KS: Anatomy
2KS: Medicine
2KS: Hospitals
2PS: Surgeon
3Paramedics
33 Points in Contacts
3Deduction
20Subtotal

CostComplications
5Reputation in Field (8-)
10Psych: Hypocratic Oath (Common, Moderate)
1Complication
0Subtotal

      5Total

Surgeons, healers, and the like. Could be a doctor who was blackballed when a noble died in a clinic, or a retired doctor bored with the genteel life. Even a young doctor fresh from school out to make a change in the world.


Engineer
CostSkill/Talent/Power
3KS: Engineering
3KS: Steam Engines
3KS: Clockwork
3Mechanics
12Subtotal

CostComplications
5Social Limitation: Engineer (dirty job, greasy, lower class) (Frequently; Minor; Not Limiting In Some Cultures)
0Subtotal

      0Total

Makers and builders. These are the people at the heart that beats in the engines that drive the empire. They could be a crude mechanic adept at keeping rust-buckets running or young savants able to make any machine sing under their care. A group won't get far without one.


Entertainer
CostSkill/Talent/Power
3KS: Theater gossip
3PS: Entertainer
1WF: Weapon of choice
1Literacy
3Jack of All Trades
11Subtotal

CostComplications
5Social Limitation: Entertainer (not afforded respect other professions receive) (Frequently; Minor; Not Limiting In Some Cultures)
0Subtotal

      0Total

Singer, actor, and songwriter. The modern bard, or the world weary dancer.


Magus
CostSkill/Talent/Power
14Magic Pool (10 pt Pool, 10 pt Control)
5Spell: EGO +1 Players Choice
2KS: Magic
2PS: Magic Theory
23Subtotal

CostComplications
5Reputation - Wielder of Magic (Frequently, only a small group)
10Mystic Aura - Distinctive Features (Not Concealable, Detectable Only With Unusual Senses)
15Subtotal

      8Total

Wizard, practitioner, and stage magicians. Tapping into the beating heart of magic, the mage looks down his nose at science and alchemy. Magic is more difficult now than when his teachers learned it, or even when he they began learning many years ago. No magus spells are usable by others, or have a fragile focus.


Noble
CostSkill/Talent/Power
3Conversation
3Literate w/up to 3 languages
3AK: Empire
3Speak language(choice)
3High Society
3Riding
3Gambling
3Tactics
24Subtotal

CostComplications
15Noblesse Oblige (Psychological): Believes those below them in station cannot take care of themselves, Very Common, Moderate
15Subtotal

      9Total

Dis-inherited, pampered and rich, or the spoiled child of entitled nobility. This character knows his way around the upper crust, but may be lost among the common man.


Scavenger
CostSkill/Talent/Power
17Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11-
15Better Lucky than Good: 3d6 Luck
3Well-connected
1111 points in contacts
1Reputation: Connected
30Subtotal

CostComplications
15Psych; Curious (Common, Strong)
15Subtotal

     15Total

Hunter, urchin and fixer. You want it, they can get it. You need to see someone, they know how to get you in touch with them. You might not like how they manage it, or the history of what you get, but they know how to work the system.


Servant
CostSkill/Talent/Power
3PS: Cook
3Barter
3High Society
3Conversation
12Subtotal

CostComplications
5Social Limitation: Servant (seen but not heard) (Frequently; Minor; Not Limiting In Some Cultures
5Subtotal

      7Total

Maid, butler, and menial. Looked down on, and often ignored, noble society would collapse without them.


Soldier
CostSkill/Talent/Power
4WF: Common Melee, Small Arms
16+2 All Combat
2PS: Soldier
3Tactics
1Soldier: Right to Bear Arms
26Subtotal

CostComplications
5Social Limitation: Grunt (Services command less money; thrown into the thick of battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently; Minor; Not Limiting In Some Cultures)
10Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
15Subtotal

     11Total

Soldier, mercenary, and brawler. They are the best at what they do, but what they do isn't very nice.


Spy
CostSkill/Talent/Power
2Deep COver
3+1 PER
10+1 Overall Level
3Bribery
3Conversation
3Persuasion
3Streetwise
3Acting
10Contacts and/or Membership
1Literate
41Subtotal

CostComplications
15Psych: Self Centered (Common, Strong)
10Secret ID
15Subtotal

     16Total

Spy, Double Agent, and Detective. If it is lost, they can find it. If it needs to be lost, they can make sure it stays lost. If a message needs to get through dangerous territory they can make that happen as well.