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 |
Cost | Skill/Talent/Power |
3 | Navigation (INT) |
1 | FAM: Gambling |
2 | PS: Airships Crew |
2 | KS: Airships |
1 | Weapon FAM: Swords/Knives |
2 | Weapon FAM: Common Small Arms |
11 | Subtotal |
Cost | Complications |
10 | Follows the Captains Orders, Common,
Moderate |
10 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
14 | Magic Pool (10 pt Pool, 10 pt Control) |
5 | Spell: EGO +1 Players Choice |
2 | KS: Alchemy |
21 | Subtotal |
Cost | Complications |
5 | Reputation - Wielder of Magic (Frequently, only a
small group) |
10 | Mystic Aura - Distinctive Features (Not Concealable,
Detectable Only With Unusual Senses) |
15 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
3 | Gambling (INT) |
3 | Lock Picking (DEX) |
3 | Sleight of Hand (DEX) |
3 | Stealth (DEX) |
3 | Streetwise (PRE) |
15 | Subtotal |
Cost | Complications |
10 | Watched by Police (PC Equal, Frequently, Watching) |
10 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
3 | Scholar |
2 | KS: Anatomy |
2 | KS: Medicine |
2 | KS: Hospitals |
2 | PS: Surgeon |
3 | Paramedics |
3 | 3 Points in Contacts |
3 | Deduction |
20 | Subtotal |
Cost | Complications |
5 | Reputation in Field (8-) |
10 | Psych: Hypocratic Oath (Common, Moderate) |
1 | Complication |
0 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
3 | KS: Engineering |
3 | KS: Steam Engines |
3 | KS: Clockwork |
3 | Mechanics |
12 | Subtotal |
Cost | Complications |
5 | Social Limitation: Engineer (dirty job, greasy, lower
class) (Frequently; Minor; Not Limiting In Some
Cultures) |
0 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
3 | KS: Theater gossip |
3 | PS: Entertainer |
1 | WF: Weapon of choice |
1 | Literacy |
3 | Jack of All Trades |
11 | Subtotal |
Cost | Complications |
5 | Social Limitation: Entertainer (not afforded respect
other professions receive) (Frequently; Minor; Not
Limiting In Some Cultures) |
0 | Subtotal |
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Singer, actor, and songwriter. The modern bard, or the world weary dancer.
Magus |
Cost | Skill/Talent/Power |
14 | Magic Pool (10 pt Pool, 10 pt Control) |
5 | Spell: EGO +1 Players Choice |
2 | KS: Magic |
2 | PS: Magic Theory |
23 | Subtotal |
Cost | Complications |
5 | Reputation - Wielder of Magic (Frequently, only a
small group) |
10 | Mystic Aura - Distinctive Features (Not Concealable,
Detectable Only With Unusual Senses) |
15 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
3 | Conversation |
3 | Literate w/up to 3 languages |
3 | AK: Empire |
3 | Speak language(choice) |
3 | High Society |
3 | Riding |
3 | Gambling |
3 | Tactics |
24 | Subtotal |
Cost | Complications |
15 | Noblesse Oblige (Psychological): Believes
those below them in station cannot take care of
themselves, Very Common, Moderate |
15 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
17 | Danger Sense (Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 11- |
15 | Better Lucky than Good: 3d6 Luck |
3 | Well-connected |
11 | 11 points in contacts |
1 | Reputation: Connected |
30 | Subtotal |
Cost | Complications |
15 | Psych; Curious (Common, Strong) |
15 | Subtotal |
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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 |
Cost | Skill/Talent/Power |
3 | PS: Cook |
3 | Barter |
3 | High Society |
3 | Conversation |
12 | Subtotal |
Cost | Complications |
5 | Social Limitation: Servant (seen but not heard)
(Frequently; Minor; Not Limiting In Some Cultures |
5 | Subtotal |
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Maid, butler, and menial. Looked down on, and often ignored, noble society would collapse without them.
Soldier |
Cost | Skill/Talent/Power |
4 | WF: Common Melee, Small Arms |
16 | +2 All Combat |
2 | PS: Soldier |
3 | Tactics |
1 | Soldier: Right to Bear Arms |
26 | Subtotal |
Cost | Complications |
5 | Social 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) |
10 | Rivalry with other Warriors (More Powerful, Group,
Professional, Unaware, Outdo) |
15 | Subtotal |
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Soldier, mercenary, and brawler. They are the best at what they do, but what they do isn't very nice.
Spy |
Cost | Skill/Talent/Power |
2 | Deep COver |
3 | +1 PER |
10 | +1 Overall Level |
3 | Bribery |
3 | Conversation |
3 | Persuasion |
3 | Streetwise |
3 | Acting |
10 | Contacts and/or Membership |
1 | Literate |
41 | Subtotal |
Cost | Complications |
15 | Psych: Self Centered (Common, Strong) |
10 | Secret ID |
15 | Subtotal |
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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.