Mutant Chronicles, Careers

Occupational  Templates
Academic Expert      
60 pointsYou are head deep in the old records, working on theories or overseeing a breakthrough. The laboratory, library, or college is your home from home..
Attributes: ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0].Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 12 [-5]; Per 12 [-5]; FP 10 [0]; Basic Speed5.00 [0]; Basic Move 5 [0].
Advantages: Language (of scholarship; None/Accented) [2]. • 20 points chosen from among IQ +1 [20], Claim to Hospitality (Universities) [5 to 10], Eidetic Memory [5], Language Talent [10], Single-Minded [5], Status [5/level], Tenure [5], or Versatile [5].
Disadvantages: -30 points chosen from among Absent-Mindedness [-15], Bad Sight (Nearsighted; Correctable) [-10], Bad Temper [-10*], Clueless [-10], Code of Honor (Professional) [-5], Combat Paralysis [-15], Curious [-5*], Delusions (Crazy pet theory) [-5], Duty (Teaching; 12 or less; Nonhazardous) [-5], Hard of Hearing [-10], Indecisive [-10*], Jealousy [-10], Odious Personal Habit (Lecturing) [-5], Oblivious [-5], Obsession (Proving theory) [-5*], Pacifism [-5 to -30], Post-Combat Shakes [-5*],  Stubbornness [-5], or Unfit [-5].
Primary Skills: Research (A) IQ+1 [4]-14. • Two “academic” skills such as Anthropology, Archaeology, Economics, Expert Skill (Egyptology, Political Science, etc.), Geography (any), History (any), Literature, Mathematics (Pure or Statistics), Psychology, or Sociology, all (H) IQ+1 [8]-14.
Secondary Skills: Two of Administration, Public Speaking, Teaching, or Writing, all (A) IQ [2]-13.
Background Skills: A total of 4 points in Savoir-Faire (Academic or High Society) (IQ/E), the other skills in this template, or more Languages.
 
Antiquities Dealer       
85 Points
Antiquities Dealers must often go far afield to find goods or markets. Far, of course, is a relative term – often doing business with and travelling across the solar system, selling rare, dangerous, and possibly even items made from Dark Technology, items that may, or may not, be legal. Besides, such items are not exactly “safe” to be carrying around anyway.
Antiquities dealers must be fairly knowledgeable about what they sell, even if what they’re selling is bogus. This template assumes a “hands-on” merchant who does a lot of traveling and negotiating in person.
Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-1/1d+2; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: 30 points chosen from among Business Acumen [10], Comfortable or Wealthy [10 or 20], Courtesy Rank 1-5 [1-5], Cultural Adaptability [10], Cultural Familiarity [1 or 2/culture], Eidetic Memory [5], G-Experience [1-10], Improved G-Tolerance [5-10], Independent Income 1-5 [1-5], Language Talent [10], Lightning Calculator [2], Luck [15], Rank 1-4 [5 -20], Serendipity [15], Status 1-2 [5-10], Unfazeable [15], or Versatile [5].
Disadvantages: -35 points chosen from among Bad Temper [-10*], Callous [-5], Chummy [-5], Code of Honor (Professional) [-5], Debt 1-10 [-1-10], Duty (to employer, 12-, nonhazardous) [-5], Greed [-15*], Honesty [-10*], Jealousy [-10], Miserliness [-10*], Overconfidence [-5*], Pacifism (Reluctant Killer) [-5], Post-Combat Shakes [-5*], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Administration (A) IQ [1]-12**, Accounting (H) IQ [4]-12, Current Affairs (Business) (E) IQ+2 [4]-14, Finance (H) IQ [4]-12, Law (Trade) (H) IQ [4]-12, Market Analysis (H) IQ [3]-12**, Merchant (A) IQ+2 [8]-14, connoisseur (art) (A) IQ [2]-12, Forgery (H) IQ [4]-12, and either Archaeology (H) IQ [4]-12, Expert Skill (Xenology) (H) IQ [4]-12, or Hidden Lore (Lost civilizations) (A) IQ+1 [4]-13.
Secondary Skills: Either Leadership (A) IQ [2]-12 or  Propaganda (A) IQ [2]-12; and any three of the following: Driving (any) (A) DX [2]-10, Freight Handling (A) IQ [2]-12, Navigation (any) (A) IQ [2]-12, Packing (A) IQ [2]-12, Piloting (any) (A) DX [2]-10, Shiphandling (any) (H) IQ-1 [2]-11, Spacer (E) IQ+1 [2]-13, or Teamster (A) IQ [2]-12.
Background Skills: Computer Operation (E) IQ [1]-12, First Aid (E) IQ [1]-12, one of the following: Brawling (E) DX [1]-10, or Guns (any) (E) DX [1] -10; and one of either Carousing (E) HT [1]-10 or Savoir-Faire (E) IQ [1]-12.
 
Detective      
110 pointsDetectives perform criminal investigations, usually as agents of a Megacorporation. In a Megacorporation they often specialize in a particular kind of crime. Exactly what constitutes a crime varies from Faction to Faction, and detectives serving what they believe to be a repressive regime may focus on rooting out political dissidents rather than thieves or murderers. Detective work involves a lot of science, though many prefer to rely on intuition and personal interviews with witnesses and suspects.
Private detectives have no official Faction, but by the same token have greater independence of action. Their job may overlap with that of bounty hunters, especially if they must pursue a culprit beyond the reach of Corporate Security. Detectives may fight mundane crime, or concentrate on bringing in Heretics, or rogue Brotherhood members who abuse their powers.
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 12 [4]; Will 12 [0]; Per 13 [5]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Legal Enforcement Powers [5], Police Rank 1 [5] and 25 points from among the following: Combat Reflexes [15], Danger Sense [15], Eidetic or Photographic Memory [5 or 10], Fearlessness 1-5 [2-10], Hard to Kill 1-5 [2-10], High Pain Threshold [10], Indomitable [15], Intuition [15], Legal Enforcement Powers [+5], Police Rank +1-3 [5-15], Rapid Healing [5], Single-Minded [5], Social Chameleon [5], or Unfazeable [15].
Disadvantages: Duty (police department, 12-) [-10], and choose a total of -25 points from among: Addiction (legal stimulants or Tobacco) [-5], Alcoholism [-15], Bad Temper [-10*], Bully [-10*], Callous [-5], Cannot Harm Innocents [-10], Code of Honor (Professional) [-5], Curious [-5*], Greed [-15*], Honesty [-10*], Intolerance (choose group) [-5], Jealousy [-10], Obsession (capturing specific person) [-5*], On The Edge [-15*], Paranoia [-10], PostCombat Shakes [-5*], Sense of Duty (Fellow officers) [-5], Sense of Duty (Civilians) [-10], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Criminology (A) IQ+2 [8]-14, Forensics (H) IQ [4]-12, Interrogation (A) IQ [2] -12, Law (region) (H) IQ [4]-12, Observation (A) Per+1 [4]-14, Research (A) IQ [2]-12,
Secondary Skills: Area Knowledge (jurisdiction) (E) IQ [1]-12, Driving (Auto or Hovercraft) (A) DX [2]-11, Electronics Operation (Security or Surveillance) (A) IQ [2]-12, Forced Entry (E) DX [1] -11, Search (A) Per [2]-13, one of Guns (Automatic, Pistol or Shotgun) (E) DX+1 [2]-12.
Background Skills: Computer Operation (E) IQ [1]-12, First Aid (E) IQ [1]-12, Savoir-Faire (Police) (E) IQ [1]-12, Streetwise (A) IQ [2]-12, and one of Brawling (E) DX+1 [2]-12 or Fast-Draw (weapon) (E) DX+1 [2]-12.
Doctor      
90 Points
Stay out of trouble, your mother said. If she could see you now – dodging bullets on the street, dealing with drugged up gangers, or mad old freaks, just to patch them up so they can go out and do it again..
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: 20 points from among: Comfortable Wealth [10], High Manual Dexterity 2 [10], Healer [10], Intuition [15], Status 1-2 [5-10], Unfazeable [15], Versatile [5].
Disadvantages: Choose -35 points from among: Code of Honor (Hippocratic Oath) [-5], Charitable [-15*], Combat Paralysis [-15], Duty (12-, nonhazardous) [-5], Honesty [-10*],  Overconfidence [-5*], Pacifism (Cannot Kill or Self Defense) [-15], Workaholic [-5].
Primary Skills: Diagnosis (H) IQ+1 [8]-14, Physician (H) IQ+1 [8] -14, and either Bioengineering (any) (H) IQ+1 [8]-14 or Surgery (any) (H) IQ+1 [8]-14.
Secondary Skills: Electronic Operation (Medical) (A) IQ [2] -13, Hazardous Materials (any) (A) IQ [2]-13, Law (Medical) (H) IQ-1 [2]-12, Pharmacy (H) IQ-1 [2]-12, Physiology (H) IQ-1 [2] -12, Psychology (H) IQ-1 [2]-12. Background Skills: Biology (any) (H) IQ [4]-13, Chemistry (H) IQ-1 [2]-12, Computer Operation (E) IQ [1]-13, Research (A) IQ-1 [1]-12, Savoir-Faire (High Society) (E) IQ [1]-13.
 
Explorer      
150 pointsOut in the cold hard depths of space a quick mind and steady nerves are vital. You know how to fi anything your life relies on, and you are never far from a vacuum suit. These old ships have been going for centuries, but look after them and they will see you through one more journey. Explorers venture into unknown territory to find out what’s there. They must be adaptable and tough if they want to get home and tell anybody what they’ve discovered.
Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 15 [6]; Will 12 [0]; Per 12 [0]; FP 15 [9]; Basic Speed 6 [0]; Basic Move 6 [0].
Advantages: 20 points chosen from among Absolute Direction [5], Combat Reflexes [15], Cultural Adaptability [10], Danger Sense [15], Fearlessness 1-5 [2-10], Fit [5], G-Experience [1-10], High Pain Threshold [10], Improved G-Tolerance [5-10], Language Talent [10], Luck [15], Outdoorsman [10],  Rank 1-4 [5-20], Rapid Healing [5], Serendipity [15], Single-Minded [5], and Unfazeable [15].
Disadvantages: -35 points chosen from among Curious [-5*], Honesty [-10*], Jealousy [-10], Loner [-5*], Miserliness [-10*], Obsession (reaching a particular place) [-5*], Overconfidence [-5*], Pacifism (Cannot Kill or Self-Defense Only) [-15], Post-Combat Shakes [-5*], Sense of Duty (Comrades) [-5], Stubbornness [-5], Workaholic [-5], or Xenophilia [-10*].Primary Skills: Cartography (A) IQ [2]-12, Geography (Physical, choose planet type) (H) IQ [4] -12, Navigation (Sea, Air or Land) (A) IQ+2 [8]-14, and any two of the following: Boating (any) (A) DX [2]-12, Driving (any) (A) DX [2]-12, Hiking (A) HT [2]-12, Piloting (any) (A) DX [2]-12, Scuba (A) IQ [2]-12, Submarine (any) (A) DX [2]-12, or Vacc Suit (A) DX [2]-12.Primary Skills: Cartography (A) IQ [2]-12, Geography (Physical, choose planet type) (H) IQ [4] -12, Navigation (Sea, Air or Land) (A) IQ+2 [8]-14, and any two of the following: Boating (any) (A) DX [2]-12, Driving (any) (A) DX [2]-12, Hiking (A) HT [2]-12, Piloting (any) (A) DX [2]-12, Scuba (A) IQ [2]-12, Submarine (any) (A) DX [2]-12, or Vacc Suit (A) DX [2]-12.
Secondary Skills: Biology (choose planet type) (VH) IQ-2 [2]-10, Survival (any) (A) Per [2]-12, and either Electronic Operation (Communication, Scientific, Sensor, or Sonar) [A] IQ [2]-12 or Photography (A) IQ [2]-12.
Background Skills: Computer Operation (E) IQ [1]-12, First Aid (E) IQ [1]-12, Swimming (E) HT [1]-12, Writing (A) IQ [2]-12, and one of the following: Guns (any) (E) DX [1]-12, Brawling (E) DX [1]-12, Crossbow (E) DX [1]-12,
 
Megacorporation Soldier     
110 pointsIt is a good life, ensuring accommodation and three square meals a day. It toughens you up, and puts a solid gun in your hands. It is not an easy life – there is always some new and dangerous challenge to face, or some new war to fight. Maybe you will get lucky and join one of the elite outfits.
Attributes: ST 11 [10]; DX 12 [40]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 6 [5]; Basic Move 6 [0].
Advantages: Military Rank 0 [0], and 20 points chosen from among Ambidexterity [5], Combat Reflexes [15], Fit or Very Fit [5 or 15], High Pain Threshold [10], Rank 1-2 [5-10], Rapid Healing [5], +1 to ST or HT [10], +1 to +5 to HP [2-10], and +1 to +4 to Per [5-20].
Disadvantages: Duty (15 or less) [-15] and -20 points chosen from among Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Code of Honor (soldier’s) [-10], Compulsive Carousing or Spending [-5*], add Extremely Hazardous to Duty [-5], Fanaticism [-15], Flashbacks (Mild) [-5], Gullibility [-10*], Honesty [-10*], Impulsiveness [-10*], Lecherousness [-15*], Overconfidence [-5*], PostCombat Shakes [-5*], Sense of Duty (Comrades) [-5].
Primary Skills: Soldier (A) IQ+2 [8] -12, and Guns (any) (E) DX+2 [4]-14.
Secondary Skills: Driving (any) (A) DX [2]-12, Explosives (any) (A) IQ [2]-10, Scrounging (E) Per [1]-10, and either Brawling (E) DX [1]-12 or Knife (E) DX [1] -12.
Background Skills: Computer Operation (E) IQ [1]-10, First Aid (E) IQ [1]-10.
 
Scientist     
75 points
You are employed by a smaller freelance corporation as a scientist. Your experiences and education are mainly within the Technical field of expertise. Because of the sterile and isolated environment in the labs, you may have lost contact  with reality. People might 6r, find you cold, distant or even a little crazy.
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: 20 points chosen from among Eidetic Memory [5], Fit [5], G-Experience [1-10], High Manual Dexterity 1-2 [5-10], Language Talent [10], Lightning Calculator or Intuitive Mathematician [2 or 5], Mathematical Ability 1 [10], Reputation +1 (among scientists in field) [1 per level], Security Clearance [5], Serendipity [15], Single-Minded [5], Status 1-2 [5-10], Tenure [5], Unfazeable [15], Versatile [5] or +1 to +2 Per [5-10].
Disadvantages: -35 points chosen from among Absent-Mindedness [-15], Clueless [-10], Code of Honor (Professional) [-5], Combat Paralysis [-15], Curious [-5*], Gullibility [-10*], Honesty [-10*], Indecisive [-10*], Jealousy [-10], Loner [-5*], Miserliness [-10*], Obsession (solving a particular problem) [-5*], Overconfidence [-5*], Pacifism (Cannot Kill or Self-Defense Only) [-15], Post-Combat Shakes [-5*], Reputation -1 (among scientists in field, as a sloppy researcher or crackpot) [varies], Shyness [-5 or -10], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or Xenophilia [-10*].
Primary Skills: Research (A) IQ+1 [4]- 14, and any two of: Anthropology, Archaeology, Astronomy, Bioengineering (any), Biology (any), Chemistry, Computer Programming, Economics, Expert Skill (any), Engineer (any), Geography, Geology, Mathematics (any), Metallurgy, Paleontology (any), Physics (any), Psychology, or Sociology – all are (H) IQ+1 [8] -14.
Secondary Skills: Teaching (A) IQ-1 [1]-12, Writing (A) IQ-1 [1]-12; one of: Cartography (A) IQ-1 [1] -12, Electronic Operation (Scientific, Sensor, or Sonar) (A) IQ-1 [1]-12 or Photography (A) IQ-1 [1]-12; and one of: Hazardous Materials (any) (A) IQ [2]-13, Scuba (A) IQ [2]-13, Survival (any) (A) Per [2]-13, or Vacc Suit (A) DX [2]-10. Background Skills: Computer Operation (E) IQ [1]-13, First Aid (E) IQ [1]-13, Public Speaking (A) IQ-1 [1]-12, Scrounging (E) Per [1]-13, Swimming (E) HT [1]-10
 
Secret Agent       
100 points
With so many factions vying for secrets, there is plenty of work for those who know how to find them. Maybe you are in-house with one of the corporations, or a freelancer working for the highest bidder. Just watch your back. You seem to have a natural niche working for the Megacorporations.
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 12 [4]; Will 12 [0]; Per 13 [5]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Security Clearance [5] and 25 points from among the following: Combat Reflexes [15], Cultural Adaptability or Xeno-Adaptability [10 or 20], Cultural Familiarity [1 or 2/culture], Danger Sense [15], Eidetic or Photographic Memory [5 or 10], Fearlessness 1-5 [2-10], High Pain Threshold [10], Indomitable [15], Intuition [15], Language Talent [10], LegalEnforcement Powers [5-15], Legal Immunity [5-20], Rank (Military or Administrative) 1-4 [5-20], Security Clearance +1 [5], Single-Minded [5], Social Chameleon [5], Unfazeable [15], Versatile [5].
Disadvantages: Duty (agency, 12-) [-10], and choose a total of -25 points from among: Addiction (legal stimulants or Tobacco) [-5], Alcoholism [-15], Bloodlust [-10*], Callous [-5], Code of Honor (Professional) [-5], Curious [-5*], Loner [-5*], On The Edge [-15*], Paranoia [-10], Post-Combat Shakes [-5*], Secret (Undercover agent) [-20], Sense of Duty (Fellow agents) [-5], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Area Knowledge (any) (E) IQ+2 [4]-14, Current Affairs (any) (E) IQ+2 [4]-14, Law (international) (H) IQ [4] -12, and one of: Acting (A) IQ+2 [8]-14, Observation (A) Per+2 [8]-15, or Research (A) IQ+2 [8] -14.
Secondary Skills: Choose 12 points from among the following: Guns (Pistol) (E) DX+1 [2]-12, Computer  Programming (H) IQ [4]-12, Computer Hacking (VH) IQ-1 [4]-11, Cryptography (H) IQ [4] -12, Detect Lies (H) Per-1 [2]-12, Diplomacy (H) IQ [4]-12, Driving (any) (A) DX [2]-11, Electronics Operation (Communications, Security or Surveillance) (A) IQ [2]-12, Expert Skill (Political Science or Xenology) (H) IQ [4]-12, Fast Talk (A) IQ [2]-12, Forgery (H) IQ [4]-12, Guns (Automatic, Pistol or Shotgun) (E) DX+1 [2]-12, Holdout (A) IQ [2]-12, Intelligence Analysis (H) IQ [4]-12, Interrogation (A) IQ [2]-12, Lockpicking (A) IQ [2]-12, Propaganda (A) IQ [2]-12, or Shadowing (A) IQ [2]-12.
Background Skills: Computer Operation (E) IQ [1]-12, First Aid (E) IQ [1]-12, Savoir-Faire (E) IQ [1]-12 or Streetwise (A) IQ-1 [1]-11, and either Brawling (E) DX [1]-11 or Fast-Draw (weapon) (E) DX [1]-11. Superspy (150 points): DX 12 [20]; add 20 points from among: Gizmos 1-3 [5-15], Hard to Kill 1-5 [2-10], High TL [5], Luck [15], Rapid Healing [5], Security Clearance +1 [+5], Smooth Operator 1 [15]; add  Overconfidence [-5*] and Trademark [-5] to disadvantage options; add Disguise (A) IQ [2] -12, Judo (H) DX [4]-12, Stealth (A) DX [2]-12, and either Connoisseur (any) (A) IQ-1 [1] -11 or Fast-Draw (any) (E) DX [1]-12.
Technician      
55 Points
You have got a fitful of parts and a head full of plans. Just about everyone in The Solar System can use all of those advanced devices, but technicians are the ones who understand how they work, and can repair, improve, or build them.
Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: Choose 20 points from among: Artificer 1-2 [10-20], Eidetic Memory [5], Gizmos [5-15], High Manual Dexterity 1 -2 [5-10], Intuitive Mathematician [5], Lightning Calculator [2], Mathematical Ability [10], Security Clearance [5], Serendipity [15], Single-Minded [5], Versatile [5] or +1 to +2 Per [5-10].
Disadvantages: A total of -10 points from among: Addiction (cheap, legal stimulant or tobacco) [-5], Absent-Mindedness [-15], Clueless [-10], Code of Honor (professional) [-5], Combat Paralysis [-15], Curious [-5*], Gullibility [-10*], Honesty [-10*], Indecisive [-10*], Loner [-5*], Miserliness [-10*], verconfidence [-5*], Pacifism (Reluctant Killer) [-5], PostCombat Shakes [-5*], Shyness (Mild or Severe) [-5 or -10], Stubbornness [-5], Truthfulness [-5*], or Workaholic [-5]. Primary Skills: Any two of: Armory (any), Electrician, Electronics Repair (any), Explosives (any), Lockpicking, Machinist, or Mechanic (any) – all are (A) IQ+2 [8]-13, or Computer Programming (H) IQ+1 [8]-12.
Secondary Skills: Electronics Operation (any) (A) IQ [2]-11, Hazardous Materials (any) (A) IQ [2]-11, and either NBC Suit (A) DX [2]-10 or Vacc Suit (A) DX [2]-10.
Background Skills:. Computer Operation (E) IQ [1]-11, First Aid (E) IQ [1]-11, Scrounging (E) Per [1]-11. Inventor (100 points): Increase IQ to 12 [20]; add Gadgeteer [25]. * Multiplied for self-control number; see p. B120.
Iconic Career Templates
Note: Iconic Career Templates may only be purchased if you belong to that career’s Faction.
Imperial
Conquistador      
170 Points
Heroic explorers, spies, traders, and warriors; the Imperial Conquistadors are a class unto themselves. Issued with a Letter of Marque by the Serenity, they are free to use whatever means they require to advance Imperial’s ambitions as long as they can justify their actions to the Houses of Parliament. Many are recruited from one of the divisions of Imperial Security Command.
The typical Conquistador is confident, brash, and larger-than-life. Their equipment and vehicles are all of the highest quality and well maintained, partly to live up to their reputations as the best-of-the best, but also due to the more pragmatic knowledge that they often operate far from help and need reliability. When ‘in civilization’ they favor exquisite suits, but when they are in deep space they are just as comfortable in armored spacesuits
Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 15 [6]; Will 12 [0]; Per 12 [0]; FP 15 [9]; Basic Speed 6 [0]; Basic Move 6 [0].
Advantages: 20 points chosen from among Absolute Direction [5], Combat Reflexes [15], Cultural Adaptablility [10], Danger Sense [15], Fearlessness 1-5 [2-10], Fit [5], G-Experience [1-10], High Pain Threshold [10], Improved G-Tolerance [5-10], Language Talent [10], Luck [15], Outdoorsman [10], Rank 1-4 [5-20], Rapid Healing [5], Serendipity [15], Single-Minded [5], and Unfazeable [15].
Disadvantages: -35 points chosen from among Curious [-5*], Honesty [-10*], Jealousy [-10], Loner [-5*], Miserliness [-10*], Obsession (reaching a particular place) [-5*], Overconfidence [-5*], Pacifism (Cannot Kill or Self-Defense Only) [-15], Post-Combat Shakes [-5*], Sense of Duty (Comrades) [-5], Stubbornness [-5], Workaholic [-5], or Xenophilia [-10*].
Primary Skills: Navigation (Sea, Air or Land) (A) IQ+2 [8]-14, and any two of the following: Boating (any) (A) DX [2]-12, Driving (any) (A) DX [2]-12, Hiking (A) HT [2]-12, Piloting (any) (A) DX [2]-12, Scuba (A) IQ [2]-12, Submarine (any) (A) DX [2]-12, or Vacc Suit (A) DX [2]-12.
Secondary Skills: Biology (choose planet type) (VH) IQ-2 [2]-10, either Electronic Operation (Communication, Scientific, Sensor, or Sonar) [A] IQ [2]-12 or Photography (A) IQ [2]-12, Diplomacy (H) IQ+2 [12]-14, Expert Skill (Xenology) (H) IQ+2 [12]-14, and Linguistics (H) IQ [4]-12.
Background Skills: Computer Operation {E) IQ [1]-12, First Aid (E) IQ [1]-12, Swimming (E) HT [1]-12, Writing (A) IQ [2]-12, and one of the following: Brawling (E) DX [1]-12, Crossbow (E) DX [1]-12, or Guns (any) (E) DX [1]-12.
Mishima
Shadow Walker     
200 Points Industrial spies, corporate extraction specialists, and sometimes killers. Their name comes from the dreaded Shadow Walker Cult – a heretical order of assassins suppressed many years ago, or so Mishima management would have its employees believe. The more mundane shadow walkers are dangerous enough in their own right.
Extensively trained in stealth, espionage, and combat, shadow walkers are the ultimate deniable assets, hired by corporate lords desperate enough to cross the boundaries of honour.
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 12 [4]; Will 12 [0]; Per 13 [5]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Security Clearance [5] and 25 points from among the following: Combat Reflexes [15], Cultural Adaptability or Xeno-Adaptability [10 or 20], Cultural Familiarity [1 or 2/culture], Danger Sense [15], Eidetic or Photographic Memory [5 or 10], Fearlessness 1-5 [2-10], High Pain Threshold [10], Indomitable [15], Intuition [15], Language Talent [10], LegalEnforcement Powers [5-15], Legal Immunity [5-20], Rank (Military or Administrative) 1-4 [5-20], Security Clearance +1 [5], Single-Minded [5], Social Chameleon [5], Unfazeable [15], Versatile [5].
Disadvantages: Duty (Mishima, 12-) [-10], and choose a total of -25 points from among: Addiction (legal stimulants or Tobacco) [-5],  Alcoholism [-15], Bloodlust [-10*], Callous [-5], Code of Honor (Professional) [-5], Curious [-5*], Loner [-5*], On The Edge [-15*], Paranoia [-10], Post-Combat Shakes [-5*], Secret (Undercover agent) [-20], Sense of Duty (Fellow Shadow Walkers) [-5], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Area Knowledge (any) (E) IQ+2 [4]-14, Current Affairs (any) (E) IQ+2 [4]-14, Law (international) (H) IQ [4] -12, and one of: Acting (A) IQ+2 [8]-14, Observation (A) Per+2 [8]-15, or Research (A) IQ+2 [8] -14, Add 80 points chosen from among Blunt Claws [3], Combat Reflexes [15], Cultural Adaptability [10], Damage Resistance 1-2 (Partial, Hands, -40%; Tough Skin, -40%) [1-2], Enhanced Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4 [15/level], Gizmos (Only for style, -20%) [4/level], Heroic Archer [20], Innate Attack [Varies], Social Chameleon [5], Striker (Crushing) [5], Trained by a Master [30], or Weapon Master [20-45]. You must take either Trained by a Master or Weapon Master!.
Secondary Skills: Choose 12 points from among the following:Melee (Sword) (E) DX+1 [2]-12, Computer  Programming (H) IQ [4]-12, Computer Hacking (VH) IQ-1 [4]-11, Cryptography (H) IQ [4] -12, Detect Lies (H) Per-1 [2] -12, Diplomacy (H) IQ [4]-12, Driving (any) (A) DX [2]-11, Electronics Operation (Communications, Security or Surveillance) (A) IQ [2]-12, Expert Skill (Political Science or Xenology) (H) IQ [4]-12, Fast Talk (A) IQ [2]-12, Forgery (H) IQ [4]-12, Guns (Automatic, Pistol or Shotgun) (E) DX+1 [2]-12, Holdout (A) IQ [2]-12, Intelligence Analysis (H) IQ [4] -12, Interrogation (A) IQ [2]-12, Lockpicking (A) IQ [2]-12, Propaganda (A) IQ [2]-12, or Shadowing (A) IQ [2]-12.
Background Skills: Computer Operation (E) IQ [1]-12, First Aid (E) IQ [1]-12, Savoir-Faire (E) IQ [1]-12 or Streetwise (A) IQ-1 [1]-11, and either Brawling (E) DX [1]-11 or Fast-Draw (weapon) (E) DX [1]-1, Add 20 points in any of the following: Invisibility Art (VH) IQ-3(7) -1, Light Walk (H) DX-2(8)-1, and Lizard Climb (H) DX-2(8)-1
 
Cybertronic
Cyberscientist       
100 points
The best and brightest Cybertronic has to offer; their brains have been enhanced to calculate at inhuman speeds and their minds are finely tuned to the world of machines. Technical expertise is the Cyberscientist’s specialty. While they can repair, jury-rig, or design current technology, their real talent lies in creating the new, stunning leaps in human imagination Cybertronic is known for. Their imagination is the only limitation, and their imagination is vast and cyber enhanced.
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: 20 points chosen from among Eidetic Memory [5], Fit [5], G-Experience [1-10], High Manual Dexterity 1-2 [5-10], Language Talent [10], Lightning Calculator or Intuitive Mathematician [2 or 5], Mathematical Ability 1 [10], Reputation +1 (among scientists in field) [1 per level], Security Clearance [5], Serendipity [15], Single-Minded [5], Status 1-2 [5-10], Tenure [5], Unfazeable [15], Versatile [5] or +1 to +2 Per [5-10], Independent Income 3(3), Gizmo 1(5)
Disadvantages: -35 points chosen from among Absent-Mindedness [-15], Clueless [-10], Code of Honor (Professional) [-5], Combat Paralysis [-15], Curious [-5*], Gullibility [-10*], Honesty [-10*], Indecisive [-10*], Jealousy [-10], Loner [-5*], Miserliness [-10*], Obsession (solving a particular problem) [-5*], Overconfidence [-5*], Pacifism (Cannot Kill or Self-Defense Only) [-15], Post-Combat Shakes [-5*], Reputation -1 (among scientists in field, as a sloppy researcher or crackpot) [varies], Shyness [-5 or -10], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or Xenophilia [-10*].
Primary Skills: Engineer/TL 9 (Electronics)(H) IQ [24]-13, Electronics Repair (A) /TL 9 (Medical), IQ-1 [12]-12
Secondary Skills: Teaching (A) IQ-1 [1]-12, Writing (A) IQ-1 [1]-12; one of: Cartography (A) IQ-1 [1] -12, Electronic Operation (Scientific, Sensor, or Sonar) (A) IQ-1 [1]-12 or Photography (A) IQ-1 [1]-12; and one of: Hazardous Materials (any) (A) IQ [2]-13, Scuba (A) IQ [2]-13, Survival (any) (A) Per [2]-13, or Vacc Suit (A) DX [2]-10.
Background Skills: Computer Operation (E) IQ [1]-13, First Aid (E) IQ [1]-13, Public Speaking (A) IQ-1 [1]-12, Scrounging (E) Per [1]-13, Swimming (E) HT [1]-10
Capitol
Action Movie Star      
200 pointsYou are the voice, face, body, and personality that shines in Capitol’s entertainment empire. You wield your fame with aplomb and might even come to have high political influence someday. It would surprise many a citizen to realize you are trained not just to smile and pose well, but also to spy on targets during premiere tours. You also have the necessary fighting skills to defend yourself if the spotlight of suspicion ever falls on you             
Most of your moves are faked and choreographed, but you train at the martial arts to improve your odds of getting a plum role. A lot of your fans think you’re the real deal. You know the truth though – you are  the real deal. Just remember not to let anyone forget it!
Attributes: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 5.00 [-20]; Basic Move 5 [0].
Advantages: 15 points chosen from among ST +1 [10], Appearance (Attractive) [4] or (Handsome) [12], Charisma 1-3 [5/level], Fashion Sense [5], Fit [5], Languages (any) [2-6/language], Reputation [Varies], Shtick [1], Smooth Operator 1 [15], or Voice [10]. • An additional 20 points chosen from among the above traits or Contacts (any) [Varies], Daredevil [15], Luck [15], Signature Gear [Varies], Status 1 or 2 [5 or 10], or Wealth (Comfortable) [10] or (Wealthy) [20],  G-Experience [1 to 10] and Improved G-Tolerance [5 or 10
Perks: Style Familiarity (own style) [1]
Disadvantages: -15 points chosen from among Code of Honor (“The show must go on!”) [-5], Debt 1-20 [-1/level], Duty (Contract; Nonhazardous; 12 or less) [-5], Greed [-15*], Impulsiveness [-10*], or Obsession (Become #1 at the box office) [-10*]. • A further -25 points chosen from among Addiction [Varies], Alcoholism [-15], Bad Temper [-10*], Compulsive Carousing [-5*], Delusions [-5 to -15], Jealousy [-10], Lecherousness [-15*], Overconfidence [-5*], Pacifism (Reluctant Killer) [-5] or (Cannot Kill) [-15], Reputation [Varies], Selfish [-5*], Slow Riser [-5], or Stubbornness [-5].
Primary Skills: Performance (A) IQ+2 [8]-13; Stage Combat (A) DX+1 [4]-13; and 20 points in the skills and techniques of an art or sport style (see Chapter 5).
Secondary Skills: Pick four of Acrobatics (H) DX-1 [2]-11, Acting (A) IQ [2]-11, Dancing (A) DX [2]-12, Makeup (E) IQ+1 [2]-12, Professional Skill (Modeling) (A) IQ [2]-11, Public Speaking (A) IQ [2]-11, Singing (E) HT+1 [2]-13, or Skiing (H) HT-1 [2]-11
Background Skills: 4 points chosen from among Sports (Golf, Tennis, etc.), DX/A; Current Affairs (Popular Culture) or Savoir-Faire (High Society), both IQ/E; Connoisseur (any) or Fast-Talk, both IQ/A; Carousing, HT/E; or Sex Appeal, HT/A
Lenses Cinematic (100 points): Add 80 points chosen from among Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 [5 or 10/level], Enhanced Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%) [30 or 60], Gizmos (Only for style, -20%) [4/level], Heroic Archer [20], Innate Attack [Varies], Rapier Wit [5], Serendipity 1-4 [15/level], Trained by a Master [30], Weapo Centern Master [20-45], or extreme levels of traits on the realistic template: Appearance (Very Handsome) [16] or (Transcendent) [20], Charisma 4-12 [5/level], Luck (Extraordinary) [30] or (Ridiculous) [60], Smooth Operator 2-4 [15/level], and Wealth (Very Wealthy) [30] or (Filthy Rich) [50]. You must take either Trained by a Master or Weapon Master! • Add 20 points in your style’s cinematic skills (and prerequisites); Flying Leap, Light Walk, and Lizard Climb suit wuxia stars who do their stunts for real.
Bauhaus
Merchant Captain
169 Points
Bauhaus organizes its own fleets of freighters and merchant vessels. The captains of these vessels are experienced pilots who need a fairly broad skillset. Many specialize in the transport of a particular type of freight, and develop some expertise in these items in order to better take stock of them. Many develop the skills of a negotiator.
Whilst they rarely do the actual deals for the products they transport, they may be able to strike lucrative bargains when they collect the goods, or make profitable sales of add-ons when they deliver them. Some may even be tempted to further line their pockets by involving themselves in smuggling operations. Merchant captains are usually drawn from the nobility or those who have learned to pilot spacecraft as part of their military service.
Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-1/1d+2; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: 30 points chosen from among Business Acumen [10], Comfortable or Wealthy [10 or 20], Courtesy Rank 1-5 [1-5], Cultural Adaptability [10], Cultural Familiarity [1 or 2/culture], Eidetic Memory [5], G-Experience [1-10], Improved G-Tolerance [5-10], Independent Income 1-5 [1-5], Language Talent [10], Lightning Calculator [2], Luck [15], Rank 1-4 [5 -20], Serendipity [15], Status 1-2 [5-10], Unfazeable [15], or Versatile [5].
Disadvantages: -35 points chosen from among Bad Temper  [-10*], Callous [-5], Chummy [-5], Code of Honor (Professional) [-5], Debt 1-10 [-1-10], Duty (to employer, 12-, nonhazardous) [-5], Greed [-15*], Honesty [-10*], Jealousy [-10], Miserliness [-10*], Overconfidence [-5*], Pacifism (Reluctant Killer) [-5], Post-Combat Shakes [-5*], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Administration (A) IQ [1]-12**, Accounting (H) IQ [4]-12, Current Affairs (Business) (E) IQ+2 [4]-14, Finance (H) IQ [4]-12, Law (Trade) (H) IQ [4]-12, Market Analysis (H) IQ [3]-12**, Merchant (A) IQ+2 [8]-14, one of Expert Skill (Xenology) or Geology (alien world type), both (H) IQ [4]-12, or Biology (alien world type) (VH) IQ-1 [4]-11.
Secondary Skills: Either Leadership (A) IQ [2]-12 or Propaganda (A) IQ [2]-12; and any three of the following: Driving (any) (A) DX [2]-10, Freight Handling (A) IQ [2]-12, Navigation (any) (A) IQ [2]-12, Packing (A) IQ [2]-12, Piloting (any) (A) DX [2]-10, Shiphandling (any) (H) IQ-1 [2]-11, Spacer (E) IQ+1 [2]-13, or Teamster (A) IQ [2]-12.
Background Skills: Computer Operation (E) IQ [1]-12, First Aid (E) IQ [1]-12, one of the following: Brawling (E) DX [1]-10, or Guns (any) (E) DX [1] -10; and one of either Carousing (E) HT [1]-10 or Savoir-Faire (E) IQ [1]-12
The Brotherhood
Mystic
330 points
MsoNormal">At the heart of the Brotherhood are the Mystics. Found both within their own Directorate, and in support of the other three, a Brotherhood Mystic is a powerful ally and a terrifying foe. They are the most accomplished and capable spell casters amongst all of humanity.
>Advancement through the ranks is arduous, requiring nothing less than absolute devotion and determination, both to achieve greater levels of mastery of the Arts, and to fortify  themselves against the Darkness. The greatest amongst them, the Keepers of the Art, are some of the most powerful people in the system, and their attentions are devoted wholly to matters concerning the war against darkness and the survival of humanity
Attributes: ST 11 [10]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 15 [8]; Will 16 [5]; Per 15 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].
Advantages: Combat Reflexes [15]; Luck [15]; and Parapsychologist 2 [10]. • 20 points in psionic Talent(s) (MH1: 48). • One of the 15-point lenses from P 6-9. • 50 points in psionic abilities (MH1: 45-48); put leftovers into the following advantages. • Another 20 points chosen from among ST +1 or +2 10/level], DX +1 [10], IQ +1 [20], HT +1 to +3  [10/level], HP +1 to +3 [2/level], FP +1 to +3 [3/level], Basic Speed +1.00 [20], Absolute Direction [5], Absolute Timing [2], Acute Senses (any) [2/level], Ally (Sidekick, p. 19; Built on 50%; 12 or less, 15 or less, or Constantly) [4, 6, or 8], Animal Empathy [5], Auto-trance [1], Brave [1], Charisma [5/level], Common Sense [10], Danger Sense [15], Destiny [5 to 15], Eidetic Memory [5] or Photographic Memory [1 0], Enhanced Dodge 1 [15], Equipment Bond [1/item], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], High Pain Threshold [10], Intuition [15], Magic Resistance [2/level], Parapsychologist 3-4 [5/level], Patrons [10 to 40], Prophetic Dreams (p. 23) [5], Quick Reload (any) [1], Rapid Healing [5] or  Regeneration (Slow) [10], Resistant [Varies], Sensitive [5] or Empathy [15], Serendipity [15/level], Signature Gear [Varies], Wild Talent [20/level], Wealth [Varies], additional psionic Talent [5/level], or replace Luck [15] with Extraordinary Luck [30] for 15 points.
Disadvantages: -15 points chosen from among Absent-Mindedness [-15], Bully [-10*], Callous [-5], Compulsive Snooping [-5* or -10*]†, Flashbacks [Varies], Nightmares [-5*], Odious Personal Habit (Arrogant) [-5], Overconfidence [-5*], Pyromania [-5*], Supersensitive [-15], Trickster [-15*], or Truthfulness [-5*]. • Another -20 points chosen from among the previous traits or Addiction (Psi-Boost; p. 58) [-15]; Berserk [-10*], Charitable [-15*], Chummy [-5] or Gregarious [-10] or Loner [-5*], Delusion (“I can solve any problem with my psi!”) [-10], Shyness [Varies], Skinny [-5], or Sleepwalker [-5]. • A further -20 points chosen from among the previous traits or Alcoholism [-15], Appearance [Varies], Bad Sight (Mitigator, Glasses, -60%) [-10], Bad Temper [-10*], Curious [-5*], Enemies [Varies], Impulsiveness [-10*], Low Self-Image [-10], No Sense of Humor [-10], Wealth [Varies], or Vow (Never kill a human) [-10].
Primary Skills: Expert Skill (Psionics) and Psychology, both (H) IQ+1 [2]-16‡; Mental Strength (E) Will+2 [4]-18; and Mind Block (A) Will [2]-16. • Three of Body Sense (H) DX-1 [2]-11; Electronics Operation (Psychotronics) (A) IQ+2 [2]-17‡; Engineer (Psychotronics)§ (H) IQ-1 [2]-14; Hypnotism or Physics (Paraphysics)§, both (H) IQ+1 [2]-16‡; Autohypnosis (H) Will-1 [2]-15; or 2 points to raise one of these skills by one level. • 4 points spent on non-psi-related skills from Know Thy Enemy (p. 16).
Secondary Skills: Brawling (E) DX+2 [4]-14; Occultism (A) IQ+1 [1]-16‡; and Wrestling (A) DX+1 [4]-13. • Five of Stealth (A) DX [2]-12; Acting, Fast-Talk, Interrogation, Photography, Research, or Streetwise, all (A) IQ [2]-15; Chemistry, Computer Programming, Diagnosis, Diplomacy, Intelligence Analysis, or Physician, all (H) IQ-1 [2]-14; Biology or Computer Hacking , both (VH) IQ-2 [2]-13; Intimidation (A) Will [2]-16; Body Language, Observation, or Search, all (A) Per [2]-15; or Detect Lies (H) Per-1 [2]-14. • Two of Crossbow, Guns (Pistol, Rifle, Shotgun, or SMG), or Liquid Projector (Flamethrower or Sprayer), all (E) DX+2 [4]-14. • One of Knife (E) DX+2 [4]-14 or Axe/Mace, Broadsword, Shortsword, or Spear, all (A) DX+1 [4]-13.Background Skills: Six of Driving (Automobile or Motorcycle) (A) DX-1 [1]-11; Area Knowledge (any), Computer Operation, Current Affairs (any), First Aid, or Gesture, all (E) IQ [1]-15; Electronics Repair (Psychotronics), Gambling, Public Speaking, Speed-Reading, Teaching, or Writing, all (A) IQ-1 [1]-14; Electronics Operation (Medical or Scientific) (A) IQ+1 [1]-16‡ Mathematics (Applied) or Tactics, both (H) IQ-2 [1]-13; Weird Science (VH) IQ-3 [1]-12; Swimming (E) HT [1]-12; or Meditation (H) Will-2 [1]-14
Multiplied for self-control number; see p. B120.† Worth -5 points* if you eavesdrop, go through mail, peek in desks, etc., or -10 points* if you also use Mind Reading and/or Mind Probe to steal secrets.‡ Includes +2 from Parapsychologist.§ Requires Mathematics (Applied) prerequisite (from background skills).¶ Requires Computer Programming prerequisite.
Customization Notes
You have four powers to choose from, for maximum versatility. Still, many psis will elect to focus on one particular power, to make Talent a more cost-effective investment. Each power choice suggests different options:
ESP: Consider taking Acute Senses, Common Sense, Danger Sense, or Intuition. Flashbacks and Nightmares can represent unbidden visions interfering with your normal senses. Prophetic Dreams goes well with ESP, though in fiction, every psi seems to have it.
Psychokinesis: The physicality lends itself to High Pain Threshold, Rapid Healing, or Regeneration – especially if you take Psychic Healing. Telekinetics often have Trickster, Pyromania is classic for pyrokinetics, and healers tend toward Charitable.
Telepathy: Insight into the mind suggests Charisma, Empathy, or Sensitive. Chummy and Gregarious fit a telepath who needs nearby mental chatter, while Loner and Supersensitive represent the opposite. Only Telepathy can justify the more serious version of Compulsive Snooping.
Teleportation: Improved DX and Enhanced Dodge come naturally from rapid movement, and “autoteleporters” need Absolute Direction, if only for the +3 it gives to Body Sense. Overconfidence and attitude problems (Callous, Odious Personal Habit, etc.) fit a cocky jumper, and Sleepwalker is classic.
Your primary skill choices come down to whether you prefer chalkboard research, playing with the toys, or a little of both. The secondary skills determine more of your personality and approach to fieldwork: The hacker needs Computer Hacking, Computer Programming, Fast-Talk (for scoring passwords over the phone), Intelligence Analysis, and Research. A manipulator uses Acting, Detect Lies, Diplomacy, Fast-Talk, and Interrogation. The street psi knows Body Language, Intimidation, Observation, Stealth, and Streetwise. A ghost-hunter (anyone who tracks down supernatural events) learns Intelligence Analysis, Observation, Photography, Research, and Search.
The doctor looks for psychic potential in the body itself, with Biology, Chemistry, Diagnosis, and Physician. No template is as “power-oriented” as the psi – your mental capabilities determine more about your role than any other option. Because of this, if you don’t choose any combat-worthy abilities, consider raising your ST, DX, or HT with advantage points. When using weapons, focus on ranged attacks – Guns for keeping foes at bay and Crossbow or Liquid Projector for taking them out – saving your melee skill as a backup.
Category:Mutant Chronicles