Character Advancement via Occupation
How and Why
Occupations represent the means by which characters gain their finances, new talents and (in some cases) new contacts. They are divided into ability advancement, requirements, available talents and exit careers.
ALL CHARACTERS START A NEW CAREER PATH IN THEIR FIRST GAMING SESSION.
At the start of every session award 100 karma points that may be used for advancement or kept for game play. Each talent costs 100 karma points, each ability point costs 10 karma points, and each power point costs 30 karma points. Changing a career costs 100 karma. Starting a new career path costs 200.NB – those characters who do not have a secret identify will have greater difficulty changing job (due to absenteeism, associated dangers etc.) and this may affect the cost of certain career changes at the judge's discretion. A record of which career the character has held, and what they gained when there, should be kept.
Normal Rule: Only current career exits are available (as this helps the judge to plan storyline ahead of time). Loss of a job may mean returning to a starting career!
Optional Rule: Once a character has had experience in an occupation, the career exits from that career are constantly available (the exits represent jobs for which appropriate experience is needed). Re-entering a career does not allow statistics to be re-improved.
Starting Careers
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 |
- Talents: Military, Guns, Martial Arts B, and Engineering.
- Exits: aircrew, commando, engineer, and rescuer.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +20 | +5 |
- Talents: Geology, Archaeology, Animal Training, Martial Arts I, Perform (sport), and Engineering.
- Exits: archaeologist, animal handler, artist, engineer, rescuer, and scientist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | -5 |
- Talents: Stunt Driver, Slight of Hand, Acrobatics, Martial Arts G, Thrown Objects, and Perform (acting).
- Exits: criminal heavy, community activist, and con-artist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 | +5 |
- Talents: Criminology, Law Enforcement, Blunt Weapons, and Martial Arts A.
- Exits: police officer, and criminal heavy.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +5 | -5 |
- Talents: Criminology, Animal Training (guard/sniffer dog), and Trivia.
- Exits: bodyguard, student, animal handler and antiquarian.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 | +5 |
- Talents: Computers, Business/Finance, Languages, and Perform (acting).
- Exits: businessman, businessman (shop owner), businessman (chef), and con-artist.
*Student – follows academic study course.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 |
- Talents: Studentship (allows one talent to be gained at ½ price when starting a new career), and medicine.
- Exits: scientist, antiquarian, engineer and physician.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +10 | +5 | +5 |
- Talents: Occult Lore, First Aid, Trance, Journalism, and Perform (singing).
- Exits: priest, monk, community activist, and artist.
Advanced Occupations
Academic – professor, curator, university lecturer and that sort of thing.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +15 | +10 | +5 | +5 |
- Requirements: Antiquarian experience, Reason Excellent, and Intuition Good.
- Talents: Trance, Languages, Archaeology, Astronomy, Art (drawing), Perform (music), Resist Domination, Occult Lore, Archaeology, Trivia, Psychology, and Criminology.
- Exits: artist, novice priest, explorer, archaeologist, cult apostle, forensic scientist, and inventor.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +10 | +5 |
- Requirements: Agility Good, and Intuition Good.
- Talents: Pilot, Repair/Tinkering, Engineering, and Tumbling.
- Exits: pilot, and vehicle-mechanic.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 | +5 | +5 |
- Requirements: Animal Training.
- Talents: Tumbling, Acrobatics, Martial Arts J, Perform (dancing), Biology, Veterinary Medicine, Animal Behaviour, Ecology, and Genetics.
- Exits: artist, scientist, television personality, stunt performer, criminal heavy, and petty criminal.
Antiquarian– involved in the study of art, literature, ancient texts, and legislation.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +20 | +5 | +5 | +5 |
- Requirements: Reason Typical
- Talents: Archaeology, Occult Lore, Journalism, Languages, Resist Domination, Trivia (historical), and Law.
- Exits: academic, lawyer, reporter, cult apostle, explorer, and businessman (antiques).
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +10 | +5 | +5 |
- Requirements: Archaeology, and Strength Poor.
- Talents: Occult Lore, Biology, and Geology.
- Exits: antiquarian, scientist, forensic scientist, explorer, and cult apostle.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +10 | +10 | +30 | +20 |
- Requirements: Perform or Art talent of any type.
- Talents: Archaeology, Psychology, Chemistry, Perform (acting), Perform (singing), Perform (music), Perform (sport), Perform (dancing), Art (writer), Art (forgery), Art (painter/sculptor), and Art (composer).
- Exits: criminal psychologist, archaeologist, television personality, reporter and patron of the arts.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +15 | +5 | +5 | +5 | +15 |
- Requirements: Fighting Remarkable, Agility Excellent, 0
- Talents: Marksman, Weapon Specialist (reduce by 10), Stunt Driving, Motorcycle, Criminology, Espionage, Martial Arts E and Martial Arts F.
- Exits: spy, blackmailer, criminal enforcer, and government sanctioned hero.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +10 | +20 |
- Requirements: Espionage, Reason Typical
- Talents: Law, Accounting, Security/Encryption, Politics, Criminology, and Journalism.
- Exits: spy, and national reporter.
Bio-Mechanic (including cybernetic components).
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +5 | +5 | +10 |
- Requirements: Engineering, Biology, Reason Excellent
- Talents: Robotics, Software Programming, Organic Chemistry, Electrochemistry, Anatomy, Biotechnology, Cybernetics, Medicine, First Aid, and Martial Arts D.
- Exits: physician, scientist and researcher.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +5 | +5 | +5 | -5 |
- Requirements: Fighting Remarkable, Strength Excellent, and Guns.
- Talents: Martial Arts A, Martial Arts B, Martial Arts F, Criminology, and Wrestling.
- Exits: security chief, assassin, and criminal enforcer.
Businessman– unless specified this refers to banking.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +50 |
- Requirements: Reason Good, Resources Excellent, Business/Finance
- Talents: Resist Domination, Performer (acting), Leadership, and Trivia (rival companies, corporate structure).
- Exits: embezzler, corporate director, and corporate sanctioned hero.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +5 |
- Requirements: Fighting Excellent, and Guns.
- Talents: Sharp Weapons, Bows, Thrown Weapons, Martial Arts A, and Leadership.
- Exits: assassin, bodyguard , criminal heavy, explorer, mercenary, paramilitary, rescuer and terrorist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 | +10 |
- Requirements: 0.
- Talents: Criminology, Perform (acting), Journalist, Guns, Artist (drawing), Languages, and Blunt Weapons.
- Exits: political activist, blackmailer, terrorist, cult apostle, novice preist, businessman (illegal drug dealer), and community sanctioned hero.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +10 | +5 | +5 | +10 |
- Requirements: Good, and a super human ability/power.
- Talents: Martial Arts A, B, C, F, and Languages.
- Exits: paramilitary, terrorist, criminal heavy, and political activist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +5 | +5 | +5 |
- Requirements: Intuition Good.
- Talents: Slight of Hand, Art (forgery), and Perform (acting).
- Exits: businessman, businessman (illegal arms supplier), businessman (smuggling), and artist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +10 | +5 |
- Requirements: Business, Law, and Leadership.
- Talents: Espionage, Resist Domination, and Perform (acting).
- Exits: embezzler, corporate spy, and corporate sanctioned hero.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +20 | +10 | +10 |
- Requirements: Will follow orders, Business/Finance, and Law.
- Talents: First Aid, Espionage, and Weapon Specialist (cost 200 karma).
- Exits: corporate spy, terrorist, criminal heavy, government sanctioned hero.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 |
- Requirements: Espionage, and Law.
- Talents: Computers, and Perform (acting).
- Exits: spy, criminal heavy, and embezzler.
Criminal Enforcer/Specialist – cat burglar, protection racketeer, and gang-directed killer.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +10 | +10 | -5 |
- Requirements: Fighting Excellent, Blunt Weapons, and Intuition Good.
- Talents: Crime, Negotiations, Acrobatics, Accounting, Business/Finance, Martial Arts C, Martial Arts E, Martial Arts H, and Weapon Specialist (cost 200 karma).
- Exits: embezzler and gang leader.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +30 | -20 |
- Requirements: Criminal overlord experience, and –50.
- Talents: Leadership, Business/Finance, and Law.
- Exits: dictator.
Criminal Heavy – deliver gang directed beatings; armed robber, arsonist, drug dealer, and pimp.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | -5 |
- Requirements: 0, Guns, and Fighting Excellent.
- Talents: Criminology, Blunt Weapons, and Stunt Driving.
- Exit: community activist, criminal enforcer, and terrorist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +5 | +5 |
- Requirements: Criminology, Psychology
- Talents: Parapsychology, Paranormal Phenomena, Street Smarts, Law Enforcement, Genetics, and Occult Lore.
- Exits: psychologist, forensic scientist, antiquarian, and cult apostle.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +10 | +20 | -20 |
- Requirements: Gang leader experience, criminal overlord dies, –20.
- Talents: Perform (acting), Business/Finance, Law, and Leadership.
- Exits: criminal godfather.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +30 |
- Requirements: Psyche Typical.
- Talents: Archaeology, Animal Training, Trance, Occult Lore, Perform (acting), and Perform (singing).
- Exits: cult sanctioned hero, novice priest, archaeologist, artist, animal handler, and antiquarian.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +30 |
- Requirements: 75 (+ or -), Leadership, and Psyche Incredible.
- Talents: Occult Lore, Hypnosis, Resist Domination, Resist Disease & Aging, and Slight of Hand.
- Exits: dictator/idol.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +20 | +10 | +10 | +20 | +5 | +10 | +5 | +5 |
- Requirements: Will follow orders of cult leader, cult apostle experience, Occult Lore, and superhuman ability/power.
- Talents: Oriental Weapons, Animal Training, Hypnosis, Mystic Background and Weapon Specialist (cost 200 karma).
- Exits: national hero, cult leader, television personality, gang leader, criminal enforcer, and political activist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +10 | +5 |
- Requirements: Intuition Remarkable, Criminology, and Espionage.
- Talents: Occult Lore, and Psychology.
- Exits: criminal psychologist, antiquarian, blackmailer, spy, and corporate spy.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +80 | +60 | +60 |
- Requirements: Cult leader or criminal godfather experience.
- Talents: Military.
- Exits: none.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +40 | -20 |
- Requirements: Business/Finance, Law, and Reason Good.
- Talents: Criminology, Computers and Aquisition (gain +5 Resources with each job change).
- Exits: blackmailer, criminal heavy, and paramilitary.
Engineer – designs and builds software/hardware; buildings and bridges; and vehicles and clothes.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +5 | +5 |
- Requirements: Agility Typical, Reason Poor
- Talents: Electronics, Chemistry, Engineering, Repair/Tinkering, and Computers.
- Exits: weapon-smith, vehicle-mechanic, bio-mechanic, businessman (fashion or heavy industry), and inventor.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +10 | +5 | +5 | +5 | +5 |
- Requirements: Trivia (historical), or Occult Lore.
- Talents: Acrobatics, Animal Training, Archaeology, Biology, Bows, First Aid, Geology, Languages, Occult Lore, Pilot, Resist Domination, and Thrown Objects.
- Exits: animal handler, antiquarian, archaeologist, community activist, cult apostle, mercenary, rescuer and television personality.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +30 | +20 | +10 |
- Requirements: Intuition Remarkable
- Talents: Biology, Chemistry, Genetics, Archaeology, Art (sculptor), Criminology, Law Enforcement, and Martial Arts D.
- Exits: archaeologist, artist, detective, scientist, researcher, and pathologist.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +10 | +10 | -10 |
- Requirements: Criminal Enforcer experience, gang leader dies/murdered, Reason Excellent, and –10.
- Talents: Leadership, Resist Domination, and Business/Finance.
- Exits: criminal overlord.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 | +20 |
- Requirements: 50, Languages, and superhuman ability/power.
- Talents: Quick Attacks, Martial Arts F, Perform (acting).
- Exits: cult leader.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +20 | +20 |
- Requirements: Must follow government orders, superhuman ability/power, and Fighting Remarkable.
- Talents: Leadership, First Aid, Law Enforcement, Politics, and Weapons Specialist.
- Exits: criminal heavy, national hero, paramilitary, politician, and television personality.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +10 | +10 |
- Requirements: Priest experience, and no kills.
- Talents: Journalism, Psychology, Business/Finance, and Perform (acting).
- Exits: politician, television personality, and cult leader.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +20 | +30 |
- Requirements: Reason Incredible, Resources Excellent
- Talents: Repair/Tinkering, Computers, Electronics, Physics, and Business/Finance
- Exits: engineer, and businessman (sales of their product).
Lawyer(court room)
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +10 | +10 |
- Requirements: Law, Reason Typical
- Talents: Law Enforcement, Criminology, Performer (acting), and Resist Domination.
- Exits: police officer, politician, and blackmailer.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +10 | -20 |
- Requirements: Guns, Fighting Remarkable
- Talents: Languages, Thrown Weapons, Martial Arts E, and Weapons Master (costs 200karma).
- Exits: bodyguard, assassin, criminal heavy, and paramilitary.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +20 |
- Requirements: Psyche Excellent, Occult Lore, and vow of poverty (Resources Shift 0)
- Talents: First Aid, Mystic Background, Trance, Martial Arts D, and Weapons Specialist (melee).
- Exits: priest, community activist, cult apostle, antiquarian, bodyguard.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +5 | +5 | +20 | +30 | +100 |
- Requirements: 50, and superhuman ability/power.
- Talents: Law Enforcement, Perform (acting) and Leadership.
- Exits: political activist and global hero.
National Reporter – national newspaper.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +10 | +5 | +10 |
- Requirements: Journalism, and 20.
- Talents: Criminology, Artist (writer), and Perform(acting).
- Exits: blackmailer, television personality, and politician.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +20 | +5 |
- Requirements: Political leader experience, and Monstrous.
- Talents: Leadership.
- Exits: cult leader.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 |
- Requirements: Guns, Military, and Fighting Good.
- Talents: Criminology, Martial Arts E, Chemistry, and Marksman (cost 200 karma).
- Exits: mercenary, criminal enforcer, and spy.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +10 | +5 | +5 | +5 |
- Requirements: Biology, Chemistry, and Criminology.
- Talents: Genetics, Medicine, Psychology, Trivia (ceremonies), and Occult Lore.
- Exits: criminal psychologist, blackmailer, businessman (funeral directors and taxidermy).
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +20 |
- Requirements: Resources Incredible.
- Talents: Business/Finance, and Occult Lore.
- Exits: political leader, and politician.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +20 | +10 | +5 |
- Requirements: Medicine
- Talents: Psychology, Anatomy, Immunology, Cardiology, Emergency Medicine, Paediatrics, Geriatrics, Obstetrics/Gynecology, General Surgery, Neurosciences, Pharmacology, Physiology, Genetics, Resist Domination, Biology, and Martial Arts D.
- Exits: psychiatrist, forensic scientist, surgeon, researcher, and rescuer.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +5 |
- Requirements: Pilot, Agility Excellent, and Intuition Good.
- Talents: Tumbling, Repair/Tinkering, and Stunt Flying.
- Exits: rescuer and stunt performer.
Police Officer (uniformed).
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +5 | +5 | +5 |
- Requirements: no criminal record, and Law Enforcement.
- Talents: Guns, Criminology, Psychology, Espionage, Stunt Driving, and Pilot.
- Exits: criminal psychologist, detective and rescuer.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +10 | +5 | +5 | +5 | +10 |
- Requirements: Journalism, and Guns.
- Talents: Law, Perform (acting), Languages, and Artist (drawing).
- Exits: politician.
Political Leader - political party leader
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +20 |
- Requirements: Politician experience, and Popularity Amazing.
- Talents: Leadership, Law, and Business/Finance.
- Exits: national ruler.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +10 | +20 |
- Requirements: 40, and Perform (acting).
- Talents: Leadership, Law, Business/Finance, and Journalism.
- Exits: national reporter, political leader, blackmailer, and patron of the arts.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +5 |
- Requirements: Novice priest experience, Occult Lore, and no kills.
- Talents: Journalism, Law, Perform (singing), and Leadership.
- Exits: blackmailer, community sanctioned hero, and high priest.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +20 | +20 | +10 |
- Requirements: Psychology, Reason Good, and Resources Good.
- Talents: Criminology, Animal Behaviour, Parapsychology, Atrificial Intellegence, Psychobiology, Resist Domination, Hypnosis, and Occult Lore.
- Exits: forensic scientist, criminal psychologist, blackmailer, and researcher.
Reporter (local newspaper)
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +5 |
- Requirements: Journalism
- Talents: Artist (writer), Criminology, Trivia, Computers, and Business/Finance.
- Exits: artist (author), national reporter, and television personality.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +30 | +10 | +5 | +10 |
- Requirements: Reason Ex20
- Talents: Genetics, Electrochemistry, Polymers, Acoustics, Sonochemistry, Atomic Physics, Mathematics, Particle Physics, Quantum Physics, Astrophysics, Radio Astronomy, Astrophotography, Stella Cartography, Spectroscopy, Artificial Intellegence, Virtual Reality, Microbiology Pharmacology and Parasitology.
- Exits: businessman (pharmaceuticals), businessman (illegal drugs dealer), inventor, antiquarian, academic, forensic scientist, and scientist.
Rescuer – fire-fighter, anti-terrorist police, lifeboat crewman, mountaineer, and front-line medic.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +10 | +20 | +5 |
- Requirements: Agility Typical 6, and Endurance Ex20.
- Talents: Animal training, Criminology, First Aid, Geology, Law Enforcement, Leadership, Military, Repair/Tinkering, Thrown Objects, Trivia (survival), and Tumbling.
- Exits: community sanctioned hero, explorer, paramilitary, security chief, and stunt performer.
Scientist – involved in research and development of technological and industrial processes.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +20 | +10 | +5 |
- Requirements: Reason Typical 6
- Talents: Astronomy, Paranormal Phenomena, Pharmacology, Biology, Microbiology, Marine Biology, Genetics, Botany, Biophysics, Parasitology, Ecology, Zoology, Organic Chemistry, Chemistry, Physics, Geology, Medicine, and Electronics
- Exits: researcher, forensic scientist, physician, and inventor.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +20 | +10 | +10 | +10 | +5 | +5 |
- Requirements: Bodyguard experience, Criminology, and Intuition Remarkable.
- Talents: Espionage, Business/Finance, Martial Arts A, and Guns.
- Exits: spy, and security advisor.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +20 | +5 | +20 | +5 |
- Requirements: Security chief experience.
- Talents: Business/Finance, Leadership, Perform (acting), Law Enforcement, and Military.
- Exits: blackmailer, corporate spy, and government sanctioned hero.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +5 | +10 | +5 | +10 |
- Requirements: Espionage, Intuition Excellent, and Reason Good.
- Talents: Guns, Security/Encryption, Pick Pocket, Martial Arts D, Martial Arts E, Martial Arts H, Crime, Tumbling, Escape Artist, and Weapons Tinkering.
- Exits: assassin, blackmailer, and corporate spy.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +10 | +5 | +5 | +10 |
- Requirements: Pilot, Perform (acting), and Agility Remarkable.
- Talents: Engineering, Repair/Tinkering, Perform (singing), Tumbling, Martial Arts G, Stunt Driving, and Stunt Flying.
- Exits: television personality, and vehicle-mechanic.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +20 | +5 | +10 | +5 | +15 |
- Requirements: General Surgery.
- Talents: Dentistry, Plastic Surgery, Oncology, Radiology, Biotechnology, Cybernetics, Chiropractice, and Sewing/Tailoring.
- Exits: blackmailer, politician, and reporter, .
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +20 | +20 |
- Requirements: Journalism, and 30 (+ or -).
- Talents: Perform (acting), Perform (singing), and Art (writer).
- Exits: politician, patron of the arts, artist, and cult apostle.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +10 | +5 | +5 | +5 | -25 |
- Requirements: Guns, Agility Excellent, and Psyche Excellent.
- Talents: Criminology, Thrown Weapons, Chemistry, and Repair/Tinkering.
- Exits: political activist, paramilitary, mercenary, and cult apostle.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +5 | +20 | +5 |
- Requirements: Engineering, Repair/Tinkering
- Talents: Pilot, Stunt Driver, Military, Law Enforcement, Computers, Electronics, and Chemistry.
- Exits: police officer, criminal enforcer, businessman (smuggling), and businessman (motor trade).
WeaponSmith – a maker of weaponry, employed by military or criminal organizations.
| Fighting | Agility | Strength | Endurance | Reason | Intuition | Psyche | Resources | Popularity |
|---|---|---|---|---|---|---|---|---|
| +5 | +20 | +5 |
- Requirements: Engineering, Repair/Tinkering
- Talents: Guns, Bows, Sharp Weapons, Blunt Weapons, Military, Chemistry, and Physics.
- Exits: terrorist, businessman (arms trade), businessman (illegal arms supplies), inventor, commando, and researcher.