Gangster Templates

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Gangsters Group of Gangsters.jpg
Gangsters Character Building.jpg

Kromm hatte inspiriendes dazu zu sagen.

Um die Aufgaben zu meistern die sich einer Crew in den Weg zum Erfolg stellen braucht es Spezialisten.

  • Es braucht Experten um Leute und Situationen zu finden um diese dann auszunutzen. Somit ist eine Crew nur so gut wie ihr Face Man oder ihre Femme Fatale. Ein Investigator der ein korrupter oder ex Bulle ist und die Behörden verwirren kann ist ebenfalls von grossem Nutzen.
  • Um mit den Verbrechen durchzukommen braucht es einen Cleaner der Beweise zerstört und einen Wheel Man um von den Tatorten zu fliehen. Auch hier ist der Investigator mit Bullen Hintergrund sehr nützlich, da er die Authoritäten in die falsche Richtung lenken kann.
  • Die normalen Bedrohungen werden von Big Guys und Fast Guys aus dem Weg geräumt. Sobald Schusswaffen involviert sind, kann die ganze Party voll mitziehen, denn jeder muss das Soldier Template zu seinem gewählten Template addieren.
  • Spähen und schmiere stehen ist wiederum eine passende Aufgabe für den Investigator. Der Traceur kann in diesen Aufgaben voll aufgehen.

Die Charaktere werden mit 300 CP gebaut und man darf -50 CP in Disadvantages nehmen. Bis zu fünf Quirks können im Spiel erworben werden, man erhält dafür CP.

Die 300 CP müssen wie auf der Grafik rechts gezeigt ausgegeben werden. In Worten: Soldier [50] + Template [250].

Man darf das obligatorische Luck durch Daredevil oder Serendipity ersetzen, falls das dem Spielstil besser entspricht. Die Disadvantages der Templates dürfen als Vorschläge betrachtet werden und müssen zum kriminellen Background passen.

Korrupte Bullen (Bullen die also aktiv Dienst leisten) müssen Duty nehmen und falls die Duty vom GM am Anfang der Session gewürfelt wird, ist das Abenteuer automatisch so gestaltet, dass die Gruppe dem Bullen helfen muss einen Fall zu lösen. Falls der korrupte Bulle überführt wird, verliert er die Duty und die Vorteile (Rank/Legal Enforcement Power) die damit zusammenhängen und scheidet entweder aus dem Spiel aus, oder wird vortan gejagt (Enemy) - was aber auch wieder die gesamte Gruppe betrifft. Deshalb muss die ganze Gruppe dafür sein, falls ein Spieler einen aktiven Polizisten spielen will, weil die Auswirkungen immer auch die gesamte Gruppe treffen.

Soldier Template[Bearbeiten | Quelltext bearbeiten]

50 points

Ausnahmslos jeder muss das Soldier Template beim erstellen kaufen. Ihr müsst eine Pistole als "Grundwaffe" wählen. Gangster schätzen Waffen die sie leicht auf sich oder in ihrem Fahrzeug verstecken und somit praktisch überall hin mitgenommen werden können. Dafür zählen die Perks die ihr im Soldier Template kaufen müsst, nicht zum Perks Limit.

Da jeder das Soldier Template nehmen muss, hat jeder auf seiner persönlichen Pistole Gunslinger, Weapon Bond, Signature Gear, Walking Armoury und mindestens 16 Guns Skill, ist also ein ernst zu nehmender Ballerer. Allerdings muss ich davor warnen zu viele Probleme mit einer Knarre aus dem Weg räumen zu wollen. Schusswaffen stellen grundsätzlich immer die höchste Eskalationsstufe dar und ich hoffe dass es zu etlichen Schlägereien in diesem Spiel kommt. Deshalb können auch die Big Guy, Fast Guy und Traceur Templates gewählt werden. Dass diese Templates dank ihren hohen DX Attributwerten und sonstigen Kampffertigkeiten automatisch auch bessere Schützen sind, versteht sich von selbst. Denkt einfach dran: Ihr erntet was ihr säht!

Schwerere Waffen wie Sturmgewehre, Schrotflinten oder Maschinengewehre dürfen von allen PCs im Spiel erworben werden, auch darf Gunslinger auf weitere Waffen erweitert werden. Denkt einfach dran: Mit den grösseren Waffen werdet ihr Schwierigkeiten haben Euch frei in der Stadt zu bewegen. Maschinenpistolen kleiner Bauart stellen dabei einen guten Kompromiss dar.

Rollentemplates[Bearbeiten | Quelltext bearbeiten]

Erlaubt sind die folgenden Templates:

Big Guy[Bearbeiten | Quelltext bearbeiten]

Ray Jackson, Big Guy

250 points

Time to separate the men from the boys - Ray Jackson, Bloodsport

You’re a master of barehanded combat – but not the sort who jumps readily to mind. In fact, you prefer not to jump, and favor physical strength and grit over acrobatics. This doesn’t mean that you lack finesse; you simply like to settle scraps with solid hits, not by dancing around. As far as you’re concerned, leaping is a way to exit moving vehicles and second-story windows . . . and in those situations, you’re tough enough to take the fall!

Customization Notes

The two major big-guy archetypes demand careful choices of mental disadvantages. The “gentle giant” has several of Chummy, Honesty, Pacifism, Sense of Duty, and Vow. The “thug” has flaws like Alcoholism, Bad Temper, Bloodlust, Bully, Callous, Odious Personal Habits, and Social Stigma. Overconfidence suits both, but isn’t quite universal.

Then decide how you fight:

Mixed Martial Artist: Some MMA bouts are contests of technique and precision, but you focus on power. To borrow from Brazilian Jiu-jitsu and Muay Thai, take Karate and add Judo or Wrestling – possibly both. Buy your shins as a Striker, too! Additional skills should be athletic: Jumping, Lifting, Swimming, etc. The Focused Fury perk is good for knockouts; common techniques are Neck Snap, Ground Fighting, and Wrench (Limb); and Immovable Stance and Push let you decide when the ground fight starts.

Rassler: High kicking is for sissies! You prefer body slams and elbow drops. More ST – basic, Arm, Lifting, and/or Striking – is a priority. Wrestling is your key skill, but don’t overlook Brawling. Acting (to feign injury), Intimidation, and Jumping (from the top rope) are also useful. Be sure to select a showy Finishing Move or Trademark Move perk; improve some of Elbow Drop, Neck Snap, Piledriver, and Stamp Kick; and get Power Blow or Push for chucking opponents around.

Slugger: You’re a heavyweight who relies on his fists. You’ll definitely want Arm ST and possibly Striking ST, alongside the HP and DR to eat punches. Boxing hurts more than Brawling, but the latter includes kicks – choose wisely. Round this out with an athletic skill or two; e.g., Lifting and Swimming. A fitting perk is Iron Hands; techniques run to Dual-Weapon Attack (“the old one-two”), Roll with Blow, and Uppercut; and use Power Blow to throw fight-finishers.

Streetfighter: You’re a hardened biker or bouncer. You fight dirty – which includes using weapons, often improvised ones. Your enemies do, too, so consider improving DR. Start with Brawling and Wrestling, and add Intimidation, Scrounging, Streetwise, Urban Survival, and a Melee Weapon skill. All three levels of the Dirty Fighting perk are nearly a must, and Cowpoker is common; classic techniques are Knee Strike, Proxy Fighting (for launching scenery!), and Stamp Kick; and a fitting cinematic skill is Power Blow.

Sumotori: Size is your weapon! A sumo wrestler needs high HP for slams, plus the Overweight or Fat disadvantage – likely with Gluttony. The core skill is Sumo Wrestling (allows accurate and powerful slams), but Brawling is a good finisher, Carousing suits the stereotype, and Swimming enjoys a bonus when you’re fat. Focused Fury can make slams irresistible; Feint and Sweeping Kick are key techniques; and Immovable Stance, Kiai, and Push are all excellent cinematic skills. Movie sumotori are often traditionalists, and know Hobby Skill (Flower-Arranging or Origami) (IQ/E), Cooking (IQ/A), or Artist (Calligraphy) (IQ/H), bought with points from quirks like “Surprisingly delicate.

Power-Ups[Bearbeiten | Quelltext bearbeiten]

  • DR 3 or 4 (Limited, Crushing, -40%) [3 or 6]
  • Unfazeable
  • HP up to 1.5 x ST
  • Regeneration (Slow: 1HP/12Hr) [10]
  • Resistant to Poisons +3/+8 [5 or 7]
  • Resistant to Disease +3/+8 [3 or 5]
  • Very High Pain Threshold [+5 or 15]
  • Heroic Reserves [3/level]
  • Bodyguard [5/level] (Py3/61:9)

Perks[Bearbeiten | Quelltext bearbeiten]

  • Focused Fury (DF11:17)
  • Mountain of Meat (Py3/61:8)
  • Sure-Footed† (Py3/61:8)
  • You're Next! (Py3/61:8)

Cleaner[Bearbeiten | Quelltext bearbeiten]

The Wolf, Cleaner

250 points

Now, you’ve got a corpse in a car, minus a head, in a garage. Take me to it. – The Wolf, Pulp Fiction

You make evidence – prints, casings, blood, bodies, and all – disappear. You might clean for the mob or tidy up behind ultra-black government operators, but what you do for the team is crucial: make it look like they weren’t there, and when that’s impossible, make sure that nobody can discover the truth. Some call the assassin (above) a “cleaner,” but your art isn’t killing. Of course, not every “corpse” is dead yet, and an eyewitness is the most damning evidence.

Customization Notes

The cleaner decides how he eliminates evidence. Trucking it off and dumping it with associates requires Driving (Heavy Wheeled), Freight Handling, and Hazardous Materials, plus a Contact Group. A successful skill roll by the Contact Group means the goods are incinerated, dumped overboard, or otherwise truly gone. A cleaner might use Animal Handling to feed bodies to animals; Chemistry to dissolve organic matter in acid; Explosives (Fireworks) for convenient fires; Acting, Disguise, and Fast-Talk to pose as the coroner; Electronics Operation (Media) to doctor security videotapes; and/or Forgery to fake death certificates.

Other considerations:

Criminal: A mob cleaner needs Streetwise for payoffs and Urban Survival to locate convenient Dumpsters and goalposts. Savoir-Faire (Mafia) is vital – the profession is built on connections.

Law Enforcement: A crooked cop makes a frighteningly efficient cleaner – he can operate even after the evidence is found! He uses Administration and Law (Police) to alter crime-scene reports, and Savoir-Faire (Police) to finagle access to the evidence locker.

Demolition man[Bearbeiten | Quelltext bearbeiten]

Basher Tarr, Demo Man

250 points

You want broke, blind, or bedlam? – Basher Tarr, Ocean’s Eleven

Setting bombs is an excellent way to learn how to defuse them, while disarming them means thinking like a bomber. Thus, “demolition man” describes explosive ordnance disposal technicians, combat engineers, and mad bombers. All require a steady hand and familiarity with explosives, arson, and sabotage. The differences amount to “How crazy are you?” and “Who pays for your work?” If you belong to a team, you get the fun jobs of clearing booby traps ahead and leaving nasty surprises behind.

Customization Notes

The big question is “Which Explosives specialty?” The answer depends heavily on background:

Criminal: Crooks favor Explosives (Demolition). Bombers use secondary skills like Architecture and Mechanic to situate explosives effectively, and Smuggling to conceal them. Safecrackers need Lockpicking and Traps. Both benefit from Forced Entry, Filch, Holdout, and similar background skills.

Face Man[Bearbeiten | Quelltext bearbeiten]

Templeton Peck, Face Man

250 points

I just don’t understand it. I lie, I cheat, I steal, and I just don’t get any respect! – Faceman, The A-Team (Episode 65)

Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.

Customization Notes

Face men thrive in any social situation, but most have specialties: falsifying records (Administration, Counterfeiting, Electronics Operation, and Forgery), impersonation (Disguise, plus more Acting and Fast-Talk), living large (Connoisseur, Dancing, and Gambling), “psy-ops” (Interrogation, Propaganda, Psychology, and high Detect Lies), stolen goods (Smuggling and increased Merchant), theft (Filch, Pickpocket, Sleight of Hand, and Stealth), etc. Background puts a further spin on things:

Criminal: A crook has background skill points in Carousing, Intimidation, Savoir-Faire (Mafia), and/or Streetwise – all of which benefit from Smooth Operator!

Fast Guy[Bearbeiten | Quelltext bearbeiten]

Billy Lo, Fast Guy

250 points

Murata: You know all of that upper body strength really slows you down.

Kenner: I’m not slow.

Murata: You didn’t hit me.

Kenner: If I did, you wouldn’t be here.

Murata: Not arguing. But you didn’t . . . – Showdown in Little Tokyo

You’re what most people think of as a “martial artist”: lean, agile, and lethally skilled at unarmed combat. In the world of Action, this makes you the closest thing to a wuxia or chambara star. You can’t quite break the laws of physics, but you’re working on it! Until you succeed, you satisfy yourself with breaking boards, bricks, and records. You perform feats at the edge of human capability with ease – frequently to the surprise of friend and foe alike.

Customization Notes

Classic fast-guy archetypes include “hard-working jock” (choose Code of Honor, Obsession, Stubbornness, and/or Workaholic), “hothead” (with several of Bad Temper, Bloodlust, Impulsiveness, and Obsession), “kid with heart” (select a few of Chummy, Honesty, Pacifism, and Sense of Duty), and “showoff” (look at Compulsive Behavior, Delusion, Jealousy, and Trickster). Overconfidence always fits!

You’ll also need a style of fighting:

Acrobat: You’re adept at Capoeira, Savate, Wushu, or the like, and dazzle rivals with spins and leaping kicks. You’ll want higher DX, Enhanced Dodge, or Perfect Balance. Pick Karate as your fighting skill, boost Acrobatics and Jumping, and consider Dancing and Running. If you buy Acrobatic Feints and Acrobatic Kicks, feel free to swap Karate and Acrobatics! Key techniques are Acrobatic Stand, Evade, Flying Jump Kick, Spinning, and Spinning Kick. The consummate cinematic skill is Flying Leap.

Boxer: You’re a master of the lightning punch. Efficiency is paramount – you only throw big, exhausting hits when they’ll be decisive. Raise Basic Move and get Enhanced Dodge to aid your footwork. Your core unarmed skill is Boxing, while logical supporting skills are athletic: Running, Swimming, etc. Feint is your most prized technique. Get the Focused Fury perk, Uppercut technique, and Power Blow skill to turn on the power when necessary.

Bruce Lee: You may favor Karate or Shaolin over Jeet Kune Do, but like Bruce, you use your whole body – and mind – in a fight. This role benefits greatly from cinematic skills, so Strong Chi is handy. The basics are Judo and Karate, plus Melee Weapon skills for exotic weaponry. Any perk, technique, or cinematic skill is fair game. Action movies are full of heroes who’ve honed one of Elbow Strike, Kicking, Knee Strike, Lethal Kick, or Lethal Strike to perfection, and heroines who deliver High-Heeled Hurt.

Mister Pain: Size matters not! You use your foe’s strength against him, traditionally through the secrets of Aikido or Jujutsu. Extra ST doesn’t hurt, though, and Flexibility is good for escaping beefier grapplers. Judo is your prime skill; helpful accompaniments are Escape, and more Acrobatics and Stealth, for weaseling into and out of “situations.” Dirty Fighting is the customary perk; Arm Lock, Choke Hold, and Evade are all useful techniques; and Immovable Stance, Pressure Points, and Push are ideal cinematic skills.

Mixed Martial Artist: Some MMA bouts are crude contests of power, but you focus on technique and precision. To reflect Brazilian Jiu-jitsu and Muay Thai, start with Karate and add Judo and/or Wrestling. Also buy your shins as a Striker! Supplemental skills should be athletic: Running, Swimming, etc. The fast guy often has a Trademark Move perk for his finishing move; vital techniques are Arm Lock, Choke Hold, and Ground Fighting; and Immovable Stance and Push can compensate for low ST

Femme Fatale[Bearbeiten | Quelltext bearbeiten]

Femme Fatale

250 points, Pyramid 3/8, page 7.

Prerequisite: The person playing a PC built with this template must be female.

Beside her, her husband could only splutter, and he stopped even that when she half turned to flash him a smile - the instinctive, brilliant smile of a woman who knows what feeble creatures men can be. You couldn't learn to smile like that. It was something a woman either knew the minute she was born, or never knew at all. ("I'm Dangerous Tonight") ― Cornell Woolrich, The Fantastic Stories of Cornell Woolrich

You have great gams, a thousand-watt smile, and equally high-voltage brains – and you like to get your way. Does that make you a “bad girl”? Maybe, but while some doors are closed to a woman, lots more open because you’re a skirt. At a club where a fellow would be searched for a heater and punched in the kisser, the lunk at the door takes one look at you and shows you to the best table.

Customization Notes

Femmes fatales are a diverse lot. In many ways, all they have in common is “female” and “good-looking.” Important subtypes from pulp stories include the following.

Gun Moll: You’re a gangster gal, and you don’t try to hide it. Higher HT is good for surviving a violent life – and don’t forget Gun Perks, along with Signature Gear in the form of a cute little gun that fires real bullets. Disadvantages are things like Compulsive Gambling and Duty to the mob. Poisons and Sleight of Hand are handy for slipping some goof a Mickey. Intimidation, Streetwise, and improved Savoir-Faire (Mafia) are vital if you plan to play with the boys.

Investigator[Bearbeiten | Quelltext bearbeiten]

Det. John McClane, Investigator

250 points

This is the resume of a professional mercenary! You got the world’s biggest drug dealer on his way here. What, do you need a slide rule to figure it out? Or maybe another body in a zipper bag before you start asking questions? – Det. Lt. John McClane, Die Hard 2

It’s crucial to know where you’re headed, when the opposition intends to move, what you (or they) are grabbing, who you’re shooting at, and why. Hitting the wrong mark can be embarrassing – or fatal. You might not be as slick as the face man (pp. 9-10), a computer wizard like the hacker (pp. 10-11), or the equal of the wire rat (p. 16) at surveillance, but you still get the facts, and can coordinate these experts and analyze their results.

Customization Notes

Investigators have significant latitude in primary skills. Their many strategies include document searches (Research and Speed-Reading), physical searches (Criminology and Search), pursuit (Shadowing and Tracking), “reading” people (Body Language and Lip Reading), shakedowns (Detect Lies and Interrogation), and surveillance (Electronics Operation, Observation, and Photography) – pick a few favorites. Secondary skills cover everything from checking the news (Current Affairs) and the ’net (Computer Operation) to forensic accounting (Accounting), lab analysis (Forensics), and other exotica.

Criminal: Every crew needs someone to case objectives – typically via surveillance – and formulate plans. Major background skills are Streetwise (for “word on the street”), plus Filch, Forced Entry, and Stealth for testing security, grabbing keys, etc.

Law Enforcement: The detective (private or police) might use any strategy! A decent Law (Police) skill is crucial to ensure evidence is admissible in court. Combat skills are vital when hunting dangerous crooks.

Medic[Bearbeiten | Quelltext bearbeiten]

John Gage, Medic

250 points

Ten-four, we’re transmitting EKG. We’re sending you a strip. Vitals to follow. Pulse is 160, the victim is in extreme pain, Rampart. V-fib! – Paramedic John Gage, Emergency

Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You might be a military field medic, an urban EMT, a first-rate physician, or a third-rate vet who stitches up mobsters for cash. Whatever your credentials, you find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and an action hero’s world is full of scorpion stings, snakebites, and terrorist bioweapons.

Customization Notes

Extreme Physician skill is necessary to simulate actionmovie realism. With decent gear (+1 or +2 to skill), the medic can accept the -10 for instant use described in Time Spent (p. B346) and thus patch people up during a gunfight! This suggests a talented professional; however, actionheroes are rarely bookish researchers. A better archetype is the bush doctor (Knife, Naturalist, Piloting, and Scrounging): adept at working whatever’s at hand and treating venomous bites. Another is the cinematic epidemiologist (Expert Skill (Epidemiology), Hazardous Materials, Interrogation, and NBC Suit), who enters hot zones, identifies plagues, and confronts the miscreants who unleashed them. Background is equally important:

Criminal: A violent crew might include a back-alley doc. Good Filch and Streetwise let him steal or buy equipment – and other skills may suggest how he lost his license (Carousing or Gambling). Also, if you are in the Drug Business a medic is an indispensible "cook". With Skill 14 in Chemistry and 17 in Pharmacy (Synthetical) you are the master of brewing and testing drugs.

Wheel Man[Bearbeiten | Quelltext bearbeiten]

Frank Martin, Wheel Man

250 points

'Transportation is a precise business. – Frank Martin, The Transporter

As E.B. White said, “Everything in life is somewhere else, and you get there in a car.” Sometimes you get there in a van, a chopper, or a rigid inflatable boat, but that maxim is a golden rule for action heroes. Whether you’re a lone transporter who moves high-value cargoes for a fee, or a chauffeur for gangsters, soldiers, or dignitaries, your stock in trade is the ride. You customize the vehicle, choose the routes, and sit behind the controls.

Customization Notes

Wheel men have many choices. Most want Driving and Mechanic – but some stories feature teams that travel by boat or plane, or vehicles fitted with fancy gadgets.

Further considerations:

Criminal: Getaway drivers and “transporters” learn Driving, Freight Handling, and Navigation (Land); use personal weapons; and master Area Knowledge and Smuggling. Their top background skill is Urban Survival – to know where not to drive!

Traceur[Bearbeiten | Quelltext bearbeiten]

David Belle, Traceur

250 points

A bad traceur practices a technique until he gets it right. A good traceur practices a technique until he can’t get it wrong. – David Belle

You’re a traceur: a Parkour (PK) practitioner. Your discipline isn’t strictly a martial art – it’s about moving from A to B as efficiently and directly as possible, surmounting obstacles using your body and objects in the environment. But “obstacles” might include enemies, so traceurs sometimes regard PK as the martial art of the chase before or after a fight. Technically, PK isn’t about acrobatics, either; adding that makes it “free running.” You might not be a purist about this, however!

Customization Notes

The traceur is a newcomer on the action scene. This makes it tricky to suggest strong personality types. A reasonable choice would be a clean-living jock with traits such as Compulsive Behavior (Physical fitness), Intolerance (Nonathletic people), Vow (No alcohol, etc.), and Workaholic – but a troublemaking punk with disadvantages like Compulsive Behavior (Reaching “inaccessible” locations), Social Stigma, and Trickster would also work. All that’s certain is that the role demands some of Impulsiveness, On the Edge, and Overconfidence!

Not every traceur runs the same way:

Free Runner: You’re an urban acrobat, not a PK purist. Where’s the fun in running in straight lines? High Basic Move and Daredevil are apt advantage choices. Anything goes as far as skills are concerned; Dancing, improved Escape, and Karate (for showy kicks, not necessarily in a fight!) seem likely, and Computer Operation lets you post your cool videos to YouTube. Special-ability points might go into more Acrobatics or Running; the Acrobatic Feints and Acrobatic Kicks perks; the Flying Leap skill; or stunt techniques like Acrobatic Stand, Dive n’ Roll, Running Climb, Skidding, Sliding, and Spinning.

Monkey: You relish the vertical side of your discipline, defying walls, fences, and anything else that stands in your way. You’ll want Flexibility for its big Climbing bonus, Arm ST for pull-ups, and Catfall and/or DR for surviving falls. Helpful skills are Knot-Tying and Throwing for ropes and grapnels, plus Area Knowledge and improved Urban Survival to know your way around. Aside from higher Climbing, special-abilities points might buy the Combat Pole-Vaulting perk, the Flying Leap skill, or techniques such as Rappelling, Roll with Blow, Rope Up, Running Climb, and Scaling.

Punk: You are a warrior – maybe even a ruffian – but you privilege mobility above strikes and parries. Efficient uses of advantage points are combative traits like Combat Reflexes, DR, Enhanced Dodge, High Pain Threshold, and upgraded Trained by a Master. Skills should include Shadowing, Stealth, Streetwise, and probably weapons training. Useful martial-arts abilities are the Acrobatic Feints and Acrobatic Kicks perks; Immovable Stance skill; and combat techniques such as Feint, Flying Jump Kick, Jump Kick, Spinning Kick, and Sweeping Kick.

Urban Explorer: You use PK as a means to an end: exploring urban areas that are off-limits, like rooftops, sewers, abandoned buildings, and subway tunnels. More Perception, Absolute Direction, Flexibility (for the tiniest cracks), and Serendipity (“Oh, the door is open!”) can help. Valuable skills here are Area Knowledge, Forced Entry, Lockpicking, Stealth, and higher Urban Survival. Handy special abilities are the Compact Frame perk, the Light Walk skill (for areas condemned as dangerously unstable), and the Disappear and Evade techniques (for eluding security guards).