Endzeit Templates

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Siehe auch Endzeit Lenses.

Alle Templates+Lenses zusammen haben ungefähr folgende CP Verteilung (250/-50/-5)

  • >150 Attribute
  • >50 Vorteile
  • <50 Skills

Quirk

  • Bunker4Life - Du bist es gewohnt in einem Bunker zu leben, nicht raus zu können und verhälst dich entsprechend.

Medic

Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and your world is full of scorpion stings, snakebites, and bioweapons.

Attributes [160]

  • ST 10
  • DX 12 [40]
  • IQ 16 [120]
  • HT 12 [20]
  • HP 10
  • Will 16
  • Per 12 [-20]
  • FP 12
  • Basic Lift 20
  • Damage 1d-2/1d
  • Basic Speed 6
  • Basic Move 6
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [70]

  • Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
  • Higher Purpose (“Medic!”) [5]
  • Luck [15]

A further 30 points chosen from among lens advantages:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Fearlessness [2/level] or Unfazeable [15]
  • Gizmos 1-3 [5/gizmo]
  • High Manual Dexterity 1-4 [5/level]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Sensitive [5] or Empathy [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages [-50]

  • Sense of Duty (Team) [-5]
  • Per 12 [-20] (Repeated for completeness' sake)

-10 points chosen from:

  • Vow (Refuse no request for medical aid) [-10]
  • Honesty [-10*]
  • Truthfulness [-5*]
  • Overconfidence [-5*]

Another -15 points chosen from among those traits or:

  • Charitable [-15*]
  • Chummy [-5] or Gregarious [-10]
  • Code of Honor (Hippocratic Oath) [-5]
  • Delusion (“I’m God when I’m your doctor!”) [-5]
  • Greed [-15*]
  • Guilt Complex [-5]
  • Selfish [-5*] or Selfless [-5*]
  • further -15 points chosen from either of the previous lists or:
  • Alcoholism [-15]
  • Curious [-5*]
  • Insomniac [-10 or -15]
  • Nightmares [-5*]
  • Post-Combat Shakes [-5*]
  • Stubbornness [-5]
  • Workaholic [-5]

Skills [40]

Primary [11]

  • Diagnosis/TL9 (Human) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
  • Electronics Operation/TL9 (Medical) IQ/A - IQ+3 19 [1] includes: +4 from 'Medic'
  • First Aid/TL9 (Human) IQ/E - IQ+5 21 [1] includes: +4 from 'Medic'
  • Pharmacy/TL9 (Herbal) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
  • Pharmacy/TL9 (Synthetic) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
  • Physician/TL9 (Human) IQ/H - IQ+4 20 [4] includes: +4 from 'Medic'
  • Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'

Secondary Skills [25]

  • Either Boxing DX/A - DX+0 12 [2], Brawling DX/E - DX+1 13 [2], or Karate DX/H - DX-1 11 [2]
  • Either Wrestling DX/A - DX+0 12 [2] or Judo DX/H - DX-1 11 [2]
  • Chemistry/TL9 IQ/H - IQ-2 14 [1]
  • Diplomacy IQ/H - IQ-2 14 [1]
  • Fast-Draw (Medical Gear) DX/E - DX+2 14 [4]
  • Forensics/TL9 IQ/H - IQ-1 15 [2]
  • Guns/TL9 (Pistol) DX/E - DX+1 13 [2]
  • Interrogation IQ/A - IQ+0 16 [2]
  • Knife DX/E - DX+0 13 [2]
  • Liquid Projector/TL9 (Sprayer) DX/E - DX+0 12 [1]
  • Naturalist (Earth) IQ/H - IQ-1 15 [2]
  • Piloting/TL9 (Helicopter) DX/A - DX+1 13 [4]

Background [4]

4 points in improved primary or secondary skills or choose from:

  • Administration IQ/A - IQ-1 15 [1]
  • Climbing
  • Esoteric Medicine Per/H - Per-2 10 [1]
  • Gesture
  • Hazardous Materials/TL9 (Biological) IQ/A - IQ-1 15 [1]
  • Hiking
  • Holdout
  • Hypnotism (Human) IQ/H - IQ-2 14 [1]
  • Poisons/TL9 IQ/H - IQ-2 14 [1]
  • Physiology/TL9 (Human) IQ/H - IQ-2 14 [1]
  • Psychology (Human) IQ/H - IQ-2 14 [1]
  • Research/TL9 IQ/A - IQ-1 15 [1]
  • Scrounging Per/E - Per+0 12 [1]
  • Speed-Reading IQ/A - IQ-1 15 [1]
  • Stealth
  • Teaching IQ/A - IQ-1 15 [1]
  • Veterinary/TL9 IQ/H - IQ-2 14 [1]
  • Writing IQ/A - IQ-1 15 [1]

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Scout

Scout

You’re called “stalker,” and “tracker,” and you’ve filled these two roles in the past. Such labels don’t do justice to your expertise, however. By taking stealth into the great outdoors and mixing it with mobility, you’ve become a master of guerrilla warfare and pathfinding.

Attributes [185]

  • ST 11 [10]
  • DX 16 [120]
  • IQ 11 [20]
  • HT 12 [20]
  • HP 11
  • Will 11
  • Per 14 [15]
  • FP 12
  • Basic Lift 24
  • Damage 1d-1/1d+1
  • Basic Speed 7
  • Basic Move 7
  • Ground Move 7
  • Water Move 1
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [60]

  • Luck [15]
  • Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)

35 points chosen from among:

  • ST +1, +2 or +3 [10, 20 or 30]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1, +2 or +3 [10, 20 or 30]
  • Per +1 to +4 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Either Absolute Direction or 3D Spatial Sense
  • Acute Vision [2/level]
  • Combat Reflexes [15]
  • Danger Sense [15]
  • Fit [5] or Very Fit [15]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Signature Gear [Varies]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points
  • Gun Perk [1]
  • Weapon Bond [1]
  • anything else the GM allows you to take

Disadvantages [-50]

  • Sense of Duty (Team) [-5]

-15 points chosen from among:

  • Bloodlust [-10*]
  • Callous [-5]
  • Honesty [-10*]
  • Overconfidence [-5*]
  • Stubbornness [-5]
  • Greed [-15*]

Another -30 points chosen from among the previous traits or:

  • Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
  • Intolerance (Urbanites) [-5]
  • Loner [-5*]
  • No Sense of Humor [-10]
  • Odious Personal Habit (“Unwashed bushwhacker”) [-5]
  • Paranoia [-10]
  • Phobia (Crowds) [-15*]
  • Vow (Own no more than what can be carried) [-10]

Skills [45]

Primary [14]

  • Guns/TL9 (Shotgun or Rifle) DX/E - DX+2 18 [4]
  • Bow DX/A - DX+0 16 [2] or Crossbow DX/E - DX+1 17 [2]
  • Camouflage IQ/E - IQ+3 14 [2] (includes: +2 from 'Vanguard')
  • Stealth DX/A - DX+2 18 [2] (includes: +2 from 'Vanguard')
  • Observation Per/A - Per+1 15 [4]

Secondary [24]

  • Either Boxing DX/A - DX+0 16 [2], Brawling DX/A - DX+0 16 [2], or Karate DX/H - DX-1 15 [2]
  • Either Wrestling DX/A - DX+0 16 [2] or Judo DX/H - DX-1 15 [2]
  • Cartography/TL9 IQ/A - IQ+0 11 [2]
  • Driving/TL9 (Motorcycle) DX/A - DX+0 16 [2]
  • Either Fast-Talk IQ/A - IQ+0 11 [2] or Intimidation IQ/A - IQ+0 11 [2]
  • Gesture IQ/E - IQ+0 11 [1]
  • Guns/TL9 (Pistol) DX/E - DX+1 17 [1]
  • Hiking HT/A - HT+2 14 [2] (includes: +2 from 'Vanguard')
  • Navigation/TL9 (Land) IQ/A - IQ+2 13 [2] (includes: +2 from 'Vanguard')
  • Search Per/A - Per+0 14 [2]
  • Survival (any) Per/A - Per+2 16 [2] (includes: +2 from 'Vanguard')
  • Tracking Per/A - Per+2 16 [2] (includes: +2 from 'Vanguard')
  • Traps/TL9 IQ/A - IQ+0 11 [2]

Background [7]

7 points in improved primary or secondary skills or choose from:

  • Animal Handling (Equines)
  • Armoury/TL9 (Missile Weapons)
  • Boating (Unpowered)
  • Climbing
  • Fast-Draw (any)
  • Garrote
  • Jumping
  • Knife
  • Knot-Tying
  • Riding (Equines)
  • First Aid
  • Prospecting
  • Running
  • Scrounging
  • Skiing
  • Swimming
  • Teamster
  • Throwing
  • Weather Sense

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Thief

Thief

You’re a “procurement expert,” whatever unflattering terms others may use. You take things that need taking. Of course, the best stuff is inevitably in trapped rooms behind locked doors guarded by robots on old army bases. You’ll handle finding treasures and unlocking doors and bypassing traps – for a reasonable consideration, naturally. Oh, and those rumors that you moonlight as an assassin or a spy? Nonsense!

Attributes [180]

  • ST 10
  • DX 15 [100]
  • IQ 13 [60]
  • HT 11 [10]
  • HP 10
  • Will 13
  • Per 13
  • FP 11
  • Basic Lift 20
  • Damage 1d-2/1d
  • Basic Speed 7 [10]
  • Basic Move 7
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [65]

  • Flexibility [5]
  • Luck [15]
  • Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)

20 points chosen from among:

  • +1,+2 ST
  • +1 DX
  • +1 IQ
  • +1,+2 HT
  • ....

Disadvantages [50]

  • Sense of Duty (Team) [-5]
  • One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
  • One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]

A further -15 points chosen from either of the two previous lists or

  • Bad Temper [-10*]
  • Bloodlust [-10*]
  • Compulsive Carousing [-5*]
  • Compulsive Gambling [-5*]
  • Compulsive Lying [-15*]
  • Compulsive Spending [-5*]
  • Cowardice [-10*]
  • Laziness [-10]
  • Lecherousness [-15*]
  • Loner [-5*]
  • One Eye [-15]
  • Overconfidence [-5*]
  • Post-Combat Shakes [-5*]
  • Skinny [-5]

Skills [45]

Primary [19]

  • Climbing DX/A - DX+3 18 [1] includes: +1 from 'Perfect Balance', +3 from 'Flexibility'
  • Escape DX/H - DX+1 16 [1] includes: +3 from 'Flexibility'
  • Filch DX/A - DX+2 17 [2] includes: +2 from 'Nimble'
  • Forced Entry DX/E - DX+2 17 [1] includes: +2 from 'Nimble'
  • Stealth DX/A - DX+3 18 [4] includes: +2 from 'Nimble'
  • Pickpocket DX/H - DX+1 16 [2] includes: +2 from 'Nimble'
  • Lockpicking/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'
  • Traps/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'

Secondary [21]

  • Acrobatics DX/H - DX-1 14 [1] includes: +1 from 'Perfect Balance'
  • Brawling DX/E - DX+0 15 [1]
  • Electronics Operation/TL9 (Security) IQ/A - IQ+0 13 [2]
  • Gesture IQ/E - IQ+0 13 [1]
  • Guns/TL9 (Pistol) DX/E - DX+0 15 [1]
  • Holdout IQ/A - IQ+0 13 [2]
  • Knife DX/E - DX+0 15 [1]
  • Search Per/A - Per+0 13 [2]
  • Shadowing IQ/A - IQ+0 13 [2]
  • Sleight of Hand DX/H - DX-2 13 [1]
  • Smuggling IQ/A - IQ+0 13 [2]
  • Streetwise IQ/A - IQ+0 13 [2]
  • Thrown Weapon (Knife) DX/E - DX+0 15 [1]
  • Urban Survival Per/A - Per+0 13 [2]

Background [5]

5 points in improved primary or secondary skills or choose from:

  • Carousing
  • Gambling
  • Fast-Draw (any)
  • Garrote
  • Guns (Submachine Gun)
  • First Aid
  • Panhandling
  • Cartography
  • Connoisseur (any)
  • Disguise
  • Fast-Talk
  • Merchant
  • Counterfeiting
  • Forgery
  • Poisons
  • Lip Reading
  • Observation

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Urban Scout

Urban Scout

You’re called “stalker,” and “tracker,” and you’ve filled these two roles in the past. Such labels don’t do justice to your expertise, however. By taking stealth into ruins that were once great cities, you've become a master of urban scouting.

Attributes [185]

  • ST 11 [10]
  • DX 16 [120]
  • IQ 11 [20]
  • HT 12 [20]
  • HP 11
  • Will 11
  • Per 14 [15]
  • FP 12
  • Basic Lift 24
  • Damage 1d-1/1d+1
  • Basic Speed 7
  • Basic Move 7
  • Ground Move 7
  • Water Move 1
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0].
  • Languages: English (Native) [0].

Advantages [60]

  • Luck [15]
  • Craftiness (2) [10] (Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth)

35 points chosen from among:

  • ST +1, +2 or +3 [10, 20 or 30]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1, +2 or +3 [10, 20 or 30]
  • Per +1 to +4 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Either Absolute Direction or 3D Spatial Sense
  • Acute Vision [2/level]
  • Combat Reflexes [15]
  • Danger Sense [15]
  • Fit [5] or Very Fit [15]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Signature Gear [Varies]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points
  • Gun Perk [1]
  • Weapon Bond [1]
  • anything else the GM allows you to take

Disadvantages [50]

  • Sense of Duty (Team) [-5]

-15 points chosen from among:

  • Bloodlust [-10*]
  • Callous [-5]
  • Honesty [-10*]
  • Overconfidence [-5*]
  • Stubbornness [-5]
  • Greed [-15*]

Another -30 points chosen from among the previous traits or:

  • Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
  • Intolerance (Hillbillies) [-5]
  • Loner [-5*]
  • No Sense of Humor [-10]
  • Odious Personal Habit (“Unwashed bushwhacker”) [-5]
  • Paranoia [-10]
  • Phobia (Crowds) [-15*]
  • Vow (Own no more than what can be carried) [-10]

Skills [45]

Primary [14]

  • Guns/TL9 (Shotgun, Submachine Gun or Rifle) DX/E - DX+2 18 [4]
  • Bow DX/A - DX+0 16 [2] or Crossbow DX/E - DX+1 17 [2]
  • Camouflage IQ/E - IQ+3 14 [2] (includes: +2 from 'Craftiness')
  • Stealth DX/A - DX+2 18 [2] (includes: +2 from 'Craftiness')
  • Observation Per/A - Per+1 15 [4]

Secondary [24]

  • Either Boxing DX/A - DX+0 16 [2], Brawling DX/A - DX+0 16 [2], or Karate DX/H - DX-1 15 [2]
  • Either Wrestling DX/A - DX+0 16 [2] or Judo DX/H - DX-1 15 [2]
  • Acting IQ/A - IQ+2 13 [2] (includes: +2 from 'Craftiness')
  • Disguise/TL9 (Human) IQ/A - IQ+2 13 [2] (includes: +2 from 'Craftiness')
  • Electronics Operation/TL9 (Security) IQ/A - IQ+0 11 [2]
  • Either Fast-Talk IQ/A - IQ+0 11 [2] or Intimidation IQ/A - IQ+0 11 [2]
  • Gesture IQ/E - IQ+0 11 [1]
  • Guns/TL9 (Pistol) DX/E - DX+1 17 [1]
  • Search Per/A - Per+0 14 [2]
  • Shadowing IQ/A - IQ+3 14 [3] (includes: +2 from 'Craftiness')
  • Stealth DX/A - DX+2 18 [2] (includes: +2 from 'Craftiness')
  • Traps/TL9 IQ/A - IQ+0 11 [2]
  • Urban Survival Per/A - Per-1 13 [1]

Background [7]

  • 7 points in improved primary or secondary skills or choose from:
  • Architecture
  • Armoury/TL9 (Missile Weapons)
  • Climbing
  • Electronics Repair/TL9 (Security)
  • Fast-Draw (any)
  • Forced-Entry
  • Garrote
  • Holdout
  • Jumping
  • Knife
  • Knot-Tying
  • First Aid
  • Running
  • Scrounging
  • Skiing
  • Swimming
  • Throwing
  • Streetwise

Lens [10]

  • Add the Vault Dweller [10] Lens

VaulTec Field Scout

You’re called “stalker,” and “tracker,” and you’ve filled these two roles in the past. Such labels don’t do justice to your expertise, however. By taking stealth into the great outdoors and mixing it with mobility, you’ve become a master of guerrilla warfare and pathfinding.

Attributes:

  • ST 12 [20]
  • DX 14 [80]
  • IQ 11 [20]
  • HT 13 [30]

Secondary Characteristics:

  • Damage 1d-1/1d+2
  • BL 29 lbs.
  • HP 12 [0]
  • Will 11 [0]
  • Per 14 [15]
  • FP 13 [0]
  • Basic Speed 7.00 [5]
  • Basic Move 7 [0]

Advantages:

  • Absolute Direction [5]
  • Luck [15]
  • Vanguard 4 [20] (Camouflage, Cartography, Stealth, Navigation (Land), Survival and Tracking)

25 points chosen from among:

  • ST +1 or +2 [10 or 20]
  • DX +1 [20]
  • HT +1 or +2 [10 or 20]
  • Per +1 to +4 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Acute Vision [2/level]
  • Combat Reflexes [15]
  • Danger Sense [15]
  • Fit [5] or Very Fit [15]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Signature Gear [Varies]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages:

The following Disadvantages are mandatory:

  • Sense of Duty (Team) [-5]

-10 points chosen from among:

  • Bloodlust [-10*]
  • Callous [-5]
  • Honesty [-10*]
  • Overconfidence [-5*]
  • Stubbornness [-5]

Another -35 points chosen from among the previous traits or:

  • Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
  • Greed [-15*]
  • Intolerance (Urbanites) [-5]
  • Loner [-5*]
  • No Sense of Humor [-10]
  • Odious Personal Habit (“Unwashed bushwhacker”) [-5]
  • Paranoia [-10]
  • Phobia (Crowds) [-15*]
  • Vow (Own no more than what can be carried) [-10]


Primary Skills:

  • Guns/TL9 (Shotgun) (E) DX+2 [4]-16, Guns/TL9 (Submachine Gun) or Guns/TL9 (Rifle)
  • Either Bow (A) DX [2]-14, or Crossbow (E) DX [2]-15
  • Navigation/TL9 (Land) IQ+4 [1]-15
  • Camouflage (E) IQ+3 [2]-16
  • Observation (A) Per+1 [4]-15
  • Shadowing (A) IQ+1 [3]-12
  • Tracking (A) Per+2 [2]-16

Secondary Skills:

  • One of Boxing (A) DX [2]-14, Brawling (A) DX+1 [2]-15, or Karate (H) DX-1 [2]-13
  • Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14
  • Fast-Draw (Whatever you like) (E) DX [1]-14
  • Climbing (A) DX-1 [1]-13
  • Stealth (A) DX-1 [1]-13
  • Driving/TL9 (Motorcycle) (A) DX [2]-14
  • Gesture (E) IQ+1 [2]-12
  • Cartography [4] IQ+3 [1]-14
  • Traps (A) IQ+1 [4]-12
  • Hiking (A) HT-1 [1]-12
  • Survival (any) (A) Per+3 [1]-17
  • Swimming (E) HT [1]-13
  • Search (A) Per-1 [1]-13
  • Scrounging (E) Per [1]-14

Background Skills:

  • Computer Operation/TL9 (E) IQ [1]-11
  • Driving/TL9 (Automobile) (A) DX-1 [1]-13
  • Guns/TL9 (Pistol) (E) DX [1]-15
  • 3 points in improved primary or secondary skills, or Fast-Draw (any other), Garrote, Jumping, Knife, or Knot-Tying, all (E) DX [1]-14; Boating (Unpowered), Riding (Equines), or Throwing, all (A) DX-1 [1]-13; First Aid or Seamanship, both (E) IQ [1]-11; Armoury/TL9 (Missile Weapons or Small Arms), Prospecting, or Weather Sense, all (A) IQ-1 [1]-10; Running (A) HT-1 [1]-11; Skiing (H) HT-2 [1]-10; or Teamster.
  • Pick the Vault Dweller Lens [10]

VaulTec Medical Doctor

Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and your world is full of scorpion stings, snakebites, and bioweapons.

Attributes:

  • ST 10 [0]
  • DX 12 [40]
  • IQ 15 [100]
  • HT 12 [20]

Secondary Characteristics:

  • Damage 1d-2/1d
  • BL 20 lbs.
  • HP 10 [0]
  • Will 15 [0]
  • Per 15 [0]
  • FP 12 [0]
  • Basic Speed 6.00 [0]
  • Basic Move 6 [0]

Advantages:

  • Healer 4 [40]
  • Higher Purpose (“Medic!”) [5]
  • Luck [15]

A further 30 points chosen from among lens advantages:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Combat Reflexes [15]
  • Contact Group (Clinic, hospital, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
  • Daredevil [15]
  • Fearlessness [2/level] or Unfazeable [15]
  • Gizmos 1-3 [5/gizmo]
  • High Manual Dexterity 1-4 [5/level]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Sensitive [5] or Empathy [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages:

  • -20 points chosen from among Duty (Agency, mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15]
  • Greed [-15*]
  • Honesty [-10*]
  • Secret (Used or sold drugs, negligence, etc.) [-5, -10, or -20]
  • Sense of Duty (Team) [-5]
  • or Social Stigma (License Revoked) [-5]

Another -15 points chosen from among those traits or:

  • Charitable [-15*]
  • Chummy [-5] or Gregarious [-10]
  • Code of Honor (Hippocratic Oath) [-5]
  • Delusion (“I’m God when I’m your doctor!”) [-5]
  • Guilt Complex [-5]
  • Selfish [-5*] or Selfless [-5*]
  • Vow (Refuse no request for medical aid) [-10]

A further -15 points chosen from either of the previous lists or:

  • Alcoholism [-15]
  • Curious [-5*]
  • Insomniac [-10 or -15]
  • Nightmares [-5*]
  • Overconfidence [-5*]
  • Post-Combat Shakes [-5*]
  • Stubbornness [-5]
  • Truthfulness [-5*]
  • Workaholic [-5]

Primary Skills:

  • Diagnosis, Pharmacy (Synthetic), and Psychology, all (H) IQ+2 [1]-17†
  • Physician (H) IQ+5 [8]-20†
  • Surgery (VH) IQ+1 [1]-16†

Secondary Skills:

  • Either Judo (H) DX-1 [2]-11 or Wrestling (A) DX [2]-12
  • Guns (Pistol) (E) DX [1]-12
  • Four of Fast-Draw (Medical Gear) or Knife, both (E) DX+1 [2]-13; NBC Suit (A) DX [2]-12; Hazardous Materials (Biological), Research, Teaching, or Writing, all (A) IQ [2]-15; Chemistry, Expert Skill (Epidemiology), Forensics, Naturalist, or Poisons, all (H) IQ-1 [2]-14;
  • or 2 points to raise one of those skills or a grappling skill by a level
  • Three of Driving (Automobile or Heavy Wheeled), Piloting (Helicopter),

or Stealth, all (A) DX [2]-12; Administration or Interrogation, both (A) IQ [2]-15; Diplomacy (H) IQ-1 [2]-14; Scrounging (E) Per+1 [2]-16;

  • or 2 points to raise one of those skills by a level.

Background Skills:

  • Computer Operation (E) IQ [1]-15

VaulTec Melee Specialist

You’re an expert with a specific hand-to-hand combat weapon, and have few rivals at its use; it is to you as the gun is to the shooter. Indeed, in your hands, it is in many ways deadlier than a firearm. However, you realize that range is an advantage and that your favorite toy is no less detectable than a gun, so you also value stealth and concealment.

Attributes:

  • ST 13 [30]
  • DX 15 [100]
  • IQ 10 [0]
  • HT 11 [10]

Secondary Characteristics

  • Damage 1d/2d-1
  • BL 34 lbs
  • HP 13 [0]
  • Will 10 [0]
  • Per 10 [0]
  • FP 11 [0]
  • Basic Speed 7.00 [10]
  • Basic Move 7 [0]

Advantages:

  • Enhanced Parry 1 (Weapon of choice) [5]
  • Luck [15]
  • Weapon Bond (Any starting weapon) [1]
  • Weapon Master (Weapon of choice) [20]

A further 30 points chosen from among:

  • additional martial-arts abilities
  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Ambidexterity [5]
  • Arm ST 1-2 [5/level]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Enhanced Dodge 1-3 [15/level]
  • Enhanced Parry 2-3 (Weapon of choice) [5/level]
  • Extra Attack 1 [25]
  • Gizmos 1-3 [5/gizmo]
  • Peripheral Vision [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Striking ST 1-2 [5/level]
  • Strong Chi 1-4 [5/level]
  • Wild Talent 1 [20]
  • replace Luck [15] with Extraordinary Luck [30] for 15 points
  • or expand Weapon Master (Weapon of choice) [20] to Weapon Master (Two weapons) [25] for 5 points or Weapon Master (Small class of weapons) [30] for 10 points.

Disadvantages:

  • -20 points chosen from among Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
  • Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
  • Fanaticism (Employer, nation, or service) [-15]
  • Intolerance (Rival nation or other large group) [-5]
  • Obsession (Beat a specific rival) [-5*]
  • Secret (Illegal tournament deaths) [-20]
  • Sense of Duty (Team) [-5]
  • Social Stigma (Criminal Record) [-5]

Another -15 points chosen from among those traits or:

  • Bad Temper [-10*]
  • Bloodlust[-10*]
  • Callous [-5]
  • Delusion (“Guns are no match for my favorite weapon!”) [-5]
  • Honesty [-10*]
  • Impulsiveness [-10*]
  • On the Edge [-15*]
  • Overconfidence [-5*]
  • Vow (Use only muscle-powered attacks) [-10]

A further -15 points chosen from either of the previous lists or:

  • Distinctive Features (Dueling scars) [-1]
  • Jealousy [-10]
  • Loner [-5*]
  • Odious Personal Habits [-5 to -15]
  • Stubbornness [-5]
  • Trademark [-5 to -15]
  • Workaholic [-5]

Primary Skills:

A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen from among: Fast-Draw (any), Knife, or Thrown Weapon (any), all (E) DX+2 [4]-17; Axe/Mace, Broadsword, Cloak, Jitte/Sai, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Sword, or Whip, all (A) DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, all (H) DX [4]-15; or 4 points/level to raise any of these by up to three levels.

Secondary Skills:

  • Acrobatics (H) DX-1 [2]-14
  • Holdout (A) IQ+2 [8]-12
  • Jumping (E) DX [1]-15
  • and Stealth (A) DX [2]-15
  • One of Boxing (A) DX [2]-15, Brawling (E) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
  • Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
  • Five of Fast-Draw (any), Guns (Pistol), or Thrown Weapon (any), all (E) DX+1

[2]-16; Throwing (A) DX [2]-15; Parry Missile Weapons (H) DX-1 [2]-14; Armoury (Melee Weapons), Connoisseur (Melee Weapons), Soldier, or Streetwise, all (A) IQ [2]-10; Tactics (H) IQ-1 [2]-9; Hiking or Running, both (A) HT [2]-11; Intimidation (A) Will [2]-10

  • or 2 points to raise one

of these skills or Acrobatics, Stealth, or an unarmed skill by a level

Background Skills:

  • Driving (Automobile or Motorcycle) (A) DX-1 [1]-14.

Martial-Arts Abilities:

A total of 15 points in any of the perks, cinematic skills, and techniques below – preferably armed specialties, where possible.

Perks:

  • Deadly Pose [1]
  • Dirty Fighting 1-3 [1/level]
  • Finishing Move [1]
  • Focused Fury [1]
  • Off-Hand Weapon Training [1]
  • Trademark Move [1]
  • Weapon Bond [1]

Cinematic Skills:

  • Flying Leap (requires Power Blow) (H) IQ-2 [1]-8
  • Pressure Points (H) IQ-2 [1]-8
  • Throwing Art (H) DX-2 [1]-13
  • Kiai (H) HT-2 [1]-9
  • Power Blow (H) Will-2 [1]-8
  • Blind Fighting (VH) Per-3 [1]-7

Spending a total of 2 points in any skill buys it at one level higher, a total of 4 points purchases it at two levels higher, and cost is 4 points/level after that.

Techniques:

  • Acrobatic Stand [1 to 6]
  • Arm Lock [1 to 4]
  • Disarming [2 to 6]
  • Dual-Weapon Attack [2 to 5]
  • Evade [1 to 5]
  • Feint [2 to 5]
  • Kicking [2 or 3]
  • Retain Weapon [2 to 6]
  • Roll with Blow [2 or 3]
  • Stamp Kick [2 to 4]
  • Toe Flip [1 to 5]

VaulTec Security Officer

It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.

Attributes

  • ST 11 [10]
  • DX 16 [120]
  • IQ 11 [20]
  • HT 12 [10]

Secondary Characteristics

  • Damage 1d-1/1d+1
  • BL 24 lbs.
  • HP 11 [0]
  • Will 12 [0]
  • Per 12 [5]
  • FP 12 [0]
  • Basic Speed 7.00 [0]
  • Basic Move 7 [0]

Advantages

  • Gunslinger [25]
  • Luck [15]

A further 30 points chosen from among:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Per +1 to +6 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Acute Vision [2/level]
  • Ambidexterity [5]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Enhanced Dodge 1-2 [15/level]
  • Fearlessness [2/level] or Unfazeable [15]
  • Fit [5] or Very Fit [15]
  • Gizmos 1-3 [5/gizmo]
  • Gun Perks [1/perk]
  • Hard to Kill [2/level]
  • Hard to Subdue [2/level]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages:

-20 points chosen from among:

  • Code of Honor (“Stay bought”) [-5] or (Soldier’s) [-10]
  • Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
  • Fanaticism (Employer, nation, or service) [-15]
  • Greed [-15*]
  • Intolerance (Rival nation or other large group) [-5]
  • Sense of Duty (Team) [-5] or (Nation) [-10]
  • Social Stigma (Criminal Record) [-5]

Another -10 points chosen from among those traits or:

  • Bad Temper [-10*]
  • Berserk [-10*]
  • Bloodlust [-10*]
  • Bully [-10*],
  • Honesty [-10*]

A further -20 points chosen from either of the previous lists or:

  • Callous [-5]
  • Flashbacks [-5 or -10]
  • Impulsiveness [-10*]
  • Odious Personal Habits [-5 to -15]
  • On the Edge [-15*]
  • Overconfidence [-5*]
  • Paranoia [-10]
  • Stubbornness [-5]
  • Wounded [-5]

Primary Skills:

  • Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
  • Acrobatics (H) DX [4]-16
  • One of Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18
  • Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty
  • Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), Liquid Projector(Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-15.

Secondary Skills:

  • One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15.
  • One of Judo (H) DX-1 [2]-15 or Wrestling (A) DX [2]-16
  • Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-15;
  • Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
  • Running (A) HT [2]-12.

Background Skills:

  • Computer Operation (E) IQ [1]-15

VaulTec Social Engineer

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.

Attributes:

  • ST 10 [0];
  • DX 13 [60];
  • IQ 15 [100];
  • HT 11 [10].

Secondary Characteristics:

Damage 1d-2/1d

  • BL 20 lbs.
  • HP 10 [0]
  • Will 15 [0]
  • Per 15 [0]
  • FP 11 [0]
  • Basic Speed 6.00 [0]
  • Basic Move 6 [0]

Advantages:

  • Attractive [4]
  • Honest Face [1]
  • Luck [15]
  • Smooth Operator 2 [30]

A further 31 points chosen from among:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Alcohol Tolerance [1]
  • Business Acumen 1-3 [10/level]
  • Charisma 1-6 [5/level]
  • Contact Group (Corporation, local black market, quartermaster, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
  • Cultural Adaptability [10]
  • Daredevil [15]
  • Fashion Sense [5]
  • Gun Perks [1/perk]
  • Language Talent [10]
  • Languages (any) [2-6/language]
  • No Hangover [1]
  • Rapier Wit [5]
  • Sensitive [5]
  • Empathy [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Smooth Operator 3-4 [15/level]
  • Voice [10]
  • Wild Talent 1 [20]
  • improve Appearance to Handsome [12] for 8 points or Very Handsome [16] for 12 points
  • replace Luck [15] with Extraordinary Luck[30] for 15 points

Disadvantages:

  • -15 points chosen from among Duty (Agency, mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15]
  • Greed [-15*]
  • Secret (Past scams) [-5 or -10]
  • Sense of Duty (Team) [-5]
  • Social Stigma (Criminal Record) [-5]
  • Trickster [-15*]

Another -15 points chosen from among those traits or:

  • Chummy [-5] or Gregarious [-10]
  • Compulsive Carousing [-5*]
  • Compulsive Gambling [-5*]
  • Compulsive Lying [-15*]
  • Lecherousness [-15*]

A further -20 points chosen from either of the previous lists or:

  • Curious [-5*]
  • Impulsiveness [-10*]
  • Jealousy [-10]
  • Kleptomania [-15*]
  • Overconfidence [-5*]
  • Selfish [-5*]
  • Trademark [-5 to -15]

Primary Skills:

  • Savoir-Faire (Vault Dwellers) (E) IQ+2 [1]-17
  • Acting, Fast-Talk, Leadership, and Public Speaking, all (A) IQ+1 [1]-16
  • Merchant (A) IQ-1 [1]-14
  • Diplomacy (H) IQ [1]-15
  • Carousing (E) HT+2 [1]-13
  • Sex Appeal (A) HT+2 [1]-13
  • Intimidation (A) Will+1 [1]-16
  • Detect Lies (H) Per [1]-15

Secondary Skills:

  • One of Boxing (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12
  • Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13
  • Guns (Pistol) (E) DX+1 [2]-14
  • Holdout (A) IQ-1 [1]-14
  • Ten of Fast-Draw (Pistol) (E) DX [1]-13,Dancing, Filch, or Stealth, all (A) DX-1 [1]-12; Pickpocket or Sleight of Hand, both (H) DX-2 [1]-11; Savoir-Faire (any) (E) IQ+2 [1]-17†; Administration, Connoisseur (any), Disguise, Electronics Operation (Media), Gambling, Interrogation, Propaganda, or Smuggling, all (A) IQ-1 [1]-14; Counterfeiting, Forgery, or Psychology, all (H) IQ-2 [1]-13; Body Language (A) Per-1 [1]-14; or 1 point to raise one of those skills or any primary skill by a level

Background Skills:

  • Driving (Automobile or Motorcycle) (A) DX-1 [1]-12.
  • Computer Operation (E) IQ [1]-15

VaulTec Reconstruction Engineer

Gefällt mir gar nicht, ist schwer in ein 250 Pkt Template alles hineinzupacken was man braucht um einen allgemeinen Gagdeteer zu machen.

Mache wohl Lenses für den, wo man sein Spezialgebiet wählen kann, dann kann man später nach und nach ausbauen, z.B. Hemperors Robot-Gadgeteer mit Ally...

Attributes

  • ST 11 [10]
  • DX 11 [40]
  • IQ 16 [100]
  • HT 11 [10]

Secondary Characteristics

  • HP 11
  • Will 16
  • Per 12 [-20]
  • FP 11
  • Basic Lift 24
  • Damage 1d-1/1d+1
  • Basic Speed 6 [10]
  • Basic Move 6

Advantages:

  • Luck [15]
  • Gadgeteer (Quick) [50]
  • Gizmo 1 [5]

A further 20 points chosen from among:

  • Gizmo [5/level]
  • +1-2 ST
  • +1 DX
  • +1 IQ
  • +1-2 HT
  • Lightning Calculator or Intuitive Mathematician [2 or 5]
  • High TL [5]
  • Eidetic Memory or Photographic Memory [5 or 10]
  • Intuition [15]
  • Higher Purpose(Seek Knowledge)[5]
  • Lifting ST 1-3 [3/level]
  • High Manual Dexterity 1-4 [5/level]
  • Equipment Bond [1]
  • Serendipity [15]
  • Language (Written/Spoken at Accented Level) [4]

Primary Skills:

  • Armoury
  • Carpentry
  • Computer Operation
  • Computer Programming
  • Computer Hacking
  • Electrician
  • 2 Electronics Operation
  • 4 Electronics Repair
  • 2 Engineer
  • Mathematics (Applied)
  • Machinist
  • Masonry
  • Scrounging

Secondary Skills:

  • One of Boxing (A) DX [2]-14, Brawling (A) DX+1 [2]-15, or Karate (H) DX-1 [2]-13
  • Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14
  • Fast-Draw (Gizmo)
  • Guns (Pistol)
  • Cryptography
  • Research
  • Diplomacy or Fast-Talk
  • Smuggling

Background Skills:

  • Driving (Heavy Wheeled)

VaulTec Procurement Specialist

You’re adept at getting into places that nobody else can get into and taking things that everybody else wants – preferably sans explosions and gunshots. If all goes well, the first person to discover your handiwork is the ambassador who can’t find his briefcase the next morning, or the watchman who realizes the Rembrandt is gone after it’s hanging in your condo by Central Park. When working with a crew, your priority is to go in ahead and open the door.

Vorschlag für Namen des Talents: Nimble Fingers

Attributes:

  • ST 10 [0]
  • DX 15 [100]
  • IQ 13 [60]
  • HT 11 [10].

Secondary Characteristics:

  • Damage 1d-2/1d
  • BL 20 lbs.
  • HP 10 [0]
  • Will 13 [0]
  • Per 13 [0]
  • FP 11 [0]
  • Basic Speed 7.00 [10]
  • Basic Move 7 [0]

Advantages:

  • Flexibility [5]
  • Luck [15]
  • Perfect Balance [15]

A further 25 points chosen from among:

  • ST +1 or +2 [10 or 20]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 or +2 [10 or 20]
  • Per +1 to +5 [5/level]
  • Basic Move +1 to +3 [5/level]
  • Absolute Direction [5] or 3D Spatial Sense [10]
  • Absolute Timing [2]
  • Acute Senses (any) [2/level]
  • Breath-Holding [2/level]
  • Catfall [10]
  • Combat Reflexes [15]
  • Craftiness 1-4 [5/level]
  • Danger Sense [15]
  • Daredevil [15]
  • Enhanced Dodge 1 [15]
  • Fit [5] or Very Fit [15]
  • Gizmos 1-3 [5/gizmo]
  • Gun Perks [1/perk]
  • High Manual Dexterity 1-4 [5/level]
  • Night Vision 1-9 [1/level]
  • Peripheral Vision [15]
  • Serendipity 1 [15]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • improve Flexibility [5] to Double-Jointed [15] for 10 points
  • replace Luck [15] with Extraordinary Luck [30] for 15 points

Disadvantages:

  • Loner (12) [-5]

-20 points chosen from among Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]

  • Greed [-15*]
  • Kleptomania [-15*]
  • Obsession (Steal a particular item) [-5*]
  • Secret (Past crimes) [-5 or -10]
  • Sense of Duty (Team) [-5]
  • Social Stigma (Criminal Record) [-5]
  • Trickster [-15*]

Another -25 points chosen from among the previous traits or:

  • Cowardice [-10*]
  • Curious [-5*]
  • Impulsiveness [-10*]
  • Jealousy [-10]
  • Overconfidence [-5*]
  • Selfish [-5*]
  • Shyness [-5 or -10]
  • Skinny [-5]
  • Stubbornness [-5]
  • Trademark [-5 to -15]
  • worsen Loner from (12) [-5] to (9) [-7] for -2 points or to (6) [-10] for -5 points

Primary Skills:

  • Forced Entry and Jumping, both (E) DX [1]-15
  • Stealth (A) DX [2]-15
  • Climbing (A) DX+3 [1]-18
  • Escape (H) DX+1 [1]-16
  • Acrobatics (H) DX [2]-15
  • Electronics Operation (Security), Lockpicking, and Traps, all (A) IQ+1 [4]-14

Secondary Skills:

  • One of Boxing (A) DX [2]-15, Brawling (A) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
  • Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
  • Guns (Pistol) (E) DX [1]-15
  • Two of Driving (Automobile or Motorcycle) (A) DX [2]-15; Swimming (E) HT+1 [2]-12; Running (A) HT [2]-11; or 2 points to raise one of those skills or Acrobatics, Stealth, or an unarmed skill by a level.
  • Eight of Knot-Tying (E) DX [1]-15; Filch or Throwing, both (A) DX-1 [1]-14; Camouflage or Gesture, both (E) IQ [1]-13; Animal Handling (Dogs), Architecture, Cartography, Connoisseur (any), Electronics Repair (Security), or Holdout, all (A) IQ-1 [1]-12; Observation or Search, both (A) Per-1 [1]-12
  • or 1 point to raise one of those skills or Climbing, Forced Entry, or Jumping by a level.

Background Skills:

  • Computer Operation (E) IQ [1]-15