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Skills: Computer Operation; Cryptography; Electronics Operation (Comm, EW, Media, or Surveillance); Electronics Repair (ditto); Gesture; Heraldry, because visual codes are communications, too; Linguistics; Lip Reading; Mimicry (Speech); Public Speaking; Savoir-Faire, in settings with strict social protocols surrounding messages; Typing; and Writing. | Skills: Computer Operation; Cryptography; Electronics Operation (Comm, EW, Media, or Surveillance); Electronics Repair (ditto); Gesture; Heraldry, because visual codes are communications, too; Linguistics; Lip Reading; Mimicry (Speech); Public Speaking; Savoir-Faire, in settings with strict social protocols surrounding messages; Typing; and Writing. | ||
==Performing== | |||
Many plots call for the PCs to entertain NPCs, whether that means placating the king to avoid beheading, impressing someone who can provide an introduction or a lucrative contract, or using a performance as a diversion. Or perhaps the play is the thing, and the campaign is about putting on successful shows! | |||
Advantages and Perks: Appearance is universally handy. Then there’s Flexibility for contortionists; Musical Ability and Voice for musicians; Penetrating Voice and Rapier Wit (unless deemed too cinematic) for spoken-word types; Perfect Balance for acrobats; and so on. Be sure to suggest these in customization notes. | |||
Disadvantages: Compulsive Carousing and Overconfidence. Performers sometimes actively exploit Dwarfism, Hunchback, Skinny, etc. | |||
Skills: Acrobatics; Carousing; Dancing; Fire Eating; Fortune-Telling; Games; Mimicry (Speech); Musical Instrument; Performance; Public Speaking; Singing; Sleight of Hand; Sports (anything fun to watch); Stage Combat; and Ventriloquism. Behind the scenes, add Artist (Scene Design); Electronics Operation (Media); Group Performance; Makeup; Musical Composition; Poetry; Sewing, for costumes; and Writing, for plays. Some artists are also experts at Connoisseur (Dance or Music) and/or Current Affairs (High Culture or Popular Culture). | |||
==Crafting== | ==Crafting== | ||
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Attributes: IQ is crucial to impersonators (see p. B174). | Attributes: IQ is crucial to impersonators (see p. B174). | ||
Advantages and Perks: Cultural Adaptability*; Honest Face; Social Chameleon*; Voice; and Zeroed. Traits with an asterisk (*) may be too cinematic for some campaigns. People with established alter egos might have Alternate Identity. | Advantages and Perks: Cultural Adaptability*; Honest Face; Social Chameleon*; Voice; and Zeroed. Traits with an asterisk (*) may be too cinematic for some campaigns. People with established alter egos might have Alternate Identity. | ||
Disadvantages: | Disadvantages: Compulsive Lying; Enemies; Secret; and Trickster. | ||
Skills: Acting; Disguise; Fast-Talk; Forgery, if the deceiver prepares his own fake ID; Makeup; Mimicry (Speech); and Psychology. Savoir-Faire and Streetwise are useful for passing oneself off as a “generic” member of a particular social class. | Skills: Acting; Disguise; Fast-Talk; Forgery, if the deceiver prepares his own fake ID; Makeup; Mimicry (Speech); and Psychology. Savoir-Faire and Streetwise are useful for passing oneself off as a “generic” member of a particular social class. | ||
== | ==Social Engineering== | ||
People can be the most puzzling challenge. Manipulating others and settling conflicts peacefully is a huge niche in almost every genre. In fact, it’s such a major role that unless the GM foresees the campaign being wall-to-wall Combat (p. 36) and Sneaking (p. 40), it’s best to scatter these abilities across several – perhaps all – templates. | |||
Attributes | Attributes: IQ defines “social intelligence,” doing what the “Charisma” or “Charm” attribute does in other RPGs. | ||
Advantages: | Advantages and Perks: Appearance; Charisma; Cultural Adaptability*; Cultural Familiarity; Empathy; Fashion Sense; Honest Face; Pitiable; Rapier Wit*; Smooth Operator; Social Chameleon*; and Voice. Traits with an asterisk (*) may be too cinematic for some campaigns. | ||
Disadvantages: | Disadvantages: Chummy; Compulsive Carousing; Overconfidence, for the reaction bonus from the impressionable; and Xenophilia, to avoid accidental bad reactions from foreigners. | ||
Skills: | Skills: Acting; Carousing; Connoisseur (Wine), or any other specialty that would impress; Current Affairs (High Culture, People, Popular Culture, or Travel); Dancing; Detect Lies; Diplomacy; Erotic Art; Fast-Talk; Interrogation; Intimidation; Leadership; Makeup; Merchant; Panhandling; Politics; Psychology; Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise. | ||
==Exploration== | ==Exploration== | ||
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Skills: Navigation above all else. Add Architecture, for indoor exploration; Area Knowledge, if only of the entire world in broad strokes; Cartography, for making maps; Current Affairs (Regional); Geography; Mathematics (Surveying); Meteorology/Weather Sense; Naturalist; Prospecting; and Urban Survival, for urban exploration. | Skills: Navigation above all else. Add Architecture, for indoor exploration; Area Knowledge, if only of the entire world in broad strokes; Cartography, for making maps; Current Affairs (Regional); Geography; Mathematics (Surveying); Meteorology/Weather Sense; Naturalist; Prospecting; and Urban Survival, for urban exploration. | ||
==Establishment== | |||
Dealing with the setting’s apparatus of power can be a major challenge – possibly the principal one, in a relatively cerebral campaign. This can be the primary job of a niche, or of several if there are many different authorities to wrangle. | |||
Advantages: Charisma, for leaders; Claim to Hospitality; Contacts; Legal Immunity; Patrons; Rank; Reputation; Security Clearance; Social Regard; Status; and Wealth. | |||
Disadvantages: Any Code of Honor, Duty, or Sense of Duty expected of the position. In some settings, Jealousy or Selfish might be necessary to seem convincing. | |||
Skills: Administration; Current Affairs (People or Politics); Diplomacy; Economics; Expert Skill (Political Science); Geography (Political); Heraldry; Law; Leadership; Politics; Propaganda; Public Speaking; and Savoir-Faire, usually but not always the High Society specialty. | |||
Skills: | |||
==Money== | ==Money== | ||
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Skills: Accounting; Administration; Current Affairs (Business), and conceivably other specialties, to exploit trends; Diplomacy, for high-powered negotiations; Economics; Finance; Gambling; Heraldry (Corporate Logos); Law (Contract or Business); Market Analysis; Mathematics (Statistics); Merchant; Panhandling, down at street level; Propaganda; and Savoir-Faire (High Society). These skills assume existing money; add Counterfeiting to make money (literally!) or Prospecting to find gold, silver, etc. at the source. | Skills: Accounting; Administration; Current Affairs (Business), and conceivably other specialties, to exploit trends; Diplomacy, for high-powered negotiations; Economics; Finance; Gambling; Heraldry (Corporate Logos); Law (Contract or Business); Market Analysis; Mathematics (Statistics); Merchant; Panhandling, down at street level; Propaganda; and Savoir-Faire (High Society). These skills assume existing money; add Counterfeiting to make money (literally!) or Prospecting to find gold, silver, etc. at the source. | ||
==Transportation== | ==Transportation== |