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==Plants==
==Plants==
Plants might not matter at all to adventurers, but as they’re everywhere in most game worlds, they can be a big deal – whether that means leafy monsters in fantasy, a haunted forest in horror, a plant-based cure in a medical thriller, or growing a living in a low-key historical campaign. With rare exceptions, there’s just enough here for one niche.
Plants might not matter at all to adventurers, but as they’re everywhere in most game worlds, they can be a big deal – whether that means leafy monsters in fantasy, a haunted forest
 
in horror, a plant-based cure in a medical thriller, or growing
a living in a low-key historical campaign. With rare exceptions,
there’s just enough here for one niche.
Advantages: Green Thumb and Plant Empathy.
Advantages: Green Thumb and Plant Empathy.
 
Disadvantages: Phobia (Fire), in settings where intelligent
Disadvantages: Phobia (Fire), in settings where intelligent plants don’t appreciate flame.
plants don’t appreciate flame.
 
Skills:  Farming;  Gardening;  Naturalist;  and  Pharmacy
Skills:  Farming;  Gardening;  Naturalist;  and  Pharmacy (Herbal). Most fantasy and cinematic settings add Herb Lore; high-tech  ones  might  tack  on  Biology  (Botany),  an  IQ/H optional specialty, and Paleontology (Paleobotany).
(Herbal). Most fantasy and cinematic settings add Herb Lore;
 
high-tech  ones  might  tack  on  Biology  (Botany),  an  IQ/H
==Research==
optional specialty, and Paleontology (Paleobotany).
Heroes occasionally have to look for answers in whatever repositories  of  information  suit  the  setting:  libraries,  the Internet, etc. While research-related tasks rarely constitute a whole niche, they can be essential to moving the story forward – particularly in mystery, occult, and technothriller plots.
Research
 
Heroes occasionally have to look for answers in whatever
repositories  of  information  suit  the  setting:  libraries,  the
Internet, etc. While research-related tasks rarely constitute a
whole niche, they can be essential to moving the story forward
– particularly in mystery, occult, and technothriller plots.
Attributes: IQ is archetypal.
Attributes: IQ is archetypal.
 
Advantages: Eidetic Memory; Intuition; Less Sleep, for
Advantages: Eidetic Memory; Intuition; Less Sleep, for all-nighters; Single-Minded; and Tenure, for access to the best libraries.
all-nighters; Single-Minded; and Tenure, for access to the
 
bestlibraries.
Disadvantages:  Curious;  Obsession  with  some  academic goal; and Workaholic
Disadvantages:  Curious;  Obsession  with  some  academic
 
goal; and Workaholic
Skills: Administration, for getting past librarians and clerks; Computer Operation; Current Affairs, for “common knowledge”;  Intelligence  Analysis;  Literature;  Philosophy,  for informed insights; Public Speaking, for debating, lecturing,
and presenting expert testimony; Research; Speed-Reading; Teaching; Typing; Writing; and IQ/H or IQ/VH skills, particularly Expert Skills, concerning abstruse subject matter.
 
==Sabotage==
Many an adventure plot revolves around blowing up, burning down, or otherwise wrecking things. If the campaign features  mission  objectives  or  obstacles  that  can’t  be  worked around in more subtle ways, then one or more niches should specialize in such destruction.
 
Advantages: Artificer; Fearlessness, for walking around with explosives; High Manual Dexterity; and Luck, for avoiding unintended accidents.
 
Disadvantages: Pyromania.
 
Skills: Architecture, for knowing the weak spots in structures; Engineer  (Combat);  Explosives  (Demolition  or  Fireworks); Forced Entry; Machinist; and Traps, for leaving nasty surprises. Remember that “repair” skills can also destroy: Armoury can neutralize  weapons;  Electrician  can  cut  power;  Electronics Repair can short-circuit gizmos; and Mechanic can sever brake lines and facilitate car bombs.
 
==Science==
Outside of fantasy and TL0-3 adventures, and especially in sci-fi and TL6+ stories (unless the campaign is pure action), many problems call for scientific solutions – most often testing and field-expedient applications. If this stuff is relevant, then at least one niche should excel at it. In a cerebral game, several niches might specialize in different areas.
 
Attributes: IQ is the cheapest way to shine at more than a few of the relevant skills.
 
Advantages: Lightning Calculator and Mathematical Ability.
 
Disadvantages: Curious.
 
Skills: Astronomy; Biology; Chemistry; Geography (Physical); Geology;  Mathematics;  Metallurgy; Meteorology; Naturalist; Paleontology; Physics; Physiology; Psychology (Experimental); and any scientific Expert Skill imaginable (Epidemiology,  Hydrology,  Natural  Philosophy,  etc.). In fiction, Engineer is frequently associated with science, too. These often come with some of Computer Programming, Current Affairs (Science & Technology), Electronics Operation (Scientific), and Hazardous Materials.
 
==Security==
Except in the most sedate of campaigns, keeping watch for trouble is important, and there should be at least one niche tasked with doing so. If this is a central premise – the PCs are bodyguards, antiterrorist forces, etc. – then everyniche ought to have some of these traits.
 
Secondary Characteristics:Per in itself is crucial for meeting security challenges.
 
Advantages: Acute Senses; Combat Reflexes; Danger Sense; Less Sleep; Night Vision; and Peripheral Vision. True security officers often have Legal Enforcement Powers and/or Rank.
 
Disadvantages: Light Sleeper and Paranoia. Security officers often have Duty and/or Sense of Duty.
 
Skills: Animal Handling (Dogs), for working alongside guard and sniffer dogs; Body Language; Electronics Operation (Security or Sensors); Explosives (EOD); Lip Reading; Observation; Search; Shadowing; Streetwise, for noticing dodgy situations; Tactics, for suitable responses; and Tracking. Niches covering these tasks should add combat skills for the relevant “force spectrum”: Intimidation, usually a Melee Weapon skill (whether Broadsword for a big club or Tonfa for a modern side-handle police baton), and possibly ranged skills such as Liquid Projector (Sprayer) and Guns. Police officers know Law (Police) and Savoir-Faire (Police).
 
==Sneaking==
In adventure plots, not being detected by enemies comes second only to combat. If the entire PC group needs to be circumspect, then give all niches a few suitable traits – but even then, the dedicated stealth expert is a common and necessary role.
 
Attributes: IQ (DX, not so much, despite the common association between grace and sneakiness).
 
Advantages and Perks: Honest Face and Night Vision.
 
Disadvantages: Loner.
 
Skills: Acting, for not behaving suspiciously; Camouflage; Holdout, for one’s gear; Housekeeping, for making evidence disappear; Observation, for spotting guards and hidden cameras; Shadowing; Smuggling; and Stealth.


==Social Engineering==
==Social Engineering==
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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.
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.
==Social Sciences==
The trappings of culture can present interesting challenges, ranging from spotting art forgeries to determining whether the  tribesmen  are  cannibals.  In  high action campaigns, the associated traits are at best part of one niche. In more sedate tales, there’s room for at leasttwo niches – arts and humanities – and maybe more.
Attributes:  IQ  is  the  most  affordable way to be good at lots of suitable skills.
Advantages:  Cultural  Familiarity;  Language  Talent;  and  Languages.  Cultural Adaptability also fits, though it’s cinematic.
Disadvantages:Curious and Xenophilia.
Skills: Anthropology; Archae ology; Cartography; Connoisseur (Literature, Visual Arts,  etc.);  Criminology;  Current  Affairs, particularly Headline News, Politics, and Regional;  Economics;  Geography  (Political);  Heraldry;  History;  Law;  Linguistics;
Literature; Philosophy; Psychology; Sociology; Theology, especially the Comparative
specialty; and many Expert Skills (Egyptology, Political Science, Xenology, etc.).
==Space==
If  space  travel  features  in  the  campaign, as it often does at TL9+, then skills
for dealing with the curves it throws at the PCs are vital. Every space voyager should know the basics, but the seasoned space-hand is a strong niche of its own.
Advantages: 3D Spatial Sense; G-Experience; Improved GTolerance; Perfect Balance; and Xeno-Adaptability, in cinematic campaigns with alien cultures.
Disadvantages: Chummy,  because  spaceships  are  close quarters, and Xenophilia.
Skills: Area Knowledge, for an interplanetary state or even a galaxy; Astronomy; Expert Skill (Xenology); Free Fall; Freight Handling; Law (Interstellar); Navigation (Space or Hyperspace); Physics (Astrophysics), an IQ/H optional specialty; Piloting, for anything space-related; Shiphandling (Spaceship or Starship); Spacer; and Vacc Suit. Electronics Operation specialties that campaign assumptions make vital to space action also fit; e.g.,
Force Shields, Matter Transmitters, and Sensors are widespread in space opera.
==Stealing==
Fantasy heroes out to loot dungeons, career criminals after the big score, super-spies assigned to snatch top-secret plans... PCs often face the challenge of taking what isn’t theirs. This is a niche unto itself in genres where it matters. In stealth-heavy
campaigns, there’s room for several templates: the nimble-fingered pickpocket, the agile cat burglar, the security-systems cracker, etc.
Attributes: DX and IQ.
Advantages and Perks: Flexibility and Perfect Balance, for cat  burglars;  High  Manual  Dexterity,  for  pickpockets;  and Night Vision.
Disadvantages: Greed, as motivation, and Loner, to avoid betrayals.
Skills: Architecture, for finding  secret  doors;  Climbing; Connoisseur,  for  recognizing
unobvious treasures worth stealing; Electronics Operation (Security);  Electronics  Repair
(Security);  Escape;  Explosives (Demolition), for blowing safes; Filch; Forced Entry; Lockpicking; Merchant, for appraising the value of obviousloot; Pickpocket; Search;  Sleight of Hand; and Traps.
==Streets==
The streets pose problems that must be solved through morally (if not physically!) dirty
means: bribery, threats, violence, and lurking in dark alleyways. Solutions to these often
inform a niche, which can be substantial if all the other templates are polite and proper.
Advantages and Perks: Alcohol Tolerance; Contacts (Criminal); Danger Sense; Fearlessness; and Indomitable.
Disadvantages: Bad  Appearance,  Callous,  and  a  meanand-nasty  Reputation  all aid  Intimidation.  Often,  Social Stigma (Criminal Record) is necessary to be taken seriously.
Skills: Acting, for appearing downtrodden; Area Knowledge (any “tough” locale); Brawling; Carousing; Fast-Talk, for specious intimidation (p. B202); Forced Entry; Gambling; Heraldry  (Graffiti  Tags);  Holdout;  Intimidation;  Merchant,  for illegal deals; Observation; Panhandling; Savoir-Faire (Mafia); Scrounging; Shadowing; Streetwise; and Urban Survival.
==Technical Means==
“Technical means” is a euphemism for tools with few honest applications: computer viruses, false-bottomed luggage, forged  ID  cards,  poisons,  signal  jammers,  tiny  cameras,
truth serums, etc. High-end crooks, spies, and commandos – especially  at  higher  TLs  –  routinely  face  challenges  that require them to use or confront such stuff. If this isn’t the campaign focus, then the associated abilities might constitute a single niche.
Advantages: Those with legitimate support will have a few of Alternate Identity, Legal Immunity, Rank (Administrative, Military, or Police), and Security Clearance.
Disadvantages: Paranoia and Secret Identity. Duty (Service) and Sense of Duty (Nation) are common among real spies and black operators.
Skills:  Brainwashing;  Cartography;  Computer  Hacking; Computer Programming; Counterfeiting; Cryptography; Electronics Operation, particularly EW and Surveillance; Electronics  Repair  (ditto);  Expert  Skill  (Computer  Security); Explosives; Forgery; Holdout; Intelligence Analysis; Interrogation; Mathematics (Cryptology); Photography; Poisons; Propaganda; and Smuggling.


==Transportation==
==Transportation==

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