CHARACTER
GENERATION
Please refer to
the FUZION rules for the following information:
Characters must create
their characters in a specific order to ease the creation and to be fair
and prevent using loopholes. Please refer to the FUZION rules included
for the following information:
LIFEPATH:
Unchanged. Characters must be at least
18.
It is assumed the PCs join the military at that
point. However they can realistically join the Military any year past
18 that they want. The maximum final age for a starting character is
35. As you will read later, the max skill for starting characters is
“+6”. With the bonuses for Military training below, coupled with this
skill cap, it may be advantageous for a starting character at 35 to join later
and extend his lifepath, giving change for more windfalls and dangers.
Roll for every year as stated but GM discretion
for traumas. Ignore “Current Situation”.
NOTE: For character creation, skills
have three stages to them…so they are placed after Perks, Talents, and Complications.
ALL skills in character creation have a cap of “+6”. No
matter how many bonuses the character earns during lifepath of Marine
training, this +6 remains. So there is some strategy to character creation.
HOWEVER, a Player can choose one military skill and up to two lifeskills
up to +7.
NO ORIGIN PATH
CHARACTERISTICS
Character Points:
55 points. The GM can consider up to 65 but I feel it might lower
game enjoyment.
All Optional Derived Characteristics should be used.
Option Points: 50 points.
The GM can consider up to 60.
COMPLICATIONS
The GM should
avoid hefty problems since the CMC is an elite force.
GROWING SKILLS
First, a player must spend
OP on “growing skills.” These are skills the player develops
in life before joining the Military. The reason these points
are spent before the Marine training below is because some skills are REQUIRED
for Marine training or can effect the path of the PC in their career.
However, don’t spend all your
points since every two years in the military costs 3OP (see below).
Obviously the most important skill for advancing in the Marines is leadership.
Choosing that ahead of time can be advantageous. But other points
apply. If a PC has a certain skill, or carries it with a certain
experience, they don’t need to choose it in the path as determined below.
All “Growing Skills” have a cap of “+3” at this point. Players can
increase them later. They cannot choose Military skills, Life skills
only. All skills are listed at the back of this section.
CHARACTER TEMPLATE --NEW RULE--
The PC enters the CMC…and everything changes. Each
Character chooses a path every TWO years of service. The first choice
MUST not by career. The templates labeled CAREER are paths the PC have
taken because he/she decided on a future in the Marines. When a career
is picked, no other paths may be chosen. Every two years, the PC enters
the same career again.
Each template has special
rules unique to its own. There are skills listed that the character
gets as a bonus as well as skills the Player must spend OP on (3 OP each template).
The Player may not allot anymore OP to other skills not in the template (they
can do that later). Money is allotted for each path chosen. Every
Non-Career option has a Career mirror (Aerospace – Starship, Infantry--OCC).
The PC can dabble in a variety of fields but should choose a final career
dependant on the character’s history eventually. A tank pilot can switch
to OCC but has very few skills useful going in.
Also listed in each template
is a rank structure. Every year the PC is in this path he has a chance
to go up in rank (ranks are listed in the USMC/CMC section and below.
All players start at the bottom. The Rank listed in the non-career template
is the highest rank available in that path. Career paths have a starting
rank but no ceiling rank. When you move into a career path for the
first time, you take this immediate rank. Even though the CMC chapter
lists ranks to Admiral, obviously starting characters cannot reach that.
The top rank achieved is listed with the Rank structure below.
Each year requires a Leadership
roll (Uses PRE + skill). If above the DV, the new rank is established.
If not, the rank is carried over the next year. The DV then drops by
1 and then an additional 1 every following year. When a new rank is
established, the DV returns to normal. Only when the Character's Rank
reaches his current ceiling can he roll to get the jump to a CAREER OR stay
and keep pumping points in what the character has, but promotions are no longer
available. Promotions can always be refused, of course (GM discretion).
If the PC, at a ceiling rank, chooses a path, and successfully rolls for promotion,
they don’t roll a second time, nor do they JUMP into the career. They
must finish their term, then start in their new Career next time.
Also, if you choose a career
but decide against it later, you have to bust yourself back down to the starting
rank of the new career. No PC can take more that THREE careers…the third
must be the career of choice. The PC is stuck there unless they want
to be discharged.
NOTE ON LIFEPATH (Fuzion,
page 5):
PCs roll for lifepath THROUGH the Marines. The GM must work lifepath
into the Marine path. As a result…
SOMETHING GOOD
…Mentor: Allows the bonus
skill in ANY category, Military or not.
…Favor: Player option…can
keep the favor into the game OR get a +2 at the next Promotion DV roll and
+1 in ANY skill, military or not.
…Membership: +4 to the
every Promotion DV roll until the next promotion.
SOMETHING BAD:
…Imprisonment: GM discretion
or roll D6: 1-3 – Held Hostage, 4-6 – Imprisonment. If held hostage,
the PC may be awarded a POW medal or a Purple Heart (The GM may also add a
+1 to the Promotional DV roll next year). If imprisoned, the PC is reduced
ONE rank and the DV for the next promotion increases by FIVE. Either
situation, the PC is returned before the year is out. They also loose
two of their bonus skills of the template for that path (two years, PC’s
decision).
…Falsely Accused:
Same as imprisonment above. Develop an enemy. D6 is rolled:
1-3 – Acquitted, 4-6 – sentenced for a year, is reduced 1 rank and the DV
for the next promotion increases by 5. They also loose two of their
bonus skills of the template for that year (two years, PC’s decision).
…Accident or Injury:
Purple Heart awarded.
ENLISTED
Private (Aeroman)*
Pvt 1st Class (Aeroman)*
Lance Corporal
(Aeroman First Class)*
Corporal (Sen.Aeroman)* |
NON COMMISIONED
Sergeant
Staff Sergeant
Gunnery Sergeant |
COMMISIONED
Second Lieutenant
First Lieutenant
Captain |
Ranks during gameplay are run
using experience (see CMC section for details).
The PC stops choosing
paths when he/she has run out of OP or has run out of life (Age).
If the Character runs out of life, he/she is considered an up and coming
officer. Running out of OP means the character hasn’t done much in
his/her career since. You cannot choose a path if you do not have the
OP to spend on its skills.
After all your templates are
done and have OP leftover, you can spend those are your usual skills or on
any of the skills you have already chosen. The only military skills
available are the ones you already have. You cannot take APC pilot if
you have never taken the path. However, if you have three OP leftover,
you have one point in APC pilot, and then you can jump it up to four if you
want. Any OP you spend before choosing your first path can be spent
on life skills but no military ones. Military skills are those listed
in the templates below (with an “M” beside them). All life skills are
listed after the templates. Some “M” skills are not military but
since all PCs will be in the Marines (or assumed, there are exceptions), these
are skills they can only develop through military channels.
The GM should consider a maximum
number of templates for each character. I recommend 6 or 8. This
also caps a maximum age. A maximum starting skill for a player should
be 7. Leave some room for improvement later. The path the Character
has taken the most is his/her position. If they are all equal, choose
one and keep it.
RANK DV:
INFANTRY: 15
HEAVY WEAPONS: 15
NCO: 18
OCC: 20
AEROROSPACE: 16
STARSHIP COMMAND: 20
MEDICAL: 15
SCIENCES CAREER: 18
XENOBIOLOGY: 20
ARMOR: 15
TECHNICIAN: 16
ENGINEER: 18
Ranks during gameplay are run
using experience (see CMC section for details).
The PC stops choosing paths when he/she has run out of OP or has run out
of life (Age). If the Character runs out of life, he/she is considered
an up and coming officer. Running out of OP means the character hasn’t
done much in his/her career since. You cannot choose a path if you
do not have the OP to spend on its skills.
After all your templates are done and have OP leftover, you can spend those
are your usual skills or on any of the skills you have already chosen.
The only military skills available are the ones you already have.
You cannot take APC pilot if you have never taken the path. However,
if you have three OP leftover, you have one point in APC pilot, then you
can jump it up to four if you want. Any OP you spend before choosing
your first path can be spent on life skills but no military ones. Military
skills are those listed in the templates below (with an “M” beside them)
All life skills are listed after the templates. Some “M” skills
are not military but since all PCs will be in the Marines (or assumed, there
are exceptions), these are skills they can only develop through military channels.
The GM should consider a maximum number of templates for each character.
I recommend 6 or 8. This also caps a maximum age. A maximum
starting skill for a player should be 7. Leave some room for improvement
later. The path the Character has taken the most is his/her position.
If they are all equal, choose one and keep it.
SPECIAL PATH
COLONIAL MARINE SPECIAL FORCES
Within every military force there are
the typical foot soldiers, then there is the elite troops. The Colonial Marines
are no exception. Following the traditions of the United States Marine Corp.
The Colonial Marines included the marine special forces; Marine Force Recon,
and the sapper, Marine Combat Engineers. Refer to the CMC chapter later for
details on descriptions.
The Colonial Marine Corp
of Engineers has established a reputation as an elite unit, as Marine Force
Recon. These specialists handle the most hazardous demolition tasks - demolishing
strongpoints, clearing mine fields, preparing landing zones and laying bridges
- all while under fire. It would be impossible to list all of the equipment
available to the combat engineers here, though items include all manners of
demolitions, mine plows, deep core drills, portable aerospace strips, etc.
Special Rules for Special Forces:
Unlike other templates, Special Forces carries requirements. A Player
wishing to submit their Character for this elite must have the following:
--Four years of Infantry or Heavy Weapons
(two paths).
--Be Lance Corporal or higher.
--Strength and Body, Willpower and Constitution
must be at least “4”
--Cannot have ANY major Complications that may
hinder the Marine in the field.
When a PC chooses one of
the starting paths (Force Recon or Combat Engineer), they are stuck there.
It is assumed that if they make it in…they stay. Special Forces personnel
don’t leave to be Starship pilots. When you enter the elite, you have
a certain reputation to live by. Unless kicked out, you stay (GM can
void this rule though). Also, you can only pick Special Forces for two
paths ONLY. You can move to and from Force Recon and Combat Engineer
but you cannot (for game balance) take either at more than two years total.
This may seem drastic, but the PC must spend more OP each path than usual
so it balances somewhat. You either stop, or move onto Force Recon Career.
Force Recon Career also carries the same restriction. Not everything
is roses for Special Forces however.
--DV for promotion is +2 higher for every
rank.
--Five OP must be spent each year instead of
Three (see below).
--After the first Path taken, the PC is slapped
with a “5” point “Infrequent” Marine Code of Honor complication (NO
OP bonus). If the PC enters the Force Recon Career, that dishes out
another 5 points on top of that. However, this special
case does NOT hamper combat at all. It is meant to fortify this Marine’s
attitude to Marine conduct.
Also, upon entering Force
Recon (not Combat Engineer), the PC MUST spend the 12 OP for Marine Hand
to Hand. Entering Force Recon Career can be for NCO and OCC…meaning
when you choose Force Recon - Career, you must decide to go into Force Recon
NCO or Force Recon OCC.
TEMPLATES
INFANTRY
BACKGROUND:
Infantry are the basic troops of the CMC. They released are in
numbers and are often indistinguishable from each other . Usually, most
people start in Infantry because of its general purpose skills they offer.
MIRROR:
OCC
CEILING RANK:
Lance Corporal
BONUS SKILLS
(All at +1): Autofire Weapons (M), Firearms, Hand to Hand
O.P. SKILLS
(3 OP points must be spent in any of the following): Surveillance,
Survival, Melee Weapons, Melee Evade, Heavy Weapons (M), Hand to Hand, Hand
to Hand Evade,
MONEY: 100
cr.
HEAVY WEAPONS
BACKGROUND:
These people start right from the start, right into training of the
heavy weapons of the CMC. Although many of their skills are similar
to the base infantry, they have less training in close combat, and more in
the use of Heavy Weapons, specifically the M51 Smart Gun
MIRROR:
NCO
CEILING :
Lance Corporal
BONUS SKILLS
(All at +1): Smart Gunner (M), Firearms, Hand to Hand
O.P. SKILLS
(3 OP must be spent on any of the following): Survival, Demolition(M),
Heavy Weapons (M), Gunnery (M), Hand to Hand, Autofire Weapons (M), Hand
to Hand Evade, Pilot Power Armor (TL6)
MONEY: 80
cr.
NCO (Non Commissioned Officer) --CAREER--
BACKGROUND:
This is the path for people who want to stay on the front line but have
some form of authority. This is the usual path for people who don’t
want to pursue a command unless it is just a squad.
MIRROR:
Heavy Weapons
STARTING RANK:
Corporal
CEILING RANK:
Sgt. Major
BONUS SKILLS
(All at +1): Autofire Weapons (M), Firearms, Hand to Hand
O.P. SKILLS
(3 OP must be spend on any of the following): Demolitions (M),
Heavy Weapons (M), Gunnrey (M), Leadership, Tactics (M), Interrogation, Survival.
MONEY: 100
cr.
OCC (Officer Command College) --CAREER--
BACKGROUND:
Officer from the infantry or even from the Heavy Arms who wish to put
on nicer clothes move to the hefty training and long hours of the Officer
Command College. Here, an trooper, learns the details of command and
will soon go up in ranks to command squads, units, even battalions.
MIRROR:
Infantry, Armor
STARTING RANK:
Second Lieutenant
CEILING RANK:
None
BONUS SKILLS
(All at +1): Firearms, Leadership, First Aid.
O.P. SKILLS
(3 Op must be spent on any of the following): Tactics (M),
Demolition/Disposal (M), Interrogation, Survival, Beurocratics, Teacher,
Perception.
MONEY: 120
cr.
AEROSPACE
BACKGROUND:
The rough men and women of the Aerospace division (sometimes nicknamed
“Starlight”) are trained to operate the Shuttles, Dropships, and Fighters
of the CMC. They are trained in both operation of the flight systems
and the weaponry armed on these air and space craft. These troops are
also used for astrogation and maneuvering of the massive starships the Marines
utilize.
MIRROR:
Starship Command
CEILING:
Corporal
BONUS SKILLS
(All at +1): Astrogation (M), Pilot Space-Interceptor (M), Pilot
Dropship (M).
O.P. SKILLS
(3 OP must be spent on any of the following ): Pilot Starship (M),
Firearms, Navigation, Zero-G Maneuvering, Mechanics, Pilot-Atmospheric
Interceptor (M), Gunnery (M)
MONEY: 90
cr.
STARSHIP COMMAND --CAREER--
BACKGROUND: These people are on the path to commanding their own ship.
They may still pilot ships but are being trained in the command structure.
High ranks could earn command of a squadron, a starship, or even a fleet.
MIRROR: Aerospace
STARTING RANK: Second Lieutenant
BONUS SKILLS (All at +1): Leadership, Astrogation (M), Pilot Starship
(M).
O.P. SKILLS (3 OP must be spent on any of the following): Pilot
Space-Interceptor (M), Pilot Dropship (M), Firearms, Engineer Aerospace, Engineer
Starship, Perception, Tactics
MONEY: 120 cr.
MEDICAL
BACKGROUND:
These are ground medics basically trained to patching holes. They
are not bound by protecting life, these are marines. They will fight
to save their comrades. They are armed with bullets and bandages.
MIRROR:
Sciences or Xenobiology
CEILING RANK:
Corporal
BONUS SKILLS
(All at +1): First Aid, Firearms, Survival.
O.P. SKILLS
(3 OP must be spent on any of the following): Paramedic (M), Autofire
Weapons (M), Perception, Tracking, Deduction, Research, First Aid.
MONEY: 100
cr.
SCIENCES CAREER
BACKGROUND:
Expanding on their career, some marines choose to serve the corps in
a support position. One of these is the sciences. Basically,
these are marines that have either trained before as doctors or were trained
in the corps. They are often sent in large numbers for medical relief
and can often be placed in command of missions of military aid. Science
Officers are trained in both medicine as well as all the sciences.
MIRROR:
Medical
STARTING RANK:
Second Lieutenant
BONUS SKILLS
(All at +1): Paramedic (M), Sciences (Choose two or give one +2),
First Aid.
O.P. SKILLS
(3 OP must be spent on the following): Research, Perception, Forensic
Medicine, Criminology, Survival, Sciences, Teacher, Enginee--Synthetic
MONEY: 140
cr.
XENOBIOLOGY --CAREER-- (CL3 and higher required)
BACKGROUND:
This is a special path for those specifically designed to the study
of alien life forms. Course…eventually, most of these personnel are
geared to the study of ONE specific life form. They are very similar
to Sciences except they are more geared towards the study of alien life forms.
They are also trained to combat these threats. Doctors in this category
have been hired for corporation’s bio-weapon’s division.
MIRROR:
Medical
STARTING / CEILING
RANK: 1st Lieutenant / Colonel
BONUS SKILLS
(All at +2): Xenobiology (M), Paramedic (M), Sciences (Choose one)
O.P. SKILLS
(3 OP must be spent on the following): Research, Perception, Forensic
Medicine, Criminology, Survival, Sciences, Teacher.
MONEY: 50
cr.
ARMOR
BACKGROUND:
These are the drivers of the Tanks, Buggies, and APC of the CMC.
They can also operate the weapons of those vehicles as well.
MIRROR:
OCC
CEILING RANK:
Corporal
BONUS SKILLS
(All at +1): Gunnery (M), Driving (choose either APC, Tank, or
Buggy) (M), Firearms
O.P. SKILLS
(3 OP must be spent on the following): Engineer Armor (M), Autofire
Weapons (M), Driving (the other two types) (M), Survival, Pilot Power
Armor (TL6) (M), Navigation, Hand-to-Hand
MONEY: 80
cr.
TECHNICIAN
BACKGROUND:
Technicians are assistants to large starships, and mechanics for
smaller vehicles. Most pilots and drivers attribute their success
partially to these miracle workers. Being Marines, they often ride
as passengers in large armor as a field repairman.
MIRROR:
Engineer
CEILING RANK:
Corporal
BONUS SKILLS
(All at +1): Engineer (choose one at +2 or two and +1): Armor (M),
Aerospace (M), Starship (M), Firearms, Mechanic.
O.P. SKILLS
(3 OP must be spent on the following): Engineer (the two not chosen)
(M), Weaponsmith (M), Electronics, Computer Programming, Autofire Weapons
(M), Demolition (M).
MONEY: 70
cr.
ENGINEER --CAREER--
BACKGROUND:
Engineers command whole teams and run and keep whole battalions of
starships from falling apart. They are so trained, they not only can
repair but modify and create their own designs.
MIRROR:
Technician
CEILING / STARTING
RANK: Captain / Second Lieutenant
BONUS SKILLS
(All at +1): Engineer (Choose one at +2 or two at +1): Armor
(M), Aerospace (M), Starship(M), Mechanic, Leadership
O.P. SKILLS
(3 OP must be spent on the following): The other two Engineer skills
not chosen, Weaponsmith, Inventor, Electronics, Security Systems, Computer
Programming, Engineer: Synthetic
MONEY:
100 cr.
FORCE RECON
MIRROR: Infantry, Heavy Weapons, Medical, Armor
STARTING RANK: Lance Corporal
CEILING RANK: Sergeant
BONUS SKILLS (All at +1): Autofire Weapons (M),
Firearms, HTH, Stealth, Survival, Zero-Gravity Maneuvering, SCUBA,
Parachuting
O.P. SKILLS (5 OP must be spent on the following):
Demolitions/Disposal (M), Heavy weapons (M), Melee Weapons,
First Aid, Climbing, Drive -Buggy (M);
Gunnery (M), Drive - APC, Tracking, Concealment, Shadowing, Sniper.
MONEY: 100 cr.
HEAVY WEAPONS
MIRROR: Infantry, Heavy Weapons, Medical, Armor
CEILING : Lance Corporal
BONUS SKILLS (All at +1): Smart Gunner (M),
Firearms, HTH, Heavy Weapons, Survival, Zero-Gravity Maneuvering, SCUBA,
Parachuting
O.P. SKILLS (3 OP must be spent on the following):
Demolitions/Disposal (M), Melee Weapons, First Aid, Climbing,
Drive -Buggy (M); Gunnery (M), Drive - APC, Tracking, Concealment,
Shadowing, Autofire Weapons (M), Hand to Hand Evade,
MONEY: 100 cr.
COMBAT ENGINEER
(“SAPPER”)
MIRROR: Infantry, Heavy Weapons, Medical, Armor
CEILING RANK: Lance Corporal
BONUS SKILLS (All at +1): Autofire Weapons (M),
Demolitions/Disposal (M), Driving - Heavy Equipment,
Engineering – Fortifications (M), Weaponsmith
(M), Electronics, HTH, Parachuting
O.P. SKILLS (5 OP must be spent on the following):
Security Systems, Heavy Weapons (M), First Aid, Driving -Armor(M),
Gunnery (M), Concealment, Engineering - Armor (M), Engineer:
Heavy Equipment, Stealth, Survival,
Engineer: Aerospace.
MONEY: 100 cr.
FORCE RECON -Career-
MIRROR: OCC, NCO
STARTING RANK: Officers - 2nd LT
NCOs - Sergeant
CEILING RANK: Officers - None
NCOs - Sergeant Major
BONUS SKILLS (All at +1): Autofire Weapons (M), Firearms,
HTH, Leadership, Survival, Zero-Gravity Maneuvering, SCUBA, Parachuting
O.P. SKILLS (3 OP must be spent on the following):
Tactics (M), Interrogation (M), Perception, First Aid, Climbing, Engineering
- Armor, Engineering - Synthetic, Tracking, Concealment, Survival, Intimidation.
MONEY: 100 cr
TALENTS
No restrictions.
PERKS & PRIVELEGES
Membership
Every two ranks a marine has gains him +1 Membership
in the CMC. This is the only way to gain Membership in the CMC.
Reputation
-- ALTERED --
See "Ranks" in the CMC. Do not invest any points here.
No License
MENTAL POWERS PLUG-IN (Optional)
Certain skills should be banned:
Mental Attack
Mental Defense:
Telepathy
No one should have a skill above +1 at the beginning of their character.
This should be enforced by the GM. Only one PC should have these skills
and also consider not allowing it until later in the game.
MARTIAL ARTS PLUG-IN
Martial Arts
are common
MARINE HAND TO HAND
(Optional Rule)
ACTIONS AVAILABLE: ("*"
indicates a new manuever)
Basic Strike (+1d6 to STR-based damage, +2 Dex)
Breakfall (Take 1/2 normal falling damage, regain feet as a free action)
Defensive Strike (Strike, Adds +1 REF, +3 DEX)
Wristlock (A hit totally incapacitates the opponent. To escape, the
opponent must beat
the attacker in a STR roll -5) *
Nerve Strike (Does 2D6 damage, no Stun Defense, -2 REF)
Offensive Strike (Adds +2D6 to basic strike, at -2 RED, +1 DEX)
POINT COST: 12
Standard Equipment is discussed in
Gear and Weapons
RANKS
ENLISTED
Private (Aeroman)*
Private 1st Class
(Aeroman)*
Lance Corporal
(Aeroman First Class)*
Corporal (Senior
Aeroman)*
NON COMMISIONED
Sergeant
Staff Sergeant
Gunnery Sergeant
First Sergeant
Master Sergeant
Sergeant Major
Master Gunnery
Sergeant
Sgt. Major of the
Corps
COMMISIONED
Second Lieutenant
First Lieutenant
Lieutenant Commander
Commander
Captain
Major
Lieutenant Colonel
Colonel
Brigadier General
Major General
Lieutenant General
General
Admiral
*Aerospace
SKILLS
REVISED MILITARY SKILLS
Astrogation (INT)
Autofire Weapons (Pulse Rifles, Machine
Guns) (REF)
Demolition / Disposal (TECH )
Driving: APC (REF)
Driving: Tank (REF)
Driving: Buggy (REF)
Engineer: Armor (APC/Tank/Buggy)
(TECH)
Engineer: Weapons (use Weaponsmith)
(TECH)
Engineer: Aerospace (Dropship, Interceptor)
(TECH)
Engineer: Synthetic (TECH)
Engineer: Starship (TECH)
Engineer: Fortifications (Bunkers,
Minefields, Airfields)
Sniper Rifle (REF) |
Heavy Weapons (RPG, HIMAT, Sentry Guns,
Flame-thrower) (REF)
Gunnery (Mounted Weapons) (REF)
Paramedic (TECH)
Pilot: Dropship (DEX)
Pilot: Interceptor (Space-borne)
(DEX)
Pilot: Interceptor (atmospheric)
(DEX)
Pilot: Starship (DEX)
Pilot: Power Armor (TL 6 only) (DEX)
Smart Gunnery (REF)
Tactics (INT)
Weaponsmith (TECH)
Xenobiology (INT) |
REVISED LIFE SKILLS
Acrobatics (DEX)
Acting (PRE)
Animal Handler (INT)
Athletics (DEX)
Bribery (PRE)
Bugging (TECH)
Bureaucratic (PRE)
Business (INT)
Climbing (STR)
Computer Programming (INT)
Concealment (INT)
Concentration (WILL)
Contortionist (DEX)
Conversation (PRE)
Cooking (INT)
Criminology (TECH)
Cryptography (INT)
Dancing (DEX)
Deduction (INT)
Disguise (TECH)
Driving: Bike (REF)
Driving: Automobile (REF)
Driving: Heavy Equipment (Drillers,
Loaders, Cranes)
Education (INT)
Electronics (TECH)
Engineer: Automobile (TECH)
Engineer: Aircraft (TECH)
Engineer: Heavy Equipment (TECH)
Expert (INT)
First Aid (TECH)
Firearms (REF)
Forensic Medicine (TECH)
Forgery (TECH)
Gambling (TECH)
Hacking (TECH)
Hand to Hand (REF)
Hand to Hand Evade (DEX)
High Society (PRE)
Interrogation (PRE) |
Intimidation (PRE)
Inventor (TECH)
Languages (INT)
Leadership (PRE)
Lip Reading (INT)
Local Expert (INT)
Lockpicking (TECH)
Melee Weapons (DEX)
Melee Evade (DEX)
Mimicry (PRE)
Navigation (INT)
Oratory (PRE)
Perception (INT)
Persuasion (PRE)
Pilot: Civilian Aircraft (DEX)
Pilot: Powerloader (DEX)
Professional (INT)
Ranged Evade (DEX)
Research (INT)
Riding (DEX)
Science (INT)
Security Systems (TECH)
Seduction (PRE)
Shadowing (INT)
Sleight of Hand (REF)
Stealth (DEX)
Streetwise (PRE)
Survival (INT)
Surveillance (INT)
Teacher (PRE)
Tracking (INT)
Trading (PRE)
Ventriloquist (PRE)
Wardrobe and Style (PRE)
Zero-Gravity Maneuvering (DEX)
Scuba (DEX)
Parachuting (DEX) |
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