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starrangers:character_extra_training

Training packages

Each is 25 points

Airborne School

You’ve been trained at military or paramilitary parachuting and air-assault ops. You have no problem with jumping out of a perfectly good airplane or gliding down a rope under whirling helicopter blades, and you know how to deal with threats – human and environmental – when you land. While this specialty does include some combat skills, it isn’t about being a killer; to play a deadly former commando, add Infantry Training and possibly Close-Quarters Battle.

Advantages: Fearlessness 1 [2].
Skills: Climbing (DX/A) [2]; Guns (SMG) (DX/E) [2]; Jumping (DX/E) [2]; Navigation (Land) (IQ/A) [2]; Parachuting (DX/E) [8]; Soldier (IQ/A) [2].
Techniques: Rope Down (A) Climbing+1 [2], HaLo Jump[3].

Amphibious Operations

You’ve studied military or paramilitary small-watercraft ops – anything from coast-guard work to invading foreign powers from the sea. You’re at home on the deck of a rocking ship or waist-deep in water, and know your way around small craft.

Perks: Naval Training [1]; Sea Legs [1]; Sure-Footed (Water) [1].
Skills: Boating (Large Powerboat) (DX/A) [8]; Boating (Motorboat) (DX/A) (from Large Powerboat) [2]; Navigation (Sea) (IQ/A) [2]; Seamanship (IQ/E) [2]; Survival (Island/Beach) (Per/A) [1]; Swimming (HT/E) [4].
Techniques: Lifesaving (H) Swimming-3 [3].

Area Security

You’re trained at static and patrol security; that is, guarding airports, borders, and similar chokepoints. Your tools include a well-trained eye, sensors (from metal detectors and X-ray machines to night-vision gear and ground radar), and dogs – especially dogs.

Secondary Characteristics: Per+1 [5].
Perks: Good with Dogs [1].
Skills: Animal Handling (Dogs) (IQ/A) [4]; Body Language (Per/A) [2]; Electronics Operation (Security) (IQ/A) [4]; Electronics Operation (Sensors) (IQ/A) [1]; Observation (Per/A) [4]; Search (Per/A) [2]; Tactics (IQ/H) [2].

Armoury

You’re qualified at the maintenance, modification, and repair of man-portable weapons and their accessories. You don’t design guns, but you’re adept at finding standard gear at the best prices and customizing it . . . and you’ve been known to improvise the occasional silencer, Molotov cocktail, or zip-gun.

Advantages: Artificer 1 [10].
Perks: Armorer’s Gift (Pistol, Rifle, Shotgun, or SMG) [1]; Cheaper Gear (10% off guns) [1].
Skills: Armoury (Heavy Weapons) (IQ/A) [4]; Armoury (Small Arms) (IQ/A) [4]; Connoisseur (Weapons) (IQ/A) [2]; Explosives (Fireworks) (IQ/A) [1]; Machinist (IQ/A) [1]; Scrounging (Per/E) [1].

Battlesuit Trooper

You have been trained in the use and maintenance of battlesuits.

Battlesuit[12],Camouflage[1], Electronics Operation (any)[2], Forward Observer [1], Gunner (any)[2], Armoury (Battlesuit)[2], Navigation (land)[1], Battlesuit (one weapon skill) training[4].

Booby Traps

You’re a master at setting and concealing all kinds of nasty surprises: tripwires, tiger pits, car bombs, roadside IEDs jury-rigged from modified artillery shells, etc. You have a disturbing ability to turn just about anything you find into a deadly trap.

Perks: Efficient (Traps) [1]; One-Task Wonder (Armoury defaults to full IQ when rigging munitions) [1].
Skills: Camouflage (IQ/E) [2]; Explosives (Demolition) (IQ/A) [8]; Knot-Tying (DX/E) [1]; Mechanic (Automobile) (IQ/A) [1]; Scrounging (Per/E) [1]; Traps (IQ/A) [8].
Techniques: Set Trap (H) Explosives-1 [2].

Cleaning

You were the one they called when sensitive evidence needed finding and destroying. Your art isn’t just about disposing of bodies, although that’s part of it. The term “cleaner” comes from the fact that swift cleaning – yes, with cleansers, rags, and mops – is a simple-but-effective way to foil investigators. This is dirty, nasty work that brings no glory, but somebody has to do it.

Advantages: Fearlessness 1 [2]; Resistant to Scent-Induced Nausea (+3) [1].
Perks: Efficient (Housekeeping) [1]; One-Task Wonder (Chemistry defaults to full IQ when improvising cleansers and solvents) [1].
Skills: Camouflage (IQ/E) [2]; Forensics (IQ/H) [4]; Freight Handling (IQ/A) [2]; Holdout (IQ/A) [2]; Housekeeping (IQ/E) [4]; Smuggling (IQ/A) [4]; Stealth (DX/A) [2].

Climbing

You’re an expert at overcoming vertical obstacles – rock faces, mountains, tall fences, buildings, etc. – using ropes, grapnels, and more-specialized equipment. You have a strong grip and the sure-footedness of a mountain goat.

Advantages: Lifting ST 1 [3].
Perks: Special Exercises (Lifting ST 1) [1]; Sure-Footed (Uneven) [1].
Skills: Acrobatics (DX/H) [4]; Climbing (DX/A) [8]; Jumping (DX/E) [1]; Knot-Tying (DX/E) [2]; Throwing (DX/A) [2].
Techniques: Rope Up (A) Climbing-1 [1]; Scaling (H) Climbing-2 [2].

Close-Quarters Battle (CQB)

You’ve been trained at rapid target engagement with close-quarters weapons. This package of short-range combat skills – which includes using (and resisting) “stun” or “flash-bang” grenades – is mostly the province of commandos and SWAT teams. Those who also have the Urban Assault specialty are experts at room-clearing, while those without use their skills in jungles, wooded areas, or battlefield trenches.

Secondary Characteristics: Per+1 [5].
Perks: Robust Hearing [1]; Robust Vision [1].
Skills: Fast-Draw (Ammo) (DX/E) [1]; Fast-Draw (Knife) (DX/E) [1]; Fast-Draw (Long Arm) (DX/E) [1]; Fast-Draw (Pistol) (DX/E) [1]; Gesture (IQ/E) [1]; Guns (Pistol) (DX/E) [2]; Guns (Shotgun) (DX/E) [2]; Guns (SMG) (DX/E) [2]; Knife (DX/E) [1]; Tactics (IQ/H) [2]; Throwing (DX/A) [2].
Techniques: Close-Quarters Battle (Shotgun or SMG) (A) Guns+2 [2].

Combat simulator training

You have received extensive training is a combat simulator.

Advantages: Combat reflexes[15], Improved initiative[5]

Skills: Soldier[2], Immediate action(weapon of choice) [3]

Command

You were an NCO or even a commissioned officer in somebody’s military – or perhaps you led an intelligence or police task force. Whatever the case, you’re a forceful personality with a natural grasp of what motivates men. The Company preferentially chooses those with this specialty as team leaders. For those with special-ops backgrounds, this specialty often occurs alongside the Intelligence specialty.

Secondary Characteristics: Will+1 [5].
Advantages: Born War-Leader 1 [5].
Perks: Fearsome Stare [1]; Penetrating Voice [1].
Skills: Administration (IQ/A) [1]; Diplomacy (IQ/H) [2]; Gesture (IQ/E) [1]; Intimidation (Will/A) [1]; Intelligence analyst[1]; Leadership (IQ/A) [2]; Savoir-Faire (Military) (IQ/E) [1]; Tactics (IQ/H) [2]; Teaching (IQ/A) [1] ; Writing[1].

Born War-Leader: Intelligence Analysis, Leadership, Savoir-Faire (Military), Strategy, and Tactics. Reaction bonus: military officers, tribal war-leaders, and veteran soldiers. 5 points/level.

Communications

You’re trained at operating and maintaining advanced radio and telephone gear, including direction-finders, jammers, and digital networks. You aren’t necessarily an expert in electronic espionage – take one or more of Computer Intrusion, Crypto, Electronic Surveillance, and Intercepts and Wiretaps for that.

Advantages: Circuit Sense 1 [5].
Perks: Cross-Trained (Communications) [1].
Skills: Computer Operation (IQ/E) [2]; Electronics Operation (Communications) (IQ/A) [8]; Electronics Operation (EW) (IQ/A) [4]; Electronics Repair (Communications) (IQ/A) (from EO) [1]; Electronics Repair (Computers) (IQ/A) [2]; Electronics Repair (EW) (IQ/A) [2].

Computer Intrusion

You are, in common parlance, a “hacker.” You crack digital networks, steal data, plant disinformation, and, rarely, compromise security systems to assist real-time ops. This is realistic hacking: running scripts, Dumpster-diving, etc. A full-fledged, socially adept hacker will also want the Social Engineering specialty.

Advantages: Born to Be Wired 2 [10].
Perks: Focused (Computer Intrusion) [1]; Standard Operating Procedure (Backup) [1].
Skills: Computer Operation (IQ/E) [1]; Computer Programming (IQ/H) [1]; Electronics Repair (Computers) (IQ/A) [1]; Expert Skill (Computer Security) (IQ/H) [2]; Mathematics (Computer Science) (IQ/H) [1]; Research (IQ/A) [2]; Scrounging (Per/E) [1]. Computer Hacking[4]

Crypto

Somebody has gone to considerable expense to train you at making, using, and breaking codes and ciphers. This is slow, meticulous work that demands a unique mind. This specialty is useful when going up against powerful, dangerous nations – nations that keep files on crypto specialists. The Company has erased your past, but you should pick other specialties that won’t put you in the public eye (Social Engineering and Spin Doctor are terrible choices!).

Advantages: Mathematical Ability 1 [10].
Perks: Focused (Code-Cracking) [1]; Secret Knowledge (codes of one specific country of choice – preferably a powerful one) [1].
Skills: Computer Operation (IQ/E) [1]; Cryptography (IQ/H) [8]; Mathematics (Cryptology) (IQ/H) [4].

Demolitions

You’re an expert at blowing things up, and have sidelines in arson, combat engineering, and creative use of grenades. Your primary training is at demolishing structures – buildings, fortifications, road obstacles, etc. – but you’re not choosy. Still, you mainly know about conventional fuses and charges. To be a mad bomber, take the Booby Traps specialty instead . . . or as well!

Perks: One-Task Wonder (Architecture defaults to full IQ when planting explosives) [1]; One-Task Wonder (Chemistry defaults to full IQ when concocting incendiaries) [1].
Skills: Engineer (Combat) (IQ/H) [4]; Explosives (Demolition) (IQ/A) [12]; Explosives (Fireworks) (IQ/A) (from Demolition) [1]; Guns (Grenade Launcher) (DX/E) [2]; Throwing (DX/A) [4].

Desert Warfare

You’re a desert rat, used to blistering heat, sparse water supplies, and shifting sands. You might focus more on this than on the “warfare” part – e.g., you’re an expert survivalist – but the Company wouldn’t have recruited you if you weren’t somewhat aware of the unique operational requirements of the desert.

Secondary Characteristics: FP+1 [3].
Advantages: DR 1 (Limited, Sunburn, ‑80%) [1]; Temperature Tolerance 1 [1].
Perks: Special Exercises (DR 1 vs. Sunburn) [1]; Sure-Footed (Sand) [1].
Skills: Hiking (HT/A) [4]; Navigation (Land) (IQ/A) [4]; Soldier (IQ/A) [2]; Survival (Desert) (Per/A) [8].

Detective Work

You spent time as a policeman, gumshoe, or other crime-solver. As it happens, these skills are highly applicable to general investigation, which is a big part of Company business. If you’re an ex-cop, you’ll also want Law-Enforcement, and maybe Forensics and/or Surveillance. This specialty includes basic interrogation techniques; Interrogation is only fitting if you worked for somebody’s secret police.

Secondary Characteristics: Per+1 [5].
Skills: Detect Lies (Per/H) [4]; Criminology (IQ/A) [4]; Intelligence Analysis (IQ/H) [2]; Interrogation (IQ/A) [2]; Research (IQ/A) [2]; Observation (Per/A) [2]; Search (Per/A) [2]; Streetwise (IQ/A) [2].

Electronic Surveillance

You know all about using long-range mikes, sensors, and tracking beacons to keep tabs on a target. This sort of work is done from a van, and for the most part is “hands off.” If you actually plant bugs and tap phone lines, then get Intercepts and Wiretaps as well. Ordinary Surveillance is another good pairing – although many techno-geeks don’t know the first thing about hiding in the bushes and snapping photos.

Advantages: Circuit Sense 1 [5].
Skills: Computer Operation (IQ/E) [1]; Driving (Heavy Wheeled) (DX/A) [1]; Electronics Operation (Media) (IQ/A) [1]; Electronics Operation (Sensors) (IQ/A) [4]; Electronics Operation (Surveillance) (IQ/A) [4]; Electronics Repair (Media) (IQ/A) [1]; Electronics Repair (Sensors) (IQ/A) [4]; Electronics Repair (Surveillance) (IQ/A) [4].

Escape and Evasion

You’re exceptionally good at escaping bonds and cells, eluding pursuit on foot, and reaching home base in one piece. This might be due to specialized training of the sort available to commandos and spies (normally in conjunction with Resistance and/or Survival) . . . or be something you learned the hard way after doing a little time (which might even explain why the Company recruited you!).

Secondary Characteristics: Basic Move+1 [5].
Perks: Efficient (Escape) [1]; One-Task Wonder (Tracking defaults to full Per when concealing tracks) [1].
Skills: Camouflage (IQ/E) [1]; Escape (DX/H) [4]; Lockpicking (IQ/A) [2]; Running (HT/A) [4]; Stealth (DX/A) [4].
Techniques: Slip Handcuffs (H) Escape-3 [3].

Explosive Ordnance Disposal (EOD)

You have the risky job of finding and defusing bombs – including booby traps, car bombs, IEDs, and land mines. This job has a short life expectancy, but you’re unusually talented. Most but not all EOD experts also have either the Infantry Training or Law-Enforcement specialty.

Advantages: Fearlessness 1 [2]; High Manual Dexterity 1 [5].
Perks: Efficient (EOD) [1]; One-Task Wonder (Mechanic defaults to full IQ when checking for vehicle bombs) [1].
Skills: Electronics Operation (Security) (IQ/A) [2]; Explosives (EOD) (IQ/A) [8]; Hazardous Materials (Chemical) (IQ/A) [2]; Search (Per/A) [2]; Traps (IQ/A) [2].

Field Medicine

You’ve been trained as a military corpsman, a police- or fire-department paramedic, or other high-stress lifesaver. You aren’t a physician, but you do know how to work quickly to save live in the field. Given that guns are deadly and that Company employees can’t always be taken to the hospital when shot (too many questions), this specialty is absolutely crucial on any team!

Advantages: Healer 1 [10].
Perks: Efficient (First Aid) [1]; Efficient (Surgery) [1].
Skills: Diagnosis (IQ/H) [2]; Electronics Operation (Medical) (IQ/A) [2]; First Aid (IQ/E) [2]; Hazardous Materials (Biological) (IQ/A) [1]; Pharmacy (Synthetic) (IQ/H) [1]; Surgery (IQ/VH) [4].
Techniques: CPR (A) First Aid-1 [1].

Fixer

Your specialty is obtaining gear – any place, any time, any way you can. You might be a former con or revolutionary, or a spy trained at stocking safe houses and equipping Agents in unfriendly territory or just a former logistics worker who is tired of all the rules.. Either way, you’re a master of smuggling and shady deals, and aren’t bad at good old-fashioned scrounging. Given the long time it takes to acquire anything through channels, this makes you an exceptionally valuable team member.

Perks: Cheaper Gear (any one category of gear) [1]; Gangster Swagger [1].
Skills: Freight Handling (IQ/A) [2]; Holdout (IQ/A) [2]; Merchant (IQ/A) [8]; Scrounging (Per/E) [1]; Smuggling (IQ/A) [8]; Streetwise (IQ/A) [2].

Forensics

You’re skilled at the arts of technological evidence collection and analysis, including such methods as digital face reconstruction and DNA testing. This doesn’t necessarily mean that you also have the Law-Enforcement specialty – you could just as easily be a lab monkey with other, more-scientific specialties.

Perks: One-Task Wonder (Artist defaults to full IQ when sketching faces from descriptions) [1]; Standard Operating Procedure (Don’t Disturb the Evidence) [1].
Skills: Computer Operation (IQ/E) [1]; Criminology (IQ/A) [1]; Current Affairs (Science & Technology) (IQ/E) [1]; Diagnosis (IQ/H) [4]; Electronics Operation (Scientific) (IQ/A) [4]; Forensics (IQ/H) [8]; Search (Per/A) [4].

Forest Warfare

You’re comfortable operating in temperate and subtropical woodlands. You aren’t disoriented by the darkness and short lines of sight there; rather, you turn these things to your advantage. The degree to which this is “warfare” is up to you, but this specialty assumes that you have at least modest training at such military tasks as camouflaging your position and efficiently using load-bearing gear.

Advantages: Night Vision 1 [1].
Skills: Axe/Mace (DX/A) [2]; Camouflage (IQ/E) [2]; Hiking (HT/A) [4]; Mimicry (Bird Calls) (IQ/H) [2]; Navigation (Land) (IQ/A) [4]; Soldier (IQ/A) [2]; Survival (Woodlands) (Per/A) [8].

Hand-to-Hand Combat

You’re skilled at using bare hands and common hand-to-hand weapons for silent killing. This specialty is about assassination and sentry removal. To protect yourself, select Self-Defense instead or as well. If you’re a martial artist in your downtime, consider using leftover points to buy a suitable fighting style.

Advantages: Increased Parry[10]
Skills: Fast-Draw (Knife/shortsword/broadsword) (DX/E) [1]; Holdout (IQ/A) [1]; Wrestling (DX/H) [2]; Knife/shortsword/broadsword (DX/H) [8]; Brawling (DX/E) [1]; Stealth (DX/A) [2].

Hazardous Materials (HAZMAT)

You know the correct techniques for handling and disposing of scary materials of all varieties. You’re also drilled in the fast, efficient use of bulky environment suits and gas masks. In an age when the world fears anthrax, dirty bombs, and Sarin gas, this is an unusually common specialty for soldiers, security forces, and even ordinary cops.

Advantages: Fearlessness 1 [2].
Perks: Efficient (NBC Suit) [1]; Suit Familiarity (NBC Suits) [1].
Skills: Electronics Operation (Scientific) (IQ/A) [1]; Hazardous Materials (Biological) (IQ/A) [4]; Hazardous Materials (Chemical) (IQ/A) [4]; Hazardous Materials (Radioactive) (IQ/A) [4]; NBC Suit (DX/A) [8].

Heavy Weapons

You’re a big guy trained to use big guns: flamethrowers, grenade launchers, LAWs, machine guns, mortars, and SAMs. This normally accompanies Infantry Training. However, guerrillas, revolutionaries, and paramilitary police may lack that specialty, and some spies are taught how to use “borrowed” weapons of this kind to stir up trouble.

Attributes: ST+1 [10]. Lifting ST +1[5]
Perks: Huge Weapons 1 (ST)[1]. Special Excercises(Lifting ST) 2
Skills: Beam Weapons(Heavy)[4]; Artillery (Guided Missile) [2] Gunner(Beams)[2]

Skills: Artillery (Cannon) (IQ/A) [2]; Artillery (Guided Missile) (IQ/A) [2]; Gunner (Machine Gun) (DX/E) [2]; Guns (GL) (DX/E) [2]; Guns (LAW) (DX/E) [2]; Guns (LMG) (DX/E) [2]; Liquid Projector (Flamethrower) (DX/E) [2].

Hostile Extraction

This is a euphemism for stalking and grabbing an unsuspecting victim – i.e., kidnapping. It’s about lurking in the crowd as you trail your quarry . . . and then rapidly overpowering him for long enough that allies can get him into a getaway vehicle. This specialty assumes brutal methods: coshes, pepper spray, stun guns, and wrestling. If you seduce or trick victims, you’ll find Social Engineering a better match.

Perks: Forgettable Face [1]; Unusual Training (Binding, Only on surprise attacks from behind) [1].
Skills: Brawling (DX/E) [2]; Holdout (IQ/A) [1]; Knot-Tying (DX/E) [4]; Liquid Projector (Sprayer) (DX/E) [2]; Shadowing (IQ/A) [4]; Stealth (DX/A) [4]; Wrestling (DX/A) [4].
Techniques: Binding (H) Knot-Tying+1 [2].

Illicit Entry

You have in-depth experience at defeating locks and kicking in doors, and aren’t bad with the less-challenging kinds of fences and alarms. A full-on thief will probably want a couple of Climbing, Parkour, and Security Systems – and of course Theft – as well, but many spies (and some detectives!) are extremely gifted at just the basic “getting in” part.

Advantages: High Manual Dexterity 1 [5].
Perks: Efficient (Lockpicking) [1]; Standard Operating Procedure (Check If It’s Unlocked) [1].
Skills: Climbing (DX/A) [2]; Electronics Operation (Security) (IQ/A) [2]; Escape (DX/H) [2]; Forced Entry (DX/E) [4]; Lockpicking (IQ/A) [8].

Impersonation

You’re the great pretender. You’re adept at passing yourself off as someone you’re not – more often a constructed alter-ego than a specific target, although you’ve done that, too. Your tools are practiced accents, cultural mannerisms, lies, and even disguises (wigs and fake eyeglasses, not molded latex faces).

Advantages: Cultural Familiarity (any) [1]; Cultural Familiarity (any other) [1].
Perks: Accent (any one for any language known) [1]; Accent (any other for any language known) [1]; Background Knowledge (any one city or profession) [1]; Background Knowledge (another city or profession) [1].
Skills: Acting (IQ/A) [8]; Disguise (IQ/A) [2]; Fast-Talk (IQ/A) [2]; Savoir-Faire (High Society) (IQ/E) [1]; Savoir-Faire (Mafia) (IQ/E) [1]; Savoir-Faire (Military) (IQ/E) [1]; Savoir-Faire (Police) (IQ/E) [1]; Savoir-Faire (Servant) (IQ/E) [1]; Streetwise (IQ/A) [2].

Infantry Training

You’ve gone through boot camp. This teaches lots of violence – shooting rifles, chucking grenades, bayoneting things, etc. Mostly, though, you know how to pack and carry gear, march all day, eat crummy food, and still have the discipline and stamina to do it again tomorrow. To beef up specific combat skills, look at Close-Quarters Battle, Hand-to-Hand Combat, Heavy Weapons, Pistol Tactics, or Sniper School.

Advantages: Fearlessness 1 [2]; Fit [5]; Less Sleep 1 [2].
Perks: Standard Operating Procedure (On Alert) [1].
Skills: Brawling (DX/E) [1]; First Aid (IQ/E) [1]; Guns (Rifle) (DX/E) [2]; Hiking (HT/A) [4]; Soldier (IQ/A) [2]; Spear (DX/A) [1]; Throwing (DX/A) [2]; Wrestling (DX/A) [2].

Intelligence

You’ve been taught how to identify valuable information, grab what you can (especially computer media, maps, and papers), and memorize or photograph what you can’t. You also know how to analyze this stuff – preferably after you’re out of harm’s way. Note that a strike team can often get by without any intelligence experts, and the Company never risks putting more than one on a squad.

Attributes: IQ+1 [20]
Secondary Characteristics: Will-1 [‑5].
Skills: Cartography (IQ/A) [1]; Computer Operation (IQ/E) [1]; Intelligence Analysis (IQ/H) [4]; Photography (IQ/A) [1]; Search (Per/A) [2]; Speed-Reading (IQ/A) [1].

Intercepts and Wiretaps

You like to listen; specifically, you’re a pro at eavesdropping on wired and wireless communications traffic. You have an excellent ear for telltale sounds, too, and are proficient with recording technology. Many specialists also have expertise in Communications and Electronic Surveillance – and at Illicit Entry, in order to break into phone boxes and plant bugs.

Advantages: Acute Hearing 1 [2]; Circuit Sense 1 [5].
Perks: Standard Operating Procedure (Record It!) [1].
Skills: Computer Operation (IQ/E) [1]; Electronics Operation (Communications) (IQ/A) [4]; Electronics Operation (Media) (IQ/A) [2]; Electronics Operation (Surveillance) (IQ/A) [4]; Electronics Repair (Communications) (IQ/A) [4]; Electronics Repair (Media) (IQ/A) [1]; Electronics Repair (Surveillance) (IQ/A) [1].

Interrogation

You’re a hard-core interrogator, probably schooled in somebody’s secret police, security service, or army. This isn’t merely interviewing people in a locked room – that’s Detective Work. This is about breaking people: bags over the head, truth serums, and maybe having Guapo over there beat the subject with a hose. These methods aren’t nice. If you’re not a scary, detached bastard, this specialty isn’t for you.

Secondary Characteristics: Will+1 [5].
Perks: One-Task Wonder (Electronics Operation defaults to full IQ when operating a polygraph) [1]; One-Task Wonder (Physician defaults to full IQ when administering truth serum) [1].
Skills: Detect Lies (Per/H) [8]; Interrogation (IQ/A) [4]; Intimidation (Will/A) [2]; Psychology (IQ/H) [4].

Jungle Warfare

You’re a trained jungle operator, used to heat, humidity, mosquitoes, and near-zero visibility. Specifically, you’ve been trained to carry a pack and, need be, fight in such conditions. To this end, you’re handy with camouflage and a machete, and know how to make your signals sound like jungle noises.

Advantages: Temperature Tolerance 1 [1].
Skills: Camouflage (IQ/E) [2]; Hiking (HT/A) [4]; Knife (DX/E) [2]; Mimicry (Bird Calls) (IQ/H) [2]; Navigation (Land) (IQ/A) [4]; Soldier (IQ/A) [2]; Survival (Jungle) (Per/A) [8].

Languages

Every Company operative is expected to be bilingual, at least – but a trained interpreter is a valuable resource for a squad, given that there’s no way of knowing where the next job will be. You’re multilingual in the extreme and have a trained ear even for languages you don’t know. This specialty is most effective when paired with something like Impersonation, Social Engineering, or Spin Doctor.

Advantages: Acute Hearing 1 [2]; Language 1 (Native) [6]; Language 2 (Native) [6]; Language 3 (Native) [6].
Perks: Accent (any one for any language known) [1].
Skills: Linguistics (IQ/H) [4].

Law-Enforcement

You’re adept at the “four Ps” of modern police work: procedure, patrols, pepper spray, and pistols. And you’re not bad with a tonfa or a shotgun. To be good at anything but driving around and making people respect your authority, add some of Area Security, Detective Work, Forensics, Personal Security, Pistol Tactics, Surveillance, and Tactical Driving.

Skills: Brawling (DX/E) [2]; Criminology (IQ/A) [2]; Driving (Automobile or Motorcycle) (DX/A) [2]; Guns (Pistol) (DX/E) [2]; Guns (Shotgun or SMG) (DX/E) [2]; Law (Police) (IQ/H) [4]; Liquid Projector (Sprayer) (DX/E) [2]; Tonfa (DX/A) [2]; Wrestling (DX/A) [2].
Techniques: Arm Lock (A) Tonfa+2 or Wrestling+2 [2]; Handcuffing (A) Wrestling-1 [1]; Retain Weapon (Pistol) (H) DX+1 [2].

Mountain Warfare

You’re accustomed to lugging your kit and weapons over hilly and mountainous terrain. Things like uneven ground, harsh weather, and deadly drops don’t faze you. This specialty often accompanies Climbing and/or Winter Warfare in modern military forces, but such training is far from universal.

Advantages: Temperature Tolerance 1 [1].
Perks: Sure-Footed (Uneven) [1].
Skills: Climbing (DX/A) [4]; Hiking (HT/A) [4]; Knot-Tying (DX/E) [1]; Navigation (Land) (IQ/A) [4]; Soldier (IQ/A) [2]; Survival (Mountain) (Per/A) [8].

Parkour (PK)

You’re a traceur, adept at Parkour: athletic tactical movement on foot. This art is intended for survival in urban settings and is most likely if you’re a former street criminal. However, forward-looking law-enforcement and military schools also teach PK, and it’s a believable background specialty for any fast, fit Company operative. Combine it with Climbing and there will be very few places you can’t reach!

Secondary Characteristics: Basic Move+1 [5].
Perks: One-Task Wonder (Escape defaults to full DX when squeezing through tight spaces) [1].
Skills: Acrobatics (DX/H) [8]; Climbing (DX/A) [2]; Jumping (DX/E) [2]; Running (HT/A) [4]; Urban Survival (Per/A) [1].
Techniques: Breakfall (A) Acrobatics+1 [1]; Evade (A) Acrobatics+1 [1].

Personal Security

You’re a former bodyguard. You might have been a special agent assigned to shield El Presidente from assassins (take Law-Enforcement, too), a private guard, or even a mob soldier. Whatever your story, you’re good at recognizing threats before they hit and covering your man – and if necessary, you’re ready to take a bullet. Elite bodyguards are likely to have Pistol Tactics and/or Tactical Driving as well.

Secondary Characteristics: Per+1 [5].
Advantages: Fearlessness 1 [2]; Hard to Kill 1 [2].
Perks: Sacrificial Parry (Wrestling) [1]; Standard Operating Procedure (Check the Crowd) [1].
Skills: Body Language (Per/A) [2]; Fast-Draw (Pistol) (DX/E) [2]; Guns (Pistol) (DX/E) [2]; Holdout (IQ/A) [1]; Observation (Per/A) [2]; Savoir-Faire (Servant) (IQ/E) [1]; Tactics (IQ/H) [2]; Wrestling (DX/A) [2].

Physical Training (PT)

Cop, crook, guerrilla, security man, soldier, or spy, there are times when fancy technical skills and tactics aren’t half as good as being big, strong, and healthy. This is you. You spent – and still spend – lots of time in the gym. Selecting this specialty once means you’re above-average, even for a Company Agent. Taking it twice puts you well on the road to becoming a U.S. state governor.

Attributes: ST+1 [10]; HT+1 [10].
Secondary Characteristics: HP+1 [2]; FP+1 [3].

Piloting

You’re rated on one broad class of aircraft, specified when you take this specialty: civilian helicopters, heavies (cargo and passenger planes), light aircraft (like a Cessna), or ultralights (powered gliders), or military combat jets, helicopters (including gunships), or heavies (bombers and transports). Take this specialty more than once to operate more kinds. Company ops mostly use only choppers and small craft.

Advantages: Acute Vision 1 [2].
Perks: Cross-Trained (chosen aircraft type) [1]. • Military pilots add Acceleration Tolerance [1].
Skills: Meteorology (IQ/A) [1]; Navigation (Air) (IQ/A) [2]; Piloting (Contra gravity, Heavy Airplane, Helicopter, High-Performance Airplane, Light Airplane, or Ultralight) (DX/A) [8]. • Civilian pilots add +1 to Meteorology [1], +2 to Navigation (Air) [6], and +1 to Piloting [4]. • Military pilots add Artillery (Bombs) (IQ/A) [2], Artillery (Guided Missile) (IQ/A) [2], Gunner (Beam weapons) (DX/E) [1], Gunner (Rockets) (DX/E) [1], Parachuting (DX/E) [2], and Tactics (IQ/H) [2].

Pistol Tactics

You’re well-trained with handguns, and can carry, maintain, shoot, and reload pistols with maximum efficiency. This sounds wonderful, but is only useful when a mission goes badly wrong at close range. In most cases when violence is planned, the Company issues real guns (the sort used with Heavy Weapons and Sniper School). Thus, the Company doesn’t actively recruit pistoleros, although it has many in its ranks.

Perks: Off-Hand Weapon Training (Pistol) [1]; Quick-Sheathe (Pistol) [1].
Skills: Armoury (Small Arms) (IQ/A) [2]; Fast-Draw (Ammo) (DX/E) [2]; Fast-Draw (Pistol) (DX/E) [2]; Guns (Pistol) (DX/E) [8]; Holdout (IQ/A) [4].
Techniques: Fast-Firing (Pistol) (H) Guns-3 [2]; Quick-Shot (Pistol) (A) Guns-3 [3].

Programming

You program people – a polite way of saying “brainwashing.” This is an obscure, risky, and unethical art that the Company rarely uses in the field, and requires a rather uncommon sort of mind. Nevertheless, a few Company men left their nation’s service after being taught this specialty and coming to regret it. It often accompanies the somewhat more useful Interrogation specialty.

Attributes: IQ+1 [20]
Secondary Characteristics: Will-1 [‑5]; Per-1 [‑5].
Perks: One-Task Wonder (Physician defaults to full IQ when administering psychoactive drugs) [1].
Skills: Brainwashing (IQ/H) [8]; Hypnotism (IQ/H) [1]; Propaganda (IQ/A) [1]; Psychology (IQ/H) [4].

Recon

You’re skilled at military scouting: lurking in camouflage for days, peering through binoculars until your eyes bleed, and bugging out when somebody finally suspects that you’re there and turns a machine gun on your position. This usually accompanies Infantry Training, Survival, and one of Airborne School, Desert Warfare, Forest Warfare, Jungle Warfare, Mountain Warfare, or Winter Warfare.

Secondary Characteristics: Per+1 [5]; Basic Move+1 [5].
Advantages: Night Vision 1 [1].
Perks: Patience of Job [1]; Standard Operating Procedure (Moves Under Cover) [1].
Skills: Camouflage (IQ/E) [1]; Gesture (IQ/E) [1]; Navigation (Land) (IQ/A) [2]; Observation (Per/A) [2]; Soldier (IQ/A) [2]; Stealth (DX/A) [2]; Tracking (Per/A) [2].

Records Analysis

Your background might be as a white-collar crimes investigator, a back-office intelligence technician, or simply a really good clerk in the army or similar organization. Whatever the explanation, you can wade through your own weight in paper, map, film, and tape archives in record time, and run database searches like nobody else. This specialty isn’t glamorous – at all. But it’s often useful in the wired 21st century.

Advantages: Eidetic Memory [5].
Perks: Efficient (Research) [1]; Focused (Manual Records Searches) [1].
Skills: Accounting (IQ/H) [2]; Administration (IQ/A) [2]; Cartography (IQ/A) [1]; Computer Operation (IQ/E) [2]; Electronics Operation (Media) (IQ/A) [1]; Research (IQ/A) [8]; Speed-Reading (IQ/A) [2].

Records Falsification

You can fake just about any kind of document: identity cards, ledgers, police reports, and (in a pinch) banknotes. Given the Company’s shadowy existence, this specialty is in great demand. Company ops don’t have to do this sort of work themselves – they can request it from their handlers in advance – but field Agents often run into situations and timelines that render such orders infeasible during an assignment.

Perks: One-Task Wonder (Administration defaults to full IQ when filling in/interpreting forms) [1].
Skills: Accounting (IQ/H) [2]; Computer Operation (IQ/E) [1]; Counterfeiting (IQ/H) (from Forgery) [4]; Electronics Operation (Media) (IQ/A) [2]; Electronics Repair (Media) (IQ/A) [1]; Forgery (IQ/H) [12]; Photography (IQ/A) [2].

Repair

You’re skilled at general automotive and mechanical repair, and are familiar with common tools and shops. You aren’t experienced at fixing electronics; more-technical specialties such as Communications and Electronic Surveillance cover that ground. Likewise, Armoury covers weapons. However, you are familiar with electrical wiring and would be the right guy to restore power after a blackout – or to cut power.

Advantages: Artificer 1 [10].
Skills: Electrician (IQ/A) [4]; Machinist (IQ/A) [4]; Mechanic (Automobile) (IQ/A) [4]; Mechanic (Heavy Wheeled) (IQ/A) [2]; Scrounging (Per/E) [1].

Resistance

You’re a graduate of one of the world’s surprisingly numerous courses on resisting interrogation and torture – or maybe you’ve been a victim so often that you’ve learned to anticipate all the tricks. Regardless, you’re adept at resisting what the Interrogation and Programming specialties aim to do to a person.

Secondary Characteristics: Will+1 [5].
Advantages: Hard to Subdue 1 [2]; Less Sleep 1 [2].
Perks: Resistant to Common Truth Serums [1]; Rule of 15 [1].
Skills: Acting (IQ/A) [2]; Autohypnosis (Will/H) [8]; Fast-Talk (IQ/A) [4].

Sabotage

You’re an expert at destroying complex machinery in subtle, electromechanical ways instead of explosive ones (although many saboteurs are also good at Demolitions). Your familiarity with machines makes you a fair repairman, but you focus on breaking things – often in ways that will endanger the machine’s user: ground faults, severed brake lines, gas leaks, etc.

Advantages: Artificer 1 [10].
Skills: Electrician (IQ/A) [2]; Machinist (IQ/A) [2]; Mechanic (Factory) (IQ/A) [2]; Mechanic (Gas Mains) (IQ/A) [2]; Mechanic (Wheeled) (IQ/A) [2]; Scrounging (Per/E) [1]; Traps (IQ/A) [4].

Safecracking

The Company often wants things that are locked inside high-security safes and vaults. You’re the one who gets them out. If you take both Demolitions and Illicit Entry, this specialty has little new for you; mostly, it puts the skills for explosives, sledgehammers, and torches in one place. But boy, are you good!

Advantages: Acute Hearing 1 [2].
Perks: Focused (Opening Safe Combination Locks) [1].
Skills: Connoisseur (Safes & Vaults) (IQ/A) [4]; Explosives (Demolition) (IQ/A) [4]; Forced Entry (DX/E) [2]; Lockpicking (IQ/A) [8]; Machinist (IQ/A) [4].

Security Systems

You’re a pro at running bypasses on electronic alarms, cutting the power to sensors, disabling deadly booby traps, and so forth. This means you’re also good at operating and setting up these things, when you need to do so, but that isn’t what you focus on. This specialty is a good pairing with Illicit Entry.

Advantages: Circuit Sense 1 [5].
Skills: Computer Operation (IQ/E) [2]; Electrician (IQ/A) [2]; Electronics Operation (Security) (IQ/A) [4]; Electronics Repair (Security) (IQ/A) [8]; Traps (IQ/A) [4].

Self-Defense

You’ve had serious training at using bare hands, improvised weapons, and self-defense spray (Mace, pepper, etc.) to discourage assailants. To go around killing people this way, choose Hand-to-Hand Combat. If you’re a martial artist in your downtime, then spend some leftover points on a suitable fighting style.

Advantages: Hard to Subdue 1 [2].
Perks: Biting Mastery [1]; Improvised Weapons (Karate) [1].
Skills: Fast-Draw (Self-Defense Spray) (DX/E) [1]; Judo (DX/H) [4]; Karate (DX/H) [8]; Liquid Projector (Sprayer) (DX/E) [2].
Techniques: Disarming (H) Judo+2 [3]; Eye Rake (H) Karate-3 [3].

Sniper School

You know how to use powerful, long-range rifles from concealment to harass and kill enemies. This isn’t just a military specialty – police use snipers (called “sharpshooters” to avoid stigma), some killers-for-hire operate this way, and of course guerrillas and freedom-fighters rely on these tactics. It may or may not come as a surprise that most of the above were originally trained at only a few schools worldwide . . .

Advantages: Acute Vision 1 [2]; Night Vision 1 [1].
Perks: Eye for Distance [1].
Skills: Armoury (Small Arms) (IQ/A) [2]; Camouflage (IQ/E) [2]; Beam weapons (Rifle) (DX/E) [8]; Observation (Per/A) [2]; Stealth (DX/A) [4].
Techniques: Precision Aiming (A) IQ-Based Guns-3 [3].

Social Engineering

You’re in the small elite of operatives taught to face the toughest challenge of the spy biz: people. You know how to “work” others to learn secrets, enter private functions, and get close enough to rob, kidnap, or assassinate. This specialty isn’t for the squeamish – it often involves drug use and sex, not always on your terms. It goes well with Impersonation, and is risky enough that serious experts often take it twice.

Advantages: Smooth Operator 1 [15].
Perks: Convincing Nod, Disarming Smile, or Sexy Pose [1].
Skills: Acting (IQ/A) [1]; Carousing (HT/E) [1]; Dancing (DX/A) [1] or Gambling (IQ/A) [1]; Diplomacy (IQ/H) [2]; Fast-Talk (IQ/A) [1]; Savoir-Faire (High Society) (IQ/E) [1] or Streetwise (IQ/A) [1]; Sex Appeal (HT/A) [2].

Space Piloting

You are a rated spacecraft pilot.

Perks: License(Space pilot) [1], 0-g familiarity[1]. • Military pilots add Acceleration Tolerance [1].
Skills Mathematics(applied)[1]; Spacer[2], vac suit[2],Navigation (space) (IQ/A) [2]; Piloting (High performance spacecraft) (DX/A) [8]. , Free Fall[2]• Civilian pilots add +2 to mathematics [3], +1 to Navigation (space) [2], and +1 to Piloting [4]. • Military pilots add Artillery (Bombs) (IQ/A) [2], Artillery (Guided Missile) (IQ/A) [2], Gunner (Beam weapons) (DX/E) [2], and Tactics (IQ/H) [2].

Spaceship technician

You’re skilled at general spaceship repair, and are familiar with common tools and shops. You aren’t experienced at fixing electronics; more-technical specialties such as Communications and Electronic Surveillance cover that ground. Likewise, Armoury covers weapons. However, you are familiar with electrical wiring and would be the right guy to restore power after a blackout – or to cut power.

Advantages: Artificer 1 [10], 0-g familiarity[1].
Skills: Electrician (IQ/A) [2]; Machinist (IQ/A) [2]; Mechanic (Spaceship) (IQ/A) [2]; Mechanic (powerplants) (IQ/A) [2]; Scrounging (Per/E) [1]; Vac suit[2], spacer[2], Free Fall[1]

Space ship gunner

You are trained in space ship heavy weapons.

advantages: 0-g familiarity[1]

Four of: Gunner(any suitable)[4], Artillery(missiles)[4], beam weapons(any suitable)[4].

Armoury(any suitable)[2] Vac suit[2],spacer[2], Free Fall[2]

Space training

you have trained extensively for operations in space.

Advantages: 0-g familiarity[1]

skills: Free Fall[12], Spacer[4], Vacc Suit[8]

Spin Doctor

You have a gift for convincing people – usually mobs but sometimes those watching FNC at home – to see things your way. The Company is good at handling cover-ups on the grand scale, suggesting that it has tentacles in government and the media, but a squad with a silver-tongued mouthpiece can keep a major screw-up from turning into a riot right now. To be effective the world over, get Languages, too.

Advantages: Voice [10] (Note: Second level gives Charisma 2 [10]).
Perks: Disarming Smile [1]; Honest Face [1].
Skills: Diplomacy (IQ/H) [2]; Fast-Talk (IQ/A) [2]; Propaganda (IQ/A) [4]; Psychology (IQ/H) [2]; Public Speaking (IQ/A) [2]; Writing (IQ/A) [1].

Surveillance

You’re talented at staking out or shadowing targets up close – often on foot, usually in the city – like an old-school cop or PI. Of course, in many places, that’s how it’s still done. And while electronics are dandy, they’re a dead giveaway if detected. As far as your mark knows, you’re just the guy having a coffee at the next table. Of course, you’re not above using miniature cameras to bring back proof.

Secondary Characteristics: Per+1 [5].
Advantages: Less Sleep 1 [2]; Night Vision 1 [1].
Perks: Forgettable Face [1]; Patience of Job [1].
Skills: Body Language (Per/A) [1]; Holdout (IQ/A) [2]; Lip Reading (Per/A) [2]; Observation (Per/A) [4]; Photography (IQ/A) [2]; Shadowing (IQ/A) [4].

Survival

You have general survival training of the sort given to pilots, commandos, and others who might escape captors or end up behind enemy lines almost anywhere. It’s about self-sufficiency sans equipment: navigating by the sun, eating fat grubs, etc. Escape and Evasion and Resistance traditionally go with it, and often one of Desert Warfare, Forest Warfare, Jungle Warfare, Mountain Warfare, or Winter Warfare.

Attributes: HT+1 [10].
Advantages: Temperature Tolerance 1 [1]. Skills: Fishing (Per/E) [1]; Hiking (HT/A) [2]; Meteorology (IQ/A) [1]; Navigation (Land) (IQ/A) [4]; Naturalist (IQ/H) [4]; Tracking (Per/A) [2].

Tactical Driving

Company Agents often find themselves behind the wheel, but there’s a big difference between making the car run and handling it under hostile conditions. This doesn’t merely mean driving whilst shooting. If you’re the squad’s dedicated driver, you’ll be expected to tail enemies and deal with stop-searches, too. More prosaically, you’ll have to check out found vehicles and get them running again.

Perks: Hands-Free (Driving) [1].
Skills: Connoisseur (Vehicles) (IQ/A) [2]; Driving (Automobile or Heavy Wheeled) (DX/A) [8]; Freight Handling (IQ/A) [2]; Mechanic (Automobile or Heavy Wheeled) (IQ/A) [2]; Navigation (Land) (IQ/A) [2]; Shadowing (IQ/A) [4]; Smuggling (IQ/A) [4].

Theft

You have a background in petty crime: hotwiring, pickpocketing, shoplifting, and related criminality. This might be because you are – or at least were – a crook, but not necessarily. Spies often use exactly the same skills to grab secret files and acquire untraceable gear in the field, while poorly funded guerrillas often have no choice but to steal what they need.

Advantages: High Manual Dexterity 1 [5].
Perks: Gangster Swagger [1]; One-Task Wonder (Mechanic defaults to full IQ when hotwiring cars) [1].
Skills: Filch (DX/A) [2]; Holdout (IQ/A) [2]; Pickpocket (DX/H) [4]; Search (Per/A) [2]; Sleight of Hand (DX/H) [4]; Stealth (DX/A) [2]; Streetwise (IQ/A) [2].

Toxicology

Despite your specialty’s euphemistic name, you aren’t a scientist but an artist – an artist of death. Your expertise is poisoning. This isn’t a talent that the Company likes to use. The world puts billions of bullets in the hands of millions of trained shooters yearly, but effective poisons are traceable and skilled poisoners are rare. Of course, this didn’t discourage the KGB, Mossad, etc., who formerly employed many Agents.

Perks: One-Task Wonder (Chemistry defaults to full IQ when concocting poisons) [1]; Standard Operating Procedure (Check My Food) [1].
Skills: Fast-Draw (Syringe) (DX/E) [1]; Holdout (IQ/A) [2]; Pharmacy (Synthetic) (IQ/H) [4]; Poisons (IQ/H) [12]; Sleight of Hand (DX/H) [4].

Tradecraft

You have the basic skills taught the world over to spies: the safest way to enter and exit a neutral area by car or on foot, how to spot and avoid threats, the art of making and collecting “dead drops,” etc. This is rarely learned all on its own. Usually, it accompanies other espionage-oriented specialties, the details of which will depend on the teacher.

Secondary Characteristics: Per+1 [5].
Advantages: Craftiness 1 [5].
Perks: Forgettable Face [1].
Skills: Driving (Automobile) (DX/A) [2]; Filch (DX/A) [2]; Holdout (IQ/A) [2]; Observation (Per/A) [2]; Shadowing (IQ/A) [2]; Smuggling (IQ/A) [2]; Stealth (DX/A) [2].

Underwater Operations

You’re a frogman, skilled with diver propulsion devices (DPD), scuba gear, spearguns, and underwater demolition (UD). Given the increasing frequency of piracy – and the Company’s dim view of it – it’s likely that you’ll get to use your skills. On land, though, they’re of little value. It’s rare to have this specialty without Amphibious Operations as well.

Advantages: Temperature Tolerance 1 [1]; Water Move+1 [5].
Perks: Suit Familiarity (Scuba Gear) [1]; Sure-Footed (Water) [1].
Skills: Aquabatics (DX/H) [2]; Breath Control (HT/H) [2]; Crossbow (Speargun) (DX/E) [1]; Explosives (Underwater Demolition) (IQ/A) [2]; Scuba (IQ/A) [4]; Submarine (Free-Flooding Sub) (DX/A) [2]; Swimming (HT/E) [4].

Urban Assault

You have training at assaulting buildings and fighting in built-up areas (FIBUA). Methods include fast-roping down from the roof, ramming the door, and using cover in a tactically efficient manner. This is less about combat skills than ancillary tactics; learn Close-Quarters Battle to be a true urban commando.

Secondary Characteristics: Per+1 [5].
Perks: Standard Operating Procedure (Moves Under Cover) [1].
Skills: Climbing (DX/A) [2]; Forced Entry (DX/E) [2]; Guns (SMG) (DX/E) [2]; Stealth (DX/A) [2]; Tactics (IQ/H) [4]; Urban Survival (Per/A) [2].
Techniques: Mounted Shooting (SMG/Rope Down) (H) Guns-2 [3]; Rope Down (A) Climbing+1 [2].

Winter Warfare

You’re skilled at operating in icy environments: frozen plains, the Arctic, snow-capped mountaintops, etc. This is military training, but doesn’t in itself offer combat skills. To be a hard-hitting winter warrior, you’ll want Infantry Training and similar violent specialties.

Advantages: Temperature Tolerance 1 [1].
Perks: Sure-Footed (Ice) [1]; Sure-Footed (Snow) [1].
Skills: Driving (Halftrack) (DX/A) [4]; Navigation (Land) (IQ/A) [4]; Skiing (HT/H) [4]; Soldier (IQ/A) [2]; Survival (Arctic) (Per/A) [8].

starrangers/character_extra_training.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1