How about the Traveling Hero The guy (or gal) who roams the country, alone, helping people with sticky problems or enemies in return for a place to stay and some food for a little while I grant you, almost any highly-skilled character could fill this role, but it's an interesting archetype.
Traveling Hero (based on the drifter and mercenary from DC)
Prerequisites: CHA 5+, prior military or law enforcement career
First Term Skills:
* Observation 2
* Streetwise 1
* Vehicle Use 1 or Horsemanship 1
Subsequent Term Skills: Four levels from the following:
* Demolition
* Heavy Weapons
* Horsemanship
* Interrogation
* Language
* Mechanic
* Medical
* Melee Combat
* Observation
* Persuasion
* Small Arms
* Tracking
* Vehicle Use (motorcycle, wheeled)
Contacts: One per term, any type. On a roll of 9+ the contact is foriegn.
Special: None
It is conceivable that many people will still identify with their prewar occupations even a year or two after they are no longer actually employed. A mechanic for example, is likely to remain a mechanic, in fact as well as thought, while a banker purely out of pride, etc may fool themselves into thinking they're still a banker right up to the point where he's been robbed of all his food and useful goods (possibly even after).
It's not until Autumn of 1998 (roughly September) that the last of the nukes were fired off, "targeting surviving industrial centres in the UK and Italy". Therefore, it's very likely a LOT of people would still be employed both directly and indirectly in these areas (and many other un-nuked areas for months, even years to come).
Production, as discussed elsewhere, is definately going to be seriously limited, but whilever there is a functioning governement (or some sort of supply chain for the troops) industry is going to continue to the best of their ability.
It is my belief that civilisation, although virtually bankrupt in 2000, is still going to be limping along in 1997-98, and possibly having it's last gasp in 1999.
If it moves, shoot it, if not push it, if it still doesn't move, use explosives.
Nothing happens in isolation - it's called "the butterfly effect"
It is conceivable that many people will still identify with their prewar occupations even a year or two after they are no longer actually employed. A mechanic for example, is likely to remain a mechanic...
I think in T2K, a good mechanic would be able to write his own paycheck, so to speak. People who need their vehicles and generators fixed might come long distances with lots of goodies for the mechanic in exchange for repairs, or just to bow and scrape in front of him in return for repairs. He would be a very rich and powerful man, by T2K standards.
Which makes me think that some of his employees might be expert scroungers to find all the spare parts he needs. They may be able to almost extort the mechanic into giving them extra-special treatment.
Another rich and important T2K man might be a fuel scrounger.
BTW: The ideas I've come up with for post-World War 3 professions would fit many skill sets -- that's why I haven't put down any skills. There's the PC's job, and then there are his actual capabilities.
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
How about the Traveling Hero The guy (or gal) who roams the country, alone, helping people with sticky problems or enemies in return for a place to stay and some food for a little while I grant you, almost any highly-skilled character could fill this role, but it's an interesting archetype.
The thing that made me think of this idea was a movie starring Yul Brenner from the 1960s or 1970s. I don't remember the title, but the thing that drew him to join with the community in the movie against their violent neighbors was the supply of cigars that the leader of the community had stashed away. Anyone know the movie
This also tells you that a lot of items that were ordinary before the collapse might become more outrageously valuable than one might think.
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
There's the PC's job, and then there are his actual capabilities.
Same goes for NPCs too. A job title doesn't say what a persons capable of - I'm living proof of that having had more than a dozen jobs in the past 15 years, all in different fields and requiring different skills.
It's how you use what you know that's most important.
If it moves, shoot it, if not push it, if it still doesn't move, use explosives.
Nothing happens in isolation - it's called "the butterfly effect"
I totally agree with Paul and Legbreaker on this - but I feel that this is more of a theme for AFTER the character has been generated and is in play so to say .
The careers you mention are good examples of what I am after - say if you are a sturdy fellow or gal for that matter and you start out as a scroungers apprentice some time after the last ratteling gasps of civilization -but you have little or no experience with say fuel,scrounging etc .
What stats could you possibly milk out of a stint working as a hand for an experienced fuel scrounger etc
In other words- where you generate a PC or NPC say some 15 years after the nukes in game time That PC might not have had any pre war career at all.
"savage careers " so to say .
I guess scrounging and observation must be plausible.
A job title doesn't say what a persons capable of - I'm living proof of that having had more than a dozen jobs in the past 15 years, all in different fields and requiring different skills.
Same here. I've done all kinds of odd jobs.
I want to see the T2K char gen stats for the "Dement" career
sigpic "It is better to be feared than loved" - Nicolo Machiavelli
Interpreter: Are you blessed with an innate talent for foreign Languages Or perhaps you are one of the few privileged survivors with parents of different nations and the proper formation in other languages Or perhaps are you a teenager, working in a caravan, and you started to learn, since childhood, to speak broken half a dozen of different languages And more important, you have learned when to talk and when to shut-up and which attitudes can offend or can be suitable at every moment when talking with a foreigner. Perhaps you know about those little but important gestures, that contain more information than an entire speech. In some situations you could be the key piece. In a difficult deal or a delicate negotiation your ability to understand the two parts can make the difference. With time, intelligence and savoir-faire you could become a true diplomat, an spy or the shadow at the side of the power. . But be aware, your tongue could be the cause of a nasty end, too
Entry: Charisma 6+ or (EDU 7+) and 2 foreign languages. First term package (post-nuke): (Characteers educated "before the nukes" can choose a suitable career from the Education section).
Observation 1
Persuasion 1
Interrogation 2
Language 2
Promotion: 8+, DM+1 if CHR7+, DM+1 if INT 7+
Contacts: 3 per term. 1D10 for 5+ for the contact to be foreign.
Subsequent term skills:Observation
Disguise
Forgery
Instruction
Interrogation
Intrusion
Language
Leadership
Observation
Persuasion
Stealth
Note: For this career, I miss some of the skills included in the skill list for Traveller:TNE like: Act/Bluff, Admin/Legal, Liaison or Carousing.
Hmm, I dunno. If you were a real dement you would be eating your dogs, not feeding them. I don't think dements have a capacity for love or compassion and their dress sense truly sucks.
sigpic "It is better to be feared than loved" - Nicolo Machiavelli
Hmm, I dunno. If you were a real dement you would be eating your dogs, not feeding them. I don't think dements have a capacity for love or compassion...
You're confusing a demented person with a sociopathic person.
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
You're confusing a demented person with a sociopathic person.
I'm not talking about people suffering from dementia or any of the milder mental illneses, I'm talking about dements as they are described in T2K. "Dement" isn't a very accurate term for the dements as described in, say, Armies of the Night. Those sorts of dements are probably mostly suffering from extreme PTSD and/or have had serious underlying mental illnesses exacerbated by the trauma they have suffered. Some might be pre-war street people/druggies/urban riff-raff who have gone even deeper into anti-sociality as a result of the effects of the war.
My point is that dements strike me as people who are so far gone that conventional pharmaceutical and therapy treatments probably wouldn't help them much, if at all.
sigpic "It is better to be feared than loved" - Nicolo Machiavelli
Interpreter: Are you blessed with an innate talent for foreign Languages Or perhaps you are one of the few privileged survivors with parents of different nations and the proper formation in other languages Or perhaps are you a teenager, working in a caravan, and you started to learn, since childhood, to speak broken half a dozen of different languages And more important, you have learned when to talk and when to shut-up and which attitudes can offend or can be suitable at every moment when talking with a foreigner. Perhaps you know about those little but important gestures, that contain more information than an entire speech. In some situations you could be the key piece. In a difficult deal or a delicate negotiation your ability to understand the two parts can make the difference. With time, intelligence and savoir-faire you could become a true diplomat, an spy or the shadow at the side of the power. . But be aware, your tongue could be the cause of a nasty end, too
Entry: Charisma 6+ or (EDU 7+) and 2 foreign languages. First term package (post-nuke): (Characteers educated "before the nukes" can choose a suitable career from the Education section).
Observation 1
Persuasion 1
Interrogation 2
Language 2
Promotion: 8+, DM+1 if CHR7+, DM+1 if INT 7+
Contacts: 3 per term. 1D10 for 5+ for the contact to be foreign.
Subsequent term skills:Observation
Disguise
Forgery
Instruction
Interrogation
Intrusion
Language
Leadership
Observation
Persuasion
Stealth
Note: For this career, I miss some of the skills included in the skill list for Traveller:TNE like: Act/Bluff, Admin/Legal, Liaison or Carousing.
great work - cheers ! Just the sort of thing I am after .
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