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A player who is creating a character for the Titanfall setting must select a career for that character. The following careers take the place of those described in the GENESYS Core Rulebook. Ace Pilots are the best at what they do, and what they do is fly spacecraft and pilot Titans - though usually they focus on only one of those things. An Ace Pilot is a character who is dedicated to piloting their vehicle to the peak of its capability. Though they can be found in some civilian sectors, they are almost always recruited to use their skill in battle. The Ace Pilot counts the following skills as career skills: Athletics, Cool , Gunnery, Mechanics, Perception, Piloting (aerospace) , Piloting (titan), and Ranged (light). Before spending experience during character creation, an Ace Pilot may choose four of their career skills and gain one rank in each of them. Bounty Hunters have one job, and it is to find their targets and bring them in, dead or alive as requested. And they have the skills to do this job, and do it well. Bounty Hunters thrive in the Frontier, where law enforcement is often lax and the IMC's deep pockets fund lots of bounties on many dissidents. It's not a pretty job, but it puts food on the table. The Bounty Hunter counts the following skills as career skills: Athletics, Brawl , Perception, Piloting (aerospace), Piloting (titan), Ranged (heavy), Streetwise, Vigilance. Before spending experience during character creation, a Bounty Hunter may choose four of their career skills and gain one rank in each of them. Colonists are the backbone of the Frontier. They run the settlements and cities that keep the Frontier ticking. They defuse conflicts, manage businesses, and lead communities. Most colonists prefer to stay out of harm's way, looking out for themselves and their families and communities before anyone else. Sometimes, though, they find themselves drawn up into the greater conflict between the Militia and the IMC, especially in places where the IMC has done the most harm. TITANFALL GENESYS

YY*># TN · 2018. 6. 15. · T YY*>#¡TN *"* åQ QT A player who is creating a character for the Titanfall setting must select a career for that character. The following careers take

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Page 1: YY*># TN · 2018. 6. 15. · T YY*>#¡TN *"* åQ QT A player who is creating a character for the Titanfall setting must select a career for that character. The following careers take

SETTING-SPECIFIC CAREERS

A player who is creating a character for the Titanfallsetting must select a career for that character. Thefollowing careers take the place of those described in theGENESYS Core Rulebook.

ACE PILOT

Ace Pilots are the best at what they do, and what they dois fly spacecraft and pilot Titans - though usually theyfocus on only one of those things. An Ace Pilot is acharacter who is dedicated to piloting their vehicle to thepeak of its capability. Though they can be found in somecivilian sectors, they are almost always recruited to usetheir skill in battle.

The Ace Pilot counts the following skills as career skills:Athletics, Cool, Gunnery, Mechanics,Perception, Piloting (aerospace), Piloting (titan),and Ranged (light). Before spending experience duringcharacter creation, an Ace Pilot may choose four of theircareer skills and gain one rank in each of them.

BOUNTY HUNTER

Bounty Hunters have one job, and it is to find their targetsand bring them in, dead or alive as requested. And theyhave the skills to do this job, and do it well. BountyHunters thrive in the Frontier, where law enforcement isoften lax and the IMC's deep pockets fund lots of bountieson many dissidents. It's not a pretty job, but it puts food onthe table.

The Bounty Hunter counts the following skills as careerskills: Athletics, Brawl, Perception, Piloting(aerospace), Piloting (titan), Ranged (heavy),Streetwise, Vigilance. Before spending experienceduring character creation, a Bounty Hunter may choosefour of their career skills and gain one rank in each ofthem.

COLONIST

Colonists are the backbone of the Frontier. They run thesettlements and cities that keep the Frontier ticking. Theydefuse conflicts, manage businesses, and leadcommunities. Most colonists prefer to stay out of harm'sway, looking out for themselves and their families andcommunities before anyone else. Sometimes, though, theyfind themselves drawn up into the greater conflictbetween the Militia and the IMC, especially in placeswhere the IMC has done the most harm.

TITANFALL

GENESYS 3

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The Colonist counts the following skills as career skills:Charm, Deception, Knowledge (core systems),Knowledge (frontier), Knowledge (IMC),Leadership, Negotiation, and Streetwise. Beforespending experience during character creation, a Colonistmay choose four of their career skills and gain one rank ineach of them.

COMMANDER

Commanders serve an important role in the Frontier, dueto the ongoing conflict between the IMC and the Militia.A commander knows what his followers need to do andhow to motivate them to get it done, whether it beencouragement or coercion. Most commanders have atleast some history with the IMC, given the Militia's lackof military training facilities for most of its history. Still,some "homegrown" commanders have made a name forthemselves on the Frontier.

The Commander counts the following skills as careerskills: Coercion, Cool, Discipline, Knowledge(IMC), Leadership, Perception, Ranged (light),and Vigilance. Before spending experience duringcharacter creation, a Commander may choose four of theircareer skills and gain one rank in each of them.

DIPLOMAT

Diplomats on the Frontier are most often found workingon behalf of planetary and local governments. Theynegotiate deals, sooth relations, and keep society running.The IMC does not feel a need to employ diplomats on theFrontier - there is no need to negotiate in their eyes. TheFrontier Militia, though, does include some diplomats intheir number, who actively seek out support and suppliesfrom colonies which may be reluctant to be caught updirectly in the conflict.

The Diplomat counts the following skills as career skills:Charm, Deception, Knowledge (academic),Knowledge (core systems), Knowledge(frontier), Knowledge (IMC), Leadership, andNegotiation.

DOCTOR

Doctors are always in demand in every corner of humancivilization. On the Frontier, life is dangerous, and injuriesare common. A discerning doctor can carve out a lucrativebusiness doing civilian work. Due to the ongoing militaryconflict, though, many doctors find themselves brought towork for one side or the other, struggling against longodds to keep injuried soldiers alive, and hopefully capableof fighting another day.

The Doctor counts the following skills as career skills:Cool, Discipline, Knowledge (academic),Medicine, Melee, Resilience, Survival, andVigilance. Before spending experience during charactercreation, a Doctor may choose four of their career skillsand gain one rank in each of them.

ENGINEER

Engineers are masters of machinery - a foundationalskillset in the highly technological modern world.Machines and robots are a common part of everyday life.In battle, they are essential tools for both the IMC and theMilitia. The primacy of Titans in battle means thatengineers are in extremely high demand, as keeping themachines running and battle-ready can mean thedifference between victory and defeat.

The Engineer counts the following skills as career skills:Athletics, Computers, Knowledge (academic),Mechanics, Perception, Piloting (aerospace),Ranged (light), and Vigilance. Before spendingexperience during character creation, an Engineer maychoose four of their career skills and gain one rank in eachof them.

EXPLORER

Explorers were the first humans to visit the Frontier. Theycatalogued systems and worlds, located habitable planets,and tamed the wilds. Today, despite the civilized cities andcolonies that cover habitable worlds, much of the Frontierremains untamed. Explorers seek out new sources ofvaluable resources, or potential locations for newcolonies, hoping to find fame and wealth for themselves.

The Explorer counts the following skills as career skills:Astrocartography, Cool, Knowledge (coreworlds), Knowledge (frontier), Knowledge(IMC), Perception, Piloting (aerospace), andSurvival. Before spending experience during charactercreation, an Explorer may choose four of their careerskills and gain one rank in each of them.

MERCENARY

Mercenaries serve as hired guns and hired muscle foranyone who can pay. They are often parts of gangs orother criminal outfits, though some may find work for theIMC or the Militia when situations demand it.

The Mercenary counts the following skills as career skills:Athletics, Brawl, Driving, Melee, Piloting (titan),Ranged (light), Resilience, and Vigilance. Beforespending experience during character creation, aMercenary may choose four of their career skills and gainone rank in each of them.

TITANFALL

GENESYS4

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SMUGGLER

Smugglers bring valuable goods - contraband, resources,materials, weapons - to or from those places where theyare not allowed. Smuggling illegal goods is relegated tothe criminal underworld in normal society, but in a time ofwar smugglers may serve a more noble purpose. Suppliesmay be brought past IMC blockades to help besiegedcolonists, or to aid the Militia war effort. Smugglers,regardless of their affiliations, often find themselvespursued by authorities or even hunted when a price isinevitably put on their heads.

The Smuggler counts the following skills as career skills:Coordination, Deception, Knowledge (frontier),Perception, Piloting (aerospace), Skullduggery,Streetwise, and Vigilance. Before spending experienceduring character creation, a Smuggler may choose four oftheir career skills and gain one rank in each of them.

SOLDIER

Soldiers serve as the core of the conflict in the Frontier, asthey have in all conflicts throughout the history of man.Some are professionally trained soldiers, while others aresoldiers of necessity, fighting for some cause. The Frontierhas always been home to soldiers, as they were some ofthe first colonists in the region, and so the fighting spirit isseen as an innate part of Frontier humanity.

The Soldier counts the following skills as career skills:Athletics, Brawl, Knowledge (IMC), Medicine,Melee, Ranged (light), Ranged (heavy), andSurvival. Before spending experience during charactercreation, a Soldier may choose four of their career skillsand gain one rank in each of them.

SPY

Spies are infiltrators, making their way far into enemyships and installations in order to steal information andsabotage what they can. They must be skilled at deceptionand stealth, and often prefer evasion to direct conflict. Inthe Frontier, both the IMC and the Militia employ spies,constantly trying to gain a tactical advantage over theopposing faction.

The Spy counts the following skills as career skills:Computers, Cool, Coordination, Deception,Knowledge (IMC), Perception, Skullduggery, andStealth. Before spending experience during charactercreation, a Spy may choose four of their career skills andgain one rank in each of them.

TECHNICIAN

Technicians are individuals with highly sought aftertechnical skills. They may be starship operators, computerprogrammers, common mechanics, or more. Criminalhackers are often technicians. Often technicians areessential for the operation of large capital starships andmilitary facilities, and they are frequently found insupporting roles throughout the Frontier.

The Technician counts the following skills as career skills:Astrocartography, Computers, Coordination,Discipline, Knowledge (frontier), Mechanics,Operating, and Perception. Before spendingexperience during character creation, a Technician maychoose four of their career skills and gain one rank in eachof them.

TITANFALL

GENESYS 5

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NEW SKILLS AND RULES

KNOWLEDGE SKILLS

The new skills in this section take the place of the singleKnowledge skill presented in the GENESYS CoreRulebook.

KNOWLEDGE (ACADEMIC)

Knowledge (academic) is a broad knowledge skill thatrepresents your character's knowledge that required studyand education rather than experience and living. This canrange from literature and philosophy to math, physics,biology, or even quantum mechanics.

As with the core Knowledge skill, not every character isgoing to be a master of all academic knowledge, so it's upto you to determine what kinds of knowledge yourcharacter specializes in.

Your character should use this skill if...

• Your character tries to find out if they know an importantscientific fact.

• Your character tries to do something academic, such as calculatea theorem, conduct an experiment, or write a thesis.

• Your character tries to research a particular academic topic.

Your character should not use this skill if...

• Your character needs to know information that is fairly simple ortrivial. Such information does not require a check.

• Your character needs to know information about the history,worlds, or governments of the Core Systems or the Frontier;those topics are covered by the Knowledge (core systems) andKnowledge (frontier) skills.

KNOWLEDGE (CORE SYSTEMS)

Knowledge (core systems) represents your character'sknowledge of the Core Systems and worlds from whichhumanity originates, including Earth. These systems arefar removed from the territories of the Frontier, andrepresent true "civilization" in its most and least idealforms.

Your character should use this skill if...

• Your character tries to find out if they know an important factabout the history, planets, or government of the Core systems.

Your character should not use this skill if...

• Your character needs to know information about the militaryforces fighting to control the Frontier; that topic would requireknowledge of the IMC, and the appropriate Knowledge (IMC)skill.

KNOWLEDGE (FRONTIER)

Knowledge (frontier) represents your character'sknowledge of the Frontier region: its planets, people, andculture. It also represents your character's knowledge ofthe Frontier Militia. The Frontier is a cluster of systemswith inhabited planets colonized far from Earth and theCore Systems, and it has developed a history andpersonality all its own in a relatively short period of time.

Your character should use this skill if...

• Your character tries to find out if they know an important factabout the history, people, or culture of the Frontier.

• Your character tries to find out if they know an important factabout the Frontier Militia.

Your character should not use this skill if...

• Your character needs to know information about IMC actions orfacilities in the Frontier; any information about the IMC wouldrequire the Knowledge (IMC) skill instead.

KNOWLEDGE (IMC)

Knowledge (IMC) represents your character's knowledgeof the Interstellar Manufacturing Corporation, the massivecorporation which sponsored the initial colonization of theFrontier, and who now seek to retake control of it from itsinhabitants. The IMC specializes in robotics andmanufacturing, and indeed developed the first Titandesigns. Knowledge of the IMC includes knowledge oftheir business, technology, and military ventures.

Your character should use this skill if...

• Your character tries to find out if they know an important factabout the history, business, or designs of the InterstellarManufacturing Corporation.

• Your character tries to find out if they know an important factabout the IMC's military assets or actions in the Frontier.

Your character should not use this skill if...

• Your character needs to know how a robot or titan functions; thatwould require the use of the Mechanics skill.

• Your character attempts to hack or otherwise infiltrate an IMCnetwork or design; that would require the use of the Computersskill.

TITANFALL

GENESYS6

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PILOTING SKILLS

The new skills in this section take the place of the singlePiloting skill presented in the GENESYS Core Rulebook.

PILOTING (AEROSPACE)

This skill covers the operation of any aerial vehicle thatrequires reflexes and hand-eye coordination to operate,from small civilian aircraft, to transport ships, to powerfulspace superiority fighters. If something can fly and issmaller than a capital ship, piloting (aerospace) is the skillyou will need.

Your character should use this skill if...

• Your character needs to land a spacecraft with damaged controls.• Your character tries to outmaneuver opponents in a dogfight.• Your character flies a drop ship into a hot extraction zone.

Your character should not use this skill if...

• Your character tries to operate a land vehicle, a Titan, or acapital ship; that requires the Driving, Piloting (titan), orOperating skill respectively.

• Your character tries to repair a damaged aircraft; that taskrequires the Mechanics skill.

• There is no chance of catastrophic failure when operating thevehicle. Checks are not required for simple tasks like flying inopen skies with no adverse weather.

PILOTING (TITAN)

This skill covers the operation of Titans, the powerful warmachines that lend the setting its name. Titans arecomplex machines and require controls that are vastlydifferent than other, more traditional, ground vehicles.Indeed, controlling a Titan is much more akin tocontrolling a massive armored human than driving a caror flying a spacecraft. If you want to operate a Titan withany degree of finesse or skill, piloting (titan) is the skillyou will need.

Your character should use this skill if...

• Your character needs to navigate dangerous terrain in a Titan.• Your character tries outmaneuver a rival Titan and gain the

advantage.• Your character attempts to punch or grapple with a Titan, or

attack with a Titan melee weapon.

Your character should not use this skill if...

• Your character tries to operate a walking land vehicle other thana titan; that still requires the Driving skill, as it lacks thecomplexities of piloting a titan.

• Your character tries to attack with a Titan weapon; that requiresthe Gunnery skill.

• Your character tries to rodeo a friendly or enemy Titan; thatrequires the use of the Athletics skill.

TITANFALL

GENESYS 7

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TITANFALL SKILLS

SKILL CHARACTERISTIC SOURCE

Astrocartography Intellect GCR page 57)

Athletics Brawn GCR page 58

Brawl Brawn GCR page 67

Charm Presence GCR page 54

Coercion Willpower GCR page 55

Computers Intellect GCR page 58

Cool Presence GCR page 59

Coordination Agility GCR page 59

Deception Cunning GCR page 56

Discipline Willpower GCR page 60

Driving Agility GCR page 60

Gunnery Agility GCR page 69

Knowledge (academic) Intellect Titanfall page 6

Knowledge (core systems) Intellect Titanfall page 6

Knowledge (frontier) Intellect Titanfall page 6

Knowledge (IMC) Intellect Titanfall page 6

Leadership Presence GCR page 56

Mechanics Intellect GCR page 60

Medicine Intellect GCR page 61

Melee Brawn GCR page 67

Negotiation Presence GCR page 56

Operating Intellect GCR page 62

Perception Cunning GCR page 62

Piloting (aerospace) Agility Titanfall page 7

Piloting (titan) Agility Titanfall page 7

Ranged (heavy) Agility GCR page 69

Ranged (light) Agility GCR page 68

Resilience Brawn GCR page 63

Skulduggery Cunning GCR page 64

Stealth Agility GCR page 64

Streetwise Cunning GCR page 65

Survival Cunning GCR page 65

Vigilance Willpower GCR page 65

TITANFALL

GENESYS8