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Mutant Chronicles to Dark Heresy - Character creation conversion.

1) Select Archetype 2) Determine Base Characteristics 3) Determine initial Social Standing 4) Develop your Adolescent Skills 5) Choose a background 6) Buy Equipment

Combat Statistics Weapon Skill (WS) Weapon skill determines your character's basic ability to use Melee weaponry or fight unarmed. Determined: (STR + AGI)/2 (Round down)

1) Select Archetype Each archetype determines your characters base statistics. It doesn't state exactly what you are when you begin adventuring it just shows where you are best suited. Each Archetype grants you a set of dice to determine your basic characteristics. Strength (STR) Strength Determines how physically strong the character is. Toughness (TOU) Toughness defines how easily you can shrug off injury as well as how easily you can resist toxins, poisonous environments, disease and other physical ailments. Agility (AGI) Agility measures your characters quickness, reflexes and poise. Intelligence (INT) Intelligence is the measure of your character's acumen, reason and knowledge. Perception (PER) Perception describes how well your character perceives his surroundings, it reflects the acuteness of senses. Willpower (WP) Willpower determines your characters ability to withstand the awfulness of the world he is bound to encounter and resist it's horrors. Fellowship (FEL) Fellowship is your characters ability to interact with other characters/creatures, to deceive or befriend.

Ballistic Skill (BS) Ballistic skill is the characters aptitude with ranged weapons. Determined: (AGI+PER)/2 (Round Down) Wounds Determined: Toughness Bonus + Willpower Bonus + 1d10

Total 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Wounds by location Head Arms Body 1 1 2 1 1 2 1 1 2 1 2 3 2 2 3 2 2 4 2 2 4 2 2 4 2 3 5 2 3 5 2 3 6 3 3 6 3 3 6 3 4 7 3 4 7 3 4 8 3 4 8 3 4 8

Legs 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Movement Movement is based on your AGI bonus.

AGI Bonus 1 2 3 4 5 6

Half Move 1 2 3 4 5 6

Full Move 2 4 6 8 10 12

Charge 3 6 9 12 15 18

Run 6 12 18 24 30 36

Fate points Fate points (Which function like Hero Points) are not awarded at character generation.

Random Corp. Archetype Advisor Cavalier Cleaner Doomtrooper Entrepreneur Goodwill Ambassador Grip Inquisitor ISC Agent M&A Missionary Mobster Mystic Nobility Quality Control Research Scientist Samurai Spy Tiff Triad Troubleshooter Vigilante Wolf Bane

1 1 2 6 17 20 24 28 32 33 37 41 42 53 54 60 64 71 75 79 80 84 95 99 83 94 98 81 82 86 99 59 63 70 74 78 59 64 68 72 76 80 52 54 58 36 40 46 50 53 4 5 16 19 23 27 31 1 5 9 13 16 29 32 45

14 4 8 12 15 28 31 44 49 52 57 63 67 71 75 79 84 85 98

15 1 1 5 16 20 23 27 31 35 36 40 44 45 49 50 63 74 78 82 86 87 91 95 99

28 16 4 15 19 22 26 30 34 39 43 48 62 73 77 81 85 90 94 98

29 1 5 9 13 17 21 25 29 30 34 38 39 43 44 48 52 56 67 78 79 90 94 99

41 4 8 12 16 20 24 28 33 37 42 47 51 55 66 77 89 93 98

42 1 5 9 12 16 20 24 28 29 42 53 54 58 59 64 68 72 75 79 80 84 87 91

55 4 8 11 15 19 23 27 41 52 57 63 67 71 74 78 83 86 90 99

56 1 5 9 12 15 18 29 33 34 38 42 43 47 48 52 56 67 71 75 87 91 95 99

69 4 8 11 14 17 28 32 37 41 46 51 55 66 70 74 86 90 94 98

70 1 15 19 23 39 43 47 51 52 56 60 61 65 66 70 74 78 82 86 87 91 95 99

83 14 18 22 38 42 46 50 55 59 64 69 73 77 81 85 90 94 98

84 1 5 9 13 17 19 23 24 37 40 41 54 55 68 72 76 80 83 87 88 92 96 99

99 4 8 12 16 18 22 26 36 39 43 53 57 67 71 75 79 82 86 91 95 98

When generating a character you may choose what corporate environment you grew up in or you can roll it randomly. Once your developmental archetype has been selected you roll you beginning statistics. The chart below shows how many D10 you get to roll to determine you base statistic. Select only the 2 highest values and add 20 to each characteristic.

The Brotherhood

Cybertronic

Freelance

Bauhaus

Mishima

Imperial

Capitol

Cartel

Archetype Troubleshooter Cleaner Mobster Grip Vigilante Entrepreneur Cavalier Quality Control Nobility Samurai Spy Triad ISC Agent Wolf Bane M&A Goodwill Ambassador Research Scientist Tiff Doom trooper Advisor Inquisitor Mystic Missionary

Str 4 5 5 4 6 4 5 4 3 5 4 6 5 7 4 5 5 6 6 3 5 4 4

Tou 5 5 5 5 5 5 5 5 4 5 5 5 4 5 4 5 6 6 6 3 5 4 4

Agi 5 5 5 5 6 5 5 3 4 5 6 5 6 7 5 5 6 6 6 4 5 5 4

Int 5 4 6 7 4 7 5 6 7 4 6 5 6 4 7 7 7 4 3 6 4 5 5

Per 4 5 4 2 4 2 2 4 5 3 3 3 2 2 2 2 2 3 2 4 5 3 6

WP 4 4 3 3 3 3 4 4 4 4 5 4 4 4 4 4 3 3 5 6 4 7 6

Fel 5 4 4 6 4 6 6 6 5 6 3 4 5 3 6 4 3 4 4 6 4 4 3

Total 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32

Bonus Contact (Any) Detect Heretic Contact(Underworld) FEL Bonus in lackeys Budget(+2) Second Identity Budget(+2) Contact(Corporate) Contact(Corporate) Comm. Skill Bonus Bought Soul Locked Social Movement Skill Bonus Contact(Triad) Movement Skill Bonus Wolf bane Sword Bonus Skill Picks Resistant(Dark Symmetry) Tech. Skill Bonus Resistant(Dark Symmetry) Cybernetic enhancements Firearms or Combat Skill Bonus Contact(Corporate) Communication skill Bonus Arts Specialization (Inquisitor) Arts Specialization (Mystic) Resistant(Dark Symmetry) Never unemployed Bless (As mystic)

Social 2D5-2(min:2) 1D10 3D5(Max:10) 1D10+2(Max:10) 1D10 1D5+3 1D5+3 1D5+3 1d5+7(Max:10) 1d5+6(Max:10) 1D5+1 2D5-2(min:2) 1D10 2D5-2(min:2) 1d10 2D5-2(min:2) 1d5+2 1d5+3 2D5-2(min:2) 2D5-2(min:2) 5 5 1d5+1

Bonus Descriptions Contact - Any: Receive an additional contact for EVERY background repetition, even if you remain in the same background. - Corporate: One background for EVERY background repetition from your corporation, but not if you remain in the same background. - Underworld Gain an additional underworld contact for each CRIMINAL background.

Budget (+2) You can choose beginning resources as if your social class was 2 levels higher, however any purchases ultimately belong to your corporation. Bought Soul You can sacrifice 5% from any statistic (STR, TOU, AGI, INT, PER, WP or FEL), including combat (WS & BS) to add 1 to their social class (Max 10).

Detect Heretic You can make a Willpower test (Plus heretics' rank *10%) to detect if a person is a heretic or a darkness tainted person/object. (Type) Skill Bonus Gain a +5% bonus to all skills of the listed type. (trained or untrained) Cybernetic Enhancements The Character can add 10 to any statistic (STR, TOU, AGI, INT, PER, WP or FEL) to reflect a degree of cybernetic enhancements incorporated through-out their body. Second Identity The character as a "Second Identity" where when "in character" they gain a +10% to an FEL roll to frighten hoods or persuade by standards. Resistant (Dark Symmetry) The character gains a +5% to willpower whenever resisting any Dark Symmetry Effects. FEL in Lackeys Character has a number of "Lackeys" equal to their FEL bonus. each lackey can be called upon for a single "off-screen" skill test or can be used as an "off-screen" contact once per game session. Lackey skill tests are presented at a base test of 50%. Full use of the Lackey's potential is determined by GM. Wolf Bane Sword Character begins play with an ancestral Wolf Bane sword. Class: Melee Range: ---Dam: 1H: 1d10, 2H: 1d10+3 Pen: 1H: 3, 2H: 5 Special: Balanced, Versatile Wt: 4kg Cost: N/A Availability: Unique

Bless (As Mystic) The character may "Bless" another as a mystic would but with a Perfection Level of 0.
Never Unemployed If the character fails an employment roll they may choose a "Student" background instead of becoming unemployed. Arts Specialization - Mystic: Select an aspect of the Arts to in which to specialize, this may change between repetitions, although each aspect will have its own level of Perfection. You can only check if your perfection level has improved if you are currently in the Inquisition background. - Inquisitor: At character generation select on aspect of the Arts. This aspect never changes and can only improve within the Inquisition background. Locked Social. Nothing short of a Gm intervention or special story event can alter the character social standing up or down.

Skills Grenade Launchers (BS) (*): Used when The skills will the same as the skill sets used in the Dark Heresy Main book, (pg 101), however there are some small changes and expansions. Tech-Use is expanded into a 4 point skill group; Computers, Cybernetics, Electronics and Mechanics. Skills have also been broken up into 5 categories; Combat, Firearms, Communications, Movement, & Technical. Combat Skills and Firearm Skills are Expansions on the basic Weapon Skill (WS) and Ballistic Skill (BS) derived combat stats. They represent specialization in different types of weapons and fighting styles. While your WS and BS represent your natural aptitude. Combat Skills are as follows: Assassination (WS) (*): When striking a surprised victim your attacks are WS attacks are considered tearing if successful. Brawling (WS): Ability to fight unarmed and deal standard damage (1d5+1/2SB) Round Down. Martial Arts (WS) (*): The character can use Martial Arts to do a second unarmed attack in the same round for (1d5+SB) damage. Parry (WS): This skill is used to parry or deflect hand-to-hand attacks. Silent Killing (WS) (*): After a successful Stealth roll this skill can be used to deal double damage to a target in hand-to-hand combat with a fist or knife. This attack makes no noise. Iajitsu (WS) (*): The characters ability to draw and attack with a melee weapon as a half action. Kenjutsu (WS) (*): Superior swordsman skills beyond standard melee weapons. Granting an additional +2 damage. Melee Weapons (WS): Your skills with melee weapons in hand-to-hand combat. Firearms Skills are as follows; Missile Weapons (BS) (*): This is the characters ability to use primitive weapons like Bows, crossbows, blowguns and slings. Thrown Weapons (BS): Your ability to use all

firing grenade launchers and maintaining the equipment for firing. This skill is used in all attacks, but when making automatic attacks, the appropriate Automatics skill is also used. Handguns (BS) (*): This skill is used whenever using firearms with one hand; normally pistols and submachine guns. It is used in all attacks, but when making automatic attacks the appropriate Automatics skill is also required. Heavy Automatics (BS) (*): The ability to fire controlled automatic fire with heavy firearms, such as assault rifles, carbines and machine guns. Also used for repairing and maintenance. Light Automatics (BS) (*): The ability to fire controlled automatic fire with light firearms, such as automatic pistols, submachine guns. Also used for repairing and maintenance. Rifles (BS) (*): This skill is used whenever using firearms with two hands; normally rifle, submachine guns, assault rifles, machine guns, etc. It is used in all attacks, but when making automatic attacks the appropriate Automatics skill is also required. Shoulder Launched Weapons (BS) (*): Use this skill when you operate and maintain shoulder launched weapon systems, such as anti-tank rifles and infantry anti-aircraft missiles. This skill is used in all attacks, but when making automatic attacks, the appropriate Automatics skill is also used.
Other skills are categorized as follows. Communications Skills Barter(*) Blather Carouse(*) Charm(*) Command(*) Deceive(*) Inquiry(*) Performer Intimidate(*) Interrogation Lip Reading Scrutiny(*)

kinds of thrown weapons, such as shuriken, hand grenade, throwing knives and spears.

Movement Skills Acrobatics Climb(*) Concealment(*) Contortionist(*) Dodge(*) Drive Pilot Shadowing Silent Move(*) Sleight of Hand Swim(*) Navigation Technical Skills Chemistry Ciphers Computers Cybernetics Electronics Mechanics Medicine Weapon Systems Disguise(*) Evaluate(*) Demolition Logic(*) Survival Security

The breakdown of the skills into different groups is used as the characters move into different backgrounds. Each background will give you a set of skill "picks" in different categories, allowing you to obtain new levels of skills. Keep in mind that if you have the skill you can't use it unless you have the perquisites. Example: Just because you have Rifles, you can't use it unless you have the Rifles Weapon training Talent. Adolescent Skill Picks Before moving onto your Adolescent events you can make a number of free skill picks equal to your intelligence bonus +2. Each Skill Pick gives you a +5% to your characteristic when rolling to success. After you have made your Skill picks you make 3 rolls on the Event table below. After you've done your adolescent events you can move onto career backgrounds or you can move onto buying gear and start adventuring right away.

There is also a list of Special skills


Awareness(*) Common Lore Forbidden Lore The Arts Secret Tongue Gamble(*) Search(*) Tracking Trade Any skills in the above list not marked with a (*) are considered advanced skills and you must purchase them, with a skill pick, to gain their benefits. while Basic skills you can attempt at half the base value.

Adolescent Events.
1 3 Disabled 52 54 Steady Job

You have been in a terrible accident which nearly crippled you. Your movement allowance is determined as if your agility bonus was 1 lower. 4 5 Wimp In frightening situation you tend to pass out. you must make a willpower test each round or lose your reaction. 6 8 Weak Bone Structure Do not count your toughness into your total wounds. 9 10 Dimwitted

You may choose one background where you will never have to make an Intelligence or Fellowship roll to get employed or to stay employed, but you still have to meet the normal requirements. 55 56 Slick Speaker

You gain +5% to all Communication Skills. This does not count as a skill pick. 57 59 Natural Technician

You gain a +5% to all Technical skills. This does not count as a skill pick. 60 61 Slender Body

Awareness, Search, Dodge and Parry skills are at a -5% at all times. 11 13 Series Crime Committed Guilty or not you are sentenced for a serious crime you spend 1D5+4 years in prison (add this to your age). Prison alters your base statistics; +10 to Strength, Toughness and Perception, -5 to Agility, Intelligence and Willpower. Also apply "Criminal Record" as below. 14 15 Minor Crime Committed You are found guilty of a minor crime which results in 2d10 months in prison (add this to your age). Your basic characteristics are altered; +5 Strength and Perception and 1 rank to Brawling. however lose 5 Toughness. Also apply "Criminal Record" as below. 16 18 Criminal Record You have taken part in some crime and your name is recorded in criminal records - probably for the rest of your life. 19 20 Bad Company Unfortunately you've spent time in the wrong company, Gain 1 rank in Brawling and 1 rank to Charm. but lose 1 social standing (min: 1). 21 23 Tragic Accident Both your parents die in a terrible accident, you are orphaned. Lower your social standing by 3, (Min: 1) 24 26 Influential Godparent You have a godparent with connections everywhere. First time you go to become employed ignore the requirements. Only a successful Int/Fel roll is required. This event does not affect Student Background. 27 28 Influential benefactor Your family have a very influential benefactor. Chose any of the following to replace this roll; Military Heritage, Technical Talent, Business Family and Media Family. 29 31 Military Heritage You come from a family of high ranking soldiers. You can choose to spend 2 years in a military academy (add this to starting age). you can take the skill picks as a Military Student. Raise your Intelligence to 35 is lower. 32 33 Technical Talent You receive a scholarship that enables you to spend 2 years in a technical University (add this to your starting age). Take the skill picks for a Technical Student. Raise your Intelligence to 50 is lower. 34 36 Business Family You come from a family of ambitious business professionals and therefore have the option to attend a business school for two years. (add this to your starting age). Take the skill picks for a Business Student, also raise you intelligence to 45 if lower. 37 38 Media Family A close relative manages to enroll you into a media college, where you may stay for two years (add to your starting age). Take the Media Student skill picks and raise you Intelligence to 40 is lower. 39 41 Military Connections You have the right connections within the military and you may ignore the requirements to chose the Officer Background. 42 44 Apprentice Scientist Because you have work for a science lab in your spare time, you may ignore the requirements if you want to become a scientist 45 46 Amateur Photographer/Writer Deep interest in the media is noticed amongst reporters. you may ignore all requirements if you want to become a reporter. 47 49 Business Sense Your interest and talent in the stock market is highly appreciated. You may ignore all requirements if you want to choose a background in administration, economy or law. 50 51 Safe Job You don't need to make an Intelligence or Fellowship roll the first time you wish to be employed.

You gain a +5% to all movement skills. This does not count as a skill pick. 62 64 Weapons Fanatic

You gain a +5% to Firearms skills, this does not count as a skill pick, and one skill pick in the Weapon Systems Skill. 65 67 Martial Arts Training

You gain a +5% to all combat Skills, this does not count as a skill pick. and 1 free pick in any Combat skill. 68 69 Anatomical Sixth Sense

You always seem to hit people where it hurts, add +1 to all damage. 70 72 Superb Senses

You gain a +5% to Awareness and Dodge/Parry. 73 74 Strong Will

You gain a skill pick in Interrogation and +5% to Willpower. 75 77 Charismatic Voice

You Gain a +5 to Fellowship and +5% to all Communication Skills, this does not count as a skill pick. 78 79 Good Body Control

Gain +5 Agility and +5 to all Movement Skills, this does not count as a skill pick. 80 82 Contact With Mega Corp

You have a contact within a megacorp. (use the random corp. list above) The GM determines how the contact works, but should be a considerable advantage whenever you want information about the corporation's doing or whenever you need a favor from that corp. 83 84 Lucky Stiff

You win fortune on the lottery, Raise social standing by 3 (Max 10) 85 87 Relative within the Police Department

Should you ever get in trouble with the law make a Fellowship test, if successful This incident is dismissed. 88 90 Resistant to Pain

Gain a an additional 5 wounds. 91 92 Sole Heir to Wealthy Aunt

Raise your social standing by 5 (Max 10) 93 95 Gifted Student

You may make your adolescent skill picks again. 96 97 Gifted Body

Add +10 to one of the following; Strength, Toughness or Agility. 98 100 Commando Training

You are picked by corporate elite forces talent scouts and spend four years (add to starting age) becoming a commando. Add +5% to all basic characteristics (Str, Tou, Agi, Wil, Fel & Per), you also gain 2 picks in each skill field and 5 free picks. +2 to Social Standing (Max: 10)

Career Backgrounds Once you've passed adolescent age you can being you career path. Following a career path contains 5 steps.

1) Choose a background you would like to pursue,


if you meet the requirements you may apply for it. Each Background takes 2yeas to complete, even unemployment.

Career Path Job Title Combat Firearms Communications Movement Technical Free Social Standing Fel Modifier. Requirements Grunt 1 2 1 1 1 2d5-2 10% Str: 25 Agi: 25 Tou: 25 Career Path Job Title Combat Firearms Communications Movement Technical Free Social Standing Fel Modifier. Requirements Security Security 1 1 1 1 1 3 1d10 5% Age: Max 25 Any Higher Edu. No Criminal Record

Military Officer 1 2 1 1 1 2 2d5+2 5% Age: Max 25 Military Academy Freelancer 2 1 3 1d10 0% Age: Max 25 Fel: 35

Media Reporter 4 1 1 2 2d5+2 0% Age: Max 25 Media College Mechanic 1 3 2 2d5-2 -5% Age: Max 25 Int: 35

Science Scientist 2 4 2 2d10 -10% Age: Max 25 Technical Univ.

Admin/Econ/Law 3 1 1 2 2d10 5% Age: Max 25 Business School No Criminal Record Social Standing 5+

Criminal 2 1 2 1 1 1 2d5+2 5% None

Franchise/Wage Slave 2 1 2 1d5+1 0% None

Career Path Job Title Combat Firearms Communications Movement Technical Free Social Standing Fel Modifier. Requirements 0% -5% Military 1 1 1 2 Media 2 1 2

Student Business 2 1 2 1d5-1 -5% -5% Tech. 3 2

-----Age Max: 25 Years---------Int: 25---------Social Standing 4+-----

2) Apply for the job:

Roll an Intelligence test and a

Fellowship test. If you succeed in either test you get the job, if you fail, you are unemployed.

3)

Take a number of skill picks appropriate to

your background. Roll your careers social standing. If the dice are above your current then your Social increases by 1, if below it lowers by 1 and if equal then your social stays the same. Roll two Special Events (rerolling any event with a * if it shows up more than once at any time.) Add 2 years to your age.

4)

Roll your Intelligence and your Fellowship

(Modified by Career). If both fail you return to step 1 and must choose a new background. If either is successful you can either sign up for another two years in the same career path or you can willing to go step 1.

5)

Continue Steps 3 and 4 until unemployed.

After this you my try for a new background or go adventuring. Unemployment For each period of unemployment, (always two years), You gain 4 free skill picks. Your social standing lowers by 2 and you lose 5 from your Fellowship. You get 2 special event rolls and add 2 to your age. Should your social standing drop to 0 you must begin adventuring immediately after the two years of unemployment.

Disabled

52

54

Strong Will

You have a terrible accident which almost cripples you. Your movement allowence is as if your agiliy bonus was 1 less. an operation costing 100,000 will fix this, also see "FIRED!". 4 5 Bone Disease Subtract 5 from your total Wounds. An operation costing 50,000 will fix this. Also see "FIRED!" 6 8 Severe Concussion You never quite healed from that last blow to the head. Your Awareness and Dodge/Parry skills are at a -5%. Also see "FIRED!" 9 10 Involved in Serious Crime Guily or not your sentenced to 1d5+4 years of hard labor. (Adjust AGe immediatly) Add +10 to Strength, Toughness and Perception. but subtract 5 from Intelligence and willpower. Also gain effects of "Criminal Record" 11 13 Involved in Minor Crime You are involved in a petty crime, even by association, and sentenced to 1d5-1 (Min 1 year) years in prison. -10 from Strength, toughness and Willpower. Ad 5% to perception also gain effects of "Criminal Record" 14 15 Speeding Ticket You are fined a small amount for a petty crime, nothing serious but you gain " effects of Criminal Record" 16 18 Criminal Record

Emotional termoil and mental distress has hardened your outlook, add 5% to your Wil. 55 56 Health Care

Eating and living healthy has add off, add 5 to toughness. 57 59 Amateur Gymnast

Add 5 to your Agility. 60 61 Good Immune System

Your body is highly resilient to alien organisms, reroll any failed toughness test to resist disiease/parasites, etc... 62 64 Extraordinary Chemical Tolerance

Your body is resistant to forgien toxins and chemicals, reroll any failed toughenss test to resist toxins/poisons/drugs. 65 67 Gifted Childhood

You get two free skill picks, but not from the Special skill group. 68 69 Wealthy Lover

Your name is mentioned in regards to a criminal act or you were involved in one. And you have a record. you are automatically unemployed and you must start your adventuring career immediately. your Social standing drops to 1. 19 20 FIRED! Intrigue and/or mistakes make you lose your job and force you to be unemployed for 1d5-2 (Min 1) periods of unemployment, at two years each. you can avoid this by starting your adventuring career immediately. 21 23 Intense Education Subtract 2 years from your age, or take a background without adding 2 years. 24 26 Part of Unemployment Program Should you ever become unemployed you may take the Student Background instead even if you do not meet the requirements. You must still pass a Int/Fel roll to graduate, however. 27 28 Good Negotiator

Your lover is quite wealthy and generouse, add 1 to your Social Standing, max; 10 70 72 Steady Employment Choose a background, If you stay within this background career path you may ignore all rolls to remain in this background or would render you unemployed. However a roll of "Fired!" overrules this. 73 74 Amateur Athlete Amatuer athele, as long as your Social STanding stays about a 4 you gain a +10 to Strengtha nd Toughness due to regular trips to the gym. 75 77 Chance of a Lifetime

You may choose any background, regardless of requirments and make your Int/Fel rolls to see if you get it. 78 79 Contact in Police department

Gain a +2 to all your Social Standing Rolls. 29 31 Glamorous Employment

You will never have a criminal record, and if you already do, it is expunged. 80 82 Sole Heir to Wealthy Aunt Your extremely wealthy aunt remember you in her will, add 3 to your social standing (Max:10)

Your Fel is increased by 5%. 32 33 Contact With Megacorp You have a contact within a megacorp. (use the random corp. list above) The GM determines how the contact works, but should be a considerable advantage whenever you want information about the corporation's doing or whenever you need a favor from that corp. 34 36 Civil Defense Training You make take one free skill pick from the Firearms or from the Combat skills. 37 38 Technical Crash Course

83

84

Powerful, Fanatic Enemy

Somehow, somewhere you managed to make yourself an enemy who is out to destory your life. Be creative, it could be anyone. 85 87 Long Legs

Your movement allowance is as if your Agility bonus was 1 higher. 88 90 Famous Face

You may take 2 free skill picks from the technical skill group. 39 41 Administrations night Classes

You happento look like a famouse person. +10 Fellowship. 91 92 Movie Star You happen to have gotten a few small part on soaps or commercials. Add 1 to your social standing (Max:10) and +10 to perception. you also gain 1 free skill pick of Charm and Barter. 93 95 Promotion

You may take two free skill picks from the Communications Skill group. 42 44 Gymnastics Classes

You may take two free skill picks from the movement skill group. 45 46 Evening Classes

Add 3 to your social standing and 5 to your fellowship. 96 97 Subject to Experiments You "Volunteer" to take part in a secret medical experiment with happens to succeed, gain +10 Willpower. 98 100 Commando Training You are picked by corporate elite forces talent scouts and spend four years (add to starting age) becoming a commando. Add +5% to all basic characteristics (Str, Tou, Agi, Wil, Fel & Per), you also gain 2 picks in each skill field and 5 free picks. +2 to Social Standing (Max: 10)

You may take one free skill pick from any skill group. 47 49 Interesting Character

You always seem to fascinate people, add +5% to your Fellowship. 50 51 Hard Labor

Hard Labor has toughend your body add 5 to either Strength or toughness.

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