Post by Steve on Feb 17, 2016 6:37:59 GMT
Second Step in creating a character is to select a Type.
Types (sometimes called professions) are usually summed up by a job description.
they give you access to special skill sets and sometimes even bonuses to attribute scores.
Civilian- Most people take jobs in the civilian sector. Any profession not listed in this section will count as a basic civilian. A Civilian may pick 8 Tiers worth of skills. No Civilian may have a skill higher than 4th Tier. Civilians can forgo 2 Tiers to get certain traits of the Handyman Type.
(Under most circumstances, if what you're looking for isn't named on this list, you're a civilian)
Military/Police/Correction Officer- People who have extensive weapons training and are trained to operate under high stress conditions where they take and follow orders through a strict chain of command. A noble disadvantage to these professions is that they are very duty bound, and will be reluctant to abandon their posts to save themselves unless it's abundantly clear that nothing they do will halt or even slow the chaos.
Police have a minimum base attack of 20. They receive a +20 to Empathy for making Diplomacy- Command, or Diplomacy-Intimidate checks against the Living. (This bonus is decreased by 5 per Outbreak Level vs Vigilantes and Shattered). You also get 2 CU worth of equipment without restriction of specialty or rarity. (If you choose weapons of 2 CU or greater, then the weapon will be non-lethal or will only have non-lethal ammunition. They receive the Trigger Discipline skill at Tier 1 for free. Also, select one from the following list (without restriction of Tier); Marksman, Sniper, Combat Medic, Gunslinger, Fast Shot, Martial Artist, Leadership, Tactician, Calm, or Navigator.
Military characters have a minimum base attack of 25. They will also get an Empathy bonus of +25 to all Diplomacy checks and receive a +15 to their Will Attribute. They receive 3 CU of equipment to start without restrictions to specialty or rarity. They also receive the Trigger Discipline Skill at Tier 1 for free. Also, select one from the following list (without restriction of Tier); Marksman, Sniper, Combat Medic, Gunslinger, Fast Shot, Martial Artist, Leadership, Tactician, Calm, or Navigator.
Correctional Officers have a minimum attack of 15. They receive a +15 bonus to their Will attribute. Receive 2 CU worth of equipment without restriction of specialty or rarity. If you choose weapons of 2 CU or greater, then they will be non-lethal or have only non-lethal ammunition. Also, select one from the following list (without restriction of Tier); Marksman, Sniper, Combat Medic, Gunslinger, Fast Shot, Martial Artist, Leadership, Tactician, Calm, or Navigator.
S.W.A.T.- The highly trained police who work on the S.W.A.T. Team or some other elite organization have ready access to some of the best weapons and armor available. Due to the intense additional training required of S.W.A.T. teams, their members are top notch shots and well trained at close combat.
S.W.A.T. counts as Police, except their minimum attack is 25 instead of 20. They automatically get Tactician as a bonus skill in addition to any others they may have. They are also allowed 3 CU instead of the normal 2 worth of equipment at the characters creation, without restriction to specialty or rarity. All ammunition is lethal.
Firefighter- One of the most well-suited individuals for surviving an outbreak. Required to be in peak physical condition and trained to be selfless, brave, and respond quickly under stress.
Firefighters always get the Combat Medic and Basic First Aid Skills. They gain +5 to Diplomacy checks when encountering survivors. Choose ONE from the following list; Woodsman, Heroic, Calm, Tough, Endurance, Leadership and Search. You also receive a +10 bonus to Strength, Empathy, and Willpower, as well as + 5 to your Health.
Boy/Girl Scout Leader- In general, this is not a full time job. People who are leaders of scout groups are those who have trained in a variety of fields including survival, rescue, first aid and Leadership. This extra training results in an additional bonus skill picked from the following list: Basic First Aid, Calm, Leadership, Woodsman, Endurance, or Navigator. This bonus skill is restricted to Maximum Tier 3.
Security Guard- Security Guards are prominent everywhere in some form or another. Generally, they are not looked to for authority when an outbreak dissolves decent members of society into gangs of rioters and the populace begins to assault and loot places of business. Security Guards will only be able to deter a mob for a short while. After that, Security Guards are either overwhelmed and will have t heir equipment stolen, or they are forced to use whatever weapons they have in frantic self-defense. Security Guards may even abandon their post to join a mob. Security Guard characters are allowed 1 CU worth of equipment at their creation to be taken without restriction to rarity or specialty. They get a bonus of +10 for Emp-Diplomacy checks when dealing with Panicked or Survivors. They also have a minimum Attack of 10.
Mechanic- Knowledgeable about how machines work. Able to infer how similar machines work. For Strongholds with a high Science, a Mechanic will be able to service vehicles to widen the Stronghold's reach. Even before a high Science is reached, the Mechanic is often familiar enough with machines to rig even broken machines to serve some useful purpose.
Gan a +30 to Perception checks reguarding the repair, maintenance, or modification of machines you are familiar with. +15 to machines that are within the same category (an auto mechanic working on a ride-on lawnmower). They get a +5 to repair any other kind of machine. Their Perception bonus extends to any checks made to determine the success of Stronghold Upgrades so long as machines are somehow involved in the construction.
A Mechanic will increase a Stronghold's Science by 1
Nurse/Pharmacist- A nurse or pharmacist is of considerable use during and in the wake of an outbreak. However, they will most certainly be in hospitals when the outbreak starts. That aside, their medical training is still far superior compared to the average members of civilian or military sectors.
A nurse has Basic First Aid and Combat Medic Skills, and may choose an additional skill from the following list: Healer, Calm or Healthy.
Nurses and Pharmacists get a bonus of +5 to their Health, and +10 to their Empathy and get a +10 to any Per checks that involve First aid or Advanced Medicine. This is in addition to any others granted by similar abilities as well as any missions that involve medical procedures. Also, a Nurse or Pharmacist is able to purchase medicines after searching a pharmacy, clinic, or hospital without restriction to specialty or rarity. In addition, any healing items used by a Nurse that have a random number associated with how much damage they will heal will have the dice rolls altered. Treat any 1-3's rolled as normal, but treat all results of 4-6 as having rolled a 6.
Tertiary: A Nurse will increase a Strongholds Science by 1
Doctor/Surgeon- Someone who has held this position has considerable medical training and in an outbreak, this education and experience multiplies in value exponentially. A disadvantage to this profession is that a doctor or surgeon will almost certainly be called into service early in the outbreak, which is disastrous because they will be exposed to the zombie virus longer than almost any other person. This fact almost completely offsets what bonuses the profession provides.
A character who is a Doctor or Surgeon has the skills Basic First Aid, Combat Medic, and Healer, and they will be able to choose an additional skill from the following list: Calm or Leadership.
Doctors or Surgeons get a bonus of +5 to their Health, a +15 bonus to Empathy, and a bonus of +20 to any check that involves First Aid or Advanced Medicine. This bonus is added to any others granted by similar abilities as well as any missions that involve medical procedures. In addition, people in these professions are quicklyli able to identify different kinds of medicine after searching a pharmacy, clinic or hospital without restriction to specialty or rarity. In addition, any healing items that have a random number associated with how much damage they heal will have the die rolls altered slightly. Treat 1's rolled as 1's, but treat any result of 2-6 as having rolled a 6 to see how much damage is healed.
Any mission that is considered "Advanced Medicine" will allow the Doctor or Surgeon to add +20 to any Perception check to determine it's success.
Tertiary: A Doctor or Surgeon will increase a Stronghold's Science by 2
Electrician- Those who work with electricity know how wiring works and can do so with a much higher degree of safety.
An electrician will get a +25 bonus to any attribute (except Strength) for any checks that involve wiring or electricity. This bonus is extended to any checks for Stronghold Upgrades or Equipment Manufacture that involve electricity. An Electrician stationed at a Stronghold will increase it's Science by 1. If the Stronghold is somehow powered by electricity, then they also increase the Stronghold's Viability by 1.
Artist/Photographer/Videographer/Writer/Journalist- Probably the most ill suited professions to facilitate survival in a world infested with zombies. Art is an aspect of a higher civilization, and a civilization brought to it's knees by a zombie outbreak focuses exclusively on survival. A society in collapse will ignore higher pursuits of art.
Because an artist spends the majority of their time focusing on skills that are useless in the event of an outbreak, they are allowed one less Tier (so they get 6). They get +5 to Empachy and will be able to add 20% to the success of any "We Know This Much" missions if you documented the events of a zombie attack in any way.
Due to their increased aesthetic and refined taste in some form of art or literature, they will be able to lend their knowledge of these things for the betterment of their fellow survivors. Can spend 1 Resource after successful missions on "Art" of some form in order to increase the Stronghold's Culture by 1. Spending Resource on this will count as having a restriction of rarity equal to 10% per point of existing Culture.
Scientist/Researcher- Scientists will have a few benefits when surviving a zombie infestation. Although their primary training is somewhat useless in terms of survival, one huge advantage Scientists and Researchers have is that they are able to observe zombies with an objective mind. Thus, more accurate conclusions can be made based on their observations. Some Scientists and
Researchers also have a deep level of access into laboratories or research facilities, which allows for resources to be gathered and used effectively by the survivors. In the events following an outbreak, a Scientist and Researcher is as valuable as a Journalist in documenting what they saw and drawing conclusions for the benefit of society. In many cases, their knowledge is superior to the Artist/Photographer/Journalist Type because the Scientists observations can also be used to draw accurate conclusions aboutu combating zombies and the rebuilding of civilization.
A Scientist/Researcher will have all the benefits of both the Civilian and Journalist profession, (Empathy bonus of +5, add 20% to any "We know this much" mission. Spend 1 Resource after successful mission on art of some form in order to increase the Stronghold's Culture by 1. Spending Resource on this will count as having a restriction of rarity equal to 1-% per point of existing Culture in the Stronghold. You can also give up one of the Tiers in exchange for certain traits from the Handyman Type (see Handyman for details)) allowing them 5 (the book says 3, but I'm granting 2 extra to everyone) Tiers of skills to start and granting bonuses to specific missions. A Scientist/Researcher may choose a bonus skill from the following list: Basic First Aid, Chemistry, or Contemplative.
Tertiary: Adds +2 to Stronghold Science
Lawyer- Similar to an artist, a lawyer has no inherently useful skills when surviving an outbreak. As a result of this, a Lawyer may only serve as effective mediators of conflict within the group of survivors they are with.
Generally speaking, lawyers are well spoken and intelligent, so they get a +10 to Will and +5 to Perception and Empathy. They also bring the benefit of their knowledge of the law to your STronghold. Lawyers increase the Stronghold's Culture by 1
Craftsman/Carpenter/Locksmith- A craftsman has the ability to create items with great ease and is familiar with many kinds of tools.
Receive a bonus of +35 to Perception checks that relate to your respective career. You can add +25% to determine the success of any equipment manufacture mission.
For Locksmiths, spending an additional Time searching a location allows you to add +25% to Per-Search checks and increases the chance of a rare items purchase by 10%
For Craftsmen and Carpenters, any mission that is made to improve the Structure of a Stronghold, increase the chance of success by +15%.
(Note- A Civilian can forgo one of their extra skill Tiers in favor of taking the bonuses inherent in this Type, but they only get a bonus of +15 instead of +35.)
Contractor/Construction Worker/Welder/Metallurgist- A person in these professions are some of the most crucial professions in society. This is no different for a society in collapse. During an outbreak, they are intimately knowledgeable about constructing structures. They are also very capable of reinforcing structures, which is a valuable skill.
If a C/CW/W/M builds any barricades or reinforces any structures, then it holds up better. Due to the constant physical exertion required of this profession the Contractor or Construction Worker gets a +10 bonus to Strength. When participating in a Stronghold Upgrade mission, they add a bonus of 25% to determine the success, and add 10% to the success of any Equipment Manufacture missions.
Therapist/Social Worker- Someone in one of these occupations is highly empathetic and capable of dealing with people, especially those in high stress.
Receive +25 to Empathy, and a further +10 to Emp-Diplomacy checks. A person in this profession is able to boost the morale of a workforce. They can count as 1 additional Population for the purposes of determining the success of a mobilized workforce. Ad +10 to checks made to prevent the loss of Morale due to failed missions.
Thief/Burglar- While they are looked down upon in decent society, the thief or burglar has many useful skills that can be brought to bear during an outbreak. Depending on the type of thief they are, they can add a +25 to Per-Search, Per-Hide checks if you take Point in your formation. Potentially they will get bonuses on other skills depending on what kind of criminal they were. These people typically have below average Empathy, taking a penalty of -10, to a minimum of 5. They also get a bonus skill chosen from the following list- Stealthy, Search, Mule, Knife-Fighter or Fast Shot
Farmer/Rancher- For those who survive a large scale outbreak and are in a world that is overrun by zombies, they stand the best chance of survival in the long term. They reason is, while they occasionally rely on government subsidies to survive financially, they are otherwise completely self-sufficient.
Farmers/Ranchers may add 30% to any check made to determine the success of any Stronghold Upgrade that increases Viability. They also increase the Stronghold's Viability by 1.
One character of this type is able to maintain 3 Viability instead of a normal 1 for a committed population or other Template Character
Priest/Rabbi/Preacher/Minister/Monk- The majority of people, even those skeptical about God will often turn to religion when crisis arrives. As a result, those who dedicate themselves to God in one way or another will have others yield to their wisdom, even if in desperation.
+30 to Empathy. An additional +10 for Emp-Diplomacy checks on Survivors, Shattered and Vigilantes. For Vigilantes, this bonus can be used for any form of diplomacy except Intimidation and take no penalties for dealing with them in ways other than Coax, Plea, and Bribe, the way other Characters do.
Increase the Stronghold's Culture by 1. Also allow a +25% to any checks made to prevent the loss of a Stronghold's Morale from failed missions.
Paramedic/Military Medic- A Paramedic is of considerable use during and in the wake of an outbreak. However, they will most certainly be on the front line when the outbreak starts. That aside, their medical training is still far superior compared to the average civilian or military member.
A Paramedic has Basic First Aid and Combat Medic Skills, and may choose an additional skill from the following list:
Paramedic: Healer, Calm or Healthy.
Military Medic: Marksman, Martial Artist or Trigger Discipline.
Nurses and Pharmacists get a bonus of +10 to their Empathy and get a +10 to any Per checks that involve First aid or Advanced Medicine. This is in addition to any others granted by similar abilities. Also, a Paramedic/Medic is able to purchase medical equipment (but not medicines) after searching a pharmacy, clinic, or hospital without restriction to rarity. In addition, any healing items used by a Paramedic/Medic that have a random number associated with how much damage they will heal will have the dice rolls altered. Reroll any roll of 1 (second result must be accepted).
Tertiary: A Paramedic will increase a Strongholds Science by 1
(NOTE:The "child" type will not be available until after the game has started and play mechanics have been smoothed out)
Child- Children provide an interesting alternative to other character types. A child will typically have an above average Perception and Empathy, but a much lower than average Strength. For this reason, a player only has 90 Stat points to distribute, and will always have Size 0.
Types (sometimes called professions) are usually summed up by a job description.
they give you access to special skill sets and sometimes even bonuses to attribute scores.
Civilian- Most people take jobs in the civilian sector. Any profession not listed in this section will count as a basic civilian. A Civilian may pick 8 Tiers worth of skills. No Civilian may have a skill higher than 4th Tier. Civilians can forgo 2 Tiers to get certain traits of the Handyman Type.
(Under most circumstances, if what you're looking for isn't named on this list, you're a civilian)
Military/Police/Correction Officer- People who have extensive weapons training and are trained to operate under high stress conditions where they take and follow orders through a strict chain of command. A noble disadvantage to these professions is that they are very duty bound, and will be reluctant to abandon their posts to save themselves unless it's abundantly clear that nothing they do will halt or even slow the chaos.
Police have a minimum base attack of 20. They receive a +20 to Empathy for making Diplomacy- Command, or Diplomacy-Intimidate checks against the Living. (This bonus is decreased by 5 per Outbreak Level vs Vigilantes and Shattered). You also get 2 CU worth of equipment without restriction of specialty or rarity. (If you choose weapons of 2 CU or greater, then the weapon will be non-lethal or will only have non-lethal ammunition. They receive the Trigger Discipline skill at Tier 1 for free. Also, select one from the following list (without restriction of Tier); Marksman, Sniper, Combat Medic, Gunslinger, Fast Shot, Martial Artist, Leadership, Tactician, Calm, or Navigator.
Military characters have a minimum base attack of 25. They will also get an Empathy bonus of +25 to all Diplomacy checks and receive a +15 to their Will Attribute. They receive 3 CU of equipment to start without restrictions to specialty or rarity. They also receive the Trigger Discipline Skill at Tier 1 for free. Also, select one from the following list (without restriction of Tier); Marksman, Sniper, Combat Medic, Gunslinger, Fast Shot, Martial Artist, Leadership, Tactician, Calm, or Navigator.
Correctional Officers have a minimum attack of 15. They receive a +15 bonus to their Will attribute. Receive 2 CU worth of equipment without restriction of specialty or rarity. If you choose weapons of 2 CU or greater, then they will be non-lethal or have only non-lethal ammunition. Also, select one from the following list (without restriction of Tier); Marksman, Sniper, Combat Medic, Gunslinger, Fast Shot, Martial Artist, Leadership, Tactician, Calm, or Navigator.
S.W.A.T.- The highly trained police who work on the S.W.A.T. Team or some other elite organization have ready access to some of the best weapons and armor available. Due to the intense additional training required of S.W.A.T. teams, their members are top notch shots and well trained at close combat.
S.W.A.T. counts as Police, except their minimum attack is 25 instead of 20. They automatically get Tactician as a bonus skill in addition to any others they may have. They are also allowed 3 CU instead of the normal 2 worth of equipment at the characters creation, without restriction to specialty or rarity. All ammunition is lethal.
Firefighter- One of the most well-suited individuals for surviving an outbreak. Required to be in peak physical condition and trained to be selfless, brave, and respond quickly under stress.
Firefighters always get the Combat Medic and Basic First Aid Skills. They gain +5 to Diplomacy checks when encountering survivors. Choose ONE from the following list; Woodsman, Heroic, Calm, Tough, Endurance, Leadership and Search. You also receive a +10 bonus to Strength, Empathy, and Willpower, as well as + 5 to your Health.
Boy/Girl Scout Leader- In general, this is not a full time job. People who are leaders of scout groups are those who have trained in a variety of fields including survival, rescue, first aid and Leadership. This extra training results in an additional bonus skill picked from the following list: Basic First Aid, Calm, Leadership, Woodsman, Endurance, or Navigator. This bonus skill is restricted to Maximum Tier 3.
Security Guard- Security Guards are prominent everywhere in some form or another. Generally, they are not looked to for authority when an outbreak dissolves decent members of society into gangs of rioters and the populace begins to assault and loot places of business. Security Guards will only be able to deter a mob for a short while. After that, Security Guards are either overwhelmed and will have t heir equipment stolen, or they are forced to use whatever weapons they have in frantic self-defense. Security Guards may even abandon their post to join a mob. Security Guard characters are allowed 1 CU worth of equipment at their creation to be taken without restriction to rarity or specialty. They get a bonus of +10 for Emp-Diplomacy checks when dealing with Panicked or Survivors. They also have a minimum Attack of 10.
Mechanic- Knowledgeable about how machines work. Able to infer how similar machines work. For Strongholds with a high Science, a Mechanic will be able to service vehicles to widen the Stronghold's reach. Even before a high Science is reached, the Mechanic is often familiar enough with machines to rig even broken machines to serve some useful purpose.
Gan a +30 to Perception checks reguarding the repair, maintenance, or modification of machines you are familiar with. +15 to machines that are within the same category (an auto mechanic working on a ride-on lawnmower). They get a +5 to repair any other kind of machine. Their Perception bonus extends to any checks made to determine the success of Stronghold Upgrades so long as machines are somehow involved in the construction.
A Mechanic will increase a Stronghold's Science by 1
Nurse/Pharmacist- A nurse or pharmacist is of considerable use during and in the wake of an outbreak. However, they will most certainly be in hospitals when the outbreak starts. That aside, their medical training is still far superior compared to the average members of civilian or military sectors.
A nurse has Basic First Aid and Combat Medic Skills, and may choose an additional skill from the following list: Healer, Calm or Healthy.
Nurses and Pharmacists get a bonus of +5 to their Health, and +10 to their Empathy and get a +10 to any Per checks that involve First aid or Advanced Medicine. This is in addition to any others granted by similar abilities as well as any missions that involve medical procedures. Also, a Nurse or Pharmacist is able to purchase medicines after searching a pharmacy, clinic, or hospital without restriction to specialty or rarity. In addition, any healing items used by a Nurse that have a random number associated with how much damage they will heal will have the dice rolls altered. Treat any 1-3's rolled as normal, but treat all results of 4-6 as having rolled a 6.
Tertiary: A Nurse will increase a Strongholds Science by 1
Doctor/Surgeon- Someone who has held this position has considerable medical training and in an outbreak, this education and experience multiplies in value exponentially. A disadvantage to this profession is that a doctor or surgeon will almost certainly be called into service early in the outbreak, which is disastrous because they will be exposed to the zombie virus longer than almost any other person. This fact almost completely offsets what bonuses the profession provides.
A character who is a Doctor or Surgeon has the skills Basic First Aid, Combat Medic, and Healer, and they will be able to choose an additional skill from the following list: Calm or Leadership.
Doctors or Surgeons get a bonus of +5 to their Health, a +15 bonus to Empathy, and a bonus of +20 to any check that involves First Aid or Advanced Medicine. This bonus is added to any others granted by similar abilities as well as any missions that involve medical procedures. In addition, people in these professions are quicklyli able to identify different kinds of medicine after searching a pharmacy, clinic or hospital without restriction to specialty or rarity. In addition, any healing items that have a random number associated with how much damage they heal will have the die rolls altered slightly. Treat 1's rolled as 1's, but treat any result of 2-6 as having rolled a 6 to see how much damage is healed.
Any mission that is considered "Advanced Medicine" will allow the Doctor or Surgeon to add +20 to any Perception check to determine it's success.
Tertiary: A Doctor or Surgeon will increase a Stronghold's Science by 2
Electrician- Those who work with electricity know how wiring works and can do so with a much higher degree of safety.
An electrician will get a +25 bonus to any attribute (except Strength) for any checks that involve wiring or electricity. This bonus is extended to any checks for Stronghold Upgrades or Equipment Manufacture that involve electricity. An Electrician stationed at a Stronghold will increase it's Science by 1. If the Stronghold is somehow powered by electricity, then they also increase the Stronghold's Viability by 1.
Artist/Photographer/Videographer/Writer/Journalist- Probably the most ill suited professions to facilitate survival in a world infested with zombies. Art is an aspect of a higher civilization, and a civilization brought to it's knees by a zombie outbreak focuses exclusively on survival. A society in collapse will ignore higher pursuits of art.
Because an artist spends the majority of their time focusing on skills that are useless in the event of an outbreak, they are allowed one less Tier (so they get 6). They get +5 to Empachy and will be able to add 20% to the success of any "We Know This Much" missions if you documented the events of a zombie attack in any way.
Due to their increased aesthetic and refined taste in some form of art or literature, they will be able to lend their knowledge of these things for the betterment of their fellow survivors. Can spend 1 Resource after successful missions on "Art" of some form in order to increase the Stronghold's Culture by 1. Spending Resource on this will count as having a restriction of rarity equal to 10% per point of existing Culture.
Scientist/Researcher- Scientists will have a few benefits when surviving a zombie infestation. Although their primary training is somewhat useless in terms of survival, one huge advantage Scientists and Researchers have is that they are able to observe zombies with an objective mind. Thus, more accurate conclusions can be made based on their observations. Some Scientists and
Researchers also have a deep level of access into laboratories or research facilities, which allows for resources to be gathered and used effectively by the survivors. In the events following an outbreak, a Scientist and Researcher is as valuable as a Journalist in documenting what they saw and drawing conclusions for the benefit of society. In many cases, their knowledge is superior to the Artist/Photographer/Journalist Type because the Scientists observations can also be used to draw accurate conclusions aboutu combating zombies and the rebuilding of civilization.
A Scientist/Researcher will have all the benefits of both the Civilian and Journalist profession, (Empathy bonus of +5, add 20% to any "We know this much" mission. Spend 1 Resource after successful mission on art of some form in order to increase the Stronghold's Culture by 1. Spending Resource on this will count as having a restriction of rarity equal to 1-% per point of existing Culture in the Stronghold. You can also give up one of the Tiers in exchange for certain traits from the Handyman Type (see Handyman for details)) allowing them 5 (the book says 3, but I'm granting 2 extra to everyone) Tiers of skills to start and granting bonuses to specific missions. A Scientist/Researcher may choose a bonus skill from the following list: Basic First Aid, Chemistry, or Contemplative.
Tertiary: Adds +2 to Stronghold Science
Lawyer- Similar to an artist, a lawyer has no inherently useful skills when surviving an outbreak. As a result of this, a Lawyer may only serve as effective mediators of conflict within the group of survivors they are with.
Generally speaking, lawyers are well spoken and intelligent, so they get a +10 to Will and +5 to Perception and Empathy. They also bring the benefit of their knowledge of the law to your STronghold. Lawyers increase the Stronghold's Culture by 1
Craftsman/Carpenter/Locksmith- A craftsman has the ability to create items with great ease and is familiar with many kinds of tools.
Receive a bonus of +35 to Perception checks that relate to your respective career. You can add +25% to determine the success of any equipment manufacture mission.
For Locksmiths, spending an additional Time searching a location allows you to add +25% to Per-Search checks and increases the chance of a rare items purchase by 10%
For Craftsmen and Carpenters, any mission that is made to improve the Structure of a Stronghold, increase the chance of success by +15%.
(Note- A Civilian can forgo one of their extra skill Tiers in favor of taking the bonuses inherent in this Type, but they only get a bonus of +15 instead of +35.)
Contractor/Construction Worker/Welder/Metallurgist- A person in these professions are some of the most crucial professions in society. This is no different for a society in collapse. During an outbreak, they are intimately knowledgeable about constructing structures. They are also very capable of reinforcing structures, which is a valuable skill.
If a C/CW/W/M builds any barricades or reinforces any structures, then it holds up better. Due to the constant physical exertion required of this profession the Contractor or Construction Worker gets a +10 bonus to Strength. When participating in a Stronghold Upgrade mission, they add a bonus of 25% to determine the success, and add 10% to the success of any Equipment Manufacture missions.
Therapist/Social Worker- Someone in one of these occupations is highly empathetic and capable of dealing with people, especially those in high stress.
Receive +25 to Empathy, and a further +10 to Emp-Diplomacy checks. A person in this profession is able to boost the morale of a workforce. They can count as 1 additional Population for the purposes of determining the success of a mobilized workforce. Ad +10 to checks made to prevent the loss of Morale due to failed missions.
Thief/Burglar- While they are looked down upon in decent society, the thief or burglar has many useful skills that can be brought to bear during an outbreak. Depending on the type of thief they are, they can add a +25 to Per-Search, Per-Hide checks if you take Point in your formation. Potentially they will get bonuses on other skills depending on what kind of criminal they were. These people typically have below average Empathy, taking a penalty of -10, to a minimum of 5. They also get a bonus skill chosen from the following list- Stealthy, Search, Mule, Knife-Fighter or Fast Shot
Farmer/Rancher- For those who survive a large scale outbreak and are in a world that is overrun by zombies, they stand the best chance of survival in the long term. They reason is, while they occasionally rely on government subsidies to survive financially, they are otherwise completely self-sufficient.
Farmers/Ranchers may add 30% to any check made to determine the success of any Stronghold Upgrade that increases Viability. They also increase the Stronghold's Viability by 1.
One character of this type is able to maintain 3 Viability instead of a normal 1 for a committed population or other Template Character
Priest/Rabbi/Preacher/Minister/Monk- The majority of people, even those skeptical about God will often turn to religion when crisis arrives. As a result, those who dedicate themselves to God in one way or another will have others yield to their wisdom, even if in desperation.
+30 to Empathy. An additional +10 for Emp-Diplomacy checks on Survivors, Shattered and Vigilantes. For Vigilantes, this bonus can be used for any form of diplomacy except Intimidation and take no penalties for dealing with them in ways other than Coax, Plea, and Bribe, the way other Characters do.
Increase the Stronghold's Culture by 1. Also allow a +25% to any checks made to prevent the loss of a Stronghold's Morale from failed missions.
Paramedic/Military Medic- A Paramedic is of considerable use during and in the wake of an outbreak. However, they will most certainly be on the front line when the outbreak starts. That aside, their medical training is still far superior compared to the average civilian or military member.
A Paramedic has Basic First Aid and Combat Medic Skills, and may choose an additional skill from the following list:
Paramedic: Healer, Calm or Healthy.
Military Medic: Marksman, Martial Artist or Trigger Discipline.
Nurses and Pharmacists get a bonus of +10 to their Empathy and get a +10 to any Per checks that involve First aid or Advanced Medicine. This is in addition to any others granted by similar abilities. Also, a Paramedic/Medic is able to purchase medical equipment (but not medicines) after searching a pharmacy, clinic, or hospital without restriction to rarity. In addition, any healing items used by a Paramedic/Medic that have a random number associated with how much damage they will heal will have the dice rolls altered. Reroll any roll of 1 (second result must be accepted).
Tertiary: A Paramedic will increase a Strongholds Science by 1
(NOTE:The "child" type will not be available until after the game has started and play mechanics have been smoothed out)
Child- Children provide an interesting alternative to other character types. A child will typically have an above average Perception and Empathy, but a much lower than average Strength. For this reason, a player only has 90 Stat points to distribute, and will always have Size 0.