Clash of the Titans
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: Creation :

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: Powers :

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: Affiliates :

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Careers
How and Why

Occupations represent the means by which characters gain their finances, new talents and (in some cases) new contacts. They are divided into ability advancement, requirements, available talents and exit careers.

ALL CHARACTERS START A NEW CAREER PATH IN THEIR FIRST GAMING SESSION.

At the start of every session award 100 karma points that may be used for advancement or kept for game play. Each talent costs 100 karma points, each ability point costs 10 karma points, and each power point costs 30 karma points. Changing a career costs 100 karma. Starting a new career path costs 200.NB – those characters who do not have a secret identify will have greater difficulty changing job (due to absenteeism, associated dangers etc.) and this may affect the cost of certain career changes at the judge's discretion. A record of which career the character has held, and what they gained when there, should be kept.

Normal Rule: Only current career exits are available (as this helps the judge to plan storyline ahead of time). Loss of a job may mean returning to a starting career!

Optional Rule: Once a character has had experience in an occupation, the career exits from that career are constantly available (the exits represent jobs for which appropriate experience is needed). Re-entering a career does not allow statistics to be re-improved.

Starting Careers

*
Armed Forces Cadet
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5 +5 +5          
* Talents: Military, Guns, Martial Arts B, and Engineering.
* Exits: aircrew, commando, engineer, and rescuer.

*
Labourer

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
    +10 +20       +5  
* Talents: Geology, Archaeology, Animal Training, Martial Arts I, Perform (sport), and Engineering.
* Exits: archaeologist, animal handler, artist, engineer, rescuer, and scientist.

*
Petty Criminal
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5   +5         +5 -5
* Talents: Stunt Driver, Slight of Hand, Acrobatics, Martial Arts G, Thrown Objects, and Perform (acting).
* Exits: criminal heavy, community activist, and con-artist.

*
Police Cadet
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
      +5 +5 +5   +5 +5
* Talents: Criminology, Law Enforcement, Blunt Weapons, and Martial Arts A.
* Exits: police officer, and criminal heavy.

*
Security Guard
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
          +10 +5 +5 -5
* Talents: Criminology, Animal Training (guard/sniffer dog), and Trivia.
* Exits: bodyguard, student, animal handler and antiquarian.

*
Shop/Office Worker
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5     +5 +5   +5 +5
* Talents: Computers, Business/Finance, Languages, and Perform (acting).
* Exits: businessman, businessman (shop owner), businessman (chef), and con-artist.

*
Student – follows academic study course.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +10 +10      
* Talents: Studentship (allows one talent to be gained at ½ price when starting a new career), and medicine.
* Exits: scientist, antiquarian, engineer and physician.

*
Novice Priest

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +10 +5 +5  
* Talents: Occult Lore, First Aid, Trance, Journalism, and Perform (singing).
* Exits: priest, monk, community activist, and artist.

Advanced Occupations

Academic – professor, curator, university lecturer and that sort of thing.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +15 +10 +5   +5
* Requirements: Antiquarian experience, Reason Excellent, and Intuition Good.
* Talents: Trance, Languages, Archaeology, Astronomy, Art (drawing), Perform (music), Resist Domination, Occult Lore, Archaeology, Trivia, Psychology, and Criminology.
* Exits: artist, novice priest, explorer, archaeologist, cult apostle, forensic scientist, and inventor.

Aircrew
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +5 +10   +5  
* Requirements: Agility Good, and Intuition Good.
* Talents: Pilot, Repair/Tinkering, Engineering, and Tumbling.
* Exits: pilot, and vehicle-mechanic.

Animal Handler

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5   +5   +5 +5 +5  
* Requirements: Animal Training.
* Talents: Tumbling, Acrobatics, Martial Arts J, Perform (dancing), Biology, Veterinary Medicine, Animal Behaviour, Ecology, and Genetics.
* Exits: artist, scientist, television personality, stunt performer, criminal heavy, and petty criminal.

Antiquarian– involved in the study of art, literature, ancient texts, and legislation.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +20 +5 +5 +5  
* Requirements: Reason Typical
* Talents: Archaeology, Occult Lore, Journalism, Languages, Resist Domination, Trivia (historical), and Law.
* Exits: academic, lawyer, reporter, cult apostle, explorer, and businessman (antiques).

Archaeologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5     +10 +5   +5  
* Requirements: Archaeology, and Strength Poor.
* Talents: Occult Lore, Biology, and Geology.
* Exits: antiquarian, scientist, forensic scientist, explorer, and cult apostle.

Artist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +5 +10 +10 +30 +20
* Requirements: Perform or Art talent of any type.
* Talents: Archaeology, Psychology, Chemistry, Perform (acting), Perform (singing), Perform (music), Perform (sport), Perform (dancing), Art (writer), Art (forgery), Art (painter/sculptor), and Art (composer).
* Exits: criminal psychologist, archaeologist, television personality, reporter and patron of the arts.

Assasin
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +15 +5   +5 +5   +15  
* Requirements: Fighting Remarkable, Agility Excellent, 0
* Talents: Marksman, Weapon Specialist (reduce by 10), Stunt Driving, Motorcycle, Criminology, Espionage, Martial Arts E and Martial Arts F.
* Exits: spy, blackmailer, criminal enforcer, and government sanctioned hero.

Blackmailer
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +10   +20  
* Requirements: Espionage, Reason Typical
* Talents: Law, Accounting, Security/Encryption, Politics, Criminology, and Journalism.
* Exits: spy, and national reporter.

Bio-Mechanic (including cybernetic components).
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +10 +5 +5 +10  
* Requirements: Engineering, Biology, Reason Excellent
* Talents: Robotics, Software Programming, Organic Chemistry, Electrochemistry, Anatomy, Biotechnology, Cybernetics, Medicine, First Aid, and Martial Arts D.
* Exits: physician, scientist and researcher.

Bodyguard
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10   +10 +5   +5   +5 -5
* Requirements: Fighting Remarkable, Strength Excellent, and Guns.
* Talents: Martial Arts A, Martial Arts B, Martial Arts F, Criminology, and Wrestling.
* Exits: security chief, assassin, and criminal enforcer.

Businessman– unless specified this refers to banking.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +50  
* Requirements: Reason Good, Resources Excellent, Business/Finance
* Talents: Resist Domination, Performer (acting), Leadership, and Trivia (rival companies, corporate structure).
* Exits: embezzler, corporate director, and corporate sanctioned hero.

Commando

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10     +5   +5      
* Requirements: Fighting Excellent, and Guns.
* Talents: Sharp Weapons, Bows, Thrown Weapons, Martial Arts A, and Leadership.
* Exits: assassin, bodyguard , criminal heavy, explorer, mercenary, paramilitary, rescuer and terrorist.

Community Activist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5       +5 +5   +10
* Requirements: 0.
* Talents: Criminology, Perform (acting), Journalist, Guns, Artist (drawing), Languages, and Blunt Weapons.
* Exits: political activist, blackmailer, terrorist, cult apostle, novice preist, businessman (illegal drug dealer), and community sanctioned hero.

Community Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +5       +10 +5 +5 +10
* Requirements: Good, and a super human ability/power.
* Talents: Martial Arts A, B, C, F, and Languages.
* Exits: paramilitary, terrorist, criminal heavy, and political activist.

Con-Artist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +5 +5   +5 +5
* Requirements: Intuition Good.
* Talents: Slight of Hand, Art (forgery), and Perform (acting).
* Exits: businessman, businessman (illegal arms supplier), businessman (smuggling), and artist.

Corporate Director
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5   +10 +5
* Requirements: Business, Law, and Leadership.
* Talents: Espionage, Resist Domination, and Perform (acting).
* Exits: embezzler, corporate spy, and corporate sanctioned hero.

Corporate Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5     +20       +10 +10
* Requirements: Will follow orders, Business/Finance, and Law.
* Talents: First Aid, Espionage, and Weapon Specialist (cost 200 karma).
* Exits: corporate spy, terrorist, criminal heavy, government sanctioned hero.

Corporate Spy
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5       +5   +5  
* Requirements: Espionage, and Law.
* Talents: Computers, and Perform (acting).
* Exits: spy, criminal heavy, and embezzler.

Criminal Enforcer/Specialist – cat burglar, protection racketeer, and gang-directed killer.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5   +5   +10   +10 -5
* Requirements: Fighting Excellent, Blunt Weapons, and Intuition Good.
* Talents: Crime, Negotiations, Acrobatics, Accounting, Business/Finance, Martial Arts C, Martial Arts E, Martial Arts H, and Weapon Specialist (cost 200 karma).
* Exits: embezzler and gang leader.

Criminal Godfather
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +30 -20
* Requirements: Criminal overlord experience, and –50.
* Talents: Leadership, Business/Finance, and Law.
* Exits: dictator.

Criminal Heavy – deliver gang directed beatings; armed robber, arsonist, drug dealer, and pimp.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5   +5       +5 -5
* Requirements: 0, Guns, and Fighting Excellent.
* Talents: Criminology, Blunt Weapons, and Stunt Driving.
* Exit: community activist, criminal enforcer, and terrorist.

Criminal Psychologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +10 +10 +5 +5  
* Requirements: Criminology, Psychology
* Talents: Parapsychology, Paranormal Phenomena, Street Smarts, Law Enforcement, Genetics, and Occult Lore.
* Exits: psychologist, forensic scientist, antiquarian, and cult apostle.

Criminal Overlord
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5 +10 +20 -20
* Requirements: Gang leader experience, criminal overlord dies, –20.
* Talents: Perform (acting), Business/Finance, Law, and Leadership.
* Exits: criminal godfather.

Cult Apostle
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5           +30    
* Requirements: Psyche Typical.
* Talents: Archaeology, Animal Training, Trance, Occult Lore, Perform (acting), and Perform (singing).
* Exits: cult sanctioned hero, novice priest, archaeologist, artist, animal handler, and antiquarian.

Cult Leader
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +30  
* Requirements: 75 (+ or -), Leadership, and Psyche Incredible.
* Talents: Occult Lore, Hypnosis, Resist Domination, Resist Disease & Aging, and Slight of Hand.
* Exits: dictator/idol.

Cult Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+20 +10 +10 +20   +5 +10 +5 +5
* Requirements: Will follow orders of cult leader, cult apostle experience, Occult Lore, and superhuman ability/power.
* Talents: Oriental Weapons, Animal Training, Hypnosis, Mystic Background and Weapon Specialist (cost 200 karma).
* Exits: national hero, cult leader, television personality, gang leader, criminal enforcer, and political activist.

Detective
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5     +5 +10   +5  
* Requirements: Intuition Remarkable, Criminology, and Espionage.
* Talents: Occult Lore, and Psychology.
* Exits: criminal psychologist, antiquarian, blackmailer, spy, and corporate spy.

Dictator / Idol
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
      +10 +5   +80 +60 +60
* Requirements: Cult leader or criminal godfather experience.
* Talents: Military.
* Exits: none.

Embezzler
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5   +5 +40 -20
* Requirements: Business/Finance, Law, and Reason Good.
* Talents: Criminology, Computers and Aquisition (gain +5 Resources with each job change).
* Exits: blackmailer, criminal heavy, and paramilitary.

Engineer – designs and builds software/hardware; buildings and bridges; and vehicles and clothes.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +10 +5   +5  
* Requirements: Agility Typical, Reason Poor
* Talents: Electronics, Chemistry, Engineering, Repair/Tinkering, and Computers.
* Exits: weapon-smith, vehicle-mechanic, bio-mechanic, businessman (fashion or heavy industry), and inventor.

Explorer
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5   +10 +5 +5   +5 +5
* Requirements: Trivia (historical), or Occult Lore.
* Talents: Acrobatics, Animal Training, Archaeology, Biology, Bows, First Aid, Geology, Languages, Occult Lore, Pilot, Resist Domination, and Thrown Objects.
* Exits: animal handler, antiquarian, archaeologist, community activist, cult apostle, mercenary, rescuer and television personality.

Forensic Scientist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +30 +20 +10  
* Requirements: Intuition Remarkable
* Talents: Biology, Chemistry, Genetics, Archaeology, Art (sculptor), Criminology, Law Enforcement, and Martial Arts D.
* Exits: archaeologist, artist, detective, scientist, researcher, and pathologist.

Gang Leader
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5   +10 +10 -10
* Requirements: Criminal Enforcer experience, gang leader dies/murdered, Reason Excellent, and –10.
* Talents: Leadership, Resist Domination, and Business/Finance.
* Exits: criminal overlord.

Global Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5     +5 +5     +5 +20
* Requirements: 50, Languages, and superhuman ability/power.
* Talents: Quick Attacks, Martial Arts F, Perform (acting).
* Exits: cult leader.

Government Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5   +5       +5 +20 +20
* Requirements: Must follow government orders, superhuman ability/power, and Fighting Remarkable.
* Talents: Leadership, First Aid, Law Enforcement, Politics, and Weapons Specialist.
* Exits: criminal heavy, national hero, paramilitary, politician, and television personality.

High Priest
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5 +5 +10 +10
* Requirements: Priest experience, and no kills.
* Talents: Journalism, Psychology, Business/Finance, and Perform (acting).
* Exits: politician, television personality, and cult leader.

Inventor
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +20     +30  
* Requirements: Reason Incredible, Resources Excellent
* Talents: Repair/Tinkering, Computers, Electronics, Physics, and Business/Finance
* Exits: engineer, and businessman (sales of their product).

Lawyer(court room)
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5 +10 +10  
* Requirements: Law, Reason Typical
* Talents: Law Enforcement, Criminology, Performer (acting), and Resist Domination.
* Exits: police officer, politician, and blackmailer.

Mercenary
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +5           +10 -20
* Requirements: Guns, Fighting Remarkable
* Talents: Languages, Thrown Weapons, Martial Arts E, and Weapons Master (costs 200karma).
* Exits: bodyguard, assassin, criminal heavy, and paramilitary.

Monk
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +10 +5 +20    
* Requirements: Psyche Excellent, Occult Lore, and vow of poverty (Resources Shift 0)
* Talents: First Aid, Mystic Background, Trance, Martial Arts D, and Weapons Specialist (melee).
* Exits: priest, community activist, cult apostle, antiquarian, bodyguard.

National Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +10 +5     +5 +20 +30 +100
* Requirements: 50, and superhuman ability/power.
* Talents: Law Enforcement, Perform (acting) and Leadership.
* Exits: political activist and global hero.

National Reporter – national newspaper.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +10   +5 +10
* Requirements: Journalism, and 20.
* Talents: Criminology, Artist (writer), and Perform(acting).
* Exits: blackmailer, television personality, and politician.

National ruler
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +5 +20 +5
* Requirements: Political leader experience, and Monstrous.
* Talents: Leadership.
* Exits: cult leader.

Paramilitary
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5 +5 +5          
* Requirements: Guns, Military, and Fighting Good.
* Talents: Criminology, Martial Arts E, Chemistry, and Marksman (cost 200 karma).
* Exits: mercenary, criminal enforcer, and spy.

Pathologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5   +10 +5 +5 +5    
* Requirements: Biology, Chemistry, and Criminology.
* Talents: Genetics, Medicine, Psychology, Trivia (ceremonies), and Occult Lore.
* Exits: criminal psychologist, blackmailer, businessman (funeral directors and taxidermy).

Patron of the Arts
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
                +20
* Requirements: Resources Incredible.
* Talents: Business/Finance, and Occult Lore.
* Exits: political leader, and politician.

Physcian
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10   +10 +20 +10   +5  
* Requirements: Medicine
* Talents: Psychology, Anatomy, Immunology, Cardiology, Emergency Medicine, Paediatrics, Geriatrics, Obstetrics/Gynecology, General Surgery, Neurosciences, Pharmacology, Physiology, Genetics, Resist Domination, Biology, and Martial Arts D.
* Exits: psychiatrist, forensic scientist, surgeon, researcher, and rescuer.

Pilot
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10       +10   +5  
* Requirements: Pilot, Agility Excellent, and Intuition Good.
* Talents: Tumbling, Repair/Tinkering, and Stunt Flying.
* Exits: rescuer and stunt performer.

Police Officer (uniformed).
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5   +5   +5   +5 +5
* Requirements: no criminal record, and Law Enforcement.
* Talents: Guns, Criminology, Psychology, Espionage, Stunt Driving, and Pilot.
* Exits: criminal psychologist, detective and rescuer.

Political Activist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +10     +5   +5 +5 +10
* Requirements: Journalism, and Guns.
* Talents: Law, Perform (acting), Languages, and Artist (drawing).
* Exits: politician.

Political Leader - political party leader
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +10 +20
* Requirements: Politician experience, and Popularity Amazing.
* Talents: Leadership, Law, and Business/Finance.
* Exits: national ruler.

Politician
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +10 +20
* Requirements: 40, and Perform (acting).
* Talents: Leadership, Law, Business/Finance, and Journalism.
* Exits: national reporter, political leader, blackmailer, and patron of the arts.

Priest
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +10     +5 +5
* Requirements: Novice priest experience, Occult Lore, and no kills.
* Talents: Journalism, Law, Perform (singing), and Leadership.
* Exits: blackmailer, community sanctioned hero, and high priest.

Psychologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +20 +20 +10  
* Requirements: Psychology, Reason Good, and Resources Good.
* Talents: Criminology, Animal Behaviour, Parapsychology, Atrificial Intellegence, Psychobiology, Resist Domination, Hypnosis, and Occult Lore.
* Exits: forensic scientist, criminal psychologist, blackmailer, and researcher.

Reporter (local newspaper)

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
          +10   +5 +5
* Requirements: Journalism
* Talents: Artist (writer), Criminology, Trivia, Computers, and Business/Finance.
* Exits: artist (author), national reporter, and television personality.

Researcher
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +30 +10 +5 +10  
* Requirements: Reason Ex20
* Talents: Genetics, Electrochemistry, Polymers, Acoustics, Sonochemistry, Atomic Physics, Mathematics, Particle Physics, Quantum Physics, Astrophysics, Radio Astronomy, Astrophotography, Stella Cartography, Spectroscopy, Artificial Intellegence, Virtual Reality, Microbiology Pharmacology and Parasitology.
* Exits: businessman (pharmaceuticals), businessman (illegal drugs dealer), inventor, antiquarian, academic, forensic scientist, and scientist.

Rescuer – fire-fighter, anti-terrorist police, lifeboat crewman, mountaineer, and front-line medic.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5 +5 +10   +20     +5
* Requirements: Agility Typical 6, and Endurance Ex20.
* Talents: Animal training, Criminology, First Aid, Geology, Law Enforcement, Leadership, Military, Repair/Tinkering, Thrown Objects, Trivia (survival), and Tumbling.
* Exits: community sanctioned hero, explorer, paramilitary, security chief, and stunt performer.

Scientist – involved in research and development of technological and industrial processes.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +20 +10   +5  
* Requirements: Reason Typical 6
* Talents: Astronomy, Paranormal Phenomena, Pharmacology, Biology, Microbiology, Marine Biology, Genetics, Botany, Biophysics, Parasitology, Ecology, Zoology, Organic Chemistry, Chemistry, Physics, Geology, Medicine, and Electronics
* Exits: researcher, forensic scientist, physician, and inventor.

Security Chief
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+20 +10 +10     +10 +5 +5  
* Requirements: Bodyguard experience, Criminology, and Intuition Remarkable.
* Talents: Espionage, Business/Finance, Martial Arts A, and Guns.
* Exits: spy, and security advisor.

Security Advisor
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5       +5 +20 +5 +20 +5
* Requirements: Security chief experience.
* Talents: Business/Finance, Leadership, Perform (acting), Law Enforcement, and Military.
* Exits: blackmailer, corporate spy, and government sanctioned hero.

Spy
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5     +5 +10 +5 +10  
* Requirements: Espionage, Intuition Excellent, and Reason Good.
* Talents: Guns, Security/Encryption, Pick Pocket, Martial Arts D, Martial Arts E, Martial Arts H, Crime, Tumbling, Escape Artist, and Weapons Tinkering.
* Exits: assassin, blackmailer, and corporate spy.

Stunt Performer
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10 +5 +10   +5   +5 +10
* Requirements: Pilot, Perform (acting), and Agility Remarkable.
* Talents: Engineering, Repair/Tinkering, Perform (singing), Tumbling, Martial Arts G, Stunt Driving, and Stunt Flying.
* Exits: television personality, and vehicle-mechanic.

Surgeon
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +20     +5 +10 +5 +15  
* Requirements: General Surgery.
* Talents: Dentistry, Plastic Surgery, Oncology, Radiology, Biotechnology, Cybernetics, Chiropractice, and Sewing/Tailoring.
* Exits: blackmailer, politician, and reporter, .

Television Personality
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
              +20 +20
* Requirements: Journalism, and 30 (+ or -).
* Talents: Perform (acting), Perform (singing), and Art (writer).
* Exits: politician, patron of the arts, artist, and cult apostle.

Terrorist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +5 +5 +5         -25
* Requirements: Guns, Agility Excellent, and Psyche Excellent.
* Talents: Criminology, Thrown Weapons, Chemistry, and Repair/Tinkering.
* Exits: political activist, paramilitary, mercenary, and cult apostle.

Vehicle Mechanis
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5     +20     +5  
* Requirements: Engineering, Repair/Tinkering
* Talents: Pilot, Stunt Driver, Military, Law Enforcement, Computers, Electronics, and Chemistry.
* Exits: police officer, criminal enforcer, businessman (smuggling), and businessman (motor trade).

WeaponSmith – a maker of weaponry, employed by military or criminal organizations.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5       +20     +5  
* Requirements: Engineering, Repair/Tinkering
* Talents: Guns, Bows, Sharp Weapons, Blunt Weapons, Military, Chemistry, and Physics.
* Exits: terrorist, businessman (arms trade), businessman (illegal arms supplies), inventor, commando, and researcher.


Copyright 2006/7
Template Designed by Quickness. Modifications & Content added by Calix & Danse
All Rights Reserved.
: Timeline :

- 1990's
- 2000 Onwards


: X-Men :

- History
- The Grounds
- First Floor
- Second Floor & Attic - Basements
- Danger Room
- Hanger Complex
- Cerebro
- Security
- Muir Island


: Avengers :

- History
- Charter
- By-Laws

- Buildings

- Grounds and Main Floor
- Second Floor
- Third Floor
- Basements
- Compound
- Identicards
- Vehicles


: Fantastic 4 :

- Headquarters
- Four Freedom Plaza
- Vehicles


: Factions & Places :

- Factions
- Brotherhood
- Generation X
- The New Mutants
- S.H.I.E.L.D
- X-Factor
- X-Force
- X.S.E
- Hellfire
- Green Lantern Corps
- HYDRA
- Alpha Flight
- Asgardians
- Captain America
- Defenders
- Eternals
- Excalibur
- Imperial Guard
- Knights Pendragon
- Mutant Liberation Front
- Reavers
- Savage Land Races
- Serpent Society
- Star Jammers
- Thunderbolts
- Winter Guard
- Young Avengers

- Places

- The Batcave
- Arkham Asylum
- The Daily Bugle
- Doc Strange's Sanctum
- The Vault
- Wundagore
- Genosha
- Castle Doom
- Madripoor