Difference between revisions of "Genesys:Careers"

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Hackers are computer operators who can do things with computer that are well beyond the skills of others. They can use their unparalleled affinity for computers to gain access to remove servers, controls and override robotic drones, and exchange in virtual duals on the Internet or its equivalent.
 
Hackers are computer operators who can do things with computer that are well beyond the skills of others. They can use their unparalleled affinity for computers to gain access to remove servers, controls and override robotic drones, and exchange in virtual duals on the Internet or its equivalent.
  
The Hacker counts the following skills as career skills: ''Computers''', '''Discipline''', '''Knowledge''', '''Mechanics''', ''' Perception''', '''Piloting''', '''Streetwise''', and '''Vigilance'''. Before spending experience during character creation, a Hacker may choose four of their career skills and gain one rank in each of them.
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The Hacker counts the following skills as career skills: '''Computers''', '''Discipline''', '''Knowledge''', '''Mechanics''', ''' Perception''', '''Piloting''', '''Streetwise''', and '''Vigilance'''. Before spending experience during character creation, a Hacker may choose four of their career skills and gain one rank in each of them.
  
 
Source: <span class="tooltip">GCRB<span class="tooltiptext">Genesys Core Rulebook</span></span>
 
Source: <span class="tooltip">GCRB<span class="tooltiptext">Genesys Core Rulebook</span></span>

Revision as of 22:48, 2 December 2018

Listed below are the Genesys classes available to ply in Starlight, along with their class skills.


Captain

The Captain makes his living commanding large, complex starships through the stars. Captains are equally adept at repairing, programming, and piloting starships, but their primary responsibility is leading and directing the crew under their command.

The Captain counts the following skills as career skills: Astrocartography, Computers, Discipline, Gunnery, Leadership, Mechanics, Operating, and Perception. Before spending experience during character creation, a Captain may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Doctor

The Doctor focuses their efforts on keeping themselves and their friends alive under dire circumstances. Doctors are good at keeping cool under pressure, maintaining focus, and – of course – healing. However these aren’t their only capabilities. Depending on their background and personality, Doctors can also be good negotiators, tough and durable medics, or even morally depraved surgeons with a penchant for experimenting on their patients.

The Doctor counts the following skills as career skills: Cool, Discipline, Knowledge, Medicine, Melee, Resilience, Survival and Vigilance. Before spending experience during character creation, a Doctor may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Entertainer

For the Entertainer, the whole world really is a stage. Whatever their chosen medium, these artists, actors, and musicians make their living brightening the day’s or others. However, there can be a lot more to these individuals than meets the eye, as some Entertainers use their acting skills to cover more serious agendas.

The entertainer counts the following skills as career skills: Charm, Coordination, Deception, Discipline, Leadership, Melee, Skullduggery, and Stealth. Before spending experience during character creation, an Entertainer may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Explorer

The Explorer is at home in the wild, able to handle anything the wilderness throws at them. Explorers tend to excel at surviving in the wilderness, and they often are pretty good with ranged weapons. Explorers may be military scouts, gruff and unsociable hunters, or people who just prefer living in the wild.

The Explorer counts the following skills as career skills: Athletics, Brawl, Coordination, Deception, Perception, Ranged (Heavy), Stealth and Survival. Before spending experience during character creation, an Explorer may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Hacker

Hackers are computer operators who can do things with computer that are well beyond the skills of others. They can use their unparalleled affinity for computers to gain access to remove servers, controls and override robotic drones, and exchange in virtual duals on the Internet or its equivalent.

The Hacker counts the following skills as career skills: Computers, Discipline, Knowledge, Mechanics, Perception, Piloting, Streetwise, and Vigilance. Before spending experience during character creation, a Hacker may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Leader

The Leader focuses on leading and directing their fellows, as well as interacting with others. Leaders have a knack for taking charge and overseeing a situation, but their methods of leadership can vary wildly. A Leader can be a kind and caring boss, a soft-spoken politician, or a military commander who believes in absolute discipline.

The Leader counts the following skills as career skills: Charm, Coercion, Cool, Discipline, Leadership, 'Melee, Negotiation, and Perception. Before spending experience during character creation, a Leader may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Merchant

Source: StarlightStarlight

Scoundrel

The Scoundrel's business is crime in all forms. Whether swindling, burgling, or running a complicated con, the Scoundrel has the skills needed to separate marks from their money and valuables. A Scoundrel could be a cat burglar, con artist, or quick-draw specialist, or just as smooth-talking person who cheats at cards.

The Scoundrel counts the following skills as career skills: Charm, Cool, Coordination, Deception, Ranged, Skullduggery, Stealth, and Streetwise. Before spending experience during character creation, a Scoundrel may choose four of thier career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Socialite

Socialites are the consummate social butterflies, at ease in any interactions involving talking to someone else. Whether a rich debutante in the highest circles of society or a good-natured bartender who knows everyone's name, a Socialite can get along with anyone and everyone. More importantly, they always know how to get the best out of any social interaction.

The Socialite counts the following skills as career skills: Charm, Cool, Deception, Knowledge, Negotiation, Perception, Streetwise, and Vigilance. Before spending experience points during character creation, a Socialite may choose four of thier career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Soldier

Soldiers are warriors through and through. At home on the battlefield, they know everything there is to know about surviving the horrors of combat - and making sure the opposition doesn't. Whether your Soldier is a tough legionnaire armed with spear and shield, a modern soldier with an assault rifle and body armor, or a futuristic marine carrying a laser cannon depends on your setting. However, the basics of a career member of the military never really change.

The Soldier counts the following skills as career skills: Athletics, Coercion, Gunnery, Melee, Perception, Ranged (Heavy), Survival, and Vigilance. Before spending experience during character creation, a Soldier may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Tradesperson

A Tradesperson can be anyone who has skills in a job that requires special training and some manual labor. The form this career takes depends a lot on the setting. Your Tradesperson could be a medieval blacksmith, modern auto mechanic, futuristic computer customizer, or chief engineer aboard a starship. They could also be a no-nonsense worker who has no time for anything but the job at hand, or a creative craftsperson who is delights in building something innovative.

The Tradesperson counts the following skills as career skills: Athletics, Brawl, Discipline, Mechanics, Negotiation, Perception, Resilience, and Streetwise. Before spending experience during character creation, a Tradesperson may choose four of their career skills and gain one rank in each of them.

Source: GCRBGenesys Core Rulebook

Pilot

Source: GCRBGenesys Core Rulebook