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85 bytes added ,  23:55, 2 December 2018
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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 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.
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The Doctor counts the following skills as career skills: '''Cool''', '''Discipline''', '''Knowledge - Exobiology''', '''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.
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The Doctor counts the following skills as career skills: '''Cool''', '''Discipline''', [[Genesys:Exobiology|'''Knowledge - Exobiology''']], '''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: <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>
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The Explorer is at home in the wild, able to handle anything the wilderness or space 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 or on the move.
 
The Explorer is at home in the wild, able to handle anything the wilderness or space 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 or on the move.
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The Explorer counts the following skills as career skills: '''Athletics''', '''Brawl''', '''Coordination''', '''Knowledge - Astronavigation''', '''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.
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The Explorer counts the following skills as career skills: '''Athletics''', '''Brawl''', '''Coordination''', [[Genesys:Exobiology|'''Knowledge - Exobiology''']], '''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: <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>
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A Merchant helps grease the gears of commerce by providing capital and transportation for goods and cargo throughout the colonies. Merchants need to be knowledgeable in what goods can be found at various colonies, where those goods are needed, and then be able to negotiate a good prices to keep costs low and profits high.  
 
A Merchant helps grease the gears of commerce by providing capital and transportation for goods and cargo throughout the colonies. Merchants need to be knowledgeable in what goods can be found at various colonies, where those goods are needed, and then be able to negotiate a good prices to keep costs low and profits high.  
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The Merchant counts the following skills as career skills: '''Coercion''', '''Deception''', '''Knowledge - History''', '''Knowledge - Beaurocracy''', '''Leadership''', '''Negotiation''', '''Ranged (Light)''', and '''Streetwise'''. Before spending experience during character creation, a Merchant may choose four of their career skills and gain one rank in each of them.
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The Merchant counts the following skills as career skills: '''Coercion''', '''Deception''', [[Genesys:History|'''Knowledge - History''']], [[Genesys:Bureaucracy|'''Knowledge - Bureaucracy''']], '''Leadership''', '''Negotiation''', '''Ranged (Light)''', and '''Streetwise'''. Before spending experience during character creation, a Merchant may choose four of their career skills and gain one rank in each of them.
    
Source: <span class="tooltip">Starlight<span class="tooltiptext">Starlight</span></span>
 
Source: <span class="tooltip">Starlight<span class="tooltiptext">Starlight</span></span>