Post by Woofy on Feb 16, 2011 14:00:30 GMT -5
[glow=blue,2,300]As a general rule,[/glow] I'm going to stand fast with the philosophy that there's been minimal education as far as skill programs and such goes. Any good role player knows to tailor their skills to match the character's overall concept. If the character comes from Montana horse ranching country, chances are he knew how to ride and take care of horses before he knew how to program a web page. Similarly, the girl from the big city whose family lives over an auto garage will likely know the ins and outs of simple engine repair before she is able to take algebra in middle school. It's all based on your character concept, a point I push a lot for role playing purposes.
However, there are some situations that might garner a character more or less education and skill training before coming to Xavier's School for Gifted Youngsters. If you think this criteria fits your character, here are a few options to the skills rule I posted in the General Character Creation section.
[glow=green,2,300]Military School Background -[/glow]
Aside from just pushing physical fitness and rigorous discipline, military schools tend to focus on areas like history, foreign languages, codes, survival skills and self defense. This does not automatically mean that the character is well versed in firearms or explosives. Characters from this background gain the following skill set, reguardless of age:
Select three physical skills of choice, plus swimming and prowl
Radio: Basic, First Aid, Detect Ambush, Wilderness Survival, Intelligence, Military Etiquette, Research, General Repair, and both Language and Literacy in one language of choice.
Select Hand to Hand: Martial Arts
-or-
Select Hand to Hand: Expert plus two of the following: WP Sword, WP Knife, WP Auto Pistol, WP Bolt Action Rifle, WP Archery, WP Blunt, Fencing (+1 to Strike and Parry with Sword or Knife), or Sniper.
Also select secondary skills based on the character's age, minus 10. Thus a 12 year old would select 2, a 15 year old 5, and so on.
Military School kids also gain a one time bonus of +2 to ME and PE and +2d4 to HP AND SDC to account for the discipline and toughness they develop while at school.
[glow=gold,2,300]Home Schooled -[/glow]While public education is generally available to all, for reasons of culture, religion, poor local schools or just distance from any reasonable transport to a school, many students get their education at home. This typically will reflect the nature of the parent as to what is taught and learned, although most school districts insist on certain standards for basic education and require proof of testing and competency in order to certify a student at his grade level performance. Often, home schooled children excel at their studies, although some would point out that they suffer slightly in the socialization department.
Characters from this background gain an additional skill program with no penalties, in addition to the ones acquired based on age level in the General Character Creation Rules section. They also gain 4 freebie secondary skills. Players should select skills that fit the character's background.
Also, the home schooled suffer -1 on MA and ME, for lack of interaction with other kids of their age group, but they gain +3 to IQ and +1d6 HP (home cooking)
[glow=orange,2,300]Vo/Tech School Training -[/glow]
Only available to students 16 years of age and over. This sort of student is preparing for a specialized field, either as an immediate career (auto shop or industrial arts)or as a basis for college level training of an advanced nature (such as nursing or IT). As such, the training is slightly more demanding.
One skill program at normal rating (no penalties, only bonuses from IQ), one skill program at -5% and 13 secondary skills. Also select two physical skills.
Vo/Tech kids suffer -5 to speed, since their professional training is usually of the slow moving or standing still variety, but they gain +2 to MA and +2 to perception checks.
[glow=gray,2,300]Mean Street - [/glow]For whatever reason, this character has left traditional school and entered a life of either homeless poverty or active crime. The character will have a very thorough understanding of what life is like on the other side of the picket fence and will very likely have dealings with social workers, bums, hustlers, prostitutes and most certainly, cops. It is a life where you live or die based on your wits and how to exploit situations.
The character begins with Hand to Hand: Basic, Streetwise (+14%), Prowl (+10%), and Running and then selects 9 of the following skills: Concealment, detect concealment, pick locks, pick pockets, palming, swimming, athletics, any domestic skill basic electronics, basic mechanics, general repair, art, intelligence, seduction, WP Knife, WP Revolver, WP Auto Pistol, WP Chain, WP Blunt. You may trade in any two of the above selections to upgrade Hand to Hand form to Expert.
Street Smart kids start out with +2 ME and +2 PP and +4 to perception checks, to simulate how quick and tough you have to be on the streets.
However, there are some situations that might garner a character more or less education and skill training before coming to Xavier's School for Gifted Youngsters. If you think this criteria fits your character, here are a few options to the skills rule I posted in the General Character Creation section.
[glow=green,2,300]Military School Background -[/glow]
Aside from just pushing physical fitness and rigorous discipline, military schools tend to focus on areas like history, foreign languages, codes, survival skills and self defense. This does not automatically mean that the character is well versed in firearms or explosives. Characters from this background gain the following skill set, reguardless of age:
Select three physical skills of choice, plus swimming and prowl
Radio: Basic, First Aid, Detect Ambush, Wilderness Survival, Intelligence, Military Etiquette, Research, General Repair, and both Language and Literacy in one language of choice.
Select Hand to Hand: Martial Arts
-or-
Select Hand to Hand: Expert plus two of the following: WP Sword, WP Knife, WP Auto Pistol, WP Bolt Action Rifle, WP Archery, WP Blunt, Fencing (+1 to Strike and Parry with Sword or Knife), or Sniper.
Also select secondary skills based on the character's age, minus 10. Thus a 12 year old would select 2, a 15 year old 5, and so on.
Military School kids also gain a one time bonus of +2 to ME and PE and +2d4 to HP AND SDC to account for the discipline and toughness they develop while at school.
[glow=gold,2,300]Home Schooled -[/glow]While public education is generally available to all, for reasons of culture, religion, poor local schools or just distance from any reasonable transport to a school, many students get their education at home. This typically will reflect the nature of the parent as to what is taught and learned, although most school districts insist on certain standards for basic education and require proof of testing and competency in order to certify a student at his grade level performance. Often, home schooled children excel at their studies, although some would point out that they suffer slightly in the socialization department.
Characters from this background gain an additional skill program with no penalties, in addition to the ones acquired based on age level in the General Character Creation Rules section. They also gain 4 freebie secondary skills. Players should select skills that fit the character's background.
Also, the home schooled suffer -1 on MA and ME, for lack of interaction with other kids of their age group, but they gain +3 to IQ and +1d6 HP (home cooking)
[glow=orange,2,300]Vo/Tech School Training -[/glow]
Only available to students 16 years of age and over. This sort of student is preparing for a specialized field, either as an immediate career (auto shop or industrial arts)or as a basis for college level training of an advanced nature (such as nursing or IT). As such, the training is slightly more demanding.
One skill program at normal rating (no penalties, only bonuses from IQ), one skill program at -5% and 13 secondary skills. Also select two physical skills.
Vo/Tech kids suffer -5 to speed, since their professional training is usually of the slow moving or standing still variety, but they gain +2 to MA and +2 to perception checks.
[glow=gray,2,300]Mean Street - [/glow]For whatever reason, this character has left traditional school and entered a life of either homeless poverty or active crime. The character will have a very thorough understanding of what life is like on the other side of the picket fence and will very likely have dealings with social workers, bums, hustlers, prostitutes and most certainly, cops. It is a life where you live or die based on your wits and how to exploit situations.
The character begins with Hand to Hand: Basic, Streetwise (+14%), Prowl (+10%), and Running and then selects 9 of the following skills: Concealment, detect concealment, pick locks, pick pockets, palming, swimming, athletics, any domestic skill basic electronics, basic mechanics, general repair, art, intelligence, seduction, WP Knife, WP Revolver, WP Auto Pistol, WP Chain, WP Blunt. You may trade in any two of the above selections to upgrade Hand to Hand form to Expert.
Street Smart kids start out with +2 ME and +2 PP and +4 to perception checks, to simulate how quick and tough you have to be on the streets.