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Modern Crime/Espionage Professional Edges

 
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ProfMarks
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Joined: 01 Sep 2007
Posts: 229
Location: San Diego

PostPosted: Sun Feb 22, 2009 6:28 pm    Post subject: Modern Crime/Espionage Professional Edges Reply with quote

I will be starting a Modern Mercenary/Espionage game soon and I wanted to run by the list of available profession edges for a sanity check.

All my players characters will have the Major Wanted Edge soon after the start of the campaign, so as part of character creation the intent is for them to choose a free profession edge from the following list. The additional benefit is that in meeting the requirements, they will tailor their characters into archetypes. Since this is the first game for all of them, that was seen as something that would be helpful.

I look forward to your thoughts.

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Sniper
(Professional)
Requirements: Novice, Shooting d10+, Climbing d6+, Stealth d8+.

Snipers are experts at finding advantageous offensive positions and taking out targets while remaining unseen. Often eliminating prey with a single shot, their marksmanship with long range and scoped rifles is unmatched.

The character gains the benefits of the Marksman edge (which this Edge replaces). When using a rifle, Snipers use a d8 wild die on all shooting rolls. When using a scoped weapon, if the Sniper chooses to take the aim action, she gains a +1 bonus to his shooting roll in addition to the benefit of the Marksman edge.
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Demolitions Expert
(Professional)
Requirements: Novice, Knowledge(Explosives) d8+, Spirit d8+, Repair d6+.

Demolition Experts like to blow things up, and are very effective at doing it. Having detailed knowledge on how explosive munitions work, they are able to get more bang out of them. Destruction is a Demolitions Experts middle name, and as such they can spot critical weakness in inanimate objects. Additionally, having the nerves required to work regularly with such volatile material, they are nearly impossible to rattle.

When using any high explosive weapons, Demolition Experts gain +2 to damage with these devices. When setting or disarming any explosive device, they do not take any penalty for conducting the action in high stress or time limited situations. When attempting to break things or specifically targeting obstacles, a raise on an attack roll provides an additional 1d6 damage (this roll cannot ace as per standard breaking things rules).
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Scout
(Professional)
Requirements: Novice, Notice d8+, Survival d8+, Tracking d8+.

Scouts are expert trackers and unparalleled reconnaissance agents in the field. More at home in the wilderness or jungle than in urban areas, they can live off the land for extended periods of time. Having significant training or experience in finding prey, they are acutely aware of their surroundings.

Scouts gain +2 to Tracking, Survival and Stealth rolls when in the field. When making opposed Notice rolls, they use a d8 wild die.

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Infiltrator
(Professional)
Requirements: Novice, Agility d8+, Climb d6+, Lockpick d6, Stealth d6+.

Infiltrators specialize in deceit, treachery and acrobatics. They can access the most remote and secure locations, often for personal gain as thieves.

Infiltrators add +2 to Climb, Lockpick, and Stealth rolls. The stealth bonus does not apply when in the wilderness, jungle or open field areas.
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ProfMarks
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Joined: 01 Sep 2007
Posts: 229
Location: San Diego

PostPosted: Sun Feb 22, 2009 6:29 pm    Post subject: Reply with quote

Wheelman
(Professional)
Requirements: Novice, Driving d8+, Boating d8+, Piloting d8+.

Wheelman are special pilots and drivers who feel more comfortable behind the wheel, throttle or flightstick then on their own two feet. Able to manage the most difficult getaways, their versatility on land, sea or air ensures any team can get into, and out of the most hostile environments.

Wheelman add +2 to Boating, Driving and Piloting rolls. In addition, they may also spend bennies to make soak rolls for any vehicle or vessel they control. This is a boating, driving, or piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
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Bounty Hunter
(Professional)
Requirements: Novice, Agility d6+, Streetwise d10+, Intimidation d8+.

Bounty Hunters are the trackers of the urban landscape. Knowing how to get information, either by word on the street or through intimidating those in the know, they adeptly use this information to locate their mark and take them down. Usually capable gunmen or fighters as well, their martial expertise can vary widely.

Bounty Hunters gain +2 to all Streetwise rolls and Intimidate rolls. Bounty Hunters also gain +2 to Notice or Investigation rolls used specifically to determine the identity or location of an individual.
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Grifter
(Professional)
Requirements: Novice, Persuade d8+, Streetwise d6+, Notice d6+, Attractive Edge.

Grifters are social chameleons who make their fortunes by taking advantage of the weaknesses and needs of others. Having to act quickly on their feet, they have passable knowledge on a broad range of subjects. Grfiters are skilled practitioners at assuming false identities and convincing even the most reluctant individuals, either by using their quick wit, eloquent speech or winning looks, to aid them in accomplishing their goals.

Grifters use a d8 wild die for any Persuasion or Charisma roll when attempting to gain the trust or influence the actions of an individual. A Grifter can only negatively affect an NPC’s attitude on a critical failure, requiring a roll of 1 on both the Persuasion and Wild Die. Grifters gain a +2 bonus to Notice rolls when attempting to ‘read’ another individual. Grifters also gain a d4 in non-combat knowledge skills equaling the rank of their smarts die (i.e. d4 Smarts=1 d4 knowledge skill, d8 Smarts=3 knowledge skills at d4).
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Hacker
(Professional)
Requirements: Novice, Knowledge(Computers) d10+, Investigation d8+, Repair d6+.

Hackers have extensive knowledge of computers, the internet and network security which they commonly use for their entertainment or financial gain. Often, they feel most at home when working with electronics and machines. They are cyber ninjas, capable of infiltrating any network with ease, avoiding detection and retrieving whatever digital information they desire. With equal alacrity, they can shut down or destroy vast network grids through the use of custom made viruses that wreak havoc on their enemies.

Hackers gain a +2 bonus to Investigation rolls when trying to retrieve information from any digital system and can do so in 1/2 the normal required time. They also gain a +2 bonus when trying to overcome network security, implant a malicious program into a system, or when repairing a computer system. Hackers may use their Knowledge(Computer) Skill to disable any electronic security device (including locks) if they have an appropriate interface.
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Covert Operative
(Professional)
Requirements: Novice, Stealth d8+, Streetwise d8+, Fighting d6+, Shooting d6+.

Covert Operatives come from a variety of backgrounds. Whether they benefit from the formal training of state intelligence agencies, corporate espionage programs or the ardors of the criminal underworld, they all possess a similar skill set. The ability to retrieve information clandestinely from their environment is the principle art of their craft. Covert Operatives are also capable close quarters or ranged combatants if the situation requires, but often prefer the shadows and precision strikes to high intensity engagements.

Covert Operatives gain an additional +1 stealth bonus to all stealth modifiers when they exist. Similarly, they only receive a -1 modifier to stealth rolls when they are running. Operatives get a +1 bonus to shooting silenced weapons and gain an additional +1 bonus to their fighting roll (not damage) when making a melee attack when they have ‘The Drop’. Covert Operatives also gain a +2 to Notice rolls if they are hidden from others.
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Triggerman
(Professional)
Requirements: Novice, Agility d8+, Shooting d8+, Taunt d6+, Steady Hands Edge.

Triggermen are the martial backbone for many organizations. They are skillful ranged combatants who wield small arms with exceptional skill; causing many to be quite boastful of their prowess. As quick with a inciting comments or distracting technique as they are on the trigger, Triggermen are hard to ignore and quite deadly when underestimated.

Triggerman are especially practiced with a favorite style of firearm. Triggerman can pick either pistols, shotguns or submachine guns and get a +1 bonus to attack with their preferred firearm. Triggerman can also conduct a Taunt based Test of Will attack with only a -1 multi-action penalty.
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The Muscle
(Professional)
Requirements: Novice, Vigor d8+, Fighting d8+ Intimidation, d6+, Nerves of Steel Edge.

The Muscle of an organization does the close in dirty work. Either as Bodyguards, Shylocks or simple Thugs, these imposing individuals intimidate or beat down their enemies. Physically imposing, their very presence can throw opponents off their game. For those foolish enough to challenge them in a physical contest, they would find their fighting abilities more than equal to their intimidating demeanor.

The Muscle gains the Unarmed Warrior Edge. When within 6” of an opponent, The Muscle can make an Intimidate based Test of Will attack without a multi-action penalty or receive a +2 bonus when making an attempt as their only action.
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Sitting Duck
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Joined: 15 May 2003
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PostPosted: Mon Feb 23, 2009 10:03 am    Post subject: Reply with quote

Some thoughts.

ProfMarks wrote:
Demolitions Expert
(Professional)
Requirements: Novice, Knowledge(Explosives) d8+, Spirit d8+, Repair d6+.


I'd replace the Spirit requirement with Smarts.

Quote:
Scout
(Professional)
Requirements: Novice, Notice d8+, Survival d8+, Tracking d8+.

Scouts are expert trackers and unparalleled reconnaissance agents in the field. More at home in the wilderness or jungle than in urban areas, they can live off the land for extended periods of time. Having significant training or experience in finding prey, they are acutely aware of their surroundings.

Scouts gain +2 to Tracking, Survival and Stealth rolls when in the field. When making opposed Notice rolls, they use a d8 wild die.


This is all but identical to Woodsman.

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Quote:
Infiltrator
(Professional)
Requirements: Novice, Agility d8+, Climb d6+, Lockpick d6, Stealth d6+.

Infiltrators specialize in deceit, treachery and acrobatics. They can access the most remote and secure locations, often for personal gain as thieves.

Infiltrators add +2 to Climb, Lockpick, and Stealth rolls. The stealth bonus does not apply when in the wilderness, jungle or open field areas.


As above, but to Thief.

Quote:
Wheelman
(Professional)
Requirements: Novice, Driving d8+, Boating d8+, Piloting d8+.

Wheelman are special pilots and drivers who feel more comfortable behind the wheel, throttle or flightstick then on their own two feet. Able to manage the most difficult getaways, their versatility on land, sea or air ensures any team can get into, and out of the most hostile environments.

Wheelman add +2 to Boating, Driving and Piloting rolls. In addition, they may also spend bennies to make soak rolls for any vehicle or vessel they control. This is a boating, driving, or piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.


Again as above, except to Ace.
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DaRealJudas
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Joined: 06 Sep 2008
Posts: 282
Location: Officially Bremen, Germany but mostly my own little world inside my head (soo peaceful & pretty)

PostPosted: Mon Feb 23, 2009 11:01 am    Post subject: Reply with quote

Sitting Duck wrote:
Quote:
Scout
This is all but identical to Woodsman.

Quote:
Infiltrator
As above, but to Thief.

Quote:
Wheelman
Again as above, except to Ace.


Maybe that was intentional? Seems that way...



ProfMarks wrote:
Infiltrator
(Professional)
Requirements: Novice, Agility d8+, Climb d6+, Lockpick d6, Stealth d6+.

btw if that was your intention: Thief needs a d8 in stealth not d6.
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ProfMarks
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Posts: 229
Location: San Diego

PostPosted: Mon Feb 23, 2009 9:36 pm    Post subject: Reply with quote

It was my intention to tailor the names / descriptions of the edges mentioned. No need to rework what works, though I did plus them up to be on what I felt was par with the others.

Thanks for the suggestions and I will adjust them accordingly. My thinking behind the spirit vice smarts requirement for Demo Expert was the profession being very hard to rattle being used to working with things that go boom all the time. That said, it does pull points in a lot of directions and that's a valid concern.
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