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Occupations in Wild Talents PDF Print E-mail
Written by Shane Ivey   
Friday, 27 April 2007

WT2_100An occupation is a broad field of training and experience that can enhance many skill rolls. They can even replace ordinary skills altogether. Like a skill, each occupation is measured in dice that you add to astat's dice when rolling for an action. When occupations overlap with each other or with skills, add the dice together. Unlike a skill, an occupation is not associated with any single stat. It applies to whatever stat or skill the GM thinks appropriate. 

COST AND USEFULNESS
Occupations are rated by their usefulness—that is, how often they come into play. Each is rated as either "rare," "common" or "frequent."

  • RARE: Occupations that have "rare" usefulness are either so mundane or so obscurely specialized that they don't often apply to superheroic adventures. They typically come into play no more than once per game session. Examples: Clerk; receptionist; researcher; laborer; security guard; soldier; street hood; bilingual (one or two extra languages).
  • COMMON: Occupations with "common" usefulness typically come into play more than once in each game session. They often involve wide-ranging experience or education, or some combination of the two. Either way, the character's skills regularly come in handy. Examples: Lawyer; business executive; professor; foreman; police officer; military officer; mafia "soldier"; multilingual (three or four extra languages).
  • FREQUENT: Occupations with "frequent" usefulness typically come into play multiple times every game session. They usually involve extensive, intensive training or education and a great deal of experience. Such characters are trained to handle just about any challenge that comes their way. Examples: FBI agent; navy SEAL; professional spy; linguistics expert (many languages).

OCCUPATION USEFULNESS AND COST Rare: 5/10/20 per die
Common: 10/20/40 per die
Frequent: 20/40/80 per die

OCCUPATION AND SETTING
How a particular occupation ought to be rated depends on the game setting. In a star-hopping science fiction game "starship pilot" maybe rated as "frequent," but back on modern-day Earth its usefulness would probably be "rare."Of course, that's not to say an occupation rated "rare" might not really come into its own once in a while. If your game is set on modern-day Earth, that "starship pilot" occupation doesn't cost much and doesn't do much for you—but if you spend a game session or two on the other side of the galaxy your space jockey will finally get to shine.

USING OCCUPATIONS
Occupations require a good bit of player and GM interpretation. Occupation dice apply, essentially, whenever the players and GM think they should. It's up to the player to explain how the occupation helps With a particular action, and it's up to the GM to decide whether that makes sense based on the usefulness of the occupation and the
circumstances. A player with an occupation called Robotics (rare) won't get much use out of it in most modern-day games, but as soon as his character has to interact (or brawl) with a cyborg his skill ought to kick in bigtime.

SPECIAL: MARTIAL ARTS AND COMBAT MANEUVERS
Under the occupations rules, the Martial Arts skill doesn't have quite the same effect. Use a martial arts-related occupation to bolster yourdice pool, as usual. The special bonuses that the Martial Arts skill usually provides become attack maneuvers that are available to anyone,even without Martial Arts or a similar occupation.

When you declare the attack action, you can declare one of these special maneuvers instead of a standard attack. Attempting one ofthese moves causes you to lose a die from your dice pool before rolling.

  • Called shot: Set one die to any value before rolling.
  • Fast attack: +1 width for initiative purposes only.
  • High attack: +2 height.
  • Knockdown: Cause the target to fall prone, taking 1 Shock, instead of your normal damage.
  • Low attack: –2 height.
  • Power attack: +1 width for damage purposes only.
  • Pulled punch: If your attack ordinarily does Killing damage, inflict Shock instead.
  • Vicious attack: If your attack ordinarily does Shock damage, inflict Killing instead.

These attacks are always subject to GM approval. If you're shooting at someone with a sniper rifle, sorry, "pulled punch," "knockdown" and"power attack" just don't work. But "called shot," "high attack" and "fast attack" certainly make sense.

EXAMPLES FROM "WHITE KNIGHTS, BLACK HEARTS"
With these characters I've converted their skills from the adventure in the WILD TALENTS core book to equivalent occupations. The point values don't always measure up exactly, so some minor adjustments may be needed if you're concerned about that.

Typical Beat Cop
Police officer 2d (common, 20 pts).

Typical Plain-Clothes Detective

Police officer 2d (common, 20 pts).
Police detective 1d (common, 10 pts).

Typical SWAT Team Specialist
Police officer 2d (common, 20 pts).
Special weapons and tactics 1d (common, 10 pts).

Typical Mafia Goon
Mafia "soldier" 1d (common, 10 pts).

Grailknight
Linguistics expert 1d (most modern mainstream languages; frequent, 20 pts).
Martial arts expert 5d (common, 50 pts).
Physical scientist 1d (common, 10 pts).
Stone-cold psychological manipulator 4d (frequent, 80 pts).
Total cost: 160 pts.

The Black Atlantean
Archaic warrior 5d (common, 50 pts).
Linguistics expert 2d (various ancient and modern languages; frequent, 40 pts).
Ancient prince 5d (rare, 25 pts).
Ocean dweller 5d (rare, 25 pts).
Total cost: 140 pts.

Jake "The Cannon" Crawford
Hardened criminal 2d (common, 20 pts).
Martial arts expert 3d (common, 30 pts).
Smooth talker 2d (common, 20 pts).
Total cost: 70 pts.

Barry T. "Trouble Man" Brown
Street fighter 3d (common, 30 pts).
Teacher 1d (common, 10 pts).
Total cost: 40 pts.

Carter "The Streak" Benke
Juvenile delinquent 2d (rare, 10 pts).
Surprisingly scrappy brawler 2d (common, 20 pts).
Total cost: 30 pts.

Carl "Leatherneck" Anderson
Badass Marine commando 5d (frequent, 100 pts).
Junkie 2d (rare, 10 pts).
Total cost: 110 pts.

Elias "Redshift" Brock
Bilingual 2d (German and Russian; rare, 10 pts).
Police officer 2d (common, 20 pts).
Police detective 1d (common, 10 pts).
Self-made Soviet spy 2d (frequent, 40 pts).
Smooth talker 2d (common, 20 pts).
Total cost: 100 pts.

Rosie "Scorch" Williams
Police officer 2d (common, 20 pts).
Private investigator 1d (common, 10 pts).
Martial arts expert 2d (common, 20 pts).
Total cost: 50 pts.

-END-

Comments
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Marco     | 71.106.44.97 | 2007-04-28 07:44:09
Your ideas here look very good. The broad skill concept reminds me of Unknown Armies and Over the Edge, though it is different from both. Have you crunched any numbers to check the relative cost of standard skill cost vs. this alternate system?

I think that the Martial Arts maneuvers should probably still at least be limited to characters who have at least some basic combat training. If someone hasn't spent appreciable time getting a sense of where the human body is vulnerable and going through the drills to condition them to attack these locations without thinking when they are under pressure, then one's offensive options are more limited.

Maybe a character should be able to pick two mastered MA maneuvers per each die that they possess in a skill which would naturally involve appropriate combat training. Making MA maneuvers universal would make combat much more deadly, especially if the maneuvers could also applied to weapons-based attacks. While some people have a natural killer ...
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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