"I was an actor. Well, I WORKED as a waiter, but I’m really an actor. “...or was, anyway. Now I’m an Airborne Ranger. “ “I always figured I’d get an Action/Adventure role...” Entertainer Entry: Charisma 8+ First Term Skills: The character receives the following skills in the first term:
- Persuasion: 2
- Disguise: 3
- Observation: 1
Subsequent Term Skills: A total of four levels from any one or combination of the following:
- Unarmed Martial Arts
- Horsemanship
- Motorcycle
- Parachute
- Musician
- Small Boat
- Swimming
- Language
- Persuasion
- Disguise
Contacts: One per term. Roll 1D10on 8+, contact is in government; otherwise it is in entertainment. On a roll of 1D10 for 8+, the contact will be foreign. Special: At the referee's option, random NPC's may recognize the character as a favorite TV, Movie or Music star. Professional Athlete Entry: Strength+Agility+Constitution: 19+, 4+ at any of the skills listed below. Skills: A total of three levels from any one or a combination of the following. One level for each subsequent term.
- Melee Combat (Armed)
- Melee Combat (Unarmed)
- Thrown Weapon
- Leadership
- Horsemanship
- Snow Skiing
- Swimming
- Motorcycle
- Ground Vehicle (Wheeled)
Contacts: Two per term, Athlete, Entertainer or Business. Roll 1D10 for 9+ for the contact to be foreign. Special: a) Pick a sport, and then pick skills that are primarily useful to that sport - for instance, a baseball player might get Leadership and Thrown Weapon, while a jockey might only take Horsemanship. b) Roll against Constitution at end of each term. Success means character may continue to be a Professional Athlete next term (Assuming War doesn't break out...) Failure means an injury has put an end to the Athlete's career, and he must "retire" and find another occupation. Note that a character may retire voluntarily at any time. Outstanding Success means Athlete will join Idle Rich upon retirement. |