Occupation: Adventurer ---------------------- (-2) Property: I Like To Try New Things - The character's total access cost (to gain new Occupations and buy up to higher levels in them) is halved, then rounded up. This is applied after Flaw points are used to lessen the cost. (-1) Attack: You Must See This (Mind) - The target must accompany you to a Location of your choice. This may be used to convince someone to join you on A Grand Adventure (see below), but only if you are departing immediately. (-1) Ability: Urban Exploration [body] (Body vs. Obscurity Challenge) – If successful, you may find a hidden Location. You need not look for it again this session, even if its Obscurity increases. (-1 per use) One Use: A Lucky Find (No Challenge) - Automatically discover the whereabouts of an Obscure Location, no matter how Obscure it is. (-1) Recovery: Constitutional - You may take a walk about the city to recover a point of Body, once per hour. You may be accompanied. Requires you to traverse the entire Setting of the game, not including individual Locations. (-1 per level) Influence: Travel (-1) Modifier: Travel -> A Sense Of Familiarity - You may spend points of Influence: Travel to reduce the effective Obscurity of any Location for you by 2 per point spent. Lasts for the duration of the session. (1*) Flaw: Wanderlust – For every session in which you don’t go to a Location you’ve never been before, Recovery in subsequent sessions is cumulatively more difficult. --- -1 CP or 1* to continue past this point --- (-1, -2, -3, ...) Property: Tracking - At the beginning of each session, choose up to (level of Tracking) characters. Whenever you decide to look for one of these characters, you may wander around in-character peeking into various Locations until you discover where that character is; you know that character is there, even if the Location is Obscure and/or Secure. If the Location is Obscure, you discover its whereabouts automatically. (-1) Attack: Deafening Report (Body) – Your target is blasted into unconsciousness by the force of your gunshot. If your target has the “Animal” Trait, he/she is killed; otherwise, he/she awakens in a few minutes’ time. He/she may not be attacked or affected by Abilities while unconscious. (-1) Ability: Always Alert [body] (Body vs. Obfuscation Challenge) – If successful, you become aware of the presence of someone who is hidden, and may initiate challenges of any kind against that person. (-1 per use) One Use: A Grand Adventure (No Challenge) – When you have found other people interested in joining your expedition and have obtained sufficient funding (this is dependent on the nature of the adventure being planned - consult the GMs), you may activate this Ability to set out with them into The Fog in search of adventure. You may attempt to influence your destination by travelling towards this or that place you've heard of, but you may find it quite difficult to do so. It is best to inform the GMs when you are planning to embark upon A Grand Adventure. (-1) Recovery: Come Along – When someone commits to joining one of your expeditions, Recover one point of any attribute. (-1 per level) Influence: Adventure (-1) Modifier: Adventure -> New Journeys Beckon - You may expend one or more points of Influence: Adventure between sessions to suggest adventures that may occur (involving you or not) in sessions to come. The more Influence is expended in this manner, the more of your ideas are likely to be used. (1* per level) Flaw: Restless - If you do not lead A Grand Adventure or go on one in a given session, you will not begin the next session fully Recovered. The penalty to each of your starting attribute pools is equal to your level of Restless, which may not be bought above your lowest attribute. --- -2 CP or 2* to continue past this point --- (-1 per level) Property: I've Seen Many Strange Things - Each level of I've Seen Many Strange Things is a Trait that you can automatically recognize in others because you've encountered it before in your travels. Requires GM approval. (-1) Attack: Fearsome Reputation (Soul) – Your target is so impressed by your renown that he/she gains the additional temporary Motivation “try to impress (your name)” until end of session. (-1) Ability: Can You Imagine? [soul] (Soul vs. Mind Challenge) – Social. You may activate this Ability after relating a fantastic tale. If successful, your target is so fascinated by the story that he/she must attempt to find another person who hasn’t heard it to relate it to. (-1 per use) One Use: Guest Of Honor (No Challenge) - Automatically enter a Secure Location, or be effectively invited to a party or social gathering. (-1) Recovery: Fabulous Tales – Make up a substantial story of a grand adventure that you’ve had to an audience of at least two other people and Recover one point each of Mind and Soul. Once per hour; each tale must be different. (-1 per level) Influence: Fame (-1) Modifier: Fame -> Universally Respected - You may expend a point of Influence: Fame to add (your level of Influence: Fame) to your total in a Social challenge, once per challenge. (2*) Flaw: Retired - You may no longer go on any Grand Adventures, nor purchase anything more from the Adventurer Occupation. Extraordinary circumstances may allow you to buy off this Flaw.