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Old 02-19-2018, 11:46 AM   #15
Railstar
 
Join Date: Jul 2012
Default Re: Conspiracy "everyman" skills

Quote:
Originally Posted by Apollonian View Post
Well, it's a skill list for Cabalists who are going to survive and thrive, not just tread water or get devoured by qlippoth. In short, it's a list of skills for PCs to meet the challenges they're likely to face in a Cabal-focused campaign, and shouldn't represent the skill set of NPC Cabalists so much. It's also more a tool for me to refer to when building templates than a handout for players to build PCs from scratch.

Anyway, here's an updated and still unpolished list:

For violence and its consequences:
  • Brawling, Knife, and/or Gun.
  • Running
  • First Aid
For investigation and cover ups:
  • Current Affairs, Shadowing, Diplomacy, Interrogation, Intimidation, Observation, Scrounging, Search
For infiltration
  • Stealth, Forced Entry, Acting, Fast-Talk, Climbing
For occult goodies:
  • Occultism, Research, Hidden Lore
For general use
  • Savoir-Faire or Streetwise
  • Driving or Riding

Additionally, the following skills should be known by at least one PC in the group or they should have a Contact who can give them access to these skills:
  • Acting, Mimicry, and Disguise, for impersonations
  • Computer Use and Computer Hacking (if at TL7+) to get information from networks, remove information, or plant false data.
  • Administration, Electronics Operation (Media), Propaganda, and Writing (Action 2, p. 26)
  • Forgery
Evidence clean-up would probably benefit from Housekeeping for most of the group and Forensics for at least one PC.
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