A Jack of all Trades is an all
around competent individual that has tried their hand at a variety of crafts
and though they didn't master any of them they're still better than average
at most of them. Often prone to curiosity, Jack's of all Trades sometimes
find themselves traveling and next thing you know, an adventure has caught
them in it's snare! |
A Jack of all Trades is fun to
play because they know a little bit about everything, and have a knack for
trivia and guessing at likely events both. Though they start off somewhat
unsuited for life as an adventurer, they are quick studies and can usually
adapt and overcome to their situation. |
Cost |
Ability |
20 |
Know It All: Retrocognitive Clairsentience (Mental Group), Reduced
Endurance (0 END; +1/2) (60 Active Points); Retrocognition Only (-1), Only
What May Theoretically Be Publicly Known (-1/2), One try per topic (-1/2),
Instant (-1/2), Requires A Common Knowledge Skill Roll (Active Point penalty
to Skill Roll is -1 per 20 Active Points -1/4), Concentration (1/2 DCV;
-1/4) |
3 |
Power Skill (INT): Common Knowledge |
4 |
Bright: +4 INT |
3 |
Jack of All Trades |
6 |
Professional Skills (6 points
worth) |
1 |
Literacy w/ Native Language |
1 |
WF: Short
Blades |
5 |
Favors (5 points worth) |
2 |
Successful: Wealth 2 |
10 |
Puissant: +1
Overall Level |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation: Prior
Conviction
(Got caught at some point in the past and has done some
time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |