This campaign is set in modern times, and the Everyman skills will reflect that. As this is a higher starting point base campaign than earlier ones, the PCs will not receive a deduction/bonus for purchasing an Everyman skill to a full skill.
- Acting
- AK: Home City
- Climbing
- Computer Programming
- Concealment
- Conversation
- Deduction
- KS of player’s choice 11-
- KS of player’s choice 8-
- Native Language (4 pts. wort; include literacy)
- Paramedics
- Persuasion
- PS at 11- (job, hobby, or other area of interest)
- Shadowing
- Stealth
- TF: Small Motorized Ground Vehicles
Service 2
This campaign will continue to use the Skill Maxima at 13. Remember, any skill at 16- denotes a recognized expert in that field.

Jobs that PCs can choose from must be a Federal Law Enforcement role. Please consult with the GM if you would like to pick something else or if you have questions to clarify your stance. Don’t be afraid to step outside the examples given, such as choosing a military member. But consult with the GM for final approval.