Sample file Character Generation In Harm’s Way: Pigboats Role Playing Game

In Harm’s Way: Pigboats Role Playing Game
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Character Generation
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In Harm’s Way: Pigboats Role Playing Game
Submarine
Officers
Command roles are assigned by rank
Command Roles
Usually a Lieutenant Commander ‐ but sometimes a Commander ‐
the CO or Skipper is in command of all operations on the submarine,
sets all combat stations in consultation with the XO, and is responsi‐
ble for the ship, officers, and men under his command.
Commanding Officer
A Lieutenant or Lieutenant Commander, the XO is second in com‐
mand, responsible for setting watches and maintaining the sub. He is
responsible for all discipline, for recommending promotions, and for
crew morale.
Executive Officer
There were three to five Lieutenants and Lieutenant jgs (jg is the
abbreviation for Junior Grade) on the submarine, with set responsi‐
bility over a watch. They could Conn the boat (command the boat as
watch officer) under the orders of the CO without needing the CO or
XO present.
Lieutenants &
Lieutenant jgs
There were two or three Ensigns, who were essentially in training.
They were given lesser responsibilities ‐ censoring outgoing mail, act‐
ing as assistant watch officers, and as morale officer.
Ensigns
The Commanding Officer determines the Combat Role for each
officer, based on his unique strengths and weaknesses. Combat Roles
This officer is in charge of diving, depth control, and trim ‐ the atti‐
tude of the sub. Relevant skill is Diving.
Diving Officer
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The US Fleet submarines carried between 6‐10 officers. Each officer
had certain duties out of combat, and certain duties in combat. This officer is in charge of the deck and AA guns on the ship and Tor‐
pedo Rooms. Relevant skills are Gunnery, Torpedo, and Operate.
Weapons Officer
This officer is in charge of RADAR, SONAR, and communications.
Relevant skills are Acquisition, Communication, and Electronics.
Signals Officer
This officer is in charge of getting range and bearing on targets, and
firing the torpedoes. Relevant skills are Observation, Tactics, and
Alert. This position is usually, though not exclusively, filled by the
CO.
Approach Officer
This officer is in charge of the TDC, figuring out the best approach to
get into position on the target. Relevant skills are Computer and.Tac‐
tics
Assistant Approach Officer
This officer is in charge of the engines and all damage control. Rele‐
vant skills are Damage Control, Mechanics, and Electronics.
Engineering Officer
This officer is in charge of running the ship as representative of the
Skipper. This responsibility is in addition to other duties.
Officer Of The Deck
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In Harm’s Way: Pigboats Role Playing Game
Non-Combat Stations
This officer is in charge of knowing the exact position of the subma‐
rine, and how best to get anywhere from that location, using dead
reckoning, sextant sights, and coastal observations. Relevant skill is
Navigation.
Morale Officer
This officer is in charge of keeping the crew content, if not happy,
using books, films, and other entertainment. Relevant skill is Psychol‐
ogy.
Censor
This officer is in charge of reading all outgoing mail and deleting all
sensitive information ‐ like where, when, who, and how. Relevant
skill is Overdo.
Coding Officer
This officer is in charge of coding and decoding all radio traffic using
the appropriate coding machine. Relevant skill is Cryptography
Meteorology Officer
This officer is in charge of determining the weather from weather
reports and direct observation. Relevant skill is Weather.
Officer Of The Deck
This officer is in charge of running the ship as representative of the
Skipper. This responsibility is in addition to other duties.
Of course, the GM could select the officers, but that may smack of
favoritism, depending on the group. Here are some other possible
methods:
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Who is the
Commander?
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Navigator
The players elect the officers’ ranks. Each player has one vote, and
cannot vote for himself or herself. Ties are run off. In the case of a sec‐
ond tie, the GM can cast the deciding vote.
Physical Point Auction
The players bid character physical attribute points, highest bid
becomes CO, second becomes XO, etc. This can only be used with a
point buy character generation.
Non-Physical Point Auction
The players bid character non‐physical attribute points, highest bid
becomes CO, second becomes XO, etc. This can only be used with a
point buy character generation.
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Elections
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In Harm’s Way: Pigboats Role Playing Game
The characters advance with Notice until they reach Captain, where‐
upon the character is promoted out of active duty in subs into either
commanding a squadron or to rear echelon duties. At this point, the
player may re‐enter play with an Ensign.
Following are the possible Player Character ranks and ages for a
starting submarine. The character is the age and rank given below.
Non‐starting subs may have different ages and ranks, as Notice can
propel a character up more quickly or slowly, depending on circum‐
stances, and a skipper can be either a Lieutenant Commander or a
Commander. Some S‐boats were commanded by experienced Lieu‐
tenants ‐ like the XO below ‐ later in the war.
One Skipper ‐ a Lieutenant Commander with zero Notice. A bit
older than the other officers (age 34), he is also more skilled, though
his physical Attributes have degraded a skosh. The player may gener‐
ate the character up to that age. One XO ‐ A senior Lieutenant, he starts with 400 Notice to reflect his
greater experience, and at age 30, he is competent enough to take
charge in an emergency, though he doesnʹt rate being the Skipper by
rank. The player may generate the character up to that age.
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Two other Lieutenants, age 28, with zero Notice. They hope to
become XOs eventually, and one day, if they are lucky and skillful,
they may attain the holy rank of Skipper. They are competent
enough, but they are still young. They may dice or determine in some
other manner their seniority. Age is 28. The player may generate the
character up to that age.
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Two Lt. jgs (Lieutenant, junior grade), age 26, with zero Notice. They
are not mere Ensigns any more, and are vastly proud of this accom‐
plishement. They consider themselves old and wise in the ways of the
world. The Lieutenants are amused by them. The player may gener‐
ate the character up to that age.
All other officers are Ensigns, age 24, with zero Notice. Fresh‐faced
kids just out of College, Submarine, and Command School, they think
they know what to do and are destined for savage disappointment
and much skull thumping learning ahead. No one would trust them
to mind a watch on their own. They are probably not trusted to find
their arse in the dark with both hands.They are usually NPCs.
From this raw material, the Skipper assigns roles, both in battle and
out of combat. A Lieutenant, because of his skill set, might be both
Navigator out of combat, and Signals Officer in combat. The Skipper
might assign himself the role of Approach Officer, manning the peri‐
scope or TBT (Target Bearing Transmitter) while his XO is the Assis‐
tant Approach Officer, familiar with the ways of the TDC (Torpedo
Data Computer), and able to predict the chaseʹs zig‐zag path and plot
a course to put the sub in the most favorable attack position. Or he
may switch and let the XO or a Lieutenant make those observations
and keep the big picture in his head using the TDC.
Every Officer has a role to play in combat. The Approach Officer may
shout ʺFire One!ʺ, but the result is a team effort.
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Character Ranks and Ages
In Harm’s Way: Pigboats Role Playing Game
Character
Generation
Outline
This is an outline of the steps to create a regular character.
1. Character Concept
Come up with a character concept. This could be “Rugged old salt”
or “Untested young firebrand” or any other simple description of
what sort of character you have in mind. Get a quick picture in your
mind of who this person is and where they come from‐“James is an
aristocrat, used to playing tennis and drinking champagne,” for
example. Also, decide why they became a Submariner.
2. Random or Determined
Generation
Decide whether to use the Random or Determined method to gener‐
ate your character. Your group may have set a particular method ‐ if
so use it. Otherwise, it is your individual choice.
3. Random Method
Roll d% for each Physical Attribute ‐ STR, COOR, AGY, END, and
CHAR ‐ on the “Attribute Table” on page 12.
3B. ROLL NON-PHYSICAL
ATTRIBUTES
Roll d% for each Non‐Physical Attribute ‐ INT/IQ, Luck, and Family
Lifestyle ‐ on the “Attribute Table” on page 12. You do not roll sepa‐
rately for INT and IQ ‐ you gain the IQ associated with that INT auto‐
matically. Gaining INT raises IQ at a rate of 1 INT=10 IQ.
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3A. ROLL PHYSICAL ATTRIBUTES
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4. Determined Method
Divide 46 points between Strength, Coordination, Agility, Endurance
and Charisma. No Attribute can be above 15.
4C. DECIDE NON-PHYSICAL
ATTRIBUTES
Divide 165 points between IQ/INT, Luck, and Family Lifestyle, using
the table. INT is the game attribute, and IQ is the real world expres‐
sion of that attribute. You do not pay separately for INT and IQ ‐ you
gain the IQ associated with that INT automatically. Gaining INT
raises IQ at a rate of 1 INT=10 IQ.
5 Background Skills
Select 12 levels/ranks of Background Skills using either the quick
Template method, or the more involved Directed method. Sa
4B. DECIDE PHYSICAL ATTRIBUTES
The easiest way to determine what Background Skills a character has
is to determine what background the character has. The skills should
also be appropriate to the specific family conditions of the character.
Look at the Class of the character as an indicator. Is this the child of
penniless immigrants working their way through low‐paying jobs?
Then skills like Streetwise and Endear and maybe Brawl might be
appropriate. Are the childʹs parents rich? Then perhaps Engrace or
Taste or Evaluate. From a rural background? Maybe Husbandry or
Tracking or Weather.
6. College or not?
At this point you have an 18 year‐old character. You must now decide
if the character goes for a higher education (qualifying for officer
rank) or enlists immediately in the military service of choice. If you
choose to go for a higher education, select the college of your choice
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In Harm’s Way: Pigboats Role Playing Game
and choose 6 levels/ranks of Skills from among those offered by that
institution.
7. Decide Prior Service
However, you may also choose to attend a Specialist School for every
two years of normal Prior Service. Making sure that your character
has the proper prerequisites, you may select from the list of Specialist
Schools available to the service your character joined. Each School has
a Package of Skills and Edges. The character receives all of these for
attending the Specialist School. Furthermore, the Skills available from
a chosen Specialist School may now become part of the Skills that
character can choose for the yearly skill mentioned in Step 6 above.
You may only attend any particular Specialist School once.
8. Specialist Schools
Also, you may select an Avocation for your character. This represents
hobbies, sports, and the arts. When you have selected an Avocation
your character gets two ranks of skills, and may also choose levels of
Skill from that list when choosing your yearly Skill.
9. Avocations
Choose 7 levels/ranks from the list of Traits, or make up your own
Traits. Choose at least three Traits.
10. Traits
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Now choose how much Prior Service your character has. Enlistment
is for a minimum of four years. For each year of Prior Service, the
character chooses 1 Skill level from the list of Prior Service Skills. This
means your character will have at least 4 military‐related Skill levels
before play begins. 11. Record your Character
Calculate Full Constitution by adding together STR, COOR, AGY,
and END and multiplying the result times the multiplier given under
the resolution Method your group is using. Hindered is 75% of that
amount. Stunned is 50% and Critical is 25%. 11a. Constitution
Select appropriate gear for your character and fill in background
notes that will help assist you during play. Don’t forget to describe
the appearance and general demeanor of your character.
13. Equip your Character
There, you are done. You have a character ready for a game of In
Harm’s Way: Pigboats. You should repeat this process at least one
more time for Troupe play, allowing you to play a character no matter
what the current situation may be.
Finish!
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Record all the above information on the Character Record Sheet. The players may have one other troupe character from the officers.
This is a group decision, but it can be a lot of fun.
The first thing to determine is the characterʹs culture. Select the cul‐
ture most appropriate to the character you want to play. Choose 12
Background Skills from the Culture your character comes from.
These are skills your character has learned before going to College.
Always keep in mind that the purpose of Background skills is to
round out characters. Background Skills should therefore always be
appropriate to a person from that culture.
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Background Skills
Culture
In Harm’s Way: Pigboats Role Playing Game
Selecting the Character’s
Background Skills.
The easiest way to determine what Background Skills a character has
is to determine what background the character has. The skills should
also be appropriate to the specific family conditions of the character.
Look at the Class of the character as an indicator. Is this the child of
penniless immigrants working their way through low‐paying jobs?
Then skills like Streetwise and Endear and maybe Brawl might be
appropriate. Are the childʹs parents rich? Then perhaps Engrace or
Taste or Evaluate. From a rural background? Maybe Husbandry or
Tracking or Weather.
The Player and the GM should decide where the character is from ‐
for example: Savannah, GA. or a manor in Grosse Pointe, or a little
town in Texas, or a townhouse in Boston. Where the character comes
from should be a big aid in deciding what Background Skills the
character may have. A kid from a farm in Kansas is not going to have
Maritime Skills. A kid from Savannah is not going to have Rural
Skills. The skills chosen from the skill sets available should make
sense given the character’s hometown.
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The Skill Sets listed here are collections of related skills. For example,
Maritime skills all relate to shipboard tasks. These Skill Sets are
grouped under “Appropriate Skill Sets by character background.”
Find the Resources which fit your character, then choose skills from
the skill sets listed for those Resources. Example: Jack Willet from a
little town in Tidewater Virginia. Resources: Rural Middle Class:
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The GM asks the player questions about Jack’s childhood, and finds
that Jack helped out a lot on the farm, tending and curing tobacco,
practiced hunting with his veteran father, and loved to go fishing
with his dad. The Player and GM together decide that Jack should
have Riding and Weather from the Rural set, Alert and Firearms from
the Sport set, Herbalism from the Medical set, and Small Boat and
Sail from the Maritime set.
Using the Tables
•
Select the row in ““Appropriate Skill Sets by character back‐
ground” on page 13, which most nearly fits the character’s back‐
ground.
•
Select the Skill Sets listed in that row which most nearly fit with what the player wants for a background. •
From the Skill Sets selected, choose the twelve skills the character would most likely have developed before College.
Remember that these are skills the character may use as a basis for
further development, or may ignore as the player decides. Go for a
well rounded, balanced set of skills for the character. Be guided by
the player’s input, but don’t be limited by it. The player has full con‐
trol after this point, and the GM has only veto power ‐ as in “I’m not
letting that character into my campaign. He just won’t fit.” ‐ so this is
where the GM and Player have equal input on the character.
Improving Attributes in the
Background
Instead of a Background Skill, the character may improve an
Attribute by +1. Characters may change up to 3 Background Skill
slots into Attribute improvements, with no single Attribute being
raised more than +2.
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In Harm’s Way: Pigboats Role Playing Game
Character
Attributes
STR
Coordination is the linking of see, will, and do, quickness and deft‐
ness in fine motor skills. Coordination is used in Firearms combat.
COOR
Agility. Agility is acrobatics, gymnastics and whole body movement.
Agility helps your character with running, jumping, climbing, and
any other activity using the whole body. AGY
Endurance is the ability to keep going. Endurance helps your charac‐
ter with tasks that are repetitive, long lasting, or performed under
adverse circumstances. Endurance is usually abbreviated as END
END
Intelligence is smarts, problem solving, the ability to see significance
and pattern.
INT
IQ (Intelligence Quotient) is an approximation of INT in real world
terms, for comparison.
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Strength is the characterʹs muscular prowess. Strength is used in
Melee, Blade, and Brawl combat. LUCK
Charisma is attractiveness and persuasiveness, and is half physical
and half mental. The proportion starts mostly as physical, but
increasingly becomes mental as the character ages. CHAR
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Luck is the ability of the character to dictate the terms of a situation
for all concerned for one minute/round. The LUCK rating is the num‐
ber of times a character can use this ability per Action.
Family Lifestyle is what your family background is, and what
resources it can provide.
Family Lifestyle
Constitution is STR+COOR+AGY+END times the Multiplier given in
the Resolution method your group has chosen to use. Hindered level
is Constitution *.75, Stunned level is Constitution *.5, and Critical
level is Constitution *.25.
Constitution
Honor and Practicality always start at 10. Honor + Practicality must
add up to 20. Raising Honor lowers Practicality by the same amount,
and vice versa.
Honor and Practicality
The commanding officer may decide ‐ in addition to any Notice given
‐ that a particular action by a character is worthy of an Award or Dec‐
oration. The C.O. submits a recommendation to the service, which
decides whether to confirm the recommendation, downgrade it to a
lesser award, or deny it.
Awards and Decorations
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In Harm’s Way: Pigboats Role Playing Game
LUCK
The LUCK number is a resource rather than a true stat. By using it,
for a very short while, everything falls the character’s way. The
minute‐long time the LUCK is in use can be used to dictate NPC
actions and reactions, place NPCs at a disadvantage, get out of hor‐
rific danger by lucky flukes, or most anything short of dictating
player character actions, moving the game out of genre or setting, or
causing death to any character directly. In some cases the GM may
need to arbitrate, but the GM is encouraged to use this with a light
hand. LUCK is refreshed every Action (game half‐year) at the start of the
period, no matter how many sessions the previous Action takes to
play out.
Good Examples of LUCK
“Luckily, the enemy’s gun jams.“
“Luckily, there’s a cloud over the moon and the patrol boat doesn’t
see us.“
“Luckily, the two planes patrolling there look right past us, not seeing
us as they climb up through the clouds.”
“Luckily, the shot I fired and missed with ricochets and hits the
enemy in the back of the head”
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Bad Examples of LUCK
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“Luckily, I jump out of the bridge, do one and a half somersaults in
the air, and land on the plane’s fuselage, screaming like a ninja!”
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Notice
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“Luckily, Nate and Monica’s characters see the enemy patrol and get
a clear shot.”
Notice is the in‐game representation of your superior’s opinion of
you ‐ written recommendations, praise, dressing downs, fits of pique,
enthusiasms, and the like. There are “Suggested Notice Awards” on
page 129, although depending on the superior, all sorts of things may
gain Notice, both positive and negative. Gathering enough Notice
gets you promoted to a higher rank.
The Skipper awards Notice to his officers. He gains 1/4 of the Notice
he hands out.
Notice Needed
All character Notice is reset to zero upon promotion.
Current Rank
Notice
Needed
To Get To
Ensign
200
Lieutenant jg
Lieutenant jg
400
Lieutenant
Lieutenant
800
Lt. Commander
Lt. Commander
1200
Commander
Commander
1600
Captain
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In Harm’s Way: Pigboats Role Playing Game
Physical
Attribute
and INT
IQ
(Ref
Only)
LUCK
Family Lifestyle
01-09
2
70
0
Poor
10-20
3
80
0
Working Class
21-25
4
85
0
Working Class
26-30
4
90
0
Working Class
31-35
5
95
0
Lower Middle Class
36-39
5
100
0
Lower Middle Class
40-42
6
105
0
Lower Middle Class
43-47
6
107
0
Lower Middle Class
48-50
6
109
1
51-53
7
111
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Middle Class
1
Middle Class
54-59
7
113
Middle Class
60-63
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1
115
1
Middle Class
64-67
7
117
1
Middle Class
68-71
7
119
1
Upper Middle Class
72-75
8
121
1
Upper Middle Class
76-79
8
123
2
Wealthy
80-83
8
125
2
Wealthy
84-87
8
127
2
Wealthy
88-91
8
129
2
Wealthy
92-93
9
131
2
Wealthy
94-95
9
133
2
Rich
96-97
9
135
3
Rich
98-99
9
137
3
Very Rich
00
10
140
3
Plutocrat
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Points
Allocated
or d% Roll
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Attribute Table
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In Harm’s Way: Pigboats Role Playing Game
Background Skills
Skill Sets
Background Skills in Skill Sets
Rural
Herbalism, Husbandry, Riding, Firearms, Weather, Repair
Urban
Goad, Linguistics, Negotiate, Streetwise, Mechanics, Repair
Artistic
Cook, Music, Graphics, Sculpture, Taste, Writing
Social
Endear, Engrace, Evaluate, Taste
Sport
Alert, Blade, Climb, Dash, Gymnastics, Riding, Firearms
Psychological
Adapt, Goad, Entice, Psychology
Scientific
Biology, Chemistry, History, Geology, Research
Medical
Drug, Herbalism
Wilderness
Adapt, Navigation, Rope, Survival, Weather
Criminal
Brawl, Blade, Melee, Pick, Sleight, Sneak, Stash, Streetwise
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Skill Sets
Hunting
Firearms, Snare, Sneak, Survival, Tracking
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Appropriate Skill Sets by
character background
Navigation, Rope, Small Boat, Weather, Mechanics, Repair
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Maritime
Resources
Recommended Background Skill Sets
Urban Plutocrat
Artistic, Urban, Social, Sport, Psychological, Maritime
Rural Plutocrat
Rural, Hunting, Social, Sport, Maritime, Artistic, Wilderness
Urban Rich/Very Rich
Artistic, Urban, Sport, Social, Medical, Psychological
Rural Rich/Very Rich
Rural, Artistic, Social, Sport, Hunting, Maritime
Urban Wealthy
Artistic, Urban, Sport, Social, Artistic, Medical
Rural Wealthy
Rural, Wilderness, Artistic, Social, Sport, Hunting, Maritime
Urban Middle Class
Urban, Artistic, Sport, Psychological, Medical, Criminal
Rural Middle Class
Rural, Artistic, Sport, Medical, Wilderness, Hunting, Maritime
Urban Work. Class/Poor
Urban. Artistic, Social, Psychological. Criminal, Maritime
Rural Work. Class/Poor
Rural, Sport, Wilderness, Hunting, Maritime
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In Harm’s Way: Pigboats Role Playing Game
A way of speeding up character creation is to use pregenerated Tem‐
plate characters. This gives the Background Skills for a typical pre‐
training/College character at the age of 18. The player or GM should
then modify this with training and subsequent years of skill acquisi‐
tion, and add the attributes. The GM is encouraged to create more
templates as needed.
Template
Characters
The Cowboy
Skills: History+2, Chemistry+1, Research+2, Linguistics+2, Negoti‐
ate+2, Evaluate+2, Writing+1
The Professor
Skills: Mechanics+4, Streetwise+2. Goad+2, Negotiate+1, Stash+1,
Melee+1, Brawl+1
The Mechanic
Skills: Taste+2, Engrace+2, Linguistics+3, Evaluate+1, Music+1, Writ‐
ing+1, Blade+1, History+1
The Intellectual
Skills: Husbandry+2, Riding+2, Herbalism+2, Weather+2, Brawl+2,
Mechanics+2
The Farmboy
Skills: Engrace+3, Endear+3, Entice+3, Gymnastics+2, Taste+1
The Playboy
Skills: Survival+2, Firearms+2, Weather+1, Sneak+1, Snare+2, Track‐
ing+2, Alert+1, Riding+1
The Adventurer
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Skills: Firearms+1, Riding+3, Weather+1, Survival+2, Husbandry+2,
Rope+2, Blade+1
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Skills: Discipline+3, Firearms+3, Goad+2, Linquistics+2, Negotiate+1,
Streetwise+1
The Soldier
The Musician
Skills: Endear+2, Engrace+3, Entice+1e, Taste+1, Psychology+2,
Adapt+1, Goad+1, Observation+1
The Socialite
Skills: Endear+3, Engrace+2, Taste+2, Evaluate+1, Entice+2, Psychol‐
ogy+2
The Charmer
Skills: Sneak+3, Sleight+2, Stash+2, Pick+2, Streetwise+1, Brawl+1,
Blade+1
The Crook
Skills: Goad+3, Entice+3, Psychology+3, Negotiate+1, Evaluate+1,
Streetwise+1
The Button-Pusher
Skills: Firearms+3, Snare+2, Sneak+2, Survival+2, Weather+1, Naviga‐
tion+2
The Hunter
Skills: Graphics+3, Sculpture+2, Taste+1, Evaluate+2, Negotiate+2,
Streetwise+1, Drinking+1
The Artist
Skills: Writing+4, Observation+3, Psychology+1, Entice+2, Endear+2, The Writer
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Skills: Music+3, Entice+1, Endear+2, Taste+3, Evaluate+2, Linguis‐
tics+1
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In Harm’s Way: Pigboats Role Playing Game
Adult Life
The character may choose a College, and select six skill ranks worth
of skills from the list supplied. The character graduates at age 22. If a
college is chosen, the character may choose to become an officer
when entering the Service.
Specialist Schools
Specialist Schools are one year in‐military training in the Service
Branch. The player takes all the skill ranks and edges given as a pack‐
age. For every Specialist School attended, the character must spend 2
years in normal Service, and may attend a maximum of two Specialist
Schools per 4 year term. Once the character has attended a Specialist
School, all the skills and Edges of the school are open to selection as
alternatives to the standard Service Branch Prior Service skills.
Lifestyles in the Service
Your Lifestyle is increased by promotion. For each promotion,
increase the character’s Lifestyle down one row on the Lifestyle table
from the Base Lifestyle listed in the Profession. Your character’s fam‐
ily’s Lifestyle may be higher than the character’s professional Life‐
style. You may ‐ if you choose ‐ use the higher of the two Lifestyles for
the character. Aging and Physical Deterioration
Every 3 years starting at age 34, the character will deteriorate physi‐
cally. Choose one characteristic from either STR, COOR, AGY or END
and lower the stat by one.
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College
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This reflects the debilitating effects of aging on the character. This
deterioration happens even after characters join play, and can never
be avoided. The effects of aging can be mitigated or reversed by the
character finding employment which increases characteristics, but
that comes in lieu of gaining skills.
Colleges
Select a college, and choose six ranks of skills from the skill list given.
Liberal Arts College
A 4 year school where the student learns important scholastic skills. Lifestyle Needed: Upper Middle Class
Skills available: Convince, Goad, Entice, Endear, Engrace, Operate,
Overdo, Drugs, Mathematics, Business, Writing, Chemistry, Biology,
Research, History, INT, Driving, Drinking, Gymnastics, Focus
Arts College
A 4 year school where the student learns scholastic and artistic skills. Lifestyle Needed: Upper Middle Class
Skills available: Convince, Goad, Entice, Endear, Engrace, Adapt, Computer, Mechanics, INT, Observe, Graphics, Sculpture, Music, COOR, Taste, AGY, Writing, Focus
Annapolis
A 4 year school where the student learns scholastic and military skills to prepare for a military career. Lifestyle Needed: Any
Skills available: Convince, Goad, React, Adapt, Operate, Overdo, History, Strategy, Tactics, Firearms, Unarmed, Leadership, END, INT, Survival, Cryptography, Demolition, Focus
In Harm’s Way: Pigboats Page 15
In Harm’s Way: Pigboats Role Playing Game
Exclusive College
A 4 year school where the student learns advanced technical and scholastic skills. Lifestyle Needed: Middle Class
Skills available: Convince, Goad, React, Adapt, Operate, Overdo, Repair, Focus, Analyze, Electronics, Physics, Mechanics, Mathemat‐
ics, Computers, Observe, Construction, INT, END, Gymnastics, Focus
Engineering (Tech) College
A 4 year school where the student learns military, mechanical, and farming skills. Lifestyle Needed: Middle Class
Skills available: Goad, Endear, React, Adapt, Operate, Overdo, Tac‐
tics, Driving, Leadership, Firearms, STR, END, Organize, Observe, Husbandry, Biology, Herbalism, Computers, Geology, Mechanics, Focus
Agricultural & Mechanical
(A&M) College
file
A 4 year school where the student learns scholastic skills from the best teachers money can buy. Lifestyle Needed: Wealthy Skills available: Convince, Goad, Entice, Endear, Engrace, Operate, INT, Analyze, CHAR, Chemistry, Business, Linguistics, History, Psy‐
chology, Biology, Mathematics, Astronomy, Drinking, Gymnastics, Focus
Sa
m
ple
A 4 year school where the student learns advanced scientific skills. Lifestyle Needed: Middle Class
Skills available: Convince, React, Adapt, Operate, Overdo, Focus, Weather, Chemistry, Analyze, Physics, Mathematics, INT, Research, Biology, Computers, Zoology, Observe, Focus
In Harm’s Way: Pigboats Page 16
Science College