In Harm’s Way: Pigboats Role Playing Game Sa m ple file Character Generation In Harm’s Way: Pigboats Page 3 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 Sa m ple file 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 In Harm’s Way: Pigboats Page 4 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: ple Who is the Commander? file 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. Sa m Elections In Harm’s Way: Pigboats Page 5 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. m ple file 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. Sa 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. In Harm’s Way: Pigboats Page 6 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. ple file 3A. ROLL PHYSICAL ATTRIBUTES m 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 In Harm’s Way: Pigboats Page 7 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 ple file 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! Sa m 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. In Harm’s Way: Pigboats Page 8 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. file 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: Sa m ple 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. In Harm’s Way: Pigboats Page 9 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. IQ file 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 Sa m ple 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 In Harm’s Way: Pigboats Page 10 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” file Bad Examples of LUCK ple “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!” Sa Notice m “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 In Harm’s Way: Pigboats Page 11 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 file Middle Class 1 Middle Class 54-59 7 113 Middle Class 60-63 7 ple 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 Sa Points Allocated or d% Roll m Attribute Table In Harm’s Way: Pigboats Page 12 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 ple file Skill Sets Hunting Firearms, Snare, Sneak, Survival, Tracking Sa Appropriate Skill Sets by character background Navigation, Rope, Small Boat, Weather, Mechanics, Repair m 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 In Harm’s Way: Pigboats Page 13 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 ple file Skills: Firearms+1, Riding+3, Weather+1, Survival+2, Husbandry+2, Rope+2, Blade+1 m 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 Sa Skills: Music+3, Entice+1, Endear+2, Taste+3, Evaluate+2, Linguis‐ tics+1 In Harm’s Way: Pigboats Page 14 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. ple file College Sa m 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
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