Characters in media and entertainment include everything from standup comedians to network news reporters, and lots of combinations in between.
This section includes:
Reporters
Still and video Cameramen
Producrs and Editors
Entertainers / Performers
Professional Athletes
Entry: Charisma 8+
First Term Skills: The character receives the following skills in the first term:
Persuasion: 2
Leader: 2
Subsequent Term Skills: A total of three levels from any one or combination of the following:
Persuasion
Leadership
Language
Interrogation
Instruction
Observation
Contacts: Three per term, Journalism, Government, or Military. On a roll of 1D10 for 7+, the contact will be foreign.
Special: When war breaks out, politicians are not drafted - they may, of course, volunteer. Former politicians may be drafted.
This includes still and video cameramen, who usually travel with reporters. Their primary goal is "getting the Shot"—the picture or piece of footage that sums an entire story up. They will often take ridiculous risks to get that elusive shot...
Entry: Intelligence 5+, Agility 5+
First Term Skills: The character receives the following skills in the first term:
Observation 3
Electronics 1
Computer 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
Electronics
Observation
Persuasion
Disguise
Computer
Ground Vehicle (Wheeled)
Stealth
Contacts: One per term, Law Enforcement or Specialist (Journalist) Roll 1D10 for 8+ for the contact to be foreign.
Special: Character starts with a cameravideo or stillas part of basic equipment.
These are the people who get print (editor) and radio and TV stories (producers) hammered into shape for broadcast. They also do much of the "footwork" in preparing TV reports, gathering the information for the reporter to read on-camera.
Entry: Intelligence 6+
First Term Skills: The character receives the following skills in the first term:
Persuasion 2
Interrogation 2
Computer 1
Subsequent Term Skills: A total of Two levels from any one or a combination of the following:
Interrogation
Persuasion
Observation
Ground Vehicle (Wheeled)
Computer
Electronics
Contacts: Three per term, Government, Law Enforcement, or Journalist. Roll 1D10 for 8+ for the contact to be foreign.
Special: Producers get one bottle mild pain reliever as basic equipment (antacid).
Entertainers can be anything from classical violinists to standup comedians; actors to hip-hop artists. Their primary skills - violin, comedy, acting and busting mad flows - may be of dubious utility in the Twilight world, but some of their “soft” skills can be of immense value.
Entry: Charisma: 8+.
First Term Skills: Pick up to four levels from the list below - no more than three of any skill.
Disguise
Interrogation
Observation
Musician (see Proposed Skills)
Persuasion
Unarmed Martial Arts
Subsequent Term Skills:
Disguise
Ground Vehicle (Motorcycle)
Horsemanship
Language
Parachute
Persuasion
Small Watercraft
Swimming
Unarmed Martial Arts
Promotion: 7+, DM +1 if Charisma 7+. On a 10, promote two levels.
Optional: Keep track of promotions. If the character has been promoted four or more levels, they may be at the referee’s discretion a minor celebrity on a national level. At level six, they may at the referee’s discretion be recognized internationally at some level.
Contacts: One perterm. Roll 1 D10 for 8+ for the contact to be in government; otherwise it is in entertainment. If the contact is in entertainment, roll 1D1O for 8+ for it to be foreign.
Character may pick a form of entertainment to be working in:
TV or film acting
Music - popular, underground, classical, jazz, folk or other.
Stage acting
Other, at the referee’s discretion.
Special: At the referee’s discretion, the character might have a tool of their trade - a musical instrument, a makeup kit, whatever - at a suitable cost.
These are athletes who earn a living of one sort of another.
Entry: Strength+Constitution+Agility 18+.
First Term Skills: Pick up to four levels from the list below - no more than three of any skill.
Con+1
Str+1
Agl+1
Unarmed or armed Melee Combat
Snow Skiing
Horsemanship
Swimming
Subsequent Term Skills:
From same skills as in the first term.
Promotion: 7+, DM +1 if Charisma 7+. On a 10, promote two levels.
Optional: Keep track of promotions. If the character has been promoted four or more levels, they may be at the referee’s discretion a minor athletic celebrity on a national level. At level six, they may at the referee’s discretion be recognized internationally at some level.
Contacts: One per term, athletics, entertainment or media. Roll 1 D10 for 10 for the contact to be in foreign. .
Special: At the referee’s discretion, the character picks a sport. Te sport, and skills chosen, should be appropriate to the characters attributes.
Examples
Baseball player - Agility, Armed melee combat (throwing and swinging bats)
Soccer player - Agility, Constitution (lots of running and kicking)
Football (American) - Strength, unarmed melee combat
Boxing - strength, agility, unarmed melee combat
Alpine sports - snow skiing, agility, (and, in the case of Nordic Biathlon, rifle).
Also - roll D10 against the sport's key attribute every term. On failure, the character must assume a regular civilian career until the war or scenario begins