These are new character professions that you can use in your Dime Heroes games. Descriptions also include any savings that the character may have and type of residence. Skills are in addition to skill points used when creating the character. New skills are explained below.
Clergy: Clergymen do not cast spells
or perform miracles. Their power comes from faith, for in faith comes strength
against the evils and temptations of the world - and of the supernatural.
While anyone can have faith, its true power is only manifested through
those who have dedicated their lives to the Church. Because of his faith,
the clergyman is sometimes able to protect or even combat the evil influences
of magic. The character is a priest of the Catholic Church or some other
congregation. The clergy has special restrictions: no woman can be a clergyman
(women can be Nuns). Characters are normally parish priests; those of higher
position serve as secretaries to a higher official (a bishop, for example).
As a member of the clergy, residence is provided for your character, along
with a cook/housekeeper. Your character has no savings to speak of, but
can draw modest funds from the church as needed.
Skills: Languages 1, Theology
1 (New Grey Matter skill).
Civil Servant: Civil servants are
minor functionaries such as assistant under-secretaries to the deputy counsel
or senior clerks of the assistant postmaster-general. While civil servants
do not have the ability to set policy, it is their job to see it carried
out. They meet folks from all walks of life and are familiar with the “way
things are done” in government. Your character has a modest home in the
suburbs but must hire servants) or rents an apartment in the city, which
is maintained by a landlady (or landlord) and her maid. Your savings are
equal to 1D3 x $1000.
Skills: Languages 1, Bureaucracy
1 (New Grey Matter skill).
Correspondent: The business of writing
papers is considered a vulgar trade by most of proper folk - the ink-stained
wretch, as it were. Newspapers and Dime Store novels are common and popular,
so someone must write them. Reporters are often struggling novelists and
poets, or occasionally aspiring Politicians. Stories range from matter-of-fact
to lurid sensationalism, allowing the correspondent a broad range. Your
character has an apartment in the city or a small home/cottage in the country.
A cleaning lady stops by once a week, as does a laundress. Your savings
are equal to 3D6 x $100.
Skills: Languages 1, Bureaucracy
1, The Arts 1 (New Glitz skill).
Detective: Players can choose to
be either a detective on a metropolitan police force or a consulting detective
(i.e. a private detective as was Sherlock Holmes). Police detectives possess
the advantage and disadvantage of government office - they have the force
of authority but must also follow the dictates of their superiors, nor
are they well-liked by the underworld. Consulting detectives have the freedom
to act as they please but lack the resources of their official counterparts.
Consulting detectives are often employed for matters too sensitive to appear
in the papers. Your character has an apartment in the city or a small home/cottage
in the country. A cleaning lady stops by once a week, as does a laundress.
Your savings are equal to 3D6 x $100.
Skills: Bureaucracy
1, Shooting 1, Athletics 1 (New Moxie skill),
Forensics
1, (New Grey Matter skill) Criminal 1 (New Cunning
skill).
Dilettante: A dabbler in many things,
without the need to apply himself to any task, the dilettante is seen as
either a wasteful member of the rich or a cultured man of means - depending
on whom you ask. The dilettante receives a monthly sum (from trusts, investments,
or family allowance) of dollars equal to $500. Through family inheritance,
hard work, or whatever, your character owns both a residence in the city
and a house in the country. He has investments that provide maintenance
for these properties and a small staff of servants - cook, housekeepers,
maids, butler and groundskeeper (they NEVER go on adventures). Your ready
cash on hand is equal to 1D6 x $1000. Investments and properties could
be sold for considerably more, but this would cause a severe loss of prestige
or position.
Skills: The Arts,
Languages, any 1 other of the player’s choice.
Doctor: With the great advances
in medicine in the past few years, doctors are no longer considered the
horrible butchers they once were. In this day and age, ether even allows
a patient to sleep through surgery while morphine can kill the pain afterwards!
Your character has an apartment in the city or a small home/cottage in
the country. A cleaning lady stops by once a week, as does a laundress.
Your savings are equal to 3D6 x $100.
Skills: Languages 1, Science 1, Medicine
(New Grey Matter skill).
Entertainer: Music halls are the
popular entertainment of the age, stocked with singers, comics, dancing
girls, and variety acts that appeal to the lower classes. Your character
is an aspiring star in the business and someday you will be a big name
- if Fortune continues to smile on you. Your character has an apartment
in the city or a small home/cottage in the country. A cleaning lady stops
by once a week, as does a laundress. Your savings are equal to 3D6 x $100.
Skills: Performance 1, Athletics
1, Criminal 1.
Explorer: See the Jungle Adventures Sourcebook.
Go-Between: In the world of noticeable
divisions between rich and poor, upper and lower class, there has always
been a need for those who can drop a word in the right ear, arrange a tryst,
find the right man for the job, or smooth out all difficulties in a discreet
way. This is the go-between’s job – an irreputable yet necessary task.
Your character stays at a pension or has a coldwater apartment in a working
class section of town. No servants are employed. Your character's savings
are likely stuffed in a tin and amount to no more than 1d6 x $50.
Skills: Bureaucracy
1, Criminal 1.
Hooligan/Torpedoe/Mohock: Every
age has its gangsters. Hooligans are thugs, corner boys, or toughs; mohocks
are the more sophisticated and urbane bourgeoisie version. Both are of
the criminal class. While a hooligan may aspire to become a mohock or even
a master criminal, he has to start first at the bottom. Not every hooligan
or mohock is a black-hearted scoundrel, though. Some are forced to take
up “the life” owing to reduced circumstances. Such criminals may even sport
a heart of gold. Torpedoes are “strongmen”, or hitmen. Your character stays
at a pension or has a coldwater apartment in a working class section of
town. No servants are employed. Your character's savings are likely stuffed
in a tin and amount to no more than 1d6 x $50.
Skills: Athletics
1, Criminal 1, Shooting 1.
Hunter: See the Jungle Adventures Sourcebook.
Jungle Lord/Lady: See the Jungle Adventures Sourcebook.
Lawyer: Integral parts of society
are the lawyers who work the engines of jurisprudence. Lawyers handle the
day-to-day business of law - preparing contracts, building cases, executing
wills and such. Lawyers may also represent a client in the courts. Your
character has a modest home in the suburbs but must hire servants) or rents
an apartment in the city, which is maintained by a landlady (or landlord)
and her maid. Your savings are equal to 1D3 x $1000.
Skills: Bureaucracy
1, Theology 1, Languages 1.
Magic Characters: See Physic below. See also the Magic & Mysticism Sourcebook.
Martial Artist/Monk: See the Magic & Mysticism Sourcebook, page 8.
Photographer (can also use correspondent): See the Jungle Adventures Sourcebook.
Physic: While
the upper classes have their sorcerers, skilled in the Art, the simple
folk rely on the more practical skills of the physic - wise woman, fairy
doctor, witch doctor, or charm dealer. Usually apprenticed or self-taught,
the physic is a master of the Craft - the practical, day-to-day side of
magic. A good physic knows the charm to ward off Gabriel’s hounds, the
potion to cure fairy madness, and the places and ways to talk to the local
folk. Your character has a simple farmhouse in the country on land he rents.
Savings are meager, only 1d6 x $10.
Skills: WITS +1, NOTORIETY +1 and CUNNING
+1. For further info on Magic, see the Magic & Mysticism Sourcebook.
Public Servant: Throughout the ages,
men of rank and wealth have often chosen to lead their country upon the
perilous sea of politics. More than niggling burgomasters or mere civil
servants, such public-minded men have found service in the high offices
of the realm - as ministers, ambassadors, advisers, and more. Player characters
begin in minor appointments as vice-consuls, secretaries to powerful ministers,
or perhaps even ambassadors without portfolio. Through family inheritance,
hard work, or whatever, your character owns both a residence in the city
and a house in the country. He has investments that provide maintenance
for these properties and a small staff of servants - cook, housekeepers,
maids, butler and groundskeeper (they NEVER go on adventures). Your ready
cash on hand is equal to 1D6 x $1000. Investments and properties could
be sold for considerably more, but this would cause a severe loss of prestige
or position.
Skills: Bureaucracy
1, Languages 1.
Rustic: Not everyone lives in the
teeming, growing (and squalid) cities. Someone, after all, must provide
the eggs, meat, butter, and cheese that keeps all else running. Rustic
characters are farmhands or tenants. Aside from raising crops and livestock,
many (especially player characters) take produce to the market towns, or
peddle their goods from door to door, and so have seen more of the world
than just their fields. Your character has a simple farmhouse in the country
on land he rents, or a tinker's wagon (with broken down horse) for a home.
Savings are meager, only 1d6 x $10.
Skills: Athletics
1, Rural 1 (New Cunning skill).
Soldier, (retired): (usually British, but can be U.S.). England expects every man to do his duty and so soldiering has been and always will be a respectable task - provided one has the right rank. This profession has special restrictions on sex: Female soldiers are only allowed in the Nurses’ Corps branch of service. There are no women serving in the Army or Navy. Whereas the common soldier may have been a thief or debtor, his officers are typically men of respect and position. Players choosing the soldier profession must select first a branch of service from those listed here: Army (Infantry, Cavalry, Artillery, Tank), Royal Marines, Royal Navy, Royal Air Force. All soldier player characters are retired active duty. This frees them of the need to constantly apply for leave when adventuring. There is always the possibility that in the event of some great national calamity, retired officers might be called back to active service.
Enlisted: Your character has a simple farmhouse in the country that he owns, or a small apartment in the city that he owns. Savings are meager, only 1d6 x $10. Retirement pay: $10 per month.
NCOs & Lieutenants: Your character has an apartment in the city or a small home/cottage in the country. A cleaning lady stops by once a week, as does a laundress. Your savings are equal to 3D6 x $100. Retirement pay: $50 per month.
Captain thru Colonel: Your character has a modest home in the suburbs but must hire servants) or rents an apartment in the city, which is maintained by a landlady (or landlord) and her maid. Your savings are equal to 1D3 x $1000. Retirement pay: $75 per month.
General: Through family inheritance,
hard work, or whatever, your character owns both a residence in the city
and a house in the country. He has investments that provide maintenance
for these properties and a small staff of servants - cook, housekeepers,
maids, butler and groundskeeper (they NEVER go on adventures). Your ready
cash on hand is equal to 1D6 x $1000. Investments and properties could
be sold for considerably more, but this would cause a severe loss of prestige
or position. Retirement pay: $100 per month.
Skills (all): Athletics
1, Bureaucracy 1, Shooting 1.
Tinker: A free-spirit, roving the
countryside, or a shiftless wanderer, living on the edge of law and society
- take your pick, for the tinker is seen as these and many other things.
With little more than tools and wits, the tinker is a wandering jack-of-all-trades.
Your character has a tinker's wagon (with broken down horse) for a home.
Savings are meager, only 1d6 x $10.
Skills: Athletics
1, Criminal 1, Rural 1.
Athletics (Moxie):
Your character can perform feats of tumbling to entertain. Upon a successful
skill
check he can juggle up to three items
(further items added require more skill checks), perform handstands, tumbling
rolls, flips, and the like. He can also walk a tightrope, with one check
required every ten meters.
Bureaucracy (Grey Matter): The skill of getting around in the bureaucratic system. You can use this skill to have paperwork get “lost” in the system, or use it to help you in getting through the red tape.
Criminal (Cunning): A very broad skill. With this skill, you can pick locks, crack safes, pick pockets, bribery and other criminal activities.
Forensics (Grey Matter): This skill encompasses taking and comparing fingerprints and collecting evidence.
Medicine (Grey
Matter): The character has learned the basics of medical training,
though he is perhaps inexperienced or unspecialized in any single field
of this science. Furthermore, all
characters with Medicine are trained in
anatomy and physiology.
Rural (Cunning): Perhaps as a gamekeeper’s son in the country, your character has learned how to track game and other creatures. A skill check must be made to follow a trail under normal conditions. Your character is also skilled in the making and use of traps. While for most this is limited to small game, characters with this skill can also make man-traps. Placing such a trap requires a successful skill check. Once placed, the character has little or no control over what is trapped.
The Arts (Glitz):
This broad skill area must be learned before any character can study the
more
detailed aspects of art. The character
learns the general theory and specifics of art and sculpture and the person
has a broad knowledge of art and can tell the difference between great
art and junk.
Theology (Grey
Matter): The study of religions and their effect on cultures, languages,
etc.