The journalist fits in well with adventures ranging from monster hunting to spy hunting to crime busting, he'll be there to get the scoop.
Typical Goals and Motivations: | Get the story before someone else gets it first. |
Typical Abilities: | Anything that will help him be nosey and get where he shouldn't be. Disguise, Acting, Information gathering skills, high INT, and high PRE all are helpful. Also useful are many contacts that can be tapped as information sources. |
Suggested Disadvantages: | Distinctive features, enemies, Reckless curiosity, reputation, or rivalries are all good choices. |
Roleplaying Tips: | Dark and mysterious, daring and flamboyant, whatever style, it's all just a way of getting the story. |
Skills and Talents |
Cost |
PS: Journalsim (11-) | 2 |
AK: Area working in (11-) | 2 |
Perk: Press Pass | 1 |
KS: Speciality (11-) | 2 |
Contact (Police, Government agency, business, underworld, whatever would be appropriate as an infomation source). (11-) | 2 |
Chose two from list: Bribery, Bureaucratics, Conversation, Persuasion, Shadowing Streetwise | 6 |
Package Bonus | -2 |
Watched: Groups who fears press 8- | -10 |
Package Cost |
4 |
This archetype represents a standard career/job that can be found in a
modern setting. It was deliberately made slightly generic so that it can be easily
modified to cover a wide range of times, from Victorian to near future.
Modern and semi-modern settings games can take many forms from Horror to Pulp Science
Fiction to Mysteries to Spy-vs-Spy (thank you Mad Magazine). The old Danger
International and Justice Inc. games from Hero Games covered these genres very
well, as well as games like Chaosium Inc's Call of Cthulhu and several of Steve
Jackson Game's GURPs supplements.