Quote:
Originally Posted by Damocles
As an aside, players who wish to use the Government Agent career path to represent members of the US Foreign Service should add 1 point of Language skill (Language: 3 total) in lieu of Small Arms: 1 . All other Entry Requirement and First Term Skills are applicable. In the event of war, they will not be drafted, but continue as a diplomat. Subsequent term skills remain the same. Terms as Foreign Service Officers are treated the same as military officers for the purpose of determining starting funds
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Something I cobbled together a little while ago related to that that might be of interest:
Foreign Service Career Paths
Foreign Service Officer
Entry: Undergraduate Degree
First Term Skills (Generalist)
Computer: 2
Language: 2
Persuasion: 1
Observation: 1
Specialized FSO's take 1 point in Specialized Skill in lieu of 1 point in Computer and add Specialized Skills to Subsequent Terms
Specialized Skills
Construction (US Agency for International Development)
Farming (Foreign Agricultural Service)
Subsequent Term Skills
Bargain
Business
Computer
Instruction
Interrogation
Language
Leadership
Observation
Persuasion
Scrounging
Streetwise
Security Technical Specialist
Entry: EDU 5+
First Term Skills
Computer: 2
Electronics: 2
Instruction: 1
Subsequent Term Skills
Computer
Electronics
Instruction
Language
Machinist
Scrounging
Diplomatic Security Service Special Agent
Per basic rules Federal Law Enforcement career path but entry requirement is reduced to Undergraduate University
NGO Worker
Entry: No Prerequisite
First Term Skills
Bargain: 1
Language: 1
Persuasion: 1
Scrounging: 1
Streetwise: 1
Subsequent Term Skills
Bargain
Business
Computer
Construction
Excavation
Farming
Ground Vehicle (Wheeled)
Instruction
Language
Machinist
Mechanic
Medical
Observation
Persuasion
Small Watercraft
Scrounging
Streetwise
New Skills (Optional)
Act/ Bluff (Charisma): The ability to convincingly pretend you are something you are not. For instance, anyone with Disguise could dress like an enemy soldier, but convincingly adopting the role of a specific enemy soldier (or commander) would be an Act/Bluff task. So would any other attempt to lie and get others to believe you. The less probable the lie, the greater the difficulty of the task.
Bargain (Charisma): The skill used in trying to get more for what you offer. Most bargaining should be roleplayed, but the referee should give in more easily to characters with a higher Bargain skill, or let the player know critical information about the deal. An excellent skill for mercenaries, particularly negotiators.
Business (Education): This skill indicates a familiarity with business practices, including a knowledge of bookkeeping procedures, an awareness of resources necessary to conduct different businesses, and familiarity with methods of locating and attracting customers. A character with this skill can merge fairly well with any kind of business background and can easily imitate a businessperson. This skill can also be used as a gauge of a character’s familiarity with bureaucracy, and used to interact with bureaucracies.
Streetwise (Intelligence): This skill is a general knowledge of how to survive in the roughest parts of an urban environment. Includes such things as knowing how to project an image that engenders respect among the locals and recognizing where to go to find what you need.
(Taken from Twilight 2000 V2 Special Operations, page 25)