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Futuristic Sins on Saratoga - Lore

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Vudukudu

Farseer to the Warsong Clan
The Station
Saratoga launched in 2785, two years after its construction was completed. Aboard were two million people, a mixture of crew and residential members. Its destination was Kepler 22-b, an Earth-like planet by then known to be habitable. The Saratoga's mission was simple. It was to reach Kepler 22-b, establish a regular orbit, and begin preparation for colonization through surveying and scanning Kepler 22-b. It was expected that, by the time the comparatively slow Saratoga reached its destination, faster methods of space travel would have been discovered and the Saratoga would be met soon afterwards by a proper colonization vessel. From there, it was intended to serve as an orbital station.

Originally, the Station lacked any real "government." The ship's on-board systems, nicknamed "Mother" essentially managed all the drudgery of every day life, leaving everyone to enjoy themselves however they saw fit as long as it wasn't illegal, in which case the police handled it. In the event that a new law or statute was needed, it was filtered first through the experts who's field it regarded, and then put through a general referendum. This was rarely required, as the shackled AI running the system was quite capable of making adjustments to the system if need be.

By 2850, Saratoga was beginning to show significant signs of wear. Education aboard the station was universal, but it had begun to falter. The majority of the population had, for nearly a century, failed to actually work. With the Mother AI running most of the show, and an abundance of all resources, there seemed little reason to work, at least until the Station began to fall apart and no one was watching closely enough to begin repairs.

Saratoga is five rings, labeled A-E. Each ring is arranged in 50 Sections, each holding thousands of people. The five rings are connected to the Spire, which is labeled F, and is arranged top to bottom by floor, with 120 separate floors.

Each ring is connected by hundreds of elevator shafts, though virtually all have failed. Sections are connected as well, often by a mere door, but sometimes only by a miles-long train network running between them, as well as the endless maze of maintenance tunnels and dysfunctional ventilation systems.


“The Grid” makes up the majority of Saratoga Station. It is a never-ending maze of maintenance tunnels, elevator shafts, mag-rail lanes and stations, decaying generator rooms, and collapsing walkways. The Grid consists simply of wherever the denizens of Saratoga happen to not be living; abandoned hospitals, armories, factories, and hundreds of other old structures line the abandoned, rusting halls of Saratoga. The Grid is where scavengers make a living looting old buildings, collecting scrap metal, and killing one another for the contents of their pockets. There is no law in the Grid, but complete anarchy, the perfect Darwinian system; the weak will not survive, and the strong shall thrive.

There is a greater danger in the Grid than missteps or the cunning of your fellow scavengers, however. The Skyre, pale mutant savages created by long-term exposure to radiation and animal instinct, live in the Grid. Subsisting on cannibalism and raids on populated Sections, the Skyre are cunning, trap-laying brutes always looking for their next meal.

The residential districts of Saratoga are many and cramped. Each is a practical shanty town, built in multiple layers as high as the ceiling allows. A grid of ladders, stairs, and alleys run across the cramped city, building outward from the previously existing dormitories and common spaces. These slum districts are brimming with poverty, and rife with crime, drugs, prostitution, seedy clubs, and are full of danger. The majority of Saratoga's population lives in these rickety constructions, scrambling for survival each day as the dangers of starvation, murder, mere accidents, and the ever-present Growth threaten them.

The original layout of the Station is still clearly evident. These pre-existing spaces, the dormitories, shops, common areas, cafeterias, and the like belong to the "middle class". The tradesmen, merchants, wealthy scavengers, and others live and operate out of these rooms. They're cleaner, better lit and powered, and far safer. Many of the residents will pool funds to hire guards for their compounds, screening out anyone with the Growth or keeping scum out.
 
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Social Classes:
Saratoga is populated by some twenty million people, on a Station meant to sustain four million indefinitely. Most of the teeming masses aboard Saratoga suffer the same miserable toil. They could not sink much lower, their only true worth being that they are not slaves. They starve and fall ill daily, struggling just to survive until the artificial day cycle ticks on once again.

Their work is many and varied; where automated factories once created all the goods of daily life, they now toil sewing clothes by hand or other manual labor. Others run small shops, trading in whatever goods they may have. The least fortunate among them may end up in the fields, working among slaves, sowing crops to feed the Station. Here, the dangers are threefold: other workers will kill for your wages, you may fall victim to disease carried by the plants or rats, or you may fall into the machines which grind plant matter to paste, becoming part of someone’s unwitting next meal.


Those with the courage, or stupidity, to venture out into the Grid are Scavengers, most often called Scavs or Gridders. Scavs come from all backgrounds, slave, commoner, ganger, or otherwise, and have few common features among them besides their willingness to die in a dark tunnel and good eye for judging the value of an item. Scavenging never stops being dangerous; in the Grid, you run the risk of falling to your death, being shot by another Gridder, or being captured by the vicious Skyre. Once you return to a populated Section, you have to find a buyer who might not be pleased with your asking price, or a gang might jump you for your loot. As outcastes, Scavengers are often the victims of mob action, but within a Section, Scavengers are fiercely protective of each other.

Scavengers live fast and die quicker. Quick on their feet and quicker on the draw, Scavengers will be found in every Section, looking for a new site to raid or a Contract. Contract work is the most desired; when someone needs something, they post a Contract, and the first Scavenger to bring it in gets the reward.


Strength rules on Saratoga, and if you want to find the strongest in a Section, look no further than the gangs running it. Stabbings and stub pistols speak louder than words, and every ganger knows it. There is no law on Saratoga, so calling these men and women criminals is meaningless. Gangers make their living pushing extortion rackets, trafficking drugs, running bars, or providing protection services. It’s important to note that gangs are not necessarily evil; oftentimes, they provide legitimate benefits to communities. Nearly all are on hand to protect a Section from Skyre raids, and will fight alongside each other regardless of rivalries. Some gangs are religious, some merely selfish brutes, and others seek to genuinely improve the circumstances of the people in their territory.


Mutation is not readily accepted on Saratoga. Regardless of your social status, the appearance of a mutation consigns you to an outcast status; either slavery or a chance at scavenging. Slavery comes in a variety of forms, often dependent on how the mutation manifests. Those mutations which bear little aesthetic effect may be lucky enough to earn slavery in the entertainment sector - sex slavery and personal service are common on Saratoga. Those with more offensive mutations likely find their way into the vast agricultural mills, where they inevitably die of exhaustion, illness, or an accident.

The lives of slaves are brutal and short in a way that even the lowest commoners and scavengers cannot understand. Slaves face sale without warning, have no legal protections, have nowhere to run, and the chances of earning or having one’s freedom bought are infinitesimally small. Not all slaves are mutants; some are merely debtors, criminals, or were merely sold by their parents.


There are those on Saratoga born into, or fight and scramble their way to, the top echelons. The elite are those with enough wealth to live semi-comfortably, often in the original living spaces of the Sections intended for living. They grew up with power in their homes, water clean enough to drink without boiling, and, for the most part, were sheltered from the worst dangers of life on Saratoga. Even so, do not imagine their lives to be easy. The positions they occupy are coveted by all members of society; those with the power to oust them do so by force, and it is a foolish man who does not have protection at all times.

Power doesn’t last forever. While there are extreme cases of human longevity among the wealthy, it is still rare for anyone to survive much past 45. A man lucky enough to reach this age may dominate an entire Section, contracting a hundred scavengers, running the gang, and controlling all commerce.


The Reclaimers are possibly the last remnant of civilization on Saratoga. They live in two connected industrial sections, sequestered away in the Grid on D level. Very few outsiders know where they live, and they are a tightly knit brotherhood. Outsiders are very rarely allowed in, and only under extreme circumstances.
The Reclaimers are technophiles, the lineal descendants of the residents of the now empty D-40. D-40, during the Fall, locked its doors and remained functional for quite some time before its inhabitants were forced to leave. They used their remaining technical knowledge to reactivate two factories and an agricultural section, and have been following their mission to repair the Station and gather as much old technology as possible.
The Reclaimers are firmly anti-mutant, and have a record of experimenting on captured mutants to cleanse their taint.
 
The Dark Age of Technology
Solid projectile weapons come in a variety of forms. Also known as slugthrowers, these weapons have existed for nearly 1500 years, and are the most common firearm aboard the Saratoga. They come in all manner of patterns and types, hundreds of unique designs floating about the Station at any given time, including pistols, shotguns, sub-machine guns, assault rifles, flechette guns, hunting rifles, and more.

Military Grade: Military Grade weapons, or just "Grade" for short, are leftovers from the Saratoga's departure. They've likely been repaired and rebuilt a couple times, and may look little better than their Scav'd counterparts, but they come with the benefit of smoother components and better performance. They are reasonably simple to acquire as long as one has a job and is willing to save for awhile, but most stay out of the hands of the truly poor and criminals.

Scav'd: These firearms, most often constructed out of scrap metal, are often subject to a need for constant repair. Often found in the hands of thugs, many of these are single-shot affairs, or use antiquated bolt-action systems to load new rounds, they are not to be underestimated; after all, a bullet is a bullet, even if the gun firing it is inaccurate and likely to jam the next time the trigger is pulled. Some are better than others; a few talented gunsmiths, with the right materials, can make decently reliable, custom guns for the right price.

Laser weapons are constructed similarly to solid projectile weapons, at least in terms of outer form. The internal mechanisms are much different, and the end result is something altogether unrecognizable. "Las" weapons operate using fusion cells for ammunition, each cell functioning much like a magazine in a solid projectile weapon. The energy, channeled down the barrel, is focused through one or more focusing lenses which condense the energy into tight beam. The beam, once fired, travels until it hits something, and has no drop due to gravity. Because of this, one must take special care in the Grid; las weapons are more than capable of causing hull breaches, destroying machinery, or igniting gas in the air.

Las weapons come in a variety of shapes and sizes - most notably different is the two widely recognized varieties on Saratoga - so called new, or state of the art, weaponry, or "Scav'd" tech, made from whatever materials are available. The differences are immense, both in terms of composition and results.

New: "New" weapons, are, ironically, exactly the opposite of that. Most were made hundreds of years ago and were aboard when the Saratoga launched. They are rare throughout the Station; they are considered status symbols, are incredibly expensive, and anyone carrying one must watch their back at all times, for many envy this particular piece of property. Each was constructed by a fully automated factory, each component perfectly cut and sized, the focusing lens ground a molecule thin, the focusing crystal inside polished to perfection. They are works of art, and must be carefully maintained. They are most often seen in the hands of the fear-inspiring Rangers. The two "New" las weapons were standard-issue for their time - the rifle is the Maximoff J-80, and the pistol is the Maximoff SS-12. Other models can still be found, but are far less common.

Scav'd: Scav'd las weapons, though certainly more common than the "New" variety, are still less commonly seen than solid projectile weaponry. These weapons, often shoddily constructed from pipes, stripped bulkheads, flawed focusing crystals, and hand-polished, unclean lenses, often have poorer accuracy, smaller clip sizes, and may be subject to melting from the heat of rapid fire. However, not all Scav'd las weapons are necessarily this roughly made. Some gunsmiths on Saratoga make a living off of crafting decent las-tech out of their shops, though they rarely compare to "New" tech. However, as with anything else, an increase in quality necessitates an increase in cost, though any gunslinger holding one will surely tell you they're worth it.

In the tight confines of Saratoga’s maintenance tunnels and ducts, one may not always have the space to maneuver a rifle. In times like these, it is best to live by a common Scavenger adage: can’t get gutted if you gut him first. As such, you’ll rarely find a scavenger who doesn’t carry a shank, hammer, club, jagged pipe, or axe. Due to their ease of use and simple repairs, a decent melee weapon is considered almost as valuable as a gun. The most common weapons on Saratoga resemble those of the medieval ages, at least in design. Composition has changed; scrap metal, not folded steel, but the effect is much the same. Two newer designs, however, have cropped up since the 1500s.

Chain Weapons: Using a small engine, hooked up to a rotating chain with sawteeth attached, chainblades are devastating melee weapons which rend the victim apart, tearing flesh from bone and leaving little more than red mist. Infamous for their brutality, chain weapons are the favorite choice of gangers that can acquire one. They come in a few common varieties; swords, knives, and axes, though clever men and women have found different formats.

Heat Blades: Similar in appearance to regular melee implements, heat blades are anything but. Using a fusion cell and an intricate circuit system, heat blades can be activated, washing the blade end in a constant film of energy, similar to that of a las weapon. While heat blades are extremely rare, they are extremely potent; they can sever limbs with a gentle flick, shear bulkhead metal clean off a wall, and pierce the thickest of armor. Most heat blades are swords, though designs for axes exist.

Most armor on the Station is handmade, consisting of scavenged materials. Much more difficult to acquire, but also more protective, is any pieces of armor that can be found from the early days of Saratoga’s voyage, such as carapace and power armor.

Power Armor: Designed originally as an exo-suit to allow for non-vehicular heavy lifting, power armor quickly became militarized. Its systems interface directly with the user’s nervous system through a central port in the base of the neck which must be installed by a doctor. Power armor is extremely rare on Saratoga, and is only to be found in ancient, unopened armories or the dens of the rich and powerful. To power them, a special fusion cell is required which lasts about six hours before needing replacement. As such, one must either have several cells or utilize it defensively. Power armor is also dangerous to use in the Grid - because of its extreme weight, it has been known to collapse most of the shoddily constructed bridges and other routes scavengers have constructed over the years.

Force Fields: Powered by a fusion cell and worn on a belt, a force field generator is a cylinder about three inches thick and ten inches long. Force fields are good for absorbing the energy from a few bullets or perhaps a single laser blast before they overload and require a new power cell. Fields must be manually activated by the use of a switch on the cylinder, but will then remain active until disabled or they run out of power. Surprisingly, force field generators are rather common - they were mass-manufactured for civilian use to minimize harm caused by accidents or criminals, and there are tens of thousands of functioning shields still on-board Saratoga. Not everyone has one, but most people who pursue dangerous work make a point of wearing one.

Of important note is the fact that the shielding does not offer significant protection against melee weaponry. The energy required to manifest a shield across an area as large as a melee weapon's impact often overloads the shield instantly, leaving the wearer vulnerable to a second swing.

The human body is only capable of so much. Cybernetics, humanity's way of passing that boundary, are becoming more and more rare for two reasons. First, the supply is running low. Second, the expert labor required to successfully implant the cybernetics is dwindling. Many cybernetics on Saratoga are rusty, graceless affairs, clearly artificial and lacking in any aesthetic appeal. Many only restore some function, in the case of two fingered hands, or cybernetic eyes that see in black and white only.

Virtually anything can be replaced, however. Limbs, organs, sensory organs, synthetic skin, all can be bought for the right price and stitched on.

Energy is, unfortunately, difficult to come by. The outer hull of the Saratoga is almost entirely composed of solar cells which power the Station's fuel needs. Unfortunately for the denizens of Saratoga, this particular energy source leaves very little left over for tapping into, and the solar cells are beginning to fail.

For the people aboard Saratoga, this means a few things. They are subject to frequent, random power outages in which the air temperature plummets to 30 degrees Fahrenheit for hours at a time, the air thins, and the lights go out. It also means fusion cells are jealously hoarded; virtually any piece of technology can be hooked up to one and powered for weeks or years, depending on the energy required from the cell. Fusion cells come in multiple sizes, each containing a small fusion reactor within. Some are little bigger than a fist, others are the size of a car and just as heavy.

Standard fusion cells are used to power las, chain, and heat weapons. Power armor requires an X1 Core cell.
 
Society
Saratoga runs on a barter economy. The closest thing to a currency is scrap metal by the pound, with copper, iron, and steel ranking upwards in value. Besides the trade in metal, the Saratoga economy relies heavily on the needs of the buyer and seller; though bullets and fusion cells are extremely valuable, trading them may not get too far if your buyer needs food.

Food on Saratoga is hard to come by. The old Agri-mills which used to provide the Station with vat-grown meats and crops grown by hydroponics have failed virtually everywhere on the Station. The food now (barely) supplying the Station’s needs is grown by thousands of slaves. Where hydroponics have failed, a disgusting, little known solution was created. Whenever someone dies on Saratoga, slaves are tasked with recovering the corpse and grinding it into compost. The floors of the agri-mills are then covered with “dirt” where crops are grown by slaves who might become part of the fields only days later.
A fortunate few Agri-mills still have power, at least enough to provide quality food in small amounts. Most mills produce one of a few items. The most common is called Grit Starch, a tasteless grey slurry. Its production often attracts maggots, which often get caught up in the processing machinery and added to the Starch. Other commonly consumed products include the vaguely meat-y Vetch and an onion-like vegetable.

There is one rule held sacred by all on Saratoga, whether or not they know why they follow it so closely. All human and other liquid waste goes into a designated chute, and nothing else. These chutes connect to the ancient, slowly decaying machinery which purifies all organic waste and converts it to water. This, and the fleet of drones which harvest passing asteroids for ice, provide all the water on Saratoga.
Water is a scarce resource. It is rarely clean, as most of the cleaning agents which once pumped through the reservoirs have depleted and have not been replaced. What comes out may or may not be drinkable, and often is boiled before use. Alcohol is widely consumed on the Station, as Grit Starch ferments rapidly in warm water. The resulting drink, Amasec, is similar in strength and flavor to vodka.

One should not be surprised that, even in the squalor of Saratoga, man has found a way to escape his misery. Numerous fairly cheap drugs exist, grown in Agri-mills or synthesized out of artificial ingredients. The most frequently used are burners which are smoked like cigarettes and provide a mild stimulant effect. On the harder side, a drug favored by gangs called Kint is snorted and sends the user into a frothing rage. There is also the hallucinogenic Star Dust, a powder rubbed on the gums. Of course, these are but a few - dozens of others exist, concocted by whatever means are available.

Every Section has its own distinct set of religious customs that its populace may or may not subscribe to. One group in particular, however, has risen to prominence, particularly where there are recent outbreaks of the Growth. The Cult of the Eternal Fire, spread by a cadre of devout, red-robed priests, appears wherever the outbreak may have occurred, then oversees the burning of the corpses. Their creed is simple; keep a flame burning in your home, and the plague will not come to your home. It has even developed a militant arm, the Purgators, who will occasionally descend on infected populations, butcher them, and anyone else who may have been in contact with the infected, then leave the torched settlement behind.

The Growth, a plague never before seen, began to spread among Saratoga's populace in 3150. It has a mortality rate of 99.99%, and is considered entirely un-treatable. Little is known about it besides the symptoms and the manner in which it spreads; contact. Corpses are still infectious, and, as such, are most often burned. The disease appears symptom-less for about a week, making it extremely dangerous, as one can spread it without yet knowing they have it. Quarantine has proven the only effective way to prevent its spread, though even this fails occasionally as a person without symptoms slips the net and spreads it further.

The symptoms are many and diverse. After the first week, the victim comes down with a dry cough that begins to include bile after a few days. The skin begins to yellow as the liver fails. For the second week, the victim will briefly lapse into a coma for hours at a time, at random, and begin to develop the disease's namesake.

Around the twelfth day, the victim begins to develop fist-sized black tumors on their neck and face, full of pus. Draining them does little for the victim besides relieve pain, and contact with the fluid essentially guarantees infection. Once the tumors develop, death is insured; the few survivors simply never grew them.

Rumors circulate about the origin of the Growth. Most are considered ridiculous conspiracy theories, such as suspicions that aliens secretly introduced it, 12A engineered it to cleanse the Station, or that it was put on board originally as a way to cleanse the Station for repopulation if it failed its task. Regardless of what the people of Saratoga believe of its origin, all are deathly afraid of it. Fake medicines (often toxic chemicals themselves) and charms to ward it off have become immensely popular, though all ultimately do nothing but provide some false peace of mind.

The Skyre are the stuff of nightmares aboard Saratoga. There are, perhaps, hundreds of thousands of them aboard Saratoga, wandering the darker places. Having lived exposed to maddening amounts of radiation, they have degenerated rapidly over a mere few generations.

Though they appear human outwardly, they must never be mistaken for anything but wild animals. They are cannibals, capable of only the most basic thoughts, though they have a crude capacity for tool use and particularly enjoy sharp, melee weaponry. They congregate in tribes, waging war on one another and engaging in the most barbaric behaviors possible. Many an over-confident Scavenger has been caught unaware by these clever predators, either caught in a trap or overwhelmed by sheer numbers.

Physically, Skyre are notably different from humans in a few ways. They can see clearly in the dark, as well as breathe the unclean, often irradiated air of the unused tunnels. They also tend to be tall and thin, both from their near-starvation living experience and the weak gravity in some areas.

It is rare, but occasionally Skyre tribes will attempt to assault an inhabited Section. When this happens, the result is often bloody, leaving countless dead and a rotting mess behind. Few Sections have fallen entirely to Skyre, but many have been reduced to a fraction of their former population. Most Sections merely rely on their armed populace to counter this threat, though some organize a militia.

Section 12A is widely considered a myth. As travel between Sections is rare, few have ever seen its doors. It is, to some, heaven - in Saratoga, anywhere but here may as well be considered heaven. To others, it does not exist at all. To some, it is the home of the Skyre, and to others, the secret lab which created the Growth.

All that can be assumed true is that none have ever entered.
 
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Roles and Skills:
Nothing contained in here is actually relevant to a dice pool, because I don't care that much. That said, the info contained within does matter - your selected skills will impact some of the things you can reasonably attempt to do, or simply how people react to you. In each Role and Specialization, you will find a list of eight and four skills respectively. You take five out of the Role, and two out of the Spec. Getting two points in something is better than one, but note that this can only happen by taking it from both the Role and the Spec - you cannot "spend" two of your five in role to get 2 in something. After that, you can take 1 skill of your choice, but this point cannot be used to get to 2 in a skill.
Athletics: Athletics governs general physical endeavors - running, jumping, lifting, or any other feat that relies on muscular strength.

Charm: The art of friendly persuasion, typically used to get favors or lower someone's guard.

Coercion: Pretty much exclusively used for intimidation or prompting someone to act against their will.

Computers: The very rare ability to interact with pre-Fall computer technology in a useful way. Not necessary for using a touch-panel to open a door, but maybe for understanding how it works or accessing the mechanism itself.

Cool: The knack for keeping one's head on straight in bad situations. Looking calm and collected can convey a lot on Saratoga. Cool might impress gangers, but wouldn't apply to being swarmed by Skyre.

Coordination: Coordination is for physical feats that have more to do with balance than strength - crossing a pipe to get over a chasm, keeping one's footing on a hill made of junk, and so forth.

Deception: Lying, plain and simple.

Discipline: A less "social" version of Cool, Discipline has to do with staying in control in the face of terror.

Leadership: The knowledge of how to organize and inspire people to do your bidding, whether it be by oration or effective people-management.

Mechanics: The knowledge of how things work, and how to fix them with the appropriate resources.

Medicine: The ability to patch up wounds and treat disease with the appropriate resources.

Negotiation: Negotiation covers bargaining or setting up deals, and is commonly used in trade or discussing payment.

Perception: Generally, noticing things, whether it be something out of place in a person' home, finding something in a pile of garbage, or seeing that someone is lying.

Resilience: Measures how good someone is at living with injuries or illness. Bullets still kill, but someone with higher Resilience may heal up faster if they survive the shot itself, and they're marginally more likely to.

Skulduggery: Lockpicking, pickpocketing, and other things of a thieving nature.

Stealth: Getting around without being noticed, whether its blending into a crowd or crouching through the shadows.

Streetwise: Useful for understanding the social structures in a section - while not necessarily knowledge about a gang, it is the knowledge of how they tend to work and who you need to go to for whatever reason.

Vigilance: While similar to Perception, Vigilance has more to do with not being surprised. For example, a character with Vigilance is quicker to see or react to an ambush.

Brawl: Unarmed combat, mixed with some improvised weaponry like bottles or chairs. Generally, how to handle a barfight.

Melee: As opposed to Brawl, Melee relies specifically on the use of a weapon rather than one's fists.

Ranged (Light): Skill in the use of pistols of any type.

Ranged (Heavy): Used for larger firearms, like shotguns or rifles.

Warrior: Perhaps the easiest line of work to get into is that of a Warrior. There are plenty of ways to find yourself in this role, whether it be as a mercenary, a bodyguard, a gang-fighter, or as a slave gladiator, just to mention a few. What all Warriors specialize in, however, is the art of violence.
Career Skills: Athletics, Brawl, Discipline, Melee, Ranged (Light), Resilience, Vigilance

Warrior Specs:
1. Marauder: Marauders are talented melee combatants, tough and brutally effective with blades or bludgeons.
Spec Skills: Coercion, Melee, Resilience, Survival
2. Bodyguard: Hired to protect someone, Bodyguards are trained to see attackers coming and dispatch them with unmatched efficiency.
Spec Skills: Brawl, Vigilance, Perception, Ranged (Heavy)
3. Mercenary Soldier: Mercenary Soldiers tend to be more organized and disciplined than other Warriors, and have a certain professionalism about them.
Spec Skills: Discipline, Leadership, Ranged (Heavy), Athletics
4. Enforcer: Distinct from every day gang members, enforcers are those entrusted with carrying out a gang's bidding, often by intimidation and beatings.
Spec Skills: Brawl, Coercion, Streetwise, Perception

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Technician: Technician encompasses anyone with significant technological understanding. There are plenty of ways for Techs to make themselves useful on Saratoga, and they're in high demand.
Career Skills: Cool, Computers, Coordination, Discipline, Mechanics, Perception, Negotiation

Technician Specs:
1. Scrapper: Scrappers are most commonly found in scavenger outfits, picking apart tech or getting through doors.
Spec Skills: Brawl, Mechanics, Skulduggery, Perception
2. Cyber Tech: Cyber Techs are extremely rare, and are the best option for when you need a cybernetic limb or enhancement slapped on.
Spec Skills: Athletics, Mechanics, Vigilance, Medicine
3. Street Tech: When you need something slapped together, Street Techs are the people you go looking for. Most get by working with gangs or running small shops. Often, their gadgets don't work quite as well as advertised, but that's what a silver-tongue is for.
Spec Skills: Mechanics, Streetwise, Negotiation, Deception

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Manhunter: Oftentimes, somebody needs someone killed or captured and is willing to pay to make it happen. In these cases, Manhunters are usually the people for the job, whether their quarry is hiding in the Grid or has gone to ground in a populated Section.
Career Skills: Athletics, Brawl, Coercion, Perception, Ranged (Heavy), Streetwise, Vigilance

Manhunter Specs:
1. Assassin: Most commonly hired for jobs where the person simply has to die, and may have significant protection, Assassins are typically stealthy and melee fighters.
Spec Skills: Melee, Ranged (Heavy), Skulduggery, Stealth
2. Grid-Hunter: Grid-Hunters specialize in hunting people through the darker, more dangerous parts of Saratoga. As such, they tend to have a talent for hand-to-hand combat or pistols to take advantage of limited space in the Grid.
Spec Skills: Brawl, Coercion, Mechanics, Ranged (Light)
3. Tracker: Sometimes, you need someone who can maneuver through the packed slums of Saratoga. In these cases, Trackers are your best bet.
Spec Skills: Cool, Streetwise, Charm, Skulduggery

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Professional: Professionals are generally a grab-bag of anyone competent, ranging from doctors to people with administrative capacity and so forth. Most important "civilians" fall into this category.
Career Skills: Charm, Cool, Deception, Leadership, Negotiation, Perception, Streetwise

Professional Specs:
1. Doctor: Doctors aren't your run-of-the-mill street medic. Rather, they tend to have some actual anatomical understanding and can do more than just pry a bullet out of you.
Spec Skills: Cool, Discipline, Medicine, Resilience
2. Politico: With enough charisma and wit, its possible to gain status on Saratoga without firing a shot. Politicos are organizers and leaders, more comfortable speaking than shooting.
Spec Skills: Charm, Coercion, Deception, Leadership
3. Performer: Plenty of people on Saratoga find work (or slavery) as dancers, musicians, or other forms of performance artists. Just as many of them decide to take a stab at other kinds of work.
Spec Skills: Brawl, Charm, Coordination, Deception

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Scum: Plenty of people find work in distinctly more criminal or charlatan-esque jobs. Collectively, the crooks and thieves of Saratoga compose Scum.
Career Skills: Brawl, Coordination, Deception, Perception, Skulduggery, Streetwise, Vigilance

Scum Specs:
1. Scoundrel: Charming, cool, and typically having a bit of a flair, Scoundrels are talented deceivers and know their way around a fight when they find one.
Spec Skills: Charm, Cool, Deception, Ranged (Light)
2. Thief: Less interested in talking and more interested in stealing, Thieves can get you what you want if you can't buy it.
Spec Skills: Negotiation, Skulduggery, Stealth, Vigilance
3. Gunslinger: When a gunslinger leaves the room, no one has to ask who shot first.
Spec Skills: Coercion, Cool, Streetwise, Ranged (Light)
 
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