covering the years 1901AD - 1950AD
Adventurers are always on the move in an endless quest for danger and excitement. They are typically typically well traveled and often have a useful skill, such as piloting a plane, which makes them an asset to any expedition. They are experienced at getting into and out of tight spots and can fight when the situation calls for it. Adventurers are fiercely independent and tend to do things for their own reasons.
01-25 | Metahuman | |
01-33 | Diviner | |
34-66 | Fakir | |
67-00 | Medium | |
26-50 | Mysticis Disciplinis | |
01-10 | Diabolist | |
11-22 | Enchanter | |
23-33 | Mage | |
34-44 | Missionary | |
45-54 | Occultist | |
55-66 | Sage | |
67-77 | Stage Magician | |
78-89 | Wizard | |
90-00 | Wu-Jen | |
51-75 | Superscience | |
01-00 | Gifted Scientist | |
76-00 | Trained | |
01-06 | Ace Aviator | |
07-12 | Archaeologist | |
13-18 | Bounty Hunter | |
19-24 | Entrepreneur | |
25-30 | G-man | |
31-37 | Grease Monkey | |
38-44 | Gumshoe Detective | |
45-51 | Martial Artist | |
52-58 | Masked Adventurer | |
59-65 | Mercenary | |
66-72 | Mobster | |
73-79 | Noble Savage | |
80-86 | Reporter | |
87-93 | Scoundrel | |
94-00 | Spy |