License
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It's normally assumed that in the course of learning the skill(s) for a regulated activity – Law if you represent others in court, Physician if you practice medicine, Piloting if you fly, etc. – you earn any necessary license. In some settings, though, licenses carry modest social benefits that qualify as perks. The GM should add up the following elements:
- Courtesy Rank [1/level] if the profession has Rank.
- Cultural Familiarity [1] if ordinary people have -3 to influence or impersonate those in the profession.
- Debt 1 [-1] if there are professional dues.
- Duty (6 or less; Involuntary; Nonhazardous) [-2] if there's periodic testing of skills.
- Enemy (Small group; Watcher; 6 or less) [-1] if the professional association has an aggressive oversight committee.
- Favor [1] if the licensee gets one legal "bailout" (once used, he's on probation).
- Independent Income 1 [1] if the profession enjoys cash incentives or tax breaks.
- Quirk-level Code of Honor (Professional) [-1] or Vow [-1] if the profession takes "honor" seriously.
- Trivial Reputation [1] if the profession is well-regarded in some quarters.
A positive total merits a License perk. The actual sum isn't important – the benefits overlap and are rarely worth more than 1 point all told. What matters is that the License is basically advantageous.
Example: Pilots might get Courtesy Rank 3 ("Captain") [3]; Debt 1 (Dues) [-1]; Duty (Yearly test) [-2]; and Favor (Lawyer will be provided in the event of serious accident) [1]. "Pilot's License" is therefore a perk.