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Skills
See the character generation section for more information.
Skill List
| Skill |
Stat |
| Firearms |
BOD |
| Melee |
BOD |
| Unarmed Combat |
BOD |
| Medicine |
INT |
Mehcanical Security
|
INT |
Electronic Security
|
INT |
| Netrunning |
INT |
| Repair Armour |
INT |
| Repair Mech Device |
INT |
| Repair Elec Device |
INT |
| Gunsmithing |
INT |
| Cybertech |
INT |
| Skill level |
Name |
| One |
Basic |
| Two |
Intermediate |
| Three |
Advanced |
| Four |
Expert |
| Five |
Master |
Firearms
| Firearms skill |
Effect |
| One |
Can hit stationary targets only - torso location only |
| Two |
Can hit stationary targets only - any location |
| Three |
Can hit moving targets - torso location only |
| Four |
Can hit moving targets - any location |
| Five |
As above but weapons do +1 damage |
Unarmed
| hand-to-hand (Fu) (Brawl) |
Effect |
Bonus Effect |
| One |
Single subdue |
None |
| Two |
Double subdue |
None |
| Three |
Single lethal |
+1 Dodge |
| Four |
Single lethal |
+1 Dodge (cumulative with above) |
| Five |
Double lethal |
+1 Dodge (cumulative with above) |
Melee
| Melee |
Effect |
Bonus Effect |
| One |
Weapon damage as type |
None |
| Two |
Weapon damage as type |
None |
| Three |
Weapon damage as type |
+1 Dodge |
| Four |
Weapon damage as type |
+1 Dodge (cumulative with above) |
| Five |
Weapon damage as type +1 bonus damage
|
+1 Dodge (cumulative with above) |
Medicine
| Medicine |
Effect |
Bonus Effect |
| One |
Can stabilise wounds |
None |
| Two |
As above plus can heal one subdual damage every five minutes |
None |
| Three |
As above plus can heal two subdual damage every five minutes |
Can also heal one lethal every five minutes |
| Four |
As above plus can heal three subdual damage every five minutes |
Can also heal two lethal every five minutes |
| Five |
As above plus can heal three lethal damage every five minutes |
As above plus Ref to flip a coin when someone has counted down to death. Heads they live and are stabilised. |
Netrunning
| Netrunning |
Effect |
Bonus Effect |
| One |
A player needs this level to use the internet |
Can use a dataterm. Can't netrun |
| Two |
Can use Level two programs or below
|
Can perform netrunning actions
|
| Three |
Can use Level three programs or below |
Can perform netrunning actions |
| Four |
Can use Level four programs or below |
Can perform netrunning actions |
| Five |
Can use Level five programs or below |
Can perform netrunning actions |
Level one in Netrunning is required to get any meaningful information from the internet. At level zero a user can switch on a computer and print off documents but would not know how to gain access to the internet or troubleshoot any issues that may arise. Actual netrunning can only be performed by those with level two or above in the skill.
Also, your skill level in Netrunning determines the level of programs you have in your deck. A level three Netrunner would have level three programs installed on his deck.
It takes five minutes to break an ICE program of the same level as the netrunner minus one minute for every level the ICE is below the player. For instance, a level four netrunner can break level four ICE in five minutes, or level three ICE in four minutes and level two ICE in three minutes, and so on.
If more than one netrunner is attempting to break some ICE, for every assisting netrunner of level two and above, the primary netrunner (the one with the highest skill) can subtract one minute from the time it would take, to a minimum of one minute.
So if a level five netrunner and a level three netrunner were attempting to break level four ICE, this would take four minutes for the level five netrunner to do solo, but as he has help, a further minute is taken from the overall time. This means the two of them would take three minutes to complete the task. If you add another level two netrunner into the equation, a further minute would be subtracted. In order to complete this task, all three of them would need to have ICEbreaker programs loaded into their decks.
A Netrunner can break ICE that is one level higher than his skill level by spending twice as long on the action. Again, any extra Netrunners assisting on this task would subtract one minute from the time per Netrunner.
Caveat: Please bear in mind that having any skill level in Netrunning is no guarantee that your attempted action will succeed. There may be other things going on behind the scenes that would interrupt, halt or cause a backlash to the Netrunner or your actions that you may be unaware of.
Build, Repair and Jury Rig skills
The repair skill is specialised down into a few different skills. Each one must be bought separately. Each level of skill takes ten minutes to perform (unless ref call otherwise).
Repair Armour
| Repair Armour |
Effect |
| One |
Can repair armour with a rating of one point only |
| Two |
Can repair armour with a rating of one or two points only |
| Three |
Can repair armour with a rating of up to three points
|
| Four |
Can repair armour with a rating of up to four points |
| Five |
Can repair armour with a rating of up to five point |
Repair/Jury Rig Electronic Device
| Repair / Jury Rig Electronic Device |
Item (list not exhaustive - plesae see ref for a call) |
Time needed |
| One |
Radio; toaster; replace computer components |
Ref call on time needed to perform skill |
| Two |
Comms; TV |
Ref call on time needed to perform skill |
| Three |
Taser; Electronic Security |
Ref call on time needed to perform skill |
| Four |
Fix computer components (inc Cyberdeck) |
Ref call on time needed to perform skill |
| Five |
Pretty much anything electrical within reason |
Ref call on time needed to perform skill |
Repair/Jury Rig Mechanical Device
| Repair / Jury Rig Mechanical Device |
Item (list not exhaustive - plesae see ref for a call) |
Time needed |
| One |
Simple mechanical devices |
Ref call on time needed to perform skill |
| Two |
generator, 2-stroke engine |
Ref call on time needed to perform skill |
| Three |
Car engine |
Ref call on time needed to perform skill |
| Four |
Fixed wing aircraft |
Ref call on time needed to perform skill |
| Five |
AV engine, Rotary Engine |
Ref call on time needed to perform skill |
Gunsmithing
| Gunsmithing |
Item (list not exhaustive - plesae see ref for a call) |
Time needed |
| One |
Revolver, Shotgun (double barrel) |
Ref call on time needed to perform skill |
| Two |
Auto shotgun, automatic pistol |
Ref call on time needed to perform skill |
| Three |
SMG |
Ref call on time needed to perform skill |
| Four |
Rifle, mechanical emplacement weapons |
Ref call on time needed to perform skill |
| Five |
Exotic weapons, missiles, sentry guns (but not electronic weapons) |
Ref call on time needed to perform skill |
Electronic Security & Mechanical Security
Locks, safes and other related security devices are rated from one to six (with six being reserved for blackbox tech military equipment). If you have a skill of one, you cannot open a lock rated four.
It takes five minutes to disable a security device, pick a lock or crack a safe minus one minute for every level the safe or lock is below you. So someone with lockpicking at 5 could open a level 5 lock in 5 minutes, a level 4 lock in 4 minutes and so on. Someone with level 3 in lockpicking could open a level 3 lock in five minutes, a level two lock in four minutes and a level one lock in three minutes.
Also, you can open a lock, crack a safe or disable a security device one level, above you in twice the time. So a level four locksmith could open a level 5 lock in ten minutes, a level 5 locksmith could open a level 6 lock in ten minutes. A level 3 locksmith could NOT open a level five lock though, it is simply too complicated for them.
Cybertech
| Cybertech |
Effect |
Other Information |
| One |
Can repair cyberware with a rating of one point only |
Takes ten minutes to repair |
| Two |
Can repair cyberware with a rating of one or two points only |
Takes twenty minutes to repair |
| Three |
Can repair cyberware with a rating of up to three points
|
Takes thirty minutes to repair |
| Four |
Can repair cyberware with a rating of up to four points |
Takes forty minutes to repair |
| Five |
Can repair cyberware with a rating of up to five points |
Takes fifty minutes to repair |
Any level of Cybertech also provides the requisite level of medical skill in order to get to the implant and repair it. However, this medical skill cannot be used separately in order to heal physical damage.
Phys reps
In order to perform certain skills, tools will be required. For instance, to be a netrunner, we want you to grab that old SNES, spray it silver and attach a ‘trode set or something. Basically, make it look like a cyberdeck. Also, to repair an item, a set of relevant tools will be required. Want to mend a car engine? A toolset would be useful.
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