Home
History
Current Day
Screamsheets
Screamsheet Archive
Forum
Links
System
Character Gen
 
 
 
Events
The Beginning Of The End
Signal to Noise
 
 
 
Latest News
 
 
 
Admin Login
 
 
 
Search SINtax
 
   
   
    Home arrow Rules arrow Skills  
   
     
   
   
Print E-mail

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.

 
   
     
   
       

Mambo is Free Software released under the GNU/GPL License.