SKILLS AND CHARACTER GENERATION
General
- Skill levels range from 3 through 10. Maximum starting skill level is 7.
- Skill point pools must be kept separate. A skill bought and improved with points from one pool may not be further improved using points from another pool.
- Skill costs follow the Stat Bonus table, as follows:
| Skill Level: | 3 | 4 | 5 | 6 | 7 | (8) | (9) | (10) |
| Total Cost: | 1 | 2 | 4 | 6 | 9 | (12) | (16) | (21) |
Tag Skills
Starting characters have 2 options:
- Pick 2 Tag Skills
- Pick 1 Tag Skills and get another 10XP for Career Skills.
Career Skills
- Base XP: 60
- Must pick 10 or more Career Skills at skill level 4 or higher.
Aging
- During character generation only, a character may exchange stat points from Ref and/or Body for more Career XP. Neither of these two stats may be lowered more than 3 steps from their initial values. This is to represent life experience through aging, trading physical stats for skills.
- When lowering a stat one step, the character gets a number of Career XP equal to the previous stat value. Fx. lowering from 8 to 7 yields 8 Career XP.
Education Skills
- Edu x 3XP
- Education related skills only.
- Skill level 4 or higher.
Pick-up Skills
- Add Int Bonus to Ref Bonus.
- Select this number of skills as Pickup Skills.
- All Pick-up Skills start at 3 and may not be improved during character creation.
TAG SKILLS
- Authority
- Ballistix (Tag bonus at Long+ range)
- Berzerker
- Charismatic Leadership
- Combat Sense
- Cred
- Doctor
- Egghead (Academics, theoretical knowledge)
- Jock
- Vamp/Hunk/Loli/Shota
- Sociopath (Tag bonus to Emp. skill checks, max 4 Empathy)
- Sneak
- Streetdeal
- Technix
- Vehicle Zen
SKILLS
- Endurance
- Strength feat
- Wardrobe & Style
- Interrogation
- Intimidate
- Resist Torture & Drugs
- Streetwise
- Human Perception
- Leadership
- Seduction
- Social
- Persuation (Incl. Oratory)
- Perform (incl. Dance)
- Awareness
- Composition
- Humanities (incl. Anthropology, History)
- Business Sense (incl. Accounting, Stock Market)
- Science (incl. Biology, Botany, Chemistry, Geology, Mathematics, Physics) Zoology)
- Expert (cascade)
- Gamble
- Hide/Evade
- Language (cascade)
- Gather Info (Library Search)
- Shadow & Track
- Computer (System Knowledge, Programming, Comp. Ops., Cyberdeck Design)
- Teaching
- Survival
- Archery
- Athletics (incl. Swimming)
- Brawling
- Dodge
- Handgun
- Heavy Weapons
- Martial Arts
- Melee
- Driving
- Motorcycle
- Operate Heavy Machinery
- Pilot Fixed Wing
- Pilot Heli/AV
- Rifle
- Stealth
- Engineering (incl. Aero Tech, AV Tech, Electronics, Gyro Tech)
- Basic Tech (incl. Weapon Tech, Weaponsmith)
- Cybertech
- Demolitions
- Disguise
- Security (incl. Elec. Sec., Pick Lock)
- First Aid
- Forgery
- Art (incl. Paint & Draw, Photo & Film)
- Drugz
- Sleight of Hand
- Play Instrument (cascade)
- Tactics
- Forensics
- Procedure (cascade)
- Combat Experience
- Medicine (incl. Diagnose Illnes, Cryotank Ops.
Typical Solo Skills
- Athletics
- Awareness
- Brawling
- Combat Experience
- Computers
- Corporate Procedure
- Demolitions
- Dodge
- Driving
- First Aid
- Gather Info
- Handgun
- Heavy Weapons
- Hide/Evade
- Human Perception
- Intimidate
- Martial Arts
- Melee
- Motorcycle
- R.T. & D.
- Rifle
- Security
- Shadow & Track
- Stealth
- Streetwise
- Tactics
Typical Ganger Skills
- Awareness
- Basic Tech
- Brawling
- Combat Experience
- Dodge
- Driving
- Drugz
- First Aid
- Gamble
- Gather Info
- Handgun
- Human Perception
- Intimidate
- Melee
- Persuasion & Fast Talk
- Play Instrument
- Rifle
- Shadow & Track
- Sleight of Hand
- Social
- Streetwise
- Wardrobe & Style
Typical Career Criminal Skills
- Athletics
- Awareness
- Basic Tech
- Computers
- Demolitions
- Dodge
- Driving
- Drugz
- Engineering
- Forensics
- Forgery
- Handgun
- Hide/Evade
- Persuasion
- Police Procedure
- R.T. & D.
- Security
- Seduction
- Sleight of Hand
- Social
- Stealth
- Streetwise
Typical Law Enforcement Skills
- Athletics
- Awareness
- Brawling
- Combat Experience
- Disguise
- Dodge
- Driving
- Drugz
- Endurance
- First Aid
- Forensics
- Gather Info
- Handgun
- Human Perception
- Interrogation
- Intimidate
- Leadership
- Martial Art: Night Stick
- Persuade
- Police Procedure
- R.T. & D.
- Rifle
- Security
- Shadow & Track
- Streetwise
Typical Soldiering Skills
- Athletics
- Awareness
- Basic Tech
- Brawling
- Combat Experience
- Demolitions
- Dodge
- Endurance
- First Aid
- Handgun
- Heavy Weapons
- Hide/Evade
- Interrogation
- Intimidate
- Leadership
- Martial Arts
- Melee
- Military Procedure
- Operate Heavy Machinery
- Pilot Fixed Wing
- Pilot Heli/AV
- R.T. & D.
- Rifle
- Shadow & Track
- Stealth
- Strength Feat
- Survival
- Tactics
- Teaching
