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Post by Kaj on Nov 15, 2006 15:29:55 GMT -5
Skills are a defining point for all characters, showing specialization in certain areas of interest, sharpening of class-specific skills, or their adeptness at certain tasks. Skills are divided into several categories for your convenience: - General Skills, which include skills which are available to all characters and often serve as a basis for other skills, having multiple uses within the world.
- Knowledge Skills, which reflect on how much a character knows in a specialized area, which also serves as a basis for how much a character is effectively allowed to know about a certain thing in roleplay.
- Build & Repair Skills, which show a character's particular ability to build or repair a certain type of object.
- Piloting Skills, which are much like class skills, but are available to anyone and center around being able to use MCS more effectively.
- Class Skills, which can only be learned by members of that specific class, and serve to unlock routes and abilities to expand their powers and make them more effective.
Skill Ranks are earned at a rate of three points per level, but no skill can have ranks distributed into it higher than twice a player's level. Their distribution must be decided when the level is gained, and once spent, are not allowed to be redistributed without a high-level staff member approving the change, with a valid reason. Skills with 10 ranks have been expanded upon with an additional rule. Skills with less then 10 total ranks have not been expanded upon as of this edit. Skill points are gained on a 1-1 basis ranks 1-7 though higher ranks require a heavier investment. This top-heavy addition to the original skill system shows a character wishing to invest additional practice into a skill beyond someone who just wishes to get good at it, and transcends to the true masters. The following table shows the amount of skill points a character has to invest in a skill to increase its rank beyond 7. Rank | 8 | 9 | 10 | Investment | Two Points | Three Points | Four Points |
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Post by Kaj on Nov 15, 2006 15:34:17 GMT -5
General Skills:
[Acrobatics]: Acrobatics is a skill that increases the chance of succeeding on an Acrobatics check per rank. Somersaults, keeping one’s balance, recovering after a fall, and things of this nature are considered Acrobatics checks. (Max Ranks: 10)
[Climb]: Climb is a skill that increases the chance of succeeding on a Climbing check per rank. Moving over large, awkward objects, climbing ropes, ladders, scaling walls, and things of this nature are considered Climb checks. (Max Ranks: 10)
[Bluff]: Bluff is a skill that increases the chance of succeeding on a Bluff check per rank. Fabricating the truth, concealing one’s motives or emotions, and the ability to forge verbal information are all considered Bluff checks. (Max Ranks: 10)
[Electronics]: Electronics is a skill that increases the chance of succeeding on an Electronics check per rank. Forcing open Maglocks, operating computer systems, console hacking, and alarm shutdown are all considered Electronics skills. (Max Ranks: 10)
[Diplomacy]: Diplomacy is a skill that increases the chance of succeeding on a Diplomacy check per rank. Calming an irritated person, convincing someone to help you, discussing payment, and things of this nature are considered Diplomacy checks. (Max Ranks: 10)
[Biotech]: Biotech is a skill that increases the chance of succeeding on a Biotech check per rank. Successfully using a medical kit, slap-patch, installing augmentations, or performing medical procedures are considered Biotech checks. (Max Ranks: 10)
[Cybertech]: Cybertech is a skill that increases the chance of succeeding on a Cybertech check per rank. Installing augmentations, upgrading an MCS, or building a Cyberdeck all count as Cybertech checks. (Max Ranks: 10)
[Chemtech]: Chemtech is a skill that increases the chance of succeeding on a Chemtech check per rank. Identifying unknown substances, proper use of chemical agents, chemistry, and resisting accidental effects all classify as Chemtech checks. (Max Ranks: 10)
[Performance]: Performance is a skill that increases the chance of succeeding on a Performance check per rank. Playing an instrument, singing, dancing, and showmanship all classify as Performance checks. (Max Ranks: 10)
[Slight of Hand]: Slight of Hand is a skill that increases the chance of succeeding on a Slight of Hand check per rank. Acts of Legerdemain, picking someone’s pockets, and snatch-and-grabs all classify as Slight of Hand checks. (Max Ranks: 10)
[Unarmed Combat]: Unarmed Combat is a skill that allows a character to increase the damage dealt by unarmed attacks, brass knuckles, or other fist weapons, +1 per rank. (Max Ranks: 5)
[Armed Combat]: Armed Combat is a skill that allows a character to increase the maximum damage bonus from strength (if applicable) to attacks with a melee weapon, not including fist weapons, per rank. (Max Ranks: 5)
[Ranged Combat]: Ranged Combat is a skill that allows a character to increase the maximum damage bonus from dexterity (if applicable) to attacks with a ranged weapon by one point per rank. (Max Ranks: 5)
[Cybercombat]: Cybercombat is a skill that allows a character to increase the maximum damage bonus from dexterity (if applicable) to attacks within the matrix by one point per rank. (Max Ranks: 5)
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Post by Kaj on Nov 15, 2006 15:38:30 GMT -5
Knowledge Skills[/color]:
[Knowledge: Martial Arts]: Martial Arts is a skill that reflects on a character’s particular knowledge of martial arts, their origins, developments and changes throughout time, and particular people who have contributed to their development. (Max Ranks: 10)
[Knowledge: Dimensional Theory]: Dimensional Theory is a skill that reflects on a character’s particular knowledge of the multiverse, alien forces, space-time, and the development of these concepts throughout history. (Max Ranks: 10)
[Knowledge: Spiritual History]: Spiritual History is a skill that reflects on a character’s particular knowledge of various religions throughout history, their origins, mythologies, significant figures, and other people who contributed various concepts to the cultural zeitgeist. (Max Ranks: 10)
[Knowledge: Technological History]: Technological History is a skill that reflects on a character’s particular knowledge of the development of technology and it’s contributors, and several concepts of the various metallic ages. (Max Ranks: 10)
[Knowledge: Organisms]: Organisms is a skill that reflects on a character’s particular knowledge of the panoply of species that inhabit and inhabited earth, various geneses and classifications, and traits which are unique in various species. (Max Ranks: 10)
[Knowledge: Biotechnology]: Biotechnology is a skill that reflects on a character’s particular knowledge of genetics, strains of microorganisms and DNA, medical vaccines and their development, and how augmentations become implanted. (Max Ranks: 10)
[Knowledge: Etiquette]: Etiquette is a skill that reflects on a character’s particular knowledge of proper human interaction, including table manners, general nobility and status, speaking, and particular cultural gestures. (Max Ranks: 10)
[Knowledge: Psionics]: Psionics is a skill that reflects on a character’s particular knowledge of the powers that manifest within the human mind, how they are trained and utilized, and documented cases where they have appeared in the past. (Max Ranks: 10)
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Post by Kaj on Nov 15, 2006 17:15:56 GMT -5
Build/Repair Skills[/color]:
[B/R: Armor[/color]]: Armor is a skill, which allows a character to increase their chances to successfully craft armor and related objects with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. (Max Ranks: 10)
[B/R: Melee Weapons[/color]]: Melee Weapons is a skill that allows a character to increase their chances of successfully crafting mundane melee weapons of all types with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. (Max Ranks: 10)
[B/R: Pistols[/color]]: Pistols is a skill that allows a character to increase their chances of successfully crafting various handguns with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. (Max Ranks: 10)
[B/R: Rifles[/color]]: Rifles is a skill that allows a character to increase their chances of successfully crafting rifles of all types with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. Requires: [B/R: Pistols] 5 ranks (Max Ranks: 10)
[B/R: Medical[/color]]: Medical is a skill that allows a character to increase their chances of successfully crafting medical equipment with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. (Max Ranks: 10)
[B/R: Chemical[/color]]: Chemical is a skill that allows a character to increase their chances of successfully crafting chemical compounds with the correct materials and equipment. Ranks both increase the chance to successfully craft the substance as well as the time in which it is accomplished. Requires: [B/R: Medical] 5 ranks (Max Ranks: 10)
[B/R: Mechanic[/color]]: Mechanic is a skill that allows a character to increase their chances of successfully crafting machinery and vehicles with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. (Max Ranks: 10)
[B/R: MCS[/color]]: MCS is a skill that allows a character to increase their chances of successfully crafting MCS with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. Requires: [B/R: Mechanic] 5 ranks, [B/R: Cyberware] 5 ranks (Max Ranks: 10)
[B/R: Cyberware[/color]]: Cyberware is a skill that allows a character to increase their chances of successfully crafting Cyberware with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. Requires: [B/R: Mechanic] 5 Ranks (Max Ranks: 10)
[B/R: Augmentations[/color]]: Augmentations is a skill that allows a character to increase their chances of successfully crafting Augmentations with the correct materials and equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. Requires: [B/R: Cyberware] 5 Ranks, [B/R: Medical] 5 Ranks (Max Ranks: 10)
[B/R: Programming[/color]]: Programming is a skill that allows a character to increase their chances of successfully creating programs with the correct equipment. Ranks both increase the chance to successfully craft the object as well as the time in which it is accomplished. Requires: [Cybercombat] 5 Ranks (Max Ranks: 10)
[B/R: Logic Drives[/color]]: Logic Drives is a skill that allows a character to increase their abilities in creating and reprogramming logic drives. The maximum size of logic drive that a character may reprogram is 1x1 plus their number of ranks in this skill. Requires: [B/R: MCS] 5 ranks, [B/R: Programming] 10 ranks (Max Ranks: 5)
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Post by Kaj on Nov 15, 2006 17:30:58 GMT -5
Piloting Skills[/color]:
[Piloting: Maintenance[/color]]: Maintenance is a skill that increases the adeptness that a character has with MCS systems. Each rank in this skill increases the chance to resist a System Stability Failure by 5 percent. (Max Ranks: 10)
[Piloting: Maneuvering[/color]]: Maneuvering is a skill that allows a pilot to apply one rank of their [Acrobatics] and/or [Climb] skill (If applicable) to any check that would affect the MCS in that fashion, per rank. (Max Ranks: 10)
[Piloting: Solidity[/color]]: Solidity is a skill that allows the pilot to apply five points of their constitution bonus to HP to their MCS per rank. Requires: [Piloting: Maintenance] 5 ranks (Max Ranks: 5)
[Piloting: Initialization[/color]]: Initialization is a skill that increases the pilot's ability to restart crashed systems. Each rank in this skill increases the ability to restart a crashed system by 20 percent. Requires: [Piloting: Maintenance] 10 ranks (Max Ranks: 1)
[Piloting: Melee Combat[/color]]: Melee Combat is a skill that allows the pilot to apply one point of their effective melee damage bonus from strength (if applicable) to their MCS melee damage per rank. (Max Ranks: 5)
[Piloting: Ranged Combat[/color]]: Ranged Combat is a skill that allows the pilot to apply one point of their effective ranged damage bonus from dexterity (if applicable) to their MCS ranged damage per rank. (Max Ranks: 5)
[Piloting: Overclock[/color]]: Overclock is a skill that expands the MCS maximum energy by five points per rank, regardless of MFC/Battery. This bonus transfers even if a new MFC/Battery is installed. Requires: [Piloting: Maintenance] 5 ranks (Max Ranks: 2)
[Piloting: Tweak (Part type)[/color]]: Tweak is a skill that increases the stability of one part type in an MCS by 2 points per rank. Once ranks in tweak have been maxed, it may be taken again for a new part type. Requires: [Piloting: Maintenance] 5 ranks (Max Ranks: 2)
[Piloting: Unify[/color]]: Unify is a skill that increases the functional Drive Power of an MCS by one per rank, regardless of the Core Drive. This bonus transfers even if a new Core Drive is installed. Requires: [Piloting: Melee Combat] 5 ranks, [Piloting: Tweak (Core Drive)] 2 ranks (Max Ranks: 5)
[Piloting: Augment[/color]]: Augment is a skill that lowers the energy drain of the Core Drive by 1 point per rank, regardless of Core Drive. This bonus transfers even if a new Core Drive is installed. Requires: [Piloting: Unify] 5 ranks (Max Ranks: 5)
[Piloting: Conduit[/color]]: Conduit is a skill that lowers the energy drain of internal and external energy-ammunition weapons by two points per rank. This bonus transfers even if new weapons are equipped or installed. Requires: [Piloting: Augment] 5 ranks, [Piloting: Ranged Combat] 5 ranks (Max Ranks: 5)
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Post by Kaj on Nov 15, 2006 17:39:23 GMT -5
Steet Samurai Skills[/u][/color]:
[Vigor[/color]]: Vigor is a skill that increases the maximum health of a Street Samurai by three points per rank. (Max Ranks: 10)
[Essence Plus[/color]]: Essence Plus is a skill that increases the overall vital force of a Street Samurai, giving them an additional 0.1 points of essence per rank. Requires: [Vigor] 5 ranks (Max Ranks: 10)
[Relentless[/color]]: Relentless is a skill that increases the amount of melee damage a Street Samurai can do over a period of time, increasing their maximum damage by one point every three rounds, once per rank. Requires: [Essence Plus] 5 ranks (Max Ranks: 10)
[Frenzy[/color]]: Frenzy is a skill that increases a Street Samurai’s natural resolve and ability to shrug off damage as time goes on, increasing their impact armor by one point every three rounds, once per rank. Requires: [Essence Plus] 10 ranks, [Relentless] 5 ranks (Max Ranks: 5)
[Melee Focus[/color]]: Melee Focus is a skill that further increases the maximum damage bonus on melee attacks beyond it’s normal limit, increasing the maximum damage bonus on a weapon by one point per rank. Requires: [Essence Plus] 5 ranks, [Armed Combat] 5 ranks (Max Ranks: 5)
[Force of Will[/color]]: Force of Will is a skill that allows a Street Samurai to project their inner will as a sort of armor, giving them +1 impact/ballistic armor per 5 points of wisdom, so long as they are not wearing armor, up to a maximum of once per rank. Requires: [Melee Focus] 5 ranks, [Vigor] 10 ranks, [Unarmed Combat] 5 ranks (Max Ranks: 5)
[Ripping Gouges[/color]]: Ripping Gouges is a skill that allows a Street Samurai to inflict highly increased amounts of damage to opponents who are unarmored. Melee attacks made against unarmored opponents, disregarding dodge armor and natural armor, do an additional 2 points of damage per rank. Requires: [Force of Will] 5 ranks, [Relentless] 5 ranks (Max Ranks: 5)
[Pinpoint Attack[/color]]: Pinpoint Attack is a skill that increases a Street Samurai’s ability to strike more accurately, robbing enemies of up to five points of their dodge bonus to armor per rank. Requires: [Frenzy] 5 ranks, [Ripping Gouges] 5 ranks, [Knowledge: Martial Arts] 5 ranks (Max Ranks: 2)
[Channeled Strikes[/color]]: Channeled Strikes is a skill that allows a Street Samurai to better manipulate their force of will into their weapon, making it more effective at attacking otherworldly beings. The damage penalty for attacking spirits is reduced by five points per rank. Requires: [Pinpoint Attack] 2 ranks, [Relentless] 10 ranks (Max Ranks: 2)
[Unlabored Flawlessness[/color]]: Unlabored Flawlessness is a skill that more effectively binds the vital force of a Street Samurai together and reduces the detrimental effect that Augmentations have on the body. As such, Augmentations cost 0.1 fewer points of essence. Requires: [Channeled Strikes] 2 ranks, [Knowledge: Martial Arts] 10 ranks (Max Ranks: 1)
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Post by Kaj on Jan 16, 2007 22:21:06 GMT -5
Psyker Skills:
[Deep Charge]: Deep Charge is a skill that increases the psychic reserves of a Psyker, effectively increasing their maximum PP by two points per rank. (Max Ranks: 10)
[Focus]: Focus is a skill that increases a Psyker’s ability to resist losing their psionic charge due to physical trauma by 5 percent per rank. Requires: [Deep Charge] 5 ranks (Max Ranks: 10)
[Adept]: Adept is a skill that allows a Psyker to expend 10 PP to increase their effective skill check by one rank, up to a maximum of once per rank. A Psyker may only use this skill to increase General Skills or B/R skills. Requires: [Focus] 10 ranks [Deep Charge] 10 ranks (Max Ranks: 5)
[Autohypnosis]: Autohypnosis is a skill that allows a Psyker to treat damage taken in regards to affecting their psionic charge as 2 points less per rank. Requires: [Focus] 10 ranks (Max Ranks: 5)
[Void Self]: Void Self is a skill that allows a Psyker the option to instantly remove any psionic charge they are storing and lose all their PP as a single action. Requires: [Focus] 10 ranks (Max Ranks: 1)
[Sphere Focus]: Sphere Focus is a skill that lowers the PP Cost of any of their primary sphere powers by one point per rank. Requires: [Focus] 5 ranks (Max Ranks: 1)
[Will Strike]: Will Strike is a skill that allows a Psyker to apply an additional point of damage to their psychic powers for every 20 points of the stat that their sphere is centered on, up to a maximum of one extra point of damage per rank. Requires: [Sphere Focus] 1 rank (Max Ranks: 5)
[Weird Resistance]: Weird Resistance is a skill that reduces the fatigue penalty for running out of PP by one point per rank. Requires: [Will Strike] 5 ranks (Max Ranks: 5)
[Force Eater]: Force Eater is a skill that allows a Psyker to convert some of the energy backlash from being the target of a psychic power. A Psyker with this skill regains 1 PP per rank every time they are the target of a psychic power. Requires: [Will Strike] 5 ranks (Max Ranks: 5)
[Spirit Recharge]: Spirit Recharge is a skill that allows a Psyker to recover an additional point of PP every 1 minute while meditating per rank. Requires: [Autohypnosis] 5 ranks [Sphere Focus] 1 rank (Max Ranks: 5)
[Psychocannibalism]: Psychocannibalism is a skill that allows a Psyker to convert their vital energies into emergency psychic force, converting 5 HP into 10 PP per rank. This ability can be used once per day. Requires: [Void Self] 1 rank [Spirit Recharge] 5 ranks [Force Eater] 5 ranks (Max Ranks: 5)
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Post by Hawk on Jan 17, 2007 16:48:49 GMT -5
Gunslinger Skills:
[Load It Up]: By tweaking the ammo cartridges and holding chambers on their weaponry, Gunslingers are able to carry more ammo than it seems should be possible. Each rank in this skill increases ammo capacity of a weapon by 20%. (Max Ranks: 10)
[Tracer Sight]: Tracer Sight is a skill that reflects a Gunslinger's training in long range firing, that allows them to aim their weapon further than a normal person. Each rank in Tracer Sight increases maximum range for a weapon by 10%. (Max Ranks: 10)
[Nimbleness]: Nimbleness reflects a Gunslingers training in navigation in the streets and in close quarters. Each rank in nimbleness decreases fall damage by 10% and increases climb speed by 10% as well. Requires: [Acrobatic]: 3 Ranks, [Climb]: 2 Ranks. (Max Ranks: 5)
[Sniper Precision]: For the Gunslingers who prefer far, far away combat, perfecting aim is essential. This skill, through honing of precise aim for sniper rifles, grants +1 damage per rank when using a sniper rifle, and decreases any miss chance with a ranged weapon of any kind by 5% per rank. Requires: [Tracer Sight]: 5 Ranks, [Ranged Combat]: 2 Ranks. (Max Ranks: 5)
[Critical Aim]: To deal extra damage to their target, Gunslingers learn to aim their gun to the most vulnerable areas of the human body. Each rank in Critical Aim grants a +1 to damage with ranged weapons. This skill does not apply to rapid or heavy weapons (including sniper rifles). Requires: [Tracer Sight]: 5 Ranks, [Load It Up]: 2 Ranks. (Max Ranks: 5)
[Sprint]: Innate fluidity of motion can be extrapolated upon by this skill, which allows a Gunslinger to focus themselves into an incredible burst of speed as a standard action, giving them an additional ten feet of movement per rank. Requires: [Nimbleness]: 5 Ranks. (Max Ranks: 5)
[Firing Tweak]: By altering the firing mechanism of their gun, a Gunslinger can gain an additional rate of fire per two ranks in this skill. Requires: [Tracer Sight]: 5 Ranks, [B/R Pistols]: 1 Rank, [B/R Rifles]: 1 Rank, [Load It Up]: 4 Ranks. (Max Ranks: 4)
[Weapon Target]: A Gunslinger may use a ranged weapon to strike an enemy's weapon, knocking it from their hand, and in the case of some weapons, rendering them useless. This skill takes 5 rounds of preperation to prepare, minus 1 for each rank in this skill. At max rank, Gunslingers using sniper-rifles can use this skill every round with no charge, and non-snipnig weapons require one round of preperation. Requires: [Sniper Precision]: 3 Ranks, [Critical Aim]: 2 Ranks. (Max Ranks: 5)
[Rapid Shot]: This skill allows a Gunslinger an optional additional rate of fire per skill rank, at -2 damage per shot expotentially. This skill may not be used with heavy or automatic weapons. Requires: [Critical Aim]: 5 Ranks, [Tracer Sight]: 7 Ranks, [Firing Tweak]: 2 Ranks (Max Ranks: 10)
[Leg Shot]: In the same fashion as the Weapon Target disables an opponent's offense, a Leg Shot disables an opponent's movement. A successful Leg Shot reduces the movement speed of an enemy by 50%, and also renders them unable to run. A second successful Leg Shot reduces their speed to 20%. This attack takes 7 rounds of focus to perform, minus 1 for each skill rank. This skill takes twice as long when not using a sniper rifle (rounded up). Requires: [Sniper Precision]: 5 Ranks, [Critical Aim]: 5 Ranks, [Weapon Target]: 3 Ranks. (Max Ranks: 5)
[Wallwalk]: Further honing dexterous movement patterns allows a Gunslinger with this skill to run across smooth vertical serfaces at 10% of their movement per rank of this skill, and half of that across flawless surfaces (stainless steel, ice, etc.) Requires: [Nimbleness]: 5 Ranks, [Sprint]: 5 Ranks. (Max Ranks: 5)
[Arm Shot]: By shooting a precise point in the limb of an opponent, a Gunslinger can disable use of that arm, forcing them to use that arm at 50% strength and dexterity. This skill takes 7 rounds of focus to perform, minus one for each rank in the skill. This skill takes twice as long to perform when not using a sniper rifle (rounded up). Requires: [Weapon Target]: 5 Ranks, [Leg Shot]: 3 Ranks (Max Ranks: 10)
[Shrapnel Circle / Death Blossom]: By twirling an available fire-arm combined with some creative trigger work, this skill enables a Gunslinger an innovative close range attack. This skill grants 1.5 attacks at half damage to all within close range with a non-automatic weapon, and 2.5 attacks at full damage with automatic weapons (half shots are not counted, but added together to make whole shots on every odd level). This skill can not be used with heavy weapons. This skill can only be performed once every fifteen minutes. Requires: [Rapid Shot]: 5 Ranks, [Tracer Sight]: 10 Ranks, [Load It Up]: 5 Ranks (Max Ranks: 4)
[Headshot]: A Gunslinger can make an attack hoping to either fatally wound or temporarily disable their opponent. A Headshot deals normal damage, but has a 20% chance to deal 100% stun damage, and a 5 percent chance to crumple the brainpan like a wet paper bag. This attack takes 9 rounds of focus to perform, minus one for each skill rank. This skill takes twice as long to perform when not using a sniper rifle (rounded up). Requires: [Critical Aim]: 5 Ranks, [Tracer Sight]: 10 Ranks, [Ranged Combat]: 5 Ranks, [Arm Shot]: 5 Ranks. (Max Ranks: 5)
[Avenging Angel]: A Gunslinger's arguably most impressive move is also their most deadly, without question. A gunslinger kicks off of any nearby wall, person, or terrain feature, spiralling into a headfirst dive, before twirling down into their opponent, delivering a series of critical shots to the cranium and neck. This attack consists of twice a Gunslinger's attacks, each dealing +2 damage, and the impact itself, which deals (5-9)+((Str*0.5)(Dex*0.5)) damage. This skill can only be performed once per day, and cannot be performed in conjunction with Rapid Shot. Requires: [Shrapnel Circle / Death Blossom]: 4 Ranks, [Load It Up]: 10 Ranks, [Wallwalk]: 2 Ranks, [Rapid Shot]: 10 Ranks. (Max Ranks: 1)
[Mech Jammer]: A Gunslinger can eventually learn the weak points in an MCS's armor, exploiting them with a pinpoint shot to shut down the gyros, actuators, and engines for a few rounds. This skill takes 9 rounds of uninterrupted preperation to perform, minus one for each rank in this skill. This skill takes twice as long to perform when not using a sniper rifle. (Max Ranks: 5)
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Post by Kaj on Jan 18, 2007 14:27:42 GMT -5
Decker Skills[/u]:
[Vital Expansion]: Vital Expansion is a skill which allows a Decker to increase their ability to deal with damage dealt to their MPCP more effectively by expanding the buffer. A Decker’s total MPCP is increased by two points per rank, regardless of Cyberdeck. This bonus transfers even if the Decker obtains a new Cyberdeck. Requires: [Cybercombat] 5 ranks (Max Ranks: 10)
[Mental Hardening]: Mental Hardening is a skill that the Decker develops inside their own mind, creating a hardening level through sheer force of will. If the Decker is reduced to fighting against black ICE with their own HP, they gain one point of hardening per rank. Requires: [Vital Expansion] 10 ranks [Cybercombat] 5 ranks (Max Ranks: 5)
[Encephalon]: Encephalon is a skill, that through manipulation of grey area in a Decker’s mind and creative use of a datajack, a Decker can effectively expand their storage space by 5 TF per rank, regardless of cyberdeck. This bonus transfers even if the Decker obtains a new cyberdeck. Requires: [Vital Expansion] 5 ranks [Cybertech] 5 ranks (Max Ranks: 5)
[Lucidity]: Lucidity is a skill that trains a Decker’s mental rerouting functions, allowing them to resist burnout attacks made against their deck. Any attack that would successfully unload a program or burn out an expansion chip is subjected to secondary check, which has a 5 percent chance per rank to nullify the effect. Requires: [Vital Expansion] 10 ranks [Encephalon] 5 ranks [Cybercombat] 5 ranks (Max Ranks: 2)
[System Overclock]: Overclocking is a skill that allows a cyberdeck user to increase the processing power of their deck by modifying the CPU clock speed and multiplier - if done improperly it can result in deck burnout, but with the greatest of care, it can be used to gain a noticeable improvement in CPU efficiency. Each rank in System Overclock allows a Decker to safely augment their I/O Speed by 2 points per rank. Requires: [Cybertech]: 10 Ranks, [B/R Programming]: 2 Ranks, [Vital Expansion]: 5 Ranks, [B/R Cyberware]: 2 Ranks (Max Ranks: 5)
[Programming Plus]: After aquainting themselves in the ways of The Matrix, a Decker's ability in Cybercombat only grows, eventually allowing them to manipulate the programming of their attacks for additional damage. Each rank in this skill grants a +1 damage to any program the Decker is in possession of. Requires: [Lucidity]: 2 Ranks, [B/R Programming]: 5 Ranks. (Max Ranks: 5)
[EX Damage Overclock]: In the same fashion that a CPU can be overclocked to provide additional I/O Speed, an EX peripheral can have teh same done. By madly overclocking and burning out any available EX peripheral, a Decker can manipulate the available clock cycles into available processor speed that can directly damage ICE or an enemy decker. For each rank in EX Damage Overclock, a Decker can burnout one of their EX peripherals to deal damage equal to the item's price divided by 125, less 5 for every rank in Ex Damage Overclock (rounded down). Integral deck hardware cannot be overclocked. An Ex Damage Overclock requires 15 TF to perform, minus one per rank. Requires: [Vital Expansion] 10 Ranks, [B/R Cyberware]: 4 Ranks, [System Overclock]: 5 Ranks. (Max Ranks: 5)
[Fast Shutdown]: Sometimes coldplugging can be an unpleasant necessity, and it must be done promptly. By altering system processes, and configuring hardware for fast shutdown, a Decker can coldplug without penalties a number of times per day equal to their ranks in this skill. Requires: [B/R Programming]: 5 Ranks, [Lucidity]: 2 Ranks, [System Overclock]: 3 Ranks. (Max Ranks: 3)
[Ex Damage Reroute]: By rerouting their system processes using this skill, a Decker can absolve all damage for a round of cybercombat by routing into an external or internal device or piece of hardware. This skill completely burns out the device in question, but negates all damage that would be done to the Decker for that round of cybercombat. This skill can only be used once per boot session, as further rerouting of system processes threatens to short out the deck itself. Every time this skill is used, there is a 5% chance that all Ex devices will be burned out in a mismached reroute, minus one for each rank in this skill. Requires: [Mental Hardening]: 5 Ranks, [Ex Damage Overclock]: 5 Ranks, [Lucidity]: 2 Ranks. (Max Ranks: 5)
[Intrusive Burnout]: Through much the same method as a Decker can burnout their own system resources, a Decker can use extensive knowledge and skill to hack into an opponents system and delete items from their deck. This skill takes a full round of combat to perform, and burns out a program or file on an opposing Decker's deck of 10 TF or lower for each rank in this skill (with a max of 50) A Decker may use this skill once per two ranks per day. Requires: [B/R Programming]: 10 Ranks, [EX Damage Reroute]: 5 Ranks, [Programming Plus]: 5 Ranks. (Max Ranks: 5)
[Enemy EX Burnout]: A followup to Intrusive Burnouts as a skill, Enemy EX Burnout invades an enemy's deck to burn out an EX peripheral of price 500 times the user's ranks. This skill can only be used once per day, and suffers a 45% fail chance, minus 5% for each rank in this skill. Enemy EX Burnout requires two rounds to execute. Requires: [Intrusive Burnout]: 5 Ranks. (Max Ranks: 6)
[System Crush]: The ultimate in intrusive cybertechnology, System Crush allows a Decker to completely crash and wipe an opponent's deck - burning out all peripherals, wiping all files, and damaging the deck, requiring it to be repaired if it is to be used again. A System Crush requires 3 rounds to perform, and is a total drain on system resources - along with requiring a quarter of the user's MPCP, there is a 15% chance that a random program will be wiped, and a 5% chance that a chip or peripheral will experience burnout. Even after all this, there is only a 35% chance that a System Crush will succeed - however, if the skill use fails, system damage is still done - the opponent loses a fifth of their MPCP and there is a 25% chance a random program will be deleted from their deck. System Crush can only be used once per two days. Requires: [Enemy EX Burnout]: 6 Ranks. (Max Ranks: 1)
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