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Master Skill List
Skills per Primary Attribute Association

Special Abilities [per Primary Career Package Association]

ACPA Combat Sense (PA Trooper)

Administrator Resources (Corporate Administrator)

Authority (Cop)

Bezerker (Champion)

Celebrity (Celeb)

Combat Sense (Solo)

Combat Sense - Nindo (Shinobi)

Combat Sense - Geonghu (Tatsujin)

Combat Sneak (Assassin, Entry Specialist)

Credibility (Media)

Hack (Cypher)

Inginuity (Catburglar)

Intuition (Grifter)

Jury Rig (Techie)

Medical Tech (Medtech)

Presence (Nomad)

Rampart (Bodyguard)

Recognition (Bounty Hunter)

Resources (Corp)

Rumble (Ganger)

Salvage (Salver)

Scrounge (Scavenger)

Sneak (Prowler)

Space Combat (Space Marine)

Spy Craft (Spook)

Streetdeal (Fixer)

Tactics (Soldier)

Trace (Profiler)

Tribe (Spacer)

Vehicle Stunt (Driver)

INT

Accounting

Ambush

Anthropology

Appraise

Area knowledge: (Area)

Artillery Operation

Astrogation (2)

Awareness/Notice

Biogenetics

Biology

Botany

Braindance Use

Bureaucracy

Business Sense

Chameleon

Chemistry

Combat Engineering

Composition

Cryptology

Culture

Diagnose Illness

ECM

Education & General Knowledge

Eidetic Memory

Expert: (Subject)

Forensics

Gamble

Geology

Graphology

Herbalism

Hide/Evade

History

Know Language

Library Search

Linguistics

Mathematics

Meat Puppetry (Braindance)

Photo Analysis

Physics

Programming

Psychology

Security

Shadow/Track

Space Survival

Specialist Tactics

Stock Market

Surveillance

System Knowledge

Teaching

Trashing

Urban Survival

Vehicle Weaponry

Visual Search

Wilderness Survival

Xenobiology

Zoology

REF

Acrobatics

Archery

Athletics

Brawling

Bullpup

Combat Soccer

Dance

Dodge & Escape

Driving

EVA

Fencing

Handgun

Heavy Weapons

Martial Arts: (Style)

Melee

Motorcycle

Operate Heavy Machinery

Parachute

Pilot: (Vehicle)

Powerloader (2)

Rifle (Shotgun)

Sleight of Hand

Smartgun

Sport

Stealth (2)

Thrown Weapons

Zero-G Combat (2)

Zero-G Maneuver

TECH

Aero Tech (2)

Auto Tech (2)

AV Tech (3)

Basic Tech (2)

BioTech

Body Art

Braindance Tech (3)

Chameleon (2)

Communications Tech, Advanced

Communications Tech, Basic

Cryotank Operation

CyberTech (2)

Demolitions (2)

Disguise

Electronics

Electronic Security (2)

Expert: Electronic Warfare

Exposure Reduction

First Aid

Forgery

Genetics

Gyro Tech

VR (Meat Puppet / Braindance) Tech

Municipal Communication

Nanotech

PA Tech (3)

Pharmaceuticals (2)

Photography & Film

Pick Lock

Pick Pocket

Pressure Suit Tech

Robotics Engineering

Spacecraft Tech (4)

Space Tech

Tattooing (Electric/Hand-picked)

Torture

Video Manipulation

Weaponsmith (2)

Wetware Tech

ATTR

Entrance

Personal Grooming

Wardrobe & Style

BODY

Climbing

Endurance

Labor

Strength Feat

Swimming

Joint Skills

Field Surgery

Remote/ WAD Weaponry

Sniper

Operate Weapon of Mass Destruction

COOL

Interrogation

Intimidate

Oratory

Resist Torture/Drugs

Rhetoric

Roadwise

Spacewise

Streetwise

EMP

Animal Handling

Human Perception

Interview

Leadership

Perform

Persuasion

Seduction

Simper

Social

Primary Attributes:

Intelligence (INT): This is a measure of your problem solving ability; figuring out problems, noticing things, remembering information. Almost every character type needs a high intelligence, with hackers and corporates requiring the highest of all.

Reflexes (REF): This is a combined index, covering not only your basic dexterity, but also how your level of physical coordination will affect feats of driving, piloting, fighting, and athletics. Characters who intend to engage in a great deal of combat (such as solos, nomads, and cops) should always invest in the highest possible reflexes.

Cool (COOL): This index measures how well a character steands up under stress, fear, pressure, pain and torture. In determining your willingness to fight on despite wounds or your fighting ability under fire, Cool is essential. It is also a measure of how "together" your character is and how tough he appears to others. celebs and fixers should always have high cool, with solos and nomads having the highest cool of all.

Technical Ability (TECH): This is an index of how well you relate to hardware and other technically oriented things. Tech will be the stat used when fixing repairing, or attempting to use unfamiliar tech. While all characters should have a decent tech stat, potential techies should always opt for the highest possible score in this area.

Luck (LUCK): This is the intangible "something" that throws the balance of events into your favor. Your luck represents how many points you may use each game to influence the outcome of a critical event. To use luck, you may add any or all of the points of Luck a character has to a critical die roll (declaring your intention to use Luck before the roll is made) until all your luck stat is used up. Luck is always restored at the end of each game session.

Attractiveness (ATTR): This is how good looking you are. In Cyberpunk, it's not enough to be good - you have to look good while you're doing it (attitude is everything). Attractiveness is especially important to Medias and Celebs, as being good-looking is also part of the job.

Movement Allowance (MA): This is an index of how fast your character can run (important in combat situations). The higher your Movement Allowance, the more distance you can cover in a turn.
Run: To determine how far your character can run in a single combat round (@3.2 seconds), multiply your MA by 3. The character can run three times this distance (a total of 9 times your MA) in a full 10 second turn.
Leap: To determine how far your character can leap (from a running start) Leap is 3/4 of your MA

Empathy (EMP): This stat represents how well you relate to other living things - a measure of charisma and sympathetic emotions. In an alienated, future-shocked denial culture, the ability to be "human" can no longer be taken for granted. Empathy is critical when leading, convincing, seducing, or perceiving emotional undercurrents. Empathy is also a measure of how close he/she is to the line between feeling human being and cold blooded psychotic monster.
Humanity: This is a measure of the toll that bioware and nanotech enhancements take on your ability to relate to other living things. Multiply your EMP by 10 to determine how many humanity points you have. Remember, for every 10 humanity points you lose, you will automatically lose 1 point of EMP. This can have a serious effect on any empathy based skills, as well as forcing you to the edge of bioware-induced psychosis.

Body Type (BOD): Strength, endurance, and constitution are all based upon the character's body type. Body type determines how much damage you can soak up in wounds, how much you can lift or carry, how well you recover from shock, and how much extra damage you cause with physical attacks. Body type is important to all character types, but to solos, nomads, and cops most of all.
Lift & Carry: You may carry 10 time your body type in kilograms. You may also dead lift 40 times your body type in kilograms.

Special Abilities

ACPA Combat Sense (Power Armor Trooper)(3): This skill is similar to both Combat Sense and Vehicle Stunt. While in Powered Armor, a PA trooper uses ACPA Sense as a modifier for Awareness/Notice and Initiative rolls, as well as using it like a normal REF skill for maneuvering and moving in the armor. It also counts as Dodge & Escape for PA troopers in their armor! Outside of the armor, a PA trooper only gets ½ of this skill’s value to use as Combat Sense.

[Initiative, replaces Reflex]

Administrator Resources (Government Administrator): Like Corporates, the Administrator special ability is Resources, only in this case, the skill represents the resources made available to you by the government for which you work. Even a small country has access to materials and funds far beyond most private groups. Admin resources is also your ability to call in government help as long as national interests are at stake. Abuse it and lose it. [Intelligence]

Authority (Cops): The ability to intimidate or control others through your position as a lawman. This attribute represents the Cop's ability to call on the forces of the Law and Government to get what he wants. Cops can use Authority to question suspects, arrest wrongdoers, and defend innocents. Backed by the power of Authority, a cop can arrest, detain, confiscate and enter nearly anywhere, as long as he has the proper arrestor search warrants to back his play. However, authority is only as good as the guy holding the badge-if the cop appears uncertain of his Authority, there's a good chance he'll get nailed by the people he's trying to confront. The higher your Authority, the more able you are to face down criminals, particularly high level mobsters and officials. [Cool]

Berserker (Champion)(2): This is a special ability that is taken by some rare members of various booster gangs and some nomad warriors. It is the raw ability to go unhinged in combat, ignoring damage and fear and rushing in for the kill. To go berserk requires a roll HIGHER than (COOL +2 - Berserk) which can be made every round in combat, or even when insulted or highly irritated. Characters who are berserk gain half their berserker level on all stun saves, and one third on all death saves. They also gain +2 to hit and damage in hand-to-hand combat. Berserkers must make an average (15+) awareness check to notice when the fight is over or they may well turn on their friends or nearby innocents (something which is encouraged by many gangs). [Reflex]

Celebrity (Celeb): This skill represents the aura of a well-known figure in popular culture, and the phenomenon of celebrity-awe. Media figures, entertainment personalities, supermodels, well-known meat puppets, political leaders, royalty, sports figures, famous prodigies, and other cultural figures are treated to mind-numbing attention, depending on their reputation. The response from the general population when encountering such figures may range from intimidated distance, to riotous crowds of worshipers at their heels. The Celebrity skill represents the disadvantage other people frequently have to their free will and common sense when in the presence of a celebrity. It is added to Cool or Empathy based skill rolls. In addition, at first encounter with a celeb, others must make a Cool save (-1 for every 2 pts. of opposing celebrity’s Celebrity skill) or be automatically at -3 to resisting all Cool or Empathy based actions the celebrity chooses to make, representing their deification of the celebrity from being overloaded by media culture. This penalty is in addition to the advantage celebrities have when making Cool or Empathy actions. Another advantage of the Celebrity skill is the ability to play on the stunned emotional vulnerability of the crowd. It thereby allows the celebrity to sway crowds equal to their level squared times 200. This ability (added to your Cool stat) allows the celebrity to control, incite and charm large number of people through his or her performance skills. When under the celebrity’s control, this group can easily be persuaded to act on their suggestion; for example, a celebrity could convince a concert crowd to riot in the streets or attack a heavily fortified police line. Used in this way, Celebrity will only work with groups of ten or more people as it is primarily a mob leadership ability. The higher your Celebrity, the larger a crowd you can control and the more direct and complex the instructions you can get them to follow without questioning them. For example, a Level +3 Celebrity could incite a nightclub crowd to get rowdy. A Level +5 or+6 could provoke a concert crowd of thousands to trash a neighborhood, if the area wasn't too far from the hall. At Level +9, and higher, you have the same sort of mesmeric ability as an Adolph Hitler-you can raise armies, start movements, and destroy nations. Note: The Celebrity skill is tied closely to the reputation the Celebrity has in media culture. Therefore, the celebrity must be identified as a Cool-based or Empathy-based figure. In addition, celebs may not use their Celebrity skill on other celebs, and do not suffer penalties when interacting with them: they may be infatuated by the other celeb, but cannot afford to show it. If a celeb fails a Celebrity-based skill roll or attempt to sway a crowd, the result is indifference or unfamiliarity on the part of the opposing target(s). However, if the celeb suffers a critical fumble in the same skill roll, the opposing target(s) pan the celeb and penalties may apply towards future actions with them by the GM. [Cool or Empathy]

Combat Sense (Solos): This ability is based on the Solo's constant training and professionalism. Combat Sense allows the Solo to perceive danger, notice traps, and have an almost unearthly ability to avoid harm. Your Combat Sense gives you a bonus on both your Awareness skill and your Initiative equal to your level in the Combat Sense skill.

Combat Sense Specialization: A combat pilot has a wonderful grasp of 3-D maneuvering and tactics; a power armor pilot has lightning reflexes and the ability to read his suit's sensor data, interpret and integrate it in a combat situation without effort; a tank crewman can maneuver, identify and select valid targets, lay the gun, and fire on the move without thinking about it; an astronaut EVAT is more like a pilot than a grunt. Take any grunt and drop him in one of those positions - while he might have the training to handle routine operations, he's nowhere near the equal of a specialist. Likewise, take a specialist and slap him into a different speciality, or the firefights grunts excel at, and he lags. This variant on the normal combat sense makes the special ability much more deadly than normal, but also puts restrictions on specializations. This specialization is illustrated by the Special Abilities of packages like Combat Soccer Star, PA Trooper, Drivers, etc. While they gain Combat Sense-like advantages while in their specialization scenario, they suffer reduced penalties or no advantages whatsoever outside of that environment. [Reflexes]

Combat Sense: Nindo (Shinobi): This is the Combat Sense variant for the Shinobi class of assassins. It allows, in addition to the normal Combat Sense bonuses, the value of the Nindo Ability to be added to Stealth, Hide / Evade, and Martial Arts when conducting an assassination.

Combat Sense: Geonghu (Tatsujin): This is the Combat Sense variant on the Tatsujin, or Pure Martial Artist. It allows, in addition to the normal Combat Sense bonuses, the value of the Geonghu Ability to be added to Martial Arts, Melee, and Thrown Weapons skills, when following the strict rules of the school, including no guns, soft armor maximum, and no ambushes.

Combat Sneak (Assassin, Covert Ops: Entry Specialist): Covert Operative version of Sneak. This skill, like Sneak, is added to Stealth, Hide/ Evade, and Shadow / Track rolls. In addition, ½ of the value of this skill can be used as traditional Combat Sense in Notice and Initiative applications.


Credibility (Medias): This is the ability to be believed: by your viewers, by the police, by important and powerful people. This is critical to getting your story heard and acted upon, as well as convincing people to tell you things, give you information, or get you into where the story is really happening. The higher your Credibility, the more people you can convince, and the easier it is to convince high level authorities of the truth of your information. With a level +3 Credibility, you can convince most people of minor scandals. With a level +5 or +6, you can convince local officials of military atrocities, undercover dealings and other front page stuff. At level +9, you can successfully expose a scandal of Watergate proportions, or convince the President of the EuroMarket Finance Board that aliens are secretly influencing world leaders. [Intelligence]

Hack (Cypher): This skill reflects the hacker's ability to manipulate computer systems through a combination of education, experience, specialized training, and innovative thinking. It encompasses not only true hacking, but also more legitimate navigation of networks and data mines, as well as touching on an enlightened understanding of the underlying data systems that allow many conveniences of modern technology to operate, like data terminals, ATMs, closed networks, satellite systems, etc. The skill may be added to any Intelligence or Tech based skill check when the Cypher is attempting to manipulate, penetrate, or reprogram a code-based system. [Intelligence, Tech]

Ingenuity (Catburglar): A measure of a trained thief’s ability to study approach and escape routes, case the target’s structural environment, and determine the method of infiltration undetected. This special ability is used when querying heist-specific knowledge, searching for security devices or traps, and improvising solutions when confronted or trapped.

Advantage: When searching for visual surveillance equipment, electronic security devices, physical traps, or important details in a visual inspection of a location or individual, the Ingenuity skill may be added to the Notice check. [Intelligence]

Intuition (Grifter): This special ability represents the grifter’s ability to pick up on the non-verbal cues, pantomimes, and personal quirks of others, all tools allowing the grifter to manipulate people and events in his or her favor. It also involves the gut feeling on which a grifter relies to improvise tense confrontations. Intuition is added to Human Perception, Persuasion, Seduction and other Empathy-based skills, when the grifter’s abilities are an advantage. [Empathy]

Jury Rig (Techie): This general repair skill allows the Techie to temporarily repair or alter equipment and technology for 1d6 turns per level of skill. This is not a permanent repair; after the elapsed time, the jury rig will break down. However, in non-time-sensitive conditions where a Techie’s resources are available, the same skill can be applied to innovating new technology or modifications to equipment that, based on the success of the effort, remain permanent. [Tech]

Medical Tech (Medtech): This is the skill used to perform major surgery and medical repairs. This is a specialized Tech ability, and extends beyond surgery to include biotech and nanotech engineering. [Tech]

Presence (Nomad): This special ability represents the intimidating physical presence of a nomad or wanderer when in interpersonal environments. It reflects the nomad’s alien presence, the mannerisms, attitude, affectations and general demeanor of the outsider. It is added to Cool-based skill checks. Additionally, it provides to an opponent’s Cool saves a penalty of –1 for every 2 Presence skill levels when involved in showdowns or verbal confrontations. [Cool]

Rampart (Bodyguard): This special ability is a measure of a trained bodyguard’s ability to identify threats to their Primary, and physically intervene on physical attacks to that individual. It is added to Notice rolls and Initiative when actively protecting their Primary in High Exposure areas (crowds, public spaces, etc.). Most importantly, Rampart allows the Bodyguard to always take a free action in order to block or redirect incoming attacks on their Primary. This means that the Bodyguard rolls the defense roll in place of the Primary. If successful, the Bodyguard takes the attack themselves. If failed, then the attack continues onto the Primary, who also makes a defense roll against the same attack roll.


Recognition (Bounty Hunter): This specialty skill is similar to Authority used by Cops. This skill indicates how well known the character is and the level of cooperation afforded when he/she comes to visit a complex. Because Bounty Hunters are regarded as a necessity in hunting down perps and because the installations may have need to hire them, Bounty Hunters are sometimes given a wide berth when they come to visit. Recognition is almost a mark of their 'fame', similar in this way to celeb. At Level +3, the Bounty Hunter is beginning to make a name for himself. Contracts at this level are few and usually dealt with one at a time. At +6, the character has multiple contracts to fufill and is usually welcomed in several facilities due to work and reputation. He has become one of the established hunters. At Level +9, the character is listed as one of the top 10 Bounty Hunters on all the Corp lists - the player better have a damn good reason for having his skill at this level. This skill can also work as a curse. With Recognition, people may challenge the hunter to build up their own rep, members of private Security forces may not like his presence in their territory, or the perp he's hunting happens to work for the facility that has eagerly welcomed him for a "special dinner".[Cool]

Resources (Corporate): This represents the Corporate's ability to command corporation resources. It is used as a persuasion skill, based on the scale of resources requested. This could include bodyguards, weapons, vehicles, buildings, money, etc. Obviously, the more powerful the Corporate, the more they can call upon at any one time. The level of Resources determines exactly how much can be requested from the Corporation without overreaching. A Resource ability of +2 might get you access to a Company car. An ability of +6 might allow you to use a Company jet or hire a Solo team from the Corporate Security Division. A Resource of +9 would allow you access to almost all levels of the Corporation, as well as the ability to requisition almost any Company resource. In addition, as a measure of the elevated above-the-law status afforded to the Corporate world, Corporates with this ability above 2 may apply ½ of it’s value as a bonus to Intimidation, Persuasion, and Entrance skills, when in a context of a non-Corporate environment. This represents the wide berth afforded to Corporates in non-Corporate culture, for fear of retaliation. [Intelligence, Cool]

Rumble (Ganger): This special ability represents the ganger’s natural advantage when fighting in groups, either against multiple or single targets. It includes the surrounding, probing, intimidation, and concerted sneak attacks that occur when the gang (2 or more) are working off each other’s strengths in order to harass their opponents. Gangers working in concert enjoy certain advantages, given that they are not separated by more than 4m (or reasonable melee range) and are engaged in close quarters combat. Once separated, they may only use Rumble if rejoined. The ganger with the highest Rumble skill must make a save in order to organize the other gangers.

General Advantages: Add Rumble stats of all gangers in the group, and add total to each ganger’s initiative roll. When any ganger is either subdued, killed, or routed, this advantage is negative, as their collective confidence is shaken.

Multiple Targets: when 2 or more gangers are fighting 2 or more targets simultaneously, each ganger may make one hand-to-hand attack on each opponent with no multiple-attack penalty. This represents the ganger method of frequent exchange of targets, feinting and weaving.

Single Target: Once initiative is established, any grouped ganger hand-to-hand attacks (in other words, initiative rolls determine that 2 or more gangers are acting consecutively) are resolved individually, but damage to target is pooled and assigned at the end of the round, representing the use of rabbit punches and kicks simultaneously on the target. This can be tricky. Roll damage and locations for each attack, but do not assign the damage until all attack have been made. The advantage is that multiple strikes to a given location are combined, and as such may defeat armor. This advantage is used within reason; if a ganger scores a critical head hit, resolve it immediately.

Disadvantage: when any member of the gang is incapacitated or routed, each ganger in the melee must make a Cool save or be themselves routed, and immediately attempt to flee combat. [Cool]


Salvage (Salver): This encompasses the ability to spot a piece of valuable space-junk in the first place and to know how to harness it without crippling your own craft. It can be added to Notice checks when a Salver is searching for salvageable materials. It also functions as the Techie's ability of Jury Rig at half level. Note: this is the Spacer equivalent of Scrounge. [Intelligence]

Scrounge (Scavengers): This skill represents the knowledge of where to find salvageable materials. The higher the scrounge, the easier it is to locate unusual and valuable parts. At +2, you can locate such common junk as hubcaps, sheet metal, shell casings, and recyclable garbage. At +5, you can turn up old computer parts, scrapped appliances, and other handy stuff. At +9, you can find experimental bioware components, half full containers of chemicals, and used military equipment. The trick with this skill is that it only gives you knowledge of where to find these things; it doesn't tell you how you can get your grubby mitts on them. [Intelligence]

Sneak (Prowler): This acts as a counter-balance to the solo's Combat Sense. Since solos have their combat sense added to their awareness skills, it seems nearly impossible to escape a solo's notice. Prowlers live to confound the observant, including solos, since their special ability adds to their Stealth and Hide/Evade. This reflects the Prowler's talent for moving silently, blending into the shadows, and generally avoiding the notice of security personnel. It is similar to, but not the same as Ingenuity or Combat Sneak. [Reflex]

Space Combat (Space Marine): This skill is added to both Zero Gee Combat and Zero Gee Maneuver when involved in space-based combats and reflects the highly specialized training these individuals have undergone to become adept at combat in space. Note that this only applies to reduced-gravity environments. [Reflex]

Spy Craft (Spook): This special ability represents the Spook’s skill at trashing (gaining information on a person by going through their garbage), bugging (planting bugs, tracers, phone taps, cameras, etc), surveillance work (observing a person without their knowledge), and technical knowledge of spy gear, including micro-cameras, bugs, and such equipment. It is added to surveillance-based skill checks. In addition, at +4 or better, the Spookor Intelligence Analyst is able to competently navigate and manage live satellite feeds.[Intelligence]

Streetdeal (Fixer): This is the ability to deal with the underground information network. With Streetdeal, a Fixer can uncover rumors and information, locate missing persons or things, put gossip out on the street, pickup clues and score big deals. The higher your Streetdeal ability, the more information you can gather about things happening around you, the more informants you have, and the more secretive the information you can dig up. A level +3 Streetdeal can get you contacts for weapons, tools, or minor illegal operations. At level +5, you can penetrate the secrets of all but the most powerful crime families. At level +9, you are the equivalent of a Mafia crimelord yourself, privy to every secret that's on the Street. [Cool]

Tactics (Military): This skill is the special ability of most military career characters, and is the ability to coordinate and take part in group actions to form functional cover fire, spotting, evasion and coordinating fire zones, entrapment maneuvers, etc. In game terms, a group that has some means of communication can pool all their (Tactics-2) levels together, and characters can take points out of this pool as bonuses on their rolls for this turn (a maximum of their tactics level +2 can be used from the pool each turn, and the character must have tactics at +2 or better to access the pool at all) until the pool is empty. The pool refills at the beginning of each combat round. Once this skill reaches level 6 or higher, it also functions as a reduced version of Authority, usually at half level (when the character is in uniform), but at full level in appropriate emergency situations (military-aided relief efforts, war zones, etc). [Intelligence]

Trace (Profiler): This skill represents the education and training, experience, and often the preternatural ability to visualize and empathize with an unknown target based on clues, background information, patterns of behavior, and instinct, a Profiler relies on when attempting to build a profile for an individual being studied. This may be in the context of a manhunt, as is often the case with Law Enforcement or Corporate Security Profilers, or may relate to missing persons cases. The amount of information resources the private investigator has access to, and his or her ability to use it, is also measured by the Trace ability. Be it snitches, friends, or computer files, the higher the level, the more the profiler has at their fingertips. Trace can be added to research, streetwise, urban survival, surveillance, notice, and in some cases, person-to-person skills like Human Perception, when the use of these skills directly relates to the profile. A variant of this Special Ability is used for Private Investigators and Repo Men. [Empathy, Intelligence as applicable]

Tribe (Spacers): This represents the role each Spacer plays in the close-knit community of workers that cooperate in order to survive in the claustrophobic and lethal environment of Orbital stations and vessels. It is a measure of the Spacer’s reputation and importance within this intimate and reasonably flat organization of technicians and staff from different trades. To a large degree, Spacers keep to themselves warily when in a non-Spacer-exclusive environment. To a more specific degree, Spacers, when in the Orbital environment, are tribal, without being particularly territorial. The Tribe ability allows a Spacer to call upon the resources of the Station or vessel on which they reside, work, or maintain. This is especially true when dealing with non-Spacers. the skill is added to any person-to-person skill roll when dealing with non-Spacers, acting similar to the Presence ability. It is also a measure of the Spacer’s general familiarity and comfort-level with their environment, and as such, may be added to Cool saves when in a hazardous Orbital scenario. Note that these rules regarding Spacer / non-Spacer relations are subject to change, as trends may shift toward improved relations between the two camps. [Cool]

Vehicle Stunt (Driver) : Drivers and pilots, by profession, are deeply in tune with their vehicles: their operating parameters, the general physics of the vehicle class, and the interesting little tweaks that enable them to seemingly perform impossible feats behind the wheel. Related is the necessary Area Knowledge to make spontaneous hairpin turns and the skill to Evade pursuers or Shadow the pursued, as well as Vehicle Identification knowledge, all separate skills. However, the special ability Vehicle Stunt represents that combination of reflexes, judgment, and guile that allows them to do spectacular maneuvers in the heat of vehicular combat.

Advantage: In vehicular combat, when attempting extreme maneuvers or stunts, Vehicle Stunt is added to the vehicle maneuvering roll. It does not apply to normal driving or piloting conditions. In addition, ½ of the Vehicle Stunt value may be added to Notice and Initiative rolls when under extreme operating conditions only. [Reflex]

Attractiveness Skills

Entrance: This is the ability to captivate an audience with ones appearance, through dance, seduction, or simple allure; this is the characters sensual quality, a sort of specialized ability to combine Personal Grooming, Wardrobe & Style, Perfom, and Charismatic Leadership into a single mesmerizing skill.

Personal Grooming: This is the skill of knowing proper grooming, hair styling, etc., to maximize your physical attractiveness. Use of this skill allows players to increase their Attractiveness, and thus their chances of successful Relationships or Persuasions. A basically good looking person would be at +2. A fashion model might have a Personal Grooming of +5 or +6. At +8 or better, you could be a major fashion model, film star, or trendsetter. You are always "together". And you know it.

Wardrobe & Style: The skill of knowing the right clothes to wear, when to wear them, and how to look cool even in a spacesuit. With a Wardrobe of +2 or better, you are good at choosing clothes off the rack. At +6, your friends ask you for wardrobe tips, and you never buy anything off the rack. At +8 or better, you are one of those rare people whose personal style influences major fashion trends.

Body Type Skills

Climbing: There are generally two types of climbing; trees and walls and stuff use the Athletics skill, while mountains, buildings and bridges use this skill... a good thing to remember. This skill includes climbing walls, rope climbing, rappelling, and using climbing gear. Modifiers are cumulative: -3 for slick or wet surfaces, -3 for very sheer surfaces, -3 trying to climb in a place that would need climbing gear without it, +3 for lots of handholds or knots in the rope, and +3 for being helped up by somebody. You don't have to have this skill to try climbing a wall; it just makes it easier.

Endurance: This is the ability to withstand pain or hardship, particularly over long periods of time, by knowing the best ways to conserve strength and energy. Endurance Skill checks would be made whenever a character must continue to be active after a long period without food, sleep or water.

Labor: Select a type of labor, from road works to mining to dockyard lifting or whatever; this is a profession skill used to carry out one's job.

Strength Feat: The user of this skill has practiced the art of bending bars, crushing objects, ripping phone books apart and other useful parlor tricks. At +2 you can crush cans, rip thin books in half, and bend thin rods. At +8, no phonebook is safe, you can bend thin rebar, and snap handcuffs. At +10, you can bend prison bars, rip up the Gutenberg Bible, and dent car fenders with one blow.

Swimming: This skill is required to know how to swim (see Athletics for details).

Cool Skills

Interrogation: The skill of drawing information from a subject and forcing his secrets into the open. An Interrogation of +2 or better will allow you to infallibly find out if your boyfriend is lying to you. At +5, you area professional level interrogator equivalent to a skilled detective grilling a suspect. Mike Wallace of 60 Minutes has an Interrogation of +9, allowing him to make even the most powerful people squirm.

Intimidate: The skill of getting people to do what you want by force of personality or physical coercion.

Oratory: The skill of public speaking. At +2, you can wing high school speech contests. At +6, you can be paid to speak in public. At +10, you are capable of delivering a speech to rival Kennedy's "Ich Bin Ein Berliner" or Lincoln's Gettysburg Address. Celebs or Medias with an Oratory Skill of +6 or better can add +1 when using their Special Ability.

Resist Torture/Drugs: Characters with this skill are especially toughened against interrogation, torture and mind control drugs. A successful use of this skill will automatically increase the difficulty of any interrogation attempt made by another party by one level.

Rhetoric: Speaking in circles without revealing anything, at the same time keeping listeners convinced of hearing what they want; good for distractions, good for conmen, good for resisting interviews and interrogation; quite a skill to master. This is how to take one sentence and expand it to five minutes of monologue with no increase of meaning. It is the essence of bueacracy. The Chinese are considered true masters of it. At +2, you can confuse a worried student. At +6, you can baffle an angry mob. At +10, you can run for President on "the issues" and win.

Roadwise: This is the counter-urban equivalent to Streetwise. It involves the experience and knowledge of how to keep a low and/ or untouchable profile when traveling in remote areas, particularly in less-judiciously enforced environments. It also involves knowledge of bribery and protocol for dealing with law enforcement, private interest, and nomad gang elements.

Spacewise: This is the Station and vessel equivalent of Streetwise, which is used in Orbital environments.

Streetwise: The knowledge of the "seamy" side of life - where to get illegal and contraband things, how to talk to the criminal element, and avoid bad situations in bad neighborhoods. With a Streetwise of +2 or better, you can get "hot" items, score drugs, etc. A Streetwise of +5 would allow you to arrange a murder contract, know a few mobsters who might owe you favors, and be able to call on muscle when you need it. At +8 or better, you could become a major crimelord yourself and skip the middleman.

Empathy Skills

Animal Handling: The individual with this skill is experienced in dealing with and controlling animals. He or she can direct and train animals in guard or hunting duties and can control and ride beasts of burden and riding animals. All skill difficulties are reduced by the animal's intelligence.

- to make a trained animal follow a simple command (10)

- to ride a trained animal at a gallop (15)

- to shepherd a flock of sheep (12)

- to train a hunting/guard animal (20)

--to break a wild horse (25)

Human Perception: The skill of detecting lies, evasions, moods and other emotional clues from others. At +2, you can usually tell when you're not getting the whole truth. At +6, you can detect subtle evasions and mood swings. At +8, you can not only detect subtle emotional clues, but can usually tell what the subject is hiding in a general way.

Interview: The skill of eliciting interesting anecdotes from an interview subject. This information will be of a more nonspecific and personal nature rather than specific knowledge (distinguishing this skill from the skill of Interrogation, where the user is trying to extract exact information. Example: Barbara Walters interviews, Mike Wallace interrogates). At +3 or better, the subject will usually tell you only information relating to what he/she is well known for. At+6 or better, the subject will tell you anecdotes about the past, pontificate about favorite interests and philosophies, etc. At +9 or better, he/she tells you everything-4ncluding personal information about their illegitimate son, the time they stole a cookie at age4, and the fact that no one ever loved them.

Leadership: The skill of leading and convincing people to follow you. A leader with a skill of +2 can manage a small office successfully and be respected for it. A leader with a skill of +4 or better can lead a small band of troops into battle and not get backshot. A leader with a skill of +7 or better can lead the entire Gamelon Empire into battle and look good doing it. James Kirk of Star Trek has a Leadership of +11, but you never will.

Perform: The skill of trained acting, singing, etc. Like Expert or other similar skills, one field should be selected.

Persuasion & Fast Talk: The ability to talk others into doing what you want. This may be used individually or on large groups. At +3, you can win most debates or convince your girlfriend that the blonde you were with was your sister. At +5, you are a smooth talker of professional caliber. Ronald Reagan has a Persuasion of +7. Hitler had a Persuasion of +9.

Seduction: The skill of forming and maintaining romantic relationships (this includes your abilities as a lover). This skill may be used to determine whether or not players can form relationships with characters and the intensity of these relationships. Seduction, though Cool-based, suffer bonuses or penalties based on the Attractiveness of the seducer:

Attractiveness Value Seduction Modifier

1 -2

2-4 -1

5-7 +0

8-9 +1

10 +2

Simper: Fuad can stop you dead in your tracks and make you listen to the most inane stories for minutes at a time. Then you feel sorry for him. Why? Because he can Simper. This allows a character to elicit sympathy with stories, postures or just plain pathos. In game play it may be used to woo others to your point of view, similar to Oratory, but with a focus on pity and manipulation. Also good for NPCs. Good examples of this skill are Alan Rickman's main villain from the original Die Hard when he posed as a Texan, or the redneck mercenary in Drive.

Social: The ability to deal with social situations, like knowing the right fork to use or when not to tell the joke about the farmer's daughter and the traveling cyberware salesman. A Social Skill of +2 or better will allow you to get by at any fine restaurant or social function. At +S, you can lunch With the President with aplomb. No social situation will faze you, no matter what At +8 or above, you can lecture Emily Post on what's proper.

Intelligence Skills

Accounting: The ability to balance books (or create false books), juggle numbers, create budgets and handle day to day business operations.

Ambush: The Ambush skill is utilized for both detecting as well as performing ambushes, though it is not required. Effectively a specialized form of Tactics, Ambush allows the player to evaluate the area as a potential ambush site. In selecting an ambush location, the Ambush skill is rolled. The result, plus/minus any applicable cover modifiers or other GM modifiers (good idea/role playing, bad idea/role playing, etc) is the threshold for any Notice checks to detect the ambush. Additionally, this knowledge can be reversed, allowing the PC to determine if an ambush is likely to occur. If a character succeeds in an Ambush check (threshold is GMs discretion, 20 is typical), they would be allowed a chance to avoid the ambush by running for cover, negating the attacker's ambush bonuses.

Anthropology: The knowledge of human cultures, habits and customs. Unlike Streetwise (which covers only the cultures and customs of the Street), or Social(which covers only what you should do in a given situation), Anthropology covers general customs and background of a culture. For example, with Streetwise, you know what alleys to avoid and what gangs are dangerous. With Social, you know the proper forms of address for a high ranking zaibatsu head. With Anthropology, you know that the customs of a N'Tanga tribesman require that a young man kill a lion in order to be accepted as an adult male.

Appraise: This skill allows one to judge the value and authenticity of gems, jewels, art, sculpture, furniture, even architecture, by looking closely and inspecting it. A successful roll will also tell the appraiser a general history of the object being studied, like where it was made and by whom, and the rarity of the object. The difficulty of the roll depends upon the relative obscurity of the object and how well the appraiser gets to inspect it.

Area Knowledge: With this skill you have the low-down on a given area no bigger than a small nation or large city or citystate. You'll know the politics and recent history well enough to recognize things that the average person is blind to. At +2, you have a basic background on the area. At +4, you have a fairly deep knowledge of the people and the history. At +7, you have studied or lived in the area and know it intimately. Patterns or disturbances in the area become apparent quickly. At +9, you are so tuned into the pulse of the place that any change is immediately noticeable. That's the kind of thing that can keep you alive, effendi.

Artillery Operation: Artillery Operation covers all indirect fire 'big guns' and support weapons, and covers both the radio procedures, tactics and mathematics involved in firing the suckers.

Astrogation (2): Navigation through space in three dimensions, covers the art of mapping courses, calculating distance, fuel needs and time when plotting courses for space flights.

Awareness/Notice: This is the equivalent of a "trained observer" skill, allowing characters to notice or be aware of clues, shadowers and other events. With an Awareness of +2 you will usually spot small pieces of paper with notes on them, doors left ajar, and obvious expressions lying or dislike. An Awareness of +5 or better you to spot fairly well hidden clues, notice small changes in expression, and sophisticated attempts to "shadow" you. With an Awareness of +8 or greater, you routinely perform the sorts of deductive reasoning seen in the average TV cop show("The murderer was left handed because this knife has a specialized handle"). Sherlock Holmes has a +10 Awareness. Players without this skill may only use their Intelligence Stat.

Biogenetics (2): The science of gene manipulation, therapy and engineering; a biological science that deals with identifying and working with DNA.

Biology: General knowledge of animals, plants, and other biological systems. At level +3,you know most types of common animals and plants. At +6, you have a general understanding of genetics, cellular biology, etc. At +10, you can perform bio-lab procedures, including gene mapping and splicing.

Botany: The general knowledge of plants and plant identification. At level +3, you know most common plants and can identify which ones are dangerous and why. At +6, you can identify most important plants found worldwide and have a working knowledge of their uses. At +8, you have the equivalent of a doctorate in Botany and know all about rare poisons, exotic orchids and other useful plants.

Bureaucracy: Modern government makes a tradition out of red tape. This skill lets you maneuver through it as painlessly as possible. At +3, you know how to jink minor clerks. At +5, you can sweet talk councilmen and some judges. At +7, you can slice through the worst red tape and bureaucracy and even senators may give you an ear. A necessary skill in an age of petty governments and petty people.

Business Sense: A general eye for competitors, markets and movements within the business world, and how to survive in the cut-throat corporate environment; those without this skill will find themselves outmoded, outmaneuvered and second guessed by those who have it.

Chemistry: The required skill for mixing chemicals and creating various compounds. A level +2 Chemistry is equal to high school chemistry. A level +4 is equal to a trained pharmacist or college level chemist. A +8 is a trained laboratory chemist.

Combat Engineering: The individual with this skill has had a degree of practical training in combat engineering. This involves the rapid construction of field fortifications, fortification camouflage, and the assessment of a fortification's ability to withstand enemy fire or explosives. Combat engineering also involves mine placement and clearance and placement of untended ground sensors and defensive arrays. Combat Engineering does NOT include the use and placement of explosives (as covered by Demolitions) but can be used instead of demolitions to determine the optimal placement of explosive devices to collapse a structure at one difficulty level easier.

Composition: The required skill for writing songs,articles, or stories. A Composing Skill of +4 or greater gives your character the ability to produce salable work. A Skill of +8 or more produces work of such a high caliber that the creator may have a strong literary following and not a little critical acclaim.

Cryptography: The skill of code making and breaking, the higher the skill the more codes the character is familiar with (this does not include breaking key-codes on doors or passwords on computer systems, rather it deals with hidden messages and coded transmissions).

Culture: By Nationality/People; select an area for this skill, eg. American Tribal, American Street, African Tribal, Japanese Street, Traditional Chinese etc., any area where there is a cultural level to be accepted on; this skill enables a character to blend, socially, with those of an otherwise foreign or perhaps hostile alternate culture.

Diagnose Illness: The skill of clinically diagnosing symptoms and medical problems. A +3 is the equivalent of a high school nurse-you can recognize most common injuries and complaints. At +6, you would be equivalent to a trained intern; you can recognize many uncommon illnesses and know how to treat most common ones. A +9 is the equivalent of a skilled Diagnostician; other physicians com to you to get a diagnosis.

ECM: Electronic Countermeasure is the ability to recognize vehicles, machines and devices by their electromagnetic signature. Recognizing the signature is done by using a magnetic field detector or a portable HF jammer. More elaborate devices are found in the hands of the military. This is also the skill of interrupting, disrupting, or foiling the gathering of electromagnetic information. In English, the skill is used to break radar lock-ons from missiles or other types of targeting weapons. ECM techs know the best ways to defeat electronic spying and information gathering. This skill was primarily used by the military but since radar and other sensing equipment has grown more compact, it is now easier to use it on a more personal basis. This entails the use of smoke, chaff, counter electromagnetic fields, and other anti-bugging devices. This skill will add to the difficulty to lock on targeting weapons, like missiles, and add to the difficulty to hit when using personal weapons, like smartguns. Example: The Whisper is an INT 9 Techie with ECM +6 out with the crew in their AV-4. Whisper hears with the AV-4's ECM gear that a lock on has been acquired. He attempts to break the lock on. His opponent's gunner has to roll against a difficulty of 10 (easy, unmoving target) with the gunner's INT of 6 and Heavy Weapons +6. He rolls a 7 and gets a total of 19, easily acquiring the lock on and launching his mini missile. Whisper attempts to break the lock on and rolls vs. a difficulty of 19 (what the lock on roll resulted with, basically making it a skill vs. skill challenge). He needs to roll a 5 or better to succeed. Rolling a 6, he makes it. The lock on is broken and since the missile has been fired, it will now miss its target. Against smaller weapons, an HF jammer is used. The HF jammer is configured against a particular targeting system on a successful difficulty of 25. If successful, the person using the HF Jammer will subtract his skill rating from the targeting of his opponent. Example: Whisper later gets caught in a firefight with Redeye. Redeye always uses his targeting weapons and smartgun in a fight. Whisper attempts to set his HF Jammer to interrupt the targeting info Redeye is getting. With his stats, Whisper will only need to roll a 10 to find a signal that will interfere with the personal electronics of Redeye. Whisper figures he should have paid more attention in class, and uses up 4 points of luck as he rolls a 9. Luck was with him and Redeye's targeting system and smartgun will be confused for 1D6 turns of combat. Redeye will suffer a -6 chance to hit during this period of time.

Education & General Knowledge: This skill is the equivalent of a basic public school education, allowing you to know how to read, write, .use basic math, and know enough history to get by. In effect, it is a "lore" or trivia skill. A level of +1 is a basic grade school education. A skill of +2 is equal to a high school equivalency. A knowledge Skill of +3 is equal to a college education, +4 or higher is equal to a Masters or Doctorate. At +7, you are an extremely well educated person, and are asked to play Trivial Pursuit a lot. At +9 and above, you are one of those people who knows a lot about everything (and hopefully has the good sense to keep his mouth shut).

Eidetic Memory: This is photographic memory, either learned or genetically-enhanced. Any information provided to the player representing written data shall be provided as a hardcopy record for the player’s use. In addition, all education and study specialization skills are at (1) IP modifiers for users of this skill, representing the omission of time-consuming rote memorization and cumulative study.

Expert: You may use this skill to be an expert on one specific subject, such as rare postage stamps, obscure weapons, a foreign language, etc. At +3, you are the local expert. At +6, you know enough to publish a few books on the subject. At +8 or better, your books are recognized as major texts on the subject, and you could do the talk show circuit if you wanted to. IP multipliers may be applied at the Referee's discretion for more advanced, technical, or difficult levels of expertise.

Forensics (2): The individual is skilled at gathering and interpreting evidence at the scene of a crime or accident. Special forensics equipment is sometimes needed. The character learns to look for fresh blood splatters and footprints (+2), fingerprinting techniques (+4), fibre and hair sampling (+5) and DNA sampling techniques (+7).

Gamble: The skill of knowing how to make bets, figure odds, and play games of chance successfully. As any professional gambler knows, this is not a luck skill. At +2, you are the local card shark in the Saturday night poker game. At +6, you can make a living at the tables in Vegas and Monte Carlo. At +9 or better, you can take on James Bond at roulette and stand a good chance of breaking the bank.

Geology: A functional knowledge of rocks, minerals and geologic structures. At +3, you can identify most common rocks and minerals. At -6, you have the equivalent of a college degree in Geology and can identify minerals and geological structures with ease. At +8, you can teach geology in high school.

Graphology: The skill of handwriting analysis. Information can be gained about people through their writing.

Herbalism: The skill of manufacturing drugs and concoctions from herbs and other natural ingredients.

Hide/Evade: The skill of losing pursuers, covering tracks and otherwise evading people on your trail. At +3, you can lose most boostergangers on the rampage. At +6, you can ditch cops and private eyes. At +8, you can ditch most Solos.

History: The knowledge of facts and figures of past events in game play, this might be used to determine if a character is familiar with a particular clue related to a past event. At +2, you have the equivalent of a grade school history education. At +6, you would have the equivalent of a college grasp on the subject. At +8, you could teach history in high school. At +9, you may have written a few of the most oft used texts on a particular historical personage or epoch.

Know Language: The knowledge of a foreign tongue. At +2, you can "get by" with speaking the language. At +3, you can actually read a written form of it. At +6 and above, you are fairly fluent, although no native will be fooled by your ability. At +8 and above, you speak and read the language like a native. Each language known requires a separate Know Language Skill, however, one may use the knowledge of a particular Language with up to ½ (round down) proficiency with any language in the same linguistic family (example: knowing Cantonese at +4 will give you the ability to understand and speak Mandarin at +2).

Language Groups:

Albanian (2)
Armenian (3)
Australian Aboriginal (3)
Baltic (2): Estonian, Latvian (Lettish), Lithuanian
Basque (2)
Celtic (2): Breton, Irish Gaelic, Manx, Scottish Gaelic, Welsh
Creole & Patois (1): French Creole, Rasta-Patois
Dravidian (2): Gondi, Kannada, Kurukh, Malayalam, Tamil, Telugu, Tulu
Esperanto (1)
Finnic (2): Cheremis, Finnish, Karelian, Lapp (sami), Livonian, Mordvin, Veps, Votyak, Zyrian
Germanic (1): Afrikaans, Danish, Dutch, English (Australia, Canada, USA, UK), Flemish, Frisian, German (Germany, Austria, Switzerland), Icelandic, Norwegian (Bokmal & Nynorsk), Swedish, Yiddish
Greek (2)
Hamitic (2): Beja, Berber, Galla, Hausa, Somali, Tuareg
Indic (2): Assamese, Bengali, Bhili, Gujarati, Hindi, Konkani, Marathi, Oriya, Punjabi, Rajasthani, Sindhi, Sinhalese, Urdu
Indo-Iranian (2): Baluchi, Kurdish, Farsi (Persian), Pushtu
Japanese (2)
Khoisan (2): Bushman, Hadza, Hottentot, Nama, Sandawe
Korean (2)
Loglan/Logical Language (2)
Malayo-Polynesian/Pacific Island Group (2): Bahasa, Cebuano, Ilocano, Javanese, Kiriwina, Madurese, Malayan, Maori, Melanesian, Micronesian, Misima, Panay-Hiligaynon, Polynesian, Samar-Leyte, Samoan, Sundanese, Tagalog (Filipino), Taluga
Mon-Khmer/Annamite (3): Cambodian (Khmer), Mon, Vietnamese (Annamese)
Mongolic (2): Khalkha (Mongolian)
Niger-Kordofanian/African (2): Anyi, Ashanti, Azande, Bantu, Bassa, Baule, Bemba, Birom, Bulu, Efik, Ewe, Fang, Fante, Fula, Ganda, Ibo, Igbo, Kikuyu, Kituba, Kongo, Kpele, Kru, Luba, Lunda, Makua, Mande, Mbundu, Mende, More, Mossi, Ngala, Ngbaudi, Nyamwezi-Sukuma, Nyanja, Rundi, Rwanda, Shona, Sotho, Sukuma, Swahili, Temme, Tiv, Tswana, Twi, Wolof, Xhosa, Yao, Yoruba, Zande, Zulu
Nilotic (2): Bagirmi, Dinka, Fur, Kanembu, Kanuri, Koman, Luo, Maban, Masai, Nuer, Sango, Shilluk, Songhai, Wadai
Papuan (2): Dayak, Negrito, Papu
PC-Speak (1): Based on corp's native language
Romantic (1): Catalan, French (French, Canada), Galician, Italian, Latin, Portuguese (Portugal, Brazil), Provencal, Romanian, Sardinian, Spanish
Semitic (1): Amharic, Arabic, Harari, Hebrew, Neo-Aramaic, Tigré, Tigrinya
Sign Language (1): Hand Jive, American SL, English SL, Japanese SL, Russian SL, Danish SL, French SL, German SL, Norwegian SL, Swedish SL
Sino-Tibetan (3): Burmese, Cantonese, Hakka, Hmong, Kashmiri, Lao, Mandarin, Min, Nepali, Shan, Siamese, Thai, Tibetan, Wu, Yueh
Slavic (3): Bulgarian, Balarusian, Czech, Georgian, Macedonian, Polish, Russian, Serbo-Croatian, Slovak, Slovene, Ukrainian
Streetslang (1): 1/2 level when used in a foreign country
Turkic (2): Azerbaijani, Chuvash, Kazakh, Kirghiz, Tatar, Turki, Turkish, Uzbek, Yakut
Ugrian (2): Hungarian (Magyar), Ostyak, Vogul

Native American Languages
Algonquian (3): Algonkin, Arapaho, Blackfoot, Cheyenne, Cree, Micmac, Mohican, Obibwa, Shawnee, Wiyot, Yurok [Subarctic Canada, East, South West, Great Plains]
Athabascan (3): Apache, Chipewyan, Navaho [Subarctic Canada, SW]
Caddoan (3): Caddo, Pawnee, Wichita [Great Plains]
Haida (4) [NW Coast]
Inuit (Eskimo-Aleut) (3) [Arctic coast & Greenland]
Iroquoian (3): Cayuga, Cherokee, Erie, Huron, Iroquois, Mohawk, Onandago, Oneida, Seneca, Tuscarora [East]
Macro-Chibchan (3): Guaymi, Paez, Warao [Central]
Mayan (3): Guatemala, Kekchi, Mam, Quiché-Tzutujil-Cakchique, Yucatan [South and Central America]
Muskhogean (4): Chickasaw, Choctaw, Creek, Seminole
Otomanguean (3): Mixtec, Otomi, Zapotec [Central America, Mexico]
Salishan (3): Chehalis, Okanagon, Salish [NW Coast]
Siouan (3): Catawba, Crow, Dakota, Hidatsa, Lakota, Omaha, Osage [Great Plains]
South American Indian (3): Arowakan, Aymara, Cariban, Guarani, Mapuche, Quechua, Tupi-Guarani
Tlingit (3) [NW Coast]
Uto-Aztecan/Shoshonean (3): Aztec, Comanche, Hopi,
Nahuatl, Paiute, Papago [SW], Pima [SW], Shoshoni, Ute [Great Basin, Mexico, Central America]
Cityspeak: This is a simply pseudo-language that developed in the cultural and racial almagams of megacities and arcologies. Experience in this skill is either picked up from the region that it is spoken, and indeed it has regional variations (-1 to -3 penalties for dialects of other regions, determined by the Referee), or taught by the lower classes that speak it. Skill in this 'language' is found primarily among poorer city dwellers and people who have to interact with them (i.e. cops, social workers). Place it as an option for the streetkid and nomad lifepaths. It may also be placed in the pickup skills list at +2.

Library Search: The skill of using databases, Data Term libraries and other compiled information sources to find facts. With a skill of +2 you can use most simple databases. With a skill of +6, you can easily access the Library of Congress. At +9, you can comprehend almost any public database and find very obscure facts.

Linguistics (2): This skill denotes the understanding of languages and language families, not the actual comprehension of other languages. Characters with Linguistics can:

-Understand something spoken in a dialect of a language they know (average)

-Understand something explained slowly in a language in the same family as one they know (difficult)

-Identify the family of a language being spoken (routine)

-Identify the exact language being spoken (average)

-Manufacture a new language (very difficult)

-Make themselves understood using simple communication skills (average)

-Communicate detailed information as above (difficult)

Lip Reading: This is the ability to understand speech without hearing it, just by watching mouth movements. Though you will not pick up on every word, you can usually figure out the gist of a sentence without too much trouble. You can lip read:

-Person talking slowly and clearly or in a very loud environment (dif 7)

-Person talking fairly slowly, or in ideal circumstances (routine)

-Most circumstances with full concentration (average)

-Bad conditions (bad light, long distance, pretending not to be watching) (difficult)

Mathematics: The skill of understanding calculations and mathematical formulas. At +3 you have the ability to add, subtract, divide an multiply. At +4, you can do algebra and geometry. At +6, you can perform calculus. At +9 you can deduce your own mathematical formulas.

Meat Puppetry: The skill of properly utilizing Braindance technology, not as a consumer, but as a Meat Puppet. When used successfully, the effects of Light and Serious Wounds are deflected. While physical damage will occur, no saves are required until Critical Wounds are inflicted. In addition, the skill allows the successful deep immersion of the Puppet’s consciousness behind protective psychological barriers that allow the Puppet to block out pain and short term memory.

Photo Analysis: This skill reflects training in reading and interpreting reconnaissance photographs, particularly aerial and satellite imagery. A good analyst can learn camp layouts, ground features, approximation of troop concentration, weapons and equipment present, and possible identification of rank or identity. Difficulty of the skill check is based on the relative size of the target to be identified. Note, this skill does not encompass live satellite feed analysis, which is the purvey of Spy Craft.

Physics: The ability to calculate physical principles, such as gas pressures, mechanical energies, etc. This skill requires a basic Mathematics Skill of +4.

Programming: The required skill to write programs and to reprogram computer systems. This skill does not allow players to actually do repairs on a computer (this requires Electronics). With a Programming Skill of +1, you can do simple EBASIC programs. A Programming Skill of +3 or better allows you to know some higher level languages and be able to write reasonably complex programs (including Video games). Players with a Programming Skill +6 or better are considered to be professionals, who can build operating software, design mainframe systems, and hold down a steady job at your average Silicon Valley firm. With a Programming Skill of +9 or better, other programmers speak your name with reverence ("You invented Q? Wow!"), young hackers set out to crack your systems, and any computer software you design instantly gets used by every business application in the world.

Psychology: The knowledge of the human mind and its workings. A character with psychology can attempt to perform therapy.

Security: This skill gives the character a basic understanding of security practices and protocols. Additionally this skill grants some understanding of security devices and their capabilities. However, it is important to note that this skill does NOT convey any knowledge of how to bypass such devices (Computers, Electronic Warfare, Electronics and/or Stealth is required). Additionally the Security skill also encompasses some very basic legal training, specialized towards security procedures and related offenses.

Shadow/Track: The skill of shadowing and following people. This skill is primarily used in urban or inhabited areas rather than in wilderness (where the skill of Survival incorporates tracking game in the wilds).

Space Survival: When an emergency occurs in space you have little time to respond and you can't afford to get it wrong, otherwise you might find yourself breathing vac or glowing in the dark. This skill allows you to know the proper procedures during emergencies. It includes how to use a goop ball; how to cycle an airlock; how to read a personal rad meter, what to do and where to go in a solar flare. Referees may use this skill to determine whether a character knows a given piece of important information about day-to-day survival in space.

Specialist Tactics: The Tactics skill represents specific training or experience that the character has related to all knowledge tactical. Specializations may include: antiterrorist, small group, squad, battalion, or large scale. It could also include tactics for operating in specific environments, such as a chemical warfare environment (eg. A battlefield contaminated with chemical weapons). At the beginning of any combat situation, a Specialist Tactics roll can be made vs 25. If successful, the character and each member of his "team" at any point in the operation can reroll a single die roll, symbolizing a mistake that using such tactics would eliminate. This skill is much like the Craft, Expert, Language, and Area Knowledge skills in that you select a single limited area of expertise to which it applies; Specialist Tactic: Chemical Warfare doesn't provide any benefit in an anti-terrorism operation when you really need Specialist Tactics: Counterterrorism.

Stock Market: The ability to play the stock market, engage in routine stock transactions and manipulate stocks profitably. At +2, you know enough to invest in junk bonds and lose your shirt. At +6, your investments payoff 75% of the time. At +9, you are a major heavy on the Market, routinely dabble in international stocks, and can write learned articles on the subject of investment.

Street Tactics: This skill covers the knowledge and use of ambushes, SWAT tactics, gang warfare, urban combat, etc. Use like Combat Sense, but only in an urban environment.

Surveillance: A broad skill involving intensive training and mental focus. It includes not only visual surveillance, but working with wiretaps, laser mics, studying behavior patterns, a certain degree of profiling, and the ability to ‘run parallels’, a method of tailing a target in motion without being discovered. The value of this skill is added to awareness / notice skill checks when a target is under organized surveillance, and Shadow / Track when performing a tail.

System Knowledge: Basic knowledge of the geography of the Net, it's lore and history, as well as knowledge of the important computer systems, their strengths and their weaknesses. At +2, you can generally navigate around the Net and know where all the local places are. At +6, you know the locations of most places in the Net, and have a working understanding of its largest and most well known systems. At +9, you know the entire Net like the back of your hand, know the general layouts of the important systems cold, and are aware of the layouts for the rest of them.

Teaching: The skill of imparting knowledge to someone else (if you don't think this is a skill, you ought to try it sometime). Players may not teach any skill unless they have a higher skill level than the student. The referee is the final arbiter of how long it takes to teach a skill. At a Teaching Skill of +3 or better, you can professionally teach students up to High School. At +6, you know enough to be a college professor (if you wanted ). At+9 or greater, you are recognized by others in the field as goodenough to guest lecture at MIT or Cal Tech; your texts on the subject are quoted as the major references, and you might have a TV show on the equivalent of the PBS channel.

Trashing: The ability to gain information on someone by sorting through their garbage. It involves studying buying patterns, personal data, restoring shredded documents, and some general surveillance techniques.

Urban Survival: The ability to survive on the city streets. It involves knowing where to find free food, how to make a cargo container into sleeping quarters, and what gutters are safe to drink from. Knowing which vermin are okay to eat can be important when your apartment is the sidewalk and you don't have the kiam to buy dirt. A good safety-net skill. A lot of people see this skill as being able to scrounge food out of dumpsters and live in the gutter; however it covers so much more, including where to go to get a free meal, where to hide in a fight, where all the best sleepy holes and food stops are, what holes to disapear down when required, what bridge to sleep under... even who is sympathetic to a street urchin. This skill is not trained, it is learned the hard way.

Vehicular Weaponry: Use of computer controlled weapons, such as rockets mounted on a chopper or the nose gun or a fighter. Any time a trigger pull has an indirect link to the weapon itself, which is in turn bracket mounted elsewhere. This would also include the operation of a tank's main gun, or operating a ship's weapons from central fire control stations.
This is a skill which is used by tank drivers, air force pilots and so forth to fire the weapons mounted on their vehicles. This skill applies to chain guns and nose guns and missile pods and rocket pods and other heavy weapons which are, of course, fired from the cockpit or operations center of a vehicle. This can be anything from a fighter pilot using his guns to a navy officer firing the missile silo on his frigate. For pintle mounted machineguns, Heavy Weapons is used. Likewise for powered armor weapons Heavy Weapons are used, because in both cases the weapons in question are still used in a conventional manner.

Visual Search: The training and experience necessary to effectively perform visual searches for weapons and contraband under various conditions, including crowd control, inadequate lighting, degrees of subject mobility and resistance, and concealability factors. The value of this skill is added to awareness / notice checks when performing visual searches.

Wilderness Survival: The required skill for knowing how to survive in the wilds. Knowledge includes how to set traps, forage for wood, track game, build shelters, make fires. The average Boy Scout has a Survival of +3. A Special Forces Green Beret has a Survival of +6 or above. Grizzly Adams, Mountain Man of the Wilderness, would have a +9 or +10 Survival Skill.

Xenobiology: This is similar to biology in that it includes knowledge of organisms and their 'inner workings', but it is similar to Alien Worlds in that, from observation, it allows a xenobiologist to examine and understand extraterrestrial life forms (the skill Bishop used when examining the dead facehugger and the effects of the acid blood). Also, similar to Alien Worlds, a xenobiologist is aware of standard quarrantine procedures when procuring a xenomorph specimen. See Biology for limitations and modifiers.

Zoology: Knowledge of life forms, biological processes and their relation to the environment. At+2, you know most common animals. At +5, you know not only well known animals, but also about many exotics and endangered species. At +8, you are knowledgable on almost all animals, know their habits well, and have a +1 advantage to any Wilderness Survival Skills (you know where to find the game).

Reflex Skills

Acrobatics: Tumbling, leaping, rolling, jumping, swinging from catwalks, etc. Can be used to avoid taking damage from falldowns and knockdowns. Subtract 1d6+skill level from such damage. Can be used at 1/2 value (GM's discretion) as Dodge & Escape skill. Useful for leaping from rooftop to rooftop. Jackie Chan has this skill at +10.

Archery: The skill required to use bows, crossbows and other arrow based ranged weapons. See Handgun for details.

Athletics: This skill is required for accurate throwing, climbing, and balancing. It combines the basic elements of any high school level sports program. At +3 and above, you are the equivalent of a real high school "jock". At +5 and above, you can perform in college level competitions. At +8 and above, you are of Olympic or Professional caliber. This skill is required for all able-bodied, combat-trained individuals, as it is a component of the defensive base, Cool Under Fire (CUF).

Brawling: The skill of fighting man to man with fist, feet and other parts of the body. Brawling is not a trained skill- it is learned on the Street by getting into a lot of fights. Unlike Martial Arts, there are no specialized attacks and no damage bonuses based on level of mastery.

Bullpup: This is the skill for using weapons with automatic fire. It is less about aimed precision (though aiming is still allowed) and more about managing an autofire weapon in an active combat situation. It is used with assault rifles, carbines, submachine guns, heavy autopistols, and auto-shotguns. It allows no-penalty one-handed operation in ‘bullpup’ mode, meaning braced at the hip, when used in suppressive fire, or similar defensive capability. These weapons may be fired without the Bullpup skill, but no skill bonus applies. Medium or lower autopistols, and all three-round burst weapons are exempt from this skill.

Combat Soccer (Example of Extreme Sport Variant): Differs from traditional soccer in that it is played in a 3-d field in zero gravity, at high velocity, and is extremely violent.

Dance: The specific skill needed to become a professional dancer. A trained dancer +4 or greater can successfully dance for payment in small clubs or dance troupes. Dancers +6 or greater will be considered to be of professional caliber, and regularly give performances and have fans. Dancers +9 or greater are of "star" caliber, have a large number of fans, and may be recognized on the street.

Dodge & Escape: This skill is required to dodge attacks and escape grapples and holds. If an attack is made without your knowledge, you may not apply this skill to your Defense roll.

Driving: This skill allows you to pilot all ground vehicles like cars, trucks, tanks and hovercraft. This skill is not useable for piloting aircraft. A skill of +3 is equal to that of a very good non-professional driver. A skill of +6 allows you to drive with the skill of a moderately skilled race driver. An driver with a skill of +8 or greater will be nationally known as a racer, regularly win championship races, and possibly have access to the most advanced ground vehicles available (as long as he makes an endorsement).

EVA: This is the skill required to know how to use EVA packs, hand-held thruster units, etc. In use, the Referee will determine the difficulty of the maneuver, and have the player roll against this rating.

Fencing: The mastery of swords, rapiers and monoblades. A Fencing Skill of +3 allows you to be competent with a blade. A Skill of +5 makes you fairly skilled. A Fencing Skill of +6 might win you the National Fencing Competitions. A Skill of +8 will get you a reputation for being a true swordsman of duelist caliber. People like D'Artagnan or Miyamoto Musashi have Skills of +10. They are legendary masters of the blade; the mention of whom will cause all but the stupidest young bravo to run for cover.

Handgun: You must have this skill to effectively use handguns of any type, including cyberwear types. At +2, you can use a handgun effectively on a target range, though combat will still rattle you. At +5, you are as skilled as most military officers or policemen. At +7, you can do the sort of fancy shooting you see on TV, and have begun to get a reputation of being "good with a gun". At +8, you are a recognized gunslinger with a "rep". The very sound of your name makes some people back down in fear. At +10, you are a legendary gunslinger, feared by all except the stupid young punks who keep trying to "take" you in innumerable gunfight challenges.

Heavy Weapons: The required skill for using grenade launchers, autocannon, mortars, heavy machine guns, missiles and rocket launchers. A Level +5 skill would be equivalent to a general military "Heavy Weapons" training course, giving the user the ability to use any or all of these weapon types.

Martial Arts: This skill covers any type of trained fighting style using hands, feet, or specialized "martial arts" weapons. You must elect a style of martial art and take a separate skill for each style (for example, you would have to take Karate and Judo separately, spending points for each one. Difficulty modifiers are listed in next to each skill listed below. The primary advantage to martial arts is that each one has what are called hey attacks; attacks that reflect particular strengths of the style. When a key attack is used, there is a to-hit bonus based on the attack type and martial arts style. The second advantage to martial arts styles is that there is a damage bonus on attacks equal to the level of the Martial Arts skill; for example, a master with a +10 Kung Fu Skill would add 10 points to his damage. This can be a formidable advantage, particularly in head strikes (which double damage).

Melee: The ability to use knives, axes, clubs and other hand to hand weapons in combat. This skill also allows you to use anything as a weapon at half your skill level: broken bottles, pool cues, tables, cats, clubs, knives, swords, axes, sledgehammers, spears, etc. You only get half your skill level because this skill can be used with anything. It covers the basics of picking up and striking with weapons and improvised weapons, but is not the skill for an expert fencer or knife fighter. Melee is the skill for the barroom brawler who likes to use more than their fists.

Motorcycle: The required skill to operate motorcycles, cyberbikes and other two and three-wheeled vehicles.

Operate Heavy Machinery: The required skill to operate tractors, tanks (all made prior to the 1960's require this skill), very large trucks and construction equipment.

Parachutes: Not how to open them (any shmoe can do that) so much as when to open them, how to prep and pack them, and how to use the related equipment.

Piloting: In general, this is the skill of controlling aircraft. Aircraft are broken into categories: Gyro and Rotorcraft, Fixed Wing Aircraft, Dirigibles and Vectored Thrust Aerodynes (AV-s). A Piloting Skill of +1 allows you to take off and land safely in good weather conditions. A Piloting Skill of +3 or more makes you a trained pilot, able to engage in most combat situations or bad weather. Pilots with a Skill of +6 or greater are veteran pilots, able to handle themselves in almost any situation, including aerobatic maneuvers. Pilots with a Skill of +9 or greater are so good, they have a rep as pilots, and are widely known among the piloting fraternity for being “the shit".

Pilot Cargo Aircraft (3): This is the skill of launching, landing, and managing the flight of a large cargo aircraft or commercial airliner. It covers the piloting of any large, fixed wing aircraft with three or more engines, be it jet or prop driven.

Pilot Dirigible (2): The ability to pilot all lighter than air vehicles, including cargo dirigibles, blimps and powered balloons.

Pilot: EVPA/Hardshell: Environmental hardshells differ from powered armor in that their control interface is usually a little less intuitive and they are rarely as powered. Hardshells are used in undersea exploration and external space work.

Pilot: Fighter/Interceptor (3): This covers fighters, fighter bombers and military jet aircraft; in order to have this skill the character must have Pilot: Fixed Wing to at least +2.

Pilot Fixed Wing(2): The ability to pilot fixed wing jets and light or small aircraft. Ospreys may be flown with this skill, but only in the straight ahead (non-hover) mode.

Pilot Gyro (3): The ability to pilot all types of rotory wing aircraft, including gyros, copters and Ospreys.

Pilot OTV (2): The skill of piloting OTV's and other small cargo-type spacecraft. This skill allows the character to make soft lunar landings (Very Difficult task), dock with space modules (Difficult) and maneuver an OTV through space.

Pilot Power Armor/Pilot ACPA (2): PA Pilot is for other characters who do not specialize in ACPAs, much like someone can learn Streetwise, but not Streedeal. It is used when maneuvering rolls are called for, but does not add to Initiative or Awareness rolls.

Pilot RPV (3): The ability to pilot remote vehicles such as hoverdrones and attack remotes. The operator knows how to use a remote board and interpret its signals. This skill is absolutely necessary for using RPVs in combat. Directory-link systems are available, adding +2 to the skill.

Pilot Ship: This skill enables the character to pilot large, ocean-going vessels. The particular focus is on the dangerous practice of harbor navigation, where the pilot is required to have the utmost skill and attention. Frequently ships employ local pilots for their not only their piloting experience in a harbor, but also for their local knowledge of the harbor's regular dangers. The skill covers the operations of any water bourne vessel over 65 feet in length (about 20 meters).

Pilot Spaceplane/shuttle (3): How to pilot a spaceplane or shuttle. Knowledge of scramjet engines, how to dock with stations (Difficult task) and how to make a proper orbital reentry (Very Difficult) without burning up in the atmosphere.

Pilot Submarine: This skill is broken down into either Surface Water and Submersible Vehicles category. With this skill, the player can pilot and steer either a surface orsubmersible vehicle. This cannot be used to pilot any air or ground vehicle. At +3, the player knows the basics and can travel around with some confidence. At +6 level of skill, the pilot can handle bad situations like violent storms, running an underwater canyon.

Pilot Vectored Thrust Vehicle (3): The skill of piloting all types of vectored thrust vehicles, including hovercars, hover rafts and AV-4, 6 and 7 vehicles.

Pilot: Watercraft: From small launches and speed-boats to tugs and patrol boats, so long as the craft is motor powered. Basically, it covers anything the military classifies as a "boat", which happens to be anything under 65 feet in length.

Powerloader: Powerloader covers the operation and use of the powered work loader series of cargo manipulation vehicles. It replaces Athletics and Dodge when making sophisticated manoeuvres in the exoskeleton. Brawling and Martial Arts can only be used at up to half the level of the Powerloader skill.

Rifle: You must have this skill to use long-barrel, non-automatic ballistic weapons (see Handguns for limitations and modifiers). This skill applies to single-action rifles, precision rifles, shotguns, assault rifles on single- or three-round burst, etc. Note: the same weapons, when used on automatic, require Bullpup skill to be used effectively.

Sleight Of Hand: The skill of making small objects appear and disappear. This skill covers diverting attention to allow the user to palm a small item, switch it from hand to hand, or slip it into a pocket or another person's hand or drop it without being seen. A useful skill for thieves and con artists.

Smart Gun: Although a heavy weapon in terms of firepower and basic operation, a smart gun needs special training to use. Using the servo arm for smart-targeting, moving with the gyro-harness and firing with one eye covered by a readout all need practice. This skill covers the use and firing of the M56 smart gun weapon system. The skill has two uses. First, targeting and shooting of the gun itself. See Handgun for limitations and modifiers. Secondly, moving with the gun whilst maintaining a stable firing platform. Despite the sophistication of the system; the smart gunner must ensure that their movements do not overtax the system. Whenever a smartgunner is moving rapidly or attempting to perform a complex physical manoeuvre, make a Smart Gun roll. If the roll succeeds, the character may proceed as normally. If the roll fails, some modifier is imposed; for example, if the character is attempting to sprint, their MA is reduced by two or three points; or the gun's WA is reduced to zero or less for the next turn before the targeting system can re-align.

Sport: Skill in a single sport. You must select a type of sport, eg. tennis, soccer, golf, squash and so on.

Stealth (2): The skill of hiding in shadows, moving silently, evading guards, etc. A Stealth Skill of +1 is about the level of a very sneaky 10 year old stealing cookies. At +3, you are able to get past most guards, or your parents if you've been grounded. At +6, you are good enough to slip smoothly from shadow to shadow and not make any noise. At +8, you are the equal of most Ninja warriors. At +10, you move as silently as a shadow, making the Ninja sound like elephants.

Thrown Weapons: This skill covers everything thrown, including knives, rocks, grenades, darts, small children. Range is generally based on the weapon, though a basic throwing range for knives and grenades is worked out on double ones BODY attribute (ie. short range would be half BODY, medium would equal BODY, long range is double BODY and extreme range is four times BODY... in meters). Yes, this is a light variation on printed rules, because the printed rules allow you to throw things ridiculous distances. Erroneously, many consider this to be a BOD skill, which is incorrect. BOD just determines distance, the function of accuracy comes out of the REF skill.


Zero-G Combat (2): Also known as rei-ju-ryoku-ryu, this is a specific fighting style developed for use in zero gravity. This skill replaces Martial Arts or Brawling when you fight in a no-gravity situation (if you were to use those other combat styles in O-G you would end up a helpless spinning tangle of arms and legs). The training also teaches the character how to use recoil weapons in zero gravity. When firing a recoil weapon, he may add this Skill to the required Recoil Save Roll (pg. 25). You must have at least three points in Zero Gee Maneuver Skill before you can acquire this skill. Your Zero Gee Combat Skill can never be higher than your skill in Zero Gee Maneuver.

Zero-G Maneuver: This skill is the ability to maneuver in low or zero gravity conditions. It allows a character to kick off surfaces and catch himself on the rebound, make turns or flips in mid-air by body movements, and to hold position if needed. Orbital-born characters automatically have this skill at +3, and may buy it at higher levels using IP. In order to acquire ZeroGee Maneuvering, you must first get used to the conditions of weightlessness. This isn't easy for everyone.

Technical Skills

Aero Tech (2): The required skill for repairing fixed wing aircraft, including Ospreys, jets, and liqht aircraft. With a Skill of +3, you can perform most routine maintenance tasks. With a Skill of +6, you can do engine tear downs and major structural repairs. With a Skill of +9 or better, you are capable of designing and building your own aircraft. When it comes to engine repair and fuel systems, and ONLY these systems, aero tech, AV tech, and Gyro Tech can be used interchangeably with no penalty, as all three vehicle types will use turbine engines. Turbines, a form of jet engine, are increasingly widespread in use. Virtually all military aircraft use them, as do most civilian helicopters. Even the M-1 Abrams MBT is driven by a turbine engine, on which an Air Force repair tech could facilitate basic repairs.

AutoTech (2): Vehicles are complicated machines that increase in complexity as they increase in price. In addition, they also include a wide range of unique components that would not be covered under the general mechanical knowledge of Basic Tech (while a lawn mower and a car may have similarities that let you cross apply engine knowledge, a lawn mower isn't going to do a damn thing for teaching you how a car's brakes work. There is vast amount of difficult and specialized knowledge of both electronics and mechanical components in a vehicle control system. While basic tech would let you do a tune up or change the brake pads, auto tech lets you rebuild or upgrade the engine, install ABS, resurface brake rotors, repair crash damage, etc.

AV Tech (3): The required skill for repairing all ducted fan aerodyne vehicles. At +3, you can perform routine maintenance. At +6, you can tear down engines and modify an AV. At +10, you can design your own AVs on common airframes. When it comes to engine repair and fuel systems, and ONLY these systems, aero tech, AV tech, and Gyro Tech can be used interchangeably with no penalty, as all three vehicle types will use turbine engines.

Basic Tech (2): The required skills for building or repairing simple mechanical and electrical devices, such as car engines, television sets, etc. With a Basic Tech Skill of +3 or better, you can fix minor car problems, repair basic wiring, etc. A Basic Tech Skill of +6 or better can repair stereos and TVs, rebuild an lawnmower engine, etc. A Basic Tech Skill of +9 or better can build a simple computer from scratch, put together a motorcycle engine, do general automotive maintenance like changing brake pads or a tune up and maintain any kind of industrial machinery. However, they do not know enough specialized knowledge to apply it to complex things such as aircraft.

Bio-Technology (2): The science of genetic engineering as it relates to biological implants and modifications, from skingrafts and plastic surgery/body sculpting to DNA maps, bioware, replacement organs and clone tissues; essentially a skill that deals with all biological modifications which can be made to the body.

BodyArt: This skill covers several forms of non-cybernetic body-modification as well as being useable for the implanting of a very select collection of fashionware (light tattoos, fashion nails). This is a catch-all ability covering body piercing (placing metal rings through the flesh), tattooing (pushing pigments below the skin of the recipient to provide permanent designs), body painting (using paints and pigments to change the appearance of the skin), minor implants (fashion implants, or other implant cyberware at the GMs approval, requiring a very difficult roll since this skill does not specifically include that training), branding (burning the skin / flesh to provide a permanent marking) and scarification (cutting the skin to provide scars in a predesigned pattern).

Chameleon: This skill is slightly different than most skills in that it’s effective use is dependent largely on technology. The Chameleon uses a combination of microcomputer processors, prosthetic cybernetics, remote guidance equipment, and intensive training to physically mimic a subject when properly prepared. When using the Chameleon system, add the value of this skill (reflecting the user’s training, experience and willpower) and the modified Chameleon System value (+8 to Disguise +/- modifiers per chart) to Disguise checks (A Chameleon with the skill at 4, extensive background material and prep time, and fully-functioning prosthetic equipment with offsite support, may achieve a maximum of +8 Chameleon System value base +9 bonus for a total of +17 to Disguise rolls). When performing these skill rolls in the absence of the Chameleon system, the subject may still rely on the target profile and mimicry preparation done for the assignment, as well as a base level of muscular control of the prosthetic material, and so excludes the Chameleon System value, though preparation and skill bonus modifiers do apply, as per the chart. In this scenario, the Chameleon is attempting to use willpower to simulate the shapechange without the processor, remote guidance equipment (and technical personnel support) and more sophisticated physiological controls the full system employ (same Chameleon, cut off from technical support, may still receive up the +9 maximum bonus to add to the Disguise roll, based on skill level of 4, and every modifier applied).

Communications Technology, Advanced: This is the skill for using, implementing, setting up and patching into advanced communications equipment and systems. At it's basics (+2) it gives an understanding of telephone and computer networking, (+4) closed radio (land line and laser based) systems, and at high levels (+6) it allows for patching into and even (+8) pirating satellite transmitted feeds. This skill also includes understanding why a communications device is not working properly as well as being aware of the details and limitations on the device's possible use.

Communications Technology, Basic: Covers the maintenance, installation, repair and modification of short wave, HAM, microwave, laser, relay and cable based communication systems; deals specifically with the devices used to power and progress communications, from telephones to radios, as well as aerials and cables and junctions involved.

Cryotank Operation: The required skill for operating, repairing and maintaining life suspension and body chilling devices. A minimum skill of +4 is required to chill down a healthy person. A minimum skill of +6 for chilling a wounded person.

CyberTech (2): The required skill for developing, repairing, and maintaining cyberware, a relatively new field involving micro-robotics.

Demolitions (2): This skill allows the character to be knowledgeable in the use of explosives, as well as knowing the best explosives to use for which jobs, how to set timers and detonators, and how much explosive to use to accomplish a desired result.

Disguise: The skill of disguising your character to resemble someone else, whether real or fictitious. This skill incorporates elements of both makeup and acting, although it is not the same as the ability to actually be an actor.

Electronics: The required skill for maintaining, repairing and modifying electronic instruments such as computers, personal electronics hardware, electronic security systems, cameras and monitors.

Electronic Security (2): The skill of installing or countering electronic eyes, electronic locks, bugs and tracers, security cameras, pressure plates, etc. At level +3, you can jimmy or install most apartment locks and security cams. At +6, you can override most corporate office locks and traps. At +9, you can enter most high security areas with impunity.

Exposure Reduction: A very specific espionage skill involving the quick and efficient purging of an incident scene once covert operatives have performed an operation. A cleaner uses this skill when destroying physical evidence, corpses, and signs of struggle, with specialized acids and flammable materials designed to destroy material in an enclosed environment with minimal containment issues.

First Aid: This skill allows the user to bind wounds, stop bleeding, administer CPR and revive a stunned patient.

Forgery: The skill of copying and creating false documents and identifications. This skill may also be applied to the detection of same; if you can fake it, you can usually tell a fake as well.

Genetics: The individual is trained in the science of organisms. Genetics is a combination of biology and chemistry, and training in Biochem or Biotech (a double cost skill) is considered to include basic Genetics training in addition. Genetecists can determine the species and physical details of a tissue sample (the latter only if it's a well-catalogued species) as well as being able to modify and splice genes. All of these abilities are dependant on access to an advanced lab.

Gyro Tech (3): The skill of repairing and maintaining rotorwing aircraft such as helicopters and gyrocopters. When it comes to engine repair and fuel systems, and ONLY these systems, aero tech, AV tech, and Gyro Tech can be used interchangeably with no penalty, as all three vehicle types will use turbine engines. Turbines, a form of jet engine, are increasingly widespread in use. Virtually all military aircraft use them, as do most civilian helicopters.

V/R (Meat Puppet / Braindance) Technology: The science of braindance; this skill covers everything from manipulation of the braindance environment (ie.gaming) to actual wiring and setting up of braindance equipment. Two types of Meat Puppetry currently exist: sensory mimicry of Puppets by a remote user, and the ability to allow your physical form to be co-opted as a Puppet without sacrificing permanently your own consciousness.


Municipal Communications: This skill is used to be able to interpret the communications of police, fire, ambulance, C SWAT, trauma teams and biochem or hazmat response teams when listening to a radio scanner tuned to a municipal frequency. A successful skill roll indicates an understanding of the codes and slang used in the communications. A failed roll will indicate some misunderstanding that could potentially endanger the listener.

Nanotechnology (2): The final of the four 'cyber' skills (the other three being Cybertech, Wetware-tech and Bio-Tech), this deals with nano-machines, their design and maintenance issues, what they are capaable of, how they are built and programmed and how to install them safely.

PA Tech (3): This is the skill needed for maintaining and repairing Assisted Combat Personal Armors (ACPA). The repair, maintenance and modification of powered armor systems, exoskeletons and linear frames; this skill deals specifically with the 'guts' of the machinery, from myomer to powerplant, but does not touch so much on computer or electrical systems built into the suit (though you'll know how to exchange damaged major components of this type).

Pharmaceuticals (2): The skill of designing and manufacturing drugs and medicines. A minimum Chemistry skill of +4 is required. At +4, you can make asprin. At +6, you can make hallucinogenics or antibiotics. At level +9 you can build designer drugs tailored to individual body chemistries.

Photography & Film: The skill of producing professional-caliber photographs or motion pictures. A Skill of +2 allows you to make decent home movies. A Skill of +4 or better creates work capable of winning am amateur contests. A Skill of +6 or better will produce work of the level of the average Playboy cover or rock video. A photographer or cinematographer with a Skill of +8 or better will be nationally known and probably famous.

Pick Lock: The skill required to pick locks and break into sealed containers and rooms. At +3, you can jimmy most simple locks. At +6, you can crack most safes. At +9 or better, you have a rep as a master cracksman, and are known to all the major players in the Cyberpunk world.

Pick Pocket: The required skill for picking pockets without being noticed, as well as "shoplifting" small items. For ideas on levels of ability, see Pick Lock, above.

Pressure Suit Tech: A variation on the PA Tech skill which deals with nonpowered hardshells, hardsuits and pressurised environmental suits.

Robotics Engineering (2): The repair, maintenance and modification of robotic systems; like PATech the skill deals with the mechanics of the robot, not the computer systems; this skill applies to factory robots, drones, powered armour limbs, physical cyberlimb systems and droids.

Space Craft Engineering (2): Technical expertise in the repair and design of space fairing vessels, from OTVs to space cruisers and transports, as well as design and construction of space habitats.

Space Tech (3): This skill covers the special aspects of modern space technology; air seals, radiation shielding, anti-gravity and life support. Space Tech allows the repair and maintenance of spacecraft and space-borne facilities (workshacks, stations etc.).

Tattooing: This may not seem like a particularly valuable skill, but you’re the popular one in prison, space, and backstage. An unpleasant recent phenomenon among the criminal underworld is on-site Tattooing of gang symbols injected with a dye-enhanced sample of the fresh blood of a defeated opponent.

Torture: the messy art of forcibly extracting information, often in elaborate and creative ways. Includes gradual resistance methods, physical pain, mental anguish, and several methods of keeping the subject alive through extended periods of torture. Allows subject to make Save vs. Stuns in stead of Save vs. Death when mortal from torture wounds.

Video Manipulation: This skill gives the character knowledge of altering video footage. While video cassettes can be altered, only the alteration of digital video (mostly on digital video chips) is normally known by characters with this skill.. This doesn't mean that faked video cassettes don't turn up, just that it is more rare. Cassettes will be more difficult to manipulate (+5 difficulty) unless the character specifically trained in forging video cassettes, in which case the character will have a +10 added to difficulty for working with digital media. When forging, one hour per5 points of difficulty is required. For every hour less than that, add 5 to the difficulty. The minimum time used to forge is one hour. Subtract 5 from the difficulty per 2 extra hours that the forger works on the footage, to a minimum difficulty of 15. If there is audio on the video recording, which there rarely is (Netbook Ed. Note - this is due to the fact that there is no law prohibiting the filming of video footage without audio), add +5 to the difficulty if there is little or no talking, add +10 if there is (Netbook Ed. Note - And add +15 if there is both talking and a great deal of background noise). This is because it is an entirely new dimension that must be dealt with. The forger must make each change individually. Note that skill checks are made secretly by the Referee. Even if the check fails, the forger will believe success was achieved (after all, the video was successfully altered, it just wasn't successfully altered well). Record the amount by which the check was succeeded or failed, for future reference. With this skill, a forger can:

--Switch one person's face with another (20)

--Change appearance of an item (20)

--Add the presence of another person (25)

--Switch an entire person for another (25)

--Erase a person's presence entirely (30)

The difficulty in detecting a forgery is 20 for minor alterations, 30 for major alterations, and 35 for critical alterations, plus or minus the amount the forgery was succeeded or failed by. This skill is used not only for forgery, but also for detection. If a detection check fails, the checking character thinks it is legitimate footage and has no reason to further question its validity. It takes 4 hours to check footage for forgery or alterations. A court trial uses a panel of 6 experts with Video Manipulation +6. Each expert checks the footage individually and checks it twice.

Weaponsmith (2): A working knowledge on how to modify, repair and maintain firearms of all kinds; used to clear a jam and used to extend barrels and alter fire modes; no soldier or solo is without this skill; also gives a working knowledge of the types of firearms available, and what their strengths and weaknesses are . The required skill for repairing and maintaining weapons of all types. At level +2, you can do repairs and field stripping. At level +6, you can repair all types of weapons and make simple modifications. At level +8, you can design your own weapons to order.

Wetware Tech (3): Specific cybernetic science dealing with the brain and neural and nervous system wares (note the difference between Wetware and Cyber); includes knowledge of the bodies systems and how they can be re-wired, knowledge of the safe cavities in the brain and general repair, installation and design issues dealing with interface plugs, neural processors, internal memory, internal cyberdecks and computers, wired reflexes, braindance implants and chip-sockets. Like the broader Cybertech, this skill involves a relatively new field of biological / cybernetic implementation.

Joint Skills
These are skills that apply an average of two attributes or stats, or can be applied to either of two or more stats as circumstances dictate. Assume them to operate on an average of the two stats unless otherwise indicated in the description.

Field Surgery (COOL/TECH): A paramedic style skill one step up from First Aid; if a character takes Field Surgery he does need to take First Aid as a pre-requisite, as this skill is the same except geared more towards stress based situations and working under duress to get a casualty stabilized as quickly as possible.

Remote/WAD Weaponry (REF/INT) : Just as the piloting of remotes and WADs requires extra thought that being on scene wouldn't require, so too does the operation of weapons mounted on such devices. This is not a weapon skill by itself, however it is used to fire the weapons mounted on a drone, or any remote operated weapon such as a sentry gun.

Sniper (INT/REF): The firing and operation of high caliber sniping weapons. The Rifle skill can also be used to operate sniper weapons (yes, this is a change in the rules) at half it's normal level (round up). The other advantage of the Sniper skill is it's superior aiming ability through the ability to determine range, adjust for wind speed and direction, and read target movement and activities to properly pick the shot. A character can Aim (thereby gaining a +1 to strike) as many times as he has levels in this skill (as many as ten!, not limited to three, as usual) so long as each Aiming period is at least 3 combat rounds (10 seconds) in duration (eg. a character with Sniper +6 could aim for 18 combat rounds, 3 minutes, to gain a +6 bonus to strike for aiming); the Sniper skill requires the character to have Rifle to at least +4, and may in turn be used to operate normal rifles at half its level, round up.

Operate Weapon of Mass Destruction (WMD) (INT/TECH) (5): The one and only skill for hacking into and firing Orbital Weapons Systems at your friends, neighbors and countrymen. Example: So, Joe has just managed to link-up with a corporate funded Suborbital laser platform and rather than destroy it by reprogramming the telemetry for a "slightly" closer orbital path, he'd rather use it on Fred's house.

-Getting In: Most satellites have non-standard interfaces to prevent the average hacker from just stepping in and taking over. Understanding even the basic language structure of their command protocols is a major step in the right direction.

(Int + SuperWeapons vs. DIF 16 or (Int + System Knowledge vs. DIF 22) to come to terms with the system. If the roll fails another can be made in D6+1 minutes... if you are willing to stay on-line that long, waiting for Netwatch. Some foreign military satellites use even more bizarre encryption and interface schemes, often increasing the difficulty by up to 5 points, if you actually understand the language they are using (Language: Czech at +5 anyone?).

-Activating : Next you have to activate the weapon systems on board. For military systems this is a straightforward arming and power-up sequence. For Civilian systems being "adopted" to this purpose it involves activating servos that are normally only used during critical course correction and bypassing all the safety interlocks.

(Tech + SuperWeapons vs DIF 15 for Military units, Dif 20-35 for civilian satellites. Or you can roll Electronic Security at +10 difficulty if you don't have the right training. Joe, stat (+9) + skill (+3) = 12, the Ref assigns a Dif 15, Joe needs a 3. He roles a 6, no problem.

Targeting: Now Joe now needs to target the satellite weapon, pinpointing the location to within a 1/2 mile radius, this takes an Int roll: Joe, stat (+8) + skill (+3) = 11, the Ref decides this will be quite difficult and assigns a Dif 25. Fortunately, the weapon has a small vid-screen, allowing Joe to look for Fred`s house visually, because of this Fred can add his Awareness (+6) and Geography (+3). So, stat (+8) + skill (+3) + skill (+6) + skill (+3) = 20. Rolls a 6. Sorted. In a flash of light everything with ½ square mile radius is vaporized with Fred`s house at the epicenter (sorry Fred). Joe is quite pleased, unaware that a fully-armed security team are on their way...

Note: Accessing Orbital Weapons Systems is virtually impossible without inside knowledge about the systems used: alarms, access codes, time lags during operation, remote location uplink data, even knowing where the sat is at any given time, all factor into the process of hijacking a WMD.
Also, this skill may be used for hijacking conventional ballistic missile technology.

You've got the goods...now return to the Dystopia: Hostile Takeover main page and get the gear.