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Post by Sabe on Jul 7, 2018 12:38:20 GMT -8
SKILLS Defines what a character knows and can do. They range from physical abilities such as Unarmed Combat, to certain sets of knowledge such as Biology. Skills are rated on a scale similar to the attributes, where a Rating of 3 the average rating. Beginning characters cannot have a skill rating higher then 6, unless the character has a Specialization or Concentration.
See Skills list to choose skills and assign points available from Priority level chosen. Only characters with a Magic Rating (those that received an appropriate priority of Magic) may use the Sorcery and conjuring Skills. It often works best for the player to make a list of skills that they want and then assign the skill points to the skills. No starting character may have a skill rating of more then 6.
ALL SPECIALTIES ARE SUBJECT TO GAME MASTER APPROVAL If using specialties: Any one general skill may only have one specialization and each general skill can only be acquired once. Add +2 to the general skill rating, this determines the specialty rating, then -2 from the general skill rating.
ex: if character has specialization in Ares Predator (gun).
fire arms 5 ares predator 7 (5 +2) all other fire arms 3 (5 -2)
For Concentrations follow the same procedure with +/- 1.
CYBERWARE Technological additions to the human body, can improve a character's attributes and abilities. Certain Cyberware makes it possible for a character to carry out extraordinary actions, such as Datarunning in the global computer Matrix, or using a vehicle control rig to control a vehicle by thought alone. Cyberware can be purchased with funds at character creation, each piece also has an Essance cost that reduces the characters Essance rating. Cyberware can be purchased after creation with funds made during game play. New Cyberwaredoes not magically appear on the character. Cyberware purchased "in game" must be played out. From purchasing the part to finding someone to surgically install it.
SPELLS Magical spells are only available to magicians capable of Sorcery. Certain types of limited-ability mages cannot use the Sorcery Skill for Spellcasting and so do not have spells. A new characters first spells are acquired during character creation. Additional spells can be learned during the game, but the character must find a teacher and the money to pay for the lessons.
Spells have a Force Rating that begins at 1 and increases as the spell's power increases. Starting spells cannot have a Force greater then 6.
If human and is to be a magician, Priority A must be assigned to Magic. If Metahuman, assign Priority B to Magic.
ADEPTS: Magicians with limited abilities, assign priorities differently. Humans must assign Priority B to Magic and Metahumans assign Priority C.
GEAR Gear is stuff the character owns. Including Weapons, clothes, a radio, a car, magical foci, and so on. Some gear has ratings that start at 1 and increasing with the capability and sophistication of the item. Starting gear cannot have a rating greater than 6, even though a particular type of gear may be available with higher ratings.
EXTRAS Catchall Catagory, covers aspects of a character's life that are more general than a spell or piece of gear.
Contacts: The people a character knows who can reveal information important to the character's work. The purveyors of perhaps the most vital commodity... information. All characters start with 2 free contacts Buddy: One step up from a contact, this is someone that will be willing to go out on a limb for the character, to take personal risks a contact would not take. They can be a source of information but will also watch your back, and do things a friend can be trusted to do. Gang/Tribe: As a member of a gang or tribe there are 2D6 members available at any time, they come wen called (arriving 1D6 x 10 minutes) and are very loyal. All members have Attribute & Skill ratings of 3.
Followers: Even more loyal then Buddies, they will do anything for the character, including dying if necessary. Purchased during creation, making a group of NPC available to the character, they can provide information as contacts. They can be from any Archetype but only 1D6 + 1 come at any one time. All five followers must be from differing Archetypes, have standard Archetype statistics, and the player character must supply their gear. Buy Followers at Character Creation... getting them later is near impossible.
Lifestyle: Lifestyle must be purchased at Character Creation. Lifestyle determines how well the character lives and it eliminates the worry of daily expenses like food, laundry, bills, etc. To maintain lifestyle the character must pay a certain amount of money, based on lifestyle, per month. If character fails to pay it their lifestyle level will drop by one.
Street: Living on the street, few to no expenses. /Free Squatters: A synthaboard box, abandoned building, or the like. /100Y a month. Low: An apartment, nothing to brag about though. /1000Y a month. Middle: Nice house or condo, maybe even real food. /5000Y a month. High: A high-rise luxury flat, building security, and good food on demand. /10,000Y a month.
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Post by lucas on Jul 7, 2018 16:07:47 GMT -8
update to specilizations one must have that skill up to 6 for example if you were to specilize in Ares Predator II fire arms 6 (then you would subtract 2 bringing fire arms to 4) pistol 6 Ares preadtor 8 all other firearms (save for pistols) would be at 4
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