Gilon 3010

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Gilon 3010

Shadowrun game in an alternate, homebrew universe.


    Special Rules: Skills

    GameMaster
    GameMaster
    Admin


    Posts : 4313
    Join date : 2018-04-30
    Age : 41
    Location : Florida

    Runner Dossier
    Name/Alias: Tester "Blankman" Runner
    Physical Track: 10/10
    Stun Track: 10/10

    Special Rules: Skills Empty Special Rules: Skills

    Post by GameMaster Tue May 01, 2018 1:17 am

    There are a great number of active skills, many of which really do not need to be their own individual skill. Some have already been grouped together in groups, but I feel that these groups should simply be a single active skill. Thus all active skills covered in the groups below are considered a single active skill. Some of applications of these skills may use a different attribute than the skill it is grouped under. This is noted in parentheses. The karma cost for purchasing a skill is still based on the parent skill's attribute and the cost is as per purchasing a normal active skill, not a skill group. Skill groups may not be purchased, but they should not be particularly necessary since many of these combined skills correspond to skill groups.
    Any of the skills listed in these groups may be taken as a specialization instead of a full active skill.

    Due to the fact that there are considerably fewer skills, the number of starting skill points you get at character creation is also reduced. Instead of using the tables in the book, your skill points should be as follows:

    PrioritySkills
    A30+10
    B24+5
    C21+2
    D15
    E12
    Any bonus skill points provided by other sources (magic priority) are added as normal and any group skill points you would normally get for high skill priorities are added to your overall skill points.

    Unchanged skills:
    All Vehicle Active skills (gunnery, pilot aerospace, pilot aircraft, pilot walker, pilot exotic vehicle, pilot ground craft, pilot watercraft)
    Archery
    Exotic ranged weapon
    Heavy Weapons
    Throwing Weapons
    Perception
    Sneaking
    Etiquette
    Intimidation
    Performance
    Assensing
    Astral Combat
    Artisan
    Demolitions
    Forgery

    Close Combat (agility)
    Blades
    Clubs
    Unarmed combat

    Firearms (agility)
    Automatics
    Longarms
    Pistols

    Athletics (strength)
    Diving
    Free-fall
    Running
    Swimming
    Gymnastics (agility)

    Sleight of Hand (agility)
    Palming
    Escape Artist
    Locksmith

    Outdoors (intuition)
    Survival
    Tracking
    Animal Handling
    Navigation

    Influence (charisma)
    Leadership
    Instruction
    Negotiation

    Con (Charisma)
    Con
    Disguise
    Impersonation

    Enchanting(magic)
    Alchemy
    Arcana
    Artificing
    Disenchanting

    Conjuring(magic)
    Banishing
    Binding
    Summoning

    Spellcasting (Magic)
    Counterspelling
    Spellcasting
    Ritual Spellcasting

    Tasking (resonance)
    Compiling
    Decompiling
    Registering

    Computers(logic)
    Computer
    Cybercombat
    Hacking
    Software

    Electronics(logic)
    Electronic Warfare
    Hardware

    Build/Repair(logic)
    Armorer
    Aeronautics Mechanic
    Automotive Mechanic
    Cybertechnology
    Industrial Mechanic
    Nautical Mechanic

    Biotech(logic)
    Biotechnology
    Chemistry
    First Aid
    Medicine

      Current date/time is Wed May 01, 2024 8:36 pm