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:
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
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:
Priority | Skills |
A | 30+10 |
B | 24+5 |
C | 21+2 |
D | 15 |
E | 12 |
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