SKILLS FOR CYBERSHARDS

Copyright Dustin Evermore, 2001

ARTISTIC SKILLS - All allowed

ATTACK SKILLS - All allowed, although some are quite archaic for the futuristic CyberShards setting. In addition, the following skills can be purchased:

  • Hand Guns (TEC)
  • Rifles (TEC)
  • Machine Guns (TEC)
  • Energy Guns and Stunners (TEC)
  • Heavy Weapons (TEC)

DEFENSE SKILLS - All allowed.

INTERPERSONAL SKILLS - All allowed but Courtier. Replace this one with Etiquette which is essentially the same thing, but more up to date for this setting.

KNOWLEDGE SKILLS

  • The following existing skills are allowed: Expertise, General Knowledge, History, Language, Lengend Lore, Mindwalk Lore, Politics, Psionics Lore, Research.
  • In addition, you may add any of the following new skills: Computer Literacy (INT), Cybernetics (INT), Electronics (INT), Medicine (INT), Science {Choose a Discipline} (INT), Surgery (INT)

PSYCHIC SKILLS

  • Mindwalk
  • Psionics

NATURAL SKILLS - All

PHYSICAL SKILLS - All. You may also use any of the following:

  • Diving (TEC)
  • Driving [Wheeled] (TEC)
  • Driving [Hovercar] (TEC)
  • Driving [Boats] (TEC)
  • Parachuting (TEC)
  • Piloting [Aircraft] (TEC)
  • Piloting [Spacecraft] (TEC)
  • Piloting [Helicopter/VTOL] (TEC)
  • Piloting [Weapon Frame] (TEC)

PROFESSIONAL SKILLS - All. Plus you may choose from the following:

  • Electronic Tracking (INT or TEC)
  • Demolitions (TEC)
  • Hacking (INT)
  • Mechanics (TEC)
  • Programming (INT)
  • Security Systems (INT or TEC)

ROGUE SKILLS - All.

SPECIAL SKILLS - All.