
SkillsThe skills listed in this section are new skills in addition to the list provided in the Cyno's Role-Play rule book and other supplements. The GM and players are welcome to add other skills. CommunicationsSub-Space Relay - This skill is used on vessels with sub-space relay communication systems. It allows a character to operate and control the communication device without problems. CyberoidsCombat - The ability to combat effectively with a cyberoid. Without this skill, the character automatically receives -4 on rolls to strike and dodge. Control System - The knowledge of designing the internal system components which controls the cyberoid. Electrical engineering required. Designing - The concept of how to design a Cyberoid. Mostly with the exterior features. Engineering - The knowledge of designing a working cyberoid. With designing and controlling concept. This skill is required to design the mechanical equipment within the cyberoid. Requires mechanical engineering skill. Mechanic - The understanding of how to maintain and fix a Cyberoid. Must specify which cyberoid model or series. Having this skill on one cyberoid will allow the character to learn the skill for others easily. Pilot - The understanding of how to pilot and control a Cyberoid. Must specify which cyberoid model or series. Bonus/penalty for cyberoid pilots: 01 - 20% -4 21 - 40% -3 41 - 60% -2 61 - 80% -1 81 - 95% -0 MedicalCybernetic - The knowledge of planting, enabling, and disabling cybernetic equipments. Requires anatomy science skill. Medical equipments are required to do most implants. NavigationSpace - The knowledge of course plotting and staying on course, in space. It allows one to find one's position if lost. ScienceDimension - The study of time and dimension. |
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