Technical Skills
Cost represents the credits required to be trained in the skill during downtime. This can be ignored for the four starting skills.
Name | Description | Pre-Requisites | Cost |
---|---|---|---|
Gun Smithing | The character can upgrade a light weapon to a heavy weapon for a suitable cost in cash/parts (see equipment). This skill also allows for the creation of relevant crafting blueprints and manufacturing weapons in a suitable workspace. | None | 1500c |
Armour Smithing | The character can upgrade light armour to heavy for a suitable cost in cash/parts (see equipment). This skill also allows for the creation of relevant crafting blueprints and manufacturing armour in a suitable workspace. | None | 1500c |
Lockpicking | The character is adept at bypassing physical security measures, like locks, biometric scanners, or similar devices. | None | 1800c |
Demolitions | The character knows their way around explosives, and can both set charges and attempt to disarm them. This skill also allows for the creation of relevant crafting blueprints and manufacturing explosives in a suitable workspace. | None | 1800c |
Hacking | The character is adept at both getting aging computer systems operational again, and extracting data from them. They can also bypass security on such systems. | None | 1800c |
Medicine | The character is capable of carrying out limited small-scale surgical operations. They can carry out autopsies, but might require other skills for bloodwork etc. This skill is primarily focused on research and furthering plot. Combat injuries are all treated with the first aid skill. | First Aid | 1800c |
Advanced Medicine | The character can start research projects based around treating diseases, viruses and injuries caused by the phenomena of The Zone. | Medicine | n/a* |
Electronics | The character is capable of building, repairing and analysing small electronic devices like scanners or radios. Whilst a character could build a computer with this skill programming one requires the Mathematics skill. This skill also allows for the creation of relevant crafting blueprints. | None | 1800c |
Cybersurgery | The character is capable of installing devices inside a human body that can operated by the host | Surgery | n/a |
Engineering | The character is trained in basic civil and mechanical engineering and can build and repair large scale machinery | None | 1800c |
With the hacking, lockpicking and demolitions skills any item the character can hack, pick or disarm will have a QR code on it. The player should scan the code and follow the instructions that come up. If an item can be hacked, picked or disarmed then most of the time it will give you a time frame to complete the work. A ref will set a timer for you and you should roleplay carrying out the task. If you pause, the ref will pause the timer. It is also possible the QR code will tell you a task is impossible, or give specific instructions on what you need to do.
All technical skills require a suitably phys-repped toolkit of some kind. See the Other Equipment page for details.
*Advanced Science and Advanced Medicine are the only skills with the cost listed as n/a that can be taken at the start of play. You cannot learn both Advanced Science and Advanced Medicine