New / Modified Skill Programs

Borgs, Cops and Corporations OH MY!

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NMI
Posts: 242
Joined: Sat May 09, 2015 8:40 pm

New / Modified Skill Programs

Postby NMI » Mon May 11, 2015 9:37 am

Automatic Skills
Choice of Pilot Auto, Pilot Motorcycle, Pilot Hovercar or Pilot Hovercycle
Computer Operation
Math Basic:........+10
Language: Native:..+25
Literacy: Native:..+20

Computer Hacking
Basic Electronics
Netwise [Nightbane Survival Guide] [20% +4%/level]
Computer Operation
Computer Programming
Computer Hacking

Corporate Executive
Public Speaking
Language/Literacy of Choice
Business & Finance
Wardrobe & Grooming
Choice of "Fast Talk", "Con Artistry" or "Law: Business"

Espionage Program
Hand to Hand: Martial Arts [or Assassin]
Detect Ambush
Intelligence
Undercover Ops [30%+5%] [found in RUE, Nightbane Survival Guide]
2 Espionage skills of choice

Miltary: Basic
Hand to Hand: Basic
Athletics (General)
Military Etiquette
Radio: Basic
Land Navigation
W.P. Rifles

Military: Advanced Infantry - Must take Military: Basic first!
Choic of Boxing or Hand to Hand: Expert
Parachuting
Camouflage
Trap/Mine Detection
Forced March
Combat Tactics: Basic
W.P. Heavy Military

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NMI
Posts: 242
Joined: Sat May 09, 2015 8:40 pm

Re: New / Modified Skill Programs

Postby NMI » Mon May 11, 2015 9:38 am

Dont forget the skills from Nightbane Survival Guide. I am also willing to tweak the existing skill programs. Also Splicers, Beyond the Supernatural 2nd ed.

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NMI
Posts: 242
Joined: Sat May 09, 2015 8:40 pm

Re: New / Modified Skill Programs

Postby NMI » Mon May 11, 2015 9:38 am

[tab=30]Combat Tactics: Basic: (Replaces Military Strategy & Tactics.) This skill represents a very rudimentary knowledge on how manage military engagements. The character will know about different aspects of combat such as the usefulness of advanced intelligence and importance of a secure perimeter, basic tactics such as ordered retreats and counter charges, and even a measure of military jargon used to communicate quickly between military personnel. While the character may not be well versed in any one aspect of combat, they have a general knowledge of how to conduct an engagement with almost any unit type, and they have a basic understanding of the “military doctrine” of a particular army. A successful roll with this skill will reveal some hints about a certain combat situation such as getting a good field of fire, finding a suitable ambush point, or even recognizing a potential avenue of attack or retreat. Base Skill: 25% +5% per level of experience. The largest group the character can use this skill with is roughly 20 individuals or 10 vehicle-sized units. Any larger a group is beyond the scope of this skill.

[tab=30]Forced March: Training in uniform marching with a full field pack and weapons. This is done at an even pace and rhythm that enables the marchers to cover great distances on foot at a faster than normal pace. Increase the normal Physical Endurance rate as to how long an activity like marching can be maintained by five times; applicable only to forced marches/traveling. Maximum speed on a forced march is roughly 60% of one's speed attribute, which enables a large group of dozens to hundreds of soldiers to travel at the same consistent pace; suitable for everybody in the group (never less than a Speed of 8). Likewise, this skill trains soldiers to make coordinated charges and maneuvers, which (depending on training) may including spear runs, spear and shield placement, and so on. Bonuses: +2 to P.E., +1D4 to Speed, +2D6 to S.D.C.


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