Character Creation

Skill Selection
Each Character starts with 3 areas of skills Skill sets, Special Skills, and General Knowledge. After choosing their Skills each player can have 10 pool points that can be applied to any skills. NOTE: All prerequisites for skills must be met, there are no instruction skills in this campaign, and all skills are capped at level 3. Note that due to the cap some Specialties will require the player to use transfer points in order to obtain the prerequisites.

General Knowledge
every player starts the game knowing all of these skills:

  • Computer Systems level 2
  • Communication Systems Level 2
  • Literacy Level 3
  • Mathematics Level 3

Skills Sets
each player may start with one skill Set from the following list. No skill set can be picked more than once unless all the skill sets have been taken, in other word each character must have a different Skill set:

Set 1
  • Defend Skill Level 3
  • Unarmed Combat Skill Level 3
  • 1 Close Quarters Weapon Skill Level 3
  • 1 Firearms Skill Level 3
  • Expert Move Level 3
  • Athletics Level 2
  • Body Building Level 2
Set 2
  • Pilot Vehicle Skill Level 3
  • Armor Skill Level 3
  • Vehicle Combat Skill Level 3
  • Ranged Mounted Weapons Skill Level 3
  • Athletics Level 2
  • Gymnastics Level 2
  • Exo system Style
Set 3
  • Stealth Level 3
  • Persuasion Level 3
  • Pick Locks Level 3
  • Disguise Level 3
  • Defend Level 2
  • Gymnastics Level 2
  • Defend Style
Set 4
  • Puzzle Solving Level 3
  • Electronics Level 3
  • Science Level 3
  • Mechanics Level 3
  • Nano engineering level 2
  • Defend Level 2
  • Skill Style
Set 5
  • Paramedic Level 3
  • Medical Doctor Level 3
  • Science Level 3
  • Maintain implants Level 3
  • Close Quarters Mounted Weapons Level 2
  • Defend Level 2
  • Offhand CQMW Style
Special Skills
Each Player may choose and learn up to 5 of the following skills at level 1
  • Defend
  • Unarmed Combat
  • Pistol
  • Rifle
  • Blunt
  • Sharp
  • Ranged Mounted Weapons
  • Operate sensors
  • Surveillance Systems
  • Computer Programming
  • Maintain Implants
  • Stealth
  • Forgery
  • Pick Locks
  • Acrobatics
  • Paramedic
  • Any Physical Skills except Fortify
  • Pilot Vehicle
  • Gymnastics
  • net smarts
  • Electronics
  • Mechanics
  • Science
  • Navigation

Starting Equipment
Each character starts with a spare white unitard, utillitarian work boots and a Keycom. Your Keycom is a communication device as well as an acess key that allows you to move about the Zone. Without your Keycom you will not be able to pass security doors.

In game terms Your Keycom is a small multi tool. It is equiped with upto 4 programs for any applicable skills that you know.

In addition any characters with the Maintain Implants Skill at level 3 start with a Hard Port Neural interface.

Any character with Rogue Skills can have a single Rogue Toolkit (you may choose which type) of an equal level to his skill.

Characters with the Paramedic Skill at level 3 can recieve a first aid kit (see the Equipment section)

Character Creation

Z.A. amarbiter