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PBwoYG Major thankies for the blog article.Really thank you! Fantastic.
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Task skills are those skills which can be learnt easily
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but require practice. Any Progressive skills are
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included in Task. If you are going to create a skill
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that covers operating of machinery or driving / flying
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then they should be included with the task skills. The
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term ‘Pilot’ is a generic term for operating an item
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of transportation, it is therefore possible to have ‘Pilot
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Ground car’.
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L7YsIV Really appreciate you sharing this blog. Really Cool.
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NCUlZQ Great, thanks for sharing this blog post.Thanks Again. Much obliged.
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====Powered Armour (PA) Combat====
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PA Use and Street Fighting. Inštruktor.
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This skill covers various types of combat while in PA.
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Not just close combat but other skills such as “gun fu”.
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Light/Heavy firing does not get a modifier when the
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character is in Powered Armour.
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30: Can use Street Fighting without -40% modifier.
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40: Extension of form. The PA user now uses the Telo
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of the suit to give stun damage.
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50: Blunt. The PA is now used as a blunt. The user
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may do the same amount of damage as stun.
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60: Can use Gun Fu without -40% modifier.
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70: Can use Rail Fighting without -40% modifier.
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80: Can use Akarak Art without -40% modifier.
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90: Steady Hand. Using the innate ability for PA to
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remain still, Light and Heavy Firing get +10%.
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====Light Firing====
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Dôvtip Presun. Autodidaktická.
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This skill is the skill of marksmanship with small arms such
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as pistols and sub machine guns. The value of this skill
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is added to the accuracy of the weapon when firing.
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See COMBAT rules for more information.
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Bike Pilot --------- Bike Combat
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Grav Pilot --------- Grav Combat
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Heavy Grav Pilot --- Heavy Grav Combat
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Cruiser Pilot ------ Cruiser Combat
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PA Use -----------/- PA Combat
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Street Fighting -X
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Light Firing -----\\- Gun Fu
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Heavy Firing
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====Gun Fu====
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Light Firing, Street Fighting (Life Skill Chat). Inštruktor.
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Gun Fu is the name given to the art of fighting with pistols
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at close range. When fighting in close quarters, a
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well made pistol if used properly can be both firearm
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and blunt. This skill straddles the boundary between
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close combat and fire fighting.
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30. Quick Draw. May draw and pistol and fire in
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same turn.
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40. New Close Combat Combo Move: Redirect
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Shot (Defence). If in close combat (point blank)
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with someone who is about to open fire, you can
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move the weapon so they shoot someone else. This
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should not be actually put into a combo, instead it
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automatically replaces a Block.
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50. New Close Combat Combo Move: Reversal
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(Defence. Cost: 2). Goes in a combo. Must follow
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a successful disarm. User of Reversal must not be
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holding a gun. Must end a combo. At the end of
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this combo the user is holding the weapon at the
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enemy at point blank.
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60. New Close Combat Combo Move: Fire Kick
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(Offence). May fire a held weapon instead of kick.
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Only once in a turn. Resolve hitting in the same way
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you would resolve a kick.
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70. Can fire 2 pistols at once. Must use this skill for
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the firing.
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75. Can reload and fire a pistol in the same turn.
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New Close Combat Combo Move: Dodge Reload
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(Defence). While doing a dodge manoeuvre (in
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close combat), they may reload a single pistol.
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80. New Close Combat Combo Move: Dismantle
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(Defence). If in close combat with someone who is
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holding a gun (when you’re not). You can dismantle
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it. A Weapon Systems Roll is also required. Does
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not need to follow any move.
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85. Can reload 2 pistols in a turn.
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90. Perpetual Pistols: When using 2 pistols. While firing
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one, the other can be reloaded.
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Heavy Firing
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Dôvtip Presun. Autodidaktická.
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This skill is the skill of marksmanship with power-arms
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such as missile launchers and chain weapons. The
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value of this skill is added to the accuracy of the
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weapon when firing. See COMBAT rules for more information.
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[[Image:039 - elements 3p5 hoppers in mex.jpg]]
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''humanity progress through automation''
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Example: John Smith
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To further our example, we will now add skills to our
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example character, John Smith. The Skeleton chosen
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at the start was Scav Colony Technician. As noted on
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the Skeleton sheet, the Skills have default values unless
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otherwise stated. The starting skills are:
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Language
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Law
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History
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Biological
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Physical
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Chemical
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Gaia Know
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Colony Know (5 x Dôvtip) + D10
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Colony Systems (5 x Dôvtip) + D10
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Colony Design (5 x Dôvtip) + D10
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Vehicle Know (5 x Dôvtip) + D10
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Macromechanics (5 x Dôvtip) + D10
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Mechasys Know (5 x Dôvtip) + D10
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Mechasys Systems (5 x Dôvtip) + D10
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The first group of skills (Language to Gaia Know) begin
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at the starting levels as given in the skill list above. The
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second group (Colony Know to Mechasys Systems)
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use the values given. After some multiplication and
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dice rolling, John skills turn out as:
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Language 6%
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Law 6%
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History 6%
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Biological 6%
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Physical 6%
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Chemical 6%
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Gaia Know 6%
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Colony Know 21%
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Colony Systems 17%
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Colony Design 18%
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Vehicle Know 25%
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Macromechanics 22%
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Mechasys Know 17%
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Mechasys Systems 23%
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The skill values are very low across the board. There
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are two main reasons for this:
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1. Scav Character are quite low powered and begin
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with poor skills.
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2. We chose to ignore the recommended minimum
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for the Dôvtip statistic.
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These skills are entered on the Second Character
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sheet (see below).
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[[Image:040 - skills example.jpg]]
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Current revision as of 08:28, 18 January 2014

PBwoYG Major thankies for the blog article.Really thank you! Fantastic.

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