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| + | PBwoYG Major thankies for the blog article.Really thank you! Fantastic. |
- | |__TOC__
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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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- | oYrLfx Say, you got a nice article post.Really looking forward to read more. Awesome.
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- | gFe4q8 Great blog post. Really Cool.
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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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PBwoYG Major thankies for the blog article.Really thank you! Fantastic.