Games Rules
Ye old Skills and Abilities & How Craft Works!!!!
Each Class receives a set of In Class Skills/Abilities. Each Skill Represents how good someone at
that particular Skill/Ability it is represented by a rating of 1-5. Each In Class Skill/Ability cost 1 Exp to
purchase, each Out of Class costs double.
Here are the list of the Skill/Abilities and the Ability Trait that they use to resolve ties:
*must chose specific specialization
'must chose a specific species language
^everyone receives these as an In Class Skill
All skills without a * or ' may be attempted with no Skill/Ability but at -4 to trait resolution
Here are the rankings:
Competent (able to earn a living)
Professional (Licensed, Capable of Supervision)
Journeyman (Bachelor's degree or instructor)
Expert (Master's degree or researcher)
Master (Doctorate or true innovator)
HOW CRAFT WORKS
When ever you craft anything you must make chops to see how good the quality of the item is. Your
quality can only be as good as how much in craft you have. (ie. the starship builder has 5 in craft so
he can make a CRAFT 5 starship)
When you craft you are chopping against simples. Those simples are:
Craft 1and2: 6 traits
Craft 3and4: 9 traits
Craft 5: 12 traits
Craft 6: 15 traits
Craft 7: 20 traits
If you fail a chop you may retest with a craft, willpower, luck, force point, or try to overbid. Overbid is a
free retest you are trying to do.
Overbid- If you have at least double the amount of traits as the challenge, you get a free retest. If you
do not and you try to over bid, you are now bidding 2 traits instead of one and you cannot overbid.
ie of a craft scene
I win on first chop
I tie on second chop but I am bidding 22 traits so I win
I tie on third chop but am bidding 22 traits so I win
I lose on fourth chop, so I over bid, I lose so I retest craft, I win
I lose on fifth chop, I cant overbid so I retest craft, I lose so I retest force point and I win
I have just made a Crafts 5 starship. I am down 1 force point and 2 craft. Easy as Pie...and I like pie.
HOW KNOWLEDGE WORKS
Knowledge Info, There is no list for knowledge so don't for it. Knowledge means you have
specialized in something to the point you gain bonuses. For every dot of knowledge you have, you
may use it as a retest in what ever you are specialized in. If you choose not to use it as a retest, you
may gain bonus traits to what ever you do in the knowledge. You gain a +1 trait bonus with 1 or 2
knowledge, +2 with 3 or 4 knowledge, and +3 with 5 knowledge.
Also as a note: knowledge can not be used as a cancel. only a retest.
Example: Timmy has 3 in knowledge demolitions, he has used all his retests in demolitions. He
has currently 10 intelligence and feats give him another 5. knowledge gives him another +2 trait
bonus so he bids 17 as long as he keeps the 3 knowledge. If he uses it as a retest his total goes
to 16 before the chop.
CYBER RULEZ
General:
-There are no WIS nor CHA cyber parts.
-All parts give one negative CHA trait: Mechanical, also all cyber neg traits must be bid against you
to take affect.
-You cannot wear powered armor, unless the limb is either a replacement or the armor is
customized for you.
-Cyber parts do have HP, they are whatever their craft level is.
-To Build a part you need Know(Cyber) & Craft(Cyber).
-To implant a STR or DEX related part you will need Know(Cyber)x1 and Know(Medical)x1. These
two abilities open up the 'Implant Cyber' ability which can be bought for CC cost. The challenge is
against 25-(1/2 target's CON + Willpower) traits.
-To implant a CON related part you need Know(Cyber)x3, Know(Medical)x1 and Implantx1. The
challenge is against 35-(1/2 target's CON + Willpower) traits.
-To implant a INT related part you'll need Know(Cyber)x3, Know(Medical)x3, Know(Neurosurgery)x1
and Implantx2. The challenge is against 50-(1/2 target's CON + Willpower + 1/2 your INT) Traits.
-When implanting add your Know(Cyber) and Know(Medical) then divide it by two and round down.
This will be your Knowledge at implanting cyber parts.
Craft:
Craft 1:Replacement limb. No slots, must make one simple chop per hour/scene. When you lose
your part stop working and must be repaired.
Craft 2:Replacement limb. No slots, must make one simple chop per night/game day.
Craft 3:One slot. Minimum required for CON & INT.
Craft 4:Two slots.
Craft 5:Three slots.
Etc. Etc. Etc.
Slots:
-One slot is required to up a trait by one. At the same time you get one negative trait in the
corresponding trait category. +1 STR gives -1 DEX, +1 DEX gives -1 CON, +1 CON gives -1 STR.
Each plus trait in INT gives two negative traits, the builder gets to decide where the negatives go,
divided into STR, DEX, and/or CON.
-One slot can get rid of one negative trait the part gives, two slots are required for getting rid of the
neg CHA trait(you add skin).
-One slot can give you another cyber HP.
Special Slots:
-Con is the only special slot part:
-Craft 3&4: can add +1 wound or +2 Vit for one slot.
-Craft 5: can add Dam Reduction 1 at a cost of three slots. *Does not stack with powered armor.
Also only lasts through Vit, must be repaired after Vit is restored.*
-First to be hit, last to be fixed.
Cyber-Weapons:
-Requires Know(Cyber-Weapons)x1 & Craft(Cyber-Weapons)x1 to be built.
-Requires Weapon Porf.(Cyber-Weapons)(basic Feat) & the other appropriate weapon feat to be
used.
-Each weapon must be built with the cyber part.
-Only one weapon per cyber part.
-Wrist weapons can be crafted into cyber weapons, but they lose one of their bonus traits.
-No Heavy or Exotic type weapons!!!
-No auto-fire on cyber weapons. (chop for +1 Dam)
-Custom Cyber weapons take up more slots, depends on the mod.
-Knife/Hold-out Blaster: Slots: 1 Traits: 0 Dam: 1 wound Neg: Small
-Short Sword/Blaster Pistol: Slots: 2 Traits: 1 Dam: 2 Neg: Short/Loud
-Blaster Rifle: Slots: 3 Traits: 2 Dam: 3 Neg: Heavy
Cyber Damage:
-For every two natural wounds you suffer, your cyber implants get minus one trait up to their trait
modifier.
-At half natural wounds your cyber weapons stop working (Vibro becomes regular bashing)
-At third natural wounds your cyber parts stop working, they go limp or whatever. (bet those cyber
legs suck now!!!)
-All damage must be repaired for parts to work again.
-Ion blasts hurt cyber parts directly, doing 1/2 their damage rounded up, due to the player soaking
up some of the Ion blast.