Skill Relations

Some skills have knowledege that is applicable to other areas. A mechanic is likely to know a little about electronics and a very skilled computer user just might know a trick to get by a security gateway. Just how different is it to shoot a rifle than a large SMG?

Example: Electronics (computers) defaults to tech -6, or electronics (general) -4 or electronics (cybertech) -3. Fletch has electronics (general) at +8 - he's a top blacktech - so he could make a computer repair at his normal electronics skill less four points.

Okay, so what skill would a character use if they had a high defaulted skill and just a few points in the main skill? The quick answer is that it doesn't matter! In real life you'd just do it, you wouldn't think - "gee, should I ignore my mechanics training and go with what I know about motorbike repairs?". The character should make the roll on whatever total is best, but there are two catches:

  1. In a contect of skills the person not using the default will win a draw 50% of the time (a roll of evens on any die).

  2. The player must declare that they're using a defaulted skill as EXP awards should be split evenly (where possible) between the master skill and the defaulted one.

A full list of skill relations can be found here.

Master Skill Bonuses

If a character has a skill that is four ranks higher or more than a related skill, then the EXP cost required to advance that skill is reduced by 20%. For related skills that are only two ranks higher or more, then the reduction is only 10%. You shouldn't take into account the skill default penalty when calculating this figure.

Example: Fletch wants to learn more about computer repairs - seeing as the team's decker is pretty much a software head. Reading a few books on the subject, Fletch finds that much of his electronics background applies to computing too. Fletch has no points in electronics (computing at the moment). Normally, the EXP cost would look like this:

Skill Rating
+0
+1
+2
+3
+4
+5
+6
+7
+8
EXP Cost
5
10
20
30
40
50
60
70
80

Fletch's high general electronics skill of +8 means he benefits from a reduction to learning computer tech skills by 20%. However, as soon as his computer repair skills reaches +6 - a difference of only two ranks from his main skill - Fletch finds that he's learning more and more new topics.

Skill Rating
+0
+1
+2
+3
+4
+5
+6
+7
+8
Standard EXP Cost
5
10
20
30
40
50
60
70
80
Reduction
20%
20%
20%
20%
20%
20%
10%
10%
0%
EXP Cost Reduced to
4
8
16
24
32
40
54
63
80

Notice that Fletch only gets the 20% reduction up to skill level +5. The bonus drops to 10% for ratings +6 and +7, but as soon as he equalizes his main skill, the bonus drops away.

Skill Talents

When a player gets a skill of +8, then it is possible for them to buy skill feats. These are special talents that gives a master the edge over a rookie. Instead of moving from +8 to +9, you can buy a talent off the list below. You can't buy another talent until your character reaches +9 and then when you have enough EXP, you can choose between a +10 skill or picking another one.

Shooting Skill Talents:

Athletic Talents:

Magic Talents:

Technical Talents: