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Wanderer IIIcSkillsPsyche
Your character's Psyche determines his/her mental durability and power. With
psyche you can, for example, resist an interrigation and it may decrease the
psychoactives' influence.
Your character's psyche is a value 1-10, which determines how well your
character's head is working.
Values for comparing:
Your character's psyche influences, for example, how well you can withstand torturing and how badly drugs or symptons of breaking free affect you. Otherwise, use it as a help with your roleplaying. BodyTypeThis determines the durability of your character's body. The stronger the body, the more damage your character can take before you gotta call 112. A good bodybuild resists efficiently poisons and drugs, and is very essential in melee combat. Consult the combat rules. Sub-Skills of Skills
Technology
Medications
Interrigation
Forgery
Military
Skill Classifications
1-2
You undestand the principles
If you want to do something out from your sub-skill, divide your Classification with 2. That is, an electronic Forgery Specialist (8p.) can forge documents (traditional) on level 4p. If the matter is unclear, check with a GM. TechnologyBasic The knowledge of how to use every-day technical apparatus, so you can use a toaster. And so forth. Medic-Equipment You know how to use and repair the equipment used in medlab. Cybernetics You know how to use, fix and install cybernetics. Repairing cybernetics will take you 4 hrs/Skill Level. Without good equipment, the time of repair will double. Computers You know how to use computers from word edit to hacking. Security systems You have a skill of avoiding and installing securitysystems. Affects only technology and not the people behind the monitor. Compare your Skill Level with the game-instruction. Medical skillsFirst Aid Stabilizes the condition of the patient. Heals small wounds and so forth. Chirurgy The Skill of shredding humans for different means, in fashion of maintining the possibility of recovering the patient. Also installing cybernetics to your nerves. Works fully as the First Aid -Skill. Chemicals All sorts of stuff involved with test tubes, Erlenmeyer-bottle, drugs, poisons, medication, biological warfare etc. InterrogationCompare your Skill level with the psyche of the opponent, if it's a tie, the interrigator looses. Physical You're good at causing pain to other people. Usually they talk, they may even die. The truth behind the answers may be a leeetle bit this or that, because usually your victims tell you whatever it is you want to hear. Psychological You use drugs and psychology with your victims to get the truth out from the. This takes a long time, but if you get the victim to talk, the answers are most likely true. On the other hand your victims won't be in any state of mind anymore. Getting information will take 15 min + 5 x your skill level in minutes. Off course you can use lower skill level than your maximum but if you wan't to get hashers then you must start all over agin. ForgeryAs you are checking papers or something like that, compare the forgery with your Skill Level, a tie will be enough to determine it's a fake. Traditional Paper and plastic documents' forgering, perals, diamonds, money etc . Electronic Credit cards, TRauma Troop-cards, electronic keys, etc.. . MilitaryExplosives You've acquired education on explosives, you know how to make, install and unpick bombs.You do not know how to manufacture bombs or electronic fuses. Heavy Weapons You've been educated to use great big weapons like missile launchers, flamethrowers, grenadelaunchers. This Skill is required, if you want to use anythin bigger than a machine gun. Special SkillsIf your character has special skills, their actions will be explained in your character sheet. If something is unclear, torture the GMs.
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