CyberMaster Skill List ---------------------- [SKILLS] SOLO PIL NOM NETR TECH FIX COP MED CORP ROCK Maneuvering in Armour LIGHT BODY ARMOUR (LBA) 1/* 1/* 1/* 1/* 1/* 1/* 1/* 1/* 1/* 1/* ARMOURED BODYSUIT 1/* 1/* 2/* 2/* 2/* 2/* 2/* 2/* 3/* 2/* ARMOURED EXOSKELETON 2/* 2/* 3/* 3 3 3 3 3 3 3 POWERED ARMOUR 2/* 3/* 4 11 7 11 11 4 11 11 Weapon Skills CATEGORY #1 1/5 2/5 2/5 2/7 2/7 2/4 2/4 2/7 2/6 2/6 CATEGORY #2 2/4 2/7 2/5 3/9 2/7 2/7 2/5 2/7 2/7 2/7 CATEGORY #3 2/7 3/9 3/9 5 5 3/9 2/7 3/9 7 7 CATEGORY #4 2/7 5 3/9 7 5 5 2/7 5 9 9 CATEGORY #5 2/7 5 3/9 9 7 5 5 7 20 20 CATEGORY #6 5 7 5 20 9 7 7 9 20 20 General Skills CLIMBING 2/5 3/7 2/5 3/7 3/7 2/5 2/5 3/7 5 3/7 SWIMMING 2/5 2/6 2/5 2/6 2/6 2/6 2/6 2/6 3 2/6 RIDING 2/6 2/6 2/4 2/6 3 2/6 2/6 2/6 3 2/6 DISARM TRAPS 2/5 4 2/5 4 2/7 2/5 2/5 4 7 7 PICK LOCKS 4 4 3/6 4 4 1/4 2/5 5 4 5 STALKING & HIDING 2/5 3 1/4 3/6 5 1/4 1/4 3 3 2/5 PERCEPTION 1/2 1/3 1/3 2/5 3 1/3 1/3 2/5 1/4 2/5 DRIVING 1/5 1/2/2 1/2/2 1/6 1/6 1/3 1/3 1/6 1/4 1/6 ATMOSPHERIC PILOT 3/6 1/2/2 2/7 4/9 4/9 4/9 2/5 4/9 2/7 4/9 MARINE PILOT 3/6 1/2/2 2/4 3/7 3/7 4/9 3/6 3/7 2/7 3/7 [SKILLS] SOLO PIL NOM NETR TECH FIX COP MED CORP ROCK Special Skills ADRENAL MOVES 5 5 5 6 6 5 5 5 6 6 MARTIAL ARTS 1/5 2/7 2/5 3/7 3/8 3/8 2/7 3/8 3/8 2/7 AMBUSH 2/5 3/7 2/5 5 9 2/5 2/7 5 5 5 SNIPING 1/5 3/7 2/5 9 9 2/7 2/5 9 9 9 LINGUISTICS 3/* 2/* 3/* 2/* 3/* 3/* 2/* 2/* 1/* 1/* BODY DEVELOPMENT 1/5 2/5 2/4 3/9 3/9 2/7 2/5 2/7 3/9 2/7 FORGERY 5 5 5 3 3 1/3 2/4 5 2/5 5 COUNTERFEITING 5 5 5 3 3 1/3 2/4 5 3 5 SURVIVAL 1/2 1/3 1/2/2 2/7 2/7 2/4 2/4 2/4 2/7 2/7 SCANNER ANALYSIS 1/5 1/3 1/5 1/2 1/2/2 2/4 2/4 1/2 2/7 2/7 COMMUNICATIONS 2/4 1/2 2/4 1/3 1/5 2/4 2/4 2/4 2/4 5 Combat Skills COMBAT PILOT 4 1/2/2 3 5 5 5 3 5 4 5 COMBAT DRIVER 1/4 1/2/2 1/2/2 3 3 2 2/4 3 2 3 ZERO-G ENVIRONMENT 2/7 1/2 3/9 2/5 4 4 4 4 7 7 MISSILES 2 2 3 4 4 5 4 5 5 5 HEAVY PROJECTORS 2 2 3 4 4 5 4 5 5 5 ELECTRONIC WARFARE 2/7 1/4 3/9 1/2 2/7 3/9 2/7 5 3/9 5 DEMOLITIONS (IN/ME) 2/4 3 2 4 2 3 3 5 5 5 Astronautic Skills ORBITAL PILOT 8 2/4 4 8 8 8 8 8 8 8 N-SPACE PILOT 10 2/7 5 10 10 10 10 10 10 10 N-SPACE ASTRO 10 2/7 5 10 10 10 10 10 10 10 SENSOR ANALYSIS 8 1/3 4 4 4 10 10 10 10 10 Technic Skills MECHANICAL TECH 3 3 2 1/4 1/2 2 2 3 5 5 WEAPON TECH 1 3 2 1/4 1/2 2 2 3 5 5 ELECTRONIC TECH 4 3 4 1/2/2 1/2 2/4 2/4 4 4 5 COMPUTER TECH 4 3 5 1/2/2 1/2 2/4 2/4 4 4 5 POWER SYSTEMS TECH 4 3 5 1/3 1/2 3 3 4 5 5 CRIME TECH 4 4 3 1/3 1/2 1/2/2 1/2/2 4 2/4 3 MEDICAL TECH 4 4 4 1/5 1/2 4 4 1/2/2 5 5 CYBERNETIC TECH 3 3 4 1/2 1/2 2 2 1/2 3 3 GENETIC TECH 5 5 5 1/5 1/2 5 5 1/2/2 5 5 [SKILLS] SOLO PIL NOM NETR TECH FIX COP MED CORP ROCK Scientific Skills PHYSICS 1 1 2 1/* 1/* 2 1 1 1 2 MATHS 1 1 2 1/* 1/* 2 1 1 1/* 2 BIO-CHEMISTRY 3 3 4 2 2 3 3 1/2 3 3 CHEMISTRY 2 2 3 1 1/2 1/2 1/2 1/* 2 1 ASTRONOMY 2 2/* 2 1 1/2 3 3 3 5 5 METALLURGY 3 3 3 2 1/2 3 3 3 5 5 Medical Skills FIRST AID 2/5 2/5 2/5 2/5 1/5 2/5 1/3 1/2/2 1/5 2/5 MEDICAL PRACTICE 5 5 5 5 5 5 5 2/5 5 5 MEDICAL DIAGNOSIS 5 5 5 5 5 5 5 2/4 5 5 PSYCHOLOGY 3 3 3 4 3 2 1/2 1/2 1/2 2 Engineering Skills COMPUTERS 5 5 6 1/2/2 1/2 5 5 5 5 5 CYBERNETICS 5 5 5 1/2 1/2 5 5 2 5 5 ELECTRONICS 5 5 6 1/2/2 1/2 5 5 5 5 5 GENETICS 5 5 5 5 5 5 5 2 5 5 MECH ENGINEERING 5 5 3 2 1/2 5 5 5 5 5 POWER SYSTEMS THEORY 6 6 4 3 1/2 6 6 6 6 6 WEAPON DESIGN 3 4 2 3 1/2 4 4 5 5 5 Netrunning Skills NET NAVIGATION 3 3 3 1/2 3 3 3 3 3 3 NET TRAVERSAL 2 2 2 1/2/2 2 2 2 2 2 2 NET MANIPULATION 3 3 3 1/2 3 3 3 3 3 3 NET PERCEPTION 3 3 3 1/2 3 3 3 3 3 3 NET ICE(WALLS) 3 3 3 1/2 3 3 3 3 3 3 NET ICE(COMBAT) 2 2 2 1/2 2 2 2 2 2 2 NET ICE(CODE GATES) 4 4 4 1/2 3 4 4 4 4 4 [SKILLS] SOLO PIL NOM NETR TECH FIX COP MED CORP ROCK Secondary Skills ACROBATICS 1/3 1/4 1/3 2/5 2/7 1/5 1/5 2/5 3/6 1/3 ACTING 2/5 2/5 2/5 2/5 3/8 1/4 2/4 2/5 1/3 1/2 ADMINISTRATION 7 5 7 4 4 2/5 1/4 1/4 1/2/2 4 APPRAISAL 5 5 2 3 3 1/2 2 5 1/4 5 CONTORTIONS 1/3 1/4 1/2 1/3 1/4 1/3 1/4 1/4 2 1/3 DANCE 3 3 3 3 4 2 3 4 2 1/2 FAST-TALK 4 4 3 3 4 1/2/2 1/3 2/5 1/2/2 1/3 DRUG TOLERANCE 2/5 2/5 2/5 2/5 2/7 2/5 2/7 2/7 2/5 2/5 GAMBLING 3 3 2 4 4 1/2 2 4 1 1 INTERROGATION 2/5 3 2/5 4 4 1/2 1/2/2 5 2 4 MINOR SKILL (VARIES) 1/* 1/* 1/* 1/* 1/* 1/* 1/* 1/* 1/* 1/* MUSIC 4 4 4 4 4 4 4 4 3 1/2 PUBLIC-SPEAKING 5 5 5 5 5 2/5 1/2 1 1/2 1/2/2 QUICKDRAW 1/2 1/4 1/2 3 4 1/3 1/3 4 2 3 SEDUCTION 2/6 2/4 2/5 2/7 3/8 2/4 2/7 2/7 1/5 1/2 SINGING 5 5 5 4 4 4 4 4 3 1/2 STREETWISE (PR/IN) 2/7 2/7 3/8 2/5 2/7 1/2 1/3 2/7 1/6 1/6 SUBDUING 1/2 2/5 2/4 3 4 2/4 1/2/2 2 3 3 TRACKING 2 3 1/2 3 4 2 1 4 5 5 TRADING 4 4 2/5 2/5 3/8 1/2 2 2 1/2/2 2 TRICKERY 3 3 2/5 1/5 1/5 1/2 1/5 1/5 1/5 1/5 TUMBLING 1/2 1/5 1/3 2/7 2/7 1/3 1/3 2/5 3 2/7 VISUAL ARTS 5 5 5 4 4 4 4 4 2 1 Notes: Engineering Skills Ranks may never be higher than those of there respective prime requisites, as shown below:- Computers (Maths) Cybernetics (Physics & Bio-Chemistry) Electronics (Maths & Physics) Genetics (Bio-Chemistry & Chemistry) Mech Engineering (Metallurgy & Maths) Power Systems Theory (Physics & Chemistry) Weapon Design (Metallurgy & Physics) Per Level Bonuses By Profession ------------------------------- Solo : +3 per Level on all Weapon Categories & Initiative Pilot : +2 per Level on All Piloting & Driving Skills Nomad : +1 Per Level on Survival, Driving, Weapon Categories & Initiative Netrunner: +2 Per Level on Netrunning Skills Techie : +2 Per Level in Scanner Analysis, Technics & Engineering Skills Fixer : +2 Per Level on Crime Tech, Pick Locks, Streetwise, Drug Tolerance & Trading Cop : +2 Per Level on Crime Tech, Administration, Psychology, Perception & Subduing Medic : +3 Per Level on Scanner Analysis & Medical Skills Corporate: +3 Per Level on Trading, Administration, Fast-Talk, Pyschology & Appraisal Rocker : +3 Per Level on Acting, Singing, Music, Public-Speaking & Dance New Skills ---------- DEMOLITIONS (IN/ME) This skill determines the character's ability to prepare & position explosive devices for the required effect (destruction within a certain radius, shaped blasts, etc). A sucessful demolition roll will also give a +25 bonus whenever a character is DISARMing explosive devices. STREETWISE (PR/IN) This skill determines the character's ability in locating dealers, fixers, general information, specific items, etc from the 'street'. The ability also confers the character an understanding of street etiquette and when certain situations are about to explode into conflict. MINOR SKILL (varies) This skill is a catch-all for all minor skill abilities that a character may want to take (skateboarding, making balloon animals, armpit noises, etc). The STAT adjustment for the type of skill is left to the GM's discretion. Version 2.5 (01/05/2001)