Here is a run down of the skills/perks thus far. I want them up so people can start to read through them and get an idea of what you want. Cost hasn't been added in yet, and points haven't been assigned yet. So don't add any of these to your sheet just yet lol. Also keep in mind, that you don't have to explain everything you buy to me. However certain things on your sheet? I might check them and I will say in advance that your capabilities and such? They should fit your character's build, and biography. That is something I've ran into plenty of times in offline games, also the skills WILL be in levels. Higher levels cost more but for this game it will raise the number that needs to be rolled for them making it more likely you'll accomplish and give you bigger bonuses and make the skill better. You also cannot skip up the ladder for higher end purchases, you must get all pre-reqs beforehand and pay the cost.
Acrobatics-Allows a character to flip, jump and bound around easily.
Acting-Alter mannerisms and speech to fool people, become someone else and fake moods and emotions.
Analyze-(You must specialize what. Be specific) You analyze whatever field/subject you choose and can gain insight, or knowledge that will prove useful.
Animal Handler-Train specified animals to do your bidding.
Insects and Anthropods
Reptiles & Amphibians
Armorsmith-Allows you to create or repair armor.
Autofire-Allows you to more accurately use autofire techniques. There are four different ones. Takes a whole phase, and your DCV is halved. Buy these only if you have autofire techniques. For each hex that is fired into you get a minus one to your OCV. So the accuracy diminishes with more targets.
Accurate Sprayfire-Autofire against multiple targets with better accuracy. You only suffer a -1 OCV in addition to regular modifiers.
Concentrated Sprayfire- Another -1 OCV with modifiers, concentrate fire to fire multiple shots on one target.
Rapid Autofire-Autofire attacks with the move, Rapid Fire. You must fire the same number of shots in each burst at each target. Every target after the first gets an increased -1 to your OCV.
Skipover Sprayfire-You can skip over hexes if you don't fire into them. You still lose accuracy for the hexes you go over, still a minus one for each hex. Saves you charges and energy though.
Breakfall-Allows you to land on your feet from certain falls or to halve damage from falls.
Bribery-You know how to bribe someone, what to offer and how to approach them.
Bugging-You can either successfuly place bugs or you can find them when they're utilized against you.
Bureaucratics-You know how to cut through red tape and who to talk to and how to extract information from these people.
Climbing-If handholds exist, you can scale.
Combat Driving-You can control vehicles in difficult situations. Free points to be used in TF are afforded to appropriate vehicles.
Combat Piloting-Vehicles that operate in three dimensions? You can control them in difficult situations. Refer to above.
Combat Skill Levels-Use to improve combat skills. Doesn't require a roll, you can only assign them once per phase and they stay where they are until being declared in your next phase. They can only apply to certain attacks.
First level-Single Weapon or Attack. (Must be defined) Cannot apply to say all strikes and such.
Next Level-Can apply to a group of three related maneuvers.
Next Level-1 point increase to OCV or DCV at all times, or increased damage to a group of attacks. Whether they're HTH,Melee Weapon,Ranged,Mental. Or a plus one for OECV and DECV
Next Level-You can add 2 to your DCV, or OCV as long as you specifiy which you're doing at each phase. And a bonus for specified damage class.
Final Level-You get two points to your OCV, DCV, and an increase to your ECV by one.
Computer Programming-You can program, operate and hack computers.
Concealment-Hiding and finding things on your person or in your vicinity. Can also be used to hide yourself.
Contortionist-Manipulate your body to escape from bounds and entanglement.
Conversation-Used to pump information, to distract someone and to be convincing.
Cramming-Non roll, you need several in game hours but you will aquire a basic understanding of a non combat skill quickly.
Criminology-Looking for clues, dusting for fingerprints, examining records and files, ballistics tests or analyizing evidence fall under this skill.
Cryptography-Solve Ciphers, codes, messages and encrypted information in text. Also for encoding the same.
Deduction-Take several leaps and come to a conclusion.
Demolitions-You're able to properly use explosives. Where to plant, what to use, how to disarm.
Disguise-Allows you to change your appearance to fool others.
Electronics-Identify, understand,repair, build and rewire electronics devices.
Fast Draw-Ability to ready and use a weapon quickly. Makes the act of drawing a weapon a zero phase action as opposed to half. Must be bought for each weapon type individually. Also allows you to change clips, and such on weapons as a half phase.
Forensic Medicine-You can determine causes of deaths, perform autopsies(Not a licensed surgeon).
Forgery-Duplicate documents, objects and money.
Gambling-Ability to win at gambling.
High Society-You know about Upper Class and how to interact in it.
Interrogation-You know how to extract information from subjects. How to avoid killing them, leaving marks if need be and how to manipulate them. Also can work at a minus 2 for identifying methods of torture and such.
Inventor-Ability to design and build new devices. Related skills are needed.
Knowledge skill-Knowledge on groups, places, peoples, things, etc. Must be specified. The more specific the item is, the more you will know about it as opposed to a general item.
Language-Ability to speak languages.
3-Completely fluent, with accent.
4-Idiomatic, native accent
Another point needed for literacy.
Lipreading-Ability to read lips, must know language. PER roll needed to see lips at times.
Lockpicking-Ability to open locks without a key.
Martial Arts-No roll, and this isn't an actual skill so much as another grouping of things you can buy. Every character will be required to spend at least ten points on martial arts moves. You'll be able to look at them when they go up. They cost no END, and they improve your basic hand to hand damage with modifiers as well as more dice being thrown usually. You also don't have to be a martial artist to know basic ones such as dodge and such. On the same hand, if you're not a martial artist I doubt you'll know nerve strikes. :)
Mechanics-Repair, replace and build mechanical objects.
Mimicry-Ability to imitate voices and sounds perfectly. You can also detect mimicry.
Navigation-To determine a location and plot a course between two points.
Oratory-Ability to speak to an audience and deliver a convincing presentation.
Paramedics-Perform first aid, stop bleeding, and treat injuries.
Persuasion-Convince, persuade, influence or tell believable lies.
Power-Must be specified which, if made allows creative usage of powers once. Will not benefit you in combat. Extra effects for powers must be bought.
Professional Skill-Depedendent on a character's profession, things related to that profession? You can have knowledge of or do reasonably well. Also applies to hobbies.
Rapid Attack-Must be bought for HTH, or Ranged. Make an attack with the rapid fire maneveur as a half action. You'll still be allowed a half move as opposed to putting all of your phase action into an attack.
Riding-Ability to ride living creatures under difficult situations. Specify animals.
Science Skill-Background skill for knowledge regarding scientific skills. The field must be specified.
Security Skills-Locate, recognize, build, bypass and evade different alarms and traps.
Seduction-Gain other's trust by offering companionship or favor.
Shadowing-The ability to follow someone subtly.
Sleight of Hand-Palm items, fool the eyes, perform magic tricks and draw concealed weapons without being noticed.
Stealth-The ability to hide in the shadows, move silently and avoid detection in combat conditions.
Streetwise-Underworld knowledge basically. You know how to navigate the black market, talk to criminals, gain information, deal with criminals and know the players in the streets. If you don't know the language you're at a minus.
Survival-Live off the land, find food and water, build crude shelters, hunt game, and identify wildlife and fauna in the wild areas. Doesn't cover skills with weapons.
Systems Operations-Operate sensing and communication devices properly.
Tactics-How to fight efficiently and effectively. Applies to discrete battles and small units. If you make this roll, I the GM will give drop you hints during combat.
Teamwork-Cannot be bought at the start, this is immensely useful. The ability to coordinate attacks and powers and such. The reason it cannot be bought at the start is the team must learn to operate together before really being able to work as a team. Team based attacks and such will work at minuses until it is bought.
Tracking-Follow a trail through observation or possibly smell. You also know how to hide tracks and to derive information from tracks.
Trading-You know how to strike a deal with merchants.
Transport Familiarity-Ability to drive, pilot vehicles under normal conditions.
Riding Animals (Natural)
Riding Animals (Supernatural)
Muscle powered ground vehicles
Small motorized ground vehicles
Large Motorized Ground Vehicles
Two wheeled motorized ground vehicles
Millitary Ground Vehicles
Ballons and Zeppelins
Cold Weather Vehicles
Wind Powered Boats
Personal Use Spacecraft
Mobile Space Stations
Two Weapon Fighting-You can fight with two weapons in hand. You are allowed to throw two attacks when you're using weapons. Each attack throws less dice than a two handed attack, and a normal attack.
Ventriloquism-Ability to throw one's voice.
Weapon Familiarity-Knowledge of how to use a specific weapon. You can clean and maintain, you get a point free for buying said weapon.
Common Melee Weapons
Uncommon Melee Weapons
Martial Arts Weapons
Uncommon Martial Arts Weapons
Common Missle Weapons
Uncommon Missle Weapons
Uncommon Modern Weapons
Weaponsmith-Make,maintain and repair weapons. To invent new weapons you must also have inventor purchased. Possibly other knowledge based skills.
Muscle Powered HTH
Muscle Powered Ranged
Missiles and Rockets
Skill Enhancers-May only be bought once but they can be used indefinitely.
Jack of All Trades-Pick up trades easier. Learn new Professional skills at -1 CP of the cost.
Linguist-Learn languages more easily. Learn languages at -1 CP. You'll still need a point for a new language, but can become fluent at the cost of basic conversation.
Scholar-Knowledge skills more easily.
Scientist-Science based skills.
Traveler-The same for Area, Cultural and City knowledges. Must actually visit location.
Well Connected-make contacts easier at a -1 of cost. May purchase two favors for cost of one.
Perks Like skills these have levels, they improve with the more cp you put into them.
Access-Foolproof and secret access into a heavily fortified building. Must specify.
Anonymity-No official records, or police records exist.
Computer Link-Permanent access to databases.
Local police, Corporate and government
National or federal systems
Worldwide or galactic level systems
Millitary and law enforcement always cost more.
Contact-Knowledge of someone who can occasionally help out. Must always be defined. With it being in one of your identities it is at a -1 cost.
Increases with person's importance
Deep Cover-Character has a long established false identity they use.
Favor-Someone owes the character a favor.
Fringe Benefit-Perk from a job. Membership into an ogranization will cost more usually.
Money-Amount of money and related assets characters possess. Costs goes up as money increases.
Reputation-Does the character have a reputation? If so, how does it help them?
Vehicles and bases-This you need not worry about currently. Your characters will be taken to a location where they won't have access to the outside world and any vehicles or a base outside of HQ.