Skills - Lifepath packages

>>>This is a very archaic list of stuff, publishing it here for reference mainly.<<<

Skill/Lifepath Packages

Origin Packages

Colony: Corporate/Coreworld

Native Languages:

Choose Two- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 3(10)
Mass 4(12)
Intelligence 5(14)
Acuity 4(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Knowledge or Social.

Base Age: 14

Origin Skills:

All skills begin at Basic. Distribute 2 points of practice to skill(s) of choice

  • AK: Colony World/System
  • Athletics or Bureaucratics
  • Connections: Industrial
  • Finance/Trade
  • Sci/Know: Terrengineering
  • Sci/Know: Engineering: Code
  • Survival or Social
  • Vehicle Ops. (Choose a focus)

Lifepath: World Type Choice

Colony: Earthlike Frontier World

Native Languages:

Choose Two- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 4(10)
Mass 4(12)
Intelligence 4(14)
Acuity 4(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Knowledge or Personal.

Base Age: 14

Origin Skills:

All skills begin at Basic. Distribute 2 points of practice to skill(s) of choice

  • AK: Colony World/System
  • Athletics
  • Ranged: Light or Medium
  • Counter/Insurgency or Engineering: Physical
  • Lang: Choose One(English, German, Japanese, Hindi)
  • Sci/Know: Terrengineering
  • Sci/Know: Choose
  • Survival
  • Vehicle Ops. (Choose a focus)

Lifepath: World Type Choice

Colony: Earthlike Rim World

Native Languages:

Choose Two- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 5(10)
Mass 4(12)
Intelligence 3(14)
Acuity 4(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Knowledge or Personal.

Base Age: 14

Origin Skills:

All skills begin at Basic. Distribute 2 points of practice to skill(s) of choice

  • AK: Colony World/System
  • Athletics
  • Combat: Choose 2 Skill Ranged or Melee
  • Lang: Choose One(English, German, Japanese, Hindi)
  • Sci/Know: Terrengineering
  • Sci/Know: Choose
  • Scavenge
  • Vehicle Ops. (Choose a focus)

Lifepath: World Type Choice

Colony: Hostile World

Native Languages:

Choose Two- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 5(10)
Mass 3(12)
Intelligence 3(14)
Acuity 5(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Knowledge or Personal.

Base Age: 14

Origin Skills:

All skills begin at Basic. Distribute 2 points of practice to skill(s) of choice

  • AK: Colony World/System
  • Athletics
  • Combat: Choose 2 Skill Ranged or Melee
  • Counter/Insurgency or -Sci/Know: Engineering: Physical
  • Damage Control
  • Sci/Know: Terrengineering
  • Survival or Scavenge
  • Environment Suit
  • Vehicle Ops. (Choose a focus)

Lifepath: World Type Choice

Colony: Castaway/Shipwrecked

Native Languages:

Choose One- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 2(10)
Mass 2(12)
Intelligence 6(14)
Acuity 6(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Knowledge or Personal.

Base Age: 10

Origin Skills:

All skills begin at Basic. Distribute 2 points of practice to skill(s) of choice

  • AK: Colony World/System
  • Athletics or Construct/Repair
  • Combat: Choose 1 Skill Ranged or Melee
  • Emergency Treatment
  • Stealth or Scavenge
  • Survival or Damage Control
  • Sci/Know: Choose 2
  • Tracking or Engineering: Physical
  • Environment Suit
  • Vehicle Ops. (Choose a focus)

Lifepath: World Type Choice

Earthborn: Arcology/Streets

Native Languages:

Choose Three- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 5(10)
Mass 4(12)
Intelligence 3(14)
Acuity 4(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Personal or Social.

Base Age: 10

Origin Skills:

All skills begin at Basic. Distribute 2 points of practice to skill(s) of choice

  • AK: Earth
  • Athletics
  • Combat: Choose 2 Skills Ranged or Melee
  • Connections: Criminal
  • Deception
  • Unarmed
  • Intimidation
  • Scavenge
  • Stealth

Lifepath: Tough

Earthborn: Industrial(includes Zero-G)

Native Languages:

Choose Four- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 3(10)
Mass 3(12)
Intelligence 5(14)
Acuity 5(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Knowledge or Social.

Base Age: 14

Origin Skills:

  • AK: Earth/Sol System
  • Bureaucratics
  • Connections: Industrial
  • Damage Control
  • Deception
  • Sci/Know: Finance/Trade
  • Social
  • Environment Suit

Lifepath: Resources +1b

Orbital/Zero G: Commercial

Native Languages:

Choose Three- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 5(10)
Mass 4(12)
Intelligence 3(14)
Acuity 4(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Personal or Social.

Base Age: 14

Origin Skills:

  • AK: Sol System(or appropriate system)
  • Bureaucratics
  • Connections: Industrial
  • Damage Control
  • Deception
  • Sci/Know: Finanace/Trade
  • Social
  • Environment Suit

Lifepath: Micro/Null Grav Native

Orbital/Zero G: Military

Native Languages:

Choose Two- English, German, Japanese, Hindi, Pantonese, Sprecht

Base Characteristics:

Physique 5(10)
Mass 4(12)
Intelligence 3(14)
Acuity 4(14)

Base Aptitudes:

All begin at 1 with an additional 1 point in Personal or Knowledge.

Base Age: 14

Origin Skills:

  • AK: Sol System(or appropriate system)
  • Athletics
  • Connections: Military
  • Damage Control
  • Martial Arts/HtH
  • Naval Operations
  • Ranged: Light
  • Tactics/Strategy
  • Environment Suit

Lifepath: Micro/Null Grav Native or Heavy-G Native

Arroyo
  • AK: Arroyo/Broward System
  • Sci/Know: Terrestrial Prospecting
  • Sci/Know: Refining
  • Sci/Know: Metallurgy
  • Engineering: Physical
  • Lang: English
  • Vehicle Ops. (Choose a focus)

Lifepath: Dense Cell Structure

Cruxis
  • AK:
  • Connections: Cultural

Lifepath: Harmony

Mariu Glade
  • AK: Mariu Glade/Tau Ceti System
  • Connections: Industrial
  • Engineering: Biological
  • Engineering: Molecular
  • Engineering: Code
  • Finance/Trade
  • Lang: English
  • Sci/Know: Bioscience
  • Sci/Know: Terrengeneering
  • Sci/Know: Mariu Glade History
  • Social

Lifepath: Perfect Chemical Balance

Nimbus
  • AK: Nimbus/C1 System

Lifepath: “Deep Red” Vision

Starbrigter
  • AK: Starbright/Beta Hydri System
  • Counter/Insurgency

Lifepath: Disease Resistance

Sutter’s World
  • AK: Korsus/Sutter’s World
  • Intimidate
  • Martial Arts/HtH
  • Melee: Small
  • Connections: Criminal
  • Finance/Trade or Counter/Insurgency
  • Ranged: Light

Lifepath:

Vector
  • AK: Vector Station
  • Connections: Industrial
  • Damage Control
  • Engineering: Code
  • Etiquette
  • Sci/Know: Lethetics
  • Sci/Know: Logic
  • Sci/Know: Mathematics
  • Environment Suit

Lifepath: CNShunt

Vhaas Station

*AK: Vhaas Station

  • Martial Arts/HtH
  • Connections: Criminal
  • Connections: Industrial
  • Damage Control
  • Melee: Small
  • Environment Suit

Lifepath:

Vhaas Bonded Slave

Vhaas Mutant

Occupation Packages

Colonial Marine
  • Combat: Choose 3 Skill Foci
  • Damage Control
  • Martial Arts/HtH
  • Naval Operations
  • Lang: Kersh
  • Lang: Sprecht
  • Environment Suit

Lifepath: Rank +1.

CCP Cost: 10

Colonial Marine Command(Requires Rank 2)
  • Combat: Choose 3 Skill Foci
  • Connections: Military
  • Damage Control
  • Intimidate
  • Lang: Kersh
  • Lang: Sprecht
  • Leadership
  • Martial Arts/HtH
  • Naval Operations
  • Observation
  • Solutions
  • Tactics/Strategy

Lifepath: Kinesthetic-Biofeedback Training (One Half Skill Cost per Pkg.)

Lifepath: Rank +2

CCP Cost: 20

Colonial Marine Dropship Pilot(Requires Rank 1)
  • Combat: Choose 2 Skill Foci
  • Combat Pilot: Transatmospheric/DropShip
  • Damage Control
  • Lang: Kersh
  • Lang: Sprecht
  • Martial Arts/HtH
  • Naval Operations
  • Observation
  • Ranged: Support/ Vehicular
  • Solutions
  • Vehicle Ops. (choose one)

Lifepath: Rank +1

CCP Cost: 16

Colonial Marine Recon (Requires Rank 1)
  • Combat: Choose 5 Skill Foci
  • Engineering: Combat
  • Infiltration/Intrusion Technique
  • Insurgency/Counterinsurgency
  • Naval Operations
  • Martial Arts/HtH
  • Observation
  • Stealth
  • Survival
  • Track: Urban
  • Track: Wilderness

Lifepath: Rank +1

CCP Cost: 20

Colonial Marine Specialist(Requires Rank 1)
  • Combat: Choose 3 Skill Foci
  • Damage Control
  • Engineering: Code
  • Engineering: Combat
  • Insurgency/Counterinsurgency
  • Martial Arts/HtH
  • Naval Operations
  • Solutions
  • Tactics/Strategy

Lifepath: Rank +1

CCP Cost: 14

Colonist: Frontier
  • AK: Colony World
  • Occ. Skill(Colonial/Terreng. Skill)
  • Occ. Skill
  • Ranged: Medium
  • Survival

Lifepath: Appropriate to Colony Life/Homeworld

CCP Cost: 12

Colonist: Rim
  • AK: Colony World
  • Occ. Skill(Colonial/Terreng. Skill)
  • Occ. Skill
  • Ranged: Medium
  • Scavenge

Lifepath: Appropriate to Colony Life/Homeworld

CCP Cost: 12

Colonist: Frontiersman
  • AK: Colony World
  • Observation
  • Occ. Skill(Colonial/Terreng. Skill)
  • Occ. Skill
  • Ranged: Medium
  • Survival(Environment)

Lifepath: Appropriate to Colony Life/Homeworld

CCP Cost: 12

Colonist: SDF
  • AK: Colony World
  • Combat: Choose 2 Skill Foci
  • Observation
  • Occ. Skill(Colonial/Terreng. Skill)
  • Occ. Skill
  • Survival

Lifepath: Appropriate to Colony Life/Homeworld

Lifepath: Rank +1.

CCP Cost: 12

Free Trader
  • Ak: Home System
  • Ak: Commercial Routes(100 Ly sphere)
  • Connections: Criminal
  • Connections: Cultural
  • Connections: Industrial
  • Connections: Military
  • Damage Control
  • Finance/Trade
  • Shipboard Ops.
  • Lang: Synthlyn

Lifepath: Shipshare

CCP Cost: 14

GCES: Marshall
Independent Miner/Prospector
  • AK: (Star System)
  • AK: (Star System)
  • Damage Control
  • Micro/Null Grav Training.
  • Scavenge
  • Sci/Know: Stellar Prospecting
  • Shipboard Ops.
  • Environment Suit

Lifepath: Shipshare

CCP Cost: 16

Industrial: Operative (requires Resources 2)
  • Bureaucratics
  • Connections: Criminal
  • Connections: Cultural
  • Connections: Industrial
  • Connections: Military
  • Disguise
  • Ranged: Light
  • Infiltration/Intrusion Technique
  • Insurgency/Counterinsurgency
  • Observation
  • Persuasion
  • Stealth
  • Social
  • Engineering: Code

Lifepath: Resources +1

CCP Cost: 24

Industrial: Internal Ops. (requires Resources 1)
  • Connections: Cultural
  • Connections: Industrial
  • Bureaucratics
  • Interrogation
  • Intimidation
  • Observation
  • Persuasion
  • Social
  • Engineering: Code

Lifepath: Resources +1

CCP Cost: 12

Industrial: Research
  • Connections: Industrial
  • Occ. Skill(research/tech skill)
  • Engineering: Physical
  • Engineering: Force/Circuit
  • Engineering: Molecular
  • Engineering: Code
  • 3 Sci/Know Specialties

Lifepath: Resources +1

CCP Cost: 10

Industrial: Employed
  • Bureaucratics
  • Connections: Industrial
  • Engineering: Code

Lifepath: Resources +1

CCP Cost: 10

Industrial: Security
  • Bureaucratics
  • Connections: Industrial
  • Connections: Military
  • Counter/Insurgency
  • Ranged: Light
  • Ranged: Medium
  • Infiltration/Intrusion Technique
  • Interrogation
  • Intimidation
  • Observation
  • Stealth
  • Social
  • Engineering: Code

Lifepath: Resources +1

CCP Cost: 24

Mercenary
  • Combat: Choose 4 Skill Foci
  • Connections: Military
  • Ranged: Medium
  • Ranged: Heavy
  • Engineering: Combat
  • Lang: Choose one: (Synthlyn/Sprecht/Kersh)
  • Naval Operations
  • Observation
  • Shipboard Ops.

Lifepath: Combat Reflexes

CCP Cost: 10

GCES Ecologist
GCES Planetary Marshal
GCES: Navy
  • Connections: Military
  • Damage Control
  • Engineering: Code
  • Micro/Null Grav Training.
  • Naval Operations
  • Ranged: Light
  • Shipboard Ops.
  • Solutions
  • Environment Suit

Lifepath: Something Appropriate to Service Branch

Lifepath: Rank +1.

CCP Cost: 16

GCES: Navy Command (Requires Rank 3)
  • Connections: Military
  • Engineering: Code
  • Leadership
  • Micro/Null Grav Training.
  • Naval Operations
  • Observation
  • Ranged: Light
  • Sci/Know
  • Shipboard Ops.
  • Solutions
  • Strategy/Tactics
  • Environment Suit

Lifepath: Kinesthetic-Biofeedback Training (One Half Skill Cost per Pkg.)

Lifepath: Rank +2

CCP Cost: 22

GCES: Navy Engineer (Requires Rank 1)
  • Construct/Repair
  • Damage Control
  • Engineering: Code
  • Engineering: Physical
  • Engineering: Force/Circuit
  • Micro/Null Grav Training.
  • Naval Operations
  • Ranged: Light
  • Sci/Know (Choose 2)
  • Shipboard Ops.
  • Solutions
  • Environment Suit

Lifepath: Something Appropriate to Service Branch

Lifepath: Rank +1.

CCP Cost: 16

GCES: Navy Pilot (Requires Rank 2)
  • Astro/Navigation
  • Combat Pilot: Subluminal
  • Combat Pilot: Superluminal
  • Damage Control
  • Engineering: Code
  • Micro/Null Grav Training.
  • Naval Operations
  • Observation
  • Ranged: Light
  • Shipboard Ops.
  • Solutions
  • Environment Suit
  • Vehicle Ops. (Choose 2)

Lifepath: Something Appropriate to Service Branch

Lifepath: Rank +1.

CCP Cost: 20

GCES: Spec. Naval Ops.(Requires Rank 1)
  • Athletics
  • Combat: Choose 2 Skill Foci
  • Engineering: Combat
  • Infiltration/Intrusion Technique
  • Martial Arts
  • Melee S.
  • Naval Operations
  • Observation
  • Ranged: Light
  • Sci/Know appropriate to specialty
  • Solutions
  • Stealth
  • Environment Suit

Lifepath: Something Appropriate to Specialty

Lifepath: Rank +1

CCP Cost: 16

Penal Corps: Grunt
  • Athletics
  • Connections: Criminal
  • Combat: Choose 5 Skill Foci
  • Counter/Insurgency
  • Damage Control
  • Intimidation
  • Lang: Sprecht
  • Stealth
  • Environment Suit

Lifepath: Convict

Lifepath: 2nd and subsequent occ. packages add Rank +1, Max Rank: 3.

CCP Cost: 14

Penal Corps: Sergeant (requires Rank 3)
  • Athletics
  • Combat: Choose 3 Skill Foci
  • Connections: Criminal
  • Connections: Industrial
  • Connections: Military
  • Counter/Insurgency
  • Engineering: Code
  • Engineering: Combat
  • Infiltration/Intrusion Technique
  • Interrogation
  • Intimidation
  • Lang: Sprecht
  • Leadership
  • Observation
  • Stealth
  • Tactics/Strategy
  • Environment Suit

Lifepath: Choose One: Tough

Lifepath: Repute +1

CCP Cost: 22

Penal Corps: Veteran (requires Rank 2)
  • Athletics
  • Connections: Criminal
  • Connections: Military
  • Combat: Choose 3 Skill Foci
  • Counter/Insurgency
  • Engineering: Combat
  • Interrogation
  • Intimidation
  • Lang: Sprecht
  • Leadership
  • Observation
  • Stealth
  • Environment Suit

Lifepath: Choose One: Tough

Lifepath: Rank +1, Max Rank: 3.

CCP Cost: 18

Disciple of Nul
Privateer
  • AK: Territory(100 Ly sphere)
  • Connections: Criminal
  • Combat Pilot (choose one focus)
  • Combat: Choose 3 Skill Foci
  • Damage Control
  • Micro/Null Grav Training.
  • Shipboard Ops.
  • Solutions
  • Environment Suit
  • Vwhicle Ops. (choose one focus)

Lifepath: Choose One: Micro/Null Grav Native

Combat Reflexes

Combat Reflexes

Repute +1

Combat Reflexes

Repute +1

Shipshare

CCP Cost: 16

Stranded: Planetary/Shipwreck
Stranded: Habitat
Syndicate: Soldier
  • AK: Local Territory (one colony, station, or arcology)
  • Connections: Criminal
  • Ranged: Light
Syndicate: Enforcer (Requires Repute 1+)
  • Connections: Criminal
Syndicate: Brain (Requires Repute 2+)
  • Connections: Criminal
  • Connections: Social
Syndicate: Boss (Requires Repute 4+)
  • Connections: Criminal
  • Connections: Social
Unincorporated Grifter
Unincorporated Hitman
Unincorporated Thief
Unincorporated Cleaner
Triad:
Zen-Gnostic Acolyte
Zen-Gnostic Monk
Zen-Gnostic Transcendent

Skill Descriptions

Knowledge Skills

Area Knowledge (AK)- Familiarity with a given area. Can range in size from a town or city to regions of space.

Science/Knowledge(S/K)- Science and technical knowledge/skills. Must represent a field of particular subject or focus. Examples:

Astro/Navigation- Discovering ones position in 3Space and traveling from point A to point B in a line, curve, or any goddamn random pattern you choose.

Bureaucratics- Paperwork and brown-nosing. The ability and skills to understand and work within a bureaucratic environment. Can be used to initiate, facilitate, or hinder any action that is regulated by a bureaucratic body or process.

Construct/Repair- The understanding and ability to work within the confines of available knowledge to fabricate or repair devices of various functions. Can be applied with Engineering and Science/Knowledge skills to expand the scope of activity and function.

Counter/Insurgency- The science of chaos, disruption, and discordance. Effectively grants a character the skills and information pertaining to sabotage, subterfuge, unconventional combat, and guerrilla activity. Can be used destructively or constructively.

Engineering: Biological- The multidisciplinary study of biology, biochemistry, biophysics, genetics, and physiology. Applied to any type of biological base technology and manipulation. Genengineering, medical technology, and biomechanics.

Engineering: Code- Software coding of all kinds, the ability to create or modify existing software given the proper equipment. Also used for highly sophisticated computer use checks.

Engineering: Combat- A combination of demolitions, minor structural engineering, the understanding of kinetics and explosion/shock dynamics, and other practical applications that pertain to the battlefield and combat in general.

Engineering: Force/Circuit- The combined engineering application of the stuff of electronics and field generation/dynamics. Can be used to repair and design a multitude of devices and computers.

Engineering: Molecular- The understanding and application of molecular technology (nanotechnology) and molecular scale machinery, electronics and the code engines that drive such.

Engineering: Physical- Civil, Material, Mechanical and Structural engineering rolled into one.

Medicine- The practice of medicine at an advanced level. Allows one to perform complicated surgeries, procedures, and formulate appropriate pharmaceutical/natural therapies.

Solutions- The understanding of the capabilities and operation of large-scale tactical and strategic theater weapons. Allows the effective use of weapons of mass destruction in addition to standard Large vehicle weapons (Ship to Ship, Orbital Bombardment, Station Defense, ICBM’s etc).

Tactics/Strategy- The ability to asses a situation with accuracy and formulate solutions to the situation.

Terrengineering- A broad skill set encompassing planetology, geology, meteorology, and broad biological/environmental systemics with a focus on bringing a terrestrial body

Emergency Treatment- Quick medical attention, or first aid. Can be used to stabilize recent injury and treat other minor immediate conditions. Minor surgical procedures and diagnosis are possible on a limited scale. See Medicine.

Finance/Trade

Tracking- Interpreting the telltale signs of passage through an environment. Must specify Urban/Artificial or Rural/Natural.

Social Skills

Connections: The below are broad examples, a player may choose a narrower specialization or group.

Criminal- Essentially the character has been exposed to, interacted with, and has maintained relations with criminal elements, which are aware of the character. These elements are willing to at least open a dialog with the character. It also functions as reputation and knowledge with and of criminal personalities, regions, and practices.

Cultural- Provides the same effects as Criminal contacts, excepting that it deals with Social, Political, Religious, and Academic groups, not necessarily covered by any of the other Contacts groups.

Industrial- Different from Criminal contacts only in that it relates to Industrials,

Government (GCES), and other Corporate related entities.

Military-Similar to Criminal contacts, except that it deals with Naval, Marine, Mercenaries,

Penal, and Paramilitary organizations.

Deception- The art of lying and it’s supporting skillsets.

Intimidation- Inflict your will upon others through threats of one variety or another.

Intuit- The ability to read the moods, attitudes and underlying emotional/mental currents of an individual or group.

Leadership- The ability to inspire confidence in those around you. Organization, coordination, delegation, and recognition of strengths/shortcomings in others are also components of this skill.

Socialize- Playing nicely with others. Interpersonal communication and associated skills. Used to gain someone’s trust, gain information about a subject, get your point of view across, or
take them to bed or other convenient copulation conducive location.

Persuasion- The ability to coerce or convince someone into believing in or doing something they might not normally.

Personal Skills

Artisan- Artistic talents and skills. Can range from finger-painting to full sensory experience dramas to vacuum welding to asteroid mobiles to kinetic expression (drawing pictures with bullets or hammers or hammered bullets) to interpretive dance.

Acrobatics- The ability to perform acrobatic maneuvers. Flips, handstands, tumbling, etc. Can be used to alter movement rates, jump heights, etc. Can be used defensive and offensively. Can be combined with Micro/Null Grav. training with spectacular results.

Athletics- Running, Jumping, Climbing, Endurance, Throwing, etc. Basic Ironman/ Decathlete stuff. A general aptitude towards anything athletic in a broad sense. Specific skills will be covered individually.

Awareness- Perception/Consciousness of the surrounding environment, and the discovery of hidden, or obfuscated details (and vampires). Applies to the primary senses only.

Disguise- The ability to apply pigments and prosthesis of all varieties with the intent of effectively altering ones appearance.

Environment Suit- The use of specialzied equipment for survival in diverse environments and vacuum. Includes the use of exoskeletal, harness and

Infiltration/Intrusion- The skill of defeating security and intrusion countermeasures. Lock-picking, neutralizing electronic security systems, avoiding/disabling alarms, etc. The inverse is also true.

Meditation- The ability to focus inward.

Melee (Small, Medium, Heavy)- The ability to effectively wield and apply a hand held melee weapon of one variety or another. See Ranged.

Micro/Null Grav Training.- The reflection of practice and familiarity with operating in a Zero G or micro-gravity environment. Used to reduce penalties of physical actions in these environments. Includes use of vacuum suits and EVA equipment.

Pilot- The ability to operate a vehicle. Includes everything from simple maneuvers to purely reflexive combat action. Can be used defensively or offensively. Without this skill, it is unlikely that a character will be effective on even a limited scale during combat, and will either blunder their way through, or become a simple target. Must specify the general vehicle type. I.e.: Ground Vehicle, Atmospheric, Transatmospheric/DropShip, Aquatic, and Interplanetary/Interstellar.

Professional Skills – A skill set encompassing one discipline of professional focus. Examples include Photography, Marketing, Restaurateur,

Ranged (Light, Medium, Heavy)- The ability to effectively use ranged weaponry of one variety or another. Pistols, crossbows, rifles, etc.

Sleight of Hand- Pick-pocketing and legerdemain.

Unarmed- The ability to fight effectively using only what you were born with. Can be further modified with Martial and Battle Arts.

Damage Control- The basic knowledge of minor repair, jury rigging and prevention of further problems. Used extensively in artificial and zero-G environments. However, can be used for a variety of functions and in a variety of capacities.

Exotic- A skill focus pertaining to the unusual, rare, or unique.

Interrogation- Wringing em’ dry. Can be psychologically, physically, or artificially induced.

Scavenge- The talent to find useful items where others might overlook their existence, relevance, or potential and apply them in novel ways.

Shipboard Ops.- Understanding and application of devices and systems commonly found on a non-military interplanetary or interstellar vessel. See Vehicle Operations, Combat Piloting, Solutions, Astro/Navigation, and Naval Operations. Used to perform any shipboard task not directly related to piloting, combat, engineering, or military functions.

Social-

Stealth- The skill of moving in an undetectable fashion.

Survival- Just you, a knife, and nature.

Teaching- The skill of conveying ideas and concepts to others.

Lifepath/Background Descriptions

CNShunt-

The natives of Vector undergo a surgical procedure soon after birth. This involves interlacing a minor network of superconducting fibers into the base of the spine that allows biological interface into systems designed to be utilized in such a manner. The connection itself is based around induction so there is no ‘socket’ or ‘jack’ to speak of, the user simply has to move into the vicinity of the control field, and the interface can be activated at will. It provides +3 to skill rolls based around the operation of devices with this form of control system.

Combat Reflexes-

Exposure to heavy, near constant combat has provided the character a refined reflex response in stress situations. This provides a +4 to the Reaction stat, and a +4 to the Speed stat.

Convict-

Convicted of a capital crime, the character is sentenced to a varying number of years or imprisonment or service in Colonial or Frontier Space. Many convicts elect to serve in the GC: Enforcement Penal Corps to reduce their sentence with the great risk of injury or death. Anyone convicted of a capital crime is barred from setting foot or even traversing through Core Space.

“Deep Red” Sight-

The natives of Nimbus have been mildly genengineered to augment their vision. The atmosphere of Nimbus has high concentrations of inert gasses, water vapor, dust, and other substances that can limit visibility severely. This, coupled with heavy positive ion activity, glare, and frequent electrical discharges can result in periods of several hours to several days of near zero visibility. The first generation of colonists suffered severely from accidents and predators due to their impaired vision. In response, the structure of the new generation of colonists lenses and retinas was altered to provide greater spectral sensitivity. The end result gives the natives the ability to see into the Far Infrared spectrum and also provides sensitivity to electrical discharges and ion activity. Effectively allowing them to see through the murky air of Nimbus. The appearance of the eyes ranges from a burnished iron color into pale gold’s and coppery greens.

Dense Cell Structure-

Due to exposure to heavy elements during childhood, Arroyo natives undergo a genengineered process which increases the density of the outer cellular membranes. This is done with the intent of preventing heavy elements from causing cell damage and eventual cancers. It seems to be effective, and as a side effect, it seems to provide a rather toughened physique. It provides a flat +1 to Physique, and a 2 point armor hide.

Disease Resistance-

Exposure to an unusual variety of Viral and Bacterial life from birth, the character has developed a robust immune system. Reduces all disease resistance rolls by 10.

Harmony-

Kinesthetic-Biofeedback Training-

A process which involves the character spending weeks emerged in a life support/virtual environment tank in which she goes through simulated exercises at an accelerated rate. Sensory input is siphoned directly into the characters neural cortex/sensorium and the tank provides tailored physical resistance to enforce any neuromuscular response. The result is drastically reduced training time, and superior skill absorption. The current package and the three subsequent packages are purchased at half CCP cost. In addition to this, it also permits the character to purchase skill of Elite levels.

Perfect Chemical Balance-

During fetal development, and continued until the end of puberty, the character has undergone a biochemical monitoring process. Through this the character has developed significantly to her maximum genetic potential. No chemical related defects or hormone/nutritional related deficiencies and/or over exposures occurred. The result of this is a flat +1 to all base attributes, and allows a maximum of 12 in Physique, Acuity, and Intelligence (before applying any CCP multipliers).

Tough-

Due to harsh conditions or a difficult upbringing the character is unusually resilient and can suck down damage like lite beer. Double the final number of Damage Points per Wound State.

World Type-

Heavy G Native-

Born and raised on an unusually high gravity world, the character has developed more muscle mass and greater bone and tissue density than a human raised on a standard G world. Typically, to counter the blood pooling effects of high gravity, Heavy G Natives have either genengineering to strengthen the heart, or in more extreme cases, a second heart is grown, or implanted in the junction of the major arteries and veins of the groin. The overall effect grants a +2 to physique and +1 to mass, as well as doubling the number of Damage Points per Wound State.

Micro/Null Grav Native-

The character was born and raised in the Orbital/LaGrange environments or in extra-solar colonies and stations. Typically, only portions of environments such as these have significant gravity levels. This provides the character unusual freedom if action in variable gravity environments. No penalty to skill rolls in Micro/Null Gravity.

Excised Obsolete Information

Naval Operations- Understanding and application of devices and systems commonly found on a military interplanetary or interstellar vessel. Excludes the devices/procedures covered by Shipboard Ops. See Vehicle Operations, Combat Piloting, Solutions, Astro/Navigation, and Shipboard Ops. Used to perform any shipboard task not directly related to piloting, combat, or engineering functions.

Streetwise- Familiarity and comfort in the seedier aspects of society. The ability to move and operate in those circles effectively.

Rank-

GC Enforcement rank. Represents GCES Navy and Colonial Marine command and resource privilege. Provided character is still in GCES employ, or was honorably discharged, it also represents a corresponding degree of authority. Each level of Rank adds one to any Connections: Military skill check.

Example Rank Ratings: Government Naval Marine Penal

1: Aide Ensign Corporal Grunt

2: Attache Lieutenant Sergeant Veteran

3: Representative Commander Lieutenant Sergeant

4: Ambassador Captain Captain

5: Director Commodore Major

6: Officer Admiral Colonel

7: Chairman CINCGCE Brigadier

Repute-

This represents renown and knowledge in/of the Underworld and Syndicates. The character has a corresponding degree of authority, resources, and respect within these circles. Each level of Repute adds one to any Connections: Criminal or Streetwise skill check.

Example Repute Ratings:

1: Wise Guy/Henchman

2: Button Man

3: Enforcer

4: Made Man/Lieutenant

5: Capo/Boss

6: Concierge

7: Don/Mastermind

Resources-

Represents the degree to which the character can draw wealth, information, and material from her Industrial employer. Can also represent contacts and information that the character can utilize from her past if not currently employed. Each level of Resources adds one to any Connections: Industrial skill check.

Example Resource Rankings:

1: Employee/Bondee

2: Supervisor

3: Vice-Officer

4: Director

5: Officer

6: C.E.O.

7: Principal

Shipshare-

Character has some degree of ownership in a space going vessel of some variety. Typically a non-military freighter, passenger, mining, or luxury craft. If coupled with a resource, repute, or rank rating of 4 or greater, there may be other possibilities. Consult the bloody GM.

Example Shipshare Rankings:

1: 20%

2: 40%

3: 60%(probably a captain)

4: 80%

5: 100%

Skills - Lifepath packages

dark future - Wrought in Ash PoisedForVictory