Pick up skills
What's all that about then? (Ted)
Pick up skills - as there name suggests - are ones that your character has picked up as they move through life. They could be chance learnings, a hobby or an inanate talent they have. They are linked to your character's background:
There are four standard backgrounds:
Corporate brats are people sent off to private schools, home education networks or even educated by their nanny. They don't tend to be worldly wise due to their sheltered upbringing.
Burb kids are from the suburbs and posh housing projects. They include the middle class and low income kids who got some schooling from the suburbs. Not all tenant children are wise ass street trash.
Streetkids run riot on the street as homeless or in crap housing projects. The world is not always a kind place and many die young. Those that don't, might make it - well they'll live a bit longer anyway.
Clansmen are the mobile crusties, they drift from sprawl to sprawl looking for work. Some even abandon society to join extended families; moving to self-sufficiency or sponging off the state. Romantic it isn't.
The two specialist backgrounds are:
Highriders are people who lived in low earth orbit. In space, ignorance kills.
The Miliary still has it's own schools, jobs for life and places to live. Some people never see civilian life until they get injured and ditched; or just ditched.
I'll accept Highrider or Military as a background, but you'll need to come up with a decent backstory.... and "raised in the military by a rogue SWAT team leader won't cut it."
These first four - corp brats, burb kids, street-kids and clansmen - are the ones you should concentrate on. You can pick skills outside of your background - indeed, everyone can pick stuff from
Universal - but learning a skill outside of your character's social background comes at a price:
- Corporate brat, burb kid, streetkid and clansman are all standard backgrounds and you can buy skills outside your background at double cost.
- Specialist backgrounds include highrider and military and buying skills from those packages costs standard characters tripple! (However, specialist background characters can buy the other skills at only double cost - subject to ref veto of course).
- All characters have access to the universal skill package. Skills from the specialist backgrounds can be bought by other background types, but their cost is triple(!).
- Corporate brats, burb kids and highriders also have access to the education skill package as normal. Skills bought from here are at no extra cost, unlike the other backgrounds who must pay double.
In the above,
Education Package and
Universal were both mentioned. The education package gives you a raft of skills for a few character points all in one go. Universal on the other hand, means anyone can take skills from it at the usual cost.
The Education packages are pre-set and contain:
School (3 CP):
Any science subject (see below) +2 and either maths, writing or language (type) at +2.
(Choosing this package includes the basics of being able to read & write).
College (6 CP):
Computer use +2, Library Use +1 and choose +3 from one of:
any science subject; History; Writing or Programming.
(Choosing this package includes a good level of reading / writing ability).
Graduate (12 CP):
Writing +2, Library Use +1, Computer Use +2 and choose +5 in one of:
Any science subject; Programming; Electronics (type); Mechanic (type);
Law; Psychology; Criminology; Programming or Literary Study
Valid science subjects include: Biology, biotech, botany, chemistry, geology, genetics, pharmacy, physics, zoology. Please note that genetics or physiology are unlikely to be taught in schools to any serious degree. Graduate characters may choose a different key skill not mentioned above (subject to Referee veto).
Universal contains: Athletics, Climbing (Type), Computer Use, Dance, Fast Talk, First Aid, Hide, Language (Type), Perception (vision or listen), Play (instrument), Running, Seduction, Sneak, Style, Swim, Throw
But I already have that skill from my career!
If you have the skill already AND the skill is repeated in the Education package - you may combine the two.
E.g.: Drake has the Write skill at +2 from his career. The education package gives this at +2. I get to combine the two to make Write +4.
However, if the skill is listed in your background then you buy it as normal.
Drake doesn't have the skill 'sneak', so any skill ranks I want to put in that, I would need to buy normally. If I wanted Sneak +3, that would cost me 3 CP.
Step by Step
Let's do a run through shall we?
First of all you have 50 CP to spend on Pick Up skills. The same cost per rating prices apply as before. You could use the skill calculator if you like. Just remember to double up the cost of any skill that is outside your character's background!
For Drake, I'll pick Corp Brat because he's part of a corporate family...pretty much as close as you can get to the Mob these days. This skills available to him are:
Accounts, Contacts: Corporate, Culture: Corporate, Cycle, Drive (type), Education Package, Etiquette, Evaluate, Facilities (type), Investment, Perform, Pilot (type)
The universal skills include: Athletics, Climbing (Type), Computer Use, Dance, Fast Talk, First Aid, Hide, Language (Type), Perception (vision or listen), Play (instrument), Running, Seduction, Sneak, Style, Swim, Throw
1. Education
Given Drake's background, I think Education is a must so I look at the Education packages and go for
Graduate. This gives Drake: Writing +2, Library Use +1, Computer Use +2 and +5 in a selected subject. For the latter I'll take Law.
As we said earlier, Drake's got Write +2 already and as this is a package skill, I get to combine the two! This means:
Writing +4
Library Use +1
Computer Use +2
Law +5
This package costs me 12 CP and so I have 50 - 12 = 38 points spare.
2. Stuff from Universal.
This package includes: Athletics, Climbing (Type), Computer Use, Dance, Fast Talk, First Aid, Hide, Language (Type), Perception (vision or listen), Play (instrument), Running, Seduction, Sneak, Style, Swim, Throw
I go for:
Hide +3 (costs 3 CP)
Running +3 (costs 3 CP but increases Drake's movement by +1!)
Style +4 (that's 5 CP)
Swim +2 (2 CP)
I've got 25 CP left.
3. Other skills.
I notice that Drake doesn't have much in the way of firearm skills, so I decide to pick him Pistol from the street-kid range. As this is outside Drake's cosy corporate brat upbringing, this is going to cost me double.
I go for Pistol +3 which would cost me 3 CP normally. As it is outside Drake's background, it's now 6 CP. I've got 19 CP left.
I'll have SMG too... at +3, so that's another 6 CP because of the doubling. I now have 13 CP left.
4. Corp Kid
This includes: Accounts, Contacts: Corporate, Culture: Corporate, Cycle, Drive (type), Education Package, Etiquette, Evaluate, Facilities (type), Investment, Perform, Pilot (type)
I'll have:
Drive (Car) +4 (5 CP)
Evaluate +3 (3 CP)
Pilot (anti-grav flyer) +4 (5 CP)
That's all my CP gone.
If I wanted, I could have saved some CP and bought some
edges. Alternatively, if I'd have wanted more points, I could have taken on some flaws (which give me more CP to play with).
All in all, Drake's pick up skills end up as:
Computer Use +2
Drive (Car) +4
Evaluate +3
Hide +3
Law +5
Library Use +1
Pilot (anti-grav flyer) +4
Pistol +3
Running +3
SMG +3
Style +4
Swim +2
Writing +4
My next step would be to go and find what the skill bases are for these. SMG, Pistol, Drive and Pilot are going to be
manipulation skills.
Once I have these listed, I should add them to my character sheet.
The next stage is spending cash. You have $4000 to spend on equipment. A weapon would be a good choice - something easily hidden! - as would some armour (again, something covert, the walls have eyes). A bit of bioware would also be a good idea.
Edited by Synik, 28 May 2008 - 10:07 PM.