Skill Progression Tree[]
Below each of the skills has been broken down as to their exact nature on a per Rank level basis, with each level providing a description of the levels capabilities and additions to that skill when used by the player. In some cases this also includes an addition to a particular call or effect available to the player, and provides a description of this for the player under the 'specials' Column.
Skill: One Handed Ranged | ||
Rank Level |
Abilities |
Specials |
1 |
Can utilise Crude level ranged weaponry. These must be preloaded by someone else and you cannot reload them yourself. You may prime the weapon, just not reload it |
|
Can reload one handed ranged weaponry. Also allows you use of 2 Throwing knives/axe etc & Grenades |
||
2 |
Can utilise Worn level ranged weaponry and non-standard clips up (Dual magazines, extended magazines etc), may now use 4 throwing knives/axes etc |
|
Can utilise Rail tech ranged weaponry, allows the use of crude shields. |
||
3 |
Can utilise Standard level ranged weaponry, and the use of drum magazines, may use 6 throwing knives/axes etc |
Note: May now also utilise any rival round gun that is non-motorised, magazine is limited to 3 ROUNDS PER MAGAZINE |
May use worn level shields in conjunction with this skill |
||
4 |
Can utilise Prototype level ranged weaponry and Armour piercer "Critical" Rounds |
Note: May now also utilise any rival round gun that is non-motorised, magazine is limited to 5 ROUNDS PER MAGAZINE |
Allows the use of standard level shields |
||
5 |
Can utilise Arbiter level weaponry, *requires access to the arbiter mainframe |
Note: May now also utilise any rival round gun including those which are motorised with magazines limited to 12 ROUNDS PER MAGAZINE |
Allows you to use 'Stun' or 'double' call on any one handed ranged weapon |
||
Skill: Two Handed Ranged | ||
Rank Level |
Abilities |
Specials |
1 |
Can utilise Crude level ranged weaponry. These must be preloaded by someone else and you cannot reload them yourself, you may prime the weapon, just not reload it |
|
Can reload two handed ranged weaponry |
||
2 |
Can utilise Worn level ranged weaponry and non-standard clips (Dual magazines, extended magazines etc), may now use Grenades |
|
Can utilise Rail tech ranged weaponry |
||
3 |
Can utilise Standard level ranged weaponry, and the use of drum magazines, and may use "Suppressing fire call" |
Note: May now also utilise any rival round gun that is non-motorised, magazine is limited to 3 ROUNDS PER MAGAZINE |
May use a crude shield strapped to one arm |
Note* This is designed to allow the representation of a gun shield in use by the player | |
4 |
Can utilise Prototype level ranged weaponry and Armour piercer "Critical" Rounds |
Note: May now also utilise any rival round gun that is non-motorised, magazine is limited to 5 ROUNDS PER MAGAZINE |
Allows the use of a worn shield strapped to the player |
||
5 |
Can utilise Arbiter level weaponry, *requires access to the arbiter mainframe |
Note: May now also utilise any rival round gun including those which are motorised with magazines limited to 12 ROUNDS PER MAGAZINE |
Allows you to use 'double' or 'Strike down' on any two handed ranged weapon |
Note* Strike down is a one shot round call and can only be used once per magazine | |
Skill: One Handed Melee | ||
Rank Level |
Abilities |
Specials |
1 |
Can utilise Crude level melee weaponry. |
|
Allows the use of grenades (may carry 2) |
||
2 |
Can utilise Worn level melee weaponry etc |
|
Allows the use of a crude shield in one hand |
||
3 |
Can utilise Standard level weaponry & call ‘stun’, may carry 4 grenades |
Note* May call stun once per hour |
May use worn level shields in conjunction with this skill |
||
4 |
Can utilise Prototype level Melee weaponry |
|
Allows the use of standard level shields/Powered arm guard |
Note* Powered Arm guards may be affected by the "Shatter" Call | |
5 |
Can utilise Arbiter level weaponry, *requires access to the arbiter mainframe |
|
Allows you to use 'double' on any one handed melee weapon |
||
Skill: Two Handed Melee | ||
Rank Level |
Abilities |
Specials |
1 |
Can utilise Crude level weaponry. |
|
Allows the use of Grenades (may carry 2) |
||
2 |
Can utilise Worn level weaponry |
|
Can utilise a crude shield strapped to one arm |
||
3 |
Can utilise Standard level weaponry and call "Strike down", may now carry 4 grenades |
Note* May call "strike down" once per hour |
May use worn level shields in conjunction with this skill, and powered guards |
Note* Powered Arm guards may be affected by the "Shatter" Call | |
4 |
Can utilise Prototype level Melee weaponry |
|
Allows the use of the call "Shatter" |
Note* May call "Shatter" Once per hour | |
5 |
Can utilise Arbiter level weaponry, *requires access to the arbiter mainframe |
|
Allows you to use 'Stun' or 'double' on a weapon |
||
Skill: Light Rigs | ||
Rank Level |
Abilities |
Specials |
1 |
Allows use of crude level Light rigs |
|
Allows the use of Custom rigs |
Note* Custom rigs are any normal rigs that have been equipped with an upgrade to them | |
2 |
Allows the use of Worn level light rigs |
|
Allows the use of Arms tech rig upgrades |
||
3 |
Allows the use of Standard issue light rigs |
*One Resist against stun per hour |
Allows the use of custom "Hazmat" light rigs |
*Hazmat light rigs are immune to radiation effects and Disease injuries | |
4 |
Allows the use of prototype light rigs |
|
Allows the use of Infiltration light rigs |
*Infiltration light rigs allow the user to deploy in a position of their choosing during an encounter | |
5 |
Allows the use of arbiter light rigs |
|
Allows the ability to resist Stun |
*Take one point of damage in place of the call | |
Skill: Heavy Rigs | ||
Rank Level |
Abilities |
Specials |
1 |
Allows the use of Crude level Heavy Rigs |
|
Allows the use of custom special rigs |
Note* Custom rigs are any normal rigs that have been equipped with an upgrade to them | |
2 |
Allows the use of Worn level Heavy rigs |
|
Allows the use of Arms tech rig upgrades |
||
3 |
Allows the use of Standard level Heavy rigs |
*One resist of strike down per hour |
Allows the use of custom "Construction" Heavy Rigs |
*Construction rigs may utilise two handed ranged weapons as if one handed | |
4 |
Allows use of the Prototype Heavy rigs |
|
Allows use of custom "Security" Heavy Rigs |
*Halves damage received by the wearer from special calls e.g. Double can be treated as single etc | |
5 |
Allows the use of Arbiter Heavy rigs |
|
Allows the ability to resist Strike down |
*Take one point of damage in place of the effect | |
Skill: Medic | ||
Rank Level |
Abilities |
Specials |
1 |
Allows you to staunch a downed character and stop their bleed count whilst staunching them, May also utilise bandages |
|
May use Heal to restore a hit point to a player once every 20 seconds of roleplay |
||
2 |
Allows you to apply a Stim-packs. These instantly pick up a down player and restore them to one hit. You may carry two |
Note* Stim packs applied to players remaining restore a single hit |
Shave 5 seconds from a heal, and may carry 3 Stim-packs |
||
3 |
Allows use of Medi-packs, may carry 2, and may now carry 4 stim-packs. May also perform surgeries |
Note* Stim packs applied now add 2 hits back to a player upon application |
Allows the use of a resuscitator during surgeries |
||
4 |
Allows you to apply a Bio-Augment to a patient |
|
Allows you to self-apply Stim-packs |
||
5 |
Shaves 5 seconds of a heal |
|
Allows the use of Arbiter grade medical supplies, and to self-apply a medi-pack to yourself |
||
Skill: War-leader | ||
Rank Level |
Abilities |
Specials |
1 |
You may form a warband and have an intel level of one |
|
You may use the reinforcement Call during downtime to reinforce your unit |
||
2 |
You have an intel level of 2 |
|
You may use a recovery call to rescue a downed team during an event |
||
3 |
You may call on support from your factions main force during downtime to soften an area |
|
You have an intel level of 3 |
||
4 |
You may now send an advance party during an event for a mission |
*Maximum of two people per advance party |
You gain a Faction specific order you may utilise. |
||
5 |
You have an intel level of 4. You gain recon briefs of the surrounding area upon arrival at the event |
|
You gain support from your faction main force during your downtime |
* +100% size of military force during downtime actions | |
Skill: Neural-Net | ||
Rank Level |
Abilities |
Specials |
1 |
You may interact with the cyber space network & May utilise Crude level Upgrades |
Note: You may have 1 active upload running whilst connected to the neural network, this may be affected later on down the skill tree |
You may attempt to Copy a virus from the Cyber Network (Gain a cyber-component during an event) |
||
2 |
May utilise Worn level Upgrades |
|
You gain +1 hit in the cyber network & +1 Active Upload (AU) |
Note: You now have an additional body hit when connected to the neural network and may run 2 active uploads | |
3 |
May utilise Standard level Upgrades |
|
You gain +1 Hit in the cyber Network & + 1 Active Uploads (AU) |
Note: You now have 2 additional body hits when connected to the neural network and may run 3 active uploads | |
4 |
May utilise Proto-Upgrades |
|
May generate a Cyber-Ally to assist you in the Cyber Network OR Gain +1 PDC |
NOTE: IF ‘Gain +1 PDC’ is chosen you now have 4 person PDC’s for your use each day | |
5 |
May Utilise Arbiter Cyber upgrades |
|
May Copy yourself as a Cyber-Ally to assist you in the Cyber Network OR Gain +2 PDC’s |
NOTE: IF ‘Gain +2 PDC’ is chosen you now have 5 person PDC’s for your use each day |