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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

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