[size=64]The Cyberpunk Strand: Geek - Hacker - Surge[/size]
Starting Point
The Starting Point, also known as The Level 1 Skill. Pick a path that best suits you. This does not affect what other skills you may choose down the road.
Geek : Knowledge is Power - Skills that make you look smart because i guess some girls don't care about size
There are different types of Cyberpunks, like there are different types of fanboys. There are the Star Trek fans, the Star Wars fans.. and then the Battlestar Galactica people. A Geek prides themselves on how much information they hold, whether they learned it.. or uploaded it.
Geek: Nerd Alert - The Cyberpunk will receive an extra +1 to Knowhow Rolls involving Wired, Mechanic, Scholar or Perception.
Hacker : Cheater - Using skills to alter the game with technology
Whether it's as old as Earth Technology or older.. or as new as the new launched IPad 27. The Cyberpunk knows who it works and can figure out a way to use it to their advantage. Whether it's to rewire a circuit board to turn the lights on or disarming a nuclear warhead with 2.4 seconds left. To a Cyberpunk, it's as easy as flicking on a light switch.
Hacker: Buffering - The Cyberpunk can roll to mess with any electronic device.. no matter how difficult. Twice Per Quest.
Surge : Nerds Can Fight - The rare combat skills that some nerds have
There are those that believe that Mana and Energy or Electricity are one in the same. That the lifeblood of the planet flows within every circuit board.. it is what is known as 'The Ghost in The Machine'. One of the reasons to believe this, is how Cyberpunks can use their MP and channel it through their energy weapons.
Surge: Direct Current- The Cyberpunk can channel their MP into any energy weapon and use it as damage. - Once Per Quest.
Level 4 Skills
Once you've reached Level 4, you can choose another skill.
Geek: Room 101 - Nobody knows who or what it is. It was found around the same time The Signal began. He is simply known as 'ION' to the super-nerds. The police have searched for over twenty years to find ION and haven't turned up so much as a footprint. Every Cyberpunk knows how to contact him, but he is very choosy to whom he'll respond. Need a question answered? Need guidance? Need someone to turn on the power to a subway station that probably hasn't worked in a few thousand years... ION will find a way. The Cyberpunk must roll a Level+Knowhow(Wired)+Fate for it to work.
- Once Per Quest. - This Skill must be rolled for.
Hacker: Big Brother - One day about twenty years ago a bunch of hackers put down their keyboards and united to make the world a better place... for themselves. They activated quite a few satellites and claimed them as their own, all without the authorities finding out. So if you've been wondering why Cyberpunks always make a quick getaway or seem to know where the cops are, now you know. They all share satellites that do a number of unique things, one of which are imaging satellites which take real time photos of an area and send it to the Hacker's laptop, equipped with infra-red and everything. All you need to know is the password.. which = SPDSUX ...case sensitive. This can be used to scout ahead, or locate an enemy or to see if an enemy is waiting to attack you. Or perhaps, to zoom down some lady's blouse.
- Once Per Quest. - This Skill does not need to be rolled for.
Surge: Sustain - Again, with the being able to turn Mana into Energy. When using an energy weapon, The Cyberpunk may never have to reload. They're able to rig a device to their Energy Guns and can channel their Mana out of their body and into the device. Meaning when it comes time for them to reload. They can do so without suffering a penalty. They of course can still roll for the Reload Bonus. It costs 25 MP each time they avoid a reload penality.
- Twice Per Quest - This Skill does not need to be rolled for.
Level 8 Skills
Once you've reached Level 8, you can choose another skill.
Geek: Upload - A Cyberpunk never goes anywhere without his laptop and in Sanctum, there's always somewhere to plug it into. While a Cyberpunk can do any number of things with a connection, this is one of the stranger things. What started as a 'Training Program' for the army, a way to instantly teach soldiers by downloading information directly into a trainee, was abandoned. It was then taken and adapted by the Cyberpunks of Sanctum. Once Per Quest, a Cyberpunk can plug themselves into their computer and download the training to do anything: flying a helicopter, taming a dragon, to knowing Kung-fu, how to pick a lock. Whatever you need, the Cyberpunk will become a master. Once Per Quest, give yourself a +3 Knowhow Roll to anything.
- Once Per Quest.
Hacker: CTRL+ALT+DELETE 'CAD' - By the year 2040, there were a total of 200,000 satellites in orbit around the Earth. Some did as little as connecting your phone calls, while others were for military operations and defense. One such series of satellites have stood the test of time and are still in orbit. They were to be used in the early stages of The HELIOS Project; inside them are smaller versions of the Helios Generators, but instead of converting radiation from the sun into energy, it converts it into a weapon. Once Per Quest, the Cyberpunk breaks into these old satellites and used them to destroy an enemy... or light a cigarette. A beam of pure energy will break through the sky and burn their target to a crisp. The attack will do Levelx20 DMG. Roll Level+Fate+Knowhow for each attack. Pew Pew Pew.
- Once Per Quest.
Surge: Over 9000! - They say if you put a baby in a microwave it will.. well. The Cyberpunk has become so skilled using Energy Weapons that they know just how much energy a body can hold until it pops. The Cyberpunk can pump so much energy: be it plasma, electricity or whatever else there is; that that enemy will explode and hopefully take a few enemies with him. If a Cyberpunk believes an enemy is close to death, they can unload on them. If any enemy is near death and dies because the Cyberpunk rolled two successful attack rolls. That enemy is now charged to explode. They not only die and blow up, but that damage is then given a bonus Levelx10. And applied to another enemy standing near them.
- Passive - Whenever a Cyberpunk gets a kill and rolls two successful rolls to get the kill.