
The Undernet source for CP2020 Free
Form Role Play
SKILLS DESCRIPTIONS
Skills are rated on a scale of 1-10, 1 being minimal and 10
being an expert in that field. Note for you purists: yes, the skill
table has been modified to make it more adaptable to free form role
play, where skills are used more as a guideline for writing the
character than as a statistical base for game play. After all, some
of the skills will be based on the players ability to write his or
her character well (if you want to convincingly use Persuasion/Fast
Talk, you have to be able to actually *do* it). You may either choose
to rate you characters on a basis of 1-10 in each skill for a more
free form style, or you may use the skill points system described
below.
To determine your starting skill points, add your INT and REF,
then add (INT+REF)/4 for every year over age 16. Distribute these
points in the following skills. You may only use your initial skill
points (the ones up to age 16) on the master skills
list. Secondary skill points (those gained after age 16) can be
distributed to either these skills or any career
skills, whether those of your role or not.
Improvement Points can be gained whenever your character uses a
skill. For every 5 IP you may gain one Skill Point in that Skill. IP
are rated as follows:
- 1/2 point for attempted and failed use of the skill
- 1 point for effective use of the skill
- 2 points for particularly effective use of the skill
- 3 points for critical use of the skill (that particular
skill was what saved your life or mission)
When choosing your skills keep your stats in mind. The skills
are listed by the most appropriate stat for that skill, and you
cannot go above your stat in that skill. After all, a character with
a REF of 4 is not likely to have the agility to become a master at
Dodge/Escape.
MASTER SKILLS LIST
*Skill may be acquired as part of Education/General
Knowledge; ^You may choose two Tech Skills rather than one * skill
under Education/General Knowledge.
CAREER SKILLS LIST
You have 40 points to use in your particular role's career
skills package in addition to your starting skill points. Italicized
skills are only available to that particular role. See that role for
description of those skills not on the Master Skills
List.
DESCRIPTIONS OF SKILLS
Grooming and Style (ATT): The skill of
being able to look presentable. With this skill you can increase your
ATT and be more successful with relationships and persuasion. Bill
Gates is a 2, James Bond is a 8.
Endurance (BT): The ability to conserve
strength and energy to withstand extended pain or hardship.
Feat of Strength (BT): The practiced skill
of the strongman. At 2 you can crush cans, at 10 you can bend prison
bars.
Intimidation (CL): The skill of getting
people to do what you want by force of personality or physical
coercion. At 3 you can intimidate the average citizen, at 9 you can
face down Arnold Schwartzenegger.
Interrogation (CL): The skill of drawing
information from a subject and forcing his secrets into the open.
Resist Torture/Drugs (CL): The ability to be
tough under interrogation, torture, and
mind-controlling drugs.
Streetwise (CL): The knowledge of the
"seamy" side of life--where to get illegal and contraband items, how
to talk to criminal types, and how to avoid bad situations in
dangerous neighborhoods. At 2 you can get "hot" items and drugs, at 5
you know a few mobsters and can arrange contracts, at 8 you can be
your own crimelord.
Awareness/Notice (INT): The trained ability
to spot clues, shadowers, and events. At 2 you'll notice scraps of
paper, doors left ajar, and be able to tell if someone is obviously
lying. At 8 you're a super sleuth of Columbo caliber. At 10, you're
Sherlock Holmes.
Shadow/Track (INT): The skill of being able
to follow someone unobserved.
Dodge/Escape (REF): The trained skill of
being able to dodge attacks and escape grapples.
Hide/Evade (INT): The ability to lose people
tracking you.
Stealth (REF): The skill of moving silently,
hiding in shadows, evading guards, etc.
Education/General Knowledge (INT): Your
formal schooling. You must expend 4 Skill Points for every level of
education. For each level add the following skills:
- 1 Grade School (Basic Reading/Writing;
Math 3; History 2) (Min
Age: 20-INT)
- 2 High School (General Reading/Writing;
Math 4; History 4; One
Language 2) (Min Age: 22-INT)
- 3 Associate Degree (Advanced Reading/Writing;
Math 5; History 6; One
Language 3) (Min Age: 24-INT)
- 4 Bachelor's Degree (Math 6; One
* Skill 4) (Min Age: 26-INT)
- 5 Master's Degree/Doctorate (1st *
Skill 7) (Min Age: 28-INT)
- 6 Post-Doctorate (1st * Skill 9) (Min
Age: 29-INT)
- 7 Secondary Bachelor's Degree (2nd *
Skill 4) (Min Age: 31-INT)
- 8 Secondary Master's Degree/Doctorate (2nd
* Skill 7) (Min Age: 33-INT)
- 9 Tertiary Bachelor's Degree (3rd *
Skill 4) (Min Age: 35-INT)
- 10 Tertiary Master's Degree/Doctorate (3rd
* Skill 7) (Min Age: 37-INT)
Teach (INT): The ability to impart your
knowledge and skill to a student. You must have this skill in order
to improve another characters skills. The higher your level in this
skill, the less time it will take to teach them. You can only teach
someone as long as you are higher in that particular skill than they
are, and only to the level that you hold. You may gain 1 skill level
in that skill for every 5 levels that your student(s) gain up to your
limit.
Computer Science (INT): A package of skills
that can only be acquired as part of
Education/General Knowledge, including System
Knowledge (the lore and history of the Net, geography, and
understanding of most systems on the Net), Programming, and Library
Search (the use of Databases).
Business (INT): A package of skills that can
only be acquired as part of Education/General
Knowledge. Includes Stock Market and Accounting, as well as the
following skills gained at 1/2 per level: Oratory (public speaking),
Leadership, Social (knowledge of social skills and etiquette), and
Composition.
Science (INT): Knowledge in one specific
area of science. Modifiers are not required if Science is learned
under Education/General Knowledge.
- Anatomy
- Astronomy (Requires Math 4)
- Biology
- Botony (Requires Biology 2)
- Chemistry (Requires Math 4)
- Genetics (Requires Biology 6)
- Geology
- Forensics (Requires Biology 2, Math
4)
- Oceanography (Requires Biology 2, Chemistry 2)
- Physical Anthropology (Requires Anatomy 4)
- Physics (Requires Math 6)
- Zoology (Requires Biology 4)
Mathematics (INT): The understanding of
calculations and mathematical formulas.
- 1 Numbers and counting
- 2 Simple arithmetic
- 3 Arithmetic (addition, subtraction, division,
multiplication)
- 4 Algebra and geometry
- 5 Trigonometry
- 6 Statistics
- 7 Calculus
- 8 Advanced Calculus
- 9 Theoretical mathematics
- 10 Advanced theoretical mathematics
History (INT): The knowledge of facts and
figures of past events. At 2 you have a basic knowledge of major
events. At 4 you have knowledge of the history of one specific
geographical region or country. At 6 you have a basic understanding
of World History. At 8 or above you can teach the subject
professionally.
Language (INT): Knowledge of a specific
foreign tongue. At 2 you can get by speaking the language. At 3 you
can read a little of the language. At 6 you can speak it fluently,
although no native will be fooled by your ability. At 8 and above you
can speak and write like a native. If acquired as part of
Education/General Knowledge, you may also use this skill for a second
language in the same linguistic family at 1/2 your level in
your chosen language. (Example: if you have Spanish 6 you also have a
3 in French, Portuguese, Italian, and Latin.)
Medical Science (INT): A package of skills
that can only be acquired as part of Education/General Knowledge.
Includes Biology, Chemistry,
Anatomy, Diagnose Illness (understanding of
symptoms and medical problems), Cryotank Operation (the ability to
use a cryotank for life suspension and maintain and repair such
devices), Field Medicine (medical care of trauma outside the
hospital), Surgery, Pharmeceuticals (design, manufacture, use, and
recognition of drugs), as well as the following skills gained at 1/2
per level: Interrogation, Human Perception
(detection of emotional cues), Teach, and
CyberTech. At level 4 you can be a nurse or
paramedic, at level 7 you can be a physician, at level 9 you can
specialize in a particular field of medicine such as surgery, trauma,
etc. For descriptions of some of these skills please see
MedTech.
Performing Arts (INT/REF): A package of
skills that can only be acquired as part of
Education/General Knowledge. Choose one of the
following:
- Drama (Perform, Oratory, Intimidate,
Human Perception, Seduction, Social, Disguise)
- Music (Perform, Composition, Teach,
Play Instrument, Basic Tech, Sing)
- Dance (Perform, Seduction, Athletics
(throwing, climbing, balancing), Dodge/Escape,
Capoeria Martial Art at 1/2 level)
Physical Education (INT/REF): A package of
skills that can only be acquired as part of
Education/General Knowledge. Includes
Athletics, Endurance,
Feat of Strength, Swimming, One
Martial Art, First Aid
Fine Arts (INT): A package of skills that
can only be acquired as part of Education/General
Knowledge. Choose one of the following:
Handgun (REF): The ability to use a handgun
of any type, including cyberware types. At 2 you can effectively
shoot at a still target. At 5 you can shoot with the same skill as a
military or police officer. At 7 you can do fancy shooting. At 8 you
are a gunslinger with a reputation. At 10 you are legendary.
Rifle (REF): The ability to use a rifle. See
Handgun.
Heavy Weapon (REF): The ability to use
grenade launchers, autocannons, mortars, heavy machine guns,
missiles, or rocket launchers.
Submachinegun (REF): The ability to use a
submachinegun. See Handgun.
Archery (REF): The ability to use arrow
based ranged weapons. See Handgun.
Athletics (REF): The skill required for
accurate throwing, climbing, and balancing.
Brawling (REF): The untrained skill of
street-fighting. This skill cannot be taught, but must be learned by
experience by getting into a lot of fights.
Martial Arts (REF): Choose up to three
styles. Each style qualifies as a seperate skill (in other words you
must spend skill points in each style). The number of points that
must be spent to gain each level are in parenthesis after the style
name. You must be level 7 or above (black belt) to teach any martial
art skill.
- Aikido (3)
- Animal Kung Fu (3)
- Boxing (1)
- Capoeria (3)
- Choi Li Fut (3)
- Judo (1)
- Karate (2)
- Tae Kwon Do (3)
- Thai Kick Boxing (4)
- Wrestling (1)
Melee (REF): The ability to use knives,
clubs, and other non-ranged weapons, including cyberweapons such as
scratchers, rippers, and wolvers.
Wilderness Survival (INT/BT): Knowledge of
how to survive in the wilds, including hunting game, setting traps,
making fires, building shelter. A Boy Scout is at level 3, a Green
Beret at level 6, Grizzly Adams is a 10.
Pick Lock (TECH): The ability to pick a
mechanical lock.
Pick Pocket (TECH): The ability to pick
pockets without being noticed and shoplift.
Basic Tech (TECH): The required skills for
building and repairing simple mechanical and electronic devices.
Aero Tech (TECH): The required skills for
repairing fixed wing aircraft. To repair rotorwing aircraft you must
create a seperate skill GyroTech.
AV Tech (TECH): The required skills for
repairing aerodyne vehicles.
Cyber Tech (TECH): The required skills for
repairing and maintaining cyberware.
Weaponsmith (TECH): The required skills for
repairing and maintaining weapons of all types.
Electronics (TECH): The required skills for
repairing, maintaining, and modifying electronics.
First Aid (TECH): The required skills for
performing CPR, artificial respiration, and simple emergent wound
care.
Drive (REF): The required skills for
operating all ground craft, including cars, trucks, tanks, and
hovercraft.
Motorcycle (REF): The required skills for
operating two-wheeled vehicles.
Pilot (REF): The required skills for
operating air vehicles. Each catagory is treated as a seperate skill.
The number of points that must be spent to gain each level are in
parenthesis after the catagory.
- Gyro (3): Helicopters, Ospreys, and gyros
- Fixed Wing (2): Jets and small aircraft; suborbitals and
Ospreys at level 7 or higher
- Dirigible (2): All lighter-than-air craft
- Vector Thrust Vehicle (3): Hovercraft and AVs
- Orbital (4): Space vehicles
Operate Heavy Machinery (REF): The required
skill to operate tractors, large tanks, and very large trucks and
construction equipment.
Military (INT/REF): A package of skills that
can only be acquired as part of Education/General Knowledge. Military
Academy training. Includes Endurance,
History, Athletics,
Dodge/Escape, Handgun,
Rifle, One Martial Art, and
First Aid, as well as the following skills at 1/2
level: Resist Torture/Drugs, Leadership,
Hide/Evade, Shadow/Track,
Wilderness Survival, Heavy
Weapons, Submachinegun,
Drive, Stealth, Demolitions
(the use of explosives), Weaponsmith
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