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Skill Bank


This is a databankof skill software. Whenever you try to use a skill you areuntrained in, the Skill Bank cuts in and aids you, leting you perform the skilled-only applications of skills you do not have. It does not actually change your effective skill value, but it helps in many other ways.

A Skill Bank is great for learning how to use new and unfamiliar gear or adapt to new situations. If you have a Skill Bank and can get hold of the appropriate software, you can instantly master new languages or unfamiliar applications of skills you already have, thus negating the first time penalties for skills.

  • The Skill Bank cannot enhance physical skills, such as Guns or Martial Arts or the physical aspects of Intrusion. Skillwires can make up for this.

    The Skill Bank won't help mystic skills, such as Shaping, Sorcery, Creature Powers or Arcanowave. You cannot use Animal, Race or Fu schticks with Skilsoft skills. If the campaign allows full integration of magic and technology, this can be overcome by ChiWires, but this is not the normal situation - check with your GM is this is allowed in your setting.

    Taking several schticks in Skill Bank increases your effective skill value, giving a +1 bonus to your attribute defaults per schtick pick after the first, to a maximum of +3. One schtick is unobtrusive. Two schticks can be detected by sensors. Three schticks makes the enhancement visible at close quarters. Four schticks (the maximum possible) require external antennas and sensors that are obvious at a distance when the schtick is in use.


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  • Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Saturday, January 03, 2004.