The following are the beginning skills you create your
character with. You have 40 points to spread among these
nine skills. Career skills cannot exceed the level of your
special ability skill. No skill may exceed the level of the
stat it is associated with.
Special
Ability: Resources (INT)
The Corporate's ability to command corporate
resources, such as bodyguards, weapons, vehicles,
buildingcs, money, etc. Level 2 might get you a corporate
car, level 6 access to the company jet or a solo team,
level 9 would get you access to almost all levels of the
Corporation as well as the ability to requisition almost
any company resource.
Career Skills:
Awareness/Notice (INT) (1) : The trained
ability to spot clues, shadowers, and events. At 2 you'll
notice scraps of paper, doors left ajar, and obvious
expressions. At 8 you're a super sleuth of Columbo
caliber. At 10, you're Sherlock Holmes. Player Skill in
FFRP.
Human Perception (EMP) (1): The skill of
detecting emotional clues from others. At level 2 you can
usually tell when you're not getting the whole truth, at
level 6 you can detect subtle evasions and mood swings,
at level 8 you can usually tell what is being hidden in a
general way. Player Skill in FFRP.
Education/General Knowledge (INT) (4): See
Business Education Pack. Your formal schooling. You must
expend 4 Skill Points for every level of education.
Library Search (INT) (1): The skill of using
compiled information souces to find facts. At 2 you can
use most simple databases, at 6 you can access the
Library Congress, at 9 you can figure out almost any
public database and find obscure facts.
Social (EMP) (1): The ability to deal with
social situations. At level 2 you can get by in a fine
restaurant or formal function, at level 5 you can lunch
with the President with aplomb, at level 8 you can
lecture Emily Post.
Persuasion/Fast Talk (EMP) (1): The ability to
talk others into doing what you want. Player Skill in
FFRP.
Stock Market (INT) (1): The ability to invest
in the stock market. At level 2 you can buy junk bonds
and lose your shirt, at level 6 your investments pay off
75% of the time, at level 9 brokers ask your opinion.
Personal Grooming (ATT) (1): 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 10.
Wardrobe and Style (ATT) (1): The ability to
dress appropriately for any situation and look good in
what you wear.
For more information please see Skills.
Optional Education
Pack: The Business Education Pack is available
for the career skills of your corporate. This pack is based
on the assumption that the character has attended a business
school, college, or university, majoring in Business Arts.
You cannot take a higher education pack than your INT stat.
The number of career skill points and pickup skill points
(yes, you must spend both since you are assumed to have had
little time for extracurricular skill pickup) spent to
acquire that level is indicated following the degree. The
level of each skill is indicated following the skill.
Education Packs are an extremely generous way to pack
your character with skills, based on the assumption that
while in school you spent all your time learning and
therefore got, hello, an education. Remember that you
can't level higher than the stat associated with any skill
or higher in a career
skill than your Special Ability level.
Associate of Business Arts (7, 12)
[Position limit: Manager] [Minimum Age:
24 - INT]
Education/General
Knowledge (INT) (3) -- You have an AA in
business practices with the following skills:
Bachelor's of Business Arts (16, 16)
[Position limit: Executive] [Minimum Age: 26-
INT]
Education/General
Knowledge (INT) (4) -- You have an BA in
business practices with the following skills:
Master's of Business Arts (27, 20)
[Position limit: None] [Minimum Age: 28 -
INT]
Education/General
Knowledge (INT) (5) -- You have an MBA with
the following skills:
For more informations see Education
Packs.
Playing the Corporate in
FFRP:
Corporates have one goal in mind at all times:
make a profit. They will do it however it needs to be
done, and damn the consequences. They are considered the
ultimate enemy by most cyberpunks, the epitome of greed
and corruption.
Earnings:
Assistant
|
Manager
|
Jr Executive
|
Executive
|
Department Head
|
Division Head
|
1,500/month
|
3,000/month
|
5,000/month
|
7,000/month
|
9,000/month
|
12,000/month
|
|