hest degree will be for your primary role (the one you get the special ability for) and secondary or tertiary degrees will apply to your other roles. See Education Packs for how to do this since it requires a bit of juggling on skill points. It is not recommended that a beginning player try a dual role character.

Expert (1): This skill allows you to be an expert in one specific area (stamp-collecting, obscure weapons, 20th century science fiction, etc). Expert means intellectual knowledge only, ie, if you are an expert in laser weaponry you know theoretically how they work, which may give you an edge in using one should you have to, but it does not imply any practical experience with them. At 3 you are the local expert, at 6 you can write a book, at 8 you can write textbooks on the subject and hit the talk-show circuit if you want.

Gamble (1): The skill of making bets, figuring odds, and playing games of chance successfully. Level 2 is a local card shark in Saturday night poker games, level 6 can make a living in Vegas or Monte Carlo, level 9 can take on James Bond at roulette and stand a good chance of breaking the bank.

Hide/Evade (1): The ability to lose people tracking you.

History (1): 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.

Intuition (1): The creative factor of one's thinking that allows one to explore new ideas and hypothesize based on previous experience and quite often on a sheer hunch. You are right level x 9% of the time.

Know Language (1): 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.)

Library Search (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.

Logic (1): Logic, as opposed to intelligence, is the ability to use pure objectivity in one's thinking. The Spice Girls are a collective 2, Mr. Spock is a 8, Data is a 10.

Mathematics (1): The understanding of calculations and mathematical formulas.

  1. Numbers and counting
  2. Simple arithmetic (addition and subtraction of simple numbers)
  3. Arithmetic (addition, subtraction, division, multiplication, decimals, fractions, and percentages)
  4. Algebra and geometry
  5. Trigonometry
  6. Statistics
  7. Calculus
  8. Advanced Calculus
  9. Theoretical mathematics
  10. Advanced theoretical mathematics

Programming (1): The required skill to write programs and reprogram computer systems, software only. At level one you can handle EBASIC, level 3 you can program a video game, level 6 is a professional programmer who can design operating software and mainframe systems, level 9 you are revered among programmers and a favorite target of young hackers.

Reading/Writing (1): The ability to read and write in your native language. At level 3 you are literate to the equivalent of your average citizen and can spell common words. At level 6 you can read college textbooks and make few spelling and grammatical errors. At level 9 you can buzz through War and Peace and correct the errors. You annoy me. Note that this skill only covers the nuts and bolts of grammar and spelling, the skill Composition is required for publishable writing.

Research and Development (1): The nuts and bolts of getting to any discovery/invention.This includes the practical application of the scientific method, as well as knowledge of how to obtain funding and present your discoveries. At level 3 you can get simple inventions patented, at level 6 you can live off royalties from your inventions and discoveries, at level 9 you are a developer of breakthroughs.

Science (1): Knowledge in one specific area of science. Level 2 is the equivalent of having taken a college course on the subject, level 6 you could publish an article in a scientific journal, level 9 you write textbooks on it and are considered a major expert in the field.

Shadow/Track (1): The skill of being able to follow someone unobserved.

Social Science (1): The knowledge of human society and culture. At level 4 and above you may choose a specialized social science.

Stock Market (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.

System Knowledge (1): Basic knowledge of the geography of the net, its lore and history, as well as knowledge of the important computer systems and their strengths and weaknesses. At level 2 you can navigate the net and know the commonlocal places, at level 6 you know the locations of most places on the net and understand the largest and most common systems, at level 9 you know the net like the back of your hand, know the important systems cold, and are aware of the layouts for the rest of them.

Teaching (1): 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.

Telekenisis (2): Mindstars only. The ability to manipulate objects in the physical world. The greater the mindstar's Telekinesis, the larger/heavier object he will be able to manipulate.

Telepathy (2): Mindstars only. The ability to plant emotions or suggestions in others (at level 4: +6 to Intimidate, +6 to Seduction, +6 to Persuasion). Successful Telepathic relay requires that the char roll a higher Espersense + Telepathy - (10 - subject's INT) on 1d10.

Wilderness Survival (1): 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.

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REFLEX SKILLS

Archery (1): The ability to use arrow based ranged weapons. See Handgun.

Athletics (1): The skill required for accurate throwing, climbing, and balancing. Level 3 is a high school jock, level 5 is a college competitor, level 8 is Olympic caliber.

Brawling (1): The untrained skill of street-fighting. This skill cannot be taught, but must be learned by experience by getting into a lot of fights.

Dance (1): The skill required to become a professional dancer. At level 4 you can start earning money in small clubs or dance troupes, at level 6 you are considered a professional and have some fans, at level 9 you are a star.

Dodge/Escape (1): The trained skill of being able to dodge attacks and escape grapples.

Drive (1): The required skills for operating all ground craft, including cars, trucks, tanks, and hovercraft. Level 3 is a very good non-professional, level 6 is a race care driver, level 8 is a nationally known racer with sponsorship.

Fencing (1): The art of swordsmanship. Level 3 is competent with a blade, level 6 is a national competitor, level 8 is a true duellist. D'Artagnan is a 10.

Handgun (1): 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.

Heavy Weapon (1): The ability to use grenade launchers, autocannons, mortars, heavy machine guns, missiles, or rocket launchers.

Martial Arts (varies): 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.

Melee (1): The ability to use knives, clubs, and other non-ranged weapons, including cyberweapons such as scratchers, rippers, and wolvers.

Motorcycle (1): The required skills for operating two- and three-wheeled vehicles.

Operate Heavy Machinery (1): The required skill to operate tractors, large tanks, and very large trucks and construction equipment.

Paint/Draw/Sculpt (1): The skill of creating fine art. At level 3 you can make salable modern art, at level 6 your art is recognizeable and salable, at 8 you are nationally known with exhibits in galleries.

Pick Pocket (1): The ability to pick pockets without being noticed and shoplift.

Pilot (varies): 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.

Rifle (1): The ability to use a rifle. See Handgun.

Sing (1): The skill required to sing professionally with a trained voice. At level 4 you can sing at weddings, at level 6 you are considered a professional and have some fans, at level 9 you are a star.

Stealth (2): The skill of moving silently, hiding in shadows, evading guards, etc.

Submachinegun (1): The ability to use a submachinegun. See Handgun.

Surgery (2): MedTech only. The required skill to perform surgery. At level 2 you can assist in simple surgical tasks, at level 4 you can perform simple surgery, at level 6 you can specialize, at level 8 you are able to perform experimental surgery.

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COOL/WILL SKILLS

Interrogation (1): The skill of drawing information from a subject and forcing his secrets into the open.

Intimidation (1): 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.

Oratory (1): The art of public speaking. At level 2 you can wing a high school speech contest, at level 6 you can speak in public, at level 10 you are Abraham Lincoln. Rockers with Oratory 6 or higher add +1 when using Charismatic Leadership ability.

Resist Torture/Drugs (1): The ability to be tough under interrogation, torture, and mind-controlling drugs.

Streetwise (1): 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.

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TECHNICHAL SKILLS

Aero Tech (2): The required skills for repairing fixed wing aircraft. Level 3 can perform routine maintenaince, level 6 can do engine teardowns, modification, and major structural repairs, level 9 can design and build your own airplane.

AV Tech (3): The required skills for repairing aerodyne vehicles. Level 3 can perform routine maintenaince, level 6 can do engine teardowns, modification, and major structural repairs, level 9 can design and build your own AV.

Basic Tech (2): The required skills for building and repairing simple mechanical and electronic devices. Level 3 can repair basic wiring and do minor car repairs, etc, level 6 can repair stereos and TVs or rebuild an engine, etc, level 9 can build a computer from scratch, put together a race car engine, or maintain industrial machinery. Basic Tech does not cover aircraft, AVs, cryotanks, cyberdecks, cyberware or complex electronics.

Cryotank Operation (1): The skill required to operate, repair, and maintain life suspension and body chilling devices. Minimum skill of level 4 required to chill healthy person, minimum level 6 for wounded.

Cyberdeck Design (2): The skill required to design a cyberdeck. At level 4 you can modify speed and memory on an existing deck, at level 6 you can design a deck equal to commercial decks, at 8 you can design decks that are substantial improvements over commercial decks.

Cyber Tech (2): The required skills for repairing and maintaining cyberware. At level 2 you can do tune-ups and battery replacement on your own cyberware, at level 6 you can strip sown most cyberware and make simple modifications, at level 8 you can design your own cyberware to order.

Demolitions (2): Knowledge in the use of explosives.

Disguise (1): The skill of making yourself look like someone else, whether real or fictitious. Includes makeup and acting skills (expression and voice change only, not the same as Perform).

Electronics (1): The required skills for repairing, maintaining, and modifying electronics.

Electronic Security (2): The skill to install or counter electronic eyes, locks, bugs, tracers, security cameras, pressure plates, etc. At level 3 you can jimmy most apartment locks and security cams, at level 6 you can override most office locks and traps, at level 9 you can enter almost any high security area with impunity.

Field Medicine (1): MedTech only. The skill of performing first aid and emergent care outside of a clinical setting.

First Aid (1): The required skills for performing CPR, artificial respiration, and simple emergent wound care.

Forgery (1): The art of copying and creating false documents and identifications. Can also be applied to detecting forgeries.

Gyro Tech (3): The skill required to repair and maintain rotorwing aircraft (helicopters and gyrocopters). Level 3 can perform routine maintenaince, level 6 can do engine teardowns, modification, and major structural repairs, level 9 can design and build your own AV.

Photo and Film (1): The skill of producing professional-caliber photographs or motion picures. Level 2 is home movies, level 4 can win amateur contests, level 6 will get you magazine covers or videos, level 8 is famous.

Pharmaceuticals (2): The skill of designing and manufacturing drugs and medicines. Requires minimum of level 4 in Chemistry. Level 4 can make aspirin, level 6 can make hallucinogenics or antibiotics, level 9 can build designer drugs. For biological or viral pharmeceuticals you must have a level 4 or higher in Genetics or Microbiology.

Pick Lock (1): The ability to pick a mechanical lock. At level 3 you can jimmy simple locks, at level 6 you can crack most safes, at level 9 you are a master cracksman.

Play Instrument (1): The skill of knowing how to play a musical instrument. Each instrument is a seperate skill, but you may take additional instruments in the same family at 1/2 level (ie, if you have guitar 6 you can play a bass at 3). At level 4 you can play professional gigs, at level 8 you have professional acclaim and a recording contract is easy to get, at level 10 you have lots of Grammys and are a superstar.

Weaponsmith (2): The required skills for repairing and maintaining weapons of all types. At level 2 you can do field stripping and repairs, at level 6 you can repair all kinds of weapons and make modifications, at level 8 you can design your own weapons.

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EMPATHY SKILLS

Empathy (2): The ability to pick up and understand the emotions and thought patterns of others (at level 4: +8 to Human Perception, +6 to interrogate, +2 to Dodge/Escape, +2 to Stealth). Successful Empathic reading requires that the char roll a higher Espersense + Empathy - (10 - subject's INT) on 1d10.

Human Perception (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.

Interview (1): The skill of eliciting interesting annecdotes from an interview subject. Player skill in FFRP.

Leadership (1): The skill of leading and convincing people to follow you. Player skill in FFRP.

Perform (1): The skill of trained acting, singing, etc. At level 4 you can do clubs, at level 6 you are a professional with fans and possible contracts, at level 9 you are a star.

Persuasion/Fast Talk (1): The ability to talk others into doing what you want. Player Skill in FFRP.

Seduction (1): The skill of forming and maintaining romantic relationships. Player Skill in FFRP.

Social (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.

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IMPROVING SKILLS

Improvement Points can be gained during play whenever your character uses a skill (including career skills and special abilities). 10 IP are required to gain level 1 in any skill. To determine the IP required to level after that, multiply the next level by the number of points required to level in that skill (the number in parenthesis after the skill name in the descriptions), then multiply that by 10.

Example: Breck is at Demolitions level 5. To get to level 6 he must gain 120 (6 x 2 x 10) IP.

IP are awarded for the following:


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