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: Combat Sense
Allows the solo to perceive danger and avoid
harm. Add your Combat Sense level to your
Awareness/Notice skill. Initiative bonus equal to Combat
Sense.
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.
Handgun (REF) (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.
Brawling or Martial Arts
Brawling (REF) (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.
Martial Arts (REF) (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.
- 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) (1): The ability to use knives,
clubs, and other non-ranged weapons, including
cyberweapons such as scratchers, rippers, and
wolvers.
Weaponsmith (TECH) (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.
Rifle (REF) (1): The ability to use a rifle.
See Handgun.
Stealth (REF) (2): The skill of moving
silently, hiding in shadows, evading guards, etc.
Submachinegun (REF) (1): The ability to use a
submachinegun. See Handgun.
Athletics (REF) (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.
For more information please see Skills.
Optional Education
Pack: The Military Education Pack is available
for the career skills of your solo. This pack is based on
the assumption that the character underwent military
training. The Military Education Pack is available in only
one level, that of General Military Training. 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.
General Military Training (30, 20)
[Minimum Age: 18]
Education / General
Knowledge (INT) (2) -- You have been trained by the
military with the following skills:
Playing the Solo in
FFRP:
Solos are deathdealers, cold, hard, and often
trigger-happy.
Earnings:
Street Ronin
|
Private Enforcer
|
Corporate Muscle
|
Professional Op
|
Maj. League Hit
|
Elite
|
2,000/month
|
3,000/month
|
4,500/month
|
7,000/month
|
9,000/month
|
12,000/month
|
|