Technical Skill Paths

These Skill Paths do not just cover computers and electronics (though they are included), but any sort of Technical/Intelligence skill that can be used actively. This includes most Applied Skills and a few others. There are 4 paths (2 Paths cover several disciplines, but are still just one of those 2 paths).

Tradesman
These paths cover a manual trade of some sort, usually a craft skill. To craft any item, you take its main rating (Armor Rating for Armor, Damage for Weapons, Hit Points for any other mundane Item) and multiply it by 10. That is the TN the character has to achieve to successfully craft the item. However, though the number is high, they have a chance to add to their base roll.

For every day spent researching/preparing, they may add 10 to their roll. Better equipment will also add to their base. A full forge for example will add 25 to the base of any Armor, Weapon, or Blacksmithing roll. Check the specific equipment rating for more detail. Additional Helpers will also add 15 per helper to the TN, but the Helper must have at least 4 in the associated Broad Skill and will cost the player 140 in currency per day for labor.

Once you have all your bonuses added to your base, you may roll as many times as you like. However, each roll is another day of work. Roll 5 times and 5 days is added to the total time to make the item. While rolling, if the exploding dice shows 1, then that roll does not count, but a days work is wasted.

Tier 1
Armorsmith

Prerequisites: 4 ranks in Armorsmithing

Cost: 10 XP

Type: Passive

Description: With this Talent, the character can craft "advanced" armor appropriate for their setting. This is detailed under Advanced Armor and includes Magic Armor (if in a magic setting) or Advanced Technology Armor. The base TN to add an Augmentation slot to an armor is TN 30 (cumulative with the base TN). The base TN to create an Armor Augment is TN 35 (cumulative with the base TN).

Weaponsmith

Prerequisites: 4 ranks in Weaponsmith

Cost: 10 XP

Type: Passive

Description: With this Talent, the character can craft "advanced" weapons appropriate for their setting. This is detailed under Advanced Weapons and includes Magic Weapons (if in a magic setting) or Advanced Technology Weapons. The base TN to add an Augmentation slot to a weapon is TN 30 (cumulative with the base TN). The base TN to create an Weapon Augment is TN 35 (cumulative with the base TN).

Metallurgist

Prerequisites: 4 ranks in Smithing/Metallurgy

Cost: 10 XP

Type: Passive

Description: With this Talent, the character can craft "advanced" metals appropriate for their setting. These metals are used for making any armor, weapon, or jewelry that may require it. The base TN to forge an ingot for use in advanced crafting is TN 30 (cumulative with the base TN).

Mechanic Prerequisites: 4 ranks in Applied: Automotive, Applied: Aeronautics, or Applied: Spacewright Cost: 10 XP Type: Passive Description: You are a wiz at fixing vehicles. With this talent, you can repair vehicles (provided you have the correct skill) at the normal TN, but you "heal" 2d6 damage for every point over the TN instead of 1d6. If you take Field Repairs, detailed below, you do 3d6. Additionally, you can augment vehicles with "advanced" weapon systems appropriate for the setting. The base TN to add an Augmentation slot for a weapon is TN 30 (cumulative with the base TN). The base TN to create an Weapon Augment for a vehicle is TN 35 (cumulative with the base TN).

Jeweler

Prerequisites: 4 ranks in Gem Cutting

Cost: 10 XP

Type: Passive

Description: With this Talent, the character can craft "advanced" jewelry appropriate for their setting. This is detailed under Advanced Items and includes Magic Jewelry (if in a magic setting) or Advanced Technology Accessories. The base TN to add an Augmentation slot to an item is TN 30 (cumulative with the base TN). The base TN to create an Item Augment is TN 35 (cumulative with the base TN).

Fletcher

Prerequisites: 4 ranks in Fletching

Cost: 10 XP

Type: Passive

Description: With this Talent, the character can craft "advanced" Bows and Crossbows appropriate for their setting. This is detailed under Advanced Weapons and includes Magic Bows and Crossbows (if in a magic setting) or Advanced Technology Bows and Crossbows. The base TN to add an Augmentation slot to an weapon is TN 30 (cumulative with the base TN). The base TN to create an Weapon Augment is TN 35 (cumulative with the base TN).

Gunsmith

Prerequisites: 4 ranks in Gunsmithing

Cost: 10 XP

Type: Passive

Description: With this Talent, the character can craft "advanced" firearms appropriate for their setting. This is detailed under Advanced Weapons and includes Magic Firearms (if in a magic setting) or Advanced Technology Firearms (black powder, ballistic, energy, or otherwise). The base TN to add an Augmentation slot to an weapon is TN 30 (cumulative with the base TN). The base TN to create an Weapon Augment is TN 35 (cumulative with the base TN).

Tier 2
Field Repairs

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Active

Description: With this talent, the character can repair or temporarily augment Armor, Weapons, or Items they are able to craft (essentially whatever is covered by their Tier 1 Talent). This cannot be done in combat. It can be done before, after, or in between, but not during combat. If the character makes a skill check at TN 40, they can either boost the Armor Rating of a piece of armor by 2d6 for 1d6 hours; boost the damage on a weapon by 1d6 for 1d6 hours; or boost the general benefit of an item for 1d6 hours. At the end of the 1d6 hours, regardless of what was done, the item takes 1d6 damage, but can be repaired.

The other use is actual repairs to an item. If the character makes a skill check at TN 30, for every 5 they roll over, they may repair 1d6 points of damage.

Efficiency

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Active

Description: Whenever you make a roll to achieve a TN to create an item, that roll only counts as half a day in stead of a full day. All other rules apply.

Tier 3
Recycling

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Active

Description: You are able to reuse "damaged" or "wasted" materials. If you roll a 1 on your exploding dice while crafting, you have a chance of not wasting the day. Roll the die again, if you roll a 5 or 6, then you can total the rest of your dice and count it towards the total TN. The time spent will be standard (1 day or half a day if you have the talent).

Motivating the Help

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Passive

Description: With this ability, you are able to count each helper more towards the total. You get their base plus half your Charisma bonus per Helper you use.

Tier 4
Mastery

Prerequisites: Any Tier 3 Talent

Cost: 30 XP

Type: Passive

Description: You are a true Master of your craft. With this Talent, you start at your Intelligence times 10 when crafting an item and add any rolls/benefits to that base. For example, if you crafting a Breastplate (AR 25, crafting TN 250) and your Intelligence is 5, you begin your rolls at 50. This does not include any preparation days or helpers. This is your base and anything you add, adds onto this.

Composer
The Composer is the one who created the art, not just the guy who stands in front of an orchestra with a baton. These talents will relate to the skill Perform and its Specializations or a Craft skill.

Tier 1
Musician

Prerequisites: 3 ranks in Perform and 1 Specialization rank in any instrument

Cost: 10 XP

Type: Passive

Description: You are a professional level musician and can earn money playing music. To do so, make a skill roll (Broad Skill plus Instrument Specialization) at TN 35. If successful, you received 1d6 in currency for that performance. For every 5 over, you can earn 1d6 in currency. This is essentially the equivalent of Busking. If you have an Agent, either from contacts or acquiring one through gameplay, you can multiply the result by 20. If you have any Legend, you can multiply the total by that as well. For example, if you have a 3 in Legend and you do some street performing, rolling your skill check at 46, you will receive 3d6 x 3 in the game setting's currency (the standard mean, for example if in a modern setting $1 or 1 euro, or whatever). If you still have a Legend of 3, but also agent and at that particular performance you rolled a 44 on your skill check you will receive 2d6 x 20 and then that result x 3.

On a special note, if you want to perform your own music, you can. To write a song, you make a skill check with Craft:Composition, Music at TN 35. For every point over 35 (up to 40) you can multiply the total by that number. After 40, it's every 5 for 1.

Writer

Prerequisites: 4 ranks in Craft:Composition, Writing

Cost: 10 XP

Type: Passive

Description: You make your living writing. You can either be a novelist, a journalist (freelance or employed), or a poet. Like with Musician you roll a skill check to determine how well you wrote your work. However, since musicians can perform more often and the songs usually don't last more than an hour, the Writer's "performance" takes a bit more time, thus higher TNs. Like with Craft skills, you can roll as many times as you need to get the TN, but each roll takes a week's worth of work instead of a day. Here are the TNs: Now for your pay. After you are successful at your skill roll, you can earn 1d6 in currency for every point you go over. For example, you write an article for the Daily..um...BuglePlanet and roll a total of 67 in the process. You will get paid 7d6 in currency for that article. Like with Musician, Legend, an Agent, and even employment will add multipliers. If you have a literary agent, again you multiply your result by 20. If you work for a publisher, you can multiply your result by 30. Though you can have a Literary Agent and work for a publisher at the same time, you can only use ONE multiplier. Additionally, you will take your ranks in Linguistics and multiply the total. Also, you can use your ranks in the (Subject) (the subject being Literature) and multiply the total. This applies only to ranks in Literature not specializations and no other (Subject) skill. Lastly, multiply the total by your Legend, just as you would with Musician. Here is the breakdown in the order of multiplication:

[[[(Total Over TN in d6s x Agent or Employment) x Ranks in Linguistics] x Ranks in Literature if any] x Legend]

This could lead to a large number, but again since it takes weeks to create any of these. One last thing on the subject of Poetry. For Poets, they can write a poem and dedicate it/give it to someone they admire or wish to woo. In this case, they won't get paid. Instead, the result over the TN will be added to either a Seduction roll (the total at the end) or Diplomacy roll to change the mood of their target. Also, they may write a collection of poems, or gather a number, for a book. If they attempt this, they must meet the Novel TN, even if they've written, saved, and collected several poems already. The same will apply for a collection of Short Stories.

Actor

Prerequisites: 4 ranks in Acting

Cost: 10 XP

Type: Passive

Description: You are a professional actor. This is handled exactly like Musician. The only difference is there's no instrument involved. And yes, there is "street performance", including pantomime, juggling, etc. So you can do a straight skill roll at TN 35. Agent and Legend multipliers apply normally.

Artist

Prerequisites: 4 ranks in Craft: Painting or Craft: Sculpting or similar artistic skill under Craft

Cost: 10 XP

Type: Passive

Description: You are a professional artist. This is handled much like Writer. There are high TNs and each roll to achieve those TNs takes a week. However, there is only the Agent multiplier, no Employment multiplier. Instead of Linguistics you can use any ranks you have in Art History. Legend is still the same. Here are the TNs:

Dancer

Prerequisites: 4 ranks in Dance

Cost: 10 XP

Type: Passive

Description: You are a professional Dancer. This is handled exactly like Musician. The only difference is there's no instrument involved. And yes, there is "street performance", so you can do a straight skill roll at TN 35. Agent and Legend multipliers apply normally.

Tier 2
Prolific

Prerequisites: Writer or Artist

Cost: 15 XP

Type: Passive

Description:  You write or produce many, many works. With this, you can cut the time it takes to produce a work in half. This is taken off the total at the end, in the case of odd number of weeks. So, if you took 4 rolls to create a work, then it took you 2 weeks with this Talent. If it took you 5 rolls, it took you 18 days.

Classically Trained

Prerequisites: Any Tier 1 Talent except Writer

Cost: 15 XP

Type: Passive

Description: You have had "classical" training in your art. After you roll your check, take half of your Intelligence and half of your Agility or Charisma (whichever is higher, except for Dancers who can only use Agility) add this to the total TN to determine how far you go over.

I'm With the Band

Prerequisites: Musician Talent

Cost: 15 XP

Type: Passive

Description: This allows you to perform with a group of musicians: band, orchestra, quartet, whatever. However, the TNs raise for the number of musicians, but so does the initial multiplier. Here are the TNs: The multiplier is applied after you roll the number of d6s over the TN. So, if a quartet rolled cumulatively 143, making it 18 over, they roll 18d6 and get the total and multiply it by 2. The Agent multiplier is only applied ONCE. The Legend multiplier is only applied if that GROUP has a Legend rating. Individual Legend is not calculated. If a solo is performed, then it is rolled as an individual performance as per the rules under Musician above. Regardless of the number of solos within a performance, each musician only gets 1 solo performance roll. For example, if Rush were characters in the game and rolling for their performance, Alex Liefson would only roll 1 solo roll, regardless that just about every Rush song has a guitar solo. Neil Peart would roll 1 solo performance roll for the 30 minute drum solo he does every show. And Geddy Lee would roll 1 solo performance regardless of the number of bass solos he does. But, the amount of money earned for each solo performance goes towards the total when all 3 roll to contribute to the group performance. Additionally, the Agent and Legend multipliers count if each individual has either an Agent or any Legend. The resulting total, after all is combined and multiplied is then split amongst the musicians. How it is split up is determined by previous agreements between the musicians, their agents, or a contract.

Tier 3
Go With it/Self-Editing/Touch Up

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Passive

Description: If you are a Musician, Actor or Dancer, the talent is called Go With it. If you are a Writer, the talent is called Self-Editing. If you are an Artist, the talent is called Touch Up. With this talent, regardless of name, if you roll a 1 on your exploding dice while creating/performing, you have a chance of not wasting the day and/or critically fumbling, thus disguising your mistake. Roll the die again, if you roll a 5 or 6, then you can total the rest of your dice and count it towards the total TN. The time spent will be standard (1 week or half if you have the talent, but only if it applies).

Personal Editor/Critic

Prerequisites: Writer or Artist and Any Tier 2 Talent

Cost: 20 XP

Type: Passive

Description: You have a friend, or even a professional who is your friend, continually reviewing your work and giving suggestions. Because of this you get an extra bonus per dice equal to half your Charisma rounded up. For example, Brian the prolific literary fiction writer's wife is an editor for a publishing house. Because of this, on his new book, for which he rolled a total of 136, for 16d6 over, he gets a +3 (Charisma is 5 halved and rounded = 3) per dice, or 16 x 3 added to the total. This is added to the initial total and then all multipliers are done. Heartfelt Performance

Prerequisites: Musician, Actor or Dancer and Any Tier 2 Talent

Cost: 20 XP

Type: Passive

Description: You put your heart and soul into every performance, because your pro like that. If you are performing as part of a group, this will only count towards your solo performance, which does contribute to the total at the end, but does not apply to the group. Actors, of course, though they perform often in a group or cast, they will only ever roll for individual performance. Nonetheless, with this Talent, you get an extra bonus per dice equal to half your Charisma rounded up. This is handled like Personal Editor/Critic. The bonus Charisma is added to the initial total and then all multipliers are done.

Tier 4
Fame

Prerequisites: Any Tier 3 Talent

Cost: 30 XP

Type: Passive

Description: "Makes a man take things over." Or actually, it will allow you add to your Legend attribute. While performing, if you are an Actor, Musician, or Dancer, whether in a group or solo performance (or a solo performance within a group performance), keep track of the number of times your exploding dice rolls 6. At the end, take that number in d6's and roll. Any dice that show 5 or 6, total the number and then add to your Legend. For example, Kieth, guitarist for the Spiders from Europa, plays a show. He has several guitar solos, but only rolls 1 solo performance, during which he scored 3 sixes. During his group performance roll, he had 2 more. So, he rolls 5d6, of which he gets 2 5s and no 6s. He adds 2 to his Legend. This is done AFTER all the multipliers are added, whatever your Legend was at the beginning is what will be multiplied for that performance.

For Writers and Artists, since they get more rolls and thus more chances at 6's, it's a bit different. They still keep track of the number of 6's, but they take the total and only 6's count. For example, Clark, a report for the...uh...Daily BuglePlanet, writes an article on a local factory that has been dumping waste in a nearby pond mutating the local amphibious fauna to gargantuan size causing them to eat nearby livestock. It's an outrageous story, but he has his sources, all has been verified, and he rolled a 72 for the total in 3 rolls, getting a total of 4 6's all together. So he rolls 4d6 and gets 1 5 and 1 6, and 2 3's. His Legend increases by 1. Again, the Legend increase is only applied AFTER all the calculations have been made.

Techie
These talents cover what we, as a modern audience, see as "actual technical" skills, or those involving electronic devices and computers.

Tier 1
Hardware Specialist

Prerequisites:  3 ranks in Computer and 1 Specialization rank in Hardware, or 4 ranks in Applied: Electronics

Cost: 10 XP

Type: Passive

Description: With this Talent, you are an expert with hardware. You can repair/troubleshoot hardware (provided you have the correct skill) at the normal TN, but you "heal" 2d6 damage for every point over the TN instead of 1d6. Additionally, you can augment electronic hardware with "advanced" augments appropriate for the setting. The base TN to add an Augmentation Slot for a computer (personal or server) or electronic device is TN 30 (cumulative with the base TN). The base TN to create an Augment for a computer or electronic is TN 35 (cumulative with the base TN).

Programmer

Prerequisites: 3 ranks in Computer and 1 Specialization rank in Programming

Cost: 10 XP

Type: Passive

Description: You are the quintessential "code monkey." With this talent, you can make near-autonomous programs (crude AI's) to run tasks for you on your computer, or provided the device/machine takes programming or machine code, makes that device independent enough to act out your commands on its own. In either case, you roll your Programming skill at TN 100. At 100, the program you make has an Intelligence of 1, but no other stats. For every 5 over, you add an additional +1 to the program's Intelligence. This program lasts until you delete it or the device/machine that contains it is destroyed. Like with any craft skill, you can make as many rolls as you need, but each roll is equal to 1 day.

Each program you make comes with the following skills at the following ranks:

Computer at 2

1 (Subject) skill of choice at 1

Either a Specialization under Computer of the player's choice at 1

OR

Appropriate Piloting skill for the device/vehicle at 2 (a drone, for example would have Pilot: Rotor, VTOL, Hover/Repulsor, or Plane)

At Intelligence 2 or lower, the program can only handle 1 simple task. A computer program would only be able to monitor certain sites for mention of a specific subject, or a spy drone could only "spy" on one specific area, but won't defend or flee if it's discovered. At an Intelligence between 3 and 4, more complex actions (both quantitative and qualitative) are able to be performed, but must be explicitly stated, as at this level the program has the intelligence and personality of a dog or small child. At Intelligence 5 and above, they are near human, but still not self-aware.

The program can improve upon skills and learn new skills, but all rules apply. Additionally, the XP to learn and improve skills comes from the player's pool. Programs DO NOT earn experience on their own. You can also improve the Intelligence of the program in the standard way from your pool of XP to a maximum of 6. Hacker

Prerequisites: 3 ranks in Computer and 1 Specialization rank in Hacking

Cost: 10 XP

Type: Passive

Description: With this talent, you have two options: Focused Hacking or On the Fly Hacking. Without this talent, you would only be able to Focus Hack, meaning only while at your computer station. With this talent, however, both the Focused Hacking and On the Fly Hacking can be done with any degree of mobility that your computer/communicator/device allows. You can also attempt to hack AIs, making them obey your commands. Without this talent you could not. Focused Hacking, or "normal mode", means you are sitting at a computer in a fixed location. However, while Focused, the normal +10 that you get for each day of research/preparation you do is increased to +15. Additionally, when doing the roll, each roll it takes to achieve the TN (a normal firewall for a personal computer TN being 75) only takes 20 seconds, instead of the hour per roll without. Along with the reduction in time as with Focused Hacking, with On the Fly Hacking you don't have to be at a computer. You can use a laptop, communicator, smart phone, or even a wall panel provided it's connected appropriately. Otherwise, as mentioned, all the benefits from Focused Hacking mentioned apply to anything you attempt On the Fly.

Tier 2
Jury Rig

Prerequisites: Hardware Specialist

Cost: 15 XP

Type: Passive

Description: With this talent, the character can repair or temporarily augment computer hardware and electronic devices that they are able to craft (essentially whatever is covered by their Tier 1 Talent). This cannot be done in combat. It can be done before, after, or in between, but not during combat. If the character makes a skill check at TN 40, they can either boost the Armor Rating of a device by 2d6 for 1d6 hours; boost the speed of a computer by 1d6 for 1d6 hours; or boost the general benefit of an item for 1d6 hours. At the end of the 1d6 hours, regardless of what was done, the item/device/computer takes 1d6 damage, but can be repaired. The other use is actual repairs to a computer or electronic device. If the character makes a skill check at TN 30, for every 5 they roll over, they may repair 1d6 points of damage.

Remove Bug

Prerequisites: Programmer

Cost: 15 XP

Type: Passive

Description: With this talent, the Programmer can fix faulty or buggy software, including AIs. If the character makes a skill check at TN 30, they can locate any faulty code and repair it. However, a follow-up check at TN 35 will be needed to properly integrate new code to make the program work as intended. This can also be used on AIs of any level.

Ghost IP

Prerequisites: Hacker

Cost: 15 XP

Type: Passive

Description: With this Talent, the Hacker can hide their IP and location. There are programs that will do this for those without the Talent, but the Hacker can either do so without the pre-installed program or can bolster the affect of the existing program. To do it without, the Hacker must roll a Hacking skill check at TN 35. If successful, anyone attempting to determine his IP and/or location must make a Networking skill check at the same TN. If the Hacker rolls higher than 35, whatever the result is the TN needed for the Networking skill. To bolster an existing program, the Hacker rolls a skill check at TN 40. For every 2 they roll over, they can add +1 to the Ghost IP program's rating.

Intuitive OS

Prerequisites: Hardware Specialist, Programmer, or Hacker

Cost: 15 XP

Type: Passive

Description: With this Talent, while using any skill in conjunction with another Talent taken from Techie, the player may re-roll any 1's equal to half their Intelligence. This is on top of any re-rolls they get for Specialization, but the player cannot re-roll a 1 if it appears on their Exploding die.

Tier 3
Cutting Edge Tech

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Passive

Description: With this Talent, the Techie has tapped into what is current and has the best specs for his needs. This works similarly to the Path of Shadow talent Hook Up, but instead of illicit goods and services, the Techie can procure hard to get tech gear, including--if their roll is high enough--military grade gear. To do so, they roll their Computer skill using the appropriate Specialization according to what they're looking for, (e.g. use Programming if they are looking for software, Hardware if they are looking for hardware parts or complete devices, Hacking if they are looking for illegal/pirated versions of software but not stolen hardware, that will still come down to Hook Up). Here is the chart with the TNs.

Corrupt AI

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Passive

Description: With this Talent, you can attempt to take control over an AI. You do so by resetting the list of persons who can give it commands or just by brute force re-writing of code.

To reset the AI's security list, you make a Computer roll using your Specialization in Hacking at TN 40. If successful, you are now on the security list, but depending on the Intelligence of the AI, you may or may not fool it. To fool it again, you make another Computer check, using Hacking, Contested against the Ai's Willpower (Intelligence of the AI x 2). Like any contested roll, whoever has the higher number of successes wins.

For the brute force re-write, you make a Computer roll using your Specialization in Programming at TN 40. The AI does not get a Willpower roll, but takes 4d6 in damage. For every 3 you roll over 40, you can reduce the damage by 1d6. If you reduce the AI's hit points to 0, it becomes useless and will respond to no commands. If you reduce the AI's HP by more than 5, it will continue to lose 1d6 HP every round and once it reaches 0, it will be inoperable. You can stop the degradation of the AI by another Computer check, using Programming, at TN 40. You can heal/re-write the AI with the Talent Remove Bug. Bolster/Overclock

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Passive

Description: With this Talent you can either increase the speed/capability of a device or improve the Intelligence of an AI without using XP. To improve a device, you roll Computer, using your Specialization in Hardware, at TN 40. If successful, you can improve the processing speed of the device/computer by +3. For every 3 you roll over 40, you can further improve it by +1. This is a permanent improvement and causes no damage to the device. To improve the Intelligence of an AI, you roll Computer, using your Specialization in Programming, at TN 80. If successful, you can add 1 point of Intelligence to an existing AI. You can roll as many times as you need, but each roll is 1 week of work. Additionally, if you want to add more, you can increase the TN by 40 for every point you want to add beyond 1. For example, if you wanted to add 3 total points to the AI's Intelligence, you would need to roll for a TN of 160 (TN 80 + 40 + 40). Again, each roll is equal to 1 week of work.

Tier 4
Logic Bomb

Prerequisites: Any Tier 3 Talent

Cost: 25 XP

Type: Passive

Description: With this Talent, you can set up a "Logic Bomb". To do so, you make 2 Computer checks. The first check is at TN 40 using any specializations you have in Programming. This will determine if you set the parameters/conditions correctly for the "Logic Bomb" to go off. If successful, you set the parameters. The second check is versus the computer's security rating you wish to plant the bomb in. However, you must beat the TN by 5 using your specializations in Hacking. For example, if you are putting it into some average user's computer (Security Rating 75), then you have to beat a TN of 80 to successfully plant it. You can roll as many times as you need, but each roll is equal to 30 minutes. If time is of the essence, you can either team up with other hackers, but they must have at least 3 ranks in the Specialization Hacking. AI's can count as "hackers" that you need, but again must have at least 3 ranks in the Specialization ''Hacking. ''

Medic
These are your skill doctors, surgeons, EMTs, and combat medics.

Tier 1
First Responder

Prerequisites: First Aid at 4

Cost: 10 XP

Type: Passive

Description: This talent gives you a general +5 bonus to your total rolls for use with the First Aid skill. Additionally, you can also re-roll 4, 3, 2, and 1's as part of any Specialization roll (Normally, you can only re-roll 3's, 2's, and 1's).

Surgeon

Prerequisites: Medicine at 4 and Surgery at 1

Cost: 10 XP

Type: Passive

Description: This talent gives you a general +5 bonus to your total rolls for use with the Medicine skill, including diagnosis checks. Additionally, you can also re-roll 4, 3, 2, and 1's as part of Specialization roll for Surgery (Normally, you can only re-roll 3's, 2's, and 1's), but only when performing surgery.

Cybernetics

Prerequisites: Medicine at 4 and Cybernetics at 1

Cost: 10 XP

Type: Passive

Description: This talent gives you a general +5 bonus to your total rolls for use with the Medicine skill as it relates to installing, repairing, or removing Cybernetics. Additionally, you can also re-roll 4, 3, 2, and 1's as part of Specialization roll for Surgery (Normally, you can only re-roll 3's, 2's, and 1's), but only when performing surgery to install Cybernetics. You can receive the same benefit for repairing Cybernetics using the Specialization Cybernetics, but only if you can do so without surgery.

Tier 2
Combat Drugs

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Passive

Description: This talent allows the use of advanced "combat" drugs, or drugs that are used during and used to bolster combat. Having this talent gives the character access to use the following drugs. Without this talent, the character does know how to use correct dosages and will harm the target, thus inflicting damage or debuffs opposite to what the drug was intended to heal/help (essentially, use the opposite of the effect). Here are the drugs: Again without this talent, they character causes the opposite of the affect (e.g. deals 2d6 damage instead of healing it) except for the Antitoxin and Bio-Adhesive Gel. If a character without the talent attempts to use these, there is no effect. Field Surgeon

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Passive

Description: With this talent, the character can use portable medical equipment such as a portable defibrillator or hand-held diagnostic device better than those without training. When using any field equipment, the character may add +5 to their total for reaching any TNs to heal or diagnose illness and injury. Medical Fellow

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Passive

Description: This is similar to Field Surgeon, in that it gives you a bonus of +5 to use medical equipment, but this is for using non-portable, hospital contained medical equipment such as MRIs, surgical equipment, etc.

Tier 3
Distant Delivery

Prerequisites: Combat Drugs Talent and 2 ranks in Pistol or Rifle

Cost: 20 XP

Type: Passive

Description: With this talent, you can administer any of the combat drugs from a distance. This is usually done by various projectile devices, similar to dart-guns, to deliver the needed medicine. These devices are normally found only in futuristic settings, however the GM may allow creative long-range delivery systems in lower-tech settings. Combat Drugs

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Passive

Description: