There
are two types of starting Skills: Career Skill
Packages and Pickup Skills: The
Career Skill Package is a group of skills that are known
by your character as part of his or her Career. They're
basics - Rockers know how to play instruments, Solos know
how to shoot guns, etc. A starting character
receive 40 points to distribute among his Career Skills.
He may not use these points on his Pickup Skills,
although he can choose to use future Improvement Points
to Improve a Career Skill at any later
time. He does not have to put points into all of his
Career Skills (but it's a good idea - you never know).
Important: It is required that one of
your character's Career Skills be the Special Ability for
his or her class. These Skills are unique to the class
and reflect abilities and resources only that particular
class possesses. Example are the Authority of Cops which
allows them to use the weight and powers of Law or the
Charismatic Leadership which allows a Rockerboy to
convince a crowd to get down and party - or get out and
riot. The number of points you put into your Special
Ability (up to, but not greater than 10) reflects your
position in your chosen field and the development of your
unique career skill. Because of this, your Special
Ability also determines you have to start with.
Obviously while spreading those Career Points around
it's going to be pretty tempting tot make yourself a
wealthy Superstar, but remember a Rocker with lots of
Charismatic Leadership and no performance skills will
find that things can get ugly fast. They may love you but
they paid 60 eb for those tickets so you'd better be
smokin'.
Example: As a Rockerboy, Johnny Silverhand began
with the following package:
Charismatic
Leadership |
+6 |
Notice |
+3 |
Perform |
+5 |
Style |
+4 |
Composition |
+4 |
Brawling |
+2 |
Play Instrument |
+5 |
Streetwise |
+3 |
Persuasion |
+5 |
Seduction |
+3 |
TOTAL |
40 |
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