Smoke and Mirrors: Special Skills

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Special skills are specialties that allow personnel to deal with specialized circumstances. Giving a unit a special skill adds an additional surcharge for special training.

Combat-Related

Advanced Combat Training (Cost 1): Primarily available to spies, Advanced Combat Training allows them to defend themselves as competently as a soldier. This is also available to Cleaners and Recruiters. Obviously military types already have combat training and do not require any additional.

Black Ops Training (Cost 3): Black Ops training is only available to spies and allows them to fight about as well as an Elite infantry unit. Black Ops Training requires the spy to have Advanced Combat Training as well, and supercedes that ability.

Combat Engineer (Cost 1): A unit with combat engineer capability is capable of dealing with things like IEDs, booby traps, alarms, and other commonly used deterrence methods. Whether they're planting them or defusing them, they're still experts.

Sniper Training (Cost 5): A unit with this is an expert marksman and has improved accuracy with all ranged weapons.

Melee Combat Training (Cost 3): Most combat-qualified personnel have limited training in knives and hand-to-hand. This is suitable for most situations, but some compacts, the Praetorians and the Kiryu-Kai most importantly, sometimes find it a very handy skill to have, especially given that their tradition and weapons choice often causes them to engage at that range.

Defensive Driving (Cost 5): A unit with this capability is an expert in handling a vehicle in a combat situation. This is not a requisite to piloting vehicles in general.

Airborne Infantry (cost 2): A unit with this advantage can rapidly deploy, via parachute drop or fastrope, from VTOLs.

Combat Diver (cost 2): A unit with this advantage can undertake amphibious operations.

Technical

Medical Training (Cost 3): A person with this skill has the ability to use medical equipment to stabilize wounded friendlies or bystanders.

Electronics Training (Cost 3): A person with electronics training can plant bugs, hack computers and otherwise do technical stuff related to electronics.

Observer Training (Cost 3): A person with this training has learned to look for and memorize important details by instinct, like faces, license numbers, and the like.

NBC Training (Cost 5): A person with this skill knows how to deal with nuclear, biological, and chemical threats. Quite useful, really.

Pilot Training (Cost 10): A person with this skill knows how to make effective use of Military Jeeps, LAVs, Cargo VTOLs, and Attack VTOLs. Kiryu-Kai members with this skill are also qualified as GOLEM pilots. This is not the same thing as Defensive Driving.

Full Cyborg Adjustment (Cost 10): A person with this training has fully adjusted to being a full conversion cyborg and can have as one of their implants a full conversion cyborg body.

Illegal Activity Training (Cost 3): This ability allows a person so equipped to deal with criminals more smoothly. This is most commonly found on spies that are used to keep in contact with black market arms dealers.

Interrogation Resistance (Cost 1): A unit with this ability is much more resistant to interrogation methods including torture and will take longer to break.

Zeroed (Cost 5): A person with this does not exist in official databases and is not easily traced back to you.

Cover (Cost 5): A person with this has a cover as a worker for someone else. This is often corporate security/military/police. This cover allows them to break the law (insofar as it applies to civilians) to a limited degree as long as they can reconcile their actions with their cover job.

Destructive Device License (Cost 2): A person with this has a license to possess most types of illegal weaponry, including but not limited to grenade launchers, antimateriel rifles, automatic firearms, and the like. Most are still illegal to USE, though and draw some level of suspicion, but being able to legally walk around with a grenade launcher has some benefits in some cases.

Universal Firearms License (Cost 5): A person with this has a license to carry a weapon anywhere in America, Inc. territory. This is common for current or ex-law enforcement agents who come from FBI or certain special operations units. The weapon must be otherwise legal for him or her to own. There are exceptions, though-corporate offices are technically sovereign so they can bar you from entering with a gun, for example.