Skills
The skills listed in this section are new skills in addition to the list provided in the Cyno's Role-Play rule book and other supplements. The GM and players are welcome to add other skills.
Communications
Sub-Space Relay - This skill is used on vessels with sub-space relay communication systems. It allows a character to operate and control the communication device without problems.
Cyberoids
Combat - The ability to combat effectively with a cyberoid. Without this skill, the character automatically receives -4 on rolls to strike and dodge.
Control System - The knowledge of designing the internal system components which controls the cyberoid. Electrical engineering required.
Designing - The concept of how to design a Cyberoid. Mostly with the exterior features.
Engineering - The knowledge of designing a working cyberoid. With designing and controlling concept. This skill is required to design the mechanical equipment within the cyberoid. Requires mechanical engineering skill.
Mechanic - The understanding of how to maintain and fix a Cyberoid. Must specify which cyberoid model or series. Having this skill on one cyberoid will allow the character to learn the skill for others easily.
Pilot - The understanding of how to pilot and control a Cyberoid. Must specify which cyberoid model or series. Bonus/penalty for cyberoid pilots:
01 - 20% -4 21 - 40% -3 41 - 60% -2 61 - 80% -1 81 - 95% -0
Medical
Cybernetic - The knowledge of planting, enabling, and disabling cybernetic equipments. Requires anatomy science skill. Medical equipments are required to do most implants.
Navigation
Space - The knowledge of course plotting and staying on course, in space. It allows one to find one's position if lost.
Science
Dimension - The study of time and dimension.