Condition Levels & Professional Skill (Pro-points)
2 posters
Page 1 of 1
Condition Levels & Professional Skill (Pro-points)
If a character has a profession in a relevant skill when using equipment above condition 10, they get bonus 'mini-conviction points' to use with that item each session, called "Profession Points". One profession point is gained per condition level above 10; so condition level 11 gives +1 point, 12 gives +2, and so on.
A profession point can be spent before making a roll to add +1d6 to the roll's AT. Only one point can be spent per roll.
For example, Agent Smith has small firearms for her profession and carries a condition 15 AMS Cougar pistol. She has 5 profession points available to use each session when firing this pistol.
When she fires the cougar, she elects to spend a Profession Point. Smith rolls 1d6 and adds the result to a single roll's AT, which increases her chance to hit and her XS.
A profession point can be spent before making a roll to add +1d6 to the roll's AT. Only one point can be spent per roll.
For example, Agent Smith has small firearms for her profession and carries a condition 15 AMS Cougar pistol. She has 5 profession points available to use each session when firing this pistol.
When she fires the cougar, she elects to spend a Profession Point. Smith rolls 1d6 and adds the result to a single roll's AT, which increases her chance to hit and her XS.
Re: Condition Levels & Professional Skill (Pro-points)
Single-Use items
Items that are used up, such as invisibility shields and grenades, have a different system for their pro-points. Buying a Legendary quality item (10x base cost) will give the item 1 pro-point to be used when using the item. After the pro-point is used it does not come back again next session, even if the item is recoverable.
The following are some single-use items that can use this rule:
Arts & Culture For Everyone
Anyone can use pro-points that are part of equipment relating to their Arts & Culture speciality, not just agents with their profession as A&C. For example, someone with the A&C specialisation 'Cooking' could use the pro-points stored in an artifact condition set of kitchenware, regardless of their profession.
Process Chips
An agent can install a process chip for their profession to gain an additional pro-point per session or week. Each chip installed with a skill level of 6+ grants 1 pro-point. If an agent has dual process sockets then 2 chips can be installed to give access to 2 pro-points. Replacing a process chip after its pro-point has been used does not grant access to a new pro-point.
Items that are used up, such as invisibility shields and grenades, have a different system for their pro-points. Buying a Legendary quality item (10x base cost) will give the item 1 pro-point to be used when using the item. After the pro-point is used it does not come back again next session, even if the item is recoverable.
The following are some single-use items that can use this rule:
- Grenades
- Invisibility fields
- Lock Analysers
- Standard Medpack (adds +d6 hp in addition to your medicine skill to the amount healed)
- AV Bug
- Cutting Torch
- Toxin filter (disposable) adds +d6 to a roll to resist a toxin
- Viral Modifier - pro-point can be used to add or subtract d6 from the %-dice roll
- Electrowires (EB)
- Knucklebombs (x5)
Arts & Culture For Everyone
Anyone can use pro-points that are part of equipment relating to their Arts & Culture speciality, not just agents with their profession as A&C. For example, someone with the A&C specialisation 'Cooking' could use the pro-points stored in an artifact condition set of kitchenware, regardless of their profession.
Process Chips
An agent can install a process chip for their profession to gain an additional pro-point per session or week. Each chip installed with a skill level of 6+ grants 1 pro-point. If an agent has dual process sockets then 2 chips can be installed to give access to 2 pro-points. Replacing a process chip after its pro-point has been used does not grant access to a new pro-point.
Last edited by Admin on Wed May 06, 2015 9:40 pm; edited 1 time in total
Example Items
Examples of Equipment to grant Pro-points
Some skills, like the combat skills, have very obvious items to buy to gain access to pro-points. Who doesn't want a gun that is made so well that it practically aims itself? Some of the non-combat skills are a little trickier. Here are a few examples of equipment and actions that may be of help.
Note: If "research in downtime" is listed then a minor action is usually enough to earn a temporary pro-point that lasts until it is used up and then does not recharge. This includes actions like researching a specific business, practicing your intimidating glares, or creating the perfect disguise.
Assess Tech - Relevant Toolkit
Athletics - Relevant equipment for a sport or activity
Attitude - Research in downtime, finely crafted scary looking weapons, the perfectly made uniform.
Business - Research in downtime
Computers & A.I - Customized internal A.Is, custom software, 1337 computer hardware
Corp Knowledge - Researching in downtime
Crime - Criminal equipment like lockpicks and lock analyzers
Cybernetics & Robotics - Relevant Toolkit, expensive robot parts, more 1337 hardware
Drive - Vehicle (system to calculate number of pro-points under development)
Looking Good - Clothing (Store 1 pro point per outfit. Must cost over 500 credits). E.g. Cappalli sunglasses.
Lying & Acting - Disguise equipment. Make up. A disguise can only store 1 pro-point and it must cost over 500 credits. Time spent researching in downtime for a specific person or scene.
Mechtronics - Relevant equipment, expensive parts, custom tools
Medicine - Relevant equipment, experimental drugs, custom concoctions
Observation - Spy gear (drones, binoculars, etc.)
Pilot - Vehicle (under development)
Psychology - Sensors such as lie detectors. Research in downtime (for a specific subject)
Science - Relevant Toolkits, 1337 computer hardware, scientific devices, really good lab coats (if somehow relevant).
Stealth - Stealth equipment (invisibility fields mostly)
Street Culture - Clothing (Store 1 pro point per item. Must cost over 500 credits). Research in downtime (for a specific subculture/area)
Some skills, like the combat skills, have very obvious items to buy to gain access to pro-points. Who doesn't want a gun that is made so well that it practically aims itself? Some of the non-combat skills are a little trickier. Here are a few examples of equipment and actions that may be of help.
Note: If "research in downtime" is listed then a minor action is usually enough to earn a temporary pro-point that lasts until it is used up and then does not recharge. This includes actions like researching a specific business, practicing your intimidating glares, or creating the perfect disguise.
Assess Tech - Relevant Toolkit
Athletics - Relevant equipment for a sport or activity
Attitude - Research in downtime, finely crafted scary looking weapons, the perfectly made uniform.
Business - Research in downtime
Computers & A.I - Customized internal A.Is, custom software, 1337 computer hardware
Corp Knowledge - Researching in downtime
Crime - Criminal equipment like lockpicks and lock analyzers
Cybernetics & Robotics - Relevant Toolkit, expensive robot parts, more 1337 hardware
Drive - Vehicle (system to calculate number of pro-points under development)
Looking Good - Clothing (Store 1 pro point per outfit. Must cost over 500 credits). E.g. Cappalli sunglasses.
Lying & Acting - Disguise equipment. Make up. A disguise can only store 1 pro-point and it must cost over 500 credits. Time spent researching in downtime for a specific person or scene.
Mechtronics - Relevant equipment, expensive parts, custom tools
Medicine - Relevant equipment, experimental drugs, custom concoctions
Observation - Spy gear (drones, binoculars, etc.)
Pilot - Vehicle (under development)
Psychology - Sensors such as lie detectors. Research in downtime (for a specific subject)
Science - Relevant Toolkits, 1337 computer hardware, scientific devices, really good lab coats (if somehow relevant).
Stealth - Stealth equipment (invisibility fields mostly)
Street Culture - Clothing (Store 1 pro point per item. Must cost over 500 credits). Research in downtime (for a specific subculture/area)
Re: Condition Levels & Professional Skill (Pro-points)
When using a single use item, do you have to use the Pro-point on the first roll. E.g. With a stealth field, would you have to use it on the initial stealth roll, or could you save it for an assassination roll?
Fenris- Posts : 1018
Join date : 2013-03-19
Age : 38
Location : 6768 LG Lane
Re: Condition Levels & Professional Skill (Pro-points)
I think it would make sense to be able to save it for a future roll in that instance (for the scene at least).Fenris wrote:When using a single use item, do you have to use the Pro-point on the first roll. E.g. With a stealth field, would you have to use it on the initial stealth roll, or could you save it for an assassination roll?
Pro-points for Vehicles
Pro-points in vehicles represent some kind of customization that goes beyond a simple mechanical component, because there are already systems in place to grant extra bonuses and abilities. They only work for the character who creates the pro-point.
A single pro-point is earned for a vehicle by spending a minor action working on it or practicing with it. This pro-point is temporary and used up when it provides a bonus. Up to 10 points can be stored this way.
A permanent pro-point is earned by spending a major action working on a vehicle. These permanent points recharge between sessions just like the pro-points that are earned by high condition weapons and items. A maximum of 10 permanent pro-points can be acquired this way per vehicle.
These pro-points do not cost money or rely on the condition level of the vehicle because any craft can be improved by a professional who knows what they are doing. It just takes time, effort and knowledge.
A single pro-point is earned for a vehicle by spending a minor action working on it or practicing with it. This pro-point is temporary and used up when it provides a bonus. Up to 10 points can be stored this way.
A permanent pro-point is earned by spending a major action working on a vehicle. These permanent points recharge between sessions just like the pro-points that are earned by high condition weapons and items. A maximum of 10 permanent pro-points can be acquired this way per vehicle.
These pro-points do not cost money or rely on the condition level of the vehicle because any craft can be improved by a professional who knows what they are doing. It just takes time, effort and knowledge.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum