AO-SR Races: Nanomage (Need serious renaming) Solitus Atrox (troll) Dwarf (Need serious renaming) Changeling Shade Classes: Soldier - Enforcer Theme: Pew - Pew! Protector, assault. Trade: Weapons, Armour, Buffs. Combat: Armour, Damage, Buff Knowledge: Shopping, Social, Shadow Meta-Nano-Technicial-Physicist Them: Notum notum notum! Nano! Trade: Crystals, Buffs, Implants Combat: Buffs, Pets, Damage Knowledge: Social, Shadow, Hacking Martial-Shadow-Artist Theme: Thing from beyond. Trade: Implants, Nano, Transport Combat: Damage, Debuff, Evade Knowledge: Shadow, RK, Shopping Advy-Agent Theme: Transformation. Tradeskill: Transport, Buffs, Pharmacy Combat: Pets, Damage, Healing Knowledge: RK, Travel, Shadow Trader-Crat-Engineer Theme: Robotic, and other, helpers. Tradeskill: Armour, Weapons, Buffs Combat: Pets, Armour, Buff Knowledge: Shopping, Social, Hacking Fixer-Doctor Theme: Grid manipulation Tradeskill: Pharm, Implants, Transport Combat: Evade, Healing, Debuff Knowledge: Hacking, Social, Travel Pick ONE in each category to describe your approach. You can get a second one instead of avancing a die, if you like. Tradeskilling: You can typically do three different things. 1. You can do scut-work and make rent. This is what omni-corp would like you to do all the time, of course. 2. If you've got the rare ingredients needed then you can produce some fantastic work - which is good for cash, or favours, or for using yourself. The skills mean: Trade: Nano-crystal. Packaging up pre-prepared nanite formulas, making them ready for others, less skilled in the art, to use. Manipulating the notum can be hazardous for the untrained. Implants. Installing implants needs some medical knowledge, preparing them for the indivdual and testing the stability of the nanites requires more. Pharmacy. Preparing interesting compounds to improve the human body. The simplest of which are nanite repair programmes, and notum infusions - the more complex can boost people past their normal limits, for short periods. Much in demand amongst the adventurous. Of course, others just plain make you feel good - and those are in great demand too. Weapons, Armour. From simple patch jobs and cranking out ammunition, to customising to fit a person perfectly and even building from scratch. Hand crafted items are usually preferred to mass produced ones. Buffs. Some nano and notum formulations need a lot of practice, or a lot of processing power or some people are just too lazy, or whatever. You can make a decent, if boring, living cranking out personal humidity extractors and throwing around mochams and wrangles. Transport. When it absolutely positively had to be there yesterday - some people can trick the grid into creating exits it shouldn't, others know how to persuade the natives to let them through, or have access to the rare aircraft. The skills mean: Combat: Pets. Getting others to fight for you. There are basically two approaches to this: 1. Taking over someones personal grid to confuse them as to who their friends are. 2. Creating custom programming for slayer-droids. Direct Damage You take a simple approach to fighting. Blow the opponent away. Some people use striking-snake form. Some people use notum-fueled lightning strikes. Some people use bazookas. Debuff You focus on delaying, entangling, dirupting and confusing the enemy. Wound and disable, target their NCU. Buff Tradeskill buffs (seriously, need to rename this) are generic things which are robust enough for the patterns to last a long time under varying conditions. But if you're actually on the scene then you can cutomise them to the exact situations and vastly improve heir effectiveness - boosting people well beyond their normal limits. Armour Focus on surviving. Get hit, shrug it off and keep fighting. Nothing scares an opponent more than the guy who takes anti-tank-rounds and just keeps coming. Evasion Don't get hit. Eventually the other guys will tire out, their nano-formulations will expire - heck, eventually they'll run out of ammo. Avoid them long enough and they'll be helpess. Healing Combat medic. Rebuild as quickly as you (or your friends) get hurt. Similarly to buffing, if you are on-scene then you can be much more effective than relying upon standard nanite-infusions. Fast enough to heal up bullet holes before the bullet finishes exiting the body. The skills mean: Knowledge: Travel Scheduled flights, unofficial flights, safe-routes through the wildlands, grid keys and whompa access codes. In theory, you know how to get things there. Hacking Breaking end entering, making machines do things they aren't suppoed to - and twisting the grid to your will. As well, of course, as locking things up tight and making them work the way they're meant to. Shopping In theory, anyone can walk up to any shopping terminal and get any good produced on-planet shipped to them in seconds. In practice, the shopping network never works right, different terminals end up with different stocks and all the really good stuff is only available from dodgy blokes in pubs, anyway. Social You know how to talk the talk - whether to beureaucrats, executives, clanners - you know who to talk to and how. You're experienced in trading favours and setting up deals and making friends. Rubi-Ka ecology Many people never step outside of the cities - because the wildlands of RubiKa are a horrible mess. Still, there's opportunities there and you are skilled at seeking them out. Although the terraforming effort makes it an everchanging experience, you understand how the various animals and tribes interact and can make fairly reliable predictions to stay safe out there. Shadow Knowledge Only the most stubborn of materialists try and maintain that there's nothing else out there. Too many people have had experiences in the 'shadowlands'. Although most of the 'revelations' there are strongly personal, some have tried to piece together coherent theories. That these people are better able to control notum flows than any computer makes this knowledge of practical value.