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By Eleanor Homes [ jestyr@dumpshock.com ]


Greetings again, and welcome to a more physical edition of A Little Learning. This column has a pretty even mix of Active and Knowledge skills, so those whose characters would rather do than think shouldn't feel left out.

Knowledge Skills

Prison Operations

Default: Police Procedures, Law, Judicial Procedures
Specializations: By corporation, by jurisdiction, by security level, by focus (inmate or staff)

The Prison Operations skill grants a character all appropriate knowledge related to the day-to-day functioning of a jail or prison. It covers everything from prisoner admissions through daily procedures to disciplinary action and prisoner release and transfer. This skill is possessed by inmates and staff alike, and can be used to predict the lifestyle, activities and even likely current whereabouts of a prisoner or staff member at any given time.

Judicial Procedures

Default: Police Procedures, Law, Prison Operations
Specializations: By jurisdiction, by process (arraignment, bail, juries, etc.), by crime type

This skill grants a character knowledge of the workings of the justice system. Judicial Procedures covers the non-police side of law enforcement: courthouse operations, legal protocols, trials and hearings, and so forth. A character with this skill knows what to expect from arrests and arraignment, bail hearings, sentencing, and superficial jail procedures. Judicial Procedures gives the knowledge required to work in (or pose as a worker in) a courtroom, parole office, bail holding area, legal office, or similar fields.

Vehicle Security

Default: Security Devices, any Vehicle systems knowledge skills
Specializations: By manufacturer, by device type, by responsiveness (passive/active)

This skill covers the various security mechanisms installed to protect modern vehicles. It includes knowledge of door locks and controls, ignition security, alarm systems, anti-theft systems, and any other common defensive measures. It does not allow characters to circumvent electronic or key locks (which must be dealt with using the appropriate Active Skills) but may, at the GM's discretion, suggest avenues to bypass such locks if any exist.

Active Skills

Handyman (Reaction)

Default: Any appropriate B/R skills (at GM's discretion)
Specializations: Carpentry, Plumbing, Mechanisms, etc.

Perhaps better described as 'General Build/Repair', the Handyman Active Skill covers all those tool-using jobs not specifically included in another B/R skill. From repairing a doorframe to tiling a bathroom, this skill turns a character into a general Mr. Fixit and home handyman. Handyman should be used in consultation with the GM, to determine if any other B/R skills would be more appropriate. (For example, Electronics B/R may cover cabling or electrical wiring work, and hence a Handyman skill would not be applicable.) However, the character may default to their Handyman skill for any appropriate B/R skill that they do not possess, at the GM's discretion. Additionally, in cases of conflict between Handyman and a specific B/R skill, the GM may wish to allow the use of Handyman as a Complementary Skill on the specific B/R skill test.

Lockpicking (Quickness)

Default: Legerdemain, Stealth
Specializations: By lock manufacturer, by lock type (padlock, deadbolt, etc.)

Although far less common than it used to be in this era of maglocks and electronics, the gentle art of
lockpicking should not be dismissed by anyone who wishes to go where they should not. Page 27 of Man & Machine gives some basic rules for lockpicking. A character must have both hands free to pick a lock, and will require appropriate tools. Use of a lockpick gun (whether cybernetic or external) grants the character a Complementary Skill equal to the rating of the gun; however, lockpick guns cannot be used on very old or coarse lock mechanisms. This skill also allows characters to manipulate safe and vault mechanisms if they have the appropriate tools and knowledge.