Revised Special Abilities (CP 2020)

Social Position-Based Special Abilities

Authority - Confers the ability to deploy law enforcement resources (arrest warrants, backup officers, investigation teams, SWAT gear, etc) when used for law enforcement purposes. Authority gives a loose indication of one's place in the hierarchy, as well as the power of the agency involved. It also grants a 1/2 level bonus to social skills used in an official capacity as a law enforcement officer, such as "Intimidate" in a facedown with an armed perp. Finally, Authority serves as Expert (Law Enforcement) at 1/2 level.

 

Resources - Confers the ability to draw on corporate resources (funding for a project, use of corporate vehicles or facilities, deployment of a black ops team) when used to further the goals of the corporation. Resources serves as a rough indicator of status within the corporate hierarchy, and grants a 1/2 level bonus to social skills used in a corporate context, such as Persuasion to close a touchy contract with a client. Resources also acts as Expert (Corporations) at 1/2 level, representing a general knowledge of Corp names, products, and shenanigans. 

Streetdeal - Confers the ability to generate useful resources (cash, sensitive information, black market goods) by calling in favors, selling off assets, speaking with contacts, and so forth. Streetdeal acts as Streetwise, and also grants a 1/2 level bonus to social skills used when dealing with shady types on the Street.. It also acts as Expert (Gangs, Organized Crime, Black Market, etc) at 1/2 level, in a specialty appropriate to the character's primary scope. Finally, Streetdeal can be used in conjunction with the expanded rules found in "Wild Side" to create a specific organization if desired.

Family - Confers the ability to call upon a clan or other similar group for various resources (muscle, gear, sanctuary, information). Family grants a 1/2 level bonus to social skills used within the Nomad community and serves as a vague indicator of status within the rough-and-tumble Nomad world. Finally, Family acts as Expert (Nomad Lore) at 1/2 level, granting general acquaintance with all the latest rumors and important information. 

Group Manipulation-Based Special Abilities

Credibility - Grants the ability to be convincing to large groups in a media context. This represents both a journalistic reputation and the talent of believability. It is normally used as an INT skill, allowing one to put a story out and having it affect events. Additionally, it grants a 1/2 level bonus to social skills used in a media capacity, such as "Interview" when grilling a congressman about the latest scandal. Finally, Credibility acts as Expert (Media) at 1/2 level, granting knowledge of networks, news sites, technical skills of media production, and so forth. 

Charismatic Leadership - Confers the ability to manipulate crowds through force of personality or emotional manipulation. This represents both showmanship and personal magnetism when applied to crowds, and could be used by rock stars, cult leaders, or dictators. It acts as a 1/2 level bonus to social skills used in a group circumstance, such as "Perform" or "Oratory". Per the standard rules, it allows one to affect crowds of up to (Level squared) x 200, though the difficulty increases with the size of the crowd. The skill has little application one on one, though people with this skill tend to have other social skills as well. Fumbles can result in unplanned riots. Finally, Charismatic Leadership can act as Expert (Venue) at 1/2 level, granting knowledge of the character's specific arena - music, his cult, his ideology, et cetera.  

Technique-Based Special Abilities

Interface - Represents the ability to use computers and cybermodems with greater facility than most people, this skill is more a talent than a learned skill. It is the primary skill used for hacking and cyberspace combat.It grants a 1/2 level bonus for computer skill rolls such as "Programming" and "System Knowledge". It also acts as Expert (Computing) at 1/2 level, granting knowledge of system architecture, AI's, and the various bits of trivia not covered by System Knowledge or Programming.

Combat Sense - Represents the almost-inhuman edge that experienced fighters can acquire, boosting their reaction speed and alertness in dangerous situations. Per standard rules, this grants a full level bonus to both Awareness/Notice and Initiative. Numerous specialties of Combat Sense exist, granting 1/2 level bonuses to vehicle combat, ACPA's, and so forth. These are detailed in the various supplements. Finally, Combat Sense acts as Expert (Tactics) at 1/2 level, representing knowledge, training, and experience in the so-called "Fun n' Games" as appropriate to the character's background. 

Jury-Rig - Represents a knack for fixing, building, and maintaining all sorts of technology. It grants the ability to temporarily "kludge", to repair or alter devices. This can be done with almost any device of any sort. These "kludges" will stay fixed for a short time, but under stress - combat situations, or rough handling - will have to make increasingly difficult Jury-Rig rolls to continue working. Perhaps more importantly, Jury Rig adds a 1/2 level bonus to most technical skills used to build, design, maintain, or repair machinery... if the skill is called _____ Tech, Jury-Rig probably gives a bonus. Finally, Jury-Rig acts as Expert (Tech), granting trivia knowledge of cutting edge tech of every sort, even those outside of the techie's specific skillset.

Medtech - Represents the healer's gift. Medtech allows one to perform the various tasks described in the medical section of the CP2020 core rules, such as surgery and reviving the Mostly (or Only Partly) Dead. It also grants a 1/2 level bonus to all medical skills, including First Aid, Diagnose, Cryotank Ops, and so forth. Finally, Medtech acts as Expert (Medicine) at 1/2 level, granting knowledge of every part of medical science, be it anatomy, epidemiology, proper protocols, et cetera. It represents thorough training in medical practices.