Education & Gen Knowledge +1
History +1
Mathematics +1
Choose one-
Biology +1
Geology +1
Physics +1
Basic Tech +1
2 year General Education program
-
This option takes up 2 years on your lifepath,
and costs 5 skill points
Education & Gen Knowledge +2
Teaching +1
History +1
Mathematics +1
Choose two-
Biology +1
Geology +1
Chemistry +1
Physics +1
Zoology +1
Language (choose one) +1
Athletics +1
Oratory +1
4 year General Education program -
This option takes 4 years on your lifepath, and
costs 10 skill points. It is NOT cumulative with the 2 year general education
program.
Education & Gen Knowledge +4
Teaching +1
History +2
Mathematics +2
Choose to a total of +5
Biology +1 or +2
Chemistry +1 or +2
Physics +1 or +2
Geology +1
Zoology +1
Language (choose one) +1 or +2
Athletics +1
Oratory +1
Programming +1
Library Search +1
Botany +1
Anthropology +1
Composition +1
Electronics +1
Basic Tech +1
2 year VoTech program -
This option takes 2 years on your lifepath, and
costs 5 skill points.
Jury Rig +2 (if not a techie, add +1 to any tech
skill in this package instead)
Basic Tech +2
Choose any three-
CyberTech +1
Cyberdeck Design +1
Electronics +1
Electronic Security +1
Weaponsmith +1
4 year VoTech program -
This option takes 4 years on your lifepath, and
costs 9 skill points. It is NOT cumulative with the 2 year VoTech program.
Jury Rig +3 (if not a techie, add +1 to each of
2 other tech skills in this package)
Basic Tech +4
choose to total +6
Cybertech +1 or +2
Cyberdeck Design +1 or +2
Electronics +1 or +2
Electronic Security +1
Weaponsmith +1 or +2
Aero Tech +1
AV Tech +1
Gyro Tech +1
Programming +1
2 year Medical program
-
This option takes 2 years on your lifepath, and
costs 5 skill points. Requires a general education program as pre-requisite.
Medical Tech +2 (If not a medtechie, add an extra
+1 to surgery instead)
Surgery +1
Pharmaceuticals +1
Education & Gen Knowledge +1
Diagnose Illness +1
Chemistry +1 OR Biology +1
4 year Medical program -
This option takes 4 years on your lifepath, and
costs 11 skill points. It is NOT cumulative with the 2 year medical program.
Requires a General Education program as a pre-requisite.
Medical Tech +3 (If not a medtechie, add +1 to
surgery, and +1 to Pharmaceuticals instead)
Surgery +2
Pharmaceuticals +1
Education & Gen Knowledge +2
Diagnose Illness +2
Chemistry AND Biology to total +3
choose two-
Biotech +1
Cryotank Operation +1
First Aid +2
Zoology +1
Teaching +1
Expert: single specialty (Plastic Surgery,
Geriatrics, Pediatrics, Cardiology, etc.) +1
6 year Medical program -
This option takes 6 years on your lifepath, and
costs 18 skill points. It is NOT cumulative with the 2 or 4 year medical
programs. This program is only available to characters of the Medtechie
role. This program requires a General Education program as a pre-requisite.
Medical Tech +4
Surgery +3
Pharmaceuticals +2
Education & Gen Knowledge +2
Diagnose Illness +3
Chemistry +2
Biology +2
Choose to total +6
Biotech + 1 or +2
Cryotank Operation +1 or +2
First Aid +2 or +4 (counts as half points)
Zoology +1
Teaching +1 or +2
Mathematics +1
Genetics +1 (counts as double points)
Botany +1
Expert: single medical specialty +1 or
+2
2 year Business program -
This program takes 2 years on your lifepath,
and costs 4 skill points. This program requires Highschool or a General
Education program as a pre-requisite
Resources +1 (corporate characters only)
Stock Market +1
Business Sense +1
Education & Gen Knowledge +1
Accounting +1
Human Perception +1
4 year Business program -
This program takes 4 years on your lifepath,
and costs 10 skill points. It is NOT cumulative with the 2 year business
program. This program requires Highschool or a General Education program
as a pre-requisite.
Resources +2 (if not a corp, add +1 to business
sense instead)
Business Sense +2
Stock Market +1
Education & Gen Knowledge +2
Accounting +2
Oratory +1
Wardrobe & Style +1
Human Perception +1
Social +1
Expert: Business Law +1 OR Expert: Company Procedures
(single company) +1
1 year Arts program -
This program takes 1 year on your lifepath, and
costs 3 skill points.
Education & Gen. Knowledge +1
Any three-
Paint or Draw +1
Photo & Film +1
Play Instrument +1
Perform +1
Charismatic Leadership +1 (rockers only)
Oratory +1
Language (any one) +1
Dance +1
2 year Arts program -
This program takes 2 years on your lifepath,
and costs 6 skill points. It is NOT cumulative with the 1 year arts program.
Education & Gen Knowledge +2
choose a total of +7
Paint or Draw +1 or +2
Photo & Film +1 or +2
Play Instrument +1 or +2
Perform +1 or +2
Charismatic Leadership +1 or +2 (rockers
only)
Oratory +1
Language (any one) +1
Dance +1 or +2
Composition +1
2 year Computers program -
This program takes 2 years on your lifepath,
and costs 6 skill points. This program requires Highschool or a General
Education program as a pre-requisite.
Programming +2
Education & Gen Knowledge +2
System Knowledge +1
Composition +1
Library Search +1
Interface +1 (netrunners only)
4 year Computers program -
This program takes 4 years on your lifepath,
and costs 12 skill points. It is NOT cumulative with the 2 year computers
program. This program requires Highschool or a General Education program
as a pre-requisite.
Programming +4
Education & Gen Knowledge +3
System Knowledge +2
Composition +2
Library Search +1
Interface +2 (if not a netrunner, add +1 to any
other skill in this package instead)
Mathematics +1
Cyberdeck Design +1
Basic Tech +1
2 year Journalism program
-
This program takes 2 years on your lifepath,
and costs 5 skill points.
Credibility +2 (if not a media, +1 on any other
skill in this package)
Interview +1
Expert: Press Rights +1
Photo & Film +1
Know Language (any one) +1
Composition +1
Education & Gen Knowledge +1
2 year PhysEd program -
This program takes 2 years on your lifepath,
and costs 5 skill points.
Education & Gen Knowledge +1
Athletics +2
Martial Arts (any one) +1
Endurance +1
Strength Feat +1
Expert: Physical Fitness +1
Police Academy -
This program takes 1 year on your lifepath, and
costs 3 skill points. It is only available to characters of the cop role.
Requires Highschool as a pre-requisite.
Authority +1
Expert: Police Procedures +1
Expert: Law +1
Choose two-
Handgun +1
Brawling +1
Melee +1
Interrogation +1
Athletics +1
Highschool-
This, or its equivalent, is still free for anyone
who wants it in Europe, Japan, and most parts of North America. If you're
anywhere else, it's at the GM's discretion.
General Education-
You must pass 1 entrance exam for the general
education program. Roll a D10 + INT + (1/2 LUCK) + Education & Gen
Knowledge. You need a 15 for the 2 year program, or a 20 for the four year
program.
VoTech-
You must pass 1 entrance exam for the VoTech
program. Roll a D10 + TECH + (1/2 LUCK) + Basic Tech. You need a 15 for
the 2 year program, or a 20 for the 4 year program.
Medical Program-
You must pass 2 entrance exams for the medical
program. For the first, roll a D10 + INT + (1/2 Luck) + Education &
Gen Knowledge. You need an 18 for the 2 year program, a 21 for the 4 year
program, and a 25 for the 6 year program. For the second entrance exam,
roll a D10 + TECH + LUCK + (1/2 of Biology or any 1 medical skill). You
need a 20 for all programs.
Business Programs-
You must pass 1 entrance exam for the business
program. Roll a D10 + INT + (1/2 (EMP + LUCK)) + Education & Gen Knowledge.
You need a 20 for either program.
Arts Program-
This program is open to anyone with the time
and money to take it.
Computers Programs-
You must pass 1 entrance exam for the computers
program. Roll a D10 + INT + (1/2 (TECH + LUCK)) + Programming. You need
a 20 for the 2 year program, or a 24 for the 4 year program.
Police Academy-
This program is open to any Cop with a highschool
diploma.
Journalism Program-
You must pass 1 entrance exam for this program.
Roll a D10 + (1/2 (INT + LUCK)). A 15 is required for this program.
PhysEd Program-
This program is open to anyone with the time
and money to take it.
Financial Aid-
Yep, this is still available in the '20s, but
it ain't easy to get. Roll a D10 + INT + LUCK + Education & Gen Knowledge.
You need a 25 for full scholarship/grant. An 18 will get you student loans.
You get one financial aid roll at the beginning of each program you take.
If successful, you get the financial aid you qualified for for the full
duration of the program. If you fail, you cannot try again for financial
aid for that program. For every year of student loans you take, you must
repay 50eb per month for 10 years after you finish school. (5 years of
student loans means 250eb/month, NOT 50eb/month
for 50 years)
Work for it-
You can work for education money. If you choose
this option, it takes one year longer to complete the program. Alternatively,
you can complete it in the normal time, but with decreased results. If
you choose this option, remove 11 - INT points from the skills earned in
the program, as you don't have enough time to for your studies and employment.
Sell out to a corporation-
Some corps will pay for your education, and guarantee
a job when you finish. If you take this option, the corp chooses what skills
you take wherever there is a choice available within your program, and
you have a 5 year contract with them for every year of education they paid
for.
Military Service-
For every 2 years of prior military service in
the us armed forces, the government will pay for 1 year of education. Service
in other military organizations may qualify for similar benefits at the
GM's discretion.
In the case of Police Academy-
The department pays for it, but you have an 8
year minimum service contract when you graduate.
A note on skill point costs -
Normally, only pickup skill points can be spent
on the education programs. However, in the event that a character has too
few pickup skill points remaining for the program, they may spend career
skill points on it if, and only if, the package contains twice as many
points in career skills for that character as the number of career skill
points that character spends. The number of career skill points spent into
a program may never exceed the number of pickup skill points spent
into it. A character must apply all remaining pickup skill
points to a program before any career skill points may be applied.
1-2 - Failed a class! Choose any one skill from your current education package, and reduce it by 1 point.
3-4 - Expelled! You are expelled from the school, and may not continue education in the category of the program you were in at the time. If you were in the shortest version of any program, you gain none of the skills (but only spend one skill point). If you were in a longer version of your program, you take the highest version of the program you completed enough years for, but spend 1 extra skill point on it. (i.e., washing out in the 5th year of a 6 year medical program, you still get the 4 year program at +1 skill point cost)
5 - Illness or Addiction! You have either contracted a serious illness, or become addicted to some drug (GM's choice, or 50% chance of either). Loose 1 point of either REF or COOL (D10, even = REF, odd = COOL). Additionally, if it is an addiction, roll 2D6 under your BODY, or you are still addicted.
6 - Financial Disaster! You have to take time off from school to earn the extra money. Increase the time to complete your current program by 1 year. (If in Police Academy, you have a D10x500eb debt instead)
7 - Accident! You were in some sort of horrible accident. Roll a D10. 1-4, you were terribly disfigured. Subtract D10/2 from your ATTR. 5-7, you were hospitalized for d10 months. If you roll 3 or more, take an extra year to complete your current program. 8-9, subtract D6/2 points from skills in your current program, due to lost study time. 10, you still have nightmares about the accident which cause you to wake screaming (7 in 10 chance each night).
8 - Lover, friend, or relative killed. Roll a D10. 1-5, they died accidentally. 6-8, they were murdered by unknown parties. 9-10, they were murdered, and you're pretty sure who did it. Roll a second D10, 1-2, the guilty party has been arrested/charged with the crime. 3-4, the guilty party has been charged, but remains at large. 5-9, no charges have been made. 10, the cops think you did it!
9 - False Accusation! Roll a D10. 1-2, the accusation is theft. 3-4, accused of cheating, and expelled from one class. Reduce 1 skill in your current package by 1 point. 5-6, accused of cowardice. 7-8, accused of murder. 9-10, accused of rape.
10 - Mental or Physical Incapacitation.
Roll a D10. 1-3, it's some type of nervous disorder, probably from bioplague--
Loose 1 point of REF. 4-7, it's some kind of mental problem. You suffer
from anxiety attacks, and/or phobias. Loose 1 point from COOL. 8-10, it's
a physical problem. You suffer from shakes, or the effects of some debilitating
illness. Loose 1 point from BODY.
1 - You excel at your studies! Finish your current program 1 year ahead of schedule, or, if this is your final year, add +1 to any two skills in your current package.
2 - Financial Windfall! If you are working your way through your current program, you needn't spend the extra year. If you are already in the final year, or paying by other means, you gain D10x200eb.
4 - Join a Martial Arts/Fencing club on campus. Add +1 to any martial arts, fencing, or Melee skill, or begin one of these skills at +2.
5-6 - You are a 'teachers pet'. One of your teachers takes a special liking to you. Add +1 to any skill in your current package.
7 - Make friend with an intern in the City Government! Roll a D10. 1-4, they're in the police department. 5-7, they're in the DA's office. 8-10, They're in the mayors office.
8 - Join an 'Outdoor Sports' club on campus. Add +1 to Wilderness Survival, Athletics, Swimming, or Endurance.
9 - A local boostergang has decided they like you (you have no idea why). You may call upon them for one favor/month as if you had a gang rank of +2, but don't push it, or you may find yourself on the wrong side of your 'friends' hardware.
10 - Find a Combat teacher! Add +1 to any weapon skill except Martial Arts or Fencing, or start a new skill at +2