The BlackHammer CyberPunk Project

Secondary Special Abilities

"But my netrunner has been fighting so much, wouldn't he learn Combat Sense?"

These rules are mostly based on the old AD&D concept of Dual-Classed characters, where a character can surrender advancing in their primary special ability to increase another special ability in it's place. This is not a spur-of-the-moment thing, as the character must decide to advance the new ability over his or her current ability, and must already have shown a predisposition to this kind of work.

Once the character has decided to advance a new special ability, he or she no longer gains IP in any other special abilities he may have. Also he or she cannot spend float IP to improve ANY special abilities, including the new special ability he or she is working on.

To be able to unfreeze his or her other special abilities, the character must earn enough IP in his or her new ability to bring it to level 2. All secondary special abilities have a cost multiplier one higher than normal. In my game a normal special ability has a x2 cost multiplier, so secondary abilities have a x3.