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rules:skills:technical [2022/01/28 13:51] mochtire |
rules:skills:technical [2025/02/26 14:04] (current) mochtire |
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- | =====Technical Skills===== | + | ;#; |
+ | <fs xx-large>< | ||
+ | ;#; | ||
- | Cost represents the credits required to be trained in the skill during downtime. This can be ignored for the four starting skills. | ||
- | ^Name^Description^Pre-Requisites^Cost^ | + | **Cost represents the credits required to be trained in the skill during downtime. This can be ignored for the four starting skills.** |
- | |Equipment Maintenance|The character knows how to strip, oil and clean weapons, and keep them operational. They can maintain their own equipment for 50c per ranged weapon, and 100c for a suit of armour. Weapon/ | + | |
- | |Gun Smithing|The character | + | ^<fc # |
- | |Armour Smithing|The character | + | |<fc # |
- | |Lockpicking|The character is adept at bypassing physical security measures, like locks, biometric scanners, or similar devices.|None|1800c| | + | |<fc # |
- | |Demolitions|The character knows their way around explosives, and can both set charges and attempt to disarm them.|None|1800c| | + | |<fc # |
- | |Hacking|The character is adept at both getting aging computer systems operational again, and extracting data from them. They can also bypass security on such systems.|None|1800c| | + | |<fc # |
- | |Surgery|The character is capable of carrying out limited small-scale surgical operations. They can treat any wound cards that say Shrapnel Wound on them for half the normal cost. The character | + | |<fc # |
- | |Electronics|The character is capable of building, repairing and analysing small electronic devices like scanners or radios. Whilst a character could build a computer with this skill programming one requires the Mathematics skill.|None|1800c| | + | |<fc # |
+ | |<fc # | ||
+ | |<fc # | ||
+ | |<fc # | ||
+ | |<fc # | ||
With the hacking, lockpicking and demolitions skills any item the character can hack, pick or disarm will have a QR code on it. The player should scan the code and follow the instructions that come up. If an item can be hacked, picked or disarmed then most of the time it will give you a time frame to complete the work. A ref will set a timer for you and you should roleplay carrying out the task. If you pause, the ref will pause the timer. It is also possible the QR code will tell you a task is impossible, or give specific instructions on what you need to do.\\ | With the hacking, lockpicking and demolitions skills any item the character can hack, pick or disarm will have a QR code on it. The player should scan the code and follow the instructions that come up. If an item can be hacked, picked or disarmed then most of the time it will give you a time frame to complete the work. A ref will set a timer for you and you should roleplay carrying out the task. If you pause, the ref will pause the timer. It is also possible the QR code will tell you a task is impossible, or give specific instructions on what you need to do.\\ | ||
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- | All technical skills require a suitably phys-repped toolkit of some kind. See the [[start:rules: | + | All technical skills require a suitably phys-repped toolkit of some kind. See the [[rules: |
+ | |||
+ | *Advanced Science and Advanced Medicine are the only skills with the cost listed as n/a that can be taken at the start of play. You cannot learn both Advanced Science and Advanced Medicine |