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rules:skills:technical [2022/12/10 09:27] aettles ↷ Links adapted because of a move operation |
rules:skills:technical [2025/02/26 14:04] (current) mochtire |
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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 [[rules: | All technical skills require a suitably phys-repped toolkit of some kind. See the [[rules: | ||
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+ | *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 |