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professional_skills [2018/03/22 14:27] admin link fixing |
professional_skills [2022/01/29 01:25] conan Updates to Science and Engineering - Card Draw System Update |
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| Engineer | 2+ | Engineers maintain, modify and repair tech. | | | Engineer | 2+ | Engineers maintain, modify and repair tech. | | ||
| Extra Mods | 1*<sup>a</sup> | Grants knowledge of an additional two [[Mods]]. Requires Engineer. | | | Extra Mods | 1*<sup>a</sup> | Grants knowledge of an additional two [[Mods]]. Requires Engineer. | | ||
- | | Scientist | 2 | Scientists can make use of special equipment to investigate phenomena, and perform [[science#Research]].| | + | | Scientist | 2 | Scientists can make use of [[Scanners]] to investigate phenomena, and perform [[Research]].| |
| Etheric Science | 1*+ | Specialism in exotic particles and strange energies. Requires Scientist. | | | Etheric Science | 1*+ | Specialism in exotic particles and strange energies. Requires Scientist. | | ||
- | | Corporeal Science | 1*+ | Specialism in exotic substances. Requires Scientist. | | + | | Corporeal Science | 1*+ | Specialism in alien minerals and chemicals. Requires Scientist. | |
| Life Science | 1*+ | Specialism in strange creatures and plants. Requires Scientist. | | | Life Science | 1*+ | Specialism in strange creatures and plants. Requires Scientist. | | ||
- | | Extra Device Mastery | 1*<sup>a</sup> | Grants ability to use more Science Devices. Requires Scientist. | | + | | Aptitude | - | Basic ability with a broad range of professions. Children 7-11 only. | |
^ [[Professional Skills#Spaceflight Skills]] ^ ^ ^ | ^ [[Professional Skills#Spaceflight Skills]] ^ ^ ^ | ||
- | | Helm Console | 1 | Operate Helm Console on Spacer starships. | | + | | Helm Console | 1+ | Operate Helm Console on Spacer starships. 2 Ranks available. | |
- | | Weapons Console | 1 | Operate Weapons Console on Spacer starships. | | + | | Weapons Console | 1+ | Operate Weapons Console on Spacer starships. 2 Ranks available. | |
- | | Comms Console | 1 | Operate Comms Console on Spacer starships. | | + | | Relay Console | 1+ | Operate Relay Console on Spacer starships. 2 Ranks available. | |
- | | Engineering Console | 1 | Operate Engineering Console on Spacer starships. | | + | | Engineering Console | 1+ | Operate Engineering Console on Spacer starships. 2 Ranks available. | |
- | | Science Console | 1 | Operate Science Console on Spacer starships. | | + | | Science Console | 1+ | Operate Science Console on Spacer starships. 2 Ranks available. | |
+ | | Advanced Console Skills | 2* | Special abilities that can be used once per mission. Requires Rank 2 in the relevant Console. | | ||
+ | | Advanced Captain Skills | 2* | Special abilities that can be used once per mission by a ship's Captain. Each skill requires a Console skill at Rank 2. | | ||
^ [[Professional Skills#Reputation Skills]] ^ ^ ^ | ^ [[Professional Skills#Reputation Skills]] ^ ^ ^ | ||
+ | | Armaments Reputation | 2<sup>a</sup> | [[Advanced Armaments]] charges you less for weapon purchases. | | ||
| Spacer Reputation | 2<sup>a</sup> | [[Spacer Collective]] charges you less for ship hire and forfeiture. | | | Spacer Reputation | 2<sup>a</sup> | [[Spacer Collective]] charges you less for ship hire and forfeiture. | | ||
+ | | Pylon Membership | 2<sup>a</sup> | [[Galactic Energy Supplies]] grants you favourable rates on the use of their research facilities. | | ||
| Clearance Certified | 2<sup>a</sup> | [[Clearance Organisation]] takes less of a cut from missions that you sign up for | | | Clearance Certified | 2<sup>a</sup> | [[Clearance Organisation]] takes less of a cut from missions that you sign up for | | ||
- | | Ascendancy Status | 2<sup>a</sup> | Improved reputation with the [[Ascendancy]]. | | + | | Ascendancy Status | 2<sup>ab</sup> | Improved reputation with the [[Ascendancy]]. | |
- | | Commonality Status | 2<sup>a</sup> | Improved reputation with the [[Commonality]]. | | + | | Commonality Status | 2<sup>ab</sup> | Improved reputation with the [[Commonality]]. | |
- | | Dominion Status | 2<sup>a</sup> | Improved reputation with the [[Dominion]]. | | + | | Dominion Status | 2<sup>ab</sup> | Improved reputation with the [[Dominion]]. | |
- | | Free Union Status | 2<sup>a</sup> | Improved reputation with the [[Free Union]]. | | + | | Free Union Status | 2<sup>ab</sup> | Improved reputation with the [[Free Union]]. | |
<sup>a</sup> - Can be bought multiple times. Cost does not increase each time.\\ | <sup>a</sup> - Can be bought multiple times. Cost does not increase each time.\\ | ||
+ | <sup>b</sup> - Costs 1 additional point per rank if you are not the Dominant Species for this Faction. \\ | ||
+ - Can be bought multiple times. Cost increases by 1 point each time.\\ | + - Can be bought multiple times. Cost increases by 1 point each time.\\ | ||
* - Prerequisite skill required.\\ | * - Prerequisite skill required.\\ | ||
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=== Physician === | === Physician === | ||
+ | [{{ :image:free_union:hermess_medic_e1.jpg?300|<html><font colour=black>A skilled physician is an asset to any crew embarking on dangerous missions</font</html>}}] | ||
* You can save a dying character, stopping their Death Count with 2 minutes of roleplayed surgery (time reduces with more ranks). | * You can save a dying character, stopping their Death Count with 2 minutes of roleplayed surgery (time reduces with more ranks). | ||
* You can facilitate healing in up to 5 resting characters, so that they regain 1 Body Hit with every 10 minutes rest (time reduces with more ranks). | * You can facilitate healing in up to 5 resting characters, so that they regain 1 Body Hit with every 10 minutes rest (time reduces with more ranks). | ||
- | * You can perform surgery alone or with a team to treat many Conditions, at some risk (risk decreases with more ranks). | + | * You can perform [[surgery]] alone or with a team to treat many Conditions, at some risk (risk decreases with more ranks). |
The physician skill can be used in one of three ways - stopping a Death Count, restoring hits or performing surgery. Physician can be bought multiple times, and the cost increases by 1 with each rank. | The physician skill can be used in one of three ways - stopping a Death Count, restoring hits or performing surgery. Physician can be bought multiple times, and the cost increases by 1 with each rank. | ||
- | Physicians can perform emergency medicine to stop a dying character's Death Count. This takes 2 minutes of roleplayed surgical action, and requires appropriate (and relatively safe physreps - no real knives, needles or similar) surgical tools or devices. You may use this ability on a character whose Death Count you have paused, and it remains paused while you treat them. Once you have done the required amount of roleplayed action, then the dying character is no longer dying and can stop counting their Death Count. Each additional rank of the physician skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). | ||
- | Physicians can promote healing so that characters regain lost hits. A physician can supervise up to 5 characters who are resting and recuperating, occasionally performing roleplayed medical activities, and those characters will regain 1 Locational or Global Body Hit every 10 minutes. Recuperating characters cannot fight or perform any strenuous activity or move faster than a slow walk within each 10 minute period. Each rank of this skill reduces the time required to recover 1 hit by 1 minute (minimum 1 minute). | + | Physicians can perform emergency medicine to stop a dying character's Death Count. This takes 2 minutes (120 seconds) of roleplayed surgical action, and requires appropriate (and relatively safe physreps - no real knives, needles or similar) surgical tools or devices. You may use this ability on a character whose Death Count you have paused, and it remains paused while you treat them. Once you have done the required amount of roleplayed action, then the dying character is no longer dying and can stop counting their Death Count. Each additional rank of the physician skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So a character with 3 Ranks of Physician can stop a Death Count in 80 seconds, and one with 4 Ranks of Physician can stop a Death Count in 60 seconds, etc. |
- | Physicians can perform surgery to treat some Conditions - broken bones, some infections, infestation by horrible alien parasites, etc. Surgery does carry some risk, however, and may fail or even have negative consequences. Performing surgery requires a referee and at least 5 minutes of roleplayed surgery, using appropriate tools. After the surgeons have completed their roleplaying, the lead physician will be asked to draw a bead from a bag containing black, red and other coloured beads. Drawing a black bead means that the character undergoing surgery suffers a negative consequence - this is usually a LETHAL wound that immediately begins their Death Count, but may be a Condition. Drawing a red bead means that the surgery has failed and has no effect. Drawing any other colour of bead means that the surgery has succeeded. By default, the bag will contain 1 black, 3 red and 3 other beads. Each rank of this skill that the lead physician has above the first adds one other coloured bead to the bag. Other characters with the Physician skill can assist in a surgery, adding an extra positive bead to the bag. The number of extra characters who can assist is limited by the number of Physician ranks that the lead surgeon possesses. There may be other difficulties in surgery, which can create complications and extra requirements - exotic Conditions or very alien physiologies may complicate matters. | + | Physicians can promote healing so that characters regain lost hits. A physician can supervise up to 5 characters who are resting and recuperating, occasionally performing roleplayed medical activities, and those characters will regain 1 hit to a single Location, or one Global Body Hit every 10 minutes. Recuperating characters cannot fight or perform any strenuous activity or move faster than a slow walk within each 10 minute period. Each additional rank of this skill increases the number of hits that the supervised characters recover after each 10 minute period by one. |
- | === Engineer === | + | Physicians can perform [[Surgery]] to treat many Conditions - broken bones, some infections, infestation by horrible alien parasites, etc. Surgery can be risky, and may fail or even have negative consequences for the patient. Surgery uses the [[Card Draw System]], and requires several minutes of roleplay with appropriate surgical tool physreps. Any character with Physician can assist other characters performing a Surgery. |
+ | === Engineer === | ||
+ | [{{ :image:ascendancy:synbiotech_engineer_e1.jpg?200|<html><font colour=black>Companies with complex equipment need talented engineers to maintain and improve their gear</font></html>}}] | ||
* You can repair physical armour and SUNDERed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks). | * You can repair physical armour and SUNDERed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks). | ||
- | * You may be able to repair other tech discovered in play. | + | * You can perform engineering work using the [[Card Draw System]] |
+ | * You may be able to repair or tinker with other technology discovered in play. | ||
+ | * You can repair items that are Broken. | ||
* Each rank allows you to work on 1 item between events, either extending its lifetime or applying Mods to it. | * Each rank allows you to work on 1 item between events, either extending its lifetime or applying Mods to it. | ||
* Each rank grants knowledge of 2 Mods. | * Each rank grants knowledge of 2 Mods. | ||
* Engineer is the skill you use to work with machines, devices and tech. It grants abilities that can be used in both uptime and between events. Engineer can be bought multiple times, and the cost increases by 1 with each rank. | * Engineer is the skill you use to work with machines, devices and tech. It grants abilities that can be used in both uptime and between events. Engineer can be bought multiple times, and the cost increases by 1 with each rank. | ||
- | Engineers can fix broken items and damaged armour. A character with 1 rank in the Engineer skill can spend 2 minutes roleplaying to repair an item that has been broken with the SUNDER call or to restore 1 lost Armour Hit to a single location. Each additional rank of the Engineer skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So with Engineer 2, you can perform a repair in 100 seconds, with rank 3 it will take 80 seconds, and so on. After rank 6 (20 seconds), you cannot get any faster at repairing things without using some kind of special artefact, tech device or similar. You might also find broken or damaged tech at events, which you may be able to use your Engineer skill to repair - these will either say so on an accompanying lammie, or have a Ref nearby that you can ask. | + | Engineers can fix damaged items and damaged armour. A character with 1 rank in the Engineer skill can spend 2 minutes roleplaying to repair an item that has been damaged with the SUNDER call or to restore 1 lost Armour Hit to a single location. Each additional rank of the Engineer skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So with Engineer 2, you can perform a repair in 100 seconds, with rank 3 it will take 80 seconds, and so on. After rank 6 (20 seconds), you cannot get any faster at repairing things without using some kind of special artefact, tech device or similar. |
+ | |||
+ | Engineers can also work on certain technology found at events - they can use the [[Card Draw System]] to repair broken devices, or disable or modify them in the field. These items will either have an accompanying lammie, or have a Ref nearby that you can ask. | ||
- | Engineers can also do work between events to improve their equipment, as long as they can afford it. Each rank of the Engineer skill allows you to work on 1 item in between events - either maintaining it to extend its life, or applying a Mod to it to make it better. You can either apply a Mod that you know to the item, or extend its lifetime for 4 more events - both of these uses will cost a certain amount of Credits to buy materials and extra services to get the job done. Items that you wish to work on (and the credits to pay for them) must be handed in with your pack at the end of the event. The more Mods that an item has, the more expensive it is to Mod it further and maintain it - see the Game Items page for more details. | + | Engineers can also do work between events to improve their equipment, as long as they can afford it. Each rank of the Engineer skill allows you to work on 1 lammied item in between events - either maintaining it to extend its life, or applying a Mod to it to make it better. Items that require maintenance, and can be modified are referred to as [[Devices]], and should have a Mod and Maintenance cost indicated on their laminated card (lammie). You can either apply a Mod that you know to the item, or extend its lifetime for 4 more events - both of these uses will cost a certain amount of Credits to buy materials and extra services to get the job done. Items that you wish to work on (and the credits to pay for them) must be handed in with your pack at the end of the event. The more Mods that an item has, the more expensive it is to Mod it further and maintain it - see the [[Devices]] page for more details. |
Each rank of the Engineer skill also grants the knowledge of 2 [[Mods]], which can be used in between events to improve your equipment. Mods represent improvements to equipment like weapons and armour, or wholesale alterations to things like Tech Devices that radically alter their function. Some Mods may require other prerequisites to learn. You can choose to swap out one of your known Mods with another by contacting the Game Team between events, but the swap will not take place until the next event - this represents changing your career focus onto a different suite of technology. | Each rank of the Engineer skill also grants the knowledge of 2 [[Mods]], which can be used in between events to improve your equipment. Mods represent improvements to equipment like weapons and armour, or wholesale alterations to things like Tech Devices that radically alter their function. Some Mods may require other prerequisites to learn. You can choose to swap out one of your known Mods with another by contacting the Game Team between events, but the swap will not take place until the next event - this represents changing your career focus onto a different suite of technology. | ||
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* Pre-requisite for Science Specialisations. | * Pre-requisite for Science Specialisations. | ||
- | * Grants the ability to use the 3 basic Science Devices - Sensor, Extractor, Analyser. | + | * Grants the ability to use [[Scanners]] to locate, investigate and sample things. |
* Grants 1 Research Point which can be used to research anything. | * Grants 1 Research Point which can be used to research anything. | ||
Scientist is the primary skill you use to investigate your environment and unlock the secrets of strange, alien substances and artefacts. Groups that embark on missions without some properly-equipped scientists may run into trouble if they encounter something out of the ordinary. This skill can only be purchased once. | Scientist is the primary skill you use to investigate your environment and unlock the secrets of strange, alien substances and artefacts. Groups that embark on missions without some properly-equipped scientists may run into trouble if they encounter something out of the ordinary. This skill can only be purchased once. | ||
- | Scientist is the first skill that all scientists must acquire, and it is needed before a character can start buying any more specialised Science skills. The Scientist Skill grants the ability to use the 3 basic Science Devices; Analysers, which can tell you basic information about an object or phenomenon; Extractors, which can take samples for further research or use; Sensors, which locate hidden or obscure phenomena. | + | Scientist is the first skill that all scientists must acquire, and it is needed before a character can start buying any more specialised Science skills. The Scientist Skill grants the ability to use [[Scanners]] - specialised scientific devices that can be used in 3 ways - to locate, investigate and take samples of phenomena in the field. Scanners use the [[Card Draw System]], along with the Science Specialisation skills below. |
- | The Scientist skill also provides 1 Generic Research Point, which can be used between events to research things and learn more about them, or teach other characters what you have already learned. Most Research Points that a character can acquire are specialised, and can only be used to research things relevant to that specialisation, but all Scientists have 1 Research Point that they can use to research anything at all. | + | The Scientist skill also provides 1 Generic Research Point, which can be used between events to [[research]] things and learn more about them, or teach other characters what you have already learned. Most Research Points that a character can acquire are specialised, and can only be used to research things relevant to that specialisation, but all Scientists have 1 Research Point that they can use to research anything at all. |
=== Etheric, Corporeal & Life Science === | === Etheric, Corporeal & Life Science === | ||
* Each rank grants 1 Research Point in the field of specialisation. | * Each rank grants 1 Research Point in the field of specialisation. | ||
- | * Each rank allows you to master one Specialised Tech Device in the field of specialisation. | + | * Each rank gives a bonus to [[Scanners#Examine]] and [[Scanners#Sample]] actions when using [[Scanners]] on a phenomena of the relevant type. |
- | * You may use your Research Points to synthesise substances relevant to your field of specialisation. | + | * You may use your Research Points to synthesise [[Exotic Substances]] relevant to your field of specialisation. |
- | There are 3 science specialisation skills which grant greater mastery in the fields of Etheric, Corporeal or Life Sciences. Each specialisation can be purchased multiple times, but the cost increases by 1 point with each rank. Each rank of a specialisation grants you 1 Research Point for that specialisation - you can only use these points to research phenomena or artefacts with that specialisation. | + | There are 3 science specialisation skills which grant greater mastery in the fields of Etheric, Corporeal or Life Sciences. Each specialisation can be purchased multiple times, but the cost increases by 1 point with each rank. Each rank of a specialisation grants you 1 Research Point for that specialisation - you can only use these points to [[research]] phenomena or artefacts with that specialisation. |
- | Each rank also allows you to master one Specialised Tech Device in that field. Specialised Tech Devices are made by Engineers applying Mods to Generic Tech Devices to improve them. Specialised Tech Devices are able to do more in their chosen area - gather more information, produce effects and all kinds of other powers. They have to be used by someone who has mastered them. Between events, you can contact the game team to swap out one of your Tech Device masteries for another - if something is no longer useful or practical to you, you can refocus yourself to other devices. | + | A specialisation also makes it easier to investigate or sample phenomena of the same type using a [[Scanners|Scanner]]. When performing an [[Scanners#Examine]] or [[Scanners#Sample]] action, each rank of the relevant specialisation that the Lead Character has grants +1 Green Card. |
Taking a Speciality allows you to use your Research Points in that field to synthesise rare substances that you can use to boost or alter other game items. Each speciality has its own category of rare substances to synthesise, which only work on a specific type of game item (or characters). These substances can only be applied by someone with the relevant speciality. When you use Research Points to synthesise substances, you will get a random selection of the relevant substances - using Research Points in this way represents taking the time to seek out relevant phenomena in the galaxy in the time between events and extracting useful substances from them, which is a hit-and-miss process. | Taking a Speciality allows you to use your Research Points in that field to synthesise rare substances that you can use to boost or alter other game items. Each speciality has its own category of rare substances to synthesise, which only work on a specific type of game item (or characters). These substances can only be applied by someone with the relevant speciality. When you use Research Points to synthesise substances, you will get a random selection of the relevant substances - using Research Points in this way represents taking the time to seek out relevant phenomena in the galaxy in the time between events and extracting useful substances from them, which is a hit-and-miss process. | ||
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== Etheric Science == | == Etheric Science == | ||
- | Etheric Science deals with energetic phenomena - bizarre spatial phenomena, strange energy fields, novel particles and the like. Etheric Tech Devices might be able to recharge depleted Artefacts, detect disturbances in magnetic fields or shield against radiation. Etheric Scientists can spend their spare Research Points to synthesise [[Exotic Particles]] and apply them to tech to give it a short-lived bonus in power or effectiveness. | + | Etheric Science deals with energetic phenomena - bizarre spatial phenomena, strange energy fields, novel particles and the like. In the field, Etheric Scientists might be able to detect disturbances in magnetic fields or sample exotic radiation. Etheric Scientists can spend their spare Research Points to synthesise [[Exotic Particles]] and apply them to tech to give it a short-lived bonus in power or effectiveness. |
== Corporeal Science == | == Corporeal Science == | ||
- | Corporeal Science deals with physical inorganic materials - rare minerals, unknown alloys and strange chemicals. Corporeal Tech Devices might be able to extract samples from deep within the ground, denature toxic chemicals or harmonically shatter a door. Corporeal Scientists can spend their spare Research Points to synthesise [[Exotic Reagents]] and add them to injectable pharmaceuticals to alter them - increasing or decreasing their potency or duration. | + | Corporeal Science deals with physical inorganic materials - rare minerals, unknown alloys and strange chemicals. In the field, Corporeal Scientists might be able to extract samples from resonant mineral deposits, identify how to denature toxic chemicals or harmonically shatter a door. Corporeal Scientists can spend their spare Research Points to synthesise [[Exotic Reagents]] and add them to injectable pharmaceuticals ([[Medicaments]]) to alter them - increasing or decreasing their potency or duration. |
== Life Science == | == Life Science == | ||
- | Life Science deals with organic material - exotic fungi, rare plant extracts, potent venoms and biochemical toxins. Life Tech Devices might be able to detect nearby life signs, diagnose rare infections or interfere with biological processes. Life Scientists can spend their spare Research Points to synthesise [[Exotic Biotics]] and infuse them into other characters to grant unusual effects and conditions. | + | Life Science deals with organic material - exotic fungi, rare plant extracts, potent venoms and biochemical toxins. In the field, Life Scientists might be able to detect nearby life signs, discover the weak point of a hostile hive entity, or interfere with biological processes. Life Scientists can spend their spare Research Points to synthesise [[Exotic Biotics]] and infuse them into other characters to grant unusual effects and conditions. |
+ | |||
+ | === Aptitude === | ||
+ | |||
+ | * **Aptitude cannot be purchased by adult characters - it is a special ability that is only possessed by children aged 7-11.** | ||
+ | * You can pause a dying character's Death Count by roleplaying treating their wounds. They stay on the same number as long as you treat their wounds. | ||
+ | * You can heal one or two characters who are resting. They regain 1 lost Body Hit every 5 minutes while you are roleplaying looking after them. | ||
+ | * You can damaged armour and broken items by roleplaying fixing them. It takes 1 minute of fixing to repair 1 Armour Hit or a broken item. | ||
+ | * You can use [[Scanners]] to [[Scanners#Survey]] or assist another character with [[Scanners#Examine]] or [[Scanners#Sample]] actions. | ||
+ | |||
+ | Aptitude represents a certain natural grace and ability in a broad range of fields, expressed by the brightest of young minds. Children who travel with starship crews often pick up the basics of a wide variety of disciplines, from watching engineers and physicians at work, to playing around with devices and other technology. Once they get a bit older and commit to specialised training, then these broad abilities are usually forgotten. | ||
+ | |||
+ | A character with Aptitude has basic abilities similar to that of an Engineer, Scientist, First Aider and Physician. These abilities are designed to give young players a flavour of different parts of the game, and allow families to roleplay as a group and have everyone be useful and valued. | ||
===== Spaceflight Skills ===== | ===== Spaceflight Skills ===== | ||
- | Having a spaceflight skill necessitates getting a Spacer Collective marker tattooed onto your hand, wrist, face or other patch of skin that you can easily show to the Spacer Collective Representative. These take a specific shape and identify the character as having been certified in use of that console. They cannot be falsified – please do not give yourself a mark resembling a Spacer Collective tattoo unless you have bought the skill. Without an appropriate tattoo, you will not be able to operate the relevant console correctly. Spacer Collective Markers are best simulated by drawing the symbol on with eyeliner pens or even biro. | + | [{{:image:ascendancy:team_purgatory_starship_e1.jpg?400 |An Ascendancy crew piloting a starship in battle}}]Spaceflight skills represent extra training and familiarity with operating the various stations on board starships. Although anyone can operate starship stations, characters with these skills will be able to get more out of their ship than untrained personnel. Additional crew with these skills can also assist via their own stations and smaller tasks to boost all of the operations on board starships - a ship with an elite crew of broadly-skilled voidfarers will have a huge advantage over a crew of planet-bound rookies. |
- | Each of the Spaceflight skills allow you to use one of the 5 consoles on Spacer Collective ships, which are close in design to the similar stations on other spacecraft. Without the relevant skill, you are unable to operate a ship console. Every crew should have at least one person able to use the Helm and Engineering stations at a minimum – these are the two stations that are absolutely required to fly a ship during space missions. | + | [{{ :image:megacorp:spacermarks_mod1_2.png?100|<html><font color=black>The most common designs of Spacer Collective Markers</font></html>}}]Having a Spaceflight Skill necessitates getting a [[Spacer Collective]] symbol either on an ID card, or (as is more often the case) tattooed onto your hand, wrist, face or other patch of skin that you can easily show to the Spacer Collective Representative. These take a specific shape and identify the character as having been certified in the advanced use of that station. They cannot be falsified – please do not give yourself a mark resembling a Spacer Collective tattoo unless you have bought the skill. [[Spacer Collective Markers]] are best simulated by drawing the symbol on with eyeliner pens or even biro (or printed out on a laminated ID badge). See [[Spacer Collective Markers|this page]] for reference images of the two main types of markers. |
+ | |||
+ | ==== Basic Console Skills ==== | ||
+ | |||
+ | Each basic Spaceflight skill is linked to one of the 5 Consoles on a Spacer Collective ship, and gives a special bonus to your ship when using that Console. In addition, the basic knowledge of a ship's systems can also grant a small bonus even when you are operating a different Console. Each Spaceflight skill has 2 Ranks available - the first Rank in each Spaceflight skill costs 1 character point, and gives both a Primary Bonus (which applies when you are operating the relevant Console) as well as a Secondary Bonus (which applies when you are operating a different Console). Rank 2 has only a Primary Bonus, and is intended for characters who wish to specialise in one of the main ship roles. | ||
+ | |||
+ | When you log in to your Console at the start of a mission you will be given the opportunity to enter your skills, which will then grant the relevant bonuses to your ship. The Secondary Bonuses of every character logged into a Console will be applied to the entire ship, so specialised crew groups can gain large cumulative benefits if they have a broad range of space skills. | ||
+ | |||
+ | Once you have obtained Rank 2 in a Console Skill, you can then purchase Advanced Console Skills for that Console, as well as an Advanced Captain Skill. | ||
=== Helm Console === | === Helm Console === | ||
The Helm console controls the movement, speed and direction of a starship. On [[Spacer Collective]] Jump Ships, they also operate the Jump Drive. | The Helm console controls the movement, speed and direction of a starship. On [[Spacer Collective]] Jump Ships, they also operate the Jump Drive. | ||
+ | * **Rank 1 Helm Console** | ||
+ | * **Primary Bonus:** +3 Turning Speed. This allows your ship to perform tighter turns and manoeuvres. | ||
+ | * **Secondary Bonus:** +3 Impulse Speed. This allows your ship to move faster under its main drives. | ||
+ | * **Rank 2 Helm Console** | ||
+ | * **Primary Bonus:** +6 Turning Speed. This replaces the Rank 1 Primary Bonus. | ||
=== Weapons Console === | === Weapons Console === | ||
The Weapons console locks on to targets, loads torpedo tubes and fires beam weapons. A good Weapons officer works with the Helm, Engineer and Science Officer to maximise their ship's firepower and avoid being destroyed themselves. | The Weapons console locks on to targets, loads torpedo tubes and fires beam weapons. A good Weapons officer works with the Helm, Engineer and Science Officer to maximise their ship's firepower and avoid being destroyed themselves. | ||
- | + | * **Rank 1 Weapons Console** | |
- | === Comms Console === | + | * **Primary Bonus:** -1 Beam Cycle Time. This allows your ship's beam weapons to fire faster. |
- | The Comms console allows the ship to communicate with ships, stations and planets in the area. A skilled Comms officer can get a starship out of many battles before they even start. | + | * **Secondary Bonus:** +1 Damage to 1 Beam Weapon. This makes your Beam Weapons do more damage. Multiple characters with this skill spread their secondary bonus evenly across the ship's available Beam Weapons. |
+ | * **Rank 2 Weapons Console** | ||
+ | * **Primary Bonus:** +2 Beam Cycle Time. This replaces the Rank 1 Primary Bonus. | ||
=== Engineering Console === | === Engineering Console === | ||
- | The Engineering console allows for ordered distribution of the ship’s power and coolant reserves. Without a skilled engineer, a starship is liable to run out of energy halfway through a mission. | + | The Engineering console allows for ordered distribution of the ship’s reactor power and coolant reserves to where they are needed. With a skilled engineer at this station, a starship can function far beyond its normal parameters. |
+ | * **Rank 1 Engineering Console** | ||
+ | * **Primary Bonus:** +40 Hull. This allows your ship to soak up more damage without being destroyed. | ||
+ | * **Secondary Bonus:** +50 Maximum Energy. This allows your ship's batteries to hold more power in reserve. | ||
+ | * **Rank 2 Engineering Console** | ||
+ | * **Primary Bonus:** +80 Hull. This replaces the Rank 1 Primary Bonus. | ||
=== Science Console === | === Science Console === | ||
- | The Science console operates the ship’s sensor arrays, allowing objects and planets to be scanned for more detailed information. | + | The Science console operates the ship’s sensor arrays, allowing objects and planets to be scanned for more detailed information. A skilled Science Officer at this station can gather useful information about enemy weaknesses. |
+ | * **Rank 1 Science Console** | ||
+ | * **Primary Bonus:** +50 Warp. This improves your Warp Drive, allowing your ship to get around faster and more efficiently. | ||
+ | * **Secondary Bonus:** +10 Shield Strength. This improves your shields, allowing them to soak up more damage. | ||
+ | * **Rank 2 Science Console** | ||
+ | * **Primary Bonus:** +100 Warp. This replaces the Rank 1 Primary Bonus. | ||
+ | |||
+ | === Relay Console === | ||
+ | The Relay console allows the ship to communicate with nearby ships & stations, launch probes, and hack into enemy ships to disable their systems. A skilled Relay Officer acts as a link between the rest of the crew and can sometimes get a starship out of a battle before it even starts. | ||
+ | * **Rank 1 Relay Console** | ||
+ | * **Primary Bonus:** Wildcard Secondary Bonus. This allows you to grant an additional Secondary Bonus to any other Console. | ||
+ | * **Secondary Bonus:** +5 Probes. Probes are used to scout and monitor distant areas on missions. | ||
+ | * **Rank 2 Relay Console** | ||
+ | * **Primary Bonus:** Improved Wildcard Secondary Bonus. Allows you to grant an additional 2 Secondary Bonuses to another Console. | ||
+ | |||
+ | ==== Advanced Console Skills ==== | ||
+ | |||
+ | Advanced Console Skills are special tricks that push a ship's systems to the absolute limits, which can only be learned by masters of a specific set of the ship's systems. Each Console has 2 Advanced Console Skills, one for use while flying the ship in Space, and one which call upon the ship's advanced technology while on a Ground Mission. Advanced Ground Skills cannot be used when in the main event location - you must be on a Mission from a Spacer Collective ship to make use of them. | ||
+ | |||
+ | To purchase an Advanced Console Skill, you must already have the relevant Console Skill at Rank 2. All Advanced Console skills cost 2 character points to purchase. You can purchase both Advanced Console Skills for each console, but each is bought separately. | ||
+ | |||
+ | === Advanced Helm Console Skills === | ||
+ | |||
+ | * **Space: Evasive Maneuvers** - Once per mission, you can perform a micro-jump to get quickly out of danger or outmaneuver an enemy. Your ship instantly jumps 2U backwards and inverts its direction. | ||
+ | * **Ground: Emergency Evacuation** - When deployed from a Spacer vessel, you have a small emergency teleport beacon that can be activated to pull you and a single other character of your choice back to the starship. When you activate the beacon, thirty seconds later you and one other character you are touching is returned to the starship. The beacon also acts as a teleportation stabiliser, so you never receive a Condition from Emergency Teleports (inform the Referee if your group is ever Emergency Teleported). | ||
+ | |||
+ | === Advanced Weapons Console Skills === | ||
+ | |||
+ | * **Space: Concentrate Fire** - Once per mission, you can discharge your ship's backup beam capacitors and focus the beams at a precise angle to initiate nuclear fusion at a vulnerable point on a target. This creates a powerful blast equivalent to a nuclear explosion - make sure you are well clear! | ||
+ | * **Ground: Concussive Blast** - When deployed from a Spacer vessel, you can call down a blast of force from the orbiting ship. Once per mission, after 30 seconds of roleplayed action you may call MASS STRIKEDOWN in a directed arc in front of you. | ||
+ | |||
+ | === Advanced Engineering Console Skills === | ||
+ | |||
+ | * **Space: Emergency Repairs** - Once per mission, you can supercharge the ship's maintenance and repair systems to instantly repair all damaged systems by 20%. | ||
+ | * **Ground: Technical Support** - When deployed from a Spacer vessel, you are accompanied by a Spacer Collective Micro-Repair drone, which assists you with engineering and repair work. For the duration of the ground mission, you count as having 2 additional ranks of the Engineer skill for the purposes of repairing armour and items that have been SUNDERed (reducing your repair time by 40 seconds). You may also call RESIST to the first SUNDER call that strikes your equipment. | ||
+ | |||
+ | === Advanced Science Console Skills === | ||
+ | |||
+ | * **Space: Sensor Ping** - Once per mission, you can hypercharge the ship's sensor suite to instantly scan all ships within 5U. | ||
+ | * **Ground: Wide Area Scan** - When deployed from a Spacer vessel, you can use the ship's teleport lock systems to gather scan data on the immediate area. When you arrive at the mission location you may ask the encounter Ref for information about the area. This will usually encompass the entire area that the mission takes place in, but the quality of the data will vary. The ship's sensors can usually pick up things like high energy readings, strange anomalies and similar vague impressions, as well as rough directions for them. | ||
+ | |||
+ | === Advanced Relay Console Skills === | ||
+ | |||
+ | * **Space: Taunt** - Once per mission, you can use the ship's Relay systems to spoof enemy target detection. When used, all ships within 5U will attempt to travel to your current location. | ||
+ | * **Ground: Coordinate Hacking** - When deployed from a Spacer vessel, you can direct the ship's hacking systems to bathe a specific area in concentrated electromagnetic radiation. Once per mission, after 30 seconds of roleplayed action you may call MASS DISRUPT in a directed arc in front of you. | ||
+ | |||
+ | ==== Advanced Captain Skills ==== | ||
+ | |||
+ | A skilled ship's Captain must walk the knife edge between victory and disaster, and make crucial decisions in moments of extreme danger. Captains with intimate knowledge of their ship's capabilities can push past safety limits and risk themselves and their crew to ensure their success, whatever the consequences. Advanced Captain Skills grant the power to make these truly risky choices. When these abilities are invoked, sparks burst from overloaded systems, radiation shielding flickers and the hum of the engines rises to an agonising scream, and the ship can perform feats that would otherwise be impossible. | ||
+ | |||
+ | Advanced Captain Skills can only be used by a ship's Captain, and only once per mission. When they are used, they will grant one or more members of the crew Conditions - radiation exposure, burns, decompression and various other ailments. For each Advanced Captain Skill you purchase, you must have one Basic Console Skill at Rank 2 - so in order to have 2 Captain skills you must have 2 different Console Skills at Rank 2, etc. All Advanced Captain Skills cost 2 character points. | ||
+ | |||
+ | === A Good Day To Die === | ||
+ | With this directive, success of the mission and the survival of the ship are placed above all other concerns. The ship's structural integrity systems are kept powered at all costs, compromising the bridge compartment's life support and safety systems. For 5 minutes (300 seconds), the ship becomes Invulnerable to all damage. At the end of the mission, an extra 3 Conditions are randomly assigned to the crew. | ||
+ | |||
+ | === Fly Her Apart === | ||
+ | When time is too short, and distance too far, the Captain can issue this directive to overcharge the ship's drives to breaking point, pushing against the very laws of physics to reach their destination in the nick of time. The acceleration becomes more than the ship's dampening systems can resist, causing bones to snap and veins to burst. The warp bubble around the ship thickens inwards, distorting space and time within the bridge compartment, and the ship almost vibrates itself apart under tidal forces. When this ability is used, all maneuvering systems are fully repaired, and the ship's Warp speed, Impulse speed and Turn Rate are massively increased beyond all reasonable limits. At the end of the mission, an extra 3 Conditions are randomly assigned to the crew. | ||
+ | |||
+ | === Needs Of The Many === | ||
+ | All Captains know that the ultimate responsibility for their ship lies with them alone, and some brave souls are willing to make the ultimate sacrifice to keep their crew alive. When the ship's hull has failed and its structure is coming apart, a Captain can issue this directive to save their crew first, and ensure that they hold it all together until everyone has reached the escape pods. When a ship is destroyed, a Captain with this skill can invoke it to draw the negative consequences onto themselves and up to 2 other crew members. Rather than each member of the crew being offered a card draw for a Condition, the Captain and their nominated crew members share out the card draws for the rest of the entire crew. So for a crew of six, if the Captain nominated 2 other crew members, they would each get 2 draws. | ||
+ | |||
+ | === Give It All She's Got === | ||
+ | Energy is a ship's lifeblood, and the Reactor is its beating heart. Without energy, a ship lies dormant and weak until its batteries are restored - but sometimes that weakness is not an option. In times of great danger, when power is desperately needed but in short supply, the heart must be squeezed for every last drop. With this directive, the Captain unlocks the safety protocols in the ship's reactor, and ignites a barely-contained inferno of power. Containment systems fail and hard radiation leaks out into the crew compartments, while power floods into the batteries and capacitors, burning out conduits and capacitors. Once per mission, when this ability is invoked, the ship's energy is increased to 2000, which lasts for 10 minutes - after this time, the maximum energy the ship can hold will be reduced to 750, as crucial systems have been burnt out. At the end of the mission, an extra 2 Conditions are randomly assigned to the crew. | ||
===== Reputation Skills ===== | ===== Reputation Skills ===== | ||
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If is possible to gain status with a Faction that is not your own. However, you are considered to start with a Reputation of -3 with all other Factions, and must increase your Status with them by several ranks before you begin to gain the benefits of Status with those other Factions. | If is possible to gain status with a Faction that is not your own. However, you are considered to start with a Reputation of -3 with all other Factions, and must increase your Status with them by several ranks before you begin to gain the benefits of Status with those other Factions. | ||
+ | |||
+ | === Armaments Reputation === | ||
+ | You are a well-known and trusted weapons contractor for [[Advanced Armaments]]. While in good standing, you may be granted access to restricted weapons and devices, as well as experimental Mods and other technology. You also get excellent wholesale rates on standard equipment. Advanced Armaments may also occasionally offer you jobs that they need handled discreetly. | ||
=== Spacer Reputation === | === Spacer Reputation === | ||
- | You are well-known and trusted by the [[Spacer Collective]], having done work for them and proven yourself. The Collective is kind to its friends, and will offer you discounts on ship hire and forfeiture costs at events. They may also have some discreet missions that are not offered publically. | + | You are well-known and trusted by the [[Spacer Collective]], having done work for them and proven yourself. The Collective is kind to its friends, and will offer you discounts on ship hire and forfeiture costs at events. They may also have some discreet missions that are not offered publicly. |
+ | |||
+ | === Pylon Membership === | ||
+ | You have been inducted into one [[Galactic Energy Supplies]] Pylons - secretive groups of financiers, technicians and scientists. You have access to some of their advanced research facilities. They may also have some discreet missions that are not offered publicly. | ||
=== Clearance Certified === | === Clearance Certified === | ||
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=== Ascendancy Status === | === Ascendancy Status === | ||
- | High-reputation characters will be drawn into the Great Game played by the Houses for power and position, which may grant additional missions, rewards, plot opportunities and dangers. For the right person, there may even be offers to be adopted by one of the Noble Houses and profit from their extensive holdings - as long as you House remains powerful. | + | High-reputation characters will be drawn into the Great Game played by the Houses for power and position, which may grant additional missions, rewards, plot opportunities and dangers. For the right person, there may even be offers to be adopted by one of the Noble Houses and profit from their extensive holdings - as long as your House remains powerful. Ascendancy Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation as a distrusted individual. |
=== Commonality Status === | === Commonality Status === | ||
- | Enhanced status will draw the attention of the Judges and rulers of the Psion Clades - who may involve them in their secret plans and schemes. Like orders from Ascended Masters, their motivations will be strange and fickle, but could potentially grant powerful rewards and hidden knowledge. | + | Enhanced status will draw the attention of the Judges and rulers of the Psion Clades - who may involve them in their secret plans and schemes. Like orders from Ascended Masters, their motivations will be strange and fickle, but could potentially grant powerful rewards and hidden knowledge. Commonality Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation for those who are unable to participate directly in the Elysian's psionic community. |
=== Dominion Status === | === Dominion Status === | ||
- | High-status characters will begin to draw notice from Heroes & Priests alike. The Ecclesiocracy takes notice of those with the potential for greatness, and guides them towards opportunities to excel further. There may be opportunities to join a Mystery Cult of one of the [[Immortal Spirits]] for those who are seen to have earned a place among them, revealing hidden secrets and the mysteries of the hidden worlds. | + | High-status characters will begin to draw notice from Heroes & Priests alike. The Ecclesiocracy takes notice of those with the potential for greatness, and guides them towards opportunities to excel further. There may be opportunities to join a Mystery Cult of one of the [[Immortal Spirits]] for those who are seen to have earned a place among them, revealing hidden secrets and the mysteries of the hidden worlds. Dominion Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation for those seen as initiates or beyond the authority of the Ecclesiocracy. |
=== Free Union Status === | === Free Union Status === | ||
- | Higher Status will grant opportunities to join one of the various Corps that organise within the Free Union. These groups often arrange secret activities to keep the Sovereign Worlds safe, and have roles for spies, elite military missions, diplomats and many other specialists. | + | Higher Status will grant opportunities to join one of the various Corps that organise within the Free Union. These groups often arrange secret activities to keep the Sovereign Worlds safe, and have roles for spies, elite military missions, diplomats and many other specialists. Free Union Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation with a more limited network of contacts. |
====== Professional Skills Design ====== | ====== Professional Skills Design ====== | ||
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Professional skills are the part of the system that represents accomplished technical characters - doctors like Simon Tam and Phlox, engineers like Geordi LaForge or Tony Stark, and scientists like Jadzia Dax or Rodney MacKay. These characters often perform key roles in science fiction stories, using their skills and expertise to solve problems and advance the plot rather than brute force. Most of the professional skills are fairly cheap to purchase a few ranks in, so you can have a more general character with enough science to get by, or have a groups that consists entirely of engineers as well as their own specialities. Alternatively, players who want to play full-on scientists or doctors can purchase multiple ranks and still get useful bonuses. | Professional skills are the part of the system that represents accomplished technical characters - doctors like Simon Tam and Phlox, engineers like Geordi LaForge or Tony Stark, and scientists like Jadzia Dax or Rodney MacKay. These characters often perform key roles in science fiction stories, using their skills and expertise to solve problems and advance the plot rather than brute force. Most of the professional skills are fairly cheap to purchase a few ranks in, so you can have a more general character with enough science to get by, or have a groups that consists entirely of engineers as well as their own specialities. Alternatively, players who want to play full-on scientists or doctors can purchase multiple ranks and still get useful bonuses. | ||
- | The majority of professional skills deepen a character's skills as they progress in ranks - while taking a few ranks will allow you to do a few focused things, taking more ranks will allow you to do more things at events, and to do more work between events in downtime. In the case of Engineers, more ranks also allows them to repair SUNDERED items and damaged armour more quickly, while scientists gain the ability to use more Specialised Science Devices. | + | The majority of professional skills deepen a character's skills as they progress in ranks - while taking a few ranks will allow you to do a few focused things, taking more ranks will allow you to do more things at events, and to do more work between events in downtime. In the case of Engineers, more ranks also allows them to repair SUNDERED items and damaged armour more quickly, while scientists get better results from using their Scanners. |
- | Scientists may seem underpowered, as they only get the ability to use items that must be modded and bought to even do anything in uptime. However, the key strength of Scientists is their ability to do Research, and interact with [[Artefacts]]. With enough Research, Scientists can unlock the powers of Artefacts which can be used in uptime to create very powerful and often unique effects - these abilities get unlocked for the scientist who researched them, and stay on their character, but can be taught to other characters using research points. This allows a group to rapidly learn how to use an Artefact that one of their number has mastered, but will take a long time to start from scratch should someone else steal it. Some artefacts, if researched enough, can be duplicated by Scientists. | + | Scientists may seem underpowered, as they only get the ability to use items that must be bought to even do anything in uptime. However, the key strength of Scientists is their ability to do Research, and interact with [[Artefacts]]. With enough Research, Scientists can unlock the powers of Artefacts which can be used in uptime to create very powerful and often unique effects - these abilities get unlocked for the scientist who researched them, and stay on their character, but can be taught to other characters using research points. This allows a group to rapidly learn how to use an Artefact that one of their number has mastered, but will take a long time to start from scratch should someone else steal it. Some artefacts, if researched enough, can be duplicated by Scientists. |
The ability of Specialised Scientists to synthesise [[Exotic Substances]] is to give them a use for those research points if they don't currently have a relevant artefact to work on - they can make a random selection of buffs to use or sell. | The ability of Specialised Scientists to synthesise [[Exotic Substances]] is to give them a use for those research points if they don't currently have a relevant artefact to work on - they can make a random selection of buffs to use or sell. | ||
{{tag>characters rules}} | {{tag>characters rules}} |