User Tools

Site Tools


professional_skills

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
professional_skills [2020/01/27 17:38]
conan [Advanced Console Skills]
professional_skills [2024/08/29 12:15] (current)
conan
Line 5: Line 5:
 There are three main categories of Professional Skills: ​ There are three main categories of Professional Skills: ​
   * **Profession Skills** represent dedicated training as an engineer, doctor or scientist.   * **Profession Skills** represent dedicated training as an engineer, doctor or scientist.
-  * **Spaceflight Skills** represent certification in operating the various consoles on a starship. +  * **Spaceflight Skills** represent ​specialist training in flying starships. 
-  * **Reputation ​Skills** represent ​developing a good reputation with a [[Factions|Faction]] ​or [[MegaCorps|MegaCorp]],​ which makes them more likely to offer you unique opportunities and discounts ​on services.+     * **Basic Console Skills** represent standard ​certification in operating the various consoles on a starship. 
 +     ​* **Advanced Console ​Skills** represent ​advanced training in starship systems that unlock special powers either in space or on away missions. 
 +     * **Advanced Captain Skills** represent rare and powerful abilities that can be invoked once per starship mission by a skilled Captain.
  
 ^ [[Professional Skills#​Profession Skills]] ^ Cost ^ Ability ^ ^ [[Professional Skills#​Profession Skills]] ^ Cost ^ Ability ^
Line 13: Line 15:
 | 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 [[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. |
 +| 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. 2 Ranks available. | | Helm Console | 1+ | Operate Helm Console on Spacer starships. 2 Ranks available. |
Line 25: Line 28:
 | Advanced Console Skills | 2* | Special abilities that can be used once per mission. Requires Rank 2 in the relevant Console. | | 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. | | 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]] ^ ^ ^ 
-| 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. | 
-| 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 | 
-| Ascendancy Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Ascendancy]]. | 
-| Commonality Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Commonality]]. | 
-| Dominion Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Dominion]]. | 
-| 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.\\ ​
Line 51: Line 44:
  
 === Physician === === Physician ===
-[{{ :​image:​free_union:​hermess_medic_e1.jpg?​300|A skilled physician is an asset to any crew embarking on dangerous missions}}]+[{{ :​image:​free_union:​hermess_medic_e1.jpg?​300|<​html><​font color=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 tasks at events using the [[Card Draw System]], either ​alone or with a team to treat many [[Conditions]]. 
 +  * You can [[conditions#​diagnosis|diagnose]] many [[Conditions]] automaticallyand more ranks allow diagnosis of a greater range of Conditions. 
 +  * You can administer a [[medicaments|Medicament]] to yourself or another character (without using an Injectorwith 30 seconds of roleplayed action. 
 + 
 +The physician skill can be used in one of three ways - stopping a Death Count, restoring hits or interacting with [[Conditions]] by either diagnosing them or performing Surgery to remove them. The Physician skill 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 (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 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 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. 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.
  
-Physicians can perform ​[[Surgery]] to treat some 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. ​Performing surgery requires a Referee ​and at least 6 minutes of roleplayed surgery, ​using appropriate tools. ​See the [[Surgery]] page for more details.+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 - a larger team of Physicians increase the chance of success. 
 + 
 +Physicians can also administer a [[medicaments|Medicament]] to themselves or another character without ​using a pre-loaded Injector. This requires 30 seconds of appropriate ​roleplay - typically using their own tools to prepare and inject the dose. 
 + 
 +Players of Physician Characters should familiarise themselves with the following rules sections: 
 +  * [[Card Draw System]] 
 +  * [[Conditions]] 
 +  * [[Medicaments]]
  
 === Engineer === === Engineer ===
-[{{ :​image:​ascendancy:​synbiotech_engineer_e1.jpg?​200|Companies with complex equipment need talented engineers to maintain and improve their gear}}] +[{{ :​image:​ascendancy:​synbiotech_engineer_e1.jpg?​200|<​html><​font color=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 may be able to repair other tech discovered in play. +
-  * 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.+
   * 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.
 +  * You can repair physical armour and [[calls_effects#​SUNDER]]ed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks).
 +  * You can perform engineering tasks at events 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 [[devices#​sunder_broken_and_repair|Broken]].
 +    * You can assemble [[Components & Installations#​Installations]] from [[Components & Installations#​Components]].
 +  * Each rank grants 1 **//​Engineer Work Slot//**, which allow you to [[devices#​modifying|Modify]] or [[devices#​maintenance|Maintain]] the [[Devices]] you submit at the end of each event.
 +  * Each rank grants knowledge of 2 [[Mods]].
  
-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 [[calls_effects#​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 ​[[devices#​sunder_broken_and_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 create ad-hoc technological solutions to problems that they find at events using [[Components & Installations]].
  
 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. 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.
 +
 +Players of Engineer Characters should familiarise themselves with the following rules sections:
 +  * [[Card Draw System]]
 +  * [[Devices]]
 +  * [[Components & Installations]]
 +  * [[Mods]]
  
 === Extra Mods === === Extra Mods ===
  
-  * Each time you buy this skill, you are able to learn 2 additional Mods.+  * Each time you buy this skill, you are able to learn 2 additional ​[[Mods]].
   * You must have the Engineer skill to purchase this skill.   * You must have the Engineer skill to purchase this skill.
  
Line 87: Line 101:
  
   * Pre-requisite for Science Specialisations.   * Pre-requisite for Science Specialisations.
-  * Grants the ability to use the 3 basic Science Devices - SensorExtractor, Analyser.+  * Grants the ability to use [[Scanners]] to locateinvestigate 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 basic Science Devices; Analyserswhich can tell you basic information about an object or phenomenon; Extractors, which can take samples ​for further research or use; Sensorswhich 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 ways - to locateinvestigate 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.
 +
 +Players of Scientist Characters should familiarise themselves with the following rules sections:
 +  * [[Card Draw System]]
 +  * [[Research]]
 +  * [[Scanners]]
 +  * [[Artefacts]]
 +  * [[Exotic Substances]]
  
 === 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.
-  * You may use your Research Points to synthesise ​substances ​relevant to your 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 ​[[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.
  
-A specialisation also allows you to use Specialised Tech Devices in that fieldSpecialised 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 informationproduce effects and all kinds of other powers.+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]] actioneach 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.
Line 109: Line 131:
 == 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 depositsidentify 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 =====
  
-[{{:​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.+[{{:​image:​ascendancy:​team_purgatory_starship_e1.jpg?​400 |<​html><​font color=black>​An Ascendancy crew piloting a starship in battle</​font></​html>​}}]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.
  
-[{{ :​image:​megacorp:​spacermarks_mod1_2.png?​100|The most common designs of [[Spacer Collective Markers]]}}]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.+[{{ :​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 ==== ==== Basic Console Skills ====
Line 160: Line 194:
 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. 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**   * **Rank 1 Science Console**
-    * **Primary Bonus:** +50 Warp. This improves ​your Warp Drive, allowing your ship to get around faster ​and more efficiently.+    * **Primary Bonus:** +500 Tactical Sensor Range. This improves ​the visibility range of the Helm and Weapons consoles.
     * **Secondary Bonus:** +10 Shield Strength. This improves your shields, allowing them to soak up more damage.     * **Secondary Bonus:** +10 Shield Strength. This improves your shields, allowing them to soak up more damage.
   * **Rank 2 Science Console**   * **Rank 2 Science Console**
-    * **Primary Bonus:** +100 Warp. This replaces the Rank 1 Primary Bonus.+    * **Primary Bonus:** +1000 Tactical Sensor Range. This replaces the Rank 1 Primary Bonus.
  
 === Relay Console === === Relay Console ===
Line 182: Line 216:
  
   * **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.   * **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)+  * **Ground: Emergency Evacuation** - When deployed from a Spacer vessel ​(on a ground mission), 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, which must still be intact and in the local system. The beacon also acts as a teleportation stabiliser, so you never receive a Condition from Emergency Teleports (when you are forcibly returned to the starship at the end of your booked slot). Inform ​the Referee if your group is ever Emergency Teleported. This skill does not affect any Conditions you may receive if a starship you are on is destroyed.
  
 === Advanced Weapons Console Skills === === Advanced Weapons Console Skills ===
Line 210: Line 244:
 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. 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.
  
-=== Last Command ​===+=== 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. 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.
  
Line 216: Line 250:
 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. 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.
  
-=== Desperate Measures ​===+=== 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. 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.
  
-===== Reputation Skills ===== +=== Give It All She's Got === 
- +Energy ​is a ship's lifeblood, and the Reactor ​is its beating heart. Without energyship lies dormant ​and weak until its batteries ​are restored ​but sometimes ​that weakness is not an optionIn times of great danger, when power is desperately needed but in short supply, the heart must be squeezed for every last dropWith this directive, the Captain unlocks the safety protocols ​in the ship's reactor, and ignites ​barely-contained inferno of powerContainment systems fail and hard radiation leaks out into the crew compartmentswhile power floods into the batteries ​and capacitorsburning out conduits ​and capacitorsOnce per mission, when this ability is invoked, the ship'​s ​energy is increased ​to 2000which lasts for 10 minutes - after this time, the maximum energy ​the ship can hold will be reduced ​to 750as crucial systems ​have been burnt outAt the end of the missionan extra 2 Conditions are randomly assigned ​to the crew.
-Reputation skills can be affected by your IC behaviour and actions at events. Your interactions with the various NPC groups, doing missions or reputation with your faction may cause you to gain or lose reputation with them. No amount of Faction Status with the Ascendancy will help you if you try and attack the the head of a Ruling House. +
- +
-If is possible to gain status with 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 === +
-You are well-known and trusted by the [[Spacer Collective]],​ having done work for them and proven yourself. The Collective ​is kind to its friendsand 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 === +
-You have undergone [[Clearance Organisation]] training and are a member ​of their extended network of contractors. The specialist expertise of your crew is recordedand you may be offered specific missions by more selective clients. You are also charged less of a fee by Clearance ​when you complete a mission. +
- +
-=== Ascendancy Status === +
-High-reputation characters will be drawn into the Great Game played by the Houses for power and positionwhich 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 powerfulAscendancy Vassals and outsiders to the Faction pay 3 points per rank for this skillto reflect ​the additional difficulty ​in building reputation as distrusted individual. +
- +
-=== 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 Masterstheir motivations will be strange ​and ficklebut could potentially grant powerful rewards ​and hidden knowledgeCommonality Vassals and outsiders to the Faction pay 3 points ​per rank for this skillto reflect ​the additional difficulty in building reputation for those who are unable to participate directly in the Elysian'​s ​psionic community. +
- +
-=== Dominion Status === +
-High-status characters will begin to draw notice from Heroes & Priests alike. The Ecclesiocracy takes notice of those with the potential for greatnessand 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 skillto reflect ​the additional difficulty in building reputation for those seen as initiates or beyond ​the authority of the Ecclesiocracy. +
- +
-=== 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 safeand have roles for spies, elite military missions, diplomats and many other specialistsFree 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 ======
Line 253: Line 260:
 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}}
professional_skills.1580146691.txt.gz · Last modified: 2020/01/27 17:38 by conan