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Professional Skills

Professional skills represent hard-won knowledge, specialised training and building favourable social networks. Few of them are useful in the heat of combat - they are more suited to engaging with plot, investigating things and performing time-consuming activities.

There are three main categories of Professional Skills - Profession, Spacer and Reputation.

Profession Skills Cost Ability
First Aid 1+ May stop bleed time with 30 seconds appropriate roleplay. Further ranks reduce time by 10 seconds each (min 5 seconds).
Physician 2+ May restore hits and perform surgery. Further ranks reduce time required to restore hits and risk of surgery.
Engineer 2+ Engineers maintain, modify and repair tech. Each rank of Engineer grants the ability to work on 1 device between events, either repairing it to full durability, or modding it. Each rank of Engineer grants knowledge of 2 Mods.
Extra Mods 1a Grants knowledge of an additional two Mods.
Scientist 2 Allows use of all basic science devices and provides 1 Generic Research Point.
Etheric Science 1+ Specialism in exotic particles and strange energies. Grants 1 Etheric Research Point per rank. Requires Scientist.
Corporeal Science 1+ Specialism in exotic substances. Grants 1 Corporeal Research Point per rank. Requires Scientist.
Life Science 1+ Specialism in strange creatures and plants. Grants 1 Life Research Point per rank. Requires Scientist.
Extra Device Mastery 1a Grants ability to master one more Science Device.

a – Can be bought multiple times. Cost does not increase each time. + - Can be bought multiple times. Cost increases by 1 point each time.

Profession Skills

First Aid You may reset a dying character's Death Count with 30 seconds appropriate roleplayed action (time reduces with more ranks). Once you have reset their Death Count, you may pause it at 0 seconds for as long as you keep checking up on them every few seconds. First Aid allows a character to perform roleplayed first aid to reset and pause a character's Death Count. First Aid can be bought up to 4 times, and the cost increases by 1 each rank. With one rank in First Aid, you can reset a dying characters Death Count with 30 seconds of roleplayed action - bandaging, tying a tourniquet, etc. Remember that you must obtain a player's consent to physically touch them - otherwise you must do your roleplaying at a few inches distance. While you are performing this initial treatment, you cannot perform any other actions, including walking or other movement. Every additional rank of this skill decreases the time needed to reset someone's Death Count by 10 seconds, to a minimum of 5 seconds. So with 1 rank, it takes 30 seconds, with 2 ranks 20 seconds, 3 ranks 10 seconds, and with 4 ranks only 5 seconds. When you have reached the time required, you may tell the character that you are treating to reset their count to zero - they are still dying, but their count does not increase. After a period of treatment, you may pause their Count at 0 seconds as long as you keep treating them - you must remain close to the character you are treating and check on them every half-minute or so, or else they will resume dying. You should inform the dying character that you are pausing their count while you are administering to them. You may, however, perform other short actions while keeping their count paused (such as moving the body, for instance).

Physician 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 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. 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 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.

Engineer 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.

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 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.

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.

Extra 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 can dedicate character points to learning new Mods. You may buy this skill multiple times, at 1 character point for 2 additional Mods each time. Scientist Pre-requisite for Science Specialisations. Grants the ability to use the 3 basic Science Devices - Sensor, Extractor, Analyser. 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 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.

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.

Science Specialisations 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. You may use your Research Points to synthesise 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. 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. 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. Etheric Science Etheric Science deals with energetic phenomena - bizarre spatial phenomena, strange energy fields, exotic 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. 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 reagents and add them to injectables to alter them - increasing or decreasing their potency or duration. Life Science Life 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 reagents and add them to injectables to alter them - increasing or decreasing their potency or duration.

All alien artefacts and Science Devices will fit into one or more of the Science specialities. You can swap out a single Device Mastery with another between events (representing you taking the time to master a new gadget you have gotten hold of).

Generic devices are the ones you can purchase. All more advanced devices are mods of the basic ones by Engineers (who must have at least one rank in the relevant science).

Generic Devices (all scientists can use these devices and they do not require a mastery slot)

Analytical Device – Detects the basic properties of a scanned object, and which Speciality is required for further research.

Extractor – Extracts most raw substances into a portable form. Used to sample materials, and collect exotic substances.

Area Sensor - Detects the presence of unusual substances or energies in the immediate vicinity.

Example Physicist Devices & Artefacts

Energy Interface – Allows transfer of Charges from Charge Packs to Alien Artefacts that can be charged.

Force Orb – Artefact that, by spending charges, can emit various REPEL and MASS REPEL effects.

Example Exochemist Devices & Artefacts

Oxygel – Artefact substance that allows someone inhaling it to breathe in all conditions for several days, ignoring any toxins, airborne pathogens, or otherwise lethal environments.

Example Xenobiologist Devices & Artefacts

Pathogen Toolkit – Identifies a disease or illness, giving a run-down of its known sources, cures and symptom progression.

Bioscanner – Identifies and locates living organisms in the immediate area (unless the area is shielded)

Engineer – Weapons and equipment degrade over time. Engineers can spend time and money between events to renew lammies for a time.

Science – can use analysis equipment to identify artefacts. Can also use other equipment to make use of those artefacts.

Disciplines of Scientist – Physicist, Exochemist, Xenobiologist → Can increase levels for faster research – research of objects in between seasons?

Spaceflight Skills Spaceflight Skills – essential to operating Spacer Guild starships

Helm

1

Grants ability to operate Helm Console

Weapons

1

Grants ability to operate Weapons Console

Comms

1

Grants ability to operate Comms Console

Engineering

1

Grants ability to operate Engineering Console

Science

1

Grants ability to operate Science Console

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.

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.

Helm – The Helm station controls the movement, speed and direction of a spacecraft.

Weapons – The Weapons station locks on to targets, loads torpedo tubes and fires beam weapons.

Comms – The Comms station allows the ship to communicate with ships, stations and planets in the area.

Engineering – The Engineering station allows for ordered distribution of the ship’s power and coolant reserves. Without a skilled engineer, a spacecraft is liable to run out of energy halfway through a mission.

Science – The Science station operates the ship’s sensor arrays, allowing objects and planets to be scanned for more detailed information.

Reputation Skills Spacer Rep

2 a

Spacers charge you less for ship hire and forfeiture.

Clearance Certified Contractor

2 a

Clearance Corp takes less of a cut from missions that you sign up for.

Faction Status

2 a

You have a good starting rep with your faction. Gives faction-based opportunities.

a – Can be bought multiple times. Cost does not increase each time.

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 Empire will help you if you try and attack the Empire’s Ruling Council.

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.

Faction Status (Confederacy) - Enhanced Status will grant opportunities to join one of the various Corps that the Confederacy organises, who often do hyper-secret activites to keep the Confederacy safe - spies, elite military missions, diplomacy, etc.

Faction Status (Hegemony) - Enhanced status will result in offers to be adopted by one of the Noble Families, which will grant additional missions, plot opportunities and dangers.

Faction Status (Commonality) - Enhanced status will draw the attention of the 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 grant powerful rewards.

Faction Status (Dominion) - Enhanced status will begin to draw notice from Heroes & priests. There may be opportunities to join a Mystery Cult of one of the Immortal spirits from characters who attain high Status.

Devotion Skills The Path of Tulak grants its adherents some strange and esoteric abilities that are not fully understood, but their effects are undeniable in their potency. These skills are effectively “reputation” with the Immortal Spirits, and grant special powers according to the Immortal Spirit that a character is devoted to. Devotion is similar to reputation in that it can be granted or removed depending on the actions of the Character, regardless of the expenditure of Character Points. In order to purchase Devotion Skills, a character must have at least 1 rank in Faction Status (Dominion).

Heroic Devotion Heroic Devotion costs 2 points per rank. Starting characters cannot buy Heroic Devotion. Heroic Devotion grants the favour of the Immortal Spirit that your character is devoted to. Heroic Devotion represents the favour and blessings of one of the Immortal Spirits, which manifests as miraculous abilities relevant to the purview of that Spirit. These will usually take the form of abilities that can be performed a number of times per day, but there is little consistency to this power. Devoting yourself to a Spirit is an in-character ceremony that can be performed by a Priest, and will be recorded on the game system. Priestly Devotion Priestly Devotion costs 2 points per rank. Priestly Devotion grants the ability to perform one Ceremony per rank. Ceremonies require at least 5 minute of roleplayed action to perform, and consume 1 dose of Ritual Herbs (which can be bought from the Tulaki representative). If a character has the Engineer skill as well as at least 1 rank of Priestly Devotion, they may learn the Talisman Mod. Ceremonies override earlier Ceremonies - a character cannot be under the effects of 2 of them at a time. (the Devotion Ceremony is an exception). Ceremonies require the consent of the character who they are being performed on - they cannot be performed on unwilling targets. List of Priestly Ceremonies

Devotion Ceremony - You may Devote another character to one of the Immortal Spirits that you know the name and title of. This draws that Spirit's attention to the character, and is the first step of a character becoming a Hero. The effects of this ceremony are lasting, but can be removed by another performance of the same Ceremony. Exaltation Ceremony - You draw the gaze of the Immortal Spirits to this character for the rest of the day, for good or for ill. Their actions will determine whether the Spirit views them more or less favourably. This ceremony is often performed on prospective heroes about to perform a great undertaking. Rite of Dedication - This ceremony creates a roleplaying effect that overrides other effects already in place. “You feel driven to accomplish your goals, and while you are performing actions to forward your goals, other concerns fade away”. This lasts for the rest of the day.

Rite of Perseverance - Creates a roleplaying effect that reduces unconsciousness time for a mission duration.

Rite of Focus - You concentrate the mind of another character on their chosen Profession. If they have any of the following skills - Engineer, Etheric Science, Corporeal Science, Life Science, then they may choose one of those skills to count as one rank higher during the next downtime (which will allow them to do more work or research). If they have only one of the above skills, then it counts as 2 ranks higher. Characters do not gain any new device masteries or mods as a result of this ceremony.

Priests get “utility” faith powers, calm a raging spirit, provide ambition-based RP effects, empower the abilities of others - eg, downtime action assists, mission-duration buffs, etc.

Professional Skills Design 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 Tech Devices.

While 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, the key strength of Scientists is their ability to do Research, and interact with alien 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 substances is to give them a use for those 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.

professional_skills.1516810323.txt.gz · Last modified: 2019/08/13 16:54 (external edit)