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professional_skills [2018/01/24 16:12]
conan created
professional_skills [2023/11/20 21:25] (current)
conan Added purchaseable CPS Rep
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 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. ​ 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.+There are three main categories of Professional Skills:  
 +  * **Profession ​Skills** represent dedicated training as an engineerdoctor or scientist. 
 +  * **Spaceflight Skills** represent certification in operating the various consoles on a starship. 
 +  * **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.
  
 ^ [[Professional Skills#​Profession Skills]] ^ Cost ^ Ability ^ ^ [[Professional Skills#​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). | +| First Aid | 1+ | First Aiders can stop someone from dying. Further ranks reduce time required. | 
-| Physician | 2+ | May restore hits and perform surgery. Further ranks reduce time required to restore hits and risk of surgery. | +| Physician | 2+ | Physicians can restore hits and perform surgery. Further ranks reduce ​the time and risks 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. | +| Engineer | 2+ | Engineers maintain, modify and repair tech. | 
-| Extra Mods | 1a | Grants knowledge of an additional two Mods. | +| Extra Mods | 1*<​sup>​a</​sup> ​| Grants knowledge of an additional two [[Mods]]. Requires Engineer. | 
-| Scientist | 2 | Allows ​use of all basic science devices ​and provides 1 Generic ​Research ​Point. | +| Scientist | 2 | Scientists can make use of [[Scanners]] to investigate phenomena, ​and perform [[Research]].| 
-| Etheric Science | 1+ | Specialism in exotic particles and strange energies. Grants 1 Etheric Research Point per rank. Requires Scientist. | +| Etheric Science | 1*+ | Specialism in exotic particles and strange energies. Requires Scientist. | 
-| Corporeal Science | 1+ | Specialism in exotic substances. Grants 1 Corporeal Research Point per rank. Requires Scientist. | +| Corporeal Science | 1*+ | Specialism in alien minerals and chemicals. Requires Scientist. | 
-| Life Science | 1+ | Specialism in strange creatures and plants. Grants 1 Life Research Point per rank. Requires Scientist. | +| Life Science | 1*+ | Specialism in strange creatures and plants. Requires Scientist. | 
-Extra Device Mastery ​1a Grants ​ability ​to master one more Science ​Device. | +Aptitude ​Basic ability ​with a broad range of professions. Children 7-11 only. | 
-– Can be bought multiple times. Cost does not increase each time. +^ [[Professional Skills#​Spaceflight Skills]] ^ ^ ^ 
-+ - Can be bought multiple times. Cost increases by 1 point each time. +| Helm Console | 1+ | Operate Helm Console on Spacer starships. 2 Ranks available. | 
 +| Weapons Console | 1+ | Operate Weapons Console on Spacer starships. 2 Ranks available. | 
 +| Relay Console | 1+ | Operate Relay Console on Spacer starships. 2 Ranks available. | 
 +| Engineering Console | 1+ | Operate Engineering Console on Spacer starships. 2 Ranks available. | 
 +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 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. | 
 +| CPS Rep | 2<​sup>​a</​sup>​ | The [[Corporeal Perfection Syndicate]] grants you discounts on advanced cybernetic implants. | 
 +| Ascendancy Status | 3<​sup>​ab</​sup>​ | Improved reputation with the [[Ascendancy]]. | 
 +| Commonality Status | 3<​sup>​ab</​sup>​ | Improved reputation with the [[Commonality]]. | 
 +| Dominion Status | 3<​sup>​ab</​sup>​ | Improved reputation with the [[Dominion]]. | 
 +| Free Union Status | 3<​sup>​ab</​sup>​ | Improved reputation with the [[Free Union]]. | 
 +<​sup>​a</​sup>​ - Can be bought multiple times. Cost does not increase each time.\\  
 +<​sup>​b</​sup>​ - Can only be purchased by members of the relevant Faction. Costs only 2 points per rank for the Faction'​s Core Species. \\  
 ++ - Can be bought multiple times. Cost increases by 1 point each time.\\  
 +* - Prerequisite skill required.\\ ​
  
 ===== Profession Skills ===== ===== Profession Skills =====
  
-First Aid +=== 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 may reset a dying character'​s ​Death Count with 30 seconds appropriate ​roleplayed ​action ​(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). +  ​* ​Once you have reset their Death Countyou may pause it at 0 seconds ​for as long as you keep checking up on them every few seconds.
-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 hitsA physician ​can supervise ​up to 5 characters who are resting and recuperating,​ occasionally performing roleplayed medical activities, and those characters will regain ​Locational or Global Body Hit every 10 minutesRecuperating ​characters cannot ​fight or perform any strenuous activity ​or move faster than a slow walk within each 10 minute periodEach rank of this skill reduces ​the time required ​to recover 1 hit by 1 minute (minimum 1 minute).+First Aid allows a character to perform roleplayed first aid to reset and pause a character'​s Death CountFirst Aid can be bought ​up to 4 times, and the cost increases by each rankWith 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 movementEvery 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 rank, it takes 30 seconds, with 2 ranks 20 seconds, 3 ranks 10 seconds, and with 4 ranks only 5 seconds
  
-Physicians can perform surgery ​to treat some Conditions ​broken bonessome infections, infestation by horrible alien parasites, etc. Surgery ​does carry some risk, however, and may fail or even have negative consequencesPerforming surgery requires ​referee and at least 5 minutes ​of roleplayed surgeryusing 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 Countbut may be a ConditionDrawing a red bead means that the surgery has failed and has no effect. Drawing any other colour of bead means that the surgery has succeededBy defaultthe bag will contain 1 black3 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 surgeryadding 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.+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 dyingbut their count does not increaseAfter period ​of treatmentyou 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 soor else they will resume dyingYou should inform ​the dying character ​that you are pausing their count while you are administering to themYou mayhoweverperform ​other short actions while keeping their count paused (such as moving ​the bodyfor instance).
  
-Engineer +=== Physician === 
-You can repair physical armour and SUNDERed items with 2 minutes of appropriate ​roleplayed ​action ​(time decreases ​with more ranks). +[{{ :​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 may be able to repair other tech discovered ​in play. +  * You can save a dying character, stopping their Death Count with 2 minutes of roleplayed ​surgery ​(time reduces ​with more ranks). 
-Each rank allows you to work on 1 item between eventseither extending its lifetime or applying Mods to it+  ​* ​You can facilitate healing ​in up to 5 resting charactersso that they regain 1 Body Hit with every 10 minutes rest (time reduces with more ranks)
-Each rank grants knowledge of 2 Mods. +  * You can perform [[surgery]] alone or with a team to treat many Conditionsat some risk (risk decreases with more ranks). 
-Engineer is the skill you use to work with machinesdevices and techIt 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 administer a [[medicaments|Medicament]] to yourself or another character (without using an Injector) ​with 30 seconds of roleplayed action.
  
-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 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.+The physician skill can be used in one of three ways - stopping ​Death Count, restoring hits or performing surgeryPhysician ​can be bought multiple timesand the cost increases by 1 with each rank.
  
-Engineers ​can also do work between events ​to improve their equipment, as long as they can afford itEach 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 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 themmust be handed ​in with your pack at the end of the event. The more Mods that an item hasthe more expensive it is to Mod it further and maintain it - see the Game Items page for more details.+Physicians ​can perform emergency medicine ​to stop a dying character'​s Death CountThis takes 2 minutes (120 seconds) ​of roleplayed surgical action, and requires appropriate (and relatively safe physreps ​no real knivesneedles ​or similar) surgical tools or devices. You may use this ability on 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 secondsetc.
  
-Each rank of the Engineer skill also grants the knowledge of 2 Mods, which can be used in between events to improve your equipmentMods represent improvements ​to equipment like weapons ​and armour, or wholesale alterations to things like Tech Devices that radically alter their functionSome Mods may require other prerequisites to learnYou 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.+Physicians ​can promote healing so that characters regain lost hitsA 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 minutesRecuperating characters cannot fight or perform any strenuous activity or move faster than a slow walk within each 10 minute periodEach additional rank of this skill increases ​the number of hits that the supervised characters recover after each 10 minute period by one.
  
-Extra Mods +Physicians ​can perform [[Surgery]] ​to treat many Conditions ​broken bonessome infectionsinfestation by horrible alien parasites, etcSurgery ​can be risky, and may fail or even have negative consequences for the patientSurgery uses the [[Card Draw System]], and requires several minutes ​of roleplay with appropriate surgical tool physrepsAny character with Physician ​can assist other characters performing a Surgery.
-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 ​SensorExtractorAnalyser. +
-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 strangealien substances ​and artefacts. Groups that embark on missions without some properly-equipped scientists may run into trouble if they encounter something out of the ordinaryThis 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 skillsThe 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.+Physicians can also administer ​[[medicaments|Medicament]] to themselves or another ​character ​without using a pre-loaded InjectorThis requires 30 seconds of appropriate roleplay - typically using their own tools to prepare and inject ​the dose.
  
-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 learnedMost Research Points that a character ​can acquire ​are specialised, and can only be used to research things relevant to that specialisationbut all Scientists have Research Point that they can use to research anything at all.+=== Engineer === 
 +[{{ :​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 [[calls_effects#​SUNDER]]ed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks). 
 +  * 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 [[devices#​sunder_broken_and_repair|Broken]]. 
 +  * 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 machinesdevices ​and tech. It grants abilities that can be used in both uptime and between events. Engineer can be bought multiple timesand the cost increases by with each rank.
  
-Science Specialisations +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 ​repair ​in 100 seconds, with rank 3 it will take 80 seconds, and so onAfter rank 6 (20 seconds)you cannot get any faster at repairing things without using some kind of special artefacttech device ​or similar.
-Each rank grants ​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 ​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 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 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 themwhich 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 mineralsunknown alloys ​and strange chemicalsCorporeal Tech Devices might be able to extract samples from deep within the grounddenature 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 mineralsunknown 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.+
  
 +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 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.
  
 +=== Extra Mods ===
  
-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).+  * Each time you buy this skill, you are able to learn 2 additional Mods. 
 +  * You must have the Engineer skill to purchase this skill.
  
-Generic devices are the ones you can purchaseAll more advanced devices are mods of the basic ones by Engineers (who must have at least one rank in the relevant science).+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 ===
  
-Generic Devices (all scientists can use these devices ​and they do not require a mastery slot)+  * Pre-requisite for Science Specialisations. 
 +  * Grants the ability to use [[Scanners]] to locate, investigate ​and sample things. 
 +  * Grants 1 Research Point which can be used to research anything.
  
-Analytical Device – Detects ​the basic properties ​of a scanned object, and which Speciality is required for further research.+Scientist is the primary skill you use to investigate your environment and unlock the secrets ​of strangealien 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.
  
-Extractor – Extracts most raw substances into portable formUsed to sample materials, and collect exotic substances.+Scientist is the first skill that all scientists must acquire, and it is needed before ​character can start buying any more specialised Science skillsThe Scientist Skill grants the ability ​to use [[Scanners]] - specialised scientific devices that can be used in 3 ways - to locateinvestigate ​and take samples of phenomena in the field. Scanners use the [[Card Draw System]], along with the Science Specialisation skills below.
  
-Area Sensor - Detects the presence of unusual substances ​or energies in the immediate vicinity.+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 ===
  
-Example Physicist Devices & Artefacts+  * Each rank grants 1 Research Point 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 [[Exotic Substances]] relevant to your field of specialisation.
  
-Energy Interface – Allows transfer ​of Charges from Charge Packs to Alien Artefacts that can be charged.+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.
  
-Force Orb – Artefact ​that, by spending charges, can emit various REPEL and MASS REPEL effects.+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.
  
-Example Exochemist Devices & Artefacts +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 itemsEach speciality has its own category of rare substances to synthesisewhich only work on specific type of game item (or characters). These substances ​can only be applied by someone with the relevant specialityWhen 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.
- +
-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 illnessgiving ​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 timeEngineers ​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 +
- +
-+
- +
-Grants ability to operate Helm Console +
- +
-Weapons +
- +
-+
- +
-Grants ability to operate Weapons Console +
- +
-Comms +
- +
-+
- +
-Grants ability to operate Comms Console +
- +
-Engineering +
- +
-+
- +
-Grants ability to operate Engineering Console +
- +
-Science +
- +
-1+
  
-Grants ability to operate ​Science ​Console+== Etheric ​Science ​==
  
-Having a spaceflight skill necessitates getting a Spacer Collective marker tattooed onto your handwristface 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 consoleThey cannot be falsified –please do not give yourself a mark resembling a Spacer Collective tattoo unless you have bought ​the skill. Without an appropriate tattooyou will not be able to operate the relevant console correctlySpacer Collective Markers are best simulated by drawing the symbol on with eyeliner pens or even biro.+Etheric Science deals with energetic phenomena - bizarre spatial phenomenastrange energy fieldsnovel particles ​and the likeIn the fieldEtheric Scientists might be able to detect disturbances in magnetic fields or sample exotic radiationEtheric 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.
  
-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.+== Corporeal Science ==
  
-Helm – The Helm station controls the movementspeed and direction of spacecraft.+Corporeal Science deals with physical inorganic materials - rare mineralsunknown 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 ​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.
  
-Weapons – The Weapons station locks on to targets, loads torpedo tubes and fires beam weapons.+== Life Science ==
  
-Comms – The Comms station allows the ship to communicate ​with shipsstations ​and planets in the area.+Life Science deals with organic material - exotic fungirare 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.
  
-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.+=== Aptitude ===
  
-Science – The Science station operates the ship’sensor arrays, allowing objects ​and planets ​to be scanned for more detailed information.+  * **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'​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.
  
-Reputation ​Skills +===== Spaceflight ​Skills ​=====
-Spacer Rep+
  
-a+[{{:​image:​ascendancy:​team_purgatory_starship_e1.jpg?​400 |<​html><​font color=black>​An Ascendancy crew piloting ​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.
  
-Spacers charge ​you less for ship hire and forfeiture.+[{{ :​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.
  
-Clearance Certified Contractor+==== Basic Console Skills ====
  
-2 a+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 has only Primary Bonus, and is intended for characters who wish to specialise in one of the main ship roles.
  
-Clearance Corp takes less of a cut from missions that you sign up for.+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.
  
-Faction Status+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.
  
-a+=== Helm Console === 
 +The Helm console controls the movement, speed and direction of 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.
  
-You have a good starting rep with your factionGives faction-based opportunities.+=== 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. 
 +  * **Rank 1 Weapons Console** 
 +    * **Primary Bonus:​** ​-1 Beam Cycle Time. This allows your ship's beam weapons to fire faster. 
 +    * **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 ===
 +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 ===
 +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:** +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.
 +  * **Rank 2 Science Console**
 +    * **Primary Bonus:** +1000 Tactical Sensor Range. 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.
  
-a – Can be bought multiple times. Cost does not increase each time.+=== Advanced Helm Console Skills ===
  
-Reputation skills ​can be affected by your IC behaviour and actions at events. Your interactions with the various NPC groupsdoing 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.+  * **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)
  
-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.+=== Advanced Weapons Console Skills ===
  
-Faction Status (Confederacy) ​Enhanced Status will grant opportunities to join one of the various Corps that the Confederacy organiseswho often do hyper-secret activites to keep the Confederacy safe spieselite military missionsdiplomacy, etc.+  * **Space: Concentrate Fire** ​Once per missionyou 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 vesselyou can call down a blast of force from the orbiting ship. Once per missionafter 30 seconds of roleplayed action you may call MASS STRIKEDOWN in a directed arc in front of you.
  
-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.+=== Advanced Engineering Console Skills ===
  
-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 Masterstheir motivations will be strange ​and ficklebut grant powerful rewards.+  * **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 vesselyou are accompanied by a Spacer Collective Micro-Repair drone, which assists you with engineering ​and repair work. For the duration of the ground missionyou 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.
  
-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.+=== 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 ===
  
-Devotion Skills +  * **Space: Taunt** - Once per missionyou can use the ship's Relay systems to spoof enemy target detectionWhen usedall ships within 5U will attempt ​to travel ​to your current location. 
-The Path of Tulak grants its adherents some strange and esoteric abilities that are not fully understoodbut their effects are undeniable in their potencyThese skills are effectively "​reputation"​ with the Immortal Spiritsand 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 Characterregardless ​of the expenditure of Character Points. In order to purchase Devotion Skills, ​character must have at least 1 rank in Faction Status (Dominion).+  * **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 missionafter 30 seconds ​of roleplayed action you may call MASS DISRUPT in directed arc in front of you.
  
-Heroic Devotion +==== Advanced Captain Skills ====
-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 characterand is the first step of a character becoming a HeroThe effects of this ceremony ​are lastingbut can be removed by another performance of the same Ceremony. +A skilled ship's Captain must walk the knife edge between victory ​and disaster, and make crucial decisions in moments ​of extreme dangerCaptains with intimate knowledge of their ship'​s ​capabilities can push past safety limits and risk themselves and their crew to ensure their successwhatever ​the consequencesAdvanced Captain Skills grant the power to make these truly risky choices. When these abilities ​are invokedsparks burst from overloaded systems, radiation shielding flickers and the hum of the engines rises to an agonising screamand the ship can perform ​feats that would otherwise be impossible.
-Exaltation Ceremony - You draw the gaze of the Immortal Spirits ​to this character for the rest of the dayfor 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.+Advanced Captain Skills can only be used by 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 is both a skill and a variable that can go up or down based on your actions at events. The Reputation skills ranks you purchase with character points act as your character'​s baseline Reputation. However, you can add or remove effective ranks of Reputation with your IC behaviour and actions at events. Your interactions with the various NPC groups, doing missions or helping out the respective MegaCorps or Factions 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 [[Noble Houses|Noble House]]! Helping out and doing favours for your Faction or MegaCorps will grant you Earned Rep - "​free"​ ranks of the respective Reputation skill that will slowly revert to the baseline amount if you stop being involved with that group.
  
-Rite of Focus You concentrate the mind of another character on their chosen ProfessionIf they have any of the following skills - EngineerEtheric 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.+=== Armaments Reputation === 
 +You are a well-known and trusted weapons contractor for [[Advanced Armaments]]While in good standingyou may be granted access ​to restricted weapons and devices, ​as well as experimental Mods and other technologyYou 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 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 noticed by and possibly 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 recorded, and 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.
  
 +=== CPS Rep ===
 +You are a known individual to the [[Corporeal Perfection Syndicate]],​ having proven yourself a cybernetics enthusiast or devoted augmenter. You are offered a discount on cybernetic implants. You may also be able to access restricted or experimental augments, or offered some discreet missions to further demonstrate your devotion.
  
 +=== 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 your House remains powerful. As the Ascendancy'​s Core Species, this skill only costs 2 points per rank for [[species:​Terran#​Ascendancy Terrans]].
  
 +=== 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. As the Commonality'​s Core Species, this skill only costs 2 points per rank for [[species:​Elysian|Elysians]].
  
 +=== 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. As the Dominion'​s Core Species, this skill only costs 2 points per rank for all [[species:​Tulaki]].
  
-Priests get "​utility"​ faith powers calm a raging spiritprovide ambition-based RP effectsempower ​the abilities of others - eg, downtime action assists, mission-duration buffsetc.+=== 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 spieselite military missionsdiplomats and many other specialists. As the Free Union'​s Core Speciesthis skill only costs 2 points per rank for [[species:​Terran#​Free Union Terrans]].
  
 +====== Professional Skills Design ======
  
-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. 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+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
  
-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.+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 ​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.+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}}
professional_skills.1516810323.txt.gz · Last modified: 2019/08/13 16:54 (external edit)