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professional_skills [2018/01/24 17:20]
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professional_skills [2019/08/13 16:32] (current)
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 | Physician | 2+ | Physicians can restore hits and perform surgery. Further ranks reduce the time and risks 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. | | Engineer | 2+ | Engineers maintain, modify and repair tech. |
-| Extra Mods | 1*<​sup>​a</​sup>​ | Grants knowledge of an additional two Mods. Requires Engineer. |+| Extra Mods | 1*<​sup>​a</​sup>​ | Grants knowledge of an additional two [[Mods]]. Requires Engineer. |
 | Scientist | 2 | Scientists can make use of special equipment to investigate phenomena, and perform [[Research]].| | Scientist | 2 | Scientists can make use of special equipment to investigate phenomena, and perform [[Research]].|
 | Etheric Science | 1*+ | Specialism in exotic particles and strange energies. Requires Scientist. | | Etheric Science | 1*+ | Specialism in exotic particles and strange energies. Requires Scientist. |
 | Corporeal Science | 1*+ | Specialism in exotic substances. Requires Scientist. | | Corporeal Science | 1*+ | Specialism in exotic substances. Requires Scientist. |
 | Life Science | 1*+ | Specialism in strange creatures and plants. Requires Scientist. | | Life Science | 1*+ | Specialism in strange creatures and plants. Requires Scientist. |
-| Extra Device Mastery | 1*<​sup>​a</​sup>​ | Grants ability to use more Science Devices. Requires Scientist. | 
 ^ [[Professional Skills#​Spaceflight Skills]] ^ ^ ^ ^ [[Professional Skills#​Spaceflight Skills]] ^ ^ ^
 | Helm Console | 1 | Operate Helm Console on Spacer starships. | | Helm Console | 1 | Operate Helm Console on Spacer starships. |
 | Weapons Console | 1 | Operate Weapons Console on Spacer starships. | | Weapons Console | 1 | Operate Weapons Console on Spacer starships. |
-Comms Console | 1 | Operate ​Comms Console on Spacer starships. |+Relay Console | 1 | Operate ​Relay Console on Spacer starships. |
 | Engineering Console | 1 | Operate Engineering Console on Spacer starships. | | Engineering Console | 1 | Operate Engineering Console on Spacer starships. |
 | Science Console | 1 | Operate Science Console on Spacer starships. | | Science Console | 1 | Operate Science Console on Spacer starships. |
 ^ [[Professional Skills#​Reputation Skills]] ^ ^ ^ ^ [[Professional Skills#​Reputation Skills]] ^ ^ ^
 +| Armaments Reputation | 2<​sup>​a</​sup>​ | [[Advanced Armaments]] charges you less for weapon purchases. |
 | Spacer Reputation | 2<​sup>​a</​sup>​ | [[Spacer Collective]] charges you less for ship hire and forfeiture. | | Spacer Reputation | 2<​sup>​a</​sup>​ | [[Spacer Collective]] charges you less for ship hire and forfeiture. |
 +| Pylon Membership | 2<​sup>​a</​sup>​ | [[Galactic Energy Supplies]] grants you favourable rates on the use of their research facilities. |
 | Clearance Certified | 2<​sup>​a</​sup>​ | [[Clearance Organisation]] takes less of a cut from missions that you sign up for | | Clearance Certified | 2<​sup>​a</​sup>​ | [[Clearance Organisation]] takes less of a cut from missions that you sign up for |
-| Ascendancy Status | 2<​sup>​a</​sup>​ | Improved reputation with the [[Ascendancy]]. | +| Ascendancy Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Ascendancy]]. | 
-| Commonality Status | 2<​sup>​a</​sup>​ | Improved reputation with the [[Commonality]]. | +| Commonality Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Commonality]]. | 
-| Dominion Status | 2<​sup>​a</​sup>​ | Improved reputation with the [[Dominion]]. | +| Dominion Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Dominion]]. | 
-| Free Union Status | 2<​sup>​a</​sup>​ | Improved reputation with the [[Free Union]]. |+| Free Union Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Free Union]]. |
 <​sup>​a</​sup>​ - Can be bought multiple times. Cost does not increase each time.\\ ​ <​sup>​a</​sup>​ - Can be bought multiple times. Cost does not increase each time.\\ ​
 +<​sup>​b</​sup>​ - Costs 1 additional point per rank if you are not the Dominant Species for this Faction. \\ 
 + - Can be bought multiple times. Cost increases by 1 point each time.\\ ​ + - Can be bought multiple times. Cost increases by 1 point each time.\\ ​
 * - Prerequisite skill required.\\ ​ * - Prerequisite skill required.\\ ​
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 === Physician === === Physician ===
 +[{{ :​image:​free_union:​hermess_medic_e1.jpg?​300|A skilled physician is an asset to any crew embarking on dangerous missions}}]
   * You can save a dying character, stopping their Death Count with 2 minutes of roleplayed surgery (time reduces with more ranks).   * You can save a dying character, stopping their Death Count with 2 minutes of roleplayed surgery (time reduces with more ranks).
   * You can facilitate healing in up to 5 resting characters, so that they regain 1 Body Hit with every 10 minutes rest (time reduces with more ranks).   * You can facilitate healing in up to 5 resting characters, so that they regain 1 Body Hit with every 10 minutes rest (time reduces with more ranks).
-  * You can perform surgery alone or with a team to treat many Conditions, at some risk (risk decreases with more ranks).+  * You can perform ​[[surgery]] alone or with a team to treat many Conditions, at some risk (risk decreases with more ranks).
  
 The physician skill can be used in one of three ways - stopping a Death Count, restoring hits or performing surgery. Physician can be bought multiple times, and the cost increases by 1 with each rank. The physician skill can be used in one of three ways - stopping a Death Count, restoring hits or performing surgery. Physician can be bought multiple times, and the cost increases by 1 with each rank.
-Physicians can perform emergency medicine to stop a dying character'​s Death Count. This takes 2 minutes of roleplayed surgical action, and requires appropriate (and relatively safe physreps - no real knives, needles or similar) surgical tools or devices. You may use this ability on a character whose Death Count you have paused, and it remains paused while you treat them. Once you have done the required amount of roleplayed action, then the dying character is no longer dying and can stop counting their Death Count. Each additional rank of the physician skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds).+Physicians can perform emergency medicine to stop a dying character'​s Death Count. This takes 2 minutes ​(120 seconds) ​of roleplayed surgical action, and requires appropriate (and relatively safe physreps - no real knives, needles or similar) surgical tools or devices. You may use this ability on a character whose Death Count you have paused, and it remains paused while you treat them. Once you have done the required amount of roleplayed action, then the dying character is no longer dying and can stop counting their Death Count. Each additional rank of the physician skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So a character with 3 Ranks of Physician can stop a Death Count in 80 seconds, and one with 4 Ranks of Physician can stop a Death Count in 60 seconds, etc.
  
-Physicians can promote healing so that characters regain lost hits. A physician can supervise up to 5 characters who are resting and recuperating,​ occasionally performing roleplayed medical activities, and those characters will regain 1 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 promote healing so that characters regain lost hits. A physician can supervise up to 5 characters who are resting and recuperating,​ occasionally performing roleplayed medical activities, and those characters will regain 1 hit to a single Location, ​or one Global Body Hit every 10 minutes. Recuperating characters cannot fight or perform any strenuous activity or move faster than a slow walk within each 10 minute period. Each additional ​rank of this skill increases ​the number of hits that the supervised characters ​recover ​after each 10 minute ​period by one.
  
-Physicians can perform ​surgery ​to treat some Conditions - broken bones, some infections, infestation by horrible alien parasites, etc. Surgery ​does carry some risk, however, and may fail or even have negative consequences. Performing surgery requires a referee ​and at least minutes of roleplayed surgery, using appropriate tools. ​After the surgeons have completed their roleplaying,​ the lead physician will be asked to draw a bead from a bag containing black, red and other coloured beads. Drawing a black bead means that the character undergoing surgery suffers a negative consequence - this is usually a LETHAL wound that immediately begins their Death Count, but may be a Condition. Drawing a red bead means that the surgery has failed and has no effect. Drawing any other colour of bead means that the surgery has succeeded. By default, the bag will contain 1 black, 3 red and 3 other beads. Each rank of this skill that the lead physician has above the first adds one other coloured bead to the bag. Other characters with the Physician skill can assist in a surgery, adding an extra positive bead to the bag. The number of extra characters who can assist is limited by the number of Physician ranks that the lead surgeon possesses. There may be other difficulties in surgery, which can create complications and extra requirements - exotic Conditions or very alien physiologies may complicate matters.+Physicians can perform ​[[Surgery]] ​to treat some Conditions - broken bones, some infections, infestation by horrible alien parasites, etc. Surgery ​can be risky, and may fail or even have negative consequences ​for the patient. Performing surgery requires a Referee ​and at least minutes of roleplayed surgery, using appropriate tools. ​See the [[Surgery]] page for more details.
  
 === Engineer === === Engineer ===
 +[{{ :​image:​ascendancy:​synbiotech_engineer_e1.jpg?​200|Companies with complex equipment need talented engineers to maintain and improve their gear}}]
   * You can repair physical armour and SUNDERed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks).   * You can repair physical armour and SUNDERed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks).
   * You may be able to repair other tech discovered in play.   * You may be able to repair other tech discovered in play.
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 Engineers can fix broken items and damaged armour. A character with 1 rank in the Engineer skill can spend 2 minutes roleplaying to repair an item that has been broken with the SUNDER call or to restore 1 lost Armour Hit to a single location. ​ Each additional rank of the Engineer skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So with Engineer 2, you can perform a repair in 100 seconds, with rank 3 it will take 80 seconds, and so on. After rank 6 (20 seconds), you cannot get any faster at repairing things without using some kind of special artefact, tech device or similar. You might also find broken or damaged tech at events, which you may be able to use your Engineer skill to repair - these will either say so on an accompanying lammie, or have a Ref nearby that you can ask. Engineers can fix 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.+Engineers can also do work between events to improve their equipment, as long as they can afford it. Each rank of the Engineer skill allows you to work on 1 lammied ​item in between events - either maintaining it to extend its life, or applying a Mod to it to make it better. Items that require maintenance,​ and can be modified are referred to as [[Devices]],​ and should have a Mod and Maintenance cost indicated on their laminated card (lammie). You can either apply a Mod that you know to the item, or extend its lifetime for 4 more events - both of these uses will cost a certain amount of Credits to buy materials and extra services to get the job done. Items that you wish to work on (and the credits to pay for them) must be handed in with your pack at the end of the event. The more Mods that an item has, the more expensive it is to Mod it further and maintain it - see the [[Devices]] ​page for more details.
  
-Each rank of the Engineer skill also grants the knowledge of 2 Mods, which can be used in between events to improve your equipment. Mods represent improvements to equipment like weapons and armour, or wholesale alterations to things like Tech Devices that radically alter their function. Some Mods may require other prerequisites to learn. You can choose to swap out one of your known Mods with another by contacting the Game Team between events, but the swap will not take place until the next event - this represents changing your career focus onto a different suite of technology.+Each rank of the Engineer skill also grants the knowledge of 2 [[Mods]], which can be used in between events to improve your equipment. Mods represent improvements to equipment like weapons and armour, or wholesale alterations to things like Tech Devices that radically alter their function. Some Mods may require other prerequisites to learn. You can choose to swap out one of your known Mods with another by contacting the Game Team between events, but the swap will not take place until the next event - this represents changing your career focus onto a different suite of technology.
  
 === Extra Mods === === Extra Mods ===
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   * You must have the Engineer skill to purchase this skill.   * 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.+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 === === Scientist ===
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 Scientist is the first skill that all scientists must acquire, and it is needed before a character can start buying any more specialised Science skills. The Scientist Skill grants the ability to use the 3 basic Science Devices; Analysers, which can tell you basic information about an object or phenomenon; Extractors, which can take samples for further research or use; Sensors, which locate hidden or obscure phenomena. Scientist is the first skill that all scientists must acquire, and it is needed before a character can start buying any more specialised Science skills. The Scientist Skill grants the ability to use 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.+The Scientist skill also provides 1 Generic Research Point, which can be used between events to [[research]] things and learn more about them, or teach other characters what you have already learned. Most Research Points that a character can acquire are specialised,​ and can only be used to research things relevant to that specialisation,​ but all Scientists have 1 Research Point that they can use to research anything at all.
  
 === Etheric, Corporeal & Life Science === === Etheric, Corporeal & Life Science ===
  
   * Each rank grants 1 Research Point in the field of specialisation.   * Each rank grants 1 Research Point in the field of specialisation.
-  * Each rank allows you to master one Specialised Tech Device in the field of specialisation. 
   * You may use your Research Points to synthesise substances relevant to your 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.+There are 3 science specialisation skills which grant greater mastery in the fields of Etheric, Corporeal or Life Sciences. Each specialisation can be purchased multiple times, but the cost increases by 1 point with each rank. Each rank of a specialisation grants you 1 Research Point for that specialisation - you can only use these points to [[research]] phenomena or artefacts with that specialisation.
  
-Each rank also allows you to master one Specialised Tech Device ​in that field. Specialised Tech Devices are made by Engineers applying Mods to Generic Tech Devices to improve them. Specialised Tech Devices are able to do more in their chosen area - gather more information,​ produce effects and all kinds of other powers. They have to be used by someone who has mastered them. Between events, you can contact the game team to swap out one of your Tech Device masteries for another - if something is no longer useful or practical to you, you can refocus yourself to other devices.+A specialisation ​also allows you to use Specialised Tech Devices ​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.
  
 Taking a Speciality allows you to use your Research Points in that field to synthesise rare substances that you can use to boost or alter other game items. Each speciality has its own category of rare substances to synthesise, which only work on a specific type of game item (or characters). These substances can only be applied by someone with the relevant speciality. When you use Research Points to synthesise substances, you will get a random selection of the relevant substances - using Research Points in this way represents taking the time to seek out relevant phenomena in the galaxy in the time between events and extracting useful substances from them, which is a hit-and-miss process. Taking a Speciality allows you to use your Research Points in that field to synthesise rare substances that you can use to boost or alter other game items. Each speciality has its own category of rare substances to synthesise, which only work on a specific type of game item (or characters). These substances can only be applied by someone with the relevant speciality. When you use Research Points to synthesise substances, you will get a random selection of the relevant substances - using Research Points in this way represents taking the time to seek out relevant phenomena in the galaxy in the time between events and extracting useful substances from them, which is a hit-and-miss process.
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 == Etheric Science == == Etheric Science ==
  
-Etheric Science deals with energetic phenomena - bizarre spatial phenomena, strange energy fields, novel particles and the like. Etheric Tech Devices might be able to recharge depleted Artefacts, detect disturbances in magnetic fields or shield against radiation. Etheric Scientists can spend their spare Research Points to synthesise [[Exotic Particle|Exotic Particles]] and apply them to tech to give it a short-lived bonus in power or effectiveness.+Etheric Science deals with energetic phenomena - bizarre spatial phenomena, strange energy fields, novel particles and the like. 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 ==
  
-Corporeal Science deals with physical inorganic materials - rare minerals, unknown alloys and strange chemicals. Corporeal Tech Devices might be able to extract samples from deep within the ground, denature toxic chemicals or harmonically shatter a door. Corporeal Scientists can spend their spare Research Points to synthesise [[Exotic Reagent|Exotic Reagents]] and add them to injectable pharmaceuticals to alter them - increasing or decreasing their potency or duration.+Corporeal Science deals with physical inorganic materials - rare minerals, unknown alloys and strange chemicals. Corporeal Tech Devices might be able to extract samples from deep within the ground, denature toxic chemicals or harmonically shatter a door. Corporeal Scientists can spend their spare Research Points to synthesise [[Exotic Reagents]] and add them to injectable pharmaceuticals to alter them - increasing or decreasing their potency or duration.
  
 == Life Science == == Life Science ==
  
-Life Science deals with organic material - exotic fungi, rare plant extracts, potent venoms and biochemical toxins. Life Tech Devices might be able to detect nearby life signs, diagnose rare infections or interfere with biological processes. Life Scientists can spend their spare Research Points to synthesise [[Exotic Biotic|Exotic Biotics]] and infuse them into other characters to grant unusual effects and conditions.+Life Science deals with organic material - exotic fungi, rare plant extracts, potent venoms and biochemical toxins. Life Tech Devices might be able to detect nearby life signs, diagnose rare infections or interfere with biological processes. Life Scientists can spend their spare Research Points to synthesise [[Exotic Biotics]] and infuse them into other characters to grant unusual effects and conditions.
  
 ===== Spaceflight Skills ===== ===== Spaceflight Skills =====
  
-Having a spaceflight skill necessitates getting a Spacer Collective marker tattooed onto your hand, wrist, face or other patch of skin that you can easily show to the Spacer Collective RepresentativeThese take 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.+[{{:​image:​ascendancy:​team_purgatory_starship_e1.jpg?400 |An Ascendancy crew piloting ​starship in battle}}]Spaceflight skills represent extra training ​and familiarity with operating ​the various stations on board starshipsAlthough anyone can operate starship stationscharacters with these skills ​will be able to get more out of their ship than untrained personnelAdditional crew with these skills can also assist via their own stations and smaller tasks to boost all of the operations ​on board starships - a ship with an elite crew of broadly-skilled voidfarers will have a huge advantage over a crew of planet-bound rookies.
  
-Each of the Spaceflight ​skills allow you to use one of the 5 consoles on Spacer Collective ​ships, which are close in design to the similar stations ​on other spacecraftWithout ​the relevant skill, you are unable ​to operate ​a ship consoleEvery crew should have at least one person able to use the Helm and Engineering stations at minimum – these are the two stations that are absolutely required to fly a ship during space missions.+[{{ :​image:​megacorp:​spacermarks_mod1_2.png?​100|The most common designs ​of [[Spacer Collective Markers]]}}]Having a Spaceflight ​Skill necessitates getting a [[Spacer Collective]] symbol either on an ID card, or (as is more often the case) tattooed onto your hand, wrist, face or other patch of skin that you can easily show to the Spacer Collective Representative. These take a specific shape and identify the character as having been certified in the advanced ​use of that station. They cannot be falsified – please do not give yourself a mark resembling a Spacer Collective tattoo unless you have bought ​the skill. [[Spacer Collective ​Markers]] ​are best simulated by drawing ​the symbol ​on with eyeliner pens or even biro (or printed out on a laminated ID badge)See [[Spacer Collective Markers|this page]] for reference images of the two main types of markers. 
 + 
 +Each of the Spaceflight skills gives a bonus to hired Spacer Collective ships when you operate ​themYou gain the effect of the Primary Bonus when character with the relevant skill is operating the relevant station. In addition, characters can also assist with the efficiency of other stations that they have the skills for - every extra character on the crew with Spaceflight skill grants the Secondary Bonus. When you notify the Spacer Collective of your destination,​ you can specify the crew present and their skills, which allows us to work out the efficiency improvements to the ship.
  
 === Helm Console === === Helm Console ===
 The Helm console controls the movement, speed and direction of a starship. On [[Spacer Collective]] Jump Ships, they also operate the Jump Drive. The Helm console controls the movement, speed and direction of a starship. On [[Spacer Collective]] Jump Ships, they also operate the Jump Drive.
 +  * **Primary Bonus:** +5 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.
  
 === Weapons Console === === Weapons Console ===
 The Weapons console locks on to targets, loads torpedo tubes and fires beam weapons. A good Weapons officer works with the Helm, Engineer and Science Officer to maximise their ship's firepower and avoid being destroyed themselves. The Weapons console locks on to targets, loads torpedo tubes and fires beam weapons. A good Weapons officer works with the Helm, Engineer and Science Officer to maximise their ship's firepower and avoid being destroyed themselves.
- +  * **Primary Bonus:** -2 Beam Cycle Time. This allows ​your ship's beam weapons ​to fire faster. 
-=== Comms Console === +  * **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.
-The Comms console ​allows ​the ship to communicate ​with ships, stations and planets in the area. A skilled Comms officer can get a starship out of many battles before they even start.+
  
 === Engineering Console === === Engineering Console ===
-The Engineering console allows for ordered distribution of the ship’s power and coolant reserves. ​Without ​a skilled engineer, a starship ​is liable ​to run out of energy halfway through a mission.+The Engineering console allows for ordered distribution of the ship’s ​reactor ​power and coolant reserves ​to where they are neededWith a skilled engineer ​at this station, a starship ​can function far beyond its normal parameters. 
 +  * **Primary Bonus:** +50 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.
  
 === Science Console === === Science Console ===
-The Science console operates the ship’s sensor arrays, allowing objects and planets to be scanned for more detailed information.+The Science console operates the ship’s sensor arrays, allowing objects and planets to be scanned for more detailed information. A skilled Sceince Officer at this station can gather useful information about enemy weaknesses. 
 +  * **Primary Bonus:** +10 Scan range. This lets your sensors push their limits and scan things at greater distance. 
 +  * **Secondary Bonus:** +10 Shield Strength. This improves your shields, allowing them to soak up more damage. 
 + 
 +=== 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. 
 +  * **Primary Bonus:** Choose any other Secondary Bonus. 
 +  * **Secondary Bonus:** +50 Universal Reputation. Reputation allows you to request additional supplies from neutral or friendly stations.
  
 ===== Reputation Skills ===== ===== Reputation Skills =====
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 If is possible to gain status with a Faction that is not your own. However, you are considered to start with a Reputation of -3 with all other Factions, and must increase your Status with them by several ranks before you begin to gain the benefits of Status with those other Factions. If is possible to gain status with a Faction that is not your own. However, you are considered to start with a Reputation of -3 with all other Factions, and must increase your Status with them by several ranks before you begin to gain the benefits of Status with those other Factions.
 +
 +=== Armaments Reputation ===
 +You are a well-known and trusted weapons contractor for [[Advanced Armaments]]. While in good standing, you may be granted access to restricted weapons and devices, as well as experimental Mods and other technology. You also get excellent wholesale rates on standard equipment. Advanced Armaments may also occasionally offer you jobs that they need handled discreetly.
  
 === Spacer Reputation === === Spacer Reputation ===
-You are well-known and trusted by the [[Spacer Collective]],​ having done work for them and proven yourself. The Collective is kind to its friends, and will offer you discounts on ship hire and forfeiture costs at events. They may also have some discreet missions that are not offered ​publically.+You are well-known and trusted by the [[Spacer Collective]],​ having done work for them and proven yourself. The Collective is kind to its friends, and will offer you discounts on ship hire and forfeiture costs at events. They may also have some discreet missions that are not offered ​publicly. 
 + 
 +=== Pylon Membership === 
 +You have been inducted into one [[Galactic Energy Supplies]] Pylons - secretive groups of financiers, technicians and scientists. You have access to some of their advanced research facilities. They may also have some discreet missions that are not offered publicly.
  
 === Clearance Certified === === Clearance Certified ===
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 === Ascendancy Status === === Ascendancy Status ===
-High-reputation characters will be drawn into the Great Game played by the Houses for power and position, which may grant additional missions, rewards, plot opportunities and dangers. For the right person, there may even be offers to be adopted by one of the Noble Houses and profit from their extensive holdings - as long as you House remains powerful. ​+High-reputation characters will be drawn into the Great Game played by the Houses for power and position, which may grant additional missions, rewards, plot opportunities and dangers. For the right person, there may even be offers to be adopted by one of the Noble Houses and profit from their extensive holdings - as long as your House remains powerful. Ascendancy Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation as a distrusted individual.
  
 === Commonality Status === === Commonality Status ===
-Enhanced status will draw the attention of the Judges and rulers of the Psion Clades - who may involve them in their secret plans and schemes. Like orders from Ascended Masters, their motivations will be strange and fickle, but could potentially grant powerful rewards and hidden knowledge.+Enhanced status will draw the attention of the Judges and rulers of the Psion Clades - who may involve them in their secret plans and schemes. Like orders from Ascended Masters, their motivations will be strange and fickle, but could potentially grant powerful rewards and hidden knowledge. Commonality Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation for those who are unable to participate directly in the Elysian'​s psionic community.
  
 === Dominion Status === === Dominion Status ===
-High-status characters will begin to draw notice from Heroes & Priests alike. The Ecclesiocracy takes notice of those with the potential for greatness, and guides them towards opportunities to excel further. There may be opportunities to join a Mystery Cult of one of the [[Immortal Spirits]] for those who are seen to have earned a place among them, revealing hidden secrets and the mysteries of the hidden worlds.+High-status characters will begin to draw notice from Heroes & Priests alike. The Ecclesiocracy takes notice of those with the potential for greatness, and guides them towards opportunities to excel further. There may be opportunities to join a Mystery Cult of one of the [[Immortal Spirits]] for those who are seen to have earned a place among them, revealing hidden secrets and the mysteries of the hidden worlds. Dominion Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation for those seen as initiates or beyond the authority of the Ecclesiocracy.
  
 === Free Union Status === === Free Union Status ===
-Higher Status will grant opportunities to join one of the various Corps that organise within the Free Union. These groups often arrange secret activities to keep the Sovereign Worlds safe, and have roles for spies, elite military missions, diplomats and many other specialists.+Higher Status will grant opportunities to join one of the various Corps that organise within the Free Union. These groups often arrange secret activities to keep the Sovereign Worlds safe, and have roles for spies, elite military missions, diplomats and many other specialists. Free Union Vassals and outsiders to the Faction pay 3 points per rank for this skill, to reflect the additional difficulty in building reputation with a more limited network of contacts.
  
 ====== Professional Skills Design ====== ====== Professional Skills Design ======
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 Scientists may seem underpowered,​ as they only get the ability to use items that must be modded and bought to even do anything in uptime. However, the key strength of Scientists is their ability to do Research, and interact with [[Artefacts]]. With enough Research, Scientists can unlock the powers of Artefacts which can be used in uptime to create very powerful and often unique effects - these abilities get unlocked for the scientist who researched them, and stay on their character, but can be taught to other characters using research points. This allows a group to rapidly learn how to use an Artefact that one of their number has mastered, but will take a long time to start from scratch should someone else steal it. Some artefacts, if researched enough, can be duplicated by Scientists. Scientists may seem underpowered,​ as they only get the ability to use items that must be modded and bought to even do anything in uptime. However, the key strength of Scientists is their ability to do Research, and interact with [[Artefacts]]. With enough Research, Scientists can unlock the powers of Artefacts which can be used in uptime to create very powerful and often unique effects - these abilities get unlocked for the scientist who researched them, and stay on their character, but can be taught to other characters using research points. This allows a group to rapidly learn how to use an Artefact that one of their number has mastered, but will take a long time to start from scratch should someone else steal it. Some artefacts, if researched enough, can be duplicated by Scientists.
  
-The ability of Specialised Scientists to synthesise [[Science ​Substances]] is to give them a use for those research points if they don't currently have a relevant artefact to work on - they can make a random selection of buffs to use or sell.+The ability of Specialised Scientists to synthesise [[Exotic ​Substances]] is to give them a use for those research points if they don't currently have a relevant artefact to work on - they can make a random selection of buffs to use or sell.
 {{tag>​characters rules}} {{tag>​characters rules}}
professional_skills.1516814428.txt.gz · Last modified: 2019/08/13 16:30 (external edit)