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professional_skills [2018/06/25 23:52]
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professional_skills [2019/08/13 16:32] (current)
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 | Engineer | 2+ | Engineers maintain, modify and repair tech. | | Engineer | 2+ | Engineers maintain, modify and repair tech. |
 | Extra Mods | 1*<​sup>​a</​sup>​ | Grants knowledge of an additional two [[Mods]]. Requires Engineer. | | Extra Mods | 1*<​sup>​a</​sup>​ | Grants knowledge of an additional two [[Mods]]. Requires Engineer. |
-| Scientist | 2 | Scientists can make use of special equipment to investigate phenomena, and perform [[science#Research]].|+| Scientist | 2 | Scientists can make use of 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. |
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 | 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>​ab</​sup>​ | Improved reputation with the [[Ascendancy]]. | | Ascendancy Status | 2<​sup>​ab</​sup>​ | Improved reputation with the [[Ascendancy]]. |
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   * 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.
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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 ===
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   * 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.
  
 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. 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.
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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 publicly. 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 ===
professional_skills.1529967145.txt.gz ยท Last modified: 2019/08/13 16:30 (external edit)