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professional_skills [2022/01/29 01:25] conan Updates to Science and Engineering - Card Draw System Update |
professional_skills [2025/08/11 17:59] (current) conan Updates to Starship Skills for OS_EEv8/9 |
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| There are three main categories of Professional Skills: | There are three main categories of Professional Skills: | ||
| * **Profession Skills** represent dedicated training as an engineer, doctor or scientist. | * **Profession Skills** represent dedicated training as an engineer, doctor or scientist. | ||
| - | * **Spaceflight Skills** represent certification in operating the various consoles on a starship. | + | * **Spaceflight Skills** represent specialist training in flying starships. |
| - | * **Reputation Skills** represent developing a good reputation with a [[Factions|Faction]] or [[MegaCorps|MegaCorp]], which makes them more likely to offer you unique opportunities and discounts on services. | + | * **Basic Console Skills** represent standard certification in operating the various consoles on a starship. |
| + | * **Advanced Console Skills** represent advanced training in starship systems that unlock special powers either in space or on away missions. | ||
| + | * **Advanced Captain Skills** represent rare and powerful abilities that can be invoked once per starship mission by a skilled Captain. | ||
| ^ [[Professional Skills#Profession Skills]] ^ Cost ^ Ability ^ | ^ [[Professional Skills#Profession Skills]] ^ Cost ^ Ability ^ | ||
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| | Advanced Console Skills | 2* | Special abilities that can be used once per mission. Requires Rank 2 in the relevant Console. | | | Advanced Console Skills | 2* | Special abilities that can be used once per mission. Requires Rank 2 in the relevant Console. | | ||
| | Advanced Captain Skills | 2* | Special abilities that can be used once per mission by a ship's Captain. Each skill requires a Console skill at Rank 2. | | | Advanced Captain Skills | 2* | Special abilities that can be used once per mission by a ship's Captain. Each skill requires a Console skill at Rank 2. | | ||
| - | ^ [[Professional Skills#Reputation Skills]] ^ ^ ^ | ||
| - | | Armaments Reputation | 2<sup>a</sup> | [[Advanced Armaments]] charges you less for weapon purchases. | | ||
| - | | Spacer Reputation | 2<sup>a</sup> | [[Spacer Collective]] charges you less for ship hire and forfeiture. | | ||
| - | | Pylon Membership | 2<sup>a</sup> | [[Galactic Energy Supplies]] grants you favourable rates on the use of their research facilities. | | ||
| - | | Clearance Certified | 2<sup>a</sup> | [[Clearance Organisation]] takes less of a cut from missions that you sign up for | | ||
| - | | Ascendancy Status | 2<sup>ab</sup> | Improved reputation with the [[Ascendancy]]. | | ||
| - | | Commonality Status | 2<sup>ab</sup> | Improved reputation with the [[Commonality]]. | | ||
| - | | Dominion Status | 2<sup>ab</sup> | Improved reputation with the [[Dominion]]. | | ||
| - | | Free Union Status | 2<sup>ab</sup> | Improved reputation with the [[Free Union]]. | | ||
| <sup>a</sup> - Can be bought multiple times. Cost does not increase each time.\\ | <sup>a</sup> - Can be bought multiple times. Cost does not increase each time.\\ | ||
| - | <sup>b</sup> - Costs 1 additional point per rank if you are not the Dominant Species for this Faction. \\ | ||
| + - Can be bought multiple times. Cost increases by 1 point each time.\\ | + - Can be bought multiple times. Cost increases by 1 point each time.\\ | ||
| * - Prerequisite skill required.\\ | * - Prerequisite skill required.\\ | ||
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| * 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. | * 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. | + | 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). | 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). | ||
| + | |||
| + | Characters with the First Aid skill can reset their own Death Count (as long as they are conscious, able to act and not Walking Wounded) as above, and once reset they can continue to treat themselves to pause their Death Count at 0 seconds. While pausing your own Death Count you must continue to roleplay treating your wounds, and cannot engage in combat or move faster than a slow walking pace. Performing other intense or strenuous activities will re-start your Death Count. | ||
| === Physician === | === Physician === | ||
| - | [{{ :image:free_union:hermess_medic_e1.jpg?300|<html><font colour=black>A skilled physician is an asset to any crew embarking on dangerous missions</font</html>}}] | + | [{{ :image:free_union:hermess_medic_e1.jpg?300|<html><font color=black>A skilled physician is an asset to any crew embarking on dangerous missions</font></html>}}] |
| * You can save a dying character, stopping their Death Count with 2 minutes of roleplayed surgery (time reduces with more ranks). | * You can save a dying character, stopping their Death Count with 2 minutes of roleplayed surgery (time reduces with more ranks). | ||
| * You can facilitate healing in up to 5 resting characters, so that they regain 1 Body Hit with every 10 minutes rest (time reduces with more ranks). | * You can facilitate healing in up to 5 resting characters, so that they regain 1 Body Hit with every 10 minutes rest (time reduces with more ranks). | ||
| - | * You can perform [[surgery]] alone or with a team to treat many Conditions, at some risk (risk decreases with more ranks). | + | * You can perform Surgery tasks at events using the [[Card Draw System]], either alone or with a team to treat many [[Conditions]]. |
| + | * You can [[conditions#diagnosis|diagnose]] many [[Conditions]] automatically, and more ranks allow diagnosis of a greater range of Conditions. | ||
| + | * You can administer a [[medicaments|Medicament]] to yourself or another character (without using an Injector) with 30 seconds of roleplayed action. | ||
| - | 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 interacting with [[Conditions]] by either diagnosing them or performing Surgery to remove them. The Physician skill can be bought multiple times, and the cost increases by 1 with each rank. |
| - | Physicians can perform emergency medicine to stop a dying character's Death Count. This takes 2 minutes (120 seconds) of roleplayed surgical action, and requires appropriate (and relatively safe physreps - no real knives, needles or similar) surgical tools or devices. You may use this ability on a character whose Death Count you have paused, and it remains paused while you treat them. Once you have done the required amount of roleplayed action, then the dying character is no longer dying and can stop counting their Death Count. Each additional rank of the physician skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So a character with 3 Ranks of Physician can stop a Death Count in 80 seconds, and one with 4 Ranks of Physician can stop a Death Count in 60 seconds, etc. | + | Physicians can perform emergency medicine to stop a dying character's Death Count. This takes 2 minutes (120 seconds) of roleplayed surgical action, and requires appropriate (and relatively safe physreps - no real knives, needles or similar) surgical tools or devices. You may use this ability on a character whose Death Count you have paused (with the [[professional_skills#First Aid]] skill), 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. A character with Physician cannot stop their own Death Count. |
| - | 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 many Conditions - broken bones, some infections, infestation by horrible alien parasites, etc. Surgery can be risky, and may fail or even have negative consequences for the patient. Surgery uses the [[Card Draw System]], and requires several minutes of roleplay with appropriate surgical tool physreps. Any character with Physician can assist other characters performing a Surgery - a larger team of Physicians increase the chance of success. A character with Physician cannot perform surgery on themselves. |
| - | Physicians can perform [[Surgery]] to treat many Conditions - broken bones, some infections, infestation by horrible alien parasites, etc. Surgery can be risky, and may fail or even have negative consequences for the patient. Surgery uses the [[Card Draw System]], and requires several minutes of roleplay with appropriate surgical tool physreps. Any character with Physician can assist other characters performing a Surgery. | + | 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. A character with Physician can include themselves as one of the characters whose healing they are promoting, as long as they obey the same restrictions as other recuperating characters. |
| + | |||
| + | Physicians can also administer a [[medicaments|Medicament]] to themselves or another character without using a pre-loaded Injector. This requires 30 seconds of appropriate roleplay - typically using their own tools to prepare and inject the dose. | ||
| + | |||
| + | Players of Physician Characters should familiarise themselves with the following rules sections: | ||
| + | * [[Card Draw System]] | ||
| + | * [[Conditions]] | ||
| + | * [[Medicaments]] | ||
| === Engineer === | === Engineer === | ||
| - | [{{ :image:ascendancy:synbiotech_engineer_e1.jpg?200|<html><font colour=black>Companies with complex equipment need talented engineers to maintain and improve their gear</font></html>}}] | + | [{{ :image:ascendancy:synbiotech_engineer_e1.jpg?200|<html><font color=black>Companies with complex equipment need talented engineers to maintain and improve their gear</font></html>}}] |
| - | * You can repair physical armour and SUNDERed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks). | + | |
| - | * You 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 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 machines, devices and tech. It grants abilities that can be used in both uptime and between events. Engineer can be bought multiple times, and the cost increases by 1 with each rank. | * Engineer is the skill you use to work with machines, devices and tech. It grants abilities that can be used in both uptime and between events. Engineer can be bought multiple times, and the cost increases by 1 with each rank. | ||
| + | * You can repair physical armour and [[calls_effects#SUNDER]]ed items with 2 minutes of appropriate roleplayed action (time decreases with more ranks). | ||
| + | * You can perform engineering tasks at events using the [[Card Draw System]] | ||
| + | * You may be able to repair or tinker with other technology discovered in play. | ||
| + | * You can repair items that are [[devices#sunder_broken_and_repair|Broken]]. | ||
| + | * You can assemble [[Components & Installations#Installations]] from [[Components & Installations#Components]]. | ||
| + | * Each rank grants 1 **//Engineer Work Slot//**, which allow you to [[devices#modifying|Modify]] or [[devices#maintenance|Maintain]] the [[Devices]] you submit at the end of each event. | ||
| + | * Each rank grants knowledge of 2 [[Mods]]. | ||
| - | Engineers can fix 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 SUNDER call or to restore 1 lost Armour Hit to a single location. Each additional rank of the Engineer skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So with Engineer 2, you can perform a repair in 100 seconds, with rank 3 it will take 80 seconds, and so on. After rank 6 (20 seconds), you cannot get any faster at repairing things without using some kind of special artefact, tech device or similar. | + | Engineers can fix damaged items and damaged armour. A character with 1 rank in the Engineer skill can spend 2 minutes roleplaying to repair an item that has been damaged with the [[calls_effects#SUNDER]] call or to restore 1 lost Armour Hit to a single location. Each additional rank of the Engineer skill you possess reduces the time required by 20 seconds (to a minimum of 20 seconds). So with Engineer 2, you can perform a repair in 100 seconds, with rank 3 it will take 80 seconds, and so on. After rank 6 (20 seconds), you cannot get any faster at repairing things without using some kind of special artefact, tech device or similar. |
| - | Engineers can also work on certain technology found at events - they can use the [[Card Draw System]] to repair 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 work on certain technology found at events - they can use the [[Card Draw System]] to repair [[devices#sunder_broken_and_repair|Broken]] devices, or disable or modify them in the field. These items will either have an accompanying lammie, or have a Ref nearby that you can ask. Engineers can also create ad-hoc technological solutions to problems that they find at events using [[Components & Installations]]. |
| Engineers can also do work between events to improve their equipment, as long as they can afford it. Each rank of the Engineer skill allows you to work on 1 lammied item in between events - either maintaining it to extend its life, or applying a Mod to it to make it better. Items that require maintenance, and can be modified are referred to as [[Devices]], and should have a Mod and Maintenance cost indicated on their laminated card (lammie). You can either apply a Mod that you know to the item, or extend its lifetime for 4 more events - both of these uses will cost a certain amount of Credits to buy materials and extra services to get the job done. Items that you wish to work on (and the credits to pay for them) must be handed in with your pack at the end of the event. The more Mods that an item has, the more expensive it is to Mod it further and maintain it - see the [[Devices]] page for more details. | Engineers can also do work between events to improve their equipment, as long as they can afford it. Each rank of the Engineer skill allows you to work on 1 lammied item in between events - either maintaining it to extend its life, or applying a Mod to it to make it better. Items that require maintenance, and can be modified are referred to as [[Devices]], and should have a Mod and Maintenance cost indicated on their laminated card (lammie). You can either apply a Mod that you know to the item, or extend its lifetime for 4 more events - both of these uses will cost a certain amount of Credits to buy materials and extra services to get the job done. Items that you wish to work on (and the credits to pay for them) must be handed in with your pack at the end of the event. The more Mods that an item has, the more expensive it is to Mod it further and maintain it - see the [[Devices]] page for more details. | ||
| Each rank of the Engineer skill also grants the knowledge of 2 [[Mods]], which can be used in between events to improve your equipment. Mods represent improvements to equipment like weapons and armour, or wholesale alterations to things like Tech Devices that radically alter their function. Some Mods may require other prerequisites to learn. You can choose to swap out one of your known Mods with another by contacting the Game Team between events, but the swap will not take place until the next event - this represents changing your career focus onto a different suite of technology. | Each rank of the Engineer skill also grants the knowledge of 2 [[Mods]], which can be used in between events to improve your equipment. Mods represent improvements to equipment like weapons and armour, or wholesale alterations to things like Tech Devices that radically alter their function. Some Mods may require other prerequisites to learn. You can choose to swap out one of your known Mods with another by contacting the Game Team between events, but the swap will not take place until the next event - this represents changing your career focus onto a different suite of technology. | ||
| + | |||
| + | Players of Engineer Characters should familiarise themselves with the following rules sections: | ||
| + | * [[Card Draw System]] | ||
| + | * [[Devices]] | ||
| + | * [[Components & Installations]] | ||
| + | * [[Mods]] | ||
| === Extra Mods === | === Extra Mods === | ||
| - | * Each time you buy this skill, you are able to learn 2 additional Mods. | + | * Each time you buy this skill, you are able to learn 2 additional [[Mods]]. |
| * You must have the Engineer skill to purchase this skill. | * You must have the Engineer skill to purchase this skill. | ||
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| The Scientist skill also provides 1 Generic Research Point, which can be used between events to [[research]] things and learn more about them, or teach other characters what you have already learned. Most Research Points that a character can acquire are specialised, and can only be used to research things relevant to that specialisation, but all Scientists have 1 Research Point that they can use to research anything at all. | The Scientist skill also provides 1 Generic Research Point, which can be used between events to [[research]] things and learn more about them, or teach other characters what you have already learned. Most Research Points that a character can acquire are specialised, and can only be used to research things relevant to that specialisation, but all Scientists have 1 Research Point that they can use to research anything at all. | ||
| + | |||
| + | Players of Scientist Characters should familiarise themselves with the following rules sections: | ||
| + | * [[Card Draw System]] | ||
| + | * [[Research]] | ||
| + | * [[Scanners]] | ||
| + | * [[Artefacts]] | ||
| + | * [[Exotic Substances]] | ||
| === Etheric, Corporeal & Life Science === | === Etheric, Corporeal & Life Science === | ||
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| ===== Spaceflight Skills ===== | ===== Spaceflight Skills ===== | ||
| - | [{{:image:ascendancy:team_purgatory_starship_e1.jpg?400 |An Ascendancy crew piloting a starship in battle}}]Spaceflight skills represent extra training and familiarity with operating the various stations on board starships. Although anyone can operate starship stations, characters with these skills will be able to get more out of their ship than untrained personnel. Additional crew with these skills can also assist via their own stations and smaller tasks to boost all of the operations on board starships - a ship with an elite crew of broadly-skilled voidfarers will have a huge advantage over a crew of planet-bound rookies. | + | [{{:image:ascendancy:team_purgatory_starship_e1.jpg?400 |<html><font color=black>An Ascendancy crew piloting a starship in battle</font></html>}}]Spaceflight skills represent extra training and familiarity with operating the various stations on board starships. Although anyone can operate starship stations, characters with these skills will be able to get more out of their ship than untrained personnel. Additional crew with these skills can also assist via their own stations and smaller tasks to boost all of the operations on board starships - a ship with an elite crew of broadly-skilled voidfarers will have a huge advantage over a crew of planet-bound rookies. |
| [{{ :image:megacorp:spacermarks_mod1_2.png?100|<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. | [{{ :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. | ||
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| The Science console operates the ship’s sensor arrays, allowing objects and planets to be scanned for more detailed information. A skilled Science Officer at this station can gather useful information about enemy weaknesses. | The Science console operates the ship’s sensor arrays, allowing objects and planets to be scanned for more detailed information. A skilled Science Officer at this station can gather useful information about enemy weaknesses. | ||
| * **Rank 1 Science Console** | * **Rank 1 Science Console** | ||
| - | * **Primary Bonus:** +50 Warp. This improves your Warp Drive, allowing your ship to get around faster and more efficiently. | + | * **Primary Bonus:** +5000 Science Sensor Range. This improves the visibility range of the Science console. |
| * **Secondary Bonus:** +10 Shield Strength. This improves your shields, allowing them to soak up more damage. | * **Secondary Bonus:** +10 Shield Strength. This improves your shields, allowing them to soak up more damage. | ||
| * **Rank 2 Science Console** | * **Rank 2 Science Console** | ||
| - | * **Primary Bonus:** +100 Warp. This replaces the Rank 1 Primary Bonus. | + | * **Primary Bonus:** +10000 Science Sensor Range. This replaces the Rank 1 Primary Bonus. |
| === Relay Console === | === 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. | 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** | * **Rank 1 Relay Console** | ||
| - | * **Primary Bonus:** Wildcard Secondary Bonus. This allows you to grant an additional Secondary Bonus to any other Console. | + | * **Primary Bonus:** +1000 Tactical Sensor Range. This improves the visibility range of the Helm, Weapons and Relay consoles. |
| - | * **Secondary Bonus:** +5 Probes. Probes are used to scout and monitor distant areas on missions. | + | * **Secondary Bonus:** +2 Probes. Probes are used to scout and monitor distant areas on missions. |
| * **Rank 2 Relay Console** | * **Rank 2 Relay Console** | ||
| - | * **Primary Bonus:** Improved Wildcard Secondary Bonus. Allows you to grant an additional 2 Secondary Bonuses to another Console. | + | * **Primary Bonus:** +2000 Tactical Sensor Range. This replaces the Rank 1 Primary Bonus. |
| ==== Advanced Console Skills ==== | ==== Advanced Console Skills ==== | ||
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| * **Space: Evasive Maneuvers** - Once per mission, you can perform a micro-jump to get quickly out of danger or outmaneuver an enemy. Your ship instantly jumps 2U backwards and inverts its direction. | * **Space: Evasive Maneuvers** - Once per mission, you can perform a micro-jump to get quickly out of danger or outmaneuver an enemy. Your ship instantly jumps 2U backwards and inverts its direction. | ||
| - | * **Ground: Emergency Evacuation** - When deployed from a Spacer vessel, you have a small emergency teleport beacon that can be activated to pull you and a single other character of your choice back to the starship. When you activate the beacon, thirty seconds later you and one other character you are touching is returned to the starship. The beacon also acts as a teleportation stabiliser, so you never receive a Condition from Emergency Teleports (inform the Referee if your group is ever Emergency Teleported). | + | * **Ground: Emergency Evacuation** - When deployed from a Spacer vessel (on a ground mission), you have a small emergency teleport beacon that can be activated to pull you and a single other character of your choice back to the starship. When you activate the beacon, thirty seconds later you and one other character you are touching is returned to the starship, which must still be intact and in the local system. The beacon also acts as a teleportation stabiliser, so you never receive a Condition from Emergency Teleports (when you are forcibly returned to the starship at the end of your booked slot). Inform the Referee if your group is ever Emergency Teleported. This skill does not affect any Conditions you may receive if a starship you are on is destroyed. |
| === Advanced Weapons Console Skills === | === Advanced Weapons Console Skills === | ||
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| * **Space: Emergency Repairs** - Once per mission, you can supercharge the ship's maintenance and repair systems to instantly repair all damaged systems by 20%. | * **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 vessel, you are accompanied by a Spacer Collective Micro-Repair drone, which assists you with engineering and repair work. For the duration of the ground mission, you 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. | + | * **Ground: Technical Support** - When deployed from a Spacer vessel, you are accompanied by a Spacer Collective Micro-Repair drone, which assists you with engineering and repair work. For the duration of the ground mission, you 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 on each mission. |
| === Advanced Science Console Skills === | === 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. | + | * **Space: Sensor Ping** - Once per mission, you can hypercharge the ship's sensor suite to instantly scan all ships within 5000 units. |
| * **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. | * **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 === | === Advanced Relay Console Skills === | ||
| - | * **Space: Taunt** - Once per mission, you can use the ship's Relay systems to spoof enemy target detection. When used, all ships within 5U will attempt to travel to your current location. | + | * **Space: Taunt** - Once per mission, you can use the ship's Relay systems to spoof enemy target detection. When used, all ships within 5000 units will attempt to directly travel to your current location. |
| * **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 mission, after 30 seconds of roleplayed action you may call MASS DISRUPT in a directed arc in front of you. | * **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 mission, after 30 seconds of roleplayed action you may call MASS DISRUPT in a directed arc in front of you. | ||
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| A skilled ship's Captain must walk the knife edge between victory and disaster, and make crucial decisions in moments of extreme danger. Captains with intimate knowledge of their ship's capabilities can push past safety limits and risk themselves and their crew to ensure their success, whatever the consequences. Advanced Captain Skills grant the power to make these truly risky choices. When these abilities are invoked, sparks burst from overloaded systems, radiation shielding flickers and the hum of the engines rises to an agonising scream, and the ship can perform feats that would otherwise be impossible. | A skilled ship's Captain must walk the knife edge between victory and disaster, and make crucial decisions in moments of extreme danger. Captains with intimate knowledge of their ship's capabilities can push past safety limits and risk themselves and their crew to ensure their success, whatever the consequences. Advanced Captain Skills grant the power to make these truly risky choices. When these abilities are invoked, sparks burst from overloaded systems, radiation shielding flickers and the hum of the engines rises to an agonising scream, and the ship can perform feats that would otherwise be impossible. | ||
| - | Advanced Captain Skills can only be used by a ship's Captain, and only once per mission. When they are used, they will grant one or more members of the crew Conditions - radiation exposure, burns, decompression and various other ailments. For each Advanced Captain Skill you purchase, you must have one Basic Console Skill at Rank 2 - so in order to have 2 Captain skills you must have 2 different Console Skills at Rank 2, etc. All Advanced Captain Skills cost 2 character points. | + | Advanced Captain Skills can only be used by a ship's Captain, and only once per mission. When they are used, they will grant one or more members of the crew additional [[Conditions]] - radiation exposure, burns, decompression and various other ailments. Each skill entry below indicates the likely severity of the assigned Conditions. 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. |
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| + | All Advanced Captain Skills come with the **Ready Room** ability - this allows the Captain to exploit brief lulls in the midst of a mission to come up with a daring plan. Using this ability will pause the current scenario, allowing you to discuss a plan with your crew (or the scenario GM). The GM will manually unpause when they deem it appropriate, but at least 30 seconds of paused time will be given. | ||
| === A Good Day To Die === | === A Good Day To Die === | ||
| - | With this directive, success of the mission and the survival of the ship are placed above all other concerns. The ship's structural integrity systems are kept powered at all costs, compromising the bridge compartment's life support and safety systems. For 5 minutes (300 seconds), the ship becomes Invulnerable to all damage. At the end of the mission, an extra 3 Conditions are randomly assigned to the crew. | + | With this directive, success of the mission and the survival of the ship are placed above all other concerns. The ship's structural integrity systems are kept powered at all costs, compromising the bridge compartment's life support and safety systems. All directional Shields will be increased to 500 strength, and Hull Integrity increases to 300%. At the end of the mission, an additional Extreme (E) and Mild (B) Condition will be randomly assigned to the crew. |
| === Fly Her Apart === | === 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. | + | 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 additional Extreme (E) and Mild (B) Condition will be randomly assigned to the crew. |
| === Needs Of The Many === | === Needs Of The Many === | ||
| - | All Captains know that the ultimate responsibility for their ship lies with them alone, and some brave souls are willing to make the ultimate sacrifice to keep their crew alive. When the ship's hull has failed and its structure is coming apart, a Captain can issue this directive to save their crew first, and ensure that they hold it all together until everyone has reached the escape pods. When a ship is destroyed, a Captain with this skill can invoke it to draw the negative consequences onto themselves and up to 2 other crew members. Rather than each member of the crew being offered a card draw for a Condition, the Captain and their nominated crew members share out the card draws for the rest of the entire crew. So for a crew of six, if the Captain nominated 2 other crew members, they would each get 2 draws. | + | All Captains know that the ultimate responsibility for their ship lies with them alone, and some brave souls are willing to make the ultimate sacrifice to keep their crew alive. When the ship's hull has failed and its structure is coming apart, a Captain can issue this directive to save their crew first, and ensure that they hold it all together until everyone has reached the escape pods. At the end of the mission, a Captain with this skill can invoke it to draw the negative consequences onto themselves, and may take any 2 assigned Conditions of their choice onto themselves. |
| === Give It All She's Got === | === 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. | + | 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 2500. At the end of the mission, an additional Extreme (E) and Mild (B) Condition will be randomly assigned to the crew. |
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| - | ===== Reputation Skills ===== | + | |
| - | + | ||
| - | Reputation skills can be affected by your IC behaviour and actions at events. Your interactions with the various NPC groups, doing missions or reputation with your faction may cause you to gain or lose reputation with them. No amount of Faction Status with the Ascendancy will help you if you try and attack the the head of a Ruling House. | + | |
| - | + | ||
| - | If is possible to gain status with 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. | + | |
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| - | === Armaments Reputation === | + | |
| - | You are a well-known and trusted weapons contractor for [[Advanced Armaments]]. While in good standing, you may be granted access to restricted weapons and devices, as well as experimental Mods and other technology. You also get excellent wholesale rates on standard equipment. Advanced Armaments may also occasionally offer you jobs that they need handled discreetly. | + | |
| - | + | ||
| - | === Spacer Reputation === | + | |
| - | You are well-known and trusted by the [[Spacer Collective]], having done work for them and proven yourself. The Collective is kind to its 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 === | + | |
| - | 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. | + | |
| - | + | ||
| - | === 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. 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 === | + | |
| - | 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 === | + | |
| - | 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 === | + | |
| - | 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 ====== | ||