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professional_skills [2024/08/29 12:15] conan |
professional_skills [2025/08/11 17:59] (current) conan Updates to Starship Skills for OS_EEv8/9 |
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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). | ||
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| + | 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 === | ||
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| 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. | 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 - a larger team of Physicians increase the chance of success. | + | 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. | 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. | ||
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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:** +500 Tactical Sensor Range. This improves the visibility range of the Helm and Weapons consoles. | + | * **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:** +1000 Tactical Sensor Range. 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: 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. |
| ====== Professional Skills Design ====== | ====== Professional Skills Design ====== | ||