Skills

Much has changed since the Dark Ages that we pull much of our system from. The addition of a handful of skills and new uses for old ones comes with that, and are presented below.

Disable Device: Also used for disabling and/or accessing computer systems. For the most part, this will function as usual, allowing players to bypass locked doors, but it also presents the opportunity to gather information with it or modify the programming of a system being interacted with.

Gathering information and modifying programming take longer than simply finding the right password for a door, however. For every 10 DC an action takes, it takes 1 minute of game time to accomplish. E.G., a DC 20 computer hacking job will require at least 2 minutes worth of work. For every 10 that your skill check surpasses the DC, you reduce the amount of time a job requires, down to 1 minute. So, if you’re doing the previous DC 20 hacking job and you get a 30 on your check, it only takes you 1 minute instead.

Disabling a robot or external cybernetic attachment is a full-round action and requires a successful DC 30 Disable Device check. The target must be pinned. You cannot disable internal components.

Fly: Fly will be used for multiple purposes. The predominant use will be that of Zero-G movement. Other more standard uses include hover packs and the like. This skill becomes a class skill via the Zero-G Training feat. When flying or in Zero-G, you will use the Fly skill in place of your AC to determine if you are hit.

Drive: Terrestrial wheeled and hover vehicles are subject to the Drive skill. Whether this be a car, motorcycle, tank, or otherwise, Drive covers it. When driving a vehicle, you will use the Drive skill in place of your AC to determine if you are hit, except for those vehicles that provide their own AC.

Pilot: Pilot covers most other vehicles. Spacecraft and armatures are the main use of this skill. When piloting a spacecraft or armature, you will use the Pilot skill in place of your AC to determine if you are hit, except for when the spacecraft or armature provides its own AC.

Knowledge(Technology): You can use this skill to correctly identify starships, armatures, robots, and cybernetic attachments, as well as identify unfamiliar technological devices.
Check – The DC varies depending on the type of information required.
Identifying a starship by its type and subtype, an armature by its superstructure, or a robot by its frame is a DC 10 check for standard models.
Determining the function of a particular mechanical system or cybernetic attachment is a DC 15.
Recalling the standard, factory-model design specs of a particular type or class of starship, mecha, or robot is a DC 20.
When confronted with unfamiliar technology, use the following chart:

Unfamiliar Item DC
Basic tool or instrument 10
Robotic or vehicular component 15
Cybernetic attachment 20
Alien weapon or nanotechnology 30
Alien artifact 35

These values may be increased depending on the strangeness of the item.

Repair: You can use this skill to repair vehicles, starships, armatures, cybernetic attachments, and robots. You can also use the Repair skill to safely remove the ‘brain’ of a destroyed robot.
Check – Repairing damage to a vehicle, starship, or armature takes one hour of work, a mechanical tool kit, and a proper facility such as a workshop or hangar bay. At the end of the hour, make a Repair check(DC 20). Success repairs 2d6 points of damage. If damage repairs, you may continue to make repairs for as many hours as it takes to restore the vehicle or starship to full hit points.
The same rules apply to robots, other constructs, and cybernetic attachments, except that each successful application of the Repair skill restores 1d10 points of damage and the check is more difficult to achieve(DC 30).

Skills

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