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Technocracy

Analyze
  • Attribute:  Perception
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill has a general understanding of technology and is able to diagnose problems, determine functions or operation, and identify the general properties of components. With a successful skill check, the character gains a bonus modifier equal to +1 per two skill points in Technocracy to any attempt to repair or scavenge parts. In addition, with this skill the character can perform a basic inspection to determine if and how the technology works. If the skill check fails, the modifiers are lost and the basic inspection fails.
  • Specialization:  (Required) By type, mechanics or electronics; this skill may only be used for one type of technology, but may be taken multiple times to pick up both specializations (assuming the character has the skill)
     
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Demolitions
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill know how to safely work with explosives and can judge the appropriate sized charge to demolish a target without causing collateral damage. With a Demolitions Kit and successful skill check, the character is able to handle, position, and discharge an explosive device, based on the number of skill points in Technocracy,  i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice can place, set, and arm an explosive device against a fixed structure (a stationary, unattended inanimate object); while an expert is able to maximize damage with a minimal charge on a fixed or mobile structure by using a less powerful explosive set at a vulnerable point; and a master is able to place, set, and arm explosive devices on any object large enough to accommodate the device. In addition, they are able to disarm explosive devices with a successful skill check, make devices more difficult to be disarmed, adding a -1 modifier per skill point in Technocracy to a disarm check, or identify explosives by type and/or signature builds. If the skill check fails, some aspect of the positioning or discharging fails, causing the device to not go off, not destroy the target, cause collateral damage, etc; while failures to disarm or adding difficulty to disarm could cause the device to detonate.
  • Specialization:  None
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Electronics
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill understand how general wiring and circuit based systems work and are able to repair or replace damaged or overused components. With a successful skill check, an electronic device that has been rendered non-functional from a failed durability save or critical failure can be restored to operational condition, but the repaired device has a -4 modifier to its deflect rating. Destroyed devices cannot be repaired. In addition, this skill can be used to determine the quality of an electronic device and discern new from used technology, no matter how well its been cleaned. Difficulty modifiers may be applied to repairs based on working conditions, quality of parts, and/or tools available. If the skill check fails, additional repair attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be attempted again on that device until the skill rank is increased.
  • Specialization:  (Required) By type: bots, computers, gadgets, armors, weaponry; for the specialization, the modifier to the device deflect rating is reduced one per two skill points in Technocracy; this skill may be taken multiple times to pick up multiple device types
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Mechanics
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill are familiar with vehicles and are able to perform general maintenance, fix structural damage, and replace or repair damaged or faulty components. With a successful skill check, the character is able to return a damaged vehicle to normal working condition based on the number of skill points in Technocracy, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice can repair minor damage at a base (-0-) modifier, with additional levels at a progressive difficult (-4) modifier, i.e. serious damage -4, severe damage -8, critical damage -12; while an expert can repair serious damage at a base (-0-) modifier and a master can repair severe damage at a base (-0-) modifier, progressing as above. Destroyed vehicles may not be repaired. In addition, those with this skill are able to determine the general working condition of the vehicle and its components, with a successful skill check. Difficulty modifiers may be applied to repairs based on working conditions, quality of parts, and/or tools available. If the skill check fails, additional repair attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be attempted again on that vehicle until the skill rank is increased.
  • Specialization:  (Required) By type, air vehicles, ground vehicles, mechs, spacecraft, or watercraft; the difficulty level for repairs is reduced by one level for the specialization, and this skill may be taken multiple times to pick up multiple vehicle types
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Scavenge
  • Attribute:  Perception
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill is used to acquire functional parts to make repairs or replace damaged components. Assuming that they are in a place where the type of technology they are seeking is available, with a successful skill check, the character is able to locate and extract the parts they needs, based on the number of skill points in Technocracy, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice is able to locate flawed parts in poor condition, an expert can find used parts in good condition, and a master can spot those rare parts that are like new or upgrades over the parts being replaced. In addition, this skill can be used in place of Search or Observation while in junkyards to spot something that might be useful or an upgrade. If the skill check fails, the character is unable to locate the components of which they seek; additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made againin that area or region.
  • Specialization:  (Required) By type, mechanics or electronics; this skill may only be used for one type of technology, but may be taken multiple times to pick up both specializations (assuming the character has the skill)
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(E) Hacking
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill is used to circumvent safeguards such as magnetic locks, biometric access, lockout codes, etc, while retaining full functionality of the overall technology. With a successful skill check, the character is able to bypass the security system without setting off warnings or alarms or causing damage. It may be used with an Electronics or Mechanics specialization at a base (-0-) modifier, and the general type of technology at a difficult (-4) modifier. The difficulty and amount of time required is based on the complexity and integration level of the system, as well as the tools available. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again on that system until the skill rank has increased.
  • Example of use:  Override a land-land lock that keeps a spacecraft from taking off, gain access to a penal colony through a loading port, break the encryption of a bot brain to get information, etc.
  • Prerequisites:  The Electronics or Mechanics skill and four skill points in Technocracy
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(E) Hotwire
  • Attribute:  Agility
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill are able to circumvent safeguards such as magnetic locks, biometric access, lockout codes, etc, without regard for further functionality. With a successful skill check, the character is able to rewire, disable, or otherwise sabotage a security system. It may be used with an Electronics or Mechanics specialization at a base (-0-) modifier, and the general type of technology at a difficult (-4) modifier. The difficulty and amount of time required is based on the complexity and integration level of the system, as well as the tools available. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again on that system until the skill rank has increased.
  • Example of use:  Overload a security panel to release a series of magnetic locks, cross-wire a system to activate the engines, destroy a bot brain to remove a memory component, etc.
  • Prerequisites:  The Electronics or Mechanics skill and four skill points in Technocracy
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(E) Inspection
  • Attribute:  Perception
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill knows how to evaluate damage to provide details about a particular scene, including technological failures, sabotage, fault, etc. With a successful skill check, the character can provide general account of the circumstances that led to an accident or other such event and identify contributing factors. In addition, it may be used to help identify or offer speculation on aspects of others who may have been involved, depending on the circumstances. It may be used with an Electronics or Mechanics specialization at a base (-0-) modifier, and the general type of technology at a difficult (-4) modifier. The difficulty and amount of time required is based on the complexity and integration level of the system, as well as the tools available. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made on that scene again until the skill rank has increased.
  • Prerequisites:  The Electronics or Mechanics skill, the Analyze skill, and four skill points in Technocracy
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(E) Jury Rigging
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill are able to effect piecemeal or makeshift repairs using only the tools and materials available at hand. With a successful skill check, the character can temporarily restore basic functionality to damaged or non-functional technology through patchwork repairs. These types of repairs are not stable, typically able to withstand a number of uses equal to the number of skill points in Technocracy before breaking down; any technology that breaks down after being jury rigged carries an additional difficult (-4) modifier to be repaired and cannot be made functional again until actually repaired. Destroyed technology may not be jury rigged. This skill may be used with an Electronics or Mechanics specialization at a base (-0-) modifier, and the general type of technology at a difficult (-4) modifier. Difficulty modifiers may be applied to repairs based on working conditions, quality of parts, and/or tools available. If the skill check fails, additional jury rigging attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be attempted again on that technology until the skill rank is increased.
  • Example of use:  Run a damaged weapons power system through the life support system; use an ammunition clip to power a jet pack for a short hop, use parts from an on board ground vehicle to fix the spacecraft engines, etc.
  • Prerequisites:  The Electronics or Mechanics skill, the Scavenge skill, and four skill points in Technocracy
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(E) Upgrade
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill is used to add or replace technology with better, more versatile, or more powerful technology. With a successful skill check, the character is able to integrate the new technology in with the existing technology, adding to or enhancing its current function. Exactly what can be upgraded is dependent on the quality and function of the technology; all components must be of the same general technology type, must have room for the technology to be added or replaced, and must function on the same type of power. This skill may be used with an Electronics or Mechanics specialization at a base (-0-) modifier, and the general type of technology at a difficult (-4) modifier. The difficulty and amount of time required is based on the complexity of the technology, type of upgrade, and the availability of parts and tools. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, the upgrade is not compatible with the existing technology.
  • Example of use:  Adding a stronger power supply to ionic armor, installing an additional weapon onto a mech, upgrading a bot brain to increase its overall functionality, etc.
  • Prerequisites:  The Electronics or Mechanics skill, the Analyze skill, and four skill points in Technocracy
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(M) Modification
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill are able to change the primary function of some piece of technology. With a successful skill check, the character is able to rearrange, reconfigure, and/or refit the native components so that they fulfill a different purpose; the details of that change depend greatly upon the type of technology, how it works, and the availability of parts, i.e. a prosthetic arm cannot be modified to be a spacecraft, it can, however, be modified to house an energy weapon. All components must be of the same general technology type and there must be a logical path to the modification. This skill may be used with an Electronics or Mechanics specialization at a base (-0-) modifier, and the general type of technology at a difficult (-4) modifier. The difficulty and amount of time required is based on the complexity of the technology, degree of alteration, and the availability of parts and tools. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, the technology is considered to be destroyed.
  • Example of use:  Reconfigure an energy cannon to work as a thruster, turn a holographic projector into a weapon that projects a blinding flash on the end of the target's nose, adapt a land vehicle to function underwater, etc.
  • Prerequisites:  The Electronics or Mechanics skill, the Scavenge skill, and eight skill points in Technocracy
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(M) Reclamation
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill are able to recover the parts of destroyed technology and bring the whole of it back into an operational condition. It may be used with any repair skill, with a difficulty modifier determined by the technology type; destroyed electronics have a difficult (-4) modifier to repair and destroyed mechanics have a very difficult (-8) modifier to repair; those modifiers are reduced by one level for technology within a particular specialization, i.e. bots, ground vehicles, weaponry, mechs, etc. All other modifiers apply normally based on the repair skill.
  • Prerequisites:  The Electronics or Mechanics skill, the Scavenge skill, and eight skill points in Technocracy
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