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The Science Officer is a [[Space_Ships#Ship_Positions|Ship Position]]. There are other ship positions that can be review and can effect this position.
The Science Officer is a [[Space_Ships#Ship_Positions|Ship Position]]. There are other ship positions that can be review and can affect this position.


This is considered a secondary ship position.
This is considered a secondary ship position.
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== Description ==
== Description ==


The Science Officer normally assists the ships adventures discovering new life forms or studying astrological phenomenon or charting new star systems. They can preform a lot of white collar and civilian like duties on-board a space ship. However having a highly trained expert can also be useful in combat. Many scientist can use there expertise to do cyber warfare and defend against cyber warfare. They can also help decipher crypto messages and jam signals.  
The Science Officer normally assists the ship's adventures discovering new life forms or studying astrological phenomenon or charting new star systems. They can perform a lot of white collar and civilian like duties onboard a spaceship. However, having a highly trained expert can also be useful in combat. Many scientists can use there expertise to do cyber warfare. They can also help decipher crypto messages.  


: '''Associated Ship Attribute''': Primary Sensors and Secondary Electronics
: '''Associated Ship Attribute''': Primary Electronics and Secondary Sensors
: '''Officer Functions''': Study (This is effectively the 'study' skill for characters and uses the same bonuses.) The Scienciest can focus on studing and learning some unknown object. Wither it be military super weapon secrets or some ancient tablet that holds hidden knowledge.
: '''Officer Functions''':  
: '''Associated Ship Functions''': [[Beam]], [[Cloak]], [[Crypto]], [[Hack]], [[Jam]], [[Scan]]
:# <u>[[Boost]]</u>: This provides a modifier bonus to one of the ship Attributes excluding Structure. It uses ship Electronics. It converts the Ships Electronic Modifier over to either Engines/Weapons/Shields/Sensors. If the Science Officer wants to boost Electronics it is instead an assist check with the other ship officer who is attempting to use the ship Electronics for something. The Science Officer helps the other officer use the electronics more effectively. If the Electronics Mod is 0 then it cannot provide any more boost. This also takes away the Electronics Mod for that round. The DC is 10. If successful Electronics loses 1 modifier and it is instead given to a different ship system. For every 5 the Science Office beats the 10 another +1 is taken from Electronics and given to the Attribute being boosted. Only one attribute can be boosted a turn. Afterward a cooldown of 1 turn where that Attribute cannot be boosted. The same DC is applied to Electronics but it doesn’t have a cooldown.
:# <u>[[Hack]]/Counter Hack</u>: Hacking uses the ships Computers and Communications systems (Electronics and Sensors) to attempt to gain access to an enemy ship’s systems. The DC 10 + Target Electronics Mod + Target Sensors Mod + Misc Mods. The roll is d20 + Electronics Mod + Sensors Mod. Once in however the ship’s sensors no longer help perform further actions. Hacking is similar to Grappling in that it occurs over multiple turns and has stages. The first stage is attempting to break into the system. The second stage is information gathering and system disruption. The third stage is direct system harm. Each stage the enemy ship has the ability to detect the hack as well as the ability to expel the person. Each turn the Hacker is in the system the harder it gets to stay in the system. More details can be read on the website.
: '''Advanced Officer Functions''':
:# <u>[[Cloak]]</u>: This ability allows the ship to increase its Detection DC hopefully making it not detectable by other enemy ships without a Scan. If this is the case the ship can only be targeted by weapons on a successful scan check.
:# <u>[[Crypto]]</u>: This ability allows the ship to encrypt information so that it is more difficult for a hack to get information. So that communications between ships cannot be seen, read or even detected. This can also be used to attempt to decrypt enemy ships information or communications. This can be used to also secure communication with Drones so that they are not Jammed by the enemy.

Latest revision as of 04:12, 20 October 2018

The Science Officer is a Ship Position. There are other ship positions that can be review and can affect this position.

This is considered a secondary ship position.

Description

The Science Officer normally assists the ship's adventures discovering new life forms or studying astrological phenomenon or charting new star systems. They can perform a lot of white collar and civilian like duties onboard a spaceship. However, having a highly trained expert can also be useful in combat. Many scientists can use there expertise to do cyber warfare. They can also help decipher crypto messages.

Associated Ship Attribute: Primary Electronics and Secondary Sensors
Officer Functions:
  1. Boost: This provides a modifier bonus to one of the ship Attributes excluding Structure. It uses ship Electronics. It converts the Ships Electronic Modifier over to either Engines/Weapons/Shields/Sensors. If the Science Officer wants to boost Electronics it is instead an assist check with the other ship officer who is attempting to use the ship Electronics for something. The Science Officer helps the other officer use the electronics more effectively. If the Electronics Mod is 0 then it cannot provide any more boost. This also takes away the Electronics Mod for that round. The DC is 10. If successful Electronics loses 1 modifier and it is instead given to a different ship system. For every 5 the Science Office beats the 10 another +1 is taken from Electronics and given to the Attribute being boosted. Only one attribute can be boosted a turn. Afterward a cooldown of 1 turn where that Attribute cannot be boosted. The same DC is applied to Electronics but it doesn’t have a cooldown.
  2. Hack/Counter Hack: Hacking uses the ships Computers and Communications systems (Electronics and Sensors) to attempt to gain access to an enemy ship’s systems. The DC 10 + Target Electronics Mod + Target Sensors Mod + Misc Mods. The roll is d20 + Electronics Mod + Sensors Mod. Once in however the ship’s sensors no longer help perform further actions. Hacking is similar to Grappling in that it occurs over multiple turns and has stages. The first stage is attempting to break into the system. The second stage is information gathering and system disruption. The third stage is direct system harm. Each stage the enemy ship has the ability to detect the hack as well as the ability to expel the person. Each turn the Hacker is in the system the harder it gets to stay in the system. More details can be read on the website.
Advanced Officer Functions:
  1. Cloak: This ability allows the ship to increase its Detection DC hopefully making it not detectable by other enemy ships without a Scan. If this is the case the ship can only be targeted by weapons on a successful scan check.
  2. Crypto: This ability allows the ship to encrypt information so that it is more difficult for a hack to get information. So that communications between ships cannot be seen, read or even detected. This can also be used to attempt to decrypt enemy ships information or communications. This can be used to also secure communication with Drones so that they are not Jammed by the enemy.