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The skill that shows your ability to use and understand the technologies of the Future Universe.  
The Tech Level of a Character can act similar to a Rank Dependent Skill and represents the Characters general education and understanding over the universe and there place in it. The different Tech categories are the Tech Levels explained in the [[Tech_Level_and_Civ_Progress|Tech Level and Civ Progress]] page.
{| class="wikitable" style="float:right; margin-left: 10px;"
 
|+ Table: Tech Skill Ranks
<pre style="white-space: pre-wrap;
! style="text-algin:left;" | Tech Skill Rank
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! Ability
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|-
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|0||Able to use some items that allow it, <br />however with a -1 penalty
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Editing Character Sheet: This is located on the first page near the top just above the 'SKILLS' section and below the 'PASS. PERCEPTION' box.
</pre>
 
For a quick review the levels are -1 through 4 and they represent the different scientific knowledges and advancements necessary to advance civilizations into the cosmos.
 
Items in Future Path will be categorized by Tech level. A Character will be given a Tech level at creation that is based on there [[Species]]. The Character by defaults inherits the Tech level of the Civilization he is associated with. However there are exceptions to this rule you will have to read up on those during Character creation.
 
The Tech Skill level determines at what Tech level a Character can craft and repair in. A Character can attempt to repair an item of one higher tech level but must take disadvantage on the Craft Repair check. Any higher then one above the tech level and the Character cannot even attempt a repair. The Character can repair and craft any item of the same or lower tech level.
 
To improve the Tech Level of your Character you most sacrifice an Ability Bonus when the Character levels up to 4th, 8th, 12th, 16th or 20th. The Ability bonus can be instead used on Tech Level instead. It only improves the Tech Level by one. The Character can to this every time they gain an Ability Bonus until they are at Tech Level 4 the maximum level achievable unless special rules say otherwise.
 
== Identify Technology ==
 
The Tech Level can also act like a Skill. More specifically the Knowledge (Technology) skill. Normally a Character can use Knowledge Technology to attempt to identify technological items correctly. However Knowledge skills are unnatural and thus cannot be used until trained and already in the modern world technology is a major part of everyday life. People utilize technology even without knowledge or education regarding the device but they can tell you what it does.. just now how it does it. All Characters have a Tech Level and all Characters can attempt to identify the technology even without Knowledge (Technology). However if they do not have the Knowledge (Technology) skill then they can only successfully identify technology that is within or below there Tech Level regardless of how successful the role was.
 
Tech Level cannot completely replace the Knowledge (Technology) skill. They cannot use there Tech Level to determine how the technology works. They cannot use the skill to help predict what the out come of a particular action will be when using the technology. They can only use it to identify what the technological item does.
 
Tech Level acts like a Trained Knowledge (Technology) skill with zero ranks for only the use of identifying objects that are at or below the Character's Tech Level.
 
==Check==
The DCs for identifying technological items vary depending on the type of information required:
 
Identifying a starship by its hull and configuration, identifying a mecha by its superstructure, or identifying a robot by its frame: DC 10.
 
Determining the function or purpose of a particular mechanical system or cybernetic attachment: DC 15.
 
Recalling the standard, factory-model design specs of a particular type or class of starship, mecha, or robot: DC 20.
 
When confronted with an unfamiliar piece of technology or alien artifact, you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable you to activate the item, nor does it make you proficient with the item. The DC of the Knowledge (technology) check depends on the item being identified and the difference in Progress Level, as shown below:
{| class="wikitable" style="10px;"  
! style="text-algin:left;"|Unfamiliar Item
! DC
 
|-
|-
|1||Able to use items without penalty. <br />However a check is required for some items.
|Basic tool or instrument||10
|-
|-
|2||Able to repair a broken item. However you<br /> take a -4 penalty on your craft repair check.
|Robotic or vehicular component||15
|-
|-
|3||Able to craft an item. However you cannot<br /> make a master worked item of this tech <br />level. However you take a -4 penalty to crafting.
|Cybernetic attachment||20
|-
|-
|4||Able to modify an item. However you take <br />a -4 penalty on your craft modify item. <br />Any repair check is now only -2.
|Alien weapon or nanotechnology||25
|-
|-
|5||Modify penalty now only -2. Crafting <br />penalty is now -2.
|Alien artifact||30
|-
|-
|6||Able to modify without penalty. Able to<br /> Repair without penalty.
|Each step in Progress Level (up or down)||5
|-
|7||Able to craft master worked items. Able <br />to craft without penalty.
|}
|}
This skill is Rank Dependent and just like Language/Knowledge/Craft/Preform have different categories. The different Tech categories are the Tech Levels explained in the [[Technologies|Technologies]] rules section. For a quick review the levels are -1 through 4 and they represent the different scientific knowledges and advancements necessary to not only understand but construct the technology. Every gadget and gismo from something as simple as the Hammer or Plow to a Warp Drive FTL Engine or Plasma Rifle requires some understanding of science. Without at least the basic understanding a Character may not even be able to recognize and thus use the item and most certainly not able to repair/modify/craft the item. Although some technology is designed to be intuitive and simple. A gun for example is pretty easy to identify and use even if one doesn't even remotely understand how it works.
Items in Future Path will be categorized by Tech level. A Character will be given a Tech level at creation. The Character by defaults inherits the Tech level of the Civilization he is associated with. However there are exceptions to this rule you will have to read up on those during Character creation. In order to use an Item you do not normally need to do a Skill check unless specified. However some items you cannot use unless you have at least a Rank in the items Tech level. So if the Nano-MedPac is a Tech Level 2 item you must have a rank in the skill Tech(Level 2). Only a single Rank is required for the use of any item of any Tech Level. Some items do not require a rank in the skill Tech for use. You can attempt to use those items but with a -2 penalty where applicable. For example most weapons do not require ranks in there associated Tech Level to use. However without the rank the Player must take a -2 penalty when using that weapon. For more information on what you can/cannot do per Tech rank review the table below.
Whatever your Characters starting Tech level is they start out with Rank 3 in that Tech Level and Rank 7 in all Tech levels below that Level. That Tech level and the Tech levels below it are considered "class skills" when spending skill points. (However you do not get the bonus +3 that you get with other Class skills that have Ranks.) That means when adding Ranks to your Tech Level skill you only have to spend one point for one Rank.
==Check==
==Action==
==Try Again==

Latest revision as of 06:50, 3 August 2016

The Tech Level of a Character can act similar to a Rank Dependent Skill and represents the Characters general education and understanding over the universe and there place in it. The different Tech categories are the Tech Levels explained in the Tech Level and Civ Progress page.

Editing Character Sheet: This is located on the first page near the top just above the 'SKILLS' section and below the 'PASS. PERCEPTION' box. 

For a quick review the levels are -1 through 4 and they represent the different scientific knowledges and advancements necessary to advance civilizations into the cosmos.

Items in Future Path will be categorized by Tech level. A Character will be given a Tech level at creation that is based on there Species. The Character by defaults inherits the Tech level of the Civilization he is associated with. However there are exceptions to this rule you will have to read up on those during Character creation.

The Tech Skill level determines at what Tech level a Character can craft and repair in. A Character can attempt to repair an item of one higher tech level but must take disadvantage on the Craft Repair check. Any higher then one above the tech level and the Character cannot even attempt a repair. The Character can repair and craft any item of the same or lower tech level.

To improve the Tech Level of your Character you most sacrifice an Ability Bonus when the Character levels up to 4th, 8th, 12th, 16th or 20th. The Ability bonus can be instead used on Tech Level instead. It only improves the Tech Level by one. The Character can to this every time they gain an Ability Bonus until they are at Tech Level 4 the maximum level achievable unless special rules say otherwise.

Identify Technology

The Tech Level can also act like a Skill. More specifically the Knowledge (Technology) skill. Normally a Character can use Knowledge Technology to attempt to identify technological items correctly. However Knowledge skills are unnatural and thus cannot be used until trained and already in the modern world technology is a major part of everyday life. People utilize technology even without knowledge or education regarding the device but they can tell you what it does.. just now how it does it. All Characters have a Tech Level and all Characters can attempt to identify the technology even without Knowledge (Technology). However if they do not have the Knowledge (Technology) skill then they can only successfully identify technology that is within or below there Tech Level regardless of how successful the role was.

Tech Level cannot completely replace the Knowledge (Technology) skill. They cannot use there Tech Level to determine how the technology works. They cannot use the skill to help predict what the out come of a particular action will be when using the technology. They can only use it to identify what the technological item does.

Tech Level acts like a Trained Knowledge (Technology) skill with zero ranks for only the use of identifying objects that are at or below the Character's Tech Level.

Check

The DCs for identifying technological items vary depending on the type of information required:

Identifying a starship by its hull and configuration, identifying a mecha by its superstructure, or identifying a robot by its frame: DC 10.

Determining the function or purpose of a particular mechanical system or cybernetic attachment: DC 15.

Recalling the standard, factory-model design specs of a particular type or class of starship, mecha, or robot: DC 20.

When confronted with an unfamiliar piece of technology or alien artifact, you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable you to activate the item, nor does it make you proficient with the item. The DC of the Knowledge (technology) check depends on the item being identified and the difference in Progress Level, as shown below:

Unfamiliar Item DC
Basic tool or instrument 10
Robotic or vehicular component 15
Cybernetic attachment 20
Alien weapon or nanotechnology 25
Alien artifact 30
Each step in Progress Level (up or down) 5