Tech: Difference between revisions

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==Check==
==Check==
:The DCs for identifying technological items vary depending on the type of information required:
The DCs for identifying technological items vary depending on the type of information required:
Identifying a starship by its type and subtype, identifying a mecha by its superstructure, or identifying a robot by its frame: DC 10.
Identifying a starship by its type and subtype, 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.
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.
Recalling the standard, factory-model design specs of a particular type or class of starship, mecha, or robot: DC 20.



Revision as of 05:13, 6 May 2016

The skill that shows your ability to use and understand the technologies of the Future Universe.

Table: Tech Skill Ranks
Tech Skill Rank Ability
0 Able to use some items that allow it,
however with a -2 penalty
1 Able to use items without penalty.
However a check is required for some items.
2 Able to repair a broken item. However you
take a -4 penalty on your craft repair check.
3 Able to craft an item. However you cannot
make a master worked item of this tech
level. However you take a -4 penalty to crafting.
4 Able to modify an item. However you take
a -4 penalty on your craft modify item.
Any repair check is now only -2.
5 Modify penalty now only -2. Crafting
penalty is now -2.
6 Able to modify without penalty. Able to
Repair without penalty.
7 Able to craft master worked items. Able
to craft without penalty.

This skill is Rank Dependent and just like Craft/Preform/Language have different categories. The different Tech categories are the Tech Levels explained in the Tech Level and Civ Progress page. 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.

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.

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 Rank up the Tech skill the player must spend 3 skill points the Tech Level is *NEVER* considered a Class Skill by any class. However it is 'Trained' by default for all characters unless you spin up a Character from a tech 0 or -1 civilization.

Identify Technology

Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices. You can make a Knowledge (technology) check to correctly identify starships, mecha, robots, and cybernetic attachments, as well as identify unfamiliar technological devices.

Check

The DCs for identifying technological items vary depending on the type of information required: Identifying a starship by its type and subtype, 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