Tech

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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 Language/Knowledge/Craft/Preform have different categories. The different Tech categories are the Tech Levels explained in the 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 to the right.

Whatever your Characters starting Tech level is they get 3 Ranks 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.

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


Check

Using an item in many cases is similar to "Use Magic Device" in other d20 Fantasy settings. However normally checks are only required in combat situations or any situation where there is a chance for failure. A player must make a check whenever in one of those situations. The player uses the Tech level associated with the item for the check. If the Character has not ranks in the tech level, some items can be used "untrained" but you take a -2 penalty.

Action

Once you succeed a check you can use the item you preformed the check on. The item in question should have an action description that may have further details based on what you rolled.

Try Again

In most cases Tech checks are used on an Tech item during combat. In a situation like that you cannot retry a Tech check until your next turn.

Any situation outside of combat you may attempt to re-try or take 10 or 20.