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content:official:rules:science [2017/07/26 23:01] – [Science] curufea | content:official:rules:science [2017/11/05 01:37] (current) – curufea | ||
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===== Science ===== | ===== Science ===== | ||
+ | | << [[Piloting]] << ^ [[Table of Contents]] | >> [[Diplomacy]] >> | | ||
Science is something of a catch-all with a broader range of uses than the other skills. Science is used to repair anything bot-sized or smaller. | Science is something of a catch-all with a broader range of uses than the other skills. Science is used to repair anything bot-sized or smaller. | ||
- | You'll also employ Science to use a MedKit for healing, as well as operating the science-based modules: Cloaking Device, Hyperdrive, Science Bay, Sick Bay and Teleporter. | + | You'll also employ Science to use a [[..: |
**Use Science to:** | **Use Science to:** | ||
* //Hack enemy doors and battlestations.// | * //Hack enemy doors and battlestations.// | ||
- | * //Heal personal damage with a MedKit (page 94).// | + | * //Heal personal damage with a [[..: |
- | * // | + | * // |
- | * //Operate Science Modules: | + | * //Operate Science Modules: [[..: |
* //Repair or Upgrade anything bot-sized or smaller.// | * //Repair or Upgrade anything bot-sized or smaller.// | ||
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//(Science vs. 11)// | //(Science vs. 11)// | ||
- | Repair anything bot-sized or smaller (such as personal equipment). Yes, there is overlap with Engineering and bots. Reduce the difficulty of this check by 1 if you have a WristComp. | + | Repair anything bot-sized or smaller (such as personal equipment). Yes, there is overlap with [[Engineering]] and bots. Reduce the difficulty of this check by 1 if you have a [[..: |
==== Hack ==== | ==== Hack ==== | ||
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==== De-Ionize ==== | ==== De-Ionize ==== | ||
- | //(Science or Engineering vs. 11, and requires a MedKit, ToolKit, or battlestation)// | + | //(Science or Engineering vs. 11, and requires a [[..: |
This reduces the ionization markers on a target to zero. You may add +3 per additional adjacent target. | This reduces the ionization markers on a target to zero. You may add +3 per additional adjacent target. | ||
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==== Neutralize Toxins and Drugs ==== | ==== Neutralize Toxins and Drugs ==== | ||
- | //(Science vs. 11, requires MedKit or Sick Bay)// | + | //(Science vs. 11, requires |
Success removes all toxin and drug effects from the target. You may reduce the difficulty by 3 if you are using a Sick Bay. | Success removes all toxin and drug effects from the target. You may reduce the difficulty by 3 if you are using a Sick Bay. | ||
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+ | | << [[Piloting]] << ^ [[Table of Contents]] | >> [[Diplomacy]] >> | | ||
{{tag> | {{tag> |