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content:science [2017/07/09 17:32] – created lektucontent:science [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1
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-===== Science ===== 
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-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. 
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-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. 
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-**Use Science to:** 
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-  * //Hack enemy doors and battlestations.// 
-  * //Heal personal damage with a MedKit (page 94).// 
-  * //Neutralize Toxins and Drugs with a MedKit or Sick Bay.// 
-  * //Operate Science Modules: Cloaking Device ([[Cloaking Device|page 126]]), Science Bay ([[Science Bay|page 140]]), Hyperdrive ([[Hyperdrive|page 132]]), Teleporter ([[Teleporter|page 142]]), Sick Bay ([[Sick Bay|page 141]]).// 
-  * //Repair or Upgrade anything bot-sized or smaller.// 
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-==== Repair ==== 
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-//(Science vs. 11)// 
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-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. 
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-==== Hack ==== 
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-//(Science vs. 11)// 
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-This removes security encryptions to allow anyone to use the module or door. 
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-==== De-EMP ==== 
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-//(Science vs. 11, +3 per additional target)// 
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-This removes the EMP effect from any adjacent target and all of their equipment. 
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-==== De-Ionize ==== 
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-//(Science or Engineering vs. 11, and requires a MedKit, ToolKit, or battlestation)// 
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-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 ==== 
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-//(Science vs. 11, requires MedKit or Sick Bay)// 
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-Success removes all toxin and drug effects from the target. You may reduce the difficulty by 3 if you are using a Sick Bay. 
  
content/science.1499646732.txt.gz · Last modified: 2017/07/09 17:32 by lektu