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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).// | ||
- | * // | ||
- | * //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. | ||