« 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.
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.
Use Science to:
(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.
(Science vs. 11)
This removes security encryptions to allow anyone to use the module or door.
(Science vs. 11, +3 per additional target)
This removes the EMP effect from any adjacent target and all of their equipment.
(Science or Engineering vs. 11, and requires a MedKit, ToolKit, or battlestation)
This reduces the ionization markers on a target to zero. You may add +3 per additional adjacent target.
(Science vs. 11, requires MedKit or 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.
« Piloting « | Table of Contents | » Diplomacy » |
---|