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04/22/12(Sun)19:06 No.18820188Skills are easy: They get a rating, plus the related attribute, plus any circumstantial modifiers.
The ratings are: Basic, advanced, master. Each rank adds an additional +5 to the target number.
There's also a quick skill test, and an extended test.
In a quick test for mechanics for instance, you might want to diagnose a problem in your damaged thrusters an compensate mid-battle.
Because this is a relatively simple task, it's simply a 'beat the target' scenario. An example would be when Laurie and Ken, the mechanic, disarmed the bomb.
An extended test would be something like repairing a core after battle. You would have two target numbers: a number to roll under for difficulty, and a number of success points needed to finish the task.
In this scenario, the rolls resemble combat, with the effect dice increasing with the success rating, and then potentially exploding the dice for bigger numbers.
You can buy perks and take flaws that make it so that the dice you roll for effect get bigger/smaller.
For instance, Mooch's computer use (required skill for hacking) lets him use a d10, while Dave is tech-retarded as far as computer shit goes, so he would only gets a d4.
It should also be noted that certain things can only be attempted with a certain skill mastery. Take mechanics for instance: You can change a tire untrained. You can realign a gun barrel with basic, you can diagnose a hydraulics problem with advanced, but you aren't even allowed to THINK about touching the reactor core without a skill mastery. |