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Operations Skill Set<br />
Craft (Item)<br />
Wisdom; the character is skilled at making a particular type of item. The character can choose any<br />
item on the General Equipment list or a specific type of weapon. This skill must be taken<br />
independently for each item the character wishes to know how to Craft.<br />
Demolition<br />
Wisdom; there are circumstances when the need arises to take something apart without worrying<br />
about keeping any salvageable parts.<br />
Render Inoperative<br />
Intelligence; this skill is used in order to stop a timer on an explosive device, cause doors to stay shut,<br />
disable communication systems onboard a starship or a myriad of other possible uses.<br />
Repair<br />
Intelligence; when something breaks or a character is attempting to upgrade a system, a repair check<br />
is made. A character adds their ranks in Repair to any relevant Skill Checks made.<br />
Repair is also the skill used to 'heal' Androids and Physical Avatars. Each skill roll uses up 1 'unit' of<br />
components. Each Unit of components costs 500 credits.<br />
DC checks below<br />
To do<br />
Target<br />
DC<br />
Target DC<br />
(No<br />
Tricorder)<br />
Target DC (No Repair Equipment<br />
at all)<br />
Time Take 10 Take 20<br />
Target is at 75% health 10 15 20 1 hour 2 hours 4 hours<br />
Target is at 50% health 15 20 25 2 hours 3 hours 6 hours<br />
Target is at 25% health 17 22 27 3 hours 4 hours 6 hours<br />
Target is at 0 HP 20 25 30 4 hours 4 hours 12 hours<br />
Target is in negative HP 25 30 35 6 hours 12 hours 24 hours<br />
Transporter Use(INT)<br />
Teleporting is a dark and mysterious art form.<br />
To do<br />
Target DC<br />
Basic Ship to Ship 5<br />
Basic Ship to Planet 10<br />
Point to Point 14<br />
Precise to 5ft +2<br />
Range over 20,000 km +2<br />
Max Range (40,000 km) +4<br />
Using controls you have been -2<br />
trained with<br />
Picking up signal from comms -1 per unit up to -5<br />
badge / tricorder<br />
Interference<br />
+1 to +10 (GM decision)<br />
Additional People<br />
+1 to roll per person beyond the<br />
first.<br />
(+3 per person if they are not<br />
standing next to each other)<br />
Picking up an individual that has not +10