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==== Expanded and New Skills Uses ==== '''Capital Ship Pilot''' (Intelligence): Piloting the capital class starships (Behemoth size or larger) is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle Houserules (pg. 14-19). '''Computer Use''' (Intelligence): This skill can be used to access data (both hidden and public) from a computer system, and for crafting of programs which are used to program or reprogram a golem (drone and robots), etc.</br> Getting information from a computer system requires that you are connected to the appropriate network or system, have found the system that you wish to access and the system having at least an Indifferent attitude towards you (hence it will share its information with you). In the DragonStar universe there are two major computer systems types. Most are connected via the '''''EtherRealm''''' – a semi-magical internet which is connected over the vastness of space via hyperspace communication boosters and independent systems. The EtherRealm connects millions or billions of different systems (think modern servers and data-houses) creating HUGE amounts of data that might easily overwhelm a searcher who doesn’t know what they are looking for. The second are '''''Closed Systems''''' which are not connected to the galactic network and can only be access locally (physically at their location). In both cases one must be connected in some way to the system to access information. This can be wirelessly or while working on a connected terminal. ''Public'' systems or boards treat all uses as Indifferent with no formal security setup for access of basic information by default. Remember this is the information that someone wants to share with everyone, be it the publicity information for an interstellar corporation or an open public chat room.</br> ''Private'' systems treat all users as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.</br> In order to improve a systems attitude requires one hour of full concentration work and a '''DC10''' Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the '''DC''' by +5 (Indifferent '''DC15''', Unfriendly '''DC20''' and Hostile '''DC25'''). Success improve the systems attitude by one level. You can decrease this '''DC''' by 5 if you spend twice as much time working in the system, and you can reduce the '''DC''' by 10 by spending at least six hours working on the system. However the lowest the '''DC''' can be reduced in this way is to a 10. To make a check every 10 minutes increase the '''DC''' by +5.</br> With a Hackers kit (pg. 79) the base time decreases to 10 minutes and uses the Intelligence (Thievery) skill instead. A hacker can reduces the '''DC''' by 5 if you spend 30 minutes working on the system or by 10 for spending one hour but the minimum '''DC''' is skill 10. For making a check every minute increase the '''DC''' by +5 and to reduce the time to 1 Action increases the '''DC''' by +10.</br> Every hour you are in a computer section that you are not allowed in the systems its A.I. and/or security operates looking for such intrusions, gets a chance to detect you. Makes an opposed Intelligence (Computer Use) with it. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but is made every minute (10 rounds) in a restricted area and every round in a private or secure area. If it successes you are kick out of the system and you cannot access it. You must wait at least 24 hours to try and access a system again.</br> To access the specific information that you wish requires an Action and a Computer Use skill check '''DC5''' with a Helpful system, '''DC10''' Friendly system or a '''DC15''' with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the '''DC''' by +5 grants additional or more detailed information. Each additional +5 you beat the '''DC''' increases the information granted.specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.</br> Systems Attitude {| class="wikitable" | '''Hostile''' || Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection. |- | '''Unfriendly''' || Treats you as an unauthorized users and blocks your access to its programs and information. |- | '''Indifferent''' || Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks. |- | '''Friendly''' || Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands). |- | '''Helpful''' || Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command). |- |} Computer Use is also used to plot a jump course (see StarCaster Navigation) or use scanners (both starships pg. 19 and hand scanners, see Gear).</br> You can also use Computer Use to program a Golem or Vehicle A.I., this includes installing a Skill, Weapon or Armor Proficiency or adding a Feat to one. First the programmer must have to access to a program that can be installed into a Golem or Vehicle. See Vehicle and Golem creation rules for cost. To install it takes one hour of work and a '''DC15''' Computer Use skill check. '''Drive''' (Dexterity): This skill covers the control all landcraft (bikes and landcars), skimmers (hovercraft), walkers (2 or more legs), tracked and watercraft (including submersibles) vehicles. A basic maneuver checks (i.e. avoiding object or making your way around a tight corner) would require a '''DC15''' skill check. Failure should deal 1d6 damage equal to the vehicle size modifier +1. See Vehicle Houserules. '''Gambling''' (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base '''DC15''' is a good starting point. '''Gather Information''' (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a '''DC10''' check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a '''DC15''' and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a '''DC20''' and cost 1d8 x100 credits.</br> One could also try and ''grease the wheels'' by offering additional credits to either speed up time or gain additional information; GM’s call but as a good basic double the amount above could halve the time required or gain a bit more info at each level. '''Mechanic''' (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing starships and restoring shields. See Spellware for fixing cybernetics and Vehicle Houserules for repairing vehicles and starships, rerouting power and restoring force fields. For a Golem it takes one hour of work and a '''DC15''' check and restores 1d4 + the mechanic’s proficiency bonus and Intelligence modifier. All of these repair types require 10 credits worth of spare parts per Hit Point repaired (from Widget Bags or purchasing the parts).</br> Planting explosives base '''DC15'''. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see Gear) the '''DC''' increases by +5 or +10 if no tools are available (like a repair kit). With a '''DC20'''+ the explosives will ignore Hardness of structures or vehicles that they are placed on. '''Physical Science''' (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, etc.) and how to use them.</br> It can be used to understand planetary readings from sensors (and what one might except onsite based on those readings), understand stellar fluctuation readings, etc. The GM should set the skill '''DC''' depending on how much information the user can gain and what its’ trying to discover. '''Pilot''' (Dexterity): This skill is use to control Aerocraft (propeller and jet aircraft), Choppers (helicopters), Filters (anti-grav) and non-Capital Starcraft. For most checks are the same as Drive (see above) but also see Vehicle Houserules. '''Technology''' (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology. It is a '''DC10''' skill check to recognize a model of a simple or common piece of tech like a comlink or dataslate. A '''DC15''' for a more complete model like a Maglock or hand weapon scanner and for extremely advanced items increase to '''DC20''' to recognize a rare or advanced piece of tech like a StarCaster engine.</br> If you are untrained in the use of a particular technology and you made your check to recognize it, you can use your Intelligence (Technology) proficiency to try but the '''DC''' is always increase by at least +5 over the basic difficulty it would normally be. If you fail any such check is at disadvantage.</br> Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources. '''Thievery''' (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Hacking kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use).</br> A Security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See GeneLocks, MagLock, etc. in Gear for most '''DC''' of standard locks. Without the correct tools the '''DC''' is +5 or 10 higher or can be attempted with a Computer Use skill by hacking the system. To overcome a weapons or similar security system or hand scanner requires a '''DC20''' Intelligence (Thievery) skill check.</br> Forgery kit to make fake documents that will fool security check points, the '''DC15-25''' depending on the level of security, area, etc. Most Identification in the DragonStar setting are paperless and maintained on a securer dataslate for most people but others still carry physical IDs in some regions. These can allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.
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