Sci-Fi Abilities#

Sci-Fi General#

Tech Armor

General Technology Proficiency

You can add and remove electronic weapon and armor upgrades, as well as components, using the tech kit or repair kit without risk of damaging them. Each takes 30 minutes to install and calibrate, and half as much time to remove.

Normal: Upgrades require a tech kit, a target 12 KNO roll, and take 1hr to install or remove — on a failed roll the upgrade takes 1d4 damage and 3d20 minutes is wasted. Components follow the same process; on a failed roll the component takes 1d4 damage and 1d4 supplies are wasted.

Companion Bot

General Robotics Proficiency, Level 3

You may designate one drone or robot under your control, whose base level is no greater than ½ your own, as your companion. Doing so takes one full day of tinkering and the use of a tech kit with supplies. Companion bots may use their owner’s KNO and INS in place of their own, whichever is higher. You gain a minor advantage to all rolls made to repair your companion due to your familiarity. You are always able to understand your companion and communicate with it via normal speech. Unlike commanding other automated machines, it does not cost any AP to command your companion, the two of you act in sync.

Normal: Repairs to most automated machines require the tech kit with supplies and a successful target 12 KNO check. It takes one hour to repair one VIT, condition, or wound individually. Repairing multiple VIT/conditions/wounds requires additional KNO rolls and time for each. Many Drones and robots must be commanded to take actions for 1 AP per command.

Ghost Protocol

Comp Jack Proficiency, KNO 2, Level 5

After successfully accessing a system using your comp jack, you may leave a passive process running on the terminal to maintain a link. While within 300ft of the linked terminal, you may access and interact with the system remotely as if physically present. Each remote action requires one supply roll against the comp jack. The link ends if the comp jack is used for an unrelated action, the terminal is directly accessed by another user, or the comp jack leaves range or loses power.

Opensaysame

General Technology Proficiency

Some doors require your special touch. 1/day as long as you have at least one luck point remaining, you can spend 2 AP to break an electronic door control panel with a successful attack and guarantee the door opens or closes (your choice).

This ability can be selected up to three times to increase the usage, to a maximum of 3/day.

Rigged Comp Jack

Comp Jack Proficiency, General Technology Proficiency, DEX 2, KNO 2

By lowering the supply of your tech kit by two die sizes, you can build a makeshift comp jack. Unlike a normal comp jack, a rigged comp jack has a supply of 1d8 before it burns out and becomes useless. Building a rigged comp jack takes a total of 20 AP that can be spent over multiple rounds even if interrupted.

Salvage

Repair Kit Proficiency

You are able to salvage usable materials from mechanical wreckage using the repair kit. For 10 AP you may attempt to refill one die size of a Repair Kit or Tech Kit from wreckage such as a broken drone, vehicle, or computer terminal. Each attempt has a 50% chance of success. You may only attempt this ability once per piece of wreckage — what counts as a single piece is up to GM discretion, though larger items such as vehicles may allow for multiple attempts on different sections. This ability’s AP cost may be spread over multiple turns.

Signal Intelligence

Comp Jack Proficiency, KNO 1

You are trained in signal interception and analysis. Using a comp jack, you may scan for communications within the comp jack’s effective range, either by monitoring for specific keywords or topics. The comp jack must be connected to a communication device to use this ability. Setting up the comp jack for this purpose costs 3 AP and the scan runs for 1d6+1 rounds per supply roll (using the comp jack’s battery). Intercepted communications can be displayed on the comp jack’s screen or played through the communication device. Only unencrypted messages or signals are revealed through the scan.

Special Encouragement

General Robotics Proficiency, Companion Bot, KNO 3

1/day With a few well-placed adjustments and maybe a few good whacks you can quickly repair your companion drone for 1 VIT without using supplies for 3 AP. Tools from a Tech Kit are still required. Must be adjacent and unrestrained to use this ability.


Sci-Fi Battery#

Battery Saboteur

General Technology Proficiency, one other Battery ability, KNO 4

You can easily turn battery cores into explosives. Doing so requires a use of the tech kit with supplies and takes one minute. Explosive cores deal damage based on size and charge. To roll damage, roll the battery’s current charge (supply) and use the chart below. They can be set to explode with a hard impact, or be rigged to explode on a pre-set timer of up to 2 minutes.

Battery SizeBurn DamageSplash Radius
MiniCharge ÷ 25ft
SmallCharge10ft
MediumCharge x215ft
LargeCharge x420ft
IndustrialCharge x630ft
Battery Saver

You manage to squeeze just a bit more out of battery cores. You can re-roll a failed supply roll once per day.

Overcharge

General Technology Proficiency, KNO 2, Level 3

2/day you may push a battery-powered weapon beyond its rated output. This ability must be declared at the start of an attack, before decision dice are rolled. If the attack succeeds, roll one of the weapon’s current battery supply dice as bonus damage — that die then drops one size. If the weapon has multiple supply dice, choose which to roll and lower.

Power Main Tap

General Technology Proficiency, KNO 3, Level 5

Using a tech kit and supplies, you may attempt to tap into a large power source — such as a ship reactor, generator, or grid terminal — to rapidly recharge one standard battery. This requires 10 AP, a target 12 KNO check, and one supply roll. On a success, the battery recharges 1 die size per minute, but its maximum charge is permanently lowered by one die size. On a failure, the attempt fails and the supplies are wasted.

Swift Custom Battery

General Technology Proficiency, KNO 3

You can spend 4 AP and a use of the Tech Kit with supplies to install a battery of up to two sizes smaller or larger than required into a piece of equipment. Results of fit, placement, and object handling, may vary by combination.

Normal: Installing a battery of a different size requires a target 14 KNO check, 10 minutes, and is limited to batteries one size larger or smaller.