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| [6] Skills |
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Skills make certain actions throughout the world easier. If you have a high
skill in Computer Use, for example, you can hack into computers for much less
spikes than a normal person would. Treat Injury allows you to heal more health
points, and Persuade gives you a better chance of making people see your point
of view. For descriptions on all of them, read further.
All descriptions are taken from in-game.
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| [6.1] Computer Use |
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Related Attribute: Intelligence
Computer Use allows a character to slice computer programs using disposable
logic rams called computer spikes. A character might disable gun turrets or
flood a patrol area, with more complicated tasks requiring more spikes. A high
rank in this skill reduces the number of spikes required by 1 (to a minimum of
1 for every 4 points total, including attribute score modifiers.
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| [6.2] Demolitions |
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Related Attribute: Intelligence
Demolitions can be used to set, recover or disarm mines. Such devices are
either of low (DC15 to set), medium (DC20 to set), or high difficulty (DC25 to
set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover
the mine adds +10 to the DC. This skill cannot be used untrained.
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| [6.3] Stealth |
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Related Attribute: Dexterity
Stealth governs the use of camouflage devices to enter Stealth Mode. If a
character equips such a device and activates Stealth Mode, opponents must make
an Awareness check versus the character's Stealth skill or be unable to detect
them, even if the character is in a direct line of sight. A character in
Stealth Mode can set, disable, and recover mines, use computers and repair
droids, and open doors or containers. Party members will not automatically
enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode
will not work without a camouflage unit. Units of higher quality grant a bonus
to the skill.
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| [6.4] Awareness |
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Related Attribute: Wisdom
Awareness governs the ability of a character to spot objects or enemies hidden
by Stealth. If a successful check of this skill is made against the Stealth
skill of the enemy or the DC of a mine, the enemy or object is noticed and
becomes visible. Awareness is always active, but results are best while a
character is moving slowly. Running imparts a -5 penalty to any checks of the
skill.
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| [6.5] Pursuade |
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Related Attribute: Charisma
Only the main player character can select this skill during level-up. Persuade
options appear in dialogue when interesting or sensitive information is
available that a character might otherwise be reluctant to reveal. When
selected, rank in this skill is compared with how extreme the request is
(Difficulty Class low, medium, or high, relative to player level). A guard
might easily agree to increase a bounty, but convincing him to leave his post
would be much harder.
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| [6.6] Repair |
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Related Attribute: Intelligence
Repair allows a character to fix disabled mechanical devices like droids using
disposable packages of parts. The number of part kits required increases with
the difficulty of the repair. This skill reduces the number of parts required
by 1 (to a minimum of 1) for every 4 points total, including attribute score
modifiers. This skill also modifies the amount of vitality points recovered
when party members droids use repair kits, advanced repair kits, and
construction kits on themselves to repair combat damage.
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| [6.7] Security |
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Related Attribute: Wisdom
Security is used to access electronic locking devices. Once a character
invests points in this skill, it becomes one of the default options on targeted
doors and containers. Security spikes can grant a bonus to the skill, and any
in inventory will also appear as a default option on targeted doors and
containers. Characters with no points invested cannot attempt to use this
skill.
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| [6.8] Treat Injury |
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Related Attribute: Wisdom
Treat Injury improves the amount of damage healed when a medpac is used, adding
the modified rank to the number of vitality points healed. Advanced medpacs
and life support packs apply multipliers to the user's skill, increasing the
amount healed again.
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