Consumables: Skill Items

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Consumables: Skill Items

Postby mindwanders » Sat Aug 31, 2013 11:10 am

Skill Test Consumables

Sacred Machine Spirit (10WU)
You carry with you a blessed and sanctified machine spirit provided to you by the Tech Priests. It is capable of overpowering the spirit of the sullied machine spirit you are communing with to deactivate a subsystem.
This can be used instead of playing a card from your Hacking Tool deck and will automatically overcome a single Subsystem Card. This is a single use consumable. This item can be manufactured in a Tech III Manufactorum.

Displacement Field (10WU)
Although reactive displacement fields for use on the battlefield are almost impossible to come by, this short ranged teleporter will allow you to bypass a single part of the security system.
This can be used instead of playing a card from your Security Tool deck and will automatically overcome a single Defence Card.This is a single use consumable. This item can be manufactured in a Tech III Manufactorum.

Repair Nanites (10WU)
The greatest of Tech Priests have access to ancient Archeotech farms that breed nanites capable of repairing almost any device. Although almost impossible to acquire in large volumes, these will repair a single subsystem of any device.
This can be used instead of playing a card from your Repair Tool deck and will automatically overcome a single Fault Card.This is a single use consumable. This item can be manufactured in a Tech III Manufactorum.

Micro Stasis Field (10WU)
This small single use stasis field projector is capable of isolating a single part of an explosive device until the rest of the device can be disabled.
This can be used instead of playing a card from your demolitions tool deck and will automatically overcome a single Device Card.This is a single use consumable. This item can be manufactured in a Tech III Manufactorum.

Tweaks and Upgrades (10WU)
You have commissioned a series of improvements to your ship that make its performance hard to predict.
This will be the consumable for use in the piloting system. This is a single use consumable. This item can be manufactured in a Vehicle Manufactorum.

Sacred Panacea (5WU)
Often considered a myth by medics, the Panacea can overcome almost physical damage to the human body.
Use a Sacred Panacea to treat a failure card drawn on the Medicae deck as a success. This is a single use consumable. This item can be manufactured in a Medicine Lab.

Professional Items

Relevant Tome (30 WU)
Coincidentally, you have picked up a book on just this topic.
Gain +2 to a Lore skill for a single test. Can be produced in a Scholam.

Forbidden Tome (30 WU)
Coincidentally, you have picked up a book on just this topic.
Gain +2 to a Forbidden Lore skill for a single test.

Maps & Charts (10 WU)
You have managed to source some old charts and maps that are allegedly were of this area and you weren’t sure until now.
Gain +2 to Exploration for a single test. Can be produced in a Scholam.

Auction Records (10 WU)
You have lists of auctioned goods from around the sector and the prices they went for and it just so happens something similar is mentioned.
Gain +2 to Evaluation for a single test. Can be produced in a Scholam.

Rousing Parables (10 WU)
You have collected all sorts of inspiring speeches, sermons and stories and one of them happens to be just the ticket for this situation.
Gain +2 to Leadership for a single test. Can be produced in a Scholam.

Pertinent Prayers (10 WU)
In amongst your collection of rare focusing exercises, mantras and prayers is the one that can get you through this situation.
Gain +2 to Integrity for a single test. Can be produced in a Scholam.

Stummers (10 WU)
Gain +2 to Stealth for the remainder of the combat. Can be produced in a Tech II Manufactorum.

Screamers (10 WU)
Gain +2 to Awareness for the remainder of the combat. Can be produced in a Tech II Manufactorum.

Dirty Secrets (10 WU)
Gain +2 to Politics for a single test.

Market Research (10 WU)
Gain +2 to Bargain for a single test.

Niche Market (10 WU)
Gain +2 to Commerce for a single test.

Magos Biologicus Notes (10 WU)
Gain +2 to Survival for a single test.

Navis Prima (10 WU)
Gain +2 to Warp Navigation for a single test.

Cultural Weaknesses (10 WU)
Gain +2 to Interrogation for a single test.
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Re: Consumables: Skill Items

Postby evgeny » Sat Aug 31, 2013 7:05 pm

As a person who owns a Scholam I approve. :D
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Re: Consumables: Skill Items

Postby Quillan » Thu Oct 16, 2014 2:51 pm

Should Integrity boost "Pertinent Prayers" not last for a combat?
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Re: Consumables: Skill Items

Postby NeillC » Sat Oct 18, 2014 6:02 pm

Are these still in, as they don't appear on the equipment list?
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Re: Consumables: Skill Items

Postby mindwanders » Sun Oct 19, 2014 11:00 pm

Yes, these still exists, it's an oversight.

Yes, Pertinant Prayers should last for a combat. That would make things much simpler.
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