Biolance Skills
Skills
In Biolance, the Modern Futuristic Era leads credence to utilize new skills and knowledge for technology or devices.
Tech Use. Your Intelligence (Tech Use) check measures advanced concepts like hardware usage, modification, upgrade, and maintenance. Tech Use is also employed in the researching of online materials. You can attempt the repair or modification of a computer, create programs, or use it to replace Intelligence checks (History) when researching a subject on a device. Demolitions. Your Intelligence (Demolitions) check allows you to set and disarm explosives. This includes the planting of all manners of mechanical and electronic detonators. A creature Proficient with Demolitions can apply their proficiency to the DC of any Explosives they use or set. Engineering. This is the broad skill dealing with all applications of technology such as machines or electrical devices, allowing you to craft, modify, and repair them. These include electronics, general machines, vehicles, and futuristic weapons. The difference between the engineering skill and having a machinery kit is akin to having the knowledge and having the resources. Engineering is a broader skill that also acts in place of researching or finding information for structures, improving designs and schematics, or reverse-engineering technology or devices. Science. This is the extremely-broad skill dealing with the general study of applications of the unaltered rules that govern the real world. It deals with broad studies like Biology, Astronomy, and Geography into further specific fields of expertise like Biochemistry and Astrophysics. You do not have to specify a field of expertise. This skill refers to a general knowledge of science. |
Tools
Arcanist's Kit. An Arcanist's Kit includes a magnifying glass, a set of magically sensitive tuning forks, pliers, and a hammer. Proficiency with Arcanist's Kit lets you identify magic items, ley lines, areas of magical effects through the course of 8 hours of work if you meet or exceed the DC for identifying such things. If a magic item is damaged, you can repair it with an Arcanist's Kit. The kit is set into a toolbox of magical nature.
Futuristic Miner's Tools. The extremely specific tool kit Dwarves get. Futuristic Miner's Tools are a series of devices: diamond-drills, sonic earth weakener, and planetary scanning devices, objects that can individually fit in your hand barring the drills. Hacking Tools. This kit contains the hardware and software necessary to allow access into computer systems and electronic devices. Proficiency with Hacking Tools allows you to add your proficiency bonus to any Intelligence checks you make to connect or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox. Machining Kit. This kit contains the hardware, software, and various tools for repairing machines. Proficiency with this kit lets you repair machines or devices, and you can add your proficiency bonus to any ability checks you make to craft or repair machines. The kit barely fits in a backpack or toolbox. |
Vehicles
Vehicles in Biolance take center stage. Whether you're in vicious conflicts with enemy vessels or you're on foot witnessing two mechs collide against one another.
Light Ground Vehicles. Motorcycles, Cars, Dirt Bikes and anything else in between. A creature Proficient with Light Ground vehicles adds its Proficiency Bonus to any checks it makes to maneuver obstacles or to any saving throws to avoid dangerous effects. Heavy Ground Vehicles. Like a whole Tank or a Hover-Train, and anything else that requires more of an understanding to steer it than just a wheel. A creature Proficient with Heavy Ground Vehicles adds its Proficiency Bonus to any checks it makes to maneuver obstacles or to operate the vehicle. Super-Heavy Ground Vehicles. Imagine a Colossus or Machine Titan, or a moving City with Mounted Artillery. Vehicles that are the size of whole Buildings hampered by gravity require fine skill and talent to operate by your lonesome or with a crew. A creature Proficient with Super-Heavy Ground Vehicles adds its Proficiency Bonus to any checks it makes to maneuver obstacles or to operate the vehicle, and it can use its Strength instead of Intelligence to pilot the Vehicle. Small Spacecraft. Spacecraft are Vehicles that operate in Space, or just the general term for Flying Vehicles that can maneuver in Three or Four-Dimensional Space. Small Spacecraft fall under the categories of any ship that can fit in your garage, one that can fit within the dimensions of a 10-50 foot cube. A creature Proficient with Small Spacecraft adds its Proficiency Bonus to any checks it makes to maneuver obstacles, perform maneuvers, or to any saving throws to avoid dangerous effects. Medium Spacecraft. Medium-Sized Spacecraft fall under the categories of any ship that can fit within the dimensions of a 100-2,000 foot cube. Spacecraft that are too large to operate like their smaller variants, too large and bulky to be maneuvered delicately. A creature Proficient with Small Spacecraft adds its Proficiency Bonus to any checks it makes to maneuver obstacles or perform maneuvers. Large Spacecraft. Large-Sized Spacecraft fall under any spacefaring vehicle that is too massive to even require a pilot, ones that can't benefit from quick reaction timing or the hand of an operator to avoid danger. Ships of this size require crew and helpers like astrophysicists, advanced ai or systems, and logicians to even calculate trajectories or paths to maneuver a ship of its size. Mech Suit. A Mech is a robot that has been created to use a flesh-and-blood pilot. Powered with advanced systems, using machine muscles and augments, and sporting weapons and armor larger than a humanoid's average height. The pinnacle of science and fantasy. |
Creatures Proficient with Mech Suits are able to pilot them, and gain the full benefit of their systems or abilities to be read further upon in the Vehicles Rules. Air Vehicles. Creatures who have Proficiency with Air Vehicles couldn't make it in Spaceship Academies, but still enjoyed the velocity of a quick thruster-based vehicle. A creature Proficient with Air Vehicles isn't necessarily Proficient with Small Spacecraft or Mech Suits that have Flying-Capabilities per say, but with the right training they could easily gain the Skill or make the switch over A creature Proficient with Small Spacecraft, but not Air Vehicles doesn't necessarily know how to pilot a regular Air Vehicle either, but does understand the same propulsion and maneuverability Air Vehicles require the knowledge of. Water Vehicles. Creatures who have Proficiency with Water Vehicles dreamed of having a Spaceship and exploring the stars, but were stuck with a rowboat. Water Vehicles doesn't necessarily start and end with solely Ships, but also includes Submarines and Jet Skis. A creature Proficient with Water Vehicles is definitely not Proficient with any Spacecraft (what with the whole 3rd dimension and lack of resistance from empty space) and vice versa. Though they mostly use terminologies like Ship, they are separate Vehicles. |