Sensor Ops, Ship Onboard Systems Operations (SOSO), Silent Kill, Stage Magic

Sensor Ops
(Albin Johnson)
Prerequisites: Computers: Access and Operate 1
Description: A good skill to develop for non-spacers. Any character with this skill can read a ship’s sensor readouts and be able to learn basic information about what is going on in or around the ship. Characters with certain skills can also use the ship’s sensors to retrieve useful information pertinent to their area of knowledge. Specifically, engineers would be able to learn information on nearby ships, scispecs with the Geophysics skill could study a planet, astronomers could study stars, and so forth. This skill is required for characters trying to interpret information from atmoprobes and landing drones as described in Knight Hawks on page 22.

Ship Onboard Systems Operations (SOSO)
(Albin Johnson)
Prerequisites: Computers: Access & Operate 1, proper tools
Description: This skill introduces even the most inexperienced characters to the rudimentary operations aboard space vessels. With this skill a character can read a computerized analysis scanner attached to the life support system (c.a.s. panel), cycle an airlock, operate airlock hatches and pressure doors, use an intercom system, properly use a personnel rescue bubble in the event of ship decompression, and perform emergency repairs on damaged systems so as to control the damage until an engineer can properly repair it. This may include closing off a broken pipe, putting out a fire, or switching off power to an area to prevent further damage. The referee should decide which repairs are simple enough to be within reach of this skill, and what further modifiers to apply. Jury-rigged repairs like this have a noncumulative 25% chance of breaking down each day, just like a yellow roll on the Standard Repair Rule. The necessary tools for the repairs are still required.
  Another benefit of the SOSO skill is a general knowledge of the layout of space vessels and stations. Characters with this skill are familiar with the living/comfort aspects of starships. This skill is particularly useful in navigating unfamiliar spaceships/stations, ascertaining the location of rooms, holds, stores, and operations of key subsystems of a ship, including food processing, water recyclers, atmospheric scrubbers, etc. Once a character has toured a single ship or station, he does not need to roll for this skill when revisiting it. A negative modifier should be used on alien vessels, the degree of the modifier depending how alien the vessel is to the character. Veteran spacers often refer to newcomers as “SOSOs,” a moniker derived from this skill and referring to the newcomer’s inexperience around the space environment. For those tourists who take this skill alone and depend on it to cover all the circumstances in a space vessel, accidents frequently happen. It is not an exhaustive source of knowledge, although it is a staple skill for all rising spacers.

Silent Kill
(Brad McMillan)
Prerequisites: Weapons: Melee or Weapons: Martial Arts
Description: Silent Kill allows a character with the prerequisite weapons skills (Weapons: Melee or Martial Arts or Weapons: Beam, PGS, etc.) and proper equipment (such as silencers, flash muzzles and other specialty items) the chance to silently dispatch an adversary without raising an alarm. On a successful skill check (and a successful hit), the character’s attack goes unnoticed and unheard by anyone in the surrounding area. On a successful hit AND a second successful Silent Kill skill check (an 01-03 roll at first level), the character instantly kills her target. For each level of skill above first, the character adds 5 to her chance to instantly kill her target (i.e., 01-08 at second level, 01-13 at third level, etc.).

Stage Magic
(Brad McMillan)
Prerequisites: N/A
Description: This is the ability to perform large-scale illusions. A successful skill check means a character has seen a trick performed or read how it works, knows how the illusion is created, and can, given enough time and the proper equipment, recreate it. In addition, a successful skill check allows the character to perform simple illusions on the spur of the moment (sleight of hand tricks, card tricks, smoke & mirror variety ploys).