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Macromechanics

The official forum for , a free Sci Fi RPG by Rob Lang.
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Macromechanics

Postby DOC_Agren » Fri Sep 17, 2010 11:56 am

Okay Rob, gone looking today trying to figure out what this skill is from Colony Technician package.

Okay Really the reason I was looking is my PC Juan is setting up a "False Ship Paper" as a Colony Tech, after all a Tech can get into fights easier then a Security Officer.. and I thought U know maybe it help if he could "talk" the talk... hopeful not every do the job for real. After all, only less things get really critical, he is no longer allowed to help on the bridge or with any tech issues. Okay so he happened to push the wrong button and opened a Zero G Bay shortly before we hit FTL. It wasn't his fault.
Missing you your time here passed too soon May 23th 2017 RIP Brother
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Re: Macromechanics

Postby DOC_Agren » Fri Sep 17, 2010 11:59 am

never mind Rob, wasn't think of it as academic skill... I was think mechanical skills!!
Missing you your time here passed too soon May 23th 2017 RIP Brother
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Re: Macromechanics

Postby Rob Lang » Tue Sep 21, 2010 9:59 am

Would it be helpful if I mark the skill tree they exist in on the skeleton? For example: Macromechanics (Academic) A simple change that might have made your life a little easier!
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Re: Macromechanics

Postby viziel » Tue Sep 21, 2010 11:54 am

might be a standard to use anywhere a skill is mentioned...

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Re: Macromechanics

Postby DOC_Agren » Tue Sep 21, 2010 3:27 pm

Missing you your time here passed too soon May 23th 2017 RIP Brother
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