Toolkits and Software Kits
Kits are extremely valuable as they help you perform certain tasks much more efficiently and effectively. In many cases, a task cannot be performed unless a specific kit is used. Kit proficiencies are a useful way to highlight your background and talents. Your profession will determine how quickly you can gain proficiency or expertise with a kit. All actions with a kit require proficiency or expertise, unless otherwise stated.
If you are proficient with a kit, you gain no additional bonus or penalty. If you have expertise with a kit, you add 1D4 to the final score. If you are not proficient, and the action does not say that a proficiency is not needed, you subtract 1D4 as a penalty to the final score.
All uses of a kit require an action unless otherwise stated in the kit description. When using a kit, roll a D20, add the relevant skill to determine the outcome, and then apply the the bonus or penalty based on your level of familiarity with the kit. If you need to determine a challenge rating (CR) for something that you have created with a kit, roll a D12, add the relevant skill used in creating the effect or object, and then apply the appropriate bonus or penalty above based on your level of familiarity with the kit.
If the action does not require proficiency, and you do not have proficiency with that kit, you do not take the 1D4 penalty. Alternately, if you have expertise, you can apply the 1D4 benefit of having expertise even if no proficiency is required.
If you have an advantage or disadvantage when using a kit, the D20 or the D12 will be rolled twice (2D20, 2D12), depending on what action you are taking. Advantages apply the higher of the two rolls and disadvantages apply the lower of the two rolls.
The benefits of multiple kits can be stacked so long as the activity meets each kit's criteria. If you are attempting to repair a mech, for example, and you are an expert with a Diagnostics Software Kit and proficient with an Engineer's Toolkit, you can provide the mech with 1D6 HP and an additional 6 HP within the first hour of making the repairs. Each subsequent hour of making repairs you can add an additional 6 HP only. You can only perform this to one mech per long rest.
Let's say that you are not proficient with the Cuisiner's Toolkit. You have food that you want to test for poison (Food Tasting). If a poison exists in the food, it should already have a challenge rating (13) in order to be detected. You will roll a D20 (12) and add your Investigation score (+3), and that total is 15. However, since you are not proficient with the toolkit, you must subtract 1D4 (-2), and the final total (13) is what you use to determine if you beat the CR. In this instance, since you are attempting to overcome the challenge and ties always go to the defense, your final total must be higher than 13. You fail to detect the poison in this attempt.
If you want to create a fake digital document or signature with the Shadoweb Software Kit, for example, you must first be at least proficient with the kit. In this instance, let's say that you have expertise with this kit and an advantage. Once you make the forgery, you must roll 2D12 (1) and (5), take the highest of the two (5), add your Programming score (+1), and then add 1D4 (+3) for expertise. The total (9) becomes the CR for someone attempting to detect if it's a forgery. Since someone else is attempting to overcome your CR, your CR is on the defense and therefore the other person must score a 10 or better in order to detect the forgery. Since you can't perform the act without proficiency, there will never be a proficiency penalty applied to this score.
Toolkits contain physical items that have use in the physical universe. They contain items that you can physically touch and manipulate. The following toolkits are currently available:
Software kits, on the other hand, contain one or two items that allow you to manipulate and upload the computer programming stored on it to have an effect in the digital or physical world, affecting computer systems and networks, if you have access to a computer terminal or other systems or network interface. The following software kits are currently available:
Anyone that knows their way around a kitchen or a ship's mess will have their own cooking tools. With this kit, you can create practically any meal in the galaxy with incredible ease. You will also know what ingredients are needed to meet specific dietary requirements and the customs of different cultures as it relates to food and food service.
Cooking: If proficient, you can automatically prepare a tasty meal that gives up to six creatures of your choice 3 HP. If you have expertise, you can give 5 HP.
Food Tasting: You will be able to detect poisons or impurities in food. Use the Investigation skill to perform this check.
When administering treatment you can automatically transform medicine that is bitter or sour into a pleasing concoction. No proficiency is needed.
Cultural Awareness: If proficient, you can automatically assess the social patterns involved in any culture’s eating habits and dietary needs. If an expert, you can automatically determine the history of food in any culture you come across.
Iron Chef: If proficient, when foraging for food, you can automatically make do with ingredients that you scavenge that others would be unable to transform into nourishing meals.
If an expert, you can hide any element within prepared foods, including objects, poisons, or treatments, so long as the element is no more than half the size of the dish and is completely within the dish. The element will not change the original taste of the dish. This activity would use a Performance skill check to determine the CR for detecting the element.
Diagnostics Software Kit
The diagnostics software is another important tool used to determine if there is a problem with any machine’s operations, mechanical, electrical, or otherwise. If one does exist, you can get specific information as to the problem.
Repairs: If you have expertise, you can automatically add 1D6 HP to any machine you are repairing. You can do this to one machine per long rest.
Automatic Diagnostics: If you have expertise, you can automatically use this kit to create a program that helps protect the machine operations from certain system and hardware failures. The machine gains a 1D4 bonus to all Systems and Reactor checks. You can perform this on one machine, once per long rest. The effects last until the machine is shut down, either on its own or by force.
Systems Check: With the kit you are able to check the computer core for any programs that were installed without your knowledge. Roll a D20 and add your Investigation score and any bonuses or penalties. If the total of the final score is greater than the CR of the unknown program, you will detect its presence, and know exactly what it is and how to remove it. You do not need to be proficient to use the kit for this task.
Digital Virus Software Kit
Viruses are programs that cause anything with a computer core to malfunction. A virus is used to force the computer to carry out activities independently or perform an activity it's not originally programmed to do, but still within its capabilities to do, as determined by the Architect. Viruses can also cause third-parties to take control of a computer and any machine being operated by the infected computer. A digital virus software kit is essential for any computer programmer or software engineer.
Remove a Virus: Roll a D20 and add your Programming score and any additional bonuses or penalties to overcome the CR and remove a virus. If a virus has multiple effects, each effect has a separate CR and you must roll separately for each.
Create a Virus: You must roll a D12, add your Programming score, and then add any bonuses or penalties. The total becomes the CR for someone attempting to remove the virus. You can create one specific effect, once per short rest. If an expert, you can create two effects, once per short rest.
This kit allows you to alter your physical facial appearance so that no one can recognize you when they look at you. It uses a digital applicator to alter your appearance and voice synthesizer to alter your voice. Both items must be programmed using a computer terminal. The applicator must be injected above the neck and the synthesizer worn on your body. A somewhat painful process, the injection takes 1 minute to complete the change. You can program the applicator with one disguise, but to do so takes 6 hours. Double the time if not proficient, and half the time if an expert. You must use your Programming skill when using this kit. Do not add any bonuses or penalties. The disguise fails if someone's Investigation check is greater than this score. This kit does not automatically disguise you from scanners or magic. The disguise lasts for 8 hours. The kit also includes makeup and hair dye. This kit does not change any other part of your body or provide you with additional skills or knowledge.
An engineer never leaves home without their toolkit. The engineer's toolkit is one kit in which every engineer is proficient. This kit allows you to inspect or repair structures and machines that are at least 10ft tall, accommodates any number of creatures on or within it, or weighs over 500lbs.
Repairs: Proficiency with this kit allows you to automatically restore 6 HP to any structure or machine fitting the criteria above, for each hour of work. You can only repair one structure or machine per long rest. If you have expertise, you can restore 18 HP.
Inspections: If proficient, this kit will automatically allow you to add 1D4 to your Investigation check of any large structure or machine. If you have expertise, you can add 1D8 to the check.
Efficiency: If you have expertise, you can use this kit to make a machine more efficient. After working on the machine for 1 hour with the kit, the machine gains a 1D4 to all Reactor checks. You can perform this on one machine, once per long rest. The effects last until the machine is shut down, either on its own or by force.
The forgery toolkit contains a variety of supplies necessary to create convincing forgeries of physical documents, such as IDs, certificates, and licenses. Forgery toolkits can also be used to make keys.
Duplication: Once per short rest, you can produce a copy of an original document that is no more than one page in length. Once per long rest, you can produce a copy of an original document that is up to four pages long. Such copies are seen as identical, containing the appropriate edits and annotations necessary for your purpose. You can make exact copies of physical keys, so long as you have an uncut key to do so. You can make one key per short rest. Use your Deception score to determine the CR. An Investigation check is needed to spot the forgery.
Authentication: When you examine objects, the forgery kit in conjunction with the Investigation skill will help determine how an object was made and whether it is genuine.
Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. One could make fake contracts or maps that can pass as genuine. An Investigation check determines the CR for someone's Investigation check to spot the fake.
Authorization: This kit will allow you to mimic handwriting, including physical signatures. For handwriting, a Sleight of Hand check will create the CR needed for someone’s Investigation check.
A mechanic's toolkit is the source of a mechanic's income. The mechanic's toolkit is used to fix the hull of a machine, or make mechanical and electrical repairs to an object. Every mechanic is proficient with this toolkit. When using the kit to inspect for damages, you can add 1D4 to an Investigation check, if proficient, or 1D8 if an expert. You can restore 1D8 HP to any object or machine for each hour of work if proficient, or 1D12 if an expert.
The medical kit has a variety of tools to help you diagnose, treat ailments, and heal. Without proficiency, you can only use the kit to diagnose a creature’s ailments or tell how many HP the creature has in total and remaining, without penalty. The detection range is 5ft. If you are proficient you can cure one creature of one ailment/condition once per long rest, or three creatures per long rest with expertise. You can heal up to one creature once per long rest, by adding 1D6 HP if proficient. If you have expertise, you can heal up to three creatures, once per long rest, with each creature receiving 1D8 HP.
Shadoweb Software Kit
The Shadoweb can only be navigated by people with awareness of its existence. You can only use this at a terminal connected to the Interweb. Once inside the Shadoweb, this software kit will allow you to do a variety of activities - oftentimes illegal - such as creating new digital identities or stealing money from another person's bank account. Knowledge of other software makes the forgeries that much more believable.
Forgery: You can use this kit, once per short rest, to find up to one page of authentic information, reproduce up to one page of information in its entirety with it appearing equally authentic, or forge a digital signature. Use your Programming score to determine your CR for each forgery. Someone must use a Programming check to spot the fake.
Burglary: If you are proficient, you can steal up to 10D100 worth of common credits from a target's bank account, if they have the available funds. If you roll for 800 worth of credits and the account only has 60, you will only take the credits in the account. You must first overcome the Systems CR that safeguards the information by adding your Programming skill. You do not need to use this kit in order to overcome the safeguards. The roll to overcome the safeguards becomes your CR. A Programming check that beats your CR will allow someone to trace your actions back to you, revealing your name, race, and location. You can perform this once per long rest. If you have expertise, you can steal an additional 10D100 common credit.
Surveillance: You can use the kit to gather secret or hidden digital information. You will use this kit to overcome the CR of the firewall, or any barriers used to hide the information. You must have expertise in the kit in order to perform this. A Programming check that beats your CR will allow someone to trace your actions back to you and ascertain your name, race, profession, and location.
Stellar Cartography Toolkit
In the endless void that is space, the stellar cartography toolkit is perhaps the most important kit for any traveler. When you are proficient with this kit, in 1D4 days, you can choose one celestial body (planet, comet, star, etc.) and know its exact location and the best route to get there. You need not know anything about it prior. This knowledge does not go away. With expertise, you can also use this kit to navigate any part of space in which you have already been, with full knowledge of the celestial bodies within it. If you have expertise with this kit, you can map out, in full detail, any planet that you have visited and of which you have intimate knowledge. This mapping takes 1D6 days. With proficiency, you can add 1D4 to a Sociology check to recall information about a planet that you have mapped - simply visiting the planet is not enough. You would know the planet’s topography, inhabitants, cultures, and climate.
Perhaps the most common tools used among adventurers, the thieves’ tools are designed for picking locks and foiling traps. The tools also grant you a general knowledge of traps and locks. Just as you can disable traps, you can also set them.
Setting Traps: If proficient, you can create a trap using items you have on hand once per short rest. The total of the check becomes the CR for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) and damage equal to half the total of your check. Use your Perception skill to determine the check.
Spot Traps: With proficiency, you can add +1 to your Perception or Investigation check to spot traps. With expertise, you can add +2.
Disabling Traps: With this kit, you can attempt to disable any trap you come across. You must use your Investigation skill to overcome the trap's CR.
Picking Locks: When attempting to pick a physical lock, add +2 if proficient and +4 if an expert, to your Investigation skill. If attempting to pick a digital lock, add your Programming skill to determine the outcome. Add -3 if not proficient or +3 if an expert.