Evening all,
I was wondering what peoples thoughts are regarding the Tech Use and the niche uses of this. It has basically come up as a result of a current character I'm using, a saboteur like character. In the recent rule set, Demolitions has been merged into Tech Use.
The problem I have though is that because I have this skill, under the description of the skill I should be able to manipulate a lot of machinery and equipment but I do not agree with this. A person specialised in planting blocks of demo charges does not suddenly become proficient in fixing an engine or rewiring a cogitator and yet technically I now am. The GM agreed with that when it came to identifying an ancient teleporter. My tech use isnt sufficient for me to be able to manipulate it since my experience is a niche area of the skill.
So to cut to the chase, I can see why they did it I guess but I'm not overly plussed with it myself. So should the Tech Use skill be made a skill with specialities like the Operate (which has Tank, Walker, Personal etc), so it would have options such as:
Tech Use (Repair)
Tech Use (Demotions)
Tech Use (Machinery)
What then are the opinions of the community on this?