sinmaan said:
What is the difference between Vacc-Suit and Zero-G skills? One is to wear and manoeuvre in the space suit and the other to do activities in zero-g environments, even none open-space ones (ex: a ship with broken manoeuvre drive that does not generate gravity). Therefore, to work in space you require both vacc-suit and zero-g? How does it work?
Vacc Suit
The Vacc Suit skill allows a character to wear and operate spacesuits
and environmental suits. A character will rarely need to make Vacc
Suit skill checks – merely possessing the skill is enough. If the
character does not have the requisite Vacc Suit skill for the suit he is
wearing, he suffers a –2 DM to all skill checks made while wearing a
suit for each missing level
For example the higher tech Vacc Suits require Vacc Suit 0 to use, the lower tech HEV suits require Vacc Suit 2 and combat armour requires Vacc Suit 0. Once you have the skill that’s basically it. The only time I use the skill past that point is for very unusual situations such as repairs when you spring a leak in space.
Zero-G skill on the other hand is the working skill for micro gravities and it is this skill that will be linked to many tasks in space.
For example: A ship has taken damage a hit in combat and now needs external repairs. The ships engineer suits up. He has Vacc Suit 0 which is enough to wear his Tech 12 suit and so no rolls are needed. He then goes outside and works his way round the hull to the breach (Zero-G/Dex), once at the breach he then tries to weld a patch to the hull (Task chain, Zero-G/Dex first then Engineer [any]/Int or Mechanic/Int).
There is no normal need to make a Vacc Suit check, if you have enough skill to use the suit in question then that is it. As such high levels of Vacc suit skill would be very rare at higher tech levels, there is simply no need for them. Being a nice chap I tend to let players swap any level of Vacc suit above 1 for Zero-G or perhaps survival skill.