Who says it isnt for full time employment?
It's in the grammar of the quote.
Who says it isnt for full time employment?
It's in the grammar of the quote.
I sure don't see it that way; it's vague at best. It definitely needs a clarification from the MGT staff, either way.
A ship may have any of three configurations – standard (a wedge, cone, sphere or cylinder), streamlined (a wing, disc or other lifting body allowing it to enter the atmosphere easily) or distributed (made up of several sections, and incapable of entering an atmosphere or maintaining its shape under gravity).
Streamlining a ship increases the cost of the hull by 10%. This streamlining includes fuel scoops which allow the skimming of unrefined fuel from gas giants or the gathering of water from open lakes or oceans. Streamlining may not be retrofitted; it must be included at the time of construction.
A distributed ship reduces the cost of its hull by 10%.
A standard-hull ship may still enter atmosphere, but is very ungainly and ponderous, capable of only non-lift generating powered flight. A standard hull ship may have scoops for gathering fuel from a Gas giant, but the process will be much more difficult, and less efficient. Larger ships of this type will often carry a specialized sub-craft (such as a lighter) to perform the actual atmospheric skimming. See Atmospheric Operations, page XX.
Another one - Drive skill needs to include hover sub-speciality (remove hover from seafarer skill). Seafarer should have personal added as a sub specialility to cover canoes/rowing boats and other small non-powered boats. Change energy rifle and energy pistol to one category called laser weapons and alter the CSC to just use the one category instead of the three differnert laser categories. Heavy Weapons needs to include flamethrowers, autocannon and energy weapons as sub-specialities. Melee needs to include Large Blade, Spear and Axe sub-specialities and the Blade speciality should be changed to Small Blade. Athletics should have Archery and Thrown sub-specialities added. All to accord with CSC and Merc.
The above assumes changing the Melee(Whip) skill mentioned in CSC for stun whips or whatever it is to Melee (Bludgeon) or something similar as otherwise it will be the only weapon requiring that particular skill specialility (cant find any other whips). Also Ive assumed that all the different types of bow/sling specialities mentioned in CSC are all changed to just an all encompasing Athletics (Archery) skill requirement to avoid unnecessary confusion. Also Ive assumed that instead of laser carbines, laser rifles and laser pistols you just use just one sub-specialism called laser weapons for them all. But you could keep them all separate if required (far too fiddly for me).
As I said - I can't recall writing that section, and it's not in the final manuscript I sent in, so it must have been added in editing. I'd ignore it - standard-hull ships are pretty unaerodynamic, but can take off if they've got a working m-drive and enough hull integrity to hold together (Structure >0).
Pg 159 of Mongoose Pocket Core rules is missing the following text:
"Psionic Abilities: The Psion must still roll to acquire psionic talents when he determines his Psionic Strength. When rolling on the service skills table, if the Psion rolls the skill
for a talent he does not possess, then he may make another roll to acquire that talent. If that roll fails then he gains no skill for that term.
For example, Luka develops the Telepathy and Clairvoyance talents at the start of character generation. In her fi rst term of Psion training, she rolls Teleportation
on the service skills table. She may now roll to acquire Teleportation by making a Psionic Strength check with a –2 DM (+0 for Teleportation, –2 for two previous
talent acquisition rolls)."
Its in my PDF, but missing from my Pocket Core Rules, as I tend to use my Pocket Core over my PDF, I got a huge surprise discovering this one. Thanks DonM!
I'll note as well: This makes it impossible to get many powers after initial training, unless one opts not to test some, as a DM-6 for six prior talent tests means the talent needs at least an aggregate DM+2 to hit the requisite 8+.. that's between PSR and the power itself. Only two of the powers in Psion have positive mods, and the PSR 11 or 12 mod is only +2.
I can't find similar in any other editions, either, and this negatively impacts all the alien psionic races. I'm suggesting the erratum should be deletion of the rule, not restoration.
Actually Will, only the PSR 12 is mod +2. PSR 11 is mod +1. (pg 5 core rules.) And 4 of the tallents have positive modifiers. (p 152 cr)
Hello DonM,
Have you received the private message I sent you regarding T5 forum membership?
I apologize for butting into this thread but 10 days after requesting authorization the resounding silence is unnerving.
But if you remove it, any psionic individual will eventually learn every talent. That's just not viable.
The blatantly stated Mongoose rule is actually the original intention, just better stated.