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Modern House Rules for Skills

robject

SOC-14 10K
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Filtering and browsing several Traveller and user-preferred lists, here is a compilation of skills thought 'essential' for Traveller:


General (20)
Animal Handling
Battle dress
Brawling
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanic
Medic
Melee combat
Naval architect
Navigation
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival

ACADEMIC (3 + various)
Instruction
Law
Linguistics
Various Arts & Sciences

BLADE (type) (various)

BUSINESS (3)
Admin
Broker
Trader

CLANDESTINE (7)
Bribery
Carousing
Forgery
Gambling
Interrogation
Stealth
Streetwise

FIREARM (type) (various)

HEAVY WEAPONS (type) (various)

SOLDIER (5)
Combat engineering
Demolitions
Forward observer
Recon
Tactics

SPACE (6)
Astrogation
Engineering
Gunnery
Pilot
Vac suit
Zero g

TECHNICAL (6)
Communications
Computer
Electronics
Gravitics
Robotics
Sensor ops

VEHICLE (type) (various)
 
Filtering and browsing several Traveller and user-preferred lists, here is a compilation of skills thought 'essential' for Traveller:


General (20)
Animal Handling
Battle dress
Brawling
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanic
Medic
Melee combat
Naval architect
Navigation
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival

ACADEMIC (3 + various)
Instruction
Law
Linguistics
Various Arts & Sciences

BLADE (type) (various)

BUSINESS (3)
Admin
Broker
Trader

CLANDESTINE (7)
Bribery
Carousing
Forgery
Gambling
Interrogation
Stealth
Streetwise

FIREARM (type) (various)

HEAVY WEAPONS (type) (various)

SOLDIER (5)
Combat engineering
Demolitions
Forward observer
Recon
Tactics

SPACE (6)
Astrogation
Engineering
Gunnery
Pilot
Vac suit
Zero g

TECHNICAL (6)
Communications
Computer
Electronics
Gravitics
Robotics
Sensor ops

VEHICLE (type) (various)
 
Mr Robject, is this one of the new "licence friendly" threads so to speak. I ask so maybe everyone can carry on the discussions in these new forums.
Your summaries are most helpful, because sometimes tangents start and need a little herding, if progress is to be made. Especially helpful when you show the breakdown of options and levels of support.

Thank you


Tom

P.S. If these are those threads then maybe spread the word on the other forums.
 
Mr Robject, is this one of the new "licence friendly" threads so to speak. I ask so maybe everyone can carry on the discussions in these new forums.
Your summaries are most helpful, because sometimes tangents start and need a little herding, if progress is to be made. Especially helpful when you show the breakdown of options and levels of support.

Thank you


Tom

P.S. If these are those threads then maybe spread the word on the other forums.
 
My Weapon and Vehicle Skill House Rules:

1) The "Gun Combat" sub-skills for ALL services are as follows (astrisk denotes a new weapon which will appear in the upcoming Weapon Section of the document):
- Combat Rifleman (Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle). Army/Marine soldiers have to take this as their first Gun Combat skill; other characters may take whatever Gun Combat subcategory they want.
- Pistol (Body Pistol, Revolver, Auto-Pistol).
- Submachinegun (Submachinegun, Gauss Submachinegun*).
- Shotgun (Shotgun, Combat Shotgun*).
- Laser Weapons (Laser Pistol*, Laser Carbine, Laser Rifle).
- Zero-G Weapons (Snub Pistol, Accelerator Rifle).
- High Energy Weapons (PGMP-12 and the PGMP-13 prototype).
- Auto-Weapons (Auto-Rifle, LMG, HMG).
- Flame Throwers (Flamethrower*, Light Flamer*).
- Bow Weapons (Compound Bow, Short Bow, Long Bow)
- Crossbows (Light Crossbow, Heavy Crossbow, Repeating Crossbow)
- Archaic Firearms (Muzzle-loader Rifle, Muzzle-loader Pistol, Precussion Rifle, Precussion Pistol, Precussion Revolver, Blunderbass)

2) Blade Combat - use the LBB1 cascade rules (each weapon has it's own skill).

3) Vehicle Skills - the following are subcategories of the Vehicle cascade skills:
- Wheeled (Does not cascades further; includes ATVs, ground cars and wheeled APCs among others).
- Tracked (Does not cascades further; includes Tracked ATVs, AFVs and APCs, tractors and most TL10- heavy military vehicles).
- Gravcraft (Does not cascades further; includes G-Carriers, Air/Rafts, Speeders and so on).
- Aircraft (cascades into Fixed Wing, Tilt Wing, Rotary Wing and Lighter than Air).
- Watercraft (cascades into Small Watercraft, Large Watercraft, Hoovercraft and Submarisble).

4) Gunnery - cascades to Ship Weapons and Vehicle Weapons. Naval characters must choose Ship Weapons under most circumstances unless they already posses a Vehicle skill.
 
My Weapon and Vehicle Skill House Rules:

1) The "Gun Combat" sub-skills for ALL services are as follows (astrisk denotes a new weapon which will appear in the upcoming Weapon Section of the document):
- Combat Rifleman (Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle). Army/Marine soldiers have to take this as their first Gun Combat skill; other characters may take whatever Gun Combat subcategory they want.
- Pistol (Body Pistol, Revolver, Auto-Pistol).
- Submachinegun (Submachinegun, Gauss Submachinegun*).
- Shotgun (Shotgun, Combat Shotgun*).
- Laser Weapons (Laser Pistol*, Laser Carbine, Laser Rifle).
- Zero-G Weapons (Snub Pistol, Accelerator Rifle).
- High Energy Weapons (PGMP-12 and the PGMP-13 prototype).
- Auto-Weapons (Auto-Rifle, LMG, HMG).
- Flame Throwers (Flamethrower*, Light Flamer*).
- Bow Weapons (Compound Bow, Short Bow, Long Bow)
- Crossbows (Light Crossbow, Heavy Crossbow, Repeating Crossbow)
- Archaic Firearms (Muzzle-loader Rifle, Muzzle-loader Pistol, Precussion Rifle, Precussion Pistol, Precussion Revolver, Blunderbass)

2) Blade Combat - use the LBB1 cascade rules (each weapon has it's own skill).

3) Vehicle Skills - the following are subcategories of the Vehicle cascade skills:
- Wheeled (Does not cascades further; includes ATVs, ground cars and wheeled APCs among others).
- Tracked (Does not cascades further; includes Tracked ATVs, AFVs and APCs, tractors and most TL10- heavy military vehicles).
- Gravcraft (Does not cascades further; includes G-Carriers, Air/Rafts, Speeders and so on).
- Aircraft (cascades into Fixed Wing, Tilt Wing, Rotary Wing and Lighter than Air).
- Watercraft (cascades into Small Watercraft, Large Watercraft, Hoovercraft and Submarisble).

4) Gunnery - cascades to Ship Weapons and Vehicle Weapons. Naval characters must choose Ship Weapons under most circumstances unless they already posses a Vehicle skill.
 
Originally posted by robject:

ACADEMIC (3 + various)
Instruction
Law
Linguistics
Various Arts & Sciences
Would you like to add the option of choosing a +1 to EDU (or maybe INT?) from the Academic list when recieved during chargen (as in MT)?
 
Originally posted by robject:

ACADEMIC (3 + various)
Instruction
Law
Linguistics
Various Arts & Sciences
Would you like to add the option of choosing a +1 to EDU (or maybe INT?) from the Academic list when recieved during chargen (as in MT)?
 
My take:

GENERAL (20)
Animal Handling
Battle dress
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanic
Medic
Naval architect
Navigation
Perform
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival
Throwing

ACADEMIC (3)
Instruction
Law
Research

SCIENCE (15)
(Xeno)Biology/Genetics
Chemistry
Physics
Mathematics
Psychology
Psionicology
Sophontology (Traveller "Antropology" and "Sociology" combined)
Art
Archeology
History
Philosophy
Planetology (interstellar "Geology" and "Ecology" combined)
Linguistics
+1 EDU
+1 INT

MELEE COMBAT (11)
Dagger
Blade
Foil
Sword
Cutlass
Broadsword
Bayonet
Spear
Halberd
Cudgel
Brawling

BUSINESS (3)
Admin
Broker
Trader

CLANDESTINE (8)
Bribery
Carousing
Forgery
Gambling
Interrogation
Stealth
Streetwise
Lockpicking

GUN COMBAT (9)
Combat Rifleman (used for Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle).
Pistol (used for Body Pistol, Revolver, Auto-Pistol).
Submachinegun (used for Submachinegun, Gauss Submachinegun*).
Shotgun (used for Shotgun, Combat Shotgun*).
Laser Weapons (used for Laser Pistol*, Laser Carbine, Laser Rifle).
Zero-G Weapons (used for Snub Pistol, Accelerator Rifle).
High Energy Weapons (used for PGMP-12, PGMP-13, FGMP-14 and FGMP-15).
Auto-Weapons (used for Auto-Rifle, LMG, HMG, Gauss SAW*).
Flame Throwers (used forFlamethrower*, Light Flamer*).

ARCHAIC WEAPONS (5)
Archaic Rifles
Archaic Pistols
Blunderbuss
Bow Weapons
Crossbows

HEAVY WEAPONS (5)
Autocannon
Field Artillery (includes all heavy indirect-fire weapons as well as towed direct-fire weapons)
Light Assault Gun (LAG)
Launchers
Vehicle Gunnery (includes all vehicle-mounted, direct-fire weapons from lasers to VRF Gauss Guns)

SOLDIER (5)
Combat engineering
Demolitions
Forward observer
Recon
Tactics

SPACE (7)
Astrogation
Engineering
Ship Gunnery
Pilot
Ship's Boat
Vac suit
Zero g

TECHNICAL (7)
Communications
Computer
Electronics
Gravitics
Robotics
Sensor ops
Armory

VEHICLE (5)
Wheeled
Tracked
Gravcraft
Aircraft
Watercraft
 
My take:

GENERAL (20)
Animal Handling
Battle dress
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanic
Medic
Naval architect
Navigation
Perform
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival
Throwing

ACADEMIC (3)
Instruction
Law
Research

SCIENCE (15)
(Xeno)Biology/Genetics
Chemistry
Physics
Mathematics
Psychology
Psionicology
Sophontology (Traveller "Antropology" and "Sociology" combined)
Art
Archeology
History
Philosophy
Planetology (interstellar "Geology" and "Ecology" combined)
Linguistics
+1 EDU
+1 INT

MELEE COMBAT (11)
Dagger
Blade
Foil
Sword
Cutlass
Broadsword
Bayonet
Spear
Halberd
Cudgel
Brawling

BUSINESS (3)
Admin
Broker
Trader

CLANDESTINE (8)
Bribery
Carousing
Forgery
Gambling
Interrogation
Stealth
Streetwise
Lockpicking

GUN COMBAT (9)
Combat Rifleman (used for Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle).
Pistol (used for Body Pistol, Revolver, Auto-Pistol).
Submachinegun (used for Submachinegun, Gauss Submachinegun*).
Shotgun (used for Shotgun, Combat Shotgun*).
Laser Weapons (used for Laser Pistol*, Laser Carbine, Laser Rifle).
Zero-G Weapons (used for Snub Pistol, Accelerator Rifle).
High Energy Weapons (used for PGMP-12, PGMP-13, FGMP-14 and FGMP-15).
Auto-Weapons (used for Auto-Rifle, LMG, HMG, Gauss SAW*).
Flame Throwers (used forFlamethrower*, Light Flamer*).

ARCHAIC WEAPONS (5)
Archaic Rifles
Archaic Pistols
Blunderbuss
Bow Weapons
Crossbows

HEAVY WEAPONS (5)
Autocannon
Field Artillery (includes all heavy indirect-fire weapons as well as towed direct-fire weapons)
Light Assault Gun (LAG)
Launchers
Vehicle Gunnery (includes all vehicle-mounted, direct-fire weapons from lasers to VRF Gauss Guns)

SOLDIER (5)
Combat engineering
Demolitions
Forward observer
Recon
Tactics

SPACE (7)
Astrogation
Engineering
Ship Gunnery
Pilot
Ship's Boat
Vac suit
Zero g

TECHNICAL (7)
Communications
Computer
Electronics
Gravitics
Robotics
Sensor ops
Armory

VEHICLE (5)
Wheeled
Tracked
Gravcraft
Aircraft
Watercraft
 
Also bear in mind that while there are 102 skills in total, 80 of them are inside cascade groups, and will usually appear in tables as their cascade groups, so the actual number is far lower.
 
Also bear in mind that while there are 102 skills in total, 80 of them are inside cascade groups, and will usually appear in tables as their cascade groups, so the actual number is far lower.
 
Could you post a 'folded' list, then, please, so we can see what it looks like that way?
 
Could you post a 'folded' list, then, please, so we can see what it looks like that way?
 
Folded List:

GENERAL (20)
Animal Handling
Battle dress
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanic
Medic
Naval architect
Navigation
Perform
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival
Throwing

ACADEMIC (3)

SCIENCE (15)

MELEE COMBAT (11)

BUSINESS (3)

CLANDESTINE (8)

GUN COMBAT (9)

ARCHAIC WEAPONS (5)

HEAVY WEAPONS (5)

SOLDIER (5)

SPACE (7)

TECHNICAL (7)

VEHICLE (5)

Is that what you mean by 'folded'? Oh, and remember that certain career pathes, the ones with the higher requirements, will give you a specific skill or two from a cascade list you can't usually access. But still, each core career should have atleast one skill unique to it and unobtainable by other core careers.
 
Folded List:

GENERAL (20)
Animal Handling
Battle dress
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanic
Medic
Naval architect
Navigation
Perform
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival
Throwing

ACADEMIC (3)

SCIENCE (15)

MELEE COMBAT (11)

BUSINESS (3)

CLANDESTINE (8)

GUN COMBAT (9)

ARCHAIC WEAPONS (5)

HEAVY WEAPONS (5)

SOLDIER (5)

SPACE (7)

TECHNICAL (7)

VEHICLE (5)

Is that what you mean by 'folded'? Oh, and remember that certain career pathes, the ones with the higher requirements, will give you a specific skill or two from a cascade list you can't usually access. But still, each core career should have atleast one skill unique to it and unobtainable by other core careers.
 
Thank you, employee.

Assuming these skill groups are expanded out:

Academic
Business
Clandestine
Soldier
Space
Technical

...and the rest remain folded, this is close enough to the CT+ list to keep me happy and disturbed at the same time. Disturbed because I originally intended to have a light skill list.

Sigg, it looks like we don't have 50-60 skills after all, but more like 100 skills. Any suggestions?
 
Thank you, employee.

Assuming these skill groups are expanded out:

Academic
Business
Clandestine
Soldier
Space
Technical

...and the rest remain folded, this is close enough to the CT+ list to keep me happy and disturbed at the same time. Disturbed because I originally intended to have a light skill list.

Sigg, it looks like we don't have 50-60 skills after all, but more like 100 skills. Any suggestions?
 
Yep, reduce down to the broadest possible skill definition and get rid of superfluous, duplicate or redundant skills in the list ;)
 
Yep, reduce down to the broadest possible skill definition and get rid of superfluous, duplicate or redundant skills in the list ;)
 
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