• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

What new skills would you add?

One thing I'll never tire to emphatize is the relation that should be kept among skill variety and the number of skills a carácter is suposed to have.

If you add skills, they each represent less broad ones, so, to keep the same level of knowledge, characters should have more.

To give you an example I've already used many times, in CT Engineering is a simple skill, and having an Engineer 2 character gives you a skill level 2 in every engineering need on your ship. In MgT, Engineering is 5 different skills, so (but as one is electronics in CT, I'll see as 4 different skills for this example), to have level 2 for all your engineering needs you need 8 levels of engineering skill (in a single character or several ones).

I think there needs to be a distinction between adding new skills and what I call fractioning existing skills.

Adding Survival to the skill set is definitely adding a new skill, and one which is added in Book 4, Mercenary, and Book 6, Scouts, along with Supplement 4, Citizens of the Imperium. Converting Engineering into 5 different skills is taking an existing skill and breaking it into several parts. I tend to break Gun Combat down into more skills, mainly because of my background, at least into Projectile Weapons and Energy Weapons. I do like how The Traveller Book handles vehicles, as expertise in Air Raft is not going to transfer into handling a watercraft sail boat.

If you add skills, they each represent less broad ones, so, to keep the same level of knowledge, characters should have more.

McPerth, you are correct with this, as what I call "fractioning" skills does require that a character have the ability to have more skills. If you keep the maximum number of skills the same for both basic character generation and the later extended character generation, where you can learn more skills in every term, your extended character generation group is actually going to be less broadly competent. If you increase the number of skills that can be earned, then you have characters with what I view as an excessive number of skills. If you do not do that, then you do need to have more characters to get the equivalent level of skills, as you pointed out.

With respect to Engineering, here is a Real World example. Most of the cruise ships are using Diesel-electric propulsion these days, with multiple Diesel generators for most efficient use of power. A senior engineer on one of those needs to know Diesel operation, electrical generator operation, and electric motor operation. That represents a pretty wide range of needed knowledge. That is how I see the Engineer on a star ship with respect to power plant, maneuver drives, and jump drives. The character needs to have some knowledge of all of these for safe operation. Higher skill levels means a more complete knowledge of all phases of the ship's power and propulsion systems, but even Engineer-1 means a working knowledge of all of them, and I would argue for some spillover into both Electronics and Computer, especially Computer. Perhaps an understood skill level in computers and electronics 2 levels below the Engineering skill level.
 
Under the example you give, you actually should have no problems getting electricity to power the coms. Tech Level 4 would put it at about Earth between 1850 and 1900 or so, when electricity was known and batteries were being used for telegraph communication, and by 1900 you have fairly large power plants supplying power for electric lighting and industry. Now, at Tech Level 3 or lower, you may have some problems. Glassblowing should not be one of them, as that would be a Tech Level 1 skill, while charcoal would be a common fuel. At least as long as the ecology is carbon-based with an oxygen atmosphere.

You are correct, I should have gone with Tech Level 3. I was trying to come up with a low-tech solution to the nonavailability of power. Also by specifying a sparsely populated planet I hoped to imply that any tech would be scarce and you would be relying mostly on your own skills and knowledge of materials to come up with a solution. I had also considered a hand-wrapped transformer to step up the voltage and step down the current, but I assumed such wire would not be readily available locally (TL3) and I did not know if any devices on the ship would even use wiring.
 
I do not remember where, but I seem to remember reading that the referee can add additional skills to the core set if he see fit. I also find it interesting that in the MGT2 core rule book, science(geology) is used as a skill in one of the examples (P.61), but is not included in the core skill list. I plan to use a revised skill list anyway when I code in my own computerized implementation of Traveller (it will make solo play a lot easier).

While there is a world of skills out there, not all of them seem relevant to Traveller for gaming purposes. So I would like to know what additional skills you would add to whatever version of Traveller you use. Also I would also like you to include what characteristic would modify the skill (I assume MGT is not the only one that allows that).

And if someone has already done this, just post me the link.

Thanks

For me Geology is a definite keeper.

Contributed Skill list (see below):

Construction
Sensors (CT)
Intrusion
Artisan ( )
Survival (CT)
I add/remove skills all the time, depending on the new career I'm using for the game rules.
 
My thought is that there are several skills out there, and many of them overlap. I tend to play with the skills that are in the Traveller Book, but if I really need a new skill, I'll create it.

This is usually for NPCs who have some specialty that is not quite covered by the standard skills or I think the specialization needs a new skill.
 
I assume a vessel is using a transponder, so it is loud and able to be detected from ranges greater than the above.

Maybe that's just an assumption on my part and not quite the letter of the rules.

Not an unreasonable assumption. I'm assuming something like tracking range for the small craft/bridge only reception sets, and multiple AUs for ships/stations with computer models and the EMF sensor array.

In a civilized system lack of IFF would just about automatically peg you as someone up to No Good and earn an inspection from the local Space Guard.

However, IMTU it is often practice for ships in a C starport or less with more pirates about to NOT broadcast IFF deliberately, to avoid shining a beacon as a loot pinata.

This is tolerated by the authorities, as long as they can ping and get an IFF back.

Just a way to skin the cat.
 
I was thinking more in terms of a scout who went to survey a moon for mineral resources and met with an unfortunate accident, perhaps that freak chance of a nickel-iron meteor striking his ship at just the wrong place and wrong time. Now his comm gear is damaged by a surge from his also damaged power system. He manages to land on the TL4 sparsely populated planet where his drive refuses a restart. He manages to repair his comm gear with spares but has no way to power it. So if he could locate some bauxite and silical sand and rig up some kind of glassblowing outfit with a torch (which hopefully the locals can provide), he might be able to put together a leyden jar which, with some graphite or charcoal to provide a measure of impedance matching, could provide enough power to enable him to get a message out to his companion who is prospecting a moon the next planet over.

"I am endeavoring, Ma'am, to construct a mnemonic circuit out of stone knives and bearskins."
I once constructed a battery of cells out of pieces of brass and iron suspended in clay pots with a citrus-based electrolyte. Not very efficient, but it did power a small 9v transistor radio receiver. I was 8 years old at the time.

Thus, any TL-1 culture could theoretically provide the basic materials to construct a battery of sufficient strength to power a distress beacon. For how long? At what power? Those answers would be left up to the referee.
 
I once constructed a battery of cells out of pieces of brass and iron suspended in clay pots with a citrus-based electrolyte. Not very efficient, but it did power a small 9v transistor radio receiver. I was 8 years old at the time.

Thus, any TL-1 culture could theoretically provide the basic materials to construct a battery of sufficient strength to power a distress beacon. For how long? At what power? Those answers would be left up to the referee.

That is Excellent! You would be a natural as a Ranger.
 
I was thinking more in terms of a scout who went to survey a moon for mineral resources and met with an unfortunate accident, perhaps that freak chance of a nickel-iron meteor striking his ship at just the wrong place and wrong time. Now his comm gear is damaged by a surge from his also damaged power system.

So, basically, the Scout went through CT chargen and failed Survival...



He manages to land on the TL4 sparsely populated planet where his drive refuses a restart. He manages to repair his comm gear with spares but has no way to power it. So if he could locate some bauxite and silical sand and rig up some kind of glassblowing outfit with a torch (which hopefully the locals can provide), he might be able to put together a leyden jar which, with some graphite or charcoal to provide a measure of impedance matching, could provide enough power to enable him to get a message out to his companion who is prospecting a moon the next planet over.

....But, the Ref is allowing the Soft Survival rule where the character isn't dead, just forced into mustering out of the Scouts after two years.
 
skills are things you are good at, not the only things you can do.

"well I was trained as a pilot and have several years experience, but I've handled some casulties too, so you could hire me on as a medic."?
 
"well I was trained as a pilot and have several years experience, but I've handled some casulties too, so you could hire me on as a medic."?

Pretty much. Again, the hefty negative DM may dissuade you from attempting it; however, applying pressure does not take a lot of skill (knowing when, where and how much, well, yes, but for immediate first aid almost anything is better than nothing)

Or perhaps you stayed at a Holiday Day Inn Express last night?

YouTube link: https://www.youtube.com/watch?v=eHCTaUFXpP8
 
applying pressure does not take a lot of skill (knowing when, where and how much, well, yes, but for immediate first aid almost anything is better than nothing)

I was being sarcastic. when considering "medic" basic first aid is not the first thing that comes to mind.

I'm reminded of that indiana jones scene. female: "the pilots are gone! do you know how to fly?" jones: "how hard can it be?" female: starts to faiint ....
 
Back
Top