i am preparing a sci-fi campaign with SSEH and one of my future player desire playing a hard core scientist (physics, astronomy, xenobiology)...so i am a little stressed because there is only one true science speciality : Agronomy
How manage this issue ?
Scientist character
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cheeplives
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Um... Page 13 of the Field Manual:
Add the Specialties... put 'em under the Lore Skill Bundle... problem solved.
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Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
Page 13, SSEH Field Manual wrote:
The provided list of Specialties is not comprehensive, but is provided to give players a frame of reference for appropriate Specialties. Groups should feel free to introduce new Specialties into their games if the player and SIEGE Engineer feel something is missing.
Add the Specialties... put 'em under the Lore Skill Bundle... problem solved.
_________________
discreteinfinity.com -- my little corner of the internet.
Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet
Author of StarSIEGE: Event Horizon
Author of StarSIEGE: Event Horizon
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cheeplives
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raskal wrote:
Thanks for this excellent RTFM (Read The f**k Manual)
But in fact i was surprized that scientist skills are missing in a sci-fi RPG.
The "Obscure Knowledge" Specialty was used to cover most of them. I tried to keep the number of Specialties down for the basic book both for space considerations as well as to appease those who thought there already were too many skills.
Also, I tried to keep to a "no more than five specialties per Skill Bundle" rule... the Lore bundle could quickly get out of hand (especially in comparison to the Environmental bundle), so I tried to simplify.
_________________
discreteinfinity.com -- my little corner of the internet.
Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet
Author of StarSIEGE: Event Horizon
Author of StarSIEGE: Event Horizon
raskal wrote:
Thanks for this excellent RTFM (Read The f**k Manual)
But in fact i was surprized that scientist skills are missing in a sci-fi RPG.
Well, in my experience most science tends to be missing from SF games, so it's not surprising to find few scientists. However, the examples provided make it a breeze to create any number of specialist professions for characters.
I have fallen pretty hard for this game, and may well use it to run my next setting. The ease of developing new concepts that runs at the ehart of this game machine is a very big aprt of its appeal for me.
"History teaches us that men behave wisely after they've exhausted all other alternatives."