Thread: Dabbler Perk
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Old 01-13-2018, 05:31 PM   #14
sir_pudding
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Default Re: Dabbler Perk

Quote:
Originally Posted by Anaraxes View Post
* I did wind up even adding one skill, for Power Plant Operation, just to complete the design/repair/use triad with Engineer (Power) / Electrician, Mechanic (Fusion) / ?. I couldn't find a skill in RAW for running a power plant. And a few of those 39 are "use" skills that are a little more generic, that most of the characters would have, or even other specialties where the "engineer" may not be particularly good at all (Spacer, Guns, Pilot). So that's not an exact count, but gives you an idea of the size of the job. It's much wider than most GURPS archetypes seem to call for.
Power and propulsion are the core systems of a crewed vehicle, so Spacer seems to be the correct skill for operating them.
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