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Old 04-09-2015, 10:35 PM   #5
Anaraxes
 
Join Date: Sep 2007
Default Re: Width vs depth, IQ vs DX skills

Quote:
Originally Posted by Halinn View Post
Do you happen to have a link to that? I'll be playing in a space game soon, and making sure we don't forget to cover something would be nice.
Certainly -- for what it's worth: Design / Repair / Use chart (MS Excel format)

I made this in prep for an GT:ISW game, so it's not all-inclusive. My goal was to make sure I understood which skills matched up with which other ones in the Design / Repair / Use triads.

Changes from RAW include:

- Contragrav and maneuver drives are closely-related tech, so one Gravitics specialty covers both for design and repair

- The "Plant Operation" skill was invented as the skill to run power plants. (Doesn't exist in RAW as far as I could tell.)

- Electronics Operation has a couple of merges: "Security" and "Surveillance" are combined. "Medical" and "Scientific" are combined, along with other unnamed specialties, and dubbed "Application". One skill is sufficient to operate whatever electronic instruments and tools are usual for other skills that you also have (Physician, Astronomy, Archaeology, etc). I'm tempted to do away with this category and just declare that it's part of the other skills.

- Pilot (Jumpspace) is the skill for "using" the jump drive. (RAW has Mechanic (Jump Drive). Pros and cons here related to giving multiple crewmen something to do. I was also trying to complete the the triad.)
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