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Originally Posted by scc
Advantages: Hibernation 9 [18]; Longevity [2].
Perks: No Degeneration in Zero-G [1].
Disadvantages: Curious [-5]; Loner [-5].
Quirks: Imaginative [-1].
Pick one of these Lenses:
Doctor: Add Healer 1 [10].
Engineer: Add Artificer 1 [10].
Scientist: Add Natural Scientist 1 [10].
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Curious seems like a bad idea. The way it's written, it routinely tempts you into doing potentially dangerous things just to see what happens. In a high-risk environment such as outer space that's going to get you killed.
Are you supposing that parents were given a choice of one of three genetic packages that made for a Talent? Or do you envision a single set of genetic changes that could manifest in three different ways?
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UGene-Tech Frre Floater 20pts
Already in the works when the Crew Contract was signed and subsiquantly put onto something of a back burner. Materials from each was used on the other and about a decade after the Explorer. Never very popular with parents, because it basically would trap their children in space, but achived some modest sucess and improved versions of it still see some uptake. The attempt to conteract muscle degederation in Zero-G was overzealous, producing excess strength, but given the construction prokects most Free Floaters ended up working this was scene as a boon.
Secondary Characteristic Modifiers: +1 Lifting ST [3].
Advantages: Extra Arms 2 (Foot Manipulators, -30%) [14]; Longevity [2].
Perks: No Degeneration in Zero-G [1].
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I'm wondering if Perfect Balance might be appropriate. It doesn't seem to give a bonus to Free Fall, but the benefit to Aerobatics might be useful.
3D Spatial Sense might also be worth considering.
Finally, you might consider spending 5 points on Immunity to Space Sickness.