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Published by Samuel Penn.

Also, see my profile for things that interest me.

Glendale Website - My main web site.

Yags - Main site for yet another game system, a generic GPL'd tabletop RPG.

Yagsbook - Documentation on the Yagsbook RPG documentation format, a Sourceforge project.

Mapcraft - Documentation on world mapping tools, another Sourceforge project.

Midnight Saga - An Ars Magica campaign.

Active Topics

The current topics are currently under active development (relatively speaking).

Yags is Another Game System - Game design notes for Yags, a Free roleplaying game system I use as the core system for most of my campaigns.

Yagsbook - Notes on an XML based documentation system I use for documenting Yags and related campaigns.

Full Thrust - Notes on Full Thrust

Stargrunt - Notes on Stargrunt.

yags:traveller_skills

Traveller Skills

Fleshing out the following Traveller skills. Need to define exactly what they cover, and various specialisations within them.

Short Skill List

This is a short list of skills.

Academic

  • Sophontology - the study of intelligent life forms.
  • Archaeology - digging up ruins.
  • Astronomy - knowledge about stars and planets.
  • Science - general science, including physics, chemistry and biology.
  • Cryptography - codes and cyphers.
  • Ecology - botany and zoology and other things.
  • Economics - business law.
  • Law - law.
  • Mathematics - pure mathematics.
  • Occult - the occult.
  • Politics - how to work with politicians.
  • Research - finding information.
  • Psychohistory - predicting people
  • Medicine - fixing people
  • Surgery - sticking people back together.

Business

  • Administration - dealing with bureaucracy and running a business, including accounts.
  • Current affairs - what is going on in the imperium.
  • Trade - bargaining and such.

Starships

  • Spaceship systems - piloting big ships and running them.
  • Spaceship piloting - piloting fighters etc.
  • Spaceship gunnery - shooting spaceship guns.
  • Jump navigation - plotting courses through Jump space.

Technical

  • Computer operation
  • Computer hacking
  • Communication systems - radios and things. Electronic warfare.
  • Sensor systems - radar and things. Electronic warfare.
  • Security systems - security and surveillance systems.
  • Spaceship repair
  • Robot repair
  • Grav vehicle repair
  • Wheeled vehicle repair

Rogue

  • Torture

Engineering

Engineering is all about designing things. Fixing things is covered by Mechanics. Both are useful to an Engineer/Mechanic type of character. You tend to find specialists in the former behind a drawing board, and specialists in the latter in a garage. Both default to each other. For most player characters, Mechanics is probably the more useful skill since it is the one used in the field.

  • Starship Systems - designing and building starships.
  • Aircraft Systems - designing and building aircraft.

The GURPS List

Probably not what I want to use.

  • Artillery - projectile based heavy weapons
  • Civil - roads, buildings
  • Clockwork - wind up stuff
  • Electrical - power cells and transmission lines
  • Electronics - computers, sensors, transister type stuff
  • Materials - making new materials
  • Microtechnology - small things
  • Mining - underground structures
  • Nanotechnology - very small things
  • Psychotronics - psionic technology
  • Robots - robots
    • Cybernetics - man-machine interfaces
  • Small arms - personal firearms
  • Jump drives - Starship Jump drives
  • Thrusters - Reactionless thrusters
  • Starships - general design/repair of starships
  • Jets - jet aircraft and engines
  • Steam - steam engines

Mechanics

Mechanics is all about fixing and repairing things. If you want to be able to actually design something, then you need Engineering. Both default to each other however, so it's possible to design things with Mechanics - your roll is just halved.

The following techniques are available for the mechanics skill. Without a specialised technique a character can try to diagnose faults and fix them if they have some off-the-shelf spare parts available. If no spare parts are available, fixing difficulty is doubled.

Having the correct technique halves difficulty modifiers for obscure faults and enables the character to fix things themselves. Primary techniques cost 4, second level techniques cost 6 (they're hard!).

  • Starships Repair - includes general repair.
    • Jump Drive Repair - starship jump drives.
    • Thruster Repair - repairing reactionless thrusters.
  • Wheeled Repair - all ground based wheeled vehicles.
  • Aircraft Repair - jet and prop driven aircraft.
  • Boat Repair - general boat repair and maintenance.
  • Power Systems Repair - all modern power systems (fusion/fuel cell).
  • Steam Engine Repair - repairing steam engines.
  • Robotics Repair - repairing robots
    • Cybernetics Repair - repairing man-machine interfaces.

Example difficulties

  • Routine checkup - 10
  • Diagnosing light damage - 15
  • Diagnosing moderate damage - 20
  • Diagnosing heavy damage - 25

Diagnosis involves figuring out what needs to be fixed and replaced, and looking for a quick work around. If a replacement part is available, then fixing things is the same difficulty. If no part is available, then the difficulty is +10 to fix.

Modifiers to difficulties

  • Damaged part is tricky to fix - +10
  • Damaged part is very tricky to fix - +20
  • Partial or wrong set of tools - +10
  • Improvised set of tools - +20
  • Quick fix (75% normal time) - +10
  • Very quick fix (50% normal time) - +20
  • Miracle fix (25% normal time) - +40

Electronics

  • Laser System Repair
  • Electronics Repair
yags/traveller_skills.txt · Last modified: 2015/02/04 22:40 (external edit)