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Traveller Skill Package

So MongTrav has a thing that's supposed to be done at the end of character creation, where we all decide on a skill package to take for the group. Then everyone chooses 1-2 skills out of it that we get for free. I don't think it's completely necessary at this point but there's no reason we shouldn't. If we decide to take it I think the Traveller or Mercenary ones would fit best, for obvious reasons.
this is campaign/session based augmenation thing. I will ask Pakkrat about it during ticket creation; I can see the viability of temp skills on some of these missions.
Somewhere in my efforts to conform my character to Mongoose Traveller, I took "Computer" as my Skill Package skill. Honestly, I think anyone that hasn't should just pick "something appropriate".
Here's my take on this option:  During character creation, Gev took Pilot-1 as part of the Starship Skill Package.  Charoux's choice had to have come from Investigator Skill Package.  That does not add up as the rule states that all characters have to select from the same package.  Options: 1.  GM denies free skills from this rule on the premise that they are not from same Package. 2.  GM allows characters whom have not yet selected a skill from an agreed-upon and shared Package to attain one . 3.  GM allows all players to select a Skill Package to select from, either Investigator or Starship until all the skills are taken. 4.  GM allows all players to select a Skill Package of their own, but only to be allowed one from that Package. 5.  Players ret-con their Pilot-1 (Gev) and Computers-1 (Charoux).  Then all players agree upon a Skill Package and we all select again until all skills are taken. 6.  We let current values stand, leaving room for individual development from current date, (Aug 16, 2015 or 280-1107 in-game). There are probably more options on this character-party mess.  This rule and system also assumes that all characters enter play at the same time, when clearly they do not.  Some player-characters have stepped away from Traveller Spinward and some have entered.  If you ask me, the Pakkrat, Gev would not want to lose his Pilot-1 from the Starship Skill Package.  So agreeing on #5 for Gev isn't going to fly for Pakkrat. My opinion: #3 is the easiest compromise to this half-baked party creation rule.  Those who have not selected a Package Skill would be allowed to choose between Investigator or Starship Packages.   Now, there is the possibility that the Colonel, Gerald, Panzor or Sergei also selected from a Skill Package and that's fine.  We could let all those stand, but then stop there with this rule.  That's the final option that I believe would satisfy all.
I would say that we let characters choose one skill from any skill package list, and leave it at that. The point of these lists is to meet a bare minimum of skill level for a specific gameplay type. We're shooting too broadly with our gameplay types to have the restriction to such narrow lists be applicable. On a related note: The Homeworld skill lists grant me "Drive: 0"; if that is not applicable to my Grav Bike, can we make it applicable, on the basis that the Darrian Confederation primarily uses floating grav style vehicles by default, on account of the floating cities of Darrian itself, and Mire being a tech underground/obsessively natural & agriworld above ground? "Roads??? We're not wasting valuable natural or agricultural landscape when there are perfectly good Grav Vehicles available at low low prices!".
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I'm fine with #3 or #4, because the skill I want is in Investigator and a few others. However for Panzor, Bob and Jim that may not be the case. #5 could also be good, but our group seems to have trouble agreeing on minutae haha.
Let us be resolved to put this to vote pre-game on the 23rd and move on.
Here here!