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Default skills for homeworlds

Page 69 - Homeworld skills indicates that "A character receives one specified skill for each trade classification or Remark from the homeworld. For example, a character from an AG Agricultural world automatically receives Animals-1."

So homeworld skills are one for each remark or classification that has an associated skill (not all do).

As for 0 level skills there are three types of those. First one is default skills page 143 are zero level skills everyone gets and there is a list of 12 default skills on page 142. Second one is Hobby also page 143 which is one skill characters choose at the end of character creation (so long as they did not get a hobby from character creation) that is for that character a zero level skill. Finally there are the skills with knowledge contained within them the first two time the skill is received the character gets a knowledge and has skill-0 in that skill, the third time they get the skill they get skill-1 which is from page 144.
 
Page 69 - Homeworld skills indicates that "A character receives one specified skill for each trade classification or Remark from the homeworld. For example, a character from an AG Agricultural world automatically receives Animals-1."

So homeworld skills are one for each remark or classification that has an associated skill (not all do).

This should probably be added to the errata, then, unless we're comfortable with characters from vacuum worlds that are ice capped getting Vac Suit-2 while character from vacuum worlds that are not ice capped getting only Vac Suit-1.

We're not sure if there's ice on Luna yet (speculation at this point, I think), but saying it's only a Vacuum world and not ice capped, I'd think that someone who lived on Terra's moon would be just as adept with Vac Suits as someone who lived on Triton (ice capped).


Don, should this be a piece of errata?
 
Not any more.

/snip/

We're not sure if there's ice on Luna yet (speculation at this point, I think), but saying it's only a Vacuum world and not ice capped, I'd think that someone who lived on Terra's moon would be just as adept with Vac Suits as someone who lived on Triton (ice capped).


Don, should this be a piece of errata?
Hey Supp Four, just to let you it is not speculation any more. They did a find water on the moon which was ice until we crashed a dead rocket into it.

Now as to ice capped giving Vacc Suit, I don't see it either, but I am cool with Homeworld Skills possibly granting more than Skill-1 if the TCs warrant it.
 
Hey Supp Four, just to let you it is not speculation any more. They did a find water on the moon which was ice until we crashed a dead rocket into it.

Now as to ice capped giving Vacc Suit, I don't see it either, but I am cool with Homeworld Skills possibly granting more than Skill-1 if the TCs warrant it.

This is as designed, and not an errata issue. T5 doesn't have level-0 skills. For homeworld skills, you get all the skills for every TC a homeworld has, and if they happen to give two of the same thing, they stack. I've brought it up to Marc, and he confirmed it the first time, and reminded me the second time we'd already discussed it. It's not the logic of ice-capped natives learning vacc suit better than others, it's that all the TCs count.

And apparently the missing Ph skill isn't an errata item either.

[Personal admission: I find the missing Ph (Pre-High) skill, and the current selected skills for TCs not quite right, and it's very high on my house rules list for after my self-imposed three-month moratorium on house rules.]
 
Home world remarks

I see a planet with comments "Varg6 S'mr4" I'm guessing this is 60% Vargr Race and 40% another race.
1) Is this correct?
2) Who is the other race?
3) When you get skills for the number of TC (Trade Classification) and comments would this count as a comment? If so how many skills in addition to TC? One or two? I'm guessing one if at all.

Thank you for your help,

I see these remarks after the TC "Varg6 S'mr4"

First what do they mean, I'm guessing population 60% Vargr and 40% someone else, if so who?

Since it appears as a remark one get a skill, or possibly two?
 
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This is as designed, and not an errata issue. T5 doesn't have level-0 skills. For homeworld skills, you get all the skills for every TC a homeworld has, and if they happen to give two of the same thing, they stack. I've brought it up to Marc, and he confirmed it the first time, and reminded me the second time we'd already discussed it. It's not the logic of ice-capped natives learning vacc suit better than others, it's that all the TCs count.

And apparently the missing Ph skill isn't an errata item either.

[Personal admission: I find the missing Ph (Pre-High) skill, and the current selected skills for TCs not quite right, and it's very high on my house rules list for after my self-imposed three-month moratorium on house rules.]

Interesting. Well, so be it. I definitely think that a character should get a skill for every homeworld code, but that they should not stack if you get more than one of the same thing.

Did Marc have any logical explanation besides just saying "that's the way it is?"
 
I don't quite understand why living on a world with few or no trade classifications causes learning disability, nor do I believe everyone who lives on an agricultural world would grow up practising animal husbandry. Not even a low-tech wolrd, much less an ultra-tech one.

The way I would go about it would be to give everyone a fixed number of homeworld skills (possibly modified by Int and Edu) and then provide various lists for the player to chose from based on homeworld characteristics. For example, there would be a low-tech list, a high-tech list, and an ultra-tech list, and lists for various trade classifications (though not 'Ic' -- I can't think of any skill living on an Ice world would call for (except possibly Ice Mining) ;)).


Hans
 
The way I would go about it would be to give everyone a fixed number of homeworld skills (possibly modified by Int and Edu) and then provide various lists for the player to chose from based on homeworld characteristics. For example, there would be a low-tech list, a high-tech list, and an ultra-tech list, and lists for various trade classifications (though not 'Ic' -- I can't think of any skill living on an Ice world would call for (except possibly Ice Mining) ;)).

That sounds good to me! Do you have any suggestions for such lists and skill allowance?
 
On Ag worlds.

I don't quite understand why living on a world with few or no trade classifications causes learning disability, nor do I believe everyone who lives on an agricultural world would grow up practising animal husbandry. Not even a low-tech wolrd, much less an ultra-tech one.

/snippery-roo/

Hans
Well, Hans on your first I would say with few or no TCs you have lower interstellar interaction and less chance for education. But that is just me talking, nothing solid.

However, for Ag worlds, Animals isn't all about farming, it is about animals being common for various reasons to farm animals to companion animals. Remember things like Ride are in there (which is a skill I give to most of my Nobles if they get Animals).

I like the new Homeworld skills rules and am on board with the errata. I am pretty sure the group of Timmiis I play with will love it too. Well, except for the loss of some of those TCs having skills. :devil:
 
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However, for Ag worlds, Animals isn't all about farming, it is about animals being common for various reasons to farm animals to companion animals. Remember things like Ride are in there (which is a skill I give to most of my Nobles if they get Animals).
An Ag world doesn't have to have any animals over and above what any other world might have. There might be a small correlation, but nowhere near the correlation between, say, low-tech and animals. And even if animals are common on a world, not everybody would acquire any skills related to them. Ag worlds can have huge cities that are animal-free zones.

I would give most nobles riding skill (or at least access to it) even if they lived on a vacuum world or a water world. The rich ones that can afford to join a country club with imported horses, anyway. ;)


Hans
 
The way I would go about it would be to give everyone a fixed number of homeworld skills (possibly modified by Int and Edu) and then provide various lists for the player to chose from based on homeworld characteristics. For example, there would be a low-tech list, a high-tech list, and an ultra-tech list, and lists for various trade classifications (though not 'Ic' -- I can't think of any skill living on an Ice world would call for (except possibly Ice Mining) ;)).


Hans

That would be the best way to do this.
 
Gah-fanark?

However one slices it, the rule is illogical...
How is a rule stating that a character gets a skill for every TC that gives a skill illogical? I mean it's not like I ever took the course, but that sounds like logic to me.
 
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Um, did anyone actually read the Vacc suit skill?

Vacc Suit (Space Suit, Vacuum Suit) is skill in functioning
in Vacuum environments, and using vacuum suits and
environmental protective equipment.

So it also covers Cold Suits and Hostile Environment Suits.

While I can see Vac worlders being skillful in day to day living in a cold and airless environments I can also see Ice capped Vac worlders having extra skill in using suits adapted to that special environment.

Assigning skills based on TCs is quick and straightforward but I agree with Rancke that not everyone on a world would get that same skill. I like the lists idea but if you cross TL with Environmental skills that starts to be a lot of lists. I'm thinking maybe I'll houserule that you can swap one Homeworld Skill for a reasonable background skill.

Rancke I can think of a lot of skills that would be necessary to live on an Ice world. Navigation for one, I'd hate to get lost in a featureless landscape during a white-out. Hostile Environment and Seafaring might come in handy (can I use Seafaring for using a sail powered sled?). Animals skill for those gene-fixed Huskies. Survival comes in handy for hunting and fishing if there is any liquid water.
 
Rancke I can think of a lot of skills that would be necessary to live on an Ice world. Navigation for one, I'd hate to get lost in a featureless landscape during a white-out. Hostile Environment and Seafaring might come in handy (can I use Seafaring for using a sail powered sled?). Animals skill for those gene-fixed Huskies. Survival comes in handy for hunting and fishing if there is any liquid water.

Unless T5 has changed the definition, an Ice World is a vacuum world with a hydrographic score; the "water" is present in the form of ice. It does not necessarily mean that the surface of the world is covered with ice. Next, lots of people on high- and ultra-tech worlds would never leave their comfortable habitats to venture into the wilderness, so they would have no need Navigation or Hostile Environment Suit. The same goes for vacuum worlds and Vacc Suit skill, come to that.


Hans
 
This is starting to sound a lot like what they do in MgT, where you get a set number of background skills, then you choose them first from a list based on homeworld, and from a general list of background skills, so you don't have to take any of the homeworld skills if you don't want to. It seems both nicer for the player, and more internally "logical" for reasons already pointed out.

Also, I don't have any problem with the skills stacking since each level in this system represents so much less than in previous versions. Getting a 2 in something isn't the big deal it used to be.
 
Unless T5 has changed the definition, an Ice World is a vacuum world with a hydrographic score; the "water" is present in the form of ice. It does not necessarily mean that the surface of the world is covered with ice. Next, lots of people on high- and ultra-tech worlds would never leave their comfortable habitats to venture into the wilderness, so they would have no need Navigation or Hostile Environment Suit. The same goes for vacuum worlds and Vacc Suit skill, come to that.


Hans

Ic Ice-Capped
The world’s water is locked in icecaps.

There may well be liquid water due to thermal activity or at great depth under the ice.

and compare it to the much harsher:

Fr Frozen
The world lies substantially beyond the Habitable Zone of the system
(HZ+2 or greater) and environmental temperatures are well below the freezing point of many gases.

I've just glanced at the UPP necessary for an Ice world but it includes 0 Vacuum and 1 Trace and we've established that everyone can use a Vacc suit :D

Hydrographic ranges from 0 to A or Desert to Waterworld. Desert might mean very small ice caps or permafrost type ice in the ground. Waterworld might indicate Icecaps as far as the equator or icefields over liquid water oceans.

On the second part I agree with you thats why I'm thinking of letting players swap one Homeworld Skill for something that makes better sense in the context of the of the planet.
 
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