Finally, onward with my house rules...
Starting Knowledges. Characters begin with a number of knowledges equal to half their Education characteristic, rounded up. These may be chosen in any combination from those available from homeworld knowledges and education knowledges. No starting knowledge may start at a level higher than 2. In addition to the chosen knowledges:
• Imperial and Solomani human characters start with Anglic and World: <Name> knowledges.
• Vilani human characters start with Bilandin, Anglic and World: <Name> knowledges.
• Aslan characters start with Trokh, Anglic and World: <Name> knowledges.
• Vargr characters start with Gvegh, Anglic and World: <Name> knowledges,
• Bwap characters start with Bwap, Anglic and World: <Name> knowledges.
• Virushi characters start with Virushi, Anglic and World: <Name> knowledges.
Homeworld Knowledges. World descriptions include Trade Classifications and Remarks (TC&R). A character receives one specified knowledge for each Trade Classification or Remark from the homeworld. For example, a character from Glisten (2036 Spinward Marches) will have Vacc Suit/Zero-G (As), Liaison/Streetwise (Hi), One Trade/One Science (In), One Trade/Survival (Na), Hostile Env/Vacc Suit (Va), and Admin/Advocate (Cp), for a total of six homeworld knowledges available.
The player inspects the character’s birthworld and determines the available birthworld knowledges. If the player is dissatisfied with the available knowledges, he may decide the character changed worlds as a child. A new world is determined to be the homeworld, and the available knowledges dictated by the homeworld are used instead.
Education Knowledges. In addition to knowledges available from a character’s homeworld, some knowledeges may be learned as a basic level of academics. The list of education knowledges available include: Admin, Advocate, Animals, any Art, Athlete, Comms, Computer, Driver, Engineer, Flyer, Language, Medic, any Science, Seafarer, and any Trade. This list can be further restricted by your homeworld's TL.
Starting Knowledges. Characters begin with a number of knowledges equal to half their Education characteristic, rounded up. These may be chosen in any combination from those available from homeworld knowledges and education knowledges. No starting knowledge may start at a level higher than 2. In addition to the chosen knowledges:
• Imperial and Solomani human characters start with Anglic and World: <Name> knowledges.
• Vilani human characters start with Bilandin, Anglic and World: <Name> knowledges.
• Aslan characters start with Trokh, Anglic and World: <Name> knowledges.
• Vargr characters start with Gvegh, Anglic and World: <Name> knowledges,
• Bwap characters start with Bwap, Anglic and World: <Name> knowledges.
• Virushi characters start with Virushi, Anglic and World: <Name> knowledges.
Homeworld Knowledges. World descriptions include Trade Classifications and Remarks (TC&R). A character receives one specified knowledge for each Trade Classification or Remark from the homeworld. For example, a character from Glisten (2036 Spinward Marches) will have Vacc Suit/Zero-G (As), Liaison/Streetwise (Hi), One Trade/One Science (In), One Trade/Survival (Na), Hostile Env/Vacc Suit (Va), and Admin/Advocate (Cp), for a total of six homeworld knowledges available.
The player inspects the character’s birthworld and determines the available birthworld knowledges. If the player is dissatisfied with the available knowledges, he may decide the character changed worlds as a child. A new world is determined to be the homeworld, and the available knowledges dictated by the homeworld are used instead.
Education Knowledges. In addition to knowledges available from a character’s homeworld, some knowledeges may be learned as a basic level of academics. The list of education knowledges available include: Admin, Advocate, Animals, any Art, Athlete, Comms, Computer, Driver, Engineer, Flyer, Language, Medic, any Science, Seafarer, and any Trade. This list can be further restricted by your homeworld's TL.
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