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FASA Games, Inc. • Skills for Engineers
Page 1 of 2

Skills for Engineers

Posted: Tue Apr 07, 2015 6:13 pm
by Holz
Hi all,
I am taking my time and making all my player sheets in FS2 to FSR.
I had no problem, until I reached the engineer on my party.

The character has allot of skill on Tech Redemptions. The problem is, I cant just sum all numbers, he would have 17 on Physical Sciences or Applied Sciences.
My question is, can I break down the sciences in further areas, like High Tech, Mechanical, Volt, etc?

Re: Skills for Engineers

Posted: Wed Apr 08, 2015 6:41 am
by Tupteq
I think splitting skills would be against general FSR way to simplify things. Instead you may add some Lore skills that could be used complementarily.

Re: Skills for Engineers

Posted: Wed Apr 08, 2015 6:45 am
by Angelman
I didn't quite get that... Are you converting from FS2 to FSR, and have problems getting the Engineers specialist skill ranks to translate between editions?

If that is the case, I surely can see why. We tried to reduce the number of Tech skills in FSR, to make it less of a points sink for the players. Having already invested loads of skill points in half a dozen or more FS2 Tech skills, your player character will fast achieve a surplus of points.

My advice is the divide the various FS2 redemption skill points between the FSR skills Tech Redemption, Applied Science, and Physical Science as closely as you can. You might also want to boost related skills like Think Machine and Terraforming, or grant him/her a couple of new skills like Crafts, Controls, Spacecraft Operation or Lockpicking, just to give the character more of a range. You might also consider boosting the Tech characteristic, or even Wits & Will, or to give the character the Grease Monkey blessing or something.

I don't have a simple answer to this, but I think you should make sure the Engineer gets his/her bangs for the bucks, and not worry too much about the character's skills changing a bit between editions. At least, that's what I would do. Of course, if you want to go back to Mech Redemption, Tech Redemption, Volt Redemption etc., you certainly can :)

Re: Skills for Engineers

Posted: Wed Apr 08, 2015 10:19 pm
by Holz
Ah...
That will solve the problem!
Thanks Angelman and Tupteq! =D

Re: Skills for Engineers

Posted: Fri Apr 17, 2015 3:18 pm
by Bogie
Yeah that was a tough one. We really tried to narrow down the skills because it required like a billion points to start the game with a semi-competent engineer vs. a sword guy.

I think Angelman and Tupteq got it covered though. ;)

Re: Skills for Engineers

Posted: Sun Apr 19, 2015 7:20 pm
by Madmage
Well to be fair, each field of science can be so expansive that a knowledge of one certainly does not apply to all (other than maybe Physics and some chemistry). When it comes to technical skills, would you trust your auto-mechanic to know how to diagnose and fix a NASA shuttle?

Re: Skills for Engineers

Posted: Mon Apr 20, 2015 8:54 am
by Bogie
True enough. It is a tough balance between a mass of skills, of which only a few will ever be used during game play, and making Engineer characters that can participate in the game. Another thing to consider is that in Fading Suns the actual "science" of how everything works is (intentionally) kept very vague so keeping sciences/engineering broken down to only a few categories works as well.

The one key disconnect that is always tricky for me in writing for Fading Suns is that the people, even many in the Engineers Guild, don't fully understand the technology that they are working with. Certainly there must be some with a deep understanding, but they keep as many secrets as possible to maintain control. As it has been explained to me, there is a lot of black-box technology in Fading Suns, plug this into that, something mysterious goes on in the box, and the desired product comes out (usually).

Maybe we can capture some of this as a sidebar in Merchant League. I visualize it as the TECH trait being a combination of natural aptitude and exposure to technology. Tech Redemption skill (which could probably have used a better name) is the League training on using all of the different bits of stuff that they manufacture (likely the same bits of tech for hundreds of years) and using stuff that is lying around from the Second Republic days. Specific Knowledge/Sciences could then be bought to allow for synergy bonuses and the like, representing specific fields of study and specialization for higher rank League characters.

Re: Skills for Engineers

Posted: Mon Apr 20, 2015 5:44 pm
by Madmage
I definitely think the Tech level and its restrictions does help somewhat alleviate the issues where you won't have the best auto-mechanic of today being able to repair hover cars of the future.

If I might suggest making certain technologies requiring in addition a certain tech redemption level, or give them high difficulties at the start to encourage complimentary rolls by using related sciences or lores?

Re: Skills for Engineers

Posted: Thu Apr 23, 2015 3:06 pm
by Bogie

Re: Skills for Engineers

Posted: Fri Apr 24, 2015 5:42 am
by Angelman
There is actually quite a bit of discussion on this already in FSR PG. There is the skills of course, as well as many tech topics in the equipment chapter. Basically, you need the Tech characteristic at the correct (or higher) rating to interface tech, and two levels higher (I think it was) to repair/create tech (which means no human can ever create Anunnaki tech).