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FASA Games, Inc. • Guild Skills
Page 1 of 1

Guild Skills

Posted: Thu Dec 13, 2012 9:42 am
by PrinceEarwig
Hi all,
Recently picked up the Revised Players' Guide and am looking forward to seeing more in teh range to come from FASA.
Had a couple of questions though...

First (and probably simplest) is the fact that the life path system grants skills in the church and Noble sections that are listed with the "Guild Skills" indicator (Life sciences, Tech Redemption etc.) but then does not grant the appropriate guild charter in any of the listed benefices.
How do people deal with this? Are we consigned to spending the very limited points you're left with in the Life Path to customize things or doe sit et "hand waved".

Second, and I suspect this may be an oversight in the shift between versions, still in the lifepath's. Certain skills are listed with a "pick type" after them. However the skill section does not mention a "type" for the skill.
The skill in question is Tech Redemption and the one I spotted was in the Healer Early Career for Church characters.
The write-up of Tech Redemption states that the higher your skill the more complex a device you can manage... and while I could see that applying to groups of device equally as well, it lists no subtypes.

Anyway, looking forward to a couple of responses. Otherwise liking what I have seen in the new version so far.

ps. as an aside, it may be that I haven't come across it yet, but... are there any abilities that simply increase your defense? I know dodge is gone as a skill.. but surely you should be able to have someone who is better trained at avoiding things than someone else??

Re: Guild Skills

Posted: Thu Dec 13, 2012 11:35 am
by Angelman
Welcome, PrinceEarwig!

I didn't work on the rules so I can't comment on the defense question (anyone else?), but I'll give the two others a try :-)

The "pick type" skills are supposed to correspond to the skill categories in Chapter 6. Skills are organized under headings like Analytic Skills, Combat Skills, Physical Skills, etc. When you get a "pick one Analytic Skill" choice, you can choose which skill under the corresponding heading you want to put the point(s) in :-)

As for the Guild Skills thing, I usually allow people to choose restricted skills if it makes sense in their background. If it is not immediately relevant to the character's background then the player must invest the Guild Contract points. In other words, in my games you don't have to pay the extra charge when a LifePath gives you points in a restricted skill.

Hope that helps :-D

Re: Guild Skills

Posted: Thu Dec 13, 2012 5:53 pm
by azogouhl
The Tech Redemption (choose one) is a hold over from the 2nd Ed EarlyCareer->Healer stat text.

As far as increasing your defense number. The only way to do that through 'skills/benefices' is to select a fighting style that has a stance that increases your defense score. For all the current fighting styles this either applies to melee/fighting defense or as a bonus to cover vs ranged.

Re: Guild Skills

Posted: Thu Dec 13, 2012 9:19 pm
by treorai
You can also increase your defense with the Defensive and Full Defense combat stances, which are available to everyone, regardless of fighting stances known.

Re: Guild Skills

Posted: Fri Jan 25, 2013 8:04 am
by Calvin
My belief is still that pure operator skills can be taught more openly. Think Machine, Pilot, Mech/Volt Redemption... Those are all skills that let you do gruntwork and qualified labour. A non-guild technician is usually trained in one of these at a low level. As previously argued, the KW isn't just populated with dirt farmers. There is a wide range between TL 3-5 that's occupied by freeman craftsmen, local guilds and specialists.

The skills that let you understand the inner workings of high technology, the theoretical work behind them or the cutting-edge TL 5-6 stuff and some proscribed fields like robotics, cybernetics and anything that changes the human condition... Those are very rare. It's not a straight TL cut, TL 4 genetic engineering is much more threatening than a TL 5-6 rotary winged aircraft.

Re: Guild Skills

Posted: Mon Feb 25, 2013 6:49 pm
by Bogie