Species Skills and Trill Sybionts.
I have two questions. One of these things has been irking me ever since I made my first character for my players. Now we're out of the playtesting phase and they're going to be making their own and I really am worrying about a certain aspect of character creation.
Species Skills.
According to my reading of the rules your character starts with a huge bunch of cultural skills with specialties for who you are. That's nice; it makes sense.
What doesn't make sense is that the character therefore becomes a encyclopedia of ALL cultural/historical/political knowledge. It means most starting characters have at least four in one of these skills - often alot more when you consider that almost all characters in Trek have a high intelligence.
Is this right? Am I missing something? It just feels wrong somehow.
And onto my next point - Trills. Or, more specifically, Trills made using the advanced symbiont rules in 'Aliens'.
I recently went through character gen with a player who wanted to play a Trill .
The only things I need clarifying is how the symbionts edges affect the player and how exactly skills are used. Because it's doing my head in trying to understand the print.
As for edges, I'll give an example; the symbiont posses the Arrogant flaw. The host however, posses the Confident flaw. I ruled that due to personality merging this would cancel out both abilities (Arrogant makes social test courage point spending illegal, confident gives a +2 bonus to spending courage in a social test). Is this how it all works?
And skills is a simpler question; in the case that the symbiont and the host both posses a skill, whose do we take? The higer? The host?
Thanks in advance.
Re: Species Skills and Trill Sybionts.
Quote:
Originally posted by Lezta
Species Skills.
According to my reading of the rules your character starts with a huge bunch of cultural skills with specialties for who you are. That's nice; it makes sense.
What doesn't make sense is that the character therefore becomes a encyclopedia of ALL cultural/historical/political knowledge. It means most starting characters have at least four in one of these skills - often alot more when you consider that almost all characters in Trek have a high intelligence.
Is this right? Am I missing something? It just feels wrong somehow.
It's a nod to the characters on Trek knowing so much about various cultures. Look on it as a cinematic way of handling it rather than a more realistic method. If a Narrator wished to be more realistic about it, one of the things you could do is that, unless you have a Specialty in the species/world/whatever being discussed, what you know is colored by the stereotypes associated with it (All Vulcans are honest yet emotionless, all TOS Klingons are murdering barbarians, etc.).
Quote:
[/b]And onto my next point - Trills. Or, more specifically, Trills made using the advanced symbiont rules in 'Aliens'.
I recently went through character gen with a player who wanted to play a Trill .
The only things I need clarifying is how the symbionts edges affect the player and how exactly skills are used. Because it's doing my head in trying to understand the print.
As for edges, I'll give an example; the symbiont posses the Arrogant flaw. The host however, posses the Confident flaw. I ruled that due to personality merging this would cancel out both abilities (Arrogant makes social test courage point spending illegal, confident gives a +2 bonus to spending courage in a social test). Is this how it all works? [/b
That's how I would handle it. And if, for some reason the symbiont is lost of disabled, the Confident edge might come into play.
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And skills is a simpler question; in the case that the symbiont and the host both posses a skill, whose do we take? The higer? The host?
Honestly, I would use whichever seemed more appropriate to the situation. You could even play up "being of two minds" on a solution by rolling both and deciding which result you wanted to take (Just an idea, mind, not to be done without Narrator say-so, of course...).