Mistake for Operations Officers
Just realized another error (or what I perceive to be an error; perhaps someone here will clarify things for me) as I got done putting the final touches on the Operations Officer for our crew.
Per the rules (Narrator's Guide, p. 101) the way a character transfers power aboard a starship (like from the weapons to the shields) is via a "Propulsion Engineering". I thought this is one of those things that the Operations Officer aboard a ship would do. This is further confirmed by the stats on Harry Kim (an Ops Officer) who has Engineering: Propulsion Engineering (Warp Engines) +5 (p. 245).
The problem is that Engineering: Propulsion is NOT one of the Operations Officers Professional Skills (p. 71 - Player's Guide). So for each Engineering: Propulsion skill an Ops Officer buys, he/she has to pay double. If this is one of the normal functions an Operations Officer is going to be doing on a ship (and I would think it would be), then I'm thinking of changing the ability to transfer power to be based on an Engineering: Systems (Electroplasma Systems) skill test instead.
Otherwise, what is the specialty Elecroplasma Systems used for in the game? Also, why is it that BOTH Development packages for the Operations career ("Basic System Operator" and "Operations Manager" - p. 94-PG) don't include Engineering: Propulsion as one of the skills they learn?
Doug Taylor
Member of Decipher's Hall of Fame
Currently running The One Ring RPG. I also occasionally run Villains & Vigilantes (our campaign is in year 25) and WEG d6 Star Wars (both games are mostly on hiatus) and an annual game based on The X-Files (using Conspiracy X).