(Developer's Diary) Skill List

MongooseMatt

Administrator
Staff member
The range of skills in Dark Conspiracy have been through quite a few permutations, but I think we have just about settled on them. We (obviously) used the current Traveller list as a starting point, but a few had to come out, others inserted, and some simply renamed to better fit in with a modern world setting.

As things stand, this is what the skill list looks like (skills with specialities are marked):

Advocate
Animals (handling, training, veterinary)
Art (performer, instrument, physical media, virtual media, write)
Athletics (dexterity, endurance, strength)
Business
Carouse
Computers (coding, hardware, operation)
Deception
Diplomat
Drive (hovercraft, track, wheel)
Electronics (comms, remote ops, sensors)
Empathy Use (computers, drain, foreboding, healing, project mind, sense mind)
Engineer (aerospace, civil, electrical, industrial, mechanical)
Explosives
Gambler
Gun Combat (archaic, pistol, rifle)
Heavy Weapons (artillery, portable, vehicle)
Investigate
Jack-of-All-Trades
Language*
Leadership
Mechanic
Medic
Melee (unarmed, blade, bludgeon, natural)
Navigation
Persuade
Pilot (airship, rotor, wing)
Profession*
Recon
Science*
Seafarer (ocean ships, personal, sail, submarine)
Stealth
Streetwise
Survival
Tactics
 
Looks good. Nice to see Carouse and Jack-of-all-Trades still available for DC roleplayers.
Renaming Flyer(airship, rotor, wing) to Pilot(airship, rotor, wing) when Pilot is already a reserved skill name in Traveller is perhaps the biggest clash.
And no Drive(mole)! Shucks, there goes my Thunderbirds adventure ideas.
 
What skill would be used to see through a deception, or sense motive? It does not really seem to be a thing in the system. I usually use a Deception vs Deception, Science (Psychology), or similar. You could just as easily, use Investigate, or Recon.
 
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