I've had and idea, a rough idea
Instead of having the odd and powerfull (powerfull in the sense that if you have high stats and this skill you can do anything) JoAT's as a skill
What about something else?,
What I was thinking was to have a much narrower version of this effect (and hence reduce its power) for everyone to use,
This would be based on your career and terms served (i.e Scout- 4 or Merchant- 3 or Marine - 2 etc)
(I always liked the idea of using your characters term score for something, lol)
You Roll 2d6 + Terms, (you roll each time you need to make a skill check for a skill you don't have)
and need to score 13 or more to qualify for this bonus, (12 or less having no effect)
A roll of
13 = -2,
14 = -1,
15+ = 0,
BUT you can only apply this bonus to a skill you could get via that career path (during Character gen in that Career) and not a skill outside of that service, so no trading skill for the Scout etc
So the more Exp your character has had in that career, the higher the chance he would have picked up some relevent and useful infomation,
but must be within that scope of exp only,
(I'd dump the JoAT skill, just treat this skill if rolled during character gen as an ACE, that lets them choose a skill from any career even one outside their own,)
Like I said this is rough right now, but what you think?
(needless to say, but if you are happy with JoAT as it is, and have nothing positive to add, then don't add anything)
Instead of having the odd and powerfull (powerfull in the sense that if you have high stats and this skill you can do anything) JoAT's as a skill
What about something else?,
What I was thinking was to have a much narrower version of this effect (and hence reduce its power) for everyone to use,
This would be based on your career and terms served (i.e Scout- 4 or Merchant- 3 or Marine - 2 etc)
(I always liked the idea of using your characters term score for something, lol)
You Roll 2d6 + Terms, (you roll each time you need to make a skill check for a skill you don't have)
and need to score 13 or more to qualify for this bonus, (12 or less having no effect)
A roll of
13 = -2,
14 = -1,
15+ = 0,
BUT you can only apply this bonus to a skill you could get via that career path (during Character gen in that Career) and not a skill outside of that service, so no trading skill for the Scout etc
So the more Exp your character has had in that career, the higher the chance he would have picked up some relevent and useful infomation,
but must be within that scope of exp only,
(I'd dump the JoAT skill, just treat this skill if rolled during character gen as an ACE, that lets them choose a skill from any career even one outside their own,)
Like I said this is rough right now, but what you think?
(needless to say, but if you are happy with JoAT as it is, and have nothing positive to add, then don't add anything)