Lack of affinity for players when creating a Farmer Traveller?

Old Time Schooling: An old local takes a shine to you and starts teaching you ancestral techniques or lore. Roll Edu 8+. On a success, gain an Ally and 1 skill level of Animals [Veterinary or Training], Science [Agriculture, Ecology, or Meteorology], or History [Local] that you do not already possess. On failure, gain a Contact.
 
Old Time Schooling: An old local takes a shine to you and starts teaching you ancestral techniques or lore. Roll Edu 8+. On a success, gain an Ally and 1 skill level of Animals [Veterinary or Training], Science [Agriculture, Ecology, or Meteorology], or History [Local] that you do not already possess. On failure, gain a Contact.
Ok, really like this one. Gonna replace 11 with it.
 
Oh, btw, my advocation for Remote Operations is the use and management of farming robots.
I support this idea because of two things:
a] As cultures get more sophisticated they remove themselves from the land and the natural cycles that produce food. Simply put, fewer and fewer people even consider farming as a career. With fewer hands to do the work comes the need to automate some functions of farming in order to increase yields without radically altering the ecology.
b] How much classic sci-fi includes robotic assistants for drudgery jobs? Damned near all of it, that's how much. There are even MJTAS articles that detail robots and vehicles to help with farming. Where you do need Mechanic and Electronics to maintain a robot staff, you also need Remote Operations to efficiently USE those robots. It's like Drive and Mechanics, you need both to fully operate the technology.
 
I put this on another thread that referenced this one, but the homebrew career presented here has a bunch of issues compared to every other career.

You may never have noticed, but most MGT2e careers have survival and advancement rolls adding up to 12 (5+/7+; 6+/6+; 7+/5+). There are three, more difficult, careers that add up to 14 - Drifter, Scouts and Prisoner. The ONLY branches that have a survival worse than 7+ are Thug (8+) and Fixer (9+) in the Prisoner career. And they have advancement rolls of 6+ and 5+ respectively. ALL of the careers have the same totals for their branches, without exception (except this one).

And what is the reason for this being the only PD table in Traveller history (that I'm aware of) to use Athletics (stat) instead of Stat increases? Weird.

I'm just not seeing anything here not covered just as well by Citizen (Colonist).
 
As a point, Electronics covers radio use. Even TL5 farmers can expect to pick up some Electronics (Commo). Anyone lower tech than that is probably a Barbarian.
 
I created a new thread with my updated version
 
Back
Top