TrippyHippy
Emperor Mongoose
Here's my proposed revised skill list, utilising clusters, and trying to standardise language wherever possible (with abbreviations in brackets).
Skills are listed in bold, including seperate skills within clusters (as opposed to specialities). Those that are just Skill Cluster headings, rather than actual skills are underlined instead. In most cases, I think that broad skills (with listed specialities) should be capped at Level 0 anyway, so it's not neceassarily a major issue.
Note that Trade/Engineering is now combined, and differentiated from the Science and Starship Operations skills, respectively. There is also a composite Technology clusterl, for all the various technological abilities, as well as a Combat cluster (albeit with seperate skills).
My issues with the Science skill is mainly semantic: I'd like the Psychology speciality to be defined as "the study of mind and behaviour", for example, and there are a few additions/ammendums, inlcuding a seperate Neurology speciality in the Life Sciences. I'd keep a seperate Space Science entree, including Cosmology, Planetology, and Astro-Physics (mainly for stars/black holes). Xenology is a difficult one, but surely it must be a Life science too. Then again, this amounts to the question of what Xenology actually means (i.e is it a cultural or biological study?). I'm not convinced by Philosophy as a science either, but otherwise, I'd be happy with this list:
Skill List
Administration (Admin)
Advocate
Animal Care (Animal):
- Farming
- Riding
- Training
- Veterinary
Athletics:
- Co-ordination: Climbing, Juggling, Throwing, Swimming
- Endurance: Long-distance running, hiking, long distance swimming.
- Strength: Feats of strength, weight-lifting.
Art:
- Acting
- Dance
- Music/Instument
- Sculpting
- Writing
Astrogation
Broker
Carouse
Combat:
- Explosives
- Firearms - Slug Pistol, Slug Rifle, Energy Pistol, Energy Rifle
- Spaceship - Ortillary, Screens, Spinal Weapons, Turrets
- Heavy Weapons: Launchers, Man-Portable Artillary, Field Artillery
- Personal: Brawling, Martial Arts, Blade, Bludgeon, Natural Weapons
- Tactics: Military, Naval
Deception
Diplomacy
Gambling
Investigation
Jack of All Trades
Language - various language specialities
Leadership
Mechanical Repair (Mechanic)
Medical Care (Medic)
Navigation
Persuasion
Pilot:
- Air Craft: Grav, Rotar, Wing
- Space Craft: Small Craft, Trade Ships, Capital Ships
- Water Craft: Sail, Submarine, Ocean
- Ground Craft: Mole, Tracked, Wheeled
Reconnaissance (Recon)
Science:
- Physical Sciences - Physics, Chemistry, Electronics,
- Life Sciences - Biology, Cybernetics, Genetics, Neurology, Psionicology, Xenology
- Social Sciences - Archeology, Economics, History, Linguistics, Philosophy, Psychology, Sophontology
- Space Sciences - Cosmology, Planetology, Astro-Physics
Starship Operations Engineering (SOE) :
- M-Drive
- J-Drive
- Electronics
- Life Support
- Power
Stealth
Steward
Steetwise
Survival:
- Arid
- Cold
- Jungle
- Underwater
- Zero-G
Technology:
- Battle Dress
- Communications
- Computers
- Remote Operations
- Robotics
- Sensors
- Vaccum suit
Trade/Engineering:
- Biologicals
- Construction
- Hydroponics
- Programming
- Polymers
Skills are listed in bold, including seperate skills within clusters (as opposed to specialities). Those that are just Skill Cluster headings, rather than actual skills are underlined instead. In most cases, I think that broad skills (with listed specialities) should be capped at Level 0 anyway, so it's not neceassarily a major issue.
Note that Trade/Engineering is now combined, and differentiated from the Science and Starship Operations skills, respectively. There is also a composite Technology clusterl, for all the various technological abilities, as well as a Combat cluster (albeit with seperate skills).
My issues with the Science skill is mainly semantic: I'd like the Psychology speciality to be defined as "the study of mind and behaviour", for example, and there are a few additions/ammendums, inlcuding a seperate Neurology speciality in the Life Sciences. I'd keep a seperate Space Science entree, including Cosmology, Planetology, and Astro-Physics (mainly for stars/black holes). Xenology is a difficult one, but surely it must be a Life science too. Then again, this amounts to the question of what Xenology actually means (i.e is it a cultural or biological study?). I'm not convinced by Philosophy as a science either, but otherwise, I'd be happy with this list:
Skill List
Administration (Admin)
Advocate
Animal Care (Animal):
- Farming
- Riding
- Training
- Veterinary
Athletics:
- Co-ordination: Climbing, Juggling, Throwing, Swimming
- Endurance: Long-distance running, hiking, long distance swimming.
- Strength: Feats of strength, weight-lifting.
Art:
- Acting
- Dance
- Music/Instument
- Sculpting
- Writing
Astrogation
Broker
Carouse
Combat:
- Explosives
- Firearms - Slug Pistol, Slug Rifle, Energy Pistol, Energy Rifle
- Spaceship - Ortillary, Screens, Spinal Weapons, Turrets
- Heavy Weapons: Launchers, Man-Portable Artillary, Field Artillery
- Personal: Brawling, Martial Arts, Blade, Bludgeon, Natural Weapons
- Tactics: Military, Naval
Deception
Diplomacy
Gambling
Investigation
Jack of All Trades
Language - various language specialities
Leadership
Mechanical Repair (Mechanic)
Medical Care (Medic)
Navigation
Persuasion
Pilot:
- Air Craft: Grav, Rotar, Wing
- Space Craft: Small Craft, Trade Ships, Capital Ships
- Water Craft: Sail, Submarine, Ocean
- Ground Craft: Mole, Tracked, Wheeled
Reconnaissance (Recon)
Science:
- Physical Sciences - Physics, Chemistry, Electronics,
- Life Sciences - Biology, Cybernetics, Genetics, Neurology, Psionicology, Xenology
- Social Sciences - Archeology, Economics, History, Linguistics, Philosophy, Psychology, Sophontology
- Space Sciences - Cosmology, Planetology, Astro-Physics
Starship Operations Engineering (SOE) :
- M-Drive
- J-Drive
- Electronics
- Life Support
- Power
Stealth
Steward
Steetwise
Survival:
- Arid
- Cold
- Jungle
- Underwater
- Zero-G
Technology:
- Battle Dress
- Communications
- Computers
- Remote Operations
- Robotics
- Sensors
- Vaccum suit
Trade/Engineering:
- Biologicals
- Construction
- Hydroponics
- Programming
- Polymers