Klaus Kipling
Mongoose
The science and engineering lists are getting there, but need a bit of work. Engineering in particular is predicated on starship operations.
Engineering:
M-Drive
J-Drive
Electronics
Life Support
Power Plant (should not be limited to power plants on starship, but reactors and heavy duty power supplies everywhere)
some additional specialism suggestions.
Robotics (should be engineering rather than science - the science aspect of this is covered by Cybernetics)
Civil or Architecture (the design and building of conurbations and civil infrastructure)
Spaceframes (replaces Naval Architect and is used for repair and modification of hulls and control surfaces)
Terraforming (perhaps requiring Sci: Planetology at level 0)
Vehicular (the design and build of cars and grav flyers)
Weapons Tech or Military (for designing and building those lovely spinal mounts)
Biotechnology (the engineering of organisms for industrial purposes - ties in with Robotics too)
Sciences:
Ok, the categories have some duplication. Lets ditch Space Sciences, as it really is just a subset of Physical Sciences, and then we don't need to pad them out with awkward specialsms.
Electronics and Robotics should become strictly engineering, a) to avoid pointless duplication (what is the difference between E: Electronics and S: Electronics?), and b) because these are applying the discoveries of science rather than looking for first principles.
So....
Physical Sciences:
Astrophysics (here's the space sciences!)
Physics (for more pure physics and allthat lovely quantum stuff)
Jumpspace Theory (this is the OTU version - each setting would have it's own one, depending on how FTL works. eg: Star Trek would have Warp Theory and B5 Hyperspace Theory)
Chemistry
Planetology
Cybernetics (surely more of a physical science than a life science?)
Life Sciences:
Xeno-Biology (why have Xenology and Biology - what's the difference?)
Genetics
Biochemistry
Psionicology (or whatever setting specific stuff is needed)
Plantetology (a cross discipline, as life has as much influence on planetary formation as physical laws)
Cybernetics (well, if Planetology is cross-discipline, so is Cybernetics
)
Cultural Sciences: - I prefer this to Social Science given the particular meaning of Social Standing as a characteristic
All good really, but maybe lets ditch Psychology and roll it into Sophontology and Medic for it's theoretical side and therapeutic side respectively.
And I just want to talk about Trades a little bit, as these seem to have been forgotten about on the playtest.
As written, they seem pretty much redundant as other skills, scientific or engineering or computer should cover them. I do understand that they are for actually earning a living, but as they are right now completely unconnected from skills they'd need to function I think they need amending slightly.
Examples as they stand -
Biologicals: Engineering and managing artificial organisms. - covered by Eng: Biotech above...
Construction: Building orbital habitats and megastructures. - this works as the necessary skills to actually do the grunt work as a construction worker but not as a designer or architect.
Hydroponics: Growing crops in hostile environments. - a bit specific - how about Agritech, to complement Animals/Farming in a high tech environment.
Programming: Writing or growing computer programs. - surely Computer 0 or 1 is absolutely necessary to do this; right now they are unconnected.
Polymers: Designing and using polymers - isn't this a function of Chemistry?
Trades seem to less describe an actual skill and more familiarity with an industry.
Suggestions:
Software - requires Computer 0
Agritech
Manufacture - for making complex devices, like cars and computers, possibly on a production line
Construction
Metallurgy
Mining
Polymers - ok I was questioning it above but it compliments Metallurgy
Waste & Recycling (more industrial a scale than life support - for plumbers and sewer operatives)
Pharmaceuticals
There's probably more... I get the feeling, too, that these skills are more of a health and safety knowledge than anything else useful...
Engineering:
M-Drive
J-Drive
Electronics
Life Support
Power Plant (should not be limited to power plants on starship, but reactors and heavy duty power supplies everywhere)
some additional specialism suggestions.
Robotics (should be engineering rather than science - the science aspect of this is covered by Cybernetics)
Civil or Architecture (the design and building of conurbations and civil infrastructure)
Spaceframes (replaces Naval Architect and is used for repair and modification of hulls and control surfaces)
Terraforming (perhaps requiring Sci: Planetology at level 0)
Vehicular (the design and build of cars and grav flyers)
Weapons Tech or Military (for designing and building those lovely spinal mounts)
Biotechnology (the engineering of organisms for industrial purposes - ties in with Robotics too)
Sciences:
Ok, the categories have some duplication. Lets ditch Space Sciences, as it really is just a subset of Physical Sciences, and then we don't need to pad them out with awkward specialsms.
Electronics and Robotics should become strictly engineering, a) to avoid pointless duplication (what is the difference between E: Electronics and S: Electronics?), and b) because these are applying the discoveries of science rather than looking for first principles.
So....
Physical Sciences:
Astrophysics (here's the space sciences!)
Physics (for more pure physics and allthat lovely quantum stuff)
Jumpspace Theory (this is the OTU version - each setting would have it's own one, depending on how FTL works. eg: Star Trek would have Warp Theory and B5 Hyperspace Theory)
Chemistry
Planetology
Cybernetics (surely more of a physical science than a life science?)
Life Sciences:
Xeno-Biology (why have Xenology and Biology - what's the difference?)
Genetics
Biochemistry
Psionicology (or whatever setting specific stuff is needed)
Plantetology (a cross discipline, as life has as much influence on planetary formation as physical laws)
Cybernetics (well, if Planetology is cross-discipline, so is Cybernetics

Cultural Sciences: - I prefer this to Social Science given the particular meaning of Social Standing as a characteristic
All good really, but maybe lets ditch Psychology and roll it into Sophontology and Medic for it's theoretical side and therapeutic side respectively.
And I just want to talk about Trades a little bit, as these seem to have been forgotten about on the playtest.
As written, they seem pretty much redundant as other skills, scientific or engineering or computer should cover them. I do understand that they are for actually earning a living, but as they are right now completely unconnected from skills they'd need to function I think they need amending slightly.
Examples as they stand -
Biologicals: Engineering and managing artificial organisms. - covered by Eng: Biotech above...
Construction: Building orbital habitats and megastructures. - this works as the necessary skills to actually do the grunt work as a construction worker but not as a designer or architect.
Hydroponics: Growing crops in hostile environments. - a bit specific - how about Agritech, to complement Animals/Farming in a high tech environment.
Programming: Writing or growing computer programs. - surely Computer 0 or 1 is absolutely necessary to do this; right now they are unconnected.
Polymers: Designing and using polymers - isn't this a function of Chemistry?
Trades seem to less describe an actual skill and more familiarity with an industry.
Suggestions:
Software - requires Computer 0
Agritech
Manufacture - for making complex devices, like cars and computers, possibly on a production line
Construction
Metallurgy
Mining
Polymers - ok I was questioning it above but it compliments Metallurgy
Waste & Recycling (more industrial a scale than life support - for plumbers and sewer operatives)
Pharmaceuticals
There's probably more... I get the feeling, too, that these skills are more of a health and safety knowledge than anything else useful...
