Previously, I described the basics of character creation for an experimental Star Trek role-playing game based on the rules of Ghostbusters: A Frightfully Cheerful Roleplaying Game. Here is a sample of the Talents that could be used for each Trait in such a game. (It should be noted that categorization is flexible. For example, a player could argue in favor of taking two apparently physical Talents by linking one of them to Intellect on the basis that a signifant aspect of that Talent is mental as well. These are only suggestions.)
Intellect-Related Talents: Administration, Agronomy, Anthropology, Archaeology, Botany, Camouflage, Cartography, Collecting, Computer Tech, Connoisseurship, Criminology, Cryptanalysis/Cryptography, Demolition, Earth Sciences, Economics, Electronics, Fine Art, First Aid, Foraging, History, Horticulture, Law, Life Sciences, Literature, Mechanics, Medicine, Music, Nursing, Philosophy, Physical Sciences, Politics, Sailing, Scrounging, Social Studies, Surveillance/Countersurveillance, Survival, Tactics, Teaching, Tracking, Trapping, Trivia, etc.
Physique-Based Talents: Climbing, Endurance, Hand-to-Hand Combat, Jumping, Kicking, Lifting, Running, Spelunking, Sprinting, Swimming, Wrecking, Wrestling, etc.
Coordination-Based Talents: Acrobatics, Balancing, Catching, Concealment, Cooking, Dancing, Dodging, Escapology, Hiding, Juggling, Knot-Tying, Lockpicking, Marksmanship, Piloting, Riding, Sleight of Hand, Stealth, Throwing, etc.
Composure-Based Talents: Acting, Bluffing, Carousing, Coolness Under Fire, Debating, Diplomacy, Disguise, Etiquette, Flirting, Gambling, Haggling, Interrogation, Intimidation, Leadership, Mimicry, Oratory, Posing, Singing, Ventriloquism, etc.
Starship-specific skills are folded into Specializations, which include both basic and specialized skills learned in Star Fleet Academy, the Cadet Cruise, and, if applicable, Command School. This will be detailed in another article.
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