This can't be good for my fingernails. I haven't taken off this suit in weeks! At least I can relieve myself whenever I feel like it. |
And then we get to select a Training Package as well, to reflect the warrior specialization. I'm looking at either Commando or Space Marine, but decide to go with Space Marine for the ship-based campaign I envision the character to be a part of.
Here's the final (revised) worklist of skills, since I was informed that the class skills only count when you're building your own Training Package:
- [Background] Combat/Energy Weapons - 0
- [Background] Culture/Spacer - 0
- [Background] Security - 0
- [Background] Tactics - 0
[Class]Athletics - 0[Class]Combat/Any -- (okay, I guess Unarmed makes sense here) Unarmed - 0[Class]Exosuit - 0[Class]Leadership - 0[Class]Perception - 0[Class]Profession/Any -- (maybe a background in shipping and customs) - Customs Agent - 0[Class]Stealth - 0[Class]Survival - 0[Class]Tactics - 0+1- [Training Package - Space Marine] Combat/Energy Weapon - 0+1
- [Training Package - Space Marine] Combat/Primitive - 0
- [Training Package - Space Marine] Culture/Spacer - 0+1
- [Training Package - Space Marine] Exosuit - 0
- [Training Package - Space Marine] Tactics - 0+1
- [Training Package - Space Marine] Tech/Astronautics - 0
- Security - 0
- Combat/Energy Weapon - 1
- Combat/Primitive - 0
- Culture/Spacer - 1
- Exosuit - 0
- Tactics - 1
- Tech/Astronautics - 0
A nifty writeup for him- but skills are actually only granted by background and training packages. The "class skill" list is for the benefit of those who pick the "adventuring " training package and need to choose certain skills particularly characteristic of their class. It also comes into play when you go up a level, as class skills are somewhat easier to advance than non-class skills.
ReplyDeleteAh, I suspected as much but it wasn't clear to me. Very well, must redact some skills!
ReplyDelete