Tempting FATE: Skills
by, 12-09-2009 at 09:53 PM (931 Views)
In this installment, as it is, we're dealing with skills and how they relate to both FATE and Star Wars. What Saga Edition did for the property, in this regard, I really like - a nice, tight skill list (compared to other d20 games of its era), and no skill points to fiddle with. It's also here that I'm deviating some from Kiero's adaption.
I like FATE's skill pyramid, so we won't be switching to the column model like he did. We're also not using skill points; I don't think mucking about with point-buy anything is much in the SotC spirit.
With that, we'll move on to the skill list, itself. SotC's default list is somewhat long, but it's understandable given its goals; not all of them apply to a space opera pulp setting, or to Star Wars, specifically. Like Kiero, we'll take Saga Edition's list as a base.
For a start, we'll look at skills common to both games. Where names differ, the more Star Wars one will be kept (the unused name is noted in italics):
- Academics / Knowledge
- Alertness / Perception
- Contacting / Gather Information
- Deceit / Deception
- Engineering / Mechanics
- Mysteries / Use the Force (I'm not fully sold on this name, but can't think of anything better :P)
- Rapport / Persuasion
Then, SotC's remaining skills we'll take on a case-by-case basis. Some skills aren't as appropriate for a pulp space opera as they are for an early-20th Century pulp adventure (Art, mainly), so we'll remove them by default. Others will get rolled into more setting-fitting skills (Drive rolled into Pilot, Sleight of Hand rolled into Deceit); their trappings still exist, but use different skills now. And one or two will get renamed (unused name in italics).
- Burglary (again, the name, but can't think of a better one)
- Fists => Unarmed
- Guns => Blasters
And finally, Saga Edition's remainder:
- Acrobatics, Climb, Jump, and Swim are assumed under SotC's general Athletics, so no separate skills seem appropriate, really
- Initiative is handled by conflict-type, so a single skill is inappropriate to the system
- Ride is included in SotC's Survival; besides, it doesn't come up much in the films enough to warrant its own skill, really
Now for two special cases:
Treat Injury: I don't think a medic-type skill is really necessary for Star Wars; almost all of the injury treatment is done between films by robots, and with the way FATE's Consequences work, it'd be allowing the removal of an interesting way for characters to interact with the system.
Use Computer: I'm torn on this one; on the one hand, R2-D2 makes this skill Awesome. On the other, it's pretty much *only* R2 who uses it for anything more than gathering information. I'd rather see its potential trappings rolled into various skills than having them in a skill that may or may not be taken.
After all that, we're left with the following skill list:
- Use the Force