Overall, this should be pretty straightforward. Each point of skill in Silhouette can be converted to a point in any of the listed MegaTraveller equivalents. If there are multiple skills listed, the player can select a different skill for each point (but only one skill per point). As usual, cascades need to have a specialization selected. There are a few new skills and some that don't convert over. Heavy Gear Pilot and Strider Pilot both become a new skills, Walker, which is the ability to operate, use, and maintain walking vehicles, with a cascade to Heavy Gear and Strider. The three design skills (Electronic Design, Heavy Gear Architecture, and Mechanical Design) should be considered similar to Naval Design, but for Electronics, Walkers, and Mechanics respectively.
HG Skill | MT Skill | |
Acrobatics | Physical | |
Aircraft Pilot | Aircraft | |
Archery | Archaic Weapons | |
Dance | Physical | |
Dodge | Hand Combat | |
Drive | Tracked Vehicle, Wheeled Vehicle | |
Hand-to-Hand | Hand Combat | |
Heavy Gear Pilot | Walker | |
Heavy Weapons | Heavy Weapons | |
Melee | Blade Combat | |
Parachuting | Grav Belt | |
Riding | Equestrian | |
Sleight-of-Hand | Vice | |
Small Arms | Gun Combat | |
Stealth | Recon, Stealth | |
Strider Pilot | Walker | |
Throwing | Archaic Weapons | |
Zero-G | Zero-G Environ, Vacc Suit | |
Seduction | Persuasion | |
Intimidate | Interrogation | |
Animal Handling | Animal Handling | |
Camouflage | Hunting, Recon, Stealth | |
Cooking | Mental | |
Craft | Artisan | |
Disguise | Disguise | |
Electronic Warfare | Technical | |
Forgery | Forgery | |
Interrogation | Interrogation | |
Literature | Academic | |
Music | Mental | |
Space Pilot | Pilot, Ship’s Boat | |
Survival | Recon, Survival, Stealth | |
Tactics | Fleet Tactics, Ship Tactics, Tactics | |
Teaching | Instruction | |
Tinker | Technical | |
Visual Art | Mental | |
Athletics | Physical | |
G-Handling | High-G Environ | |
Swimming | Physical | |
Etiquette | Interpersonal | |
Haggling | Broker, Trader | |
Leadership | Leader | |
Streetwise | Vice | |
Theatrics | Mental | |
Bureaucracy | Admin | |
Business | Economic | |
Communications | Communications | |
Computer | Computer | |
Demolition | Combat Engineering, Demolitions | |
Earth Sciences | Prospecting | |
Electronic Design | No equivalent | |
Electronics | Electronics | |
First Aid | Medical | |
Foreign Language | Linguistics | |
Heavy Gear Architecture | No equivalent | |
Law | Legal | |
Life Sciences | Biology, Genetics | |
Mechanical Design | No equivalent | |
Mechanics | Mechanical | |
Medicine | Genetics, Medical | |
Navigation | Navigation | |
Physical Sciences | Chemistry, Physics | |
Psychology | Interpersonal | |
Security | Intrusion | |
Social Sciences | Academic | |
Combat Sense | *Special | |
Forward Observing | Forward Observer | |
Gambling | Gambling | |
Gunnery | FA Gunnery | |
Investigation | Forensic | |
Naval Pilot | Large Water Craft, Small Water Craft, Hovercraft | |
Notice | Recon | |
Sniping | Gun Combat | |
Human Perception | Carousing, Interpersonal |
Note that Combat Sense is listed as *Special. For MegaTraveller, it should convert to levels of Tactics. For House Rules systems, a character with no combat sense rolls 1d6/2 for initiative (rounded up). Characters with a single point roll 1d6-1 (minimum 1), characters with Combat Sense 2 roll 1d6, and each additional point of Combat Sense is +1 to initiative.
For all other skills, the character should be converted to MegaTraveller, then use the system at the back of Survival Margin to convert the MT character to House Rules.
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