Saturday, October 20, 2018

Other Universes: Silhouette Skills in MegaTraveller

One of the concerns when moving between game systems is allowing for differences in skill lists. While a decent GM can make rulings on an ad hoc basis, there's always the risk of those rulings changing over time. So, to allow for conversion between Silhouette and the various Traveller systems, I sat down with a list of skills and the MegaTraveller Players' Manual and came up with what I consider to be a decent conversion from one system to the other. Converting will require the Players' Manual and (for House Rules systems) a copy of Survival Margin or some other document to convert from MegaTraveller to New Era.


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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