
New Skills
Most Needed Skills
Let's face it, based on The Morrow Project Role Playing Expansion (MPRPE) there are a lot of holes in the skills, not to mention the skill system in general! It adds to the game but it comes at a price- LOTS of unanswered questions.
I'll cut to the chase & get right down to things. The most critical problem is that there are no skills that cover throwing things like grenades, and nothing covers any sort of unarmed combat.
To rectify these two omissions, we added the THROW and HTH (Hand To Hand) skills. THROW is affected by Strength mods while HTH is affected by Dexterity mods. Former enlisted experience adds 5% to the character's skill level. You can decide on minimum scores for the different teams.
Almost as important for some games is the lack of any skills for aircraft pilots. There are specific security-rating suffixes in the MP Security Rating expansion sheet for pilots (P, P1, and P2) but there are no skills listed for them in the MPRPE. It seems obvious that you should add them if you have aircraft in the game. More on missing skills later.
Other Skills
There are many other possibilities for skills in the game, but the problem is that the system really isn't set up to handle them. You have to have a method in place to determine how many additional skills a character may have for example. Since there are so many ways to set up a supplemental skill system, for now I'll be content to list some other skills we have used in the past. You'll have to decide on the specifics if you decide to use them.
Foreign languages, lockpicking, skiing, parachuting, demolitions, booby traps, gambling, contortionist, navigation, musical skills, shipboard skills, diving, mountaineering, parachuting, gunsmithing, sleight of hand, cooking, lip reading, interrogation, gymnastics, EOD, and so on.
Many other games list appropriate skills you can adopt.
All skills should be "subject to GM approval".
I think if you look at the skills I listed above I think you'll find some that can come in handy at times. Also, adding additional skills helps flesh out a character, providing some clues as to background, personality, etc. One example was a character who had several of the skills listed above. This character didn't have any military experience, but was still unique & a great asset to her Recon team because she used to be a jewel thief/cat burglar type who could do things her teammates couldn't, adding a lot of non-violent options for resolving certain delicate situations. The extra skills allowed the player to set this character apart from the others and have a good time in the process.
Other Skill Stuff to Ponder
The MPRPE has skills for repairing electrical & mechanical things, but not for using them. A computer repair tech doesn't necessarily know how to use navigational software for example. You may want to add some more skills or at least define the existing ones a little more clearly.
We added a skill called Commtech since we couldn't come up with a better name, and it was the skill used in operating the Project radios, radar, & similar gear.
We added a "Notice Roll" as a generic roll to see if a character saw something moving through the woods, heard someone behind him, etc. The Notice Roll was calculated as (2 x INT) + (LUCK) + 2d20. Maximum would be an unlikely 100%, but average should be around 50 to 60%. This roll was modified as needed by the GM for difficulty, and usually rolled by the GM in secret.
There's also a goof in the MPRPE, at least my copy. There's no minimum skill percentages listed for the RIFLE skill. Oops! Make 'em up. Considering the rifle is generally the most useful, standard weapon around I used somewhat high numbers.
Besides the security suffixes for pilots, there is also the "H" suffix for "HAAM suit qualified" individuals. That wording makes it sound like there is some skill involved here, so we added HAAM as another skill.
The Special Weapons skill certainly could be split up into several skills. Let's face it, a Maverick missile and an M79 grenade launcher are worlds apart & don't belong grouped together unless you really want to keep everything super-simple for ease of play.
Speaking of Special Weapons, either include the lasers in that skill or give them thier own like we did because they're not listed in the MPRPE anywhere.
Lastly, we added MEDIC as an alternative medical degree short of the full Doctor/PhD level, more along the lines of a paramedic. Available at the Bachelor degree level, it gives +40% First Aid but only +10% Treat Disease/Poison.
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