trade skill? wtf!! and other stuff!

By ! : ?, in Black Crusade

did some thinking on skill conversion as i'm currently upgrading my R.T campaign to the B.C ruleset ,,

so how do you deal with the Trade skill in the B.C context?

it seems like the FFG guys complete gave up on trying to formulate a resonable responce to Trade vs Craft.

in fact they copy/pasted the R.T Trade text directly which makes absolutely no sense, as fx Profit Factor has no place in B.C..

i went about it this way:

i completely removed the Trade skill and divided the specialisations betwixt commom lore and scholastic lore. also, i removed any specialization already covered by the 3 craft skills! that seems to have done the trick! meaning, if one of your players wish to make and sell a painting he/she just needs to roll a : common lore Artist and a commerce skill test!

amongst the skills i removed was: armorer, technomat, cryptographer, chymist, apothecary, merchant, explorator, linguist, rememberancer etc as they are already covered by medicae(chem-use), survival, tech-use!

how would you have solved the problem of trade in your group?

i will cross-post this question on theR.T board!!

oi oi

! : ?

i also made a quick skills and talents conversion table betwixt the R.T, D.H and Black Crusade systems.

only skills and talents shared by all three books are incl.

S.U. = special use.

+ = see text in B.C for further info.

- = See text in R.T or D.H

Skills:

Acrobatics: <- Contortionist S.U. (meaning Contortionist is now incl. in Acrobatics as a S.U.)
Athletics: <- Swim S.U. <- Climb S.U.
Awareness: <- Search S.U.
Charm: <- Lip Reading, -Inspire S.U.
Command: <- +Inspire and Terrify S.U.
Commerce: <- Barter <- Evaluate S.U.
Deceive: <- Disguise, +Con S.U.
Inquiry: +Hunt for sedition S.U.
Linguistic: <- Literacy <-Ciphers <- Secret Tongues <- Secret Signs S.U.
Logic: <- Gambling, +ciphers and decoding S.U.
Medicae: <- Chem-use + Craft S.U.
Navigate: -> is now 3 skills = surface/stellar and warp!
Operate Surface: <- Drive (that is ALL ground based vehicles(wheeled, bikes, hover/skimmer, tracked, walker)!)
Operate Aeronautica: <- Pilot (all vehicles operating in 3 dimensions incl. jump packs)
Operate Voidship: <- Pilot (the big fuckers are now a separate skill!! :)
Parry: note, parry is now a skill!!
Psyniscience: +Astropathic Interference S.U.
Security: +Traps S.U.
Stealth: <- Shadowing S.U.
Survival: <- Tracking <-Wrangling + Craft S.U.
Tech-use:<- Demolitions + Craft S.U. –security systems (security now covers both mechanical and tech systems!)

Notes to Skills: crafting stuff is now possible using 3 skills: medicae (chem-use), survival and tech-use!

Talents:
Beserk Charge: +30WS when charging.
Crippling Strike: +2 to melee dmg.
Crushing Blow: +½ WS bonus to dmg.
Ferric Summons: Ferric lure is now a required implant (not a talent!) for F.S!
Hard Target: AG 50.
Lightning Attack: -10 to hit. +1 hit per degree of success. Extra hits can be allocated to other targets engaged in combat with U!
Lightning Reflexes: roll x2 and pick highest.
Luminem Blast: requires the Luminem Capasitors implant!
Luminem Shock: requires the Luminem Capasitors implant!
Mighty Shot: +½ BS bonus to dmg.
Polyglot: INT 40, FEL 30.
Prosanguine: this talent can now be used more than 1 per day. (but at a cost :)
Sure Strike: -10 to called shots.
Swift Attack: per 2 degrees of success you make 1 add. Hit!
True Grit: reduce critical by T to a minimum of 1.
Unarmed Warrior: d10 primitive (7) dmg. (that is, any roll above 7 counts as 7!)
Unarmed Master: hands no longer counts as primitive.
Warp Sense: Psyniscience is now a free action.

! : ?

i reckon there will be an eratta covering the operate skills as it seems to go in two directions,, the "specialist skill" example on p 91 indicates that each vehicle type is a specialization, but the skill text contains none such ideas?

what's your take on this?

oi oi

! : ?