Hey fellow GMs!
The title says it all: I encountered 2 little problems while GMing and was wondering if someone in this awesome community could help me out
Let's get right into it:
1) Raising a Sand Worm
I have a PC that took the Bounty Hunter - Survivalist Spec and he seems to be very eager about finding awesome wildebeasts to tame. The group just started however and so they have neither the funds nor the knowledge to take on tasks like that yet.
To still make him have a good time, I had him encounter a tiny sandworm (its pretty much an a little bit cooler earthworm) last session and told him to roll his survival. He ended up with successes, advantages and even a triumph… long story short, he's got a caterpillar-friend now that he calls "Rex", that is crawling around his face and shoulder all day and that - once a day - can heal 1 Strain by rubbing its mellow side against the PCs cheek.
So my question concerning this: I was wondering if maybe there was some way the PC could first feed the worm with some sort of rare flora/minerals to make it get bigger and then maybe some day actually train him? I know there are no such rules and that this is probably going against Star Wars Lore, but what are your thoughts on that?
2) A problem concerning Knowledge skills
I seem to have a problem with making good use of the Knowledge skills. As my Players are RPG-n00bs like me they never take the initiative in asking me wether they could make a Knowledge-Check and also I feel like the simple information-side of the Knowledge skills is something that doesn't fit our particular game (yet).
I think I could make these skills seem more juice by giving them an additional mechanical use. Here's what I've come up with: I related every Knowledge skill to 3 other skills that match it in theme. Whenever a PC wants to check one of the matched skills, he gets as many boost dice as he would have yellow dice when checking the corresponding Knowledge skill (up to a maximum of 3 boost, as there's only so much that Knowledge can do).
Here are the matches I thought of:
- Xenology: Survival, Meele, Brawl
- Core Worlds/Outer Rim: Charm, Leadership, Negotiation (as long as they are in the corresponding area)
- Education: Medicine, Mechanics, Computers
- Underworld: Streetwise, Deception, Skulduggery
I think the matches make sense but I am unsure that maybe it could be too powerful. What do you think of this? Do you have other ideas of how to make the Knowledge skills more appealing to my PCs?
Thanks in advance