Hello. Here's a draft for the skill system to use:
The skill development system is basically the same as Seed's, and I'll keep track of it using the Seed Skill Tracker program. The skills, themselves, however, need heavy redefinition.
The GM makes all rolls and describes the outcomes to the players.
All skills have a range of 10 levels at the start, but the limit might be increased by research.
The repair skills:
Mechanical repairs
Electrical repairs
Structural repairs (old: Engineering)
Electronical repairs
Contamination cleaning
These are the basic skills you need to do any specific kind of repair job. They measure if you have the required knowledge to handle the task if given enough time. Every repair job involves rolling against at least one.
Juryrigging
If time is limited, another roll against Juryrigging is required to see if you were quick enough to finish the work on time.
Quality Assurance
After making the repair, a roll on Quality Assurance will determine if the problem will reoccurr later.
The rest of the tradeoff skills are excluded.
Medical skills:
First aid
Helps keep people from dying but won't heal any injuries.
Surgery
Enables the doctor to heal injuries.
ANY SUBFIEDLS FOR EITHER? MORE MEDICAL SKILLS?
Science:
There's a skill for every relevant field of science, such as:
Medicine
Mathematics
Biology
Physics
Chemistry
The skills are used whenever you try to remember information about something or find new information through research.
SUBFIELDS LIKE MICROBIOLOGY OR SOMETHING?
Production skills:
I'm not quite sure how to handle production... it's such a complicated thing in the original Seed and not very suitable for a traditional campaign due to the need of repetetive, complex resource handling.
Administration skills:
I'd rather not have any administrators in the campaign at all. Instead factories would be controlled by rings, as they practically did in Seed anyway. Not quite sure about the ingame mechanism for how they control them. Perhaps anyone can configure factories but it's a lot of work so whoever puts their time into it, can do it? Perhaps there's some sort of deals in place to keep people from fitting and refitting factories and thus wasting time.
Social skills:
In addition to traditional Seed skills, I thought we could add some social skills for handling the masses of NPCs present. Such as:
Argumentation
Used to convince others that your point of view is the most reasonable. Because these discussions can get fairly detailed and lengthy, and the common workers don't have time to listen to them day and night, this skill is generally used to convince leader types.
Populism
Used to convince the masses that your ring and your goals are worth their support. Because Seeds are generally smart they're not susceptible to obvious propaganda. Nevertheless, efficient marketing of your ideas becomes at least as important as the actual wisdom in them.
Leadership
Your ability to lead the people immediately around you, for example a damage control team in a complex repair effort.
Management
Your ability to manage the complexities that come with working together in a ring or project. Rolled to determine how efficient your underlings are in some task.
End words:
Please give your comments on how to improve this further.