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Authority Talent for Colonial Marshals

Posted: Thu 07 Nov 2019, 20:39
by HamsterOfWrath
This Talent lets the Marshal exchange their Manipulation skill for Command when attempting to bend someone to their will. The problem I see with this is that Command isn't a Key Skill for Colonial Marshals, so their Command skill is always going to be lower, at least on Character creation? Seems to make this Talent a little redundant. 

Re: Authority Talent for Colonial Marshals

Posted: Thu 07 Nov 2019, 20:51
by Fenhorn
If you take that talent, then you probably don't spend any of your starting skill points on Manipulation, but instead you spend one on Command and then when you get experience you can spend them on Command, which he also can use to Manipulation. He might start with only one Skill Level, but in the long run, he will have one skill that counts for two.

Re: Authority Talent for Colonial Marshals

Posted: Thu 07 Nov 2019, 20:54
by HamsterOfWrath
If you take that talent, then you probably don't spend any of your starting skill points on Manipulation, but instead you spend one on Command and then when you get experience you can spend them on Command, which he also can use to Manipulation. He might start with only one Skill Level, but in the long run, he will have one skill that counts for two.
Huh, somehow I didn't think of it as saving a skill point for a different focus, good point!

Re: Authority Talent for Colonial Marshals

Posted: Thu 07 Nov 2019, 21:20
by Fenhorn
There are some variants of this technique in other games of FL (and in this as well I think), where you for example use another attribute for a skill roll. Here you use another skill for something else. It can be good to think about these small lite quirks when you create your characters.