Knowledge and Repair skill discussion

<div>NOTE: This topic will be deleted after we reach a verdict *****</div><div><br /></div><div><br /></div><div>( MORE TO COME, NEED TO GET SOME REST BEFORE FINISHING TYPING)</div><div>Should we explore the idea of expanding these skills?</div><div><br /></div><div>Here's my thought;</div><div><ol><li>Using Knowledge and Repair for the Computer, Robotics and Technician skill does not make sense. If you have knowledge of something you should be able to repair it. Knowledge should be for things like Knowledge:Biochemist, Knowledge:Astrogation</li><li>When choosing the Repair skill the player has an option to choose <b>one of three sub-skills</b> instead of the Repair skill alone. At character creation you pick the Repair skill, assign a die type and choose a sub-skill.  When you reach an Advance (5 experience) you may choose another sub-skill or increase the current skill per the rules on page 37. See example;</li></ol><div>Advance example;</div></div><div>Sean creates a character named Skulldamn and chooses the Repair skill. At this time he does not pick one of the three sub-skills (computers, robotics, technician) so his still works for any repair outside those skill areas. After receiving 5 points he decides to choose Repair again and then selects computers as the sub-skill. When he receives another 5 points he can choose robotics or technician.</div><div><br /></div><div>Skulldamn (after 10 experience points)</div><div>Smarts d8</div><div> - Repair d4</div><div> - Repair:Computers d4</div><div><br /></div>

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