Re: GURPs Traveller

Part of thread: GURPs Traveller · 1 reply ↳ In reply to Re: GURPs Traveller — Harold Hale Re: GURPs Traveller — dcnilsen13
Yes, you are right about robots doing much/most/all of that beyond a
certain point. And they would presumably be built so that the CG envelope
was included within them.

And back in the day, you could say that the cargo-handling skill was
"Admin" when it was the catch-all skill for everything related to trade
before it got radiated into Broker and all that other stuff. The intertia
bit of "cargo handling" would probably be related to Zero-G, as they both
have to do with understanding inertia and micro-G, which is what we're
talking about. So maybe "Zero-G minus 1" or something.

> Good point.  Separate piece would be better.  This also gets us to cargo
> handling robots, though most free traders would need anything that
> expensive.  Starports and warehouses would of course.
>
> Also to Derek's point, a case could be made for there being a Cargo
> Handling skill (and if memory serves, there isn't one), since while grav
> modules might nullify weight, they do not nullify mass.  There is more to
> managing a warehouse and loading a ship than just stacking oversized Lego
> blocks, even if cargo containers are standardized.  Not exactly the
> "sexist" skill on the chart though PCs who don't know what they are doing
> could create serious havoc without it.
>