
> Perhaps we should start the other way. Lets look at worst case. ie > Fire Fight. > > We must cover Nav/sensors, Pilot, Eng, two turrets, and have a > designated > leader ie 6 positions. But we have 4 people with ship skills. > Unfortunately > the best gunners are also the best pilot and eng. The weakness is > in Nav (Sasha and Sharda). > > Pilot Sasha > Eng Merinn > Nav/sensors Sharda > Gunns that leaves Persephone and one turret empty. With GM's permission--I can deep-six Computer and up Gunnery from 1 to 2 on Persephone; by altering the skillset further, she could change from Pilot-1 to, say, Broker so we can have a bit of purchasing power on the sales end of things. Still leaves her with an Engine-1 for backup there as well...or for further alteration of skill-sets. > So what we need to be asking > 1) Which positions can double as leader. > 2) Who's to fill the other turret. Either by replacing one of the > previous > positions or adding gunnery to the skill set? > 3) Is Captain of the ship the same position as leader of the group. A ship this small--I'd say...you'd be our Malcolm Reynolds. > 4) What other positions do we need. Comm, Trader, Steward, Security... Persephone has a Steward-3 natural--she's your steward. > Now we need to ask the same questions for dirt side. Natural Auto-Pistol of 2. > Just my two cents. > >Now I spent a whole year in one of them crates > and about all > I did was eat and stop up the plumbing. But I got to admit, them > navy boys > have a mighty fine weight room. I don't know why they don't use > it. Paris points aft. "Go there, we've got some weights..." (she means the cargo that needs to be stowed) "...and don't stop lifting until you're added two inches to your chest..."