
Okay, I have characters from Bob, Bruce, Earl, Greg, John and JR. You can review their basic stats in the same format by going to http://mypbem.com/phpBB/ and looking in the Akus Moby Reset forum where I have entered each as a separate topic. If you want to discuss the characters with each other let's do it here. Secondly, I'm thinking that I'll say that all of you were either in, or drafted into, the military service during the 5th Frontier War and all served on the same ship...a large armed military transport...and have all been demobilized together on Glisten. You all knew each other, at least to the level of nodding acquaintances, from your time together on the transport and have...more or less...decided to look for the same type of job, so that you all ended up employed by the Wonstar Trading Company isn't all that much of a surprise to any of you. The /Akus Moby/ has 2 turrets with weapons (2 gunners), 8 low berths (medic), 10 cabins (steward), ~80 dtons of cargo space (cargomaster), and needs a Pilot and Chief Engineer as well as someone designated, for the record, as Captain. As an out of game discussion, I'd like you to talk it over *here* and decide which of you will be the Captain aboard the /Akus Moby/, and work out shipboard roles for each of you. So...look over everyone's character, and let's talk about it. Do we need to alter the characters, change skill sets a around a bit to give everyone a role? Let's decide on shipboard roles so everyone has something to do. Remember, you're also bodyguarding/minding a passenger that you have to get from Glisten to Wonstar, too. Eris Akus Moby
> Okay, I have characters from Bob, Bruce, Earl, Greg, John and > JR. You can review their basic stats in the same format by > going to http://mypbem.com/phpBB/ and looking in the Akus Moby > Reset forum where I have entered each as a separate topic. If > you want to discuss the characters with each other let's do it > here. Okay. Kewlies. > Secondly, I'm thinking that I'll say that all of you were > either in, or drafted into, the military service during the > 5th Frontier War and all served on the same ship...a large > armed military transport...and have all been demobilized > together on Glisten. You all knew each other, at least to the > level of nodding acquaintances, from your time together on the > transport and have...more or less...decided to look for the > same type of job, so that you all ended up employed by the > Wonstar Trading Company isn't all that much of a surprise to > any of you.> The /Akus Moby/ has 2 turrets with weapons (2 gunners), 8 low > berths (medic), 10 cabins (steward), ~80 dtons of cargo space > (cargomaster), and needs a Pilot and Chief Engineer as well as > someone designated, for the record, as Captain. Without much alteration, I can do the Admin/brokerage/sTeward for the Akus--all that would have to happen is pulling either from engineering, piloting or gunnery (whichever position she's not a backup for) and drop the remaining two into Brokerage. > As an out of game discussion, I'd like you to talk it over > *here* and decide which of you will be the Captain aboard the > /Akus Moby/, and work out shipboard roles for each of you. We have Captain Conundrum...or Captain Clueless...or Space Ace...or whatever... I vote for him! > So...look over everyone's character, and let's talk about it. > Do we need to alter the characters, change skill sets a around > a bit to give everyone a role? Let's decide on shipboard roles > so everyone has something to do. Remember, you're also > bodyguarding/minding a passenger that you have to get from > Glisten to Wonstar, too. Persephone already has Autopistol...makes for a good Steward skill in my book.
>Secondly, I'm thinking that I'll say that all of you were >either in, or drafted into, the military service during the >5th Frontier War and all served on the same ship...a large >armed military transport...and have all been demobilized >together on Glisten. You all knew each other, at least to the >level of nodding acquaintances, from your time together on the >transport and have...more or less...decided to look for the >same type of job, so that you all ended up employed by the >Wonstar Trading Company isn't all that much of a surprise to >any of you. Could Merinn have recently met the other PCs on Glisten, since she doesn't have a military background? >So...look over everyone's character, and let's talk about it. >Do we need to alter the characters, change skill sets a around >a bit to give everyone a role? Let's decide on shipboard roles >so everyone has something to do. Remember, you're also >bodyguarding/minding a passenger that you have to get from >Glisten to Wonstar, too. Merinn could take the engineering chief slot, but I don't see her being Captain - unless you insist ;-) JR
----- Original Message ---- From: "john.sanchez@us.army.mil"To: akus@phoenyx.net Sent: Thursday, January 11, 2007 6:11:18 PM Subject: Re: [akus] OOG: Character Review and Game Setup > Okay, I have characters from Bob, Bruce, Earl, Greg, John and > JR. You can review their basic stats in the same format by > going to http://mypbem.com/phpBB/ and looking in the Akus Moby > Reset forum where I have entered each as a separate topic. If > you want to discuss the characters with each other let's do it > here. With Trader-3, Liaison-3 and Broker-1, I guess Sharda would be a very good fit for handling the cargo/trading end of things. If you asked *her*, she'd have no problem being the captain (she's a very self-assured and confident girl, being basically a saleswoman and all), although her youth (29 years old) might not make her very convincing to other people in that role. :) BTW, I found her picture and you can all see it here: http://www.rkondrk.com/pics/dame-sharda-gidikki.jpg -- Bob K. ____________________________________________________________________________________ Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.com
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. 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. 4) What other positions do we need. Comm, Trader, Steward, Security... Now we need to ask the same questions for dirt side. 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. Earl
> 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..."
> > 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.Since Earl asked about it, I vote for him as Captain ;-) JR
> > > 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. > >> > Since Earl asked about it, I vote for him as Captain ;-) I already did--so that makes two votes for Earl!
----- Original Message ---- From: "john.sanchez@us.army.mil" john.sanchez@us.army.mil >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. > 4) What other positions do we need. Comm, Trader, Steward, Security... >Persephone has a Steward-3 natural--she's your steward. Sharda has Trader-3, Liaison-3 and Broker-1, so she'd be an ideal fit for trader/cargomaster. She also has Commo-1, so she can also man the comms when she's not co-piloting or navigating. >Natural Auto-Pistol of 2. Sharda's pretty much a "weapons virgin", with no gun or blade cbt skills. If you think that she would have gotten basic weapons training while working for the military, I could add Gun Cbt-1. -- Bob K. ____________________________________________________________________________________ The fish are biting. Get more visitors on your site using Yahoo! Search Marketing. http://searchmarketing.yahoo.com/arp/sponsoredsearch_v2.php
> >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. > > > 4) What other positions do we need. Comm, Trader, Steward, > Security... > >Persephone has a Steward-3 natural--she's your steward. > > Sharda has Trader-3, Liaison-3 and Broker-1, so she'd be an ideal > fit for trader/cargomaster. She also has Commo-1, so she can also > man the comms when she's not co-piloting or navigating. So...that to me says that Sharda could handle the Cargo stuff, eliminating the need for any sort of brokerage skills for Paris, allowiing a shift of skills to the forward or aft of the ship, either in a pickup of Navigation for Bridge support or enhancement of Engineering for assistance in the engine room. I'm pretty easy...
> > >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. > > > > > 4) What other positions do we need. Comm, Trader, Steward, > > Security... > > >Persephone has a Steward-3 natural--she's your steward. > > > > Sharda has Trader-3, Liaison-3 and Broker-1, so she'd be an ideal > > fit for trader/cargomaster. She also has Commo-1, so she can also > > man the comms when she's not co-piloting or navigating. > >So...that to me says that Sharda could handle the Cargo stuff, eliminating >the need for any sort of brokerage skills for Paris, allowiing a shift of >skills to the forward or aft of the ship, either in a pickup of Navigation >for Bridge support or enhancement of Engineering for assistance in the >engine room. I'm pretty easy... ...So is Paris!
> >So...that to me says that Sharda could handle the Cargo stuff, > eliminating > >the need for any sort of brokerage skills for Paris, allowiing a > shift of > >skills to the forward or aft of the ship, either in a pickup of > Navigation > >for Bridge support or enhancement of Engineering for assistance > in the > >engine room. I'm pretty easy... > > ...So is Paris! Only when drunk, and only when with an old friend like Sasha.
john.sanchez@us.army.mil wrote: >>> 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. >> >>> 4) What other positions do we need. Comm, Trader, >>> Steward, >> Security... >>> Persephone has a Steward-3 natural--she's your steward. >>> >> Sharda has Trader-3, Liaison-3 and Broker-1, so she'd be >> an ideal fit for trader/cargomaster. She also has >> Commo-1, so she can also man the comms when she's not >> co-piloting or navigating. > > So...that to me says that Sharda could handle the Cargo > stuff, eliminating the need for any sort of brokerage > skills for Paris, allowiing a shift of skills to the > forward or aft of the ship, either in a pickup of > Navigation for Bridge support or enhancement of Engineering > for assistance in the engine room. I'm pretty easy... I don't have a problem with that either. :) Eris
Bob Kondrk wrote: >> 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. I wouldn't have a problem with John making those changes if he and the group think it is a good idea. >> 4) What other positions do we need. Comm, Trader, >> Steward, Security... > >> Persephone has a Steward-3 natural--she's your steward. > > Sharda has Trader-3, Liaison-3 and Broker-1, so she'd be an > ideal fit for trader/cargomaster. She also has Commo-1, so > she can also man the comms when she's not co-piloting or > navigating. > >> Natural Auto-Pistol of 2. > > Sharda's pretty much a "weapons virgin", with no gun or > blade cbt skills. If you think that she would have gotten > basic weapons training while working for the military, I > could add Gun Cbt-1. In CT, everyone gets Gun Cbt-0, meaning they know which end to point and which in to hold, how to put in the bullets and how to make it go "bang!" You don't need more than that to use one in an emergency, and if that's all you're looking for then that's all you need to have. You know I *could* gen up a dozen characters using CT and let you pick from the list of pre-genned characters/roles, stats and skills, let you fill in names and backgrounds. Would that be easier for you? ;) Eris
I'll throw another vote in for Earl. While *Sharda* wouldn't have a problem being in charge, *I* usually do an *abysmal* job at portraying "the boss". :) -- Bob K. ----- Original Message ---- From: "john.sanchez@us.army.mil"To: akus@phoenyx.net Sent: Friday, January 12, 2007 1:48:31 AM Subject: Re: [akus] OOG: Character Review and Game Setup > > > 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. > > > > Since Earl asked about it, I vote for him as Captain ;-) I already did--so that makes two votes for Earl! ____________________________________________________________________________________ Cheap talk? Check out Yahoo! Messenger's low PC-to-Phone call rates. http://voice.yahoo.com
Looks like we need to have someone with ship's skills as the Captain... I doubt that a Marine Captain would have any of the basic skills to be a ship master. Eris, what are the skills that are needed to master the ship? *probably* krikor could do it if he was given some admin and/or legal skill. Maybe ship master on a temp basis, pending completion and passing some basic legal computer courses? The Count, MonteCristo@hotmail.com >From: Earl F Hampton III>Reply-To: akus@phoenyx.net >To: akus@phoenyx.net >Subject: Re: [akus] OOG: Character Review and Game Setup >Date: Thu, 11 Jan 2007 22:25:41 CST > >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. > >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. >4) What other positions do we need. Comm, Trader, Steward, Security... > >Now we need to ask the same questions for dirt side. > >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. > >Earl
Greg S wrote: > Looks like we need to have someone with ship's skills as > the Captain... I doubt that a Marine Captain would have > any of the basic skills to be a ship master. Eris, what > are the skills that are needed to master the ship? > *probably* krikor could do it if he was given some admin > and/or legal skill. Maybe ship master on a temp basis, > pending completion and passing some basic legal computer > courses? Technically, a ship's Captain doesn't need ship skills, but it sure does help. I refer you to the previous mentioned Mal Reynolds as a Captain that probably has few, if any, bridge or engineering skills. Well, *technically* a ship's Captain doesn't need *any* skills at all, he just needs the authority to speak for the ship and a willingness for the crew (who have all the skills) to run things and do what the Captain says. Um, think of the ship Captain like that shavetail Loonie that *commands* the company, but where the experienced NCO's *really* run the show and get everything done. I personally think you'd be better off with Kirkor as ship Captain. He would be traditional choice having a good mix of appropriate skills, experience and age, but Sharda would be a good choice, too...just a bit young. Paris and Merinn would also be logical choices. Then would come the groundpounders like Bart and Issac. It's up to you, though. :) Eris enjoying making the players work this out. :)
On Friday 12 January 2007 10:07, Greg S wrote: > Looks like we need to have someone with ship's skills as the Captain... I > doubt that a Marine Captain would have any of the basic skills to be a ship > master. I agree, Bart does not have the skill set to master the ship? Nor are they available to the Char type. He learned 1/5th of the available ship skills. Fwd Obs, but even if he'd learned them all (vac suit, gunnery,fwd obs, ship's boat) he wouldn't be qualified. > Eris, what are the skills that are needed to master the ship? > *probably* krikor could do it if he was given some admin and/or legal > skill. Maybe ship master on a temp basis, pending completion and passing > some basic legal computer courses? > Earl
> > Looks like we need to have someone with ship's skills as the > > Captain... I > > doubt that a Marine Captain would have any of the basic skills > > to be a ship master. > > I agree, Bart does not have the skill set to master the ship? Nor > are they > available to the Char type. He learned 1/5th of the available ship > skills. > Fwd Obs, but even if he'd learned them all (vac suit, gunnery,fwd > obs, ship's boat) he wouldn't be qualified. > > > Eris, what are the skills that are needed to master the ship? > > *probably* krikor could do it if he was given some admin and/or > legal> skill. Maybe ship master on a temp basis, pending > completion and passing some basic legal computer courses? So...you're saying that Bart is our Jayne? He has a statue to himself somewhere? Given that information--Krikor probably would make a better skipper--Bart might make a good figurehead, though.
this is how I'm thinking about it. Pilot Nav comm eng gunnery stew fight people med Sharda 1 1 1 1 3 Bart 10 1 Merinn 1 3 2 0 Persephone 1 1 1 3 2 5 Krikor 3 1 0 3 2 1 Issac 2 1 2 Eris what duty's on this ship can be doubled? ie can nav be done while shooting, flying, or eng? >From the above it's obvious who our pilot and eng are. Do we have to have two people on the guns? Can a gunner do something else while shooting? If none of those tasks can be combined then we need Issac or Bart to learn Gunnery or Comm. Krikor as Cpt works for me, but then the char concept needs to change a little ie some people skills. Streetwise doesn't count for a cptSharda also works because of the Laison-3 has to confer some type of persuasion or leadership I'd think. Which brings us back to what tasks can be combined. Y'all almost got a nickel's worth. Earl
> Krikor as Cpt works for me, but then the char concept needs to change a > little > ie some people skills. Streetwise doesn't count for a cptHow about we look at it from the standpoint of qualifying for a master's certificate to command a ship? In that case, Krikor is the best choice. Even though we don't bother with such details in the game, there are still forms, fees, licenses and such out there. JR
>> Krikor as Cpt works for me, but then the char concept needs to change a >> little >> ie some people skills. Streetwise doesn't count for a cpt> > How about we look at it from the standpoint of qualifying for a master's > certificate to command a ship? Are there? I've played in games where there were (past Akus for one). I've also played in games where those types of regulations were for planets to decide or local nobels. In other games it was a matter of getting insurance. Hence, the Rich could do what they wish if they were willing to ensure themselves and corperations set their own standards. > In that case, Krikor is the best choice. Even > though we don't bother with such details in the game, there are still > forms, > fees, licenses and such out there. > > JR > Earl
> >> Krikor as Cpt works for me, but then the char concept needs to change a > >> little ie some people skills. Streetwise doesn't count for a cptHey! He's got Streetwise, Survival, and Jack of all Trades. When that fails, he's got forgery to make everything right! Perhaps he'd grow into the people skills. He's truly modeled on the Han Solo type (his resume is lots of time alone with the scouts), so he can be the ship's captain, but might use a blaster on passengers that get rowdy, unless the steward runs interference. Paris has the skills to smooth things out it looks like. > > How about we look at it from the standpoint of qualifying for a master's > > certificate to command a ship? > >Are there? I've played in games where there were (past Akus for one). I've >also played in games where those types of regulations were for planets to >decide or local nobels. In other games it was a matter of getting >insurance. >Hence, the Rich could do what they wish if they were willing to ensure >themselves and corperations set their own standards. > > > In that case, Krikor is the best choice. Even > > though we don't bother with such details in the game, there are still > > forms, fees, licenses and such out there. Well, besides the forgery to get them out of problems ;-) there are Persephone (Admin-2 and Steward-3) and Isaac Chowdhury (Admin-1 and Medical-2) who have admin skills to help out. And Sharda as well with the Liaison. I think it will work. Greg
> He's truly modeled on the Han Solo type (his resume is > lots of time alone with the scouts), so he can be the ship's > captain, but > might use a blaster on passengers that get rowdy, unless the > steward runs > interference. Paris has the skills to smooth things out it looks > like. Concur > > > How about we look at it from the standpoint of qualifying for > a master's > > > certificate to command a ship? > > > >Are there? I've played in games where there were (past Akus for > one). I've > >also played in games where those types of regulations were for > planets to > >decide or local nobels. In other games it was a matter of getting > >insurance. > >Hence, the Rich could do what they wish if they were willing to > ensure>themselves and corperations set their own standards. > > > > > In that case, Krikor is the best choice. Even > > > though we don't bother with such details in the game, there > are still > > > forms, fees, licenses and such out there. > > Well, besides the forgery to get them out of problems ;-) there > are > Persephone (Admin-2 and Steward-3) and Isaac Chowdhury (Admin-1 > and > Medical-2) who have admin skills to help out. And Sharda as well > with the Liaison. I think it will work. Definitely works. Krikor has more than enough people to run interference for his otherwise abrasive personality.
I'm convinced as long as he can Cpt and fly or shoot at the same time. I'd hate to see the good skills go unused. That still leaves a gunner and a comm spot open I think.Hell, them damn swabbies can do it, so I know, we, who are the proud few, the tip of the spear, First to Fight, Teufelhunden and all that other recruiting poster BS can. Besides all them holes just make it so you have to wear a vac suite when you board. I hate those damn things. Gives me a rash just thinking bout'em.<\bart> On Friday 12 January 2007 16:32, john.sanchez@us.army.mil wrote: > > He's truly modeled on the Han Solo type (his resume is > > lots of time alone with the scouts), so he can be the ship's > > captain, but > > might use a blaster on passengers that get rowdy, unless the > > steward runs > > interference. Paris has the skills to smooth things out it looks > > like. > > Concur > > > > > How about we look at it from the standpoint of qualifying for > > > > a master's > > > > > > certificate to command a ship? > > > > > >Are there? I've played in games where there were (past Akus for > > > > one). I've > > > > >also played in games where those types of regulations were for > > > > planets to > > > > >decide or local nobels. In other games it was a matter of getting > > >insurance. > > >Hence, the Rich could do what they wish if they were willing to > > > > ensure>themselves and corperations set their own standards. > > > > > > In that case, Krikor is the best choice. Even > > > > though we don't bother with such details in the game, there > > > > are still > > > > > > forms, fees, licenses and such out there. > > > > Well, besides the forgery to get them out of problems ;-) there > > are > > Persephone (Admin-2 and Steward-3) and Isaac Chowdhury (Admin-1 > > and > > Medical-2) who have admin skills to help out. And Sharda as well > > with the Liaison. I think it will work. > > Definitely works. Krikor has more than enough people to run interference > for his otherwise abrasive personality.
"Rash?" < > "Go bath yourself in gasoline--that ought to get rid of that rash--either that, or ask for some blue stuff from the medic." > I'm convinced as long as he can Cpt and fly or shoot at the same > time. I'd > hate to see the good skills go unused. > > That still leaves a gunner and a comm spot open I think. > > Hell, them damn swabbies can do it, so I know, we, who are > the proud > few, the tip of the spear, First to Fight, Teufelhunden and all > that other > recruiting poster BS can. Besides all them holes just make it so > you have to > wear a vac suite when you board. I hate those damn things. Gives > me a rash > just thinking bout'em.<\bart> > > On Friday 12 January 2007 16:32, john.sanchez@us.army.mil wrote: > > > He's truly modeled on the Han Solo type (his resume is > > > lots of time alone with the scouts), so he can be the ship's > > > captain, but > > > might use a blaster on passengers that get rowdy, unless the > > > steward runs > > > interference. Paris has the skills to smooth things out it looks > > > like. > > > > Concur > > > > > > > How about we look at it from the standpoint of qualifying for > > > > > > a master's > > > > > > > > certificate to command a ship? > > > > > > > >Are there? I've played in games where there were (past Akus for > > > > > > one). I've > > > > > > >also played in games where those types of regulations were for > > > > > > planets to > > > > > > >decide or local nobels. In other games it was a matter of getting > > > >insurance. > > > >Hence, the Rich could do what they wish if they were willing to > > > > > > ensure>themselves and corperations set their own standards. > > > > > > > > In that case, Krikor is the best choice. Even > > > > > though we don't bother with such details in the game, there > > > > > > are still > > > > > > > > forms, fees, licenses and such out there. > > > > > > Well, besides the forgery to get them out of problems ;-) there > > > are > > > Persephone (Admin-2 and Steward-3) and Isaac Chowdhury (Admin-1 > > > and > > > Medical-2) who have admin skills to help out. And Sharda as well > > > with the Liaison. I think it will work. > > > > Definitely works. Krikor has more than enough people to run > interference> for his otherwise abrasive personality. >
On 1/14/07, Earl F Hampton IIIwrote: > That still leaves a gunner and a comm spot open I think. Sharda could probably take care of the comm stuff too, especially since she'll be on the bridge to navigate anyway (she has Communication-1). -- Bob K.
>As an out of game discussion, I'd like you to talk it over >*here* and decide which of you will be the Captain aboard the >/Akus Moby/, and work out shipboard roles for each of you. Sorry guys, but there is no need for debate. The /Akus Moby/? Gotta be Bruce! Capt Ricardo O'Brian... Wait. Wrong game. Wait, same ship? Bruce for President! >So...look over everyone's character, and let's talk about it. >Do we need to alter the characters, change skill sets a around >a bit to give everyone a role? Let's decide on shipboard roles >so everyone has something to do. Remember, you're also >bodyguarding/minding a passenger that you have to get from >Glisten to Wonstar, too. If we need to change skills, Sasha can make changes. Truly, he was modeled on the Han Solo role, kind of the independent I can do it all type. JOT-2 gives him the chance to do things and when they don't work, hey, "It's not my fault!" Greg
Greg S wrote: >> As an out of game discussion, I'd like you to talk it >> over *here* and decide which of you will be the Captain >> aboard the /Akus Moby/, and work out shipboard roles for >> each of you. > > Sorry guys, but there is no need for debate. The /Akus > Moby/? Gotta be Bruce! Capt Ricardo O'Brian... Wait. > Wrong game. Wait, same ship? Bruce for President! To be honest, I thought Bruce might port Ricardo O'Brien over from the old game myself. Ricky O'B *would* be the natural choice for Captain of this ship. :) Truthfully, I think the skill set is less important than having defined roles. I want everyone to have something to do and contribute to the fun of the game, so having a role that *your* character is responsible for is important...but at the same time I plan to give you lots of opportunities for adventure where the diversity in your characters can come out, too. Maybe you need to look at it like this... Captain should be someone comfortable with giving orders and interacting with officials. Merchant should be someone comfortable with finding cargo and dickering over prices. Engineer should be someone comfortable finding and fixing problems with the machinery. Steward should be someone comfortable keeping unruly (and often annoying) passengers under control, but *happy*. Medic should be someone comfortable stepping back from combat (if/when it happens) to treat the injured, but also the type of person that enjoys solving puzzles if I throw the mystery illness/disease/allergy thing at you. Bodyguard/Gunner should be someone that relishes the combat side, but remember the goal here is getting that Baron's son to Wonstar healthy and happy, not shooting up the main from Glisten to Wonstar...that's just the icing on the cake. ;) Those are the six *roles*...as I see them.Am I leaving any out? Specific skills like pilot, sensors, gunnery, auto pistol, etc., etc. are less important than the roles that the *players* are taking on and their comfort level *AND ENJOYMENT* in playing PC's that are in those roles. Does that help? Eris
> >> As an out of game discussion, I'd like you to talk it > >> over *here* and decide which of you will be the Captain > >> aboard the /Akus Moby/, and work out shipboard roles for > >> each of you. > > > > Sorry guys, but there is no need for debate. The /Akus > > Moby/? Gotta be Bruce! Capt Ricardo O'Brian... Wait. > > Wrong game. Wait, same ship? Bruce for President! > > To be honest, I thought Bruce might port Ricardo O'Brien over > from the old game myself. Ricky O'B *would* be the natural > choice for Captain of this ship. :) > > Truthfully, I think the skill set is less important than > having defined roles. I want everyone to have something to do > and contribute to the fun of the game, so having a role that > *your* character is responsible for is important...but at the > same time I plan to give you lots of opportunities for > adventure where the diversity in your characters can come out, > too. > > Maybe you need to look at it like this... > > Captain should be someone comfortable with giving orders and > interacting with officials. > > Merchant should be someone comfortable with finding cargo and > dickering over prices. > > Engineer should be someone comfortable finding and fixing > problems with the machinery. > > Steward should be someone comfortable keeping unruly (and > often annoying) passengers under control, but *happy*. > > Medic should be someone comfortable stepping back from combat > (if/when it happens) to treat the injured, but also the type > of person that enjoys solving puzzles if I throw the mystery > illness/disease/allergy thing at you. > > Bodyguard/Gunner should be someone that relishes the combat > side, but remember the goal here is getting that Baron's son > to Wonstar healthy and happy, not shooting up the main from > Glisten to Wonstar...that's just the icing on the cake. ;) > > Those are the six *roles*...as I see them.Am I leaving any > out? Specific skills like pilot, sensors, gunnery, auto > pistol, etc., etc. are less important than the roles that the > *players* are taking on and their comfort level *AND > ENJOYMENT* in playing PC's that are in those roles. And concur. Paris = Steward. Paris is also probably qualified, based on skill-set, to run the guns in an emergency--the body guard in her would be authorized to lock the twit in his cabin while doing more important things. I'm going to broaden her horizons slightly by giving her either bridge or engineering skill inthe form or either a boost to engineering or Navigation. And I'm set. Anyone else?
On Jan 12, 2007, at 10:08 AM, Eris Reddoch wrote: > > To be honest, I thought Bruce might port Ricardo O'Brien over > from the old game myself. Ricky O'B *would* be the natural > choice for Captain of this ship. :) > But you said no angst-ridden weirdos...also, being Captain is a HEADACHE! If you want me to though I wouldn't be completely adverse, Ricky is a lot of fun to play.... -- Bruce Johnson University of Arizona College of Pharmacy Information Technology Group Institutions do not have opinions, merely customs
Bruce Johnson wrote: > On Jan 12, 2007, at 10:08 AM, Eris Reddoch wrote: > >> To be honest, I thought Bruce might port Ricardo O'Brien >> over from the old game myself. Ricky O'B *would* be the >> natural choice for Captain of this ship. :) >> > But you said no angst-ridden weirdos...also, being Captain > is a HEADACHE! > > If you want me to though I wouldn't be completely adverse, > Ricky is a lot of fun to play.... I like Ricky, too, but I'm sure Issac will be just as much fun. BTW, this is the last post I seem to have gotten. My bellsouth mailbox had a burp and I got unsubscribed from the phoenyx.net lists over the weekend. Silly me, didn't look at email for a couple of days and come back to find a mess. :) I'm trying to resubscribe myself now. If this post goes through, I'm back in and my question is..... So, have you all sorted it out? :) Eris AKUS
> > But you said no angst-ridden weirdos...also, being Captain > > is a HEADACHE! > > > > If you want me to though I wouldn't be completely adverse, > > Ricky is a lot of fun to play.... > > I like Ricky, too, but I'm sure Issac will be just as much fun. > > BTW, this is the last post I seem to have gotten. My bellsouth > mailbox had a burp and I got unsubscribed from the phoenyx.net > lists over the weekend. Silly me, didn't look at email for a > couple of days and come back to find a mess. :) > > I'm trying to resubscribe myself now. If this post goes > through, I'm back in and my question is..... > > So, have you all sorted it out? :) Mostly. Paris may have one or two skill-swaps for approval--but nothing particularly major.
john.sanchez@us.army.mil wrote: >> BTW, this is the last post I seem to have gotten. My >> bellsouth mailbox had a burp and I got unsubscribed from >> the phoenyx.net lists over the weekend. Silly me, didn't >> look at email for a couple of days and come back to find >> a mess. :) >> >> I'm trying to resubscribe myself now. If this post goes >> through, I'm back in and my question is..... >> >> So, have you all sorted it out? :) > > Mostly. Paris may have one or two skill-swaps for > approval--but nothing particularly major. Great! Okay, who can I address as Captain? :) What skill swaps does Paris need? Eris AKUS
Eris A few questions. 1) Are there legal/cert requirements for Cpt, Nav, Pilot, Eng.... 2) What positions are full time, ie can't do other things while you do them (shoot-pilot, pilot-nav, comm-shoot,shoot-captain...)? 3) When you say you want everyone to have something to do, you don't mean with the ship? You mean in the game as a whole, correct? 4) Are there skill sets you see missing that the group must have for you to tell your story? Earl
Earl F Hampton III wrote: > Eris > > A few questions. Okay, shoot! :) > 1) Are there legal/cert requirements for Cpt, Nav, Pilot, > Eng.... Nope, not for Captain, Navigator, Pilot or Engineer. Now, in a real world I'm sure there would be, but not in the game. However, there is a game requirement that you have someone with medical skill if you have low berths and someone with steward skill if you carry high passengers...you have both, so that's not a problem. > 2) What positions are full time, ie can't do other things > while you do them (shoot-pilot, pilot-nav, > comm-shoot,shoot-captain...)? Gunners can't be doing something else while in their turrets. Whoever is piloting can navigate, run the comm and/or sensors at the same time, but better to have at least two on the bridge to share the duties. I'm going to use the CT computer rules in this game, so you might want to have a third person on the bridge for that. You will want someone in Engineering during take offs, landings and run outs to the jump point...so your Engineer shouldn't be a gunner. Your medic, steward and cargomaster (trader) can do other things when they aren't performing their main duties, but when the medic is doing medicine, the steward is stewarding or the cargomaster is trading/cargomastering they need to concentrate only on that. > 3) When you say you want everyone to have something to do, > you don't mean with the ship? You mean in the game as a > whole, correct? Correct! However, it would be ideal if everyone had something to do aboard the ship too. During insystem flight, something like... 2 on the bridge: Pilot/Nav, Electronics (comm/sensor/computer) 2 in the turrets: Gunner, Gunner...remember you can do this with 0 skill in Gunnery 1 in Engineering 1 amidships dealing with passengers, security, and backing up as needed. In jump, the 2 on the bridge and 2 gunners can pull shifts in the passenger area stewarding or engineering doing maintenance. The more PC's with technical skills the lighter the load will be to keep the ship well maintained, or to repair damage if ethically challenged merchants, or other bad guys, take some pot shots at the ship. Ashore, remember different skills give bonuses to different trade type tasks. Assign tasks to different PC's, based on what they are good at, and get all of it done quickly leaving more time for shore leave. :) Admin: DM for middle passengers available. Bribery: DM on Actual Value Table (1 for 2 skill levels) affecting the price you can get for goods. Broker: DM on Actual Value Table for buying and selling. Carousing: Acts as Steward minus 1 (and will come in *very* handy when dealing with your special passenger, Lord Percy). Gambling: Not specifically a trade skill, but Lord Percy likes to gamble, and someone might want to be able to keep him from being cheated...or cheating...or try to win back whatever he loses. Liaison: DM on minor cargos available (and like carousing will be handy handling Lord Percy). Steward: DM for high passengers available. Streetwise: DM for low passengers available (and this too might be handy in dealing with Lord Percy :)). Trader: (1) +/-DM up to 1/2 the skill level (round down) on the Speculative Trade table, ie. if you roll an 16 and have Trade-2 you could pick one of 15, 16, or 17 on the table (house rule, oh! and I'm using the T20 Spec Table that has 100 entries). Trader also gives you advanced knowledge of what the Actual Value Table will be (1 of the 2 dice) for up to skill level x 3 days, ie. Trade-2 would let you know what one of the dice will be up to 6 days in advance (not a lot of good if it takes 7 days to get there, but Trade-3 is where *this* one really kicks in!) All the Vehicle skills come in handy once you're ashore. Combat skills *will* come into play, and it is very likely that investigative, science and perception skills will, too. > 4) Are there skill sets you see missing that the group must > have for you to tell your story? I don't recall seeing Bribery, Carousing, Liaison, or Gambling. You can get by without them, though you might be using them...just without positive DM's. :) You all get Computer, Vacc Suit, Brawling and Gun Cbt at 0 if you don't have them listed so you avoid negative DM's there...OTOH, *somebody* having a positive DM could come in quite handy at times. Oh, and a couple of you have Grav Vehicle skill, but NOBODY has ground vehicle skill...so it should be fun watching you try to drive a car, truck, or atv in anything other than ideal circumstances. :) Issac is a bit skill light, Bruce, maybe we should add Ground Car or ATV 1? While I'm at it, Earl, let's specify Bart's Gun Cbt skill a bit. You have 3 as Gun Cbt, I'll give you 5, but you have to divide the 5 up among: Body Pistol, Auto Pistol, Revolver, Laser Pistol, SMG, Shotgun, Carbine, Rifle, ACR, Laser Carbine, Laser Rifle or Gauss Rifle. Bruce, Issac is a bit light in skills compared to the others so add 4 more (in addition to the vehicle skill. I suggest taking a couple of levels in a weapon and maybe Carousing, Liaison or another level in Admin. Does that help everyone? Eris
On Jan 15, 2007, at 3:48 PM, Eris Reddoch wrote: > Bruce, Issac is a bit light in skills compared to the others > so add 4 more (in addition to the vehicle skill. I suggest > taking a couple of levels in a weapon and maybe Carousing, > Liaison or another level in Admin. Issac did some ambulance driving, then,ATV-1, he was a marine after all, so he got autorifle training and was good at it Autorifle-2 and worke