General/OOC

Faanku
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Marullus
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Re: General/OOC

#21 Post by Marullus »

Still brainstorming today.

What are thoughts on using Codex of the Black Sun? Or Space Magic at all?

Instead of a psychic, toying with being a Sunblade Outcast (rogue former disciple of an order of like the Jedi, or Dark Tower Gunslingers, including internal struggle with his lost moral codes) or a Magister (Space Magic with limited picks, Black Sun provides spell lists which main book lacks. Narratively, probably a sect of lost lore within the Reclaimist Faith or something dark and heretical).

Otherwise... As a partial psychic:
* I kind of like the teleporter/doctor.  I need to explore how that turns out... it may be too narrow to be fun. 
* A teleporter / Close Combatant is a good general actor to round out the group. 
* But a telekinetic mechanic has promise...  it is just more interesting.

I am interested in what role others would like filled, and which are a no-go for anyone.
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Re: General/OOC

#22 Post by Faanku »

Black Sun is A-OK. I kinda left Pera (0409) and Melanth (0009) intentionally mysterious and vague in case anyone wanted to play something like that; a Sunblade Order would certainly explain how a society managed to stay alive on the frozen, immiscible night world of Pera, and the Reclaimist Faith is large enough and old enough to have a rogue sect or three, whether secretive or otherwise. A dedicated medic is never a bad thing to have given how lethal combat is, as lazarus patches can only do so much, and a technician will be able to mod out weapons, armour and of course your ship when you get one.

If you're still struggling, it might do to look at the Ship Combat Actions on page 117 and see if you have all the "main" departments covered.
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Re: General/OOC

#23 Post by explosiveghast »

Marullus wrote:I like the charismatic barbarian armsman as our notional Captain or boarding party leader. Sine you asked for suggestions on a second Focus, I recommend Henchkeeper. I was thinking of that role myself if my CHA had come up different. I think that Focus is exceptionally suited for play-by-post and would like to see someone have fun with it.
That seems a likely fit for Agnahr (I am picturing a space viking). I went ahead and took Henchkeeper. If you all want, Star Captain gives us 2 more Command Points. Though I do dig the Henchkeeper vibe. Most likely he recruits at bars.

He sounds like a cross between Worf and Ragnar from Vikings... I am thinking he has been a pirate for a while now. He was too rough for Cyber-Kendo and graduated into mercenary work. Still, he was not quite refined or eloquent enough for most contracts. So he became mixed up with some seedy folks and already dipped pretty heavily into the gray area of morals, and probably spilled much grey matter of mortals.

If we lean toward Starvation Cheap or Suns of Gold, that is cool with me. I like the way our crew is shaping up!
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Re: General/OOC

#24 Post by Enoch »

My character is done and on the character creation thread.
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Re: General/OOC

#25 Post by Marullus »

I'm excited for this to start. :) I love our crew! It helped me to make a summary:

Vyrner Odo
Captain without his ship; smooth-talking smuggler.
Class: Adventurer (Expert/Psychic)
Background: Merchant
Foci: Psychic Training, Diplomat
Skills: Trade-1, Know-0, Administer-0, Talk-0, Connect-0
(Special: senses and avoids danger before it happens.)

Agnahr Roluos
Former gladiator turned space pirate.
Class: Warrior
Background: Barbarian
Foci: Armsman, Henchkeeper
Skills: Survive 0, Lead 1, Sneak 0, Stab 0, Exert 0

Benedict 'P1LF3R' Alder
Concept: Hacker/Gunslinger for hire.
Class: Expert
Background: Criminal
Foci: Hacker, Gunslinger
Skills: Program-1, Shoot-0, Sneak-1, Talk-0
(Ship crew: proficient at Ship Comm actions)

Silas dan Mallory
Concept: Former military pilot for hire / lonely drunk
Class: Adventurer (Expert/Warrior)
Background: Pilot
Foci: Starfarer, Gunslinger
Skills: Pilot-1, Connect-0, Notice-0, Shoot-1
(Ship crew: proficient at Ship Bridge actions as pilot)

Damian Stavros
Unraveller of the mysteries of physics and ancient secrets
Class: Magister
Background: Technician
Foci: Specialist (Fix); Savage Sorcery
Skills: Fix-1, Connect-1, Magic-1
(Ship crew: proficient at Ship Engineering actions)
(Special: Can conjure needed items and sway the weak-minded)


The one notable lack for excursions is that we don't have a Doctor. :) Given that I have only 1 hp, I hope you look out for me... I'll roll some spare characters just in case. :)

At the GM's suggestion, took a rudimentary look at the Ship Combat roles. We have Bridge, Comms, and Engineering covered. The last two guys who could command, but neither of them has the Shoot skill to take on being Gunner.

We have a lot of skills for talking/connecting our way into trouble and then grabbing initiative once it goes wrong. We have three people with Connect, two people with Talk, one who senses trouble before it happens, and four people who arm themselves as a free action in some way on round 1. :)
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Re: General/OOC

#26 Post by Faanku »

Nice summary, should prove useful.

The first mission thread is live!
Feel free to start posting whenever you wish. Any thread titled with [Square Brackets] should be considered IC, so please use spoiler tags and ooc tags if you wish to discuss things OOC in them. "Dialogue should have speech marks and use the correct tags to." to keep things clear.
Dice rolls should be dumped in spoiler tags too.
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Re: General/OOC

#27 Post by Faanku »

explosiveghast wrote:We could probably use some vacc suits, yeah?
Shit, I though I had added a Ship's Locker to the shuttle but it seems I didn't. I'll fix that now.
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Re: General/OOC

#28 Post by Faanku »

Something important that I completely forgot to address is the desired posting rate. Ideally I'd like to see everyone post once a day (though more is always better), at least for the first few "missions" so the campaign can find its feet and branches in the story open up more organically. I will try and advance the main plot thread every 2 days with the same goals in mind.
Does that sound good to everyone?
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Re: General/OOC

#29 Post by Marullus »

Some days are harder than others, but I should be okay. This is the only game I am a player in and player posts are quicker and easier than others. :)
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Re: General/OOC

#30 Post by Faanku »

Marullus wrote:Some days are harder than others
Absolutely. Like I said it's ideal if we can keep a daily post rate up, not mandatory. Life always finds new ways to keep people afk ;)
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Re: General/OOC

#31 Post by Faanku »

Will update tomorrow if there's nothing else anyone wants to do before departure. I'll let the weekend finish just in case.
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Re: General/OOC

#32 Post by Faanku »

I keep forgetting you're a seer! Would you like to Oracle now? If yes, can you phrase it as a question?
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Re: General/OOC

#33 Post by Enoch »

...I forgot too. I re-read the rules, and it sounds like it does need to be a question or action ("what happens if I press the button/open the door/reveal my identity?"). I think I'll wait until we dock (I'm betting we can at least dock safely), but I will probably be getting a vision before long. Right now, I think a vision of what awaits us is unlikely to affect our immediate decision-making (we'll probably open the airlock and walk out either way).
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Re: General/OOC

#34 Post by Faanku »

Silas made the check easily so you're docked safely (in relative terms).
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Re: General/OOC

#35 Post by Faanku »

Let's say you find a T4 Stalker Drone with 3x Extended Flight fittings intended for emergency scouting should the shuttle crash-land somewhere unexpected. There are a dozen fully-charged Type B power cells, and a large assortment of wires, replacement fuses and other such electronic gear to count as two dozen spare parts, as well as things like a solar recharger, some bioscanners and even a comm server that you could easily cannibalise for salvage.
As for jury-rigging an EMP device; such an e-bomb would take a little time to prepare (perhaps lessened by a good Fix/Int roll) and due to the station's Spike Drive and thus its Quantum ECCM functioning normally it would have an incredibly short effective range, if it works at all. You're technically gifted enough to pull it off though, so feel free to go ahead with it.
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Re: General/OOC

#36 Post by Faanku »

Marullus wrote:so, we're looking for a post from ybn1197 for Benedict?
Aye, I PM'd him earlier to make sure.
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Re: General/OOC

#37 Post by Faanku »

I'll NPC Benedict if he hasn't posted by this evening. Is everyone OK with that?
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Re: General/OOC

#38 Post by Marullus »

Sure.
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Re: General/OOC

#39 Post by Marullus »

Holding back on taking too many actions myself. :) Realizing we didn't bring any doctor, we need someone smart enough to do the check. I realized Aghnar is +1 INT as well as Damian. :) (I got a kick out of it, that the Barbarian is actually the smartest person.)

I had thought Damian was going to have to play medic, but Aghnar is at the front and just as skilled (Int+Medicine is +1-1=0) I will defer to him (or anyone else) first.
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Re: General/OOC

#40 Post by Faanku »

Marullus wrote:Holding back on taking too many actions myself. :)
You can always attempt to Aid someone else with any skill you think might fly. Having the entire party attempt to assist on every roll is a little cheesy but 1-2 aid rolls shouldn't be a problem, so don't be shy on coming up with ways to assist.
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