
Looking forward to seeing what you choose and the fleshed-out concept.

From Mister-Kent's first "Characters and Character Creation" thread post:Marullus wrote:I need a copy of this Other Dust thing.so Survivor is a whole class? What is their ability/angle?
Looking forward to seeing what you choose and the fleshed-out concept.
I'm happy to post anything anyone wants from the Other Dust core book. Just let me know what you have an interest in.Choose a class.
Warriors are survivors proficient in fighting and combat of all varieties.
Psychics are gifted with unique mental powers.
Experts have expertise in a wide range of useful skills. Think of them as the Scientists.
(The following are from post-apocalyptic Other Dust and are fully compatible with SWN. They have different Class Abilities than the SWN classes. We can use them if you think they'd fit your character better--if you're curious about them, let me know!)
Scroungers are tinkerer and inventors who will make tech work no matter what’s the cost. They have more of an Engineer’s perspective compared to the Experts.
Slayers excel at combat and brutal violence.
Speakers inspire others and bind disparate groups into shared purposes.
Survivors endure the worst of the wastes and the untamed wilds.
You achieved that goal - he is really hardy (from Survivor) and is a good engine tech and ship-gunner.DexterWard wrote:I was thinking of going with an engine/mechanic grunt but will begin looking through the options now.
kmbll wrote:We actually could probably use an engine/mechanic grunt so that Madoshi can focus more on his robots. I would also say maybe a straight up business man or a getaway driver would be things that would be helpful. Potentially someone with gunnery as well. Unless I missed any of those but of course be anything you want to be. Welcome aboard!
Just noting that this aspect was lost. You didn't end up with any vehicular skill with your build, nor planet-side skills.DexterWard wrote:land vehicle actually fits better with my character anyway.
I think you're reading it right though it makes little sense to me for things like flying spaceships. Based on Swan Song, I would guess we'll be based on a generic free trader but I don't know for sure. Edit: which would mean we'd have two guns and would want a gunner since space dogfights are deadly.Marullus wrote:You achieved that goal - he is really hardy (from Survivor) and is a good engine tech and ship-gunner.DexterWard wrote:I was thinking of going with an engine/mechanic grunt but will begin looking through the options now.
Combat/Any: Gunnery (Explorer package)
Culture/Spacer (Engine Crew package)
Exosuit (Engine Crew package)
Gambling (Engine Crew package)
History (Explorer package)
Navigation (Explorer package)
Perception (Explorer package)
Security (Explorer package)
Survival (Explorer package)
Tech/Postech (Engine Crew package)
Question for the group: does our ship HAVE guns?It is a small transport, right?
kmbll wrote:We actually could probably use an engine/mechanic grunt so that Madoshi can focus more on his robots. I would also say maybe a straight up business man or a getaway driver would be things that would be helpful. Potentially someone with gunnery as well. Unless I missed any of those but of course be anything you want to be. Welcome aboard!Just noting that this aspect was lost. You didn't end up with any vehicular skill with your build, nor planet-side skills.DexterWard wrote:land vehicle actually fits better with my character anyway.
So, I looked that up and it doesn't seem to be a big deal. Using a skill unskilled only incurs a -1 instead of a 0. Having good attribute bonuses can compensate for that because both skill and attribute are added to the roll. (They note the exception of combat/unarmed which adds to both to-hit and damage while others just add to the success roll.)
Anyone more familiar with SWN, am I reading that right? It doesn't seem to limit unskilled checks like I expected it would.
Yeah there are skills in the Class for those but like you guys were saying they are just for advancement purposes.Marullus wrote:
Just noting that this aspect was lost. You didn't end up with any vehicular skill with your build, nor planet-side skills.
So, I looked that up and it doesn't seem to be a big deal. Using a skill unskilled only incurs a -1 instead of a 0. Having good attribute bonuses can compensate for that because both skill and attribute are added to the roll. (They note the exception of combat/unarmed which adds to both to-hit and damage while others just add to the success roll.)
Anyone more familiar with SWN, am I reading that right? It doesn't seem to limit unskilled checks like I expected it would.
Your "Class Skills" don't actually affect starting skill values. If they did, then Experts would literally start with a 0 in every non-combat skill other than Tactics and Tech/Psitech.
As I said in my above edit, you can check out Page 65 of the SWN corebook for a table that shows how skill advancement works and what the book means by "class skills" vs. skills allotted to you by your training package. Those skills that count as "Class skills" for you just cost less to increase.
Right. I was pointing it out in case you wanted to consider other Background options. It depends what your desired story is, and how you want it to really come out.DexterWard wrote:Yeah there are skills in the Class for those but like you guys were saying they are just for advancement purposes.
Yeah you have the right of it once again, Marullus. The GM of course has the final say on whether or not someone can attempt something they are unskilled in, but as-written the book only applies a -1 penalty to someone attempting something simple that they are unskilled in, barring unfavourable working conditions on top of that. It's pretty heavily implied, though not outright stipulated in the rules, that characters shouldn't be able to complete complex tasks using skills they haven't put any points into.Marullus wrote:
Anyone more familiar with SWN, am I reading that right? It doesn't seem to limit unskilled checks like I expected it would.
Again, it's assumed that a person untrained in the relevant skill can't effectively engage in any complex task using it. So with some luck, someone untrained in Vehicle/Space might be able to fly through empty void or land safely in a field, but dogfighting other ships will probably be FAR beyond them. The way I tend to justify untrained people being able to perform basic functions with starships however is to say that many ships have extensive auto-piloting and input-compensation systems - flying a ship under normal conditions tends to be more like operating a computer where you have input commands via an interface to control things, as opposed to piloting a more simple vehicle like a car or old school fighter jet where everything is based on reflex and muscle-memory.Marullus wrote:I think you're reading it right though it makes little sense to me for things like flying spaceships.
Marullus wrote:Al-Halou - GRID0600
Contains two planets - Bergthora, Alcemene
Controlled by Solar Republic
Malachi Lykos served on the planet Bergthora, in sector 600, the Al-Halou system. Bergthora is the home to billions, surviving due to a high level of technology (Tech 4) and development. The planet is temperate to warm, with a breathable atmosphere, but no living plants or animals to sustain its population. The natural world (what remains of it) is only the remnants of milennia-old terraforming, all petrified and lifeless as a result of Maltech planet-busters used in wars centuries ago. It is largely replaced by the sprawling metropolis, the whole planet acknowledged as simply the City and Wastes. It is the Capital World of the Solar Republic, thriving based on both tribute and conquest from worlds within its galactic empire. Ruled by the profit of the bourgoise, military life and service is glorified to the population as the route to being a Citizen instead of just a Civilian. Major Products: Postech, Cyberware, Warfare.
Alcemene is the other planet in the Al-Halou System. Temperate, breathable, and with a thriving human-miscible biosphere, it is a farm planet tended with high efficiency (Tech 4) by its small population - tens of thousands of farm families ruled by mandate of the Solar Republic regime. Major Products: Agriculture.
Aizazuddin - GRID0601
Contains three planets - Eidyia, Koskotas, and Periboea
Periboea has an invasive, toxic atmosphere: the hundreds of thousands on the planet live in biodomes protected from the thriving biosphere outside and the caustic air.
Koskotas is a temperate, breathable, growing planet which produces agriculture for the billions on Eidyia, the former capital of the Liberal Consensus, now a territory of the Solar Republic since the conquest in the last war.