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Post by Gigermann on Mar 23, 2005 11:18:40 GMT -6
The ship is an 80T sloop, whose primary function is moving cargo, and is not heavily armed. Here is a list of the "jobs" that need to be filled by the ship's crew. A majority of these positions will be filled by the same character. For insurance purposes, the ship must have an official crew of six (although it doesn't really matter what those crew actually do, regardless of their official title). Those marked ">" are bridge-crew type jobs, and can be filled by the same person, although you'll probably want to split them up a bit; there is room on the bridge for 2-3 people, and the pilot will have a separate station. Those marked "<" are engineering-related (obviously) and will more-than-likely be performed by the same character, although a ship this size will probably need at least two (Engineer, Engineer's Mate). Those marked "*" are not actually necessary for ship functions, but would be a good idea for an "adventuring party" that may get involved in less-than-legal operations. It would be a good idea for multiple characters to be able to fill the same positions. [atrb=width,100%,true]> | Captain/Master | Trent(Rigil) | > | First Officer | Tulk (McN) | > | Pilot (copilot not req.) | Trent(Rigil) | > | Astrogator (guild certified) | Trent(Rigil)/Miles(Josh–In-system only) | > | Sensors | Miles(Josh); Tulk(McN) backup | > | Commo | Miles(Josh); Tulk(McN) backup | < | General Engineer | Zenneth(N8) | < | Stardrive Engineer | Zenneth(N8) | - | Deck Hand | Zenneth(N8); Steg(SQ) | - | Boat Pilot | Steg(SQ) | - | Loadmaster | Steg(SQ) | - | Purser/Admin | Tulk(McN) | - | Medic | NA | - | Gunner | Steg(SQ) | - | Shipboard Security | Tulk(McN); Steg(SQ) | - | Passenger Rep/Steward | Anya(ShLE) | - | Sales/Marketing/Brokering | Anya(ShLE); Tulk(McN) backup | * | Hacking/Programming | Miles(Josh)/Tulk(mcN) | * | Breaking & Entering/Safecracking | Tulk(McN) | * | Face-Man | Anya(ShLE); Tulk(McN) | * | Wheel-Man | Steg(SQ) | * | Tactician | Miles(Josh)? | * | Hand-to-hand Guy | NA | * | Sharpshooter | NA | * | Brains | Miles(Josh)? |
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Post by Gigermann on Mar 5, 2012 12:37:21 GMT -6
We need: - Replacement genius mechanic.
- Replacement combat medic (since the android would be useless in combat, what with the Asimov Protocols
To be correct, I would add that these do not need to be replaced, but are available to be replaced. If someone wants to play the engineer, they (both—they go together) will be replaced (don't need two).
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Post by WxMAN on Mar 5, 2012 15:15:04 GMT -6
I guess that is a good question: what good character jobs are there open to be filled?
So far it looks like XO, Mechanic, and Medic.. anything else?
I will try and read all the back info re: the current plot, etc asap...
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Post by Rigil Kent on Mar 5, 2012 15:24:34 GMT -6
Well, what do you want to play? Ignore the things we really "need" - with Giger retooling the game a bit to focus more on being in-system, we can probably make anything work with some effort. Do you have some ideas about the kind of character you're wanting to play?
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Post by WxMAN on Mar 5, 2012 15:26:46 GMT -6
Do you have some ideas about the kind of character you're wanting to play? Not really... I'm not great with boundless options, that's why I asked, so if I can at least get the general "archetypes" down, I can choose and then craft them into a PC...
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Post by Gigermann on Mar 5, 2012 15:33:46 GMT -6
Do you have some ideas about the kind of character you're wanting to play? Not really... I'm not great with boundless options, that's why I asked, so if I can at least get the general "archetypes" down, I can choose and then craft them into a PC... Refer back to the first post in this thread
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Post by Rigil Kent on Mar 5, 2012 15:38:43 GMT -6
I generally figure out what sci-fi character I want to emulate and then tweak them. For example, you might decide to play a male version of Ellen Ripley circa "Aliens" - PC has survived ... something and is now trying to move on with his life. Heck, you could tie this character into the first Steg & Tulk adventure that counts: "The Replacement Miners."
ETA: That was not a "you should play this," but rather an example of my thinking process with characters when I have no ideas. I take a known cinematic character and try to find a way to twist them.
Heck, you could recycle other characters that never saw the light (e.g., your Gordon Freeman idea from "Earthfall") with some tweaks...
Second addendum: actually, the Gordon Freeman thing might be pretty cool, especially if you combine it with being an engineer. Like, he survived something he shouldn't have and is essentially hiding from someone or something, but needs to eat so he trades in his awesome super genius engineering skills for a regular (or at least semi-regular) paycheck.
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Post by Rigil Kent on Mar 7, 2012 10:42:56 GMT -6
What about labrat? Did she have any ideas on the character beyond "doctor/scientist"?
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Post by WxMAN on Mar 7, 2012 11:41:29 GMT -6
;D
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Post by Gigermann on Mar 7, 2012 11:52:39 GMT -6
Keeps getting stuck in my head
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Post by Rigil Kent on Mar 7, 2012 12:10:24 GMT -6
Hmmm ... how would we work a character like Mordin into the DSD crew? Hmmm...
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Post by Gigermann on Mar 7, 2012 12:13:18 GMT -6
Hmmm ... how would we work a character like Mordin into the DSD crew? Hmmm... It's really only about his motivation to be on the crew—I don't think DSD has an issue with hiring crazy-people (non-human or otherwise)
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Post by WxMAN on Mar 7, 2012 12:30:50 GMT -6
... I was kidding...
We are both in the "conceptual" stage since Giger told us there was no rush... I'm considering a more passive character since we discussed that the group tends to kill everything that is in front of us, then loot them to nudity... wash, rinse, repeat.. and the fact many of us found that to be getting out of hand and maybe find more peaceful - or at least nonlethal - ways of dealing with combat...
I guess it depends on how this campaign is - if we are the typical shoot everything that looks at us wrong, then I may need to boost more combat stats... Will there be a lot to do as a "genius mechanic" ?
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Post by Rigil Kent on Mar 7, 2012 12:43:39 GMT -6
In this game, I think we're shooting for a less "shoot 'em up" feel (or at least, that's what I'd like to do if possible) but with the option for combat to occur every now and again.
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Post by Gigermann on Mar 7, 2012 12:47:59 GMT -6
... I was kidding... We are both in the "conceptual" stage since Giger told us there was no rush... I'm considering a more passive character since we discussed that the group tends to kill everything that is in front of us, then loot them to nudity... wash, rinse, repeat.. and the fact many of us found that to be getting out of hand and maybe find more peaceful - or at least nonlethal - ways of dealing with combat... I guess it depends on how this campaign is - if we are the typical shoot everything that looks at us wrong, then I may need to boost more combat stats... Will there be a lot to do as a "genius mechanic" ? At this point, I would encourage you to read through the public record of the campaign as it exists to get an idea of what you're in for—since there's no rush—and work out what fits in best. A Genius Mechanic will see a lot of work. A ship this size doesn't really have a strong "need" for a medical staff-member, nor really any need for a science officer, except as part of a particular mission, so I'm not sure if that concept works here—the fact that there is a medical officer now is a bit of a fluke. That isn't to say that it's not a good idea to have one, though, depending on the concept. This campaign has been somewhat less combat-focused, though, as opposed to the usual hack-&-slash—intentionally, or otherwise—a bit more generally "action" oriented, anyway.
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Post by Rigil Kent on Mar 7, 2012 16:34:00 GMT -6
I beg to disagree. The more feedback we give and assistance/help we provide, the more the GM is going to be encouraged. It also kind of depends on the character concept. For example, if labrat really wanted to do a medical scientist type, it's easy enough to rip off some elements of Mordin's story in the beginning of ME3 - e.g., the whole former SF scientist turned medic/doctor - but the trick is getting the character into the group in a way that not only makes sense, but is satisfactory for the player. In my Saturday Trek game, the guy playing the doctor has nothing to do during many combat actions because he's playing a "I don't use guns unless I absolutely have to" type of character ... and he has even less to do during a space battle! Personally, I'd be bored senseless with a character like that! This isn't a "save the fricking galaxy" type of game, but I think if we knocked our heads together, we could come up with something really cool.
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Post by Gigermann on Mar 7, 2012 17:05:04 GMT -6
I guess there are some points to remember about the group that will help with integration: - Close-knit group of friends, with the exception of Ty (who was a hire-on, and will be leaving)
- The "big three" are equal partners in the company, so there is no real "boss"
- Hang out at a favorite bar, while in town—an important part of the mechanic
- Company is "small-time"
- Occasionally do some "treasure-hunting"
- Tease the line between law and crime, at times (some characters more than others)
- Most of the existing characters, and their ancillaries, knew each other prior to the campaign—best way to integrate is to do the same; you definitely want to acquaint yourself with the timeline
Also worth noting: There are existing characters that could be taken over if something strikes your fancy. I had a couple of NPCs standing by for crew positions before we got some new players, back at the beginning. A number of the characters from Replacement Miners (Adv 1) made it out alive. Also, any of the Sophie's crew-members might make a good take-over character—a good excuse to read-up. Furthermore: Might be a good idea to think of more than one character; I'm thinking of getting a "troupe" going for this one
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Post by LabRat on Mar 7, 2012 21:53:19 GMT -6
Sorry I'm keeping quiet about this. I haven't had anytime to read the background information so I don't have a real feel for the campaign just yet. I was still considering doing a medical person but if there's not a real use for one then I might have to consider other options. Give me a few days to think about it and I'll come back with some character ideas and see what ya'll think.
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Post by Rigil Kent on Mar 8, 2012 10:46:47 GMT -6
No worries. Given how ridiculously, absurdly busy you are - and missing out on the awesomeness that is Mass Effect 3 - we totally get it.
As to me, I'm going to continue harassing everyone in order to keep interest high - mainlining the ME games as I have the last couple of weeks has reminded me just how much I love sci-fi - and hopefully spurring cool GM ideas.
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Post by WxMAN on Mar 8, 2012 10:56:06 GMT -6
So here is what I am seeing as far as "open jobs" in the campaign... with the possible removal medic... so there are about 7-8 jobs to fill.... I'm not sure that is enough for a full two people An "genius engineer" could easily do 4+ of those and that leaves essentially the "general purpose / steward job" < | General Engineer | < | Stardrive Engineer | - | Deck Hand | - | Medic | - | Shipboard Security | - | Passenger Rep/Steward | * | Hand-to-hand Guy | * | Sharpshooter |
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Post by Rigil Kent on Mar 8, 2012 11:04:56 GMT -6
Well, heck, you don't have to be a "genius" engineer. You could just be a competent one. Maybe a team, like a freaky married couple who work together or something. LOL
And the medic isn't entirely out of the question - it might just be that such a character needs to be capable of something else as well.
Ultimately, it probably comes down to story concept. I suspect we can make anything work.
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Post by Gigermann on Mar 8, 2012 11:08:55 GMT -6
If the tie-in to the group is good enough, they might not need a well-defined job, either—FREX, Tulk doesn't really have a position on the ship except "partner," and he fills the security & purser roles because he can, and comms because they need someone to cover that job when it comes up, etc.
The "ship's mechanic" is an essential role, though, genius or no—which may just mean that Mishka stays on, or I bring in the NPC I formerly had in mind for that slot.
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Post by WxMAN on Mar 8, 2012 14:03:16 GMT -6
That is kind of my concern - that there is only "essential" roles for one person... so why would a second person be a crewmember - what would their motivation be... and vice-versa: if they aren't useful to the crew, why would the crew want them?
Just trying to make it easy to justify adding people to the crew and make for a nice smooth transition for giger
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Post by Rigil Kent on Mar 8, 2012 14:24:16 GMT -6
Easiest solution (IMO - I acknowledge that not all people work this way) is to figure out the character story first and then figure out the role they will play. For example, if labrat really wanted to play a medical-based character, then we can find a way to make that happen.
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Post by Gigermann on Mar 8, 2012 19:30:08 GMT -6
I mentioned that Tulk is a kind of non-crew crewman. An example you're more familiar with, and the only one I can think of off-hand, is Inara—as a Companion, she has absolutely no value as a ship's crewman, much less a fighter, but she's an integral part of the crew anyway.
Now, the science officer isn't really a valid crew position on a non-scientific ship, especially one this small. Having said that, a "scientist" might be a friend to the crew, and have a need to get out into the Black for some reason, and maybe wants to buy into the company—then maybe the company puts that person on the books as "ship's science officer" anyway. Also, there are other crew "positions" that you might be able to fudge, if you get creative. What about the galley cook? No need, and barely any room for one, but if that's your guy, then that's your guy.
For the record, there's always a place for a "deck-hand"—general ship's labor, probably attached to the engineering dept. Works especially well for someone who's not already a spacer, and is looking to learn the ropes.
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Post by Rigil Kent on Mar 10, 2012 10:19:59 GMT -6
So to recap since I missed the majority of the conversation thanks to still working, we're looking at the following for new characters: - labrat - a business-oriented facewoman (so Captain Paranoid, aka Tulk, can stay out of the limelight in order to not attract further notice. I recommended Lucy Liu as a representation for her, but nothing's been set in stone.
- WxMAN - a tinkerer of some sort who may be former military, but also may be the equivalent of a Merchant Marine. As I missed the majority of the discussion, I'm unsure whether this character will be taking over the job of ChEng to replace Mishka.
Is that about right?
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Post by WxMAN on Mar 10, 2012 17:32:37 GMT -6
Sounds about right to me. I am planning on being more engineering focussed so I plan on replacing the engineer if that is alright with everyone.
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Post by Rigil Kent on Mar 10, 2012 19:21:19 GMT -6
Ah, groovy.
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Post by Rigil Kent on Mar 13, 2012 12:43:49 GMT -6
Given that WxMAN is going to be looking at an engineer, I'm presuming that Mishka will be written out as a PC. As I mentioned previously, I thought it would be a cool idea if she ended up opening a "garage" on Tambo - you could even rip some stuff from real life and have her do this due to an unexpected pregnancy. That way, we - the PCs - have yet another reason to be concerned about what happens to Tambo Station ... plus, her "garage" could lead to other adventures as someone is harassing her - union thugs? - or she needs some help with bureaucracy, and so on.
Do the two new characters already have loose ties linking them to the group? Just curious about that...
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Post by Gigermann on Mar 14, 2012 19:49:36 GMT -6
A reminder for McN and SQ—your characters both have an Enemy that shows up on a roll of 9 or less; this means nearly every other session. Might not be a bad idea to downgrade that…
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