Pbartender
First Post
dpdx said:Okay, I'm going over characters for the first time, and it seems:
Denny's over by a point on abilities; by my math, 14 14 12 14 13 10 (the abilities before racial mods) adds up to 29.
Oops... typo. Fixed.
dpdx said:6 months after the Battle of Geonosis would make it after Episode II, even, so you're OK.
And, sorry, yes, you're ALL working on the Sanctuary.
[edit: also, this ship, like many of its type, has no weapons. you may slot yourselves into co-pilot, sensors, comms, engineering, and passenger supervision positions.]
Hrm...
I'll have to think about that. Outside of gunnery, Denny isn't incredibly useful on a starship.
~~
Ok... I've changed Denny slightly to make him a little more useful aboard a ship. I dropped his Cha by 2 (I can't see anyone listening to his pedantic ramblings for very long) and raised his Wis by 2. I moved his ranks in Craft (blasters) into Treat Injury (sometimes he's just not quick enough with the blaster, or he sits a little too close to those explosives), and split his Climb ranks between astrogate, computer use, pilot and repair (he's just beginning to learn the rudimentary skills of a space hand).
If it's alright with you his primary job aboard ship will be that of ship's security... Ever since that fiasco at Naboo, every Federation diplomatic vessel has been assigned a "Marine" for security purposes. After that, he can step in as the medical assistant for the ship's doctor, or just a general spacehand, assisting anyone who needs a hand.
He orignally hired on temporarily to pay for his fare home, but is beginning to enjoy the life of a spacer, and may stick around for a while.
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