OOC: [T20] High Law and Low Justice


log in or register to remove this ad

DrZ:

[sblock]
How does this look for a homeworld:
Glen Murdoch (Ley Sector, Delta Quadrant, hex 1837)
E558653-1

The name would indicate a Celtic-like ancestry for the planet's first settlers, and the tech level (based on old Classic traveller maps) is what you were looking for. I dumper the starbase down to E from B for campaign reasons.

[/sblock]
 

Is it it okay if I put that in the character thread and keep it updated as the party levels up and changes?

Might help for any new players (and us)



What, BTW, is the status of the other PCs and NPCs involved in the previous adventures:

Quinn - I know, was talking to the Imperials, so is gone.
Zead - Was wounded onboard the Dvonn? What's his current status?
Trel - ???
Yrkris - Was badly hurt when splashed with fuel, apart from that?
The Fingals - Have probably retired, but...
 
Last edited:

Saanath is (was) basically a merchant shipman. He has some trading skills, some info gathering (computer and social) and some basic roughhouse skills. He can pilot a ship well enough. (actually, when I see 8-9 ranks I think Whoot!, but thats cos I mostly play in the shallow end of the pool.)

He is curently level 6, which means he has 4 levels in had theoretically, although I am inclined to level him only a couple of levels right now. Being quiet young, I don't really have a problem with the more experienced characters having a feew levels on him.

At the moment, it looks like Saanath's two areas of particular speciality are Starship Piloting and Trading (Trelene trumps him in most of the computer stuff I think.). I think that the ablity to Trade successfully might be a real bonus, both financially and in terms of provinding a solid cover. So given no significant changes in the character line up, I'd probably take levels in something that allows him to develope these areas. Scout - is that a class?

I also wanted to give him a little more cloat, combat wise. BAB wise he sucks - level 6 and he has a BAB of 1! I'm sure there must be a law against that somewhere. But stat wise, he is OK, and I could put his L8 improvement into his CON to toughen him up a bit more. So would some armour.

I still can't work out why I put so much into WIS and so little into CHA. (Its not like there is any opne throwing sleep spells around.) I could say that it was for the Trader skill bonus. Its the only Wis skill he has. I do remember wanting him to be really capable in the trade and commerce area. So that would sound reasonable. Except for the fact that I had Trader listed as an INT skill. Humm ...

BTW, what are the basic positions on an armed trader that can manage Jump 3? Pilot, Astrogator, Engineer are listed as the minimum. Also listed are Master, Medic, Purser, Gunner, but most of these seem to be combined with other things.

- Astrogator- Ruzzkoff, Trelene.
- Engineer - Trelene (Damn, have you seen those skill numbers! But no one else seems to have much ability in this area.)
- Pilot - Sannath, Ruzzkoff.

- Gunner - Ktarle, Ruzzkoff.
- Master - I think things tend to work more smoothly if there is a final arbitor. I also seem to remember that Saanath got a skill check bonus from Quinn (was this from the Leadership feat?). That sort of thing is nice in a pinch. Ruzzkoff is the only one with the Leadership feat. Ruzzkoff is the Navy veteren, right?
- Medic - Ktarle (again, pretty much dominates the field.)
- Purser - Doesn't seem to be any particular skill tied to this, but the position does seem to be tied to the ships profitability as a trader. Saanath can cover that.

And looks like Gwydion is the Away Team. (Beam me up Scotty! There's no intelligent life down here.)

So overall, we seem to have most areas covered. But some assistance in the engineering/medical area might be an idea.

As for Trelelawiero, he's pretty much in limbo. I did contemplate running him as my main character at one point ('cos he had more guns and can kick arse!). But Saanath is a more interesting character to play.

anyway, enough from me.

thotd
 

Woohoo, on the road again.


Gwydion can fill in as part of the engeneering team (maintenance work and such), not being too bad with the mechanical and electronical stuff, and once we get off-ship he's da man.
He's also good to have around in the obligatory tavern-brawl, and he's not bad with a gun either.

Cheers
 

Depends how big a ship we end up with, I'd expect something in the 200-400 ton range.

I'd be inclined to have ship-board positions as such:

Trelene - Enginerring and Damage control (Astorgation and Sensors when she isn't doing that)
Saanath - Pilot and Purser
Gwydion - Back up computer and sensors guy (Doesn't have T/Engineering)
Ruzz'koff - Command (Leader and Ship Tactics) - makes every one else better at their job and can fight a ship; can also fulfil any other crew role as needed
Ktarle - Medic and Computer (Gunnery in a pinch)

I was enquiring about the others, just because we have history with them and they could fill in some gaps.
 

Doghead:

Saanath can't take Scout because it's a Service class and requries you have been a Scout at some point.

He doesn't meet the requirements for Academic (EDU 14 & Int 12 or Bachelors Degree)
or Mercenary (prior term in Army, Marines or Navy), or Rogue (Counnections - Underworld)

He can take:
Merchant
Professional
or Traveller

(Unless Maerdwyn wants to make an exception and allow him in somewhere else)

Merchnat and Proffessional have the bad BAB progression/.
2 levels in Merchant would give him +1
2 levels of proffessional would give him nothing.
2 levels of Traveller would give him +1 BAB for only one less skill point per level

2 levels of Mercnary would give +2 BAB but not many skill points - and Maerdywn would have to waive the entry requirements

However:
If you raise him to 9th level you will get a General Feat, he easily meets the requirements for Martial Training - which gives +1 BAB per 4 character levels.
That would give him an extra 2 BAB in addition to anything he got from class levels


If you wanted an opinion I'd say:

Take three levels, Two in Merchant and 1 in Traveller

Take Martial Training as your 9th level Feat - his BAB will then go up by +1 for the Merchant Level and +2 for Martial Training for a total of +3
(Traveller at 10th level would give another +1)

He'd then get 18 Merchant Skill points and a Merchant Bonus Feat
8 Traveller Skill Points and a Traveller Bonus Feat

So, if you gave him
 

A few feats I wanted some brief info on:

Adv Knowledge
Adv Research
Geo Survey
Linguist
Obscure Knowledge
Pseudo-Eidetic Memory
Related Field of Study
Sixth Sense
Xeno-Empathy
 


Thanks for all the work and thought, guys. Wilphe, you can definitely put that info into the rogues gallery thread: It will be good to have it all set the next time we need it.

Doghead: my concern had been that you might think Saanath was falling too far behind, but if your are happy with level 8, you'd get cool points for doing that. Not sure how that translates into gamespeak, but definite cool points. One way might be to allow you to take Martial training as your 7th level Merchant or level 1 Traveller (depending on what you choose) bonus feats , even though it's not normally on the merchant list and normally requires a level in a service class.

I was going to suggest also considering the Ace Pilot prestige class for Saanath, but it turns out that unless you get to the highest levels of the class, the Traveller class can do just about everything Ace Pilot can do, with more skill points and feats left over. Ace Evasion at the Ace Pilot 7th level, though is quite nice (Think D&D's evasion, but it applies to attacks on the craft you are piloting)


I'm willing to base trader off Wisdom rather than Int, in order to represent a more instinct-guided merchant (much as I'm willing to allow a STR based intimidate, rather than a CHA based one).

If you go with 2 levels of Merchant, taking Martial Training at 7th level, you end up at 8th level with a (total)+4BAB, +1 Fort and +1 Will, and 18 Skill points

If you go with 2 levels of Traveller, taking Martial Training at level 7 or 8, you end up with a +4 BAB, AP:Medium, an extra feat. +2 to Ref and +2 to Will, and 16 skill points

If you go with one of each, taking Martial Training as your Traveller feat, you end up with +3 BAB, +2 REF, +2 Will, AP:Medium, and 17 Skill points

If you don't take Martial Training, you end up with either a total of a +2 BAB if you put both levels in one class or remain at just +1 if you take two different classes.
 

Remove ads

Top