OOC: [T20] High Law and Low Justice

Fair enough.

It's just that he's at that stage in his life when he wants to get his own little posse together.*
The main reason I dropped out of playing him was that he was butting heads with Quinn over who gave the orders and there was no way (IC) that I could think to get him out of that situation without him backing down (which he wouldn't do - not to a non-noble Marine pink). Prestige/Charisma is what is most important to him.

Anyway,

I'm just thinking out loud and putting foward a suggestion. I've no idea what sort of ship we'll be getting or exactly what we'll be doing & having an NPC or two around fills gap - or, to put it another way:
Just because I've sat down and worked out where we are strong and where we are weak doesn't mean that I want people to think that we have to develop our characters to fill those niches whether it would make IC sense or not.


*Besides I'd like to use that +17 Recruitng for something...

I do normally seem to end up in support roles (Bards, Marshalls etc) so the fact that he is best at helping other people do what they do better shouldn't be suprising.
 

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I think I generally agree with the gist of what Dr. Zombie says, Wilphe.

One of the things that I ran into trouble with over the course of the last adventure (seven PCs and a couple NPCs large at its height, without even getting into the NPCs who were opposing the party) was making sure to find enough for everyone to do - I think failure to do that was one of the reasons Tonguez might have dropped off, for example.

On the other hand, If you want to hire a person or two ( and I'll leave that to you and the other players to decide) you wouldn't need to spend a feat on it: just find a person you want and convince them to accept the job.

Certain situation are different of course - As he is a noble, he will have a household, etc. on his homeworld, etc, and will have the clout that goes along with it, and when he goes there, or wen he works with people from that society, he may have people following him in those situations, some of which will be during adventures. But on a day to day adventuring basis, I think keeping basically to the party (with perhaps a single retainer excepted) would be best, at least from my perspective.

Happy to talk and listen more about it, though.
 

To answer a question from before:

THe Fingals are looking for passage home and are retired.

Trel sort of vanishes, at least from you - he is grieving his mate, and the Marine Captain aboard the Empress Margaret had offered him logistical aid if he ever wanted to go after the people who killed her. Other than that, you don't know.

Zaedhrarrg is a broken man, physically, and is returning to his homeworld of Qarrz

Vyrkris died aboard the Dvonn. I actualy rolled to see if she could be revived on the Empress Margaret, but she failed her Fort save. :(
 


I added two levels of academic to Trelene. I corrected her feats. She now has a good Use Alien Device skill and is really good at T/Engineering. I'll post in the IC thread soon.
 

A moment of silence for poor Vyrkris . . .

Ktarle will level based on what I think she did over the course of the campaign thus far. I don't have time to do that now (and probably won't for another 2 weeks or so), so if anyone's antsy, feel free to sketch out her levels for me. ;) --Just thought I'd let you know where I am.

Edit: And let me add that I hope Trel comes back at some point . . .
 


I can see where Whilpie/Ruzz'koff is coming from. I have, er ... had a hobgoblin bard 10 who was just itching to put together a possie.

I think a couple of extra bodies could be an good idea. We could do with some Gunners and Assisstant Engineers/Medics a cook and some grunts. As whilpie said, good for shipboard security. And if the group splits up (for example, a couple of the main characters stay in orbit with the ship) the players could ghost the extras for a while. Of course, maybe its just me that likes switching characters now and then.

I agree that skill/feat choices should reflect the IC life of the character. But as the group seems to be in line for a little training, it would seem reasonable that they would start to focus on how the group intends to manage itself in the upcoming mission.

Anyway, just my two cents worth.
 


Sorry to leave this hanging the last few days - things git suddenly hectic. Not bad things mind you, but one thing after another.

Gwydion arrives at the island any time, and is escorted into the house by one fo the lawyers, so Drz. can go ahead with that conversation beginning, unless he or anyone else has quesitons for me before that.

next ooc piece of business is deciding on a ship. I'm actually reducing the Jump Requirement of the ship to Jump 2, as the region of space you are heading too isn't quite as barren as I was thinking it was. That also opens up a lot of ship possibilities.

You have access (as a result of the last mission) to about MCr 5.6 in cash - the rest of the cost would need to be financed somehow, unless you could find a patron.

The following, at least, are available for purchase from the impound yard (if you want to seek out a backer to privide you a ship instead, let me know). If you you want to design your own ship, also feel free - these are just suggestions. If any are appealing let me know and I will give you more details on them.

An old, armed Patrol Cruiser
T Patrol Cruiser (TL12). 400 tons. Jump-3, 4-G. 25.8 tons cargo. Outfitted with very good sensors. 2 Triple laser turrets, 2 triple missile racks, 1 point defense laser, 1 sandcaster.
MCr 153.2

An old(armable, but not armed) Far Trader
Klastao-class Far Trader 200 tons. Jump-2, 2-G. 54.6 tons cargo
MCr 46.1

A newer, slightly armed, Far Trader
A2 Far Trader 200 tons. Jump-2, 2-G. 62.4 tons cargo
1 point defense laser turret, 1 double laser turret.
MCr 58.3

An ancient, battered merchant
Akossa-class Freighter, 850 tons, Jump 2, 1G, Armable for self defense only, 550 tons cargo
MCr 79.8

edit: gave some wrong info for the Akossa, sorry.

Several standard scout ships
S, 100 tons, Jump 2, 2-G, 20 tons cargo
MCr 34.2

A relatively new, but battered, armed frieghter
Jelnai-class, 800 T, Jump 2, 1G, 479 tons cargo.
2 sandcasters, 1 triple laser turret, 1 Point defense laser turret.
MCr 86.5

An old, armed merchant
Acipitor-class, 500 ton, Jump 2. 2-G, 283 tons cargo. 2 sand casters, 3 heavy lasers
MCr 73.2

A well-used scout merchant (enhanced sensors, armed)
Polo Class, 400 ton, Jump 3, 1-G, 81 tons cargo, also includes a lab, and a collapsable fuel tank, allowing an additional 2-G jump without refueling if cargo hold is empty.
MCr 82.2
 
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