The Peacemakers - Alternity, Star*Drive (OOC Discusssion)

Hammerhead said:
Ozmar, I might know you, but it's unlikely. I go the University of Minnesota and get my gaming fix from the club there. Know anyone who goes to that?
Nope. Its a big city, with a big gaming scene.


Sounds cool on the Seshayan. Looks like we have...

Hammerhead - Seshayan investigator/bodyguard
jkason - a biologist/med-tech with secondary combat/diplomatic skills
Samnell - Hatire mutant gridpilot
Frukatha - Human Diplomat (Entertainment Celebrity - Filthy Rich)
Prof Yeti - Mindwalker (Espion/Telepath)

That's a quorum as far as I'm concerned. Other players are welcome to join, with a max of 8 players, but we have enough to game.

Some questions: Hammerhead's seshayan is ex-VoidCorp and now a Condcordan citizen. Samnell is a Hatire expatriat. jkason is presumably human? So what nation do you want to be from? Frukatha, I also am curious about which nation you want to be from?

jkason, are you interested in being the nominal commander of the vessel? The other characters do not seem suitable. No big deal if you want to remain civilian - I'll create a military NPC to command the ship.

Prof Yeti - what species? Human or the obvious choice for a mindwalker, or something else?

Chao!
Ozmar the Brain Stormer
 
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I am still kinda up in the air between a Human from the Union of Sol, and the archetypical Fraal. Though I am kinda leaning towards the Human.

Now I just have to put all my notes together. :D
 

Prof Yeti said:
I am still kinda up in the air between a Human from the Union of Sol, and the archetypical Fraal. Though I am kinda leaning towards the Human.

A solar human could be neat. Certainly lots of potential RP with my mutant.
 

Ozmar said:
Entertainment....cost 3
act 2.......cost 1 x 2 = 2

Cost of Act for a Diplomat...listprice-1=1. Cost per subsequent rank...1. I'm a dork. I was charging myself full price for additional ranks, totally forgetting about my profession discount. I'll go edit to fix now on Draft2.

Sam the Medicated and Math-Inhibited.
 

Van(guard) Curran, biologist and military poseur

If everyone's okay with the scenario I mentioned in the initial concept, I'm more than cool with being the Concord-sponsored leader. I figure the day to day on the ship runs a little more communally, but whenever there's official visitors and such, Van takes the lead for appearance's sake.

Anyway, here's what I've pieced together with what I gleaned from the quick start, the primer, and jumping between the two char gen programs found at the links. The Austrin / cyberware problem became moot once I saw the Thuldan Empire. "Militant" is exactly what Van's father was. You did say the Concord is put together with members of the other nations, yes? I figure Dad and Van are two of those "donated assets," but they're originally from the empire. And since they have a cultural affinity for genetic engineering, I used a minor mutation rather than the cybertech. Basically the same effect: Dad was going for one thing, but got something else. :)

Most of the rest of the background is mixed in with the stats, explaining the choices and the like. I know I'm going to have to fix stuff, but hopefully this will work as a starting point. Broke it up into sections, with the elements I'm surest about first, and the more questionable elements near the end.

Basic Stats:[sblock]
Hero's Name: Van(guard) Curran
Player: Jason
Setting: Star Drive (Progress Level 7)
Gamemaster: Ozmar
Species: Mutant Human (Thulda)
Gender: Male
Profession: Tech Op
Career: Biologist
Level: 1
Moral Attitude: Conformist - Van's never had the strength to stand up to his father, or much of anyone in a position of authority. His deal with the rag tag crew is partly about gaining that independence, but also about getting their acceptance quickly, so even there he's giving ground to fit in.

Motivation: Yearn to Learn - Perhaps partly as a way to find out why his own augmentations didn't take as they should, Van's always trying to learn more about the biological advantages and disadvantages of other people / races / creatures. As access to the kind of study he wants has always been limited by his father's choices, Van's desire to learn these things has become somewhat insatiable.

Character: Humorous - Van was constantly thrown in with the big kids (physically augmented bruisers). His father wanted to toughen him up. Van mostly wanted to survive. Since he couldn't beat them in a fight, he learned to make them laugh, instead.
Talkative - Van's always wanting to share either his latest joke or his latest finding with anyone who'll listen.

Last Resorts: 2 (starting, maximum) _ _

ABILITY Score Untrained Res.Mod.
Strength 7 3 - Damage Adjustment 0
Dexterity 11 5 +1 step
Constitution 11 5
Intelligence 13 6 +2 steps
Will 7 3 -
Personality 11 5

Actions per round: 2

ACTION CHECK SCORES: Marginal 14+ Ordinary 13 Good 6 Amazing 3
Action Check Modifier: +d0

COMBAT MOVEMENT RATES
Sprint: 18
Run: 12
Walk: 4
Easy Swim: 2
Swim: 4

DURABILITY
Stun 11 _ _ _ _ _ _ _ _ _ _ _
Wound 11 _ _ _ _ _ _ _ _ _ _ _
Mortal 6 _ _ _ _ _ _
Fatigue 6 _ _ _ _ _ _

[/sblock]

Skills/Perks/Flaws (skill point costs / benefits in square brackets): [sblock]

Perks:
Photo Memory [3] - It's unclear if this was a lesser element of his augmentation that took or not, but Van has an uncanny recall for information he's read / things he's seen. It's proven invaluable given his life path: he's had to learn most of his scientific skills quickly and on the sly (dad was always pulling him out of classes or taking books from him). Being able to see it once and remember is the only way he's gotten as far as he has. Incidentally, it also helped him through his military training, as he could do that studying much more quickly and accurately (with the side benefit of giving him more time to study biology / xenology)

Flaws:
Divided Loyalty [4] - Van's trying to balance the crew's desires / interests, his own, and his official allegience to the Concord (and more directly, his father). The balancing act can become quite precarious at times, especially given the volatile authoritarian his father is and the more cavalier attitudes of much of the crew.


STRENGTH SKILLS (7)
Armor_Operation [7] 7/ 3/ 1
Athletics [free] 7/ 3/ 1


DEXTERITY SKILLS (11)
Ranged_Weapons_Modern [6] 11/ 5/ 2
Vehicle_Operation [free] 11/ 5/ 2

CONSTITUTION SKILLS (11)
Stamina [free] 11/ 5/ 2

INTELLIGENCE SKILLS (13)
Knowledge [free] 13/ 6/ 3 *
Computer_operations [1] Rank 1 14/ 7/ 3 *
Deduce [2] Rank 1 14/ 7/ 3 *
First_aid [2] Rank 1 14/ 7/ 3
Language (Thuldan) [free] Rank 3 14/ 7/ 3
Language (Galac. Std.) [2] Rank 2 14/ 7/ 3
Life_Science [6] 13/ 6/ 3 *
Biology [2] Rank 1 14/ 7/ 3 *
Xenology [3] Rank 1 14/ 7/ 3 *
Medical_Science [6] 13/ 6/ 3
Physical_Science [6] 13/ 6/ 3
Chemistry [2] Rank 1 14/ 7/ 3 *
Tactics [5] 13/ 6/ 3

WILL SKILLS (7)
Awareness [free] 7/ 3/ 1
Investigate [6] 7/ 3/ 1 *
Research [2] Rank 1 8/ 4/ 2

PERSONALITY SKILLS (11)
Culture [5] 11/ 5/ 2
Diplomacy [3] Rank 1 12/ 6/ 3
First_encounter [3] Rank 1 12/ 6/ 3
Interaction [free] 11/ 5/ 2[/sblock]


Now we get into the stuff I'm not so sure of.

Mutation (engineered):[sblock]The DOS program let me select a range of mutation points and drawback points. I picked 2 mutation points (that's what the program required to give me the option for thermal vision), then it let me select 0 as an option on drawbacks. Thuldans get reduced drawback points, but I wasn't sure what standard drawbacks would be. Let me know if I need to take a drawback (light sensitivity would seem pretty logical, I'd think).

Good mutations:
Thermal_Vision (-3 on penalties in darkness, even if total) - Van was supposed to be born with a full physical genetic upgrade: enhanced strength, reflexes, senses, durability. The whole nine yards. His father (then General, on the road to Admiral, Phineous Curran) paid a grotesque sum for it. Imagine his outrage when he got a son who, with the exception of a broadened visual spectrum, had no noticeable enhancements. The genetech who performed the upgrade didn't have much of a career after that. Didn't live much longer, either; horrible how those "freak accidents" can take a person out.[/sblock]


Equipment and Weapons (costs in brackets): [sblock]I'm also fuzzy on the exact uses of some of the stuff here. Basically, I picked what sounded good, and if it's actually over the top or not generally useful or whatever, I can eliminate it. I wasn't sure what constituted "signature equipment," so I'm fairly certain I overspent, just not by how much. :)


Attacks:
Unarmed [untrained]: 3/ 1/ 0 d4s/d4+1s/d4+2s
unarmed combat modifier +d4
Weapons:
Name Type Damage [O/G/A]

Pistol_laser [1000] 11/ 5/ 2 En/O d4+1w/d6+1w/d4m

Defenses:
Armor:
Name Type LI / HI / En

Cerametal_armor [2000]7/ 3/ 1 O d6+1/d8+1/d6



EQUIPMENT (I'm not sure how encumberance works, but I went ahead and listed mass):

Sunglasses [50]
Holster [25]
Fatigues [50]
Jumpsuit [100] Mass 1
Uniform, service dress [300] mass 2.5
Data Slate, Good [750] mass .3
Trauma Pack II [400] mass 2
Life support pack [500] mass 3
Rx Antivenom x3 [225]
Ear Plugs [10]
Handcuffs [50] mass 1
Sensor gauntlet [725] mass 2
Emergency beacon [200] mass 10
Rations (1 wk.) [25] mass 2
Bedroll [25] mass 4
Biodetector [250] mass 2

Boots [?]
Backpack [?] (The DOS chargen lists both of these as available items, but no prices. The other chargen doesn't list them as an item, so I don't know a price here)[/sblock]
 

jkason - Looks like a good start. I'll be checking the mechanics as I get the chance, and we'll clean it up before play. Generally, I am not too worried about it. The character looks like a strong choice for commander, and that's good, b/c I wouldn't want an NPC to be calling "all the shots" during missions. Better if the PCs are in control of the tactical situation.

How did you come to be in command of a Concord vessel? Were you drafted into the Concord military? Did you volunteer? How does your father feel about it? Is he on board with the Concord ideal, or would he prefer to be Thuldan?

I think your ship will be a recommissioned privateer that was impounded from a nefarious smuggler - one of the other PCs might actually have been on that smuggler's crew, but plea-bargained for his/her freedom? In any case, the crew is largely a bunch of criminals or people with variously colorful backgrounds who have been pressed into service, and are coming together to serve on your crew for the first time on your maiden voyage. The first mission will involve transporting a Concord ambassador to a colony world, and assisting him in evaluating that world for admission into the Galactic Concord.

Ozmar the Plot Weaver
 

Ozmar said:
How did you come to be in command of a Concord vessel? Were you drafted into the Concord military? Did you volunteer? How does your father feel about it? Is he on board with the Concord ideal, or would he prefer to be Thuldan?

Ah, sorry. Meant to include a lot of that stuff, but got distracted with all the little bits in the stats.

Anyway, My thought is that Phineous (the father) was a major presence in the Thuldan military (The Legion?). He used his pull to get the obviously-not-enhanced Van into officer training, but it was becoming increasingly unlikely the boy could avoid washing out, and even more unlikely he'd ever get any kind of command or prestige in the Legionaires.

So, when the Concord came begging for more military donations, Phineous orchestrated a deal. He'd join their ranks, bringing his reputation and stature and military experience, provided his son got a command out of the deal. He's hoping Van might finally come into his own, and perhaps his son's exploits will stop reflecting badly on Phineous' stellar career.

jason
 

So Van is now in the Concord military, commanding a ship, with plenty of Thuldan training, but no actual experience?

I like it. :)

The crew complement is 9. These are my initial thoughts, subject to modification once I have a clearer understanding of the Concord naval structure. Also, some of these NPC roles are open to any additional PCs who wish to join.

1. Captain Van Curran
2. First Mate (Seshayan - Hammerhead, or Mindwalker - Prof Yeti)
3. Pilot - Samnell (your character can fly a ship, right? :) )
4. Pilot's mate / Navigator - NPC
5. Chief Engineer - NPC
6. Engineer's mate - NPC
7. Gunner / crewman - NPC
8. Mindwalker or a seshayan crewman (basically, whoever doesn't want the First Mate position - we either have a dedicated mindwalker as part of the official crew, or the seshayan is "demoted" :) )
9. Entertainer - Frukatha (part of Concord's "Outreach and Morale Initiative Group" - OMIG)

And finally, I am considering that the ship may be a character: it may have an AI capable of controlling remote drones. That further automates some of the ship's procedures, allowing you to operate on minimal crew, and opens some interesting storylines. (Note: The AI is not available for a PC.)

Thoughts? Comments? Opines?

Ozmar the Commodore
 

Ozmar said:
1. Captain Van Curran
2. First Mate (Seshayan - Hammerhead, or Mindwalker - Prof Yeti)
3. Pilot - Samnell (your character can fly a ship, right? :) )
4. Pilot's mate / Navigator - NPC
5. Chief Engineer - NPC
6. Engineer's mate - NPC
7. Gunner / crewman - NPC
8. Mindwalker or a seshayan crewman (basically, whoever doesn't want the First Mate position - we either have a dedicated mindwalker as part of the official crew, or the seshayan is "demoted" :) )
9. Entertainer - Frukatha (part of Concord's "Outreach and Morale Initiative Group" - OMIG)

And finally, I am considering that the ship may be a character: it may have an AI capable of controlling remote drones.

Thoughts? Comments? Opinions?

First off I like the idea of an AI ship. My original game had one and it helped out a lot (worked well when the GM needed something). :cool:

I don't know if I have the qualifications to be a first officer? It is looking like I could make a pretty good Communications Officer, though. So depending what Hammerhead has planned I can easily go either way. :uhoh:

And I have decided to go with the Union of Sol Human. The Fraal was tempting but just didn't let me do what I wanted. :( :D
 

Well, I kind of like the idea of an official Mindwalker as a ship position. Will you have any medical skills? (Since there is no ship's doctor yet.) And I like the idea of putting the seshayan as second in command - even if he doesn't have any related skills. Maybe he was the beneficiary of a Concord Affirmative Action officer program? :)

Ozmar the Equal Opportunity GM
 

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