When the characters have been chosen and fleshed out there are some added extras to think about:
1) Connections - if any players want to link their characters by using the events in their prior careers then they can weave the stories together - out of this each character involved can have an extra skill - something appropriate to the sub-plot would be good. These connections can arise from any kind of event mentioned on the character sheet but the chronology of course has to be right.
2) Some fleshing out of the characters in general would be very nice - appearance; beliefs; back-story details; habits or idiosyncrasies; goals.
3) Skill packages: the group will have access to a package of skills to be shared out to round out any gaps or to make a group more likely to survive together. The package for this group is:
Pilot (any) 1; Survival 1; Gun combat 1; Sensors 1; Gunner 1; Persuade 1; Stealth 1; Medic 1
So you'll have to distribute these amongst yourselves through a process of negotiation; some characters have more skills than others and some just have glaring needs.... it might seem redundant to offer Medic 1 to a group with the potential to have a doctor with Medic 5 but if he's injured or no-one wants to play him then Medic 1 will be very useful indeed... and so on.
The process of fleshing out the stories of the characters will inevitably depend to a certain extent on what you know about your home world and its system..... history and politics and all that. So what I'll do next is post something about the campaign in another thread. Soon.
In the meantime, I want to remind everyone interested in playing that these characters are not set in stone; this is a group to be shaped and changed as we all desire. We could even start again if necessary. I hope we'll discuss the make-up of the group together.
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Guest Message by DevFuse
17 replies to this topic
#1
Posted 23 November 2008 - 11:17 PM
#2
Posted 04 December 2008 - 03:11 PM
I've had one person (Ghost) mention the skills package - it'd be nice to have some ideas from other folks about who should benefit from the extra skills.
Also as yet very little has been discussed about connections between characters - I have an idea of why Ghost's doctor finds himself working on a salvage vessel but as for the rest of you, you need to chat about it a little I think....... it'd be much nicer to find out for example that this character and that character have been associates/friends/lovers/comrades for years or since they had a drinking contest last week than merely to believe that one of them strolled through Downport Garda one day and just took the first job available.
I'm sorry to bang on about this kind of stuff...... but it won't be any fun if you don't care when your character gets sucked out into space!
Also as yet very little has been discussed about connections between characters - I have an idea of why Ghost's doctor finds himself working on a salvage vessel but as for the rest of you, you need to chat about it a little I think....... it'd be much nicer to find out for example that this character and that character have been associates/friends/lovers/comrades for years or since they had a drinking contest last week than merely to believe that one of them strolled through Downport Garda one day and just took the first job available.
I'm sorry to bang on about this kind of stuff...... but it won't be any fun if you don't care when your character gets sucked out into space!
#3
Posted 04 December 2008 - 04:01 PM
...and my mention of the skill package was that I'd very much like to have either gun-combat or survival, from when my guy was part of a, should we say 'over-zealous youth club' back in the day...
If we rate skills like we did career, mine are as follows:
1: Gun combat
2: Survival
3: Persuade
4: Stealth
5: Pilot (any)
6: Gunner
7: Sensor
8: Medic
If we rate skills like we did career, mine are as follows:
1: Gun combat
2: Survival
3: Persuade
4: Stealth
5: Pilot (any)
6: Gunner
7: Sensor
8: Medic
#4
Posted 04 December 2008 - 04:41 PM
If we rate skills like we did career, mine are as follows:
- Persuade
- Stealth
- Pilot (any)
- Survival
- Medic
- Sensor
- Gunner
- Gun combat
#5
Posted 04 December 2008 - 06:14 PM
As an engineer I would like to diversify by picking the following in order.
Pilot (any) 1; Survival 1; Gun combat 1; Sensors 1; Gunner 1; Persuade 1; Stealth 1; Medic 1
1]gunner 1
2] pilot (any) 1
3] survival 1
4] medic 1
5] gun combat
6] persuade
7] stealth
Pilot (any) 1; Survival 1; Gun combat 1; Sensors 1; Gunner 1; Persuade 1; Stealth 1; Medic 1
1]gunner 1
2] pilot (any) 1
3] survival 1
4] medic 1
5] gun combat
6] persuade
7] stealth
#6
Posted 04 December 2008 - 06:36 PM
Ok, the skills packages....
1: Survival
2: Persuade
3: Stealth
4: Sensor
5: Pilot (any)
6: Gunner
7: Gun combat
8: Medic
1: Survival
2: Persuade
3: Stealth
4: Sensor
5: Pilot (any)
6: Gunner
7: Gun combat
8: Medic
#7
Posted 04 December 2008 - 06:43 PM
I looked at the others background and found it hard to come up with a reason to know someone else, maybe someone else can see the connection I missed.
#8
Posted 04 December 2008 - 06:44 PM
All seems to be going well - I am thinking of a weekend first game post proper - but I'm still waiting for Sandyin to do something about the marine and for a few more details if I can wrestle them out of you
....... did the ship stuff make sense to the lucky ship owner?
That's no problem at all Gryffydd - it could be something as simple as having your ship's boat in the next hangar bay to the salvage ship - maybe you hitched up with the salvage team like that. At the moment I envisage the ship's boat taking up half of the salvage ship's cargo hold..... I'll post some details for you in campaign notes.
That's no problem at all Gryffydd - it could be something as simple as having your ship's boat in the next hangar bay to the salvage ship - maybe you hitched up with the salvage team like that. At the moment I envisage the ship's boat taking up half of the salvage ship's cargo hold..... I'll post some details for you in campaign notes.
Edited by kropotkin37, 04 December 2008 - 06:47 PM.
#9
Posted 04 December 2008 - 06:51 PM
How about Gryff was hired as a dock engineer as soon as he retired, he then meet people coming and going on and off the dock and struck up a friendship with the ship's owner.
#10
Posted 04 December 2008 - 07:08 PM
1: Pilot (any)
2: Gunner
3: Sensor
Hmmm... Looks like I'll either become the ships co-pilot, or Sensor Manager. Someone else has already taken Gunner, and all those other skill... I already have 'em. Or, someone has already put it at the top of their lists.
But I can't, for life, find any sort of connection... Well, maybe the Doc' patched me up, once, or maybe I got to serve along the Agent when I got the Stealth skill, or I might've possibly met the Marine... Sometime... Well... Apart from that? Nothing.
2: Gunner
3: Sensor
Hmmm... Looks like I'll either become the ships co-pilot, or Sensor Manager. Someone else has already taken Gunner, and all those other skill... I already have 'em. Or, someone has already put it at the top of their lists.
But I can't, for life, find any sort of connection... Well, maybe the Doc' patched me up, once, or maybe I got to serve along the Agent when I got the Stealth skill, or I might've possibly met the Marine... Sometime... Well... Apart from that? Nothing.
Edited by Arothas, 04 December 2008 - 07:10 PM.
#11
Posted 04 December 2008 - 07:19 PM
So we have an engineer, Gryff, who worked at Downport after he left the Navy and joined up with the salvage crew like that; an ex-soldier who knows the marine from an ex-Imperial services club located in Downport; the doctor really did look for a low key post on a low key ship and found himself hooked up with the salvage crew and of course the ship owner, Finian, well having a ship is a sure way to attract all kinds of company, good and bad........ sorry maybe I mean not so good. Any more connections required or desired?
#12
Posted 05 December 2008 - 11:13 PM
Okay - if you've asked for any equipment and I've given you a price then please deduct the credits in your character thread. If I didn't give you a price then I must be feeling generous and consider it an heirloom or a gift of some kind.
Any questions or comments before we start? The next time I post in the game thread will be some info on the engineer's ship's boat and after that the first game post proper!
Any questions or comments before we start? The next time I post in the game thread will be some info on the engineer's ship's boat and after that the first game post proper!
#13
Posted 05 December 2008 - 11:55 PM
Care to fit my guy out with some stuff? Since I am unfamiliar with the world and setting, I might end up ordering the equivelent of a +5 Vorpal Sword in a WWII-setting...
#14
Posted 06 December 2008 - 08:14 AM
Oh sorry guys - extra skills from the survival package:
Arothas - Pilot (small craft)
Currymaniac - Survival
Gryffydd - Gunner
Cearlan - Persuade
Ghost - Gun combat
Sandyin - Medic
Quizzical - Sensors
That leaves stealth - if I don't get any votes by this afternoon I'm going to arbitrarily hand it out! So!
I shall make the changes to the character sheets.
Arothas - Pilot (small craft)
Currymaniac - Survival
Gryffydd - Gunner
Cearlan - Persuade
Ghost - Gun combat
Sandyin - Medic
Quizzical - Sensors
That leaves stealth - if I don't get any votes by this afternoon I'm going to arbitrarily hand it out! So!
I shall make the changes to the character sheets.
Edited by kropotkin37, 06 December 2008 - 08:17 AM.
#15
Posted 06 December 2008 - 02:54 PM
I would most certainly want it, but I'm sure that goes for several of us. So, if it helps you decide (one way or the other
)...!
(See..? I clearly need it
)
Stealth-for-me! Stealth-for-me! STEALTH! FOR! MEEEEE!
![]()
(See..? I clearly need it
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