Connections guy would be good (who doesn't love a sci-fi bard?), and also the gunnery gunner with the guns, but perhaps less so. I've a feeling we'll be more talky than shooty.
Surprised you don't have any suggestions for my character! Also Schnozzle -might- be waiting on me to post his character... hopefully not, as I'm being a slow asstronaut. Nevertheless, he's a scientist and biologist, it seems, with little on the way of Medic and more on the way of Science and Life Support.
I was merely making a suggesting, Kaeroku. Honestly, play whatever you like. Extra hands on the engineering department are never bad in my opinion. And Gunnery might not really fit the character you had in mind
I seen that your character has a 'habitat module' Just out of curiosity do you know the weight of that? I've been trying to look it up but haven't been able to find anything. (The reason I ask it just that we have VERY limited cargo space on the ship...
I didn't see a weight listed either. However, a "Shelter Cube' was listed as contained in the Adv. Survival Kit I took from the Scout book. Is this perhaps what you were looking for?
Shelter Cubes (TL13)
These are portable buildings that consist of light, collapsible frame poles, insulated flooring rolls and cans of foaming wall. Once the frame poles are erected over the flooring sheet, cans of spray-on structural foam are used to create exterior and interior walls, with a single can sufficient to create a cube-like structure 3m x 3m x 3m. It typically takes 10 minutes to erect the frame and floor; 10 minutes to apply the foam and 10 minutes for it to harden. Within half an hour one can construct an insulated, water and wind-resistant shelter.
The foam is steel-hard and offers 5 Armour Points of protection; it is also fire-retardant. Whilst the foam is drying it can shaped as necessary using standard tools (knives and so forth), as needed.
Solvents included in the Shelter Cube kit allow the foam walls to be dissolved once the shelter has served its purpose, with the residue forming a non-toxic pool that evaporates in standard sunlight within 24 hours.
Standard Shelter Cube: Cr800
Deluxe Shelter Cube: Cr1,500 (creates a structure 10m x 10m x 10m)
No weight is listed. The Basic Survival Kit does not include one, and is listed at 200 *grams* in a 11x8x3 *cm* area, for a large number of useful items. For the Advanced Kit, which does not list a weight but indicates it takes up a 30x20x10 cm area, I made up a weight of 5 pounds - significantly greater than the 200 grams of the standard kit, to account for the additional materials involved.
The inconsistency regarding listing (or not listing) of weights on items is something which stumped me too. =/ The fact that we're in a technologically advanced society where miniaturization and advanced materials are being used to reduce the weight and mass and bulk of many useful items only adds to the complexity; seems reasonable that where weight is not listed, the best possible "common sense estimate" ought to apply.
Edit: The Shelter Cube to me seems like basically an advanced tent.
Posted on 2014-05-24 at 18:07:36.
Edited on 2014-05-24 at 18:10:46 by kaeroku
I've been delayed with finding my son... man, that kid gives us the run around.
Anyway, still trying to decide between two characters:
1) A suave trader (Marketer/Fence)
2) A tough mech (Marine -> Junk Dealer or Salvage Expert
I'm leaning towards the Marine/Junk Dealer... here's a pic of her... http://media.pcgamer.com/files/2012/07/Ellie.jpg
My trader guy looks like Bradley Cooper.
A few questions:
1) I feel like I'm missing a step somewhere in the character creation process, especially in regards to skills... I'm coming up with about 3 skill points/term which would equal 12... but everyone else's characters seem to have a bunch more. Am I missing something? Also, are we starting with 4 or 5 terms? Seems half and half at the moment..
2) Am I allowed to spend all my money from mustering out on gear?
3) Also, are "Ship Shares" really worth anything in this game?
4) If I get two "armour" benefits, can I upgrade to one Battle Dress suit?
Think that's it for now. I need to swing by Toys'R'Us with my girls, eat some supper, and then I'm finishing up my character.
1. You start with background skills = your Edu modifier + 3. You must select at least one of those background skills based on your homeworld type (p6, Core Rulebook), and then the rest of them from a background skills list on that same page. These are gained at rank 0. (3-5 skills, normally)
2. You then pick up basic training. On your FIRST **Career** ONLY, you gain ALL of the skills listed on the "Service Skills" table at rank 0. On any subsequent careers, you gain basic training in any ONE skill from the Service Skills table at rank 0. You cannot gain more than level 0 from basic training. (6-8 skills, normally)
3. You then get 4 terms of career progression. You get 1-2 rolls on skill table (of your choice) per term. The 1st is automatic, the second you get if you advance in the career. The minimum skill level you get from career progression is rank 1 (these start at rank 1, not 0.) If you roll a skill that is already rank 1 or higher, you add 1 to it's current rank. (4-8 skills, normally)
4. Advancing in a career has "rank rewards" at certain levels. These vary by career type, but some of them have skills that are awarded at various ranks. Example: p12 Core Rulebook, bottom of page. (1-3 skills, normally)
5. Some events also add certain skills to your list; you roll on the events table every time you advance in a career, and take the actions listed on the table. (0-3 skills, normally.)
6. Some of the mustering out benefits can train skills. (0-3 skills, normally)
7. Connections. Once your character has been rolled, you finalize "connections" between your character and others, based on the events which occurred when rolling your skills and careers. In my case, I based my connections on a couple of my contacts, acquired during my Agent and Scout careers. You get to make 2 connections, and increase your skill by 1 rank, or gain a new rank 1 skill, for each connection. (2 skills, normally)
8. Bonus: some of the mishaps where you fail a career also have skill bonuses, despite forcing you out. (0-2 skills, normally, however this would replace the skill you would have gained from advancement, so does not increase the theoretical maximum number of skills a character can acquire, mainly smooths out the medium values.)
Total: 18-32 skills, excluding rare / specific variations.
Hope that helps. Also the muster out benefits don't specify item type. You probably want to run it by Al, but I took "Weapon" to mean "Weapon of choice." It's how I acquired my modified laser rifle. I would thus take "Armor" to mean "Armor of choice." You might consider rerolling, taking a second type of armor (some stack,) or modifying your armor with your second roll.
Posted on 2014-05-24 at 21:23:03.
Edited on 2014-05-24 at 21:41:24 by kaeroku
That is a pic of Ellie from Borderlands 2. I've never played the game, so I only know her from the images and the short youtube clip I watched... "Ellie: Likes Cuddling, Murder"... hehe. Has kind of a southern/hill-billy accent.
Anyway, I would likely play her similar to Ellie... confident, lusty and "fat positive"... I envision one of her signature remarks might go something like, "Mmm-mmm! Honey, I could eat you with bacon! Yum!"
Kinda like a cross between Kaylee from Serenity, and Fat Amy from Pitch Perfect.