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Characters
May 16, 2020 23:09:20 GMT -5
via mobile
Post by wolfsbane on May 16, 2020 23:09:20 GMT -5
So with 34 AP humans would you say the base of 4 Skills (max 2 Combat) and 1 for having grown to 34 AP plus 2 Social/Trade Skills as educated/versatile Humans ?
Beyond that can we expect all our Characters have Literacy in Federation Standard ?
I expect the Characters would know what Skills are needed for the set-up of the installations, which would be ? ? ?
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Characters
May 16, 2020 23:46:23 GMT -5
via mobile
Post by wolfsbane on May 16, 2020 23:46:23 GMT -5
Did the Colonists of Eden use any particular Language ? Can we know the Language of the vanquished Aliens ?
Would the Laws of Salvage allow the hired Troubleshooters (our Characters) to claim abandoned property and curios or mementos for ourselves ?
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Characters
May 17, 2020 21:19:23 GMT -5
via mobile
Post by wolfsbane on May 17, 2020 21:19:23 GMT -5
Made my first run through this module, and solo.
Turns out no particular skill is needed to emplace and activate any of the units we are tasked to array.
Using the Skill template I suggested above my Characters had 28 Skill slots to fill and I had decided there were 25 Skills I "NEEDED" so very little duplication or improved Levels were to be had, my team were JOATs with limited ground and space combat skills, just a dash of people-skills, some sciences and assorted technical proficiencies, I did have two Medics in the team ... NO SPOILERS I'll admit we didn't all survive but we got the job done.
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Post by dare2go on May 21, 2020 14:19:52 GMT -5
So with 34 AP humans would you say the base of 4 Skills (max 2 Combat) and 1 for having grown to 34 AP plus 2 Social/Trade Skills as educated/versatile Humans ? Beyond that can we expect all our Characters have Literacy in Federation Standard ? I expect the Characters would know what Skills are needed for the set-up of the installations, which would be ? ? ? You raise good points which we need to clarify. Yes, and all characters should be literate in Federation Standard (spoken and written).
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Post by dare2go on May 21, 2020 14:23:07 GMT -5
Made my first run through this module, and solo. Turns out no particular skill is needed to emplace and activate any of the units we are tasked to array. Using the Skill template I suggested above my Characters had 28 Skill slots to fill and I had decided there were 25 Skills I "NEEDED" so very little duplication or improved Levels were to be had, my team were JOATs with limited ground and space combat skills, just a dash of people-skills, some sciences and assorted technical proficiencies, I did have two Medics in the team ... NO SPOILERS I'll admit we didn't all survive but we got the job done. Very nice :-) Medics are always good to have on a SFRPG adventure. What did you like or dislike about the adventure?
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Characters
May 21, 2020 21:23:07 GMT -5
via mobile
Post by wolfsbane on May 21, 2020 21:23:07 GMT -5
I ended up with a sense that there's more going on than my desperate little expedition could afford to get involved in, I think I ended up with probably the least convoluted path, bloody but straight forward - I look forward to a replay and some different choices. I did use the people skills and some of technical skills successfully, but wished for more combat and military skills (I hate losing people).
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Post by wolfsbane on May 23, 2020 5:38:59 GMT -5
I suggest that setting each of the four sensor outposts should require a check of a Skill in the following fashion - to get the job done pick one of Alertness, Climbing, Electrician, Literacy (as in "re-read that manual"), Mechanic, (land) Navigation, Pilot or Systems Tech - first try on 3D (one re-try is allowed vs. 4D) or pick a alternate, with a different pick each time (each should have a unique challenge, only one is readied by Climbing, one with a Mechanical fix, or by referencing your Pilot experience, etc.)
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