
Warhawk7 |

So, shall we come up with general crew/squad roles? Nariya is apparently the communications officer.
Kira is liaison from the Nova Hawk Squad and a general expert in stealth ranged. Hrm, need to get her a silencer for her carbine at some point. I need to get her a combat knife for melee situations, although the carbine is considered a sidearm and does not provoke an AoO.

Aannraa Sal Da Qill |

That was my thinking, I was think Aannraa as being the 'Fleet Command officer' type. Who's down on the books with the fleet as being in Command. But as a player I'm thinking with this crew that's more a nominal title. She is also the Pilot has I have no given her Piloting [Starships] as a skill seems to fit her roll better. As a Telepath as well my hope is she is a good mediator if there is a crew conflict.

Aannraa Sal Da Qill |

I think the fleet just payed for a batch of Tazza clones, "Sal" units so there are other Commander Sal Da Qill's out there in the fleet. All looking and sounding like Aannraa, all with the same basic skills and memory loadout. She has spent most of her life in Cyro-sleep until needed.
Changed her background a little to fit this, Clone idea

Aannraa Sal Da Qill |

Its a mix see below, I have redone the prices to show you how I think this could work. There is nothing to mad so as not to brake the game, a side arm, comms link, space suit, cyber link. No mega 'BFG' gun, Chameleon siut or teleporter ring etc that would brake things. Logical stuff a crew like this would have on ship, fitting the GMs game world.
With fleet ships locker stuff added per use on GM/Fleet approvel
I have the fleet as Tech level 12 with her race being TL13 in the Bio tech area and TL12 for the rest.
You can say a 1GP = 10Cr
She starts with 1150go +900GP trait = 20,500Cr
seems a lot but wait to you see the prices on the lists here.
Remember TL12 is the max kit level
NOTE: ALL 'ships Locker' kit [fleet mission kit] has to be OK'ed from fleet, signed for in triplicate and paid for if lost or broken from our pay. Unless stated by fleet.
That way the GM can keep a grip on things.

Aannraa Sal Da Qill |

Think I have a nice work around for the healing problem.
Made her a simple media kit with Nat healing as well.
Basic medical drugs and some healing.
Its ships kit 8kg backpack for her.
ships kit
Medikit (TL 12) 5000cr
Contain diagnostic devices and scanners, surgical tools and a panoply of drugs and antibiotics, allowing a medic to practise his art in the field. Dive a +2 bonus to basic treatment, tl12 kit can help with exotic problems or when treating augmented individuals. auto dispense medical drugs.
Medikit weigh 8 kg.
PSI healing Power Crystals
Nat-Healing x8 [3HP per use]
Drugs
Panaceas (TL 8+) x4
are wide-spectrum medicinal drugs that are specifically designed not to interact harmfully. They can therefore be used on any wound or illness and are guaranteed not to make things worse. A character using panaceas may make a Medic check as if he had Medic 0 when treating an infection or disease. Panaceas cost 200 credits per dose.
Anti-rad drugs (TL 8+) x4
must be administered before or immediately after (within ten minutes) radiation exposure. They absorb up to 100 rads per dose. A character may only use anti-rad drugs once per day – taking any more causes permanent Endurance damage of 1d6 per dose. Cr. 1,000 per dose.
Stim drugs (TL 8+) x4
remove fatigue, at a cost. A character who uses stim may remove the effects of fatigue but suffers one point of damage. If stims are used to remove fatigue again without an intervening period of sleep, the character suffers two points of damage the second time, three points the third time, and so on. Stims cost 50 credits per dose.
Fast Drug (TL 10) x2
or ‘Hibernation’ puts the user into a state akin to suspended animation, slowing his metabolic rate down to a ratio of 60 to 1 – a subjective day for the user is actually two months. Fast drug is normally used to prolong life support reserves or as a cheap substitute for a cryoberth. Fast drug costs 200 credits per dose.

Warhawk7 |

So, do you guys think a laser sight (8000 originally from the Technology Guide, 7200 with the GM's discount) and a silencer (300 from santiago's weapon supplement) would be good investments for Kira's carbine? She really needs to name that thing. Vera, maybe?

Warhawk7 |

Hey Insnare, do you think we could use some of the weapon accessories from Dragonstar? Not on the equipment list a the SRD page (but in the Starfarer's Handbook) are prices and descriptions for other accessories, such as the laser sight, electronic scope, bayonet, and silencer. The prices for each are: 100cr, 300cr, 20cr, and 50cr, respectively.
Considering the silencer in Santiago is 300gp, do you think increasing the price for everything else x6 would be a fair price? That would make the laser sight 600cr, the electronic scope 1800cr, the bayonet 120cr, and the silencer 300cr. The laser sight in Dragonstar is not as powerful as the official Pathfinder one, only giving a +1 circumstance bonus to attack rolls. The other accessory prices would be changed as follows (with the previous 4 added for convenience):
- Maser Sight: 900cr
- Radar Sight: 3000cr
- UV Laser Sight: 600cr
- Widevision Scope: 3600cr
- Laser Sight: 600cr
- Electronic Scope: 1800cr
- Bayonet: 120cr
- Silencer: 300cr
If you have any question on what each of those does, let me know and I'll PM them to you. (The prices are OGC, but the descriptions are closed content)
These would be useful, especially the Silencer because Santiago gives NO description of what it does for game purposes.

Aannraa Sal Da Qill |

ok i call this "info deprivations'
as a GM I asked a player once, why the group was getting a little frustrated at my fantastic investigation space hulk pbp game.
they said this.
"while your being what you think is mysterious by drip feeding us information. What our really doing is making our PC seem incompetent, where they should be competent. They are made up pcs but there trained space marines, the players are not. Expecting us to sate every thing you as a GM thinks they should do as skilled and trained space marines is to much. add to the the fact info deprivation of you gm drip feed and you just end up with a bunch of frustrated plays, who are consistently being corrected by you the gm on things they have not been told by you the gm.
in the end it was just to frustrating s players left."
shocked me to the bone, there was me thinking "what a grate game, the players have no idea whats going, there having a blast"
where the players where really thinking.
"this is so frustrating, we act and told where wrong because they gm want give us more information"
After that i learned to give 'detail' and understand players are not there pcs. i may have a doctor pc but i am not one, so give players slack.

Insnare |

Hmm. To be honest it was a reminder in both cases. I wrote a description of the ship earlier which mentioned it had one airlock that was over a week ago. and the two vs the whole crew was probably just an overzealous dramatical oversight. No big deal! :)
I really didnt deprive any info. Not to say i won't in the Future though :)

Warhawk7 |

Just a note. I'm currently in the process of moving and will be losing reliable internet access for a few days (hopefully only a few days) starting next weekend. Please do not take my absence at that time as sign that I'm not interested in continuing, as I absolutely AM interested in continuing this. Kira's gotta get her some sweet upgrades for her carbine, after all.

Warhawk7 |

Hey guys. Typing this from my phone. After today it will be hard to post until we get set up in our new home. The hotel we will be in for a few days will have wifi hopefully, so I'll be able to post more then. I'll try to post something for my chars later tonight before I get on the long flight.

Aannraa Sal Da Qill |

Its clear GM this is a bust, Don't know what happened to the other players. But I'm dropping from the game as well.
If I could offer some advice, if you run this game again,
As a long long time GM could I suggest.
1: let players play as they wish with out shoe honing them into actions to fit your plot idea.
2: Give interesting things for for each player to do, I had to offer rolls for the players so they had things to do.
3: Set out clear rolls at the start, if you had said one of the crew was a Scientist, a Commando, A Space ship Pilot come a Engineer and a Computer robotics roll. Each player would have made their PC knowing what they where doing in game.
Hope that helps, and all the best with your next games.

Insnare |

Well, i am sorry that everyone has disappeared.
I didn't shoe horn you. The space station has only a certain entry way. The exploration of the station was what I was running and I had figured you would have docked the ship and gotten the adventure rolling. Afterwards, you would have had plenty of things to roll for and access. It is just too bad we didn't get that far.
For character development and such, I didn't force the issue, I let you do what you wanted to do.
For #3, we didn't get a plethora of candidates for the game and I wanted people to play characters they wanted to play. The role I thought the group needed was a medic.
The sad part is, we were about to have some fun too.