
Estelle Beaumont |

I'll get my background connections written up early tomorrow. I like the idea of writing one for everyone, even if you don't get a skill from it, so I'll play with writing new ones for those I don't have, or expanding on ones for those that have been proposed, and I'll choose the skill changes as well.

Marcus Aurelius Carter |
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Think of a spunkier version of kaylee from serenity.
I think I'm in love...
Okay, GM - since Emilyene is our engineer, there no need for me to cover the same ground. I'd like to have E: Maneuver Drives and E: Jump Drives covered, but I don't see that coming out of my Army training. Can you give me a sense of which of the following will be most useful in your adventure? Admin, Advocate, Drive, Electronics (Comms), Gambler, Heavy Weapons, Melee, Survival, Vacc Suit, or more Gun Combat?

Ephraim Cole |

Connection thanks, Emilyene.
Emilyene Shadye – Ephraim has, on more than one occasion, located parts for Emilyene to help her keep the core systems of the base active. They've developed a working relationship where she turns a blind eye to where the parts come from, and he has someone that will come out to the fringes of the base for repairs.

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@ Macus: I hate to say it, but all of those skills can be useful (I know...some help!! lol). Drive and Vacc Suit are always go to skills, as are any combat abilities. Having a party "face" is also useful, and someone with a bit of commercial background can also help in many situations. Another pilot might be nice, as well as someone familiar with ship mounted weapons.....who knows what you might encounter in the wilds of space...(oh, yeah...I do..hehe)

Emilyene Shadye |

I didn't cover the propulsion systems as it wouldn't seem likely for her to have taken time to learn them. Emilyene would have focused on the life support and power as those systems are vital to the base.
I put the dibs on deception for kicks, but depending on how many players we end up with, I could trade it for electronics to boost that skill.

Estelle Beaumont |

Tweaking my character again per Emilyene's notes on character creation, and that she's going more heavily with the Engineering route as well, so I'm going closer to Science. We have a decent array between us now with less overlap. I'm going to learn Diplomat from Marcus, and Mechanics from either Emilyene or Ephraim. I'll elaborate on those connections more shortly.
As far as the Group Skills, this is where I think we are now (as far as who is currently ready):
Deception 1, Electronics 1, Gunner 1, Gun Combat 1, Medic 1, Persuade 1, Pilot 1, Stealth 1
Emilyene - Preference for Electronics or Deception. No limits.
Ephraim - No preference established. No limits.
Estelle - No preference established. Can't take Medic.
Jasmine - No preference established. Can't take Deception or Stealth.
Marcus - Took Persuade.

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Within the Moonbase hierarchy there are 5 different departments. Each player will belong to one of these departments. They are:
1. Tech (Repair, development and maintenance of the bases tech)
2. Med (Medical care for all base personnel)
3. Supply (Keepers of everything from food to tools)
4. Security (Armed personal to keep the peace)
5. Civ (Care for the civilian population)
The sixth department is Command. The heads of the other 5 departments and the Commandant make up the members of the Command group.
If you have more questions about the base organization, just ask. :-)

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The base houses some 1000 people. Assignments are a more recent thing, as the heads of the top services (Scout, Navy, Army and Marines) were the people running the show. About 20 years ago this "military" group was overthrown by the many people who did not belong to these branches of the military. They has seen too many years where ex-military were treated better than other base personnel. As such, this larger group forced the change into the 6 departments that now stand.
Everyone on the base has a role to play. As such, each is assigned to a department. Some individuals switch from group to group until they find a place they feel comfortable in. There is no hard and fast rules that say who can belong to what group, but you find few techs in the medical branch, and few Civ in the security arm. People are not actually assigned, but rather they chose where to belong, and default to CIV if they do not fit (or decide not to fit) in the other 5 departments.

Ephraim Cole |

Jasmine let me know if this connection with you is acceptable:
Jasmine Dalrath – Ephraim and Jasmine met a little over a year ago when he was introduced to her by father Rutger. Rutger was always able to get hard to find parts or tools for Ephraim and took time to point Ephraim in the right direction when he had items he wanted to get rid of with little or no questions asked. Although he likes Jasmine, Ephraim doesn’t trust her very much.

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So it looks like we have our party. The 5 of you will be reporting to the Commandant's office for a briefing. You each receive a +1 to a skill you already have, or you may open a new skill at 1. Get your characters finalized and post "FINAL" when you are all done so I know you have everything. I will open the Game Thread either later tonight or tomorrow.

Ephraim Cole |

Ok I am taking Pilot 1 (small craft) as my group skill. That leaves Deception 1, Electronics 1, Gunner 1, Gun Combat 1, Medic 1, Stealth 1
Aven?, Emilyene, Estelle, and Jasmine still need to choose.
I believe that if no one else joins 2 people will get to chose twice.
Here are the roles that I think I can cover: Navigator, Back up pilot, Mechanic (back up engineer?).
For my bonus skill I increased Recon by 1.
FINAL

Estelle Beaumont |

Sorry about that, Aven! Okay so that likely gives Emilyene Deception, which leaves Jasmine and I to take something between Gunner 1, Gun Combat 1, Medic 1, and Stealth 1. Where she can't take Stealth and I can't take Medic. I'm likely to take Stealth.
Oh, and I'm obviously Med.
And my bonus skill will be in Mechanics since I have no way in my Career to improve upon that.

Jasmine Dalrath |

I've been working in Supply, base command making a woman with a reputation for getting a hold of things that were locked up responsible for keeping base supplies accounted for. And there's no evidence behind the rumors that I've been redirecting potatoes and yeast from the hydroponic farms to Dad's moonshine operation.
For Group Skill, I'll take Gunner 1 since nobody else has. And I'll take another level of Pilot. I'm debating taking it as Pilot (Spacecraft) and saying the sims Mom came up with were that good.
@Ephraim: Your connection idea sounds good.

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Ask the Commandant...he should know...lol
Most non-personal equipment is property of the base, so other than your cloths and a few personal items, you "own" nothing. You can request equipment from stores, and while working, tools and such are made available to you so you can function at your given profession.
Vacc Suits are very precious and many are well worn and have been patched many times. Weapons are strictly guarded, and only security is ever armed (and even they have to return their weapons at the end of shift.) Tools are a little easier to obtain, and of course there is said to be a 'black market' for items like food, clothes, ect. but none of you would know anything about that....now would you...lol
To start you may each take 1 item from the book. It can be a weapon (pistol (slug) or melee only), a piece of equipment or tool kit. This represents what you personally have scavenged from the base stores, or perhaps received as payment for a 'off the books' job. Just check with me if you have any question about an item you might like.

Marcus Aurelius Carter |

The group skills are a set that the group can take. It's not one each, but only one person can take a particular skill. Technically we each choose one until everyone's gotten one, then keep going until they're all gone.
Gun Combat: Estelle doesn't have any at all, not even at 0. So if it's not against her character concept, she should take it. If Estelle doesn't want it, I'll dice you for it.
There is the issue of Medic. Someone should take that. Never know when we'll need a backup medic.

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@Aven: Personal comms does count as equipment....most people make use of the comm system built into the base (sort of a combination of P.A. system and telephone)
@Marcus: Well there might be some battledress hidden away in Supply, but for this mission you are not gonna get it..lol Other armor is available, but again as this mission has a very low risk of combat, your Vacc Suit should more than protect you. You could take cloth, jack, mesh or a flak jacket, but that is all Supply is willing to let go for this mission.
Again the Gauss Rifle seems a bit of overkill for this mission, but the ACR is a perfectly acceptable selection.
FOE ALL: If there is something you really want from supply, you can try to "takl" them into giving it to you (ie roll diplomacy) The rarer the item the more difficult the roll...but you can try if you want.

Marcus Aurelius Carter |

Jasmine - you only have one connection, and the logical second connection would be with the law, right? How's about this?
Jasmine Delrath - Marcus knows that Jasmine is connected to organized crime. He's arrested her known associates on several occasions and even arrested her on petty larceny once. To his consternation, she was walking free with a smile on her face in under two hours. The two actually like each other - are like each other in ways neither would willingly admit - but Marcus is nonetheless determined to pursue her criminal connections back to their source one day. "Jasmine is like a cat - charming, sleek, and definitely doesn't belong on a moonbase. She's connected. It's too bad she took after her old man. I heard her mother was an Imperial Scout. Now those were skills we could all use."

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Ok, I booboo'ed when I blocked the use of the flyer skill. For some reason I thought Grav was a Drive skill, not Flyer. So I have a choice, we can change the grav-sled into a wheeled ATV, or I can allow you to alter your drive skills to take Flyer-grav.
Your choice, and sorry for the mix up.

Estelle Beaumont |

Gun Combat: Estelle doesn't have any at all, not even at 0. So if it's not against her character concept, she should take it. If Estelle doesn't want it, I'll dice you for it.
Yeah okay, I'll take it. She probably wouldn't be opposed for the sake of survival. Plus it makes sense that there is some "basic gun training" that everyone gets.
So since we get:
- Vacc Suit
- Weapon
- Personal Comms
- Fully stocked first aid kit
I'll take an Autopistol for my weapon, and for my own item, maybe a Mechanics kit if we don't already have someone bringing one. Otherwise I don't suppose we have access to a Bioscanner or NAS, so maybe an EM Probe.