Gammer Greenspan
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Probably go with the Drake since it is a little heavier for combat.
As for roles and skills, Gammer can fill where ever is needed:
Chief Mate +12
Engineering +7
Gunner +8
Pilot +8
Science Officer +7
Captain +2
Reticent Stroidjumper
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Happy to take whatever everyone else doesn't want.
Captain: Bluff +6, No Dip, Int +5
Chief Mate: +15
Engineering: +7
Gunner: +11
Pilot: +8
Science Officer: +7
Gammer Greenspan
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Since no one wants to commit, I recommend the following based on the best skillset of each but we can change out before any Engineering phase if things don't seem to be working. Let's get started!
Hermena: Pilot +8
Captain Marbles: Engineering +10
Reticent: Gunner +11
Dr. Kliktikiti: Science Officer/Captain +8
Gammer: Chief Mate +12
Hermena
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Just for my quick reference, here are the ship specs:
STARFINDER SOCIETY DRAKE TIER 2
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 12; TL 12
HP 70; DT —; CT 14
Shields light 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) aeon caster launcher (3d4, medium range)
Attack (Turret) coilgun (4d4, long range), high explosive missile launcher (4d8, long range)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +1 to any three checks per round;
Complement 4–7
Mystical starship weapon property - When attempting a gunnery check with a mystical weapon, which is a hybrid device, a gunner can use ranks in Mysticism in place of her base attack bonus or ranks in Piloting, and her Wisdom modifier in place of her Dexterity modifier.
Hermena
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Email is nicholasjameswasko@gmail.com
Boon?: 1d20 ⇒ 15
Hermena
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Thanks again, DoubleGold! I hope things quiet down for you at work soon.