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Thank you for the invitation.
If there's still room, I'd like to jump in too. I'd be happy to be the medic, if he's not already taken. :)
(PS... Classic Traveller rules and skills?) |
Hey Shadow Shack, you better hurry up and post. Only got the pilot left...
Oh, and welcome to the team MoGrey. A real Grey's Anatomy. |
@Fly, we have skills, do we have UPPs? Or is this an all 7s game. ;)
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and of course the first IC post is up. vegas, with electronics 2* your character is on the standard navigator's career track, is that you intent or will he have other goals? |
I rolled 3d6 and kept the highest. This is what I got
57BC87 Small guy, but a long-distance runner. Super-brainiac, but too bored to excel in school. Navigator's career track? Sure, that seems like a respectable track to be on. I chose Electronics to go with Computer because this guy is a hacker at heart, software and hardware, he wants to know how things work and what he can make them do. Probably builds robots as a hobby too. I'd give him Mech-0 if you let me. |
I'm almost ready to post in character as, umm, Lead Guy (name, he needs a name, hmm?), haven't quite got into his head yet. I'm thinking at least one term as regular exploration scout before he got into this rescue stuff, so looking at appropriate skills.
Question to flykiller as GM: What do you regard as the basic "Scout-y" skill for being able to size up terrain, recognize possibly dangerous critters, mentally map out the land? Would that be Recon, or is Recon more military scouting oriented? Maybe Survival? Looking at the T5 skill definitions it seems I'm thinking of Survival and Survey, but what is more important to me is what the GM thinks is the appropriate skill. Also, what are your thoughts on 0-level skills? I don't intend to play him as a skill mokey or combat monster, but a little familiarity w shotgun and revolver seems appropriate, maybe at 0-level. (Following on tradition from your fiction writing of Scouts w multipurpose load revolvers; otherwise I guess a good ol' snubby would be better for same multipurpose use.) One more GM Q: I've always envisioned all Scouts as at least proficient Pilots, if not all barnstormers of Han Solo quality. Would Pilot-0, be acceptable, or would that be an encroachment upon the toes of our designated Pilot? Again, not trying to be SuperGuy, just match up to my idea of the character, if ok. Oh, yeah, does he need to be Human? Kinda thinking Vargr might make an appropriate Scout up there so close to the Extents. |
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Scout Rescue Team Leader Eneri Buchannon (nickname Ank), Human (mixed), male, age 40
In 6th Term as Scout, currently assigned (by his request) to Imperial Scout Rescue Service vacc suit / 0G 2*(hazard suit +1) engineering 2* mechanics 2 damage control 2* medical 1 Survival-1 Wilderness Recon-1 Unarmed/Melee/Brawling-1 Gun Combat-0 (common Exploration Scout weapons) Pilot-0 Ship's-Boat-0 As a boy growing up in Glisten Belt, Ank Buchannon had always dreamed of being an Exploration Scout. He wanted to see new places that had never been seen by Human eyes; walk new lands with open skies rather than rock, plastic, and steel compartments; and meet new people who weren't just like all the people he knew. He succeeded in entry to Scout Academy, but his tested aptitudes didn't get him into Contact School. Instead, he was determined to be a good prospect for Ship's Engineer. Ank shrugged and buckled down on his Maths. At least he would be a Scout, and anywhere that Contact and Survey people went, they needed Engineers and Pilots to get them there. It was about 12 years ago as his ship was returning from a mission, heading back to base for annual maintenance, that Ank discovered his true calling in the Service. They were only 60 diameters out from the Highport when it disappeared in a ball of glowing energy and expanding gasses. The Ine Givar nuke had killed thousands instantly, but it had also maimed and mutilated thousands more, in over one hundred ships and boats and shuttles of varying size, now scattering in all directions out from the bomb-blast, most disabled and out of control in a pitching, rolling, yawing, tumbling mess. Ank's ship immediately joined the rescue efforts. When released back to duty, Ank requested extra training in Damage Control and Rescue, and a transfer to ISRS. He's been doing this work ever since. * EDIT: Oh yeah, stats. Given flykiller's statements re same, I'll just assign what seems right. He's more quick than strong, but flykiller noted, needs to be fit for the job. So probably works out mainly on that quickness and endurance for the hard work, relying on bots and tools to provide strength as needed (hardly gonna rip open broken hatches by hand, anyway). Very intelligent, and educated mostly on the job plus studying varied interests while in Jump. Doesn't care about Soc, never had any, but uniform and position earn some respect. So how about this: 7BAB96 - Look ok? * |
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