Author Topic: Looking for some feedback on some pre-gen characters for a Harp Sci-Fi adventure  (Read 2568 times)

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Offline pyrotech

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Hey all,

I've been working on a Harp Sci-Fi introductory adventure.  I have made some pregen characters for it and figured getting someone else's eyes on them wouldn't hurt.

The adventure is heavily space combat oriented, with the adventurers crewing a ship sent by a hidden colony to attack a Silth outpost.  It is set just after the Human-Silth war (but word of the truce has not gotten this far out of regular Silth territory).

Do you have any feedback or comments on these?  Do they look reasonable to you?  Do any of them appear to be a character you would want to play?

Thanks for any feedback.

-Pyrotech


Jill Hunter - Human Frontier Pilot (1)
EP: +55     PEP: -12     Init: +17     DB: +61     BMR: 2.8   
RR Bonuses: Stamina +30 Will +22 Magic +3
St: 71    +6      SD: 54   +1   
Co: 66  +5     Qu: 76   +8   
Ag: 86  +11      Re: 61    +4   
In: 81    +9      Pr: 56    +2   
Weapon Skills:   
MR: 2HEn (Laser Rifle)         +37   
MR: 1HEn (Blaster Pistol)        +27   
Gunnery: Direct Fire          +42   
Gunnery:  Modern Missiles     +27   
Combat Driving            +60
Armor:   Reinforced Ballistic Suit
 
Talents: Pilot Level Bonus (Space Pilot), Skill Flexibility (Navigation), Bonus Skill Ranks, Skill Specialization (Combat Driving), Instinctive Evasion 
Key Skills: Acrobatics (1) +17, Climbing (1) +22, Contortions (1) +17, Brawling (2) +27, CS&M: Combat Driving/Piloting (6) +60, Gunnery:Direct Fire (5) +42, Gunnery:Modern Missles (2) +27, MR: 2HEn (Laser Rifle) (4) +37, MR: 1HEn (Blaster Pistol) (2) +27, Computer Operation (1) +18, Crafts: Blacksmith (3) +30, First Aid (2) +23, Language: Other Racial (S) (6) +43, Language: Other Racial (W) (6) +43, Language: Racial (S) (4) +33, Language: Racial (W) (3) +28, Machine Op: Tools (3) +30, Lore: Own Culture (1) +13, Lore: Cosmography (1) +13, Lore: Geography (1) +13, Perception (5) +35, Resistance: Stamina (2) +30, Resistance: Will (2) +22, Signaling:Sensors and Countermeasures (3) +28, Vocation: Crop Duster (3) +23, Vocation: Crewmember (3) +23, Foraging/Survival: Forrest (1) +18, Horticulture (1) +18, Navigation: Astrogation (4) +33, Armor Skills (4) +37, Endurance (4) +56, Jumping (1) +22, Swimming (2) +27, Zero-G Maneuvering (4) +32, Stalking & Hiding (1) +17, Electrical/Communications Engineering (1) +18, Magnetogravitic Engineering (1) +18, Mechanical Engineering (1) +18, Power Engineering (1) +18, Transport Engineering (1) +18, Weapons Engineering (1) +18, Air Pilot: Airplane (5) +45, Driving: Conventional (3) +35, Marine Pilot: Surface (1) +25, Space Pilot: Starship (6) +60
Resistance: Magic (0) 3, Stamina (2) 30, Will (2) 22
Languages: Anglic (S6/W6): 43/43, Dutch (S4/W3): 33/28 

Jill Hunter grew up on a farm on the edge of civilization on Last Leg.  She grew up operating the vehicles around the farm and knew how to drive most of them by the age of twelve.  Jill was always a bit of a thrill seeker and entertained herself by pushing her families vehicles to the very edge of their capabilities.  Of all the jobs on the farm it was the crop dusters that captured Jill’s imagination the most.  At sixteen she was finally able to convince her parents allow her to learn to fly, and by 18 she was one of the best and most daring cropdusters around.  After the Silth attack, Jill lept at the opportunity to go to space and enlisted in the new space defense force.  Jill’s experience flying and knowledge of how to drive just about anything helped her graduate in the top five of her starflight class. Jill’s aerobatics skills gave her an additional edge making her perhaps the best dogfighter she graduated with.  Jill was granted a commission as an ensign in the Lost Leg Space Defense Force and assigned to the attack squadron.

William Issacs - Human Militaristic Soldier (1)
EP: +71        PEP: -11    Init: +17        DB: +74    BMR:    2.8           
RR Bonuses:    Stamina +41 Will +31 Magic -5 Electronic -15           
    St:    86    +10        SD:    56   +3           
    Co:    76    +8        Qu:    71   +7           
    Ag:    81    +9        Re:    61   +3           
    In:    66    +5        Pr:    53   +1           
Weapon Skills:           
    MR: 2HEn (Laser Rifle)        +59           
    MR: 1HEn (Blaster Pistol)        +39           
    1HE: Short Blades (Vibroknife)    +29           
    Brawling                +34
Gunnery: Direct Fire        +52
Gunnery: Modern Missiles        +32       
Armor:    Light Body Armor
 
           
Talents:    Soldier Level Bonus (MR: 2HEn (Laser Rifle)), Skill Flexibility (Stalking & Hiding), Bonus Skill Ranks, Skill Specialization (Gunnery: Direct Fire), Lightning Reflexes       
Key Skills:    Acrobatics (1) +17, Climbing (1) +24, Contortions (1) +17, Sports: Football (2) +27, Brawling (3) +34, CS&M: Combat Driving/Piloting (2) +24, Demolitions (1) +17, Gunnery:Direct Fire (6) +52, Gunnery:Modern Missiles (4) +32, MR: 2HEn (Laser Rifle) (6) +49, MR: 1HEn (Blaster Pistol) (4) +39, 1HE: Short Blades (Vibroknife) (2) +29, Computer Operation (1) +13, First Aid (4) +28, Language: Racial (S) (6) +38, Language: Racial (W) (6) +38, Language: Other Racial (S) (4) +28, Language: Other Racial (W) (3) +23, Machine Op: Communications (2) +22, Lore: Own Culture (1) +11, Lore: Cosmography (1) +11, Lore: Geography (1) +11, Lore: Tactics (2) +16, Perception (4) +28, Resistance: Stamina (3) +41, Resistance: Will (3) +31, Signaling: Sensors & Countermeasures (2) +18, Vocation: Soldiering (3) +21, Vocation: Crewmember (2) +16, Navigation: Surface (1) +13, Armor Skills (6) +49, Endurance (6) +71, Jumping (2) +29, Swimming (1) +24, Zero-G Maneuvering (6) +42, Stalking & Hiding (3) +27, Sniping (2) +22, Air Pilot: Helicopter (2) +24, Driving: Conventional (3) +29, Space Pilot: Starship (4) +34       
Resistance:    Magic (0) -5, Stamina (3) 41, Will (3) 31, Electronic (0) -15           
Languages:    Anglic (S6/W6): 38/38,German (S4/W3): 28/23   
 
William Issacs was born to a 3rd Generation military family part of the Lost Leg Security force.  He showed  great potential for football and even earned a scholarship to Valencia University.  William surprised his family and friends by turning down the scholarship and instead enlisting in the Lost Leg Security force.  His family connections insured him the best training and stations, but when the Silth attacked the colony he jumped at the opportunity to defend his planet.  The Lost Leg Space Defense Force saw William as a great chance to bring trained soldiers into their very green and inexperienced ranks.  His high gunnery scores earned him a commission as Ensign in the attack squadron of the LLSDF, despite his previous enlisted rank.

Edward Stevenson - Human Cosmopolitan Merchant (1)
EP:  +44    PEP:  +2        Init: +11        DB: +32        BMR: 2.8           
RR Bonuses:    Stamina +31 Will +37 Magic +1 Electronic -9           
    St:    53      +1        SD:    71   +6           
    Co:   56      +3        Qu:    61   +3           
    Ag:   66      +5        Re:    81   +9           
    In:    76      +8        Pr:    86       +11           
Weapon Skills:           
    MR: 1HP (Needle Pistol)        +16/+12           
    Gunnery: Direct Fire        +16/+12           
       
Armor:    Ballistic Suit       
           
Talents:    Merchant Level Bonus (Trading), Skill Flexibility(MR:1HP), Bonus Skill Ranks, Skill Specialization (Signaling), Natural Linguist       
Key Skills:    Acting (1) +24, Audiovisual Recording (1) +22, Gunnery:Direct Fire (1) +16/+12, MR: 1HP (Needle Pistol) (2) +16/+12, Appraisal: Vehicles (3) +32, Appraisal: General (3) +32, Computer Operation (3) +32, First Aid (2) +27, Language: Racial (S) (6) +47, Language: Racial (W) (6) +47, Language: Other Racial (S) (4) +37, Language: Other Racial (W) (3) +32, Language: 0 (S) (3) +32, Language: 0 (W) (3) +32, Language: 0 (S) (2) +27, Language: 0 (W) (2) +27, Machine Op: Communications (6) +44/+40, Lore: Own Culture (2) +28, Lore: Cosmography (4) +38, Lore: Geography (1) +23, Perception (2) +24, Resistance: Stamina (3) +31, Resistance: Will (3) +37, Signaling:Sensors & Countermeasures (6) +57, Vocation: Salesman (2) +28, Vocation: Crewmember (2) +28, Duping (5) +44, Interrogation (2) +29, Public Speaking (4) +39, Trading (5) +54, Diplomacy (2) +29, Armor Skills (1) +11, Endurance (1) +44, Swimming (1) +11/+7, Zero-G Maneuvering (1) +16/+12, Mathematics (1) +22, Medical Practice (1) +19/+15, Psychology (3) +32, Xenology (4) +37, Computer Hacking (2) +27, Disguise (2) +27, Stalking & Hiding (0) -14/-18, Streetwise (2) +29, Computer Programming (1) +22, Driving: Conventional (2) +23/+19, Space Pilot: Starship (1) +18/+14       
Resistance:    Magic (0) 1, Stamina (3) 31, Will (3) 37, Electronic (0) -9           
Languages:    Anglic (S6/W6): 47/47, Dutch (S4/W3): 37/32, French (S3/W3): 32/32, Mandarin (S2/W2): 27/27   

Edward Stevenson grew up in a nice middle class home in Valencia City.  He studied hard and attended Valencia University majoring in Marketing, but with aspirations to go on and become a Nurse Practitioner for Psychology.  The high costs of the post-graduate work forced Edward to look for outside employment.  Edward went to work for a local used vehicle yard; here his natural talents and personality made him a top seller.  When the Silth attacked Last Leg, Edward saw an opportunity to gain additional medical training working for the LLSDF.  The entrance exams however found Edward to have a far different talent and he was instead trained as a Communications Officer.  Edward took to this training with zeal and true enjoyment and even studied Alien psychology to help if the need to communicate with the Silth should arise.  A commission as Ensign was granted to Edward upon completing his training, and he was assigned to the LLSDF attack squadron.

 Dr. Rachael Cantrell - Human Scientific Researcher (1)
EP: +57        PEP: -5    Init: +12        DB: +36        BMR: 2.8           
RR Bonuses:    Stamina +30 Will +34 Magic +3 Electronic -7           
    St:    61  +3        SD:    76   +7           
    Co:   66  +5        Qu:    56   +3           
    Ag:   71     +6        Re:    86   +10           
    In:    81  +9        Pr:     54   +3           
Weapon Skills:           
    MR: Spread W. (Pacifier Pistol)    +19           
    Gunnery: Direct Fire        +17           
Armor:    Ballistic Suit
           
Talents:    Researcher Level Bonus (Medical Practice), Skill Flexibility (Navigation), Bonus Skill Ranks, Skill Specialization (Navigation), Physician       
Key Skills:    Audiovisual Recording (2) +29, Writing (3) +34, Gunnery: Direct Fire (1) +17, MR: Spread W. (Pacifier Pistol) (2) +19, Appraisal: General (1) +24, Computer Operation (3) +34, First Aid (6) +59, Language: Racial (S) (6) +49, Language: Racial (W) (6) +49, Language: Other Racial (S) (4) +39, Language: Other Racial (W) (3) +34, Machine Op: Scanners (4) +36, Lore: Own Culture (1) +25, Lore: Cosmography (2) +30, Lore: Geography (1) +25, Perception (2) +26, Resistance: Stamina (2) +30, Resistance: Will (2) +34, Signaling:Sensors and Countermeasures (2) +29, Vocation: Physician (2) +30, Vocation: Crewmember (2) +30, Navigation: Astrogation (6) +59, Armor Skills (2) +19, Endurance (3) +57, Swimming (1) +14, Zero-G Maneuvering (1) +18, Archeology (1) +24, Astronomy (4) +39, Biology (5) +44, Chemistry (3) +34, Mathematics (1) +24, Medical Practice (6) +66, Medical Science (6) +59, Physics (1) +24, Planetology (1) +24, Psychology (5) +44, Xenology (2) +29, Stalking & Hiding (0) -12, Computer Programming (1) +24, Civil/Habitat Engineering (2) +29, Computer/Cybernetic Engineering (1) +24, Electrical/Communications Engineering (3) +34, Magnetogravitic Engineering (1) +24, Power Engineering (1) +24, Driving: Conventional (1) +20, Space Pilot: Starship (1) +20       
Resistance:    Magic (0) 3, Stamina (2) 30, Will (2) 34, Electronic (0) -7           
Languages:    Anglic (S6/W6): 49/49, Spanish (S4/W3): 39/34   

Dr.  Cantrell was born to Fifth Generation researchers and grew up with the finest education available on Last Leg.  Rachael proved extremely intelligent and learned at an astounding rate.  She graduated Pre-med with an engineering minor and went on to medical school.  After receiving her M.D. Rachael sought to go into the developing field of cybernetic medical technology.  But as she was about to begin following in her families research tradition, her youngest brother was killed in the Silth attack on the L4 defense station.  Infuriated, she enlisted in the SLDF to help strike back at the Silth.  As Rachael was already a trained doctor the SLDF decided to cross-train her as a ships astrogator and ships doctor.  Dr. Cantrell’s ability to quickly learn almost any topic proved very useful and she graduated her training in the top three of her class.  She was granted a commission as Ensign in the LLSDF and assigned to the attack squadron.

Roger Stockton - Human Scientific Tech (1)
EP: +55        PEP: -9           Init: +11       DB: +34        BMR: 2.8   
RR Bonuses:   Stamina +32 Will +28 Magic +3 Electronic -7                                                                   
                    St:  66   +5           SD: 61    +4                             
                    Co: 71   +6           Qu:  54   +2                             
                    Ag: 76   +8           Re: 86   +10                           
                    In:   81   +9           Pr:  56   +2                             
Weapon Skills:                                                                                                                       
                    MR: Spread W. (Flame Pistol)                +28                       
                    Brawling                                                    +18
                                                                           
Armor:      Ballistic Suit                                                                                                       
                                                                                                                                           
Talents:         Tech Level Bonus (Magnetogravitic Engineering), Skill Flexibility (MR: Spread W. (Flame Pistol)), Bonus Skill Ranks, Skill Specialization (Transport Engineering), Gadgeteer, Fast Fixer                                                                                     
Key Skills:      Brawling (1) +18, MR: Spread W. (Flame Pistol) (3) +28, Appraisal: General (1) +24, Computer Operation (5) +44, First Aid (1) +24, Language: Racial (S) (6) +49, Language: Racial (W) (6) +49, Language: Other Racial (S) (4) +39, Language: Other Racial (W) (3) +34, Machine Op: Tools (5) +43, Lore: Own Culture (1) +25, Lore: Cosmography (2) +30, Lore: Geography (1) +25, Perception (2) +23, Resistance: Stamina (2) +32, Resistance: Will (2) +28, Signaling: Sensors & Countermeasures (2) +29, Vocation: Engineer (2) +30, Vocation: Crewmember (2) +30, Armor Skills (2) +23, Endurance (3) +55, Swimming (1) +18, Zero-G Maneuvering (2) +22, Astronomy (2) +29, Chemistry (2) +29, Mathematics (3) +34, Physics (2) +29, Planetology (2) +29, Stalking & Hiding (0) -13, Computer Programming (3) +34, Civil/Habitat Engineering (4) +49, Computer/Cybernetic Engineering (1) +34, Electrical/Communications Engineering (2) +39, Magnetogravitic Engineering (6) +69, Mechanical Engineering (3) +44, Power Engineering (5) +54, Transport Engineering (6) +69, Weapons Engineering (3) +44, Driving: Conventional (1) +22, Space Pilot: Pod (3) +32                                                                               
Resistance:     Magic (0) 3, Stamina (2) 32, Will (2) 28, Electronic (0) -7                                                     
Languages:        Anglic (S6/W6): 49/49, Dutch (S4/W3): 39/34

Roger Stockdon grew up the son of Valencia Universities professor of Magnetogravitic physics, while his mother was a leading researcher in applied space flight.  Roger’s childhood was spent playing in the labs of Valencia University and dreaming of flying through space.  After graduating with a degree in Magnetogravitic engineering, Roger went to work for Last Legs fledgeling starship production industry.  Roger was a junior member of the team responsible for several structural components of the Magnetogravitic drives used by many of the ships built before the Silth attack on the L4 defense base.  After the Silth attack Roger was recommended by his employer to the SLDF for his broad and well developed technical skills.  The SLDF came to Roger and offered him a deal, either he volunteer for the SLDF and get a commission and an assignment working on the latest ships Last Leg had to offer, or they would conscript him and put him in the L4 defense base reactor room.  Roger chose to enlist, and after basic training was granted a commission as Ensign and assigned to the attack squadron of the LLSDF.

Charles Davies - Human Cosmopolitan Fusion – Spy (1)
EP: +52     PEP: +34     Init: +8         DB: +32     BMR: 2.8   
RR Bonuses: Stamina +21 Will +33 Magic +29 Electronic -11   
St:  66   +5      SD: 76   +9   
Co: 61   +3      Qu: 54   +1   
Ag: 71   +6      Re: 66   +5   
In:  76   +7      Pr:  81   +10   
Weapon Skills:   
MR: 1HEn (Electrostunner)    +21
Gunnery: Direct Fire           +13
Armor: Ballistic Suit
 
Talents: Latent Psionic Field (ESP), Skill Flexibility (Navigation), Bonus Skill Ranks, Skill Specialization (Lore: Tactics), Active Psionic Field (ESP) Tier 1 
Key Skills: Acting (1) +22, Audiovisual Recording (1) +17, Acrobatics (1) +20, Climbing (1) +16, Contortions (1) +20, Gunnery:Direct Fire (1) +13, MR: 1HEn (Electrostunner) (2) +21, Mental Focus (1) +23, Precognitive Defense (2) +29, Precognitive Maneuvering (4) +44, Psychometry (4) +39, Psi Energy Development (1) +34, Appraisal: General (1) +17, Computer Operation (4) +32, First Aid (2) +22, Language: Racial (S) (6) +42, Language: Racial (W) (6) +42, Language: Other Racial (S) (4) +32, Language: Other Racial (W) (3) +27, Machine Op: Scanners (1) +16, Lore: Own Culture (1) +15, Lore: Cosmography (4) +30, Lore: Geography (1) +15, Lore: Law (2) +20, Lore: Tactics (4) +40, Perception (3) +31, Resistance: Magic (1) +29, Resistance: Stamina (1) +21, Resistance: Will (1) +33, Signaling:Sensors & Countermeasures (1) +17, Vocation: Police Officer (4) +30, Vocation: Crewmember (2) +20, Duping (1) +22, Interrogation (4) +37, Public Speaking (1) +22, Trading (1) +22, Diplomacy (2) +27, Navigation: Astrogation (3) +27, Armor Skills (2) +21, Endurance (2) +52, Jumping (1) +16, Swimming (1) +16, Zero-G Maneuvering (1) +20, Psychology (1) +17, Electronic Bypass (3) +27, Forensics (4) +36, Locks & Traps (2) +23, Stalking & Hiding (1) +20, Streetwise (3) +32, Computer Programming (1) +17, Driving: Conventional (1) +18, Space Pilot: Starship (1) +18 
Resistance: Magic (1) 29, Stamina (1) 21, Will (1) 33, Electronic (0) -11   
Languages: Anglic (S6/W6): 42/42, Korean (S4/W3): 32/27 
 
Charles Davies grew up wanting to be a security officer.  He wanted to protect his community and be the hero he always saw the security force to be.  As soon as he graduated primary school Charles went to the security force academy.  Charles struggled with the training and had trouble with the day to day topics covered in the academy, but when it came time for testing he always just seemed to know what needed to be done, or what the answer was.  After finishing the academy he began working for the Last Leg Security Force, initial orientation and testing indicated that Charles may have some psychic abilities, so he was assigned to investigative duties to help him develop his skills.  He was having troubles studying for his detectives exam for a promotion when the Silth attacked.  Seeing the Silth as a huge threat to the entire colony, Charles immediately enlisted in the LLSDF.  When the LLSDF saw the results of Officer Davies’ psychic aptitude tests as well as his previous experience in the Security Force they immediately assigned him to command school.  Charles was taught both small unit and space tactics as well as astrogation and basic ship opperations.  Charles was granted a commission as Ensign in the LLSDF and assigned to the attack squadron.
-Pyrotech

Offline Wolfhound

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At a quick glance, the characters look interesting (you have interesting backgrounds detailed for each of them, which I personally like to see, as it adds some depth to the characters). 

I've not dug into their stats and skills very much, but overall they look like a good starting point for the adventure you mentioned. 
Wolfhound (aka Aaron Smalley)
World of Aernth/Channel Cities setting: www.ChannelCities.com
City of Archendurn & Dun Cru author (for RM/HARP)
Cur. projects: RMU Creature Law 1 & 2, No Quarter Under the Crown (campaign module for RMU)

Offline NicholasHMCaldwell

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All the characters look sound for 1st-level play. They'll need to push their particular edges at 2nd and 3rd level so that they provide strong expertise in their specialty, and that will keep them together as a group.

Best wishes,
Nicholas
Dr Nicholas HM Caldwell
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Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
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Offline Sewercop

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It is a problem with harp scifi at lvl 1, the characters are unable to function according to the rules. Skills are to low and barring minmax you wont have a character able to perform without gm fiat and that just feels sad.


Offline pyrotech

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The inexperience and poor skill performance almost works to enhance the backstory for this adventure however.  The party is basically pressed/volunteered into service for a very hastily built space navy.  They are assigned a mission where they expect to have surprise and numeric advantage, but anticipate high casualties for their inexperienced crews.

Offsetting this is the fact that the opposing force is a bunch of backwoods raiders that could only afford to field their garrison and cadet force of similarly inexperienced and inept crews.

Terrible misunderstandings and poor decisions by leadership on both sides causes a conflict between both these green and undertrained parties.  My players have taken to calling this kind of event "wheelchair jousting", because both parties are similarly disadvantages.

If the party survives the adventure they should be at least 2nd level, and possibly 3rd (I'm still trying to balance the encounters and their difficulties).  At this point they should be able to stand on their own.  As a matter of fact I suspect (and am trying to balance the adventure so that) the characters will be 2nd level by the time the really ugly fights start happening.

I've found that 1st level Harp characters can be expected to complete easy tasks in their specialty almost every time (barring fumbles), and able to complete light tasks fairly reliably.  Medium tasks will be completed more often than not, but will fail a lot.  Opposed actions against non-heroic bad guys (450 character point instead of 550) will in general go their way unless the enemy is more than 1 level higher than themselves.
-Pyrotech

Offline markc

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 I agree on the skill results going from memory about HARP Sci Fi, I would also not expect anyone would let level 1 people have a ship unless they bought it on their own.
  In my estimate a basic "new bee" crewman would be level 2 to 4 but that does not give you a lot to work with for level 1 PC's unles you do some boot camp or other background stuff to boost their skill levels.
MDC
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Rule #0: A GM has the right to change any rule in a book to fit their game.
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Offline Thom @ ICE

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I'd have to agree with Mark....
A level 1 individual could possibly fly a ship, but giving them a ship to pilot in combat is a bit of a stretch. I'd go even further than Mark and suggest combat piloting would likely not happen in most games until levels 4-6. 


That being said, the background story sounds like it could fit at 1st or 2nd level.  Thinking back to one of my favorite Sci-Fi books, the latter stages of Starship Troopers has a group of weak performers in their new recruits - which could be a similar concept.
Email -    Thom@ironcrown.com

Offline pyrotech

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Just to give a bit more feedback on the adventure these characters are intended for, I'll throw up the players information section of the adventure.  Mind you, this information is incomplete, biased, and largely unedited at this time. 

(click to show/hide)

This is essentially a similar raid to the Doolittle Raid, only with less time to train the crews, and a far smaller population of experienced crewmembers.  The experienced crews are mostly in the wing and squadron command crafts, plus being purposefully held back for the system defense force (to defend the home planet, and to train additional crews).

I've thought about upping the level of the starting characters, but have really liked the idea of keeping them hideously green.  I will probably raise the level of the commanders and gunners for the more critical craft in the attack squadron (the missile boats).  But the PC's craft is expected to mostly be an armed missile shield for the more mission critical craft.
-Pyrotech

Offline markc

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 I agree that at times you have more equipment then trained personnel and wold put anyone you could into it and point them at the enemy. But if you can wait and train them in the long run you keep your equipment and the personnel come home. Both a big win IMHO in the eyes of the planets population.


 I like the back story and I think it works well. The only question I would have would be that above it stated "... by 2466, it had developed space flight capabilities to explore the systems outer worlds". Would not the expedition fleet have craft to explore the systems other planets? I think they would use material's from the other planets to help build the new colony and aid in terraforming their new planet. But such craft would have civilian weapons and defense systems as I would guess the new planet was to rely on the Federation for military support, that is before they decided to accept the defection of 100,000 people from the Interstellar Metals Corporation.


MDC


P.S. all in all it looks like a good time.
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Thom @ ICE

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Just to give a bit more feedback on the adventure these characters are intended for, I'll throw up the players information section of the adventure.  Mind you, this information is incomplete, biased, and largely unedited at this time. 

As always, love your work... looks like a lot of fun.
Email -    Thom@ironcrown.com