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Campaign Skills Package.

Posted by StarMasterFor group 0
StarMaster
GM, 50 posts
Thu 7 Aug 2014
at 06:37
  • msg #1

Campaign Skills Package

Star-Seekers Skills Package: This is an all-round skill package, good for a campaign where the characters are trading one week and blowing things up the next.

Advocate 1
Astrogation 1
Broker 1
Comms 1
Diplomat 1
Gun Combat (any) 1
Gunner (any) 1
Investigate 1
Medic 1
Persuade 1
Pilot (any) 1
Recon 1
Sensors 1
Stealth 1
Streetwise 1
Survival 1

Each player, one at a time, chooses a skill from the list. The next player then has to choose another, and so on, until everyone has choosen 2 skills. It doesn't actually matter who goes first because you should pick a skill that you need, but debate with the other players who might have the greatest need.
This message was last edited by the GM at 18:45, Thu 07 Aug 2014.
Vonon Ronkunu
player, 2 posts
Vargr
Thu 7 Aug 2014
at 09:08
  • msg #2

Re: Campaign Skills Package

My character is an ex-Navy man, and I have already got Pilot(small ships)-1.  I'm interested in taking the Pilot(any), and aquiring Pilot(starships) with it.

However...

Before I do, I'd ask if there is anyone else who might want to be, or would be better than me, at being our intrepid crew's primary Pilot?

If nobody else is interested in the Pilot skill, I will take it.
Ikram
player, 20 posts
Thu 7 Aug 2014
at 09:47
  • msg #3

Re: Campaign Skills Package

Not me

Ikram could use a little streetwise if nobody is opposed.
Walter Zeller
player, 19 posts
Thu 7 Aug 2014
at 15:45
  • msg #4

Re: Campaign Skills Package

Already have Pilot (Spacecraft) so I have no problem. I would like Diplomat 1
Quinzella
player, 18 posts
Thu 7 Aug 2014
at 15:54
  • msg #5

Re: Campaign Skills Package

Well serves me right, though wrong, to sleep I suppose, Those skills all interest me as I have most (I think) and need to up them.
Kheaiftouaw
player, 20 posts
Thu 7 Aug 2014
at 17:27
  • msg #6

Re: Campaign Skills Package

I haven't played that much Traveller and mostly with other new players and with just 4 Terms my character is not all that much focused in anything (also, thanks Dice Roller...)

I do not have many of the skills on the list higher than 0 and the ones I do have are probably already covered by the group as far as I could gather.

Before deciding who gets what it is probably better to wait till everyone has more or less finished his character and then "reveal" them (as much as you are willing to). Then we can better decide who needs what.
Quinzella
player, 20 posts
Thu 7 Aug 2014
at 17:35
  • msg #7

Re: Campaign Skills Package

In reply to Kheaiftouaw (msg # 6):

I concur, though as far as you gather from what others have said, was I the only one disregarding the others skill chats based on what the GM said we had to build our characters separate, not with the group.
Kheaiftouaw
player, 21 posts
Thu 7 Aug 2014
at 17:43
  • msg #8

Re: Campaign Skills Package

In reply to Quinzella (msg # 7):

Could be, but I only started to read them after finishing the career part of my character.
What others did or wanted to make did not influence my character in any way.
StarMaster
GM, 59 posts
Thu 7 Aug 2014
at 18:55
  • msg #9

Re: Campaign Skills Package

Star-Seekers Skills Package: This is an all-round skill package, good for a campaign where the characters are trading one week and blowing things up the next.

         Advocate-1:
      Astrogation-1:
           Broker-1:
            Comms-1:
         Diplomat-1: Walter
 Gun Combat (any)-1:
     Gunner (any)-1:
      Investigate-1:
            Medic-1:
         Persuade-1:
      Pilot (any)-1: Vonon
            Recon-1:
          Sensors-1:
          Stealth-1:
       Streetwise-1: Ikram
         Survival-1:

Each player, one at a time, chooses a skill from the list. The next player then has to choose another, and so on, until everyone has choosen 2 skills. It doesn't actually matter who goes first because you should pick a skill that you need, but debate with the other players who might have the greatest need.

I'll keep updating the list as people make their choices, but these aren't by any means final. That's what the discussion is for.
This message was last updated by the GM at 19:36, Sun 10 Aug 2014.
Kheaiftouaw
player, 23 posts
Thu 7 Aug 2014
at 19:05
  • msg #10

Re: Campaign Skills Package

Okay, as people are already doing requests, does someone need Gun Combat? I have no weapon but absolutely no combat skills.
gygax101
player, 25 posts
Thu 7 Aug 2014
at 19:20
  • msg #11

Re: Campaign Skills Package

Advocate would work well for me...I might have to get you guys out of jail.
Quinzella
player, 24 posts
Thu 7 Aug 2014
at 20:13
  • msg #12

Re: Campaign Skills Package

I request all listed, esp as I am not done yet.
Kheaiftouaw
player, 26 posts
Thu 7 Aug 2014
at 23:40
  • msg #13

Re: Campaign Skills Package

In reply to Quinzella (msg # 12):

Ah, ok. Take your time.

I guess for now it would be a good idea for everyone to list all skills they are interested in and then, when everyone is finished, discuss for skills with multiple interests who gets it. That way, no one would have a "first come" advantage.

What do you guys think?
Vonon Ronkunu
player, 3 posts
Vargr
Fri 8 Aug 2014
at 03:53
  • msg #14

Re: Campaign Skills Package

Anybody any good with Medic Skill?  I'm not talking being an actual Doctor, more like "I'm not a real Medic, but I play one on that starship..."?

Also, is anybody already "good" at Astrogation?  I'm thinking I might take that as my #2, but if somebody is already a better Astrogator, then there are other skills I'd like to pick, instead.
Quinzella
player, 29 posts
Fri 8 Aug 2014
at 03:57
  • msg #15

Re: Campaign Skills Package

Well as I said before, I am waiting for GM say on my character, finalization.  But I have BOTH those skills, also said above.
Walter Zeller
player, 21 posts
Fri 8 Aug 2014
at 04:08
  • msg #16

Re: Campaign Skills Package

Got those skills at level-0 so not on my list of things to get.

As a thought, make a wish list of 4 of the skills on the list, rank them in order 1-4 and post them in your personal area.  When everyone has a list, the DM can go through them and fill as best as can be done until each player two skills. If there are spots left, then they can come up with some kind of compromise.  (Also not sure if the skills are for the whole game or per group. If per group, then there will be some more changes)
Quinzella
player, 45 posts
Sat 9 Aug 2014
at 03:28
  • msg #17

Re: Campaign Skills Package

My 4 preferred, in the order of which is preferred:

Broker
Persuasion
Diplomat
Advocate
Darrel Cromwell
player, 37 posts
Noble
Retired actor
Sat 9 Aug 2014
at 04:14
  • msg #18

Re: Campaign Skills Package

easiest way to do this, 1st come 1st served...then we haggle amongst ourselves...it feels like we're bouncing around in this...It makes it easier on the GM...Ok, billybob said 1st he wants steward... after that...we figure it out, otherwise we all babble on...
Quinzella
player, 46 posts
Sat 9 Aug 2014
at 04:18
  • msg #19

Re: Campaign Skills Package

well first come first served is kinda lopsided on the world wide web.  One or more of us could be napping or having family time or at work when GM says go.  Thought we were doing a "list your favorites everyone and then we will open a discussion based on that", that method might eliminate a few from the list right away even, plus the discussions would only be one or two players saying "that fits my character better because...".
Darrel Cromwell
player, 38 posts
Noble
Retired actor
Sat 9 Aug 2014
at 04:49
  • msg #20

Re: Campaign Skills Package

True, and a good point...I'm just trying to streamline this. No worries on my part...
Sharik Kaagira
player, 13 posts
Sat 9 Aug 2014
at 06:03
  • msg #21

Re: Campaign Skills Package

Vonon Ronkunu:
...Also, is anybody already "good" at Astrogation?  I'm thinking I might take that as my #2, but if somebody is already a better Astrogator, then there are other skills I'd like to pick, instead.

Sharik has Astrogation/1 already (and a decent Int Mod).  Given that jump plotting is an Easy task (p. 141, and we are unlikely to be doing a really long jump), that is likely 'good enough' (especially if allowed to take time and with a bump from an Expert program).

That said, it would definitely be totally reasonable for the pilot to have some astrogation skill; it just helps to make them versatile bridge crew.  But, if you have other plans, go for it we are covered, I suspect.

As a note, my understanding is that package skills (unlike connection skills) don't raise a skill level; they grant level/1 in a skill.  So, if you already have the skill at level/1 (or higher), it won't go up (i.e. picking the package skill is useless to you - unless it has a specialties and you choose one that you don't already have).  Otherwise, the 'basic competency' logic used to describe them (on p.37-8, Core Rulebook)  doesn't make much sense.  StarMaster please correct me, if I am wrong in my interpretation.

In any case, Sharik's top choices probably are:
  1. Sensors/1
  2. Astrogation/1
  3. Persuade/1
  4. Comms/1
  5. Diplomat/1

EDIT:  Given the GM's clarification in msg #22, perhaps Sharik should take the bump to Astrogation...
This message was last edited by the player at 08:53, Sat 09 Aug 2014.
StarMaster
GM, 76 posts
Sat 9 Aug 2014
at 06:52
  • msg #22

Re: Campaign Skills Package

The rul.ebook doesn't actually clarify that, does it? But since it comes right after Connections, I think it follows that it would work the same way. So if you choose a Package Skill that you don't have, you get it at Rank-1. If you already have that skill at Rank-0, it merely replaces it. If you have it at any rank greater than 1, however, it adds to it... but with the same caveat as Connection skills--you can't raise a skill higher than Rank-3
Vonon Ronkunu
player, 5 posts
Vargr
Sat 9 Aug 2014
at 08:51
  • msg #23

Re: Campaign Skills Package

Yeah, Vonon has Astrogator-0 -- I was hoping the Scout would have a better Astrogation than me ^_^

We got a bunch of Navy types, I don't think we're gonna have any problem operating a ship, I'm just not sure if we can run one ^_^

Hey!  Star*Master! Add Language skill to that Party list!!  I only speak Vargr! And even if I swap out Carouse-0 (a product of my mis-spent youth) with Language-0, the rules say that that is barely able to speak a language, just phrases and memorized words. I need to speak to these crazy humans ^_^


First one of you to say "Speak, boy, speak!" will get such a pinch!
Quinzella
player, 47 posts
Sat 9 Aug 2014
at 14:16
  • msg #24

Re: Campaign Skills Package

/me is lost, just waking too

I have astrogation +1, I do not get how there are skills at negative anything (-1, -0).

and as connecdtions yet to be established considering connection skills seems moot.
StarMaster
GM, 78 posts
Sat 9 Aug 2014
at 17:40
  • msg #25

Re: Campaign Skills Package

Hahaha... those aren't skills at a negative... that's just a hyphen. It's one of the ways to designate skill ranks and attach the rank to the skill (presumably for word-processing editors). So Carousing-4 just means he has 4 skill ranks in Carousing, not that it's a negative.

If you saw someone's complete skill list, it'd be obvious, since they would all appear negative, which clearly wouldn't be the case.
Quinzella
player, 49 posts
Sat 9 Aug 2014
at 17:51
  • msg #26

Re: Campaign Skills Package

+ s make sense and are just one button over on the keyboard.

easy to type it as such and allows for the circumstantial -s as needed.

quote:
*Advocate +1
*Art +0
Astrogation +1
Comms +1
Computers +1
Deception +2
Diplomat +2
*Drive +0
Flyer (Grav) +1
Gun Combat (Energy Rifle) +1
Medic +1
Pilot (Starship) +1
Persuade +1
Recon +1
Remote Operations +1
Sensors +1
*Space Science +0
Stealth +1
Streetwise +1
Survival +1
Jane of all Trades +3

StarMaster
GM, 79 posts
Sat 9 Aug 2014
at 18:12
  • msg #27

Re: Campaign Skills Package

Does seem like there are too many possibilities for Connections, but just remember that the Event doesn't have to be the actual Connection, just the reason behind it. For example, Vonon might have attended a funeral for a friend, and then tried to drown his sorrow at a bar afterward, and some other character would have met him there. The second character doesn't have to have had anything to do with the funeral.


Also, while the idea of a triple-Connection is interesting, I think in order for it to be balanced, it would only count as a single connection for each of the characters involved, but you'd all have to gain the same skill.


As for the designation format Skill-1, I suspect it harkens back to the early days of the game when memory on computers (such as they were at that time) was very limited, so any opportunity to pare down data was significant.

In any case, there's never actually been a 'thou shalt list thy skills this way' mandate or commandment, so it's whatever works for each player.
Quinzella
player, 50 posts
Sat 9 Aug 2014
at 18:31
  • msg #28

Re: Campaign Skills Package

Well I favor for some connections.
NickB
player, 11 posts
Sun 10 Aug 2014
at 10:28
  • msg #29

Re: Campaign Skills Package

Hi Guys

sorry to be slow to the table, was away and been doing Character Generation.

Sam would like the following skills, in this order if possible
Investigate-1
Stealth-1
Comms-1:
Astrogation-1

She is a good Small craft Pilot; can handle herself in scrape, and is a competent on a bridge.
Kheaiftouaw
player, 36 posts
Sun 10 Aug 2014
at 11:32
  • msg #30

Re: Campaign Skills Package

Here my top 4

1: Gun Combat (Machine Pistol)
2: Sensors
3: Advocate
4: Persuade

Except for Broker I do not have any of those skills yet.
This message was last edited by the player at 17:31, Sun 10 Aug 2014.
Darrel Cromwell
player, 43 posts
Noble
Retired actor
Sun 10 Aug 2014
at 14:02
  • msg #31

Re: Campaign Skills Package

I was thinking to specialize in Broker/Persuade(plus INT:12 +2 DM)...that would give me a +4/6 in making deals, getting people out of trouble, convincing the pirate not putting us out an airlock, etc...
This message was last edited by the player at 14:15, Sun 10 Aug 2014.
Walter Zeller
player, 31 posts
Sun 10 Aug 2014
at 15:18
  • msg #32

Re: Campaign Skills Package

It might be overkill in the trade department. I have a +4 already in Broker and +2 due to EDU (EDU/SOC is used for locating cargo), My second connection I was thinking of raising EDU to 15 (+3) Doctor Sir...
Kheaiftouaw
player, 40 posts
Sun 10 Aug 2014
at 15:26
  • msg #33

Re: Campaign Skills Package

One question, why do you both refer to both Broker and EDU? As far as I can see in the rules, skills are rolled alone without any bonus from Attributes.

Or have I missed something?
Darrel Cromwell
player, 44 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 15:28
  • msg #34

Re: Campaign Skills Package

True, but, if we were to "link" our tasks, that could save us bundles of credits....
quote:
One question, why do you both refer to both Broker and EDU? As far as I can see in the rules, skills are rolled alone without any bonus from Attributes.

Pg48 core rule book...
Walter Zeller
player, 32 posts
Sun 10 Aug 2014
at 15:30
  • msg #35

Re: Campaign Skills Package

I am using the draft rules as I do not have a store in the area that carries the book. Book shows using skill and Attributes.
Kheaiftouaw
player, 42 posts
Sun 10 Aug 2014
at 15:33
  • msg #36

Re: Campaign Skills Package

In reply to Darrel Cromwell (msg # 34):

Ah, thank you. I always stopped looking at Task Checks...
Sharik Kaagira
player, 23 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sun 10 Aug 2014
at 16:45
  • msg #37

Re: Campaign Skills Package

Walter Zeller:
... My second connection I was thinking of raising EDU to 15 (+3) Doctor Sir...

Are we allowed to raise attributes with connections?  My copy of the Core Rulebook (p.37) only talks about raising skills...

Also, Darrel, according to msg #21, I believe that you cannot raise your Persuade above 3 using connections.

I am sure that StarMaster will correct me on either point, if I have misinterpreted things.
Quinzella
player, 66 posts
Sun 10 Aug 2014
at 17:03
  • msg #38

Re: Campaign Skills Package

I do not even know what to do with a connection, looked at it more as an rp boon.
Darrel Cromwell
player, 47 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 17:42
  • msg #39

Re: Campaign Skills Package

In reply to Sharik Kaagira (msg # 37):
quote:
Also, Darrel, according to msg #21, I believe that you cannot raise your Persuade above 3 using connections.


Oh, I forgot that...never mind...;-)
Samantha Kilgore
player, 14 posts
Sun 10 Aug 2014
at 19:18
  • msg #40

Re: Campaign Skills Package

Ok Fair enough

UPP 6B8986

Skills
Athletics 1
*Computers 0
*Comms 0
Drive 0
Gun Combat (Slug Pistol) 1
Gun Combat Slug Rifle 1
Investigate 0
Leadership 1
Medic 0
Melee Combat (Blades) 1
Pilot Small Craft 2
Recon 0
Sensors 1
*Streetwise 0
Vacc Suit 1
Zero g 0

Sam would like the following skills, in this order if possible
Investigate-1
Stealth-1
Comms-1:
Astrogation-1
StarMaster
GM, 103 posts
Sun 10 Aug 2014
at 19:52
  • msg #41

Re: Campaign Skills Package


         Advocate-1: Darrel
      Astrogation-1: Sharik, Vonon
           Broker-1: Quinzella
            Comms-1:
         Diplomat-1: Walter
 Gun Combat (any)-1: Kheaiftouaw
     Gunner (any)-1: Ikram
      Investigate-1: Samantha
            Medic-1:
         Persuade-1: Quinzella, Walter
      Pilot (any)-1: Vonon
            Recon-1:
          Sensors-1: Sharik
          Stealth-1: Samantha
       Streetwise-1: Ikram
         Survival-1:

Since everyone had a different 1st choice, everyone gets that choice. After that, we get a few overlaps. Those two who have an overlap can decide which of them gets that skill.
Red = overlap choices; duel at 50 paces?
Green = tentative 2nd choice
Blue = my assignments for what's left. I was thinking that the group's Marine might be persuaded to become the ship's gunner. If someone else would rather be the gunner, then maybe Ikram could get Recon.
This message was last updated by the GM at 06:07, Mon 11 Aug 2014.
Quinzella
player, 72 posts
Sun 10 Aug 2014
at 19:55
  • msg #42

Re: Campaign Skills Package

*stands back to back with Walter*
Sharik Kaagira
player, 27 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sun 10 Aug 2014
at 19:57
  • msg #43

Re: Campaign Skills Package

I am fine with another skill rather than Astrogation (Comms or Recon or Survival as necessary), if Vonon wants it.  Though, it seemed as though in msg #14, that he had other preferences.  Sharik actually has all four of those skills at level 0; so, whichever one she gains is pretty much a wash I would suspect...
Darrel Cromwell
player, 53 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 20:03
  • msg #44

Re: Campaign Skills Package

Alrighty..2nd for me, Medic...which basically means being handed a glass of medicinal whiskey...
Quinzella
player, 74 posts
Sun 10 Aug 2014
at 20:05
  • msg #45

Re: Campaign Skills Package

Other than me just making jokes, how do we duel??  Walter and Quin.
Ikram
player, 22 posts
Sun 10 Aug 2014
at 20:09
  • msg #46

Re: Campaign Skills Package

Gunner works well for Ikram
Quinzella
player, 78 posts
Sun 10 Aug 2014
at 20:54
  • msg #47

Re: Campaign Skills Package

Quinzella:
Other than me just making jokes, how do we duel??  Walter and Quin.


Also these skills are gained at level one??  or am I reading that wrong??
Darrel Cromwell
player, 58 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 20:59
  • msg #48

Re: Campaign Skills Package

In reply to Quinzella (msg # 47):

I'm assuming it's level 1, unless you already have a higher level...
StarMaster
GM, 108 posts
Sun 10 Aug 2014
at 21:00
  • msg #49

Re: Campaign Skills Package

Yes, the Campaign Skills are at rank-1. If you already have the skill, it'll increase it by +1.


Since Quinzella (first to post) challenged Walter, he gets choice of weapons! Water balloons? Paint ball? Thumb wrestling?
Darrel Cromwell
player, 60 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 21:02
  • msg #50

Re: Campaign Skills Package

StarMaster:
Yes, the Campaign Skills are at rank-1. If you already have the skill, it'll increase it by +1.


Since Quinzella (first to post) challenged Walter, he gets choice of weapons! Water balloons? Paint ball? Thumb wrestling?

1d6, highest wins at 1 pace...
Walter Zeller
player, 35 posts
Mon 11 Aug 2014
at 00:49
  • msg #51

Re: Campaign Skills Package

Wow, I get to choose the weapon. Fantasy market trading. 1 MCr and one month of jumps. (I would have said sword fight, but my luck Quinzella would bring an energy rifle to it.)

I could go with Comms as recon or survival does not fit in.
Vonon or Kheaiftouaw might want to take Medic as everyone else has medic 0 or 1.

(Also, in this version, does it require that the total value of skills be less than or equal to the combined INT/EDU score?)
Quinzella
player, 84 posts
Mon 11 Aug 2014
at 00:55
  • msg #52

Re: Campaign Skills Package

Water Balloons, paint ball, thumb wrestling.  I thought those were the choices for ya Walter.
Vonon Ronkunu
player, 10 posts
Vargr
Mon 11 Aug 2014
at 04:01
  • msg #53

Re: Campaign Skills Package

In reply to StarMaster (msg # 41):

Vonon is willing to pass on Astrogation.

My "choices", in order of preference, would be:

1. Pilot(spaceships)
2. Broker - Vonon thinks he wants to try and become a "Space Trader" - even though he has no background in it
3. Medic - I'll do it, but do we really want our Primary Pilot also be the Medic?
4. Stealth - I'd like to be able to hide from the thugs in Battle Dress...
StarMaster
GM, 115 posts
Mon 11 Aug 2014
at 06:12
  • msg #54

Re: Campaign Skills Package

This is where we stand now:


         Advocate-1: Darrel
      Astrogation-1: Sharik
           Broker-1: Quinzella
            Comms-1: Walter
         Diplomat-1: Walter
 Gun Combat (any)-1: Kheaiftouaw
     Gunner (any)-1: Ikram
      Investigate-1: Samantha
            Medic-1: Vonon
         Persuade-1: Quinzella
      Pilot (any)-1: Vonon
            Recon-1: Darrel
          Sensors-1: Sharik
          Stealth-1: Samantha
       Streetwise-1: Ikram
         Survival-1: Kheaiftouaw


So Darrel, Khea and either Quinzella or Walter still need to select a second skill.
EDIT: So looks like Quinzella won the duel as Walter selected Comms. Darrel selected Recon, leaving Kheaiftouaw with Survival.

Everybody's happy now!
This message was last edited by the GM at 17:21, Mon 11 Aug 2014.
Sharik Kaagira
player, 30 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Mon 11 Aug 2014
at 06:20
  • msg #55

Re: Campaign Skills Package

Walter Zeller:
(Also, in this version, does it require that the total value of skills be less than or equal to the combined INT/EDU score?)

This is not in the MgT's Core Rules as far as I am aware.  Obviously, StarMaster may house rule such a restriction.  Or I may have missed that requirement somewhere in the text of the Core Rules (though I can't imagine where off-hand).
Kheaiftouaw
player, 58 posts
Mon 11 Aug 2014
at 07:05
  • msg #56

Re: Campaign Skills Package

From what is left I take Survival

Also, one connection between me and Walter

During a trade mission to the Grand Dutchy of Marlheim a freak solar storm which lasted for days happened. Every ship which left the magnetic field of the planet or jumped into the system was hit by a wave of radiation which, while not being life threatening, was strong enough to damage non hardened electronics.

During the solar storm space traffic nearly came to a complete halt and even days after that many spaceships were grounded as the shipyards were dealing with all the broken electronics (of course serving the Marlheim traders first).

To "protect the citizens from a crime wave brought on by the presence of so many foreigners" all persons not of Marlheim origin were confined to the high port which, together with so many ships being serviced in the shipyards, quickly filled the local hotels over capacity so that rooms were filled at double or even triple capacity.

During this time Khea and Walter, maybe even lived in the same room, and just talked and otherwise killed time as they were basically prisoners at the high port.

As skill I would take Language (Anglic)-1
This message was last edited by the player at 07:12, Mon 11 Aug 2014.
Darrel Cromwell
player, 62 posts
Noble (Count)
Retired actor
Mon 11 Aug 2014
at 15:03
  • msg #57

Re: Campaign Skills Package

Sharik Kaagira:
Walter Zeller:
(Also, in this version, does it require that the total value of skills be less than or equal to the combined INT/EDU score?)

This is not in the MgT's Core Rules as far as I am aware.  Obviously, StarMaster may house rule such a restriction.  Or I may have missed that requirement somewhere in the text of the Core Rules (though I can't imagine where off-hand).

That goes back to the original version, and I've also looked for it in this version several times...it's been removed(I had asked the same question in a couple of previous games)
Darrel Cromwell
player, 63 posts
Noble (Count)
Retired actor
Mon 11 Aug 2014
at 15:29
  • msg #58

Re: Campaign Skills Package

Ok...recon for me.
Quinzella
player, 87 posts
Mon 11 Aug 2014
at 15:32
  • msg #59

Re: Campaign Skills Package

And there we see why I did not just pick another skill :P
Walter Zeller
player, 38 posts
Mon 11 Aug 2014
at 16:10
  • msg #60

Re: Campaign Skills Package

The hard part of playing various versions of the game.

Maybe in one of your prior vids, you  portrayed a recon leader there Darrel and got first hand training for the role.

For the connection between Kheaiftouaw and I, I picked up the Language (Aslan)-1 in return.

I guess Commo for me then
Quinzella
player, 88 posts
Mon 11 Aug 2014
at 16:16
  • msg #61

Re: Campaign Skills Package

In reply to Walter Zeller (msg # 60):

you could just move on with the duel, we have been awaiting your choices for a while now.
Darrel Cromwell
player, 64 posts
Noble (Count)
Retired actor
Mon 11 Aug 2014
at 16:19
  • msg #62

Re: Campaign Skills Package

Coming soon to theaters near you, Oklahoma Smith and Twilight's Peak; the intrepid/stalwart/dapper---explorer, finds the secret base...and defeats the aliens. Starring Count Darrell Cromwell.
Samantha Kilgore
player, 15 posts
Mon 11 Aug 2014
at 17:16
  • msg #63

Re: Campaign Skills Package

Ok if anyone is still looking for connections I have a couple of possibilities open.

In my first term at space Patrol (ie 4 terms ago) I was a Pilot and also trained in Blades - so possibility could have met someone uniformed on those courses.

In my third term ie 2 terms ago I gained a Contact - which could be replaced by a link to a Character.

finally mustering out got TAS - so we could have contact there.

Anyone interested?
Quinzella
player, 90 posts
Mon 11 Aug 2014
at 17:27
  • msg #64

Re: Campaign Skills Package

I am interested....
TAS certified as well

For anyone, esp the higher class, you may know me at some point or other by an Alias.
This message was last edited by the player at 17:51, Mon 11 Aug 2014.
Ikram
player, 24 posts
Mon 11 Aug 2014
at 17:45
  • msg #65

Re: Campaign Skills Package

Also interested and also recieved a TAS membership upon mustering out. Could be an easy connection.
Samantha Kilgore
player, 16 posts
Mon 11 Aug 2014
at 18:59
  • msg #66

Re: Campaign Skills Package

Ok Not sure if theres a limit to how many characters I could contact via TAS - would either of you be a suitable replacement to my contact? I was in Space Patrol, what would you have been two terms ago? Could we have met via a case of some sort?
Quinzella
player, 94 posts
Mon 11 Aug 2014
at 19:03
  • msg #67

Re: Campaign Skills Package

Two terms ago??

I think that puts me as a spy.  So all over the place is rather likely, undercover or not.
Pablo Esteban Ryzov
player, 21 posts
Alliance Marine
Mon 5 Oct 2015
at 15:14
  • msg #68

Re: Campaign Skills Package

Going to inherit Ikram's skill picks, raising Gunnery (turrets) to 3, and Streetwise to 1
Vonon Ronkunu
player, 161 posts
Vargr and Spacer
ex-Patrol Commander
Mon 5 Oct 2015
at 19:45
  • msg #69

Re: Campaign Skills Package

In reply to Pablo Esteban Ryzov (msg # 68):

Hey Pablo! If you're "inheriting" Ikram's skill pick and you're a Marine (just like Ikram was) and the Assembly isn't too far away from Cassandra's Belt (about a SubSector distance) would you be interested in allowing me to swap out my Contact with Ikram for Contact with you?

This would allow Vonon to recognize you, sitting there in the restaurant, and get you into the group a little faster.

We could say that the two of us met back when you were a Marine, when an Assembly Peacekeeper Vessel spent a few months in Cassandra's Belt on a goodwill tour, or something.
Pablo Esteban Ryzov
player, 23 posts
Alliance Marine
Mon 5 Oct 2015
at 21:27
  • msg #70

Re: Campaign Skills Package

In reply to Vonon Ronkunu (msg # 69):

Having Vonon for a contact sounds great to me.
Kaengarr Ruzokh
player, 78 posts
Vargr
Mon 5 Oct 2015
at 21:44
  • msg #71

Re: Campaign Skills Package

  So would the goodwill tour and meeting Vonon have taught him Gunnery or Streetwise? Both have interesting implications...
StarMaster
GM, 465 posts
Mon 5 Oct 2015
at 22:55
  • msg #72

Re: Campaign Skills Package

The actual skills you gain from a Connection don't have to be skills that your Connection has. It's not so much about making sense as it is about role-playing. So if Pablo wants to say he picked up those skills on a 'goodwill tour' (threatening the natives...), that's up to him.

The campaign skills aren't necessarily meant to be something you all picked up once you met. They are meant to be extra skills that you picked up during your career/terms, as they direct you to the campaign and make you a bit more 'useful'.
Kaengarr Ruzokh
player, 79 posts
Vargr
Mon 5 Oct 2015
at 23:07
  • msg #73

Re: Campaign Skills Package

  That's what I'm getting at though - the goodwill tour gone very wrong (Gunnery), or just a front for something else (Streetwise)?
Pablo Esteban Ryzov
player, 25 posts
Alliance Marine
Tue 6 Oct 2015
at 09:36
  • msg #74

Re: Campaign Skills Package

In reply to Kaengarr Ruzokh (msg # 73):

Perhaps the answer to that is simply "yes."
Jeb
player, 1 post
Thu 14 Mar 2019
at 12:48
  • msg #75

Re: Campaign Skills Package

Hello,

Finishing up a new character. 6 term Naval Officer.

Any holes in the campaign skills that I need to fill?
This message was last edited by the player at 13:19, Thu 14 Mar 2019.
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