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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.
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