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Character Storyline - Kyle

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Edited 1469904260
Ever since we've had ships and have headed into space, Kyle has looked happier than a kid with a new puppy. Seeing him crawling through the engines on our jaunt through the dust clouds, you'd have thought he was in an amusement park. Being stuck on a planet, Kyle shifted to working on robots, as it seemed the best use of his skills. Being in space gave him the opportunity to shine. After the most recent trip, you've likely noticed (PER roll +50) that he's more and more agitated with being planetside. More frustrated, shorter-fused and less likely to think about a problem than just hit it with a sledgehammer. Kyle wants to go "home". Space is where he was born and spent more than the first half of his life. Maybe he's agoraphobic or paranoid, but he's definitely more happy in space. The election is important. Kyle is ready to do what ever is necessary to crush the terrorists (game imitates life) and get the planet back on its feet. However, he is chomping at the bit to head back to space. Cleaning up that last leg of the cloud or investigating that zero mass planet would make him ecstatic. Don't mind him if he starts spending more time with his robots. He's probably going to build a few new ones. Just think the Robot Master from City of Villains. Side Note - Scott, in your house rules, could they be bent to allow Robotics to mesh equivalently to Technician as far as Engineer is concerned? In our original gathering, I went Robotics, as we needed a Roboticist (not a bad choice, mind you). I have Tech 3 and currently Engineer 2. If in the standard rules, I think I can peak at Engineer 3, correct?  Thanks =)
Thinking about it... Current revised rules: Pilot level may not rise higher than your technician level. Pilot level may not rise higher than twice your computer level. Astrogation level may not rise higher than your computer level. Engineering level may not rise higher than your robotics level (most repairs are remote). Engineering level may not rise higher than twice your technician level. Gunnery level may not rise higher than corresponding weapon level. Gunnery level may not rise higher that twice your computer level. I think it would be fine to switch robotics and technician for required level of engineering. In fact, that's kind of interesting.   That allows each of the tech skills to shine (tech for pilot, comp for astro, robo for engineering) Currently, you're the only one with engineering, right? If so, I think I'll go ahead and make it a game wide fix.
No, Eusyl has Engineering as well, but is our Astrogator too. I just re-read the rules and it appears I misinterpreted them. Engineering can't rise higher than Robotics or twice your Technician level. I have Robotics of 6 and Tech of 3.  I think I already qualify to max out Engineering. Unless Eusyl has a Robotics higher than 3, she'll be stuck there, until that goes up. Yaz is our pilot, but I can back up for that as well, so long as we have a ship no larger than HS-6.
Oh wow... umm... I misread them too.  Or maybe reality changed around us while we weren't looking to reinforce what a great idea that was.
By the current stats/skills on all the character sheets, Rod/Bal - Guns, Eusyl - Pilot, Yaz - Astrogation, Kyle - Engineer. That is, if we base everything on the house rules. We should all have backups, there are definitely enough of us to cover. Yaz - Comp 6 Eusyl - Tech 6 Kyle - Robotics 6 Rod/Bal - Dey gud wif da Bewm-Bewm. My 2 cents, thoughts?
Um, I don't have any pilot. I'm Engineer/Astrogator with a small experience with Lasers.
And sax boom boom cannot rise higher less i get more computer skill
perfect song for Kyle ( if not for rodworth) <a href="https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwj_-taSuabOAhWIIsAKHSiZCPsQtwIIHDAA&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Dt3M47LlGAWU&usg=AFQjCNGwPC5xsCDl6dWGDxqCzr8hAH9lvQ&sig2=FME9RSbYSzxQPD2jlf6cMw&bvm=bv.128617741,d.eWE" rel="nofollow">https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwj_-taSuabOAhWIIsAKHSiZCPsQtwIIHDAA&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Dt3M47LlGAWU&usg=AFQjCNGwPC5xsCDl6dWGDxqCzr8hAH9lvQ&sig2=FME9RSbYSzxQPD2jlf6cMw&bvm=bv.128617741,d.eWE</a>
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Edited 1470277338
Hey Alex, sorry. I forgot to preface with "would best be served by". I had it ass-backward too. I would have definitely thought Tech was Eng. Edwin, that's hilarious =)
When I was building the house rules for the Spacer skills, I wanted each of the AlphaDawn skills to have a purpose and reason. &nbsp;Unfortunately, it doesn't fit very well. &nbsp;Especially with the psycho-social skills. &nbsp;Perhaps what I should have done is disconnected them entirely, so a medic could be an astrogator, engineer, pilot, or gunner, without having to pick up any tech skills. &nbsp;Perhaps I should have removed PSAs entirely. As I've said before, I love the setting, but the original rules-sets are difficult to take. &nbsp;They fit game design in the 80s - which is perhaps part of the appeal. &nbsp;But they are also very punishing for making a character outside the box. &nbsp;I think it's the same reason that the new editions of D&D are so much more popular than the original. &nbsp;Even so, I tried to keep the original flavor of the game. In any case - I think we have a fun group, and so far, the mods seem to have worked pretty well. &nbsp;If any of you want to move points around because you didn't realize how the skills connected, please go ahead. &nbsp;I'm a happy GM, and I care much more about the characters than the points on your character sheets.
Hey Sir, I'm in no way unhappy. Just the opposite, actually. It was my error in reading the house rules that generated my original question.
Huh, I could do back-up piloting though it'd take a while to get good enough to fly a HS6 ship. And it's all good. See you tonight.
Please see the other post with questions about where Yaz zshould spend xp. Let me know if I should start saving for Pilot or Astrogation.