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Crew of the Athena

September 29 (8 years ago)

Edited October 11 (8 years ago)
As of this time, we have a full+ crew lined up for the Athena.

PositionAction Station1st Watch2nd Watch3rd Shift
CommandCrowCrowCharouxIzek
PilotIzekRrounllakhs VukhikhloegGrobbleIzek
AstrogatorSeani ZygeSeani Zyge
SensorsJanie GrownesCrowCharouxJainie Grownes
CommsGrobbleJeffSebastienJainie Grownes
ComputerCharouxDrexSebastienSeani Zyge
Chief EngineerGeraldGerald
Engineer 1Gilder de BrownGilder de BrownAthen FlarkerJana Vantent
Engineer 2Bill LangdonN/A
Chief Science OfficerDrexDrex
Chief Medical OfficerTaroonDarius DoyleTaroonFrank Stevelin
Med/Sci 1Darius DoyleN/A
Med/Sci 2Frank Stevelin
StewardThom HobbsThom Hobbs, Robot, Luxuries
Barbette 1JeffGunnery Robots
Barbette 2Kayleb
Turret 1Nancy Andrews
Turret 2Race Camden
Turret 3Adrian Goddard
Turret 4Diego Harris
Turret 5Nisa Gonzal
Turret 6Sterling Uzbek
Turret 7Jerey Ugtogia
Turret 8Claire Hardy
Turret 9Janna Ventent
Turret 10Athen Flarker
Security ChiefKaylebKayleb
Security 1Benjoe GarciaBenjoe GarciaGeorge CresterRace Camden
Security 2George CresterJerey UgotigaTebor TrgletNancy Andrews
Security 3Diana JacksonNisa GonzalDiana JacksonDiego Harris
Security 4Tebor TrgletAshter BilletYalley OsmondBill Langdon
Security 5Ashter BilletN/A
Security 6Rrounllakhs Vukhikhloeg

Off-Shift/Extra Personnel: Claire Hardy, Sterling Uzbek, Carson Tanaka, Adrian Goddard


NamePostUPPSpecies/GenderProfession 1Profession 2SkillsNotes
Adrian GoddardSecurity/Turret 36789A7Human MaleNavy (Gunnery-Turret) 2TNavy (Crewman-Subsector) 3TDiscipline 1, Gun Combat (slug pistol) 1, Gunner (turret) 3, Gunner (ortillery) 1, Mechanic 2, Tactics (naval) 1, Vacc Suit 3, Animal 0, Carouse 0, Physical Science 0, Drive 0, Sensors 0, Comms 0, Gun Combat 0Rival, Contact, Decorated hero, but also charged with freezing under fire. Then being a hero again.
Ashter BilletSecurity69B7A8Human MaleArmy (Infantry), 5T0Gun Combat (energy rifle) 2, Gun Combat (energy pistol) 1, Recon 1, Heavy Weapons (field artillery) 2, Sensors 1, Engineer (power) 1, Navigation 1, Streetwise 0, Drive 0, Physical Sciences 0, Life Sciences 0, Trade (hydroponics) 0, Athletics 0, Melee 0Cybernetic Augment (Str +2). Back up engineer.
Athen FlarkerEngineer/Turret 105A7BA9Human FemaleNavy (Engineering), 3T0Computer 1, Comms 1, Mechanic 2, Engineer (power) 1, Vacc Suit 1, Space Science (robotics) 1, Gunnery (turret) 1, Trade (space construction) 0, Physical Sciences 0, Space Sciences 0, Discipline 0, Zero-G 0Has a lot of potential. Naval Retainer. Air/raft
Benjoe GarciaSecurityB88874Human MaleArmy (Cybernetic Shock Troops), 5T0Gun Combat (energy rifle) 2, Computer 1, Heavy Weapons (man portable artillery) 3, Leadership 1, Melee (blade) 1, Navigation 1, Tactics (military) 1, Trade (civil engineering) 0, Drive 0, Comms 0, Athletics 0, Recon 0, Decorated combat vet, but heavy-handed. Requires Anagathics. Enemy. Cybernetics: Internal Medkit (Left arm), Integral Blades, Subdermal Armor (3), Augment (Dex +2)
Bill Langdon Security/Engineer695886Human MaleMerchant (Merchant Marine) 4T0Mechanic 1, Pilot 1, Vacc Suit 2, Engineer (life support) 1, Engineer (power) 1, Engineer (maneuver) 1, Gun Combat (energy rifle) 1, Trade (civil engineering) 0, Admin 0, Space Sciences 0, Language (Darrian) 0, Drive o, Broker 0, Comms 0, Persuade 0, Pilot (small craft) 0 0
Carson TanakaSecurity/Turret 96C8865Human MaleArmy (Cavalry), 5T0Vacc Suit 1, Leadership 1, Drive (wheeled) 1, Drive (mole), Gun Combat (energy rifle) 1, Gunnery (turret) 1, Sensors 1, Flyer (grav) 1, Recon 2, Mechanic 1, Zero-G 1, Seafarer 0, Computer 0, Physical Science 0, Drive 0, Athletics 0, Gun Combat 0, Melee 0, Heavy Weapons 0Cybernetics: Augment (Dex +1), Subdermal Armor (3)
Claire HardySecurity/Turret 86C9AB5Human FemaleNavy (Gunner) 3T0Sensors 2, Gunner (turret) 2, Mechanic 1, Engineer (electronics) 1, Animals 0, Comms 0, Medic 0, Drive 0, Discipline 0, Gun Combat 0Back up Sensors Op
Darius Arturo DoyleSci/Med Tech5679A9Human MaleScholar (Scientist), 3T0Computer 1, Medic 1, Science (cybernetics) 1, Science (electronics) 1, Science (physics) 1, Comms 0, Diplomat 0, Investigate 0, Engineer 0, Admin 0, Life Sciences 0"Mad Scientist"- Obsessed with "improving" Humaniti. Should be closely supervised.
Diana JacksonSecurity7A7957Human FemaleArmy (Calvary), 2TMercenary (Striker-Sniper) 2TGun Combat (slug rifle) 1, Gun Combat (energy rifle) 2, Recon 3, Gambler 1, Leadership 1, Flyer (grav) 1, Heavy Weapons (Launchers) 1, Vacc Suit 1, Battle Dress 1, Animals 0, Trade (agriculture) 0, Drive 0, Athletics 0, Melee 0, Tactics 0Augment (End+2). Leadership potential. Enemy, Rival.
Diego HarrisSecurity/Turret 459869BHuman MaleNavy (Flight), 9T0Astrogation 1,Gun Combat (slug pistol) 1, Gunner (turret) 2, Leadership 1, Pilot (spacecraft) 3, Vacc Suit 1, Zero-G 1, Mechanic 0, Comms 0, Engineer 0, Physical Sciences 0, Carouse 0Almost wasted in Security. Good back up Pilot. Requires Anagathics
Frank StevelinSci/Med Tech657989Human MaleScholar (Physician), 3T0Advocate 1, Broker 1, Medic 2, Space Science (xenology) 1, Streetwise 1, Comms 0, Computers 0, Diplomat 0, Investigate 0, Life Sciences 0, Social Sciences 0, Advocate 0Previous history of addiction to stims, but in recovery
George CresterSecurity986768Human MaleMarine (Star Marine) 2TArmy (Infantry) 2TGun Combat (slug rifle) 3, Gun Combat (slug pistol) 2, Gun Combat (energy rifle) 2, Heavy Weapons (launchers) 2, Heavy Weapons (man portable) 1, Sensors 1, Animals (ride) 0, Drive 0, Language (Trokh) 0, Medic 00
Gilder de BrownEngineer52A989Human FemaleScout (Courier) 3TNavy (Gunnery) 2TVacc Suit 2, Mechanic 1, Gun Combat (energy pistol) 1, Engineer (jump) 2, Computer 1, Astrogation 2, Comms 1, Pilot (space craft) 1, Language (Gvegh) 0, Physical Sciences 0, Pilot 0, Zero-G 0, Gunnery (turret) 00
Janie GrownesSensors/Comms5C89A9Human FemaleScout (Courier-XBoat) 2TRescue Ops (Space), 2 TPilot (spacecraft) 1, Comms 2, Space Science (xenology) 1, Social Science (psychology) 1, Engineer (electrical) 1, Sensors 2, Battle Dress 1, Athletics (coordination) 2, Medic 1, Tactics (rescue) 1, Astrogation 0, Navigation 0, Streetwise 0, Vacc Suit 0, Computer 0Secret (Scouts book). 2 rivals. Cybernetic Implant (Int +1)
Janna VententEngineer763BC8Human FemaleNavy (Engineering), 4T0Mechanic 1, Melee (blade) 1, Engineer (maneuver) 1, Vacc Suit 1, Navigation 2, Admin 2, Engineer (jump) 1, Engineer (power) 1, Space Sciences 0, Physical Sciences 0, Drive 0, Carouse 0, Pilot 0, Gunnery 0, Gun Combat 00
Jerey UgotigaSecurity/Turret 75969FCHuman MaleNavy (Crew), 6T0Gun Combat (energy pistol) 1, Mechanic 3, Tactics (naval) 2, Steward 1, Gun Combat (energy rifle) 1, Recon 2, Melee (blade) 2, Vacc Suit 1, Gunnery (turret) 1, Leadership 1, Comms 0, Mecid 0, Trade (woodworking) 0, Pilot 0, Zero-G 0, Contact
Nancy AndrewsSecurity/Turret 1596998Human FemaleNavy (Line/Crew), 3T0Admin 1, Gun Combat (energy pistol) 1, Gunnery (turret) 2, Mechanic 1, Tactics (naval) 1, Astrogation 0, Pilot 0, Vacc Suit 0, Comms 0, Computer 0, Carouse 0Has leadership potential
Nisa GonzalSecurity/Turret 5597AA8Human FemaleDrifter (Wanderer-Vagabond), 1TNavy (Gunnery), 2TPhysical Sciences (physics) 1, Gun Combat 0, Gunnery (turret) 2, Engineer (electronics) 1, Tactics (naval) 1, Mechanic 1, Vacc Suit 0, Carouse 0, Comms 0, Engineer 0, Recon 0, Stealth 0, Persuade 0, Melee (unarmed) 0, Needs additional Gun Combat training. Potential back up Engineer/Tech. Contact
Race CamdenSecurity/Turret 2978668Human MaleArmy (Calvary), 4T0Drive (tracked) 2, Gun Combat (slug pistol) 1, Gunnery (turret) 3, Recon 1, Athletics 0, Melee 0, Hvy Weapons 0Huge guy. Loves to eat and shoot.
Seani ZygeAstrogator/Computer Op665AC9Darrian MaleScholar (Researcher), 4T0Life Sciences (bio) 1, Life Sciences (psioncology) 1, Astrogation 3, Admin 2, Space Sciences (cybernetics) 1, Streetwise 0, Computers 0, Medic 0, Life Sciences 0, Space Sciences 0, Sensors 0Back up Sci-Tech. Enemy from Darrian University days. Non-Darrian scientist contact.
Sterling UzbekSecurity/Turret 67A8853Human MaleArmy (Cavalry), 3T0Gun Combat (slug rifle) 1, Mechanic 1, Gunnery (turret) 1, Melee (club) 1, Recon 1, Drive (tracked) 1, Animals 0, Carouse 0, Drive 0, Athletics 0, Gun Combat 0, Melee 0, Heavy Weapons 0Rival
Tebor TrgletSecurity7C7799Human MaleMarine (Star Marine) 4T0Battle Dress 2, Tactics (military) 1, Heavy Weapons (launchers) 1, Gun Combat (energy rifle) 2, Leadership 1, Medic 2, Stealth 1, Advocate 1, Gun Combat (energy pistol) 1, Animals (ride) 0, Art (holographics) 0, Carouse 0, Engineer 0, Athletics 0Back up Medic
Thom HobbsSteward/Morale Officer98A7AAHuman MaleMarines (Star Marine) 3TEntertainer (Performer) 3TArt (compose music) 1, Art (keyboard) 1, Battle Dress 1, Gun Combat (slug rifle) 1, Leadership 1, Heavy Weapons (launchers) 1, Explosives 1, Steward 2, Carouse 1, Physical Sciences (physics) 1, Streetwise 0, Drive 0, Computer 0, Athletics 0, Stealth 00
Yalley OsmondSecurity565685Human MaleNavy (Line/Crew), 7T0Admin 1, Comms 2, Gun Combat (slug rifle) 2, Gunner (turret) 1, Language (Gvegh) 0, Mechanic 1, Pilot (spacecraft) 2, Zero-G 2, Astrogation 0, Trade (polymers) 0, Computer 0, Engineer 0 Old veteran space hand. Versatile. Good back up pilot.
September 30 (8 years ago)
These are some characters i quickly generated as crew sub jest to GM approval and that of the Captain and board.


Thom Hobbs
male 6 terms 3/3
 Star Marine/Performer
rank 2
Str 9
Dex 8
End 10
Int 7
Edu 10
Soc 10
High pop Street wise 0 Drive track 0 physical sci 0 Computer 0 Athletics Swim 0 Tactics 0 stealth 0
Compose music 1 Keyboard 1 Battle dress 1 Gun Cbt slug 1 Leadership 1 Heavy wpns 1 Explosives 1
steward 2 Carouse 1 Physics 1
30 000 cr
Gun


Janna Ventent
Engineer Female
Navel comander 3 terms

Str 7
Dex 6
End 3
Int 11
Edu 12
Soc 8
Commissioned rank 4 Asteroid world
Space science 0 Physical science 0 Drive Grav 0 Carouse 0 Zero g 0 Pilot Small craft 0 Gunner laser 0 Gun laser pistol 0
Mechanic 1 Mono blade 1 Engineer M/drive 1 Vacc suit 1 Navigation 2 Admin 2 Engineer Jump drive 1 Engineer P/Plant 1
Kicked out after 3 Terms
M/O benefits
75000
Tas membership


Bill Langdon
Engineer Male 4 terms merchants
Str 6
Dex 9
End 5
Int 8
Edd 8
Soc 6
Industrial
Trade 0 Admin 0 Space science 0 Darian 0 Drive Grav 0 Broker 0 Steward 0 Comms 0 Persuade 0 Pilot Small craft 0
Mechanic 1 Pilot 1 Vacc 2 Engineer Power 1 Engineer Life support 1 Gun Combat Laser weapons 1 Engineer M/ drives 1
Criminal enemies destroyed ships
60 000 cr
Scouts
Laser rifle


Gilder de Brown
Engineer Female 4 terms

Str 5
Dex 2
End 10
INt 9
Edu8
Sco9
Garden world
Train animals 0
Vargar 0  Computer 0 Physical sciences 0 Pilot Capital ships 0 Zero g 0 Gunner missile 0
Vacc 2 Mechanic 1 Laser pistol 1 Engineer jump drives 2 Computer 1 Pilot space craft 1Comms 1 Astrogation 2
booted out 3 terms
scouts Courier
navy rank 3
Failed reenlist after 2 term
41 000 cr
Laser Pistol
Tas membership
September 30 (8 years ago)
If you put Jeff and Runt in a turret each we can get away with 10 security guys rather than 12. 
September 30 (8 years ago)
If you put Jeff and Runt in a turret each we can get away with 10 security guys rather than 12. 
September 30 (8 years ago)
Would love to roll up another character. I'm not able to make it to the game this Sunday, but could catch up with someone Friday night?
September 30 (8 years ago)
    Yer but Jeff i believe has Sensor Opp's 1 and we could use him in the bridge during "Action Stations" And you are needed to keep an Eye on the grunts. Shore as shit at least 1 of them are going to stab us in the back. mmmm Do we have a psychologist in the group? or a mind reader?
    Also Looking at crew and potential passenger number we don't have enough life pods or seats g-carrier, air raft and shuttle for everyone. Maybe another G-carrier? We have the space and cash and the extra fire power on away missions is always a bonus. Or maybe 2 extra ones and get rid of the air raft.(stupid things air rafts).
September 30 (8 years ago)
Yer Alby id like to chat about the lay out of the ship and the Q-store Name a time. Put both local and us in the time. lol.
September 30 (8 years ago)
Yeah I've been thinking about how to keep our folks mobile. Two G-carriers would be cool. One Trump carrier and the other a grunt carrier. 
September 30 (8 years ago)

Edited October 03 (8 years ago)
More Npc's For GM approval, Security force Part 1

986768
Male George Grester star marine / Army 2/2
Agricultural
Ride horse 0 Drive wheeled 0 Alsan 0 Medic 0
Gun cbt Slug thrower 3 Slug pistol 2 Laser wpns 2 Battle dress 1 heavy weapons Launcher 2 man portable artillery 1 sensors 1
Booted out on marines for fighting with an officer and failed re enlist for Army Gun 43 000 cr Tas member


D4B289
Rita Linnet Female Army infantry Nco Sergent 5 terms
Desert world
Survival 0 Carouse 0 Painting 0 Dive wheeled 0 Athletics  0 Drive Tract 1 Medic 1 Recon 1 Melee 1 Hvy Wps FA 2 Gun cbt slug  thrower 2 Gun cbt pistol 1 Leader ship 1
2 Cbt implants Gun Armor and 40 000 C


7C7799
Tebor Trglet Male Star Marine Officer rank Force comander 4 terms
Garden
Ride Animal 0 Art Demographic's 0 Carouse 0 Engineer power plant 0 Varga 0 Athletics 0 Battle Dress 2 Tactics 1 Heavey Wpns  Launchers1 Gun Cbt Energy 2 Leadership 1 Medic 2 Stealth 1 Advocate 1 Gun Cbt slug 1
Armor Gun 35 000


49B7A6
Ashter Billet Male Army Lance Sergent Nco
High pop
Streetwise 0 Drive wheeled 0 Physical sci Chemistry 0 Life sci Biology 0 Trade 0 Drive Track 0 Athletics 0 Melee 0 Cun Cbt Energy 2 Energy pistol 1 Recon 1  Hvy Wpns MPA 2 Sensors 1 Engineer power plant 1 Navigation 1Leadership 1
Combat implant Gun 30 000 Cr
September 30 (8 years ago)

Edited September 30 (8 years ago)
Here's one...

5C88A8
Janie Grownes HumF  Scout (Courier/XBoat) 2 terms Rank 1, Rescue Ops (Space) 2 terms Rank O1 Age 34
High Tech
Pilot (spacecraft) 1, Comms 2, Astrogation 0, Navigation 0, Streetwise 0, Space Science (xenology) 1, Engineer 0, Engineer (electronics) 1, Sensors 2, Vacc Suit 0, Battle Dress 1, Athletics (co-ordination) 2, Medic 1, Tactics (rescue) 1, Social Science (psychology) 1, Computer 0, Zero-G 1
Secret (Scouts book), 2 Rivals, Implant, 88,750 Cr
September 30 (8 years ago)

Alby said:

Would love to roll up another character. I'm not able to make it to the game this Sunday, but could catch up with someone Friday night?

I'll be hanging out in the Roll20 Chat, making npc crew, on and off, for the next few hours.
September 30 (8 years ago)
For Red shirts would it be easier to make folks who have just served 1 term? Just thinking that folks with actual experience would be getting real jobs.
September 30 (8 years ago)

Edited October 01 (8 years ago)
378867
Briane Collie HumM Scout (Exploration-Analysis) 1 term, Agent (Law Enforcement- SpecOps) 2 Terms Rank 2 Sergeant, Age 34
Vacuum
Carouse 1, Comms 0, Computers 0, Gun Combat (slug-throwers) 1, Gun Combat 0, Heavy Weapons 1, Language 0, Life Sciences 0, Navigation 0, Space Sciences 0, Space Sciences (remote ops) 1, Tactics (military) 1, Vacc Suit 0
+1 Trust, Law Enforcement Gear, 8,500 Cr

665AC9
Seani Zyge DarM University (graduated w/Honors), Scholar (Researcher) 3 terms, Rank 4 Respected Scholar, Age 34
High Pop
Streetwise 0, Computers 3, Medic 0, Life Sciences 0, Life Sciences (biology) 1, Life Sciences (psioncology) 1, Astrogation 3, Admin 2, Investigate 0, Physical Sciences 0, Space Sciences 0, Space Sciences (cybernetics) 1, Sensors 0
Enemy from University (prank gone wrong), non-Darrian scientist Contact, 65,000 Cr.
September 30 (8 years ago)

Alby said:

For Red shirts would it be easier to make folks who have just served 1 term? Just thinking that folks with actual experience would be getting real jobs.

We're paying more than the standard rate for red shirts (by 33%), before you even take into account our rep, our luxurious ship and profit-sharing. So we'll be hiring Security and Gunnery Professionals, thank you very much. ;)
October 01 (8 years ago)

Edited October 01 (8 years ago)
7A5957
Diana Jackson HumF Army (Cavalry), 2 terms Rank NCO 1, Rank O1 Lieutenant; Mercenary (Striker- Sniper) 2 terms, Rank 3 Strike Leader, Age 34
Agricultural
Animals 0, Trade 0, Drive 0, Athletics 0, Gun Combat 0, Gun Combat (slug rifle) 1, Gun Combat (energy rifle) 2, Recon 3, Melee 0, Heavy Weapons 0, Gambler 1, Leadership 1, Tactics (military) 0, Flyer 1, Heavy Weapons 1, Vacc Suit 1, Battle Dress 1
Enemy (Betrayal), Rival (superior officer- drove her out of the Army), Combat Implant, 75,000

677874
Bertin Powis HumM Drifter (Scavenger-Tomb Raider), 3 terms Rank 1; Drifter (Wanderer-Vagabond), 2 terms Rank 2, Age 38
Desert
Survival 1, Carouse 0, Engineer 0, Streetwise 0, Athletics 0, Vacc Suit 1, Melee 0, Recon 2, Mechanic 2, Social Science (archeology) 1, Engineer (maneuver) 1, Stealth 0, Deception 1, Jack of All Trades 3
Blade, Found radioactive salvage (-1 Str) and had to leave Scavenging, Odd Job (Holoshow extra- injured crewman #3 in a propaganda holo during 5FW), Ally (Social Worker), 2,000 Cr

B68874
Benjoe Garcia HumM Army (Cybernetic Shock Troops), 5 terms Rank NCO 2, O3 Major, Age 38
Industrial
Trade 0, Comms 0, Drive 0, Athletics 0, Recon 0, Gun Combat 0, Gun Combat (energy rifle) 2, Computers 1, Heavy Weapons (any) 3, Leadership 1, Melee (blade) 1, Navigation 1, Tactics (military) 1
Cybernetics (limb- 1), Cybernetics (weapon- 1), Cybernetics (body- 2), Cybernetics (any- 2)
Betrayed (friend becomes Enemy), Took charge after officers were killed and saved outpost (Commissioned)
Inflicted heavy civilian losses by calling in bombardment (+2 Adv, -1 Soc, "the Grim Reaper of [some place]"), On Anagathics (2 terms), -3,000 Cr Debt, Commendations (3 Combat Ribbons, Combat Command Ribbon, MCUF)
October 01 (8 years ago)

Alby said:

For Red shirts would it be easier to make folks who have just served 1 term? Just thinking that folks with actual experience would be getting real jobs.


Ours is real jobs, They will be working for their cash.
October 01 (8 years ago)
That's kindo my point. If the NPCs are better than the PCs we start to have a conceptual problem. The difference between NPCs and PC should be hat the PCs are the awesome ones who save the day. The spear carriers are those nameless background characters who die dramatically to make it obvious that the main characters are actually in danger.
October 01 (8 years ago)
I sort of agree with you Alby But there is no point in characters with 1 or 2 skills that cant do the job they are hired for. We want the engineers to at least be competent and the soldiers capable of fighting. Man i'm up for paying the crew double if they have the skills we need and they don't mutiny.
October 01 (8 years ago)

Edited October 08 (8 years ago)
I think it's safe to say that most of the NPC's we've put up so far are pretty clearly not on par with our PC's. I've also asked Bob to take a look, and he may very well say that the best of our potential crew would be too competent to want to work for us, or that they would want more money. 

Conceptually, I have no problem with crew that are super competent. They're still NPC's, after all, and that they don't have the spark that makes them the heroes of the story. That's not about skills and stats, in my mind, it's about attitude and intention. NPC's are doing the work we pay them to do and generally, no more. They're not looking for adventure and glory, they're trying to get through their lives with a minimum of effort and a maximum of comfort and fun.

That said, I could see where we might look at a dramatically over-qualified candidate and wonder why she would take the job we're offering. In a case like that, we might worry that she might run off as soon as a better job comes up, or that she has some hidden agenda behind wanting to join us.
October 01 (8 years ago)

Edited October 01 (8 years ago)
597AA8
Nisa Gonzal HumF Naval College (Failed), Drifter (Wanderer-Vagabond) 1 term, Navy (Gunnery) 2 terms Rank NCO2, O2, Age 34
Ice-Capped
Vacc Suit 0, Carouse 0, Comms 0, Engineer 0, Streetwise 0, Recon 0, Stealth 0, Persuade 0, Melee (unarmed) 0, Physical Science (physics) 1, Gun Combat 0, Gunnery 0, Gunnery (turret) 2, Engineer (electronics) 1, Tactics (naval) 1, Mechanic 1
Contact, 12,000 Cr.
October 02 (8 years ago)
Just rolled up a pilot. Will post him up here soon. If folks like him I'll run him as my second character. In the latter part of his career he was  smuggling, and the event for his last term gained him a contact through smuggling anagathics. Maybe that could be a connection with Sebastian? Or the duchess of Mora maybe?
October 02 (8 years ago)

Edited October 02 (8 years ago)
Here's my first attempt at a character(I used IRL dice because Roll20 dice are evil.) 

Jerey Ugotiga
Human Male, Navy(Crew) 6 terms 4 rank(Officer due to commision). Age 38 Ice-Capped
Vacc Suit-0 Comms-0 Medic-0 Trade-0 Pilot(any)-0 Vacc Suit-0 Zero-G-0 Gunner(any)-0 Mechanic-0 Gun Combat(any)-0 Gun Combat(any) Increase any skill by 1 Mechanic-1 Tactics(naval) Gun Combat(any) Recon-1 Leadership-1 Mechanic Vacc Suit Mechanic Recon-1 Melee(any) Vacc Suit Gunnery(any)-1 Leadership-1 Melee(blade)-1 Tactics(naval) Steward 1

Contact, TAS member, Weapon


Strength: 5
Dexterity: 9
Endurance: 6
Intelligence: 9
Education: 15
Social: 12

(May downgrade my Soc due to it being 12... I decided to roll my char stats by rolling Strength 1st, Dex 2nd, End 3rd, etc. So I didn't choose where each stat was placed just to make CharGen more exciting. Also Edu was 12 then in mustering out I got 3 Edu)


Don't think this character will be used as an NPC(or at all) because he's a little TOO qualified(12 Soc, 15 Edu), I was gonna end at 4 terms, but I got greedy and ended at 6.

EDIT: Fixed amount of advancements, He advanced 4 not 3.
EDIT #2: Left out a skill he got from an event

October 02 (8 years ago)

Edited October 08 (8 years ago)
gro'bl'toh! (Gobble)


(not the actual image I based this character on. Actual image is on my dead computer)

Wanted to roll up a pilot seeing that the ship seemed to really need one. I normally stop after 4 or 5 terms but this time I figured I'd stop till either I reached a decent level of pilot skill or the character was at risk of dying of old age. 
... 12 terms later I ended up with the following.

267797. Age 66
Coms- 4
Pilot (starship)- 3
Engineer (electronics)-3
mechanic -2
Space Science (robotics)-2 
Astrogation -1
Linguistics-1
Advocate -1
Streetwise -1
Sensors-0
Navigation-0
Zero G -0
Discipline -0
Deception -0
Persuade -0
Vacc -0

(edited to add specialisations)
October 02 (8 years ago)

FOUND IT! 
Although now that I look at it again maybe that place holder image I put in is a better one? Maybe this is a pic of Grobble taken in his younger years?
October 02 (8 years ago)

Edited October 02 (8 years ago)

Alby said:

Just rolled up a pilot. Will post him up here soon. If folks like him I'll run him as my second character. In the latter part of his career he was  smuggling, and the event for his last term gained him a contact through smuggling anagathics. Maybe that could be a connection with Sebastian? Or the duchess of Mora maybe?

"Smuggling anagathics?"

Is that supposed to by a crack about Sebastien's integrity, his age, or both? ;)

Grobble certainly looks like a good pilot/great bridge officer! But...um, what is he?

Buddah, Jerey does look worth hiring, if he'd be willing to take a job as a Security/Gunnery officer. Dunno if that's likely, though... 

Otherwise, we look like we can make most of a good crew between the npc's Vic and I threw together, assuming that they all work for Bob. We'll need to either make up a few more Security officers with Gunnery, though,  or pick some gunners out of the 1001 Characters book. I'll try to put together a crew roster for tomorrow night, subject to Bob's approval, of course.
October 02 (8 years ago)
If he were to apply I think he should be hired on as security but not gunnery. He'd do gunnery in times of crisis because he's skilled, but he wouldn't want to be labeled as a gunnery dude. Also with his Soc, Edu, and steward 1 he'd be a good fit to actually be ground security for higher profile clientele. (Sorry I accidentally rolled up a NPC with PC skills and stats...)
October 02 (8 years ago)
Yer was thinking 1001 charters to finish off the troops, got sick of rolling characters with 2 or more stats of 3 or less. must of rolled up close to 30 characters to get 8 worth hiring. and Alby you should of started on the Anagathics with that dude and not roled against age. hehe

October 02 (8 years ago)
Smuggling anagathics?"

Is that supposed to by a crack about Sebastien's integrity, his age, or both? ;
I didn't make it up. It was an event generated during character generation:

  • 54 - You smuggle anagathics for a local noble. Gain him as a contact. If you wish, you may blackmail him turning him into an enemy but gaining +2 DM to advancement rolls this term.
When I failed the survival roll during the Merchant career I rolled up "your ship is caught hauling illegal cargo". I would have stopped character gen right there but I had a +2DM to my next qualification roll from the previous term's event, so I thought it'd be cool to run for another term in the smuggler career.
Grobble certainly looks like a good pilot/great bridge officer! But...um, what is he?
Well ... If Darrians are space elves, and Geonee are space dwarves, Grobble's race are space goblins. He's partly based on a D&D character I played a while back.

seeing that there are a countless number of minor races in Known Space I didn't think it was too much of a stretch to run with a race that was "goblin like". I rolled him up as if he was a human stat wise, so if there are objections to having space goblins in our game I could just run him as a human. I think you guys would enjoy Grobble's though.

October 02 (8 years ago)

Edited October 02 (8 years ago)
A bit more about Grobble....

His race comes from a small world orbiting a red dwarf star. The planet is landlocked with one side always facing the sun. This bright face is constantly being bombarded with deadly radiation and is regularly being sterilised by flares from the nearby sun. The night side is a frozen wasteland in which even the deepest oceans are frozen solid. All life on the planet lives in the twilight zone and is constantly being assailed by either freezing ice storms or superheated winds from the bright face.

With surface conditions so hostile, most life on the world has developed underwater or underground in the world's extensive cave systems. Grobble's race has adapted to life underground. Olifactary senses are almost nonexisent. Eyes are large and have adapted to seeing in low light conditions. As a consequence they have difficulty coping with bright natural light.

In an attempt to escape the Solamani human supremacists who had dominated their world, large sublight ships were built to carry the race across the rift to a new home... 

... And after hundreds of years in cold sleep they awaken at the end of their journey ... Only to arrive in territory now dominated by humans. 

Grobble's career history:
TERM 1 Scouts (courier - cipher)
Discovered a secret, black project. Is paid off and forced out of the service.

TERM 2 - 4 Navy (planetary - crew,pilot)
Gained a poor reputation for taking things too easy. Failed to be promoted in any navy terms.

TERM 5 - 10 Merchant (free trader - tramp)
TERM 11 - 12 Smuggler ... Will finish soon
October 02 (8 years ago)

VIC e. said:

... and Alby you should of started on the Anagathics with that dude and not roled against age. hehe

Nar. The problem with anagathics is that you have to make two survival rolls each term. Knowing my luck the injuries from failed survival rolls would hurt more than getting old would.

October 02 (8 years ago)
Oh well then we will have to chrome the old little thing up a bit.
October 02 (8 years ago)
Alby with Gobbly how about specialist engineer weaponry? hehehe just a thought although bob would need to OK it. After all i have a shopping list for the ship and weapon tool kits are available, so i think it would stand to reason  there would be engineers that specialize in that sort of stuff, maybe even space sciences Star ship weapons. Maybe he was to cheep to buy weapons so he Jerry rigged then or made weapons he smuggled look like furniture. just a thought.

October 02 (8 years ago)
I was thinking about that at one point, but I'm trying to keep my characters as far apart from each other as possible. Having Grobble bang say at weapons would put him pretty close to kayleb.
October 02 (8 years ago)
5A7BA9 (I know, I know. But I did roll these scores. They're in the Roll20 Chat)
Athen Flarker HumF Tried to get into Naval College, but failed. Navy (Engineering- Electronics) 3 terms, Rank E4
Industrial
Trade 0, Computer 1, Comms 1, Physical Science 0, Space Science 0, Discipline 0, Mechanic 2, Engineer (electronics) 1, Vacc Suit 1, Zero-G 0, Space Science (robotics) 1, Gunnery (turret) 1
Injured First term while crewing an experimental ship, Ship misjumps 2nd term- badly injured (-4 End, but Navy medics patched her up), Cross-Trained at Gunnery (Turret) 
33,000 Cr, Air/Raft, Retainer (1,000 Cr/month)
October 02 (8 years ago)
Overall I am fine with where you all have gone with this. As I said, your crew is being treated as a sandbox to me. I will let you assign them where you will and will work out quirks/hidden risks and the such on my end as well as any contacts/allies/rivals/enemies noted that I may be able to leverage etc...
October 02 (8 years ago)

Alby said:

I was thinking about that at one point, but I'm trying to keep my characters as far apart from each other as possible. Having Grobble bang say at weapons would put him pretty close to kayleb.


What Runt has weapon engineering?

October 02 (8 years ago)
Not exactly. His skill would count as 0. But he is the guy maintaining the weapons and the Q store. If I run with another character I want to try and keep it away from what Kayleb does if I can. 
October 07 (8 years ago)
I just realized that we do still sort of have a hole. I had given the same gunner 2 turrets. So we are short 1 Gunner during Action Stations.

I've also noticed that Drex does not have a post during Action Stations. 

Any suggestions on either issue would be helpful.
October 07 (8 years ago)

Edited October 07 (8 years ago)
We've got a Security officer who isn't really needed elsewhere at Action Stations, who has a 10 Dex. So Jacob will spend a week training him in Gunnery (turret) before we get underway. That will cover the Gunner hole.

As for Drex, I guess it could be good to just have him on the Bridge to advise during action situations. Actually, I really like that. Having Drex and Sebastien on the Bridge when shit goes down means we have our brain trust at our disposal and that we are in a good position to keep them safe.
October 08 (8 years ago)
VIC e. said:
We actually have at least 3 NPC's who have medic and are there for in part at least under the doc control, as he should have the authority to take charge of them when he is need of them and they should also meet with the chief doctor regularly for training and practice. On a military styled ship like ours it would also be the custom for medical to out rank science as its a much more important part of the ships operation. As for they DOc's pay while it is higher than what the book suggests and way more than what Izek got for most of his time with the company, i would have thought it should be closer to 6000cr. However my pay over the total time i have been with the company is still way less than my first bonus check of 610 000. and since that day i am now worth 20 mill in cyber gear 40 mill in company shares 5 mill in cash but have 3 mill in debt hehehe. so the pay check, although impotent to your character will be a tinny part of your pay in the future and even more so when the Athena gets flying. Also in a purely meta point, as a non owner - director you would not know what the pay grades of the other staff/crew/owners would be

Cut and pasted from the "Pay Day" thread.

As we've been speaking to Taroon's concerns, but haven't yet heard his response, I just want to paste this here to get the discussion going in the right forum.
October 08 (8 years ago)

Edited October 08 (8 years ago)
If T'roon is interested, I was thinking that we could cut a group out of the gunnery section - the ones with at least medic-1 - turn them into a response team. 

If we have PCs manning turrets then we could cut down the number of gunner/security guys by that many. So if Kayleb, Jeff, RV (?) are going to be in turrets then we should cut 3 from gunner/security and turn them into the response team.

The primary role of the response team would be to scurry up to injured personnel and un-injure them. In space combat they'd be at the ready to administer anti-rad meds and such.
October 08 (8 years ago)

Edited October 08 (8 years ago)
Candidates for response team:
Rita
Tebor
Janie

... and maybe Tom (piano man) Hobbs. 

I'm hoping to organise the redshirts into fire teams (Striker style) with 4 NPCs and a PC "NCO" leading the team. Rita and Tebor are both medics. Janie is a medic and also has tactics (rescue). Seemed like a good crew for T'roon.

Piano Man isn't a medic, but he is good with the passengers and can also bring the biff when things hit the fan.
October 08 (8 years ago)
Piano man is a candidate for Rescue Battle Dress with arm mounted retardant dispencer
I was thinking we should probably have all the NPC's have Medic-0 kind of like the Self-Aid/Buddy Aid they utilize for ground units. Further, we should all make a habit of carrying a Personal AutoMedic TL11 and a Personal MediScanner TL12 both are small and should be incorporated into ground missions and during in Space Action Stations events. Since we're discussing the duty stations of individuals for Action Stations we should probably be thinking of worst case events as well like assigning a damage control/rescue party, the ship is quite capable but there's always a bigger fish in the ocean.
October 08 (8 years ago)

Gimmielots said:

Further, we should all make a habit of carrying a Personal AutoMedic TL11 and a Personal MediScanner TL12.
For sure. Vic and I were talking about the company vacc suits during the meta session. Auto medics and med scanners all 'round is definitely going to happen. Was also thinking about personal computers with intelligent interface and expert programs like Survival and Medical.

Also hear what you're saying about worst case scenarios. I guess we need to be thinking on three different levels here - general medical attention for passengers and crew, medical support during space combat, and medical support during ground combat. If we can be ready to fend off death in all three arenas I think we'd be doing well.
October 08 (8 years ago)

Edited October 08 (8 years ago)
I put the master Crew Schedule in the first post of this thread for reference and discussion. Here are some thoughts on the various departments of the ship, in no particular order. Please go through this stuff and the Schedule and post your ideas and concerns. I've been building some of the ideas you've been talking about into the Roster and the Schedule already, but if you guys want to dig into this stuff and maybe take ownership of specific departments or whatever, that would be great.

Gunnery (Security)
Note that we have 12 living gunners including Jeff and Kayleb. RV is not currently trained in Gunner. To get to that full compliment of living gunners, we actually have to train up one of our Security staff in Gunner. Crow has selected Ashter Billet for that, as he has a Dex bonus and the other members of the Action Stations Security Team have skills that are important to the balance of that team (see below). Kayleb and maybe Jeff could identify additional crew in any section to train as back ups, and/or work on getting some of our Gunner 0 folks up to a more respectable level.

Damage Control (Engineering)
We do have repair drones to assist in damage control and repairs, and Gerald and Bill Langdon will be the Engineers at Action Stations. Additionally, the Security team during Action Stations includes members with Mechanic skill to assist in Damage Control if needed. Other personnel can be assigned to damage control as needed. Gerald should definitely be identifying and training folks in Mechanic so that they can assist when the shit hits the jump bubble.

Medical
When we're at Action Stations, it's a given that everybody is on duty. That means that we have 3 dedicated medics, including Taroon. Tebor is in the Security Team at Action Stations specifically to act as a medic more than anything else. During each regular watch, there is one medic on duty, but he should know who he can call upon for additional assistance. 

Science
More than any other department, Science is going to be pretty much entirely "as needed." We don't generally need a "scientist on duty," and Drex's post in both Action Stations and in the regular schedule will be on the bridge, assisting with the computers and advising the command officer on duty with all things sciencey. What I'd really like to see Drex be working on, however, is not only overseeing the labs but also proposing research and experiments, working with all of the other crew chiefs to coordinate education and training. Obviously, when a ticket or some other mission has a scientific aspect, that will become Drex's primary job, and he should have a good idea of which crew people he can call upon to assist.

Security Teams (Security/Medical/Damage Control)
If you check, you'll see that I've tried to set up the Security teams both at Action Stations and in each watch with an eye toward a balanced skills set. There are (or should be) team members in each group with Medic, Leadership, Tactics, Heavy Weapons, Mechanic, Battle Dress and so on. So to some extent, at least, the Security Teams are designed to work as Response Teams.

Ace in the Hole (Steward)
Thom Hobbs is our Steward, so his primary responsibility all day every day is the passengers (if we have any). Thom's job in any emergency will be to gather and protect the passengers and he's well-suited it. If we don't have any passengers, Thom can be grabbed be whichever Crew Chief needs him, of default to Security. Thom's an excellent candidate for Medic and Mechanic skills. Flyer or Pilot (small craft) might also be a good idea, just in case he needs to evacuate the passengers in the worst case scenario.

Response Teams (All Departments)
Aside from the Security Teams I don't think we need to have scheduled Response Teams. Aside from the fact that we don't have the personnel, the circumstances of different operations may call for very different teams. It's the job of the Command Officer on duty and the Mission Leader to choose the right people for special operations outside of the routine. That's not to say that there's any harm in considering and discussing potential teams and really looking into thew skills of our crew. 

Training (All Crew Chiefs)
I really like that you guys have started thinking about personnel training and development. The Crew Chiefs for each section should really get to know their personnel, and to try to find ways to develop them. This includes both skills and gear, as you've already brought up. Back ups are good, too, particularly for Medical and Science, as these departments are lightly staffed, but should be able to pull from other departments as needed.
October 08 (8 years ago)

Edited October 08 (8 years ago)

Alby said:

Candidates for response team:
Rita
Tebor
Janie

... and maybe Tom (piano man) Hobbs. 

I'm hoping to organise the redshirts into fire teams (Striker style) with 4 NPCs and a PC "NCO" leading the team. Rita and Tebor are both medics. Janie is a medic and also has tactics (rescue). Seemed like a good crew for T'roon.

Piano Man isn't a medic, but he is good with the passengers and can also bring the biff when things hit the fan.

Sorry, Rita didn't actually get hired. Despite her awesome Strength and Endurance, her 4 Dexterity and 2 Int kind of disqualify her. I also was prioritizing folks with Gunner skill, and she doesn't have it. If you want to make a case for her either at the expense of a different crew member or even as another crew member I'd be willing to go with it if the Board were willing. 

This does prompt me to mention something that I've been thinking about: more staterooms. I know that I've been the one against allocating any more of our resources than necessary for crew or staterooms, but maybe 3 more staterooms and another crew person or two wouldn't drive us into poverty. Actually, we have one crew person alone in a double stateroom atm.

We currently have 27 staterooms and 2 brig cells. 14 Staterooms are private quarters for crew, 9 are double quarters for crew (although one of these has only one person in it), and 4 staterooms remain for patrons/passengers.

What do you guys think?
October 08 (8 years ago)
Jerey would be great in response teams, he just doesn't want to be gunnery. Even though he's skilled in it he would rather be security but not gunner.
October 08 (8 years ago)
Our next crew person should be a woman, to give us a total or 8. we avoid putting men and women in same room.

October 08 (8 years ago)

Buddah said:

Jerey would be great in response teams, he just doesn't want to be gunnery. Even though he's skilled in it he would rather be security but not gunner.

At the moment, we need to have Jerey in a turret at Action Stations. I suppose that we can revisit that if we pick up a couple more crew or train some of the existing crew in Gunner.
October 08 (8 years ago)

VIC e. said:

Our next crew person should be a woman, to give us a total or 8. we avoid putting men and women in same room.


Agreed.