View previous topic :: View next topic |
Author |
Message |
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Sun Dec 24, 2017 5:41 pm Post subject: CRMcNeill's In-Universe Engineering Avatar. |
|
|
I had a fun thought after reading one of McNeill's posts on G+, perhaps we should build our own in universe Engineering NPC to tip our hats to him for all of the hard work that he's put in re-vamping stats and such over the years.
His avatar is a Besalisk http://starwars.wikia.com/wiki/Besalisk
So, we have a species to start with. In the Final Name, a fan guide for naming characters they have "common" names for Besalisks as follows:
Quote: | Besalisk
Male Names: Dexter, Dovoul, Fenix, Gatwer, Gort, Jebbis, Xerius
Last Names: Jettster, Ugg |
I kind of like the last name Ugg, since it fits with McNeill's online demeanor a bit. But, I'm open to suggestions. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sun Dec 24, 2017 5:52 pm Post subject: Re: CRMcNeill's In-Universe Engineering Avatar. |
|
|
Raven Redstar wrote: | I kind of like the last name Ugg, since it fits with McNeill's online demeanor a bit. But, I'm open to suggestions. |
Touché. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sun Dec 24, 2017 6:12 pm Post subject: |
|
|
Crumnix Ugg
Male Besalisk
Template Type: Cantankerous Engineer
Height: 1.81 meters
Weight: Mind your own kriffing business. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Sun Dec 24, 2017 6:42 pm Post subject: |
|
|
Alright, so we have a name.
I think he should be built with 18D attributes/7D skills, and 1cp for every 10 posts. So, 101 CP. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Sun Dec 24, 2017 6:48 pm Post subject: |
|
|
Quote: | Home Planet: Ojom
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D+2/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D+1/4D
STRENGTH 2D/4D+1
TECHNICAL 2D/4D
Special Abilities:
Extra Limbs: Male Besalisks have four arms, and female
Besalisks can have as many as eight arms. The extra limbs
give them a bonus to climbing and brawling of +1 per arm
(+1D+1 for a four-armed Besalisk).
Food Stores: A Besalisk can go without food for 8 days and
without water for 3 days.
Arctic Dwellers: +1D bonus to survival: arctic environments.
Good Swimmers: +2 bonus to swimming.
Move: 10/12 |
My .02 creds are 4D Tech, Mech, and Know, then minimize his Dex and Perception, put the rest into Strength.
So starting attribute spread:
Dexterity: 1D
Knowledge: 4D
Mechanical: 4D
Perception: 1D+1
Strength: 3D+2
Technical: 4D _________________ RR
________________________________________________________________
Last edited by Raven Redstar on Sun Dec 24, 2017 6:52 pm; edited 1 time in total |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sun Dec 24, 2017 6:52 pm Post subject: |
|
|
Raven Redstar wrote: | Alright, so we have a name.
I think he should be built with 18D attributes/7D skills, and 1cp for every 10 posts. So, 101 CP. |
Hmmmm....
My thoughts?
Dex 2D
Know 3D+1
Mech 3D
Str 3D
Per 2D+2
Tech 4D
Force 0D _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Sun Dec 24, 2017 6:58 pm Post subject: |
|
|
My thoughts on the 4D mechanical were to reflect your occupation of professional driver.
I feel like his Perception should be lower, maybe flex that +2 and put it in Knowledge, you're very knowledgeable of the SWU. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sun Dec 24, 2017 7:09 pm Post subject: |
|
|
Raven Redstar wrote: | My thoughts on the 4D mechanical were to reflect your occupation of professional driver.
I feel like his Perception should be lower, maybe flex that +2 and put it in Knowledge, you're very knowledgeable of the SWU. |
That's fair. As far as the Mech, 4D is the province of fighter pilots and race car drivers, IMO. I have a pretty good grasp of vehicle operation, but not that good. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Sun Dec 24, 2017 10:21 pm Post subject: |
|
|
For a skill splat/template to start from:
Weary Ship's Tech
or
Tongue Tied Engineer
I agree with the 3D assessment when you put it that way. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Dec 25, 2017 1:11 pm Post subject: |
|
|
I definitely consider myself more weary than tongue-tied.
So it would look something like so...Dex 2D
--Blaster
--Brawling Parry
--Dodge
--Firearms
--Melee Combat
--Melee Parry
--Running
--Thrown Weapons
Know 4D
--Alien Species
--Bureaucracy
--Business
--Cultures
--Planetary Systems
--Streetwise
--Survival
--Value
Mech 3D
--Archaic Starship Piloting
--Astrogation
--Communications
--Powersuit Operation
--Repulsorlift Operation
--Sensors
--Space Transports
Per 2D
--Bargain
--Con
--Gambling
--Hide
--Persuasion
--Search
--Sneak
Str 3D
--Brawling
--Climbing/Jumping
--Lifting
--Stamina
Tech 4D
--Blaster Repair
--Capital Ship Repair
--Capital Ship Weapon Repair
--Computer Programming/Repair
--Droid Repair
--First Aid
--Repulsorlift Repair
--Space Transports Repair
--Starfighter Repair
--Starfighter Repair
--Starfighter Weapon Repair
Force 0D I'm thinking some of the Engineering skills in Hideouts & Strongholds would be appropriate, maybe with the prerequisite Technical skills raise just enough to meet the minimum requirements. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Mon Dec 25, 2017 2:32 pm Post subject: |
|
|
Okay, so I think we should go with ships and vehicles first:
Capital Ship Engineering: Needs 5D Capital ship repair, 4D Cap Weapons Repair, 2D Computer Programming/Repair
Ground Vehicle Engineering: 4D Ground Vehicle Repair
Hover Vehicle Engineering: 4D Hover Vehicle Repair
Repulsorlift Engineering: 4D Repulsorlift Repair
Space Transports Engineering: 5D Space Transports Repair
Starfighter Engineering: 5D Starfighter repair, 3D Starship Weapons
Walker Engineering: 4D Walker Repair
Then, I'm thinking potentially Civil/Industrial Engineering (1D Bureaucracy, 2D Business, 3D Demolitions, 1D Law Enforcement, and 2D in any two repair skills.) or Installation Engineering (2D Computer Programming/Repair, 2D Demolitions, and 1D in 2 (A)Engineering Skills which would be covered by Capital Ship, Space Transports, & Starfighter) _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Dec 25, 2017 4:41 pm Post subject: |
|
|
So, most of those prereqs are so low that he qualifies for them through his attribute dice alone... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Mon Dec 25, 2017 6:38 pm Post subject: |
|
|
Yes, but I'm a little bit of a grognard like garkhal, and in my games, require at least +1 pip of training for it to count as a prerequisite skill for (A)skills. But, according to RAW, your attribute dice should be sufficient to cover it.
So, minimum, he will need 1D in Capital Ship Repair, Starfighter Repair, and Space Transports Repair and that will cover all the prerequisites for each of those, except for Installations which needs 2 (A)Engineering skills at 1D each. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
|
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Dec 25, 2017 11:03 pm Post subject: |
|
|
Raven Redstar wrote: | Yes, but I'm a little bit of a grognard like garkhal, and in my games, require at least +1 pip of training for it to count as a prerequisite skill for (A)skills. But, according to RAW, your attribute dice should be sufficient to cover it.
So, minimum, he will need 1D in Capital Ship Repair, Starfighter Repair, and Space Transports Repair and that will cover all the prerequisites for each of those, except for Installations which needs 2 (A)Engineering skills at 1D each. |
My only problem is that requiring a +1 screws over smarter / more experienced characters on CP cost. Where a character with 1D Knowledge would only need to spend 1 CP to get that bump, a character with 4D Knowledge would need to spend 4. In effect, you're saying that a galactic moron with 1D in Knowledge only needs a 1D+1 level of bureaucratic knowledge, while one of the galaxy's better educated has to have a 4D+1. I agree that 1D Bureaucracy is awfully low, but I think bumping the requirement up to 3D Bureaucracy would be more realistic than requiring a uniform +1 bump.
And as far as Attributes, it also seems something of a double standard to treat them as a base skill level for everything else, except as a prerequisite for Advanced Skills. IMO, unless specifically stated otherwise, Attributes should be treated as Base skills. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
|