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Fat Gandalf's Bar & Lounge (OOC chat) - Chapter Five

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A lot of fun. It was good to see the family in Texas, but I'm also glad to be home.
 
I will try (again) to post in here tomorrow. It's been a rough week for creativity (I blame work). =)
 
Sherwood Sherwood I'll post Mario's time with Spaceman Sam when I get some brain back. After that post I just wrote, I'm really out of it.

Enjoy this, friends!
 
Just in case this is not clear - the Wild Cards have the ability to literally complete Cera's skill set as a 2nd level Auxiliary Specialist (and if you don't know what that is in-game, ask in-game. Some of NPCs may have answers that may surprise you).

Where you decide to take Cera on this little journey is important - your skill recommendations might very well change her. Cera the housewife with a ton of Domestic skills? Believe it or not, it is possible to talk her into this. Cera the marine? O.K., so her hair is the wrong style, but yes, if you gals and guy talk her into that, then you have another person to help you in combat (same goes if you make her a mecha pilot, which while she can make the things, she certainly has no skill in piloting them). Cera the builder. This is what Cera is good at and it's a role that the Wild Cards certainly lack. If properly equipped, Cera could design, build, and upgrade all kinds of things.

But she can't do it by herself. She needs you.

This also isn't a bad time to decide where you want your characters to go in the future. =)
 
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I'm all for giving her the builder skillset. I just need to examine lists of skills to know what my recommendations are! ^;3^ Elinor is likely to lean heavily on the engineering side of things, that being her own educational focus, but she (and I) would also like to give Cera a martial arts style of some kind. Her own bias is towards Jeet Kune Do of course, not just because that's what she knows, but because it's a relatively adaptable style even in game terms, so Cera can adjust it to herself as she goes. On the other hand, it would also be good if she had something Mario could help her with too.
 
Even though Mario is not in the medbay, can Sherwood offer up his suggestions on what skills to plug into Cera?
 
Of course! I said "Wild Cards," not "Wild Cards minus Sherwood." =)

What's on your mind, oh pun-loving one?
 
Just making sure. Here are some of my suggestions for Cera.

WP Energy Pistol
WP Energy Rifle

RCC Related
Recognize Weapon Quality
Biomechanical Maintenance

Secondary skills
1. HtH Expert
2. HtH Martial Arts
3.
4. Field Armorer/Munitions Expert
5. Weapon Systems
6. Demolitions ?

Level 2
Gymnastics

I'm not quite sure what I'd plug into that last Secondary skill slot . . . Perhaps dump Demolitions and use the two slots for a Advanced Martial Art style? She needs to be able to defend herself, even if Cera is not going to be a front line fighter with us.
 
I would lean more to giving Cera the advanced HtH skill instead of the Demolitions. Kaerri brought up a good point that perhaps she should learn Tai Kwon Do from Mario to help the two of them get to know one another, and help overcome some of the inherent distrust she has of men.
 
Psychie Psychie With Kaerri suggesting Cera follow an engineering route and Sherwood seeming to suggest a commando-like path, what overall route would you recommend for her?
 
She already seems to have the bulk of the mechanical skills that I would recommend to a engineer. That being said, the only one I don't see that I think she'd need is the Biomechanical Maintenance, and possibly Robot Electronics and Robot Mechanics.

Common Skill Set (Zentraedi/Meltrandi)
Barter: 43% +4%
Computer Operation: 76% + 3%
Language: Zentraedi: 109% + 2%
Literacy: Zentraedi: 109% + 2%
Mathematics Basic: 81% + 3%

R.C.C. Skills
Climbing: 59% + 5%
Military Etiquette: 64% +5%
NBC Warfare: 54% +5%
Radio: Basic: 69% +5%
Space Survival: 39% + 5%
Zero Gravity Combat
W.P. None! Energy Rifle
W.P. None! Energy Pistol
Hand to Hand: Basic

M.O.S. (using Technical Officer O.O.C. from Expeditionary Force Marines Sourcebook, page 32)
Electrical Engineering: 59% +5%
Jury-Rig: 49% +5%
Mathematics: Advanced: 89% +2%
Mecha Engineering: 54% +5%
Mechanical Engineering: 49% +5%
Weapons Engineer: 49% +5%
Vehicle Armorer 54% +5%
Protoculture Engineer: 59% +5%
Robotechnology Engineering: 54% +5%
Starship Engineering: 49% +5%

R.C.C. Related
1. Lore (Zentraedi): 49% +5%
2. Reflex System Mechanics 49% +5%
3. HtH Upgrade
4. HtH Upgrade to an Advanced MA style, either Tai Kwon Do/Tai Kickboxing or Jeet Kune Do

Secondary skills
1. Hth Expert
2. HtH Martial Arts
3. Recognize Weapon Quality
4. Robot Electronics
5. Robot Mechanics
6. Artificial Intellignece

Skills attained through experience
2nd level - Gymnastics
 
Thoughts...

1. Concerning Biomechanical Maintenance (Protoculture), what does this skill offer that Protoculture Engineer does not? It seems to be what Basic Mechanics is to Mechanical Engineer?

2. Forgive me, but the martial artist in me must point out the correct spelling of Tae Kwon Do and Muay Thai Kickboxing (pronounced "Moo-ay Tie"). "Tae Kwon Do" in Korean means "Hand Foot Art" while "Muay Thai" in Thai basically means "Boxing Thai" (or "Thai Boxing" in English). =)

If you like, take a bit out of your day and see the difference between modern-day Tae Kwon Do (the Korean sport of kicking; no system covers kicks like Tae Kwon Do) and Muay Thai (the ancient and brutal Thai sport of striking and clenching). These, I think, are two marvelous examples of each system, and shown together, should easily demonstrate some stark differences between the two systems.

Tae Kwon Do (is it me or are their legs made of rubber? =) )


Muay Thai (Thai Kickboxing) - This video is not safe for work (it contains bleeding, but this is my favorite Muay Thai match so far. Buakaw and Kehl are simply excellent).


See any major differences between the two? I'm not trying to say one system is "better" than the other; I just really like to compare these things and learn what I can from them, both in roleplaying and in Real Life. =)


3. What overall role would you like to see Cera in? As she is, she is set up for non-combatant mecha/starship designer. With these recommendations, she is somewhere between engineer and weapons expert with elements of martial arts and energy weapons proficiency (not to mention gymnastics). That is, if I'm grasping your recommendations in the right lights?
 
I still haven't taken the time to check out the skills lists, but I think "somewhere between engineer and weapons expert with elements of martial arts and energy weapons proficiency" would sum up what I had in mind as well, as long as she can still be the mecha/starship designer she was created for.
 
1. Concerning Biomechanical Maintenance (Protoculture), what does this skill offer that Protoculture Engineer does not? It seems to be what Basic Mechanics is to Mechanical Engineer?

O.K. I guess no one has an answer for that one...

3. What overall role would you like to see Cera in? As she is, she is set up for non-combatant mecha/starship designer. With these recommendations, she is somewhere between engineer and weapons expert with elements of martial arts and energy weapons proficiency (not to mention gymnastics). That is, if I'm grasping your recommendations in the right lights?

I've got Kaerri's response. Thank you, Kaerri! Sherwood Sherwood ? Psychie Psychie ?

The sooner I have those answers, the sooner I can post in-game. =)
 
I like the idea of giving Cera the combat skills needed to be able to defend herself, thus the inclusion of the specialized MA skill. Psychie's suggestion of the Robot Electronics and Robot Mechanics is not a bad idea, especially considering the nature of the crew of the Broadsword. I will gracefully defer my suggested list to endorse hers.
 
That was what I had in mind when I came up with my list of suggested skills. I don't want to ever have to bring her into combat, but if she does get into a fight, she had better be able to protect herself, but her primary focus should be on the design and repair of our equipment.
 
That was what I had in mind when I came up with my list of suggested skills. I don't want to ever have to bring her into combat, but if she does get into a fight, she had better be able to protect herself, but her primary focus should be on the design and repair of our equipment.
That was exactly my thought too.
 
Great minds, and all of that stuff. Does that work for you, Dann?
 
Very much so!

Kaerri Kaerri Sherwood Sherwood Psychie Psychie

Here's another thing for all of you to consider - the Broadsword's medbay (and this wonderful device you're using that I haven't yet thought of a cool name for, but I will eventually!) has the ability to add skills that your characters don't have, right? Well, that also applies to the martial arts.

If you want Cera to have a martial system and you could choose from just about any, which system do you think suits her best? (I would ask which do you think she should have, but that's a slightly different question and open to all kinds of answers!)
 
If I recall correctly, the ones that the characters have available to us is JKD, Thai Kickboxing, Tae Kwon Do, and whatever kind of combat training that Mack has.

IF we go with one that Mario knows, it would help for Cera to be able to relate to him better. But, JKD has its own benefits to it, namely the Iq and Pp bonuses. That would increase her skills by another 2%.
 
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I am torn as to what style she should have. Sherwood has a point in the fact that if Cera has one of Mario's MA choices, it would give them something to bond with one another over.
 
I will officially toss my hat into the ring for Tae Kwon Do. It is a good style, and it will give Cera and Mario something in common.
 
Remember that Dannigan said she could have any, not just the ones we know.

Having said that, just for the group-bonding stuff, it might be fun to give her JKD with moves borrowed from Tae Kwon Do. At level 2, she won't actually have any (the first Self-Knowledge slot is at level 3) but it could be a "best of both worlds" thing.

My second choice would be Tae Kwon Do for the same reasons Sherwood mentioned.
 
My two cents here. Speaking from experience, a martial system is a lot like your personal vehicle. What do you drive and why? Why does one person drive a motorcycle and another a van? Why do some folks enjoy domestic vehicles while others swear on foreign? A martial system, at least for me, is a very personal thing - in the long run, it's best to drive the vehicle you both need most and enjoy being on the road with.

Life, after all, can be nice, long road! =)
 
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