02-15-2017, 02:30 PM | #11 |
Join Date: Aug 2004
Location: Dayton, OH
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Re: [Spaceships] Crew traits...
While I don't disagree that the Serenity crew is a fun mix, it puts some impractical demands on Wash. A ship really needs an "operator" of some nature to handle all the instrumentation while the pilot is maneuvering the ship. Otherwise that's a lot of multitasking. Especially in a combat situation. After that, it just makes sense to give the operator the navigation tasks as he can crunch the numbers and plot the courses based on the information he's collecting first hand.
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02-15-2017, 02:40 PM | #12 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Spaceships] Crew traits...
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On the other end of the realism spectrum, the Millennium Falcon had a navicomputer that handled getting all the routine updates from the HoloNet and plotting the course itself, leaving Han or Chewie to just switch off the sublight engines and go into a hyperspace wormhole. Both of them effectively operated on an autopilot for going from point A to point B in space, leaving the pilot to handle landing, takeoff, docking, and combat flying.
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02-15-2017, 04:06 PM | #13 |
Join Date: Feb 2015
Location: Wichita, KS
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Re: [Spaceships] Crew traits...
I'm currently running a science fiction campaign set around a freighter, the Argo, that's being slowly reconverted into a warship. It's set in TL 10 and is a SM+11 ship. The story focuses on the PCs, who are generally the bridge crew. There are about 6 PCs (a couple are irregular), and they were originally designed to be able to run the ship by themselves, without any other crew required except for general spacers. We used the templates in Space to help get ideas for some of the characters. So here's what we came up with for the relevant primary skills for each character, by position.
Captain Leadership Diplomacy Law (Space) Tactics Shiphandling (since our ship is bigger) Acting Notes: Since most of these skills are Hard, it takes more points to get him to an effective/expert level. This is also why he doesn't have many more relevant skills. He serves as the face of the ship in dealings with the ship. I didn't give him Strategy, since that seems to be relevant more for large-scale (multi-ship) combat. Merchandising is handled by other PCs as well, since the captain's role is the successful operation of the ship. First Mate/Merchant Administration Accounting Current Affairs (Business) Market Analysis Merchant Freight Handling Leadership Notes: This is the second-in-command on the ship, so he has to have some administration and leadership capabilities. In fact, due to his background, he handles the administrative side of ship operations. He also focuses on the legal money-making side of the business. Underworld Contact Streetwise Acting Fast-talk Diplomacy Body Language Detect Lies Notes: This is the man who handles all illegal dealings and contact. He serves as a second face-man for the ship, as well. He also helps the captain in negotiations by monitoring the opposing parties. Engineer Engineer (High-Performance Spacecraft, HPSC) Engineer (Aerospace) Mechanic (HPSC) Mechanic (Aerospace) Machinist HazMat Notes: The ship's engineer. Others had previously addressed that engineering is not necessary. This character has an engineering background. He bought up Engineer (HPSC) and defaults from that. I assume that you have shuttles for planetary transport since you can only hit 1G and sometimes you may need more to escape a planet's gravity, and it's handy to have skills for that side of ship operations. Our shuttles are classed under the Aerospace category. Pilot Piloting (HPSC) Piloting (Aerospace) Navigation (Space) Electronic Operations (Sensor) Electronic Operations (Comm) Note: Since combat is not considered to be a primary operation of the ship (it's a freighter that has guns to drive off pirates), the ship's pilot handles the basic operations of the ship (piloting, navigation, comms, and sensors). I, as the GM, generally assume that he's not operating under a time crunch and has time to perform these tasks. For combat, other PCs use secondary skills to assist him. Electrician/Computer Guy Computer Programming Electronics Repair (Computers) Electrician Engineer (Electrical) Engineer (Electronics) Electronic Operations and Repair (Comm) Note: He handles all electronics work on the ship. As a ship of the future (and knowing what we know about modern cars), at least half of the work that will need to be done on them will be electrical. That's his job. He also works as a hacker and in electronic security and surveillance. That's it for bridge operations. We also have a fighter or two who man ship guns, as well as wielding their own. As for suggestions on the bridge crew, I would recommend trying to spread out the skill load between all the crew, making sure that each character has about the same number of primary skills so that each can be effective at what they are required to do. Also, it's helpful to have each crew member have a couple of secondary skills so that they can assist in case one of the crew gets bogged down (or shot down) and can't fulfill all of their duties. Good luck with the setting! We love our campaign and have had a blast developing each character's role on and off the ship. Enjoy! |
02-15-2017, 06:24 PM | #14 | ||
Join Date: Aug 2004
Location: Dayton, OH
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Re: [Spaceships] Crew traits...
Quote:
Quote:
But such automation is handled in GURPS Spaceships by reducing crew needs. This is an expense that was not applied to keep with the theme of the ship being a very low-investment beginner vessel.
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A man said to the universe: "Sir I exist!" "However," replied the universe, "The fact has not created in me A sense of obligation." |
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02-15-2017, 06:29 PM | #15 |
Join Date: Aug 2004
Location: Dayton, OH
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Re: [Spaceships] Crew traits...
This is all useful information. Thank you!!!
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A man said to the universe: "Sir I exist!" "However," replied the universe, "The fact has not created in me A sense of obligation." |
02-16-2017, 09:08 PM | #16 |
Join Date: Feb 2015
Location: Wichita, KS
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Re: [Spaceships] Crew traits...
You're welcome! If you have any other questions, let me know.
Last edited by myrmidon; 02-16-2017 at 09:53 PM. |
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