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CRMcNeill's In-Universe Engineering Avatar.
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Raven Redstar
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PostPosted: Sun Dec 24, 2017 5:41 pm    Post subject: CRMcNeill's In-Universe Engineering Avatar. Reply with quote

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.
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Dec 24, 2017 5:52 pm    Post subject: Re: CRMcNeill's In-Universe Engineering Avatar. Reply with quote

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.


Laughing

Touché.
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"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.

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CRMcNeill
Director of Engineering
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PostPosted: Sun Dec 24, 2017 6:12 pm    Post subject: Reply with quote

Crumnix Ugg

Male Besalisk

Template Type: Cantankerous Engineer

Height: 1.81 meters

Weight: Mind your own kriffing business.
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"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.

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Raven Redstar
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PostPosted: Sun Dec 24, 2017 6:42 pm    Post subject: Reply with quote

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.
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Raven Redstar
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PostPosted: Sun Dec 24, 2017 6:48 pm    Post subject: Reply with quote

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
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Last edited by Raven Redstar on Sun Dec 24, 2017 6:52 pm; edited 1 time in total
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CRMcNeill
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PostPosted: Sun Dec 24, 2017 6:52 pm    Post subject: Reply with quote

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
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"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.

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Raven Redstar
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PostPosted: Sun Dec 24, 2017 6:58 pm    Post subject: Reply with quote

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.
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CRMcNeill
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PostPosted: Sun Dec 24, 2017 7:09 pm    Post subject: Reply with quote

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.
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"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.

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Raven Redstar
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PostPosted: Sun Dec 24, 2017 10:21 pm    Post subject: Reply with quote

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.
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CRMcNeill
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PostPosted: Mon Dec 25, 2017 1:11 pm    Post subject: Reply with quote

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.
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"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.

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Raven Redstar
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PostPosted: Mon Dec 25, 2017 2:32 pm    Post subject: Reply with quote

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)
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CRMcNeill
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PostPosted: Mon Dec 25, 2017 4:41 pm    Post subject: Reply with quote

So, most of those prereqs are so low that he qualifies for them through his attribute dice alone...
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Raven Redstar
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PostPosted: Mon Dec 25, 2017 6:38 pm    Post subject: Reply with quote

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.
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PostPosted: Mon Dec 25, 2017 10:20 pm    Post subject: Reply with quote

This is a great idea. I will definitely be putting this character into my next campaign.
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CRMcNeill
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PostPosted: Mon Dec 25, 2017 11:03 pm    Post subject: Reply with quote

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.
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"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.

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