Showing posts with label Crew. Show all posts
Showing posts with label Crew. Show all posts

Saturday, February 1, 2020

February Freeze - Star Smuggler - The One About The Crew

Ok, we've run through 31 days of game play with Star Smuggler and the crew as appeared very infrequently. So, let's talk about them.

In order of appearance, they are Duke Springer, Emily, Ratchet, Doc, Left and Deadeye. Each character has a "class" or set of abilities. Let's focus on the "pure" NPC characters, then I will touch on Duke.

Emily - Captain's Heir

Emily is a Pilot/Navigator. She can fly the ship, drive a skimmer and fire a side arm. She can defend herself in hand to hand combat, but will avoid it. She cannot make repairs or fire the ship's guns. She can operate the ship's radio, which is a distinction between "the ship's necessary crew" and "crew that happen to ride on a spaceship".  Should she die, a payment of 200 secs. will be made to her family.

Emily - Pilot/Navigator
Marksmanship: 4
Hand-to-hand: 4
Endurance: 4

Equipment: Sidearm, TL-1; Heavy Side Arm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 80 secs.
Salary: 15 a week, due to working in a Status Field generator.
Deathpay: 200 secs.

A note on equipment is important. Whatever Duke gives to his crew becomes their personal property. Emily can and will take this if she leaves the crew. Her money cannot be counted towards the Duke's pool of cash. 

I added a rule for this online play through, Emily is the designated heir to Duke, she will receive the ship if he dies and continue on. I have also added a second house rule, if Duke is offered something at a price that an NPC can afford, they may purchase their own stuff. Say a heavy hand weapon, tech level 5, verses the standard side arm, tech level 1 that Duke gave her. It's more paperwork, but reasonable.  

Ratchet - Ship's Engineer

Ratchet is an engineer. He can perform repairs and preventive maintenance. He can drive a skimmer, fire a sidearm and can engage in hand-to-hand combat, but avoids any combat he can. He can operate the ship's radio, which is a distinction between "the ship's necessary crew" and "crew that happen to ride on a spaceship" Should he die, a payment of 80 secs. will be made to his family.

9 times out of 10, they shouldn't travel with Duke because they can get killed up.

Ratchet - Engineer
Marksmanship: 5
Hand-to-hand: 3
Endurance: 4

Equipment: Sidearm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 75 secs.
Salary: 15 a week.
Deathpay: 120 secs.

More notes on the characters. Almost all characters will have two values for salary listed, one if their workspace is covered by a Stasis Field, and one without that protection. I figure the NPCs are being paid so little that there is no point and role playing renegotiated salaries based on the addition or loss of that stasis field . Duke provides things to them and will want to restore broken items his ship and make improvements. If that benefits the crew, so be it. 

Engineer's repair and preventive maintenance require a day of rest or RRR to do. If you use anything over T-1, you are either adventuring every other day, or taking a risk. Maintenance adds a bonus to breakdown rolls, it doesn't eliminate them. This is hard to track and the game doesn't say what happens if you maintain something then place it in storage. I assume that the bonus is "sticky" and is only used up when the item is actually used. Stuff does not breakdown until the end of the day. 

Doc - Ship's Doctor

Doc can patch people up and not much else. He cannot drive, operate a weapon or use the ship's radio. Did I mention, all he does is heal people.

Doc - Medic
Marksmanship: 0
Hand-to-hand: 1
Endurance: 3

Equipment: U-Suit, TL-1; PS-bot, TL-1.
Money: 40 secs.
Salary: 10 a week.
Deathpay: 80 secs.

Medics are cheap, they don't receive a sign on bonus nor much in death pay. I don't like that, because they are invaluable. They can't shoot and will avoid hand-to-hand combat. 

These guys can patch you up should you get hurt. 9 times out of 10, they shouldn't travel with Duke, because they can get shot up. In all cases, it is better to bring a PS bot with you. They can't be hurt and can instantly save a life. 

Bones - Ship's Medic

Doc can patch people up and not much else. Like Doc, she cannot drive, operate a weapon or use the ship's radio.

Bones - Medic
Marksmanship: 0
Hand-to-hand: 1
Endurance: 6

Equipment: U-Suit, TL-1; PS-bot, TL-1.
Money: 20 secs.
Salary: 10 a week.
Deathpay: 80 secs.

Medics are cheap, they don't receive a sign on bonus nor much in death pay. I don't like that, because they are invaluable. They can't shoot and will avoid hand-to-hand combat. 

These guys can patch you up should you get hurt. 9 times out of 10, they shouldn't travel with Duke, because they can get shot up. In all cases, it is better to bring a PS bot with you. They can't be hurt and can instantly save a life. 

Lefty - Gunner's Mate

Lefty is one of two gunners I have on the ship. Gunners are in my opinion better than bodyguards and should be hired in pairs. They have the exact same stats as a bodyguard, but can fire the ship's guns, boat guns and skimmer guns in addition to side arms. They cost more, but can do far more.

Lefty - Gunner's Mate
Marksmanship: 6
Hand-to-hand: 2
Endurance: 4

Equipment: Sidearm, TL-1; Heavy Side Arm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 40 secs.
Salary: 15 a week.
Deathpay: 100 secs.

Deadeye - Gunner's Mate

Except for stats, Deadeye is a clone of Lefty.

Deadeye - Gunner's Mate
Marksmanship: 5
Hand-to-hand: 1
Endurance: 5

Equipment: Sidearm, TL-1; Heavy Side Arm, TL-1; U-Suit, TL-1; PS-bot, TL-1.
Money: 40 secs.
Salary: 15 a week.
Deathpay: 100 secs.