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Approved Character NEW CHARACTER - Crydix "Dixie" - Bounty Hunter

I will review this character tomorrow. Some work needs to be done to fill in the gaps but nothing major.

However, as a military character you are going to need the 4 requisite skills of Fighting & Physical, Survival, Communications, and Strategy (Tactics & Discipline).

https://wiki.stararmy.com/doku.php?id=nepleslia:marine_skills

A straight up spacer like this wouldn't cut it in the Corps. Nonetheless, an amusing character and a solid starting point
 
Thanks Osaka!

Believe it or not, I got the "Dixie" idea from you a long time ago. ;P

Sigma: Does that mean I have to ditch 4 other skills? I noticed the prerequisite skill requirements and so that is the reason I want Dixie to go in as a recruit in training. I have other reasons for this as well. I feel that going in as a trainee would help me slide into SARP with better confidence and knowledge of how things work. Otherwise perhaps I could begin in an independent plot and THEN apply for the Nepleslian military?
 
When you start in 4th Fleet, it's after you finish training. 4th Fleet is not a training plot. Having an untrained Marine is a danger to both himself and the unit.

You will have to choose 4 (four) skills to replace if you're going to be a Marine in 4th Fleet. There's no easy way to "slide in," sometimes, you just gotta jump into the cold water at the deep end and depend on your own writing skills and the players around you. Daunting as it is, the awkwardness disappears faster, especially once the proverbial bullets start flying.

As a Freespacer who has stated his own unfamiliarity with Nepleslia, the characters will know to be more careful. Also, 4th Fleet is tailored to be able to work new players into the Nepleslian setting.

Next, your inventory. It appears to be the inventory for a Navy sailor, not a Marine. I don't see the green uniforms and proper headwear listed.

His rank is listed, at the bottom, as a CtR. That's a Navy rank. Marine starting characters are Private Third Class (P3C). Contrary to the name, 4th Fleet is a Marines only plot. It is not designed for Navy characters. The Naval element of the Fleet, while the larger component, is controlled by the GM.

Code:
Many view him as crazy, but that's because he kinda is...
Dislikes: Irrational people, reminders, restrictions, people who don't think for themselves...
insecurity, and closed-minded people

Is the irony deliberate? Crazy person doesn't like irrational and close-minded people?
 
I suggest you pick different plot then 4th fleet. Something you can join as a civilian. There is quite a few independent plots and I am sure some of them might strike your fancy. As for military plot that would let join civilian/recruit, I suggest you contact GM first and ask them. As you can see it is not possible for 4th fleet and I personally think, it is better to join different plot, then re-write half of the character because he suddenly lacks skill he had.

As for the character itself I like, it is always nice to see freespacers.
 
I believe Jon was speaking from the standpoint of maintaining the character integrity, Sigma, not speaking in your place. In order to make this character fit with 4th fleet, malefic would have to inherently change some features of the character to fit with a military plot, and that changes how the character will read and be played. If malefic wants to make the changes, that's fine, but without the major changes, you won't allow the character, right?
 
Correct, Aendri. Without the changes, I can't accept the character. That is, however, different from saying that it is not possible for him to join 4th Fleet.

The replacement of skills does not, to me, seem as though it's as big a deal as ShotJon makes it. Starship operations isn't something most starting characters make use of. Hacking isn't a skill - it's rolled into Technology Operation. Maintenance and Repair isn't all that important if he's already got Engineering. It's assumed you know how to do the more rudimentary things. That's three down. But as ShotJon has already convinced him to consider other places, I shall now bow out.
 
Since this isn't a traditional pen-and-paper RPG, sometimes you're able to stretch a skill definition to get what you want out of a character. The categories are there, but they aren't set-in-stone definitions; it's up to the player to list what the character knows in that category. One character might know how to construct a gun from spare parts and make their own bullets under a "Firearms" skill but simply spray-and-pray in fights, while another might know every detail of how to fire accurately and be a genius at ballistics theory but also clueless how to replace parts. The trick is to balance what your character is good at with what they might not know or have practiced. The character creation is quite flexible : )

As an example, Sigma is correct for the most part. But, while "Engineering" might let Dixie not just build, but also maintain and repair drones, it won't let him do the same for firearms, computers, vehicles, starship engines, or biological organisms without the appropriate training. You can use "Engineering" to augment those skills, though. Improvised fixes are easier with the "Engineering" skill, while a soldier with "Maintenance and Repair" might just know how to install or repair the correct part.

Basically, Maintenance and Repair is a subset skill of several unrelated skills. You can M&R a starship engine or machines in general with Engineering, guns and weapons with Firearms or Melee Weapons, and cars, trucks, and speeder bikes with Vehicles. I suppose M&R becomes its own skill only when it's narrow in focus, like a soldier keeping his gear in good condition.
 
Besides it was pointed out in past characters that if you want to make your character a true specialist or show that he is really good at something, you take it out from the skill group and make it skill on its own. Let's use the hacking. Normal guys who can do some hacking and what not would be okay with just technology op skill. Sure he can do some hacking and he can program and operate computer just fine. Let's say Crydix is better then this. So he has Technology Operation skill that says that he knows how to work with computer well and even make some programs. Then he has Hacking skill, which should note that this guy is really really good hacker. He is master cracker, who can make worms and shit and access databases, that would be hard to get in for others. Cause he is that goos and to emphasize on it, he made two skills. Technology operationg and hacking.

Another example would be with fighting skills. Sure you can have just fighting skill that say you can shoot, use knife and wear a Pa. But let's say I want my char to be realy badarse mofo, so I take my fighting skill and divide it into two. Fighting-marksman and FIghting-close combat. Now I have character that is a really good fighter. He can both shoot very well AND take care of himself when enemy gets too close. I as a Player wanted to show my GM that I plan for this character to be really this good in this, so I sacrificed one 'skill slot' and divided what is normally just well and fine in skill into two actual skills that says that I am better, because I fully put my attention to both shooting and punching people.

Is this more clear?
 
In the end it all depends on GM, but from my experience GMs takes these into account. Skill here on SARP are sort of a guidelines, they are not solid number or anything. In the end it always depends on GM.
 
Sent a PM to Shammy (Since he's the Bounty Hunts GM).
 
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