Alpha Dawn; Pirate PSA

Bluddworth's picture
Bluddworth
May 28, 2016 - 8:33am

Alpha Dawn:  Pirate PSA

 

Military:  Martial Arts

Military:  Melee Weapons

Military:  Demolitions

Military:  One other weapon skill of choice

Biosocial / Environmental:  Stealth

Biosocial / Psychosocial:  Communication

Biosocial / Psychosocial:  Persuasion (Intimidation)

Technological / Computers:  Bypass Security

Technological / Computers:  Defeat Security

Technological / Computers:  Display Information

Technological / Computers:  Operate Program

Technological / Technician:  Deactivate Alarms / Defenses

Technological / Technician:  Detect Alarms / Defenses

Technological / Technician:  Operate Machinery

Technological / Technician:  Open Locks

 

Knight Hawks:

The current prerequisites and skills are adequate for the needs of the Pirate PSA / Arch Type.

Comments:

JCab747's picture
JCab747
May 28, 2016 - 8:58am
Not too bad... I think you need to go back in and check some of the formating codes, though. It's a pain I know.

Please go over to the Project Joe's Half Baked Ideas. I have this: http://starfrontiers.us/node/9225

Someone on the Star Frontiers Wiki site had created a Criminal PSA. I am using a modified version of the Zebulon rules where, basically, I am using the Alpha Dawn skills resolution, but the Zebs professions with the wider variety of skills... though I am thinking of combining a few of of the skills so some are subskills. My own version of pirates was just to take a Spacers profession (which someone else created!), combined it with some ideas from the wiki site and put it together... it is not play tested, however.

Best Regards,
Joe Cabadas

jedion357's picture
jedion357
May 28, 2016 - 11:47am
I think we should create a new skill called Brawl. Martial arts doesn't seem a good fit for pirates unless they are Chinese pirates. 

Brawl acts the same as martial arts but without the special features of martial arts. 

New features can be invented to replace "nerve combat"

Maybe "Dirt in the Eye" or "Cheap Shot"

PSA is obviously military

It's optional and just to fit character concepts when martial arts doesnt
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Bluddworth's picture
Bluddworth
May 28, 2016 - 11:48am
Yeah, I fixed h=the formatting...

THat "half-backed" idea is everything the Zebulon's Guide based system needs.  I'll test it out with my ship crew sometime this weekend.

Bluddworth's picture
Bluddworth
May 28, 2016 - 11:56am
I agree, we could change the name or even add some special effect that is "piratey".  I was thinking the same thing for the Alpha Dawn rules for Persuasion to be converted to Intimidation.  

A successful Intimidation could result in the effect of being "Rattled", resulting in not only giving in to demands but also suffering a -10% on the initial roll of an action that defies the wishes of the intimidator.    

JCab747's picture
JCab747
May 28, 2016 - 12:56pm
jedion357 wrote:
I think we should create a new skill called Brawl. Martial arts doesn't seem a good fit for pirates unless they are Chinese pirates. 

Brawl acts the same as martial arts but without the special features of martial arts. 

New features can be invented to replace "nerve combat"

Maybe "Dirt in the Eye" or "Cheap Shot"

PSA is obviously military

It's optional and just to fit character concepts when martial arts doesnt


Neat idea.
Joe Cabadas

jedion357's picture
jedion357
May 28, 2016 - 7:20pm
Remember though that persuasion is not a skill but a subskill in AD. Just take pysch-social and use persuasion in reverse rather than make intimidation a skill
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
May 28, 2016 - 8:04pm
That sounds suspiciously similar to a reversed clerical spell. Cure light wounds = cause light wounds. Cool
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Bluddworth's picture
Bluddworth
May 29, 2016 - 4:02am
Intimidation isn't really the opposite of persuasion.  Persuasion isn't necessarily a positive, but intimidation is always a negative.  

In AD the description of Persuasion has no effects other than the character doing what you want on a successful roll.  There is no other positive effect attached to it, so nothing to be "reversed".  

I see the value in having some new skills that are specifically designed for pirates or criminals in general.

Persuasion => Intimidation or Bribery

Law => Circumvent the Law (finding loopholes)

Market Buying and Selling => Buying Contraband, Fencing Stolen Goods

But, we could probably end up with hundreds of skills and streamlining gameplay should also be a goal.  




Bluddworth's picture
Bluddworth
February 24, 2017 - 9:20pm
Wow, it has been a while since I've lurked on these forums.  Honestly, I got side tracked into a few new games over the past nearly 40 weeks, but I have had my attention drwn back to SF.


JCab747's picture
JCab747
February 24, 2017 - 9:31pm
Bluddworth wrote:
Wow, it has been a while since I've lurked on these forums.  Honestly, I got side tracked into a few new games over the past nearly 40 weeks, but I have had my attention drwn back to SF.


Welcome back. We've had quite a bit of new postings in the past few weeks and hopefully you'll check out the recent issues of Frontier Explorer.
Joe Cabadas