In the discussions of the "Frequency of Pilot-7's" one point seems to have been
looked. Some of us use the enhananced character generation which gives a
higher number of skills that the basic system. Just looking at the Navy
generation system you have anyone graduating Flight School will have a Pilot of
1-3 max(d6-3,1); So before the first term is even served they could have a
pilot of three. Now since I am thinking like a player who gets to choose his
skills (when skills like SPACE come up) and we are wanting to see excessives,
we will see just how fast one could get to Pilot-7.
Flight School: Pilot-3
Basic Training: 2 Rolls on Flight yield 2 pilots for a Pilot-5.
Fourth Year: 1 skill We can finish the first term with a Pilot-6.
With a max of 4 skills a term after that (unless special duty comes out way) we
could have a Pilot-10 by the end of the second term (third if you count the
acadamy.)
Now this person can do one thing, fly a starship (and do a good job with Ships
Boats as well), but not much else. With a little luck on Mustering out, our
character would look like:
Pilot-10, Navigation-2, Ships Boat-1, Engineering-1, Vacc Suit-1, Weapon-1
(from Mustering out with 2 weapon rolls). Pretty lop sided, but none the less
enjoyable.
Now this all is really moot, so lets have fun with it and lets tell some
stories.
I once reffed a player who had a character who was a Pilot-9.
"Legands say that the Great Pilot, Frey Starhunter, the best pilot in the
universe, could jump a ship into jumpspace from the ground ... And not misjump!"
(BTW: Jump from within 10 Diamaters is Formiadable, 15+ -8 (Max DM) 7+ to
succeed. Odds are he will make it!!! DM Note, I would bump it to Impossible
19+ to succeed, that makes it a bit rougher, and he needs an 11 or better,
still possible though.)
(Andy Rooney Voice on)
Wouldn't it be nice ... If howfar a ship could jump was a function of the
pilots skill? And wouldn't it be nice, if they served more than peanuts during
the flight?
(Andy off)
(Sorry, coun't resist)
Rob
[email removed]