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Seiito

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  1. Like
    Seiito got a reaction from Col. Orange in Thank You.   
    To all of you.
     
    Thank you for listening to what good I tried to contribute.
    Thank you for putting up with my jokes and complaints.
    In all that you do continuing, be mindful.
     
    This is my goodbye.
  2. Like
    Seiito got a reaction from Maelora in Thank You.   
    To all of you.
     
    Thank you for listening to what good I tried to contribute.
    Thank you for putting up with my jokes and complaints.
    In all that you do continuing, be mindful.
     
    This is my goodbye.
  3. Like
    Seiito got a reaction from Josep Maria in Thank You.   
    To all of you.
     
    Thank you for listening to what good I tried to contribute.
    Thank you for putting up with my jokes and complaints.
    In all that you do continuing, be mindful.
     
    This is my goodbye.
  4. Like
    Seiito reacted to Salcor in Good Roleplay Habits   
    For players I would say some habits that are good are as follows:
     
    1) Remember that when you are roleplaying you are part of a group.  Don't trying to hijack the game to push your owe character's story forward.  You will not always be the center of the story, let others be in the lime light.
    2) Don't write you Gamemaster into a corner with your background.  Identifying your secret history in a multi-page character background and then being upset when the GM doesn't us it because it doesn't fit into the overall story isn't cool.
    3)  Adding background to your character between sessions so your character knows something that they previously didn't know is not cool.  See #1.
    4) If you have a problem with the way that you GM is running the game talk to the GM.  Don't say "Wow great game.  I had a good time,"  Then come on this forum and bad mouth your GM.  He or she is probably reading these forums to. 
     
    These actions will probably lead to your GM not having any fun.  Especially when the GM tries to talk to the player about these actions multiple time.
     
    Salcor
  5. Like
    Seiito got a reaction from RedfordBlade in One Liners   
    Just looking for a laugh.
     
    "Yep. Once again, wanton destruction has solved all my problems."
     
    "Nice patterned shirt there." / "What pattern?" >BLAST<
     
     
  6. Like
    Seiito got a reaction from Josep Maria in One Liners   
    Just looking for a laugh.
     
    "Yep. Once again, wanton destruction has solved all my problems."
     
    "Nice patterned shirt there." / "What pattern?" >BLAST<
     
     
  7. Like
    Seiito reacted to Roman Virtue in Good Roleplay Habits   
    Not to disparage "AHnold", but it's a little like getting drunk enough to slur your speach, then just deepening your voice.  
    I think the more like a living cartoon the object of an inpersonation is, the easer they are to do. Even if you suck at those kind of impersonations, most people at least know who you were "going" for and can just go along with it.
  8. Like
    Seiito got a reaction from Josep Maria in Things to do with the Force   
    While I'm brainstorming:
     
    Force Move + 3x Magnitude + Manipulate = Turn the safeties on enemy weapons on four at a time.
    Requirement: 2 Force pips.
     
    Force Move + Manipulate = Activate any grenades an enemy happens to be wearing in the open.
     
    Requirement: 1 Force pip.
     
    Force Sense + Upgrade Ability + Double Aim = 4 Blue added to combat checks
    (+Precision blaster pistol/rifle + Quick Strike 2 = 7 Blue Dice for my scout)
     
    Requirements: 2 strain + Commit one Force Die
     
    Force Move + Pull + Strength 1 + Magnitude 1 = Bash two enemies together.
     
    Requirement: 3 Force pips.
  9. Like
    Seiito got a reaction from awayputurwpn in Things to do with the Force   
    While I'm brainstorming:
     
    Force Move + 3x Magnitude + Manipulate = Turn the safeties on enemy weapons on four at a time.
    Requirement: 2 Force pips.
     
    Force Move + Manipulate = Activate any grenades an enemy happens to be wearing in the open.
     
    Requirement: 1 Force pip.
     
    Force Sense + Upgrade Ability + Double Aim = 4 Blue added to combat checks
    (+Precision blaster pistol/rifle + Quick Strike 2 = 7 Blue Dice for my scout)
     
    Requirements: 2 strain + Commit one Force Die
     
    Force Move + Pull + Strength 1 + Magnitude 1 = Bash two enemies together.
     
    Requirement: 3 Force pips.
  10. Like
    Seiito got a reaction from Icosiel in Things to do with the Force   
    While I'm brainstorming:
     
    Force Move + 3x Magnitude + Manipulate = Turn the safeties on enemy weapons on four at a time.
    Requirement: 2 Force pips.
     
    Force Move + Manipulate = Activate any grenades an enemy happens to be wearing in the open.
     
    Requirement: 1 Force pip.
     
    Force Sense + Upgrade Ability + Double Aim = 4 Blue added to combat checks
    (+Precision blaster pistol/rifle + Quick Strike 2 = 7 Blue Dice for my scout)
     
    Requirements: 2 strain + Commit one Force Die
     
    Force Move + Pull + Strength 1 + Magnitude 1 = Bash two enemies together.
     
    Requirement: 3 Force pips.
  11. Like
    Seiito got a reaction from cvtheoman in One Liners   
    Just looking for a laugh.
     
    "Yep. Once again, wanton destruction has solved all my problems."
     
    "Nice patterned shirt there." / "What pattern?" >BLAST<
     
     
  12. Like
    Seiito got a reaction from kaosoe in One Liners   
    Just looking for a laugh.
     
    "Yep. Once again, wanton destruction has solved all my problems."
     
    "Nice patterned shirt there." / "What pattern?" >BLAST<
     
     
  13. Like
    Seiito reacted to bradknowles in Good Roleplay Habits   
    Roleplay at the table.  In fact, you should be doing only roleplaying at the table.  If you need to make a big huge sign that says "Roleplay at the table", then do so and post it at or above the table.
     
    Have a way to handle out-of-game conversations between you and the GM, and you and the other players.  This could be a "Talking Stick", or another hand-written sign that says "Out of game", or something.
     
     
    So, if you're at the table, anything and everything you say and do is assumed to be in character, unless you're holding and/or waving around the "Out of game" sign/indicator.
     
    If you want/need to do something or have some conversation that is out-of-game but does not involve using the OOG sign/indicator, then step away from the table.
  14. Like
    Seiito reacted to TXRyanLee in Good Roleplay Habits   
    Sorry about the novel. Not sure where I got this, but this is one of the best lists. - Ryan

    ONE:  Do Stuff

    Job One for you as a player is to do stuff; you should be thinking, at all times – “What are my goals? And what can I do to achieve them?” You are the stars of a very personal universe, and you are not going to get anywhere by sitting on your arse and waiting for adventure to come and knock on your door.

    Investigate stuff. Ask questions. Follow leads. No-one needs you to point out that this is an obvious plot thread while you do it. Mix up scenes, talk to people, get up in their grill. If you’re not playing the sort of character that would do such a thing, find something you can affect, and affect it.

    If you keep finding yourself pushed to the back of scenes and twiddling your thumbs – why is such a boring character hanging around with the sort of people that Get Stuff Done?

    Be active, not passive. If you learn nothing else from this article, bloody learn this.

    TWO: Realize that your character does not exist outside of the things you have said.

    You can write as many pages of backstory as you like, mate, but they don’t factor in one bit to the game unless you show them happening. Are you a shrewd businessman? Cool. Do some business, shrewdly, in front of everyone else. Are you a hot jazz saxophonist? Play the saxophone. Are you a wild elf struggling through social interactions with civilised people? Struggle through those interactions! Don’t go off and sit in a tree, you prick!

    This ties back into the first point, really; you only exist through your actions. It is not the responsibility of other players to read your backstory, and their characters cannot read minds. Well. Some of them can, but you know what I mean. They shouldn’t have to.

    So display your talents, your traits, your weaknesses, your connections. Take every opportunity to show, and not tell, the other people at the table what your character is about.

    THREE: Don’t try to stop things.

    Negating another player’s actions is fairly useless play; it takes two possible story-changing elements and whacks them against each other so hard that neither of them works. For example, your fighter wants to punch some jerk, but your monk’s against it, so he grabs the fighter’s hand. In game terms, nothing’s happened. All you’ve done is waste time, and we don’t have infinite supplies of that.

    Instead, go with the flow. Build. If the fighter wants to break someone’s nose, what happens after that? Does your monk rush to help the jerk up? To admonish the fighter? To apologise to the jerk’s friends, before trouble really kicks off? To save the fighter in the big brawl that ensues, even though he was going against your will? Or to throw the biggest guy in the tavern right at him, to really teach him a lesson? Those are all examples of interesting stories. Stopping him from doing anything whatsoever isn’t.

    Don’t negate, extrapolate. (See, that rhymes, so it’s easier to remember)

    FOUR: Take full control of your character.

    “My character wouldn’t do that” is a boring excuse, a massive NO to the game’s story on a fundamental level. It’s a point-blank refusal to participate.

    Instead of being bound by pre-conceived notions of what your character would and would not do, embrace complications and do it, but try to work out why. Why is your Rogue doing this mission for the church? Does he have ulterior motives? Is it out of a sense of companionship with the rest of the party? Characters in uncomfortable situations are the meat and drink of drama.

    (Do you remember that great story about that hobbit who told Gandalf to screw himself, and sat at home picking his hairy toes all day before his entire village was swallowed up by the armies of darkness? No. No you bloody don’t. So put on your backpack and get out there, Frodo)

    If you keep finding yourself having to explain your actions, or not wanting to go along with group decisions because of your character’s motives… well, sweetheart, maybe your character’s motives are wrong. They’re not written in stone. The group’s the thing, not your snowflake character, and if they’re not working, drop them off at the next village and maybe try playing someone more open to new ideas. Maybe work with the group to build a character that fits in.

    Your character is part of the story; this is not your character’s story.

    FIVE: Don’t harm other players.

    Oh ho, here’s a jolly thief that nicks stuff from the other party members! And their Sleight of Hand roll is so high that no-one will ever notice! Gosh, what a jape.

    Forget that guy. No-one likes that guy. (That guy generally plays Kender, and I am fully of the opinion that Kender should be promptly genocided out of all RPGs. I don’t think genocide is a crime if we’re talking about Kender.) If you steal from other players, you are exerting power over them in a really messy, underhanded sort of way. If they find out, what are they going to do? Are you going to force them to escalate? Is it fair if they kill you for it? Is that fun for them?

    Similarly, attacking other players is awful, too. I’m okay with this where systems fully support and encourage this, of course – something like Paranoia or Dogs in the Vineyard – but, Christ guys, give it a rest. I am hard-pressed to think of a way where such a thing improves the game; if your group is fine with it, discuss it beforehand. But keep me out of it.

    There are a whole load of things out there to steal from and beat up and kill that won’t get offended when you do it to them, so go bother them first.

    SIX: Know the system, don’t be a jerk about it.

    If you know a system, you are easier to GM for, because you know your character’s limitations. You can calculate the rough odds of a particular action succeeding or failing, just like in real life. You can make prompt assessments of situations and act accordingly, because you understand the rules of the world.

    (New players, of course, get a free pass on this one. But do make an effort to learn the rules, obviously, if you’re keen on sticking around in the hobby.)

    But for the love of God, don’t rules-lawyer. Do not do that. It is not hard to work out, because here is a simple guide – if you are arguing over a rule for more than twenty seconds, you are a rules lawyer. You are the Health and Safety Inspector of roleplaying games, and you need to stop talking, because you are sucking the fun out of the game.

    There are times when the rules are wrong, and that’s fine, but I’m hard-pressed to think of that time the guy remembered the rule and we all laughed and had a great time because he made the GM change it.

    SEVEN: Give the game your attention. If you can’t give your full attention, step away from the table.

    Hey! What’s that you’re playing, on your phone there? Oh, is it Candy Crush Saga? That’s funny, all these dice and character sheets gave me the impression that we were playing a tabletop role-playing game, I must be terribly mistaken.

    It is hard to think of a way to be more dismissive of someone’s game than playing a different game during it. If you find yourself getting so bored by what’s going on you’re resorting to playing a game on your phone, or reading a book, or checking Facebook, then step away from the game. You are draining the group with your very presence. I would rather have an empty chair than someone who wasn’t paying attention, because I don’t have to entertain an empty chair.

    And of course, it’s up to the GM to offer an entertaining game. This is not one-sided. But going back to point one, act whenever you can. Give them something to work with. Unless you’re paying them money to do this, they are under no obligation to dance like a monkey for you just because they’re behind the screen.

    EIGHT: If you make someone uncomfortable, apologize and talk to them about it.

    I have a rule in my games, and that rule is: “Nothing sexes anything else.” Simple. Clean. Elegant. No sexual conduct; it’s weird, often. I’ve had seduction attempts, obviously, and that’s fine. I’ve had characters deeply affected by ****. I’ve even had someone negotiate time with a skin-thief alien to reanimate a cat for the purposes of sexual pleasure as part of a heist. But, and this is the crucial thing here, nothing screwed anything else “onscreen.”

    And that’s the point; in situations like the ones we find ourselves in on a weekly basis, it’s easy to make people feel uncomfortable. Maybe it’s as blatant as discussing dead babies or ****; maybe it’s something much more benign, like being rude or chatting them up in-character.

    If you think you might have upset someone, then ask ‘em, quietly. And if you have, apologize, and stop talking about that particular thing. It’s not rocket science; that’s how existing as a functioning social human being works, and somehow because we’re pretending to be a halfling for a bit, we often forget how to do it.

    So, you know, be nice. Be extra nice. No-one’s going to think any less of you for it.

    NINE: Be a Storyteller.

    The World of Darkness books call their GM a Storyteller, because they are very obviously unable to call a spade a spade. But they have a point; a GM is telling stories. It’s easy to forget that the players are doing that too.

    So put some effort in, eh? Say some words. Develop a character voice and stance. Describe your actions. Work out a level of agency with the GM so you can chip into wider descriptions, or just make assumptions and describe it and see if it sticks. A good GM should go with what you’re saying, anyway, unless it really goes against their plan.

    Similarly, brevity = soul of wit, and all that. A good GM doesn’t monologue, or have their NPCs have long discussions, or make players sit back and watch while their world plays out. So know when to shut up, and to keep your descriptions short – unless you’re an incredible storyteller, of course. But short and punchy is always better than long and flowery.

    TEN: Embrace failure.

    Failure can be embarrassing. I know that I get pretty heated up when the dice don’t favour me – when I’ve spent ages waiting to have my turn in a large game, say, or when I’m using some special power, or when I’ve been talking a big talk for a while or described some fancy action – and I use some pretty bad language, too. And not “fun” bad language, like we all do when we’re gaming. Like threatening “is this guy okay” bad.

    And that’s not cool. I need to learn to treat failure as a story branch, not a block. Why did I miss? Why didn’t my intimidation roll work? Why didn’t I pick the lock? Why was I seen? Who worked out that I’m the traitor? What other options can I explore?

    Some systems build this in by default – Apocalypse World, for example – and they give you the ability to somehow affect the world whenever you roll the dice, not just fail to affect someone’s Hit Points. That’s great! We need to get ourselves into that mindset by default. We need to view failures as setbacks and explain why our character didn’t achieve their goal, and we need to understand that failure is not the end of the world.

    ELEVEN: Play the game.

    This is a game. This is not a challenge that exists solely in the head of your GM. This is not your character’s personal story arc. This is not your blog. This is not an excuse to chat up one of the other players. This is not a table to sit at in silence. This is a game.

    We have signed up to play a game together. We are all telling a story with each other, to each other, and the story comes first. Step back from the heat of combat; step back from your character’s difficult relationship with their half-Drow mother; step back from the way that the Paladin’s player keeps stealing your dice.

    This is a game. Respect the other players. Respect the story, and act in service of it. Respect that you will not always get your way, and that not getting your way can be interesting.

    Do what is best for the game. Do what is best for the story. Be active! Be positive! Be interesting! Change things! If you can’t walk away at the end of the night with a good memory, with something that you could talk about in the pub in years to come, then everyone at the table has failed.
  15. Like
    Seiito got a reaction from Josep Maria in Good Roleplay Habits   
    What do you think some good player habits are?
     
    What do you think some good GM habits are?
  16. Like
    Seiito reacted to 2P51 in Specialization Trees.   
    It's to slow progression down otherwise you blast through the trees too quickly.  No problem house ruling around it but realize the shelf life of the characters are vastly reduced.
  17. Like
    Seiito reacted to Dead-Pool in Everything is Cool When You're Part of a Team!   
    Gadzooks! This looks fairly familiar, was just about to post the group on this thread when I saw you beat me to it.  I am GM'ing for these guys, been having fun so far.  Was new to GM'ing, first it was just Leesa and Carnus and I, and I ran them through a modified Under the Black Sun adventure that I tied into Beyond the Rim Module.  At the end of Under the Black Sun, the group stole the Nikto's ship  the Borrowed Time.  I had a NPC Pilot aboard, a Cathar female named Callista, that was all too happy to be working with a more professional team.
     
    Targin then joined our group that Reom had hired to assist and make sure they brought back any finds on Cholganna.  After some time in the jungle, they laid a trap and assaulted the Imperials trying to capture them and Cratala.   They blasted offworld and headed towards Raxus Prime where they picked up a new crew member, Dav as he likes to be called.  He had been stranded doing random jobs from IsoTech while the anger of the betrayal of his friend and stolen ship consumed him. 
     
    Their ship had taken quite a bit of damage and they feared the hands of the Empire would be after them.  They left with Reom's ship towards the Roche System to meet up with Iso I.  Had to do some parts gathering from a nearby system where a black market thrived, as well as hire a Ugnaught to install a 2nd transponder in their ship to create a new profile that the Empire wouldn't be aware of.  They renamed the ship the Centennial Chicken. (Not sure if there are actual chicken's in SW, but that's the name they loved the most, comes with an emblem on the side of the cockpit of a chicken attacking a Jawa.  The Dirty Dewback came in 2nd)
     
    Currently the group is heading to House Salaktori, where Carnus has been summoned by Jeslor Salaktori himself along with other hunters for what must be important, because it has been some time since this last occured.
  18. Like
    Seiito reacted to Forged in Everything is Cool When You're Part of a Team!   
    It wasn't a group K9 unit, I bought him. I did borrow from the group funds to pay for him but I've paid over 1/2 of it back and remind everyone each session how much I owe.
  19. Like
    Seiito reacted to zachattack2 in Everything is Cool When You're Part of a Team!   
    Our group just started out, but our 3 PCs are.
     
     
    Male Human Bounty Hunter Survivalist/Scoundrel(armed to the teeth with a HBR, Blaster Carbine, Heavy blaster pistol, blaster pistol, Thermal Detonator, 2 frag grenades) from a semi-civilized world known for making bounty hunters.
     
    Male Human Technician Slicer. On the run from the Black Sun.
     
    Assassin Droid Hired Gun Marauder with a focus on melee combat. Armed with integrated Shock Fists(Brass Knuckles and Shock gloves) and weilding a very large axe. Think HK-47 from the KOTR game but as an axe murderer instead.
     
    We recently finished part 2 of Long Arm of the Hutt(the party)
     
    Long story short: We roughed up the Gand into spilling the beans, sweet talked Piddok into giving us all the info we could want, and bought some weapons, sold and bought a ton of Info from the Toydarian, hired the smuggler duo to run spice with us/sneak us into Mos Shutta, and hacked the Protocol droid at the bar to sell our drugs for us(something we now plan on doing to every protocol droid barkeep we run across)
     
    In the words of our assassin droid, "drugs don't sell themselves!"(he hates organic meatbags and sees drugs as a way to damage them)
  20. Like
    Seiito reacted to Wookiee Scholar in Everything is Cool When You're Part of a Team!   
    I'm the GM of a group consisting of
    -My 11 year old son runs a Human Smuggler modeled after Han Solo, but he carries a sniper rifle.
    -His 11 year old friend runs a Wookiee Marauder modeled after Chewbacca, but he carries a vibro axe.
    -His other 11 year old friend runss a Human Slicer
    -My 64 year old father runs a Mon Calamari Scholar modeled after Sherlock Holmes from Elementary.
    They are basically a bunch of criminals that will steal anything they want, and potentially kill anyone that gets in there way of them taking it, while the Mon Calamari provides insight as to doing these things without getting caught.
  21. Like
    Seiito reacted to kaosoe in FFG Developer Answered Questions   
    At some point I will add spoiler tags to each major group for easy of reading.
     
    Both of 2P51's questions have been added. I recall the Resolve/Stim Application combination being discussed on the Order66 podcast so it's not the first time I heard that one talked about.
     
    I also added the following questions asked by HappyDaze and sent to me via a private message.
     
     
     
    Question asked by Happy Daze:
    How much does it cost to reload the Missile Tube?

    Does Prepare 1 on the Missile Tube require one preparation maneuver before each shot, or one preparation maneuver and then the weapon can be fired until it's empty (when it would need a reload maneuver followed by a preparation maneuver)?
     
    Answered by Sam Stewart:
    It costs 500 credits to purchase a clip of six missiles for the tube.

    Prepare states that it is a number of maneuvers that must be performed before each attack. Therefore, you must make a preparation maneuver before each shot.


    Question asked by Happy Daze:
    Can a single character with Brawn 5 carry and use a heavy repeating blaster in combat in the manner of a very large rifle (but using Gunnery skill)?

    The weapon lists Encumbrance 9 and Cumbersome 5. The description of the weapon mentions that the weapon needs a second operator to handle the power coupling and generator. What are the Encumbrance values of the power coupling and generator? Are the power coupling and generator included in the Encumbrance 9 of the weapon or in additional to it?

    The text description for the heavy repeating blaster indicates that the included tripod takes three actions to deploy. It also says that it works like the tripod mount attachment which takes two preparation maneuvers to deploy. Which of these is correct?

    Answered by Sam Stewart:
    The power coupling and generator are included in the encumbrance of the weapon. Most military units include a second operator to improve efficiency and help in moving the thing around and getting it set up quickly, since it's a heavy piece of machinery. The heavy blaster's 3 actions to get set up include and supersede the two preparation maneuvers required for setting up the tripod.
  22. Like
    Seiito reacted to Madcap in Everything is Cool When You're Part of a Team!   
    Current Party (around 135xp)
     
    Nerf Herder- modified Ghtroc 720 freighter
     
    Oroco-Human Bounty Hunter (Assassin)
    Vicara-Bothan Hired Gun (Mercenary)
    Navarre-Wookie Hired Gun (Marauder)
    Lyeia-Twi'lek Smuggler (Thief)
    Pashon Girrard-Human [Alderaanian] Technician (Mechanic) with some military training (ex-Imp)
     
    It is a bit combat heavy.  Before Pashon, they had a Rodian Explorer (Driver).  He and the thief were the noncomms of the party.  The Rodian left the party to study under a Jedi in exile. 
     
    With the loss of the main pilot, space encounters are a little more touch-and-go.  But with modifications, the Nerf Herder is a space turtle.  It can take some abuse before being in serious trouble.
     
  23. Like
    Seiito reacted to shupface in Everything is Cool When You're Part of a Team!   
    Except that Gimli and Legolas actually start to like each other?
  24. Like
    Seiito reacted to TXRyanLee in Everything is Cool When You're Part of a Team!   
    I GM for my sister and her group of friends. An all-girl group of "Property Relocation Experts"
     
    I run their NPC pilot, Zabrina, a Corellian smuggler scoundrel. She mostly stays on the ship and tools around. She's their backup, in case anything goes wrong. So far, they haven't needed her help.
     
    My sister plays A'lira, a twi'lek smuggler scoundrel, but she's looking forward to becoming an entertainer once they're released. A'lira's a gambler and bought her freedom from her Hutt owner by winning a sabaac championship, but he reneged and now she's listed as an escaped slave and owes a debt to her former master. She took her winnings and bailed.
     
    Stacey plays Zubra, a human hired gun. Zub's has contacts with the Rebellion and she'll do jobs for them, for a price. She's constantly upgrading her weapons or trying to acquire new ones.
     
    Lanie plays a 14 year old twi'lek Driver named Chikka, also known as "Chik". Chik is addicted to speed and wants to be a pod racer when she's older. For now, it's practice, practice, practice. Lanie used a sketch she saw of twi'lek girl with short lekku and kept the small lekku idea. She says they'll grow out when she's older.
     
    Their ship is a YT-1930 named Crimson Clover (or Crimson n' Clover) - they argue about the name. Zabrina wears a green synth-leather jacket with a green clover with red edging. Zabrina flies, Zubra fires the guns, Chikka fixes what gets broken.
  25. Like
    Seiito got a reaction from Col. Orange in Smuggler Book Next Please!!!!   
    Just a little friendly competition with the guy requesting the Bounty Hunter expansion.
     
    Thus far we've got Pilot, Scoundrel, and Thief, so to me some logical expansions could be:
     
    Pirate - A pilot specialized in the use of disabling equipment and outdated sharp pieces of metal.
     
    Cargomaster - A pilot specialized in driving large vehicles and handling shipboard systems, with some trade thrown in for all those nasty port fees. Super Hidden Storage.
     
    Sidekick - An expert co-pilot with all the skills that your average cocky space-buccaneer lacks.
     
    Sneak - A natural information gatherer and stealthy guy. Like scout or infiltrator.
     
    Trickshot - Can precisely shoot holes in coins out of a deep-seated hatred for currency.
     
    Desperado - An expert at boosting his fellow gang members.
     
    Racer - It's all about the speed. Just don't ask him to actually run on his own two legs.
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