Advice form experienced GMs requested

By RebelDave, in Game Masters

So we finally created characters for the game I will be starting in the next few weeks, I wanted to get some advice from the more experienced GMs out there.

We have:

A Custom made Pilot Droid.

A Twi-lek Doctor.

A Rodian Scoundrel

A Trandoshan Bounty Hunter

A Drall Mechanic

A Selonian Marauder

Ironically, the ONLY member of the party with any ranks in Gunnery… is the pilot.

The back-story for the group is basically:

The Droid hired the Rodian to find someone to help him steal himself.

The Rodian hired the Drall to remove the restraining bolt, and they fled. They were tracked down, but evaded their pursuers, but the Trandoshan got caught and accused instead. They decide to rescue him, which they manage but take injuries. They are patched up by the Doctor and her Selonian friend, but again are tracked down, and have to make a run for it.

All this plays into everyone’s individual obligations to some degree, and is back-story for the group who have been together for a while (long enough to trust each other)

The Pilot is pure pilot, and the Twi’lek is similar having put her points in medical associated skills.

The Selonian and Trandoshan are very much combat beasts, the Rodian is abit of a Jack of all Underworld trades, and the Drall is a very competent mechanic.

Without wanting to dump a load of stats on you unless you want them (Simply ask), can anyone foresee any issues I might run into?

Cheers

RD

Social skills maybe. Who is the charmer, deceiver, negotiator, coercer? What are their Cunning's like? Perception checks may be an issue. Who is the hacker? I assume the Scoundrel can handle the Skulduggery.

Edited by 2P51

The Doctor is the onyl one with a rank in Charm, and the highest Presence of 3.

The Scoundrel has a Cunning of 3 and 2 ranks in Deception, and one of Streetwise

Noone has any Coercion as yet, and only the Selonian has a WP above 2

The Hacker is also the Mechanic, he bought the Slicer tools, and has a rank in computers as well as an Intellect of 4, and oddly is the only one with Skulduggery (But only a 2 in Cunning)

I admit it is a mixed group, I had tried to get them to create a GROUP, but it seems they fell back on their usual "Ill make mine, and shoe horn it in" tactics.

So they are strong in places, and weak in others, which is fine, I just want to prepare for things that might trip them up so I can plan for them.

So we finally created characters for the game I will be starting in the next few weeks, I wanted to get some advice from the more experienced GMs out there.

We have:

A Custom made Pilot Droid.

A Twi-lek Doctor.

A Rodian Scoundrel

A Trandoshan Bounty Hunter

A Drall Mechanic

A Selonian Marauder

Good spread.

Ironically, the ONLY member of the party with any ranks in Gunnery… is the pilot.

The way this game handles space combat, there is nothing wrong with this.

Without looking at a pile o stats, I'd say it all looks pretty solid to me.

The Doctor is the onyl one with a rank in Charm, and the highest Presence of 3.

The Scoundrel has a Cunning of 3 and 2 ranks in Deception, and one of Streetwise

Noone has any Coercion as yet, and only the Selonian has a WP above 2

The Hacker is also the Mechanic, he bought the Slicer tools, and has a rank in computers as well as an Intellect of 4, and oddly is the only one with Skulduggery (But only a 2 in Cunning)

I admit it is a mixed group, I had tried to get them to create a GROUP, but it seems they fell back on their usual "Ill make mine, and shoe horn it in" tactics.

So they are strong in places, and weak in others, which is fine, I just want to prepare for things that might trip them up so I can plan for them.

I'd say then Perception would be their biggest weakness. If you want them to spot stuff don't make it too hard and encourage them to put some love into it.

I would fully expect them all to throw points at Perception when they have them to spend. But knowing this group, they have spend as much as they can to make them as good as possible in their respective Specialisation.

So much so that after discussions with the Droid Pilot player, I am almost certainly going to allow him to use the Ace Pilot career from AoR rather than the Smugglar Pilot career, as it seem to fit better for a 'Designed to Pilot Droid' than a fringer.

I am aware this might make him abit powerful compared to the others, but he is going for a Good at THIS and JUST THIS type of character (Since he was a droid designed for piloting), and I trust this particular player not to abuse things... as he is a pure ROLEplayer, rather than ROLLplayer. (And he would happily play a system WITHOUT rules and talk his way through everything)

(Suggestions or Advice on allowing his change is VERY welcome!)

That said, this group is very "search everything, even the toilet" types, so having a low Perception might be a nice change for once!

When you are starting out a new group I'd allow changes to be made if something isn't working for that character, Or something else would fit the character better.