Crazy Good Piloting Abilities
As I've worked on a hotshot pilot character for my son, I've been quite surprised by a few of the Professional Abilities, almost wondering if they are too strong.
Keep in mind that my son's character is an Ensign (8 advancements), and he has 9 skill levels in System Operation (Flight Control). His total that he rolls is no less than 18!!!
He gets that by:
Skill Level: 9
Intellect of 10: +2
Flight Control specialty: +2
Astrogation Professional Ability: +2
Skill Focus (3D Thinking) +2
Fit: +1
Now, in addition to that, he has the following Professional Abilities (paraphrased below):
Combat Piloting: One additional helm maneuver per round without suffering any additional action penalties.
Dogfighter: While at helm, ship receives +2 to all helm maneuvers.
Evasive Maneuvers: Rolls 3d6 and keeps the highest two rolls for maneuver actions in space combat.
Am I reading "Combat Piloting" correctly? Does the ship get an additional helm maneuver per turn? or does he himself get that extra action (as he pilots the ship on the bridge)?
Even if it's just him (getting the extra helm maneuver), he still gets a +18 to his roll, adds 2 to all of his Helm maneuvers, and gets to roll 3d6 and keep the best 2 for all maneuvers in space! I suspect he's going to put Luke Skywalker and Maverick from Top Gun to shame!
Doug Taylor
Member of Decipher's Hall of Fame
Currently running The One Ring RPG. I also occasionally run Villains & Vigilantes (our campaign is in year 25) and WEG d6 Star Wars (both games are mostly on hiatus) and an annual game based on The X-Files (using Conspiracy X).