Category Archives: talk

Alternity: The Characters

In our previous post celebrating Alternity, I talked about the general core mechanic – the d20 +/- step modifier dice and the triplet theory of results, damage, effects, and qualities.

So now let’s talk more about characters and character generation. As an example, we’ll use my character, Captain Ken Takashi of the Concord space station Lighthouse, at level 1.

As you’ll notice, Alternity PCs have the usual six D&D stats, with Wisdom renamed to Willpower and Charisma renamed to Personality. Fair enough. They are point buy, though, and normally can range from 4-14 though 8-13 is the typical spread. Int determines your number of skill points and this is a skill based game so you really can never afford to go under about 10 in it.

PCs also allegedly have classes and levels but frankly this is cruft bolted on to the system to make it friendly to the D&Ders. The class gets you a bennie at first level and then makes certain skills one point cheaper to buy. Ken is a Diplomat (Tech Op) – diplomats suck enough that they get to take a secondary class to get cheaper skills from, in this case the techie class. Other classes include Combat Spec (fighter) and Free Agent (thief). That’s it in core but you can also become a Mindwalker if you are into psionics.  No multiclassing or whatnot, you choose and that’s it, but it doesn’t matter later on except for skill costs.

You have a bunch of calculated values off your skills, including your Action Check (initiative), number of actions, speed, durability, and Last Resort (hero) points.

Skills

The heart of the system. Now, the core rules are a bit stingy with the skills.  You can only have about 5 discretionary broad skills and about 50 skill points (assuming an Int of 11) when you start. With the Alternity errata, the authors got the hint and immediately published the “optional rules” which are really law in all games – see Optional Rule Set 2 which gives that same character 7 discretionary broad skills and 66 skill points. You are still not uber or anything but you don’t suck so bad.

Keep in mind the skill system is VERY granular.  Want to shoot a pistol with a basic level of competence?  You’ll need to spend 6 points on the Ranged Weapon, Modern broad skill and then 4 points to get 1 rank in Pistol. That’s 10 points down already. I count 41 broad skills in the game with hundreds of specialty skills.

As you can see, for Captain Takashi I mainly had some basic broad skills at first level. I gave him a point in pistol and in a smattering of space navy type tech skills, a point of Leadership/Command since he’s in charge, and a point of defensive martial arts and intuition to simulate his pastime of Tai Chi. Bang, done! Simple enough, though there’s a lot of point fiddling.

Besides skills, you can buy a couple perks and/or flaws to round things out.  I didn’t, at least not at first level.

Walter

But there’s no sense in doing the math yourself! Because Alternity has the best fan-made character manager next to Byakhee, the awesome Call of Cthulhu character manager. It’s called the Alternity Character Manager, or Walter to us fans. Download and use it!  Some of the weapons listings are messed up but you can edit the XML yourself to fix them easily enough.

Kill

Is Captain Takashi too prosaic for you?  Want to see how much you can combat-optimize? Well, here’s my other starting character for the campaign, the Thuldan Warlion Markus Oroszlan. He is a mutant who was a shock trooper for the Thuldan Empire before moving to the Verge to find his own way in life.

Note his 16 STR, two points above normal human max, made possible by both mutation and Thuldan origin. He’s not great at shooting normal guns but in melee and with heavy weapons he is hell on wheels. Markus is the go to guy when our group needs to blow the bejeezusfuck out of something.

Leveling Up

You get XP, and when you get enough, you get a level.  For getting a level, you get skill points, approximately equal to the XP. Why wait for levels?  No good reason.  Anyway, you get better at skills but you don’t really become much more durable – see Takashi at level 10 and Markus at level 10 to see how much ten levels, the result of a year of playing every other week without fail, looks on you.

And that’s the Alternity character! Not, like Over the Edge simple but simpler than some games nowadays. Not as complicated as GURPS characters but more complicated than Silhouette characters; I’ve played space games with both.

Alternity: The Poll

Let’s ask you for Alternity Week here on Geek Related – have you played Alternity?  Did you enjoy it?  Share your thoughts below in the comments!

Alternity: The System

This week, we celebrate the Alternity sci-fi game that has given many gaming groups years of fun.  I’ve played in and run a number of Alternity campaigns over time – most recently our two year long campaign The Lighthouse, but a fair number of others too.  I even played in the Living Verge campaign – they had an RPGA campaign for Alternity back in the day.

Today let’s explore the Alternity system itself. It is an interesting departure from most systems, and especially for the D&D-haunted halls of TSR/WotC! In terms of other major systems it is probably most similar to GURPS (strongly skill based, roll under) but has a lot of unique aspects to it.

The Core Mechanic

The core mechanic of Alternity uses a d20, but to roll low under a skill. Die rolls are modified not by flat numbers but by die “steps” (d4, d6, d8, d12, d20) where a negative is a bonus. Therefore if you are rolling your skill at “-1” you roll 1d20 -1d4.

The Skills

Alternity sports a very detailed skill system which covers combat as well as other skill use, an approach much more appropriate for modern and future games than normal d20 in my opinion. First, there are general broad skills and then ranks in specialty skills, all based off a relevant stat. Let’s say you want to shoot someone and have no skill in it.  You roll versus half your DEX stat, with a one step penalty – in other words, 1d20 + 1d4 trying to get under 1/2 your DEX.  If you have the broad skill “Modern Ranged Weapons,” you roll against your full stat with a one step penalty. If you have a specialty skill such as “MRW: Pistol,” you roll 1d20 versus your Pistol skill, which starts at your stat and adds skill ranks.  This provides a nice differentiation of levels of mastery in the system, and since you have to buy the broad skill to get specialty skills, it helps ensure that you aren’t great at one skill and awful at another that are very, very closely related. In this case, if you have ranks in Modern Ranged Weapon: Pistol, you at least have the broad skill for firing rifles or SMGs. A common weakness of granular skill systems is that you are pathetically unskilled in otherwise logically clustered skills.

Degrees of Success

The most unique part of the skill system is the precalculated degrees of success that the rolling scheme makes possible.  If you roll under your skill, you get an “Ordinary” success.  If you roll under half your skill, you get a “Good” success and under 1/4 your skill gets you an “Amazing” success. These numbers are precalculated on your character sheet and don’t change, the die step modifiers just affect your roll.

So let’s say you have Modern Ranged Weapons: Pistol 14. You write this on your sheet “Pistol: 14/7/3”. You can then see at a glance which threshold you roll under.

Different skills behave differently in terms of degree of success; in the case of weapons they actually do different amounts and types of damage. Let’s say you are firing a 9mm pistol at someone, it does d4+1 points of wound damage on an Ordinary success, d4+2 points of wound damage on a Good success, and d4 points of mortal damage on an Amazing success.  You write this “9mm pistol: d4+1w/d4+2w/d4m”, matching the O/G/A format of your skill entries. For more techie skills, you often need a number of successes (perhaps before another number of failures) to accomplish a task, and Ordinary successes give you one, Good two, and Amazing three successes against the total, which lets you go faster the better you are.

As a result, the runtime complexity of the system is mainly figuring out the relevant die steps of bonus and penalty. Then you roll, get your degree of success, and look up the right result. This encodes a lot of complexity in the system while making most of it not burdensome at play time.

Effects

The theme of “three kinds” carries through the system.  As there are the three levels of success, there are also three types of damage – Low Impact (LI), High Impact (HI), and Energy (En). This is an innate characteristic of a weapon – an axe is always LI, a 9mm pistol is always HI, and a plasma gun is always En.

Similarly, there are three different degrees of damage a weapon can do – stun, wound, or mortal. (Characters have stun, wound, and mortal damage tracks.)

Armor is damage ablative and has three ratings, for LI/HI/En.  So a specific type of body armor might be statted as “Battle Vest: d6-3/d6-2/d4-2” which means it will soak e.g. d6-3 points of LI damage every time you get hit.

And still more – there are three different levels of quality of damage, Ordinary, Good, and Amazing, designed to level set personal vs vehicular vs starship combat.  So a 9mm pistol does HI/O (High Impact, ordinary) damage, a heavy machine gun does HI/G (High Impact, Good) and a starship’s rail cannon does HI/A (High Impact, Amazing). Armor is rated similarly, such that Ordinary damage against Good armor gets automatically degraded a level. It’s like a more well thought out version of Palladium mega-damage.

Once you get the hang of the triplet system it flows pretty quickly. Its strength is that it encodes a lot of the desirable complexity in a semi-crunchy science fiction system without depending on exception based design.

There’s a blowthrough aspect to damage; if you deal wound damage to someone and their armor soaks it, they take half the damage one level down. So if you shoot someone for 6 wounds, that actually does 6 wounds (minus armor) plus three stuns (not affected by armor). This prevents armor from making you invulnerable, a problem with some ablative armor systems (old WFRP being a good example of that).

All this may sound complicated, but in the end here’s a meaningful combat stat block for a street goon.

Skills: Modern Ranged Weapon 12/6/3, MRW: Pistol: 14/7/3
Weapon: 9mm pistol (HI/O): d4+1w/d4+2w/d4m
Armor: Battle Vest: d6-3/d6-2/d4-2
Durability: Stun 11, Wound 11, Mortal 6

It Gets More Complicated From There

Yeah, OK, so many skills have unique little “rank benefits” where you get feat-like abilities when you have a bunch of ranks, and using things like grenades turn into minigames of their own. They had to fill 250 pages of Player’s Handbook and another 250 pages of Gamemaster’s Guide with something I guess.

Flaws

Probably the single biggest frustration players find with the system is how granular the skills are.  There’s between 100 and 200 skills, of which  you only have a dozen or so, and sometimes it’s unclear what the right one is in a given situation.  And stats are not high – though the game uses the familiar 6 “D&D stats”, they don’t go from 3-18, they hover more in the 8-13 range. So if you are relying on broad skills with their one step penalty you usually have a very poor chance of succeeding. The main mitigations for this is the more generous optional skill point system we’ll discuss in my next post on Characters, and the GM being generous in letting related skills be used to achieve tasks. “I want to disconnnect the shuttle’s security computer” could arguably use Security: Security Devices, Technical Science: Juryrig, Computer Science: Hardware, System Operation: Defenses, and probably several more skills (Demolitions!). A GM that takes a very exclusionary approach and says “Security Devices is the right skill for that so it’s the only one that can be used” is likely to piss off players.

A slightly lesser concern is how effective and mandatory armor is. A lot of foes end up having good armor and it turns shootouts into whittling-down fests decided by secondary stun damage.  We’ve been known to joke after bombarding an enemy with attacks that do mortal damage but all get ablated by armor that “at least my bullets are making him sleepy!” On the other hand, it makes character death less frequent – Alternity has “levels” but you don’t get D&D style hit points as you go up, you have the same ~10 wound points at level 10 that you do at level 1, so it could be a very deadly system.  Well, it is a deadly system, it’s just that good armor is not a luxury, you have to have it. If you are wanting more of a Star Wars feel, you are probably out of luck; any sane player gets as much armor on as they can; even moderate armor takes combat from 1-2 shot kills to 5-10 shot stun takedowns. In our game we’ve mitigated this a little by making armor half as effective against mortal damage. Mortal damage is “worse” so usually the system does fewer points of it – like that pistol above that does “9mm pistol: d4+1w/d4+2w/d4m” – but that means that RAW, armor effectively almost always does away with  mortal damage, which is supposed to be the coolest Amazing result.

And the final concern is more of a packaging/formatting concern – they smattered a bunch of fundamental rules into the Gamemaster’s Guide instead of putting them in the PHB. You can see the standard TSR “well you need to sell them both a player’s book and a GM book right” philosophy fray in this game; a proper redesign would put a lot of the GMG content into the PHB and then turn the GMG into more of a resourceful campaign and opponent book.  As it is we ignore the GMG most of the time until we have to look up a picky splash diagram or range modifier table. Hell, you could do without the GMG just fine as long as you don’t mind off-the-cuffing some of that other stuff.

Conclusion

These two flaws can be worked around, and in the end provides a quite satisfactory system, in the same weight class as GURPS. I’ve played a variety of other SF systems – Traveller, Traveller d20, Star Frontiers, Silhouette, GURPS – and I put Alternity right up there next to all of them for overall quality and play experience. It was quite a departure for TSR, too, who then fell into the trap of “d20 Modern” and killed off Alternity when they got the Star Wars license.

Our Alternity Campaign Is Still Rockin’

Let’s hear it for science fiction gaming.  Our group has been running a campaign using the venerable TSR game Alternity for, goodness, nearly two years now!  The campaign is called The Lighthouse, as it is mostly set aboard the eponymous Galactic Concord space station in the Star*Drive universe. Paul is our faithful GM, who is using pretty much all the extant Alternity sources as part of one huge megacampaign.

It’s an interesting game that has a good bit of Babylon 5/Star Trek flavor.  Each player has two characters, in fact.  One is part of what we have taken to calling the “A Team” which is mostly command staff aboard the Lighthouse.  I play Captain Ken Takashi (since promoted to Admiral), the commanding officer. Patrick plays the faithful station pilot Commander Martin St. John, Bruce plays the eccentric mechalus engineer Taveer, Tim plays Haggernak, the weren station Concord Administrator (police chief). Chris was playing a CIB spy who died, and now it’s arguable which of his characters is “A team” – we’ll call it Drest, the Pict warchief who has come aboard with a task force of Picts from Lucullus who are flinging their bodies into the interstellar fray. You can check out our character sheets here.

Our second characters come from the seedy underbelly of the station. Disaffected diplomats, criminals, and other miscreants.  I play Markus the retired warlion shock trooper (who is bartender of the station bar/casino The Corner, and deals arms on the side), Patrick plays Lenny the T’sa “diplomat” (a semiretired master thief), Bruce plays Lambert Fulson the demented illegal merchant, Tim plays Ambassador Peppin (a dissolute professor who spent most of his career preying on coeds), and Chris plays Ten-zil Kem (apparently a VoidCorp diplomat but really a sleeper agent for an opposing faction).

The Lighthouse is a space station with a stardrive, and it wanders the Verge, a poorly populated part of space cut off from the main galactic civilization by a galactic war some time ago, spreading the law of the new Galactic Concord. We have been caught up in a holy war spearheaded by a variety of demented alien races who seek humanity’s death and/or enslavement. Unfortunately, they did not count on our resourcefulness, tenacity, or enormous capacity for violence.

We write up each of our adventures in some detail; you can read each session’s delightful mix of adventure and in-jokes on our session summary page.

This week will be Alternity Week here on Geek Related; we’ll celebrate the the game with some in depth looks at the system, characters, and campaign. Chime in with your experiences if you’ve played it too!

Decrease Metagaming, Increase Immersion

Immersion. Actually taking on the role of your character in an RPG; behaving, and ideally feeling, like you are a person in this shared fictional world. To me, immersion is the heart and soul of roleplaying.  If I just wanted to push my character around a board and perform cool combat combos, there are a lot of wargames and stuff out there that are arguably better at it, and a lot of computer games that are definitely better at it. I often wonder why people that don’t value playing “in character” play RPGs at all.

But since a lot of players don’t “get” immersion, it can be hard to achieve.  In fact, it seems like game designers don’t “get” immersion any more – D&D 4e makes it difficult with their dissociated mechanics, and that’s just the most mass-market version – a lot of the hot new indie games are more narrativist/gamist and are more interested in taking a God’s eye view to characters and scenes and thus create a story – but not to live a story. Often I think this is a result of people not having actually been in an immersive game, because the ones I’ve been in have been some of the best experiences of my life,and the other people in them don’t want to settle for less in the future either.

I read a great question on the Paizo boards about how to get more immersion and less metagaming in Pathfinder. It didn’t get near as much attention as I’d like, so I reposted it over onto RPG Stack Exchange, where it’s starting to get some great answers, especially from Runeslinger and LordVreeg.

Please consider joining the discussion here, or on RPG.SE, or on Paizo. I think that there needs to be a lot more discussion about things like immersion, which are the real core of the hobby, not “here’s some more feats or geomorphs or some shit like that.” It’s always harder to write about “soft skills” than hard skills, but the problem is that since the industry (and blogosphere) does that, eventually the hard rules stuff drowns out the soft techniques part.

Fixing the Gunslinger

We have been using primitive firearms in our Pathfinder campaign Reavers on the Seas of Fate, and watched with interest Paizo’s publishing of new gun rules and the Gunslinger class as part of a playtest for Ultimate Combat. In this last Reavers session, I put in a pirate captain with four levels of gunslinger to kick the class’ tires.

The gunslinger class is fine.  But the gun rules Paizo published are awful and suck utterly. Because their gun damage output is so low, and because they published them before the gunslinger class and they were therefore not up for playtest, to be viable the gunslinger ends up spending loads of abilities on getting more and more attacks, which is of course totally unrealistic with early firearms. It also drove them to include revolvers and other anachronistic weapons in a desperate attempt to fix their rules by sacrificing the game world, and even with all that they don’t favorably compare to the other classes in damage output. I actually had Wogan switch over to the Paizo gun rules for several sessions to give them a fair shake but we all decided they were just preposterously bad.

If your sword-and-sorcery fantasy world concept includes people reloading and shooting guns multiple times a round or blazing away with twin revolvers, then sure, use their rules. I think that’s a bit of a stretch however. A lot of people don’t like including firearms at all, and many of us who do want it to be more “Pirates of the Caribbean” than “Hard Boiled.” The “emerging guns” level as they describe it in the Paizo playtest doc.

Luckily, the fix is simple. I used my existing gun rules – in fact, after consideration and a year of playtest, I upped their damage to pistol: 2d6, musket: 3d6. I’ll note the gun rules in the Freeport Pathfinder Companion from Green Ronin have them doing even more damage that I just upped ours to, like 3d6/4d6! I didn’t want to go all that way yet, but after more time I can’t say we won’t. Then I told everyone “there is no combination of powers that lets you get off more than a shot per round per chamber.” Reload time is move action minimum.  No class powers to reload faster. And I don’t have revolvers and whatnot – I mean, maybe something like that could be found as part of a crashed spaceship in Numeria, but not in common use.

In fact, this pirate captain had as much as I’m willing to do in medieval/renaissance fantasy, which is a double pistol (two barrels). You can shoot both in a round at -4, or do one at a time. He had Rapid Reload so he could load and fire once a round. Or you can draw and shoot multiple pistols in a round (needing quick draw), but then you run out of loaded guns quick.

We did keep one part of the Paizo rules, kinda, in that they had firearms be a touch attack in the first range increment. We changed that to “versus flat-footed AC” (like everyone on the playtest boards told them they should do, but they ignored). This provides firearms a little extra boost. They still need it, because one shot at 2d6 damage is still worse than your average archer who can crank out 2 1d8+STR attacks with Rapid Shot (and a hundred other enhancement options besides). Especially since the guns have misfire chance.

Even with all that, the captain had a hard time hitting Sindawe – of course he wasn’t single class gunslinger (he was level 8 to the PC’s level 5, though) and Sindawe had a monk’s AC, where even flat-footed is high,and he was spending ki on keeping it at like 25.

The pirate captain got to use all his abilities. He used pistol-whip on a pirate the PCs charmed to attack him, he used quick clear because his gun jammed while Sindawe was swimming around the cave, he used snap shot on the PC’s first action, and used utility shot to set off the gunpowder keg bomb. And he combined his rogue sneak attack with it once when Sindawe was flat-footed.

So in the end, fixing the gunslinger to be a playable and balanced and non-anachronistic class is easy.

  1. Fix the guns. Use my gun rules and up the damage to pistol: 2d6, musket: 3d6
  2. Fix the gunslinger.  Change the “super fast actions” powers like Lightning Reload to something else. Maybe have Rapid Reload just take reload times down to one full round action and then Lightning Reload can take it to one move action.

I have to admit, I’m a little cheesed at Paizo. They keep running these playtests, but of the wrong things. It’s always “here, playtest this class,” seemingly more as a marketing promo than as an actual desire for input, but it’s the weapons that everyone can use that need more playtesting. Adventurer’s Armory was poorly tested and edited and was riddled with errors and bad ideas many of which haven’t been clarified to this day (like how brass knuckles etc. interact with monk attacks). They should have playtested these gun rules – most of their Gunslinger playtest was an exercise in “how do we make bad gun rules feasible” which is not an insipiring mission statement.

Do You Have A Question About Gaming?

If you have a burning question about gaming – rules, player or GM techniques, game recommendations, and want answers without a bunch of nonsense, consider coming to ask that question on RPG Stack Exchange.  It has a bunch of experts standing by eager to answer your question.

It’s not a forum, it’s a Q&A system based on the preeminent coder tool Stack Overflow. You ask your question, be clear what you’re asking for, tag your question, and maybe revise your question based on comments from the community.  Everyone else provides honest to goodness on topic answers, nothing else is tolerated, and people vote those answers up based on how good they think they are.  You as the question asker get to select what you think the best answer is too.

I’ve despaired of asking questions on RPG forums any more. It always gets bogged down in endless threadjacks, people saying “but you shouldn’t play that way,” and dozens of posts of nonsense for every post that kinda actually tries to answer your question. RPG.SE fixes that problem in spades; it’s not for hobnobbing, it’s for serious analysis of specific questions.

Want to know about good tools for a GM to use to organize their campaign notes? Or how to reduce dice reliance in a game? Looking for ways to get PCs angry without also annoying your players?

Come ask your question, it’s free and easy, and I bet you’ll get more solid answers than if you go ask the same question on any given gaming forum!

Submissions Open For the ENnies

The yearly RPG awards are coming around again. Check out the list of nominees. If a good product you know isn’t in there, send this link to the publisher and get them to submit themselves – there’s only a bit to go, May 8 is the deadline. Last year Paizo humiliated all the competition but this year all they have submitted is paizo.com and the Ultimate Combat playtest for some reason so it’s an open field!

Monster Mayhem is Coming!

Speaking of Necromancer Games, they had put out three volumes of good monsters in the 3.5e days called Tome of Horrors I-III.  Well, now all three are being published in one super huge volume by Frog God Games, The Tome of Horrors Complete, in either Pathfinder or Swords & Wizardry formats!

The thing is huge, and is now preordering for $90.  It’ll be over 1000 pages and have 750 or so monsters in it. And you get a PDF version along with of course.  Get this, and never want more monsters again! At least in August, when it comes out.

How 4e Loses Its Biggest Fans

There’s a good post by Clark Peterson of Necromancer Games on ENWorld where he explains how he got converted from the “biggest non-WotC cheerleader of 4e” to saying “bah” and now planning to support Pathfinder.

WotC has perfected the art of screwing things up with this edition.  Hopefully all of Mearls’ Legends & Lore columns asking people about how they really like to play (hint: not the 4e way, is the general tenor of the responses) will culminate in a better D&D 5e sooner rather than later. And perhaps whoever is in WotC legal (and marketing, and product planning) will get tied to some railroad tracks.

Razor Coast Coming From LPJ Design?

[Edit: Never mind, this was an especially douchebaggy April Fool’s joke by Louis Porter. But he’s apologized for the lapse in judgement, so water under the bridge.]

If you haven’t been keeping up, Nick Logue’s Sinister Adventures was working up a mega pirate adventure called Razor Coast that had great potential. Preorders were taken. Nick kept dropping the ball, and Lou Agresta picked it up and whipped the manuscript into shape.  I was one of the two volunteer proofers on the project, and I really believe in the product.

But then Lou (and we!) delivered the product back to Nick, and it continued to languish, and finally the Sinister Web site went down for the last time. All seemed lost.

But in Louis Porter Jr’s latest blog post, he hints with his trademark subtlety (which is to say, not at all subtly) that he’s involved in it somehow and will be bringing it to market! That would be amazing. I’m glad it worked out, he did kinda bust Logue’s balls a couple times about the whole fiasco, I’m glad Nick saw that it was justified instead of backing away.

Razor Coast should be amazing – and I’ve read it! I hope it got a little cleaning up since the last version I saw, but it’ll definitely be many, many sessions of gaming goodness for those who partake, if it is finally going to see the light of day.

Catching Up

Between going to SXSW and my college roommate coming  into town, I haven’t had much blogging time, as I always prioritize real gaming over talking about it! Luckily for you things are calming down, so there is a rash of session summaries coming this week. Once I’m through the backlog, I’ll try to do something else interesting.

In other gaming related news, I’ve been reading a lot of good stuff with gaming take-aways.  American Gods, by Neil Gaiman, is brilliant, and is basically Unknown Armies, the novel! The ancient gods are real, and there are “instances’ of them in America, but as they’re not worshipped any more they largely live among us and work in Quickie Marts. It’s must read material if you’re running any modern occult game.

I’ve also been reading both C.S. Forester’s Horatio Hornblower novels as well as their sci-fi stepchild, David Weber’s Honor Harrington novels. You know, sometimes you think “What, novels from the 1930s?  Must be lame!” but these rock.  Weber’s novels are interesting too – they manage to make SF space combat interesting in a tactical sense, which is a refreshing change, even if his interpersonal writing is a little too “Heinleiny,” as I think of it.

These are giving me loads of inspiration for my Admiral Ken Takashi character in the Lighthouse campaign!  I’m becoming more of a Navy prig with each novel.  Inspired by these books, I sent an unprovoked email to our GM the other day, reading:

Request to Convene Officer Selection Board

From: Admiral Ken Takashi, Commanding Officer, Verge Alliance Starship Lighthouse
To: Verge Alliance Lords of the Admiralty
Subject: Request to Convene Officer Selection Board

1. I would like to respectfully request that an Officer Selection Board be convened with the purpose of evaluation of Commander Martin St. John’s fitness for promotion to the rank of Captain.

2. I would like to further submit the following information for consideration in addition to the Commander’s record on file.

a. Commander St. John has served under me with distinction aboard the Lighthouse for many years and enjoys my personal confidence and recommendation.

b. His record for command and bravery as well as discretion is without question, and includes the recent rescue of Admiral Rastaad from the occupied Hammer’s Star system.

c. He has led ships during a number of spaceborne engagements with hostile forces including the pacification of pirates in the Corrivale system and destruction of numerous klick vessels in the Hammer’s Star system.

3. The exact date of the Lighthouse’s return to Bluefall is unclear due to the exigencies of the current conflict, but I respectfully request that such a Board be scheduled for the earliest possible opportunity.

4. I sincerely believe that Commander St. John’s record indicates the highest standards of excellence of command and request that the board deliberate these when deciding upon the Commander’s selection for promotion to Captain.

Signed,
Adm. Ken Takashi

I’m sure he thinks I’ve flipped my lid. But I can’t wait to tell one of the other bridge officers to “Please convey my compliments to Commander St. John on that last missile barrage.”