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Post by warrender on Nov 17, 2014 10:35:09 GMT -5
THE PLACE FOR OUT OF CHARACTER CHAT (OOC)
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Post by warrender on Nov 17, 2014 10:35:28 GMT -5
BackgroundIn 2158AD the first successful FTL drive was built and tested in a combined effort from the worlds leading scientific powers of their time and put the universe at humanities fingertips, spreading the frontier of the empire beyond that of the already colonised Sol solar system. 12 years later the schematics for FTL were made available to private organisations in a bid to promote star travel and colonisation that the governments of their time could not keep up with. In just 3 years the number of privatised companies reached a staggering 4000, with off world travel becoming more popular than standard travel. This unexpected boom in emigration had a devastating impact on the population number of Earth and it's Sol colonies and resulted in the recently formed GESE (Galactic Earth Solar Empire) restricting Emigration and transport from the worlds under its control.
Although protecting Earths interests and those of the Hive worlds set up at the dawn of the expansion age, the new restrictions crippled the outlaying worlds of the GESE, or Jessies and Geese as the outlanders like to call them. Without the continued income from space travel and supplies that were once plentiful, thousands of worlds were simply left to decay. Those who had been drawn across the stars in hopes of finding their future and fortune on the distant mineral rich worlds were left abandoned and isolated, the vast wealth available to them useless without the ability to transport it home, leaving them stranded with no way to afford a trip back home. many of these worlds managed to pool together to create self sustaining colonies where law and order prevail to a fashion. The majority however turned to rife and lawlessness. There is still a profit to be made in these lands, but it's a dangerous life to lead and crimes usually go unanswered.
In an affront to the GESE, the outlander worlds eventually revolted against the inhumane restrictions, choosing to trade both goods and people once more in secret. After several years the GESE formed the DeSPA (Deep Space Police Amarda) to combat these new pirate factions while at the same time relaxing some of the restrictions. Registered ships were tagged and regulated as to what they could or could not transport. Those that attempted to transport unregistered cargo or who were not tagged were hunted down by the DeSPA and impounded.
The forming of the DeSPA however, did nothing to help the victims on worlds already gripped by bandits and slave traders, leaving to fend for themselves in a galaxy of wickedness.
In recent times the bandits have become braver, bolder and more organised and many fear the various groups are joining together to form a huge network. Several lawful worlds have already fallen over the last few years, with bandits taking control of the settlements, burning down those with no value. Those who cannot escape are destined to live under a rule of evil or be sold as slaves, where no one will stand up for justice or human rights.
Reigner was one such world. Each day more and more bandits arrive by ship, amassing a huge force capable of over running its only town that still mines a quantity of ore for Earth. Many who have tried to flee have already been captured and some even shot. But a passing trader conducting business on the planet took pity on it’s people, and organised to ship as many people as they could off world while concluding his transaction in town.
Meet the CrewThe sound of muffled shouting could be heard over the dirt dune followed by occasional gunshots. A group of figures suddenly appeared over the top, sprinting as though being chased by a herd of wild bulls, one of them clutching the top of their hat to keep it from flying off as the group galloped over the top and down the slope to a large open prairie.
Still holding his hat he looked round, watching as several large men with guns bounded to the top of the hill behind them, pausing to take better aim. Halfway down the hill the shots sprung past them, flicking up clouds of dust where the bullets had embed themselves in the dirt.
“How could you not know you were stealing it from the Gregory Brothers!?!!?” One shouted, feeling the burning in their legs and chest as they sprinted towards a ship just ahead. Several people could be seen arranging boxes inside the hanger bay, looking up as they heard the gunshots. The figures on the hill, realising they had missed and were now lagging behind, jumped forward in attempt to continue the chase.
“No one steals from us and gets away with it!! Might as well make it easy on yourselves” one of the pursuers yelled. Finally pulling off his hat and holding it in his hand he turned to his comrade “How was I supposed to know that stuff was theirs?! It was left out in the open!!”
“That’s because it was ready for pickup. You screwed up a bloody weapons trade! God you’re stupid!”
Shots continued to ring past the group as they neared the ship. By now, everyone knew what was going on and hastily made sure they were aboard and out of trouble. A lone figure stood by the ramp just inside the hanger, hand on the button ready. As the groups feet pressed against the metal ramp he instantly pushed the button. Gears and screeching metal sounded as the large ramp started moving slowly upward. “Go,go,go!” he yelled into a comm unit and then promptly almost fell over as the ships engines screamed into life and caused the vessel to lurch to one side.
Pings against the metal outside could be heard as the gunmen shot at the vessel in vain, more out of frustration than believing they could hurt the armoured hull. One of the gunmen threw hit hat on the floor and shouted at no one in particular “Shizz! Henry’s gonna be pissed!”
Inside the vessel the ship rattled slightly as the vessel ascended into orbit. Three figure lay on the floor of the hanger, gasping loudly to catch their breath. “Well … *pant* … that went … *pant* … well”
------ Two hours later
A few hours later saw the Captain sitting alone in the mess hall of the ship. Chair leaned back and feet on the table while eating some porridgy looking meal from a bowl. A datapad came visible from the left hand side of the chair and. “Here’s the dossiers of the passengers we picked up and payment details. Would have liked to of given you the choice to speak to them before agreeing to transport them but you kinda decided to piss of the Gregory’s … … again”
Without saying a word the Captain reached back and took the datapad, using his thumb to operate the device while his other kept hold of his bowl. After briefly flicking through the various pages he flicked the pad onto the table “Cheers, I’ll have a proper look when we get to, Verzonia. There’s some cargo to drop off so we'll see if they are staying on or dropping off when we get there”
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Post by warrender on Nov 17, 2014 10:35:58 GMT -5
Character CreationYou get 100pts to start with, click below to get the details
Unless otherwise stated. Players are assumed to have a firearm skill of None, a negotiating skill of Low, a medical knowledge of “I can do plasters” None, a piloting skill of None, Spying Skill of none, a repair skill of None and an ability to absorb damage(Health) of Medium
Professions: (pick one) (if you can think of a profession not listed here you think would be good, please let me know)
Captain: Cost: 80pts (Skills-They’ve seen their fair share of combat and shenanigans in their time regardless of whether they had a combat background or learnt as they went. Captains have a Medium skill when it comes to firearms and can perform a single Rallying Cry allowing the Captain to perform one act of true bravery such as running through a hail of bullets unscathed) (Equipment-Captains carry a standard pistol at all times) (Options-For 20pts: Can be upgraded to a War Veteran which increases firearm skill to high OR Can receive a rare pistol/shotgun which can utilize armour piercing rounds OR have a background in trade which gives a negotiating skill of medium)
Commander: Cost: 80pts (Skills-They’ve seen their fair share of combat and shenanigans in their time regardless of whether they had a combat background or learnt as they went. Commanders have a Medium skill when it comes to firearms and can perform a single Rallying Cry allowing the Commander to perform one act of true bravery such as running through a hail of bullets unscathed with a 50/50 chance of success) (Equipment-Commanders carry a standard pistol and shotgun at all times) (Options-For 20pts: Can be upgraded to a War Veteran which increases firearm skill to high OR Piloting skills of “Medium” OR have a background in trade which gives a negotiating skill of medium )
City Slicker Doctor: Cost: 80pts (Skills-Born and bread in the city metropolis. Can heal wounds with high ease in a medbay and medium ease during a battle. Knows next to nothing about using firearms in the real world and has a firearm skill counted as none) (Equipment-All the tools to perform basic medicine and heal normal wounds. Fatal injuries will require an improved medbay or visiting a city hospital) (Options-For 20pts: Can become a Surgeon which raises medical skill from to high during a battle. Can heal Fatal injuries in a normal medbay with 50/50 chance of survival. Can access small city hospitals using his access pass)
War Veteran Doctor: Cost: 80pts (Skills-Served during the war as a medic or became one after the war. Can heal wounds with medium ease in a medbay or low during a battle. Has used weapons during his/her time but never to a large extent and therefore has a Low level ability with firearms) (Equipment-All the tools to perform basic medicine and heal normal wounds. Fatal injuries will require an improved medbay or visiting a city hospital) (Options-For 20pts: Can become a Surgeon which raises medical skill to high in the medbay and medium during a battle. Can heal Fatal injuries in a normal medbay with 25% chance of survival)
Trader: Cost: 60pts (Skills-A well known trader in these parts and experienced in double dealing and backstabbing when trade deals goes south. Traders have a firearm skill of Low and a negotiating skill of Medium and due to being used to working solo they have a Piloting skill of low as well as a Low skill in repairing damaged systems) (Equipment-Access to catalogues for any item or stock required that shows value and locations they can be found) (Options-For 30pts: Can be upgraded to an Merchant raising negotiating skill to High and a 100% chance of being able to tell a deal is going to go badly)
Gun for Hire: Cost: 80pts (Skills-Raised in the badlands or having a ex-military background, Guns for Hire tend to have access to better weapons than most and are highly skilled in what they do. Guns for Hire have a firearm skill of Medium and a Health of High ) (Equipment-Has a standard pistol, shotgun, rifle and 2 makeshift grenades as standard) (Options-For 20pts: Can be upgraded to a Mercs/ex-Soldier, raising firearm skill to High and granting a sniper rifle weapon and an additional 2 makeshift grenades)
City Slicker Preacher: Cost: 80pts (Skills-Tired of preaching to the masses in the city, they’ve decided to go forth to the stars and bring the wisdom of the Unified Church to the outskirts of the empire. CSPreachers have a firearm skill of None but are revered throughout the empire and have a negotiating skill of High where applicable. Preachers can usually move around the battlefield with less risk of being shot as attackers are loathed to shoot a Preacher) (Equipment-Unified Church bible, that is all one needs) (Options-For 20pts: CS Preachers can have strong ties with believers on city AND outlaying worlds and therefore can enter many restricted area’s unchallenged or at the most asked politely to leave giving them a spy rating of High)
Frontier Preacher: Cost: 80pts (Skills-FPreachers teach the words of the Unified Church around the Empire and are wildly known and respected by most. This doesn’t mean their only weapon is their words and book however, so many Preachers have a firearm skill of Low to aid them in escaping tight spots. Although not as revered as their city counterparts, FPreachers still benefit from a Low negotiating skill. They can also heal minor injuries and therefore have a Low] Medical skill during battle and in the medbay. Preachers can usually move around the battlefield with less risk of being shot as attackers are loathed to shoot a Preacher.) (Equipment- Unified Church bible, standard pistol) (Options-For 20pts: FPreachers can have good ties with believers on outlaying worlds and therefore can enter many restricted area’s unchallenged or at the most asked politely to leave giving them a spy rating of Medium )
Frontier Engineer: Cost: 80pts (Skills-Engineers are the masters of their craft and usually know their machines inside and out, repairing systems quickly with what little they have available and therefore have a Repair skill of Medium. Engineers also have the ability to build new devices from materials in store such as weapons and vehicles. Most Frontier Engineers also know a thing or two about weapons and can usually handle a pistol when needed and therefore have a firearm skill of Low) (Equipment-A trusty wrench, a datapad that analyses problems with equipment, standard pistol) (Options-For 20pts: Can be upgraded to Chief Engineer raising Repair skill to High and allowing them to create far more complex weapons and vehicles from scrap parts)
City Slicker Engineer: Cost: 80pts (Skills-Benefiting from the best education money can buy. City Engineers know everything there is to repairing almost any system and keeping them running and therefore have a repair skill of High. This higher education comes at the cost of experience and therefore City Engineers cannot create new weapons or vehicles on the fly, merely repair existing ones) (Equipment-A trusty wrench, a datapad that analyses problems with equipment) (Options-For 20pts: Can be upgraded to Chief Engineer and giving access to two repair droids that can act as offensive units with a Low firearm skill using plasma cutters and welders as weapons)
Additional equipment: You may only buy equipment that your character can use. It is assumed items/ammo will automatically restock when returned to the ship with exception to one use items that once used, are removed from your inventory
10pts Standard Pistol 10pts Rifle 10pts Shotgun 20pts Sniper 05pts Grenade (one use per grenade)
10pts Medical pack 20pts Portable tool kit 10pts Binoculars 05pts Flares (one use per flare) 05pts Radio (can only talk to others with Radio’s)
How to Post up a Character
User Name: Char Name: Appearance: ((picture ideal)) Profession: Add Equip: Background:
Example User Name: Warrender Char Name: Jimmy Appearance: ((picture ideal)) Profession: City Slicker Engineer Add Equip: Chief Engineer Background: Rough upbringing, once caught a mouse when he was 5, blah blah blah you get the picture
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Post by warrender on Nov 17, 2014 10:36:11 GMT -5
The ShipYour home for the foreseeable future. Christened the Eagle-eye and used for Cargo hauling it was the perfect choice for transporting a wide variety of cargo with its module compartment system (MoCS slang=mocks). Having recently been converted into a passenger transport, the Eagle eye sports a decent amount of living space with shared Mess Hall while still maintaining a decent sized Cargo Bay capable of cargo transport. The Bridge on Deck 1 contains sleeping arrangements for the crew in the form of open plan bunks, however crew quarters are available in the (MoCS) The main engineering section is contained on Deck 2 with automated engineering systems and terminals located on Deck 3 along with shared storage space for Cargo and equipment. The forward section on Deck 3 contains the logic and computer systems used to regulate ships systems and can only be accessed through the Mess Hall. While in port, the Eagle Eye may use its crane to offload modules for new ones, however it must always maintain a full compliment of modules due to stability issues. Unless damaged, any module bought is compatible with the Eagle Eye's module system. The LayoutDeck 1: Main Bridge with open plan space for bunks for crew members Deck 2: Service level with Mess Hall, Modules including space for medical apparatus, workshop with basic tools and Engineering Deck 3: Computer core accessible through Mess Hall, Hanger bay entrance, Storage and Automated Engineering equipment
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Post by warrender on Nov 17, 2014 10:36:33 GMT -5
The Setting
You are a member aboard ship, whether you are a crew member or paying passenger or is up to and doesn’t mean you can’t change your mind during the trip. The planet you were on is a simple town where the Crew attempted to negotiate a trade with a group of known bandits who have been trying to take over the town and stopping residents from leaving. At the same time, your crew managed to organise a select few who sneaked out of town with as much possessions as they could to escape with the crew after the deal was complete. As we all know, it didn’t quite go to plan but everyone managed to get away safely.
The style of play is easy. As GM, I set the scene and tell you what you see, giving you as much info as I feel is necessary. It is the job of the roleplayer (aka, you) to play your part as you wish, using the strengths and weaknesses of your character to create a realistic as possible description of what your character does. Power gaming is not accepted, if you have 0 firearm skill then you can’t post your character using snipers and getting headshots. Throughout the story I may dictate actions to force players down a path or direction to not only help the story along, but sometimes to help those that feel they need something more to work with in order to post something they deem worthwhile.
It doesn’t matter if you’re a RP veteran, a newbie, have written 100 novels or never written a story in your life, you are all equally welcome to participate in this journey and as we a welcoming community we all will help those that want it so don’t let that put you off from joining, heck my level of English wasn't great at first but 3 years of writing has helped a lot!.
If you regret not joining after a later date or are late to the party then drop me an IM or post in the OOC and I’ll happy tweak the story to give you a worthy entrance to the story so you can get going.
Throughout this RP, I and everyone on the forum is approachable, so anything at all you’d like to say, just pop an IM or post in the thread.
In the rare occasion that your character dies (such as for some reason you thought opening that airlock without a spacesuit was a good idea) then do not fret, you can easily create a new character that can be thrown back into the story. In fact, Some people greatly enjoy the prospect of jumping straight into the action with a brand new and equally different personality as part of the challenge.
Lastly, there will be 2 threads. THIS thread which from herein will serve as the OOC (Out of Character) where you can chat about the game, create your characters and others discuss issues. The other will be the IC (In Character). Only story posts are permitted in this thread to keep it clean from junk posts that break up reading. If after a long post you really need to post something OOC for clarity, such as to let someone know the intent, then use this format and keep it to one sentence ((OOC – My char said that because he’ll hit the next person to touch it))
Only thing left to say is, ENJOY!!
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Post by warrender on Nov 17, 2014 10:50:07 GMT -5
Ok guys, sorry for the multi post but experience has shown me it makes it far more readable and easier to follow when sectioned in multiple posts. Still need you to pick a name for the ship, Eagle eye is the default name for now. When you're ready, feel free to post up your chars or discuss who is going to be what first. Ask questions often. That's what this thread is for EDIT1: Have just come up with a great idea that may or may not work, either way it works for purposes of explaining the layout of the craft as I'm having trouble aligning rooms. The ship will consist of pre-designated rooms to serve a purpose like Bridge, Mess hall, etc. The boxes you see however, instead of being cargo boxes they are interchangeable compartments, some might be crew, others workshops, others cargo. This means the ships function is customizable and therefore, during the game I'll allow the crew to buy and sell these components as they become available, meaning you can change your own ship during the game. Perhaps you want to save up for a IT bay so you can play Call of Duty
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Post by bolttz (Zack) on Nov 17, 2014 16:15:21 GMT -5
User Name: Bolttz Character Name: Zachary (Zack) Appearance: (yes i did just take Cyrus from CaelumLex) Profession: Frontier Engineer Add Equip: Portable Tool Kit Background: Zack was born in a mining colony on an asteroid. He never got to spend much time with his parents due to their heavy work schedule. For the most part he simply ran amok on the site getting into trouble and being sent to clean and replace air filters. Eventually, the aging engineer (Markus) began to use Zack as fetcher, retrieving tools and parts when Markus didn't feel like leaving his work site. From Markus Zack began to learn the ins and outs of engineering, and while he may not know the schematics of every ship in the galaxy, he can fix up an engine in no time or set up a new sensor array using nothing more than an old sensor array and last weeks laundry (no, he will not do it again, the end result was his sense of smell being overridden by the smell of sweaty socks). Eventually the asteroid was mined out, and as the company didn't want to invest in more off-planet mining, the complex left and brought him to Reigner where he tearily left his mother (father died in an air lock failure) and Markus. He found a job aboard the Eagle-Eye where he acts as second banana to Chief Engineer Jimmy. Now, starting his 7th cycle of life (approximately 20 earth years) the ship has touched down again on the first planet he has known, the planet where his mother still toils away in mines.
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Welcome to Fort Triumph
Forces of Triumph
Founding Member
Posts: 2,110
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Post by Benevolent Thomas on Nov 17, 2014 16:59:45 GMT -5
User Name: Benevolent Thomas Char Name: Thomas Appearance:Profession: Trader Add Equip: Standard Pistol, Radio, Flare X2, Binoculars, Grenade Background: Thomas is a formally renowned smuggler throughout the Outlands. His smuggling fees were notoriously cheap as he got off on being able to stick it to the DeSPA with every successful delivery. A few years ago a deal went just about as south as it can get. Thomas arrived to make a delivery of illegal weapons on the planet of Reigner. At the rendezvous point he was not only greeted by his "client", but a dozen DeSPA officers with their guns drawn. In order to escape with his life, Thomas had to activate his ship's self-destruction sequence to serve as a distraction. Thomas was able to escape the elaborate ambush, but he was stranded on the godforsaken planet. He roamed the desert planet for years, making ends meet, hopping in and out of town when necessary. He continued to wander long after his system-wide reputation had faded into irrelevancy and was eventually forgotten. Word was spreading about a cargo ship that was smuggling people off of the planet and Thomas knew he had to board it. He just had to get off of this wretched planet... and he has a forte for smuggling. Thomas will gladly assist anyone that was willing to get him out of Reigner. Joining the crew of a trading ship is just the first step toward rebuilding his brand after all.
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Event Committee
Founding Member
Posts: 2,327
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Post by Deadeye Jack on Nov 17, 2014 17:25:25 GMT -5
User Name: Deadeye Jack Char Name: Ignatius (Iggy) Paxton Profession: War Veteran Doctor Add Equip: Medical Pack, Rifle Background: When Ol Iggy, was young he always wanted to be a doctor, due to all the shows glamorizing the profession. He was 25 when the War broke out and he enlisted to help tend to the injured. During the war he was exposed to the most heinous atrocities, causing him to reflect on the nature of humanity and its evils. Struggling to come to grips with it all, he decided escaping to the frontiers of space and starting fresh would do him good. For the many years since he made that pivotal decision, he has jumped from colony to colony, providing medical services along the way. A few years ago lawlessness skyrocketed in the outlander worlds and Iggy heard about a ship crew that was going to provide the services that the GESE no longer did to the bandit infested worlds. He decided to join and help in any way he could in this dangerous business.
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Post by bolttz (Zack) on Nov 17, 2014 20:04:18 GMT -5
Wait, how old is Iggy now? Your image makes him look rather old, yet your bio has him around 30.
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Event Committee
Founding Member
Posts: 2,327
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Post by Deadeye Jack on Nov 17, 2014 20:18:08 GMT -5
No he's definitely older. The only things that date him are how old he was during an unnamed and a not specified in time war and that a few years ago he joined up with the crew. While FTL travel might not have existed when Ignatius first started venturing out into the space frontier it did eventually take him out to the outlander worlds. I'd say he's in his early 50s or 60s
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Welcome to Fort Triumph
Forces of Triumph
Founding Member
Posts: 2,110
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Post by Benevolent Thomas on Nov 17, 2014 23:37:06 GMT -5
You also forgot to specify his Profession. Of course I think your bio hints at what he is supposed to be.
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Post by warrender on Nov 18, 2014 4:59:44 GMT -5
I was about to say that it was odd that no one wanted to be Captain, then I thought, you don't have to pick the Captain personaility in order to be a Captain If no one picks a Pilot role then I'm more than happy and able to take the role of Pilot, he'll be an NPC and do nothing but fly the ship where you tell him.
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Post by bolttz (Zack) on Nov 18, 2014 6:44:12 GMT -5
So he would be the pilot
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Post by warrender on Nov 18, 2014 7:05:31 GMT -5
Actually, Trader profession has Piloting skills, so potentially Benevolent Thomas could pilot. Still early days yet. Waiting on more char sheets. Once fully ready to go I'll copy and paste them into the IC thread so it's easy to find them. EDIT: Have added diagram of the ships interior behind spoilers to save space and page download time. If you have any questions on the layout then let me know. I haven't put in furnishing as I'm going to let you guys decide what feels right for you. Yes there are bunks on the bridge for crew, but it's up to you if you use the passenger quarters for yourselves. Just felt right having bunks on the bridge Throughout the game you're going to be earning money on your deals. I'll keep tallies so you won't need to worry about a thing. When you get to cities and such I might make you aware of deals available that you might want to spend money on to upgrade the ship or purchase. Maybe sell a passenger module in exchange for a luxury washroom or something.
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