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Post by JW% on Apr 11, 2012 16:59:45 GMT -5
I'm combining the Star Trek Online rule system with my Cosmic Balance(which was strongly Trek influenced anyway) and Galactic Adventures(which was... more Star Wars influenced to be honest).
This is also a Federation-centric collection. Other organizations may have alternative rank structures and regulations.
Also note, this may serve as my reasoning AGAINST RP systems that rely on traits rather than stats such as BESM.
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Rank structure(from lowest to highest) goes as follows:
Crewman, Ensign, Chief, Lieutenant, Lieutenant Commander, Commander, Captain, Commodore, Rear Admiral, Vice Admiral, Admiral, Fleet Admiral.
There are three major fields of study: Tactical, Engineering, and Science. Captains and their First Officer can be from any of these fields. Bridge crew is usually placed in charge of one of the six divisions(or the head of two if the ship is small enough) depending on their division.
-Tactical Division --Tactical Department 1---Conn Officer 2---Energy Weapons Officer 3---Projectile Weapons Officer 4---Shield Distribution Officer --Security 5---Armory Officer 6---Assault Squad Officer 7---Security Officer
-Engineering Division --Ship Engineering 10---Damage Control Engineer 11---Diagnostic Engineer 12---Fabrication Engineer 13---Maintenance Engineer 14---Matter-Antimatter Specialist 15---Systems Engineer 16---Technician 17---Warp Core Engineer --Operations department 18---Deflector Officer 19---Explosives Expert 24---Flight Deck Officer 25---Hazard System Officer 26---Quartermaster 27---Sensors Officer 28---Tractor Beam Officer 29---Transporter Officer
-Science Division --Science Team 30---Astrometrics Scientist 31---Biologist 32---Botanist 33---Development Lab Scientist 34---Geologist 35---Gravimetric Scientist 36---Photonic Studies Scientist 37---Research Lab Scientist 38---Warp Theorist --Medical 39---Biochemist 40---Counselor 41---Doctor 42---Medic 43---Nurse
-Civilian department 44--Advisor 45--Bartender 46--Chef 47--Colonist 48--Diplomat 49--Entertainer 50--Prisoner 51--Refugee 52--Trader
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Individual crewmembers may have up to six of the following traits. Certain races have traits that define them, and so are required if your crewmember is of that race, and certain racies are incapable of having certain traits. (Please either write your character bio beforehand and then pick from the list, or randomly pick from the list and write around them, don't try to pick traits while you're still working on your character bio)
1 Accurate * 2 Acute Senses 3 Aggressive 4 Android 5 Astrophysicist* 6 Aquatic 7 Bite 8 Blindsense 9 Borg Nanites 10 Borg Neural Blast 11 Circlatory Redundancies 12 Cold Dwelling 13 Cold Blooded 14 Congenial 15 Corrosive Blood 16 Covert 17 Creative 18 Cryonic Beam 19 Cunning 20 Dumb Luck 21 Efficient * 22 Eidetic Memory 23 Elusive* 24 Empathic 25 Emotional 26 Feline Instincts 27 Founders of the Federation 28 Fury 29 Honorable 30 Hyper Metabolism 31 Joined Symbiote 32 Leadership * 33 Limited Telepathy 34 Logical 35 Lucky 36 Mental Burst 37 Mental Discipline 38 Mind Meld 39 Natural Armor 40 Natural Immunities 41 Nerve Pinch 42 Pacisfication 43 Pacifist 44 Peaceful 45 Peak health 46 Photonic Lifeform 47 Physical Strength 48 Pig-Headed 49 Pirate 50 Pounce 51 Project Image 52 Rapture 53 Reboot 54 Reptilian Strength 55 Resilient 56 Resolve 57 Seduce 58 Seductive 59 Shroud 60 Soldier 61 Space Warfare Veteran* 62 Spirit Walk 63 Spiritual 64 Stubborn 65 Sturdy 66 Superior ** 67 Sure Footed 68 Tactful 69 Teamwork 70 Techie* 71 Telekinesis 72 Telepathic 73 Unruly 74 Unscrupulous 75 Veteran 76 Warp Theorist* 77 Warrior
Traits marked * effect the whole ship/crew when the officer is at their station(called "Space Traits" because they won't help you on the ground).
The Superior trait ** effects the next trait slected, making half again as effective. Example: An individual with Telekinesis can throw a grown human across the room with a thought. An individual with Superior Telekinesis can throw roughly 1.5 times that mass. Two individuals with Telekinesis can throw twice that much mass, and so forth(individuals who can move things with a thought but can not reach that level of power do not need to list it as their trait).
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Next up: Ships, Alien races.
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Post by JW% on Apr 11, 2012 17:43:34 GMT -5
Ships of the Federation
These ships can be divided up several different ways. Tier, Size, Type... given how modular and customizable a ship is almost every one of them is unique and individual.
The first is a tier system which generally tells how powerful a ship is.
Tier "S" is for anything bigger than an Exo-Frame, but smaller than a "real ship". These may or may not have actual Faster Than Light engines, and are generally one or two man ships. They usually have about seven modular slots, typically used for sensors, shields, thrusters, armor plating, particle emitter, weapon booster, and two weapons. All this, plus enough cargo to keep the crew alive for months.
Tier 1 ships are generally smaller and lower tech ships. They are the most common ship, because they're cheap to produce and work the best. Generally they have nine slots for modular equipment, plus the basics of cargo, crew area, computers, engines, and FTL drives.
Tier 2 - 5 ships generally add in size and technological advancement, as well as four or five modular slots with each tier.
Size classes
Yacht (Tier-S) Corvette Frigate Destroyer Cruiser Dreadnought Super Dreadnought
Ship Types S-class, yachts, tier S, Fighters, Shuttles, Escape pods whatever you want to call them they still start us off.
But then we come to the Maurader Type, which is usually the smallest of a full sized ship, intended to be highly versatile in combat and short range missions, with advanced technology, manuverability, and firepower(for it's tier).
Escort Type sacrifice some of that versatility for more firepower. They're still small, usually no more than Frigate or Destroyer size, but top tier Escorts pack the most firepower of any ship.
Science Type start packing on the shields and sensory arrays, having one of the least amounts of (direct) firepower, and hull armor, but still a good middle of the road jack of all trades vessel.
Cruiser Type(which actually extend from the Tier 1 "Light cruiser" which is only Frigate sized into the Dreadnought and Super Dreadnought size at the higher tiers) are the heavy hitters. They're the biggest, with the most heavy armor and numerous weapons. Unfortunately, they're not very manuverable, so rather than nimbly avoiding damage like an Escort and focusing all their firepower in one direction, they have to soak up the damage with their shields and armor and use wide arcs of weapons fire(making it less damaging on the individual shots).
And finally the Carrier Type, which is usually the same size as a cruiser(making them tied for biggest and heaviest armored), but sacraficing most of it's direct weapons damage for launching bays.
The Flying Mudkip was a Tier 1, Frigate sized, Science vessel. "Miranda" type hull to be precise, which basically means it had a large saucer shaped area as the main part of the ship, and two "landing skids" which were in fact the warp nacels.
I say "was" because it was like that prior to Meka and Al phasering off their own warp nacel, while Penny was in it, so she could hotwire it into jumping to warp directly through a somewhat damaged Borg Invader Cube. The nacel was destroyed, the central part of the cube was spread over the sector in little crinkly green glowing bits, and Penny managed to transport back aboard the now Flying Mudkip just in time. The ship was then flown into the center of the cube, where on Al started playing Planet Dance and Meka broadcast on all hailing frequences "You are dyslexic of borg, you're ass has been laminated!" while firing everything they had left randomly in order to overwhelm the Borg's self repair systems. This suicidal insanity is the reason Ensign Meka has been made captain of his own ship.
The new Flying Mudkip is being made to Captain Meka and his crews specifications, within a reasonable limit. Reasonable suggestions include a special "kitten gardens" deck for Penny, but do not include "Transform into a giant robot that can destroy the universe" for Alastor. We believe that it will be a Tactical Escort, which makes it a Tier 3(on or about) Destroyer(on or about).
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Ships have a number of systems that are either required, or modular.
Required parts include crew quarters, a bridge for manual control, a computer system for automatic control, engine core for power supply, and "cargo space"(basically filling out the rest of the hull). Faster than Light drives fit here too, though they're not required on a ship, they're a large enough part of the hull that swapping them out is... difficult.
Required but modular systems include the Deflector Array, which serves multiple purposes(communications, sensors, etc) and Impulse Thruster Engines. Energy Shields and Armor also go here.
There are various booster systems that can be added in as well.
Finally, weapons, which(like most thrusters) require external mounts, and come in various flavors. The most basic is the torpedo, which launches a missile that homes in on it's target. Shields tend to deflect all physical objects, making the basic torpedo quickly outdated and prompting the introduction of energy projection weapons. Energy projectors come in beams and pulses, both of which are not quite "instant" in their propagation, but are both much faster than the torpedo trying to hunt down it's target. Beams are obvious enough, shooting what looks like a glowing line or stream at the target, and if the target moves, the gunner has to hold the beam on their target. Pulses are a bit trickier, as they fire an invisible and harmless stream, which spikes into a glowing bolt to deal damage. A good gunner can make the bolts turn by moving the stream that it's travelling along, making it seem like the bolt is tracking the target.
Torpedoes of course come in other flavors than just "explode on impact"(harmlessly against the far edge of shields), and have a number of variations on the basic idea.
Likewise, energy weapons have a vairty of "flavors" making the beam or bolt appear to be different colors, depending on the frequency of energy, the band of radiation, and the particles being projected. These have various effects on shields, hulls, and ships in general, such as dealing extra shield damage, neutralizing the targets power output, or overloading a specific system on the target forcing it to shut down.
The Flying Mudkip, at Captain Meka's request, utilizes all the "flavors". Each array uses a different mix of energy and particles... this results in it being unlikely that any additional effects will "proc" but it does make the beams a pretty rainbow(and plays merry hell with anyone who is specifically resistant/immune to one kind of damage).
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Aliens... the Galaxy is filled with them. Infact, humanity itself, after many many years of exploration prior to the current Faster than Light travel has expanded out so widely that some "humans" are indistinguishable from a truely alien race that just happened to have parallel evolution towards a humanoid form.
Only listing "playable" races, and their required traits
Human (Leadership, Teamwork) Vulcan (Logical, Physical Strength) Bajoran (Creative, Spiritual) Bolian (Corrosive, Blood) Benzite (Natural Armor, Natural Immunities) Betazoid (Empathic, Telepathic) Andorian (Acute Senses) Saurian (Circulatory Redundancies, Acute Senses) Caitian (Feline Instincts) Tellarite (Pig-Headed, Sturdy) Ferengi (Acute Senses, Natural Immunities) Pakled (Dumb Luck) Rigelian (Spirit Walk) Klingon (Honorable, Warrior) Borg (Borg Nanites, Efficient) Trill (Hyper Metabolism)* Gorn (Cold-Blooded, Reptilian Strength, Resilient) Lethean (Rapture, Telepathic) Nausicaan (Physical Strength, Pirate) Orion (Males require Physical Strength, Females require Seductive)
Aenar (Blindsense, Project Image, Superior Cold Dwelling, Superior Pacifist) Breen (Superior Cold Dwelling, Cryonic Beam, Mental Discipline, Soldier) Reman (Mental Burst, Telepathic) Android (Android Reboot, Superior Acute Senses, Superior Creative) Hologram (Superior Photonic Lifeform, Eidetic Memory)
(Duty Officer only, Traits yet to be determined) •Cardassian •Deltan •El-Aurian •Ferasan •Hirogen •Suliban •Jem'Hadar •Romulan •Terran •Vorta •Xindi-Aquatic •Xindi-Arboreal •Xindi-Insectoid •Xindi-Primate •Xindi-Reptilian
•Augment •Automated Personnel Unit (Fed or KDF) •Deferi •Dosi •Exocomp •Hunter •Karemma •Parada •Romulan •Wadi
(More research needed) •Capellan •Changeling •Denobulan •Preserver •Xenexian •Yridian
(Non-appearance, more research needed) •D'Arsay •Dopterian •Etanian •Hur'q •Kobliad •Na'kuhl •Numiri •Son'a •Tamarian •Tarkalean •Tholian •Tzenkethi
(WTF? They need to clean up their Wiki) •Aelasan •Brunali •Hylasa •Ktarian •Xaraxian •Yridian
(Galactic Adventures races) Koraci (Aggressive, Lucky) Cygnian (Congenial, Seduce) Wodanite (Honorable, Resilient) Froglodyte (Circlatory Redundancies, Pounce) Dulbian (Superior Natural Armor) Zorcon (Elusive, Rapture)
Gorsai (Warrior, Pirate) Robot Banshee Mutant Slime Devil Night Stalker Orangaphin Monster
WIP
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Next up, our crew.
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Post by JW% on Apr 26, 2012 18:00:31 GMT -5
Crew of the U.S.S. Flying Mudkip Name: "Meka" Rank: Lieutenant Commander, Acting Captain Division: Science Station: Captain Race: Human the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=8631Traits: Leadership- Humans are an inspiring presence, leading to 20% faster repairs to his ship and a 40% chance that people will go along with his ideas no matter how stupid they are. Teamwork- Humans organizes people naturally, leading to 5% increase in damage when exploiting a targets weakness. Creative- Meka is creative with the use of his gear, leading it to be slightly more effective than intended. He can heal a person for 5% more hitpoints and deals 5% more damage through indirect means(non-weapon attacks, like grenades). Astrophysicist- Meka knows astrophysics and applies the knowledge to his ship, leading to a 10% increase in the efficency of sensors, flow capaciters and particle generators. Unruly- Meka likes to party hard. ((Trait 6))- Gear: Blue uniform, Com badge, Tricorder, Standard issue personal forcefield, Standard issue hand phaser, Mark II Sniper Phaser Rifle, Mark II Medical kit. Name: Alastor Rank: Lieutenant Division: Science Station: First Officer Race: Human the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=8647Traits: Leadership- Humans are an inspiring presence, leading to 20% faster repairs to his ship and a 40% chance that people will go along with his ideas no matter how stupid they are. Teamwork- Humans organizes people naturally, leading to 5% increase in damage when exploiting a targets weakness. Techie- Al likes mecha. He gains 10% bonus to repairing his ships hull. Unruly- Al like to party hard. ((Trait 6))- Gear: Blue uniform, Com badge, Tricorder, Standard issue personal forcefield, Standard issue hand phaser, Mark II Medical kit. Name: Goldie Rank: Ensign Division: Engineering Station: Operations Chief Race: Betazoid the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=8630Traits: Empathic- Betazoids naturally have the ability to sense others emotions. Because they can feel others pain and distress, know how best to avoid causing it. +5% healing, -20% threat generation. Telepathic- Betazoid naturally have the ability to sense others thoughts, allowing them to target opponents without needing to see them. +10% Stealth Detection, +1.5 chance to expose target. Pacification- Goldie knows how to make other people shut up and listen to reason. Every two minutes she can call for a time out that makes people stop being agressive(Placate effect) for 15 seconds. Seductive- Goldie is just so darn cute, and she knows it! -10% Threat Generation, and additionally she gains +20 Placate resistance and +20 Confuse resistance from someone else trying to seduce her because she should know better. Congenial- Goldie gets along with just about everyone. ((Trait 6))- Gear: Gold uniform, Com badge, Tricorder, Standard issue personal forcefield, Standard issue hand phaser, Mark II Explosives kit, Tribble("Sparkles"). Name: JB Rank: Ensign Division: Tactical Station: Con and Weapons control Race: Rigelian the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=8654Traits: Spirit Walk- Rigelians are able to enter a trance state where they feel less pain and their bodies recover quickly. +23 Hit Points/sec for 10 sec +20 All Damage resistance for 10 sec, three minute recharge. Sturdy- JB isn't easy to knock down. +10 Physical Damage resistance +10 Kinetic Damage resistance +10 Knockback resistance Limited Telepathy- While he can't read minds, JB has a bit of a sixth sense in dealing with targets and how to get under their skin. +10 Perception and +1 sec Expose Duration ((Trait 4))- ((Trait 5))- ((Trait 6))- Gear: Red uniform, Com badge, Tricorder, Mark II personal forcefield, Mark II Phaser Assault, Mark II Grenades satchel, Name: MGG Rank: Ensign Division: Science Station: Chief Medical Officer Race: Unknown Alien the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=8687Traits: ((Trait 1))- ((Trait 2))- ((Trait 3))- ((Trait 4))- ((Trait 5))- ((Trait 6))- Gear: Name: Chi Rank: Ensign Division: Engineering Station: Engineering Chief Race: Andorian the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=8733Traits: Acute Senses- Andorians antenna are highly sensitive, giving Andorians +10 Perception check against stealth and +10% Exploit Damage Aggressive- Chi can be violent sometimes. +5% All Damage and +5% Threat Generation Fury- It's not nice to pick on Chi. The lower her health, the higher her damage output. Creative- Chi has a wonderful imagination. ((Trait 5))- ((Trait 6))- Gear: Gold uniform, Com badge, Tricorder, Standard issue personal forcefield, Standard issue hand phaser, Mark II Repair kit, Tribble("Dotty"). Name: JW% Rank: Admiral Division: Science Station: Advisor Race: Betazoid the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=8632Traits: Empathic- Telepathic- Accurate- ((Trait 4))- ((Trait 5))- ((Trait 6))- Gear: Blue uniform, Blue and white Dress Uniform, Com badge, Tricorder, Armored Shroud personal forcefield, Armored Srhoud bodyarmor, Type 1 hand phaser, Tsunkatse Falchion, Mark X Physicist kit, Frequency Remodulator, Pattern Enhancer, Tribble("IDIC"). Name: Firefly Rank: Lieutenant Division: Science Station: Chief Science Officer Race: Human the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=12423Traits: ((Trait 1))- Leadership ((Trait 2))- Teamwork ((Trait 3))- ((Trait 4))- ((Trait 5))- ((Trait 6))- Gear: Name: Alko Rank: Ensign Division: Tactical Station: Chief Security Officer Race: Crescendossian (alien) the-oblivion.proboards.com/index.cgi?action=downloadattachmentpage&board=general&thread=5&post=12470Traits: ((Trait 1))- ((Trait 2))- ((Trait 3))- ((Trait 4))- ((Trait 5))- ((Trait 6))- Gear:
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Post by JW% on Jan 10, 2013 0:45:33 GMT -5
Name: "Meka" Rank: Captain Division: Tactical Station: Captain Race: Human Height: 5'6" Hair: Blonde Eyes: Blue Traits: Leadership- Humans are an inspiring presence, leading to 20% faster repairs to his ship and a 40% chance that people will go along with his ideas no matter how stupid they are. Teamwork- Humans organizes people naturally, leading to 5% increase in damage when exploiting a targets weakness. Creative- Meka is creative with the use of his gear, leading it to be slightly more effective than intended. He can heal a person for 5% more hitpoints and deals 5% more damage through indirect means(non-weapon attacks, like grenades). Lucky- We can't explain it, it's certainly not skill, but Meka seems able to score a critical hits a good 3% more often, somehow... Unruly- Meka likes to party hard. Resourceful- Meka excels at outside-the-box thinking in many things, letting him develop successful plans on the fly as events happen. Gear: Red TOS Mirror uniform, Com badge, Tricorder, Standard issue personal forcefield, Type 2 phaser pistol, Photon Grenade Satchel, Ceremonial Dagger. Attachments:
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Post by JW% on Jan 10, 2013 1:58:11 GMT -5
Name: Alastor Rank: Commander Division: Science Station: First Officer Race: Human Height: 6'1" Hair: Brown Eyes: Green Traits: Leadership- Humans are an inspiring presence, leading to 20% faster repairs to his ship and a 40% chance that people will go along with his ideas no matter how stupid they are. Teamwork- Humans organizes people naturally, leading to 5% increase in damage when exploiting a targets weakness. Lucky- We can't explain it, it's certainly not skill, but Meka seems able to score a critical hits a good 3% more often, somehow... Stubborn- Alastor has a hard time quitting or even being turned. He gains a +40 Run Speed Resistance, +20 Stun Resistance, and +50 Placate Resistance(even to Penny's level headed suggestions!) Unruly- Al like to party hard. Techie- Al likes mecha. A whole lot. He gains 10% bonus to repairing his ships hull. Gear: Blue uniform, Com badge, Tricorder, Standard issue personal forcefield, Type Two hand phaser, Mark II Medical kit. Attachments:
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Post by JW% on Jan 10, 2013 2:35:32 GMT -5
Hrm... Attachments:
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Post by JW% on Jan 10, 2013 19:41:12 GMT -5
Name: Penny Rank: Ensign Division: Engineering Station: Operations Chief Race: Betazoid Height: 5'2" Hair: Brown Eyes: (N/A, Betazoid only have black eyes) Traits: Empathic- Betazoids naturally have the ability to sense others emotions. Because they can feel others pain and distress, know how best to avoid causing it. +5% healing, -20% threat generation. Telepathic- Betazoid naturally have the ability to sense others thoughts, allowing them to target opponents without needing to see them. +10% Stealth Detection, +1.5 chance to expose target. Pacification- Goldie knows how to make other people shut up and listen to reason. Every two minutes she can call for a time out that makes people stop being agressive(Placate effect) for 15 seconds. Seductive- Goldie is just so darn cute, and she knows it! -10% Threat Generation, and additionally she gains +20 Placate resistance and +20 Confuse resistance from someone else trying to seduce her because she should know better. Congenial- Goldie gets along with just about everyone. Musical- Goldie enjoys music, and has a good ear for composing as well as singing works. Gear: Gold uniform, Com badge, Tricorder, Standard issue personal forcefield, Standard issue hand phaser, Mark II Construction Kit(Exocomp and Medical Generator), Tribble("Sparkles"). Attachments:
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