|
Administrator
- Posts:
- 317
- Group:
- Admins
- Member
- #1
- Joined:
- Nov 27, 2007
|
Now you can register not just one character, but a (relatively small) ship with a crew. Limit of ten characters and one ship per member. No fully modern military ships are allowed, and larger ships are always going to be more difficult to operate (since the relatively outdated ships you are allowed will not have a large degree of automation). Any ship-board AI will count as one of your characters, as will any droids.
All forms below should go in the same thread (which should be titled based on the name of your primary vessel). Characters, inventory, and secondary ships should all be grouped together (i.e. if you use multiple posts, post 1 should be the ship, post 2 characters, post 3 inventory, and post 4 vehicles, though not necessarily in that order).
Single characters can not pilot a ship this size; if you're looking for a lone wolf type then see the Citizen Registration Template. You won't be getting anything there that would even approach the size limit here, however.
First up is the ship registry. You may notice that it is longer than what we had before for those little shuttles.
- Code:
-
[b][u]General[/u][/b][list] [*][b]Name:[/b] [*][b]Type:[/b] [*][b]Length:[/b] [*][b]Width:[/b] [*][b]Height:[/b] [*][b]Recommended Crew Complement:[/b] [*][b]Current Crew Complement:[/b] [*][b]Ship History:[/b] [/list]
[b][u]Power Plant[/u][/b][list] [*][b]Power Source:[/b] [*][b]Sublight Propulsion:[/b] [*][b]Faster than Light Propulsion:[/b] [*][b]Acceleration:[/b] [*][b]Atmospheric Velocity:[/b] [*][b]Space Velocity:[/b] [*][b]Faster than Light Velocity:[/b] [*][b]Fuel Endurance:[/b] [/list]
[b][u]Armament[/u][/b][list] [*][b]Weapon Type:[/b] [*][b]Ammunition:[/b] [*][b]Effective Range:[/b] [*][b]Rate of Fire:[/b] [*][b]Function:[/b] [/list]
[b][u]Defenses[/u][/b][list] [*][b]Shield Type:[/b] [*][b]Stealth Capability:[/b] [*][b]Active Armor System:[/b] [*][b]Standard Armor:[/b] [*][b]Other:[/b] [/list]
[b][u]Miscellaneous[/u][/b][list] [*][b]Special Technologies:[/b] [*][b]Hangar/Cargo Bay:[/b] [*][b]Service Stations:[/b] [*][b]Crew Quarters:[/b] [*][b]Ship Hazards:[/b] [/list]
This is the character registration; repeat for each crew member, including droids, robots, androids, whatever you want to call your mechanized unit. If any fields apply to multiple characters in your particular situation then you can pull that field out and fill it out once (or fill it once and copy-paste it to the rest of the characters, whichever way you see fit). For example: Background may be different for each character depending on how they all first met each other, but if they are mostly the same then you can write one generic background for everyone with a few notes about each character.
The registration form above is almost* identical to the original character registration; feel free to send any existing character(s) to a ship with a little copy and paste work as long as you fill out the next form. Other than the generic case mentioned above (and any fields which do not apply to your character) can be omitted; otherwise the form must be completed for each character.
*The only exception is the addition of the Ship Position field; this is where you say what this particular character's ship board responsibilities are. Something simple, like "Captain," "Mechanic" or "Pilot" will work (unlike the Background), but it helps to elaborate if your people aren't strictly assigned to their positions military style.
- Code:
-
[b][u]Personal[/u][/b][list] [*][b]Name:[/b] [*][b]Species:[/b] [*][b]Age:[/b] [*][b]Gender:[/b] [*][b]Appearance:[/b] [*][b]Personality:[/b] [*][b]History:[/b] [*][b]Ship Position:[/b] [/list]
[b][u]Talents, Skills and Abilities[/u][/b][list] [*][b]Physical Stats:[/b] [*][b]General Skills:[/b] [*][b]Notable Experience:[/b] [*][b]Other:[/b] [/list]
[b][u]Enhancements/Powers[/u][/b][list] [*][b]Bio-Engineering:[/b] [*][b]Implants/Prosthetics:[/b] [*][b]Powers:[/b] [*][b]Mutant X Gene:[/b] [/list]
Of course, those people are going to need some gear. This is a generic form for the ship-board equipment. If any particular item belongs specifically to one character you should either note that or list the item under that specific profile. Again, these fields are the same as those for characters.
- Code:
-
[b][u]Equipment[/u][/b][list] [*][b]Weapons:[/b] [*][b]Armor:[/b] [*][b]Items:[/b] [/list]
Sometimes a ship can carry smaller ships, mostly if you have one big enough for a hangar or docking clamp. Keep the size of the big one in mind. If you already have characters you can transfer their rides to the ship complement of your main vessel. The maximum limit, including ground vehicles and fliers, is ten. Of the ten, only four can be capable of faster than light travel; the rest are local only. Escape pods and drop pods do not count towards the ten but should be mentioned under Miscellaneous instead.
- Code:
-
[b][u]Transportation[/u][/b][list] [*][b]Type:[/b] [*][b]Length:[/b] [*][b]Width:[/b] [*][b]Height:[/b] [*][b]Power Plant:[/b] [*][b]Propulsion:[/b] [*][b]Max. Speed:[/b] [*][b]Max. Altitude:[/b] [*][b]Crew Capacity:[/b] [*][b]Armament:[/b] [*][b]Defenses:[/b] [*][b]Armor:[/b] [*][b]Features:[/b] [/list]
|
|
Administrator
- Posts:
- 317
- Group:
- Admins
- Member
- #1
- Joined:
- Nov 27, 2007
|
Here's a breakdown of the various forms.
Ship Registration: Please include pictures or a nice description somewhere below.
General
- Name: Every ship needs a name. Get creative.
- Type: Specify whether it used to be a military corvette, mid-bulk transport ship, etc., along with the original class type (i.e. Goa'uld Al'Kesh-class Mid-range Bomber).
- Length: Bow to stern. When you pick a ship be sure to consider that any larger ships are going to be difficult to operate with a small crew. The limit is ten people; you won't be operating a Star Destroyer with them.
- Width: Port edge to starborad edge. Also known as beam, for those of you who prefer the official terms.
- Height: From the lowest valley to the highest peak... wait, what? You know what to do here.
- Recommended Crew Complement: Estimate of how many people the ship designers intended to have operating it.
- Current Crew Complement: How many people you have on board. If some of your crew consists of service/utility droids or AI programs mention them separately; if that droid is a fully independent, semi- or fully-sentient android (C-3PO) then you can include it in the main count.
- Ship History: What this ship has been through, and how you managed to get your hands on it.
Power Plant
- Power Source: Fusion is basically the minimum if you want to go faster than light; naquadah reactors, antimatter power plants and the like will give you enough push to go somewhere. You can ask me for your specific details on each one if you prefer.
- Sublight Propulsion: Most of the time if you want to move forward you have to throw something backwards. The most common form is to use the main reactor to heat up some sort of liquid or gas and shove it out the back; alternately you can use things which range from conventional oxygen-based chemical engines (modern fighters or hydrogen engines) to the extreme Orion drive, which shoves a nuke out the back and uses the blast to send you going forward (secondary sublight drive strongly recommended).
- Faster than Light Propulsion: The method you use to go faster than light. Hyperdrive and warp drive are the common methods; as usual you can discuss the specifics of this with me. The laws of physics normally prevent traveling faster than light, so you'll have to warp space or go to hyperspace or something to make it work right. NO SPACE FOLDING TECH OR JUMP DRIVE.
- Acceleration: How fast your ship can accelerate under normal conditions. The modern shuttle can accelerate at 6 Gs, which is almost 60 m/s^2. They get pinned to their seats. Inertia dampeners can correct that, but try to keep it somewhat reasonable.
- Atmospheric Velocity: How fast you can go when you are in an atmosphere. Give the answer in a mach rating; the local speed of sound is usually a good comparison of your actual velocity. For people who aren't as interested in flight as some, the mach rating is how fast you can go relative to the local speed of sound (which changes depending on the local air density and pressure, as should your peak velocity), so mach four means you can travel four times the speed of sound in the atmosphere. Mach 1 is around 1,100 km/h at sea level on our big rock.
- Space Velocity: How fast you can go in space. This is usually a lot faster than what you can do in the atmosphere because there's no friction and no reason not to use those engines at full power which may be detrimental to atmospheres.
- Faster than Light Velocity: How fast you can go when using your FTL drive. This can only be done when you are away from a planet. Gravity throws off your calculations when you are too close to it or attempting to exit too close to it, and there's no such thing as a precision jump.
- Fuel Endurance: How long you can fly (assuming cruising speed, not maxed out reactor burn with full shields and weapons constantly, but with some room for that) on one tank. Going to power conservation mode can extend this period significantly.
Armament Repeat this list for each weapon you have and include a brief overview of them, including a mention of where they are placed on your ship.
- Weapon Type: Should be self explanatory; particle beam, magnetic accelerator, etc.
- Ammunition: The gun is very hungry; feed it some ammo, whether it's lead shells or individual protons. Mention your capacity here.
- Effective Range: Most weapons in space have a theoretically unlimited range; this is how far away your target can be and still have a decent chance of actually hitting it.
- Rate of Fire: The number of shots you can fire per minute.
- Function: What you usually destroy with the weapon.
Defenses
- Shield Type: See the revised shield guide (on its way) or ask me.
- Stealth Capability: Any stealth capabilities you might have. Sensor jammers and electronic interference are handy, as are a variety of low-observability design features. However, if your ship is big enough to warrant a full crew then it is unlikely that you will be able to mount a reliable cloaking device.
- Active Armor System: Some hulls have reactive armor, which has small explosive charges to deflect projectiles. Some have various types of hull self-repair systems (though nanotech based systems might be out of your league...). Some have ablative armor, which vaporizes under energy weapons fire and uses the vapor field to (hopefully) scatter the next shot.
- Standard Armor: Any notes about your hull construction go here. The metal that lines the interior of your corridors is probably not considered a part of your armor.
- Other: Defensive systems not covered above (point defense systems are classified as weapons, not defenses).
Miscellaneous
- Special Technologies: Special tech that your ship has. Try to keep it limited; you'll be able to buy some later.
- Hangar/Cargo Bay: Any type of cargo bay or hangar beyond the typical storage locker. Big garages are handy... but they're... big.
- Service Stations: Special spots on the ship which are designed to service various things. A general workshop counts, as do recharge stations for droids, Borg regeneration alcoves, etc.
- Crew Quarters: Quick description of what kinds of conditions the crew has to live in aboard your ship.
- Ship Hazards: Anything on the ship that's notably dangerous. Antimatter cores are volatile, nuclear cores have a radiation hazard, some ships might have rusty catwalks, etc.
Personal
- Name: What do you call yourself?
- Species: Human? Klingon? Vulcan?
- Age: How long you've been around.
- Gender: You do know what this means... right?
- Appearance: Provide a decent paragraph. Even if you have a picture try to explain a few things that the picture might not show people.
- Personality: Provide a decent paragraph or two.
- History: Provide a decent description of your history. I expect full and complete paragraphs here.
Talents, Skills and Abilities No one can do everything, but everyone can do something.
- Physical Stats: Strength, agility, etc.
- General Skills: Anything you do well with computers, medical stuff, etc.
- Notable Experience: Major events or general experience in whatever fields which would have given your character some valuable skills.
- Other: Anything else related to the above which doesn't quite fit in directly.
Enhancements/Powers Don't go overboard in any of the fields below. Your implants will need to be powered by something; be sure to mention that. Any enhancements will also come from somewhere (except the Mutant X gene), so be sure to mention that.
- Bio-Engineering: Organically based modifications to your body. Anything happening naturally goes along with your species or mutant X gene and therefore does not belong here.
- Implants/Prosthetics: Cybernetic implants which are usually permanently inserted or attached into your body somewhere. They can do a lot of stuff, but sometimes they will hurt. A lot. Keep that in mind before you go too crazy here, and know that I will not allow you to go overpowered with this any more than anything else.
- Powers: Freaky mental powers your person has. You can get creative, but don't go overboard here. You can use the Force, psychic, bizarre elementals, whatever, but try to stay away from magical writing and bizarre incantations. If at all possible make these powers scientifically credible.
- Mutant X Gene: A random gene which manifests itself in a wide variety of ways depending on the person. This is where you can get really crazy with your character, essentially giving him/her/it a single massive change which can dramatically alter a situation. I got dibz on wings.

Equipment Here's a generic list for what you keep on board the ship. If there's anything that each character owns personally you can list that under that character's respective biography. You can have a decent arms cache (enough for everyone to get a rifle), but keep the big guns severely limited. You can have lots of smaller guns if you want. Grenades and ammo can come in bulk too.
- Weapons: AK-47s FOR EVERYONE!!! That combat knife counts as a weapon. If possible, provide pictures. Always mention your ammunition type (for mass drivers) and/or power source (for magnetic or energy weapons).
- Armor: You will die more slowly this way. Obviously any powered armor system will be, well, powered, requiring some type of energy source. State this or face the Energizer bunny in battle with dead Duracells. Also mention the armor's features. If you can use it as a Haz-Mat or space suit, state that.
- Items: Other items you carry which are less combat oriented than the categories mentioned above.
Transportation This is for the smaller craft you could carry on board your ship. If you are transferring any current characters to a big ship then this form should look familiar; copy and paste away. As stated above, you are allowed a total of four FTL capable vehicles; the rest are stuck in the local area. Also keep the storage in mind, as your ship will have limited garage space.
- Type: Shuttle, cargo hauler, jeep, transport, dog sled... Provide a description and/or picture here.
- Length: Front to back, including longest protrusions.
- Width: Left to right from the farthest points.
- Height: Top to bottom including the high points and the extended landing gear. If the landing gear lift you particularly far above the ground you can include two figures for extended and retracted.
- Power Plant: Anything from a button cell battery (which will get you nowhere really fast) to antimatter. Keep the reactor relatively small scale. Antimatter is not recommended for anything that doesn't have some really f*ing high power technology on it. You can ask me for help here.
- Propulsion: How you intend to move your vehicle, whether it's the wheel, repulsorlift generator with a turbofan, or fusion engine. Note that a repulsorlift alone won't get you very far; the technology is designed specifically to counter gravity, but you will need a second system to move forward. Feel free to ask me for more potential engine types.
- Max. Speed: How fast it can go. This depends on the power source and propulsion, obviously.
- Max. Altitude: How high it can go. A spaceship will have a nice infinity sign here.
- Crew Capacity: How many people you can put on your ride, whether they are your tactical officers or backseat drivers.
- Armament: GUNZ YAY!!! Try to keep it limited, and note that weapon space will be at a premium. Also go into detail regarding placement, rate of fire, ammunition capacity, etc. I'll tell you if you have to tone down the numbers.
- Defenses: See the shield guide for more info. Also include your other defensive technologies. There are some restrictions:
- Cloak and shields cannot coexist. If you raise cloak, you drop shields. It also takes several seconds to switch from one to the other. Any weapons fired while cloaked will disrupt your cloak long enough for them to wipe you out of the sky.
- Shields are not indestructible. Also, space is limited; cloak and shield emitters will use up space really fast.
- Armor: How much you can take without shields. Armor is not as useful as shields against modern high energy weapons.
- Features: Extra technology or handy abilities your ship can pull which aren't quite covered above.
|