Cosmic Balance: Foundlings
Nov 19, 2014 4:33:17 GMT -8
Post by JW% on Nov 19, 2014 4:33:17 GMT -8
In the far future the politics of vast empires of allied alien races span innumerable stars can change the course of so many lives as to seem godlike. Yet even as today, nations of such a scale are not beyond the touch of the individuals... even the most lost and abandoned orphans... the foundlings who can effect the cosmic balance.
This is the story of one such band of orphans.
The world Verdure was colonized merely centuries ago, picked for it's rich agricultural and industrial potential, it was well on it's way to being a mecca of the Federation of Planets. It was your home, and while you may have been born elsewhere, or perhaps on the colony ships that brought you here, you have lived most of your life on this beautiful green and blue world. You may have been a farmer, or a worker in the growing cities, or perhaps even a student in the universities. Whatever you were ended when the world was attacked. Massive ships appeared in system and headed to the nearest habitable world, yours, destroying any signs of technology they encountered. Once in orbit of Verdure they began to harvest it, tearing the planet apart.
Thankfully, for you at least, there is an escape. Shuttles and other space worthy craft are within your reach to evacuate from your home. In the end you will be among the lucky few who survive the evacuation, escaping in system. There, hidden in a debris field, is the greatest of the ships that brought the colonists to this world. Waiting in an automated space dock until it would be used again. This ship will be your new home, and your new weapon to strike back at those who took your world, your families, and your friends. It will be your job to hone it from a museum piece into a force that can defeat any foes the universe can throw at you.
In your hands will rest the cosmic balance.
~~~~~~~~~~~~~~
Ostensibly taking place in the Star Trek universe, I make no promises of it holding true to Star Trek lore. I know the lore pretty darn well if I do say so myself, but I'm not going to hold anyone to knowing it, and I expect others to do the same of me. If I say something works like this in this game, please don't complain that it doesn't work like that in Star Trek. A major departure will be that transporters work differently.
And, while on that subject, the ship battles will be, relatively speaking, pretty fast. Emphasis here isn't going to be put on the actual battles, but rather the preparation that goes into the battles. Designing the ship and the tactics necessary for victory. As such you won't exactly get full control over the ship during combat, what you'll get is the ability before hand to design "attack patterns", preprogrammed commands for the ship to carry out when in combat.
As such your characters are probably going to be more cerebral and, let's face it, nerds. They were plucked from random walks of life but presumably united by a common tragedy and presumably a common goal(though you might have to work out if you want mere survival, if revenge is more your thing) but we'll have to see how well they can work together if they form a rank structure or play politics. Let's see if design by committee can be made to work.
~~~~~~~~~~~~~~~~~~~~~~
Character Skeleton:
For your life phase your character is assumed "Young Adult". You can make your character younger or older, though the colony itself has only been around 20 years and if you're older than that you might have been living aboard this, or another smaller(and taken apart to help build the cities) ship.
You are also assumed to be human simply as a reference point for players(if you all WANT you can have the colony be of another species. I'd be amused to no end if everyone wanted to play as a Klingon.). Feel free to play any species/race you want out of a sci-fi series, so long as it is roughly equal to a human in size, shape, abilities, and weaknesses. The colony could have been reasonably diverse(though everyone present would have had to breath the same air, eat the same food, drink the same water, and live in the same gravity).
As for traits, two to eight descriptive words or phrases describing abilities or personality tendencies. Things like "Logical" "Honorable" or "Aggressive". Include things like "Cold Blooded" or "Armored carapace" if you're going for an alien with these kinds of abilities.
Include your characters education in their background or other notes, since your skills are going to have to translate in some way to being a part of the ships crew and your education and/or training is probably going to determine what your character can add to the ship.
~~~~~~~~~~~~~~~~~~~~
The ship:
We haven't been introduced to it yet. I'd like a few suggestions on what it should be like. I was thinking a Constitution class(like the original series Enterprise was) but if there are favorites players have I'd like to hear about it so I could incorporate it into the game.
The ship is going to be equipped much like a Star Trek ship would be. Phasers, transporters, shields, deflector array, tractors, warp drive, etc.
This is the story of one such band of orphans.
The world Verdure was colonized merely centuries ago, picked for it's rich agricultural and industrial potential, it was well on it's way to being a mecca of the Federation of Planets. It was your home, and while you may have been born elsewhere, or perhaps on the colony ships that brought you here, you have lived most of your life on this beautiful green and blue world. You may have been a farmer, or a worker in the growing cities, or perhaps even a student in the universities. Whatever you were ended when the world was attacked. Massive ships appeared in system and headed to the nearest habitable world, yours, destroying any signs of technology they encountered. Once in orbit of Verdure they began to harvest it, tearing the planet apart.
Thankfully, for you at least, there is an escape. Shuttles and other space worthy craft are within your reach to evacuate from your home. In the end you will be among the lucky few who survive the evacuation, escaping in system. There, hidden in a debris field, is the greatest of the ships that brought the colonists to this world. Waiting in an automated space dock until it would be used again. This ship will be your new home, and your new weapon to strike back at those who took your world, your families, and your friends. It will be your job to hone it from a museum piece into a force that can defeat any foes the universe can throw at you.
In your hands will rest the cosmic balance.
~~~~~~~~~~~~~~
Ostensibly taking place in the Star Trek universe, I make no promises of it holding true to Star Trek lore. I know the lore pretty darn well if I do say so myself, but I'm not going to hold anyone to knowing it, and I expect others to do the same of me. If I say something works like this in this game, please don't complain that it doesn't work like that in Star Trek. A major departure will be that transporters work differently.
And, while on that subject, the ship battles will be, relatively speaking, pretty fast. Emphasis here isn't going to be put on the actual battles, but rather the preparation that goes into the battles. Designing the ship and the tactics necessary for victory. As such you won't exactly get full control over the ship during combat, what you'll get is the ability before hand to design "attack patterns", preprogrammed commands for the ship to carry out when in combat.
As such your characters are probably going to be more cerebral and, let's face it, nerds. They were plucked from random walks of life but presumably united by a common tragedy and presumably a common goal(though you might have to work out if you want mere survival, if revenge is more your thing) but we'll have to see how well they can work together if they form a rank structure or play politics. Let's see if design by committee can be made to work.
~~~~~~~~~~~~~~~~~~~~~~
Character Skeleton:
[b]Name:[/b]
[b]Life Phase:[/b]
[b]Appearance:[/b]
[b]Traits:[/b]
[b]Background:[/b]
[b]Other Notes:[/b]
For your life phase your character is assumed "Young Adult". You can make your character younger or older, though the colony itself has only been around 20 years and if you're older than that you might have been living aboard this, or another smaller(and taken apart to help build the cities) ship.
You are also assumed to be human simply as a reference point for players(if you all WANT you can have the colony be of another species. I'd be amused to no end if everyone wanted to play as a Klingon.). Feel free to play any species/race you want out of a sci-fi series, so long as it is roughly equal to a human in size, shape, abilities, and weaknesses. The colony could have been reasonably diverse(though everyone present would have had to breath the same air, eat the same food, drink the same water, and live in the same gravity).
As for traits, two to eight descriptive words or phrases describing abilities or personality tendencies. Things like "Logical" "Honorable" or "Aggressive". Include things like "Cold Blooded" or "Armored carapace" if you're going for an alien with these kinds of abilities.
Include your characters education in their background or other notes, since your skills are going to have to translate in some way to being a part of the ships crew and your education and/or training is probably going to determine what your character can add to the ship.
~~~~~~~~~~~~~~~~~~~~
The ship:
We haven't been introduced to it yet. I'd like a few suggestions on what it should be like. I was thinking a Constitution class(like the original series Enterprise was) but if there are favorites players have I'd like to hear about it so I could incorporate it into the game.
The ship is going to be equipped much like a Star Trek ship would be. Phasers, transporters, shields, deflector array, tractors, warp drive, etc.