Sector Command: Explorers of the Stars!
2181: The Federated States of Humanity span the stars. Warp travel has brought a new era of discovery, exploration and unity to mankind. Dozens of worlds and colonies stretch over half a dozen sectors. But not all races are as open-minded and friendly as Earthlings. After a brief, but fierce war, 5 years prior, tensions with the Krag Junta have long been strained, and border disputes are again becoming increasingly common as the militaristic Krag government looks to gain an advantage over the fast-growing Federation. Many are saying that a fresh conflict is inevitable
With the recent discovery of the Balor Sector, Fleet Command has seen it necessary to establish a forward Starbase, named Columbus. Several small colonies and outposts have been founded in the last year, but with recent tensions along the core border regions, resources to this frontier sector are limited at best. Worse still, there have been reports that the Junta has also recently taken an interest in this sector of space and is moving to annex whatever it can. Other vague reports speak of the enigmatic Kalikans operating in this sector.
Command has seen fit to attach four ships to the area to provide everything that the Federation colonies could need, from exploration, diplomatic missions, to the defence of its people and holdings. You have been selected as one of the four to helm these vessels.
What is this?So this will be a fairly free-form multiplayer forum game where each player takes control of a ship and helps explore the stars and bring the good name of the Federation to strange new worlds. At times, Sector command may issue orders or general directives, but as explorers, you'll often have free reign to follow the course of action you see fit. Each player will take an action for the turn and once all the orders have been received, I, the sexy GM, will role out the results using my trusty d6. Cooperation is highly encouraged between captains. Earth Command takes notice of Officers who are active, vocal and enjoy writing a good roleplay, so if you want to gain in rank you know what you have to do.
How to ApplyI want to give everyone an equal chance to apply, so I will keep sign-ups open for 24-48 hours. This will not be first come, first served, so please feel free to take some time making your sheet. I will select the four captains based on whose applications I think are best suited.
To start I'll accept four captains, who will design their characters and ships based on the criteria below. If there are any more people who want to join in right away, they can take a role as a senior officer on one of the four ships. I think this way it'll lead to more RP and !!FUN!! and it'll be an easy way to replace captains if one needs to go AWOL due to real life.
Character SheetThe Captain (Or officer)
Name: First and Last (nothing stupid please, the first Urist McDwarf will be shot out an airlock
)
Department: Before receiving your first command, which department were you part of? May determine minor bonuses on certain rolls.
(Engineering, Medical, Science, Tactical, Ops)
History: Not entirely necessary, but I like good window dressing. New captain? Old vet? Thoughts on the Junta? Being assigned to an unexplored backwater sector? The more you let me know, the more fun I can add for you!
The Ship:You will all have 12 points to spend on your ships to begin with. Over time you may gain or lose points depending on refits, upgrades, obsolete tech, or battle damage.
All categories are rated from 0 to 5. It costs
1 point to increase a level, except for
level five, which costs
2 points to represent the difficulty in acquiring top level tech.
Name: Name of ship (Chosen by GM)
Class: The role and type of ship (Chosen by GM)
Size: 0-5 Determines the size of the ship, how much punishment, crew and weapons/equipment it can pack.
0 - A long range scout or science vessel. 15-25 crew
1 - Corvette. 50-80 crew
2 - Destroyer. 100-150 crew
3 - Cruiser. 200-350 crew
4 - Battleship 400-600 crew
5 - Dreadnought 600-800 crew
Weapons: 0-5 How many/advanced weapons the ship carries in relation to its hull size. Higher means longer range and more power.
Defence: 0-5 How well shielded and armoured the ship is in relation to its hull size. Higher means better shields and a tougher hull
Speed: 0-5 How fast and manoeuvrable the ship is. A higher number will make it hard to hit and better able to choose when to attack or flee
Tech: 0-5 Targeting, sensors, comms, jammers. A higher number will spot threats quicker, be detected less and have more accurate weapon's fire.
An average ship of the line could be considered to have 3 in each category, but this sector is low on the priority list for the Fleet Command, so some sacrifices will be necessary. Feel free to add any comments or information on how you see the ship running, but in the end I will have final discretion.
Any questions?