Roll to Technobabble is a simple game where you're a part of the starship's crew who attempts to survive the battles, disasters and catastrophes that await USS Fortune in da space.
Rules&Regulations:
1: Any action that requires a roll should include technobabble. The more sophisticated technobabble, the better. Enough technobabble might provide a bonus to your roll. For example, if you simply say repair the engines, you won't get a bonus, but if you say that you're attempting to re-modulate the omicron matrix to reset the plasma furnace, you might get +1 to your roll.
You can perform only one technobabble per turn. Roleplaying and emotional bonding is welcome but not needed; after all, the game will focus on distress situations, so instead of dreaming about your crush you might want to fix engines instead.
2: The cast of players requires a Commanding Officer, Chief Medical Officer, Tactical Officer, Science Chief and Chief Engineer. Each of these is specialized in their field of spaceship operations, and trying to do something outside their field (for example, Chief Medical Officer trying to repair a laser turret) will incur a -2 penalty to the roll.
Commanding Officer is a special one; they have -1 penalty to all rolls on their own. However, if Commanding Officer works with another player, said player gets +1 to their rolls. You can think of CO as the 'advisor' and dice bonus to the rest of the crew.
3: Each officer has 10 hitpoints in the way of Redshirts; a Redshirt dies if you roll a 1, be it natural or not. If you lose half of Redshirts, you get -1 to all rolls, and if you lose all Redshirts, the penalty increases to -2. The next failed roll you perform kills your character and quite possibly dooms the ship.
You ask where Commanding Officer's Redshirts are? Well, CO doesn't have any - he can only die along with USS Fortune. Of course, any officer that happens to be in main Area that gets destroyed dies instantly; there's no saving roll.
4: USS Fortune has 5 main Areas: Main Engineering, Sickbay, Science Lab, Bridge and Battlestations. Main Engineering gives Chief Engineer +1 to rolls, Sickbay +1 to Chief Medical Officer, Science Lab +1 to Science Chief, Battlestations +1 to Tactical Officer and finally, Bridge provides +1 bonus to Commanding Officer, effectively nullyfying CO's base penalty.
All these can be fully operational, damaged, moderately damaged, heavily damaged or destroyed. Each failed roll in a section will worsen its status and adds 1 to 6 problems that need to be fixed before section 'heals' one level; furthermore, moderately damaged incurs -1 penalty, and heavily damaged is -2.
Finally, Main Engineering holds the Warp Core, the main power source and device needed to space travel - if Main Engineering drops to heavily demaged then every turn there's a 20% chance for Warp Core Breach - if you do not fix it in 2 turns, the USS Fortune is destroyed. Of course, if the Main Engineering goes right down to destroyed, the warp core gets blasted as well, and so does entire USS Fortune~
5: Character creation is up to you; you are free to include your char's family history, medals and whatnots, but all I need is their name, rank, and age/gender.
6: Technobabble actions are to be bolded! This will greatly help me understand if you're just babbling or technicking repairs or something!
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USS Fortune's List of brave (and just slightly foolish) Officers:
Commanding Officer: Cromwell Jackson (29/male) [mastahcheese]
Chief Medical Officer: Jim (29/male) [GUNINANRUNIN]
Tactical Officer: Nosten Nostovar (33/male) [Yoink]
Science Chief: Dermonster (20/male) [Dermonster]
Chief Engineer: Christer Anderson (33/male) [Dorsidwarf]