The date is May 20th, 1287 in the 2nd era. The RDS Invincible (BBN-15), flagship of the Royal Navy of Denkol had entered the Garnet Coastline in a humanitarian mission, escorting the medical supply ships, RDS Hospitality, RDS Keenan, RDS Mercy, and RDS Poultice, to the Island of Jorgens Bluff in the contested waters off of the Bratavian mainland. The battleship was escorted by a small flotilla of screening destroyers. The rest of 2nd fleet was using this as an excuse to enter Bratavian waters to exert pressure on the Bratavian navy elsewhere. Warning messages were sent out from the Bratavian mainland, threatening to fire upon the Denkolesian ships, should the main fleet not retreat back to neutral waters.
After blatantly ignoring the warnings of Bratavia, the Denkolesian ships in 2nd fleet came under fire from coastal defense cannons and Bratavian capital ships. After a close battle, 2nd fleet was forced to retreat due to excessive losses. The Invincible was oblivious to the loss of support from 2nd fleet air support from the RDS Jupiter (CVN-35) and RDS Blaster (CVL-12). As such, when it came under fire from the BNS Hartu (BC-27) and BNS Gartersnake (BB-12), the Invincible was caught unawares and was swiftly set upon by a salvo of high explosive shells. The medical supply ships were immediately commandeered and a boarding party was readying to board the Invincible...
Hello all. Some of you may remember me from such disasters as Seltsame Insel (Literally any attempt except the first). Ya boi has returned for the next little bit with this steaming pile of garbage. The story and setting I had thought of while I was on deployment. I'll be using a lot of naval terminology for this. I have a map of the ship drafted up with the basic layout of the ship minus things like heads, scuttles, ladderwells, sculleries, and (most important) scuttlebutts. Game mechanics will be explained below. Please enjoy this half baked mess.
IC Thread:
http://www.bay12forums.com/smf/index.php?topic=179345.0
Skills: There are 4 skills; Might (MGT), Vigor (Vig), Smarts (SMT), and Channeling (CHN).
Might is your basic strength. This is used for things like lifting objects up, throwing things, and dealing melee damage as examples. Strength may be supplemented and/or substituted with Tools (Crowbar, Jaws of Life, Axes, Hammers, etc.).
Vigor is how well you hold up to continuous beatings/exertion like being stabbed seventeen times while holding up a pillar for your shipmates to escape a fire while breathing in the smoke of said fire. Can be supplemented by or substituted with Equipment/Drugs (Exoskeleton, power tool set, methamphetamine, Caffeine, etc.)
Smarts is your intellect. This is used for things like repairs, hacking, lockpicking, piloting, shooting, etc. Can be supplemented/substituted with precision equipment (laptop, flash drive, automatic tools, etc.)
Channeling is your magical aptitude. This is used to do things like conjure elemental effects, psychic effects, metaphysical effects, etc. (just make up magic things you want to do within reason (as in you can't make that raging inferno in front of you completely disappear, but you can slow it down) and I'll roll for them.) Unlike other skills, there are no automatically passed checks, so Channeling cannot be substituted by anything in your inventory.
Skill checks are done with a 1-10 skill level. Failure to meet the check will result in a chance of the action not getting done or you injuring yourself. For each point under the check you are, the roll requirement goes up. The minimum pass is the level divided by 20 and rounded up. (a skill check of 10 will have under-skilled penalty of 2-per level under min.) Your requirement to beat a check goes down as the level goes down.
You will have 3 points to allocate as you see fit. Everything starts at zero. Hard cap is 10, giving you plenty of room to grow and develop as a character.
EXP will be gained per task finished, checks passed, and enemies defeated. Tasks are worth 10 exp, checks are worth 5, and enemies are worth 25. Going up levels require the previous level requirement plus a 30% interest. (example, going from 1-2 is 100. From 2-3 is 130.)
Combat: Some of you may fight enemies. If so, combat will be separated into 2 phases. the player phase and the enemy phase. To attack the enemy you must meet or exceed their defense rating. And same for the enemy attacking you. Defense rating is affected by your cover and armor and vigor. (the calculation is Cover (0-3)+Armor (0-5)+Vigor Level (0-10) for a max of 18). For extremely large caliber weapons, cover is meaningless, so it will not be calculated in.
Health: Your health is your 10+(vigor times 5). Small caliber small arms (9mm or smaller caliber) deal 2 damage per hit. Large caliber small arms (larger than 9mm, but smaller than 20mm) deal 5 damage per hit. Small cannons (20mm-40mm) deal 10 damage per shot. Large cannons are a one hit kill regardless of your health. Small explosives deal 5 damage. Large are instant death. Radiation damage will deal radiation damage based exponentially on distance from source. Anything else will be dealth with on a case by case basis.
Name: (Obvious ain't it?)
Rank: Enlisted/Officer (E-1 or O-1 as you see fit)
Skills: Might: 0
Vigor: 0
Smarts: 0
Channeling: 0
Description: (A picture will do if you don't feel like using words.)
Backstory: (Optional and only really for fluff, since the rest of the world isn't fleshed out past this)
Loaction: (Choose one: Berthing (crew quarters), Mess Deck/Galley, Magazine (1-4), Reactor Compartment (1 or 2), Engine Room (1 or 2), Shaft Alley/Aux Machinery Room (1A/B, 2, 3, 4A/B, AMR), Misc/Passageway(if Misc/P-way, choose a frame number from 0-245 and deck number (2-05) and side (port, starboard, or centerline), Gun Deck, Fire Control Room, Damage Control Central).
Ranks are the Paygrade of the characters and Rates (Ratings) are specialties within your paygrade. Officers generally have a division they are attached to and responsible for. I'll list them below the rates.
E-1 Seaman Recruit (Fireman for engineering rates) SR/FR
E-2 Seaman/Fireman Apprentice SA/FA
E-3 Seaman/Fireman SN/FN
E-4 Petty Officer 3rd Class (Rate Abbreviation followed by number, example MMN3 for a 3rd Class Nuclear Machinist's Mate)
E-5 Petty Officer 2nd Class
E-6 Petty Officer 1st Class
E-7 Chief Petty Officer (Attach a C to the end of rate abbreviation, example BMC for a Boatswain's Mate Chief)
O-1 Ensign
O-2 Lieutenant Junior Grade
O-3 Lieutenant
O-4 Lieutenant Commander
O-5 Commander
O-6 Captain
O-7 Commodore
Rates:(realistically just for fluff)
TM (Torpedoman: Perform maintenance on and fire torpedoes)
GM (Gunner's mate: Perform Maintenance on and Fire the big guns as well as the weapons from the ship's armory)
DC (Damage Controlman: Perform critical damage control operations (i.e. shoring walls, pipe patching, dewatering, etc)
YN (Yeoman: Desk Jockey)
MM (Machinist's Mate: Operate machinery and fabricate parts.)
MMN (Nuclear Machinist's Mate: Operate the mechanical parts of the reactor plant/propulsion plant.)
EM (Electrician's Mate: Perform maintenance on electrical grid and lights aboard the ship.)
EMN (Nuclear Electrician's Mate: Perform the above, but for operation of the reactor plant)
ET (Electronics Technician: Perform Maintenance on electrical systems usually involved in combat)
ETN (Nuclear Electronics Technician: Actually Operate the reactor directly)
OM (Ordinanceman: Handles ordinance for the guns.)
HM (Corpsman: Medic)
BM (Boatswains Mate: Cares for the ship in total, as in preservation of surfaces and repair of topside equipment)
if you think of more feel free to become them and I'll add them here.
Departments and Divisions: Used to determine what your standing is aboard the ship.
Reactor (RX); RM, RP, RC, RE
Supply (SUP); S-1 (Material Acquisition), S-2 (Galley), S-3 (Hazmat), S-4 (Admin)
Gunnery (GUN); G-1 (Big Boys), G-2 (Small Boys), G-3 (Armory)
Security (SEC); Secutiry
Medical (MED); Main Medical, Field Dressing
Damage Control (DC); Repair Locker 1a, 1f, 2, 3, 4, 5, 7f, Chem Warfare
Engineering (ENG); M-Div (Mechanics), E-Div (Electricians), A-Gang (Auxilliary)
Admin (ADM); Ship's Admin
Damage Control Central is above and between #2Magazine and #1Reactor Compartment but below the gun deck.
Name: Kyle "Bro" Chadwick
Rank: O-1
Skills: Might: 0
Vigor: 0
Smarts: 2
Channeling: 1
Description: A man, or a dragon-man, or maybe just a dragon.
Backstory: Definitely has one!
Loaction: Damage Control Central
Name: Nathan Crane
Rank: E-1 (Designated striker MMN)
Skills: Might: 0
Vigor: 0
Smarts: 1
Channeling: 2
Description: Scrawny-side human with red regulation-cut hair. A bit shorter than average with a dark tan.
Backstory: It takes a surprisingly little amount of education to work on a nuclear reactor. Surprising to Nathan at least. He's always had a talent for magic and enlisted to pay his way through for a channeling degree, apparently the ability to control reality at will also works great for potential emergencies in reactors so they pushed him towards a machinist path. He just got out of school before his deployment. He mostly does the intern work but still proudly boasts that he works on reactors to make himself seem smart to strangers. Older, larger brother is marine. Older, also larger sister is a nurse.
Location: Reactor Compartment 2
Name: Debby Debson
Rank: O-1
Skills: Might: 0
Vigor: 1
Smarts: 1
Channeling: 1
Description: Looks like a woman with the head of a deer, or maybe just a really messed up face, has she been licking the fuel rods or something?
Backstory: A person that wanted to join the navy, and did.
Loaction: Galley
Name: Magnus Sorn
Rank: O-2 (Lieutenant J.G.)
Skills:
Might: 0
Vigor: 1
Smarts: 2
Channeling: 0
Description: A bigger man going slightly on the doughy side, all of those midrats brought to maneuvering (is it called maneuvering on a battleship, anyways?) hardly have ever helped with his weight. With a constant supply of aviator sunglasses and a bold (in-regulation) moustache, this nuke isn't quite ready for CQC, but hey, at least his school was paid for.
Backstory: Thought that big ships and big guns and big turbines were cool, learned that he could: sail the seven seas, put his mind at ease, and come and take a stand, so he joined up in college. Currently is unfortunately standing watch as the Engineering Officer of the Watch on this doomed ship.
Loaction: Maneuvering, or barring that, some random engineering space doing his due diligence to prevent gundecking.
Name:?
Rank: O-1
Skills: Might: 0
Vigor: 0
Smarts: 1
Channeling: 2
Description:?
Backstory:?
Location: Gun Deck
Name: Vallery Mosley
Rank: E-1
Skills: Might: 1
Vigor: 2
Smarts: 0
Channeling: 0
Description: A particularly tall woman with tan skin and amber eyes. Her hair is a deep red, potentially due to magical or mundane products, and is fairly long though properly tied to not go past the collar of her clothing as to meet marine standards. Noticeably has two long slash like scars in stitches on her face, one going past her left eye straight down and the other just under her right eye.
Backstory: Vallery was an orphan who never met her biological parents. While younger she often got into trouble, initially due to mischievous light hearted tricks but as things got more stressful it turned to quarrelsome methods as well. While in secondary school gained a reputation as someone one shouldn't mess with and should avoid. Despite this she managed to grow to befriend a girl named Charlie who got expelled for a fight against a bully and they are good friends and went to various bars together to pick fights and similar. She was recently recruited into the marines and was assigned to a small compliment aboard the Invincible to provide security during the unloading of supplies from the medical ships. Though her friend having mechanic training was assigned elsewhere, mainly due to being an army engineer instead.
Location: Misc/Passageway 184-4, Port.
Reserves are open