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Auren Shiro

PostPosted: Fri Jun 23, 2006 7:07 am


No Guts, No Galaxy.

Okay, this campaign is well, about a bunch of new figher jocks fresh out of an acadamy... And on their first assignment... Whoo!

Now, you may be wondering why all of the PCs would be on the same ship as everyone else. Here's why.

In the future, humanity has spread to the stars like a plague, and many of the alien races who've been there for a while have reacted differently. Some extended 'brotherly love.' Others shrugged and moved on, some thought 'profit' when they saw Humanity's new markets, others said 'Kill the Space Apes... Whatever apes are!" Others have extended alliances, not "Welcome to the starz, man..." But the kind of... "Hey look, you're new, and we seem to be the local welcoming committee. Here's what we propose..."

Either way, regardless of what really went on... You all became fighter jocks, and managed to even graduate. Now you've been stationed on a Teir Class Dreadnaught, a Sector Control Vessel. This monstrosity of a combat ship was first developed by the Terrans, and is armed to the teeth and more heavily armored and shielded then pertty much anything seen to date, except for a Zurian ubar-battleship, which hasn't been in combat for hundreds of years. But they cannot match the amount of firepower put out by a Teir. Amount of firepower, not sheer firepower. A Kato, the Zurian Battleship could quite easily crush a Teir in a one-on-one fight, but it only has 10 anti-capital ship weapons, while the Teir has on the order of around 50.

However, the sector that your Teir is in, the Salamis, there have been strange going ons. Civilian Freighters disappearing without a trace, only to reappear weeks later, battered and missing a crew. As such, the Terran Naval High Command has ordered the Salamis into Yellow Condition, which means the party's over.
PostPosted: Fri Jun 23, 2006 7:18 am


Like it or not. No "I'm t3h r0x0r uB4R f1973R j0ck. i pwnz all of j00." types. We(Read: I don't like your kind, for at least the beginning of the campaign.) Don't like your kind.

That means...
Here's what you can't have.
-Magic/Psionics. Are you really going to bust out your magic attacks going 350000 kps in the middle of a dog-fight?
-Telepathy, on the other hand is limited to level 1, with the cavaet that you really only have to focus on your opponent. Shouldn't be too hard when you're riding their a** in said dog-fight. Conversely, you can have Mind Shield of 3 max.
-An ACV/DCV over 7
-The highest skills you can have, for now is 4 in Mecha Piloting (Fighter), -Ranged Defense, Heavy Gunnery (Mecha), and Mechanic (Mecha)
-Mechanical Genius over level 1
-Own a Big Mecha: Level 4 is the max. The Mecha *MUST* have the following defects: Owned by a Megacorp level 1 and Awkward Size 2
-Massive Damage: level 3
-Any obviously supernatural thing other then Sixth Sense.
Other then that, have fun.
-Please make your fighter have some sort of standardization, just to make the NPC techs have an easier time fabricating spare parts for your shot up fighter... So, say it came from somewhere...

Okay, you have 50 CP max, but defects you can't have are: Red Tape 2, Grrl/Boy Magnet 2, and any obvious sensory problem that isn't related to sight/hearing, more then 1 pt. Nobody should have Haunted, due to the fact that you're green as you can be.

Okay, a few things I would like to see that's at least semi-standard.

Since you're all human, whether you like or not, the humans while they have about sixty different strike craft (That's a class, see Interceptors, corvettes (Bigger interceptors, slower, but nastier in the end.), each with its own capabilities, but similarities...

Let's attempt to have at least *some* standardization.

--Heavy Armor 2 to 4 is pretty much required. I'll be laying off of the Armor Penetrating as much as possible. Only Ruriroth really knows my facination for Armor Penetrating 2. To help facilitate this, I've added in an option; While standard heavy armor costs 3/level.
--Hardened Armor:
--Increase the cost by 1 point. (To 4 in this campaign). The Mecha or Character has Hardened Armor. It can't be combined with Hidden Armor, due to the massive sets of armor plating. It reduces the Armor Penetrating Effect of a weapon by 1 level. So if an AP 1 weapon hits something with Armor Penetrating, the armor still absorbs full value of the attack. If smashed by AP 2 weaponry, The AP effect is reduced to AP 1. Now if its some sort of attack like having something inside the target's armor (i.e. teleporting a bomb, something along the lines of that.) then the effect is still AP 2. It's up the the GM's discretion in this one. Weapon with no AP value are not effected by this attribute. Due to the advanced construction techniques and the armorer's mastery of their craft, it does not affect manuvreability in any shape or form. For creatures, they well, evolved with it and adapted to it.

--Space Flight level 3 is required, otherwise you're dead meat, unless you've got something going on. (i.e. Running a Corvette, which usually has a turret or two.)
--Life Support 2. Need I go on?
--Weapon Attack: Okay, since Fighters, Bombers, etc. Can't really carry the heaviest of weaponry, I'm limiting Armor Penetrating and Force Field Penetrating to level 1. No attack can smash more then 60 points of damage, base. OSKs are still allowed if you've got the weapon and they've got the weakness.
--Force Fields. See Heavy Armor.

Everyone should have those, at the very least. Whatever else you want that isn't too crazy, like making your fighter go etheral(sp?) is too crazy so that isn't allowed. Anything along the lines of that.

--Whatever else you damn well want to put on the jet is fine. The Teir can manufacture its own fighters if need be. (Meaning if you don't want to make one, I'll make you one. No, I don't screw people over mercilessly. In fact, you might get something quite good.)

For those of you who want Corvettes. (Bigger fighters, carry turrets, generally tougher,) We'll need to figure something out.

Auren Shiro


BloodOnWhitePetals
Crew

PostPosted: Sat Jun 24, 2006 7:13 pm


I'll make up a jet, I mean figher pilot.
If I make a Corvette can I use Flunkies as crew?
PostPosted: Sun Jun 25, 2006 9:03 am


Corvettes are two man ships, three for the bigger ones (Now for Blantant Homeworld 1 Rip off: Multi guns require 3 guys.)

So, I would say you're better off with Servant to represent the gunner/pilot. Not to mention that Flunkies are not really useful, while a Servant would be combat worthy.

Auren Shiro


BloodOnWhitePetals
Crew

PostPosted: Sun Jun 25, 2006 9:09 am


Thanks 3nodding I'll get to work on my pilot and ship now. whee
PostPosted: Tue Jun 27, 2006 9:25 am


For those of you wondering what the hell a Teir is... Feel the munch!!

Teir Class Sector Control Vessel (SCV) (1000 pt)

HP: 420
Armor: 300 pts hardened
Shielding: 150 pts of energy shielding (30 damage for those who touch, capital class)

Crew Requirements 6500 crew, 1250 marines

Attributes:
Heavy Armor Level 30 -Hardened (150 pts)
Life Support Level 2 (2 pts)
Star Flight Level 6 (12 pts)
Space Flight Level 3 (6 pts)
Sensors Level 6 -Analytic (7 pts)
ECM Level 6 -Missile +Sensor (7 pts)
Special Defense level 2 -EMP (2 pts)
Special Defense level 2 -Hackers (2 pts)
Weapon Attack level 10(6 lvl 10 attacks, 28 lvl 9 attacks (Capital) 36 lvl 9 attacks (Strike Craft)) (271 pts)
Forcefield Level 10 (Blocks Teleportation, Offensive, Major limitation 3 turns per shield recharge, minor limitation, half-shielding around point-defense guns) 30 pts
Features Level 6 --Too many to list (6 pts)

Mecha Attributes

Mecha Regeneration level 2 (8 pts)
Toughness level 20 (80 pts)
Mecha Targetting Systems level 6 (12 pts)
AI level 6 (12 pts)
Extra Capacity Level 6 (6 pts)
Extra Capacity level 3 (3 pts) --Mecha Hanger Bay
Special Equipment level 6 --Strike Craft Production Facility (12 pts)
Special Equipment Level 6 --Onboard Refinery (12 pts)
Special Equipment Level 6 --State of the Art Hospital
Special Equipment Level 3 --Automated Repair Bay (6 pts)
Mecha Extra Attack Level 42 (420 pts)
Unshakeable Level 6 (6 pts)

Defects:
Awkward Size 8
Crew Requirement 6
Reduced Manuvreability 2
Conditonal Ownership 2
Start Up Time 3

---PRIMARY WEAPON BATTERY
2000mm Ion Cannon
2000mm Ion Cannon
2000mm Ion Cannon
3000mm Autocannon
3000mm Autocannon
---Broadside Weapon Batteries
-Starboard Battery
8 370mm HVAP Missile Tubes
2 1000mm Ion Cannon
2 1500mm Autocannon
1 AMS
-Port Battery
8 370mm HVAP Missile Tubes
2 1000mm Ion Cannon
2 1500mm Autocannon
1 AMS
---Defensive Weapon Batteries (Bow, Aft, Port, Starboard, Ventral, Dorsal
2 150mm Flak Cannon
2 200mm HVHEF Missile
2 AMS


---2000mm Ion Cannon (150 pt attack) 150 points damage
-AP x2, Long Range x3
-Slow x3, Fixed, USD: Cannot engage Strike Craft
---3000mm Autocannon (150 pt attack) 120 damage
-AP x1, Long Range x3, Autofire 1
-Slow x2, USD: Cannot Engage Strike Craft
---370mm High-Velocity-Armor-Piercing-Missile (Tube) (135 pt attack) 105 damage
-AP x2, Long Range x2, Homing
-Fixed, Stoppable, USD: Requires Targetting System to hit Unreliable ((DOESN'T JAM... LOSES LOCK ON 10-12)
---1000mm Ion Cannon (135) 105 damage
-AP x2, Long Range x2,
-Slow x2, USD: +4 to Hit Strike Craft,
---1500mm Autocannon (135) 90 damage
AP x1, Long Range x2, Auto Fire 1
USD: +4 to hit Strike Craft
---150mm Flak Cannon (135) 75 damage
-Auto-Fire 1, Accurate 2, Spreading, AP x2
-USD: Strike Craft Scale damage, Unreliable, slow x1
---200mm High-Velocity-High-Explosive-Fragmentation Missile (135) 120 damage
-Homing, APx1, Area of Effect
-USD: Requires Targetting System to hit, Stoppable
---Anti-Missile-System
-Auto-Fire 2, Multi-Shot
-USD: Only engages Missiles

Auren Shiro


Punk Fox TH

Man-Hungry Conversationalist

8,300 Points
  • Beta Citizen 0
  • Elocutionist 200
PostPosted: Wed Jul 12, 2006 12:31 am


Holy Mother of Cats.

That is a damn cool ship.

I like this idea, and been craving a sci fi adventure for a while. I'll write up a character by tomorrow, if it's cool by you?
PostPosted: Wed Jul 12, 2006 10:14 am


Yeah, quite fine.

Auren Shiro


Punk Fox TH

Man-Hungry Conversationalist

8,300 Points
  • Beta Citizen 0
  • Elocutionist 200
PostPosted: Wed Jul 12, 2006 10:50 pm


Character Name: Danny Thompson
Character Points: 50 Skill Points: 60 (20 base, +40 Highly Skilled.))
Race: Human
Occupation: Aerojock
Age: 21 Sex: Male
Height: 5'8" Weight: 180lbs
Description: Slightly below average height, but ideal for flying the small light craft he prefers. Straight black hair, cut short. Pale blue eyes.

Body: 4
Mind: 5
Soul: 6

Health Points: 70
Energy Points: 65
Shock Value: 10
ACV: 7
DCV: 5

Unused Advancement Points:
Total Advancement Points Earned:

Other Notes, Details: Went to basic training, then flight school, passing with above average grades. Went on to Command School, now a low ranking officer onboard the Teir. Learned in flight school he prefered faster, smaller ships, and found working on the one he flew gave him an edge in the cockpit, or at least, he thought it did. His spare time is spent working out through sports and lines training, in the hangar with his craft, or at the firing range.

Attributes:
Extra Attacks 1 (4pts) +1 Attack per round
Gunny Bunny- Dead Eye 1 (1pt) -3 to penalties with personal ranged weapons.
OBM: 3 (11pts) -5 Mecha Points, See end of entry.
Appearance 2 (2pts) Character Quite Attractive
Aura of Command 3 (3pts) Can inspire 1-10 people ((Flight squadron.))
Mechanical Genius 1 (2Pts) X2 Repair speed +1 Mechanics/Electronics Skill
Personal Gear 1 (1pt) Flight suit, Onboard comm unit (For the Teir, think star trek.), Pocket Computer, Laspistol 10 damage, concealable, Short Range, Limited Shots (6)
Combat Mastery 2 (4pts) +2 Combat Value
Highly Skilled 4(4pts) +40 Skill Points
Damn Healthy! 2 (2pts) +20 Health Points
Energy Bonus 1 (1 pt) +10 Energy Points

Skills:
Seduction(Female) 2 (6pts) -2 to Seduction rolls, -3 for females
Heavy Weapons(Gunnery) 1 (5pts) -1 to Heavy Weapon attack rolls, -2 to Gunnery rolls
Piloting(Spacecraft) 3 (15 pts) -3 to piloting rolls, -4 in a spacecraft
Ranged Defense(Spacecraft, Personal) 2 (11 pts) -2 to defense against ranged attacks, -3 on foot, and in spacecraft.
Computers(Databases) 1 (2pts) -1 to Computer use checks, -2 to searching databases
Gun Combat(Pistols) 2 (10 pts) -2 to Gun Combat rolls, -3 when using pistols
Sports(Basketball) 1 (1pt) -1 to sports rolls, -2 to basketball
Military Sciences(Tactics) 2 (6pts) -2 to Military Science rolls, -3 to Tactics rolls
Mechanics(Spacecraft) 2 (4pts) -2 to Mechanics rolls, -3 on spacecraft
Electronics(Sensors) 1 (0pts) -1 to electronics rolls, -2 to sensors

Stinger Interceptor Fighter:
Statistics:
40 Structure
20 Armor
30 Shielding
+2 Initiative
+2 Defense Combat Value

Weapons:
Autolas: 30 Damage Autofire Fixed, Innaccurate +2
Missles: 60 Damage Homing Limited Shots (2)
+2 Initiative +2 DCV

Attributes:
Extra Endurance 1
Heavy Armor 2
Force Field 2
Maneouvre Bonus 4
Space Flight 4
Life Support 2
Accessories 1(Comm Unit)
Flight 4
Sensors(+Analytical 100,000/1000KM) 3
Weapon Attack 3 (Autolas)
Weapon Attack 3 (Missles)

Defects:
Conditional Ownership 1
Akward Size 2
No Arms 2
Start up time 1
No Ground Movement 2  
PostPosted: Thu Jul 13, 2006 6:59 am


Looks good, though somewhat better formatting (See the Teir for an example) For the mecha would be nice. But that's just a nitpick of mine, so don't worry about it.

Auren Shiro


Punk Fox TH

Man-Hungry Conversationalist

8,300 Points
  • Beta Citizen 0
  • Elocutionist 200
PostPosted: Thu Jul 13, 2006 7:07 am


That better?
PostPosted: Thu Jul 13, 2006 7:35 am


Yep. Thanks! BloodOnWhitePedals has her 'bout 90% done, so... We should get started sooner or later.

Auren Shiro


Punk Fox TH

Man-Hungry Conversationalist

8,300 Points
  • Beta Citizen 0
  • Elocutionist 200
PostPosted: Thu Jul 13, 2006 9:12 am


Auren Shiro
Yep. Thanks! BloodOnWhitePedals has her 'bout 90% done, so... We should get started sooner or later.


90% done? I finished mine in about an hour sitting cruising other forums. . .

>.> <.< Okay, so I've read the book six times and this is my favorite Genre. . .
PostPosted: Thu Jul 13, 2006 3:35 pm


Nah, you know you know the rules when in the middle of AP US History, you can crank out a 50 cp character who can WTF PWN anyone who can't make 36 saves in one round.

Auren Shiro


MichaForrest

Aged Regular

5,050 Points
  • Cat Fancier 100
  • Bunny Hunter 100
  • Grunny Rainbow 100
PostPosted: Fri Jul 14, 2006 9:48 pm


Name: Danielle Steele (Dani)
Chara Points: 50 Skill Points: 70
Race: human
Occupation: aerojock
Age: 21 Gender: female
Desc: 5'8"; lightly built but with curves in all the right places, 130 lbs.; greenish hazel eyes and auburn hair cut at a conservative shoulder length with a slight curl to give it bounce and character.

Other: grew up with Danny as the girl next door and they became fast friends at age 6 because of the same name. They did everything together and shared the same interests in sports, games, and when they reached junior high, girls. They joined the military and Dani was soon enlisted under her best friend in the same flight. Now she teases him constantly and eggs him on in competitions and reckless behavior. Quite the tomboy, Dani also has a feminine side, which she is loathe to reveal in Danny's presence.

Body 4; Mind 5; Soul 6

ACV: 7 DCV: 5
Health points: 70 Energy points: 65 Shock value: 10

Attributes:
Appearance- (1) 3, 3
Art of Distraction- (1) 2, 2
Combat Mastery- (2) 2, 4
Damn Healthy!- (1) 2, 2
Divine Relationship- (1) 2, 2
Energy Bonus- (1) 1, 1
Focused Damage- (1) 2, 2
Gun bunny- (1) 2, 2 (lightning draw, steady hand)
Highly Skilled- (1) 5, 5
Mechanical Genius- (2) 1, 2
Personal Gear- (1) 1, 1 (flight suit, comm unit, PADD, laspistol Laspistol 10 damage, concealable, Short Range, Limited Shots (6))
Own a Big Mecha- (4) 3, 11

Defects:
Guy/girl Magnet- 1 BP (especially guys)
Phobia- 1BP (spiders)

Skills:
Computers (security) – 1, 4
Controlled Breathing (holding breath) – 2, 2
Electronics (robotics) – 2, 8
Mechanics (spacecraft) – 2, 8
Medical (emergency response) – 1, 3
Military Sciences (intelegence gathering) – 2, 6
Navigation (space) – 2, 6
Piloting (spacecraft) – 3, 15
Seduction (female) – 1, 3
Gun Combat (pistol) – 1, 5
Heavy Weapons (gunnery) – 1, 5
Ranged Defense (space vehicle) – 1, 5

Stinger Interceptor Fighter:
Statistics:
40 Structure
20 Armor
20 Shielding
+2 Initiative
+2 Defense Combat Value

Weapons:
Autolas: 30 Damage Autofire Fixed, Innaccurate +2
Missles: 60 Damage Homing Limited Shots (2)
+2 Initiative +2 DCV

Attributes:
Extra Endurance 1
Heavy Armor 2
Force Field 2
Maneouvre Bonus 4
Space Flight 4
Life Support 2
Accessories 1(Comm Unit)
Flight 4
Sensors(+Analytical 100,000/1000KM) 3
Weapon Attack 3 (Autolas)
Weapon Attack 3 (Missles)

Defects:
Conditional Ownership 1
Akward Size 2
No Arms 2
Start up time 1
No Ground Movement 2  
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