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Posted: Wed May 26, 2010 9:44 am
Ok, so with the summer here, most of us need something to do. And for us, that means a good Star Wars roleplay. So, here are a few ideas. Discuss them, and pick one. The winner will be the roleplay we decide on.
*Note- Due to discussion, the poll may be edited, to allow for inclusion of more plots. Please check back for updated polls.
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Posted: Wed May 26, 2010 9:53 am
Roleplay Name: TBA Genre: Explorers Specifics: A crew of 20 or so, mixed PCs and NPCs, travels in a freighter across the Unknown Regions, exploring on behalf of the Galactic Alliance, and coming across various indigenous peoples, both friendly and not. Era: Legacy, post- Vong Wars (About 30 ABY or so) Ship: Simiyar-class Light FreighterTimeframe: About five years or so, between the end of the Vong Wars, and prior to the Second Civil War Premise: A group of individuals, mixed of scientists, mercenaries, droids, and other professions are hired by a rich group of individuals to explore the unknown regions, finding potential resources and enemies.
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Posted: Wed May 26, 2010 10:01 am
[b]Username:[/b] [b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Race:[/b] [b]Crew Position:[/b]
[b]Force Sensitive:[/b] [b]Force Rank:[/b] (Include only if applicable)
[b]Equipment:[/b] [b]Nickname:[/b] [b]Short History:[/b]
[b]Description:[/b]
[b]Theme Song:[/b] [b]Quote:[/b]
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Posted: Wed May 26, 2010 10:09 am
~Placed here for personal reasons The Ship Name: RuusanModel: Modified Free Dac Volunteer Engineering Akula-class Hunter Killer Corvette Speed: Good Maneuverability: Good Shielding: Average Armor: High Hyperdrive: x1, x2 Life support systems: Yes Armament: Class 7 Forward Quad laser Cannon. 2x Class 5 Medium Double Point Defense Laser Cannons, Battleship grade Class 4 Heavy Double Ion Cannon, z-6 rotary docking gun, x2 industrial grade tractor beams. Crew: 25(Optimum) 15(Usual) 4(Minimum) Passengers: 25 Cargo: 2000 mT (100mt in Smuggling hold) Consumables: 1 year, 1 month Carried Craft: Ryba class Probe Droid, Heavily modified Cutlass-9 Fighter, F-260 Speeder Truck, Heavily Modified Flare-S Swoop ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cargo Deck 1.Ship's Hangar. Contains the Ship's "Tractor", a heavily modified Sorosuub Cutlass-9 called the Kadgi. Also houses the Ship's ground vehicles, mainly Jag's speeder truck. The Kadgi can exit the hangar via the overhead door. Opening the overhead door activates the air shield and keeps the Hangar presurized. Starfighter and vehicle recharging stations are here. Kadgi can be moved to a docking clamp to permit greater internal cargo space if need be. Stairwell and catwalk connects this to the Main deck.
2. Entry Ramp, includes a Z-6 Rotary Blaster docking gun that pops down, controlled by the pilot.
3. Main Cargo Bay, Hans & Frans can commonly be found here, our two CLL-M2 loader droids.
4. Docking Clamps, capable of holding everything from Class-A Cargo Containers to light freighters.
5. Hangar/Cargo Corridor, includes two sliding doors that connect the hangar to the cargo bar, as well as access to spare storage holds.
6. Spare Mechanics Storage, includes spares of mechanical equipment on board.
7. Forward Quad Laser Cannon Maintenance access. Allows for maintenance of the internally mounted Quad Laser cannons and the forward Sensor array.Main Deck 1.Ship's Hangar. the upper half of the Hangar.
2. Rec Room, this includes some basic exercise equipment perfect for staying fit while aboard the ship.
3. Workshop, like the one in the garage portion of Hangar downstairs but ideal for smaller projects such as weapons modification, droid maintenance, soldering, anything, just name it and there are most likely the tools here to make it, the basics anyhow.
4. Droid Maintenance Room, this is where the ships droids recharge and spare parts for them are held, as well as a repair station.
5. Gunning Turrets. Manual control stations and maintenance access. In the event the gunnery station goes off line, the turret laser cannons can be controlled here.
6. Tractor Beams. Contains the systems and mechanisms to manipulate the docking clamps and tractor beams to ensure proper docking. Must be operated manually.
7. Laundry/vending machines
8.Storage
9. Passenger Cabins, each is 4meters squared(12x12) has a bunk-over-bunk built into the far wall, two closets and two desks and chairs. They are numered 1-8. Room 7 has been converted into a crew cabin for use by the engineer
10. Escape Pod Bays, 4 on each side carrying a max of 6 people each.
11. Engineering Room, this is were the ships main engineering areas are, including the hyperdrive. Includes a turbolift to the 3rd Deck Engine Room.
12. Ciruit breaker and secondary systems back up control pannel.
13.Hyperdrive systems, this includes the secondary hyperdrive, though due to Jag never hardwiring it, it must be accessed through this area.
14. Hygiene, split into a male and a female, multiple stalls.
15. Infirm, Includes a single Bacta Tank and 5 medical beds as well as closet and cabinets of stocked medical supplies. An upgraded GH-7 medical analysis unit droid can usually be found on call here, his name is Demagol.Crew Deck 1. Lounge, this includes everything for a comfortable relaxation area for the crew and passengers. It includes a long, comfy couch along the port(left) windows, another couch that fits and turns in the starboard(right) bottom corner, a Holonet transceiver is posted against the central column with three screens to each side of the room. A floor to ceiling shelf holds a variety of data-books and discs for various entertainment. The is also a pool table located on the right side of the room. And a small coffee table infront of the port couch.
2.Crew Bunks, these each include a single-sized bed in the corner, as well as a small desk, table, comfortable armchair, large closet, and a holoscreen. Room 8 is a bunk and similar to the passenger cabins.
3. 3rd Deck main hall, includes two turbolifts.
4.Dining Room, Includes a long table that sits and eats 16, that captain sits at the head of it, with his back to the stern. It includes a table with multiple games programed into it set with a wraparound couch (not to scale in picture) and a bar to the side of the room, serving everything from alien ales to common caf.
5.Galley, this is wear everything from protein to actually foodstuff is prepared by our lovely cook. It features everything a kitchen needs including a large, walk-in fridge.
6. 3rd Deck Engine Room, with turbolift to probe droid chamber.
7. Showers, four spacious stalls on each side.
8. Overhead Hangar Doors,
9. Outside 3rd Deck, ladder up to 4th Outside deck over bridge.
10. Airlock Bridge, Command Deck 1. Bridge. Chairs not to scale. Contains stations for Pilot, Copilot, Captain, Communications, Operations Officer, Sensors, and Systems Operations. Due to manpower cutbacks and the ship's redesign, Only the Co-pilot, Pilot, and captain stations are active. All other systems rout through these stations.
2. Weapons Station. Contains the turret controls and firing stations for the Laser Controls and the Heavy Ion Cannon (hereafter referred to as the Club). The Club can be fired from either here or the bridge. Simulations can also be run on these computers.
3. Main Sensory and Communications Computers. Allows interstellar communications, remote observation of the Probe Droid and military grade scanning abilities. Also permits jamming.
4. Storage closet. Holds sundries and supplies.
5. Jag's office. Contains a desk, a PC linked to the Hypertransciever, two chairs, and several large filing cabinets holding hard copies of datawork for reference. Usually locked when Jag is not within.
6. Captain's quarters. Contains Jags possessions, trophies and mementos from his war days, and several comfy pieces of furniture. Usually locked when Jag is not in. No crew admittance.
7. Topside hatch. Allows access to the outer deck of the Ruusan. Room also contains storage lockers.
8. Bridge corridor. Connects all rooms on this deck. Window area possesses a chair, two plants, a pet carrier and a litter box.
9. Probe Droid hangar. Accessible from Engineering. The Ship's hyperspace capable Probe Droid resides here. Its designation is MAK-0. Droid amuses itself by playing videogames over the ship's hypertransciever and computer systems.Ship Character SheetQuote: Ruusan, Modified Akula-class Hunter Killer Corvette: Colossal (frigate) Modified Corvette(155m long, 36m tall, 60 m wide) Init +0; Senses Perception +6 ----------------------------------------------------------------------- Defense Ref 18 (Flat-footed 14), Fort 76; +14 Armor HP 1224; DR 15; SR 105 regenerating shields; Threshold 176 -------------------------------------------------------------------------- Speed fly 12 squares (max. velocity 990 km/h), fly 4 squares (starship scale) Ranged Forward Heavy Quad Laser Cannon +8 (7d10x2 Pilot) Ranged Ventral Double Heavy Ion Cannon +8 (4d10×5, pilot or gunner) {Max range: 5 Light Minutes} Ranged 2 Dorsal Medium Double Point Defense Laser Cannons +8 (5d10x2, gunner) Ranged Tractor Beams +8 (grapple +55, gunner) Ranged Docking Gun (Z-6 Rotary Cannon) +8 (3d10 pilot) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +55 Atk Options Autofire (Double laser cannons, Forward Quad) ---------------------------------------------------------- Abilities Str 66, Dex 19 , Con –, Int 22 Skills Initiative +0, Mechanics +6, Perception +6, Pilot +0, Use Computer +6 ------------------------------------------------------------------- Crew 25(Optimum) 15(Usual) 4(Minimum) [skilled]; Passengers 16 Cargo 2000 mT (100mt in Smuggling hold); Consumables 1 year, 1 month; Carried Craft Ryba class Probe Droid, Heavily modified Cutlass-9 Fighter, F-260 Speeder Truck Hyperdrive x1, Backup x2 Availability unavailable; Cost Not available for sale (ask at your own risk) ----------------------------------------------------------------------- Forward Heavy Quad Laser Cannon Attk +8 Dmg 7d10x2 (pilot) Ventral Double Heavy Ion Cannon Attk +8 Dmg 4d10×5 (pilot or gunner) 2 Dorsal Medium Double Point Defense Laser Cannons Attk +8 Dmg 5d10x2 (gunner) Port & Starboard Tractor Beams Attk+8 Grp +55 (gunner) Docking Gun (Z-6 Rotary Blaster) Attk +8 Dmg 3d10 (pilot)
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Posted: Wed May 26, 2010 10:19 am
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Posted: Wed May 26, 2010 10:31 am
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Posted: Wed May 26, 2010 12:36 pm
Im really not liking the choices.... each ones has been done or is extremely similar to ones the guild already tried. One involving playing canon characters equal in strength to Force-Using 'Gods'...
If any, I would opt for the KotOR, and take the place of the Exile or a freelance ally, prolly another FU.
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Posted: Wed May 26, 2010 12:39 pm
Good point, but though they're similar, they've also gone unfinished.
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Posted: Wed May 26, 2010 1:48 pm
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Posted: Wed May 26, 2010 4:02 pm
Although I voted for Tamor V, I wouldn't mind the Clone Wars redux. It's similar to the RP I ran about a year ago, but far less complicated.
But mainly as long as it isn't the Revan/Exile RP.
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Darkened Angel Vice Captain
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Posted: Wed May 26, 2010 8:05 pm
Between those choices, I'd go for the Revan/Exile one, provided they be restricted a bit. Either whoever RPs them has to do so within a given range of character, or they just be NPCs. Otherwise, it's likely to be ruined.
Just a random thought here, but I'm curious. What about a Mandalorian RP? Like, everyone's a Mandalorian. Would that be at all worthwhile, or too close to the Band of Vode RP we had long ago?
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Posted: Wed May 26, 2010 8:47 pm
I think a few of the expected 'regulars' such as cale and myself might object to more mando stuff, but then again, that's simply because we're overexposed.
Personally, my complaint is that there's not much breathing room in any of them to just be kind of random. That's just me though.
On a side suggestion, why not have something kinda "lost in space" ish? there's a lot of unchartered planets, even throguh Legacy, and a bad hyperspace jump lands us into epxloring new worlds. Then, it's kind of like even being in a KotOR games. Randomly jumping here and there a bit... Pick up new people and whatnot...
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Darkened Angel Vice Captain
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Posted: Wed May 26, 2010 9:10 pm
Hmm... I can see that being doable.
The Galactic Empire is on the verge of collapse, losing its hold on several worlds. Aboard one of the last few SDs still remaining in service, the Imperial forces are sent off into unknown space. Holding the ideals of the good of the Empire, they must discover new worlds and find new allies to help keep the dream of unity alive.
The idea behind that is kinda like Task Force Resolve, we're all aboard a Star Destroyer, but in this case, rather than eluding the Empire after going rogue and trying to find the Rebel Alliance, we're instead just seeking out new worlds and trying to help establish stability with the remainder of the Empire.
In this particular case, the Empire refers to the ideals of a united galaxy, without the oppressive regime. It's hard to get that back up and going when you're 1. just recovering after certain defeat thanks to decisive victories by the rebls, and 2. trying to be the good guys when the rest of the galaxy remembers you as evil tyrants.
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Posted: Wed May 26, 2010 9:20 pm
ISDs wouldn't be sent out for that, especially when the empire's collapsing. Plus, i'd rather not be imperial so that people don't have to all come from one walk of life...
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Darkened Angel Vice Captain
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Posted: Wed May 26, 2010 9:39 pm
Well I figured the Imperial part would make it an interesting twist, since at that point everyone despises the Empire, forcing the characters to constantly prove they're in fact good guys, meeting distrust and grudges all the way.
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