BATTLESPACE INTERGALACTICA
This is a sci-fi genre RP, thus there are some things that you should take notice of. Firstly, I have set a limit on the types of ships people can have. This is so there can be no chance at godmodding or power playing with your ships. They all have advantages and disadvantages. Live with it. Ditto with weapons systems, engines, shields, and other stuff like that. Secondly, I will be making several character classes, and would appreciate if you stuck to them. You can be half and half, but no more than 2 classes can be used per character, or it will be too complicated. And try to keep it realistic.
Ok, down to business.
Background:
The year is 2780. Humankind has spread out across the galaxy, colonising each inhabitable world they came across, and meeting new races. But peace did not last long. Soon the heavily populated, wealthy core planets began to rely heavily on the rim worlds to import goods necessary to their survival. At first this was a fine, fair arrangement. However, greed soon reared its ugly head, and the core worlds began to demand that they pay less, due to the “protection” they offered from “external threats”. Oppression became the flavour of the day, with the core worlds using their armies to crush those worlds who opposed them. The rim colonies became slaves to the core worlds, and human and alien alike were expected to accept it or die. Some of the more influential figures on the rim worlds began an underground movement to overthrow the oppressive Core World Confederacy (CWC), and soon this movement began to enjoy minor successes. The Rim Underground (RU) gained the sympathy of some of the core worlds that were not getting the full benefit of the CWC. With money behind them, the RU began to launch stronger offensives and soon, the galaxy was plunged into the turmoil of intergalactic war…
SECTION 1: CLASSES AND RACES; DRONES
To keep it fair and simple, I will allow 6 races to be used in this RP. You are allowed to make your character half-and-half, but may use no more than 2 races combined to make your character.
Races:
Altmer: (elves with powerful magic)
Felpurr: (feline humanoids)
Lings: (halfsize humanoids with a reputation for mischief)
Human:
Sylph: (humanoids with angelic wings)
Cybron: A race of drones equipped with an extremely sophisticated AI. Due to their mechanical nature, Cybrons cannot reproduce with organic races - so obviously, no half-cybron characters, kthx.
Player Classes:
Bounty Hunter: these people hunt down wanted targets and either capture them alive, or eliminate them, depending on how much they get paid.
Mercenary: these people will take any job for the right price. Most mercenaries are smugglers with side skills, such as theft, assassination, or the like
Pirate: these people have one goal in life: causing havoc for others. They raid freighters and smugglers, attack lone naval ships, and generally cause a lot of trouble wherever they go.
Smuggler: these people smuggle illegal goods between destinations for money. They often have to maintain their own ships, which is why some of the best mechanics in the galaxy are smugglers or pirates.
Mancer: Altmer magi, who can command elemental, psionic or even temporal powers. Common mancers are Geomancers, Pyromancers, Cryomancers, Psymancers.
NPC Classes:
These classes will appear in the story, but cannot be played because, let's face it, the above are much more fun!!
Crime lord: These people are in charge of the illegal operations around the galaxy. They often have bounty hunters, smugglers, mercenaries, pirates and the like at their beck and call.
Fighter pilot: pretty self-explanatory: they fly and they defend larger ships or bases.
Freighter pilot: don’t confuse this with Fighter pilot: Freighter pilots are in charge of large freight ships, transporting legal cargo and ferrying passengers, for a price.
Medic: Physician. Doctor. Person who fixes you when you are broken. 'Nuff said.
Naval officer: The people who command the capital ships of the CWC and RU navies.
Soldier: Troops under the command of their naval officers, who do a lot of land fighting. They fall under several sub-categories:
Land troops: your basic soldier
Specialist troops: similar to today’s SAS – elite troops trained extensively in Guerrilla warfare, espionage, and the like.
Divers: under-water combat experts.
Zero-Gee soldier: soldiers that are trained to fight in zero gravity, wearing special space-combat suits.
Drones
Robots. 'Nuff said. Most drones are possessed of a comprehensive and complex AI system, but general worker drones have a simple processor system and can only do programmed tasks.
Medidrone: Dr Roboto. Not as good as a human(oid) medic, but more durable and easier to replace.
Mechanidrone: Fixit robots. Again, not as good as humanoid mechanics (due to a lack of instinct) but cheaper and easier to replace.
Andrones: Drones that look like humans. Found everywhere - often as shop attendants, secretaries, waitresses, drivers and other service-type workers.
Cyborgs: Half-humanoid, half-drone. The benign ones are usually humanoids who have taken injuries and have drone replacement parts; malignant cyborgs are truly terrors to behold.
General drones: Such things as heavy lifter drones, factory assembly lines and such, that are programmed to do a set task and nothing else. Useful in a limited capacity.
SECTION 2: SHIPS AND PARTS
There will be 5 of each of the following: Ship brands, Afterburner engines (the main propulsion system), Interspace drives (engines able to take ships to light speed, handy over long trips), Guns, Missile emplacements, and Shield systems. You can customise your ship, but keep it reasonable. I will list what ships certain parts are suited for. One thing I would like to point out: To make it fair, you cannot have more than 3 systems (afterburners, interdrives, shields or weapons) running at one time. For example, you can have your guns, sheilds and afterburners going at the same time, but you must sacrifice your interdrive to do so, and so on.
Ship brands:
Geraldy – a line of light freighters/heavy fighters with excellent speed and manoeuvrability, but only light weaponry, shielding and a relatively small cargo capacity of 100 tons.
Romalsi – a line of medium-sized freighters, with a slightly lower speed and manoeuvrability than the Geraldy, but with heavier weapons and shields, and a larger cargo capacity of 200 tons.
Sytarak: A line of heavy freighters, much less manoeuvrable and a lot slower than the others, but with massively powerful shielding and decent weaponry, and a large cargo capacity of 300 tons.
Epsilon: a range of pure fighters. What they lack in firepower, shielding and cargo space is more than made up for with speed and manoeuvrability. These ships are not able to go to Interspace, and need to be transported by a Capital ship.
Omega: The only line of capital ships on the market. Capital ships are extremely large, slow ships that require massive crews to run, have cargo capacity of over 10,000 tons, and have intensely powerful weapons and shielding systems.
Afterburners:
Afterburners are your ship’s main propulsion drives. They manoeuvre your ship, as well as driving it forwards. I will be listing the manoeuvrability in 3 categories: yaw (turning the nose left or right while sitting flat), pitch (tilting the nose up or down) and roll (rolling the ship on its axis), in degrees per second (dps). Speed is in kilometres per second (kps).
Kytiar: A good light freighter/heavy fighter drive.
Max speed: 1200kps. Yaw: 90dps, Pitch: 90dps, Roll: 110 dps
Radion: A good medium freighter engine, lacking in manoeuvrability but making up for it with much higher speed.
Max speed: 1500kps. Yaw: 80dps, Pitch: 80dps, Roll: 90dps
Starsprint: A powerful engine suited to large freighters.
Max speed: 1100kps. Yaw: 70dps, Pitch: 70dps, Roll: 80dps
Xenon: An engine made specifically for light to medium fighters, with excellent speed and manoeuvrability.
Max speed: 1800kps. Yaw: 120dps, Pitch: 120dps, Roll: 135dps
Xyitar: An engine made to cater for Capital ships.
Max speed: 600kps. Yaw: 30dps, Pitch: 30dps, Roll: 45dps
Interspace Drives:
These are powerful engines used to take a vessel to “interspace” or light speed. Their speed is measured in light-years per hour (lph).
Ohmsford: A good light freighter/heavy fighter Interspace drive.
Max speed: 90 lph
Petiron: A good Interspace drive for medium freighters.
Max speed: 85 lph
Upsilon: Interspace drives for heavy freighters.
Max Speed: 80 lph
Rover: Interspace drives for Capital ships.
Max Speed: 75 lph
Guns:
Tachyon beam: a powerful energy beam weapon found on medium and heavy freighters.
Pulse cannons: commonly found on light freighters and heavy fighters.
Laser cannons: found on all ship makes, and the only weapon carried by light and medium fighters.
Ion battery: A special type of energy weapon that does not inflict physical damage, but will disrupt electrical systems, thus rendering a vessel useless. Carried by Capital ships only.
Particle beam: an advanced version of the Tachyon beam, carried by Capital ships only.
Missile emplacements:
IMREC missiles: a special “smart bomb” type of missile, which takes 3 seconds to lock onto the transponder signal of the target ship and follows the ship for 15 seconds, or until the vessel is destroyed. Carried by all fighters.
Stardust missile: A special missile that is remote activated and, upon explosion, disrupts electrical systems and causes a sonic shock wave to damage ships over a range of 1000 metres, regardless of whether they are friend or enemy. Carried by Freighters only.
Carbondorum warheads: These are massive, guided warheads, coated with a special alloy known as carbondorum, which is virtually indestructible, but is extremely heavy. Due to this weight, only Capital ships can carry these missiles.
Omnus torpedoes: A small, lightweight nuclear device, carried by all fighters and freighters, and very useful against enemy capital ships. They have a very sophisticated guidance system, which takes 12 seconds to lock onto the target. Due to this, it is advised that you do not use a torpedo unless you have someone to cover you.
Mellel torpedoes: A larger version of the Omnus, carried by Capital ships, with the same restriction of a 12 second lock time. These can, in some cases, destroy an enemy capital ship in one blow, but only in very special circumstances will a capital ship unload one of these, because it requires the shields on the side the torpedo tube is located to be dropped until the torp is locked and away.
Shield systems:
Mitysar: Shields for heavy freighters
Sytarak: Shields for medium freighters
Prekkendoran: shields for light freighters and heavy fighters
Minerva: Shields for light and medium fighters
Aegis: shields for capital ships.
SECTION 3 – PLANETARY SYSTEMS
To make it easy, I will list 10 planetary systems (5 core systems, 5 Rim systems). Not every planet located in the core area is part of the CWC, nor every planet on the Rim a member of the RU.
Core Worlds:
Earth – human homeworld (you should all know what Earth looks like). HQ of the CWC.
Paxor Prime: Cybron homeworld – a planet composed of an entire city, extremely high tech (think Coruscant from Star Wars and you’ve got it) member of CWC
Colchis: Sylph homeworld – grasslands and lots of lakes and forests, and elegant cities. (Think Naboo from star wars…) Member of RU
Regulus: Ling homeworld – mesas and caves, wide rolling plains, sparsely settled. Member of the RU
Capella: Altmer homeworld – much like Colchis. Member of RU
Rim Worlds:
Levo: a pastoral (farming) planet, colonised by Man in the First Colonisation movement. Member of the CWC
Silvar: shared colony world of Sylphs, Altmer and Humans – much like Colchis, but with more cities. Known as the Planet of the Angels. Headquarters of the RU
Daneen: manufacturing colony world, with the largest Shipyards in the galaxy – planet surface is uninhabitable due to extreme tectonic instability , but remote controlled mining machines can bring up valuable ore to be made into precious alloys for ship making. Colonists live in large space stations around the planet. Member of RU
Gaea: Human colony world – much like Earth. Member of CWC
Fratha: Felpurr home world – well kept grasslands and cities. Member of CWC
SECTION FOUR: THE STORY
The galaxy is seething in turmoil, with planetaries taking pot shots at each other at every opportunity. Skirmishes happen along system boundaries, ships disappear without a trace, and the fragile peace that once was, has been shattered.
In this current climate, you can make a good living, if you do it right. If your morals are sufficiently lacking, you can turn an easy living from just about anything. And isn’t that what it’s all about?
Last edited by Lucheiah on Wed Dec 24, 2008 8:31 am; edited 1 time in total