OOC Spacefarers

IgnisCervus

Torch God
Space. The neverending frontier that humanity has struggled to conquer for thousands of years...
Until now. The introduction of the Rift has brought unimaginable new technologies to our reality. Some things never thought of before, things that never would have crossed our minds, now at our very fingertips. But with this newfound adventure comes a terrible price... our universe has become a minefield, a scrapyard for higher species.

We need to adapt.


This small section will outline the basic rules for this RP.

1. One user may have a maximum of three active characters, and a maximum of two in a specific crew at any one time.
2. Any species are welcome, but magic will not be available regardless of a character's power. Lore reasons, outlined later.
3. One ship must have a minimum of three crew (one pilot, one combatant, one engineer) and a maximum of five (only one pilot is allowed, so distribute the two extra slots between engineers and combatants).
4. Each character requires a unique text colour or denotion (character specification on speech or actions, such as naming or symbols), excluding temporary side characters (for quests, one-off interactions, etc.).
5. Characters can not have a natural affinity for living in space. They must breathe, and therefore will die if left in space without a suit. If a robot is used as a character, it must possess a function that does not allow it to function outside the ship unless attached to said ship or if the robot is in an atmosphere. For example, the robot might need an air intake (no air in space) or an energy or coolant loop attachment to the ship (i.e. the robot has no on-board coolant or energy and thus requires an attachment to the ship)
6. I think that's everything, but feedback is appreciated.

This section will outline the basic combat rules.

Each crew in a ship must perform one action before the opposing ship can take their turn.
1. Pilot - The pilot can perform one action per turn in combat - either an advancing, retreating or evasive manoeuvre. A D20 will decide the effectiveness.
2. Combatant - Each combatant can perform two actions per turn, either an activation or a reposition, and can be divided across two weapons. Two combatants can control the same weapon, as long as they are not attempting to simultaneously perform the same or opposing actions. As before, a D20 will dictate the effectiveness and accuracy of a projectile. A nat 1 will result in temporary weapon failure.
3. Engineer - Engineers can perform two actions per turn, controlling defensive systems and utilities (gadgets). They can also spend a full turn to repair a damaged component. As before, a D20 dictates the effectiveness of said gadget usage or repair attempt. A nat 1 will further harm a damaged component (attempted repair) or result in temporary gadget failure (use gadget).

This section will outline the three basic roles a crew member can have.

1. Pilot
- This role is unique to each ship (only one to a ship (for now)), and generally acts as the captain. A character with this role gives orders to other crew members, and controls the movement of the ship.

2. Engineer
- Non-unique role. An engineer can perform repairs on a damaged ship (with varying success) and can implement upgrades when one is bought or stolen. An engineer can also repair damaged mechanical crew members.
- Engineers are also the primary on-board communications specialists, relaying messages to allied or enemy ships.

3. Combatant
- Non-unique role. Combatants control the weapons systems of the ship, including turrets, point-defence, missile pods, and various other weapons, varying from ship-to-ship. They can perform minor repairs on weapons systems only.

4. Medic
- Non-unique role, not required. The medic is an optional role that can assist injured organic crew members (not robots) with varying success. Usually not required, as any damage to the ship substantial enough to reach the crew will usually result in a puncture in the ship causing air to leak, killing everyone inside. Medkits are also always available on-board a ship.

More roles may be introduced as the RP progresses.

This section will outline the different parts of a ship. WARNING: MATHS AHEAD

A ship has 20 base energy points, and gains 7 for each crew member.
Only one option from each category can be chosen, excluding weapons.

Atmosphere functionality:
Zero atmosphere functionality costs 1 EP.
Low atmosphere functionality (small, thin atomspheres or high altitudes in thicker atmospheres) costs 4 EP.
High atmosphere functionality (completely functional in all atmospherical conditions) costs 8 EP.

Engines:
Basic spacefaring functionality costs 5 base EP.
Small hyperdrive for short-distance hyperjumps costs 8 base EP
Large hyperdrive + Afterburners costs 12 base EP

Gadgets/Utility:
Chameleon Drive costs 8 EP, makes the ship completely invisible on radar and by the naked eye, but using a projectile weapon or coming in contact with something will disable it.
Tractor Beam costs 6 EP, can be used to pull a ship or object towards the beam's origin point at a relatively slow rate. Usually applies enough torque to stop a moving ship.
Holographic Decoy Device costs 4 EP, projects a holographic decoy of your ship (duh), but decoy is undetectable on radars and a sufficient visibility check will cause the enemy to realise it's a decoy.
Singularity Device costs 10 EP, can be used to instantly transport the ship long distances in any situation. Cannot be disabled by EMP, as it is an analogue device.
Harpoon costs 4 EP, can be used to grapple to an enemy ship from a considerable range. Can cause dangerous amounts of hull damage without enough armour and ignores energy shields, but not energy armour. Takes a full character turn to reload.

Weapons:
Assorted Laser Weapons costs 4 EP per individual weapons (i.e. Laser Cannon and Laser Minigun both cost 4 EP)
Micromissile pod costs 4 EP
Space torpedo costs 9 EP (Instant kill if hits, does not track + slow moving.)
Point defence system costs 3 EP
Minelayer costs 3 EP
Plasma Spikes [Melee] cost 2 EP per array on each selected side of the ship (front, back, starboard, port)
Ballistic Minigun costs 2 EP
Incendiary Cannon costs 4 EP
Assorted Plasma Weapons cost 6 EP per individual weapons (similar to Laser weapons, but more powerful and can cause unexpected reactions in certain systems).
Railgun costs 7 EP (fast-moving and accurate projectiles with high damage, but are single shot with very slow reload)
EMP Launcher costs 5 EP (Average projectile speed and reload, auto-lock on, has a 7/20 (D20 roll 14 or higher) chance to disable shields, and is guaranteed to disable the opponents movement systems (aside from hyperdrives because they're analogue) for one turn.
Turret/360 degree aimable version of a weapons costs +1 EP

more weapons soon

Armour/Shields
Basic armour costs zero EP but will reduce your acceleration.
Light armour (zero EP) is less durable but will not affect acceleration.
Heavy armour costs zero EP and is ultra-durable, but makes it difficult to accelerate and hyperdrives will become less accurate.
Basic energy armour costs 4 EP, and will defend against lasers, but is less effective towards ballistic and explosive attacks. Does not affect acceleration.
Sophisticated Defense Systems costs 8 EP, and provides heavy energy shields (effective against lasers and ballistic rounds) and dense energy armoud (effective against explosive attacks, but has low durability)

All energy-based systems are regenerative, but physical armours require an engineer to repair them when damaged. Energy-based systems can also act as emergency airlocks, temporarily preventing air from escaping the ship while repairs are made. Only one armour or shield type can be chosen.

Note: Spare EP after construction can be saved to use for future IC upgrades to the ship.

probably more categories soon

This section contains the two application sheets, one for a character and one for a ship.

Character Application
Name (First and Last):
Visual Description:
Short Backstory:
Crew Role:
Skillset (might come in handy in [x] situation):
Text Colour (Hex code): #

Ship Application
Ship Title:
Pilot:
Crew
-
-
(add more as needed)

Available EP:
Spare EP (leftover after calculations are done):

Systems (clarify how many energy points each costs)
Atmosphere Functionality (zero, low, high):
Engines (basic, small, large):
Armour/Shields:

Gadgets
-
-

Weapons (for melee, clarify position and quantity)
-
-
(add more as needed)


- Single-character ships; dogfights
- Null, Cryosteel, Yeetium and Hypersteel weaponry
- More customisable manoeuvrability options
- Different brands/companies
- Bounties
- More leniency on magic
- Skill trees
- More gadgets
- More varied weapons
- seriously, rebalance EP
 
Last edited:
Pilot: Heron (@IgnisCervus #576085)
Crew
- Orion; Combatant (@Dark Lord Fladnag #358ab5)
- Crystal Carl; Engineer (@Brown Mage #b117aa)

Pilot: Kaelon (@Cat God. #54acd2, Arial Font)
Crew
- 41PH4; Combatant (@Dark Lord Fladnag #78ffc0)
- W.O.R.T; Engineer (@Brown Mage #e60000)
- Akkith; Role Undecided (@Orchamut #110011)

Pilot: Iwrax (@Orchamut #6d629e)
Crew
- Engineer; Ronan (@Handler Walter #008b8b)
- Combatant; Kabo (@Orchamut #0061fe, #eed9a8)
- Jack-of-All-Trades; Xylv Lykos (@Brown Mage c8a2c8)
- Eilx Vyrz (@Dragonwolf73 #384F47)

- Captain Lazzero Pilfs (@unavailabel🐿 #[Undecided Colour])
- Jonah Rexinn (@Mecha_Twitchy #d7dd3f)
 
Last edited:
I could suggest a medic role right now.
yea that's probably a good idea
but the maximum of 5 crew and minimum of 3 might cause issues with that
it's difficult to choose what's more important
and besides, all ships will have basic medkits installed as a precaution, and usually if the ship is severely damaged at all the crew is pretty much screwed (because of the vacuum of space an all that)
 
feedback? weapon ideas? what other systems might a ship need to function?
i need ideas people my brain's not working well
 
Rail and coilguns maybe.
Also maybe particle weapons of some kind. Proton, neutron, and electron beams, possibly even dust guns.
And how about something that wouldn't do much actual damage but instead be intended to basically just disable ship system?
EMPs, great idea
 
APPLICATIONS ARE OPEN GO READ OP AND MAKE SHIP AND CHARACTERS
i suggest you figure out who your crew is before inviting them though
at least two users will be needed to run a ship due to rules implemented
 
Character Application
Name (First and Last): 41PH4
Visual Description: Tall, sleek, humanoid robot that looks sort of like a combo of General Grievous and the E.M.M.I.s from Metroid Dread. Most of the gaps in her plating like eyes and mouth glow green… or at least they do when she isn’t experiencing technical difficulties.
Short Backstory: One of the most well known of the Sylphrion: a group of part magical, part technological robots who worship a mysterious entity known as the Alpha Code.
Crew Role: Combatant
Skillset (might come in handy in [x] situation): Very precise. Fast reflexes and calculations. Very fast movement. Equipped with energy weapons such as the famous PL45M4 B4N4N4 (pronounced plasma banana). Might come in handy if the ship is boarded or if they want to shoot something with a harpoon.
 
Character Application
Name (First and Last): Heron
Visual Description: About 5'11, human, blonde hair with pale blue eyes, around his early 20s.
Short Backstory: Piloting has always been his passion since a young age, and has been training on his planet's simulators for years.
Crew Role: Pilot
Skillset (might come in handy in [x] situation): Fast reaction times and experience in piloting. Very good at tight manoeuvres and is pretty decent with a plasma pistol.
Text Colour: #576085
 
Last edited:
Character Application
Name (First and Last): 41PH4
Visual Description: Tall, sleek, humanoid robot that looks sort of like a combo of General Grievous and the E.M.M.I.s from Metroid Dread. Most of the gaps in her plating like eyes and mouth glow green… or at least they do when she isn’t experiencing technical difficulties.
Short Backstory: One of the most well known of the Sylphrion: a group of part magical, part technological robots who worship a mysterious entity known as the Alpha Code.
Crew Role: Combatant
Skillset (might come in handy in [x] situation): Very precise. Fast reflexes and calculations. Very fast movement. Equipped with energy weapons such as the famous PL45M4 B4N4N4 (pronounced plasma banana). Might come in handy if the ship is boarded or if they want to shoot something with a harpoon.
(don't forget to give the robot a crutch so that she can't function outside a ship or atmosphere)
 
Character Application
Name (First and Last): W.O.R.T (Waste Of Robotic Technology)
Visual Description: A roughly 4 foot tall robot, covered entirely of things W.O.R.T has collected over the years. Whatever the original body looks like, it's impossible to see.
Short Backstory: Originally designed as a recycling unit, W.O.R.T quickly grew to prefer...  other, activities. Namely space piracy.
Crew Role: Mechanic.
Skillset (might come in handy in [x] situation): Assimilating foreign technology, understanding said foreign technology, and the cartoonish amount of random one-use tools he has allows him to be a Jack of All Trades.
Crutch: Cannot survive extended exposure to void of space. After 1 minute, crumples.
Color:e60000
 
Last edited:
Back
Top Bottom