Starship Chaotica

Ignore this poll, its presence is unintended.

  • KITTENS!

    Votes: 12 25.5%
  • HATS!

    Votes: 2 4.3%
  • DOGGY!

    Votes: 3 6.4%
  • JINGLE ALL THE WAY!

    Votes: 0 0.0%
  • ONE AT SUFFICIENT VELOCITY!

    Votes: 16 34.0%
  • WHEN IN DOUBT, GIANT ROBOTS!

    Votes: 13 27.7%
  • Don't Care

    Votes: 1 2.1%

  • Total voters
    47
Created
Status
Ongoing
Watchers
28
Recent readers
0

For any of the following to make any sense whatsoever, a brief history lesson is needed on the...
Lore and Ship Select

We Just Write

Blatantly Plural
Location
New England
Pronouns
Plural
For any of the following to make any sense whatsoever, a brief history lesson is needed on the region of space known as the Interface. This chunk of the galaxy roughly 200 parsecs across forms the border region between the dominance zones of the two major spacefaring Clades in the galactic arm; Humanity, and the Scarat. Due at least in part to the limitations on communication imposed by the operating principles of Jump Drives, neither Clade was anything even remotely close to unified, and tensions between the dominant Human and Scarat polities in the region had been gradually increasing for decades since First Contact was made in 4372, SGY (Standard Galactic Year).

These tensions eventually erupted 55 years ago in 4421 SGY, when a dispute between a pair of mining companies over the ownership of an asteroid turned violent. This quickly spiraled into a showdown between the nine major powers in the region, dragging the dozens of minor powers along for the ride. Surprisingly, the conflict did not divide entirely on species lines, with each of the major alliances consisting of a number of mostly Human or Scarat polities. Still, the side known as the Alliance had more Humans, and the side known as the Pact had more Scarat.

A few years into the war in 4426, it became clear to the Alliance that if they didn't do something drastic, they were going to lose in about a decade. Thus, they decided to release a Von Neumann swarm into Pact space. In an attempt to prevent the Replicated Fleet from going rogue, the Alliance decided to crew it with flash-cloned Humans with special genemods for loyalty instead of onboard AI. This turned out to be the exact opposite of what the Alliance should have done, as it turned out that the flash-cloning system would occasionally misfire and produce an extremely ambitious and ruthless individual who would quickly take over the ship and use it for their own agenda.

This situation quickly spiralled out of control as the Replicated Fleets began running rampant across both Alliance and Pact space, with agendas varying from simple space piracy to trying to take over a developed system and turn it into a personal kingdom. Both power blocs quickly began to break apart under the strain of trying to fend off the Replicated fleets, and sent messages to the rest of their Clades asking for help. Military aid quickly began streaming in from neighboring sectors, and by 4453 the Replicated Fleets were declared eradicated. That said, the Interface was devastated, with what had once been a more-or-less civilized region of space having been turned into a chaotic mess full of petty planetary warlords, countless minor powers numbering a mere few dozen systems, a trio of large interstellar polities desperately trying to avoid fracturing, and amounts of abandoned military hardware that boggle the mind. Of the polities that existed at the war's start, only three still exist, the rest having fractured under the strain of trying to repel the Replicators.

It is now 4476, you are the leader of a group that for whatever reason wound up boarding a derelict Replicator ship and re-activating it after realizing that all its systems were still functional. There are few motives for doing such a thing, what was yours?

[] Archaeology Is Hard: The Replicators are part of history, and what's left of them should be preserved for future generations to learn from. You were trying to jump the ship back to your home system where it could be mothballed and turned into a museum, but you screwed up the jump co-ordinates and wound up accidentally jumping into hostile space. (TL;DR Space!Indiana Jones gone horribly wrong)

[] A Pirate's Life For Me: As it turns out, preying on interstellar trade is both possible and profitable if you know what you're doing and have a place to sell your ill-gotten gains (which you do). You stumbled upon a derelict Replicator ship while you were searching for your next target, and you figured that upgrading to a more formidable ship would be a good idea given your profession. It didn't hurt to know that you'd be able to save on fuel costs due to being able to refine your own, and that the cloning system brought with it certain... benefits.

[] Conqueror's Ambition: There are only a few ways to get your own interstellar nation, and few of them are peaceful. When you found out that there was an abandoned Replicator ship in this system you immediately set about re-activating it, as having a self-replicating war fleet would be very useful for carving out your own interstellar dominion... if you can keep it under control.

[] Just Like Old Times: While the Replicators were vanquished as a threat, some of their crew survived the war after being captured. You were one of those to escape alive, and the urge to captain one of those ships again has burned deep inside of you for nearly thirty years now. When you stumbled upon a nearly intact derelict you immediately jumped on the opportunity to return to what you were literally made to do.

[] Write-In

For the first few days aboard your new craft, you weren't quite sure what class of vessel you were aboard. However, now that you've managed to coax the computer systems to life you are absolutely certain you've got a

[] Destroyer
Stats
-Size: 199
-Mass: 399
-Power Output: 150
-Maximum Usage: 117
-Acceleration: 2.8
-Jump Range: 4 parsecs
-Shield Thickness: 5
-Detection Factor: 23
-Fuel: 520
-Usage (Power): 15
-Usage (Acceleration): 0.7
-Delta V: 2,080
-Crew Production: 30
-Maximum Crew: 100
-Required Crew (basic): 42
-Required Crew (industrial): 82
-Raw Materials: 24
-Cost: 654

Weapons
1* 12:24 Railgun (30 Range, 62 Damage)
4* 4:4 Lasers (21.1 Range, 4 nonrandom damage)
2* 4:8 Missiles (8 total missiles launchable per round, 48 units missile ammo)
4 Smallcraft (2 Courier Pods, 2 Mining Drones)
Destroyers are relatively fragile, but they accelerate fairly quickly and they mount extremely powerful weaponry. The most feared weapon they mount is an extremely powerful Railgun boasting an effective range comparable with capital ship grade lasers, delivering enough kinetic energy on a direct hit to completely shatter smaller ships. Though a Destroyer's jump range is relatively lackluster, it boasts a significant amount of Delta V, meaning it can easily get around in-system without needing to jump.

[] Cruiser
Stats
-Size: 193
-Mass: 544
-Power Output: 160
-Maximum Usage: 121
-Acceleration: 2.6
-Jump Range: 4.7 parsecs
-Shield Thickness: 10
-Detection Factor: 20
-Fuel: 490
-Usage (Power): 16
-Usage (Acceleration): 0.9
-Delta V: 1,415.5
-Crew Production: 30
-Maximum Crew: 100
-Required Crew (basic): 49
-Required Crew (industrial): 79
-Raw Materials: 24
-Cost: 800

Weapons
4* 5:8 Lasers (37 range, 8 nonrandom damage)
2* 6:6 Railguns (9 range, 19.2 damage)
6:6 Missiles (6 launchable per round, 18 units missile ammo)
1:5 Smallcraft (1 Courier Pod, 3 Mining Drones, 1 Construction Drone)
Cruisers are tough nuts to crack, with strong shields, tough hulls, and redundancies for most critical systems ensuring that they can take a significant beating. Though their weaponry isn't as ship-shatteringly powerful as a Destroyer's railgun, they still mount a formidable armament.

[] Carrier
Stats
-Size: 227
-Mass: 454
-Power Output: 120
-Maximum Usage: 102
-Acceleration: 3.9
-Jump Range: 8.8 parsecs
-Shield Thickness: 0
-Detection Factor: 11
-Fuel: 560
-Usage (Power): 12
-Usage (Acceleration): 1.1
-Delta V: 1,985.5
-Crew Production: 30
-Maximum Crew: 120
-Required Crew (basic): 35
-Required Crew (industrial): 65
-Raw Materials: 18
-Cost: 724

Weapons
-2* 6:10 Lasers (53.6 Range, 10 nonrandom damage)
-20:60 Smallcraft (25 Laser Fighters, 25 Kinetic Fighters, 2 Courier Pods, 2 Shuttles, 6 Mining Drones)
Carriers are somewhat capable in combat, but that really isn't their biggest strength. As the name suggests, Carriers principally fight by releasing an utterly stupid amount of smallcraft, inflicting a death of a thousand cuts upon their enemies.

[] Raider
Stats
-Size: 52
-Mass: 104
-Power Output: 40
-Maximum Usage: 35
-Acceleration: 3.8
-Jump Range: 11.5 parsecs
-Shield Thickness: 2
-Detection Factor: 8
-Fuel: 100
-Usage (Power): 4
-Usage (Acceleration): 0.25
-Delta V: 1,520
-Crew Production: 15
-Maximum Crew: 20
-Required Crew (basic): 18
-Required Crew (industrial): 20*
-Raw Materials: 12
-Cost: 175
*Yes I fudged the numbers a bit here. Ignore it or else I'll enforce what the required crew is actually supposed to be under the rules.

Weapons
2* 4:4 Lasers (21.1 Range, 4 nonrandom damage)
1* 3:3 Missiles (3 launchable per round, 9 units missile ammo)
3 Smallcraft (Courier Pod, 2 Mining Drones)
Raiders are small and fast. Due their fairly light frames they have high acceleration, allowing them to pick their battles. That said, if a Raider ever winds up fighting against something actually designed for heavy duty deep space combat, it's going down. Hard.

[] Scout
Stats
-Size: 84
-Mass: 174
-Power Output: 80
-Maximum Usage: 60
-Acceleration: 5.6
-Jump Range: 7.1 parsecs
-Shield Thickness: 0
-Detection Factor: 12
-Fuel: 190
-Usage (Power): 8
-Usage (Acceleration): 0.6
-Delta V: 1773.4
-Crew Production: 15
-Maximum Crew: 40
-Required Crew (basic): 25
-Required Crew (industrial): 35
-Raw Materials: 8
-Cost: 291

Weapons
-2* 3:3 Lasers (14.2 range, 3 nonrandom damage)
-2* 6:6 Railguns (9 range, 19.2 damage)
-3:6 Missiles (3 missiles launchable per round, 18 units of missile ammo)
3 Smallcraft (Courier Pod, 2 Mining Drones)
Scouts are designed to, as the name implies, scout ahead of a main fleet and send a message back informing them of what they're up against. To facilitate them surviving long enough to do so, Scouts have impressive acceleration capabilities, which helps to make up for the issues they have such as lackluster capabilities in literally every other category.

[X] Forgeship
Stats
-Size: 292
-Mass: 342
-Power Output: 50
-Maximum Usage: 84
-Acceleration: 1.4
-Jump Range: 6.2 parsecs
-Shield Thickness: 0
-Detection Factor: 12
-Fuel: 890
-Usage (Power): 5
-Usage (Acceleration): 0.3
-Delta V: 4,153
-Crew Production: 75
-Maximum Crew: 240
-Required Crew (basic): 53
-Required Crew (industrial): 213
-Raw Materials: 94
-Cost: 684

Weapons
*4 8:6 Lasers (89.9 Range, 6 nonrandom damage)
28 Smallcraft (4 Courier Pods, 14 Mining Drones, 10 Construction Drones)
Forgeships are not intended for combat by any stretch of the imagination, instead being mobile manufacturing hubs designed to churn out other ships. Though the lack of an armored hull means that Forgeships are very vulnerable to attack, it also means they have a lot of Delta V, which is very useful for moving between various asteroid-based mineral sources.

[] Patchwork (Write-In)
You get 600 Raw Materials and full access to the shipbuilding rules. Let's see what you come up with.
Patchworks were a sort of emergent ship classification during the war; over time captains would tend to make modifications, upgrades, and slapdash repairs to their vessels. Eventually, the ship would be so radically different from any standard pattern that it simply couldn't be considered part of its original class. Thus, each and every Patchwork is a class unto itself, and the one you've got is almost certainly unique.

That said, there's one thing you were sure of since the moment you first stepped aboard: The ship's name is Chaotica.
Current Ship & Fleet
Main Ship
Blueprint
Stats
-Size: 382
-Mass: 439
-Power Output: 150
-Maximum Usage: 163
-Acceleration: 4.6
-Jump Range: 6.8 parsecs
-Shield Thickness: 9
-Detection Factor: 12
-Max Fuel: 1,030
-Current Fuel: 1,030
-Usage (Power): 15
-Usage (Acceleration): 1.25
-Delta V: 3,790.4
-Crew Production: 75
-Current Crew: Either 174 or 240, depending on option picked
-Maximum Crew: 240
-Required Crew (basic): 75
-Required Crew (industrial): 235
-Raw Materials: 94
-Cost: 898

Weaponry
*4 8:6 Lasers (89.9 range, 6 nonrandom damage)
4:8 Missiles (4 missiles launchable, 24 units missile ammo)
28/35 Smallcraft (4 Courier Pods, 14 Mining Drones, 10 Construction Drones)


Attendant Fleet
Captains, Crew, and other Notable Individuals
Character Template
Name:
Species:
Physical Description:
Personality:
Notable Skills:
History:

Current Captain
Name:
Shura Fyrest
Species: Human Genehack/Custom
Physical Description: Shura is a female human standing about 1.7 meters tall with a slender frame. Her hair is a dark blue courtesy of some minor customizations, and she has freckles. During the war she got a Spacer-style prehensile tail and anti-atrophy genemods installed to help her navigate in microgravity, and she kept them afterwards.
Personality: Shura normally comes off as warm, friendly, and comedic. However, in a tense situation she rapidly shows a far more commanding persona, ordering around her subordinates with a great deal of skill.
Notable Skills: Tactics (Space), Engineering, Command
History: Shura was chief engineer aboard a Federation battleship during the war. Towards the end of it, she participated in an operation to mothball several captured Replicator ships as a museum fleet. This sparked Shura's interest in history, and after she left the service she became the leader of a crew of freelance archaeologists operating in Chaos Space.

Past Captains

Crew

Notable Individuals
Current Missions

Template
Name:
Location:
Description:
Reward:
Complications:

Active

Completed
Navigational Data
General Map

LIST OF SYSTEMS THAT HAVE BEEN VISITED
Chaos Space (Player Controlled)
Chaos Space (Neutral)
Chaos Space (Friendly)
Chaos Space (Hostile)
Minor Powers (Neutral)
Minor Powers (Friendly)
Minor Powers (Hostile)
Empire
Federation
Technocracy

In general, regions of space in the Interface are categorized by what level of civilization a hypothetical traveler can expect to find there.

First, there are the Major Powers; these are very powerful astropolitical entities known by name throughout the Interface (though knowledge of the specifics might be spotty). In general, living conditions are pretty good, and Major Powers will generally be able to provide very enticing rewards for a prospective mercenary or privateer if they need plausible deniability for some mission or other. On the other hand, if you try starting trouble in a Major Power's space, they'll crush you with their far superior military might, so there is that.

The three Major Powers are the Empire, the Federation, and the Technocracy
The Empire is technically an absolute monarchy under the rule of Emperor Yhax the First, but the sheer size and complexity of an interstellar polity means that the place is basically run by bureaucrats in almost every way that counts. They are an industrial powerhouse, with the highest GDP of all powers in the Interface. Since the war, the Empire has been expanding its borders into Chaos Space, but they've been having internal stability issues which have curtailed their conquests for now.

The Federation is a Federal Democratic Republic run by a trio of Chancellors, a Parliament, and a Supreme Court at their highest level of government. They hold an election every two standard years, with one Chancellor seat and half the Parliamentary seats being up for election each time. They value sapient rights highly and have very good domestic programs as a result. That said, the Federation are militarily the weakest of the major powers, though they can still easily crush any would-be invaders. They've been rapidly inducting new regions into the republic for some time and would dearly like to be bordering Chaos Space to keep expanding in this manner, but the powers around them have solidified and will not allow them to progress further.

The Technocracy is an AI-run oligarchy, and was originally a minor power in the Alliance during the war. Living conditions are OK, but below those of the other major powers. On the other hand, they've got the most powerful ships around, even if they've got slightly less of them than the Empire. Lately, the Technocracy's neighbors have started handing out letters of marque to any desperate fools intrepid adventurers they can find to try and get their hands on some of the Technocracy's highly advanced equipment, and the Technocracy has started returning the favor in lieu of starting a war with everyone around them and quite possibly losing.

After the Major Powers come the Minor Powers. These are starfaring nations which can be quite powerful in their own right, but unlike the major powers they're generally only known to those around them or to those whose job it is to know such things, on account of how many there are. Minor Powers generally have a functional government of some description, but the overall quality of life in a Minor Power is a lot lower than that in a Major Power. Missions from Minor Powers are less rewarding than those from Major Powers, but they tend to be less risky. It's also more feasible to get away with shady activities in a Minor Power if you keep your activities small-time, as they have fewer resources to spend oon chasing down random troublemakers.

Lastly, there's Chaos Space, which is characteized by a lack of any large-scale government of any form. The largest powers in these regions rarely reach more than a few stars, and in places you'll even find polities that can't even lay claim to an entire O'Neill Cylinder. Missions from Chaos Space tend to be extremely shady even by the standard or mercenary work, and the rewards are highly variable. On the flip-side, it's possible to get away with some seriously despicable behavior in Chaos Space, assuming you don't do something truly stupid.
 
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Write In idea, needs to be fleshed out
Trader: Freighter captain escaping a piriate attack. Ship nearly dead and the sadistic piriates are following, Deliberately letting you run and hide in the asteroid field, in some sick sport. FTL drive is Gond, so they know you can't escape. Ship is lucky find, and a curse. A chance to fight back or escape with your crew... or to lose and have it fall into their hands.

Would be taken with carrier or forge ship.
 
Write In idea, needs to be fleshed out
Trader: Freighter captain escaping a piriate attack. Ship nearly dead and the sadistic piriates are following, Deliberately letting you run and hide in the asteroid field, in some sick sport. FTL drive is Gond, so they know you can't escape. Ship is lucky find, and a curse. A chance to fight back or escape with your crew... or to lose and have it fall into their hands.

Would be taken with carrier or forge ship.
I'd allow this.

EDIT: Honestly, I'd probably re-write this option as

[] Desperation: When you're being chased by pirates, there isn't much you can do. You'd just managed to get a few hours lead on them when you came upon a warship in the middle of an asteroid cluster. They didn't answer hails, but they didn't shoot either. You quickly figured out it was abandoned and shuffled your crew aboard before activating the Jump Drive and escaping to another system.
 
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[x] Archaeology Is Hard: The Replicators are part of history, and what's left of them should be preserved for future generations to learn from. You were trying to jump the ship back to your home system where it could be mothballed and turned into a museum, but you screwed up the jump co-ordinates and wound up accidentally jumping into hostile space.
[x] Forgeship
 
[X] Archaeology Is Hard: The Replicators are part of history, and what's left of them should be preserved for future generations to learn from. You were trying to jump the ship back to your home system where it could be mothballed and turned into a museum, but you screwed up the jump co-ordinates and wound up accidentally jumping into hostile space. (TL;DR Space!Indiana Jones gone horribly wrong)
[X] Cruiser
 
[x] Archaeology Is Hard: The Replicators are part of history, and what's left of them should be preserved for future generations to learn from. You were trying to jump the ship back to your home system where it could be mothballed and turned into a museum, but you screwed up the jump co-ordinates and wound up accidentally jumping into hostile space.

[x] Forgeship
 
[x] Archaeology Is Hard: The Replicators are part of history, and what's left of them should be preserved for future generations to learn from. You were trying to jump the ship back to your home system where it could be mothballed and turned into a museum, but you screwed up the jump co-ordinates and wound up accidentally jumping into hostile space.

[x] Forgeship
 
Preliminary tally; vote's still open.
Adhoc vote count started by I just write on May 11, 2017 at 6:07 AM, finished with 10 posts and 6 votes.

  • [x] Forgeship
    [x] Archaeology Is Hard: The Replicators are part of history, and what's left of them should be preserved for future generations to learn from. You were trying to jump the ship back to your home system where it could be mothballed and turned into a museum, but you screwed up the jump co-ordinates and wound up accidentally jumping into hostile space.
    [X] Archaeology Is Hard: The Replicators are part of history, and what's left of them should be preserved for future generations to learn from. You were trying to jump the ship back to your home system where it could be mothballed and turned into a museum, but you screwed up the jump co-ordinates and wound up accidentally jumping into hostile space. (TL;DR Space!Indiana Jones gone horribly wrong)
    [X] Cruiser
    [X] Just Like Old Times
    [x] Archaeology Is Hard:
 
Final Char-Gen, Strategic Turn 1
Winning Plan
[X] Archaeology Is Hard
[X] Forgeship

Yeah, you're an archaeologist. Though given how the crew of your new ship and your archaeology team are looking at you, you think 'de facto starship captain' might be a more accurate title now. Ever since that fateful day, you've been mentally reviewing all your life choices and trying to figure out how it all lead to this. After much introspection, you're pretty sure that the defining event which lead you down this path was

[] your service during the War.
Name: Shura Fyrest
Species: Human Genehack/Custom
Physical Description: Shura is a female human standing about 1.7 meters tall with a slender frame. Her hair is a dark blue courtesy of some minor customizations, and she has freckles. During the war she got a Spacer-style prehensile tail and anti-atrophy genemods installed to help her navigate in microgravity, and she kept them afterwards.
Personality: Shura normally comes off as warm, friendly, and comedic. However, in a tense situation she rapidly shows a far more commanding persona, ordering around her subordinates with a great deal of skill.
Notable Skills: Tactics (Space), Engineering, Command
History: Shura was chief engineer aboard a Federation battleship during the war. Towards the end of it, she participated in an operation to mothball several captured Replicator ships as a museum fleet. This sparked Shura's interest in history, and after she left the service she became the leader of a crew of freelance archaeologists operating in Chaos Space.

[] your passion for history in school.
Name: Rajjek
Species: Human Spacer
Physical Description: Rajjek is dark-skinned and stocky, with dark brown hair on both their head and tail. They keep the aforementioned hair cropped short, which helps to accentuate their chestnut brown eyes.
Personality: Rajjek is best described as a wide-eyed idealist, with a massive amount of charisma that pulls people into his metaphorical orbit once they spend any significant amount of time around him.
Notable Skills: Archaeology, Diplomacy, Spacefaring
History: Rajjek grew up post-war for the most part, with their passion for history eventually leading them to become a professional archaeologist. For the last few years they've been government-funded, working for a small interstellar state in Chaos Space.

[] your inability to get a better job.

Name: Gretty Requi
Species: Scarat Deviant
Physical Description: Gretty is heavily modified, with an enhanced skeletomuscular system, humanlike hair implanted on his head, and scales partially coated with vantablack.
Personality: Laid back, friendly, seemingly stoned at all times
Notable Skills: Comedy, History
History: Gretty was born to a rich family, which he continuously disappointed as he was growing up. They continuously tried to get him hired at various places, but no-one was willing to take him on, on account of his laziness and lack of useful skills. Eventually, his family just bought him a ship and told him something along the lines of "Get out of the system so we can pretend you're doing something useful, or else."

[] the day you were first activated.
Name: Max Jones 443A2
Species: Human Analog
Physical Description: Max's preferred chassis is an aluminum alloy-clad bipedal unit 1.8 meters tall. Its features are rounded and smooth, with bright colors painted on every exposed surface in artistic, swirling patterns. A basic reaction control system allows independent movement in space, and Max's preferred feet are prehensile to grab onto handholds in microgravity.
Personality: Max is a calm and collected individual with a focus on their job. They handle high-stress situations well.
Notable Skills: Engineering, History, Spacefaring
History: Max was first activated about a year after the war, and after his period of indentured servitude to the one who had commissioned his construction, he began studying history. It took a few years, but Max eventually became an archaeologist in command of his own small ship of like-minded Analogs, and began searching out artifacts of the war that they could preserve for future generations.

[] the bullying you endured from your genetically modified classmates

Name: Derwen Greft
Species: Human Baseline
Physical Description: Derwen is short and stocky by human standards, with reddish hair and brown eyes. Their face is sharp and angular.
Personality: Bitter, Spiteful, Angry At Past Self
Notable Skills: Martial Arts (think Krav Maga with added techniques for dealing with non-human opponents), Spacefaring, History
History: Derwen was shit on constantly during his childhood by the Genehacks he shared his classes with, putting up with it until his final year of secondary education when he hospitalized the lot of them with a martial arts beatdown. As a result, Derwen was expelled and found himself excluded from most professions, as they didn't want to hire a so-called 'violent thug'. That said, he rapidly found that among crews of Chaos Space archaeologists the ability to defend yourself was highly sought after.

[] the day the Replicators destroyed your home-hab, while some other Replicators tried to save it.
Name: Hretht Ternis
Species: Scarat Vacform
Physical Description: Hretht has matte green scales, a well-developed musculature, and a fairly rounded face.
Personality: Hretht is a generally adventurous sort, looking for new experiences and sights. That said, he's often a bit greedy, and is entirely in it for the money.
Notable Skills: Spacefaring, Engineering, History
History: Hretht grew up during the war aboard a pressurized centrifuge style habitat in an asteroid belt. Two fleets of Replicators descended on the system during Hretht's coming of age, with his home being destroyed during the process. The group of Replicators which had tried to defend his habitat picked him up before ferrying him to a relatively safe hab in another system, and after the Replicators were declared eradicated Hretht made it his life's goal to make sure people remembered that not all of them were evil.

That said, how you wound up in this mess is rather irrelevant. Your unintended jump put you on a collision trajectory with a gas giant which you needed your full thrust to avert, and even worse some of the people living on the moons orbiting said gas giant took offense to your presence and launched orbital defense craft to deal with you. An emergency jump has put you in a completely different system's Oort cloud, and you'd estimate you've got about a month before the light of your arrival reaches whoever lives here.

So, what are you going to do?

Current Starmap Position: Square 23, 12 (outskirts of a system in Chaos Space)

Stats
-Size: 292
-Mass: 342
-Power Output: 50
-Maximum Usage: 84
-Acceleration: 1.4
-Jump Range: 6.2 parsecs
-Shield Thickness: 0
-Detection Factor: 12
-Fuel: 890
-Usage (Power): 5
-Usage (Acceleration): 0.3
-Delta V: 4,153
-Crew Production: 75
-Maximum Crew: 240
-Required Crew (basic): 53
-Required Crew (industrial): 213
-Raw Materials: 94
-Cost: 684

Weapons
*4 8:6 Lasers (89.9 Range, 6 nonrandom damage)
28 Smallcraft (4 Courier Pods, 14 Mining Drones, 10 Construction Drones)

So, what are you going to do? (pick two, travel options are incompatible with mining and building)

[] Send a message via Courier Pod
-[] Destination? (can be home system, any system previously visited, or further into current system)
-[] Contents Of Message (Write-In)

[] Jump (Current Chance Of Jump Failure: 70%)
-[] Where to?

[] Put yourself on a trajectory in-system. Maybe they'll think you're a trade ship with a damaged Jump Drive? (-250 Delta V)

[] Pull up to one of the asteroids out here and start mining it (costs Delta V, but you'll be refining more fuel when you get there so the point is moot)
-[] Build Something (Raw Materials Processable Per Turn: 256)
--[] Upgrade Chaotica (write-in plan on shipbuilding grid)
--[] Build a new ship (write-in plan on blank shipbuilding grid)

GM note: Technology has progressed since the war, with this being mechanically represented by Advancements. Advancements modify the functionality of modules or smallcraft in generally minor ways, improving their overall utility. You currently have no Advancements, but they can be acquired through various means.
 
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Two things you should know of
1: Your home system is out of range.
2: Jump Failure is an INSTANT GAME OVER
Only point 1 is really relevant this early In the game. Loosing is not that big of an investment at this point. Besides I'm not sure if I have ever seen a game over during the charichter creation phase before.

Still not going to vot for a jump option, Building/mining seems like a better option.
 
[X] your service during the War.

Forgeship should be able to acts has a makeshift carrier. We only have half the hangar space but it's still a lot.
 
[X] your service during the War.
[X] Pull up to one of the asteroids out here and start mining it (costs Delta V, but you'll be refining more fuel when you get there so the point is moot)
-[X] Build Something (Raw Materials Processable Per Turn: 256)
--[X] Upgrade Chaotica (My Design)

Sorry, I was unable to make a better forge ship design during character creation as I was busy.
Features of this version:
14 new fuel tanks - so we don't get stranded
7 new hangers (to be filled) and 3 new hanger doors - I have no idea what we want to put in here so I will leave it up to you, also we can't put anything in here this turn as we are out of production... oops.
4 new missile pods and 8 new missile racks (filled) - I want this filled with swarm missiles for point defence, we can have these filled this turn.
19 new thrusters - to escape battle alive with
8 new jump drives - to compensate for our new size
18 new shield generators - To deal with all the things that shoot at us.
10 new reactors - To power of our new things
Reinforced Command Pod - I don't want to die damn it.
New reinforced armor - See above line
36 spare materials - unfortunately wasted as our cargo bins are full
I didn't do the exact math for this so if anyone can do that for me I would be grateful.
If you have any suggestions please tell me.
 
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[X] your service during the War.
[X] Pull up to one of the asteroids out here and start mining it (costs Delta V, but you'll be refining more fuel when you get there so the point is moot)
-[X] Build Something (Raw Materials Processable Per Turn: 256)
--[X] Upgrade Chaotica (My Design)

Sorry, I was unable to make a better forge ship design during character creation as I was busy.
Features of this version:
14 new fuel tanks - so we don't get stranded
7 new hangers (to be filled) and 3 new hanger doors - I have no idea what we want to put in here so I will leave it up to you, also we can't put anything in here this turn as we are out of production... oops.
4 new missile pods and 8 new missile racks (filled) - I want this filled with swarm missiles for point defence, we can have these filled this turn.
19 new thrusters - to escape battle alive with
8 new jump drives - to compensate for our new size
18 new shield generators - To deal with all the things that shoot at us.
10 new reactors - To power of our new things
Reinforced Command Pod - I don't want to die damn it.
New reinforced armor - See above line
I didn't do the exact math for this so if anyone can do that for me I would be grateful.
If you have any suggestions please tell me.
My one and only question is if you accounted for increased crew requirements.
 
My one and only question is if you accounted for increased crew requirements.
We should still have enough crew as my design only needs 22 new crew.
Next time I upgrade the Chaotica I will need to add more crew as we only have 5 spare left if we run at industrial capacity.
Also this is the type of stuff I was asking others to do the maths for me for as I was doing rough back of envelope type maths.
 
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Two things you should know of
1: Your home system is out of range.
2: Jump Failure is an INSTANT GAME OVER
How badly did we mess up the jump co-ordinates to be out of range and wouldn't that be considered a Jump Failure? Also how much distance is covered in a jump? Even if we went the exact opposite direction of where we were trying to go, what(if any thing) is stopping us from just jumping back to safe territory in jump or two and then continuing on the way the mothballed plan was going, just delayed?( Is getting back our main mission or survival more important.

[X] the day the Replicators destroyed your home-hab, while some other Replicators tried to save it.

Seems like more fun and better story than [] your service during the War, human Shura, former chief engineer. I would say Surna is by far the best all around choice with no down sides with our situation, but I want to be more interesting than just above standard. I am confused on the "Personality: ...That said, he's often a bit greedy, and is entirely in it for the money." part of Hretht's profile seams to conflict with "History: ... Hretht made it his life's goal to make sure people remembered that not all of them were evil."

Action vote is... i don't know how important are the options.
[X] Send a message via Courier Pod
-[X] Destination? - home system
-[X] Contents Of Message -A "we are not dead, send aid if possible, and we are going to try get to safety on our own."sort of thing, with incident data, and ask crew if they want send anything letters to love ones last wills?

[] Put yourself on a trajectory in-system
.
What is this option? is it the safe but inconceivably snails pace progress?

[X] your service during the War.
[X] Pull up to one of the asteroids out here and start mining it (costs Delta V, but you'll be refining more fuel when you get there so the point is moot)
-[X] Build Something (Raw Materials Processable Per Turn: 256)
--[X] Upgrade Chaotica (My Design)

voting for this, the situation calls for it. - We messed up EPICLY bad with that jump. I don't trust where we are now.
 
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How badly did we mess up the jump co-ordinates to be out of range and wouldn't that be considered a Jump Failure? Also how much distance is covered in a jump?
Well, you were already a few jumps away from your home system, and the emergency jump you had to perform didn't exactly help get you any closer. Also, Jump Failure is a term explicitly referring to the collapse of a Jump Drive's wormhole while a ship is still transiting it, thus destroying the ship.

As for jump range, that varies depending on how the ship is put together.
 
Well, you were already a few jumps away from your home system, and the emergency jump you had to perform didn't exactly help get you any closer. Also, Jump Failure is a term explicitly referring to the collapse of a Jump Drive's wormhole while a ship is still transiting it, thus destroying the ship.

As for jump range, that varies depending on how the ship is put together.
Thanks :smile:. So our first main goal/mission would to be to slowly navigate the human dominance line or the Scarat dominance line. Which one depending our starting character's Species correct? Or are we part of another faction like the Empire or one of the minor powers?
 
Maths for [] Upgrade Chaotica (My Design)
New Stats
-Size: 382
-Mass: 439
-Power Output: 150
-Maximum Usage: 163
-Acceleration: 4.6
-Jump Range: 6.8 parsecs
-Shield Thickness: 9
-Detection Factor: 12
-Fuel: 1,030
-Usage (Power): 15
-Usage (Acceleration): 1.25
-Delta V: 3,790.4
-Crew Production: 75
-Maximum Crew: 240
-Required Crew (basic): 75
-Required Crew (industrial): 235
-Raw Materials: 94
-Cost: 898
 
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Thanks :smile:. So our first main goal/mission would to be to slowly navigate the human dominance line or the Scarat dominance line. Which one depending our starting character's Species correct? Or are we part of another faction like the Empire or one of the minor powers?
No matter your backstory, you originated in the Interface.
 
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