Legacy of Castille [Ex] [OOC]
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		<h2 id="linktree">Play-By-Post: Extreme =&gt; Extreme Small Groups =&gt; Topic started by: Marvin on 06-04-2010, 23:16:36</h2>
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			<dt class="postheader">
				Title: <strong>Legacy of Castille [Ex] [OOC]</strong><br>
				Post by: <strong>Marvin</strong> on <strong>06-04-2010, 23:16:36</strong>
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			<dd class="postbody">
				Got questions, or just something to say about the thread? 
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			<dt class="postheader">
				Title: <strong>Re: Legacy of Castille - OOC</strong><br>
				Post by: <strong>Xiddeus</strong> on <strong>07-04-2010, 16:51:51</strong>
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			<dd class="postbody">
				Hey guys, my character has a tendency to ramble, so if you wouldn't mind, feel free to cut him short in your post and he'll just stop, won't even think twice about it.&nbsp; I kind of channeled Ellis from Left 4 Dead 2 when thinking of his personality.<br><br>"You know this one time me and my cousin.. blah blah blah-"<br>"Ellis, is not the time?"<br>"Okay."<br><br>Just food for thought and a little character interaction.&nbsp; &nbsp;;D
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Legacy of Castille - OOC</strong><br>
				Post by: <strong>Marvin</strong> on <strong>07-04-2010, 17:29:06</strong>
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			<dd class="postbody">
				Figured that I'd post something about the ship here... Just the basics, might add more as we play on, and feel free do describe stuff as we move along...<br><br><span class="bbc_u"><strong>The Castille</strong></span><br><br><em><strong>Main areas of main deck</strong></em><br><br><strong>Airlock</strong><br>A model 43 Airlock, located in the workshop, only used when docked. It's big enough to take a small lift truck through. The folding ramp is locked into position as soon as the airlock is sealed. Not possible to use this in space. , and it had been equipped with a bulky intercom, for communications with the rest of the ship, and a small emergency locker, probably filled with first-aid equipment and such, even a fire axe. <br><br><strong>Workshop</strong><br>This workshop is equipped with state of art equipment to repair and maintain spare parts for the ship, and to pick apart salvaged stuff to find valuables. <br><br><strong>Lounge </strong><br>A small bar, a big sofa and an old jukebox is what you'll find here. There's also an old wall mounted projector and two boxes of old movies. The galley and the gym shares this area.<br><br><em>Galley </em><br>A cramped kitchenette, and a small food storage (2 days). There's food for a total 80 days on the ship. 5 people and 2 meals/day. The food not in Galley storage, can be found in cargo.<br><br><em>Gym </em><br>Old stuff to keep in shape can be found here. The only shower aboard the ship is located in the gym area.<br><br><strong>Medical bay </strong><br>A small, simple field surgeons office, with tools and equipment to carry out simple tasks. It hasn't been cleaned for a while, dried blood on the floor and on the exam table, a surgeons tools spilled on the floor, it smells bad in here. There's also a bed with monitoring equipment that might work, and a metal cabinet for files and documents, lock broken. A locker for personal belongings, open and empty with a key in the lock. <br><br><em><strong>Main areas of top deck</strong></em><br><br><strong>Cockpit / Bridge</strong> up from the Lounge.<br>A cramped room filled with controls, switches, screens and displays for the pilot and the captain plus two more. The autopilot can handle most basic tasks with low speed and efficiency. The ships artillery can be controlled from the pilots seat, and as with everything in this room, the captain can override and/or assist in tasks if neccesary.&nbsp; &nbsp;<br><br><strong>Captains Quarters</strong> Accesable from cockpit.<br>Classified, maybe two rooms and a private shower. The weapons locker is located outside the hatch into this area. The captain carries the main key, the doctor carries a reserve.<br><br><br><em><strong><br>Main areas of lower deck</strong></em><br><br><strong><br>Personal quarters</strong> corridor, accessable down from the lounge and main cargo.<br>Each crew has a small, cramped room with a locker for personal belongings.<br><br><strong>Main cargo</strong> takes up most space on the lower level from workshop and forward to personal quarters.. <br>What it says.. This is for cargo and salvaged loot. Space-suits can be found here. This room is air-tight when sealed, and it's unsecured content can be flushed into space by opening the airlock, and then overriding the security to keep the airlock open.<br><br><strong>Airlock</strong><br>For missions outside the ship whilst in space, locaded in the cargo floor. A small car could be brought through this, if the lift equipment in the main cargo is used.<br><br><br><br><br><br>Simple layout, just a minutes work, so take it for what it is ;)<br><br><br>(http://i882.photobucket.com/albums/ac27/Marviari/ship.jpg)
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			<dt class="postheader">
				Title: <strong>Re: Legacy of Castille [Ex] [OOC]</strong><br>
				Post by: <strong>Marvin</strong> on <strong>13-04-2010, 07:10:11</strong>
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			<dd class="postbody">
				<span class="bbc_u"><strong>Major Colonies</strong></span><br><br><strong><em>Altair 5</em></strong><br><br>A major city called “Nova Carthage” holds the only space-anchor of the planet, and NC is the capitol city of Altair 5. (Tech level varies, but seems low throughout the city due to lack of newly produced tech, weapons prohibited. The law enforcers are well equipped and brutal.)<br><br>NC is the capital and largest city of the colonies. The NC is a city state, ruled by a governor appointed by the NC Senate (Rich traders and politicians). In addition to being widely known as the oldest city in the colonies, Nova Carthage is a major trade center in the Sector and the major sponsor of the Colonial Fleet.<br>Currently, the city has an estimated population of about 10 millions and it's geographically embedded on the eastern foothills of the “World's Edge” mountain range at the shore of the Silent Sea, on a plateau 1000 metres above sea-level. The original colonists were inspired by the ancient Greece when they programmed the design used by automated builders, and therefore the city is filled with vaults, arches and imposing structures for public use.<br><br>Other settlements of Altair 5<br><br>Mainly farmlands and agricultural installations, maybe a hundred smaller communities are supporting the NC with foodstuff and materials.<br><br><br><strong><em>Hestia</em></strong><br><br>Hestia is the second largest colony in the sector, and it's concidered to be the most important settlement of the region. The only fully operational food processing plant is located in orbit around Hestia. <br><br><br><span class="bbc_u"><strong>Minor Colonies</strong></span><br><br><strong><em>Tertius</em></strong><br><br>Tertius is basically a green, terraformed moon that circles Altair 5. Minor towns, smaller settlements and huge farms can be found all over the moons lush landscape. Tertius has a Space Anchor located at 'Casa Tertius', originally a recreational resort for the military posted in the sector.<br><br>This colony is home to many of the richest people of the Sector, and home to many officers of the Colonial Fleet. Tertius is very closely tied to&nbsp; Altair 5, specifically to NC.<br><span class="bbc_u"><br><strong>Major Stations</strong></span><br><br><strong><em>Nautea</em></strong><br><br>This installation is the home of the major Trading company 'Nautea'. Currently, the station has an estimated population of about 200 000.<br><br>If you need a large shipment of livestock, crops, weapons or whatever, then this is where to go.<br><br>Nauteans are hard working, honest and practical. They are always looking for spare parts.<br><br><strong><em>Mohandi 13</em></strong><br><br>This installation was originally the science and educational station. Currently, the station has an estimated population of about 50 000. Most officers and high tech scientists got their education here on Mohandi 13.<br><br>If you need help with alien artifacts, transcriptions or scientific input, then this is the spot.<br><br><br><br>(http://i882.photobucket.com/albums/ac27/Marviari/Altaire-sector.jpg)<br><br>Red marks the nav-bouy FTL routes<br><br>Squares = station<br><br>Circle = Planet or Moon<br><br>---------------- <br><br><br><span class="bbc_u"><strong>Colonial Fleet</strong></span><br><br>Just giving a little info on them... <br><br><strong>CD-F/T.A.P "Mencius" </strong><br><br>[Colonial Defence Fleet Tactical Anchor Platform] <br><br>This is the HQ for the Colonial fleet, and has an estimated population of about 25 000. <br><br>In orbit around Tertius<br><br>---------------- <br><br><strong>Norn C.S "Azrail" </strong><br><br>[Norn-class Capital Ship] <br><br>Flagship, commanded by Admiral Edina.<br><br>Holds 250 fighters, 10 scout vessels and 8 shuttles.<br><br>---------------- <br><br><strong>Bishamon Dreadnaught "Orcus" and "Jizo" </strong><br><br>[Bishamon-class Dreadnaught] <br><br>Bulky warships<br><br>---------------- <br><br><strong>Mikula B.C "Rhineland" / "York" / "Hangzhou" / "Kirov" / "Orissa" / "Nagoya" </strong><br><br>[Mikula-class Battle Cruiser] <br><br>Agile warships<br><br>These cruisers shuttle frequently between&nbsp; Hestia and&nbsp; Tertius.
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			<dt class="postheader">
				Title: <strong>Re: Legacy of Castille [Ex] [OOC]</strong><br>
				Post by: <strong>Marvin</strong> on <strong>19-04-2010, 05:39:46</strong>
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			<dd class="postbody">
				Moved it here from the other thread... I'll try to list all skills, merits and abilities here, for all to see. <br><br><strong>Attributes</strong><br><br><strong>Health :</strong> This attribute reflects endurance and constitution of the character. Health is also used when character is wounded or suffers damage or poisoning.<br><strong>Strength :</strong> This attribute resembles pure physical strength. A creature with superior strength can match any world-class weight lifter. This also affects the damage one can absorb due to muscle mass.<br><strong>Agility :</strong> Speed, balance, agility and such things.<br><strong>Awareness :</strong> The senses like perception, sight, taste and smell. It also tells about character speed to react to certain situations.<br><strong>Willpower :</strong> This attribute resembles determination, mental fortitude and self-control the creature has, and how easily he is broken under stress. Those with low levels are usually easily irritated and break easily.<br><strong>Social :</strong> The ability to understand and interact with others. Social skills like empathy, subterfuge, charisma and such things. A creature with high social is easily listened to and well liked, while those with low levels do not have many friends and might be ignored often.<br><br><span style="font-size: 8pt;" class="bbc_size">The bonus added to contested d10 rolls are : Poor:-2 /&nbsp; Average: 0 / Good:+1 / Superb:+2 / Superior:+3</span><br><br><strong>Skills :</strong><br><br><span style="font-size: 8pt;" class="bbc_size">The bonus added to contested d10 rolls are : Untrained:-2/Trained:0/Skilled:+1/Expert:+2/Master:+3</span><br><br>Enigmas - (Understanding &amp; Solving puzzles of esoterical nature /-)<br>Seduction - (As it says. / Social)<br>General medicine - (Diagnose and treat sickness/injuries over time /-)<br>Emergency treatment - (treat critical injuries under pressure /Willpower)<br>Engineering - Repairs &amp; Maintenance<br>Marksman – Carbine/Pistol (Using rifles &amp; Pistols / Agility)<br>Demolitioner – Plastics (creating &amp; detonating explosive materials / -)<br>Athletics - Zero Gravity Maneuvers (Moving without gravity / Agility)<br>Metal Craftsman - Spare parts (creating &amp; modifying parts and molds / -)<br>Computers – Hacking (Computer science / -)<br>Larceny - Open Locks (Criminal skill, pick mechanical locks / Agility)<br>Military Tactics (Advanced tactics)<br>Close Quarters Combat (Fighting at close distance / Strength or Agility)<br>Diplomat (Dealing in sensitive matters, negotiating&nbsp; /Social)<br>Laborer&nbsp; (Manual hard working, operating basic machines and equipment)<br>Combatant – Chainsword (Chainswords are unique for pirates, requires this special skill / Strength)<br>Burglar - Bypass Security (cameras, surveillance &amp; electronic alarms)<br>Pilot : Fighters &amp; Freighters<br>Ship Artillery<br>Occult Charms<br>Hypnosis - (Hypnotic suggestions can be delivered by a hypnotist in the presence of the subject, without the subjects knowing, if the subjects awareness is lower or equal to /Social)<br>Tactical knowledge - (Basic tactical knowledge)<br>Manipulation - (Sway peoples mind, takes time /Social)<br>Stealth - (Agility)<br>Deduction - (of taxes? Need some info on this specific one)<br>Tantrist rituals (occult thaumaturgical rituals / Secret formula :)<br>Protection-rituals (occult thaumaturgical rituals, elemental, physical and magical protections / protects Health)<br>Harmful-rituals (occult thaumaturgical rituals, curses, hexes, sickness and such / vs Health)<br><br><br><strong>Merits :</strong><br>Striking looks (adds +2 to social)<br>Ambidextrous (free off hand attack/parry)<br>Succubus Pact (Bond to one of the elder mysteries. Immune vs posession.)<br>Sexualize (gives +1 to all seduction in the area, people feel a bit 'happy' in their pants around merit keeper)<br>Mechanical Empathy (in connection with the machines)<br>Iron Stamina&nbsp; (can suffer extra before giving in)<br>Fast reflexes (adds to initiative)<br>Alchemist (in touch with matter, branch for Mech emp)<br>Good reflexes (adds to initiative)<br>Fast movement (can move further during combat)<br>Silent steps (naturally silent, gets a bonus for ambush &amp; stealth manouvers)<br>Telepathic&nbsp; (Telepathy, telempathy, psychometry, telekinesis are all in path of psionics)<br>Charm Caster (gives +2 link to target)<br>Natural Immunity (never sick or infected from diseases)<br><br><br><strong>Health</strong><br>Indicating amount of damage before disabeled on each bodypart, very simplified. (Head/Chest/Abdomen/Arms/Legs)<br><br>Poor&nbsp; &nbsp; &nbsp; &nbsp;(5)<br>Average (7)<br>Good&nbsp; &nbsp; &nbsp; (8)<br>Superb&nbsp; &nbsp;(9)<br><br><strong>Strength(absorb)</strong><br><br>Poor&nbsp; &nbsp; &nbsp; &nbsp;(0)<br>Average (0)<br>Good&nbsp; &nbsp; &nbsp; (1)<br>Superb&nbsp; &nbsp;(2)<br>Superior (3)<br><br><strong>Agility(Defence)</strong><br><br>Poor&nbsp; &nbsp; &nbsp; &nbsp;(5)<br>Average (6)<br>Good&nbsp; &nbsp; &nbsp; (7)<br>Superb&nbsp; &nbsp;(8)<br><br>(Allso add +1 for Good awareness, +2 for Superb awareness)<br><br><strong><br>Attack roll</strong><br><br>Skill level (-2to5) + Attribute (-1to5) + Weapon (1to10) + D10 = Attack<br><br>Subtract 'absorb' and 'defense' from the attack. The stuff that's left = Damage<br><br><br>Getting hurt can be avoided by using armor and blablabla...but lets skip that for later. Don't worry, I'll keep track of this crap ;) Just wanted to give an example of how i calculate stuff when it hits the fan.... Good actions/cewl actions can generate bonuses as well.<br><br><br>
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			<dt class="postheader">
				Title: <strong>Re: Legacy of Castille [Ex] [OOC]</strong><br>
				Post by: <strong>Marvin</strong> on <strong>27-04-2010, 23:50:19</strong>
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			<dd class="postbody">
				I set the combat order, and if combat evolves further, then remember to post your intentions and I'll deliver results...
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Legacy of Castille [Ex] [OOC]</strong><br>
				Post by: <strong>Xiddeus</strong> on <strong>20-05-2010, 20:44:07</strong>
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			<dd class="postbody">
				OK, I guess I will be the first to ask, is this dead or just waiting?&nbsp; I know the last I hears was Marvin saying something about docking soon and that was it.&nbsp; So... What now?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Legacy of Castille [Ex] [OOC]</strong><br>
				Post by: <strong>KunoichiRogue5</strong> on <strong>20-05-2010, 21:20:48</strong>
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			<dd class="postbody">
				I've been waiting on Marvin, because I don't know where we're at except for myself.
			</dd>
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