01-04-2016, 01:19 AM
THE OFFICIAL REVIVAL OF THE AVALI NEXUS FORUM ROLE PLAYING GAME PART II:
SECOND EDEN
Aka SRSRP
SECOND EDEN
Aka SRSRP
The Serious RP is back and missing most of it's limbs!
This time, we forgo space magic in favor of a blatant Star Trek phenomena, where our "heroes" are the ordinary crew of an unordinary ship: One of three self-sustaining ships capable of going at miraculous faster-than-light speeds! You'll be heading on a trip of a lifetime!
Look at strange new worlds through the bridge windows! Cause diplomatic incidents with more advanced civilizations! Have to use the other locker room because someone sealed an alien in the only other one nearby!
Unlike the Semi-Serious RP, the Serious RP has a Game Master in charge, making puppets dance behind the scenes while simultaneously painting the backdrop or something.
Quote:Example of actions
Good: I go to the Pentagon Moonlit Caravan Kitchen.
Bad: I go to the Square Thorny Ninja Greenhouse and start talking to someone who's there.
This is because something may happen with the first action (moving around) that may interrupt you, like getting lost.
Also, the first time you walk to somewhere, you will have to manually walk around looking for it's direction, but as your character gets used to an area, you can pretty much use the above and go straight to there.
Note that you can still say why the character is going there (talking to someone).
Example of how this RP plays out
PC: I do something with the environment, including moving to someplace else.
GM: Stuff gets done, or not. Description of around you gets updated.
PC: This is my response.
GM: Yet again. More descriptors.
Again, there are drawbacks to doing this, but it also has it's upsides.
Also of note is a roll-the-die-type system, made entirely to remove any accusations of rigging outcomes. Fail to have characters live up to your expectations! Watch shenanigans go down at the roll of the dice! Argue over bonuses to your actions!
Informational Stuff
Come back regularly for updated info on the ship and mechanics.
The Ship
This Deep Space Exploration Battlecruiser ("the ship") is of a vague size. It's large, but not too large, and contains just enough crew for me to justify why you never saw that guy before. It is separated into several levels with speedy elevators, with a bundle of levels being dedicated to something.
All rooms are identified by a symbol system, because giving you guys numbers means I would actually have to narrow down the crew size.
Dusted throughout the ship are various Locker Rooms, where awkwardness is latent. The Locker Rooms are dedicated to hygiene, containing showers, toilets, and lockers with extra sets of the generic crew clothing you all wear. These locker rooms are separated into "MALE", "FEMALE", and "DON'T CARE". Legend tells of private restrooms somewhere in the ship, although these are attributed to a hazing ritual.
Food section contains the massive Mess Halls, plus the Greenhouses, where various plants are grown, then taken to the chefs in the Kitchens, who really don't do anything until mealtimes. You are expected to eat in one of the Mess Halls, but no-body really enforces this rule.
The Quarters contain a number of small sleeping quarters. Each has a two-person bunk bed, two desks and chairs that are bolted to each other (and the wall), and just enough room to make trying to move past your roommate feel a tiny bit awkward.
The Engineering sections are really just one level, because tall ceilings are impressive. It contains the manufacturing bay, the reactor, the FTL engine, the internal side to the plasma engines, and the fighter bay, which also has the Exploration Corvette. It's very warm in this level, with the exception of the fighter bay, which is dead cold. This section also contains various items, dodads, and objects the engineers work on.
Also dusted throughout the ship, at the edges, are the entrances to the Combat Turrets. Anything bigger than these aren't controlled by you guys.
The bridge. The Captian's here, so is all the other chain of command. There's nothing to really do here, but it's got a nice view of whatever the ship's pointed at.
Science labs. Stuff happens here, explorers bring stuff here, let's just get on with it.
On the outside of the ship are antennae, sensors, visualizers, heat radiators, and lots of other things that everyone swears was at the end of it's warranty when it was bought. Thank goodness you have space suits and tools that work in vacuum.
The vents are just small enough to work, but prevent anything smaller than a cat from fitting through one. Just hope it doesn't use the crawlspaces.
Other stuff may be there that I'll add as I realize the ship should probably need one. Basically, this Ship is vague, but it's enough to work with.
No you don't get a map. Yes there'll still be descriptions of the area around you, where hallways lead on, etc, but don't expect it to always line up.
All rooms are identified by a symbol system, because giving you guys numbers means I would actually have to narrow down the crew size.
Dusted throughout the ship are various Locker Rooms, where awkwardness is latent. The Locker Rooms are dedicated to hygiene, containing showers, toilets, and lockers with extra sets of the generic crew clothing you all wear. These locker rooms are separated into "MALE", "FEMALE", and "DON'T CARE". Legend tells of private restrooms somewhere in the ship, although these are attributed to a hazing ritual.
Food section contains the massive Mess Halls, plus the Greenhouses, where various plants are grown, then taken to the chefs in the Kitchens, who really don't do anything until mealtimes. You are expected to eat in one of the Mess Halls, but no-body really enforces this rule.
The Quarters contain a number of small sleeping quarters. Each has a two-person bunk bed, two desks and chairs that are bolted to each other (and the wall), and just enough room to make trying to move past your roommate feel a tiny bit awkward.
The Engineering sections are really just one level, because tall ceilings are impressive. It contains the manufacturing bay, the reactor, the FTL engine, the internal side to the plasma engines, and the fighter bay, which also has the Exploration Corvette. It's very warm in this level, with the exception of the fighter bay, which is dead cold. This section also contains various items, dodads, and objects the engineers work on.
Also dusted throughout the ship, at the edges, are the entrances to the Combat Turrets. Anything bigger than these aren't controlled by you guys.
The bridge. The Captian's here, so is all the other chain of command. There's nothing to really do here, but it's got a nice view of whatever the ship's pointed at.
Science labs. Stuff happens here, explorers bring stuff here, let's just get on with it.
On the outside of the ship are antennae, sensors, visualizers, heat radiators, and lots of other things that everyone swears was at the end of it's warranty when it was bought. Thank goodness you have space suits and tools that work in vacuum.
The vents are just small enough to work, but prevent anything smaller than a cat from fitting through one. Just hope it doesn't use the crawlspaces.
Other stuff may be there that I'll add as I realize the ship should probably need one. Basically, this Ship is vague, but it's enough to work with.
No you don't get a map. Yes there'll still be descriptions of the area around you, where hallways lead on, etc, but don't expect it to always line up.
Copy-Pasted from the original posts!
RTD: SYSTEM OF THE YEAR EDITION
Knowledgebase system
Quote:Fluid environment:
This is where characters have choices of action, and usually happen when directly in an encounter with an NPC. Again, the Round-based rules apply: you call your action, I roll the dice, roleplay your result, and call your next action.
I'm stealing the 1-10 system above.
Your action against someone else is your roll "against" them. Their counter-roll, in response, is their roll "for" them.
A lower roll always fails to a higher roll, if you rolled a 1, and they rolled a 2, they win. The exception is if you both roll the same number, in which case BOTH sides fail.
A six sided die then decides how great of a win or failure it is. Note that, by the system, you have already succeeded or failed, and therefore this roll is only for the purposes of roleplaying.
Modifiers still exist, but only are gained from an advantage of disadvantage of some kind. Maybe their armor resists small arms (+2 to roll for). Maybe you don't know how to use small arms (-2 to roll against). Maybe small arms are your preferred weapon (+2 to roll against). Maybe you know the weak point of the armor (-2 to roll for). You can also get modified based on how to describe your actions. Generic descriptions get none, but declaring that you are focused on your action will gain you a bonus to your rolls against the target, but negatively impact your rolls for yourself.
I want to make this clear, this is not a all-numbers system. Not every action needs to be a shot in the face. You can taunt an enemy to make them focus on you. Blow up their cover to negatively impact their roll for. Steady your weapon to gain a bonus next round. Maybe even just idle. You're not restricted to the obvious actions.
Static environment:
Here you are only preforming one action, usually against something an NPC is responsible for, like a wound you're trying to heal, a door you're trying to cut open, or a computer you're trying to hack.
Instead of being a succession of rounds, one roll decides how you do in that entire scene, as you are not going to be interrupted by a fight or something.
A 1-5 is a failure, 1 is the greatest failure, 5 is almost successful. Similarly, 6-10 is a success. The system is simple.
You will also get modifiers in a similar way to above. Saying that you'll take it slow will give you a bonus, but I'll let players go through another scene before your roll is decided. Saying that you're taking risks means I'll give you a randomly generated modifier. Act interesting.
Both parts of the system are always used against NPCs and is not forced on PC interactions. However, if all players involved agree, you can choose to put your faith in random generation. THIS SYSTEM DOES NOT EXEMPT YOU FROM ROLEPLAYING YOUR CHARACTER'S ACTIONS. IT SIMPLY RESOLVES CHARACTER ACTIONS RANDOMLY RATHER THAN DEMOCRATICALLY.
Knowledgebase system
Quote:Since I can't make an absolute source of all information, I'm thinking of a system for pointing out and explaining concepts that, based on a character's backstory, would know about.
Example:
Quote:Neverus
A character knows nothing about it, so they need to ask someone, like another character or an NPC.
Alternatively:
Quote:Neverus
If a character has a background in piracy or would have studied historical events pertaining to piracy (i.e almost anyone with secondary education), they would know Neverus is a solar system that was famous for a large series of trader raids 50 years ago, but in the present is deserted.
This would require breaking up interaction, but would not happen when talking to NPCs, but might happen when two PCs talk. It could be a on request system, if that would work.
Quote:Name:
Species:
Gender:
Job:
Personality:
Quick description of character:
Take that, fill it out, put it in the thread with OOC markings, I'll accept or reject it.
Jobs will need to be something sensible. Take a job you think you can handle. If you're not one for action you should probably be a cook or gardener, the opposite would go for gunners, explorers, or pilots, while those in the middle would be guards and engineers.
The following categories are available:
Tactical, Security, Engineering, Logistics, Science, IT, Medical and Welfare.
Tactical
The Tactical crew are essentially soldiers. They handle the heavier fighting on the ground as well as man the turrets and auxiliary fighter craft of the ship. They are in charge of the ship's armoury.
Security
The Security crew are the ones that handle shipboard and away-team security from both drunken crewmen and outside threats alike. Tactical and security often blends together and crew members who work as tactical often also work as security.
Engineering
The engineering teams are the part of the crew that keep the ship from falling apart and make sure everything works at maximum efficiency. They coordinate their efforts from the Engineering room near the ship's main reactor. Engineering is in charge of the power systems and engine assemblies as well as Main Engineering and the shipboard factories.
Logistics
The Logistics crew handle the ship's logistics. They move material and equipment to where it is needed and are in charge of cargo bay and shuttle bay operations. Logistics and Engineering rely on each other and are often seen working together. Logistics is also in charge of the communications array.
Science
The Science crew is one of the most important parts of any exploration vessel. They will research anything they can get their hands on and will find solutions to complex problems. If a away-team gets sent down without a Science team, its goal most likely isn't exploration. Science is in charge of the laboratories and sensor arrays.
IT
The IT department can be considered a counterpart to Engineering. While Engineering works on the ship's structural and power systems, IT takes care of the ship's computer systems. IT also handles intelligence and cryptography matters and are in charge of the ships mainframe computer system.
Medical
The role of the medical crew is obvious. They keep the crew alive and healthy. The medical staff treats wounds and illnesses and performs the widely disliked routine checkups. They work together with Science on topics of xenobiology and are in charge of the ship's sickbays.
Welfare
The Welfare crew is an often overlooked yet important part of a starship's operations. Their primary concern is the welfare of the crew and they often work together with the medical staff because if this. The Welfare crew handles the crew's duty shifts and vacations and organize recreational events. The kitchen staff is also considered to be part of the Welfare crew.
Tactical, Security, Engineering, Logistics, Science, IT, Medical and Welfare.
Tactical
The Tactical crew are essentially soldiers. They handle the heavier fighting on the ground as well as man the turrets and auxiliary fighter craft of the ship. They are in charge of the ship's armoury.
Security
The Security crew are the ones that handle shipboard and away-team security from both drunken crewmen and outside threats alike. Tactical and security often blends together and crew members who work as tactical often also work as security.
Engineering
The engineering teams are the part of the crew that keep the ship from falling apart and make sure everything works at maximum efficiency. They coordinate their efforts from the Engineering room near the ship's main reactor. Engineering is in charge of the power systems and engine assemblies as well as Main Engineering and the shipboard factories.
Logistics
The Logistics crew handle the ship's logistics. They move material and equipment to where it is needed and are in charge of cargo bay and shuttle bay operations. Logistics and Engineering rely on each other and are often seen working together. Logistics is also in charge of the communications array.
Science
The Science crew is one of the most important parts of any exploration vessel. They will research anything they can get their hands on and will find solutions to complex problems. If a away-team gets sent down without a Science team, its goal most likely isn't exploration. Science is in charge of the laboratories and sensor arrays.
IT
The IT department can be considered a counterpart to Engineering. While Engineering works on the ship's structural and power systems, IT takes care of the ship's computer systems. IT also handles intelligence and cryptography matters and are in charge of the ships mainframe computer system.
Medical
The role of the medical crew is obvious. They keep the crew alive and healthy. The medical staff treats wounds and illnesses and performs the widely disliked routine checkups. They work together with Science on topics of xenobiology and are in charge of the ship's sickbays.
Welfare
The Welfare crew is an often overlooked yet important part of a starship's operations. Their primary concern is the welfare of the crew and they often work together with the medical staff because if this. The Welfare crew handles the crew's duty shifts and vacations and organize recreational events. The kitchen staff is also considered to be part of the Welfare crew.
You can basically have any species, but do limit yourself to something that can breath oxygen and eat Earth food. No sort of xenophobia here, all species came from the same planet, or at least the same solar system (just don't ask) so no need to have characters freak out over stuff.
If you come in late or die, don't fret. You can still apply, and you'll replace a generic NPC crewmate, so you don't need to start out as a clueless newbie character in the middle of special shenanigans.
When do we start
The Roleplay officially starts when the Captain gives his big speech to the crew.