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First things first,
this game is mature. Please be literate, no easy speak, and be prepared for a little swearing and killing.
In order to join, please fill out the following information.
Player Name:
Player Age: The game is mature, and we want to establish this up front.
Player Timezone: We're just interested in knowing when you're likely to be posting.
Character Name: Please make it realistic, and corresponding with your race.
Character Race: No Q, Borg or Changelings.
Character Age:
Physique: Provide a physical description; make sure it corresponds with your race.
Personality: Likes, dislikes, interests, attitudes.
Background: History, jobs, date and place of birth, parents, education, marital status...
Preferred position: List up to three positions in order of preference. New characters will start as brand new Ensigns, fresh from a War-Time Academy, or that survived the war with the Dominion. Promotions are possible for active players that make an extraordinary contribution to the game.
Please include a writing sample in character.
You may have one or two PNPCs, preferably in other departments. This gives you and other players more opportunities to interact.
Once your general character is aproved, a full character description will be developed by you and one of the GM's. Please see the following for details. Please note, you do NOT need to complete this part during the RTJ, since your original character idea may change as additional background is developed.
Star Trek Gamma Quadrant Character Form
Player Name:
Player Age:
Player Timezone:
Character Name:
Character Race:
Chacter Age:
Physique:
Personality:
Background:
Preferred position:
1)
2)
3)
Writing Sample:
PNPC 1: (optional)
PNPC 2: (optional)
B6 a d6 Skill System, By Brian Laxson
Skills in Star Trek: Gamma Quadrant are intentionally broad. There is no distinction between system operation and repair and several sciences are grouped together. This allows for quick character creation and more flexible game play. Typical skill rolls are done on 1d6, with a modifier based on circumstance and character skill levels. Trained skills have a +1 modifier, Improved skills have a +2 modifier, Advanced skills have a +3 modifier, and Excellent skills have a +4 modifier.
We are also using a simplified skill system.
In gaming situations you or the GM roll 1d6 and consider modifiers. The GM will be applying various modifiers including “fuzzy” expectations of what is likely to happen. In general the 1d6 in interrupted as:
1 = Very poor result
2 = Moderately below expectations
3 = Just below expectations
4 = Just above expectations
5 = Moderately above expectations
6 = Very good results
In competitive situations each side rolls. The GM adds modifiers to determine a total. The one with a high total does better. The greater the difference the more one sided the outcome.
Just as skills are fairly broad, so to is the scope of the dice rolls. For example one does not play out a dozen rounds of dice rolls. Rather the GM will call for 1 or 2 rolls only. This method is particularly useful for games where people post X in Y days.
Combat therefore tends to involve:
- players describing their intended actions
- rolls for weapon skills
- rolls for tactics, sensors etc that may apply
- GM rolling for the opponents
- GM describing actual outcome
Skill lists
Command Skills
Administration (includes logistics, strategic planning, bureaucratic manipulation, conspiracy, logistics, specific planetary government, organised crime family; starship administration)
Command (combat leadership, military training, starship command)
Diplomacy (commercial treaties, federation law, intergalactic affairs, intergalactic law, planetary affairs)
Ship Tactics (star ship combat, planetary support tactics, specific naval tactics)
Planetary Tactics (guerrilla warfare, vehicles, small units, large units etc)
Espionage (counterintelligence, covert communications, cryptography, forgery, observation, species-specific intelligence techniques (Ferengi, Klingon, Romulan, Andorian, etc.), traffic analysis, use of devices, picking locks, bypassing security)
Intelligence Analysis (high level study of different information sources)
Ship Operation Skills
Starship Sensors
Cloaking Devices
Communication Systems
Piloting
Security Procedures (dissident operations, law enforcement, patrolling, security systems)
Tactical Systems (shields, phasers, torpedoes, ablative armor)
Engineering (warp core, warp nacelles, impulse, fusion reactors)
Utility Systems [aka Ops] (replicators, transporters, life support)
Robotics (cybernetics, positronics)
Holographics (hardware maintenance & holodeck programming)
Computers (operation, repair and programming)
Science Skills
Life Sciences (agronomy, bioengineering, biology, bionics, biotechnology, botany, ecology, exobiology, genetics, microbiology, paleontology, zoology)
Physical Sciences (chemistry, computer science, mathematics, physics)
Planetary Sciences (climatology, geology, hydrology, mineralogy, oceanography, planetology, volcanology)
Social Sciences (anthropology, archaeology, economies. geography, historical engineering, paleoanthropology, political science, psychology, sociology)
Space Sciences (astrogation, astronomy, astrophysics, stellar cartography, warp field theory)
Medical Treatments (exoanatomy, forensics, general medicine, pathology, specific species medicine (Vulcan, Klingon, etc.), surgical specializations, toxicology; +1 = first aid, +2 = field medic, +3 = med tech, +4 = experienced doctor)
Personal Combat Skills
Archaic Weapons (gunpowder pistol, gunpowder rifle, submachine gun, needle weapons, gauss weapons)
Energy Weapons (disruptor, disruptor rifle, phaser, phaser rifle)
Unarmed Combat (individual combat style)
Melee Combat (knifes, blades, axes)
Demolitions (bomb disposal, booby traps, land mines, nuclear demolitions, primitive demolitions, shipboard demolitions)
Other Skills
Other Culture (includes their language, history, customs)
Artistic Expression (acting, dance, drawing, painting, poetry, singing, specific musical instrument)
Farming (large scale agriculture operations, growing, harvesting, shipping)
Gaming (includes gambling)
Hobby <insert type>
Merchanting (appraising/selling stolen goods, specific business type, specific market, specific product, running shop, volume buying/selling, local economics)
Seduction
Racial Abilities (possibly one skill based on character's breeding reflecting racial powers)
Occupation (some other civilian occupation, similar scope as merchanting)
Psionics (empathy, telepathy, mind meld, mind control)
Note the entries in brackets are examples of what the skill includes. They are not meant to be specializations, just examples.
Skill Assignment
Graduates of Starfleet Academy have the following skills at the 'trained' (+1) level: Command, Starship Sensors, Communication Systems, Piloting, Security Procedures, Tactical Systems, Engineering, Utility Systems, Computers, Medical Treatments, Energy Weapons, Unarmed Combat, 1 skill chosen from 'Science', +4 additional skills of the player's choice.
Klingons and Romulans have the following skills at the 'trained' (+1)level: Command, Starship Sensors, Communication Systems, Piloting, Security Procedures, Tactical Systems, Engineering, Utility Systems, Computers, Medical Treatments, Cloaking Devices, Energy Weapons, Unarmed Combat, Melee Weapons, and +3 additional skills of the player's choice.
Star Fleet Marines have the following skills at the 'trained' (+1)level: Command, Communication Systems, Demolitions, Security Procedures, Tactical Systems, Utility Systems, Computers, Espionage, Archaic Weapons, Energy Weapons, Unarmed Combat, Melee Weapons, Planetary Tactics, and +4 additional skills of the player's choice.
From the above selection the character has their list of skills. To reflect focus and talent some of the characters skills may be improved.
The character's list of skills is transformed into:
Trained (+1): 10 skills
Improved (+2): 4 skills
Advanced (+3): 2 skills
Excellent (+4): 1 skill
Rank bonuses
Currently, all new players will enter the game at the Rank of Ensign (or equivalent).
Promotions after character start are issued by the GM staff. Just because a character has gained similar skill ranks does not itself mean the character is suitable. The will be based on story need, player participation, good posting and appropriate character behaviour.
Character Skill Development:
Characters that earn Development Points can spend them in the following ways:
1) Any new skill can be learned at trained(+1) for 1 DP.
2) Any skill can be advanced one level at a time by paying the new skill level in DPs.
(i.e. 2 points to go from +1 to +2, 3 points to go from +2 to +3, and 4 points to go from +3 to +4)
Skills are limited to Excellent (+4), even through skill development.
To answer some common questions Dev Points are meant as improvements internal to the character. That being skills or the "abilities" modeled as skills. Equipment, NPCs, story hooks are all good ideas that are done through IC roleplay. PM the GMs with ideas you may have but they generally dont take Dev Points.
Alternate explation of skill selection:
step 1)
copy your starfleet/klingon list
step 2)
pick your extra choices
You now have your character's list of skills, without showing the quality of the skill.
step 3)
assign skill quality as 10/4/2/1
step 4)
For characters starting above Ensign they add their improvements
This message was last edited by the GM at 16:09, Thu 10 Nov 2011.