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Starship Creation.

Posted by The Howling DarkFor group 0
The Howling Dark
GM, 1 post
Thu 2 Jun 2016
at 01:40
  • msg #1

Starship Creation

We need:

-A writeup for the Mothership *DONE*
-A writeup for General Cruisers *DONE*
-A writeup for General Transports *DONE*
-Fighters  *DONE*
-Interceptors  *DONE*
-Bombers  *DONE*

-A writeup for Enemy Flagships *DONE*
-A writeup for Enemy Battleships  *DONE*
-A writeup for Enemy Cruisers  *DONE*
-A writeup for Enemy Frigates  *DONE*
-Enemy Fighters (read:  TIE fighters)  *DONE*
-Enemy Advanced Fighters (read:  not made out of tissue paper)  *DONE*
-Enemy Interceptors  *DONE*
-Enemy Bombers  *DONE*
This message was last edited by the GM at 22:56, Tue 21 June 2016.
The Howling Dark
GM, 10 posts
Wed 15 Jun 2016
at 20:12
  • msg #2

Starship Creation

Abyssal Flagship Buchenwald-Class

Named after the Abyssal Flagship Buchenwald, the first encountered Abyssal Flagship.  These massive constructions rival the Last Refuge in size.  Unfortunately for the forces of the living, the Buchenwald dedicates almost all of its bulk to massive weapons systems, since it certainly doesn't need things like crew space or oxygen tanks or other similar comforts.  X-ray analysis reveals it is almost entirely machinery except for some rather long, simple corridors.  The Abyssal commanding it sticks to the upper five decks, which are decidedly more complex.

Rank:  S [dice pool:  11; river: 6; chi aura 6]
Damage Threshold:  40/80/120 [Armor 50/100/150]

Speed:  +0
Strike:  +10
Damage:  +10
Dodge:  +0
Block:  +0
Toughness:  +15

Like most capital ships, the Buchenwald doesn't have a piloting style.  Instead it possesses numerous special weapons and equipment.

There are no known cases of Abyssals enhancing Flagships with charms.

Simple Turret:
-Standard Ranged Attack (+5 Strike); may target up to 3 zones away without Flooding

Point Defense System:
-May use Strike as a Minor Action on defense; destroys oncoming missiles

Slaved Massive Missile System:
-May use Strike as a Minor Action on attack against any target; AoE attack on single zone and all adjacent zones
-Alternatively target one fighter; fighter has -20 to Dodge

Supermassive Void Cannon:
-May use Strike as a Minor Action on attack against any target; Ignores ship armor; +10 damage vs Capital ships, +20 damage vs small ships

Void Avatar Prana Shield:
-May make Minor Action on defense:
-If 20 or higher:  Toughness +15
-If 40 or higher:  Toughness +15, Damage Threshold +10
-If 80+:  Toughness +15, Damage Threshold +10, Heal trivial wounds
This message was last edited by the GM at 23:31, Mon 20 June 2016.
The Howling Dark
GM, 11 posts
Wed 15 Jun 2016
at 20:45
  • msg #3

Living Fighter Craft

Icarus-Class Advanced Starfighter
The first starfighters developed by the Last Refuge, the Daedalus-class starfighters, were excellent pieces of machinery that would have made 21st century militaries weep.  Unfortunately they were ill-equipped to deal with the forces of the Void, and they died in droves.  Advancements were made when the engineers of the Last Refuge merged a powerful wyld-goblin core with the essence of a volunteering war god and implanted them into the fighter.  This made a highly reactive, adaptable ship that bonds with its pilot and grows in power with every victory.

Glory:  Superiority. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: taking down significant enemy fighters, covering assets etc.

Default Weapon Type:  A pilot's choice of loadout:
-Ranged:  Anti-Fighter Cannon
-Ranged + Massive:  Depleted Uranium Cannon
-Ranged + Flexible:  Flak Cannons
-Ranged + Paired:  Twin Gatling Guns
-Ranged + Spear:  Arbalest-Class Missile
-Ranged + Saber:  Overcharged Radon Beam Cannon
-Ranged + Staff:  Twin Laser Cannon
-Ranged + Sword:  Radon Beam Cannon
-Ranged + Unarmed:  Short-Range Laser

Base Armor:  Light

5:  Speed +5
10:  Dodge +5
15:  Strike +5
20:  Enhanced Reactor:  You have a special store of one point of chi.  This is a normal Chi point, except it does not count for your Chi threshold.
25:  Damage +5
30:  Block +5
35:  Dodge +10
40:  Advanced Reactor:  The bonus from Enhanced Reactor increases by 1.
50:  Awakened War God:  Every kill of an opponent with at least an Imperator's strength adds to your Normal cultivation.

---

Artemis-Class Interceptor
While the Icarus-Class fighter was a resounding success, at times they proved to be too generalized.  Enough pilots made clandestine changes to their fighters for greater speed and agility that they were standardized into the Artemis-class Interceptor.  These are the rarest of fighters on the Last Refuge, as any mistake made in their cockpit can kill the pilot.

Glory:  Interception. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: beating enemy fighters in dogfights, preventing enemy bombers from reaching the Last Refuge etc.

Default Weapon Type:  A pilot's choice of any weapon type.

Base Armor:  Light

5:  Speed +5
10:  Dodge +5
15:  Speed +10
20:  Afterburners:  +10 to any Piloting checks made to Cover Ground.
25:  Dodge +10
30:  Strike +5
35:  Gotta Go Fast:  You may Cover Ground with 1 die.
40:  ForeverAfterburners:  The bonus from Afterburners increases to +20.
50:  Awakened War God:  Every kill of an opponent with at least an Imperator's strength adds to your Normal cultivation.

---

Ares-Class Bomber
While the Icarus-Class fighter was a resounding success, at times they proved to be too generalized.  The thick hulls and murderous firepower of Abyssal capital ships proved too much for most Icarus fighters, especially when time was of the essence.  Michael mandated creation of the Ares-Class Bomber, a multi-purpose gunboat equipped with the finest missiles augmented with the most suicidal least gods.  While the Ares-Class were originally intended for capital ship destruction, they are often used as anti-fighter gunboats.

Glory:  Destruction. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: taking down enemy capital ships, clearing massive obstacles, widespread destruction of enemy fighters etc.

Default Weapon Type:  A pilot's choice of these missile loadouts:
Ranged:  Diamondback-Class Missile
Ranged+Massive:  Typhoon-Class Torpedo
Ranged+Flexible:  Sparrowhawk-Class Missile
Ranged+Paired:  Sidewinder-Class Cluster Missile
Ranged+Spear:  Arbalest-Class Missile
Ranged+Saber:  High Explosive Missile
Ranged+Staff:  Fragmentation Missile
Ranged+Sword:  Shieldpiercers
Ranged+Unarmed:  Micromissiles

Base Armor:  Medium

5:  Damage +5
10:  Block +5
15:  Strike +5
20:  Old Painless:  You may pause your incessant firing to reload your missile banks as a Wave.  Your next attack is an automatically selective Area Attack.  You have a -10 penalty to your Dodge this round.
25:  Toughness +5
30:  Damage +10
35:  Block +10
40:  Ain't Got Time To Bleed:  The bonus from Old Painless now requires a Minor Action instead of a Wave.
50:  Awakened War God:  Every kill of an opponent with at least an Imperator's strength adds to your Normal cultivation.
This message was last edited by the GM at 22:55, Tue 21 June 2016.
Lucifer
player, 4 posts
Thu 16 Jun 2016
at 20:17
  • msg #4

Living Fighter Craft

In reply to The Howling Dark (msg # 3):

I'd like to put all classes of starfighter on the same line in terms of Glory gain: make them key off of successful missions where they performed well in accordance to their role rather than downing specific enemies.

Suggestions:

Icarus:
Glory: Superiority. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: taking down significant enemy fighters, covering assets etc.

Artemis:
Glory: Interception. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: beating enemy fighters in dogfights, preventing enemy bombers from reaching the Last Refuge etc.

Ares:
Glory: Destruction. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: taking down enemy capital ships, clearing massive obstacles, widespread destruction of enemy fighters etc.
The Howling Dark
GM, 12 posts
Fri 17 Jun 2016
at 02:44
  • msg #5

Living Fighter Craft

ACCEPTED
The Howling Dark
GM, 13 posts
Fri 17 Jun 2016
at 03:04
  • msg #6

Abyssal Cruisers

Abyssal Cruiser Nanking-Class

The ubiquitous Nanking-class cruisers are the major heavy ship of Abyssal fleets, each one its own grotesque work of gothic art.  These ships often travel in wolf packs of five, with three specialized for anti-capital ship duty (the better to destroy the Last Refuge, of course) and the other two specializing in anti-fighter defense.  Nanking-class cruisers are all solid-state, run by single ghost brains and twisting masses of corpseflesh.  Unfortunately for the crew of the Last Refuge, they have been seen swarming in large masses near enemy flagships, suggesting almost unlimited numbers.

Rank:  2 [dice pool:  9; river: 4; chi aura 4]
Damage Threshold:  30/60/90 [Armor 40/80/120]

Speed:  +5
Strike:  +10
Damage:  +5
Dodge:  +0
Block:  +10
Toughness:  +5

Both Variants-
Simple Turret:
-Standard Ranged Attack (+5 Strike); may target up to 2 zones away without Flooding

Solid State Design:
-Wounds must be Inflamed an additional time to reach the next damage step (IE, a Trivial wound requires two more Trivial wounds to become a Minor)

Anti-Fighter Variant-
Targeting Solution:
-May make a Minor Action on initiative to coordinate with up to [Rank] other Anti-Fighter Variants.  Each variant adds +5 Strike per Cruiser against all fighters in the same zone.  If fighters leave the zone, they may Flood a die to still gain the bonus, but all must still target the same zone, this counts as AoE vs Minions

Anti-Capital Variant-
Massive Void Cannon:
-May use Strike as a Minor Action on attack against a target up to 10 zones away; Ignores ship armor; +5 damage vs Capital ships, +10 damage vs small ships
This message was last edited by the GM at 01:48, Sat 01 Oct 2016.
The Howling Dark
GM, 14 posts
Fri 17 Jun 2016
at 03:44
  • msg #7

Abyssal Frigates

Abyssal Frigate Bataan-Class

The Bataan-class Frigates are found operating on the fringes of Abyssal fleets.  These fast, furious ships specialize in picket defense and act as light carriers for Abyssal fighters. They're lightly armed and armored and never seem to put up too much of a fight, simply because that's not their job.  Many fighter pilots have found to their despair that they're fast enough to even dodge the odd missile.

Rank:  3 [dice pool:  8; river: 3; chi aura 3]
Damage Threshold:  20/40/60 [Armor 25/50/75]

Speed:  +15
Strike:  +5
Damage:  +0
Dodge:  +10
Block:  +5
Toughness:  +0

Simple Turret:
-Standard Ranged Attack (+5 Strike); may target up to 2 zones away without Flooding

Dedicated Fighter Carrier:
-May make a Minor Action on Initiative to to transfer up to 2 Chi to fighters up to 5 zones away

Picket Craft Communications:
-May make a Wave to call for reinforcements.  If completed, reinforcements show up in five rounds
The Howling Dark
GM, 16 posts
Mon 20 Jun 2016
at 23:34
  • msg #8

Starship Creation

The Last Refuge

The vast egg of the collected races and types of Humanity, fleeing through a universe drowning in entropy for the one exit point left.

The Last Refuge is well armored and fast, with... adequate weapons.  However it is not capable of too many pitched battles with Abyssal forces.  Every wound it suffers represents something lost; time, lives, material.

Rank:  S [dice pool:  11; river: 6; chi aura 6]
Damage Threshold:  35/70/105 [Armor 40/80/120]

Speed:  +15
Strike:  +10
Damage:  +0
Dodge:  +0
Block:  +0
Toughness:  +10

Unity Turret:
-Standard Ranged Attack (+5 Strike); may target up to 5 zones away without Flooding
-An Exalt may man the guns, temporarily merging their psyche with the firing systems in a similar way to Michael's merging with the ship core.  Doing so allows the Exalt to use their Piloting External to take over one of the turrets and to supplement their attacks with their Internal Kung Fu; unfortunately this also means the Exalt must use their own dice pool, river, and chi.  Attacks to the ship's turrets can deal direct damage to the Exalt through the mental link.  A style's "Dodge", "Block", and "Toughness" are used to represent various ways of dealing with the resulting mental trauma.  The damage is dealt as Passions or Curses.  Characters can be Taken Out by this damage.

Rubble Mass Driver:
-May use Strike as a Minor Action on Attack against target up to 1 zone away; +10 damage
-Choose:  Ignore target's armor OR target has -30 to Dodge

WALcannon:
-May use Strike as a Minor Action on Attack against any target; Ignores Chi Aura; +50 Damage; inflicts special Wyld Mutations on targets (IE Freeze, Burn, Shock at random)
-The Last Refuge cannot make a Jump or Cover Ground this round.

Chickenwire and Dreams and Duct Tape:
-All damage penalties inflicted on the Last Refuge increase their penalty by one step (IE Trivial inflicts -5 Action Penalty, Minor inflicts -10 AP, etc.)
This message was last edited by the GM at 19:33, Wed 22 June 2016.
The Howling Dark
GM, 17 posts
Tue 21 Jun 2016
at 22:13
  • msg #9

Starship Creation

Living Cruiser Nike-Class, Carrier Enterprise

The Enterprise is the first ship mankind created after the Last Refuge and serves as a template for other ships of its weight class.  Every Living cruiser of Nike-Class follows a similar floorplan but may be adapted for different roles; only a few are carriers but others are escorts or even new residential ships.

The Enterprise is a storied and powerful ship, commanded by Five Days Darkness, outfitted to work alone in the field.  Its job is to carry fighters ahead of the Last Refuge to scout for enemy ambushes or to safely engage an enemy fleet without worrying for the safety of the Last Refuge.  Over the years the Enterprise has been equipped with a dizzying array of state-of-the-art technology, giving it unique abilities.

Rank:  2 [dice pool:  9; river: 4; chi aura 4]
Damage Threshold:  25/50/75 [Armor 30/60/90]

Speed:  +5
Strike:  +10
Damage:  +10
Dodge:  +0
Block:  +0
Toughness:  +10

Both Variants-
Simple Turret:
-Standard Ranged Attack (+5 Strike); may target up to 2 zones away without Flooding

Carrier Deck:
-May make a Minor Action on Initiative to give up to 2 Chi to fighters up to 10 zones away

Wild-Dawg Drones [Enterprise Only]:
-Fighters launching from the Enterprise are each flanked with Wild-Dawg Drones, providing their pilots with a +5 Equipment bonus to Damage.

Parker Field [Enterprise Only]:
-May make a Minor action on Initiative using Toughness; enemy ships within 2 zones of the Enterprise must exceed this result to Cover Ground
This message was last edited by the GM at 23:27, Mon 19 Sept 2016.
The Howling Dark
GM, 18 posts
Tue 21 Jun 2016
at 22:21
  • msg #10

Starship Creation

Living Transport Mercury-Class

The Mercury-class Transports are the standard workhorse of the Living fleet.  Most are unarmed/unarmored water tankers or mining ships, designed for speed above anything else.  Serving on a Mercury transport is all but a death sentence, since they explode if you just look at them funny- and since most of them are carrying hazardous materials this explosion is particularly deadly.

Of course, this has been weaponized.  Most famously three transports (the Alvarez, the Karlsen, and the Norinaga) were used to charge the Abyssal front lines at Stone Place.  Their demolition of four Nanking-class Cruisers has made the Abyssals cautious.  Additionally the Abyssals are prone to leaving a Mercury Transport alone in the hopes they can catch it closer to other Living vessels.

Rank:  4 [dice pool:  7; river: 2; chi aura 2]
Damage Threshold:  15/30/45

Speed:  +15
Strike:  +0
Damage:  +0
Dodge:  +10
Block:  +10
Toughness:  +0

Volatile:
-When destroyed, makes an Area Attack with +30 Strike and +50 Damage.
-Adjacent zones suffer an Area Attack with +15 Strike and +25 Damage.
The Howling Dark
GM, 19 posts
Tue 21 Jun 2016
at 22:33
  • msg #11

Starship Creation

Abyssal Fighter Tripoli-Class

These fighters, often called "Marlboros" by Living pilots due to their distinct shape, are little more than ghosts piloting engines strapped to pieces of black metal with small-caliber guns.  They serve as nothing more than cannon fodder, though they can occasionally deal non-trivial damage to capital ships.

-Tripoli-Class fighters are treated as at least 4th Rank Minions (Lake 7, Default Modifier +0, Ripples 7, Confidence at +5 and Piloting at +10).  They may make a Cover Ground action as well as an Attack action, and may only attack targets in their zone.  Abyssals may command them from Advanced Fighters or Capital Ships for a larger bonus.  Additional ranks will unlock additional skills, usually Awareness and Wu-Wei.
The Howling Dark
GM, 20 posts
Tue 21 Jun 2016
at 22:55
  • msg #12

Starship Creation

Abyssal Stalingrad-Class Advanced Starfighter
The Stalingrad-Class Starfighters were only built after Abyssal forces encountered the Icarus-class starfighters.  One was captured and obviously reverse-engineered, likely by Project Thanatos.  Stalingrad-Class starfighters are piloted only by Imperators and Abyssals, which makes them particularly dangerous in battle.

Glory:  Superiority. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: taking down significant enemy fighters, covering assets etc.

Default Weapon Type:  A pilot's choice of loadout:
-Ranged:  Anti-Fighter Cannon
-Ranged + Massive:  Depleted Uranium Cannon
-Ranged + Flexible:  Scattering Laser Cannons
-Ranged + Paired:  Twin Gatling Guns
-Ranged + Spear:  Void Laser
-Ranged + Saber:  Overcharged Entropy Beam Cannon
-Ranged + Staff:  Twin Laser Cannon
-Ranged + Sword:  Black Beam Cannon
-Ranged + Unarmed:  Short-Range Laser

Base Armor:  Light

5:  Damage +5
10:  Strike +5
15:  Dodge +5
20:  Microthrusters:  Channel 1 Chi.  If a weapon attack would reduce your Dodge by 5 or more, reduce that penalty by 5.
25:  Block +5
30:  Angled Shields:  Channel 1 Chi.  If a weapon attack would reduce your Block by 5 or more, reduce that penalty by 5.
35:  Strike +10
40:  Damage +10
50:  Dark Portal:  If this ship is destroyed, the pilot aboard may immediately lose 5 points of normal Cultivation to teleport to the nearest capital ship.  This cannot reduce their Chi total.  If there is no capital ship on the playing field, they may permanently lose 1 Chi point.

---

Abyssal Navarino-Class Interceptor
The Navarino-Class Interceptors were built around the same time as the Stalingrad-class, which sped up the arms race between the Abyssals and the Living.  Navarino-Class Interceptors are fragile glass cannons, worrying very little about survivability and focusing only on the destruction of their enemies.  They are likely the most feared fighter in the Abyssal arsenal.

Glory:  Interception. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: beating enemy fighters in dogfights, preventing enemy bombers from reaching capital ships etc.

Default Weapon Type:  A pilot's choice of any weapon type.

Base Armor:  Light

5:  Speed +5
10:  Damage +5
15:  Speed +10
20:  Strike +5
25:  Damage +10
40:  Shadowweave:  Channel 3 Chi.  Your Cover Ground result may teleport to any Zone on the battlefield.  Effects that increase the difficulty to Cover Ground may also affect Shadowweave.
50:  Dark Portal:  If this ship is destroyed, the pilot aboard may immediately lose 5 points of normal Cultivation to teleport to the nearest capital ship.  This cannot reduce their Chi total.  If there is no capital ship on the playing field, they may permanently lose 1 Chi point.

---

Abyssal Dresden-Class Bomber
The Dresden-Class Bombers are slow, ungainly beasts that take forever to destroy.  Armored and possessing multiple redundant systems, they lumber onto the battlefield and unload heavy weapons on enemy capital ships.  Very few Dresden-class bombers are outfitted for anti-ship duty but a few have been spotted.

Glory:  Destruction. Gain 5 Glory after a skirmish or operation in which you contributed significantly according to your role: taking down enemy capital ships, clearing massive obstacles, widespread destruction of enemy fighters etc.

Default Weapon Type:  A pilot's choice of loadout:
-Ranged:  Voidfire-Class Missile
-Ranged+Massive:  Dawkins-Class Torpedo
-Ranged+Flexible:  Hitchens-Class Missile
-Ranged+Paired:  Dennett-Class Cluster Missile
-Ranged+Spear:  Frye-Class Missile
-Ranged+Saber:  High Explosive Missile
-Ranged+Staff:  Pirahna Missile
-Ranged+Sword:  Shieldpiercers
-Ranged+Unarmed:  Micromissiles

Base Armor:  Heavy

5:  Strike +5
10:  Damage +5
15:  Toughness +5
25:  Unbelieving Armor:  Effects that ignore your armor instead reduce it to Light; ignore 5 points of penalties to Toughness
30:  Damage +10
35:  Strike +10
40:  Toughness +10
50:  Dark Portal:  If this ship is destroyed, the pilot aboard may immediately lose 5 points of normal Cultivation to teleport to the nearest capital ship.  This cannot reduce their Chi total.  If there is no capital ship on the playing field, they may permanently lose 1 Chi point.
This message was last edited by the GM at 22:58, Tue 21 June 2016.
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