Two new ship classes added, the Hoarfrost corvette and the Carcharadon destroyer, which will be one of the primary escort vessels of the Royal Fleet. These ships are courtesy of CommodoreRobot's fertile imagination.
I've opened this pirate pad: http://piratepad.net/9uLk85XlvJ which we can use to collaborate and where you can ask me any questions you may have more easily. Pop in if you're interested.
Forgot that we have the character tab now. I'll leave this here but corrections and additions will only be made to the post on the character sheet.
Name: Gillam Belasko
Race: Human
Augmentics: In addition to the neural interface hardware attached to the base of the neck, Captain Belasko has received surgically-implanted synthetic eyes tethered directly to the optic chiasma. These pearly bulbs of iridescent crystal replaced his true eyes after he was rendered irreparably blind upon directly witnessing a nuclear blast during battle.
Rank: Captain
Physical Description: Captain Belasko is an man of caucasian descent. Though he is in his late thirties, he appears ten to fifteen years older. Shallow crows feet radiate outward from the corner of his lips and eyes. While he has a thick head of hair cut short to the regulation 4 centimeters, the color has begun to drain from his head at an early age with grayed hairs intermixed with the brown. His iridescent synthetic eyes rarely blink for lack of need. His gaze is stoic and very seldom does it betray any sense of attitude or emotion.
Personal History: Gillam Belasko was born on Adriatus in the Vos System to peasant parents. His childhood was fairly unremarkable and he feared his entire life would be wasted in ignominy. In his late teenage years, Gillam left his home and parents to enlist in the Naval Academy in a final bid to accomplish something more substantial with his life. Though he had only received a standard education, Gillam made it through the rigorous entry exams by means of diligent and exhaustive study. During his training at the Academy, the Empire enjoyed a period of peace. There was, therefore, no pressing need to generate new officers and so enrollment in the Academy was very competitive. In order to keep pace with the more thoroughly-educated cadets - often the sons of nobles - Gillam found it necessary to work twice as hard most of his peers to keep from washing out. Even in the face of stiff competition from his peers, Gillam maintained high marks. Gillam relished in twarting his spoiled peers in the naval combat simulations, though he always maintained a facade of order and composure as was expected of an officer. As he progressed through the Academy, Gillam found himself infatuated by the naval organization, it's bureaucracy and its rules. For outside the Academy, one's nobility or lack thereof determined one's lot in life. But here, merit and hard work were all that could be counted. It was here that his respect for the established order was cemented.
At the age of 21, Gillam Belasko surpassed the initial expectations of his instructors and was granted the rank of Lieutenant upon completion of his training. He was assigned as a navigational ensign to the Hyperion, a heavily armed Gothren class cruiser. His first tours of duty took Lieutenant Belasko on patrols to the Doldrums, where the Hyperion hunted pirates prowling about the asteroid fields and escorting mining vessels. It was on his second deployment where Belasko saw his first taste of combat.
A distress beacon drew the Hyperion to an ore freighter claiming to have detected an unidentified vessel lurking nearby. As the Hyperion rendezvoused, scores of boosterpack-bound pirates scattered from their hiding spots among the asteroids and swarmed the cruiser. The Hyperion, wanting in point defense systems, was unable to repel the individual pirates. They landed upon the cruiser's hull and pried their way into the hangar bays. Before the marine contingent could don their vacuum suits for combat, the boarders managed to depressurize much of the ship, killing a substantial number of marines and crew.
All remaining hands were forced to defend the ship. The captain excluded Belasko from the fight however, citing the need for someone to steer the vessel to safety should the captain fall in combat. With Belasko and a skeleton crew left to man the bridge, the remaining hands on the Hyperion took up arms to oust the pirates from their vessel. The fight went poorly for the crew, who were substantially outgunned by the heavily armed boarders. It was apparent to Belasko that the vessel would be lost if something drastic was not done. In a snap decision, Belasko made a 83 second hyperspace jump from the asteroid field that deposited the Hyperion just above the swirling clouds of Artemon, the nearest of the Doldrum's gas giants. As the captain and his crew made a last ditch defense of the bridge bulkhead, Belasko plunged the Hyperion into the tormentous atmosphere of the gas world below. The Lieutenant watched from the bridge screens as his shipmates fell to the pirate onslaught. As shells rattled off the bulkhead behind him, and his captain bled out, Belasko locked the bulkhead and then depressurized the entire vessel save for the bridge. As the cruiser sank deep into the heavy atmosphere of Artemon, a melange of hot, noxious gases inundated the ship. The vacsuits of the pirates, well suited for the void of space, collapsed under the intense pressure and the heat boiled the pirates alive in their suits. Within minutes, all hands outside the cruiser's bridge - be they pirate or crew - had certainly perished. Before the Hyperion sank too deep into the crushing atmosphere, Belasko fought his way back into orbit and made his way to Far Valyria with only 6 of the original 400 crew remaining.
Upon arrival in the Far Valyria, Belasko was ordered to submit a detailed after action report concerning the incident in the asteroids. Immediately after submitting the report, officers of the Imperial Armada arrested Belasko and forced him to appear before a naval tribunal under Admiral Rutherford. For months, investigators combed through the relevant data extracted from the Hyperion's semisentience core. Hours of footage from the corridor and bridge feeds were watched during the proceedings; the owner of the ore freighter was brought to the trial for questioning. After nearly a year of evidence presentation and discussion, Admiral Rutherford handed down his decision: Lieutenant Belasko was not guilty of either charge against him. However, the Admiral Rutherford expressed severe dissatisfaction with his conduct. Though he found that Belasko's actions in the asteroids and in the skies of Artemon were ingenious and necessary to ensure that pirates would not seize an imperial vessel as his late captain had commanded, Rutherford concluded that Belasko's actions were not in line with one of core tenets of the Armada's Code of Battle: that the crew fight to the last man to keep the ship. To this end, Admiral Rutherford issued a highly controversial punishment: that Belasko serve as the Hyperion's captain under tours of extreme peril.
And peril the new Captain Belasko saw aplenty. Not long after the tribunal, the Arian Jihad broke loose across the imperial dominion. At the helm of the ship he had saved a year before, Belasko led the refitted Hyperion into battle against the transhumanists. At the skirmish in the Nebula of the Crowns, Belasko wrought bloody carnage against an enemy carrier formation and sparing it's Dratha class sister ship, the Aphelion, from a surprise attack by a transhumanist frigate. At the Siege of Korogar, the flash of a nuclear detonation in orbit left Captain Belasko blind. Even so, the captain of the Hyperion worked in tandem with the data gathered by the ship's semisentience and scored two kills against the enemy. As the war came to a close, Captain Belasko had demonstrated once again to all those who had doubted his ability.
All but one, that is.
In the course of the Arian Jihad, Admiral Rutherford, the man that had issued Captain Belasko this trial of penance, had gone missing in action. On patrol deployments, the Hyperion stitched across the most remote corners Imperium, searching for Rutherford's flagship and the man that had given Gillam Belasko his opportunity to demonstrate his ability to demonstrate his capacity to serve the Armada with honor. It was Captain Belasko's determination to find the Admiral and demonstrate that the decision to confer the rank of Captain was not made in error, and he would not conclude his quest until the flagship was found and it's admiral reported dead or alive.
IC Sample: (Pending)
Ship Name: Hyperion
Ship Type: HSR2 - Gothren Class Artillery Vessel
Semi-Sentience Profile: (Pending, waiting to see how others portray theirs)
Escort Ships: N/A
Ship Details/History: Following the incident in the asteroid field, the Hyperion was refitted to facilitate more effective solitary patrols. Four small point-defence turrets have been installed to allow it to repel boarding attempts more effectively. Even with these additions, the cruiser will still find itself ill prepared to fend off strikecraft squadrons. The crew capacity has also been increased, allowing for a more robust marine contingent. With a full two regiments of well-armed marines onboard, the Hyperion is capable of launching surface insertions even against planets with light to moderate anti-orbital defenses. This offensive surface capacity was demonstrated spectacularly during the Battle of Gharash.
- population: 654 personnel; 132 crew, 522 marines
- primary weapons/fleet function: Two Heartseeker railguns (fixed), two Excoriator rapid-fire batteries (nearly-full range of motion), 6 torpedo tubes (each capable of launching eight torpedoes). Like most Gothren-class vessels, the Hyperion's focus in battle is to screen enemy formations and score shots against high-priority targets from great distance. The Hyperion's semisentience is equipped to rapidly calculate accurate firing solutions for it's long range, high-energy Heartseeker slugs. At medium range, the Hyperion's weapon of choice shifts to it's arsenal of high-explosive torpedoes launched from tubes on the dorsal hull. To defend itself and it's sister ships from enemy missiles and torpedoes, the torpedo tubes can also launch defensive countermeasures designed to fool or overwhelm missile tracking systems. Should enemy vessels break through into close range, the revolving Excoriator batteries are employed to persuade enemy vessels to return to a safer distance.
- marine contingent details: (pending)
- strikecraft contingent details: (pending)
Forgot that we have the character tab now. I'll leave this here but corrections and additions will only be made to the post on the character sheet.
Really great CS, gorgenmast! One minor correction- you refer to the Valyrian forces as imperial when they should be called Royal, since Valyria is only a kingdom. The Arcturian Empire is more than a century dead. The Kingdom was an imperial client state and now considers itself the rightful successor to the empire.
It'd be cool if some of the first models were faulty and cause severe headaches. Just to add a bit of color to the world.
EDIT: Also, can you explain how the semi-sentience works? I know you said you wanted to leave it up to us, but I'd like to know what you meant by them being "animalistic".
@Samebito and ASTA: wow, lots of cats and dogs. Firstly, as I mentioned I've asked players to play ships HSR 3 or less. I think for xenos privateers/allies, I'll ask you guys to play as HSR 2 or below ships (you can play as more than one- a small fleet or task force, perhaps?- and the ships can be of xenos origin and design). It doesnt really make sense for a humanocrentric state like the Kingdom to give the most powerful hardware to mercenaries and xenos auxiliaries.
Aight. I left it mostly vague what I'd be going with in case of any problems anyway. Am I to assume that things are otherwise pretty acceptable so far, however? Or is there other stuff I should be checking over while I'm settling on what ships to go with? I'm 90% sure this is my first Advanced level RP, so I apologize for any herpitude to be found.
This is the image I'm planning to use for my Captain: http://i243.photobucket.com/albums/ff9/nacron/Mobile%20Uploads/image_t6_zpsd9be29bb.jpg
Any ideas what the part around his neck area could be? I was thinking possible a rebreather.
Looks like it's linked to his robo-arm, which leads me to believe it's a sort of harness for his exo-arm. It could be what holds it in place, or where whatever powers it is.
It'd be cool if some of the first models were faulty and cause severe headaches. Just to add a bit of color to the world.
EDIT: Also, can you explain how the semi-sentience works? I know you said you wanted to leave it up to us, but I'd like to know what you meant by them being "animalistic".
Well, the Empire and then the Kingdom have been using the neurouplink things for millenia- but there's no reason the augmentics cant have downsides, at least in some cases (some people might suffer migranes, it may affect sanity over time, etc), so that might be an interesting character trait/quirk for some.
As for the semisentience, theres room for differences between different ships that can always be explained by differences in AI aging, the different mental impressions left by officers over the centuries, etc. For some, the semisentience may behave as a typical ship computer system, but my idea was that over the ages each AI has been molded by the minds that have touched it and been given their own quirks and developed their intelligences in different ways. If you want your AI to be like Cortana and have a well developed personality and basically make your ship a full fledged character, that's permitted absolutely. IF you'd rather it not have that level of personality, that's fine too.
The animalistic thing- i just thought the idea of these ships as being huge beasts of prey, having at once highly developed computational skills and a nonhuman type of rational intelligence would be cool. Perhaps your ship's intelligence is a bit like a dog or a shark- not quite rational and communicative, but having certain aims, habits, quirks, preferences, etc. in addition to all of the computery things it can do.
Make sense? Also, please note that I really am happy for people to do what they want with the semi-sentience idea. As i said, there's plenty of space for variation.
I shall move over my CS to the char tab on Monday, tomorrow be the super bowl. Other than the shoals system which i will change in my CS on monday as well, what do you think so far Flagg?
I shall move over my CS to the char tab on Monday, tomorrow be the super bowl. Other than the shoals system which i will change in my CS on monday as well, what do you think so far Flagg?
Overall it's just fine! I'm going to do a big review of the CSes soon enough and I'll send everyone any changes I may have for them then, but honestly aside from some minor edits I dont anticipate any of the people whove posted CSes so far to have to make huge change before being accepted. So, in sum, expect some minor notes from me, but overall everyone looks good and the IC will get started relatively soon.
Posted my sheet in the character tab. I still need to do the ship sheet, but I am too tired for that right now.
Great, reading now. Since you're our admiral, you may if you wish use a HSR4 class ship. The two battleships are unavailable, but you can either use a dratha class or make up your own ship type (of course, you can also use an HSR3 class ship if you think that suits the admiral better). Happy to collaborate on ship ideas, let me know.
I would be happy (and relieved, really) if someone else were to sign up as an Admiral. I would prefer to share the responsibility because I have been known to slack. Even now I cannot guarantee I will be as reliable as I may need to be. So a dual-Admiralty would be awesome.
Just read it and...absolutely fantastic CS, Pepper. I'm really pleased with the quality of writing and creativity from everyone who's submitted a character sheet so far. A few things:
Since you're (one of) our admirals, you may if you wish use a HSR4 class ship. The two battleships classes currently posted are unavailable, but you can either have his ship be a Dratha class or make up your own ship type (of course, you can also use an HSR3 class ship if you think that suits the admiral better). Happy to collaborate on ship class ideas, let me know.
Secondly, I designed the character of Commodore Morning to be the second in command/lacky of our Admiral character. As such, you are welcome to control him whenever it is useful/convenient for you to do so over the course of the RP as though he were your own character.
Thirdly, @ all:
I have yet to introduce the group to the overall commander of our little expedition, the Grand Duke Konrad von Ravenstein. I'll try to get a CS for him up tomorrow, but here's a teaser to get your brains working, since he is a figure that would be known to/familiar to almost everyone's characters, at least by reputation. He is known for being a highly competent and utterly ruthless general, strategist and politician, responsible for many successful operations during the Arian Jihad and other wars. During the Arian war, he defeated many more tactically astute and genuinely brilliant commanders thanks to his utter disregard for casualties and an excellent grasp of the logistical side of warfare. He is known for making total war, and for his heavy use of xenos and mercenary forces, whom he views as useful and utterly disposable assets. His most impressive victory was the counter-invasion of Odros, which secured the Valyrian system once and for all five years into the Jihad. He is most famous, however, for the Suppression of the Vorheln Revolts in the Vos System in the later and most desperate years of the Arian Jihad, where he brutally crushed a series of socialist revolts and worker strikes in the industrial super city of Vornheln. It was there he earned the sobriquets "the Butcher of Vornheln" and "the Red Duke." He is a ground, not naval, commander, and operational fleet command will rest with the admirals. He is however, the overall strategist for the Maalik Reconquest, so he will be an active presence in everyones lives. It is an open secret that the King is terrified of him.
If you will play an overall commander, or even the other Admiral, then yeah, that makes me a little less worried. And because I absolutely do not trust myself to be reliable (though I will try), I will extend the same to you and say that, if it ever becomes necessary to control my character, do so. I don't want to cause any delays.
I'm really pleased with the quality of writing and creativity from everyone who's submitted a character sheet so far.
Aw shucks, mister. Also, I agree. I'm really digging all of the characters so far, though the Admiral is especially hardcore. Same goes for Grand Duke Konrad von Ravenstein (Though he is more the worrying variety of hardcore. "Utterly disposable assets" indeed.)