Coruscant Sacked: Aftermath has three main factions:
The Sith in the service of Darth Nyiss, the Jedi in captivity on the Kaggath and the Jedi hoping to rescue the captives.
Because of the disparate but interconnected nature of these factions, the sorts of characters we most desire varies almost constantly, so as to maintain a relative balance. But even with such wants, Aftermath is remarkably flexible. Even if the character type you really want to create isn't available right now, it might be available later. Or you can ask if it is ok for you to make such a character anyways. If we like the concept and think it fits with the plans we have for the RP, we will flex things to let such in.
When you come to reading the rules further down here, you need not be afraid of the number there are. The essence behind them is common sense. We won't go nitpicking on a CS if some rule isn't followed to the letter.
We will be semi-strict with sheets, but that is only so that we can relax and have more fun once a sheet is approved. Its a lot easier for everyone if characters that don't work out are stopped in the CS stage rather than being cleaned up in the IC.
The goal of Aftermath itself is to explore the nuances and differences between the Jedi and the Sith and the differences between the Galactic Republic and the Sith Empire. This means delving into the nuances of the force as well as the politics of the Great Galactic War.
Most of all, we desire characters that fit naturally into their factions without being overly special. Not too powerful, not blatantly weak. Jedi and Sith alike who are both familiar with and experienced at wielding the Force. But even with the Force as an ally, there are also other skills of value. Pilots. Slicers. Thieves. Spies. Pillars of stability. Leaders. Followers. The list is almost without ending.
For Jedi, the norm is not to even have touched the Dark side. While some Jedi do touch and use it, the vast majority essentially have a phobia of it and would never consider using it. Those few rare who do touch it, usually have (in their minds) reasonable justification.
For Sith, we desire Sith who have a reasonable amount of training, but who are in the service of a Sith lord or another Sith. It would not hurt if said Sith is present in Aftermath.
It is rare for Jedi not to have been uncovered as Force sensitive in early childhood. Most can barely walk by the time they’re found. In the Empire, all citizens are tested by law, so undiscovered Force-sensitives are extremely rare there too.
The older a Jedi is, the more firmly his or her grasp on the Force and the Jedi way is. In this era, if a Jedi has started to stray from his/her firm stance on only using the Light Side of the Force, it is most likely accidental and due to the war with the Sith Empire. Any artifacts of the Dark Side that are found and not destroyed are safely locked away in the vaults of the Order, far beyond the reach of vulnerable individuals.
Contrary to popular belief, Sith do not base their rise through the ranks upon killing their masters. While occasionally that does happen, the Empire views such killings as depriving the war of an asset. It doesn't take a genius to figure out that is not popular. Similarly, The Sith Order do not follow the "one apprentice per master" rule that the Jedi follow. A Sith lord will have a lot of apprentices serving him/her. A darth has a number of Sith lords and possibly apprentices as well. Anyone who isn't an initiate, A Sith Lord or a Darth, is an apprentice. Thus, where a Jedi padawan rarely is above low 20's in age, a Sith apprentice can be any age.
Some Sith Apprentices have titles and are thus higher in the hierarchy than mere apprentices. They aren't on the level of a Sith Lord, but they're more than the rest. The true level of power any Sith has, is measured in what they claim and how much power their master grants them. Independent Sith who do not serve a Sith lord or a Darth are exceedingly rare.
Remember, just because some Jedi happens to use darker aspects of the Force, that does not make him or her a Sith. A Jedi might easily use darker powers and still serve the Republic and the Jedi order. Loyalty to the Jedi is not always loyalty to the Republic.
Anyways, what we need at this point:
Full right now
Jedi Knights
Two or three.
Restrictions:
Not human.
Some experience.
Late 20’s or higher in age.
Padawans
One or two.
Restrictions:
Not human.
Above 16 years of age.
If older, not trained from birth.
One or two.
Male preferred, due to high population of female Sith.
Species can be several, but male Sith Purebloods are welcome if done right.
Right now, we only desire apprentices and titled apprentices, no Sith lords.
If your character concept is not on the list of requests, you can still ask the GMs for exception, but don't be hurt if its a no.
The Sith in the service of Darth Nyiss, the Jedi in captivity on the Kaggath and the Jedi hoping to rescue the captives.
Because of the disparate but interconnected nature of these factions, the sorts of characters we most desire varies almost constantly, so as to maintain a relative balance. But even with such wants, Aftermath is remarkably flexible. Even if the character type you really want to create isn't available right now, it might be available later. Or you can ask if it is ok for you to make such a character anyways. If we like the concept and think it fits with the plans we have for the RP, we will flex things to let such in.
When you come to reading the rules further down here, you need not be afraid of the number there are. The essence behind them is common sense. We won't go nitpicking on a CS if some rule isn't followed to the letter.
We will be semi-strict with sheets, but that is only so that we can relax and have more fun once a sheet is approved. Its a lot easier for everyone if characters that don't work out are stopped in the CS stage rather than being cleaned up in the IC.
The goal of Aftermath itself is to explore the nuances and differences between the Jedi and the Sith and the differences between the Galactic Republic and the Sith Empire. This means delving into the nuances of the force as well as the politics of the Great Galactic War.
Most of all, we desire characters that fit naturally into their factions without being overly special. Not too powerful, not blatantly weak. Jedi and Sith alike who are both familiar with and experienced at wielding the Force. But even with the Force as an ally, there are also other skills of value. Pilots. Slicers. Thieves. Spies. Pillars of stability. Leaders. Followers. The list is almost without ending.
For Jedi, the norm is not to even have touched the Dark side. While some Jedi do touch and use it, the vast majority essentially have a phobia of it and would never consider using it. Those few rare who do touch it, usually have (in their minds) reasonable justification.
For Sith, we desire Sith who have a reasonable amount of training, but who are in the service of a Sith lord or another Sith. It would not hurt if said Sith is present in Aftermath.
It is rare for Jedi not to have been uncovered as Force sensitive in early childhood. Most can barely walk by the time they’re found. In the Empire, all citizens are tested by law, so undiscovered Force-sensitives are extremely rare there too.
The older a Jedi is, the more firmly his or her grasp on the Force and the Jedi way is. In this era, if a Jedi has started to stray from his/her firm stance on only using the Light Side of the Force, it is most likely accidental and due to the war with the Sith Empire. Any artifacts of the Dark Side that are found and not destroyed are safely locked away in the vaults of the Order, far beyond the reach of vulnerable individuals.
Contrary to popular belief, Sith do not base their rise through the ranks upon killing their masters. While occasionally that does happen, the Empire views such killings as depriving the war of an asset. It doesn't take a genius to figure out that is not popular. Similarly, The Sith Order do not follow the "one apprentice per master" rule that the Jedi follow. A Sith lord will have a lot of apprentices serving him/her. A darth has a number of Sith lords and possibly apprentices as well. Anyone who isn't an initiate, A Sith Lord or a Darth, is an apprentice. Thus, where a Jedi padawan rarely is above low 20's in age, a Sith apprentice can be any age.
Some Sith Apprentices have titles and are thus higher in the hierarchy than mere apprentices. They aren't on the level of a Sith Lord, but they're more than the rest. The true level of power any Sith has, is measured in what they claim and how much power their master grants them. Independent Sith who do not serve a Sith lord or a Darth are exceedingly rare.
Remember, just because some Jedi happens to use darker aspects of the Force, that does not make him or her a Sith. A Jedi might easily use darker powers and still serve the Republic and the Jedi order. Loyalty to the Jedi is not always loyalty to the Republic.
Anyways, what we need at this point:
Jedi Rescuers
Full right now
Jedi prisoners
Jedi Knights
Two or three.
Restrictions:
Not human.
Some experience.
Late 20’s or higher in age.
Padawans
One or two.
Restrictions:
Not human.
Above 16 years of age.
If older, not trained from birth.
Sith
One or two.
Male preferred, due to high population of female Sith.
Species can be several, but male Sith Purebloods are welcome if done right.
Right now, we only desire apprentices and titled apprentices, no Sith lords.
If your character concept is not on the list of requests, you can still ask the GMs for exception, but don't be hurt if its a no.
Character overview
Most of these rules are, in fact, based purely on common sense. There are some that are present for the sake of balance, but
Species, alignment and rank:
- All characters must be force-sensitive. This can either be as a Sith or as a Jedi. The only exception is if you have undiscovered potential and have just been discovered by the Sith. This means you can’t play as bounty hunters, mandalorians, smugglers, etc. Reason: they’re not Jedi/Sith.
- You will either be in the service of the Sith Empire or the Jedi Order. Your loyalties lie with one of these, and there will be no exceptions. If you want to be some sort of double-agent or a spy, clear it with the GMs first.
- To play anything above Jedi Knight or titled Sith Apprentice in rank, you must have GM approval.
- There are restrictions on character species. No one may play a miraluka, and you may not play any species that cannot speak basic without technological aid.
The Force:
- Jedi won’t wield dark-side powers without justification. If you want such on a Jedi, talk with the GMs.
- Talk with the GMs if you want special powers.
Skills:
- Combat skill will reflect your character’s age and experience. Most powerful warriors won’t be assigned anywhere near the Kaggath / Memory of Coruscant. If you’re uncertain, ask a GM.
- Try to pick skills that make sense in your character.
Equipment:
- If a prisoner is wearing anything other than robes upon capture, he or she will be dressed as the Sith that receives him/her deems fit. Yes, you’ll be searched on arrival.
- Your character’s appearance must be plausible. If in doubt, ask a GM.
- Your clothes must be such that you’d get away with wearing in public without violating any laws.If in doubt, ask a GM.
Character origins:
- Jedi prisoners originate within the Republic, though they can have been captive of the Sith for a while.
- All Sith stem from the Sith Empire. They may have been undercover in the Republic, but their loyalty lies with the Empire.
- In principle, all Sith serve Darth Nyiss, either directly or through an intermediary. Their purpose on the Kaggath is twofold. Firstly, they wish to turn Jedi to the dark side and/or to serve the Empire. Secondly, they seek to earn Darth Nyiss’ favor.
- Jedi Rescuers come from the republic. They are not former Sith, and they are first and foremost loyal to the Jedi order, represented by Jedi Master Lyric Novan.
Character’s future:
- When you design your character, leave room for growth. This can be psychological, power-wise, physical or other ways.
- Do not set in stone that your character will never fall to/from the Dark Side. For the most part, it should not be easy, but if it makes sense for the story, do consider the option.
- All characters can die. It will not be something that happens too easily, but if a character gets in a spot where there is no plausible way out that is not death, he or she will die.
Biography:
- Write a bio of the length you feel comfortable with. We do not need to know the entire life story, or how that jedi totally beat up some sith warrior in single combat three years ago. Cover the moments that made your character who (s)he is. Remember, all characters can die, so it’ll kinda suck if you’ve written ten pages of background only to have him die after a few days IC time.
- The biography is an excellent place to tie your character to other characters in the RP.
General rules:
- While we do not demand that you read the entire IC, we will ask that you read the summary, so that you have a rough idea of what has happened so far.
- All sheets must be placed in a hider once they are approved and put into the CS tab.
- Use your own character, not something someone else has made. A quick rewrite of a canon character won’t be approved, so it’ll just be a waste of time for us all.
- If in doubt about anything, ask another aftermath player and/or a GM.
Use the blank template provided in the hider
[b]Name: [/b]
[b]Species: [/b]
[b]Age: [/b]
[b]Gender: [/b]
[b]Faction: [/b]Sith Empire
[b]Rank: [/b]
[b]Master: [/b]
[h2]Appearance: [/h2]
[h2]Notable Characteristics of Species: [/h2]
[h2]Flaws: [/h2]
[h2]Skills: [/h2]
[h2]Force capabilities: [/h2]
[h2]Biography: [/h2]
[h2]Personality and/or Motivation: [/h2]
[h2]Player’s long term goals: [/h2]
[h2]Relations: [/h2]
[h2]Final Point - Secrets: [/h2]
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IN PM: Any secret secrets
----------------------------------------
Name:
Species:
Age: (If apprentice, young. If anything else, you are probably older. See species specifics for exact age)
Gender:
Faction: Sith Empire
Rank: (You are either a Sith apprentice, a plain Sith, or a Sith lord. The last is only with GM permission.)
Master: (Whom does (s)he serve? Answer to?)
Appearance:
(Text or image + text. See rules above for certain restrictions)
Notable Characteristics of Species:
(If you chose any Alien race who might have any special, notable traits or beyond human then list them here. If human, feel free to ignore it)
Flaws:
(The more, the merrier)
Skills:
(What can your character do that isn’t Force-based?)
Force capabilities:
(what Force disciplines beyond the basics is your character trained in? Are there any he/she/it excels at or is incapable of? Please don’t just copy/paste a long list from some wiki. Try to keep abilities balanced for your character’s training level. See this link for approved force powers.)
Biography:
(you know, regular background stuff. Its up to you if you want to have just a couple of paragraphs or half an essay, but quality will trump quantity.)
Personality and/or Motivation:
(explain how your character works. What makes it tick? What sort of quirks are there?)
Player’s long term goals:
(If your character should survive, what do you see him/her do in the long run? are there aspects you want to explore, stories you want to tell? Feel free to pm the GMs or make a small paragraph summary here. Keep in mind, this rp explores the contrasting aspect of both Jedi and Sith views as well as the areas where they blur.)
Relations:
(how does your character relate to/think about the other characters in the RP, both from his/her faction and from the opposite? Have you clashed or worked with any in the field, on missions, etc?
Put in at minimum two relations with other players’ PCs.)
Final Point - Secrets:
(Secrets can be public or secret. If they’re public, the other players know about them, but not their characters. If they are secret, only you and the GMs know about it. The latter must thusly be sent in a PM.)
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Sith Ranks:
- Darth - An individual of incredible power, not comparable to Jedi. Must have strength in multiple Force disciplines and Lightsaber Combat. Must have a large following. Has significant political pull. Has significant military and civilian holdings. Within the Empire, The will and whims of the Darths change society. A Darth is only answerable to the Dark Council and the Emperor, and even then it may take force of arms. At any one time, there are only a relatively small number of Darths throughout the entire Empire.
- Lord - A powerful individual comparable roughly to a Jedi Master. Usually strong in either the Force or Martial skills. Never overly specialised. A Sith lord generally has a decent-sized power base and a good number of followers, including a few apprentices and acolytes, as well as moderate political pull. Not on the scale of a Darth, but enough to be a force to be reckoned with. But even a Sith lord will generally serve those higher in the hierarchy, though the nature of such service varies greatly, as does their loyalty.
- Apprentice (title) - Comparable to a Jedi Knight. Apprentices who have gained either enough specialisation in a specific area or have enough ambition to climb the ranks. Titled Apprentices only outrank their fellow Apprentices within their area of expertise. There are many titles an Apprentice can attain, each denoting a different specialty and role within the hierarchy. Within the RP, some common titles will be:Inquisitor - an Apprentice specialised in torture, interrogation, research (of all kinds) and ensuring loyalty among Imperials. Usually also favour Force techniques over Lightsabers. Might have a minion or three, but the only political pull they have is through their master, and that can be… flighty.
Overseer - an Apprentice specialised in training Acolytes in the ways of the Sith. Must be skilled in the iconic Sith Force powers and the standard Sith Lightsaber Form - Form V: Djem So. Might have a minion or three, but the only political pull they have is through their master, and that can be… flighty.
While other types of Titled Sith Apprentices exist, none of them are relevant in this setting. - Apprentice - Usually comparable to a Jedi Knight. Apprentices have at least base level competence in both Lightsaber and Force techniques. No following, no political pull. The majority of Sith fall into this rank.
- Acolyte - Comparable to a Jedi Padawan.
Use the blank template provided in the hider
[b]Name: [/b]
[b]Species: [/b]
[b]Age: [/b]
[b]Gender: [/b]
[b]Faction: [/b]Jedi Order
[b]Rank: [/b]Padawan / Jedi Knight
[b]Master: [/b]
[b]Captive? [/b]
[h2]Appearance: [/h2]
[h2]Notable Characteristics of Species: [/h2]
[h2]Flaws: [/h2]
[h2]Skills: [/h2]
[h2]Force capabilities: [/h2]
[h2]Biography: [/h2]
[h2]Personality and/or Motivation: [/h2]
[h2]Player’s long term goals: [/h2]
[h2]Relations: [/h2]
[h2]Final Point - Secrets: [/h2]
----------------------------------------
IN PM: Any secret secrets
----------------------------------------
Name:
Species: (For Jedi, you have no real restrictions as species go, so long as they were known in the republic during this era. If you’re in doubt, ask a GM.)
Age: (for species near human life span: padawan = 8-14 years, Knight = 15-30ish, Master = older. For other species, scale similarly or estimate.)
Gender:
Faction: Jedi Order
Rank: (Padawan / Jedi Knight / (only with GM approval) Jedi master)
Captive? If your character is a captive, how was (s)he captured? If not a captive, how did (s)he get involved in the rescue operation?
Master: (Whom does (s)he serve? Answer to?)
Appearance:
(Text or image + text. See rules above for certain restrictions)
Notable Characteristics of Species:
(If you chose any Alien race who might have any special, notable traits or beyond human then list them here. If human, feel free to ignore it)
Flaws:
(The more, the merrier)
Skills:
(What can your character do that isn’t Force-based?)
Force capabilities:
(what Force disciplines beyond the basics is your character trained in? Are there any he/she/it excels at or is incapable of? Please don’t just copy/paste a long list from some wiki. Try to keep abilities balanced for your character’s training level. See this link for approved force powers.)
Biography:
(you know, regular background stuff. Its up to you if you want to have just a couple of paragraphs or half an essay, but quality will trump quantity.)
Personality and/or Motivation:
(explain how your character works. What makes it tick? What sort of quirks are there?)
Player’s long term goals:
(If your character should survive, what do you see him/her do in the long run? are there aspects you want to explore, stories you want to tell? Feel free to pm the GMs or make a small paragraph summary here. Keep in mind, this rp explores the contrasting aspect of both Jedi and Sith views as well as the areas where they blur.)
Relations:
(how does your character relate to/think about the other characters in the RP, both from his/her faction and from the opposite? Have you clashed or worked with any in the field, on missions, etc?
Put in at minimum two relations with other players’ PCs.)
Final Point - Secrets:
(Secrets can be public or secret. If they’re public, the other players know about them, but not their characters. If they are secret, only you and the GMs know about it. The latter must thusly be sent in a PM.)
Character list
Found here
Lore
Ships
Type: Transport.
Class: Gage.
Modifications:
Terminus-class superstructure.
Greatly increased armoring.
Enhanced Shields.
Improved engines (but effectively same as a regular Gage, due to greater mass)
Internal layout altered.
Armaments: Six Turbolasers and eight laser point defense turrets.
Ship complement: 6 ISF interceptors, 2 Imperial tri-wing shuttles.
Animal Pens - upper deck
Sith Practice Chambers - upper deck
Main Jedi Prison - above arena, accessed from main deck
Sith Quarters - main deck
Arena - main deck
Nyiss’ Quarters lower deck
All of the Decks together:
The prison complex can be accessed through four turbolifts from the observation area above the arena, which is on the same deck as the Sith quarters.
The right bunk room (forward of the showers) is Aurek. The left bunk room (forwards of the medical bay) is Besh.
The Sith quarters and the session rooms are all on the same deck as the arena observation.
The red-carpeted room is the Sith common room, while the starboard room beside it is the surveillance chamber.
The arena is situated beneath the prison deck, easily visible through the prison deck’s floor.
Darth Nyiss’ quarters are located below the other decks and are accessible through the starboard turbolift beside the Sith Sector.
Class: Gage.
Modifications:
Terminus-class superstructure.
Greatly increased armoring.
Enhanced Shields.
Improved engines (but effectively same as a regular Gage, due to greater mass)
Internal layout altered.
Armaments: Six Turbolasers and eight laser point defense turrets.
Ship complement: 6 ISF interceptors, 2 Imperial tri-wing shuttles.
Layout of accessible sections:
Animal Pens - upper deck
Sith Practice Chambers - upper deck
Main Jedi Prison - above arena, accessed from main deck
Sith Quarters - main deck
Arena - main deck
Nyiss’ Quarters lower deck
All of the Decks together:
Animal pens and Sith practice chambers
Prison complex
The prison complex can be accessed through four turbolifts from the observation area above the arena, which is on the same deck as the Sith quarters.
The right bunk room (forward of the showers) is Aurek. The left bunk room (forwards of the medical bay) is Besh.
Sith Sector
The Sith quarters and the session rooms are all on the same deck as the arena observation.
The red-carpeted room is the Sith common room, while the starboard room beside it is the surveillance chamber.
Arena
The arena is situated beneath the prison deck, easily visible through the prison deck’s floor.
Nyiss’ Quarters
Darth Nyiss’ quarters are located below the other decks and are accessible through the starboard turbolift beside the Sith Sector.
Type: Corvette (Warship).
Class: CR-12 Thranta.
Modified: No.
Armaments: 2 Twin-mounted Turbolaser cannons, 24 laser turrets, Ion Cannon, Concussion Missiles.
Ship complement: 14 Liberator-class starfighters, 3 bombers, 4 Fortitude-class Assault Shuttles.
Layout:
Class: CR-12 Thranta.
Modified: No.
Armaments: 2 Twin-mounted Turbolaser cannons, 24 laser turrets, Ion Cannon, Concussion Missiles.
Ship complement: 14 Liberator-class starfighters, 3 bombers, 4 Fortitude-class Assault Shuttles.
Layout:
]Deck 1-4, Bow: Forward Deflector shields, Weapons Capacitors
Deck 4, Midsection: Jedi Practice chambers
Deck 5-6, Bow: Forward Sensors & Communications
Deck 5, Midsection: Jedi Meditation Chamber
Deck 6-9, Midsection: Storage
Deck 7-8, Bow: Non-essential Storage
Deck 9, Bow: Forward life support Systems
Deck 10, Bow: Water Storage
Deck 10, Midsection: Auxiliary control room
Deck 11, Bow: Bridge shield generators and capacitors
Deck 11, Neck (above hangars): Mess hall
Deck 11, Neck (rest): Medical Bay
Deck 11, Midzsection: Shield capacitors and generators & sensors
Deck 11, Aft: Engineering access
Deck 12, Bow: Sanitary Facilities
Deck 12, Neck: Crew Quarters
Deck 12, Midsection: Hangar supplies
Deck 12-15, Aft: Engineering
Deck 13-14, Bow: Bridge & Main Weapons access
Deck 13, Neck: Crew Quarters
Deck 13, Midsection: Heavy Munitions Storage
Deck 14, Neck: Jedi quarters & Storage
Deck 14, Midsection: Missile launchers
Deck 15-16, Bow: Sanitary Facilities
Deck 15-16, Neck: Trooper quarters
Deck 15, Midsection: Crew & Trooper common rooms
Deck 16, Midsection: shield capacitors and generators & sensors
Deck 16, Aft: Engineering access
Deck 17, Bow: Forward armory
Deck 17, Neck (midsection access): Shooting range
Deck 17, Midsection: Armory
Deck 18, Bow: Water Storage
Deck 18-21, Midsection: Storage
Deck 19, Bow: Forward life support Systems
Deck 20-21, Bow: Non-essential Storage
Deck 22, Midsection: Briefing room.
Deck 23-27, Bow: Forward Deflector shields, Weapons Capacitors
Deck 4, Midsection: Jedi Practice chambers
Deck 5-6, Bow: Forward Sensors & Communications
Deck 5, Midsection: Jedi Meditation Chamber
Deck 6-9, Midsection: Storage
Deck 7-8, Bow: Non-essential Storage
Deck 9, Bow: Forward life support Systems
Deck 10, Bow: Water Storage
Deck 10, Midsection: Auxiliary control room
Deck 11, Bow: Bridge shield generators and capacitors
Deck 11, Neck (above hangars): Mess hall
Deck 11, Neck (rest): Medical Bay
Deck 11, Midzsection: Shield capacitors and generators & sensors
Deck 11, Aft: Engineering access
Deck 12, Bow: Sanitary Facilities
Deck 12, Neck: Crew Quarters
Deck 12, Midsection: Hangar supplies
Deck 12-15, Aft: Engineering
Deck 13-14, Bow: Bridge & Main Weapons access
Deck 13, Neck: Crew Quarters
Deck 13, Midsection: Heavy Munitions Storage
Deck 14, Neck: Jedi quarters & Storage
Deck 14, Midsection: Missile launchers
Deck 15-16, Bow: Sanitary Facilities
Deck 15-16, Neck: Trooper quarters
Deck 15, Midsection: Crew & Trooper common rooms
Deck 16, Midsection: shield capacitors and generators & sensors
Deck 16, Aft: Engineering access
Deck 17, Bow: Forward armory
Deck 17, Neck (midsection access): Shooting range
Deck 17, Midsection: Armory
Deck 18, Bow: Water Storage
Deck 18-21, Midsection: Storage
Deck 19, Bow: Forward life support Systems
Deck 20-21, Bow: Non-essential Storage
Deck 22, Midsection: Briefing room.
Deck 23-27, Bow: Forward Deflector shields, Weapons Capacitors