"a" through "e" represent the members of the friendly away team. "a1" through "e1" represent the corresponding members of the enemy away team. Each team rolls a single six sided die per team member.
ROUND ONE
a)3 a1)3 winner:tie
b)2 b1)5 winner:b1
c)4 c1)1 winner:c
d)5 d1)2 winner:d
e)5 e1)6 winner:e1
ROUND TWO
a)6 a1)3 winner:a
c)1 b1)3 winner:b1
d)4 e1)6 winner:e1
ROUND THREE
a)3 b1)5 winner:b1
This is obviously a case for people wanting to engage in combat, and they would include these die roll results in their post. Players involved in a similar mission not wanting to engage in combat can simply write their own combat resolution as they see fit. One detail that I haven't worked out is modifiers for qualified personnel, like security specialists or command level officers. That will come soon.
What is Fantasy Trek?
http://fantasytrek.blogspot.com
Thursday, July 31, 2008
Captain's Personal Log USS Guadalcanal Stardate 0708.31
Stardate 0708.31
USS Guadalcanal
Captain Murphy
In orbit of Jibalia III
Away team personnel:
Captain Mike Murphy
Science Officer Commander T'Par
Senior Helm Officer Lt Gallo
Chief Geologist Lt Cmdr Carstairs
Security Specialist Seward
The last twenty-four hours have been unforgettable. As soon as the Klingons appeared on the surface of Jibalia III, they opened fire on the landing party. We immediately dropped to the ground, but with almost no covering terrain, and bulky environmental suits to move in, we were hard pressed to match the Klingons' offensive. We managed to return fire and held our own for a short time, but eventually were overcome. I remember distinctly watching the other members of the away team fall under enemy fire, and finally, I felt a strange tingling sensation as my environmental suit was compromised, and the disruptor hit my skin. Then I woke up on board the Guadalcanal, along with the others, completely unharmed.
At the same instant that the Klingons appeared on the surface, a Vorcha' Class heavy cruiser appeared in orbit and opened fire. The Guadalcanal attempted to make contact even as they defended themselves. The Klingon ship did not respond to hails. After a short exchange of weapons, the Klingon shields collapsed, and the ship was destroyed. It was at that point that the landing party reappeared on the ship.
Logs and sensor readings show that no damage was ever inflicted on the ship or the landing party. Moreover, there is no evidence that any of our phasers were ever fired. Essentially, there is no evidence that the Klingons were ever there, or that combat ever took place. There is one intriguing footnote to this mystery. The hole that we managed to drill in the metal alloy shell of the planet is still there. The thought of scanning through there is tempting. T'Par, however, has suggested that the appearance of the apparently imaginary Klingons could represent a kind of burglar alarm, and any race capable of creating such powerful illusions (much like the Talosians) is best left alone. That makes obvious sense, but I also think that we would be setting a very dangerous precedent for the Federation's involvement in the Delta Quadrant (and we are commiting ourselves to that more and more every day) by hanging a 'do not disturb' sign on the first planet we investigate. If there is a race as powerful as the Talosians here, we learn everything we can about them, and quickly.
(Moderator's note: I've used this incident to do a quick test of simple ground combat rules that I'll show in a separate post)
What is Fantasy Trek?
http://fantasytrek.blogspot.com
Wednesday, July 30, 2008
Sample of Completed Quick Start Guide
To get started, answer the following questions:
Game Type: Mix
Alignment: Federation
Ship name USS Guadalcanal NCC 55726
Command crew
Captain Mike Murphy (Human male)
First Officer Commander Lukara (Klingon female)
Science Officer Commander T'Par (Vulcan female)
Communications Officer Commander Mark Valoran (Human male)
Tactical Officer Lieutenant Klaw (Andorian female)
Helm Officer Lieutenant Allesandro Gallo (Human male)
Chief Engineer Commander Robert Oldman (Human male)
Chief Medical Officer Commander Susan Whittaker (Human female)
Chief of Security Lieutenant T'Char (Skorr female)
The next step would be an assigned mission. In this case, the Guadalcanal was assigned to travel through the Durandal wormhole to begin operations and exploration in the Delta Quadrant, and to establish communications with USS Voyager. (In this case, things didn't go as planned. Refer to Captain Murphy's log Stardate 0708.16 for details.)
What is Fantasy Trek?
http://fantasytrek.blogspot.com
Saturday, July 26, 2008
Captain's Personal Log USS Guadalcanal Stardate 0708.27
Stardate 0708.27
USS Guadalcanal
Captain Murphy
In orbit of Jibalia III
Cargo shuttle Bunker Hill.
Away team personnel:
Captain Mike Murphy
Science Officer Commander T'Par
Senior Helm Officer Lt Gallo
Chief Geologist Lt Cmdr Carstairs
Security Specialist Seward
The largest tool the ship carries for putting holes in planets (aside from its main phasers) is a Mark III drilling phaser, and that doesn't fit in a type-two shuttle. What you have to do is mount the drilling phaser (which is used for everything from dilithium mining to drilling holes so transporters can penetrate deeper than normal) onto the aft deck of the shuttle. Then you land the craft so that the drill is positioned where you need it. The aft panel of the shuttle lifts straight up, exposing the business end of the drill, and all you do is fire from there. Easy.
The journey through the planet's frozen atmosphere was understandably rougher. The Bunker Hill is considerably larger than the Stalingrad, and as such, as Mister Gallo pointed out several times before we landed, is less responsive and more subject to 'atmospheric irregularities'. Another irregularity is the fact that T'Par had great difficulty locating the artificial signal that brought us here in the first place. The fact that we couldn't find it didn't bother me as much as the simple fact that it indicated a change. Had someone or something detected us on the surface? T'Par felt it necessary to suggest that the change may have been a response to my use of the phaser rifle. I didn't answer her, choosing instead to help her tune and retune the sensors until we located the signal. It was possible, T'Par speculated, that the alloy shell just below the surface acts as an antenna, and our efforts might have thrown the transmission off.
We landed moments later, as Lt Gallo brought the shuttle down to the same site we'd left not long ago. As geologist Carstairs began to tune the drilling phaser appropriately, I raised the aft hatch. Jibalia III was no more inviting than it been the first time, but I also had the feeling that I was about to trip an alarm. T'Par would say 'I told you so', and Lukara would probably say I was being too timid. But we'd started this mission to get answers, and the only answers had to be below the surface.
As I was thinking about this, and seeing ghosts on the horizon where there were probably just rocks and swirls of dust, Carstairs warned us that he was about to drill.
We all jumped (aside from T'Par, naturally) despite the warning, as the bright red phaser beam shot into the level of dust that had settled over the exposed shell. T'Par scanned as Carstairs drilled, and a few minutes later, announced that sensors had penetrated a small gap drilled in the shell. Carstairs immediately cut power to the drill, and we stood around T'Par, trying to interpret the images scrolling across the screen on her tricorder.
The answer sounded flat, carried through the comm systems of our environmental suits. No lifeforms. I was just breathing a sigh of relief as five Klingons materialized a dozen meters away from us. So, we aren't the only ones who've moved into the Delta Quadrant.
What is Fantasy Trek?
http://fantasytrek.blogspot.com
Thursday, July 24, 2008
Quick Start Guide
To get started, answer the following questions:
Game Type:
Pure Combat
(Do you play for pure combat? You know that other events might decide the nature of that combat, but you just want to blow things up. And think about this: Do you like to micromanage combat, allocating power to personalize your attack/defence strategy, making combat a personal match of wits, or do you just like quick matches that can be over in minutes?)
Non-Combat
(You don't care about the combat. You like to write and you want to explore.)
Mix
(You appreciate both aspects of game play. You accept that the ship you love to write about may be lost in combat)
Alignment:
Federation
Klingon
Romulan
Other (specify)
Ship name
Command crew
(You can stick to the TOS crew configuration of science officer, helm, navigator, communications officer, etc, or you can use the TNG idea of Operations Officer combining some duties. I like the TOS way, and I use it in the TNG era, adapting as I please. Captain's perogative)
Note: unless you have something else in mind, all players in this stage of the game get a Heavy Cruiser to start. The 'something else in mind' I mentioned is if you decide you want a mission-specific ship like a scout or police ship, which is likely to be a frigate or destroyer. Just remember that you might be limiting yourself in a case like that.
That is really all you need to start. Since the game is still technically a work in progress, I will happily walk any new players through the first few missions. If you are concerned that you don't have enough time to contribute, don't be. This game is as casual as you want. Exploring takes as much or as little time as you want. Write once a day or once a week. A hundred words or a thousand. The most intense level of this game, heavy combat takes a commitment of no more than one email a day. And even that case, if you miss a day, its forgivable. Even the moderator has a RL and the occasional computer issue. The game is turn-based. Combat results will be posted online daily. And if it still doesn't make sense, think of it like your favorite role-playing/writing group gathering for some table-top game playing.
Game Type:
Pure Combat
(Do you play for pure combat? You know that other events might decide the nature of that combat, but you just want to blow things up. And think about this: Do you like to micromanage combat, allocating power to personalize your attack/defence strategy, making combat a personal match of wits, or do you just like quick matches that can be over in minutes?)
Non-Combat
(You don't care about the combat. You like to write and you want to explore.)
Mix
(You appreciate both aspects of game play. You accept that the ship you love to write about may be lost in combat)
Alignment:
Federation
Klingon
Romulan
Other (specify)
Ship name
Command crew
(You can stick to the TOS crew configuration of science officer, helm, navigator, communications officer, etc, or you can use the TNG idea of Operations Officer combining some duties. I like the TOS way, and I use it in the TNG era, adapting as I please. Captain's perogative)
Note: unless you have something else in mind, all players in this stage of the game get a Heavy Cruiser to start. The 'something else in mind' I mentioned is if you decide you want a mission-specific ship like a scout or police ship, which is likely to be a frigate or destroyer. Just remember that you might be limiting yourself in a case like that.
That is really all you need to start. Since the game is still technically a work in progress, I will happily walk any new players through the first few missions. If you are concerned that you don't have enough time to contribute, don't be. This game is as casual as you want. Exploring takes as much or as little time as you want. Write once a day or once a week. A hundred words or a thousand. The most intense level of this game, heavy combat takes a commitment of no more than one email a day. And even that case, if you miss a day, its forgivable. Even the moderator has a RL and the occasional computer issue. The game is turn-based. Combat results will be posted online daily. And if it still doesn't make sense, think of it like your favorite role-playing/writing group gathering for some table-top game playing.
Wednesday, July 23, 2008
Captain's Personal Log USS Guadalcanal Stardate 0708.24
Stardate 0708.24
USS Guadalcanal
Captain Murphy
In orbit of Jibalia III
Type-two shuttlecraft Stalingrad.
Away team personnel:
Captain Mike Murphy
Science Officer Commander T'Par
Senior Helm Officer Lt Gallo
Chief Geologist Lt Cmdr Carstairs
Security Specialist Seward
I've never taken a shuttle through a frozen atmosphere before, but the Stalingrad made the trip well. Commander T'Par pinpointed the source of the artificial signal, and Lt Gallo managed to get us there without too many bumps and bruises. In minutes we dropped lightly to the surface and were scanning the immediate exterior of the craft. The extreme cold and lack of an oxygen/nitrogen atmosphere made it necessary for us to wear environmental suits. No surprises there, and we were all outfitted appropriately. There was enough of a surprise waiting for us outside.
Moving around on the surface was easier than I thought. I'd expected buffeting winds, but in fact it seemed very calm. Still, we wasted little time sight-seeing. After ordering Lt Seward to scout the general area, the rest of us followed T'Par's tricorder to a small patch of ground a short distance from the Stalingrad. Then we got our surprise. Lt Commander Carstairs' geological tricorder detected what appeared to be a single, continuous shell, constructed of an indeterminate alloy less than a meter under the surface. I decided it was worth returning to the shuttle for a phaser rifle. I could seeT'Par's raised eyebrow through her environmental suit's faceplate as I pointed it at the ground, and part of me took secret joy in blasting away at the ground. The phaser beam tore through the ground very quickly until it hit the shell that Carstairs detected. The beam bounced off of that. Even on maximum power, the phaser beam didn't heat up the alloy. Oh well. I contacted the ship and told them we'd be coming back for some heavier equipment. I know it would have been quicker and easier to have Commander Lukara send another shuttle down, but for some reason I didn't want any more people coming down than was absolutely necessary. Just the kind of human intuition that T'Par would turn her pretty nose up at. So we all climbed aboard the Stalingrad and headed back to the ship.
USS Guadalcanal
Captain Murphy
In orbit of Jibalia III
Type-two shuttlecraft Stalingrad.
Away team personnel:
Captain Mike Murphy
Science Officer Commander T'Par
Senior Helm Officer Lt Gallo
Chief Geologist Lt Cmdr Carstairs
Security Specialist Seward
I've never taken a shuttle through a frozen atmosphere before, but the Stalingrad made the trip well. Commander T'Par pinpointed the source of the artificial signal, and Lt Gallo managed to get us there without too many bumps and bruises. In minutes we dropped lightly to the surface and were scanning the immediate exterior of the craft. The extreme cold and lack of an oxygen/nitrogen atmosphere made it necessary for us to wear environmental suits. No surprises there, and we were all outfitted appropriately. There was enough of a surprise waiting for us outside.
Moving around on the surface was easier than I thought. I'd expected buffeting winds, but in fact it seemed very calm. Still, we wasted little time sight-seeing. After ordering Lt Seward to scout the general area, the rest of us followed T'Par's tricorder to a small patch of ground a short distance from the Stalingrad. Then we got our surprise. Lt Commander Carstairs' geological tricorder detected what appeared to be a single, continuous shell, constructed of an indeterminate alloy less than a meter under the surface. I decided it was worth returning to the shuttle for a phaser rifle. I could seeT'Par's raised eyebrow through her environmental suit's faceplate as I pointed it at the ground, and part of me took secret joy in blasting away at the ground. The phaser beam tore through the ground very quickly until it hit the shell that Carstairs detected. The beam bounced off of that. Even on maximum power, the phaser beam didn't heat up the alloy. Oh well. I contacted the ship and told them we'd be coming back for some heavier equipment. I know it would have been quicker and easier to have Commander Lukara send another shuttle down, but for some reason I didn't want any more people coming down than was absolutely necessary. Just the kind of human intuition that T'Par would turn her pretty nose up at. So we all climbed aboard the Stalingrad and headed back to the ship.
Experience Points: How To Get Them and What To Do With Them
I'm giving Captain Murphy just five posts to encounter and solve the mystery. No specific guidelines as to length. At least a hundred words. The payoff, aside from a good story, is one experience point. So what does one experience get you? Nothing right off. But five of them give that ship and crew an 'experienced' rating. That does a few things.. When a ship goes into combat, the advantage goes like this: in advanced combat, it gives you five opportunities to turn faster, repair a system quicker, apply extra sensor power to detect a cloaked ship, etc. In basic combat, it gives you five extra shield points. That reflects a crew that is better at what it does because of the experience. What does it do for a ship that doesn't go into combat? Good question. I'd appreciate any input. I'm thinking about access to experimental ships, clearance to operate more challenging arenas. Things like that. But I'd really like to hear from people who aren't inclined to go into combat. How would you want to benefit from experience points? I'll think on that, and anybody reading this, please feel free to comment. On the subject of experience and experience points, I think that ten experience points gives you 'veteran' status. Twenty-five gives you 'elite' status, and fifty gives you 'legendary' status. Rewards obviously go up accordingly. But remember, it takes five individual missions of at least five posts just to make 'experienced'. And in the meantime, I'm not counting the adventures of the Guadalcanal that took place prior to its entry into the Delta Quadrant. Just because.
Thursday, July 17, 2008
How Do I Get Started?
Okay, I'd like to play but I don't really know how to get started.
Assuming you just want to explore, I'd recommend you start somewhere close to another playing character. If you'd specifically like to start at spacedock, you can. That might be a way to bring on the crew you want and introduce them. If you already have a crew and/or you don't want to have to start at spacedock, you can either create a mission, (Look on the map and choose a survey mission, for example) or the moderator can assign you a mission. I will start you off (to start off) no more than a day's travel from your destination. For your first day, en route, write a short bit that tells people about your ship and crew. Your ship is a heavy cruiser. If you are in the TNG era, you get a Galaxy Class. You name it (and no, you can't have the Enterprise. Create your own legend).
Think about your first post in a regular rpg. Introduce yourself. On the second day, you'll arrive at your destination. Just a simple survey mission. First roll four six-sided dice (abbreviated as 4d6). That'll tell you what kind of planet you'll encounter (refer to yesterday's post that had all the planetary clsssifications, like Class M). Then roll a 3d6 to get your random planetary mission. Again, refer to the guide I posted yesterday. Remember, I started out knowing only the sector I was in, as part of an ongoing story, that the planet was Class C, and that as soon as the landing party beamed down, it vanished. After that, I just used my imagination. So what's the point? How is this any different from any other rpg? Because for one thing, I don't know what will happen to my ship tomorrow. And conceivably, as more people start to play, I could lose my ship to another player who decides to take it on. So there is a randomness to Fantasy Trek that most rpg's don't have. Imagine a combination of an old text-based exploration game (remember exploring a village, clicking on a doorway and discovering what's inside?) and Dungeons and Dragons, where you a roll of the dice decides the fate of a mission. I always loved the combination of fleet action and one-on-one action (as well as the opportunity to out-micromanage an opponent) of Starfleet Battles. So Fantasy Trek should be a combination of rpg writing that you know from Federation and Empire and the kind of old-fashioned gaming that depends on imagination rather than graphics for the fun. And, hey, there is an internet full of resources to use or explore.
If you'd like to try a single mission, just say so. Name your ship and command crew. I'll take the next step, and walk you through it.
Assuming you just want to explore, I'd recommend you start somewhere close to another playing character. If you'd specifically like to start at spacedock, you can. That might be a way to bring on the crew you want and introduce them. If you already have a crew and/or you don't want to have to start at spacedock, you can either create a mission, (Look on the map and choose a survey mission, for example) or the moderator can assign you a mission. I will start you off (to start off) no more than a day's travel from your destination. For your first day, en route, write a short bit that tells people about your ship and crew. Your ship is a heavy cruiser. If you are in the TNG era, you get a Galaxy Class. You name it (and no, you can't have the Enterprise. Create your own legend).
Think about your first post in a regular rpg. Introduce yourself. On the second day, you'll arrive at your destination. Just a simple survey mission. First roll four six-sided dice (abbreviated as 4d6). That'll tell you what kind of planet you'll encounter (refer to yesterday's post that had all the planetary clsssifications, like Class M). Then roll a 3d6 to get your random planetary mission. Again, refer to the guide I posted yesterday. Remember, I started out knowing only the sector I was in, as part of an ongoing story, that the planet was Class C, and that as soon as the landing party beamed down, it vanished. After that, I just used my imagination. So what's the point? How is this any different from any other rpg? Because for one thing, I don't know what will happen to my ship tomorrow. And conceivably, as more people start to play, I could lose my ship to another player who decides to take it on. So there is a randomness to Fantasy Trek that most rpg's don't have. Imagine a combination of an old text-based exploration game (remember exploring a village, clicking on a doorway and discovering what's inside?) and Dungeons and Dragons, where you a roll of the dice decides the fate of a mission. I always loved the combination of fleet action and one-on-one action (as well as the opportunity to out-micromanage an opponent) of Starfleet Battles. So Fantasy Trek should be a combination of rpg writing that you know from Federation and Empire and the kind of old-fashioned gaming that depends on imagination rather than graphics for the fun. And, hey, there is an internet full of resources to use or explore.
If you'd like to try a single mission, just say so. Name your ship and command crew. I'll take the next step, and walk you through it.
Wednesday, July 16, 2008
Planetary Mission Tools
For planetary missions, roll for the planet type (4d6), then roll for random planetary missions.
Planet type roll goes as follows:
4d6 Roll
Roll: Classification Encountered
3: Class A
4: Class B
5: Class C
6: Class D
7: Class E
8: Class F
9: Class G
10: Class H
11: Class I
12: Class J
13: Class K
14: Class L
15: Class M
16: Class N
17: Class O
18: Class P
19: Class Q
20: Class R
21: Class S-T
22: Class Y
23: Comet
24: Asteroid
Classification explanations:
Class A Geothermal
Age: 0-2 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold Zone
Surface: Partially Molten
Atmosphere: Primarily hydrogen compounds
Evolution: Cools to become Class C
Life-forms: None
Example: Gothos
Class B Geomorteus
Age: 0-10 billion years
Diameter: 1,00-10,000 kms
Location: Hot zone
Surface: Partially molten, high surface temperature
Atmosphere: Extremely tenous, few chemically active gases
Lifeforms: None
Example: Mercury
Class C Geoinactive
Age: 2-10 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold zone
Surface: Low surface temperature
Atmosphere: Frozen
Life Forms: None
Example: Pluto, Psi 2000
Class D Asteroid/Moon
Age: 2-10 billion years
Diameter: 100-1,000 km
Location: Hot Zone/Ecosphere/Cold zone. Found Primarily in orbit of larger planets or in asteroid fields
Surface: Barren and cratered
Atmosphere: None or very tenous
Life forms: None
Example: Moon (Sol IIIa), Lunar V (Bajor VIIe)
Class E Geoplastic
Age: 0-2 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Molten, high surface temperature
Atmosphere: Hydrogen compounds and reactive gases
Evolution: Cools to become Class F
Life forms: Carbon-cycle
Example: Excalbia
Class F Geometallic
Age: 1-3 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Volcanic eruptions due to molten core
Atmosphere: Hydrogen compounds
Evolution: Cools to become Class G
Life forms: Silicon-based
Example: Janus IV
Class G Geocrystalline
Age: 3-4 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Still crytallizing
Atmosphere: Carbon dioxide, some toxic gases
Evolution: Cools to become Class K,L, M, N, O or P
Life forms: Primitive single-celled organism
Example: Delta Vega
Class H Desert
Age: 4-10 billion years
Diameter: 8,000-10,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Hot and arid, little or no surface water
Atmosphere: May contain heavy gases and metal vapors
Life forms: Drought- and radiation-resistant plants, animal life
Example: Rigel XII, Tau Cygna V
Class I Supergiant
Age: 2-10 billion years
Diameter: 140,000-10 million km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates heat
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Example: Q'tahL
Class J Gas Giant
Age: 2-10 billion years
Diameter: 50,000-140,000 km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates some heat Atmosphere: Zones vary in temperature, pressure and composition
Life forms: Hydrocarbon-based
Example: Jupiter, Saturn
Class K Adaptable
Age: 4-10 billion years
Diameter: 5,000-10,000 km
Location: Ecosphere
Surface: Barren, little or no surface water
Atmosphere: Thin, mostly carbon dioxide
Life forms: Primitive single-celled organisms; adaptable for humanoid colonization through the use of pressure domes
Example: Mars, Mudd
Class L Marginal
Age: 4-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Rocky and barren, little surface water
Atmosphere: Oxygen/argon, high concentration of carbon dioxide
Life forms: Limited to plant life; suitable for humanoid colonization
Example: Indri VIII
Class M
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Surface water abundant; if water covers more than 80%, planet is considered Class-O or Class-P
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Extensive vegetation, animal life, humanoids
Example: Earth, Vulcan, Cardassia Prime
Class N Reducing
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: High surface temperarure due to greenhouse effect; water exists only as vapor
Atmosphere: Extremely dense, carbon dioxide and sulfides
Life forms: Unknown
Example: Venus
Class O Pelagic
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Liquid water covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Aquatic vegetation, animal life, humanoids
Example: Argo
Class P Glaciated
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Water Ice covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Hardy vegetation, animal life, humanoids
Example: Exo III
Class Q Variable
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Ranges from molten to water and/or carbon dioxide ice, due to eccentric orbit or variable output of star
Atmosphere: Ranges from tenuous to very dense
Example: Genesis Planet
Class R Rogue
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Interstellar space, cometary halos
Surface: May be temperate due to geothermal venting
Atmosphere: Primarily volcanic outgassing
Life forms: Non-photosynthetic plants, animal life
Example: Dakala
Class S-T Ultraglacial
Age: 2-10 billion years
Diameter: 10-50 million km (Class S)
50-120 million km (Class T)
Location: Cold Zone
Surface: Tenuous, composed of gaseous hydrogen and hydrogen compounds; radiates considerable heat.
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Class Y Demon
Age: 2-10 billion years
Diameter: 10,000-50,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Temperature can exceed 500 degrees Kelvan
Atmosphere: Turbulent, saturated with toxic chemicals and thermionic radiation
Life forms: Mimetic
Location refers to the location within the solar system relative to the sun.
Hot Zone is closest. Ecosphere is mid-range, most condusive to humanoid life.
Cold Zone is furthest from the sun.
Random Planetary Missions:
These are the day-to-day missions that make up most of a starship crew's life.
Just tell your story (in the form of your choice) in 100 to 2000 words. You'll
be given a bare-bones description of your mission, and you flesh it out.
Doesn't have to be a novel. The mission is chosen by a 3d6 roll.
3) Upon beaming down to the planet surface, your landing party vanishes.
4) Your landing party discovers a mysterious artifact on the planet.
5) A being, seemingly consisting of only energy communicates with the crew.
6) You discover somebody on the planet who can't possiby be there.
7) A member of the crew becomes trapped on the planet.
8) Time seems to be flowing backwards on the planet.
9) The Q entity causes mischief on the surface of the planet and in orbit.
10) You encounter an incredibly advanced civilization (optionally, there might
be a primitive society existing side by side with them).
11) You meet a society that causes you to question whether or not to interfere
with their development.
12) An inhabitant of the planet tries to take over your ship.
13) Members of your crew decide they want to be left behind on the planet.
14) Members of the crew start to act very strangely when you enter orbit.
15) The landing party finds itself back (seemingly) on it's homeworld. (Earth,
Qo'noS, or whatever). But according to sensors on the ship, they're still in Q
Space.
16) The landing party discovers someone who desperately wants to be taken off
the planet.
17) A seemingly abandoned device on the planet threatens to destroy the ship.
18) Create your own adventure...
Moderator's Note: you may have to stretch your imagination a bit. For example,
you wouldn't necessarily expect to find sentient life on a comet. That's part
of the challenge. Technobabble isn't the answer, and in real life mysteries are
not always solved.
Planet type roll goes as follows:
4d6 Roll
Roll: Classification Encountered
3: Class A
4: Class B
5: Class C
6: Class D
7: Class E
8: Class F
9: Class G
10: Class H
11: Class I
12: Class J
13: Class K
14: Class L
15: Class M
16: Class N
17: Class O
18: Class P
19: Class Q
20: Class R
21: Class S-T
22: Class Y
23: Comet
24: Asteroid
Classification explanations:
Class A Geothermal
Age: 0-2 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold Zone
Surface: Partially Molten
Atmosphere: Primarily hydrogen compounds
Evolution: Cools to become Class C
Life-forms: None
Example: Gothos
Class B Geomorteus
Age: 0-10 billion years
Diameter: 1,00-10,000 kms
Location: Hot zone
Surface: Partially molten, high surface temperature
Atmosphere: Extremely tenous, few chemically active gases
Lifeforms: None
Example: Mercury
Class C Geoinactive
Age: 2-10 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold zone
Surface: Low surface temperature
Atmosphere: Frozen
Life Forms: None
Example: Pluto, Psi 2000
Class D Asteroid/Moon
Age: 2-10 billion years
Diameter: 100-1,000 km
Location: Hot Zone/Ecosphere/Cold zone. Found Primarily in orbit of larger planets or in asteroid fields
Surface: Barren and cratered
Atmosphere: None or very tenous
Life forms: None
Example: Moon (Sol IIIa), Lunar V (Bajor VIIe)
Class E Geoplastic
Age: 0-2 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Molten, high surface temperature
Atmosphere: Hydrogen compounds and reactive gases
Evolution: Cools to become Class F
Life forms: Carbon-cycle
Example: Excalbia
Class F Geometallic
Age: 1-3 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Volcanic eruptions due to molten core
Atmosphere: Hydrogen compounds
Evolution: Cools to become Class G
Life forms: Silicon-based
Example: Janus IV
Class G Geocrystalline
Age: 3-4 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Still crytallizing
Atmosphere: Carbon dioxide, some toxic gases
Evolution: Cools to become Class K,L, M, N, O or P
Life forms: Primitive single-celled organism
Example: Delta Vega
Class H Desert
Age: 4-10 billion years
Diameter: 8,000-10,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Hot and arid, little or no surface water
Atmosphere: May contain heavy gases and metal vapors
Life forms: Drought- and radiation-resistant plants, animal life
Example: Rigel XII, Tau Cygna V
Class I Supergiant
Age: 2-10 billion years
Diameter: 140,000-10 million km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates heat
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Example: Q'tahL
Class J Gas Giant
Age: 2-10 billion years
Diameter: 50,000-140,000 km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates some heat Atmosphere: Zones vary in temperature, pressure and composition
Life forms: Hydrocarbon-based
Example: Jupiter, Saturn
Class K Adaptable
Age: 4-10 billion years
Diameter: 5,000-10,000 km
Location: Ecosphere
Surface: Barren, little or no surface water
Atmosphere: Thin, mostly carbon dioxide
Life forms: Primitive single-celled organisms; adaptable for humanoid colonization through the use of pressure domes
Example: Mars, Mudd
Class L Marginal
Age: 4-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Rocky and barren, little surface water
Atmosphere: Oxygen/argon, high concentration of carbon dioxide
Life forms: Limited to plant life; suitable for humanoid colonization
Example: Indri VIII
Class M
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Surface water abundant; if water covers more than 80%, planet is considered Class-O or Class-P
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Extensive vegetation, animal life, humanoids
Example: Earth, Vulcan, Cardassia Prime
Class N Reducing
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: High surface temperarure due to greenhouse effect; water exists only as vapor
Atmosphere: Extremely dense, carbon dioxide and sulfides
Life forms: Unknown
Example: Venus
Class O Pelagic
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Liquid water covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Aquatic vegetation, animal life, humanoids
Example: Argo
Class P Glaciated
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Water Ice covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Hardy vegetation, animal life, humanoids
Example: Exo III
Class Q Variable
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Ranges from molten to water and/or carbon dioxide ice, due to eccentric orbit or variable output of star
Atmosphere: Ranges from tenuous to very dense
Example: Genesis Planet
Class R Rogue
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Interstellar space, cometary halos
Surface: May be temperate due to geothermal venting
Atmosphere: Primarily volcanic outgassing
Life forms: Non-photosynthetic plants, animal life
Example: Dakala
Class S-T Ultraglacial
Age: 2-10 billion years
Diameter: 10-50 million km (Class S)
50-120 million km (Class T)
Location: Cold Zone
Surface: Tenuous, composed of gaseous hydrogen and hydrogen compounds; radiates considerable heat.
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Class Y Demon
Age: 2-10 billion years
Diameter: 10,000-50,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Temperature can exceed 500 degrees Kelvan
Atmosphere: Turbulent, saturated with toxic chemicals and thermionic radiation
Life forms: Mimetic
Location refers to the location within the solar system relative to the sun.
Hot Zone is closest. Ecosphere is mid-range, most condusive to humanoid life.
Cold Zone is furthest from the sun.
Random Planetary Missions:
These are the day-to-day missions that make up most of a starship crew's life.
Just tell your story (in the form of your choice) in 100 to 2000 words. You'll
be given a bare-bones description of your mission, and you flesh it out.
Doesn't have to be a novel. The mission is chosen by a 3d6 roll.
3) Upon beaming down to the planet surface, your landing party vanishes.
4) Your landing party discovers a mysterious artifact on the planet.
5) A being, seemingly consisting of only energy communicates with the crew.
6) You discover somebody on the planet who can't possiby be there.
7) A member of the crew becomes trapped on the planet.
8) Time seems to be flowing backwards on the planet.
9) The Q entity causes mischief on the surface of the planet and in orbit.
10) You encounter an incredibly advanced civilization (optionally, there might
be a primitive society existing side by side with them).
11) You meet a society that causes you to question whether or not to interfere
with their development.
12) An inhabitant of the planet tries to take over your ship.
13) Members of your crew decide they want to be left behind on the planet.
14) Members of the crew start to act very strangely when you enter orbit.
15) The landing party finds itself back (seemingly) on it's homeworld. (Earth,
Qo'noS, or whatever). But according to sensors on the ship, they're still in Q
Space.
16) The landing party discovers someone who desperately wants to be taken off
the planet.
17) A seemingly abandoned device on the planet threatens to destroy the ship.
18) Create your own adventure...
Moderator's Note: you may have to stretch your imagination a bit. For example,
you wouldn't necessarily expect to find sentient life on a comet. That's part
of the challenge. Technobabble isn't the answer, and in real life mysteries are
not always solved.
Captain's Log USS Guadalcanal Through Durandal Wormhole Stardate 0708.16
(Moderator's note: This marks the Guadalcanal's entry into the Delta Quadrant. It adds a bit of open-ended surprise, and the first random planetary adventure. The idea here is to explore the straight story-telling aspect of the game. Not to say that the Guadalcanal won't see combat in the Delta Quadrant. It will. But this will show the possibilities of straight story-telling and exploration. In this case, the adventure is based on two random factors. One is a 4d6 roll for the type of planet. The other is a 3d6 for the type of mission. In this case, I ended up with a Class C planet, much like Pluto, or Psi 2000 from TOS "The Naked Time". The mission was simply this: "upon beaming down to the planet's surface, your landing party vanishes". The way I addressed it was, I thought, unique)
Stardate 0708.16
USS Guadalcanal
Captain Murphy
We found ourselves deposited in an unexpected location in the Delta Quadrant. Rather than the Nasari system, where we were due to rendezvous with the USS Voyager, we find ourselves close the Ocampa homeworld in the Jibalia sector. That actually puts us more than 2,000 lightyears distant from Voyager, and essentially out of range. We will remain in the neighborhood, taking care to avoid contact with the Kazon Ogla sect and awaiting the arrival of a construction team from the Alpha Quadrant that will construct Starbase Lighthouse Delta. While Starfleet is determined to establish a presence in the Delta Quadrant, there was no intention of establishing that presence in the heart of unfriendly territory. But we are here, and for the moment, the door is still one-way. Besides, we don't run just when it gets interesting.
Our first day of exploration began with an investigation of the third planet in the Jibalia system. It is a Class C planet. Geoinactive, with a frozen atmosphere and a surface temperature far below humanoid tolerance. Geological scans show it is approximately two billion years old, which is relatively young for this class of planet.
That was to be the end of our survey of Jibalia III until we detected what seemed to be an artificial signal emanating from the planet. It didn't match any known frequencies, and resisted our every attempt to decipher it. I led an away team that also included the science officer, senior geologist, and two security officers. After a full twenty minutes spent suiting up for duty on a Class C planet, we transported... and seconds later appeared on the bridge. A few choice words later, we moved back to the transporter room, and tried again. After the third attempt we took off our suits. Tonight the science lab is running a detailed scan of the planet, and tomorrow we'll take a shuttle down to have a closer look at things.
Stardate 0708.16
USS Guadalcanal
Captain Murphy
We found ourselves deposited in an unexpected location in the Delta Quadrant. Rather than the Nasari system, where we were due to rendezvous with the USS Voyager, we find ourselves close the Ocampa homeworld in the Jibalia sector. That actually puts us more than 2,000 lightyears distant from Voyager, and essentially out of range. We will remain in the neighborhood, taking care to avoid contact with the Kazon Ogla sect and awaiting the arrival of a construction team from the Alpha Quadrant that will construct Starbase Lighthouse Delta. While Starfleet is determined to establish a presence in the Delta Quadrant, there was no intention of establishing that presence in the heart of unfriendly territory. But we are here, and for the moment, the door is still one-way. Besides, we don't run just when it gets interesting.
Our first day of exploration began with an investigation of the third planet in the Jibalia system. It is a Class C planet. Geoinactive, with a frozen atmosphere and a surface temperature far below humanoid tolerance. Geological scans show it is approximately two billion years old, which is relatively young for this class of planet.
That was to be the end of our survey of Jibalia III until we detected what seemed to be an artificial signal emanating from the planet. It didn't match any known frequencies, and resisted our every attempt to decipher it. I led an away team that also included the science officer, senior geologist, and two security officers. After a full twenty minutes spent suiting up for duty on a Class C planet, we transported... and seconds later appeared on the bridge. A few choice words later, we moved back to the transporter room, and tried again. After the third attempt we took off our suits. Tonight the science lab is running a detailed scan of the planet, and tomorrow we'll take a shuttle down to have a closer look at things.
Tuesday, July 15, 2008
Project Lighthouse
To all Starship Commanders:
The artificial one-way wormhole in the Durandal system is now clear of the ion storm that has blanketed the system for several weeks. Rather than simply close the wormhole and abandon hope for a quick return for USS Voyager, as well as closing the door on almost unlimited exploration, Project Lighthouse will oversee the efforts to complete repairs to the Durandal wormhole as well as oversee exploration of the Delta Quadrant. The Fifth Fleet will remain on station while Starbase Lighthouse is constructed as a support facility for the wormhole. At the same time, the recently returned USS Guadalcanal will spearhead our initial exploration.
USS Voyager, if you are receiving this, you may, of course, use your discretion regarding interaction with ships involved in Project Lighthouse.
Admiral Nogulich
Project Commander
Project Lighthouse
The artificial one-way wormhole in the Durandal system is now clear of the ion storm that has blanketed the system for several weeks. Rather than simply close the wormhole and abandon hope for a quick return for USS Voyager, as well as closing the door on almost unlimited exploration, Project Lighthouse will oversee the efforts to complete repairs to the Durandal wormhole as well as oversee exploration of the Delta Quadrant. The Fifth Fleet will remain on station while Starbase Lighthouse is constructed as a support facility for the wormhole. At the same time, the recently returned USS Guadalcanal will spearhead our initial exploration.
USS Voyager, if you are receiving this, you may, of course, use your discretion regarding interaction with ships involved in Project Lighthouse.
Admiral Nogulich
Project Commander
Project Lighthouse
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