Just roll with it, Greg.
The only thing is, we can't start until all of this is decided now, though.
Old habits die hard, especially when no one else lets them die either.We start in a port. The ship comes later on.
Well, I would prefer this be finalized first. No one knows the time frame it will take to get the ship. I just want to avoid it being a possible issue.
edited 5th Feb '16 11:06:01 AM by BaronGreen
Old habits die hard, especially when no one else lets them die either.Look, the ship we are discussing here will be fairly expensive. We will need some time until we have the funds.
We are not buying the ship. We discussed it in Skype about how we would come about it. No one had any objections to it as I remember, so.
...
I just want to get this decided.
Old habits die hard, especially when no one else lets them die either.So far in this thread:
SHIP LAYOUT
- Upper Deck (First Floor): Observation Deck/Atrium/Arboretum
- Main Deck (Ground Floor)): Bridge, computer room, weapons room/armory, research labs, security *room/brig
- Lower deck (crew deck / lower-ground floor): Personal quarters, lounge/kitchen, training room/VR room, library, medbay, other recreational rooms
- Engineering deck (Mezzanine floor, aft section): Engineering, engine room, reactor core, life support systems, etc
- Holding bay: Hangar and Cargo and other storage Hold
Entry points
- One airlock on both aft and starboard main decks
- Holding bay is a continuous depressurised chamber, that opens like a conventional cargo jet (which causes airlock-like properties)
- Emergency hatches on top and bottom of the craft (accessibly only by steps)
- All floors are accessibly by stairwells and lifts, except mezzanine, which is step-only
Misc
- [I think that escape pods should be situated in the underside of the craft, as any disaster would most likely affect the top and sides of the craft]
Alright, that looks like everything. Finer details can be decided more later, I suppose. Anyone have anything to say about this? If not, I think we can start perhaps.
Old habits die hard, especially when no one else lets them die either.Start it before I post Monty Python.
Fine by me
off the shitsOk. Also, forgot to mention, if you want to use an avatar to represent your characters, that is acceptable.
Old habits die hard, especially when no one else lets them die either.PLAYER ONE READY
I imagine there will be unused/unspecified rooms in the ship if we decide to add more stuff. Does that work?
Otherwise, I'm up for starting.
Dropping this here:
"Meteorritter": An intelligent species of unknown origin, they are known to shun civilisation, though they sometimes save the stranded. These creatures are generally long and dangly in build, with very dextrous limbs and sticky fingers. How these work in vacuum is still unknown. They are generally able to live in space between meteors, withstanding in the harsh environment through their apparrent lack of nourishment and immunity to radiation, coldness and the lack of pressure, though it has been observed that they do not malfunction if these are present or lacking. A curious part of their biology is their form of communication, which happen through closing their multiple pupils in quick succession. These pupils are not black like for humans, but, just like their irises, which studies have proven to cover the whole eye, vary from clan to clan in color. The nuber and position of those irises are individual to the individuum, though when closed they are nearly unnoticable. Their Body temperature has been observed to be nearly nonexistence, only being generated by movement. We would like to acquire more specimen but we lack the resources and do not risk angering these people.
edited 5th Feb '16 5:27:12 PM by Blackie
^^I'd imagine that's a very good idea.
Also, that's a liiiiiiitle hard to read, Blackie.
edited 5th Feb '16 8:29:30 PM by GhostElm
"I'm as free as the dust in the solar wind."Game is live, peeps.
Old habits die hard, especially when no one else lets them die either.So like I mentioned before I've never roleplayed before so when and how should I introduce my character and get into the narrative? I want my first experience to be a good one and not mess everything up for everyone.
Just keep your guys abilities and personality in mind.
What I'm really looking for is advice on how to include my character into the story while others are interacting with each other.
I'll probably have my introductory post later on today. So, is there any other crucial information you'd like for me to know about this universe and how it and things function?
Query: When are you guys gettin on the spaceship?
GIVE ME YOUR FACEjust kinda spawn yourself wherever and find some way to make any nearby characters notice you. or find someone who isnt interacting with anyone yet and start interacting with them.
i dont think so? but im not the gm so *shrug*
we'll get there when we get there
i think i mostly want to see what happens when this whole place breaks apart...I have a Surprise for brah.
anything stealable on your char?
wallet
The Home Defender prototype (the real one is still under construction)
p much everything important is in his wallet so
i think i mostly want to see what happens when this whole place breaks apart
> me irl