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Far Orbit Project (OOC)

OOC discussion of ongoing play

Moderator: ShadoWarrior

Far Orbit Project (OOC)

Postby ShadoWarrior » Sat Mar 14, 2015 6:08 pm

Image


The Empire's solution to pirate and Rebel attacks on Imperial shipping was the Nebulon-B escort frigate. Overall, the Nebulon-B has performed admirably; kill rates have doubled since her introduction a few years ago. The ship is equipped with a superior sensor array, a long-range subspace transceiver, and facilities for two platoons of troops and two TIE squadrons.

The Far Orbit was, until a few weeks ago, an Imperial ship operating in the Outer Rim. Her mission: guard Imperial transports from piracy and Rebel attacks. The Far Orbit's former captain, Vocis Kenit, was a martinet and a bully, and his methods of maintaining discipline were an affront to several of his officers. Crew discipline was inordinately brutal -- particularly to troops that had been pressed into service -- and his treatment of captured enemies was even worse. Kenit's only saving graces were his political connections and his insight into pirate strategies.

His second-in-command was Commander Dhas Vedij, a career officer with a Navy lineage going back to the very founding of the service. Vedij has watched the transformation of the Navy into the overfunded, overgrown creature in service to political hacks it is today. He watched as New Order officers were promoted beyond their abilities while capable officers with ties to the Old Republic -- himself included -- were kept out of command posts. Worse yet, he saw the Empire create dangerous instability in the galaxy by imposing its own twisted brand of "order".

Months ago, he made up his mind to strike back and take the Far Orbit out of Imperial service along with him. He gradually gathered support in the crew, waiting for the right mix of crew outrage. Then news of Alderaan's destruction reached the ship and an Alderaanian deckhand was arrested for suspected treason.

Vedij immediately saw through the propaganda and realized that the time to overthrow the ship was at hand. He circulated a rumor among the crew that the Empire had destroyed the world as an exercise of power and the Alderaanian had been arrested and beaten for his planet of origin.

The ship's security was provided by a platoon of Naval troopers and a platoon of stormtroopers. The stormtroopers were unapproachable, but Vedij managed to convince most of the Navy troopers to either mutiny or stay in their quarters until it was over.

The struggle for control of the ship was brief. The single COMPNOR observation officer was quietly overcome. The stormtroopers were distracted by a false report of a riot and trapped by security bulkheads. When Vedij announced a general mutiny, roughly two-thirds of the crew joined him. The rest had no heart to resist: they were promptly "stored" with the captured stormtroopers. The Far Orbit was secured.

Captain Kenit, his loyalists, and the stormtroopers were ejected in escape pods. Half of the remaining crew elected to jump ship, leaving just enough crew to run the Far Orbit. The ship was intact, with 6 months supplies ... but nowhere to go. Since at present the Nebulon-B is only in Imperial service, the Far Orbit cannot go to any Fringe port without drawing too much attention ... and even outright attacks.



by Timothy S. O'Brien, ©1998 West End Games
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Mon Apr 06, 2015 4:17 pm

The posted crew roster chart shows most (but not all) of the available officer-rank slots. Troops (boarders and ship's security) will be enlisted crew, except for 1-2 junior officers.

The ship will also have room for a loadmaster / quartermaster / procurement officer (trader/merchant/negotiator type character), which is not one of the slots an Imperial frigate has, but as a Rebel privateer it will have a very good use for. Such a character would be given shares equivalent to a senior officer, and perhaps a military rank, but not be in the chain of command. S/he would report directly (and only) to the captain.

The first player to choose a pilot slot can either be a squadron leader (+1 starting rank), or a shuttle pilot (also +1 rank). The Far Orbit lost all of its TIE pilots, but does still possess a pair of shuttles.

I haven't yet determined how much starting experience the characters will have. All ex-Imperial crew will start with varying amounts of post-build experience points, depending on their rank and position, with some of the senior officers beginning at knight-level. Choosing any of the ex-Imperial slots will limit character building to human (since, per Legend [old canon], Imperial Navy crew are pretty exclusively human) and without Force sensitivity. And I do mean human, not merely human-looking. The ISB checks the DNA of all military recruits, and for Force-sensitivity. Ex-Imperials previously had Duty (allegiance) to the Empire and their Duty is now to the Far Orbit and her captain (Vedij).

Enlisted crew and replacement officers who will join the Far Orbit when IC recruiting commences at StarForge station (in Act I, Scene 3) may be of any species, except Chiss, Hutt, and a few others. Non-Imperials may begin with Force sensitivity, with a Force rating no higher than 1, and may not be of the Jedi tradition. Non-Imperials will be created with 5 base Obligation plus 5-10 additional (as per EotE), a Duty of zero, and Morality (see FaD) of 50.
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Mon Apr 06, 2015 5:13 pm

Cael wrote:I just saw your posts for the Far Orbit Project game. Are there slots available? Can I throw my hat in the ring as an ex-TIE pilot?

IOW, you wish to be an Imperial deserter? There are only two ways to quit being a TIE pilot: die or desert.
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Re: Far Orbit Project (OOC)

Postby Cael » Mon Apr 06, 2015 5:18 pm

Yeah, given the backstory I was thinking an Alderaanian native who started off all starry-eyed at the prospect of being in the Imperial Navy, but had his world shattered (literally and figuratively) when the Death Star blew Alderaan up. He went along with Captain Vedij's plan, perhaps helping to sow dissent among the rest of the flight officers.
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Mon Apr 06, 2015 5:25 pm

Please reread all of the background posted in this and the IC threads. None of the Far Orbit's fighter pilots are still alive. If your character is a TIE pilot deserter, s/he's not currently a member of the crew. Such a character would begin at the shadowport StarForge station (you can Google it to read what Wookieepedia has to say about it, or read the d20 Saga Edition and/or d6 WEG original info).
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Re: Far Orbit Project (OOC)

Postby Cael » Mon Apr 06, 2015 5:32 pm

No problem, thought there might be some leeway for PC backstories. In that case I'd keep the same Alderaanian background, but instead of being present for the mutiny he'd have deserted his post and sought out the Far Orbit after hearing about the mutiny.
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Mon Apr 06, 2015 5:41 pm

You may begin working on your character build. Please use OggDude's character generator to do the basics, as I'll be wanting copies of each PC's XML file from the generator. Once I figure out how many XP (and extra cash) different roles will have, I'll let you know. But that shouldn't affect the basic build, only the post-rookie development.
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Re: Far Orbit Project (OOC)

Postby Quicksilver » Tue Apr 07, 2015 9:33 am

I've got a couple questions about this game:
1) Are you expecting/intending to fill out the entire command staff with PCs, or taking a party of PCs, then filling the rest of the positions with NPCs?
2) What kind of gameplay should we expect: survival on the run? Privateering? Planetary Support actions/away team missions?
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Tue Apr 07, 2015 4:28 pm

1. Any positions not filled by a PC will be filled by NPCs, including senior staff. Naturally, I'd prefer that all of the senior staff be run by players. I'm already 'stuck' with running the commanding officer, which is a must so that the game sticks to a particular, loose, narrative instead of the players deciding to go off on some wild adventure into Wild Space or the Unknown Regions and completely ignore the main plot.

2. Yes to all three. Act I is mostly privateering, with away missions as a distinct possibility. Act I is defined by the Empire being unaware that the Far Orbit is a Rebel privateer. Where the ship strikes is in part determined by the players and in part by random chance of what Imperial traffic they encounter. Given that this game can have a lot of players, or players running multiple characters, play can accommodate more than one mission simultaneously (in different IC threads). Act I primarily involves small-unit actions, such as boardings or dirtside tasks, with limited space combat. Act II commences when the Empire snaps to the fact that the Far Orbit is a Rebel privateer, and begins actively hunting her. Privateering becomes considerably more difficult to accomplish successfully during this period. Act II is much more space combat-heavy than Act I. Act III will involve trying to survive the wrath and full might of the Empire.

Just to give you an idea of the scope of this game, it can accommodate multiple player-controlled capital ships, as well as multiple ships of silhouette 5 or less. Assuming that Vedij survives, he'd remain in overall command with flag rank, with commensurate promotions of the Far Orbit's command staff to ship commands of their own. Fleet battles are a distinct possibility for Acts II and III.
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Re: Far Orbit Project (OOC)

Postby Cael » Tue Apr 07, 2015 4:51 pm

ShadoWarrior wrote:Just to give you an idea of the scope of this game, it can accommodate multiple player-controlled capital ships, as well as multiple ships of silhouette 5 or less. Assuming that Vedij survives, he'd remain in overall command with flag rank, with commensurate promotions of the Far Orbit's command staff to ship commands of their own. Fleet battles are a distinct possibility for Acts II and III.


This sounds awesome, I can't wait.
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Wed Apr 08, 2015 5:37 pm

I added two more key officer positions to the roster. I'd overlooked the bridge helm and astrogation stations.
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Re: Far Orbit Project (OOC)

Postby Quicksilver » Wed Apr 08, 2015 6:10 pm

If we have an idea for a replacement character, should we prepare it now, so we can ensure the vacancy of the position?

Also, you mentioned multiple characters - if we have multiple ideas, would you like to hear all of them?
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Wed Apr 08, 2015 6:24 pm

Yes, and yes. I haven't opened a recruiting topic over at FFG because I'm giving dibs to the players already in my games here. So if you want in, speaking up is definitely in your best interest.

Due to the nature of the campaign, not all characters will be active in each and every scene. For example, if your character is a fighter pilot, unless the scene involves space combat (and, BTW, the Far Orbit currently doesn't have any starfighters) the character won't be active. Troops/security won't be active unless there's a boarding action or something dirtside that requires muscle. Et cetera. Hence why players are allowed to have more than one character. What players cannot do is have more than one character in the same general function. What that means is that each player can only have (at most) one ship's officer, one troop (whatever the rank, officer or enlisted), and one flight officer.
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Re: Far Orbit Project (OOC)

Postby Quicksilver » Thu Apr 09, 2015 12:34 pm

Well let me toss up my main idea, and I'll keep pondering the others.

Rebel Chief Engineer, Zeltron, Engineer: Mechanic
"All of us aliens aren’t born on our home world, you know. I was born and raised on the Ring, and as far as I'm concerned that makes me every bit as Kuati as the next gal – human, wookie or otherwise. Hell, I've only been to Zeltros twice, and the first time was with a tour group. Anyway, I'm Kuati, and that's why I'm here, with the Rebellion. I've seen firsthand with the Imperials will do, starting with the wookies. We didn't want them enslaved, we didn't ask for it, and it sure as hell isn't helping anything, but the Imperials did it anyway. They're starting to look at the rest of us the same way. I don't have the composure to agree with the right hand while fighting with the left, so I went AWOL, and here I am.

I graduated with top marks from Kuati Technical, specializing in Frigate and Cruiser sized vessel maintenance. Joined the Kuat Defense Fleet right after and worked my way up to Drive Master during the Clone Wars. I've been in the service since on a series of kuati corvettes and frigates of various models, including a Nebulan B. I'm Kuat trained and certified for repair and maintenance on that vessel, with experience. You're not going to find anyone else like that out here – You want me on that ship."
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Thu Apr 09, 2015 3:32 pm

Let me repeat: all mutineers (ex-Imperials) must be human. And the Chief Engineer is one of the original mutineers, not a position that requires a replacement. To further clarify, all positions whose holders have a rank of Senior Lieutenant or above are mutineers, and must be human.
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Thu Apr 09, 2015 3:39 pm

Point of info: the posts for Letter of Marque, and Ship's Articles are there for (future) reference only, at present. The game hasn't yet begun, the ship hasn't found StarForge station yet, much less established contact with the Rebel Alliance and signed an agreement. That will all happen during Act, Scene 1. Until then, the Far Orbit continues to operate under Imperial Navy regulations, even though it is a rogue vessel.
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Re: Far Orbit Project (OOC)

Postby Quicksilver » Thu Apr 09, 2015 3:48 pm

Ah, I didn't see that all Senior LTs and above had to be Mutineers, that changes things up a bit. I'd still like to submit her for Life Support, or Engineering Senior NCO, it that would work. I'll come up with a mutineer officer (not engineering, as per 1/section rule) for elsewhere.
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Thu Apr 09, 2015 4:09 pm

The reason that the original mutineers still on the ship (half of the mutineers chose to get off of the ship during the prelude) will remain on the ship is that all the mutineers (officers and enlisted both) have Imperial Death Marks on their heads. It's not just loyalty and trust in Vedij that keeps them aboard. They don't really have anyplace better to go. A Nebulon-B at full staffing has 854 crew (plus 66 gunners). The Far Orbit will be limping to StarForge with just 380 crew and 25 gunners (two difficulty upgrades on all shipboard checks due to running with a skeleton crew). And since there are no bucketheads aboard, plus the departures of the faint of heart, the "75 troops" stat is actually currently at roughly 20ish, give or take a handful. Strictly OOC, Vedij will end up hiring a total of 47 crew and 22 gunners at StarForge (per WEG). PCs that join the crew at StarForge will be part of those 47/22 figures. This will reduce the skeleton crew penalty to just 1 upgrade.

I hope this helps to better understand the situation at the start of play.
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Re: Far Orbit Project (OOC)

Postby ennervance » Thu Apr 09, 2015 7:16 pm

Daronn hailed from the war-torn world of Ord Mantell. As soon as he could reach the accelerators, he could be found behind the controls of various repulsorcraft. He turned that knack into a real skill at piloting and from an early age loved tinkering with, gazing at, but mostly flying anything that he could.

When he turned 18 he applied and was accepted into the Imperial Navy. He was accepted, but batteries of tests showed that his reflexes just weren't up to starfighter combat standards. Rather than washing him out, he was transferred to the shuttle corps and made good account of himself flying Lambda shuttles; going so far as to receive a commendation from Commander Thurius, known to be overly harsh to his pilots, for 'a ride so smooth he didn't realize they had left the bay until he felt the jolt of hyperspace'.

When the mutiny occurred, he was sleeping in his bunk and didn't even realize anything was amiss until the next morning. When he reported to his duty shift, he noticed a significant reduction in staff and a lot of worried glances. When Vedij appeared on the flight deck and addressed him, telling him his chance to peacefully depart the mutineers was past, he was noted to have said; "Then it's a good thing you've got a shuttle left, because I'd make a terrible man-at-arms."


Human. How's that work out for legacy shuttle pilot?
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Thu Apr 09, 2015 8:57 pm

Three 'small' issues. First, if you carefully read the background posts you'll see that he could not have possibly slept through the mutiny. Second, the "reduction in staff" occurred over a week after the mutiny, when half the crew decided to go their own way (taking all of the remaining escape pods). The Imperial loyalists were a small minority of the original crew. Lastly, EF-76 frigates normally do not carry Lambda-class shuttles. (They carry one each Grek-class (troop) and Katarn-class (boarding) shuttles. The short-ranged Grek carries over twice as many troops as a Lambda-class (50 vs. 20), but packs much less in the way of weapons. The short-range Katarn also carries 50 troops, and is designed specifically to breach ship hulls.) So there's a big gap between his being a pilot of long-range Lambda shuttles (based on a station or large capital ship) and being a pilot of a completely different class of shuttle on an anti-piracy frigate.
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Re: Far Orbit Project (OOC)

Postby ennervance » Thu Apr 09, 2015 9:57 pm

I see from the OP in this thread that it was building for a while, but the actual mutiny was very swift. It also declared that those not mutinying were ejected but neglected to give a time span, which I expected would have been very quick (since it says two-thirds of the crew went along with it). And he wouldn't have protested his assignment to a ship of the line too terribly much; even if it meant he went from a courier service to the snooty, to a more dangerous but more satisfying job flying the Grek shuttles, he would see it as more satisfying.

The above was simply a bio suggestion. I can modify it as needed, the basic takeaway being that he's a good pilot outside of combat, a decent one in it, and a poor politicker during the time he was in the Navy ranks.
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Re: Far Orbit Project (OOC)

Postby ShadoWarrior » Thu Apr 09, 2015 10:16 pm

ennervance wrote:he wouldn't have protested his assignment to a ship of the line too terribly much; even if it meant he went from a courier service to the snooty, to a more dangerous but more satisfying job flying the Grek shuttles, he would see it as more satisfying.

the basic takeaway being that he's a good pilot outside of combat, a decent one in it, and a poor politicker during the time he was in the Navy ranks.

Works for me. Sort of surprised you haven't posted "crunch" yet to the Review forum, since that's usually quicker than devising backstory.
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Re: Far Orbit Project (OOC)

Postby ennervance » Fri Apr 10, 2015 7:15 am

I tend to run the opposite way - I make sure it's a character I want to play before I dig out the rulebooks.
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Re: Far Orbit Project (OOC)

Postby Cael » Fri Apr 10, 2015 7:31 am

Where would you like us to post character backstories for review?
EDIT: Nevermind, answered my own question. Forgot there was one review board for all games.
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Re: Far Orbit Project (OOC)

Postby What » Fri Apr 10, 2015 7:39 am

I haven't fleshed anything out yet, but here's what I'm thinking:

Commander Roda Killiri, Bridge Crew (Undecided as to position... leaning towards Operations or Weapons officer)
Roda's family on Corellia have deep Corporate Sector ties. Though they brushed off most questions about the family business, Roda gathered it had something to do with "Import / Export." Regardless, it allowed him first a comfortable lifestyle, and second, the political pull needed to deposit him in the Republic Officer Corps at the beginning of the Clone Wars. He began as an ensign on a Venator-class Star Destroyer, and quickly fell in love with the class of ship. It came as a shock then, as later in his career he was pulled from a Victory-class, promoted to "Commander", and shuffled off to the Far Orbit. Vedij explained to him he lost his post because of his ties to the Old Republic - he wasn't trusted enough to lead in the new order, and the increase in pay grade was just supplication. This stuck with Roda, angered him, and eventually lead him to throw in his lot and join the mutiny. He joined the Republic, after all, not the Empire!


As a backup character:

Staff Sergeant Name McLastname (Working title), human Imperial Navy Trooper.
Sgt. Lastname lead a squad in the platoon assigned to the Far Orbit. He knew the Alderaanian arrested for treason, and bought in to the story of it being fabricated - worse, several of his soldiers had horror stories matching his own experiences that the Empire views enlisted troops as expendable, bodies to be thrown at a problem until it was crushed under the weight of corpses while the Imperial Officers sat back in their clubs drinking and laughing.
Lastname was conflicted about the mutiny when it was first broached, but he quickly saw the efficacy of Vedij's plot, and determined collaborating was the only way to save the lives of his soldiers - why should they die for a cause that would never care about them?
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