It's been almost a year since you were made a Captain in the Protagnet Federation Navy. You've served loyally and well since then, commanding your small ship through the meaningless routines of a nation at peace. There's been no call for you to fight, and you've kept your edge only through the simulations. It hasn't been quite as glorious as you might have imagined when you signed up, but there are bonuses to not being shot at you suppose.
Now you are reassigned, your ship making its way to a new squadron forming in the Alali system, a group of new officers to work with in the dull ceremonies of peace. But perhaps a border assignment will be something different. The Edajay Alliance isn't exactly large, or threatening, but they are one of a few small nations carved out on the borders of known space. Beyond in one direction lie the uncharted regions, unsettled systems of which only a handful have been explored. In the other direction lie the Antogan Union, a nation of similar size to the Federation.
The stage is set for the next phase of your career. Hopefully it will be a little more interesting than the last...
Welcome; ladies, gentlemen, immature teenagers, and young adults, to my newest AC: Amongst the Stars. In this you will play as the captains of a squadron of starships, and participate in an epic journey through space, navigating such hazards as interstellar navigation and spaceship combat in an attempt to...look can you please stop yelling 'Metherac'? I'm trying to introduce the setting here. You shall attempt to defend the Federation and it's people from whatever dangers lurk in the far reaches of space, be they from neighbouring humans, or out in the uncharted regions...
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including throw players out for making paranoid accusations. Yes, I'm deceiving you about something, you can at least pretend not to know it.
This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you race across star systems trying to find the right thing to make die horribly. I used to say that it was tradition to say I would usually explain the situation beforehand, but I think we all know my saying otherwise is the new tradition by now, so no promises!
Now, lets get started on Character Creation:
As always, characters are created by filling in this handy character sheet. You can add additional details like age or appearance if you want, but those aren't really necessary.
Don't know what that was? All shall be explained in time. A very short period of time. Like right now:
So now that you have a character, lets get down to explaining ships. Shipping is where fans of a...Oh, yeah. Spaceships.
Spaceships come in several Different Classes, each with different Capacities and stats. The (playable) Classes are as follows:
But that is not the end, because you want to know about modifying your ships don't you? You want to know about all those little Extras:
Once you have enough Prestige to purchase a new ship, you have to get rid of your old one. Each ship sells for half its base cost, with an additional 200 prestige for every Extra that has been added to it.
And now you get a little bit of a run-down on everything I could think of that you might need to know.
Armour, Shields, Missiles, and Weapons:
Armour is the physical plating around a ships hull to prevent it being damaged by enemy weapons fire, although heavy fire will reduce the armour to so much scrap metal. Shields are projected around the ship to prevent enemy weapons from actually impacting, and will slowly restore over time when damaged. Missiles are long-range expendable weapons with a chance of bypassing enemy shields to strike the hull itself, but are dependant on the supply chain. Normal Weapons are the lasers, mass drivers, plasma cannons and other such things that warships use to engage enemies, which are shorter range than missiles but can be used as long as the ship itself is still functional, making them the main way of inflicting damage upon foes.
Crew, Marines, Shuttles, and Boarding:
Crew is a general term for the various enlisted personel and junior officers who engage in actually running the ship. You need a number of them to keep the ship operating correctly, and heavy losses may diminish combat performance. Marines are a type of crew tasked specifically with fighting boarding operations, and are more heavily armed, armoured, and trained for close combat operations. Shuttles are the means through which these crew members are transported off your ship, usually when boarding an orbital facility or damaged enemy ship. Each shuttle can carry 7 people, pilot included, and ships generally have enough shuttles to carry one third of their standard crew. Shuttles lack the armour to withstand heavy weapons, so using them against operational ships is almost always a hopeless plan.
Fuel, Heavy Munitions, and Supply Lines:
Fuel is what your ship uses to power around the battlefield, maneuovering and changing speed. This makes it a vital long term asset, since a ship that can't move is a ship that can't fight. Heavy Munitions are huge warheads used to engage targets on planetary surfaces, or in otherwise fixed locations. They are incredibly powerful, but useless against targets that can dodge, and their sheer size means that they rely on the supply chain for replacement. The supply chain determines what expendables: Fuel, Missiles, Heavy Munitions, Crew, Marines, and Shuttles are available to ships in the field. Often these will not be adequate to replace all losses and expenditures, so Captains will have to agree on how they are distributed, or run the risk of not distributing it at all.
Hull Integrity and Repair:
Hull integrity functions as this games Hit Points, being a measure of how much damage your ship can withstand before it loses enough combat ability to continue fighting effectively. On-spot repair is something your ship can do when damaged; instead of fighting or manoeuvring, your ship will drift along whilst your crew try to patch up some of the holes, Restoring 1 HI for every 9 remaining crewmen aboard your ship.
Manoeuvring, Hyperdrive, and Communications:
Manoeuvring as a stat indicates how easily a ship can turn and accelerate in combat, with more manoeuvrable ships having a great advantage at times. The Hyperdrive is a special engine that ships use to reach speeds many times in excess of the speed of light, allowing for regular travel between stars, although its use inside a star system is considered too dangerous and imprecise. Communications devices, whilst still having exceeded the speed of light, remain significantly slower, ensuring that physical courier ships are the fastest way to send messages across interstellar space.
Is that it? Is it all finally over? I think it is!
Oh right, now I have to actually run the game. Bother.
The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Gonna go to Space
Now you are reassigned, your ship making its way to a new squadron forming in the Alali system, a group of new officers to work with in the dull ceremonies of peace. But perhaps a border assignment will be something different. The Edajay Alliance isn't exactly large, or threatening, but they are one of a few small nations carved out on the borders of known space. Beyond in one direction lie the uncharted regions, unsettled systems of which only a handful have been explored. In the other direction lie the Antogan Union, a nation of similar size to the Federation.
The stage is set for the next phase of your career. Hopefully it will be a little more interesting than the last...
Welcome; ladies, gentlemen, immature teenagers, and young adults, to my newest AC: Amongst the Stars. In this you will play as the captains of a squadron of starships, and participate in an epic journey through space, navigating such hazards as interstellar navigation and spaceship combat in an attempt to...look can you please stop yelling 'Metherac'? I'm trying to introduce the setting here. You shall attempt to defend the Federation and it's people from whatever dangers lurk in the far reaches of space, be they from neighbouring humans, or out in the uncharted regions...
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including throw players out for making paranoid accusations. Yes, I'm deceiving you about something, you can at least pretend not to know it.

This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you race across star systems trying to find the right thing to make die horribly. I used to say that it was tradition to say I would usually explain the situation beforehand, but I think we all know my saying otherwise is the new tradition by now, so no promises!

Now, lets get started on Character Creation:
As always, characters are created by filling in this handy character sheet. You can add additional details like age or appearance if you want, but those aren't really necessary.
Spoiler A handy Character Sheet :
Name:
Gender:
Bio:
Prestige:
Ship Name:
Ship Class:
Weapons:
Missiles:
Armour:
Shields:
Manoeuvrability:
Fuel Storage:
Crew:
Marines:
Shuttles:
Heavy Munitions:
Hull Integrity:
Extras Remaining:
Current Extras:
Gender:
Bio:
Prestige:
Ship Name:
Ship Class:
Weapons:
Missiles:
Armour:
Shields:
Manoeuvrability:
Fuel Storage:
Crew:
Marines:
Shuttles:
Heavy Munitions:
Hull Integrity:
Extras Remaining:
Current Extras:
Don't know what that was? All shall be explained in time. A very short period of time. Like right now:
Spoiler The Explanation of All :
Name: What you characters name is.
Gender: Is your character Male or Female?
Bio: A short summary of your Characters life story. As a note, the Federation doesn't contain Earth, (The homeland of humanity is lost to time) so please don't try to use that. And as another note, no, you cannot be an alien (Intelligent aliens currently not existing in known space).
Prestige: The games currency, used to buy new ships and upgrades. Starts at 0, and is gained by successful completion of missions.
Ship Name: The Name of your ship. You can choose almost any name you like, unless I decide the name you like is a bit too silly. Note that all names must start with 'PFS' (Protagnet Federation Ship) before the actual name.
Ship Class: What class of ship you have. The classes will be explained below, but you start with a Destroyer.
Weapons: The effectiveness of normal ship-to-ship weaponry. Starts at 1.
Missiles: The amount of missiles a ship can carry. Starts at 3.
Armour: How heavily armoured the ship is. Starts at 1.
Shields: The ability of a ship's shields to prevent damage. Starts at 1.
Manoeuvrability: How fast a ship can move, and how easily it can turn. Starts at 5.
Fuel Storage: How much fuel a ship can carry. Starts at 10.
Crew: The standard number of crew aboard a ship. Starts at 30.
Marines: The standard number of Marines aboard a ship. Starts at 0.
Shuttles: How many shuttles the ship can carry. Starts at 2.
Heavy Munitions: How many heavy weapons the ship can hold. Starts at 0.
Hull Integrity: How much damage a ship can maintain before losing combat effectiveness. Starts at 15.
Extras Remaining: How much space is available for non-standard improvements to ship systems. Starts at 2.
Current Extras: What Modifications have been made to the ship. Starts with None.
Gender: Is your character Male or Female?
Bio: A short summary of your Characters life story. As a note, the Federation doesn't contain Earth, (The homeland of humanity is lost to time) so please don't try to use that. And as another note, no, you cannot be an alien (Intelligent aliens currently not existing in known space).
Prestige: The games currency, used to buy new ships and upgrades. Starts at 0, and is gained by successful completion of missions.
Ship Name: The Name of your ship. You can choose almost any name you like, unless I decide the name you like is a bit too silly. Note that all names must start with 'PFS' (Protagnet Federation Ship) before the actual name.
Ship Class: What class of ship you have. The classes will be explained below, but you start with a Destroyer.
Weapons: The effectiveness of normal ship-to-ship weaponry. Starts at 1.
Missiles: The amount of missiles a ship can carry. Starts at 3.
Armour: How heavily armoured the ship is. Starts at 1.
Shields: The ability of a ship's shields to prevent damage. Starts at 1.
Manoeuvrability: How fast a ship can move, and how easily it can turn. Starts at 5.
Fuel Storage: How much fuel a ship can carry. Starts at 10.
Crew: The standard number of crew aboard a ship. Starts at 30.
Marines: The standard number of Marines aboard a ship. Starts at 0.
Shuttles: How many shuttles the ship can carry. Starts at 2.
Heavy Munitions: How many heavy weapons the ship can hold. Starts at 0.
Hull Integrity: How much damage a ship can maintain before losing combat effectiveness. Starts at 15.
Extras Remaining: How much space is available for non-standard improvements to ship systems. Starts at 2.
Current Extras: What Modifications have been made to the ship. Starts with None.
So now that you have a character, lets get down to explaining ships. Shipping is where fans of a...Oh, yeah. Spaceships.
Spaceships come in several Different Classes, each with different Capacities and stats. The (playable) Classes are as follows:
Spoiler Ship Classes :
Destroyer: Prestige Cost: 1000.
Light Cruiser: Prestige Cost: 2500.
Heavy Cruiser: Prestige Cost: 4500.
Frigate: Prestige Cost: 7000.
Battlecruiser: Prestige Cost: 7500.
Battleship: Prestige Cost: 8000.
Destroyer said:Weapons: 1
Missiles: 3
Armour: 1
Shields: 1
Manoeuvrability: 5
Fuel Capacity: 10
Crew: 30
Marines: 0
Shuttles: 2
Heavy Munitions: 0
Hull Integrity: 15
Extras: 2
Light Cruiser: Prestige Cost: 2500.
Light Cruiser said:Weapons: 2
Missiles: 5
Armour: 1
Shields: 2
Manoeuvrability: 5
Fuel Capacity: 15
Crew: 40
Marines: 0
Shuttles: 2
Heavy Munitions: 0
Hull Integrity: 25
Extras: 2
Heavy Cruiser: Prestige Cost: 4500.
Heavy Cruiser said:Weapons: 4
Missiles: 9
Armour: 2
Shields: 3
Manoeuvrability: 3
Fuel Capacity: 18
Crew: 50
Marines: 0
Shuttles: 3
Heavy Munitions: 1
Hull Integrity: 40
Extras: 3
Frigate: Prestige Cost: 7000.
Frigate said:Weapons: 6
Missiles: 14
Armour: 5
Shields: 6
Manoeuvrability: 3
Fuel Capacity: 23
Crew: 70
Marines: 0
Shuttles: 4
Heavy Munitions: 4
Hull Integrity: 60
Extras: 5
Battlecruiser: Prestige Cost: 7500.
Battlecruiser said:Weapons: 8
Missiles: 18
Armour: 4
Shields: 5
Manoeuvrability: 4
Fuel Capacity: 26
Crew: 70
Marines: 0
Shuttles: 4
Heavy Munitions: 5
Hull Integrity: 60
Extras: 5
Battleship: Prestige Cost: 8000.
Battleship said:Weapons: 9
Missiles: 20
Armour: 8
Shields: 8
Manoeuvrability: 2
Fuel Capacity: 25
Crew: 90
Marines: 0
Shuttles: 5
Heavy Munitions: 8
Hull Integrity: 80
Extras: 6
But that is not the end, because you want to know about modifying your ships don't you? You want to know about all those little Extras:
Spoiler Extras :
Mother Duck: +3 Shuttle Capacity. Cost 300 Prestige.
Limitless Tanks: +5 Fuel Storage. Cost 400 Prestige.
Overwhelming Force: +2 Heavy Munitions Storage. Cost 400 Prestige.
We Have Reserves: +20 Crew. Cost 450 Prestige.
Boarding Party: 20 Marines. Cost 500 Prestige.
Spare Duct Tape: On-Spot Repair restores 1HI per 6 Crew. Cost 500 Prestige.
Torpedoes Away: +3 Missile Storage Capacity. Cost 500 Prestige.
Power To Shields: +1 Shield Strength. Cost 600 Prestige.
Juggernaut: +1 Armour Strength. Cost 600 Prestige.
Maximum Firepower: +1 Weapons Damage. Cost 600 Prestige.
Reinforced Hull: +15 Hull Integrity. Cost 700 Prestige.
Limitless Tanks: +5 Fuel Storage. Cost 400 Prestige.
Overwhelming Force: +2 Heavy Munitions Storage. Cost 400 Prestige.
We Have Reserves: +20 Crew. Cost 450 Prestige.
Boarding Party: 20 Marines. Cost 500 Prestige.
Spare Duct Tape: On-Spot Repair restores 1HI per 6 Crew. Cost 500 Prestige.
Torpedoes Away: +3 Missile Storage Capacity. Cost 500 Prestige.
Power To Shields: +1 Shield Strength. Cost 600 Prestige.
Juggernaut: +1 Armour Strength. Cost 600 Prestige.
Maximum Firepower: +1 Weapons Damage. Cost 600 Prestige.
Reinforced Hull: +15 Hull Integrity. Cost 700 Prestige.
Once you have enough Prestige to purchase a new ship, you have to get rid of your old one. Each ship sells for half its base cost, with an additional 200 prestige for every Extra that has been added to it.
And now you get a little bit of a run-down on everything I could think of that you might need to know.
Armour, Shields, Missiles, and Weapons:
Armour is the physical plating around a ships hull to prevent it being damaged by enemy weapons fire, although heavy fire will reduce the armour to so much scrap metal. Shields are projected around the ship to prevent enemy weapons from actually impacting, and will slowly restore over time when damaged. Missiles are long-range expendable weapons with a chance of bypassing enemy shields to strike the hull itself, but are dependant on the supply chain. Normal Weapons are the lasers, mass drivers, plasma cannons and other such things that warships use to engage enemies, which are shorter range than missiles but can be used as long as the ship itself is still functional, making them the main way of inflicting damage upon foes.
Crew, Marines, Shuttles, and Boarding:
Crew is a general term for the various enlisted personel and junior officers who engage in actually running the ship. You need a number of them to keep the ship operating correctly, and heavy losses may diminish combat performance. Marines are a type of crew tasked specifically with fighting boarding operations, and are more heavily armed, armoured, and trained for close combat operations. Shuttles are the means through which these crew members are transported off your ship, usually when boarding an orbital facility or damaged enemy ship. Each shuttle can carry 7 people, pilot included, and ships generally have enough shuttles to carry one third of their standard crew. Shuttles lack the armour to withstand heavy weapons, so using them against operational ships is almost always a hopeless plan.
Fuel, Heavy Munitions, and Supply Lines:
Fuel is what your ship uses to power around the battlefield, maneuovering and changing speed. This makes it a vital long term asset, since a ship that can't move is a ship that can't fight. Heavy Munitions are huge warheads used to engage targets on planetary surfaces, or in otherwise fixed locations. They are incredibly powerful, but useless against targets that can dodge, and their sheer size means that they rely on the supply chain for replacement. The supply chain determines what expendables: Fuel, Missiles, Heavy Munitions, Crew, Marines, and Shuttles are available to ships in the field. Often these will not be adequate to replace all losses and expenditures, so Captains will have to agree on how they are distributed, or run the risk of not distributing it at all.
Hull Integrity and Repair:
Hull integrity functions as this games Hit Points, being a measure of how much damage your ship can withstand before it loses enough combat ability to continue fighting effectively. On-spot repair is something your ship can do when damaged; instead of fighting or manoeuvring, your ship will drift along whilst your crew try to patch up some of the holes, Restoring 1 HI for every 9 remaining crewmen aboard your ship.
Manoeuvring, Hyperdrive, and Communications:
Manoeuvring as a stat indicates how easily a ship can turn and accelerate in combat, with more manoeuvrable ships having a great advantage at times. The Hyperdrive is a special engine that ships use to reach speeds many times in excess of the speed of light, allowing for regular travel between stars, although its use inside a star system is considered too dangerous and imprecise. Communications devices, whilst still having exceeded the speed of light, remain significantly slower, ensuring that physical courier ships are the fastest way to send messages across interstellar space.
Is that it? Is it all finally over? I think it is!

Oh right, now I have to actually run the game. Bother.

The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Gonna go to Space
