Post by Lady Laiin on Apr 29, 2012 23:27:59 GMT -8
Welcome, everyone, to the Final Frontier Core Thread.
This is where you learn how to join the Final Frontier, how to assemble your character, and how to play.
As a note: this thread will be locked upon my conclusion of the infodump.
So, the first step is simple. Start a new thread in this forum and title it:
"Personnel File: [charactername]([your CFC screenname])"
Example: "Personnel File: Laiin Varvande(Lighthearter)"
Then, copy/paste and fill out the Personnel Dossier listed below:
Name:
Rank:
Sex:
Age:
Height:
Weight:
Eyes:
Hair:
Physical Fitness:
Additional Physical Description:
Hometown:
Marital Status:
Children:
Family Members:
Biographical Information:
Credits:
Skill Points:
Perks:
Inventory:
Command Name:
Armament:
Defenses:
Crew:
Perks:
Additional Modifiers:
Explanations as follows:
Name: Your character's name.
Rank: Your character's naval rank - you are a Captain at start.
Sex: Your character's gender.
Age: Your character's age.
Height: Your character's height.
Weight: Your character's weight.
Eyes: Your character's eye color.
Hair: Your character's hair color.
Physical Fitness: Your character's level of physical training/fitness.
Additional Physical Description: Any other details.
Hometown: Your character's birthplace.
Marital Status: Whether your character is married, and if so, to whom.
Children: Whether your character has any children, and if so, their names.
Family Members: Any other family members.
Biographical Information: Your character's history and any other information.
Credits: Your character's credit total(leave blank for now).
Skill Points: Your character's SP total(leave blank for now).
Perks: Your character's perks(leave blank for now).
Inventory: Your character's inventory(leave blank for now).
Command Name: The name of your character's ship. Prefix is "SFN" for "Star Federation Navy." Any names like "SFN Dickbanger" or "SFN Fuck Them All" will result in an instant refusal of your entire character.
Armament: Your character's ship's weapons.
Defenses: Your character's ship's defenses.
Crew: Your character's ship's crew, and how many of each type.
Perks: Your character's ship's perks(leave blank for now).
Additional Modifiers: Any other modifiers to your character's ship(leave blank for now).
Finances:
You start with 3500 Credits(C) and 5 Skill Points(SP) with which to purchase items, perks and upgrades for your ship. All items, including ships, may be sold for half their price(round down to the nearest multiple of five).
First, here's the inventory listing:
Weapons:
Vehicles:
Vehicles may only be purchased if you possess a Marine crew unit. You may only have 2 Vehicles per Marine. Reaver and Juggernaut require Elite Marines.You must purchase Weapons and Defenses for your Vehicles the same as for your ship.
Other Items:
Now, we move on to Ship rules:
Ships:
You start with a Corvette and one Crew.
Fighters may only be purchased if you have a Pilot unit to go with(exception: you may purchase 2 Fighters for 1 Pilot if you have the Drone Pilots perk.) All ships require one Crew unit in order to function.
Weapons and Defenses:
A weapon upgrade provides a +3 bonus to an attack made with it against a target, per level. Thus, a lvl10 weapon provides a +30 bonus. Defenses provide the same modifier as a defensive counterpart, so a level 10 defense of the same category as the attacking weapon will completely nullify its bonus. A lvl10 defense against any lesser weapon will inflict a penalty to hit upon the weapon. A defense of a different type provides +1 per level instead of +3 to defense. Thus, a lvl10 defense of a different type than the attacking weapon provides +10 defense against it. A 1 is an automatic miss and a 20 is an automatic hit, from the attackers' side, and a 20 is an automatic miss and a 1 an automatic hit on the defender's.
Finally, we have Crew:
Crew:
Once you've decided how to spend all your credits, we move into Perks. There are Perks for your ship and Perks for your crew, separately. Each costs an amount of SP. You must purchase all previous perks in a tree in order to acquire the next one.
Perks:
Ship:
* Marks Perks that do NOT transfer to new ships.
Personal:
Congratulations! You have finished assembling your character! Starfleet needs more brave and bold officers like you, Captain!
The Chatroom is here: finalfrontierac.chatango.com/
One of the many features of this game is that anyone can act as GM if they so desire. Simply post a thread in this subforum titled:
"[Your screenname]'s Campaign: [insert any title you want]"
Example:
"Lighthearter's Campaign: The Martian Riddle"
Everyone plays the same characters across all games, and you can GM your campaign as well as play in other people's missions and campaigns.
More information on GMing can be found in:
"The Gamemaster's Guide to the Galaxy" - Coming Soon!
Live Long and Prosper, my friends
-Lighthearter/Lady Laiin
This is where you learn how to join the Final Frontier, how to assemble your character, and how to play.
As a note: this thread will be locked upon my conclusion of the infodump.
So, the first step is simple. Start a new thread in this forum and title it:
"Personnel File: [charactername]([your CFC screenname])"
Example: "Personnel File: Laiin Varvande(Lighthearter)"
Then, copy/paste and fill out the Personnel Dossier listed below:
Name:
Rank:
Sex:
Age:
Height:
Weight:
Eyes:
Hair:
Physical Fitness:
Additional Physical Description:
Hometown:
Marital Status:
Children:
Family Members:
Biographical Information:
Credits:
Skill Points:
Perks:
Inventory:
Command Name:
Armament:
Defenses:
Crew:
Perks:
Additional Modifiers:
Explanations as follows:
Name: Your character's name.
Rank: Your character's naval rank - you are a Captain at start.
Sex: Your character's gender.
Age: Your character's age.
Height: Your character's height.
Weight: Your character's weight.
Eyes: Your character's eye color.
Hair: Your character's hair color.
Physical Fitness: Your character's level of physical training/fitness.
Additional Physical Description: Any other details.
Hometown: Your character's birthplace.
Marital Status: Whether your character is married, and if so, to whom.
Children: Whether your character has any children, and if so, their names.
Family Members: Any other family members.
Biographical Information: Your character's history and any other information.
Credits: Your character's credit total(leave blank for now).
Skill Points: Your character's SP total(leave blank for now).
Perks: Your character's perks(leave blank for now).
Inventory: Your character's inventory(leave blank for now).
Command Name: The name of your character's ship. Prefix is "SFN" for "Star Federation Navy." Any names like "SFN Dickbanger" or "SFN Fuck Them All" will result in an instant refusal of your entire character.
Armament: Your character's ship's weapons.
Defenses: Your character's ship's defenses.
Crew: Your character's ship's crew, and how many of each type.
Perks: Your character's ship's perks(leave blank for now).
Additional Modifiers: Any other modifiers to your character's ship(leave blank for now).
Finances:
You start with 3500 Credits(C) and 5 Skill Points(SP) with which to purchase items, perks and upgrades for your ship. All items, including ships, may be sold for half their price(round down to the nearest multiple of five).
First, here's the inventory listing:
Weapons:
Pistol: 10C
Laser Pistol: 30C
Sniper Rifle: 100C
Laser Sniper: 200C
Assault Rifle: 75C
Laser Rifle: 150C
Submachinegun: 60C
Shotgun: 70C
Stun Pistol: 100C
Taser: 45C
Stun Stick: 30C
Knife: 10C
Officer's Sword: 25C
Foldout Blade: 40C
Molecular Sword: 80C
Frag Grenade: 25C
Stun Grenade: 25C
Smoke Grenade: 30C
Plasma Grenade: 50C
Energy Blade: 100C
Remote Explosive: 35C
Timed Explosive: 35C
Proximity Mine: 50C
Missile Launcher: 100C
Grenade Launcher: 75C
Body Armor: 100C
Power Armor: 350C
Plasma Rifle: 200C
Flamer: 90C
Laser Pistol: 30C
Sniper Rifle: 100C
Laser Sniper: 200C
Assault Rifle: 75C
Laser Rifle: 150C
Submachinegun: 60C
Shotgun: 70C
Stun Pistol: 100C
Taser: 45C
Stun Stick: 30C
Knife: 10C
Officer's Sword: 25C
Foldout Blade: 40C
Molecular Sword: 80C
Frag Grenade: 25C
Stun Grenade: 25C
Smoke Grenade: 30C
Plasma Grenade: 50C
Energy Blade: 100C
Remote Explosive: 35C
Timed Explosive: 35C
Proximity Mine: 50C
Missile Launcher: 100C
Grenade Launcher: 75C
Body Armor: 100C
Power Armor: 350C
Plasma Rifle: 200C
Flamer: 90C
Vehicles:
Vehicles may only be purchased if you possess a Marine crew unit. You may only have 2 Vehicles per Marine. Reaver and Juggernaut require Elite Marines.You must purchase Weapons and Defenses for your Vehicles the same as for your ship.
Crawler Tank: 750C 1xWeapon 1xDefense
Assault Walker: 1250C 2xWeapon 1xDefense
Hovertank: 2500C 2xWeapon 2xDefense
Reaver: 3000C 3xWeapon 3xDefense
Juggernaut: 4500C 4xWeapon 4xDefense
Assault Walker: 1250C 2xWeapon 1xDefense
Hovertank: 2500C 2xWeapon 2xDefense
Reaver: 3000C 3xWeapon 3xDefense
Juggernaut: 4500C 4xWeapon 4xDefense
Other Items:
PICA: 1500C
Holodisk: 75C
Backpack: 100C
Parachute: 100C
Jetpack: 400C
Holodisk: 75C
Backpack: 100C
Parachute: 100C
Jetpack: 400C
Now, we move on to Ship rules:
Ships:
You start with a Corvette and one Crew.
Fighters may only be purchased if you have a Pilot unit to go with(exception: you may purchase 2 Fighters for 1 Pilot if you have the Drone Pilots perk.) All ships require one Crew unit in order to function.
Fighter(500C per): small one-man spacecraft. One fighter per HP.
Weapons: 1
Defense: 1
Crew: one Pilot unit required per Fighter
HP: 25
Corvette(2000C per): small spacecraft - starting vessel.
Weapons: 3
Defenses: 3
Crew: 1
HP: 50
Frigate(4500C per): a moderate-sized ship, but not very capable in the grand scheme of things.
Weapons: 4
Defenses: 5
Crew: 3
HP: 100
Destroyer(8000C per): a medium ship - mainstay of any respectable fleet!
Weapons: 6
Defenses: 6
Crew: 5
HP: 200
Cruiser(12000C per): a large ship capable of immense destructive capacity!
Weapons: 8
Defenses: 10
Crew: 7
HP: 300
Battleship(20000C per): a vessel of immense size, loaded with weapons!
Weapons: 12
Defenses: 12
Crew: 10
HP: 500
Dreadnought(N/A): CLASSIFIED
Battlestar(N/A): CLASSIFIED
Weapons: 1
Defense: 1
Crew: one Pilot unit required per Fighter
HP: 25
Corvette(2000C per): small spacecraft - starting vessel.
Weapons: 3
Defenses: 3
Crew: 1
HP: 50
Frigate(4500C per): a moderate-sized ship, but not very capable in the grand scheme of things.
Weapons: 4
Defenses: 5
Crew: 3
HP: 100
Destroyer(8000C per): a medium ship - mainstay of any respectable fleet!
Weapons: 6
Defenses: 6
Crew: 5
HP: 200
Cruiser(12000C per): a large ship capable of immense destructive capacity!
Weapons: 8
Defenses: 10
Crew: 7
HP: 300
Battleship(20000C per): a vessel of immense size, loaded with weapons!
Weapons: 12
Defenses: 12
Crew: 10
HP: 500
Dreadnought(N/A): CLASSIFIED
Battlestar(N/A): CLASSIFIED
Weapons and Defenses:
A weapon upgrade provides a +3 bonus to an attack made with it against a target, per level. Thus, a lvl10 weapon provides a +30 bonus. Defenses provide the same modifier as a defensive counterpart, so a level 10 defense of the same category as the attacking weapon will completely nullify its bonus. A lvl10 defense against any lesser weapon will inflict a penalty to hit upon the weapon. A defense of a different type provides +1 per level instead of +3 to defense. Thus, a lvl10 defense of a different type than the attacking weapon provides +10 defense against it. A 1 is an automatic miss and a 20 is an automatic hit, from the attackers' side, and a 20 is an automatic miss and a 1 an automatic hit on the defender's.
Weapons and Defenses:
Lvl1: 100
Lvl2: 200
Lvl3: 400
Lvl4: 600
Lvl5: 800
Lvl6: 1000
Lvl7: 1400
Lvl8: 1700
Lvl9: 2000
Lvl10: 2500
W/Missiles are countered by D/Point Defense
W/Mass Drivers are countered by D/Armor
W/Lasers are countered by D/Shields
Lvl1: 100
Lvl2: 200
Lvl3: 400
Lvl4: 600
Lvl5: 800
Lvl6: 1000
Lvl7: 1400
Lvl8: 1700
Lvl9: 2000
Lvl10: 2500
W/Missiles are countered by D/Point Defense
W/Mass Drivers are countered by D/Armor
W/Lasers are countered by D/Shields
Finally, we have Crew:
Crew:
Crew slots each have one person per Hit Point. They can lose people from this total, but under no circumstances can they exceed it. You cannot purchase a Crew unit if you do not have a slot to put it in. You can Dismiss Crew units, but you will not receive a refund. To upgrade a Crew to Elite, you must first purchase them normally, then spend the requisite SP to upgrade them. To replace lost Crew, you must spend the crew's cost divided by hit points per person.
Or: Crew Cost/HP = Replacement cost per person.
Crew:
180C
60HP
+3HP during Repair
+.5 to Weapons and Defenses(rounded down)
Fights with pistols during Boarding Actions
Special: 1 required per ship except Fighters
Officers:
300C
30HP
+1 to Weapons and Defenses
Fights with pistols during Boarding Actions
Elite Officers:
3SP
30HP
+2 to Weapons and Defenses
Fights with laser pistols during Boarding Actions
Engineers:
225C
45HP
+8HP during Repair
Fights with pistols during Boarding Actions
Elite Engineers:
3SP
45HP
+15HP during Repair
Fights with shotguns during Boarding Actions
Medical:
300C
25HP
Every HP of Medical will revive 1HP of a random slot upon encounter completion
Cannot fight in Boarding Actions
Elite Medical:
5SP
25SP
Every HP of Medical will revive 2HP of a random slot upon encounter completion
Cannot fight in Boarding Actions
Marines:
300C
60HP
Fights with Assault Rifles, Grenades and Body Armor in Boarding Actions
Elite Marines:
4SP
60HP
Fights with Laser Rifles, Grenades and Power Armor in Boarding Actions
Can use Juggernauts and Reavers
Scientists:
400C
20HP
Can study 1 alien artifact
Cannot fight in Boarding Actions
Elite Scientists:
5SP
20HP
Can study 1 alien artifact
Bonus value to studied artifacts
Cannot fight in Boarding Actions
Pilots:
125C
25HP
1 Pilot required for every Fighter
Fights with pistols in Boarding Actions
Elite Pilots:
3SP
25HP
1 Pilot required for every Fighter
Combat bonus
Fights with submachineguns in Boarding Actions
Or: Crew Cost/HP = Replacement cost per person.
Crew:
180C
60HP
+3HP during Repair
+.5 to Weapons and Defenses(rounded down)
Fights with pistols during Boarding Actions
Special: 1 required per ship except Fighters
Officers:
300C
30HP
+1 to Weapons and Defenses
Fights with pistols during Boarding Actions
Elite Officers:
3SP
30HP
+2 to Weapons and Defenses
Fights with laser pistols during Boarding Actions
Engineers:
225C
45HP
+8HP during Repair
Fights with pistols during Boarding Actions
Elite Engineers:
3SP
45HP
+15HP during Repair
Fights with shotguns during Boarding Actions
Medical:
300C
25HP
Every HP of Medical will revive 1HP of a random slot upon encounter completion
Cannot fight in Boarding Actions
Elite Medical:
5SP
25SP
Every HP of Medical will revive 2HP of a random slot upon encounter completion
Cannot fight in Boarding Actions
Marines:
300C
60HP
Fights with Assault Rifles, Grenades and Body Armor in Boarding Actions
Elite Marines:
4SP
60HP
Fights with Laser Rifles, Grenades and Power Armor in Boarding Actions
Can use Juggernauts and Reavers
Scientists:
400C
20HP
Can study 1 alien artifact
Cannot fight in Boarding Actions
Elite Scientists:
5SP
20HP
Can study 1 alien artifact
Bonus value to studied artifacts
Cannot fight in Boarding Actions
Pilots:
125C
25HP
1 Pilot required for every Fighter
Fights with pistols in Boarding Actions
Elite Pilots:
3SP
25HP
1 Pilot required for every Fighter
Combat bonus
Fights with submachineguns in Boarding Actions
Once you've decided how to spend all your credits, we move into Perks. There are Perks for your ship and Perks for your crew, separately. Each costs an amount of SP. You must purchase all previous perks in a tree in order to acquire the next one.
Perks:
Ship:
Swift Repair I(5SP) - Ship instantly heals 10HP + Crew Modifier!
Swift Repair II(10SP) - Ship instantly heals 25HP + Crew Modifier!
Swift Repair III(20SP) - Ship instantly heals 50HP + Crew Modifier!
Unstoppable(5SP) - Ship has +25HP!
Invincible(10SP) - Ship has +40HP!
Unrivaled(15SP) - Ship has +75HP!
Hyperleap(10SP) - Travel between two points in relatively the same area nearly instantly!
Drone Pilots(5SP) - Each Pilot can fly two Fighters!
Jury Rigging(5SP) - One extra Weapon or Defense!*
Superior Jury Rigging(10SP) - Two extra Weapons or Defenses!*
Master Jury Rigging(15SP) - Four extra Weapons or Defenses!*
Hyperdrive(5SP) - faster movement!*
Warp Drive(10SP) - boldy go where no man has gone before - and before anyone else!*
Hyperwarpdrive(15SP) - to infinity and beyond!*
Wormhole Drive(25SP) - I'd have made a description, but it wouldn't be awesome enough.*
Minelaying(3SP) - lay Space Mines in your wake!
Minefields(6SP) - lay barrages of Space Mines!
Minebelt(10SP) - seriously, you just made an asteroid field of explosives.
Comm Hacking(5SP) - hack into enemy communications!
Battlespace Hacking(10SP) - hack into enemy sensor feeds!
Crash-Hack(15SP) - hack into an enemy control system and SHUT. DOWN. EVERYTHING.
Trojan Virus(20SP) - since apparently future computers aren't any better than today's, SEIZE CONTROL WITH A TROJAN!
Stealth Field(5SP) - disappear on enemy sensors!*
Cloaking(10SP) - disappear completely!*
IFF switch(15SP) - you can switch an enemy ship's IFF beacon off! Just don't use it on a friendly flagship. Please.*
Sensor Suite(5SP) - better sensor equipment!
Super Sensors(10SP) - awesome sensors, man!*
Scanner Pulse(15SP) - reveal everything in this solar system!*
Swift Repair II(10SP) - Ship instantly heals 25HP + Crew Modifier!
Swift Repair III(20SP) - Ship instantly heals 50HP + Crew Modifier!
Unstoppable(5SP) - Ship has +25HP!
Invincible(10SP) - Ship has +40HP!
Unrivaled(15SP) - Ship has +75HP!
Hyperleap(10SP) - Travel between two points in relatively the same area nearly instantly!
Drone Pilots(5SP) - Each Pilot can fly two Fighters!
Jury Rigging(5SP) - One extra Weapon or Defense!*
Superior Jury Rigging(10SP) - Two extra Weapons or Defenses!*
Master Jury Rigging(15SP) - Four extra Weapons or Defenses!*
Hyperdrive(5SP) - faster movement!*
Warp Drive(10SP) - boldy go where no man has gone before - and before anyone else!*
Hyperwarpdrive(15SP) - to infinity and beyond!*
Wormhole Drive(25SP) - I'd have made a description, but it wouldn't be awesome enough.*
Minelaying(3SP) - lay Space Mines in your wake!
Minefields(6SP) - lay barrages of Space Mines!
Minebelt(10SP) - seriously, you just made an asteroid field of explosives.
Comm Hacking(5SP) - hack into enemy communications!
Battlespace Hacking(10SP) - hack into enemy sensor feeds!
Crash-Hack(15SP) - hack into an enemy control system and SHUT. DOWN. EVERYTHING.
Trojan Virus(20SP) - since apparently future computers aren't any better than today's, SEIZE CONTROL WITH A TROJAN!
Stealth Field(5SP) - disappear on enemy sensors!*
Cloaking(10SP) - disappear completely!*
IFF switch(15SP) - you can switch an enemy ship's IFF beacon off! Just don't use it on a friendly flagship. Please.*
Sensor Suite(5SP) - better sensor equipment!
Super Sensors(10SP) - awesome sensors, man!*
Scanner Pulse(15SP) - reveal everything in this solar system!*
* Marks Perks that do NOT transfer to new ships.
Personal:
Quick Draw(2SP) - can draw any weapon instantly!
Suppressive Fire(5SP) - can fire an automatic weapon at an area, hitting everything in it!
Burst Fire(8SP) - use on a single target with an automatic weapon for high damage!
Sniper Shot(12SP) - while normally only sniper rifles are this accurate . . . .
Hacking(5SP) - bonus to computer hacking!
HALO(6SP) - leap from low orbit and paradrop safely to planet surface!
Charisma(5SP) - you have a magnetic personality! Use this for improved relations . . . or "improved relations" - your call.
Space Spartan(6SP) - become preturnaturally tough!
Academy Fencer(3SP) - training with swords!
Martial Arts(3SP) - training without weapons!
Commando Training(5SP) - you're very skilled at not being noticed!
Psionic Ability(10SP) - weak Psionic Powers.
Psionic Capability(20SP) - moderate Psionic Powers.
Psionic Mastery(30SP) - strong Psionic Powers.
Psionic Dominance(40SP) - unbelievable Psionic Powers!
Pilot Training(5SP) - can personally fly Fighters!
Spacewalk(5SP) - can don a spacesuit and enter space!
Medical Training(5SP) - can stabilize wounded Crew and fellow captains in battle, and revive 3 men after a battle!
Well-off(3SP) - +3000C!
Fortunate Son(5SP) - +100C per mission!
Billionare Investments(10SP) - you earn 5% of the value of whatever your companion players buy, and have the same value reduced from your own bills!
Suppressive Fire(5SP) - can fire an automatic weapon at an area, hitting everything in it!
Burst Fire(8SP) - use on a single target with an automatic weapon for high damage!
Sniper Shot(12SP) - while normally only sniper rifles are this accurate . . . .
Hacking(5SP) - bonus to computer hacking!
HALO(6SP) - leap from low orbit and paradrop safely to planet surface!
Charisma(5SP) - you have a magnetic personality! Use this for improved relations . . . or "improved relations" - your call.
Space Spartan(6SP) - become preturnaturally tough!
Academy Fencer(3SP) - training with swords!
Martial Arts(3SP) - training without weapons!
Commando Training(5SP) - you're very skilled at not being noticed!
Psionic Ability(10SP) - weak Psionic Powers.
Psionic Capability(20SP) - moderate Psionic Powers.
Psionic Mastery(30SP) - strong Psionic Powers.
Psionic Dominance(40SP) - unbelievable Psionic Powers!
Pilot Training(5SP) - can personally fly Fighters!
Spacewalk(5SP) - can don a spacesuit and enter space!
Medical Training(5SP) - can stabilize wounded Crew and fellow captains in battle, and revive 3 men after a battle!
Well-off(3SP) - +3000C!
Fortunate Son(5SP) - +100C per mission!
Billionare Investments(10SP) - you earn 5% of the value of whatever your companion players buy, and have the same value reduced from your own bills!
Congratulations! You have finished assembling your character! Starfleet needs more brave and bold officers like you, Captain!
The Chatroom is here: finalfrontierac.chatango.com/
One of the many features of this game is that anyone can act as GM if they so desire. Simply post a thread in this subforum titled:
"[Your screenname]'s Campaign: [insert any title you want]"
Example:
"Lighthearter's Campaign: The Martian Riddle"
Everyone plays the same characters across all games, and you can GM your campaign as well as play in other people's missions and campaigns.
More information on GMing can be found in:
"The Gamemaster's Guide to the Galaxy" - Coming Soon!
Live Long and Prosper, my friends
-Lighthearter/Lady Laiin