I am up for either or. But it's up to the Narrator/GM . . . and how much work he wants to do.
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I am up for either or. But it's up to the Narrator/GM . . . and how much work he wants to do.
Gents, I have a strong desire to keep things in the Alpha and Beta Quadrants for now. There's enough meat to feed on there, if you catch the gist of my drift... ;)
Just a passing thought I had, that's all.
Already working on some character concepts and reviewing the Merchant Marine info!
Right now I'm looking at different races: right now, my front runner seems to be an Antican, with him possibly being in ship security (insert guard dog joke here), but I'm still shopping around.
The good thing is that the FED Merchant Marine, as presented in the ICON system, doesn't require FED citizen status for membership, so the door is open for just about any race you want, as long as it's in the Alpha/Beta quads (so, if you want to play Species 8472, you're gonna have alot of explainin to do).
Anyone else have any ideas on their character/s?
DOH!!! I better scratch that idea then... :D :p :DQuote:
Originally Posted by Tricky
Well, still on the "need a character with low amount of screen time" stage.
What would be a nice obscure, normally hostile race, to mix with a human? Gorn maybe?
Let's not get carried away, James.... ;) Honestly, Klingons will probably be allowable. Romulans...maybe. Cardassian; yes, but only one on the crew and certainly must be (mostly) friendly to the Federation.
Orions are fine, as are (most) neutral and friendly aliens. I might allow a Gorn.
Hybrid character concepts need to be run past me, first. I have a narrow view of what's reasonable there (I err on the side of caution).
And, no worries, Tricky. I just want to stick with a setting I'm more comfortable with. :D
My initial thoughts are to have the crew in a Merced-class transport during the height of the Dominion War. The ship is caught on the far edge of Cardassian space when the pro-Federation goverment is ousted and the pro-Dominion goverment is set up in its place (I dont' recall the details off the top of my head at the moment).
Cut off from Starfleet Command (the Merchant Marine nominally operates under SFC at all times, and certainly does during wartime), the ship is forced to attempt to skirt around the edge of Cardassian space in an attempt to get back into Federation territory.
Thoughts? Feel free to start thinking out loud about character concepts.
I would love to finaly have the opportunity to play a romulan character.
I will read up on this thread thoroughly and then try to come up with some usable ideas in the next days, if that's alright with you SeaTyger...please?! :)
The other cool thing to play (with a character write up already done for use as a NPC for one of my own campaigns) would be a Selay merchant, once seen in an episode of TNG of season one.
I have just read through the thread and it would be an intersting move to pair my Selay with Tricky's Anticaan :-)
But I still love that Romulan option most!
Don't worry about me, Sea Tyger.
Cut, I'm sure that now that they are both FED members, an Antican and a filthy Selay can work and live in peace.
As long as theres plenty of food available.
A Romulan would be nice; maybe a hybrid Romulan....byproduct of a wayward Subcommander or Tal Shiar agent?
JALU3: maybe you should try an Axanar? Or maybe a Xindi subspecies, like Arboreals? :P
So, my thoughts on character gen would be, at least to get started would be to use the Coda "Starship Officer" classes, but use the Icon Merchant Marine overlays as a sorta templet for skill/advantage/disadvantage picks.
I might have something like a begining character in a couple of days (working 3rd shift and trying to keep a Halloween party afloat, so time is precious)
Come to think of it a FULL Gorn . . . raised in a Federation orphanage . . . on one of the outer Federation colonies . . . always being riticuled for being different.
Some of the other children being apprehensive about him . . . taken under the wing by a passing Vulcan Chief Engineer (a rank in the current US merchant marines) . . . who saw the logic of the character's species natural productivity in warmer areas . . . in its application to providing a hard working sailor. Having grown up in the Federation, without any significant contact with members of his own species . . . he is very out of place . . . having been adopted by the Vulcan Engineer at the late age of 10.
Although normally cold and logical . . . he can burst into moments of severe rage when provoked. Having to learn most everything through first hand, hands on, experience . . . he struggled through the non-officer engineer positions . . . until finally making it to the qualification of Third Assistant Engineer, at the age of 38 (after 20 years of the equivalent of Enlisted service).
What do you think, of the rough idea?
Hmmm...a Gorn raised by Vulcans.
He HAS to be able to do the Vulcan Nerve Pinch! It would be funny to see this 7 foot tall crocodilianoid in a fight and simply grab a guy by the shoulder and drop him with a touch!
So, I'm still playing with the idea of an Antican security or maybe...maybe some level of command. I imagine this fellow growing up a 'typical' Antican life: He had a regular pack upbringing, loved to hunt, but at some point became interested in seeing space (after all, look at all the wonderful creatures there are to hunt out there), and realizing he might not 'cut it' in Starfleet (they wouldn't like him hunting stuff on every world they surveyed), he gravitated toward the FMM.
He went into the security division to use his abilities to hunt out dangers to his ship and protect his crew.
I thought about using the 'Athletic' background package, with the Sport being Hunting (it appears in the Hirogen), and I might borrow the Skill Focus: Hunting from the Hirogen as well, if that's ok with everyone...?
Thoughts?
I have this idea about a member of a not well known species (or even, unknown, but warp-capable) who left his homeworld to discover space, and joined this ship (or was rescued by it).
He would be quite skilled in engineering (maybe having built his own original ship, à la Cochrane), making him a helpful hand for the Chief Engineer. Something like a technical Neelix, in fact (or a Zefram Cochrane born one century later).
I'm still pondering whether to use an existing species or try to create an original one (nothing über, of course - but with maybe a few unusual quirks, like a diminutive size, or hailing from a world where days last 4 hours).
Of course, all of this is left to our GM's appreciation :)
I'd still love to play that Romulan charac, but won't start building one and getting fond of the character in the process, before I get the signal that its ok with you SeaTyger :)
I'd probably would want the guy to be a pilot/navigator/command style member of the crew.
Has anyone else looked up the link provided by me regarding the naming of ranks for merchant marines, or atleast here in the United States?
There is alot of information there . . . that could prove useful for anyone trying to design a character.
So, no one will be playing traditional Federation members, then? ;)
Cut: Okay on the Romulan character....maybe a mixed?
Tricky: Yes, I'll allow you to take hunting as a specialty of sport, and you can substitute Skill Focus: Hunting if you take your free edge during your background phase.
James: I would prefer you play a full-bred Gorn -- one from Cestus III could certainly be a Federation member. If you insist on having a Vulcan upbringing, use the mixed species rules, with the Gorn side as his dominant side. Only Int, Prs and Per can be from his Vulcan "side." Unless you plan on making your character a psionic Gorn (I'd rather you not), you replace either Determined, Resolute or Competitive with Nerve Pinch. (The idea here is that physical or core drive attributes and abilities should remain Gorn, while more learning-related items can be Vulcan).
C5: If you're going to put something together, send it to me (or post it here) when you're done.
Cpt Lundgren: Your character idea works fine. The ship's master can hire you on (if you're not wearing the uniform, still, that is. :) )
Did I get everyone?
Federation Merchant Marine Shipboard Officer Ranks:
Commodore (promotion 5, and only when commanding multiple ships in a convoy, otherwise, addressed as Master)
Master (promotion 4)
Chief Officer (promotion 3)
2nd Officer (promotion 2)
3rd Officer (promotion 1)
4th Officer (promotion 0)
For our purposes, we'll use "provisional officer" rank insignias found in Voyager (since Merchant Marine officers are given equivalent military ranks in wartime, their insignia would make complete sense). That also means, since this is a wartime show, that Starfleet has nominal control of the ship and the officers aboard have equivalent Starfleet rank and authority at the moment.
Positions (Rank):
Ship's Master/Captain (Master)
First Officer (Chief Officer), will also fill a bridge position (helm/nav/tactical)
Chief Engineer (Chief Officer)
1st Assistant Engineer (2nd Officer)
2nd Assistant Engineer (3rd Officer)
3rd Assistant Engineer (4th Officer)
Communications Officer/(de facto) Operations Officer (2nd Officer)
Helm/Navigations/Tactical Officers (2nd, 3rd or 4th Officer)
Medical Officer (3rd Officer)
Purser (3rd Officer)
Assistant Medical Officer or Assistant Purser (4th Officer)
(other positions desired, please talk to me)
So far, James is making a 3rd Assistant Engineer, under C5's Chief Engineer character. Cut will have a Romulan who is either the helmsman, navigator or a command-rank position (perhaps First Officer or Ship's Master?). Tricky's Antican is a security specialist, so he's nominally the tactical officer. Cpt Lundgren is either a "passenger" or has been hired on to a command/staff position.
Everyone uses Starship Officer templates. Purser would use the Starship Operations Officer template, specializing in logistics and administration.
We don't have a science officer or a counselor as part of the crew.
Advancements: You may take one advancement per 2 years of prior experience. Ship's Master is limited to 8 advancements, First Officer and Chief Engineer to 6, and all others to 4.
James, are you wanting to make your character enlisted? If so, use the enlisted rules I posted a couple years back (if they're still on the site, if not, I'll repost a copy). If you do that, I'll allow you 10 advancements to reach 3rd Assistant Engineer (4th Officer).
I think that addresses most everything discussed in the last week or so. :)
Thanks, SeaTyger, I love it :D
Will try to have a character in your mailbox by the end of the weekend :) might become mid-week though...
Quote:
Originally Posted by Sea Tyger
Actually the character concept is that he is an orphaned Gorn . . . so yes . . . he is a full Gorn by species . . . however, his background story is that he was found as an infant on a derelict wreck, within an unlaunched escape pod . . . while most of them had alrady been launched. The wreck was so badly damaged, that its original origin is unknown. Therefore, he was raised in a Federation Orphanage, and thus during childhood he was culturally, and for all intensive purposes legally, Federation. However, at the age of 10 he was adopted by the Vulcan Chief Engineer . . . and thus he became, and now is, culturally Vulcan.
Within his mind he does have those Gorn inbread traits . . . however, they are usually suppresed by his Vulcan cultural training.
I only own, a decent collection, of ICON books . . . can I use that to build my character, and then we can go through the translation?Quote:
Originally Posted by SeaTyger
Yup, he will be a hawsepiper otherwise known as a Mustang. Furthermore, can he have earned his equivalent to The Navy Reserve Merchant Marine Badge, which might mean that I will need to ask for a 2nd Assistant Engineer position, if the qualifactions for it are higher then what 3rd Assistant Engineer provides.Quote:
Originally Posted by SeaTyger
Furthermore, can he be in charge of escape pod operations . . . seeing as he has a real special connection to them?
Yes, I had thought about that as well...Quote:
Originally Posted by Sea Tyger
I'll probably go for First officer and bridge position helm but I'll need some more time than I thought to create the character, have to do extra shifts in the coming days.Quote:
Originally Posted by Sea Tyger
I'm thinking I may have to construct him for you, simply because the enlisted rules are more complicated in Coda than in Icon. Email me some ideas on the focus of his skills, advantages and disadvantages, and so forth.Quote:
Originally Posted by JALU3
First, we can give him a Commendation that will reflect his Merchant Mariner award. Second, he can be 2nd Asst. Engineer with a promotion to make him a second officer.Quote:
Originally Posted by JALU3
Third, escape pod operations are generally part of the Communications Officer's duties, as he's the de facto Damage Control Officer, as well. But, perhaps your character can specialize as a damage control technical specialist (i.e., a damage control petty officer type :) ).
For everyone: if you have your character sheet completed, feel free to email it to me.
OK, as my schedual frees itself us soon (layoffs at the plant I'm working at), I'll start working on my Antican. But some questions first:
So I'm looking at around 4 advancements, right? Cool!
Uhm, Since I'm not just a 'glorified security guard', but actually incharge of our ships weapons, I'm thinking of using the "Tactical officer" skill path thing, rather than the "Basic Security" or "Investigator".
OK, still most likely going to use Athletics (hunting) background. But I started thinking: How do Anticans hunt? Phasers? Some kind of Slug-throwing rifle? Bows arrows? Spears? They have claws and teeth, so do they do it 'au naturale'?
I guess since I'm the first person I know of to ever deal in Antican Culture, that I get to make it up. But any input from the group would be great. (ok, maybe I'm just fishing for an excuse to give my Antican a gauss quad-barrled Shotgun :eek: )
In charge of the ship's weapons is probably an ancillary duty, as the ship isn't supposed to get into scrapes (insert Jayne: "Yeah, well what you plan and what happens ain't exactly been similar."), so you can keep your security focus, Tricky., if you want.
On the hunting, I suppose it depends on how much "tradition" remains in Antican hunting. Are they like humans, who hunt for "sport" and continue to modernize their weaponry to get a "cleaner" kill? Or, like my Caitians, is the hunt an almost-religious experience, only attempted with traditional weapons (or no weapons at all).
I was looking through my ship posts, and found this beauty. Here's the PC's ship! Now, we need a name...
C-5-class Specifications
Production Data
Origin: Marchenti Shipping Corporation (UFP)
Class and Type: C-5-class Fleet Freighter
Year Launched: 2363
Hull Data
Structure: 30
Size/Decks: 5/10 decks
Length/Beam/Height: 170/100/50 meters
Complement: 30
Operational Data
Transporters: 6 standard, 6 cargo, 6 emergency
Cargo Units: 200 (in 20 modular sections)
Shuttlebay: 1 aft
Shuttlecraft: 5 size worth
Tractor Beams: 1F, 1V, 1A
Separations/Atmospheric Systems: no/yes
Sensor System: Class 2 (+2/C)
Operations System: Class 5 (F)
Life Support System: Class 2 (C)
Propulsion Data
Impulse System: FIB-3 (.75c) (D)
Warp System: LF-12 (wf 5/7/9) (D)
Tactical Data
Phaser Banks: Type VIII (x2/B)
Penetration: 4/4/4/0/0
Photon Torpedoes: Mk 40 DF (B)
Penetration: 3/3/3/3/3
Deflector Shields: CIDSS-3 (C)
Protection/Threshold: 15/3
Miscellaneous Data
Maneuver Modifiers: 0C, +3H, -1T
Traits: none
The C-5-class of fleet freighter was built to replace the aging fleet of C-4s, which was first launched in 2327. Using the latest in Federation cargo-handling technology, the C-5 is cheap to produce and maintain.
The hull resembles the top-half of a cigar, with cargo mountings connecting 20 modules to the flat ventral side. Each module is capable of interconnecting lengthwise with adjacent modules for large or awkwardly shaped cargoes.
The C-5 completely replaced the C-4 by 2371, and expects to be the mainstay of the Marchenti fleet through the end of the century.
How about The Havana? And paint it brown on the exterior?
How about the President Abraham Lincoln (being operated by the company that is the predecessor of APL)? Her nickname being . . . the Lincoln Log
How about The Golden Bear? It can operate with a charter from the State of California, and could be registered out of Vallejo, CA.
How about the Spirit of San Jacinto . . . with a HUGE Texas flag painted on the side?
How about the Memory of Humphrey?
How about Gilligan?
Quote:
Originally Posted by JALU3
Maybe the Roger C. Carmel?
What about something more ship like. Don't have anything on my mind...
What about "The Pearl"?! :D
Well, it would be bad to name out ship "The Edmund Fitizgerald", so I'm not going to suggest it.
Was wondering if we would have any special subordinate craft; we have 5 size worth of shuttle space; any chance for a runabout or maybe a Talon (that was the scout-ish craft Data flew in Insurrection, right?).
In regards to my character and his hunting, my brother brought up a valid point: we know alot of people who are very into hunting (like, take a day or two off of work and pull your kids out of school for the first day of deer season), but some of them are bow hunters and some are gun hunters.
So, who's to say that the Antican's don't have clans that use different types of equipment: some use phasers, others bows, etc.
as you can see, still thinking.
Oh, another question: Are we sailing together for the first time, or have we (at least some of us) been together for a while?
It takes a while to get out to the far edge of CU space . . . therefore, even if it was our first time aboard ship together, we would have been together for atleast a month, maybe even three. And most crewing contracts are anywhere from 1-4 months . . . with renewal an option. Otherwise the merchant marine can be dropped of at the nearest major port, and provided passage back to their point of origin by the company that has been hired to do the manning. Or so my cousin, who is a merchant marine, tells me.Quote:
Originally Posted by Tricky
Well we only have 5 size worth of vessels to work with, and even the largest tankers in the world have small craft, but nothing near militant. If anything they may have a one sub-machine guns (if at all), a dozen shotguns, and a handgun for every member of the crew that are small arms qualified in their weapons locker.Quote:
Originally Posted by tricky
Furthermore, the vessels are more likely to be used for ferrying sensitive cargo that can't handle the transporter . . . so a Type 8 or 7 shuttle are likely . . . and a runabout woes center and rear compartment have been designed for maximum cargo holding . . . the closest thing for crew quarters would be a couple hanging cots that can fold out of the way, and a full functioning head.
Hasn't that been done already?Quote:
Originally Posted by cut
If we are going with that . . . why not other fine stones like the jade, or the Latinum . . .
. . . or to go for something campy . . . the "Champagne Dream"
After the actor who played as one of the most notorious Merchants in Star Trek lore . . . what a great inside joke!Quote:
Originally Posted by Sea Tyger
. . . or How about the Dawn Treader
. . . or How about the Pacific Clipper
Well, lets see...we have a large, hairy alien that might act violently when threatened. If our captain or first officer was sufficently 'scoundrelish' we could be the...
(wait for it)
Latinum Eagle!!!! hahahaha
How about the Latinum Washington?
How about Charles Pratt, the first US Merchant ship sunk during WWII?
Another thought: I would assume that my security/tactical officer would need the command edge, but what about promotions? I'm thinking that I'm something like a Lt., so that would be like Promotion 2, right?
Or should I focus my picks elsewhere?
Well, your position will allow you to be a 2nd, 3rd or 4th Officer, so you can choose. 2nd Officer (equivalent to lieutenant) is Promotion 2, 3rd Officer (equivalent to lieutenant, j.g.) is Promotion 1.Quote:
Originally Posted by Tricky
Okay, so, to follow up with choices, we have:
JALU3: Gorn 2nd assistant engineer (rank of 3rd Officer)
Cut: Romulan first officer (rank of Chief Officer), also fills helm or nav position
C5: Chief Engineer of a unknown/little used race (rank of Chief Officer)
Cpt Lundgren: Human helm or nav officer (either Starfleet Lieutenant or 2nd Officer)
Tricky: Antican security officer (rank of 2nd, 3rd or 4th Officer)
Is that correct for everyone?
Perfectly for me. Valak will be piloting the ship :)Quote:
Originally Posted by Sea Tyger
Ok for me as well, except that my character isn't necessarily Chief Engineer... could be 1st Assistant too.
My PC's species writeup is almost complete... in my head. I'll try to get it written for the end of the week and post it here for approval (and comments).
I've got my Antican at first level right now; planing on doing the advancement to 2nd officer soon, despite not really figureing out his ranged weapon thing (i gave him Ranged weapon and armed combat, figuring at like in most hunting/military cultures, use of a knife is one of the early combat skills, and I could give him a specialty to the ranged when/if I made up my mind.)
Just a thought I had as I looked over the Trek character stats at the end of the Narrator's guide. With 8 Advancements, our captain is one advancement short of Harry Kim. But as FMM, and not SF, I guess that would be expected.
I hope we end up fighting the Cardy and Jem'hadar MM then...hahaha!!
Remember, "civilians" advance about half as fast as Starfleet/military officers. So, 8 advancements reflect about 16 years experience in the profession.
Someone mentioned something about Command. Honestly, the only characters that I would require have Command 1 would be the ship's master, first officer and chief engineer. Only a commodore in the merchant marine should have Command 2.
The merchant marine organization is much "flatter" than Starfleet's, with less formality between the ranks, and even officers and enlists. They're all professionals, and treat each other with more equality than would a Starfleet crew (where the rank structure is more stratified).
OK, that frees up a couple of picks, but what about the promotion edge; I still need to get to Lt. level (promotion 2) or should I not really worry about it?
Yes, if you want to be a lieutenant equivalent, you will need to take promotion 2.
Former Starfleet Lieutenant, starting out as some sort of passenger, sounds god to me. :)
Just a thought that occurred to me earlier today. My char has a background as a Starfleet officer, which I assume will be commanded back to active duty as soon he is within communication range of the federation if it is during the Dominion war. What would that mean for the ship, being under SFC and having an officer on board during a quite desperate time for the Federation?
Out of curiosity. Does the ship have holodecks? My own suggestion. One, but it lacks the computer power to run Holo-novels.
Character creation... done with the 80% that takes 20% of the time... :p
I hope you all don't mind me sticking my nose in, but the question was something I was thinking about as I read your backgrounds.Quote:
Originally Posted by Cpt. Lundgren
I found this and thought it was good reading:
http://en.wikipedia.org/wiki/United_...erchant_Marine
I thought this line was interesting, "Graduates of the U.S. Merchant Marine Academy are commissioned into the USNR by default if they do not choose to be commissioned in another service of the armed forces. A special badge, known as the Naval Reserve Merchant Marine Badge, has existed since the early 1940s to recognize such Merchant Marine personnel who are called to active duty in the Navy."
Was bored and love doing research and reading, so without further ado I am outta here. Good gaming!!