Post by Atreides Conscript on Feb 15, 2006 2:54:44 GMT -5
Welcome ladies, gentlemen, and associated non-gender species... to a new installment in the Star Trek universe. Star Trek: Remnant will focus on the small remainder of Maquis forces after the Dominion War. Specifically, the crew of the Unity's Vengeance and their struggle against the Rogue Dominion forces, a renewed Cardassian threat, the post-war Federation, and an ever-encroaching Klingon Empire.
My first venture into online GMing will have a slated launch date of April 10th (tentative). Five players will be admitted, with the possible addition of another vessel should player demand go significantly beyond five.
What do you call 4 crows milling about at the side of a road?
Alright, so let me see if I understand this: We're not Federation. Woot! That's a refreshing change of pace. Count me in (I was in either way, Feddies or not). ** waits for further details **
Post by Atreides Conscript on Feb 18, 2006 15:13:48 GMT -5
The following races are restricted from use due to the basic principles of logic....
Vulcans (a Vulcan in the Maquis is a Federation spy), Borg (NO........), Jem Haddar and other Dominion races, Cardassians, any race from the Delta or Gamma Quadrants (including Trill), Tribbles, El-Aurians, Andorians, Non-Star Trek races, Q, Tholians, Breen, and a number of other races from Trek that just wouldn't make any frickin' sense to have with the Maquis.
Really, if you want to play a certain race, PM me about it and I'll give a yay or nay with a reason why. I can tell you this however....
The Maquis is predominantly made up of the following races: Bajoran and Human.
Post by Atreides Conscript on Feb 23, 2006 15:59:00 GMT -5
This RPG is about as far as the word "freestyle" can be taken. Put your mind into an episode of Trek... then think of what is within the bounds of your character... and then go with whatever options your character would come up with. There are things that nobody could ever accomplish (if they were human at least), so keep impossibilities in mind.
Avoid metagaming and keep within the bounds of your character concept and we should be fine....
As for requirements of the game:
You must write a back-story for your character including when and where she/he was born, how they came to be who they are, and why and when they came to join the Maquis.
You must keep an in-game journal (kept in the Journals of the Wandering board of the Antechambres section) of your character's experiences throughout the game. This will serve as my link into the thoughts of your character, and save us all a great deal of confusion trying to figure each other out.
You must actually post. I will not tolerate lax posters in this one. If you've got something pressing that will keep you from posting for a protracted amount of time, then feel free to PM me. If you tell me when you're too busy to keep up with posting, then it'll save us all a lot of heartache.
As for when we will begin, I'm not looking at running this until the middle of March to early April. I won't under any circumstances be running until I have five PCs. Currently, I have two... so let's rustle up some further support.
Last, there will be five positions open on the Maquis Raider Unity's Vengeance: -Helmsman -Navigations -Tactical -Medical (now filled as of 2/25/06) -Engineer
Information about the NPC crew-members will be released in an untimely and suspenseful manner. Enjoy.
all right, i've never actually watched an episode of Trek (saw a movie once, don't know if it will help me) but Eun said that it shouldn't matter and I should try anyway. You know I have no problem regularly posting, or atleast you should know, so no problems there. As for Backstory, ummmm, (maybe my experience with MA will help me here) I'll think of something.
My posotion, I can tell you right now I belong no where near Helmsman or Tactics, Navigations, sounds fun, maybe if I knew more about the Star Trek universe. Engineer, I've done it before, I've like it before, if some one else really wants it I'll give it up, I can always play a Medic.
Post by Atreides Conscript on Feb 27, 2006 2:41:49 GMT -5
Well, we now have three of five slots filled, and one position called out. I would prefer if we wait until we have five people to begin filling specific positions, but this is Celest's first real Trek experience. She and I have agreed upon her going with an easier position on board, and thus she has taken up the mantle of Doctor.
Like I said, I would prefer if we don't start calling dibs on the other four just yet. It is only fair that everyone gets equal chance on those positions remaining.
A note to prospective RPers: People with Star Trek knowledge and enthusiasm are preferred, but that is not a full fledged requirement. Celest, for example, has little to no experience with the universe at all. Thus, she has been assigned the gambit of Star Trek movies to give her a feel of the universe. Further, she has been told to feel free in asking me any questions she may have on the subject. I am willing to do just the same for anyone else with the want and willingness to be a part of this game.
Last, you can expect the first NPC character bio in roughly 48 hours. A full look at the backdrop of the campaign will follow around this coming weekend. Anything after that will be inserted randomly at quite deliberately awkward times.
What do you call 4 crows milling about at the side of a road?
Post by Atreides Conscript on Feb 28, 2006 16:33:10 GMT -5
Crewman Flarr -Racial Identification: Bolian Male -Birth Information: Former Federation Colony on Miran VII, Cardassian Space in 2348 -Rank and Position: Crewman in charge of scientific evaluation onboard Maquis Raider Unity's Vengeance -History: Flarr was born son of Vrax by Nurgh on the Federation Colony of Miran VII. At a young age, Flarr showed a flare for scientific research and a zeal for exploration. After earning peak grades in the colony's education system, Flarr left bound for Starfleet Academy on Earth.
At the Academy, he showed high talent in the scientific areas of ionic nebulae and storms. His study on the Badlands, an area of space near his home filled with raging ion stormclouds, revolutionized the field. Armed with impressive marks in sciences, mathematics, and stellar cartography, Flarr seemed to be on the fast track to success. He was less than a year from graduating when the news of his parents' deaths came to him. Delivered by a close childhood friend, the account of his parents' murder ripped Flarr's life apart.
After dropping out of the academy and leaving a promising career behind, Flarr headed back to the Miran VII colony. Under the guise of an independant scientist, he observed the brutality of the Cardassian occupation first hand. He made an official report to the Federation Council, but never got the chance to deliver it before being arrested under conspiracy charges.
Sentenced to a Cardassian penal mining colony on a rim moon of the Miran system, Flarr was forced into hard labor. The guards were merciless, and the food scarce. Life looked to be all but over, but Flarr held out hope. Surely the Federation would come to rescue he and the rest of the Miran colonists.
He thought of the Academy, and of the life he had left behind. Was it worth it? Now his life was through... reduced to imprisonment by his parents' murderers. Where was Starfleet? Where was their devotion to leaving no man behind? Surely it would be only another day before the fleet arrived. Another week went by... and another month. They never came.
Flarr labored for over a year before help finally arrived. It came not under the Starfleet banner, but by a different means. The Maquis swept upon the penal mines with a righteous fervor that Flarr had never witnessed before. When these raiders fought, they didn't fight like soldiers, but like men and women who had lost homes... friends... and families. He glimpsed some of them in tattered Starfleet uniforms, with faces hardened by a war that never existed. When Flarr's liberation came, he now knew what he was meant to do.
The raiders left the moon as quickly as they came, guarding their transport ship like wolves with their pups. They were less than ten minutes free when the alarms went off. Flarr pushed his way out of the hold and followed the corridors to the bridge. When he arrived, he found the cause of the commotion. A Galor class battlecruiser was approaching at high speed on a direct intercept course with the transport and its fighter screen. Flarr headed to the nav station, recently abandoned by its crewman in favor of his argument with the commander.
When Flarr saw their location, he smiled. There was no way they could be caught now. He set a course for the ion storms and sent it to the helm. The helmsman looked at the coordinates he had received and glanced over at Flarr like he was mad... then realized that his normal companion was still bickering with their captain.
The helmsman got his commander's attention, and gestured to Flarr and then to the course. Flarr explained his plan, and his credentials from the Academy. The captain grimaced at the prospect, but realised there wasn't much choice. The raiders could make quick work of the Cardassian ship, but not before it destroyed the transport. The decision was made.
The raiders broke away to engage the cruiser and buy some time. Flarr stayed at navigation and continued plotting coordinates of the best way through the clouds. As the transport entered the Badlands, Flarr's mind was sharp. The raiders broke off their attack and fled. It was him or nothing now.
As the cruiser came upon them, it opened fire. The bulky transport shook under the blast. Flarr set another course for the worst storms in the area and told the captain to put all power possible into the aft shielding. The vessel was now truly defenseless from the storms. All it would take was one tiny miscalculation, and the game would end.
Flarr remains with the Maquis to this day. With his understanding of the way ionic stormfronts flow, the Maquis has been able to utilize the Badlands as an effective base of operations. He now works from his position on the raider Unity's Vengeance under the very commander who trusted him on that fateful day.
Even with the loss of so many comrades during the Dominion War, Flarr holds no worry about the future. So long as the Maquis have the Badlands, and so long as there is a threat to their space, they will endure.
Post by gryphonpoet on Mar 3, 2006 12:44:42 GMT -5
Threl Jondro
-Racial Identification: Bajoran Male -Birth Information: Hathon, Bajor -Rank and Position: TBD -History: Shortly after his birth, Jondro's father was accused of plotting the assassination of Gul Pescot and sentenced (along with Jondro) to the infamous Gallitep Prison Complex. His father died when Jondro was 8, but the resourceful boy escaped two years later. Presumably with help from inside the prison and out.
Jondro quickly attatched himself to the Bajoran Resistance movement. He posed as a child in several different families in the Singha Refugee Camp. Through his contacts made there, he was able to survive, though barely.
Jondro still remains a thin, almost gaunt figure. Some consider his face as frozen into an angry mood, as he seldom smiles. Threl Jondro's nasal ridges are distorted because of a fracture he suffered from a Cardassian guard at Gallitep. (That same guard was found dead less than an hour after Jondro's escape had been detected. A table knife had been slipped under his ribcage and between his armour plates.)
(Edited to finish the backstory)
Last Edit: Mar 7, 2006 3:36:07 GMT -5 by gryphonpoet
Post by ravenstorme on Mar 3, 2006 21:20:04 GMT -5
I'm interested. I was an avid Trekkie for quite some time, so this should be fun. However, I don't know that much technical stuff. Do you have any online or even book reading suggestions for me?
I don't have any experience,so Atreides Conscript told me to watch all the movies or all of a seires, ummmm, I think it was Deep Space Nine, but you may want to double check that.
I love Star Trek. I think that I have an idea of the charactor I want to play. I would really really like to play. I am an avid fan of the series. So I would really like to get in on this game.
"You think that you can tell us apart? Many have tried, but then again, many have failed. What do you think the price for that is?" The Three Sisters Lylie-governess to a child of the first plain "You grew up. Thats a shame. The carousel never stops turning. You cant get off either. Its a shame."
Ok, Conscript. I came up with something better. However, its on my floppy disk and the drive seems to be acting up. I'll get you details shortly enough.
Post by Atreides Conscript on Mar 7, 2006 3:47:34 GMT -5
Well, we've hit the mystical number of five. This means everybody will need to start character development. If anybody needs help, they can feel free to PM me... or call me after 9:00PM EST (except on Tuesdays) at (937) 418-1880. Characters are expected to be complete (in the sense that Crewman Flarr's profile is complete) by 3/20/06.
Keep in mind that the current year in-universe is early 2376, just after the end of the Dominion War. This takes place before the movies of "First Contact", "Insurrection", and "Nemisis"... so don't rely on those events for nuance.
Also keep in mind that it will be required to keep an in-game journal (mentioned earlier in this very thread) as part of this game. This will go in the Journals of the Wandering under your character's own name. This isn't meant to antagonize you, but rather give me perspective on the thoughts of your character. I'm one of those GMs that would rather work with people than leave them solely to their own devices.
Finished (and approved) profiles will go in the Book of Names. Only staff members can start threads there, so PM any staffer should you need a thread. I don't think that anybody has a fully finished and approved character yet, so I'll be waiting in the mean time.
Post by Atreides Conscript on Mar 11, 2006 2:27:45 GMT -5
Here's some extra specifics on what I'm looking for in character development:
PM me with your first and second choices for positions onboard the ship (unless you're Celest). Choose from the following: Navigation, Tactical, Helmsman, and Engineer.
Create your profile in the Book of Names section. This profile should be in the same formatting as Crewman Flarr's posted above, but less detailed. Don't tell everything about the character to everybody just yet... let them work to figure you out.
I, being the GM however, will need the full profile sent to me via PM. This way, I can plan accordingly for a better RP experience.
Last, and yet again... if you have any problems, questions, concerns, or other important needs (REGARDING THE CAMPAIGN... JAMES!!!), feel free to PM me or reach me via my cell over the next week. Remember... characters are due in by the twentieth of this month. Engage.
What do you call 4 crows milling about at the side of a road?
"You think that you can tell us apart? Many have tried, but then again, many have failed. What do you think the price for that is?" The Three Sisters Lylie-governess to a child of the first plain "You grew up. Thats a shame. The carousel never stops turning. You cant get off either. Its a shame."
Name: Kira Owen Birth Place: Solosos IV Age: 26 Race: Human Appereance: Long black hair usually kept back with a headband, unless she is working, then she pulls it back into a low pony tail. Her eyes are a pale blue, giving her an erie look, like she should be blind. Her constant smile conteracts it. Her skin is paler than most, probaly due to a lack of sun. She usually wears a simple black skirt and blue long selve shirt with a black vest she wears open.
Personality: She is very friendly and always wanting to help. As a warning, its usually a bad idea to refuse her medical treatment.
History: Kira was born in a small colony on Solosos IV. Her father was a school teacher, her mother an intructer of anceint martial arts. Always a cheerful child she enjoyed learning. When she became 16 she became interested in anceint forms of healing, such as message therapy and other things that targeted stress as the cause of alliment and so was designed to relieve the stress and so relieve pain. When she turned 19 she desided to join the Star Fleet acadamy so that she could study modern medicine and help more people. She did well in her studies and graduated with honors.
After graduation Kira was given a month to visit her home and family before taking her assignment. When she arrived she learn of an ongoing dispute with a near by newly formed Cardassian colony. During her visit the Cardassian military attacked her colony. Her mother went to join the fight against the Cardassian while she and her father lead children onto transports to escape. Out of 20 transport ships from her colony, only hers and two others survived. The others were shot down by the Cardassians while she begged then to cease fire. After giving up hope on pleading with the Cardassians, she radioed for help to the Federation. The Federation denied it.
Shortly after being denied help her vesseal was assisted by a Maquis ship. Inspired by the Maquis mission, her new found hatered of the Cardassians and her refusal by the Federation, she joined the Maquis crew offering her services as a doctor.
If you still want some info on what each character does, e.g. Tactical, Engineering etc. Check out the A Call To Duty officer's manual, great source of info officersmanual.acalltoduty.com/
CTO Cmdr Raiser, USS Broadsword (ACTD) TO Lt.JG Ro'kar, USS Perseus (ACTD) "The warrior of Light, like the experienced fighter, knows his or her own immense strength and never fights someone who doesn't deserve the honour of combat" - Paulo Coehlo