Privateers, Pirates and Mercenaries!
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Tetrahedron
Lord Commandant Jace
Admiral AquaRaider
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- Lord Admiral AriklegoLord Admiral (MSI)
- Join date : 2013-05-26
Faction : Minotaur Space Imperium; Greylark Provincial Navy
Posts : 378
Location : New Carradock, Imperial Core Territories, MSI Space
Privateers, Pirates and Mercenaries!
Thu Jan 01, 2015 1:58 pm
So I thought we could use a new roleplay, and I got thinking of some piratey stuff after briefly bringing it up with Ant, sooo...
How's a space pirate roleplay sound to everybody?
You're part of the infamous pirate organization the AsOfYetUnnamedInfamousPirates*. You'll hold various high-ranking positions within said organizations, and it's preferred that one of you be the pirate-captain-in-charge-guy that leads everybody, with the rest of you also preferably holding positions of reasonably high rank. It'd be boring if you were all just a bunch of pirate grunts, right?
You have in your command a small squadron of haphazardly-assembled ships, most converted merchant ships with a few hijacked warships taken from local militaries you've come by, and your flagship is the feared Sequitur-class Corporate Light Dreadnought Also-not-yet-named**.
...Recently, while the squadron was in the safe haven of the outer territories after another successful attack on a convoy, Captain Whoeverz N'Charrge*** was contacted by a mysterious figure, refusing to name himself, who gave a simple job for a very large sum of money: go and make a continuous line of attacks along the borders of the various factions, hassling their merchant convoys and their militaries. A very large sum would be paid for each successful raid. Sounding simple enough, Captain N'Charrge accepted, especially for such a large sum, and the pirate force prepared to set out and carry through with the task.
*, **, ***: You guys'll get to name this stuff.
So, I'll GM it, though I'm going to be pretty light with it, giving only basic plot to string it along and leaving you just to do juuust about anything you want within reason, then handling much of PC interaction (though I'll almost certainly ask for assistance whenever you guys run into a faction on how to use them).
You guys can make your characters how you like for the most part, including basic information and equipment. I'm not gonna use dice rolls and stuff for more than I need to, and even then it'll probably all be behind-the-scenes.
However, I'd suggest make certain "talents" that your characters have and are particularly good at, and at times when I do use a roll it'll affect the outcome in your favor.
Also to note, while I won't be employing much of a game mechanical system at all, I'll definitely be enforcing some currency-related stuff. You'll earn money from the aforementioned "mysterious individual" for each attack you succeed at, and you can of course sell pirated goods and unneeded ships and equipment, then you'll need to hire new "workers" on a continual basis (and of course they'll be better the more you pay them), keep your ships and equipment in working condition, buy new stuff to expand or replace your assets, and so on.
...You'll probably have to stop at various backwater marketplaces and the like to do this, as well as put your bargaining skills and general ability to handle seedy dealings to use, so be prepared.
Anyway, get making your characters and we'll start.
How's a space pirate roleplay sound to everybody?
You're part of the infamous pirate organization the AsOfYetUnnamedInfamousPirates*. You'll hold various high-ranking positions within said organizations, and it's preferred that one of you be the pirate-captain-in-charge-guy that leads everybody, with the rest of you also preferably holding positions of reasonably high rank. It'd be boring if you were all just a bunch of pirate grunts, right?
You have in your command a small squadron of haphazardly-assembled ships, most converted merchant ships with a few hijacked warships taken from local militaries you've come by, and your flagship is the feared Sequitur-class Corporate Light Dreadnought Also-not-yet-named**.
...Recently, while the squadron was in the safe haven of the outer territories after another successful attack on a convoy, Captain Whoeverz N'Charrge*** was contacted by a mysterious figure, refusing to name himself, who gave a simple job for a very large sum of money: go and make a continuous line of attacks along the borders of the various factions, hassling their merchant convoys and their militaries. A very large sum would be paid for each successful raid. Sounding simple enough, Captain N'Charrge accepted, especially for such a large sum, and the pirate force prepared to set out and carry through with the task.
*, **, ***: You guys'll get to name this stuff.
So, I'll GM it, though I'm going to be pretty light with it, giving only basic plot to string it along and leaving you just to do juuust about anything you want within reason, then handling much of PC interaction (though I'll almost certainly ask for assistance whenever you guys run into a faction on how to use them).
You guys can make your characters how you like for the most part, including basic information and equipment. I'm not gonna use dice rolls and stuff for more than I need to, and even then it'll probably all be behind-the-scenes.
However, I'd suggest make certain "talents" that your characters have and are particularly good at, and at times when I do use a roll it'll affect the outcome in your favor.
Also to note, while I won't be employing much of a game mechanical system at all, I'll definitely be enforcing some currency-related stuff. You'll earn money from the aforementioned "mysterious individual" for each attack you succeed at, and you can of course sell pirated goods and unneeded ships and equipment, then you'll need to hire new "workers" on a continual basis (and of course they'll be better the more you pay them), keep your ships and equipment in working condition, buy new stuff to expand or replace your assets, and so on.
...You'll probably have to stop at various backwater marketplaces and the like to do this, as well as put your bargaining skills and general ability to handle seedy dealings to use, so be prepared.
Anyway, get making your characters and we'll start.
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Thu Jan 01, 2015 2:06 pm
While I'm not sure that starting a new RP in the middle of the school year is a great idea (especially when we already have one or two ), I absolutely love the concept as you're presenting it. I'll be sure to starting brainstorming ideas while I develope my character.
(EDIT: Also, will we each control our own ship, or are we all crew on one? If we each have our own, will we have to design our own? I mean, I'll probably make my own anyway, but still. )
(EDIT 2: Can we have/build more than one ship? Like can we have a ship we directly captain, plus a few under our command, or does everyone just have the one ship, or...?)
(EDIT: Also, will we each control our own ship, or are we all crew on one? If we each have our own, will we have to design our own? I mean, I'll probably make my own anyway, but still. )
(EDIT 2: Can we have/build more than one ship? Like can we have a ship we directly captain, plus a few under our command, or does everyone just have the one ship, or...?)
- ForgeRecruit (No Affiliation)
- Join date : 2013-05-20
Faction : De-Factioned
Posts : 1065
Location : Lost in a decimated city
Re: Privateers, Pirates and Mercenaries!
Fri Jan 02, 2015 10:03 am
oh sure, make a brand news awesome looking RPG right as I'm leaving... Not cool. Well give me three weeks and I'll join as a ...... something.
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Sun Jan 04, 2015 6:57 pm
Well, Arik and I (with some input from others) have started hammering out the rules and stuff this RP will follow. the following are from my personal notes, and are still very much not-final. In other words, this is an ALPHA (Edit: slightly less Alpha-y now ):
Universal Govt. currency: Standard Trading Units (STUs/Units), value fixed, baseline
2-3 “Tangible” currencies from “minor civs”, value varies, can be collected by raiding merchants
Pirate currency- agreed upon by mainstream pirate groups, value changes wildly; Illegal; can be turned in for cash bounty at govt. station, if found during inspection results in hostilities
Trade goods: Varyingly legal materials, act as currency, has other uses
3 ways to sell trade goods: 1) Go to dealer on Unamedstation Station and go through her (risky free but small profit margin due to “taxes”); 2) Go to a trade depot and sell direct (requires stolen ship) (highly risky but very profitable); 3) be own middle man, buy with one currency and sell at another (unstable as trade good price fluctuates, decently profitable)
~5 major govt. formed trade union (a la Eurozone), all use STUs, Pirate currency banned
3-4 minor powers, each has own currency, STUs accepted, pirate currency may or may not be used (depends on which faction)
Aggressiveness of anti-pirate actions depend on group, who’s being raided (raiding will increase ire from all factions equally, except the one being raided, which increases much more)
Neutral trade stations exist outside of controlled space, act as barter/semi-legal exchange locales
Checkpoints have defensive stations equipped with interdiction tech, heavily armed
Trade stations in neutral territory can be faction-owned, privately-owned, or trader-maintained:
-Faction: How well defended depends on number of pirate attacks, “personality”; main reason is to improve trade and economy
-Private: Can be independent or part of larger chain; level of defenses varies on income, how much owner charges in taxes; defenses comprise of mercs, privately-owned security force, station-mounted defences; defenses sometimes skimped for additional revenue
Special shipyards for pirates only: mainly refit ships, sell some unique designs, easier to get than civilian ones
Can also buy civilian ships, more expensive, more difficult, generally better.
...There's probably also going to be stations and the like, but for now, that's a little beyond what we're doing.
The other reason I'm posting this is that I have version 2.0 of the map up. I'll probably get to work on a version 2.5 (this one lacks pirate-controlled areas or any stations); however, the addition of "terrain" as well as many more planets makes me just want to go upload this now. Criticism welcomed!
I literally just took some names from the forum as they occurred to me; if you don't want me to use your faction, just PM me or something.
Anyway, I should start making my character about now... *gets distracted and makes another freighter ship*
Universal Govt. currency: Standard Trading Units (STUs/Units), value fixed, baseline
2-3 “Tangible” currencies from “minor civs”, value varies, can be collected by raiding merchants
Pirate currency- agreed upon by mainstream pirate groups, value changes wildly; Illegal; can be turned in for cash bounty at govt. station, if found during inspection results in hostilities
Trade goods: Varyingly legal materials, act as currency, has other uses
3 ways to sell trade goods: 1) Go to dealer on Unamedstation Station and go through her (risky free but small profit margin due to “taxes”); 2) Go to a trade depot and sell direct (requires stolen ship) (highly risky but very profitable); 3) be own middle man, buy with one currency and sell at another (unstable as trade good price fluctuates, decently profitable)
~5 major govt. formed trade union (a la Eurozone), all use STUs, Pirate currency banned
3-4 minor powers, each has own currency, STUs accepted, pirate currency may or may not be used (depends on which faction)
Aggressiveness of anti-pirate actions depend on group, who’s being raided (raiding will increase ire from all factions equally, except the one being raided, which increases much more)
Neutral trade stations exist outside of controlled space, act as barter/semi-legal exchange locales
Checkpoints have defensive stations equipped with interdiction tech, heavily armed
Trade stations in neutral territory can be faction-owned, privately-owned, or trader-maintained:
-Faction: How well defended depends on number of pirate attacks, “personality”; main reason is to improve trade and economy
-Private: Can be independent or part of larger chain; level of defenses varies on income, how much owner charges in taxes; defenses comprise of mercs, privately-owned security force, station-mounted defences; defenses sometimes skimped for additional revenue
Special shipyards for pirates only: mainly refit ships, sell some unique designs, easier to get than civilian ones
Can also buy civilian ships, more expensive, more difficult, generally better.
...There's probably also going to be stations and the like, but for now, that's a little beyond what we're doing.
The other reason I'm posting this is that I have version 2.0 of the map up. I'll probably get to work on a version 2.5 (this one lacks pirate-controlled areas or any stations); however, the addition of "terrain" as well as many more planets makes me just want to go upload this now. Criticism welcomed!
- RP Map, version 2.0:
(Oh, wow, .png conversion really did a number on the image quality. )
- Map Key:
- -Dashed colored lines represent Major faction borders
-Solid colored lines represent minor faction borders
-Yellow dots are capitals (labeled)
-Red dots are major planets (also labeled)
-Green dots are other locations (unlabeled)
-Solid blue lines running between the above are trade lanes
-Orange areas are dangerous nebulae (impassable zones)
-Purple areas are disabling nebulae (passable, but dangerous)
-Fuzzy blak dots are black holes
-Light blue lines are wormholes
-Black lines following borders are areas of closed borders
-Areas with the sparks effects are active warzones (The Klingon New Empire is technically occupied but has a very active resistance movement)
-The really thick black lines that extend from the top right are quadrant boundaries
- To-do list:
- Version 2.5:
-Add Pirate bases, secret pirate routes
-Starbases!
-Checkpoints
Version 3+
-Really bump up the size (seriously, that thing is way too busy already, and I have almost no more space )
-More names!
-Different types of interstellar terrain
-Add HQs for non-landholding factions (E.I. Daragon corp.)
I literally just took some names from the forum as they occurred to me; if you don't want me to use your faction, just PM me or something.
Anyway, I should start making my character about now... *gets distracted and makes another freighter ship*
- Dino27Captain (PCG)
- Join date : 2013-05-20
Faction : Phoenix Command Group
Posts : 1435
Location : P.C.G. York ready room
Re: Privateers, Pirates and Mercenaries!
Sun Jan 04, 2015 9:16 pm
ST space is pretty big (not SW space big, but big) and those nebulas are WAAAAAY too large to be in-scale. But otherwise... it looks pretty good (I've given up trying to have all the canon factions in the right places on forum maps )
I think you summed up the currency/trading/faction hate pretty well!
I think you summed up the currency/trading/faction hate pretty well!
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Tue Jan 06, 2015 2:57 pm
So I finally got around to finishing up Version 2.5; I added the starbases, pirate bases, pirate routes, and checkpoints like I said, though perhaps not the best. I already have a plan for version 3.0 that will hopefully rectify the busyness; but for now, you'll have to settle for this cluttered mess (not that the new additions help much).
- V2.5:
- Updated Key:
- -Everything in the last applies here
-Dark/olive green spots are starbases (which are currently entirely pointless, as they're out of the trade lanes, but... let's just say I have ideas )
-Pirate bases are represented by pink dots (very intimidating, I know )
-Pink lines are illegal pirate routes, linking up pirate bases and normal planets
- Updated To-Do:
- -Give planet/stations names
-Change the width of a given route to represent how lucrative it is (wider=more $$$)
-Space out the factions a bit, and add large expanses with no "owners", which would be pirate-controlled areas
-Factional starbases (ie. that base is owned by the Hugaran gang, this one by Daragon, inc.)
-Larger area (probably encompassing most of the galaxy, though most of it will get cropped...)
-Otherwise, same as above
- ForgeRecruit (No Affiliation)
- Join date : 2013-05-20
Faction : De-Factioned
Posts : 1065
Location : Lost in a decimated city
Re: Privateers, Pirates and Mercenaries!
Sat Jan 17, 2015 4:21 pm
BTW, if you want to be slightly more accurate with your map, here's the current official PCG map.
https://phoenixcommandgroup.rpg-board.net/t167-the-official-pcg-universe-map
https://phoenixcommandgroup.rpg-board.net/t167-the-official-pcg-universe-map
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Sat Jan 17, 2015 5:37 pm
Yeah, I've seen it- but TBCH, I don't really want to bother making my map accurate to the "canon" PCG map, considering it's only for one RP. Also, it allows me a bit more creative freedom/flexibility than if I was basing the map off something else.
- ForgeRecruit (No Affiliation)
- Join date : 2013-05-20
Faction : De-Factioned
Posts : 1065
Location : Lost in a decimated city
Re: Privateers, Pirates and Mercenaries!
Fri Jan 23, 2015 3:06 pm
I was just kind of thinking that if this RP became canon (as near anything here tends to) that it would fit a bit easier if the map matched. But I get what you're saying.
BTW, I'm back and ready to roll....soon as I make a character and a ship to pilot it, errr, a ship and a character to carry it....errr.....yeah, that.
BTW, I'm back and ready to roll....soon as I make a character and a ship to pilot it, errr, a ship and a character to carry it....errr.....yeah, that.
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Version 3.0!
Thu Jan 29, 2015 2:36 pm
Though long overdue, Version 3.0 of the map is now up!
After I made virtually no progress with GIMP, I decided to just return to my roots: LDD. I was both able to better customize the design overall, and allow some level of interactivity to it: This setup will allow me to better modify the map based off any changes that go on in the RP, for example. Furthermore, we can now have player "pieces" that move along the map based on player actions- which is important, since we can now determine distance by counting the number of studs between two objects, and thus the speed and sensor ranges of the ships.
.lxf file: https://www.dropbox.com/s/m1lxb8yse4s5vqt/PPM%20Map%203.0.lxf?dl=0
[WARNING! FILE IS 3316 BRICKS! MAY SLOW DOWN SOME COMPUTERS!]
- RP Map, version 3.0:
...Hmmmmmm... we may be needing a bigger pic....
- Map Key:
- -White lines are trade routes
-Gold lines are pirate routes
-Trans-blue lines are wormholes
-4x4 round bricks are faction capitals
-2x2 round bricks are major locations (major planets, larger stations, etc.)
-1x1 round bricks are minor locations (minor planets, small trade hubs, etc.)
-Tan 2x2 round bricks in black/neutral space are civilian trade stations
-Black 2x2 round bricks are Black Holes
-Patches of trans plates are nebulas (I'm thinking only having one type, because more is unnecessary
-Brown radiators are impassable nebulas
-Grey brick walls are closed borders (impassable)
-Orange 1x1 round bricks in a line indicate active warzones
-Pink areas/1x1 round bricks/2x2 round bricks are pirate areas/bases
- 3.0 ToDo:
- -Add names (is that really necessary anymore, though?)
-Much more interstellar "terrain"/wormholes.
-Connect civie stations to galactic trade network
-Checkpoints (again, are they still necessary?)
-Differentiate the locations (e.g. this place is a mining starbase, this place is an agricultural colony)
-Add mining bases, where players could buy resources directly from suppliers
-Non-landholding factions
-Some way to tell how lucrative a given trade route is- I'm thinking some kind of color indicator
After I made virtually no progress with GIMP, I decided to just return to my roots: LDD. I was both able to better customize the design overall, and allow some level of interactivity to it: This setup will allow me to better modify the map based off any changes that go on in the RP, for example. Furthermore, we can now have player "pieces" that move along the map based on player actions- which is important, since we can now determine distance by counting the number of studs between two objects, and thus the speed and sensor ranges of the ships.
.lxf file: https://www.dropbox.com/s/m1lxb8yse4s5vqt/PPM%20Map%203.0.lxf?dl=0
[WARNING! FILE IS 3316 BRICKS! MAY SLOW DOWN SOME COMPUTERS!]
- Dino27Captain (PCG)
- Join date : 2013-05-20
Faction : Phoenix Command Group
Posts : 1435
Location : P.C.G. York ready room
Re: Privateers, Pirates and Mercenaries!
Thu Jan 29, 2015 8:26 pm
Very nice!
I suggest including the things you asked "is it really need anymore?" because the rest of us don't know the map by heart, not having put all the time and effort into it that you have.
I suggest including the things you asked "is it really need anymore?" because the rest of us don't know the map by heart, not having put all the time and effort into it that you have.
- ForgeRecruit (No Affiliation)
- Join date : 2013-05-20
Faction : De-Factioned
Posts : 1065
Location : Lost in a decimated city
Re: Privateers, Pirates and Mercenaries!
Mon Feb 02, 2015 8:58 pm
Well I had this nice big character profile and then the interwebz decided to refresh right as I was trying to post it, so here's a quick WIP profile.
Name: Turtrell Sypgiz
Race: Half Andorian half Romuan
Age: 34
Bio: Turtrell often does the on the street selling of goods for whichever pirate group he is working with. He is good at his job and handy in a fight, but not exactly a tank for when a fight does break out. He is good with weapons and only sorta good at hand to hand combat, and a little under muscled for the situations he often finds himself in, though still with plenty of strength compared to your average star-ship joe. He is excellent at not being traced back through his deals, when whatever illegal merchandise he sold is tracked down and arrests start being made his name never comes up. Probably how he's still out of prison after 15 years of pirate dealings.
Name: Turtrell Sypgiz
Race: Half Andorian half Romuan
Age: 34
Bio: Turtrell often does the on the street selling of goods for whichever pirate group he is working with. He is good at his job and handy in a fight, but not exactly a tank for when a fight does break out. He is good with weapons and only sorta good at hand to hand combat, and a little under muscled for the situations he often finds himself in, though still with plenty of strength compared to your average star-ship joe. He is excellent at not being traced back through his deals, when whatever illegal merchandise he sold is tracked down and arrests start being made his name never comes up. Probably how he's still out of prison after 15 years of pirate dealings.
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Ships!
Sat Feb 14, 2015 1:55 pm
*BUMP*
So I finally finished my bevvy of civie ships... for now. I might make more freighters and such later- but ATM, this is it.
.lxf link: https://www.dropbox.com/s/q0e94o6t136j55r/m.lxf?dl=0
From left to right:
Front row (closest to camera): Delipar-class freighter with cargo bay, Delipar without cargo bay
Middle row: Sgowtiaid-class escort corvette, Skaaldier-class support cruiser, Spitze-class escort cruiser, Staal-class corporate carrier, Sumali-class escort frigate
Back row: Wreker custom frigate (likely going to be my character's ship), Stroper-class pirate hauler, Plunderaar*-class pirate cruiser
For reference, first row is civie frieghters, second is civie-manufactured/operated combat ship, and last row are pirate ships (will probably make one or two more of those). I'll start posting these individually today and tomorrow; for now, enjoy the LDD, I guess. Also, if you can't tell, the Wreker is my refit of Dino's generic escort-cruiser thing.
*Name subject to change
So I finally finished my bevvy of civie ships... for now. I might make more freighters and such later- but ATM, this is it.
.lxf link: https://www.dropbox.com/s/q0e94o6t136j55r/m.lxf?dl=0
From left to right:
Front row (closest to camera): Delipar-class freighter with cargo bay, Delipar without cargo bay
Middle row: Sgowtiaid-class escort corvette, Skaaldier-class support cruiser, Spitze-class escort cruiser, Staal-class corporate carrier, Sumali-class escort frigate
Back row: Wreker custom frigate (likely going to be my character's ship), Stroper-class pirate hauler, Plunderaar*-class pirate cruiser
For reference, first row is civie frieghters, second is civie-manufactured/operated combat ship, and last row are pirate ships (will probably make one or two more of those). I'll start posting these individually today and tomorrow; for now, enjoy the LDD, I guess. Also, if you can't tell, the Wreker is my refit of Dino's generic escort-cruiser thing.
*Name subject to change
- Admiral AquaRaiderRecruit (No Affiliation)
- Join date : 2015-02-02
Faction : Scorpion Attack Force
Posts : 18
Re: Privateers, Pirates and Mercenaries!
Mon Feb 16, 2015 6:43 pm
I want in! Only question: Are we all part of separate pirate groups that we own, or do we all work for the same group? And if we are part of the same group, do we all work together in the same "squadron" in said pirate group or do we have our own squadron of ships we command? And, most importantly, will we be serving cake or pie as our official RPG snack?
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Mon Feb 16, 2015 6:56 pm
From what Arik said most people won't even be commanding ships. From what I can tell, we're all associated with this one fleet of pirates, but not necessarily members (Dino, for example, is doing his own traveling-pawn-shop-slash-bazaar thing to the side).
And given this is the PCG, probably cookies. Unconventional, I know, but it works.
And given this is the PCG, probably cookies. Unconventional, I know, but it works.
- Admiral AquaRaiderRecruit (No Affiliation)
- Join date : 2015-02-02
Faction : Scorpion Attack Force
Posts : 18
Re: Privateers, Pirates and Mercenaries!
Mon Feb 16, 2015 7:01 pm
Sounds fine, though this does leave me at a loss as to who should be my character. Would've been an easy choice had I been in charge of my own pirate group as I already am the SAF Founder and Leader. Oh well. I'll probably pick through my old LEGO RPG characters and use one of them as a base.
What kind of cookies?
What kind of cookies?
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Mon Feb 16, 2015 7:05 pm
Heh, I'm pretty sure we're supposed to be a unique-to-the-RP group anyway... though it is possible we could be affiliated with the SAF in some way: we work with them often, but we're not actually a part of them, or something like that....
Kind of cookies? Erm... well, we have replicators, so... all of them?
Kind of cookies? Erm... well, we have replicators, so... all of them?
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Bio!
Tue Feb 17, 2015 1:20 pm
I know this is double-posting, but I don't want to wait for someone else to say something.
So here's my working bio. If there's anything huge missing, let me know- but honestly, this seems fine as-is. IDK, I still haven't proofread yet, so...
Quick Stats:
-Name: Talvis Maren
-Age: 38
-Height: 5 feet 8 inches
-Species: half-Betazoid, half-Romulan, possibly small amounts of others
-Skills:
•Good: Tactics, Strategy, Engineering, Manipulation
•Bad: Combat (melee and ranged), Reflexes, Diplomacy
So here's my working bio. If there's anything huge missing, let me know- but honestly, this seems fine as-is. IDK, I still haven't proofread yet, so...
- History:
- Talvis Maren hails from somewhere in the fringe territory of the galaxy- no one knows where, exactly, though he himself admits it’s somewhere near the Alpha/Beta quadrant divide. He was the third of four children- the first being brilliant Vokol, second herculean Agenitus, and fourth his only sister, Torren. For their entire lives, Vokol was primed to inherit their father’s holdings with Agenitus his right-hand man, and both held power from early on; stupid Talvis and weak Torren were seen as footnotes to their glory, if that. Their father was none other than the infamous dread captain Garth Haroom Maren, who kept his family on his personal cruiser- ostensibly for “safekeeping” against assassination or ransom attempts (though, given the family’s backstabbing history, it’s just as likely he was following the old adage of keeping one’s enemies closer).
Regardless of reasoning, Haroom’s plan backfired massively when rivals ambushed his small flotilla near the Klingon/Martian border. Outnumbered, outgunned, boarded, sabotaged, and FTL drives scrambled, Garth ordered his family to the shuttlebay, hoping that his heir apparent, Vokol, would find and kill the one who betrayed them and eliminate his rivals, thus putting him on the path to claim his rightful power.
It was not to be.
As soon as they arrived at the shuttlebay, Talvis stole away in a personal transport and vented the room into hard vacuum, eliminating all potential competitors- including Vokol, -in one fell swoop, then remotely triggered the self-destruct mechanism on his father’s flagship. For his efforts in providing intel on the movements and strength of Haroom’s fleet, as well as coordinating the sabotage efforts when the ambush began, he was awarded a handsome bounty, which he used to purchase himself a new ship, a few weapons, and crew.
Soon after, and informant slipped him a tal Shiar communique to the effect that Torren, his sister, had also escaped his father’s ship, thus beginning a months-long cat-and-mouse chase as he attempted to hunt her down. This culminated in a short but intense battle near the Romulan neutral zone wherein he boarded an Imperial Romulan transport harboring her, only to be captured himself.
It was then he learned the first rule of space piracy: never do anything you could have someone else do for you.
Talvis was conscripted to serve in a new Imperial-sponsored privateer program, which the empress used to stab at the newly-formed Romulan Republic with revealing herself. Talvis despised the work, for several reasons- principally, his sister was the captain of his ship, and the Tal Shiar ensure her orders were followed. So he did what he did best- sit back, manipulate events, wait for an opportunity.
Said opportunity presented itself in short time: during a raid on a Republic convoy, their small flotilla was ambushed by a much larger SAF raiding squadron, and the two groups were immediately at each other’s throats.. When one of their destroyers was immobilized, Torren ordered one of her favorite agents to take command and pull the ship out. Seizing his chance, Talvis killed the agent, stole his shuttle, took command of the destroyer, and promptly switched sides. In the ensuing chaos, even the Tal Shiar were too disorganized to “remove” Talvis, leaving him free to coordinate fire on his sister’s ship.
In the end, the Imperial-led raiders were short work for the SAF forces with Talvis’ help; he was paid yet another bounty for his efforts. In the coming months, he worked with the SAF on several occasions- with being the operative word. He strongly disliked taking orders from anyone, to say the least, and thus remained an affiliated (yet technically independent) SAF captain. When asked, he insisted his reasons for staying with them were quite simple: they paid him. If a better offer came along, he would take it without hesitation- though no one quite believed that, what with how long they had worked together.
They were wrong.
When The Newly-formed Phoenix Command Group began its campaign to eradicate the SAF from near-Federation space, they looked to acquire allies who knew their enemy. Working off a hint, the PCG approached Talvis and offered him a large sum of money as well as regular payments if he would switch sides. Without a second thought, Talvis switched sides. It was here, among the PCG’s strategists, that he showed his aptitude for strategy, planning and leading several assaults, all of which proved deadly effective.
As the campaign drew to a close, the PCG decided that his services were no longer necessary, and attempted to arrest him to stand trial for his previous crimes. It was then they learned the second rules of space piracy: never backstab the backstabber. Having predicted a possibility of betrayal by his current employers, Talvis had set up a system of informants within the PCG months earlier- a system which now paid off by warning him hours in advance that the order had been sent. By the time the military police arrived, he was gone.
Talvis has spent the rest of his time up to this point as a pirate, mercenary, and bounty hunter. He’s worked with or for pretty much everyone at some point or another- and has probably backstabbed them too.
- Physical Description:
- Talvis is 5’8, age 38, half Betazoid and half Romulan- thought it’s thought that there are some elements of Human and Klingon mixed in somewhere. He has about average strength and dexterity- though he has little experience with weaponry and isn’t of much use in either a range or melee fight. His reflexes are somewhat slow, and it often takes him several seconds to respond to unexpected situations. In addition, he’s also somewhat nearsighted, though his deployable visor can more than compensate.
For all the lack of muscle in his upper body, he has the endurance to run at a decent clip for some time, and can walk for the better part of a day. In addition, his time on the engineering deck aboard his father’s old flagship imparted him with some technical knowledge; he knows his way around an engine room, and is capable of doing some repairs by himself.
- Personality:
- Some say Talvis is simply misunderstood, or hardened by the loss of his family; others say that he’s a psychopath with a god complex- the truth is likely somewhere in between. He is extremely pragmatic and unemotional, almost to the point of sociopathy. This coldness seems to almost radiate from him, and makes him less than adept at diplomacy. As one may have noticed in his history, he has little to no qualms about betraying anyone he comes across for more power or wealth- and his reputation for it almost always precedes him.
Something else you may have noticed: he is much more of a schemer and tactician than he is a fighter. Backstabbing him is highly unadvisable- it’s almost guaranteed he’ll see it coming. He is a firm believer in the Romulan philosophy “treachery will get you everywhere”, and always avoids getting his hands dirty unless it’s absolutely necessary- which is rare, due to his connections with certain underground groups specializing in making people disappear. When in battle, he will always command from a ship in the second lines, generally a carrier. He is a master strategist and able tactician.
In addition to all this, his Betazoid side gives him some limited psychic powers. Though not capable of outright mind-reading, he can generally discern one’s true intentions and occasionally do one-way communication across some distance (though this requires a large amount of effort).
- Equipment:
- Talvis always wears a protective suit of light armor- not enough to stop a sniper or anything, but enough to stop a stab by a knife or small pistol (essentially, just enough to prevent an assassin). In addition, he rarely goes anywhere without his adaptive visor, which compensates for his nearsightedness and acts as a HUD. As far as weaponry is concerned, he carries a Holug-18 semiauto disruptor pistol for emergencies, as well as a small utility knife. When on his ship, it is not uncommon to see him with a hydrospanner as well, in order to put his engineering know-how to good use.
Quick Stats:
-Name: Talvis Maren
-Age: 38
-Height: 5 feet 8 inches
-Species: half-Betazoid, half-Romulan, possibly small amounts of others
-Skills:
•Good: Tactics, Strategy, Engineering, Manipulation
•Bad: Combat (melee and ranged), Reflexes, Diplomacy
- JohnnyredCaptain (PCG)
- Join date : 2013-05-19
Faction : Phoenix Command Group
Posts : 870
Location : Adventure Comix Studios
Character sheet
Faction: Phoenix Command Group
Species: Human
Re: Privateers, Pirates and Mercenaries!
Wed Feb 18, 2015 12:17 pm
I'll be joining, I just gotta throw together a profile and character. Is this PCG-verse or elsewhere?
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Wed Feb 18, 2015 12:21 pm
Non-canon PCG-verse. The only real difference is that we use a different map, because I'm the one making it and I can't be bothered to be entirely accurate to the normal PCG-verse map.
- Admiral AquaRaiderRecruit (No Affiliation)
- Join date : 2015-02-02
Faction : Scorpion Attack Force
Posts : 18
Re: Privateers, Pirates and Mercenaries!
Wed Feb 18, 2015 5:52 pm
Interesting bio, Tetra (or should I call you Mighty?). Very much enjoyed the reference of the SAF! I was wondering, did his sister die in the SAF raid or escape? Not that it matters that much, just curious.
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Wed Feb 18, 2015 5:58 pm
Mighty or Tetra, I'm fine with either (slight preference towards the latter, simply because it sounds a bit better IMHO, but it's your call ). And yeah, she tragically died in the crossfire (read: he had the SAF ships target her bridge with extreme prejudice). I mean, I suppose it's technically possible she could've survived for storyline reasons, but otherwise she's very much dead.
- Admiral AquaRaiderRecruit (No Affiliation)
- Join date : 2015-02-02
Faction : Scorpion Attack Force
Posts : 18
Re: Privateers, Pirates and Mercenaries!
Wed Feb 18, 2015 6:15 pm
I could just call you Mighty Tetra. Anyways, I wasn't really thinking for storyline reasons, I was just curious, though that is a thought. Personally I thought they would've become friends as their family treated them both as the young "footstools".
- ForgeRecruit (No Affiliation)
- Join date : 2013-05-20
Faction : De-Factioned
Posts : 1065
Location : Lost in a decimated city
Re: Privateers, Pirates and Mercenaries!
Wed Feb 18, 2015 6:35 pm
Okay, we officially have two profiles up, so when do we start?
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Wed Feb 18, 2015 7:06 pm
You could, I suppose. And yeah, they were originally suppose to become a team, but the story sorta evolved organically, and she sorta died. If she is brought back, I suppose they could become a forced-partnership; they both hate each other, yet simultaneously need each other. The second the alliance becomes unnecessary, they'll try to kill each other.
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