Kitty Sheets

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Kitty Sheets

Post by jayphailey » Tue Mar 04, 2008 8:31 am

This is questionaire designed to allow one to define a character and back story.

The net is lousy with these. Some people take multi-hundred question psychological profile questionaires and try to use them for characters.

This one was culled from several such sources by my friend Kitty Howard. So I called it a Kitty Sheet. When I hand these to players I make a point of saying "None of the question is mandatory." But it can help define a character.

-*-

Character Information Sheet
-Full name:
-Adventuring name:
-Birthdate
-Birthplace:
-Sex:
-Height
-Weight:
-Build:
-Skin coloring:
-Eyes (color, shape):
-Hair
(color, style, length):
-Distinguishing Marks
(scars, etc.):
-Physical Description
(when adventuring)
(clothing style, etc.)
-Physical Description
(when on personal time):
-Personality:
-Psychological Quirks and Problems:
-Parents/Relatives:
-Friends
-Lovers
-Likes/Interests/Hobbies:
-Skills/ Training/ Professional Skills:
-Goals and Ambitions:
-Pets:
-Primary Power/Weapons:
-Secondary Powers/Weapons:
-History and Experiences Which have affected Character greatly:

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Kitty Ships

Post by jayphailey » Tue Mar 04, 2008 8:32 am

This is the Kitty Sheet for Starships it's slightly different but the effect is the same, a thumbnail description of the Starship in enough dfetail to allow a writer, GM or player to understand the ship.

- Ship Name
- Brief description of ship
- Campaign role for the ship
- Fleet role
- Age:
- Built:
- Length:
- Distinguishing Marks (Odd paint job, repair scars etc.)
- Equipment Quirks and Problems:
- Equipment Advantages
- Shuttles, number, any odd ones?
- Notable Previous Crew:
- Primary Power:
- Secondary Power:
- Primary Weapons:
- Secondary Weapons:
- Service History
- Crew:


- command staff
- CO
- XO
- OPS
- SEC
- CENG
- CMO
- CSc
- Other

On a scale of 1 - 100 where 100 is the best possible given the technology of the day, Relative date -
Science capacity -
Crew Comfort -
Duration -
Medical facilities -
Tactical maneuvering -
Strategic Speed -
Defense -
Offense -
Versatility -
Internal Security -

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Post by jayphailey » Tue Mar 04, 2008 8:33 am

This one is saved under the name Kitty Planet, but the format is for the LUG Trek worlds net book, to which I submitted a few of these.

Name:
Created By:
Summary:
Solar System:
System Name:
Affiliation:
Inhabited Planets:
Other Planets:
Artificial Objects:
SIS:

Environments:
Locations:
History:
Culture:
Planet Stats Box -
Planet Name:
Class:
System Data:
Gravity:
Year and Day:
Atmosphere:
Hydrosphere:
Climate:
Sapient Species:
Tech Level:
Government:
Culture:
Affiliation:
Resources:
Places of Note:
Ship facilities:

Population:
Government:
Strategic Importance:
Economy:
Present Conflicts:
Relations:
Military:
Languages:
Advantages:
Weaknesses:
Notable Inhabitants:
Campaign Role:

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Post by jayphailey » Tue Mar 04, 2008 8:33 am

This one is the Kitty-Race sheet. It's not detailed enough but material can be added as necessary. Good for thumb nailing an original race

Name:
Created By:
Short Summary:
Apppearance:
Biology:
Location:
Population:
Languages:
Government:
Economy:
Military:
History:
Culture:
Relations:
Advantages:
Weaknesses:
Special:
Campaign Role:

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Post by jayphailey » Tue Mar 04, 2008 8:34 am

Kitty-Culture - For cultures, mix with above and you can thumbnail alien empires, planets and so on.

Summary:
Location:
Geography:
Position in system:
General Geography of the planet:
Capital City:
People:
Races:
Languages Spoken:
Government:
Military:
Economy:
The Culture:
History:
Appearance:

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Post by jayphailey » Tue Mar 04, 2008 8:34 am

Last the one with the Different name - The Garry Sheet! Same concept but Garry Stahl made it up and so it's a Garry sheet. This is to describe any group with a definable group identity.

Group Name:
Created By:
Number of Members:
Nature of Members:
Organization:
Game Role:
World Role:
Relative Influence:
Public or Secret?:
Publicly Stated Goal:
Relative Wealth:
Group advantages:
Contacts:
Special Abilities:
Group disadvantages:
Special Disadvantages:
Who belongs:
Who doesn't belong:
Those who favor them:
Those opposed to them:
Area of Operation:
Headquarters Location:
Public Face:
Notable Members
History of the Group:

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Post by collierctr » Wed Mar 05, 2008 1:19 am

How about developing a questionaire based along these lines to help define a waste management system for a Trek RPG? One could call it a...



Kitty Litter?


;)
"THERE IS NO SANCTUARY!"

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Post by jayphailey » Wed Mar 05, 2008 11:48 am

:P

I don't see you posting any characters or places. :D

Join me, join me.

Jay ~Meow!~

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Post by omegasixafcommand » Wed Mar 05, 2008 3:56 pm

thank you Jay for this post. I will have to try this to redefine my current set of primary characters.

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Post by jayphailey » Wed Mar 05, 2008 8:52 pm

Only if it helps.

Jay ~Meow!~

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Post by CalicoMeezer » Fri Mar 07, 2008 8:18 pm

Agreed. Very nicely done.
Meli

Women and cats will do as they please, and men and dogs should relax and get used to the idea.
- Robert A. Heinlein

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Profile - Gar Molon

Post by jayphailey » Fri Mar 07, 2008 9:24 pm

Sample Kitty Sheet - Profile - Gar Molon

Created By: Jay P. Hailey

Name: Gar Molon

Species: Betazoid

Age: 4X

Birthplace: New Alamar City, New Alamar

Parents:

Pan Molon, A Chief Steward aboard a Starliner, Think of the Manager of a
five star hotel. Pan is the one who makes sure every customer gets what they
want when they want it that all the restaurants, clubs and what have you are
running well.

Meg Molon. A former Starfleet Security Officer, Meg worked occasionally as
Chief of security aboard Starliners, usually the same ones her husband
worked on.

Siblings, Relatives:

Fan Molon, Gar's older Sister is about 19 years older than Gar. A Former
Starfleet Cadet, she left Starfleet right after graduating to return home
after a family tragedy. She is currently a respected fashion designer and
reserve Starfleet officer at Luna City.

Friends:

Miko Zabal is an old Family Friend. The Zabals are the descendants of the
chiefs of the last tribe of Primitive Betazoids to be assimilated into
mainstream Betazoid culture. This old noble status doesn't affect the
Zabal's standard of living too much, but it has some ceremonial and
traditional meaning for the descendants of that tribe.

Gar's best friend as a Civilian is a Cardassian, Mak Rukat. Rukat and
his family lived in the Federation as refugees after escaping a government
purge. The elder Rukat was an anti-government, and anti-war protestor during
the UFP's war with the Cardassians in the 2350's. Gar and Mak keep in touch
and arrange to meet whenever possible.

Height: 6' 1"

Weight: 185 lbs

Description:

A medium athletic build, Gar close up is taller than he seems from further
away. He has handsome features colored by a hint of pain. He has piercing
blue eyes, which seem odd as one gets closer, thick black hair that Gar
usually keeps neck length or shorter.

Personality:

Gar is pretty straight forward and up front about what he wants and how he
feels. Gar has emotional buttons which he hides, especially about his
eyes.

Skills/training/Professional skills:

Gar is a trained general practitioner and emergency room doctor. Gar has
received basic Starfleet training. He knows how to cook and the basics of
the Cardassian Language. Gar has a very broad knowledge of Drama, and Stage
arts from a number of cultures.

Weaknesses:

Gar's psionics are weak by Betazoid Standards. He barely rates on their
scale at all. He can receive emotional impressions, but anything further
away than across the room is almost impossible for him. He can only
communicate telepathically with another being if that being has psionics on
their own or if the contact is very, very intimate.

While this makes Gar all but crippled in Betazoid society, it's actually an
advantage when dealing with pain and injuries from trauma and accident. Gar
is better at turning his powers off than turning them on.

Career History:

Born

Age 3 Gar's parents begin to take him skiing with them. Gar retains a
fondness for the sport for the rest of his life

Age 4 Gar's parents are enticed to take a short cruise, for very lucrative
rewards, they go and the Starliner disappears. Extensive Starfleet Searches
turn up no sign. Gar's sister, Fan Molor, just graduating her Starfleet
cadet cruise returns home to take care of Gar. She becomes a fashion
designer on New Alamar, and maintains a reserve commission in the Betazoid
Self defense forces.

Gar and Fan's life on Betazoid is calm and relative happy. Despite some
adjustment problems they adjust to their new lives. While the searches are
called off and no new evidence is gained, Gar and Fan remain convinced on a
sub conscious level that their parents are still alive out there, some
where.

Gar lives a normal, prosaic life among the Betazoids, marred by one problem,
Gar's psionic strength is pathetic. While intelligent and physically in good
shape, Gar's telepathy and empathic telepathy are so weak as to be almost
non-existent. Gar worked hard at developing his psionic strength but it
never gained much range or power.

When Gar was 18 He was one of the victims of a terrible industrial disaster
in New Alamar. Many people were killed and Gar was one of the people badly
injured. He lost his eyes in the accident. While reconstructive surgery was
possible, the results were not guaranteed. While Gar recovered some what,
Fan explored options for non-standard treatments and heard of an
experimental project at Earth, the VISOR project.

Fan and Gar applied and Gar was accepted as a test subject. Later that year,
Gar and Fan moved away from New Alamar to Luna City, Luna. There Gar was
treated and implanted with the neural inputs for the VISOR device.

Age 19. Gar meets Mak Rukat and the two become fast friends.

Age 20. Extensive exposure to medicine crystallizes Gar's interest. He
applies to and is accepted on a scholarship to Starfleet Medical.

Age 22, While a student, Gar is part of a crew which goes to a Small
Federation world to try and avert a social crises. This mission was not
successful. Civil unrest breaks out. Gar and the other medical personnel of
the mission joined local emergency workers. This is Gar's baptism of fire
and he comes through, being very helpful and using his VISOR to help triage
patients

Age 26, Gar Graduates Starfleet medical and begins his cadet cruise. Gar
serves at the Chi Weng colony.

OER Neutral, Passed. Promoted to Ensign.

Age 27 Tour 1, USS Enmouth, a Frigate on Patrol. Gar is a junior medical
officer there, but finds a good crew. The ships sees action, Gar gains
practical experience.

During this cruise, Gar picks up an interest in Drama, especially stage
plays, and the classic works of the genre. Gar begins omnivorous reading and
thinking on the subject as well as seeing the greats perform on the
holodeck. Gar joins an organization of fantasy stage troupes which designs
and organizes tour consisting of great actors from across history, simulated
and passed back and forth as holodeck programs across subspace.

Gar's extensive interest has one major stumbling bloc that Gar has no
knowledge of. Gar is a terrible actor. His technical knowledge of the
subject becomes excellent over time, but Gar has negative talent for stage
performance. Apparently no one has been mean enough to tell Gar this yet.

OER Excellent, Gar is promoted to Lt. j.g



Age 32 Tour 2, Banalean Colony, 1 year. Gar serves as the chief medical
officer on the colony for a year. Nothing of interest noted, yet.

OER Neutral

Age 34, Tour 3, Exchange Officer with FBI, 2 years, Gar served as an
Exchange medical officer with the Federation's main interstellar civilian
Law Enforcement Agency, this was an action packed two years, with many
adventures. Gar was trained as a baker, preparing for an undercover mission,
an activity he enjoys and continues.

Gar also had an encounter with Raz Rukat, Mak Rukatr's older brother. Raz
Rukat is a member of an anti-federation terrorist group. He hates the
Federation and blames them for all his troubles, including not growing up
"Cardassian" enough.

During this time, Gar abandoned the VISOR in favor of the newer Cyber-Eyes
like Geordi LaForge has. This reduced the amount he could see, but also
reduced the pain involved. This is why Gar has the ice blue eyes, they're
actually techno-eyes.

OER Excellent, Promoted to Lieutenant

Age 36, Tour 4, Sixless Colony New Home, 2 years. After the action adventure
of his previous tour, this tour was a break. Gar was well liked but his
serviced were not much called on.

OER Neutral.

Age 38, Tour 5, Starfleet Academy, 2 years. Gar went back to Starfleet
medical to teach. The intent was that he should pass on his practical
experience to medical students. Gar's lack of any Dramatic or public
speaking talent sabotages his teaching. He is well liked, but not well
remembered.

Age 40, Tour 6, Starbase 299, 2 years. Gar's first stint as a CMO, It
went swimmingly. Gar's commander and crew like him, and his work is first
rate.

OER Excellent, Promotion to Lieutenant Commander

Age 42, Tour 7, Deep Space 13.

---

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Sample Kitty Ship - USS Olympic

Post by jayphailey » Fri Mar 07, 2008 9:28 pm

- Ship Name
USS Olympic

- Brief description of ship
A Volley ball with a thermos and two warp drive nacelles

- Campaign role for the ship
To take PCs far out in to the dark reaches of space, but not enough firepower so that they can get complacent about it

- Fleet role:
Galactic Survey Cruiser - the science capacity of a Galaxy class wrapped in a light cruiser

- Age:
13 years

- Built:
2366

- Length:
310 meters, 27 decks

- Distinguishing Marks (Odd paint job, repair scars etc.)
The Olympic class definitely has the retro thing happening. An update of the Daedalus class, it is unique among modern Federation Starships

- Equipment Advantages
The Olympic class brings maximum science and versatility to the field.

- Shuttles, number, any odd ones?
The Olympic class usually carries 10 - 12 shuttlecraft
Three of these are essentially mobile camps with shuttle engines designed to land a survey crew on the surface of a planet and support them for an extended stay.
Runabouts are often seen
Cargo shuttles and civilian models brought by civilian scientists are not uncommon

- Primary Power:
The Olypic class is fitted with standard starfleet warp core, leveraged for efficiency.

- Secondary Power:
The Olypic's secondary power system is a robust Starfleet Impulse drive system

- Primary Weapons:
Some very aggressive Olypic class starships mount a type 15 photon torpedo launcher which can fire salvos of 4 torpedoes at a time.

However this is an option, and does not occur on all ships

Some captains begrudge the storage for Photorps which could be used for more consumables and scientific gear

- Secondary Weapons:
The Olypic class has a collimated type seven Phaser array stanard. Recently these ships have been getting upgraded to type ten Phaser banks.
Not All Olypics have had this upgrade.

- Shields
The Olyic class was originally outfitted with an older type of Starfleet shield emitter described as "Adequate". newer ships and some in the field have been refit with modern shield generators - but the entire purpose is to allow the ship to lift her skirts and flee an attack.

- Service History
The Olympic class mixes massive science with a long duration and a large crew. As with all starships there were more jobs waiting for this ship than she could ever fill as she came out of Space dock.

- Crew:
Normal 750; with passengers 2600; evacation 8000

- Why
As the Galaxy class was entering the field, it was supposed to be all things to all missions.

In 2365, Admiral Stenn produced mathematical proof that a Galaxy class ship was more likely to have to drop a science investigation to respond to a crises than it was to ever complete a science investigation.

Thus the Olympic class project was born. A ship with all the science capacity, intended for science and exploration as her primary mission.

These are very popular among science crews, and civilians scientists invited to take part in such a mission.

They are less popular among people who has survived attacks in them, as their habit of being upgraded points out.

However, when an unusual scientific phenomenon becomes known, when a planet at the fringes of federation space needs to be surveyed for weeks or months, Or when a mapping mission must be undertaken - you'll often find an olympic class starship poking it's bulbous nose into the situation.

These ships anger more military minded Starfleet officers since their role in battle would be, at best as really expensive escorts or improvised troop ships and shuttle carriers.

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Sample Kitty Planet

Post by jayphailey » Fri Mar 07, 2008 9:35 pm

Four Corners -

Group Name:
Four Corners

Created By:
Kenneth Strickland - as interpreted by Jay P Hailey

Number of Members:
Approximately 3 million

75% Humans, 10% Four Armed Humans, 5% Aborians, 3% Vicharrians, 2% Other

Nature of Members:
Humans and humanoid residents of the planet Four Corners - Associate members of the Federation and considered an Earth Colony

Organization:
An elected council rules the colony, through a minor bureacracy - An elected Sheriff handles law enforcement, and appointed Civil Defense chairman organizes the forces of Four corners

The leader of the elected council is called the Mayor - a mostly ceremonial post, until something happens.

Game Role:
A Source for Four armed humanoids - a nod to Ken's "Four Corners" fic

World Role:
A Federation colony with a deeply odd origin

Relative Influence:
Slight - while it has a technological and manufacturing base, Four Corners doesn't have the population to really be a player

Public or Secret?:
Public

Publicly Stated Goal:
To tame the World of Four Corners and build a decent life for themselves and their descendants

Relative Wealth:
Compared to Earth miniscule - not enough people

Compared to an Individual immense - they can afford a small fleet

Contacts:
The United Federation of Planets.

Earth Alliance.

The Vicharrian Empire

Abor

Special Abilities:
Some natives of Four Corners are a unique humanoid race with four arms.

These people have unusual dexterity with their four arms.

The Four Corners people have a very positive "Can Do" attitude built into their culture. A native of Four Corners is liable to approach any task or training with every expectation he can meet it and excell.

Group disadvantages:
Planets can't dodge - Early tensions have all but disappeared.

Those who favor them:
The Federation and Federation members

Earth and the Earth Alliance - fellow Earth colonies

Those opposed to them:
Generic enemies of the Federation

Area of Operation:
The Abor sector between Earth and Romulus.

Headquarters Location:
Four Corners City - the site of the original colony landing, now a modern town with all the amenitires

Public Face:
Gregarious and positive colonists who can get things done.

Notable Members

Mama Dozier: An African American Woman who took in the Four armed toddlers and infants, insisting that looking after them was the Christian thing to do

Cody Macabee: Four Armed man, Took the lead in Four Corners first (re) contact with Earth, became Four Corner's spokesman on Earth for a while

Dane Taylor: Captain, EAS Strickland, the Earth Ship that discovered Four Corners and brought them back into contact with Earth.

Theresa St Thomas: Chief Science Officer of the EAS Strickland, confirmed that the Four armed people were not related to Earth humans. Married Cody Macabee and eventually retired to Four Corners

Sam Murdock: Doctor, became the first leader of the Four Corners Colony after landing - a hard core rationalistic man, he organized the human refugees and founded the community on sheer force of will

Moredecai: A supporter of Mama Dozier, was responsible for the African-American Survivors endorsing Dr Murdock's plan for establishing the community. Insisted on Equal rights and got it from the worried white refugees.

Bodine Macabee: A Sheriff of Four Corners and later Mayor/Elder statesman during the period of First Contact, Father to Cody

Jacob McCandless: A Christian preacher in Four corners, he supported Dr Murdock and lent spiritual support to the refugees

Mike Connors: Mayor of Four Corners during the period of First Contact - a Four armed man.

History of the Group:

1944 - the Town of Four Corners Georgia disappeared. every resident vanished without a trace. There was some random looting of the town before authorities became aware of the event.

This was hushed up by authorities for fear of panic. Special Agents investigated but never discovered any solid clues to the disappearance

1946 - about half the residents of Four Corners Georgia awaken to find themselves in the wreckage of an alien Starship crashed on an unknown world.

Initial fear threatens to break down into panic until Sam Murdock, the town's Doctor (and a recently returned WWII veteran) restores calm and takes control

Among the refugess are three badly injured survivors of the ship's original crew, the Briori. The Briori were slave raiders, taking humans from Earth to distant reaches of space to sell into slavery.

The three surviving Briori were captured by the towns people and forced to reveal the secrets of the remaining Briori technology.

Among the Survivors were discovered 37 toddlers and infants, all with four arms and unusual double pupils. The towns people first thought of killing the alien children, however Mama Dozier stepped in and insisted that the alien children be treated properly. Moredecai and several other towns people agreed, while many feared the children.

1946 - Summer, the survivors were well on their way to learning about their new world (which has a biosystem that is compatible with Earth's in every way - considered by many a piece of preserver terraforming) - And establishing a settlement there

Discovering new animals and plants to domesticate for food and what dangers the new world posed was hard on the colonists, they suffered many casualties.

utlizing the Briori records and information, the colonists were able to make a stable 18th century life style and to add pieces from the alien technology as their understanding grew.

The Briori, despite limited cooperation seemed incapable of dealing with the loss of their ship and their ship mates - they rarely repeated the same story about how the ship came to grief, and occasionally insisted that the current situation was a test or a training mission and that everything was firmly under Briori control.

The Briori were treated with brutality by the human survivors. Doctor Murdock had to constantly intervene to keep angry involuntary colonists from beating the Brioi or lynching them.

Mama Dozier, using the technology of the Briori recorded a new version of the bible, by repeating the book from memory to a recorder. Her version is 98% consistent with the King James Edition of that book.

1975 - the Colony had grown and become stable. the remains of the Briori ship constinued to function partially, enough to give the colonists the edge they needed to survive.

The first generation of four armed children had grown up to become adults, enculturated as though they, too were from Georgia, they proved quick studies and were able to pick up the skills offered them by their human co-colonists

Still life on Four corner was difficult. All the large predators that preyed upon pre-civilized humanity were present. Many smaller life forms and plants had defense mechanisms that the Colonists were not prepared for.

But the human population and the four armed human population began to grow slowly.

Dr Murdock's diaries of the time reveal he was intensley worried about the lack of genetic diversity among the colonists and that he despaired that the colony would have any long term staying power.

2000 - the Colonists were more or less at peace with their surroundings and the new Four corners culture was well in development.

2024 - Four Corners was discovered by the Aborians. They struck a deal with the Colonists to allow asteroid mining in the system. This deal was horribly slanted in Abor's favor, something the Colonists weren't to learn for years.

A few Aborians, mainly multi-racial outcasts joined the four corners colony, but found that the human population regarded them with some reserve.

2050 - a Vicharrian Scouting mission discovered Four Corners. Vicharrian visits were rare as Abor Guarded the system avidly.

Vague promises of support and material supply never materialized.

2133 - the Earth Alliance Cruiser EAS Strickland discovered the Colony by accident - they were looking for an Earth like planet to help refuel and restock their ship.

Captain Dane Taylor and Theresa St John made an excited first contact with the natives and began to learn the story of another lost Earth colony. Cody Macabee and Mike Connors represented Four Corners in the contact and reacted with a certain amount of trepidation - how would earth react to the four armed individuals? Was Earth a haven of sin and violence as some suggested?

2137 - Cody Macabee had gone to Earth and represented his home to the Earth Alliance at Earthdome.

2140 - Macabee returned to Four Corners with a ship load of supplies and educational material, many new colonists and scientists intent on studying the Briori wreck which formed the core of the colony.

Macabee and Conners were disquieted by Earth Dome's insistance that it had jurisdiction over the Four Corners colony, but the added material, support and colonists were too handy and they didn't go ahead with a preliminary plan to isolate their world.

2143 - a Vulcan scout ship visited Four Corners and stayed for four months gathering data.

2147 - an Andorian scout ship visited Four corners but stayed for a much shorter time.

2156 - word reached Four Corners of the Romulan War. However, being well off the beaten path, and having a small population and a weak technology base effectively eliminated Four Corners as a contributor to the war effort, something Connors and Macabee didn't mind at all.

During the Romulan War, Abor and Vichar were both unofficial members of the Anti-Romulan Alliance - but for political reasons elected not to join the war effort directly.

Four Corners approached each power to talk about aid with building defensive infrastructure for Four Corners, but these negotiations stalled.

2161 - The news of the founding the Federation was greeted with something approaching apathy. It would be several years before anyone thought to tell Four Corners that, as an Earth Colony they were considered members and citizens of the United Federation of Planets.

The Federation offered better support for Four Corners than the Benign neglect afforded by the Earth Alliance, and soon Four Corners was a modern world with a modern infrastructure.

Since then The planet of Four Corners has become something of a backwater in galactic affairs, something they quite like. A steady stream of immigrants from Earth and other worlds has increased the population and increased the genetic diversity well past the limited that Dr Murdock was originally afraid of.

The Four Armed people of Four Corners are not cross fertile with humans,however they do not seem to suffer from the consequences of inbreeding and so their population has grown steadily. They are still painfully rare to encounter out in the larger Galaxy.

Projects designed to discover the origin of the Four armed people and to back track the Briori have proven unsuccessful until the present day.


Star = GII
Mass 6.0
Biozone 13 - 19 AU
Inner Limit 0.3
Radius 0.1
# of Planets 3d6 + 1 = 11

Earth Density = 5.5
Earth Gravity = 1.0
Earth Diamtere 7915 miles

Orbit 1 .6 au Asteroid belt
Really hot bits of dense rock where a planet failed to form - excellent for mining by remote control - temps very hot

Orbit 2 .9 au Hot Rockball
Diameter 5011
Density 7.8 (metallic)
gravity .895
Notes - Large chunk of almost molten metal - good for mining by remote control

Orbit 3 1.2 au Hostile green house
Diameter 6785
Density 6.1
Gravity .947
Venus, but worse - an obstacle to avoid.

Orbit 4 1.8 au Hot Rockball
Diameter 2995
Density 6.8
Gravity .466
Some gray rock and some craters - nothing notable.

Orbit 5 3.0 au Hot Rockball
Diameter 6957
Density 6.0
Gravity 0.955
More gray, hot rock. Notable because it's gravity is very close to earth - but not for any other reason - dense and metalic, but hot.

Orbit 6 5.4 au Asteroid belt
Slightly less baked than the inner most Asteroid belt and slightly less interesting

Orbit 7 10.2 au Earth like size, hostile atmophere
Diameter 7,000 miles
density 5.4
.865 g
Atmosphere is poisonous flourine compounds - has primitive life - but is very hot.

Orbit 8 15.0 au Four Corners
Diameter 7381
Density 5.7
Gravity .963
Slightly smaller and more dense than Earth

1 small moonlet - captured asteroid
1 small moon
1 large moon

Environment - temperate (Ranges from arctic at the poles to tropic at the equator)

Water 77%


Orbit 9 19.8 au Earthlike iceball.
Diameter 8,767
Density 3.8
0.762g
Really cold Earthlike world - Has life in ocean vents and other extreme environments - Think Hoth.


Orbit 10 39.0 au Asteroid belt
Very cold and distant asteroids, mostly ice balls. Arguably where the edge of the solarsystem begins.

Orbit 11 77.4 au Huge Gas Giant
7 moonlets
8 small moons
4 medium moons
2 large moons
1 Gigantic moon

has a spectacular ring system like Saturns

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jayphailey
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Sample Kitty Race - The Olympians

Post by jayphailey » Fri Mar 07, 2008 9:38 pm

Name:
The Olympians - Residents of Olympia.

Created By:
Jay

Short Summary:
A people wth an odd form of government

Apppearance:
The Olympics are covered in soft downy fur. It ranges in Color from
white to gray to black, red is sometimes seen. They have a phsyical layout
very similar to humans, although the details differ. The Olympics have claws
on hands and feet which enable climbing anf have minor use as weapons.

The Olympics have a crest of billowy fur on their heads, which often
reminds humans of Pompadour or beehive hairdos. The function of this is
mating. the relative health and well being of the primitive Olympics could be
determined by the quality of his crest. In historical times this was taken to
bizzare lengths.

Olympics wear short clothing that covers their pubic and chest areas
for reasons of modesty and enticement. This custom descends from earlier
needs for protection

Biology:

The Olympics are mammalian omnivores, compatible in most ways with
earth life. Olympic females usually give birth to one kit at a time, although
twins are seen, rarely. Olympics live approximately 75 years, but this average
has been stretched a good deal by modern medicine.

Olympics are omnivores with a preference for fruits and nuts. Typical
Olympic cooking resembles traditional Chinese cooking.

Location:
The Zantree Alliance

Population:
5 billion beings

Languages:
There were over 150 languages and 400 dialects on Olympia at one time.
Now the remainder are saved in universities and spoken by the Olympic
equivalents of Anthropologists and affecionadoes.

Now the Main Language is "Olympic" which began has a trade argot, and
was refined over the last 1000 years to be a fully functional language.

Files on Olympic languages are available, and allow universal
translators to uptake and speak the surviving languages.

Government:
Olympia is ruled by a council of chosen representatives. They arrange
themselves into committees and specialized panels. They elect executive
officers from within and this posisiton can change often.

Election to the council is determined by competition in the Olympiad.
A year long collection of athletic, intellectual and educational competitions.
Each event awards it's own selection of points. At the end of the year's
competition, the 10 highest point winners are inducted into the Council where
they take up the duties of a junior councilman.

In recent years, these competitions have become so varied and so well
participated in that the Olympiad must begin at midnight of the first day the
olympic year and continue aggressively until Midnight on the final day of the
year.

The constests are weighted to reward broad participation and broader
achievement, Experts in a given field of science or athletics can not depend
on this to win enough competitions to be awarded membership in the Council.

Regional, and local governments either name the residents who did the
best in the Olympiad to their own sub councils or elect governments in ways
we'd recognize.

There is a (true) rumor that the council slips surrepititious ethical
and informal tests into the olympaid and adds points according to the results
of these.

There is an (untrue) rumor that somemembers of wealthy, prominent or
historically signifigant families get free point bumps as they enter the
olympiad.

The council is supported by a beauracracy, which prefers to hire high
scoring olympians but also considers specialized training and needed skills.

Economy:
The Olympian Economy is robust if not sparkly. It suffers from a touch
too much central planning.

Military:
The Olympian Military had atrophied into a planetary police force by
the time of contact with the people of Poong's world. However with the advent
of the Kliges'chee war the Olympians rose to the challenge. it was their
quick training and adaptation which allowed them to mnan the surplus
Kliges'chee ships.

Now that the war is effectively over for the time being, A massive
reorganization of the olympic space force is underway. The goal is for a
smaller, more professional, and better equipped space force, more in line with
the needs of the Alliance and the bugdet of Olympia.

massive, mostly complete shelters now dot Olympian Cities, and weapons
were distributed to all Olympians. Now that the danger has passed, many
questions remain to be answered.

History:

the Olympians rose through a complex history with multiple different
cultures and societies. At a critical point several competing powerblocks
were engaged in an arms race, and technological competition for dominance of
the world. At a moment of great tension, a set of regular games, like the
Olympics on Earth, broke through and thanks to the efforts of several of the
atheletes it became a force for peace and unity.

After several hundred years of evolution, a single nation on Olympia
enacted the Olymic-ocracy style of choosing a leadership council. this became
popular, even in other countries and the subsequent Olympiads became global
events.

In time, the Olympic World International Council voted to begin
selecting members this way and the current government of Olympia began to take
shape.

Culture:
The Cutlture of Olympia is very competitive, and focused on individual
achievement. Underneath that, it turns into a pretty generic Socialist
bureaucracy. Most Olympians train and carefully consider their chances to
compete in an Olympiad.
Olympians also enjoy competing in teams and often turn their
competitive culture to social and group defined goals.

Relations:
The Olympians and the Poong get along like gang busters. Their happy
relationship is one of the main cores of the Zantree Alliance.
The Olympians and the Burhgers of Youn disdain each other, and make
jokes about each other, but this masks a grumpy and growing affection each
has for the other.
The Olympians conflict every so often with the Tabooists, seeing coping
with Rishan Artifacts as a challenge. In other matters the Tabooists and
Olympians are neutral towards each other and at least theoretically friendly
The Olympians get along as well as anyone might with the Free
Kliges'chee. Having had to work with them closely to man and run Kliges'chee
ships.
The Olympians wish a closer relationship with the Federation.
The Olympians see the Klingons as a challenge.

Advantages:
Olympians are culturally more physically apt than average, and a touch
more socially apt, cooperating well with each other.

Weaknesses:
Olympians, especially competitiors at the regional or world level can
be prone to overweening ego and arrogance. Less competitive Olympians may buy this and follow an arrogant Competitior.

Special:
The Olympians are adaptable, and quickly take up new skills and games.

Campaign Role:
Folks of the Zantree Alliance.

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