Narrative Effects/Damage
Created by Second Mate Quinton Beck on Sat Mar 28th, 2020 @ 11:29pm
For the purposes of our story, we have narrative that says things like, "the turbolifts are slow," or, "we have an underpowered warp core," And we track it for internal consistency.
Numbers are best used to enhance the narrative and keep it consistent, but we don't need to paint ourselves into a corner. There are three types of "Status Effect" we track.
Definitions
Aesthetic:
Scratches and bruises, only noted for common shared image to be upkept. For instance: We had to change our Paint theme, so now Second Star has the gleaming white, but also Green and Red tones. So if we took damage that moddled our paint job or have carbon scoring, that white will look black and so forth. Generally speaking this level of damage is mostly superficial and not of great concern to health or safety. There's also potential here for appearance modifications, such as the Agora, a massive hole in the hull turned into a skylight. Scars or prosthetic body parts can go into your bio's character description.
Standard:
Everything worth noting should be tracked, like major hull damage, loss of shuttles, or "faulty wiring on E-7 Deck". We won't track fuel or supplies closely unless we are doing a story that features shortages, but this is where a thing which can affect crew safety or story performance goes. Temporary conditions can be tracked until they are fixed in story as well. At this level, the status effect causes pain or impairment and is something to incorporate as a character struggle, but does not prevent you from continuing the story.
Critical:
At this level there tends to be a turning point in the story. Take Luke Skywalker losing his hand, it isn't a guaranteed kill, but it changes the path of the story. This also sometimes opens up other narrative venues to explore like dialogue heavy scenes,segue into a medical scene, but facing death is a very real possibility for your character. If Second Star is i conflict and we write that it has been shot critically and we lost a Nacelle, that would go here.
Lethal:
ST III:
KIRK
My God Bones, what have I done?
MCCOY
What you had to, what you always do. Turn death into a fighting chance to live.
There is no longer a question of victory. Catastrophic damage will be tracked if we get it. VOY "Year of Hell" Is a good case study in Critcial damage, then Lethal Damage. Ramming the Scepter, Overloading ships systems for a final gasp attempt to escape, Self-Destruct, abandoned and derelict, all statuses that belong here.
Aesthetic:
-Green and Red paint scheme on highlights.
-Purple glow to Deflector and Nacelles.
-Agora has a sky light on Port side of Sucer Section Dorsal roof.
General:
-Several holes in hull evident from outside by bare patches of metal covering it over like scar.
-Under-powered Warp Core, cant run too many systems at same time. High Warp takes time to achieve.
-Abandoned decks- There are several stretches of deck that are sealed, they are supposed to be filled with foam to keep it strong, but there are hiding places and whole crew quarters in these sections that are off books.
-Beta lifts for T1 are down (Port forward Saucer)
-There is only a standard freighter computer core, insufficient for a ship of this size. With Judah added, it is surprisingly functional but prone to odd behavior. Uses the Barclay interface, which is an illegal biogenic device.
-Sensors are still what a standard freighter would have.
-No science labs.
-Rudimentary Deflector.
Critical:
-Cobbled parts make for a system that can collapse or behave unpredictably.
Severe:
-All systems are within operable standards.
Categories: Ship's Status