Difference between pages "Guide:RPG Proposals" and "User:McGig/Sandbox"

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{{icons|bfo}}''This guide is governed by the Operations Office, and any questions should be directed to the [[Bravo Fleet Operations Officer]].''
[[/Cardassian_Union]]<br>
[[/Starters]]<br>
[[/Borg_Collective_Ships]]


The purpose of this guide is to walk you through the RPG proposal process, with explanations of why the process is the way it is, what the Operations Office is looking for, and things to consider as you create this document. Most basically, your proposal should demonstrate very clearly why your concept will be successful and what your preparation level is for running it.
==CR-718==
{{Starbase
| name = CR-718
| image =
| registry =
| class = ''Marconi''-class
| affiliation = *[[Starfleet]] - managed
*Federation Department of Communications
| status = Active
| commissioned =
| decommissioned =
| destroyed =
| system =
| sector = Bajor Sector
| region =
| quadrant = Alpha Quadrant
| role = Subspace communications relay hub
| unit =
| taskforce =
| taskgroup =
| squadron =
| co =
| xo =
| crew =
| dedication =
| templatemode = nocats
}}{{quote|In the new era, thought itself will be transmitted by radio.|'''Guglielmo Marconi'''}}
Relay Station CR-718 is a ''Marconi''-class subspace communications relay and hub station intended for 2nd-tier communications trunkline usage as well as sector communications coordination. CR-718 is placed on the [[United Federation of Planets|Federation]] side of the [[Badlands]] to serve the coreward regions of the Bajor Sector not served by the communications hub within the Bajor system itself. The station also serves as the first station in the relay chain installed across the Badlands to provide constant near-realtime communications with Deep Space 47. CR-718's increased transmission power and sensitive receiver array allowed for materials savings of 2 whole unmanned arrays across the badlands, greatly reducing maintenance requirements as well for the teams responsible for ensuring the Badlands Chain is operational with a 99% uptime expectation.


== General Evaluation of Proposals ==
{{clear}}
The Operations Office considers factors both related to the proposal itself and to your history as a member in Bravo Fleet, as an RPG is more than just checking a registry item out, it's an exercise in leadership, interpersonal relationships, and good citizenship. Game managers provide a service to the fleet by organizing their games, and so we vet proposals very thoroughly to ensure a positive experience for everyone.


A successful prospective GM has:
==Daloon IV==
{{Planet
| name = Daloon IV
| image =
| starsystem = Daloon
| sector =
| quadrant = [[Beta Quadrant]]
| class = M
| satellites = 1
| atmosphere =
| climate =
| hydrosphere = 75%
| affiliation = Associate status with the [[Romulan Republic]]
| natives =
| population = ~750,000
| capital =
| templatemode = nocats
}}
Prior to the collapse of the Star Empire of Rator and the Romulan Star Empire before it, Daloon IV was a sleepy world within the Empire's borders. A sizable population of a few hundred million for the most part have survived the ebb and flow of history over the centuries by simply being mostly forgettable in the grand scheme of things.


* reached the rank of Lieutenant Commander and has already requested a primary command;
No critically important mineral resources, slightly above average agricultural output, respectable but not leading edge education facilities - all things that conspired to keep Daloon a worthy prize, but not at the forefront of anyone's strategic thinking. No senators of conquering heroes ever hailed from Daloon, nor particularly well-off families on the scale of those that pulled the strings of the Empire. Daloon was big enough to avoid serving the Empire, but not being enough to be served by the Empire.  
*For Writing RPGs:
**demonstrated familiarity with the command system (i.e. fiction writing) through contributions to their primary command; and,
**created a potential CO character that is realistic, appropriate, and effective as a model for potential applicants.
*For Table-Top RPGs:
**shared their experiences in managing a TTRPG and can give clear examples of how to make such a game successful while online.


A successful RPG proposal demonstrates clearly:
Rulership of Daloon was handled by an Imperial Magistrate, appointed by the Senate with the recommendation of the outgoing magistrate and typically handled as 'business as usual'. The last three centuries saw the position of magistrate fall into the hands of a local patrician family, the L'rilt family, maintaining power through a careful mixture of well-managed government, grooming capable successors and seeing less-desirable heirs sent off to do their duty to the Empire and hopefully discover a life for themselves in the more metropolitan centres.


*how the concept will have broad appeal for Bravo Fleet's members and be able to successfully recruit;
===Fall of the Rator Empire===
*why the particular ship or base was selected, especially in terms of how its class will support the premise outlined;
*how the missions the RPG will write are connected to the premise, with major story beats and explanations of how members will engage in each mission;
*why the concept is suited to an RPG rather than a fiction;
*why the potential GM wants to run an RPG.


==Concept==
===Current Poilitical Situation===
"Explain the premise, theme and focus of your game that will make it stand out as unique and interesting within the Bravo Fleet universe. Describe in several paragraphs how your game will add new storytelling opportunities for players, how it might overlap with existing games, and why you are proposing to use the class of ship or base you've selected."
Daloon IV has entered a brave new political era, free of the Star Empire of Romulus or Rator. With the recent ratification by the People's Assembly of the '''Founding Principals and Actions Declaration''' (FPAD), serving as the first of Daloon's principal governmental documents, Daloon IV has started the process of crafting its own governmental regime. The Declaration, while not a full constitution, was drafted to allow the newly formed government to form certain political offices and set the guidelines that are dictating the processes for follow-up documents.


This section should be several substantial paragraphs.
Reaching an accord between two of the larger political groups, Daloon IV has adopted a co-governance model between the old magisterial family, elevated to the newly formed position of Princeps, and a popularly elected official who also carries the title of Princeps for a period of six local years (7.5 Standard Years). The latter is commonly referred to as the People's Princeps by Daloon's fledgling media services at this time. By the terms set in the FPAD, both Princeps are equal in rank and authority, with a veto from either enough to end a piece of legislation without a supermajority of the newly formed Senate to override. A veto from both requires a unanimous Senate vote followed by a majority plebiscite to overrule.


===Picking a Ship or Station===
While the Principes form the Heads of State, the FPAD lays out provisions for a Head of Government to arise from the Senate. This position, the Secretary-General, is charged with the day-to-day running of the government and answers to the Principes in all matters currently.
It is important to pick an appropriate class of ship or station to match the premise you are going to describe. If you're intending to do exploratory and first contact missions, a tactically-oriented ship would be a poor choice, just like a science vessel would be a poor choice for tactical missions. That's not to say that games can't be set around ships ending up doing things they aren't designed for, but the ship's stated mission (i.e. what it's been ordered to do in-character by Starfleet) should match the class you select.


This is also not to say that a ''game''<nowiki/>'s concept could involve a ship doing things outside of its specialty or purpose, but the ostensible in-character purpose for a ship being sent to a particular area should match its design. For instance, Starfleet wouldn't send a hospital ship on a tactical mission, but that doesn't mean a hospital ship wouldn't ever encounter trouble or be attacked, and so in your proposal spell this out if that's your intent: "This class has mission type X, and I want to run missions of type Y, due to Z circumstances which force the ship to do things outside of its initial parameters."
{| class="wikitable" style="width: 600px; margin: auto;"
! style="width: 300px; border-bottom:solid 0px; font-size: 1rem;" | Princeps
! style="width: 300px; border-bottom:solid 0px; font-size: 1rem;" | People's Princeps
! style="width: 300px; border-bottom:solid 0px; font-size: 1rem;" | Secretary-General
|-
| 2400 - Present
*Rel L'rilt
| 2400 - Present
*Ritihe Faler
| 2400 - Present
*Pamisa
|}


==== For a Writing RPG ====
While eschewing joining the Romulan Republic at this time, the largest and most stable of the interstellar powers nearby, Daloon has entered into a cautious close association agreement with the Republic. Republic vessels are free to visit and a small resupply station has been allowed to be constructed in orbit though construction has yet to begin. The number of visiting ships is also a contested point in Daloon-Republic relations while Daloon seeks to modernise the planetary defences that Starfleet brought online recently.
When selecting a class, it's good to spend some time in the specifications area of the wiki, as each modern class has a detailed write-up with substantial information on what a class is intended for and what its strengths and weaknesses are. In particular, pay close attention to the "In Play" section on each class, for some quick and easy tips on what to do with a particular ship.


Here are some concept types and which ships are suited to them :
Daloon's own industrial and agricultural base does allow it some leeway in building a platform of influence amongst its neighbours, especially those still outside of the Republic. While more conservative groups may wish to focus purely on Daloon's own needs and wants, radical and forward-thinking elements of the government, including both Principes, are not blind to the possibility of 'building the peace' by helping out their neighbours in an effort to build a bubble around Daloon and perhaps make it a logical regional centre should Daloon ever join the Republic. At a minimum local stability and curtailing the rise of malcontents is a desired goal for Daloon's own security concerns.


* Long-Range Exploration:  ''[[Odyssey Class|Odyssey]], [[Constitution III Class|Constitution III]], [[Galaxy Class|Galaxy]], [[Obena Class|Obena]], [[Ross Class|Ross]], [[Vesta Class|Vesta]], [[Intrepid Class|Intrepid]], [[Luna Class|Luna]], [[Sagan Class|Sagan,]]''
With both Starfleet and Republic assistance, Daloon has purchased a number of small craft to assist in planetary defence and trade protection. The newly formed Daloon Guard incorporates elements of the planet's previous garrison and guard forces and is supplemented currently by advisors from both the Republic and Starfleet.
*Exploration closer to or within Federation space: ''[[Inquiry Class|Inquiry]], [[Nebula Class|Nebula]], [[Sovereign Class|Sovereign]], [[Excelsior II Class|Excelsior II,]] [[Rhode Island Class|Rhode Island]], [[Duderstadt Class|Duderstadt]]''
*Science: ''[[Grissom Class|Grissom]], [[Nova Class|Nova]], [[Norway Class|Norway]], [[Olympic Class|Olympic]], [[Springfield Class|Springfield,]] [[Sutherland Class|Sutherland]]''
*Tactical: ''[[Inquiry Class|Inquiry]], [[Manticore Class|Manticore]], [[Rhode Island Class|Rhode Island]], [[Akira Class|Akira]], [[Defiant Class|Defiant]], [[Prometheus Class|Prometheus]], [[Saber Class|Saber]], [[Sovereign Class|Sovereign]], [[New Orleans Class|New Orleans]], [[Gagarin Class|Gagarin]], [[Edison Class|Edison,]] [[Alita Class|Alita]]''
*Generalist: ''[[Inquiry Class|Inquiry]], [[Reliant Class|Reliant]], [[Steamrunner Class|Steamrunner]], [[Nebula Class|Nebula]], [[Obena Class|Obena,]]''
*Scout: ''[[Rhode Island Class|Rhode Island]], [[Saber Class|Saber]], [[Challenger Class|Challenger]], [[Cheyenne Class|Cheyenne]], [[Duderstadt Class|Duderstadt]]''
*Utility: ''[[Parliament Class|Parliament]], [[California class|California]]''
*Humanitarian: ''[[Excelsior II Class|Excelsior II]], [[Odyssey Class|Odyssey]], [[Parliament Class|Parliament]], [[California class|California]], [[Olympic Class|Olympic]]''


This isn't all-inclusive or restrictive, but could help guide your thinking. Picking the right ship for your proposal is a very important step, and not being able to see the connection between your premise and the class you're proposing is almost certainly going to result in asking for revisions.
{{clear}}


==== For a TTRPG ====
==Ayer's Rock==
Based on the source material being used (''e.g. Star Trek Adventures''), it would be use to explain what ship or station is being used and why, similar to the above guidance. Confirming you have this material on hand will also be helpful.  
{{Planet
| name = Ayer's Rock
| image = [[File:Ayer's Rock - Monument Valley.jpg]]
| starsystem =  
| sector = [[Archanis Sector]]
| quadrant = [[Beta Quadrant]]
| class = M (marginal)
| satellites = 2
| atmosphere =
| climate =
| hydrosphere = 68%
| affiliation = [[United Federation of Planets]]
| natives =
| population = ~750,000
| capital = Landing
| templatemode = nocats
}}'''Ayer's Rock''' is a marginally habitable M-class world on the Federation-Klingon border in the Archanis sector. Its proximity to the Klingon border and centuries of volatile relations with the Klingon Empire have worked consistently to keep the world of Ayer's Rock off of any lists for terraforming projects and intense migration, much to the satisfaction of the inhabitants of this world.


=== Describing Your Concept===
Settled by people wanting a more 'down to earth' existence, Ayer's Rock mostly eschews the trappings of modern technologies, its citizenry preferring to mostly stick with wind, water and muscle power for their day-to-day lives. What limited modern technology does exist on the world is primarily related to the limited healthcare system the singular subspace transceiver used to keep appraised of local interstellar matters that could impact life on Ayer's Rock.
Think about the premises of various ''Star Trek'' shows and movies. What was the overall theme or niche that made it successful? While there is a certain amount of room in the fleet for generalist vessels, each RPG's proposal needs to demonstrate how the idea is unique and why it will attract interest. The more thought you can put into this section, the better the Operations Office will be understand your intentions, and the more successful your prospective game will be when you're actually running it with players.


Things to consider here:
===Landing===
The capital of Ayer's Rock is the township of Landing, named like so many other planetary capitals across the Federation for being the spot where the first colonists set down upon arriving at their chosen destination. Landing looks like it could be lifted out of any Wild West drama with its wooden buildings, dusty main street and the constant presence of horses as the primary means of conveyance. While considered to be the planetary capital, for most of the population spread around Ayer's Rock it is just as distant as the Federation is from their daily lives.


*Is my premise suited for ''Star Trek'' specifically, or would it be more at home in another fandom?
{{clear}}
*Are there other RPGs doing the concept I want to do? Are they full or recruiting? How will my RPG compete for players in the fleet?
* How will I explain my concept to prospective members? What's the recruitment appeal?
*What area of the galaxy do I want to operate in, and is there a lot of material already developed by the Intelligence Office that can help me?
*Does my concept use standard starship/starbase departments and positions or is it more specialized, say for an engineering or medical ship?
*Does my concept comply with existing canon, or impact any major races/powers?
*How much 'homework' would potential members have to do to get up to speed joining my game?
*Why is this premise suited for an RPG in the first place, rather than a fiction?
*'''For TTRPG:''' consider how will the players will interact with each other? How often will they meet? How will you summarise their decisions/actions to be shared with other members?


==Mission Summaries==
==Starbase Kickass and Associated Shenanigans==
"Describe three mission concepts you might pursue after the launch of your game. They should include at least the basic story beats, explaining how you would get members involved and why that mission is suited to your premise."
{{Starship
| name = Lollipop
| prefix = USS
| image = [[file:Galaxyclass.png]]
| registry =
| class = Galaxy
| affiliation = [[Kickass Fleet]]
| status = A good ship
| commission =
| decommission =
| destroyed =
| taskforce =
| quadrant =
| role = Imaginary
| co = Commander William T Riker
| xo = Also Riker, because there are two of them
| templatemode = nocats
}}


Your mission summaries:
{{clear}}


*should have a beginning, middle, and an end, even if you don't intend to reveal those story beats to your players at the beginning. You need to demonstrate that you're able to plot out an entire mission from beginning to end.
{{Starbase
*should related directly to the premise you're describing, and they should be the missions you intend to start with. If you change the specifics later, that's fine, but part of what you're proposing in this document isn't just the premise but how you're going to get started, so it's important to put a lot of detail here.
| name = Starbase ''Kickass''
* should not just be re-hashes of ''Star Trek'' episodes, but riffing or homage are perfectly acceptable.
| image = [[file:spacedockclass.png]]
*should show how you would get members involved, especially thinking about departments that aren't directly aligned with the mission idea.
| registry =
*'''For TTRPG:''' 
| class = [[Spacedock]]
| commission =
| decommission =
| taskforce =
| quadrant =
| role = Spinning Top of Death
| affiliation = Starfleet, but only because their branding was already all over the place
| sector = Wouldn't you like to know
| system = The fun one, with all the parties going on, but you're not invited.
| co = Depends on the day of the week really
| crew = The Eternal Rave!
| templatemode = nocats
}}


=="Red Flags"==
{{clear}}
There are several things that will almost invariably trigger a request for revisions or a flat rejection when found in a proposal:


* Section 31 or other black ops-style units
{{Quadrant
*MACOs outside of ST: ''Enterprise''-era games
| name = Kickass
*Alternate universes
| image =
*Time travel
| major powers = *Starbase Kickass
*Content above 16+
*Risa
*Sisko's Creole Kitchen
| minor powers = *United Federation of Wimps
*Originally Space Russia, now Space Vikings
*Space Roman Elves
*The other Space Russia, but 90's Space Russia
*Who let the Geico lizard run a star nation?
*Fucking Gul Dukat, honestly
*Space Karen
| important sectors = Sector Kickass!
| important places = Starbase Kickass
| templatemode = nocats
}}


==Premade Writing RPG==
{{clear}}


You may want to consider using one of the [[Premade RPGs|Premade]] ideas as part of your proposal to create a new Writing RPG. They are available for use by any member with the rank of Lieutenant Commander or higher. This is a way of assembling a unique concept for your game, based on a pre-designed story concept which is then paired with a set of classes that you can choose from when applying to run the game. You will be paired with either the Bravo Fleet Operations Officer or another member of the RPG Team for a mentorship experience lasting the duration of your first mission, which has a set beginning and several endings. The concepts are broken down by which of Starfleet's core missions it addresses, with specific concepts tied to particular classes under that
{{Region
| name = Sector Kickass
| image = [[file:spacedockclass.png]]
| major powers = *The Confederation of Kickass
*Grandma
| minor powers = *Those chumps we stole Starbase Kickass off of
*Old Lady Higgins (she's got a mean left hook)
*Some Swedish fetish group
| important places = *Starbase Kickass
*Grandma's house
| templatemode = nocats
}}


<div class="mainpage-navigation mainpage-row spectiles">
{{clear}}
<div class="card" style="opacity:0;"></div>
</div>
 
[[Category:Guides]]
[[Category:Bravo Fleet Policies]]

Revision as of 12:05, 23 February 2024

/Cardassian_Union
/Starters
/Borg_Collective_Ships

CR-718

CR-718
Information
Class

Marconi-class

Affiliation
  • Starfleet - managed
  • Federation Department of Communications
Status Active
Location
Sector Bajor Sector
Quadrant Alpha Quadrant
Assignment
Role

Subspace communications relay hub

Template:Starbase


"In the new era, thought itself will be transmitted by radio."
    —Guglielmo Marconi

Relay Station CR-718 is a Marconi-class subspace communications relay and hub station intended for 2nd-tier communications trunkline usage as well as sector communications coordination. CR-718 is placed on the Federation side of the Badlands to serve the coreward regions of the Bajor Sector not served by the communications hub within the Bajor system itself. The station also serves as the first station in the relay chain installed across the Badlands to provide constant near-realtime communications with Deep Space 47. CR-718's increased transmission power and sensitive receiver array allowed for materials savings of 2 whole unmanned arrays across the badlands, greatly reducing maintenance requirements as well for the teams responsible for ensuring the Badlands Chain is operational with a 99% uptime expectation.


Daloon IV

Daloon IV
Information
Star system

Daloon

Quadrant

Beta Quadrant

Class

M

Satellites

1

Hydrosphere

75%

Affiliation

Associate status with the Romulan Republic

Population

~750,000

Template:Planet


Prior to the collapse of the Star Empire of Rator and the Romulan Star Empire before it, Daloon IV was a sleepy world within the Empire's borders. A sizable population of a few hundred million for the most part have survived the ebb and flow of history over the centuries by simply being mostly forgettable in the grand scheme of things.

No critically important mineral resources, slightly above average agricultural output, respectable but not leading edge education facilities - all things that conspired to keep Daloon a worthy prize, but not at the forefront of anyone's strategic thinking. No senators of conquering heroes ever hailed from Daloon, nor particularly well-off families on the scale of those that pulled the strings of the Empire. Daloon was big enough to avoid serving the Empire, but not being enough to be served by the Empire.

Rulership of Daloon was handled by an Imperial Magistrate, appointed by the Senate with the recommendation of the outgoing magistrate and typically handled as 'business as usual'. The last three centuries saw the position of magistrate fall into the hands of a local patrician family, the L'rilt family, maintaining power through a careful mixture of well-managed government, grooming capable successors and seeing less-desirable heirs sent off to do their duty to the Empire and hopefully discover a life for themselves in the more metropolitan centres.

Fall of the Rator Empire

Current Poilitical Situation

Daloon IV has entered a brave new political era, free of the Star Empire of Romulus or Rator. With the recent ratification by the People's Assembly of the Founding Principals and Actions Declaration (FPAD), serving as the first of Daloon's principal governmental documents, Daloon IV has started the process of crafting its own governmental regime. The Declaration, while not a full constitution, was drafted to allow the newly formed government to form certain political offices and set the guidelines that are dictating the processes for follow-up documents.

Reaching an accord between two of the larger political groups, Daloon IV has adopted a co-governance model between the old magisterial family, elevated to the newly formed position of Princeps, and a popularly elected official who also carries the title of Princeps for a period of six local years (7.5 Standard Years). The latter is commonly referred to as the People's Princeps by Daloon's fledgling media services at this time. By the terms set in the FPAD, both Princeps are equal in rank and authority, with a veto from either enough to end a piece of legislation without a supermajority of the newly formed Senate to override. A veto from both requires a unanimous Senate vote followed by a majority plebiscite to overrule.

While the Principes form the Heads of State, the FPAD lays out provisions for a Head of Government to arise from the Senate. This position, the Secretary-General, is charged with the day-to-day running of the government and answers to the Principes in all matters currently.

Princeps People's Princeps Secretary-General
2400 - Present
  • Rel L'rilt
2400 - Present
  • Ritihe Faler
2400 - Present
  • Pamisa

While eschewing joining the Romulan Republic at this time, the largest and most stable of the interstellar powers nearby, Daloon has entered into a cautious close association agreement with the Republic. Republic vessels are free to visit and a small resupply station has been allowed to be constructed in orbit though construction has yet to begin. The number of visiting ships is also a contested point in Daloon-Republic relations while Daloon seeks to modernise the planetary defences that Starfleet brought online recently.

Daloon's own industrial and agricultural base does allow it some leeway in building a platform of influence amongst its neighbours, especially those still outside of the Republic. While more conservative groups may wish to focus purely on Daloon's own needs and wants, radical and forward-thinking elements of the government, including both Principes, are not blind to the possibility of 'building the peace' by helping out their neighbours in an effort to build a bubble around Daloon and perhaps make it a logical regional centre should Daloon ever join the Republic. At a minimum local stability and curtailing the rise of malcontents is a desired goal for Daloon's own security concerns.

With both Starfleet and Republic assistance, Daloon has purchased a number of small craft to assist in planetary defence and trade protection. The newly formed Daloon Guard incorporates elements of the planet's previous garrison and guard forces and is supplemented currently by advisors from both the Republic and Starfleet.


Ayer's Rock

Ayer's Rock - Monument Valley.jpg
Ayer's Rock
Information
Sector

Archanis Sector

Quadrant

Beta Quadrant

Class

M (marginal)

Satellites

2

Hydrosphere

68%

Affiliation

United Federation of Planets

Population

~750,000

Capital(s)

Landing

Template:Planet


Ayer's Rock is a marginally habitable M-class world on the Federation-Klingon border in the Archanis sector. Its proximity to the Klingon border and centuries of volatile relations with the Klingon Empire have worked consistently to keep the world of Ayer's Rock off of any lists for terraforming projects and intense migration, much to the satisfaction of the inhabitants of this world.

Settled by people wanting a more 'down to earth' existence, Ayer's Rock mostly eschews the trappings of modern technologies, its citizenry preferring to mostly stick with wind, water and muscle power for their day-to-day lives. What limited modern technology does exist on the world is primarily related to the limited healthcare system the singular subspace transceiver used to keep appraised of local interstellar matters that could impact life on Ayer's Rock.

Landing

The capital of Ayer's Rock is the township of Landing, named like so many other planetary capitals across the Federation for being the spot where the first colonists set down upon arriving at their chosen destination. Landing looks like it could be lifted out of any Wild West drama with its wooden buildings, dusty main street and the constant presence of horses as the primary means of conveyance. While considered to be the planetary capital, for most of the population spread around Ayer's Rock it is just as distant as the Federation is from their daily lives.


Starbase Kickass and Associated Shenanigans

Galaxyclass.png
USS Lollipop
General Information
Class & Type Galaxy-class
Affiliation Kickass Fleet
Status A good ship
Assignment
Role Imaginary
Key Personnel
Commanding Officer Commander William T Riker
Executive Officer Also Riker, because there are two of them
Template:Starship




Spacedockclass.png
Starbase Kickass
Information
Class

Spacedock

Affiliation

Starfleet, but only because their branding was already all over the place

Location
System The fun one, with all the parties going on, but you're not invited.
Sector Wouldn't you like to know
Assignment
Role

Spinning Top of Death

Personnel
Commanding Officer Depends on the day of the week really
Station Populations

The Eternal Rave!

Template:Starbase




Kickass Quadrant
Powers
Major powers
  • Starbase Kickass
  • Risa
  • Sisko's Creole Kitchen
Minor powers
  • United Federation of Wimps
  • Originally Space Russia, now Space Vikings
  • Space Roman Elves
  • The other Space Russia, but 90's Space Russia
  • Who let the Geico lizard run a star nation?
  • Fucking Gul Dukat, honestly
  • Space Karen
Points of interest
Sectors

Sector Kickass!

Places

Starbase Kickass

Template:Quadrant




Spacedockclass.png
Sector Kickass
Powers
Major powers
  • The Confederation of Kickass
  • Grandma
Minor powers
  • Those chumps we stole Starbase Kickass off of
  • Old Lady Higgins (she's got a mean left hook)
  • Some Swedish fetish group
Points of interest
Places
  • Starbase Kickass
  • Grandma's house
Template:Region