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<u style="font-weight:bold;]TOOTH AND CLAW[/u]
SETTING NOTES
Swift Signals
It echoes out in a hundred systems, calibrated for a hundred species. In human colonies, the signal carries a subsonic background; like a heartbeat, racing onward to apoplexy. In Jobari space, it is a pirate broadcast prefaced with algorithmic pops and crackles, a steganographic call to war.
In every language, in every system, the message is the same.
Welcome to the race of a lifetime! Welcome to Tooth and Claw!
The Crimson Line
Tooth and Claw is, quite simply, one of the most popular entertainment ventures in TAF space.
The brainchild of August Reddin I-V, it consists of three phases, each broadcast from a different planetary system. Contestants are ferried between systems in the famed Reddin Enterprises Crimson Line, transports so luxurious as to be more floating palace than cargo hauler.
It’s best, if you’re lucky enough to be a contestant, to enjoy luxury while you can. Each phase of the race consists of a race- sometimes in vacuum, sometimes in atmosphere, sometimes on the ground. And each phase of the race also includes a combat trial, in any of a number of environments.
Each team consists of two participants: an AI-driven ship acting as its own pilot, and a biological mechanic who may also serve as navigator or weapons officer. The ship risks death by drive implosion, structural integrity failure, and core destruction. The mechanic risks death by vacuum, weapons fire, and radiation.
The winning team gains a massive purse in TAF credits and the right to resleeving in whatever form they choose, synthetic or biological. The losing teams gain nothing, and any who are destroyed or killed are resleeved or re-instantiated in generic bodies and hulls, product (and courtesy) of Reddin Enterprises. Without a thick bankroll, they are likely to stay there.
Speed and Stardom
August Reddin- at least, August I, August IV, and August III- preaches a doctrine of independence. Contestants are not allowed to be sponsored, nor can they be the sole product of a given corporation. They can, however, accept donations in good faith, and such donations are sorely needed for repairs, upgrades, and publicity (beyond that provided by the colorful commentary of Tooth and Claw itself).
In short, the race is as much popularity contest as it is navigational endeavor.
This facet of the competition has bred a pageant atmosphere, with every ship seeking to distinguish itself in the eyes of the public with over-the-top personalities, setting themselves up as underdog heroes, charming rogues, or thuggish villains (whom many will bankroll out of perversity). A racer who puts on an impeccable performance, but doesn’t bother playing to the crowd, can find final victory more distant than expected as resupply and repair proves impossible.
RACE RULES
<spoiler>
The rules of the yearly Tooth and Claw Triple Threat race are as follows.
Team Composition
Each team must consist of one biological crew member, and one sapient vessel with a crew complement of one. Vessels may be, at maximum, corvette class or equivalent in size. Biologicals must be singular entities or hive minds with less than 30 component entities.
Team Funds
Teams may not accept formal sponsorship, and may not be employees of a corporation.
Each team is issued a race account, to which fans and informal sponsors may donate. Tooth and Claw LLC will match 50% of all donations. All repair and resupply for the duration of the race is to be purchased using the funds in said donation account.
Selection
The Triple Threat race will accept, at most, 30 contestants. Previous winners have priority, followed by winners of recruiting events held by Reddin Enterprises.
Elimination
Contestants will be eliminated under the following circumstances:
• Mechanical failure resulting in zero mobility
• Mechanical failure resulting in death of guiding intelligence or crew
• Failure to finish in top 50% of contestants in first and second phases
• Noncompliance with race rules.
Race Structure and Victory Conditions
There are three phases overall, each taking place in a new stellar system.
Each phase has one combat section, and one speed-trial section. Order of sections is random.
Victory in combat sections will be determined by a panel of judges. Victory in speed-trial sections will be determined by course completion time. Relative scores in both sections will be averaged to determine final ranking for the phase.
The top three overall contestants will receive resleevings in synthetic or bioform bodies or hulls of their choice.
The overall winner receives an additional 5 million TAF credits.
Vessel Systems
Contestants may mount any form of propulsion, defensive, and communication systems desired. Weapon systems must be Class B or below. There are no further rules as regards vessel systems or configuration.
</spoiler>
HOW THIS THREAD WORKS
<spoiler>
This is an adventure story about spaceship racing guided by you, the readers/posters. I will update it at least once a day, possibly more if volume of suggestions/my sanity allows.
Generally speaking, I will implement any suggestion that has at least four votes. In the absence of a quorum, I will implement the coolest suggested action for that day. I will generally put my own spin on suggestions: this is for your own good. Trust me.
Updates will generally end with <ACTION?>. This is your cue to jump in and vote! Sometimes I may take a more multiple choice approach- usually when the choice is a fairly binary one.
Occasionally, certain things in a post will be in ALL CAPS. This means they are something you can interact with or find out more about. Don’t take them as an exhaustive list, however- there are likely to be many other things you can fiddle with or discover.
When rolling dice is called for, the following system will be used:
Players will roll three six-sided dice, or 3d6. The players must reach a given target number, between 3 and 18, within a given number of rolls, usually four.
Players may accompany their roll with a particular tactic or suggestion, which can result in a bonus or penalty of +/- four points.
If you have any other questions about the format of the thread, or the story itself, feel free to post them! I always welcome discussion and would be very grateful to anyone who chooses to keep the thread active, so more people can see it and vote- that’s what’s necessary to keep the story moving.
</spoiler>
SETTING NOTES
Swift Signals
It echoes out in a hundred systems, calibrated for a hundred species. In human colonies, the signal carries a subsonic background; like a heartbeat, racing onward to apoplexy. In Jobari space, it is a pirate broadcast prefaced with algorithmic pops and crackles, a steganographic call to war.
In every language, in every system, the message is the same.
Welcome to the race of a lifetime! Welcome to Tooth and Claw!
The Crimson Line
Tooth and Claw is, quite simply, one of the most popular entertainment ventures in TAF space.
The brainchild of August Reddin I-V, it consists of three phases, each broadcast from a different planetary system. Contestants are ferried between systems in the famed Reddin Enterprises Crimson Line, transports so luxurious as to be more floating palace than cargo hauler.
It’s best, if you’re lucky enough to be a contestant, to enjoy luxury while you can. Each phase of the race consists of a race- sometimes in vacuum, sometimes in atmosphere, sometimes on the ground. And each phase of the race also includes a combat trial, in any of a number of environments.
Each team consists of two participants: an AI-driven ship acting as its own pilot, and a biological mechanic who may also serve as navigator or weapons officer. The ship risks death by drive implosion, structural integrity failure, and core destruction. The mechanic risks death by vacuum, weapons fire, and radiation.
The winning team gains a massive purse in TAF credits and the right to resleeving in whatever form they choose, synthetic or biological. The losing teams gain nothing, and any who are destroyed or killed are resleeved or re-instantiated in generic bodies and hulls, product (and courtesy) of Reddin Enterprises. Without a thick bankroll, they are likely to stay there.
Speed and Stardom
August Reddin- at least, August I, August IV, and August III- preaches a doctrine of independence. Contestants are not allowed to be sponsored, nor can they be the sole product of a given corporation. They can, however, accept donations in good faith, and such donations are sorely needed for repairs, upgrades, and publicity (beyond that provided by the colorful commentary of Tooth and Claw itself).
In short, the race is as much popularity contest as it is navigational endeavor.
This facet of the competition has bred a pageant atmosphere, with every ship seeking to distinguish itself in the eyes of the public with over-the-top personalities, setting themselves up as underdog heroes, charming rogues, or thuggish villains (whom many will bankroll out of perversity). A racer who puts on an impeccable performance, but doesn’t bother playing to the crowd, can find final victory more distant than expected as resupply and repair proves impossible.
RACE RULES
<spoiler>
The rules of the yearly Tooth and Claw Triple Threat race are as follows.
Team Composition
Each team must consist of one biological crew member, and one sapient vessel with a crew complement of one. Vessels may be, at maximum, corvette class or equivalent in size. Biologicals must be singular entities or hive minds with less than 30 component entities.
Team Funds
Teams may not accept formal sponsorship, and may not be employees of a corporation.
Each team is issued a race account, to which fans and informal sponsors may donate. Tooth and Claw LLC will match 50% of all donations. All repair and resupply for the duration of the race is to be purchased using the funds in said donation account.
Selection
The Triple Threat race will accept, at most, 30 contestants. Previous winners have priority, followed by winners of recruiting events held by Reddin Enterprises.
Elimination
Contestants will be eliminated under the following circumstances:
• Mechanical failure resulting in zero mobility
• Mechanical failure resulting in death of guiding intelligence or crew
• Failure to finish in top 50% of contestants in first and second phases
• Noncompliance with race rules.
Race Structure and Victory Conditions
There are three phases overall, each taking place in a new stellar system.
Each phase has one combat section, and one speed-trial section. Order of sections is random.
Victory in combat sections will be determined by a panel of judges. Victory in speed-trial sections will be determined by course completion time. Relative scores in both sections will be averaged to determine final ranking for the phase.
The top three overall contestants will receive resleevings in synthetic or bioform bodies or hulls of their choice.
The overall winner receives an additional 5 million TAF credits.
Vessel Systems
Contestants may mount any form of propulsion, defensive, and communication systems desired. Weapon systems must be Class B or below. There are no further rules as regards vessel systems or configuration.
</spoiler>
HOW THIS THREAD WORKS
<spoiler>
This is an adventure story about spaceship racing guided by you, the readers/posters. I will update it at least once a day, possibly more if volume of suggestions/my sanity allows.
Generally speaking, I will implement any suggestion that has at least four votes. In the absence of a quorum, I will implement the coolest suggested action for that day. I will generally put my own spin on suggestions: this is for your own good. Trust me.
Updates will generally end with <ACTION?>. This is your cue to jump in and vote! Sometimes I may take a more multiple choice approach- usually when the choice is a fairly binary one.
Occasionally, certain things in a post will be in ALL CAPS. This means they are something you can interact with or find out more about. Don’t take them as an exhaustive list, however- there are likely to be many other things you can fiddle with or discover.
When rolling dice is called for, the following system will be used:
Players will roll three six-sided dice, or 3d6. The players must reach a given target number, between 3 and 18, within a given number of rolls, usually four.
Players may accompany their roll with a particular tactic or suggestion, which can result in a bonus or penalty of +/- four points.
If you have any other questions about the format of the thread, or the story itself, feel free to post them! I always welcome discussion and would be very grateful to anyone who chooses to keep the thread active, so more people can see it and vote- that’s what’s necessary to keep the story moving.
</spoiler>
« Next Oldest | Next Newest »
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