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| == Scratch Pad == | | == Scratch Pad == |
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| navy will perform air cavalry and troop transport role with gunships. I need to flesh out the marine recon role. | | navy will perform air cavalry and troop transport role with gunships. I need to flesh out the marine recon role. |
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| Increase the length of the prologue, to have more fleeing, near death experiences, etc., | | Increase the length of the prologue, to have more fleeing, near death experiences, etc., |
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| | Add the character artwork as commissions prior to a design change for the uniforms. They'll serve as bonus artwork on the special edition hardcovers. |
| <br> | | <br> |
| Here is a list of [[:Category:Characters|characters]] | | Here is a list of [[:Category:Characters|characters]] |
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| Here is a list of [[:Category:Terran Warship|warships]] | | Here is a list of [[:Category:Terran Warship|warships]] |
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| Here are the [[Races and Professions|Races and Professions]]. | | Here are the [[Species and Professions|Species and Professions]]. |
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| http://robertplewis.com/index.php/Category:Naval_Weapons | | http://robertplewis.com/index.php/Category:Naval_Weapons |
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| *need a page to promote artists.
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| http://robertplewis.com/index.php/System_Titles | | http://robertplewis.com/index.php/System_Titles |
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| {{DISPLAYTITLE:Gail Carriger's Heroine's Journey + 3-Act Structure Outline}}
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| This is a printable/editable outline combining [[Gail Carriger]]'s '''Heroine's Journey''' model (from ''The Heroine's Journey: For Writers, Readers, and Fans of Pop Culture'', 2020) with classic 3-act structure. Carriger's model focuses on '''connection''', '''networks''', '''delegation''', '''compromise''', and '''community restoration''' — the protagonist builds/rebuilds alliances for shared victory. Success benefits the group; revenge/glory is sidelined.
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| Phases: '''Descent''' (broken network), '''Search''' (gathering allies, risk, rebuilding), '''Ascent''' (negotiated success, new network).
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| Works for any protagonist gender/genre — relational growth over solo heroism.
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| == Story Details ==
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| '''Story Title:''' ______________________________<br>
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| '''Protagonist Name & Core Motivation:''' (What broken connection/network drives them? What "family/community" must they restore/create?) ______________________________<br>
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| '''Theme/Goal:''' (Restoring balance through connection/compromise; e.g., "True strength comes from lifting others, not standing alone") ______________________________
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| == Act 1 – Setup / Descent (≈ 0–25%) ==
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| Ordinary World → Inciting Incident → Plot Point 1 (Forced withdrawal into isolation/risk)
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| Focus: Original network (family, team, society, found family) breaks/fails. Protagonist tries to fix via pleas but is ignored/powerless → involuntary separation. Journey starts with loss of support, danger, isolation.
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| === Descent Phase – Broken Network & Abdication ===
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| # '''Familial/Social Network Breaks''' — Core community shatters (betrayal, loss, crisis, misunderstanding, external force). Protagonist senses potential for better but feels trapped in dysfunction.<br>
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| ''Writer prompts:'' What "family" (blood/chosen) is central? How/why does it fracture? Show superficial success but inner emptiness.<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| # '''Pleas Ignored, Power Abdicated''' — Attempts to appeal/negotiate/fix within system fail; dismissed, overruled, or forced to relinquish control. Involuntary withdrawal.<br>
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| ''Writer prompts:'' What reconciliation attempts fail? How do they lose agency? Inciting Incident: Break becomes irreversible.<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| '''Plot Point 1 (End of Act 1):''' Protagonist isolated, at risk; must venture into unknown (alone or minimal support). No easy return.
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| == Act 2 – Confrontation / Search (≈ 25–75%) ==
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| Rising action, gathering allies, trials → Midpoint shift → Dark Night low
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| Focus: Search for solutions; disguise vulnerabilities if needed; build new network/found family. Isolation/danger tests connection skills (delegate, collaborate, compromise) over solo conquest.
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| === Search Phase – Isolation, Risk, Rebuilding Attempts ===
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| # '''Isolation, Danger, Risk''' — Alone/nearly so, faces threats (physical/emotional/societal). Navigates underworld-like challenges.<br>
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| ''Writer prompts:'' List 3–5 trials. How does isolation force growth? Small connections begin?<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| # '''Search & Disguise/Subversion''' — Seeks answers/help/info, often disguised/subverting expectations. Gathers allies who see value.<br>
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| ''Writer prompts:'' Knowledge/skills pursued? Who joins as found family? Midpoint (~50%): Key ally/realization shifts to networked progress.<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| # '''Attempt to Rebuild Community''' — Delegates, prods allies, negotiates compromises. Shared goals emerge; network strengthens but fragile.<br>
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| ''Writer prompts:'' How unify people? Compromises show growth? Dark Night seeds: Betrayal/setback threatens new network.<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| '''Plot Point 2 / Dark Night (End of Act 2):''' Lowest point — new network falters, old wounds reopen, major compromise impossible. Fears total isolation/failure for all.
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| == Act 3 – Resolution / Ascent (≈ 75–100%) ==
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| Climax → Negotiated Victory → New Equilibrium
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| Focus: Rise via collective effort. Success through negotiation/compromise benefits all. New/reborn network — stronger, altered, inclusive. No solo glory; victory shared.
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| === Ascent Phase – Success, Negotiation, New Network ===
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| # '''Success in the Search''' — Allies' combined strengths achieve goal (restore balance, heal rifts, create better).<br>
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| ''Writer prompts:'' Collective climax action? Delegation shines?<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| # '''Negotiations & Compromises That Benefit All''' — Final deals bridge divides. Focus on mutual gain/harmony over revenge/glory.<br>
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| ''Writer prompts:'' Key compromise seals victory? Holds power "with" others?<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| # '''New Network Re-Established (Altered Form)''' — Community reborn — stronger, equitable, connected. Integrates connection lessons.<br>
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| ''Writer prompts:'' Changed relationships endure? World/community transformed?<br>
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| '''Notes / Your beats:'''<br>
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| <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
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| ________________________________________________________________________________
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| ________________________________________________________________________________
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| </pre>
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| '''Final Image / Return:''' Protagonist in renewed, thriving network — sees world through connected eyes. Peace through unity.
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| == Quick 3-Act Beat Summary ==
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| {| class="wikitable" style="width:100%;"
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| ! Act !! Key Beat !! Your Notes
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| | Act 1 || Hook ||
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| | Act 1 || Inciting Incident (Network Break) ||
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| | Act 1 || End Act 1 (Isolation Begins) ||
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| | Act 2 || Midpoint (Network Building Shifts) ||
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| | Act 2 || End Act 2 (Dark Night of Network Threat) ||
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| | Act 3 || Climax (Collective Victory) ||
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| |-
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| | Act 3 || Resolution (New Network) ||
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| |}
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| == Tips ==
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| * Carriger: Not gender-specific (e.g., Harry Potter builds networks; Barbie rebuilds connections).
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| * Contrast: Hero's Journey = isolated protagonist defeats evil alone for glory. Heroine's = networked protagonist prods allies toward shared victory.
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| * Examples: ''Barbie'' (2023), ''Everything Everywhere All at Once'', ensemble/redemption arcs (Zuko in ''Avatar'').
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| * Adapt freely — phases overlap; add internal growth if desired, but core is external connection.
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| To copy any section easily: Click inside a <code><pre></pre></code> block and select-all (Ctrl+A), then copy (Ctrl+C). For a proper "Copy" button on code blocks, consider installing [[Extension:PreToClip]] on your wiki — it adds clipboard buttons to <pre> and syntaxhighlight tags automatically.
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| == Space Navy Ship Classes and Mission Sets ==
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| In this sci-fi setting, space navies employ a range of warship classes, each with specialized roles. Battleships are assumed to remain relevant and powerful due to advances in shielding, armor, weaponry, or other technologies.
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| === Corvettes ===
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| Corvettes are the smallest and most agile warships, prioritizing speed, stealth, and low crew requirements. They excel at independent operations and screening duties.
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| * '''Patrol and Reconnaissance''': Scouting enemy positions, monitoring hyperspace lanes, surveying uncharted systems for resources or threats
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| * '''Anti-Piracy and Interdiction''': Intercepting smugglers, raiders, or small enemy vessels in border regions or trade routes
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| * '''Escort Duties''': Protecting convoys of merchant ships or troop transports from fighter swarms or missile attacks
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| * '''Special Operations Support''': Inserting/extracting commando teams on planetary surfaces or space stations, often using cloaking technology
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| * '''Mine Warfare''': Deploying or clearing space mines, debris fields, or orbital hazards
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| === Frigates ===
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| Frigates are versatile multi-role vessels that bridge corvettes and larger warships, with strong emphasis on electronic warfare and defensive systems.
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| * '''Fleet Screening''': Defending capital ships from fighters, torpedoes, or drone swarms using point-defense and jamming arrays
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| * '''Anti-Subspace Warfare''': Detecting and neutralizing cloaked ships, wormhole ambushes, or other stealth/subspace threats
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| * '''Planetary Bombardment Support''': Providing precision orbital fire support for ground forces
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| * '''Electronic Warfare and Intelligence''': Jamming enemy comms, network intrusion, signals intelligence gathering
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| * '''Rapid Response Missions''': Hit-and-run strikes against outposts, supply depots, or isolated assets
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| === Destroyers ===
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| Destroyers are fast, heavily armed offensive platforms — the workhorses of fleet combat at medium range.
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| * '''Torpedo and Missile Warfare''': Launching large salvos of guided munitions to overwhelm shields or capital ships
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| * '''Anti-Fighter Defense''': Engaging enemy fighter/drone swarms with rapid-fire weapons and interceptors
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| * '''Surface Strike''': Leading raids on enemy fleets or installations
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| * '''Escort and Protection''': Guarding carriers and battleships from flanking maneuvers
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| * '''Pursuit and Harassment''': Chasing retreating enemies or disrupting supply lines
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| === Cruisers ===
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| Cruisers are large, command-capable ships that form the backbone of task forces and can operate independently.
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| * '''Command and Control''': Serving as flagships with advanced sensor fusion, fleet coordination, and communications
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| * '''Long-Range Strike''': Delivering heavy railguns, energy lances, or other ordnance against distant targets
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| * '''Area Air/Space Defense''': Creating protective zones with advanced anti-missile and anti-fighter systems
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| * '''Amphibious Support''': Directing planetary invasions, troop landings, and providing covering fire
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| * '''Diplomatic / Show-of-Force''': Patrolling contested zones to deter aggression or enforce treaties
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| === Battleships ===
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| Battleships remain premier line-of-battle assets — massive, heavily armored and armed platforms designed to dominate decisive engagements.
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| * '''Capital Ship Duels''': Direct combat against enemy battleships or dreadnoughts using spinal mounts and broadsides
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| * '''Orbital Siege''': Heavy bombardment of fortified planets, stations, or asteroid bases
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| * '''Fleet Anchor''': Forming the core of the battle line, absorbing damage while providing suppressive fire
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| * '''Strategic Deterrence''': Stationing in key systems to prevent enemy advances through sheer presence
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| * '''Heavy Assault''': Leading breakthroughs, using tractor beams, boarding parties, or overwhelming firepower
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| === Carriers ===
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| Carriers are mobile fighter/drone bases focused on power projection rather than direct ship-to-ship combat.
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| * '''Fighter Operations''': Launching, recovering, and directing squadrons for air superiority, strikes, or reconnaissance
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| * '''Power Projection''': Striking deep into enemy territory without risking the main fleet
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| * '''Recon and Surveillance''': Deploying scout drones/probes to map enemy movements or hyperspace features
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| * '''Support and Logistics''': Mid-mission refueling, repair, and acting as mobile command hubs
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| * '''Defensive Screening''': Using embarked craft to create layered defenses around the carrier group
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| == Dropship Roles and Capabilities ==
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| In this setting, small agile fighter craft have been rendered obsolete by ubiquitous close-in weapon systems (CIWS/point-defense). Instead, the primary close air support and mobility platform is the multi-crewed, heavily armed and armored '''dropship''' (comparable to Starfleet runabouts vs. shuttlecraft or Peregrine fighters). These are Navy-piloted with Marine gunners and systems officers, offering superior survivability, endurance, payload, and versatility.
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| Dropships operate primarily in a high-altitude or near-orbit loiter profile, functioning as persistent sensor/communications nodes and precision fire support platforms (inspired by F-35 CAS doctrine but scaled up).
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| === Primary Roles ===
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| ; '''Troop Insertion / Extraction'''
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| : Hot drops of Marine squads/platoons (in power armor) into contested landing zones; rapid exfiltration under fire.
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| : Rear/ventral ramps for fast egress; ventral-mounted energy cannons for suppressive covering fire during ingress/egress.
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| : Often includes stealth coatings, ablative armor, or short-duration ECM bursts.
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| ; '''Close Air Support (CAS) / Gunship'''
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| : Provides persistent, high-altitude overwatch and precision fire support to ground troops.
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| : Loiters at altitude (20,000–50,000+ ft or near-orbit) to remain outside most ground-based CIWS envelopes.
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| : Delivers devastating fire via energy cannons (plasma, particle beams, or high-energy lasers) on troop call-for-fire.
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| : Precise, near-infinite "ammo" (power-limited) with minimal collateral compared to kinetics; surgical suppression to anti-armor/anti-structure strikes.
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| : Secondary kinetic options (railguns, missiles) for hardened targets.
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| ; '''Reconnaissance / Cavalry Scout'''
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| : Forward scouting, target designation, and overwatch for main force or orbital strikes.
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| : Pairs with recon platoons for deep insertion, sensor placement, and real-time intel gathering.
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| : Equipped with advanced sensor suites (phased-array radars, hyperspectral imagers, quantum-linked drones).
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| : Light armament for self-defense; fast atmospheric/near-vacuum flight for rapid repositioning.
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| ; '''Sensor and Communications Platform'''
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| : Acts as elevated battlespace manager and data relay.
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| : Massive sensor fusion creates shared picture for ground units (recon platoons, rifle companies, command).
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| : Feeds real-time video, targeting data, and threat tracks to Marine helmet HUDs or neural links.
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| : Serves as comms gateway in jammed/degraded environments; includes EW/jamming capabilities.
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| ; '''Multi-Role / Utility'''
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| : Modular mission pods allow rapid reconfiguration (troop bay ↔ sensor suite ↔ missile/torpedo launcher ↔ medevac).
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| : Handles cargo transport, medical evacuation, electronic warfare, light boarding actions, or fleet screening.
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| : Swappable loadouts enable one hull to fulfill multiple expeditionary needs.
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| ; '''Anti-Small Craft / Escort'''
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| : Defends against enemy drones, residual fighters, or swarm threats.
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| : Heavy point-defense grid (mini-CIWS) plus anti-fighter missiles.
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| : Armored and redundant systems allow it to tank hits that would destroy smaller craft.
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| === Key Capabilities Summary ===
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| * '''Survivability''': Thick armor/shields, own CIWS/point-defense, redundant systems, multi-crew redundancy.
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| * '''Endurance''': Long loiter via advanced propulsion (fusion/anti-grav/solar regen); hours to days on station.
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| * '''Firepower''': Primary energy cannons for precision CAS; secondary kinetics; modular ordnance bays.
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| * '''Sensor/Intel''': 360° distributed aperture, AESA-equivalent radar, drone swarms, hyperspectral/quantum sensors.
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| * '''Integration''': Navy pilots handle flight/EW; Marine gunners/systems officers manage weapons/targeting/troop coordination.
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| * '''Versatility''': Fewer, more capable platforms replace fighter wings; squadron of 8–12 supports a battalion.
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| These dropships serve as the linchpin of marine planetary assault operations—combining mobility, fire support, reconnaissance, and command functions into a single, tough platform.
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