Hello! This thread belongs to @Icicle and @Mágissa Kei. If neither of these are you, do not post anything on this thread, but you're welcome to stalk the thread or message us. The setting of this roleplay is a Sci-Fi universe which is connected via warp gates and worm holes that are maintained and controlled by a multi-universal government known as the “World Council". The World Council was created in solar year 3053 BCE with the directive, “establish good relations between Earth and all other intelligent lifeforms.” To properly achieve this directive, it defined three primary goals, and established task-oriented factions to ensure that each goal was met: 1: Socioeconomic security and prosperity – Adaptable Reclamation Corps(ARC) (Move your mouse to reveal the content) 1: Socioeconomic security and prosperity – Adaptable Reclamation Corps(ARC) (open) 1: Socioeconomic security and prosperity – Adaptable Reclamation Corps(ARC) (close) The ARC is the smallest of the three factions due to its lack of guaranteed funding. It is primarily responsible for gathering data, resources and discoveries. The success of the ARC determines its budget, thus it is a harsh and constantly evolving organization. ARC members undergo little physical training and have the highest risk of fatality per mission, but also receive the best gear, immense technological training, and considerable mental and social training. Despite the high risk of fatality per mission, actual casualties in the ARC are reportedly far lower than those of the Legion. The two classes of ARC members are defined as Recovery and Discovery. Recovery agents have an active role in securing mission objectives while Discovery agents have a support role in scouting out, analyzing, and simplifying mission objectives. ARC members generally work in teams consisting of one Recovery agent and one Discovery agent so as to accomplish mission objectives as efficiently as possible. ARC teams are usually given escorts on high-risk missions. ARC members are also given ranks based on their experience and performance. All ARC agents begin as Enlistment Agents, where about 70% of them die. The survivors then rise to become Commission Agents, Warranter Agents, and Chief Warranter Agents, in that order. Those who achieve Chief Warranter Agent rank can be selected by the Administration of the ARC faction to become Administrative Agents, the most lucrative and stressful position in the World Council aside from the Council’s own administration. 2: Defensive success – Legion (Move your mouse to reveal the content) 2: Defensive success – Legion (open) 2: Defensive success – Legion (close) The Legion is the largest of the three factions, hosting some of the best technology and training among the three fractions. It produces and manages the defensive forces of the World Council, and is the most powerful and unified military force in all of the known universe. Legion members undergo immense physical training, and some undergo fairly strong technological training as well. Its members are given moderately high-quality gear, and generally have a low risk of fatality per mission. The two classes of Legion members are defined as Peacekeepers and Destroyers. Peacekeepers function as the defensive static forces assigned to specific locations, whereas Destroyers function as defensive and offensive mobile forces assigned to sectors, groups, or even specific missions. Peacekeepers are given more social and mental training, and generally have less technology at their disposal, whereas Destroyers are given much more physical and technological training. Most Legionnaires start as Destroyers and become Peacekeepers as a result of promotions, since the Peacekeeper class requirements are disproportionately higher than those for the Destroyer class. The ranks for Legionnaires are the same for both Destroyers and Peacekeepers, and are supposedly experience based, although Legionnaires have been known to be promoted due to achievement. All Enlisted Legionnaires start off as a Private(E), then a Private(E-2), then Private First Class, then Corporal/Specialist, then Sergeant, then Staff Sergeant, then Sergeatn First Class, then Master Sergeant, then First Sergeant, then Sergeant Major, then Command Sergeant Major, then one person can be Sergeant Major of the Legion. Some enlisted Legionnaires can become officers based on displays of leadership and expertise. Officers in the Legion are given ranks based on a separate system. Those who become officers start as Second Liutenants, then First Lieutenants, then Captains, then Majors, then Liutenant Colonels, then Colonels, then Brigadier Generals, then Major Generals, then Liutenant Generals, then Generals, and then one person can be General of the Legion. Officers are always paid more than enlisted legionnaires, and higher ranking officers are generally pulled out of the field to provide overwatch, training, and instruction to lower ranking officers, and/or to administrate the Legion. 3: Innovation and technological advancement – Source (Move your mouse to reveal the content) 3: Innovation and technological advancement – Source (open) 3: Innovation and technological advancement – Source (close) The Source is a massive collection of intellectuals and scholars who pass extensive and rigorous mental testing. They improve the technology, economy, security, and other various aspects of the World Council tirelessly. Many Source members have close ties with civilian organizations and businesses, and some even have ties with non-WC organizations and businesses. The Source is the only branch of the Council whose missions have no significant risk of fatality, and which is entirely domestic-based. The Source is split into two sub-factions, each of which focus on different research objectives. The Scribe faction works to research and develop new laws and information, whereas the Scholar faction works to edit, revise, and publicize laws and information that is made by Scribes. The titles of each Scholar or Scribe is based solely on their field and level of education, with no factor based on experience or merit. The three factions are only able to take members from the WC and those aligned with it, and provide top-tier training to those who meet the harsh merit-based requirements to join. Since its formation, the WC has predominantly reinforced the Legion due to the constantly increasing threat to the Source faction and the supply route management of the World Council. Bandits, non-WC organizations and planets, and various other criminal forces are significantly more common and dangerous to the WC than they originally were due to underground networks and the discovery trade. Our story focuses on a team of ARC agents who unknowingly dive head-first into the discovery trade and all of the chaos and danger that it entails. The first of the two characters is a Discovery Agent named Loriel Mondy: Loriel Mondy (Move your mouse to reveal the content) Loriel Mondy (open) Loriel Mondy (close) Name: Loriel "Ace" Mondy. Also known by the nicknames, "Lightning Eyes" and "Lorelai". Age: 20 Sex: Male Occupation: Former Investigative Ensign for Legion, now a Recovery Class Enlistment Agent for ARC. Appearance: At first glance, Ace appears to be a man of nobility. He has a highly professional air about him, moving elegantly and with much purpose. His neutral expression is a calculating frown, as if he is always searching for something or looking down on others. He doesn't have much presence, and doesn't carry himself very well: his shoulders are narrow, his figure scrawny and small, his voice soft, and his features smooth. He appears younger and weaker than he is. But by-and-far his most notable feature is his piercing, bright-blue eyes. They seem to detect anything and everything that they are directed at, capturing every detail as if with some supernatural power. His analytical abilities aside, his eyes seem to see all, unnerving liers and honest folk alike. Personality: It is very easy to see Loriel as a pathetic, noble worm at first sight. He speaks very properly, actively tries to not offend people, and is extremely patient. A conversation with him is hard to distinguish from that of an android, most of the time. He is relatively quiet and observant, and has a curiosity and inquisitiveness to him that often resembles that of a child. And most of all, he has little to no backbone, avoiding fights at all costs. His closer acquaintances know that he is extremely altruistic, but that his altruism sometimes gets set aside in favor of his curiosity. He is, above all, a person who hungers for knowledge. He tends to make decisions that help others and that uphold the law and social order, but when push comes to shove, he prioritizes his own life over that of others - even those of his close friends. He doesn't think of himself as better than others so much as he can't trust that others are more useful to the WC than he is himself. A few quotes: - "Of course it's radiation, you dolt! Get your idiot hand away from the source!" - "I suppose that sunglasses provide me with a masculinity that I do not deserve." - "Onions are the best food in the universe. Don't tell father." - "If the bullet shell was there...and her hands were behind her back...then the killer must've had a mustache! Oh, wait, I'm jumping ahead..." - "If I were to give myself an award...I suppose it'd be either 'most helpless soldier' or 'least intimidating person'. Anything self-abasing would do me well." His greatest flaw is his distaste for muscle-heads, and his second greatest flaw is his fear of anything dirty. He acquired his distaste for muscle-heads during his career as a Legionnaire, since he was teased almost every day for being weak and not belonging. His fear of filth derives from an adventure he had as a little kid: his friends went into the sewers of his hometown when he was 7 to investigate a rumor about a monster in the sewers. One of his friends slipped into the water, so Ace dove in to save him, but hit his head and started bleeding. He barely made it out of the sewers before bleeding out thanks to the peacekeepers, and had a life-threatening viral infection in the wound on his scalp. Ever since, he's had an irrational fear of filthy people, places, and things. His greatest strengths are his altruism, patience, and keen mind. He developed altruism and patience thanks to his father's parenting, and his keen mind seemed to be something he was born with to balance out his lack of body mass. His altruism and patience make him naturally easy to get along with and trust, and his keen mind helps him to accomplish tasks and make deductions that normal folks couldn't handle. Background: For the most part, Loriel was born into a wealthy family. He had all of his basic needs attended to, and his father raised him well as a single dad. Supposedly, he was an orphan, but he couldn't remember a time before being adopted and honestly never cared. His father was his rolemodel, a hardcore soldier who beat the crap out of bad guys and who always had a knowing grin on his face. Due to being fragile, he was injured plenty of times in the past, especially his arms and legs. He only had one significant head injury, but it didn't seem to affect his keen mind. He was always good at running and moving around fast due to his light weight, but could never play sports due to a lack of coordination with his limbs. He often questioned his father's advice to train to become a Legionnaire, but went along with it since he admired his father. Turns out his father had too much faith by asking his son to become a Legionnaire, trusting that his son would become muscular and strong with enough training. Luckily he was smart too, and had a good deal of influence in the WC, so he managed to get his son a transfer into ARC since it better suited him. Loriel had plenty of exciting stories in his time as a Legionnaire, but most of them were bad memories. He gained a greater appreciation for the Legion, but at the same time, also disliked the people in the Legion all the more. He was excited to transfer into ARC since it was less full of muscle-heads. He got the nickname "Lightning Eyes" after an interrogation in his former job. He wore sunglasses throughout the bulk of the questioning, and the criminal wasn't revealing any information needed for a case. So, frustrated, Loriel took the sunglasses off, grabbed the man's head, and stared into his eyes. "Talk" was the only word he needed to say to get the man rambling. Ever since, his coworkers called him "Lightning Eyes" since a single flash of his eyes was enough to shock the guy into submission. They later admitted that the real reason the criminal talked was probably more related to how Loriel suddenly grabbed him, but the name stuck. The nickname "Lorelai" was more of a joke than a title. His boss accidentally called him that when briefing a team. The team thought it sounded more manly, so it caught on. Soon enough they stopped calling him Loriel altogether. But his current nickname, "Ace" was the result of his investigative abilities. He supposedly made a bet with his boss about exactly how a small-time case would turn out and ended up almost exactly right. His boss claimed that he "aced" the case, and ever since, his coworkers called him Ace. Currently, Ace has been sent on a mission to retrieve cargo from a Legion Destroyer ship. He doesn't know exactly what the mission entails aside from not dying and getting as many valuables from the wreck as he could manage back into the hands of the WC. He's nervous that the mission is dangerous, but trusts that his escorts can do their jobs properly. He doesn't know much about his partner, having never spoke more than a few words of introduction to her. While he doesn't have the same sort of trust for her as he has for the escorts, he is eager to start working with her to see what his new job is like... Inventory: Ace always has two accessories somewhere on his person: A pair of thin, polarized sunglasses, and a 6-sided, plastic die. He mainly keeps his sunglasses to appear less imposing, and uses the 6-sided die whenever he needs a randomly generated number. He doesn't care so much for the sunglasses, but has a particular affinity to his transparent die. He received it from his father as a graduation present before heading off to the Legion for a job, and thinks of it as a sort of good luck charm. When he needs to concentrate or relieve stress, he often rolls it around in his hand. Aside from those two objects, he wears his ARC Harness, plasma pistol, wrist watch, omnitool, and communicator device on hand. Underneath the harness, he wears a standard issue ARC ensign suit. The other character is a Recovery agent named Perona Brin: Perona Brin (Move your mouse to reveal the content) Perona Brin (open) Perona Brin (close) Name: Perona "Nona" Brin Age: 20 years Sex: Female Occupation: Discovery Class, Enlistment Agent for the ARC of the Worlds' Council Appearance: On first glance, Perona appears as an petit young woman, excitable and cheery. After the first glance, however, one would learn that Perona is not one who excites, or smiles easy. She, in fact, often wears no expression on her face, leaving others to decipher her intentions within her eyes. Despite her youthful appearance, Perona acts far more wise and cynical beyond her years. Despite her more than emotionless visage, Perona has a more than quirky, nihilistic personality that shows through most all of her actions. She engages in conversations with quirky quits and odd turns of phrase, everything that falls from her mouth seems as if it belonged in the mouth of someone else. Personality: Perona can be at many times, apathetic, stoic, and cold to those around her. She can seem to care little for all, and always seem unhappy with everything that goes on. She is sociable, but it comes across in a way that it appears that she'd rather not be. Often times people can be put off by her frank address of all around her. Perona does everything in her life with the air of one wise beyond her years, if not coupled with an strange uniqueness and ruggedness of a seasoned soldier, despite a lack of experience in that area of expertise. It would seem that only Perona's family is close enough to unlock the hidden side of herself, one that is more quiet and scared of others around her. Afraid to be used because of her gifts, and scared to see how badly she stands apart. Quotes: -"No. I'm sorry, but absolutely not." -"It would appear to me, that we might have a slight incursion." -"There's nothing quite like the satisfaction of....well, something." Background: Perona is the youngest of six daughters to a single father and a mother who stays incarcerated. Despite his various escapades landing him multiple demotions, her father, Brin of Azlan managed a stable though not steady home life for all of his girls. Brin must have had the worst luck, for he happened to consort with one of the most dangerous criminals on the infamous Crime Planet, forsaken by all. Overrun by poverty, the girls and their father managed to earn a lot of slack for the unfortunate circumstances of their birth. Being both born to the lighter side of poverty and in direct descent of a criminal mastermind, the girls' lives would not have been easy. For the most part, all of the girls only manage to share part of their name with their mother, of whom only two of them have ever met: Verona, Manona, Bellona, Mona, Halcyona and Perona, in order of birth.Though many of her sisters show great promise, and many of them took up jobs akin to their father as guardsmen of the criminal planet, unable to get higher-paying jobs due to scares of their "birthright", it was Perona who had harnessed a gift overshadowing them all. Their mother had been a true genius by nature, possessing an intellect that many in the WC would consider dangerous, and that gift had been shared by Perona as well. Developing her mother's enhanced genius set Perona apart from not only other children her age, but her sisters as well. It was in her father's best interest to hope that the youngest of his ilk would grow to achieve great promise. Perona was considered the hope of their family from the time she rerouted the energy source of the warden's grand mansion into the lower levels where her own family and others lived in darkness. She was given the best equipment that could be bought, books, machines, tools, to further her knowledge. She was a prodigy. It had come to be around her middle school years when talks of joining the WC had come up at family dinners. Perona was against it, opting to instead take up some sort of guarding position like her sisters and father, but they argued for it. Money had been saved, money that she believed was better spent on food and housing, to get her a chance at the entry exam, of which she managed to pass with flying colors. Coincidentally, Perona's long time nickname, Nona, comes from her mother's own name, Nona. She got this nickname after many of her well-meaning stunts of genius had been put on display, first given to the policemen who were sent to apprehend and stop her good intentions, saying that before long, she would become like her mother, the criminal mastermind that she was. However, her father saw no problem with this, and on occasion, especially when she tried to act cold towards him, he would call his youngest by this little name. Saying that if she kept up the attitude, it would be as if her mother had never been in prison, and that she was right there with them. Despite the pride shown in her family, the reserved Perona saw little way out aside from going along with their wishes. She got in, and became a Discovery Class Enlistment Agent for the Adaptable Reclamation Corps. of the WC. She still harbors dozens of fears, regarding her murky background, and her coworkers who would see her as the wonder child she presented herself as in the entry exam. However, the job did give her the opportunity to send money to her family as she saw fit. Perona's life in the ARC centered around two prominent findings: She may have held an intellect far above her pay grade, and 2.) people didn't like that. To isolate herself further from those who didn't understand or hated her, Perona developed a quirky sort of protection from the world. She hid any fears and straying thoughts behind a confusing tongue and even more confusing mannerisms. She became distant, insipid, and critical of others, all in the hopes that she would drive them away. She'd been through multiple partners as they often request someone else within moments of spending time with her. Which was perfectly fine by her. Currently, Perona has been assigned a mission to locate and retrieve precious cargo from an abandoned Legion Destroyer ship. Aside from the spottiness of the details on her part, she was also given a new partner, of whom she's only seen little. Though what she did see of him seemed calm and collected. Perona's only concern was for the mission at hand, having gotten a bad feeling ever since the mission was initiated. She couldn't explain, opting instead to shrug of the immediate threat. She hoped that the escorts had their stuff together, and that this mission was as cut and dry as many others that she'd been on. Inventory: On her person, Perona's most notable objects would be her goggles, and a large cannon-like object that actually holds a high-powered tractor beam, outdated for more small size models, but favored by Perona specifically. In her beginning days as a Discovery, the higher-ups accidentally gave her an outdated model of their Discovery tractor technology, able to pull up some of the heaviest of debris to get at their objective. The goggles came with it because of the kick that comes with the old, powerful machine. Despite this, and how many times she had to get it fixed and ready for the field, Perona kept the old gear close, feeling some sort of special connection for it all. The initial situation for this roleplay is provided below: First Mission (Move your mouse to reveal the content) First Mission (open) First Mission (close) A time-sensitive, high-risk mission was flagged by the administration, and was deemed low-priority enough to assign to enlistment agents. Nona and Arc happened to have their ARC ID's selected, so they were assigned to a team and were given a few minutes to decide whether or not they wanted to refuse partnership. After deciding not to, both agents were assigned a three-person escort and a retrieval vessel. They were then sent to Ursa Sector 11-40-2, a seemingly empty sector of space in which a Legion supply transport vessel's communications signal was lost. Their mission was defined with two primary objectives: 1 - Retrieve the supply transport vessel and as many supplies from it as possible. 2 - Develop a full report of the cause of the vessel's lost signal, including damages and casualties. However, shortly after finding the wrecked vessel and boarding it, the retrieval vessel was ambushed. The Legion escorts were killed and the ARC agents captured, stripped, and detained by pirates. The pirates' ship was able to make it all the way out of the range of the WC before the ARC agents regained consciousness. Now, just as all hope seems lost for the two agents, our story begins. Pirate Ship Info (Move your mouse to reveal the content) Pirate Ship Info (open) Pirate Ship Info (close) Ship - Outside A small, rugged ship with only two main floors, three weapon systems, and a mobility-focused design. Complete with (undefined) rooms, (undefined) subsystems, and (undefined) escape pods. It is poorly maintained, both outside and inside, and isn't designed to carry more than 8 people comfortably for any length of time. Ship - Inside Blueprints to come. In the future, information about various aspects of the setting will be expounded upon in the following spoilers: Technological Devices - ARC (Move your mouse to reveal the content) Technological Devices - ARC (open) Technological Devices - ARC (close) ARC suit: A white, padded suit that is thermally insulated and multi-functional. It is build to be worn under the ARC utility harness, and has a quick-deploy helmet that makes the suit air-tight. It consists of one piece of material with a single charge pack that projects an electromagnetic protective field around the user. Those proficient in its use can don or doff it in about a minute. ARC plasma pistol: A simple plasma-cell weapon that accurately discharges highly concentrated balls of plasma at sub-sonic speeds up to a range of 200', after which the plasma destabilizes. It has very little recoil and has a cell capacity of 10 discharges. ARC Omnitool(utility harness): An ARC staple. It is built to support the use of all other ARC technology and to give ARC agents mobility, security, and the capacity to interface with technology. It consists of various straps and wires, two energy cores, projection points along various axes of the user's body, two long-distance wire-discharging mounts, a SKEM(sonokinetic and electromagnetic) manipulator, an ARC plasma pistol holster, and ARC agent identification systems. ARC communicator: A strip of elaborate circuitry that fits on the Mastoid Process behind the ear that allows a user to send and receive audio input from other pre-approved sources. ARC laser knife: A hand-held, thin, cylindrical device that is activated by button press. It sends out a powerful, near-focused beam of photons that violently excite any material up to 3 inches beyond the front of the device. ARC tractor beam: A large, cannon-like object that simultaneously generates immense inertial force on itself and immense attractive/repulsive force on whatever it is directed at via the use of gravitons. It is generally used by ARC Recovery agents to move heavy objects. Warp Gates and Wormholes (Move your mouse to reveal the content) Warp Gates and Wormholes (open) Warp Gates and Wormholes (close) Warp Gates and Wormholes are the "transportation" systems of the WC post-galactic expansion. They are immensely expensive to upkeep, but are necessary for the safety and prosperity of the WC. Without Warp Gates or Wormholes, people would have to brave the vast dangers of Deep Space sub-light speed, which empowers pirates and bandits, and deincentivises trade. Warp Gates are like the highways of the WC: They allow for ships to use Alcubierre drives to travel faster than the speed of light in secure conditions. This allows space ships to go from one end of a galaxy to another in less than a week, and is exceptionally important for life in the WC. The Warp Gates extend well outside of the influence of the WC, but are maintained by it just the same. Wormholes are irregularities in space that allow for instantaneous movement between two points in space. Each wormhole consists of two points, and sends people from one point to the other. To maintain a wormhole, a wormhole stabilizer(WHS) must be constructed. WHSs are exceptionally expensive, and break down often, but they allow for otherwise entirely inaccessible parts of the universe to be easily within reach via Warp Gates.