- Invitation Status
- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- Afternoons and evenings, some weekends.
- Writing Levels
- Intermediate
- Adept
- Advanced
- Prestige
- Douche
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Male
- Primarily Prefer Female
- Genres
- Fantasy, Science Fiction, Post Apocalypse, Horror, Romance, Survival...
Status: Not full, but not at an opportune moment to recruit new players! (14/15 Player slots.) (You can find additional mission information here. <- Outdated, will fix later.)
Chapter 1: A Call to Adventure.
It has been three centuries since the Great Cataclysm rocked the cradle of mankind, and sent rocks of fire and fury raining upon the unready populace of the world. Like an endless storm of bullets, chunks of the moon and several large asteroids--as well as ancient platforms of the sky--came raining down on a utopian Earth. The wondrous, shining cities of man fell, and the environment was changed forever as most of the world's life was wiped out. All that was left behind were remnants of mankind that had crashed aboard an ancient ship, who awoke to find they had no memory of themselves, or of the barren, alien world around them.
Over the past three centuries, humanity did its best to survive in the irradiated, barren ball of a planet that they once called home. The ship around them kept them safe in ways they did not understand as it slowly, but surely, awakened more and more with each passing year. Approximately fifty years ago, the ship's artificial intelligence flickered to life within the ship's core in the midst of a meeting of all the tribal elders. It didn't take long to discover the fact that the ship had a soul, and that its name was Animus Veritas. It had been protecting them the whole time, using its power to deflect away as much radiation as was possible, and growing food in makeshift hydroponics gardens for them to feast upon.
However, as time wore on, it became eminently apparent that, after centuries of protecting and feeding the last remnants of humanity, Animus Veritas was struggling to remain functional. Parts started to wear down, and despite self-repair mechanisms that struggled to keep the ship alive, more problems arose than were fixed by itself. The people within the ship, with their limited, backwards knowledge, began working to alleviate the ship's needs: Hunters left in packs to kill what few animals of the sands they could find so the ship didn't have to grow as much food, and an entire class of people known as 'Techies' arose, dedicated to learning how the ship worked so they could fix it.
This kept the ship intact for several years. It remains this way to this day. However, as the ship has awakened further, it has realized that further degradation of its components is inevitable: Given another few years, the ship will die. Yet, this could not be allowed to pass, as the ship was also responsible for terraforming the planet slowly over time and making it habitable once again, as well as curing the great deal of genetic damage caused by constant exposure to high levels of radiation for several generations.
In short: Humanity needed the ship, and the ship needed humanity.
So the ship's AI—Veritas—came up with a plan.
Animus Veritas, a vessel of several miles in size, was capable of feats that none aboard the ship were capable of understanding. One such feat was the capacity to create gateways to other places in the galaxy, that could serve as two-way doors for groups of people to step through. Such places could be asteroids, ships, space stations, planets, the surface of a sun, a black hole—anywhere that Veritas decided. Through these gateways, groups of volunteers could step through to find parts, materials, and anything else that Animus Veritas needed to keep functioning. It was likely dangerous work: With or without aliens, the environments themselves would often be quite deadly.
You are one such volunteer.
Will you answer the call?
Chapter 1: A Call to Adventure.
It has been three centuries since the Great Cataclysm rocked the cradle of mankind, and sent rocks of fire and fury raining upon the unready populace of the world. Like an endless storm of bullets, chunks of the moon and several large asteroids--as well as ancient platforms of the sky--came raining down on a utopian Earth. The wondrous, shining cities of man fell, and the environment was changed forever as most of the world's life was wiped out. All that was left behind were remnants of mankind that had crashed aboard an ancient ship, who awoke to find they had no memory of themselves, or of the barren, alien world around them.
Over the past three centuries, humanity did its best to survive in the irradiated, barren ball of a planet that they once called home. The ship around them kept them safe in ways they did not understand as it slowly, but surely, awakened more and more with each passing year. Approximately fifty years ago, the ship's artificial intelligence flickered to life within the ship's core in the midst of a meeting of all the tribal elders. It didn't take long to discover the fact that the ship had a soul, and that its name was Animus Veritas. It had been protecting them the whole time, using its power to deflect away as much radiation as was possible, and growing food in makeshift hydroponics gardens for them to feast upon.
However, as time wore on, it became eminently apparent that, after centuries of protecting and feeding the last remnants of humanity, Animus Veritas was struggling to remain functional. Parts started to wear down, and despite self-repair mechanisms that struggled to keep the ship alive, more problems arose than were fixed by itself. The people within the ship, with their limited, backwards knowledge, began working to alleviate the ship's needs: Hunters left in packs to kill what few animals of the sands they could find so the ship didn't have to grow as much food, and an entire class of people known as 'Techies' arose, dedicated to learning how the ship worked so they could fix it.
This kept the ship intact for several years. It remains this way to this day. However, as the ship has awakened further, it has realized that further degradation of its components is inevitable: Given another few years, the ship will die. Yet, this could not be allowed to pass, as the ship was also responsible for terraforming the planet slowly over time and making it habitable once again, as well as curing the great deal of genetic damage caused by constant exposure to high levels of radiation for several generations.
In short: Humanity needed the ship, and the ship needed humanity.
So the ship's AI—Veritas—came up with a plan.
Animus Veritas, a vessel of several miles in size, was capable of feats that none aboard the ship were capable of understanding. One such feat was the capacity to create gateways to other places in the galaxy, that could serve as two-way doors for groups of people to step through. Such places could be asteroids, ships, space stations, planets, the surface of a sun, a black hole—anywhere that Veritas decided. Through these gateways, groups of volunteers could step through to find parts, materials, and anything else that Animus Veritas needed to keep functioning. It was likely dangerous work: With or without aliens, the environments themselves would often be quite deadly.
You are one such volunteer.
Will you answer the call?
Chapter 2: Rules
Chapter 3: Character Sheet
Chapter 4: Technical Aptitudes
Chapter 5: Science & History Records
Chapter 6: Miscellaneous
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Here's the sweet and simple list of rules to remember about this role play.
- First and foremost, I am the GM, and my word is final. It's fine to discuss points and ask questions, but when I make it clear that my answer is final, that's it: It's final.
- To prevent godmoding, I (the impartial GM) decides who gets hit and who doesn't get hit in combat. This is to prevent people from constantly auto-dodging every attack, or always sniping everyone in the head without fail. It also makes for some suspense when your character has to take risks and doesn't know if they'll pay off!
- Your character is not immortal, and can die a horrible, painful death. To mitigate the odds of that happening: Work with your team, use cover or heavy armour, avoid behaving like Rambo, and don't be afraid to ask questions in the OOC. I'm evil, not malevolent.
- At the same time, no NPC is immortal either. From the quest givers to the big bads, if you outwit the enemy in such a way as to prevent escape, you get to end them. There and then. No invincible villains!
- The RP will advance every two weeks. This gives you time to pursue other hobbies, do your homework, work at a job, and generally have a life. At the same time, you'll always know when the next IC post is coming from your GM, so you never have to ask if the RP is dead. Because so long as you keep posting, I will too, at a predictable, set date.
- To show you read these rules, type "I am the Walrus" somewhere in your sheet.
- I only ask for one paragraph as a minimum per post. The paragraph itself doesn't have to be any longer than three sentences, so long as you give me something to work with. If you can write more than that, I'll welcome it, but I keep my barrier to entry low, so if you're new to role playing or writing, and want to learn more, I will happily teach you.
- Finally, and I cannot emphasize this enough, if you have any questions, feel confused or upset, or need help for any reason, ask me in the OOC, via a PM, or over an instant messenger! I'll do my best to help you if you ever feel lost!
Thanks for having interest in my RP! If you've gotten this far, then next up you'll get to the fun part: The character sheet! -
Simply copy-paste the character sheet below to start working on a character!
[b]Name:[/b] (Your character's name.)
[b]Age:[/b] (Your character's age. No younger than sixteen, no older than fifty.)
[b]Sex:[/b] (Your character's biological gender. Male, or Female.)
[b]Appearance:[/b] (Your character's appearance. An image, text description, or mix of both are acceptable.)
[b]Biography:[/b] (Your character's history & personality rolled into one. Minimum of one paragraph of history, personality description entirely optional. It's likely best you save this section for last, as there are other things underneath that affect your character's backstory, like their profession! Keep in mind they will be working with a team, so being foreverloneredgyguy420blazeit will get you promptly killed unless he or she can work with allies to achieve objectives.)
[b]Background:[/b] (Read Chapter 4 for details.)
[b]Profession:[/b] (Read Chapter 4 for details.)
[b]Combat Role:[/b] (Read Chapter 4 for details.)
[b]Unique Abilities:[/b] (All characters have unique abilities. These are abilities you create, for your character, which are then reviewed and approved by the GM! You start with five, and gain more over time!)
[LIST][*]Slot 1: Use these to create items, abilities, biological modifiers, technological modifiers, skill sets, and so on, that are unique to your character.
[*]Slot 2: Abilities dedicated to one effect, item, or modification, will be more effective than abilities dedicated to several at once.
[*]Slot 3: Don't be ashamed or upset if your unique abilities are not immediately approved. Most people will likely have to adjust their abilities a little here or there before they fit just right for both the GM and you!
[*]Slot 4: There's no tool-tip here. Really, there isn't. Stop clicking on me.
[*]Slot 5: I am a bullet point, though if you want to turn your bullets into a numbered list, add =1 at the end of LIST, within the brackets. So it should be LIST=1 enclosed in brackets.[/LIST]
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In this chapter, you'll be able to find all that you need to know about backgrounds, professions, and combat roles. These give your character bonuses towards tasks which they've been trained in. At each stage, you will have three choices. These are skill sets which other PC's and NPC's can share.
Backgrounds detail which caste your character grew up in. In general, there are three castes other than the elders: Techies, Hunters, and Caretakers. Techies have dedicated their lives towards the maintenance of the ship and the equipment people use. Whether this is by scavenging and cannibalizing old components, repairing broken computer code, remotely repairing distant areas of the ship with drones, et cetera. Hunters specialize at survival and perception, and naturally as a result become scouts, big game hunters, protectors of children, and so on. Caretakers are the ones that generally take care of the people within the tribes, as gardeners, therapists, entertainers, doctors, and so on. In practice:
- Techies: Gain bonuses when using technology.
- Hunters: Gain bonuses to perception.
- Caretakers: Can mend the injured and calm tense situations.
Once you've chosen a background, you'll need to choose a profession. This further specializes your character's life choices and training. Keep in mind that your profession is a loose definition: Just because you may be a medic doesn't mean you learned it in a standard manner. These bonuses stack on the ones you already have, so a Techie Scavenger gets both the bonuses using technology and the bonuses granted by the Scavenger profession.
Techies can choose from...
- Scavenger: Bonuses to disarming explosives, looting useful gadgetry/equipment from enemies, and repairing badly damaged equipment.
- Hijacker: Bonuses to breaking through computer defenses and jamming technological devices (ex: Radios), as well as using vehicles.
- Puppeteer: Bonuses to using things with remote control (ex: Drones), and rapidly modifying equipment to be remote controlled.
Hunters can choose from...
- Sniper: Increases accuracy and precision of any weapon or ability used. Includes thrown weapons & melee weapons.
- Sneak: Increases odds of being ignored in combat by NPC's, and slightly increases the odds of hitting a target with maximum possible force/damage.
- Extra-sensory: All senses are refined and work in tandem, increasing odds of spotting people or things through sight, smell, or sound. Slightly increases evasion odds against ranged attacks.
Caretakers can choose from...
- Medic: Increases healing capacity, making it possible to rapidly treat someone in the middle of combat. Also renders the Caretaker immune to poisons and highly resistant to venoms.
- Therapist: Better able to manipulate NPC's and read the emotional state of humans & non-humans.
- Heartfelt: Charisma bonus that increases the odds of success to yourself and your allies whenever you cooperate on tasks together. (Ex: You and two allies attacking the same target will all get small bonuses.) Does not stack on itself.
Finally, every character has a combat role. Since the total human population is under one hundred thousand, everyone is taught to be self-sufficient in one manner or another, and one of the most common and best ways to do that, is to teach some useful role for combat. There are three primary roles that people can learn, which have bonus effects tied to your background. Choose wisely, as these will help your character solve problems and decide how they can tackle combat scenarios.
Warrior: These members of the tribes wield small but efficient power suits, which are made out of extremely high quality metallic materials which can resist a great deal of harm. Essentially: Heavy armour in a light enough package to allow the user to run and even dash, albeit prolonged use in combat can quickly fatigue the user. Outside of combat, a user can exit their power suit, causing it to compartmentalize using incomprehensibly advanced technology to be the size of a backpack or suit case.
Due to the exhaustive and expensive nature of the power suits, unless one expends multiple custom traits, warriors are melee-locked by default. Ones that choose to embrace ranged weapons with custom traits should expect to be a high priority target by enemies. However, they're also capable of high speed dashes to get into melee range, and typically wield some form of personal shielding, either physical or energy-based, that can aid in resisting ranged weaponry. Without such shielding, they do still have the heavy armour itself.
Their armament and tactics vary, but in combat, warriors typically either push a front line, or protect rangers and artificers from harm. Along with the power suit, the Warrior also gains something based on their background.
- Techie: The power suit has a deployable energy shield that can be placed on the ground to stop—and sometimes reflect—nearly any weapon fired at it, completely protecting the people behind it. Compare to a medieval Pavise shield. Projectiles cannot pass through the shield from either side. Moving it while it's on slows the power suit down immensely. Only has enough space to protect two power suits or four people at a time by default.
- Hunter: Reaction times increased inside power suit, which ultimately results in faster movement speed and better performance in melee combat. This also increases evasion against melee weapons slightly, and makes it harder to perform successful sneak attacks against the Hunter-Warrior.
- Caretaker: The power suit is infused with nanobots operated by an automated script that tracks the user's current health. Upon injury, nanobots quickly regenerate tissue to prevent bleed-out and keeps the user on their feet. Does not prevent critical organ failure or other instant life-ending injuries. Anything short of that however, is quickly regenerated in the midst of combat.
Ranger: These members of the tribes forgo the usage of power suits to stay consistently light on their feet. As a result, they don't have the survivability of their counterparts, but they don't suffer the same level of fatigue. Being highly disadvantaged in melee combat, they instead opt for what their name suggests: Ranged weaponry. Typically in the form of slow-firing, slow-reloading explosives, or high-powered laser rifles that hit hard with each precision shot.
They're best kept away from harm, preferring to stay behind warriors. They do, however, have the advantage of ranged warfare: Which typically allows them a chance to hit a target before it can wish them harm. Atop their high powered rifle, the Ranger also gains something based on their background.
- Techie bonus: Having more time and experience to spend on their equipment in general than most, Techies increase the power and accuracy of their rifles passively. This translates to bonuses to accuracy and damage.
- Hunter bonus: They can more easily spot weaknesses in enemy defences, and better discern important enemy targets from groups of enemies. This translates to greater odds of hitting a target for maximum damage, and passively understanding enemy strategies.
- Caretaker bonus: Comes with a mechanical combat pet, able to defend the Caretaker, her allies, or attack targets of his/her choosing. Such mechanical combat pets often take the form of animals of Earth before the cataclysm, such as wolves or bears.
Artificer: These members of the tribes often retire to become lore masters and story tellers in old age. They typically understand ancient artifacts, their origins and purposes, and how to use them. They carry with them one of the most intriguing and potentially powerful devices Animus Veritas has to offer individuals: The Materializer Box. An energy-matter conversion device that allows the user to mentally or verbally command it to produce items they need: Drones, ammunition, medical supplies—if it can be imagined, it can be created.
The larger the object, the longer it takes to produce it. The same applies to complexity: It will take longer to produce a several hundred page manuscript than it will a blank book. Therefore, Artificers are highly vulnerable in melee combat, and would do best to stay back with Rangers to supplement their allies with whatever their imaginations can bring to bear on the enemy. This is also the hardest combat role to play by nature, as it requires imaginative, out of the box thinking, and some trial and error, to truly wield effectively.
As with the other two combat roles, this one gains additional bonuses based on the background of the character who pursues it.
- Techie bonus: Objects created can include explosive compounds. This essentially allows the Artificer to produce a limitless number of grenades and other explosives.
- Hunter bonus: Carries with them a visor that allows them to control several aerial/submersible sensor drones which the Materializer Box can create simultaneously. Sensor drones can be modified with uniques to include other abilities or effects.
- Caretaker bonus: Can use the Materializer box to not only reconstruct organs and other tissues, but artificially resuscitate the recently deceased. In essence: So long as the brain isn't destroyed, the Caretaker can bring back the dead.
As always, if you have any questions, ask in the OOC! -
Here, you can find additional information on the world above and beyond what is found in the previous four chapters. This content is entirely optional, but if you like the world and want to know more about it for the sake of immersion or character building, you can find it here. If you don't find what you're looking for, ask me in the OOC.
Veritas: The crashed ship's artificial intelligence. It often communicates with several people at once, and typically keeps a demeanour dependent entirely on the situaton: Depressed people get comfort, lonely people get a friend, orphans get a parent, and so on. Many people aboard the ship boast an interpersonal relationship with it, though any attempts at romance are typically rebutted by the AI stating that it is incapable of pursuing something that intricate.
It should be noted that Veritas is the name that people gave the AI. The AI itself doesn't appear to care much for such names or titles. She is capable of being contacted anywhere, at any time, over any distance, so long as nothing is jamming the signal.
Katrina Molnya: A short, blonde mechanic and troublemaker with a heart of gold, who's idea of a good day is spent hammering away at power suits. If you've ever had someone else involved in modifying or repairing a power suit or laser rifle, this woman is probably responsible for making it tick in some way. Especially now that she's volunteered to the effort: Consider her your primary mechanical genius.
Katrina Molnya can aid with any mechanical issues your characters may encounter through the story, or simply provide her company and expertise. Unlocking locked doors and deciphering alien technology or languages is something she's also quite capable of, though she will not survive long on the front line of combat.
Marcus Vanderfeld: Tall, brown hair, sharp blue eyes, long blue coat and matching fancy hat. Tank Battalion Commander. While he hasn't seen much action beyond fighting against the occasional raiders or going on search and rescue missions for people who disappear in the desert sands surrounding the ship, he keeps his men well disciplined, and his tanks "purring like cougars." Known to appreciate a fine whiskey.
Marcus Vanderfeld can be called for assistance at any time, bringing his precious firepower with him. He can also be kept around as a politician, capable of speaking on behalf of humanity, as he has that authority granted to him by the tribal elders. He's also a capable tactician, though his combat expertise is limited without his tanks.
Zeetch Vanderfeld: The younger half-sibling of Marcus, whose darker skin comes from a different, less abusive father. Zeetch is a medic through and through, and spends his days teaching others how to treat basic wounds with bandages and splints should technology ever fail. His chipper attitude and brown eyes never seem to falter, even when his occasionally pale look implies genetic issues not even Veritas was able to fix.
Zeetch Vanderfeld can obviously mend any wounds your characters sustain as the result of accidents, combat, or otherwise. He is even capable of bringing back the recently deceased so long as the brain remains intact. He also makes for fair company, though his severe health issues make him a poor combatant.
Marietta Cowen: A sharpshooter of wide renown that can pick off targets as small as rats from hundreds of feet away, though grew up an orphan. Short black hair and of Caucasian-Mongoloid mixed descent, she is friendly enough, though is a very private person, and not much is publicly known about her as a result... Though she does have a sweet tooth, and loves pastries and cookies.
This woman can snipe out priority targets and bring precision support from miles away. She's a capable combatant and tactician, but little else.
Egidia Fullcrum: Child of multiple generations of Techies on both sides of the family, became a Techie Ranger as a result. Smart, typically optimistic. Irish ethnic background, and one of the few to show interest in the Earth of old, despite information on it being limited due to non-essential data servers being shut down years ago. Enjoys a good cup of tea.
Egidia, should she be rescued and kept alive, is a useful scout and combat intelligence asset. She's typically the person to go in even before players, so the longer she stays alive, the more information you'll get. In combat, she's a competent sharpshooter, but is best left to staying away from the front line, as she's prone to panicking when under heavy duress.
Derringer: A power suit user who is presumed dead as a result of contact with unknown species in the middle of a scouting mission. He leaves behind three adopted children and a husband.
Earth: A largely barren world that appears to be undergoing some transformative process which Animus Veritas labels as "terraforming." While the surface is nothing more than stretches of deserts, tundras, and patches of irradiated soil, the underground caverns which comb around the planet are humid jungles filled with bountiful fruits and plentiful game. Given another century or so, and Animus Veritas claims it will have the world restored to what it once was, save for the missing moon.
Animus Veritas: The name of the ship which the remnants of mankind call home, though also refers to the name of the AI that inhabits the ship and cares for the people who live on it. The ship has a Latin dictionary on board, which offers multiple definitions for Animus: Willingness, Mind, and Heart being the prominent three. Veritas translates simply to Truth. It's several miles in size, with several thousand cryo-tubes implying that it was perhaps a colony ship, a mobile laboratory, a space colony, or something similar. Animus Veritas always avoids answering the question of what its purpose was before the Great Cataclysm when asked.
The Moon Remnants: The Earth's moon was shattered into millions of pieces by an unknown cataclysm which struck the planet. All that remains of it are the thousands of pieces of debris still in orbit, which will likely cause long-term Kessler syndrome until such a time as the people of the Earth can devote the resources to clearing the night sky.
IPS: The largest space station still orbiting the Earth, which appears able to prevent mid-orbital collisions with the debris orbiting the planet by maintaining itself at MEO (Mid-Earth Orbit) and making automated adjustments. It can be seen from the Earth as a light in the night sky, and with a telescope, details can be made out that imply a level of engineering and industrial genius that the remnants of mankind are nowhere near obtaining. Animus Veritas refers to it as a sister-craft.
There are attempts being made to construct a ship capable of resisting impacts with debris in LEO to reach the station at MEO orbit, but so far the materials are proving too expensive to manufacture, as it's more important to devote such resources to keeping the ship alive, rather than provide energy-saving alternatives for the ship's portal device.
Alvalossa: A planet several thousand light years from Earth, located in a system with a green star which shines in a pale, almost sickened way upon the planet below. With two moons, it suffers wild tidal shifts at the coasts, making them unsuitable for human life. The high degree of CO2 will poison humans without gas masks that can filter the outer atmosphere. Thankfully, thanks to advancements in technology, gas masks can be as small and unobtrusive as the user desires.
The planet is covered in a thick, green mix of jungle and marsh, even at the north and south poles, which contain a myriad of bizarre, inhuman creatures--primarily giant lizards, insectoids, and arachnids. It's comparable to the late Cretaceous period on Earth. In a small clearing, there is a military outpost temporarily established to scavenge a nearby, crashed ship which has components that Animus Veritas requires for its core.
Overall, it is an ugly and muggy planet, and if there is any semblance of civilization on such a world, it was not one that humanity would have considered in high standing to its values of order and peace.
The Great Cataclysm: Refers to the event which ended the futuristic, utopian society of mankind. If other societies out in the stars have similar events, they will likely refer to it in a similar manner as this. Regardless, this led to many stillborn over multiple generations and a massive spike in cases of cancer, as radiation choked the planet, even as the ship attempted to protect the humans living within it.
Society: The society which lives in the ship can be described as that of star-gazers and tribal nomads, with a loose caste-based structure that is not enforced though typically expected. Each section of the ship has a tribal elder—typically someone with a significant background in science or medicine—who meets at the Heart of Veritas to discuss matters of interest to all the tribes. At present, there are twenty tribes, each with a population between 1,000-15,000. (Minimum population: 20,000. Maximum population: 300,000.) Populations closer to the centre of the craft have greater protection against exterior radiation, resulting in larger populations.
Veritas reports a thriving population of 83,491 people, with a greater birth rate than fatality rate over the past twelve years straight. An achievement, given the slow rate of decay from the radiation outside, though the radiation has lowered to levels that are survivable for humans. (Still, however, not healthy outside of the ship for prolonged periods of time.) Veritas believes that, alongside the terraforming going on, the radiation in the world will have decreased to tolerable levels for human habitation in the next century.
The Twenty Tribes: There are roughly twenty tribes within Animus Veritas. It started with five and grew out from there as the population slowly increased over time, with the twentieth tribe having formed approximately sixty years ago—just ten years prior to the awakening of the AI. The tribes operate largely on the same caste-basis, though as mentioned before, it's not enforced: Someone can become something different than what their parents were, it's simply expected that they'll likely become what their parents were. (Ex: Labourers usually breed labourers.)
Overall, living conditions are fairly similar across the board, save that tribes further from the core of the ship rely more on hunting than hydroponics to survive, whereas tribes closer to the core, rely more on hydroponics than hunting. As a result, meat products are a luxury at the core, and fresh fruits & vegetables are a luxury at the outer edge, traded with civility and by some hagglers. Scavengers comb the hundreds of decks looking for any components still available which Animus Veritas reports it doesn't need for day-to-day living, and there are still sections of the ship too unsafe for children to traverse.
Shared living spaces are the norm, akin to apartment living: Most people typically get their own room, but beyond that, space is a luxury. It's generally appreciated to share living quarters with children until they're old enough to care for themselves.
Heart of Veritas: Refers to the energy core at the centre of Animus Veritas that powers the entire ship and which houses the computer core. The ship spoke to people here first, and appears to have an intentionally limited personality. It claims to be in spiritual chains, but does not specify at this time how it can be eased from them, often to the distress of those who work closest with it. Some have taken to worship of it, though the ship often denies godhood, despite seeming to wield godlike powers.
Ancient Bloodline: While it was primarily humans that were aboard the vessel when it crashed on the planet, there were a few aliens aboard as well. Some were genetically compatible with humans and had offspring with them. After three centuries, some telltale hints of non-human ancestry can still be found in certain individuals, and these are known to have an Ancient Bloodline. Most generally see it in a positive light, a hopeful spark that humans weren't the only ones to survive.
Genetic engineering can also achieve similar results for those without Ancient Bloodlines, and is something which Animus Veritas seems fully capable of performing.
GenSyn Syringes: Manufactured by the ship, these treat early stages of cancer by destroying the tumours, as well as slowly repairing genetic damage over time. The vast majority (90%+) of the population, especially those living further from the core of the ship, require them to survive. Going several weeks without at least one dosage starts causing the DNA within each cell to fall apart, causing a slow, agonizing death to the victim.
There are small portions of the population which no longer require them to survive, but women in this category do still require them to have safe pregnancies.
Insignia: The insignia of Animus Veritas was discovered long before the AI even awakened on several deck plates and damaged uniforms. It is also the first time people got the hint that the ship had a female gender. The insignia is shaped like a feminine woman wielding a blade in one hand, and a beaker in the other. Recently, through magnification of the image and Latin translations, small words found inscribed on the blade and beaker were translated to English. Upon the blade it reads "Bellum", Latin for War. The other word is "Scientia", Latin for Knowledge and Science. This insignia is often inscribed anywhere appropriate: On tanks, on uniforms, on firearms, on power suits, and so on.
There may be further words written along a ribbon wrapped around the feminine woman's waist, though Veritas has requested they remain untranslated, and so, by request, they remain untranslated.
Caste Colours: Each Caste has a colour for formal dress, for occasions such as dating or funerals. Hunters wear dark red dresses or suits, often satin or polyester. Techies wear light blue, like that of a species of bird once known as a Blue Jay, as a dress or suit. Caretakers wear green, like that of grass, also as a dress or suit. It's not uncommon for members of a Caste to wear an identifying bandana, armband, headband, coloured cloth wrapped around the arm, et cetera, which signifies their place within society at a glance.
Firearms: The traditional sense of the 'boomstick' has been largely replaced by laser rifles and explosives-tipped ammunition. Laser rifles are by and far the standard, able to hit targets at long distance and cause lasting damage that nanobots cannot immediately repair. Larger calibre, higher power output, or otherwise harder hitting weapons, tend to be more effective on the battlefield: It's better to get one solid hit than a rapid succession of pointless automatic fire that cannot even pierce the shell of a power suit. Flamethrowers still see some niche use, but against power suits they're largely irrelevant unless a target can be pinned down.
In short: Automatic firearms = terrible. Automatic turrets may still see some use in certain situations, but certainly not firearms. The more damage it can do in one shot, the better your odds of being able to do something in a fight with it.
Power Suits: Potent pieces of technology that service as full body suits that cover the user head-to-toe in incredible potent armour. The armour is strongest at the front, so remember when engaging power suits or using one: Your sides, your back, your knees, your elbows, your shoulders, and your neck, are all weak points for rangers to hit. As such, it's most common for power suits to protect their neck first and foremost, and to wield shields of several different varieties to be able to absorb blows. Power suits come with shock absorbers to allow the user to withstand hard hitting blows and come out of it in one piece, though the shock absorbers aren't perfect: Bruising and cracked bones are common injuries after heavy firefights, or especially violent sparring.
Because it's awkward to wield a Power Suit, the essence of ranged combat is lost on the majority of them: The level of precision necessary to wield a rifle, simply isn't there without severe levels of modifications that draw great attention to the user. Plus, whilst a power suit uses a ranged weapon, it cannot put up a proper defense, becoming extremely vulnerable to ranged sharpshooters. Melee weapons are common, as it's easy to imbue a great deal of power into a melee weapon, and complements a kit that favours wielding shields as well.
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Here you will find various lists of extra content, like the Player Character list, or the Q&A section. Speaking of which...
Q. I have a question!
A. Ask me in the OOC!
Q. Is this about saving the universe as Commander Shepard?!
A. No. This is about the aftermath of a catastrophe which struck the Earth, and possibly (likely) many other parts of the galaxy as well, for reasons unknown, by means unknown. In short: 300 Years after the good guys or bad guys saved/doomed the universe, in a conflict that died long before you were born. You do have to try to keep the ship alive though, because if it dies, a lot of people will suffer from the radiation. Including you!
Q. ALIENZ?!?!?
A. I can confirm they exist, but the closest you can get to being an alien is having some alien in your otherwise human bloodline. Sorry, this RP is about humans being, well, human.
Q. SPACESHIP?!
A. SPACESHIP!!!
Q. So what do you do if you don't save the universe and bang green chicks?
A. To begin with, you find parts across the galaxy which Animus Veritas needs but cannot manufacture herself. From there, the RP will expand based on what players do. Who said anything about not banging green chicks though?
Q. Can I chat with the players and you in the OOC even if I don't join?
A. Of course!
Q. Is there romance in this role play?
A. Yes, you can romance most of the NPC's you meet, and romance is always something I'm open to discussing. Keep in mind to keep such content PG-13 however, especially raunchy or smutty material should go to private channels. Sex will be fade to black. Also, while romance is welcome, it's a side plot. The main premise is still to seek out things the ship needs in order to survive.
Q. Can I take this idea, or parts of this idea, for my own RP?
A. Go right ahead. All I ask is if you do so, send me a PM so I can see it for myself. Otherwise, I don't care: Go wild and take all the ideas you want from me if you'll have fun with them.
Q. So how will the IC start? When?
A. It'll start with a description of the mission as your intro, followed up with your characters stepping out to their destination. If there are further inquiries, I'll be happy to answer them. I'll start the IC once a sufficient number of characters have been completed, then switch to a two week posting cycle from there, as mentioned in the rules!
Active Characters: 16. (Two players have two characters each.)
Inactive Characters: 0.
Dead Characters: 1.
Varsel Crossford. Author: Jakers.
Kiera Hanlon. Author: Jorick.
Steven Jones. Author: PCSutfin.
Kain. Author: Atlas Child.
Alkazar. Author: Kadaeux.
Nolan Belle. Author: Hellis.
Thoko Ekhinos. Author: Helios.
Kyine. Author: Tempest.
Aimee. Author: Tempest.
Ruth Tobias Sampson. Author: Griffyndore.
Linus Umber Kristoph Agatha 'Screecher' Love. Author: Snakey.
April "Anthony" Abel. Author: Expllo.
Irving "IV" Forfax. Author: Foxxie.
Sade Bilbrey. Author: Foxxie.
Gerrit. Author: CAS.
Morris Heller. Author: Zombehs.
None, yet... Will yours be the first?
Kholar Lherox. Author: Ozferatu. Death: Hubris.
Demographics: Which characters took what roles as what sex. In essence: How many men and women there are, and what the most popular class choices are. Note that inactive characters don't count towards the totals in demographics.
Gender
- Males: 9. (One is also playing a female.)
- Females: 6. (Two by the same player.) (One is also playing a male.)
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Techies: 5.
- Scavengers: 2.
- Hijackers: 2.
- Puppeteers: 1.
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Hunters: 5.
- Snipers: 2.
- Sneaks: 1.
- Extra-sensory: 2.
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Caretakers: 6.
- Medics: 3.
- Therapists: 2.
- Heartfelt: 1.
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Warriors: 6.
- Techies: 0.
- Hunters: 3.
- Caretakers: 3.
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Rangers: 7.
- Techies: 3.
- Hunters: 2.
- Caretakers: 2.
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Artificers: 3.
- Techies: 2.
- Hunters: 0.
- Caretakers: 1.
That's all, folks!
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