Colony Galileo

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I will likely give Azathoth a chance to post before I post for Max.
 
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@Brovo

For those of us not currently approved, will we be introduced first round or will we be waiting until the second round to join, assuming we're approved?
Next wave of reviews (tomorrow or later today depending on your time zone) I will review your characters and approve or deny them. If denied, you get in next round. If approved, you get in this round.
About how many people are in the subway station waiting for the next train? (Red Line)
A small crowd of people, around 50-60 who can't fit on the train. At least a third of those are children.
 
Is the group which is heading to the train station attempting to board the same train that said group of people are also trying to board? Will we be met with a blockaded entrance?
 
Is the group which is heading to the train station attempting to board the same train that said group of people are also trying to board? Will we be met with a blockaded entrance?

Doubt it. Even if we do have enough tables to create a single continuous line (as opposed to scattered cover), we could always just move a couple to let you guys through.
 
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I'll make a post this evening, after coming back from visiting a friend of mine! ^^
Eager to write with you all - .... I said this like three times already, huh? >.>

Expllo's fault.
And Chrome's... he is to blame too.


E : I apologize in advance for the rather bad quality of my post as I've made it in a sort of rush, because I won't likely be online for the rest of the day after this. Hope that the grammar, spelling and overall quality isn't making you guys as sick as Leonie is.
 
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Is the group which is heading to the train station attempting to board the same train that said group of people are also trying to board? Will we be met with a blockaded entrance?
You're attempting to head to the same train station, but you don't know if there's a train waiting for you or if the place has been overrun yet. The tank driver mentioned that the convoy had been delayed--this is because the tank broke down and the mechanic NPC had to work on it. The enemy passed you by on each side, searching for more pressing targets presumably, or having somehow failed to notice the convoy. (That, or they know where the convoy is going and have set up a trap. Le gasp!) So the convoy is pretty much going on faith at this point, because if the Red Line station is gone, the only people who will survive the trek to central city are going to be those willing to leave the elderly and the children to die.
E : I apologize in advance for the rather bad quality of my post as I've made it in a sort of rush, because I won't likely be online for the rest of the day after this. Hope that the grammar, spelling and overall quality isn't making you guys as sick as Leonie is.
 
Is there a rifle around where Prosper can grab it, say clutched in the burning hands of one of the poor fools in the escape pod? He will probably have figured out that his standard armament will most likely be inadequate for the firefights that he believes are becoming more likely as each moment passes.
 
Is there a rifle around where Prosper can grab it, say clutched in the burning hands of one of the poor fools in the escape pod? He will probably have figured out that his standard armament will most likely be inadequate for the firefights that he believes are becoming more likely as each moment passes.
I assumed Prosper would have brought his own firearm, considering he has little else in the manner of ranged combat, but certainly.
 
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I assumed Prosper would have brought his own firearm, considering he has little else in the manner of ranged combat, but certainly.
Well, he has his sidearm as that is all he usually has as working as an engineer on a ship you don't need anything more, but since he calculates that the chances of a full on firefight are rising exponentially he feels the need for something with a bit more power to it.

Aaaaand now I am in character!



EDIT: It'll also be really interesting to have Leonie, someone who seems to not be used to giving orders and more following them, have an AI attach itself to her and demand that she tell it what to do. XD
 
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Name: William McCormick
Age: 24
Sex: Male
Species: Human
boss_1_general_vu_by_mitchellmohrhauser-d7xusot.jpg
Height: 5'11"
Weight: 230lbs
He smells slightly of fresh asphalt, cinnamon, and lighter fluid.

Ship Survivor or Colonist?: Colonist (Officer in Bellsford Police Department)

Biography:
William was born into great circumstances. Raised by a caring, middleclass family of two mothers, William has called Bellsford home his entire life. It is a city and people he has embraced and who have in turn embraced him. When news came of his sweetheart's pregnancy during enlistment, the naïve pair quickly said their vows before the birth of Ellodie, their blond headed, precocious daughter. In order to stay in the city that he loved with the people that he loved, William joined onto the Bellsford Police Department. He flourished in his new team of brothers. The comradery and adrenaline was a drug unlike any other.

William's life changed at the death of his wife. As the young couple was driving home from the Bellsford PD Ball they were struck passenger side by a clone experiencing a rhabdomyolysis fit. William's wife was killed instantly and William was severely burned. After months of plastic surgeries, William still bears the scars of that night. He harbors a deep resentment towards alpha clones and "doublers" in general.

Years have passed since that day. The support of the Bellsford community for William has been phenomenal. Life as a single father has been as challenging as it's been rewarding and he has grown to love his four year old ball of spunk more than anything on this planet.


Stats:
  • Strength: 6 + 1 (7)
  • Agility: 6 + 1 (7)
  • Marksmanship: 7 + 1 (8)
  • Intelligence: 4
  • Courage: 4
  • Survival: 5

Traits:

Trait 1: Stop Resisting- William has been trained extensively in the art of subduing an opponent in less than lethal means. While this often takes the form of chemical sprays and tasers, it usually just comes down to a good grappling match where his school years of rugby shine. He is even known to wrestle just about anyone in the department for a good scrap. (Bonus to melee takedowns and disarms, +1 Strength)

Trait 2: Quick Trigger- As with the sheriffs of the Wild West, the knack for pulling your trigger before the bad guy is an invaluable asset to law enforcement. While these street shootout situations are notably rare, William has had extensive experience training and participating in SWAT raids where quick trigger discipline can mean the life of your stack. (Bonus +1 Agility)

Trait 3: Catch This- William is incredibly talented at throwing, kicking, or otherwise sending an object hurling at a target by direct force. Since enlistment he has always been hungry for the opportunity of breach and clears. Whether this is a knife, grenade, cafeteria tray, or sports ball, William's survival both on and off the pitch has pivoted on this talent. (Bonus to marksmanship +1)

Trait 4: Trust- The community of Bellsford knows William like a brother. His reputation as "one of the good ones" is a huge asset to him as a street cop. Those who now of him have his trust and will confide in him more easily than most and perhaps more readily than they should. He is the type of person people tell their problems too without expectation that he can even help. (Bonus to diplomacy checks with NPCs, particularly with Bellsford citizens)

Trait 5: Loyalty- William is a passionate man. He is passionate about his fast cars, sports teams, banter and above all else his friends. Those who prove themselves as loyal companions to William will have his eternal bond. Those who betray him will have is unceasing hate. Though not uncannily courageous by his own right, William will risk life and limb to save a friend in peril. (Slight, temporary bonus to all stats when making an action to save/assist fellow PC in peril with whom he feels a connection with.)

Equipment List:
  • Semi-automatic rifle with underslung breeching shotgun
  • Service pistol
  • Medium chest armor
  • 2x flashbangs
  • 2x fragmentation grenades
  • 2x orange smoke
  • Combat knife
  • Taser pistol
  • Chemical spray
  • Retractable baton
  • Throat whisper communication device
  • Handcuffs
  • Zipties
  • Flashlight
  • Chem-glow sticks
  • Department issued light survival bag (Hydration kit, water filter, fire starting kit, flair, food
    rations, sleeping bag, first aid kit, rope)
Signature: Helios.
Approved. Read below for where you're being placed.
Name: Matthew Taylor
Age: 25
Sex: Male
Species: Human
Appearance:
68d24b852246ed45002b4fb63d39111a.jpg


Ship Survivor or Colonist?: Survivor
Biography: Matthew is a good nurtured, show off, he likes to help out how ever he can in certain situations. He wont hesitate to shoot if he was given a reason and he doesn't like feeling he's being used in anyway.

Matthew was born to an soldier Henry Taylor and a field medic Rachel Brett, it was always expected he would go into the military. He grew up in a large city with not much gaps between the buildings for free runners to mess around on, Matthew was always fascinated by them. One day he asked them if he could tag along and learn some tricks from them. He was thrilled when they said yes and he ran along side them until he turned 18 and was old enough for the military.

He wasn't super happy about it but he kept a smile for as long as his parents could see him as he knew it was going to be hell. He was the thinnest one their yet he preformed top of the class in agility and marksman ship with sub-machine guns and pistols receiving his current load out since. Matthew spent a few years in service before getting transferred to a INEF Defensive Vessel from then till now.

Stats: 32/32
  • Strength: 6/10
  • Agility: 9 (8 +1)/10
  • Marksmanship: 9 (8+1)/10
  • Intelligence: 3/10
  • Courage: 4/10
  • Survival: 3/10

Traits: (These are custom-designed abilities for your character by you. They can be anything from skills, to unique powers, to weapons, to racial traits, and so on. If you want custom powers or powerful technology or so on, grab it here. You can also upgrade traits to increase the level of power they have, which affects dice rolls accordingly. You start with five trait points.)

Trait 1: Free Running Soul; Matthew grew up free running or just running in general and can easily out run most people (+1 Agility)
Trait 2: Military training; From Matthew's military he can fire most basic guns, but get's a bonus when using handguns and sub-machine guns (+1 Marksmanship)
Trait 3: Large leap; Matthew can jump 10ft forward, when sprinting.
Trait 4: Lightweight Armour; When Matthew is wearing his Armour he suffers no loss of movement.
Trait 5: Courageous Save; Matthew is more courageous when helping non-military people as they have less to none training in his mind (+1 courage when helping non-military)

Equipment List:
Twin INEF semi-auto pistols
With 6 clips of 10 rounds each
[spoili]
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INEF sub machine gun
With 4 clips of 25 rounds each
[spoili]
Kriss-USA-Sub-Machine-Gun.png

[/spoili]
Combat Knife
Frag Grenades X3- An explosive that hits anyone in it's blast (10ft).
Special Light Armour- It doesn't have much strength in it but it makes up for it in flexibility and weight allowing Matthew to run and parkour as normal.
[spoili]
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[/spoili]
Climing gloves: Helps with parkour, climbing and holding on to things.
Grappling hook: a 25ft rope in his bag with a hook for climbing buildings.
Fall Boots: Special boots that are part of his armour that lessen fall damage.


Signature: Silverdawn (PM in advance just to make my final moments work with the death better)
Approved. Read below for where you're being placed.
*** If you have an issue with the craft, it can easily be written out in the story with minimal issue ***

Name: Samuel "Graz" Grazdan
Age: 32
Sex: Male
Species: Human
Appearance:
Ship Survivor or Colonist?: Colonist
Biography:

"Graz" grew up Samuel Grazdan, a Galileo 3 colonist and son to a corporate expedition pilot. His father, Robert Grazdan, flew for Tyre Pharmaceuticals conducting planetary surveys to find untapped natural resource locations.

Spending the majority of his free time in the woods with his father, Sam matured with a healthy respect for nature and the cycle of life. He saw death and learned quickly what a human needed for survival when all the gloss of modern living was stripped away.

During Sam's teenage years, Robert began bringing his son along on flights — though it was against his company's insurance policy — teaching him to handle various aircraft and exposing him to the oft dangerous world of frontier flying. The teenager achieved his pilot's license before his ground permits.

Not only did his father's expeditions give Sam the chance to fly, it also gave him the chance to survive. Sam's father often accompanied the company researchers on their expeditions, hiking scores of miles from their landing zone at times to locate rare resources. Sam came along on these as well, helping where he could … often as a luggage mule.

When it came time for Sam to leave for his military service, he had spent over 500 hours in the air (though many were not on the record due to his young age), and logically landed in the INEF's inner-atmosphere airlift wing. Initially he was pressured to join the INEF fleet, but Sam preferred the less exciting logistics flying to the romanticized fleet pilots up in space. With logistics, he could still see the incredible vistas of the planet speeding by below him. Space was just … space.

It was during his military service he came on the nickname "Graz" — a result of his flight leader refusing to say his entire name — and the name stuck.

After his military service period ended, Graz was immediately offered a spot flying alongside his father at Tyre Pharmaceuticals. Longing for the exciting bush flying he grew up with, he took the position and flew for several years with his father.

When Graz was 28, his father retired from Tyre Pharma and moved with his mother to Tyre's Valley. Around the same time, Graz began taking private contracts with non-pharmaceutical companies hiring for exploratory pilots in his down time. After a few years of balancing both worlds, Graz bought his own craft and went fully independent. His new contracts took him much farther than his TP expeditions generally went, and involved him in a wider variety of searches; rare planetary minerals; rare fauna; untapped springs; etc.

Being a bit of a workaholic — a way for him to avoid falling prey to the trappings of adult societal obligations — Graz took one job after the other, taking downtime only to rest. Eventually his reputation as a workhorse became well known among corporations utilizing exploratory teams, increasing his contracts, his compensation demands, and his friends in wealthy, powerful places.

Though his job leaves him with a bit of a grizzled exterior, Graz is just as much a businessman as an explorer. Beneath the gruff facade, Graz possesses a humble wit and charm he employs to ensure he gets the best contracts during negotiations.

Despite growing up an outdoor addict, Graz has been spending more time than he cares to admit in Bellsford's urban centers and his apartment in central Bellsford. The rigors of managing a business are best handled from an area with electricity and available caffeine.

Unfortunately for Graz, the city — foreign turf — is where he stands when the first sign of siege arrives on Galileo.

Stats:




  • Strength: 5
  • Agility: 5
  • Marksmanship: 5
  • Intelligence: 5
  • Courage: 7 [Trait +1]
  • Survival: 7[Trait +1]


Traits:

Trait 1: Keen Senses (survival)
Spending the majority of his formative years in the brush with his father, Graz's attention to easily overlooked details — those that may give away a potential threat or evidence of a nearby animal or plant species — have been sharpened.
Trait 2: Flyboy (Courage)
Having learned to fly inner atmosphere craft from his father before he was even legally allowed to pilot common ground vehicles, Graz is a skilled pilot. As is the life of an exploratory bush pilot, Graz has often been faced with extreme weather conditions and unsafe landing zones, not to mention malicious fauna and dangerous terrain. Having frequent experience with danger, Graz's will has steeled.
Trait 3: Nanite Medic
As a private contractor, corporations competing to sign Graz on for contracts will often offer interesting "gifts" alongside the pay offered for his work. One of these gifts was a jacket — whose aesthetics he personally designed — which houses a network of medicinal nanite generators in key locations for rapid injection deployments. The nanites are capable of performing basic first aid functions up to stitching and very minor "surgeries". (For example, if Graz is shot, the nanites can break down the bullet inside his body and repair the wound. However, if Graz were to have a limb blown off or suffer massive brain or chest trauma, the nanites may be able to stabilize him but he would need proper medical treatment to survive. Likewise, the nanites cannot "create" blood, so massive blood loss will still leave Graz incapacitated.)
Trait 4: Cartographer
As is the case with many pilots, Graz has a comprehensive database of maps and satellite imagery detailing the city of Bellsford as well as many rural regions of the planet where he has previously operated.
Trait 5: Friends in High Places
Working and maintaining a strong reputation with wealthy companies has its advantages. Graz has a variety of influential "friends" in companies (often with political ties) that can prove useful when he is in a tight spot … assuming Graz is willing to pay back the favor later. Whether or not the friends will remain helpful during the siege remains to be seen.

Equipment List:

Ziz Aeronautics KWEST Light Aircraft


Graz's KWEST is a small, 3 seater VTOL aircraft specially designed for landing in tight, rural spaces. (such as dense forests or craggy mountain cliff sides) The craft is unarmed, as per government regulations for civilian inner atmosphere aircraft. Rather than weapons, the craft houses a variety of research and scanning equipment which aid Graz during exploratory scouting missions. Much of the onboard equipment is "plug in", meaning it can be quickly removed and swapped for equipment better serving Graz's current job. The KWEST, being a small craft, is primarily solar powered (though there is a thorium backup battery in the event of a system failure) and is stored at a launchpad several miles from Graz's apartment in Bellsford.

Alacran Military Solutions MRS-B Rifle
This is a mid range, bolt action rifle firing .30-06 ammunition, primarily used by Graz for scaring off dangerous fauna and, if need be in a dire situation, hunting for food or defending himself from miscreants. The rifle is equipped with an 8x scope.

INEF (mod) 9mm pistol
Graz's standard sidearm from his military days. He has (illegally) modified the pistol to increase the velocity of the projectiles at the expense of the pistol's rate of fire.

Bug Out Bag
Graz's bug out bag is simply a large, framed hiking pack. The pack is waterproof and heavily resistant to tearing and melting. This pack is always stocked with a variety of survival gear.
1x Advanced First Aid kit (bandages, disinfectant, nanite stitch gel, burn creams, flares, water purification tube, rubbing alcohol, medical multi-tool, bottle of vitamins, bottle of aspirin)
1x Survival Kit (flares, fire starter, 1 week of MRE's, 15 protein gels, GPS ping beacon, spool of mini-duracable [60 feet])
1x Omni-Enviro single person tent
1x TightRoll All Temp survival blanket
1x SolaGlow hiking head lamp
Job specific clothes, equipment, rations, etc.

Huntmaster Corp Active Bowie Knife
This knife is a 10 inch Bowie knife. It is considered "Active" as the blade can optionally vibrate at a variety of frequencies, aiding the user in cutting through particularly tough material, chipping rocks, etc. It has been said that some individuals use the vibration feature to aid in the breaking of locks, but Huntmaster Corps denies such use of its product.

Commtaxt Len-S /Pal-M
Commtaxt is a popular communications company specializing in all-in-one consumer grade communications technology. Their Len-S line of contact lenses is a wearable smart computer which allows users access to mass communication networks, personal calls, and social media environments. As most users do, Graz reluctantly bought the Pal-M hand accessory — a ring which both projects Len-S data and images onto the user's open palm and acts as a camera for transferring real time video alongside Len-S calls. He would switch service providers but the cancellation fee is ridiculous.

Signature: AtomicItalian hereby gives permission to kill him, both heroically or shamefully, without prior consent.
Approved. Read below for where you're being placed.
Level 2: Finn has not only grown stronger with this ability but has also turned it into a useful tool instead of a weapon. The ability does not need to heighten the sense of fear and instead can either give heighten no feeling at all or pervade a calming feeling to its targets. Not only that but the range of his ability has expanded and its original purpose can be used on both 2 and 3 class AI (Can now just give hallucinations to people for kicks, scare robots and make crazy people calm down. Range increase to 25 meters )
No. You can't affect AI's like that, your telepath doesn't start out strong enough to do so. Mainly because AI's have minds that are extraordinarily alien, so to translate "fear" or a hallucination to something which doesn't have chemical impulses is outside of your telepath's abilities.

Also, beware who you use this stuff on... :ferret:

Everything else is fine. Change that and we're good.

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Drop-in states
@Helios William McCormick will find himself on foot patrol through the Super-Centre when the attack strikes. He's on the eighth floor when he hears three successively loud "bangs" as escape pods crash through the rooftop at one of its weakest points and onto the central fountain platform between tech stores. He moves in to investigate. Whether he bothers to report the crashes or not is up to you. Assigned to North Bellsford, Supre-Centre. (PS: I didn't decide this, the Dice Gods did. Have fun with the two humans and two clones--three men, one woman combo. One of those is the rear admiral that @Azathoth controls. :ferret:)

@Silverdawn Matthew Taylor's escape pod landed a couple minutes before the others at the Red Line subway station, though a further distance away. As he makes his way about a block through the city ruins towards the station, he'll overhear the subway engineer announce a need for volunteers. At that point he breaks through the ruins and spots the entrance to the subway station--and a man directing everyone about their volunteer duties: The Commander of the INEF Merits. Assigned to East Bellsford, Red Line

@AtomicItalian Samuel "Graz" Grazdan will find himself in the crowds near the Super-Centre mall. He'll have witnessed all the events depicted in the GM Post--from the escape pod crash, to Nikolai asking for volunteers. You can take it from there. Assigned to North Bellsford, Zinc Road

You should post this round. You have until Saturday the 15th to do so. The action logs will be updated to reflect your characters in these missions later.

The IC can be found here.

Working on NPC profiles now. Those should go up later this afternoon. Just figured I'd get the reviews done now. Also, don't be shy to post first folks. Somebody has to! :ferret:

EDIT

In fact, several people have posted! No excuses now. :ferret:
 
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Of course the faster you guys move the less the rest of us have to wait.
 
@PCSutfin you've been assigned to North Bellsford Super-Centre. I dunno how I missed you. I guess in the hubbabaloo, and your lack of OOC posts, I simply forgot one character out of twenty. Whoops! :ferret:

NPC stuff is almost finished. Give me another hour or two. It's packed full of fun stuff for y'all.
 
NPC's

Here are all four NPC's. It's up to you how much you want your characters to know about them—they could be friends, ex-lovers, rivals, or anything else along those lines. Just ask me about it first so it doesn't come out as an unexpected curve ball. :ferret:

  • This is the template for a basic NPC sheet. If you want me to incorporate an NPC from your character's past later, use this sheet instead of the regular sheet. NPC's are stricter than PC's in terms of acceptability, and controlled by me in most instances.

    Note that the biography only typically contains public or military notes... If the character keeps secrets, they don't put them here. As well, the bio is just a summary of an otherwise long life, it doesn't mention every character-building moment. It's just to give you an idea of who they are.

    Full Name: (Self-explanatory.)
    Age: (Self-explanatory.)
    Sex: (Self-explanatory.)
    Species: (Self-explanatory.)
    Appearance: (No pictures. Describe the following: Height, weight/body build, hair colour, hair length/style, eye colour, ethnicity (if human or clone—if alien or AI, can ignore), clothing (don't describe the undergarments... Pervert.), armour, weapons, items of interest or note if not mentioned in the "other" section.)
    Specialization: (What they're good at. Generally no more than five points.)
    Core Ethos: (What drives them. Best described as a quote representing their central ethics.)
    Biography: (Kept short, sweet, and simple—generally no more than three paragraphs at the most, usually less.)
    Other: (Objects of note, be they physical or metaphorical.)
  • Full Name: Morgan Ferios Mellaran. Nicknamed "Fae" by others in flight academy.
    Age: 22/Twenty Two.
    Sex: Female.
    Species: Human, Beta Clone.
    Appearance: 5'5", 122 LBS. Her height and weight match that of a typical clone of her type, keeping her on the somewhat physically frail side in spite of a military regiment. Brown hair, kept short for the sake of military procedure. Her eyes distinguish her as a clone to the public, as she has purple irises. She was cloned from a Mongoloid-Caucasoid background, having characteristics of both, though her skin tone tends to get her mistaken for Hispanic if her back is turned.

    While off duty, she's usually seen wearing a set of jeans or cargo shorts, and a monochrome grey or white t-shirt, often with INEF logos on them. A pair of sneakers or boots completes the look of someone who often spends their days off lounged on a couch, watching old Earth cartoons and movies.

    While on duty, she wears a military-issue jump suit. It's resistant to electricity, fire, and acidic compounds, allowing her to work emergency repairs on broken systems in the cockpit of a fighter or on board a capital ship with a fair bit of safety so long as she has a gas mask nearby. If at threat of a firefight, she also has access to a basic but useful ballistics vest, and a simple helmet. Against Chrysalid weapons however, it isn't particularly effective, so her main goal is to avoid getting hit in the first place.

    She has a standard INEF military-issue rifle and side arm, and she's adequately trained in both of them. She also keeps a pair of smoke grenades and fragmentation grenades on hand, and a small tablet on her waist for interfacing with devices that would otherwise resist her hacking abilities.

    A pair of non-standard issue black gloves cover her hands. This is because the static build-up in her nervous system generally concentrates itself in her hands, and she can incidentally shock people to the touch. They were distributed to her by a medical doctor back on New Earth.
    Specialization: Piloting/Driving/Pathfinding, Mechanics, Remote Hacking.
    Core Ethos: "To serve and protect until my last dying breath, is the most noble life I can lead."
    Biography: Morgan was part of a VAT project conducted by the military sciences division to see if the electrical charge build-up in beta clones could be weaponized beyond hacking uses. Out of five hundred test subjects, Morgan was one of forty three to survive past the age of ten, as complications arose that caused the unspecified heart failures of four hundred fifty seven others. The project was shut down for its cost to humanity, and Morgan was released from the program into a foster family. Though the scientists treated her well, she never knew what true love was until she had a family.

    She grew up on New Earth and specialized in computers, mathematics, and the arts, quickly discovering a unique talent at an unusually young age of being able to hack things from a few feet away instead of having to touch them directly. Though living conditions were crowded, she grew to enjoy the constant presence of others around her, and before long, started to take an interest in the very people who created her: The military sciences program. Though she applied there, and qualified, there weren't enough spaces to take her, and so she was shuffled to Officer School instead, where she pursued a career as a pilot and navigator. After serving two years as a military pilot patrolling for pirates, she was assigned aboard the INEF Merits, in orbit of Colony Galileo.

    Before she could truly come to know the INEF Merits as her new home, the attack came. Though she tried to keep the ship in orbit for as long as possible and managed to keep the ship stable long enough to allow most of the escape pods to get out unharmed, she ended up being one of the last to the escape pods as a result. It's quite likely that if it hadn't been for the rear admiral's reminder to abandon ship, she may have stayed with the ship and used its hull as a shield for the escape pods, dying in the process.

    Instead, she's alive to possibly see one more sunrise.
    Other: Her tablet is coloured pink, and has a sticker of a heavily cartoonized space ship on it. Her name was given to her by the scientists as a sign of affection and her last name was adopted by legal means when she gained a foster family. Her batch number is VB-383. Looking it up in public records shows her and the 43 other surviving children in a single photograph, just before they were given to their foster families.
  • Full Name: Nikolai Bones*
    Age: 39*
    Sex: Male.
    Species: Human.
    Appearance: 6'1", 210 LBS. A heavy hitting, heavy-footed man that is rarely ever found without his mechanized suit. His file says he is bald though his genetics would ordinarily predispose him to black hair, with brown eyes. His ancient heritage is that of Russian and Ukrainian, putting him firmly as a Slavic Caucasoid.

    It isn't really known what kind of clothing he wears aside from his mechanized suit, as he keeps to himself and only does business within the suit. The suit itself is a highly modified military issue one ordinarily given to Alpha Clones, though his is heavier and has more protection for the torso. It appears specifically designed to resist plasma weapons, which is auspicious considering the occasion. The suit has several marks embedded in it, and all of its INEF markings have been erased and replaced with a white skull motif.

    He keeps a light machine gun with him at all times. The term "light" being a bit of a misnomer, as he appears to have constantly upgraded the calibre and firing rate, with multiple ammo types he can switch to simply with a vocal command to the Type 1 AI embedded within the gun. Technically illegal to be carrying around in public, but given the circumstances, he's unlikely to be arrested for it. He also carries several gas grenades, which when inhaled, cause an immediate violent reaction of vomiting and tearing of the eyes. Seconds later, someone typically feints unless they have military training or a lot of courage.

    His helmet covers his face, and has a long scar running across the face plate. It's seen its fair share of combat, which is unusual given the INEF hasn't been at war in over fifty years.
    Specialization: Marksmanship, melee combat, tracking.
    Core Ethos: "If it pays, I'll do it. If it involves human civilians, I'll accept payment in your blood."
    Biography: Nikolai was born on a low-gravity world. His family history is vague, but he was raised without a father and instead lived with his mother and his aunt until he was fifteen. At that age, he left his family to work in lunar mines—he had an advantage, seeing as how he was already used to low gravity, so he didn't have to get used to it. Eventually he saved enough money to emigrate himself and his family to greener pastures, though they had to endure a year of weight training to get used to Galileo's normal gravity world. It is at this point that his public records become clear: His aunt was too old to survive the procedure, and thus was sent back to her home, though given free medical care to ease her expenses of living alone.

    Nikolai's two years of service with the INEF are lined with a half a dozen assault charges, though all cases were dropped when it was realized that they were simply brawls with his "friends." He was lured away by the promise of luxury by a mercenary group. He then disappeared for two years, and returned with the mechanical suit. Ever since then, he has done contract work for suspect groups off world, using Galileo as the base of his operations so he could keep giving his mother some of the money to live off of comfortably.

    He was to be extradited for half a dozen cases of murder in a foreign alien federation before the alien attack hit. He was released by the law upon the realization that he would do far more damage to the Chrysalid threat on his feet rather than in chains.
    Other: *This is not likely his real name or age. His criminal record is known by some local colonists, but many (at least humans) regard him as something of an ignoble loyalist. He has never once taken a contract that involves the killing of human civilians, though as implied, he has never seemed to reject a contract that has involved alien civilian fatalities.
  • Full Name: Berry Wilson Jones.
    Age: 44/Forty four.
    Sex: Male.
    Species: Human.
    Appearance: 5'10", 195 LBS. An overall healthy, physically active build. He has short blonde hair, kept in a military-standard cut, with a pair of sharp blue eyes. His Western European heritage fully reveals his Caucasoid background, much to the amusement of a few historian friends of his. A scar runs up the length of his left arm, and another runs across his left cheek. He keeps himself notably clean shaven.

    Off duty, he wears simple cargo pants and a black t-shirt, often with his combat boots on. He also wears an old Christian cross, keeping to the faith of his ancestors even as many seem to turn away from it.

    He wears a mechanized suit in combat, a standard issue one for Alpha Clones which he trained hard to be able to utilize properly as a regular human. It displays his rank and name, though using it combat can exhaust him.

    He keeps a standard issue assault rifle on hand, with a shotgun slung across his back. The assault rifle as a scope with a Type 1 AI in it, that when connected to his suit, assists his aim and reaction times immensely. He's been known to hit ten targets in four seconds with the suit on—though that was at a training facility with unmoving targets where he could practice. The shotgun is in the event he is in close quarters room clearing—as the assault rifle is a bit clunky for it—and has a bayonet attached to the end of it. It also doesn't have any electronic packages, so anti-electronics weapons don't affect it.
    Specialization: Leadership, marksmanship, courage.
    Core Ethos: "Because the State needs men like me to sacrifice so that the majority can use their freedom to criticize me."
    Biography: Berry Wilson Jones grew up with an average life in a large family on a colony world known as New Sarajevo. A desert world, it was colonized for its notably significant deposits of aluminium and irradiated materials—such as uranium. It also, remarkably, was a natural producer of plutonium—a man-made substance. Berry's father was a scout driver, constantly scanning for signs of irradiated materials to sell the locations of to big corporations. Berry often went along, helping to scan for them as a teenager. One day, at the age of 15, he was drawn in by a pit of quicksand. By the time his father was able to reach him, he had already sank.

    Two weeks later, he appeared again, in an unrecognizable desert garb made out of materials that were thousands of years old. Stories ran abound, but the teenager never commented on what he saw. He turned to the Christian faith thereafter, and became a devout worshipper before being taken in for two years mandatory service at the age of 16—a couple years earlier than usual, as the INEF wanted to get their hands on him legally. Though put through a battery of tests, it was never discovered how he survived, or what happened to him in those two weeks.

    Berry quickly joined the military, and spent several years as a training officer at boot camps. He eventually joined the INEF space forces, and became a commander in the fleet after defeating two pirate vessels with a single, damaged cruiser when the captain had been slain mid-battle. He was awarded a medal of heroism that day. He has spent the last two years in the orbital defense fleet of Colony Galileo, where stories of Berry's youth ran amuck amongst the crews in orbit—after all, they had little else better to do than to speculate and hunt the occasional pirate or smuggler.

    That all changed when his ship went up in flames, and his captain, once again, perished in the fight.
    Other: Commander ranked in the INEF. He automatically takes authority in most situations involving combat or military assets, though he's known to be cool-headed and appreciates tactical assessments by those under his command. He's a firm believer in Christian Protestantism, which is a minority in this era—though a sizable one. Though nobody is certain what happened to him during his two weeks in quicksand, he has had an unusual resistance to radiation sickness afterward, even by the standards of someone living in higher-than-usual radiation conditions.
  • Full Name: Ralph Johannes Fredriech.
    Age: 26/Twenty Six.
    Sex: Male.
    Species: Human.
    Appearance: 5'9", 166 LBS. Average build, not the most athletic, but reasonably so for living out on a farm. Chocolate brown hair which he keeps tied back in a greasy pony tail, matched with a five o'clock shadow that rarely ever seems to vanish no matter how often he shaves it. He has a pair of emerald green eyes with unusual properties: Namely, they're both cybernetic implants with zoom functions. His black skin betrays his Negroid ethnicity, with his ancestors having lived in America.

    He typically wears well used but cared for jeans, and long sleeved, fire-retardant shirts. He's also wearing a light ballistics vest, provided to him by the military after he volunteered to fix a tank for them.

    At his waist is a standard INEF side arm. That, however, is not his primary weapon. Slung over his shoulder is a large bag with six containers of nanobots, and a tablet. He can replenish the nanobots if he has at least one container of them left, and some metal to work with—specifically copper and aluminium, though most metals work. They can devour nearly anything and are difficult to spot with the naked eye until they're seconds away from their target.

    Specialization: Computers, medicine, mechanics, perception.
    Core Ethos: "I can't let the past keep me from the future, and I can't let anyone get hurt for the mistakes I've made."
    Biography: Ralph's history is the most unknown out of the four. Anything prior to his immigration on Colony Galileo is sealed away in military records, only accessible through admiral-level security access or above. He's a friendly enough neighbour, often employing his surprisingly advanced nanobots to repair broken down farm machinery and to play as a country doctor, mending wounds. He alone brought the annual fatality rate down 20% for miles in every direction. He gained a little local fame as a result. A year ago, he even treated wounds taken by Nikolai Bones—though for understandably unspecified reasons.

    This man is an enigma even to his peers, and any attempts to learn more about his past are usually shot down with a smile. It's not uncommon for him to be found laying about his property with half-naked women, either. Though he's never taken a taken woman, he professes, some have their doubts about the Lothario. Some wonder if he does it just to escape. Others wonder if he's just a whore. Nobody really knows.

    Other: His nanobots are above even standard military issue and for some reason, he's been allowed to keep them in his possession. Self-replenishing nanobots are generally considered a questionable study in science, since an accident in their programming could set them to self-replicate forever, consuming entire cities in their wake.


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NPC Opinions


I do this with nearly every RP I make. It's a "for fun" thing I usually encourage players to do with their characters so they can get an initial feel for who they are. The NPC Opinions is literally each NPC looking at every approved PC (and sometimes the unapproved ones) and giving their first impressions of them. Gives you an idea of how they might interact with you at first. Keep in mind they're first impressions—so they can and will change based on how your characters behave and in how the story develops.

  • Marcus De'Leveyan: "You work hard, and you obey the law. Other than that, we have little in common." (Basic camaraderie.)

    Tharvax-8071: "What… Are you? How do you work? Do you feel? Do I have to worry about hurting you with my hands?" (Child-like curiosity/concern.)

    Leonie Valkrich: "New Earth is very pretty, but very crowded. I'll take you there, if we live through this—it's always better to go with a local, or you'll get lost!" (Friendly.)

    Prosper: "You should keep your distance from me… As admirable a machine as you are, I was made to hurt you." (Compassion/concern.)

    Caitlin Atten, MD: "You were not made for this, telepath." (Concern, empathetic.)

    Kephart: "You're an amazing piece of technology. If you want to stay that way, keep your distance." (Compassion/concern.)

    Gilan Thorne: "A dangerous game, to be playing with heads like that. I'd suggest staying out of mine, lest my gloves slip off." (Distrust.)

    Ariston Tychon: "I will do whatever it is you need of me, sir!" (Utmost respect.)

    Quentin Brant: "Oh, weed. I know that smell from anywhere in the universe. When we're safe, I might ask for a hit." (Friendly.)

    Laura Shima: "Did that cybernetic arm hurt when you got it? Because if it did, then I recommend the same to you as I would to any AI: Keep your distance." (Concern, camaraderie.)

    Gwen Argalla: "Are you twins with Shima? You two have an auspicious amount in common, we could use any advantage we can get! Even if it means that I shouldn't touch you." (Concern, camaraderie.)

    Norb Chi'Surn: "My aren't you an adorable little thing! Wait, you do what with your excrement?!" (Incredulous, amazed.)

    Sergeant Max (A-1205): "We're family, even if you're big and strong, and I'm small and frail… If anything tries to touch you, I'll fry its circuits with enough juice for it to feel my anger." (Deep camaraderie.)

    Ariel Abraham: "Oh, oh my. That's a rather brazen way to dress yourself… And you have powers over the mind… Don't get any funny ideas." (Distrust.)

    Phillipe Mordante: "You're a heartless bastard, and yet, I can't help but feel sorry… I wonder what made you this way." (Compassionate.)

    William McCormick: "Oh my god… Okay. We'll try to find your four year old daughter, alright?" (Compassionate, somewhat mortified.)

    Matthew Taylor: "That free running is gonna come in handy… You should keep your head low, though." (Basic camaraderie.)

    Samuel "Graz" Grazdan: "You've led a good and honest life… And you have a ship! I can try to fix it if it's broken!" (Camaraderie: Fellow pilots.)

    Libero (formerly Vincente): "Something about you is unsettling. You're a man, and a machine: And I would hurt the man in the machine… I'm so sorry I can't give you the compassion you deserve." (Sorrow, compassion.)

    Gaius Chernev: "Your work in archeology is brilliant! We should talk about your theories sometime. I think they're worth exploring." (Curious, fascinated.)

    Finnergen Henndrix: "I'm sorry, but your lifestyle wasn't sustainable. Your parents should have known better than to risk your life like that… I'm glad to see you're not repeating their mistakes." (Empathetic, naive.)

    Nikolai Bones: "Phillipe is a tragedy. You're a monster. Who the hell takes the lives of the innocent for money?!" (Disgusted.)

    Berry Wilson Jones: "By your command, spookey." (Friendly, camaraderie.)

    Ralph Johannes Fredriech: "Uhhh… Wow. You're a mess of things… I wonder what you're running from…" (Compassionate.)
 
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Fixed everything, But does that mean I have to wait for the next round to join in?
 
@PCSutfin you've been assigned to North Bellsford Super-Centre. I dunno how I missed you. I guess in the hubbabaloo, and your lack of OOC posts, I simply forgot one character out of twenty. Whoops! :ferret:

NPC stuff is almost finished. Give me another hour or two. It's packed full of fun stuff for y'all.
That's fine. I'll try and speak up more.

I read the Super-Centre part of the IC post and can't find anything telling me what floor Libero's pod landed. Could you give me a description of where it lands, who the other people in my pod are and whether the others survive? I need all that for my post.
 
@Brovo since my character just got off the ship would he have been wearing his suit or would that be on Earth or in his pod?
 
we ain't in kansas earth anymore
 
Guess I'll be the first and drop Quentin's opinions.

Marcus De'Leveyan: "So you're just some sort of ranger? I guess that's pretty neat." (Indifferent.)

Tharvax-8071: "Wow, just fucking wow man. I might not be so keen on your strange religion, but holy shit I'm glad you're on our side." (Awe.)

Leonie Valkrich: "And I thought my stint in the army was bad. Look on the bright side... Uh, er. Excitement? Yeah, no, that's just an overall pretty shitty deal you got there." (Sympathetic.)

Prosper: "Yup, that's an android alright." (Indifferent.)

Caitlin Atten, MD: "Oh, hey there. Didn't see you behind all of- Oh shit, is that a dog? I fuckin' love dogs. You're my favorite person right now." (Friendly, maybe too friendly.)

Kephart: "Not to be too upfront, but would you mind I rode you. Or maybe, like, surfed or something. You gotta admit that'd be pretty fuckin' awesome." (Amused.)

Gilan Thorne: "Not so keen on the whole Hippocratic oath are you buddy?" (Indifferent.)

Ariston Tychon: "What ever happened to going down with your ship there Cap'n? Let's see if your life was worth taking some other poor chump's seat." (Distrusting.)

Laura Shima: "Another poor soul fucked by life. Lets see if we can get outta this shit in one piece." (Sympathetic.)

Gwen Argalla: "What's this? A proper hero with herculean strength. Nice to see someone with a respectful use of bionics." (Respect, friendly.)

Norb Chi'Surn: "Well you just the str- Wait, what are doing? Oh god, ew. Ew. EWWW!" (Amused, disgusted.)

Sergeant Max (A-1205): "A big goon with a small mind and no personality to speak of. Looks like we got some premium grade INEF cannon fodder. Poor bastard." (Empathetic.)

Ariel Abraham: "You're a douchebag too?! Cool, maybe when this all blows over we can hang out or something. Just don't go fuckin' with my head." (Camaraderie.)

Phillipe Mordante: "Slow down there gramps, don't want you breaking a hip or anything." (Amused, empathetic.)

William McCormick: "Wow man, you've been through a load of shit. Here's hoping you find your daughter in this mess." (Sympathetic.)

Matthew Taylor: "I, uh, don't even know. You gotta be the strangest gun-monkey I've ever seen." (Confusion, distrust.)

Samuel "Graz" Grazdan: "A pilot. Yep." (Indifferent.)

Libero (formerly Vincente): "I'm not even going to pretend I understand what you are or why you fight with sticks." (Confusion.)

Morgan Ferios Mellaran: "I'll take up your little offer, just don't mind if I brings some others along." (Friendly.)

Nikolai Bones: "Oh look, it's big-dick McGee here to guide us mere mortal civvies to salvation. Fuck you and your attitude buddy." (Great distrust.)

Berry Wilson Jones: "I swear it's medicinal, wanna see my prescription hardass?" (Distrust.)

Ralph Johannes Fredriech: "You know, it's not good to hold on to secrets. People naturally assume the worst." (Mild Distrust.)
 
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