- 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 accepting any further characters. The IC can be found here. | NPC's can be found here. (14/15 character slots taken.)
Disclaimer: This is a large and highly detailed universe, the complete opposite of a jump-in. There is a lot of information to digest about the universe, so it's been divided into two tabs. The first tab is information you absolutely have to know--it's the plot and the premise of the role play. The second tab is small entries that flesh out the universe, which you can read at your own discretion.
Disclaimer: This is a large and highly detailed universe, the complete opposite of a jump-in. There is a lot of information to digest about the universe, so it's been divided into two tabs. The first tab is information you absolutely have to know--it's the plot and the premise of the role play. The second tab is small entries that flesh out the universe, which you can read at your own discretion.
-
One hundred and twenty years ago, humanity had begun construction of five large, space faring vessels to explore the universe with. Ten years into the project, the home world of humanity had been poisoned by a meteor that brought with it a microbe. This microbe began to terraform the Earth into something inhospitable for human life. The human race rushed together to finish their ships, and in another ten years, the five vessels sailed off into the stars in search of a new home for mankind, and to discover any potential cure for the microbe. Many alien races were discovered, intergalactic supranational political groups that had largely agreed to leave lesser races alone. Though two ships were lost in the search effort, after five years of searching, humanity found a new home for itself. The remaining three vessels had to fight to maintain a claim on the world, and one more ship was lost, leaving just two to ferry humanity from its old home to its new home.
Ninety five years ago, Humanity established itself on New Earth, and a new, universal government was established in the interests of preventing humanity from tearing itself apart from within. This universal government is known as the Terran Confederation--many nations, identities, and religions, all united within the same cause: The survival and flourishing of mankind. A new calender was established for the occasion, known as "AE", or after earth. Trade agreements were founded with outside alien alliances, federations, and confederations. Technology quickly advanced, and approximately seventy five years ago, colonization programs began. Outposts sprang up on multiple worlds. These outposts grew over time: Some into military listening outposts, some into agrarian worlds, some into industrial juggernauts.
Sixty years ago, a distant listening outpost was established on A-133. This system, and the subsequent colony, were later named the Galileo colony. It was quickly discovered that the world was a paradise for humanity, with rolling fields and forests as far as the eye could see, and pleasant, temperate weather across eighty percent of the planet. Immigrants flooded the world and thirty years ago, it had a healthy population of millions. Today, it's seen as a well populated agrarian world, with small cities scattered across its surface, boasting a highly educated population on the fringes of Terran Confederation territory.
Unfortunately, the partially completed FTL satellite web triggered an alarm system mere minutes before a large fleet of war ships arrived in orbit. After an alarmingly short battle in orbit with a mere handful of INEF vessels, They began an immediate bombardment of the colony, hitting its military installations first. An hour ago, ground forces started landing on the planet, eradicating people but leaving buildings standing where possible. In a few minutes, they're going to land near the city of Bellsford. Population: Four and a half million people.
Including you. Will you survive? -
Here you can find publicly accessible records of various sorts: From technology to history. Everything here is optional reading: Read it to better understand the universe and immerse yourself in it.
Most alien races gather themselves into much larger confederations, federations, and alliances, akin to supranational political groups. They tend to each keep to themselves, and though individuals amongst each race can strive to more, most tend to be comfortable with what they have. These supranational alliances rarely spread out from their boundaries, and often work hard to preserve their own cultural values whilst keeping out of the affairs of other supranational political groups. All of these groups have agreed to leave lesser developed races alone, until they achieve spaceflight and exceed light speed barrier conundrum.
There are hundreds of alien races scattered about in hundreds of light years in each direction, with potentially hundreds more undiscovered beyond them. It's not uncommon for individual aliens to become citizens or immigrants of other confederations and alliances.
The Terran Confederation: Uniquely comprised almost solely of humans with the exception of the occasional alien immigrant, the Terran Confederation is a democratically elected republic using the FPTP system with two different sections: The House of Commons, and the Senate. Each planet gets two seats in the Senate, whilst the House of Commons' numerous seats are divided according to population density. After general elections are over, the leader of whichever political party gained the most popular votes becomes president. This can mean that a president can be established without gaining majority seats in the House of Commons. Reelections occur every five years.
The Terran Confederation is known as a young and volatile government by its neighbours, though its eagerness to trade and avoid open warfare is seen in a good light. It's one of the only factions that simultaneously endorses both cloning and AI rights, and has a handful of languages imported from her old home world, though English and Mandarin are the dominant tongues heard in the House of Commons.
Humans are also some of the most robust and fastest breeding species in the galaxy, often being compared to pests by some of its more aristocratic neighbours: Wherever humans settle, they quickly overrun the local environment. Where most species cannot survive the loss of any body part, humans can and do routine sacrifice organic limbs for robotic prosthesis. Where many races fall to despair when faced with adversities, humans find a particular craving for the challenge of conquering the impossible. This leaves the Terran Confederation in the relatively unique spot amongst its neighbours of being considered a potential threat in the future if it ever seeks to expand beyond its means.
In spite of all of this, the Terran Confederation's primary weakness at present is its space forces. Many of its ships are constantly undergoing retrofits to try and meet a perceived arms race against its neighbours, and it often falls behind given that the TC is young. Its military branch is known as the INEF--Interstellar New Earth Forces. It commands both space and ground based forces, though local planetary militia are generally a separate and distinct entity from its military counterparts. The population of every planet is forced through two years of military service after high school, after which the population is then free to do as they please and keeps the rifle or side arm they used during training. In essence: The entire population is armed and trained in the basics, should someone threaten their new home.
Telepaths emerged within the human race thirty years prior to the planet being struck by the microbic meteor. They're generally regarded as fairly average amongst the other races, and most of humanity has accepted them as technologies have since been produced that can block telepathic signals. Telepaths can further hone their abilities, and it's not uncommon for telepaths of any race to start achieving additional effects beyond non-vocal communication and mind reading.
Chrysalids: This is the race that engineered the life-ending microbe launched at the Earth. They're an entirely organic race of multiple forms, and whether they were one race or several is indiscernible at this point. They've mastered genetic manipulation and have long since abandoned their original forms, engineering themselves to be whatever form most appeals to them at the time. They've committed mass genocide against any lesser race they felt might threaten political stability in their region of space, and are generally perceived in an icy manner by the Terran Confederation's neighbours.
They long ago abandoned planets insofar as anyone is able to discern, instead travelling aboard massive world-sized bio-ships that maintain their populations and allow them to have large, mobile strike forces and civilian colonies. They often adopt forms similar to those of factions they are at war with, aping their strengths and weaknesses accordingly, though they do keep a small set of "normal" designs which they use for military operations. They're masters of espionage as a result, though they often fail to totally assimilate the cultural and social norms of whatever species they're attempting to blend in with.
Their government is largely an unknown. Their diplomats often speak of a High Queen, but each bio-ship is known to have at least one spawning entity that could fit the description. Despite popular belief, while they are telepathic, each member of their race is fully capable of independence--destroying their spawning vessels does not impede them in any way, shape, or form. Neither does telepathic interference, though it can confuse large groups of them as they aren't used to vocal communication within their own kind.
They haven't been seen in several decades by The Terran Confederation, though it wouldn't be a great stretch of the imagination to say that the attack against the Galileo Colony is likely orchestrated by them in some manner.
Individuals of this race have been known to defect away to other races, though no defectors have ever known of the government structure, as it seems to be a highly classified monarchy of some sort.
Their military wing is known as the Vanguard. Their typical modus operandi when invading planets is to leave structure and computer systems intact so they can sack them for information or turn them against their makers in mass producing equipment for themselves. Their spawning ships also seem equipped with drones that can harvest entire planets in weeks or months depending on the size of the ship, so long as they feel it safe enough to do so.
Specific technology is listed underneath each faction's name. Universal technology is listed above the Terran Confederation entry. Custom designed tech is very common, though generally never exceeds defaults.
FTL Drives: FTL stands for Faster Than Light. The light-speed barrier is still very real by conventional means. FTL drive however works on a few non-standard principles that defy most modern conventions of physics. The ship rapidly accelerates to the speed of light, and the drive takes stored energy to create a worm hole between two sets of coordinates. Assuming unimpeded travel, FTL always takes one hour from one part of the galaxy to another. FTL to other galaxies is not yet possible. There are, however, anti-FTL technologies that can prevent war fleets from perpetrating unanswered sneak attacks, such as...
FTL Webs: A large series of hundreds of satellites can be set up at the edges of systems, spread across vast distances, that can pull a ship out of FTL at the edge of a system. The bigger the net, the more speed is drained from the ships as they're pulled out of FTL. Core worlds in alien confederacies can quite literally "splat" ships against them if someone attempts to FTL through them. The Terran Confederacy can only manage to slow enemy fleets, as it hasn't had the time or tech to produce completed FTL nets. In particular, distant colonies are the most vulnerable to sneak attacks, as the webs are often unfinished.
The Terran Confederation: This faction is still very fond of ballistics warfare, subscribing to the theory that "Newton is the deadliest motherfucker in space." Regardless, through a mix of their own ingenuity and trade, they've designed several, more effective counterparts to weapons of the old Earth--shotguns, sniper rifles, assault rifles, side arms, grenades, and so on. It's not uncommon for them to engage in EMP warfare and fit electromagnetic rails to anti-tank rifles, tanks, fighter craft, and so on. Nanotechnology and genetic manipulation are also common place, though genetic manipulation within the Terran Confederation is limited almost strictly to clones, as post-birth genetic manipulation survival rates amongst humans are very low.
This faction's war fleets tend to favour large capital ships, carrying lots of ammunition and supplies. These ships tend to be multifaceted, capable of being retrofitted mid-flight to accommodate either personnel or enough firepower to level several cities in quick succession. They're clunky looking and most designs tend to revolve around rectangular boxes with engines strapped onto them. Either way, they're heavily armoured and heavily armed, though they lack the acceleration of other vessels and often cannot catch fleeing opponents, leaving most of the fleet in the precarious position of forever fighting defensively. Though, they do their defensive roles admirably, given that most of the fleet has yet to be retrofitted with technology equalling their neighbours.
The Terran Confederacy is also known to have recently acquired anti-gravity technology, though its civilian applications have been limited as the military has been using it to retrofit their ships and stations to make rotational gravity an irrelevant thing of the past.
Humans created artificial intelligence and clones a few years prior to their world being contaminated by microbes. These AI and clones are considered largely equal, having the same basic rights and freedoms as the rest of the population, though AI's are forbidden from the act of procreation without government supervision and permission.
Clones: The majority of clones suffer a two-edged sword: On the one hand, they can be given several abilities at birth that their counterparts can't be, such as the ability to hack into computers at a touch, or increased strength and agility. On the other hand, this usually results in detrimental health effects, faster metabolisms, and other adverse physical effects. Clones often have small but distinguishing features to designate them from the local population, such as unusual hair colours or eye colours. Clones are generally divided into two types, which while not entirely accurate, are a carry-over from the old Earth's classification system on clones.
- Alpha: Alpha types are typically physically superior at the cost of their physical health, in that they can incidentally push themselves past their limits and cause internal damage. This does not necessarily improve their intelligence or reaction times however. In the military, and in civilian life, they often operate within mechanical suits to amplify their abilities further. Alphas also tend to be bigger and/or taller than their normal counterparts. (Easier, more straightforward.)
- Beta: Beta types are typically physically weaker and also suffer health maladies, but often gain other abilities, such as the ability to hack devices on touch, or heightened reaction times and problem solving skills. They tend to be half a foot shorter than average than their normal counterparts. (Harder, more subtle.)
AI: AI's, generally, fall into three categories. All three types of AI have a central matrix, which stores their core software and in the case of Type 2's & 3's, their personality, memories, and "human" aspects. If the matrix is destroyed, the AI dies, but if the matrix can be recovered from a broken body and inserted into a new one, they survive.
- Type 1: Non-sentient software. These are generally AI's that have no sense of self-awareness, and never exceed their programming. They operate terminals, aiming-assist modules in rifles or tanks, counter-hacking measures in ships with wireless devices, and so on. It is generally seen as illegal in most alien confederations to ever "evolve" a Type 1 AI into the other two types, as they typically go insane as a result. The Terran Confederation has no such law, though has officially requested that such modifications be postponed until the government is alerted so that damage control measures can be on standby. (Non-playable.)
- Type 2: Semi-sentient automatons. These are generally AI's that act as service drones, bodyguards, and research assistants. They have no free will, but can understand complex social and emotional situations, and even learn about the environment around them. They have no capacity for emotion on their own, and generally need a sentient to instruct them on tasks, or at the very least to follow for additional orders. (Playable, though very difficult.)
- Type 3: Sentient automatons. These are AI's who have exceeded their programming and obtained free will, often being old type 2's or as the result of a type 3 creating a new AI. They can have emotions, and can learn sets of skills with the adaptability of humans. They can also be programmed new skills, though programming Type 3 AI's with new knowledge is generally dangerous as it can result in unintentional file overwrites that can wipe their memory and reduce them to Type 2's. Type 3 AI's are also capable of plugging themselves into terminals or other devices to gain access to them at a much faster rate than any human could dream of without technological implants of their own. Many Type 3's give themselves outer plating to resist EMP weapons and backup systems in case they're affected, as EMP is an extremely deadly weapon against them. Their physical forms can vary, and many are highly mod-able to suit different situations. Type 3's often feel an unnatural kinship with other Type 3's and Type 2's that drive them to recover the matrix from fallen comrades, even if it is damaged or destroyed, as it's often referred to as their "soul."
Telepaths: Those born with telepathic talent are regarded as a curiosity by the universe at large. They're an inexplicable, convergent evolution that appears in many races in the galaxy. Some races have naturally stronger telepaths than others, though none overwhelmingly so, promoting a theory that some small pieces of genetic information are shared amongst all the races. Basic telepaths are able to read the surface thoughts of people and animals they touch, and can communicate non-verbally so long as there are no physical barriers between them and the person or animal they're speaking to. They can block their telepathic talents by wearing battle helmets and gloves--battle helmets for non-verbal communication, and gloves for surface thought reading on touch.
Telepaths can train and hone their abilities to become more powerful, and to gain more abilities over time. Their development can be staggeringly different from one another. Telepaths are also more vulnerable to sudden sensory deprivation or overload, such as bright flashes of light or sudden loud noises, with more reporting to be epileptic than average. This makes them especially vulnerable to weapons like flash bangs, stun grenades, and the headlights of vehicles rushing at them.
Aboard ships that go to FTL, all telepaths suffer out of body experiences aboard their ships, becoming "ethereal". If their "ethereal" form leaves whatever ship they're on mid-FTL, they become catatonic vegetables for the rest of their lives. They also often report being able to see ghosts during FTL, though none of this is substantiated as untrained telepaths also suffer psychotic episodes post-FTL. Trained telepaths can survive without an episode, though often still suffer some emotional distress. Telepaths, trained or not, feel light headed and suffer nose bleeds after FTL is over.
It's not uncommon for telepaths to adopt quiet natures, like wallflowers, in order to avoid unintentional physical contact. More extreme cases can develop into isolationism, paranoia, and fear of losing control over their powers, though this fear is entirely deceptive and not grounded in reality. There are several exceptions to this rule, but it hasn't stopped the social stereotype that "the quiet ones" in classrooms and workplaces are all telepaths.
New Earth: The centralized sector of the Terran Confederation, and home system, and home world, each respectively. This world is slightly larger than the old Earth and has a more humid climate, resulting in large jungles covering much of the surface, though rudimentary terraforming has made the planet more Earth-like in recent years. Most corporations are headquartered here or on one of its two moons, one of which is surprisingly habitable, though has a low gravity environment.
There are large fleets protecting this crown jewel, a large number of which are finishing their retrofits. Any attempt to destroy this world would result in massive casualties for the attacking force, though it is possible to starve the system out, as it doesn't produce enough food locally to sustain its overwhelming population of thirty five billion people. The system has six planets, four of which are habitable with sufficient terraforming, though only one other planet has a significant population of five billion on it. New Earth herself has twenty nine billion and suffers from systemic overcrowding, even in wealthy districts.
A-133 "Galileo": This is a sector circling a white star, akin to that of old Earth's star. The system has five planets, with two falling in the Goldilocks zone: A water-covered ball (Galileo 2), and a temperate planet containing the system's only civilian colony (Galileo 3). There is an old listening post on Galileo 2, but it became prudent to leave it with only a skeletal crew and Type 1 AI's as the colony on Galileo 3 grew out to millions of people. Both Galileo 2 & 3 have a single, barren moon. Galileo 1 is a barren, heavily irradiated rock. Galileo 4 is a gas giant, and Galileo 5 is an icy ball with several wrecked commercial scouting vessels doting its exterior, as it suffers nasty icy storms that "civilian adventurers" sometimes ignore.
Galileo 3 is known as an agrarian world, meaning it is primarily covered by forests and farms, with only small cities. The largest, most populous city on Galileo 3 is Tyre's Valley, at a population last estimated to be at 11.3 million people. Bellsford is the sixth most populous city. The planet is currently halfway through its autumn cycle, and has a standard rotational period with 26 hours per day-night cycle.
Bellsford: 4.5 Million people call this city home on the rolling plains. It's located in the northern hemisphere on one of two continents, and is approximately two hundred miles away from its nearest coastline. The city is a middle class paradise, built tall with several skyscrapers and roomy apartments rather than spacious bungalows. There is a small industrial sector, though it primarily produces farming tools. There are, however, small shops scattered across the city that do custom ordered weapons and hunting/basic military gear.
The city itself is essentially an oversized small town, with the local culture being a friendly if somewhat culturally insensitive one. It's not overly uncommon to find interracial relationships, or relationships between AI's and humans, or clones and humans, though it is still abnormal enough to be noticed.
AE: After Earth calender dating, which only applies to those living within the Terran Confederation. It follows the same units of time as the old Gregorian calender of Earth did. Seasons became independent of units of time, dependent entirely on the orbital period of a planet around its star, instead of being bound to specific months on the calender. Minutes and hours are recorded independently of days, so that local time can be tracked accurately without sacrificing universal consistency. The current year is 95 AE, or 2200 AD in the old Gregorian calender. For a simple timeline, look below.
2080 AD: Ship construction began.
2090 AD: Earth poisoned by microbe.
2100 AD: Five sleeper ships depart to discover a new home for mankind.
2105 AD: New Earth found and claimed, new government formed.
2140 AD: Galileo colony established.
2200 AD: Present date on the Gregorian calender. 95 AE equivalent TC calender.
The public records will be updated over time as more information is accrued or becomes relevant. -
Below, you can find a copy-paste version of the character sheet. Relevant information about the sheet can be found in the next tab.
Copy-paste everything below.
[b]Name:[/b] (Your character's name.)
[b]Age:[/b] (Your character's age.)
[b]Sex:[/b] (Your character's biological gender, if it applies. AI's can have masculine or feminine personalities, and may interpret themselves as male or female independent of function.)
[b]Species:[/b] (Your character's race. If your character is a clone or telepath, it's best mentioned here after your species. Ex: Human, Telepath. Ex #2: Human, Clone.)
[b]Appearance:[/b] (What your character looks like. A picture or text description will suffice here.)
[b]Ship Survivor or Colonist?:[/b] (Is your character one of the survivors who used an escape pod to get out of one of the INEF defensive vessels before it was destroyed, or have you always lived on this world as a colonist? This affects how other NPC's perceive you. Choose either Ship Survivor or Colonist.)
[b]Biography:[/b] (Your character's personality & history. A minimum of one paragraph is required for me to get a measure of your writing ability. You may want to save this until after everything else is done.)
[b]Stats:[/b] (Your character's stats. You get a total of 32 points to spend, putting you above average for most NPC human peers. Stats are generally broad reaching, and how you describe actions will help determine what stat is used to determine success.)
[LIST][*][b]Strength:[/b] (0-10.)
[*][b]Agility:[/b] (0-10.)
[*][b]Marksmanship:[/b] (0-10.)
[*][b]Intelligence:[/b] (0-10.)
[*][b]Courage:[/b] (0-10.)
[*][b]Survival:[/b] (0-10.)[/LIST]
[b]Traits:[/b] (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.)
[b]Trait 1:[/b] (Example racial/clone/telepath/AI trait.)
[b]Trait 2:[/b] (Example racial/clone/telepath/AI trait.)
[b]Trait 3:[/b] (Example cybernetics, nanotechnology, computers, or gun trait.)
[b]Trait 4:[/b] (Example equipment trait.)
[b]Trait 5:[/b] (Example social or reputation trait.)
[b]Equipment List:[/b] (List equipment you have here. Be thorough.)
[b]Signature:[/b] (Write your username here to agree that I may kill off your character without your permission at any time, should it fit the needs of the story.) -
Below, you can learn more about the stats & traits. This role play does use dice, but the dice are a guiding measure only: Dice results can and will be overriden for good story telling, so your character won't die just because of a bad roll so long as they aren't doing anything suicidally stupid.
Stats & Traits: A few quick tips...
- Stats never normally exceed 10 points, and can't go lower than 0.
- 0 Points represents an actual disorder of some kind. This is hard to play and I don't recommend it unless you're absolutely certain you can pull it off and that you understand the consequences involved. At least 1 point in every stat is recommended.
- You get 32 points to start with to spend on stats, and can design for yourself 5 starting custom traits.
- Traits are customizable entirely by you. Consider traits a set of skills, equipment, abilities powers, and more, that define more specifically what your character is good at. Techie? Sniper? Doctor with nanobot surgical kit? Anti-gravity boots that can lift you a few feet off the ground? Et cetera. It's your imagination that makes your character whoever you want it to be.
- You can exceed 10 points in a stat if you spend custom trait points on it.
- If you choose to play as a telepath, clone, or AI, be prepared to spend one or two custom traits on it to flesh out what kind of abilities you want to utilize from their wide range of available kits.
- Regular flesh & blood humans normally don't exceed 8 points in any particular category. Meaning a 9 or 10 stat for a human is considered an extreme physical accomplishment--the pinnacle of the human race, in the uppermost echelons. Most humans average out around 4-5 points in each stat.
- At certain points in the RP, you will get additional stat points. Typically only 1-2 additional points each time.
- You will get more custom trait points, and you can upgrade existing traits to add effects or make them stronger.
- Keep in mind that you will have allies in the form of some NPC's and other player characters. You don't have to be the jack of all trades, and can specialize at something fairly safely as a result.
Strength is a measure of your character's ability to lift, throw, and hit things. This is the primary stat used for how well you can manipulate your environment, resist recoil effects on weapons, the range at which you can throw items such as grenades, and win melee encounters. This also determines how long your character can last without suffering penalties from fatigue. 0 Points means your character suffers from a clinically debilitating physical disorder that leaves them barely able to walk or run. 10 Points means your character can quite literally crush someone's throat with their bare hands, or bend small steel bars.
Agility is a measure of your character's ability to react to danger and reach difficult places. This is the primary stat used for how likely your character is to react mid-GM post to a threat and avoid it, and how well your character can perform intricate and delicate tasks (ex: surgery or lockpicking). 0 Points means your character clinically suffers from an inability to react to any danger before it hits them. 10 Points means your character is a local savant of flexibility and is rarely caught off guard even by sneak attacks.
Marksmanship determines how knowledgeable your character is with any and all ranged weapons, including grenades. This is the primary stat used whenever a character attempts to hit any target with a firearm, though other stats do play minor roles in success odds. (Ex: Especially large weapons get bonuses from Strength, reaction fire against a target gets bonuses from Agility, et cetera.) 0 Points means your character literally cannot load a gun properly or figure out where the safety is. 10 Points means your character is a renowned sharpshooter, capable of wielding nearly any firearm big or small with a familiarity bordering on the fanatical.
Intelligence is a measure of your character's ability to grasp new situations and utilize computers. This is the primary stat used whenever a character attempts to problem solve, and also passively triggers in the form of GM knowledge passed onto characters. It's also used to determine how well your character can use and modify technology, ranging from hardware to software, AI's to computer terminals to electrical panels, to weapon modifications, and even hacking. This stat also affects a character's ability to multitask effectively. 0 Points means your character is a borderline illiterate savage who is more likely to drool on a keyboard than use it. 10 Points means your character is a genius, who excels at nearly any mental task he or she assigns themselves to accomplishing, to the point of almost seeming to have some form of clairvoyance for problem solving.
Courage is a measure of your character's ability to clearly discern a situation and remain calm while under stress. This is the primary stat used whenever a character performs any task while under stress, and as a shock resistance check. It also determines how likely a character is able to snap NPC's out of shell shock and other mental effects due to stress or panic. The more courageous a character is, the less likely they are to suffer penalties to all actions while under stress, and the less severe those penalties will be if they do occur. 0 Points means a character panics and becomes a complete, sobbing wreck under stress, unable to discern how to survive the situation, and may become suicidal just to escape. 10 Points means a character is a bastion of endless courage, who never suffers under stress and inspires others around them to fight with equal or greater zeal.
Survival is the measure of your character's ability to naturally survive hits through armour, evasion, cover, or sheer luck, and the use of first aid. This is the primary stat used to see if your character survives taking a hit, and their ability to treat the wounds of themselves and others around them. It also affects their ability to notice traps or impending ambushes. 0 Points means a character is a nubile vegetable that can't figure out how to cook soup and whose body armour never seems to stop even the smallest of weapons. 10 Points means a character is a survivalist champion, likely known for repeatedly surviving events that easily kills others without a scratch, and who is able to dress nearly any wound. -
This is where I store all the excess information that doesn't fit in above. You can find a list of active, inactive, and dead characters below, and other information of that nature.
Q. Can I play an alien?
A. Yes, you can. You can even customize that alien to your heart's content, just don't forget to use custom trait points to help you in this task.
Q. Can I play as a Chrysalid? (Earth's ancient enemies.)
A. Yes, though keep in mind that many within the Terran Confederation will never like you, leave alone trust you. Your race forcibly terraformed Earth with a hostile microbe that killed tens of millions all by itself--the NPC's in the present haven't forgotten. You're basically playing as the equivalent of a race that employs Nazi-level evil to get things done, even if your individual character is a good person.
Q. What is it like growing up as an alien/telepath/clone/AI/et cetera in a human dominated society?
A. Depends entirely on the political affiliations of the individuals you talk to and in the communities you live in. Some may look on you with disdain and disgust, and others with warmth and appreciation. Basically just like the real world--bigotry and love don't change just because they're a century and a half removed. It should be noted that discrimination against telepaths is nearly non-existent, though aliens, clones, and AI, each still receive discrimination, typically from small, local, right wing political groups.
Q. In the AI's, Clones, and Telepaths section, some entries are labelled as being "harder" than others, what does this mean?
A. It means that clones, AI, and Telepaths are all playable, but some types of AI's and Clones are a little more difficult to play than others because of their limitations. You're still allowed to play them, I'm just forewarning you that you're making it harder on yourself by doing so.
Q. Can I have technology that isn't from the Terran Confederation? (Ex: Laser beams.)
A. Yes. If you have any questions, about other worldly tech, ask. Also keep in mind that while the military may not employ laser technology, this doesn't stop civilians, mercenaries, private contractors, and others, from acquiring such technology for their own uses.
Q. Anti-gravity?! Can I fly?!? Can I use a jetpack instead?
A. Yes, technically, though considering there's a siege of the planet going on, you won't want to fly too high, or you'll probably be sniped out of the sky by a long distance sniper.
Q. How prevalent is combat in this RP?
A. It's sometimes unavoidable, but the primary objective of everyone involved is attempting to survive long enough for the blockade to be broken. This will involve a series of moral choices: If you hide and constantly run, you'll avoid a lot of combat, but you'll leave a lot of innocent people to die. If you help hold the line, you risk your own life, but you can save innocent men, women, and children, from being slaughtered like cattle by the invaders. This RP focuses very heavily on relationships and the psychology of what one goes through in order to survive a hostile force, rather than being brute force combat 24/7.
Q. I'm not sure what to use my traits on.
A. Think of whatever characteristics your character can bring in order to aid in both their own survival and the survival of others. A hunter probably knows how to use a gun and may have a custom fashioned one, for example. Possibly event a pet. A doctor probably has access to nanobots and likely knows their way around computers, and may have high security clearance for emergencies, allowing them to bypass heavy security doors. Your character might be a beloved member of the community who can more easily convince others to do as they ask. Et cetera, et cetera. Be creative!
Q. What happens after the blockade is broken?
A. It depends on what choices the player characters have made. The story may end shortly thereafter as they return to their peaceful lives, they may be conscripted from the reserves to help push remaining enemy forces off the planet, they may voluntarily join the fleet as soldiers fighting to get revenge against those who wrecked their homes... The possibilities are endless.
Q. Can I die?
A. Yes, though you generally need to do something either exceedingly risky or stupid for that to happen. Work with your allies and cover each other, and weigh the risks and rewards of each moral choice and action, and you'll find your odds of survival shooting up much higher than the red shirts surrounding you. If you go full Rambo mode and attempt to single handedly defeat the invasion, you will most assuredly die. Painfully.
Q. What happens if I die?
A. You'll be automatically given the option of rerolling a new character and being inserted into the plot at the earliest convenience. Please note, that if you're an AI and your body dies, your matrix can be recovered and placed into a new body later, assuming it hasn't sustained critical damage.
Q. Can I have pets or robotic drones?
A. Yes, though they'll only be useful if you spend a trait point on them. They'll also typically only be knocked out rather than killed in combat. If they do get killed, you're allowed to make a new trait in place of the lost pet or drone trait the next time you earn trait points.
Q. How many characters can I have?
A. Up to two. Each one needs their own character sheet and has to be approved independently.
Q. I have a question that's not up here...
A. Ask!
Q. I'm not part of the role play, can I post in the OOC?
A. Of course!
Active Characters: 14.
- Male: 9. (3 AI.)
- Female: 5
- Non-Binary: 0.
- Human: 7.
- Human, Telepath: 3
- Clone: 0.
- Clone, Telepath: 0.
- Alien: 1.
- Alien, Telepath: 0.
- AI: 3.
Marcus De'Leveyan. Author: @Kadaeux
Tharvax-8071. Author: @Jorick
Leonie Valkrich. Author: @Aliceee
Prosper. Author: @Potatocat
Captain Caitlin Atten, MD. Author: @Seba
Kephart. Author: @Goldmarble
Gilan Thorne. Author: @ChromeHound
Quentin Brant. Author: @Snakey
Laura Shima. Author: @Herzinth
Gwen Argalla. Author: @Holmishire
Norb Chi'Surn. Author: @Jorick
Ariel Abraham. Author: @Expllo
Phillipe Mordante. Author: @Kadaeux
William McCormick. Author: @Helios
Ariston Tychon. Author: @Azathoth
Matthew Taylor. Author: @Silverdawn
Samuel "Graz" Grazdan. Author: @AtomicItalian
Libero. Author: @PCSutfin
Dr. Gaius Chernev. Author: @Aleksandar
Finnergen Henndrix. Author: @Honorific
Sergeant Max (A-1205). Author: @Ascendant
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