The S.T.A.R.S. (Survival Transfer And Relocation Station) Project Colonizer ship has set out from Earth to find a new habitable planet. Because space travel has yet to be perfected by humans, it still takes hundreds of years before reaching new systems and galaxies. The majority of the occupants on board must be kept in a cryogenic sleep, only to be awakened when they reach a new world. These colonists are cared for by a small team of people that live out their lives simply for the sake of keeping the colonizer ship functional. Occasionally new people are awakened from the cryo-chambers to take over.
It’s been centuries since the colonizer has left Earth and it’s coming into the territory of inhabited space. A planet with the perfect conditions for human life is drawing closer. But something went terribly wrong. An unknown lifeform got into the ship and corrupted the cryochamber system, awakening the entire ship of a thousand colonizers before their time.
Captain Wainwright of the ship Debris is dead and the last of the living colonists have crash landed. There is a chance that anyone with cybernetic implants may be infected by a strange techno-alien virus. Who will take on the role as new captain? Can the Keepers help organize the colonists to create their new home -- or have they crash landed on a terrible new world?
The Keepers have discovered that another colony ship had crash landed on this planet long before they did. Called the "Fasties" because they are oddly speedy - will the team be able to protect their campsite and figure out what happened?
WHO: Everyone is invited! Character Bios/Pics are not required, but totally encouraged! Post 'em if you got 'em.
WHAT: You are either one of the current generation of Keeper crew that was running the ship before it crashed planetside OR one of the newly awakened colonizers. If you are a person with cybernetic implants, you are at risk of infection. Everyone is now on the planet, how you got there is up to you!
WHERE: Join us in the KEEPERS chat room. You'll find the link to our chats in the CHAT tab when it's time to play.
HOW: This is a ACTION SETTING WITH IMPROVISATIONAL GAME MASTERING. That means the object of this roleplay is to interact with other characters, and from those interactions I will create a plot and story around you. There will be action moments, where strange events will happen and your characters will have to work together to resolve it. With this ChaRP "lol random" behaviors are discouraged -- what your character says and does will have in game consequences, so choose wisely!
My roleplays are alwaysNEWBIE FRIENDLY so even if you are terrible at roleplay or have never participated in a ChaRP before, this will be easy for you to get involved in. :D Ask questions, let me know when you need help. I often give tips and direction out of character in the main chat room when people need a little direction.
Try to show up a good 10 to 15 minutes before the ChaRP is to begin. That way you can read up on any important info, and it makes it easier for your GM to know how to start off the ChaRP when there's a head count.
Don't worry if another player is doing something similar to your idea. DO IT ANYWAY! Similarities and things in common happen in real life too. Everyone also plays differently, so two characters who are both "sweet and shy" will still end up being totally unique people. Two assassins could create a fun and interesting conflict!
Talking to other players about their character before the roleplay is a GREAT way to create connections and background for your own!
Post SHORT AND FAST. Charps are very quick pace and contain a LOT of players. Players can't wait 20 minutes for you to write a wall of text, and if there's too much text they won't be able to read it fast enough and will MISS details. If it takes you longer than two minutes to type your post, you are taking too long and might get lost in the action. This is an exercise in quick and concise writing!
Make sure your character name is mentioned in every post, close to the start of it if possible. This is especially helpful when there's many players, so we know who is playing what character.
Like in Real Life, a character may not be able to acknowledge or notice your character immediately because they are engaged in doing something else. (For example a new character walking in to the room, but the other characters arguing about muffins and do not see them.) Don't get discouraged if you go can't get someone to interact with you right away. Just keep posting and doing actions with your character, or even approach others who also seem to be idle and it WILL happen.
Do not take events in the roleplay personally or assume that bad reactions are because they think you/your character sucks. Everyone is playing a character and reacting to things as their character would!
Name: Sukarma Lexicon Nicknames: Little Mīkāl (old reference), The First Bulwark, The Ghost Relays (keeper legend) Titles: Black bulwark (Bulwark code-name) Age: Born before the age of intrasystem travel Birthplace: Sol, Earth Gender: Female Avatar: 140cm (~4’7”) 163kg (359lb)
Species: Biomechanoid Emergent Intelligence, Deep space operations vessel SubSpecies: Human neurobase, Synthetic silicon-based organic life for other ganglia/biomatter Body Size
Stem to stern: 130m
Widest diameter: 11m
Compressed wrap position: approximately 90m with 18-20m diameter at the furthest point
Damage: Thermoregulatory strain, ventral cuticle layer destroyed, Ventral thermal scarring, general forward cuticle damage, moderate avulsion of ventral armor in the secondary layer, ventral docking plate warped by impact, dropship docking sheath lacerations, torsion and stretching of dropship anchors, multiple tool head channels compromised, Retro-vent thermal damage, Engine anchor fatigue, engine arm bracing weave distension, tool arm bracing weave distension, minor amputation of tool arm, multiple landing gear microfractures, landing gear emergency skid anchor damage, Landing gear toe disjointed, minor folded fusion reactor instability, glial discontinuities from multiple concussions, active threat countermeasures impacting executive processing.
While she had been an outgoing sort before the death of her mother, Lexicon, the subsequent long years of isolation left her subdued and terse. Though her eyes cast down less from her time with Bulwark helping to deal with the grief. Much of the time still seems mirthless in bare responses of efforts forever wearing a helmet to obscure her nature. Finding meaning in her new family is more loyal to the core of her duty than Bulwark itself. In the words of her mother to both provide sanctuary to innocents against the deepest dark and chastise their demons.
History 0: In some ship depths are suspension gear carefully walled in and squirreled away from the other sleepers their existence entrusted a captain to protect a ship as a reserve should a threat arrive. In the modern era often a set of security or engineering personnel more than human after the rise of cybernetics. Though this one is something more a single hidden sleeper unlogged and unrecorded in ship systems and encased in an armored EVA. The rest of the sealed berth was occupied by a ship. Barely surviving a wake-up as something tampers with the stasis systems Sukarma cuts her way out of the secure cask to get at service tunnels even if she feels terribly sick.
After finding the captain a tense meeting is averted by catastrophe. After helping subdue the locals with Warwick the others went to the bridge to try and avert disaster. Far from the bridge and with a dire constraint told Warwick, and likely others overhearing, of her nature. Evacuating to her hidden berth loaded up whoever would go or simply threw the shell-shocked through the door. As much time spent as she could afford while ripping hardware from the walls with her tool arms sealed the inner door of the cask's reinforced hidden causeway. As the ship shuddered free ash from its orbital burn Sukarma blew the explosive package flinging free the external door and exposing her hidden cask to a view of the planet below and behind a scorching veil of immolating plasma sucking out the air.
Magnetoplasma engines erupt in a sprint to full throttle as she pulls ship and self into space the resistant organic cuticle layer grating against the Debris' side pressed by plasma headwind. Others inside not in a pilot's cask frozen in place as hyphae coalesce out of the walls to hold them in place. As she spins free of the entrance her engine tentacles flail to dance around the superstructure of the ship at heavy G. The course of an errant escape pod hurriedly flung free of oncoming superstructure she could take but it could not. Now trapped in the plasma eddy of the Debris' atmospheric headwind dropped into preparing for the fury of fire to come.
Finally ejecting from the gyre with what executive aid she could get from Warwick or others, trimmed her angle of attack under the oncoming shrapnel from Debris, flexed her main engines, and engaged retro-thrust with a glow of molten salt thermal pipes keeping her interior from boiling by the effort. She wasn't a landing craft, this was a one-way trip, as her own impact though more controlled made for a bright blue four-pointed comet on the horizon of the escape pods. Crash skids smash into a plateau and trail a shower of sparks behind her as the rock shudders and quakes from the seismic impact of the Debris. The land starts to sink beneath them as the oncoming plateau edge crumples beneath them.
Eventually to a battered stop under an avalanche of stone and metal charnel. Just enough light filtered through large gaps on seared external cameras to hope she wasn't trapped as her consciousness wavers with heat exchangers and her cuticle layer dumping heat into the atmosphere.
Any landing you can walk away from being a good landing is different when you're the craft. Torn up but moving forward Sukarma assisted with the many wounded. Not particularly fond of the new fellow Jovan for wanting to throw some of the cyber-tech wearers away. Though their camp was shortly attacked by local fauna taking some of their own before it was finally held down and shot. Sukarma immediately set to arming some security and making something resembling defenses with what still worked in her internal fab units.
Name: Mihari Jirae Age: 26 Gender: Female Orientation: Bisexual Profession: Engineer, Technoshaman Bio: During the early era of Solar System travel, the crews of cycleships on long-haul Hohmann transfer orbits to the planets and Asteroid Belt adapted to permanent shipboard life as they brought crews and supplies to far-flung bases. They developed their own culture and customs, and came to call themselves the Cotu (Children of the Universe) Tribe. When humanity began launching interstellar voyages, the Cotu were in high demand as ship designers and Keepers, since they were already fully adapted to life in space.
Mihari's ancestors passed the Cotu ways down to her, and raised her to be a Keeper as they were. She held her Ship to be sacred, and did all in her power to care for Her needs. After Captain Wainwright's death, the role of Acting Captain fell on her. Her tenure was brief, as the ship came under attack, and she was forced to evacuate the crew and passengers and attempt a crash landing.
Now her Ship is dead, and she finds herself trapped at the bottom of a gravity well, faced with the challenges of survival on a planet, an environment completely alien to her.
Personality: Mihari carries an air of mystery about her. For her, science, technology, magic, and spirituality are all intertwined, centered on her Ship, which she revered as a living being. The Debris was not merely a vehicle, or even her home; rather, it was a Whole, of which she was inextricably a part. Now it is truly debris, and to Mihari it is as if the larger part of her self is gone. Deep in mourning, she struggles to hide her pain and be strong for the other colonists, at least until her fellow survivors can arrange for new leadership.
Name: Maeve MacCallister Age: 21 Gender: Female Orientation: Lesbian Profession: Exobiologist Bio: Maeve was born in the North Atlantic sea city of New Avalon. Once grand and beautiful, New Avalon was overcrowded and run-down. Maeve was a troublemaker and prankster, who ran with a vigilante gang, but she loved the sea and the precious endangered life it contained. Her first job was as a "vat-rat," tending the precision-fermentation systems that provided the majority of the food for the New United Kingdom.
After a near brush with death in a gang fight, Maeve decided that she wanted more out of life. She applied the full force of her grit and determination to her studies, and (barely) managed to lift her grades enough to get into New Avalon University, where she studied biology and ecology.
When the S.T.A.R.S. Program began taking applications, she signed up, and found herself assigned to the S.T.A.R.S.S. Debris. She spent the ship's journey in suspended animation, revived into the chaos of a ship-wide emergency that led to a crash on the ship's destination world.
To her astonishment, the world was inhabited by humans, in addition to a vibrant biosphere of alien life. Being a biologist and not a diplomat, her attempts to communicate with the indigenous people resulted in her being kidnapped and knocked unconscious...
This document is brought to you with a heaping helping of artistic license to reorganize, rephrase, and reframe the timeline into story format. Please note addendums were made for Zarko's benefit to chapter 58 per the old discussion from the last chat to clarify history.