The Long Odyssey: Survival Space Opera [OPEN - Accepting Character Sheets]

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Krunchybars

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User Group for all the questions, chatter and other talk [http://www.escapistmagazine.com/groups/view/The-Long-Odyssey]

[HEADING=1]The Long Odyssey: Survival Space Opera[/HEADING]

[http://img823.imageshack.us/i/2501s.jpg/]​

?STATUS REPORT!? Captain Quishen barked through clenched teeth to be heard over the klaxons. The consoles in front of him showed static, red lights flashed ominously throughout the bridge, his crew were thrown into disarray when moment before disaster befell the cargo freighter

?Hyper drive is offline, sir. Engines down to 48% capacity...we are limping? the human first officer turned to the nine-foot tall Haorin Captain. ?Fires reported in decks 4 through 10 and rapid decompression in the engineering deck...we need to return to Shixon!?

Captain Quishen hung his shoulders as the klaxons were silenced. ?Shixon is in Taurac...we?ll never make it to Taurac?s border in this condition. We need to put out those fires, get engineering down to the engine room and then find out what hit us!? his green skin glowed faintly in the pale red light of the bridge. ?Also, send out a distress call to all nearby ships?

The first officer complied by relaying the orders over the comms system. His priority would be to see what had caused the collision that had crippled their engines and wrecked the hull of the Aiora.

?Could it be an asteroid cluster?? he mused aloud at his console while attempting to reroute the sensor array.

?Doubt it, the navigational computer would have either alerted us or altered our approach to Naiobe? Quishen replied hovering over the distress beacon terminal. It showed that they were transmitting a distress signal on both JCA and Dominion frequencies. ?It could be a solar flare?

?This far out captain? We are in the Deep. Whatever we hit must have-?

Quishen looked up from the distress console at his first officer to see what had cut him off mid sentence. ?What is it?? he asked

The man didn?t budge his eyes from the sensor console. ?It can?t be, there must be something wrong with the relay? he muttered furiously tapping at the command keys

?Commander Hansen? Quishen snapped ?What is it??

?There is a ship out here, directly in front of us. We are not alone?

?What? Where?? Quishen looked out the bridge window. The empty blackness of space stared back at him. He took another look at the distress console. ?I?m not picking up any JCA or dominion transponders. Navigation didn?t alert us to any ships either...is it a mercenary ship??

?Can?t be, if it is..it?s the biggest damn merc ship ever. Also it has an energy reading unlike any I have seen before, definitely not merc; not the right profile..but definitely right in front of us?

?Hansen, there is no-? Quishen?s words were cut off as a bright light off the ship?s bow caught his eye. The Aiora rocked violently pitching upwards and pinning the bridge crew to their seats and rear wall.

?We are under attack!? was the last thing Hansen managed to say before a series of massive explosions tore through the ship before disintegrating in the vacuum of space.
Welcome to space.

You are about to enter a tumultuous era in a remote quadrant of space. Two factions, riddled with distrust for one another are about to go head to head over a mysterious incident in space. You the player will play an agent from either faction or the neutral mercenary faction, sent to find out the truth behind the destruction of the Aiora. If mystery, adventure, conspiracy and shooting aliens in the face, is something you like then look no further.

Players will have to select from either the JCA, Dominion or Mercenary faction and within this faction you will be given the opportunity to select a specific role as you become part of an elite team. Much of the RP will be spent exploring and tracking down various leads leading up to the final chapter and to aid this players will be assigned to Odyssey

10 years have passes since the invasion of Sorron forces.

Victory for the Allied Council however came at a staggering cost; the allied navy broke their oath to protect all allied space and retreated to the three core systems to make a final, but ultimately victorious last stand. This action however left several allied sectors unprotected and they fell to the savage Sorron invaders. The loss of life was staggering, entire planets and suns were destroyed.

Only nine of the betrayed clusters survived the invasion. Resentment towards the three core planets that escaped unscathed was instant. Anger over the betrayal of the oath sparked a revolution, the sight of the wealthy and corrupt enjoying the spoils of war in the core systems fuelled the rebellion throughout the post-apocalyptic streets of the nine shattered worlds.

The old alliance fell. The betrayed nine separated from the core government and formed the Kurast Dominian. The repercussions of this change forced the three core systems to merge as the Joint Colonial Alliance, or the JCA a single, authoritarian government body
Tensions between these two factions have been growing steadily throughout their brief history; however the Kurast Dominion sectors have an urgent need for trade and trading with the resource heavy JCA systems are their only option. This has led to an overall increase in tension but at least dialog between the two factions have resumed for the first time since the revolution.

As the year?s progressed an underground movement that existed even before the forming of the great Alliance surfaced again. The mercenary faction was once the shadowy underbelly of the worlds, conducting smuggling, pirating and general guns-for-hire business throughout the quadrant. The Great War however sent many businesses under, but under new governments these entrepreneuring renegades have resurfaced once again. Wildly considered as outlaws and a menace, these mercenaries live nomadic lives, taking jobs as they come by.

The Joint Colonial Alliance

Consists of three core systems; Pegasus, Naiobe and Dun-Karrack. Each jointly administered by the Joint Colonial Alliance. The seat of power lies in the Pegasus homeworld of Caladon.

The JCA enjoys near unlimited wealth of resources from the three systems and has rebuilt their forces to become the most dominant faction in this quadrant of space. Most planets in these systems are M- Class, idyllic, Earth type planets; though a few K and N class planets exist as well. The JCA sectors are giant commercial hubs bustling with activity and crime reports are the lowest in the quadrant. The wealthiest of citizens live sheltered, luxurious lives.

The Colonial navy maintains a heavy presence throughout the three systems The military for most part is tasked with protecting the Colonial borders as well as functioning as a peace-keeping fleet during times of trouble.

The Pegasus system, is predominantly settled by the human race though other alien species also co-exist in the region. The worlds of Naiobe are predominantly settled by the Bentuusi, a tall humanoid race processing greater strength and agility and the worlds of Dun-Karrack are mostly occupied by the Auslav, an autonomous organic-mechanical hybrid race.

The JCA currently are in talks with the Kurast dominion over negotiations of a permanent trade deal. A profitable venture of the JCA as the core systems are heavily lacking in ore refinement and processing capabilities, an area in which the Dominion prides its self with. In turn, the Dominion will receive much needed agricultural produce as well as minerals for construction. Trade talks however have been stalled on more than one occasion as both sides accuse the other of hindrance and sabotage.

The Kurast Dominion

Consists of nine sectors: Plyron, Argor, Capthillius, Vigon VI, Menteldar, Taurac, Vallarrim II, Scanar and Mar-ku-Sannar

Formally a part of the Core systems under the, now fallen, Allied Council these nine sectors joined after the revolution to become the Kurast Dominion, a representative republic government authority. Some of these systems, like Argor and Viogon VI, were ravaged by the Sorron to the point of extinction, others were left scarred as a few nuclear detonations turned the once plentiful land into a wasteland.

More than a decade after the Great War these systems have begun to heal and embarked on a journey to recovery. Systems such as Scanar, Taurac and Plyron have come the furthest in rebuilding what was once lost to them. Though rampant poverty and crime is a problem throughout the systems, solving the food shortages has been the most critical issue for the government. Impeding recovery somewhat has been the JCA efforts to undermine the government in an attempt to force the Dominion to rejoin the Core. Adding to this is the occasional intrusion of JCA battleships into Dominon space.

Despite the occasional hindrances however the Dominon have grown to maintain and secure their own presence in the quadrant. Once a powerhouse shipyard sector, Vallarrim II has recently rebuilt their mighty Harrowind shipyard above the planet Laegon. While the Dominion naval presence is still no match for the JCA, the rapidly increasing military ranks prove that the Dominion will fight back if pressed into a corner.

The nine sectors of the Dominion house over a hundred planets and each holds a diverse group of alien inhabitants, including humans, Bentuusi and the Auslav. These planets however are mostly K- class, adaptable planets. Additionally, geo-thermal H-class planets, G-class dessert planets and L- class ice planets also exist throughout the systems.

Mercenary

The mercenary faction is quite a complex machine. Due to the inherent nature of their activities this faction has no homeworld as such and can make any planet, system or moon their home. Both the JCA and the Kurast Dominion have been having a hard time tracking all mercenary activities as individuals can disappear from planets and systems completely, hiding in inter-space hideouts before returning to acquire another job.

However, since mercenaries are not recognised as belonging to either government the few that are caught can face penalties ranging from a simple fine to as serve as the death penalty. It is known however that the JCA are infamous for sentencing the harshest of punishments towards the mercenaries, which is why they often carry false documentations wherever they go.

The mercenary faction however does provide a valuable service where their status as a ?government-neutral? faction allows them to cut through bureaucratic red-tape when trading in foreign sectors. Some employers use this to transport vital materials to rival sectors with the knowledge that patrol vessels would be unlikely to detain the cargo allowing for rapid delivery of supplies.

___________________________​

More info to come. Look for the spaces below

Also, I would like to note that depite beeing new here I have succefully GMd RPs before (just not in this site). Also I have been a long time lurker in this thread for a while so I am quite familiar with the rules and all that
 

Krunchybars

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[HEADING=1]The Odyssey [/HEADING]​

[http://img577.imageshack.us/i/karanak09.jpg/]

Key Map

A: Forward-mounted Plasma Turret
B: Navigational Sensors
C: 30mm Anti-material Autocannon
D: Secondary Engines [swivel/rotate]
E: Communications Relay
F: Armored Cockpit
G: Adjustable Wings with Swivel Point-defense Cannons
H: Cruise Engines
I: Jump Drive Core
J: Crew/Cargo Ramp​

Specifications

Name: Odyssey

Designation/Class: CRE-07 / Gallant Class

Role: Transport / Reconnaissance

Sub-light Engines:
6 - Ion-Fusion Engines
4 - Rotatable MATV engines
Navigational Thruster Array.

FTL engines: Ion Reactor Jump Drive

Speed:
Sub-light MAX: 4.25G
Faster-Than-Light: 9.82G

Powerplant: Single Ion-fusion reactor with Solidium energizer

Armament Class: Light
Medium range plasma turret
30mm ATA/ATG autcannon
Rotatable Point defense cannons (located on port and starboard wing)
ECM port (Electronic Counter Measures]

Armor: Reinforced Hull Plating with Composite Nanotubule Meshing.

Number of Decks: 3

Cargo Capacity: 20000 units

Originally built by Myriad Industries as a replacement to the aging CSR-12 ?Nighthound? gunship, the CRE-07 ?Gallant? was instead put to use as an armoured transport vessel for the duration of the Seven Year Rebellion. Frontline JCA troops commended the reliability, range, agility and speed of the craft along with its ability to maintain sustained atmospheric flight (despite its tonnage) as an invaluable asset during rapid deployment situations.

By the time the war ended the admiralty of the JCA evaluated the CRE-07s performance and re-assigned it, to much praise, as the Navy?s frontline troop transport vessel. As a result, several modifications were added-on to the initial design; such as the VTOL (Vertical Take-Off and Landing) capability, improved jump drives and additional forward weapon hardpoints to clear hostile landing zones.

Almost a half-century later, the ?Gallant? still roams the interstellar space despite the model being decommissioned and replaced over 20 years ago by the Colonial Navy. As it turns out, the few Gallant models that weren?t scrapped by the Alliance were either brought or stolen from scrap yards by pirates, mercenaries and smugglers alike for its dependability, large cargo space and long operating ranges. To this day the CRE-07 ?Gallant? Transport remains a highly sought after vessel.

The whereabouts of this particular model of Gallant transport, known as the Odyssey, is currently unknown after it was stolen from the Scorrio scrap yard in the Naiobe sector 12 years ago. Security intel reports however that there is a high probability the vessel was commandeered by Mercenaries and is now under the command of a Captain Wil Swift.
 

Krunchybars

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If by your hand you can convince others to dream more, learn more, do more and become more, then you are a leader worthy to cross the Deep"
- Dominion merchant guide​

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[HEADING=1] Factions and Roles[/HEADING]

Each faction has their own "protocols" for doing things and this is something I am hoping to expand on in the RP itself. The JCA and Kurast Dominion in particular are not the best of friends and one example of their different styles in conflict resolution is their diversity of roles.

Before picking a faction to play, the below information should be considered before committing to the character sheet. Each faction has their own distinct roles and some have overlapping roles to choose from. It goes without saying that one should choose their faction depending on what role they would like to have in this journey.

Please note, that unless mentioned specifically in the lists below the maximum number of players per role is restricted to 2.

Joint Colonial Alliance said:
These are the roles available for JCA agents only

Field Agent - These are the reconnaissance experts of the JCA. They are often equipped with the latest surveillance gadgets and are quite skilled with tracking hostile targets. Though minimally equipped with combat gear, Field Agents are exceptionally agile thanks to their training and flexible combat suit allowing for acrobatic maneuvering. Their preferred agent weapon is the sniper rifle giving them the ability to disable enemies from afar.

Specter - When electronics and hacking skills are needed no one in the Core Systems are better qualified than the Spectres. Trained at an early age to understand the intricacies of digital warfare, Spectres can target and disable hostile electronics with ease allowing for ground forces to bypass potentially dangerous ambushes. Combat wise, Spectres are lethal with smaller caliber energy based weaponry, such as blasters and laser pistols; however they make poor frontline soldiers due to their relatively weak combat armour.

Marine - When something needs to be destroyed the Colonial marines are second to none. These combat veterans are masters of battlefield tactics and have been battle hardened to be merciless killers against any that stand in their way. Armed with the best weaponry and armour in the Colonial armoury these soldiers are known to turn the tides of war. However, the heavy gear makes subtleness a weakness for the marines but who needs stealth when you have firepower, right?

Specialists: Specialists are the highest trained military unit in the Colonial Armed Forces. They are trained to be stealthy, lethal and cunning; they wait for the ideal moment to strike and then disappear into the shadows. They are as feared as they are mysterious, few that encounter them live to tell the tale. The exact role of the specialist is generally unknown though it is speculated to be information extraction and termination of targets. Hence, the nickname "Grey Assassins". [1 slot]
Kurast Dominion said:
These are the roles available for Dominion Agents Only

Sentinel- Following the aftermath of the Sorron incursion the need to improve defences became the major priority throughout the nine sectors. As a result the Sentinel program was created and a new breed of warriors was born. The likes of these close-quarter combat and unarmed combat specialists had never been seen before and they quickly gained a reputation for dismembering even the most heavily armoured opponents. Part of the reason for their brutal efficiency has been linked to their training which begins at a very young age. Others claim that the pure vengeance in their hearts drive them to commit near suicidal acts of feats in combat. Whatever the reason, it is in your best interest to keep your distance if you ever chose to engage a Sentinel agent.


Hunter - A multi-role asset for the Dominion. The realisation that a war with the superior JCA will be a once sided affair, the Dominion began training heavy weapons and explosive experts as way to stem a battlefield carnage. The Dominion hunters posses a vast array of knowledge when it comes to explosives, improvised weapons and explosives, ambush tactics, trap setting skills, survival training and mastery of all heavy weapons, including their favourites- the machine gun and grenade launchers.


Scout - Scouts are the key Dominion reconnaissance agents. They are agile, quick and most of all, stealthy. Armed with an array of bladed weaponry, the scout reserves his silenced pistol/revolver for only the direst of needs. This, in conjunction with the Scout's camouflage gear gives these agents a larger staying power behind enemy lines.

Special Operative: The crem de la crem of the Dominion Special Forces. The best gear and weapons are given to these elite agents whose only known purpose is to go deep undercover and behind enemy lines. Much about their activities remain a mystery but their methods are affective to say the least. Many of the Dominion?s strategic Intel have come from such agents preventing wars and even winning battles against superior forces. Throughout the years many sectors have come to fear the presence of Special Operatives for they know that there are a very few places in the quadrant that one can hide if they are been hounded by these agents. [1 slot]

Mercenary Faction said:
These are the roles available for Mercenary Faction members only.

Pilot - Trained in everything to do with flight, navigation and maneuvering, pilots are responsible for keeping the ship flying and depending on the situation, away from the law. [1 slot]

Engineer - "Mechanics with a degree" is a famous saying among mercs that have come to respect the individuals in charge of their lifeblood; the engines. These grease monkeys have a special knowledge about keeping the systems aboard running even if it means applying duct tape to hold the hull together.

Tactical officer - In charge of security on board larger mercenary ships. These ex-soldiers or detail guards are sometimes hired by the employers if and when valuable cargo/personnel are being smuggled or transported offworld. In other cases where Tactical Officers are hired by the merc crew, they usually are put in charge of security officers.

Medic - Usually medics onboard mercenary ships are of the dubious variety, that is to say, they are often found to be practicing medicine without their licence or have had their licence revoked. It is not uncommon however to find genuine doctors on board mercenary vessels though one may have to question the motive about the company they keep.

All factions said:
Below is the list of positions available for all faction members . These roles (unless otherwise indicated) currently do not have maximum player restrictions. i.e.- each role can be taken by more than 2 players

Chief of engineering - Possessing an advanced level of mechanics and system operations knowledge, Chief engineers are tasked with overseeing the work of engineers as well as individually mainlining ship functions. [1 slot]

Rapid Response Team - Specially trained for emergency situations, the RRT consist of an ensemble of medics and marines who function both as search and rescue units as well as providing fire support during combat situations.

Security Officers - In charge of ship, personnel and cargo security. Security Officers are trained in close-quarter combat and suppression tactics.

Science officers - In charge of research, cataloguing and recording scientifically relevant events in relevant journals

Diplomats - Having extensive knowledge in foreign languages, arts, music, histories and possessing remarkable communication prowess, the need for Diplomats have never been greater.
 

Krunchybars

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[HEADING=2]Rules of Engagement[/HEADING]​

Well it's all pretty much like any other RP with identical rules:

No trench-coating,
No killing other players without permission
No god-mode characters
Have fun
etc..etc...

I won't put any post restrictions so you can post as many times as you like. Feel free to interact with others and your surrounding. I am looking for players with imaginations, as I will need you to craft your own histories and backstories for yourselves. (There is only so much that I can wield for you). Be intuitive and expressive, its space/science fiction, so use your imagination. If you feel that you are overstepping the RP parameters, then PM me first and I'll see if it is in conflict. Put simply, I don't want a one line post in this RP. You don't have to dazzle me with words..just write well.

[HEADING=2]Gameplay[/HEADING]​

Gameplay is expected to be filled with combat, puzzles, exploration and the fan favorite ? betrayal.

This RP will require cooperation but also be aware that each faction and each player MAY have their own vested interest in this adventure. Additionally, during the course of the RP events may come to pass that strongly require the input by members of a particular role (eg: medic or engineer). In order to assist players with their roles they will be given specific intel (via PM) prior to/during said event, to better respond to the situation.

Finally, it is possible that players may be contacted covertly by their handlers in their respective factions. Each faction, as was said before, has a vested interest in this voyage. Fulfilling the requests by your handlers carries certain favourable rewards that may come useful in the RP. Failure to do so however has no negative affects BUT if you are caught/detected doing something underhanded as a covert operation..then you may get shoved out of the airlock as a worst case scenario.

[HEADING=2]Combat[/HEADING]​

Combat is a little different when it comes to NPCs. There are primarily two types of combat that can occur in this RP

1) Light combat. Light combat situations are situations where you as a player face a nemesis that is under your combat capabilities. i.e- they pose little threat to you. You can fight these individuals to your heart?s content in whichever way you choose and you can post the outcome for yourself.

2)Boss Combat. Also called major conflicts, these are situations where you meet an opponent that is equal or above your combat capabilities. In these situations you cannot be Rambo and think you can single-handedly beat them in one long and neat post. Furthermore, you cannot post the outcome of such battles. That is up to me to do. All you have to do is post what you want to do and how you execute it and I will decide (thanks to some dice) if it?s a successful attempt or not. Think of it as a turn based game, you make all your moves and I'll post the outcome.

[HEADING=2]Weapons[/HEADING]​

The weapons you can wield are dictated by your faction. So this is also something to consider before you go running off to the character sheets and selecting a faction.

The JCA are widely regarded as the most advanced faction with their weapons and armor, often centered on energy based ordinances as opposed to kinetic weaponry (though the latter does exist in the core systems). For the most part these energy weapons, while having more power,greater range and effectiveness irrespective of hostile physiology, tend to be less accurate and are prone to malfunction if the firing mechanism is overcharged. Improvements to the design however has lowered the failure risk from overheating by 45% but this has come at a cost of lowering the rate of fire.


The Kurast Dominion continues to manufacture the traditional kinetic based projectiles for their weapons. These bullets while not having the range or power as the JCA ordinances, are extremely reliable, accurate and does not compromise the weapons' rate of fire. Advances in the industry has introduced new types of bullets as well to deal with a wider array of hostiles, such as the thermite rounds and EMP slugs. However these ordinances can only housed in special cartridges that have diminished magazine capacities.

Mercenaries in general are at home using small caliber weapons given that many spend most of their lives travelling in confined spaces. That said, considering most mercenaries at some point in time have served in the armed forces of either faction, their ability to wield any type of weapon shouldn't come as a surprise. However the years spent without practice might cause some issues with weapon proficiency.


__________________________________________​

Below are some example weapons used by each faction as categorized by the Acquisition and Distribution department of Joint Interstellar Firearms Bureau

[HEADING=1]Weapons Cache[/HEADING]​

Known JCA Weapons

GTX-12 "Devroc" sniper rifle: Comes with a variable, multi-spectrum magnification scope [fires superheated plasma bolt as standard, can be swapped for kinetic rounds] and built in recoil dampeners and bipod attachment for improved stability.

G-3C7 "Taurus" laser pistol: Two modes of fire; single shot (powerful burst but slow rate of fire) and blaster (faster rate of fire but longer cooldown required)

Ji'an Industries MTC-212 "Volcano" Shotgun: Fires single powerful plasma slug for close range combat.

X-15 "Vanquish" Assault rifle: Comes with a targeting scope and optional laser designation attachment. Two fire modes; Burst fire and Overcharge. The latter fires a single powerful burst depleting the energy cell [CAUTION: Increases the risk of weapon failure], Burst fire allows the gun to fire six plasma rounds between shots.

Si'aan plasma blaster: Similar caliber to the Taurus pistol but fires the more powerful plasma bolt. Has a significant longer cooldown between shots but has a significantly higher firepower for a handgun.

Thermobaric grenades (additional shock-wave damage)

Reactive body armor (Armor that regenerates from minor damage)

Known Kurast Dominion Weapons

SR-M4 Battle Rifle: Comes with a variable magnification scope, hollow-point/armor-penetrating (6.5 x 55 mm/7.92 x 57mm)ammunition. Grenade launching attachment is standard.

MA-41B "Screaming Thunder" Machine gun: This weapon uses a twin-flex cartridge (as opposed to belt-fed) to fire the standard 7.62x51mm round at a sustained rate of about 12 RPM. The weapon can be set to fire at a cyclic fire rate of 1400 RPM but this will empty the cartridge almost instantly. The MA-41B can also fire incendiary, armor-piercing and EMP rounds but at a much slower rate.

GTC-4 .25 automatic Pistol: Fires the 6.35x16mm round. Standard attachment includes laser sight but the optional silencer attachment is also available.

Dairion "K552" Stealth Gantlet: Built by Dairion Industries the "K552" consists of a single, 11" collapsible blade, concealed in a leather gauntlet. The blade can slide and extend, and collapse and retract in under four seconds and is operated via the fluid-load mechanism on the wrist

BTS-C12 "Ragnarok" SMG with optical sight: Gas operated rotary breech, fires the 4.73x33mm rounds. Capable of firing armor piercing rounds. Silencer is an optional attachment.

Vernon Corp 55-S "Harbinger" Shotgun: Fires the 155mm "beehive round" for close in combat. Capable of also firing EMP slugs, incendiary ammunition.

Reaper grenades (Shrapnel damage)

Anti-ballistic armor with Tylithium pads to suppress plasma burns[/i]

Known Mercenary Weapons

SAL "Centurion" revolver: Medium range, fires a.44 magnum round. Can be equipped with energy cell to fire plasma bolts

ACSA "Viper" pistol: Gas operated, high fire rate. Can fire hollow-point or armor-piercing rounds. Contains built in recoil suppressor for stability and duel-wield capability. Weapon also has an optional 'active' piston attachment for silent operation.

TTR-6X Cobalt Shotgun: Pump action, 12 gauge

CLS-N29 SMG: Semiautomatic, blowback operated firearm with twin fire modes; burst fire and rapid fire. Fires the standard 9x19mm round.

HE grenades (high explosives)

Concussion grenades (Stuns and disorients)

Anti-material vest with redistribution meshing

_______________________________​

The above is just a template of the weapons in the quadrant and NOT limited to what you MUST use, though if you can't be arsed then by all means use one of the above guns. Should you want to make your own weapons and armour then go for it BUT don't go overboard; I can't have super weapons in my RP (well...not what the players can control anyway). Use the above template as a guide to making your weapon and make sure its faction appropriate. If you have any doubts PM and I'll check the stats.

Long story short; I don't want death rays and nuclear launchers that fire anti-gravity radiation. Keep it simple, follow the feel of your faction and if in doubt ask.


Each faction by default carries:

- One primary weapon

- One secondary weapon

- two grenades

- A combat knife and the default armour.

[HEADING=1]
Character sheets​
[/HEADING]

Name : Your name

Age : An appropriate human/alien age

Race: Human or otherwise.

Gender : Male, Female, Other

Appearance: : What do you look like, special features..etc..etc..

Faction : Which of the three factions do you belong to

Homeplanet: Where is your home? You are free to make one up, perhaps add a bit of detail if you like. Earth does not exist anymore by the way, the milky way was abandoned ages ago, too long for any human to have come from that region of space

Weapons: Either invent your own weapons using the template provided or pick from the Weapons list

Misc items : Your luxury items or anything that isn't a weapon on you. A personal touch.

Role : State the position/rank that wish your character to hold. See 'Faction and Roles' tab.

Those wanting to play as the "Specialist/Special Operative" need to submit the Special Forces Application Sheet in addition to this. See the 'SPEC OPS' tab


Bio : Who, what, why, where and how of your character. Basically how you came to be where you are now. Your imagination and general forum rules are the limit

*Note: Players will not be staring aboard the Odyssey. For all intents and purposes you know nothing about that ship and so you cannot bring it up in your sheets. Apart from that you can start from anywhere in the universe that is plausible. .
[HEADING=1]
SPEC OPS Application Form​
[/HEADING]

This form is to be ONLY used by those wishing to become a special agent for either faction. In addition, this form MUST be submitted in conjunction with the above Character Sheet. If this application is unsuccessful then you will revert back to your default character listed in the character sheet. More than one person can apply, though there is only one slot for this role.

If your application is successful then the life of a Special Agent awaits you. Keep in mind, that playing as either the Specialist or Special Operative will give you access to some perks not otherwise available.

Good luck to you all.

_______________________________​

Agent Name: Applicant name

Codename: Preferred applicant codename

Faction: What is your faction allegiance

Field Experience: A back story of previous field experiences to support the promotion to Special Agent

Talents: Applicants must state any unique physical or mental features that may be useful in the Special Agent division

Agent Aptitude Test:
Applicants must first create a hostile scenario and then detail how they would go about overcoming the obstacle. Follow the below template:

Hostile Scenario: Be it a hostage situation, infiltrating an enemy HQ or extracting a friendly operative from behind enemy lines, the applicants must first create a detailed emergency/hostile situation that is likely to be encountered in the profession.

Execution: Applicants must then explain what methods would be deployed to overcome this hostile situation (aggressive, stealth..etc), why it was deployed and (if applicable) what measures were taken to minimize risk to civilian or friendly lives

Refinement: If applicable, list any steps that you may have alternatively taken that could have yielded better results.
 

Krunchybars

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Dec 17, 2010
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ThreeWords said:
Wow. You're new here, but evidently well experienced. Count me interested.
Cheers mate! I have GMd about 6RPs and actually finished about 3 of em. Anyone that has GMd before will know that that is a heck of a feat

avouleance2nd said:
Can we make up our own races?
Yes you can. You can be any race you think of but the only restriction is they can't have supernatural powers, so no x-ray vision or shooting lightning from hands. But they can have have "psyiological" traits superior to men. Eg: improved vision at night, adaptability to climates, super felxible muscles etc..etc.. The point is don't make them over powered, super aliens.

More on that when I put of the character sheets.
 

RagnorakTres

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Feb 10, 2009
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Hm. Color me intrigued, certainly. Consider this a reserve, I think.

Contact me if you'd like help making a character sheet, I've found that I'm quite good at that.
 
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avouleance2nd said:
Homeworld- The Crelm are amphibious like frogs or crocodiles. The Come from a moon of one of the early human colonies . The moon is mostly a marshy archipelagos . The Crelm are generally aquatic preferring the shallow waters to open sea (there is no medical reason for this they just like it that way). They are able to live on land providing they can remain damp but they are slower than in water and are prone to drying out (which is always fatal). Their home world is always at least 95% covered with an almost permeate storm clouds and It rains almost constantly and very heavily.

Diet- The Crelm are predators plain and simple. They hunt using their proboscis which injects their prey with acid producing bacteria that lives in symbiosis with the Crelm. Once in the blood of the prey the bacteria rapidly self-replicate and spread using the preys own heart beat (this is the main reason the Crelm can't eat dead things- well they need to be alive when the proboscis is used)
These bacteria then start digesting the prey from the inside out leaving only the skin and a thick nutrient soup. The Crelm then soak up this soup through their skin leaving behind only the stuff the bacteria didn't digest (this is why the Crelm don't excrete anything they only take in exactly what they need). Their normal diet is giant shell fish. These include things like super shrimp. Because these creatures are usually thickly armoured the Crelm have become experts at fighting armoured things. Their general tacit is to use their tentacles to rip off a small piece of armour and then inject their venom.
Reproduction- The Crelm are all hermaphrodites with complete sets of both male and female organs. Any sexually mature (around age 20) Crelm can impregnate any other.
Crelm pregnancy last 3 month and usually produces around 3-7 cubs.
During pregnancy the cubs grow as part of the mother actually sharing her organs and cells. Eventually the Crelm will develop to the point the mother can no longer support them. At this point the Litter split apart dividing the mother between them. Of course this kills the mother.
The Crelm can also self-impregnate but this is rare because it produces runts who often die before reaching maturity.
Life expectancy- Most Crelm, die at around 40 due to pregnancy but some Celibates are over 600 years and no Crelm are known to have died of old age.

Appearance- The Crelm are relatively humanoid in shape and completely translucent. Their necks are thin and curved like swan necks and their heads are long and straight horizontally. At the front of their heads sit their 3 prime eyes and bellow the lowest of these is the proboscis. When close enough you can make out the venom sack inside the head which is used to both arm and fire the proboscis. Their hands and feet are also different at the end of each arm and leg (which are the usual lengths for humans of their size) are eight tentacles each able to stretch up to a meter in length.
Crelm skin is covered in small tentacles similar in shape to very large villi (Cells found in the human small intestines) the tip of these house special micro eyes giving the Crelm their spear of vision) and the base houses extremely advance boo-luminescent cells allowing the Crelm to glow any colour of the spectrum which is how they communicate. These are also how they the eat and breath.
Movement- The Crelm have no bones instead using what is called a hard liquid skeleton (a system of compressed liquids and gasses). This makes them very flexible.
Underwater the Crelm can move extremely fast in all directions. On land they can move easily enough but they get slower based on how dry they are.
The Crelm can also use their suction cups to climb incredibly well and stick to even very smooth surfaces.

Racial psychology- Being the apex predators where they come from the Crelm naturally view all other species as prey. While most are civilised enough to suppress this for the sake of diplomacy it is still their natural attitude and there are a few groups who object to Crelm interacting with the delicious peoples (slang for other species).
Natural weapons- The proboscis/ acid producing bacteria
And the tentacles with suction cups.
Senses- While they have no sense of sound and limited taste. The Crelm have a complete sphere of vision allowing them see in all direction. Their sight is also more detailed allowing them to easily detect small movement humans might miss.
Jeez man how many times are you planning on using these guys?
 

Korten12

Now I want ma...!
Aug 26, 2009
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Kaboose the Moose said:
Ooh, an RP that is not a "Do X to the user above you" type? Fascinating.! Colour me interested
are you thinking of the games not RPs?