The Return of Queen Anne's Revenge: Chapter 1: Another Ship on the Barbie (Closed, Started)

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NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
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In 2077, the human race reached a significant landmark: Interstellar travel. A joint effort between the USA and the Federated States of Europe resulted in the first airplane-esque cruiser capable of exploring the galaxies beyond ours. Since the was a government operation however, the first few decades of space travel were heavily restricted to officials and trained astronauts.

However, in 2156, a NASA consultant named Logan Rainier leaked the schematics of the engines that allowed for travel to Pluto and beyond on the Supernet. This opened up space travel for the general masses and resulted in many groups of people from across the globe building their own crafts and jetting off into the stratosphere like the pioneers and gold rushers of old, looking to stake their claim to their own piece of paradise in the stars. By the 2300s, dozens of human colonies had been established on other planets and in 2320, these new planets linked with a unified Earth to form the Planetary Group of Planets (there were no consultants on the naming process, since Rainier's actions were met with a ban on consultants on Earth and Earth was in control of the name.)

With this new order in place, the PGP embraced expansion to other resource-laden chunks of rock in the known reaches...under it's supervision. With Earth calling the shots as the most populated and most heavily armed nation in the group, there was a return to the strict government-mandated only space travel, and many of the younger planets became dependent on the PGP for shipping any goods on and off the planet, but some residents weren't thrilled to be under the thumb of the galactic government. Their forefathers wouldn't have taken it, and neither would they!

Unlicensed spaceships began to spring up in different corners of the galaxy offering to take the jobs that weren't considered clean or legal enough for official PGP sanctioned vessels. They would be run by crime families looking to exploit mistrust in the system, less scrupulous business owners looking to make a quick buck, or people who feel they are properly subverting the PGP by offering the service. The man financing the runs of the Queen Anne's Revenge, falls into the latter two categories.

Our enterprising financier is based in Hanan Pacha, a planetary system initially colonized in 2174 by astronauts on behalf of the SACA (South America-Central America) Union. Scott Viduka owns the largest bar on Neoteno (shorthand for New Tenochitlan), The Dingo's Snarl, and it's earned him a fair amount of revenue...that the PGP sees fit to tax heavily. So he's turned to an alternative source of income to supplement. Working with a couple of mechanics, he's crafted a large spacecraft capable of transporting cargo, groups of people, important people, and can handle a dog-fight or two against some of the more aggressive ships. He's assembled a crew capable of both manning the ship to proper transportation specifications, and putting up a fight against any hostile invaders intent on preventing him from making his money. The word has been put out among his more trustworthy patrons that the Queen Anne's Revenge is ready for takeoff!

The first crew meeting will take place in the VIP back room of the Snarl on January 9th, 2343

[hr]

All right, been a while since I started up a new RP, and really I'm not starting this one, but yeah, this is a joint effort between myself and [user]Lefthandofgod[/user]. He came to me because he wanted to try and run an RP but wanted someone with experience to help him since this is first time, and I have a character who I thought got short shifted in a prior RP attempt I wanted to bring out, so here we are.

Anyway, as you might have guessed reading the prologue, this RP is going to be similar in structure to Firefly. We're aiming for a roster of 9 people including ourselves to make up the crew, and myself and Lefthand will be handling most of the NPCs, although we may call in outside RPers for certain roles or "villain" gigs if the RP calls for it. In the beginning, crew members have been called to The Dingo's Snarl with an offer from Viduka to man the ship he has commissioned. There may be an existing relationship with Viduka, or even if you want to discuss a relationship with another applicant before joining, that'd be cool too, but as a crew, everyone's just coming together here.

1. If you're sending in a sheet for this RP, we expect you to send it in and then actually follow through on the character, and post regularly. If you disappear for a lengthy amount of time, we will not hesitate to kill your character off. And we will do it in an embarrassing way. I'm talking choking on a pretzel here, and Lefthand? He'll do much worse.
2. When you post, we expect certain standards of the English language to be hit. We're no Grammar Nazis, but textspeak? Not happening. Also, if you could try and post more than two sentences per post, that would be great. Sure there are certain situations where one sentence is all you can write, but those are few and far between.
3. This is an RP, not a chance for you to be a God among men. I have an extreme dislike for Godmodders, and if I catch you doing it, I will nerf you so hard little kids will be throwing your head around for fun. I don't care what Lefthand says, it'll happen. Also, if you got an idea for how you would like the story to go, that's great. PM myself or Lefthand. Don't know about him, but I'd love to hear it. However if you try to turn the RP into an all-about-you ego fest, again, nerfing/booting will occur.
4. Romance? Perfectly fine. Hell I encourage it. Just remember though, that kids are present on the internets, so if you're going to get up to anything that can't be shown on the Disney channel, then either take it to PM or just time skip over it. Everyone will be happy, and I won't have suburban soccer moms calling for my head.
5. Posting rules & symbols: Italics = Thought in the person's head. Bold = Altered Voice. Also, anything OOC that you want to post should be done in spoiler tags = (spoiler)(/spoiler) (only with square brackets.) Please keep posts in the third person as well.
6. Um...don't mix liquors when drinking? That's probably a good rule.

Good thing I had those old rules on hand. Anyway, here's a blank sheet that you guys can fill out.

Name:

Age:

Sex:

Appearance:

Personality:

Useful Talents:

Role on QAR:

Biography:

Name: Muhammad Ibn El Suhra

Age: 53

Sex: Male

Appearance: Muhammad stands at a little under 6ft. His clothing is an amalgamation of various ?trophies? he has acquired over his many years of working as an ?acquisition specialist?.

His shirt and pants sport a desert-camouflage look and fit him loosely.

"The famous last stand of Artillery Arthur! Took out his ship with an EMP cannon and killed him one on one in a sword fight! Made enough money off that job to retire! Not that I ever would. What?s life without work??

Over the shirt, he wears a faded red flight jacket, that stops just a few inches too long to look quite right.

"Hahaha! This was from Mao the Mountain! Big fucker, and tough too. I swear I stabbed that bastard in the heart three times before he went down! Made a last stand against my boarding party. Heroic, but a damn fool.

The only item of clothing that fits him properly are his combat boots.
"Uhh, that was from a guy named Salem. I just needed some boots??

When boarding an enemy ship, Muhammad uses the Benelli M4 Super 90 shotgun loaded with buckshot to minimize system damage and to maximize people damage. If the latest ?acquisition? is less than official, he carries a scimitar, modified to carry a power cell in the hilt, in order to induce seizure in any target struck. He named the scimitar SamSam

When on land, Muhammad carries a smaller (and much more legal) loadout. The Benelli is replaced with a VIPER JAWS pistol (link for the curious here: http://en.wikipedia.org/wiki/Viper_Jaws_pistol) that he?s modified to use .45 caliber rounds. When on land (and on a planet with decent law enforcement), He removes the power cell from SamSam?s hilt and it functions as a normal sword.

Personality:
Muhammad is loud, boisterous, and quick on his feet. While not a terribly well read man (he insists he?s quite well read in his native language), Muhammad is very skilled at reading people and situations, catching on quick when a job might go south or when a contact might be withholding information. While he?s pleasant enough, he tends to value being the center of attention in relaxed situations, so not everyone tends to find this aspect of his personality terribly endearing. He?s a mass of flesh and scar tissue at this point in his life, but manages to keep people friendly enough with his demeanor.

Biography:
Muhammad was born to a poor mining family on the moon colony of Noor, under a different name. The town was under the thumb of the mining corporation. They paid the miners in vouchers that were only good in shops owned by the company, which left the miners in a state of perpetual poverty. It was a fairly well functioning (if exploitative) system that allowed the mining company to control all of the moon.
After a while, however, the harsh conditions of the moon caused an outbreak of disease to strike the colony. Nearly all the children of the colony were stricken, and the colony stores and hospitals quickly ran out of medicine. The colonists and miners quickly revolted, taking over the city hospital.
The mining company responded by mobilizing their private army. The rebelling minors lasted through months of orbital bombardment, held up in the hospital. The Revolt of St. Marys is considered a famous last stand in modern memory
Muhammad watched as his family was massacred. He saw the hospital destroyed with the whole colony, his father included, falling left and right to soldiers employed by the mining company. It was that day that Muhammad learned a lesson about famous last stands; they always end in death.
It was after the death of his parents that Muhammad turned to crime to survive. He abandoned his family name, leaving them, as he put it, to ?rest with the dead?. He took on the name ?Ibn El Sahra?, or sun of the desert, to reflect his status as a wanderer. Not liking his odds at an orphanage, he turned to taking odd jobs for the local cartels in order to make ends meat. He was usually hired as extra muscle on transport jobs, and often he found himself in altercations with less than reputable souls. Over the years, he was moved up to a raiding party, where he found what he refers to as his ?true calling?. He?s punched, stabbed, and shot his way across nearly half the galaxy.
In the last year, Muhammad tried his hand retirement, settling into a small place near the Dingo, stopping off for a drink at night. But lately, he?s had the itch to get back out there. It was then he heard word about a job.

Name: Julia "Jewels" Crosby

Age: 24

Sex: Female

Appearance: An amazon compared to most girls in the system, Jewels stands at 6'2", which makes her straight, shoulder blade long amber-colored hair seem even longer. If anyone looked up, they'd see she has deep blue eyes, although people might be more interested in the rubies she has dangling from her Caucasian-toned ears. She's pretty slender for someone her size.

She usually spotted wearing a black t-shirt, blue jeans, a beat up pair of black sneakers, a red bandanna used to keep her hair out of the way while cooking, and a bright green emerald pendant.

Personality: Jewels is usually pretty upbeat, always has a kind word for everyone who shows up in her kitchen. She pays a lot of attention to what goes into the food she makes on board, and it shows in the results. She's good at keeping her cool in most situations...unless there's blood. She does not handle blood or really any kind of major injury very well.

Useful Talents: Jewels is an excellent cook, years of cooking for her finicky siblings have gotten her skills up to a nice level. Also, with her experiences as a high-class thief, she is relatively stealthy, able to sneak into most places undetected. She carries a small laser pistol she got for defense on her trips, and her guy in the underground back on Maccan customized it for her to be as silent as possible.

Biography: Jewels was born in the Taranis system, to a family in Little Raith, on the poor side of Maccan. The tennants of Little Raith was often used as cheap labor by the rich society folk of New Glasgow, on the more developed side of the planet. Her parents both worked for families in New Glasgow, and they were worked hard. They barely earned enough to keep Julia and her siblings fed, and they weren't able to be home very often. As the oldest of four, Julia had to look after the others, learning how to cook and clean since her mom was doing that for the others. After a few years, her parents still weren't getting anywhere at all, no extra money, no extra time off, so Julia decided it was time to even the score.

She started heading over to the richer parts of the planet, saying she staying late for extracurricular activities, which was technically true, but she was really doing was casing some of the mansions in New Glasgow. When she was at home, she would practice on any different locks and alarm boxes she acquired, making sure she could get them off quickly and easily. After enough time, she felt confident enough to go after some of the homes, and she found out that she really shouldn't have bothered preparing all that hard. The upper crust of Maccan were so sure that they had the system locked in place, that most homes never bothered to install any major security systems on their houses, and for Julia it was a buffet. On her first night, she got a nice haul of jewelry and cash and used it to pick up some more tools from a friend of a friend she had talked to prior to this second career. Over the next few years, she would periodically hit up different houses every few months or so, and use the profits from pawn shop sales to get her family some decent food, some actual clothes, basically everything she thought her parents should have earned from the well-to-dos but never were given. Her parents wondered where the money was coming from but she told them she had just gotten a part time job at a pawn shop in Little Raith.

Julia had gotten so comfortable on her little trips to New Glasgow that she got careless on her last time out. As she was making her way back out of the mansion, she thought that she was in the clear yet again. However, she looked back and saw one of the old crones angrily looking at her as she escaped over the lawn. The next day, a warrant was posted all over for a very tall girl with long hair and Julia knew she was in trouble. She went home and hid all the ill-gotten gains she had yet to fence, as well as her tools and stealth outfit, burying them deep underneath the old playhouse in the back that her father built for her when she was younger. She left a note for her family, directed mostly to her oldest sibling, Mindy, saying she was ready to take charge of the family while Mom and Dad were away, and that Julia had to leave to find her own destiny.

She headed for the spaceship docks in Aberdeen with nothing but the clothes on her back, a couple of bottles of water, some trail mix, her concealed pistol and a couple souvenirs from her previous hobby. Willing to board the first ship that looked like it would be the more "payment now, questions later" type, she bartered her way aboard the Chelski by offering the captain a gold watch she had been "bequeathed". The accessory was enough to get her clear of Taranis, but not enough to determine where she would get to go, so Captain Zhirkov decided that Neoteno was her destination and let her know on the capital planet of Hanan Pacha, when he took off while she was stocking up on provisions.

While Maccan had been relatively lax with the security, Neoteno proved to be crawling with PGP troops, and as such, it was difficult to find a place where Julia felt she would both be able to work competently, and avoid any authority figures who might have heard about her exploits on Maccan. She didn't feel comfortable anywhere until she interviewed at the Snarl. Scott seemed like a chill boss, and the pay was going to be decent. She was sure she had it, until a group of patrolling PGP grunts happened to come in during the meeting. As the group passed the booth, they greeted the owner and moved on. It was then Julia popped her head out from beneath the table. She cursed herself for reacting like that, but Scott laughed and offered her a job in the back, away from suspicious eyes. Julia instantly accepted.

Over the next year and a half, Julia blended in to the motley crew that worked the kitchen for the Snarl first as a dishwasher before proving herself to be a capable line cook. She insisted on wearing the earrings and necklace she avoided pawning off, "heirlooms" she called them, and in return she got the nickname "Jewels" for multiple reasons. It was decent work but Jewels missed being able to freely go out and about. The whole witness protection program treatment was starting to get old. When Scott let slip that he was getting a ship together for less than savory acts, Jewels insisted on going aboard. It took a lot of pestering, but Scott eventually relented and let Jewels go on board the Queen's Anne's Revenge as the head (by default) of the ship's kitchen.

If there are any questions, do not hesitate to ask. Either myself or Lefthand will be happy to answer them. Let's see some good sheets, people!
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
8,574
0
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The crew of the Queen Anne's Revenge:

Name: Suzi Edward Alberta

Age: 62

Sex: Male

Appearance:
Standing at 5'6, Edward Alberta has a stocky, over-weight build that reveals his "appreciation" for the finer things in life, white skin, blue eyes, thick matted greyed hair and a sweeping, well groomed beard of which he is extremely proud of. James attempts to portray a swashbuckler appearance despite his advanced age by wearing blas頵niforms that reveals a little more than most are comfortable with.

Only his trademark cut trench coat hides what needs to be hidden, The trim of this ancient piece of clothing has seen better days and the royal blue color quite faded. It's high collar is often turned up in dramatic fashion to complete the

Despite Edward's less than dapper appearance there is an air of informal wisdom about him.

When the going gets tough Edward can rely on a small 9mm pistol hidden in a small holster under his trench coat. He has in his possession a small short sword, however this weapon rarely leaves the ship as it his hard to conceal and is more of an heirloom than lethal weapon.

Personality:
Edward's personality is equal parts wise-man-incorrigible wretch. Gregarious and raunchy, only Edwards body acts its age. While he may be more comfortable with a glass of bourbon in a harlots den his wealth of experience cannot be denied and in a tight blockade run or a business deal gone awry there is no better man to get the deal done with the ship and its crew, relatively, intact.

A down to earth and simplistic individual, Edward is a man of daring and action. When he talks his voice is loud and bosterous, showing good self-confidence. Edwards also has a strong passion for his job, his family and space faring in general. Edwards also has a "healthy" disrespect to the PGP and is actively hostile towards their goals.

Useful Talents:
Guile Hero - In order to survive and later, accomplish his goals, Edward had to understand what drives the minds of people. Whether Bargaining for a new item or Inspiring someone to do a task one would not normally do, none stand better at the task than Edward.

One of the Old hands - Everywhere this old dog goes he can hold the attention and admiration of the older class of space faring folk that control most of the colony space ports. Instrumental in cutting a deal or needing a favor.

Biography:

Suzi Edward Alberta was born into a space faring crime syndicate, The Alberta family, the genesis of Alberta family is hard to trace because crime syndicates are oft secretive and In fact, they have been known to spread deliberate lies about their past, and sometimes come to believe in their own myths. One can only assume that the families rise to power was due to the simplest of mans sins, greed. The avaricious quest for wealth and power.

Successful black market traders, smugglers, casino owners, racketeers and loan sharks, the Alberta family thrived in the early colonial days where centralized policing institutions were weaker, indeed syndicates such as the Alberta family quickly rose to political power in the colonies and began seeing themselves as "men of honor" and for the people.

This all changed when the PGP reinstated its total control over every aspect of the colonies, and systematically began wiping out the families. It was during the fall from grace of the Alberta clan and the other crime families that Suzi Edward Alberta was born and raised among several other brothers and sisters. Though the families are but a shadow of their former self the present day still hosts an underground struggle between the crime families and the centralized powers that be.

Crackdowns and drug busts had done much to diminish the power of the families however the secret war still rages on and it was during this time that Edward cut his teeth into the skill of leading, space faring and protecting his families interests from other parties.

As the years went by, a handful behind the bars of a PGP prison cell, Edward grew to become a daring smuggler, knowledgeable in the tricks of the black market trades, a well known debauchee with his seed spread across the galaxy from star port to star port, comely lady to comely lady and a well renowned captain before his retirement.

With his youth faded, the old Alberta spent his days in drunken bliss and luxury, afforded to him by his criminal acts and position within the Alberta family. However a passion in him for space faring burned that no harlot or drink could satiate and so he could not settle comfortably into the quite life that was expected of him.

As luck would have it an old friend from the Dingo's Snarl, a port o' call from his youth gave him a proposition that would scratch his space faring itch and let him stick it to his old foes in the PGP to boot.

Name: Hamilcar ibn Mohammed.

Age: 42

Sex: Male

Appearance: Hamilcar stands shorter than most at 5'4", with an average build. He has a noticeable mustache, which is a darker shade of black than his graying hair. He keeps himself well-groomed when not on the job, trying to keep hair out of his green eyes, which stand out nicely against his dark skin.

Wearing a large gray suit jacket hiding several pockets inside with a blue tie and a pair of long black pants, he tries to look like he's ready for a business meeting at any given time.

Personality: Hamilcar loves to hear himself talk, and tends to speak in an overly dramatic or formal way. He has no sense of honor, willing to hit an opponent whose back is turned or fleeing, and will turn tail and run at the first sign of trouble. He will only fight if no other option is present, and uses a non-lethal weapon as he prefers not getting blood on his hands (directly, anyway...).

He tries to look for the fastest or simplest solution to any given problem, but prefers to stall for time when dealing with another human being. A negotiator by nature, a habitual haggler and a pacifist in the most technical sense of the word, Hamilcar prefers to win with wits instead of bullets... even if it doesn't usually work.

Useful Talents:
Nightstick Combat- Hamilcar carries a pair of nightsticks in his coat, tipped with electric prongs to shock anyone he hits with the ends of. It isn't enough to end a fight on its own, but it can stun enough to make an opening. Hamilcar is not an expert combatant, but he is able to beat your average untrained thug or low-pay security guard. However, armored enemies, highly-trained opponents, anyone with anything bigger than a handgun or unorthodox weapons outclass him. Hamilcar is also a terrible shot.

Expert Communicator- Hamilcar is fluent in English, Spanish, Arabic and Chinese, and is capable enough in all other languages that he can last long enough to work the conversation to one of the main 4. Hamilcar is a master bullshitter, having bluffed his way out of several life-or-death situations. He's also capable of reading body language, often using this as a signal of when it's a good time to retreat or if he can psych them out enough to win.

Master of Unlocking- Able to open just about any unsecured door, open shipping containers, safes or crates, fiddle with the electronics of keypads or card readers, and equipped with devices to silence any triggered alarm (as long as its in arms reach), any consumer-grade security system isn't a match for Hamilcar. However, once you start getting into military-grade security or customized security systems, he can still get past them, but he needs time, concentration and proper equipment. Be it doors, secrets, safes or a woman's legs, nothing stays closed to Hamilcar for long. (This does not apply to firewalls or data extraction.)

Biography: Born to wealthy merchants on the planet Yacatecuhtli, Hamilcar ibn Mohammed had gotten the best education that money could buy, excelling in writing and foreign languages. Learning dozens of languages in his higher education, basic electrical engineering and excelling in public speaking, he graduated with above average grades and had a job lined up for him right out of school.

Hamilcar managed to snag a job at the Merriweather security company. With new colonies still being formed and needing people to keep the order, along with brazen pirates boarding ships, security was something in high demand, and Hamilcar quickly showed the company he was an expert in selling the latest toys to potential clientele. However, when heading to the planet Copacati, his ship was shot down by a band of pirates, crashing on the planet's surface. It turns out this planet was under siege by an interplanetary cartel, seeking to establish a base on a planet midway through colonization. Communications were kept under cartel control and he could not send out a call for help. Hamilcar had managed to salvage a couple security guard's weapons from the wreckage. What few crewmen left had told him that Merriweather company policy was to not send a rescue team for people attacked by pirates. As far as Merriweather was concerned, Hamilcar was not worth saving.

For the next few weeks, Hamilcar hid among the colony, seeing how the people were still waiting for basic services for survival to be fully functional. At first he wanted to wait for SACA troops to show up and liberate the planet, but as time passed, it became more and more clear that help wouldn't come until it was too late. And so Hamilcar decided to try something desperate. The first thing built on Copacati was the communications array, kept under intense patrol. But there were blind spots in its defenses, meant to be guarded by various security devices. But if he could get in, he could send a distress signal. Heading back to the wreckage of his ship, he began to assemble devices. He knew how they worked, so he needed to find parts to make tools to work around them.

Working his way through the facility, he managed to broadcast a distress signal. However, a guard had walked in right after he had finished sending it. Cornered, Hamilcar rushed the guard and used his batons to brutally beat the guard into unconsciousness. Disgusted with the blood, disfigured features and scattered teeth, Hamilcar rushed away from the facility. All that was left to do now was wait. A few days passed, with Hamilcar hiding in his ship's debris. He was disgusted by the way the cartel tried to find the man who entered their facility by terrorizing the citizens, but he remained out of sight, only coming to town when needed. At long last, the SACA ships arrived, shooting down what few criminal ships tried to flee and taking control of the city with minimal resistance.

The experience on Copacati changed Hamilcar. Seeing the suffering of the less fortunate, the callous disregard for life private security firms showed and the maddening inefficiency of government troops, he became a nomad. Refining the skills he had to develop on Copacati and perfecting the gear he had crafted, he began taking mercenary work. Most commercial security tech was similar enough that he had ways to get around anything stopping him, sabotaging rouge ships and stealing goods with few ever knowing he was there, or occasionally working as a translator or negotiator for those who need it.

He is now heading to the Dingo's Snarl, being told that a ship could use someone to deal with any local authrority. He's hoping all he's needed for is to do some translations and negotiate with any troops willing to take a bribe.

Name: Langley "Angi" Ashcroft

Age: 34

Sex: Female

Appearance: Langley is 5'8 and jokingly keeps her weight to herself but she is of average build with a curvy hour-glass figure. Her face carries a bit of masculinity with a strong, square jaw but otherwise the rest of her face remains feminine like her round cheeks. Although there are a few wrinkles starting to form due to her age but nothing major. She has large, hazel eyes that carry a perpetual warm feel to them, no matter the situation. Langley has the kind of eyes one can drown in. Other most noticeable feature about Langley is her pale skin painted with enough tattoos to fill a large book. Her heart-shaped lips are pierced with a ring in her lower lip and she has a stud pierced on her nose. Langley has short, wavy, hair dyed a midnight blue that's swept to the side.

Langley often wears form-fitting pants and various sleeveless shirts. Although she isn't seen anywhere without her leather jacket which she proudly wears with noticeable wear on it. In the pocket of her jacket are a matching pair of leather gloves. She has a holster on her right leg holding her weapon [http://th00.deviantart.net/fs70/PRE/f/2012/331/9/a/syer_336___m1_variant___by_the_xie-d5mcs3i.jpg](artist cred to The-Xie) for self-defense.

Her most noticeable tattoos are a compass on her right forearm, a nautical star outline on her left forearm, an Aztec warrior tattoo on her right shoulder, a barcode with her birth date on the back of her neck, a large Aztec eagle design on her back with its wings stretching from arm to arm, a pair of doves carrying the name "Josepine" on her stomach and finally a quote on her chest reading "Come find me in the stars".

Personality: Langley is friendly as she is flirty with certain people and often she leaves quite an impression whether it be good or bad. She is proud of her flirtatious manner and is likes being at the center of attention as displayed by her eye-catching tattoos or clothing. Be that as it may, Langley is a determined individual and particularly driven to fulfill her dying friend's wish. When she flies a ship, one can see the vast difference Langley is and shows a glimpse at another side of her. The side where she is caring for others, loyal to her friends, understanding of their problems, and quite humble considering what she's been through. But despite it all, Langley is apprehensive of how long she would have to keep her facade or how deeper she would have to submerge herself in order to find Caspian.

Useful Talents: Langley is a great pilot with her raw skills honed through military training and discipline. Although it has been a while since she was in the SACA, her talents in the cockpit remain true. The few that have caught a glimpse of her flying describe her as a "leaf in the wind". Besides her piloting skill, Langley is a decent shot with a pistol and handy in a fight along with some basic first aid. She can also hold her liquor rather well and knows how to mix a few drinks with the right ingredients.

Biography: Langley grew up with her eyes to the sky. She was astounded, and amazed by the endless nature of the universe which convinced her to give up her whole life to its exploration. But Langley viewed the sky through windows of a New Tenochitlan orphanage. Her father died when she was just 8 years old and her mother lost her sanity because of it. Before her father died though, he told her of his endless adventures in space as a pilot aboard a merchant vessel. He'd tell her of all the worlds he visited or the environments he encountered unlike anything he could hope to dream of. Before he left for the journey he never would come back from, he left her a note saying "Come find me in the stars" as if he knew.

As soon as Langley could she joined the SACA as a pilot and put her mind into it. With body and soul, she eventually became a pilot for the SACA's transport division which wasn't exactly what Langley had in mind. She expected to pilot fast fighters or lumbering bombers. She begrudgingly did her job until Turku.

Turku was an independent colony until the SACA "annexed" the colony through clandestine ways. An insurgent group rose in the darkness and began bombing SACA facilities along with assassinating government officials. Langley piloted a large transport craft which was delivering food supplies to the local base. She landed at the dock only to have the transport boarded by Turku rebels. The rebels had disguised themselves as SACA soldiers and sneaked into the base. Langley and her co-pilot was ordered at gun point to leave the base to an unspecified location. Langley did so and arrived at a mesa where she was blindfolded and held prisoner but it didn't take long for Langley to hear the cries of hungry children. The mesa was actually a hidden city and the last refuge for those holding out against the SACA.

Much of what happened to Langley remains a blur to her whether it be from the beatings or the lack of hydration. The only memories she kept was that of her and her co-pilot nursing their wounds when they could. Her co-pilot, Josephine Frey had a background in the medical field before becoming a pilot so she was why Langley survived. Josephine would even teach Langley some of her medical knowledge "just in case". It would be two weeks before the SACA retrieved the pair from their prison but Josephine did not survive. Josephine frequently gave Langley whatever sustenance they had so she could survive. Before Josephine died, she asked Langley to find her brother who was deep in the criminal underground. Her brother, Caspian, the sole reason Josephine gave up being a doctor. According to Josephine, Caspian ran away at a young age and became wrapped in the smuggling underground. Josephine became a pilot in a attempt to personally catch Caspian before he would do anything else but now the task fell to Langley.

Langley was honorably discharged after Turku and she went back to Neoteno. Besides gaining back some weight, Langley fell into the party scene due to the lack of flying in her life but also so she could get into the smuggling ring in order to find Caspian. She partied and made friends with all sorts of people especially the ones with a criminal history. Eventually she was given a chance to fly to fly a smuggling mission which she completed without breaking a sweat. With her employers impressed, Langley branched to other means or "networking" such as running arms, drugs and even people. Needless to say, Langley's talent and drive gave her a reliable reputation.

Langley made quite a name of herself enough for her to be introduced to the likes of Scott Viduka of whom she already knew due to being a frequent bar-goer of the Dingo's Snarl. So it was a pleasant surprise to hear that Viduka wanted to meet with her and a few others for a job in the VIP room. A room where Langley's been to in more than one occasion because of her "friendly" nature.

Name: Will McArt

Age: 30

Sex: Male

Appearance: Standing at 5'8", Will weighs in at about 150 pounds. He keeps his dark brown hair short and neat, his bangs combed to the side. He has a tiny patch of stubble adorning his chin, just below his lower lip. His eyes are a deep shade a blue. He has a shamrock tattooed on his right forearm.

While on the ship, Will can normally be found in denim jeans and a sleeveless white t-shirt with a used pair of white sneakers. While on land, he tends to put on a brown leather jacket. He carries a butterfly knife in his left pocket.

Personality: Will is rather serious about his job, and at first glance can seem rather anti-social. While working, he appears calm and entirely focused on the task at hand. However, this calmness masks his true feelings of terror at the though of failing. He does not appreciate distractions. When he isn't flying, he tends to come off as a bit aggressive, as he is very quick to anger. Still, he is loyal to his ship and fellow crewmembers, and will not hesitate to help them if needed.

Useful Talents: Don't let his lack of formal education fool you, Will has a keen sense for navigation, mostly thanks to his years of experience as a navigator on 3 different ships. Also, while he isn't a brilliant fighter, when it comes to close quarters combat, he is capable of defending himself with his butterfly knife.

Biography: Born to farmers in the countryside of New Dublin, a small planet located in the Tuatha system, young Will's life was generally very simple. He'd spend most of his day working the fields with his family. He never got a formal education, there weren't any schools on New Dublin close enough to make school possible for Will's family. Instead, Will would go to mass home-school sessions with the children from neighboring farms. There weren't many of them, only 5 or 6, and they would be tutored by the families of one of the children (each one alternating). However, even with so few students, Will still managed to get into fights with one of the local kids. A big kid that everyone Johnny. Will and Johnny would constantly fight each other over every little offense. Eventually however, they would form a sort of friendship/rivalry that led to Will finally being able to get off his home planet.

When they were both 17, Will and Johnny were walking through the streets of a nearby town when they happened upon a recruiter for Internal Operation, a mercenary company that was looking for new recruits on their ships. Will turned to Johnny and told him that he should join as a meat shield. A light joke that ended up leading to both of them signing up to join. They were shipped off to the company's small training base located in Bres, an urban planet located near New Dublin. Will and Johnny would end up excelling in basic training (though their aptitude tests left more to be desired), partly due to their highly competitive natures. Eventually, however, they would branch off. Will showed a remarkable knack at reading star charts and things of that nature, and so he was sent off to be trained as a navigator, while Johnny went on to become an officer.

Will would spend almost a decade as a navigator in the IO's smaller ships. Starting out on board one of the smaller ships was rough for him, as he found his less-than-stellar intelligence a detriment on board a ship where the ability to make quick decisions and examine ones surroundings were the difference between life and death. In order to make up for the difference, Will would became totally engrossed in navigating the ship, cutting himself off from the rest of the crew (barring the captain and pilot) while he worked. The strategy worked, and Will found himself transferred to the Star Runner, a mid-sized cruiser, within 4 years, despite his rather anti-social demeanor.

Will would spend 5 years on board the Star Runner, doing jobs for everyone from large nations like the PCP, to small independent businessmen trying to get a leg up on their competitors. As one of the ship's navigators, he helped guide the ship through asteroid fields, hostile territories, and anything else that could ruin a starships day. Even though he had, by this point, accrued much experience in his field, he still remained very anti-social and focused on his job, afraid of making a mistake like he did when he was first starting out. Nonetheless, the IO still saw him as useful, so when a navigator was required on board one of the fleet's larger ships-the Drunkard's Folly-Will was put on the shortlist. He did get the job, but he would find himself wishing he hadn't within a few months.

At first, Will's new job seemed like any other, albeit with a much larger crew. Then, only 9 months in, something went terribly wrong. The ship's navigation software malfunctioned, sending the ship into a densely-packed asteroid field from which the ship itself could not escape. Will managed to escape the ship's wreckage with most of the crew, but the ship itself was lost, as were almost 100 of the men and women on board. The escape pod containing Will and a few other crewmembers was rescued by a cargo ship flying for Neoteno. Upon landing, Will was contacted by the IO. As the problem with the ship had been in navigation, the surviving navigators were the ones blamed for the disaster. Will was requested back at Bres for questioning regarding the wreck. Realizing that he'd probably be fired anyways, and feeling that he had failed, Will just outright quit the organization.

That was several months ago. Now, Will has been occupying himself with contract work for companies operating on Neoteno. The work isn't too hard, and the pay's good, but Will still can't shake the feeling that he needs to go back into space, if only to atone for his past failures. Luckily, he has heard rumors that Scott Viduka is hiring navigators for some "private enterprise", over at the Dingo's Snarl.

Name: Lacy Dawes

Age: 30

Sex: Female

Appearance: At only 5'5", and just tipping the scales at 120lbs, Lacy doesn't exactly cut an intimidating profile; but her rural upbringing, and subsequent training means she is a lot stronger than most people would suspect from someone her size. She keeps her raven black hair in a short 'pixie' cut if for no other reason than it's easier to deal with, though it is starting to show a bit of grey. Her silvery grey eyes are flecked with brown, and are framed by a still quite young looking face; this combined with her small bust has led some to think she is much younger than she is...much to their dismay on several occasions.

Like so many others she's a big fan of the t-shirt and jeans combo, in her case with a pair of military surplus combat boots, and a surplus jacket when needed. She also carries with her at all times, a thigh bag containing a small but extensive first aid kit, and a high powered 5mm case less holdout pistol in a secret compartment. The medkit contains your basics such as bandages, gauze, pain killers, and antibiotics, as well as a few more exotic things like ReCell spray for smaller wounds, and a medic stapler for closing larger ones. By far though, her most precious possessions in the kit are a monomolecular scalpel, and trauma shears.

She also carries a machine pistol, of the same calibre, in a shoulder harness if the need arises.

Personality: Quiet but friendly would be a good way to describe Lacy. When she's not working, she's perfectly happy to stuff herself in a corner with a book, or cruise the 'net, she?s not some anti-social nut. If she?s 'on the clock' however, she's as capable as the next guy in a fight; there was no 'do no harm' oath in her medic training.

Useful Talents:
This is my rifle, this is my gun: Even though she only carries a pistol and a PDW now, because of her years in the military, Lacy is familiar with pretty much all types of small arms. While certinly no expert, she is still a fair shot with the guns she carries.

Don't you die on me!: Trained as a combat medic; she might lack the fancy degree, but she is more than capable of patching up the kind of wounds one is likely to recive working 'off the grid'.

Biography: Lacy grew up as the youngest child of three, in the Berith System, on the agrarian world Flemith; life was hard but good for the most part. As a little girl, her biggest dream was to grow up and become a doctor, but as she grew older she began to realize how untenable that dream was; her parents had nowhere near enough money for post-secondary, and her grades were never good enough for a scholarship.

Seeing that if she stayed on Flemith, her future would most likely consist of marrying some farmer and spending the next decade or so pumping out kids, she joined the PGP military as soon as she was eighteen. After basic training was done she applied to be a Medic, figuring that it was as close to being a doctor as she'd get. Though her superiors were doubtful, and truthfully her academic scores were still average at best, she finished in the top fifteen percent on the practical side.

During the following five years, she travelled throughout the PGP, taking part in disaster relief efforts, treating field injuries, and helping combat various localized resistance movements. While all of this was great for her practical skills, she began to become rather disillusioned with the PGP, after see how oppressive and corrupt it truly could be.

After her five year service contract was up, and knowing what little awaited her back home, she slowly slid into the fringes of society; where her government trained skills could be put to profitable ends. For the last seven years she's worked all over, and built a decent nest egg at the same time.

Sheet in OP

Name: Raymond Foster
Age: 32
Sex: Male

Appearance: 6'5", wide-shouldered, tanned skin, medium brown hair, green eyes. Is usually seen wearing weathered clothes; generally button-down shirts, tanned dark brown bison-hide pants with matching vest. When out he usually wears a worn hide duster coat and can rarely be seen without his racher's stetson and aviators.

Personality: Mainly keeps to himself, though among company he feels obligated to strike up and hold conversation so as not to be rude. His drawl may have one thinking him to be unintelligent, though that has turned to be an instance of poor judgement from anyone unfortunate enough to make themselves his enemy. He always keeps a level head and remains calm and collected through tense situations, or at least that's the appearance he gives off; his ability to keep his thoughts from showing has won him more than his fair share of poker games. He's also a bit of a drinker, mostly keeping to hard liquor with whiskey being his personal preference. Rarely has he found himself drunk enough to be completely uncoordinated, but what usually entices him to reach that point is being idle for extended periods of time.

Unique Talents: Is an avid gun-maker and an apt inventor, at least in the field of firearms. Years of self-taught shooting on his own range has shaped him into an expert marksman. Is said to have the fastest trigger fingers in his settlement, and quite likely all of his homeworld. He used these skills to defend his home and the homes of others from bandit raids during his time on the settlement. As far as his inventiveness goes, he had his own workshop in the basement of his home. Using mostly scrap he salvages, he smelted down metal for bullet casings as well as gun components. Many of his experimental gun models have yet to see completion, but he often made guns for local farmers and settlers so they may better protect themselves should he find himself unable to.

Working as just a hired hand hasn't provided him much experience with the vital systems of spacecraft. If one were to show him blueprints to the motherboard of a flight system, it'd just be chickenscratch to him, but if one were to show him the schematics of a firing mechanism, he'll talk of the ins and outs to the fullest extent as well as where it would need improvement to achieve maximum efficiency. Not that learning to fix ships was on his agenda in the first place. He knows what he's good at and sticks with what he knows.

Hand-to-hand combat is where most of his close-quarters combat skills come into play, mostly being on-call for the bar he frequents in order to quell bar fights. His style is ungraceful and fairly straightforward, using mainly brute strength to knock unruly folk unconscious and flat on their backs, and his sharp eyes and quick thinking has led him to victory against many foes more agile than him.

Biography: Ray's life began on the planet known as Quintaros - a world where the surface is comprised of dust and rock. Settlements on the planet are sparse, but that isn't to say that they're small. Each settlement is a sprawling, bustling community of traders and farmers, though most of the farming community lies on the fringes of settlements. At a first glance from orbit, one would think that the only sort agriculture would be dust-piling, but most of the resources come from beneath the surface.

Pockets of water, as sparse as the settlements that rest near them, lie beneath the planet's crust and are farmed by locals to help with the growth of crops. In order to preserve as much water as possible, water refinement and purification has been made as big of a part of the agriculture as the water harvesting itself. Treatment plants are usually run by the same people pumping water from the ground and keeps life afloat on the planet, so to speak.

The planet began as a place of escape, for wayward pilgrims who wanted nothing more than isolation with a community they could grow comfortably with. With as little the world offered in terms of resources it seemed the perfect place. Massive mining and terraforming ships were the first to arrive, sent to make it more suitable for small colonies. The appeal of isolation brought in many more people than one would expect, and once the surface was ready for settlement the mining colonies rapidly grew into huge cities, large communities that operated independantly.

Few mining colonies were eventually shaped into run-down settlements for all manner of miscontents. These groups took it upon themselves to raid other nearby settlements for credits, resources, and occasionally just because they could. Most settlements held their own against them, other less fortunate ones had their citizens turned into slaves, target practice, or in one very infamous case, food. All in all, life on Quintaros is an acquired taste, but for those who have it, there's no place they'd rather be.

Ray himself was born into a family of farmers, his father working with the water pumping station during the day while his mother grew crops at home and nursed him as an infant. Throughout Ray's early childhood, he farmed crops with his mother who also schooled him; teaching him to read and write, basic mathematics, and most other essential skills for self-sustainability. Ray's father was known to be a tinkerer of sorts, keeping gun parts and a small workshop in the home where he spent much of his time after work. It didn't take long for Ray's curiosity to get the better of him, as he begun to take great interest in his father's hobby. His father was more than happy to bring Ray into his interests, and so began his learnings in the art of gunsmithing.

For quite some time, Ray worked and learned as an apprentice under his father's leadership and became skilled enough in the craft that at the age of fourteen, he designed and built a traditional double-action revolver from scratch, adding his own additions to the standard designs which turned out to be great improvements. Nothing revolutionary, but extraordinary for someone of his age. Needless to say, his father was quite impressed and they soon began producing as many of them as their limited resources permitted so they could sell them to the townfolk.

Around his early twenties, Ray started to get the feeling that he could be doing more. Sure he enjoyed working with his father, but he wanted to know what life was like off-world. His father may have grown comfortable with the routine living, as exciting as it may have been at times, but Ray was getting restless. After learning of this, knowing how determined his son was, Ray's father have him his blessing and payed for his off-world fare. Though Ray's mother worried, she was assured that he could take care of himself. Since he left he's been doing odd jobs mostly, and his most recent contract that's just come to a close involved helping to escort some gun runners as they moved their shipment. He's hoping to finally secure more fulfilling work, one that would actually allow him his own workshop of sorts so he may get back to what he enjoys most.

Name: Jack Sheppard

Age: 40

Sex: Male

Appearance: Jack is 6'0" with a muscular build which he maintains and a slight tan. He has brown hair cut into a short Caesar style with green eyes. His face is also clean shaven to remain in line with a code he no longer has to follow but had pounded into his head for twenty years.

His clothes are his old military uniform, with a black shirt under subdued urban camo jacket and pants with black combat boots and belt. He keeps a knife sheath on his belt and a thigh holster. He also keeps his formal attire but rarely wears it, seeing as he isn't about to attend any military functions.

If he is boarding or going planet side he also carries a rifle sling and backpack with materials he needs for the given mission. If it is a simple boarding he brings a satchel with medical supplies, though for the longer missions planet side the backpack will be used to contain more medical supplies.

In terms of weapon compliment he has three. an assault rifle kept on a sling for boarding or away missions(otherwise it is kept in his room), A simple pistol which he keeps on him at all times in a thigh holster on his right side, and a combat knife kept in a sheath attached to his belt should all else fail.

Personality: Years as a marine have left Jack gruff and somewhat impersonal on first impressions. He's seen many new additions to his group end up dead fairly quickly so he tends to keep things professional when first meeting people. Once he has spent enough time with a group however he becomes rather friendly with a lowbrow sense of humor and a willingness to help in what ways he is able.

Whenever performing his medical duties his bedside manner isn't the best. He'll get the job done and get it done well, but he's more likely to point out how stupid whatever you did to get injured was than outwardly sympathize with you.

Useful Talents: Trained Soldier - Years of training and missions have left Jack an able hand-to-hand combatant, as well as a decent marksman with a rifle or pistol.

Medic/Doctor Training - His specific role in his squad was that of a combat medic, but as he was assigned to a ship as well he had to be a general doctor and surgeon for the crew unless in a boarding situation. It made sense to both himself and the brass. They wouldn't need two separate groups for combat medicine and general crew health, saving men and money at the same time.

Proficient in Multiple Languages (specifically English, Spanish, French, German, Italian)- Having traveled often as a child Jack has picked up a few languages with some amount of fluency.

Biography: Jack actually grew up on Earth in the Federated States of Europe. His parents were both in the military, both were English speakers stationed in Spain at the time of his birth. For the first eight years of his life his family was stationed in Spain, to this day he doesn't know exactly what his parents did in the military but he knows enough. His father was in intelligence and his mother had actually been a soldier who had worked as a guard in the facility for some type of project the Federated States had been working on without the knowledge of the US.

At eight his family was reassigned to a base in the south of France fulfilling many of the same duties they had in a new facility, at twelve they were moved yet again to a base in Germany, his father was to act as a liaison to the German intelligence branch but his mother remained in France for another two years. At Sixteen his family was moved to Sicily for a year before they retired in the same area. His parents had enjoyed the weather and company they had found there and decided it was a nice place to end their military career.

At eighteen he signed up to the PGPIS as a marine, tests had him placed as a Medic and that was when training began. The basic training had him moved to the UK as far north as they could put him. The instructors said it was to make sure they were tough and ready for anything while the grunts, himself included, thought they were just sadistic bastards. Basic training consisted of PT, rifle training, hand to hand combat, and more PT. This lasted for about a month which seemed a lifetime as far as Jack was concerned. Though advanced training made him wish for basic again like nothing else.
Some asshole who Jack hoped had a special place in hell decided that Advanced training should take place in the god damned desert. So now not only did he have the standard compliment of grueling PT, Rifle, and Hand-to-Hand Combat training along with his new medical training. He had to do all of this in the hot and sandy hell that was the desert. Though he will proudly say he left quite a bit of blood, sweat, and vomit in that sand. He made it through and was assigned to the battleship PGPIS Enkidu as a doctor and medic.

The next 20 years were a combination of utter boredom interspersed with moments of intense fear and anger. He went on missions that went off without a hitch and other missions that lead to the death of multiple members of his squad. The replacements for those men took at least a few months to gain the acceptance of everybody else as more than a comrade. He's proud of his time but once he'd retired he tried integrating into civilian life for two years before getting utterly sick of it. He wanted to get off world again but not with the same boredom he would experience on a trading vessel. The main options for avoiding said boredom were to join with an outlaw ship. He wasn't about to join a mafia ship if his life depended on it so he put himself up for any crew that would accept him. Thus he joined Queen Anne's Revenge (the irony of it all not lost on him).

Sheet in OP
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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A couple of questions spring to mind:

- What kind of technology will the (main) characters be commonly using? Are we talking laser pistols and energy shields, or just your usual firearms? (Maybe even swords and such?)
- - What kind of medical gear would be common?

- Is there a limit on how much our characters may bring on board the ship?

- Are cybernetic limbs in use?

- Is humanity the only race among the stars, or are there sentient non-humans that might get involved at some point?

- What kind of weaponry does a ship like the QAR possess?

That's all I got for now. Might have more later.
 

Saltyk

Sane among the insane.
Sep 12, 2010
16,755
0
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Color me intrigued. Also, I would like to add to CounterAttack's questions. There's a good chance I won't be able to partake, though.

-When you say we shouldn't disappear for a lengthy amount of time, what do you consider a lengthy amount? Hours? Days?
-As a related follow up, what Time Zone are those running the RP in? If you are in a different timezone, there isn't much point in someone like me bothering due to the above reason and schedules.

-How quick or slow do you expect this RP to be? Are we talking people actively posting and replying to each other in rapid fashion? Or just a post or two a day?

-On top of technology, would powers, like ESP or some other sort, be a thing? VR? Holodecks? Mental interface with computers? Looking to get an idea of how fantastic or realistic things should be.

-Is there a character limit? One per person, or could one person control a more than one? Like say a villain or bounty hunter.

-How would disputes between players be resolved? PMing the GMs? OoC in the thread? Secondary Chat Group? Animal sacrifice? I presume that the GMs word is law.

-Any special rules for fighting?

-If I start with a dark liquor, how long should I wait to drink a white liquor?

No matter what, even if this is my last post in the thread, Good Luck! I hope it goes well.
 

Lefthandofgod

New member
May 19, 2010
117
0
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CounterAttack said:
Saltyk said:
- What kind of technology will the (main) characters be commonly using? Are we talking laser pistols and energy shields, or just your usual firearms? (Maybe even swords and such?)
The guns here, while ahead of our time, are still firmly low-tech. Only the most advanced military equipment would have energy weapons. Most ships are equipped with shields (not blowing up is usually considered a worthwhile investment on illegal ships) but you?ll find some of the poorer ships just try to avoid fire and spare the cost.

- - What kind of medical gear would be common?
In a field kit? Anticoagulants and coagulants, ReCell spray on skin (no joke, this already exists), morphine, A small laser for attaching small body parts that, for any of several reasons, fell off. You?d also have standard items, such as gauze, antibiotics, etc., that you?d find in modern med-kits.
Medical bays would of course vary depending on access to medical supplies, which usually means government ties. Most stuff is available on the black market, but we can just say that any Med-bay is equipped for basic emergency surgery, bullet wounds and stabs and the like.

- Is there a limit on how much our characters may bring on board the ship?
That depends if it makes sense for your character. I?ll say you can bring what you like for the time being, but myself and Neo reserve the right to veto any of your choices if it looks like you added them while snorting coke.

- Are cybernetic limbs in use?
I spent a long time debating this idea, and, to be honest, I don?t want it in the RP. It?s a little too advanced for the time, and I don?t want to encourage people to write sheets where they give themselves a superpower (speed, strength, etc.) and justify it with cybernetic limbs.

- Is humanity the only race among the stars, or are there sentient non-humans that might get involved at some point?
All people all the time. All these planets were barren until various governments and organizations terraformed them.

- What kind of weaponry does a ship like the QAR possess?
We have one omni-directional gun, designed to handle small ships and raiding vessels. The gun fires a jet of liquified, electrically charged copper-nickel mixture. The heat, force, and magnetism from the shot is designed to overload shields, damage light points in the hull, and distort or destroy navigation and computers. Bear in mind, this gun is like firing a big ball of money at the other guy (hundreds of gallons of copper and nickel ain?t cheap) so it?s only a last resort.

-When you say we shouldn't disappear for a lengthy amount of time, what do you consider a lengthy amount? Hours? Days?
Honestly, just try not to be gone more than a week. I?ve been in RP?s before that tried crazy paces (trying to do a page a day back in SoJ was murder) so I?d rather have a slow pace and finish the story as opposed to everyone burning out in the first two weeks because everyone felt the need to write 12 paragraphs about how awesome the toast was at breakfast.
If you?re going to be gone for an extended or indeterminate period of time, write your character in such a way that they can stay on the backburner for a time while you?re gone. If something comes up suddenly, PM Neo or myself and we?ll see to it. IF YOU DISSAPEAR OF THE FACE OFF THE EARTH I WILL THROW YOUR CHARACTER INTO ORBIT AND THEY?LL LAND ASS-FIRST ON THE SPACE NEEDLE.

-As a related follow up, what Time Zone are those running the RP in? If you are in a different timezone, there isn't much point in someone like me bothering due to the above reason and schedules.
I?m in California myself, and Neo is drunk a lot and complains about Mooses, so I figure he?s in Canadaistan. We often RP with people as far away as NZ or the Neatherlands, so I think you?ll be fine.

-How quick or slow do you expect this RP to be? Are we talking people actively posting and replying to each other in rapid fashion? Or just a post or two a day?
Probably a post or two a day once the RP finds it?s pace and everyone gets their rhythm.

-On top of technology, would powers, like ESP or some other sort, be a thing? VR? Holodecks? Mental interface with computers? Looking to get an idea of how fantastic or realistic things should be.
No powers. I don?t want to give much, if any, leeway on that concept, as I?m worried I?ll just end up GMing a superhero RP. It?s too tempting to give your character a kick-ass power. VR wouldn?t be outside the realm of possibility. Holodecks might be a thing on luxury ships, but smugglers ships like ours wouldn?t have any need for our own personal episode of ?Fantasy Island?

-Is there a character limit? One per person, or could one person control a more than one? Like say a villain or bounty hunter.
Nothing set in stone. If you write one good character or ten, I?ll accept them. but bare in mind I might only accept one.

-How would disputes between players be resolved? PMing the GMs? OoC in the thread? Secondary Chat Group? Animal sacrifice? I presume that the GMs word is law.
If you can?t solve it in character, talk in OoC. If you still can?t solve it, Neo or myself will step in.

-Any special rules for fighting?
Godmodders get thrown out the airlock and land on the last jackass who?s still on the space needle.

-If I start with a dark liquor, how long should I wait to drink a white liquor?
Dark is better for red meats with higher protein content and certain hard cheeses. White is for fish, with the exception of tuna, and usually made to accompany lighter foods in the middle of the day.
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
8,574
0
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I'll throw in my two cents on a couple of questions. Also, I told you LH could think up worse stuff to do to you than I could (Although he really needs to learn how much better Canada is than California...)

How quick or slow do you expect this RP to be? Are we talking people actively posting and replying to each other in rapid fashion? Or just a post or two a day?

In the end I think it is going to be determined by the people we accept in. Personally, I'm comfortable in both settings, although I would like to see this one have a quicker pace than my other RP, which has taken two and a half years to get a third of the way through the plot I envisioned when I started it.

Is there a character limit? One per person, or could one person control a more than one? Like say a villain or bounty hunter.

For the actual crew, there will likely be a one sheet per person limit, but as stated, if you think you've got a good idea for a villain or plot NPC or another character you feel can make an impact, don't hesitate to send it to us.

How would disputes between players be resolved? PMing the GMs? OoC in the thread? Secondary Chat Group? Animal sacrifice? I presume that the GMs word is law.

Well of course our word is law. Wouldn't be a proper world without it. However, I think there is room for compromise if need be. I planned on getting a Skype group up if everyone who got accepted had it so we could discuss things in there without filling the thread up with OOC posts, but if people don't have it, then that would be the likely method.

If I start with a dark liquor, how long should I wait to drink a white liquor?

You should wait until you're dead, and even then, I wouldn't drink that with a zombie's mouth. Dark rum and whiskey are liquids of the gods, white rum and tequila are terrible and ruin stomachs.
 

EnigmaticSevens

New member
Sep 18, 2009
265
0
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Well I can certainly say this sounds all sorts of shiny. Question: Any room for a mechanic with a penchant for things that go BOOM?
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
8,574
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@Engimatic: There may be room for a mechanic, however giving them a love of explosions sounds almost counter-productive. Please elaborate.
 

EnigmaticSevens

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Sep 18, 2009
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NeoAC said:
@Engimatic: There may be room for a mechanic, however giving them a love of explosions sounds almost counter-productive. Please elaborate.
Neh? What queer talk is this? What good machine man worth 'alf him salt not got love for the BOOM? BOOM give him his job, BOOM give life to every metal monster man done raised up since dey set fire to water and rode boats upriver! Since dey broke the hydrocarbon chain and went rovin' across all the earth in chariots of steel. So you tell me, tell me what good fixin' man don't bow at the altar of force, fire and flame, whether he knows it or not! The boom is god, is magic! Man touched the stars first with the boom at his back, all that great ruckus sending his tin rockets up to the high heavens! The 'splosions may be quieter now, but dey still there, tell true! You callin' me crazy, I knows it, and perhaps that turn is true 'nough, but I'm a damn fine mechanic, and I'll keep yo ship chuggin' along on not but breath, bolts, and God's good BOOM if that's all we're left with! The great bang caused all the universe and tell you true, all things will end with a bang too! Give Tick a chance and I'll fly wit you till den.

In Short: So yes, there's some eccentricity there, because eccentricity is what we call batshit insanity when it proves itself useful more often than not. Tick is a very skilled mechanic, desire to 'tweak' engines notwithstanding, and hell, if a job or situation ever dictates the usage of heavy ordinance... well, better to have than have not. I suspect this is what comes of the cultural diversity born of a mass human exodus to space. Sometimes you get lovely, enlightened pan-Asian nations, and sometimes you get a group of folk who set themselves up as miners on a distant moon, and over the decades, end up thinking God is an explosion.
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
8,574
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EnigmaticSevens said:
NeoAC said:
@Engimatic: There may be room for a mechanic, however giving them a love of explosions sounds almost counter-productive. Please elaborate.
Neh? What queer talk is this? What good machine man worth 'alf him salt not got love for the BOOM? BOOM give him his job, BOOM give life to every metal monster man done raised up since dey set fire to water and rode boats upriver! Since dey broke the hydrocarbon chain and went rovin' across all the earth in chariots of steel. So you tell me, tell me what good fixin' man don't bow at the altar of force, fire and flame, whether he knows it or not! The boom is god, is magic! Man touched the stars first with the boom at his back, all that great ruckus sending his tin rockets up to the high heavens! The 'splosions may be quieter now, but dey still there, tell true! You callin' me crazy, I knows it, and perhaps that turn is true 'nough, but I'm a damn fine mechanic, and I'll keep yo ship chuggin' along on not but breath, bolts, and God's good BOOM if that's all we're left with! The great bang caused all the universe and tell you true, all things will end with a bang too! Give Tick a chance and I'll fly wit you till den.

In Short: So yes, there's some eccentricity there, because eccentricity is what we call batshit insanity when it proves itself useful more often than not. Tick is a very skilled mechanic, desire to 'tweak' engines notwithstanding, and hell, if a job or situation ever dictates the usage of heavy ordinance... well, better to have than have not. I suspect this is what comes of the cultural diversity born of a mass human exodus to space. Sometimes you get lovely, enlightened pan-Asian nations, and sometimes you get a group of folk who set themselves up as miners on a distant moon, and over the decades, end up thinking God is an explosion.
Well well, I'll have to see what makes Tick tick, I suppose. You best write up a sheet so we all can get a better picture.If he's sane enough, there might be a spot on board.
 

Deu Sex

New member
Aug 26, 2012
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Got a sheet for second-in-command in the works. Going to edit it in here once I'm done.
 

Mr.Ivebeenframed

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Jan 6, 2011
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Really interested in this!

But just a few questions:

What are the major military groups in that time? PMC's or do the coalitions still keep standing, professional armies?

What kind of weapons are on board/allowed on the ship in case there are some troublesome intruders?

Would prosthetic be okay since cybernetic limbs are not?

How large is the ship?
 

Deu Sex

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Aug 26, 2012
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Actually, a quick question before I finish up my sheet. How advanced is melee weaponry? Are stuff like vibroblades or energy swords common?
 

Asclepion

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Aug 16, 2011
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Lefthandofgod said:
- Is humanity the only race among the stars, or are there sentient non-humans that might get involved at some point?
All people all the time. All these planets were barren until various governments and organizations terraformed them.
What about an uplifted animal?
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
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Mr.Ivebeenframed said:
What are the major military groups in that time? PMC's or do the coalitions still keep standing, professional armies?
The major powers in the known inhabited universe, such as the PGP, and SACA would have their own armies set to defend their interests. However, there are known mercenary groups that can be hired by nations, by private interests, and by less than reputable groups to do their bidding. They are especially favored by some of the early trillionaire settlers, who want nothing more than to protect their fortunes.

What kind of weapons are on board/allowed on the ship in case there are some troublesome intruders?
There is an allowance for small firearms for protection. However these are no larger than a pistol. Only the Enforcer/Gunners would normally carry anything approaching the size of an assault rifle, and certainly no ordinances that would be capable of damaging the hull of the ship.

Would prosthetic be okay since cybernetic limbs are not?
Certainly they would be allowed, but they would only be marginally more advanced than the technology that is available at this time. We said no cybernetic limbs because we don't want people RPing with Rose McGowan's shotgun leg, or Ash's chainsaw arm, or Go-go Gadget Shark repellent or lock cutter, or whatever the hell magical tool could be pulled out of their arse to make them look the hero. So yes, you can have fake limbs, but they aren't going to do much.

How large is the ship?
It is fairly large, but that is mostly due to the cargo bay. There are sleeping quarters for the crew on board, as a couple spares for more well-off passengers, but they are fairly small. At the opposite end of the ship from the bay, along the hall, there is a kitchen/dining room area, a sick bay, a longue area and general hygeneic facilities on the way up to the bridge, which is the nerve center of the ship.

Deu Sex said:
How advanced is melee weaponry? Are stuff like vibroblades or energy swords common?
Most melee weapons work as well as they did in this time, and are made of similar materials. Swords, bats and the like with any sort of technological advances in them are outlawed by both the PGP and SACA as "pirate weapons" under the death penalty. Some criminals are able to get some of the more skilled technicians to get mods into them anyway, or even do it themselves, but due to the strict penalty, they are rare.

Asclepion said:
What about an uplifted animal?
No. I'm going to highlight this again.

Lefthandofgod said:
All people all the time.
So no sentient animals on the ship. Besides, Viduka is allergic.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
2,244
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Wel, I'd be lying if I said I wasn't interested. Might have a sheet up over the weekend if I can, and I would certainly be interested in a potential villain role. I've always wanted to write a villainous character.
Lefthandofgod said:
IF YOU DISSAPEAR OF THE FACE OFF THE EARTH I WILL THROW YOUR CHARACTER INTO ORBIT AND THEY?LL LAND ASS-FIRST ON THE SPACE NEEDLE.
As a Seattleite, I feel somewhat honored to have one of our attractions used for this purpose.