[b]OBLIGATORY WARNING: We are very picky - this is a quality over quantity RP therefore to give everyone the attention (and spotlight) they deserve we are CLOSED UNTIL FURTHER NOTICE. PM me for details if you are desperate to join. We're also looking for commitment as we can't just replace characters in this RP when someone drops out.[/b] [center][b][u]Frontier: The Great Space Rebellion[/u][/b][/center] [i]The year is 2600 and the galaxy's going bust, son. War's expensive, and not only in lives – nobody makes any dosh out here in the back and beyond of outer space. Y'know, we need a good bit of elbow-grease and a few smart-talking cowboys like yourself out on the front lines. What's that? You don't want to go? Tough. You've been conscripted. Welcome to the rebellion.[/i] ----- [img]http://www.bhmpics.com/download/outer_space_planets_rocks-other.jpg[/img] ------ July 20, 1969 – the day when Neil Armstrong took the first step for mankind into the great beyond. Humanity didn't falter, didn't forget about expanding and exploring the universe after we had touched the moon with our fingertips. Space programs had billions funnelled into them and, by the end of the 21st century, we had a colony on the moon and had manned expeditions to every planet in our system. (Even Pluto.) A time of relatively peaceful expansion occurred, save for a few skirmishes between the Lunatics (the first moon-born colonists) and Martians (Mars-born extremists). When the first long-distance spacecrafts were developed, able to travel at faster than light speeds to far away systems, the quest to dominate space began for every civilisation. About this time, a possible candidate for Earth 2.0 was discovered and all efforts to colonise the universe began to follow a straight line – a space highway, if you will. Civil war was rampant in the furthest systems where the “long arm of the law” couldn't reach. Eventually, poor living conditions forced the innocent civilians of these sizable colonies to rebel, and so began the First Great Space War in 2523. Nearly eighty years later, and all we have to show for it are a few failed peace treaties between the Defective Alliance and the United Nations of Earth and Sol and a disgusting number of casualties. That's where [i]you[/i] come in. The Defective Alliance have been carefully putting out word to interested parties and talented individuals about a heroic, long-term mission... promising great wealth and other rewards at the end. Interested parties were to meet in the capital of Sycamore, the first fully terraformed planet on the edge of space and coincidentally the hub for the uprising. ------ [center][b][u]THE CREW: ROLES[/center][/b][/u] A ship cannot run without a crew, but the crew of the [i]Medusa[/i] is little more than a skeleton crew compared to other warships. She has been outfitted to house ten members of varying roles for a long-distance journey and no more (though at a push, one could probably sleep in the cargo hold.) As the missions you will undertake are mostly dangerous 'ground' or boarding missions, all crew save the pilot will leave the ship at this time. All of the crew are new recruits – at least to this operation – due to a tragedy regarding the last crew in which all but the pilot perished. For the past seven years, any crew that has been tasked with running the ship considers it to be 'cursed' and refused to set foot on it, even at the risk of punishment. We hope that by coaxing the original pilot back into her position that this unfortunate situation will not happen again. [hider=Positions][b]Pilot[/b] – [i]"Nobody's ever been allowed in the cockpit apart from the pilot – moi. Somebody else would have gotten it wrong."[/i] One of the three officer positions on the ship and equal in rank to the Captain, the pilot has complete control over the Medusa's route, her life-support systems and camera feeds viewing the ship from every angle. In the Defective Alliance, the pilot is the only one who has a direct link of communication to the rebellion's admirals and any mission requests are forwarded through them. [b]RESERVED - ME[/b] [b]Captain[/b] – [i]"Ain't nobody knows the crew better than the Captain. There's been dumb ones, smart ones, sneaky ones, mad ones... but as long as they have the full loyalty of the ship, they're heroes."[/i] The heart and soul of the ship who leads the ground team on 'away' missions (everyone bar the pilot). Ensures that the crew is working optimally and generally what the Captain says goes. The additional boon of this role is operating the weapons during space combat. [b]RESERVED[/b] [b]First Officer[/b] – [i]"Don't ever say the First Officer is similar to the Captain, even if they do the same thing. I've seen the second-in-command keeping the ship together, using their mind instead of their gut instincts. Also, it might put 'em off doing the paperwork."[/i] For as long as the Captain is conscious, the First Officer must defer to their orders; however, on ground missions they may lead separate teams and capture separate objectives. All of the logs and spreadsheets to do with the ship's coffers tend to go to them. [b]Mechanic[/b] – [i]"The universe wouldn't be the same without a grease monkey."[/i] The Medusa's a darling, but she's not the safest ship in the world. With a mechanic's expertise, we hopefully make it to our destination and back home safely. They do not stay with the ship all the time, though: they're the resident tech expert on the ground expeditions. [b]RESERVED - DIPPER[/b] [b]Medic[/b] – [i]"The doctor? I hate needles, and I hate [u]telekinetic[/u] needles even worse."[/i] Given the dangers of having such a small, covert team out in enemy space for an indefinite period of time, a medical professional aboard is a must. Since good medical equipment is hard to come by, a large supply of Psyche for the use of their metaphysical abilities during surgery will be offered. Good luck! [b]RESERVED - STITCHES[/b] [b]Psyches[/b] – [i]"We're getting power-junkies on board? Okay then."[/i] The rebellion employs both traditional soldiers and these new 'enhanced' warriors who use a variety of mental abilities (based on IQ) to assault bases and enemies. Although their addiction to the chemical 'Psyche' is unfortunate, we have supplied an adequate amount for the whole mission. Several protocols have been added to the logs allowing them to be thrown overboard at the first sign of explosive mental instability. [b]MAX 2 ON SHIP (NOT INCLUDING MEDIC) MAY CHANGE[/b] [b]Soldiers and General Crew[/b] – [i]"Ah, the little folk. The peasants. The cannon fodder-- woops. I'm not meant to say that, am I?"[/i] For all that people might look down on those who don't have a specific, impressive sounding role to fill, there wouldn't be a rebellion without them. To ensure this project runs smoothly, only the best and brightest of the colonies have been employed, undoubtedly talented – even masters – in their own right. [/hider] ---- [center][b][u]THE SHIP[/u][/b][/center] [i]The Medusa's not a classy lady, not like one of those space-carrier/hulking monstrosities UNES use now in combat situations. She's all black metal instead of polished silver, rattling in places where there ought to be none. Some said she wasn't fit to travel because of that, and she was 'retired' into our hands before the war. Y'know what I said? “Nobody ever likes a girl who's dead silent.”[/i] [img]http://i60.tinypic.com/10mrhmq.jpg[/img] Built with care and attention back in the days when long-distance space travel was a difficult and terrifying facet of life in the universe, that The Medusa has survived nearly two centuries is unsurprising. Her firepower is minimal and would barely leave a scratch on the shields or physical armour of even a non-combatant ferry; however, The Medusa's real use is in stealth and sending human boarding parties onto an enemy's vessel. Living quarters aboard The Medusa are cramped and scattered throughout the ship. Previous crews have combined their working and sleeping stations – the doctor slept in his surgery, the pilot in the cabin, etc; however, there are rooms available. [hider="The Medusa"] [img]http://ms.stubnitz.com/sites/default/files/images/Load1_Pan1_2013_XEdit_XPhalque.jpg[/img] [center][u][b]THE CARGO HOLD[/b][/u][/center] A relatively large room with metal grates on the floor and a high ceiling. The back wall unfolds to allow larger objects to be brought aboard in rare circumstances though The Medusa has never been used in smuggling or even transporting cargo. The primary exit for boarding missions is in this room, too: a small ladder down sealed with a hatch that doubles as an airlock. Because of it's prime location, weapon lockers are off to a small side room from the cargo bay, though the collection inside is outdated and downright dangerous to use. (Better to bring your own.) There are fifteen salvaged spacesuits stored here, some more fashionable (and safer) than others. Because of the large amount of empty space to move around in, the Cargo Hold was once used for sparring and tournaments as well as other games. The only items held in storage are three large crates of whiskey for off-duty times, a few packs of playing cards and some fold-away deck chairs. -------- [img]http://i58.tinypic.com/el4rqs.jpg[/img] [center][u][b]CREW QUARTERS[/b][/u][/center] The Crew Quarters are not always used, cramped and uncomfortable as they are. They line the sides of the ship -- four rooms in total -- and as a result there is a window in each with optional sliding shutters. Often in the past, people have complained about the dull, lifeless atmosphere of metal and wires that is prominent in the bedrooms; however, nothing has been done about it. Posters and other personal decorations from the previous crew remain on the walls, but the bookshelves and dressers are empty. The Captain and the second-in-command have single rooms, ornately decorated with brighter colours and more space. Maps and journals still fill these rooms, though most of them are filled with travel logs that are public domain and easily found on the Universal Wide Web (UWW). The other two rooms are to be shared between crew members with four lumpy beds in each and little room for personalisation. Down the ladders on the floor below the Crew Quarters is the canteen, a relatively clean area with disgusting long-life rations and occasionally fresh food. This is where the entire crew meets for a mandatory dinner at 18:00 hours. ------- [img]https://scifiinterfaces.files.wordpress.com/2012/11/prometheus-100.png[/img] [center][u][b]PILOT'S CABIN[/b][/u][/center] A cramped compartment filled with buttons and controls for every aspect of the ship. Large screens cover the 'ceiling' and one side of the semi-spherical room, all connected to a different camera feed to gain a tactical view of the ship. In the centre of the cabin, a vintage leather seat is nailed to the ground with a fluffy green blanket and matching pillow on top of it. --------- [img]http://i60.tinypic.com/6tnwk2.jpg[/img] [center][u][b]MEDIC STATION[/b][/u][/center] A far cry from the clinically clean satellite hospitals out in the great beyond, the most high-tech thing in this room is a damn alarm clock. Archaic restraints are fastened to the hospital bed for problematic patients, likely because there's no sedatives in the medicine locker... only painkillers, antiseptic creams and now-defunct antibiotics. Three walls are decorated with various medals and certificates, all detailing the achievements of the previous doctor, while the fourth is taken up by a large, shuttered window that looks out into outer space. Scratches – likely from human nails – run up and down every surface in the room. An alcove that was once used as a bed for whoever worked here still has linens on it, but on top of those are various books and journals still wrapped in quarantine bags. Pour soul must have caught something. -------- [img]http://static.giantbomb.com/uploads/original/8/81005/1468218-normandy_sr2_engine_room.jpg[/img] [center][u][b]Engineering Bay/Engine Room[/b][/u][/center] The heart of a ship is her engine, and The Medusa's is a beautiful but tempestuous thing. Only the best and brightest can work under such uncomfortable conditions as the heat and dry air tickles your throat and blurs your eyes with dust. There is very little room to maneuver down here as rotating fans as sharp as any blade spin at a ridiculous speed just inches away from the walkway. At the end of the engine room in a sheltered, sectioned off square, there is a small cot and a pile of decrepit magazines. [/hider] ---------- [center][b][u]PSYCHES/TECHNOLOGY[/u][/b][/center] [center][img]http://beforeitsnews.com/contributor/upload/57627/images/323424-1927-23.jpg[/img][/center] Our world is marked by exponential advances in science, and one of those areas is the biochemistry of the brain and how to alter it. About 250 years ago, a handful of high-IQ 'psychics' were discovered in the Martian community, all of them children and born in the same generation. Although these first Psyches were not powerful at all, scientists quickly found a chemical to reproduce the same abilities in others and [i]amplify[/i] them... however, as it turns out, only a small handful of the population have the correct genes to support such an alteration to their body. Only the cunningly intelligent survived. As a way of controlling these powerful beings, the chemical that produces their powers, 'Psyche' was modified to become increasingly addictive... in addition to its natural side-effects. The first dose – the one that activates the powers to a fairly strong level – cuts down a Psyche's lifespan to about 50 years, give or take, but the abilities will fade after a year or two unless the Psyche takes another dose. Each shot of Psyche subsequent to the first one (especially if taken before the previous runs out for a bit more oomph to their abilities) reduces their life-expectancy by [b]about a year[/b]. Near the end of a Psyche's life, they experience various problems including forgetfulness, blackouts, cluster headaches and possibly comas. Psyches have been used for centuries now as everything from space-construction workers to doctors to, of course, soldiers. Each Psyche tends to fall into one, possibly two subgroups at most depending on their intake of the chemical. The stronger they are, the more problems – mental and physical – they tend to face. It is thought that the three Psyche Aspects (telekinesis, precognition, empathy) are extreme reactions to the 'fight or flight' response. The UNES received negative press when information about their experiments to induce this in young Psyches was released. All of them are loosely linked to adrenaline production and mental focus, and so when both of those wane, the Psyche tends to suffer a 'crash' period. [hider=Telekinesis] [center][img]http://upload.wikimedia.org/wikipedia/commons/6/66/Edouard-Isidore-Buguet-PK-spirit-photographer.jpg[/img][/center] [b]TELEKINESIS[/b] is the most common Psyche Aspect with its power scaling linearly with IQ. It is the ability to move objects with the sheer, concentrated power of the mind. Bending spoons is only the most primitive example. A powerful telekinetic (sometimes known as a 'T.K') can toe the laws of physics or shred them apart. Some examples of extreme powers are throwing and lifting heavy objects; its use as a scalpel in surgery; stopping bullets coming directly to the Psyche; creating a small, localised gravity field around you even in times of anti-grav; stopping a small spaceship [i]midflight[/i]. Telekinesis' main weaknesses are usually to do with a lack of control. Directing thoughts and the power associated with them to follow your orders is a near impossible task for some, and for others, their power 'leaks out' and affects objects near them even unintentionally. The short-term drawbacks specific to Telekinesis are crippling migraines and the very real risk of bursting blood vessels under 'imaginary' strain. That is not including the possible mental effects that notable Psyche powers tend to have: they might go mad with it. Even so, they are the hardest Psyches to disable via electricity (although it is rather effective against them) as you need to get close to them first. [/hider] [hider=Precognition] [center][img]http://www.robertschoch.com/images/parapsychology/paraphoto4.jpg[/img][/center] [b]PRECOGNITION[/b], even in its name, suggests that the user can see the future. That is partially correct for the Psyches who use this Aspect, 'Precogs', as although they cannot see the future in itself, their instincts predict the best path of action before a movement has ever been taken. It is thought that this is the manifestation of being able to read the primal projected thoughts of another being's mind; however, others believe it is a matter of body language. Either way, a powerful Precog is a dangerous enemy to have as even your most unpredictable actions have been mapped out before them. It has a long-range as evident when used by a famous pilot in space combat before Psyches were banned from operating machinery. Precogs perhaps have it more dangerous than other Aspects as their ability is almost impossible to 'shut off'. It is always passively in the background, reading others and overloading the brain. Though some excel at ignoring this information, others can easily go mad with it. Some say this is why these Psyches procrastinate and flit between activity to activity restlessly. It is also particularly important that a Precog does not focus on something excessively for a period of time longer than ten or so minutes or they risk triggering their specific weaknesses: bleeding from the nose and/or eyes, blackouts and, at worst, seizures. [/hider] [hider=Empathy] [center][img]http://images.sodahead.com/polls/002118657/115178002_mind_reading_techniques_answer_7_xlarge.jpeg[/img][/center] [b]EMPATHY[/b]: not only the ability to understand, feel and replicate others' emotions as some may think but 'Empaths' also have some level of influence over another person's emotions to the point that subtle, long-term [i]mind control[/i] is possible, should the person be weak-willed enough. The government strictly control this Psyche Aspect to ensure that it is not detected in natives of colonies other than Mars. Children who are tested to have the potential to become an Empathic Psyche are usually taken away to discreet facilities elsewhere in the galaxy; some for training, others for testing. These Psyches suffer from more long and short-term problems than most. An overuse of their abilities lead to numbness in the extremities, starting with the fingertips and toes and in extreme cases taking up the entire limb. High blood pressure and tachycardia (speeding heart rate) are common and can possibly get so bad as to cause death. Due to the stress of receiving so much stimulation from others emotions almost constantly, they lose control of their own to a greater extent than other Aspects. As a result, they tend to be severely mentally unstable unless they carefully monitor their own situation through meditation or other techniques. [/hider] Naturally with such powerful adversaries around, technology had to improve to combat them. A Psyche's weakness is an abrupt shock to the system, and there is no better way of doing so than with a jolt of electricity. In addition to the slightly improved guns of the 21st century, there are tasers and close-combat weapons that produce electricity on hit to disable an enemy telekinetic or empath. The UNES are developing portable 'fields' that can be placed to nullify all psychic abilities in a designated area; however the leaked prototypes that are available now do nothing but to the weakest of Psyches. ----- [center][b][u]MISC. INFORMATION[/u][/b][/center] Random tidbits about the world that don't have their own section yet. May be added to in the future. [hider=Factions/Possible Origins] [b]“Earthlings”[/b] – Those descended from the crème de la crème of Earth. If you can trace your grandparents back to a birthplace on Earth then... get out of here, you snob! Generally rich and usually privileged, even amongst other colonists, Earthlings are both hated and adored. Reminders of where we came from, y'know? Spread evenly throughout the galaxy, Earthlings are the only ones who still remember (and mention) the individual nations and civilisations that brought space travel. [b]“Lunatics”[/b] – Although Sycamore is the first fully terraformed colony, you could argue that the Moon was there first. For centuries now you've been able to walk around and breathe in the concrete jungle that is known as the Armstrong Base and explore the National Park biodome. The Lunatics, ever since they received independence from Earth, have been staunch supporters of international trade and host the best medical training facilities in the galaxy... for a high price, of course. They are in a minor never-ending skirmish with the Martians, syphoning resources from the luxurious red planet out of desperation. [b]“Martians”[/b] – Traditionalists, people of varying religions and those who cannot afford a life on Earth yet want to stay as close as possible to their homeworld flock to Mars, a planet of numerous biodomes linked together with large highways. The pious Martians believe that the resources of a planet should stay on the planet they were produced on... putting them clearly at odds with the thieving Lunatics. Although the Moon has the most advanced medical training, those born on Mars have an unnatural predisposition towards powerful psychic abilities, unlocked through the use of the drug Psyche. The people of Mars have only recently begun making expeditions to visit (or move to) Sycamore due to a widespread belief that the Earth-like planet is a "beacon of light in the darkness" for human spirituality. [b]“Australians”[/b] – Busy getting a tan by running a fueling station on Mercury, the closest planet to the sun. [b]“Deep Colonists”[/b] – The descendants of those who colonised planets outwith Earth's own system are known as Deep Colonists, and the further away from their homeworld they get, the more likely they are to rebel. Poverty is widespread here, be it on partially-terraformed planets or the floating satellite bases... to the point where few people get the opportunity to move away from where they are born. Equally split between supporting UNES and the Defective Alliance. A trip to Sycamore would be a once in a lifetime experience for many of these people. [/hider] [hider=Space Illnesses (WIP)] Antibiotic resistance has turned most infections into a life-threatening thing if not treated properly, especially out in the back and beyond of space; however there are more dangerous things than that. [u]The Pox[/u] A plague similar to Smallpox that is for the most part incurable. It depends on natural immunity. Has wiped out many field hospitals and has instilled the fear of God into many doctors. Not so common in our Solar System, only in the colonies. [u]Star-Sickness[/u] Nobody knows when the colonists started catching it, and nobody knows for sure what causes it. All we know is that some people who go into space, who are faced with the endless blackness of the universe, just stop... being human. They forget. They black out. Then, all at once, they regress. [/hider] ------------------ [center][b][u]THE OOC[/u][/b][/center] [b]THERE ARE 7 POSITIONS LEFT UP FOR GRABS.[/b] Captain, Pilot and Medic have all been reserved so far. Please remember that I am only allowing [b]TWO[/b] Psyches on the ship at present (not including the doctor). Given that it is a chemical you can take, even if you don't get the position there is a small chance that you will be allowed to make your character a Psyche at a [i]much[/i] later date. [hider=CS Template] [center]Appearance photo here. (No anime. Real people only, realistic art at a push.)[/center] [center][b]Number of CS - Full Name[/b] [b]AKA:[/b][/center] [b]GENDER:[/b] [b]AGE:[/b] [b]DATE OF BIRTH:[/b] [b]BIRTHPLACE:[/b] [b]DISTINGUISHING FEATURES:[/b] [b]PERSONALITY:[/b] [b]LIKES:[/b] [b]DISLIKES:[/b] [b]TALENTS:[/b] (Non-Psyche abilities only.) [b]PSYCHE ABILITIES:[/b] (If any. Only really applicable to Doctor/Psyche role.) [b]FAMILY:[/b](Living and dead relatives of importance only.) [b]HISTORY:[/b] [b]THEME SONG:[/b] [/hider] Character sheet is just a template. If you want to be creative (like I know [i]someone[/i] will) then go ahead! I look forward to reading them! When it comes to rules, this RP is no different. They're pretty generic: 1. The GM's (and co-GM's) word is law. That is, if Stitches or I have a problem with something, we expect you to hear us out. We hope to give everyone a lot of leeway - even personal planetary storylines, should you ask for it first - but because of that we expect your to respect our judgement. If we say no, it means no. 2. No Mary Sues, no godmoding. We require you to have a good idea of what's fair and isn't. 3. On the topic of Mary Sues, we are tentatively allowing you to toe the line. Everyone wants to be a hero sometime, right? CS will be accepted on merit and your ability to justify your characters 'special' traits. 4. Be active! We've all joined RPs that have died and that is why we're looking for people who can respond quickly within a three/four-ish day posting schedule. Anyone who can't is at risk of being booted out until a later date. 5. As this is a High Casual RP, we expect an average post to be about 4 well-constructed paragraphs, more if you'd prefer it. --------------------------------- [center][b][u]Crew CS[/u][/b][/center] [center][url=http://www.roleplayerguild.com/topics/63735/posts/ooc?page=1#post-1980491]Caelum C. Jameson[/url] – Pilot – McHaggis [url=http://www.roleplayerguild.com/posts/1987081]Thomas R. Grayson[/url] – Captain – Biscuits [url=http://www.roleplayerguild.com/posts/2016675]Valerie Sangster[/url] – First Officer – Jessikka [url=http://www.roleplayerguild.com/topics/63735/posts/ooc?page=1#post-1980370]Nicki F. Sharpe[/url] – Doctor – Stitches [url=http://www.roleplayerguild.com/posts/1987109]Risty Garce[/url] – Mechanic – Dipper [url=http://www.roleplayerguild.com/posts/2044188]Scott Riley[/url] – Psyche – MercuryHg34 [url=http://www.roleplayerguild.com/posts/2058759]Serenity Arvennicus[/url] – Psyche – CirusArvennicus [url=http://www.roleplayerguild.com/topics/63735/posts/ooc?page=1#post-1977843]Pascal Souchon[/url] – Soldier/General Crew – Polyphemus [url=http://www.roleplayerguild.com/posts/1995419]Devan Tide[/url] – Soldier/General Crew – Wildtide [url=http://www.roleplayerguild.com/posts/2005153]Erik Brindley[/url] – Soldier/General Crew – Heat [/center]