[center][img]https://vgy.me/t4bFIR.png[/img] [img]https://vgy.me/fged4o.png[/img] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/7143853/47ad30a1f229f65c92e4b82e64858128ef792e79.png[/img] “Even gods need money.”[/center] Even in a universe where everything is possible, you still need someone to do all the dirty work. There’s always someone that needs something illegal smuggled, or delivered, or found, or stolen. The powerful and ambitious can always use another gun to kill, or keep from getting killed. There’s tombs to plunder, monsters to kill, planets to claim. Fame and fortune await those with the will to claim it, but Elysia is a dangerous place. Then again why risk your own life when you can get someone else to do it. And that’s where the Marauders come in. No matter the danger, no matter the job, they’ll get it done. For the right price. [center][h2]Who are the Maurauders?[/h2] [img]https://www.rockpapershotgun.com/images/17/jun/beyond1.jpg/RPSS/resize/760x-1/format/jpg/quality/70[/img][/center] To the common man, they are no more distinguishable then space pirates. Their ships sail the Trade Routes, the Hyperlanes, the Currents attacking the unguarded and unwary, carrying off cargo and crew to sell them to pirate stations on the Outer Rim of Elysia. No better than bandits. But the uninitiated are quite wrong about them. Its not a single ship, or even a group of them. There's an entire fleet of them! Thousands of ships! And they do much much more than just piracy. To be more specific, the Marauders are an independent faction of mercenary crews. They have no governments, no empires to rule, only a loose conclave of the most powerful captains deciding the guidelines and who has the right to fly their flag, and thus become part of the largest mercenary fleet in Elysia. Each ship has its own captain. Its own rules. Its own crews. Each ship is encouraged to team up on particular jobs, or engage in not so friendly competition. So long as the Guidelines are followed, its their own damn business. The Guidelines are usually simple to follow: [list] [*]Don't cheat a client. [*]Do the job you agreed on. [*]Don't bring war to the Marauders. [/list] Other than that, its a life of the purist freedom. You make or break your fortunes on your own skills, and all of Elysia, of Creation is your jurisdiction. They can call on other ships for assist, for defense. A loose and flexible barter and favor system that keeps the mercenary fleets thriving. Sometimes all you need is a favor to get yourself a really big gun. And that is who makes up the crew of these ships. Most of them are criminals in their prospective homes, or refugees, or exiles, or runaways. Some are visionaries whose talents were squandered. Soldiers who were abandoned. Slaves who fought for their freedom. Some have nothing more to lose. Thousand empires, a thousand races, a thousand different stories, all bringing their knowledge, equipment, and skills to where they can be utilized at their fullest. A captain worth her seat will surround herself with the best crew she can find and afford. But with a crew comes the need to pay them, and thats where the jobs come in, and there's always jobs. There are job postings, contacts, operators, distress calls, and recruitment demands. There's always a war that needs soldiers. A landing party that needs fire support. A forbidden ruin that needs spelunking. Goods and people to be smuggled. Some demon or monster to be hunted. Artifact to be stolen. Sorceror's tower to raid. Ship hulk to clear out. Company property to steal. Xeno Prince to kidnap. Dominion Patrols to harass. Slaves to take or free. Disenfranchised to kid around. Revolution to start. Noble to protect. Transport to rob. Bounty to hunt. Crime to solve. If it pays, there's a crew ready to take it. Its a great time to be a Marauder. [hider=Home Away From Home] [center][h2][b]The Molotov[/b][/h2][/center] [center][img]https://images-ext-1.discordapp.net/external/Bi_7tvCGFEAGHET3i68jOP0FQak2EupK0n46OQizvAY/https/i.pinimg.com/564x/5e/78/59/5e7859cca64cd80638b296187c62c748.jpg[/img][/center] [u]Capabilities[/u] [list] [*]Size Class: Light Freighter [*]Crew Size: 18 (Skeleton 6) [*]Armament: [indent]Manned Plasma Flame Caster (Even burns in space) Forward Short Range Mining Laser X 2 105 mm Broadside Cannon Battery X 6 Point Defense Lazer Turret, one at each direction. [/indent] [*]Armor: MK II Deflectors (Primary). Ceramite Plates to Protect Key Systems. [*]Propulsion: Class 3 Impulse Engine Thrusters. FTL : Hyperspace (Requires to be near the Hyperlane Network) Reactor: Nuclear [*]Ammenities: [indent] [hider=Bridge] [img]https://i.ytimg.com/vi/WMU28XkUk5E/maxresdefault.jpg[/img] [/hider] [hider=Launcher Bay] [img]https://i.pinimg.com/originals/b4/93/71/b49371561f24ad58d9e98aebbd0743c5.jpg[/img] [/hider] [hider=Engineering Station] [img] https://electronic.ambient-mixer.com/images_template/0/c/f/0cf61111f343efcf7c425d02c6855f05_full.jpg [/img] [/hider] [hider=Ship Computer Mainframe] [img]https://thumbs.dreamstime.com/t/sci-fi-creative-workspace-digital-painting-illustration-75122438.jpg[/img] [/hider] [hider=Sick Bay] [img]https://cdnb.artstation.com/p/assets/images/images/013/127/661/large/vladimir-ishelin-medical-bay-art.jpg?1538170248[/img] [/hider] [hider=Common Space] [img]https://i.pinimg.com/originals/c9/b9/6f/c9b96f269e6396c5feb58aafe1f192cb.jpg[/img] [/hider] [hider=Crew Quarters] [img]https://i.pinimg.com/236x/a5/f3/26/a5f32684971a225bfd25e46039b5f138--ghost-photos-shadowrun.jpg[/img] [/hider] [/indent] [*]Notes: This Tythyanki Scrapper Ship has been modified mostly by using up cargo space to include a launcher bay, engineering station, armaments, and other personnel stations. While the Molotov is capable of defending itself, all of its weapons are short range and it carries less weapon systems than a dedicated assault Light Cruiser. Additionally, its engines are only slightly superior to that of a dedicated cargo freighter but less than smaller, faster attack craft. The Molotov’s defense is primarily reliant on the crew’s ingenuity and their fighter craft. [/list] [center][h2]The Crew[/h2][/center] [list] [*] Captain [*] Pilot [*] Navigator [*] Engineer [*] Computer [*] Mage [*] Chaplain [*] Enforcer [*] Communicator [*] Doctor [*] Analyst [*] Laborer [*] Fighter/Mech/Drone Pilot A member can take multiple positions and there can be some overlap. For instance, Enginseers and Artificers are those specializing in Magitech, with some overlap into a specialized Engineer or Mage position. [/list] [/hider] [hr] [center][h2]Themes, Rules, and Play-styles[/h2][/center] [hider=The Themes of this RP] Think Peter Quill of the Guardians of the Galaxy. He's a rogue member of the Ravishers that travels the Galaxy fighting monsters for money and occasionally doing something heroic if its not too out of the way. Think Han Solo of Star Wars. A smuggler at the behest of alien criminal overlords dodging Imperial patrols and slipping in and out of enemy lines to steal cargo or a kidnapped Princess. Think Malcolm Reynolds of Firefly. Once an idealistic war hero, he's forced to use his ship, hire a loyal crew, and take on mercenary work, bringing him to places both embellished in technological wonders and back water ranching planets. This is what this RP seeks to be. Your characters are members of this crew. You might be new, you might be in the game for a while. Through adversity or dreams of fortune, you sought out a place among the stars. You call no man king, and live on your wits alone. You risk your life for profit. You're treasure hunters of lost tombs. You're outlaws and brigands and mysterious gunmen bringing your own law to the lawless. This is a Space Western. A Sci Fantasy.[/hider] [hider=The Rules] [color=gold][center][h2]Now for the rules![/h2][/center][/color] [list] [*] Your character must be able to 'play well with others' [*] For lore reasons, you cannot be a demon or undead, such things are not of Elysia. [*] The only things your characters cannot do or be. NO TIME TRAVELING, and if you are DEAD, you stay DEAD, there is no way to bring back the dead. Reroll characters. So don't be silly and charge the army alone or get blown off an airship. [*] Likewise, you [b]CANNOT DO ANYTHING WITH MORTAL SOULS[/b] that is the purview of [u]demons and demons only[/u]. There is a very important lore reason for this. If you want your character to do so, we need to discuss. AKA NO NECROMANCY (as it applies in other medias) [*] Humor, flaws, and character arcs are great sources of fun interactions and plots [*] NO GOD MODDING or AUTO HITTING of your fellow players and Certain BOSS Level NPCS. Minion NPCs can be killed without consequence. Go ahead and look cool. [*] COLLABs are encouraged and we can do so through Google Docs for 1X1 or group scenes or even inter player fights. [*] Once invited, you'll receive our Discord Link. [*] You are given express permission to modify the scene to suit your post. Making up lore, NPCs, etc in minor ways for the sake of your post is completely allowed. Ask another player if it involves them. [*] Its SUBSTANCE over SIZE when it comes to post length! But please make sure you are making an attempt to be coherent. [*] Let us know if you are going to be away for a while, GMs will make sure your character is included so you can play catch up. [*] Can I love an alien? Sure, Why not? [*] GMs have final say over posts and events. We will do our best to validate everything you contribute. [*] [b]PICTURES, MUSIC, MEDIA ARE STRONGLY ENCOURAGED![/b] [*] Have Fun Together! [/list] [/hider] [hider=General RP Information and Why I created Elysia] This is a Sci-Fi RP that holds elements of High Fantasy. I wanted to have a unique setting that follows aspects of Star Wars, Treasure Planet, Studio Ghibli Movies, Stellaris, Exalted Table Top Games, and numerous other sources. The theme is adventure, exploration, and danger. The Setting is designed so that a million dramas can occur, from Romance of Royals, the Swash-buckling Sky Pirates, to Military Companies meant to dispatch planet eating behemoths. Elysia is not a static or safe place. Chaos and change are ever present, almost as if the fate of the billions living within were at the whims of the gods that lord over them. The RP is to not only give you the introduction to the setting and offer information about Elysia, but to see who would be interested in playing a story in this world. We wont be using systems to determine pass or fail, but it is my hope that those who join this RP will engage in collaboration and work together to discuss the most entertaining end. I picked a steam punk theme because I wanted a universe where [color=aqua][b]EVERYTHING IS VIABLE[/b][/color]. An arrow harms just as well as a gun, and a gun just as well as a lazer/ plasma/ whatever. While each type of technology is uniquely different, its aesthetic choices and themes that should be focused on rather than raw fire power. Additionally, magic is something that is ever present. It is a force in Elysia, a force that can be harassed in a thousand thousand different ways to power artifacts that allow a million ton ships to fly, or teleport across Elysia. Those that have a way to do, use magic throughout their lives, those that do not make do with whatever science, grit, or reason they can come up with. And in all other cases, where magic fails, technology takes up the slack. While a mage and scientist have their differences in philosophy, neither can deny that magic can perform what science can’t, and science offers an easier alternative when it can. Science and magic uplift each other in Elysia. Sailships that ride the currents between planets fly next to rocket powered cruisers. It all just 'works' in Elysia. Additionally, you do not have to play humans. There are hundreds of species in Elysia, and all of them different in form, function, or culture. Some of them are purists, others federation builders, others still are raiders. Elysia is designed to be a place lived in with discoveries around every corner. One species was once a race of mouse like creatures, whom have decided to surgically implant their brains into robot bodies. Another aquatic species wears suits filled with water, so they walk on land. Another species are merely walking piles of fungus, detecting the world only through smells. Dragons wearing power-armor. Hive-mind entities whose individuals all think as one. They live, fight, love, conquer, enslave, enlighten, entertain, and exist with each other. I'd like to see how different races would react to each other. A final note. Flying is going to be a major theme. Flying to other planets, flying over continents, dog fights, civilizations in massive city ships, flying is the way to travel in Elysia, and you will have that freedom too. No doubt the story will start on an airship or will quickly do so. Additionally you can have your own if you so desire, and this could be anything. Even mecha robots are fair game. But bare in mind, something that advanced is no doubt quite expensive to maintain. Again, the world has to feel lived in, and bigger ships require more crew. There is two things that [color=red][b][i]ARE NOT[/i][/b][/color] allowed in any form in this universe. [color=red]TIME TRAVEL! There could be powers involving time, looking into the past or trying to predict the future, but this is sketchy and unreliable at the best of times. DEAD IS DEAD! There is no way to bring anyone back from the dead. Once they are gone, that's it. Legendary Heroes have tried, and it's considered a capital offense and the gravest of acts to try and do so.[/color] [/hider]