[center] The Red Sky came and with it rain washed away all humanity knew. If Earth still exist then it would be nothing like it used to be. It would be a paradise of ecological chaos, constantly evolving creatures and landscapes of ruined cities. Humanity is near its death bed but we Found Hope [img]https://wallpaperaccess.com/full/1224372.jpg[/img] A space ship settled with all the tech, plants, seeds, fabricators and god knows what else we'll ever need for a simple start up base for our new chosen planet. Above all that, cryo-sleep pods for the 300 people on board so we don't die of old age getting there, with exception to the generational active crew that piloted and maintained the thing as we slept. This was all possible thanks to a experimental laser weapon: Star Gazer, it took the last power we had to get this all going but we ripped a hole in that tomato ceiling and was on our way to a new planet to rebuild and repopulate. [img]https://www.wallpaperflare.com/static/137/19/724/art-space-abstract-red-wallpaper.jpg[/img] But it followed us. For hundred of years, across god knows how many miles, it followed us! Unwavering, unflinching, relentless and ever getting closer bit by tiny bit. It is nearly upon us now and so we have made the only choice we really have. We're going to fight! This time with the Star Gazer cannon ready to be set up when we touch ground we can actually hurt this thing, we can KILL it but it's going to take a lot of power and we're going to have to act fast. It's up to our crew to keep the last vestiges of humanity alive, stake our claim in a potentially hostile world and then get the power enough to finish what we failed to on Earth. We've found hope, make sure that we don't lose it again! Suits and how they work [hider= Suit Rules] Suits work on two different bar types. The hazard bar [color=orange]/ / / Hazard [/color] The Armor Bar [color=red] / / / Armor [/color] Each slash is a bar or one single HP for that armor type. The depiction thus has 3 points each. Your suit is exposed when any of your bars reaches zero and at zero any additional damage you take kills you instantly. You only gain back bars when you take off your suit in the base and bar are replenished at a rate of 1 bar each every real world day gone by. The hazard bar deals with environmental hazards such as heat, cold, toxic fumes and oxygen amount. Your hazard bar will go down even if you are in a safe environment but have no air as this also represents your total oxygen limit. Your armor bar deals with all forms of damage, some types of attacks do both bars such as a acidic spit but most attacks will only do one or the other. Even if you have you hazard bar at max, a armor bar being reduced to zero is considered a suit breach and thus still counts as you having zero points before your next hazard damager kills you. You can only have one suit at a time. [/hider] [Hider= Colony Population] The colony is pretty much your win and lose condition. The colony itself is equipped with a workshop, a fabrication area for small materials and threading, light vehicles- but no tanks or big vehicles- a set of living apartments, a hydrobay with vegetable and meat plants, a mess hall and finally a genetic medical RnD/ hospital area for research and the containtment of subjects via nearly impenetrable glass tanks. The colony needs for food and power aren't your problem initially and if they become a problem they will be acted out in story terms and not mechanical ones EG: people going hungry and the players having to build or react and finish a task to counteract it. You can't build additional farms or anything like that to increase your food outpput. This loose and fast rules will go also for any special materials or greater construction areas needed although not all tasks will warrant a quest, some will still take time and so some period of character interaction will be given before I state the task is done and how long it took in a post. The colony biggest factor is it POPULATION which is represented like this [h1][color=silver]300/300[/color] [/h1] ontop of every page that occurs. You NEED a pop to do anything, even task that seem like they wouldn't need pop will involve some of them and almost ALL task will kill off some of your pop committed to the task at hand, even if it seems it shouldn't due to mistake, hostilities, infighting and so on. In essence, using your population is needed but every time you do your resources of people grow more thinner...if your pop reaches 0 you lose and if you pop is low but you win...well, it will be a bittersweet victory. At first the captain - a player preferably- will be the only person that can commit people but as you continously propose ideas, do tasks and have a presence you will get a PM of private supporters who will follow you to do task you pick out yourself. [/hider] [hider=Power] Finally your main goal is to get power to fire the Star Gazer cannon. The power your base has is always shown like this [color=gold] * 1/10 [/color] it should be noted that you need at least one/1 power to power up the settlement and if it goes beloww that all equipment is on emergency power. There is no separation on how to kill the red sky anomaly besides this laser as all other options have been explored and failed in the past. You naturally generator 1 power every week of real time days. The longer red sky is active the harder it becomes to kill and you CAN enter a stage where eve nif you generator loads of power the red sky is virtually unkillable if left alone too long. Shooting at it slows down it growth and lowers the hazardous anomalies it can launch at you so quickly but it will, inevitably, get stronger until you kill it outright. Word of the day is pew pew [/hider] [CHARACTER SHEET] [hider] [code] [center] [color=lemonchiffon] [h2]NAME inside this code[/h2] [h2] AGE inside this code [/h2] [b] A overview of your character personality and background. Preferably in the style of dossier or file detailing them from an outsider view. You may decide if the outsider is a recruiter, psychologist, or the personal notes of the large squad who put together the suitable refugees for the found hope escape. Personality is optional, which case you may just write the background clinically and fairly short- 2 paragraphs or below [/b] SUIT: Your suit choice here. ROLE: Put if if you're characters is either apart of either 1: People Management division (politics, managment, HR and so on) 2: Frontier Security (Military, security, Terraformers) 3: RnD (research and development and doctors) 4: Medical (paramedics and Doctors) The role serves no mechanical purpose but does reflect on what kind of character you are. It's entirely possible for the ship to have nothing but Doctors and thus the politics and how the pop act or look may be more clinical and cautious or military dictatorship if everyone is Frontier Security Militants. You get a rough spread of skills relating to the role you pick, so you can't be a doctor AND pick military. JOB: This your actual job within the role you chose. [H2]RELATIONSHIPS[/h2] ADD each character that is approved to this list in the same header coder as relationships itself. EG: [h2]bob bobington [/h2] You are strongly encouraged to write your characters thought in a quick quote of your character eg: "Bob is a good man and steadfast friend" At the time of the RP start all characters would of been awake and about enough to bump into each other. I do strongly encourage players to talk amongst themselves about relationships ideas and how they know each other. You may put "eh?" or something if you strongly feel your character wouldn't know such a person but please make an effort. It's more fun to enter with some sort of tie between one another on a personal scale. It also give players and me a good idea of your character in action in tid bits. You do have to add everyone name to this list, even if you haven't met them. [/color] [/center] [/code] [/hider] SUIT OPTIONS [hider] [Hider= Strider 002] [img]https://cdna.artstation.com/p/assets/images/images/043/872/350/4k/luis-carrasco-d.jpg?1638472778[/img] [/hider] [color=orange] / / Hazard [/color] [Color=RED] / / Armor [/color] Special Features: Has it own air meter unlike other suits, meaning you have this air meter and THEN your hazard meter in term of oxygen deprivation worries. [color=lightblue] / / / / AIR [/color] [hider= Battle Stalker] [img]https://cdna.artstation.com/p/assets/images/images/043/872/242/large/luis-carrasco-083019-combatstealth-heavy-concept-v1-r1.jpg?1638472595[/img] [/hider] [color=orange] / / Hazard [/color] [color=red] / / / Armor [/color] Special features: The battle stalker has a sound cancelling system within that stops the foot steps, breath or even heart beat being heard by the most sensitive of creatures. On top of this it also cloaks ther user in a sort of circuit of frost. Comfy on the inside and cold on the outside but these abilities are disrupted when the user shoots, melee attacks or sprints suddenly. At night you are virtually invisible to most targets due to all this as well as your black décor. You can choose when to strike in most case, or simply walk away. [hider= Bug Sapper 001] [img]https://cdnb.artstation.com/p/assets/images/images/008/275/177/large/sascha-kozacenko-tesla-marine-small.jpg?1511697871[/img] [/hider] [color=orange] / / / Hazard [/color] [color=red] / / Armor [/color] Special Features: A toy employed on Earth back when the hostile ecology started to rise up. The bug sapper has a special ENERGY Bar [color=teal] / / / ENERGY [/color] which allows it to utilize meleed electric attacks via two wristed mounted sappers. This does an absurd amount of energy and can simply overload the nervous system of most enemies, even the big ones will get shocked if nothing else. But your also exposed and can in theory lose energy to certain attacks or environment, such as bodies of water or to certain resistant creatures. If you're energy reaches zero then you're stuck in an immobile suit and can't move. [hider= Light Trekker 102] [img]https://spacecentre.co.uk/wp-content/uploads/2019/07/BIS-suit-Credit-BIS-e1562142945737.jpg[/img] [/hider] [color=orange] / / / / Hazard [/color] [color=red] / / / Armor [/color] Special Features: None. The light trekker is an old piece of hardware, look, even the image is old and so it was built to do its job well but has no special gizmo nor gadgets. A good all round, balanced bit of hardware. [Hider= Grinner 531] [img]https://cdnb.artstation.com/p/assets/images/images/011/826/813/large/alex-figini-mech-suit-01b.jpg?1531630198[/img] [/hider] [color=orange] / Hazard [/color] [color=red] / / / / / Armor [/color] Special Features: Not built really for long term environmental issues, nor even short term ones but it can take a pounding. The grinner has a special wrist mounted weapon capable of either housing a fixed grenade launcher 3 grenades, a single missile or a Flame Thrower. Once you've expended the latter two then your out until you get home to recharge but these toys will do massive damage to almost everything they hit. [hider=Octopus 74] [img]https://cdna.artstation.com/p/assets/images/images/036/488/444/large/john-seru-suitup4.jpg?1617808403[/img] [/hider] [color=orange] / / / / / / Hazard [/color] [color=red] / / / Armor [/color] Special Features: The octopuses multiple limbs allows the user to have the strength of two men and do more complex tasks. You also have an energy bar like this [color=teal] / / / Energy [/color] which is reduced every day in game time you have the suit on and do something. If it reaches zero then it goes immobile and you are stuck. Your mechanized suit also has absurd grip strength, allowing you to crush wood and break necks with no effort. [hider= Eight Ball 043] [img]https://cdnb.artstation.com/p/assets/images/images/011/253/457/large/julien-bouvier-show1-1.jpg?1528625897[/img] [/hider] [color=orange] / / / / / Hazard [/color] [color=red] / / / / / Armor [/color] Special features: This smart ball is a mechanized suit which dosen't have to worry about power, unlike others of it kind. It has considerable hazard and armor defense but it lacks any hands which makes most task impossible for it. The suit is more of a very small mech in truth and excel at scouting and can jump up to 20 feet. It has one single, simple claw that extends out of the front comprised of two clamps. You cannot do dextrous, complex or multi-handed task and almost all task take absurdly longer because of this. [hider= Trash Treader 002] [img]https://cdnb.artstation.com/p/assets/images/images/037/053/929/4k/rita-yuwei-li-character-render-f-b.jpg?1619366326[/img] [/hider] [color=orange] / / / Hazard [/color] [color=red] / / Armor [/color] Special Features: The trash treader is a special model composed of uniquely nanowoven materials, unlike other suits it is IMMUNE to most forms of chemical attack. It's immune to gas and liquid hazards so long as they are not super hot or super cold. It still also has its own air bar like this [color=lightblue] / / AIR [/color] Perfect for treading in toxic and unclean places. [hider= Planet Protector 023] [img]https://cdnb.artstation.com/p/assets/images/images/001/574/263/4k/carlo-arellano-spacesuit.jpg?1448842754[/img] [/hider] [color=orange] / / / Hazard [/color] [color=red] / / / Armor [/color] Special Features: The protector has it own shield generator thus giving it a energy bar like this [color=teal] / / / Energy [/color] Once per mission the user of this suit can activate the shield which will go down once per by that user until it gone. You are still mobile while you have no power and your suit still function but the shield is blown until you can recharge back at the colony. [hider=Custodial Utility Management Suit aka C.U.M] [img]https://64.media.tumblr.com/ae985b7523eb47062d6660b633e2b4f3/tumblr_o3fnw8juws1usoi5io1_640.jpg[/img] [/hider] [color=orange] / / / Hazard [/color] [color=red] / Armor [/color] Special Features: Comes with a special multi-purpose vacuum capable of mopping, sweeping, sucking and blowing-to a weak extent- any debris or liquids it finds. This is the only suit capable of actually removing waste and sucking in gas clouds into a airtight metal container on the back. The vacuum continuously spray and air cleans anything it goes by as it does it job so it makes once hazardous areas movable for others although it cannot decontaminate persistent threats such as larva or radioactive chunks. The suit doesn't boast real armor but its backpack can be removed and set to blow with a timer thanks to a jury rig by the RnD field. Acting as a big toxic bomb comparable to a plastic explosive but once the backpack is gone you can't use your cleaning ability until you get back to the colony and get a new one. [/hider] THE RULES 1: I will be expecting at least a paragraph. 2: Please attempt to keep most posts from passing six paragraphs. I notice that in RPs there's a bit of pressure to match other players and so I'm imposing the limit for the sake of speed. This is NOT a hard rule, more of a guide line. 3: You got to be ok with your characters dying and sometimes due to unfair circumstances. You are in a hostile world and sometimes you will get caught in an acid rain storm or something while miles away from the base. Combat will also produce several instances where it's impossible to not get hit despite your best efforts. 4: The usual rules: Don't god mod, don't start shit, don't detail graphic sex with your fursona in front of the mess hall and so on. 5: This is going to be the deal breaker for many: Post once every two days. For many people this will annoy them because they are writing first and playing second and if they don't have time to produce a high quality post in terms of writing they get disheartened but this is intended to be a RP game first and writing second. I also notice that, frankly, longer times do not produce better written material for most people. What tend to happen is that people feel pressured to procrastinate and utilize their time limit to the max because they don't want to be the one person producing "under" the quality they perceive others to be putting out as. Disagree with me on that last rule, I know for some they can make that work but they are better forum DMs than me and this anomaly of forum behaviour I noticed has ended a lot of campaigns, both my own and one I've watched or participated in as a player. [/center]