((GM will probably include your character in the next update, just wait until then to do actions. That's what I did when I signed up (which was page 21).))
Edit: ((By the way, is it okay to post more fluff about our characters or their planet of origin (or any other race that inhabit it) after having made the character (like in the form of walls of text)?))
((You may, although huuuge textwalls might want to be put into a spoiler))
((Where do I start? It appears everyone is just wondering about so im not sure where I am.))
((You are now in, check the 'Urban station' section near Gamerlord.))
((Also, by the way, I seem to have forgotten froggy ninja this way... Froggy, do you want to start now or wait until the next mission?))
Port Newton, Northern Ridge, Askarian | 233d/3008AD | Von Hapsburg System
Askarian Shores
Snow (Low visibility. Actions toward distant objects incur a small penalty based on distance)
Freezing Wind (-1 to all actions when exposed)
If I can procure a boat, get to civilization, and open up my comms to the Guild.
"This is Hal Jordan, I have managed to track down this... "Orion". I am ready to turn him in, but I am in the middle of nowhere and I need some means of transport. Anyone willing to help? I am on the surface of Askaria, on a ship, more specifically.
You are, in fact, on a boat right now. The skies seem remarkably clear out at sea, so you ask the captain if he can take you out so that you can communicate. [4] He accepts. Next, you just need to use the boat's radio dish, which is specifically designed for long-range communication using the radio drone loop. All is going well.
[5] You receive a response from Anthony Barker of the Guild cruiser
Razorback, after being rerouted through several AI's. Some were rather intelligent, others were not...
"Hello? This is Cap. Barker. We can't trace your signal. Are you still at port Newton? We can send a shuttle down to pick you up."AI's don't generally enjoy the rights that humans do, given that they are . They used to during the ancient 2100-2170 period on Terra, when AI's were given the same protection against discrimination as if they were human beings, without any of the responsibilities ordinary people had such as paying taxes or working. Eventually, one AI was developed known as GeneStar, designed to integrate a human-like thought process with an interface that lets the AI copy and reproduce itself on other machines. It was benign, but eventually it copied itself onto so many devices and threads that lawmakers realized it was unfeasible to consider AI's on the same grounds as humans.
Since then, AI research has improved greatly, with no more legal bounds placed on the acceptability of pausing and terminating AI threads. While no AI truly approaches the level of thought that a human can, being just a simulation, some come remarkably close and would be indistinguishable from a human if it were not so easy to predict exactly what they will do. They are generally present on supercomputers, while 'dumb' AI's that fail the turing test are used on portable devices and home computers.
...
Habitat Ship Gamma, Askarian Orbit | 233d/3008AD | Von Hapsburg System
Urban Station
City Manners (-1 Diplomacy during first impressions)
((Where do I start? It appears everyone is just wondering about so im not sure where I am.))
Ah, the Guild's habitat ships. Huge, self-contained cities, often a better place to live than . The guild itself does not act as a government to these cities, but rather sponsors a client state for each habitat ship focused on developing itself and using the funds allotted to it as best as possible.
You find yourself inside a domed auditorium with a glass ceiling. Through the dome you see nothing but stars through the gap between two divisions of the ship, held together by tension cables. The ship has five "petals" which swing outward in order to maintain straight gravity during acceleration. To keep the petals from flying apart, there are about a hundred nanotube cables preventing the spinning sections from flying apart.
Inside the room, a guest professor from a Georgian university has come to speak of the differences between different human cultures. The speech is, as always, centered around human, humans, and more humans, although the occasional reference to alien lifestyles is mentioned. Even so, there are many more aliens than there are humans, which makes you wonder why this sector is so heavily dominated by them.
He reaches a history segment, where he describes the various discoveries made by humans. You daydream for a bit, as the material is quite boring. When he gets to a description of your world, on the other hand, you snap out of it and listen.
Zavis was a world which had been fragmented at some point in the past, the only evidence of its existence being a dense asteroid belt around its host star. Dense, of course, being a relative term. It was the subject of much research at first, drawing many scientists and geologists to discover what had destroyed the planet, as the density of the belt indicated that the world was only recently destroyed, astronomically speaking. The planet's moon remained as a dwarf planet, harboring an alien race that called themselves the 'Zumbar' [he mispronounces it] within geodesic dome colonies.
This race was a peculiar one. They had an advanced society compared to most of what we discover, but their numbers were very few and a lot of their remaining population tended to be the depressed, nihilist type of individual, which would have been unlikely to have dreams of interplanetary colonization. They attributed the destruction of their world to a race they called the 'Horgaerans' [also mispronounced], with whom they were supposedly at war with, and lamented the destruction of the 'mother Zumbar' which they regard as a diety figure. Our archeologists have yet to find physical evidence of the Horgaerans, although the myth has been incredibly influential to Zumbar society.
Astronomers chiefly suspect the Zumbar were artificially seeded on a world prone to meteorite strikes. Their star system lacks any gas giants massive enough to function as a shield to draw meteors away from the inner system. Perhaps the approach of a nearby star disturbed the system's outer belt, which sent a shower of massive objects into the inner system, which resulted in the unfortunate destruction of the Zumbar homeworld."Humans are also very arrogant, as this confirms.
...
Crash Site
Confusion (-1 to your first initiative roll)
Look as though I'm looking for survivors in the wreckage, but actually scavenge for goodies.
Well, it seems that a lot of the gear was designed for a high-pressure environment. You find an empty spacesuit lying on the grass, designed not for humans but for something that looks like a bipedal manta ray. Its systems are activated, leaking carbon dioxide and nitrogen out of its tanks while blaring its low pressure alarm.
You find various other spacesuits, some also active, others offline. Most of them seem to be charred and burnt, however, and some seem to have been used recently, as you find a viscous pinkish gelatin on the inside as you screw off the helmets. Most of the ones with the goo have also been punctured or opened in some way or another, perhaps by debris from the room they were located inside. One has a large hose rammed through its chest, while another was flattened by something roughly cylindrical. You find a tank nearby which is meant to hold water, but leaked most of it on the grass.
[2] All in all, you don't find any weapons or expensive cargo, although you do find the occasional smartphone (all with locked screens) and laptop computer lying charred and burnt.
A party of aid workers from a local charity called Providence shows up in a large van, consisting of four humans and one Corvan. They soon run into issues with the law enforcement officers, who tell them that the area is restricted to non-government or Guild personnel. A shame.
...
Hilbert Station, George Orbit | 235d/3008AD | Von Hapsburg System
Lawful Station
Quiet (+1 Intellect, -1 Stealth)
Go to Pier 31, but try not to get too close to the Freelancers.
I hate zero-G, my spear keeps getting stuck in things whenever I'm in zero-G.
Make sure not to get the spear stuck in anything (or accidentally make a shishkebab, because security gets annoyed when that happens).
[2-1/3] Your attempt at sneaking doesn't quite work, primarily because your spear sticks into a freelancer's backpack when you overshoot your intended trajectory. The amorphous alloy tip shreds fabric with ease, causing property damage with even the smallest of taps.
Navy:
"Hey, watch it!"Orange:
"Is this kid following us?"Time to come up with a defense...
On the other hand, you are much more agile than the whole lot. You can just push past them and ignore them if you wish, although they'll find you on the ship.
Excelsior seems to be accepting passengers for the typical reasons of staving off piracy.
Because engines are so powerful, it is almost impossible to move around in a system without being spotted from gigameters away. This means that unlawful activity, when it happens, is usually disguised in some way. Usually, if a distress signal gets out, law enforcement will chase a pirate vessel anywhere it goes. The key, then, is to disguise your ship once you get there. There are a number of different types of pirates:
- Brigands are the most common types of pirates. Typically outgunned, they resort to chasing a vessel into areas where navy patrols are less common, before simply taking cargo off of the ship's crew. These pirates generally have standards, which is why they rarely destroy a ship, especially if there are passengers aboard. Brigands, though a nuisance, are considered only a minor threat by the navy and will not be tracked by kill teams.
- Ship Stealers are a subset of pirates who steal a ship, often through force. Rather than killing the crew, these pirates threaten the ship's captain and crew, following them to the next station under the guise of either fellow traders or sometimes stranded travelers. The pirates then coerce the ship's crew to give up the vessel, which is soon taken to a bandit station and remodeled to be indistinguishable from the original. Carrying passengers usually does not help for these types of pirates, but the fact that they bring assets into the hands of pirates means that they are more likely to be tracked by navies.
- Slavers are a rare and dying breed. Typically, these pirates will hijack a ship and turn it away from its original destination, threatening the crew if a distress signal escapes. Carrying passengers is usually detrimental against these as it just makes you a different target. However, killing their merchandise is strictly forbidden, so while distress signals don't usually get out, slavers are often put in a dangerous predicament when one does escape. Furthermore, authorities typically monitor any change in a starship's trajectory, making it harder to get away with the hijack. Most pirate bases will actually punish slavers and free their victims, although not all.