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Author Topic: Colony RPG - Prologue: Captain's Orders  (Read 3332 times)

AlleeCat

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Colony RPG - Prologue: Captain's Orders
« on: September 07, 2015, 05:02:59 pm »

The year is 2357. Earth is all but a ruin. A little over 100 years ago, 15 representatives from 50 nations sent out 26 interstellar ships, equipped with the most cutting edge technology, to scour the galaxy for habitable planets. Most who volunteered for the journey knew that they would die aboard their vessel, but tht their future generations would live on to further the human race to new frontiers. You are part of the crew of the Neo Kyoto, a joint venture between the U.S., China and Japan, whose partnership created seven ships in total.
 
You were born on the Neo Kyoto. For most of your life, you had been taught that you would die on the Neo Kyoto, as well. All that changed a month ago when the ship made planetfall. Alpha Ceti 265, while not having a breathable atmosphere, had enough Earth-like qualities to be considered habitable, and terraforming would fix the rest in another few hundred years. It only took a week from scanning the planet to landing on it, and a month to set up the most basic infrastucture. The ship was, of course, designed to become a fully functional city once making planetfall.
 
Today, the blast shields opened for the first time in a month, and the sights moved many of the crew of 2500 to tears. Some had already seen the outside, but most had been stuck in the ship the whole time, never getting a chance to see the landscape that was to become their new home. The horizons were swirls of greens, blues and purples, the sky a bright blue, sun shining overhead. It was reminiscent of an Earth that even the founding crew had only read about.
 
At the same time, you were called by name to the captain's office. When you got there, you looked around at the fellow crewmates that had also been called. Some of them you know, some not so much. What does the captain want with all these people? It seems you're about to find out.
 
« Last Edit: September 13, 2015, 08:03:12 pm by AlleeCat »
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AlleeCat

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Psych Profiles
« Reply #1 on: September 07, 2015, 05:03:19 pm »




Spoiler: Amelia Tenrin (Tiruin) (click to show/hide)

« Last Edit: September 08, 2015, 02:42:05 pm by AlleeCat »
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Twinwolf

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Re: Colony RPG - Accepting players! (0/5)
« Reply #2 on: September 07, 2015, 05:55:10 pm »

« Last Edit: September 08, 2015, 07:24:32 am by Twinwolf »
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AlleeCat

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Re: Colony RPG - Accepting players! (0/5)
« Reply #3 on: September 07, 2015, 06:02:12 pm »

That was quick. Accepted.

Twinwolf

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Re: Colony RPG - Accepting players! (1/5)
« Reply #4 on: September 07, 2015, 06:02:56 pm »

Looks interesting.
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Rolepgeek

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Re: Colony RPG - Accepting players! (1/5)
« Reply #5 on: September 07, 2015, 06:45:39 pm »

Wait, so, quick question. Why must we be under 50?

I want to be an old crotchety(supposedly they have an actual gender somewhere but everyone who deals with them believes that 'crotchety' is the best word to be placed into that box) who knows everything about the ship. As in, everything. Unemployable for so long on account of severe and crippling grouchitis that they've picked up a little more than a little about a little more than everything. Or something like that. Maybe just old enough and they've had so little to do since they were assigned a job that meant no one would need to really deal with them much they've explored everything and, on the few occasions people were able to put up with them, managed to become a living, wheezing, why-won't-the-old-coot-just-die-already encyclopedia.

Would being really old (by which I mean like 70-80, in this instance) be a disadvantage in and of itself?
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AlleeCat

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Re: Colony RPG - Accepting players! (1/5)
« Reply #6 on: September 07, 2015, 06:59:20 pm »

I could make an exception. The thing is, this is a sort of "Logan's Run" scenario. Once you hit 50 on this ship, you either retire or make plans to retire in the next couple years. Then, you get until you're 60 to do whatever's on your bucket list that you still haven't crossed off, and then you are euthanized humanely and efficiently. As far as anyone knows, that's the way it's always been, and most just accept it. 'Course, that might change now that there's room for more infrastructure.

But yea, if you want to play someone older than 60, just come up with a really good reason they were able to avoid euthanasia.

Twinwolf

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Re: Colony RPG - Accepting players! (1/5)
« Reply #7 on: September 07, 2015, 07:01:05 pm »

Maybe it's because he knows everything about the ship and can help train the new engineers and such?
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Rolepgeek

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Re: Colony RPG - Accepting players! (1/5)
« Reply #8 on: September 07, 2015, 07:11:42 pm »

Well I mean, with all this fancy technowhatzits, and terraforming and all, I would think you'd want to keep the old guys around, since they know shit and have been around to have plenty of experience when shit goes wrong.

Probably in this case, same reason they haven't just spaced them; they know stuff about the ship no one else does, and no one else can quite figure out. When there's a problem you can't deal with any other way, Old Grump will usually know how to fix it. If they don't, it's unfixable within current means. Been proven time and time again. That sorta thing.
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AlleeCat

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Re: Colony RPG - Accepting players! (1/5)
« Reply #9 on: September 07, 2015, 07:21:52 pm »

Well, remember, this is about resources. He has to provide at least as much as he takes, and the amount of resources he uses by being alive just increases exponentially as he gets older. So he'd have to be either extremely useful (the new engineers get a full year of training anyway, and there's no reason he couldn't just record his special knowledge for future generations.) or have some reason why he still hasn't been euthanized. Maybe there's a lottery, and he knows how to play the system. Maybe he's allergic or resistant to what they use for the lethal injection, so it wouldn't actually be humane. Maybe his paperwork just kept getting lost in the system and they eventually just figured "He's old. He's gonna keel over any day now, anyway. Why bother?"

I'll make the exception, but you have to sell it to me.

Rolepgeek

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Re: Colony RPG - Accepting players! (1/5)
« Reply #10 on: September 07, 2015, 08:24:12 pm »

Spoiler: Not Actually Important (click to show/hide)

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AlleeCat

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Re: Colony RPG - Accepting players! (1/5)
« Reply #11 on: September 07, 2015, 10:42:22 pm »

Spoiler: Not Actually Important (click to show/hide)
Spoiler (click to show/hide)

Anyway, accepted.

Aseaheru

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Re: Colony RPG - Accepting players! (1/5)
« Reply #12 on: September 08, 2015, 01:54:27 am »

Spoiler: Application (click to show/hide)
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Twinwolf

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Re: Colony RPG - Accepting players! (1/5)
« Reply #13 on: September 08, 2015, 07:17:35 am »

So that's 2 engineers and 1 guy that breaks whatever he touches... this'll be fun.

Also, edited the application to specify what exactly the aptitudes are.
« Last Edit: September 08, 2015, 07:25:00 am by Twinwolf »
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AlleeCat

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Re: Colony RPG - Accepting players! (1/5)
« Reply #14 on: September 08, 2015, 02:01:29 pm »

-snip-
I'm gonna have fun with your character~

First off, you would normally get a penalty for working with an EVA suit on, due to decreased dexterity. Normally, when venturing outside the colony while planetside, you wouldn't need an EVA suit, but a much thinner Hazardous Environment Suit, which comes with no penalty. Your bonus would cancel out the penalty, leaving you with what would be a normal roll for anyone else. With your rig reliance, you'll also get a penalty to working outside your EVA suit, so basically the two situations are reversed.

Secondly, with your heavy sleeper Disadvantage, you will have to make a standard roll just to wake up. You can still wake up naturally, and I won't make you roll to fall asleep, but any time you would normally wake up due to outside stimulus, you will have to roll. That's a 2/3 chance that you won't wake up.

If you haven't guessed by now: Accepted.
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