The American government has decided that, after the recent discovery of transport by way of warp space, that they will build a spaceship to explore the cosmos. After a great deal of outrage from other countries, a compromise has been reached. The ship will be built and christened in America, while the crew will come from "civilized" countries all around the world.
You are these crewmen, having just arrived at the launch pad of the new craft in Cape Canaveral after passing through various and numerous forms of security. It is up to you to pilot, repair, take secret missions from your government, and generally not screw up on this ship, now known across the globe as the Togetherness. This is going to be run in (what I've seen is) the typical RTD style with a D6. If I'm missing anything or screw up, don't hesitate to throw me a PM about it.
Invention of new weapons, armor, and other equipment is going to be necessary to survive the bleak landscape of Space and some outer planets. So the U.S. has seen fit to equip the ship with a Quantum Combiner - nobody really knows how it works, but the basic process is:
1. Load multiple items that you wish to be combined into machine.
2. Press button.
3. GM rolls based on your inventing capabilities.
4. Stuff comes out, either useful or not, based on the roll.
Additionally, you may attempt to design your own, new stuff with buffs and weaknesses that you see fit. I'll roll against how gamebreaking I think it is.
The ship comes fully equipped with everything that America thought you might need. So there's a fully functioning armory with all sorts of modern goodies, a medbay, a science lab, a cargo bay full with more generic supplies than you've seen in your entire life, the most modern radar to date, a kitchen, sleeping quarters, life support systems, and a fully functioning demi-AI named Kelvin. Any changes to the ship, or addition of future ships to the crew's control, will be mentioned here.
Name: Pytor McGenericRussianGuy
Gender: Male
Nationality: Russian
-Cold History: +1 to resisting the cold
-Military Hardness: +1 to SAN checks against various alien species
-Vodka Reliance: -1 to any rolls while sober
Position: Engineer
Bio: Pytor grew up as an orphan in the cold and blah blah blah SPAAAACE.
Medic: +1 to healing rolls, -1 to offensive rolls, +1 to medical-inventing rolls
Soldier: +1 to combat rolls, -1 to intelligence-based rolls, +1 to weapon/armor-inventing rolls
Engineer: +1 to all inventing rolls, +1 to rolls to fix stuff, -2 to combat rolls
Psychic: +1 to psychic rolls, -3 to all other rolls