In the lawless frontier of outer space, nobody has a clean record. This much is true for the aging former cargo hauler Wolverine and her veteran crew of Scrappers. After a particularly big score pulled off on a powerful up and coming Stellarcorp, she's retreated back into the fringes of known galactic territory to lick her wounds and tally the latest haul. When departing the jumpship to a favorite backwater beneath anyone's notice, the crew notice immediately that something's off. Another signal is on the scanner, displaying IFF codes that are almost four hundred years out of date. Opportunity immediately rises as one by one the enterprising Scrappers realize what they're looking at: An Ancient Colony Ship from the first time humanity reached out to the stars, a veritable treasure trove of impossibly valuable technology unopened and untouched, inviting them to plunder its lost secrets, the prize to end all prizes. The ship hangs silently in a lazy orbit of the system's gas giant, leaving any hails unanswered with no signs of life or any activity. A possible trap, but too great of value to ignore.
Since the collapse of the United Federation government and the rapid ascension of the thousands of vulture states vying for their shot at galactic control. A stable paycheck has become increasingly rare for the veterans of the former UFED military wing, leading many a Star Colonel, Ship Captain, First Officer, even ensign to "liberate" a ship for themselves and strike out on their own. With no centralized antipiracy agency hard at work, pirating, salvaging and mercenary work has become extremely lucrative. Crews that stick to one M.O. are few and far between, leading to the common nickname for such crews: Scrappers
Technological advancement exploded in pace when viable spaceflight was developed, advancing nearly every field of science as ships began to explore the cosmos. While the first colony ships traveled at sublight speeds and utilized cryogenics to shorten the trip for the crew, FTL was achieved through "Jump" reactors, which effectively fold the space between two points to allow near instantaneous travel across vast stretches of the void. The major limiting factor is the sheer size that jump reactors take up, as well as being able to power the extremely advanced Artificial Intelligence that is necessary to chart jump points safely. To this end there are dedicated ships, called Jumpships that other ships will pay a fee to be allowed to dock to and disembark from the closest jump point from their destination.
The Small Arms industry is perhaps one of the most affected by the radical advancement of understanding, allowing for more advanced designs in ballistic weaponry and the adoption of the caseless round of ammunition as the new standard. While cased ammo is still in production they have become exceedingly rare. Many different corporations and tech firms offer their unique solutions for firefights onboard spacecraft, which allows the user to choose from a varied arsenal that typically stems from two different core philosophies: larger, slower rounds versus smaller, faster moving projectiles.
Advancements in the medical field have been revolutionary, allowing for various "wonder drugs" and other battlefield medicine implements that have proven to save lives in even the most critical of conditions. From disinfecting sealant foam for puncture wounds, to medpatches for avulsions, career ending injuries have almost become a thing of the past. Even in the case of dismemberment prosthetics have become advanced enough to act as suitable replacements for lost limbs.
Welcome to SCRAPPERS! Join the crew of the Wolverine as they make their fateful breach of an ancient colony ship, they will learn that sometimes things really are too good to be true. Something evil and dangerous lurks within and it'll take their sharpest wits and quickest thoughts to make it out alive.
Anyone can die, anyone
As the GM I hold final say in decisions, you are more than welcome to present your case for any given situation, but I hold the final decision in most manners
Be civil
Inform us of any longterm absence
Players can play up to three characters
More will come if I think of them, but that's pretty much it honestly
Captain (Helmsman, overall mission commander) - Jonathan Carlyle; Played by Specter189 First Mate (Second in Command, leads the breaching team in assaults) - Chief Engineer (Third in Command, leader of the support crew and takes authority in emergencies involving mechanical failures/malfunctions) - Breaching Specialist (The member of the breaching team who opens the doors with various implements) - Breach Operator (Muscle for the breaching team) - Breach Operator (See above) - Breach Weapons Operator (As above but this guy carries a bigger gun) - Breach Medic (Delivers important first aid to the away team, potentially a lifesaver) - Albert Pierce; Played by Attor Technician (Performs maintenance on the Wolverine and any prize the breaching team secures) - Technician (As above) -
Roles may be added or removed as needed
CS:
[b]Name:[/b] [b]Role on the ship:[/b] [b]Appearence:[/b] [b]Personality Traits/Quirks:[/b] [b]Noteworthy Skills:[/b] [b]Special Equipment:[/b] [b]Bio:[/b] [b]Flaws/Vulnerabilities[/b]