Welcome aboard, crewmen #1120193! You are standing on the deck of the I.S.S. Prize, the finest ship the ISA Fleet has to offer. The building of which has, unfortunately, tripled our national deficit- so we'll expect a hefty turnout for your wages.
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Concept:
With this RP, we will each be taking on the role of a crew member working aboard an exploratory starship. Instead of an overarching plot or a single idea, I'm looking to do a series of episodic, "planet of the day" style adventures. Our fine ship will be assigned to explore a new sector or planet regularly, where we will encounter new problems and new villains to be dealt with. Then on to the next!
After each adventure, there will be a small break before the next. That way, we can have some time to make more relaxed posts about life on the Prize: talking to other characters, forming romances, killing redshirts for sport, or whatever. Free time!
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Setting:
The year is 2400. Earth is a founding member of the Intergalactic Star Alliance (ISA), an organization with over 50 member planets and citizens from well over a dozen humanoid species. As it turns out, however, that's only a drop in the bucket compared to the vastness of the Galaxy and the smallness of humanity.
For this reason, the Terran Stafleet has tasked the I.S.S. Prize with exploring the Milky Way and all the cultures that live within it. Which is a great slogan, but a vague objective. More specifically, the Prize is tasked with investigating an area on the other end of Kepler's Passage, a stable wormhole at the edge of ISA Space. Where does it lead? It's your job to find out.
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General Info:
As in Star Trek, the big inspiration here, our characters are all members of the "Away Team." This means that when we explore a new planet or visit an alien ship or so on, our characters are the ones who make the trip.
Writing-wise, I'm looking for a "High Casual" style. That means at least a few paragraphs per post, strong character consistency and decent-ish grammar/spelling. Try to add or do something interesting with each post. I don't plan on any posting requirements (no "post once a day" type stuff), or posting rotations, but if someone stops replying then I'll probably drop you a message about it to see if you're still in.
Your character can be any position and rank (other than Captain), with any amount of experience in the Fleet. Human characters are encouraged, but humanoid aliens are also allowed.
Some suggestions for your character's position on the ship: Diplomat First Officer Tactical Officer Security Guard Anthropologist Pilot Programmer/Hacker Ship Counselor/Therapist Field Medic ...or any kind of scientist, soldier or explorer
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How to Join:
Of course, some of those example positions have been filled already. But, no worries. You can make up virtually any role, and I'll take it. Plus, you can see an up-to-date list of all the current characters at the top of the "Characters" tab. I'm always accepting new players. When you have a CS, just drop it in the OOC or PM me.
Now, when I first started this RP, I left things intentionally very vague. That way, players would have a chance to worldbuild with their CS and first few posts. But now that a lot of people have added their own species, technology and words to the world, I wanted to stop things from getting too confused.
So, I started a hider called "Notes for Consistency" down at the bottom of this post. It has notes on the different ideas that players have added to the world. That way, nobody accidentally contradicts anybody else. I've tried to keep it very brief, so I recommend reading it.
That said, don't feel like you have to read every single post so far before you can join. Since this RP is a series of adventures, you don't really need to know everything that happened before you came in. Every new adventure is a new plot. But, if you do want to feel caught up: at the top of the IC page is a one-paragraph summary of every adventure so far. I've kept that as brief as possible, too.
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Rules, CS, and Consistency:
1. Play Nice in the I.C.: No godmodding, controlling other people's characters, O.P. characters, etc. You know the stuff.
2. Play Nice in the O.C.C.: Disagreements happen. It's okay. But remember that we're all here to write and roleplay together at the end of the day. Try to compromise and help everyone have fun together.
3. Don't Make Me Make More Rules: Please.
Name, Position, Age and Time on the Prize: Example: Fredrick H. Kasner, First Officer, 42 2 years on the Prize
Species and Appearance: Written descriptions preferred, pictures/drawings allowed, but please refrain from using real-life people or anime
Bio and Personality: You know the stuff that goes here. What's their life, what lead them to sign on, how do they treat others, etc. As short or long as you like, but try to have at least a paragraph or two.
Skills, Strengths and Weaknesses, and Tools: List what you character is good at and what they need to do it, as well as any flaws or deficiencies they might have. Short Example: Officer Kasner is an famously talented speaker, but sadly, a childhood wrist injury has left him an infamously poor shot. He carries no tools other than his personality and his inspiring presence.
Miscellaneous Info: Put anything you want here that doesn't fit in the rest of the C.S. Likes, dislikes, ambition to mutiny, secret allergy to peanuts, whatever. This is basically your free space.
-The Prize is large enough to have a shuttle bay, several greenhouses, and private quarters for senior officers
-About 300 people serve about the Prize
-The Prize has been active for 3 years
-Cybernetics are advanced enough to overcome serious medical problems
-We carry communicators on our person, sometimes in the form of badges
-Our segment of the ISA Fleet is called the Terran Starfleet.
-On Earth, there is a training academy for Starfleet called the Star Academy. It has a European campus. Not all officers join in this way, but some do.
-There is an undercover, semi-legitimate segment of ISA government called Cabal 47. They run spies and perform secret experiments.
Never really looked that much into Star Trek, but seen as it's an inspiration of it rather than an actual fandom RP, I'm definitely going to be throwing in a character soon. I've been looking for some good Sci-Fi in a while!
Never really looked that much into Star Trek, but seen as it's an inspiration of it rather than an actual fandom RP, I'm definitely going to be throwing in a character soon. I've been looking for some good Sci-Fi in a while!
Glad to have you!
Yeah, you don't gotta worry about knowing Star Trek, that's just where I get the idea from. I wanted to leave us more open to do any general sci-fi influence we want, and let us worldbuild on our own without feeling like we need to stick to fandom.
Born: 13-01-2371, Neu Hamburg orbital station, Wolf 1061 Age: 29 Race: Human Gender: Female Appearance: Standing at a mere 161 centimeters and weighing 53 kilograms, Astrid is short and thin, at least by military standards, the perfect build for a spacer. As someone born and raised on a station, she has light skin that tans and burns easily, green eyes and shoulder-length brown hair. Has no tattoos, notable birthmarks, piercings or other body modifications. An accident in late 2399 left her with second degree burns on her hands and scarring on the left side of her face. The latter causes a pronounced tic when she gets nervous or agitated.
Voice: Patricia Büchler
During Fleet Day public display at Wolf 1061c, early 2399
Bio: Born in 2371 to a freight pilot father and propulsion technician mother on Neu Hamburg station in the Wolf 1061 system, her father died in 2374. Astrid grew up on the station, gained education in mechanical engineering between 2390 and 2395 and worked at the Neu Hamburg life support section between 2392 and 2395. Upon graduation in 2395, she applied for the Terran starfleet and completed basic training three months later. Given her educational background, then-Ensign Faust was admitted into follow-up engineering training, which she completed in 2396 with flying colors.
Following her engineering course, she spent a year on the I.S.S. Leonidas, working as a combat engineer. After being promoted to Lieutenant Junior Grade the following year, she volunteered for salvage duty and was assigned to the I.S.S. Huntress as the ship’s assistant engineer. She also volunteered for public relations functions on Fleet Days and other occasions throughout her career. Faust stayed at the Huntress until she was promoted to Lieutenant, effective January 1st 2400, whereupon she requested transfer to the I.S.S. Prize for a change of scenery, getting a recommendation from her current commanding officer for her spotless service record and ability to kitbash a solution to almost anything out of mismatching parts, a talent honed throughout her career of both spaceborne and planetside work.
Personality: Most of her former shipmates speak of a down-to-earth neat freak with a distinct lack of a brain-to-mouth filter, some may even say tact, leading her to speaking her mind without a care and often without being asked. While generally an easygoing person with a penchant for dry, sarcastic humor, misuse and subsequent damage of equipment has been observed to draw her ire. Her training officer noted her pride in her abilities as an engineer, at times to the point of arrogance, making it possible to manipulate her into doing something by challenging her ability to do it. She has an open and universal dislike of psychologists. Skillset:
Strengths:
Mechanical engineering - Structural and material engineering, propulsion, demolitions.
Electrical engineering - Low and high voltage, microelectronics, robotics.
Weaknesses:
Combat - While not a completely terrible markswoman, her small stature is disadvantageous when fighting up close.
Low endurance - Strong enough to do her job, but prolonged activity tires her out quickly.
Miscellaneous:
Known to count cards.
AB+ blood type.
Mild Anemophobia (Tremors, sweating palms, rapid breathing) - Common among spacers due to associating indoor rushing air with a hull breach.
I was so worried I was going to have to do critique and hate myself for it, but your gal is actually really strong right off the bat. Approved. You can drop her in the Characters tab.
About to head to work, so I'll have to review your CS after. Excited to see our first alien, though!
[@Everyone]
So, when I started this, I left the world very vague intentionally. That way, everyone gets a chance to worldbuild with their characters and early posts. But so that we don't get confused and start contradicting eachother, I'm going to keep a running list of major additions to the world called "Notes for Consistency" in the original post.
So, as per Starlance's CS, our segment of the fleet is called the Terran Starfleet. And as per mine, there's an academy on Earth that trains for this Terran Starfleet called the Star Academy.
I'll add This Girlie's worldbuilding to it after I've approved her character.
Just thought I'd clarify, because misunderstandings over meanings of words have happened in the past, I have a habit of referring to Humans in Sci-Fi settings with alien species as "Terrans", as in originating from Terra (Earth).
Mason G. Daniels, Medic, 30 1 Month on the I.S.S. Prize
Species and Appearance:
Well, why not Human? He looks mostly average when it comes to body type, and build. He is not athletic, but is fit and can be surprisingly fast. He has pale skin tone, black hair, and green eyes. He doesn’t have any piercings or tattoos. His hair is short, but not quite like a military cut. He has a cow lick. His is about 5’5” tall.
Bio and Personality:
Born in 2374, Mason lived most of his life in the good ol’ United States. He was a part of a god-fearing family and he became feeling smothered by it. When he grew old enough, he moved out of the bible belt and took up residence in Nevada. He was able to apply for medical school there and it was the perfect excuse to leave. Nevada was just far enough away from his parents, while not having to pay the exorbitant cost of living in California.
He made the choice to move from faith and more towards science mainly out of spite for his science hating family. But that wasn’t all. He was genuinely fascinated with how the human body worked, and that was only compounded when he came to studying the physiology of nonhumans. Much like was able to in his school days, Mason passed medical school near the top of his class, learning the latest medical technologies that could have made most support staff unnecessary. At least if they weren’t so expensive to make.
As soon as he graduated medical school, he joined the space program, and started as a medic for their space fleets. Despite his questionable joy when it came to odd injuries, he was good at his job, and most patients left his office feeling well within a short period.
He likes his job, but not in the ways you’d expect. While he can patch someone up when they get injured, he takes a lot of pleasure in seeing what was injured and how. A broken bone from a skiing accident would bore him, but a shattered leg from a life and death wrestling match with an anaconda would be much more interesting. Likewise, the more bizarre the injury, the more he’ll take an interest in the patient. Most of the time he’ll get the job done and done right. However, if you show up with a bizarre injury and a story to tell, you’d get exceptional treatment.
He is excitable, and eager. Like to get his hands dirty. Some times literally as his office can be cluttered most of the time. At least he knows where everything is in it. While he treats physical damage most of the time, he has knowledge in virus and bacterial infections to treat the more common ones, and enough insight to help figure out anything else. Also, he absolutely loves dealing with otherworldly beings. While there are too many species, and his focus was medical school for humans, he has taken several one off courses that go over alien anatomy and is always studying on his own in his down time.
Skills, Strengths and Weaknesses, and Tools:
Tools include a scalpel, stethoscope, and several syringes filled with different numbing agents. Whatever tools that would be supplied in the med bay. He can operate all of the medical equipment he’d have access to including imaging technology, and robotic assistance. Despite not being athletic, he can run for a surprising long time. He is enamored by alien physiology and will want to study any new species he’s never seen before. He is a decent shot with a rifle, not military worthy, but enough to defend himself. Lots of stamina, zero physical strength and will lose in anything requiring intense muscle work.
Miscellaneous Info:
Likes crazy injury. If not injured spectacularly, then you might as well not be injured at all. If you’re not human at all, then you’d always get the best treatment he’d have to offer. He hates spicy, sweet, bitter, and salty foods. Most of anything he cooks taste bland, but he loves it that way. The exception is he eats sour like candy. His favorite color is blue. He doesn’t care for what music he’s listening to. He could have a playlist with pop, metal, classical, and profanity heavy rap without a care in the world.
Not quite sure how far medical technology has come, but here is my character.
Not quite sure how far medical technology has come
That's totally up to you, as our resident demented doctor
Like I said, things are left open intentionally so everyone can participate in the worldbuilding. Like, for example, your character sheet just established for the first time that Christianity and the Bible Belt are still around.
So go with the medical technology however you want, as long as it doesn't make you ridiculously OP
Speaking of your C.S.: it's accepted. Go ahead and place our dear sadistic surgeon in the Characters tab.
Still perfecting some of formatting but this is the overall final product.
Name, Position and Age:
Geu’rach Koh Ve’tame, Tactical Officer, 178
Species and Appearance:
Race: Auval’kotor
The Auvul’kotor are quite simply hunters, indoctrinated by a warrior ethos and a drive for glory through combat. The species originates from the planet of Kotor, a large world brimming with massive rainforests where some of the sturdier flora canopies can reach a few kilometers into the sky. Because of the trees’ thick and high-scaling bodies, the forest floor is typically engulfed by shade during the daylight hours while becoming pitch-black at night. However, some of the planet’s biomes exhibit bioluminescence foliage which makes travel through those regions much safer. While seeming exotic and elegant, Kotor has many, many thorns.
The planet’s wildlife, like its many “smaller” flora, are quite dangerous as Kotor hosts a surprising number of different predator species, more so than the herbivores that thrive off the planet’s plentiful vegetation. Of course, the handful of herbivore species that exist presently aren’t any less nicer than those that try to hunt them. Due to their sturdiness, size, and biological countermeasures, it’s not surprising that other carnivores would willingly hunt other predators for food while only the most fearsome and capable of them can take down the troublesome prey.
Before eventually developing space-travel technology themselves, the Auval’kotor constructed many of their homes within the high-reaching canopies to escape the attention of the dangers below, where all the important natural resources lied buried beneath. The Auvul’kotor hunters and warriors first came into being to help clear out the ground of those dangerous faunae and flora. The task was often deadly and from an earlier point in time, casualties were a typical occurrence but through each new territorial conquest, the Auvul’kotor civilization expanded and advanced to the point where the species could safely walk on the planet’s surface, at least in those conquered and domesticated regions.
The Auvul’kotor race possesses a long-reaching live span usually averaging at 300 years. Given their natural evolution with their world, the Auvul’kotor have an incredible sense of smell and excellent night vision. While they do have four eyes, they still have to tilt or turn their heads to see directly ahead of them as their sight cones don't fully cover the front of their face. Recent visual displays assisted by sensors have corrected this problem on the field.
The Auvul’kotor are a spiritual and religious people but their beliefs often conflict with each other from time to time which usually leads to ongoing debates within some conservative and liberal groups. One of the earliest beliefs or spiritual understandings defines that their physical being, or with that of any living thing, is essentially a vessel that nurtures their developing life essence like a cocoon. Their souls, after death, hatch from their former body and begin a brief journey of transcendence as it becomes one with the higher realm of the universe. This is where these earlier conflictions come up.
The original understanding describes the individual’s soul or life energy during this process as shedding its experiences that eventually fall back into the material realm where they reincarnate into a new lifeform. This has led to a more respectable view of nature as well as honoring the deceased. The other more religious understanding however is somewhat similar though it adds more novelty to the process. This higher realm of the universe interpretation would be better illustrated by how ancient humans depicted Valhalla. Those deceased, whatever the circumstances may have been, are granted entry to the realm of Sho’kath Don’domtei where they exist corporeal and eternal. However, those proven in battle are granted the highest honors and privileges within the realm, most of all, hunting the greatest of anomalous entities of the void. While fascinating, some argue that this belief was developed out of necessity to inspire those despaired by the horrors they face during the rise of the ancient hunters.
In the duration of four millennia, the Auvul’kotor would have erected several massive orbital elevators in the center of their largest cities. Mass accelerators are typically used for fast transportation up and down the elevators. These elevators are the primary method for the Auvul’kotor in reaching the planet’s orbit and accessing the long-reaching space docks, also as the planet’s bulwark against external threats.
While identified as a stratocracy, the Auvul’kotor are not a massive military power, at least when compared to species such as the Tu’Veeri, one of a few races the Auvul’kotor would show open respect for. If anything, the chosen style of government mainly reflects their likeness and admiration towards strength and might and cunning, traits that are highly sought after. Still, their military is fairly sizable, formed mainly from aspirants who’ve proved themselves on the planet’s wild surface and participated in untold months of combat simulations. Initiation tests are often used to sort personnel out into different fields based on the skillsets and aptitude such as engineers, ship crew, and ground troops.
While ultimately falling under the Intergalactic Star Alliance's jurisdiction was the proper choice for the species, some however feel that the Auvul’kotor race should be independent, separate from any governing law other than their own. Such ambitions have led many to become mercenaries and unfortunately space pirates, much to the dismay of the more disciplined soldiers and other personnel. Small flotillas comprised of multiple warships and hundreds of troops are often sent out to patrol allied sector space and, when present, hunting down outlaws and pirates.
Geu’rach is saurian in appearance and bipedal, traversing most environments with a digitigrade anatomy, almost tiptoeing on four toes on each foot. He stands at 220cm (roughly 7.2 feet) in height. Despite having previously received Auval’kotor warrior conditioning as a recruit, Geu’rach's time serving as a command officer and councilor had noticeably reduced his once lean physical mass, making him comparatively 'thin' for a member of his species. Although, he could still lift more mass than most in-shape terrans. Geu’rach possess four eyes and grey and tan scale complexions. He also bears reptilian-like feathers protruding from the frontal apex of his head, check bones, and the medial epicondyle of his forearms
Bio:
As is customary of Clan Koh, Geu’rach Koh Ve’tame had joined the Kotor Interstellar Defense Force as an Auval’kotor Marine, a warrior to bring fame and glory to his clan's name. Gue'rach, however, wasn't always that interested in serving as combat operator. Instead, he preferred to serve as an engineering and logistics specialist. For a few years of mandatory service, Gue'rach operated as a combat engineer, where his position typically required him to maintain and secure supply lines that lead into conflict zones. In some instances though, he would occasionally be summoned to demolish hostile fortifications and erecting defensive emplacements. Much of this time was spent during peacekeeping operations into the territory of a destabilized interstellar government.
Gue'rach would eventually be promoted into an officer position within the naval division of the KIDF after proving his logistical talents to his superiors. For the next decade, he would serve on the KWS Chavask, a KIDF destroyer whose duties were the patrolling of the trade routes within the Kotor Star Union colony sectors. Being located on the rim of frontier space, the Auval’kotor colonial worlds were experiencing an unusual incline of pirate raids and smuggling operations that had been unprecedented in past years. While this at first didn't directly involve Gue'rach as his job as a senior supply officer kept him away from most of the strategizing and military operations the Chavask undertook, he would become responsible in uncovering a major smuggling plot while being tasked in reviewing trade and shipping documentation on one of the colony worlds his vessel was sent to investigate. Gue'rach soon found himself attending strategy meetings and even participating as part of the Tactical support staff aboard the Chavask during busts and raids against pirate outposts connected to his fateful discovery.
While the KWS Chavask and other KIDF vessels weeded out the last of the pirate and criminal organizations with the now fully protected colonial sector's, Gue'rach would again jump in rank, landing himself as the role of as a Tactical officer, and eventually serving at the First Officer aboard the KWS Lemeran, a larger and heavily armed battlecruiser tasked with participating in strike operations against external terrorist and pirate groups and the escorting of political and ambassadorial delegates from other governments. Having served for over thirty successful years aboard the Lemeran, Gue'rach would be offered a unique and unusual opportunity; serving as a crew member aboard a foreign vessel.
While the Auval’kotor race had joined the Intergalactic Star Alliance during his career in the KIDF, many within the Kotor Star Union held suspicion over several members of the ISA, likely due to the large number non-Auval’kotor pirates and criminals that were arrested while they operated within the Star Union borders. Gue'rach, however, was unfazed by the silent animosity shared by some of his colleagues and welcomed the chance of serving aboard another ship. His time aboard the KWS Lemeran permitted him to interact with many of the alien captains and ambassadors from other races within the ISA ring. Gue'rach would learn about the culture and teachings of other species through this command position, giving him a better perspective of the geopolitical landscape beyond the Kotor Star Union territory.
The invitation he received was a program developed by the ISA to promote better cooperation with member governments by allowing officer exchanges between their respective navies, intended to share knowledge and experiences. Gue'rach would accept the invitation though he would be among the only three Auval’kotor officers that accepted the offer, compared to the dozens of participants from the other ISA member races. Undeterred by this unfortunate fact, Gue'rach remained open-minded as he looked forward to his transfer aboard the Terran Starfleet vessel, the I.S.S Prize.
Personality:
Gue'rach in an individual the upholds duty above all else and rarely tolerates acts slacking off and is very quick to callout someone caught in that act rather than letting them be. While on the job, his takes his position seriously and ensures that communication is maintained between his subordinates, even during combat drills. While he expects efficient from his peers, he'll go out of his way to help and counsel his crewmates should they run into difficulties going about their job. Although his is strict and strives to maintain a professional demeanor, Gure'rach, begrudgingly, accepts that despite his experiences, their are many cultural aspects he does yet know or understand, which can lead into some compromising and embarrassing complications with members of other species, should the topic of discussion enter uncharted waters.
Skills, Strengths and Weaknesses, and Tools:
Strengths: - Superior strength and endurance compared to other species - Combat trained and experienced warfighter - Possesses a sharp and calculating mind, used during strategizing sessions and engagements - Adaptable physiology allowing better survivability within toxic and hazardous environments - Enhanced sense of smell
Weakness: - Tall stature prohibits movement through tight spaces - Comparatively slow to other species - Imperfect eyesight* - Very easy to stand out in public**
*Corrected when wearing specialized eyepiece
**Due to Auval’kotor political hesitancy and mistrust, species members are a uncommon sight outside the territories of the Kotor Star Union, aside from rogue elements
Wow, that's a lot of worldbuilding, and it's giving me ideas. I think I'm gonna have to work some of the Auval'Kotor into our adventures.
Accepted, of course. Now we've got two "hunter" themed aliens on the ship. I wonder if Geu'rach and Rizky more respect eachother or more compete with eachother?
Thank you, though I feel my OC's race is more "soldier" and/or "warrior" themed. Admittedly they probably held hunter-like traditions previously but accepted a more doctrinal approach to their culture.
I can see Gue'rach and Rizky maybe discussing different philosophies, such as how should you kill someone? Be devious and stab 'em in the back or be honest and stab 'em in the face?
I can see Gue'rach and Rizky maybe discussing different philosophies, such as how should you kill someone? Be devious and stab 'em in the back or be honest and stab 'em in the face?