The Crew
One ship. Six people. Endless possibilities.
Each of the crew members on the Origin 85X has a specific role that fits their profile. Since the onboard AI will supply the crew with knowledge and skills for their specific field during the 50 year long journey through space, they need not have any prior knowledge for their role (narratively, it makes sense if for example a former med student becomes the medic or a sociology major becomes the diplomat, but anything goes really).
Upon waking, the characters don’t know each other yet; They all applied for the colony program individually and were put into cryo sleep before meeting at all. The project leaders original thinking was that being thrust into a foreign world without much prior knowledge about your fellow crew members will cause a stronger bond than if the crews impressions of each other had been tainted by possible prejudice or a meeting in a type of setting on Mars that will never happen again in space. If you want your character to already know another character (e.g. siblings, childhood friends, former enemies etc), feel free to discuss that in the ooc.
By its very nature as a Colony Ship, the ratio of male/female crew members is designed to be (roughly) 3 and 3. Once people start applying, I will update the applications at the top of the page for roles including gender. Let’s try to hit the 3 guys 3 gals goal, but if we end up with 2 and 4 I’m not gonna pull the plug.
The image above is a picture of the original crew in the comic strip, so that you’ll get an idea were I’m coming from.
Remember that your characters will be really good at what they do, thanks to the knowledge given to them by the AI during the flight, but they are still young adults with not that much life experience. Your character is allowed to be emotional, irrational, silly and somewhat unprepared. On the flip side, your character is obviously also allowed to be super professional and ahead of their age. The greater the difference between characters, the more interesting the story, so feel free to go ahead and make it a diverse crew.
Roles
These are (roughly) the original roles from the comic strip. I added and removed some elements to adjust them to our setting. The roles are meant as guidelines to get an idea of what I’m looking for, but I am very open to interesting suggestions.
I was thinking that 3 roles (Captain, Medic and Engineer) are kind of a must have (at least a variation thereof), and the other three roles (Serviceman, Navigator and Communicator) are up for debate. For example, instead of having one soldier type character (serviceman), every member of the group could be versed in combat to some degree.
The scope of the roles is also not binding. If for example you want to play a medic that is primarily a psychologist that completely ditches the biologist part and delegates much of the physical stuff to the med bay / AI go for it.
If you have an idea for a character with a specific role that differs from the ones below, post it in the ooc or pm me, then I’ll consider it. The only requirement is that the role must make sense/be crucial enough to be taken into consideration for a life long colony/exploration mission, so maybe no "gardeners" or "butlers".
Necessary Roles1)
Captain The captain is the commander and leader of the group. Their role is to decide the direction of action the crew takes and what decisions to make in the various situations their expeditions will encounter. As they are mainly a decision maker with no professional knowledge in any field, they will frequently consult with members of the crew who are experts in their respective fields, taking their advice into account before deciding the further course of actions.
2)
MedicDoctor, psychiatrist and (xeno)biologist. The medic is responsible for the crew’s mental and physical well-being. As a doctor, they have the right to prescript medications or therapies as they see fit and every member of the crew, including the captain, is required to follow their judgment on medical matters. They are primarily a doctor for physical needs, but they also work as psychiatrist, observing the groups stress levels. They are required to provide regular counseling to keep an eye on each individual crew member, and as such have a deep understanding of each crew members inner workings and the group’s dynamics as a whole. In that capacity, they are an advisor to the captain on the internal workings of the crew. They are also a skilled biologist and responsible for locating, analyzing and caching information about the local flora and fauna.
3)
EngineerEngineer and technical specialist. The engineer oversees all machinery on board the ship. They are the only one allowed to operate heavy machinery and have a profound knowledge on anything running on electricity and mechanical instruments. In case something breaks, they’re the one to fix it. Equipped with profound knowledge on technology and engineering, they can both improvise in times of repair and create templates for new machines if need be. They share their work on advanced weaponry with the serviceman. While the onboard AI is mostly in charge of the software side of things, the Engineer also has extensive programming knowledge in case there ever is a problem, or the AI is unable to reach them.
Optional Roles/Up for change4)
NavigatorNavigator and cartographer. The navigator works closely together with the captain in working out plans, being responsible for the practical part. They map out new terrain and are responsible for providing a constant stream of analysis of the crew’s surroundings, as well as finding safe paths and suitable campsites. As such, they will act as a scout if need be. They have large knowledge on geography and geology and other related fields that help them in reading their surroundings. On a larger scale, the Navigator creates detailed maps of both the planet the crew is on as well as the planet’s location in respect to Mars and the Milky Way.
5)
Serviceman Soldier and strategist. The serviceman is the military backbone of the group. They are in charge of handling and distributing all available weapons on board. Skilled in both martial arts and ranged combat, they are responsible for the safe keeping of the crew in the event of hostile situations. They work together with the engineer on machinery, being restricted to working in the advanced weaponry section. In hostile emergency situations they can be granted acting power over the captain, and are in charge should anything happen to the captain.
6)
CommunicatorDiplomat and translator. The communicator is the social backbone of the group. Well versed in political and social science, they have a deep understanding of society, culture and humanity’s history, and are optimally equipped to deal with any alien encounter. They have the most say in how to take action when establishing contact with other sentient beings, and act as a direct advisor to the captain in case of contact with alien beings. They are also responsible for keeping up communication with Mars and decoding alien languages in conjuncture with the onboard AI.
What may await our merry crew in this vast universe?