Introduction
In 3143, the current year, an expedition was funded to the planet's indigenous population in the hopes of recruiting and training more bodies for the war. This directive was subverted quickly when they found that the locals had been worshiping an ancient artifact of great power- and unknown purpose. The explorers quickly reported their findings to their overseers, and before the month was out, Madros VII was a hotbed of activity for the Trader Emergency Coalition. While technically- and legally- belonging to the Arn Consortium, a discovery of such magnitude had to be well defended, and thus shared.
As the base of the great artifact was excavated, the factions overhead were building defenses, rallying fleets. Bickering amongst themselves over who had the right to control the artifact. Tension had been thick between the TEC factions for years now, but it seemed that the only thing keeping them from getting at each-others throats was the planetary alignment that was soon to take place- a direct phase lane between Madros VII and the sun, which only occurred once in a great while. Such an opportunity would not be lost on their enemies, they were sure.
While the fleets patrolled the surrounding gravity well, most of the civilian and military traffic was to go through the Argonev Starbase, Overwatch. It was a massive defensive installation, bristling with powerful weaponry, and flanked by Railgun turrets, hangar arrays, and repair docks. If there was any business to be had over Madros VII, it would be here- traders hawked their wares to tourists come for a chance to see an artifact, soldiers waited desperately for the tensions between each-other to come to a head. Whatever the reason, everyone would be on this station as the clock raced between the Artifact getting off-planet and the phase lane switch.
It is here that your story will begin- whether you be a civilian or a soldier, a prisoner or a free man, on vacation or looking for a fight- you would be here, on the Overwatch.
Rules
2. Your character needs to have a logical reason to be on a Human starbase- either civilian or military, the easiest way for this to be the case is to be human. Prisoners generally aren't kept on high-value defensive installations, so being a captive alien is not the best solution, but I may make exceptions. If you need help with a reason, ask me- but I can't guarantee an Alien will work for the situation.
3. Suspension of disbelief is important for an RP, but please nothing far too out there. This is a universe where Humanity has taken to the stars and has shielded ships that fire anything from cannons to laser beams, and alien races use psionic abilities able to crush fleets or hurl asteroids at planets. That said, everything has a reason- your TEC officer isn't going to be swinging a Claymore around while blowing people's heads up with mind bullets all while suit-less in vacuum unless he has a damned good reason for being able to do that.
Please refer to the OOC for making a character.
Any additional lore information you need can be found here.
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Places in Sins of a Multiversal Empire: Heirlooms
58 postsThe Multiverse
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95 postsMadros VII
Madros VII is a Relic world, on which an artifact has miraculously been found. Valuable ship-building resources are otherwise scarce, but previously it was unneeded due to the technologically inept natives.
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Sins of a Multiversal Empire: Heirlooms: Out Of Character (OOC)
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Sins of a Multiversal Empire: Heirlooms
by Order Knight on Sat Jan 01, 2011 1:40 am
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on Sat Jan 01, 2011 1:40 am
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Sins of a Multiversal Empire: Heirlooms
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[OOC] Sins of a Multiversal Empire: Heirlooms
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