This is the OOC thread for Empire of Man. Post join requests and character profiles here.
And now the IC thread: The Empire of Man (IC)
Please read through this post, and my other posts in this thread before submitting a character.
First the basic description of the RP that I posted for my Interest Check:
I've wanted to get people into this setting I've been working on for awhile. Tried to get groups of my friends together a couple times but usually have scheduling issues. I'm kinda stalled in development and I think I need the feedback of players to find the holes and missing pieces of what I have.
I'll run bad-guys and challenges and generally supervise. The Set-Up for my pseudo-campaign needs at least 4 characters. I don't mind if someone wants to run 2 characters to fill out the group if there's less than 4 people interested. I'm going to continue to allow players to join after we start.
I just want to find out if there's interest here. If I get enough players/characters I'll set up an OOC for character submissions and to post up a copy of the setting basics.
The last time I got involved with a free-form RP it took on a life of it's own and left me behind. So for this one I'm gonna set a somewhat loose maximum post rate of something like twice a week. Though if there's a 2 person conversation that won't apply so much. If that's too slow I can try to adjust.The Set-Up
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The players are a team of mercenaries. They've all worked together for awhile (anywhere from 2 months to forever). The team has a very good reputation for honesty and contract fulfillment (Pretty much just means you don't rip off your customers and you get the job done). I don't mind if there is conflict between characters as long as they can normally set it aside to get work done.
The team has been hired to run an experimental ship through it's paces for an indeterminate time period. The hull of the ship is a standard Heavy Modular design with a special drive installed. The special drives are a new kind of interstellar travel.
The Mercs are supposed to fly a shakedown route, then begin jumping around the Galaxy at will. The contract stipulates that the team is allowed to take other contracts and use the ship to fulfill them, as long as the Corp owning the ship gets a percentage and the scientists studying the new drive survive.
Characters
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You can be just about any species you can dream up. Humans are the most common in the galaxy, though there are lots of new sub-races of human (Pretty much any mammal player race from Dungeons and Dragons, and probably other stuff too). If it doesn't work as a sub-race of human than it should be an alien. It's up to you whether you create a deep culture for your characters species. As long as your racial back story doesn't conflict with the history I've given it should be cool.
This isn't a super-powered RP, if I was using DnD or d20 Modern I'd start the players between levels 7 and 10. Basically nobody with perfect aim, or really strong telepathy, or a weapon that tears through everything.
The characters are supposed to be mercenaries so they will probably be armed, but this setting doesn't do ranged personal combat. Everybody's got shield belts that render guns moot. The available melee weapons can be pretty interesting though (Vibro-weapons, plasma sheathed weapons, weapons that use gravitic manipulation to tweak their inertia...And of course
Laser Swords).
The Setting
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History:
Mankind began to leave for the stars in A.D. 2500. They left by the hundreds of thousands in sub-light colony ships, committing themselves to hundreds of years in cold sleep or dozens of generations cooped up with each other. Some left the womb of Sol for science others for adventure and still others were running from their mistakes. Nobody knew what was out there. Many could guess though after all, centuries of science-fiction authors had been doing just that. Some expected the beginning of war, others the end of war. But still nobody knew for sure.
Earth waited, the sleepers slept, the waking crews lived and loved and died, and the ships flew. For two hundred years. Then the first ship reported. They had reached their destination, and it was inhabited. What was even more amazing to the colonists were the Gates and what they meant about the galaxy.
The Gates were links between star-systems, allowing quicker-than-light travel over interstellar distances. This allowed an interstellar economy and community only the most optimistic humans had hoped for. And the Xenos were offering to bring the tools to build and link a Gate to Sol.
More specifically the Gateway Corporation was offering. This wasn't a free ride though, it was a loan against future achievements. Mankind debated with itself, it was being asked to indenture Sol's children for an unknown time. Politicians argued, fanatics rioted. Then one man acted on his own, a technician running the interstellar laser used to communicate with the colony ship. He forged the authorization codes and told the colonists to accept the offer.
The transmission was sent and there was nothing that could be done. The Gatebuilders had departed before a second message could be relayed, and once under way the contract was permanent.
That tech is the hero of all the human races, and the villain of more than one non-human race.
Mankind payed off their debt in record time at least a thousand years sooner than any other species.
Then mankind proceeded to apply that same drive and flexibility to the science and industry in the rest of the Spiral Arm. Human workers gained promotions to top positions, human businesses were incredibly successful, human scientists produced enormous leaps forward, and mankind spread through the Arm.
The Present:
It's roughly 15,000 years since Humanity went to the stars. Mankind is the dominant species in the known galaxy, controlling industry and through that everything else. The known part of the galaxy is the Spiral arm Earth is found in, it is often referred to now as the "Empire" of Man.
There are very few real Governments anymore, most planets and star systems are governed a single corporation or a council of corporate representatives. The few governments are usually just puppet organizations for some powerful corporation.
There is no single governing body or law. The larger corporations have a council and court to settle disputes between them and to facilitate trade, but little else.
The galactic community is immensely varied. There are Xenos in seemingly infinite variation. Humanity is just as varied since science has allowed modification and adaptation for all the special environments to be found off Earth.
When new Xenos are found they are offered a gate. Sometimes a new species will try to fight. They have never won. Human operated military responses are quick and devastating any time someone tries to start an interstellar war. Remarkably only one species has fought on to extinction. Only the most empathic races mourn them.
Technology has settled into a period slow growth characterized by further refinements in existing technique as opposed to leaps forward.
Things are fairly stable in the Empire of Man right now. The Gate network is being slowly expanded by explorers and colony worlds continue to join the galactic economy. Most colonies are financed by a corporation and spend their first several generations indentured to that corporation, or as a division of it.
Though stable there is a great deal of discontent and unrest. Many Xenos are tired of humanity practically leading them by the nose. Colony planets are often frustrated by being practically enslaved to profit hungry corporations. Even the elite of the galaxy are often supremely bored. And of course as in any world with big greedy corporations the Corps don't really get along with each other too well.
Other Things of Note:
Personal protection has been revolutionized by a poorly understood technology. Everyone has easy access to personal shielding devices that render all small scale ranged weapons ineffective. A single shield belt can withstand a shot from the largest possible infantry plasma-gun. (This bit is
Apllied Phlebotinum there are no exceptions.) This has created a renaissance of melee combat across the galaxy. It has also created a huge variety of powered close-combat weaponry. (I'll put more details up if there's interest)
Terraformed planets come in two main flavors: Garden Worlds or City Worlds. Garden worlds often seem nearly uninhabited with most of the local population living either in orbit or under ground and most of the surface is teeming with plant and animal life. City Worlds are covered in buildings and machinery often with no visible natural features left (Think of Coruscant from Star Wars, or a Hive World from Warhammer 40K).
Communications through Gates is handled by ships carrying messages. Most captains make decent side money couriering along their route. When a message is too important or urgent to send with a bonded message ship it is sent via "Hyper-Space" message torpedo.
Now the promised expansion on weapons:
Since shields have made ranged combat obsolete there have been many interesting developments in personal melee weapons. Most of these developments have been ways to make classic weapons more devastating. I'll list a few examples by their military/law enforcement classifications.
There are the classic swords, knives, clubs and such. Then there are versions with mono-molecular edges, coherent light blades, gravitic units that increase effective inertia, plasma sheathed blades, and electrified. There is also room for creativity.
I also forgot to mention that armor is common place, at least among working spacers and mercenaries. Which means it's not too abnormal to walk into a spaceport bar fully armed and armored.
And now the character template:
Name:
Age: (If your race ages differently than humans note that)
Race: (Including Racial history/origin if desired, and physical description)
Homeworld: (Where you were born and what it was like. Things like whether it was a human colony and how old it is, or maybe it was on a trade station in the home star-system of a Xeno race.)
Gender: (Especially if your race has funky genders, or none at all)
Personality:
Specialty: (What sort of work you do in the Merc Company)
Secondary Skills: (Stuff outside of or periphery to your specialty but still useful to the team)
Time With the Mercs:
Weapon of Choice: (See list above for ideas, should be melee/close combat, can also be a martial art)
Other Stuff: (Things like a more detailed description, stuff about your weapon, family, or anything else that I didn't think to ask for)
Make sure you read through all this before you submit a character so I don't have to suggest any changes to characters.
Anybody is welcome to join. If it gets to crowded I'll let you all know. So anyway, feel free to just submit your character, but keep it to one per person for the time being.
Thanks.