Post by Tikobe on Jul 4, 2015 17:24:12 GMT -4
New Dawn
In the not so distant future, humanity was discovered by a species of aliens when they encountered a satellite probe we sent out into other star systems. This began the Days of Assimilation, the years of humanity's upbringing into a vast intergalactic community. Over the next few decades, we would have to go through a recession as we tried to convert our currency into that of other species, a series of cases to establish new racial laws, to bring humanity into the respect of the aliens, and the aliens into the respect of humanity, and a number of disputes in the scientific community as everything they worked so hard to learn was all of a sudden shattered in front of their very eyes. But humanity survived, and we established a place for ourselves among new allies as the Terran Government.
However, this place is constantly under danger. There are many religious and scientific groups, both human and alien, who were openly and sometimes violently opposed to the Days of Assimilation, plenty of human criminals that have and are causing embarrassment for us, and the Conscious, a group of rogue robots that humanity had made by accident. There is much need for a powerful military to represent the Terran Government, and so was formed the New Dawn, the official military of the Terran Government, and the force who is also in charge of colonization and the protection of said colonization. You joined the New Dawn at a young age as a soldier in charge of the protection of distant colonies, and slowly but steadily climbed the ranks. You are now the esteemed captain of the N.D.S. Remainder, a patrol ship that works at the outer fringes of Terran space. There, your greatest story begins.
Hello there, this is an ISRP I made for the sci-fi genre. The plot here is barely even known to me. New Dawn will follow a system where you have your own established plot based upon your decisions, my decisions, and the roll of the die (Which influence my decisions and takes precedence above my decisions). Your plot can reach anywhere from a war with the Conscious or escorting a valuable prisoner. No, I will not accept requested plots.
There is much in this world, but here are a couple of things that are necessary to know.
The Terran Government - The Terran Government is the official government of Earth, the Sol system, and the nearby star systems. The Terran Government works like the American government, where a central government and a number of states (In the state of former countries) work together to establish laws. There are currently three major political parties: The East Siders, which are considered the voice of Old Asia and are most concerned over industry, the usage of alien technology, and the state of the Terran Government's coffers, the Crow Group, which are primarily concerned over alien relations, and are divided into Jims, which tend to be rather xenophobic, and Brawlers, who don't actually do much to support alien relations, but they like to pick fights with the Jims by disagreeing with everything they do, and then the final party is the New Dawn itself, which simply acts as a bit of a tie breaker between the East Siders and the Crow Group.
The New Dawn - The New Dawn was originally a mercenary group that grew with such influence that the Terran Government hired them to be the official military of humanity. The New Dawn was developed by the people, and so it is considered a separate entity and functions differently from most armies. First of all, they are considered a political group, and one with immense influence. They can also invest in Terran companies, and they do so quite excessively, putting them on the bad side of the East Siders. They also accept troops, ships, and supplies from the states of the Terran Government, and it is considered an honor to have your offerings used by the New Dawn. This is also the group you work for, supplied with a crew from different states and the N.D.S. Remainder, an Old Kingdoms ship.
The Conscious - The Conscious was an accident on humanity's part. As part of the Days of Assimilation, the aliens tried to teach humanity the creation and use of mechanical units. Unfortunately, experimentation on the part of the New Dawn accidentally released five A.I.s out beyond the reach of the colonies. These A.I.s then produced units to defend themselves with, which started conflicts when the New Dawn tried to shut them down. As of now, the Conscious is viewed as the main enemy of the Terran Government, and a war between the two is considered a possibility with the recent elimination of one of the five A.I.s, Wonder.
The Godfearers - The religious group called the Divine People started in the early years of the Days of Assimilation, but then and now many called them the Godfearers. Renowned for the committing of various hate crimes against alien species, some have started to consider them a terrorist group, and many communities on Earth have begun to shun all nearby godfearers, and children are told to stay away from signs with Divine People on them. It comes as no small surprise that there is a large presence of them amongst the Jims of the Crow Group.
The Wowers - There are many species of aliens in contact with the Terran Government, but the closest are the Weurers, or Wowers as humans say (It becomes increasingly important to note that Wowers can pronounce things humans can't, and the "Weur" in their name are an example of that). Wowers are huge, burly humanoids, with hunched backs and four arms. Their tree bark brown skin is tough and feels like sandpaper. They have been divided into 5 different governments after a multitude of civil wars (All Wowers have a complex where power corrupts them too easily and it leads to conflicts about evil, villainous dictators). The two that the Terran Government are near is the Empire of Rvys and the U.I.C., the United Independent Colonies of Weurerkind.
The N.D.S. Remainder - Your ship is an important thing to know about. The Remainder was a donation from the state of the Old Kingdoms. It is a Harbinger class ship, the largest scout ship in the New Dawn and primarily used for independent patrol missions and as a vanguard for massive New Dawn raids (Hence the name Harbinger). While it may be smaller than a standard battle cruiser, depending on the skill of it's captain it can, with some difficulty, take one down alone. A Harbinger class's bridge contains 7 stations. First the captain's seat, where the captain hands out orders. Next the right and left battle stations, which control the turrets on their respective side of the ship. Then is the navigator's seat, who helps with directions and charts courses, and the forward party manager, who provides assistance to groups who go planet side, and the mechanized units utilized in the events of a dog fight, from the ship's bridge. Then you have the safety manager, who's job it is to keep track of damages to the ship and help aid in mending it. Finally, and most obviously, you have the pilot of the ship. The Remainder also comes equipped with two armored shuttles, and 10 "Mr. P"s, which stand for Mobile Robotic Platforms, or piloted robots, and it's own troop of soldiers.
It also become important to note that the Remainder has been advantaged, and equally disadvantaged, with space-welded armor. Space-welded mean that instead of thin metal plates and bolts like most standard scout ships, it was instead made in a space station by attaching pieces together in the vacuum of space. This makes armor stronger, airtight, and also lighter in planet atmospheres, but incredibly difficult to repair. At the most, your crew can only alleviate damages done to it. In order for a full repair, you'd have to break at a New Dawn outpost, where there are companies that specialize in the repair of space-welded ships.
I will not pause for rules. You should know the typical "No flaming" shindig by now. The only difference between the standard set of rules and mine is that it's obvious you are human.
Here is a CS.
Name:
Age:
Physical Appearance:
Clothing (The New Dawn cares very little for formalities, and only requires that members wear a grey jacket with the New Dawn logo stitched in):
Training (Yes, you are expected to join forward parties. It's standard to have gun training. However, there are still things that aren't required but you can still train in them, like piloting Mr. P's. I won't give you a list. Use your imagination.):
Possessions:
Other:
However, this place is constantly under danger. There are many religious and scientific groups, both human and alien, who were openly and sometimes violently opposed to the Days of Assimilation, plenty of human criminals that have and are causing embarrassment for us, and the Conscious, a group of rogue robots that humanity had made by accident. There is much need for a powerful military to represent the Terran Government, and so was formed the New Dawn, the official military of the Terran Government, and the force who is also in charge of colonization and the protection of said colonization. You joined the New Dawn at a young age as a soldier in charge of the protection of distant colonies, and slowly but steadily climbed the ranks. You are now the esteemed captain of the N.D.S. Remainder, a patrol ship that works at the outer fringes of Terran space. There, your greatest story begins.
Hello there, this is an ISRP I made for the sci-fi genre. The plot here is barely even known to me. New Dawn will follow a system where you have your own established plot based upon your decisions, my decisions, and the roll of the die (Which influence my decisions and takes precedence above my decisions). Your plot can reach anywhere from a war with the Conscious or escorting a valuable prisoner. No, I will not accept requested plots.
There is much in this world, but here are a couple of things that are necessary to know.
The Terran Government - The Terran Government is the official government of Earth, the Sol system, and the nearby star systems. The Terran Government works like the American government, where a central government and a number of states (In the state of former countries) work together to establish laws. There are currently three major political parties: The East Siders, which are considered the voice of Old Asia and are most concerned over industry, the usage of alien technology, and the state of the Terran Government's coffers, the Crow Group, which are primarily concerned over alien relations, and are divided into Jims, which tend to be rather xenophobic, and Brawlers, who don't actually do much to support alien relations, but they like to pick fights with the Jims by disagreeing with everything they do, and then the final party is the New Dawn itself, which simply acts as a bit of a tie breaker between the East Siders and the Crow Group.
The New Dawn - The New Dawn was originally a mercenary group that grew with such influence that the Terran Government hired them to be the official military of humanity. The New Dawn was developed by the people, and so it is considered a separate entity and functions differently from most armies. First of all, they are considered a political group, and one with immense influence. They can also invest in Terran companies, and they do so quite excessively, putting them on the bad side of the East Siders. They also accept troops, ships, and supplies from the states of the Terran Government, and it is considered an honor to have your offerings used by the New Dawn. This is also the group you work for, supplied with a crew from different states and the N.D.S. Remainder, an Old Kingdoms ship.
The Conscious - The Conscious was an accident on humanity's part. As part of the Days of Assimilation, the aliens tried to teach humanity the creation and use of mechanical units. Unfortunately, experimentation on the part of the New Dawn accidentally released five A.I.s out beyond the reach of the colonies. These A.I.s then produced units to defend themselves with, which started conflicts when the New Dawn tried to shut them down. As of now, the Conscious is viewed as the main enemy of the Terran Government, and a war between the two is considered a possibility with the recent elimination of one of the five A.I.s, Wonder.
The Godfearers - The religious group called the Divine People started in the early years of the Days of Assimilation, but then and now many called them the Godfearers. Renowned for the committing of various hate crimes against alien species, some have started to consider them a terrorist group, and many communities on Earth have begun to shun all nearby godfearers, and children are told to stay away from signs with Divine People on them. It comes as no small surprise that there is a large presence of them amongst the Jims of the Crow Group.
The Wowers - There are many species of aliens in contact with the Terran Government, but the closest are the Weurers, or Wowers as humans say (It becomes increasingly important to note that Wowers can pronounce things humans can't, and the "Weur" in their name are an example of that). Wowers are huge, burly humanoids, with hunched backs and four arms. Their tree bark brown skin is tough and feels like sandpaper. They have been divided into 5 different governments after a multitude of civil wars (All Wowers have a complex where power corrupts them too easily and it leads to conflicts about evil, villainous dictators). The two that the Terran Government are near is the Empire of Rvys and the U.I.C., the United Independent Colonies of Weurerkind.
The N.D.S. Remainder - Your ship is an important thing to know about. The Remainder was a donation from the state of the Old Kingdoms. It is a Harbinger class ship, the largest scout ship in the New Dawn and primarily used for independent patrol missions and as a vanguard for massive New Dawn raids (Hence the name Harbinger). While it may be smaller than a standard battle cruiser, depending on the skill of it's captain it can, with some difficulty, take one down alone. A Harbinger class's bridge contains 7 stations. First the captain's seat, where the captain hands out orders. Next the right and left battle stations, which control the turrets on their respective side of the ship. Then is the navigator's seat, who helps with directions and charts courses, and the forward party manager, who provides assistance to groups who go planet side, and the mechanized units utilized in the events of a dog fight, from the ship's bridge. Then you have the safety manager, who's job it is to keep track of damages to the ship and help aid in mending it. Finally, and most obviously, you have the pilot of the ship. The Remainder also comes equipped with two armored shuttles, and 10 "Mr. P"s, which stand for Mobile Robotic Platforms, or piloted robots, and it's own troop of soldiers.
It also become important to note that the Remainder has been advantaged, and equally disadvantaged, with space-welded armor. Space-welded mean that instead of thin metal plates and bolts like most standard scout ships, it was instead made in a space station by attaching pieces together in the vacuum of space. This makes armor stronger, airtight, and also lighter in planet atmospheres, but incredibly difficult to repair. At the most, your crew can only alleviate damages done to it. In order for a full repair, you'd have to break at a New Dawn outpost, where there are companies that specialize in the repair of space-welded ships.
I will not pause for rules. You should know the typical "No flaming" shindig by now. The only difference between the standard set of rules and mine is that it's obvious you are human.
Here is a CS.
Name:
Age:
Physical Appearance:
Clothing (The New Dawn cares very little for formalities, and only requires that members wear a grey jacket with the New Dawn logo stitched in):
Training (Yes, you are expected to join forward parties. It's standard to have gun training. However, there are still things that aren't required but you can still train in them, like piloting Mr. P's. I won't give you a list. Use your imagination.):
Possessions:
Other: