The Prelude
IC - Planetfall
Datalinks
After eons spent drifting through the void in silence, a voyage is now reaching her end. This end, however, is not what her designers anticipated. The U.N.E. Harmony, one of the greatest triumphs of human engineering, is struck by a chain of unexpected system failures in the coolant systems of the main reactor. This reactor supplies power to the bulk of the ship and the cryostasis decks of the colony pods, who are now forced to operate on reserve power supplies. The year is 2220, ninety years after the Harmony left the orbit of Earth seeking a new world, and disaster has caught up to her.
There will not be enough energy in the reserve systems to keep every part of the crew in stasis until they arrive at their scheduled location, the uncharted but promising system designated by UN Space Command as Lagrange 121. An onboard emergency AI makes the unenviable but utilitarian decision to awaken one hundred of the thirteen thousand souls who are in cryostasis aboard the ship, as the considerations which must be taken are now outside of her operating parameters. Crucially, these one hundred officers and experienced civilian crew discover that the captain and his first mate are missing, and airlock logs show inexplicable usage nearly four months ago in their interstellar journey.
The crew on board the ship are now all effectively last in command. Disagreements immediately break out between the crew as to what now needs to be done to ensure the survival of the mission, with some opining that it will be necessary to jettison cryopod capsules to conserve the energy remaining on the ship. This act may save the voyage, but damn thousands to death in the cold void of space. No agreement can be reached on how or if this should be done, with many understandably opposed to mass murder even out of utilitarian concerns. Conflict quickly breaks out, and eventually escalates into physical violence. It is now the duty of those who still believe in the Harmony's mission to make for the planet before them, scavenging what they can from the ship and launching with colony pods for the good of all mankind.
Application
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[b]Part I. [/b]
Faction Leader Name:
Faction Leader Appearance (optional):
Faction Leader Biography:
[b]Part II. [/b] (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:
Welcome to Beyond Terra
You are one of the leaders of the colonization mission to Lagrange 121, or the world known as Adelia. That is, you are now - the officers of the UN mission are missing, and you have taken it upon yourself to instill some order in this mess, or the mission is doomed. There are others, of course, who have taken it upon themselves to lead the mission as well...
In the long term this will be a story about the colonization of Adelia, and the history and decisions of mankind upon this new world. First, however, will come a short Prelude. The prelude starts aboard the Harmony, right after your characters discover the captain is missing. The prelude will be an opportunity for you to flesh out your character, as well as securing vital resources for your faction as they make Planetfall.
Faction Leaders
Senior Security Officer Samuel Turati - The Orson Empire
Automation Specialist Takeda Kamatari - Ovstylap
Research Director, Lieutenant Commander Caitríona Quinn - The Gametopians
Exoplanet Analyst Joseph Kalibronsky - Lagene
Chief Engineering Officer Dmitri Illyich Zakharov - G-Tech Corporation
Second Watch Security Officer Rano Rajemisa - Theyra
Climate Systems Engineer Fawzia al-Rayes - Lunas Legion
Chief Exobiologist Bertrand Rawls - Res Publica Solaris
Head Medical Engineer Dr. Minchao Yang - Khasinkonia
Chief Logistics Officer Tiffany Abdelmassih - Cybernetic Socialist Republics
Chief Personnel Officer John Smith - Kriegsreich of Iron
Time
Every turn for the factions which your characters establish is a Mission-Year, consisting of twelve Adelian months (which are about 26 days in length, give or take). Generally speaking, I'll be looking for every RPer to provide me with order for their faction at least once a Mission-Year, to detail how they aim to develop and flourish on this new world.
Orders are broadly broken down into Development, Clandestine, and Military. One happens after the other, as you might expect, and then a new Mission-Year begin. There are three phases to Military Orders; Advance, Reaction, and Engagement, which again follow eachother in order.
Planet
Adelia is a world broken up into Regions, for the sake of simplicity, each of which has various land or sea routes between eachother, and each Region of which contains a broad multiplicity of Lands within that Region. Factions compete to conquer or control regions, and by default each Region may only hold a single faction base.
The Economy
Your Faction consists of her Bases, which support your Population and extract and process Resources which your faction uses to pursue whatever nebulous or nefarious objectives you wish to prioritize for your people.
Bases and Facilities
In general, Facilities have a structural integrity equivalent to their price in Industry.
Exploration
As you may surmise, acquiring more Land and exploring the new world of Adelia for her riches and mysteries is very much in your interest. Each Faction will begin with a Scout, a humble mobilized military Section with simple hand weapons and their own two legs to carry them to the hinterlands, and more units may be trained once a Fabber is online.
By default, units with Scout equipment may choose every Mission-Year between three options:
Local Surveying: This will reveal a new Land within a given Region, for the utilization of your Base. In general terms, the more good land has been spied out in an area, the more likely only marginal land will be mapped as time goes on. Eventually, expansion may prove wise.
Exploration: This can be done in either the local Region, or adjacent Regions - it may only reveal Land, but it also can result in your Scouts stumbling across crashed wreckage from the Harmony, other survivors, strange events and landscape formations, or other more mysterious things...
Distant Surveying: This takes two Mission-Years instead of one, but is targeted at an unoccupied Region and reveals 5 Lands in that region. Each Region may only be Surveyed in such a manner three times. These revealed Lands will form the foundation of any newly founded Base in the Region.
Sections of your Population may be mobilized at the Military Fabber to serve in Military Units, which secure and defend your faction - or, as the case may be, secure the world for your people through the judicious application of aggressive force. Scouts, Militia, Cargo Haulers, Terraformers, and Colony Pods do not require the Fabber or any technology to create.
The technology tree is currently hidden - but your efforts can be assigned in one of five directions: Conquer, Knowledge, Prosperity, Exploration, and Planet.
Cellular Stabilization - Tier 1 Prosperity
+1 Food from Base Cores. Unlocks the creation of the Growth Chamber.
Core Industrialization - Tier 1 Prosperity
+1 Energy from Base Cores. Unlocks the creation of the Light Factory.
Social Psych - Tier 1 Prosperity
Unlocks Recreation Commons
Exoplanet Ecology - Tier 1 Prosperity
Unlocks the Former. Allows Hostile Terrain to be cleared by a Former over the course of three years. Formers may now contribute Industry toward Energy type Edifices.
Exoplanet Geology - Tier 1 Exploration
Unlocks the Geothermal Installation. Units which can Explore may now prospect for Coal in Rough regions as an action.
Terrain Refactoring - Tier 1 Exploration
New systems and biospheres, combined with alien geographies and geologies, have rendered minor adaptations of the Harmony's blueprints for colonial vehicles a necessity, along with their basic functionality.
Exploration has a 50% higher chance of discovering Rare results. The Recon Rover is available for manufacture.