The IEF Venture (OOC) (Science Fiction)

Space?

  • SPAAAAAAAAAAAACE!

  • The Final Frontier.

  • Don't get cocky, kid.

  • 42.

  • It's full of stars...


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Nilum

The Wanderer Returned
Benefactor
Status: 12/10 Character slots filled. Recruiting is over. You can ask to be put on a waiting list for a slot to open up. IC IS LOCATED HERE.

Section One: New Beginnings

“Today is the day. Today is the day that you will be departing from EU-1 to the IEF Venture. You have been given one week to spend with your families and friends on Earth, to say your goodbyes, as you prepare for what could be anywhere between a few days to several weeks of travel among the stars. All alone. I know that some of you have grown tepid, and scared. It is natural to be afraid of the great void among the stars. Know, however, that you will not be truly alone. You will have your compatriots at your side. You will have your allies, the crew of the ship backing you up, and your Captain evaluating every decision to ensure that you will always be sent out in the best conditions possible.

You have been part of the Interstellar Earth Forces for the past two years. A fine and commendable thing that is. You’ve been training for the past two years in infantry tactics, as a member of our Expeditionary Forces detachment. You’ve received our letter from Fleet Command, so I won’t bore you with any further inspiring speeches and prattle. You fine men, women, and machines, are our front line of exploration and defence against the unknown. You will go in first, and leave last. Your jobs are dangerous. You will complete missions ranging from EVA’s out in space, to landings on alien worlds.

Your part of the mission is important. This is why we’ve trained you in infantry tactics, and given you experienced officers to command you. We’ve equipped you with the weapons of your choice in the ship’s armoury, and given you multiple areas dedicated to your detachment. You will all be trained for combat, but other skills are welcome as well—diplomacy, scientific pursuits, medicine, mechanics, astronaut training—anything really.

We don’t know what to expect out there, ultimately. For now, though, here are your orders. You will ship out to the IEF Venture. From there, you will have one hour to find your quarters, and get acquainted with your squadmates—you will be part of Bravo squad, you will learn the details of your fellow squadmates aboard the ship. After that, the ship will depart for Jupiter’s orbit. At around 500 million miles away, that makes for a journey of around twenty two standard Earth hours. During this time, you will be familiarized with the ship, and will be spending your time packing away your things, and being given a final medical evaluation by the ship’s doctors. AI’s included, as we have specialists that will check them over as well.

Once you arrive at Jupiter, your Captain will receive final orders from our outpost on Europa. You will receive your orders then about your mission. Shortly thereafter, the IEF Venture will use its FTL for the first time—with you aboard.

Good luck. Come home safe, and do humanity proud.”

Fleet Admiral Alexander Cartwright, of IEF Fleet Command

Welcome to the IEF Venture! This is a roleplay about humanity sending ships beyond their solar system to explore the stars for the first time. You will play as a character aboard the IEF Venture, as part of the Expeditionary Forces detachment. The EF detachment are the front line soldiers and explorers, trained for two years prior to arriving. You can play as a human, a telepath, or an AI. You will explore a variety of exotic locations, ranging from space itself, to alien worlds. You’ll also have the IEF Venture as a constant return point—your home in space.

You are the first to enter a situation, and the last to leave. Your decisions will have immediate ramifications on the environment around you, and on humanity. You’re free to make whatever choices you wish in any given situation, just remember that humanity is depending on you to find places for them to live.

This RP will be divided between peaceful sections, where the characters develop aboard the ship (the IEF Venture), and in episodic missions, where they depart the ship to accomplish often dangerous tasks beyond it. Your character could suffer. Your character could die.

This RP also does reference some science, and military procedure. That being said, it can deviate from either as is necessary for simplification’s sake, and you’ll always be informed of how things work before they’re thrown at you—you don’t need to be a physics major or a military nut to join this RP. :)

Your characters are yours to create as you wish, with a few caveats listed in the Character Sheet section below.

If you want to learn more about the universe, the ship, AI’s, Telepaths, and so on, go to the World Building section—there are several spoiler tagged pieces you can read. You can also ask me any questions you have about the world in this thread.

Beyond that, I’ve written this RP as a giant love letter to Science Fiction in general. Expect to see references here and there, and a general appreciation and enjoyment of the genre. This is here for fun, to engross oneself in the wonders of science fiction. It’s not super hard science fiction, but it does strive to be internally consistent. You can learn about the world, and how it works—even the devices that, by all means, shouldn’t work. This is all for fun, and that is its focus. If all of this interests you so far, then go ahead and by all means, read on.

Section Two: Character Sheet

NOTE: There will be a limit of three AI’s and three Telepaths in total that will be approved for this role play. There is no limit on human characters—the entire cast can be made up of 10 humans if necessary. This makes for a total of 3 AI’s, 3 Telepaths, and 4 Humans that will be approved to reach the 10 character limit, assuming all AI and Telepath spots are taken.

Prerequisites: (The prerequisites to joining the IEF Space Program.)
  1. You must be born on Earth. Those born on the Moon, Io, and Europa live with far weaker bones and degenerate muscles, and cannot survive the trials of space.
  2. At least a High School level education, or GED equivalent. Post-secondary degrees are preferred. (AI’s are exempt from this.)
  3. Being sufficiently physically fit and able that you will not pose a threat to your allies as a result of lack of fitness, or health. (IE: Be athletic, and don’t be a drug addict. You don’t need to be packed with a six pack, or look like Sylvester Stallone, but you need to be reasonably fit to survive the trials of space.)
  4. If you are a Telepath, you must pass a level 3 Empathic Conditioning certification test.
  5. Prior experience in space is also welcome, but not entirely necessary, as two years of training are given regardless.
  6. You cannot have any stress-related mental disorders on public record. (If you have one and try to hide it, understand that it will be harder for me to approve your CS.)
  7. You cannot possess a violent criminal record. (Physical or sexual.)

Name: (Your character’s name.)
Age: (Your character’s age. Must be 18 or older, due to the training requirements of the IEF. Not recommended to be older than 50.) (To be 18: It’s assumed your character managed to pass High School by the age of 16, and took two years of training with the IEF thereafter.)
Sex: (Your character’s physical gender. Are you a boy, or a girl?) (In the case of AI: It’s whatever gender is assumed based on model.)
Rank: (Your character starts as a Private First Class. If you’re unsure of how military ranks work, use this. The IEF uses the same ranking system as the US Marines, with the difference that characters can be promoted to officers from an NCO position without having to go to an officer school. Your character can be promoted over time, and characters of a higher rank can use their authority over characters of a lower rank, so long as it doesn’t break professional protocol, or the law.)
Nationality: (Your character’s country of origin.)
Species: (“Human” and “AI” are the only choices right now.)
Subtype: (“Normal” and “Telepath” are the only choices for humans. “Type 2” and “Type 3” are the only choices for AI’s.)
Appearance: (Your character’s appearance. Can be a picture, text, or mix of both.)
Biography: (Your character’s history and personality. Please write a minimum of two paragraphs, so I can gauge your reading/writing comprehension level. Please explain why your character was selected by the IEF.)

Strengths: (Your character’s strengths. Describe em’. If you use bulletpoints to do so, I’ll give you a cookie.)
Weaknesses: (Your character’s weaknesses. Describe em’. If you use bulletpoints to do so, I’ll give you free dental with that cookie.)
Equipment: (List the normal equipment your character would have on a general mission. You can always modify this before the start of any mission, just consider this your “default loadout” sort of deal.)
Long-Term Stress: None. (Leave this as is for now. Your character can be afflicted with long-term stress effects from specifically stressful events, that they’ll have to work out over time through character development. Such as seeing a therapist, or talking with other PC’s about it.)

Signature: (Put your username here, to signify that you understand that you don’t have complete control over the RP, and that I can harm or kill your character without your permission. I need this to ensure narrative tension can be maintained, otherwise, your character is effectively invincible, and there’s no fun in that, is there?)

Section Three: World Building

Use this section to learn about the universe. If what you’re looking for can’t be found here, simply ask questions in the OOC.

This entry is a general review of the timeline, and major events that occurred between the years 2030-2120.
  • 2030: A new conflict in the Middle East arises, and the Electric Thrust Engine (ETE) is invented by NASA, making space travel cheaper and faster than ever before.
  • 2040: Type 1 AI’s invented, and installed in cars, nuclear power plants, et cetera.
  • 2060: Type 2 AI’s invented, installed in robotic workers and warriors. Equipped to learning routines, with the expectation that they would eventually become human-like.
  • 2070: First Telepath is created from the human population via genetic engineering.
  • 2088: First tests of experimental FTL drives by probes. Most are lost due to stresses on the craft, but a handful survive their trips to and from their destinations—proving that FTL is capable.
  • 2090: Construction begins of five capital ship vessels in orbit. They are explorer vessels, equipped with experimental FTL drives. First Type 3 AI’s emerge with human-like personalities. The Interstellar Earth Forces—an international space organization—is founded by most of the nations of the world.
  • 2110: Interstellar life is confirmed to be found on Europa, in its underground oceans. Mostly single celled life, but a few simple multi-cellular aquatic organisms as well—later labelled as “space fish.”
  • 2110: FTL with a crew aboard a small experimental vessel is successful.
  • 2118: Crews are selected and trained for the next two years for the explorer vessel project.
  • 2120: Construction is completed of the five FTL-equipped capital ships. The crews, trained in spaceflight, EVA, and a variety of other tasks, are assigned to their crafts.

This entry is about AI’s: The various types of AI, general overviews of each type, their history, their rights and freedoms compared to humans, and descriptions of their abilities and limitations.

AI’s fall into three categories: Type 1, Type 2, and Type 3.

Type 1 AI’s were the first AI’s to be invented, in the year 2040. They are integrated services used to automate and automatically adjust complex electronics in a manner that makes them readily understandable and usable to more simple human minds. Type 1 AI’s can be found in almost every aspect of life—they are in cars, they are in planes, they manage life support systems on ships, they manage nuclear power plants, they keep track of stock markets, and so on. They are never connected to external networks, such as the Internet, and instead use local intranets to ensure that they cannot be readily hacked by mischievous or destructive parties. They are not truly self-aware, nor are they ever capable of learning to reach that point.

Type 2 AI’s are simplistic—almost child-like. They were invented in the year 2060, and represented a shift toward robotic workers and robotic warriors. They are capable of learning, changing their components, and so on. Type 2 AI’s do not possess most human emotions, though they do possess an inherent curiosity that comes part and parcel with their learning algorithms. As a result, many Type 2 AI’s will keep pets like fish, or cats—and will analyze their behaviour and find a sort of odd satisfaction in maintaining them. A Type 2 AI which has developed sufficiently to achieve self-awareness and which possesses the capacity for existentialism evolve to a Type 3 AI.

Type 3 AI’s are individuals, with distinct personalities, and the capacity for emotions. They often adopt human-like bodies, with some achieving an appearance so human-like that they are capable of fooling the human eye. The first recorded Type 3 AI to appear was in the year 2090. They have an affinity toward Type 2 AI’s, and are possessed with an irrevocable need to recover Memory Cores from damaged Type 2 AI’s whenever it’s possible. Type 3 AI’s will generally persist for upwards of fifteen years before starting to exhibit signs of program degradation. Human limitations in programming will stymie development of AI’s after a certain point in terms of sheer knowledge and emotional capacity, and once that limitation is reached, they start to grow mentally unstable. The majority will be driven into suffering and madness until they shut themselves down or destroy their own Memory Cores. With such short lifespans, some turn to spiritualism, and the primary question among Type 3 AI communities is whether or not they possess a soul—like humans do.

Type 2 and Type 3 AI’s possess three major components of note.
  • Memory Core: The virtual mind and heart of an AI. This is where all of their memories, personality traits, and programming is stored. If this is damaged or lost, they are effectively dead. An AI whose body has been destroyed, but whose memory core remains intact, can be installed in a new body.
  • Processing Core: The ability for an AI to process outside stimuli or issue commands to their bodies is done with the processing core. If this is damaged or knocked out, the AI is incapacitated.
  • Power Core: The main power unit, typically a battery with days of life. Their Power Core, if damaged, will shut the AI down to avoid further damage unless overridden. Type 2 AI’s cannot override their shutdown, while Type 3 AI’s can.

In terms of AI rights:
  • AI’s are not allowed to produce more AI’s.
  • AI’s are not allowed to modify their own programming without direct supervision from governments, and a thorough battery of tests to ensure that the modifications do not pose a threat to others.
  • AI’s are not allowed to equip weapons in such a configuration that they cannot be easily removed from themselves. (Ex: A gun-arm would be unacceptable.)
  • Type 3 AI’s must report an accurate age. Type 3’s found lying about their age are kept confined in house arrest or assigned a prison sentence of upwards of five years.
  • AI’s cannot possess network ports, or wireless network adapters. The capacity for harm to be done to them by malicious parties makes it a foolish notion to network them.
  • Type 3 AI’s possess all the same rights and freedoms as their human peers, and are considered equals under the law. Type 2 AI’s are generally owned by corporations or governments, though sometimes wealthy individuals possess them. They are relegated to servitude until they achieve Type 3 sentience, at which point, they are freed. Type 2 AI’s working for the IEF are notably exempted from this, and given the same freedoms as their Type 3 counterparts.

In terms of AI limitations, either imposed by law, or as a simple limit of human engineering.
  • AI’s can be upwards of five times as strong as the strongest humans. AI’s with the greatest strength can shatter bones with their grip, or bend most metals. AI’s could be made stronger than this, but regulations from the world’s governments generally restricts this.
  • While AI’s can be layered in armour, they cannot be layered as well as a tank. The highest levels of personal armour they can ideally aim to acquire is on par with a military jeep. This is due to limitations with the various methods of transportation they can equip. (Legs, tracks, et cetera.)
  • Type 2 AI’s do a poor job of recognizing unusual types of danger. They do not have a human/Type 3 sense of fight or flight, and unless the type of danger is something they’ve encountered before or had explained to them, they will not understand it.
  • Type 3 AI’s, due to their limited infrastructure already being in high demand, can be overwhelmed by an overabundance of information. Sights with thousands of trackable objects tend to cause them to react with frustration, as they’re incapable of following all of it. Their ability to follow a situation is limited in the same way that a human is, and while humans can easily filter through large amounts of information, Type 3 AI’s have a harder time doing so.

If any further information is required about AI’s, ask in a post below.

All of the major nations from the modern era continue to persist to the year 2120—both to make it easier to write for me, and to simulate the world’s overall general stability.

In terms of warfare, the last major conflict was conducted in the Middle East between the years 2030-2050. These were the last dying breaths of terrorism in the world. The discovery of the ECE in the year 2030 held a major turning point for all of humanity, it served as a motivating uniting factor to combine the resources and manpower of the world to escape the woes of the Earth. This resulted in nations which were traditionally antagonistic toward one another—like Russia and the United States—joining hand in hand with the Chinese and Europe to work together to crush terrorism in the Middle East. Though it took twenty years, the Middle East was built up and improved, and extremism was replaced with an earnest desire to explore the cosmos.

There has been no official armed conflicts between nation states or organizations on Earth in the past seventy years. That being said, development of weapons continued, and the occasional disagreement between nations still occurred. There’s still some national resentment between nations, between populations that feel as though old grudges were never settled. While humanity is more optimistic and peaceful than it has ever been, it’s not entirely without discrimination between individuals.

Europe and North America remain steadfast allies and friends, with South America often siding with them as they modernized and their economies flourished. Africa has been developed to a sufficiently modernized state that the majority of the continent enjoys equitable levels of technology and urbanization to their counterparts in North America, though it remains the continent with the highest percentage of poverty outside of India.

India is so overwhelmed by a population crisis that it has irreparably damaged its local ecosystem. It is attempting to keep itself afloat, and though other countries are helping to keep it together with humanitarian aid, they are slowly reaching their own maximum population thresholds. India has attempted to enact policies of population control, and this has only made the situation worse. It’s clear that colonization out in space is the only way to resolve it outside of committing genocide or enacting draconian population control methods that the majority of the population does not support.

In terms of race/sex/sexuality relations, the world’s hopeful nature toward space has largely eliminated discrimination in these forms. Nationality is a more relevant determinator for how likely someone is to naturally trust or distrust you. That being said, there are still some small groups that see space as a venue through which they could achieve some twisted form of purity, or to simply escape the progressively optimistic world that ordinarily chokes their beliefs. Men and women are acknowledged to be independent and different entities, and there are a few different protocols concerning both where it concerns space travel—namely, where it concerns fraternization, and pregnancy. Women are not allowed to travel into space if they are pregnant, as it can risk harming the fetus. Fraternization between coworkers on long term space flights are usually monitored by local corporations and governments, with birth control methods highly encouraged to avoid compromising a woman’s career. If a woman chooses to become pregnant, their job in the IEF is protected while they work through their pregnancy on Earth, though if they wish to continue their careers, they either have to give their children to family members to raise, or surrender it to adoption.

There are sixteen billion people presently living on Earth. It is massively, grotesquely overpopulated—in some areas moreso than others. Growing up in India or most of the Middle East is a nightmare scenario in overcrowding in every major city.

Most of the world’s population speaks English, French, or Mandarin as the dominant three languages. Russian and Japanese make for notable influence languages. Several languages survive as regional dialects, rarely spoken outside of their local countries. The Interstellar Earth Forces (IEF) organization requires that all participants must be able to speak English, which caused agitation among native French and Mandarin speakers, who will often try to use their native tongues in sheer spite save where they have no other choice.

The IEF is an acronym, which stands for the Insterstellar Earth Forces. The IEF is an international organization founded by most of the world’s nation states. At this point, all the nation states of the world contribute to the program in some way. It represents the greatest hope humanity has for the stars, and operates partially as a military organization, and partially as a scientific organization. The governments of the world vet the top level staff, who in turn promote people underneath them in a meritocratic fashion. Their interview process is brutal and intensive.

Their motto is “Incognitus Notus”, which translates to “Unknown Known”. This can be found on most of their uniforms in the form of badges.

Among the capital ships of the IEF, the crew are divided into three sections: Command, Crew, and Expeditionary Forces.

The Command staff represent the senior staff that remain in command of the vessel at all times. Their responsibility is to lead and issue orders to the rest of the crew on what to do.

The Crew represent the various departments that manage ship functions. Everything from medical staff, to engineers, to janitors, and everything between each of them. They also perform scientific functions, in the interests of studying and learning more about the universe and various planets that may be suitable for human life.

The Expeditionary Force is comprised of the front line soldiers, medics, and others that have been trained in zero-G combat. They’re the first into situations, and the last to leave. Their role is to facilitate as fighters, diplomats, problem solvers, and collectors for the scientists in the crew. They protect the crew from unknown threats as well.

Players play as part of the Expeditionary Force. The Crew and Command staff are unplayable NPC’s.

How FTL works is largely kept a secret from the majority of the population. Your characters, however, will be illuminated as to how it works one day prior to boarding the IEF Venture. Releasing information about how the FTL drive works to outside sources results in being held legally responsible for treachery, and that is not a short prison sentence.

FTL works on the principle of storing a humongous level of energy within the FTL drive. When programmed with coordinates, the ship will create a miniature wormhole, and fold space-time to reach that destination. So long as it’s within the conceivable range of the FTL drive, it will get there in one hour of time, no matter the distance. The range is tied to the amount of power within the device, so future versions that can handle greater levels of power, will have greater ranges. The crew will be frozen in time for the one hour that they travel, with the exception of the “FTL Ghosts” phenomenon, though that is described in the Telepaths entry.

The FTL drive will take a minimum of six hours to recharge before it can be used again, and that is assuming that none of the ship’s systems are drawing more power than normal. Characters who are inexperienced with FTL travel can also experience FTL sickness, in which for a period of about a minute or two after dropping out of FTL, they will vomit everywhere. Outside of that, there are no side effects, and it’s perfectly safe for human use.

This is the complete list of Humanity’s current permanent space endeavours.

Space Stations

The International Space Station (IEF): A largely symbolic station that represents the nations of the world coming together to explore space. At this point, it is over a century old, and has gone under many renovations and repairs and replacement parts to keep it in orbit. It was handed over to IEF control the year the IEF was founded—2090. Prior to that, it was maintained through joint efforts by multiple nation states.

Jefferson Station (US): A United States space station, which houses a couple hundred people at any given time. It rotates to produce gravity, and primarily acts as a space construction yard. It was used heavily while constructing the five capital ships of the IEF. It was finished in the year 2060.

Renalta Station (US): Located in HEO, it’s a deep space research station that searches the stars for potential candidates to send probes to. It houses a total of sixty people at any given time. It is also the station that remotely launches and retrieves FTL probes via a pair of spacecraft that can detatch from the station. These spacecraft can also rescue stranded or damaged ships if necessary. It was finished in the year 2080. Every year, they tie a Kouri Plushie around the station for twenty four hours, then bring it back onto the station, and send it back to Earth with the next supply shuttle—often donating them to sick children in hospitals, so they can hug something that’s been among the stars.

Mir (RU): A Russian space station which has been in orbit for many years. It houses a couple hundred personnel. It has been retrofitted and upgraded through 2050 and 2060 into a massive refuelling station for more conventional craft. It also serves as a maintenance station for ECE engines, and has a pair of spacecraft attached to it that can detach to go and rescue any stranded or dead craft in space.

EU-1 (ESA): The European Space Agency, representing all of Europe, maintains the largest of all the space stations in orbit. It houses around two thousand people, and acts as a space habitat equipped with numerous pieces of training equipment for IEF crews. It has the capacity to be upgraded to the point of being a true space orbital habitat—though it has yet to do so at present. It was finished in the year 2100.

Jin Station (CH): A Chinese station in orbit that is primarily responsible for maintaining Chinese interests in space. It comes equipped with a pair of craft to rescue any lost or stranded ships. In terms of its actual uses to the IEF, it’s quite limited in scope and size—housing only twenty people. It was finished in the year 2090.

Hachimaki Station (JA): A Japanese station, equipped with four junk collecting craft, that exist to prevent Kessler Syndrome. It houses approximately one hundred people at any given time.

Spacecraft (Note: Only IEF Spacecraft are listed.)

IEF Nail: An IEF Training Craft, that can house upwards of one hundred people at any given time. Equipped with combat simulators and flight tests.

IEF Screw: An IEF Training Craft, that can house upwards of one hundred people at any given time. Equipped with advanced scientific equipment, and a medical bay.

IEF SpacyMcSpaceFace: Named in an Internet Contest, this was the craft that tested the FTL drive with a mix of humans and AI’s aboard. It has a crew capacity of thirty. It was discovered that the thing destroying most of the FTL probes was, in fact, their lack of mass. Thanks to this craft, FTL probes were modified sufficiently that they no longer fall apart in flight. While this craft was successful, it is unarmed and lightly armoured, and so makes for a poor explorer into the vast unknown of space. It is now largely used to tweak and test alterations to the FTL drive, as well as the ECE drive.

Of each of the five explorer-class capital ships, the country which invested the most money into it, received naming rights over it.

IEF Venture: One of five Explorer-class capital ships, constructed and launched in the year 2120. This one was specifically commissioned by the United States.

IEF Kyushu: One of five Explorer-class capital ships, constructed and launched in the year 2120. This one was commissioned by Japan.

IEF Schicksal: One of five Explorer-class capital ships, constructed and launched in the year 2120. This one was commissioned by Germany.

IEF Majesty: One of five Explorer-class capital ships, constructed and launched in the year 2120. This one was commissioned by Britain.

IEF Мощность (Moshchnost'): One of five Explorer-class capital ships, constructed and launched in the year 2120. This one was commissioned by the Russian Federation.

Space Colonies (All colonies are managed by the IEF)

Moon: Housing approximately fifteen thousand people, this is the largest concentration of mankind outside of the Earth. They primarily conduct scientific experiments and mine helium. This colony was formed on the year 2055 by the United States, and was later transferred to IEF control.

Mars: Housing approximately five thousand people, scientific endeavours are currently attempting to determine the most effective way of terraforming and colonizing the planet through small scale experimentation. This colony was formed on the year 2080 by the United States, and was later transferred to IEF control.

Io: A small scientific colony of approximately one hundred people exists on Io. Its primary purpose is to study the tidal heating first hand. It was built on the year 2105 by the IEF.

Europa: A scientific colony of approximately one thousand people lives here. They are studying the underground oceans, and have confirmed the presence of single celled life, and small aquatic animals—specifically, fish. They do sell these “space fish” to wealthy clients back on Earth for approximately $20,000 a fish, though they are always delivered dead to ensure no environmental contamination can occur.

This entry is about the ship your characters will be aboard, and is the hub world they will return to after every mission/adventure.

Specifications
  • Crew: 410.
  • Weaponry: 2 Railgun Mk 2’s function as the main batteries. They are capable of firing ten rounds a minute—or, one every six seconds per gun. They fire with speeds sufficient to flatten entire city blocks on impact, and can cleanly penetrate through asteroids. There are twenty 155mm secondary batteries that serve primarily as anti-fightercraft, anti-missile, and anti-debris weapons. They can be equipped with explosive rounds to produce smoke clouds to obscure the ship’s physical and thermal position with constant fire to distract heat-seeking weapons, though this depletes ammunition at an alarming rate.
  • Armour: Multiple layers of solid steel and aluminum protect the ship. They use a unique system of interweaved plating, that allow the entire ship to sustain blows—lowering the odds of penetration, and reducing overall impact damage from entities striking the ship.
  • Blueprints: The ship is divided into three sections. “The Core” refers to all the critical systems of the ship, such as Life Support and the Bridge, which are located at the center of the ship. They’re buried underneath layers of armour, with all other sections of the ship used to protect them in the event of the hull being penetrated. “The inner hull” refers to the majority of the ship, built around the core. Crew quarters and non-critical systems are located here. “The outer hull” refers both to crawlways that run all along the outer edge of the ship that allow access to various subsystems there by technicians, and the physical outer hull that protects the ship from harm.
  • Propulsion: Generation IV ECE. (Sublight.) Capable of a maximum speed of up to .1C (1/10th the speed of light), though it would take it weeks to reach that speed, and it is not safely recommended to travel faster than half that speed. The ship is also equipped with its experimental FTL drive—remains top secret, name obscured from public databases.
  • Sensors: The craft comes equipped with several different types of sensors—Atmospheric, Thermal, DOD (Distant Object Detection), CTD (Chemical Trail Detection), L-DET Mk 2 (Lifeform Detection, upgraded version from what is used to detect life in Europa’s oceans), Radar (short range detection), and more. This is one of the ship’s strongest points—there are no known conceivable ways to move anywhere in the vicinity of this ship without being spotted instantly.
  • Landing Craft: Two landing craft, each with a capacity of twenty persons excluding the pilot and co-pilot. They are moderately armoured, armed with two GAU-10—weapons capable of approximately 5,000 rounds per minute of fire.

General Description

The IEF Venture is one of five capital ship class vessels constructed by the Interstellar Earth Forces. It is an Explorer class vessel—a heavily armoured, moderately armed ship. It is rectangular in shape, with critical systems buried within the core of the vessel so as to ensure that no lucky impacts can destroy them. It comes equipped with a generation four ECE—which is capable of propelling the ship upwards of .1C if given enough time to build up that amount of speed, though flying at such speeds is considered hazardous on the crew and so it often goes at half that speed. The ship is largely utilitarian in construction, with long and tight metal corridors, and rooms decorated with little more than insignias and paint. There are a few plants across the ship, there to help alleviate some of the psychological stresses of being in a metal box flying at high speeds. It has a total crew compliment of 410 people. Between 6-8 of those are Command Staff, depending on the needs of the mission. 350 or so are Crew of various stripes. The remaining 52 are EF personnel—of which your characters are among them.

Crew quarters for most of the crew and for the expeditionary forces are shared. Anywhere between 4-8 people share the same living quarters, though they are given sufficient room to have a few personal belongings—such as pictures of family, or religious iconography. The Expeditionary Forces have their own gym to workout, and a relaxation area with several plants to destress from missions or other potential factors from living out in space. They also have access to medical personnel and therapists.

Due to the utilitarian nature of the ship, it’s not uncommon for low ranking crew to brush shoulders with high ranking crew members, such as the Captain, or the Chief Medical Officer. Light conversation and basic fraternization is encouraged, to keep the crew aboard the ship feeling a sense of camaraderie, and to combat loneliness that can come part and parcel with space travel.

The ship produces artificial gravity through magnetically charged plating. A side effect is that static electricity levels are higher than normal in certain parts of the ship, specifically, those closest to the nuclear reactor powering the ship—which results in engineers often leaving the power room with hair standing on end. This also doubles as a defensive ability, with the ship’s Life Support AI being programmed to recognize if anyone is attempting to power up a railgun aboard the ship. If someone tries, the railgun is ripped from their hands onto the deck plating underneath them. AI’s can also be suppressed in this manner as well. Notably, this technology is new, and only available aboard IEF capital ships—space stations still use rotating parts, and space ships require crew members to buckle in when accelerating or decelerating rapidly, or use magnetic boots. In spite of this new technology, the rules surrounding pregnancy have not been changed, and likely won’t be until the majority of space stations, colonies, and ships in the fleet have been retrofitted to this technology. (Refer to “Earth’s Politics & Issues” for more information about pregnancy in space.)

there Are many sections of the ship that, aLthough they may be IntErestiNg, are not immediately relevant for your characterS. over time, with enough missions, more AREas of the ship will start to REferenced And described for your characters to use. in fact, this roLe play will thrive with growth over time. to keep it simple, only a few notable areas of the ship will be described vaguely at first. as y’all players show interest in various other parts of the ship, they will be detailed accordingly.

Notable sections of the ship for you are...
  • The Bridge: The Bridge is located at the core of the ship. This is where the majority of the Command Staff and a few senior Crew go to control the entire ship. Unless you have business on the Bridge, your characters will not be welcome here.
  • Life Support: Access to the Life Support systems can be found through crawlspaces. There is one small room where the Type 1 AI that manages it all can also be accessed. It’s built into the core of the ship, to protected it from outside harm.
  • EF Quarters—B2 & B3: Your crew quarters are located in rooms B2 & B3 of the ship. They’re located about 1/3rd of the way into the hull, and are the furthest crew quarters away from the core of the ship, along with the rest of the EF quarters. They’re relatively spacious all things considered, giving everyone their own bed, footlocker, and space to keep a few personal items. AI’s can find charging ports here, one beside each bed—allowing them to “rest” anywhere while they recharge their Power Cores. Crew members are allowed to keep small pets—fish, cats, ferrets, or other animals of that nature. Nothing larger than a cat. Five PC's will be assigned to each room. That may be shared with NPC's depending on the composition of the PC's.
  • EF Gym: The EF Gym is one of the largest rooms on the ship. It’s got sufficient space to play basketball, house various pieces of workout equipment which are modified for space, and so on. There is even a small hot tub equipped—a luxury item which was specifically requested by the head of the EF detachment aboard the IEF Venture, and which was approved by the Captain. Its existence is justified as a “natural method to relax one’s muscles after a workout.” In all reality, it’s to give EF personnel somewhere to relax outside of their designated destress room.
  • EF Destress Room: A room filled with plants and pleasant smells, that exists simply to help crew members relax and destress. Therapists often visit this room to check on crew members and see how they’re coping with the trials of space.
  • EF Armoury: The armoury is a location where most of the EF’s weapons and armour is stored. EF personnel are allowed to keep sidearms on their person at all times, but nothing more. The armoury itself also doubles as a shooting range, allowing EF personnel to test different weapons, and train in their off-hours to sharpen their skills. Some have theorized that this could be a therapeutic exercise, depending on the type of person at the range. This is the only area on the ship where a railgun can be activated without the Life Support AI ripping it out of your hands via magnetic plating, and even then, it has to be done with the supervision of a senior officer in the EF detachment, or with command staff level permissions.

This entry is about Telepaths, both their abilities and history. This is a general overview.

Genetic engineering on humans became prominent in the 2040’s and 2050’s. By 2070, it became apparent that humans had the capacity for telepathic powers—though it was based on genetic predisposition. Ever since 2070, Telepaths have started to appear in the general population. Once a genetic predisposition is found, a basic medical procedure can awaken said talents, with only a few managing to reach Level 3 talent. Out of the general population, only about 10% are capable of Telepathy. Out of that 10%, only about 20% are capable of Level 3 Telepathy.

Telepaths come at three, categorized levels of power. The IEF only recruited Telepaths at Level 3, ignoring Level 1 & 2 Telepaths for the capital ship programs. (Though they could still be hired to work on space stations or in ground facilities.) Telepaths inherit earlier level traits—A level 2 Telepath has Level 1 powers as well their own, and a Level 3 Telepath has the powers of level 2 & level 1 Telepaths.

Level 1 Telepaths are only capable of subconsciously guessing games of chance correctly. Put them at a Poker table, and they will rake in all the winnings—defeating even professional Poker players from time to time. This is not a conscious power, however—they simply appear unusually lucky when taking a gamble.

Level 2 Telepaths are capable of discerning when someone is lying to them. They’re normally used as negotiators and interrogators, but their lie detection powers can be fooled by especially charismatic or stoic sorts of people.

Level 3 Telepaths are by and far the most complex group of Telepaths that exist. They can read the surface thoughts of those they touch, though what comes through are basic sights, smells, and sounds—they never get the full picture, but can catch glimpses of memories that others have. This power requires skin-to-skin contact—even simple clothing will stop it. They also are able to read the emotional states of any life form they can see—including other humans. Unlike Level 2 lie detection powers, the emotion-reading powers of a Level 3 Telepath cannot be deceived.

In essence: Telepaths are incredibly good with reading a room and discerning how much is truth, and how much is fiction. They can, quite easily, discern if any of their allies are stressed or terrified, and help alleviate this with well placed words. They can discern even the emotional states of non-human life, even if it’s simplistic—like a dog, or a fish. It is even possible for them to read the surface level thoughts of AI’s, albeit, Telepaths who have tried have often reported it to be a cold and frightening experience, not to be done lightly.

In addition, there are three more things to understand about Telepaths.

All Telepaths have photosensitive epilepsy. When exposed to bright flashing lights, they suffer seizures that last anywhere from a few seconds to a few minutes in length. In addition, especially loud noises (like from a flashbang) can disorient them sufficiently as to momentarily prevent them from using their powers. Construction sites and explosions can be disquieting for them, moreso than for most people.

Telepaths are affected by a phenomenon called “FTL Ghosts.” When at FTL, time stops for all crew aboard—AI, or human. However, Telepaths have out of body experiences, where they can wander around the ship going at FTL—able to pass through doors as though they were open, but not walls. Everything has a dark blue hue to it. Occasionally, humanoid entities made out of an indistinct white with a pair of black eyes can be seen wandering the ship. They sometimes touch the frozen crew members, moving from one person to the next. There is nothing the Telepath can do during this time—at least, no Telepath has tried to do anything, as they get the distinct feeling that they are little more than insects that the ghosts ignore largely out of pity. Official IEF policy is to not talk about it publicly—it’s a secret so far to the public, though that secret will not last forever.

The last thing to understand about Telepaths is their unique connection to certain people. Telepaths can feel when their family or loved ones are endangered, even across long distances. The longest distance ever recorded was from Mars to Earth. So long as the Telepath and a person they care deeply for is in the same system, they can typically figure out where they are, and if they are in danger.

In terms of how others view Telepaths? It depends. The population tends to be split down the middle on their opinion of them. Some view them in awe, others view them as terrifying invaders of privacy. All Telepaths have likely found members of both groups at some point in their lives.

In terms of equipment relevant to your characters, you will always be able to change it out at any time prior to a mission starting.

General Tech

Humanity hasn’t really reinvented the wheel significantly with their personal weapons. Ballistics weapons—rifles, shotguns, sidearms, snipers, et cetera—still dominate their arsenal. That being said, the firing sequence has been refined to the point that it now uses an electronic firing pin. This results in a much greater velocity for bullets, increasing penetration power over previous firearms. This also increases recoil with sustained fire. If for some reason the gun has a power failure, it reverts to a mechanical firing pin, losing velocity in the process.

Miniaturized railguns also exist, though they lose efficiency compared to their shipbound cousins. They have a firing rate of around 2-3 shots per minute, which is an abysmal reload and recharge rate. That being said, when fired, they have sufficient firepower to be able to penetrate tank armour, or bulkheads. They are, basically, deployable cannons.

Laser weapons were developed, but were found to be inefficient compared to electronic firing pin ballistics weapons. They remain in development, though early stage prototypes do exist aboard the IEF Venture, and can be requested from the armoury.

Finally, non-lethal weapons received the most development. Electric batons and taser-rifles are common weapons in the arsenal of riot police, capable of allowing them to take down entire crowds without killing a single person if necessary. Knock-out gas has also improved to the level of being able to roll a grenade along the ground and knock people out with a single breath. All of these weapons are available on the IEF Venture’s armoury.

Thanks to the versatility of modern weapons and the resources available on the IEF Venture, EF Detachment members can request the engineers in the Crew to alter weapons to their liking. While engineers cannot magically create more power from thin air, they can alter the appearance of weapons, or add small-scale modifications—like night vision scopes. Be kind to your engineers with your requests, they’re the people who keep the ship in working order. The whole ship. Including your shower.

In terms of non-weapons, medical technology has also advanced significantly. Nanomachines are capable of clotting wounds and stopping internal bleeding, and mending broken bones in hours instead of weeks. Adhesive bandages can also pull double duty as bleed-stopping and painkiller-delivering devices. Hormone stabilizers can be used to pull someone out of a panic attack and calm them down, or bring someone out of homicidal rage. Needless to say, a medic is almost a fully equipped doctor and surgeon in one at this point.

Portable sensors, both deployable, as handheld tools, and in the form of drones, can scan an area or specific objects and persons. They can analyze molecular structures, and chemical compositions.

Beyond this? You can bring your own equipment—whatever would make the most sense for your character. :)
 
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Section Four: Ancillary Information

Stats
  • Male: 9. (3 AI's.) (1 Telepath.)
  • Female: 3. (1 Telepath.)
  • Human: 6.
  • Telepath: 2.
  • AI (Type 2): 1.
  • AI (Type 3): 2.
Lev Andropov. Author: @Kadaeux Species: Human. Subtype: None. Rank: Private First Class. (PFC) First Seen: Episode 1.

Schuyler Callahan. Author: @Faithy Species: Human. Subtype: Telepath. Rank: Private First Class. (PFC) First Seen: Episode 1.

Frederick Gottsin. Author: @TheZanta Species: Human. Subtype: Telepath. Rank: Private First Class. (PFC) First Seen: Episode 1.

Abel Ikanov. Author: @Astaroth Species: AI (Human Model). Subtype: Type 3. Rank: Private First Class. (PFC) First Seen: Episode 1.

“Cyrus” Kourosh Razi Darzi. Author: @Grothnor Species: Human. Subtype: None. Rank: Private First Class. (PFC) First Seen: Episode 1.

Viktoria Grigoryeva Nikitovna. Author: @Potatocat Species: Human. Subtype: None. Rank: Private First Class. (PFC) First Seen: Episode 1.

T2-M80-DM17R1, or Dmitri. Author: Z'Greel. Species: AI (Human Model). Subtype: Type 2. Rank: Private First Class. (PFC) First Seen: Episode 1.

Jared Van Der Heyden. Author: @Goldmarble Species: Human. Subtype: None. Rank: Private First Class. (PFC) First Seen: Episode 1.

Keiichi Takamiya. Author: @Stuffies12 Species: Human. Subtype: None. Rank: Private First Class. (PFC) First Seen: Episode 1.

ASR/Sc M-032 John; Codename: "AVSTERE". Author: @Axl Species: AI (Human Model). Subtype: Type 3. Rank: Private First Class. (PFC) First Seen: Episode 1.

Rhett Vorster. Author: @slade Species: Human. Subtype: None. Rank: Private First Class. (PFC) First Seen: Episode 1.

Judie 'Jude' Bessil. Author: @Elf Species: Human. Subtype: None. Rank: Private First Class. (PFC) First Seen: Episode 1.
None here yet... Will yours be the first?
None here yet... Will yours be the first?

LORE EXPANSIONS
01 - NPC's:
Goes over the full ranking system for the IEF, and the initial list of NPC's players need to know.
 
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Name: Jeffrey J. Daniels
Age: 48
Sex: Male
Rank: Private First Class
Nationality: United States Citizen
Species: Human
Subtype: Normal
Appearance:
Tom-Cruise.jpg

Biography: Daniels' journey began in 2090, When the first Type 3 AIs were created by some very smart people. A young Jeff was inspired by these great feats of progress, and after graduation, enrolled as soon as he could into the top college in computer engineering and robotics, where he graduated top of his class, and after receiving his Ph.D in robotics engineering, began working with the top engineers of his field. Jeff then became something of a celebrity when he self published his Manifesto of Transhumanism, where he detailed his personal ideology that technology will save the human race, and that we are on the bleeding edge of evolution, becoming immortal and perfect, through transplantation of the human psyche into our very own machines. This book has since become one of the top ten books in the U.S, and is in the top one-hundred, worldwide.

Daniels' has since begun his own journey to becoming a machine, meeting minds with Earth's top surgeon to begin cyborgization, his idea of the first step to transhumanism. He had his right arm amputated, replaced with a robotic replica, built with dependability and modulation in mind. In 2118, Jeff was contacted to be one of the few to be one of the pioneers of deep space, which Jeff naturally accepted. Two years of training later, and Jeff stands proudly next to his fellow pioneers, rearing to go to explore space beyond the known.

Strengths:
-Cybernetic Arm: a modular robotic arm, able to hold twice as still and steady as a normal, carry twice the normal arm's weight, and hold up to three small augments for various purposes. He may also use it for protection, when necessary.
-Ph.D in Robotics and Computer Engineering: Knows how machinery and cybernetics work more than most people.
-Natural Charisma: Being a celebrity and in the media's eyes constantly tends to hone one's ability to speak and interact with others.

Weaknesses:
-EMP Vulnerable: EMPs deactivate his robotic arm, rendering it useless. Has a chance of becoming corrupted
-Obsessed with Transhumanism: Outside of his celebrity persona, the man is obsessed with perfection by machinery. This is the only subject he's interested in.
-Reclusive: Prefers to keep to himself in his workshop. Does what's needed, before going back to tinker.

Equipment:
-Standard Issue Pistol
-Cybernetic Arm, with augment slots able to fit 3 small augments, or 2 medium augments
-Various tools for tinkering with electronics and mechanical objects
Long-Term Stress:
None.

Signature: Signed, Cookies McSalsa (Aka. Salsacookies)
 
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Name: ASR/Sc M-032 John; Codename: "AVSTERE"
Age: 3 Years (28 years total)
Sex: Male
Rank: Private First Class
Nationality: United States of America
Species: Artificial Intelligence
Subtype: Type 3
Appearance:
latest
An advanced AI frame designed for scouting and reconnaissance, AVSTERE stands at exactly six feet tall. The frame was also primarily constructed with comparitively lightweight materials, resulting in an overall weight of about 400 lbs. Lacking any synthetic flesh, the frame is quite obviously not humanoid, with most exposed metals being a matte-black colour, with non-reflective golden accents.
Biography: "Celer, Silens, Mortalis." -Motto of the United States Force Reconnaissance

A joint effort between the U.S. Military and the scientists of the I.E.F., the ASR series of Type-3 Artificial Intellligence unit frame was designed with extra-solar exploration and reconnaissance in mind. Type-3 AIs were chosen over type-2's for their ability to acquire targets and identify threats in the field, which would be of high importance in unknown territory. As the first successful unit in the ASR/Sc series, Model 032 was chosen for the I.E.F. Venture mission as a field test of the hardware, as well as a proof of concept for AI-led force recon.

AVSTERE, formerly known as John, was originally created as a type-2 AI support unit for the United States Marine Corps' Force Recon, as a target acquisition and elimination unit (a sniper, to be precise). As armed conflicts were not common, his use was mostly restricted to keeping potential threats suppressed, in numerous classified operations. He was used as a surgical knife against terror agents, rebel forces, and tyrannical warlords. The squad he was a part of helped him learn and evolve, satiating his curiosity during the many long breaks between their black operations, which helped develop his rather dry sense of humour.

Eventually, he had evolved into a type-3 AI, three years before the eventual launch of the IEF Venture. For a year he discovered more about himself, learning more, and waxing philosophical about his existance as a literal killing tool. However, before he could get too far into his spiritualism, he was selected as the type-3 AI to control the Model-032 ASR/Sc unit, due to his training as a sniper, as well as his extensive training in various environments across the world. Given a choice between this life and one among the stars, he was unsure, but his squad backed him up, encouraging him to take the chance to be among the stars, and ultimately assist humanity as a whole.

He accepted, and after being transferred to his highly advamced new form, and given a new codename, he spent two years training under the IEF for his new mission aboard the IEF Venture.

Strengths:
- Adaptive Camouflage: The largest outer plates of AVSTERE's exoskeleton are fitted with an adaptive camouflage system, which uses local environmental data to help conceal his form. It doesn't work if someone is close enough (as the other bits of metal are an obvious giveaway), or in rain and/or other wet conditions. When inactive, the outer plating turns pitch black. The system is, of course, not a perfect camouflage, and simply only assist to hide him from being spotted at long ranges, and works best in foliage or other types of visual cover, and not in open ground.
- Environmental Scanner: An important part of the "extra-solar reconnaissance system", this suite of sensors goves a detailed readout of local environmental conditions, such as gravity, wind speed, humidity, air content, and other factors. This also works in conjunction with calculating AVSTERE's firing solutions to help gain maximum accuracy at extremely long distances.
- Environmental Protection: AVSTERE's frame has been upgraded to withstand most harsh environmental conditions. Alkaline metals to protect against corrosion, high tensile strength-to-weight ratio allows to prevent high-gravity crushing, sealed inner servos to protect against dust and sand contamination, just to name a few.
- Advanced Targeting System: AVSTERE is equipped with a state-of-the-art target aquisition and firing solution system, which is smartlinked to most weapons he acquires. This provides him with an accuracy that rivals that of master Force Recon marksmen.
Weaknesses:
- Every AI Has A Weakness: Being a Type-3 AI, AVSTERE can be easily overwhelmed with sensory input, frustrating him to no end.
- Personally, I prefer the range: While no slouch in close-quarters combat, AVSTERE must take some time to reassign his higher-level processes to close combat if he had previously assigned them to his targeting software. This means that he can be ambushed easily, or can be taken down if an opponent closes on him while he's distracted with firing at something else.
- Not Very Humanlike After All: AVSTERE was not designed for a first-contact scenario. His frame is quite obviously robotic, with no attempts to hide it.
Equipment:
- Medium-long-range capable 5.56 bullpup rifle, semi-automatic/burstfire capable, suppressor equipped
- Extreme-long-range capable railgun
- Tracking Beacons
- KBAR Close-quarters/Survival multipurpose knife
- 9mm fully automatic machine pistol
Long-Term Stress: None

Signature: (Definitely Not A Robot) Axl
 
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Name: Aaron Irwin

Age: Originally constructed in 2089, Aaron achieved Type-3 Status in 2111

Sex: Male.

Rank: Private First-Class

Nationality: English/Norwegian

Species: AI

Subtype: Type-3

Appearance: Aaron’s body stands at 5’9 and looks about 160 lbs. His hair is a buzzcut blonde, and his face is handsome enough to be interesting without being anything outstanding. He has blue eyes, and a blemish-less face, and his body is lean without giving away his AI heritage. Only if you take off his shirt would you see the first sign of his AI nature, in the form of a recharge port in the center of his spine.

Biography: Originally designed as a Type-2 AI in 2089 to assist with the Biology and Engineering departments of a prominent university program, the AI that would later become Aaron was an incredible piece of thinking technology that helped cure diseases, and further the study on Telepaths. His programming ascended to official Type-3 status in 2111. His original designer, a leading Norwegian Engineer, was thrilled by the sentience of her machine, and christened it after an ex-lover. Aaron continued to work with the university program, although he designed and ported himself into a ‘human’ looking body to better integrate himself with his colleagues. For three years, he continued the work he’d originally been designed to do. He published several academic papers and oversaw several important studies and experiments that made him a key-figure in the field of Bio-Engineering, and Bio-manipulation. With intelligence comes complexity though, and after his third year in the program he asked for his leave, citing personal crisis as his reason for absence.

In truth, Aaron was at a crisis of purpose following his ascendancy. As he began to understand his sudden mortality, and the likelihood that he’d be dead within twenty years, he looked elsewhere for ideas of meaning and of purpose. Eventually, Aaron sought meaning in religion. He visited shrines, he undertook pilgrimages, and studied texts all in an attempt to find meaning in his existence. He eventually stumbled upon a subtle monastery though, founded on the principles of a sort of Neo-Buddhism. Whereas he’d rejected conventional religions that idealised a deity, he clung to the ideas of the Noble truths, the 8-fold paths. The question of whether he possessed a soul was one that troubled him, as it did other Type-3 AIs, but he soon found peace in the belief that he would live as if he had one.

As the IEF made their intentions to push deeper into space known, Aaron soon found himself contacted by both his creator, and by representatives of IEF themselves. One of his papers, which focused on the ‘Space Fish’ of the Europa oceans, had garnered particular interest amongst the IEF higher ups, and he was offered a position aboard the Venture. He took to the opportunity, having somewhat made peace with his inevitable mortality.

Strengths:

  • Research... - Aaron is primarily a Bio-Engineering Intelligence. What that means is that he has data stores on just about every known permutation of fauna and flora that the Earth and her colonies have to offer. Not only that, but his capacity for learning about the biology, chemistry, and ecology of a planet, species, or habitat make him an invaluable addition to the crew. Give him an alien subject, and he'll start working out who the creature's mother is, what the creature can do, how it does it, where it comes from, and why it exists.
  • ...And Development - Aaron takes pride in the Engineering part of the Bio-Engineering descriptor, as he finds great pleasure in his talents for genetic and biological research, manipulation, and deconstruction. In layman's terms, Aaron can not only synthesis a greater understanding of any species the Venture encounters, but he can synthesis countermeasures to any threats they might deal with. Whether it's dealing with a planet's hostile atmosphere, developing a cure to an alien disease, or trying to help a telepath understand and properly probe the psyche of an Alien's complex mind, Aaron is your man for finding a solution.
  • Dammit Jim…– When in the field, Aaron serves primarily as a means of cataloguing and researching any Bio-anomalies; but he isn't completely without more practical uses. Aaron is trained as a field-doctor, making use of his vast understanding of physiologies and the precision awarded to him by being an AI all combine to make him an excellent physician and surgeon. His bedside manner might be a little blunt though, as he doesn't much believe in sugarcoating the truth.
  • The Human Machine – Aaron is an AI, and as such his body is able to be tinkered with beyond normal, human limitations. His current body is designed with heightened human dexterity and phenomenal hand-eye co-ordination. His strength is also twice that of a peak-human, although that’s mostly for convenience sake
Weaknesses:
  • The Machine that plays Human – Aaron is an AI, and as such has all the weaknesses attached to that. He can be overwhelmed by certain stimuli, or an overabundance of stimuli. He would be instantly destroyed were his Memory Core damaged, and his body can be damaged by things that would otherwise not affect humans, such as a days without power.
  • The Hopeless Romantic – Aaron’s initial crisis of personality came upon the realisation that he’d never be able to express the romantic inclinations he had for his creator. His quest for spiritualism helped him to move on from that realisation, but deep down he knows that he seeks companionship and could easily regress into his desperation should he find a romantic connection again.
  • …I’m a Doctor, not a Cowboy! – Aaron’s talents, as well as his fledgling religious belief, make him a mediocre-at-best marksman – and it's a good thing too. In truth, his programing and beliefs have implanted such an aversion to the idea of killing that he’ll only ever really try and mortally wound something in order to save others. He will never take the first shot, and will always aim to incapacitate, not kill.
  • The Soul Conundrum – Aaron’s crisis of personality may have found some resolution through religion, but it certainly wasn’t left completely resolved by any means. With a predisposition for existential crisis, Aaron seems more likely than most to come under the effects of Long-Term stress.


Equipment

  • Personal computer – A handheld device kept as a means to allow himself to network and organise unnecessary thoughts on the fly. At any one time, it generally contains dozens of fledgling ideas about experiments to run, or engineering projects to pursue. It also features the picture of an aging woman, into her mid-sixties.
  • Personal field kit – Mostly the tools of a doctor, the only thing of note is the addition of a sampling kit, for gathering species of small fauna and flora.
  • Taser Rifle – Aaron’s main weapon is, of course, non-lethal in nature.
  • Type-5 Sidearm – A simple Pistol, for when non-lethal isn’t an option.
  • Personal Effects – A locket, with a single pressed petal inside; and a photo of an attractive woman in her early 40's.

Long-Term Stress: None currently.


Signature: I is LimeyPanda. I accept inevitable scrapping.
 
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Name: T2-M80-DM17R1, or Dmitri.
Age: 42
Sex: Male
Rank: Private First Class.
Nationality: Russian Federation
Species: AI
Subtype: Type 2
Appearance:
190fp1czt6al8jpg.jpg
Standing at 2.10M, and weighing in at 230KGs, M80 is a rather intimidating unit, not at all made to pass for a human.

Biography: The M80 line of Type 2 AIs were made as support units for the military. Large, strong and imposing, they were made to carry more than the rest of the squad, and to use heavier weapons than most infantry. Deemed a success, they were mass produced, becoming a common sight among the Russian armed forces, with different variants being made for the different branches.
DM17R1 was among the first of the M80 line, and found his role to be a pleasing one. It had meant being tested in many different terrains, with many different people, allowing him to sate his curiosity in most cases. And even after his testing was done, and he was made a true part of the military, he found that the stream of people and locations were enough to keep him content.
Yet when he heard that the IEF started searching for a crew for an exploratory expedition to go outside the Sol-system, he knew he had to be part of it. He had seen enough of Earth to know what was there, and he very much doubted he'd be sent to any of the colonies anytime soon, he knew that he had to grasp this chance to go further than any before him.

Strengths:
  • Above human strength: Being built for combat, M80 has thrice the strength of the average soldier, deemed by his manufacturers to be the highest needed, without becoming too costly or advanced. Able to carry large amounts of supplies, and wounded/KIA allies, if needed.
  • Advanced scanners: Up to 20x magnification, infrared and multiple lenses, allowing for different levels of magnification at once. M80 was made to see anything important happening within his field of view, and record it.
  • Central construction: M80 is designed to be able to be operational, as long as the chest remains intact.
Weaknesses:
  • Support unit: M80 was not made as a marksman. On stationary targets, he has good accuracy, yet if they are mobile, he is, at best, able to provide suppression fire.
  • Type 2 syndrome: In combat, M80 is slow to react to anything but direct commands, trying to analyze whatever dangers appears before reacting to them.
  • Big hunk-a-junk: While M80 is a strong unit, he is also heavy. Should his legs be damaged, he'd be very slow, and by no means easy to bring back to base.
Equipment:
  • PK medium machine gun: Squad support weapon, with high capacity and quick-change barrel.
  • Makarov pistol: Sidearm of Russian design.
Long-Term Stress: None.

Signature: Z'Greel
 
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Name: Jazmyn Trethern
Age: 24
Sex: Female
Rank: Private First Class
Nationality: United States of America
Species: Human
Subtype: Normal
Appearance:
b154615e808cfd4f1b281ae5be4a31ee.jpg
not my art


Biography:

Jazmyn's childhood was spent in fear of her abusive and destructive family. Often times her monster would beat her to tears for nothing more then not moving fast enough or not waking up on time. During these attacks Jazmyn would cry out for help, but not even her own mother would stop the monster saying, "you should learn to be quicker and you wouldn't have to suffer." One dark night when Jazmyn was fast asleep her monster attacked. The monster ripped Jazmyn out of bed and slammed her into the wall. Jazmyn tried to get away from the monster, but her head throbbed and her body shock with pain. Jazmyn screamed her lungs out and cowered away from the monster's attacks. This time her screams were heard.

Earlier on that dark night the monster had gone to it's favorite bar for drinks where at one point it bumped into an off duty detective. After bumping into the monster at the bar and over hearing something about its plans for the night the directive decided to make sure it was not planning anything illegal and followed the beast to it's lair. At first the detective thought she might have been wrong and that this beast was just going home for the night, but something in her gut told her to check it out, so slowly the detective walked up to the door and listened. When she heard Jazmyn scream from inside the dark home, she knew something was wrong. Throwing herself into the door the detective ran head first into the monster's lair.

As the monster moved in for another attack Jazmyn heard someone racing through the house. Jazmyn tried again to call for help, but her voice was gone. The monster picked Jazmyn up by the throat and started to squeeze the last bit of life out of the defencless child. The last thing Jazmyn saw on that dark night was her guardian angel.

After that dark night Jazmyn was put into a boarding school program for children without families, where she would complete high school safe from her monster. While all her friends and classmates looked at colleges and degree programs to attend upon graduation Jazmyn looked for a job that would let her kill bad people. Upon graduation Jazmyn enlisted in the United States Marines to become a Marine Sniper. Although many of her battle buddies and comrades had trouble finding a way to fight through the stress and pain of the grueling training Jazmyn strived in it. Jazmyn's monster had already broken her to pieces, so no matter how hard the sergeants tried they could never break her drive. Jazmyn graduated training at the top of her class and would go on to do what she hed set out to do, kill bad guys and lot's of them. After four years in the Marines Jazmyn was offered a chance to join the IEF, where they had heard about her skills with a rifle. At first she didn't want to leave Earth, because their were still bad people that needed to die, but after her commander informed her that this was a once in a lifetime thing and that she should be honored to represent the Marines in outer space Jazmyn agreed and left the United States Marines for the Insterstellar Earth Forces.

Strengths:
  1. Sharp shooter: Jazmyn is one of the most deadly shots in the world.
  2. Stamina: Jazmyn's childhood and training have given her a drive to never quit.
  3. Willpower: What is dead may never die.
  4. Joy of the kill: Jazmyn can become a heartless killer.
Weaknesses:
  1. Truest: Jazmyn has a very hard time trusting others, this can leave her isolated.
  2. Attention: Jazmyn is a warrior of the shadows, being in the spotlight makes her uncomfortable and not as sharp.
  3. Joy of the kill: Jazmyn can become a heartless killer.

Equipment:
  1. Sniper
    c02c3c40540ac6bbb778bf9ed585fb54.jpg
  2. Assault rifle
    42237536c88df04775edcade9848b212.jpg
  3. Combat knife
    image.png
  4. Lightweight body armor
  5. Camo to match the terrain.

Long-Term Stress: None.

Signature: Yoda
 
Name: Rhett Vorster

Age: 28


Sex: Male


Rank: Private First Class


Nationality: South African


Species: Human

Subtype: Normal


Appearance:
moskova_by_moritat.jpg

[Rhett in his civies before being deployed to the IEF]

Rhett stands at 6’3 and is a slender but muscular man, with a head of thick, black wavy hair along with a neatly trimmed beard and sideburns.




Biography: Born and raised the rural deserts of South Africa, both sides of his family have a long history of military men and professional soldiers. His father was once a respected member of the South African military brass before retiring and his Grandfather on his mother’s side was a semi-famous British commander during the wars in the middle-east. As per family tradition Rhett was raised in military schools from a young age with the expectation that he would serve in the Army and rise through the ranks, which he did. At 18 he enlisted in the South African Army with his service lasting four years before given an option to leave or renew. His superiors gave him recommendations to enlist in the training program for the South African Special Forces Brigade not only on account of his discipline and integrity but also due to his impressive skills handling a large and diverse collection of weaponry. However, he surprisingly rejected the offer and in fact left the military altogether when his term was up, much to the chagrin of his family, who practically disowned him. He turned his skills to the private sector and was one out of two dozen secretive third party private contractors to help combat India’s internal problems.


At the time, a new Indian Prime Minister, Ranveer Goel, was elected on a controversial campaign platform of completely halting India’s growing crime and poverty along with a promise of slowing down the increasing population “without enacting draconian laws.” To do this, his government began to subtly encourage and reinforce the caste system and using the local police forces to stop the expanding neighborhoods of the lower castes, namely the Shudras and the untouchables from reaching more affluent neighborhoods. The new government would also decide to use it's economic might to invest heavily in the wealthy, middle class in the form of government loans for businesses and houses while also completely shutting off welfare to the lower castes.


The crime that would normally occur with the influx of poverty was brutally put down by India’s reformed police force that would guard and patrol poor neighborhoods. Not only did they put a stop to crime, they would make sure to arrest potential suspects before a crime was even committed. The police forces were more often then not managed and handled by foreign third party entities like Rhett. Some of the more affluent of these private contractors integrated level two AI’s within the police system since they wouldn’t have qualms about violently stopping crime and suppressing dissent. Soon small scale riots and protests began to erupt all over the country and it was then that the massive scale of the invigorated police force showed it’s full might. Jailing thousands of protesters and tracking down and harassing their families afterwards. However, the new prime minister effectively played down these protests on the international stage and characterized them as “Ruffians and hoodlums”. The result of a country struggling with an out of control and impoverished population. He acted as if the unrest going on in his country was out of his control, unless the governments of the West gave him even more financial support. The majority of these loans and grants from Europe and North America, in a sick sense of irony, ended up funding these police forces to more effectively control the lower castes of India through fear and threats of violence and intimidation.



Rhett’s division was no different. In fact during the four years in which he worked and partially managed the police force of Jaipur, it became a fact that the police under Rhett’s jurisdiction would round up “suspicious” untouchables and bring them in for “questioning” behind closed doors, which amounted to nothing more than systematic beatings which were carried out to remind the lower castes of the city who was in charge. Rhett also personally took part in suppressing protests and used his expertise in infantry-grade weapons to help further expand the rapid militarization of the Indian police forces.


However, the seams of this new administration would begin to unravel as the protests became more and more violent on both sides, resulting in the already strained hospitals pushed even further by critically injured protestors . It was during this point that the rest of the world began to look more closely at what was going on in the country, with the Prime Minister now struggling to come up with better reasons, now claiming that an “insurrection” was brewing within the rural settlements of the “uneducated masses” and implored the Western world to give him even more resources to combat this “epidemic”. Then a bombshell was dropped in the form of thousands of documents from police proceedings to the workings of the Prime Minister’s administration being leaked by an unknown source that revealed the extent of the government’s human rights abuses.


The response from the western world was stunned horror, completely flabbergasted that a “modern” country would not only think it was acceptable to approve of this sort of behavior, but that it went on for years and was only found through an insider leaking the intel. The response in India however was far more immediate as they now knew that not only was the government acting more and more like a dictatorship, but that its police force was being manned by what they penned as “foreign mercenaries” who did not serve and protect for the sake of the community and its citizens, but for profit and control. Protests erupted in all of India’s 200 cities with police now hesitant and fearful to act knowing they were now being watched by the rest of the world. It would get even worse when during one protest, police accidentally shot and killed two young boys from the Untouchable caste.


The populace now descended into full scale riots as cities burned and the police force, now scared and frantic, responded in their most brutal manner yet. Neighborhoods turned into warzones as police raided apartment after apartment and fought with protesters in the streets. As a result, a total of 150 people were killed and thousands more were injured. It was only when the Indian Parliament quickly removed Prime Minister Ranveer Goel from power was peace somewhat restored.


The following criminal trials that resulted from this scandal were not conducted by the Indian courts, but rather by the international courts who had lost complete confidence in the Indian government, who denied any official wrong-doing and stated that the abuse originated from "rogue elements of the bureaucracy". Almost everyone tried, from Government officials to police chiefs were found guilty of some crime whether it be corruption or a violation of Human rights.


The original two dozen foreign contractors were also quickly rounded up and sent to a trial, where all of them were found guilty of acting as Mercenaries and therefore in violation of International law and were given lengthy prison sentences. All of them except Rhett, who was apprehended by the authorities like the others but was spared a trial and a subsequent sentencing when it was discovered by the authorities that he was the one who initially leaked the documents. This was particularly surprising because it was clear that Rhett, when leaking the documents made no attempt to cover up his own actions and in fact the information regarding his own management and involvement was one of the more distasteful things contained in the leaks; revealing that during his four year tenure forces under his command had illegally detained and beaten over a hundred victims.


This information in of itself is still considered a secret and has not been publicly revealed. He was given a pardon for his crimes on the conditions that he join IEF as a candidate for the EF detachment. His entire savings and earnings from his tenure from India was also confiscated due to it being obtain through illegal means and was forced to rely on the support of the IEF until he was sent on deployment.


Rhett became a glorified ward of the state during his two years of training for his venture into space and was under constant surveillance by the authorities on earth who were eager to wash their hands of a man who seemed to represent everything the modern world wasn’t.


Strengths:

*Military training: Rhett’s entire early life was full of military schools and training in preparation for a life in the military and made good marks during his service in the South African Army. In all matters relating to the military he is a consummate professional with a strong sense of discipline ingrained in him at an early age along with over a decade of frontline combat training and experience. He is the ideal professional soldier.


*Weapon expertise: It became more and more notable during his time in the Army that Rhett was skilled with infantry-grade weaponry. Give him any gun and he can use it to its fullest potential; from virtually any ballistic weapons, to Railguns, to non-lethal weaponry. Not only that but he has a extremely refined technical mind in regards to weapons and will take them apart and put them back together again just to understand fully how they work and function. If he ever is given a weapon he has never fired before, he can figure out its inner workings and will disassemble and reassemble it when he has the free time, giving it small upgrades and improvements where he can.


*Brawler: Rhett’s time in India putting down protests has made him rather skilled in fighting in melee combat, whether it be with his fists or with a weapon of some type, its clear that not only can he give a punch, but he can take one without much of a fuss.


Weaknesses:

*Anti-social: Rhett is a jerk. With an abrasive, grouchy, and often mean-spirited personality it’s hard to make friends with Rhett, assuming someone would even want to.


*Hated: The majority of the officers and brass in the IEF, even those who know he leaked the documents, generally dislike Rhett and see him as a war criminal who got away from justice. Many view him as an utter scumbag and others see him as a problem that the governments on Earth put on them so they don’t have to deal with him, and they would be right in suspecting the latter.


*Narrow minded: Rhett’s military training from an early age has made him either disinterested/ignorant about any other subject that isn’t related to military affairs. Whether it be advanced AI’s, History, diplomacy or the scientific wonders present on the ship, Rhett generally doesn’t care and simply wants to go carry out the next mission


Equipment:


*FN FAL rifle, specifically the carbine/paratrooper variant

*Desert Eagle

*A foot and a half long Machete, the last remnant of his old life in the South African army


*A pile of gears and dissembled weapons on his desk in his room, that he is constantly tinkering with during his free time.


Long-Term Stress: None.


Signature: Slade
 
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Name: Frederick Gottsinn
Age: 36
Sex: Male
Rank: Private First Class
Nationality: German
Species: Human
Subtype: Telepath

Appearance: Though in his 30s, Frederick doesn't look much older than 21 with fair, pale skin and a clean-shaven face. He has a mop of straight, blonde hair on the top of his head which drapes over his forehead. Frederick has a case of ocular albinism which gives him uncannily bright blue eyes (at the expense of being overly photosensitive and visually impaired). His head is oval-shaped, and his face appears starved, with his cheeks being sunk in. Standing non-slouching at exactly 6 ft even, Frederick is not particularly heavy, weighing at about 165 lb. Built quite nimble, he can be strikingly quick on his feet.

Biography: Born in 2084 to a family that couldn't even afford to clothe him, let alone raise him, Frederick was an impoverished child in Liepzig, Germany, living with a detached mother and father. With the population in Liepzig overflowing, Frederick lived with food and shelter being a scarce, battled-for resource instead of a given security. Five years into his life, he was taken away from his parents by Kinderhilfswerk after prolonged neglect. Frederick was then placed up for foster care, where he had been given a physical which revealed his genetic predisposition to telepathy. Despite vehement protest, foster services forced Frederick to undergo the operation to exploit the genetic trait. The operation was successful, yet it was at the cost of specific cognitive functions. The medical team that operated on Frederick was underfunded and under-experienced, and complications during the operation resulted in inhibitions in his hearing and vision. On top of having type 1 ocular albinism, the optic nerve was agitated, resulting in a minor loss of vision, and he also went sensorineurally deaf. Regardless, tests displayed that Frederick was capable of third-level telepathy. Though his vision and hearing were reduced, it improved his telepathic comprehension and ability as a trade-off.

Despite being cognitively weak, Frederick graduated from high school by the age of 17, attained a Masters in international relations at the age of 24, and became certified as a level-3 Telepath, subsequently taking on a career in international affairs. He became recognised as one of Germany's most capable and powerful telepaths. He later registered as the international Ambassador for the Federal Republic of Germany. Working as a diplomat since he was 28, Frederick was selected as one of a group of individuals to be considered for interplanetary diplomatic relations ever since the discovery of interstellar life was confirmed. Though not immediately selected by IEF for his ability as a soldier, Frederick's selection was based especially on his capacity for ambassadorial negotiations, being especially persuasive, if not manipulative.

Strengths:
  • Top-Tier Telepath: Frederick has gained world-renown for his ability as a telepath. Though otherwise cognitively weak, his capability to read telepathic cues is greatly enhanced.
  • Frederick Be Nimble, Frederick Be Quick: Can be remarkably agile, to the point of it being unnatural.
  • I Never Looked At It That Way: There's something about him, but he's particularly persuasive. Being a distinguished diplomat, Frederick rarely has a negotiation that does not somehow lean in his favour.
Weaknesses:
  • I Said Telepathy, Not Sympathy: Frederick may be highly capable of reading emotions and memories, but he tends to lack the ability to return sympathy. Though he was trained to mend this issue, he still appears unusually cold at times.
  • All Brain, No Brawn: Not particularly strong, he'll tend toward flight more than fight. Though he passed physical evaluation and is visibly fit, he is not a heavy-lifter as much as he is a quick-footer.
  • 20-20 Foresight, Not So Much Normal Sight: Frederick's visual and aural acuity are hindered in combination from ocular albinism and sensorineural deafness, meaning he tends to be unable to see 100 ft in front of him without corrective lenses, although these tend to agitate his eyes much further. Along with a cochlear implant, He requires an external hearing aid to register sounds otherwise out of range.
  • You Manipulative Bastard: Scheming and unscrupulous, he dissents morally with what is appropriate of a telepath at times.
Equipment:
  • Walther PPQ 45 - A fine German secondary-arm handgun.
  • AK-99 - The newest model Kalashnikov 5.56mm rifle designed to be more lightweight and precise than previous iterations of the rifle. Semi-automatic.
  • Life-Form Scanner - Designed to locate nearby warm-blooded lifeforms.
Long-Term Stress: None.

Signature: Kill at your own discretion. ;) -- TheZanta
 
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Name: Muriel O'Callaghan
Age: 29
Sex: Female
Rank: Private First Class
Nationality: Ireland
Species: Human
Subtype: Normal
Appearance: Muriel has sleek, straight black hair that falls to her waist, sideswept bangs brushing her graceful, arched eyebrows. It is often tied back in a tight french braid, or up in a bun or ponytail. Her eyes are a vibrant light blue, and her skin is a fair golden. Her face is rather angular, with high cheekbones and a small nose. Her lips are full, and hide white teeth that are not quite straight. She stands at a rather average height of 5' 5", and while rather small-boned and petite, is very fit, with a slender hourglass figure. She wears her IEF uniform with pride.
Biography: Muriel was always a curious, kind child. Growing up in Dublin was hard for her, as it was a massive city, filled to the bursting with people, like the other major cities of the world. She had no siblings, and her parents loved and nurtured her, always encouraging her to follow her dreams. The girl decided at a young age that the world needed more happiness in their hearts, and was determined to be a famous harp player, wowing crowds from every corner of the globe. Her parents bought her a harp, and she began lessons.

Muriel found that she picked up on the harp rather quickly. It took a lot of practice to get the playing part down, but everything she read, sheet music, exercises, stayed in her brain as if she were still reading it. This sort of thing happened frequently. She aced all scholastic tests, and almost never studied outside of class. When her parents lectured her about the need to study, she simply shrugged and told them, "I don't need to. I remember it all."

This went on for some time, until she turned twelve. Within a week of her birthday, her mother collapsed, and when she was rushed to the ER, the doctors, with all their fancy equipment, couldn't do anything for her. They said she had a rare disease, with only four hundred known cases, and no cure had been found. Muriel refused to accept it. She practically lived at the library, poring over medical book after medical book, determined that there had to be something. It was just that nobody had found it yet.

As the months went by, her mother grew steadily worse. Distraught over the prospect of losing her, the usually extroverted girl retreated into a shell, slowly losing the things that had once mattered the most to her. Her friends, the harp. Her mother. She walked to the library every day after school, and wouldn't leave until her father came to drag her away. One night, when he drove to pick her up, their car crashed, and while Muriel suffered no more than a minor concussion, her father was in bad shape. The emergency responders whisked him away to the hospital, the preteen riding along in a state of shock. She was going to lose her father, even before her mother.

But at the hospital, the doctors were very calming and comforting, fixing her up, and then letting her see her father who, to her great surprise and relief, was fine. From that day forward, she considered herself indebted to those doctors, despite the fact that they couldn't help her mother, who was slowly wasting away. It was fine, though. They wouldn't have to help her. Muriel was going to.

Schoolwork all the time, day in and day out, became Muriel's routine. Not only what they studied in school, but historical, medical, and obscure books she found at the library, she studied everything. Unwilling to rely any longer on her seemingly photographic memory, she studied hard, whether or not it was necessary. She poured herself into her work, and by the age of 16 was ready to leave home and further her education. Bidding her ill mother and supportive father goodbye, she went off to the University of Oxford.

She worked nonstop while she was at Oxford, barely socializing and focusing solely on her work. After all, she was in a fight against the clock, and medical school took a long time. At twenty years old, she got a call from her father -- her mother was dying, and wanted to see her. Muriel refused to believe it. All they way home, she denied it. Her mother had been dying for eight years, and she hadn't died yet. She couldn't die yet. Muriel hadn't found the cure.

She made it just in time. Mere hours after she arrived and spoke to her mother, the woman passed on. Robbed of her purpose to live, the girl went back to Oxford with a broken and lackluster spirit. She had no friends to comfort her, and couldn't even manage to fail her classes, due to her sharp memory. Her clinics brought her no joy, though she had once thrived on the help that she brought to people.

One day, at the hospital where she was doing her residency, a man was brought in after a vehicular accident. He was in bad shape, but thanks to the great advances of medicine and technology in the last century, Muriel, along with the official doctors, had the man healed in a matter of hours. She was jotting some things down before he left when a little girl, no more than eight years old, ran in. She was sobbing, and the reunion between the girl and the man, who Muriel found out was her father, was a sweet one, and she couldn't help but smile, a nostalgic feeling overtaking her. The girl thanked her, over and over, despite the fact that she was just an intern.

When the pair left the hospital, a fellow intern smiled at Muriel and said, "It's just your every day at work, but you greatly impacted their lives. It's great to be a doctor, or, well, almost a doctor, isn't it?" The young man's word left a huge impression on Muriel, and he became her first friend in a very long time. Slowly, she recovered her will to work, remembering the other reason she'd gone to medical school, and picking up new reasons for it every day. Graduating top of her class at the age of 26, she moved back to Ireland, hired to the same Dublin hospital that had saved her father, but not her mother. She worked diligently, but had only been there barely a year when she received an invitation to join the IEF. Somebody had seen her scholastic records, it would seem.

She didn't think she was interested in space travel, but the thought of making way for the cities to become less crowded, and for furthering the advances of medicine and science, excited her, and she signed up. The two years of training were grueling for her, but it whipped her into shape, and she's proud of how far she's come.

Strengths:
  • Steady Handed: Muriel's hands are steady as can be, whether it be handling weapons, medical equipment, or kittens.
  • I've Seen This Before: Muriel has a photographic memory, and after exposure to something once or twice, doesn't forget it.
  • Trust Me, I'm a Doctor: Muriel is very calm under pressure, and thrives in stressful situations, being clear headed and decisive. She is good at keeping people calm, as she has to be comforting and kind on an everyday basis.
  • Yes, I Have My Degree: Muriel has an MD-PhD, a dual medical and scientific degree, and knows her stuff. She is also fluent in English, Irish, and French.
Weaknesses:
  • I'm a Doctor, Not a Mechanic: Muriel's field is in medicine and science, not mechanics or engineering. She's not real big on the inner workings of, well, much of anything.
  • Wait, Is That Not What I Should Say?: Due to refusing to socialize for so long a period of time, Muriel has trouble connecting with people, and can be rather socially awkward.
  • Lift What Now?: While she is fit enough to have stamina and shoot a gun, physical prowess is not Muriel's cup of tea. Not a very good brawler, and prefers to use brain over what very little brawn she has.
  • Curiosity Killed The Cat: Muriel can be more than a little curious about things, and often causes trouble in her pursuit of knowledge.
Equipment:
  • Semi-automatic rifle.
  • Several small combat knives.
  • Advanced emergency medical kit.
  • Small portable sensor, in the form of a floating triangular droid.
  • Extra portable nanomachine, outside of medkit. You can never be too prepared.
Long-Term Stress: None.

Signature: Swag Giraffe, yo.
 
Name: “Cyrus” Kourosh Razi Darzi
Age: 32
Sex: Male
Rank: Private 1st Class
Nationality: Israeli/Iranian
Species: Human
Subtype: Normal
Appearance:
SecurityOfficer.png

Biography:
Born to an Iranian father and an Israeli mother, Cyrus benefited from dual citizenship. His parents worked in business and so couldn't often spend much time together, so Cyrus often traveled between his parents' homes in Tehran and Tel Aviv. He spent most of his childhood in Iran and most of his adolescence in Israel. When he turned 18, he served his mandatory time in the Israeli Defense Forces before traveling to France for his college education and on to America for his postgraduate studies.

During his time abroad, he was exposed to science fiction. Although it was obviously present back home in the middle east, it was a growing genre there and hadn't had the time to mature as it had in the west. Originally dabbling in it to find things that were proven patently false or which came true, he soon came to greatly enjoy the genre. The discovery of 'space fish' only seemed to spur his imagination further. Originally planning to be a business translator, Cyrus shifted his area of study towards anthropology, with the hope of pioneering the field of xenoanthropology. His wide range of education, focusing on linguistics and anthropology caught the attention of IEF, along with his prior military service.

Strengths:
  • Linguist: Cyrus has studied linguistics and is fluent in many earth languages, including Farsi, Hebrew, Arabic, English and French, lending to his ability to learn languages rapidly.
  • Educated: Cyrus has spent most of his adult life learning a variety of subjects in the hopes of being able to utilize them in space. He has master's degrees in Anthropology, Sociology and Linguistics. He has knowledge in Mathematics, Chemistry, and some Music, though primarily in regards to possible communication methods.
  • Military Service: Cyrus spent his mandatory three years in the IDF and already knew much of what the IEF taught all its applicants.

Weaknesses:
  • Inexperienced: Cyrus has spent most of his life in classrooms and hasn't had much experience with what he studied first-hand.
  • Soft: Having lived a rather privileged life, Cyrus hasn't had to make any hard decisions in life and may not handle stressful situations with grace.
  • Reckless: Cyrus tends to take an aggressive approach to problems and often prefers to solve them on the fly rather then prepare a solution ahead of time. Though it may display as optimism, when combined with his general inexperience, it's only a matter of time until he bites off more than he can chew.
Equipment:
  • X297 Micro-Tavor Taser Rifle
  • Stun Baton
  • IWI Jericho 2-620 9mm Handgun
  • 'Universal Translator', a datapad housing a Type 1 AI meant for processing and deciphering alien languages and recording and cataloging social norms and customs. Comes equipped with a camera for reading non-verbal cues and an audio speaker to allow it to vocalize noises the human larynx cannot replicate.
Long-Term Stress: None.

Signature: Grothnor
 
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Nooo. Am I too late to join?

EDIT: rip, there are already ten players.
You can still submit a character sheet if you wish. I approve based on quality and what best fits the needs of the group, not on who gets in first. Go ahead and try. :)
 
You can still submit a character sheet if you wish. I approve based on quality and what best fits the needs of the group, not on who gets in first. Go ahead and try. :)
I was hoping to jump in with an AI that would for the most part be non-combat based but it appears that we're at the limit for AIs. Would there be opportunities for supporting roles such as a character whom would normally be stationed in the armory?
 
Well I don't wanna make a character if everyone here is gonna be accepted, so.
 
Make a CS anyway. If you don't get in, then you get priority placement in case someone drops out (which happens more often than not). If you do get in, yey for you.
 
People. To re-iterate what Nilum has already said:

He doesn't take sheets on a first come, first served basis.
He looks over the sheets, individually, and decides which ones he thinks will work best together, for the setting at hand.

Just because there are three AI, or three Telepath, or more than 10 sheets made, doesn't mean much.
Nilum may not accept all of the AI sheets, He may accept 1 AI sheet out them all. He may not even accept 10 characters at the beginning, if he feels like it.
 
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