Twin Suns Supply: The Darkened Seas
Welcome to the jungle.
Hibou, what is a Twin Suns Supply?
I'm glad you asked, reader! Twin Suns Supply is the OOC name for this sci-fi universe. In this alternate future, the human race never ended the space race. Men landed on the moon, and then Mars, and Earth's hunger for outer space still wasn't sated. The rivalry between the Soviet and American space programs drove them to start mining off world, bringing in copious amounts of rare metals from the asteroid belt, which in turn sparked a golden age on Earth.
For several decades, science and technology blossoms and humanity enters a sort of golden age. Research stations are launched into orbit, first by national space programs, and eventually contracted out to companies. Soon, most of space travel and technology is operated by corporations, the most infamous of them being Osman Inc. Shortly after their sixth station was launched into orbit, it was lost, supposedly due to mechanical error, in the atmosphere. Fragments landed in the ocean, and from these fragments grew a previously unknown algae that rapidly replicated and choked the oceans. Earth's already teetering ecosystem began to collapse, fisheries shut down worldwide as the algae mutated to poison the water, then the air itself. The human race had to relocate.
Blasting off into space with only rudimentary terraforming technology, those who managed to get into space before wars and famine destroyed what was left of civilization on Earth settled on Mars and set up camp. Over time, they managed to rebuild and form a livable world further from the sun, but they had learned that no world would house them all forever. So, shortly after the year 2110, armed with a new technology known as the quantum grappling engine, along with improved terraformers and scanners, they blasted off into the great void of space on the first ships in history that could travel faster than light. Of course, with all new technologies, it didn't work perfectly. Only half of the ships got where they were going, others ending up in entirely different places or simply being obliterated.
Fast forward another several decades to the present day, humanity has managed to spread over many hundreds of stars, and a new government has arisen to watch over this new empire known as the Interstellar Alliance of Nations.
You can't expect us to read all of that fluff! You didn't even mention TSS in that wall of text.
I know, I know. I was getting to that. Keep your pants on.
Anyway, the important thing you gotta know is: The Interstellar Alliance of Nations is powerless and obscenely corrupt. They hold little actual political or military power in this future. This is the future, so the real heavy lifting gets done by these entities known as megacorporations. Like corporations back on Earth, they have a very strict bureaucracy, and do normal corporation things like bribe politicians and run exorbitant advertising campaigns, but their influence here is tenfold. They run trade routes, gather resources, produce ships, weapons, and laws, which they enforce using their own high-tech paramilitary forces.
Of these megacorporations, there is our good friend Twin Suns Supply. They rose up during the beginning of the great expansion, based in the binary star system Alpha Centauri. They earned their name by flying colony building supplies between worlds, but eventually expanded into colony building, then research, weapons, ships, and now are in the business of pretty much everything.
So these megacorporations run pretty much everything, and life varied greatly depending on what work you did, who you did it for, and where it got done. The Milky Way is split up into three tenatitive and constantly moving zones, called The Core, The Middle Worlds, and The Rim.
The Core is the small and heavily populated cluster of worlds near the Sol system, where medicine and technology are at their peak. Gleaming glass towers and shining skies are common sights here, and so long as you've got the cash, people here don't have to worry about sickness or unhappiness. This, by no coincidence, happens to also be where the majority of megacorp headquarters are located, as well as the capitol of the IAN.
The Middle Worlds is significantly larger than The Core, and here infrastructure is alright, but not exactly ivory-tower tier. People living here live shorter lives where they work hard, living middle class lives on these middle class planets. This happens to the the place where people live the most quiet of lives, free from the dangers of The Rim and the high-class politics of The Core.
The Rim is the largest and least populated sector of the galaxy, where life is hard and short. Many people living out here are either living off the land as miners or terraformers, but a smaller demographic walk a much more exiting path. Out here, some try to strike it rich finding the next gemworld where, by some fluke of nature, the planet is teeming with rare metals and minerals worth trillions of credits. They're highly sought after by megacorps, and as a result, those who find them are rewarded handsomely if they can stake their claim (and keep it). If word gets out that there could be one out here, mercenaries, megacorp operators, and prospectors alike will flock to it, and there will always be blood.
Hey, that section was longer than the first one! And your color coding is starting to get on my nerves. What do I HAVE to know about this setting?
Sor-ry. I worked hard on that color coding.
Well, what you have to know is that this is the future. 2231, to be exact. Humanity is now spread across a ton of stars, and lives under the watchful eyes of megacorporations like Twin Suns Supply. There's cool stuff like laser weapons, cold fusion, FTL travel, and fringe science.
Allow me to introduce you to the planet Murray
. Originally, this frontier planet was an ice ball floating near the outer edge of its star's habitable zone. That is, until terraforming pioneers settled here and started pumping gases into the atmosphere to warm the place up. This did achieve the goal of melting the ice, but the process released more gases from underneath the sheets, causing a runaway reaction that turned this place from a sunny ocean getaway
into a dark, dangerous planet
constantly battered by a worldwide maelstrom.
Humans, as stubborn as they are, remained here for some time, unchecked by galactic governments. Drilling and fishing settlements came and went on its surface, and rumors circulated of more mysterious things happening beneath the waves. Nobody was quite sure what was going on, but more stories kept popping up about how one fisherman saw lights deep in the water, or a weather satellite picking up strange energy waves from the middle of the sea. People speculated, myths propagated, people claimed they found record proving it was a sunken space ship, or a vault full of gold, or the answer to life itself. Nothing concrete, of course, but it was enough to inspire people to go searching for these unclaimed treasures. Riggers
People looking for those treasures were called Riggers
, because the unforgiving sea required special equipment to explore, and their impatient hands jerry rigged submersibles to descend into the waves. Very few came back, and none with treasure. Only more stories. That's how it was. Riggers had big dreams and empty hands, that is until you and your team of Riggers somehow came across a mysterious datachit
during one of your outings. It was just lying there in an old box you found in a rusty shed out by the coast. It didn't seem very promising at first, but upon plugging it into your own console, you found that it carried a ton of encrypted data and a set of coordinates leading to some spot in the middle of the ocean. You're not sure what it could mean, but you've spent enough time on this planet to know people would kill
for this kind of opportunity.
It looks like you guys had your first clue
.But before we all go off gallivanting into adventure, I've got a few questions for you. Just a formality, I promise.
What's your name
What do you look like
If you came across a difficult situation, would your first instinct be to try and TAKE IT HEAD ON
or THINK YOUR WAY AROUND IT
If you choose TAKE IT HEAD ON
, answer the next couple questions. If you didn't, skip on ahead.
What kind of high-caliber ass-kicking machinery
do you have on you?
What would you say are the two things you're the best at?
And don't say kicking ass again.
You chose THINK YOUR WAY AROUND IT
? Alright then,
What kind of civilian grade self-defense items
do you have right now?
What would you say are the four skills
you're the most proficient with?
For the sake of simplicity, characters will be divided up into two main categories: FIGHTERS and SPECIALISTS. Fighters have proficiency with weapons, as well as two extra skills. Specialists have forgone the proficiency in weapons and instead have twice as many skills, giving them more versatility outside of combat situations.
FIGHTERS will generally be people with lots of combat experience, like mercenaries, combat medics, and PMC soldiers. They make things more deader, and they're pretty good at it.
SPECIALISTS cover a more broad range of people, ones who trained in other things, like mechanics, doctors, and pencil pushers. They're here to solve problems you can't shoot your way through, and fix stuff up in case things go pear shaped.
I plan to have an equal balance of both violence-based and everything else based challenges for you guys to encounter in this adventure, and having the right skills will be crucial to getting past both of them. Encounters are resolved using a d10, with numbers added or subtracted depending on the current situation and your skills. (A mechanic can fix an engine pretty easily, but if he's covered in grease and suffering alcohol withdrawal, he'll have a harder time than normal.)
As a side note: Rolling a 10 is a critical success, and will guarantee not only success but also some other boon that will be decided on a case to case basis. On the other hand, rolling a 1 is an immediate, absolute, critical failure. No matter how small or insignificant the task, it will have failed, with spectacular consequences. Someone's-gonna-lose-an-eye spectacular.
The rest of it is pretty straightforward, you've gotta roll higher than a certain threshold to succeed on your challenge. Successes/failures are relative, however, and rolling closer to the threshold will result in more grey victories, so try your best to get those high numbers.
What other stuff
do you have on you?
Any other special traits or quirks I should be worried about?
Well, that's all of them I've got written down, but there's one more thing I gotta know-
Who were you before you became a Rigger
And how did you meet the rest of your team
Huh. Not exactly what I expected, but an answer's an answer.
Post your character's answers here in this thread and once we've got enough people, we'll get this thing underway!