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The Trailblazers of the Galaxy The Situation It is the year 2437, and Mankind has traveled further than it has ever done in it's existance. Discovering hundreds of worlds, and colonizing a few. Even meeting up with a few young civilizations around Terran space and making alliances. Eventually the space 300 light years around the Sol System was turned into a vast alliance of worlds, the Intra-Solar Alliance (ISA). As time progressed, the burgeoning young interstellar republic needed to expand to more colonial worlds, both for resources, and for places to live, so bold plans were placed underway to create a exploration fleet that can secure a planet and check their safety for other colonists. Formed of the best and brightest from each of the 13 systems, these new age explorers are genetically enhanced and sent off to explore the vast unknown past the shores of the fringes of ISA space. Yours is a team specifically chosen for their skill to survive, and their ability to persevere when the going gets tough. After all, can't get your own ship through just being curious, right? Expectations and Theme This is a story of exploration on the frontiers of space, facing danger, finding new and mysterious life forms, and fighting alien monsters and encountering evil empires. You know, your classic fast-food of Science Fantasy that all the kids like. Also note this will be a mix of tropes from Western and Asian science fiction... Although even though this system is called Big Eyes, Small Mouth, This won't be a specifically Anime setting. Think Mass Effect meets Halo meets Star Trek meets Galaxy Quest meets Macross... And they had a well rounded child they put through Harvard where they boozed up and still got their Doctorate in Astrophysics. Be prepared for Technobabble, Curious Androids, Space Fighters, Space Robots, giant monsters, and plenty of space pirates and moral dilemmas. Your group is rough and tumble, made tougher through cybernetics and genetic engineering to be better than the best and better than the rest. Each of the races in the ISA are human-like in tolerances and ability, and it seems bipedal life forms are the norm across the board, at least in ISA space. Although some have sensory capabilities better than human baselines. When creating your character, realize outside of genetic modification and cybernetic overhauling you are still mortal, and not superheroes or super-soldiers. But what you are is tough enough and trained enough to handle the rigors of exploring unknown space! All players must be able to post at minimum once a week or on their turn during combat. If you are AWOL for a week (that is not posting for any stated reason) you will be moved to the background. If you are AWOL for 3 weeks a horrible fate will await your character chosen by me. And it will assuredly be fatal. Character Creation House Rules - BESM Third Edition, 350 Points Here is the basics to know: Rolling Rules: 6,6 always hits and does double damage for PC's 6,6 is auto hit for anything attacking 6,6 auto defense for anything defending 1,1 always misses for attacks 1,1 always fails for power activation 1,1 always hit when rolled for defense Defender always wins Reduced to negative HP: Characters with regeneration regenerate all negative HP in one turn, regardless of how deep they go, so long as they do not die. The use of a healing power on somone in negative heal will always bring them up to at least 0 hp, regardless of how deep into the negatives they are. There is no limit on Tough, or Energy bonus. I am changing their costs to 1 cp per rank. Each rank gives you 10 hp or 10 ep. Starting HP and EP equal 300/150, regardless of body mind and soul. They can be increased through purchase of tough/energy bonus. Regeneration can be used for EP or HP, but must be decided at Character creation, You may have both kinds. Powerflux and dynamic powers are banned. If these house rules are familiar, it is because Justin is helping me with the rules, leaving me to focus more on the story aspects of the game. He will have a character in this, who will be assisting the rest of the group. So, if you're interested in the trip of a lifetime, shout out here. Also mention what you're thinking of playing. Note that anything that isn't something a human would normally have, it has to be explainable through genetic modifications or cybernetics. There isn't any paranormal powers at all in this game. No space magic, no psychic powers.
Finally got a concept down, got a system in mind, now before I start making house rules it is time to guage iterest. It is a space exploration game in the vein of classic 1950s-1960s space operas modernized. What I have seen by what I am going to run it'll be like Star Trek and invites Halo to take a vacation there. The characters will be members of an away team on ship, tasked with assisting the crunshier scientists and diplomats in terms of security and survival. Also, they handle piloting the shuttlecraft that go from the ship to the planet below (NO TRANSPORTERS!). The team will be expected to be ready for combat, but must have some diplomatic skill and social tact in the process. House Rules - HERE If you're interested, the USS Noble Endeavor awaits.
Katrina DeWitt - Young Nekojin Background and History They never said life for a Nekojin was easy. Doubly so for Katrina. Katrina was born to David and Dana DeWitt. Two people as different as night and day. David is a well known gunsmith, shrimper, former Navy SEAL, and sometimes humanitarian around the streets of New Orleans. On the other hand, Dana lived a life of intrigue as a intelligence expert in the NSA. She traveled the world. Things for her at least were more interesting after 9/11, and for a cat who is naturally curious she fit the part. Dana is the cheetah of the family. In her mid-form she looks most like what Katrina looks like. Cheetah markings on fine fur. Her father though is a Leonid Nekojin. Sporting a proud red mane, muscular frame, and a beard that would rival a viking. Thing is... this never was truely a happy family. David rarely saw his wife, and with a child in Katrina in tow, things were complicated. Particularly with a precocious little girl running about in fits and blurs. But it was Dana who sealed the fate of the marriage, having an affair with a Russian diplomat over the course of a few years. It wasn't above Dana to get in bed with someone to extract vital data for national security, and once David found out this wasn't the only one, the marriage was over. Since Dana traveled too much to take care of little Katrina, sole custody was granted to DAvid. This enraged Dana and she swore to catch Katrina being neglected or put in danger. In 2005 Dana almost got her way when Katrina's father decided to stick it out with New Orleans during Hurricane Katrina. David was a bit superstitious, and believed little Katrina was a sign he'd be needed. In the resulting floods, Katrina herself ended up lost in the flooded wards near where the shrimping boat was usually docked her father owned. He desperately searched for her in a small boat he kept with a friend downtown and scoured the outer wards. When Dana arrived on a blackhawk with a wet Katrina in tow, David knew he was in for it. But with the legal system in disarray in New Orleans and no other parish was currently able to handle a custody case, things took a back burner. The last words Dana told David in leaving were... "I no longer want the runt. Either she ends up a ward of the state through your negligence... or six feet under. What happens to her is none of my concern anymore." Now at 15, David decides on doing something for his girl she may or may not be ready for... he's sending her to the Academy. David taught Katrina only really how to live among humanity. But to truely know what she is capable of, she must find the Nekojin within, and only the Academy can do that. In regards to Katrina herself Katrina is a somewhat hyperactive, prone to anxiety 15 year old girl who seems to have a love of high places. In fact she has learned Parkour just to get it out of her system. Another time while on top of a tower in New Orleans, she wanted to learn how to skydive. One month later she was in Juvie for BASE jumping illegally. As a result over the summer David grounded her to the summer family business of shrimping. That too was a learning experience as she learned navigation, piloting a boat, and learning just a taste of how to survive in the ocean on the side from her dad. After her brush with death, Katrina decided on her own that she, when she got out of High School would enlist with the Coast Guard, and right away learned how to rescue distressed swimmers as a lifeguard, and learned all the first aid a civilian could know. As a teenager though she distracts herself with hobbies now, playing strategic tabletop games or working with her computer talking with friends. How much of this could be useful on the academy grounds? Will her obsessive Mother be watching?