I'm thinking about runnning a one-shot horror game using the UA system, heavily inspired by System Shock II and every other 'you're trapped in space with EVIL' movie out there. Be warned!
Place: The UESN Colony Ship 'Hermes'
Time: 2245
Destination: Uninhabited Planet X593, temporary designation: 'Marathon'
ETA from Origin: 10 years.
You are the crew of the colony ship Hermes...or at least one tenth of it. Due to United Earth Space Navy regulations for long-haul personnel, the maximum time of awake service per trip in a UESN vessel is one year. For the remainder of your service, you are suspended in cyrotubes which keep you unconscious and at peak physical health. There are ten 'shifts' aboard the Hermes, and lucky you, you're on the final leg of the journey.
Each shift crew consists of 12 individuals, slightly above the minumum needed to run a ship of Hermes' size and complexity. The positions are:
2 Co-commanders, leaders of the shift crew.
1 Senior Computer Officer, who can direct all computer operations (Many or most of the shift crew will have /some/ manner of computer skills.)
1 Senior Security Officer.
1 Security Ensign.
1 Senior Engineering Officer.
2 Engineering Ensigns.
1 Senior Medical Officer.
1 Junior Medical Officer (traditionally put in charge of the grunt work of monitoring the cyro tubes)
2 General Ensigns (Always space-walk qualified, and usually the 'jack of all trades' types, who are expected to be able to turn their hand to a bit of anything, if required.)
1 Psychological Operations Officer (Charged with monitoring the behavior of the crew, and has authority to order anyone re-tubed if they appear to be acting irrationally.)
(NOTE: The actual /game/ would only have 4 or 5 PCs.)
In addition to the human members of the crew, the Hermes carries a variety of security and engineering drones, for which the senior officers of those positions have the activation and command codes. Also, there is the ships Psuedo-Autonomous Intelligence, 'Kronos'.
Humankind found the secret to 'artificial intelligence' a long time ago. What it has not yet been able to crack is the secret to /autonomous/ intelligence...or an evolving, independent intelligence which is able to innovate and create much like a human. Kronos is a top of the line model for PAI, able to fake emotions, innovation, and suggestions, but should anything go beyond his (admittedly extensive) programmed parameters, then he's as helpless as an Atari, unless there is someone around to take over. Kronos is designed to 'evolve' a personality based on interactions with groups and individuals: the more you talk with him, the more cues he picks up about what would be the most optimal way to interact with you. As a result, his behavior with individuals can vary widely, as he matches his personality to what they require. Kronos has full control over most of the automatic systems on Hermes, but can be overridden, in part or in whole, by command staff.
Hermes itself has 6 decks:
1. Observation Deck: This is the smallest of the decks, situated at the extreme 'forward' of the vessel. A sophisticated array of sensors and flex-screen monitors allows those in the observation deck to observe any part of the ship or its surroundings as if viewing them through a window.
2. Engineering Deck: This deck holds the physical systems computers, and has areas for environmental controls, atmospheric system controls (The Hermes has limited atmospheric capabilities), computer systems (including Hermes' mainframe and storage centers), and the security systems and armory. Drones are also stored on this level when not in use.
3. Living Deck: The living deck is without power, air, or gravity for the majority of the trip. When the Hermes begins to thaw its compliment of colonists, they will need to live within the ship until shelters can be built on the planet. As such, the living deck has facilities and living space for all five thousand of the colonists...albeit not exactly comfy or spacious ones. There's a large cafeteria, bunk rooms, a gymnasium, entertainment areas, and privacy booths.
4. Crew Deck: The crew deck is large enough to accomodate all 120 crew members, in somewhat more spacious style than the Living Deck. While in flight, each shift member has their own room, spacious gyms, a smaller cafeteria, and individual entertainment areas, with rooms to spare. Once all the crew is awoken at the end of the voyage, it's back to three or four in the same room, but that's still better than the colonists are getting. There are also three airlocks here and a shuttle dock, should the useage of any of those be required during a shift.
5 & 6. Cargo Decks: By far the largest decks of the ship, these cargo bays are held empty of gravity, air, and lights for most of the trip. Stacked within are row after row of self-sustaining cyro-tubes, holding colonists who are ready to begin a new life. There are several airlocks to space here, and the cargo decks also hold the raw building supplies that will be necessary to build a new life on Marathon.
7. Vehicle Deck: This deck is a series of bays that hold the in-ship, ground, and air vehicles. Vehicles for within the ship's environs include cargo walkers, tube-carts, and hull crawlers, but the bays also contain a number of all-terrain and flying vehicles for when the colonists land.
Place: The UESN Colony Ship 'Hermes'
Time: 2245
Destination: Uninhabited Planet X593, temporary designation: 'Marathon'
ETA from Origin: 10 years.
You are the crew of the colony ship Hermes...or at least one tenth of it. Due to United Earth Space Navy regulations for long-haul personnel, the maximum time of awake service per trip in a UESN vessel is one year. For the remainder of your service, you are suspended in cyrotubes which keep you unconscious and at peak physical health. There are ten 'shifts' aboard the Hermes, and lucky you, you're on the final leg of the journey.
Each shift crew consists of 12 individuals, slightly above the minumum needed to run a ship of Hermes' size and complexity. The positions are:
2 Co-commanders, leaders of the shift crew.
1 Senior Computer Officer, who can direct all computer operations (Many or most of the shift crew will have /some/ manner of computer skills.)
1 Senior Security Officer.
1 Security Ensign.
1 Senior Engineering Officer.
2 Engineering Ensigns.
1 Senior Medical Officer.
1 Junior Medical Officer (traditionally put in charge of the grunt work of monitoring the cyro tubes)
2 General Ensigns (Always space-walk qualified, and usually the 'jack of all trades' types, who are expected to be able to turn their hand to a bit of anything, if required.)
1 Psychological Operations Officer (Charged with monitoring the behavior of the crew, and has authority to order anyone re-tubed if they appear to be acting irrationally.)
(NOTE: The actual /game/ would only have 4 or 5 PCs.)
In addition to the human members of the crew, the Hermes carries a variety of security and engineering drones, for which the senior officers of those positions have the activation and command codes. Also, there is the ships Psuedo-Autonomous Intelligence, 'Kronos'.
Humankind found the secret to 'artificial intelligence' a long time ago. What it has not yet been able to crack is the secret to /autonomous/ intelligence...or an evolving, independent intelligence which is able to innovate and create much like a human. Kronos is a top of the line model for PAI, able to fake emotions, innovation, and suggestions, but should anything go beyond his (admittedly extensive) programmed parameters, then he's as helpless as an Atari, unless there is someone around to take over. Kronos is designed to 'evolve' a personality based on interactions with groups and individuals: the more you talk with him, the more cues he picks up about what would be the most optimal way to interact with you. As a result, his behavior with individuals can vary widely, as he matches his personality to what they require. Kronos has full control over most of the automatic systems on Hermes, but can be overridden, in part or in whole, by command staff.
Hermes itself has 6 decks:
1. Observation Deck: This is the smallest of the decks, situated at the extreme 'forward' of the vessel. A sophisticated array of sensors and flex-screen monitors allows those in the observation deck to observe any part of the ship or its surroundings as if viewing them through a window.
2. Engineering Deck: This deck holds the physical systems computers, and has areas for environmental controls, atmospheric system controls (The Hermes has limited atmospheric capabilities), computer systems (including Hermes' mainframe and storage centers), and the security systems and armory. Drones are also stored on this level when not in use.
3. Living Deck: The living deck is without power, air, or gravity for the majority of the trip. When the Hermes begins to thaw its compliment of colonists, they will need to live within the ship until shelters can be built on the planet. As such, the living deck has facilities and living space for all five thousand of the colonists...albeit not exactly comfy or spacious ones. There's a large cafeteria, bunk rooms, a gymnasium, entertainment areas, and privacy booths.
4. Crew Deck: The crew deck is large enough to accomodate all 120 crew members, in somewhat more spacious style than the Living Deck. While in flight, each shift member has their own room, spacious gyms, a smaller cafeteria, and individual entertainment areas, with rooms to spare. Once all the crew is awoken at the end of the voyage, it's back to three or four in the same room, but that's still better than the colonists are getting. There are also three airlocks here and a shuttle dock, should the useage of any of those be required during a shift.
5 & 6. Cargo Decks: By far the largest decks of the ship, these cargo bays are held empty of gravity, air, and lights for most of the trip. Stacked within are row after row of self-sustaining cyro-tubes, holding colonists who are ready to begin a new life. There are several airlocks to space here, and the cargo decks also hold the raw building supplies that will be necessary to build a new life on Marathon.
7. Vehicle Deck: This deck is a series of bays that hold the in-ship, ground, and air vehicles. Vehicles for within the ship's environs include cargo walkers, tube-carts, and hull crawlers, but the bays also contain a number of all-terrain and flying vehicles for when the colonists land.
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I am there. So there. There with the thereness of thereation.
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And yay! Any of the positions striking your fancy? I am perfectly willing to go 'first come, first served', if one calls out to you.
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Also, if we're not going to be using Sundays for INC for a few weeks, may I have that time slot to run in?
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Any of the positions above strike your fancy?
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Senior Medical Officer sounds interesting, at first glance.
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However, I put out the warning in advance: this shall be horror. It shall be bloody, gory, and disturbing, described in as much loving detail as I can muster. :D
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And heeeeeeh. [nods] Well, if I'm just reading the logs, that's what the page-down key is for. [laughs] And if by some miracle I get to watch . . . my vasovagal-ness hasn't been that hairtrigger lately, so I'd still probably be fine with spamming it into backscroll. [snickers] But! Thank you for the warning. [grins]
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Cpip pointed me here, and you have officially piqued my interest. SS2 is such an awesome game(I still break it out every so often for nostalgia sake), and I always figured it'd make for an interesting RPG.
If there's space(No pun intended) I'd like to join up. I'm not familiar with UA, but that's the least of my problems. 8) I'll have to give some thought to crew position once I've actually slept. zzzzzzzzzzzzzzzzzzzz
PS: I've added you to my friends list. 8)
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PS: And I shall do likewise!