Game Thread is here.So, this should immediately grab somebody's attention (you know who you are). Want to continue where we left off? We can link to another thread for the racy bits when we need to. Or, I don't mind opening it up for a group. I can link to our first posts on y! or re-post them here. I think I can manage a group of 4-6 (including myself).
In short, this is a futuristic tale of the end of an era. Earth has colonized the solar system and the colonies are trying to become independent. There is a large faction that wishes to send ships to other stars and start colonizing the galaxy, but Mother Earth wishes to focus on the troubles facing them locally. So far, the war raging between factions has been a quiet one, but it won't stay that way for long!
Information on the station:Hollowed out of an asteroid in Sol's outer asteroid belt, Hephaestus was designed with the latest in technology to crunch and process raw rock into the high-grade ore necessary to fuel Earth's expansion. There are new habitats and new ships to build to supply the new colonies being sent out into the galaxy. Hephaestus has dozens of levels filled with the best, top-of-the-line equipment and technology that money could buy.
There are three docking bays. The first and largest is a complex, composite area, for the mining crews and the rocks they bring in from the field. Maneuvering ten-ton rocks (or larger) with only a few kilos of a mining pod is thrilling, but dangerous work requiring lots of space. The second bay is for the supply shuttles and freighters. Their main task is to keep Hephaestus supplied with the foodstuffs and materials to keep the mining installation in working order, and to ferry back the processed minerals and ore to Archimedes Moon Base, the primary supply hub for the UN; but passengers are also able to book room on the freighters, both in and out-bound. Being isolated in a tiny corner of the system, Hephaestus has a high turn-over rate, especially amongst the mining crews.
Inside the station, there's an unspoken rule that mining pod crews (pilots and boomers) do not mix with mining support technicians or other support staff when off-duty (Jack is the one exception). There are three main areas for the mining crews. The first is the hospital, the second the recreation deck, and the third the lounge.
Hephaestus has a fully-staffed and maintained hospital that pays enough to lure some excellent specialists. There is an extensive greenhouse to grow a significant portion of the food required to feed the five thousand-odd residents. One whole level and half of another holds the sports and recreation area, with a park, and sports complexes for pretty much any sport anyone can think of, with and without gravity. Everything except water, that is. Water is still strictly rationed, having to be brought in and melted from ice or manufactured chemically. There are three main eating areas, the cafeteria and two smaller clubs or lounges, one of which is situated in the section of living quarters designated specifically for the mining crews.
Information on Mining Crews:Mining crews come in twos: a pilot and an explosives/demolitions expert called a boomer. The pilot is responsible for flying the mining pod out to the field to the chosen rock and then towing said rock back to the station and into the processing queue, all the while keeping the pod and crew from being smashed to pieces by other random asteroids in the field. The boomer is responsible for deciding which rocks to go after (high-grade content versus risk and skill) and breaking that rock into smaller chunks when required. Often, that means an EVA out on the rock itself.
Boistrous, rowdy men and women, mining crews come in all shapes and sizes, with all manner of reasons for being there. The start-out costs are high, with the expenses of purchasing and supplying a mining pod, living charges, and insurance fees putting most into a hole they never climb out of. Get killed or irreparably injured while in the line of duty and the debt is forgiven, but damage to station or personnel through your own, individual foolishness carries equally heavy penalties. Few bother to actually read the fine print, seeing only the potential for making a lot of money fast. The job sounds deceptively easy and the station offers free transport to new miners; they just have to sit through the safety and legal briefings on Archimedes (and sign on the dotted line) first.
Most miners, once they complete their contract (i.e. pay off the initial debt), quit. Only a few are crazy enough or determined enough to stay on longer.
The mining crews spend the majority of their time out in the asteroid field in two-person teams, confined into a tiny but powerful craft with no one but each other for company for days, sometimes weeks, at a time. Well-functioning, stable teams are hard to come by, and profitable ones even more rare. It takes a special kind of person to be able to function well in such a high-risk, high-stress environment. Throw in the extreme isolation and all manner of things have been known to happen, the least of which being the ones who go out into the field and never come back.
There are millions of rocks, ranging from practically planet-sized to the kind that sizzle like dust in a pod's shielding, but finding (and getting to) the right kind of rocks takes skill, ingenuity, and a good memory. Mining crews are border-line paranoid about their section of the field. Making money often means hiding the best asteroids from other crews, so someone else can't swoop in off a run and steal the best ores. Good rocks mean good money, possibly bonuses, which are essential if one wants to get out of debt before one gets turned into space dust.
Those miners who just can't take flying the field any more but still have debt to pay off usually opt to finish their contracts by switching to support staff or taking the expense of being trained to work in the refiner.
NPCs:J.T. Calloway: general of Hephaestus' mining fleet, he manages and oversees all mining operations. His office overlooks the vast cargo bay, with mining pods and refinery crews zipping around at all hours of the day. He's an older man in his early fifties, an ex-military officer who trusts in his regulations and manages with quiet, military efficency. He's a likeable enough fellow ... outside his office and with a few drinks in him.
Jack: a mining tech (works on the rocks brought in by the crews), Jack's been on Hephaestus since its creation. He's of incredibly mixed ancestry, with dark skin, hair, and eyes, he's well-loved by everyone. He invented the cards that are the preferred past-time of the station's mining pod crews. Jack likes big-breasted blondes (something in which the station is rather lacking). He also is a black-market expert. Anyone who wants anything, from fresh fruit to computer chips to tickets to the next null-gravity battle, goes to Jack.
(possibly more to come)
Other Info that's good to know:We're using metric units here. Characters can be from any liveable planet/planetoid in the solar system. The Moon and Mars are in the process of being terra-formed; colonists live in large habitation domes. The year is 2187. Your char can speak any current Earth language; however, English is the dominant language that everyone must know. The fun part is that I love the cursing in Firefly (if you don't know what that is, a pox on you! lol), and most are like that, a pidgin or hodge-podge of languages as colonies needed to communicate with each other.
Money is standardized in credits.
There is both Local Time and Standard Time. For example, Hephaestus goes by Standard Time, which is Earth hours (24 hours in a day, 365 days a year, etc). Mars goes by Mars Local Time, but must be translated to Standard Time when dealing with the net, other colonies, etc.
For example, 1 day on Mars lasts 24 hrs, 39 minutes, so 1 year on Mars = 1.8 years on Earth, which makes someone who is 23 years old on Earth (ST) is 12.75 years old on Mars (MT).
My Character (Teo):Name: Teo Diluca
Age: 30
Planet/Colony of Origin: Mars Colony
Height/Weight: 1.75 meters/70 kgs
Sex Preference: Top
Job Title: Mining Pod Pilot
Ship's Name (if applicable): the
IcarusPhysical Description: Being on the small side, with pure lean, wiry muscle, Teo doesn't consider himself particularly striking to look at, of the opinion that he looks old for his age. He blames this on all the stress he's under. He has the same ego and 'don't mess with me' confidence all the veterans have. He keeps his thick, brown hair short in a military-esque cut and crows feet crinkle the corners of his dark-brown eyes. It's his smile he relies upon, that he uses to such devastating effect, tipping one side or another of his mouth into a lopsided, roguish grin.
Secrets: Teo is a double-double agent who works for the Rebels as a spy for the UN, who have sent him to spy on the mining station, which is believed to be supporting the Rebels.
Reputation: Trouble rarely ever sticks to Teo. Oh, he keeps his nose clean enough, unless he's out in his pod, and then he becomes the dare-devil, hot-shot pilot that has made more techs piss their pants than everybody else combined. Teo's very first partner, a veteran boomer, returned from their first run together in hysterics and refused, point-blank, to ever fly with Teo again. He holds the record for the shortest-ever partnership (3 days) and the record for the most conquests (nobody knows the real number, but the scuttlebutt says that Teo's slept with just about everyone).
So, ready to play?