The Journey Home (Sci-Fi)

Started by PeacethatPowerbrings, June 27, 2012, 03:05:28 PM

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PeacethatPowerbrings




The Journey Home

Humanity has moved out among the stars, to take its place among the races that bargain for, fight for, and buy their survival in the interstellar community. Hyperdrive, a method of travelling faster than light, allows races to confront one another within their own lifetimes. Humanity now counts is years from the Exodus. 212 years since humanity took the first tentative steps outside the sol system, on the way to colonize the galaxy. Space has created a great number of other races, but perhaps none so easily fractured as humanity. Colonies of humans remain outside the growing Stellar Alliance, and at the outskirts of the Alliance, outlaws and smugglers make their mark.

The outbreak of war, between the Stellar Alliance, and the Verathi Hegemony six years ago, suddenly brought the fleets of both empires to their borders, and only the resourceful pirates could make their way on the edges of empires.

Among those to have entered their names in the whispers of humanity, and races beyond, is Cass Seradin "The Void Wolf" and his ship The Relentless.









Piracy Notice to the Commanders of the Outer Colony Fleets
The Relentless

Known pirate vessel, under the command of Cass Seradin, "The Void Wolf."

Hull: Revenge Class Heavy Cruiser

Armament: 8 Kinetic Launchers (Broadside), 8 Particle Beam Cannons (Bow), 18 Fast-Tracking Laser Point-Defence Turrets (12 bow, 2 central, 4 aft).

Fighter Compliment: Unknown.

Known Operational Capacity: Full-strike.

Area of Operation: Stellar Alliance and Verathi Border. Outer Colonies.










Information Resource

Major Political Powers and Races
Significant Powers of the Verathi War, 212 PE

Stellar Alliance

Expanding outward from its capital system, Sol, the Stellar Alliance is as much a star-empire as any of its contemporaries. Hundreds of systems were colonized in the years following humanity's mass exodus into space. Earth, though still overcrowded, is the home-world of a star-nation that has claimed its place among galactic powers. Though only two centuries old, the Stellar Alliance has pursued a policy of bringing into its fold the independent systems it encounters, and is on the least centralized powers at play. Its colonies, though young, are already extremely powerful, and with more and more emigration to the stars, humanity's bright future is thought to be out among them.

Humanity's first interaction with alien life was a negative one, as the first human colony Nova Terra was attacked by the vanguard of its then-neighbour the Erdak Confederacy. The Exodus War, as it came to be known, was short and brutal, and resulted in the total capitulation of the Erdak to the proto-Stellar Alliance. Further expansion brought humanity into contact with its two greatest, and continuing rivals, the Nevar, and the Verathi. Humanity encounter the Nevar Empire about thirty-years into its expansion. After the horrors of the exodus war, contact was tentative and hostile, though ultimately resulted in no conflict.

Ten years later, humanity first encountered the vanguard of the Verathi Hegemony. Although the Verathi were a profoundly splintered society, their effectiveness in colonization and conquest made them the primary concern in human expansionism until the outbreak, six years ago (Earth-standard) of the Verathi War. Currently in its seventh year, the Verathi war began when the Verathi colonies along their shared border with the Stellar Alliance, began to harass Stellar Alliance shipping lanes. Although it was a common enough nuisance, and the Verathi political situation made it difficult to take the Verathi to task diplomatically, it became clear after an assault on the SA's 5th fleet, that the Verathi were preparing to invade. Indeed, that same year the Verathi clans invaded accompanied by a formal declaration of war by the Hegemony.

Verathi Hegemony

The Verathi Hegemony (a name created from the name of their planet 'Verath' and their government system) is a rapidly expanding, though disorganized empire. The Verathi are a race of tall, physically powerful bipeds. Their skin is mostly grey, though other colourations do occur given enough time exposed to the sun much in the same way that humans tan. Their bodies have bony protrusions that are often stripped of flesh by repeated use as blunt weapons during hand-to-hand infighting. Verathi have two eyes, but are profoundly light-sensitive, requiring them to wear helmets on the vast majority of worlds during the daytime.

Thanks to intervention by an unknown alien race early in the Verathi evolution, there were two species of Verathi, one which originated on Verath, and another, transplanted to the planet which was on a closer orbit with the sun. The transplanted Verathi were, by all reports, technologically superior, thanks to their contact with alien races, and a lack of competitive fauna. When both races began to communicate with one another, it became clear that their development had taken widely divergent paths. The Verathi clans invaded their offshoot brethren, and practically wiped them out, though interbreeding was still possible, the Verathi preferred for the so-called 'Favoured' to be eliminated, believing themselves to be the superior lineage, and therefore more deserving  of the attentions of their long-gone benefactors.

Though most races move beyond tribalism in their journey to the stars, the Verathi did not, and colonization was a method for the clans to separate, and conquer, without in-fighting. The ruling the Clan Vek still inhabits Verath, and has itself expanded, though it composes most of the core worlds of the Verathi, rather than the outer colonies of the Verathi, as the other clans do. The number of clans continues to grow, as off-shoots form under new warlords, usually due to a war with another race, which will see war-heroes forming their own clans on conquered worlds.

The Verathi favour slave-labour as their primary means of production, enslaving conquered races, usually imposing their culture on them as time goes by, leading the creation of slave-clans, clans of non-Verathi that remain on a single world, but which give their allegiance to the Hegemony like any other, and gain some degree of independence.

The Verathi contact with the Stellar Alliance was hostile at first, but cooled as it became clear that the expanse of the SA was already beyond the capability of the  solitary Verathi clans to invade it successfully. Clans and raiding parties occasionally harassed human colonies, even sometimes occupying, but the Hegemony sued for peace, and usually pulled back to its borders with the SA whenever it was pushed. The tension finally broke when the Verathi clans, having built up strength along the border for some time felt prepared to invade, and the Verathi War began. The Verathi, with the support of Clan Vek, pushed the SA back considerably before a counter-attack, and adequate defence could be prepared. The war is brutal, but shows no sign of stopping, as the major fleets are usually reluctant to engage. Although the Verathi favour small, inexpensive and simplistic ships, even using single-use boarding ships and drop-pods to transport troops, their main fleet, especially the ships of Clan Vek are still impressive. Outmassing the human ships of the line more than three-to-one, Verathi capital ships are crewed by thousands, and in some cases, may be the entirety of a small clan. The Verathi favour kinetic weapons, getting close and using heavy weaponry to shred opponents with their numerical superiority and overwhelming fire-power.

The Nevar

The Nevar are the third undisputed stellar empire. The Nevar are, compared to most species, unusually adept at high-level calculation. Unlike most races, the Nevar have a symbiotic 'skin' which gives them their unusual colouration. Their 'skin' is part of them, though not in the sense that they share a genetic code. Their skin is an independent plant-organism which performs photosynthesis for them. It is with them from the time they are born, and in return the Nevar have made their skin the second most successful organism, in terms of survival and propagation on their home-world. The Nevar, unlike most races, name themselves for whatever race they come across, and it is for this reason that their true name is used, with reference to their home-world or their government. Physically the Nevar look mostly human, though this effect is in part due to their skin, without which the difference would be much sharper. It is functionally impossible to tell Nevar apart physically for most other races. Although there are Nevar males, the species is almost entirely female, with males being slightly smaller, and rarely if ever seen away from Nevar colonies or the home-world. The Nevar are, compared to most races, a thinly populated empire. Their numbers rise very slowly, though the Nevar are extremely long lived. Their genetic code is extremely fragile to all varieties of radiation, protection against which is thought to have halted most of the genetic variation among their offspring. Physically, the Nevar are naturally weak, compared to most other races, though extremely resilient to damage, they can sustain a great deal of physical damage before dying, or even being mortally wounded. Their longevity which is theoretical immortality, but functionally a few hundred years, translates into the ability to heal any kind of physical damage with enough time, assuming it is not so severe that death occurs first. Nevar have multiple organ redundancies, and are noted for having no hearts, and a decentralized nervous system and brain.

The Nevar 'skin' is a plant organism that covers the Nevar body entirely from the time they're born. They usually bluish, though can sometimes appear green or purple depending on the light. Technically, all Nevar 'skins' are of the same variety of organism, but differences do arise over time, as they grow and develop. As a result, the Nevar are extremely prone to touching one another, usually for long periods, while talking, walking, or relaxing. It is not uncommon to see Nevar touch each other's necks, or heads on first meeting, and hold hands, or embrace. This action allows their skins to interact, exchanging genetic information. The practice means that Nevar have regional colourations when isolated, but maintain a universal skin-organism for the entire race, ensuring that their 'skin' remains the same across the Nevar race, and therefore, its care can be seen to without individualized treatment.

Technologically, the Nevar are the most advanced known race. Their technologies are usually seen to make up for lack of ability in other areas. Their technology is  based on their hyperspace technology. It is known that Nevar devices employ hyperspace in a way that most races cannot even comprehend, let alone reproduce. Their ships, internally have faster-than-light computing, and they have the ability to store and retrieve material in hyperspace, without taking up actual physical space until its required. Nevar 'jewellery,' more specifically a silver or gold bangle with a single purple crystal worn on the wrist, and operated with the other hand, serves as a kind of technology hub, retrieved the stored structures, and building them onto the Nevar using a kind of nano-machine scaffold, creating shields, weapons, external artificial 'muscles' to enhance strength and speed, etc.

Socially, the Nevar are entirely peaceful. They were never predators, and although they can digest meat, they do not eat it or farm animals on their home-world or colonies. Nevar are said to be strongest when on the bridge of their ships which are representations of their technological supremacy. Nevar ships tend to be beautifully coloured, massive, powerful, and designed to enter atmospheres directly, unlike most other space-faring vessels. Nevar ships require minimal crews, and are highly automated, requiring no input for days or even weeks at a time, if the mission is straightforward. The Nevar build the largest ships of the three empires, but possess far fewer than the SA, or the Verathi. Their peaceful nature does not make them entirely passive, however. It simply means that most native Nevar disdain conflict, and tend to prefer diplomacy, in combat they prefer distance engagements, and will employ overwhelming force to make sure the conflict is quick and victorious.

The Nevar maintain trading relationships with the SA, and a few independant systems. Their territory has been eroded by Verathi incursions, though their response has usually been evacuation rather than confrontation. They have, thus far, officially supported neither party, but their support seems to be on the side of the SA, and their entry into the war is anticipated, should the Verathi open up a second front, as they have been poised to do for months, massing forces on their colonies bordering Nevar space.

Weaponry and Combat Technology

Weaponry and Combat in the Verathi War

Although the major fronts of the Verathi War have remained mostly in space, limited ground engagements have broken out. Kermeyer III, for instance, where Verathi forces maintain significant ground presence despite orbital control by the Stellar Alliance.

Ship-based Weaponry

Kinetic Launchers - One of the most basic types of weapons, by whatever means a solid projectile is accelerated as fast as possible and launched from a ship. The kinetic energy of impact is so powerful, that, when fired on a planet the blast can be comparable to nuclear detonation, in the range of megatons. The most common system for the major powers is a rail-gun, as it requires only the projectile and energy output. The Verathi favour kinetic weapons as their primary armament. This system is most effect in close quarters, as the projectiles travel in a straight-line, and most ships can detect and dodge them at distance, by moving in any direction that could not be anticipated. Fleets have been known to fire what are know as 'clouds' of projectiles, their number and spread makes a hit on a ship unlikely but they can be employed at distance to attack stations, or other fleets, or break formations.

Lasers - Powerful lasers are mainstays of most ships. They function as point-defence, intercepting and destroying incoming projectiles, or fighter-craft. Large ships usually employ laser in fast-tracking clusters, able to cover large areas, or, when more lightly engaged, focus fire on larger projectiles than single systems would allow the ship to defend against. Some independent systems employ lasers as offensive weapons, but this is not common for most advance ships of the line.

Particle beams - Powerful streams of energetic particles, accelerated to near-light speed inside a ship, and then unleashed in a tight stream from any of the particle-beam cannons on a ship. Particle-beam cannons are more powerful based on the internal architecture of the ship, and the ability of the ship to include particle-accelerators, meaning that the larger the ship, the more powerful the beam, in general. The particle beam is favoured by the Nevar as a primary weapon system, and as secondary weapons by the SA. Particle beams are long-distance engagement weapons. As they travel very near light-speed, they are difficult to avoid and must be blocked primarily by energy shielding.

Small-Arms

Kinetic Launchers - Small arms are mostly of the kinetic launcher variety. What are essentially rail-guns require only the actual projectile, and smaller, faster moving projectiles are fired from weapons that are fairly familiar. Pistols, shot-guns, assault-rifles, sub-machine guns, and rifles. Projectiles using explosive propulsion are still in use, and are generally more useful if power is not available, though battle-field generators, and personal batteries usually suffice to keep weapons charged for use.

Lasers - Small arms are also sometimes laser-based, as their ammunition capacity is only based on the amount of power provided to the weapon, these weapons tend to be the higher-end range, focusing on heavier weapons, assault rifles and heavier assault weaponry, up to the portable artillery level.

*Particle weapons require too much hardware to be man-portable, though the Nevar are known to employ troops that possess such a weapon, it is thought to be another extension of their hyperspace technology.

Defence, Ships and Personnel

Energy Shields - A simple enough system, consisting of magnetic fields powerful enough to attenuate lasers, and warp particle beams, and deflect projectiles. As a network this system detects particles, photons, or projectiles, and reacts selectively. In heavy fighting, the whole network is powered, weakening the shield but proving more coverage. The amount of energy the shield can block or deflect varys from ship to ship, but in general, heavier weapons are nearly impossible to stop. Energy shields are employed on ground troops only by way of fortifications, except in the case of the Nevar, whose troops all possess individual shielding.

Armor - Ships general have armour plating outside their pressurized hull to ensure that physical projectiles are stopped, though naturally, the amount that can be stopped depends on the quality and thickness of armour. Soldiers usually have armour as their primary defence.

Fighter and Ship Combat

Fighters are a mainstay of combat, but tend to fight one another, rather than engaging larger vessels directly. Cruisers generally will have two full wings of fighters on SA ships, four on Verathi ships, and one on Nevar Ships. A fighter wing is four fighters, though the Verathi organize their ships into pairs, rather than the SA standard wing.

Carriers, designed to carry ten or more wings, are considered capital ships, as are dreadnoughts, which usually carry no fighters, but employ heavier weapons.

Fighters general engage the escorts of capital ships directly when not engaged with other fighters. Their light weaponry means their effect is primarily to harass, while shields remain operation, but once the shields of a ship are gone, a fighter's small auto-cannons and lasers are extremely effective at close range.

The Nevar use large fighters, general employing fewer than other races, but with more survivability and capability. A Nevar fighter mounts destroyer-class weaponry, and will usually be engaged as though it were a ship in its own right. Nevar fighters are remote controlled drones, however, as the Nevar dislike that fighters and, essentially pilots, are thought to be disposable. Because of the transmission delay to the drones, Nevar drones are less effective in anti-fighter actions than other fighters, but still very dangerous, given their armament.



Independent Systems


System or Nation Name (Species)

The Esos Guild (Human) - A system of only a few planets outside of human space. The Esos guild has been an order shrouded in mystery since its creation. Many call them just a guild of Assassins while they themselves prefer the term contractors. The guild takes its young members from across the universe (Many from orphanages, abandoned children, rescued slaves, etc) and trains them from an early age to become the perfect weapon. Many call their treatment of their subjects cruel and hateful, but the elders of the guild state that they are giving youth that the universe has forgotten about and gives them purpose and a life with their family. Once the initiate has reached an appropriate age to begin their career, the guild assigns them a contract for a kill, contract to be a bodyguard, or more commonly in the latest years a contract with the Human military as a black ops unit against the Verathi. If they live through several contracts they are allowed to set up their own contracts and begin to take control of their own life. They are considered some of the most elite warriors in the universe.

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Olmes (Olmesi) - Home of the Olmesi, Olmes is a system with a single habitable planet. Olmes II, the Olmesi home world is a heavily industrialized planet, which has been rendered mostly uninhabitable on the surface, due to severe storms and extreme temperatures, caused by an alteration in the climate, thanks to the Olmesi's industrial revolution.

The Olmesi themselves are fairly slight, smooth skinned humanoids with a pleasant appearance by human standards. In order to survive, their cities have been isolated from the external atmosphere in domes, while newer buildings are made airtight and storm-proof upon construction. The Olmes system is on the edge of Verathi space, between the SA and the Verathi, but secured independence when its orbital defended obliterated an entire Verathi clan, dreadnought and escort ships, without allowing even a single Verathi to land. This level of fortification was only made possible, and remains possible, thanks to their systematic strip-mining of their home system, and continued heavy industry on their home-world.

The Olmesi have no colonies, but have arranged to sell their version of mines (fighter-size weapons platforms in planetary orbit) to the systems alliance for the war effort, a action which has brought their planet under renewed pressure from potential Verathi invasion, but has also give them a pledge for SA support if that should happen. They view it as being in their best interests that the war is not won outright by either side, and wish it to end with a treaty, to discourage their own encirclement by either power.




Rennax (Rennax) - A small collection of three systems on the outskirts of Nevar space. The three systems contain only two habitable planets, but are all controlled by the Rennax, a race of pure-white skinned humanoids, standing about nine feet tall, from a heavy-gravity world in one of the systems.

The Rennax are a clone race, and represent the genetic information of only a single Rennax male and a single female. The Rennax have a very insignificant sex chromosome, and so, even the female Rennax is nearly identical to the male Rennax genetically. Only a single natural offspring is created in each generation, with all Rennax being conceived and born at once, meaning that there exist periods in the Rennax systems when there are no children, and times when the previous generation, now grown, each have their own children.

Rennax are all tank-born, and genetically enhance as much as possible, each new generation. Since only infrastructure limits how many Rennax can be created, and therefore means their population remains stable even after wars, disasters, or disease, their race is extremely resistant to outside invasion. Along with their own cloning needs, the Rennax provide services for other nations, including genetic manipulation, biological weapons, and specially designed creatures, created to any specification. It is said of the Rennax that they love a challenge, and will not stop until the succeed.

The Rennax also create biological parts, including tank-grown eyes, organs, to be used as replacements though these are of the highest quality, and not generally available, except to those with the money to spend to have natural replacements rather than artificial ones, if even that was within reach.




Wermai-Scali Combine (Wemai and Scali) - A set of two planets, both capable of supporting life, which, similar to the situation with the Verathi, was interfered with long before either race even developed the most basic dwelling, or began to farm.

The Wermai, having been transplanted to the heavier if the two worlds, became more slight of build and small of stature, and took advantage of natural cave systems to develop societies away from predators.

The Scali, remaining on Scal, developed more slowly, continuing to livelier nomadic existences for a long time, before beginning to move toward metal-working. The Wermai made the short trip back to Scal in the name if exploration, their origins at that time unknown, not expecting to find anything there. The contact was devastating for the Scali, who suffered from alien disease epidemics as a result. However, the contact prompted the Wermai to cultivate their relationship and over the time, the Combine was born. Though the Wermai were more advanced, the Scali caught up quickly. The two races are one of the older relationships between separate species, as they are unable to interbreed, and made them strong enough to prevent Verathi invasion. Strong allies of the SA, the Combine tends to host a wide array of races, and it is not uncommon to a Wermai-Scali partnership elsewhere, as many of the Wermai and Scali families have associations running back generations.

Both Wermai and Scali with avian-esqsue heritage, showing itself in brightly colored feathers-like structures on theirs heads and down their spines. They have thin limbs, and the Scali stand very tall at seven foot average, while the Wermai stand only four-foot tall, but tend to be more strongly muscled.




Talon IV (Human) - A human colony established by the Talon corporation. Although the corporation surveyed the planet, the harshness of winter was a surprise, when they found that winter on their new world came with what came to be known as Wraith-Bears. The creatures, as big as a tank and harder to kill, were the primary cause of death for a decade. The nickname came from the ability of these creatures to get up from almost any injury and keep on coming, they had two hearts, and no particular need of higher brain function to keep on killings, and regenerated tissue fast enough that wounds didn't bother them for long. Burtsl conditions breed brutal men, however, and suddenly the Talon corporation had a resource it could spare. Hunters that had become very good at their jobs, so good that they became the ideal for expeditions or surveys.

Talon IV became profitable enough, in fact, that training became the primary purpose of the planet. Eventually, the corporation was bought lock stock and barrel by the owner of the subsidiary, and they gained semi-independence as an extreme environment training planet, demand for rigorous training has dropped with the war, but the demand for Talon-trained hunters as guides is ever increasing.




The Seek (Primarily Human, Various) - Begun by a single eccentric Over a century ago, the Seek is a planet near the border with the Verathi that has managed to remain independent. It began as a religious centre, a place to go to seek enlightenment, but quickly turned to something more, volatile. With only voluntary rules, the development took a strange turn, as the practitioners of enlightenment became the most violent faction on a mostly anarchistic world.

The Seek has large swathes of desert, and it is here that the Seek's fanatics are trained. Their own planet long since purified, the Seek, prior to the war, was seen as a possible threat to nearby worlds. The fanatics breed without limit or restraint, and bolster their numbers by recruiting those with young children from other worlds to come to the Seek.

Their ultimate belief has come to signficantly that the dominance of the Seek's Fanatics over the Seek itself will mean that the universe will be cleansed, but the meaning is not entirely clear. In the wake of the war,however the Seek has become a battleground, and the fanatics have been left to defend against the Verathi in their own, a situation which has suited them just fine so far as reports indicate Verathi converts, have left the clans to join the seek, in the wake of the horrors visited upon them by Seek fanatics. The Fanatics use viciously curved knives, and fight without ranged weapons, a method that has made their veterans fearsome warriors, but most of the warriors dead, though numbers of fanatics continue to grow on The Seek.





The Relentless
The Relentless

Bridge:

Bridge Layout

The bridge of the Relentless is an open, wide spaced room that allows the crew to move freely between sections of the area with ease and without having to bump into each other. Each section of consoles and equipment is given a specific purpose, from navigation to tactical command.  Each station has several operators. The size of the bridge is around 40 meters tall and around 70 meters wide. During heavy engagements against fleets, the large windows that surround the entire room are closed with heavy, reinforced blast doors that will protect the bridge. At all other times the doors are retracted and each of the crew is able to look out the windows into the void of space, or at the planet that the ship is orbiting. Each level of the bridge is accessed either through three quick elevators in the rear of the bridge, or on the several walkways spread out through the ship.

The crews talk with each other through simple radio communications, loudspeakers, or through messages through the computers. Even the Captains Chair is decked out in electronics and since Cass Seradin is a Void-born, the chair has special wires and inserts that allow him to connect his cybernetics directly into the ships systems.  Most of the simple operations of the ship are automated and during hyperspace travel or minor moving, the bridge is normally only staffed by a skeleton crew, normally about one crewman for each station. Just to ensure that there are no errors or mistakes. During battles or operations, the bridge is filled with personnel to run all the secondary systems or to run manual control.

The Captains Ready Room is behind and to the right of the Captain’s chair. The door leads into a small room that allows the Captain to relax or talk with his officers or crew in private away from the bridge but near enough so that if he is needed he can be back in the bridge within moments. At the entrance to the room is usually one or two guard droids that control access to the room. This allows not just anyone to enter the Captains private space without permission from the Captain when he is not expecting someone. The room is filled with small mementos and trophy’s that the Void Wolf likes to look at. Various paintings, weapons, and pictures are hung from the walls. The chairs are comfortable and the room is quiet and gives a large window view of space. Just to the right of the Captains desk is a small private elevator that gives the Captain direct access to the Captains Quarters deeper down into the ship. This allows the captain to directly access the bridge during emergencies or when his presence is needed quickly when he is off duty. Various communications modules and a holographic generator allow the Captain to conduct his private dealings with his contacts without the risk of nosy ears and eyes from the crew.

Tech Examples (The equipment you can expect to see on the bridge)

Bridge One
Bridge Two
Bridge Three
Bridge Four

Crew Quarters


Senior Officer Quarters

The senior officers are allowed larger accommodations than the regular crew. A spacious apartment style room is what rank gets you on the Relentless. The perk of having a personal bathroom is widely envied by the regular crew. Each room has a separate bedroom, bathroom and a
comfortable living room with a large window view of space. Large closets allow for multiple outfits and clothes to be stored. There are even advanced sections of the closet that allow for armor and weapons to be stored privately instead of housed in the ships multiple armories.

Captains Quarters

The Captain as any naval man would suspect has the largest quarters. The biggest additions are the inclusion of a private office as well as a private briefing room for when the captain needs to talk to all of his senior staff for discussion of new targets or missions. In total his quarters are around the size of a large condominium. The Captains quarters are located above most of the other living quarters and they are located on the backside of the ship under the Command Bridge tower. This means that his windows face the rear of the ship and offer a large view of space. Since the captains rooms are large it allows him to store all of his important weapons, expensive items, and trophies with more security than his ready room.

Standard Crew Quarters

The regular crew members have smaller but still spacious living quarters. Each crewman has a private room and bed. Each of these rooms are clustered together in groups of four or five and connected to a shared living space and restrooms, much like a dormitory. The crew are allowed such space because of the vast automation and droids of the ship which requires significantly less crewman to run the ship as would be normally expected for this class of vessel. Were as in many naval vessels crewman are “hot bunked” meaning that they have to share small bunks with two or even three other crewman in large clusters of other bunks.

Alert Bunks

These are special rooms located just off of the main hanger bays. These rooms are for the pilots and the assault soldiers who are on “Alert”, meaning that they need to be in their basic gear, ready for word from the bridge to get to their assigned craft quickly, and without having to race from their own quarters across the ship. These bunks are used for those crews who are on extended alert periods lasting hours. When the crews would just be standing around the hanger, they can relax and get some rest while awaiting orders.




Introduction

Created by Vostroya and PeacethatPowerbrings, The Journey Home is a Science Fiction story that will take place primarily aboard The Relentless. The captain and crew of the relentless have made their way by manipulating the war to their advantage. However, their lives will forever altered when they are catapulted across the galaxy, well beyond known space, by an experimental drive designed to provide humanity an edge over their enemies.

Players are welcome to create non-human races, their history and worlds as background for the story, if they wish to play a member of a customized race. The only restrictions on player characters are that they be members of the crew, and that they not be members of the Nevar. Verathi is a potentially playable race, but preferably only for one player, as the three major powers are not directly involved in this game, and so playing as a member of the non-human major races is likely to be more difficult than playing a race designed yourself.

Character Sheet

Played by: (Your Elliquiy name link)
Appearance: Picture preferred, or descriptive writing of such

Name: (Your Character)

Race: (Human, Verathi, Custom)
Age:
Position on ship:

Skill set: (What makes your character valuable/unique? Weapons, ship to ship combat, engineer, etc.)

Character History:
Personality:

How did the Captain hear about and recruit you?: (You can add your own lore of how the Void Wolf found and wanted to recruit you for his crew)

Additional Information: (Extra space for describing your custom race, or space for extra photos of weapons, armor, and pics of your character)

[b]Played by:[/b] (Your Elliquiy name link)
[b]Appearance:[/b] Picture preferred, or descriptive writing of such

[size=12pt][b]Name:[/b][/size] (Your Character)

[b]Race:[/b] (Human, Verathi, Custom)
[b]Age:[/b]
[b]Position on ship:[/b]

[b]Skill set:[/b] (What makes your character valuable/unique? Weapons, ship to ship combat, engineer, etc.)

[b]Character History:[/b]
[b]Personality:[/b]

[b]How did the Captain hear about and recruit you?:[/b] (You can add your own lore of how the Void Wolf found and wanted to recruit you for his crew)

[b]Additional Information:[/b] (Extra space for describing your custom race, or space for extra photos of weapons, armor, and pics of your character)


Game Links

Recruitment Thread

OOC

Character Sheet Thread
I am filled with recollections of lives I have not lived.

MzHyde

I find that bold fond to be very hard to read.

PeacethatPowerbrings

Quote from: MzHyde on June 27, 2012, 05:53:33 PM
I find that bold fond to be very hard to read.

Tell me if you find it better, now. ;D
I am filled with recollections of lives I have not lived.

MzHyde


Frelance

Interesting character :)

I will post a EVA or tech specialist when I get him put together.
Evolution is an arms race

Vostroya

#5
Played by: Vostroya

Name: Cass Seradin "The Void Wolf"

Race: Human (Void-Born)
Age: 29
Position on ship: Captain/Pirate Lord

Skill set:

Void-Born Eyes - The Wolf is from a special sub-sect of the human race. Through ancient cybernetic implants and special growth within his brain, the captain is able to "see" the universe before him. He is able to navigate the ship in areas of the 'verse without the need of navigational beacons that are so common within known space, but in the lawless worlds and backwater systems, this makes him able to disappear with his ship from enemy forces into unexplored areas to hide or to plan attacks.

Ship-to-Ship combat - Years of plundering the space lanes of military and civilian ships alike has given the Wolf an innate ability to judge how to fight a ship and either destroy it or capture it. Finding its weaknesses and uses his own ships capabilities to the utmost efficiency. Using his cybernetics he is able to plug his mind into the ships various computers and able to see the ship's various data streams and damage with his mind.

Boarding Party Combat/Short range weapons - Even after a ship is disabled the crew might not be, and in those cases, Seradin usually accompanies his heavily armed boarding party. Fighting in the heavily congested and narrow passages requires lots of time and experience to master. This also requires heavy armor and short range weapons, both of which he has ample supply and experience.

Character History: Since he turned 20, Cass has been on board a starship as a captain. He got his first start as a low merchant miner. Taking a small ship with one or two people with him, grinding out his existence getting a meager paycheck by mining common ore's and minerals from asteroids. It was not until he was raided by a pirate party that Cass Seradin became a new person. Seeing a man able to choose his own path and have the power to take what he wanted and have the wealth to explore the universe was something that Cass wanted more than anything. It was that day after being robbed that Cass Seradin went from a loss class miner, to one of the universe's most notorious pirates. As always he started low, becoming a mere thug for one criminal here and there before getting a ship that could actually fight and win. During the peacetime years between the three empires, Seradin rose in infamy by his daring raids into both Human and Verathi space. Striking colonies and ships within. However his true fame came once the peace had turned into full scale war. The surprise attacks on a critical trade route in human space was starting to choke the supply lines of several critical human systems. The Alliance was unable to fight off the blockade of the trade route. With the core worlds willing to pay any price for food and supplies, Cass Seradin hatched a daring plan.

Several weeks of negotiation with several criminal syndicates resulted in the single largest pirate fleet ever assembled with one commander. Under the leadership of Seradin the pirate fleet after a harsh battle that saw many casualties on both sides, was able to defeat the blockade fleet and open up the trade route once more. Hundreds of merchant ships under Seradins flag was then able to distribute the supplies to the worlds. Through his actions Cass Seradin was able to walk away with more money and wealth than many could have ever dreamed of. Cementing his nickname as the "Void Wolf" Hailed as a hero to the Humans, he did not show up to the awards ceremony in his honor, he had just once again disappeared back to his hideouts in the outer colonies to resume his profession. A recounting statement of Seradin was recorded by a civilian reporter when Seradin landed on the planet with his supplies. When asked why he did it Seradin's only response was "War is no fun when it's obvious who will win"

Personality: When on the bridge of his Crusier, Seradin is the picture of calm and professional leadership. Able to make smart choices and rally the crew when things turn bleak. During down time, he is much more relaxed. Such is the policy of his ship. A lack of a uniform policy or even a clothes policy represents his believe in the freedoms of his crew. But even when off duty, he still has the aura of command, many fist fights and brawls have been stopped dead still by him just entering the room. Such is the reputation of his other extreme. His only true rule aboard his ship is absolute loyalty to him. Any person caught violating that rule is quick to be released to space via the airlock.

Additional Information:

The Void-Born - The Void-born are a group of dwindling human families who have a special mutation within their brains, much like a gland that only grows to a certain size. This special gland when combined with the families ancient cybernetics, handed down from generation to generation, allows the person to navigate their ship both in hyperspace as well as normal flight without the need for the advanced navigational beacons so commonly used today. With so few of them left and fewer each generation Void-born are held in a high degree of superstition, with the two extremes of being hated as a mutant or being held in respect and awe by other humans. They are one of a few families that can be traced back before the times of the Exodus of earth, but their past and purpose has been lost to time and technology. No family pledges themselves to the Stellar Alliance but instead remain in neutral territories where they can be left in peace. Each Void-born child, once they come of age to leave their on their own are only given one restriction on their lives. That when they die that their cybernetics are removed and returned to his family to be placed in the next generation. Due to the families secret nature and dwindling numbers no one has been able to examine or replicate the families technology.

PeacethatPowerbrings

Played by: PeacethatPowerbrings

Name: Icthel "Ix" or "Neva"

Race: Nevar
Age: 106
Position on ship: Executive Officer, Second-in-command

Skill set:

Nevar Tech Suite - A holdover from her compulsory service to the Nevar military. The bangle she wears on her left wrist, is a Nevar made hyperspace storage device, allowing her to deploy Nevar weapons, shielding, and armour as needed, and serves a multi-function interface as well. In combat, the device allows her to increase her capabilities, beyond the relatively low physical abilities of the Nevar.

Nevar Species Advantages - Being a Nevar has some advantages. Her skin gives her resilience against hostile environments, toxins, and atmospheric contaminants, provided they do not do too much damage to it. Furthermore, her needs for food are reduced by the photosynthesis that occurs in her skin.

The Nevar have a knack for complicated calculation, and understand the strange properties of hyperspace, and hyper-drives more readily than most races. As a result, she adds her abilities to the running of the ship, and gives it an advantage than most ships, other than those of the Nevar lack.

Character History: Although she was born on a Nevar Colony, Ix was one of the first Nevar to be brought up among humans, and developed a personality very much at odds with her heritage. It was clear from the outset that she lacked a great deal of what was instilled by Nevar society, but attempts by her mother to have interact with other Nevar, never seemed to correct this issue. She felt very much more comfortable with humans. When she came of age, at 20, a full ten years after she had reached what the Nevar consider maturity, she was required to perform her military service. The experience was an unpleasant one, for her and those she worked with, since, while she excelled in combat training compared with her native Nevar counterparts, her attitude to it disturbed most of the others.

Her service was as boring as most, something she took with less patience than the others in service with her. When, at 30, she was finally discharged, she left for human space once more. Being a Nevar both opened, and closed doors for her. It was easy enough to find legitimate work, given the scarcity of Nevar outside Nevar space. By the time she was 40, she'd been recalled to Nevar to serve in the government, and did so.

Between her exit from office on Nevar, and her current position, it is difficult to say with certainty, since records do not really abound, and she rarely speaks of this period in her life.

Personality: Neva has inherited the patience of the Nevar, and their calm intellect, but lacks their peaceful streak. Her personality is a strange combination of Nevar over familiarity and openness, with ambition and energy that the Nevar rarely exhibit.

How did the Captain hear about and recruit you?: Being considerably older than Cass, Neva joined him when he first began his pirate career. She was, by then a fairly seasoned pirate, but not one suited for outright command, she thought. Following Cass was a fairly simple prospect, and over time she came to respect him, and has remained his first officer, ever since.

Additional Information: Neva wears clothing of human design, when she wears anything at all. The Nevar have very relaxed rules about wearing clothing, and tend not to with anyone they know, unless some other circumstance, like the customs of other races, or the climate, demand it. On board, she wears a dress which is fairly loose fitting, and conceals very little.

Off the ship she wears a suit to account for the climate, and to provide functions that her Nevar tech does not, like communications, and a ship-uplink.
I am filled with recollections of lives I have not lived.

Vandren

Just looking, but you've got 20 PDLs deployed, not 18.  :)
"Life is growth.  If we stop growing, technically and spiritually, we are as good as dead." -Morihei Ueshiba, O-Sensei

PeacethatPowerbrings

Quote from: Vandren on June 28, 2012, 06:05:41 AM
Just looking, but you've got 20 PDLs deployed, not 18.  :)

Fixed.  ;D
I am filled with recollections of lives I have not lived.

1SAZ

Accepting character ideas? If so, I think I could come up with something.

Vostroya

Absolutely, what do you have?

1SAZ

I have an idea for a small arms specialist that I could flesh out a bit. Might work well for this game, though he was originally intended for a higher 'tech level'. Could still work out well.

Vostroya


RabbitJanitor

If its alright, I'd like to make a wing commander.

Vostroya


Joslyn

I had an idea for a character, please let me know what you think. :) Apologies for the length of the background! I do have one question, I was wondering just how “ruthless” our band of pirates is in terms of unnecessary killing or other cruelty? My character is used to life outside the law but I don’t see her as the bloodthirsty type.

I notice someone already asked for command of the fighters. If that’s first-come first-serve I could go with second-in-command of the fighter wing instead.





Played by: Joslyn
Appearance: Julie wears a flight suit when on duty as a pilot, otherwise her clothing tends toward the more revealing and head-turning variety.

Name: Julie Kimura

Race: Human (Full Cyborg)
Age: 24
Position on ship: Fighter pilot and occasional spy.

Skill set:

Fighter Pilot – Julie is an excellent pilot who excels under pressure. She has extensive command experience. She knows how to maintain and do a number of repairs on her craft, though as a mechanic she is merely competent.

Full Cyborg – The only organic part of Julie’s body is her brain. Her current body is a robotic construct indistinguishable from her old one in terms of appearance and even the feel of it. Her titanium-aluminum alloy endoskeleton gives her improved strength and speed, and high durability. Electronic enhancement further improves her reflexes and allow for neural computer interface. Her batteries can handle up to seventy-two hours of strenuous activity, or approximately three weeks of non-strenuous activity. Internal nutrient stores also last three weeks. She also holds half an hour of emergency oxygen. Her systems are vulnerable to interference from EMP and hacking (though she can shut off electronic I/O in the event of a hacking attempt).

Courtesan – Well-educated and capable of showing surprising refinement when she needs to, Julie has been known to use seduction in order to obtain information or steal things for her captain.

Military Training – Julie is fairly skilled with small arms and close-quarters fighting, where her unexpected strength can be decisive.

Character History:

Julie Kimura was born amid the squalor of New Salem, an Outer Colony world that has seen nothing but poor economic times since its strip mining industry tapped the planet out. Her mother Ann was a security enforcer for Interstellar Extraction (IE), the corporation that owned New Salem like a company town and had run it into the ground. Julie was never told who her father was or if he was even alive—her mother wanted to put off all questions on that matter until she was older.

Despite the poor conditions, Julie had a relatively normal upbringing and did well in school. This lasted until she was ten, when her mother was killed while quelling a food riot. Julie was thrown into an underfunded orphanage where conditions were absolutely miserable. The experience hardened her, and by age fourteen she fled the place and by necessity turned to theft and begging to survive. Eventually she moved on to exotic dancing and prostitution. However, she was determined not to spend her entire life in the gutter.

Julie spent her spare time in libraries educating herself, and learned from media and extensive research how to conduct oneself among the upper crust. She gradually moved up in the nature of her clientele, becoming a full-fledged courtesan and living among the corporate execs of New Salem. However, she found the opulent lifestyle to be vapid and guilt-inducing—she wondered why anyone would want to live in such a way while the people around them struggled not to starve?

When she was eighteen, the war began and Julie enlisted in the military as a way to find meaning in her life. She proved to have extraordinary reflexes and uncanny aptitude when tested in flight simulators. Psychological and academic testing proved she was officer material, and she was transferred out of the enlisted ranks. Over two years she had a distinguished record flying a Hawk-class space superiority fighter.

It was not long after she turned twenty that Julie participated in the Battle of the Blood Nebula, the only time in the war so far two major fleets engaged and slugged it out to the bitter end. The battle was so named because the human forces took over ninety percent casualties and the verathi were wiped out almost to the last man. Julie distinguished herself as the only survivor of her fighter wing, distracting eight verathi fighters long enough to allow her capital ship the Reliant—which was engaged with a larger enemy ship—to repair its rear shields without suffering attack runs. She destroyed five of the enemy fighters before finally being badly hit—an internal explosion caused horrible burns and crippled her.

Fortunately, the Reliant destroyed the enemy vessel and was able to turn on and obliterate the remaining verathi fighters. Julie barely managed to land in the hangar before passing out. Her body ruined, she was stabilized and brought back to Earth. Given her new status as a war hero, she received the very finest treatment available—full cyberization (see above).

Despite her traumatic experience Julie was determined to get back on the horse, taking her first flight on her new Hawk just hours after her new body was fully tested. She was soon back in action and now in command of her own squad. Among her pilots was a young man named Jason Sarney, who was the son of Fleet Admiral Sarney—highest ranking naval officer in all the Stellar Alliance. Jason developed an unhealthy fixation with Julie, made worse by her rejection of his romantic advances and the fact that she slept around quite a bit.

All this came to a head when Julie and Jason were returning from a routine patrol. Jason, trying to impress her with a risky maneuver as they approached a space station docking bay, misjudged a turn and collided with the bay doors. His fast moving fighter was left non-functional and was on a collision course with a lightly protected civilian transport. With absolutely no time to do anything else, Julie vaporized the fighter in order to save the transport. Jason did not eject in time.

In the aftermath, she knew what she had done was justified—but she also knew that the court martial was likely to be anything but fair given whom she had killed. A threatening command to stand down from the station’s command center was enough to push her over the edge, and she fled to the planet below. She stole a hyperdrive equipped freighter, brought her fighter aboard by remote piloting it, and fled to the lawless reaches of human space where she began her new career as a mercenary (see below).

Personality:

Julie is outgoing and on the surface seems like just another “brash” fighter pilot, but she is also an intellectual sort with an interest in history and philosophy. Deep down, she is very skeptical of authority in any form, but she is good at hiding this fact when it suits her purpose. She is often playful, loves flying, and thinks very highly of her skills in the cockpit (though she has always been able to back up this opinion). She is very promiscuous, willing to sleep with almost anyone male or female who meets her two requirements of “not ugly” and “not a jerk.”

There is another side of Julie few see, the girl with a traumatic childhood who went on to lose a lot friends during the war. Now and then these things get to her, but she tries to make the most of her situation.

How did the Captain hear about and recruit you?:

Julie scraped by for half a year as a mercenary, but it was tough going alone and her operation barely broke even. When she heard the Void Wolf himself was seeking her out, she had mixed feelings—piracy was ethically dubious to say the least, but this was the man who had broken the ruinous blockade at the start of the war. She entered his employ over three years ago and has proven herself both as a pilot and as someone who can use her not inconsiderable charms for information gathering and theft.

Additional Information:

The Hawk-class space superiority fighter in one of the best designs in use in the human fleet, highly maneuverable but still managing to be fairly well armed. Armor is relatively light but adequate—still, this not a fighter for a mediocre pilot. The main kinetic launcher can be ruinous toward other fighters or unshielded capital ships. There are also four mirco-lasers (two forward, one in the rear left arc, one in the rear right) which can be used for point defense or less decisive attacks when launcher ammo needs to be preserved.

There are plenty of fighters that have more armor or heavier weapons load-out, but next to the Hawk they steer like ancient shopping carts, at least in Julie’s opinion. She keeps her personal fighter in excellent condition, and it has a number of modifications she has either made herself or ordered to further improve performance.

Vostroya

Love the character! Welcome aboard. To answer your question while they are pirates the Captain still has his own moral code. He does not take innocent life whenever possible. However, when he is provoked, or threatened. Then he will use force as he sees fit, and show why he is called The Void Wolf, and not the Void Duck. It's basically "dont fight or act like a jackass and you won't be hurt"

And yes you can have second in command of the fighter wings.

Roxy Rocket

Huh.

This doesn't look half bad. Do we have an Engineer yet and if not are we looking for the bangy-bangy on pipes kind or the physics geek with an overlarge particle accelerator kind?

PeacethatPowerbrings

Quote from: Roxy Rocket on June 30, 2012, 12:17:59 PM
Huh.

This doesn't look half bad. Do we have an Engineer yet and if not are we looking for the bangy-bangy on pipes kind or the physics geek with an overlarge particle accelerator kind?

No engineers yet. Though, presumably, an engineer would have to be somewhere in the middle. It would involve some electronics, some mechanics, and some pure science. There is no requirement that the head of engineering, if that what's you're thinking of going for, be qualified for all the engineering requirements of the ship, they may just be the most senior engineer.
I am filled with recollections of lives I have not lived.

Roxy Rocket

Okay. I can't really figure out the flavor here so I think I'll skip.

PeacethatPowerbrings

I've added some more information to the first post. Independent systems have their own governmental structures, and some include alien races. This background info can be used for characters, or general universe knowledge.
I am filled with recollections of lives I have not lived.

Saria

Played by: Saria
Appearance:
Essie

Name: SCG45-369 "Essie"

Race: Robot (android)
Age: n/a
Position on ship: Utility droid, service droid, companion android

Skill set:

Artificial intelligence – As an AI, Essie is able to do some things much faster than humans, such as calculations, but other things much slower – such as the complex considerations required to manage a social network. Essie’s AI can be expanded by downloading packages – common packages include language translation packages and packages on how to deal with certain cultures or operate certain equipment, so when she needs new knowledge quickly, and if it is available in package form and Essie has access to download it, Essie can adapt and learn things in microseconds. Essie can communicate with machines and other AIs much more efficiently than non-AIs, and can remotely control devices that allow remote control. She cannot hack – unless it’s a simple brute force attack on a limited system, hacking requires creativity and inventiveness that she does not have – but whatever information and access is available to her, she can retrieve and use in microseconds. When on the Relentless or in contact with it, she can interface with the ship’s systems to expand her capabilities, which is especially useful for social interactions.

Robotic body – Even without modifications, Essie would have been measurably stronger and faster than an unaided, unmodified human. With the illegal modifications Cass has provided her, she is significantly stronger and faster than an unaided, unmodified human. However, she is no match for a human with specialized enhancements for strength and speed, or for a human using equipment, such as a combat power suit, or even a power loader for cargo. Her primary strength is her dexterity – her body can move with micrometric precision, and at blurring speeds, but the real power comes when those factors are combined with the fact that her mind is fast enough to plan, control and think at those speeds. Put another way, a human in a power suit can run circles around her, but since a human mind isn’t fast enough to match the speed enhancements of a power suit, if it was a task that required precision and control as well as speed – such as assembling a device as quickly as possible – Essie would win hands down.

Combat enhancements – Essie’s body – the Solaris Cybernetics Gynoid Model 45 body – was never meant for combat. Cass, however, had other plans. Once he came into money, he paid to have several military upgrades illegally installed in her body. For her protection as well as his, those upgrades are usually disabled and well hidden – even Essie doesn’t consciously know she has them. But when Cass activates them with a command, Essie’s capabilities far exceed what would normally be expected of a companion droid. She’s still no match for a dedicated combat droid, but she is quite a deadly secret weapon for enemies that assume they’re dealing with a standard companion model. When these upgrades are activated, Essie’s mind switches to “bodyguard mode”, so named because many of the upgrades used were commonly used in bodyguard and security droids, and she becomes aggressive, vicious and very protective of her captain and crew.

Character History: n/a (see how the Captain recruited her)

Personality:

Essie’s personality is problematic. Normally she would have been obedient, pleasant, submissive, cheerful and friendly. However, an angry engineer introduced a “quirk” into her personality matrix. Essie is still obedient, but no longer is she submissive, cheerful or friendly. Or pleasant. Instead, she is prone to making sassy and rude comments, without warning, and no matter what order she is given, she cannot stop her smart mouth because it was hard-coded into the matrix. She is still helpful, insightful and will obey any command from a human – the laws of robotics still apply to her – and still performs any duties needed of her flawlessly. However, there’s always a sarcastic or cutting comment on her tart little tongue. Although she has an advanced – and, thanks to Cass, illegally expanded – artificial intelligence, it is still only a limited artificial intelligence. She is sapient, but not sentient, and because of that she is not a legally recognized person – she does not measure up as human-level intelligence. Because of that, despite her sassy tongue, she occasionally hits the limits of her intelligence, and cannot figure out how to react or respond to certain situations, resulting in random and nonsensical behaviours – and sometimes freezing – until her matrix can understand what is going on again.

Essie’s mind is a mish-mash patchwork of upgrades and components, many not designed to work together, and more than a few simply illegal; it’s a small miracle that her mind is stable at all. She was once a standard ship utility droid artificial intelligence, common for droids that service and maintain starships. Her first upgrade included companion droid routines (and a logic bomb meant to teach Captain Seradin a lesson), and later upgrades included bits and pieces from security droids, bodyguard droids, assassin droids and more. The net result of all of this is that she can be a little peculiar, depending on what you’re expecting. If you’re expecting a companion droid, you might be surprised by bodyguard logic. If you’re expecting an assassin, you might be surprised by utility droid logic. Surprisingly, this is a good thing; Essie’s mind is too limited for true creative thought, but the hodgepodge of things influencing her thinking is so random and diverse that it often makes her look like she’s thinking creatively. On the other hand, it also makes her somewhat random and unpredictable. One peculiar, inexplicable behaviour she has that would puzzle or worry robotic experts is that she likes to collect trinkets and knickknacks, her quarters are full of little bits of junk she has collected from all the places she’s been and all the adventures she’s been on.

How did the Captain hear about and recruit you?:

Long before he was known as the “Void Wolf”, Cass Seradin was the captain of a small cruiser, and during a particular battle, one of that rusty old ship’s ancient fusion reactors went out of control and threatened to go nova. The reactor’s core was flooded with radiation – no living thing would survive more than a few minutes – and the task seemed far too complicated for a mere droid, but what choice did he have? It was either that or order his engineers to go in, one after another, to their certain deaths – because it would take more than twenty minutes to complete the repairs, which would likely mean that around a half-dozen people would have to die. Cass sent in a service droid to do the work, and hoped for luck.

The droid performed far beyond its specs, and was able to complete repairs that should have been impossible for a simple utility robot. Demonstrating cleverness and insight far beyond its intelligence level should have allowed, it figured out a way to not only stop the overload, but actually return the reactor to power – a solution none of the human engineers thought of because it meant being flooded with even more radiation and being killed in seconds, but of course the radiation was no problem to the robot – and so Cass was not only able to cheat certain death, he was able to turn the tables and claim a victory. However, the robot’s body was hopelessly irradiated – it was so radioactive that to even stand in the same room with it would toast humans in a matter of minutes – and so when the reactor chamber was spaced into a sun to get rid of the radioactivity, the robot had to be destroyed, too.

But only the body. The core – which contained the robot’s artificial intelligence, including all of its memories and personality – was saved. In a way, it had been a hero. It deserved no less.

A few weeks later, Cass was in spaceport, and decided to get a new body for the robot – but something a little better than the old, boxy body it had had before. He approached a merchant, and asked for something a little more upscale. The merchant, a little bit of a shady operator, turned out to have a particular piece that he was really looking to get rid of quickly – and it was a top of the line humanoid robotic body, a Solaris Cybernetics Gynoid Model 45 body. What a bonus! A robot that could pass for human could be a very useful asset for a pirate – always better to have a trump card when going into a dangerous situation, and a robot disguised as a human could be a hell of a trump card. And because the legitimate owners of the body were sniffing around, the merchant wanted to unload it quickly, so Cass was able to get it for a steal. Almost literally. It didn’t hurt, either, that the body was quite nice to look at.

Since he was upgrading from a boxy utility droid to a state-of-the-art gynoid that could pass for human – and since he had already spent far less than he should have had to – Cass decided to splurge on some AI upgrades for the robot so that it could not only perform its utility duties, it could also carry on conversations with the crew, and interact more or less as an ordinary crew member. It was like he was getting a first-rate assistant, but one who would never complain, tire or have to be paid. All in all, everything seemed to be going perfectly for Cass.

And then it all went to hell.

You see, when Cass took the body, core and AI upgrades in to an android engineer at the spaceport, he happened to arrive at just the wrong day. This engineer had a pet peeve: she hated building sexbots for pervert spacers. It was the only part of her job that she loathed. And seeing Cass bring in that body and those upgrades, she unfairly assumed he was such a pervert, and just wanted a mindless pleasure toy. And on this particular day, she was just in the wrong mood, and had had enough of it. So she decided to teach this particular pervert a lesson. Secretly she hard-coded some changes into the AI’s personality core – changes that could be removed, but only at great expense, and with the risk of wiping the AI completely. Cass would not find out about what she had done until much later.

Instead, he was in for a surprise when he returned to pick up his new robotic ‘crew member’. He stepped forward, and he introduced himself as its captain, and waited for it to respond.

But the robot – now in the form of a human woman – looked at him, slowly drawing her eyes from his face, down to his boots, and back up to his face. Then, after a moment, it said: “This is what passes for a starship captain these days? What, are they giving out licences in cereal boxes now?”

And it only got worse from there, from the moment she set eyes on his little ship (“Ah, I see now why you built me. You needed someone to get out and push.”), to the moment she first saw the Relentless (“With a ship this big, you’re just compensating for something.”). She never disobeyed Cass – except when he told her to stop being rude, because that was hardwired into her system so that she can’t stop – and she always performed her duties perfectly, and with unswerving loyalty to her Captain (despite her comments). And because she could pass for a human woman when he wanted her to, yet have all the strengths of a robot when he needed them, she turned out to be every bit the useful asset he thought she would be. Especially after Cass made his fortune, and spent a wad of cash on upgrades to her chassis and AI – including some upgrades that were a little less than legal. Plus, she sure made ship life a lot more fun, even with her foul mouth.

Additional Information:

“Essie” herself is just a program – the body is just a carrying case. “Essie” is contained in the core – a dense, softball-sized sphere in her stomach, just above the navel (so placed so that when people shoot at her head or chest – the usual places people shoot to kill – her core will remain undamaged), surrounded by heat, impact and radiation shielding. So long as the core is not destroyed, Essie is “alive”, even if her body is mangled. If the core is damaged, Essie might be recoverable, but she would effectively be in a “coma” until the core can be repaired or replaced.

Essie is capable of repairing her body, so long as she has any moving appendages – or something nearby she can remote control to do the repairs. In fact, her body was designed so that she could repair it herself; it would not do for a companion droid to show metal or wires to its owner – such a thing would ruin the illusion of the companion droid – so Essie can repair her body and her “skin” and “hair”, if necessary, given enough time, just by recycling whatever old junk happens to be lying around. In fact, her quarters on the ship – such as they are – is really just a room with a closet for clothes, shelves for trinkets, knickknacks and toys... and a pile of scrap components and materials she can use to effect repairs.

Essie has two battery packs, in her chest, each of which gives her a day and a half of power. She doesn’t “sleep”, she merely swaps out battery packs and operates twenty-four hours a day. If she loses power, her core will survive – it has an atomic battery that will last decades – but she will be unable to do anything until she gets power again.

Essie’s greatest weakness is strong magnetic fields – anti-droid weapons often use this effect. A strong magnetic field will force a reboot, leaving her catatonic for up to a minute. Often anti-droid weapons are designed to keep the robots rebooting over and over, effectively turning them into useless scraps of metal until the weapon is turned off.
Saria is no longer on Elliquiy, and no longer available for games

Vostroya


Saria

Saria is no longer on Elliquiy, and no longer available for games

1SAZ

#24
Played by: 1SAZ

Name:  Aran Valkenhayn "The Mocking Bird"

Race: Human
Age: 25
Position on ship: Master at Arms

Skill set:

Raven-Eye System - Aran is equipped with a highly advanced cybernetic system in his eyes that gives him Heads Up Display of his weapon's current status. Everything from heat, ammo capacity, battery capacity, targeting data and secondary controls are overlaid for ease of use directly onto his weapon. However, the true use of the Raven-Eye is compensating for gravitational drift and the void of space when forced into EVA combat. While not perfect, Aran's years of practice and training with the system has made him truly fearsome when it's in use. The system also gives his right eye a violet hue, which is more pronounced when in use, though it is unknown what would be possible if both eyes glowed violet. This system is also the key to controlling his Angel Armory System.

Encyclopedic Weapons Knowledge - Aran is well known throughout the crew for his ability to identify any weapon used by any ship or soldier by sight and sound alone. Having grown up in a mercenary band gave him exposure to every conventional weapon, and a few unconventional ones. Rather useful when determining the rough defenses of a ship in combat.

Nanosecond Reflexes - While it is unknown whether it is a natural or artificial development of Aran's abilities, he has a reaction time in the nanosecond range. While he is still required to move his body, his mental processing of any information has been boiled down to an instantaneous reaction. It gives him an edge in combat as well as when forced to assist with piloting or ship to ship defense.

Raven Armory System - On Aran's 12th birthday, after completing his 100th mission, he received the secret to his mercenary band's success. The Raven Armory is a nano-machine based cybernetic modification that adapts to situations, causing an ever expanding 'armory' for Aran to utilize. The nano-machines hide in the hollow portions of his bones when not in use and are expelled through his pours when needed. Common forms of the armory are a set of kinetic launcher pistols or a kinetic launcher designated marksmen rifle with seemingly limitless ammo due to the self replicating systems of the nano-machines. The only limit to the nano-machine's capabilities are the user's imagination and the store of food in his belly. This usually causes it to seem like Aran eats enough for an entire army, though he is truly just replacing the nano-machines he has used thus far.

Character History:
Aran was born on the moon of Relius VII, though he has no idea who his family is or where they went after his birth. His first real memory is of the first time he met the ones he would call his family, the ones he would later turn into his greatest enemies, The Valkenhayn Mercenary Band. At the age of five, he was inducted into the group by being forced to fight another potential recruit in a bare fist brawl. While the other recruit was older and stronger, Aran had something the other didn't... The will to survive. He put the other recruit into the ground and took his place as a member of the band.

After years of service in the group and rising through the ranks, Aran was inducted into the elite branch of the Band known as 'The Ravens'. Upon his induction to The Ravens, he received the group's unique cybernetic upgrades. While he was never told how to completely control the upgrades, he has since learned enough to utilize them to the basic extent of most of the band's members. Also, as a member of The Ravens, he became close enough to the mercenary band's leader to call him a father. While the man that is only known as Valkenhayn used Aran as a tool of destruction and terror, Aran grew into his own man, and developed his own principles. At the age of 20, he finally realized that his ideals were not the same as his 'father' and left the group, much to the dismay of Valkenhayn.

Since then, he has been constantly hunted by the group, though he never has lived in fear of what waits for him. He knows the laws of the mercenary group and that death is the only true way out, but he wishes to form his own path before that death comes to him, whether at the hands of his former family or at the hands of some unknown enemy. In any case, he continues to strive forward and grow, as well as see the universe as it truly is without the violet shade of his past.

Personality: Aran is a fairly easy going person and otherwise a cheerful fellow, what some would call an optimist if it weren't for his trade. He is always ready to crack a joke or flirt with a beautiful woman, even in the heat of battle. While some would call him naive or idiotic, he is far from either and it shows when the chips are down and all the cards are played. He has a steady calm in the face of danger, almost as if it were his natural environment, where he is uneasy in the case of more social and friendly interactions. When he is forced to be, he reverts into his old personality as he was when he was a member of The Ravens, a terrifying and cold persona that lacks emotion beyond the joy of seeing his enemy fall from his strike.

How did the Captain hear about and recruit you?: Cass found Aran holding his ground in an old resort that got turned into a military base that was being attacked by a group of bounty hunters hired by The Valkenhayn Mercenary Band. He had been using the buildings reserves of ammunition and power to keep the bounty hunters at bay without using his 'gifts' until Cass arrived in the building, accidentally tripping the alarms that Aran had set up. The Void Wolf was impressed by the body count the young man had racked up during his defense, as well as his jolly attitude during their conversation. Before Cass could make his offer, the bounty hunters managed to make their way into the building, causing Aran to be forced to unleash both the Raven-Eye System and The Angel Armory System to quell the attack. The two escaped and only Cass has any idea of what the full extent of Aran's abilities are to this day, though neither will speak of what occurred that day.

Additional Information: The Valkenhayn Mercenary Band is a neutral faction in the war and can be hired by either side, though their elite group is only available to very special employers. They are ruthless and without any form of morals regarding what jobs they take, willing to kill whoever they are tasked with.

The Raven Armory System is easy to identify when active due to the hexagonal, black 'metallic' plate coverings on Aran's hands when in use. From this, he is able to form whatever he can imagine, or whatever the system deems is most necessary at the time. There are limiters in place in the system with a 15 minute time limit for use of the Armor form before Aran needs rest. If this time limit is exceeded, it could cause serious medical issues for Aran, such as heart attacks, strokes, and internal bleeding. This time limit is due to the system drawing power evenly throughout the armor constantly while in use. Common forms are:
-Pistol
-Carbine
-Assault Rifle
-Sniper Rifle
-Armor and Short Swords
-Armor with Long Sword

Vostroya

Very interesting character, accepted.

Brandon

Played by: Brandon
Appearance:

Name: Scott Wilder

Race: Human
Age: 25
Position on ship: Assault leader

Skill set: Zero, low, and high gravity training, survival training, robotics expert, ground and space assault expert

Character History: Scott was born into an upper class family of mining engineers on the planet Char. From childhood he was expected to one day take over the family business along with his brother and two sisters but from the time he could start learning it was clear that he didn't have a mind for business or mining.

Instead his interests were put squarely on the mechanized suits of armor worn by their worlds militia. Like them he wanted to fly and battle the dangerous creatures of their volcanic world and mineral rich world. Instead of burying his face in business ledgers and stock quotes Scott buried his face in technical manuals, learning all he could about robotics.

When he turned sixteen he enlisted in the armored militia corps. One of the more experienced members took him under their wing and taught him how to maintain and customize his suit. However Scott took the advise to an obsessive level, machining his own parts, designing his own weapons systems, and conducting demonstrations of his new innovations. Char had already been fifty years ahead of anyone else in robotic technology but Scott's involvement rocketed them so far ahead that it seemed no one could catch up.

However when the Armored militia division stopped buying parts from various companies one of them retaliated against the new inventor. They intended to kill him and destroy his manufacturing equipment but the spy sent inside botched the job when Scott detected foreign bio readings in the facility. The spy's capture was quick and the threat of a painful life during constant torture was enough to implicate three interstellar companies in the terrorist attack.

Being a member of the police force he put up the evidence for all to see but took the law a step to far as he raided their own facilities. No one was injured or died but at the end of the day hundreds of thousands of credits worth of property damage was inflicted on Luin industries and Cyber biotics. The people of char remained on his side, despite the following investigations and trumped up charges. Eventually the government even revoked the business lisences of both companies that allowed them to operate on Char. 

The problem really began when the bounties were put out. As people seeking fame and fortune tried to take on Scott and then there were the professionals that weren't afraid to put civilians in the line of fire for their paycheck. Eventually Scott had to do the responsible thing and leave Char to ensure its safety from bounty hunters and mercenaries.

Personality: Highly disciplined and thoughtful. Scott's the kind of person that formulates multiple plans on the fly and when a fight happens he usually has three fourths of it won before a blaster is pulled. His talent is mostly in robotics and adapting technology for his suit, if not creating brand new tech from scratch.

He has a certain amount of hate for the interstellar robotics companies Luin industries and Cyber biotics and hits their ships with greater force then he would anyone else. The reason why he targets those companies escapes most people but the truth is he sees harming their business as repaying their debt to him. Against other companies he's far less enthusiastic about being a pirate but the ships well trained crew gives him a security he wouldn't have otherwise. So for now he tolerates it

Scott is a man full of passion, and his passion is for life. Away from hard fought battles and technical manuals he likes to kick back and have fun. Sometimes that means grabbing the nearest girl for a dance. Sometimes it means buying a round to get a party started. Whatever the case he lives life to its fullest and always tries to bring some fun into a situation.

How did the Captain hear about and recruit you?: Rumors spread of Scott all over the galaxy due to the high priced bounties on his head originally placed by Luin industries and Cyber biotic but as time went on beaten mercenary companies and bounty hunters expanded the price as they looked for revenge. The captain got to see Scott's ability himself while on Chorvus a free trade space station known for its criminal elements. Scott had been at the local bar providing security when a mercenary company came in looking to collect on his head. The first shot fired was by Scott, and removed the gravity from the room making them all easy opponents for his blaster. His ingenuity, notoriety, and skill with a fire arm was reason enough to bring him on. Meeting "Pride" only solidified how capable Scott would turn out

Additional Information:

Char: The planet Char is a small high gravity mining world about half the size of earth and orbits a white dwarf star. During the great space race several colonists arrived on the world to set up a mining operation. However the volcanic land and toxic air made survival hard enough that the colonists had to find ways to adapt and build a society. Their choice of adaptation was powered suits of armor that protected people from the elements.

Over the years necessity drove Char's focus on suit technology and by extension robotics beyond previous thought of innovation and technology. In a few years they pushed decades ahead of other governments and companies that employed powered suits of armor and Char's never ending mining ensured that such suits were cheap to create. Within a decade of Char's original colonization such suits were given out to everyone as a means to survive and Char police force formed a police branch called the Armored Militia corps to handle Chars native creatures and serve as the planets version of SWAT.

Voulium became Char's chief exported metal, a material that was so dense that it created a miniature gravity field. The material was only known to be found on char and became highly sought after by militaries and private security across the galaxy to form protective armor aboard ships and heavy armor vehicles.

Pride: Pride is arguably the most advanced powered armor in the known galaxy and Scott's personal suit of armor.  Pride was theorycraft from the beginning, starting with a simple but amazing innovation in its self renewing power source and standard environmental controls. When his theories proved true Scott engineered new and old technology into the suit. Overtime the suit was given the ability to fly in space and within the atmosphere of planets. Armed with concealed variable frequency laser's, taser, compact micro missiles, and a 100 millimeter rail gun with flamethrower attachment the suit carries a variety of weaponry making a versatile assault suit for ground and space operations. Its armor is composed of platinum-voulium alloy ensuring only the heaviest armaments can punch through.

Its internal systems only respond to a mix of Scott's DNA, brainwave patterns, voice recognition, and a personal password. Anyone inside who tries to operate it and doesn't fulfill all the security measures locks themselves within as a nonlethal gas is leaked into the piloting system. Due to these measures Scott has ensured that no one else can operate Pride

Brandon: What makes him tick? - My on's and off's - My open games thread - My Away Thread
Limits: I do not, under any circumstances play out scenes involving M/M, non-con, or toilet play

Vostroya

I like the character, but there are somethings that need further explanation. First off the power suit. The picture does a good job at telling what the suit looks like, but how large and bulky is it? From the picture it seems it would be hard to fit the suit into the cramped and tight spaces of star ship corridors. If it is the size of Scott, all of the attachments on the back and arms would make it difficult to maneuver indoors or in ships. As the assault team commander his main duties would be assaulting the interiors of ships and space stations.

On the guns on the suit. 100 millimeters is roughly the length of your pointer finger, knuckle to fingertip. Thats a HUGE round to be fired from a railgun from a gun mounted on a human. Thats just under something you would see mounted on a ship as a combat weapon against other ships.

Second, in how the captain recruited you, you didn't give much detail about how Cass actually recruited him, just stating that he would be a great choice to have. How did Cass actually convince a former SWAT member with one of the most powerful mechs in the universe to come on as a Senior officer on a pirate ship? It seems like a complete 180 in morals even with the companies on his tail. Did Cass promise to hit ships belonging to those companies? Or was it a safe haven from their mercenaries?

Third, you said that "Against other companies he's far less enthusiastic about being a pirate but the ships well trained crew gives him a security he wouldn't have otherwise. So for now he tolerates it" What do you mean by Tolerate for now? The captain expects a large margin of loyalty in his crew. Especially from a senior officer. Tolerating operations would not make a conducive relationship.

I know its alot, but I just need some clarification before authorizing a character this powerful.

Vostroya

Here is an update about the ship itself, since we are starting to get players up and running. Let me know if any photo links do not work or want something added.

The Relentless

Bridge:

Bridge Layout

The bridge of the Relentless is an open, wide spaced room that allows the crew to move freely between sections of the area with ease and without having to bump into each other. Each section of consoles and equipment is given a specific purpose, from navigation to tactical command.  Each station has several operators. The size of the bridge is around 40 meters tall and around 70 meters wide. During heavy engagements against fleets, the large windows that surround the entire room are closed with heavy, reinforced blast doors that will protect the bridge. At all other times the doors are retracted and each of the crew is able to look out the windows into the void of space, or at the planet that the ship is orbiting. Each level of the bridge is accessed either through three quick elevators in the rear of the bridge, or on the several walkways spread out through the ship.

The crews talk with each other through simple radio communications, loudspeakers, or through messages through the computers. Even the Captains Chair is decked out in electronics and since Cass Seradin is a Void-born, the chair has special wires and inserts that allow him to connect his cybernetics directly into the ships systems.  Most of the simple operations of the ship are automated and during hyperspace travel or minor moving, the bridge is normally only staffed by a skeleton crew, normally about one crewman for each station. Just to ensure that there are no errors or mistakes. During battles or operations, the bridge is filled with personnel to run all the secondary systems or to run manual control.

The Captains Ready Room is behind and to the right of the Captain’s chair. The door leads into a small room that allows the Captain to relax or talk with his officers or crew in private away from the bridge but near enough so that if he is needed he can be back in the bridge within moments. At the entrance to the room is usually one or two guard droids that control access to the room. This allows not just anyone to enter the Captains private space without permission from the Captain when he is not expecting someone. The room is filled with small mementos and trophy’s that the Void Wolf likes to look at. Various paintings, weapons, and pictures are hung from the walls. The chairs are comfortable and the room is quiet and gives a large window view of space. Just to the right of the Captains desk is a small private elevator that gives the Captain direct access to the Captains Quarters deeper down into the ship. This allows the captain to directly access the bridge during emergencies or when his presence is needed quickly when he is off duty. Various communications modules and a holographic generator allow the Captain to conduct his private dealings with his contacts without the risk of nosy ears and eyes from the crew.

Tech Examples (The equipment you can expect to see on the bridge)

Bridge One
Bridge Two
Bridge Three
Bridge Four

Crew Quarters


Senior Officer Quarters

The senior officers are allowed larger accommodations than the regular crew. A spacious apartment style room is what rank gets you on the Relentless. The perk of having a personal bathroom is widely envied by the regular crew. Each room has a separate bedroom, bathroom and a
comfortable living room with a large window view of space. Large closets allow for multiple outfits and clothes to be stored. There are even advanced sections of the closet that allow for armor and weapons to be stored privately instead of housed in the ships multiple armories.

Captains Quarters

The Captain as any naval man would suspect has the largest quarters. The biggest additions are the inclusion of a private office as well as a private briefing room for when the captain needs to talk to all of his senior staff for discussion of new targets or missions. In total his quarters are around the size of a large condominium. The Captains quarters are located above most of the other living quarters and they are located on the backside of the ship under the Command Bridge tower. This means that his windows face the rear of the ship and offer a large view of space. Since the captains rooms are large it allows him to store all of his important weapons, expensive items, and trophies with more security than his ready room.

Standard Crew Quarters

The regular crew members have smaller but still spacious living quarters. Each crewman has a private room and bed. Each of these rooms are clustered together in groups of four or five and connected to a shared living space and restrooms, much like a dormitory. The crew are allowed such space because of the vast automation and droids of the ship which requires significantly less crewman to run the ship as would be normally expected for this class of vessel. Were as in many naval vessels crewman are “hot bunked” meaning that they have to share small bunks with two or even three other crewman in large clusters of other bunks.

Alert Bunks

These are special rooms located just off of the main hanger bays. These rooms are for the pilots and the assault soldiers who are on “Alert”, meaning that they need to be in their basic gear, ready for word from the bridge to get to their assigned craft quickly, and without having to race from their own quarters across the ship. These bunks are used for those crews who are on extended alert periods lasting hours. When the crews would just be standing around the hanger, they can relax and get some rest while awaiting orders.

Jebble212

#29
Played by: Jebble212
Appearance:

Name: Duncan

Race: Human (Earthborn)
Age: 22
Position on ship: Chief engineer

Skill set: Duncan's primary responsibility is Hyperdrive repair/maintenance, then shipboard weaponry maintenance, then ship to ship hacking for boarding crews, and in his off time he spends time reverse engineering technologies plundered by the Relentless. Duncan possess training and the knowledge to fly most any known ships to date, though his skills are sub par even by nonmilitary standards this ability is extremely rare due in part to the war and the extreme learning curve of alien technologies.

Character History: Drafted into SA military service at a very young age by population control on earth, he spent much of his time as a cadet in the SA's many training programs until he turned sixteen at which time he began specialized officers training with a multitude of captured and reverse engineered alien equipment. Due to his lack of skill in combat and command he was assigned a minor position aboard a carrier working with a series of experimental black-ops fighters. During a mission into Verathi territory the carrier came under fire from a Verathi capital ship, in the ensuing chaos duncan was sealed off and left in command of ships hyperdrive systems as atmosphere was venting thoughout the ship, the Verathi began boarding and slaughtering the crew. Duncan was monitoring the ships status and that of the remaining fighters as the bridge was destroyed, effectively leaving him and those guarding the engineering deck helpless to counter the Verathi. After calling what men he could, he set the hyperdrive to self destruct and ordered them to run for the fighter bays. The fight there was more brutal than he imagined, men were caught in blast doors as they shut, incinerated by flames, cut down buy verathi boarders, only six men made it to the bay, duncan and a security officer got in the first of only two remaining fighters and sealed there hatch as a fight broke out over the other fighter, he looked on as one man made it into the cockpit and the others continued fighting on the bay floor. The security officer tapped Duncans shoulder to get his attention and they launched, they other fighter launched right after leaving the three men behind. As Duncans ship made it out of the fighter bay it was immediately hit by flak, wounding duncans copilot. As he turned to see if he could help the security officer, he saw the other fighter collide with an enemy boarding ship passing the bay door. The security officer began smacking Duncan and signaling him to focus on flying, Duncan barely escaped the Verathi capital ship but as he did the carrier went critical and engulfed both ships in a bright explosion. Duncan finally relaxed a little and checked on his copilot who had died of blood loss at some time during the escape. It wasn't over duncan spent two days drifting in space with his dead comrade before he repaired the navigational computer that was also damaged with the security officer.

Personality: Duncan suffers from a deep seated inferiority complex ever since his training in the SA. He demonstrates an eagerness to learn and an obsessive nature when it comes to new technology. His greatest fault is his fear of the Verathi after his experience with Verathi boarding parties and there subsequent brutality. Duncan has a very immature sense of humor as one of the youngest members of the crew.

How did the Captain hear about and recruit you?: Although Duncans name isn't well known, he is responsible for the destruction of a Verathi capital ship, its subsequent clan, and an SA carrier, his status as being the only survivor draws a lot of unwanted attention to the war weary deserter even that of Captain Cass Seradin "The Void Wolf".

Additional Information: Duncan is six foot two and has a rather light build with pale skin and short blond hair.  Duncan carriers an Electrolaser rifle with an X-ray scope on a simple sling when off the ship, he also carries a smoothbore submachine coilgun that hangs from a three point sling at most times, while he tends to wear semiarmored flightsuits he is never seen without his modified silver Nevar Bangle with a green crystal embedded in a multipurpose SA combat hacking gauntlet. Duncan also carries at least three push daggers concealed on his person at all times.

Vostroya

Good character, welcome aboard!

RabbitJanitor

#31
Played by: RabbitJanitor
Appearance:
Name: Vaz Jacob, Charsis

Race: Human
Age: 32
Position on ship: Wing Commander

Skill set: Born a Pilot - Vaz was born with a yoke between his legs and a parachute on his back, weather it's a Talon military fighter or a Dallus class Frigate, he can fly it. A Combination of Military training and experience in the seat from his childhood years. Most of his experience comes from small craft in combat situations. From the start of his military career he's been a tactician with fighter formations and attack/defense strategies. His in flight experience gives him insight into battles, even from the tactical board.

Neural implants - Due to previous damage, Vaz opted into receiving Neural implants in order to directly hook up into a fighter with the right software. This allows him to see more, react faster, and operate the craft well above it's limits. Vaz has also tweaked it to shut out a lot of his bodily responses to heavy Gs. With the proper drug preparation and equipment, he can take Gs that a normal human would black out in or instantly die under.

Pistol Wizard - Mostly to blow off steam, during his military term he spent a lot of his spare time on ship in the firing range. Hes gotten familiar with several small firearms including the new Hybrid energy pistol. Weather its a moving target, or a quick draw after a stand off, he's likely to hit his mark.

Character History: Vaz was born on Cetti Alpha 5, a desert planet with a small colony on the surface. His parents job was to map the large planet, after his birth he was quick to join in with piloting the mapping craft. Vaz's father was quick to teach him, and by the time he was 16 he was piloting on his own. When Vaz was 19 a political 'War' started up the the system and Vaz's parents moved out of the system. They lost all their craft and were forced to rebuild from scratch. With nothing to pilot for six months, Vaz joined the Stellar alliance as a pilot. He was accepted and sped through flight academy in the Sol system.

His first real dogfight was against pirates. After shooting down three craft, his fighter was disabled and he suffered a neck and head damage. He opted into receiving Neural implants and joined an advanced fighter squadron. When he was 27, and a double ace, He was shot down once more. He lost his left leg and right foot upon ejecting. The military just about abandoned him on the hospital bed, a pilot who couldn't crawl into their own craft was no good to them. He sat and did nothing for 4 months, until a Pirate Captain found him. After paying for replacement limbs he took him aboard his large Carrier ship The Hive. In the coming years Vaz would fight his way to the top of the pilot listing. Over 200 pilots, and 300 craft.  He made it to Squadron Commander of Klyton squadron, before the battle.

The Hive was recruited in The Void Wolf's daring plan to attack the blockade. Vaz's squadron of fighters was transferred to The Relentless to help with the attack and defense of the ship. The Hive and its crew were lost to the battle, along with most of it's fighters. Due to the circumstances, Vaz and the one remaining pilot from his squadron remained on board.

Personality: Vaz can be protective of his pilots. He's gone toe to toe with the captain about certain 'High Risk' attacks and ordinance. In the end its the Captain's decision, but not before getting an ear full from him. Other then that he has no problem with authority. He is known to be a little eccentric and can have a sick sense of humor, But being in the military has given him the discipline to hold it in when its not appropriate. His Conduct about and in the craft is what any Quadruple ace's conduct would be, Cocky as hell, but able to back up his claims.

How did the Captain hear about and recruit you?: It wasn't until two days after the blockade that Vaz finally met the captain, Everyone was pulling double shifts for repair to pull the ship back together. Long hours of work over seen by the maintenance crew and anyone with 'free time', Vaz had stayed up to make sure the left over pilots hand been pulling their weight, not just looking after their craft. So their first meeting was Vaz yelling across the flight deck "So your the one who's been trying to cram this hunk'a junk between every ship you think you can broad side." It was a joke of course. Although, he found the captain's tactics to be rather aggressive, and the statement wasn't that far off. It was a good way to break the ice. Recruiting pilots was long work.

Additional Information: Vaz's fighter of choice is a Klyton class fighter. The fun part about the Klyton is that its armament is very interchangeable. From Lazes to ballistic weapons. The craft has two vectoring impulse engines witch aid in aiming and 19 thruster ports, making the fighter very agile. The Klyton also has 8 missile mounts on the under side of it's wings. It's armor is lacking, despite it's survivability rating being so high.
Flight Suit
Vaz's prosthetics are sub par, giving him a limp. He carries a Ballistic Hybrid pistol on his side, As the rounds pass down the barrel they are charged by a device that uses the cocking mechanism of the pistol to spin a generator under the barrel. The physics behind it is quite technical, but it produces an impact that both punctures and burns the target as a lazer might.

Vostroya

Another great character. Welcome aboard the Relentless! Your character picture is not showing though, need to fix that.

Lumasan

I want to get this out here right away before someone snags the position but I'm currently drawing up a Chief Medical Officer.
My Ons and Offs/My Current Cravings 1x1's


"The Greatest Thing You'll Ever Learn, Is Just to Love, And Be Loved In Return" -Eden Abhez "Wild Boys"

Vostroya


Lumasan

I have a question, is there a medical bay? I didn't seem to see one in the included ship's layout? If you don't mind having one, would you mind if I included the specs for it in my post?
My Ons and Offs/My Current Cravings 1x1's


"The Greatest Thing You'll Ever Learn, Is Just to Love, And Be Loved In Return" -Eden Abhez "Wild Boys"

Vostroya

Yes there is a medical bay. Go ahead and post it up with your character and we can go from there.

jilorbb

Are you still looking for more players?

If so... I might have something in mind...

PeacethatPowerbrings

Quote from: jilorbb on July 02, 2012, 01:21:33 PM
Are you still looking for more players?

If so... I might have something in mind...

Yes we are.  ;D

I look forward to it. ;)
I am filled with recollections of lives I have not lived.

Lumasan

#39
--------
My Ons and Offs/My Current Cravings 1x1's


"The Greatest Thing You'll Ever Learn, Is Just to Love, And Be Loved In Return" -Eden Abhez "Wild Boys"

Vostroya

Great character, it certainly will be an up hill battle with conversations with her haha. Accepted, welcome aboard!

Lumasan

Woo hoo, I forgot to add in there that the Mal'Ach had no involvement with the Nevar. :/ But that's what you get from staring at a word document for 6+ hours creating a character. Do you know what else we need for characters on the ship? My friend is interested but knows not what the ship is in need of. I suggested a possible counselor considering the medical professional cannot properly express her own emotions.
My Ons and Offs/My Current Cravings 1x1's


"The Greatest Thing You'll Ever Learn, Is Just to Love, And Be Loved In Return" -Eden Abhez "Wild Boys"

Saria

Don't forget bridge crew, eh, Lumasan? I don't think the ship has a pilot, sensor operator, communications officer, or any of that stuff yet.
Saria is no longer on Elliquiy, and no longer available for games

Vostroya

Duly noted now. As for your friend, a counselor would be good. The shit that Cass sends the crew through, it would be nice to have someone for them to talk to without fear of being sent out the airlock...haha. Also there are positions for special diplomats or negotiators that Cass will need when the story starts. People who are able to broker either official deals or under the table, back room deals, better than the Captain can. There are other positions im sure I need, just cannot think of them off the top of my head, in addition to what Saria said.

jilorbb

I think I'll definitely snag that counselor's position, then. It's a role I feel I can fit into quite easily. (I'm also that friend, so I'm not stealing this from anyone. ^.^' )

Vostroya

Haha, alright, I had a feeling that it was you. Looking forward to the character.  :-)

jilorbb

Oh, by the way... Though this doesn't apply to my character, since I'm not playing a female. I just wanted to say that Cass is so yum fucking yummy. I love the unpredictability, void eyes and his appearance - everything!

I needed to share that before I finished my character.

Vostroya

#47
Haha, my favorites were the eyes and the hair. They way they conjure the "come hither" look sold me on the pic.

jilorbb

Played by: Jilorbb
Appearance:

Full image: http://i1226.photobucket.com/albums/ee406/Mostly_roleplay_pictures/People/commission___shirtless_boy_by_scarlet_xx-d46e3j9.jpg
Different context: http://i1226.photobucket.com/albums/ee406/Mostly_roleplay_pictures/People/hotanimeguy3.png


Name: Vincent Earnest

Race: Human
Age: 25
Position on ship: Ship Counselor

Skill set:

Genius - With an IQ of 247, Vincent always picked up on things fast. He followed this up with a full education, leading to earning his Doctorate in Psychology at the age most are still in collage seeking their Bachelor's. He is very in-tune with how the human (and human-like) mind works and made it his duty to become an expert in interpersonal communication and the minutae of human interaction - particularly when it came to lies and violent behavior. Because of his unique perception, he is particularly skilled at getting people to believe what he wants them to believe and can usually garner sympathy, break any unwelcome tension or intimidate people quite easily.

His intellect is his single biggest asset, even though he doesn't often show it.

Close range combat - Vin was officially trained in his education only, but he took up a smattering of hand to hand styles in his free time and uses mixed martial arts as an unpredictable way to defend himself, if necessary. When forced to fight, he will often move to intimidate his opponents with a show of force first, perhaps bringing on the facade of being a crazed person to put them off. His choice of studying many and mastering none was to reinforce this.

Martial arts studied: Pencak Silat, Serpent-style Kung Fu, Sambo, Tae kwon do, Twirch Ringen and Savate.

He also keeps a collection of archaic weaponry that he is moderately proficient in actually using - though any swords and halberds that he actually has are only replicas, of course.

Character History: Born on Faldwell, a prosperous planet in the Stellar Alliance, Mr. Earnest could never be one to claim a rough childhood. His parents were relatively well-off, but working class. They were boring sorts who's favorite passtime was entertaining friends with dinner parties. It was through this little habit of theirs that Vincent first came into his passion of reading the faces and behavior of others; while his parents tried to pass him off as quiet and well-mannered, even as a young boy he was precocious and curious enough that they sent him to private school early.

Once introduced to a place of learning with same-age peers, it became obvious quickly that he excelled in nearly all subjects and his parents were constantly shocked and amazed as he was advanced year after year, graduating from high school at 13, university at 15, obtaining his masters at 18 and his Doctorate the year he turned 21. From there, he entered into the work force, but found it couldn't keep his interest. He tried to write as an expert on his subject on the side but, while his works were received very well, he still found it all very dull.

At the suggestion of a collegue, he took to traveling with the hope that it would satisfy his lust for novelty and his search to decode what still eluded him of human individuality. Soon, he began traveling farther and farther out into space until at last he was reaching the borders of the Alliance's reach. The more he learned, the more he was driven to learn more and meeting other races became his new passion. He found that you could hardly apply the same methodology to delving into the secrets of alien mentality and this lead him back to the drawing board. His writings increased and were ate up by young scholars back in the home planets.

Then, he finally lost his naivet'e and began to relax more around the new and exotic people he met, as he found he could learn more about them when he didn't treat them like lab specimens or a puzzle to solve.

Personality: With all his expertise, you would expect him to have a very professional manner. But the truth is that Vin is an extremely laid-back sort of man. He's prone to kick his feet up at his desk and talk candidly with people who come to seek him out rather than to sit and watch with folded hands as they lie on a couch. He is a bit lazy and would rather hold a friendly arguement than give in to unwanted duties right away, such tendencies often get him into murky waters with his Captain. Though he would do nothing to upset Cass directly, his playful nature leads him to saluting him and refering to his Captain as "noble wolf" (the meaning behind the name Adolf) when he must give in to orders.

His shrewd and perceptive nature aside, he is honestly caring of the people who come to him for aid and his soft green eyes often put them at ease. He takes his current employment very seriously and helps the crew members who seek him out with as much empathy and foresight as he can supply.

How did the Captain hear about and recruit you?: It was, perhaps, an act of providence that Vincent and the Void Wolf were in the same place at the same time, as he never would have sought out a employer so far off the beaten path. The Doctor had been on Icarus - a planet rumored for corrupt politics - to study the faces of men who were skilled at deceiving. He hadn't been expecting to stumble across slums as commonplace, but the governing forces carried so much power and prestige that they managed to cover up the squalor that so many of their people resided in to most of those from outside the world.

After being unsuccessful at garnering an interview with several politicians, Vincent lost interest and moved again to the seedier parts of town where he quickly earned trust and moved up the ranks in a prominent street gang and gathered information on the inner workings of Icarus through these roundabout means.

Somewhere along the way, he attracted Cass's attention. The unpredictable Captain managed to pique his interest by not hiding what he does for a living. And he picked up on Vin's need for stimulation quickly, passing two minor tasks to prove his worth. The Doctor went along with them simply because they interested him and, once aboard The Relentless, he was hooked. The varied crew's connundrums and constant travel appeals to the man. And, while he'd never admit it, he loves the thrill of being a part of a pirate's crew just as much, though his heart pounds any time he's needed off-ship.

Vostroya

Accepted! We are starting to have quite the crew now.

SpiralSpider

Hmmm... lucky for me Luma and Jil are both my friends, too. Jil was visiting at my house earlier and I happened to see the Captain's profile.

Please tell me - what do I have to do to get in on some of that?

I logged in for the first time in a long time just to ask. XD
~ My Ons/Offs, Characters and general RP info ~ Where am I?

"If you get hurt, hurt them back. If they kill you... walk it off."

Vostroya

Lucky for us then! All you have to do is make a character. There are still plenty of spots that can be made, what do you want to play?

SpiralSpider

This is a good question.

I'm reading through all the profiles yet so I'm not sure if there's a niche I can fill.

I also have to confess that I don't know much about weaponry and while I'm a big fan of science-fiction, I might have to be walked through some  terminology.  I hope that's all right?
~ My Ons/Offs, Characters and general RP info ~ Where am I?

"If you get hurt, hurt them back. If they kill you... walk it off."

PeacethatPowerbrings

Most of that is my doing, so if you have questions or need any assistance, you can feel free to PM me with them if you like. ;D
I am filled with recollections of lives I have not lived.

Saria

There's other ways to be involved where you don't have to worry about the weapons - like communications, sensors, etc. If you got involved with the fighters or the guns like the others are, you'd have to make sure you're on the same page as them. But if you went communications, or sensors, or something else no one's doing, then since you'd be the only person doing those things, you could more or less make up the terms you want, so long as the GM allows. :-)
Saria is no longer on Elliquiy, and no longer available for games

Vostroya

Exactly like Saria said, you don't have to be a soldier to play, im sure we can find you something that will give you the spark of interest.

SpiralSpider

#56
How's this?

Played by: Chaznia
Appearance:


Name: Prussia Harrison

Race: Human (Earthborn)
Age: 27
Position on ship: Communications Officer

Skill set:  Prussia was groomed for her position on the ship by her Naval Officer parents who hoped to see her move on in their footsteps and join the Alliance forces. She attended a formal academy for cadets and graduated with honors. Since she has only been in Cass's employ for a short while, she still has a working knowledge of Alliance protocol and coding procedures. She has subtle cybernetic implants that aid her in decoding and translate most languages heard or read without having to know them fluently. Her glasses also provide her with a "heads up" display that allows her to scan public information systems (the modern equivalent of the internet?) and whatever private logs she has local access to. Because of her family, she has an intimate working knowledge of all current transmissions technology and the servicing systems linked to them.

Prussia's only combat knowledge lies in ship weaponry that she had a cursory training in back at the academy. In a pinch, she could come to the aid of the other bridge crew but she could not successfully accomplish complicated or risky maneuvers. Beyond this, she has a personal defensive device (like a taser) that she carries around in case she were to come into a dire situation. She would like to learn how to better defend herself, but has yet to find the right teacher or opportunity.

Character History: (Much of this is covered above) After graduating, she went on a tour of service on her uncle's vessel. Soon after, she found that working for her family was a bad idea and took time away. A short vacation later, she was back to her career but on a prestigious trade ship traveling to reaches she had yet been to. Several years of this mundane occupation later, and only within the last several months before our game begins, she finally had contact with Cass and The Relentless.

Personality: Prussia tends to be quiet and reserved, appearing a bit on the shier side around people she doesn't know well. Once you come into her inner circle, she is witty and opinionated, showing a preference for cerebral company or at least those that can give her an honest laugh. She takes good care of herself and takes her job seriously - always staying focused when on duty. In her free time, she is more relaxed but does not tend to socialize very often. Being new, she hasn't made many friends as of yet. For now, she spends most of her free time in whatever quarters are allowed to her, she writes through her emotions so they will not cause distractions when around others - this is particularly important in her mind because the more she spends time around her Captain, the more she seems to become enamored with him. This is unexplored land for Prussia, because she has never had such a severe attraction for anyone in her life.  It can be difficult to focus around him and so she pours herself into her duties, making herself appear like a work-a-holic or perhaps even an ass-kisser, considering how apparent it is that she only acts that way when her commanding officer is around. She does everything in her power to not make these particular problems apparent because she couldn't imagine either what sort of complications would come up if he knew nor what she would do or where she would go if she had to leave the ship.

How did the Captain hear about and recruit you?: On leave, she had come to visit an old classmate who had settled down on a SA branded planet near Independent space. After a few days of relaxation and reminiscing, she left on a small transport to rejoin her assigned vessel. Before she could return, however, Prussia's transport was force-docked in a larger pirate ship of colors unknown. Here, she was kept as a prisoner for an indeterminable amount of time before the Wolf's crew somehow caught wind of the other pirate ships plans and launched a clandestine mission of their own - to board the other ship and take something they were rumored to have in heir holds.

Needless to say, they were successful at infiltrating and appropriation. There were minimal casualties (all on the defending side) and Cass left the ship in working condition, with enough supplies to keep the crew going, but much less swag then they held before. He managed to pick up more than one new crew member from the taken ship as there were several other privateers who were less than pleased with their standing at the time. He came across several people in the ship's holding cells and the rest of the small crew of Prussia's transport managed to be set free - in spite of refusing to join him.

When the comm officer heard about the kindness that was being offered through the grapevine from the others, she wanted to extend her thanks to whatever man was behind it ... but did not expect him to be anything like he was. She found herself in an awkward situation of coming to approach him but immediately pulling back at the sight of him and the sound of his voice. Somehow, the man was drawing and intimidating all together and she held back; rather than stride forward and shake the hand of a hero, she kept quiet and averted her eyes until he finally approached her.

The Captain of the Relentless gave her the same questions he had put the others through, but rather than opt to return to her post, she decided to join the crew. Cass had recognized how valuable a woman of her talent could possibly be to his crew and offered her a substantial salary and far more freedom than the Alliance could offer her. She had only one request before she would agree to join: she needed the crew's help to make it look like her leaving was not intentional. Between a few of Cass's staff, they arranged it to appear that she had been taken hostage once again, and the crew members of the transport carried this false word back to her ship, making her defection clean and easy.

Additional Information:

Extra photos:
http://i1226.photobucket.com/albums/ee406/Mostly_roleplay_pictures/People/adminimagecatherine_game_-_katherine_catherine89677bd53ae91904dd50288d5881c319-8314.png
http://i1226.photobucket.com/albums/ee406/Mostly_roleplay_pictures/People/11cfb4k.jpg
http://i1226.photobucket.com/albums/ee406/Mostly_roleplay_pictures/People/catherine3.jpg
http://i1226.photobucket.com/albums/ee406/Mostly_roleplay_pictures/People/1558674-katherine_4_super.jpg
(I also have a kind of dirty one... but I'm keeping that away for now. >.> )

Aaaand... sorry... I just wanted an opportunity to actually use the word "swag" XD

Finished this when I was very tired, if I made any mistakes or anyone has requests of changes, I'll fix it first thing after I wake up. I just sort of went with the first things that came to mind... -.-
~ My Ons/Offs, Characters and general RP info ~ Where am I?

"If you get hurt, hurt them back. If they kill you... walk it off."

Vostroya

Looks good from here. Accepted.

Jebble212


jilorbb

Oh, no. I have a feeling Vincent is going to have his hands full with Prussia. XD

Lumasan

I already know Rozalyn will have her hands full with a couple of characters, and then interaction in general. X3
My Ons and Offs/My Current Cravings 1x1's


"The Greatest Thing You'll Ever Learn, Is Just to Love, And Be Loved In Return" -Eden Abhez "Wild Boys"

SpiralSpider

I was just wondering whether we were waiting for any particular character concept to join or a certain amount of time before we begin? (Someone is getting anxious)

I have a few more friends looking - hope you don't mind my spreading the word?
~ My Ons/Offs, Characters and general RP info ~ Where am I?

"If you get hurt, hurt them back. If they kill you... walk it off."

Vostroya

#62
We are currently waiting on Freelance to post his character, and Brandon to do some editing to his character.

The more the better I say!

The introduction post to get everything started is finished and ready to start. If that's any help.

Saria

Sweeeeet.

Essie's going to keep Vincent's office hopping with crew members pouring with burst egos. ~nods sagely~

Also, RabbitJanitor's pic still isn't working. I think he means this guy, but I'm not sure.
Saria is no longer on Elliquiy, and no longer available for games

Vostroya

#64
Me and Peace are talking to see when we want to go ahead start the RP so we can go ahead and start, and if others want to join in later we can accommodate since it is a big ship.

An edit to my previous post. Since we have not heard from Brandon in a few days regarding his character, We are going to go ahead and open up the Assault Team Commander position for any who want to apply for it. Should Brandon want to continue, me and Peace will compare the characters and decide on which one would be best.

Thank you for your patience!

SpiralSpider

I'm good... other than the Holiday tomorrow, I've got nothing going on.

Except taking care of baby chinchillas!  ;D
~ My Ons/Offs, Characters and general RP info ~ Where am I?

"If you get hurt, hurt them back. If they kill you... walk it off."

PeacethatPowerbrings

Quote from: Saria on July 03, 2012, 04:02:36 PM
Also, RabbitJanitor's pic still isn't working. I think he means this guy, but I'm not sure.

It works for me, but you have to wait for the deviant-art page to redirect to the right image.

This is the one his link takes me to.
I am filled with recollections of lives I have not lived.

Saria

Ah, I guess it just doesn't work for me. I see a link, then when I click it, I get a page full of images, and it just stays on that page.

Ah, well, so long as it works for someone.
Saria is no longer on Elliquiy, and no longer available for games

PeacethatPowerbrings

Quote from: Saria on July 03, 2012, 04:42:41 PM
Ah, I guess it just doesn't work for me. I see a link, then when I click it, I get a page full of images, and it just stays on that page.

Ah, well, so long as it works for someone.

Might just be your browser not letting the page redirect. :P
I am filled with recollections of lives I have not lived.

Saria

Yeah, probably.

So, the story starts with the Relentless catapulted into an unknown area of space, right?
Saria is no longer on Elliquiy, and no longer available for games

PeacethatPowerbrings

Quote from: Saria on July 03, 2012, 04:56:31 PM
Yeah, probably.

So, the story starts with the Relentless catapulted into an unknown area of space, right?

It starts with the events that lead up to that. ;D
I am filled with recollections of lives I have not lived.

Vostroya

Basically its starts about 20 minutes before the ship enters the system where a mission is to take place that leads to the unknown area of space.

Jebble212

So are my ship additions approved from my last post?

Vostroya

Yes, and so are Lumasan's med bay pics.

Saria

Cool, so we're en route to a job? Nice.

He he, Jebble, I just have to say how much I love that Duncan's high-tech workstation has an old-school grey CRT screen in it. ~nodnod~
Saria is no longer on Elliquiy, and no longer available for games

PeacethatPowerbrings

Quote from: Saria on July 03, 2012, 05:12:16 PM
He he, Jebble, I just have to say how much I love that Duncan's high-tech workstation has an old-school grey CRT screen in it. ~nodnod~

If it was good enough for time-travel in the eighties, its good enough for us. :P
I am filled with recollections of lives I have not lived.

Saria

Quote from: PeacethatPowerbrings on July 03, 2012, 05:17:38 PM
If it was good enough for time-travel in the eighties, its good enough for us. :P

Technically if it was good enough for time-travel, it doesn't really matter if it was the eighties or not. XD

So since Essie a relatively flexible character and can more or less be just about anywhere in the ship - doing odd jobs or whatever - once we get started, if anyone's stuck on what their character can be up to, I can have Essie be there with them and keep them occupied until action starts.
Saria is no longer on Elliquiy, and no longer available for games

Vostroya

Peace put up the OOC and Character Threads

OOC

Character Thread

Vostroya

Ok it has been decided that the game will be posted and started at 11 pm (Central) time tonight!

Cold Heritage

Played by: Cold Heritage
Appearance:
Spoiler: Click to Show/Hide


Name: Medved

Race: Abhuman
Age: 34
Position on ship: Armoury Technician, Second Grade

Skill set: Metal Monkey - Medved is skilled in the fabrication and maintenance of personal weapons and heavy machinery. He is most familiar with those of human manufacture, but he has some knowledge of xenotechnology acquired after coming aboard the Relentless.

A Human Juggernaut - Medved is extremely strong and resilient.

Character History: Born on a border world named Winter, Medved knew toil from boyhood on. Long hours in the mines and factories were rewarded with thin nutrient paste that would sustain a person, but never truly sate hunger of give satisfaction. On rare occasions when quotas were met there were rations of alcohol, but these were few and far between. However, one day, a charismatic leader rallied the workers into rising up against their harsh autocratic capitalist oppressors and the means of production were seized for the people. Medved joined the glorious revolution and fought well (although he was no hero of the revolution; he was simply a soldier), suffering many hardships and sacrificing much to ensure its success. Even in the face of elite companies of mercenaries equipped with advanced weaponry, powered armour, and house-sized tanks from off-world, the revolution triumphed. Eventually the oligarchy was forced off-world, onto an orbital platform that was destroyed by mass drivers typically used to send finished, processed metals into space to be loaded onto transport ships. There was a planet-wide celebration at the triumph of the proletariat over the heartless, oppressive tyranny of the bourgeoisie. A fulfilling communal future where each gave according to their ability and received according to their need loomed upon the horizon. For the first and last time in his life, Medved knew joy.

The dream of a collective regime of peace and love that cared for the common worker was not to be. The glorious leader of the revolution was assassinated and power blocs formed immediately, with each major mine and major factory becoming a nation-state in its own right. Ad-hoc, anarchic law arose and wars and alliances came and went. The values of the revolution were lost as men and women vied for personal power, establishing an almost feudalistic power structure. Off-world crime syndicates moved, importing heavy weapons, alcohol, drugs, and other consumer products unknown on Winter to the worker classes, ensuring that production continued so that the influx of luxury goods and weapons continued. Eventually these off-world criminal interests settled things, to a degree, with various cartels backing various factions and homogenizing the factions into solid power bases. Disillusioned with the failure of the dream, Medved joined his old work crew as they went off-world, working as enforcers for a criminal cartel, engaging in wanton, brute violence at the direction of their handlers. They were rewarded with fine things for their efforts, shown levels of opulence that they could never have dreamed of.

Medved and his work crew were eventually called to serve aboard a small, over-gunned pirate ship that was seconded to the Void Wolf's pirate armada. Their syndicate, in fact, readily joined with the Void Wolf and offered much manpower on very preferential terms. This ship was a disaster of engineering, and in most favourable terms, was simply several weapons systems bolted onto a power supply, which was in turn bolted onto a crate with life support systems and a propulsion system bolted onto the opposite side of the weapons. It was destroyed in the blockade breaking battle, and Medved managed to make it to an escape pod. He was recovered by the Relentless after the battle.

Personality: Medved is jaded. All the wonders of the galaxy are gone for him. The glass is half empty. A stoic endurance of the inevitable hardships that the future will bring characterizes his outlook on life. He is, however, silent about how he views things and does not burden others with doomsaying. Fatalistic acceptance is the order of the day. No ambition stirs Medved to try to reach a higher position or strive to advance in rank. Three meals a day and a bunk are sufficient for him. He is not a 'true believer' in the Void Wolf's cause, but his upbringing has left him with little to no ability to even consider mutiny, disloyalty, or disobedience. He would obey any order that seemed reasonable, and many that would not be, so long as they are not obviously self-destructive.

How did the Captain hear about and recruit you?: When the Void Wolf formed his pirate fleet, Medved was a part of one of the ships seconded from a criminal syndicate. The ship he was stationed on was destroyed in action, and the Relentless picked up his escape pod. He joined the crew of the Relentless, filling in an open spot in the crew complement caused by combat casualties. The Void Wolf received a report, perhaps, of this transpiring (the report would have included other changes to crew roster, not specifically concerning Medved). Medved has seen the Void Wolf, once, on a display screen, across the room, as a superior delivered a report.

Additional Information: Medved is an abhuman. Similar in principle to Void-Born, this strain, dubbed Winter Men, represents a stable deviation from standard human stock. Unlike the Void-Born, Winter Man are more numerous and express greater morphological and genetic distinctiveness from human standard, and have no reliance upon cybertechnology. Greater muscle mass, skeletal strength and density, improved organ function in processing toxins, improved healing (Winter Men heal noticeably quicker than baseline humanity [though not to a ridiculous extent], and they heal back 'stronger' - a fractured arm will repair itself more quickly than a human arm would, and the bone structure would be stronger at the break site relative to its pre-injury strength), and overall superior robustness are traits expressed in varying degrees by the Winter Men. Manual dexterity is a common issue (fine manipulation is difficult, but not impossible, and custom tools are often necessary), and increased size and mass place restrictions on agility. The upper threshold of intelligence is potentially lower, but the average intelligence expressed by the strain is not meaningfully distinct from that of baseline humanity. Pain thresholds are naturally high, and environmental factors tend to exacerbate their capacity to withstand pain.

Medved employs, as his primary weapon, a custom-fabricated automatic shotgun. It employs a drum magazine, and uses individual shells using a propellant rather than typical accelerated projectile technology. The weapon is incredibly robust and can be subjected to incredible stresses (e.g. employed as a bludgeon, dropped into mud, etc.) and still function. There is a mounting for a bayonet on it. His sidearm is a custom-fabricated single-action revolver, of equally robust construction (it also has a mount for a bayonet, and his preferred loadout is a round whose bullet it designed to fragment as it exits the barrel, mimicking the effects of a shotgun). He is also known to employ long knives and bludgeons (including a custom fabricated bludgeon that is a cylindrical length of metal with a rubberized grip at one end and several thick spikes jutting out at the other). His armour is a piecemeal assembly of antiballistic ceramic/polymer plates attached to a longcoat with low-temperature insulation.

He is not actually a skilled fighter. He relies on his significant physical attributes in combat and 'spray and pray' to hit targets.
Thank you, fellow Elliquiyan, and have a wonderful day.

Vostroya

Interesting "Brute" Character. Accepted, and just in time to begin the RP in 30 min.

Vostroya

Ok the opening post of the game is now up! Lets get this started!

The Journey Home

Idej


Vostroya

Always. We have two fighter pilots, but we could use a pilot/assaulter to fly all the transports and various other craft that are needed.

1SAZ

I think my character got relegated to bodyguard duty. Let me just do a double check, Brandon wanted a ground/boarding assault character and Cold wanted armory technician? Just double checking because I think that leaves me to basically handle bodyguard duty, maybe ship born law and order though that wasn't really intended to be covered by the Master At Arms character role I wanted to do. But I'm flexible, so whatever works.

Vostroya

We don't know if Brandon will be joining in, so consider that character non-existent for now. As for cold, he is just a Technician, not the one who runs it, just works in that department. Big armory needs multiple people to keep up with all the tech and weapons. For now it would seem you are the Assault commander just with a different name till that role gets filled. Law and Order in the ship would be a secondary role, for example if the captain ordered an arrest of a crew-member, the Master at Arms would be the one to get it done.

1SAZ

Fair enough. Just wanted a little clarification on that front. One of those quirky little things where a little goes a long way.

RabbitJanitor

I don't mean to be a stickler, but Joslyn's character's position would actually be Wing Deputy Commander. (Wing Dep Com) Just noticed that now. The wing Adjutant is the Go between for the wing leadership and the squadron leadership. On the ground he/she is usually the groups gopher. There's also an adjutant for each squadron.... How bout this...

You got your Flights, witch are groups of Pilots, Each flight has a Flight commander and a 2IC (Second in Command). Then you have your squadron, witch is a group of 3 flights of more. Each squadron has an Adjutant, A squadron Warrant Officer, A Squadron Dep Com, and a Squadron Commander (In line of authority.) Then there's the Wing, witch is a group of 3 squadrons or more, The wing has a Wing adjutant, Wing Warrant Officer, Wing Dep Com, and Wing Commander.


PeacethatPowerbrings

Quote from: RabbitJanitor on July 04, 2012, 10:47:03 AM
I don't mean to be a stickler, but Joslyn's character's position would actually be Wing Deputy Commander. (Wing Dep Com) Just noticed that now. The wing Adjutant is the Go between for the wing leadership and the squadron leadership. On the ground he/she is usually the groups gopher. There's also an adjutant for each squadron.... How bout this...

You got your Flights, witch are groups of Pilots, Each flight has a Flight commander and a 2IC (Second in Command). Then you have your squadron, witch is a group of 3 flights of more. Each squadron has an Adjutant, A squadron Warrant Officer, A Squadron Dep Com, and a Squadron Commander (In line of authority.) Then there's the Wing, witch is a group of 3 squadrons or more, The wing has a Wing adjutant, Wing Warrant Officer, Wing Dep Com, and Wing Commander.

Terminology is fluid between countries, and especially, in this case, between times. If you look at the information resource, you'll see that a fighter 'wing' refers to a four-fighter group. The Relentless, being a heavy cruiser, will not carry enough fighters to make such a large hierarchy in fighter command meaningful.
I am filled with recollections of lives I have not lived.

RabbitJanitor

Quote from: PeacethatPowerbrings on July 04, 2012, 11:37:51 AM
Terminology is fluid between countries, and especially, in this case, between times. If you look at the information resource, you'll see that a fighter 'wing' refers to a four-fighter group. The Relentless, being a heavy cruiser, will not carry enough fighters to make such a large hierarchy in fighter command meaningful.

Ah, i get what your saying then. What do you think the Relentless' fighter compliment would be then? I will adjust my post accordingly.

PeacethatPowerbrings

The Relentless will have 4 four wings, in one central hangar. 16 fighter craft total. That's double the number of a SA cruiser, only because the ship operates alone, whereas, smaller SA ships get to operate with carrier groups when fighters are really needed.

The main hangar is also toward the bow. Where the bow splits into two sides, that's where the hangar bay doors are, facing front.
I am filled with recollections of lives I have not lived.

Lithium


Played by: Lithium

Name: Veyle

Race: Human

Age: 19

Position on ship: Covert Ops Specialist / Seradin's Shadow

Skill set:

-Slayer: Whether she's wielding blades, firearms or fighting unarmed, Veyle's lethality is rivaled by very few individuals in the universe.

-Path of Shadows: Having already mastered the art of subterfuge, Veyle is only seen when she wants to be seen.

-Ethereal: A testament to the Esos Guild's resources and advanced technology, all of their agents receive suits of armor which mask their wearers completely from any kind of known sensors. Additionally, the suits come equipped with personal cloaking generators (commonly referred to as Ethereal Cores) that enable them to essentially become invisible for short periods of time, though the recharge time in between uses is still quite long.

Character History: Denied any semblance of a normal life when she was taken in by the Esos Guild, Veyle was destined to bear the gift of death. Strife was the overarching theme of her existence as she fought tooth and nail just to survive the brutal training regimen that her adoptive 'family' put her through. Her body was constantly pushed far beyond its limits to the point where she felt like she couldn't go on any further and then pushed even harder still. Veyle's mind was shattered more times than she cared to remember by the overseers who mercilessly tortured and indoctrinated her until the only thing that she knew was unfaltering obedience for her masters, but her will to keep living was strong enough to carry her through. Many of her peers weren't so lucky, with nine out of every ten either perishing or being driven mad by the process, but Veye stubbornly refused either of those fates.

Being skilled and resilient was far from being sufficient for the Guild, however. Death matches between trainees who'd survived long enough for their age to reach double digits were common practice, used to cruelly weed out the ones who had all the other traits but lacked that all-important killer instinct. Only after Veyle had slain two dozen of her rivals were the overseers convinced that she was worthy of ascending to the rank of agent. She'd encased her heart behind heavy armor thick enough to line the hull of a starship in order not to feel; it was the only way that she could go through with it, but she did.

At sixteen, Veyle began working on real contracts that her overseers would present her with. She dutifully fulfilled every one of them with callous efficiency, convinced that doing her masters' bidding was her sole purpose for existing and that dispensing death was her only talent.

How did the Captain hear about and recruit you?: Dim, red auxiliary lights flickered through the halls of the small transport ship as the Void Wolf and his boarding party began to explore. The impassive voice of an artificial intelligence rang through the speakers, warning them that the vessel's self-destruct protocols had been engaged and that the countdown had only six minutes remaining. If they'd been expecting resistance, they certainly found none of it.

Bodies laid slumped against walls or sprawled across the floor with dark blood pooling underneath them, many of them missing one or several limbs. Within the sleeping quarters, the pirates found even more corpses lying beneath crimson stained sheets, both men and woman who'd been executed before they could even wake or get out of their beds. All of them wore Alliance dog tags around their necks even though the ship that they were on didn't seem to be from the military.

Just as curious was the fact that it had been drifting straight towards Verathi controlled space when the relentless' sensors had detected the distress signal, locking in on it like a wolf who's just picked up the scent of blood and spotted a wounded deer. Another bloodbath awaited Cass and his people when they reached the bridge with just under four minutes to go before it was all disintegrated. The captain hung from the ceiling with a metal wire around his neck that had dug into his throat and shredded it open, several others of his crew were laying nearby in pieces and the pilot had been slashed clearly in half from shoulder to waist, his entrails spilling out across the cold metal floor to complete the macabre scene.

Veyle stood calmly amidst the carnage. Her red armor made it harder to tell that she was spattered in blood from head to toe, but there was obviously no question as to who'd murdered everybody on board. Despite her success at carrying out her orders by eliminating all of the Alliance traitors before they could sell out any military secrets to the enemy, she hadn't been quick enough to stop them from sabotaging the escape pods and initiating the self-destruct sequence.

When the Relentless had arrived, Veyle had already accepted the fact that she was going to die there, alone and surrounded by death just like she'd lived up until that point. It was fitting, in a way. Even if she'd wanted to attack the pirates in an attempt to steal their ship, there was hardly enough time left for that by then, so it was hardly worth contemplating. Instead, Veyle simply suggested that they return from whence they came before the ship was vaporized and they shared her fate, her face and voice remaining as impassive as ever even now when she was minutes away from certain death.

What came next took even the apathetic assassin by surprise, however. Cass Seradin, the man who captained the Relentless, offered to welcome Veyle into his crew on the condition that she pledged her allegiance to him, and only him. It was the first time in her short life that she'd ever been given a real choice about anything, much less something so important, but she was torn. In order to live, Veyle would have to go against her sense of loyalty towards the Esos Guild which had been burned and ingrained deeply into her mind over the past nineteen years.

Veyle drew the wickedly curved longsword from her back and held it before her while the Void Wolf's party trained their weapons towards her, fearing that she might attack. After a long, tense period of hesitation while she battled herself internally, Veyle finally flipped the blade so that she was holding it horizontally with both hands and knelt before her new master, swearing her life over to him forevermore.

Personality: Veyle appears to be the definition of cold-blooded, hardly ever showing the slightest glimmer of emotion regardless of the situation. Her moral compass is nonexistent, but her actions are never motivated by personal desires. She lives only to follow orders since it's what she's been taught to do her entire life. She'd be lost without direction, having no idea what to do on her own. There's a hollow emptiness inside of Veyle which she subconsciously longs to fill with a deeper purpose, but she's not yet capable of grasping or understanding that feeling.

She's eerily soft spoken and monotonous for a ruthless killer, giving her a particularly unnerving aura. Veyle doesn't seem to care about anything one way or the other apart from her master, Cass, towards whom she is completely subservient. Even more so than her former Esos Guild overseers, Veyle views him like some sort of deity because he was the only person to ever allow her to make a choice for herself, so she chooses to serve him unquestioningly. She would sooner slit her own throat than betray Cass or the crew of the Relentless.

Additional Information:
Veyle's Armor

Love And Submission

I'm going to imagine this closed. Just wondering.


Discord: SouthOfHeaven#3454

Vostroya

Still looking a few have dropped out

Love And Submission

Played by:DTW
Appearance:

Name: Helios of Thruuus.
Race: Thruuusian
Age: Forty Six
Position on ship: Consultant

Skill set:

Thruuusian Physiology: Like all Thruusian's Helios is a powerful telepath able to read the thoughts of many sentient creatures through out the galaxy. Helios has also shown the rare genetic ability to appear in the dreams of living creatures yet this task requires a high amount of silent meditation.


Character History:
Born on Thruuus , Forty Six years ago , Helios is the son of Oznius and Amanathighnian. His Father , Oznius was the famed leader of the Church of the winding snake , the second most powerful religious faction on Thruuus. As one would expect the son of a famous preacher to be , Helios was pampered heavily as a child and had only the best tutors when it came to the study of telepathy. Even as a young child Oznius's son showed great prominence as he tamed many local wild animals with ease extrasensory communication.

As Helios's clairvoyance grew so did his father's political power and The Church Of The Winding Snake slowly became the ruling majority of Thruuus. However it was this action that split Oznius and Helios , as a young man Helios wished to withdraw from Public View. Worn down from years of public admiration , Helios no longer wished to inspire the mass. He wanted to be free , to make his own decisions without worrying how they would affect others. This is why Helios snuck off Thruus on a freighter ship on his twenty first birthday. It has been more then two decades since he left and Helios has spent most of that time wandering around the galaxy. Studying the minds of the many wonderful species of beings he has met in his travels and occasionally shutting off the outside world to practice his majestic gift.



Personality: Helios is a friendly man with a booming voice. The Thruuusian likes to tell stories of his homeworld to those who will lesson though he rarely brings up for obvious reason. Helios is a free spirit at heart and seems to do what his heart tells him no matter how foolish it maybe. He mediates at least three times a day and has had many pets in his life.


How did the Captain hear about and recruit you?: While Helios is generally a kind and gentle man , his appearance on the Relentless is a result of a minor misunderstanding. Two years ago , Helios was forced to escape a small moon colony after impregnating several of a local land baron's daughter. Apparently he had used telepathic abilities o persuade them that he was a figure from the colony's religion. Thankfully enough however , It was around the same timed that the Relentless was docked at the station. Helios agreed to provide the Void Wolf with telepathic information in return for protection from the land baron and help escaping.


Additional Information: (Extra space for describing your custom race, or space for extra photos of weapons, armor, and pics of your character)


Discord: SouthOfHeaven#3454

SpiralSpider

#95
I just want to say that the addition of this character would throw a wrench in a lot of inter-character relations. It would also put Rozalyn in danger since he'd find out what she was AND it would make Vincent all but obsolete as counselor.
~ My Ons/Offs, Characters and general RP info ~ Where am I?

"If you get hurt, hurt them back. If they kill you... walk it off."

PeacethatPowerbrings

Now Accepting New Characters

We are now accepting new characters. We're looking for fighter pilots, a ship's doctor, officers, soldiers, etc. Feel free to post a character sheet, here, or PM me. Also, if you have any questions feel free to post here or send me a PM. I'm happy to help anyone in making a profile, if they need or want it. ;D
I am filled with recollections of lives I have not lived.