The Long Odyssey: Survival Space Opera [OPEN - Accepting Character Sheets]

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Bibliomancer

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Apr 17, 2009
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Name : Shard Iceblood

Age : 26

Race: Human.

Gender : Male

Appearance: : Like many Telchar natives, Shard is a bit on the short side, standing only 5'9. However, years of mining ore and trudging through show have made him powerfully muscled with strong legs for leaping and kicking. Shard has thick shoulder-length blond hair and a blond beard as well as light-green eyes. His arms and hands are covered in scars from various fights.

Faction : Mercenary

Homeplanet: Shard is from the small moon of Telchar. A small moon in Kurast Dominion space, Telchar is owned by the MerComFleet Corporation which purchased it from the tribal groups native to the moon. A frozen, ice filled moon covered in glaciers, ice storms and ice-cold waters, the natives exist by fishing, hunting and working in the fish-processing and ore-mining facilities built by the corporation.

Weapons: TTR-6X Cobalt Shotgun modified to fire both shells and rounds of non-lethal compressed air powerful enough to knock down and stun a full grown man.

SAL "Centurion" revolver

Telchar tribal spike-knife

Concussion grenades.

Misc items : Telchar Tribal Shark-tooth Pendant
Green Wool hat
Anti-material vest with redistribution meshing
Telchar coat
Bottle of Selnik Whiskey

Role : Tactical officer

Bio : For the first 16 years of his life, Shard grew up on Telchar, starting work in the ore mines when he was 12. He hated the work and longed to leave the frozen moon. Brash and short-tempered, Shard met and impressed a security chief on a corporate transport ship taking a delivery of processed fish off the small moon.

The man, Timothy Stevens, took Shard on as his apprentice, teaching him about weapons, combat and tactical skills, as well as how to read and write. The two of them rose in the company ranks as skilled security personnel, fighting off everything from pirates to mutinies. When Stevens was killed in an engine explosion on a transport ship he was providing security for, and unfairly blamed by the company for the accident, a disgusted Shard quit and set off on his own. He was 21 at the time.

Over the next 5 years, Shard bounced from company to company and ship to ship, hiring himself out as a security chief on various vessels or a gun for hire. While never staying in one place long, Shard quickly gained the reputation as a brutal combatant and a man who would risk anything and get the job done, if a bit of a drunk.
 

Darth Caelum

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Jan 21, 2010
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Back from the Dead.....

Anywho, I haven't played an RP, or been to the Escapist in.....early November. Such a long time. Combination of grades, and working on my Fan fic has kept me out of sight and out of mind.

But this is a very, very nice RP. I want in. Reserve if possible, I'll send you a sheet soon.
 

ThreeWords

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Feb 27, 2009
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Jav3lin said:
ThreeWords said:
Missed a little [*/b] there. Wanted to let you know for beauty sake. :)
Thankee sir. It turns out there was actually several mistakes, but they're all cleared up. For some reason it seems I can't spot errors till I publish. I <3 the EDIT button
 

Kaboose the Moose

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Feb 15, 2009
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Shapsters said:
I'm really hoping more people will join, this looks really good!
Darth Caelum said:
Back from the Dead.....

Anywho, I haven't played an RP, or been to the Escapist in.....early November. Such a long time. Combination of grades, and working on my Fan fic has kept me out of sight and out of mind.

But this is a very, very nice RP. I want in. Reserve if possible, I'll send you a sheet soon.
Welcome back then! Nice to see more familiar faces in an RP

Name: Logan "Roach" Rift

Age: 28

Race: Human

Gender: Male

Appearance: Logan stands at an average height of 6'1". His piercing green eyes and black hair makes him stand out amongst the crowd but more so for his blue beanie that he wears to every conceivable occasion.

Faction: Mercenary

Homeplanet: Vorenus Prime in the Dun-Karrack System

Weapons: His CLS-N29 Sub Machine Gun (Primary), the dual ASCA "Viper" pistols (secondary), 2 concussion grenades and the combat knife (default)

Misc Items: Pack of gum, a small incumbriated compass and a map of the galaxy

Occupation: Pilot

Bio: Curiosity had always been right up Logan's alley. As a child he loved spending his time gazing up at the stars, reading about far away places and galaxies and loved living a fantasy explorer's life. Perhaps it was in his blood to explore, after all he was the son to both a famous stellar cartographer and a commander in the Colonial Navy. Or perhaps it was just destiny. An only child growing up on Vorenus Prime, a volcanic planet shrouded by a massive planetary ring system, where the splendor of the final frontier could only be witnessed at dawn and dusk. Who wouldn't want to take a step further and see what else space had to offer?

Whatever the cause was, Logan had only one passion in life; to become a pilot and travel the stars.

At age 18 he sat through the NAPCAT exam and passed with flying colours and was offered a spot to join the prestigious Constellation Academy where he would be thought by the best and brightest minds in the field to become a renowned space pilot or "Navigational Engineer" as they were referred to.

Two years passed and while Logan quickly mastered the basic and advanced sections of navigational training, he found that he needed to dabble in something more challenging to set himself apart from his peers at the academy. So one day, when the combination of boredom and alcohol went catastrophically awry, Logan found himself "borrowing" a Space Junker to test some unconventional navigation protocols in JCA space..without clearance. By the time the authorities were alerted and managed to board the commandeered Junker, Logan had already invented two new space-faring maneuvers (one that would be later dubbed "The Roach Approach") and had traveled the greatest distance across the void into Dominion territory without being detected. His actions, while impressive, were deemed reckless and irresponsible and thus was promptly disqualified from the academy. On the account of piloting under the influence, negligence and subjected to criminal charges, Logan was banned from piloting any air and space vessels for seventeen years. Barred from his life's passion, he retreated to the outer clusters of space in hopes of redemption.

It wasn't until a chance encounter in a pub on Salvatore IV, a distant mining moon in the Smuggler's Nebulae, that Logan stumbled upon his salvation. A mercenary guild was looking for a pilot who was wiling to take risks for some off the record aid missions to the far reach planets. The captain needed a pilot and Logan needed something to fly, it was a match made in heaven. Ever since then Logan came to appreciate the world and freedoms of the Mercenary creed and he never looked back. During his time with this renegade faction he earned the nickname "Roach", for being unfazed like a bug.
 

Darth Caelum

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Jan 21, 2010
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Michael is at your service.

Name : Michael Ialim

Age : 27

Race: Human

Gender : Male

Appearance: : Black hair, 5'10, pale skin, moderately muscled.

Faction : JCA

Homeplanet: Istaklart in the Beta-Utilam system.

Weapons:

-HCH-136 "Solder" Individual Combat Weapon System: .12 seconds to fire a single Gea Plasma-Ion Round. Single Gea Round has the capacity to inflict fatal damage to organ systems and neural patterns of more than 95% of recorded organic species through plasma damage and neural disturbance. Effective Distance of 150 meters, effective range of accuracy 100 meters with 100 rounds per magazine. (Assault Rifle)

-HGO-203 "Bedlam" Personal Defense Weapon System: .78 seconds to fire a single Fea Plasma-Ion Round. Single Fea Round has joint capacity of terminating organic flesh and terminally shocking the electronic systems of any object based on the Hesh-Jawitzm Synthetic Machine Design. Effective distance of 50 meters, with 15 rounds per magazine. (Pistol)

-Type 51 Electronic Application Warfare System: Personal Specter system for agent Michael Ialim. EAW System capable of disabling or permanently damaging the Hesh-Jawitzm Synthetic Machine design of any electronic based object. Additional improvements include capitalization of the EAW system's Hesh-Jawitzm electronic database to brute force their way through any combat drone or synthetic weapon system, allowing Specter Ialim to take control of any Synthetic construct. Limitation of the Brute Force system is it's inability to take control of a Combat Hardened Drone for more than 2-3 minutes, time factor varying on the complication of the construct. Capable of both Holographic, and HD display for precision use in high risk environments. EAW system enables protection from small arms fire not including Fea Plasma-Ion rounds or it's equivalent. (Tech Suit)

Misc items : A hologram of Ms Gioman emplaced within his EAW System and guarded by 53 electronic safeguard systems, all of which can result in the invading system to self destruct.

Role : Specter

Bio : Michael Ialim was born Lilith and Matthew Ialim, both of whom were the founders of electronic based companies. Michael Ialim, at the age of 3.45, passed the Specter Aptitude test with Alpha-Alpha grades and was removed from parental supervision with some difficulty. After the first failed attempt, Specialists were assigned to recover the Ialim asset. After the liquidation of the Ialim family, the general fortune of the younger Ialim's industries were liquidated and stored for the Specter's future use.

Michael Ialim was trained in seclusion due to his Alpha-Alpha mark, and continued that way until he was 10 years old. During this time period, Mr. Ialim was observed as being emotionally distant, never gaining a true understanding of social norms, as has been observed with the vast majority of Specters. However, as befitting Mr Ialim's status, he has a superior understanding of the Hesh-Jawitzm electronic code, and excels at application coding and machine construction, proof of which when Mr. Ialim constructed a gaming console out of several kitchen appliances and a PDA exposed to an Electromagnetic Pulse.

Upon the age of 10, Mr. Ialim was inducted into Specter Training Group #15637, with 10 other candidates, who were of varying grades ranging from Alpha-Alpha, to Alpha-Omega. Immediately upon Michael's status as an Alpha-Alpha came about, a significant population of STG #15637 alienated Michael Ialim, with only 4 exceptions, 3 which ignored him and one, a Ms. Alexis Gioman, who attempted to communicate with him by jumping on him, pinning him into an arm bar, and asking for his name. Upon the advise of Child psychologist Albert Newman, security officers were not to intervene, and the communication continued uninterrupted. The record shows that Mr Ialim and Ms Gioman, after several weeks of Mr Ialim physically avoiding Ms Gioman, to become friends after an incident concerning the majority of the popular group and Ms Gioman, who attempted to defend her friend. Mr Ialim, after suffering several mild bruises and contusions from defensing Ms Gioman, took advantage of his electronic superiority and hacked the defensive data network of STG #15637, resulting in several broken bones, facial disfigurements, and several amputations. Of the 11 inhabitants of STG #15637, 7 were mildly injured, 1 was in critical condition for 11 months, and 1 death. The termination of subject #8704 through plasma fire was, in Mr Ialim's words "Was because she hurt his friend." Experiment concludes as a success, Mr Ialim and Ms Gioman are partnered for future training, and the rest of STG #15637 is liquidated.

Training continues until 18 years of age. Puberty comes as a mild challenge, with Mr Ialim's uncertainty towards his emotions, being repressed as they are, and Ms Gioman's lack of understanding of social norms nearly causes a permanent feud between both parties. Eventually puberty subsides, and both subjects are confirmed into Specter Force #404. Mr Ialim is assigned as the Field agent, with some ability in combat and stealth, while Ms Gioman is assigned as his mission control, having a superior psychological advantage in performing multiple tasks at once.

Both Subjects are noted as being particularly adept at their own field, but above average in their partners own skills. Mr Ialim is noted as being an electronic genius and an unrivaled understanding of Hesh-Jewitzm code, with a cool head in most situations that do not include Ms Gioman's safety. Ms Gioman on the other hand is noted as being the humanizing factor of Mr. Ialim, with an understanding of system software and hacking into security systems.

It is noted that, when separated, there are multiple positive and negative consequences. Mr Ialim shows strong sociopathic tendencies, has a marked increase in his Specter performance including system software and hardly ever shows emotions. However, long periods separating Mr Ialim from Ms Gioman, upwards of 3 months, causes Mr Ialim to grow depressed and psychopathic. Ms Gioman on the other hand shows the same skills as when the group is separated, but also grows depressed at 2 months, with no Psychopathic or Sociopathic tendencies. The longest time for when the two were apart 8 months, resulted in sub par performance from Ms Gioman and over emotionality and Mr Ialim slaughtering an entire Mercenary Encampment by overloading their Plasma weaponry and causing their automatic defense weaponry to fire on it's inhabitants. Said assignment for Mr Ialim was to recover data from the encampment, which he did, but the execution of 138 persons, including 56 women and children, was unnecessary.
 

ninja555

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Mar 21, 2009
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If it is still possible, reserve please.

Edit: If we are making up our own races, should we submit a sheet detailing them?
 

Krunchybars

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Dec 17, 2010
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Hokay so basically, I am going to start putting up the "Accepted Characters" list down below AND in the interest of keeping the thread clutter free, all OOC talk or questions should go here [http://www.escapistmagazine.com/groups/view/The-Long-Odyssey]
 

ninja555

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Mar 21, 2009
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Here is my race, my character will be up soon.

Armaminions

Homeworld: Artrum, a large desert planet. Sources of water are few and far between, but a lot of moisture lies underground in the vast cave complex that stretches across the planet. Most of the creature on Artrum live in the cave complex and has evolved a very diverse ecosystem but some live did evolve on the surface. The surface was harsh, the atmosphere provided no protection from solar radiation and temperatures often reached 50°C if not more. Some parts of the surface were cooler then others, allowing water to condense and form small lakes and oasis?. The lakes and oasis' didn't last long as the planet's rotation would constantly change temperatures and evaporate and condense the water in different places. Plant life on the surface evolved to grow rapidly and use as much moisture as possible and store the rest. The planet is almost completely flat but erosion from the underground water sources has caused some places to collapse and form sinkholes.

Appearance: Bipedal, insect-like aliens. Stand around 2 meters tall with long arms and legs. Their mouths are made up of a series of tentacles, teeth and small, feathered limbs. Long, thick antenna protrude from the top of their heads and can be anywhere up to a metre long. Their antenna take the place of sensory organs, capable of picking up smell and noise. Their exoskeleton is fairly thick but does not hamper their movements. Heat resistant and able to stand high levels of x-ray and gamma radiation, as well as being extremely waterproof to keep all available moisture inside, it cannot stand any temperature below 20°C or higher levels of microwave radiation. Radio waves have been known to disrupt and dull the antenna senses and in extreme cases can drive them mad. They have large compound eyes, each roughly the size of a tennis ball. They are very good a detecting movement but cannot see in colour and also have very poor depth perception.

Diet: The Armaminions are scavengers, able to process just about any source of nutrition. No organic matter is off there menu. They don't excrete any waste as their body uses 100% of anything they eat.

Behaviour: The Armaminions are very aggressive and will attack any animal they come across for food. They have slowly gotten rid of this habit after they took to the stars but not before they came into conflict with another race called the Scythids. After a long, bloody war which resulted in the extinction of the Scythids and Armaminions altered their personalities so that they would not have to fight a similar war. They didn't get rid of it entirely but lessened it so they might be able to interact with other races normally.

Physiology: The Armaminions are strong, fast and have incredible endurance. They can jump a meter(sometimes more) straight up and can leap almost 5 meters forward from a standing potions. They can reach speeds of up to 60km/h and can maintain them for about a minute. Their physical attacks can deliver up to 500 pounds of force in one blow. However, their muscles and incapable of lifting weights of above 5 pounds. As a result, Armaminions tech often is very light weight. They have built tech to help them lift heavier objects.

Language: The Armaminions don't have vocal cords. They 'speak' to each other through pheromones and by touching antenna. After the war with the Scythids many Armaminions have taken up developing a form of sign language to help them communicate with other races. The sign language was developed slowly overtime, with the intent of making it as universal as possible. For cases where sign language fails, the Armaminions may either attempt written communication or thought transferral through the use of implants and nano machines. Thought transfer has a very low chance of success, even among Armaminions, as the requirments for being able to decode another persons thoughts are extrodianrily high. The Armaminion scientists are working on a implant udgrade that should improve the odds. For written communications the Armaminions have attempted to develope a type of communication based around mathmatics. The Armaminions prefer to learn another species writting, as it lessens the chance of offense and miscommunication.

History

The Iron Legion: After achieving space flight and establishing dominance over their home system, the Armaminion factions formed a coalition called the Iron Legion. The Legion adhered to a code of total war and aggressive expansion. After discovering a form of FTL flight they set out to nearby star systems. During their expansion they came into contact with another race called the Scythids and their Robot Leagues. After a long and bloody war the Scythids were wiped from existence and their technology re-purposed for the Legions own use, a brutal civil war split the Legion in two. One side, calling themselves the Armaminion State, advocated that a total military lifestyle that didn't pay the lest bit respect for other sentient races would either collapse upon itself when it could find nothing else to fight or start a war with another race far more advanced then themselves. They wanted to save the Armaminion race from future extinction. The Armaminion State eventually won and the remains of the Iron Legion were banished to the depths of the galaxy, where they are no one knows. The Armaminions formed a more peaceful state and vowed to try and prevent themselves from entering another war that was as costly as the Scythid war. While most of the advanced military technology from the Legion was lost, the Armaminion State still retains a large amount of advanced technology.

Technology: While most military technology was lost after the exile of the Iron Legion, as well as some space flight and transmutation technology, the Armaminion State has made many advances in the fields of Genetic Augmentation, Computer Science, and certain fields of nanotechnology. Genetic Augmentation is wide spread in the Armaminion State. Many Armaminions have had their muscles rewired so that have an easier time lifting objects. As a general rule, genetic augmentation can only be done on Armaminions over the age of 20 Armaminion years and are made to be non-transmissible so to avoid damage to the base genetic line. Some Armaminions forsake genetic augmentation entirely, preferring to remain pure. Pure lines, genetic lines where no member of the line has undergone augmentation, are often treated as higher class citizens.

Weapons technology has taken a down turn in the years after the Armaminion civil war. The Legions technology consisted heavily upon shard weapon technology and nano-soldier technology. Scatter documents of the Legions technology remain, but not enough to piece together any information about what it was. The Armaminion State utilizes Flechette weapons as well as plasma. Flechettes are small metal darts, with varying size and effect. Flechette weapons are completely silent. Plasma weapons are mainly melee weapons but some long range plasma weapons are being developed. In the melee weapons, superheated plasma is projected along the edge of a special type of ceramic, able to withstand extremely high temperatures, and and kept in place by a magnetic field. The weapons come in a variety of shapes, ranging from small knifes to spears.

Most computer technology in the Armaminion State are controlled by thought. The only exposed elements of the computers are the display screens. Many Armaminions can multi-task very well. Armaminion computers are a combination of quantum computers and nano-computers. Quantum computers are the main computers, but due to their size are not very portable. They are capable of processing millions of tasks in seconds and are linked through a form of quantum entanglement, which allows them to share information instantly regardless of the distances. The Armaminion computer network is controlled by an A.I called 'The Librarian', who was stolen from the Scythids. For cases where a quantum computer cannot be accessed, the Armaminions have an arm mounted nano-computer to assist them. The nano-computers are omni-functional, and can be programmed to preform just about an task.

Name : Armaminion: The smell created when an apple and a lemon explode
Human Translation: Alexandria

Age : 37 human years, 74 Armaminion years

Race: Armaminion

Gender : Female, pure

Appearance: : 2 meters tall, deep purple compound eyes, rust colour exoskeleton, black antenna, exoskeleton appears lumpy in some places due to implanted nanobot storage chambers, has a robotic right leg

Faction : Mercenary

Homeplanet: Artrum II, Ion system

Weapons: AT Flechette pistol: Fires saber darts about 10 cm long. Deadly against flesh and some types of armour, less effective against thick armour and energy shields.

AT Plasma knife: A knife made out of ceramic that can withstand high temperatures. Superheated plasma is projected along the blades edge, kept in place by a magnetic field. The blade can easily slice through many materials. Powered by nano batteries embedded in the hilt.
Misc items : AT Nano Exoskin: A transparent skin made up of special carbon nanofibers. Augment Alexandria?s muscles to allow her to lift heavy objects. Provides little protection from elements or weapons. Keeps her at a steady 50°C.

AT Nano Armour: Armour made up of nanobots. Extremely resistant to weaponry and the elements. Sustained fire can break open the armour and high powered lasers and explosives can cut through the armour like butter. Nanobots are embedded with energy dispersers, allowing the armour protection from many energy weapons. The armour is stored within her own body and in tanks attached to her body.

AT Nano-Arm ESI 7: A standard nano-computer arm issued to Armaminion military engineers. Capable of field repairs to equipment as well as remote manipulation of friendly and enemy equipment. Remote manipulation is achieved through nano-bots launched from the arm into equipment, setting up a remote connection between the arm and the piece of equipment. The arm is also capable of projecting holograms.
AT Computer Implant: A brain implant that connects with special chips in Armaminion computers that allow them to be manipulated with the mind. The nano-arm is capable of launching nano-bots that connect with the implant.

Role : Engineer

Bio : Born on Artrum II in the Ion system, Alexandria enjoyed a life a moderate luxury as being one of the few pure Armaminions left. Almost all of her family and ancestry had worked in the military and she could trace her genetic line back all the way into the Iron Legion. From the day she was born she was trained to enter the military. When she turned 20(10 human years) she entered into the Armaminion military academy and began formal military training. She choose to become a field engineer. After she graduated she served for a while in the Armaminion military. She served in a few minor skirmishes during the final glory days of the Armaminion military until an accident with a flechette grenade crippled her right leg and she had to have it amputated. She spent a year in recovery, where she and the robotic specialists designed a replacement robotic leg that suited her. She spent another year learning to manage the leg. During her time away the Armaminion military slowly became less and less important as peace in the Armaminion State became a reality. The military sometimes became involved in very minor issues on the borders of the state but these attempts to keep the military active proved futile.

She returned to the military for a few more years. She eventually grew bored, as the Armaminion State military had become used only as a symbol and for ceremonious purposes. She put herself on indefinite leave, purchased a ship and left Armaminion space. She hired herself out as an engineer for mercenary teams and wandered around space for a long time. She eventually made her way into the Pillar of Hope quadrant.
 

The Hairminator

How about no?
Mar 17, 2009
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Name: Thev Perov
Age: 26
Race: Terran
Gender: Male
Appearance: What meets the eye, should you happen to direct yours directly at Mr. Perov, is nothing special. A tall and lanky young man, though by no means athletic, with a fair complexion and slightly juvenile face, with only limited facial hair growth. His dark blond hair tied in a short pony tail.
The skin on his hands are discolored by the innumerable different and often dangerous substances and plasma burns that he has dealt with throughout his career.

Faction: Dominion
Homeplanet: Kvanti, Argor Sector
Weapons: He has one weapon, developed by himself during the long travel times between destinations with the Kurast Dominion fleet, a heavily modified Dajun Plasma Cutter with clever upgrades for rate of fire and range, as well as a much more efficient power source. However, while p theoretically unleashing a sea of ouch and flames at close range, it still lacks a bit in range.

Misc items: His welding equipment, with accompanying protective gear (although he is not very strict in using it), and a multitool that also can integrate with electronic systems. Also, whenever he is on a ship, he prefers to have (or know the location of) a complete manufacturer?s manual over engines and life support maintenance.

Role: Chief of Engineering
Bio: It takes something special for a kid to flourish, growing up in a family of poverty on edge of a radioactive zone on the poor backwater world of Kvanti, a system that seemed to be forgotten even by the dominion (at least if you ask the man on the street). If you?re lucky enough to be born without horrible mutations, you?re off to a good start, but chances are you?ll end up in crime (or simply be dead) before you even come of age, as gang wars and robbery-murders are everyday events. Thev lived in an area controlled by a large -primarily alien- gang that controlled a large part of the city. Racism was very present on all sides, and a sort of apartheid was even established for humans and other less unfortunate races.

Fortunately, Thev managed to avoid these things (and no notable mutations either!), mostly due to his loving mother (he never knew his father, only child) setting him straight whenever he strayed from the true path, that and a significant amount of luck. Thev early on found out about his natural knack for mechanics, and theoretical science, and started earning an income as a mechanic for smaller vehicles when he was 12, acquiring a job in a smaller shop after the owner realized his talent.

The years passed, and he became of age. His mother fell ill, and required treatment, treatment his job as a mechanic could never pay for. He enlisted to the Dominion space corps, the pay was meager on an interplanetary level, but it lasted significantly longer on Kvanti than in most places.

Shortly thereafter his mother died, but he had already signed the contract. He scored very well on the initial practical knowledge test, and was pulled out from the lines of the other grunts as engineer material. He was moved to the Dominion Space Corps. Academy on Vallarrim II. The new world amazed the poor backwater planet boy to no end. Everything was shiny, starvation was low, and he read and learned about the history of the alliances, and repaired and maintained ships he could only have dreamt about as a child. After much struggle he graduated, the only field where he really excelled at was practical mechanics- he saw solutions and systems where others saw obstacles. He earned a reputation for being a natural and performing well under stress.

He was quickly assigned to a small front line scout ship, and he saw his first combat within a week. The chief of engineering got burned as a reactor heating vent overloaded when the ship was ambushed by JCA fighters in a border system clash. Thev managed to stabilize the system and allowing the pilot to fly them out of there. After the event Dominion Command realized his true potential and transferred him to a Nova-Class destroyer, where he acted as Junior Engineer chief in the Engines section of maintenance. This is where he is currently operating.

He is known to his superiors as a very talented and stable mechanic, although he has been known to be very stubborn and completely ignore orders he see as unnecessary or stupid, always inventing his own solutions. Subordinates of alien race has also said (off the record- no official reports) that he tends to treat them slightly odd. He takes out his monthly ration of calming meds, and it is rumored he buys the rations of other mechanics as well. An investigation has not been launched as he is deemed too much of an asset, and has showed no signs of instability.
 

Anah'ya

a Taffer
Jun 19, 2010
870
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Name : Tayna Carill
Age : 26
Race : very human
Gender : female

Appearance : Tayna edges fairly close to the definition of plain. She's a bit on the short side with not even 160cm in height and has occasionally been accused of having the figure of a stick. That's probably because she's missing the signature curves of the female gender, and hides whatever she does have in her selection of comfortable, baggy clothing. Her skin has a pale, but smooth complexion, which offers a stark contrasts to the black hair and the dull, fawn coloured eyes. She keeps said hair short and usually works it off with a scissor of her own, which gives her cuts a very erratic look. She never bothered to practice.
When first seen, folks tend to mistake her for a young boy instead of a woman.

Faction : Mercenary

Homeplanet : The Drill orbiting Vulain. Vulain is a resource rich moon orbiting a large gas giant. The moon itself is too small to support human life, but that did not stop the harvesting. Quite the contrary. Vulain has attracted a lot of attention since its discovery, and the result is a bustling space station lovingly nicknamed "the Drill". Mostly because drilling for the moons resources was what it's inhabitants did first, but also because of its architecture that makes it resemble and actual drill.

Weapons: She does not own a weapon, though she has undergone training in physical combat, including self defence and useful grips to subdue unruly patients.

Misc items : She is usually seen wearing a pair of soft, tip-less black gloves. When not appropriate she tends to stuff them into her belt; and occasionally forgets about them, which ends up with her having to buy a new pair when she loses them. Again.

Role : Medic

Bio : She was born on the Drill, back when the only occupations of it were miners, their families and the station's crew. Her father served as a mechanic (a section overseer, actually) and her mother worked at the medical bay as a doctor. Both were full-time jobs, and so the girl learned to look after herself at an early age. And by the time she finished her mandatory school subjects, Tayna was already fully integrated into the Drill's society. At first she bounded back and forth between the two jobs her parents held, but she eventually distanced herself from the machinery and decided to follow her mother's footsteps instead.

The Drill kept expanding, the girl kept growing up, and one day she found love. Love for adventure, love for exploration. All the tales she would pick up from traders and smugglers (along with the occasional maniac tourist) had her craving for seeing more than just the Drill; even if the vista of Vulain and the gas giant it orbits is, admittedly, stunning.
So what's a girl to do that wants to be out there and see the world, excuse, the galaxy? She did the only thing she knew how; hiring herself out as a medic to the first mercenary ship that would take her. It took a little bit more than persuasion, and the previous medical officer they had on-board would never again look at bars (or latrines) the same way again, but at least she managed to get off the Drill.

A year and a half later the ship she hired onto lost its Captain, and she is currently stranded on an orbital port sitting above Yeek Rae Po (a planet of little significance except to those who call it home) along with the rest of the crew.

And once more, Tayna is looking for a job. Sooner, rather than later, as the company she keeps right now seems to have a few unfriendly tendencies. Might have something to do with how they lost their Captain. Might.

Sheet might be edited further.
 

TheDoctor455

Friendly Neighborhood Time Lord
Apr 1, 2009
12,257
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All right, here's the idea for my race... just ignore the parts about the Sahara desert... this race was originally made for another RP... and one I plan to write about for a future project of mine... anyway...

Race Name (what they call themselves, feel free to make up slurs): Sermians

Habitat: Sermians tend to live in large cities. They tend to thrive in extreme conditions, whether it is extreme heat or extreme cold. Although, they do seem to prefer extreme heat, so they are much more likely to be seen in their home-city in the heart of the Sahara Desert. The main reason that they seem to prefer the heat of the Sahara to the Arctic or Antarctic is because they function at their best in a dry environment. This is partly because they are generally more comfortable and because the Sahara is home to their favorite food (Camels), but this is mostly because there is a significantly lower chance of their reproduction cycles being disrupted.

Diet: Sermians are technically omnivorous, but they tend to live mainly off of cactus, cactus juice/water, dates, mustard plants, and the occasional desert mouse. However, the one delicacy that they treasure above all else is a camel, preferably a "well-aged" one with years of travel under its hoofs. An experienced camel is to a Sermian what a fine vintage wine is to "normal" Humans.

Reproduction: The Sermian reproduction cycle functions as something of a cross between rabbits, bees/ants, and the fictional Vulcan race from Star Trek. The Sermians only reproduce every twelve years, and during the cycle they lay and fertilize eggs. Their eggs can only really hatch within a highly specific temperature range, one which is only found about two miles beneath their home city in the Sahara. The eggs can survive in most other conditions, but they start to decay in more median temperatures, and lock into complete stasis when left in cold or completely frigid environments. However, when they do hatch, each egg can produce up to four hatchlings, and at each cycle, every Sermian lays at least two eggs and fertilizes at least six others. And every single Sermian is both male and female.

Average Life Expectancy: 64 years.

Appearance: Like this [http://www.google.com/imgres?imgurl=http://www.rumormillnews.com/pix3/pic100705.jpg&imgrefurl=http://www.rumormillnews.com/cgi-bin/archive.cgi/noframes/read/100705&usg=__c0pMaexPNIBxyCgb5ajglSxWYTM=&h=450&w=507&sz=40&hl=en&start=0&zoom=1&tbnid=7hTTcWH8uqvnMM:&tbnh=142&tbnw=160&prev=/images%3Fq%3DShadows%2Bbabylon%2B5%26um%3D1%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:eek:fficial%26biw%3D1366%26bih%3D576%26tbs%3Disch:1&um=1&itbs=1&iact=hc&vpx=902&vpy=73&dur=379&hovh=211&hovw=238&tx=99&ty=149&ei=BeMOTZf2K4L0tgPhjp3ZCg&oei=398OTdOMFoacsQOXksGPCg&esq=4&page=1&ndsp=19&ved=1t:429,r:4,s:0] except the skin can change color, texture, and pattern to either match the environment (as a sort of hyper-chameleon camouflage) or to suit their emotional state. Exactly how each Sermian accomplishes this varies exponentially. They have three rows of ten (five on the left side and five on the right side of each row) eyes on their heads which can work both for them and against them. While they can look off into up to five directions simultaneously, and can see well past the ultra-violet range; any interference from powerful electromagnetic signatures can disrupt their sight and confuse them. This is why Sermians are a largely nocturnal species. The eyes are normally shift appearance with the rest of the body, but their eyes do glow red when they are in the height of an uncontrollable rage or scared shitless. They are very spider-like in most other respects. Like spiders, they have eight limbs, six of which serve as the "legs" and the front two serve as the "arms". All of their limbs end in spikes, which can make for lethal weapons if provoked. However, the "arms" can retract the "spikes" or "claws" at the end to reveal a pair of delicate human hands. The spines which can rim their limbs, torso, and head are purely for decorative purposes, much like human hair (these spines are also used for attracting mates, although the Sermians have noticed that the spines, combined with the right skin tones and textures can be used for intimidation when dealing with other species). Or rather, that's what Sermians used to look like. Nowadways, they are bi-pedal beings... their general spiky structure has remained intact, but they now stand at 6 feet in height. Their heads look much the same as they used to, the only main difference is that they are now much smaller and now only have three pairs of eyes on them -although they can still look in about three different directions at the same time but they are also still dazed or confused when looking directly at a strong electro-magnetic sources. Their only two remaining spines now serve a more practical purpose: they aid in the Sermians' ability to climb walls.

Movement: They move much like any other bipedal organism when on a flat level surface when gravity roots them to the "ground". Whether in gravity or not, however, all Sermians can climb walls by utilizing the retractable claws on their hands and feet. When the claws are retracted, the Sermians appear to have hands and feet very similar to human beings.

Racial Psychology: The Sermians tend to view problems from a practical point of view. It is very difficult to influence them with a purely emotional argument. They have emotions, but it is very difficult for any non Sermian to tell all but the most obvious of emotions from a Sermian. They like order, efficiency, and have little patience for anything that disrupts their orderly society in any way. They tend to view each other somewhat indifferently... or at least that is how outsiders would see it. There are no family units among the Sermians, every Sermian is as much a parent or child of any other Sermian, so they see each other mostly equally. Any Sermian that would be classified as merely selfish or otherwise self-serving among "normal" humans is classified as "insane" among Sermians. Sermians tend to view all other species with a certain degree of fascination (up until the point where the others become a genuine and provable threat). As such, they tend to view peaceful relations with as many other species as possible as a favorable outcome.

System of Government: Socialism/Communism. Or at least... that is what it would look like to an outsider. While all important resources and technological advances do belong to everyone; things like clothing, works of art, theoretical concepts, entertainment venues, etc. are classified as private property. However, there is technically no organized form of government. There are no politicians. Instead, they have a form of "hyper-democracy" which only they can utilize because only they can communicate anywhere near the speed of light (see Technology). They can solve complex city-wide disputes/problems in minutes or hours; a feat that would take most other species centuries to fully sort out. The strangest thing is... they never actually reach an agreement, they simply deliberate on what course of action would best suit their collective needs (based on a collective perception of course).

Religions: There are no religions per se within Sermian society. Instead, every Sermian is taught a set of principles, and every Sermian (in mainstream Sermian society anyway) is taught to view these principles equally. The six principles are:
1. We are all Equal.
2. We all have a Voice.
3. We are all Human.
4. We are all Anomalies.
5. All Existing Sentient Life must be preserved. (By all "Existing Sentient Life" the Sermians are referring to anything that can be proven to move or to be sentient... to them, this is only anything that has already been born, anything else is still "under development"... they even view their own eggs in this manner.)
6. Never stop Learning.

Other Factions: While there is no mainstream religion within Sermian society, there are plenty of "cults", although some are more religious than others. There are only six cults, each one adhering to one and only one of the above principles. Those that adhere only to the first principle call themselves "The Indifferentia", those that only adhere to the second call themselves "The Vox", those that only follow the third are "The Humanus Centrists", those that only follow the fourth are "The Mutati", those that only follow the fifth are "Animas", and those that only follow the sixth are the "Indagos". Most of these factions are relatively harmless. The Indifferntia generally get along with everyone else... except for the Vox, who they see as a threat to true equality. The Vox don't harbor any actual animosity towards anyone else, but they do tend to voice their views through any means necessary... usually in artistic ways... but sometimes... they switch into an "artistically violent" mode in which they may strike at anyone, other species, other Sermians, other factions, even members of their own faction. The Humanus Centrists and the Mutati generally get along with everyone else, except for each other... when they meet... its a bit like what happens when one locks religious extremists from any two faiths in the same room together; i.e. blood will be shed eventually. Of all the factions, the Indagos are the most peaceful, the most reclusive, and the second most dangerous. The Indagos will not abide any limitations to their learning and how they learn. Anything that would interrupt their learning they either find a way around (which is preferable to them) or destroy. The Animas hate (they are also the only faction that really understands hatred) all of the other factions except for the Indifferentia, as they see most of the other factions as a threat to Sentient Life in some way. Of all the factions, the Indifferentia are the strangest to puzzle out, they commit a number of property-based crimes, but they are as likely to break in and steal something as they are to break in and leave a gift behind; for every life that is born, they feel a need to end another life, usually within their own ranks, but sometimes they will secretly murder someone outside of their order or even outside of their species to "balance the books". The Humanus Centrists glorify everything that makes Sermians more "human"... more like "their ancestral roots", while the Mutati glorify everything that makes them more "other", more "alien". The Humanus Centrists strive to be more and more "human-like" (plunging their appearances and psychology further into the uncanny valley), while the Mutati strive to further their mutation (which sends their appearances and psychology even further away from "humanity").

Specialty 1: Genetic Engineering. (the ability to form raw materials from genetic material and to improve food sources; don't worry, they can't modify their own genetics -they've tried, but they've never succeeded... test subjects always die in the end)
How its used and how common: This is the basis of nearly every technological advance in Sermian society. Genetic Engineering is what allows the Sermians to "grow" nearly everything they need. To clarify, the Sermians use genetic engineering to grow the physical "shell" or "outline" of what they require. The only problem with this technology is that it requires large amounts of genetic material to use. It doesn't matter what species the genetic material belonged to, but lots of it. How much depends on what they are attempting to accomplish. The largest use of it they have ever made was their home-city in the Sahara. They drove at least two animal species extinct building it. Genetic Engineering provides the building materials and the main food source for Sermians. In brief, Genetic Engineering is extremely common.

Specialty 2: Thermo-Optics (the ability to channel and manipulate light and heat sources/paths, as well as the ability to see heat)
How its used and how common: How common it is depends on its use. The most common use for thermo-optics is the extensive communication network within the Sermian home-city. (see Communication) It is also commonly used for entertainment and artistic purposes. There are currently only three militarized uses for thermo-optics; thermo-night vision (there are some projections of how this could be made into a more commercial use), laser-based ignition systems for engines and bombs (highly experimental and not outside of a lab yet; the current work is in finding reliable and controllable explosive/incendiary reactions... for use in covert sabotage), and in rudimentary laser-based weaponry that can ignite targets (for general military use).

Specialty 3: Artificial Intelligence (this one is intended to intersect with genetic engineering to a certain degree; it refers to the ability to create AIs that can automate many different kinds of tasks, calculate probabilities, and come up with more efficient strategies)
How its used and how common: This is the most strictly controlled of all Sermian technologies. Which may seem like a bit of a paradox considering that Sermians share all important resources, however, since AIs could prove a threat if left unchecked, only the best and brightest of the Sermians are allowed to alter an AIs functionality. (none of the best and brightest are in any of the factions... mainstream Sermian society views any attempt at division or categorization between Sermians to be a sign of limited intellect) All AIs can practically do right now is automate the food-growing process and rescue services. Partially, this is because this is all AIs are allowed to do while still in their trial stages, but this is mainly because this is all they ARE capable of doing right now. However, the ultimate goal is marry AIs with the wonders of Genetic Engineering to create a set of "guardians" against the human threat, and to make Sermian society truly self-sufficient. All AIs that have been made, and ever will be made are governed by a set of implacable, and impossible to remove rules:
1. an AI cannot harm a Sermian, or through inaction, allow harm to come to a Sermian.
2. an AI must preserve its own existence and the existence of its "host" except where this would conflict with the first rule.
3. an AI must obey the orders of any authorized Sermian, except where this would conflict with rules 1 and 2.

Communication: The Sermian's primary mode of communication could loosely be described as a "hyper-internet". Throughout their home-city and all of their settlements, they have a kind of thermo-optic network set up. At any point where a Sermian wants to communicate with another, they curl up inside "pods" built into the walls of their buildings and connect to the network. The network itself functions as a series of coded-lines carved into every part of their home-city and settlements. These "lines" are nearly invisible to any being that cannot see beyond the ultra-violet range, but these "lines" emit a lot of heat, making them easily detectable even with specialized equipment. Because this network encodes and decodes information into both light and heat, a continuous stream of each has to be sent out and reach its destination in order for the information to be fully read at either end. This network also requires about the same ammount of power it takes to keep the contemporary internet running. Fortunately, this is compensated by the solar-panels that line every building in the home-city and most buildings in their settlements that collect enough power to keep everything running in their territory at night when they come out. The two main drawbacks or limitations to this method of communication are: 1. The network requires a lot of time and effort to maintain, and 2. It was designed with only Sermian physiology in mind, so it is completely useless to non-Sermians... and given the extreme ammount of heat that the network produces, coming into contact with any part of the network while it is active could prove fatal to some non-Sermians.

Transportation: The Sermian communication network doubles as highway, as the "pods" that they enter to use the network can switch to a "transit mode" in which they basically act as cars moving along the network's lines. However, while in this mode, the pods cannot trasmit or recieve data of any kind. Assuming there is little congestion, the Sermians could evacuate entire settlements within a matter of minutes. However, Sermians are the only ones who can use this method, and a further drawback is that if a Sermian wants to go somewhere outside of the bounds of Sermian territory, they will have to go out on foot.

Military Tech: The bulk of the Sermian military is armed with heat-based weaponry. At the moment, they don't seem to have much beyond lightweight flame-throwers, and grenade launchers (preferably with incendiary grenades). Some of their transport pods can act as military patrol vehicles armed with more accurate grenade launchers; these militarized pods can only patrol lines along the network however. Their military does not have any vehicles that can move outside of their network; however, they do have some of the most sophisticated long-distance napalm bombs in human history. Though, perhaps "bombs" is something of a misnomer, as their napalm super-weapons function more like a napalm "plauge". These napalm plagues are contained in a bomb-like vessel, but there is no actual explosion. Instead, an airborne, foodborne, physical contact borne virus that is 75-90% contagious and 80% lethal. (feel free to PM me about balancing issues and I'll edit this later, keep in mind though, this "napalm plague" is the Sermians' super-weapons, so there aren't many of them) The napalm plague's early symptoms are full-body rashes followed by a general burning sensation; eventually, the victim's body is melted from the inside out. Due to their brilliance in genetic engineering, the Sermians can tailor this virus so that it only affects certain species by feeding it samples of their DNA.

Architecure: Sadly, there is not much expression in Sermian architecture. All Sermian buildings are constructed from raw materials "grown" from genetic labs. These biological materials feed off of Sermian waste products, and the Sermians need shelter, forming a true symbiosis between Sermians and their buildings. The buildings are not sentient (they're dumber than amoebas), however, one can easily tell that they are alive. Like the Sermians, their buildings can absorb a lot of heat and light, but unlike the Sermians, their buildings can channel light and heat into energy to use to power every device in a Sermian settlement or the home-city. Sermian buildings tend to resemble gigantic termite mounds which combined with the network, create a sort of Tron-termite mound effect. (at least to the Sermians)

Also disregard mention of super-weapons, if it doesn't fit this RP...

As for the Sermian Homeworld... let's just change it to Arakis, and anyone who's read or seen Dune should know enough about it... for everyone else, its a desert planet.

Now for my actual character sheet.

Name: Kry'll

Race: Sermian

Gender: N/A

Appearance: Like other Sermians. But Kry'll has some unusual "preferences" for his default appearance that most Sermians don't have. He prefers to have a sort of grayish-green skin, glowing red eyes, and crystal-like buildups at the ends of his spines. Sermians don't wear any kind of clothing, but don't worry... they don't really have any "nast/sexy bits" either.

Faction: Mercenary

Homeplanet: Arakis, a desert planet. The only local wildlife are giant worms.

Weapons:
KM-42 Flame-throwing pistol (a favorite Sermian weapon... it only has a 5-foot range... so its more of a knife than an actual gun), HE grenades, and a TTR-6X Cobalt Shotgun.

Misc Items: a small magnet.

Role: Engineer

BIO: Kry'll was something of a technological prodigy, even for Sermians. He graduated from Academy 12 (the best surviving University on Arakis), he knows his way around the communication and power (that's energy generation systems... not politics) systems of every known species. He is responsible for a few important upgrades to the Sermian communication network (many of which enabled interstellar communication for them... which is one thing that kept them from exploring the stars for a while) But, after 10 years of service to his fellow Sermians, he grew tired of their unchanging society and environs... so he took up mercenary work to see the stars. Because the Sermians are largely independent of the JCA and the Dominion, Kry'll, like most Sermians, has little if any interest in their bickering. However, he, like any good mercenary, knows how to keep conflicts going and how to turn many situations to his advantage. He doesn't care what faction wins this or any fight, he just wants to see more stars and build newer and better ships. Which is why he often goes after gigs that land him on new ships... protoptypes if possible; he is always eager to study new technological advancements of any species. Partly to sell their secrets to jealous rivals, but mostly to satisfy his curiosity and to further his own inventions/innovations.


I have EDITED my character sheet as asked. Check the bio section.