The Return of Queen Anne's Revenge: Chapter 1: Another Ship on the Barbie (Closed, Started)

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Knife-28

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Oct 10, 2009
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Where would a normal, run of the mill prosthetic robotic hand rank on the scale of being allowed vs not being allowed? Just so I know whether or not to edit my sheet accordingly.
 

Athol

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Sep 15, 2010
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Name: Lacy Dawes

Age: 30

Sex: Female

Appearance: At only 5'5", and just tipping the scales at 120lbs, Lacy doesn't exactly cut an intimidating profile; but her rural upbringing, and subsequent training means she is a lot stronger than most people would suspect from someone her size. She keeps her raven black hair in a short 'pixie' cut if for no other reason than it's easier to deal with, though it is starting to show a bit of grey. Her silvery grey eyes are flecked with brown, and are framed by a still quite young looking face; this combined with her small bust has led some to think she is much younger than she is...much to their dismay on several occasions.

Like so many others she's a big fan of the t-shirt and jeans combo, in her case with a pair of military surplus combat boots, and a surplus jacket when needed. She also carries with her at all times, a thigh bag containing a small but extensive first aid kit, and a high powered 5mm case less holdout pistol in a secret compartment. The medkit contains your basics such as bandages, gauze, pain killers, and antibiotics, as well as a few more exotic things like ReCell spray for smaller wounds, and a medic stapler for closing larger ones. By far though, her most precious possessions in the kit are a monomolecular scalpel, and trauma shears.

She also carries a second, full sized, 5mm pistol in a shoulder harness; and has an SMG of the same calibre for when the need arises.

Personality: Quiet but friendly would be a good way to describe Lacy. When she's not working, she's perfectly happy to stuff herself in a corner with a book, or cruise the 'net, she?s not some anti-social nut. If she?s 'on the clock' however, she's as capable as the next guy in a fight; there was no 'do no harm' oath in her medic training.

Useful Talents: Small arms training, combat medical training

Role on QAR: Medic or Enforcer/Gunner (GM's choice)

Biography: Lacy grew up as the youngest child of three, in the Berith System, on the agrarian world Flemith; life was hard but good for the most part. As a little girl, her biggest dream was to grow up and become a doctor, but as she grew older she began to realize how untenable that dream was; her parents had nowhere near enough money for post-secondary, and her grades were never good enough for a scholarship.

Seeing that if she stayed on Flemith, her future would most likely consist of marrying some farmer and spending the next decade or so pumping out kids, she joined the PGP military as soon as she was eighteen. After basic training was done she applied to be a Medic, figuring that it was as close to being a doctor as she'd get. Though her superiors were doubtful, and truthfully her academic scores were still average at best, she finished in the top fifteen percent on the practical side.

During the following five years, she travelled throughout the PGP, taking part in disaster relief efforts, treating field injuries, and helping combat various localized resistance movements. While all of this was great for her practical skills, she began to become rather disillusioned with the PGP, after see how oppressive and corrupt it truly could be.

After her five year service contract was up, and knowing what little awaited her back home, she slowly slid into the fringes of society; where her government trained skills could be put to profitable ends. For the last seven years she's worked all over, and built a decent nest egg at the same time.

Thoughts? Opinions? Delusional rantings?
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
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Knife-28 said:
Where would a normal, run of the mill prosthetic robotic hand rank on the scale of being allowed vs not being allowed? Just so I know whether or not to edit my sheet accordingly.
Absolutely normal prosthetic hand? One that doesn't allow for Vulcan death grips or crushing diamonds in your palm? I see no problem with that.

Athol said:
Name: Lacy Dawes

Age: 30

Sex: Female

Appearance: At only 5'5", and just tipping the scales at 120lbs, Lacy doesn't exactly cut an intimidating profile; but her rural upbringing, and subsequent training means she is a lot stronger than most people would suspect from someone her size. She keeps her raven black hair in a short 'pixie' cut if for no other reason than it's easier to deal with, though it is starting to show a bit of grey. Her silvery grey eyes are flecked with brown, and are framed by a still quite young looking face; this combined with her small bust has led some to think she is much younger than she is...much to their dismay on several occasions.

Like so many others she's a big fan of the t-shirt and jeans combo, in her case with a pair of military surplus combat boots, and a surplus jacket when needed. She also carries with her at all times, a thigh bag containing a small but extensive first aid kit, and a high powered 5mm case less holdout pistol in a secret compartment. The medkit contains your basics such as bandages, gauze, pain killers, and antibiotics, as well as a few more exotic things like ReCell spray for smaller wounds, and a medic stapler for closing larger ones. By far though, her most precious possessions in the kit are a monomolecular scalpel, and trauma shears.

She also carries a second, full sized, 5mm pistol in a shoulder harness; and has an SMG of the same calibre for when the need arises.

Personality: Quiet but friendly would be a good way to describe Lacy. When she's not working, she's perfectly happy to stuff herself in a corner with a book, or cruise the 'net, she?s not some anti-social nut. If she?s 'on the clock' however, she's as capable as the next guy in a fight; there was no 'do no harm' oath in her medic training.

Useful Talents: Small arms training, combat medical training

Role on QAR: Medic or Enforcer/Gunner (GM's choice)

Biography: Lacy grew up as the youngest child of three, in the Berith System, on the agrarian world Flemith; life was hard but good for the most part. As a little girl, her biggest dream was to grow up and become a doctor, but as she grew older she began to realize how untenable that dream was; her parents had nowhere near enough money for post-secondary, and her grades were never good enough for a scholarship.

Seeing that if she stayed on Flemith, her future would most likely consist of marrying some farmer and spending the next decade or so pumping out kids, she joined the PGP military as soon as she was eighteen. After basic training was done she applied to be a Medic, figuring that it was as close to being a doctor as she'd get. Though her superiors were doubtful, and truthfully her academic scores were still average at best, she finished in the top fifteen percent on the practical side.

During the following five years, she travelled throughout the PGP, taking part in disaster relief efforts, treating field injuries, and helping combat various localized resistance movements. While all of this was great for her practical skills, she began to become rather disillusioned with the PGP, after see how oppressive and corrupt it truly could be.

After her five year service contract was up, and knowing what little awaited her back home, she slowly slid into the fringes of society; where her government trained skills could be put to profitable ends. For the last seven years she's worked all over, and built a decent nest egg at the same time.

Thoughts? Opinions? Delusional rantings?
Looks good so far. It's nice to see at least one sheet up. I was beginning to think that this RP was timed horribly and that everyone was busy playing GTA V. Now depending on if you're accepted for one role or the other, I would think the sheet would be edited yes? Medic's don't need to be carrying SMGs around.
 

Athol

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Sep 15, 2010
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NeoAC said:
Looks good so far. It's nice to see at least one sheet up. I was beginning to think that this RP was timed horribly and that everyone was busy playing GTA V. Now depending on if you're accepted for one role or the other, I would think the sheet would be edited yes? Medic's don't need to be carrying SMGs around.
Yeah, I've forced myself to back off a bit on GTA, so I don't over indulge as it were (too much of a good thing and all that). The thought for the SMG was a throwback to her military service; as a combat medic she'd of carried a rifle same as any other soldier, and that thought of always having something more than just a pistol carried over. (That being said I'll drop the SMG no problem if you want).
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
8,574
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Athol said:
NeoAC said:
Looks good so far. It's nice to see at least one sheet up. I was beginning to think that this RP was timed horribly and that everyone was busy playing GTA V. Now depending on if you're accepted for one role or the other, I would think the sheet would be edited yes? Medic's don't need to be carrying SMGs around.
Yeah, I've forced myself to back off a bit on GTA, so I don't over indulge as it were (too much of a good thing and all that). The thought for the SMG was a throwback to her military service; as a combat medic she'd of carried a rifle same as any other soldier, and that thought of always having something more than just a pistol carried over. (That being said I'll drop the SMG no problem if you want).
Well, we don't know if it'll be necessary to drop, she may get the gunner spot which allows for such weapons. Anyway, thank you for prying yourself away from Los Santos enough to get this up! (I may just be bitter because I don't have the money for GTAV ATM.)
 

Deu Sex

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Aug 26, 2012
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Name: Rix Felix mak Kallahan

Age: 25

Sex: Male

Appearance: Stands at 5?9? with a slim build, brown skin, green eyes and long black hair. He is exceptionally well-groomed, having no facial hair and a cleanly appearance at almost all times. There?s clearly an air of sophistication (or snobbiness) in the way he carries himself. For casual clothes Felix wears a formal looking white shirt-vest, a pair of fine brown pants and equally fine brown shoes, and a red cravat. He has three rings, two on his left hand and one on the right. Two are gold with blue gemstones fixed atop, and the other silver with a pitch black gem.

When trouble?s brewing though, Felix will feel the need to don his ?rixmail?. This is a fanciful-looking armour piece that consists of ceramics and metal plating. The rixmail offers protection against small bullets, shrapnel and melee attacks. Unfortunately it can?t protect against energy weapons. It is not a full-body suit and only covers the chest, waist and neck in order to protect the wearer?s vitals.

Felix carries a sword, bearing close resemblance to a basket-hilted rapier. He keeps the blade around mostly as a symbol of status, but it?s still sharpened regularly and can be used in combat if need be.

Personality: Felix is arrogant like all noblility, but tries not to flaunt it. He?s aware that the plebeians he must associate with neither understand Vesperian culture nor the importance of his status, and knows they mean no offense when they show complete disregard for the social graces that aristocrats are used to. That said, Rix Felix mak Kallahan does get extremely annoyed by people who speak his names wrong, and will constantly correct them until they get it right. He expects others to show him respect by default, and will be upset if they don?t.

Despite all this, Felix is a capable team member. For the most part he?s calm, level-headed, sharp and orderly. He manages to keep his cool even when danger rears its head. That said, if a situation gets too out of control and things don?t go as planned, Felix will let panic cloud his judgement. He?s secretly very anxious about holding a leadership role, fearful that any bad decision he makes could be fatal. Felix has a strong sense of responsibility.

He?s also a history enthusiast with a particular interest in old Terran languages and culture. Having spent most of his life in an artificial habitat, he has a dislike for organic, tree-produced air and nature in general.

Useful Talents: Gifted in leadership especially. He can project a strong voice, understands the basics of command well enough and has a solid grasp on strategy and tactics. He takes any duty he?s given very seriously and does not falter easily. He?s also skilled at fencing, as useful at that might be, and half-decent with a pistol.

Role on QAR: 2nd in Command

Biography: Felix is from the dwarf planet of Vesper. Located in the Perkele system, Vesper was a peaceful and moderately well-colonized planet until it was discovered that incredibly rare and precious minerals lay in the core. After this discovery, neighbouring planetary forces and pirate groups seized control of the planet?s colonies, set up mining operations, ruled over the existing population and waged small wars with each other over control of the rich minerals. These factions ruled over Vesper for over a century, and soon became so deluded with power and wealth that they became like kingdoms of old, ruling in a hereditary manner and fashioning themselves in name and style after historical Terran dynasties.

When the PGP arrived on Vesper, they had no trouble conquering the dozens of squabbling petty kingdoms. The PGP set up an arrangement with the former ruling dynasties, allowing them to serve as governors for the planet as letting them retain their aristocratic status in exchange for supplying 90% of precious minerals mined in Vesper to the PGP.

Felix was born to the Galatia Dynasty of Vesper. He lived the sort of life expected of someone from privileged birth ? enjoying lavish parties, eating lavish meals, bossing around social lessers and never having to concern himself about wealth. Felix had a different mentality from other noble boys though. From a young age, he had been obsessed with old Terran history, especially the rulers and dynasties from which his culture drew their names. Felix had formed this image in his head that the ideal noble was someone brave, strong and wise beyond the common man.

And being nobility himself, he strove to become that image. As he grew older he read more about history, wars especially, studied language and learned swordplay. Other Vesperian aristocrats laughed at how serious he was, which simply drove him to pursue his interests even harder. But Felix feared that he would never become the ideal image of a nobleman he pursued, since he was still one of the youngest sons in a family of many. Being a hereditary society, the first son was usually the one to inherit their father?s titles and wealth. That is, unless the father thought another child was more worthy.

So Felix had to find a way to prove himself worthy. When he was twenty years old, he came up a mad idea he would come to regret. He approached his father and offered to personally lead one of the mining expeditions to recover minerals from Vesper?s core. The planet core was an incredibly dangerous and terrifying labyrinth of dark rock, and it was said one would have to be suicidally brave to willing go there. Impressed by the gall of Felix?s offer, and not concerned much for the well-being of one of a dozen sons, he let the boy?s plan fly.

The expedition was a near disaster. Felix had never been to the core before, and had to spend over a week in the freezing pitch black. He was scared every day that he might die from stumbling into a pit or getting caught in a gas explosion or all sorts of things. The miners under his leadership were unimpressed at being led by a boy so green, and their morale suffered as a result. Bad luck, poor decisions and a string of accidents resulted in half the mining team dying. Although Felix managed to return to the surface alive and with a heap of mineral wealth, most of the miners wanted him to have him lynched by the end of it.

Felix was distraught with shame at his failure, which only became reinforced when he earned the scorn of his father and the ridicule of his fellow nobility. Feeling disgraced, Felix decided to self-exile himself and leave Vesper. For the last few years he?s been travelling the stars looking for ways to hone his skills and build back his pride. Most of his work has involved assisting the captains of small transport shuttles on neighbouring planets, using his noble name and status as a means to impress others into letting him have a command role. He?s determined to use the tragic lessons he?s learned from that failed expedition to his advantage, and prove himself worthy of returning home with a head held high.

Because what's a fantasy space western without space nobles too?
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
2,244
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Name: Raymond Foster
Age: 32
Sex: Male

Appearance: 6'5", wide-shouldered, tanned skin, medium brown hair, green eyes. Is usually seen wearing weathered clothes; generally button-down shirts, tanned dark brown bison-hide pants with matching vest. When out he usually wears a worn hide duster coat and can rarely be seen without his racher's stetson and aviators.

Personality: Mainly keeps to himself, though among company he feels obligated to strike up and hold conversation so as not to be rude. His drawl may have one thinking him to be unintelligent, though that has turned to be an instance of poor judgement from anyone unfortunate enough to make themselves his enemy. He always keeps a level head and remains calm and collected through tense situations, or at least that's the appearance he gives off; his ability to keep his thoughts from showing has won him more than his fair share of poker games. He's also a bit of a drinker, mostly keeping to hard liquor with whiskey being his personal preference. Rarely has he found himself drunk enough to be completely uncoordinated, but what usually entices him to reach that point is being idle for extended periods of time.

Unique Talents: Is an avid gun-maker and an apt inventor, at least in the field of firearms. Years of self-taught shooting on his own range has shaped him into an expert marksman. Is said to have the fastest trigger fingers in his settlement, and quite likely all of his homeworld. He used these skills to defend his home and the homes of others from bandit raids during his time on the settlement. As far as his inventiveness goes, he had his own workshop in the basement of his home. Using mostly scrap he salvages, he smelted down metal for bullet casings as well as gun components. Many of his experimental gun models have yet to see completion, but he often made guns for local farmers and settlers so they may better protect themselves should he find himself unable to.

Working as just a hired hand hasn't provided him much experience with the vital systems of spacecraft. If one were to show him blueprints to the motherboard of a flight system, it'd just be chickenscratch to him, but if one were to show him the schematics of a firing mechanism, he'll talk of the ins and outs to the fullest extent as well as where it would need improvement to achieve maximum efficiency. Not that learning to fix ships was on his agenda in the first place. He knows what he's good at and sticks with what he knows.

Hand-to-hand combat is where most of his close-quarters combat skills come into play, mostly being on-call for the bar he frequents in order to quell bar fights. His style is ungraceful and fairly straightforward, using mainly brute strength to knock unruly folk unconscious and flat on their backs, and his sharp eyes and quick thinking has led him to victory against many foes more agile than him.

Role on QAR: Gunner (Alternatively, Enforcer)

Biography: Ray's life began on the planet known as Quintaros - a world where the surface is comprised of dust and rock. Settlements on the planet are sparse, but that isn't to say that they're small. Each settlement is a sprawling, bustling community of traders and farmers, though most of the farming community lies on the fringes of settlements. At a first glance from orbit, one would think that the only sort agriculture would be dust-piling, but most of the resources come from beneath the surface.

Pockets of water, as sparse as the settlements that rest near them, lie beneath the planet's crust and are farmed by locals to help with the growth of crops. In order to preserve as much water as possible, water refinement and purification has been made as big of a part of the agriculture as the water harvesting itself. Treatment plants are usually run by the same people pumping water from the ground and keeps life afloat on the planet, so to speak.

The planet began as a place of escape, for wayward pilgrims who wanted nothing more than isolation with a community they could grow comfortably with. With as little the world offered in terms of resources it seemed the perfect place. Massive mining and terraforming ships were the first to arrive, sent to make it more suitable for small colonies. The appeal of isolation brought in many more people than one would expect, and once the surface was ready for settlement the mining colonies rapidly grew into huge cities, large communities that operated independantly.

Few mining colonies were eventually shaped into run-down settlements for all manner of miscontents. These groups took it upon themselves to raid other nearby settlements for credits, resources, and occasionally just because they could. Most settlements held their own against them, other less fortunate ones had their citizens turned into slaves, target practice, or in one very infamous case, food. All in all, life on Quintaros is an acquired taste, but for those who have it, there's no place they'd rather be.

Ray himself was born into a family of farmers, his father working with the water pumping station during the day while his mother grew crops at home and nursed him as an infant. Throughout Ray's early childhood, he farmed crops with his mother who also schooled him; teaching him to read and write, basic mathematics, and most other essential skills for self-sustainability. Ray's father was known to be a tinkerer of sorts, keeping gun parts and a small workshop in the home where he spent much of his time after work. It didn't take long for Ray's curiosity to get the better of him, as he begun to take great interest in his father's hobby. His father was more than happy to bring Ray into his interests, and so began his learnings in the art of gunsmithing.

For quite some time, Ray worked and learned as an apprentice under his father's leadership and became skilled enough in the craft that at the age of fourteen, he designed and built a traditional double-action revolver from scratch, adding his own additions to the standard designs which turned out to be great improvements. Nothing revolutionary, but extraordinary for someone of his age. Needless to say, his father was quite impressed and they soon began producing as many of them as their limited resources permitted so they could sell them to the townfolk.

Around his early twenties, Ray started to get the feeling that he could be doing more. Sure he enjoyed working with his father, but he wanted to know what life was like off-world. His father may have grown comfortable with the routine living, as exciting as it may have been at times, but Ray was getting restless. After learning of this, knowing how determined his son was, Ray's father have him his blessing and payed for his off-world fare. Though Ray's mother worried, she was assured that he could take care of himself. Since he left he's been doing odd jobs mostly, and his most recent contract that's just come to a close involved helping to escort some gun runners as they moved their shipment. He's hoping to finally secure more fulfilling work, one that would actually allow him his own workshop of sorts so he may get back to what he enjoys most.
I'd be happy to hear any thoughts or criticisms or dark enchantments to bring forth horrors unknown concerning my character. ^^
 

Knife-28

New member
Oct 10, 2009
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Name: Jack Coltello

Age: 28

Sex: Male

Appearance: About 175.6 cm tall (About 5'9" for you Yanks) and of a somewhat muscular build. (He's not rocking a 6 pack, but just looking at him you can tell he's fit). Jack wears his long dishwasher blonde hair back in a ponytail which complements his similarly coloured stubble (At least he thinks so.)
He wears a black jacket over a sky blue t-shirt, along with a pair of well worn, though still presentable jeans. The most striking thing about Jack's appearance though is his right hand, which is entirely robotic down to just past the wrist. It?s not fancy by any means, but it works just like a hand should, and has a lighter embedded in the thumb that is activated when Jack snaps his fingers.
He has a combat knife hidden in his boot, and a .357 replica Rhino 40DS revolver holstered on his hip, partly covered by just jacket.

Personality: Jack is a passionate man who's not afraid to speak his mind, a trait that's gotten him into a few fights. It's not often wise to get on his bad side, because while he likes to fancy himself as being able to settle a conflict with words, he finds the thrill of a fight much more rewarding.

That said he's generally very easy going, not often seen without at least a slight smirk on his face. He's also a very hard worker, believing that you only get out what you put in, so he's not one to half ass a job. To say that he enjoys flying would be an understatement, one of the few reasons he didn't AWOL during his time in the military (Aside from the massive prison sentence if he had been caught) is so that he could keep flying.

Useful Talents: When in basic training for the PGP Navy, Jack's teachers described him as a natural at flying, and he was, with his marks when he graduated almost double the rest of the class.
In addition to being able to fly you safely though a meteor shower blindfolded, Jack isn't afraid to fight a man mano a mano if the need arise and can use his combat knife to great effect.

Role on QAR: Pilot

Biography: Jack was born, raised and until the age of 18, lived in the Gold Coast, Australia. Growing up Jack was, for the most part, a good kid. He surfed, he did his work and his passionate way of speaking won him many a debate, though it also earned him his fair share of detentions for black eyes and bloodied noses. His dad, a former member of the asteroid mining ship the 'Scott Fitzgerald', used to regale Jack with tales of his time aboard the ship, which filled Jack with the desire to get out and see the galaxy.

So, Jack did what any young bloke with his eyes on the stars would do, join the PGP military. Fame, Fortune and Glory, as the recruitment posters put it. However, after boot camp Jack was shipped out to Hanan Pacha as part of a ?peacekeeping? operation in the region. Really, they were just there to flex their muscles and make sure the locals knew who was really in charge. While not truly a backwater, Hanan Pacha, and New Tenochitlan in particular, weren?t exactly Epsilon Indi, or Pollux. Three years into his tour, tensions in the region were high, and moral at a real low. Many of the troops, as well as some of the officers had begun engaging in some rather shady activities. During this time, a few soldiers tried to co-opt Jack into helping them steal some ordinance from the base they were stationed at to sell on the blackmarket. Jack refused, believing that the PGP had a certain image to uphold, and promptly reported the men. Unfortunately there was not enough evidence to court-martial the men, and they got away with a stern word and a slap on the wrist. A few days later, during a routine test flight Jack's fighter suffered an engine failure and crashed, injuring Jack and his co-pilot.

At least, that's what the official report said. Jack knew better, and the crash, along the loss of his hand because of it, was a clear enough message and Jack learned to keep his head down. The entire incident really started to peel away the positive view of the PGP and by the end of his tour, Jack had had enough. Deciding to stay on Neoteno, Jack took to doing whatever odd jobs would get him buy, steadily building a reputation as the man to have behind the controls. And at the end of the day, he can always be found retiring to The Dingo's Snarl for a nice cold drink and a hot meal, only the best, seeing as he?s run more than a few jobs for Scott Viduka in the past.

So, good? Bad? Anything that I need to expand on or fix?
 

RandomMan01

New member
Sep 18, 2012
110
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Name: Will McArt

Age: 30

Sex: Male

Appearance: Standing at 5'8", Ace weighs in at about 150 pounds. He keeps his dark brown hair short and neat, his bangs combed to the side. He has a tiny patch of stubble adorning his chin, just below his lower lip. His eyes are a deep shade a blue. He has a shamrock tattooed on his right forearm.

While on the ship, Will can normally be found in denim jeans and a sleeveless white t-shirt with a used pair of white sneakers. While on land, he tends to put on a brown leather jacket. He carries a butterfly knife in his left pocket.

Personality: Will is rather serious about his job, and at first glance can seem rather anti-social. While working, he is calm and entirely focused on the task at hand. He does not appreciate distractions. When he isn't busy, he tends to come off as a bit aggressive. He is quick to anger and even quicker to prove that he is the best at what he does. Still, he is loyal to his ship and fellow crew-members, and will not hesitate to help them if needed.

Useful Talents: Don't let his lack of formal education fool you, Will has been described as a "natural-born navigator" by his previous employer, and has guided men through all kinds of dangerous areas of space. On top of that, he can hold himself in close-quarters combat with the use of his trusty knife.

Role on QAR: Navigator

Biography: Born to farmers in the countryside of New Dublin, a small planet located in the Tuatha system, young Will's life was generally very simple. He'd spend most of his day working the fields with his family. He never got a formal education, there weren't any schools on New Dublin close enough to make school possible for Will's family. Instead, Will would go to mass home-school sessions with the children from neighboring farms. There weren't many of them, only 5 or 6, and they would be tutored by the families of one of the children (each one alternating). However, even with so few students, Will still managed to get into fights with one of the local kids. A big kid that everyone Johnny. Will and Johnny would constantly fight each other over every little offense. Eventually however, they would form a sort of friendship/rivalry that led to Will finally being able to get off his home planet.

When they were both 17, Will and Johnny were walking through the streets of a nearby town when they happened upon a recruiter for Internal Operation, a mercenary company that was looking for new recruits on their ships. Will turned to Johnny and told him that he should join as a meat shield. A light joke that ended up leading to both of them signing up to join. They were shipped off to the company's small training base located in Bres, an urban planet located near New Dublin. Will and Johnny would end up excelling in basic training (though their aptitude tests left more to be desired), partly due to their highly competitive natures. Eventually, however, they would branch off. Will showed a remarkable knack at reading star charts and things of that nature, and so he was sent off to be trained as a navigator, while Johnny went on to become an officer.

Will would spend almost a decade as a navigator on board one of the IO's larger ships. Starting out as a junior navigator, he quickly rose to become one of the ship's finest. He helped lead him and his crew-mates through dogfights, asteroid fields, and just about anything else that could ruin a starship's day. He ended up in service to all sorts of organizations. From large coalitions like the PGP, to shady billionaires hoping to get a step ahead of their rivals by any means necessary. Work was good, and Will's track record meant he'd be more than welcome on board any IO ship he could find. However, sooner or later, Will found himself in a rut. By the age of 29 he just didn't feel much excitement in his career. Being on board a larger ship and part of a known PMC meant that they rarely met much trouble at all, and when they did there wasn't much to worry about.


Will eventually quit his job as a navigator. The IO wasn't too happy to have him leave, but he had served more than the time they required of recruits, and there wasn't really anything they could do to stop him. He was dropped off a Neoteno, where he has been living for the past few months, doing contract work for small, planet-based companies. Recently, however, he's caught wind of something going down at the Dingo's snarl.
Criticisms welcome.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
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Name: Langley "Angi" Ashcroft

Age: 34

Sex: Female

Appearance: Langley is 5'8 and jokingly keeps her weight to herself but she is of average build with a curvy hour-glass figure. Her face carries a bit of masculinity with a strong, square jaw but otherwise the rest of her face remains feminine like her round cheeks. Although there are a few wrinkles starting to form due to her age but nothing major. She has large, hazel eyes that carry a perpetual warm feel to them, no matter the situation. Langley has the kind of eyes one can drown in. Other most noticeable feature about Langley is her pale skin painted with enough tattoos to fill a large book. Her heart-shaped lips are pierced with a ring in her lower lip and she has a stud pierced on her nose. Langley has short, wavy, hair dyed a midnight blue that's swept to the side.

Langley often wears form-fitting pants and various sleeveless shirts. Although she isn't seen anywhere without her leather jacket which she proudly wears with noticeable wear on it. In the pocket of her jacket are a matching pair of leather gloves. She has a holster on her right leg holding her weapon [http://th00.deviantart.net/fs70/PRE/f/2012/331/9/a/syer_336___m1_variant___by_the_xie-d5mcs3i.jpg](artist cred to The-Xie) for self-defense.

Her most noticeable tattoos are a compass on her right forearm, a nautical star outline on her left forearm, an Aztec warrior tattoo on her right shoulder, a barcode with her birth date on the back of her neck, a large Aztec eagle design on her back with its wings stretching from arm to arm, a pair of doves carrying the name "Josepine" on her stomach and finally a quote on her chest reading "Come find me in the stars".

Personality: Langley is friendly as she is flirty with certain people and often she leaves quite an impression whether it be good or bad. She is proud of her flirtatious manner and is likes being at the center of attention as displayed by her eye-catching tattoos or clothing. Be that as it may, Langley is a determined individual and particularly driven to fulfill her dying friend's wish. When she flies a ship, one can see the vast difference Langley is and shows a glimpse at another side of her. The side where she is caring for others, loyal to her friends, understanding of their problems, and quite humble considering what she's been through. But despite it all, Langley is apprehensive of how long she would have to keep her facade or how deeper she would have to submerge herself in order to find Caspian.

Useful Talents: Langley is a great pilot with her raw skills honed through military training and discipline. Although it has been a while since she was in the SACA, her talents in the cockpit remain true. The few that have caught a glimpse of her flying describe her as a "leaf in the wind". Besides her piloting skill, Langley is a decent shot with a pistol and handy in a fight along with some basic first aid. She can also hold her liquor rather well and knows how to mix a few drinks with the right ingredients.

Role on QAR: Pilot

Biography: Langley grew up with her eyes to the sky. She was astounded, and amazed by the endless nature of the universe which convinced her to give up her whole life to its exploration. But Langley viewed the sky through windows of a New Tenochitlan orphanage. Her father died when she was just 8 years old and her mother lost her sanity because of it. Before her father died though, he told her of his endless adventures in space as a pilot aboard a merchant vessel. He'd tell her of all the worlds he visited or the environments he encountered unlike anything he could hope to dream of. Before he left for the journey he never would come back from, he left her a note saying "Come find me in the stars" as if he knew.

As soon as Langley could she joined the SACA as a pilot and put her mind into it. With body and soul, she eventually became a pilot for the SACA's transport division which wasn't exactly what Langley had in mind. She expected to pilot fast fighters or lumbering bombers. She begrudgingly did her job until Turku.

Turku was an independent colony until the SACA "annexed" the colony through clandestine ways. An insurgent group rose in the darkness and began bombing SACA facilities along with assassinating government officials. Langley piloted a large transport craft which was delivering food supplies to the local base. She landed at the dock only to have the transport boarded by Turku rebels. The rebels had disguised themselves as SACA soldiers and sneaked into the base. Langley and her co-pilot was ordered at gun point to leave the base to an unspecified location. Langley did so and arrived at a mesa where she was blindfolded and held prisoner but it didn't take long for Langley to hear the cries of hungry children. The mesa was actually a hidden city and the last refuge for those holding out against the SACA.

Much of what happened to Langley remains a blur to her whether it be from the beatings or the lack of hydration. The only memories she kept was that of her and her co-pilot nursing their wounds when they could. Her co-pilot, Josephine Frey had a background in the medical field before becoming a pilot so she was why Langley survived. Josephine would even teach Langley some of her medical knowledge "just in case". It would be two weeks before the SACA retrieved the pair from their prison but Josephine did not survive. Josephine frequently gave Langley whatever sustenance they had so she could survive. Before Josephine died, she asked Langley to find her brother who was deep in the criminal underground. Her brother, Caspian, the sole reason Josephine gave up being a doctor. According to Josephine, Caspian ran away at a young age and became wrapped in the smuggling underground. Josephine became a pilot in a attempt to personally catch Caspian before he would do anything else but now the task fell to Langley.

Langley was honorably discharged after Turku and she went back to Neoteno. Besides gaining back some weight, Langley fell into the party scene due to the lack of flying in her life but also so she could get into the smuggling ring in order to find Caspian. She partied and made friends with all sorts of people especially the ones with a criminal history. Eventually she was given a chance to fly to fly a smuggling mission which she completed without breaking a sweat. With her employers impressed, Langley branched to other means or "networking" such as running arms, drugs and even people. Needless to say, Langley's talent and drive gave her a reliable reputation.

Langley made quite a name of herself enough for her to be introduced to the likes of Scott Vidaku of whom she already knew due to being a frequent bar-goer of the Dingo's Snarl. So it was a pleasant surprise to hear that Vidaku wanted to meet with her and a few others for a job in the VIP room. A room where Langley's been to in more than one occasion because of her "friendly" nature.

Hope everything's good with this sheet but as always, I accept any criticisms or suggestions that may come my way.

EDIT: Well....totally did not see Knife's character up until now... *gets started on a second sheet*
 

Knife-28

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Mr.Ivebeenframed said:
Heh, funny how we both went the 'Former military pilot who now flies for whoever pays well' route. Ah well, guess you know what they say about great minds eh?
 

Athol

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Asclepion said:
"People" was vague.

http://io9.com/5961226/when-does-an-animal-count-as-a-person
It means they're only intrested in Homo Sapien Sapiens.
 

Pandalisk

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Jan 25, 2009
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Name: Suzi Edward Alberta

Age: 62

Sex: Male

Appearance:
Standing at 5'6, Edward Alberta has a stocky, over-weight build that reveals his "appreciation" for the finer things in life, white skin, blue eyes, thick matted greyed hair and a sweeping, well groomed beard of which he is extremely proud of. James attempts to portray a swashbuckler appearance despite his advanced age by wearing blasé uniforms that reveals a little more than most are comfortable with.

Only his trademark cut trench coat hides what needs to be hidden, The trim of this ancient piece of clothing has seen better days and the royal blue color quite faded. It?s high collar is often turned up in dramatic fashion to complete the

Despite Edward's less than dapper appearance there is an air of informal wisdom about him.

When the going gets tough Edward can rely on a small 9mm pistol hidden in a small holster under his trench coat. He has in his possession a small short sword, however this weapon rarely leaves the ship as it his hard to conceal and is more of an heirloom than lethal weapon.

Personality:
Edward's personality is equal parts wise-man-incorrigible wretch. Gregarious and raunchy, only Edwards body acts its age. While he may be more comfortable with a glass of bourbon in a harlots den his wealth of experience cannot be denied and in a tight blockade run or a business deal gone awry there is no better man to get the deal done with the ship and its crew, relatively, intact.

A down to earth and simplistic individual, Edward is a man of daring and action. When he talks his voice is loud and bosterous, showing good self-confidence. Edwards also has a strong passion for his job, his family and space faring in general. Edwards also has a "healthy" disrespect to the PGP and is actively hostile towards their goals.

Useful Talents:
Guile Hero - In order to survive and later, accomplish his goals, Edward had to understand what drives the minds of people. Whether Bargaining for a new item or Inspiring someone to do a task one would not normally do, none stand better at the task than Edward.

One of the Old hands - Everywhere this old dog goes he can hold the attention and admiration of the older class of space faring folk that control most of the colony space ports. Instrumental in cutting a deal or needing a favor.


Role on QAR: Captain

Biography:

Suzi Edward Alberta was born into a space faring crime syndicate, The Alberta family, the genesis of Alberta family is hard to trace because crime syndicates are oft secretive and In fact, they have been known to spread deliberate lies about their past, and sometimes come to believe in their own myths. One can only assume that the families rise to power was due to the simplest of mans sins, greed. The avaricious quest for wealth and power.

Successful black market traders, smugglers, casino owners, racketeers and loan sharks, the Alberta family thrived in the early colonial days where centralized policing institutions were weaker, indeed syndicates such as the Alberta family quickly rose to political power in the colonies and began seeing themselves as "men of honor" and for the people.

This all changed when the PGP reinstated its total control over every aspect of the colonies, and systematically began wiping out the families. It was during the fall from grace of the Alberta clan and the other crime families that Suzi Edward Alberta was born and raised among several other brothers and sisters. Though the families are but a shadow of their former self the present day still hosts an underground struggle between the crime families and the centralized powers that be.

Crackdowns and drug busts had done much to diminish the power of the families however the secret war still rages on and it was during this time that Edward cut his teeth into the skill of leading, space faring and protecting his families interests from other parties.

As the years went by, a handful behind the bars of a PGP prison cell, Edward grew to become a daring smuggler, knowledgeable in the tricks of the black market trades, a well known debauchee with his seed spread across the galaxy from star port to star port, comely lady to comely lady and a well renowned captain before his retirement.

With his youth faded, the old Alberta spent his days in drunken bliss and luxury, afforded to him by his criminal acts and position within the Alberta family. However a passion in him for space faring burned that no harlot or drink could satiate and so he could not settle comfortably into the quite life that was expected of him.

As luck would have it an old friend from the Dingo's Snarl, a port o' call from his youth gave him a proposition that would scratch his space faring itch and let him stick it to his old foes in the PGP to boot.

Hmm might add a bit more later, its late and i need to sleep!
 

Lefthandofgod

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May 19, 2010
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Asclepion said:
"People" was vague.

http://io9.com/5961226/when-does-an-animal-count-as-a-person
Only humans. If we include non-humans, it would compromise the story, force a bunch of political plot details that aren't needed, and I'll have to deal with a bunch of people that want to make a talking not-Wookiee or a sentient dolphin or a monkey who uses a sword with his tail and suddenly the story is less "Firefly" and more "Star Trek".

Athol said:
Snipped

Thoughts? Opinions? Delusional rantings?
I like your sheet, but you're a bit too gun heavy. Two pistols are fine, I'd even accept a shotgun, but two pistols and an SMG is a bit over the top. Remember that you're probably not going to be in a boarding party (medics being too valuable), so you'd be more equipped for defence.

Deu Sex said:
Snipped

Because what's a fantasy space western without space nobles too?
I love your sheet. Naming the armor seems a bit over the top though, but you have a good character, interesting dynamics, and you picked an interesting role that compliments your character.


Mortis Nuncius said:
I'd be happy to hear any thoughts or criticisms or dark enchantments to bring forth horrors unknown concerning my character. ^^
Your sheet seems fine. I don't understand why you included the part about him being a gun-maker. I like the idea, but I'm not seeing the payoff for it. I'd recommend editing the sheet to make that feature more prominent if you want to use it.


Knife-28 said:
Snipped

So, good? Bad? Anything that I need to expand on or fix?
Your character feels way to combat-orientated for the role of a pilot. The bionic lighter is either something you added as a joke or for lighting a smoke and either way it doesn't seem like a very good idea. I'd recommend a rewrite.

RandomMan01 said:
Name: Will McArt
Criticisms welcome.
Your character lacks any suitable flaws. Being a natural at everything and quitting because he was too talented and got bored makes your character seem a bit of a Mary Sue. I'd recommend a rewrite or heavy editing.

Mr.Ivebeenframed said:
Snipped

Hope everything's good with this sheet but as always, I accept any criticisms or suggestions that may come my way.
Leaf in the wind? ARE YOU TRYING TO KILL US?!?
Seriously though, your sheet is great. You don't need to change anything.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
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Lefthandofgod said:
Mortis Nuncius said:
I'd be happy to hear any thoughts or criticisms or dark enchantments to bring forth horrors unknown concerning my character. ^^
Your sheet seems fine. I don't understand why you included the part about him being a gun-maker. I like the idea, but I'm not seeing the payoff for it. I'd recommend editing the sheet to make that feature more prominent if you want to use it..
I figured as a gunner, it might be best he have a wealth of knowledge about guns of any and all sorts. Also I thought it may just be a handy skill to have.
 

Athol

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Sep 15, 2010
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Lefthandofgod said:
Athol said:
Snipped

Thoughts? Opinions? Delusional rantings?
I like your sheet, but you're a bit too gun heavy. Two pistols are fine, I'd even accept a shotgun, but two pistols and an SMG is a bit over the top. Remember that you're probably not going to be in a boarding party (medics being too valuable), so you'd be more equipped for defence.
The guns were a bit of bet hedging on my part. If get accepted as the ships doctor, then I'll cut the SMG; but if you get a better doctor, and I still get accepted as a hired gun, then I was thinking I'd keep the SMG and just be a gun hand that knows how to (effectivly) stop other crew from dieing until the ship's doctor can properly patch them up.

Like I said, if you want me to drop the SMG I've got no problem with that (though, if I can I'd like to swap the full-sized pistol for a machine pistol...)
 

Knife-28

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Lefthandofgod said:
Your character feels way to combat-orientated for the role of a pilot. The bionic lighter is either something you added as a joke or for lighting a smoke and either way it doesn't seem like a very good idea. I'd recommend a rewrite.
Ok fair enough, is this better?
Name: Jack Coltello

Age: 28

Sex: Male

Appearance: About 175.6 cm tall (About 5'9" for you Yanks) and of a somewhat muscular build. (He's not rocking a 6 pack, but just looking at him you can tell he's fit). Jack wears his long dishwasher blonde hair back in a ponytail which complements his similarly coloured stubble (At least he thinks so.)

He wears a black jacket over a sky blue t-shirt, along with a pair of well worn, though still presentable jeans. The most striking thing about Jack's appearance though is his right hand, which is entirely robotic down to just past the wrist. While it was provided and payed for by the PGP, they didn't exactly provide the most lavish model, but it works just like a hand should, so Jack's not complaining.
He keeps a combat knife hidden in his boot, just in case the need arises.

Personality: Jack is a passionate man who's not afraid to speak his mind, a trait that's gotten him into a few fights. To say that he enjoys flying would be an understatement, one of the few reasons he didn't AWOL during his time in the military (Aside from the massive prison sentence if he had been caught) is so that he could keep flying.

He?s generally very easy going, not often seen without at least a slight smirk on his face. That said it's not a good idea to get on his bad side, while he?s much more at home behind the controls of a ship, he's not above trading blows if the need arise, with his tenacity and unwillingness to give up making up for what he lacks in practical skill.
This steadfast attitude also carries through in his work ethic. If he starts something he?s going to do everything within his power to finish it.

Jack also enjoys reading, particularly classic sci-fi novels from the early 21st century.

Useful Talents: When in basic training for the PGP Navy, Jack's teachers described him as a natural at flying, and he was, with his marks when he graduated almost double the rest of the class.
In addition to being able to fly you safely though a meteor shower blindfolded, Jack isn't afraid to fight a man mano a mano if the need arise, and he certainly won't be the first to back down.



Role on QAR: Pilot

Biography: Jack was born, raised and until the age of 18, lived in the Gold Coast, Australia. Growing up Jack was, for the most part, a good kid. He surfed, he did his work and his passionate way of speaking won him many a debate, though it also earned him his fair share of detentions for black eyes and bloodied noses. His dad, a former member of the asteroid mining ship the 'Scott Fitzgerald', used to regale Jack with tales of his time aboard the ship, which filled Jack with the desire to get out and see the galaxy.

So, Jack did what any young bloke with his eyes on the stars would do, join the PGP military. Fame, Fortune and Glory, as the recruitment posters put it. In basic training, Jack took to flying like a fish to water, and after passing with flying colours Jack was shipped out to Hanan Pacha as part of a 'peacekeeping' operation in the region. Really though, the PGP were just there to flex their muscles and make sure the locals knew who was really in charge. While not truly a backwater, Hanan Pacha, and New Tenochitlan in particular, weren't exactly Epsilon Indi, or Pollux. Three years into his tour, tensions in the region were high, and moral at a real low. Many of the troops, as well as some of the officers had begun engaging in some rather shady activities. During this time, a few soldiers tried to co-opt Jack into helping them sell some less than legal substances around the base. Jack refused, believing that the PGP had a certain image to uphold, and promptly reported the men. Unfortunately one of the men had relatives rather high in the military command, and as opposed to a court-martial the men got away with a stern word and a slap on the wrist. A few days later, during a routine test flight Jack's fighter suffered an engine failure and crashed.

At least, that's what the official report said. The crash had left his co-pilot paralysed from the waist down, and him without a hand. To Jack the message was clear enough and he learned to keep his head down and his mouth shut. The entire incident really started to peel away the positive view of the PGP and by the end of his tour, Jack had had enough. Deciding to stay on Neoteno, Jack took to doing whatever odd jobs would get him buy, steadily building a reputation as the man to have behind the controls. And at the end of the day, he can always be found retiring to The Dingo's Snarl for a nice cold drink and a hot meal, only the best, seeing as he's run more than a few jobs for Scott Viduka in the past.
 

RandomMan01

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Lefthandofgod said:
Asclepion said:
You know, when I was writing the sheet it didn't seem too Mary Sue-ish, but looking over it now, I can see what you mean. I just reworked the personality and background to introduce a few negatives.

Name: Will McArt

Age: 30

Sex: Male

Appearance: Standing at 5'8", Will weighs in at about 150 pounds. He keeps his dark brown hair short and neat, his bangs combed to the side. He has a tiny patch of stubble adorning his chin, just below his lower lip. His eyes are a deep shade a blue. He has a shamrock tattooed on his right forearm.

While on the ship, Will can normally be found in denim jeans and a sleeveless white t-shirt with a used pair of white sneakers. While on land, he tends to put on a brown leather jacket. He carries a butterfly knife in his left pocket.

Personality: Will is rather serious about his job, and at first glance can seem rather anti-social. While working, he appears calm and entirely focused on the task at hand. However, this calmness masks his true feelings of terror at the though of failing. He does not appreciate distractions. When he isn't flying, he tends to come off as a bit aggressive, as he is very quick to anger. Still, he is loyal to his ship and fellow crewmembers, and will not hesitate to help them if needed.

Useful Talents: Don't let his lack of formal education fool you, Will has a keen sense for navigation, mostly thanks to his years of experience as a navigator on 3 different ships. Also, while he isn't a brilliant fighter, when it comes to close quarters combat, he is capable of defending himself with his butterfly knife.

Role on QAR: Navigator

Biography: Born to farmers in the countryside of New Dublin, a small planet located in the Tuatha system, young Will's life was generally very simple. He'd spend most of his day working the fields with his family. He never got a formal education, there weren't any schools on New Dublin close enough to make school possible for Will's family. Instead, Will would go to mass home-school sessions with the children from neighboring farms. There weren't many of them, only 5 or 6, and they would be tutored by the families of one of the children (each one alternating). However, even with so few students, Will still managed to get into fights with one of the local kids. A big kid that everyone Johnny. Will and Johnny would constantly fight each other over every little offense. Eventually however, they would form a sort of friendship/rivalry that led to Will finally being able to get off his home planet.

When they were both 17, Will and Johnny were walking through the streets of a nearby town when they happened upon a recruiter for Internal Operation, a mercenary company that was looking for new recruits on their ships. Will turned to Johnny and told him that he should join as a meat shield. A light joke that ended up leading to both of them signing up to join. They were shipped off to the company's small training base located in Bres, an urban planet located near New Dublin. Will and Johnny would end up excelling in basic training (though their aptitude tests left more to be desired), partly due to their highly competitive natures. Eventually, however, they would branch off. Will showed a remarkable knack at reading star charts and things of that nature, and so he was sent off to be trained as a navigator, while Johnny went on to become an officer.

Will would spend almost a decade as a navigator in the IO's smaller ships. Starting out on board one of the smaller ships was rough for him, as he found his less-than-stellar intelligence a detriment on board a ship where the ability to make quick decisions and examine ones surroundings were the difference between life and death. In order to make up for the difference, Will would became totally engrossed in navigating the ship, cutting himself off from the rest of the crew (barring the captain and pilot) while he worked. The strategy worked, and Will found himself transferred to the Star Runner, a mid-sized cruiser, within 4 years, despite his rather anti-social demeanor.

Will would spend 5 years on board the Star Runner, doing jobs for everyone from large nations like the PCP, to small independent businessmen trying to get a leg up on their competitors. As one of the ship's navigators, he helped guide the ship through asteroid fields, hostile territories, and anything else that could ruin a starships day. Even though he had, by this point, accrued much experience in his field, he still remained very anti-social and focused on his job, afraid of making a mistake like he did when he was first starting out. Nonetheless, the IO still saw him as useful, so when a navigator was required on board one of the fleet's larger ships-the Drunkard's Folly-Will was put on the shortlist. He did get the job, but he would find himself wishing he hadn't within a few months.

At first, Will's new job seemed like any other, albeit with a much larger crew. Then, only 9 months in, something went terribly wrong. The ship's navigation software malfunctioned, sending the ship into a densely-packed asteroid field from which the ship itself could not escape. Will managed to escape the ship's wreckage with most of the crew, but the ship itself was lost, as were almost 100 of the men and women on board. The escape pod containing Will and a few other crewmembers was rescued by a cargo ship flying for Neoteno. Upon landing, Will was contacted by the IO. As the problem with the ship had been in navigation, the surviving navigators were the ones blamed for the disaster. Will was requested back at Bres for questioning regarding the wreck. Realizing that he'd probably be fired anyways, and feeling that he had failed, Will just outright quit the organization.

That was several months ago. Now, Will has been occupying himself with contract work for companies operating on Neoteno. The work isn't too hard, and the pay's good, but Will still can't shake the feeling that he needs to go back into space, if only to atone for his past failures. Luckily, he has heard rumors that Scott Viduka is hiring navigators for some "private enterprise", over at the Dingo's Snarl.

Does this work?