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A band of ne’er-do-wells, miscreants, adventurers, and runaways travel across the colonist planet of Thaeta-6 on board the renegade airship Auberon. Captained by Regina Shrike, with her first mate and pilot Rafael LaMont, Auberon’s quest is to seek out forgotten relics left behind by an extinct alien civilization. When money gets tight, the airship and her crew may put themselves up for hire for small jobs and petty work as well.
The lush, largely unsettled planet of Thaeta-6. As the name suggests, it is the sixth planet from its sun, although mosts colonists simply call their world “Thaeta” despite that being the name of the sun. Seven large city-states dot the surface of of the green planet, protected under permaglass domes to protect against a carbon dioxide rich atmosphere, each with its own laws, government, culture and customs. The J. P. Graham Space Station, colloquially called the “Nest”, orbits the planet like a misshapen moon. It provides a headquarters for J. P. Graham’s Thaeta division, as well as its own resident sectors for employees and their families.
Pirates, rebels, and fugitives often choose or are forced to leave the cities and live their lives outside in the Thaetan atmosphere. Survival in the untamed world of Thaeta can be difficult, not only because of the anarchy that exists in the open but much of the planet’s alien wildlife can be very dangerous. Most animal life in Thaeta is photosynthetic and therefore green, but this is only a secondary source of energy and they still must eat to live.
The colonies on Thaeta-6 have been established for 33 years, meaning that the first colonists have reached their 50s and 70s and higher. Many colonists younger than 33 were born on Thaeta-6, while those slightly older would have arrived as children. Occasional shuttles do still arrive from Terra with new colonists from time to time. As to be expected, these colonists are often dressed in odd clothes and are mystified by Thaetan technology.
The closest planet to Thaeta-6 is Terra, the adopted homeworld of these particular humans and their ancestors. It takes roughly seven years to travel from Terra to Thaeta-6, so moves between planets are usually permanent, often including whole families. Communication between both planets though takes only about thirty-minutes, allowing messages to be sent back and forth rather quickly. Although there are other colonized planets in Terran space, most people can’t name all of them, and travel can take over a decade. Colonies are very much self contained, and often dramatically different from Terra in culture and technology. Interplanetary travel, while commonplace, is still a massive undertaking.
Like the ancient Egyptians and the Roman Empire, the story of Earth has literally become a distant memory. History tells of a catastrophe formed out of bold attempts to harness the sun’s limitless energy, which inadvertently caused the young star to enter the beginning stages of a supernova. Forced to leave their home planet, the humans faced the darkness of space and spread out into the galaxy in all directions.
In Year 1 AE, the humans boarded their arks and sought their survival in the stars. Hundreds of vessels left the solar system where humans began. It’s impossible to know what happened to all of them in the vast emptiness of the Milky Way. Some probably found planets, but many planets are gaseous. Some planets are solid, but many of them are uninhabitable. The likelihood that any more than a few vessels found viable earth to transplant the seeds of the human race is virtually nil.
This is the story of one of them that did.
The planet Terra (otherwise known as Cephei-3), was the first planet to be colonized by these survivors in the year 193 AE. It was a blue planet, third from its sun much like Earth. After the human race had established itself, sown their cultures into the soil, and rejuvenated their numbers (diminished from decades of gathering minimal resources from gas clouds and hostile planets) the humans returned to space - this time by choice.
By the year 473 AE, otherworld colonization has become a mundane, commercial enterprise. In the far reaches of Terran space, politics mean less and money means more. Corporations buy entire planets, send agents to scout for resources or alien life, and either keep their investment or sell to another buyer, either for colonization or mining.
Colonists began settling Thaeta in 450 AE, and over the course of three decades, have built a thriving civilization. There have been few incidents of violence or war between city-states, as all the cities on the surface are the property of J. P. Graham and conflicts are settled almost immediately. Pirates and rebels, though suppressed close to the cities, are still a constant threat in the far reaches of Thaeta despite J. P. Graham’s attempts to neutralize them.
Graham City - the first city to be founded on Thaeta-6 and is by far the largest, both physically and technologically. The self-proclaimed capital of Thaeta, it is home to both J. P. Graham Transportation and many other allied businesses, which compete (under careful bureaucratic supervision) to develop the world’s latest technologies. Its sheer size and diversity allow for some level of chaos, but the close presence of the colony’s founding bodies keeps things running smoothly. The city-state’s people have a reputation for being busy and ambitious, and do not take kindly to inefficiency.
Laures - the only officially recognized settlement that was not first funded by J. P. Graham, but as the company tries to entrench itself in the young city, its people have begun to resist. Built on a fault line that shakes its low-rise buildings from time to time, Laures is home to industrious, working class people with a strong sense of family and community. Much to the chagrin of their wealthier neighbors, many identify as socialists; many even support the mounting socialist rebellion on Terra, though J. P. Graham has managed to avoid external conflict.
Foxe - the western half of a dual metropolis founded by the Nye twins. It is all but owned by Valery Foxe, an heiress and avid patroness of the arts. As soon as word spread of Thaeta’s colonization, she poured her wealth into a project to create what is now a vibrant and gorgeous city. Gardens and pools are interspersed between soft-edged buildings on high hills with low valleys. The landscapes quite literally define a strict caste system where the aristocracy awards beauty and elegance before wit and work. Thaeta’s richest at least own property here, if they do not actively engage in the parties, charities, and auctions for which the city is known.
Nye - the other half of the dual metropolis, situated on the eastern half of the bay. It is said that Vernon Nye saw his sister’s investment in Thaeta as a personal challenge, and quickly founded his own city to show her how one ought to be run. While it is true that Nye is larger, more influential in intercity politics, and has a more successful economy, it does not boast as fine a collection of aristocrats as its counterpart. Most of the businessmen in Nye are self-made, finding more pleasure in earning their wealth than having it. They value loyalty, logic, and innovation.
Mourier - known best for its university and home to many scholars of disciplines known on Thaeta as ‘non-technical’. Life sciences, theoretical sciences, social sciences, and the arts all have a niche and reputation here. Mouriens are known as good thinkers and better drinkers, if not somewhat unrealistic in their priorities of self-serving knowledge. Because they tend value academia above the interests of J. P. Graham and the people of Thaeta at large, their research tends to not be very well funded; this is why the Auberon tends to offer them discounts on the relics they find.
Singh - the closest thing to anarchy on this side of the solar system. It started as a rebel town, sister to Haven in the attempt to take Thaeta from the tyrannical corporation, but when Haven was obliterated and turned into a slave camp, the Singhians scattered. Before J. P. Graham could come in and make peace, pirates and mercenaries took over the town, promising its people protection and free trade. Now Singh is run by a different king every month, a violent and dangerous place to live and almost impossible to escape.
Haven – once the heart of the rebel movement, recently squashed by the unconquerable hand of J. P. Graham. The corporation attacked in full force, trapping rebels and their families in their homes in order to change the structure of the government into one that requires long hours of hard labor with no pay—a response to their cries for fair socialism. A lucky few were able to flee to Terra and the smart ones escaped to Laures, now attempting to placate J. P. Graham and list their grievances bureaucratically. But the majority of Havenites were not so lucky.
Nest – the orbital space station where many J. P. Graham employees live and work with their families. It is known best as a research center, though when asked few Thaetans can actually name what goes on up there. It is rare that an individual who leaves for Nest ever comes back to land, but it is generally thought that the station is a comfortable, modern facility where scientists are working to help the conglomerate states of Thaeta.
The Airship Auberon was bought used, but she has not yet shown many signs of her age. Her walls and hull are made of a combination of dark wood and faded bronze parts, with the occasional leafy embellishment clinging to the little definition it has left. The name is scrawled in gold on each side of the prow, and the figurehead is the head and wings of a goose. Her sails, instead of rising up vertically from a single mast, are rigged by many ropes into patterns better equipped to catch a breeze from all angles. In addition, an engine in the back propels the boat through the sky.
The upper deck is open to the air. It is often the freshest Thaeta has to offer in the upper atmosphere, though it is usually pretty cold. A large grate at the center of the deck opens into the mess hall below, which has a similar grate so that, when both are opened, items of interest can be dropped in the cargo hold below.
There is a risen deck on the stern of the upper deck, with two sets of steep stairs leading up to it on either side. On the face of the platform is a short door, which leads to a small balcony overlooking the engine room and a tight spiral staircase. The stair leads to a door to the mid-deck, the lower deck, and the cargohold.
The middeck opens to a narrow hall with three bedrooms on each side. Airman quarters are 7x10 feet and include a pull-down bed, desk, and sink. For airmen who aren’t lucky enough to earn a room, there are plenty of hammocks on this side of the mess hall, which also includes assorted tables and chairs, plates and utensils, a touchy kitchen and a half-empty pantry. A sternward hatch leads down into the med bay, which can also be accessed via the lower-deck door from the engine room.
An aftward door in the mess hall leads to the control room. It is a more official meeting place with a conference table, complete with a map of all the world’s known lands—which, of course, is not always helpful in the Auberon’s line of work. It has only five chairs, but plenty of room for the rest of the crew to stand. A door opposite the mess hall leads to the helm, where navigation and piloting equipment takes up more room than there is floor space; windows line the whole room and allow the pilot to see forward.
The lower deck opens from the engine room into the med bay, which usually has a cleared line to the magazine. The Auberon is not a fighting ship, but she still has two cannons on either side, perched on long balconies that overlook the cargo hold below. On the aft of the magazine is a door to the captain’s office, a small room with an official looking desk, which opens aftward to the captains quarters and upward through a hatch to the control room.
The cargo bay takes up the ship’s rounded hull, using many ropes and pulleys to keep all cargo in place. There is a lift and a rope ladder that hang from the grate, on its ceiling, which opens up to the mess hall.
Upper-deck: sails and open air
Mid-deck: airmen’s quarters, mess hall, control room, helm
Lower-deck: med bay, magazine, captain’s office&quarters
Cargo-bay in the hull
Sternside engine room takes up all three levels
Most of Thaeta’s technology is steam powered, although some places use limited amounts of hydroelectricity (especially to power large factories and manufacturers). The airships and ground vehicles are steam powered as well, and take many attractive shapes and sizes. While some ships are more reminiscent of the enclosed streamline spacecrafts of Terra, most somewhat resemble ships built for the sea with open decks. This poses no danger high in the air, as Thaeta’s CO2 layer exists only close to the ground. Locomotion is achieved through wind power (via sails), and the use of propellers and steam vents.
Auberon specifically looks more akin to a cross between a large skiff and catamaran.
Telephones exist, but because of a lack of orbital satellites in Thaeta’s atmosphere, all calls must be made through wire. This means telephone calls are only possible within cities. This also means communications between cities are limited to physical mail and that there is no television or internet. Television screens do exist in some places though, as the J. P. Graham Space Station can broadcast signals to Thaeta to air important messages or warnings. Navigational instruments in ships rely more on magnets, compasses, star charts, and maps.
Automatons do not exist, although some humans may have mechanical prosthetic implants. Calling these people “cyborgs” however is extremely offensive.
Firearms, such as pistols and rifles, are more akin to flintlocks and arquebuses. They fire only bullets (not lasers), and like any firearm operates through the use of gunpowder. This goes for grenades, fireworks, and small bombs as well.
Interplanetary travel, while possible, is cumbersome. Just reaching the space station requires the use of rockets, but leaving the planet entirely is a massive and expensive undertaking. Shuttles do exist between Thaeta and Terra (and from Terra to other colonized planets), but this shuttle takes seven years to reach its destination.
About the alien civilization and special abilities:
Even native Terrans have heard that Thaeta is covered in the ruins of a lost alien civilization. Well, “covered” isn’t quite the word for it, as most of the obvious relics were found in the first three decades of settling Terra. The majority of items found include partially decayed toys, fragments of structures, enigmatic non-operational devices, skeletons of strange vehicles, and various trival things like dishes, cutlery, small unrecognizable (but clearly alien-made) objects. The value of these ranges greatly, depending on whether the purpose of the relic is identifiable, how large (or numerous) it is, or whether there is writing on it.
Despite the abundance of relics found, little is understood about the aliens who lived on Thaeta before or how their civilization fell. Most of the scientists and scholars on Thaeta have, up until now, been working to stabilize colonial life and keeping people safe in its choking environment. Only recently have archaeologists sprung up to begin studying and working to decipher the odd language of the aliens, or trying to discover what sort of energy they used to power their machines.
No fossils have been found, so it’s impossible to even know what the aliens looked like. This suggests the aliens cremated their dead, or otherwise disposed of them in a manner that left no remains.
There are rumors on Terra that wildly claim Thaetans have discovered magic. While this is obviously untrue, it may be referring to the practice of alchemy that has tentatively begun to be developed on Thaeta-6. It may be a more efficient way of converting CO2 into breathable O2, but it has many other applications. So far, it is a young and little understood art.
There are other rumors that speak of Thaetans being able to read the thoughts of others, or move objects with their minds. To Thaetans, this is common knowledge. Some humans on Thaeta have begun to develop strange abilities, such as telekinesis and telepathy. Most have seen humans with these abilities, but usually the abilities were limited and merely used as cheap parlor tricks. However, there have been well known and violent incidents of telepaths inducing mind control or causing brain hemorrhages in their victims, as well as telekinetics pulling entire airships out of the sky.
Because these “psychics” pose a serious risk to public safety, J. P. Graham has issues that these people must be quarantined for their own good and the good of others. Captured psychics are taken up into the Nest, where they are given treatments and studied, in hopes of finding a cure. It is a crime to hide these humans from J. P. Graham, and “accomplices” who help them can be jailed.
There are a few theories as to what causes these powers to manifest, such as Thaetan sunlight, something in the water, or strange and unknown gasses in the atmosphere. Something about human physiology must make this possible, as no native animal seems to have these powers. About 1 in 50 humans develops these abilities, and so far no one knows why one person develops abilities while one person doesn’t - though it does seem to be hereditary. People who possess these abilities may develop them at any age, in childhood or adulthood, or even old age.
There seems to be a dichotomy of these abilities: some psychics are telepaths, and some are telekinetics. It’s very rare when someone is both.
Besides being fugitives from J. P. Graham, there is a major drawback to having these abilities. It seems to be the symptom of an unknown terminal illness. “Psychics” will typically only live 5-10 years after the onset of their powers. As the years move on, the psychic grows more powerful, but gradually loses control of these abilities and develops psychotic symptoms, such as paranoid schizophrenia (hearing voices or seeing hallucinations), as well as physical symptoms such as bleeding from the eyes or mouth. Toward the later stages of the disease, psychics can lose control more frequently and use their abilities to harm others. J. P. Graham has a treatment that helps increase the life of psychics, but it also diminishes their power, and the treatment is only administered to patients in the Nest. Untreated, psychics usually end up dying of a massive aneurysm following a violent psychotic episode.
The progression of the psychic illness, called Steller’s Syndrome (named after its first known victim), proceeds as follows: (Note that some people succumb more quickly than others.)
Stage 1 (1-3 years):
Telepaths - Hears fractions of thoughts, often after touching someone or an object belonging to someone.
Telekinetics - Can lift light objects like pens or cards, and can throw them with moderate force.
Harmful symptoms: None
Stage 2 (2-5 years):
Telepaths - Can focus and listen to the thoughts of a single person. Might see fragments of memories when holding lost objects.
Telekinetics - Can lift and manipulate heavier items, such as small animals or firearms, and throw them with harmful force. With some effort, can even remotely pull triggers on firearms.
Harmful symptoms: Frequent headaches or migraines, especially during or after the use of abilities.
Stage 3 (4-8 years):
Telepaths - Can listen to the thoughts of several others at once, but can have difficulty turning the power “off”, and they often read minds without meaning to. Can begin to influence minds with his own thoughts or cause headaches in others. Sees vivid memories when picking up the belongings of others.
Telekinetics - Can lift other people and heavy objects with little effort, however items that are moved can grow extremely hot, which becomes dangerous for living organisms (think a literal microwave). Can perform complex tasks remotely, such as braiding hair or operating a ship’s console. Can hurl items with lethal force. With some concentration, telekinetics can hover.
Harmful symptoms: Frequent migraines, bleeding from the eyes and mouth during or after the use of abilities. Occasional loss of control over their abilities and hearing voices or seeing hallucinations.
Stage 4 (5-10 years):
Telepaths - Hears thoughts without filter or the ability to block them out. Can induce mind control, causing others to self harm or speak the telepath’s words. Can also induce brain hemorrhaging and death.
Telekinetics - No limit what size items the telekinetic can manipulate, although distance can pose difficulty. Able to disassemble items in the air, including living organisms. These items can ignite and burn. Can also lift one’s own body with ease and “fly” at will.
Harmful symptoms: Almost no control of their own abilities, which seem to act on their own much to the dismay of the wielder. Migraines without even using abilities, severe psychosis, hear voices vividly. On the verge of an aneurysm.
As the RP develops, I'll throw handy references in this section, such as villains, side characters, factions (as they arise), and major events.
Name: Self explanatory.
Age: The number of years you have been alive.
Place of Birth: City/Homeworld
Occupation: The thing you do to make money.
Steller's Syndrome: No/Telepath/Telekinetic (Stage 1/2/3)*
Appearance: What are we looking at? Pictures/written description optional, but you’ll need at least one of those things.
Concept: What’s your character about? What does he like? Is he maybe a she? What’s her goal in life? What’s his favorite kind of pasta? I always hate the “personality” descriptions, especially before the character has even been written. They can be pretty misleading. So just describe your character in a paragraph or two, tell us what he or she is like.
History: Entirely optional. Put as little or as much here as you want.
Optional: List something you’d like to see happen to your character. Be creative! Maybe you’d like him to lose an eye, or fall in love, develop Steller’s Syndrome, get “spaced”, or even get killed. If you’d prefer this to be private, you can PM Waxwing or I as well. Or Crafty Bastard too! And let us know if you want me to keep it a secret from Waxwing, or vice versa!
*Stage 4's do not make viable characters. Stage 3's would have to admit their affliction as well as prove they wouldn't be a problem aboard the Auberon.
- Played by WaxwingName: Regina Shrike
Place of Birth: Nye, Thaeta
Occupation: Captain of the Airship Auberon
Steller's Syndrome: No
Concept: A rather analytical person, Reggie is known to pause a bit longer than others might find comfortable, as she finishes a thought to speak. She rarely raises her voice, preferring to unnerve opponents with a half-smile and a knowing eye. She always seems to think something is funny; even her thoughtful frowns are without too much weight and her anger comes in spurts of sarcasm.
Reggie values loyalty above all else, and expects nothing less than honesty and pride from each member of her crew. She considers the family she chooses to be worth more than the one she was born into, and treats her crew accordingly. Though she considers actual talent to be worth more than good intentions, she will not forgive a genius without common decency and they don’t tend to last long on the Auberon. Those that she does approve, which are more than one might think, are treated to an educated, well-spoken woman who laughs a little more than she ought to.
History: With an admiral for a father and a lawyer for a mother, Katherine Tambe lived a childhood in Nye’s comfortable the upper-middle caste. She had two older brothers whom she loved and hated all the same, one who would go on to inherit his father’s titles and another who would own a sizeable portion of Nyean’s Credit Union. Perhaps because she was the youngest, Kathy was disillusioned by the wealth into which she had been born. She learned the value of honor and loyalty at a young age, but she thought it was wasted on business deals and politics. She hated the value of money and longed for something thrilling to cure a mounting boredom.
She started to study law at university, but then she got a job as a secretary at an airship restoration shop. The machines were almost as fascinating as the people who drove them, merchants and pioneers whom she had never had the opportunity to know. There was one regular, Alexa Schaeffer, whose ship came back every few months with strange injuries. While the workers fixed up the Titania, Alexa told her stories of pirates and aliens and relics. Kathy always begged the captain to take her along, but Alexa insisted that the girl at least get a college degree before she whisked her away from civilization. Bored with law, Tambe tried a bit at engineering and finally settled with a thesis in arithmetic.
Kathy was with the Titania for nearly five years, collecting ancient artifacts with a crew of scholars and adventurers who loved nothing more than to hypothesize as to what it all meant. She rose quickly to the rank of first mate, having ‘forgotten’ to contact her family after the first year. But Alexa was gaining a reputation as a thief of thieves, antagonizing the pirates who desecrated ruins; it was only a matter of time before they were attacked.
She was one of three who had been captured beforehand, interrogated about the Titania’s inner workings and left helpless as her captain and crew were struck out of the sky. The survivors were branded as mutineers, one killed by old friends of Alexa’s and another swearing off the life. Katherine soon learned that she could not be successful with her own name, so she changed it to Regina Shrike and worked as an airman and oddjobber until she collected enough money to buy her own boat. She named it the Auberon, and captains it in the name of Alexa Schaeffer.
Though she lost the thing within the first few days of owning it, Regina has managed to slowly collect a dependable crew with the right motives. She spends her days between relic jobs for universities and collectors, though she prefers the former and will always choose a scholar’s interests above an investor’s.
- Played by Eater of DreamsName: Rafael Crispin LaMont
Place of Birth: Terra
Steller's Syndrome: Telepath, Stage 2
Concept: A quiet, genuinely kind-hearted man, Rafael has been living with Steller's Syndrome for four years. He chooses not to use his abilities, not only because he fears that using them will quicken his illness, but because he feels it's a heinous violation of a person's privacy to read their thoughts. For his own protection, and to protect others who come in contact with him, he hides his abilities and beyond his family has told no one of his affliction - not even the captain of Auberon.
Flying is Rafael's true calling, and piloting the Auberon is a dream he never thought would come true after he found out he was a telepath. He's usually cool and logical, but displays a healthy sense of humor from time to time as well. When not flying the ship, he is very laid back and generally terrible for conversation, though he is a good listener.
Armed with a .45 caliber self-igniting flintlock pistol. Usually kept inside his vest.
History: Rafael came to Thaeta with his family in his youth, leaving Terra when he was 11. At a young age he completed an aptitude test that won him a fully paid scholarship at a prestigious pilot academy in Mourier on Thaeta-6. His younger brother was only 6 at the time, but his family saw greater opportunities for both their children in the Thaeta colonies. Rafael completed his primary education aboard the interplanetary shuttle. After arriving on Thaeta-6, his family settled in Mourier and Rafael began his career as a student at the academy.
Two years into his education however, he began to hear voices. At first he thought he was imagining it or that it was a trick of his hearing, but when he repeated the things he heard, the other students would seem terrified. It took him a while to realize he was literally hearing their thoughts. When his abilities began to draw the attention of the academy's faculty, using words like "psychic" and "Steller's Syndrome", Rafael quit showing up for classes. He tried to confide in his parents, having heard that J. P. Graham has a treatment for what he was experiencing, but his family was horrified at the idea of him getting locked up in the Nest. And indeed, the more he heard about the "patients" in the Nest never returning, the idea began to frighten him too.
So Rafael decided to disappear. He suddenly picked up and left Mourier and his family, not wanting them to get jailed for helping him. Having given up on his dream of becoming a pilot, Rafael became a bartender in Graham City, working for a meager wage at some dive bar in the poorer area of the city. Though he was on the run, he continued using his real name in hopes that it would appear in several places in case his parents were searching for him, so they would know he was still alive.
It was there where he met Regina Shrike, who had recently had her ship Auberon get repossessed. Feeling unusually ambitious, perhaps after years of living in the shadows, Rafael convinced her to steal it back. Together they freed Auberon from her prison an a year later they're still sailing the open sky. It may not be the life Rafael originally wanted, but there is a part of him that feels he has found his true calling.
- Played by Impossiperiod
Name: Inquisitor Georgiana S. Ross
Place of Birth: Terra
Place of Citizenship: Foxes, Thaeta-6
Occupation: Expeditionary/Inventor/Inquisitor in Training
Steller's Syndrome: Stage 1 moving into Stage 2 (at 2.5 years) (Telepathy)
Concept: Georgiana is the overly curious type. She's one to meddle when things are meant to be left alone. When things could potentially lead to a pitfall for another person in relation to her or not. This lead to being trained in the profession of a Inquisitor and investigator of crimes, culture, religion, and politics. Everything is seemingly interesting to her, be it creepy or not. If curiosity killed the cat then the cat has nine lives, this is what Georgiana believes and lives by - a hidden creed of her own. Thing is, she hasn't had to use one of her lives, yet and she doesn't plan on it.
History: Georgiana was born on Terra to Professor Katherine Sherry and Doctor Jed Hyde Ross. At a young age she was put under tutor after tutor after tutor and each tutor said the same thing, "I can't deal with her! She just doesn't listen!" But little did they know or observe while the young girl was rambling with toys and plucking the hair from her bald tutors' heads she was paying attention to every detail. She was learning and absorbing so much knowledge that when her father and mother finally pulled her out of the tutoring program and enrolled her in normal "public" school she surpassed most of grammar school and flew right into the middle school system.
It was at age fifteen, a junior in high school, did her father get a job offer on the establish colony of Thaeta-6. Her mother regretfully pulled Georgiana out of school and started the seven year shuttle trip to Thaeta from Terra. During that trip Georgiana continued her education under her mother's Ph.D degree while her father continuously prepped for what would be the biggest and possibly, final interview of his life. During the trip Georgiana also met future romance Orlando Whitetail. The romance was brilliant and kept her sane through the seven year trip and her mother's impossible studies.
At twenty-two and graduated from her mother's makeshift academy inside the shuttle - that had taken on other kids on many ages - Georgiana continued to live with her parents on the thriving Thaeta-6 in the aristocratic city state of Foxe. The colony immediately drew her curious genius in and worked her into shape over the course of a year. In that year before her twenty third birthday Georgiana went on her first expedition outside of the biodome like city states with her love Orlando. In this expedition and research trip for further information on alien life and past alien civilizations Orlando was poisoned by the local, lush, and green wildlife that populated the ruins that the force had stopped at for research and rest.
Orlando concealed the poisoning from Georgiana to witness her joy during the expedition. It had always been her dream to finally leave the confines of the fish tank cities and when she finally did it was all she could talk about in the airship during the nights of travel. She'd always ramble on and on about her expectations from the trip and Orlando didn't want to ruin that for her. He concealed the poisoning until it was too late for Georgiana to plead the leader to turn the ship around. The force had wandered far off course and was in a mad dash for the nearest city state that would harbour them. Orlando died on the ship a week before they finally reached safety.
The starved, battered, grieving, and beaten Georgiana had to bury her love out in the wilderness, far from civilization and to this day she doesn't remember where she left his body as there was a lack of maps for the area. Instead, every year that would be the anniversary of his death she gives a solo tribute to him for her, wherever he is.
Now Georgiana has finally worked up the courage to go on another expedition after the tragedy she has faced. This mission is a personal mission, a mission to not only further her knowledge outside of strict rules and regulations but of finding her lost love's body while hiding the secret that the Steller Syndrome racks her mind and body. With her life's expiring date set her mission is even more urgent.
Optional: Now that I think about it, I want Georgiana to somehow stumble upon where she buried her lost love a year ago. It'll be great for me to expand or end the character with. The closure or burning fury that it might ignite is eye-sparkingly.
- Played by XyanthraName: Fiona Dusk
Place of Birth: Laures, Thaeta-6
Occupation: Navigator, Adventurer, Explorer
Steller's Syndrome: Beginning Symptoms of Stage 1 Telekinesis and Telepathy
Fiona loves treasure. Except, to her, treasure can be anything—a peculiar rock, a rusty key, a discarded valve—and she has a tendency to collect useless things simply because they spark her interest in some way. She loves history and the unknown; every discarded and lost item has a story, even if she has to make one up for it. Alien artifacts are of particular interest to her, but she typically is unable to keep them since they are actually worth something. She has a carved wooden box that her grandfather gave her that she stores these trinkets in. Along with the box, he also gave Fiona a pendant of intricate design, with a mysterious symbol flawlessly engraved on a purple gem, hung on a leather cord. At the time, he claimed that it was an alien artifact he found during one of his adventures. She wears it as a good luck charm, and refuses to part with it, although she isn't sure whether it's a real artifact or if it's just a cheap replication.
Fiona loves exploring the unknown. She is always up for a good spelunking, and delights at finding anything that is part of Thaeta-6's history. Her ultimate goal is to simply be part of the discovery of the alien civilization; she hopes that in her lifetime some of its mysteries will be solved—and she wants to be one of the people solving them.
Reading is also one of her favorite hobbies—any history books, in particular, that she can get ahold of, she reads and re-reads. She hopes to write her own book someday about her adventures aboard the Auberon.
She absolutely hates using guns, and has horrible aim with them besides. She does, however, keep an interesting, broken gun she found holstered on her belt—just for the look. If she ever has to fight, she prefers knives and swords, both of which she is competent with; against an exceptionally skilled swordfighter, however, she would likely lose. She is always looking to improve her fighting ability, but her Navigation duties are her primary concern, and she often gets too distracted by her books and treasures to really treat training seriously.
Ever since becoming part of the Auberon crew, she has been experiencing some strange things. She thinks the ship may be haunted, as doors will sometimes shut on their own around her, or something will fall off of a table that was perfectly still. Sometimes, she even hears whispers, but she can't ever quite make out what they're saying. She doesn't realize it yet, but she is developing the first symptoms of Steller's Syndrome.
Fiona never knew her parents. They were adventurers with a bit of fame, though nothing to brag about—their primary source of income came from selling the junk they'd find during their travels. After Fiona was born, her parents stopped adventuring for awhile, settling down in Laures to start their family. Eventually the money they saved up ran out, and things started to take a turn for the worse. Her father learned some promising information about an artifact that would be worth enough money to end their adventuring for good, and convinced his wife to join him that one last time. They left Fiona with her grandfather, Grayson Dusk, and she never saw them again. No one ever knew what came of them, as they told no one where they were going to protect the secret of their prize.
Grayson started raising Fiona by himself when she was 10 years old. He was a navigator of the stars, and served aboard many starships before choosing to settle down in Laures, fascinated by the technology there. He taught Fiona everything he knew about navigation, including the “new” way to navigate on Thaeta-6, using old, reliable tools. He was very old, and knew he had to impart a useful skill upon Fiona so she could take care of herself when he passed away. His death came more suddenly than expected, and at the age of 15, Fiona was on her own.
She worked a few odd jobs, living alone in the house her grandfather left her, but eventually she couldn't stand the loneliness. She missed her grandfather, and she wasn't using any of the skills he gave her. Aside from that, she was starting to feel the pull of the unknown--she needed to get outside of the city, and see more of the world that she had only read about up to then. At the young age of 16, she became an Apprentice Navigator for a merchant airship that traveled between all of the cities on Thaeta-6; her skills were impressive for her age, and her desire to learn more could never be satiated. After two years of traveling with the merchants, she began to grow bored of the limitations of her apprenticeship. Seeing all of the cities was exciting at first, but after traveling to each of them multiple times for mundane trading, the glamour of it started to fade. Not only that, but the vessel rarely ever diverted course from the standard routes. She wanted to see what was out there--the true unknown.
The Chief Navigator, Uther Dumiere, noticed her restlessness; although he didn't want to give up such a skillful assistant, he felt that it was time for her to move on to bigger things. He happened to know a certain individual looking for a Navigator for their own vessel--The Auberon. Captain Regina Shrike was concerned about Fiona's age at first, but after much insistence by Uther--and after a rather interesting test-run in a storm to show off the girl's navigational prowess--Captain Shrike was convinced to let the girl join her crew. A year has passed since, and she has proven herself to be a valuable asset, and a good friend.
I think it would be interesting if one of her seemingly useless “treasures” turned into something extremely useful and/or dangerous (not necessarily her necklace, but that would be the easiest object to affect her emotionally with). Something could also be done with her parents, since their bodies were never actually found—either by just giving her closure (she finds their bodies somewhere). They could have also had Steller's Syndrome, and that's the true reason why they left her with her Grandfather--she could have inherited the syndrome from them.
- Played by inDefianceName: 'Ollie' - Martine Nannette Olivier.
Bonjour. Vous, vous devez m'apeller 'Ollie.' You shall call me that or just salute at me. I was called after someone important. Une reigne? Non... how do you say...? Ah, ouai...! An Empress actually. Once upon a time upon Terra there was a ruler over many corporations. I was named after she. Martine. My second name is that from ma Gra'Mere. I never knowed her. I was never known to any of my family actually. Olivier is the surname of my parents. I never knew them also. I was born on the prison to become what I was meant to be. Once upon a time I was supposed to be called: Hazel. Because of the colour of my eyes. But in time they would call me something else. Something more deadly. Baise-moi. They called me: L'Arme de Chanteuse-Treize. I was Weapon: 13-Song.
But before that name, I was just a girl. A girl named Marti.
What does one do for their life as a child of... les criminels avec pas de grand-chose? A child of lowlife loser criminals? You are taken, taught to kill others at a young age. I was... four when I made my first kill. They put us in a hole. They starved us. Then they threw us some food. It was not enough to fight off others to earn food. I was four when I made my first kill. Baise-moi... Je le soviens... Her name was Courtney. She was my friend. But I beat her to death so I could eat. Out of seven of us. Only three remained. We were suppose to be babies. They made us monsters. Courtney. Her eyes were not closed. She watched me from beyond death as I ate. Baise-moi, toujours...
They got into our heads. They had... had 'special ways' to make us change our thoughts so we could think and become into bigger monsters. I remember my hair. Long dark and flowing, golden highlights that shone when I was done drying it and done picking out the brains of other child victims. But they cut it bald. I remember trying to stay happy. Trying to laugh and sing with my sisters and brothers that remained. La Bouche, non...? 'SMarti-mouth' they called me. But then they got into my head. Our heads. Nos tetes cassee... There was to be no more laughing and singing. And by the time we were twelve, we would kill anything we could get our hands on. Les monstres, les abberations... Mon Dieu... we were supposed to be children! They took it away from us... But to tell truths... I was liking it. I felt it fit me. I was becoming happy to become a monstre...
Eh bien. And so came the day I was supposed to kill another girl as a job. A very important daughter to a very important person in charge of a corporation. She was a... next in line...? Comment on dit...? Ah, oui... she was an heiress. But I could not. Something in my programming broke. The mind-fuck they did to me broke. Because... Parce-que je desirai l'autre fille... mon couer... il est ete pour elle... I... Marti fell in love with her. I was... quatorze? Fourteen? We were put together from the opposite sides of our cages, hers was one of gold and mine was one of steel and razors. I lost virginity with her. I-- Marti loved her and she lost. Everything.
This important daughter was survived and would inherit her parents fortune. Et moi? Moi, j'avais echoue... I was a failure. And I was set to be executed.
I never really existed here. I was supposed to be dead. But why waste a perfectly good tool when they could continue to experiment on it. Change its parts. Make it a true weapon. Use that deviant streak and twist it into something worth keeping. I never got the chance to say goodbye to my 'friend' before I was shipped to a dirty, dirty part of their labs and cut open, experimented on and tortured for the next five years of life. They put things in me: metal, springs, electric things and probably magic clockwork wires. And they pulled out other things out to make space for other things that only a killer should have inside them. They must have finally broken this bitch's defiant and deviant ways for I became a young woman with all the right parts to kill things and now with a mind clean and clear; smooth as a baby's bottom. They borned me again; I was a living weapon with a beautifully crafted set-and-forget mechanism. And so they let me loose. First mark was the wealthy girl that I... Marti, had fell for, kissed and loved five years ago.
I killed her and made it look like an accident. I did not know her name anymore. Only her face. That face haunted me until I wiped it from my mind with a cloth made of blood red murder.
Place of Birth: Some-Shithole-Prison-Complex-Hell, Haven.
No remorse. No wasted motion or effort. No one knew who could have ever made a flawless kill; a death that happened accidentally on purpose. And They got away with it. And so they had their tool honed to razor sharp murder. And so they would get away with causing deaths that happened accidentally on purpose. Or not so accidentally. At all.
And soon into this new life's purpose, I would no longer respond to the name Marti. No, je m'apelle: Ollie maintenant. Ollie was not a girl. They had pulled out the girl in her to make space for the monster; Ollie was a well-oiled, cold machine of death in the guise of a woman now. And they taught her other things. How to fly skiffs and ships. How to pull the apart certain parts and fix them... to make them go boom.
Because there were others like me. A team of killers. No questions, no desires. Just the mark and success. That was all those lab people wanted from us. And they made us believe that that is what we wanted.
And then came that day. The day you remember. You remember a name... and it breaks you open. And then it breaks you free.
Thaeta-6. Portia Nuit just under five years ago. The Artemisia Passage at the terminator between light and shadow. What better way to to cripple rebel forces than to frame them for something they did not do? What would happen if they were framed for doing something rather nasty to some of nastiest fuckin' pirates out there? What would these pirates do if ever crossed? Most know that a world bathed to the neck in blood would not even be enough to sate their vengeance.
Our team was supposed to go in, take out several marks, blow the vessel to cover the carnage and make it look like an accident. But for some reason at the last second, Ollie dug her heels in. Ollie defied her orders, her protocol and her internal systems programming and her reason for existing. Ollie would not execute the plan for them. Ollie would not kill the marks for them because she remembered a name.
His name was Rafael.
He was just a bartender in a shit dive bar in Nexus. Out of all the people that were supposed to be massacred in the bombing run, I picked him out. Why? There was something about him. Beyond the joyous and friendly banter was something genuine he impressed upon me: Une joie de vivre. Une sourire de soleil. Kindness. Once uopn a time, I had fallen through the back door, filled with bullet holes. Blood and oil, gore and springs falling from me. He did not turn me in. He did not put me out. The kindness he showed me in that shithole was real. Out of thousands I had known, he had shown something Ollie never knew: genuine mercy... and with that mercy, he let me live. And in return, at the first opportunity, I fled. That is how I showed my own thanks.
And then came that day. The skiff had a shaded forewindow. He should not have seen me. But we made eye contact. And I just could not pull the lever and release the payload. I pulled up and aborted. That salope de merde... his kindness I... Marti remembered and I let him live the same way he let me live.
Ollie was done. Marti said so. I was done.
Ollie, Weapon: 13-Song, went rogue that night. A BreakAway or a Non-Dollie was their slang for it. Bad things happened that night, but not bad enough to let outraged pirates loose to rage with searing red, hot bloody vengeance upon a rebel world. I ejected and crashed the ship into the mountains.
They had pulled out the girl in me to make space for the monster; Ollie was a well-oiled, cold machine of death in the guise of a woman now. And I was free to do just whatever the fuck I pleased.
And then he found me. Was it Fate? La chance? Or something else completely?
Steller's Syndrome: N/A
I do not know what this... this 'Syndrome' is suppose to be. But it is that perhaps I have it? Or that is how I 'let' him found me?
I have heard this before:
'Next verse... same as the first.
But a little bit louder and a little bit worse...'
I was in the back of another shit bar. I had fallen through the back door, filled with bullet holes. Blood and oil, gore and springs falling from me. It was as if he was waiting for me. He did not turn me in. He did not put me out. The kindness he again showed in that another shithole was genuine.
He made me an offer. Something I just could not refuse. I said: 'Nice hat... D'accord. Okay, but only if I can bring ma Bebe with me...'
That fuckin' smile... if only he was without penis...
Alors, I am now the co-pilot on board the Auberon. Et vous, vous devez m'apeller 'Ollie.' You shall call me that or just salute at me. I was called after someone important... but you do not mind that.
Just know that Ollie is one kick-ass bitch and you will not mess with LaMont. His kindness is why I am here. And if you fuck with that kindness, I will let you know all about once upon a time when I was L'Arme de Chanteuse-Treize. I have his back and if you mess with LaMont, I will have the spine right out of your back. Believe that, bitch.
Ollie is an imposing figure of a woman. Just turned 31, over 6 foot tall, heavily scarred yet sculpted like muscled stone. Chestnut hair and twinkling hazel eyes. She would rather wear the garb of men, especially that styled like the military or sailors. Or any outfit that shows off her arms and tummy. But she knows that she must not make more of a sight of herself in her line of work and so dresses to cover up that predator's body and will wear what most lower-middle class woman would wear or just whatever she pleases, fuck you very much... or whatever Captain says... fuckin' hell.
-Needles/meds/chems for stabilizing her flesh and machine connections - she says she has a rare disease.
-Ammunition/maintenance kit for her hidden weapons armoured skin and machine parts - says she is a collector.
-(Hidden) rifle parts in her thigh, claw-blade in her left arm/wrist, claw-blade in her right leg/foot, one shot steam cannon in her right wrist.
-a killer smirk.
Tough bitch angst yet without the rage-filled angst, impulsive yet ice in fiery situations, aggressive but easily talked down by trusted friends, loyal as long as necessity dictates but would rather take her own orders, brilliant killing machine but not exactly the sharpest knife in the social skills drawer. Would rather be out drinking and singing but just as comfortable putting a bullet in your head or a blade in your ribs. Her brain malfunctioned and ever since she learned just what fun a night of drink and song can be so your prototypical cold, dark, aloof loner assassin persona is failing, but she is still fucking good at what she does.
Ollie only talks shit that she can back up. Not to say that she is overly mouthy or over-confident, however, if you talk shit to her, you better be able to back it up, or you will get more than an earful and more than a size 12 up your ass. Ollie is a physical type of girl and works hard at what she does and always ready to get her hands dirty. She does take her work seriously, to the point of obsessing over details, re-assessing risk/reward and constantly practicing and training. Although, she may be show signs of being more polite than kind, more respectful than polite, more bad-ass than respectful, once you get on her good side the well-mannered, always laughing little good girl, Marti, will poke her long lost head up for you. But get on her bad side, and it takes a lot, a fuck-tonne of a lot, to get back into her good graces. Need a hint? Take her out to sing on drinking night. Trust is a huge killing point for her; she does not take lightly that word nor does she give it freely. Although she will follow out her given orders, she does have problem with authority figures.
And of note: The woman is a terrible liar: her emotions are always showing with the slight shift in colour of her hazel eyes. Just like a mood ring.
Make that final big payday, leave the violence behind, make some friends she can actually trust for once, and live the rest of her life like a like a girl; carefree, innocent and sweet full of wonder.
- Played by Crafty BastardName: Edgar Strine
Place of Birth: First colony ship to Thaeta
Occupation: Engineer and weapon smith
Steller's Syndrome: None
Concept: Witty and rarely serious, this devil-may-care has little time for things or people who don't run on steam power or aren't of the feminine persuasion. He believes himself to be far more charming than he truly is, though is not totally without game when he tries really really hard. Ed is fiercly passionate over the craftsmanship of all things steam, clockwork, or gear driven even to the point of what many would consider madness, which would probably hurt his ego if he could give a whit.
History: Edgar (or Ed for the chronologically challenged) Strine came into this life screaming over the distant hum of an engine against the cold black of space. He was one of the last children born on the colony vessel before they landed on Thaeta. His mother, a rationally minded scientist, refused to reveal the identity of his father on the grounds that he was a "trussed up idiot with more fashion sense than coherent thoughts", and so little Ed was raised by her single handedly.
He grew on an education augmented by his mother and was set on a path to a career in research biology when he idly began to take up tinkering as a hobby. Hobby grew to obsession, and soon Ed's studies turned into metal bits and bobs half or mostly assembled strewn all about his room. Ships and engines fascinated him, much to the chagrin of his mother, but she was nothing if not reasonable. His talent for engineering had blossomed into something substantial, so she used her contacts to arrange for him to start a career for J. P. Graham. It was a never ending dream. At least, until the opportunity to purchase a rare and somewhat experimental Tesla coil-conductor fell into his lap.
It was unlike anything he had ever seen before. It was a marvelously thought out contraption, abandoned before its full potential could ever be discovered because it was deemed too unsafe. Edgar had to get close to the engine this came from. He had to find this ship.
He fell in love with the Auberon the moment he laid his eyes on her, and nothing was ever going to keep him away. After much convincing and otherwise conniving Ed managed to finally arrange his passage to serve as engineer aboard the vessel. Though his personal past (and technically never terminated employment) with J. P. Graham must remain a secret, Edgar Strine has totally dedicated himself to this ship.
Optional: I have my own designs, but I'm open to plenty of things.
- Played by tolstoy
Name: Dr. Mykyta Ogorodnikov
Place of Birth: Terra
Steller's Syndrome: No
Concept: Ogorodnikov is a gregarious man, one that loves knowledge the way most men love women. He's a genius, but since he'll probably have told you that five times before your conversation is over, in between screaming at you for your incompetence, you might not be inclined to believe him. He's not the sort of doctor that comforts patients, he's more the sort of doctor that doesn't have any patients to begin with. He spent his time in dusty laboratories and University consortiums, occasionally venturing out of his solitude to glare at the TA filling in for him at lectures, working studiously on what he believed to be his seminal work, the paper that would change the face of human civilization. When it was finally released, however, that paper, "On the quaint origins of an Alien Species", was ridiculed by his peers and the scientific establishment. Methodology inherently flawed, they said. Conclusions grandiose, unscientific, and ultimately meaningless. Overnight, he became something of a media sensation - and not the good kind. He had become a quack.
He lost his position at the University the next day.
He drifted after that. He drifted for a long time. First he sampled gambling, then alcohol, then even Hermetic disciplines. He drifted away from his children, away from his wife, away from the world in general. They didn't have what he was after, either. They didn't have the answers he needed, the justification he sought, but there was one place that did. He was sure of it. So he booked passage on a ship - he spent five years on the damn thing and he doesn't even remember its name - with his papers, research, and files in hand.
When he finally arrived at Thaeta-6, a frontier world if ever there was one, he set about finding the ruins of a lost alien civilization, to bring science (that haughty goddess) the evidence it demanded of him. He'd be proven right, he knew as much, it was really only a logistical question. There wasn't much this world could do to stop him, he told himself, as he set out into the wilderness. When he was brought back to Graham City from that wilderness half-starved, raving mad, and dying of thirst, he set about finding a captain.
History: (from a brief government file) Noted scientist and researcher. Born to father VLADIMIR OGORODNIKOV, miner. Mother unknown. Married twice, to ISABEL RAKOWSKI (deceased) and CAROL ALLEMANDE (divorced). Three children by his second wife alive on colonial worlds. Criminal record: none.
Optional: I want things to happen organically over the course of the roleplay. Whatever happens to him, I'm sure I'll be thrilled (even if that means a grizzly death)
- Played by DotComAUBERON
Name: Kodi Rose Valenzuela | Age: 16 years, 10 months | Nationality: Colonist
Place of Birth: Singh| Occupation: N/A | Steller's Syndrome: Stage 3, Year 6
Severe malnutrition as a child (see History) means Kodi is on the small side, both in height and weight. Her arms, shoulders, chest, and torso bear many a scar from her 'performances' as a girl back on Singh. Her dark, shoulder length curls are often bound in brightly colored bandannas, and are struck through with flashes of hot pink (her favorite color). A smattering of freckles dot her nose and cheeks.
Think a somewhat schizoid version of Kaylee from Firefly. A ball of indomitable, often overwhelming energy and curiosity, Kodi is the human version of a Jack Russel puppy on PCP. She loves everything and everyone (mostly), and in general lives in the moment -- part of this is due to her childhood, but most is a product of her Steller's Syndrome. She is well aware she has only a handful of years more to live, and utterly refuses to let it keep her down.
That said, I'm thinking she'll have rare, yet severe 'psychotic' episodes, probably overlapping those instances in which she could not control her psychic abilities. For feasibility's sake, this would probably require a trigger. I don't think Kodi would use said gifts unless a friend or loved one was in danger. Say someone threatened Ollie, for example, Kodi would probably lose her shit, and then lapse into a darker, manic, superpowered version of herself. Naturally, this would cost her, though, so. You know. Fairness.
Kodi was born a twin, both of whom started showing signs of psychic behavior at ten years old. Their father, an addict in every sense of the word, started pawning off their abilities for money. By the time they were sixteen, both were in poor shape, and her father was eager to get rid of them before they became more dangerous than he could handle. He sold them, via Singh's infamous black market/piracy trade, to a shady research center on Mourier, but neither twin ever reached their destination. During an escape attempt, Kodi's brother sacrificed himself to free his sister. Kodi has been wandering ever since, determined to enjoy the childhood she never had with her last few years.
Roles aboard the Auberon
Captain: Regina Shrike
Pilot/First Mate: Rafael LaMont
Co-Pilot: Kodi Valenzuela
Makeshift Medic: Dr. Mykyta Ogorodnikov
Engineer: Edgar Strine
Navigator: Fiona Dusk
Security Officer: Ollie
First Secondary Engineer: Georgiana Ross
Quick reference: (Because I forget these things easily.)
Veteran crew: Regina, Rafael, Fiona, and Ollie.
New crew, after the divide: Edgar, Georgiana, Kodi, Doc
Colonists: Regina (Nye), Fiona (Laures), Ollie (Haven), Edgar (Terran Shuttle), Kodi (Singh)
Offworlders: Rafael, Georgiana, Dr. Ogorodnikov
Suffers of Steller's (whether secret or not): Rafael, Fiona, Georgiana, Kodi
Ages: Regina, 28. Rafael, 24. Fiona, 19. Ollie, 31. Edgar, 33. Doc, 64. Kodi, 16.
My AIM: WitandCandor
Waxwing's AIM: victoryxlark