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Hidden 10 yrs ago 10 yrs ago Post by Heat
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Heat Hey, nice marmot

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Current year: 2253
“The Universe, so far as we can observe it, is a wonderful and immense engine; its extent, its order, its beauty, its cruelty, makes it alike impressive.”
You're a criminal, a convicted one at that, you did something terrible enough that you were volunteered. Or, you're not a criminal, and you're crazy enough to actually volunteer. See, space opened to us many years ago, we actually got our shit together and left our little homeworld, first came Mars, next came some moons, then we went outside of our own star system, FTL is a thing of immense wonder. Amazingly enough, we encountered intelligent life, aliens, E.T.s, but they weren't little green men, they were friendly, if they weren't then we would've been turned to space dust, no doubt about it. From that first meeting we encountered others, humanity didn't try to blow up any of them either, turns out when we put our whole race in the social aspects of life, we actually succeed. Of course there was the military aspect, no wars though, more like sharing of military secrets, trades between our race and others. Along with a little spying, but we didn't tell them about that. The stuff of science fiction became reality, massive space ships which could carry thousands, energy weapons, even power armor and jetpacks. But let's get back to you, if you're a convicted criminal and you happen to possess a certain set of skills, then you've been selected to join the task force. There's some official name for it, but it's boring and over-complicated, let's just refer to you as a prospective member of Oblivion Squad. The result of the collective brainpower of different species brainstorming an expendable, but skilled force that could fight on the front lines, sneak through the stars or even drop onto a planet. Wanna guess who was the first species to come up with such a thing? Yeah, humanity. See, they offered you freedom if you survive the suicidal task force, but the issue is that you aren't supposed to survive. In fact, I can't recall off the top of my head someone in your position actually surviving the force then getting their freedom. But that won't stop you, I mean, what are you going to do? Turn down the offer and rot in a cell for the rest of your pathetic life? Non criminals may join as well, military personal from either species who passed screenings, testings and several papers to sign, essentially wavering your life away. I'm sure when you did willingly join, they promised a ton of money to be sent you or your family's way. But is it worth the death? Do you have what it takes to survive Oblivion Squad?
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Technology: I felt it was necessary to give some detail on the technology in this RP. Here's some basic information:
  • Hyperdrive technology is the method which humans and other species use to travel through the stars. A carefully plotted course must be taken in order to avoid the ship coming out of the jump into a collision course with another ship, a black hole or even in the middle of battle. Many hyperspace routes have already been established. When a jump is initiated, the ship enters hyperspace, then will emerge at its destination after a period of time depending on the distance traveled and the level of the hyperdrive.
  • Weaponry - Weapons advanced with everything else as technology progressed. There are different types of weapons which are commonplace in the galaxy. Explosives, such as grenades, rocket launchers and landmines are popular. You will still find people carrying melee weapons such as pocket knives and heated energy swords. The types of projectile weapons are as follow, they descend in commonality in the galaxy:
  • Standard armor - Personal armor is common among those traveling through the stars, it is standard issue for military personal and a must for anybody who has a job that requires them to get shot at. Personal armors come in either the light or standard classes, the design and patterns depending on the wearer, but they are all universally made of high strength metals such as titanium.
  • Power armor - a whole different type. It is much less common than the weaker kinds, but still can be seen worn by some soldiers, mercenaries and bounty hunters. It was a revelation for warfare when it was perfected, changing the way soldiers fought. Not any soldier can wear power armor, it has to be custom fit to its wearer and is so heavy that it require micro motors powered by an engine in order to allow the wearer to move, but the protection it offers is top of the line. A different kind is worn by miners on some planets.
  • Energy shields - In other words, a deflector shield. Energy shields are commonplace among soldiers and are included with most armors. These types of shields help protect the wearer from explosions, bullets, various energy blasts and some environmental hazards such as falls. A different wearable kind is used by miners working in hazardous conditions. Energy shields do not last forever, if they take enough punishment they will temporarily fail, exposing the wearer to more damage. Depending on the shield, it either needs to recharge over time or through an exterior power source.
  • Cybernetics (augmentations) - Mechanical augmentation is commonplace in today's society, it has opened up a new era for society, possibilities never imagined before have been achieved. Amputees have limbs, paraplegics can walk. Humanity is not the only species to use this technology, but there is still a fear among some humans that some will go overboard with augmentations and try to become full machines. There have been no reported cases of this, but the wealthier people have been known to replace working body parts with superior cybernetic parts.
The ship: The S.S. Vigilance is an advanced starship, one of the first of her kind. She is a hybrid of a frigate class warship and a gunship, possessesing the capability to land on planets and travel through the stars. The ship is fully capable in battle, but it truly excels in the areas of speed and stealth, where she is unmatched. The pilot is aided by a fully functional A.I., the one on the Vigilance is known as Eve. As for weaponry, the ship's armament consists of three forward facing laser cannons, two swivel laser cannons, one laser turret and one lock on missile launcher. In combat, the pilot focuses on flying the ship, the A.I. controls the weaponry and one other crewman mans the turret. The ship's maximum crew is 30 people, though it can be run with a minimum of 2. The ship has three levels, on the first level is the bridge, escape pods, starmap room, science and medical labs, armory, firing range, captain's room and conference room. The second level consists of the crew's quarters, restrooms, gym and mess hall. The third and final level consists of the hanger, main engineering and port cargo. The hangar contains any crew personal ships as well as a shuttle.
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Rules: 1. No godmodding, metagaming, etc. 2. Proper grammar is needed. At least two paragraphs per IC post. No one liners. 3. Original characters and races. Also only one character per person. 4. Character can die, be warned. 5. No fighting or being an asshole on the OOC. 6. Profanity and romance is cool in this RP. Just keep the romance in the IC PG - 13. Fade it to black. 7. Please be active, if you are for whatever reason going to be unable to post then please tell me ahead of time. I understand that real life takes priority. However, if you disappear for two weeks without a word from you, then you'll be removed from the RP. 8. As the GM of this RP, my word is law.
Accepting three new characters and species!
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Races:
Mesocricetians Oko
Hidden 10 yrs ago 10 yrs ago Post by Heat
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Character name: Lex Hargrave Criminal?: Yes Convicted for: Multiple smuggling charges (illegal weapons, drugs, materials, etc), multiple charges of fleeing from authorities, illegal firearm possession, and attempted assault of an officer of the law. Species: Human Gender: Male Sexual orientation: Heterosexual Age: 33 Appearance:
His frame is in shape and muscular from years of activity. He has a tribal tattoo on his left forearm and a scar above his left eye. Height: 6'0 Weight: 180 pounds Apparel: On missions he wears light armor. It has one average strength recharging energy shield. Out of missions, he tends to wear a white button up shirt, black slacks and combat boots. Weapons: His main weapon is his D57 laser pistol. The only firing mode of the weapon is semi automatic, the ammunation comes from removable 25 shot energy cells. When an energy cell is emptied, the chamber must be emptied and the cell replaced. The advantage of energy cells is that they can be recharged. Equipment: A grappling hook attached to the right wrist of his armor, an in ear communications device and several hand flares. Personal starfighter: N/A Skills: Lex is a great shot with his pistol, he's had it for years now. He's also a skilled tactician, able to form a plan quite well. He can also lead quite effectivley and is a solid people person. Weaknesses: Lex can be quite stubborn and slow to admit that he is wrong, though he will if he realizes that he is completely wrong. He also finds it hard to resist a pretty woman, which has caused issues in his past. He's also a compulsive gambler. He's nothing more than average as a pilot and hand to hand fighter. Powers: None. Personality: Lex is a friendly, man who cares for his friends and allies. Due to being a smuggler he finds it hard to trust people unless he really gets to know them. He's been burned in the past for trusting others too easily. Despite this, he can make friends quite easily, often through humor. Biography: Lex, was born Alexander Hargrave on the human colony of Europa, Jupiter's fourth largest moon. He got in trouble too often in his childhood, sometimes ending up in fights with other kids. Despite this he finished school, electing to join the military, following the path of his father and grandfather who were both military men. He joined the Alliance Navy, in his early days serving on a human frigate, the S.S. Madrid, this experience may be why he was chosen to captain the Vigilance, as it is similar to a human frigate. The Madrid was a colony protection ship, the ship often traveling from colony to colony, fighting off slaver and bandit parties before they could land on the surface. Lex himself participating in several anti raids, showing a proficiency in combat. He spent six years in the military, all on the Madrid, after that he was honorably discharged. At the age of 25 Lex still had his whole life ahead of him, he did odd jobs for a year or two, merchant runs most often. One thing led to another and he ended up in contact with a smuggler, this was how his criminal life began. He was interested in the smuggler's life and he learned much from the man, realizing that it was a high profit, but high risk (and illegal occupation). He ended up with his own starship which he used to smuggle cargo from system to system, most often weapons and drugs, but never slaves. That was the one cargo he would never smuggle. Lex earned a reputation as a great smuggler, earning a lot of money and infamy to go along with it. He ended up getting captured by the authorities a few months back, which he still blames on his own stupidity. He had exited hyperspace right into the waiting arms of multiple ships just waiting to arrest him. Of course he tried to run, but it didn't last long. He ended up landing on some world and trying to hide in the harsh terrain. His run ended with a short firefight in which he took a laser bolt right to the leg, ending his smuggling life and beginning his criminal life. He went on trial, ending up with a life sentence. He of course disagreed with the verdict, but that didn't help his case. As Lex was about to be taken to prison, he was approached by an Alliance representative about becoming the captain of a vessel in what essentially came out to be a suicide squad composed of fellow criminals. If he succeeded then he was promised his freedom. Seeing it as a better and more exciting alternative to suffering in a prison cell the rest of his life, he took the offer.
Hidden 10 yrs ago 10 yrs ago Post by Comic
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[ This is something. ] -- It's incomplete. But here's a little preview. Character Name: Jaque Norman. Goes by 'Ned' under public records. Criminal?: Yes. Convicted For: Ned's conviction is nothing too overcomplicated. It's the simplicity of bread-stealing, money-jacking and house-robbing that got him where he is now. He thinks it's not much threatening to take other people's belongings, but it's that type of kleptomaniac talk that gave him a free pass with the rest of the throw-in 'cargo.' Species: Human. Gender: Male. Sexual Orientation: Heterosexual. Age: Doesn't actually know his birthday. He's been telling people he's 24 for the past seven years now. Appearance: [ No image. I'll try to give an understandable description. ] Ned is young. Yes, in the sense that he looks to be experiencing adolescence just now. If it weren't for his ridiculous height, people would likely take him to be a juvenile lass. His eyes are lengthy and sweet, but his pupils are a daring blue dashed in slight black to make it seem like jewelry. He has rough brows, short, spiky and propped hair that is deemed dark but has a tint of mellow yellow. He is a little tan around some edges, but the most of his exterior is made in muddy white and purplish, soft black. It looks like he's always sick. He is equally sized on all body squares, and he is not even remotely close to obesity. His left hand is slightly fatter than the right, though[mostly unnoticeable. For reasons I'll explain in the following.]
Height: 5'9". Weight: 123lbs. Apparel: -- When in missions; Ned prefers the more outward, mobile suit than the juggernaut-like design. At the expense of some much needed defense, he is provided with enough movement. Though the torso-part is actually plated in silver standard armor that can at least deflect gunfire[from actual gunpowder. Not powered by energy cells. Those break him easily.] His casuals are military overalls with no re-mix to the design. He's been with these for the two years he was initially imprisoned, and finds it very hard to part with them now.(I know, a little odd but what other passion can one have in a place like -this-).
Weapons: The P99 Laser Pistol is a machine pistol, rotating handgun with standard, removable and replaceable energy cells. When the cell deteriorates, it is manually pulled out of the chamber and a change in cells must occur. Machine pistols tend to require shoulder stocks, but the P99 is specially designed to feature a forward handgrip. The P99, in addition, holds respectable firepower in an easily carried package. In-ear personal communications transceiver built into the mission suit's helmet. Allows for low orbit communication of 200 kilometers. The helm also features a tidy target-scope, double sight and a cubed flashlight at the forehead. Equipment: Ned's left arm is a manufacturer's own. It belonged to a stranger before, and after Cybernetic Technology became sleek in size all around the galaxy, some alien advances were made on Ned that shifted the weight of his left hand. From his palm up to his shoulder, it's all been mechanized to showcase nothing but coarse metal and harsh sensitivity to electricity. Though this resulted in a lot more disadvantages than the opposite, it blessed Ned with the physical strength(at least in his left arm) to handle perilous circumstances. Although he is displayed none such in the ship so far, it's in his universal files that he has been subject to technological advancement against will. The arm is fairly well-armored to the point that it can deflect basic gunfire, but to an extent. If shooting is persistent, the skin will shed and the metal will be exposed to damage. Personal Starfighter: None. Skills: Acrobatics: Ned has expressed a length of potential when it came to parkour and other levels of high-speed movement. His legs are impressively strong, he has a little bit of muscle in his arms(especially the left) that promote an idea of his strength. It is his elaborate body detail that is actually eye-catching and sublime. He knows little about combat though, and that is the inexperience he has shown. He can leap mediocre spaces and balance out his weight to do frantic changes in momentum. Weaknesses: Ned is arrogant. He always has a cocky smirk somewhere in his face-- either showing in the tip of his eyes or the rim of his lips. It's disturbing to say the least. It's a certain ego that differentiates him from narcissism, though. Powers: None. Personality: Ned is passionate and, as stated above, excessively egotistical. He is philosophical and proud. Gratified and non-appreciative. Although his is courageous, it is to no end if you hold no ambition for nothing but being the best at what you do. Ned considers himself prodigious and one of a kind, though he is rough and ruthless, it could be because his repletion and conceit does not allow any room for mercy. It's not exactly the coldest of eyes he possesses, but that does not mean he cannot be solemn, stern and formal. He is still excitable and non-pensive, even at the most crucial of times, making him seem a little too fun-loving and amused for such a squadron of unsmiling deviants. "You can't be number one if you aren't odd." Biography:
Hidden 10 yrs ago 10 yrs ago Post by SillyGoy
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SillyGoy Goius Sillius

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Jorman in ceremonial Navy dress after the Gainax Pacification.
Jorman Pask
Criminal: Yes Convicted For: First-degree murder, illegal possession of firearms and explosives, and terrorism. Species: Human Gender: Male Sexual orientation: Bisexual Age: 42 Height: 6'1" Weight: 212 lbs Apparel: On missions, we wears a plated combat pilot's void suit, equivalent to an unpowered light armor specification and fully sealed, equipped with interface nodes that allow him to synchronize with his strike craft's artificial intelligence and other software. Otherwise, he is often seen packing military-issue clothing: baggy camouflaged pants, a generic white shirt, and combat boots. He still keeps his ceremonial Navy dress in his personal trunk, though it is of little use. Weapons: FMP-45: Short, stocky and relatively inaccurate at long range, this weapon fires .45-caliber chemically-propelled slugs at seven hundred rounds per minute, and is fed by a stick magazine containing thirty slugs each. Easily cared for and features a fire mode selection. M9 Combat Knife: Standard, marine-issue 9-inch blade, great at close-quarters fighting, impromptu shaving, or unexpected vegetables. Equipment: During his time in the Navy, Jorman was offered several times to have cybernetic augments grafted into his body. At first hesitant due to his ideological convictions, he has allowed an in-ear communications device and an inconspicuous, multi-purpose, military-grade ocular implant that grants him a useful heads-up display with software tailored specifically to piloting craft, extra-atmospheric or otherwise. In addition, he has got an emergency kit containing meager provisions, a flare gun, some medicine, and a wireless communicator. Personal Starfighter:
Pask leading 2nd Section, Wing A, 3rd Squadron during the Gainax Pacification.
MDC-50N Attack Craft: A general-purpose combat craft capable of operating in both void and atmospheric conditions. An expression of human industry, bluntness and power, it is boxy and quite heavy with an empty weight of ten tons. However, its appearance is deceptive, for it is surprisingly maneuverable. A slightly outdated design native to Mars' technocrats and having seen extensive use by mankind, particularly by the infamous mercenary company "The Lost and the Damned," this is the war machine Jorman has the most experience with. Its armaments are:
  • Twin-linked 40mm autocannons encased in a rotating nose turret slaved to Jorman's sight, firing 280 rpm with 340 shells per cannon.
  • Two fore wing-mounted 16-barrel pods firing unguided 57mm rockets.
  • Two hind wingtip-mounted anti-armor lascannons with limited vertical and horizontal traverse slaved to Jorman's sight; 8 beams per cannon at 3 beams per minute.
It has eight hardpoints, with two on the fore wings and six on the hind wings, which can all be equipped with:
  • Anti-air-or-voidcraft missiles with guidance systems ranging from infrared, to radar, to wireless AI control.
  • Anti-tank missiles with guidance systems ranging from infrared, to radar, to wireless AI control.
  • 250 to 2,000 kilogram bombs, smart or dumb, napalm or high-explosive and other variants.
Skills:
  • With Wings of Gold: Pask is a veteran combat pilot with nearly two decades of experience and twenty-six aerial victories to his name. Specializing in small, agile strike craft to wrestle air or void superiority from the foe or for delivering quick, precise close support to ground troops, there are relatively few who can match this old salt's skill under the stars.
  • The Demoman Next Door: Pask has dabbled in amateur explosives-making and has used his creations successfully against rather important members of one of the lesser races to blight the galaxy of their existence. Though his products are crude, and he doesn't find the need to practice them in Oblivion Squad since they are supplied well, they work well enough.
Weaknesses:
  • Illuminati Imperpetuis: Pask is a strong speciesist and an advocate of human supremacy. The races that stray from the sacred humanoid form are disgusting to his eyes, and the races that don't hold fast to weak, naive ideologues, relishing in their pretentious and wholly superficial cultures. God made Man in His image; can xenos say the same?
Powers: None. Personality: Solemness and seriousness are the defining features of Pask's personality. He doesn't like to joke around much, and when he does, the humor is often black. He is quick to note trespasses against him, and he has a vengefulness that translates to mercilessness on the battlefield, especially against non-human foes. Formal and rigid, he prefers to be called by his last name. He is a reader of philosophy and history. While not subscribing to any religion, he believes in a higher, if uncaring, power that looks down upon all and decides if their luck has run out: a brand of fatalism adopted during his time in uniformed service. His political convictions are startlingly towards the right, and he is taken to human supremacy. His favorite motto regarding the human race is "Our flaws make us perfect." And he is not quick to forgive trespasses against his fellow humans. Biography: Born to Jon and Gertrud Pask on the terraformed surface of Mars, Jorman was quickly bereft of his parents and was taken in by his uncle and his family as a toddler. Displaying a relatively solemn attitude as a child and quick to hold and retain grudges, he is described as quite moody whilst growing up in his foster household. Graduating through primary and secondary school without much hassle, it was in college where he was offered and accepted a place in the Martian Civil Aeronautics Authority's Civilian Pilot Training Program. Normally lacking interest in anything, Pask found himself taken by the magic of flight. Tutored with fifteen other youths under a discharged officer from the Navy, he took a liking to the military-style instruction and proved somewhat of a natural with both the practical and academic aspects of learning how to fly. Managing to complete the side-course, he returned to his non-aviation related studies with a particular ennui, and upon completing those, decided to join the Earth Systems Alliance Navy. Passing the pre-training checks to discern whether he warranted spending thousands of taxpayers' credits in order to turn him into a weapon, he managed well enough through elimination training and went through the other side as a proper aviation cadet. After two years followed with more dreary academic courses and a large flight time quota to complete, he attained the rank of ensign and found a place amongst the MDC-50N's in the light carrier ESN Enterprise. He partook in a great many peacekeeping operations, coming into contact with dissident groups of the myriad alien races that populated the galaxy beside mankind. Flying overhead in formation with his squadron above potential rebels to the xenos' respective governments in order to quell thoughts of unrest, there were a few times when he found himself engaged in actual dogfights against terror or secessionist groups, or even pirates that one time. Despite this, most of his duties were relatively peaceful and did not require involvement from his autocannons overmuch, and he wasn't particularly hostile to xenos. That is, until the Gainax Pacification, at which point he had been serving for nearly two decades, and had become a Navy lieutenant: equivalent to an army captain, and leading his own squadron. Gainax was a planet far-flung from its alien inhabitants' homeworld of Krork. The Enterprise was tasked along with other forces in a multi-species repression operation. The dissidents' cries were something about egalitarianism and freedom from oppression, but Pask did not find it too interesting to do further research into their ideological convictions. He was, however, admirable in his own participation in gathering battlefield intelligence, volunteering his squadron for reconnaissance roles. And when the peaceful protests became a full-fledged armed revolution, his unit was amongst the first to be deployed planetside. He accounted well for himself, downing three XV-33 Air Superiority Fighters and destroying a column's worth of armored vehicles with his lascannons before being shot down by flak batteries. Flying at low altitude at the time, he only barely managed a crash landing and ended up with several broken bones and deep cuts despite the rugged construction of the MDC-50N and his own armored suit. Through the polarized surface of the armourcrys canopy, he saw a disgusting amalgamation of xenos limbs shuffling towards his craft before blacking out. He had expected his captors to treat him with honor, but apparently to the rebels he was part of the problem, a merciless pawn of a supra-national, supra-racial system that aimed to repress and steal from the proletariat for the benefit of the few. Thusly, they tortured him, resulting in grotesque scars that now run in deep lines and grooves all over his body, and mar his face. Rescued after two weeks of this by a human strike team, his perception of aliens, once merely cold, was now frozen with hatred, and he decided upon this conviction even while barely conscious as they put him in the shuttle. The Navy provided for his medical care ably but declared him incapable due to war wounds. Much to his dismay, he was honorably discharged, and joined a returning Systems Alliance frigate to the shipyards of Mars. Taking a shuttle planetside, his foster family did not recognize him at first, even with his many visits, due to his scars. His cousin's son spent an hour crying, since he was the one who opened the door, only to be shadowed by the hulking, scarred brute that was Jorman Pask. He found the return to civilian life to be bewildering, experiencing a sort of culture shock shared by veterans such as him. The spartan conditions aboard the Enterprise were replaced with overwhelming profligacy. Regardless, he was thankful to be away from hateful aliens, and found a job as a foreman in his cousin's plasteel processing plant in addition to repairing his relations with the man's son through telling war stories. Meanwhile, he was unknowingly radicalizing himself beyond his own nasty experiences with aliens by taking in the didactic writings of human supremacy groups online, and when he read an article bringing news to a future visit by high-profile alien celebrities on Mars in order to "foster better relations between our two races," he snapped. He learned quickly to make explosives of his own using materials gotten from his cousin's factory. It wasn't hard to find a bomb-making guide if you knew the Extranet well enough. Perhaps he was fully indoctrinated by the military life as he thought of nothing when he confidently climbed over the barriers, shoved his way past security, and ended a couple of xenos lives with crude grenades and a personal handgun before being taken down, not resisting the Martian police force. His trial was short: he pleaded guilty, saying that he did it to make a point, and attempted to proselytize human supremacy before the judge before being quickly sentenced to life in prison. And as he was escorted, cuffs around his wrists, he was approached by a suspicious man in a sharp suit. He was offered a place in a suicide squad, and Pask, already regretful at his impulsiveness, found the thing a better alternative to life in prison. He accepted.
Hidden 10 yrs ago Post by Avanhelsing
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I shall have a post up by tonight at the latest. So I'm reserving this post.
Hidden 10 yrs ago Post by Cath
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Character name: Amelia DuPont Criminal?: Yes Convicted for: Mutiny & second degree murder Species: Human Gender: Female Sexual orientation: Hetero Age: 32 Appearance: Height: 5'5 Size: Slim Apparel: On missions she wears the Gazprom Reconnaissance and Prospecting class flightsuit Mk VIII. When she's off duty you'll usually catch her wearing a sweatshirt over the top of some comfortable overalls. Weapons: The Mount Sinai Munitions Corp MS-32K Equipment: None Skills: Skilled navigator and is confident with actually taking the helm of Earth small to medium sized spacecraft too. Weaknesses: Has a problem with authority and is morally unstable. Powers: None Personality: Amelia used to be a sweet little girl, so kind and generous. Her female family members had all complemented her on her manners and poise. But when her mother died of Influenza while on an aid mission to Africa and her father took over the raising of her, it all changed. Suddenly there was no room for polite conduct and being second best. It was either win or die. Amelia took to it like a duck to water and looking at her now you might even say this mindset seems more natural to her. She's ambitious, cruel, devious, brutal when necessary and extremely intelligent. She knows how to use all of her assets to get a result. Occasionally she'll revert back to being a sweet and innocent angel, but be warned, chances are it is a mere facade and she is after something from you. Biography: Born in France an only child, Amelia's mother had been a research scientist but gave it up to look after her. Her father was the administrator of what had once been the European Space Agency. It was something much larger now, controlling colonies and hiring private armies. After her mother died Amelia's father quickly conscripted her into the space program; he used his influence to propel her to the rank of Ensign. It appeared she wasn't ready because a certain sequence of events aboard her second craft: the Donetsk led to a bloody mutiny which resulted in the deaths of twenty people. The ship was later captured after it completed its mission and she was found guilty of being the mutiny's ringleader.
Hidden 10 yrs ago Post by Heat
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Heat Hey, nice marmot

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Pask here is still a work in progress, but I'm too tired to continue writing for the time being. I would like the GM particularly to take a look at the Starfighter section, since I took a few liberties and added a bit to the universe's lore. I'll finish Pask after I get some sleep.
Jorman in ceremonial Navy dress.
Jorman Pask
Criminal: Yes Convicted For: First-degree murder, illegal possession of firearms and explosives, and terrorism. Species: Human Gender: Male Sexual orientation: Bisexual Age: 42 Height: 6'1" Weight: 212 lbs Apparel: On missions, we wears a plated combat pilot's void suit, equivalent to an unpowered light armor specification and fully sealed, equipped with interface nodes that allow him to synchronize with his strike craft's artificial intelligence and other software. Otherwise, he is often seen packing military-issue clothing: baggy camouflaged pants, a generic white shirt, and combat boots. He still keeps his ceremonial Navy dress in his personal trunk, though it is of little use. Weapons: FMP-45: Short, stocky and relatively inaccurate at long range, this weapon fires .45-caliber chemically-propelled slugs at seven hundred rounds per minute, and is fed by a stick magazine containing thirty slugs each. Easily cared for and features a fire mode selection. M9 Combat Knife: Standard, marine-issue 9-inch blade, great at close-quarters fighting, impromptu shaving, or unexpected vegetables. Equipment: During his time in the Navy, Jorman was offered several times to have cybernetic augments grafted into his body. At first hesitant due to his ideological convictions, he has allowed an in-ear communications device and an inconspicuous, multi-purpose, military-grade ocular implant that grants him a useful heads-up display with software tailored specifically to piloting craft, extra-atmospheric or otherwise. In addition, he has got an emergency kit containing meager provisions, a flare gun, some medicine, and a wireless communicator. Personal Starfighter:
Pask leading 2nd Section, Wing A, 3rd Squadron during the Gainax Pacification.
MDC-50N Attack Craft: A general-purpose combat craft capable of operating in both void and atmospheric conditions. An expression of human industry, bluntness and power, it is boxy and quite heavy with an empty weight of ten tons. However, its appearance is deceptive, for it is surprisingly maneuverable. A slightly outdated design native to Mars' technocrats and having seen extensive use by mankind, particularly by the infamous mercenary company "The Lost and the Damned," this is the war machine Jorman has the most experience with. Its armaments are:
  • Twin-linked 40mm autocannons encased in a rotating nose turret slaved to Jorman's sight, firing 280 rpm with 340 shells per cannon.
  • Two fore wing-mounted 16-barrel pods firing unguided 57mm rockets.
  • Two hind wingtip-mounted anti-armor lascannons with limited vertical and horizontal traverse slaved to Jorman's sight; 8 beams per cannon at 3 beams per minute.
It has eight hardpoints, with two on the fore wings and six on the hind wings, which can all be equipped with:
  • Anti-air-or-voidcraft missiles with guidance systems ranging from infrared, to radar, to wireless AI control.
  • Anti-tank missiles with guidance systems ranging from infrared, to radar, to wireless AI control.
  • 250 to 2,000 kilogram bombs, smart or dumb, napalm or high-explosive and other variants.
Skills:
  • With Wings of Gold: Pask is a veteran combat pilot with nearly two decades of experience and twenty-six aerial victories to his name. Specializing in small, agile strike craft to wrestle air or void superiority from the foe or for delivering quick, precise close support to ground troops, there are relatively few who can match this old salt's skill under the stars.
  • The Demoman Next Door: Pask has dabbled in amateur explosives-making and has used one of his creations successfully against rather important members of one of the lesser races to blight the galaxy of their existence. Though his products are crude, and he doesn't find the need to practice them in Oblivion Squad since they are supplied well, they work well enough.
Weaknesses:
  • Illuminati Imperpetuis: Pask is a strong speciesist and an advocate of human supremacy. The races that stray from the sacred humanoid form are disgusting to his eyes, and the races that don't hold fast to weak, naive ideologues, relishing in their pretentious and wholly superficial cultures. God made Man in His image; can xenos say the same?
Powers: None. Personality: Core idea: serious and solemn with black humor, human supremacy advocate, and prefers to be called by his last name. Biography: Core idea: joined the Navy, adopted a hatred for aliens during service after being shot down and tortured; honorably discharged and became more radicalized as a civilian, adopting the ideology of human supremacism. Assassinated high-profile alien visitors to Mars with a bomb, did not resist arrest.
I'm cool with the starfighter, it's nothing drastically universe altering. Is the whole sheet finished?
Character name: Amelia DuPont Criminal?: Yes Convicted for: Mutiny & second degree murder Species: Human Gender: Female Sexual orientation: Hetero Age: 32 Appearance: Height: 5'5 Size: Slim Apparel: On missions she wears the Gazprom Reconnaissance and Prospecting class flightsuit Mk VIII. When she's off duty you'll usually catch her wearing a sweatshirt over the top of some comfortable overalls. Weapons: The Mount Sinai Munitions Corp MS-32K Equipment: None Skills: Skilled navigator and is confident with actually taking the helm of Earth small to medium sized spacecraft too. Weaknesses: Has a problem with authority and is morally unstable. Powers: None Personality: Amelia used to be a sweet little girl, so kind and generous. Her female family members had all complemented her on her manners and poise. But when her mother died of Influenza while on an aid mission to Africa and her father took over the raising of her, it all changed. Suddenly there was no room for polite conduct and being second best. It was either win or die. Amelia took to it like a duck to water and looking at her now you might even say this mindset seems more natural to her. She's ambitious, cruel, devious, brutal when necessary and extremely intelligent. She knows how to use all of her assets to get a result. Occasionally she'll revert back to being a sweet and innocent angel, but be warned, chances are it is a mere facade and she is after something from you. Biography: Born in France an only child, Amelia's mother had been a research scientist but gave it up to look after her. Her father was the administrator of what had once been the European Space Agency. It was something much larger now, controlling colonies and hiring private armies. After her mother died Amelia's father quickly conscripted her into the space program; he used his influence to propel her to the rank of Ensign. It appeared she wasn't ready because a certain sequence of events aboard her second craft: the Donetsk led to a bloody mutiny which resulted in the deaths of twenty people. The ship was later captured after it completed its mission and she was found guilty of being the mutiny's ringleader.
Accepted
Hidden 10 yrs ago Post by SillyGoy
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SillyGoy Goius Sillius

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I'm cool with the starfighter, it's nothing drastically universe altering. Is the whole sheet finished?
He's finished now, boss.
Hidden 10 yrs ago Post by Heat
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Heat Hey, nice marmot

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I'm cool with the starfighter, it's nothing drastically universe altering. Is the whole sheet finished?
He's finished now, boss.
Alright cool, he's accepted.
Hidden 10 yrs ago 10 yrs ago Post by Avanhelsing
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Avanhelsing

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Working on mine now. Character name: Dr Jack Thomas Criminal?:Yes Convicted for: Breaking the Genetics Laws with the use of Human DNA in a chimera entity. Species: Human Gender: Male Sexual orientation: Bisexual Age: 28 Height: 6'4" Weight: 195 Apparel: He wears the outfit in his picture when in his lab or not on a mission.
Weapons: He has a pistol that he does not often use. It is more for show. Equipment: He keeps a data-pad on his arm that he can use to manipulate his research. However his greatest creation is his chimera entity code named Ernie. He took DNA from different creatures from the colonies and combined them with that of an Earth dog. Ernie has many of the skills of an Earth dog with moderately more strength and speed. No more than a regular dog. He keeps lab stocked with whatever he would need to make a new entity should he need to. The dog is never far from Jack.
Personal starfighter: None Skills: A master of genetics. He can fix almost any genetic issue that should present itself. He loves a challenge and is very intelligent. Weaknesses: He is vain and can be quite hard headed. He will do anything he has to for his own research. This vanity got him in jail. Powers: No powers. He refuses to use research on himself unless he has to. Personality: Jack is focused on his research only. He prefers his creations over anything else. However he does care for his friends and will do anything to help them. This is why he is here right now. Biography: Jack Thomas was born on the moon of Phobos over Mars. He lived his whole life on the red planet and was amazed by genetics. His parents died when Jack was 18 leaving a seven year old brother to look after. Jack learned everything that he could over his years and eventually was accepted into the Academy of Science on Earth. There he excelled in his field and eventually earned his doctorate as one of the youngest to ever do so at 26. He did his research into Chimera entities for many years and enjoyed it. However one day he tried to save his little brother who was dying of a rare genetic disorder. Seeing this as a sign, Jack took his 17 year old brother into his lab to begin his work. He attempted to save him but he failed and the boy died. Distraught and without hope, he took DNA from the young man and added it to an entity to try and give his brother life that had been denied him. As he did so, he was arrested by the police for breaking one of the main Genetic Laws forbidding human dna being added to non human entities. Jack watched his brother die again because of him. Hopeless, he agreed to join the crew since he had nothing to live for so why care if he died? He created Ernie as a friend and guardian.
Hidden 10 yrs ago Post by SillyGoy
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SillyGoy Goius Sillius

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Alright cool, he's accepted.
Great. May I post him in the character tab now?
Hidden 10 yrs ago Post by Heat
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Heat Hey, nice marmot

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Alright cool, he's accepted.
Great. May I post him in the character tab now?
Oh right, that thing, that's new. Might be useful. Go ahead. Everyone else whos character has been accepted please do too. Characters looking for acceptance should still be posted on this page (OOC).
Hidden 10 yrs ago Post by Avanhelsing
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Avanhelsing

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Hmmm I am thinking my guy would either be a geneticist with a creation of his own or a robotics expert. We need scientists.
Hidden 10 yrs ago Post by Avanhelsing
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Avanhelsing

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Done
Hidden 10 yrs ago Post by SillyGoy
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SillyGoy Goius Sillius

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Character name: Dr Jack Thomas
If pride for one's birthplanet is a cultural thing for humans, Jack and Pask could hit it off as fellow Martians.
Hidden 10 yrs ago Post by Avanhelsing
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Yes they would!
Hidden 10 yrs ago Post by Heat
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Heat Hey, nice marmot

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Working on mine now. Character name: Dr Jack Thomas Criminal?:Yes Convicted for: Breaking the Genetics Laws with the use of Human DNA in a chimera entity. Species: Human Gender: Male Sexual orientation: Bisexual Age: 28 Height: 6'4" Weight: 195 Apparel: He wears the outfit in his picture when in his lab or not on a mission.
Weapons: He has a pistol that he does not often use. It is more for show. Equipment: He keeps a data-pad on his arm that he can use to manipulate his research. However his greatest creation is his chimera entity code named Ernie. He took DNA from different creatures from the colonies and combined them with that of an Earth dog. Ernie has many of the skills of an Earth dog with moderately more strength and speed. No more than a regular dog. He keeps lab stocked with whatever he would need to make a new entity should he need to. The dog is never far from Jack.
Personal starfighter: None Skills: A master of genetics. He can fix almost any genetic issue that should present itself. He loves a challenge and is very intelligent. Weaknesses: He is vain and can be quite hard headed. He will do anything he has to for his own research. This vanity got him in jail. Powers: No powers. He refuses to use research on himself unless he has to. Personality: Jack is focused on his research only. He prefers his creations over anything else. However he does care for his friends and will do anything to help them. This is why he is here right now. Biography: Jack Thomas was born on the moon of Phobos over Mars. He lived his whole life on the red planet and was amazed by genetics. His parents died when Jack was 18 leaving a seven year old brother to look after. Jack learned everything that he could over his years and eventually was accepted into the Academy of Science on Earth. There he excelled in his field and eventually earned his doctorate as one of the youngest to ever do so at 26. He did his research into Chimera entities for many years and enjoyed it. However one day he tried to save his little brother who was dying of a rare genetic disorder. Seeing this as a sign, Jack took his 17 year old brother into his lab to begin his work. He attempted to save him but he failed and the boy died. Distraught and without hope, he took DNA from the young man and added it to an entity to try and give his brother life that had been denied him. As he did so, he was arrested by the police for breaking one of the main Genetic Laws forbidding human dna being added to non human entities. Jack watched his brother die again because of him. Hopeless, he agreed to join the crew since he had nothing to live for so why care if he died? He created Ernie as a friend and guardian.
Accepted
Hidden 10 yrs ago 10 yrs ago Post by Tatsua Aiisen
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Tatsua Aiisen The Lewd Maid

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ALICE BLACK
Criminal?: Yes Convicted for: Multiple counts of Murder (First Degree), Robbery, Vandalism and Rape. Also charged for Drug Possession, Indecent Exposure, Possession of Illegal Firearms, Child Abuse, Kidnapping, Arson, Shoplifting and Bribery. Species: Human Gender: Female Sexual orientation: Bisexual Age: 38 (Claims to be Twenty-Five) Appearance: Alice is an attractive, modestly endowed woman with long, messy blonde hair and greyish blue eyes. She seems thin and with a reasonable amount of muscle, although never enough to compromise her physical appearance. Her skin is light and mostly without blemish, besides long scars on her lower back, right shin and right wrist. Height: 5'7 Weight: A woman's secret Apparel: While on mission, Alice wears a sheer black jumpsuit underneath very light combat armour, just enough to provide minimal protection while not inhibiting her movement in the slightest. She has been known to equip a jetpack, backpack, helmet, energy shield or visor from time to time, depending on the mission. When necessary for infiltration, she can adapt to any style of dress appropriate for her objective. Off duty, Alice dresses very casually, often favouring clothing that accentuates or shows off her womanly features "because it's more fun". Weapons: Cranberry Delight: A Military-grade hand-held Railgun, favoured by Alice and commonly considered to be her signature weapon. While rare and extremely lethal, it is a notably flashy weapon that prevents one from remaining hidden once fired. As such, it is only really practical when eliminating single targets at long range. Its high penetrative capability turns armour and energy shields into little more than paper, and the high speeds of the fired projectile allows one to hit even the fastest moving targets. Can be swapped out, for those times when Alice has to be a little more subtle. Sidearm Pistol: What this weapon lacks in complexity or flair, it makes up for with reliability, both in its accuracy and its performance. Knives: Six small, easily concealable daggers with 3in long blades, designed to be usable either as a throwing weapon or for quick, short-ranged stabs. Equipment: Military-grade Ocular Augmentations, with software specialized in precision firing. More conspicuous than the standard issue variant, making them instantly recognizable to anybody familiar with augmentation. Wears an in-ear communication device, although she often turns this off whenever somebody interrupts her concentration. Notable Skills:
  • Marksmanship: Alice is an expert marksman, trained by the military and with close to ten years of combat experience under her belt. While she traditionally uses a scoped rifle, any firearm to which conventional logic applies can be effectively operated, so long as she understands its nature. This does not cover the use of a starship's weapon systems, due to her terribly poor affinity for computers. Strangely, also applies to throwing weapons, which she learned "as a joke".
  • Assassination: The skills for stealth, deception and elimination, honed for the purpose of terminating high-priority targets through a variety of methods and in all sorts of situations. Also includes the skills essential to any Sniper, as her talents in that position were adapted to Assassination once she abandoned the Military. Alice can proficiently make use of tactics such as Poisoning, Seduction, or Disguise in order to take out her targets with the highest possible chance of success. Before being captured, she was called the second greatest Assassin in Human-controlled space, nicknamed "The Black Death".
  • Acting: Supplementing her persuasive and deceptive talents, Alice possesses the natural ability to create and switch between multiple unique personas on the fly. Convincing, to the point where she even fools herself from time to time, but otherwise not especially useful.
Weaknesses:
  • Computers: In the world of the future, Computers are essential for all forms of day-to-day living, and pretty much every child is taught to use one as importantly as they are taught mathematics. There are, however, the rare types in modern society that shun the use of computers. Because they suck at them. Alice is one of these.
  • Playing Nice: Alice is a bad girl, who doesn't play by the rules. She prefers to do her own thing, and while she will follow orders whenever it is required of her, she won't like it. Anybody with high moral standards probably won't get along with her.
Powers: N/A Personality: Alice is Trouble with a capital T, and she knows it. While she likes to toy with people by acting differently from how she feels, she is without doubt a twisted woman, and one who feels virtually no remorse for her actions. As much of a womanly side as she has to her, it is greatly overshadowed by her aggressive, sadistic tendencies. A lone wolf by nature, she doesn't really get along with others unless she has to. She's the type to take whatever option she thinks is the most enjoyable, even if that means going against some of her basic character traits. To her, Assassination is pretty much the coolest thing in the world, and she would probably say it's her greatest hobby outside of looking at rare weapons and contraband. Collects cute things, and loves children. She wants to become a housewife someday, she's just looking for that special someone. Biography:
Hidden 10 yrs ago 10 yrs ago Post by Cath
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Cath Holographic

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Accepted
Yay. Don't need to change anything?
Hidden 10 yrs ago 10 yrs ago Post by Empty Fate
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Empty Fate

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Drew Knight
Criminal: Yes Convicted For: Illegal modification of civilian craft/weapons and running illegal cybernetics operation as well as multiple black market trades. Species: Human Gender: Male Sexual orientation: Homosexual Age: 29 Height: 5'9" Weight: 160 lbs Apparel: Drew wears a form-fitting grey and black uniform, a large tool belt with just about every standard issue tool in the book as well as several specialized and some primitive tools, even. On top of this, he's usually wearing his mechanic grieves. Drew isn't one to leave the (relative) safety of the ship. He's a talented engineer who devotes his time to making sure everything continues working. That said, when the situation calls for it, he has military issue light combat armor (also in grey and black) which is fully sealed and capable of supplying oxygen. Weapons: A modified standard issue M-488 pistol. This pistol is known to be prone to overheating issues while being an otherwise accurate and reliable model. Drew has dramatically increased the efficiency of the heatsink of his particular M-488. Equipment: With his love for tech in general, Drew didn't pass up on dabbling in cybernetics. He not only has optic implants of his own design which allow for telemicroscopic vision as well as full spectrum heat maps. He's also got a standard in-ear communications implant, and a pheromone implant which secretes synthetic pheromones to elicit a pleasurable response. Other than that, he has a pair of grieves which essentially function as jetpacks or just propulsion in zero grav for any maintenance that would require them. Personal Starfighter: None. Skills: Engineer - Drew is an extremely talented technician in almost every field of tech. Weapons, engines, cores, starships, ground vehicles, cybertech, etc, you name it. if you have a problem and provide him enough time, he can probably fix it. Pheromones - In short, he almost permanently smells really good, even despite spending most of his time sweating in an engineering bay. While Drew isn't the most charming of people, he's certainly alluring. With an implant constantly secreting pheromones which typically receive pleasurable responses in the species around him at any given time, he's usually received friendlier than he deserves in social situations. Originally implanted to get better deals while black market trading, he's never removed it since, finding that he gets in far less confrontations after it was implanted. Telemicroscopic Vision/Full Heat Map - This implant was meant for engineering work that took ludicrous amounts of finesse and attention to detail. When something's gone wrong with a piece of equipment, his optical implant will usually help him spot it so long as he has a general idea of the problem. Weaknesses: Doesn't tolerate people talking down on him. He's also very argumentative when it comes to any tech subject that he's pretty sure he knows more about. Powers: None Personality: Usually fairly calm and collected, he's got a soft spot for sarcastic and dry wit humor. Drew takes "treat those how you want to be treated" to a tee. If you're respectful of him he'll reciprocate in kind. If you're a dick to him, expect to receive plenty of back talk. He's super excitable when it comes to new technology or modifications. Background: Humble beginnings is honestly the best way to describe Drew's childhood. He was born outside of Earth's Solar System on Epsilon Eridani b. There, he grew up with his parents and his older brother Paul. His father was a simple mechanic running a repair shop for civilian craft, and while Paul took to completely different areas of study, Drew took to mechanics almost like second nature from an early age. His father let him come into the workshop from time to time, and Drew with a constant hunger for improvement quickly became a fairly competent mechanic as early as 12. That drive for improvement never stopped and soon, Drew knew enough to begin engineering his own parts. He dreamed of a higher education and working with tech for the rest of his life, but with his father too poor to afford schooling, Drew did what he could with textbooks and any information he could find on the extranet. Armed with more knowledge, he stretched into other tech and worked on navigation systems, ship body mods and dabbled in a little cybertech. His father, simultaneously impressed as well as proud brought Drew on as a full employee in his early teens, and within their small colony Drew became a source of rumor. Not only could this kid fix just about any craft in a heartbeat, he could improve it. And beyond that, he could fix just about anything. These rumors eventually drew the attention of executives at several vehicle companies, and he was hailed as a child prodigy. At the age of 16, his dream of higher education was fulfilled, and Drew took a full ride scholarship to a prestigious engineering academy based on Earth. In his first year, he already proved himself more capable than a large portion of the entire school's population. And beyond that, his thirst for knowledge and improvement lead him to take classes in just about every area of tech imaginable. While most people were declaring their majors and joining a specialized field, Drew felt stuck, unable to commit to any specific kind of tech. And while most people would feel stretched thin, Drew only became a more proficient engineer, both digital and mechanical. To him, Technology and it's advancement was basically an unlimited source of power. Who needed an alien race's telepathy when one could essentially do the same with a communication chip? At 19, he left the academy. Not because he had failed, but because he felt the academy was only stifling his growth. He got back in contact with his brother, who was now a trained surgeon and proposed the idea of offering cybernetics implants, which they'd have to run underground at first with no funding, but would eventually pay off. And pay off it did. Not only in cash, but illegal tech proved to be a much more fulfilling endeavor for Drew to undertake. Soon, their augmentation services became popular in the criminal underworld. But Drew didn't stop there, he eventually took it to modifying the bodies of civilian vehicles with dangerous instruments, modifying navigational systems to disallow any kind of outside tracking, illegally modifying civilian grade engine cores, you name it. This continued for another ten years before he was caught after essentially dropping off of the grid for a while. And while he normally would have been complacent in his punishment, his brother Paul, who he'd taken along for the ride was also convicted for the rest of his lifetime in prison. It was only a week before he was approached and offered participation in the Oblivion Squad. In return his brother would be set free, and upon completion of the mission, should he actually return, his freedom as well.
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