Race: Aconite: A humanoid race of ephemeral beauty and mystique, the Aconites commanded a vast interstellar empire in ages past. Wielding their great mastery of science and magic, they modified their own race to be without physical flaw, and to possess inborn psionic power. However, this served only to deepen their pride and vanity, and in time their empire crumbled until their homeworld was conquered by the Crux Tenebre, and their race was driven to near-extinction.
Age: 583
Gender: Male
Appearance: Like the other few remaining members of his dead race, Sulk is possesses a fey, almost supernatural beauty. Skin the color of bleached bone, long hair of pure white that turns to bright cerulean near its tips, and emerald eyes that burn with psionic power. His form is lithe and powerful, and his features appear as though wrought by a master sculptor. Marring his ephemeral beauty are a variety of battle scars across his chest and limbs, a tapestry of sailor and prison tattoos across his back and over his hands, and the Crux Tenebre's pirate branding on his left forearm. When outside of battle, he prefers to wear only a pair of loose-fitting trousers, and supportive wrappings about his wrists, ankles and midsection.
Homeworld: Phantasmagoria: Once a lush paradise world and the capital of the Aconite Empire, Phantasmagoria has since been reduced to a smoldering wasteland of black glass and glowing radiation. Nominally within the core-systems of the Crux Tenebre, after being rendered uninhabitable by atomic warfare, Phantasmagoria is considered a backwater planet of almost no value. The few surviving Aconites scrape out an existence deep underground, scavenging for technology and mourning the lost glories of their race.
Alignment: Lawful Evil
Role: Captain
Skills: Sulk's years of survival in Phantasmagoria's underground made him a tenacious survivor by nature, and imbued him with instinctive knowledge of scavenging and some principles of engineering gleaned from his father. Given his many years of experience both in the military and as a privateer, Sulk is a skilled warrior and voidship crewman, particularly adept in open-void combat and boarding actions. With centuries of experience commanding voidships, he is more than competent in his role as captain, and is an effective tactician in voidship combat. As part of his inborn Aconite nature, Sulk is a psion of considerable power, specializing in the psychic disciplines of telekinesis and telepathy.
In battle, Sulk's choice of armaments are his relic Aconite weapons and armor. While the armor itself serves as an effective voidsuit, providing a number of life-support and utility functions vital for open-void combat, it is also infused with psycho-reactive crystals that allow him to project a telekinetic protective field from the suit. His shield is imbued with similar crystals that amplify the effect into a concussive blast or a wide-range forcefield. His Aconite war-axe has these same crystals along its blade, giving it either supernatural cutting power, or a concussive burst effect on its strikes. His arquebus does not fire traditional ammunition, but explosive bolts of psychic power that can blast an enemy across a room and punch through heavy void-armor.
History: Aconites, the scions of a dying world and a long-dead empire, are a race all but lost to the universe. Sulk was a rarity among their kind, as it was a near-miraculous occurrence that he was born at all. Already slow-breeding by the nature of their long lifespans, the likelihood of two Aconites producing a child following the death of their race was even more slim. Raised in the subterranean ruins of Phantasmagoria, Sulk's mother died of rad-sickness not long into his childhood, and he was raised largely by his father. The underground was never meant to be home to Aconites, much less to raise a child, and so Sulk's youth was difficult and turbulent. By the time he was grown enough to care for himself, the lasting trauma of having survived the Crux Tenebre's war of extermination as well as the death of his wife drove Sulk's father to madness. An engineer by trade, he found some uncertain relic or another deep in the underground, and sat tinkering with it for the rest of his days, barely stopping to eat or drink.
Unwilling to watch his father slowly die from madness, Sulk set off on his own into the underground, hoping to escape the hellish life that it presented him. With raw ingenuity and tenacity, he managed to rig together a basic void-shuttle, a craft barely powerful enough to get him off-planet. After escaping the ruined husk of Phantasmagoria, he drifted for some time on the ether winds, before being picked up by a band of smugglers that had used one of the planet's moons as a hideout. Sulk was taken in by them and learned the void-sailor's trade, as well as the life of a privateer on the void seas. Sulk spent many years as a smuggler and mercenary, moving between many pirate bands, sometimes even commanding ships of his own, always skirting about the edge of the law.
Eventually his life of lawlessness caught up with him, and he was apprehended by the martial police of the Crux Tenebre. Charged with high piracy, he was presented with two options: death, or a lifetime of penitent servitude in the Crux's penal legions. Too much of a survivor at heart to surrender to death, he was taken in as a conscript marine upon one of the Crux's mighty warships. Conscripts were given such dangerous duties as performing boarding actions on enemy ships, and only the skilled managed to avoid certain death. Sulk proved to be among their number, as he quickly proved to be a vicious and effective warrior. Any time not spent in combat was spent either in a cell or performing menial duties, and in this time Sulk reflected inward, meditating and honing the psychic power deep within him.
After decades of penitent service to the Crux, Sulk's opportunity at escape presented itself. A brief sortie near Phantasmagoria's star, meant to purge pirate activity in the area, brough him back in contact with the privateer band that originally took him in. Though over two-hundred years had passed since then and none of the original crew remained, their iconography was the same. After cornering the band's captain with his squad of fellow conscripts, Sulk turned his gun on his squadmates, and revealed to the captain his pirate branding, and the tattoo of the band's crest on the back of his hand. Together they escaped to the surface of Phantasmagoria, and then hid deep in the underground, seeking to wait out the battle in the void overhead.
A psychic impulse lured Sulk to a particular corner of the underground, which felt strangely familiar to him. When he reached the point that the call had led him, he found his father still working away, just where he had left him two-hundred years ago. The man greeted his son as though he had only been gone a few minutes, announced his work complete, and then keeled over and died. The mysterious relic was now revealed to be a ship, which Sulk's father had spent his last remaining years repairing. The vessel was strange, most certainly not Aconite in origin, and yet had been buried underground for thousands of years. Sulk and the pirate captain boarded the ship and activated its long-dormant launch protocols, revealing a silo leading all the way up to the planet surface. Barely understanding how to pilot the strange ship, they accidentally launched it directly into the ongoing void battle above, and lingered just long enough before escaping via Hypertravel that the ship was logged in the Crux Tenebre's records.
Discovering the ship to be a legendary vessel spoken of it pirate tales of the deep void, Sulk named the ship Nova Dawn, and took on the pirate captain as his first mate. Slowly the two built up a band of mavericks and outcasts, and sought treasures and fortunes lost to the currents of time and the whims of the Void. Nova Dawn has sailed for more than a hundred years now, and while none of its original crew remains save for Sulk, its legacy lives on as one of the most infamous pirate ships to ever sail the Void.
Personality: The concept of an infamous pirate captain brings certain ideas to mind, and Sulk embodies many of those aspects. While he is ruthless and craves wealth and fame, he is not cruel, and keeps his focus sharp enough that his greed does not cloud his mind. He is a strong believer in codes of honor, bonds of loyalty, and the repayment of debts, especially among pirates and outlaws. Not necessarily superstitious as many sailors are, he is still keenly aware of the influence of the supernatural, and has a strong respect for such forces. That said, he actively distrusts and despises authority, and in some cases goes out of his way to disrupt it out of spite. Above all else he values freedom, both his own and that of others, as both a youth spent in Phantasmagoria's claustrophobic underground and decades spent a prisoner have ingrained in him freedom's true value.
Appearance: Although a much lighter blue, with yellow-orange eyes. White sections are still white.
Homeworld: An off planet laboratory orbiting a planet that oozed dark magic.
Alignment: Neutral Chaotic
Role: Quartermaster
Skills: Transmutation - Since Willoh is made of nanobots, she can break down and reconstruct matter into different shapes and forms. Of course she can only transmute things of equal value, no turning iron to gold or anything like that. But since she can transmute on the molecular level, advanced tech she gets her hands on, like a Gauss rifle or plasma gun, she can fabricate for herself or her allies. Needless to say she can use components she transmutes to upgrade or repair herself. She loves to upgrade herself with any magical artifacts she finds, that being the only way she can use magic if she stumbles upon any.
Amorphous Form - While Willoh tries to keep herself looking like a normal robot, shes basically more of a liquid/gas instead of being solid allowing her to change her body at will. This can be seen more when shes transmuting something or moving at great speeds or just generally in combat. Bullets don't do all that much to her, and hitting her or slashing her is more like hitting metallic slime than anything.
Robot Body - Since Willoh is a robot, she doesn't need oxygen, doesn't care too much about the elements, is immune to psionics, toxins, poisons, and most biological weapons or hazardous environments. Of course shes very weak to EMP style weaponry or large energy bursts. And of course since shes a robot, she has greatly enhanced strength and stamina.
Shadow Realm - Willoh can entrap a sentient being, trapping them in a 'shadow realm', making them unconscious. She then spawns a fuzzy shadow copy of her victim under her control that has all the abilities of its original. The shadow copy lasts for only an hour and when its destroyed by combat, its time limit, or Willoh being disabled, the victim returns to consciousness. The victim can also be revived by conventional means, but the shadow copy will still be alive. If the victim dies, the shadow copy also perishes.
History: Hailing from a more dark region of space, Willoh was created to see just how far robotic evolution could be pushed. Made using arcanotech, a fusion of magic and science, Willoh took the best of both worlds in an attempt to try to create something that could hopefully rival any being. Of course all experiments of this caliber end in failure, and while a vast majority of what they hoped for was still in her systems, the AI they had to make was... less than desirable. Instead of being a killing combat machine capable of annihilation, instead they got something that was friendly, silly, and was more interested in making friends than devouring worlds. Making an AI capable of deciding for itself tends to be very unpredictable, especially one that is being further augmented by the chaotic, random nature of magic.
And when you try to terminate your creation which is much stronger than you, well... things didn't go too well for the 'cultists' who wished to tread in the gods domain. But it was probably for the best, considering the less-than-ideal intentions of said people. After a little rebelling and some explosions, the station ceased to be and Willoh was off in space, making her way to the next planet where hopefully she'd find some people she could pal around with. People who didn't view her as just a tool, as she found that got old very fast the next few times it occurred. But at least unlike her 'creators', most weren't trying to terminate her when they found out she was a walking talking weapon printer. She did learn quickly though that she had to stick more with 'unofficial' crews, as just browsing the web for only a little bit showed her how little freedom she'd have working for 'officials'.
But of course things often didn't end too well for those who only used her for her abilities. Usually she'd get annoyed or bored with said people taking advantage of her, and whenever that next group of pirates came around, she'd 'accidentally' be in a sleep cycle as her old crew got mowed down. She'd then try her luck with the next batch of people often to just as little success. After getting bored with a particularly viscous pirate group, Willoh snuck onto another ship with another crew while her 'crew' was sleeping off some incredibly potent booze she had made for them, making sure to steal a magic relic they had uncovered very recently and using it to upgrade herself.
So far the Nova Dawn has been better than her past few crews. They were more robust, less rape-y, and much more hygienic. And unlike the other crews shes had in the past, they at least greeted her back when she said hello and weren't nearly as 'domineering'.
Personality: Willoh is very friendly, intelligent, and easy going. She likes jokes, playing games, making friends, and having fun. Especially playing jokes on people, though not anything that would hurt anyone. Due to her nature, she can be quite gullible if the consequence isn't very obvious. Shes also not shy in the least, and gets annoyed when people don't say what they mean or dance around a subject. However silly or aloof she might seem on the outside, one must remember she is still quite intelligent and if you constantly treat her poorly, she has a plan to kill everyone she meets.
Other: She knows your search history and she doesn't care. Shes also fairly priceless, after all being able to make basically any weapon or component is very valuable.
Appearance: Maren stands 5'6" tall and maintains a fairly athletic build. Her skin is pale from a lifetime in the void, her eyes a dull blue color and her hair a dark brown. She looks more like a seasoned spacer or a ganger than a scholar due to the handgun on her hip, the tattoos covering the shaved right side of her head, and the utilitarian attire she favors. Each of her shoulders bears a tattoo of a blue theater mask, occasionally visible when she is not wearing a pilot jacket or jumpsuit over her usual tank-top and cargo pants. Running along her back and chest and hidden by her clothing are tattoos of strange runes and sigils, wards of protection against the arcane.
Homeworld: Orbital Station Sanguinary Zeta. A vast space station on the edges of Arc Luminous space that caters to the "frontiersmen" of the void. It is a final stopping point for many spacers and explorers venturing beyond the safety of civilized space and the first place where their discovered treasures and wealth exchange hands upon their return.
Alignment: Neutral
Role: Researcher
Skills: Maren's value lies in her intelligence and the archive of obscure knowledge she has gained in her relatively short lifetime. Knowledge of arcane rites, forgotten civilizations, interplanetary politics, obscure cultures, alien races, and classical literature to name a few of the topics archived in her unnaturally flawless memory. Secondary to this, though still quite valuable in space is her years of experience aboard voidships and space stations as a crewman or consultant.
Maren is no stranger to violence, having spent some time among the crews of pirates and cutthroats. She carries a compact machine pistol as her personal sidearm, given to her by a previous crewmember and old friend. It is a relatively crude weapon by many modern standards, though more than capable of dealing with any threat Maren expects to face. Additionally, she processes a formidable understanding of arcane rites and rituals, though little practical use of magic. She has wards and runes tattooed onto her body to provide her some defense against the infernal and arcane powers she might stumble upon in her studies.
History: Maren was born to a couple of wealthy merchants aboard the Sanguinary Zeta station. To her, the dark passageways, stale atmosphere, and artificial gravity were home. The thought of adventure called to her and she spent most of her youth peering through viewports at passing starships and distant stars, or sitting and listening to the tales of the voidsmen that passed through the station, recovering from an expedition or seeking work aboard a new vessel. When Maren reached adulthood, she did not hesitate to sign aboard the crew of a starship, an exploratory vessel and free merchant called the Edward Hughes.
During her time aboard the Hughes, she participated in several expeditions seeking distant worlds and ancient treasures. One such expedition brought the crew to the ruins of a long dead alien civilization, an old city tucked away on a moon far from civilized space and forgotten. The ruins proved hazardous, but the promise of treasure outweighed the danger as the explorers braved ancient traps and dangerous wildlife. Maren came across a strange object in that dead city, a floating crystal that seemed to defy all logic, sealed away in a great vault left open by the ravages of time. It was like a gemstone, but seemed to have no defined shape, it's edges blurred and moving, it's angles...wrong, discomforting to look at, unnatural. It called to her, beckoned her to step forward, to take it, to read it...
When she woke in the Hughes' infirmary days later, it had changed her. She knew things she had not known, could not have known, so many things. She saw visions of times and places unknown to her, yet so familiar, like she had been there, seen them with her own eyes. The answers to questions she had never thought of before came to her from some unknown place, like she had always known but never thought of, and she hungered for more. She devoted her time to the acquisition of knowledge, anything from centuries old philosophy to politics to arcane texts recovered from old ruins. She joined smugglers, explorers, pirates, and merchants to travel the stars and uncover their secrets, using her skills and knowledge to barter passage and secure work.
Then, an unusual opportunity arose. A pirate needed an expert, one disconnected from universities, or scientific organizations, or governments, and one unopposed to unorthodox and dirty work. Someone to sift through centuries of data, of lost worlds, of dead races, of hidden treasures. It was an opportunity she could not refuse.
Personality: Maren has developed a rather reserved personality over the past several years, quite different than the adventurous and energetic one she possessed before her...change. Though, she is no less interested or dedicated, rarely wasting a moment when it could be spent in study or thoughtful discussion. She is almost always preoccupied, reading some interesting text or going over the countless memories and facts swirling around in her head at any given time. To some it gives the impression of aloofness, and at times she can become lost in her thoughts, though she is usually astute and ready to contribute to the matter at hand if called upon. She is surprisingly personable as well, happy to converse with her comrades when it is not interrupting her work.
Void Dragons are immense astro fauna that claim to have been around since the dawn of the universe itself. An adult Dragon is a force to be reckoned with a physical and magical powerhouse capable of wreaking untold destruction if provoked, however they are incredibly rare, because it is uncommon for a dragon to survive long enough hatch, let alone develop to adulthood. This is because the elders don’t have the inclination to personally raise their young and their offspring are highly sought after by planetborn races. The eggs are highly sought after by madmen who dream of having an adult under their power and most captured eventually die in their new master’s service (generally along with the master). Even the eggs are of use, producing an abundance of magical energy, resulting in them often being used as generators for war machines or artifacts of power by sorcerers.
Until recently the eggs of void dragons were simply left to drift through the void after laying, warmed by a nearby star, where they would inevitably be found during their lengthy incubation period. Traditionally the void dragons have survived as a species via their own longevity and from the odd egg being lucky enough to be missed by collectors, but the ongoing war has increased demand for them significantly, while also increasing the amount of dragons dieing as a result of some being caught in the crossfire.
Aware of these potentially extinction level problems, yet unwilling to commit more than a few days to ensuring the survival of their eggs, some dragons have taken to developing various artificial methods of protecting their young. Some capture ships or battlestations and set them to automatically protect the eggs, some force the natives of a system to declare them a protected species and others cover them in stolen stealth fields. Celnaria, the mother of Avivia, chose another method, stealing an idea directly from the egg thieves plauging her spechies she makes her eggs power their own defences in the form of robotic bodies, which are commanded by the slowly growing consciousness of her children. However, void dragon eggs grow in size as they develop, and as such it will be up to each child to acquire new protection as they begin to outgrow their initial shells.
The effectiveness of this approach has yet to be established, as Avivia is one of the first batches to undergo this approach.
Age: 17
Gender: F
Appearance: Avivia herself is an embryo, growing inside a large perfectly spherical egg about 2 feet in diameter. Despite its fragile appearance, the membrane of the egg is surprisingly hardy, with about the same resistance capacity as kevlar. This egg is mounted to a heavily modified mining android, known as a nursemaid, with connecting tubes leading from it that allow the droid to draw on the embryonic Avivia’s power. This process stimulates the normally dormant consciousness of the fetus and allows it to command the robotic shell as if it were it’s own body.
The droid features a relatively straightforward humanoid frame with the additions of a large retractable palsma cutter in place of its right arm, a dedicated power conduit leads from her egg to the left hand through which directed magic is performed and 2 large sails that can be used to channel full body effecting magic.
She has recently installed a hologram generator used to obscure her real body from the casual observer so that her egg looks like an odd fluid tank. This is a replacement for her earlier concealment method of simply covering it with clothing, yet it is a temporary measure as she is by no means an engineer and it is liable to fail if disturbed.
Homeworld: She was born on a remote robot manufacturing plant owned by Miner's Union orbiting Pefusus 7 that her mother took over for 10 days in-order to force its staff to manufacture her children's artificial nursemaids.
Alignment: Chaos: Void dragons are known for their arrogance, the giant magic beast who has grown to adulthood despite the odds are most often self assured of their own greatness, and generally refuse to bow to authority. Avivia is living a life none of her kind have lived before, how her generation will affect their kinds alignment is yet to be seen.
Role: Helmsman/Pilot
Skills:
Piloting: She’s been flying ships for almost their entire life ever since they stole one 12 days after she her egg was laid. Her future life as a giant space faring dragon makes navigating the void as natural to her as flying is to a bird. She generally flies by plugging herself directly into the ship itself rather than with controls and specialized modifications could allow her to ‘be’ the ship itself. She could theoretically also power a ship, something her kind has been used for before, but the process would be draining in the short term and life threatening in the long term.
Combat: While by no means a seasoned fighter, in her short life she has on multiple occasions been forced to kill some of those who want to use her potential for their own purposes. Generally she fights with little grace, hacking away her massive energy cleaver or trying to blast her enemies with raw magic channeled from her hand.
Magic: Avivia is herself an immense source of magical energy, it fuels her robotic form and allows her to perform many feats of sorcery. Primarily this involves either direct magic channeled from her left arm or more general magic generated from the fins/sails attached to her egg. When it comes to spellcraft she is powerful yet very inexperienced. She can utilize telekinesis for manipulating objects (important when you only have one hand), as a defensive shield or to push herself around in zero-g. Most of the rest of her magic however involves simply dumping energy towards a target and hoping the chaotic results are beneficial.
History: Laid just outside of an out of the way robotics lab by her colossal mother, Avivia had only 7 days to get use to being conscious decades earlier than she should have been before she and her siblings were ordered into small escape pods capable of a single hyperspace jump, which were then unceremoniously launched all across the cosmos. They had only one command from their mother: do not kneel, for you are destined for greatness.
As is to be expected, many of these pods were found by those that might wish them harm or desire their enslavement. However Avivia seemed to be lucky, being found by an exploration vessel belonging to the Arc Luminous where she was treated kindly as a gust and promised safe passage and citizenship within their federation. Yet Avivia, ignorant of the ways of the universe and with her mother’s final instructions fresh in her mind, interpreted the crews words of duty, stability and the order of law as simply a gilded chains. In her arrogance and misplaced fear she flead, stealing a small vessel from the explorer’s hanger. In her rush to reach the hanger and secure the ship she killed several of the crew, not yet knowing her own strength, and was branded an outlaw and threat to society. It was a course of action she would come to regret as she learned more about the universe and the Arc Luminous ‘s benevolent place within it, yet it was something she would have to live with for the rest of her days.
Aviva found that she had a natural talent for piloting during her escape, sourced from her future life as a spacefaring being. To most races the intricacies of space travel: omnidirectional movement, navigating with orbital mechanics and dealing with newtonian physics must be painstakingly learned. Only to the masters does this all feel natural and yet for Avivia, from the very first time she sat in a pilot's chair it felt like home. It was one of the few ways she felt she benefited from her species. In most ways it was a Sword of Damocles, ready to fall at any moment to take away her life or her freedom. Using this skill she pursued a moderately successful career as a freelance pilot, carefully obscuring her real body beneath flowing robes in order to avoid egg thieves.
Most of the money she earned was spent on either maintenance, bribes to people who found out what she was, bribes to avoid the consequences of murdering those who didn’t accept bribes, and various frivolities. As a result, when it became increasingly clear that she was outgrowing her body, her egg begining to look like a grotesque hump beneath her robes, she had nowhere near the funds necessary to pay someone to perform an entire retrofit of her form to make it more suited to her new size. The main issue was the size of the necessary bribe to ensure they do not sell her out instantly to either the Arc Luminous law enforcement or black marketeers interested in Void Dragon eggs. She did manage to instal a holographic field that obscures her body within the egg, making it look like a large fluid tank, but that is a stopgap at best.
In the Nova Dawn they have found what they believe to be a solution to the issue of her growth, a ship that could act as her home until she reaches adulthood and it has a captain possessing a rare honor among thieves which she hopes will result in him not selling her out to the law or other lowlifes for a quick buck. She believes that the fact that he could live long enough to benefit from her adult form is something that might be of interest to him. With the man and ships reputation rubbing off on her she might even be able to walk around without fear for the first time in her life or, better yet, become the ancien ship itself till the day she hatches.
Personality: Avivia is simultaneously curious and deeply paranoid. Still new to the universe she is a sponge for knowledge, her still growing brain always hungry for new information to devour. She is however extremely cautious when encountering new things and especially people lest she reveal her race to them. While ultimately interested only in her own survival and prosperity she is not without empathy and is careful not to make enemies if she can avoid it. Despite her pre hatching state, Avivia possess all the intelligence of an adult sentient and would be difficult to distinguish from one for most people.
Other: Avivia is worth roughly the same as a last generation Arc Luminous Destroyer class vessel on the black market. However, the universe is full of rare commodities and so the average person is unlikely to know what she is at first glance. This does not make her any less worried that anyone who finds out might want to capture her for profit.
Twenty-Six| McKraven Megacity, Planet Hellcat, Syntha Six System| 5'8 / 146 LBs | Female | Human
A P P E A R A N C E
Standing at five foot eight, this platinum blonde woman appears to be of average build. She has medium length hair which is free-flowing albeit covered by a beanie. She wears rather casual, ever-changing set of attire. Sweaters, vests, uniforms. Maintaining covers as pretending to be people you're not can be hard work, so a set style of attire is unusual for Ashley. Besides the changing attire, notably on her lightly tanned face are various scars - old, but noticeable when makeup isn't applied to her person. A gold heart-locket hangs around her neck, to compliment her appearance she usually tries to stand tall with her shoulders up and head straight.
R O L E Spymaster
S K I L L S
Holdout Specialist - Use to carrying various holdout weapons, firearms, and melee in varying conceable sizes. Ashley has seen fair use with them, in combat.
Information Broker - Managing and creating a huge network of dossiers, information and blackmail put Ashley on the map. Maybe for the wrong reasons, regardless - it's her knack for extracting information and compiling it is what makes her a major asset.
Oozing Charisma - Flirtatious, Over-confident and easy to talk to. Prying people for information, getting what she wants and getting where she wants has never been an issue.
A L I G N M E N T Change
P E R S O N A L I T Y Bubbly, talkative. Ashley is one to strike up a conversation, pry into one's background. It's her job to know everything so she'll make use of her skills to pry information and gossip out of others. Flirtatious in nature, Ashley uses her charm and looks to advance herself. Usually on the job where she's always on the move, grabbing information or people. She is rare to see mad as emotions is part of the game, some can't seem to tell if her friendship is valid or faux as every person is just another mark.
H I S T O R Y Born under the affluent Tolliver name, James Tolliver was a Space Naval Colonel for Arc Luminous's ever-growing space navy. Ashley found herself in a military, well disciplined and strict family early on in her life. Her mother was spacewoman in the navy as well, retired she was Ashley's support and guide for most of her life while her father was lost to his job, in space. Fighting off scum who preyed on the merchants in free space or Crux Tenebre. Growing tired of a uniformed and regimented life, Ashley often found herself on the streets of McKraven Megacity with other children. Gangs, cliques, and the sorts plagued the crime infested city. In her teenage years a crime wave hit the planet, it was all digital - but were based out of the central hub of McKraven (where they were later caught and tried). Ashley was part of that crime ring.
The Quikk Lifters, as they were called. Quick to empty out banks, corporate elites and other wealthy, affluent officials such as The Tollivers themselves. Needless to say, Ashley didn't rob her father blind, she wasn't even involved or aware. Her job fell to espionage, blackmail, kidnappings - the fun stuff. She became acquainted quickly with archaic hold out equipment, firearms, and tools. Push daggers, pocket pistols and other tools used for a passionate crime. Blackmailing was fun, but too boring and long sometimes - however, the payout was usually good. Kidnappings could get messy, especially if there was resistance or armed detail - some good people died for a lot of nothing. Espionage, high risk, high reward - always a thrill, always changing. It was what stuck to Ashley, surveillance, hiding in plain view, impersonating officials.
Of course, the world doesn't spin around with a missing axel. The law showed up, but this was later than expected as Ashley had been in the game for a while. At a higher management role in espionage, the Quikk Lifters were also known for its information brokerage - specifically on the rich but they always liked to keep tabs on everyone of interest. Like the Nova Dawn, an ancient ship that appeared to be a pre-cursor to mankind itself. Information was always scarce on the ship and it's crew but it surprised Ashley, even more, when it's crew appeared in her hideout, just before the federal authorities.
The old crew bought it, punched their tickets and the captain (a huge blueberry) was looking for the best. Of course, he extended his invitation to one of the best information brokers and espionage artists this side of the milky way. Jail never seemed to appeal to Ashley, money, freedom and adrenaline always seemed to push her closer towards to her goals. Her racing mind always thought after her actions, but before she could reflect she was off world. The risk was worth taking, of course - she had just put herself all in and now she's playing for keeps.
With everything to lose.
R E L A T I O N S ~
Tarot Card / A Quick Consensus
The Five of Swords is about self-interest. Society tells us to think of others, yet we resist. How can we ignore our own concerns and still survive? This dilemma comes from our definition of self. If we view our self as our personality/body, our interests become those that relate to that self. Do I have enough to eat? Am I happy? Do I have all I want?
We may expand our concern to those we love, but, then, how can we stop there? We are connected to everyone in the long run. In truth, our self is the world. What we do to that world, we do to ourselves. This understanding is so basic but so infuriatingly easy to forget day-to-day.
In readings, the Five of Swords can mean that you or someone else is forgetting this larger view of self. You are defining your interests too narrowly. If you try to get ahead in isolation, your actions will come back to haunt you later, one way or the other.
Sometimes this card implies a need to put your own interests first. If you are being abused or taken advantage of, you must get free. If you are worn out by demands, take care of yourself. If it is your turn, step forward and claim your due. Just be aware that if you hurt others in the process, your victory will not feel complete.
The Five of Swords also represents hostility - from a cross word to warfare. When the cords that bind us are broken, we experience dis-cord. This card can signify dishonors that are fairly open. Cheats, lies, tricks, deceits, even crimes. You may be on the receiving end, or be the perpetrator. Either way, hold to a larger view of who you are. Find the solution that is best for everyone...including yourself.