The bright star of the Solomon system lay near the horizon, slowly dipping down beneath the crest of distant mountains, sending shades of luminous gold, brilliant pink and streaks of green across the evening sky, reflecting off the glass towers of Ipsum.
In Hyperion’s capital city, things were relatively normal. It was an evening like any other; Gragachi and Kyrema milling about amongst the street-gardens, Humans and Kraians heading to their homes to relax, Jazekii returning to their palaces on the fringes of the city, and the whole mix of alien races spilling out into the clubs and restaurants and bars as the nightlife of Ipsum began in full swing.
But as the stars began twinkling into existence in the night sky, one by one, those who looked up to admire them could not help but remember the turmoil faced by those more distant and less fortunate. Across the stars, war with the Colossus still brewed, and the systems of the Collective, protected by the Vanguard, grew fewer in number as the Colossus overwhelmed and occupied and conquered.
But those on Hyperion, those in Solomon, were safe.
For the time being.
----- Background -----
----- The RPG -----
----- Data Files -----
----- Rules & Character Sheet -----
----- Links & Downloads -----
----- Notes & Updates -----
* * *
A thousand years from now, we witness the rise and potential fall of the Collective; an alliance of alien races, banded together to battle the perils of scarcity and need. Technologically advanced and living in a new age of enlightenment, the Collective enjoyed a utopian existence for thousands of years. The Vanguard, the Collective’s protective forces, faced little challenge for eons.
Recently, an army, operating out of the darkness of interstellar space, has cropped up to threaten the Collective. This army, deemed the Colossus, draws its resources from under the Collective’s very nose, and seems to grow with each day. The Colossus strikes irregularly, conquering systems and cutting them off from the rest of the Collective.
Their intentions unknown, and with the the Vanguard’s forces waning, the Collective has seen fit to withdraw their forces inward and cut off the bridges that link systems. The Collective’s capital system, Solomon, now isolated, sits and waits as the Vanguard brainstorms its next move… or as the Colossus continues edging ever closer.
* * *
Players may RP in one of several factions and as one of several alien races. The list is limited for now but will expand as the game does.
Your goal as an RPer is whatever you choose - are you a Collective citizen, biding your time until the Colossus shows up? Perhaps a member of the Vanguard, ready to strike out at the Colossus wherever needed? Or are you a simple trader of the Tyche Concord, getting mixed up in a war that is not your own? The choice is yours and where this adventure takes you is in your hands.
Remember to check the DATA FILES as they are updated for information on the Races, Technology, Factions, etc. of the universe.
* * *
Alien Races
Humans
In 2247, the Human race encountered the Collective after the latter discovered the former through use of an interstellar probe. Many Humans did not see eye-to-eye with the ideals of the Collective, but a power move by Martian settlers compounded a Human-Collective deal in which the majority of the Sol system was ceded to the Collective as Mars became the new capital of the Sol system. Earth became an exile world, but later joined the Tyche Concord. The Sol system has since prospered. Humans are known as very pertinent and hard-working builders by other alien races, and they have spread quickly both across the various worlds of the Collective - influentially, as well.
Kyrema
The Kyrema, hailing from Azïc, are a spindly and delicate race. They have four dark eyes and a sharp, snouted head, with four thin arms sprouting from their lean, curvy body, and similarly two long, thin legs. They are oft regarded as wise but sometimes cynical scholars and explorers. They care little for family matters and more about making new discoveries. One of the two founding races of the Collective, along with the Krai.
Krai
Collais is the home of the Krai. The Krai themselves are large, muscled, and fierce-looking. Like Humans, they possess two arms and legs, though their large bodies are more barrel-chested and their heads are almost dragon-like in appearance. Their skin is course and rough, though hairless, and two fibrous horns sprout from the back of their head. They are often clad in decadent robes. Despite their intimidating appearance, the Krai are peacemakers, and enjoy taking time for leisure. They made an alliance with the Kyrema early in their spacefaring history, and so the Collective was born.
Jazekii
The Jazekii are easily the Collective’s physically largest race. Similar in build to the Krai, but larger, they, too, have two arms and legs and are very large and muscled, due to the high gravity of their homeworld of Karazn. Their fingers and toes are clawed, and their face is flat, almost pug-like, with a stout nose and a jowled mouth. Smaller horns and hair decorate the back of their heads. The Jazekii familial system is based in large clans, living together in extravagant palaces on the outskirts of the Collective’s cities. Once warlike, the Jazekii have found no need for war in hundreds of years, as they have prospered under the combined might of the Collective.
Semrians
Hailing from the distant planet of Tarlata are the Semrians - a lithe, thin race of serpent-like aliens. Their fur-covered bodies are long and flexible, and their four arms are more bony and rigid, extending from the sides of their bodies. They forgo legs, and instead slither like snakes with their muscled torso upright, but with the exception of having two tail-ends rather than one. The two tails can be similarly flexed, giving the Semrians extra height if need be. Their mouths are beaked, sitting below two beady eyes, and two large, backswept catlike ears behind their head. Semrians are often regarded as philosophers and monks due to their solitary and scholarly nature.
Sorgati
On average about five feet tall when upright, the Sorgati have four identical limbs set in two pairs at either end of their rectangular body. Each limb can be used as either a leg or arm when called upon. The “head,” if one can call it that, is set in the center of the torso with three gemstone like eyes set equidistant around a circular mouth. The mouth itself works double duty as nutrient intake and a chemical analysis organ. Small overlapping scales cover the Sorgati’s bodies. They come in a dizzying array of colors and are often a point of pride and fashion. The Sorgati are quite often artists or designers. Everyone seems to find their works beautiful regardless of their species. The home planet of the Sorgati is Bavi'ka.
Tervani
The three-eyed Tervah are a noble, hardy race of explorers who have conquered many a system, stretching out from their homeworld of Ulavara. Other races have jokingly referred to the Tervah as “wet Humans” and to Humans as “dry Tervah” due to an overall similar figure. Standing around the same height of the average Human, the straight-backed Tervah have gilled necks and webbed fingers and toes, owing from an aquatic heritage. A stout muzzle ends in a flat nose and a set of thin lips. On the crown of their head and their shoulders reside a plumage of feather-like sensory organs.
Viveni
The Viveni are the newest race to enter the Collective. Standing at about three feet, they most resemble ants or shrimp - four spindly legs hold up a long, curved body, with two similarly spindly arms protruding, and ending in a long, mouthy head, with two small eyes resting above. Two antennae are backswept and usually rest on their back, only perking up and releasing pheromones during conversation. The Viveni converse using aural sounds to deliver basic speech but release pheromones to provide certain contexts. Before joining the Collective, the Viveni fought massive, bloody wars with one another, but sought peace after being discovered by the Collective, which they view as an honoured mediator.
* * *
Factions & Organizations
The Collective
The foremost influential power in the galaxy, the seed colonies of the Collective span a great area of the Milky Way. Having gathered new races into its ranks, the Collective has conquered not these races, but these races have worked together to conquer scarcity. Putting illustrious technology and prowess to work, the citizens of the Collective have built up habitable worlds and created self-sustaining systems on a galactic scale. Food, water, shelter, power, entertainment, connectivity and all else is readily available to those under the Collective’s umbrella.
Each citizen of the Collective is implanted with neural nanotechnology, enabling connectivity to the Collective’s Neural Supernetwork, which allows for quick and easy exchange of data and information between peers. This technology forms the basis for Collective society, as it allows each individual to upload and download knowledge as they need, as well as allow for a decentralized government in the form of a pure, direct democracy (though sometimes Ministers are appointed by the Citizenry in the case of disputes). Crime is also regulated through this technology; though the Collective’s laws are few in number, and serve only to protect others from harm or wrongdoing, the laws are enforced directly. Though simply thinking about committing a crime does not constitute a criminal charge, seriously considering or taking action to commit a crime do result in warnings and criminal charges, though charges often result in Merit reductions or, in the worst case, rehabilitation.
Merit is the Collective’s system of currency, or lack thereof. In the Collective’s world of post-scarcity, there is no need to pay for belongings, food, water, shelter, et cetera. Those can all be provided for the Collective Citizen in any justifiable number as long as said citizen has a requisite level of Merit (a base level is provided to each Citizen so that they are able to live rather comfortably). Merit is gained through acts which benefit Collective society, from doing good deeds that help other Citizens, to baking muffins for public consumption, to creating a statue for public display, to saving the lives of those caught in a building fire. Merit is not lost through obtaining goods, and is therefore not a currency. Gaining Merit only results in being able to access a higher standard and quality of non-essential goods. Merit is only lost through criminal actions.
In addition to the Neural Supernetwork (the Neuranet), nanotechnology makes itself apparent in almost all corners of Collective life, from carpet-cleaning to printing parts for starships. The Collective also makes use of benevolent AI that assist them in daily life in numerous scopes of work, home life or otherwise, in exchange for technological freedom. This symbiotic relationship is upheld, and so the Collective continues to prosper.
As the cherry on top, the Collective practices genetic modification. Through gene editing, the Collective Citizenry is free of disease, are adaptable to a wide range of climates, pressures and atmospheres, and have ‘cured’ aging - the Citizens of the Collective do not age past their early adulthood, and thus live forever, unless killed by other means.
The Vanguard
The Vanguard makes up the Collective’s police, military, and specialists. It is divided into several branches:
Peacekeepers - Main public police force of the Collective.
Tacticians - High-ranking Officers within the military that supply strategic knowledge.
Combatants - Main fighting forces of the Vanguard. Soldiers, Warlocks, Warriors.
Air Combatants - The Air-Force division of the Combatants.
Sea Combatants - The Naval equivalent of the Combatants.
Sentinels - Central Espionage Division of the Vanguard. Infiltrators, Assassins, Spies.
Lifekeepers - Doctors, Surgeons, Medical Officers and Search and Rescue Teams make up the Lifekeepers.
Practitioners - Similar to Advisors, but continually practice in their individual fields within the Vanguard as military personnel.
Advisors - Non-military personnel that bring auxiliary expertise to the Vanguard; Medical, Physical, Chemical, Engineering, et cetera.
Consulars - Citizenry-appointed regulators that assure the input of the Citizenry is made clear to the Vanguard, specifically the Tacticians and Advisors.
Star Guardians - The space forces of the Vanguard. Starship pilots and Combatants trained specifically for space combat. Were originally more like a Coast-Guard-type organization - they have now been militarized after the threat of the Colossus arose.
The Exile Worlds
(Not Currently Playable.)
Not all remain satisfied with the Collective. When one wishes to leave, their neural implants are deactivated and they have a choice of where to go. The exile worlds are a plethora of planets still within Collective space but not controlled by the Collective. They have free reign, and are politically diverse, though they do not have the resources of the Collective. Collective Citizens who wish to leave may choose whichever exile world they want to start anew on. Those wishing to leave the exile worlds and join (or re-join) the Collective are only accepted under a specific set of circumstances.
The Tyche Concord
The Tyche Concord is an alliance of exile worlds that are partnered with the Collective instead of being separated from them. The Concord regulates trade between the two powers; the Collective gains access to resources only produced by members of the Concord, and in return the Concord gains access to Collective space and technology. The Tyche Concord is based, obviously, from Tyche, in the Solomon system, one orbital out from Hyperion.
The Colossus
(Not Currently Playable.)
The Colossus seems to have come from nowhere and everywhere at once. It is a mysterious army, using a mix of old Collective materiel, stolen new technology, and unknown alien ships. Striking out from the interstellar space between Collective systems, they strong-arm and overwhelm the Vanguard military presence and conquer systems, cutting them off from the rest of the Collective. Their motives are unknown.
* * *
Creatures, Flora & Fauna
None yet, feel free to create your own.
* * *
Spacecraft & Vehicles
Civilian Vehicles
Skybus A hovering vehicle designed to transport Collective citizens wherever they wish to go. They are fully autonomous and self-driving, and use antigrav technology to fly in designated sky-lanes to free up ground traffic for pedestrians. Skybuses come in a variety of sizes and styles, from two-seaters to large carriers for dozens of people, and from economical, bulky designs to sleek, whatever a citizens needs or wants at any given time. Skybuses or other hovering vehicles are not able to be owned by Collective citizens and are strictly for public use.
Hovercars, wheeled vehicles and other transport vehicles The Tyche Concord has access to several different forms of transportation, engineered by different alien races. Hovering vehicles are rarer in the Tyche Concord, though some do exist on the wealthier worlds like Tyche and Earth.
Military Vehicles
Air
Vanguard Private Manufacturing (VPM) Atmospheric Strike Fighter #74 (ASF74) A fast, heavily armed strike fighter used by the Vanguard. Carries plasma guns, propellant-based projectile guns, and micronized missile launchers, as well as flares.
Sea
None yet.
Land
Tambin Armory (TAARM) Heavy Siege Craft Model 56 (HSC56) A towering tank-like vehicle boasting a compliment of serious armament, including a heavy railgun, surface-to-air missiles, artillery cannons and point-defense guns.
VPM Hovering Armored Strike Tank #32 (HAST32) The Vanguard's light battle tank of choice. THis hovering vehicle can zip around fairly fast and carries a powerful main gun as well as antipersonnel lasers.
Oskana Metalwork Industries (OMI) Designation 86 Tactical Scout Vehicle (D86 TSV) A six-wheeled scout vehicle used to make like probing pushes into enemy territory before quickly retreating. Armed with an anti-air cannon as well as two side-gunner positions with antipersonnel guns.
VPM Light Scout Vehicle #26 (LSV26) A two person hovering scout car. It is as quick as it is small and relatively unarmored. It does not possess any weaponry.
Ship Appearance: The Epsilon-Class most closely resembled a finless shark. Its sleek exterior is dotted by docking bays for shuttles and dropships, as well as weapons emplacements and reaction control thrusters. It has four main engines - two in front and two in back - which utilize matter-antimatter annihilation to produce thrust. Similar to the engine placements, four super-heavy laser emplacements on either end are used as primary weapons, and can easily cut smaller ships to pieces.
Other: The Epsilon-Class is the primary battleship of the Vanguard Star Guardians. It has run many a mission and has seen plenty of use in both offensive and defensive combat scenarios.
Feel free to create your own using the skeleton below. No starfighters, however. They don't exist in this universe.
Ship Skeleton
Ship Manufacturer: (Who made the ship?)
Ship Designation: (What is the ship's name?)
Ship Class: (What kind of ship is it? Frigate, cruiser, freighter...)
Ship Size: (How big is the ship in meters/kilometres?)
Ship Crew/Personnel: (How many people, aliens, AI, etc. crew the ship?)
Ship Cargo Capacity: [optional] (How much cargo can the ship transport?)
Ship Armament: (What kind of weapons does the ship have? Plasma cannons, lasers, missiles...)
Ship Technologies: (What kind of extra gadgets is your ship packing?)
Ship Appearance: (What's it look like?)
Other: (Anything else of note.)
* * *
Technology
Antigravity
The Collective has mastered the manipulation of gravity through Dark Energy, and so has become able to create localized gravity fields wherever the need arises. This technology is usually used in starships, in drones and in hovering vehicles.
Robotics, Drones & AI
Drones, robots and AI are widespread in the Collective. Unmanned drones assist the Vanguard in every theatre of combat - from platoons of AI-controlled robots on the ground to drone ships in space. Additionally, AI and robots assist their flesh-and-blood counterparts in all aspects of life. Many citizens of the collective employ use of drones to aid them in daily tasks - cleaning the furniture, carrying boxes or luggage, et cetera. AI are often seen in more official positions, siphoning through and compiling data in return for free will. Drones and robots take many forms, but realistic androids or robotic forms resembling a certain alien race are not often one of them. Many use antigravity technology to get around.
The Tyche Concord and Exile worlds also sees use of robotics, though at a more primitive level. The Collective does not usually trade in robotics, so those in the Concord are left to engineer their own. Some AI are also present in the Tyche Concord.
Cybernetics
Cybernetics come in a plethora of uses, styles and enhancements, though they are few and far between in the common Collective Citizenry. Only the Vanguard see extensive use of Cybernetics, as standard Collective neural implants can do almost anything any extraneous cybernetics can do.
Nanotechnology
Nanotechnology is everywhere in the Collective. Nanotechnology is used to print parts in factories, to assist in cleaning and sanitation, et cetera. It also has applications in medicine and treating whatever disease may arise.
A common use of nanotechnology is though SuperForm - a nanometal that can change its shape and density to whatever is required of it. It is used in armor plating, spacesuit repair functions, utility knives, multitools, and more.
Neuranet Technology
The Collective Citizenry's neural implants are multitools themselves. They allow for augmented reality without any ocular cybernetics, instant translation of alien languages, wordless and wireless communication with anyone anywhere in Collective space (through use of Nexuses) as well as data exchange with peers, such as knowledge, skills, and memories. Think of it like a hyper-advanced smartphone, but in your head.
Neural implants connect to routers placed anywhere and everywhere the Collective occupies in order to ensure constant connectivity to the neuranet. The routers then connect to large Nexuses, which use wormhole technology to link to other Nexuses in other systems. Nexuses, like routers, are placed anywhere and everywhere (even on starships).
Collective starships use antimatter to power their engines, with metallic hydrogen as backup. Metallic hydrogen is used in Collective spacecraft reaction control thrusters.
XC-Drives are starship FTL drives that work on the Alcubierre warp principle - spacetime in front of the ship is compacted and spacetime behind the ship is expanded, creating a warp bubble travelling at thousands of times the speed of light, within which the starship rests. XC-Drives are used for in-system travel and to travel to frontier colonies.
Bridges
To travel from system to system, the collective use Bridges (wormholes, basically) stationed at specific orbits within systems. Linked together, the systems and the bridges within them form a sort of interstellar highway.
Handheld Devices
GENERATIONAL Series 9 SuperForm Reforming Multipurpose Tools (MPTs) (SuperForm Swiss Army Knives. Come in a variety of sizes.)
Leitgester Technology Solutions Byt54 Chemical Data Storage Stick (CDS) (DNA-based information storage.)
Incarrasi SmarTech Data Storage Disc (Small crystal disc about the size of a quarter.)
Incarrasi SmarTech Storage Disc Reader/Writer (Linkable to Neural Implants.)
Military Equipment
GENERATIONAL Series 8 Carbon Steel Utility Knife (Just a good ol' knife.)
Vanguard Private Manufacturing SG54 Smart Grenade (Can be set to 'Frag' or 'Smoke')
Vanguard Private Manufacturing New Standard Stun Grenade (An effective flashbang.)
Vanguard Private Manufacturing New Standard Explosive Filament Tape with Folding Applicator & Detonator (Explosive tape with a compact applicator. Good for breaching.)
Vanguard Private Manufacturing Shaped Remote High Explosive Charge (HEX Charge) (Great for destroying walls.)
Vanguard Private Manufacturing New Standard Infiltration & Controller Module (ICM) (With a SuperForm connector, allows one to hack into virtually anything.)
Vanguard Private Manufacturing Model 153 Compact Airborne Reconnaissance Drone (CARD) (Toss it skyward, watch it fly, let it work for you. About the size and shape of a hamburger patty.)
Taurus Engineering Series 54 Rapid Grapple/Rappel System (Grapple Gun) (Self explanatory.)
Weaponry
Ian V. Xavier (IVX) Firearms Class 2 Model 9 Charged Particle Assault Rifle (C2M9 CPAR) (The standard plasma rifle of the Vanguard Combatants.) (Image Link)
Vanguard Private Manufacturing (VPM) Mk. III Special Applications Sidearm/Laser (MK3 SAS) (Sleek laser pistol. Favoured amongst Sentinel Operators.)
Kasper New Series (KNS) Type-21 Magnetic-Accelerated-Projectile Designated Marksman Rifle (T21 DMR) (Whisper-quiet, as with all magnetic-driven weapons.)
BRUMADÉ Model 47 Propellant-Driven-Projectile Assault & Multipurpose Shotgun (M47 AMS) (Semi-automatic shotgun. All propellant-driven projectiles are caseless and are essentially rocket-bullets.)
All currently available locations will appear here.
Solomon System
Abarimon
A "hot Jupiter," resting in a close orbit to Solomon, it is used only as a gas mine.
Vāyu
Abarimon's sole satellite. Its sandy, inhospitable surface is baked by Solomon. Only underground refineries and mines provide shelter.
Jinn Belt
An asteroid belt where millions live in small colonies.
Ansfront.
Karkinos
An arid, rocky world where terraforming operations are underway. The main settlement is Ansfront.
Attis
The rocky, airless mining moon of Karkinos.
In orbit above Maylie.
Maylie
A large waterworld that serves as a major residential planet in Solomon, next to Hyperion. Numerous sunken cities and agricultural depots dot Maylie. Its capital city is Yolvien.
Thalia
The larger of Maylie's two moons. It serves as both a mining base and an agricultural centre.
Ceraon
Rocky and airless like Thalia, mines and military centres are present on Ceraon.
Hyperion's Capital, Ipsum.
Hyperion
The heart of the Collective. This beautiful terrestrial world is populated by over six billion. Huge megacities dot the landscape, with the Vanguard's military centre - Hyperion Base - resting in a crater in the north. The capital city is Ipsum.
A settlement on Tyche.
Tyche
The namesake of the Tyche Concord. It is a colder and starker terrestrial world than Hyperion, but still beautiful and habitable. From the capital city of Agathos, trade between the worlds of the Tyche Concord and the Collective prospers.
Argus
The second of Solomon's gas giants. Aside from numerous gas mines, several floating cities reside in Argus' upper atmosphere, including its capital, Noll City.
A view of Ahab's surface.
Ahab
A dense, watery moon, exploited only for its abundance of liquid water and for agricultural purposes.
In Rivendell's outlands.
Rivendell
A warm, swampy but illustrious moon of Argus, currently being colonized by the Collective after extensive terraforming efforts. Most of its residents are settled in Elrond City.
Illuyanka
With a dense atmosphere of carbon dioxide and soot, this volcanic moon is only exploited for its rare metals.
Jíufeng
Solomon's outermost gas giant. Much like Argus, it is dotted by gas mines and floating cities. Its capital is Galari Horizon.
Dökkálfar
A rocky and intimidating moon dotted with gleaming crystal towers. Brave colonists have flocked here to witness its twisted beauty.
Rhapso
A small rocky, airless moon dotted with mines.
Nessus
Similar to Rhapso, Nessus is also primarily mined.
Lomar
Rocky canyons of beautiful colors stretch across the surface of this otherwise uninhabitable moon. Mines and a military base are present here.
Euporie
Solomon's richest planet in terms of raw metallic resources. Colonist-workers have also set up a settlement here, named Tir's Reach.
An old fortress on Ino.
Ino
A cold, icy, mountainous world where massive refineries process material from all over Solomon.
Maalik
Solomon's resident factory world. Everything from simple toys to starship parts are built here. Otherwise, Maalik is dark, rocky, and airless.
* * *
Miscellaneous
Corporations, Organizations & Manufacturers
BRUMADÉ (Tyche-Based Firearms Manufacturer)
GENERATIONAL (Collective-Based Manufacturer of Bladed Tools & Weapons)
Ian V. Xavier Firearms (Collective-Based Firearms Manufacturer)
Incarrasi (Collective-Based Manufacturer of Consumer Electronics)
Kasper New Series (Collective-Based Firearms Manufacturer)
Krueller-10 Weapon Systems (Collective-Based Firearms Manufacturer)
Leitgester Technology Solutions (Collective-Based Manufacturer of Consumer Electronics)
Oskana Metalwork Industries (Collective-Based Manufacturer of Military Vehicles)
Tambin Armory (Collective-Based Manufacturer of Military Vehicles)
Taurus Engineering (Collective-Based Manufacturer of Military Equipment)
Titanium Craftworks (Collective-Based Manufacturer of Starships)
Vanguard Private Manufacturing (Manufacturing Arms & Armor Specifically for the Vanguard)
Planet Classes
Class A - Agricultural Center
Class C - Colony
Class F - Factory World
Class GM - Gas Mine
Class M - Military Base
Class N - Nature Preserve
Class P - Protected Sentience
Class R - Residential Center
Class RF - Refinery
Class RS - Resource Gathering
Class T - Terraforming
* * *
Rules
1. No Godmodding, metagaming, powergaming, et cetera. Exercise basic common sense and be courteous to your fellow players, please.
2. Please don't try to make one alien race have sex with a different alien race. And on top of that let's keep it PG-13 in terms of romance, okay?
3. Please RP only in the locations that are available and readily apparent; only as the races listed (the list will expand later); and only in the factions available (again, the list will expand later).
4. If you have trouble understanding something or otherwise need direction, please indicate so and I will offer assistance and/or direction.
5. Always consult the Data Files section first if you need to know something.
6. Original art preferred.
7. Player feedback, art, and expansions to the lore and Data Files section are always welcome. Just be sure to check in with me first.
8. Adherence to a measure of realism is recommended.
9. Please denote where exactly your character is at the beginning of each post. A simple System-Planet-Location breakdown is generally the best way to go.
10. Try to have some fun.
* * *
Character Sheet
Name: (Get as creative as you like)
Species: (Please select only one of the species listed in the Data Files)
Age: (Remember, Collective Citizens (and former ones too) live forever, so some could be very old. Just a note: Humans cannot be older than around 800.)
Sex: (Up to you.)
Appearance: (Also up to you, but remember the limits of your species.)
History: (Keep it brief.)
Personality: (What makes your character interesting?)
Allegiance: (Please select only one of the playable factions from the Data Files section.)
Personal Effects: (What belongings do you keep on your person?)
This section is here to notify players of any changes to the post, updates to the Data Files, or anything else need-to-know. That said, that is all and thanks for reading.
Footnotes
1. The circled numbers indicate the number of low-orbit orbital rings around the planet.
General Notes
Mecha, (Manned) Starfighters, androids that look like humans or an alien race, force-field-type shields, and invisibility-based stealth devices don't exist in this universe.
Atmospheric fighter pilots and Combatants work in drone groups. The squad leader(s) lead(s) a squadron of unmanned drones.
Updates
[Update 11-07-17 17:53 ET] Expanded Data Files - Technology & added spacecraft skeleton to Data Files - Spacecraft & Vehicles. [Update 11-07-17 20:40 ET] Expanded Data Files - Spacecraft & Vehicles, updated spacecraft skeleton, Expanded Data Files - Miscellaneous, added to General Notes. [Update 11-08-17 23:53 ET] Added two images to Data Files - Technology - Weaponry. [Update 11-14-17 21:30 ET] Made Zeroth OOC Post look sexier.
Interested.. I have a character I've been wanting to use, but I'll have to do a bit of tweaking with the backstory or whatever. I can easily adhere to the CS provided so it shouldn't be too much of a problem. Let me know..
@Perpenheimer, Cool. I will probably work on her some tomorrow. I have to go and get everyone even on my own Rp tonight. I'll do some more reading on the data files and start building her asap though.
Name: Anthony 'Tony' Drauger, known as the 'Steel Drake' by some.
Species: Human
Age: 150
Sex: Male
Appearance:
Sorry about the anime, but it was the best one I could find for my character.
Tony is 6'4" and is usually wearing a close-fitting black t-shirt with blue jeans and black combat boots. He almost always has a medium sized black duffelbag with him at all times.
History: Tony, the Steel Drake, is a former criminal. Well, he was until he stopped being a citizen of the collective, which was roughly a hundred years ago. Since then, he has had the neurotech removed from his head, and Tony has gotten cybernetic eyes and a new arm. He now works as something of a mercenary or gun-for-hire. However, Tony often does shipping jobs for the Tyche Concord.
Personality: Tony has a guarded personality. He does not open up to others very easily and would rather spend his years tinkering away at his machines. His overly logical mind makes him nigh-on the perfect criminal while also destroying any attempts to understand him on an emotional level, which has led to a string of broken hearts.
Allegiance: Tyche Concord?
Personal Effects:
Eyes:
Arm:
Cybernetic Circuitry:
Other:
I think this is alright. Is there anything else I should add?
@Drakey I think everything should be alright, save the mech. I'm trying to not have mecha in this universe, and I'll be expanding the Data Files soon to reflect that.
Awesome, thanks for letting me know! Are androids like Mandrin acceptable?
Also, I changed my CS to reflect that Mechs are not a thing.
EDIT: I was thinking of making Tony into a criminal who gets caught up with some of the Vanguard and eventually joins them and becomes a citizen of the collective once more. How does that sound?
@DrakeyIf they're controlled by AI, yes. Otherwise, robots and droids are just drones.
Edit: It would be difficult to rejoin the Collective due to his criminal past... If his history reflected that he'd gone though a lengthy process of vetting and rehabilitation you could make it work.
Well Collective rehabilitation is more of a 'therapy sessions' kinda deal. A Tyche freelancer working with the Vanguard is a-ok, but in terms of rejoining the Collective? It'd be very difficult.
Artillery and munitions handling Hand to hand, CQC Marksmanship skills training Basic field medic training Flight training Espionage Interrogation Advanced tactics training HUD module operations and systems management
Margaret Gunn is was orphaned at an early age. She was born and raised in Ipsum, on Hyperion, and most of her childhood was spent in an orphanage. This orphanage had quite an extensive file on Margaret.. Her wards in this particular priory described her as "a hard case, with little hope of ever gaining any normality in life" and as "a loner". Her behavior during her early years was antisocial and stand offish, and was entirely pragmatic. Shortly after she became violent and malicious towards others, staff and ward alike. She caused great mental and emotional strain, as well as bodily harm to the other girls and several of her wards. It was apparent to them that she was a bad seed, and there was nothing that was going to change that. She became highly manipulative and intimidated everyone. Sister Agnes Mary was quoted as saying that "her very presence in the room could send shivers down your neck" and also that "it would be in your best interests to avoid making eye contact"
It wasn't long before the priory had made the decision that her behavior could not, and would not be tolerated any longer. Just shy of turning sixteen, the sisters turned her over to the military. A recruiter from the Vanguard named Sgt. D. C. Beckett came to the priory and her care was left in his hands. It wasn't long before she landed a position in a general infantry platoon, where she seemed to excel. It was even noted that she was a model grunt. She breezed through training and she gained rank in great stride. Her behavior on base was not exactly of merit, and she was cited numerous infractions. These infractions were looked over by her performance in the field. She had been in the military for 14 years before her induction into the 101st and was dubbed a "lifer" from that point on. Soldiers like Maggie weren't cut out for retirement. Shortly after she joined the 101st she went on to more pertinent training such as advanced tactics training, as well as interrogation training and the art of espionage, which later became her field of expertise.
Her individuality however was hardly embraced by the ranks of the infantry, and she had grown out of her place there. She excelled in every aspect since her enlistment. She lives for the mission, and her brothers on the field. As her training continued she began to flourish into a regular war machine. She was soon assigned to an elite group, known in the Vanguard as "The Birds of Prey", who specialized in missions that were clandestine nature, assassinations, extractions, and various other dicey mission objectives. She was soon named "The Raven" by her colleagues, due to her macabre nature on the battlefield. She is an exceptional soldier, elite in all aspects, though her methods are sometimes questionable and have been described on several occasions as being extreme.
She has also been known to suffer from a condition known to soldiers as being blood drunk. It is commonly described as a state of rage where she fades in and out of consciousness and mutters to herself incoherently during battle. She also believes in the mythological Valkyrie, and to see her in action, one might wonder whether or not she is right. Some say she is a clairvoyant, and can see moments into the near future, but that is only speculation which she thoroughly denies. Aside from her "issues", she is a top notch soldier, and elite in all aspects of combat. She works best alone, or in small units or squads, and isn't known to be incapable of completing any task given. She is perhaps most affective in the field of interrogation as well as espionage. Again, her methods are not exactly common, but are highly effective.
Retinal HUD module capable of infrared display, NV display, X-ray display, Vital sign display, and a 1.5X zoom option with the capability to record. Precursor to the Neuranet system. A hardware that was a stepping stone for the Neuranet system, implanted directly in the cerebral cortex. A much older, and outdated system compared to the Neuranet, but adequately compatible.
•"Whisper" telecomm module, located next to vocal chords, inner ear receivers, low decibel recognition communications, heartbeat/pulse detection, and record capabilities.
•Data jack behind left ear.
•"Reflexx" systems enhanced tension tendon replacements to forearms, calves, and ankles, affording a 15% boost to speed and agility, as well as a 20% boost to normal reflex times. These poly-carbon replacements are both extremely durable and flexible, and all "Reflexx" replacements are adjustable by a hex key bolt located at the elbows, wrists, hips, knees, and ankles.
Note: "Whisper" module and retinal HUD are linked together. Heartbeat/pulse detection shows location on HUD, X-ray display mode shows all vital organs, bones, as well as inorganic materials on all targets within scan range.
Armor: Minimal Pa-1 Scout armor
•Primary- ACS Specops carbine, or SN-1L machine pistol, depending on mission type.
•Secondary- Dual MKII Bullhammer pistols with enhanced recoil suppression
•Barrier Stave
•Electron grenades
•5 inch fixed blade carbon tactical knife, undetectable by metal detectors, scanners.
Med Kit / Tool Kit:
•Biogel
•Adrenal pens
•Chloroform
•Truth serum, unknown in chemical makeup
•Hex key for "Reflexx" systems enhanced tendon replacement adjustment
•Multi-tool for use with ACS SpecOps carbine, SN-1L machine pistol, and MKII Bullhammer pistols
Emotionally Detached, Margaret has been found as being cold and unpredictable. She shows signs of delusion, and also suffers from Manic Bipolar disorder with extreme mood differentiation. She is highly manipulative, and is considered to be very intelligent, thus making her a threat to others. She has no concept of remorse for her actions, nor shows any signs of sympathy.