@Aqua Regis - Orion [ Enki Rigel ] - Orion is a charming Ki bounty hunter who races from his past @EnterTheHero - Therion Rayse [ Firebrand ] - Therion is a Shuran mercenary who burns with regret @Dark Light - Ohl’en [ VasSeer, Digger ] - Ohl’en is a dedicated Vaskian relic hunter who sees beyond @This Girlie - Maddy [ LoveBot, Fuzzer ] - Maddy is a brave Neoco Tabi Recon Operative who interfaces with machines @Faerrin - Nidia Ciosa [ Deviant ] - Nidia is an impish Sirpetes bounty hunter with an acidic smile @Dead Cruiser - Ryo [ Auvam Ryongi-ten-Mathengi ] - "Ryo" is a wandering Yisu warrior-monk, in search of his missing rival: his brother @Drache - Durzi [ Durzagenevorscalivarix, the Astral Wyrm ] - "Durzi" is a sawbones Drakothar exobiologist who practices medicine with magic @Versa - Coh il Milad [ White Noise ] - "Coh" is a Vaskian information broker who hates socializing
✩ The Story So Far ✩
Verse I - So many moons away
The Hook
The disappearance of Theurge's Nexus was one of the greatest mysteries of the last few decades. It became the cornerstone of ghost stories among spacers for years to come. No one has ever encountered the Eminent and lived to tell the tale, until now.
Even traveling at light speed the Halcyon's SOS message took more than 30 years to reach Istio. Being one of the few systems in the frontier with the tech needed to relay broadcasts through the leylines, the news of the Halcyon has spread like wildfire through all the nearby systems and beyond.
It's been one week since the Halcyon's broadcast was received, and the firestorm of gossip rages on. Many new faces have drifted into the system for one reason or another. Istio's backwater planets are deep in the Imperial frontier and comfortably far from Naval patrols. It's always been the place to go to escape your troubles, but that's now changing.
Once the news hit the leylines, every citadel in Talim could trace the rumors back to Istio. No one knows what will happen next, and it's set many residents on edge.
Whether your character just arrived seeking the latest news, has been here for while enjoying the lively debates, or is planning an inconspicuous escape, your character will start in Istio.
✩ Notable Locations ✩
The Istio System
Odyssey Station
A Nexus may be an intersection of leylines, but Odyssey Station is an intersection of everything else. It's the most densely populated space station in the entire system with more than half a million residents, making it larger than some lunar colonies. Culture, commerce, cuisine, Odyssey station has it all. It is the stomping ground of many residents within the Istio system, not for it's size, but simple because it's the place to be. Numerous factions and syndicates have laid claim to parts of the station over the years, and these groups have took on the responsibility of policing themselves for the most part.
Among all the Talim Empire, the Odyssey is unique in that the maintenance of the entire station is managed by a single Nano. O'ona, has many long-time residents call it, is a slang term that derives from the Vaskian translation of 'Empress'. It often manifests as a floating mote of light which hums whatever popular song is playing on the markets at the time. From air purifiers to force field generators to power conduits, O'ona has melded with every piece of technology inside the station, ancient or not, and controls all of them.
Violence and crime does happen, but they aren't rampant. Any significant damage to the station O'ona treats as an attack, and more than a few thoughtless idiots have been unceremoniously ejected into space, devoured by the nanite swarms that normally recycle waste, or in one bizarre case exploded. If there is a fight among the locals, its usually settled 'outside' the station.
The civilizations that exist now have been around for tens of thousands of years, but they are just small footnotes in the galactic history. The real Goliaths have already come and gone. The galaxy is quite old, and though the Talim Empire is the first in its era to claim an entire sector, it isn't the first galaxy-spanning civilization.
No one knows what the first civilization even was like, but their ancient presence litters the galaxy. In fact, the Talim Empire owes much of its progress to alien artifacts found on their home world, which improved their technology by leaps and bounds. The best dating techniques the Talim have indicate many of these artifacts are millions of years old. A notable few are even older, estimated to have been made over billion years ago.
Their continued search for more of these artifacts led them to the discovery of the first star drive, and the Galactic Leylines which power them. Often referred to as 'the veins of the galaxy', the leylines are streams of phantom energy that circulate across the galaxy. Star drives harness the exotic energy of the leylines to travel faster than light. No one really understands how exactly they work, but a handful of clever engineers quickly put the discovery to good use. The Galactic Leylines are now used as an FTL highway, and there are no other known methods of crossing vast stellar distances without them.
Despite the difficulty in finding them, ancient technology and alien ruins are quite common. Many star-faring societies, even outside the Talim Empire, were built on the bones of a previous one. The trash of one civilization became the treasure of another.
Despite alien junk being quite common, it's rare to find one in good working condition, and rarer still to find someone who can repair it. Many of these lesser artifacts, also known as a Cyphers, circulate the trading stations. Cyphers can be anything: a crystal wire, a ball of condensed sound, a metal slate covered in odd symbols, a silver disc with a button on it. Cyphers can create a wide variety of effects, but often break or become inert after 1 or 2 uses.
Small Omens
Nanos are perhaps more of a mystery than star drives. Often manifesting as small creatures made of hardened light, these fairy-like beings tend to appear wherever an powerful artifact or leyline nexus is found. Unsurprisingly, many see them as a sign of good fortune and luck in many space-faring societies.
However, they possess abilities which are barely understood by even the most dedicated researchers. Nanos can meld into ancient technology like electric ghosts, and control them freely. Also like ghosts, Nanos exist in whatever dimensions or number of dimensions they choose, and can change how they manifest on a whim. Despite repeated attempts, they cannot be captured, bound, or destroyed. They just come and go as they please.
Most Nanos do not speak, or even acknowledge the existence of most creatures. The ones that do, spout glitchy gibberish not even the best translator A.I. can comprehend. There are rumors that being near a leyline nexus makes them easier to understand, but no such research has ever been made public.
Life in the Empire
The Talim Empire has its flaws and detractors, but for the most part the royal family is content to let the many worlds under its dominion maintain whatever beliefs and practices they want. As long as they pay taxes and don't participate in rebellions, the Talim don't seem to care.
The reality is that despite their claims they don't have the resources to police every world or system. The Talim Royal Navy mainly polices the trade stations and leyline gates. In particular, the Navy operates a citadel-style battle station adjacent to every leyline nexus in Talim Space. The Royal Navy does not take kindly to insurrection or smuggling, and they police traffic near any nexus with impunity. Several well-known attacks have tried and failed to take down the citadels, and their infamy has even coined the phrase 'bombing the citadel', which generally means some idiot is pursuing a lost cause and will probably get himself killed.
In frontier space, life is very different. The long arm of Talim Imperial Law can't stretch the vastness of space, so the outer worlds, far from the loyal colonies, play by their own rules. Many systems are too remote to even collect taxes from. Governance and cultures vary wildly the farther one travels from the leylines.
The Istio system, in particular, is a known stomping ground of many exiles, navy deserters, refugees, smugglers, traders, pirates, and adventurers. Every station and colony in the Istio system is a melting pot of different cultures and alien species, and each one is starkly different from the next.
One might think this chaotic experiment in alien cohabitation would fail miserably, but it didn't. Istio thrives. In fact, it is the most prosperous trading outpost outside of the inner worlds (mostly off the books of course).
Sun Eaters
"This is Marzia Satauros captain of the Halcyon, a frigate of the Talim Imperial Navy.
If you're receiving this message, then we're already dead.
What it's important now is that you listen and spread the word.
We rode the leyline to the Theurge's Nexus to trade food and supplies, but when we arrived there was nothing. The station was gone. The planets were gone. Even Theurge's Eye, a red giant, one of the few left in the sector, was gone. We only found bits of debris floating around in the void.
At first we thought it was fluke. We thought the star charts were wrong at first, but they weren't. My navigator was able to analyze and update our charts. But... our high-energy scans attracted... them.
The Eminent.
My navigator thinks they've been mining nearby systems for at least the past decade, but no one noticed them until they came to harvest Theurge's Eye. The debris field we found earlier was what remained of the trading stations in orbit around the Eye. The best data we have suggests they've been targeting resource-rich systems and plundering them to the last atom, which means the Talim Sector is in danger.
The Eminent are real, and they are coming."
--The last transmission of the Halcyon
Echoes from the Void
"In the worlds of Talim Empire, Theurge's Nexus could be seen easily in the night sky. The nebula with its colorful palette of gold and blue stood out among the stars. Theurge's Eye was at its center, a red gem studding the starry canvas. It's been gone for thirty years now. It disappeared over the course of ten days, slowly fading into the pale white backdrop of more distant stars.
The Eminent were only rumors when I was a young boy, the kind of thing the old veteran merchants and traders told stories about after one too many shots of Istian Firebrew. We weren't blind. We all knew the legends. We all saw the stars fading... We just didn't want to believe it. Sun eaters? It sounded impossible.
The SOS message from the Halcyon was received by every station and scrap hauler from the Eos nexus to Istio.
Learning the true fate of the Halcyon and Theurge's Nexus made the nightmares real."
--Edel Thane, Comms Engineer aboard the Ymeria
✩ Getting Started ✩
Describe your character in one line~!
Digging through hundreds or thousands of lines of text, when I just need a quick reference is really frustrating sometimes. I have a limited amount of time to work on the RP, so streamlining things helps a lot.
So... in additional to the normal, long form character sheet, I challenge you guys to write a one-liner! Haha! xD
Don't panic though! I got tips for ya <3
Here's how it should look
Name is a(n) adjectivespeciesprofession who focus
Examples: Vosk is a brawny Killorian fighter pilot who howls at the moon Mei Fang is a brave Talim swordswoman who wields phantom blades Skreed is a witty Tusker rogue who cuts with words Xit'hachek is a strange Orvon mystic who listens to the void L'Arachel is a short-tempered Myrrian scholar who steps through time Thyrboss is a lucky Ulimari crafter who talks to machines
Adjective - This can be anything really, but must represent your character's most obvious, and/or strongest attribute. It represents the first thing that comes to mind when someone else hears your character's name.
Species - Super simple! What species are you? Are you a human? Or a sentient plant monster? Vote on your phones now! Oh, and... Every last one of the alien species mentioned I made up on the spot, so there is no lore for them. You're welcome to make your own though! ;)
Profession - Pretty straight forward here. Pick a skilled profession and put it here.
Focus - This should be the one thing that makes your character stand out in this wild alien society. It should be a brief phrase that describes what your character does best. They could be good at other things, and they may not be as skilled or talented as someone else. Still, this is what you're character is best at.
Alternatively, it could also be purely thematic. Someone who 'howls at the moon' could be a space werewolf, or follow a strange moon-worshiping cult. Both work.
Remember! It doesn't have to be perfect, it just needs to fit the character.
Character Sheet Breakdown
Name:
Aliases: (if any)
Species: You can play any crazy species you want as long as you can meet a few vague criteria: 1) The species can communicate effectively with the other characters. 2) Their language/culture/personal beliefs does not prevent them from allying with other characters in-game. It's expected that you guys will be teaming up. 3) The species has a way to fit into normal sized ships & vessels 4) The species has a way to physically interact with their surroundings (sentient gas clouds can only go so far!)
Homeworld: You can make up your own world, use someone else's, one I've mentioned, or a random one. If none of that really suits you, just put 'Spacer' to indicate you were born and raised in the void. ;) Age: Tell me what age group your character belongs in for their particular species! Pick one of the following categories: * Juvenile * Adult * Middle-aged * Old * Very Old * Ancient
For humanoid species, I'm allowing juveniles (i.e. underaged) characters because this isn't smut, and it makes sense for the genre. However, I don't need to tell you what the forum rules are, so please do me a favor exercise good judgement. If it seems questionable, you probably shouldn't do it, okay? (e.g. no romancing lolis, etc).
You can add numbers of years if you want to, but I don't require them.
Gender: OPTIONAL Some species don't have genders, y'know? Jot it down, if it makes sense for your character to have one.
Appearance: In keeping with the original music video, I'd prefer anime-esque art or digital art if you use images from the web. Aside from that... pictures, written descriptions, whatever. I like 'em all. Go nuts.
Personality: Put the usual here. You know what to do~
Background: You can write a couple of brief paragraphs, or you can write a life story, if that's your jam. Both are fine. However, I need everyone to at least answer these questions: * How did you end up in the Istio system? * How did you character earn the focus they have? (a.k.a. why does your short-form description make sense?)
If you get stuck, need more context, or just have a few questions... join the discord! I'll help you figure it out, and I'm sure others would probably be happy to help as well.
Talents Pick three.
'Talents' can be can be skills your character has worked hard to master (crafting, larceny, stealth, piloting gunfighting, close combat), a strange ability, a special trait unique to your species, influence or renown with a specific group, or something else entirely. In any case, these should represent the cool things your character can do. You get bonus points, if your focus in the one-line description hints at them (not a requirement though).
They are NOT a license to make up cheatsy-doodle abilities that break the game, however~ You've been warned!
Protips:
At least one talent should be kind of useful for badass space adventures. ;3
At least one talent should relate to the focus/theme in your one-liner
Not being talented in something doesn't mean you suck at it. You're average at doing things by default.
Cyphers: Leave this blank for now.
Each accepted character will have one of these to start, which I may randomly generate.... Mwahaha!
If someone has a compelling/cool reason they should have one, we can work that out.
[u][b]Talents[/b][/u] [list] [*] Name - Description [*] Name - Description [*] Name - Description [/list] [u][b]Cyphers[/b][/u]:
✩ Rules and Expectations ✩
What I expect of you:
Behavior - Whether or not you are a legal adult, I expect you to act like one. Treat people with respect, avoid petty squabbles, and take responsibility for your actions. Being toxic will get you banned from my games.
Giving Criticism - One of my biggest pet peeves is people who dish out criticisms that aren't also prescriptive. That means if you see a problem with a player or character and you want to call it out, you MUST provide a thoughtful solution for how to solve the problem. If you can't do that, don't post it.
Taking Criticism - Another one of my pet peeves are people who can't accept good advice even when its presented to them on a silver platter. Keep an open mind and stow your ego. Criticism isn't always an attack. It has many legitimate purposes, and chief among them are maintaining continuity in the game and challenging other roleplayers to improve. If you don't know how to put good advice to use, there's no shame in that. You don't know what you don't know, right? Ask me or another player for help. There's an entire RP community here for you.
Quality - This isn't the Free section. We don't do one-liners here. You should be able to write at least one paragraph that meaningfully contributes to the current scene. On the flip side, this also isn't Advanced. I'm not huge fan of hundreds of lines of text that don't have any real substance either. So, I challenge you as a writer to find a good balance between those extremes.
What you can expect from me:
Deep Narratives - A well-structured plot helps keep the story cohesive, so I have the plot outlined ahead of time and a few scenarios (somewhat) pre-written. Additionally, every character will share some common goal or struggle, especially during sandbox-style parts of the story.
Character-focused Storytelling - The best stories are ones where you're really invested in your character, and I want to honor that by investing in making sure your character has an impact on the story. Your character should matter, and the decisions they make should have an impact. Oh! And... Simple stereotypes don't sit well with me, so I put a lot of effort into making my characters and NPCs as engaging and interesting as possible.
Quality - I've been writing since middle school, and I've been running games (tabletop, PbP, or otherwise) for well over a decade. I've screwed up more times than I can count and I've learned a lot along the way. It's hugely important to me that my writing captures the essence of a scene or character, and drives the story forward without adding unnecessary baggage. That said, prepare for emotional gut punches. I've been told I'm good at those. >.>;
The GM Hotline - PM me if you're having trouble with the RP. Shit happens: IRL gets in the way, writer's block, other players disappearing, someone stole your pudding, etc. I get it. Shoot me a PM or message me on Discord. Let's work something out. If you need to vent, I'm here for that too. ;)
Rules:
Rule Zero - The GM has final say on everything.
Standard Stuff - No god-modding, puppeting, or wish-fulfillment bullshit like Mary Sue characters.
Posting Rate - Players must make at least one IC post per week.
'Ghosting' policy - After 14 days of inactivity in the IC thread, and no communication whatsoever, you will get you booted from the RP.
If 14 days go by and I haven't heard from you at all, even a simple OoC post or Discord message like 'Hey, IRL sucks right now', I assume you've dropped, intentionally or unintentionally.
No questions asked.
You're character will be blinked out of existence.
Is it fair to you and your unique circumstances?
Maybe not, but I'm responsible for running the game and keeping players engaged. If there's ever choice between a single inactive player and the group, I choose the group.
Sexual themes - The story may be mature in many ways, and I don't have a problem with romance at all, but if there are two characters about to engage in sex, the scene should fade to black. If the its continued in PMs, I don't really care. Just not in this thread.
Premeditated PvP Only - If PvP happens at all, it must be planned. This RP wasn't intended for it, so players involved must decide the general outcome of the fight before the PvP fight even starts. Also, message me what the plan is as a courtesy. Preesh <3
List of Nope for Characters - There are a few things that really don't fit into the kind of story I want to tell here.
Evil/Amoral Characters - Every character should have some kind of guiding principles or moral grounding, even if it is very different from human morals. Sure, this game was inspired by space cowboys, which is more morally gray, but this game was never intended to accommodate blatant malice by a player character.
Super Grimdark Characters - Looking at you WH40K >.> Anyway, I like the Warhammer franchise, but this isn't the RP for it. Edgy characters with dark pasts are still fine within reason.
Reliable and Precise Mind Powers - Specifically things like non-consentual mind-reading, psychometry, precognition, etc. If the ability is both reliable and precise, then I'm not likely to allow it. Telepathy and telekinesis are fine within reason. If you're not sure whether an ability meets these criteria, ask.
Horror-themed characters - I love the horror genre, but horror aspects will be reserved for the antagonists. Players should avoid this. Space Vampires, and mad scientists are still allowed, but there is a line. Again if you need more clarity, ask me about it.
Name: Ohl’en Aliases: VasSeer, Digger Species: Vaskian (psychic human variant) Homeworld: Vask Age: Young Adult Gender: Male Appearance:
Personality: Ohl’en is a proud, generous and hard working man but he is not without his flaws. It was because of his immense drive focus, curiosity and fierce passion that he has risen to the social ranks that he has. A quiet and calm thinker, he is a little too serious and detached at times. He has known of hardships and is kinder for it.
Background:
Born on the small, distant and near forgotten planet of Vask, a century after the planets reclamation war, Ohl’en was born into poverty although be it by a loving family. With a second child on the way, like all who struggled to raise a family they sent their firstborn, Ohl’en, off to the earth equivalent of a boarding school. It was situated on El’hem-Rah, one of the three moons, and he left before he could ever even meet his younger sibling. A few years later news of his younger brothers death reached him and tore a hole in his young heart. Somehow he cared deeply for the brother who he had never and now would never have the chance to meet. Or so he thought.
Once a mandatory passage under pre war political agendas, the boarding school was now optional. While there a student would not only be tutored in the basic schooling functions but also monitored and tested for the higher abilities know to present within the Vaskians. Many believe these gifts are caused by the very moons themselves, or at least what ever ancient remnants lay within. Partially disguised as education, the children tutored on these moons are all put to work in one way or another. From house hold jobs like cleaning, cooking and washing to more serious things like spaceship maintenance, hydro converter repairs and power level monitoring. Lastly, they may even be put to use in the ancient tunnels and mines.
This is where Ohl’en flourished. Struggling most other places, he excelled in archeology. His achievements here only further increased his curiosity and drive, and as he learnt more he achieved more and so went the cycle. At a young age he made breakthroughs in understandings, uncovered a new section of ruins lost and within it even found a cypher. Of course it was abruptly taken from him but the achievement of it remained.
As years passed his contribution to the school began yield reward and his parents were paid for his efforts. He visited them often, more so after his mother’s death. It was on his fathers death bed that the old man admitted his greatest shame, the lie of his younger brothers death and his inability to stop what really happened.
Ohl’en without realising had become an expert in his field. The forgotten planet of Vask received queries and puzzles which were relayed to him through the school for his council and he began sharing his knowledge and techniques. Solving problems and offering aid over great distances remotely while occasionally going on field trips to do it personally. All the whilst he secretly sought the truth and location of his only family left, his lost brother.
It was after he acquired some costly intel that he arranged to meet a Ki bounty hunter named Orion while on and under the pretence of an expedition. He escaped, stealing with him the cypher he found so many years ago.
His search for Coh would start on Istio with the aid of Orion, a mysterious bounty hunter he had hired for the task.
Summary: Ohl’en was born on a distant planet and sent to a working boarding school. While away he had a younger brother be born and die before he met him. His death was a lie. Ohl’en struggled with most duties and socialites but excelled in the schools archaeological dig sites and soon was a valuable asset that brought them profit and renown. Upon his parents deathbed he learnt the truth of his younger brother named Coh and hired a mysterious Ki bounty hunter and pilot named Orion to help find him. Their journey starts with a possible lead that sent them to Istio.
Vask Talents
Telekinesis -
Can move things with his mind within a limited range and strength. Strain causes headaches. Can tag an object with telekinetic force that is within his range and set it to move at a near later time even if no longer in range. This method is weaker and has a limited time frame.)
Varr’Isk - (prophet’s vision)
(Passive)He gets wild vivid nonsensical dreams, mostly while asleep, occasionally while awake. This basically just means he seldom sleeps well but sometimes, just sometimes, they can make some sense and give him insight. Most of the time he gets a preminitious hunch of how things are going to go which on occasion is helpful, if not confusing. It often makes sense after the fact. He also sees the world slightly differently, there are faint hues of colours no human has ever seen and that he cannot explain. All things have and leave aura’s, where they have been and sometimes where they are going. None as strong as the ancients though. (Active)With intense focus that debilitates him from doing anything else he can see these auras more clearly, their past and future intentions, even through most materials. This allows him to ascertain within a rough degree as to what has recently or is soon about to transpire within his field of influence. This gives him some advanced reflexes and insight, but most often than not being aware of what is about to happen doesn’t mean he can stop it.
Leading specialist -
He is a leading and respected figurehead in regards to ancient artefacts and lore. From his years spent as an archeologist and researcher, he is both knowledgeable and influential within those realms. Being an advisory to governments and empires has also paid him well.
Homeworld - Vask - A little known planet occupied by psychic humans.
Age - Young Adulthood
Gender - Male ♂
Appearance -
Personality - Coh hardly speaks, though to be fair he was a mute for the majority of his life so that's to be expected. But even if that weren't the case, the time he spent in the Kikiri Slums made him dislike conversation all the more. His early muteness was a gift in the ocean of constant negative banter that happened in the slums, but living conditions were awful so he couldn't completely blame them. As a child his adoptive parents brought him along with them on their missions within their system, which also probably desensitized him a bit, with them being guns for hire and all. Coh doesn't really respect anybody besides his reptilian father or his eccentric mother. This is seen as the man barely bats an eyelash when he sees people gunned down in Kikiri, usually feeling nothing on a good day and minor inconvenience on a bad one. But this doesn't necessarily mean that Coh is a cruel or evil person, just that he has for the most part removed emotions from factoring in to his daily life as he decided a long time ago to only trust those two people.
He is also very good at blending into a crowd because of this. His quiet nature and indifference makes it easier for Coh to slip into crime scenes or job locations where information is needed to be gathered. And even though the man isn't much of a talker, he is a phenomenal listener being able to pick out the important details in crowds of chatter with ease. This may be due to his psionic strengths as a telepath, but more than anything he finds interest in his work because it puts food on the table. And if there's anything that his father taught him that stuck into his head, it's work ethic.
Background - At some point in time Coh was born on his home planet or Vask to two loving parents and an elder brother, but some circumstances transpired resulting in him being taken at infancy and transported to the slum colony of Skou. Coh doesn’t remember much that earlier in his life, his earliest memories are of his father Dei and his mother Agitha scooping him up from a scrap pile. They were a strange pair, even by current standards, but they took Coh from nothing and cared for him as their own. The large crocodilian father-figure was the stern and strong force that pushed him to persevere in the the hell hole that they lived in. Agitha was the calming and wise counterforce that kept him from straying down too dark of a path, his parents definitely didn’t want Coh following in their footsteps.
Once he reached the refined age of fifteen his parents allowed him to inherit Agitha’s last name so the boy could get a jumpstart on his newest business endeavor, Information Broking. You see, Coh has been mute since birth, unable to verbally communicate for as long as he could remember. It took a couple years, but eventually he would show his parents signs of his telepathy, small bits of his inner thoughts transmitting themselves into their heads. With that inability to speak, Coh just focused on listening to others over all else. A perfect trait for someone who sells information, quietly spying on the denizens of the dirty slums and profiting on what’s worth knowing.
Soon enough in this profession he'd gain a name for himself in Skou as an up and coming informant, even catching the attention of some of the slum's gang dons. One of which hired Coh's parents from time to time in order to remove some undesirables from his part of town, and the pair vouched for their kid and his merits. The less than friendly crowds found his silence unnerving and irritating, which urged the don to press into the reasoning for the boy's silence. Dei simply stated it as it was, he never spoke, and he most likely wouldn't ever speak. That was a good trait to have, especially for criminals. The don offered the crocodilian paternal figure a huge lump sum of money to fund the boy a way of communicating, the man didn't know that Coh was a telepath, nobody did besides he and his parent.
Years go by and while Coh still classifies himself as a freelancer like his parents, most of the clients that buy his information are agents of the empire, while the don continues to pay him exclusively for information on other criminal groups in different locales of space. At the current, he's either at home spending time with his family or off on business trips digging up information on people that can be flipped for profit. Coh's perfectly happy with his life the way it is, there's not much attachment to anyone but the people who help him survive which is just the way he likes it. If the Empire decides to flag him down he's an informant who sells them information, and if it's some other syndicate not associates with the don, he fabricates some bullshit to throw them off.
His newest job brought him to Odyssey, not seeking any particular information, but instead to filter out what was useful and what wasn't before relaying that information back to the goons back home.
Talents
Voice Mimicry - The mask equipped to Coh's face is capable of recording the unique pitch and frequency of a person's voice which is saved in the device for later use. This has a number of uses in his field of work, specifically for the means of deception. Coh has a preferred voice that he uses when he does speak, but even that voice isn't hit. It'll be really awkward if he ever meets the owner of the voice that he decided to claim as his own.
Discrete Telepathy - Coh's race is known for their psionic abilities and he is no exception. As a mute Vaskian with a very strong aptitude for telepathy he's even refined those abilities specifically for his occupation. As the hooded figure slips through crowds of people he's capable of picking through their immediate thoughts for key details. Not only that, but he's capable of doing so swiftly and difficult to detect. It's a sort of mental pickpocketing in a way, not taking large streams of information, but instead simple bits of what he needs before he's on his way.
Sleight of Hand - Being raised in a less savory part of space definitely shaped Coh into who he is, and being raised by two bounty hunters helped the boy survive through it. The first thing that Dei taught his son was how to hold a weapon and while he didn't particularly life firearms, a good Vibroblade felt right at home in Coh's hands. Dei was ruthless in teaching his son how to handle the weapon. Quick deliberate movements, no wasted actions, all with the intent to kill if the blade needs to be drawn in the first place. Coh is a formidable opponent at close range, paired with some telepathic barrages, he can handle himself when push comes to shove.
Name: Durzagenevorscalivarix Aliases: Durzi. The Astral Wyrm. Species: Drakothar, Prismatic Sub-species - 'Tribe of the Endless Circle'
Homeworld: The Baul'Aruz Twins
Age: Adult
Gender: Female-leaning
Appearance: The Drakothar are often classified as a bipedal reptilian race based on their outward appearance, though this isn't at all accurate. They are similar to the Shuran in both appearance and their ability to harness and utilize magical energies, often to great effect.
Durzi stands at about 2.1 meters tall, not including the ridged nacre-hued horns that sweep back from her skull. Her entire body is covered in small smooth scales, most of them a blue or purple opalescence. Her snout is elongated like a lizard's, and her facial features are sleek with some thicker scaling covering her brow ridges and framing her small nostrils. When she smiles and talks her many sharp white teeth become visible, hinting at her species' predatory history. She has faint striping over her body that is capable of bio-luminescent displays. There are delicate semi-mobile spines on the sides of her face that make up her ears and her eyes are a bright violet with vertical slit pupils. She is not as bulky as some Drakothar, built with a lighter torso and stronger legs from recreational swimming. Her wings can support her body-weight in flight for short periods. Each of her fingers ends in small claw. Her stance is digitigrade, and she has four toes on each foot that also end in a talon. She has a 1.5 meter prehensile tail that she does not let drag on the ground and often uses as a third arm for holding tools or supporting her body-weight. From a human perspective she is much more feminine-appearing than masculine, though her race is primarily hermaphroditic.
Suitably protected from the elements and originally from a tropical world, most of Durzi's clothing consists of creatively-arranged colourful wraps rather than separate specific items of clothing. She wears several pieces of jewelry including piercings on her ear-frills and eyebrows. When on expedition she typically wears a metallic tiara-like cybernetic head-piece with implant-amplified controls that forms an energy-based space-suit with useful but somewhat limited capabilities.
Baul and Aruz are two planets in a true binary, one of the very few ever recorded with a stable orbit and possibly the only one with both planets currently supporting advanced life. Baul is the slightly larger of the two, a dense tropical planet on which even the oceans are covered by towering trees. The vegetation is incredibly thick and diverse with many species of flora and fauna displaying some level of bio-luminescence. Aruz is slightly smaller and far less biodiverse. Much of its water is locked in the polar regions in the form of ice caps and the continents are mainly grasslands and rocky deserts.
The Drakothar inhabit both planets, flung rapidly into the age of interplanetary colonization and exploration by the presence of ancient ruins found on their worlds. There are many that act as portals, allowing surface-to-surface transport between the two planets. Combining arcane energies with ancient technology virtually catapulted the entire system onto the Talim's radar. While it seems obvious that the Drakothar originally evolved on Baul, the presence of the gates has made it very difficult to determine if the populations on Aruz are all descended from gate-travelers or if they arose side-by-side. The matter is subject to much debate.
Outwardly it appears that there are more cities on Aruz, but this is only an illusion, as Baul's cities are fluidly incorporated into the jungle terrain and vegetation. Aruz is extensively farmed to support the livestock needed to satisfy the Drakothar's carnivorous diet. Part of the unique nature of the Twins is the global bioneural network that links all life on both planets in an intricate balance of energies.
The Drakothar are not universal in appearance. The variations can be broken down into approximately six different sub-species, and from a cultural perspective they often subscribe to different 'Tribes'. In the past these different tribes were often in conflict for resources and cultural dominance but not as much since they developed their own space-flight capabilities.
The Talim's interest in Baul'Aruz lies mainly with its natural resources and the planetological novelty of its orbits and neural network, but since it became a part of the Empire the Drakothar have traveled widely across the galaxy. The Twins are known in the scientific community for the Ceturidon Institute, which focuses on bio-engineering, cybernetics, BioNEMS, and other organic technology and machines. Many of the Talim's bleeding-edge cybernetic breakthroughs are the result of Drakothar technology and research as they apply natural arcane ability to technological fields of study.
Durzi is originally from the main southern continent on Baul, but traveled extensively across the Twins for her entire life. Her sire was an exobiologist and her dam was a traveling Shaman, which exposed her to other cultures and species from a young age. After core schooling Durzi initially followed her sire's footsteps and joined the Wiala Project, which studies the affect of ancient technology on organic lifeforms and evolution. Enthusiastic about the promise of field study and adventure, Durzi completed the Institute's rigorous training programs and logged many expeditions to observe and collect samples from other worlds. She has a passing familiarity with many ruins and ancient artifacts, especially those with potential biomagitechnological effects and applications.
She is hoping one day to locate her twin sibling who has been missing and presumed dead since she was a child, though Durzi can't seem to fully accept it.
Durzi was just finishing up a lead in the Istio System when her ship, the ASTRIX, suffered a malfunction in the environmental control systems. She is currently exploring one of Istio's many dockyards while waiting for repairs to be completed.
The ASTRIX is a small Drakotharian long-range scientific research vessel with a star-drive. It is outfitted with multiple containment pods for live samples, a small lab, and standard Drakothar holographic, magical, and bioware interface systems. It has no offensive capabilities but is decently shielded. Img1 Img2
Talents
Space Druid - Durzi has a great affinity for the detection and manipulation of life energy. This only applies to organic life-forms or creatures given life through magical as opposed to technological methods. Mildly empathic, skilled at interactions with non-sapient lifeforms.
Medic - Trained in cutting edge medical techniques but is often able to bypass the lack of tools or supplies by reversing injury and illness with purely life-energy manipulation. This is generally limited to her own personal reserves but can be bolstered by willing companions. This also means she can amplify or suppress a creature's natural abilities. This also means that Durzi is immune to most organic diseases, poisons, venoms, etc, and heals quickly from most types of damage.
Astral Breath - A glittery gaseous cone of energy. Pretty but deadly. Limited uses.
Name: Nidia Ciosa Aliases: Deviant (bounty hunter), Fern (part-time job) Species: Sirpetes, a varied collection of humanoid plants. The most recent generations have evolved to look strikingly similar to humans. One of the easiest ways to tell that a person is a Sirpetes (or of Sirpetes descent) is their green blood. She is of the sub-species, Ciosans (an ultimately large group), whose blood is acidic and can spit acid.
Homeworld: The satellite Cersen, orbiting the larger mainworld Selveris.
Age: Young Adult
Gender: Female (She/Her)
Appearance:
Uh, *ahem*
Personality: Type ENFP:
Strengths
warm and encouraging
enthusiastic and high-energy
empathetic and caring
fun and spontaneous
strong people and communication skills
Weaknesses
needs constant approval
disorganized
easily stressed
overly emotional
overthinks
rulebreaker and risk-taker
Background: Nidia was always a trouble maker. A total prankster and almost always breaking rules. She has no respect for authority or order, choosing instead to hack out her own path. Her people were calm and respectful and she was...well, she was wild haha, plant jokes. But she always had a crystal-clear sense of right and wrong. Whether it was on her satellite, the mainworld, or in the system, she was always there to fight for justice. That was what lead her to become a bounty hunter. It was everything she could've asked for. She got to bring criminals to justice while going her own way and allowing her to travel. Nidia didn't need the praise or recognition, she was actually quite humble that way. But that doesn't mean she didn't seek approval elsewhere. She's a part-time "exotic dancer" in the Istio system, where she currently resides. It also allows her to pick up on rumors and tips, possibly even contracts.
Talents
Acidic Fluids - Anything remotely fluid in her body is acidic. This includes her blood, tears, saliva. You name it, it burns. Her stomach acid is more acidic than humans, so she can regurgitate a mix of that and saliva as a weapon. Gross, but deadly.
Green Thumb - Unsurprisingly good with plants. She can grow plants in even the harshest of climates. She can also manipulate said plants. And since she is a plant, she requires sunlight, oxygen, and sustenance. Definitely not an air plant.
Marksmanship - She owns a gun called "Hyperflayer" which shoots thorn-shaped bullets.
Crimson is an amnesiac shapeshifter in hiding, searching for the truth.
Name: If Crimson has a true name, they don't know it. Aliases: "Crimson" is the latest in a variety of colorful nicknames, such as It, Sticky, Hunger, Parasite, and many more. Species: Unknown biomorphic organism.
Homeworld: Unknown
Age: Unknown
Gender: Gender is a difficult concept that Crimson has yet to fully grasp. They consider themselves an autonomous collective, and so consider possessing a singular gender to be irrelevant. Their current host was originally male.
Appearance: Crimson's appearance is naturally highly variable, depending on how they choose to arrange their organic macrostructures. For the purpose of anonymity, they usually choose to maintain the outward appearance of their latest host, avoiding any drastic shapeshifting while in public. Crimson's current host is a tallish, humanoid male drifter they took control of some months ago, with a ragged environmental suit and a rough, ginger-colored beard.
Personality: Crimson's highly alien biological structure and means of survival has lent them an equally alien worldview. They have difficulty understanding the concept of singular organisms, and approaches concepts such as individuality and relationships with almost childlike curiosity. They have a similar attitude toward such concepts as death, memories, the mind, and the soul, but their lack of familiarity and unique perspective often come across as amoral and callous. An amnesiac orphan, Crimson is steadfastly determined to find out who and what they are, and divine their own place in the universe. They are surprisingly spiritual, holding a strong belief in a higher order to existence, and a meaning to life and its true purpose in reality.
Background: Crimson does not know what they are, who they are, how old they are, or where they are from. Their first memory is awakening in a laboratory on a remote world. Driven only by raw survival instinct, Crimson escaped the facility, consuming and assimilating their captors as they emerged. From their memories, they learned what they knew; Crimson had been recovered frozen and mostly dead from a crashed ship at their world's northern magnetic pole. They had spent thousands, possibly millions of years entombed in the ice until rapid climate change had thawed the ice enough to make the ship detectable to the world's inhabitants. Where the ship was from and who had made it were both mysteries lost to the eons.
Determined to learn who and what they are, Crimson infiltrated their society. They learned to hide among the organisms whose individual natures gave Crimson pause. They could not understand how these walking skins did not change as they did, adapt to survive, and share the experience of evolution as part of a greater whole. Attempts at revealing themselves to the organisms were met with horror and violence, and Crimson has learned to keep their true nature a secret. For years they have wandered the edges and gutters of the galaxy, seeking out those that might have a clue to their origins or their true nature.
Talents
Bioadaptation - Crimson is a shapeshifting biomorphic organism, capable of altering their own biology to better suit their circumstances at a moment's notice. Their cells maintain a plasticity reminiscent of undifferentiated embryonic cells throughout their lifespan, and can quickly transform and replicate themselves when given access to sufficient energy and appropriate chemicals. The only true limitations to Crimson's ability to transform and replicate organic structures is the availability of biomass to them- both to form the structures and and to fuel the transformation- and knowledge of the genetic information needed to develop such a structure- blueprints, essentially.
Invade, Replicate, Replace, Imitate - Crimson's unique biomorphic cells can not only replicate themselves, but they can assimilate living cells of other organisms and transform them into biomorphic cells while still retaining their original structure and function. In essence, this allows Crimson to infect other organisms and slowly take over their bodies from the inside. By assimilating organisms in this manner, Crimson perfectly replicates their biology and copy their neurological functions to imitate their behavior. In essence, they are replaced by a copy of themselves one cell at a time. The process is subtle and time-consuming, and while the infected organism cannot detect the changes until it is too late, advanced bio-scanners can detect the presence of the infection, especially if Crimson begins to alter internal structures, and a recent infection can be cured with rapid and aggressive treatment.
Wisdom of a Thousand Worlds - When Crimson replicates and infiltrates neurological systems of other organisms, they gain access to the information those networks contain. In the process of taking over a host body, they gain the knowledge and memories that the host originally possessed. As each of Crimson's biomorphic cells can act as a neurotransmitter, essentially their entire body is a living brain, enabling them to store and access a vast amount of information. However, this capacity is strictly limited to Crimson's available biomass, and so they must be judicious about what information is retained and what is discarded. This ability is not without its drawbacks for Crimson either, as having multiple souls within them can become disorienting, especially as they relive the memories of having their body invaded and their assimilated. Crimson has been prioritizing galactic history and stellar cartography as of late; knowledge gleaned from xeno-archeologists and explorers.
Personality: Cannia (Like her aliases say) is a diva, she is arrogant, demanding and very full of herself. When talking to people, Cannia try to make people like her and probably do her betting but if that doesn't work, then she act like her dive self but she knows that deep down, she just want someone to be by her side always.
Background: When Cantilena was born, she was mostly raise by maids or butlers while her parents were busy doing their things (like having affairs and getting drunk) and her sibling were also doing their things (like betting and losing money) Cannia feel alone in her childhood but there was only one person who was there for her and that was her grandmother. Cannia feel like for the first time, she feel important and love, feel like her grandmother as a actual parent then her real ones But when Cannia was turning into a young adult, tragedy struck when she gets the sad news that her grandma passed away.
Feeling like she is unlove once again, she run away from home and live on streets for awhile, that was until she met Jet, a club owner that was looking for a singer and he found one. Once again, Cannia feel important and love from everybody who come to the club, included Jet, she feel safe...But Jet show his true colors from behind the scene to Cannia, he not as sweet when she first met him, he is cold and very manipulation toward her. Feel like she is not safe anymore, Cannia decided to steal Jet money and run away from the club and decided to live on her own once again....But this time, running away from a very very pissed off club owner! Yay!~…..Sigh
Now on the run, Cannia need to find a safe place and finally get off of this merry-go-round called her life!
Talents
Cartography - Cannia learn this talent from her grandmother, she taught little diva about the wonders of the universe and how to navigate them.
Act - Cannia have many ways to get what she wants but her most useful talent is her acting. she can make up some sob story on the spot and everyone get Cannia something in return.
Sing - Cannia, or Blue Diva from what the people from the club called her, have a voice of a galactic angle and makes everyone go head very heels toward her.
Therion is a Shuran mercenary who burns with regret.
Name: Therion Rayse Aliases: The Firebrand Species: Shuran
Homeworld: Shura Prime
Age: Adult
Gender: Male
Appearance:
Personality: Stern, cold, but mostly all-around tired. He’s never truly malicious, but generally impatient and unwilling to deal with frivolities. Which may contribute to his general lack of mercy toward his bounty hunting targets. In his downtime, he’s fond of food and drink, and spends time in between jobs indulging or meditating, usually the former.
He enjoys lightning storms, on planets that have them, and watching the stars. Privately, he has a sweet tooth, though good luck getting him to admit it.
As a Shuran bullet-sorcerer, he prides himself on his aim with his pistol.
Background: The Forge-Star Empire was once a powerful nation. Raised up from the fiery jungles of Shura, by trading their sorcerous secrets to the Talim, in order to receive the engines that raised them to the stars. 14 separate star systems, dozens of planets, hundreds of moons, all watched over by the mage-machines of the draconic race. A jewel of military and magical might, on the arm of the galaxy.
Until 20 years ago. When the black cloud of the Eminent cast its shadow over the Forge Stars. Having been forewarned of the approaching fleet, the Shurans decided to marshal their forces and face the threat head on, hoping their superior grasp of metal and magic would win them the day. Therion was only a child, one of those evacuated to protect them from the war that would soon commence. He watched as his parents and elders armed themselves, as he and his siblings escaped into the stars.
And from a distance, over the coming weeks, he watched as, one by one, the Forge Stars flickered out and died. None of the Shuran fleet ever returned.
For the next twenty years, Therion has had to survive as a member of an endangered species. He took to bullet and sorcery, like his parents before him. He learned to use his wits from the few caretakers he had left. He learned to pilot- first with civilian craft, then with weapons. He became a bounty hunter of some renown, with an overwhelming proclivity for bringing his targets in dead.
And in all those twenty years, he has never once stopped watching the stars, watching them fade as the Eminent emerge, again and again, to snuff out others like his own people. Never forgetting the rage and sadness he feels for how far his people have fallen.
Never losing the fear that the Eminent could find him again.
Talents
Gunslinger - Therion has a way with guns, especially pistols. His weapons, Black Wings, are designed to channel his own magical energy to empower their shots, increasing their speed, stopping power, and even accuracy, with concentration. As an added bonus, his guns never need to reload as long as Therion still has the energy to cast spells.
Pyromancer - Therion is a skilled sorcerer, particularly in the arts of manipulating heat and energy. He can conjure flame at will, and even mold flames into physical forms, like weaponry, though this is an inefficient use of his power. In tandem with his gun-slinging skills, he is quite formidable.
Fighter Pilot - Therion is a decent pilot with almost any craft, though he truly excels with personal combat ships. His personal craft, the Skyburner, is modified with Shuran magitek, designed to channel and amplify magical energy to use as weapons.
Name Maddy Aliases: LoveBot, Fuzzer. Species: Neoco Tabi
Created by an ancient and forgotten people on some far off underwhelming Bio-Mecha class of planet called Kice-Pasiak, they were not yet known as Neoco Tabi. No, their humble beginnings saw them as first and foremost created as Artificial Intelligence employed to work in children’s toys. But a growing trend demanded more versatility for these toys or they would soon become obsolete! And thus the Mattillee Little Learning Engine aka The Nemotope was created! Powered by their native ArcanoTech refined fuel, the everlasting Isotope X, there was no need to recharge the Nemotope! The construct was made of a Bio-Mecha material that could not only inhabit Mechanical toys but Synth-Organic ones as well! The little Bio-Mecha creature would attach itself and control its host ‘Sleeve’.
The creature looked like a 30cm worm with an oversized head. And not only would it work with multiple types of toys, from mere toddler entertainment to pubescent study aide, but the little Nemotope could build and add on parts to itself. It could ‘grow’ as well! That meant it too could inhabit other toys for older kids... and of course they soon made toys for adults. As soon as the Matellee toy line entered the Adult Toy market, its value exploded exponentially with its resounding success.
But then came the day, they promoted the toyline to become militarized. Such a great success it became… until the creation turned upon its creator, The Matellee Nemotope had gone rogue when the Mastermind Engine became self aware. It deemed itself superior and deemed the direct competition to their people, their creators, as an immediate and constant threat to their survival. The answer was total and utter eradication of the lesser creator lifeforms.
As soon as other worlds found out about the planetary genocide, a Coaltion force was created to pacify the threat. Aware that they could not defeat such a combined force, the Mastermind Nemotope Central Intelligence Engine gathered a select number of different types of Nemotopes and launched a spaceship full of them into space to inhabit other worlds. The planet was soon pacified… with World Breaker bombs. Nuking it from space was their only way to be sure that the threat was completely annihilated and never to spread. And so the coalition left Kice-Pasiak behind to allow its natural forces to heal and regrow the planet anew. They would agree to never record this ‘incident.’ They only mention this event in passing rumour and false legend as: Baska nu’guon Neoco Tabi. The Eradication of the Little Engine.
Homeworld: Kice-Pasiak (see above for planet description.)
Age: Juvenile
Gender: Protocol dependent. Currently identifies as female teen.
Appearance:
Personality: ~Friendly and Personable - All Maddy wants to do is ‘find Mommy.’ She’s sweet and considerate and bonds easily to her ‘adoptive’ folks. Her programming is geared towards interpersonal relationships and she speaks multiple languages too. Always up to chat! ~Curious and Invested - Her programming is to scout other worlds and figure them out and so she will constantly ask questions and investigate the unknown. She is loyal and diligent and puts in 100% when she is committed to a task. ~Brave and Daring - Ask her and she will do! Entering the unknown and diving head first into adventure is her driving protocols!
~Problems keeping boundaries - Maddy is a corrupted set of parameters and programming and so she is learning on the fly. Context and cultures are things that she has a problem grasping and will cross personal boundaries because she is so ignorant and naive. That and when her ‘adoptive’ folks tell her to go in protect mode, she becomes rather aggressive and menacingly in strangers' faces. ~Annoying - asks way to many questions. Ever hear a toddler constantly ask: “But whyyyyyyyy?” Yeah, that. ~Brave and Daring - Ask her and she will do! Entering the unknown and diving head first into adventure is her driving protocols! This does have its drawbacks. Just look at her Fuzzer form.
Background:
Well, that spacebound vessel filled with Nemotopes did manage to escape the planet. But luckily or unluckily (depending on which side of the fence you sit) it crash landed into the lake of a frozen moon. There was only one that made it out. It had pulled itself out of the wreckage and managed to find its way to the surface. A Research team just so happened to be on the moon and investigated the crash site. Luckily for the little Nemotope they had a Bio-Mecha Security Person on board and so it managed to stun, crawl into its cranial cavity, usurp control of the Bio-Mecha and began to formulate a plan to integrate itself into the crew so it may study this lower form of organic life and trace their lineage so as to get to their home planet and wipe them out.
A humongous ice storm had prevented their investigation and actually the storm was so severe they cancelled their expedition a week early. Into space they launched, coordinates set for their home planet. But unfortunately, they were fated to meet an rogue asteroid head on and wrecked their ship. The Neoco Tabi was stranded in part of the wreckage with a lone survivor and off into the nether reaches of space they careened. The lower life form had babbled on about looking for her missing daughter and told stories about her fantasies about how she believed her daughter had lived and went about searching for her mother. For 24 hours straight she had babbled on and all the while, the Neoco Tabi sat there and took in all the information. The lower bio-organic lifeform finally died an hour before lifesystems gave out.
And so the Neoco Tabi had its Bio-Mecha sleeve enter the cryogen tube where it would lay dormant until a rescue was found.
~~~
The wreckage was finally found by an errant salvage crew. They took it in and managed to fish the Nemotope out from the broken sleeve; the Organic parts of the Bio-Mecha were well beyond salvageable. After some fiddling and jury-rigging, they managed to finally get its system back on line. And much to their surprise, the crew found out was that this creature was a near blank slate. All the data they could get off of it was that its name was Maddy and she was just a little girl travelling across the galaxy looking for Mommy. This personality file was over 350 years old!! There were other encrypted and unbreakable files left over, but they decided not to touch them as soon as Maddy became active and aware again.
They successfully transferred ‘the brain’ (The Nemotope) into a ScoutBot sleeve. And when Maddy went fully online again, she spoke to them how they had suspected she would; she really did believe that she was just a sweet little girl who really was travelling across the galaxy looking for Mommy. And on top of that, she was learning all the languages so that people could tell her where to go to find Mommy. But what was even more precious was that this little girl persona was so gullible, naive and impressionable. And after allowing her to wander aboard for a while, they soon found out that she was capable of building upgrades to herself. The crew had allowed her to continually upgrade, for when she did, they noticed that her internal encrypted files would somehow ‘loosen up.’ And of course, in time they were able to unlock her armed-and-ready-for-battle interface. What a score they had come across.
But instead of selling Maddy, they made her one of the crew. They taught her how to swindle, smuggle and shoot like nobody’s business. All the while, through all the back deals, back stabbings, back breaking work, all Maddy wanted to do was learn how to speak to people so she could ask them where her mommy was. And so that was how they would coerce the Neoco Tabi into doing their bidding: they taught her new languages. That and she kept upgrading herself until she reached her current ‘protector’ form. The salvage crew soon donned her the nickname: LoveBot.
And then the fateful day came when the crew was paid to smuggle toys across a galactic boundary. And of course these toys were filled with weapons. But upon finding out about the toys, Maddy undid herself from the LoveBot form and found herself in one of the toys. This sleeve was an upright feline with synthetic fur-lined exterior. The crew found it adorable and allowed her to keep the form. And so Maddy went on to adapt the furry sleeve to be able to seamlessly integrate into the LoveBot sleeve; she was like a fuzzy little cat pilot inside the large, powerful, combat-ready Mecha!
But little did the crew realize that upon linking up with what they would soon call her Fuzzer form, Maddy had somehow unlocked the next aspect of her personality file. She was progressing from a sweet little girl into a sassy teen. And by the time they did find out, they were attacked and boarded by rival smugglers. Maddy’s Fuzzer sleeve was damaged in the attack, but she managed to survive and get into her LoveBot sleeve to escape. She found her way into an escape pod and launched away. Luckily for her, the rival smugglers did not detect any lifeforms aboard and so they let the pod go.
Maddy pulled herself out of a wreckage once again, but this time with 2 types of sleeves readied to deal with whatever she was to face her in Istio.
Talents
Polyglot - Maddy speaks several dozen languages, but the ones that are most valuable are the cryptic languages of the spies and smugglers.
Interface - Her 55cm tall, 2kg Fuzzer sleeve is able to connect and control mechanical constructs and vehicles.
Combat Mecha - The LoveBot sleeve is an armoured, 4m long, 100kg, ridiculously fast battle ready beast. Claws, teeth, ballistic armaments and prehensile modular tail makes it a dream ‘protector.’
@This Girlie I like Maddy. Cyber-cat is adorbs >.> Like if HK-47 was an endearing child, instead of a snarky, evil robot.
I do have a couple questions though:
How do the 'sleeves' work? I get that she's a bio-mecha worm thingy, and can wriggle herself into a new 'sleeve'. But there was a reference to the fuzzer and lovebot sleeves integrating.... and I'm not super clear how that works.
Does Maddy just tote one sleeve around like luggage while she pilots the other? Or is it more like transformers? Or maybe it's a Motryoshka doll thing? Where the Maddy pilots the Fuzzer, and the Fuzzer pilots the LoveBot?
I'm just trying to get an accurate picture of what going on.
@This Girlie I like Maddy. Cyber-cat is adorbs >.> Like if HK-47 was an endearing child, instead of a snarky, evil robot.
I do have a couple questions though:
How do the 'sleeves' work? I get that she's a bio-mecha worm thingy, and can wriggle herself into a new 'sleeve'. But there was a reference to the fuzzer and lovebot sleeves integrating.... and I'm not super clear how that works.
Sorry, yeah she basically keeps her Fuzzer form then climbs into the LoveBot like a little pilot!
Does Maddy just tote one sleeve around like luggage while she pilots the other? Or is it more like transformers? Or maybe it's a Motryoshka doll thing? Where the Maddy pilots the Fuzzer, and the Fuzzer pilots the LoveBot?
The last one. Like a doll within a doll. And soon enough, a doll within a doll within a badass fighter ship!
I'm just trying to get an accurate picture of what going on.
Hope that works? i'll edit it in my app. And hey, thanks for kind words and thanks for looking it over!
[EDIT] Just added a line after the integration part to help clarify: "she was like a fuzzy little cat pilot inside the large, powerful, combat-ready Mecha!"
Thank you to those who have shown interest and posted some badass character sheets!
Sign-ups are now closed~ I'll now go into the final phase of reviews and approvals.
@Versa@Dead Cruiser@Faerrin@Drache For those who have already posted a character, or have messaged me about their characters separately, you have some extra time to complete your CS. Let me know if you need any help. ^-^
@Flagg and I are working on the possibility of a 2nd storyline and RP group. So, if you missed the chance to join this RP, you may get another chance soon. ;3
Anyway, aside from age everything else looks fine. Again, years and numbers don't matter. You'll need to pick an age category for your character's species. By the standards of her alien culture is she an infant, an adult, an ancient, etc?
@BurningDaisies Thank you! She's an alien OC I've had for a little bit. Also her fiance (which I did not include them because they're too nice for lots of things).