Personality: Straight forward and logical. Has an interest in all manner of technology, especially the ‘shooty kind’, second only to the ‘prevent death from the shooty kind’ kind. Vilak is surprisingly friendly and chatty despite the literal cold, dark, hard exterior. Vilak is quite curious but also cautious. They can be detached or simply naive at times but always very, very private. A habit that has followed on over from their last profession.
Biography: Unfortunately Vile has quite a reputation, despite what they say to try squash it. Vilak claims that most of it is built on lies and rumour. ‘That station was poorly built and had a leak, the explosion had nothing to do with them not paying.’ Fears, assumptions and miss interpretations. The bits that are true were unintentional accidents at best, strokes of sheer unbelievable luck at worst. Vilak, through their vast love and knowledge of weaponry accidentally fell into the role of weapons dealer. One thing lead to another and without really knowing why, they became one of the most wanted and feared entrepreneurs across the galaxy by criminals and law enforcement alike. It was only after spending the vast fortune that they had acquired, did they manage to get off of most of the digital most-wanted lists and black market bounty boards.
Powers/Skills: Numbers is Vile’s thing. Numbers, technology and words. Their memory and attention to detail is near on a power by itself. Be that is due to some ancient racial alien lineage or advanced technological implant remains unknown, for Vile’s next greatest skill is the ability to never be seen outside of their military high grade full protective combat armour.
Equipment: Finely tuned, well kept, military high grade full protective combat armour. Tools, and then some more tools. Tools that don’t look like tools. A machine that makes tools. A few guns. A secure crate of private things.
Other: Vilak’s voice is obviously altered by the armour they always wear. The armour has been modified to pure defensive and analytical purposes. Vilak is a bit jumpy.
@Mintz So was this a no? Not sure if my character submission was missed or just not good.
Alright, moved it over and filled in the key equipment notes. If anything needs clarification or adjustment just let me know, I was trying to capture a vibe and may have gotten too wordy.
Race: Just human, as far as he's aware. He has a far higher tolerance for drugs and alcohol compared to the average human, and a great deal of stamina and energy.
Personality: Spacey, clumsy, and not the brightest laser pointer on the shelf, Red has to often apologize to others for his mistakes and litter his workspace with dozens of notes reminding him who's who, what they like, and so forth. When his brain trauma isn't giving him issues, he's quite a light-hearted man prone to making jokes and simple pranks. His impulse control is limited; luckily, his initiative is also limited.
Biography: Red's story, as he knows it, started four years ago when he woke up with a splitting headache on a desert planet, next to the corpse of someone he didn't recognize. It took a while for him to get back to civilization, horribly sunburned, dehydrated, and half-starved. It took a few weeks more to meet a doctor who was able to assess the damage, half-healed as it was. The skull, of course, was wounded, and there was damage in the frontal, parietal, and temporal lobes. It was nothing short of a miracle he'd survived at all, much less long enough for the doctor to reach him. The doctor prescribed some exercises and kept checking back while Red managed to become functional again.
Parts of the amnesia were likely permanent, but Red decided he wouldn't let himself worry about such things. He was going to go out and seize life!
Well, that was the plan. Turns out, you need money to seize life. And to get money, you typically need a job. And to hold a job, you need to perform hard work with good behavior. And Red was not the kind of person who was good at such things. Few of his jobs lasted long, either by their transient nature or due to firing.
When Captain Kuro came by seeking crew members, Red was quick to sign up. The fact that he was essentially signing up to be a criminal didn't bother him as much as he expected.
Powers/Skills: Despite his issue in handling things like coffee mugs, Red is quite dextrous and capable of tasks such as lockpicking, setting up delicate machinery/traps, and dodging blows. He's also got quite the sense of spatial intelligence, able to rapidly determine where a ship can and cannot fit in less than a second, and determine viable shortcuts.
Equipment: He still has the tactical axe that was put through his skull, and it still has dried blood in the groove between the axe head and handle, where it's difficult to clean.
Other: (Where to put anything these broader sections might've missed)
(Note: I can PM Red's full backstory to the GM, just to prove I'm not using amnesia as a 'get out of writing free' card.
[INSERT CHARACTER IMAGE ABOVE]
"Whatever it is, I can fix it. Except your personal problems. I'm not touching those."
Name: Skylar Wheeler
Nicknames/Titles: Snowy
Age: 19
Gender: Male
Ship Role: Engineer
Race: Human/Cyborg in the loosest sense of the word; years ago, he tried to make his own teleporter, and it almost worked. The machine was scrambled and mixed with its owner. Emergency surgery removed most of the large parts, but Skylar keeps finding pieces of wire coming out from under his skin and gums, and pieces of metal are still embedded in muscle and connective tissue. So, cyborg.
Personality: Skylar can come across as cold and distant at times, especially on the ship. Ask him how something works, and he opens up instantly. In reality, Skylar doesn't mind people, as long as they don't interrupt his work and is more than happy to explain how something works (except his equipment - trade secret!). The problem is just that everything's so loud that he doesn't want to start talking too and make it louder, not without reason. When he's not working, he's often drafting blueprints for some new device while wearing noise-canceling headphones. He has a distinct bent towards weaponry, though he doesn't usually care to talk weapons. It's just another oddity about him.
Biography: Skylar was born the younger of two brothers on a fairly technologically-driven planet. He was obsessed with the tech from a young age, already building simple clockwork devices by 10. Things changed when he was 12 and he attempted to make a teleporter. It proved functional enough to teleport Skylar and the machine itself into the same space. He ended up hospitalized for two days to let the various tissues grow back from whence they'd been displaced, after the surgery was completed to remove most of the device's casing, the coolant tubes, the control panel, and the screen. While in the hospital, he had a dream of a mysterious visitor who asked him what he wanted most. To be an expert at making things, of course. Then let it be, the stranger responded.
Well, Skylar assumes it was a dream anyways. All he knows is that when he got home, he could hear every machine part in the house talking to him. He nearly had a breakdown at the sheer volume of their combined voices. It took weeks but once he was able to somewhat tune out the noise, he managed to build a snake-shaped automaton that acted an awful lot like a real snake.
His parents, who had been lukewarm on his hobbies, suddenly began supporting his machine-building, selling his work and keeping the cash. His older brother was outraged - how dare they exploit their younger son like this? Especially when it was clear their younger son needed help, not to be encouraged. This made its way back to Skylar, and he and his brother eventually had a falling out. That said, he acknowledged his parents were exploiting him and so, as soon as he was able, he ran away from home.
Skylar's been supporting himself with repair jobs nd selling small machines that are quite efective at their job if you don't mind a few quirks. When Captain Kuro came looking for crew, Skylar was more than happy to leave his homeworld behind.
Powers/Skills: It's unverified, but Skylar insists machine parts can talk to him. He can supposedly use this ability to create functional, animal-acting robots and to fix larger machines with some ease. It's easy to chalk this up to being metaphorical or mental illness, but he genuinely believes it's literal and real.
Equipment: A pair of goggles that let him examine things on a macroscopic to microscopic level and monitors his vitals; a pet robot snake called Beam who can be converted to an plasma arm cannon; and a pet robot bird called Rook that expels small explosives. Beyond these oddities, he keeps a repair kit and a portable hacker unit to help him with his work.
Other: His older brother has joined effectively the space cops and has a deep interest in bringing Skylar back home. In addition, Skylar wears his goggles most of the time due to his albinism "gifting" him sensitive eyes.
As for favorite sci-fi series, that's a tough one. Despite my love for the genre, I know I've barely scratched the surface on some of the more popular and beloved works. Futurama and The Twilight Zone are shows I tend to come back to pretty frequently though, even when I know I ought to be checking out stuff like Babylon 5 and Firefly.
Welp, without further ado, I'm happy to say that Skylar is the one joining The Star-Breakers! Welcome aboard, kid!
Also, to answer your question @Dark Light, yes. I find your sheet to be a bit below the par here, with a lot of stuff effectively left redacted, and a dreadfully short and uninformative Backstory, as well as a Personality that kinda feels all over the place to me. As is though, the main concerns would be a lack of tangible history to understand and work off of, and the amount of information that is simply left out for some reason or another.
Have room for one more? I might be interested in making a helmsman or pilot type to round out the crew if so.
There's probably room! Excluding the Captain, we so far have three accepted characters, and given the shocking amount of interest, I'm aiming for around an 8-sized roster. You're welcome to take a shot if ya want! First come first serve right now.
Here's my application. Please let me know if I'm light on anything
"Get in, break things, take things, blow things up, get out, have a good meal. That ordering is preferential but I like to mix it up every now and again."
Name: 8702, Subject 8702
Nicknames/Titles: Slink
Age: Functionally 28. The race has a shorter life span so 14 in reality.
Gender: Male
Ship Role: Sneak/Saboteur
Race: Vermal
- Reside on a life supporting moon in deep space. - Not considered a race in the typical sense, they are akin to Earth orangutans with a similar level of intelligence. - Posses some latent psionic abilities. - Due to the above, they are a target for experimentation from less than ethical researchers. - Heights range from 3 to 4 feet tall.
Personality: Slink has made a job out of taking risks and doing dangerous tasks, and he loves his job. While he is certainly prone to dicey endeavors, he is smart enough to use stealth and subtlety when the time calls for it. Sometimes a little bit of set up is nice for the biggest pay offs. Slink is also drawn to shiny things which leads him naturally into theft. But the biggest shine of them all is from a nice big explosive detonating which Slink really loves.
Manners in general are something Slink is working on. Most of his memories are that of being in a lab, so being civil is something he never really had to learn before. Having a team that he can rely on is something he takes a lot of comfort in and he is trying his best. But he is struggling to adapt in this sense.
Biography: Subject 8702 was the first true breakthrough for the latest research expedition to the Vermal moon. Not only were they able to unlock his latent psionic abilities to minuet capabilities of telekinesis, they were able to have him develop speech and learning capabilities on par, if not exceeding, human. The experimentation was not a kind process though. It was often painful and without results. Left without supervision by a governmental force or ethics committee, it was to be 8702's lot in life to be trapped in a lab for the rest of his life. Until a younger lab technician forgot to lock the door.
8702 had been gradually gnawing at his restraints during times he wasn't actively monitored and the unlocked door to the lab was his way out. Through a mix of moving through the vents and general stealth. Slink took the young lab technician hostage and had her drive the first escape ship he could find to freedom.
As it would turn out, the facility he escaped from was being shadow funded by one of the biggest med-tech companies in the galaxy. And just for the act of escaping 8702 had a big bounty on his head with the only silver lining being that he must be alive to collect. This drove 8702 to put on covering clothing which served little purpose other than hiding his identity, not that he would admit that. He also adopted the name Slink and came up with the story that he is just a severely malformed Sanken, another short and snouted race.
Slink doesn't have any higher aspirations as of yet. He is on the run and just trying to get by alive. Although its simplistic he just wants the freedom to live his life outside of a cage... And use explosives.
Slink first met the crew in a dingy bar having snuck in cheap drinks to sell inside and drink for himself. He remembers having a good time partying. It is uncharacteristic of Slink to party too hard in unfamiliar spaces, but he had a good feeling about the night.
Then his next memories were waking up in an unfamiliar engine room with the familiar feeling of artificial gravity. It didn't take him long to surmise that he was off-world and on the ship of some people he met the previous night. While busy being a stow away, he asked to join the crew. Slink had nothing better to do after all.
Powers/Skills: - Minor telekinesis (roughly 10kg weight and 100m range focused on a single object. Not able to be effectively used in a combat sense due to a slow speed) - Prehensile tail which can regrow if chopped off. Combined with the telekinesis, Slink can interact with two separate objects which having both of his hands free for combat. - Naturally stealthy due to short height and lean stature. This also means he can fit in tight spaces easier. - Minor tech knowledge. He can certainly arm and defuse a bomb, but trying to create one would be a pretty ramshackle contraption and certainly not safe. - Fairly useless in a fair fight. But can get the jump on people.
Equipment: - A cloaking suit - Two knives that can be magnetically returned to his hands - A lot of explosives
Other: - Slink likes to gamble - Slink is bad at gambling - Slink is usually the first to loot. But he always makes a conscious effort to share as he cares little for possessions, he just likes the act of theft - Rocket Raccoon is a big inspiration
Here's my application. Please let me know if I'm light on anything
"Get in, break things, take things, blow things up, get out, have a good meal. That ordering is preferential but I like to mix it up every now and again."
Name: 8702, Subject 8702
Nicknames/Titles: Slink
Age: Functionally 28. The race has a shorter life span so 14 in reality.
Gender: Male
Ship Role: Sneak/Saboteur
Race: Vermal
- Reside on a life supporting moon in deep space. - Not considered a race in the typical sense, they are akin to Earth orangutans with a similar level of intelligence. - Posses some latent psionic abilities. - Due to the above, they are a target for experimentation from less than ethical researchers. - Heights range from 3 to 4 feet tall.
Personality: Slink has made a job out of taking risks and doing dangerous tasks, and he loves his job. While he is certainly prone to dicey endeavors, he is smart enough to use stealth and subtlety when the time calls for it. Sometimes a little bit of set up is nice for the biggest pay offs. Slink is also drawn to shiny things which leads him naturally into theft. But the biggest shine of them all is from a nice big explosive detonating which Slink really loves.
Manners in general are something Slink is working on. Most of his memories are that of being in a lab, so being civil is something he never really had to learn before. Having a team that he can rely on is something he takes a lot of comfort in and he is trying his best. But he is struggling to adapt in this sense.
Biography: Subject 8702 was the first true breakthrough for the latest research expedition to the Vermal moon. Not only were they able to unlock his latent psionic abilities to minuet capabilities of telekinesis, they were able to have him develop speech and learning capabilities on par, if not exceeding, human. The experimentation was not a kind process though. It was often painful and without results. Left without supervision by a governmental force or ethics committee, it was to be 8702's lot in life to be trapped in a lab for the rest of his life. Until a younger lab technician forgot to lock the door.
8702 had been gradually gnawing at his restraints during times he wasn't actively monitored and the unlocked door to the lab was his way out. Through a mix of moving through the vents and general stealth. Slink took the young lab technician hostage and had her drive the first escape ship he could find to freedom.
As it would turn out, the facility he escaped from was being shadow funded by one of the biggest med-tech companies in the galaxy. And just for the act of escaping 8702 had a big bounty on his head with the only silver lining being that he must be alive to collect. This drove 8702 to put on covering clothing which served little purpose other than hiding his identity, not that he would admit that. He also adopted the name Slink and came up with the story that he is just a severely malformed Sanken, another short and snouted race.
Slink doesn't have any higher aspirations as of yet. He is on the run and just trying to get by alive. Although its simplistic he just wants the freedom to live his life outside of a cage... And use explosives.
(I will probably be adding a bit more here at some point. Please let me know if that will be necessary or something I can take my time with. I left a few names vague like the med-tech corporation in case you had something better in mind.
Powers/Skills: - Minor telekinesis (roughly 10kg weight and 100m range focused on a single object. Not able to be effectively used in a combat sense due to a slow speed) - Prehensile tail which can regrow if chopped off. Combined with the telekinesis, Slink can interact with two separate objects which having both of his hands free for combat. - Naturally stealthy due to short height and lean stature. This also means he can fit in tight spaces easier. - Minor tech knowledge. He can certainly arm and defuse a bomb, but trying to create one would be a pretty ramshackle contraption and certainly not safe. - Fairly useless in a fair fight. But can get the jump on people.
Equipment: - A cloaking suit - Two knives that can be magnetically returned to his hands - A lot of explosives
Other: - Slink likes to gamble - Slink is bad at gambling - Slink is usually the first to loot. But he always makes a conscious effort to share as he cares little for possessions, he just likes the act of theft - Rocket Raccoon is a big inspiration
Okay, first of all...I love him. xD
I think this looks great, and I can appreciate the fact that he has some preset antagonistic forces for me to play with >:3. Still, one small nitpick is that he lacks a piece in his biography mentioning how he came into contact with The Star-Breakers; doesn't have to be anything crazy or complex though it could be hehe, but the note is nice regardless.
Beyond that small bit, Slink oughta be good to roll out!
There's probably room! Excluding the Captain, we so far have three accepted characters, and given the shocking amount of interest, I'm aiming for around an 8-sized roster. You're welcome to take a shot if ya want! First come first serve right now.
I think this looks great, and I can appreciate the fact that he has some preset antagonistic forces for me to play with >:3. Still, one small nitpick is that he lacks a piece in his biography mentioning how he came into contact with The Star-Breakers; doesn't have to be anything crazy or complex though it could be hehe, but the note is nice regardless.
Beyond that small bit, Slink oughta be good to roll out!
Thank you. Had fun writing him up. I'm perfectly fine with you doing whatever you want to with the med-tech corporation.
Added some backstory of him meeting the crew so I'll shift him over to characters.
A bit of a delay, and I apologize. Mintz knows I was working on this character for a bit, and, while I had intended to go more brutish earlier, art helped with coming up with this.
Of course changes and things are fine. Blah blah blah. Lets get this man in here.
Also, cause I forgot, I have a strong preference for more the robotic Sci-Fi elements. Like Gundam, Transformers, etc. Though I can sit down and enjoy about anything.
"Why make it fancy when its just easier to pull the trigger?"
Character
Name: Aftershot
Nicknames/Titles: Small Shadow, Bot, Comet
Age: 24
Gender: Male
Ship Role: Marksman/Stealth Operations
Race: Cybertronian (otherwise known as Bots)
Cybertronian History
(There is some stuff changed here so… Let’s let an on and off again fan come up with this)
Cybertronians are this race of mechanical beings originating from Cybertron, with the ability to transform into a variety of different forms, though typically they stick to vehicles. They also primarily stick to one form per bot, as any more could lead to mental or physical torment. Their bodies can be modified to store their built in weapons, navigation, and flying systems, with almost all of them having the ability to fly while in robot mode, though only for short distances.
Cybertronians do not need typical things like food, oxygen, etc that many of the other races would need to survive. Instead, they consume energy to power themselves, with their preferred source of energy being aptly named Energon, which is a very fine and volatile gem-like resource filled with disruptive energy, sometimes even being too dangerous if consumed raw. Yet it provides the most amount of energy for a Cybertronian’s large body.
Speaking of, their physique typically has the bots being on the taller end, with the average height being that of a two story building and many of their alternative forms being vehicles for smaller races to ride around in. However, due to recent Energon shortages, and reliance on other power sources, many have taken to adopting smaller forms for ease of travel and more fuel efficiency. These forms typically are the size of an average humanoid, though they are fiercely dense. Weapons are also typically implemented within the Cybertronian built for war, with their arm often swapping between a normal hand, blaster, and some sort of melee weapon. Many non-combat bots have used this feature to allow them to quickly have access to the tool they need.
Cybertronians are advanced enough to come up with space travel and a lot of energy based weapons. They also have a rich sense of culture, exploring different avenues of music, art, etc. Many of them are pacifists, preferring to be scholars or architects, though there are enough stubborn blockheads and “wreckers,” a term often meant to refer to the more battle ready individuals, that they have developed multiple arenas for fighting.
However, they had a very harsh cast system set in place, where a Cybertronian is stuck in a job that they were designed for, and could never progress outside of that position. This has led to a massive civil war that span multiple decades, and even a couple of planets, before eventually coming to an end a year back, with compromises to try and eliminate the cast system for a more democratic vote, and allowing bots to do what they want, while being upgraded to perform certain tasks, with the option of changing it later.
Personality
Aftershot is a very serious, solemn, and reserved type of character. Actions speak louder than words to him, and he tries to get others to go along with this endeavor. He does fine many of the juvenile antics overly distracting and entirely unnecessary to get the job across, and may often prefer to work alone despite all that the team has done. Its just easier and more efficient that way.
Aftershot did go through the downsizing process, and does not regret it a bit. He did everything for his native race, his friends, his family. Shrinking down to give them more energy was a choice he was willing to make, even if some older bots make fun of him for it. This mindset also led as to why he joined the Decepticon movement in the first place, to overthrow the caste system and get bots a proper place.
Despite the rougher exterior, Aftershot is just a very sad bot, reminiscing about the war his people has gone through, and being one of the major leading members of this tyrannical leadership, having caused many different events due to his various modes and abilities. Aftershot was not a nice person, and his actions had consequences. Right now, he is just trying to look for redemption.
Aftershot does despise his weapon mode, as he claims it takes all his freedom and energy to deliver some powerful assaults. Using it too much can leave him feeling quite drained or sick as well.
Aftershot does often pick up various hobbies, ranging from card games to music, with it bouncing back and forth. He doesn’t want to talk about what happens, and prefers to keep his mind busy.
Biography
Aftershot was born on Cybertron, and almost immediately set into being a working class carrier bot, whose purpose was to deliver packages to different corresponding bots on the planet, or in other words: A delivery bot. Through this, Aftershot constantly saw the tribulations of his fellow Cybertronians, with many being left behind and unable to get out of their poverty and energy deficient ways. He was even looked down upon due to his more menial task that they could program other drones to do.
To vent his frustrations, Aftershot often went to the arena, watching as many strong and powerful bots clashed against each other. While he could never participate himself, being well under the weight requirement, he witnessed the sheer glory of the fight. Aftershot was a big fan of the ring leader, seeing his ploy and battle prowess.
After a while though, the reigning champ stopped coming. Doing his usual rounds, Aftershot noticed the champion again, this time on a monitor depicting his philosophy and how the world should change. ZNo bot would be left behind, and he was willing to go to the head council to pronounce this with a good friend of his that works in the data banks. Stocked for this as he wanted to see a better place for his people, Aftershot quickly joined this Decepticon side, and went to every rally he could.
Then the day came. The council had finally listened and allowed the champion and his friend to talk to them about changing the state of Cybertron. It was a long debate, but eventually the champion walked out. A solemn look was across his face as he mentioned to the crowd of Decepticons that the people on the council have ruled against the masses, and it was time to stand up for the little people. Everything that could be said to get the Decepticons to revolt, he said it, and they did.
So started the Cybertronian Civil War. Aftershot quickly enrolled to help the Decepticons on the belief that the council didn’t hear them. While Aftershot was never much of a fighter, he quickly rose through the ranks due to his unique speed and a surprisingly intuitive use of blasters. He even managed to hide and store away data to a very important military ship the Autobots used. However, this was never enough, and, feeling like he had to step up his game, Aftershot volunteered for some tricky augments.
The first few were simple enough. Obtain a throwable weapon that could be used in melee combat? Yes.Some more weapon augments for situational sniping? Yes. Stealth option? Yes. While all painful in their own right, they definitely seemed to help, even though Aftershot would’ve preferred a canon similar to the champ’s or EMP blasters similar to his second in command. The next two were the hardest and most painful.
While Aftershot was willing to shrink down to conserve energy, he didn’t expect it to involve quite as many shocks and dangerous experiments. Can always blame the lead scientist for his more deranged experiments for the logical mind. However, he didn’t expect his third mode to be added in. Instead of being a small ship, now Aftershot could transform into a miniature turret for the smaller races to use, or retract that in to attach to the bigger bots and be used either as a secondary gun, expanding his energy in exchange for saving their own ammo and energy, or for augmenting their assaults.
Despite despising this form, Aftershot tried to make good use of it when he can, even joining the front lines every now and again, and working alongside the champ himself in infiltrating a large transport vehicle that had a vast amount of Energon and information. Being used to kill the crew though…
Aftershot slowly started having doubts about the “revolution” as the champ kept calling it, but kept up his job at infiltrating different places, using his smaller size to sneak around larger bots. He even had to pull a few unique assassinations on key Autobot helpers across the two other planets that slowly became intertwined in this war. While it became easier for him, and he started adopting the efficient way as to not cause more pain to the victim, the dread was still felt.
It was close to the end of this war that Aftershot finally realized the truth. After infiltrating the Autobot headquarters, he monitored a meeting between the head bot, an upgraded version of the champ’s old friend, and some of his ground troops. Apparently the war had left major devastation in its wake, almost completely wiping out Cybertron’s lower class and running its energy dry, while devastating the population of a nearby planet, and the areas under the champ’s rule were in a much more tyrannical leadership role than expected. Many of the supposed leaders and heroes of the Decepticons were brutalizing a lot of the enslaved bits, with the lead scientist even changing some of the Autobot’s strongest soldiers into mindless beasts to turn back on them.
Ashamed for what has happened, and what he had helped, Aftershot fled. He grabbed some energon packs and kept flying out into space, using his stealth upgrades to bypass many of the blockages made up by both factions.
It must’ve been a few months later that a weakened Aftershot caught wind of the war being over while sitting at a small diner. The news broadcast even show the Autobot leader detailing the crimes, with a sorrowful look on the champ’s face. Despite meaning well, the champ got power hungry and wanted to enslave those beneath him, turning the caste system around. Though, upon feeling what it was like to be subjected beyond his control, the champ turned himself in. Many of the bots are still at large, with Aftershot’s name appearing with it. He couldn’t turn back now.
He managed to find the captain a few weeks later. Despite not entirely being what both of them expected, Aftershot’s ability with weapons and stealth came in handy enough times to be willingly let aboard the crew. Now, Aftershot often spends time in his room, alternating between different hobbies or fascinations to keep his mind busy, or practicing in the shooting range.
Powers/Skills
Flight: Both in his robot and vehicle mode, Aftershot can fly, though at much slower speeds in his robot mode.
Transformation:
Ship: Aftershot is able to transform into a small ship, allowing others to ride him. Of course it comes with its own unique blasters for aerial or space combat. He is also able to use his stealth mode to turn invisible in this mode.
Robot: His typical form. In this mode he walks around and talkies like a typical humanoid or alienoid being. He is able to retract his wings in a bit to give him a more sleeker form.
Weapon: Forgoing everything else in his arsenal, Aftershot is able to transform into a large canon that can attach to other machinery, given there is a port, or a turret for others to use. While he can still talk, Aftershot cannot move of his own volition, except moving the turret up and down.
Stealth Option: Aftershot, through augmentation, has the ability to cloak himself and make him appear invisible to both sonar and the visual eye. However, doing this for an extended period of time does take a lot of energy. It is unable to work in weapon mode.
Equipment
(These are built in, but since they can be seen on the surface when Aftershot uses them, they are listed here)
Blaster Hand: Aftershot is able to transform one or both of his hands into blasters, allowing him to shoot energy blasts separately stored as ammo from them. They can also be extended and given increased power for longer ranged shots.
Ninja Star Augments: A bit of an odd design choice, Aftershot chose to go for small round indention in his arms that can project spinning discs that have the ability to extend claws. He tends to use these to climb, cut, or even throw for less loud ranged options. He is able to remotely control them as well, having them return when needed. Both holsters carry 5 each, for a total of 10.
Black Visor: A small visor that can pop down to cover Aftershot’s eyes. It provides a heads up display, a visual feed through his ninja stars, and a communication tool to interact with others.
Other
While I used a bunch of names from the actual Transformers Universe, those are free to change.
I did want to leave the name vague for champ, right hand man, and scientist in case Mintz wants to go crazy here, but generally they are meant to be Megatron, Starscream, and Shockwave respectively. Best friend for the champ of course being Orion Pax, later known as Optimus Prime.
More of a cosmetic thing, when Aftershot wants to go into combat mode, two metal plates pop out from the side and cover his mouth, while his black visor pops down, fully covering him.
Aftershot’s form now has him standing at roughly 5’11, with his weight being about 300 pounds, though still maintaining a fit physique. Its just all metal baby.
Okay character idea: Android on the run from shady circumstances who resorted to building scrap work tech to both fix up damage to their own body and fend off bounty hunters. I’m talking laser handguns that violate OSHA guidelines and sticking a microwave in a jumpship’s engine to make it fly faster.
TLDR his role on the ship is “bullshit engineer with a gun”
Sorry I took so long to post my sheet - I know my art's not the greatest either, but I feel obligated to draw my character when humanly possible, and lining/coloring would've delayed me longer.
There’s ‘Using art’, and there’s ‘crediting artists’, then there’s ‘drawing your own art’. You’re a king/queen, keep up the efforts. Mad kudos to anyone who has the inclination for visual arts. As someone with an inability to visualize images in my mind, I respect it.
"Whoa, whoa! Watch the controls!! You almost sent the ship into 12 g turn. Only I'm allowed to do that."
Name: Wekan-Jha Harek
Nicknames/Titles: Wex, Sparky, Slippery Little Shit
Age: 43, roughly 25 years old in human terms
Gender: Male
Ship Role: Helmsman
Race: Elkhane
4328 VB Vesper-C is a name (or rather, a designation) that holds no meaning to your average, working class, clock-punching spacer fresh out of the Belts. Not only because of its location - far out on the edge of charted space - but also for the large, helpful, bright-red 'HAZARDOUS' marking appended to it on the aforementioned space charts, which has the magical affect of causing most bridge navigation officers to avoid the system entirely, and then promptly forget about it thirty seconds after the fact.
Indeed, Vesper-C doesn't even mean anything to the native inhabitants of the planet, who instead refer to it by the same name that they have for thousands of years: Hane Jhal. Home Sea.
Only dedicated academics and explorers thus refer to the planet this as Vesper-C. Not because of a contempt for the clearly sapient, civilized inhabitants of the planet, but because the planet itself repels almost every attempt to explore and categorize it, preventing the proper name for it and its inhabitants to become widespread. Even though "Vesperians" have started to become more common sights in spaceports, battlefields and (unfortunately) slave pens the Galaxy over, their origins are still poorly understood.
Hane Jhal is a rocky, terrestrial world that is notably larger than average, and with an entirely different core composition than worlds such as Earth. As a result, its magnetic field is absurdly strong. Metals such as iron are impossible to use in any practical sense while on the surface, as they will inevitably end up flying away (usually ripping through something important on the way) in the direction of the poles. This, as you can imagine, has especially unfortunate implications when it comes to the arrival of the largely metallic landing craft of visitors. Everything carries an unseen electrical charge - even, and especially, the native lifeforms. Thunderstorms are especially powerful, flashy, and devastating. Most forms of short-range communication are completely useless, as well as unheard of by the Elkhane. And, while cosmic radiation has almost no effect on the majority of the planet, there are hidden bands of extremely concentrated radiation near the most extreme points of the poles and the equator that only the Elkhane know the exact location of. To top it all off, every night almost the entire planetary sky is covered in intense aurorae, almost entirely obscuring the night sky.
Knowing all of this, it's a wonder that the Elkhane ever made it to the greater Galactic stage at all.
Out of such a hostile environment came a resilient, yet isolationist dominant species.
The Elkhane evolved from a species of serpent-like creatures dwelling in the shallow waters of the world's oceans, not unlike the electric eels of Earth. Like almost all other creatures on the planet, they evolved a complex navigational system that allowed them to pinpoint their location on the planet using both the electrical currents in their immediate environment and the magnetic energy across the globe. It is very, very difficult for an Elkhani to get lost on their own turf. However, take one to space for the first time, and the sudden loss of these extra senses is enough to render them completely catatonic for hours, if not days.
Elkhane are bipedal and roughly human-shaped, though that is where the similarities end. They have tough, rubbery blue or green skin and a head that is craggy and eel-like with a strong jaw full of pointed teeth. Their eyes are solid yellow or green, and each one has a pattern on their skin that glows faintly in the dark with mesmerizing bioluminescent patterns. Because of this, stealth is not the ideal role for an Elkhani. In fact, those that find themselves in need of some discretion tend to wear full-body concealing suits out in public, in order to hide their glow.
Elkhane are particularly receptive to the electric current in their surroundings, having evolved with several special organs that allow manipulation of these currents in coordination with their nervous system. Almost every Elkhani has the ability to pull in a small amount of the electricity in their immediate surroundings in order to increase the speed that their brains process and react to information, leading to inhumanly quick reaction times and incredibly well-adjusted snap decisions. If they experience highly stressful or traumatic situations on the regular, some even have the ability to do the reverse, using their own bodies to provide extra power to nearby electronics. There are even mythical accounts of highly skilled individuals harnessing electricity directly to kill or incapacitate their enemies, though this is generally believed to be made up by storytellers for dramatic effect.
Because of the hostile conditions of their planet and the particular path their technological development took, Elkhane society is extremely isolationist, clan-based and static. They live in massive, heavily fortified cities in order to protect themselves from extreme weather phenomena and the rare enemy invasion, and prefer not to explore or wander outside of their own territories. Many Elkhani never actually end up interacting with others from a different state, being incredibly sensitive to differences in dialect, dress, customs and norms.
Again because of planetary conditions and because of this deeply-ingrained stagnancy, the Elkhane never attempted to leave their own planet. They became aware of life outside of their own world when the first abortive attempts at exploration occurred, with debris from rapidly dismantled starships raining down amongst their cities and oceans. When the first successful contact finally occurred, with certain species landing in entirely non-magnetic spacecraft to facilitate diplomacy, celebration occurred on both sides of the interaction. As things go, however, the peaceful delegation was soon followed by one with much less benevolent intentions.
A few years after these first few peaceful interactions, slavers and raiders using ships of a similar design ruthlessly attacked Hane Jhal, abducting massive groups of Elkhani to be sold as servants, highly-trained guards, or pit fighters, among other things. They set up permanent bases in conquered cities on the planet, beginning a long and bitter border war with the surviving and much better defended Elkhani states. This conflict still rages on, with intervention unlikely as the planet goes largely unnoticed by the higher powers meant to uphold justice among the factions of the Galaxy.
Personality: The little pilot has a notable reputation as being a bit dodgy, not really worthy of your trust or reliance. For the most part, this is true, as Wex is a criminal with little in the way of moral hangups when it comes to self preservation. If it comes down to it, he'll steal the boots off your feet and leave you stranded. However, he is also a consummate professional when it comes to his trade, and if his job is to pilot a crew to safely, he takes it very seriously as long as he is able. As well, despite his bad character, he does occasionally have soft spots for certain people, and he does not murder or maim in cold blood.
He covers his calculating true self with a talkative, joking and sarcastic persona, much to the annoyance of everyone within earshot of him at any given time. This, too, has a purpose: it allows him to identify those most likely to space him in any group of people so that he can better keep an eye on them.
Biography: Wex was only a child when he, along with most of those in his community, were taken off-world by slavers. Though only just poised to enter adolescence, the young Elkhani had already gained a certain reputation amongst those in his city. Unlike most of the Elkhane, Wex was something of a free spirit, resenting the unchanging conditions of his people's society and longing for freedom and adventure. His wish had been granted, in some strange and twisted sense. He was separated from his family and roughly introduced to Galactic society as he was forced to begin the life of a slave.
Somehow, though, the young man's spirit was not broken by such an awful experience. No stranger to stealing the land and watercraft of his own people before being taken, he had developed a natural affinity for learning to pilot almost anything. After spending some time familiarizing himself as much as he could with the new technology of his captors, he launched an escape attempt, piloting an unattended spacecraft away from the station he had been held on. However, he only made it so far, having no comprehension of things such as faster-than-light travel, before he was easily recaptured.
The punishment for escape was brutal. Wex spent time both in torture chambers and in the most brutal, backbreaking working conditions on the station. He also never saw any of his species again. However, after a year he managed to devise a second escape attempt, which this time managed to succeed. However, his time as a slave had changed him. Though still using his carefree and jovial nature as a shield, Wex was now someone permanently in "survival mode," ready to do anything, or abandon anyone, in order to continue his existence. Having nothing to his name when he reached his first free spaceport, he managed to sign on as a pilot for a freighter. Though his piloting skills were noted to be exceptional, his reputation as a liar, a thief and a cheat ensured he did not last long. As the years went by, Wex continued to drift from bad crews, to worse crews, embedding himself deeper into the unsavory underbelly of the Galaxy whilst never staying in the same place for very long lest someone recognize his face as a fugitive slave with an outstanding bounty.
Though he never managed to stay in a crew's good graces for long, Wex survived on account of his distrustful nature and his reputation as a fantastic pilot, making him an invaluable asset. After a particularly close call on a botched job, Wex again found himself unemployed when he was contacted by Captain Kura. With precious little in the way of other options and the constant pressure on his back to keep from staying in the same place for too long, Wex immediately signed on as pilot of the Galatea, and helmsman for this strange new crew.
Powers/Skills:
Electrical Manipulation: Like the rest of his species, Wex has the ability to manipulate electric currents in his vicinity. For him, this usually is used to assist in his piloting, though it can have some detrimental effects. Bridge crews have often complained that, during particularly intense situations requiring complex flight maneuvers, their bridge consoles mysteriously short out. The lighting in the bridge has also been known to flicker and dim, and the electronics suddenly make strange noises at odd times when Wex is sitting in the pilot's chair. Wex has developed a particular skill at flying craft even without the use of some critical subsystems because of this. Because of his treatment as a slave, Wex is one of the few that can also occasionally cause the reverse effect. He likes to boast that he can make the engines on a small craft "go to 11."
Raw Piloting Ability: Even among a species noted for their capability as pilots, Wex is among the best, having been behind the controls of some craft or another since he was a child.
Shooting: What he lacks in physical strength, Wex makes up for in his ability to outdraw most opponents, firing off deadly and accurate shots with his sidearm before they can react.
Loudmouth: On account of never receiving a formal education, Wex has an extremely basic vocabulary. On the other hand, though, he has picked up an encyclopedic knowledge of various curses, rude phrases, and obscene gestures in the common languages as well as the obscure, and is able to string them together with devastating effect. His inability to ever shut up pairs rather well with this particular talent.
Equipment:
Prototype Plasma Magnum: This experimental sidearm was one of the things that Wex swiped during his second escape attempt from the slavers that ripped him from his homeworld (who had themselves previously swiped it from a military convoy), and it has been at his side ever since. Eight shots per cylinder, with a hair-trigger - this baby can punch a hole through the thickest of alien noggins, provided they're uncovered. The barrel is as big around as his hand, so it cannot be concealed, but oftentimes this works in his favor as its presence on his hip keeps the dumber brutes on any given crew from trying to take Wex out of the picture for whatever reason.
Magnetic Neural Compensator: Fits around the back of Wex's head, and is usually concealed under a wide-brimmed hat. This device is essential to allowing the Elkhani to function normally, as it prevents the usually disorienting side effects of being deprived of the strong magnetic field of his native environment. Without it, he will be subject to extreme confusion, lack of coordination, and severe headaches, to name a few.
Flash Grenades: Think fast! *BANG*
These aren't particularly useful for many situations, but one or two of them are easy enough to conceal and invaluable for allowing a certain criminal to get out of a tough spot.
Other:
Wex is only partially literate in anything other than his native language. Who has time to read, anyway?
While the average height for males of his species is only around 5'5", he's a particularly small and scrawny specimen at around 5'2".
There's a slave brand on the small of his back which is typically concealed by heavy clothing. I mean, is it cold on this ship, or what? Brr.
For my favorite sci-fi, my first and greatest love is Star Wars, though that's more fantasy in space than real sci-fi. I'm a big fan of the Alien franchise, and I've been getting into Star Trek a little through The Next Generation, though it's definitely not what I'm used to. I also really enjoy some of the old 4X space strategy games like Sword of the Stars and Sins of a Solar Empire.
"Whoa, whoa! Watch the controls!! You almost sent the ship into 12 g turn. Only I'm allowed to do that."
Name: Wekan-Jha Harek
Nicknames/Titles: Wex, Sparky, Slippery Little Shit
Age: 43, roughly 25 years old in human terms
Gender: Male
Ship Role: Helmsman
Race: Elkhane
4328 VB Vesper-C is a name (or rather, a designation) that holds no meaning to your average, working class, clock-punching spacer fresh out of the Belts. Not only because of its location - far out on the edge of charted space - but also for the large, helpful, bright-red 'HAZARDOUS' marking appended to it on the aforementioned space charts, which has the magical affect of causing most bridge navigation officers to avoid the system entirely, and then promptly forget about it thirty seconds after the fact.
Indeed, Vesper-C doesn't even mean anything to the native inhabitants of the planet, who instead refer to it by the same name that they have for thousands of years: Hane Jhal. Home Sea.
Only dedicated academics and explorers thus refer to the planet this as Vesper-C. Not because of a contempt for the clearly sapient, civilized inhabitants of the planet, but because the planet itself repels almost every attempt to explore and categorize it, preventing the proper name for it and its inhabitants to become widespread. Even though "Vesperians" have started to become more common sights in spaceports, battlefields and (unfortunately) slave pens the Galaxy over, their origins are still poorly understood.
Hane Jhal is a rocky, terrestrial world that is notably larger than average, and with an entirely different core composition than worlds such as Earth. As a result, its magnetic field is absurdly strong. Metals such as iron are impossible to use in any practical sense while on the surface, as they will inevitably end up flying away (usually ripping through something important on the way) in the direction of the poles. This, as you can imagine, has especially unfortunate implications when it comes to the arrival of the largely metallic landing craft of visitors. Everything carries an unseen electrical charge - even, and especially, the native lifeforms. Thunderstorms are especially powerful, flashy, and devastating. Most forms of short-range communication are completely useless, as well as unheard of by the Elkhane. And, while cosmic radiation has almost no effect on the majority of the planet, there are hidden bands of extremely concentrated radiation near the most extreme points of the poles and the equator that only the Elkhane know the exact location of. To top it all off, every night almost the entire planetary sky is covered in intense aurorae, almost entirely obscuring the night sky.
Knowing all of this, it's a wonder that the Elkhane ever made it to the greater Galactic stage at all.
Out of such a hostile environment came a resilient, yet isolationist dominant species.
The Elkhane evolved from a species of serpent-like creatures dwelling in the shallow waters of the world's oceans, not unlike the electric eels of Earth. Like almost all other creatures on the planet, they evolved a complex navigational system that allowed them to pinpoint their location on the planet using both the electrical currents in their immediate environment and the magnetic energy across the globe. It is very, very difficult for an Elkhani to get lost on their own turf. However, take one to space for the first time, and the sudden loss of these extra senses is enough to render them completely catatonic for hours, if not days.
Elkhane are bipedal and roughly human-shaped, though that is where the similarities end. They have tough, rubbery blue or green skin and a head that is craggy and eel-like with a strong jaw full of pointed teeth. Their eyes are solid yellow or green, and each one has a pattern on their skin that glows faintly in the dark with mesmerizing bioluminescent patterns. Because of this, stealth is not the ideal role for an Elkhani. In fact, those that find themselves in need of some discretion tend to wear full-body concealing suits out in public, in order to hide their glow.
Elkhane are particularly receptive to the electric current in their surroundings, having evolved with several special organs that allow manipulation of these currents in coordination with their nervous system. Almost every Elkhani has the ability to pull in a small amount of the electricity in their immediate surroundings in order to increase the speed that their brains process and react to information, leading to inhumanly quick reaction times and incredibly well-adjusted snap decisions. If they experience highly stressful or traumatic situations on the regular, some even have the ability to do the reverse, using their own bodies to provide extra power to nearby electronics. There are even mythical accounts of highly skilled individuals harnessing electricity directly to kill or incapacitate their enemies, though this is generally believed to be made up by storytellers for dramatic effect.
Because of the hostile conditions of their planet and the particular path their technological development took, Elkhane society is extremely isolationist, clan-based and static. They live in massive, heavily fortified cities in order to protect themselves from extreme weather phenomena and the rare enemy invasion, and prefer not to explore or wander outside of their own territories. Many Elkhani never actually end up interacting with others from a different state, being incredibly sensitive to differences in dialect, dress, customs and norms.
Again because of planetary conditions and because of this deeply-ingrained stagnancy, the Elkhane never attempted to leave their own planet. They became aware of life outside of their own world when the first abortive attempts at exploration occurred, with debris from rapidly dismantled starships raining down amongst their cities and oceans. When the first successful contact finally occurred, with certain species landing in entirely non-magnetic spacecraft to facilitate diplomacy, celebration occurred on both sides of the interaction. As things go, however, the peaceful delegation was soon followed by one with much less benevolent intentions.
A few years after these first few peaceful interactions, slavers and raiders using ships of a similar design ruthlessly attacked Hane Jhal, abducting massive groups of Elkhani to be sold as servants, highly-trained guards, or pit fighters, among other things. They set up permanent bases in conquered cities on the planet, beginning a long and bitter border war with the surviving and much better defended Elkhani states. This conflict still rages on, with intervention unlikely as the planet goes largely unnoticed by the higher powers meant to uphold justice among the factions of the Galaxy.
Personality: The little pilot has a notable reputation as being a bit dodgy, not really worthy of your trust or reliance. For the most part, this is true, as Wex is a criminal with little in the way of moral hangups when it comes to self preservation. If it comes down to it, he'll steal the boots off your feet and leave you stranded. However, he is also a consummate professional when it comes to his trade, and if his job is to pilot a crew to safely, he takes it very seriously as long as he is able. As well, despite his bad character, he does occasionally have soft spots for certain people, and he does not murder or maim in cold blood.
He covers his calculating true self with a talkative, joking and sarcastic persona, much to the annoyance of everyone within earshot of him at any given time. This, too, has a purpose: it allows him to identify those most likely to space him in any group of people so that he can better keep an eye on them.
Biography: Wex was only a child when he, along with most of those in his community, were taken off-world by slavers. Though only just poised to enter adolescence, the young Elkhani had already gained a certain reputation amongst those in his city. Unlike most of the Elkhane, Wex was something of a free spirit, resenting the unchanging conditions of his people's society and longing for freedom and adventure. His wish had been granted, in some strange and twisted sense. He was separated from his family and roughly introduced to Galactic society as he was forced to begin the life of a slave.
Somehow, though, the young man's spirit was not broken by such an awful experience. No stranger to stealing the land and watercraft of his own people before being taken, he had developed a natural affinity for learning to pilot almost anything. After spending some time familiarizing himself as much as he could with the new technology of his captors, he launched an escape attempt, piloting an unattended spacecraft away from the station he had been held on. However, he only made it so far, having no comprehension of things such as faster-than-light travel, before he was easily recaptured.
The punishment for escape was brutal. Wex spent time both in torture chambers and in the most brutal, backbreaking working conditions on the station. He also never saw any of his species again. However, after a year he managed to devise a second escape attempt, which this time managed to succeed. However, his time as a slave had changed him. Though still using his carefree and jovial nature as a shield, Wex was now someone permanently in "survival mode," ready to do anything, or abandon anyone, in order to continue his existence. Having nothing to his name when he reached his first free spaceport, he managed to sign on as a pilot for a freighter. Though his piloting skills were noted to be exceptional, his reputation as a liar, a thief and a cheat ensured he did not last long. As the years went by, Wex continued to drift from bad crews, to worse crews, embedding himself deeper into the unsavory underbelly of the Galaxy whilst never staying in the same place for very long lest someone recognize his face as a fugitive slave with an outstanding bounty.
Though he never managed to stay in a crew's good graces for long, Wex survived on account of his distrustful nature and his reputation as a fantastic pilot, making him an invaluable asset. After a particularly close call on a botched job, Wex again found himself unemployed when he was contacted by Captain Kura. With precious little in the way of other options and the constant pressure on his back to keep from staying in the same place for too long, Wex immediately signed on as pilot of the Galatea, and helmsman for this strange new crew.
Powers/Skills:
Electrical Manipulation: Like the rest of his species, Wex has the ability to manipulate electric currents in his vicinity. For him, this usually is used to assist in his piloting, though it can have some detrimental effects. Bridge crews have often complained that, during particularly intense situations requiring complex flight maneuvers, their bridge consoles mysteriously short out. The lighting in the bridge has also been known to flicker and dim, and the electronics suddenly make strange noises at odd times when Wex is sitting in the pilot's chair. Wex has developed a particular skill at flying craft even without the use of some critical subsystems because of this. Because of his treatment as a slave, Wex is one of the few that can also occasionally cause the reverse effect. He likes to boast that he can make the engines on a small craft "go to 11."
Raw Piloting Ability: Even among a species noted for their capability as pilots, Wex is among the best, having been behind the controls of some craft or another since he was a child.
Shooting: What he lacks in physical strength, Wex makes up for in his ability to outdraw most opponents, firing off deadly and accurate shots with his sidearm before they can react.
Loudmouth: On account of never receiving a formal education, Wex has an extremely basic vocabulary. On the other hand, though, he has picked up an encyclopedic knowledge of various curses, rude phrases, and obscene gestures in the common languages as well as the obscure, and is able to string them together with devastating effect. His inability to ever shut up pairs rather well with this particular talent.
Equipment:
Prototype Plasma Magnum: This experimental sidearm was one of the things that Wex swiped during his second escape attempt from the slavers that ripped him from his homeworld (who had themselves previously swiped it from a military convoy), and it has been at his side ever since. Eight shots per cylinder, with a hair-trigger - this baby can punch a hole through the thickest of alien noggins, provided they're uncovered. The barrel is as big around as his hand, so it cannot be concealed, but oftentimes this works in his favor as its presence on his hip keeps the dumber brutes on any given crew from trying to take Wex out of the picture for whatever reason.
Magnetic Neural Compensator: Fits around the back of Wex's head, and is usually concealed under a wide-brimmed hat. This device is essential to allowing the Elkhani to function normally, as it prevents the usually disorienting side effects of being deprived of the strong magnetic field of his native environment. Without it, he will be subject to extreme confusion, lack of coordination, and severe headaches, to name a few.
Flash Grenades: Think fast! *BANG*
These aren't particularly useful for many situations, but one or two of them are easy enough to conceal and invaluable for allowing a certain criminal to get out of a tough spot.
Other:
Wex is only partially literate in anything other than his native language. Who has time to read, anyway?
While the average height for males of his species is only around 5'5", he's a particularly small and scrawny specimen at around 5'2".
There's a slave brand on the small of his back which is typically concealed by heavy clothing. I mean, is it cold on this ship, or what? Brr.
For my favorite sci-fi, my first and greatest love is Star Wars, though that's more fantasy in space than real sci-fi. I'm a big fan of the Alien franchise, and I've been getting into Star Trek a little through The Next Generation, though it's definitely not what I'm used to. I also really enjoy some of the old 4X space strategy games like Sword of the Stars and Sins of a Solar Empire.
Wex looks phenomenal! And it'll pay to have a quality pilot, that's for sure even if he'll undoubtedly get the occasional stink-eye from the Captain
Welcome aboard! Go ahead and throw this slippery little shit in Characters!