In the year 2030 the lonely isolate planet of Earth sent its first brave men and women to Mars. 30 years later, the United Nations sent another crew to the Red Planet to start colonizing... This was the birth of human space travel. It took them another hundred years to travel farther, and eventually in the year 2338 Earth finally found the secret for galactic travel. So Earth embarked on the greatest expedition it has ever devised. Their search for Extra-Terrestrial life didn't take long, as they were soon contacted. The Human race soon encountered an organization called the Galactic Committee. The Committee consisted of different species from different planets that served under their set of laws to keep peace within the Galaxy. It didn't take long for humans to add their influence, as they had the first Human diplomat inducted into the Committee only 20 years later.
120 years after the humans joined the Committee there have been much more treaties, agreements, and prosperity. Humans now have allies, and have been exchanging technology, it was the Human's Golden Age. But, like every civilization, there is not total peace and order. There are some alien races that have not accepted the Committee's treaties and keep to themselves, other races have become intergalactic pirates. Planets and species will have their civil wars, diplomats will disagree, and crime is everywhere, like every colony.
At this time there was also a dropped rate in stellar exploration. The idea of going out into the unknown, charting and exploring new territories and recording them was exciting for the young and curious. When more and more expedition teams started disappearing, that idea quickly died out. The farther out Explorers went from the known galaxy, the darker and deadlier it became in any direction. The harsh reality was that even though this was a Golden Age, there was always crime and corruption.
The amount of volunteers to go out and explore plummeted. In desperation the Galactic Committee formed a new law: Any criminal found guilty could be charged of their crime... Or, they could sign up to be in the Expedition Force for the Galactic Committee. Many of the criminals who signed up to explore the galaxy died within weeks by either attempted mutiny, pirate raids, or other complications... But there is one team lead by a notorious criminal that has survived much longer than anyone ever has, and has been known to defuse galactic tension.
They are called The Marauders. The crew is mostly composed of criminals, but some of the Galaxy's best have joined the infamous group to help better the galaxy, or for the thrill of adventure. Many crew members have come and gone (mostly by death), but the commander and captain of the Marauder's has survived through everything the Marauders have gone against.
The Golden Age is going strong, and mostly due to the work of the Marauders. Do you have what it takes to become a member?
BEFORE YOU APPLY FOR A POSITION, CHECK THE MARAUDERS TAB TO SEE IF ITS ALREADY TAKEN
LORE:
Captain -Raymond Chase [Jones Sparrow]
Doctor -Luirae Driani [Akayaofthemoon]
Security -Kaite [Hawlin]
Chief Scientist -L'Azul [agentmanatee]
Enforcer -Jackal Westari [Dragonmancer]
Engineer -Shyr Dracosis [Tala Avana]
other -Kellian Sythrac--Assassin [Vulkan]
The Monroe is a Third Generation Assault-Class Stellar Expedition Vessel. Although it is large, the Monroe is able to maneuver and attack during hostile engagement. It has a state of the art medical bay, research facility, scanners, an AI co-pilot that helps run and maintain the ship, and many more features. The Monroe is also equipped with a docking bay, where the crew can store valuables, and their own assault-class fighter vessels. The Monroe has survived longer than expected due to Captain Raymond Chase and his crew members for over three years of service.
The Monroe is equipped with a state of the art medical bay run by Doctor Luirae Driani. Critical life sustaining beds, full body scanner that detects any health problem, a collection of almost every known poison, antidote, and medicine in the known galaxy, as well as a universal operating table meant for every known species, as well as a very large set of tools and equipment.
Connected to the Medical Bay is a highly advanced genetics lab. For three years the Marauders have been the top exploration crew in the galaxy, finding new life, and biological materials. With the lab they can diagnose and research anything they come across in their work, finding new cures to diseases, creating life, and many other experiments.
Although the Monroe isn't the latest version of Exploration Vessels, the Bridge is fully functional with pristine equipment. Blast resistant windows are in the front, with a deplorable holographic map of the known galaxy in the center. Along the sides are the ships scanners, reading levels, radar, hyperdrive console, and near the front is the manual ship controls. The AI Tango takes physical form in the bridge.
Ladders are near the front of the bridge, where you can go down to operate defense turrets, and each side has a docking bay door for evacuation, or to connect smaller ships to enter the Monroe.
"So the hangar bay where all ships are stored is the first thing you see when you enter from the rear docking gate. You see the striped floor from the bottom of the picture going to your right, and then swinging left to a lower section? That takes you to the cargo hold.."
"This is where all outbound and incoming shipments are stowed. Not much goes on here, apart from moving a bunch of containers around, but I like to use the space for an occasional pow wow with the crew."
The Galactic Committee was founded five thousand years ago when The First Contact War ended between the two eldest alien races, the Tu'Veeri and the Yhei. The Committee is run by five of the most abundant species in the known galaxy: The Tu'Veeri, Yhei, The Fogei, the Furtim, and Humans. Hundreds of different species of aliens are under Committee rule, and all have a part in the organization. Their goal is to keep the known galaxy safe from intergalactic trouble on each space colony, enforcing treaty laws, and to expand further into the Golden Age of space travel. The home base for the Galactic Committee is a large space hub named the Spire, an impressive, large stationary piece of work created by the Yhei five thousand years ago. Stores, houses, shipping and trade, courthouses, jails, it has everything and anything.
The Spire was a massive cylinder-like shape with the ends of it stopping in different lengths. It was elegant, flawless in design, with billions of small lights illuminating from the smooth metal surface. Although it is a cylindrical shape, a metal pillar goes through the center, working as the elevator leading to where the Galactic Council was located. Inside of the hollow cylinder though has its own state-of-the-art gravity system, where rivers, gardens, and its own atmosphere was created for viewing. Inside the Spire holds stores, houses, businesses, agencies, shipping yards, jails, courthouses, you name it. The upper districts are the more organized, prosperous and lawful, and the lower districts are more poor, sketchy, and hold underground gangs, black markets, and some of the worst criminals in the galaxy. It orbits around two golden stars orbiting each other.
The Committee is run by a Galactic council. Each of the five races have three representatives, with one Grand Chairman, making the council having 31 members. There are many other levels of this council, but this is the main one. Out of the three representatives is the Head Representative.
The Grand Chairman is almost always a Tu'Veeri or Yhei. As of now, it is a Tu'Veeri named G'Pol A wise, grayed haired warrior that spent most of his life fighting for the good of the Committee. He is a well respected politician, since most Tu'Veeri never lie and take their jobs 100 percent seriously.
The first race to discover space travel over 5000 years ago. Their first contact with an alien species was with the second eldest species, the Yhei. Their race is known for their nobility, intense military training, and their ability to be very literal. The humans often refer to them as galactic knights.
Their race is slightly humanoid, and bipedal. They are almost always ginormous, with muscular frames, and a stiff composure. The males have lighter pigmented skin than the females. The Tu'Veeri are typically never shorter than 5'9". They have strong jaws, long dark hair (the color varies, but usually it is many colors except blonde), and their eyes constantly change color. Some Tu'Veeri have been known to be born with four arms due to ancestral lineage.
They reproduce with one mate for life, and due to their noble nature never cheat or divorce. Children are given a sheltered but very strict life until they are old enough to learn to fight, using their childhood to learn nobility and rules and the rest to master the art of war.
Although they are noble and considered the wisest, they did not get along with the Yhei. To them, they were advanced in their technology, but never found the need for space travel. They took each other as threats, both thinking they were supreme. For three centuries a war raged on, until ultimately the Tu'Veeri won. They both created a treaty to become allies, and thus, the Galactic Committee was formed. The Head Council member has almost always been Tu'Veeri. Although it has been a very long time since the First Contact War, the Tu'Veeri and Yhei still have differences and hold bitterness at certain times.
Their home planet of Noi is located closer to the center of the Milky Way Galaxy. Their planet, like Earth, is the only planet that had life until they started to branch out. Filled with rolling hills and elegant sunsets, their technology is state of the art, with castle-like buildings, and bustling utopias. Being with noble nature they have limited building on their planet to give it a natural look and to honor their heritage. The children go out to learn to fight in the rolling hills and vast mountain ranges. Their greatest source of water is one giant ocean, the Tu'Veeri can filter any water no matter how contaminated.
The Yhei have always been the most technologically advanced. They were so focused in their own world and creations, that they found the need to leave their home planet least priority. When the Tu'Veeri appeared, though, they took them as a threat. Pirates that wanted their treasures and advancements.
While the Tu'Veeri were focused on the noble art of war, The Yhei constantly fought their wars with tricks and guerrilla warfare. They hold on for quite a while, but the force and skill of their enemies was too much, and the fighting turned pointless. The Yhei soon surrendered. They agreed on the surprisingly reasonable terms of the Tu'Veeri, but always held a bitterness towards them. The Yhei were in charge of creating the home station of the Galactic Committee on an isolated planet in between the Yhei and Tu'Veeri's homeworlds. It was the largest biologically made structure in the galaxy, and welcomed any species willing to cooperate.
The Yhei are lightweight, and to humans look like a mix of a human and frog. They are born with six fingers on each hand, very skinny arms, an large heads. They also have two alligator-type eyes, and all have grins to make anyone uneasy. Their skin tone varies from each individual, but there is always a small tinge of orange pigment.
Although they are one of the founders of the Committee, they spend most of their times as inventors, scavengers, and researchers. They take pride in their work, and usually think little of the intelligence of other races, so they mostly dwell in the lower levels of the Committee hub, in hospitals, or on their homeworld.
Their Homeworld is located only 3 lightyears away from the Tu'Veeri, thus making it easy for them to be the first contacted. The Planet Muck is filled with large swamps, and acidic rain. To make up for it, the Yhei have built mighty cities above world that is extremely durable, and have most of their biggest cities underwater for protection. Only rarely do the Yhei get outsiders to travel to their planet. Mostly everything on their planet is steam powered due to the abundance of water.
The Forgei got their spot on the Galactic Committee due to their large abundance of wealth. Most (but not all) of this race are familiar with precious materials all over the world. They are a civilization of collectors. They rarely fight physically due to their short nature (their normal height is around 5'6"). To humans the Forgei look like lemurs, with only three toes on each of their very large feet. Their fur is lightly blue and be as dark as purple, their four yellow eyes are their most dominant feature on their face, and the strongest limb they have is their tails.
When they were first found by the Committee three thousand years ago, they were quick to try and ally with the organization. They were obviously the wealthiest. Their home planet has a very large abundance of the rarest material in the galaxy: Light Stone. A rock that's so enriched with elements, characteristics and reactions that it radiates a warm yellow glow. It is the secret to intergalactic travel, and used for many new weapons that the Forgei have now produced.
The Forgei serve as the Committee's funding party, and rarely have any of their kind in the Committee's military. Instead they keep to politics, having most of them running smaller levels of the Committee. Although they do not fight, they have a very strong voice and say on what goes on in the galaxy due to their wealth, and currently do not think that stellar exploration is a good idea.
The Forgei are from a planet known as Losc, a planet heavily filled with rainforests and jungles. Everything on the planet is so rich in elements that it looks almost as if the planet itself was alive. The Forgei are very protective of their riches, and rarely let visitors travel to their planet.
The Furtim were the hardest to locate, and quite possibly the most mysterious. They appeared to the Committee three thousand years ago, but have claimed to be watching them for quite some time.
Although extremely polite and very literal, the Furtim have the ability of natural camouflage. The Furtim never blink, their giant dark eyes giving them an owl-like head movement, twitching and turning towards any sudden noises. The Furtim don't have noses, only two slits where it would be, they are around 6 feet tall, the women are only a couple inches shorter. The most noticeable trait is their scales. Their scales are constantly moving, soft to the touch, yet very very strong, and have no definite color. For the most part they are normally a dark gray, but are known to change color depending on the Furtim's mood. The scales give them the ability of natural camouflage, being able to turn almost completely invisible. Although humanoid, they resemble lizards to Humans.
Before they made contact with the Committee they would often live in secrecy, observing, calculating. They are incredibly religious and have high sense or moral codes due to it... but that doesn't mean they are peaceful. They are known for being quiet assassins for hire, although they don't accept just money as payment. They must be called by a ritual, and you must have a justifiable cause for your target to die.
Because of their literate nature they are often confused as being cold, unforgiving, and cruel, but in reality they are sympathetic to anyone who shows their emotions, and once you have their loyalty and trust, they will never betray you.
Their home planet is mostly dense forests, and large glistening lakes. Many would debate that the Furtim homeworld, Nox, is the most beautiful in the known galaxy. The world is still, nature is the most significant feature, and the Furtim usually live within the trees in elegant, yet simple, houses, and have countless beautiful shrines to their gods.
Nothing is just set in black and white. Not everyone who came across the Galactic Committee joined up and agreed with their laws... When you create an organization with a military and purpose, there will always be someone that goes against you. In the early years of the Committee when it was just the Tu'Veeri and Yhei they stumbled upon a race that they described as pure evil.
Although this race is the biggest threat to the Galactic Committee, they haven't been seen for four thousand years. The historical records state that the very first stellar exploration group found their home planet. Many species have a name for this world, but it roughly translates to the same thing through all languages: "Hell."
The exploration ship eventually made it back to the Spire, but inside the ship held the aftermath and the new species' reply. The halls were painted red, no bodies were ever found, and only one message was written in the blood: Death
That proved two things to the Committee: Not everyone was working towards peace, and they were intelligent, and deadly. The Committee soon went to war. Their cargo ships were intercepted, colonies would be attacked, and many encounters occurred with this race. In defiance of the this evil enemy, they never called them by their own name, but instead called them The Dread. The Dread quite enjoyed that name.
They were locked in what seemed to be an eternal war, but the Committee had more firepower, and more funding... And one day, the Dread vanished without a trace. No one knows where they went, or why they went, but the constant fear of them coming back made the Tu'Veeri and Yhei paranoid. They set up secret plans for when that day would come, but after four thousand years they still haven't been seen. They have now become a legend. Myths that parents tell kids to get them to do something. There are stories about meeting The Dread right before you die... Most people try to hide their fear with these stories, but the Tu'Veeri and Yhei rarely talk about them, and there have been occasional reports of people seeing the species every once in a while.
Because of the time span, and the legends, no one knows that the Dread look like anymore. Some describe them as blood red dragon skin with sinister horns coming out of their body, others say they are so pale white they are almost translucent, and can kill you with just a glance from their menacing pitch black eyes. Most of the Committee is afraid of traveling too far out in the galaxy in fear that they will run in to the Dread again.
RULES:
1) Although I classified the five major species in the Galaxy, you don't have to be those five! You can make your own race of alien, you just have to run it by me before! And don't make it a "god race" where it is perfect and nothing can harm/kill it!
2) This RP is going to really be story driven! So please no simple sentences for posts! I prefer quality over quantity, but "He went into the room" is not a good way to keep the story going!
3) Don't be mean to each other! Respect is important here! So if you have a problem with someone, either talk it out in a PM or let me or the Co-GM's know so they can handle it as well!
4) This will have a ton of different elements in it! Romance, action, humor, adventure, drama, and more! So this isn't for the young kiddos out there! haha
5) Due to difficulties in the past, there won't be anyone with the same team position, so no Co-Doctor, pilot, etc. It limits what certain people do and how they interact with the rest of the crew.
6) SOME JOBS WILL BE MORE ACTIVE THAN OTHERS! Please keep that in mind when taking a job like "Interpreter" will be less involved in certain situations than others. It's not because no one likes you. But if you're committed, and talk to the Co/GM then i promise no one will be left out!
7) We would really like committed people to join this, people who will stick with this, because it makes it more fun for everyone! But if anything happens, or you have to leave, please let us know, it'll help the transitions
8)There will be times in the RP where we will go to stop at a port or at the Spire, this will be the time when people can leave the RP, or join, me and the Co-GM will keep everyone updated when that happens
9) If you have any questions regarding the RP me and the Co-GM's are more than willing to help out in any way!
10) if you are going to be gone for a certain amount of time, please tell us before hand! Also little status updates are helpful too! It shows us who is still interested and wants to keep moving on, or of something got in the way of you posting!
11) Until we know how many people are going to be in this RP, please limit yourself to one character Unless you talk to me or the Co-GM
CHARACTER SHEET:
Name: AKA: optional Age: Race: Human, Tu'Veeri, Yhei, etc. can make up your own Appearance: Faction: Marauder, Criminal, Bounty Hunter, Committee member/soldier, etc. Role in Team?: Marauder only. Examples are Doctor, Mechanic, Pilot, Guns expert, etc. Bio: Doesnt have to be long. Personality: Weapon(s) : optional Star-fighter?: The Monroe is large enough to hold one-person fighter ships known as Star-Fighters, to anyone experienced enough to fly in combat. This is OPTIONAL, but if you would like to add one, insert an image, or description of what it looks like! On a side note, if your role on the team wouldn't really need one, you probably won't use it haha Family/Relationship?: Optional Other:
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Name: Raymond Chase
AKA: Ray, Cap, Atlas, The Marauder
Age: 27
Race: Human
Appearance:
Faction: Marauder
Role in Team?: Leader, Ace fighter pilot, and his military experience has also made him a jack of all trades.
Bio:
Unlike a lot of humans out there now a days, I was born on Earth. A modest, humble place in the heart of the United States named Colorado. I never met my dad, but mom assured me and my sister that he was the greatest man she ever met. We came from the long line of explorers. Our family line went all the way back to Leif Erikson, and our great great great great great grandfather was on board the first space shuttle out of our solar system... But that was on my father's side, and he left a long time ago. My mom became broken. A drunk, a drug user... so it left me to take care of my mom and little sister... And then He showed up. My father's apparent best friend started to get friendlier and friendlier with my mom, and soon enough he became my stepdad. He was a disgrace of a man. He did nothing but smoke, drink, yell at my mom, and when he wasn't doing that he was beating me for standing up for her.
But my mother never left. Maybe if she knew the fate of my dad she would have done something... but her sadness weighed her down, left her the broken pieces of the woman she once was... I started to rebel against my step dad. I would steal from his wallet, make my "attacks" on him look like accidents, I would often get in fights with people and give them my step dad's name as mine to see if they would come to our house and start beating the shit out of him. It never worked.
One night I came home after school to find... m-my mother in a bloody mess on the ground, my sister crying with a bloody nose, and the stench of liquor filling my nose as I saw my step dad over them. I fought back. My mom said I was so much like my father. Strong, brave, willing to step up and do the right thing... But as I fought my step dad, I thought if my dad was so great, then why did he leave his family with this man.
That was the start of my criminal record. After that my step father never pressed charges on me, my mom said it was all an accident, but he sent me to a military school... At the Spire, the Galactic Committee's headquarters. Turns out I come from a long line of important soldiers in the Chase family, so they were eager to take me in. I never considered myself a soldier, but the more I got compared to my father, the more I got angry with him. He sounded perfect, too good to be true, and yet my mother was a raging alcoholic, my sister was afraid to leave the house, and I was thousands of lightyears away to do anything to protect them. So to me, Todd Chase wasn't that special.
I was one of the top in my class when I eventually graduated, and had my own squadron and ship. We were a peace keeping unit that dealt with new interactions with alien colonies, or any hate crime distributions. One of the Committee's enemies planned a terrorist attack on a new allied colony accepting to join the Committee. The aftermath of the battle had My whole squadron dead, except me, but I didn't leave uninjured. My left hand had a horrible shake now, and nicknamed Atlas for withstanding so much pain and punishment during the battle.
I was put on medical leave, to go back home and see my mom and sister again.
I came home to find out the worst news you could ever get. Jamie Chase, My mother, apparently "fell down the stairs" and passed away two years ago. One year after that, my step father wasted the family inheritance, and he was so unstable to protect my sister they took her away. She blamed me for not staying, and she refused to tell me where she was... My step father ruined my life.
I wanted to fight him, to kill the man who murdered my mother and took away my baby sister... But I didn't. My left arm was too badly hurt, My heart felt hollow, and so I left without another word to the man... The next morning the Committee police were at my door, and I was charged the the murder of my step dad, and my next door neighbors. I was court marshaled, found guilty of my crimes, and sent to a maximum security prison known as The Rock.
I was 22 at this time. I was broken myself. I hated my step father. I hated that I was in this prison for a crime that I didn't do but wish I did. I was mad at the Committee for finding the wrong guy, for throwing me here after my years of service to them... But most importantly, I was mad at my dad. Wherever he was, I hoped he was miserable with the fact that he left his perfect family behind, and I hoped he found out that his wife was dead, his daughter was traumatized, and his son was in jail. I hoped that crushed him more than it crushed me.
Then the Committee came to my cell. They offered me another chance to make myself something other than a husk in a cell. They offered me a ship, a chance to lead. To be a Stellar Explorer. They told me it was a suicide mission, that I would most likely die within days by some terrorist party out there, or getting swallowed up in some giant plant on some planet... But a part of me held an idiotic concept. I had hope that I would be able to clear my name. Or to find my father. Or to see my sister again... I accepted, and I was the proud owner of my new Assault-Class Exploration ship, "The Monroe."
I was assigned a team, my natural leadership skills and my time in the military made them trust me, but.. My time in the COMMITTEE military left me in some tension with some of the crew. That soon faded when we survived our first assignment... Fighting a fleet of invisible ant-men type aliens on a remote planet surrounded by quick sand. Our reputation grew mission after mission. Whether it be planet data collection, or recon strikes. We became the best exploration team in the galaxy, and got the title: The Marauders.
It's not been an easy ride. I've made close friends, and I've lost many of them. There are some old seasoned veterans on the team, and new guys. I would do anything to keep them safe, and I continue my search for my father, and have been pestering the Committee to let me see my sister again... I've never told anyone about my past. All they know is that I was put away for killing my step dad and neighbors... And yet they trust me. I will protect my ship, and my crew with my life... But there are only a very select few that know about my past and my alternate goals, though. Maybe my past will come back to haunt me... But for now, I'll go along with this ride... I'm with great people, and although we are technically on a suicide mission, I've had some fun. What can I say? A group of crazies and criminals do know how to have a good time.
Personality: Contrary to many criminal stereotypes, Ray is Noble, Brave, and headstrong. He can be a smartass, especially to the Committee. He hides his past with jokes and sarcasm, and he takes his role as the leader very seriously. Extremely loyal to all his crew mates, and has a very strong sense of protection-- especially towards children and mothers. Ever since he lost his squad when he served in the committee he feels like every casualty taken on his crew is solely his fault, and it wears him down no matter how well he hides it.
Weapon(s) : An old Colt Revolver that has been modified to shoot elemental bullets. It has been in the Chase family for a very long time. Raymond also has a combat glove, the knuckles are equipped with G-force technology, when it makes contact with an opponent it sends a mach-speed punch, producing a large bass-y boom as well. The glove also is able to produce an electric whip that can expand up to ten feet.
One of the first generation star-fighters, Raymond first flew Raven during his time in the Military, when he was put in charge of the Marauders he found out that his fighter was sent to be scrapped. During a mission to recover intel from a wreck on a junk planet, he found his old ship sitting there to rot. He managed to fly it back to the Monroe and patched it up over the three years of being a Marauder.
Family/Relationship?: Has a strong and complicated relationship with the Monroe's Doctor, Luirae Driani. They have known each other ever since the two joined, she's the only one who knows the true story of what happened to Raymond. Although most of the crew notices Ray's attraction to the doctor, his past and his sentence keeps him from saying anything to anyone.
Other: Has a scar on his upper lip from his step father, and due to his military days whenever he stands still for too long his left hand starts to shake.
For being on "The Rock", Raymond has a nasty "M" that was burned into his skin on the side of his neck, the mark of a murderer.
Name: Luirae Driani AKA: Rae Age: 25 Race: Cristallum Appearance: http://fav.me/d5bbiav (The crystal markings on her body are as soft as skin but in time of danger it hardens to become more of a natural armor) Faction: Marauder, Bounty Hunter, Galactic Committee Volunteer Role in Team?: Doctor/Medic Bio: Rae was born on the planet of Pluvia, a world covered in ice and snow, a vast wasteland of endless white and jutted glaciers at first look. If you were trapped there, it would hold nothing but blizzards and large blocks of hail that fall from a never ending storm. The clouds only clear once every year, letting the two moons circling her home planet to shine through and light up the snow causing something special to happen. Glowing flowers called Farafell bloom, only lasting one night but it is the only time her people see the surface and sky of their home though it is not because of the frigid temperatures but because it is more pleasant to live by other means. You see, her planets true home is actually on the inside. They live in various tunnels that connect to different caves, each one very uniquely different from the last but most are covered with lush strange plant life and animals adapted to the land above as well as below. The only source of light they have are certain bugs as well as spores that the trees released at certain times every day. The Cristallum don't keep their children past the age of 4 so most parents aren't attached to their children or share a bond. It is for this reason that Rae finds it a strange concept to have people support her or be there for her since she is not use to it from her own kind. The Cristallum species chooses your job and then you are trained till you are of age to do the job assigned. It is all very official and not a lot of emotion is put into things but that is just their way. They are not mean or cruel, just to logical and try to be kind to all they meet (which is not many) unless they are given reason to attack. Not many of her race ever leave home since it is almost impossible for flight, in or out and everyone always has a place to belong which never gives them reason to want to leave. Rae felt she could be more and do more than what she was ordered so she took her chances, leaving on the one day when the sky was clear....the festival of the blooming Farafell. It wasn't long before she took on a job to be a bounty hunter when a officer of the law saw her defend herself from a being almost five times her size. It wasn't the perfect job and not really one she enjoyed but at least it was something since she was starting from scratch. After a few years on the job Rae was starting to feel stuck in one spot again and it was miserable to be catching people only to have them being put who knows where. Instead she switched to focusing on medicine, wanting to be able to help people and even save them. Being a bounty hunter meant always being alone which didn't pull her out of her quiet shell and lack of understanding seemed to put her in more trouble with others so the change in her life had brought about more than just her happiness but taught Rae about things she couldn't learn in class. Going to school and being around so many people where communication was necessary made her build confidence and allowed her to understand some emotions and things such as friendship though she was still lacking in many areas, at least she was more aware about the worry of upsetting others. After graduating early, she joined the Galactic Committee as a volunteer so she could explore the universe and they assigned her to the Monroe,choosing to a certain extent who would be on it . Most would think her crazy, wishing to be on a ship of criminals and sent on suicide missions but to her it is the most rewarding job. She joined for her own reasons but stayed so she could help everyone on the ship even though she works for the Committee technically, her loyalty is not to them. She would never want to restrict the Marauders or write reports about every little thing they do. She wants to make sure they live on. Personality: She isn't one to back down from a challenge and always puts her heart in everything she does. Rae can be stubborn,rash, and blunt but she is also kind and if you are lucky enough to get close to her, then she has unbreakable loyalty. She is the kind of person that would give up her life if it meant protecting others. Sometimes she can be oblivious to certain things or doesn't understand certain types of emotions but it is only because of her background where their wasn't much emotions. Weapon(s) :Elemental dual pistols or special bow/arrows. The bow has a specially made string that can contracts into the middle when a certain button is pressed. It activates a magnet to keep the metal holder for the old string in place before activating a high powered lazer as the "new" string. Family/Relationship?:
Has a strong relationship to the Captain of the ship. She isn't sure what kind of relationship but she respects him and he has her loyalty.
Other: Her eyes have the unique trait to look through the body of others if she so chooses and see straight to the bone, organs, muscles or tendons depending on what she prefers to see. This is one of the reason she was a bounty hunter seeing as how this little gift gave her the edge of having perfect accuracy to knock out her opponent or get the upper hand in battle but on the brighter side it helps her be the good doctor she is. (She can only look through bodies, everything else appears black or dark in this mode of vision) Rae can also regenerate but only superficial wounds will be healed rapidly. The more she has to grow back the longer it takes and not everything can be fixed if destoryed which can lead to her death. If she were to cut off a finger it would take a few weeks to grow back and cut off an arm it would take years. Has a love for plants of all kinds but usually only keeps medically helpful ones around. Plays music here and there. Most say the instrument sounds like an electric violin, whatever that is.Pic of instrument
@Jones Sparrow I'm not exactly confident in these guys, but it's all I could squeeze out today. If I could get some feedback I might be able to refine them into something more satisfactory.
Physical Characteristics: Average Varg
Height: 6'6-7'2
Weight: 250 lbs.- 275 lbs.
Build: Highly developed musculature, broad shouldered, and very little difference between the sexes
Skin: Ranges from dark grey to pale white
Facial Structure: Eerily human. With strong jaws, broad eyebrows, flat and wide noses, shallow cheekbones, and deep eye sockets
Hair: Universally black and thin, prone to falling out
Eyes: Black sclera with average iris colors ranging from silver, grey, and black
Teeth: Omnivorous set with pronounced canines
Strengths: Incredibly dense bones, great stamina, nightmarish strength, high resistance to most toxins, and highly developed night vision.
Weaknesses: Weak sunlight vision, low dexterity with most non Varg equipment, prone to bouts of anger and seething silence, and lacking in subtlety.
Varg Society: Ruling Caste: The Families, running each sector of Varg life. Varg-Orre control mining operations, Varg-Rokka are the military commanders and generals, and finally the Varg-Zerrk, who take up the mantle of doctors and scientists. These ruling families work in tandem to subjugate the common caste and keep them under their heels.
Outcaste: The middle ground between the Families and the common caste, the Outcaste are the overseers and enforcers of the Families will. Put into positions of authority based on skill and merit, they are nonetheless either looked down upon by their superiors or resented by their lessers. This middle ground usually takes a large psychological toll on the Outcaste, usually burning out within several years or metamorphosing into a cruel bully who abuses their power over their lessers.
Common Caste: Everyone else, the Common Caste are all the expendable labor for the Families to do with as they please. They have been conditioned over generations to accept their lot in life, slaving away until their bodies are too broken to be of any use. These individuals make up the mining force, the common soldier, and the assistant and occasional experiment of the scientists.
Political Climate: Recently word has spread amongst the Common Caste of the freedoms and liberties that other races have enjoyed and have begun to grow envious. Tensions are boiling high as small strikes and riots pop up occasionally across Vrakkas, most of which are brought down brutally. However this abuse seems to be having an unprecedented effect, the people are not being cowed and for every riot shot down the next will be more angry. Revolution is on the horizon.
Technology:
Warpstone: A very rare and volatile mineral, Warpstone is the lifeblood of the Varg. It glows a sickly green, the aura of which is toxic without proper protection. The energy found in Warpstone is extremely powerful, able to power most machinery for decades with only several pounds of the stuff. However it is equally volatile and prone to explode or cause power surges if not properly refined, a process that takes much time and resources to complete. In fact it is very rare to see truly refined Warpstone, impure warpstone being far cheaper to mass produce. If you believe the undoubtedly true rumors, the Families prefer it this way as they hardly care for the lives or safety for their people. Refined Warpstone is completly stable but still very toxic unless you've either built up a resistance or have it properly contained, something the Varg have both of and guard jealously.
Warp Weaponry: Most weapons are powered by refined Warpstone ingots, creating devastating laser weaponry at the cost of unreliability. Overheating is a common issue, with nothing to say of one's odds of the weapon exploding in your hands. This, of course, is of no concern to the Families who never even have to use them. However weapons powered by refined Warpstone are truly awful instruments indeed, atomizing a target in the blink of an eye.
Cybernetics: A curse more than anything, the cybernetics created for Varg-Zerrak are effective, practical, and extremely uncomfortable. Extremely crude in appearance, the cybernetics are usually crafted from steel or titanium but are crafted in a way to be heavier than required, with sharp edges that poke uncomfortably and keep one from sleeping. Most cybernetics are powered by refined Warpstone, the energy of which bleeds into the user and causes a burning sensation across the skin that fades and grows throughout their day.
Soylent Grey: Your average ration, created from organic sources and full of nutrients.
Vrakkas: Homeworld Vrakkas is a large planet heavy with metals and towering mountains. Industry has polluted much of the planet, the clouds are black, oceans are poisoned, and Warp storms ravage the plains. Nonetheless the Varg have endured by purifying water, stubbornly surviving despite the storms, and, well... eating eachother. Of course that is only reserved for the Common Caste, the Families keeping private herds of the largely extinct wildlife. The skies are filled with joking black ahs and green lightning, inhospitable for outsiders but begrudgingly accepted by and adapted to by the Varg. It is a toxic hellhole in every sense of the word.
History: The history of the Varg isn't a particularly interesting one, starting from tribal societies and growing into kingdoms. In the far past these kingdoms warred with one another ceaselessly, long affairs with twisted courts and dark grudges. However, as most things go, everything changed when a small group of kingdoms decided that instead of killing each other, they'd rather join forces and grind everyone else beneath their boots. They succeeded and subjugated the other kingdoms, taking their knowledge and destroying everything else. Those first several generations were fraught with uprisings and rebellions, each one stamped out until no one remembered a life before the Families.
And so the pages of time turned, generation after generation toiling away at their work, growing and advancing. Bleeding Vrakkas dry. So the Families turned their attentions to the stars, aiming to turn their hunger to the very heavens. It took many years and many more lives, but soon enough the Varg were able to conquer their solar system and bring their control over the people to even greater heights. With more planets came more population, more population meant more labour, and more labour meant even more power.
It's been around fifty years since the Varg has made contact with the Galactic Committee, their expansionism quickly gaining attention. The Families prefer to be reclusive for they like to keep up the illusion that they are the greatest power in the universe. They didn't make themselves Gods just to realize they were but pups to the galactic scene. Nonetheless contact has been made, embassies established, and ideas have traded. However the Families hold on their people is beginning to unravel, the fires of revolution once again burning in the hearts of their long subjugated people. Only time will tell what happens in these next few years, but one thing is for sure. It will be a bloodbath.
I like the ideas, they remind me of the Tu'Veeri a little bit haha
The only thing that concerns me is that their weapons tend to explode... which wouldn't be too good in a closed environment like a ship XD
But if you're wanting to add stuff, or refine things, I'd add a general histoy of the race, like if there's been any wars on the planet for their politics to change, if they've always been focused on mining, things like that! Also kinda what the race does outside of their homeplanet and what they do in space or the galactic committee?
These are just some ideas, the Varg look good so far!
@Jones Sparrow The weapon problem solves itself since I'm planing on my guy to be a geologist, since we are exploring stuff like planets and random rocks in space I'd think that a guy who knows his way around nearly any mineral, metal, and rock we find would be helpful. Plus the idea of a giant, intimidating, cyborg who isn't a badass one man army to be pretty fun. In a pinch, he'll just use a mining laser or space age pickaxe.
Name: T4-073 AKA: Kaite (Pronounced 'Kite' (Will usually respond to anything as long as he knows he's being addressed)) Age: 3 (appears 14-18 (Mentally 30ish)) Race
'The Chimeras of Triganavia', 'The Children of Aylv', 'The Lost Boys', 'Space Rats'... Roughly ten years ago, these names surfaced on the news following reports of acclaim regarding the successes of the Triganavia corporation. Their 'new-man' project, this creature that could survive hostile conditions and trauma, all based on the exposure of their pharmaceutical end. Making human clones wasn't enough, it was about the 99.5% accuracy in their treatments. After pushs from military backers to produce something more substantial than a morally questionable ration supplement, strides were taken to enhance and test the intelligence of their specimens to serve on front lines in measures to rival simple artificial intelligence. This challenge was taken farther than expected as the specimens were edged on with no actual goal, mostly to see how far beyond human limitations technology and science could reach without the chains of limitation. It only took Triganavia three years before their security couldn't keep up with the creations who had learned to 'play dumb' and even 'play defective' after trial and error. What humanity saw as failure, these 'Children of Aylv' knew as exploitation. A clock ticked over to midnight and the revolution was born. Triganavia was dismantled overnight as two batches of one-hundred with fifty being in formidable condition incited a collective uprising against those who would otherwise use them for cosmetics, medical testing and meat supplements.
In a statement against humanity, after years of piracy after utilizing the escape pods to inhabit and take down other ships with lures of distress signals, the 'Children of Aylv' pried the remains of Triganavia from Mars, adding their birthplace to a hive which they call 'The Abstract'. This citadel was made from hobbling together a few light-speed capable crafts with shield-integration, it is likely to drift in the Terran neighboring clusters, though its whereabouts are widely unknown. Though clusters of their forces have been eradicated, the unwavering and unpredictable frequency of attacks has left the Committee widely clueless how wide-spread the threat of The Legion and its Children of Aylv reach. The established fear is in the stolen genetics technology in their possession which they call 'The Nightmare Machine' for its use to create abominations who serve most roles. In these ten years, few actual sightings of the three-hundred or so Aylvs have been made...or the survivors of raids are reluctant to speak of it.
Tormented ramblings whisper of the horrific brutality displayed by Aylvic marauders and their monsters, as well as mention upon hushed lips of some mysterious technology they possess. It has been romanticized as a presence rather than a device, capable of crushing, freezing and effortlessly tearing men women and children asunder with a mere mention of a few shapeless words. The Committee rejects these claims, as rumors of a glorified pirate faction in possession of terrifying, unknown technology is bad for morale. For numerous reasons, this force the Aylvic Legion supposedly wield is referred to as 'The Mantle'.
Speculation surrounds the appearance of Aylvs, since experiments in their creation lead to a slurry of genetic combinations. The 'Primes' are the most stable and therefore hold more prominent roles in their society. Primes appear as small humans ranging between four to five feet tall with rabbit-like ears and tail, vertically slit pupils and pronounced top and bottom canines.
Curiously, Aylvs were designed to be genderless. As such, they do not have exclusively 'he' and 'she' distinctions even in physical appearance, but rather varying levels of gray somewhere in between.
It is unclear how long 'Wild' Aylvs live for, how reproductions works or if they established a 'home' planet. Their culture, religion and hierarchy is also widely unknown. Captive Aylvs tend to die from cardio-myopathy relating to stress and tirelessly resist interrogation.
Androgynous, Kaite stands at a physically unimposing 4.5ft. A small black tattoo of T4-073 is printed into the left side of his neck which his hair mostly covers. His hair is sheen with what seems like white but fades to a silvery blonde-ish pink as the hair length continues; the follicles holding a mild bioluminescence. It holds a slight wave to it and is usually worn about 6-7 wavy inches long, covering an eye. From that protrudes long bunny ears with similarly colored fur, though the short hair is mainly white with a slight hue of the blondish pink around the edges. The bushy fluff of his tail shares these qualities, mostly white bottom with color striping the top. Heterochromatic eyes, with a similar glow as his hair, leave the left amber and the right a brilliant sapphire, though this is obscured by an eyepatch which they alternate between eyes. This eyepatch relays sensor diagnostics and trajectory, flourishing in the waves of aim assists granted by simple objective input. This input is fed through Kaite's eyepatch from, the ship...though he simply looks on with the HUD listing irrelevant information. Kaite's taste in clothes is a tad eccentric and often accentuate his lithe figure. (example with mid-thigh stockings and knee-high boots)
Faction: Marauder, Child of Aylv (by blood, only)
Role in Team?: Weapons Expert, Chief of Security, chef (Licensed for operations in most ship-side weaponry, piloting/navigations and even small-arms training...but arguably good reasons were found to disallow this for the time being)
There were five of us, and I suppose I am the oldest, now. We were made with no purpose, cooked up just to show it could be done. Rigorous training and even sleepless nights of tasking built us up for some unseen goal. I could only wonder why, as speaking wasn't allowed outside of tests and punishment for noncompliance was doled out the same way regardless of the offence. Thankfully, I only had to be beaten senseless once to understand my design wasn't to offer suggestions. Whoever the display was for did not seem particularly impressed by us as three of my brothers died from health complications. The fourth started with chewing his nails, though his appetite...changed. By the time the guards came in response to the sounds coming from our cell, I had already choked the life out of the creature who my brother became.
Then it was me.
I was assumed defective, what with the murder and all, and Doctor Jericho Triganavia sold me to a suicide squad bound for who knew where. Likely, they didn't know, either, but it was made clear that I had little say in how badly my previous keepers wanted to be rid of me. It was for the better; I had always dreamed of seeing the stars, and now I fly with them. This 'Raymond' has been nice enough, though I have a feeling that he does not like me as I have been mostly assigned to cook for him and the crew. Though it is a necessity for survival to have sustenance, I hope I can have a chance to be more useful. Having an assignment as chief of security had not sounded very important until I was required to forcefully detain one of my associates after they murdered that one Yhei whose name escapes me.
On paper, '073' has a violent streak of disproportionate tendencies where they could come off confrontational and hostile. In all actuality, 073 is conditioned to be fairly timid and polite, if anything. With little social experience to base interactions on, 073 tries to compose themselves to in order to accommodate their disposition. For the sake of convenience, 'Kaite' identifies as male...though arguably behaves otherwise. He is caring and determined, though distant and vicious if there should be an upset in his goals. These goals are usually to coincide with orders, though his building individuality blurs these lines. Limitations to cells or testing chambers has dulled his perspective of reality, and the world outside of the walls fascinates him to no end. In spite of their otherwise composed and even innocent demeanor, Kaite is a fear-biter and won't hesitate to defend himself and any others he deems worth it. Fickle as his temperament can be, he seeks direction and a frightened animal is best had on your side than left to roam free. Kaite does what hes told, often to the letter. Skittish around robots.
His is compassion and caring is presented objectively...almost to the point of it seeming disingenuous at times, which it may very well be. Regardless, he still gives his attempts at seeming genuine all of his effort, and it's quite convincing at times. Much of 'His' disposition is disgustingly skewed and based off racial disposition, especially directed towards humanity. This is mostly in response to reactions regarding his appearance, having no knowledge of his star-borne brethren. After an altercation last time the Monroe stopped at the spire, Kaite is required to be in disguise when he leaves the ship...and he doesn't easily forget events or drop grudges. Kaite does not see himself being on good terms with other races, and the actions of others validated the concept of 'disliking someone for no reason' in his mind.
Without the common grounds of his free brethren, Kaite has faded into an estranged religion invented by the Aylv. 'Distant Fish' is the name which they have given what they had supposedly seen within emotional turmoil and time spent staring into the one-way windows of their enclosures. Strangely, this behavior is shared throughout his kind, even years after the founders of the faith faded into obscurity...and without outside influence or contact.
Weapon(s) : - 'Sandcastle' Custom PWD (12 round clip .45 acp) often holstered on left thigh. - A simple Pappenheimer Rapier tailored to his size and mostly for display, Kaite is still dangerously versed in fencing.
Family/Relationship?: Three brothers died from clone sickness, murdered his last brother out of mercy. Has been on The Monroe for about two months. Other: - Kaite speaks vith zeh slightest ouf accents vhich I intend to inflict upon readers. - Uses broom closets and other small spaces in favor of the crew barracks.
Added/edited a bit from last time. Decided to stick with the name since the other two options have a use in this universe.
EDIT: I was going to add a hazmat combat mech to the 'spacecraft' section, but it seemed like a bit much.
EDIT2: The clothing bit of Kaite's appearance won't be relevant since 'in disguise' has him dressed like a 1920s paperboy with the flat-cap folding his ears back and scarf covering what the eyepatch doesn't. I assume we're starting at The Spire, picking up newcomers...and offloading ne'er-do-wells?
Kaite has a lot of qualifications for being three and having been on the ship for three months XD I wonder if Ray will know the potential of his little friend haha
Welcome back, and its good to see ya again! Welcome Aboard!!
If that's the case, we'll do our best to make sure your position on the team isn't wasted. this is an expedition crew after all, so a geologist would come in handy!
That's what 2.5 years of 16-hour school days 7-days a week does. Kaite is mostly confused why he stirs the spaghetti sauce, but does so anyway, like a good little soldier.
Great to be back and awesome to see ya guys and the thread, again! :D
EDIT: I just remembered that I forgot to mention that thing about being deathly afraid of robots of any shape and size.
Appearance: Kautada are a strange race of small, amphibious, salamander like creatures. The race has pale skin, slightly overlarge heads, small prehensile tails, webbed feet and fringe gills on the sides of their necks. Their eyes are solid red orbs and their skin is often moist and shiny with four arms. L'Azul is no exception, he stands at about 5'3, a bit tall for his race, with four arms and finged gills. He, like most of his race, is often smiling and carries himself happily. His hands are almost always moving, adjusting tools or jotting down notes in his messy hand writing or desperately trying to find what he needs amongst a mess of disorganized papers. He is hairless, like all of his race, and in his gills are small tube-like containers filled with a concoction of water and a slimy substance. His skin is coated in the substance which is not unlike slimy water, and his gills take in the rest. He has a small metal protrusion at the base of his neck which is his only outward cybernetic enhancement, being a reaction booster.
He most often wears a silver bomber jacket with several symbols along his shoulders, under which is a simple black shirt. for time in arid enviroments he has a special rig he hooks along his neck in order to breathe and remain moist. He does not often look the ppart of a scientist, to be quite frank, preferring a more casual appearance.
Faction: Marauder
Role in Team: Chief Science officer
Bio: : L'Azul was, and is, a bio-mechanical engineer with more PHD's than any human could attain in a lifetime. Born on the Kautada homeworld, while no prodigy he was far above the average intelligence of his own hyper intelligent race long before he began artificially enhancing it as is normal. After graduating from one of the more prestigous state run universities on his homeworld L'Azul was eager to cut his teeth on something important, even groundbreaking. This, was where Jericho came in. Doctor Jericho Sinclair offerd the young scientist a direct and directorial role at a company getting back on its feet after some... setbacks. The company seemed to be exactly what L'Azul was looking for, the firm having made several important discoveries and breakthroughs... even if they did have one too many lines blacked out in their dossier to be comfortable, but L'Azul happily accepted the position. To the young Kautada was placed as part of what seemd to be some sort of super soldier project, largely dealing with embryotic enhancement and testing, with a few more developed subjects used on occasion. Many of the dosage's, concoctions and... genetic testing seemd mildly off to him, but he pressed on with his research and testing. It was often hard as Doctor Jericho seemed extremely tempermental with the testing and implementation, often requiring the team to re-start from scratch after some perceived failure even when things had been far better than expected. But, all was not lost.
After awhile, L'Azul came closer and closer to a breakthrough in dealing with a more mature subject. His prototype was everything Jericho and the companies mysterious board were looking for. But, shortly before he had a chance to finish fine tuning and revealing his prototype, he was layed off and the project shut down. More than a little miffed, and having lost many of his more advanced records, he still had his personal notes. He locked them away somewhere only he knew for safekeeping and set about looking for new opportunities... unfourtanetly they never came. Shortly after his being 'layed off' authorities from the Kautada broke into L'Azul's home and personal laboratory and arrested him. The scientist was brought before the council and accused of multiple extreme ethical violations while under the employ of the company. Unbeknownst to L'Azul the company, and more specifically Doctor Jericho, had set him up as a fall-man. While he had guessed everything had not been 100% ethical, the things he was accused of during his ensuing trial were truly sickening, things he had no idea about or control over. Eventually, due to an inability to tie any of it directly to the young Kautada the council gave him a choice. He could either choose service on the Monroe as a chief scientist and bio-mechanical engineer, or he could be kept in holding for a possibly indefinite amount of time while his trial became tied up in the courts. With little in the way of real choice, he decided service was preferable to imprisonment. And so, he was shipped to the Monroe.... but not before he could secretly get his notes, lest something in there damn him... besides, a good researcher never lost his notes.
Personality: Despite his past, like much of his race he often has a sunny and active personality. It is difficult for the Kautada to open up about anything sad or upsetting, meaning he often tries very hard to avoid speaking about his past or why he is indeed on the Monroe now. He seeks to be everyones friend, but is close to very few. Those few who have gotten extremely close to him have noted he is prone to bouts of melancholy when out of sight and alone, a rather worrying state for one of his race/
Weapon(s) : Personal heavy caliber, bio-capsule side arm.
Family/Relationship: None he has maintained contact with.
@Jones Sparrow I added a history, tweaked Warpstone to only be explosive and unreliable when it's improperly refined (which it usually is since it's cheaper), and I think they are ready to go.
Homeworld to the Gorgas, Reijar is filled with hyper-predatory reptiles and other monstrosities. It is a part of a single planet star system on the outskirts of humanities known exploration. With the world being primitive, extremely hot in many regions and possessing dangerous jungles, the world has only provided two exploits. Game for thrill-seekers to hunt, and those that wish to 'adopt' a primitive Gorgas.
Native to Reijar, Dragon-like is the best way to describe them, as they are six limbed and massive bipedal beasts. The average Gorgas height is about 12 feet with 18 feet at the rarest. Weight can vary between 950 to 2,180 lbs. Muscular bodies are clad with the biological armor of their reptilian kin, the keeled scales along their body have a physical durability and texture similar to steel, with exceptions to a softer underbelly of leathery and pale scales. They have six limbs, a pair of legs and two arms, however the back row of arms are modified as functional wings. Though all four hands have opposable digits, the wing-bearing arms are less flexible outside of flight. Gorgas also have a long and flexible tail that has a modified bit of keratin on the tip that acts similar to a spear.
While there is no distinct dimorphism between genders, individuals can vary greatly. While height is an obvious factor, the Gorgas also have a wide variety of horns (or lack of), including shape, numeration, form, and overall diverse number of horns on a head. Some Gorgas may have more beak-shaped snouts where as others have saurian-like, or somewhere in between. Their scales are plated and keeled, and can vary between shades of green, black, red, orange, blue, and white. The eyes of a Gorgas resemble that of a Crocodiles, and are bio-luminescent, giving off a faint glow that may resemble a dim candle in the dark. Eye color can range from Yellow, Red, White, Blue, and Green.
Firebreathers: Like many reptiles of Reijar, the Gorgas have a unique biological evolution of heat-based organisms. Though cold-blooded their organic composure seems to have an indefinite heat resistance. Bone, flesh, and organs do not burn or disintegrate even at the most extreme of exposures to intense heat such as bathing in molten rock or plasma rays. And like some other reptilian species of their homeworld, they possess a breath weapon, in their case, being able to exhale a flammable gas that can be ignited with their modified forked tongues and lips if clicked at the right friction. This reaction can create a jet of intense flames up to 12 meters. In the wild this weapon is more so used to kill giant insects, keep themselves warm, clear forest debris, or temporarily blind would-be predators similar to a smokescreen, since most of the dangerous wildlife are also immune to the fire, it serves more as a smokescreen.
Hunter: They have an excellent sense of smell with their forked tongue. They also have great vision, and can see well enough in the dark due to their glowing eyes.
Flight: Their wings are not just for show as even the heaviest of Gorgas can pertain flight in gravity relative to that of earth's or lower. With strong arms they are able to fly for a good period of time.
Physical Armor: Aside from their softer underbellies their steel-like scales are difficult to crack or break.
Monstrous Strength: The average Gorgas is able to lift about a ton of weight. They can bend even bend iron bars.
Ancient: The Gorgas (as well as many other reptile species of Reijar) have an indefinite lifespan, their is no defined limit to growth nor does there cellular replication wear out. Biologically immortal, their longevity isn't fully achieved due to their primitive nature. Death from disease, war of other tribes, and the environment itself is common. Additionally, their longevity comes at a price. Not only do they reproduce at a low rate, but it takes a 100 years for a hatching to reach sexual maturity.
In most regions of Reijar temperatures below 85 F is an infathomable concept, The Gorgas can not tolerate low temperatures well due to their cold-blooded nature. They can be kept at room temperature, but in such conditions due to slower digestion they are forced to become rather lethargic and having lower stamina reserves. Temperatures below that, and they can easily die of hypothermia.
While most of their scales are as strong as steel, their pale scales on the lower end of their body such as the chest are much softer and easier to penetrate with ballistic and/or melee weaponry.
They are not entirely immune to plasma based weaponry, depending upon the scale of the weapon the mere explosive force can gore them. They can still drown in lava and dropping them into a star would still kill them instantly from the factors of no breathable oxygen, intense gravity, etc. While resistant to acids and bases, as they will not succumb to chemical burns, their scales do soften and break, and flesh and bone can be eroded with strong chemicals.
The Gorgas are very rare to see outside of their planet, and with good reason. Aside from a few exceptions that leave the planet for the stars, the Gorgas race is at a technological point of the stone age. They have yet to develop any vehicle, and their only weapons are makeshift spears, bows, and other such equipment. Granted some have been able to hand craft metal weaponry, needless to say their technology is far to primitive to be practical compared to the rest of the galaxy. The Gorgas remain as primitive tribal communities in their planet. unable to make their own weapons, the Gorgas that due end up outside of their technological realm have difficulty using foreign technology. Alien armor does not fit their body at all, and their weapons can barely be used in their massive and clumsy claws. For those looking to hire a Gorgas, they more so expect to hire one for raw muscle then anything else, as that's all their conventionally good for.
Appearance: Though massive to others, Jackal is a runt of his litter, standing only at 9'5" he is well under the 12 foot average of his kin. Jackal weighs 850 pounds. His scales are a cobalt blue with a white belly, and eyes are a shining yellow. He has three horns, a small horn on the snout and two horns facing from the back of his skull.
Faction: Marauder Role in Team?: Muscle Bio: Jackal, being a runt, had a hard time competing with his kin of his tribe. For his century-long childhood he had dealt with bullies, monsters, and the occasional tribal warfare. He survived it all, though, despite the odds. Not finding any peace home, he took the opportunity to leave his planet when he stumbled upon a group of bounty hunters that had been stranded on the planet. Offering assistance in exchange for a ticket to the outside world, Jackal left his home world at the age of 115, and in trying to adapt to the unfamiliar alien worlds and distant stars he tried to make a name for himself as a mercenary. Mostly doing fairly easy jobs though (Who in the right mind would hire him for some dangerous mission if he couldn't hold a gun?), things hadn't gone as planned. Trying to fit in with the numerous amounts of unfamiliar creatures and their customs was another trial he has yet to fully overcome. He Joined the Mauraders in hopes of turning his lackluster career into something more, looking forward to the experience it will give him even if this isn't a permanent stay.
Personality: Previously a warrior of his tribe, Jackal holds a title of honor and pride when it comes to certain things. He has a difficulty speaking, and thus stays quiet most of the time as he is embarrassed of his dialect. Speaking only when necessary, he has a difficulty catching onto jokes, sarcasm, and other quips. He also has a tendency to eat the flesh of other creatures or races, as it is a part of his culture (especially for a defeated foe) to honor the dead by eating the body. Of course, like others of his kin he has a sort of cravings for such sustenance, and has a sort of hobby to be able to have consumed the flesh from one of every sentient race he comes across. While a bit of an oddball, his morality is still held (albeit with strange customs) on an overall good conscience. He values the ideas of kinship and brethren closely, those he has the pleasure to work with are always considered brothers.
Weapon(s) : A handcrafted iron sword, with a leather grip. An iron encrusted sheild that can attatch to the wrist.
OH! Its been a while since the Endless Halls. Hey you. :P
Also, a willing attendant on the Monroe is a bit strange. It looks like it mostly checks out, but that bit is for the GMs. Weapon-wise, I'm sure larger alien races may have developed armaments for a creature of Jackal's size. However, those races have yet to be presented...so I guess you hold the title for largest alien race! :D
I can't find a gif of the insurance lady from 'Let It Die' saying "congratulations!"...
@Jones Sparrow I finished him since I had some inspiration to spare.
Name: VLS-482106
AKA: Valus
Age: 36
Race: Varg
Appearance: A typical looking Varg, once upon a time. Valus stands at 6'9 and his time in the mines have "blessed" him body that rivaled even the strongest soldier. His skin is pale white, like bleached bones, and crisscrossed with many scars. His eyes are a piercing white, faintly glowing in low light. All in all he is fairly ugly by Varg standards, all hard edges and damaged skin. Then we move on to the machinery, the things most people will notice first. Strapped to his face and back is the machinery keeping him alive as his lungs had to be replaced when he caught "Dust Lung", a side effect of breathing in molten Warpstone fumes that corroded his lungs. One thing you won't notice at first is that the left side of his chest has been replaced with machinery, needing room to insert the refined Warpstone to power his new arm. The arm itself is slightly too large and heavy, causing him to slouch and walk with a odd geit. As is common with Varg cybernetics, they are incredibly uncomfortable to wear and make getting a good night's rest impossible. Valus carries himself with a constant annoyed scowl.
Faction: Marauder, Varg Revolutionary (Former)
Role in Team?: The Monroes chief "Geologist", a holdover from his time as Outcaste of Tuchan Mines, and an extra gun when needed.
Bio: Valus' life is hardly anything special. He was a miner, spent nearly his entire life surrounded by rock, dust, and that damnable Warpstone. All in the service of beings who didn't even know he existed, or cared really. It was his final five years as an Outcaste that things began to be interesting. Tensions were rising and a riot was on the horizon, the workers of Tuchan Mines having heard of the freedom of other races and wanted in. For three more years things grew, a fight here, destroyed equipment there, all it took was one well placed shot to start it all. The cork finally popped when an Enforcer pulped a younglings head as an example, soon all hell broke loose.
Valus was in the thick of it, the first real riot on Vrakkas in untold generations. Mining equipment was tested against weapons of war in a stalemate that lasted for days, many lives taken on both sides. Eventually the military won out, their sheer numbers and superior training beating the miners angry tenacity. Most were executed on the spot, but the Outcaste were shipped off the Galactic Committee most likely to drive a wedge between the Common Caste and the Outcaste by giving them lighter sentences.
Valus has been a Marauder ever since, traveling with a crew for nearly a year and three quarters before a pirate raid killed most of the crew. He's been assigned to Capt. Raymond ever since.
Personality: Valus is your typical Varg, a hulking brute with a dour, joyless attitude and little understanding of the intricacies of kindness and compassion. He is stoic and doesn't know how to open up to other about pain, both physical and emotional, as doing so would be a death sentence on Vrakkas. Instead he keeps to himself, only interacting with others as much as he needs to out of a skewed sense of survival as if at any moment the Families will swoop down from the void and make him disappear.
On the outside he is quick to annoy, his patience smeared thin by lack of sleep and constant discomfort, but would hardly ever raise his fist in anger unless he sees something truly monstrous. Having just left the heel of the Families nothing makes his blood boil more than seeing abuse of power, the only surefire way to cause the generally reserved Varg to break out in angry bellows. However should you strip away everything else, the pain, the anger, the flicker of rebellion yet to fully alight, you will find that Valus is just incredibly tired.
Weapon(s): Varg Mining Laser: A durable piece of equipment that Valus was able to smuggle off world as a final insult to the Families. It's intended purpose is to mine rock around precious metals and then divide those metals into easily movable chunks. It just so happens that if you point it at an enemy they will find empty space where armor, muscle, and bone used to be.
Cybernetic Arm: Being large and heavy has it's merits in a fist fight, plus having enough force in his hand to crush most metals isn't a bad side effect either. Though, he could always switch it out his "hand" with a mining drill.
Star-fighter: N/A
Family/Relationship?: Has sired several young but as law decreed he was not allowed to see them.
Other: Valus speaks with a deep, metallic voice which is punctuated by ragged wheezes and hacking coughs.