In 2030, the lonely isolate planet of Earth sent its first brave men and women to Mars, and 30 years after that, the United Nations sent a dozen more crews to the Red Planet to start colonizing. This was the birth of modern human space travel. It took them another hundred years to travel past Mars, and in 2338 humans set another milestone. They finally figured out the key to galactic travel. So, Earth embarked on the greatest and biggest expedition it has ever devised, to set out into the unknown and explore. It didn't take long for extra-terrestrial life to find and come into contact with the humans. The human race discovered an organization called the Galactic Committee; hundreds of thousands of different alien species and planets that agreed to universal law to maintain peace within the galaxy. In a matter of twenty years, humans added their influence to the galaxy by electing the first human diplomat into the Committee Council.
The year is now 2478, 120 years after humans joined the Committee. Ever since the humans entered, much more treaties, agreements and prosperity erupted. They have allies, they have exchanged technology, and it truly was the Human's Golden Age... But like every civilization, not everything was perfect. There are some alien races that have not accepted the Committee's terms and keep to themselves, other races have become intergalactic pirates. Planets will have their wars, diplomats will disagree, and crime is everywhere.
Stellar exploration has also declined in popularity. At first, 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, the morale and thought of going out 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 of any serious crime could go to jail... Or, they could sign up to be in the Expedition Force for the Committee. Many of the criminals who accepted to join died within weeks. Anyone who tried to escape the ships were killed, anyone who tried to attempt mutiny was killed, pirate raids and other complications on missions were practically suicide missions. Joining an expedition force was like going to the front of death row... But there is one team lead by a notorious fallen hero 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 Marauders has survived through everything they've gone against.
The Golden Age is going strong, mostly due to the work of the Marauders. Will you accept the challenge, and become a Marauder?
BEFORE YOU APPLY FOR A POSITION, CHECK THE MARAUDERS TAB TO SEE IF ITS ALREADY TAKEN
LORE:
Captain -Raymond Chase [Jones Sparrow]
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:
--Raymond also has a nasty, burnt scar in the shape of an "M" on the side of his neck for being on the Rock. It's the mark of a murderer.
Faction: Marauder
Role in Team?: Leader, ace fighter pilot, and his military experience has made him a jack of all trades.
Bio:
I was actually born and raised on Earth, which is not that common now a days for an explorer. A modest, humble place in the heart of the United States named Colorado. My dad left our family when I was really young, and although I don't remember him fully, I know what he looked like. Mom always assured me and my sister that he was the greatest man she ever met, and will come back to us one day. But that never happened. Our family tree 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 my father's side, and he left a long time ago. My mom was broken by the fact that he was gone, but she kept a brave face on for us, and assured that he would be back. She drank more and more as time went, but she took care of my sister and I with great care... And then He showed up. My father's apparent best friend started to get friendlier and friendlier with my my mom, and soon enough they married. He was a disgrace of a man. He did nothing but smoke, drink, and yell at my mom. 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. Her sadness weighed her down, left her the broken pieces of the woman she once was. She obviously wasn't in love with the Gabe. I had no idea why we stuck around with him. I started to rebel against him. I got into fights at school, I would fight back against the step dad, make my attacks look like accidents, and would constantly try and get Gabe arrested so he would leave our family alone. But it never worked. The best days were when my sister, my mom and I were alone in the house. We would act like a family, and be happy, and my cold side would melt away as my mom would comfort me.
One night I came home from school to find 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 finally snapped, and fought him off. My mom would often compare me to my dad. Strong, brave, willing to step up and do what's right... But as I punched Gabe for everything he did, I thought if my dad was so great, then why did he leave his family with this mess.
That was the start of my criminal record. After that my step father never pressed charges on me, my mom isaid it was all an accident, but he sent me to a military school... At the spire. The Galactic Committee's headquarters. Turns out I also come from a long line of decorated soldiers in the Chase family, so they were eager to take me in. I never considered myself as a soldier, but the more I got compared to my dad, the more I got angry with him. He sounded perfect, too good to be true, and yet my mother was a struggling mess, my sister had PTSD, and I was thousands of lightyears away to do anything to protect him. So to me, Todd Chase wasn't that special.
I was on eof 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, or attacks on Committee owned areas. One of the Committee's enemies planned a terrorist attack on a new allied colony that recently joined the Committee. We were there just in case, but the ambush worked beautifully for them. It left my whole squadron dead, except me, but I didn't leave uninjured. I had many scars, a severe concussion, and my left hand now had a horrible shake. I was nicknamed Atlas for withstanding and having to live with all the pain and punishment during that specific battle.
I was put on medical leave to go back home and see my family. I wanted to see them for so long, to hug my mom and sister and to find some sort of peace with them. They always knew how to comfort me in my troubling times. But as a got home, I got the worst news you could ever get. Jamie Chase died after "falling down the stairs" two years ago. One year after that, my step father wasted the family inheritance, and was so unstable to take care of my sister that they took her away. I tried to call her but she wouldn't answer. She blamed me for not staying, and refused to tell me where she was now. More weight was put on my shoulders. I was heartbroken, unable to think straight...My step dad ruined my life.
I wanted to fight him, to kill the man who murdered my mother and took away my sister... But I didn't. My left arm was still too badly hurt. My heart couldn't take it, and so I left without a word to that man. The next morning the Committee police were at my hotel door, and I was charged for the murder of my step dad, and my next door neighbors. Since I visited yesterday expecting my family, my prints were fresh at the house. I was court marshaled, found guilty very quickly, and was sent to the highest security prison in the Galaxy known as The Rock.
I was 22 at this time. I was broken. I hated my step father. I hated that I was in prison for a crime I didn't do but wish I did. I was mad at the Committee for finding the wrong guy, for throwing me here after years of my service to them... But most of all, 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 pirate brigade, or get swallowed up by some giant plant on some planet... But a part of my held an idiotic concept. I had hope that I would be able to clear my name, or to find my father, or see my sister again... I accepted, and I was the owner of a new Assault Class Exploration Ship: "The Monroe."
I was assigned a team, my natural leadership skills and military experience made them trust me a bit more than most... But my time in the COMMITTEE military left some tension with members of the crew since they were criminals. 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 because some crew members demanded payment, or looted the place after a mission, or having no mercy on pirates that assaulted us. Personally, I didn't care about that. I took what I needed, and didn't care what most of my crew did. I was too focused on finding my sister.
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 can be noble. He is brave, and headstrong, and a bit of a smartass, especially to the Committee. He hides his past with jokes and sarcasm, and he takes his role as a leader very seriously. Although most of his crew are criminals, he trusts them with his life, and he has a strong sense of protection-- especially towards children and mothers. Ever since he lost his squad when he served in the military he feels that every casualty taken on his crew is solely his fault, and it wears him down no matter how hard he tries to hide it. He may look like he doesn't care about certain things, or what people think about him, but deep down he does. He isn't a murderer, or a criminal. Just a guy who has had a lot of bad luck.
Weapons: An old Colt Revolver that has been modified to shoot elemental charges. It has been in the Chase family for a very long time. Raymond also has a combat glove, the knuckles 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 produces an electric whip that can expand up to ten feet from his palm.
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/Relationships?: Has a strong and complicated relationship with the Monroe's Doctor, Luirae Driani. They have known each other since Raymond took control of the Monroe. She's the only one who knows the true story of what happened to Ray. 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: Ray loves playing old music whenever they are relaxing, or when flying Raven.
Going to my character here for approval and also so you can make your character first in Character Tab.
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. None of her race ever left 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 by learning the technologies from the outside world and used the broken parts of fallen ships to make one of her own, 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,letting her choose to a certain extent who would be on it or at least the original crew. The Committee would continue to ask her opinion now and then.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
That could work! The "discovered in the IC" might be a bit more tricky though, I don't want to leave you in a spot where you can't post because we haven't gotten there yet XD
I may have a reasoning for your ship running into The Monroe fresh out of a jump. Not sure if you'd like it, but it may open up a bit of interaction with Ray's "biggest fans". Also'd probably get your character an 'in' with Monroe, as a lone survivor. I'd have to hear a bit about your character and ideas, but I can just message you about it, if you're willing to share.~
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. Information regarding them is difficult to glean, as the Legion is more likely to shoot someone than answer a single question, and those with answers are in unreliable states of mind.
Androgynous, Kaite stands at a physically unimposing 4.5ft (5.1 counting ears). 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, gunner... 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. Kaite is a wizard with cooking rations, and his appearance betrays his otherwise cold viciousness)
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. Skill is aimed to incapacitate rather than outright kill without explicit orders. (Records paint Kaite to be vicious and not above killing out of spite, though he'd ever only taken one life to date)
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.
ALSO! Kaite Not much is new. Same stuff, just an extra mention of his records noting him as being vicious and killing out of spite...regardless of there only being one instance of him taking the life of another.
Can't leave the little monster behind! No matter how hard you try!
Recently discovered by one of the exploration teams, the toxic world of Horreur is home to the Elg'Cahl. Standing at around 4 foot tall, an average Elg'Cahl is covered in a dense brown, gray or rust colored fur thick enough to protect from the dangerous weather and poisons of their home, as well as fangs, claws and small slashing weapons. Their heads are similar to wolves, long snouts filled with sharp teeth meant for tearing as they are primarily carnivores.
Their world of Horreur is several times larger than Earth, inhabited by creatures and plants that have evolved to survive in its hostile enviroment. The air is heavily laden with chemicals, capable of corroding most metals that aren't treated to take the punishment at an alarming rate. The Elg'Cahl are not yet space-faring at the time of contact due to several reasons, the first one being the heavy gravity and impure metals that, while able to resist corrosion from the atmosphere, are too weak to handle the stress of breaking orbit. Their technological level is comparable to 1950 Earth, however, their advancement has been slowed down to the fact that they are, as a species, naturally aggressive. Wars are common, and on two occasions they have almost brought their own kind to extinction with the sheer level of fighting that occurred. While they are organized, they are based off a power hierarchy, one that is constantly shifting as different families and individuals either get stronger or are killed off.
Due to their home planet's high gravity, they have evolved a dense bone structure and compact muscle mass for their small size, making them deceptively strong for those who don't know of their kind. While they can stand straight, the curve of their spines causes their natural relaxed posture to be slightly hunched over. They have digitigrade legs, each foot having three large toes and their hands have four fingers, both fingers and toes tipped with black claws. While both males and females are around the same size, females tend to have more gray or rust-colored fur. Males also tend to be more aggressive, many speculating that it is because of the 'Alpha' instincts from before they began forming into an actual civilization. While their kind is considered high-risk, there are some that off-worlders have taken from their home, whether it be the Committee to examine them or attempt to integrate their kind or pirates and mercenaries that use them as fighters in exchange for the promise of violence.
Their blood is poisonous, black with a green tint, but the green becomes more pronounced the more poisons they've been exposed to. With the naturally high levels of poisons and toxins in their atmosphere, they have developed an extremely strong resistance, becoming immune to both natural and manufactured poisons. It is to the point that if they don't get any form of poison for several weeks to a few months, they will start getting symptoms such as increased heart rate, dizziness, and sudden fatigue. As they are uncommon outside of their home world, the only way to combat this effect is to keep some form of poisonous food or liquid close in case they begin feeling the symptoms. They live a little longer than humans, usually around the age of 130 Earth years, however actually reaching that age is extremely rare.
Name: Shyr Dracosis AKA: Age: 19 Race: Elg'Cahl Appearance: Fairly standard for an Elg'Cahl, with bright green eyes and rusty red fur. Stands at 3'8" Faction: Marauder Role in Team?: Engineer, Fighter
Hider cus this blew up real fast.
Bio: Taken from her home world by a group of pirates who had intended to use her as fighting slave, it became quickly apparent that she wasn't going to be doing their dirty work by force. After several disastrous attempts, the Captain of the crew opted to offer her a place on the crew itself, her fighting abilities in exchange for a share of the spoils. The promise of violence and being free of the small room she had been contained to made her quickly accept, and she soon adapted to their lifestyle. Shyr's curious mind eventually led her to begin pulling things apart to see what was inside and how it worked, starting small on things like laser weapons and slowly got bigger, up to computers, generators and even the engines of captured ships. The pirate gangs success ended half a year later when they were attacking a ship and a Galactic Security forces arrived, causing them to immediately surrender as they knew they were outmatched. The crew was quickly sentenced for their crimes, but Shyr was a difficult case. While it was undeniable that she had helped the pirates, she did so without knowledge of the laws after being kidnapped herself. Eventually, it was decided that she would be returned to her homeworld, but this idea was met with heavy resistance from her as she was adamant about remaining in space, wanting to explore and discover all the new things in the vast darkness. They tried to argue her out of it, bringing up that the only place that might fit for an Elg'Cahl would be in the Expedition Force, a group dedicated to exploring the unknown with a high casualty rate. Much like with the Raiders, she didn't have to think long at the promise of saving her wanderlust and violent tendencies, so after a short three-month course on mechanics and engineering (so she actually knew what she was tinkering with) she was shipped off to to the Monroe.
Personality: Shyr is a surprisingly happy and upbeat individual, curious about both people and things around her. She loves to find new things, but above all else, the one thing that makes her the happiest is the thrill of a challenge, especially if violence is involved. She is a very fast learner, notable with how fast she picked up on advanced engineering.
Weapon(s): Combat shotgun, tooth, and claw Star-fighter?: N/A Family/Relationship?: N/A Other: Keeps a flask of toxic liquid on her at all times, made from metals from her homeworld. In combat, she prefers close quarters, taking a liking to shotguns in particular.
Name: Carthus Ascari Age: 89 Race: Narix The Narix are carnivorous mammals resembling bald felines, standing about 190 cm on average. They have three fingers plus an opposable thumb and three toes, both with short claws. Their skin color ranges from fallow to russet. Narix body is built for short-term fast movement. Their muscle tissue is dense, providing not only protection, but also superb strength, but their stamina is rather low. A much bigger problem than their inability to keep up intensive physical activity for a long time is their oversensitivity to pain, to the point of Narix usually passing out from pain in case of injury. Their sight and hearing are their primary senses, in contrast with their pathetic sense of smell. Average life expectancy is around 180 years. Appearance: Carthus is a red-eyed, fair-skinned man. He is quite short for a Narix, being merely 163 cm tall. His most distinct feature is his prosthetic limb, going as far as his collar bone.
Faction: Marauder Role in Team: Soldier, Pilot Bio: Following basic school, Carthus spent eight years studying engineering, specializing in sublight propulsion, although over the years, he expanded his expertise to weapon systems, some sensor and communications systems of various races. Failing the entry exams to the last-level school, he started his five-year compulsory military service with the Narix Starfleet. The fleet allowed him to continue his education, so he decided to stay, serving in an interceptor squadron.
After almost 60 years of service, while serving as squadron leader aboard the NCa Insaniam, he was present in the hangar when an accident caused fire and subsequent 75mm ammunition belt detonation. The explosion claimed his left arm and sent him into a rehabilitation center for two months before he received a prosthetic arm. Although the replacement allowed him normal operation, Narix military forbids anyone with replacement limbs service in combat roles and Carthus was given a position at the Maxtis Interception Academy as a lecturer. After five years at the academy, he left the military and sought to join the Marauders, as it would allow him to go back into a combat role. Personality: Before the accident, Carthus was a cheerful, optimistic individual and a loyal pilot who loved his job. After the accident, not only did he lose his arm and the job he loved, but also his optimism. Carthus became a pessimist, living in the here and now, not bothered by what may come, because he might not be there when it does. Although far from the joker he used to be, he is by no means humorless and still remains personally loyal to people he gets to know well enough. Although generally calm, he tends to get annoyed or lash out at disrespectful or religious people due to the antitheist ways of the Republic, much like other Narix. Weapons and equipment:
The NR-13 is a civilian version of the NR-11. Although inferior to its military counterpart in every regard, it is still used by law enforcement due to its simplicity. Caliber: 10x30mm Magazine capacity: 15 Weight: 4 kg Muzzle velocity: 1200 m/s
Military-grade armor Carthus requisitioned shortly before he quit the force and smuggled out in smaller pieces. Although he didn’t get the exosuit that normally comes with it, it is still a fully sealed combat suit. He also had his modified with flight assistance software, turning it into a flight suit for his fighter.
Fighter:
The Marauder is a lightly armored fighter, capable of atmospheric flight, intended for interception and long-range patrols. The internal cockpit, which also doubles as a punchout capsule, can sustain the pilot for 48 hours. This can be refilled in-flight if a suitable atmosphere is present. Although the Narix don’t allow individuals ownership of ships capable of spaceflight, crime and black market are ever present, and the only way for a Narix to gain such a ship, even military fighters. Primary hardpoints: 4 (pivot 50°/-10° vertical, 80° outward, 35° inward) Missile capacity: 20 (two internal missile banks, 10 each) Crew: 1 (pilot) Length: 19 m
Official name: Exiles of Faira Common name: Faira - Whether referring to male or female or singular or plural.
Government: Military society Faira government is the way it is out of need. With their dangerously low population and no planet to call home, military way of life is the only way that can keep their species alive. That allowed for a sort of socialistic governing and eliminating the concept of money from their economy which made them much more flexible in rebuilding after their Exodus.
Home system: Faira nebula (Current) - A hostile gas cloud that is full of radiation and storms that generate strong EM pulses. The Faira ships can only survive here because of their state of the art shielding systems. In return, they are nearly perfectly hidden within the nebula, as it interferes with most sensors and even the visibility is very low. A remnant of a supernova, the nebula is rich in gasses, but the only source of ores are the remnants of one planet shattered into a tenuous asteroid belt. In the middle is a neutron star - the source of the deadly radiation.
Faira (Formerly) - The Faira star was a red giant that was at the end of its life by the time the Faira species reached into space. Evolving in this system gives the Faira high resistance to heat and their sense of sight is most sensitive to the red part of the spectrum. The Faira can see the part of the infrared spectrum as well, essentially granting them heat vision.
Inhabited planet(s): Faira’Erea (Formerly) - The planet was the closest one to the star by the time Faira evolved. The planet’s life was based on organic silicon, and the Faira are no different, while the crust was also rich in iridium, iron and carbon. Copper and aluminum were practically nonexistent. Faira’Erea’s gravity was about 0,8 of Earth’s and the planet had no day/night cycle or satellites. The atmosphere was composed mostly of oxygen and nitrogen, and the planet had no hydrosphere.
Space nomads (Current) - The Faira now live on spaceships, searching for a planet that would accommodate them. The trouble is that the Faira evolved on a relatively rare planet under even less likely circumstances. It is likely they will forever be condemned to living in space, but they are adaptable people.
Philosophy: Authoritatian, Militarist
Civilian assets: Faira’Dea - A giant lifeboat featuring rotating segments to provide gravity to the large ship efficiently. Houses 90% of the remaining Faira. Spanning 25 kilometers from bow to stern, this is one of the largest ships constructed, dwarfing even the relic ship found on Faira’Erea..
Faira’Tris - Garden ship that provides the Faira with food. About 5 kilometers long, it still dwarfs most military ships in existence. Over half of it is just storage for the processed food, with the production occupying only about 20% of the ship’s internal volume.
Faira’Karte - A mobile shipyard of the Faira and their only way of manufacturing ships. It’s size of three kilometers limits the size of ships the Faira can build. Faira’Karte features one capital 2km berth, two 500m berths and four 200m berths. It has two strikecraft production modules and sizeable docking array.
Faira’Capra - A resource processing and storage ship. It can house and carry the whole Faira mining fleet.
Faira’Hexus - Colony ship that is a jack of all trades. It has large crew capacity, self sustaining food production, strikecraft factory, hangar, resource processing plant and cargo bay and advanced sensors. It is literally built around a prototype FTL drive that allows a single Faira to jump the entire ship. It is the only Faira civilian ship that is armed, but only with point defense weapons.
Species
Name: Faira Population and growth: Total population reaches 1 000 000 - The maximum capacity of Faira’Dea. The terminally ill and disabled are often euthanized to make space for new children. While this may be cruel, the concerned Faira have a high sense of species unity and go along with this willingly. The population increase is 0% due to birth control laws and aforementioned practices. It is worth noting that only about 10% of Faira are born male.
Morphology: Faira are humanoid in shape. Their hands have a set of three fingers and an opposable thumb, while their feet are toeless. Their skin is universally silver, but they have natural pigmentation patterns on it that vary in shape and colors. Their faces spot a rather flat nose with two slit shaped nostrils, mouth with metal looking, sharp teeth and trapezoid lidless eyes. Their forehead is lower than that of humans and turns into tendril like antennae that cover the whole of Faira head. Those are the only sign of sexual dimorphism of the species, as male are not longer than few centimeters and rather sturdy, while female can reach below shoulders and are extremely sensitive. Their bodily build is rather lanky with height span from 170 to 210 centimeters, and they lack physical strength due to evolving in 0,75G gravity. Their movement is very precise and quick though.
Anatomy: Faira skeleton is very durable due to actually having metal iridium deposits within, making them an organic composite and allowing them to somewhat withstand higher gravity than their homeworld’s. Same can not be said for the rest of them though, as the silicon based tissues are more fragile than carbon or sulphur based life. A punch from a human will cause a painful injury to a Faira, possibly even causing lacerations. The species makes up for this with very sharp senses and high intelligence. Faira eyes are capable of seeing wider spectrum than human eye, mostly into the infrared wavelengths. Their touch is centered mainly to their fingers and palms. The rest of the senses are concentrated on their antennae, which are actually organic sensors. This causes Faira males to be unable to smell most things and renders them nearly deaf. The female antennae on the other hand are extremely sensitive to touch, sound and chemical composition of the surrounding area, to the point of incapacitating them with sensory overload on certain occasions.
Faira reproduction is mostly facilitated by the female. The hereditary information of the species is kept as an electrical wave function rather than chemical compound, with randomization caused by interference between the female and male signal. The fetus develops in the female’s abdominal birthing pouch for roughly twenty months. Faira have very short childhoods, fully grown at the age of 10.
Due to their rare biology, Faira are nigh immune to all diseases, but their wounds take awfully long time to heal. They possess a heightened resistance to heat and radiation extremes in general, to a point of being able to survive on a planet orbiting a red giant, or recover form vacuum exposure far longer than a human would
Faira don't need to eat to sustain their life, but merely to get material into their system for growth, and healing. They gather energy from red light through special cells in their skin in a process similar to a solar power plant. As such, Faira have, in theory, unlimited life span, but most of those lives end earlier due to fatal injuries.
Mind-space
The Faira are sensitive to what they call Mind-space. It is a phenomenon they cannot well explain themselves, as it comes to them naturally, like moving a limb. They are uncertain to whether the existence of Mind-space is a result, the cause, or independent on their species. Other species might designate Faira as telepaths, but the definition is not exact. The Faira are able to cause events with thought alone, such as communicate with others, operate their technology or even lift entire ships into mind-space for faster than light travel, but even if other species were sensitive to Mind-space, communicating through it with the Faira would be nigh impossible, because the thoughts would feel alien in a manner similar to hearing an unknown language.
Mind-space is the basis of their technology, which is a good security feature, as to any species without Mind-space sensitivity, Faira technology would be as useful as a piece of rock. Even if you are sensitive to Mind-space, you will have to spend considerable time with heuristic decoding (Read: Trial and error) to figure out how to operate the systems if a Faira did not train you.
Using Mind-space allows the Faira to perform some spectacular feats not generally possible with common technology, such as projecting shields to protect their ships and moving them faster than light without the need for any dedicated drive. However, such feats require the cooperation and cognitive ability of more than one individual unless they are further assisted by additional technology. This means that the average Faira ship will have more crew than necessary to operate them, potentially putting more lives at risk and also causing some logistical issues.
There are several specializations a Faira can pursue regarding their usage of Mind-space. The most common are the Psychokinetics, who specialize in projecting force fields, performing FTL travel and constructing things from raw material. The less numerous are the Oracles, whose minds have limited precognition, allowing them to see possible impacts of an action with greater ease. Finally, there are the Inventors, who focus on experimenting with Mind-Space and pushing the boundaries of their knowledge.
Very rarely a Faira will reach a point of mastery in all three areas. Such Faira, called an Ascendant, can use the Mindspace to augment their own abilities, essentially creating a Mind-space feedback loop. One such Faira is able to operate a destroyer-class ship without any aid or stand up to a battalion of soldiers and come out victorious. This condition is however very rare and takes centuries or even millennia to awaken.
History
The Faira believe to have evolved on the planet they call Faira’Erea during it’s sun’s last phase of life. As such the life form evolved to a very specific set of conditions. Due to their rather extreme intelligence, they were able to study their star quite early in their technological development. Realizing the threat, they pooled all of their resources in a last ditch effort to escape their untimely destruction.
It was in the nick of time that they discovered an ancient wreck on their planet - a relic ship left there by a civilization long extinct. Through examining the relic, they managed to learn about the life outside of their system and reverse engineer some technologies that would prepare them for what they might meet out there, most importantly weapons - a concept alien to them thus far, as the Faira were always a unified people.
Seeing the evidence they might not be alone in the universe though, the Faira prepared for the eventuality, and although their escape plan only involved what would come to be known as the civilian fleet, they came up with blueprints for warships and modified their harbor ship accordingly.
Leaving just in the nick of time, the fleet managed to get out of the system just as the star begun to collapse. The initial plan called for the Exodus fleet to find a suitable planet and then evacuate more of the Faira. Instead, they found themselves without supply lines and with no home.
Threatened with extinction, the Faira were forced to take extraordinary measures to ensure their species’ survival. The military took over with the captains of the six ships taking on the roles of the governors. Strict birth control was established and most of the socialistic laws from before the exodus like healthcare for the disabled had to be removed. Under the new circumstances, their economical system simply couldn’t continue. Thus the Faira adapted socialism out of sheer necessity.
They had no choice but to return to their home system, now one of the most hostile places in the universe, as fresh supernova remnants tend to be. After a few rough years, their situation stabilized. Now with sustainable population, the Faira begun developing new technologies and building more ships that would allow them to expand into new systems and hopefully one day find a new home so that they would get the chance to build a civilization.
Culture
The Faira are a matriarchal society. To an outsider, they might even appear monogendered, as with how things are now the males are kept safe within the nebula as pretty much a national treasure. Being busy with their own survival throughout pretty much all of their existence, Faira developed little to no culture. What they have serves mainly for education, such as documentary movies or literature.
They prefer to relax physically in their free time rather than seeking food for the mind. There are facilities on each larger ship that are built to simulate their native environment, which they enjoy deeply as the environment they can maintain on their ships is vastly different, and while habitable, not at all pleasant to them.
Due to their frail nature, no competitive sports ever existed in Faira society, instead replaced by multiple games of skill and wit. The favorite is a simulation game where a player takes the role of a guide and guides a selected civilization on its development.
As far as design goes, Faira are fond of shades of red and metallic grey for colors. Their buildings used to have large flat bases with spires towering form them, something that carried over to their ship designs, which are generally flat slabs with functional parts mounted on them rather than integrated into the design itself. Faira do not wear clothing in the usual sense - due to their fragile nature, they took up to wearing powered exoskeletons with protective abilities. Only high ranking officers and diplomatic officials wear uniforms.
Technology
Base elements of Faira technology are Silicon, Iridium, Helium and Xenon
With the abundance of Helium in the Faira Nebula, Faira abandoned their original fission reactors in favor of newer fusion ones that had better power/fuel density ratio.
Faira sublight drives eject plazmatised gas, giving their ships very decent pull and acceleration while being rather easy to refuel with ram scoops from nebulae and gas giants.
Mind-space motivators are the first Faira attempt at building an FTL drive. A Faira physically connects its organism with the device through the antennae, essentially expanding their brain. This allows a single Faira to operate even the destroyer class ships, or jump a fleet of smaller ones into FTL. This process is very energy consuming and requires time to set up.
The exiles numbers are too low to allow far many casualties of war. as such, Faira developed highly advanced AIs to pilot their strikecraft and automate most of the duties on the capital ships. The hardware is based on their own physiology, making them essentially organic semiconductor computers.
The Faira use hull-envelope metal-ceramics composite armor: Lacking resources to build heavy armor, Faira never really invested into researching the technology. Their ships have double hulls serving as breach protection and spall lining, with the outer hull being a strong composite. While relatively resistant to kinetic attacks, it has trouble dissipating energy weapons.
The Faira can detect the Mind-space echoes of events in real-space, allowing them to bypass the usual interferences like celestial bodies, or radiation that would interfere with electromagnetic sensors.
While the theoretical principles behind Faira weapons are based on a relic ship of a long extinct advanced race, they could not completely reverse engineer the advanced technology. The power consumption leaves the energy based weapons with long recharge times and the ammunition actually makes it a logistical nightmare to supply their warships without access to a nebula or gas giants.
Military:
Ground forces: 0. Faira can not spare the lives, nor are they interested in invading majority of the planets. All of their crews can be considered ‘marines’, but they train to fight inside warships exclusively.
Ship classes: FF Dwarf Class: Fighter Length: 10m Crew: 0 Description: The Dwarf is a combat drone that can act either on its own AI or be piloted remotely from a capital ship. They are lightly armored, but fast and agile. The most common tactic is to swarm the enemy with overwhelming number of these small, easy to produce drones.
FG Singularity Class: Gunship Length: 100m Crew: 0 Description: Big enough to be on the border between strikecraft and a ship, the Singularity is lumbering automaton bristling with weapon turrets. While well armored, this ship is slow and thus usually fit for escorting capital ships rather than attacking.
FC Nebulon Class: Cruiser Length: 200m Crew: 50 Description: The Faira cruiser is meant for escorting larger vessels and patrolling alongside drones, acting as their mobile command center and launch platform. Due to the drones requiring no personnel, they can be latched onto the hull without the need for a hangar bay. The fastest of the Faira capital ships, having the largest crew to mass ratio.
FCv Pulsar Class: Corvette Length: 500m Crew: 100 Description: Where the Nebulon is meant for defense, the Pulsar is a workhorse of Faira fleet, a jack of all trades, master of none. It was designed with that in mind, and itss gun placement allows for at least 50% of its firepower to be projected to all directions, with all weapons being capable of firing to the front. This is the smallest ship to carry the modular torpedoes, four tubes a piece with magazine for sixteen missiles.
FFg Comet Class: Frigate Length: 1000m Crew: 500 Description: Created to be a ‘pocket destroyer’, this class is meant for engaging enemy warships. While it has the heavy weaponry of a destroyer in the form of the 15m dual mode plasma cannon, and its redundancy in engines, it lacks the fighterbay.
FD Meteor Class: Destroyer Length: 2000m Crew: 2500 Description: The mightiest ship in Faira arsenal, these beasts can gut enemy ship in minutes with its two dual barrelled 15m plasma cannons and massive load of torpedoes. They are however extremely expensive, and to this day the Faira could only afford to build three of these ships - the Auriga, the Fury and the Imperieuse. The ship is, in theory, capable of rendering the equivalent of 35% of Earth’s surface uninhabitable if it expends all of its ammunition. Many voices have criticized the construction of these ships as being a countermeasure to a nonexistent threat. Further testing showed that it is also difficult for these to operate too far from the Nebula, as replenishing the ammunition for the two plasma cannons becomes a logistical nightmare.
Organization: The bulk of Faira ships is split between three fleets. The Defender fleet, stationed with the civilian ships in the nebula for repelling immediate attacks, the Watcher fleet, patrolling the rest of the nebula and tasked with securing expansion points, and the Striker fleet, for operations outside of Faira territory.
Gender: Female Age: 248 Faction: External observer with Marauders Role in team: Psychokinetic, ambassador, transport pilot, marine
Appearance:
Like all Faira, Ikeia is lanky compared to a human, standing 198 centimeters tall. She weighs about 60 kilos and is of average fitness, making her able to lift up to 50 kilos unaided and run at about 70 klometers per second. Her face is angular, even for a Faira, with prominent cheekbones and pointy jaw. Her skin is of silver color, and she has violet pigment accents in wavy pattern. Her antennae reach halfwaz down her back, although she keeps them in check with an iridium clip.
Her exo-suit is light gray with patterns made in the same violet color as Ikeia’s pigment patterns. The suit has a bulge on the back that contains an EVA pack and retractable helmet.
Personnel file:
Education: - Psychokinetic training (Score): Basic (98%), Advanced (95%), FTL Specialization (96%), Combat specialization (86%), Technopathy specialization (65%), Fleet support specialization (50%) - Oracle training: Basic (50%), Advanced (Failed) - Inventor training: Basic (Failed) - Fleet academy: Tutors do not recommend command for Lieutenant Ikeia. The LT however performs exceptionally as executive officer. - Diplomatic course
Service record: - Career spacer - Freighter helm - 10 years - Transport XO - 15 years - Post exodus assigned as communications officer to FCv Katla - 1 year - FCv Katla - Helm 2 years - FCv Katla - XO - 2 Years, ongoing
Personality:
Ikeia is an oddball - Where the Faira usually do not talk all that much, Ikeia loves to talk about anything. She did not sink into the species-wide melancholy that followed after the Exodus. Granted, she lost loved ones, a home, just like everyone else, but rather than seeing it as a seminal tragedy, she focuses on the opportunity in it. She believes that this is the chance to show the universe what the Faira are made of, that extinction-level events do not apply to them.
Ever since the discovery of the relic ship on their homeworld, she ahs been dreaming about meeting the life that undoubtedly has to be out there. She realizes that out there is where they had to go to reach greatness, and the Supernova of their star was just a kick to get them going in the right direction.
She is well mannered, but her curiosity make her look like she is ‘butting in’. At times, even she would succumb to the species wide gloom, especially when things don’t fall through for her. Like all Faira, she is worried about the future of her race, despite her optimistic look on things, and it makes her very aggressive if safety of any life, although Faira in particular, is threatened.
Skills:
Ikeia is skilled in combat as much as someone who comes out of a species that never waged war can. She trained against her peers in simulated scenarios, but she knows the reality is probably vastly different. However, she is malleable and can adapt to situations quickly.
Her affinity for Mind-space is that of a Psychokinetic, although she scored relatively high as an Oracle, passing the basic training. As such, she would be capable of jumping the Monroe within a star system, and her shuttle to the nearest star on her own, albeit not that often. She can also sense Mind-space echoes roughly in the radius of ten light minutes.
Equipment:
Ikeia has an exo suit with integrated EVA pack, shield projectors and two dual plasma blasters mounted in forearm pods. The suit has its own tactical AI. The admiral also saw it fit to give her a transport ship that could carry up to 12 people or four cubic meters of cargo.
I'm thinking you could either run into my race on your first assignment, or it could have jsut happened before the start of IC, whatevs works really.
I'm so sorry for the delays, guys. The Fourth of July happened and then work started up again after I may have drank too much.. and it was just a spiral from there haha
But before we accept your character, @Forsythe, we had a few questions we wanted to be clear on!
- Since we have already chosen Starlance's character as our pilot, would you be willing to change to a new position, or is that kinda a temporary one since they are a new member and not really a part of the crew yet? keep in mind we don't accept co-positions
- What do you mean as ambassador? As most newly met races would speak with the Council, not Exploration crews. At most they would inform council of a new planet and if pushed maybe deliver the person to the Spire. Or is this just a position they hold on their planet and you wanted to state that fact?
-Could you copy what you have in google docs into a hider instead? It is difficult to open on mobile devices and such.
- When you say the race is immune to all diseases, do you mean literally immune or that they have not been introduced to diseases to get sick and think they are immune?
We like the character, but we just wanna make sure we are all clear and have and understanding so this all works out in the IC :)
- Since we have already chosen Starlance's character as our pilot, would you be willing to change to a new position, or is that kinda a temporary one since they are a new member and not really a part of the crew yet? keep in mind we don't accept co-positions
- What do you mean as ambassador? As most newly met races would speak with the Council, not Exploration crews. At most they would inform council of a new planet and if pushed maybe deliver the person to the Spire. Or is this just a position they hold on their planet and you wanted to state that fact?
Well I had a bit fo a problem with defining Ikeia's place. She's been alive for longer than the lifespan of half of the cast, so she's been around.
Isn't everybody with a small craft a pilot by definition? :D She's only piloting the shuttle though, not a combat pilot, so if you need a drop to a planet, do a milk run back to the Spire or pick up a derelict probe of interest on the other side of the system, you call her rather than the fighters that have no cargo holds... *shrug*
The Faira will be cold towards the idea of overarching galactic ruling body, they would preffer to make separate deals, at least in the beginning, and choose themselves whom to interact with, given their still fragile state and the power that could be brought to end them if the powers that be so desired. So anyone who will interact with other species will have an ambassadorial role by default, with her main task to evaluate the oter species - even if they are not the most representative individual of them, they could provide insight to their histories etc. It's more of a possible worldbuilding thing really.
She's mostly going to be valued for her Mind-space related abilities I guess, like shielding a ground team or jumping the Monroe to safety if the drives give out and being a small scale AWACS.
-Could you copy what you have in google docs into a hider instead? It is difficult to open on mobile devices and such.
Will do, forgot about mobile.
- When you say the race is immune to all diseases, do you mean literally immune or that they have not been introduced to diseases to get sick and think they are immune?
They are as far as I can tell the only silicone based speices here, with vastly different biology (There IS a reason for that, but I don't want to spoil much, especially since even the faira don't know themselves). The bottom line is to think of them as organic semiconductor computers rather than life as we know it - Even their "genetic" information is kept as a wave function rather than chemical compound like DNA, so viruses are SOL, and carbon based bacteria and parasites just wouldn't survive in their organism. their homeworld was pretty much barren, with he Faira being one fo the few species to exist there in symbiosis with the rest, so no natural diseases to carry over form homeworld either. The Yhei probablz have the technology to develop some organism that oculd cause them trouble, but there are farmore effective ways to kill them all at this point
As far as any "Sole survivor" situations go... Anyone who kills a faira will have the rest of them set on a course to burn their homeworld and eliminate the threat. They are kinda bitter about that what with most of their kind being blown up by an exploding star xD I'd preffer the careful first contact scenario, at least initially.
They are as far as I can tell the only silicone based speices here, with vastly different biology (There IS a reason for that, but I don't want to spoil much, especially since even the faira don't know themselves). The bottom line is to think of them as organic semiconductor computers rather than life as we know it - Even their "genetic" information is kept as a wave function rather than chemical compound like DNA, so viruses are SOL, and carbon based bacteria and parasites just wouldn't survive in their organism. their homeworld was pretty much barren, with he Faira being one fo the few species to exist there in symbiosis with the rest, so no natural diseases to carry over form homeworld either. The Yhei probablz have the technology to develop some organism that oculd cause them trouble, but there are farmore effective ways to kill them all at this point.
The galaxy is vast and the 'unexpected' is fairly commonplace. The Monroe is an exploration vessel operating under the command of The Committee and therefore is issued commands and missions based on the combined knowledge of numerous races. There wouldn't be any sense in sending the crew off to a known lethally hostile planet since worse people have worked on the ship than the current crew; people who should have had a bullet in their head instead of being offered a second chance. This in mind, who is to say that an unexplored planet may be comprised of petrified wood and heavy metals with the silicate and less robust lifeforms having been eaten away by a form of stone-eating bacteria? Seems like something that could constitute as a 'disease'. However, I'm just making examples for the sake of playing "devil's advocate". Sooo... 'Immune to known diseases' or 'immune to biological diseases' would make more sense, since nobody can be absolutely ready for everything, not even evolution in the middle of a barren wasteland.
As far as any "Sole survivor" situations go... Anyone who kills a faira will have the rest of them set on a course to burn their homeworld and eliminate the threat. They are kinda bitter about that what with most of their kind being blown up by an exploding star xD I'd preffer the careful first contact scenario, at least initially.
And the Aylvic Legion of Thirteen Winters is bitter about their race being made by humans for the sole purpose of serving as ration supplements, slave labor, medical experimentation and god knows what else that could take place behind closed doors and in the ashes of burnt documents. They have no home planet due to The Committee and The Humanis Coalition's efforts to kill them and destroy evidence of their crimes against nature as fast as they can.
Bandits come from all walks of life, and most bandit ships consist of a conglomerate of races working together for the sake of personal gain. The Faira running around and scorching worlds because they wandered into the wrong neighborhood and got miffed when a handful of jackasses stepped on their toes would very quickly put them in the same boat as the Aylvs...who are honorable but territorial, especially honorable towards non-humans.
As far as your individual character is concerned, I still have absolutely no clue what they do, much less do I have the faintest of notions where they are at the start of the RP and how to integrate them into the rp because of your missing 'backstory' section. Sorry, but listing bulletpoints for their education and service record doesn't quite paint the picture I'm trying to see.
Yes, I know I take a long time to say nothing. Trying my best to understand characters for the sake of having everyone included. >_<;
Thanks for the clarification! As far as being immune to diseases, I think @Hawlin's suggestion of them being immune to "biological diseases" would work! and later on down the road there could be that special "virus" that could do some harm to the Faira... It'd be a fun little story arc XD
The only two concerns that I have now is a little backstory for your personal character (if you'd like to write it out somehow in the IC, we can work with that, but we'd love to see what your character is about :D)
And lastly, the role on the team, the only problem I have with you being the shuttle pilot is that your character might not get a lot of action, or may have to be on "standby" while waiting for others to post. Maybe later in the RP, as your character kinda gets comfortable with working with the team, they could get another position on the side, just so you aren't stuck just being our taxi driver XD
The GM's and I are more than willing to try and find a way for your character to join in, we just needed these clarifications :)
We were thinking of starting the RP with the Marauders going to their first mission (which will be explained in detail)... We were also planning a pirate ambush on the way there, and that could leave room for us to find a solution?