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, Mankind embarked on the greatest and biggest expedition it has ever devised. They set out into the unknown. 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 were discovered, there was a rise in treaties, prosperity, and peace. 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 so on.
Something that had always captivated young or curious adventurers was the Interstellar Exploration Fleet, a branch of the Galactic Committee that promoted adventure, discovery, and science. As the years went on, more and more deaths emerged the farther teams would set out into the unknown. The morale of the program diminished, funding was a topic within the Council, and people were less willing to volunteer, or enroll in the Program.
In desperation, the Director of the IEF proposed a solution to help with volunteering. Certain criminals with certain skills or abilities that were found guilty of their crimes had an option. Rot in a prison cell, or join an Expedition Force in the IEP. Through much debate, the Council agreed under certain guidelines. Any form of mutiny, or rebellion was returned with instant death for them. They were under strict and careful watch, and they must follow rules and laws to the tee. Of course people tried, but failed in gaining their true freedom. If they didn't die from mutiny, space pirates, hostile environments, and other complications by going into the unknown would have killed them. For some teams, joining the Program was like jumping front in line for death row.
There has been success, however.
They are called the Marauders. Led by a fallen hero, a team of criminals and adventurers have beaten the odds, and have been the longest surviving expedition unit in the IEP. They have been known for making breakthroughs, dissolving galactic conflict, and fighting against pirates. Each member has decided to join the team for different reasons, but one thing is clear: They have become a symbol for hope, discovery, and second chances for the entire galaxy.
Will you join the Marauders, and continue their legacy?
BEFORE YOU APPLY FOR A POSITION, CHECK THE MARAUDERS TAB TO SEE IF ITS ALREADY TAKEN
TEAM ROSTER
Captain -Raymond Chase (Jones Sparrow)
Doctor -Luirae Driani (Akayaofthemoon)
Technician/System AI -Tango
Science Officer - Valanx (Sedjwick)
Demolitions Expert- Devronian Arx (webboysurf)
Engineer- Astrid Langenberg (Starlance) -In charge of fixing and repairing the ship without needing assistance from the Spire. Fix all mechanical breakdowns that don’t have to do with computer/system trouble.
Pilot/Navigator - Yasaliah Josk (Zoey White) -In charge of leading them away from dangerous situation and a tactical flyer when needed. They will be assisted by the on board AI, Tango, when they need relief from the helm.
Gunner-
Cook-
Sercurity Officer- Aamra Tulez (KaiserElectric) -Is part of the committee or a military expert. This person is to report to the committee as well as make sure that the others stay in line if there is a major conflict. They are in charge of any prisoners the ship takes on board.
Security Personel-
LoadMaster- RESERVED -In charge of cargo and supplies. They are also a buffer to stowaways as they don’t want any uninvited guests.
Linguist- Antonious Diaz (Scarlet Loup) -The master of all known languages, and cultures, the linguist not only translates for the crew if faced with an unknown language, they are also in charge of preserving, and collecting cultural data from species if necessary.
LORE:
The Monroe is a Third Generation Assault-Class Stellar Expedition Vessel. It is state of the art technology. Although it is large, the Monroe is able to maneuver and attack during hostile engagement. It is equipped with a full Committee crew, a state of the art medical bay, research facility, scanners, an AI co-pilot that helps run and maintain the ship, and other expenses. The Monroe has only had two captains in its lifetime, and was essentially brought back to life after a dangerous encounter with an unknown alien race. After spending a fortune to revive it, the ship was bestowed upon Captain Raymond Chase by Admiral V'sul.
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.
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 consoles, 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, which takes you to the second level of the bridge. It is here that the observation deck for passengers is, and the consoles where you operate the defensive turrets manually. Each side has a docking bay door for evacuation, or to connect smaller ships to enter.
The hangar bay is where personal star fighters are located for the team, as well as tools, engineering equipment, and other useful tools used to fix and repair the fighters. To the left is 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."
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, the Yhei, the Fogei, the Furtim, the Satasi, 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 six races have five 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 five 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 shelter but very strict life until they are old enough to learn to fight. They use their childhood to learn nobility and rules and the rest of their lives 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 contaminated water through their body, no matter how severe.
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 unimportant. 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, and large heads. They also have two alligator-like 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.
One of the most culturally advanced species in the galaxy, the Satasi actually discovered the Galactic Committee, instead of the other way around. It seemed that the Satasi were incredibly advanced for their time, giving the Yhei a run for their money. They were crafty, smart, and nearly started another war within fifty years from the First Contact war.
The Satasi is about ninety-five percent female. They are bipedal creatures that are typically tall, and slender. Their skin is like silk, with it being typically tinted light pink, to purple. Their skin is also covered by tattoo-like birthmarks patterned all over their body, in teal or complimentary colors to their skin tone. Their hair is also a pink/purple color, and if it is not put up in a ponytail, or bun, it floats around as if it were underwater. Their eyes literally shine a bright blue or white, they are perfect in almost every aspect, and they know it.
Males have slightly darker skin tone, a bit more taller, and muscular, but every ounce as attractive.
Their most noticeable trait, though is their ability to seduce, and attract almost every race they come across. Their bodies give off pharamones, and energy waves that makes it very hard for anyone to resist, no matter what gender.
The Satasi's life span is about 1,500 years, and are broken up in "stages." The first few hundred years of a Satasi's life is spent being adrenaline junkies. They become outlaws, prostitutes, murderers, adventurers, explorers, anything to give them a high. This is most likely due to their new found "abilities," and their inability to control the amount of pharamones they give off. As they mature, Satasi tend to settle into politics, military life, scientists, and other "safe" jobs compared to what they used to do.
When they mate with any species, most of their genetics go into the child, almost always resulting in a Satasi female being born no matter who the father (or mother) is.
With all being said, it was no surprise that the Satasi were one of the first aliens admitted into the Committee Council, and use their long life spans and multiple talents to be politicians, soldiers, and many more.
Compared to the other known species, The Satasi are the most like humans when it comes to culture, and personalities.
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 of moral codes due to it... but that doesn't mean they are peaceful. They are known for being quiet assassins for hire, and 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. 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.
Founded shortly after the completion of the Spire, the expedition force is known for bringing back many scientific and technological breakthroughs, with many volunteers willing to brave the unknown. Even though it is extremely dangerous, the rewards outweighed the risks, resulting in funding, and propaganda.
The current Director is Admiral Tori V'sul, a Satasi who is put in a very difficult situation. With the numbers of volunteers depleting, and the Council wanting safety in the familiar, talks about defunding could lead to the end of the Program. In desperation she personally extracted Captain Raymond Chase from prison, and giving full control of the Monroe to him, and creating the Marauders.
Although the Marauders are doing great for morale and propaganda, the Council is still not ready to fully trust Admiral V'sul for letting a criminal take full control of the most expensive ship in the Fleet. Right now, Admiral V'sul trusts the Marauders, and fights to keep them up in the stars.
Nothing is just 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 having blood red, dragon scales and sinister horns coming out of their body. Others say they are so pale that you could see their veins and organs, 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 six major species in the Galaxy, you don't have to be those six! 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! 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 Family/Relationship?: Optional Other:
----------------------------------------------
Name: Raymond Chase
AKA: Atlas
Age: 28
Race: Human
Appearance:
--Raymond also has a nasty burnt scar in the shape of an "M" on the side of his neck. It was the mark of a murderer on the Rock.
Faction: Marauder
Role in Team?: Captain, but his military training makes him an expert in combat, assault-class flying, and negotiations.
Bio:
"What more can you say about the kid? He's good. Maybe too good."
"I keep hearing that, but what makes him so great?"
"Shit, where do you want me to begin?"
"The beginning."
--- His legs were dragged across the cold metallic floor. An eerie silence filled the long corridor, but the rooms inside were far from silent. Through the hazy blue shields that worked as cell doors, you could see brutal beatings and tortures taking place within the walls. They managed to soundproof each cell, the only time you would hear the screaming is when another guard would come in to tag the other out. He was numb to the sight, he had been here for months, and he had his time in one of those cells before.
---
"His dad was the famous Elliot Chase. Yeah, the man who explored five different systems, and stopped a nuclear war on Epsilon... He went MIA during a mission when Raymond was just a kid. Left a whole bunch of issues."
He was thrown in a cell, where he immediately went into a defensive position on the ground. He couldn't protect himself from the heavy boots of the guards. "Told you not to fuckin' interfere, Chase. You aren't a hero here!"
"What can I say? Old habits die young--"An guard's boot went straight into his stomach, knocking the wind out of him. He had been through pain like this before. His step dad did worse to his mom, he thought. He had to be strong for her.
---
"He joined the Human Alliance Navy at 17, and was soon transferred to the Galactic Fleet due to his skill. He was the best damn soldier I have ever seen. He Aced every test, and obstacle we threw at him. His charisma made him a natural leader. He wasn't even 25 yet and he was climbing through the ranks as if it was nothing... His dad would have been proud."
---
There was a pause in the attacks. He pretended to be shaking from the pain, he heard chuckles coming from the two guards, and as soon as one lifted his leg, it was his time to strike. What else could they do to him? He had lost everything.
---
"With his heritage, and reputation here in the Committee, his team mates would call him Atlas. Carrying the weight of the galaxy on his shoulders."
"Tell me about Neera 4, and what happened there."
"Neera... The day that changed everything."
---
He spat out blood as he ducked another fist, grabbing the hand of one of the guards who tried to stab him with a taser, and twisting it, forcing him to the blue shield. He pressed the guard's face on it, his screams echoing in the room, but no one would hear him outside. There would be no backup for these two.
---
"We received intel that terrorists from the Vamar Clan were planning an attack on a new human colony. We sent them just in case... An ambush resulted in the whole squad dying to their last breath, except for him. The colony was safe, and they found him under a pile of rubble the next morning. Barely breathing."
---
The world was spinning, and he did his best to stand. The back of his head stung with intensity, but he managed to kick the second guard square in the chest. The first one hit him again in the stomach, knocking the wind out of him, but he swung back in retaliation. He was angry, and tired, and out of hope.
---
"He deserved some time to go back home, to be with his family and recover... What we didn't know was that his family sold Elliot Chase's farm, moved to a neighborhood. Jamie Chase, his mother, died from falling down the stairs in a rumored domestic dispute, and his sister was traumatized. As if this fuckin' kid wasn't broken enough. A few days later Gabriel Jones and the next door neighbors were found dead. He was arrested, and tried for murder."
---
One was unconscious, the other was crawling away, and he stood with blood dripping from his mouth. He didn't want this. He truly didn't, and his left hand shook uncontrollably. He wished he had his crew back. He wished he wasn't betrayed by the Committee. He wished that he still had his sister, and mom to go to... He wished his dad didn't leave so long ago. His thoughts were immediately diminished as the butt of a rifle hit the back of his head, knocking him out instantly.
---
"He was sent to the Rock because of his skills, and condition of the murdered bodies... I don't know if he did it. Honestly, I met him before Neera. He was witty, calm under pressure, professional all at once. Just like his dad. It's hard to believe he'd kill in cold blood. It's over now, though. He's rotting away in that God forsaken prison, when he should have been a hero, or at least been treated for PTSD in some hospital."
"Do you think Raymond Chase deserves another chance?"
"Yes. I do."
---------------------------
Months Later
It was the first time he saw light in a while, and he had to shield his eyes from the sudden exposure. A Satisi woman walked in, heels clicking, and guards following right after her. She wore a Committee Fleet uniform, and she stared at him with curiosity. "Raymond Chase?" She asked, tilting her head a bit. It wasn't a tone of confusion she had in her voice. She wanted to make sure he was able to speak after isolation, and head trauma.
He nodded, looking up at her quizzically. "My name is Admiral Tori V'sul." She stated calmly. Raymond did his best to stand, sending the guards in a defensive mode, but the only thing the prisoner did was salute. A faint smile was hinted on the Admiral's teal skin. "At ease, Captain." She said. "Why are you... here?" His voice was raspy, he stood upright, and looked at her with full suspicion. She assumed that he was trying to calculate her. She wasn't disappointed so far. "I am here on orders to negotiate with you. You can sit here, and start fights with the guards for the rest of your sentence, or you can walk out of here with me."
He hesitated. "Sounds too good to be true, Admiral."
"It's all true, and all good... I am the director of the Stellar Exploration Program. I'm sure you've heard the stories of us asking fugitives to join because of the limited volunteers. My program is considered a suicide missions to some."
He couldn't help but laugh a bit, although it hurt his throat. "Instead of being a prisoner on an asteroid, I'll be a prisoner on a ship, with a gun."
"Not entirely... What you've done for the Committee might have gone past some of the council members, and the Human Alliance, but not from me. I think you deserve to have a second chance, to use your talents instead of waste them. I can't guarantee your complete freedom, Captain Chase, but what I can offer you is a ship. A damn good one. A full crew... And state of the art technology. The only catch is that there's limitations. You are still a criminal, but there are freedoms."
Raymond looked down for quite some time. She wasn't sure how he would take this offer, and it worried her that she might lose this chance. She was putting all her chips on him. If the stories about him were true, he could lead the program to be a beacon of hope for some. A driving force for the Committee.
His green eyes suddenly looked at her. "Will I be able to prove my innocence?" She hesitated. "I can only assure that to people I can trust. If you survive long enough, and prove to me that you can play by the rules, then I will do everything I can in my power to help you. Deal?"
Another long pause.
"When do we begin?"
Personality: Raymond is no doubt witty, honorable, and determined. His dry sense of humor, and sarcastic tones leaves him in trouble with the Galactic Committee, but a good drinking buddy to his crew. He still feels an immense amount of guilt for many things, including his mother's death, the ambush on Neera, and his sister's hatred for him. He has a more pessimistic view on the world around him, but when given the chance, he won't disappoint anyone who puts faith in him. He's a natural leader, a born fighter, and there's little that can stop him.
Weapons: Raymond is equipped with a standard issue Committee Fleet battle rifle that collapses when its placed on his back holster. His primary weapon of choice is a revolver that changes from incendiary, electric, and frost bullets. It was passed on in his family for generations. He named it Lady Luck
Family/Relationship?: Raymond only has one known living relative, and that is his sister, Paige Chase. She refuses to talk to him, and blames him for the death of their mother. He also has a complicated relationship with the Monroe's Doctor, Luirae Driani. They have known each since Raymond was put in charge of the ship, and only she knows the full story of Ray's past. Because of his sentence, and status as a prisoner, he has not made his feelings clear to anyone.
Other: Raymond has a collection of old Earth records--mostly 1950's big band and 1980's rock.
Appearance: Like most of her kind, Yasaliah is beautiful. She has large, blue, sparkling eyes, a long slender nose, full lips and a sharp chin. Her skin is a purple with tinges of warmth to it, and her purple hair is stied into a loose ponytail with stands of hair falling into her face. Covering her athletic body is an intricate line-dot pattern of teal, wrapping around her neck and vanishing into her purple hair.
Yasaliah thinks her skin pattern is her more attractive feature and her wardrobe reflects that. Short shorts and revealing crop-tops are the things Yasaliah most often adorns. Piercing and jewelry are not her thing, and her clothes are often simplistic and minimalist, trying not to draw the eye away from her tattoo-like pattern. Her crop-tops are often light pink, and her short shorts are denhim (her favorite human invention).
Faction: Marauder
Role in Team?: Pilot
Bio: Yasaliah has family somewhere. That's all she knows, really. She was a troublemaker from the start, disagreeing with her parents over the stupidest, most insignificant things. She hated them for trying to limit her. Their relationship grew hostile with her parents and her many sisters. They were all smart, and good at math. Yeah, well, she was the best pilot in the whole universe (citation needed), so they could take their knowledge and shove it up their asses!
She quickly ran away and fell into a band of space pirates. Growing up, she had always had a natural talent for piloting. When she was piloting, it was just her and the ship- she felt free and in control. The purple pirate was good at what she did- they became somewhat notorious thieves. It gave her a rush. She often had 'run ins' with the most handsome male members of the crew, (and one time a woman) which was a nice bonus. They were the Broke Brigade, and life was good.
It was only a matter of time before they got caught. Yasaliah was never in it for the money- she was in it for the adventure and the camraderie. A series of mental evaluations revealed this of the imprisoned female, and they offered her a position on the crew. She had stolen many things, and she had aided and abetted a crew of, really, murderers and thieves. It might be the injection for her. Yasaliah accepted.
Personality: Yasaliah isn't what you would call a person with great moral codes. She is anti-authority, anti-government, and very much pro-Yasaliah. She is flamboyant, cocky, arrogant, flippant and dismissive. Adventure and glory are her top priorities; if discovering some wacky ass aliens would get her that, than she's all for it. Yasaliah rarely sees herself as wrong. Her trust is hard to earn- she expects everyone else to look out for themselves as much as she does for herself. Things like idealism, moral guidance seem pointless to her. In the end, aren't well looking out for number one? She certainly is...and if everyone else acts that way, she'd be a damned fool not to do the same.
Young and bold, she is a cliche of her species. When people think of a young, daredevil Satasi, they think of someone like Yasaliah. This is completely unintended, Yasaliah thinks of herself as an original.
Weapon(s): A pistol. She keeps in it in her pink holster at her hips. It's more of a fashion accessory than anything. Family/Relationship?: She never speaks of them- they are a non-entity to her.
Colloquially called "water dragons" by humans, the Tazygos are taller and more solidly built then other races, being well suited to the turbulent waters of their aquatic homeland, often comparable in size to the Tu'Veeri. They have scaled skin normally shaded in blues with vibrantly colored, bio-luminescent markings, and some choose to accentuate their natural markings with tribal tattoos along their arms and raptor-like legs. Females are usually differentiated from the males through more feminine builds as well as the absence of the spikes on the backs of their forearms. Despite their size, the Tazygos have the agility to match any predator, able to move around as quickly and elegantly in the air as they do through water, which is handy since they can breath both air and water with ease. They do struggle a bit in dry environments however, and occasionally need to take hydration supplements to stay healthy even in more temperate climates.
One of the more notable of the minor races, the Tazygos evolved as subjugated population under a more advanced race on their planet known as the Caltraf. While Caltraf writings rarely talk about their large population of slaves, Tazygos oral tradition is not shy about discussing the extended cruelty inflicted on their people, including both indiscriminate violence, inhumane experimentation, drafting of entire regiments of cannon fodder, and, if rumors are to be believed, ritualized cannibalism. As the Caltraf began space exploration, however, they made a fatal mistake that would forever change the destinies of the Tazygos people; they allied themselves with the Yhei in the midst of their war against the Tu'Veeri.
While Caltraf's participation in the war was not exactly a game changer for the Yhei (even the most generous accounts describe the Caltraf's military acumen in the war as "disappointing"), their presence was enough for the Tu'Veeri to extend some support to the rebellious underlings of their new opponent in this war, their tentative assistance quickly expanding once they became aware of the extended cruelty inflicted by the Caltraf. With the full support of the Tu'Veeri, the "Pact of Heaven" as their alliance was referred to, the Tazygos people rose in a massive planet-wide revolt, on a date now known as the Dawn of the Crashing Wave. Already struggling from the war effort, the Caltraf collapsed utterly and completely, and the Tazygos finally threw off the shackles of their enslavement.
When the dust settled and the war was ended with the establishment of the Galactic Committee, the Tazygos became junior partners of the Tu'Veeri, rebuilding their home and blending their own culture and mannerisms with that of their saviors and allies. In time, the Tazygos went from an enslaved and abused people to a strong and vibrant state and a welcome member of the Galactic Committee. While they are no longer clients of the Tu'Veeri as per their agreement, the Tazygos still share strong cultural and political ties with them and are staunch allies even to this day.
As for the Caltraf, well...they're gone, and no one is entirely sure to where. Many were killed out of vengeance during the slave uprising, but it's an unspoken belief that the few Caltrafs left were quietly wiped out by the Yhei. No one has really pursued the matter further; the Tazygos certainly aren't unhappy to see them gone and the rest of the galaxy agrees that they are probably better off without them anyway.
Appearance: Tall for her species and sleekly built, Aamra Tulez's typically blue skin is highlighted with yellow webbing and luminescent yellow markings along her arms, legs, tail, and from her lower jaw to her upper chest. She also has tattooed markings along the edges of her hood, and the yellow iris' of her dark blue eyes match the bright color of her markings. Aamra also possesses sharper teeth and more prominent fangs, as well as the ability to reflexively change the color of her luminescent markings. Being the military stickler that she is, Tulez is rarely seen outside of her standard military uniform, or at least outside of her fatigues, and she wears a medallion around her neck made of electrum depicting a crashing wave.
Faction: Committee Officer, Marauder
Role in Team?: Security Officer
Bio: Born on the reclaimed Tazygos homeworld, Aamra Tulez had a rather auspicious start to her life when she was abandoned as a baby on the doorstep of the Taryne Monastary. Thankfully the monks, devotees to the teachings of an ancient master named Jursih, were kinder parents then her actual ones, and she was taken in by them and educated alongside other orphans and disadvantaged youths. Jursihism struck a cord with her and when she turned ten she elected to continue her studies of the ancient teachings and was ordained as a Jursihist monk by her late teens.
Already shown to have strong spirit and a gifted intellect, Aamra was expected to remain at the monastery and perhaps become a master and teacher, but while she was happy with her devotion to Jursih's teachings, the stories of her ancestors exploring the seas and leading rebellions against their ancient overlords inspired her to greater aspirations, and she dreamed of one day leading a fleet of star-ships across the cosmos just as her ancestors had led fleets across the oceans. Despite her unorthodox education in this day and age, she got enrolled in the Committee military academy and not only graduated but excelled, entering her naval career with a running start that got her all the way to Commander by the time she was twenty-five.
Emulating the diatribes and writings traditionally made by Jursihist monks, Aamra also wrote a number of papers and treatises herself, normally about philosophical musings or interpretations of recent events, but she occasionally wrote about things she liked or disliked about the state of the Galactic Committee. She was especially hard on the Interstellar Exploration Fleet and their ludicrous idea to put criminals and brigands on Expedition Forces and has written entire essays on why this idea to put lunatics like that human called Atlas in charge of a ship is a monumentally terrible idea. Aamra's superior officer and mentor figure in the academy, worried that her potential as a great officer would be snuffed out by her inflexibility to new ideas, decided that a crash course was the best way to educate her protege and 'volunteered' Aamra to be the security officer on one of the Expedition Force fleets.
Suffice it to say, while she didn't quit out of indignation thanks to some wise words by her respected mentor and some soul searching on her own, she will of course perform to the best of her abilities. Even if she's not exactly looking forward to this new assignment.
Personality: A warrior monk and an officer to the core, Aamra is rigorous, disciplined, and completely unflappable. It's easy to dismiss her as an uptight ponce with a stick up her butt if you've only known her for a few seconds, but in truth she's just as ironclad with herself as she is with others and won't tell anyone to do something that she wouldn't do herself. Indeed, she much prefers to lead by example and is a great believer in determined action, even if she doesn't have the time or patience to deal with troublemakers with no respect for the military hierarchy.
Weapon(s): Aamra's preferred sidearm is the DB-7 Longstrider, a favorite revolver for Tu'Veeri and Tazygos officers. In addition to training with other firearms, she is also skilled in close quarters combat with both conventional and more elaborate bladed weapons, though her fallback is always a traditional combat style with her tried and true long dagger.
Family/Relationship?: Admiral Ceerte Dalize, a Satasi instructor at the military academy and Aamra's longtime mentor who was responsible for signing her up with the Marauders.
Other: Aamra possesses a rare recessive genetic trait called the Hunter genome, which is responsible for her sharper teeth and fangs and her ability to reflexively change the color of her markings. Superstition dictates that Hunter genome Tazygos are more susceptible to rage and violent outbursts, and while there is nothing to back that up scientifically the stereotype persists in some circles.
i think we might need another male character, otherwise it's going to look like a weird romance TV where one handsome, charming human male captain is surrounded by various females of other species with different personalities reflecting their species
i'm not sure if that's what you're going for, but if it is i'll have to prepare myself
I can tell you that is most definitely not the plan. I just can’t make another male or I would. My guys come out....awkward and not in the cute way. The other way they come out is corny and overly romantic. I have no idea why but it isn’t pretty. We have one more person that still needs to make a sheet soooo hopefully they are making a male. If not, I’ll see if Jones can take on another male role.