Race: Human and Tulak (Though he's almost indistinguishable from a normal human)
Age: 24
Gender: male
Appearance:
Standing at a height of 5' 11" Felix is pretty unimposing. He doesn't look terribly muscular, but that's the cost of being mostly cybernetic.
Equipment:
6 Flashbang grenades
3 Frag grenades
Rail Amp'd Hand Cannon- Felix's weapon of choice, only has three shots to the magazine. He generally carries eight mags on his person. Generally requires cybernetic limbs or at least specially designed braces to keep the user from snapping their wrist firing it.
Attunement/enhancements: Felix is about 50% prosthetic after his very close encounter with death. His arms, legs and eyes have been completely replaced with top of the line cybernetics. Unfortunately the human brain isn't meant to run this much equipment, so a standard VI was installed to help him regulate the functions of each and increase his overall effectiveness. His eyes, despite looking almost completely normal are also prosthetic.
ProstheTech MK III artificial limbs- Between titanium alloys and carbon fiber joints, these limbs are pretty difficult to damage. The powerful mechanisms allow these limbs to exert more strength than their standard human counterparts while still looking the same using synthetic skin. Most people would be almost completely unable to distinguish the two unless they were damaged.
ProstheTech MK II artificial eyes- Using enhanced cameras these devices simulate eyesight in those that either lost their own or never had it. This allows the user to bring up Heads Up Displays and other nifty functions through the neural interface.
Virtus VI- More of a utility VI than anything else, the Virtus helps Felix keep all of his cybernetics running. It also allows him to run basic scans within a small (5 meter) radius. It only recognizes basic commands he gives it, but he still treats it like an AI with a mind of its own.
Unique Abilities :
Proximity scan: Felix's VI is able to scan nearby technology and to a lesser extent organic materials. As a combat-engineer however, his interest is purely in the tech.
Overclock: Felix can overclock his cybernetic enhancements to dangerous levels in serious situations strengthening his limbs and allowing him to react faster. Like a computer, this produces a dangerous amount of heat and is only used in very specific situations.
Personality: Felix has seen, no, experienced some things that no living being should. Being dismembered and tortured left deep mental scars that not even a psych expert can begin to decrypt. Other than that, he is a fairly charismatic individual that is surprisingly softhearted outside of combat. Due to his own circumstances, he fully believes that at least some of the prisoners weren't horrible enough to be sent on the Alcatraz.
Bio:
Felix was born to a Tulak mother and Human father, a union that was slightly unorthodox at the time. While the two races were fairly friendly towards one another, it was still taboo for Tulak to mate with outsiders. Because of this, Felix was raised on a human colony with his mother disguising her horns to fit in. It wasn't until he was fourteen that he joined the colony's militia. A band of raiders had been harassing the settlement and forcing them to give up their already meager rations.
Of course, the militia's job was to prevent this...but the leaders decided against it due to the sheer number of raiders and the obvious result. Felix decided that it couldn't continue. What was the point of having a militia if it didn't protect anything? Why train citizens to wield weapons and then tell them they can't use them to fight back? Being the stupid kid he was, Felix sneaked to the raider camp in an attempt to deal with them once and for all. With the belief that he was saving his family and home, he took the shot that killed the raider leader.
In an obvious turn of events, this didn't work out. His position was quickly found and he was tortured to a state that would make death seem like a mercy. His arms and legs ruthlessly ripped off and the sockets healed to prevent him from dying. The raider life wielder used their magic to keep him conscious the whole time as even his eyes were plucked from his head, leaving him a wailing torso and head that couldn't see anything as the raiders burned the colony to the ground. All he could do was scream as he heard everything he had set out to save being destroyed. Eventually his screaming turned to sobs as he heard the carnage around him. In the aftermath, the colony was essentially erased from the surface of the planet and Felix was left to die in the ruins.
In perhaps a final act of defiance, Felix stayed alive for days until the shuttle that normally left supplies for the colony arrived. They picked up what was left of him and brought him back to earth to recover. The therapy, the prosthetic limbs, everything. It was all paid for by the reward for killing the raider leader. Apparently his bounty was in the millions, and the group that he had led slowly dispersed after his death. That was the closest thing to a victory Felix could claim for his actions, though the mountain of corpses that had resulted shadowed over it.
It was an obvious choice to join the UN's military after that, fighting the bad guys and all that. Of course, that was also complicated when his bloodwork revealed his ancestry. Being half Tulak made Felix a potential diplomatic tool with the anti-human groups that constantly lobbying for war between the Tulak and Human races.
It was on what was supposed to be a simple escort mission that everything fell apart once more. In a final effort to appeal to the leader of Tulak nationalist group, Felix's helmet was removed and the small nubs on his head were revealed. Though, instead of the intended effect of bridging the hostilities between the two groups, this enraged the man and led to a massacre on both sides that Felix was "lucky" to have survived. The diplomatic disaster that ensued after this was pegged on him as he was the sole survivor of the humans that had been present. Tulak citizens cried for his death, humans tried to defend him, the governments played tug of war as they do. The final result was him being stationed on board the Alcatraz as a guard and engineer. The fact that this compromise was acceptable to both governments was more frightening than comforting.
Stranded: Prisoners' Tale (High casual Sci-fi/fantasy)
Plot:
The prison ship Alcatraz, designed by a council of multiple races and nations to house the worst criminals (and even a few of the lower offenders) in an effort to cut down on prisons. The ship had a self sustaining food supply, an around the clock staff of guards and civilian staff. Unfortunately, said staff wasn't informed of the ship's true intention. Once out of explored space, the ship's controls locked up and the engines shut down setting it adrift. Months later, the ship's intercom started playing some strange garbled message as the vessel was dragged into the gravity well of an odd Terran planet. The cell blocks separated from the ship and fell to the planet killing the majority of the inmates. The survivors now find themselves stranded on the strange planet inhabited by terrifying beasts and the remnants of a long gone civilization.
The only objective many of the survivors had when they landed was to find their way back to the wreckage of the main ship. That was the only place with guaranteed food and weapons.
ProstheTech Corporation:
Naturally, the abilities of the Attuned bred both fear and envy among the people not fortunate enough to recieve mana. As a result, technologies that were originally seen as tabuu saw an immediate spike. Body augmentations became commonplace, especially when it was found that the Attuned couldn't benefit from this technology. The original companies that developed this tech joined together to eliminate any competition. Eventually they even managed to create basic kinetic shielding and cloaking tech by condensing air and bending light around the user.
The only race that has developed better prosthetics is the Arraxi.
Magic origins:
A mysterious pulse that emanated from a colonized planet light years away from earth had unprecedented effects on lifeforms all around the galaxy. It seemed to attune them to energies that were naturally present and previously unobservable. These abilities, once realized, allow the user to manipulate the elements around them using a combination of the energy present in the air and their own "mana" reserves. Oddly enough, the powers granted to these "Attuned" as they have been designated manifest in different ways. Some seem to be able to heal the wounds of others and themselves, others can wield nature as a weapon. Unfortunately the Attuned are unable to receive any type of technological augmentation. All attempts have ended in the death of both the Attuned and the one trying to conduct the procedure.
Types of Magic:
Fire: Those attuned to fire can ignite air with ease and even control flames with some training. For experienced Flame wielders this attunement also gives a near immunity to most heat based weaponry and hazards.
Air: Those attuned to the air can control wind and use it to blast opponents or even sharpen it to cut through dense objects. Experienced Wind wielders can launch themselves and glide, though this takes a fair bit of mana to pull off.
Water: Water attunement allows mages to wield almost any liquid as a weapon to defend themselves assuming there isn't anything solid between them and it. They can use the ability to move swiftly through water or even breathe while submerged.
Earth: Earth wielders can move through dirt and rocks as though they were liquid, of course this is a constant drain of mana and is rarely used for prolonged periods. They are also able to draw minerals to them as a defensive or offensive measure.
Life(healing): Being attuned to Life lets mages manipulate any living matter that they are in direct contact with. While this is normally used to mend wounds, some have used it to do...horrifying things.
Races:
Humans: Yeah, humans. They have a decent connection to magic, but fairly powerful internal mana reserves. As far as cybernetics go, they're quite advanced. (Probably about Deus Ex level give/take)
Homeworld: Earth
Tulak: A humanoid race with horns and a strong link to nature. They are naturally stronger magic users, but unfortunately don't have the same mana supply that humans do. Unlike humans, the Tulak are almost entirely composed of magic users, and most of those that can't use it are in positions of political power.
The Tulak homeworld of Vai’Ralu is mostly forest with a small portion taken up by the planet’s scattered lakes. It’s almost nonexistent industrialization is very clear just by glancing at the clean waters and air devoid of almost any pollution. Truthfully, had it not been for humanity discovering and elevating their technology, spaceflight would have been at least another century off.
Arraxi: An advanced race of cybernetic bug people that lack any kind of link to nature. By the time the Pulse occured, they were already more machine than organic. Those that could have become "attuned" died in horrible agony as their bodies suddenly rejected the majority of their organs and limbs.
Not much is known about their “home worlds”, enormous space stations that they have a cybernetic link to upon stepping foot back onto the station. These insanely huge metal stations travel at random, the “Queen” Arraxi being it’s commander of sorts, and they aimlessly travel and observe...everything. Arraxi as a whole, want to study the universe and vice versa, be studied, so that they can further their technological advances, each day something is added or taken away from the Arraxi “ecosystem”. Most of the universes remaining Arraxi population, tend to stay on the stations. There are pockets of Arraxi population on major planet systems, but the further out you get, the less Arraxi will be there.
Currently, there are about 6 stations, each one being a melting pot of Arraxi, all different shapes and sizes. Each station does have a “Queen” and they make up the Arraxi Council, meeting at the beginning of a new Arraxi Cycle (about two human years). These Queens are the oldeest Arraxi to exist currently, they are also the most integrated with the ship.
Arraxi rarely conceive kids, about 3% of the active population are born naturally, the other 97% are born in “birthing labs”. Yes indeed Arraxi are test tube babies, this being that many Arraxi have stripped reproductive parts from their body, an act that the Queens started, to limit population growth, though now it’s widely accepted as the norm. Growing up on the station, kid Arraxi will receive their first modification when they turn the Arraxi equivalent of five, from there the modifications flood in. Upon being created, each Arraxi is given a job, that upon reaching the “working” age, if they choose to stay on the station, will be their job title. It works on a random generation, so each child has the same odds of getting any job. For the past 30 years however, the stations are encountering something that troubles the Queens. Much of the Arraxi youth don't want to stay on the Station, instead wanting to explore the vastness of space. This has created somewhat of a rift between the New Age Arraxi and Older Generation Arraxi.
Sapishte: A race of people that seem to be able to shapeshift on some level. This is due to what seems to be a sentient goo attached to their flesh. This goo or "slime" is able to change in density and shape allowing the Sapishte to mimic the forms of other races. One other notable trait is the Sapishte's inability to cloak their emotions. Only a select few are able to hide their feelings, and those that can are almost immediately exiled upon discovery as they are seen as terrifying mutants.
Homeworld: Glonelia A swampy world, home to the shape shifters of the Sapishte race. The planet is of a tropical, humid climate with swamps and jungles covering most of its landmasses, with warm oceans covering everything else. The Sapishte people aren't exactly the most advanced of the races, having only relatively recently become capable of spaceflight and most of the planet is comparatively low-tech compared to the rest of the races. The people themselves are often quite amicable and more or less an extremely honest people. Being unable to hide emotions well, make for poor liars and manipulators most of the time.
For the most part they are friendly, and have relatively good relations with the rest of the galaxy. Considering the high demand of people able to mostly take whatever form they want in certain less than reputable jobs, there is no shortage of demand for them in said jobs.
The Alcatraz:
The Alcatraz was one of the biggest collaborative efforts between all three races. A ship capable of securely holding over ten million high priority prisoners without ever having to stop at a planet. Of course, anyone that was aboard the ship would wonder why a vessel with such a capacity only carried about a hundred thousand souls. In reality, the Alcatraz was much more sinister.
Because of the ship's anti-aggression field, a generated area in which affected people are mentally unable to attack guards and personnel, prisoners were even allowed to keep their weapons and other equipment. Most simply assume that this act was essentially a middle finger to the inmates.
The planet (Designated Derismas by the captain before planetfall): A planet covered mostly in lush jungle that straddles old technology. While there are other biomes, they are dwarfed in comparison. Some of the creatures seem to be mutated, perhaps by the radiation that said technology emanates? It's uncertain, for now the only goal is survival.
(there will be more, but these are the most notable. It should also be noted that these names aren't particularly important as they would be undiscovered wildlife):
Jungle:
Varinyat: Strange creatures that stand on two legs. They are dangerous predators capable of imitatating speech to lure in prey. The spikes on their body are poisonous, and their tail is strong enough to restrain even most larger opponents while they inject and devour them. The poison they use rots the victim internally until their flesh putrifies.
Ashra: An apex predator through and through, the size of at least thirty humans and ten times as strong. Their tough hide can resist small arms fire, and their regenerative abilities make them almost impossible to put down. On the plus side, they aren't picky when it comes to prey...
Kakiirath: An indigenous bug that resides in the jungles of this twisted land, the vicious bugs are roughly the size of 5’9 male, long and incredibly terrifying, this bug has adapted to compete in the vicious jungle lands. Usually traveling in packs of three, these bugs eat anything that moves, not able to discern whether it’s a threat or not, as such, it’s easy to assume they’re simple minded. However this is far from the truth, these bugs have adapted to be the perfect killer. Incredibly fast and nimble, chances are when they strike, you have a very slim chance of getting away without fighting. Once set on a prey, the three will stalk and play with it’s prey, being able to camouflage like that of a chameleon. They are incredibly good trackers, able to follow without being seen, if you’re attacked once and get way, assume they’re still behind you, waiting to strike again.
Desert:
Ocean:
Plains:
Romper: A pack creature that harrasses prey by quickly striking with its tail before running off. Their tail is able to snap the average human's leg in one swing, and once multiple begin to circle even an experienced hunter is forced to pray.
[/hider]
Race:
Age:
Gender:
Appearance:
Equipment:
Attunement/enhancements: (It's possible to have more than one attunement, but keep in mind that a pure wielder will have more potential their element than a hybrid would)
Unique Ability (2 max, try to keep it in line with your attunement or race):
Stranded: Prisoners' Tale (High casual Sci-fi/fantasy)
Plot:
The prison ship Alcatraz, designed by a council of multiple races and nations to house the worst criminals (and even a few of the lower offenders) in an effort to cut down on prisons. The ship had a self sustaining food supply, an around the clock staff of guards and civilian staff. Unfortunately, said staff wasn't informed of the ship's true intention. Once out of explored space, the ship's controls locked up and the engines shut down setting it adrift. Months later, the ship's intercom started playing some strange garbled message as the vessel was dragged into the gravity well of an odd Terran planet. The cell blocks separated from the ship and fell to the planet killing the majority of the innmates. The survivors now find themselves stranded on the strange planet inhabited by terrifying beasts and the remnants of a long gone civilization.
The only objective many of the survivors had when they landed was to find their way back to the wreckage of the main ship. That was the only place with guaranteed food and weapons.
ProstheTech Corporation:
Naturally, the abilities of the Attuned bred both fear and envy among the people not fortunate enough to recieve mana. As a result, technologies that were originally seen as tabuu saw an immediate spike. Body augmentations became commonplace, especially when it was found that the Attuned couldn't benefit from this technology. The original companies that developed this tech joined together to eliminate any competition. Eventually they even managed to create basic kinetic shielding and cloaking tech by condensing air and bending light around the user.
The only race that has developed better prosthetics is the Arraxi.
Magic origins:
A mysterious pulse that emnated from a colonized planet lightyears away from earth had unprecedented effects on lifeforms all around the galaxy. It seemed to attune them to energies that were naturally present and previously unobservable. These abilities, once realized, allow the user to manipulate the elements around them using a combination of the energy present in the air and their own "mana" reserves. Oddly enough, the powers granted to these "Attuned" as they have been designated manifest in different ways. Some seem to be able to heal the wounds of others and themselves, others can wield nature as a weapon. Unfortunately the Attuned are unable to recieve any type of technological augmentation. All attempts have ended in the death of both the Attuned and the one trying to conduct the procedure.
Types of Magic:
Fire: Those attuned to fire can ignite air with ease and even control flames with some training. For experienced Flame wielders this attunement also gives a near immunity to most heat based weaponry and hazards.
Air: Those attuned to the air can control wind and use it to blast opponents or even sharpen it to cut through dense objects. Experienced Wind wielders can launch themselves and glide, though this takes a fair bit of mana to pull off.
Water: Water attunement allows mages to wield almost any liquid as a weapon to defend themselves assuming there isn't anything solid between them and it. They can use the ability to move swiftly through water or even breathe while submerged.
Earth: Earth wielders can move through dirt and rocks as though they were liquid, of course this is a constant drain of mana and is rarely used for prolonged periods. They are also able to draw minerals to them as a defensive or offensive measure.
Life(healing): Being attuned to Life lets mages manipulate any living matter that they are in direct contact with. While this is normally used to mend wounds, some have used it to do...horrifying things.
Races:
Humans: Yeah, humans. They have a decent connection to magic, but fairly powerful internal mana reserves. As far as cybernetics go, they're quite advanced. (Probably about Deus Ex level give/take)
Homeworld: Earth
Tulak: A humanoid race with horns and a strong link to nature. They are naturally stronger magic users, but unfortunately don't have the same mana supply that humans do. Unlike humans, the Tulak are almost entirely composed of magic users, and most of those that can't use it are in positions of political power.
Arraxi: An advanced race of cybernetic bug people that lack any kind of link to nature. By the time the Pulse occured, they were already more machine than organic. Those that could have become "attuned" died in horrible agony as their bodies suddenly rejected the majority of their organs and limbs.
Sapishte: A race of people that seem to be able to shapeshift on some level. This is due to what seems to be a sentient goo attached to their flesh. This goo or "slime" is able to change in density and shape allowing the Sapishte to mimic the forms of other races. One other notable trait is the Sapishte's inability to cloak their emotions. Only a select few are able to hide their feelings, and those that can are almost immediately exiled upon discovery as they are seen as terrifying mutants.
Homeworld: Glonelia A swampy world, home to the shape shifters of the Sapishte race. The planet is of a tropical, humid climate with swamps and jungles covering most of its landmasses, with warm oceans covering everything else. The Sapishte people aren't exactly the most advanced of the races, having only relatively recently become capable of spaceflight and most of the planet is comparatively low-tech compared to the rest of the races. The people themselves are often quite amicable and more or less an extremely honest people. Being unable to hide emotions well, make for poor liars and manipulators most of the time.
For the most part they are friendly, and have relatively good relations with the rest of the galaxy. Considering the high demand of people able to mostly take whatever form they want in certain less than reputable jobs, there is no shortage of demand for them in certain jobs.
Lan'Ye: The most recent race introduced to the galactic scene, the Lan'Ye are fairly primitive when compared to the others. For the most part their technology is simply reverse engineered from the gifts other races had given them. As far as biology goes, their scales and horns show their reptilian ancestry clearly. Despite expectations, they don't have tails aside from a small vestigial bone signifying that perhaps there was one long ago. As for unique abilities, they have a slight healing factor allowing them to regenerate limbs over the course of a few days.
The Alcatraz:
The Alcatraz was one of the biggest collaborative efforts between all three races. A ship capable of securely holding over ten million high priority prisoners without ever having to stop at a planet. Of course, anyone that was aboard the ship would wonder why a vessel with such a capacity only carried about twenty five thousand souls. In reality, the Alcatraz was much more sinister.
Because of the ship's anti-aggression field, a generated area in which affected people are mentally unable to attack guards and personnel, prisoners were even allowed to keep their weapons and other equipment. Most simply assume that this act was essentially a middle finger to the inmates, though such an act would be an enormous waste of resources.
The planet (Designated Derismas by the captain before planetfall): A planet covered mostly in lush jungle that straddles old technology. Some of the creatures seem to be mutated, perhaps by the radiation that said technology emnates? It's uncertain, for now the only goal is survival.
Dangerous On-planet species:
(there will be more, but these are the most notable. It should also be noted that these names aren't particularly important as they would be undiscovered wildlife):
Varinyat: Strange creatures that stand on two legs. They are dangerous predators capable of imitatating speech to lure in prey. The spikes on their body are poisonous, and their tail is strong enough to restrain even most larger opponents while they inject and devour them.
Ashra: An apex predator through and through, the size of at least thirty humans and ten times as strong. Their tough hide can resist small arms fire, and their regenerative abilities make them almost impossible to put down. On the plus side, they aren't picky when it comes to prey...
Romper: A pack creature that harrasses prey by quickly striking with its tail before running off. Their tail is able to snap the average human's leg in one swing, and once multiple begin to circle even an experienced hunter is forced to pray.
Race:
Age:
Gender:
Appearance:
Equipment:
Attunement/enhancements: (It's possible to have more than one attunement, but keep in mind that a pure wielder will have more potential their element than a hybrid would)
Unique Ability (2 max, try to keep it in line with your attunement or race):