Misc > The Duck & Spackle Tavern
Prison Planet: Discussion
(1/1)
Diputs:
My latest RP setting, a conglomerate of several ideas which have fermented over the period of a year or so and became the sweet wine of awesomeness. It is set on the future, with the madness of multiple species and governments, but our action will be confined to a single planet; the world is full of technologies and progress, but our access to it will be sporadic and unable to be understood or produced most of the time; it will be a sweeping epic across the heavens, while we shall tell within it a single gritty story of heroes that might not be considered such by most people. Let the writing commence.
*All images originally from and likely copyrighted by wallpapersup.net, I borrowed only the free-to-use ones, claim no credit and make no money off of them.
But, before we do that, let’s get the usual base rules and goals out of the way, shall we?
• As usual, having flawless characters who dominate everything without breaking a sweat is not encouraged.
• This extends to player-versus-player conflict, even though that PvP should be unlikely, if it does occur, work out a fair deal.
• Speaking of working things out, my latest idea for a RP decline and death syndrome cure is utilizing the discussion thread a lot more, letting all players know what is going on, planning short-term and long-term goals in it. Stay as active and aware in discussion as in story, because the two are going to be intertwined.
• If you do need to stop posting for whatever reason, all other players should know what your characters goals are so they can become a NPC for however long it is needed due to your participation in the discussion thread.
• Let’s try to stick with this one. Our overall goal is simple, but the ways to achieve it are complex and many enough for us to have fun. I want to see this through to the end, even if I have to get off planet by means of a catapult… launched from a bigger catapult.
Called Thumedrade by the races that can pronounce it, the planet known as The Dark World is a neutral space for all the spacefaring races, a dumping ground of deadly science projects, ruined military experiments, and prisoners for whom no other method of containment was deemed safe. The magnetic storms in the system make navigation and therefore escape near impossible, and the Dark World Coalition remains vigilant in their shielded stations, in communication with the highest authorities and militaries of nearby systems. What is given to the planet cannot be retrieved, for better or for worse.
On Thumedrade itself, chaos reigns. Mutagens and biotoxins make some areas uninhabitable to many, the carcasses of cruisers and battleships cover much of the surface, old networks of tunnels go to the dead core of the planet itself. What remains against all odds is life. Most born of the descendants of prisoners, some the products of experiments discarded, the very few that inhabited the planet before the rest that managed to achieve sentience. With no contact with the outside world, and no one to stop them from doing as they please, society has become ruthless and arbitrary, when it exists at all. The petty nations set up are but a mockery of the great nations these people are exiled from, comparable to the divides on the planet of the humans over ten thousand years ago. Technology may exist in the form of powerful experimental weapons and the product of those exiled to Thumedrade who retained their scientific minds; or the people may still use bows, arrows, and spears.
Food can be harvested from the patches of ground either on or under the shade of the unnatural mountains of metal, though those outside will drop shipments of food in daily to various points. They have no way of knowing how many people actually exist on the planet though, and the amounts provided are woefully small and soon gone. As with all areas this chaotic, hunting for food is a pastime, some not caring that the meat may be an irradiated experiment gone wrong or the prey sentient.
Summary of planetary survey, as conducted by Acrelock Cervative, an AI probe for the Solarian Expanse.
--- Quote ---System Thumedrade. Routine long-range scans were impossible to complete due to a heavy magnetic storm that seems to blanket the system. Visual inspection coupled with laser imaging has managed to map out the four planets and asteroid belt’s orbits and current locations. With two not habitable due to heat and proximity to the sun, and one little more than an asteroid itself, we turned our attentions to the primary planet of the system, which was already bearing life.
Its distance from the sun and solar year are highly similar to earth’s, though its days are 23 hours, 48 minutes, 16 seconds. It has no attached moon and thus lacks tidal pull, resulting in somewhat less productive soil if vegetation sampling showed true. Its climate is overall warmer, but the desert expanses are more concentrated around the 60 degree areas and do not appear to be expanding into the temperate areas. Atmosphere within the desert areas contains high concentrations of silica due to strong winds, making it dangerous for both sentients and robots that require clean air flow to be in them unprotected. The forests of the likely habitable zones fortunately filter this out via use of a previously undocumented species of tree that forms glasslike coatings on its leaves using the captured substance, theorized to hold heat in during winter.
During ground operations on the land, three botanical probes were attacked on separate occasions, the form of wildlife appearing to be a tentacled creature that may be a local predator. Attempts to contain one for study were unsuccessful; caution must be taken on further research and colonization missions.
Attempts to launch from the planet were hindered by the magnetic field, which damaged the more delicate sensors and confused the stronger ones. Other means of exiting and entering the planet may be wished to be looked into.
Acrelock Cervative
--- End quote ---
Political situation galaxywide: There is no unified government, but most nations send delegates to the Interstellar Agreement Council. Not all of a species is always unified in a single government, for instance, humans head three major powers, the Solarian Expanse, the Voybe Confederacy, and the Mephic Priestdom; while also being in several interracial groups such as the Coxivan Alliance, Spesro Empire, and Brotherhood of Dri.
Political situation near Thumedrade: The Dark World Coalition is a group sanctioned by the Interstellar Agreement Council, after the War of Nalvi, in which many war crimes were committed on both sides, Act 4234 was passed, sectioning off the system Thumedrade as the perfect, inescapable prison to which the darkest elements of society could be sent to. With a trial given by a special court system set up for this sole purpose, the convicted are dropped onto the planet by way of a prison pod incapable of returning, there to live out the rest of their days. In time, other things were requested to be sent there as well: failed experiments, mutated beasts, rouge AIs, eventually even political opponents. While justice attempted to prevail, bribes to the right people could allow anything someone wanted disposed of a one-way ticket to Thumedrade. With their fleet of ships and star bases safely out of reach of the magnetic storms that blanket the system, The Dark World Coalition maintains that nothing will get in without their say-so and nothing will ever get out.
Political situation, locally: Even criminals desire civilization of a sort. The place known as C-10.3 by The Dark World Coalition is also called Erymso by the locals. To the south of the mountain range that was formerly the battleship Nevtor III, several ‘empires’ thrive. With the situation, most of the inhabitants have formed gangs and criminal organizations that protect member’s interests, ironically slowly becoming like a legitimate government, albeit one that uses force and encourages violence against enemies.
1. Red Sudeshan: bordering the Nevtor III Mountains and the sea, this is an area of multiple races and factions. Since it is a drop point for supply and prisoner ships, it is highly contested. The current large government is the Sudeshan gang, made up of multiple species, primarily humans and Exeni, though they do not have much control over the area. The other three top contenders are the Barrarmo (group of Kascs-Dor scientists exiled for crimes of cruelty), the East Five (human pirate warlords), and Wreisyor (Yasayin group of terrorists). We will be starting here, under attack from all sides and within, as part of the Chrysene, to be detailed later.
2. Nevtor III: named after the battleship in which they reside, a group of Yasayin and Athterome have found a nigh impervious fortress. Though they are able to hold off assault, the tunnel network below the surface is home to any number of terrors that they do not have the numbers to dispel, even though this is known to be a major flaw in their security. They simply hope the horrors of the tunnels are as hostile to invaders as they are to them. Led by Pryt Anserc, a leader of a military fleet that razed a planet of sapients during war.
3. Mathe: a city below the Nevtor III colony. Populated by Thumedradians who are beginning to grow, capable of fighting the other things in the dark and planning their ascent to the surface of their planet. Led by Ranmaln, a local king of the people.
4. LCT: the Leuvian Colonials and Terraformers. Inland from Sudeshan, these human and Lezov Magvia were imprisoned for destroying the natives of the world they were attempting to settle. They have maintained their hierarchy and command system and are thus more prepared than most other convicts to maintain a civilization. Their current goals are expansion and eventual control over the planet.
5. Vaeltsi’Nakm: Moh Hurma and Quaelluo to the south, bordering the sea, who were on opposing sides of a war and each did terrible things. Having maintained a military their conflicts have fortunately been mostly against each other rather than outwards. They have been through several leaders, the death rate being rather high.
6. Widalave: A human and Dategi-an nation that are the descendants of a group that were notorious mercenaries. They maintain a relatively decent society to the south-west, on a mountain that was once a cruiser. They will often attempt to hire themselves out to other groups in exchange for food, which they do not have much of.
7. Nivyili-lir: Yasayin and human groups on an island in a sea surrounded by Wrshal. Their crimes were many, and they are almost as chaotic in their new society as the Red Sudeshan.
The Chrysene: an up-and-coming faction that all players will start out in or join, rather than setting a petty goal such as conquest of a piece of land or attaining riches or food, their sole reason for existing is hope of escape. They are currently local, made up of a few members, but intend on expanding should they feel that this is the best way to achieve their ends. They are currently focused on recruiting members and attempting to locate technology that will aid them in their goals, and our characters, for whatever reason, have decided to join and must aid in leading the organization to expanding, as its founder was recently killed. Currently in charge is Agrate Ghizodin, a human politician who was sent to The Dark World for condoning the use of a virus superweapon capable of selecting a specific gene pool of a population and killing it while leaving the others unaffected.
We will be starting at midnight, as Prisoner Pod 4438215 lands in Red Sudeshan, perfect for introducing a character either as a newcomer or someone waiting on the supplies for the prisoners. The central area we are in, Red Plaza, is a common drop site and is contested by various gangs, each wanting to control the point for the resources and recruits it offers. To minimize the early parts of an RP where we tend to have characters with no reason to trust each other or work together, we will all either end up or start off working for Chrysene, since leaving the planet is a fairly obvious goal to work for but complex enough to do multiple ways.
Diputs:
List of species:
Yasayin: an old species, one of the first spaceflight races that started on a planet.
--- Quote --- Physically, they are humanoids with elongated limbs, body, and head; their bone structures are extraordinarily flexible, with even their skull consisting of multiple pieces, but they are rather fragile. Three eyes adorn their faces in a point-up triangle, and their limbs split about halfway down the length, giving them eight limbs ending in four digits each. They are on average smaller than a human, about 1.33 meters, of dark, mammal-looking skin; and they live to around 140 human years, 60 of their own. Psychologically, their species has adapted for space travel and tend to enjoy routine and structure.
--- End quote ---
Moh Hurma: massive quadrupeds.
--- Quote ---Notable among sentient races for not having any handlike appendages, rather their species does its delicate interactions with their mouth, which has two tongues on both the upper and lower jaw and prehensile lips. With a large body that often weighs over 1300 kg, they look related to massive earth herbivores, but their origins are definitely extraterrestrial, as they were found recently on the outer edge of the galaxy and have only recently became more spread. Slow to take action, but unstoppable when they do, they live to about 400 human years, ten times their own.
--- End quote ---
Exeni: a race that lived on very low gravity conditions.
--- Quote ---Their origins were on a planet that allowed them to grow to heights of 3 meters, and they have very simple biochemistry. As such, Thumedrade is like a hell to them, they must wear environment suits to protect themselves from even the most common of other species’ bacteria, and are under constant, unremitting pressure. Their capability of smell exceeds that of other sentient races’ by many times. As a race that are significantly weaker than most others physically, they tend to either remove themselves completely from their presence or get on the side of one of the stronger species. They normally live to 60 human years, 90 of their own.
--- End quote ---
Vhoralle: a sea-dwelling species.
--- Quote ---While capable of breathing air and water, they lack the ability to move about quickly on land, their powerful tail and fin-arms of little use. Their speech is in too high of frequencies for most other species can hear, so they require mechanical translators. Their culture was already rather violent, being ruthless water predators, so their kind does better adjusting usually, with the literal backstabbing of their internal politics having prepared them for the criminal countries. About human sized, with an average age of 70 human years, 140 of their own.
--- End quote ---
Dategi-an: a reptilian species of artificial creation.
--- Quote ---The race that birthed them intended them to be soldiers, but managed to die in the nuclear war on their home planet before they had become a spacefaring race. The Dategian initially continued the war for another hundred years, but were made contact with and persuaded to give up the hopeless fight. The fact that they had not in all that time shows much of their ingrained psychology: loyal, short-term strategists who are clever within their specific roles of battlefield tactics but lacking the ability to utilize creative strategies and a tendency to get complacent. Their internal organs are spread all over their body and triply redundant, giving them amazing survivability, and they live about 50 human years.
--- End quote ---
Lezov Magvia: a race born of instructions.
--- Quote ---Their home planet was found by humans in the early days of their interstellar expansion, cleaned of life. In the ruins of a laboratory were tissue samples and genetic blueprints, and the entire race was cloned using the materials there. They are hard and heavyset, about two meters tall and one and a half across the shoulders, without a head, their brain under the shell of their upper back and sensory organs scattered on the tips of a second pair of arms beneath their bulky primaries. They were granted their freedom and have attempted to discover their race’s lost past, with little progress made. Interbreeding is impossible for them, since they only have five gene samples, and children are cloned from those. They can age up to 600 human years however, a mere 30 of their own.
--- End quote ---
Quaelluo: an early starfaring race.
--- Quote ---They live in a three part lifecycle, starting with a ‘child’ stage that consists of a liquid rich in chemical life, but unable to think rationally or communicate for 20 years. They then mature into the adult stage that they spend eighty years of their lives in, growing an external and internal skeleton that make up a series of tubes to carry their bloodlike liquid. Then they get really scary, and become a nigh-immortal skeleton incapable of movement but able to communicate with howling, wailing screams. This has made them a very avoided race, as it is easy enough to get nightmares without their help. It is speculated their gradual process of drying out into the skeleton is a survival mechanism allowing the elder and wiser members of the species to continue to exist with no nutrition value and therefore no reason to be eaten should predators attack the others, increasing the likelihood of knowledge continuing to the next generations.
--- End quote ---
Wrshal: an attention-deficit-hyperactive species.
--- Quote ---An aquatic race that has three primitive spines pointing out from a rounded head, they are about the size of a human forearm. Their limbs do not contain any bonelike structures, and are more similar to a tentacle. They have short attention spans and are inefficient at converting events into long term memory, but are capable of telepathy with each other over about a twenty meter radius, which seems to produce a more efficient consciousness. Without a telepathy group nearby, Wrshal are nearly incapable of following a sentence of another race. They live a mere 10 human years, 18 of their own.
--- End quote ---
Athterome: a mechanical race.
--- Quote ---Constructs designed to colonize the uncharted planets, the Athterek were a project of the Yasayin. They gained their independence peacefully; after enough other races recognized them as sentient their masters were forced to relinquish control. Athterek are the round intelligence spheres implanted into walker bodies that usually bring to mind spiders, though some can have a different chassis depending on their exact role in society. They are nigh immortal, but tend to be reluctant to make others of their kind as not all seem to achieve sentience/sapience.
--- End quote ---
Sli-vsat: a species of plantlike beings.
--- Quote ---They had to be encouraged to leave their homeworld, since as a race they do not tend to do much, and they did not invent spaceflight. Now, however, they are a rather common sight, and are often hired to aid in terraforming worlds. They are capable of seeing and absorbing a large spectra of light. They still produce fruit from their large amounts of limbs, and the fact that most species considers it delicious is a little squicky if you stop to think about it. They are often ten meters tall, and live around 250 earth years.
--- End quote ---
Izteiza: energy beings.
--- Quote --- Born of the specific ways energy interacts in an unusual system of ionic storms and a black hole, they are capable of flight on ethereal wings across the skies. When other species were discovered, they eventually found a means to interact with them by inhabiting and moving a type of metal known as Votsite. The nature of the magnetic storms around Thumedrade prevent them from escaping by simply leaving the armor that they carve for themselves, though they can still extrude themselves from it for short times should they wish. They are capable of living for eons, but are vulnerable to high electric energies that disrupt their consciousness.
--- End quote ---
N’klz’lk: an insectoid race.
--- Quote ---Often considered a pest by others, they are sometimes speculated to be some ancient race’s weapon. This is due to their ability to digest nearly any organic material and rebuild their metabolism around it. With six walking legs and two manipulating ones, they stand only about one-fifth of a meter tall and three-quarters long. Their thick exoskeleton can shrug off most damage, though they cannot even molt it without the aid of others, meaning that a single individual will die should he not be able to find some other method of removing it in a month or so. They live around 5 human years, their own years are unknown as their home planet is not known. Their thought processes tend to be rather simple, but they can understand such concepts as about a twelve-year old human and are capable of empathizing with others.
--- End quote ---
Rrnmkc: a race of unknown origin.
--- Quote ---Their bodies are made of interlocking shell-like substances that incorporate their muscles and organs through them, making them nearly invulnerable to most nonmilitary grade weapons, and though they require a large amount of food and water, their body is able to make do with nearly any source of energy. Because of this, they are often thought to be a created species, but this is, like many other things about their past, unknown. The founders of the race as it currently is were found in cyro-chambers on a ship orbiting an empty solar system, from the contents of the ship they were meant to be colonists, but suffering a case of amnesia and the navigation consoles destroyed, their home system was unknown. They have become a minor presence in the galaxy, their large figures occasionally hired as bodyguards or workers in extreme conditions. They are capable of living about 120 human years.
--- End quote ---
Hralir: avian-looking people.
--- Quote ---They are known for their expert craftsmanship of all things that require detail, as they will hover eagerly over work with their two large wings allowing both their heads to look at what they are doing with their hand-feet. Their species does not tend towards violence normally, since they have no natural weapons and did not need them for becoming the dominant species on their world, but they soon discovered that some other species were not so, and they have since adjusted. Most still prefer to simply get lost in their work, remaining focused on completing whatever their field is with perfect detail and flawless construction. They live about 60 human years, near the same as their own.
--- End quote ---
Kascs-Dor: a species with an attraction to light and beauty.
--- Quote ---With very complex biochemistry in place, Kascs-Dor are a race had to deal with incredibly intelligent predators on their original planet, and as such developed powerful eyesight and vision cortexes, they are capable of coordinating their information to perform feats of agility that would take humans years of training to overcome. In addition, they have a certain organ within them that shifts light near their body, originally used for a form of camouflage but now having a wider spectrum unique to every individual. They stand about 2.4 meters, with relatively graceful looking forms, long serpentine looking bodies enhanced by three pairs of limbs in intervals along it. Their body is rather sensitive though, with so much surface area holding light processing and distorting cells. They live for about 160 earth years, 240 of their own.
--- End quote ---
Deldia: the parasitic race.
--- Quote ---Starting out as an egg injected into a host, the Deldia grow along the inside of the body and into the nervous systems and eventually the brain, coming to override the normal controls. While this works best for species from their own planet, there are some others that also serve as suitable hosts. Despite the fact that their lifecycle is reviled among most, their government has strict rules about attacking sentient/sapient beings and attempt to reduce potential cruel uses of their reproduction cycle. Since they cannot survive without a host, and attempts to transplant into a host of even the same species fails more than 90% of the time, Deldia will live only as long as the host. In some instances, the Deldia is capable of allowing the mind of the host to continue to exist and form a symbiotic relationship instead, though this is only if both partners are willing.
--- End quote ---
Thumedradians: the local race.
--- Quote ---When Thumedrade was first inspected and designed, there was little note of the race that lived there. They were few in number, had no major population centers, and did not want to be found. They have only started breeding and appearing more recently. Their bodies are made of long, whiplike tendrils, with vital and sensory organs (scent and hearing) scattered about. They are capable of absorbing light that hits them, making their appearance literally shadow-black. Without an internal skeleton, their means of locomotion is extremely fast slithering or swinging from anything overhead. They communicate with low pitched sounds, but can hear human speech. As a race that was previously in its early ages, their societies had barely had the foundations laid and they are being forced to adjust to what has happened to their planet without understanding it. They live about 70 human years, the same local.
--- End quote ---
Note that in addition to all these, there are hundreds of possible mutations and genetic creations, and I will allow anyone who wishes to design and add a species or individual that is not from any of these groups, within reason (in other words, one that isn’t some race of gods or something). It’s a big galaxy, and a lot that is possible, is.
Standard ship classification system:
While various nations or species might have their own unique classification, the IAC’s void corps’ standardized identification system is often adopted as an easy way to classify and identify space-worthy vessels.
Size <100 m, various shapes: Pro-Lit class. Is either the sign of a culture’s first attempt to get into space or a fighter designed for evasion and maneuverability.
Size 100-500 m, oblong: Motive class. Typically used for travel between planets in the same system, military models are often used for flanking maneuvers.
Size 500-1000 m, oblong: Stellar class. Usually the smallest size capable of travel between systems due to power requirements.
Size 500-1000 m, rounded: Over class. Typically starbases and space stations, not usually self-sufficient but capable of holding quite a lot.
Size 1 km – 1.5 km, oblong: Rush class. Large enough for longer journeys and usually capable of supporting power to weapons and shields as well as Faster Than Light drive.
Size 1.5 km – 3 km, oblong: Carry class. As the name implies, excess space and power storage facilities allow smaller vessels and cargo to be brought from star to star.
Size 1.5 km – 3 km, rounded: Above class. Self-sufficient space station for at least one year should no room be wasted.
Size 3 km – 5 km, oblong: Thunder class. Capable of holding large stores of energy and carrying a great deal of cargo.
Size 5 km – 10 km, oblong: Lord class. Capable of maintaining life support for those inside on extreme journeys, huge amounts of power and cargo.
Size > 10 km, any shape: Emperor class. Few are made of this size save capital ships, due to the massive amounts of resources they require.
Faster Than Light drives:
Requiring a large amount of power, there are three primary methods of FTL travel
1: Negative Matter: Utilizing a type of mass known as Minus, the drive ‘tricks’ physics into thinking the ship has negative mass, allowing it to travel at FTL speeds. The more power supplied to the drive, the more particles it can capture, making larger ships able to travel faster than smaller ones due to being able to make up their own weight and excess. About 20c is capable of being achieved by smaller ships, larger drives leads to about 40c.
2: Dimensional Skipping: Utilizing alternate dimensions to reposition and reappear. This results in the same speed for all ships, but is somewhat unreliable, as distance can be misjudged and time misplaced during interdimensional jumps. It can however allow one to outpace Negative Matter ships at about 50c.
3: Observational Radians: Temporarily using mathematical principals to temporarily either convert the ship or space itself into two dimensions (scientists are out to lunch on that topic), setting a fixed observer and turning a number of degrees results in travel. Rarely used due to the complex nature, its one benefit is lower power consumed by the drive but requires both the space you are jumping from and to be known extensively, as well as the area surrounding them for the same length that you travel.
Ships used by the Dark World Coalition: the ones we will see are primarily drop pods, falling under the Pro-Lit class, slightly teardrop-shaped vessels with little internal conveniences other than repulsion braking and enough life support for two hours. There are Over class starbases and Stellar class transports used by DWC, but they tend to stay out of the system’s magnetic storm, observing from a distance.
Concerning weapons found on The Dark World, your options are quite variegated. On one hand, every prisoner is thoroughly searched and not allowed any tool or weapon that could be damaging, but on the other hand, private companies that have bribed something to be sent into the system do not care one way or the other and military vessels with both standard and experimental armament have been dropped in. While the operators aren’t insane enough to drop them where they think a prisoner could get them, there are times when one will take a trip across a desert for a chance at gaining the upper hand in the fight for survival. In addition, some truly great minds have been dropped here as well, and it only takes someone with the right training to put something deadly together from spare parts or raw materials.
Diputs:
For character creation, try to be detailed and thorough, let other players know your character almost as well as you do to keep things running smoothly. I will be allowing multiple characters of a sort, people can add important NPCs should they wish that need not be as complex as their chosen. Just specify which is which, and realize you don’t have to write one up for every random redshirt you are going to kill in a paragraph.
Character sheet:
Name: (as usual, we need to call you something)
Species: (either one of the listed, one of their mutations, or something else you can come up with. Like I previously said, I am encouraging creativity in this, as long as you don’t make up a Mary Sue race it will be accepted.)
Appearance: (beyond your species’ looks, the more specific details that make your character unique)
Gender: (for those that have it)
Age: (human, and alien years approximation, if you are of a different species)
Skills: (what you know how to do, and how well you can do it.)
Liabilities: (what you are less-than competent at, we need some reason for being on a team, right? Try to have one for every two skills or equipment)
Equipment: (what you have to do stuff with. Note that you would have been dropped in with only the clothes on your back {maybe}, so you might be starting out with nothing at all, in which case the rest of the Chrysene will provide you with something)
Crimes: (why you are on Thumedrade. Note that you might not have committed a crime yourself, but be the child of someone who did or have been a political enemy removed via a bribe. Or you could be native.)
Character: (motivations, ethics, and thought processes)
History: (how your life has been up to this point)
Player characters
My character:
Name: Junaq Acausic
Species: Genetically altered human. This species was born of the desire to colonize Amticull, a frozen planet with networks of tunnels providing little shelter against the constant blizzard. Anatomically similar to humans, but they are only comfortable around 0 Celsius, and thus must wear insulating robes, and their eyes are more adjusted to darker environments, causing them to wear shade goggles filtering what most consider normal light.
Appearance: A rather solid build, slightly shorter than average, Amticullian typical dark blue eyes set deeply into an expressive angular face. Of course, most of this is unseen, and her most notable feature is actually her voice, which has been trained to both give and interrupt speeches.
Gender: female
Age: 26 human
Skills: Close quarters combat (unarmed and with knife), small-group strategic training, Parkour, basic first aid for most species.
Liabilities: Abysmal driving skills, complex medicine, computer technology, and less competent with long-range weapons.
Equipment: Thermal insulation robes to keep out the heat, light-filter goggles, salvaged Karambit-style blade, locally purchased .38 pistol.
Crimes: Assassination, attempted assassination, vandalism, breaking and entering, jaywalking.
Character: Active and forwards-focused, with a tendency to overlook details in favor of achieving goals. More of a practical way of thought than attempting to live up to ideals. Tends to keep only a few close friends to stay loyal to, and considers everyone else a potential enemy to be civil towards until they either become an actual enemy or are deemed worth being around. Proud of strengths and often considers herself to be above the normal cut of sapients.
History: As the daughter of a prominent politician of the Kirphios Empire, Junaq lived an early life of relative comfort, and was enrolled in various private schools as they travelled about the empire on business. Despite most thinking she intended to follow in her father’s footsteps and join the growing lawmakers for Kirphios, she quickly grew bored with politics, long meetings, and compromises, instead turning to a life of physical activity and sightseeing. While she was in Mishilvi under diplomatic immunity, IKIF, Kirphios’ powerful intelligence agency, approached her and offered her the chance to serve her country in a more active way, by blackmailing the leader of a local protest group speaking out against an alliance with Kiphios. One mission success later and she was offered a more permanent job.
Using her father’s status as a diplomat to excuse her presence in countries, she continued her work and received on the job training. Though no records show it, she was influential in the Leuvece Expansion, by which time she had become an experienced assassin, totaling over twenty enemy commander deaths. Disdaining more modern methods due to their traceability, Junaq preferred knifework, and trained both for and against a large range of blades. She also received practice in high-gravity environments, allowing for no loss of efficiency in them and some increase without.
Her final mission came at the planet Brelltook, where she was captured attempting to assassinate the head of state. As with all compromised agents, connections were denied and she was sent to trial, sentenced to Thumedrade, and quickly dropped.
Having spent about six months on planet, she has joined the Chrysene group, at first primarily to have a few safe places in the area that she could use for storage and escape routes, but recently the group has began to show a drive to follow through with their original goals of leaving the planet.
NPCs
NPC: our primary contact with the main Chrysene group
Name: Adamor Ditrical
Species: Human
Appearance: Light and usually disheveled hair, a face like a block of stone. 1.76 meters tall, with obvious physical conditioning and numerous scars. Carries himself with a rather confident air.
Gender: male
Age: 25 human
Skills: Extremely efficient with most blunt weaponry, basic mechanical engineering, skilled tactician.
Liabilities: Lack of medical experience, deaf except for implant, addiction to morphine.
Equipment: Force club, salvaged military grade .45 assault rifle, Network Implant for communication.
Crimes: Part of Solarian Unit FN-3019, an entire unit convicted of war crimes including the use of poisonous gasses and torture of prisoners.
Character: Takes life as it comes and manages to seem unfazed by anything, partially as a result of his conversion to Diegalism, a philosophy-religion that emphasizes keeping everything in perspective. As another result of this though is rather passive and simply follows orders of superiors, which led directly to his conviction and sentence.
History: Joining the military to pay for his way through higher education, Adamor served in the Solarian-Quaelluo War of Arag Krove as a tank mechanic. When his unit was trapped behind enemy lines for the better part of six months, he took over command from the wounded captain and led them on a grueling campaign of guerrilla warfare until help arrived. Though the Solarians did eventually end up taking the planet, his unit was called out by the Quaelluo for attacking civilians and performing actions that consisted of war crimes, and they were sentenced to Thumedrade.
He has spent one year on The Dark Planet, the majority of his unit that survived both the war and the hell on the prison are part of Chrysene, their weapons expertise helping the small gang hold out against more numerous and aggressive criminals.
NPC: Another contact with Chrysene, our weapons procurement and information specialist.
Name: Vir-Orllim
Species: Sli-vsat
Appearance: Bark-skin has turned almost black from one of the toxins to the species on the planet, limbs are smaller and more frequent on him, leaves of a wide round shape, 8.93 meters tall.
Gender: different for every flower
Age: approx. 150 human, 30 Sli-vsat
Skills: memorized reams upon reams of data regarding weapon types and capabilities for nearly every known military, excellent knowledge regarding various species’ capabilities.
Liabilities: knows little about biology and biotech, inexperienced at combat.
Equipment: able to procure nearly anything given enough time, Hralir-pattern frag grenades, a shotgun that he manages to fire despite his species being unable to see.
Crimes: None, Vir is the descendant of a criminal who committed genocide while terraforming a planet. Stupid sentient beavers anyway.
Character: As with most Sli-vsat, Vir is inwards focused and considers most other species fast and petty. Despite this feeling of superiority, he tends to grow fond of some, though this is reserved for those that manage to sit through his talks on the merits of flak based over laser weaponry. He tends to avoid fighting himself, not willing to take many risks, but will strategize and give advice while praising whichever weapon seems to be best made.
History: Born and raised on Thumedrade, Vir joined up with Chrysene mainly due to the fact that he happened to be standing over top of their first hideout and they needed a lookout. Despite protests that he could not actually look, he was drafted and soon found his calling when he was used as extra storage space. He has since became somewhat more active, and even goes so far as to move on occasion to wherever supplies are needed.
NPC: a rival from the Sudeshan gang
Name: Gorr Onner
Species: human
Appearance: Short-kept dark hair, brown eyes that stare with frightening intensity. Only 1.47 meters, being from a high-gravity world makes him surprisingly strong and fast for his size.
Gender: male
Age: 44
Skills: Surgery and medical work on humans and closely related species, military strategist.
Liabilities: lack of close combat skill, no mechanical aptitude.
Equipment: experimental anesthetic gas weapon, salvaged military grade body armor.
Crimes: Inhumane experimentation, torture, murder.
Character: self-serving and sadistic, does not view anyone as possessing the right to live. Focused on long term goals, he takes steps to make himself necessary to those with more power than him.
History: Born of wealth in Kandri, Gorr was conscripted into the military during their defense against the Mephic Priestdom, and served as a researcher in a super-soldier project, creating awful things out of stitched-together body parts, some still alive. He was tried for war crimes and eventually convicted after Kandri’s loss, arriving on Thumedrade six years ago and joining the Sudeshan gang for a continuous stream of flesh and blood to work with.
NPC: East Five commander
Name: Daerch iv Marcir
Species: human
Appearance: with a mechanically augmented left arm, he tends to look unbalanced, but the sway in his walk belies his acute battle senses. A shock of red hair is buzzcut and normally kept under an old naval cap, under which piercing blue eyes stare the surrounding world into submission with the aid of a badass beard.
Gender: male
Age: 32
Skills: excellent pilot of ships Carry class and below, personal combat both ranged and melee in tight areas, and small group tactics
Liabilities: no medical training, little warfare experience in large open areas, and lack of ground vehicle expertise.
Equipment: Mechanical arm with 19mm submachine gun attachment, Irivian serrated shortsword, salvaged bullet resistant armor.
Crimes: genocide, war crimes against prisoners, piloting without a license.
Character: Patient and goal focused, Dearch holds to a strict moral code of his own making. Operating with an honor system, he protects those that deserve it in his eyes and ruthlessly ends who he sees as out of line with his rules.
History: The Irivian pirates were a nomadic spacefaring race that began accepting recruits from other species after their kind began to die out. One such recruit was Daerch, a child taken captive for ransom at an early age. When he was offered freedom in exchange for allegiance, he took the chance and was given command of the Marcir, a lightly armed cruiser, and began to raid in the name of Irive, at the age of 23 he has taken down several vessels on his own, and it was then that his long awaited revenge was enacted.
Using the skills he had learned fighting under them, Daerch began an uprising of the captives and a war of extermination, already knowing where hidden bases were and the stratagems used to defend them. In five year’s time, he had purged the species from the galaxy, taking their spoils as his own and freeing those who were once prisoners. However, extermination of even a hated race was seen as wrong and he was betrayed to the various nations and shipped to Thumedrade.
NPC: a Thumedradian native
Name: Urnath
Species: Thumedradian
Appearance: As Thumedradians tend to look similar, he is told apart via voice and scent by the rest of them, neither of which translate well into human terms.
Gender: Male
Age: 15 human, 15 local
Skills: basic surface survival skills (staying out of sight while the larger threats fight one another), understanding of architecture and memory for places give him incredible knowledge of his surroundings
Liabilities: unable to understand other alien languages, untrained in technology
Equipment: various collected things he considers useful but is unable to operate, utensils for his local religion (including writing utensils, various primitive medicines, and a moderately intricate wheeled device used as a calendar watch known as a nihlend)
Crimes: native to the planet.
Character: still considered a youth, Urnath is a bit of an idealist with a relatively goodwilled outlook towards most. He does not think ahead very far yet, being of a species that was still simply surviving. He is however curious about such things as the complex lives these aliens seem to lead, and will likely change with time.
History: the Thumedradians of this area were driven below ground with the arrival of the many drop pods and eventually the ones that came out of them. With the various small tribes trapped below the surface, eking out survival on what little prey they could hunt, the aboveground became seen as a sort of hell to them and was added to their mythological cycles as a place of horror and strange events, where cursed beings fought the spawn of demons.
Urnath, as many young from the tribes, was expected to become a provider for his kind, risking exposure to the sky when it was dark to find the few prey animals and abandoned food left by the invaders. He also held a position of special importance, being trained to be a leader of their kind, specializing in the medicines and divinations of the past. His future was interrupted rather abruptly when his colony was discovered by a group of Sudeshan and measures taken to be rid of what the criminals thought were animals.
Unknowing as to how many survived or were lost, Urnath has continued moving locations to stay alive, and still looks for others of his kind.
NPC: undercover Dark World Coalition Officer
Name: Volkerr Kapellen
Species: bionic-augmented human. Implants include servos located along the major joints, allowing for increased strength; inserts in the eyes allowing for infrared and night vision; and a communications device intended for short-range work. Implants charged via socket exposed on the side of his lower rib cage.
Appearance: 1.9 meters, 200 kg. Thick black hair kept short, grey eyes, and well muscled. There is an old bullet scar on his chest and a few fresh scars from various sources across his back and arms.
Gender: Male
Age: 36
Skills: competent in hand-to-hand and ranged combat; understands most alien languages; basic first aid for most species.
Liabilities: Incompetent with specialized medicine, lack of long-term thought, implants need charged often.
Equipment: Implants; poorly constructed pistol.
Crimes: Sent as an observer.
Character: Patriotic and loyal, Volkerr is an idealist at heart. He tends to be reserved and even stoic though, keeping most of his feelings and passions bottled up and locked away, which he has regretted on more than one occasion. He tends to think for the moment, doing what needs to be done as it comes, but his drive is occasionally hampered by his black-and-white worldview.
History: Volkerr was part of the Solarian military for much of his early life, the child of a soldier deployed in the defense of Norrilda. His early career was unremarkable, but at the age of 26 he was noticed when his squad, the 4085th were instrumental in storming Nallgrav Fortress, reports say he was firing even after being wounded when he and two squadmates were pinned under heavy suppressing fire. He was given high acclaim for his acts of bravery and pulled out of the front to become a war recruiter. He was himself recruited at the age of 30 when The Dark World Coalition approached him with an offer of a ridiculously high paycheck to undertake an extremely dangerous mission.
One of the Solarian’s officers of that war had been court-martialed for treason, a process that would normally take place within a nation’s own systems, but Solarian government had practically begged the DWC to take him off their hands and get him shipped down to Thumedrade as quickly as possible. Even during his trial through the Coalition’s courts was rushed and he was rarely given the opportunity to speak, Solarians watching his every move. The Dark World Coalition suspected that the officer, Ward Gamderac, held a secret the Solarian military did not want known, and requested Volkerr use his connection with the man to find out what it is.
Volkerr accepted, not out of desire of the money but his own curiosity, for he had known Gamderac and thought him a good man. He was provided with cybernetic enhancements to increase his chances of survival, and taught a very specific method of communication to relay information back to DWC about the information and also when he would be picked up; relying on focused laser arrays he memorized the designs to. However, after signaling back once his two month search proved fruitless, it became apparent that for whatever reason, DWC was not returning for him. The reason that he does not know is that the official who ordered the attempt made had died within the time unexpectedly, and his replacement had not been informed of the situation.
NPC: unaffiliated antagonist.
Name: Tystnad
Species: Iztezia
Appearance: Dark metal is held in a humanoid shape by crackling blue energy, its Votsite armour has been carved with intricate writings and pictograms, though there are blank spaces where weapons were once attached that have been filed off. Standing about two meters high, it can be noticed the limbs are of larger proportion than the body, and the head has been elongated forwards to a sharp beak and multiple horns sprout from the top.
Gender: N/A
Age: 4000ish
Skills: Incredible close combat master; as with all its species is capable of releasing bursts of energy and leaving his armor to assume its true form, though this ability is hampered by the magnetic field of Thumedrade; surprisingly clever at crowd manipulation and control.
Liabilities: Unskilled with biology and computer technology. Also: totally and completely insane.
Equipment: Votsite metal body.
Crimes: convicted with interfering with the growth of a race, perverting religion for personal gain, and many counts of murder for the numerous wars which had been fought both in his name and by it.
Character: arrogant and self centered, Tystnad is a speciesist, and devalues biological life as inherently inferior to itself. Despite this, it seems to desire the attention of and power over these inferiors, and would specifically go out of its way to make someone feel more helpless or weak if only to make itself seem stronger in comparison. Whatever motivations it has for doing this are in the past now, so far back that not even it can remember.
History: The Kimya were a primitive species that had not been made contact with, living as a series of tribes on their windswept plains. The arrival of an ethereal being of luminous beauty changed that however, as the tribe that was visited by it came to dominate the others with the help of their newfound god. As their conquest continued they obeyed instructions to find and carve metal pieces for their god to live in, and when they had finished they were led into battle against the alliance that had formed to oppose them by a mighty figure of blades and godfire, bringing them victory through pools of blood.
When eventually found by the Brotherhood of Dri, the Kimya had been slaves to their deity for over three thousand years, serving his whims and accepting his rulings. They had been provided for in some ways, it was true, and the attempts to capture said being was met with fire from rather advanced weapon technology in addition to the formidable god itself, but in time Tystnad was disabled and captured; brought to trial before the DWC and sent to Thumedrade rather quickly. Now, trapped inside its armour from its previous subjects, it lives on The Stroll in Sudeshan, simmering with hatred for those who captured it and plotting to rise again.
Lord Tim:
Diputs, this is very well thought out and you obviously did a lot of effort.
But did we not advice you to wait? The mercenary RP is only up since yesterday, I don't think many people will apply in both RP's -_-
Diputs:
True, I got impatient. Relocking thread.
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