View Full Version : Space Opera: The RP: The Signup
CallmePrismatic
06-07-2005, 03:33 PM
First off, if you don't know what a space opera is, voila. (http://en.wikipedia.org/wiki/Space_opera)
The setting is a futuristic universe. Advancements in communication and interplanatery travel has connected the worlds together in science and entertainment. In this new cosmos planets can be viewed as countries, or even states, in regards to the larger picture.
With this connectivity came the increase in crime. As individual worlds could not be counted on to solve everyones problem, a grand all encompassing police force was created, the Reliance. Made up of willing officers, the Reliance's main duty is to help planets in the capture of criminals. Some have decried the organization as an overblown bounty hunter group, but these few radicals have not decreased the popularity of the organization. In fact, the Reliance, with its open door policy on accepting all races into its ranks, has become one of the most gleaming and respected organizations in the universe.
You are not part of the Reliance. You are not one of its supporters. You are wanted.
Any criminal act commited on a planet is under the jurisdiction of that planet and its personal enforcement agencies. If a criminal evades/escapes capture and manages to leave the world, he or she is then issued a bounty and falls under the power of the Reliance. You are a criminal, in a ship with other criminals, and your life consists of escaping capture.
Sign Up:
Name:
Race:
Appearance:
Racial Advantages/Disadvantages:
Crime: NOTE: No one wants to be rooming with crazies. So, some types of crimes have been deemed to criminal. For example, premeditated/mass murdering is a no-no (if a cousin of the governer type jackass started to hassle your great-uncle and you struck him down in blinding fury and were forced to go into a Kung Fu-esque hiding, thats ok). Just put what you're wanted for.
Biography and Personality:
Main Contribution to Ship: Engineer, navigation, shooting, medic, etc.
We'll be switching between on-board adventures and planetary tromping.
I'll be the captain/main pilot of the ship. My sign-up will be posted soon. Post questions, if any.
Arhra
06-07-2005, 09:26 PM
Hmm, I think I might be interested. Engineer type could be fun. You wouldn't mind if I pulled out the occassional bit of techno-babble would you? Nothing too involved, just the occassional rigging up of something unusual.
Also, just wondering about how alien you want any aliens to be.
CallmePrismatic
06-07-2005, 09:29 PM
As alien as you want, we'll have translators and the such. I think I might not allow intelligent shades of blue, but everything below that is pretty much fair game.
Technobabble is allowed, as are obsucure futuristic objects and obscura.
I've decided my character will have been/is currently a smuggler.
GARUD
06-07-2005, 10:07 PM
Looks like fun. I'm in
Name: Garud
Race: Half Human/ Half unknown race
Appearance: Very dark brown hair with peircing brown eyes and a thin nose. Has a scar over one eye which is now completely red. He uses it to see through alloy substances.
Racial Advantages/Disadvantages: Has an aptitude to learn how to do things by just looking at them with his red eye.
Crime: Wanted for treason for forming a rebel band against the UN Earth government. The band was crushed but he managed to escape into space.
Biography and Personality: An easygoing person who broods alot. Despite him being a nice guy, he can be extremely devious, planning strategies very well. He is also an educated scholar. His loyalty to people only goes as far as their just causes. unfortunately, he is very gullible and can easily be tricked. This is not the case when he strategises though. Can keep a cool head under enormous pressure. He is extremely shy.
Main Contribution to Ship: navigation and battle strategist.
I wanted to be a half character. its new. i also got rid of the wings. I also put more substance into the bio. Any problems, just post.
Krylo
06-07-2005, 10:09 PM
How about Q-esque? Mmm... Godlike powers. I don't in any way expect you to allow that.
CallmePrismatic
06-07-2005, 10:14 PM
@krylo: Q? I was unaware that Bond's gadgetmaker had developed god-like powers.
@GARUD: You don't really need to be a 'half' something (especially a demon?), just make a race. Also, no on the wings because it doesn't really make any sense and seems more tacked on that anything. Besides that, looks ok, although bio could be fleshed out a tad.
IHateMakingNames
06-07-2005, 10:21 PM
Not Q from James Bond, Q from Star Trek. The race of super beings that lived outside of existance, and could do whatever they wanted.
Barahad
06-07-2005, 10:24 PM
This looks like fun. I'll see what I can cook up and post back here soon, hopefully.
Edit: To remove the 'Q' explanation, which the previous poster beat me to.
CallmePrismatic
06-07-2005, 10:25 PM
Ahh...I guess if I watched Star Tek I wouldn't look like a jackass about now. Well, no god-like beings in this RP. Unless I get really desperate for story enhancers...so maybe a 68% percent-chance of a Q/Ellimist thing showing up and fucking around with us.
ThanosOfTitan321
06-07-2005, 10:47 PM
Name: Mirra Rek'Lu
Race: Parisian
Appearance: Parisians look like normal humans except for their elf-like ears. Mirra has dark hair that goes down to just above her shoulders, and bangs that go over her face in a few strands. She usually wears a tight black jump suit. She weilds whatever the top guns or weapons available to her are.
Racial Advantages/Disadvantages: They have very tough skin, and a healing factor.
Crime: She's a professional assassin and a contract killer, and wanted for her assassination of the president of Parisia, her home planet.
Biography and Personality: She was born on Parisia where she was trained by her father to be an incredible assassin. She grew up into the hit-man business and was contracted to kill the president of Parisia. The plan was they were supposed to frame it on a recently escaped mad-man, but the vice president, who had a part in this, turned on Mirra and tried to have her killed so she couldn't let out the information about his involvement in the assassination. She escaped and is now wanted for the assasination. She has reformed form being an assassin, though she still posesses all the same skills. Now she is just out to survive.
Main Contribution to Ship: Defending and shooting
Barahad
06-07-2005, 11:21 PM
Well I spent some time coming up with a character for this space opera, and I post him now. I hope everything is up to muster.
Name: Robert Conway.
Race: Martian (Human, born on Mars).
Appearance: Robert stands about 6 feet tall, with a square build and broad shoulders. A fairly inconspicuous haircut and green eyes are his most remarkable facial features. Robert has as his only distinguishing article a gold wedding band.
Crime: Robert Conway is currently wanted for desertion from the Sol System’s military. He won’t say why he left, or explain how he managed to get off-world (let alone out of the Sol System). All he’ll say is that he couldn’t stay there.
Racial Advantages/Disadvantages: None to speak of.
Biography: Raised on one of the Martian colonies by a family dedicated to public service (his mother was an attorney, his father a colonel in the militia), Robert felt it was his duty to serve the Sol System when he was old enough. Upon entering basic training, he was found to have great ease with firearms of all kinds, along with a rock-solid psychological profile. Quickly recognized for his above-average abilities, Robert was inducted into the Special Forces, where he went through their equivalent to modern-day SAS training. On top of this experience, Conway trained and graduated as a sniper three months after he was commissioned as an officer. Three years into his service, and shortly after his promotion to captain, he deserted his base and made it off-world, somehow managing to escape the Sol System. Now, he spends his time running from the Reliance and doing what it takes to survive.
Personality: Robert is a nice guy to have as a friend. He’s considerate, talkative when need be, intelligent enough to have survived this long on the run, and is a mean shot with any kind of pistol or rifle. Of course, these traits are quite good at disguising the quiet determined ex-soldier in him. All in all, he's the kind of guy you’d like to have around just about anytime.
Main Contribution to Ship: Gunner/navigator. Conway’s callsign in the Special Forces was ‘Beacon’. He always dismisses the nickname when it’s brought up in conversation, but it does reflect his uncanny ability to point people and equipment to where they need to go (with or without technological aid). His other main specialty is, of course, shooting, which makes him ideally suited for most situations where talking just won’t cut it.
GARUD
06-07-2005, 11:30 PM
edited my character sheet
Azisien
06-08-2005, 01:16 AM
Name: Adam Richards
Race: Human
Appearance:
Adam is 5 foot 11 inches tall with a slim, athletic build (~180lbs). His short, but interestingly styled, jet black hair is combed and gelled to stand nearly on end. Since his hair isn't nearly long enough to make it spiked, it simply looks like he has relatively bushy hair. Light blue eyes complement his youthful, handsome face, as does his set of nearly perfect white teeth. He doesn't seem to grow any facial hair at all in terms of beards or moustaches. Adam typically wears a casual full-body jumpsuit commonly worn by those who find themselves flying in spaceships constantly. His jumpsuits tend to be darker in colour, usually a dark grey, brown, or black. He wears a silver chain around his neck, and there is an implant on the bottom-side of his right wrist (implants will be explained next).
Racial Advantages/Disadvantages: He's human. We all know what they can and cannot do. The implants give him a few advantages. I'd like to let most of the details development in the RP itself, but he's no superhuman. The implants serve primarily as diagnostic or analyzing tools. Nightvision, thermal and quantitative analytical devices, some zooming capability. Most of the diagnostics are linked directly to his vision, so on top of what his eyes see, he can choose to receive information on what his implants are picking up. If you want to know more about the extent of the implants, Prismatic, I can PM you about them. Nothing physical, though. He's just as fast, strong, or durable as a normal human.
Crime: Adam is wanted as a terrorist on Earth, and subsequently has a bounty on his head offworld. Adam would gladly argue against his wanted title, but his actions, positive as they may be in his mind, indirectly caused suffering for hundreds of thousands of people (More on the group/nature of the crime below).
Biography:
Adam was born and raised primarily on Earth. The Richard's family is quite wealthy, so he lived a life of luxury and safety in the vast metropolis' of Earth. More than that, his family was able to afford the extensive implantation operations Adam chose to undergo at age 16, as well as the subsequent genetic engineering involved to cover up the implants visually and improve his genome overall. Within a year the genetic alterations had taken effect and Adam looked like any normal teenager with his head, torso, and right arm implants almost completely invisible under his skin. The only visible implant is on his right wrist, which Adam can access to check diagnostics regarding the implant array (turning them on, off, etc etc).
Adam studied Environmental Biology and Ecology in university, and by 25 years of age he graduated with a Master's degree in the field. His research in the field caused him to development a loathing for the history of, and current destruction of countless ecosystems on Earth and on other planets. This eventually led to his recruitment into the GEG (Gaian Enforcers Group), a terrorist group founded somewhere in the Distant Worlds (Vastly distant star systems where the law becomes less prevailant), but remained heavily fixed on their movements on Earth. Unfortunately, any affiliation with the group at all branded Adam as an eco-terrorist, but he didn't feel any guilt in his work. He spent the next five years working as a scientist and occasionally scientific advisor for higher ranking GEG officials mostly on Earth and occasionally offworld. He never participated directly in any terrorist attacks or movements, but the fact that he aided the group with vast amounts of knowledge makes him at least partially guilty of the crime he is charged with.
As he moved up in the GEG, he became more directly involved in terrorist attacks. Most of the GEG's attacks were on industrial or construction sites, so casualties were usually minimal in that sense. Adam even signed up for active missions, and he underwent weapons and espionage training with the GEG. By 32, he knew how to use most conventional weaponry and learned a few tricks about sneaking around unnoticed and gathering information. He turned out to be a rather decent 'spy', and the GEG decided to start giving him offworld assignments. Being rather dug-in with the group already, Adam agreed with extreme vigor. He was forced to learn how to pilot spacecraft, using multiple alias' and fake identities, he travelled around various star systems undergoing flight training courses in almost all conventional spacecraft. Adam had found his love, casting away the science and taking up piloting as his new tradeskill. By 38, he was already a masterful pilot, due to his innate knack for it, his extensive six-year-long training, and his implants.
Unfortunately, Adam had gained some notoriety with Earth's authorities and with the Reliance, and he was becoming too 'hot' for the GEG to keep around. He participated in several more missions, which culminated in the temporary disabling of coastal nuclear power plants (leaving millions of people without power). He left GEG respectfully at age 39 and is now forced to spend his days running from the Reliance, hopping from system to system, identity to identity.
Personality: Adam is fairly charismatic and talkative. He likes talking to people and getting to know them (interpersonal skills were very important in his former line of work). He is really big on piloting, and becomes absorbed in all things related to the trade. Despite being very loyal and trustworthy to friends and his ideals, few actually do befriend him. The title of 'terrorist' or 'eco-terrorist' alone is enough to snuff out any hint of trust in his relationships.
Contribution to the Ship: As pointed out somewhat extensively above, Adam is a pilot. Unless the captain happens to be commanding or for some other reason not piloting, Adam will surely volunteer. If not, he can act as a co-pilot, or work any other system on most spacecraft (the exception being engineering, at least to any large degree). Also as mentioned, Adam is trained to use conventional weapons (smaller-medium sized firearms) with moderate efficiency. He does have some espionage training, which would allow him to gather information and such things a little better than the average joe, other than that, it gives him no other skills worth noting.
Astral Harmony
06-08-2005, 11:03 AM
Name: Julice Clarentino
Race: Human (Born on Planet Trinity III)
Appearance
Age: 19
Race: Caucasian
Sex: Female
Height: 5' 3"
Weight: 114
Hair Color: Black (2' long ponytail, dyed white)
Eye Color: Red
Skin Tone: Average
Build: Athletic
Identifying Marks: A tattoo she had done of her family logo to frighten of weak males trying to ask her out.
Clothing: A dark red leather jacket, a black tank top, fingerless gloves, dark green jeans, and combat boots.
Racial Advantages/Disadvantages: Trinity III is very similar to Earth, so Julice is like your average mafia-trained 19-year old girl from earth. As she is the daughter of a mafia boss, she's come into some rather useful criminalistic skills early, and has only worked towards perfecting them as she matured. These range from martial arts training to firearms, and include smatterings of lockpicking, stealth, safecracking, driving, and even a little bit of tactics and security detail.
Crime: Julice has a pretty unsavory criminal record, ranging from stealing to drug trafficking to vandalizing property to carjacking to homicide and roughing up jury members so they wouldn't judge caught Clarentino mafia members as guilty during trials. Julice actively participates in Clarentino missions, so her record is considerably more than your average rank and file mafia members.
Biography: Julice is the beautiful daughter of Veronica Clarentino, the boss of a dominantly female mafia organization usually identified by wearing plate masks. Julice aspires to be like her mother, who is the pinnacle of beauty and yet can be colder and more merciless than most mafia bosses. She's worked hard to have all of the qualities that make her mother great, yet she yearns for a life of even greater danger. The rush of adrenaline has become as much a part of her as breathing, eating, and sleeping. So she doesn't feel so bad when a bank job goes horribly wrong and she doesn't make it back to her friends without some drastic measures taken.
Now that some serious heat is on her, Julice feels it's her responsibility to draw the long arm of the law away. While it was risky, Julice managed to accomplish two important tasks: draw the heat from where the mafia organization is centered, and escape from her homeworld of Trinity III, thus preventing or at least postponing her own capture.
Now that she's out of the hands of the law on Trinity III, the Reliance has taken up the job of recovering her for questioning and to get her to pay for her crimes. Because the Reliance is such a large, powerful organization, Julice finds the need to band with other runaways like herself to stay as safe as she can while the heat dies down on her planet, allowing her to once again return home, hopefully worthy of being a mafia boss her mother could be proud of.
Personality: Julice has nearly two separate personalities, and is capable of switching between the two like subcontiously flicking a light switch. She a calm and relaxed side to her that's fun to be around and seems like it would fit her well if it wasn't for her past. Then she has her professional personality that is cold, ruthless, and very sharp. She usually switches to this personality when push comes to shove in battle. Regardless, Julice was raised to be strong and intelligent, and not to give in to pleasure so much. She takes her tasks seriously and is often concerned about things others might neglect.
Contribution to the Ship: Julice is more or less one of the soldiers in the crew, and is charged with maintaining the crew's weapons from guns to cannons to stocked demolitions, keeping them looking good and functional for as long as they can be. If there's time, she also picks up after the others.
CallmePrismatic
06-08-2005, 09:14 PM
@Thanos: I'm not really feelin the 'cold-blooded' assasin vibe. Maybe reformed, or something?
@Bahrad: I like.
@Azisien: Ok. The PM thing is probably the best.
@Armored: Uhm...the homicide thing again. Also, why would a mob boss go with a group of runaways?
@GARUD: Still don't like the Demon thing. I'll let the half thing go, just say he's half Eyesian or something (except not Eyesian because that makes even me sick).
Lumaes
06-09-2005, 05:31 AM
Name: Meshak Iii'r
Race: Delmaskus (planet Tei IV - Ulmaaron)
Appearance: Unclothed Meshak would resemble a spindly skeleton spun from a spiders web - a skeleton licked by ghostly emphereal flames. His distinctive appearance is hidden by the finally woven body suit which disguised his gaunt frame. He has no true face to speak of - a purplish plume of fire serves that purpose and the Delmaskus have no need of 'true' eyes. This flame however is suprisingly expressive, it can change colour, grow, shrink and change its shape. Although this is so Meshak normally chooses to hide his 'face' behind a face mask.
Racial Advantages/Disadvantages:
Delmaskus possess extraordinary cognitive powers, they can remember the detail on a certain coin for many years. As energy beings they can be dificult to harm physically - although they have much the same difficulty against opponents. Delmaskus are more intune with the universe and have powerful physic presence - they can influence the thoughts of other creatures and in some cases can use them as puppets. When working in concert with other Delmaskus their powers increase exponentially. However as unique and strange aliens Delmaskus require specific sources of sustenence - mostly plants from their own planet although they can survive on most energy sources - a starving Delmaskus can have difficulty in preventing themselves from draining energy from their surrounds.
Crime: Meshak's crime is simply being one of the Demaskus - Ulmaaron is a delicate planet, many of its life forms are composed of thin wispy strands, weak physical representations of their largely energy existence- when colonists came to Ulmaaron (known to them as Tei IV) they, however unintentionally, began to destroy the fabric of Delmaskun existence. The race -as one- acted in defence of their homeworld- the Reliance acted in defense of it's colonists and placed the planet, and it's inhabitants, under death warrent - a planet that crumbled at the touch of any normal density lifeform was of little use to anyone besides the Delmaskus anway...
Biography and Personality:
Meshak came into existence the year of the Delmaskun Exile. He was fully mature when the war came and , through mental sharing, has many specific memories of the bloody bombing which wracked Ulmaaron, some of them simultaneous. Meshak, like most Delmaskus, is at heart a pacifist - the battles cost him dearly and he still experiences nightmares. An intelligent individual Meshak tries hard not to hate, an emotion he feels rots the soul. He is still fairly new to the wider universe and has trouble understanding some of the darker emotions and motivations.
Main Contribution to Ship: Negotiator, Merchant.
Astral Harmony
06-09-2005, 06:52 AM
Well, since she has escaped from the influence of the law on her planet, she is now wanted by the Reliance. Hence, like the others, she is a runaway. None of the biographies of the people who have signed up have actually explained how they met up with you or any of the others. I know. I read them. There's always the concept of necessity, and that should work for everyone.
As for homicide, what's really the problem with it? Yes, she has killed people before. She's not a mass-murdering psychopath. She's merely doing her best as the heiress of a large mafia organization. It's probably better that she has killed and is capable of killing again without worrying about consequences until later, unless the whole premise of the story is to avoid the Reliance without bloodshed. However, if you decide that she still can't be a killer, then I can dumb it down a few notches to something like diversionary fire or something.
CallmePrismatic
06-09-2005, 10:09 AM
I didn't mean how she hooked up with everyone else, I'm wondering WHY she would leave her mob family where there is probably more protection, pleasantries, etc., and hop onto a crowded ship with scroungy runaways.
Astral Harmony
06-09-2005, 12:10 PM
Sorry 'bout that, Prismatic. I updated the profile to indicate that the heat on her put her in risk of exposing the mafia leadership to justice and that she had to draw them away from them and escape from her planet at the same time, thus putting her under bounty of the Reliance.
PhoenixFlame
06-09-2005, 12:57 PM
((I know, Winged characters are always a hassle for the GM, but my character's little wings are not terribly useful at all.))
Name: Raine (Raine claims no bloodname (last name), since her Kith (Family) has "abandoned" her. Her first name is adopted aswell.)
Race: Gloaming (Gloamings are an obscure race of demihumanoid creatures native to a small planet on the outer rim of the milky way galaxy. Their homeworld is (in comparison to earth) rather small and far from it's star, making the world very dark, however temperature is maintained by volcanic activity. Gloamings are small, luminescent, winged humanoid-like creatures.)
Appearance: Raine is approximately 3'11", and weighs 51lbs, a fairly average height and weight for a female of her race. Her skin is a light blue hue, and her hair a pearly white. Her wings are a relatively furry black kitelike assembly she keeps folded up on her back. She wears standard civilian attire, a white shirt, black pants, and a black coat.
Racial Advantages/Disadvantages: Gloamings are, due to their diminuative size, relatively frail and physically weak by human standards. However, their spindly frame is rather agile and dexterious to compensate. They have luminescent skin, with a brightness controllable by application of willpower, reaching maximum brightness at approximately human indoor lightbulb intensity, to completely muted. Sustaining a bright glow consumes energy, however, and would cause Raine to become ravenously hungry if maintained for long durations. In addition, their eyes are very delicately attuned to low-light enviroments, making it easier to see without much light, but also relatively easy to be blinded by bright flashes. Her wings are, for all intents and purposes, not particularly effective at what they do, and are only of flightworthy manuverability on low-gravity atmospheric worlds. Generally, she ignores using them, except in situations like slowing a fall, or the like.
Crime: A relative misunderstanding gone bad. Raine is, or was, an Arms dealer for a very liberal weapons manufactuerer known as "Defiance Industries" (DI). On a routine exposition of their latest arms to a (unknown to Raine, as it was a miscalculation) pacifist world, Raine was (Almost) arrested on the charge of possession, and attempt to sell deadly weapons to colonists of Lorima V. Raine, believing she was fully within company policy and her rights to be at the exposition, resisted arrest, and eventually, out of fear of their armed guards (Who, being pacifists, were not genuinely armed, but appeared to be.), killed two of them with a demonstration range-ready Series V Flechette rifle. She eventually escaped offworld on a civilian transport, but the resulting Debacle with Lorima V put her on charges of "Needlessly cruel slaughter of government officials with a barbaric weapon". DI disavowed all knowledge of her to prevent a lawsuit.
Main Contribution to Ship: Weapons-tech expertise, Gunnery (Shipboard and Otherwise), DI-Sympathiser connections. Raine generally carries her DI-Dynamic Weapons Solutions Laser Pistol, a compact weapon toggleable between high-visibility purple and ultraviolet-band (invisible) frequencies as a sidearm. Still has her compact flechette rifle for unarmored targets and repelling boarding operations.
PS: I am very excessively verbose, I know. I may seem to have a lot of advantages, but they all have their own little disadvantages to them.
((Talked with Prismatic about a little problem I have. I'll be going on vacation this saturday, and won't be able to post all next week, but wanted to join this very interesting RP nonetheless.))
ThanosOfTitan321
06-09-2005, 05:46 PM
Ok, I edited it so she is no longer cold-blooded, but a reformed-asassin survivor.
h4x.m4g3
06-10-2005, 12:51 AM
Name: Candar Koeban + Zano
Race: Human- Zanziban (Zanzibans are parasitic see profile)
Appearance: Candar towers over most at 7'2", he's not extremely muscular but he is very tone. Candar has light brown skin, and grey pupiless eyes. He is naturally bald but he sports a goatee around his mouth. Candar would have few easily recognizable features if it was not for the parasitic Zanziban on his right arm. Zano as he calls it, extends from his hand up to his shoulder. Zano is jagged and metalic forming a sort of armor coat around his arm. Above Candar's wrist the metallic part is peeled away in an oval shape and a fleshy bulb is revealed, in this slit there is a large yellow catlike eye about 3 inches in diameter, that occasionally blinks.
Racial Advantages/Disadvantages: The Zanziban parasite is a rare creature that normally lays dormant on asteroids until a suitable host comes along. The Zanziban is mutalistic in nature feeding off its host excess energies in return transforming its host into a 'beserker.' A beserker is the fusion of host and parasite that results in a great increase in strength, speed, and reflexes however due to the taxing nature of this fusion it cannot be maintained long. During the beserker transformation the Zanziban spreads out around the host encasing them in a smooth black metalic exoskeleton. Under normal conditions the host only has increased strength in the area affected by the Zanziban (able to hit harder with his right.) The downside to playing host to a zanziban is a lack of dexterity. Candar is unable to weild firearms due to the increased bulk of his right hand. It is also for him to operate most controls with his right hand (think trying to use a phone or keyboard and hitting 5 keys everytime you go to press one.) As such Candar is learning how to use his left hand for everything but he is not able to aim accurately and it takes him longer to do everything basic with one hand.
Crime: Candar use to work with the government and was sent out to collect and transport sambles to and from labs. During one transport job his carried was struck by a rouge asteroid and the container containing the dormant Zanziban shattered. The Zanziban chose the only nearby living thing (Candar) as its host and was no longer able to be studied in its dormant state. Given the rarity of a dormant Zanziaban sample Candar was charged with stealing government property, and smuggling illegal weapons.
Biography and Personality: Candar use to be easygoing and relaxed. A tad bit of a slacker but not too lazy to get a job done right. But since he became a wanted man he has become more alert and on edge. Due to the ease anyone would have to identify him, he more often then not stays on the ship during resupplying, when he does go out he sticks to the back alley and drapes something over his right arm. While aboard the ship Candar rarely uses his right arm at all, for fear he might accidentally break something. He's little tenative off his own newfound strength.
Main Contribution to Ship: Candar is the heavy lifter. Moving heavy equipment? Candar's your man. When Candar fights it's usually from around a corner or behind an object where his enemy is forced to come close to him. When the situation gets to tough Candar turns into a beserker and uses his speed to quickly close the gap before he expends all his energy. Candar's aim is so horrible with a gun that he does not keep one on him.
Zephie
06-10-2005, 01:35 AM
I guess I can't be a crime lord then. :(
...maybe an ex-crime lord... o.ô
Krylo
06-10-2005, 01:44 AM
Name: Killik Boztar
Race: Namkin
Apperance: He looks like a relatively thin human with a 'pretty-boy' face and straight black hair that is at about shoulder length in the back and at eyebrow level in front. He generally wears a black vest with multiple internal pockets as well as whatever he feels like wearing that day. Usually a long sleeved shirt of some sort.
Advantages/Disadvantages: Namkins aren't so much their own race as they are humans genetically altered through centuries of selective breeding.
As soon as space travel became common place there were space pirates, using the large expanses of space in which to hide and attack merchant, cruise, and, in some daring cases, military ships in order to loot them for money, weapons, and... other things. Amongst the first of these pirates was a man by the name of Jacob Namkin, who built a pirate fleet and, quite literally, took over an entire planet, naming it "Namkin". Within time they took over a rather large area of space which came to be known as the "Namkin Sector." The actual location of the Namkin sector is unknown to anyone who isn't a Namkin.
The reason that Namkins vary from normal humans slightly, is due to their roots being based greatly in piracy. As pirates, the founders of Namkin (and most of, but not all, its current population) found their women the same way they found everything else: They stole them. When high-class merchant ships were attacked it was not only the physical riches that were stolen, but also many of the most attractive women who were then taken and forced into marriage or 'servitude'. In either case this amounted to a life of either being raped or forced into a relationship (always involving sex) with someone. This, in turn, lead to the Namkins, for centuries, having the genetics for obesity, high muscle mass, etc. slowly destroyed. They were not completely phased out, of course, but lithe and attractive became, by far, the norm. Particularily with their physically taxing (although not so much strength-wise) activities.
In short: They are humans who are particularily dextrous and quick, but not quite as strong. The average Namkin pirate has about the physical abilities of an olympic gymnast. The good ones surpass the physical abilties of modern day humans in this regard. They, however, are rarely capable of lifting much more than their own body weight, regardless of leverage.
Crime: Piracy.
Biography: Normally charges of piracy be a problem for a Namkin, but Killik found taking women violently rather distasteful, and, in time, deserted his crew. This, unfortunately, didn't mean the Reliance forgot about him, and he is still wanted for attacking both military and civilian vessels, and, along with other Namkins, is near the top of the most-wanted space pirates. His ex-crew bears no ill-will toward him, however. He told them he was leaving, and they let him go. He can, technically return home at any time without serious repurcussions, but he can't stomach the thought. However, he still retains ties to some of his people, and can use those ties to acquire some hard to find items or get help when he's in a tight spot as that the Namkins, being--basically--one multiple system wide family, are a very tightly knit race, far unlike the humans they descended from.
Killik himself is generally a rather outgoing and friendly type, and his roguish past certainly shows through in how he acts and carries himself. In battle, however, he becomes brash and somewhat reckless.
Main Contribution to Ship: Killik is your close quarters fighter, excelling in wielding vibro-swords (a serrated sword which, when activated, vibrates extremely in small space, without causing problems to balance. Basically it cuts through things better than a razor sharp katana), plasma blades (lightsaber), pistols, and laser pistols. He's excellent at sieging other ships, as well, being quite experienced in such and knowing how best to carry out such activities. Further: The pockets of his vest are generally full of thermal detonators--bunker buster bombs in grenade form.
CallmePrismatic
06-10-2005, 11:48 PM
@h4x: Ok.
@krylo: Damn thats a good race idea. Ok.
Krylo
06-11-2005, 08:25 PM
I stole the idea from SW EU, actually. I changed the name and some bits and pieces of their past, but I figured it would work good here. I've always been a fan of the hapans.
Also: ETA?
CallmePrismatic
06-11-2005, 08:41 PM
I stole the idea from SW EU, actually. I changed the name and some bits and pieces of their past, but I figured it would work good here. I've always been a fan of the hapans.
Also: ETA?
Ahh...
Concerning the ETA...certain unforseen developments in the family have kinda popped up. I'm leaving Thursday and my return time is as-of-yet unclear, but three weeks seems to be the minimum. So, for now the Space-Opera is on the shelf. Sorry.
Astral Harmony
06-13-2005, 01:24 PM
So, uhhh...do I have a go for character approval or do I still have to drop the murder? I got no problem with dropping the murder but I would like to keep it.
Zephie
06-13-2005, 09:12 PM
Name: Raze'el
Race: Kivar
Appearance: Raze'el is a green-skinned member of his race, with longer hair like most of his species drawn into a high ponytail. Yellow reptilian eyes can be either fierce and piercing, or mysteriously brooding based on his mood. Although neither very slim nor very muscular, he's defined across his body with a low body fat percentage, a product of eating right and always helping with the unloading and offloading of heavy equipment, and regular gym visits in his past. He favors simple clothes that, since he's so far from from, have to be tailored to suit his form, and billowing cloaks and coats. Because of his unique footshape, he doesn't wear shoes.
Racial Advantages/Disadvantages: The Kivar are reptillian, but aren't cold-blooded as many think. With a four-chambered heart and placental reproduction, they share more in common with mammals than their cold-blooded cousins. The Kivar, with practice, are capable of producing high amounts of certain pheromones at will, which they can use to do a multitude of things, from seduction to thought control. With most of the race, it's a subconscious trait that often can simply influence others around them and betray their emotions, but a secret ability of thiers is the Esho-katri, where one can use high amounts of these pheromones to cloud the thoughts of a person, and control their senses. One under this form of thought control sees, hears, feels, and smells whatever the practitioner wishes, and can be open to suggestion or submission in the hands of an experienced practitioner. Some of the race are known to have mild empathic abilities... scientists believe the pheromonal response has something to do with it. They have a high metabolism as a race and are long-lived (up to 200 in extreme cases), but no more visual or aural acuity than a normal human, and no more strength, speed, or height than normal humans. Kivar have hair that grows in the center of their skulls, resembling horse manes. The spine is ridged, more aggressively for males and more slender for females, and reaches down the tail, which is usually thick and powerful to offset their feet and legs, which are shaped more like an upright reptile's than a human's. A ridge also runs down the center of their forehead over their nose, and bony ridges run from the top of the cheek up the ear, giving it a pointed appearance.
Crime: Accomplice to racketeering and drug trafficking (under this identity)
Biography and Personality: No one knows where he first got into crime... no one alive, that is. Originally a businessman, he first was introduced to the world of organized crime when his homeworld's mafia tried to buy off his business, a shipping conglomerate. They wanted him to go under his superiors and help them traffic illegal drugs... he wanted them to know he wouldn't be controlled. For months he bided his time, appearing to be a corrupt exec', until he made his move. One day he demanded a bigger cut of the profit and more control over the enterprise. They refused, and he threatened them by bringing out a high-ranking police official (higher than the one they'd bought out), whom he'd been bribing to stay in business, and produced a mountain of evidence against them. Impressed with his drive and smarts, they offered him a position within the mafia, and gave him his demands.
From there his position within the mafia grew stronger, to the point where he found himself in a position of great power and influence. Soon he was one of the top mafia men within his city, with a strangehold on local drug trafficking and illegal gambling. It had only been five years since he joined. Soon he wanted more reach and influence, and his superiors wanted him to be controlled. An attempt on his life was made, but he survived and grew suspicious of the people around him.
Secretly he entered the arms market and planned his eventual rise to power, using the profits from his new ventures to further strengthen his position. After several months of planning, the occasion presented itself. In one fell swoop, he had all the local mafia bosses assassinated and ascended from Chiza to Al'shaad, the equivalent of a Godfather.
Over the course of two decades he expanded his empire until it was a national force, and had global ties. In less than thirty years he had quickly become one of the most powerful men on the planet, and soon he got his hands into interstellar crime, funding and skimming profits from many underworlds across the system, and exercising his tremendous power and influence over planetary goverments across the galaxy. It was not uncommon for high-ranking government officials to suddenly change their minds about certain policies, or "disappear" whenever they got in the way. Connections with many smuggling organizations, pirates, and traffickers -- the Namkin and Daivar included -- were plentiful and fueled his immense power and security, by using the smuggling organizations to traffic drugs and supply the pirate organizations that would cripple the competition and any law organizations that got in his way. His operations were especially damaging to Reliance operations and rival traffickers and marked a high point in galactic crime, and a low point for the Reliance, who marked the Namkin and the Kivar mafia as a top priority.
However, he again felt the pressures of success when he realized that the Reliance had infiltrated his organization. He knew it would once again come time for a cleansing, but he also began to realize that he might not survive this time. As time progressed he worked on plans to purge the Reliance element, but only days before he was going to implement his plan he was betrayed by his right-hand man, and several of his supporters.
As fate would have it, he escaped capture that day. The betrayer wound up dead, and the Reliance turned on those within his organization. He was forced into exile and had to watch from afar, under a new identity, as they ripped his organization apart and spread the remainder across the galaxy, delivering each capture to their respective homeworlds.
With no more power and nothing left for him, he was forced into hiding under a second identity, and created new lives for himself. He's since gone under several identites and aliases in his new life of exile, and the man known as Vai Eshadi is still at large and wanted by the Reliance for an arm's length of crimes.
During his travels he found his way to Arva Naturn, a smuggler's world on the outer rims with a weak government. Near the Daivar cluster, he'd found a source of steady income and anonymity under the alias Raze'el, and was a regular contact for [Plasmatic's character]. The two earned a mutual trust, as Raze'el supplied information and resources for the ship, but he discovered that a plot was brewing against him. Some of his brethren, jealous of his success, discovered that he also went under the name Saivar Detori, wanted in the Sekar sector for drug trafficking and smuggling. Frantically, he reached out to [Plasmatic's char] for help, and barely escaped amid fire from Reliance raiders. Now he's wanted under this alias for Saivar Detori's crimes, and twice escaping arrest.
However, should the Reliance ever discover his true identity, he could become one of the galaxy's most wanted men.
During his travels, he's accumulated a vast amount of information and contacts, and can supply information on nearly every criminal organization and their counterparts in law enforcement, including the ones nobody's supposed to know about (the Namkin, the Daivar, the Suuntaki, and the Sekar Bureau of Criminal Activities and Investigations (BCAI), an alphabet agency that answers to few). Always a quiet man, he refuses to talk about any part of his past with anyone, and shields his emotions behind a calm, cold exterior while keeping as low a profile as he can. However, his uncanny knowledge of almost all things criminal and legal has led those on the ship to believe there could be much more to him than they think, especially since he looks no older than a young man of his late twenties. They even have started to believe that Saivar Detori isn't his real name, though he professes to it being so when asked and insists on them calling him Raze'el.
Since becoming nothing over a decade ago, he's crafted a new existence as Raze'el, nothing more than an information dealer. And Raze'el he will stay until he has a chance to regain the power he once held.
Main Contribution to Ship: Contact man/information man
*****
It's fine if I'm not approved, I just needed to create this character for experimentation and creative purposes. It wasn't suiting me to keep him bottled up.
...That and I'm bored at the moment. ^_^;
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