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Postapocalyptia -- Heavy Metal Thunder (OOC; Open)

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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postapocalyptia -- Heavy Metal Thunder (OOC; Open)

Postby Ayreonia » Tue Oct 29, 2013 5:19 pm

Welcome to...
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Yes, we are Open. That means you can and want to apply!
*Be warned: this RP contains motherloads of violence, profanity, substance abuse and other indecency. If any of these offends you, you might want to think twice before applying/reading this. Then of course, you're in P2TM, so you probably enjoy these things.

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I've had this idea floating around my mind for a while now (a day, to be exact). The idea is to have a survival/exploration/general goofiness character RP in the groove of Indiana Jones meets Borderlands meets spaghetti Westerns... in space! Instead of the traditional RP structure of dividing the roleplay into chapters, acts or books, this would move forward somewhat like a TV show: the action would be divided into "episodes," each having a predetermined goal the players would be trying to reach. This is to divide the RP into easy-to-handle bits and to have clear objectives that keep it going.

So without further ado, here's the intro I whipped up:

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(*cultured British voice*)
Rigel Three. Such a boring, generic and nonromantic name for a planet. When the first human colonists arrived, the United Nations Space Exploration Committee (UNSEC) was quick to christen it as such: it orbited the star Rigel and was the third planet. No more naming planets after ancient gods or figures of mythology: the human world was secular and politically correct now. A loaded name such as "Jesus" or "Allah" would simply not do.

Of course, human nature is not so easily overridden by rules and protocols: upon seeing the desert landscape with ruins of an ancient and long-gone alien civilization jutting out, the colonists let their imagination run wild. The human mind pictured a once great culture, wiped out by... what? What indeed. Nobody knew, but the melancholy vista spoke volumes. This people had been destroyed by some cataclysmic event, an apocalypse of sort. And so, the colonists came up with a name, one that stuck and spread to new arrivals and the press.

They named it Postapocalyptia.

Arid and barren and consisting mostly of sand and rocks to the untrained eye, Postapocalyptia, or Postpoc, didn't really attract many settlers at first. Sure, there were the alien ruins, but those were hardly the first ones humanity had encountered, and who would really care about the skeletal remains of once great structures reaching into the sky? The answer is, obviously, archaeologists. So Postapocalytian society evolved into a collection of small townships where these explorers would find places to stay, along with fueling points and outposts where they could rest and recuperate during their journeys into the desert.

That is, before they discovered timonium.

Named after its finder, timonium was a wondrous substance. Sprinkle it onto the sand, and crops would grow even in the driest desert. Fill your vehicle with it, and it would behave like a more efficient version of Betelgeuzean biofuel. Drink it, and you die a horrible and painful death (yes, someone tried). Most importantly, burning it would generate exorbitant amounts of energy, at the cost of heavy pollution. And it was freaking everywhere. It looked like wherever you drilled, you could find some of the stuff. In fact, its many uses and spread across the entire planet made scientists speculate that timonium wasn't, in fact, a natural element, but a substance engineered by the now-extinct aliens of Postapocalyptia. And oh boy, did it start a 25th century version of the Gold Rush.

Several energy and agricultural companies immediately took notice and landed their people on Rigel-3, only to be massively disappointed. It turned out that the reports the settlers had sent back home had been greatly exaggerated. While timonium was extremely useful in an underdeveloped place like Postapocalyptia, there were practically zero uses for it anywhere else. Those days, most crops were grown in massive hydroponic complexes, there were much cleaner ways of generating similar amounts of power, and alcohol was still the substance of choice for people who wanted to drink themselves to death. Feeling cheated, the corporations gathered what little initial staff and equipment they had brought and left the planet.

Or would have, save for the fact that they couldn't.

You see, unbeknownst to most of its denizens, Postapocalyptia had also become a test site for a new orbital power plant. Situated at the Lagrange point between Rigel-3 and its moon, this plant would collect a mixture of solar rays, cosmic radiation and gravitic energy, then convert it into electricity by some combination of science and witchcraft (presumably). Since it was all very new and experimental, nobody really understood the math behind it, so of course it was a matter of time before something got royally fucked up. Namely, the plant blew up, creating a massive gravitational flux in the system that prevented any spaceship from entering or leaving the system, lest they be crushed like tin cans on the ocean floor. Somehow, the planet itself wasn't affected, probably because of its own big-ass gravity well, but the settlers were pretty much stranded.

And so, cut off and most likely forgotten by the rest of the world, the people of Postapocalyptia lived on. Law was in the hands of groups who had the most firepower, which initially meant the small armed security forces Gazprom and other corporations had brought with them. Gradually, these turned into something resembling a police force, but only in the larger settlements. In most parts of Postpoc, law was getting rewritten every day in the wake of the last gunfight as Vagabond bands fought hostile wildlife, bandits and each other in search of alien artifacts and riches.

Ah, yes, the Vagabonds. Such a curious occupation could have never arisen anywhere else. Part explorer, part archaeologist and part gunslinger, these reckless wanderers braved Rigel-three's deserts in search of... what? Varying greatly in temperament and motivation, often the only thing that separated these men and women from regular homeless people was that they had (or at least pretended to have) some sort of scientific interest in the alien ruins dotting the landscape. They were wild, unpredictable and often feared by "decent" folk, with tales of their exploits told at campfires and dingy bars all across the planet. Of course every Postapocalyptian child wanted to become one when they grew up.



—(••÷[ тнє ѕтσяу ѕσ fαя ]÷••—

Hiram Dupont is abandoned by his crew of Vagabonds. Out of money and stuck with his IFV, Lucy (since nobody on the planet has the money he expects to receive for her), he wanders around aimlessly until arriving at the borderland town of Twixt Hills, where he manages to recruit a new team - a ragtag bunch of misfits - with promises of a great prize his group found before they retired.

Upon exiting the bar where they held their meeting, the group is confronted by one Harlaw, a local businessman and small-time crime boss, whose goon overheard their conversation. Harlaw wants to muscle in on their quest and take the spoils for himself, and rather than submitting, Hiram shoots him, resulting in a shootout and panicked escape from the town.

In their hurry, the new Vagabond team is unable to obtain any supplies for the trip. Hiram decides to make a detour through The World's End, an outpost and motel at the edge of the Deep Sands. However, they get lost as group member Severine Fields tries to use GPS to direct them (such a system is fickle at best if most satellites in orbit have been smashed into pulp). Instead, our heroes end up at an abandoned ranch somewhere in the desert, but fortunately they find a map that shows their position there.

After these shenanigans, the group gets to The World's End, an outpost at the edge of the Deep Sands, the last bastion of civilization before the wastelands. The group rests and recuperates for a while, resupplying and buying new equipment. Eira joins them, effectively replacing Thomas, whose corpse is found in Lucy's crew compartment by Elsha, having died of a fatal stealth suit malfunction. The suit is almost enough to cover their expenses, and Andrei Voronov, proprietor of The World's End, offers the Vagabonds a deal to clear the rest: attack Sandman's Gorge, a bandit camp, and bring a local clan's leader, Dildozer, to him.

The group accepts Andrei's offer and ride into battle. Their first contact is machine gun-armed technicals in the dunes between TWE and the Gorge, who they take out easily due to them having a tank. They capture one and start using it for their own, Sev later naming it "Lil'bit." The Gorge itself proves too narrow to deploy Lucy, so the crew continue on foot, eventually smoking the bandits out and capturing Dildozer.

WIP

Rules:
1) Standard crap. Don't be a dick and whatnot.
2) I'm the conductor of this particular poop train, and as such, I reserve all rights to eject, unaccept or shoot you if you break the above rule. Uh, sorry. I meant your character. Shoot, that is. Definitely not shooting you. No, this is not a gun. You're seeing things.
3) Use proper spelling and grammar. The only excuse not to do so is if your character keeps talkin' like dis, beyotch.
4) There are no rules on post length because quality over quantity and yadda yadda, but if you do one-two-three-four-howevermuch that is a small number-liners or all-dialogue posts, I will personally... uh, don't do that. Please.
5) Don't be overpowered. Please. I know everyone loves a badass, but trust me, nobody wants to read about a person whose personality consists of "he's good at shooting bad guys and is totally a Marine."
Application sheet:
**Note:** some people's apps are cluttered and hard as fuck to read. To prevent that, I'd like you to copy the sheet as it is, and not include the (descriptions of the points). Thankyou!)
Code: Select all
    [b]Name:[/b]
    [b]Sex:[/b]
    [b]Age:[/b]
    [b]Height:[/b]
    [b]Weight:[/b]

    [b]General appearance:[/b] (description or picture)

    [b]Skills:[/b] (just one-word descriptions of what your character can do well)

    [b]Stuff they own:[/b]

    [b]Personality:[/b]
    [b]Traits, quirks, habits:[/b]
    [b]Likes:[/b]
    [b]Dislikes:[/b]
    [b]Reason for becoming a Vagabond:[/b]

    [b]Bio:[/b]
Last edited by Ayreonia on Sun Aug 31, 2014 5:22 pm, edited 43 times in total.
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User avatar
Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Tue Oct 29, 2013 5:52 pm

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Cast in order of appearance


Ayreonia as
Hiram Dupont,
the Driver
Name: Hiram Dupont
Sex: Male
Age: 35
Height: 173 cm
Weight: 78 kg

General appearance:
Artist's rendition

Short but stocky and muscular. Gaunt face and grey eyes. Has a small chin beard. Medium-long black hair he wears swept back from his forehead.

Skills: Driving, fixing stuff, computer use such as hacking, survival

Stuff they own:
Clothes: a t-shirt that used to be green but is closer to tan, loose black BDU pants with lots and lots of pockets, black leather tanker boots, a red-and tan shemagh, a green beanie, an old-school tank helmet, round goggles, knee and elbow pads (just for the right elbow; he has lost the other one), dogtags

Weapons: a six-shot revolver, a long ka-bar knife, an old assault rifle he rarely uses. Copious amounts of ammunition and hand grenades.

Other stuff: tools for maintaining Lucy, some food and drink, cigarettes

And of course his infantry fighting vehicle, Lucy.

Personality:
Hiram is a nerd with an attitude. And a gun. And a tank. He's quick to laugh, quick to anger, and quick to shoot at you, but stay on his good side and you have a fiercely loyal friend. Don't be put off by his belligerent, sarcasm-dripping manner of speech: that's just how he acts all the time. Call him a Jew and you'll earn his eternal contempt.
Traits, quirks, habits: Smokes a lot. Swears a lot. Drinks a lot. His driving style had been described as "insane" by his old crew.
Likes: Smoking, drinking, meat, driving, archaeology
Dislikes: Vegetables, animal lovers, animals, his Jewish heritage
Reason for becoming a Vagabond: Wanderlust and a fascination with archaeology, but mostly profit.

Bio: Born to parents who worked at the interplanetary energy conglomerate ScanPower, it was only natural that Hiram soon found himself working for them. However, he had never been one to study, so he decided to join the ranks of ScanPower's security force. Traveling from planet to planet, he eventually found himself on Rigel-3, where he got assigned to an outrider unit: he and his crew drove around ScanPower's perimeters in their IFV, reporting and engaging any threats (mostly hostile wildlife that were fun to run over). It was a fairly boring job, but at least Hiram could do what he loved, which was driving. As a result of his posting, he developed an interest in archaeology and history, deciding that when he'd retire from ScanPower, he'd devote the rest of his life to studying Postapocalyptia's ruins.

When the Incident happened and everyone on the planet got stranded there, ScanPower's operations ceased and the whole enterprise fell apart. Hiram's crew decided to become wanderers who would later be called "Vagabonds," but lacking any skill and experience in archaeology, they were largely unsuccessful. Not being able to turn a profit, Hiram's commander and gunner abandoned him, splitting their belongings so that they took everything that was easy to move and left Hiram with Lucy, their IFV. Since nobody on the planet had enough money to pay its worth, Hiram was stuck with Lucy, trying to find a new crew to continue his explorations with.
Cylarn as
Russell Gellar,
the Ex-Soldier
Name: Russell Gellar.
Sex: Male.
Age: 43.
Height: 6'2.
Weight: 225 lbs.

General appearance: Russ.
Skills: Firearms, hand-to-hand, survival, land vehicle operation, explosive device operation, leadership and command, swimming.

Stuff they own: His garb consists of a worn and weathered pair of desert camouflauge UNSEC fatigues, with light body armor and coyote brown assault webbing, along with desert mil-spec boots, a tan and green keffiyeh, his dogtags,and a worn brown Stetson. His preferred weapon of choice is a standard UNSEC assault rifle, and his sidearm is a more futuristic update of the FN Five-Seven. He also carries around 2 satchels containing high-explosive ordnance, as well as 4 fragmentation grenades. His melee weapon of choice is a tomahawk with a titanium blade and a carbon fiber shaft. He also typically carries a hydration pack and an assault pack to carry his gear, as well as 3 MREs for nourishment. It is also rare for him to be without a few cigars or a handle of scotch, or without at least a gram of marijuana, which he smokes for "medicinal usage". For his smoking purposes, he carries a stainless steel Zippo lighter, that is remarkably well-kept. For the maintenance of his weapons, he always has a small cleaning kit in his bag, as the terrain and environment can destroy a gun within a short amount of time. He also carries around 4 magazines for his assault rifle, and 3 for his pistol.

Personality: Despite his rugged appearance, he is an intelligent guy who is usually rather friendly. He prefers to get to know people and to work in groups. When he's working with others, he is more than willing to cooperate with his team members, especially if he is given a leadership role. Like most people though, he can be pushed too far, and when that happens, he instantly snaps from a friendly, calm guy and into a mean, intimidating prick. He suffers from Post-Traumatic Stress Syndrome, as a result of his combat service in the military wing of UNSEC. Despite his PTSS, he is more than willing to carry out dangerous tasks for his group.
Traits, quirks, habits: Unless there is a sensitive situation going on, he tends to be a conversationalist and enjoys helping other people with their problems. When speaking with people, he always makes eye contact with them, and very few things can break his intense stare into someone's eyes. Most people dismiss him as an idiot, due to his Southern American accent that dominates his voice. When necessary, he can snap his emotions, going from friendly guy to intimidating prick within a few seconds. He is an avid cigar smoker and scotch-drinker, and many people claim that he is a pothead, due to the fact that he smokes a large amount of marijuana.
Likes: People, work, cigars, marijuana, hiking, long walks on the beach, hunting, relaxing, scotch, women, guns.
Dislikes: Bandits, pimps.
Reason for becoming a Vagabond: After his honorable discharge from UNSEC after 20 years of service and 4 years of service with Gazprom, he realized that due to spending most of his adult life as an Infantryman, it was probably his best skill, and with muscle being such a commodity in Postapocalyptia, he decided to market himself, specifically for those seeking former UNSEC Non-Commissioned Officers with years of combat experience.

Bio: Born and raised in North Carolina, back on Earth, Russ spent most of his childhood traveling around space with his parents, who worked as engineers on various planets until they came to the planet known as Rigel Three, where they received their permanent posting. Rather than going back to Earth in order to study engineering, he decided to join the military. He was assigned to an UNSEC mechanized infantry outfit on Rigel Three, and due to being stranded in the system, he would spend most of his career fighting bandits on lonely roads before being honorably discharged as a First Sergeant. He then spent the next four years of his career serving with Gazprom, doing the same shit he did with UNSEC. As a result, he got out of Gazprom and went freelance, working for anyone looking for a hired gun that was worth the money. After a recent score, Russ was holed up in Twixt Hills, purchasing some grass when he noticed the ad for Vagabonds. With his profits and health steadily declining, he decided to take on this job.
Mincaldenteans as
Severine Fields,
the Rogue
Name: Severine Fields
Sex: Female
Age: 20
Height: 5’6
Weight: 120

General Appearance:
Image


Skills: Close combat, basic first aid, cooking, savvy with computers

Stuff they own: 2 pistols, 2 knives, backpack with first aid, extra clips, clothes, a bottle of vintage sweet red she's been saving for a reason, and a plushy named Shammy – don’t judge her.

Personality: quirky, short tempered, shy around new people but quick to warm up, can be a bit fickle and immature.
Traits, quirks, habits: Severine prefers to be behind a computer (as she's more than knowledgeable with it) than out in the field; though not incapable. Habit of running her mouth than keeping quiet in tense situatuons but has learned (somewhat) to tow the line.
Likes: homemade food, tea, books, history, music, guns and bad boys.
Dislikes: a lot of things, being rather fickle.
Reason for becoming a Vagabond: Severine thinks that by doing something big, she can kill off two birds with one huge share of a loot: First, to prove to her family that she's capable of doings herself and not wholly dependent on them. Second, to get herself and her family off this planet compliments of Severine.

Bio: A rebel without a cause, Severine was born into a family of opportunists, and she learned at a young age that in order to get what she wanted, she'd have to take it herself. Her family has been a dysfunctional, but weirdly, loyal and (somewhat) loving one. They have roamed throughout their lives and landing on Postpoc was no different than any other colony or Earth, except that it was. Here, it seemed as though this ball of rock was deliberately forgotten, shunned to a corner and left to its own devices. Here, Severine had to learn everything else the hard way. How to defend herself, how to capitulate upon opportunity and how to one-up the other person doing the same job. By the time she was 18, Severine and her family had come to blows long in the making of who earned their keep, for what, when, why and how. Words cut deeply on both sides and Severine left her family, but not without first being warned by her older brother that she had another four years before they were gone for good. Severine hasn't looked back since, or at least that's what she keeps telling herself.
Jessjohnesik as
Anna Brand,
the Hot Doctor
Name: Anna Brand
Sex: F
Age:28
Height: 165.3 cm
Weight: 60kg

General appearance: (description or picture)
Image


Skills: (just one-word descriptions of what your character can do well) Scientist, Medic

Stuff they own: A solar charged backpack which is able to charge various electronics through the use of solar power. Anna also owns an AI named Clara which controls all of her electronics and can control(if needed) others', she can also control various small robots that can do things humans can't and then report all the information to Anna. Clara has a personality of her own and is very loyal to Anna.

Personality: Anna is extremely curious, perhaps fanatically. She has to know and understand everything around her and will go to extreme lengths, even death, to do so. She is relatively friendly and overly independent. Doesn't like to be commanded by and is generally quite manipulative herself, especially whenever her 'need to find out' comes in. She is a nihilist and a tiny part of misanthropism hides wishing her. It shouldn't be mentioned that she extremely intelligent and cunning.
Traits, quirks, habits: She isn't a fan of closed in spaces, has claustrophobia as well as a maniacal curiosity, so she will go to great lengths to just find something out.
Likes: Science, knowledge, nature, intelligence.
Dislikes: Being kept in the dark, superstition, stupid people.
Reason for becoming a Vagabond: (not sure what to put here)

Bio: Anna whose blood is a mix of British and Scandinavian ancestry as well as a pretty large hint of Australian grand mother and citizenship, was a well respected scientist working as an Astrobiologist in ESA(European Space Agency). After Rigel 3 was found, she, along with a few other ESA scientists were sent to the planet, where they were to examine any life forms there were(if there were any), geological composition and pretty much everything about the planet and the solar system. Unfortunately, most of her crew was leaving the planet to bring some more scientific equipment from Earth when the gravitational influx happened, killing them. Soon, however, the rest of Anna's crew were killed, lost or committed suicide. She was now left alone in the desert with only two companions- her AI Clara and a German woman simply named Dahl(whom she knew and befriended earlier), eager to get out yet at the same time find out everything about this planet and the civilisation that once roamed it. She, for some reason, decided to become a Vagabond, thinking that perhaps, this would eventually help her get off this planet.
Jessjohnesik as
Karla Dahl,
the Kraut
Name: Karla Dahl, simply Dahl to all people
Sex: F
Age: 30
Height: 167 cm
Weight: 70 kg

General appearance: http://i1.cdnds.net/13/35/618x464/movie ... ckhoff.jpg

Skills: (just one-word descriptions of what your character can do well) She is good with handling weapons, fixing stuff and is in good physical shape.

Stuff they own: Stuff

Personality: Dahl has the usual tough German-Scandinavian character. She will follow orders if she believes the, to be meaningful. She doesn't like her freedom suppressed and will die defending her dignity. But if she likes you, Dahl will slip up a beer or two. After all, German alcohol-resistant genes reside in her DNA. While Scandinavian blood keeps her head clear and her thoughts straight. Dahl is very intelligent and can crack people like nuts.( :p )
Traits, quirks, habits: She loves sharpening things, for some reason. She also likes knives and other 'cold weapons'.
Likes: Smart people, straightforwardness, lawfulness
Dislikes: Stupid people
Reason for becoming a Vagabond: Because Anna became one.

Bio: She came with the ESA crew.
PAAC as
Elsha Johanshen,
the Prodigy
Name: Elsha Johanshen
Sex: F
Age: 21
Height: 5'10
Weight: about 120lbs

General appearance: (description or picture)
Link to Image. Blond Hair, Green eyes.
Skills: (just one-word descriptions of what your character can do well)
Maths,Sword fighting, Freerunning, Electronics, Mechanics, Drawing, Pilot(Legged Vehicles, if used), Hand-to-Hand Fighting, stealth.
Stuff they own:
Sketch book (100 Pages), Pencils and erasers, a handheld smart computer, a homemade DC/AC hand powered crank generator, her sword (pictured), a Biakal Viking 9mm handgun, several hundred dollars, a small first aid kit, FN-P90, gasmask and filters,books on various topics from World War one to Biochemistry and a large collection of manga, and a very stylish grey satchel to put it all in. The sword has a brown leather scabbard. Black nylon holster for her handgun.
Personality: Confident, lazy, boisterous, smart, quick-witted, brash, a general tomboy. Is very childish.
Traits, quirks, habits: Requires large amounts of sleep or sugar to become active. Is very active once awake however.Is extremely protective of her physical belongings, especially her sword. Physically, is not very strong but makes up for that by moving very quickly. Is an eccentric.
Likes: Books, music, playing guitar, free time, root beer, cats, anime/manga, reading, pranks/practical jokes, building pointless but interesting mechanical contraptions, running, free running/ parkour, dreaming, industrial machincery, eating, piloting legged vehicles, ample women, the rain, glass, steel.
Dislikes: Loud noise that are not from industrial or regular machines, children, loud people, stupid people, being told what to do, being forced into something, being bored, mechanical failure, large birds, spiders, snakes, the heat, the desert, being dirty, being in the dark, being cold.
Reason for becoming a Vagabond: Used be a research assistant at the generator station, was on the planet when the manure rocketed fanwards and was unable to leave. Had nothing else to do and got bored.

Bio:Born into a family of great minds, Elsha's great intellect was remarkable.She was a tomboy in very sense of the word, getting into trouble in the 4th grade when she took off her skirt and ran around the school as a sign of protest against forced feminization, and often would come home with some scuffs and scratches from fighting with her class mates.She is extremely lazy and will not work under most circumstances, making it just short of a miracle when she acquired a PhD in Nuclear Physics when she was 16. She grew up with a younger sister and an older brother. Her childhood otherwise was unremarkable, minus the krav maga lessons and sword fighting tournaments. She spent most her time reading, drawing, playing guitar, sporting about, adventuring about in the neighborhood, and playing video games until she acquired a job as a research assistant at age nineteen.
Transoxthraxia as
Furia Madog,
the Psycho
Name: Furia Madog.
Sex: Yes please.
Age: She claims to be twenty three, but she's actually twenty eight.
Height: 5'3.
Weight: 109 lbs.

General appearance: Here

Skills: Killing things, and healing things. As she says herself, she "goes both ways when it comes to death".

Stuff they own: Aside from the clothes on her back, she owns quite a few weapons, ranging from firearms to daggers, though most of them are aesthetic in their nature. However, three of them, a revolver, with her name etched in the side, an extremely sharp Kukri, and a Rifle that she refers to as her "brother". As well, she has a necklace that she always wears, a string with a bullet's casing attached. It was the casing of her first bullet ever fired, and she holds it near and dear.

Personality: She's extremely quirky and unpredictable, and most likely an undiagnosed psychopath. What makes her different than most psychopaths, however, is that , while she feels less empathy or remorse for others, she is completely the opposite from a psychopath in the fact that she is extremely extroverted. She finds it easy to talk to others, but not keep ongoing relationships, is willing to go out of her way to do things for others that many others would not regularly do, and is extremely dependable when something needs to be done that she specialized in. That being said, however, she is not one for feelings nor ongoing friendship, as she has trouble maintaining friendships and long term relationships of any kind. Furthermore, she is extremely unpredictable in high-stress situations, and is more likely to snap, flip out, and hurt someone rather than help them. The same goes for combat situations, but, rather than directing her unjustified anger at her allies, she turns it towards the nearest target, which, hopefully, is the enemy.
Traits, quirks, habits: Extroverted Psychopathy, Smokes, refuses to touch a drop of alcohol, well-liked until a stressful situation comes up.
Likes: Smoking, classical music, firearms, blood in general.
Dislikes: Alcohol, spiders, non-classical music.
Reason for becoming a Vagabond: Due to her quirky, highly unpredictable, yet adventurous nature, it seemed like the best thing for her to do at the time. Not to mention that she's wanted in many places for medical malpractice. But she keeps that fact on the down low, for her own good, and the good of those around her. Usually.

Bio: The descendants of Welsh people who lived in the United Kingdom, Furia was born on Rigel Three. Both her parents were somewhat laissez-faire about her childhood, and, instead of attending any sort of school, Furia lived around her mother all day, both reading her father's extensive collection of books, and watching her mother, who was a sort of unprofessional doctor, work. She was moulded early on by the tales of her father's books, they told of heroic adventurers such as Don Quixote, Robinson Crusoe, Huckleberry Finn, and Lord of the Rings. Despite these books being fiction on Earth, they were much more plausible in a place like Rigel Three, where people like the Vagabonds travelled the world, real-life adventurers. When her father died in a mining "accident" (He had actually been killed by a spiteful worker, of whom he was the boss of.), she felt it her need to write her own story on the level of the ones that she read about as a child. Leaving her home, she roved the planet for two years, picking up experience with firearms and weapons, and allowing herself to "practice" what she remembered from her mom's profession. After returning from her adventures, she found her mother dead from an undiagnosed sickness that acted very suddenly, most likely something akin to Streptococcal A. With no place to go, she soon found herself attracted to the advertisement wanting Vagabonds.
The Carlisle as
Takahashi Eira,
the Plural
Name: Takahashi Eira "The Wanderers"
Sex: Female
Age: 19
Height: 5'4"
Weight: 120 lbs

General appearance:
http://img3.douban.com/view/note/large/public/p68209358-7.jpg


Skills: Eira is a expert survivalist. She can cook as well and is quite skilled at it. She is also a cartographer and an aspiring archaeologist. She is quite smart. She is also strong and durable despite her size. Her other personalities' skills are listed below.

Stuff they own: Normal clothing, a duster coat, a Czech backpack, a large canteen, a Beretta ARX-160 assault rifle, a Colt 1911, ammo satchel, a crude serrated blade (looks like it can off of a ship) with a leather grip, a combat knife, a set of knives for cooking, tobacco products, a bottle of rum, coffee, a kettle, her favorite mug mug, a small gas stove, a box of matches, medicine, paper, and writing utensils.

Personality: Suffers from a major case of DID so she had multiple personalities which are unique and function in different ways.
1. The Veteran. A middle aged man. Gruff and austere. Has a habit of chewing tobacco, smoking cigars, and drinking alcohol. Very skilled at shooting. Short temper. Hates pansies.
2. The Seductress. A thirty year old woman. Sly, sleazy, sadistic, and manipulative. She loves sex, smoking cigarettes, and toying men. Very skilled in interrogation. Very easily influenced by money. Hates ugly men and other beautiful women.
3. The Genius. A very old man. Very smart but an introvert. Likes being secluded and alone. Hates talking and being around people. Has no skill in combat at all.
4. The Kid. A seven year old boy. Very energetic and annoying. Loves to play games, trick, and pester people. Loves lollipops and candy bars. Very bad with money. Hates adults and getting ordered around.
5. The Savage. Unknown age or gender, referred to as a she. Shows no sense or empathy remorse or pity. Violently kills anything in "her" way, regardless of friend or foe. "She" eats the flesh of anything "she" kills including human flesh. Hates everything. Extremely skilled in melee combat. Surprisingly strong and agile. Only uses the serrated blade.

Eira's personality is that of a humble quiet girl. She is very wary around people and is quite fearful. She is very honest and can't really tell a lie.She is very apologetic and cautious about her other personalities. She can control most of her personalities and suppress them, but some pop up from time to time despite her best efforts. She uses medication to help control them which works most of the time and suppresses her worst personalities. When emotional she can become very serious and confident.

Traits, quirks, habits: Eira has a personal bubble which she likes to maintain at all times. Has a slight speaking problem. Bites her hair when nervous. She is left-handed. As explained above, she had DID. All her personalities' habits are listed above.

Likes:Normally, she likes to drink coffee, read the news, sit by fires, stargaze, cook, travelling, and writing. Her other personalities' likes are listed above.

Dislikes:Normally, she dislikes tea, sugar, tobacco, alcohol, sweets, drugs, being close to people, her other personalities and killing people.

Reason for becoming a Vagabond:
Only job option. Having DID really limits her options.
She likes travelling.
Her aspiration is to be a great archaeologist
Lack of money. Her personalities are pretty high maintenance. Not only is her medication pricey, when one of them pops up, they go on a spending spree. One time the Veteran popped up and drained a tavern of their alcohol.

Bio: She was born to a japanese family on a UNSEC medical ship. Her childhood was pretty normal... until she murdered 20 people and ate one. After months in a padded cell and after heavy psychoanalysis, she was diagnosed with DID. She was immediately sent to the Mental Health wing of the ship nicknamed "The Asylum". She spent the rest of her days on the ship there, constantly being monitored. She was never really treated like a human again and developed other problems as well such as her speech problem and her fear of people.

This all ended when the ship crashed when trying to leave Rigel Three. She was the only survivor of the crash... well... more like the only living person found by the search party. Others survive but were butchered by the Savage. Most of the search party was killed by the Savage upon arrival; only one escaped. After that episode, she salvaged what she could from the dead and the ship and then left.

Years of wandering on a barren rock meant that you had a lot of time to put time into developing skills. She put some of her time into cartography. Seeing as this planet was barely charted, maps were highly sought after. She has made many maps all of which are of legendary quality. They fetch a very high price and has paid for her travels. Another field of study is survival, a necessary skill for living on Rigel-3. Through her travels and studies she has become a master of survival. Her small pamphlets on it are sought after by all vagabonds. Another field is Archaeology. It was her aspiration as a child and now she had the time to experience it. She has visited several alien ruins searching for artifacts and writing papers on them.

Because of her skill and disorder, she has made a name for herself. Settlements she visits either drive her off, welcome her, or let her in with a watchful eye following her. She was given the nickname "The Wanderers" after her DID and her fame as an vagabond.
Feroxi as
Aeron Marec,
the Philosopher
Name: Aeron Marec
Sex: Male
Age: 26
Height: 5'11
Weight: 215

General appearance: http://toyhenoctus.deviantart.com/art/A ... -255188370
Armor: http://taurus-chaoslord.deviantart.com/ ... -283150791

Skills: Survival, marksmanship, hunting, smithing, and reasoning.

Stuff they own: A full set of scavenged and custom power armor, complete with a kevlar body glove. Aeron has a self-designed and forged, "chain sword," as well as a bolt-action high caliber rifle and an automatic carbine. He of course owns a back pack and a belt with various pouches and pockets.

Personality: Aeron is a young man in his prime, but wise beyond his years. Aeron is confident, and tends to be the voice of reason and somewhat of a leader (he does his unintentionally). Charismatic and intelligent, he makes friends in those he trusts and takes a shining to. He is tight-lipped around strangers, but warms up to those who treat him like a friend. Aeron is no stranger to death or killing, and though he does not take joy in taking lives, he will do whatever is necessary to survive and protect those he loves.

Traits, quirks, habits: Aeron tends to meditate, and work often. He loves to brew hot tea or cook, for himself and for others. When he partakes in leisure, he often sparks up conversation, read a book, or write.
Likes: Aeron likes to craft different things, be it a new weapon or waste dispenser. As mentioned above, he's a man who likes his tea.
Dislikes: He dislikes long periods of idleness, meaningless slaughter (emphasis on meaningless -wink-), and intolerance/ignorance.
Reason for becoming a Vagabond: Aeron became a vagabond after his long period as the warlord of a bandit legion, lured by the promise of knowledge and adventure.

Bio: Aeron was born on the colony of Rigel-3, far from the human home world of Earth. At a young age, he learned how to: farm, hunt, and fight from his father. Ever since the establishment of their home stead, the family was bullied and harassed by the local militia. At the end of each month, the militia leader came to collect his, "share," of the crops. This left the family with so little food, that Aeron's mother died of starvation. In the following month, Aeron's father (riddled with grief, hunger, and depression) stood up to the militia leader.

Aeron's father was shot point-blank in the head, Aeron was taken into the militia, and the homestead burned to the ground. For the following years of his adolescence, he learned the way of the cut-throat from the militia members. At the age of twelve, he had gained their trust and slit the militia's throats in their sleep. He was later found at a space port by a female cargo pilot, who offered to take him in he if pulled his weight. He accepted. He worked as a cargo runner up until he was twenty, when he decided to strike off on his own as a treasure hunter. After years of searching, and finding nothing valuable, he traveled to the nearest landing dock to travel to the inner colonies in hopes of finding better luck.

But, before he could leave, the orbital station detonated. Stranded, he wandered Postapocalyptia as a nomad. He hunted, gathered, and traded to survive. On his journey, he saw the poor state his people lived in. Children starving, villages burning, women being sold like cattle. He vowed to change this. He joined a small bandit clan, and challenged the leader to single combat for the right to rule. Aeron won, and became chieftain. Aeron, ever so charismatic and cunning, began persuading other tribes to join him. Several clans and tribes flocked and flourished under the banner of his legion, and he established a large kingdom. Rather rule by fear, he ruled by respect and trust.

Well, at least it was like that for a while. Aeron began taking a much more brutal approach to his enemies, and those he deemed lacked honor. He became the spitting image of what he tried to destroy. After years of prosperity, a mutiny was staged and Aeron was left in the desert for dead. He was saved by a Daggermouth pup, who dragged him to shelter. These two became companions, and set off on their new lives as Vagabonds. This time, Aeron swore he would do things right.
Cylarn as
Jack Gellar,
the Army Brat
Name: Jack Gellar.
Sex: Male.
Age: 25.
Height: 5'10.
Weight: 210 lbs.

General appearance: Jack.

Skills: Weapons usages, survival training, vehicle operation and maintenance.

Stuff they own: Like father, like son, minus the explosives and scotch.

Personality: Gellar is a lot like his father, except he's a bit more wild than the man.
Traits, quirks, habits: Gellar speaks with a Southern twang, just like his father. He is also an avid guitar player.
Likes: Scotch, weed, women, guns, UNSEC, his father, beer, relaxation.
Dislikes: Assholes, douchebags, his father.
Reason for becoming a Vagabond: He will be deserting Gazprom soon.

Bio: Young Jack is what happens when Russ forgets to use a condom when being "entertained" by prostitutes. He grew up with his hooker mother in Tits Hill, before she died of AIDS. When he was 8, he would regain contact with his father, who although didn't take him in, but managed to find the young boy a home in Montecristo with one of Russ's friends from UNSEC. When he turned 18, he would serve for 4 years with UNSEC, serving as a mechanic. Leaving with the rank of Sergeant, he would join up with Gazprom, and promptly see action in the Deep Sands, where he spent time fighting AA. After seeing the carnage caused by the fighting, he would soon desert the ranks of Gazprom.
Ayreonia as
Hew Parish,
the Captive
Name: Hew Parish
Sex: Male
Age: 47
Height: 178 cm
Weight: 76 kg

General appearance: Tall, slim. Blond hair, purple eyes. Kinda like Arcade Gannon but with red hair that's long on top and short on the sides and less pretty.

Skills: Computers, general nerdery, archaeology, being smart

Stuff they own:
Clothes: grey fatigues, a high-collared bulletproof vest with attached metal plates, a knee-long greenish-brown trenchcoat, tan safety boots, fingerless gloves
Weapons: a 6.5mm BAMF scoped rotary machine gun ("spinigun") which can be converted into a carbine by removing most of the barrel, a 10mm pistol
Backpack: spare clothes, MREs, a one-litre canteen, sketchbook and pencils, a small camera, music player and earphones, a copy of Ancient Cultures of the Milky Way by Mavor Drenim
His arm computer (think pip-boy with a big touchscreen)

Personality: Quiet, almost shy. Doesn't really enjoy being around new people, or people at all for that matter. Intelligent and curious. A follower rather than a leader, but dislikes people "abusing" their authority. By his standards, that means someone telling him what to do. Traumatized from Eira eating his friends.
Traits, quirks, habits: Introverted, polite, a bit clumsy. Doesn't curse much. Gun nut. Recovering alcoholic.
Likes: Reading, listening to music, wandering the wastes, unearthing Rigelian history
Dislikes: Loud noises, having to wake up early, coffee and cigarettes, the AA
Reason for becoming a Prospector: Simply put, being broke as hell. Seeing his friends getting snacked on made him a bit sad, which in turn reduced his work motivation to an extent that his employer fired him. The Association offered him a lucrative, if a bit boring job as a consult, which he decided to accept despite his misgivings.

Bio: Poor old Doc Parish. Fresh out of the prestigious Vallis Marineris University on Mars, he had jumped for the opportunity to join an expedition to Rigel-3 when offered one. Little did he know that the planet would soon become an isolated hellhole. At the beginning, he didn't mind much. He was an archaeologist, and there was a lot to archaeologize on Postpoc. Then the Archaeologists' Association got big and started swallowing the smaller companies up, leaving Parish and his team as one of the last remaining independent digger groups.

That changed when they saw a spaceship crashing and went to investigate, only to be eaten by a remarkably hungry madwoman. Well, Parish didn't, because he managed to smash her in the head with a shovel. He then proceeded to run away like a little girl.

At this point, he began contemplating his life and became depressed, boozing his way into unemployment. Soon realizing that he needed money to drink, he reluctantly signed up with the AA. When the boss came to him and the guys to ask for volunteers for an expedition to a previously uncharted ruin, he eagerly joined up, then immediately regretted it when he was given body armor and a weapon, realizing it would be one of those jobs.
Ameriganastan as
Archie Crane,
the Sniper
Name: Archie Crane
Sex: Male
Age: 33
Height: 5'9
Weight: 145 pounds

General appearance: Skinny and spindly. Shaved head. Blue eyes. Has an eyepatch worn above his eye. Only wears it when he's sniping something. Dressed in drab brown clothes to hind among the terrain.

Skills: Sniping, sneaking.

Stuff they own: The clothes on his back, his rifle and a boot knife.

Personality: Quiet. Keeps to himself when he's forced to interact with people.
Traits, quirks, habits: Smokes. The last guy who touched his smokes lost three fingers.
Likes: His smokes, shooting stuff and people not bothering him.
Dislikes: People bothering him, running out of smokes and not being able to shoot stuff.
Reason for becoming a Vagabond: The solitude. He enjoys the freedom and isolation of wandering the terrain with his gun.

Bio: Archie doesn't have what you'd call an interesting history. He was just your typical scrawny nobody working some dead-end job no one gave two shits about. That changed when he got a package mistakenly shipped to his door. A brand spanking new sniper rifle, most likely intended for some crazy badass mercenary. Well, who says he couldn't be one of those crazy badass mercenaries? The scrawny nobody took his ill gotten gun and set out for his new job of shooting shit from really far away.





...and Lucy as herself.
Name: A CV-R3 infantry vehicle, unit number RGL3-12, nicknamed "Lucy"
Sex: Genderless, given female personification
Age: About twenty years
Height: 280 cm
Weight: 31 tonnes

General appearance:
[/url]


Skills: Lucy needs help to perform all tasks

Stuff they own: Nothing, but is forced to carry the following:
- A Bailey & Anderson Manufacturing Foundries (BAMF) 35mm chain gun
- A coaxial machine gun
- Smoke dischargers
- Bolt-on armor
- Engine modified to run on timonium

She doesn't complain, though.
Personality: Lucy is the strong, silent type.
Traits, quirks, habits:
- 200 rpm ROF for the gun
- 800 rpm for the coaxial
- 95 klicks per hour maximum speed
- 1000 km range on a full tank
- Can be operated by a single person, but the ideal number of operators is at least three
- Has eight seats in the back
- Has air-conditioning
- Intercom can be used to play music
Likes: Unknown
Dislikes: Running out of gas and being on fire, judging by the alarms and lights on the HUD
Reason for becoming a Vagabond: Being stolen by three ScanPower employees.

Bio:
Built in a Patria-Hägglunds plant back on Earth, "Lucy" was initially designated as Strf-171-4532. Eventually she was bought by ScanPower and shipped to Rigel-3, where she got her local designation and nickname. When the Incident happened and the company's enterprise fell apart into chaos, she was silently driven away by three ScanPower security personnel: Jamie Hicks, Toni Anderson and Hiram Dupont.


Image
Past members of the group


Thomas Wayne Jr, the Enigma
Played by Ultramania
Died from the shock of an overloading power cell
Name: Thomas Wayne Jr.
Sex: Male
Age: 32
Height: 6' 2"
Weight: 210 lbs

General appearance: (description or picture) White, well-toned, black hair, blue eyes. Handsome, doesn't smile.

Skills: Hand-to-hand combat, martial arts, mechanical repair, traps, manipulation, logic, linguistics, computers, very well-read and educated. Basic medical knowledge.

Stuff they own: Black/grey body suit of armor that has cloaking/stealth abilities, as well as mechanics that allow Thomas superhuman strength and durability, mask included. Belt of various gadgets.

Personality: Cold, calculated, cunning. Ruthless, doesn't play well with others, will sacrifice group for personal gain. Gifted liar, can tear apart teams from the inside. Genius intellect, extremely selfish and misanthropic. Generally nihilistic.
Traits, quirks, habits: Silent, rarely smiles, never laughs, speaks in a quiet but direct manner. Generally creepy to others. Secretly sociopathic. Arrogant.
Likes: The dark, riches, women. (Getting pretty bored of the second two.) Has a strong fascination and liking of owls. Loves tormenting others psychologically and watching best friends become hated enemies. Enjoys tricking others and outwitting people. Control over others.
Dislikes: Bright lights, laughter, general noise and rowdiness. Hates others besting him or making him look like a fool. Hates teamwork, thinks of teammates as tools. Order that he doesn't control. Bats.
Reason for becoming a Vagabond: Trapped on this godforsaken planet.

Bio: Born to petty criminal parents, Thomas Wayne Jr. witness his parents shot to death by a police officer after a jewelry robbery. He began to harbor an intense hatred for the law and general do-gooders. He managed to survive in the criminal underworld, training under various crime bosses. Eventually, he conquered the top crime lords of Earth under his rule. With his vast sums of wealth he became a playboy, experiencing the very best the rich could afford. He bought various body implants, the most significant of which was a neuro-chemical enhancer that raised his already gifted intellect to genius levels. He became bored though, and began staging various plots to destroy his empire and rebuild it. Eventually, he hated his world and left it all behind, searching explored space. One day, he came to Postapocalyptia, where he was just preparing to leave as that damn generator exploded. Trapped on this hellhole, Thomas had two options. Find a way off this rock, or stay and cause the survivors to destroy themselves. Come to think of it, he doesn't mind either.
Ezekiel Eins, the Schizo Chef
Played by Esternial
Disappeared in the Deep Sands, somewhere south of the Glow
Name: Ezekiel/Zee Eins (split personality disorder)
Sex: Male
Age: approx. 35
Height: 6 ft 4 in
Weight: 176 lbs in 1G conditions.

General appearance:
Image


Skills:
Zee is a bartitsu master and a decent chef, especially behind the barbecue. Ezekiel has extensive training with firearms and combat, as well as weapon engineering and knows his way around prosthetics maintenance.

Stuff they own:
- Clothing: Climate-proof trench-coat, black leather boots and gloves, body armour (concealed), a black gas mask with dual filters, purple goggles and a commander's hat. All are surprisingly resistant to damage. Additionally, he owns an apron, featuring "Kiss the chef" in red letters.
- Vibrosword cane.
- Multi-Use Generator (aka "MUG"). Can condense water from the atmosphere and heat it to produce scalding liquids. Currently set on "tea". Settings can be changed by interacting with the MUG's AI.
- Prosthetics/cybernetics: Spinal chord, legs, eyes and left arm, containing an energy wave generator (~microwaves) capable of producing a surge of energy which can overload/destroy electrical devices or knock out people (effects similar to a tazer). Can also transfer power to the MUG.
- Nanomachines, monitoring his medical data and saving it on a small storage drive mounted on his right arm, which can be accessed by medical doctors

Personality & traits, quirks, habits:
Zee comes off as a goofy, eccentric fellow. At times he tends to ramble incomprehensible things, but sometimes he makes perfect sense, implying that he may have a split personality (he does). Despite this apparent mental illness, he's a formidable foe in close combat and a brilliant leader. He shows no fear, or is utterly oblivious of its existence, among other things. He is known to talk to inanimate objects, or things that were once alive.

Ezekiel, his other personality, is a much more serious and very pessimistic person. He loathes science and anything related to it. Unlike Zee, Ezekiel vividly remembers the atrocities committed on him during his early life, making him scarred individual with severe anger issues and tendency to shoot first and never ask questions. Zee claims he's quite the party pooper.
Likes: Zee likes tea and cake. Ezekiel has no joys in his wretched life, though he does seek simple pleasures in booze and watching scantily-clad wenches, which he claims do not bring him any enjoyment whatsoever.
Dislikes: Zee dislikes boredom. Ezekiel has a deep hatred for science and derivatives, and everything else other people enjoy.
Reason for becoming a Vagabond:
Zee has a healthy adventurous spirit. Ezekiel just wants to live out the rest of his life.

Bio:
Ezekiel Eins is the product of a myriad of medical research projects. For most of his life he was experimented on, years which he managed to survive by giving up his sanity, generating two split personalities. During his time there, he was injected with nanomachines and several of his limbs were replaced by prosthetics, all gruesome and painful experiences.

When the research facility holding him captive went tits up, he was suddenly free to live his life, spending it travelling and earning valuable life experience.
Asef Volsung, the Amnesiac
Played by Neo Arcad
Shot to death at the Glow
Name: Asef Volsung
Sex: M
Age: Unknown. At least Gravitic Event +20, though. Physically, he's somewhere in his twenties.
Height: 6'2"
Weight: 140 lbs

General appearance: Artist's impression, I guess.

Skills: Martial arts, puzzles/problem-solving, finding lost things (from ancient ruins to the TV remote), spacecraft/aircraft piloting, and a bunch of other weird things that he can do intuitively without knowing why.

Stuff they own: Nothing, really. The stasis pod? His clothes? That's pretty much it.

Personality: Inquisitive, determined, cynical, and intellectual. When he is presented with a problem, he won't rest until it's solved. Or he collapses from exhaustion. Whichever comes first.
Traits, quirks, habits:
Likes: Coffee, puzzles, riddles
Dislikes: Bright lights, silly hats, trick questions
Reason for becoming a Vagabond: Not much else to do in his situation, is there?

Bio:
[PROFILE ASK-2112]
[COMMENCE DATA RETRIEVAL]
Born on M̧͏̢̧a͏̛͘͟͞r҉҉̡͝s̴̡͘͢͞ in [DATA CORRUPTED] as a result. By this stage his mastery of the various fighting arts he had studied was undeniable. Due to this among other factors, was found to be an idę̡͘͠a͏̛ ̷̢̕͡҉ś̷̕҉u͜͠͞b̶̶̸̡͢j͏̴ę̢͢͏͢c͢͏̸t̷͞ f̶̷̷̛͘ò̸̧̀̀r̨̛҉̶̧ [DATA CORRUPTED] the vessel was lost in transit during the gravitic event in the Postpoc system, and all crew and passengers were presumed to be dead, as their ship was torn t҉o͢҉̴͘͜ ̧́p̴̴̵̧͜i̵͟é̡̢͟͟c͝è͢͝҉̛s̷͡ ͠͠͝͞b̵̛͜͜͡y҉̴̸̸ ̶҉t̴͟҉h̸è̷́͝ ̡́͘̕ [DATA CORRUPTED] [DATA CORRUPTED]
[ATTEMPTING RECOVERY]
...
...
...
...
[DATA CORRUPTION AT 97%]
[UNABLE TO RETRIEVE]
[END PROGRAM]
Last edited by Ayreonia on Tue May 20, 2014 8:33 am, edited 24 times in total.
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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Tue Oct 29, 2013 5:52 pm

Image
The Planet As We Know It

Rigelian Wildlife
(Credit to Jessjohnesik)
The Daggerwrist

A human sized, arboreal, liquevorous predator, the Daggerwrist is a very elusive creature that feeds in the same way as arachnids. The creature is capable of gliding, but is also a quadruped. While mainly feeding on Skeelies, who are fully airborne creatures, it can also attack earth bound creatures, occasionally stalking burrowing creatures while also capable of running after prey, though it's dagger-like front appendages make it extremely difficult to run at fast speeds. They also use powerful muscles in their legs to allow them to make great leaps to maximize the distance they can cross on each glide. Like many other species on the planet, they utilize bioluminescent lights. This creature's favourite 'spot' would be the pocket forest of Rigel.
Image

Plaque Bark Trees

These Earth-equivalents of trees are tall plant like organisms which rely on minerals, water and the sun's energy for a living. The trees are made up of a very large trunk with a thick crust permeated by photosynthetic covering. The trunk gets less wide on the way to the top. Attached to the trunk are sharp 'branches' with a similar anatomy to the trunk. The branches however have an extra layer of photosynthetic layers. The trees provide food for Skeelies and hunting spots for daggerwrists as well as harbouring other species.
The trees in pocket forests are quite far apart due to complex and extremely deep root networks. The pocket forest are also very rare due to the hostile nature of the planet. And are not very large. Occasionally, a leaf like organ will be grown on a branch.

The Gyrosprinter

These 'gazelles' compromise of a horse-size creature with a naked skull and strong, merged legs. The legs have merged during the course of evolution for the creature to be able to get away from predators with much greater speed. They have a special organ for maintaining balance. It feeds using a long tongue , which spreads apart to form a net similar to a fungi's, using which it captures every organism that is floating in the air at the moment, swaying the tongue as it moves about.
Image

Arrow tongue

A bipedalien with black coloration and red spotted biolights. Averaging about eight meters tall, an Arrowtongue impales its prey with a 3 meter-long, serrated, arrow-tipped proboscis. Like many spiders on Earth (and like most predators on Rigel), Arrowtongues are liquivores, injecting digestive juices into their prey and then sucking up the liquefied organs. They are fierce, solitary hunters found on the grasslands of Rigel. Like most of Rigel's animals, their pointed, spade-like heads contain no true jaws. They use sonar in order to find other species and food

Micro flyers

Micro flyers are small creatures of various species that inhabit Rigel's lower airways, being the base of most ecosystems along with the Pollen.

The Pollen and Aerophytes

The Pollen are microscopic organisms that float in Rigel's airways, often reaching incredibly high altitudes due to their lightweightness and anatomy. They are the base of virtually all ecosystems(along with aerophytes) and feed through photosynthesis among other things. Aerophytes are Microscopic vegetative organisms that float on Rigel's air currents and constitute a major source of food for several species on the planet.

Beachquills

Beach Quills are short-range attack hunters and are some of the smallest creatures on Rigel. They attack in colonies and kill their prey with a neurotoxin. They can propel themselves by means of a folded muscular "foot". The beach quills look exactly like their name, they are 76 mm in length.

Bladderhorn

This creature is a bright blue, rather comical-looking bipedal animal, with two "antlers" extending out of the sides of its head and have red biolight markings on them. The antlers are actually sacs designed to inflate and make it look much larger than it truly is. Bladderhorns make bellowing sounds by deflating the air sacs. The Bladderhorn uses its "antlers" for communication.

Prismalope

A tripedalien of Rigel's plains and deserts, Prismalopes often travel in herds. The first thing one notices about this creature is its massive prism-shaped head. Though it appears ungainly, it houses the Prismalope's grasping tentacles, which it uses to capture small prey. This fast-breeding creature is preyed upon by a multitude of predators, both terrestrial and airborne. It is also very numerous.

Prongheads

Prongheads are bipedal plains predators that feed on Gyrosprinters, Symets and Littoralopes. They are named for the three hollow prongs protruding from their faces that act as tubes to siphon liquids from their prey, since they use their feet to inject their digestive fluids into prey. They hunt in pack in a similar manner to wolves on Earth.

Littoralopes

Littoralopes are placid, slow-moving quadrupeds with little evidence of intelligence. They also have tails resembling their heads, similar to Symets. This feature probably evolved to confuse predators.

Symets

Symets are bipedal herbivores named for their protective symmetry. The symmetry most likely evolved to confuse predators. A Symet

Unth

The Unth is a tundra creature with asymmetrical tusks. Unths are named for the sound they make when they take a step. Unths live in herds. Unths had only one gender but still fight for mating rights.

Stripewing

The Stripewing is an odd two-meter-tall flying creature with stripes on its wings that breaks into a hopping frenzy each night. Stripewings will fold themselves into compact shapes.

Skewer

The largest aerial predator of Rigel. It is a humungous flying animal, with a wingspan of 50 feet (over 15 m). Not even the largest pterosaurs (like Quetzalcoatlus, with its 40-foot (12 m) wingspan) from Earth have a wingspan even approaching that size. Its wings do not flap but squeeze, shifting shape to shift flight. It is actually propelled by combusting methane gas in four jet-pods on its wings. This allows the Skewer to travel at speeds of 200 miles per hour. Its killing tool is a hollow lance that impales its prey, injects digestive enzymes, and sucks the corpse dry. The Skewer also hunts in groups, each Skewer dropping the spoils and another swoops in to feast. No large animal on Rigel is safe from the skewer.
Image

Sac-back

The Sac-back gets its name from the sac on the male's back. The sac is used to store pre-digested food from the "sea", which is later fed to the females. Male and female Sac-backs live completely different lives. Males live on the surface, walking around on their three legs. Female Sac-backs dig "tombs" in which they bury themselves. Once buried, the only part of the female that sees the light of day is her mouth and tentacle.

Rigel Tomato

Darwin Tomatoes are giant molds that grow in the pocket forests. They can grow to be at a maximum of half a metre.

Electrophytes

These red, mushroom-like plants electrocute animals that stray into their fields, and then consume them alive.

Polardots

A plant with small blue flower like organs that live in the polar and colder regions of Rigel.

Stickball Plant

The Stickball Plant is part sponge and part virus. The only creatures that eat them are the Gyrosprinters.

Fodderball Weed

The Fodderball Weed produces football-like fruits called zimns. These weeds have a lightweight construction that puts them at the mercy of every wind.

Stalkers

Stalkers are colony-living predators that have several different tasks. Scouts find large, slow moving prey and mark them with a special scent, then return to the nest to spread the word. Workers then swarm out in huge numbers, detecting the prey and work together to bring them down and kill them. Finally, there is a queen, who stays in the nest and constantly lays eggs that become new stalkers. This lifestyle is based on earth's hornets.

Groveback

The Groveback is one of the largest creatures native to Rigel. When fully mature, they are large enough to have entire stands of trees grow on their backs during the long periods of dormancy spent buried in the ground. Once mobile, they travel on two large front legs and a rear appendage shaped much like a boat rudder. The Groveback feeds by absorbing nutrients from the soil through the skin of its underbody as well as feeding on the microscopic plants and animals that number in the millions in Rigel's air currents. The Groveback is one of the few creatures on Rigel with true jaws. The Groveback is a truly enormous animal, however can be easily killed by a colony of Beachquills. Other creatures, even the Skewer, do not risk getting close to mature forms.
A grove back approaching a colony of Beach quills, something that will lead to its death:
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Tubegrass

Long grass which is hollow like a tube giving the plant its name. It is striped.

Gourd Tree

15-story tall plants that are supported by root-like stilts. Gourd Trees are either hollow or spongy inside. They have to be for the stilts to support them.

The Spitter

A relatively small(25-40 cm), omnivorous and mostly nocturnal creature, the Spitter spends two thirds of its time under ground, coming out only in the deep of the night. The spitter is a burrowing quadruped and over the course of evolution, it's front appendages became modelled like effective shovels while its hairs help it stay warm during the night. Like most Rigelian wildlife, the spitter doesn't have jaws, but rather a proboscis, which it effectively tugs away into its 'neck' when digging to prevent damage. Once again, like most Rigelian wildlife, the spitter doesn't have eyesight but relies on Sonar and to a lesser extent on hearing, vibrations and tactile senses. When cornered(this happens rarely), the creature spits an acidic bile, that isn't deadly, but quite corrosive. Naturally, it uses the bile to dissolve earth and sand when digging through stronger materials. To dig better, the creature also has keratin encrusted over its front digging appendages.

Butchertree

Many species prey on the numerous, fast breeding Prismalope, but the Butchertree is the only species that actually lures the Prismalope instead of chasing it. Dotting the plains of the northern hemisphere, the Butchertree kills anything that comes within range of its four branch-daggers. They have a bizarre relationship with an unnamed flying organism, which is the primary food source of Prismalopes. The Butchertree grows underground roots that resemble these fliers, allowing the "tree" to lure Prismalopes close enough to try to kill and eat them. It is unknown just how this species reproduces. One possibility is that the small flier it associates with transfers eggs and sperm between individuals. Another possibility is that the flier itself is the second gender of the species, an extreme form of sexual dimorphism. Either way, young Butchertrees are found close to their "parent", and are connected to them through an umbilical cord similar to that of the "growths" that mimic the fliers. The cord disappears once the young are capable of nourishing themselves. The Butchertree is one of the only species known to prey on Skewers. Most information about The Butchertree is unknown as it is too dangerous to get close to, meaning an almost impossibility of surveying it properly for scientists. Which is why scientists could only guess what the unnamed flyer is(whether its a different species, the second gender of the Butchertree etc) and how the Butchertree actually works.

Carver Wing

An incredibly aggressive ectoparasitoid flyer that lays its eggs on the dorsal survases of large animals. Once the eggs hatch, the Carver wings will devour their host.

Brain Balls

Brain-like creatures that resemble brain corals. Described as huge, colonial earthbound floaters, not much is known about them as they are quite rare.

Diskflyers

Diskflyers live around Rigel's remaining Seas and water bodies and operate within very distinct four square kilometer territories. It is not known whether young Diskflyers stay within the territories in which they were born or if they leave to establish new territories of their own. Diskflyers are hermaphroditic, like most of Rigel's fauna, and mating impregnates both partners. It is not known whether diskflyers give birth to live young or eggs. Possibly related to skewers. They are relatively rare due to the scarcity of water on Rigel.

Amphibians

Medium(0.5-1.5 metres in length), amphibious quadrupeds that live on the shores of large bodies of water. They look like a cross between an axolotl and a lancelet. They are pretty much the only species that even closely resemble Earthican species and one of the few species on Rigel to have true jaws. They are very rare, omnivorous, but do not pose a danger to humans.

Fin Leg

Small, silver, barrel-shaped herbivores with two fin-like limbs, hence the name. Even though it only has two fins, it walks on four points, two on each fin. They feed on the semi-liquid membrane of the jelly-bladder plants. They are also amphibious but they are rarer than the Amphibians as they need slightly deeper water to breed.

Jelly Bladder Plants

These are plants with relatively large jelly-like forms on their stems. Many creatures eat these plants. While very abundant(relatively) everywhere, the number of these organisms triple or quadruple near bodies of water and double in Pocket Forests.

Rigel Moss

These are the plants that are usually seen in the rare grasslands, pocket forests and bodies of water. They are however very numerous and are also present in deserts. They resemble green moss on Earth.

Hoppers

Small(30-70 cm height), biped, naked creatures that migrate from place to place in medium groups. They have powerful hind legs and are very fast(20 km per hour). They are easily targeted during the cool nights as they are cold blooded(an evolutionary path that helps them be so active yet waste very little energy) and can barely run away from predators. They have a special, sharp proboscis with which the suck gelly bladder plants and scrape Rigel moss. They are one of the few animals on Rigel to have eyesight, a reminiscent to a time when eyes were spread through Rigel's species. While their eyesight is very good, like all creatures, sonar is also present.

The Luna Flyer


An aerial relative of the Spitter, the Luna Flyer is a nocturnal creature with an anatomy very close to that of a Spitter. It's front appendages, however, were changed over the course of evolution into powerful wings that allow it to take into the air. It hunts in a similar way to the Skewer, with its back legs extremely atrophied(they are not visible any more). The creature does however have hard living conditions and a relatively short life. The problem is that the creature is obligately nocturnal, sunlight and heat can damage its skin. Since it has nothing to dig tunnels with to hide in, it is forced to constantly circle the planet to always be in the night zone, meaning that it needs copies amounts of energy and even the slightly weak quickly die off. To compensate for their short lifespan and high mortality, the Luna Flyers are very fast breeders, able to give birth in the air five times for each female. Yes, these creatures have two sexes like the Spitters, a rarity among Rigelian creatures. A female has a very short gestational period- three days and as much as ten wombs, each with a different conception date. The flyers are constantly on the search for food as well, wiping out other night creatures by swooping down on them or using their acid to take them down from the air. This complex lifestyle allows them to survive in sufficient numbers.

Trunk Sucker

The Trunksucker is a small animal that glides through Rigel's forests and clings to Plaque Bark Trees, sucking their sap. The Trunk Sucker is hunted by the Daggerwrist. It is a very widespread creature in the Pocket Forests.
Image

Ol

The Ol are the dominant aquatic life form in most bodies of water of Rigel. They have a streamlined body and tactile sensors all over its body. They coordinate with sonar and smell in large groups. They feed on the water equivalents of Aerophytes. While spread in most water bodies, the Ol generally need a depth of at least 5 metres, but are able to live in less deep water as well as hibernating in mud in sufficiently large groups to reproduce properly when the water deepens and/or rain falls. They propel themselves with the use of their lower body. They feed by filtering mud, sand and water.

Akatziri

Massive, stalking beasts that roam the desert in packs, a sort of tribal organization. No Akatziri ever breeds within their pack, but instead intermates with other packs, and the children stay with the mother. They're extremely territorial, and are generally considered scavengers on a large scale. However, due to their large amount of energy requirement for being so large, they are forced to turn either to cannibalism or predatory natures to ensure their survival. The Akatziri posses a beak-looking proboscis that they use to feed on creatures. The creatures are slightly taller than a giraffe. Their young are capable of moderate flight.

Stoveil's beast

Known actually by another, extremely long, latin name, these predators are unique, and have adapted to their surroundings very well. Completely solitary, Stoveil's Beast has the ability to stand on its hind legs, and propel itself forwards in a leaping motion. They're infamous for digging pits in the sand, and waiting hours, maybe days, for the right prey to come along, and then they pounce, their infamous high-pitched scream being the last thing many a vagabond has ever heard. This creature uses sonar and vibration to locate prey. It is not capable of long running which is why it lurks to pounce on its prey. It is a crepuscular species like Earth's tigers. It is the only Rigelian carnivore to have jaws, even though it uses them only to rip flesh so the prey bleeds to death, after which it uses its proboscis like other animals.
Sketch of the creature(-eyes):
Image

Rigelian Papaya

Somewhat related to the stickball plant, this 'plant' grows edible succulent round grey fruits. Eating too much(more than 4) will cause severe hypervitaminosis. Eating one or two, will give you a supply of vitamins. It is consumed by Prismalopes, Symets and other creatures who pierce the fragile membrane of the fruit.

Agora

A small, herbivorous diurnal quadruped creature. The Agora dwells in Pocket forest and burrows. Occasionally it might dwell on the surface but this happens rarely as it risks getting killed by carnivores. The creature is covered in hairs completely with only its proboscis sticking out. It's fur is soft and matches the colour of the desert. The creature has three sexes and is very populous, it's main sense is sonar and vibration. The creature is quite clumsy and might pretend a rock when cornered.

Poleria

The Poleria is a small, flying creature whose maximum size never reaches more than half a metre in length. It is legless and relies on sonar to navigate. It is a filter feeder that feeds on mainly aerophytes. The Poleria is bluish-purple in colour, is very lightweight and and has short , but stretched over the body, wings that have an anatomy like that of a Skewer. While usually exchanging genetic material and traveling in large groups, Polaria is a hermaphrodite and is diurnal, forced to constantly travel in a way like the Luna Flyer, but vice-versa.

Lorr

Yet another member of the so-called by scientists 'Spitter Genus', the Lorr is a relative of the Spitter and Luna Flyer. This creature, unlike its two nocturnal relatives, is diurnal and dwells in mainly Pocket Forests but travels through the vastness of the desert to different Pocket Forests, water bodies and fields. The Lorr resembles a rather small, bipedal creature with sensitive hairs on the tip of its proboscis. While having atrophied the glands thanks to which its relatives 'spit', this creature uses the leftover of the glands for communication as the species has a very sensitive sense of smell in the form of small pore-like openings running along its body, the liquid expelled through the glands being very scented and easily picked up the scent organs. Lorr are also able to change their colour to suit their surrounding and are bipedal, standing at half a metre and being about the same length as well. They travel in groups as large as six members, have a streamlined body with bony ridges on its back, are ectothermic and are omnivorous. It's main senses are those of sonar and scent, yet they also have a light sensitive spot on top of it's head. Like all of its relatives in the family, they have have two sexes.

Stinger Fan

A 'hybrid' between an animal and plant, this creature somewhat resembles a large flower with an average height of 1.5-3.5 metres. It folds up during the night and is present in swamp-like and generally at least somewhat rich in water areas in large groups that are sometimes referred to as 'Stinger Fan Forests'.
Image

Trot

The Trot is a generally slow-moving(but actually capable of faster-than-horse long term travel), large(5m in length and about three and a half in height), sextuped animal with armoured skin that moves in medium herds. It is often compared to Earth's equines. This animal has two ways of feeding itself: filtering the air for aerophytes using flaps on its neck and using its prolonged mouth as a proboscis to pierce jelly bladder plants and other flora, using its long anteater tongue lined with keratin ridges and hooks to consume other food. The Trot is considered a domesticated species and is used as a substitute for the horse. Like most creatures on Rigel, it uses sonar to get by, however vibration, hearing and smell are important senses as well. The second species, dubbed the 'Eyed Trot', has rather primitive eyes, one of the very few animals which had actually evolved eyes at this stage of the planet's biological evolution rather than 'loosing' them. The regular Trot has light sensitive spots that can also 'see' silhouettes. There are approximately five species of Trot, as thought out by biologist that have arrived on the planet, there may be much more. It is thought, and true, that the domesticated Trot are much faster than their wild relatives due to the domestication process which selected those fast enough while also encouraging and forcing them to take to speed much more often.

Ferns

Ferns are extremely hardy plant organisms that can be even occasionally found in sole group in the desert, despite being mostly found in fields of which they are a pretty important component. Although not as nutritious and frequently eaten as the Jellybladder plant, this species makes a very important component in the food pyramid for many creatures. They have a tetramerous radial symmetry and can be somewhat confused with Medusa's poisonous appendages. They are brown-green in colour, as well as looking slightly like a fern if looked at in general.

Medusa Magna

A large(3.5-5 metres in height), placid carnivorous creature whose 'tentacle' like appendages are extended over the ground to stand still as if they are a harmless plant organism, when they snatch unsuspecting prey and brutally bruise it with poisonous spikes and ridges until it dies of its injuries, then making its mouth go upwards to protrude from the earth to swallow the victim. The Medusa can then go on without food for years. Medusa's young are airborne and feed on mainly aerophytes until they become too large for flight and burrow themselves into the ground. Medusa Magna is a hermaphroditic organism, however the young frequently exchange genetic material. It relies on mostly vibration. It's aerial is the desert.

Orange Fruit

A hardy, heat resistant plant that has a bright saffron coloration with fading khaki spots. It is made up of a very hard stem and powerful roots, that are rather for keeping the plant in place rather than sucking water from the ground, but are jot exempt the either the functions. It's main source of water would be a flower-like bed on the top of its stem, which can reach up to nine times more wide than the stem and can fold and unfold depending on the weather, slightly resembling a closed umbrella when its closed. Like the jellybladder plant it has, although smaller, nutritious fruit like sacks. It is spread across low lying plains, pocket forests, near and on the shores of water bodies and can be occasionally met in the deserts.

Johanna-Annabjørg Plant or Sígurðadóttir Plant

Discovered by Scandinavian sister scientists Annabjørg and Johanna Sígurðadóttir on their trek around the planet, this organism is a rather small(5 cm in height and usually 2-10 in width) grass like plant that grows in sheafs. It is shamrock in colour.

Numerous other life forms also dwell the surface, air currents, water and under the surface of Rigel.
Groups and factions of Postapocalyptia
(to be expanded as the story goes on)
Archaeologists' Association

Archaeoholics Anonymous, as some like to call them, or Arch Ass as they're mocked by their (admittedly numerous) opponents, is a wealthy and influential organization that focuses on the discovery and study of alien artifacts and ruins. They're very jealous of said objects and consider themselves to be the sole scientific authority on Ancient Rigelian studies. If you see their people at a dig site, don't loiter around -- they might open fire at you. The ranks of the AA include archaeologists, soldiers and logistics personnel, but they're also known for hiring vagabonds and paying good prices for any artifacts brought to them.

The Association's headquarters are based in Montecristo, the largest and most prosperous of Postpoc's cities, sometimes called Little Earth, but their reach extends to most of the planet. They often clash with Gazprom on the edges of the Deep Sands, even though neither group has much interest in what is mostly considered to be useless wasteland.

Gazprom

One of the great conglomerates who initially settled Rigel-3, the originally Russian but these days mostly Chinese-owned Gazprom has, as opposed to most of their competitors, managed to retain some degree of organization and influence. They control large parts of the timonium refineries in the Eastern Dune Sea, an area very rich in the element, and have a large, if ill-equipped and only moderately trained security force.

ScanPower

Founded in the Scandinavian Commonwealth during the early 22nd century, ScanPower took immediate interest in Postapocalyptia's timonium reserves when word spread back to Earth. Their haphazardly set up command and supply structure collapsed following the Incident, leaving only a few pockets struggling to have some semblance of control.

UNSEC

Called UNSEC by most PostPoc residents, the United Nations Space Exploration Committee Expeditionary and Settlement Mission - Rigel 3 (for you assholes who want full names) was UNSEC's official mission to Rigel 3. Comprised of UN peacekeepers and civilian experts, UNSEC was the first official body to begin to establish settlements on Rigel 3 and to tap into the timonium resources on the planet. Under official UNSEC doctrine, UNSECESM-R3 was to maintain order on Rigel 3 and assist the colonists, corporations, and other organizations active on Rigel 3 to construct a government in order to regulate matters on Rigel 3. That was, until the sky came falling down.

With no way to contact Earth, UNSECESM-R3 was left in control of the planet. Despite their best efforts to maintain order on the planet, everything began to fall through, with various groups claiming areas of the planet and torching UNSEC outposts. Fighting between UNSECESM-R3 and its rivals commenced throughout Rigel 3, and after 10 years of constant fighting, all sides decided that the conflict was a waste of time and resources, and UNSECESM-R3 left the war with a sizable amount of territory, though attempts to regain control of lost territory have been met with failure, due to UNSECESM-R3's finite amount of resources.

Despite the past 20 years of isolation from Earth, UNSECESM-R3 Peacekeepers are among the most well-equipped and well-trained fighters on the planet, though training has begun to slack off in recent years..

NexComm Mobility

This mega-corp came to Rigel 3 hoping to establish a global communications monopoly. They got what they bargained for and more. With companies that abandoned the planet once titonium became a farce, they were stuck with a global communications network that hardly anyone was using. Most of their workers are gone; the network is operational, somewhat, left to the automation drones to maintain the it. Blackouts are frequent. Its a hacker's playground.


Dynamic Unlimited, LLC (D.U.)

This cordoned of portion is run by none other than D.U. High military grade weapons, solid foot soldiers, and enough gear to make the biggest bad ass weep in awe, or stew in envy. Their shit’s not for sale though, so if you manage to salvage one, keep it and run like hell. There’s a price to be paid joining up with D.U., and no one knows exactly how to become one of them. Nor does anyone know exactly what it is they do. Couple thing’s for sure though: it’s a lifetime commitment and no one close to you sees you again.
Locations large and small
(visit scenic...)
Free City of Montecristo

Montecristo is a unique city in many ways. Not only is it the largest settlement on Rigel-3, it is also completely unaffiliated with any of the major factions of the planet.

Located in the fertile (by Postpoc's standards) Heartlands, Montecristo looks more than a bit peculiar when approached on foot or by vehicle. The first thing a traveler sees is the expansive ranches arranged in a circular formation, followed by squat and wide buildings, then nothing. Only at the buildings can one observe the vast sinkhole the city is built into. The wide buildings are actually huge lifts designed to descend passengers and cargo into the city proper.

The city is divided into eleven levels:

L11 - Environmental and Weather Protection: not a level in the usual sense, although it is officially considered one. Consists of the supports and control centers for the huge tarpaulins that can be extended over L10 in the event of a potentially hazardous weather phenomenon, such as a sandstorm.
L10 - The Summit: the uppermost proper level of the city. Ridiculously opulent compared to the rest of Montecristo, L10 is home to many luxurious hotels and casinos, as well as the headquarters of several planet-spanning enterprises, such as the Archaeologists' Association. The very few people who actually live there have little contact with the populace below.



Twixt Hills

The World's End

Deep Sands

Sandman's Gorge

Howling Divide

Náttúrbærinn


A rather large town first formed by a group of scientists who settled near Hvalur Stöðuvatn. The then settlement grew as more scientists gathered in the area to explore the huge(by Rigelian standards) body of water. Much technology was also brought to assist the scientists and explorers in charting the lake's geography, geology, chemistry and biology. The settlement eventually grew at a very fast rate(faster than other settlements near biodiverse ecosystems), most of its population well-educated professionals, including scientists. Recognising the mistakes of humans on earth, who turned every ecosystem they touched to shit, thus harming themselves, the population chose a rather ecological approach to living near the precious lake. After the events following which Rigel was blocked off from the outside world, Náttúrbærinn was left rich with technological resources and great minds, ultimately including good weaponry and agriculture. The population set up a technocratic government that worked very efficiently in all matters, eventually including guarding the town's territory. Fearing a potential war for its array of resources, including intellectual property that the town was rich with, the town became a protectorate of AA, something that was beneficial to both sides(or else AA wouldn't accept it). The town continues to grow and has the best healthcare and education on Rigel. The town is very civilised and unlike other places doesn't harbour brothels and things of the sort. It was deemed as 'the last civilised and lawful corner on Rigel' by the AA itself. The Town has excellent defence systems and a more than able military, as well as an efficient police force.

Freebooters Lane

A lawless shantytown proclaimed as a “free city” run by the most influential bad asses. Its filled miscreants, scallywags, and all manner of unpleasantness and the usual not-so-unfriendly citizen that just happens to live there also. Here you find trouble, cheap women (or men), booze, and a parties unlike any other on PostPoc. Don’t turn your back on anyone, though, as it’s likely you’ll be robbed. Or stabbed. Think of it as Tits Hills + World's End, only much much bigger and funner. Yeah, funner.


Theresa’s Hope

Originally called Settlement 1783-A, it was once the starting colony for workers of the mega-corp Avtek Industries; its sole mission was to collect as much titonium as possible. It is now one of very few ‘safe havens’ on PostPoc governed exclusively by remnants of Avtek's staff that were left behind and protected by its own security force. Story has it that when it became impossible to leave the planet, the CFO of Avtek climbed up the mountain east of the colony without any gear and prayed at the precipice for days to her god for salvation. No one has seen her since. The town has since been renamed in her honor.

Cloudripper

Originally a standard UNSEC Ground-to-Orbit defense emplacement, it was abandoned shortly after it's construction after it was realized the Northern Wastes were virtually useless and resource poor. Construction of a second one was abruptly stopped in the planning stages when the Flux hit. The gun, and the surrounding base, were left to the elements until a band of nomads claimed it as their home. They are a peaceful group, mainly spending their time attempting to replicate more complex pre-Flux technology, like the gun itself. They trade with whoever passes by, rarely get involved in political mucking about, and are the most well armed sons-of-bitches on the planet. While they may lack a plethora of small arms, they control the largest selection of heavy weaponry on the planet, including the Cloudripper itself, which is a 80cm cannon that can fire nuclear warheads into orbit. They share their home with the Scavenger migrant clans.

Society and culture of Rigel-3
(WIP)






The Soundtrack
(Note: Compiled by Ayr. Credit for the music goes to their respective composers.)
Last edited by Ayreonia on Wed May 21, 2014 8:43 am, edited 14 times in total.
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Cylarn
Postmaster-General
 
Posts: 14647
Founded: Nov 25, 2011
Left-Leaning College State

Postby Cylarn » Wed Oct 30, 2013 11:33 am

Tagged and reserved.
✎ Member - ℘ædagog
If you are serving the US and its allies right now overseas, thank you for what you do.
Recipient of the Best Crime RP'er Award and the Best Crime RP Award for 2013 in P2TM. Recipient of the Best Crime RP'er Award of 2014 in P2TM.

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Cylarn
Postmaster-General
 
Posts: 14647
Founded: Nov 25, 2011
Left-Leaning College State

Postby Cylarn » Thu Oct 31, 2013 8:56 am

Name: Russell Gellar.
Sex: Male.
Age: 43.
Height: 6'2.
Weight: 225 lbs.

General appearance: Russ.
Skills: Firearms, hand-to-hand, survival, land vehicle operation, explosive device operation, leadership and command, swimming.

Stuff they own: His garb consists of a worn and weathered pair of desert camouflauge UNSEC fatigues, with light body armor and coyote brown assault webbing, along with desert mil-spec boots, a tan and green keffiyeh, his dogtags,and a worn brown Stetson. His preferred weapon of choice is a standard UNSEC assault rifle, and his sidearm is a more futuristic update of the FN Five-Seven. He also carries around 2 satchels containing high-explosive ordnance, as well as 4 fragmentation grenades. His melee weapon of choice is a tomahawk with a titanium blade and a carbon fiber shaft. He also typically carries a hydration pack and an assault pack to carry his gear, as well as 3 MREs for nourishment. It is also rare for him to be without a few cigars or a handle of scotch, or without at least a gram of marijuana, which he smokes for "medicinal usage". For his smoking purposes, he carries a stainless steel Zippo lighter, that is remarkably well-kept. For the maintenance of his weapons, he always has a small cleaning kit in his bag, as the terrain and environment can destroy a gun within a short amount of time. He also carries around 4 magazines for his assault rifle, and 3 for his pistol. He also carries a bowl, 1 pack of rolling papers, and a one-hitter bowl for his marijuana.

Personality: Despite his rugged appearance, he is an intelligent guy who is usually rather friendly. He prefers to get to know people and to work in groups. When he's working with others, he is more than willing to cooperate with his team members, especially if he is given a leadership role. Like most people though, he can be pushed too far, and when that happens, he instantly snaps from a friendly, calm guy and into a mean, intimidating prick. He suffers from Post-Traumatic Stress Syndrome, as a result of his combat service in the military wing of UNSEC. Despite his PTSS, he is more than willing to carry out dangerous tasks for his group.
Traits, quirks, habits: Unless there is a sensitive situation going on, he tends to be a conversationalist and enjoys helping other people with their problems. When speaking with people, he always makes eye contact with them, and very few things can break his intense stare into someone's eyes. Most people dismiss him as an idiot, due to his Southern American accent that dominates his voice. When necessary, he can snap his emotions, going from friendly guy to intimidating prick within a few seconds. He is an avid cigar smoker and scotch-drinker, and many people claim that he is a pothead, due to the fact that he smokes a large amount of marijuana.
Likes: People, work, cigars, marijuana, hiking, long walks on the beach, hunting, relaxing, scotch, women, guns.
Dislikes: Bandits, pimps.
Reason for becoming a Vagabond: After his honorable discharge from UNSEC after 20 years of service and 4 years of service with Gazprom, he realized that due to spending most of his adult life as an Infantryman, it was probably his best skill, and with muscle being such a commodity in Postapocalyptia, he decided to market himself, specifically for those seeking former UNSEC Non-Commissioned Officers with years of combat experience.

Bio: Born and raised in North Carolina, back on Earth, Russ spent most of his childhood traveling around space with his parents, who worked as engineers on various planets until they came to the planet known as Rigel Three, where they received their permanent posting. Rather than going back to Earth in order to study engineering, he decided to join the military. He was assigned to an UNSEC mechanized infantry outfit on Rigel Three, and due to being stranded in the system, he would spend most of his career fighting bandits on lonely roads before being honorably discharged as a First Sergeant. He then spent the next four years of his career serving with Gazprom, doing the same shit he did with UNSEC. As a result, he got out of Gazprom and went freelance, working for anyone looking for a hired gun that was worth the money. After a recent score, Russ was holed up in Twixt Hills, purchasing some grass when he noticed the ad for Vagabonds. With his profits and health steadily declining, he decided to take on this job.

If I need to redo my application or revise any part, please let me know.
Last edited by Cylarn on Fri Nov 01, 2013 8:47 am, edited 1 time in total.
✎ Member - ℘ædagog
If you are serving the US and its allies right now overseas, thank you for what you do.
Recipient of the Best Crime RP'er Award and the Best Crime RP Award for 2013 in P2TM. Recipient of the Best Crime RP'er Award of 2014 in P2TM.

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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Thu Oct 31, 2013 5:02 pm

Cylarn wrote:Name: Russell Gellar.
Sex: Male.
Age: 43.
Height: 6'2.
Weight: 225 lbs.

General appearance: Russ.
Skills: Firearms, hand-to-hand, survival, land vehicle operation, explosive device operation, leadership and command, swimming.

Stuff they own: His garb consists of a worn and weathered pair of desert camouflauge UNSEC fatigues, with light body armor and coyote brown assault webbing, along with desert mil-spec boots, a tan and green keffiyeh, his dogtags,and a worn brown Stetson. His preferred weapon of choice is a standard UNSEC assault rifle, and his sidearm is a more futuristic update of the FN Five-Seven. He also carries around 2 satchels containing high-explosive ordnance, as well as 4 fragmentation grenades. His melee weapon of choice is a tomahawk with a titanium blade and a carbon fiber shaft. He also typically carries a hydration pack and an assault pack to carry his gear, as well as 3 MREs for nourishment. It is also rare for him to be without a few cigars or a handle of scotch, or without at least a gram of marijuana, which he smokes for "medicinal usage". For his smoking purposes, he carries a stainless steel Zippo lighter, that is remarkably well-kept. For the maintenance of his weapons, he always has a small cleaning kit in his bag, as the terrain and environment can destroy a gun within a short amount of time. He also carries around 4 magazines for his assault rifle, and 3 for his pistol.

Personality: Despite his rugged appearance, he is an intelligent guy who is usually rather friendly. He prefers to get to know people and to work in groups. When he's working with others, he is more than willing to cooperate with his team members, especially if he is given a leadership role. Like most people though, he can be pushed too far, and when that happens, he instantly snaps from a friendly, calm guy and into a mean, intimidating prick. He suffers from Post-Traumatic Stress Syndrome, as a result of his combat service in the military wing of UNSEC. Despite his PTSS, he is more than willing to carry out dangerous tasks for his group.
Traits, quirks, habits: Unless there is a sensitive situation going on, he tends to be a conversationalist and enjoys helping other people with their problems. When speaking with people, he always makes eye contact with them, and very few things can break his intense stare into someone's eyes. Most people dismiss him as an idiot, due to his Southern American accent that dominates his voice. When necessary, he can snap his emotions, going from friendly guy to intimidating prick within a few seconds. He is an avid cigar smoker and scotch-drinker, and many people claim that he is a pothead, due to the fact that he smokes a large amount of marijuana.
Likes: People, work, cigars, marijuana, hiking, long walks on the beach, hunting, relaxing, scotch, women, guns.
Dislikes: Bandits, pimps.
Reason for becoming a Vagabond: After his honorable discharge from UNSEC after 20 years of service and 4 years of service with Gazprom, he realized that due to spending most of his adult life as an Infantryman, it was probably his best skill, and with muscle being such a commodity in Postapocalyptia, he decided to market himself, specifically for those seeking former UNSEC Non-Commissioned Officers with years of combat experience.

Bio: Born and raised in North Carolina, back on Earth, Russ spent most of his childhood traveling around space with his parents, who worked as engineers on various planets until they came to the planet known as Rigel Three, where they received their permanent posting. Rather than going back to Earth in order to study engineering, he decided to join the military. He was assigned to an UNSEC mechanized infantry outfit on Rigel Three, and due to being stranded in the system, he would spend most of his career fighting bandits on lonely roads before being honorably discharged as a First Sergeant. He then spent the next four years of his career serving with Gazprom, doing the same shit he did with UNSEC. As a result, he got out of Gazprom and went freelance, working for anyone looking for a hired gun that was worth the money. After a recent score, Russ was holed up in Twixt Hills, purchasing some grass when he noticed the ad for Vagabonds. With his profits and health steadily declining, he decided to take on this job.

If I need to redo my application or revise any part, please let me know.

Nice! Accepted.
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Esternial
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Posts: 51826
Founded: May 09, 2009
Democratic Socialists

Postby Esternial » Thu Oct 31, 2013 6:14 pm

This is very promising. Count me in!

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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Thu Oct 31, 2013 6:48 pm

Esternial wrote:This is very promising. Count me in!

Counted!
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Cylarn
Postmaster-General
 
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Founded: Nov 25, 2011
Left-Leaning College State

Postby Cylarn » Fri Nov 01, 2013 8:50 am

I'm looking forward to this RP. I did a similar one on BYOND, a few years back.
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Jessjohnesik
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Posts: 12284
Founded: Sep 11, 2012
Civil Rights Lovefest

Postby Jessjohnesik » Fri Nov 01, 2013 9:59 am

Taggin and Braggin. :p
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Against: Biophobia, social Conservatism, excessive militarism/pacifism, hedonism, totalitarianism, anarchism, fascism, communism, feminism SJWs/BLM, corruption, Islam, Christianity, Palestine, nazism, Russia, Arab League, Saudi Arabia, Greece, traditionalism, moralism, UKIP, uncontrolled immigration
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Jessjohnesik
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Founded: Sep 11, 2012
Civil Rights Lovefest

Postby Jessjohnesik » Fri Nov 01, 2013 12:23 pm

Also dibs on medic. :p
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Against: Biophobia, social Conservatism, excessive militarism/pacifism, hedonism, totalitarianism, anarchism, fascism, communism, feminism SJWs/BLM, corruption, Islam, Christianity, Palestine, nazism, Russia, Arab League, Saudi Arabia, Greece, traditionalism, moralism, UKIP, uncontrolled immigration
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Esternial
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Posts: 51826
Founded: May 09, 2009
Democratic Socialists

Postby Esternial » Fri Nov 01, 2013 1:13 pm

I'm thinking of re-using one of my old characters, a chief medical officer.

(are other species allowed?)
Last edited by Esternial on Fri Nov 01, 2013 1:37 pm, edited 1 time in total.

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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Fri Nov 01, 2013 1:45 pm

Esternial wrote:I'm thinking of re-using one of my old characters, a chief medical officer.

(are other species allowed?)

Nope, sorry.

Also note (this is to all) that you don't have to be a military or ex-military person to participate. You can just be a regular guy who picked up a rifle somewhere and wants to make a living out in the Sands.
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Mincaldenteans
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Posts: 9450
Founded: Feb 17, 2013
Ex-Nation

Postby Mincaldenteans » Fri Nov 01, 2013 2:27 pm

Name: Severine Fields
Sex: Female
Age: 20
Height: 5’6
Weight: 120

General Appearance:
Image


Skills: Close combat, basic first aid, cooking, savvy with computers

Stuff they own: 2 pistols, 2 knives, backpack with first aid, extra clips, clothes, a bottle of vintage sweet red she's been saving for a reason, and a plushy named Shammy – don’t judge her.

Personality: quirky, short tempered, shy around new people but quick to warm up, can be a bit fickle and immature.
Traits, quirks, habits: Severine prefers to be behind a computer (as she's more than knowledgeable with it) than out in the field; though not incapable. Habit of running her mouth than keeping quiet in tense situatuons but has learned (somewhat) to tow the line.
Likes: homemade food, tea, books, history, music, guns and bad boys.
Dislikes: a lot of things, being rather fickle.
Reason for becoming a Vagabond: Severine thinks that by doing something big, she can kill off two birds with one huge share of a loot: First, to prove to her family that she's capable of doings herself and not wholly dependent on them. Second, to get herself and her family off this planet compliments of Severine.

Bio: A rebel without a cause, Severine was born into a family of opportunists, and she learned at a young age that in order to get what she wanted, she'd have to take it herself. Her family has been a dysfunctional, but weirdly, loyal and (somewhat) loving one. They have roamed throughout their lives and landing on Postpoc was no different than any other colony or Earth, except that it was. Here, it seemed as though this ball of rock was deliberately forgotten, shunned to a corner and left to its own devices. Here, Severine had to learn everything else the hard way. How to defend herself, how to capitulate upon opportunity and how to one-up the other person doing the same job. By the time she was 18, Severine and her family had come to blows long in the making of who earned their keep, for what, when, why and how. Words cut deeply on both sides and Severine left her family, but not without first being warned by her older brother that she had another four years before they were gone for good. Severine hasn't looked back since, or at least that's what she keeps telling herself.
Last edited by Mincaldenteans on Fri Nov 01, 2013 3:14 pm, edited 1 time in total.
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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Fri Nov 01, 2013 2:55 pm

Mincaldenteans wrote:
Name: Severine Fields
Sex: Female
Age: 20
Height: 5’6
Weight: 120

General Appearance:


Skills: Close combat, basic first aid, cooking, savvy with computers

Stuff they own: 2 pistols, 2 knives, backpack with first aid, extra clips, clothes, a bottle of vintage sweet red she's been saving for a reason, and a plushy named Shammy – don’t judge her.

Personality: quirky, short tempered, shy around new people but quick to warm up, can be a bit fickle and immature.
Traits, quirks, habits:
Likes: homemade food, tea, books, history, music, guns and bad boys.
Dislikes: a lot of things, being rather fickle.
Reason for becoming a Vagabond: Severine thinks that by doing something big, she can kill off two birds with one huge share of a loot: First, to prove to her family that she's capable of doings herself and not wholly dependent on them. Second, to get herself and her family off this planet compliments of Severine.

Bio: A rebel without a cause, Severine was born into a family of opportunists, and she learned at a young age that in order to get what she wanted, she'd have to take it herself. Her family has been a dysfunctional, but weirdly, loyal and (somewhat) loving one. They have roamed throughout their lives and landing on Postpoc was no different than any other colony or Earth, except that it was. Here, it seemed as though this ball of rock was deliberately forgotten, shunned to a corner and left to its own devices. Here, Severine had to learn everything else the hard way. How to defend herself, how to capitulate upon opportunity and how to one-up the other person doing the same job. By the time she was 18, Severine and her family had come to blows long in the making of who earned their keep, for what, when, why and how. Words cut deeply on both sides and Severine left her family, but not without first being warned by her older brother that she had another four years before they were gone for good. Severine hasn't looked back since, or at least that's what she keeps telling herself.

You've left the "Traits, quirks, habits" section empty.

I also assume she wears the clothes shown on the pic?

I'll accept this, just fill in the missing info as soon as possible.

Edit: Oh, and added some rules to the OP. I know it's pretty much RP 101, but frequently enough that stuff becomes RP 404.
Last edited by Ayreonia on Fri Nov 01, 2013 2:58 pm, edited 1 time in total.
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Mincaldenteans
P2TM RP Mentor
 
Posts: 9450
Founded: Feb 17, 2013
Ex-Nation

Postby Mincaldenteans » Fri Nov 01, 2013 3:15 pm

Ayreonia wrote:
Mincaldenteans wrote:
Name: Severine Fields
Sex: Female
Age: 20
Height: 5’6
Weight: 120

General Appearance:


Skills: Close combat, basic first aid, cooking, savvy with computers

Stuff they own: 2 pistols, 2 knives, backpack with first aid, extra clips, clothes, a bottle of vintage sweet red she's been saving for a reason, and a plushy named Shammy – don’t judge her.

Personality: quirky, short tempered, shy around new people but quick to warm up, can be a bit fickle and immature.
Traits, quirks, habits:
Likes: homemade food, tea, books, history, music, guns and bad boys.
Dislikes: a lot of things, being rather fickle.
Reason for becoming a Vagabond: Severine thinks that by doing something big, she can kill off two birds with one huge share of a loot: First, to prove to her family that she's capable of doings herself and not wholly dependent on them. Second, to get herself and her family off this planet compliments of Severine.

Bio: A rebel without a cause, Severine was born into a family of opportunists, and she learned at a young age that in order to get what she wanted, she'd have to take it herself. Her family has been a dysfunctional, but weirdly, loyal and (somewhat) loving one. They have roamed throughout their lives and landing on Postpoc was no different than any other colony or Earth, except that it was. Here, it seemed as though this ball of rock was deliberately forgotten, shunned to a corner and left to its own devices. Here, Severine had to learn everything else the hard way. How to defend herself, how to capitulate upon opportunity and how to one-up the other person doing the same job. By the time she was 18, Severine and her family had come to blows long in the making of who earned their keep, for what, when, why and how. Words cut deeply on both sides and Severine left her family, but not without first being warned by her older brother that she had another four years before they were gone for good. Severine hasn't looked back since, or at least that's what she keeps telling herself.

You've left the "Traits, quirks, habits" section empty.

I also assume she wears the clothes shown on the pic?

I'll accept this, just fill in the missing info as soon as possible.

Edit: Oh, and added some rules to the OP. I know it's pretty much RP 101, but frequently enough that stuff becomes RP 404.


Eep, sorry bout the empty field. And correct in the clothes =]
App edited
Last edited by Mincaldenteans on Fri Nov 01, 2013 3:16 pm, edited 1 time in total.
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Bering
Postmaster-General
 
Posts: 12711
Founded: Aug 25, 2012
New York Times Democracy

Postby Bering » Fri Nov 01, 2013 3:23 pm

b]Name:[/b] Michael Daven
Sex: M
Age: 42
Height: 183 cm
Weight: 80 kg

General appearance: http://images3.wikia.nocookie.net/__cb2 ... er-ME3.png

Skills: Scientist

Stuff they own: He prefers to where a labsuit while in his clinic/lab, out in the field he prefers an old set of ID armor that he had with him when he retired, on more casual matters he wears a well kept set of off duty ID clothes

Weapons: A D9 Vulture Handgun is his personal weapon however he also keeps a I4 Assault Rifle and I5 Sniper Rifle when dealing with serious problems

He travels in his modified RWF Malker which functions as a mobile home, clinic and lab for the traveling doctor and his assistant/driver/bodyguard IS-2-010 http://images1.wikia.nocookie.net/__cb2 ... ing_pc.jpg


Personality: Friendly, Matter-of-Fact, No nonsense
Traits, quirks, habits: Has a habit of rambling on about things...unpleasant things, Driven to find out things he does not know
Likes: SCIENCE!, Understanding,
Dislikes: Superstition, Fools,
Reason for becoming a Vagabond: To find out how this mess started and how it has affected the people

Bio: Born on the Planet Libo, Daven spent much of his early life as just another citizen until shortly after graduating Alba Long U with a degree in genetics. A paper of his on the adaption of Fire Lizards on Libo attracted the attention of the Intelligence Directorate who approached Daven with an offer. For the next thirteen years Daven would disappear. Over those thirteen years a man matching his description was spotted on various worlds usually accompanied by a team of men ID armor. Daven would leave the Directorate and would move to Rigel-3 to set up a clinic in one of the numerous frontier settlements. Daven was well liked among the community, but strange rumors about him persisted, mostly about his past service, but also on the fact that he would often pay hunters to catch live animals for him, to study their biology, he claimed, but some did not believe it. After the event, Daven was quick to grab this opportunity and set out to investigate how it affected the wildlife. A calm man, Daven enjoys nothing more than a good puzzle to solve and is quick to attempt to find new wildlife to investigate while making money on the side as a travelling physician.
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Orval
Lobbyist
 
Posts: 19
Founded: Oct 31, 2011
Ex-Nation

Postby Orval » Fri Nov 01, 2013 3:27 pm

This is Esternial, for the record.

Name: Ezekiel/Zee Eins (split personality disorder)
Sex: Male
Age: approx. 35
Height: 6 ft 4 in
Weight: 176 lbs in 1G conditions.

General appearance:
Image


Skills:
Zee is a bartitsu master and a decent chef, especially behind the barbecue. Ezekiel has extensive training with firearms and combat, as well as weapon engineering and knows his way around prosthetics maintenance.

Stuff they own:
- Clothing: Climate-proof trench-coat, black leather boots and gloves, body armour (concealed), a black gas mask with dual filters, purple goggles and a commander's hat. All are surprisingly resistant to damage. Additionally, he owns an apron, featuring "Kiss the chef" in red letters.
- Vibrosword cane.
- Multi-Use Generator (aka "MUG"). Can condense water from the atmosphere and heat it to produce scalding liquids. Currently set on "tea". Settings can be changed by interacting with the MUG's AI.
- Prosthetics/cybernetics: Spinal chord, legs, eyes and left arm, containing an energy wave generator (~microwaves) capable of producing a surge of energy which can overload/destroy electrical devices or knock out people (effects similar to a tazer). Can also transfer power to the MUG.
- Nanomachines, monitoring his medical data and saving it on a small storage drive mounted on his right arm, which can be accessed by medical doctors

Personality & traits, quirks, habits:
Zee comes off as a goofy, eccentric fellow. At times he tends to ramble incomprehensible things, but sometimes he makes perfect sense, implying that he may have a split personality (he does). Despite this apparent mental illness, he's a formidable foe in close combat and a brilliant leader. He shows no fear, or is utterly oblivious of its existence, among other things. He is known to talk to inanimate objects, or things that were once alive.

Ezekiel, his other personality, is a much more serious and very pessimistic person. He loathes science and anything related to it. Unlike Zee, Ezekiel vividly remembers the atrocities committed on him during his early life, making him scarred individual with severe anger issues and tendency to shoot first and never ask questions. Zee claims he's quite the party pooper.
Likes: Zee likes tea and cake. Ezekiel has no joys in his wretched life, though he does seek simple pleasures in booze and watching scantily-clad wenches, which he claims do not bring him any enjoyment whatsoever.
Dislikes: Zee dislikes boredom. Ezekiel has a deep hatred for science and derivatives, and everything else other people enjoy.
Reason for becoming a Vagabond:
Zee has a healthy adventurous spirit. Ezekiel just wants to live out the rest of his life.

Bio:
Ezekiel Eins is the product of a myriad of medical research projects. For most of his life he was experimented on, years which he managed to survive by giving up his sanity, generating two split personalities. During his time there, he was injected with nanomachines and several of his limbs were replaced by prosthetics, all gruesome and painful experiences.

When the research facility holding him captive went tits up, he was suddenly free to live his life, spending it travelling and earning valuable life experience.
Last edited by Orval on Fri Nov 01, 2013 3:28 pm, edited 2 times in total.
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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Fri Nov 01, 2013 5:44 pm

Bering wrote:b]Name:[/b] Michael Daven
Sex: M
Age: 42
Height: 183 cm
Weight: 80 kg

General appearance: http://images3.wikia.nocookie.net/__cb2 ... er-ME3.png

Skills: Scientist

Stuff they own: He prefers to where a labsuit while in his clinic/lab, out in the field he prefers an old set of ID armor that he had with him when he retired, on more casual matters he wears a well kept set of off duty ID clothes

Weapons: A D9 Vulture Handgun is his personal weapon however he also keeps a I4 Assault Rifle and I5 Sniper Rifle when dealing with serious problems

He travels in his modified RWF Malker which functions as a mobile home, clinic and lab for the traveling doctor and his assistant/driver/bodyguard IS-2-010 http://images1.wikia.nocookie.net/__cb2 ... ing_pc.jpg


Personality: Friendly, Matter-of-Fact, No nonsense
Traits, quirks, habits: Has a habit of rambling on about things...unpleasant things, Driven to find out things he does not know
Likes: SCIENCE!, Understanding,
Dislikes: Superstition, Fools,
Reason for becoming a Vagabond: To find out how this mess started and how it has affected the people

Bio: Born on the Planet Libo, Daven spent much of his early life as just another citizen until shortly after graduating Alba Long U with a degree in genetics. A paper of his on the adaption of Fire Lizards on Libo attracted the attention of the Intelligence Directorate who approached Daven with an offer. For the next thirteen years Daven would disappear. Over those thirteen years a man matching his description was spotted on various worlds usually accompanied by a team of men ID armor. Daven would leave the Directorate and would move to Rigel-3 to set up a clinic in one of the numerous frontier settlements. Daven was well liked among the community, but strange rumors about him persisted, mostly about his past service, but also on the fact that he would often pay hunters to catch live animals for him, to study their biology, he claimed, but some did not believe it. After the event, Daven was quick to grab this opportunity and set out to investigate how it affected the wildlife. A calm man, Daven enjoys nothing more than a good puzzle to solve and is quick to attempt to find new wildlife to investigate while making money on the side as a travelling physician.

I'm not a fan of him having his own vehicle, since the rest of the party will be traveling in Lucy. The desert is big, so you'd miss a lot of character development driving your own walker.
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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Fri Nov 01, 2013 5:47 pm

Orval wrote:This is Esternial, for the record.

Name: Ezekiel/Zee Eins (split personality disorder)
Sex: Male
Age: approx. 35
Height: 6 ft 4 in
Weight: 176 lbs in 1G conditions.

General appearance:


Skills:
Zee is a bartitsu master and a decent chef, especially behind the barbecue. Ezekiel has extensive training with firearms and combat, as well as weapon engineering and knows his way around prosthetics maintenance.

Stuff they own:
- Clothing: Climate-proof trench-coat, black leather boots and gloves, body armour (concealed), a black gas mask with dual filters, purple goggles and a commander's hat. All are surprisingly resistant to damage. Additionally, he owns an apron, featuring "Kiss the chef" in red letters.
- Vibrosword cane.
- Multi-Use Generator (aka "MUG"). Can condense water from the atmosphere and heat it to produce scalding liquids. Currently set on "tea". Settings can be changed by interacting with the MUG's AI.
- Prosthetics/cybernetics: Spinal chord, legs, eyes and left arm, containing an energy wave generator (~microwaves) capable of producing a surge of energy which can overload/destroy electrical devices or knock out people (effects similar to a tazer). Can also transfer power to the MUG.
- Nanomachines, monitoring his medical data and saving it on a small storage drive mounted on his right arm, which can be accessed by medical doctors

Personality & traits, quirks, habits:
Zee comes off as a goofy, eccentric fellow. At times he tends to ramble incomprehensible things, but sometimes he makes perfect sense, implying that he may have a split personality (he does). Despite this apparent mental illness, he's a formidable foe in close combat and a brilliant leader. He shows no fear, or is utterly oblivious of its existence, among other things. He is known to talk to inanimate objects, or things that were once alive.

Ezekiel, his other personality, is a much more serious and very pessimistic person. He loathes science and anything related to it. Unlike Zee, Ezekiel vividly remembers the atrocities committed on him during his early life, making him scarred individual with severe anger issues and tendency to shoot first and never ask questions. Zee claims he's quite the party pooper.
Likes: Zee likes tea and cake. Ezekiel has no joys in his wretched life, though he does seek simple pleasures in booze and watching scantily-clad wenches, which he claims do not bring him any enjoyment whatsoever.
Dislikes: Zee dislikes boredom. Ezekiel has a deep hatred for science and derivatives, and everything else other people enjoy.
Reason for becoming a Vagabond:
Zee has a healthy adventurous spirit. Ezekiel just wants to live out the rest of his life.

Bio:
Ezekiel Eins is the product of a myriad of medical research projects. For most of his life he was experimented on, years which he managed to survive by giving up his sanity, generating two split personalities. During his time there, he was injected with nanomachines and several of his limbs were replaced by prosthetics, all gruesome and painful experiences.

When the research facility holding him captive went tits up, he was suddenly free to live his life, spending it travelling and earning valuable life experience.

Accepted (how could I not accept the Captein?), but he's going to be pretty hot in those clothes. And a gas mas, oh my.

I was wondering what this party was missing, the obvious answer now being "a schizo BBQ chef."
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Ultramania (Ancient)
Envoy
 
Posts: 229
Founded: Oct 15, 2013
Ex-Nation

Postby Ultramania (Ancient) » Fri Nov 01, 2013 5:53 pm

I'd like to join. Can I make an application a little later?

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Veroxia
Minister
 
Posts: 3273
Founded: Jun 23, 2013
Ex-Nation

Postby Veroxia » Fri Nov 01, 2013 5:53 pm

Quite the RP we have here...
FT NATION:The Korosian Robotic Empire
HEAD OF STATE/GOVERNMENT:Emperor X-5
IDEOLOGY:FASCISM
/PRO-HUMAN/PRO-SYNTH/
/ANTI-ORGANIC/ANTI-TECHNOPHOBIA/

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Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Fri Nov 01, 2013 6:01 pm

Ultramania wrote:I'd like to join. Can I make an application a little later?

Sure. IC probably won't be up until more people join, and I'm going to keep this at least Semi-Open.
Veroxia wrote:Quite the RP we have here...

I predict it will get out of hand, and when it does, it'll be hilarious.
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Veroxia
Minister
 
Posts: 3273
Founded: Jun 23, 2013
Ex-Nation

Postby Veroxia » Fri Nov 01, 2013 6:04 pm

I'm thinking about making a Big Boss-like character..heh. That is if you are alright with it.
FT NATION:The Korosian Robotic Empire
HEAD OF STATE/GOVERNMENT:Emperor X-5
IDEOLOGY:FASCISM
/PRO-HUMAN/PRO-SYNTH/
/ANTI-ORGANIC/ANTI-TECHNOPHOBIA/

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Esternial
P2TM RP Mentor
 
Posts: 51826
Founded: May 09, 2009
Democratic Socialists

Postby Esternial » Fri Nov 01, 2013 6:28 pm

Ayreonia wrote:
Orval wrote:This is Esternial, for the record.

Name: Ezekiel/Zee Eins (split personality disorder)
Sex: Male
Age: approx. 35
Height: 6 ft 4 in
Weight: 176 lbs in 1G conditions.

General appearance:


Skills:
Zee is a bartitsu master and a decent chef, especially behind the barbecue. Ezekiel has extensive training with firearms and combat, as well as weapon engineering and knows his way around prosthetics maintenance.

Stuff they own:
- Clothing: Climate-proof trench-coat, black leather boots and gloves, body armour (concealed), a black gas mask with dual filters, purple goggles and a commander's hat. All are surprisingly resistant to damage. Additionally, he owns an apron, featuring "Kiss the chef" in red letters.
- Vibrosword cane.
- Multi-Use Generator (aka "MUG"). Can condense water from the atmosphere and heat it to produce scalding liquids. Currently set on "tea". Settings can be changed by interacting with the MUG's AI.
- Prosthetics/cybernetics: Spinal chord, legs, eyes and left arm, containing an energy wave generator (~microwaves) capable of producing a surge of energy which can overload/destroy electrical devices or knock out people (effects similar to a tazer). Can also transfer power to the MUG.
- Nanomachines, monitoring his medical data and saving it on a small storage drive mounted on his right arm, which can be accessed by medical doctors

Personality & traits, quirks, habits:
Zee comes off as a goofy, eccentric fellow. At times he tends to ramble incomprehensible things, but sometimes he makes perfect sense, implying that he may have a split personality (he does). Despite this apparent mental illness, he's a formidable foe in close combat and a brilliant leader. He shows no fear, or is utterly oblivious of its existence, among other things. He is known to talk to inanimate objects, or things that were once alive.

Ezekiel, his other personality, is a much more serious and very pessimistic person. He loathes science and anything related to it. Unlike Zee, Ezekiel vividly remembers the atrocities committed on him during his early life, making him scarred individual with severe anger issues and tendency to shoot first and never ask questions. Zee claims he's quite the party pooper.
Likes: Zee likes tea and cake. Ezekiel has no joys in his wretched life, though he does seek simple pleasures in booze and watching scantily-clad wenches, which he claims do not bring him any enjoyment whatsoever.
Dislikes: Zee dislikes boredom. Ezekiel has a deep hatred for science and derivatives, and everything else other people enjoy.
Reason for becoming a Vagabond:
Zee has a healthy adventurous spirit. Ezekiel just wants to live out the rest of his life.

Bio:
Ezekiel Eins is the product of a myriad of medical research projects. For most of his life he was experimented on, years which he managed to survive by giving up his sanity, generating two split personalities. During his time there, he was injected with nanomachines and several of his limbs were replaced by prosthetics, all gruesome and painful experiences.

When the research facility holding him captive went tits up, he was suddenly free to live his life, spending it travelling and earning valuable life experience.

Accepted (how could I not accept the Captein?), but he's going to be pretty hot in those clothes. And a gas mas, oh my.

I was wondering what this party was missing, the obvious answer now being "a schizo BBQ chef."

Naturally his clothes feature built-in climate control.

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