NATION

PASSWORD

Against the Stars (OOC, Open)

For all of your non-NationStates related roleplaying needs!

Advertisement

Remove ads

Would y'all like a Discord chat?

Yes
11
73%
No
4
27%
 
Total votes : 15

User avatar
Parcia
Powerbroker
 
Posts: 7682
Founded: Feb 11, 2016
Democratic Socialists

Postby Parcia » Thu Apr 20, 2017 7:52 pm

Mine's ready, going for a hybrid Builder/thinker here.
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
Right leaning Centrist from Florida No I am not The Floridaman...hes my uncle. Other then that dont @ me about politics, im leaving that
hell hole behind until I leave Uni.
I reserve all rights to my posts, OCs, and contributions to any threads I post on.
I'm a Pagan too, figure that shit out!
http://www.threadbombing.com/data/media ... e_Lock.gif storage
Hooyah Navy.

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Thu Apr 20, 2017 8:08 pm

The V O I D wrote:Name/Alias: Jacqueline Lafayette ("Jack" ; "Mistress")

Gender: Female.

Age: 34.

Appearance: Here, except her eyes glow a bright intense green thanks to cybernetics.

Race: Human.

Backstory: Jacqueline Lafayette was born on some backwater world that was not very well known. Her parents knew she was different when she was born; she always seemed to... know things. Know things she shouldn't know. When she was five, she began repeating the things her parents thought back to them. And that's when they knew, she was a telepath. But it wasn't just telepathy. As time went on, as they tried to raise their little girl, they noticed that... as she aged, the telepathy seemed to go both ways. Not only that, but the telepathy seemed a bit almost... commanding. Over time, it was harder and harder for her parents to disobey her thought-commands. Eventually, it got to the point where her parents did her every bidding and wish. Jacqueline did not mind this; she liked her power and control.

Eventually, Jacqueline killed her parents. Or, more accurately, her father committed a murder-suicide at her... suggestion. Jacqueline went on as a homeless runaway; carefree, and rather volatile. She loved the feel of danger, but also liked controlling and manipulating people. It was not uncommon for her, in her late teens, to manipulate her way up the food chain of various gangs, taking them over, before getting bored and then killing them all. As Jacqueline aged, she began calling herself 'Jack'. To the underworld, 'Jack' - also known as 'the Mistress' - was an enigma. Rumors had spread along the underworld that, if you met her in person, she could make you do whatever she wanted. Which was a half-truth. As Jack grew stronger and stronger with her powers, she began forming her own criminal empire of sorts. Or, rather; not a criminal empire so much as a one-woman army.

She'd use thugs and gangsters to rob banks or cruise ships. She'd often more than not kill people to make examples of them. She became feared among many of the gangs in the underworld. And that's why, in many gangs, it is simply now standard policy to just give Jack whatever she wants and hope she doesn't take the thugs she's confronted with for a joyride on some crazy, terror-inducing attack on some cruise ship. Hell, Jack has even commandeered Pirates of their own loot and ships. Jack is feared, certainly. No one dares to question her if she arrives, other than to ask for what she wants. At least, for most established pirate clans and gangs and such. Fresh blood isn't as smart, unfortunately; which Jack loves. It means more fun for her. Jack currently has her sights set on perhaps actually taking control of her own gang or pirate clan, and this time, maybe she'll expand.

Powers and Abilities:
  • Telepathy: Jack can read the minds of others within the same room as her, and can sense minds much further than that. She can also speak in the minds of those in the same room as her. Unless the room is sufficiently large; then the range at which she can read and communicate with other minds ranges from 20-23 meters.
  • Psychokinesis (also called 'Mind Control'): Jack can break down the will of others and control minds. Now, this works at variable degrees. For instance, if she's mind controlling someone who is extremely strong willed and stubborn, depending on just how strong willed and stubborn the person is, she may experience an out of body experience due to the concentration and power required; thus, she may end up 'inside' the other person's mind/body almost completely just to take control.

    However, for weak willed, unintelligent, or otherwise generally easy to manipulate people, Jack can control their minds more easily; sometimes as easily as a puppetmaster might manipulate a hand-puppet. If she doesn't want to directly control people, however, then at those same variable degrees, she can use it to a lesser degree - sort of 'indoctrinating' a person using suggestion and persuasion, as well as lightly poking their minds in the right direction to convince them she's right. This indoctrination effect takes variable amounts of time. Although, for people who she can or has directly mind controlled (easily), her indoctrination effect is almost immediate if she relinquishes control to allow herself to focus on whatever she's doing at that moment.


Weaknesses:
  • Only Human: Despite her powers, Jack is only human and cannot stop bullets or anything of that like. Okay, well, maybe she can suggest to people who are with her that shooting her is a bad idea and convince them not to, but if someone took a shot at her with a sniper and it was lethal... yeah, she's probably dead.
  • Variable Effectiveness: As pointed out above, Jack's powers don't work outside of a certain range other than generally sensing minds. Not to mention the variability of how effective her mind control is.


Standard Equipment: Jack is usually seen with a plasma pistol of some sort.

Classification: TBD.

Optional stuff

Theme song: You're Mine by Disturbed. (The song fits in that anyone she wants to be hers or views as belonging to her will usually end up being so if she's around them for long enough.)

Random Facts about your character: Jack's a born psychopath, in case you didn't catch it. She has no empathy, sympathy or remorse for anything she does. She also tends to be quite heartless. (Although, that doesn't mean she won't "enjoy herself" when she can.)

Tropes: Mind Manipulation/Control that uses More Than Mind Control methods at times, to essentially indoctrinate someone to believe they want, with all their being, to serve Jack, even when she isn't directly controlling them.


Accepted, Psion 3

User avatar
The V O I D
Post Marshal
 
Posts: 16375
Founded: Apr 13, 2014
Iron Fist Consumerists

Postby The V O I D » Thu Apr 20, 2017 8:33 pm

Noice.

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Thu Apr 20, 2017 9:41 pm

Now that we've got a few apps, Act 1 will consist of the PCs meeting up to deal with the threat of The 9 attacking on Haven. They are the most powerful and vicious group of mass murderers in the galaxy. Why are they in Haven? Two reasons. Shiggles, and they're looking for new members!

Current members:

Nathan: The psychopathic leader of The 9. Coincidentally the most powerful member. Able to swap between 3 moderate powers, or stack a single power up for far greater effect.

Beast: The Nine's "mascot." Despite his disposition, is completely sentient and sapient. Has reactive adaption and a powerful healing factor, all adaptions are permanent. Mostly interested in people trying to hurt him, and eating them.

Scar: A biokinetic. Created Beast. Augmented all members of The 9 to be immune to piddly things like poison, mind control, poison, and patches them up if they do get injured.

And a few other mooks who'll likely get killed.

User avatar
The V O I D
Post Marshal
 
Posts: 16375
Founded: Apr 13, 2014
Iron Fist Consumerists

Postby The V O I D » Fri Apr 21, 2017 3:06 am

Jack should totally join the 9 if she doesn't decide pirate clan. :P

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Fri Apr 21, 2017 3:50 am

Oh boy. I can see a big fight already playing out on Haven. Just gotta find a team to fight the 9..
Mira's going to be starting out aboard her ship, abandons it, and makes her way to [Cityname] on Haven.
Last edited by Turmenista on Fri Apr 21, 2017 4:50 am, edited 1 time in total.

User avatar
Zhaas123
Diplomat
 
Posts: 558
Founded: Sep 22, 2013
Ex-Nation

Postby Zhaas123 » Fri Apr 21, 2017 6:54 am

Name/Alias: Jonathan Chambers

Gender: Male

Age: 41

Appearance: Image

Race: Human

Backstory:
Jonathan was born the third child (and only son) to Henry and Alice Chambers in the year 2041. He grew up with his older sisters Sophie (born 2031) and Zoe (born 2035) on the planet Zostronus a colony world on the frontier of Collective and Human space. His father was a local leader of the settlement they lived in and it was expected that Jonathan would follow in his footsteps. It seemed that he would until 2060 when at the age of 18 Jonathan went behind his father's back and joined the military, to say this enraged his father was an understatement who all but disowned his son. He was still in basic training when the Hyperium invaded the galaxy. When the first battles showed just how powerful this new enemy was, the recruits were hurried through training and assigned to various posting around the galaxy. Jonathan was assigned to a Frigate The Argonaut under the command of Captain Azniv Nerguizian.

Over the next three years Jonathan served on the Argonaut with distinction throughout the war. It was the battle at Trara XG7K when things changed dramatically for Jonathan. Most of the force was destroyed, Azniv was dead, and the ship was heavily damaged. Jonathan as the highest ranking officer took command of the vessel and successfully brought it though Hyperium controlled space. The ship was repaired using the scrap of fallen ships at the emergency dockyards in the area. Still cut off from command and not having many options Jonathan decided to use the Argonaut to raid the enemy infestation and resource gathering operations.

This would continue for the next two years, during which the Argonaut was joined by several ships some were military, others pirates, and some converted civilian ships all of them wanted to hit the Hyperium. When the war ended and they contacted the Collective and the Human government again, Jonathan was promoted to captain, but by that point the Collective was falling apart. Seeing the state of the galaxy and the people being left behind, Jonathan left the military, with his fleet. He abandoned the old uniform and adopted on of all black with two yellow crossed swords on the shoulder pads as the new uniform they would wear, The Gold Swords were formed.

During the next 18 years Jonathan and his fleet battled pirates, evacuated planets at risk of becoming a worm's next meal, etc. The Gold Swords have had to compromise on their lofty goals in the over decade and a half of operation, now not being so choosy about who they work for.

Powers and Abilities:
Experienced: Jonathan has 23 years of military and command experience having fought the Hyperium, rouge supers, and pirates.
Quartermaster: Jonathan has learned over the years how to handle the logistics of a battle fleet short on supplies.
Empathetic: Finds it easy to connect to others, especially those who have gone through extreme hardship

Weaknesses:
Normal: Jonathan is not a super, he has no special powers, and is as fragile as any normal human
Chronic Hero Syndrome: Is not able to just sit back and let others suffer
Knight-Templar: After seeing the worst of the scum of the galaxy for the past 18 years Jonathan has come to believe it's better to remove the problem instead of reforming them.

Standard Equipment: http://i929.photobucket.com/albums/ad13 ... _rifle.jpg main weapon
https://s-media-cache-ak0.pinimg.com/or ... e3a3d0.jpg side arm

Classification:

Optional stuff

Theme song:

Random Facts about your character:

Tropes:

Faction Name: The Golden Swords

Faction Population: 8,500 permanent population, non-permanent currently at 5,000

Short description of Tech level: Fleet is made up of 10 (of which only 3 are actually military-grade ships) ships most of which are 18 or more years old at this point and are showing their age in wear and tear. Faction gear is made and maintained by a group of Builders who joined the fleet. Improvisation is the name of the game.

Faction Backstory: What would become the core of the Golden Swords joined together during the Hyperium War as a raiding/rescue fleet made up of people cut off from the Collective and anyone else who could help them. After the war ended and the fleet made its way back to the Collective galactic society was already beginning to fall apart. Deciding that the Collective couldn't help the galaxy anymore, Jonathan leader of the raiders decided to strike out on his own, 10 ships and their crews decided to follow him. Since then they have spent the last 18 years hunting down pirates, rouge supers, etc throughout the galaxy.

Race(s) the faction is made up of: Human, all most all non-humans are apart of the non-permanent population.

Got this done.

User avatar
New Neros
Powerbroker
 
Posts: 7670
Founded: Mar 14, 2015
Ex-Nation

Postby New Neros » Fri Apr 21, 2017 7:16 am

Application shall be up today, hopefully.
Looking for a good time? Horizon Academy is the place to be! | Do Forum Mods dream of sexual DEAT?
Reploid Productions wrote:I have had to read a lot of erotic RP telegrams in the past four months and it does all start to run together into one giant mass of penises, vaginas, breasts, tentacles, dildos, bodily fluids and so on.

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Fri Apr 21, 2017 7:40 am

Parcia wrote:Name/Alias: Dr. Sean M. Morrs

Gender: Male

Age: 17

Appearance: He stands at 5'11, weighs 176lbs. Brown hair and eyes, with a slightly tanned, mostly pale complexion. He has moderate muscle tone. mostly wears a white, multiple purpose lab coat that is fire proof and highly resistant to most acids and radiation resistant. He wears a black undershirt and a pair of jeans as well as black, reinforced military grade boots. Wears a sit of semi-rimless glasses that serve to correct his vision that also double as a HUD, that interface with cranial implant to allow for remote access and manipulation of the Ship's systems.

Race: Human

Backstory: Born to a pair of scientists, possibly some of the smartest people in the area of the Galaxy. They were researching to produce a serum that would allow them to fully unlock the full use of the Human brain. How ever, they needed a test subject, and injected them selves. While they did become moderately smarter, it wasn't until he was born that the serum's full effect became apparent. By 6 months he was walking and even talking basic English. By a year old, he was doing 1st grade math. The level of intelligence began to increase with age. At 6, things came to a head when the small station he was living on was attacked by the Hyperium. His parents (basically pulled a superman) and sent him in a shuttle craft to a local uninhabited moon that had been seeded with Flora and Fauna from Earth, turning it in to a temperate forest.

They sent him with a data pad full of their life achievements and research data, as well as a small prototype of the Nano Forge a devise that used microscopic nano bots to arrange the atoms of materials, allowing almost unlimited production of small scale items. No one fully knows what happened in his seclusion, but the next time he was sighted, he was 14 and at the helm of the newly built "Mother of Invention", a fearsome battleship that he was the sole crewmen of. He was seen accompanied by a blond haired girl, named "Alice", though her genetic structure resembles no known living Humans. (she is in fact the first fully sentient, fully organic, synthetic human ever created, and serves as his companion.)

He has only ever been seen during times of a incursion by the Worms, during which he combats them, and has killed multiple worms using the advance tech and fire power of his ship.

Powers and Abilities:
High IQ - Subject shows a heightened intelligence pushing the upper 190s in term of standardized IQ testing.
Altered Brain Chemistry - Subject shows a vastly altered brain chemistry, neurological processes is rated at 3+ times the speed of normal humans.
Eidetic memory - Subject has the capacity to remember things with photographic detail.
Over drive - for a short period of time the subject can vastly increase the rate at which the neurons in his brain fire, greatly increasing cognitive process and intellect.
Weaknesses:
Lacks combat training - Subject has show low skill and proficiency with military arms and weapons and is considered a low level threat.
Human - Other then altered brain and extremely high intelligence, subject has the body of a regular human.
Due to the altered state of his brain, the subject is capable of "thinking" him self to death, meaning the increased speed at which his neurons fire can cause psychical damage to the neural pathways, if left unchecked for too long, subject will slip in to coma like state.
Standard Equipment:
Mother of Invention
Class: Invictus class
Type: Battleship
Construction: Custom
Length: 1,045 meters
Width: 312 meters
Height: 254 meters
Shields: 1x type 4 Experimental shield array, active. 2x type 2 shield array, secondary.
Armor: Tritanium-A plating
Belt plate: 3,3 feet/1,005 mm.
Turret: 2.5 feet/762mm
Armament: 9x3 Mk.3 Mod 54 609mm/24 inch High velocity mass driver guns| 4x Experminetal centerline mounted partecal beam cannons, estimated in the Gigatone Range NOTE: the ship has to fully power down its FTL, main shields, most of its life support, and the main battery guns in order to produce enough energy to fire a full, 4 round burst.
Secondary battery: 7x3 Mk.3 Mod.48 457mm/18 inch mass driver guns
Point defense: 24x12 HYDRA CIMWS anti-fighter missile pods| x54 40mm Gattling CIWS turrets
Powerplant: Mk.8 Class 4 Antimatter core.
FTL: Yes.


Classification: (Will be given to you by me)

Optional stuff

Theme song:

Random Facts about your character:

Tropes:


Accepted. Thinker 3.

Zhaas123 wrote:
Name/Alias: Jonathan Chambers

Gender: Male

Age: 41

Appearance: (Image)

Race: Human

Backstory:
Jonathan was born the third child (and only son) to Henry and Alice Chambers in the year 2041. He grew up with his older sisters Sophie (born 2031) and Zoe (born 2035) on the planet Zostronus a colony world on the frontier of Collective and Human space. His father was a local leader of the settlement they lived in and it was expected that Jonathan would follow in his footsteps. It seemed that he would until 2060 when at the age of 18 Jonathan went behind his father's back and joined the military, to say this enraged his father was an understatement who all but disowned his son. He was still in basic training when the Hyperium invaded the galaxy. When the first battles showed just how powerful this new enemy was, the recruits were hurried through training and assigned to various posting around the galaxy. Jonathan was assigned to a Frigate The Argonaut under the command of Captain Azniv Nerguizian.

Over the next three years Jonathan served on the Argonaut with distinction throughout the war. It was the battle at Trara XG7K when things changed dramatically for Jonathan. Most of the force was destroyed, Azniv was dead, and the ship was heavily damaged. Jonathan as the highest ranking officer took command of the vessel and successfully brought it though Hyperium controlled space. The ship was repaired using the scrap of fallen ships at the emergency dockyards in the area. Still cut off from command and not having many options Jonathan decided to use the Argonaut to raid the enemy infestation and resource gathering operations.

This would continue for the next two years, during which the Argonaut was joined by several ships some were military, others pirates, and some converted civilian ships all of them wanted to hit the Hyperium. When the war ended and they contacted the Collective and the Human government again, Jonathan was promoted to captain, but by that point the Collective was falling apart. Seeing the state of the galaxy and the people being left behind, Jonathan left the military, with his fleet. He abandoned the old uniform and adopted on of all black with two yellow crossed swords on the shoulder pads as the new uniform they would wear, The Gold Swords were formed.

During the next 18 years Jonathan and his fleet battled pirates, evacuated planets at risk of becoming a worm's next meal, etc. The Gold Swords have had to compromise on their lofty goals in the over decade and a half of operation, now not being so choosy about who they work for.

Powers and Abilities:
Experienced: Jonathan has 23 years of military and command experience having fought the Hyperium, rouge supers, and pirates.
Quartermaster: Jonathan has learned over the years how to handle the logistics of a battle fleet short on supplies.
Empathetic: Finds it easy to connect to others, especially those who have gone through extreme hardship

Weaknesses:
Normal: Jonathan is not a super, he has no special powers, and is as fragile as any normal human
Chronic Hero Syndrome: Is not able to just sit back and let others suffer
Knight-Templar: After seeing the worst of the scum of the galaxy for the past 18 years Jonathan has come to believe it's better to remove the problem instead of reforming them.

Standard Equipment: http://i929.photobucket.com/albums/ad13 ... _rifle.jpg main weapon
https://s-media-cache-ak0.pinimg.com/or ... e3a3d0.jpg side arm

Classification:

Optional stuff

Theme song:

Random Facts about your character:

Tropes:

Faction Name: The Golden Swords

Faction Population: 8,500 permanent population, non-permanent currently at 5,000

Short description of Tech level: Fleet is made up of 10 (of which only 3 are actually military-grade ships) ships most of which are 18 or more years old at this point and are showing their age in wear and tear. Faction gear is made and maintained by a group of Builders who joined the fleet. Improvisation is the name of the game.

Faction Backstory: What would become the core of the Golden Swords joined together during the Hyperium War as a raiding/rescue fleet made up of people cut off from the Collective and anyone else who could help them. After the war ended and the fleet made its way back to the Collective galactic society was already beginning to fall apart. Deciding that the Collective couldn't help the galaxy anymore, Jonathan leader of the raiders decided to strike out on his own, 10 ships and their crews decided to follow him. Since then they have spent the last 18 years hunting down pirates, rouge supers, etc throughout the galaxy.

Race(s) the faction is made up of: Human, all most all non-humans are apart of the non-permanent population.

Got this done.


Accepted!

User avatar
New Rob Halfordia
Minister
 
Posts: 3131
Founded: Jul 01, 2015
Ex-Nation

Postby New Rob Halfordia » Fri Apr 21, 2017 1:11 pm

I am so ready to take on beast with the power armor. And then have it critically fail at the worst possible moment.
Siliarba wrote:I stayed out of his way and let him do his thing, but the guy is a monster, a thing worse than cancer that needs to be removed and destroyed.

Kiris the korrupter wrote:Article 1 yb REMOVE new rob halfordia for being annoying cunt new rob halfordia toxic poster rob interaction like injecting toxic into eye

User avatar
New Neros
Powerbroker
 
Posts: 7670
Founded: Mar 14, 2015
Ex-Nation

Postby New Neros » Fri Apr 21, 2017 7:18 pm

Name/Alias: Mark Nemo

Gender: Male

Age: 22

Appearance:
Image


Race: Parahuman - An offshoot of humanity arising from mutated "super" genes on Earth, developing into a subspecies by means of power and level of advancement. Their population rose as humanity took to the stars, but plummeted during the Hyperium War due to their militaristic and combative nature. One thousand or so remain in total throughout the Galaxy, scattered and without leadership or direction, lost in a sea of chaos and trying to stay afloat.

Backstory:
Mark Nemo is one of the youngest Parahumans in existence, he is among the few born immediately after the Hyperium War, which saw an unimaginable scale of destruction and death brought upon his people. His race was similar to Supers, except that they had no trigger, but were born with their powers and abilities from the start. The Parahuman Lineage is ancient and based on a strict code of ethics and a warrior code, so when war came, the immensely strong and capable Parahumans took to the battlefield time and time again until they were simply no more, ground away through sheer attrition.

From millions to barely a thousand, Mark Nemo doesn't feel the same sense of hopelessness that the older generation feels, as he was never apart of the pre-War Parahuman society. As he was raised, though, he noticed how the veterans and heroes were treated with disdain, yet he couldn't understand why as a child. He felt their judgement and persecution was wrong, and that if he was in the same situation and just as powerful, he'd fight like hell for the Galaxy, too. But as he became an adult, the heroes had all but faded, Mark was left to his own devices throughout the stars, making ends meet by hiring himself out as a bodyguard enforcer here and there, tending to stay away from criminal elements if possible.

One thing the Parahumans will not tell you, though, is that such cullings of the population has been commonplace in their history. Vast swathes of people and bloodlines would simply be erased, clearing the weeds so that the flowers may bloom. To them, in their warrior culture, the strong survive and the weak perish, making the remaining few some of the most powerful Parahumans alive. A critical flaw in this thinking, though, is the tremendous loss of life that claimed even Parahumans once considered impossibly strong and powerful, who alone would outclass the remnants.


Powers and Abilities:
  • Supernatural Condition: Baseline Parahumans are supernaturally powerful before their main powers kicks in, giving each and every member of the subspecies at least the physical abilities of an Olympic athlete, yet most exceed that and stray into the realm of supernatural strength. Mark himself can also augment his physiology telekinetically, increasing his physical abilities with his main power.
  • Advanced Level Telekinesis: Mark is a high-end telekinesis user, mind over matter, able to manipulate objects with thought alone. So advanced is his control that he can influence molecules (in small amounts so far) and a whole host of abilities that telekinesis brings. He is smart with his power, but tends to get ahead of himself.


Weaknesses:
  • Unable to manipulate magical items or energies with his power
  • People with physical strength higher than Mark's mental strength will overpower his control
  • Telekinetic Immunity

Standard Equipment: His power suit, pictured, which is little more than basic atmosphere, protection, and the like. He actually bought it on sale.

Classification: Mover 99+

Optional stuff

Theme song: https://www.youtube.com/watch?v=fKk81dZuwdE

Random Facts: Perpetually has money issues

Tropes:
Last edited by New Neros on Fri Apr 21, 2017 7:37 pm, edited 1 time in total.
Looking for a good time? Horizon Academy is the place to be! | Do Forum Mods dream of sexual DEAT?
Reploid Productions wrote:I have had to read a lot of erotic RP telegrams in the past four months and it does all start to run together into one giant mass of penises, vaginas, breasts, tentacles, dildos, bodily fluids and so on.

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Fri Apr 21, 2017 8:14 pm

New Neros wrote:Name/Alias: Mark Nemo

Gender: Male

Age: 22

Appearance:

Race: Parahuman - An offshoot of humanity arising from mutated "super" genes on Earth, developing into a subspecies by means of power and level of advancement. Their population rose as humanity took to the stars, but plummeted during the Hyperium War due to their militaristic and combative nature. One thousand or so remain in total throughout the Galaxy, scattered and without leadership or direction, lost in a sea of chaos and trying to stay afloat.

Backstory:
Mark Nemo is one of the youngest Parahumans in existence, he is among the few born immediately after the Hyperium War, which saw an unimaginable scale of destruction and death brought upon his people. His race was similar to Supers, except that they had no trigger, but were born with their powers and abilities from the start. The Parahuman Lineage is ancient and based on a strict code of ethics and a warrior code, so when war came, the immensely strong and capable Parahumans took to the battlefield time and time again until they were simply no more, ground away through sheer attrition.

From millions to barely a thousand, Mark Nemo doesn't feel the same sense of hopelessness that the older generation feels, as he was never apart of the pre-War Parahuman society. As he was raised, though, he noticed how the veterans and heroes were treated with disdain, yet he couldn't understand why as a child. He felt their judgement and persecution was wrong, and that if he was in the same situation and just as powerful, he'd fight like hell for the Galaxy, too. But as he became an adult, the heroes had all but faded, Mark was left to his own devices throughout the stars, making ends meet by hiring himself out as a bodyguard enforcer here and there, tending to stay away from criminal elements if possible.

One thing the Parahumans will not tell you, though, is that such cullings of the population has been commonplace in their history. Vast swathes of people and bloodlines would simply be erased, clearing the weeds so that the flowers may bloom. To them, in their warrior culture, the strong survive and the weak perish, making the remaining few some of the most powerful Parahumans alive. A critical flaw in this thinking, though, is the tremendous loss of life that claimed even Parahumans once considered impossibly strong and powerful, who alone would outclass the remnants.


Powers and Abilities:
  • Supernatural Condition: Baseline Parahumans are supernaturally powerful before their main powers kicks in, giving each and every member of the subspecies at least the physical abilities of an Olympic athlete, yet most exceed that and stray into the realm of supernatural strength. Mark himself can also augment his physiology telekinetically, increasing his physical abilities with his main power.
  • Advanced Level Telekinesis: Mark is a high-end telekinesis user, mind over matter, able to manipulate objects with thought alone. So advanced is his control that he can influence molecules (in small amounts so far) and a whole host of abilities that telekinesis brings. He is smart with his power, but tends to get ahead of himself.


Weaknesses:
  • Unable to manipulate magical items or energies with his power
  • People with physical strength higher than Mark's mental strength will overpower his control
  • Telekinetic Immunity

Standard Equipment: His power suit, pictured, which is little more than basic atmosphere, protection, and the like. He actually bought it on sale.

Classification: Mover 99+

Optional stuff

Theme song: https://www.youtube.com/watch?v=fKk81dZuwdE

Random Facts: Perpetually has money issues

Tropes:


Accepted, Psion 7 Tank 4

User avatar
New Neros
Powerbroker
 
Posts: 7670
Founded: Mar 14, 2015
Ex-Nation

Postby New Neros » Fri Apr 21, 2017 8:38 pm

The Republic of Atria wrote:
New Neros wrote:Name/Alias: Mark Nemo

Gender: Male

Age: 22

Appearance:

Race: Parahuman - An offshoot of humanity arising from mutated "super" genes on Earth, developing into a subspecies by means of power and level of advancement. Their population rose as humanity took to the stars, but plummeted during the Hyperium War due to their militaristic and combative nature. One thousand or so remain in total throughout the Galaxy, scattered and without leadership or direction, lost in a sea of chaos and trying to stay afloat.

Backstory:
Mark Nemo is one of the youngest Parahumans in existence, he is among the few born immediately after the Hyperium War, which saw an unimaginable scale of destruction and death brought upon his people. His race was similar to Supers, except that they had no trigger, but were born with their powers and abilities from the start. The Parahuman Lineage is ancient and based on a strict code of ethics and a warrior code, so when war came, the immensely strong and capable Parahumans took to the battlefield time and time again until they were simply no more, ground away through sheer attrition.

From millions to barely a thousand, Mark Nemo doesn't feel the same sense of hopelessness that the older generation feels, as he was never apart of the pre-War Parahuman society. As he was raised, though, he noticed how the veterans and heroes were treated with disdain, yet he couldn't understand why as a child. He felt their judgement and persecution was wrong, and that if he was in the same situation and just as powerful, he'd fight like hell for the Galaxy, too. But as he became an adult, the heroes had all but faded, Mark was left to his own devices throughout the stars, making ends meet by hiring himself out as a bodyguard enforcer here and there, tending to stay away from criminal elements if possible.

One thing the Parahumans will not tell you, though, is that such cullings of the population has been commonplace in their history. Vast swathes of people and bloodlines would simply be erased, clearing the weeds so that the flowers may bloom. To them, in their warrior culture, the strong survive and the weak perish, making the remaining few some of the most powerful Parahumans alive. A critical flaw in this thinking, though, is the tremendous loss of life that claimed even Parahumans once considered impossibly strong and powerful, who alone would outclass the remnants.


Powers and Abilities:
  • Supernatural Condition: Baseline Parahumans are supernaturally powerful before their main powers kicks in, giving each and every member of the subspecies at least the physical abilities of an Olympic athlete, yet most exceed that and stray into the realm of supernatural strength. Mark himself can also augment his physiology telekinetically, increasing his physical abilities with his main power.
  • Advanced Level Telekinesis: Mark is a high-end telekinesis user, mind over matter, able to manipulate objects with thought alone. So advanced is his control that he can influence molecules (in small amounts so far) and a whole host of abilities that telekinesis brings. He is smart with his power, but tends to get ahead of himself.


Weaknesses:
  • Unable to manipulate magical items or energies with his power
  • People with physical strength higher than Mark's mental strength will overpower his control
  • Telekinetic Immunity

Standard Equipment: His power suit, pictured, which is little more than basic atmosphere, protection, and the like. He actually bought it on sale.

Classification: Mover 99+

Optional stuff

Theme song: https://www.youtube.com/watch?v=fKk81dZuwdE

Random Facts: Perpetually has money issues

Tropes:


Accepted, Psion 7 Tank 4

thanks fam
Looking for a good time? Horizon Academy is the place to be! | Do Forum Mods dream of sexual DEAT?
Reploid Productions wrote:I have had to read a lot of erotic RP telegrams in the past four months and it does all start to run together into one giant mass of penises, vaginas, breasts, tentacles, dildos, bodily fluids and so on.

User avatar
The V O I D
Post Marshal
 
Posts: 16375
Founded: Apr 13, 2014
Iron Fist Consumerists

Postby The V O I D » Fri Apr 21, 2017 9:08 pm

Can't wait for this RP to start.

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Fri Apr 21, 2017 9:52 pm

Who's up for the IC being a thing tomorrow?

User avatar
Zhaas123
Diplomat
 
Posts: 558
Founded: Sep 22, 2013
Ex-Nation

Postby Zhaas123 » Fri Apr 21, 2017 10:50 pm

sounds good to me

User avatar
Kaledoria
Ambassador
 
Posts: 1614
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sat Apr 22, 2017 12:29 am

The Republic of Atria wrote:Looks good so far! As for your questions.

The Collective aren't AI, but people who uploaded their minds into machines. So they'd likely just be called citizens or members.

Their naming structure is Name-Job-Model number Ex John-Ship Enginneer-SE-753

So basically, people from various races of aliens (and in the last decades, maybe even humans) come to the collective and say: "Hey, my body ain't that sharp anymore, load me up to one of those robots, please"?

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4919
Founded: Aug 06, 2012
Democratic Socialists

Postby The Knockout Gun Gals » Sat Apr 22, 2017 4:40 am

Name/Alias: James Jameson of the Warhawk

Gender: Male

Age: 34

Appearance(Pics are fine, include costume if needed!):

Image


Image


Race: Human.

Backstory:

James was born in a colony at the outer side of the humanity's empire, where a strange, war-like culture had been established by the colony's leaders. Basically speaking, the leaders all are generally military officers and scientists who worked together and eventually developed a group of specially-trained and genetically-engineered warriors as the defenders of the colony, referred to as the Warhawks, as they patrolled the skies of the colony with their superior flight and strength, as well as armed with the best weaponry and technology humans could developed, boosted with the additions of Collective's aids. James's father was a military officer and the second-generation Warhawk, participated in the war against The Hyperium.

The war ended on their side winning, but at a big cost. Almost all Warhawks were killed, crippled, or MIA. Including his father, and his mother, at that time was one of the few scientists left, developed the latest generation of Warhawks, expecting the help from the Collective, to disappointment as they lacked resources and manpower. Forced to developed with whatever resources and manpower they had, including conscripted criminals, inexperienced soldiers, and even James who at that times was an engineer working for the military.

On 2079, the colony was involved in a civil war. James was one of the few who stayed on the loyalist side, his mother fled the colony in an attempt to requested aid for the civil war because of the criminally-convicted Warhawks and political problems. James, in a desperate attempt to defend the colony, donned an experimental suit that had yet to be tested. He was successful in the end to defend the colony, but at a cost. He was mortally wounded in the process, and the experimental suit's health technology was the only thing that kept him from dead. So he is alive and almost dead at the same time.

His mother returned with a group of mercenaries, and as they rebuilt the colony, he went to the galaxy in the search of a cure that can cured his....conditions.

Powers and Abilities:

- Superhuman Strength : The genetically-engineered Warhawks are designed to be superior in strength and conditioning. Unfortunately, the lack of sufficient resources only gave him slight superiority in strength compared to the previous generations of Warhawks. Fortunately, the experimental suit gave him additional strength.
-Superhuman Flight : Without the suit, even he can already fly. But the suit added boost to his already-existed flight ability.
- Enhanced Condition : The special trainings and genetic engineering gave him superior conditioning, scientifically speaking. His condition is an enhanced one, toughness, physical conditioning.
- Military Training : Warhawk, at its root, still a military soldier adjusted with enhancements and special-forces level trainings. James has the military training, close-combat, marksmanship.
- Protection : His experimental suit has a protective layer, an armor of some kind. Enough to stop laser/plasma/ballistic rifles, but anything bigger than rifles is a no-no for him, only able to sustain until so many damages.
- Engineer : As a former engineer, he's well-versed in craftsmanship and engineering.


Weaknesses:
- Experimental Healing Regeneration : His suit has a healing regeneration, but also prone to electronic-based attack, so if it died because EMP, the regeneration wouldn't work and he's going to be dead in 10 minutes.
- Extreme Weather : His suit is unable to sustain extreme hot or cold weathers. It can survived, but not for the most extreme.
- He cannot leaves the suit, for the suit is the only thing that keeps him alive.
- He is a cautious one, any damages to his suit and he might be in a dangerous situation for his own life. Over-cautious, perhaps.
- His suit protects him, but only to so many damages.

Standard Equipment:

- MEX 3.0, an experimental suit, developed to be the latest military suit for the Warhawks. Haven't been tested yet and the last touches haven't been put so it is basically MEX 2.0 with few improvements like healing regeneration property and extreme weather conditioning, but not to the most extreme. MEX series is basically suits regularly used by Warhawks, so MEX 3.0 is supposed to be the newest in the series of suits.
- Warhawk-issued pistol, a laser pistol, with red dot sight and iron sight as sight accessories, as well as added improvement in fire rate.
- Combat Blade, actually more of a knife, but it's basically a combat-issued knife.

Classification: TBD

Optional stuff N/A

Theme song: Fleetwood Mac - The Chain

Random Facts about your character: The best Warhawk in his generation, despite his background closely more related to engineering than military.

Tropes:

- BadassBookworm
- TheEngineer, Combat Engineer-type.
- GadgeteerGenius
Last edited by The Knockout Gun Gals on Sat Apr 22, 2017 5:04 am, edited 3 times in total.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Sat Apr 22, 2017 7:13 am

Kaledoria wrote:
The Republic of Atria wrote:Looks good so far! As for your questions.

The Collective aren't AI, but people who uploaded their minds into machines. So they'd likely just be called citizens or members.

Their naming structure is Name-Job-Model number Ex John-Ship Enginneer-SE-753

So basically, people from various races of aliens (and in the last decades, maybe even humans) come to the collective and say: "Hey, my body ain't that sharp anymore, load me up to one of those robots, please"?


That's exactly correct.

The Knockout Gun Gals wrote:Name/Alias: James Jameson of the Warhawk

Gender: Male

Age: 34

Appearance(Pics are fine, include costume if needed!):





Race: Human.

Backstory:

James was born in a colony at the outer side of the humanity's empire, where a strange, war-like culture had been established by the colony's leaders. Basically speaking, the leaders all are generally military officers and scientists who worked together and eventually developed a group of specially-trained and genetically-engineered warriors as the defenders of the colony, referred to as the Warhawks, as they patrolled the skies of the colony with their superior flight and strength, as well as armed with the best weaponry and technology humans could developed, boosted with the additions of Collective's aids. James's father was a military officer and the second-generation Warhawk, participated in the war against The Hyperium.

The war ended on their side winning, but at a big cost. Almost all Warhawks were killed, crippled, or MIA. Including his father, and his mother, at that time was one of the few scientists left, developed the latest generation of Warhawks, expecting the help from the Collective, to disappointment as they lacked resources and manpower. Forced to developed with whatever resources and manpower they had, including conscripted criminals, inexperienced soldiers, and even James who at that times was an engineer working for the military.

On 2079, the colony was involved in a civil war. James was one of the few who stayed on the loyalist side, his mother fled the colony in an attempt to requested aid for the civil war because of the criminally-convicted Warhawks and political problems. James, in a desperate attempt to defend the colony, donned an experimental suit that had yet to be tested. He was successful in the end to defend the colony, but at a cost. He was mortally wounded in the process, and the experimental suit's health technology was the only thing that kept him from dead. So he is alive and almost dead at the same time.

His mother returned with a group of mercenaries, and as they rebuilt the colony, he went to the galaxy in the search of a cure that can cured his....conditions.

Powers and Abilities:

- Superhuman Strength : The genetically-engineered Warhawks are designed to be superior in strength and conditioning. Unfortunately, the lack of sufficient resources only gave him slight superiority in strength compared to the previous generations of Warhawks. Fortunately, the experimental suit gave him additional strength.
-Superhuman Flight : Without the suit, even he can already fly. But the suit added boost to his already-existed flight ability.
- Enhanced Condition : The special trainings and genetic engineering gave him superior conditioning, scientifically speaking. His condition is an enhanced one, toughness, physical conditioning.
- Military Training : Warhawk, at its root, still a military soldier adjusted with enhancements and special-forces level trainings. James has the military training, close-combat, marksmanship.
- Protection : His experimental suit has a protective layer, an armor of some kind. Enough to stop laser/plasma/ballistic rifles, but anything bigger than rifles is a no-no for him, only able to sustain until so many damages.
- Engineer : As a former engineer, he's well-versed in craftsmanship and engineering.


Weaknesses:
- Experimental Healing Regeneration : His suit has a healing regeneration, but also prone to electronic-based attack, so if it died because EMP, the regeneration wouldn't work and he's going to be dead in 10 minutes.
- Extreme Weather : His suit is unable to sustain extreme hot or cold weathers. It can survived, but not for the most extreme.
- He cannot leaves the suit, for the suit is the only thing that keeps him alive.
- He is a cautious one, any damages to his suit and he might be in a dangerous situation for his own life. Over-cautious, perhaps.
- His suit protects him, but only to so many damages.

Standard Equipment:

- MEX 3.0, an experimental suit, developed to be the latest military suit for the Warhawks. Haven't been tested yet and the last touches haven't been put so it is basically MEX 2.0 with few improvements like healing regeneration property and extreme weather conditioning, but not to the most extreme. MEX series is basically suits regularly used by Warhawks, so MEX 3.0 is supposed to be the newest in the series of suits.
- Warhawk-issued pistol, a laser pistol, with red dot sight and iron sight as sight accessories, as well as added improvement in fire rate.
- Combat Blade, actually more of a knife, but it's basically a combat-issued knife.

Classification: TBD

Optional stuff N/A

Theme song: Fleetwood Mac - The Chain

Random Facts about your character: The best Warhawk in his generation, despite his background closely more related to engineering than military.

Tropes:

- BadassBookworm
- TheEngineer, Combat Engineer-type.
- GadgeteerGenius


I like him!

Accepted! Tank 4, Mover 4

User avatar
Nea Videssos
Minister
 
Posts: 2193
Founded: May 01, 2016
Iron Fist Consumerists

Postby Nea Videssos » Sat Apr 22, 2017 8:01 am

The Republic of Atria wrote:Now that we've got a few apps, Act 1 will consist of the PCs meeting up to deal with the threat of The 9 attacking on Haven. They are the most powerful and vicious group of mass murderers in the galaxy. Why are they in Haven? Two reasons. Shiggles, and they're looking for new members!

Current members:

Nathan: The psychopathic leader of The 9. Coincidentally the most powerful member. Able to swap between 3 moderate powers, or stack a single power up for far greater effect.

Beast: The Nine's "mascot." Despite his disposition, is completely sentient and sapient. Has reactive adaption and a powerful healing factor, all adaptions are permanent. Mostly interested in people trying to hurt him, and eating them.

Scar: A biokinetic. Created Beast. Augmented all members of The 9 to be immune to piddly things like poison, mind control, poison, and patches them up if they do get injured.

And a few other mooks who'll likely get killed.


Those 9 people seem like a fun bunch. :p
Formerly Videssos. Just a femboy-obsessed degenerate. Also interested in history, mythology, fantasy, science fiction, metal and some other stuff.
A little bird told me, "Go, Go! Socialise! Talk to those fine people! And then, KILL EVERY LAST ONE OF THEM! Plunge your knife into their throats when they ain't lookin', and then burn 'em to the ground!"
Well that's silly, isn't it?

User avatar
Kaledoria
Ambassador
 
Posts: 1614
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sat Apr 22, 2017 8:10 am

Faction Name: Alliance Star Ship Theia

Faction Population: 192

Short description of Tech level: The Alliance Ship Theia was one of the latest designs of Collective/Human technology in 2060, with peak medical and astrometrical facilities. It's weapons and shields missed the wartime innovations invented during the Hyperion war but still outclass most current ships, that have to rely on simpler, cheaper technology due to the decline in infrastructure.

Faction Backstory: Build in the 2050th, the Theia was a Long Range Explorer, build to further mankind's maps of the galaxy, to supply and protect remote outposts and to knot diplomatic ties with alien planets. Their mission was cut short when the Hyperium attacked. The Theia was equipped with the latest weapon upgrades and sent to meet the enemy head on. The battle went surprisingly well - until the enemy main fleet arrived and the Collective/Human force realized that all they had attacked was a vanguard. The Theia's advanced sensors had picked up traces of a micro wormhole nearby and so it drew the attention of the enemy fleet and made a run, as many enemies on it's tail as possible. With a focused tachyon beam, they opened the micro wormhole to the point, where they would be able to escape through it. - Even if they did not know, where it let, any place was better then where they were.

They did not travel through space. To their surprise, they ended up in the same system, they had started, but their pursuers were gone. They shrunk the wormhole again with a ray of heavy photons. Then they calculated from the position of the system's gas giants and nearby stars, that they had traveled through time about 20 years into the future. Visiting Earth and Collective Nexus, they realized, that thought not everyone they knew was dead, the institutions, that they had sworn to fight for were essentially gone and there was no single entity, that the whole of the crew could agree upon to be the rightful successor of the Human/Collective Alliance. The crew of the Theia therefor decided, that the only reasonable course of action was, to go back to the purpose as a diplomatic vessel and bring unity again, to the various factions in their part of the galaxy. But so far, this task has proven to be much harder then imaginable, as forming an alliance needs trust and investment and while every system and every faction is concerned with their own, private struggles, few are willing to commit themselves to a greater ideal.

Race(s) the faction is made up of: 72 Humans, 88 Collective citizens, 32 assorted Aliens of 8 different species. (8;7;5;4;3;3;1;1)

Vanladians: The tall (9 ft on average), very slim humanoid race is one of the oldest allies of the Collective. They are prices for their psionic abilities, that are quite common among their race and specifically makes them very able Navigators and pilots.They are hairless, with overly long necks and faces with large eyes and a small, lipless mouth. Their arms are not very strong but very dexterous and end in 6-fingered hands. The race is rather long lived and can willingly enter a hibernation state.
In the past, the main political body, that also governed the home planet of Vanhrimir was lead by the Navigator's guild, a rather plutocratic senate of strong psions. By now Vanhrimir is destroyed by various battles. As far as the Theia crew was told, the Navigators guild and several powerful leaders of Vanladian society allied with the Hyperium and civil war broke out. Leaders of the Vanladians on board the Theia are Vana Gullveig and her Disciple Gunnlöth. The other 6 are their personal staff and bodyguards.

Theodicians: The sturdy, semi-insectoid Theodicians are a warlike race. They are six-limbed heavy-worlders that usually walk on four legs, leaving two arms, but the two front-legs end in claws, that (while being far less dexterous then hands) can still perform simple manual tasks. Their skin is all gray and covering a chitin-like hide, that heals quickly. Their faces are rather plain featuring just two eyes in the front and an ear hole and two nares on each side. A large vertical mouth sits, where the human chin would be (they have a left and a right jaw).
Coming from an advanced feudal society centered at the edge of the galaxy, the Theodicians took it upon themselves to drive the Hyperium back. They lost big and their remaining ships joined the Human/Collective efforts. The 7 Theodicians on board the Theia are the last survivors of a ship that was destroyed about a week before the battle that lead to the Theia's time leap.

Razzani: The small (average about 4'9" but with significant variations depending on colony) ape-like Razzani are one of the oldest races of the collective. Anatomically, they seam similar to humans, except for the average size, slightly larger heads with significantly large ears, and the fact, that they have another set of hands where their feet should be. They can turn their head about about 160° both left and right and thus look almost directly behind them without turning around. They are renown as great technicians and engineers.
Their homeworld is actually a collective world by now, with only a minor non-robotic population but up until the Hyperion war, this had not really bothered the biological communes of Razzani on their various colonies.
In the great war, the colonies of the Razzani had been hit early and hard, leaving some Razzani with resentments for the collective that had dragged them into this war, that seamed mostly like an issue the Hyperions had with the upstart humans. In the dark years since the end of the war, these resentments have escalated and sparked a number of radical pro-biologist factions aiming to reclaim their homeworld from the collective and prohibiting the practice of brain-uploads into Collective bodies for their race. There are 5 Razzani on board the Theia but more importantly, about a third of the Collective citizens had belonged to this race before transferring their mind into Robot bodies.

NuSavayans: Amphibian NuSavayans had a society, much like the humans. More advanced but less conscious however, they had ruined their home-world in an ecological crisis. They are about as tall as humans, but have a wide tail and almost fin-like feet. Their skin reminds Humans of reptiles but physically (warm-blooded, life birth) they work more similar to mammals.
They were saved from self-destruction by the collective, that provided them with means to escape their polluted harvest, but when they were discovered about 150 years ago, famines and pandemics had already reduced the population to a 10th of it's golden age of technology and society was basically collapsed. In reaction to that history, many NuSavayans of the new, hopeful generations become environmentalists and biologists and they work closely with the Collective. Despide the fact, that many NuSavayans become Collective citizens, their overall low population means, that only few Collective citizens are NuSavayans-born.
On board of the Theia, there are three NuSavayans and twice as many Collective citizens born as them.

------------------------------------------------------------

Name/Alias: Captain Selene Egio

Gender: Female

Age: 38 (born 2025, missing 20 years)

Appearance:
Image
Uniform not up to date - Excuse the poor Photoshopping


Race: Human

Backstory: Born in rural southern Italy, Selene early on showed great potential concerning sciences and technology. As minor powers were known to appear in her family, she could have picked quite a number of academies to go to, but she wanted to explore space. She finished the common education at 16 and moved to Naples to study, with Astronavigation, Subspace technology and Xenobiology being cornerstones of her courses. She joint Earth's space forces right out of university but when the first common agency of Collective and Mankind were established not much later moved on to them. Being there from the start and equipped with a much more profound education than the geezers, who had went to University before contact with the Collective, it was no surprise that she was assigned the rank and position of commander at a remarkably young age. She held that position for 11 years, before finally, with the construction of the Theia, she got the opportunity to take an own command, as Captain of a Star Ship.

Powers and Abilities: Selene has the gene but it's mostly dormant. She never had a flashy awakening (as far as she remembers) of her powers but she had always had an edge. She learns faster then other people, especially languages. This mostly comes as a very specialized application of a broader power: Her great empathy and understanding of other people: When someone explains something to her, she gets it right, even if it's the worst teacher in the galaxy. Surprisingly enough, this feat crosses the barrier between species and even works with Collective Citizens. In other application of this power, she is a great human lie detector.

On the natural side of skills, she is physically fit, able to run 2-3 miles carrying an 16lbs backpack or a marathon unencumbered. She is a good pilot and has a lot of experience in all kinds of computer systems in general and starship operations in specific. Thanks to her powers she has acquired a wide array of skill in various languages and knowledge of Alien cultures, as well as academical fields of physics and biology. Her memory is very good, bordering the supernatural but not quite there (And it's mostly due to special training techniques, it did not all come natural to her)

On the cybernetical side of powers, she has a standard multi-slot chip-jack. The cranial computer that comes with it interprets mental commands but can't route his output back into the brain; it is instead linked to an image projector in the left eye and two sub-speakers in the ears.

Weaknesses: After more then 2 years in the present, most of her crew have somewhat adapted to the new reality of what the galaxy is in, she has a harder time adjusting. Slight autophobia (fear of isolation)

Standard Equipment: Depending on situation.

Classification: (Will be given to you by me)

Optional stuff

Theme song:
She is not actually a Unicorn, but in a metaphorical sense, this works perfectly

Random Facts about your character:
Was never married and finds some relieve in this, seeing that many of her crew had been crushed to discover, that their spouses had moved on, when the crew was declared dead and gone for 20 years.
Besides the previously implied jogging, memory training and socializing, she spends whatever free time is left with yoga, and reading very old books (or rather the digital copies of old books).

Tropes:
The Captain


Other main crew: (Separate apps in planing)

Yuri Kù - Human 1st Commander and Operations officer - Russian (half Chinese); 41 - no powers - minimal adjustments (Chipjack for linguasofts, improved eyes)
Andawnu Tactican XA34 - Collective 2nd Commander and Tactical officer - NuSavayan-born; uploaded at 30 (young adult age); 25 years since upload - various upgrades (enhanced speed, interfaces, electronic warfare (like encryption/decryption tools), chemical analysis) compared to the default model body
Nyota Mbasha - Human Helmswoman - Kenyan; 29 - no powers - moderate adjustments (mind-machine-interface, reflexes, internal air tank, Spatial awareness enhancer)
Jayesh Kaushalya - Human Medical officer - Indian; 51 - no powers or adjustments
Kain Engineer 01FFS - Collective Engineering officer - Razzani-born; uploaded at 55 (old age); 8 years since upload - various upgrades (energy resistance, enhanced strength) compared to the default model body
Gullveig - Vanladian Navigatrix - Vanhrimir aristocracy; 70 - powers: ESP and Psychoprojection
Prokhor Koenig - Human Freelance Psion - Russian; 58 - no adjustments - powers: Telepathy, Telekinesis, Pyrokinesis, Cryokinesis, Fulgurkinesis, Magnetic Field Manipulation

Name/Alias: Prokhor Koenig

Gender: Male

Age: 58

Appearance:
Image
Usually not with weapon, but can shoot one if need be


Race: Human

Backstory: Born 2005 in Kaliningrad, in a rough neighborhood. His power manifested at age 13, when he was mugged by some Thugs. One of them waived around a gun and Prokhor, scared and feeling helpless, just wished, it would accidentally shoot one of the others and then just that happened. The thugs thought it was an accident or that the one handling the gun was just stupid, although he claimed it was the gun's fault. When the boy picked up the weapon, he realized it was hot. And he realized, it was not divine intervention, that had saved him, but his own will. Now, 2018 Supers were not yet common knowledge, but there were rumors and Prokhor knew, he had it. Would he be a Superhero or Supervillain? He decided to go the path of a vigilante, dressing all in black, stalking bad dudes and burning them from the shadow. He was a young fool and it was surprising enough, that he was not killed.

At the age of 16, he had picked up the interest of the local disorganized crime. Lucky for him, "the Witchdoctor" found him first, an ambitious Supervillain with considerable mental and mystical power, who though, he could turn the young Prokhor into his henchman, promising him the power to take revenge on whoever had picked on him. It went well for a time but the golden age of Superheros came and Prokhor noticed first, that their streak of luck was running out. He was no longer the small boy and Witchdoctor's promises and offers did not interest him any longer. He struck a deal with Mayor Claws, a low-powered but wealthy Superhero and sold out Witchdoctor in return for a good cover up concerning his involvement in the crimes as well as 25 million rubel. The deal was sealed, Mayor claws brought to justice a Villain far above the power level a Tank 3 Hero was supposed to catch and Prokhor was able to move to a better part of the city.

He wanted to learn more about his power but also about it's possible monetizations (the money would not last forever). He decided to pick up courses in law and the newly launched "Super Studies". It was mostly theory but he did not finish it anyway. After about a year he was approached by a group called "Psi College" who offered him practice oriented exploration of his abilities as well as a network of connections, whether he would use his powers for justice or for (legal) monetization. Prokhor joined them and they definitely unleashed his potential. One of the first thinks they did (with his consent) was to explore his fears. He had a very mild claustrophobia and a greater, much more existentialist fear. So they put him into virtual reality and used their telepaths to strengthen the experience (The fact, that Prokhor had already discovered latent Telepathy power under the Witchdoctor and willingly invited them in made it even more powerful). The student found himself unable to move in a block of ice. Then the world around him accelerated. War broke out, people died and the city felt to ruins. His senses widened to encompass the whole world and he saw more and more violence, death and destruction. Driven by madness the last survivors killed themselves and, covered under a blanked to an ash-clouded sky the planet fell into a long sleep, with Prokhor helplessly watching. Then, an alien species appeared, explored the planet and found nothing of interest, leaving again, registering earth as a barren world of no interest. In the simulation, Prokhor flipped out and in the real world, flashes of various manifestations almost destroyed the lab around him. If there had been power charts at the time, he had probably been off them. Like the Psi College's psychological evaluation had predicted, what scared him more then death was lack of importance and being unimportant, forgotten. And they used that knowledge to manipulate him, turn him loyal to their collective.

Prokhor continued his study, as psionic was not just a matter of the right gene but also of proficiency and learning. His greatest strength was telekinesis, and in the subject of raw force (a "crusher", as they called it, compared to the "choker", who specialized in pressure and the "puncher" who was all about maximizing impact) he was in fact the best of the college and soon started giving courses. More important to his development however was his telepathy, as it allowed him to enter the mind of his peers and live through simulations of their greatest fears and horrors, which allowed him to further explore his gift and develop the ability to create electric charges and - through simple application of induction - magnetic fields.
He was a senior member and ensured the loyalty of the students like his peers ensured his own. For them, the College was father and mother. No, it was more than that, Prokhor had never been that honest about his fears with his family by birth.

In the early 2050s, he realized, that the academic life could not teach him any more. Most of his peers had already started to sell their considerable talents to whomever could pay and many young and talented students waited to take his position as teacher of tele-, pyro- and fulgurkinesis. So Prokhor became a Wage Mage and the best payer in this time was the collective. And it was an interesting job, the Psion liked meeting new alien races but More importantly, he was glad to earn the Psi College a load of money. Only one thing remained, the robots made him uncomfortable. Therefor he was happy, when the Human/Collective Alliance offered him a position on a ship under human leadership. Moreover, the institution was sponsored by both earth and Collective government, meaning that the credits he received could be converted into either currency at guaranteed rates, allowing him to benefit from whatever way, the exchange rates would develop.

Then the war broke out and after a few initial skirmishes, during the first big battle, Prokhor was warped into the future 20 years. At first he liked the fact, that he had survived the war until he discovered the state of the galaxy and the interplanetary economy. All his savings - private and for the College - were worthless. Then he contacted Psi College itself and had to discover that they had degenerated into an unambitious mercenary band on the way of self-destruction. The world had become bad for business. As much as he liked only to have to care for himself, he knew, that it was easier to enjoy a good life in the comfort of a stable, wealthy society. So he decided to stay with the crew of the Theia, as they might just be the best shot at political stability he knew

Powers and Abilities:
  • Telepathy: He can read dominant surface thoughts and strong emotions. In and by itself, this is quite possible to block, even for a normal person, extraordinary minds and other telepath in particular can even try to fool it. However, shutting one's mind entirely away is almost impossible and only with very advanced technics it's possible to conceal one's presence from a Telepath. With the help of drugs or hypnosis, Prokhor can go deeper into someone's mind, likewise the matter of what is a surface thought can be influenced by a long and thorough interrogation.
  • Telekinesis: Prokhor can move matter with his mind. He is clearly not a puncher and can produce only rather small impulses, like a weak human's fist. His pressure is better, allowing him to maintain the strength of a cybernetically enhanced human arm focused on surfaces small enough to be manipulated by hand. His greatest strength however is pure force. When dropping al concern for impulse and fine manipulation, he can slowly life an object as heavy as a shuttle ship (if it's big enough to "grab" is telekinetically)
  • Pyrokinesis: Prokhor can mentally heat up stuff or incinerate flamable stuff. He can kind of manipulate natural flames. He has not yet reached the ability to produce ethereal flames.
  • Cryokinesis: In negation of heating something up, Prokhor can cool stuff. Suprisingly, this is easier to affect air and depending on the humidity of the air may cause frost on surfaces.
  • Fulgurkinesis: Prokor can create electrical charges. By creating a high potential between two surfaces, this may manifest itself as a lightning. Compared to other powers, this is especially strongly influenced by distance, therefore he can create great charges in his hands or ionize the very air around himself, but he can not short-circuit a robot several meters away without projecting an arc (which is very difficult to aim)
  • Magnetic Field Manipulation: As said, Prokor can create charges, in or around himself. He can also move them. Moving charges create magnetism. While on closer inspection this physical truth is not entirely sufficient to explain the strength of the magnetic fields, that he can produce it follows the same rule, that the magnetic fields are quite strong right next to him but loose strength quickly with distance. Also, in most cases, his telekinesis can influence objects - magnetic or not - stronger then his magnetism. Magnetic fields can still be useful however, for example to achieve high impulses or in regards to the fact, that a once established field needs only a little concentration to maintain and can influence a whole lot of magnetic objects without the need to concentrate on all of them simultaneously.

Natural abilities:
- Speaks Russian, German and some English
- Had basic knowledge of law as it was before the war (that's king of outdated now).
- Knows how to shoot a gun, but that's about all concerning military training he got.
- Having experiences a lot of person's horrors in simulations, dialed up to be more realistic then reality by peer telepaths, has left him quite unshakeable.

Weaknesses:
- Quite a narcissist.
- Age is slowly taking it's toll, even though he still looks quite fit for his age, he is definitely past his prime, physically.
- Needs concentration to use his super-powers. (depending on how close to his limits he needs to go)

Standard Equipment:
Suit with Leather Gloves, on Planets often combined with a Black Coat.

Classification: (Will be given to you by me)

Optional stuff

Theme song:
I don't quite know the meaning of that sone but I guess, he would get it

Random Facts about your character:

Tropes:
Last edited by Kaledoria on Mon Apr 24, 2017 12:15 pm, edited 3 times in total.

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4919
Founded: Aug 06, 2012
Democratic Socialists

Postby The Knockout Gun Gals » Sat Apr 22, 2017 8:20 am

The Republic of Atria wrote:
Kaledoria wrote:So basically, people from various races of aliens (and in the last decades, maybe even humans) come to the collective and say: "Hey, my body ain't that sharp anymore, load me up to one of those robots, please"?


That's exactly correct.

The Knockout Gun Gals wrote:Name/Alias: James Jameson of the Warhawk

Gender: Male

Age: 34

Appearance(Pics are fine, include costume if needed!):





Race: Human.

Backstory:

James was born in a colony at the outer side of the humanity's empire, where a strange, war-like culture had been established by the colony's leaders. Basically speaking, the leaders all are generally military officers and scientists who worked together and eventually developed a group of specially-trained and genetically-engineered warriors as the defenders of the colony, referred to as the Warhawks, as they patrolled the skies of the colony with their superior flight and strength, as well as armed with the best weaponry and technology humans could developed, boosted with the additions of Collective's aids. James's father was a military officer and the second-generation Warhawk, participated in the war against The Hyperium.

The war ended on their side winning, but at a big cost. Almost all Warhawks were killed, crippled, or MIA. Including his father, and his mother, at that time was one of the few scientists left, developed the latest generation of Warhawks, expecting the help from the Collective, to disappointment as they lacked resources and manpower. Forced to developed with whatever resources and manpower they had, including conscripted criminals, inexperienced soldiers, and even James who at that times was an engineer working for the military.

On 2079, the colony was involved in a civil war. James was one of the few who stayed on the loyalist side, his mother fled the colony in an attempt to requested aid for the civil war because of the criminally-convicted Warhawks and political problems. James, in a desperate attempt to defend the colony, donned an experimental suit that had yet to be tested. He was successful in the end to defend the colony, but at a cost. He was mortally wounded in the process, and the experimental suit's health technology was the only thing that kept him from dead. So he is alive and almost dead at the same time.

His mother returned with a group of mercenaries, and as they rebuilt the colony, he went to the galaxy in the search of a cure that can cured his....conditions.

Powers and Abilities:

- Superhuman Strength : The genetically-engineered Warhawks are designed to be superior in strength and conditioning. Unfortunately, the lack of sufficient resources only gave him slight superiority in strength compared to the previous generations of Warhawks. Fortunately, the experimental suit gave him additional strength.
-Superhuman Flight : Without the suit, even he can already fly. But the suit added boost to his already-existed flight ability.
- Enhanced Condition : The special trainings and genetic engineering gave him superior conditioning, scientifically speaking. His condition is an enhanced one, toughness, physical conditioning.
- Military Training : Warhawk, at its root, still a military soldier adjusted with enhancements and special-forces level trainings. James has the military training, close-combat, marksmanship.
- Protection : His experimental suit has a protective layer, an armor of some kind. Enough to stop laser/plasma/ballistic rifles, but anything bigger than rifles is a no-no for him, only able to sustain until so many damages.
- Engineer : As a former engineer, he's well-versed in craftsmanship and engineering.


Weaknesses:
- Experimental Healing Regeneration : His suit has a healing regeneration, but also prone to electronic-based attack, so if it died because EMP, the regeneration wouldn't work and he's going to be dead in 10 minutes.
- Extreme Weather : His suit is unable to sustain extreme hot or cold weathers. It can survived, but not for the most extreme.
- He cannot leaves the suit, for the suit is the only thing that keeps him alive.
- He is a cautious one, any damages to his suit and he might be in a dangerous situation for his own life. Over-cautious, perhaps.
- His suit protects him, but only to so many damages.

Standard Equipment:

- MEX 3.0, an experimental suit, developed to be the latest military suit for the Warhawks. Haven't been tested yet and the last touches haven't been put so it is basically MEX 2.0 with few improvements like healing regeneration property and extreme weather conditioning, but not to the most extreme. MEX series is basically suits regularly used by Warhawks, so MEX 3.0 is supposed to be the newest in the series of suits.
- Warhawk-issued pistol, a laser pistol, with red dot sight and iron sight as sight accessories, as well as added improvement in fire rate.
- Combat Blade, actually more of a knife, but it's basically a combat-issued knife.

Classification: TBD

Optional stuff N/A

Theme song: Fleetwood Mac - The Chain

Random Facts about your character: The best Warhawk in his generation, despite his background closely more related to engineering than military.

Tropes:

- BadassBookworm
- TheEngineer, Combat Engineer-type.
- GadgeteerGenius


I like him!

Accepted! Tank 4, Mover 4


Thanks, Atria. That's a very nice compliment.

No sarcasm.
Last edited by The Knockout Gun Gals on Sat Apr 22, 2017 8:20 am, edited 1 time in total.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4919
Founded: Aug 06, 2012
Democratic Socialists

Postby The Knockout Gun Gals » Sat Apr 22, 2017 8:21 am

Also, I'll be disappear for a while due to holidays from tomorrow till Tuesday, so Atria, you can control my character in the meantime.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Sat Apr 22, 2017 8:32 am

Nea Videssos wrote:
The Republic of Atria wrote:Now that we've got a few apps, Act 1 will consist of the PCs meeting up to deal with the threat of The 9 attacking on Haven. They are the most powerful and vicious group of mass murderers in the galaxy. Why are they in Haven? Two reasons. Shiggles, and they're looking for new members!

Current members:

Nathan: The psychopathic leader of The 9. Coincidentally the most powerful member. Able to swap between 3 moderate powers, or stack a single power up for far greater effect.

Beast: The Nine's "mascot." Despite his disposition, is completely sentient and sapient. Has reactive adaption and a powerful healing factor, all adaptions are permanent. Mostly interested in people trying to hurt him, and eating them.

Scar: A biokinetic. Created Beast. Augmented all members of The 9 to be immune to piddly things like poison, mind control, poison, and patches them up if they do get injured.

And a few other mooks who'll likely get killed.


Those 9 people seem like a fun bunch. :p


The funnest! Don't bring your kids!

Kaledoria wrote:Faction Name: Alliance Star Ship Theia

Faction Population: 192

Short description of Tech level: The Alliance Ship Theia was one of the latest designs of Collective/Human technology in 2060, with peak medical and astrometrical facilities. It's weapons and shields missed the wartime innovations invented during the Hyperion war but still outclass most current ships, that have to rely on simpler, cheaper technology due to the decline in infrastructure.

Faction Backstory: Build in the 2050th, the Theia was a Long Range Explorer, build to further mankind's maps of the galaxy, to supply and protect remote outposts and to knot diplomatic ties with alien planets. Their mission was cut short when the Hyperium attacked. The Theia was equipped with the latest weapon upgrades and sent to meet the enemy head on. The battle went surprisingly well - until the enemy main fleet arrived and the Collective/Human force realized that all they had attacked was a vanguard. The Theia's advanced sensors had picked up traces of a micro wormhole nearby and so it drew the attention of the enemy fleet and made a run, as many enemies on it's tail as possible. With a focused tachyon beam, they opened the micro wormhole to the point, where they would be able to escape through it. - Even if they did not know, where it let, any place was better then where they were.

They did not travel through space. To their surprise, they ended up in the same system, they had started, but their pursuers were gone. They shrunk the wormhole again with a ray of heavy photons. Then they calculated from the position of the system's gas giants and nearby stars, that they had traveled through time about 20 years into the future. Visiting Earth and Collective Nexus, they realized, that thought not everyone they knew was dead, the institutions, that they had sworn to fight for were essentially gone and there was no single entity, that the whole of the crew could agree upon to be the rightful successor of the Human/Collective Alliance. The crew of the Theia therefor decided, that the only reasonable course of action was, to go back to the purpose as a diplomatic vessel and bring unity again, to the various factions in their part of the galaxy. But so far, this task has proven to be much harder then imaginable, as forming an alliance needs trust and investment and while every system and every faction is concerned with their own, private struggles, few are willing to commit themselves to a greater ideal.

Race(s) the faction is made up of: 72 Humans, 88 Collective citizens, 32 assorted Aliens of 8 different species. (8;7;5;4;3;3;1;1)

Vanladians: The tall (9 ft on average), very slim humanoid race is one of the oldest allies of the Collective. They are prices for their psionic abilities, that are quite common among their race and specifically makes them very able Navigators and pilots.They are hairless, with overly long necks and faces with large eyes and a small, lipless mouth. Their arms are not very strong but very dexterous and end in 6-fingered hands. The race is rather long lived and can willingly enter a hibernation state.
In the past, the main political body, that also governed the home planet of Vanhrimir was lead by the Navigator's guild, a rather plutocratic senate of strong psions. By now Vanhrimir is destroyed by various battles. As far as the Theia crew was told, the Navigators guild and several powerful leaders of Vanladian society allied with the Hyperium and civil war broke out. Leaders of the Vanladians on board the Theia are Vana Gullveig and her Disciple Gunnlöth. The other 6 are their personal staff and bodyguards.

Theodicians: The sturdy, semi-insectoid Theodicians are a warlike race. They are six-limbed heavy-worlders that usually walk on four legs, leaving two arms, but the two front-legs end in claws, that (while being far less dexterous then hands) can still perform simple manual tasks. Their skin is all gray and covering a chitin-like hide, that heals quickly. Their faces are rather plain featuring just two eyes in the front and an ear hole and two nares on each side. A large vertical mouth sits, where the human chin would be (they have a left and a right jaw).
Coming from an advanced feudal society centered at the edge of the galaxy, the Theodicians took it upon themselves to drive the Hyperium back. They lost big and their remaining ships joined the Human/Collective efforts. The 7 Theodicians on board the Theia are the last survivors of a ship that was destroyed about a week before the battle that lead to the Theia's time leap.

Razzani: The small (average about 4'9" but with significant variations depending on colony) ape-like Razzani are one of the oldest races of the collective. Anatomically, they seam similar to humans, except for the average size, slightly larger heads with significantly large ears, and the fact, that they have another set of hands where their feet should be. They can turn their head about about 160° both left and right and thus look almost directly behind them without turning around. They are renown as great technicians and engineers.
Their homeworld is actually a collective world by now, with only a minor non-robotic population but up until the Hyperion war, this had not really bothered the biological communes of Razzani on their various colonies.
In the great war, the colonies of the Razzani had been hit early and hard, leaving some Razzani with resentments for the collective that had dragged them into this war, that seamed mostly like an issue the Hyperions had with the upstart humans. In the dark years since the end of the war, these resentments have escalated and sparked a number of radical pro-biologist factions aiming to reclaim their homeworld from the collective and prohibiting the practice of brain-uploads into Collective bodies for their race. There are 5 Razzani on board the Theia but more importantly, about a third of the Collective citizens had belonged to this race before transferring their mind into Robot bodies.

NuSavayans: Amphibian NuSavayans had a society, much like the humans. More advanced but less conscious however, they had ruined their home-world in an ecological crisis. They are about as tall as humans, but have a wide tail and almost fin-like feet. Their skin reminds Humans of reptiles but physically (warm-blooded, life birth) they work more similar to mammals.
They were saved from self-destruction by the collective, that provided them with means to escape their polluted harvest, but when they were discovered about 150 years ago, famines and pandemics had already reduced the population to a 10th of it's golden age of technology and society was basically collapsed. In reaction to that history, many NuSavayans of the new, hopeful generations become environmentalists and biologists and they work closely with the Collective. Despide the fact, that many NuSavayans become Collective citizens, their overall low population means, that only few Collective citizens are NuSavayans-born.
On board of the Theia, there are three NuSavayans and twice as many Collective citizens born as them.

------------------------------------------------------------

Name/Alias: Captain Selene Egio

Gender: Female

Age: 38 (born 2025, missing 20 years)

Appearance:
(Image)
Uniform not up to date - Excuse the poor Photoshopping


Race: Human

Backstory: Born in rural southern Italy, Selene early on showed great potential concerning sciences and technology. As minor powers were known to appear in her family, she could have picked quite a number of academies to go to, but she wanted to explore space. She finished the common education at 16 and moved to Naples to study, with Astronavigation, Subspace technology and Xenobiology being cornerstones of her courses. She joint Earth's space forces right out of university but when the first common agency of Collective and Mankind were established not much later moved on to them. Being there from the start and equipped with a much more profound education than the geezers, who had went to University before contact with the Collective, it was no surprise that she was assigned the rank and position of commander at a remarkably young age. She held that position for 11 years, before finally, with the construction of the Theia, she got the opportunity to take an own command, as Captain of a Star Ship.

Powers and Abilities: Selene has the gene but it's mostly dormant. She never had a flashy awakening (as far as she remembers) of her powers but she had always had an edge. She learns faster then other people, especially languages. This mostly comes as a very specialized application of a broader power: Her great empathy and understanding of other people: When someone explains something to her, she gets it right, even if it's the worst teacher in the galaxy. Surprisingly enough, this feat crosses the barrier between species and even works with Collective Citizens. In other application of this power, she is a great human lie detector.

On the natural side of skills, she is physically fit, able to run 2-3 miles carrying an 16lbs backpack or a marathon unencumbered. She is a good pilot and has a lot of experience in all kinds of computer systems in general and starship operations in specific. Thanks to her powers she has acquired a wide array of skill in various languages and knowledge of Alien cultures, as well as academical fields of physics and biology. Her memory is very good, bordering the supernatural but not quite there (And it's mostly due to special training techniques, it did not all come natural to her)

On the cybernetical side of powers, she has a standard multi-slot chip-jack. The cranial computer that comes with it interprets mental commands but can't route his output back into the brain; it is instead linked to an image projector in the left eye and two sub-speakers in the ears.

Weaknesses: After more then 2 years in the present, most of her crew have somewhat adapted to the new reality of what the galaxy is in, she has a harder time adjusting. Slight autophobia (fear of isolation)

Standard Equipment: Depending on situation.

Classification: (Will be given to you by me)

Optional stuff

Theme song:
She is not actually a Unicorn, but in a metaphorical sense, this works perfectly

Random Facts about your character:
Was never married and finds some relieve in this, seeing that many of her crew had been crushed to discover, that their spouses had moved on, when the crew was declared dead and gone for 20 years.
Besides the previously implied jogging, memory training and socializing, she spends whatever free time is left with yoga, and reading very old books (or rather the digital copies of old books).

Tropes:


Other main crew: (Separate apps in planing)

Yuri Kù - Human 1st Commander and Operations officer - Russian (half Chinese); 41 - no powers - minimal adjustments (Chipjack for linguasofts, improved eyes)
Andawnu Tactican XA34 - Collective 2nd Commander and Tactical officer - NuSavayan-born; uploaded at 30 (young adult age); 25 years since upload - various upgrades (enhanced speed, interfaces, electronic warfare (like encryption/decryption tools), chemical analysis) compared to the default model body
Nyota Mbasha - Human Helmswoman - Kenyan; 29 - no powers - moderate adjustments (mind-machine-interface, reflexes, internal air tank, Spatial awareness enhancer)
Jayesh Kaushalya - Human Medical officer - Indian; 51 - no powers or adjustments
Kain Engineer 01FFS - Collective Engineering officer - Razzani-born; uploaded at 55 (old age); 8 years since upload - various upgrades (energy resistance, enhanced strength) compared to the default model body
Gullveig - Vanladian Navigatrix - Vanhrimir aristocracy; 70 - powers: ESP and Psychoprojection
Prokhor Koenig - Human Freelance Psion - Russian; 58 - no adjustments - powers: Telepathy, Telekinesis, Pyrokinesis, Cryokinesis, Fulgurkinesis, Magnetic Field Manipulation


Looks good! Captain Egio is a Thinker 3. One thing though, it was the Hyperium War, not the Hyperion war.

User avatar
Indo-pasif archipelago
Ambassador
 
Posts: 1266
Founded: Jan 12, 2013
Democratic Socialists

Postby Indo-pasif archipelago » Sat Apr 22, 2017 10:19 am

Tagging here. I presume we're not dealing with anything too magical here, yes?
I picked the Anarchist Hog

PreviousNext

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Al-Momenta, Bentus, Goi Arauaren Erresuma, Niebianska Polska, Nuxipal, Nyetoa, Sao Nova Europa, Tracian Empire, Zei-Aeiytenia

Advertisement

Remove ads