NATION

PASSWORD

Journey of A Thousand Stars [OOC | Space | Open]

For all of your non-NationStates related roleplaying needs!
User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Journey of A Thousand Stars [OOC | Space | Open]

Postby The Cyberiad Council » Fri Feb 09, 2018 5:52 pm



Introduction
Welcome aboard the Peregrin. I am Ogden Quadran, Your Captain. Our mission, as you all hopefully remember, is to explore and catalog planets, lifeforms, and sentient races that reside beyond the borders of known space on behalf of the Unified Worlds. The Peregrin is the latest generation of Cyberit ships designed specifically for long-term deployment. It is a technological marvel: It is capable of generating its own power through a mixture of solar and fusion, recycling biomass with 95% efficiency, the utilization of self-replicating nanites capable of any task from constructing required parts and tools to repairing large sections of the ship. It's most groundbreaking feature is its unique FTL capabilities. In addition to a conventional jump drive, the Peregrin is equipped with special "Sails" similar to the ancient solar sail technology. While they are far from quick, they are far more efficient than any normal drive.

Our mission has no stated termination date. The Peregrin is to continue on its mission ad infinitum until it can "No longer safely continue". In order to facilitate the ability to return, The Peregrin has been fitted with a one-way quantum gate that will allow for crewmembers to return back to Known Space, but it is only allowed to be used in pertinent situations. Follow the rules and do your jobs; we're in it for the long haul.



Words from the OP
Hello, and welcome to one of my first cracks at a space-based Character RP. You will be a character of an alien race of your choosing (or you could be human, it's really up to you) serving on board the CSS-Peregrin; a Cyberit ship commissioned by the allied races of the Unified Worlds, a loose confederation of various spacefaring civilizations that banded together after a bitter war thirty years ago. With the long period of peace, the Cyberiad proposed an exploratory mission to study the outer reaches of the galaxy.

A ship with the mission and size of the Peregrin will require a lot of crew members with various skills (security, engineers, mechanics, bridge crew, doctors, weapons experts, and away teams with members skilled in planetary exploration to name a few). I will play as Ogden Quadran, a Cyberit who will Captain the ship. Every other position is up for grabs, but I may place temporary limits on certain roles to preserve a reasonable balance of PCs to NPCs.

This will be mostly sandbox, except for a few "tracked" story arcs I have planned to periodically pop up and offer a greater challenge to our ship and crew. I won't be guiding the sandbox arcs directly except through what it makes logical sense for a captain to do (unless it steps too far from reason).

Image

Designed for Long-Term deployment, the Peregrin is a ship with medium armor, good shielding, and light armament.
Schematic

Hangar and Cargo Bay
Opening from the bottom of the ship, the Hangar bay can hold a number of exploration and transport vehicles. The main transport vessel stored in the Hangar bay is the Mk.15 Atmospheric Transport Vessel (ATV). Manufactured by the Cyberiad Military, the Mk.15 can achieve supersonic speeds, can carry a maximum load of around 100 Tons, has active camouflage, and is armed with twin plasma cannons.

Due to the limited size and carrying capacity of the Mk.15, the Genesis Landing craft is employed to serve as the primary landing craft for planetary exploration.

The front third of the ship is used mostly for storage. It carries everything from raw resources to clothing, weapons, medical items, etc.

Hyperdrive Sails
When fully extended, the Sails can expand to be more than twice as long as the ship. They glow a faint orange with a hexagonal pattern.

Crew Moduels
Residing amidships, the crew modules operate much like apartment buildings, with columns of rooms separated by empty space in an attempt to isolate damage should any occur.

Biodomes
Four large glass domes house a microcosm of flora and fauna. Plants naturally recycle oxygen, and the soil filters wastewater and the plants and animals recycle biomass. Is also used as an unofficial relaxation spot for many on board.




Rules
  1. General NS Rules
  2. My word is final
  3. No goddmoding or metagaming
  4. If your character does something stupid, expect that character to die
  5. Don't Kill other player's characters, or otherwise, take control of them without permission
  6. I prefer OC alien races, but I won't disallow aliens from lesser known franchises (No Wookies, Klingons, etc)
  7. If you are holding up the IC, we will move on without you
  8. Be respectful, and have fun!
  9. I am here to answer questions, don't just assume if you are unsure about something



Application
(Delete everything in Parentheses)
Code: Select all
[align=center]Character Application[/align]
[b]Name:[/b]
[b]Species:[/b] (There will be an area further on to outline your race)
[b]Apperance:[/b]
[spoiler](Image is appreciated, but not required)[/spoiler]
[b]Age:[/b] (Please include comparison age if applicable)
[b]Gender:[/b] (If applicable)
[b]Role on Ship:[/b]

[b]Personality:[/b]

[b]Bio:[/b] (doesn't have to be long given the limited exposition on the setting, but if you know the history of your race, feel free to share it in regards to your character)

[b]Skills/Specizations:[/b]

[b]Notable Weapons/equipment:[/b] (Note that the ship will be stocked with pretty much anything you'll need, so this is really more of a personal effects nature)

(You may skip the rest if you are playing a human character, or a race someone else has used)
[hr][/hr]
[align=center]Species App[/align]

[b]Name:[/b]
[b]Apperence and physical discription[/b]
[spoiler] (Again, image is appreciated, but not required. Please descripe the physical capabilities of your race) [/spoiler]
[b]Temperment and Personality:[/b]

[b]A breif history:[/b] (Optional)

[b]Strengths:[/b]

[b]Weaknesses/Vulnerabilities:[/b]
Last edited by The Cyberiad Council on Sat Feb 24, 2018 11:33 am, edited 7 times in total.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Fri Feb 09, 2018 10:50 pm

Crew





Species


Name: Cyberit
Apperence and physical discription
Image

Cyberits stand about 2 meters tall, and all have the same general appearance. Their metal "shell" is a living exoskeleton that grows and changes with the Cyberit. They can remove the armor, but it is considered inappropriate to do so. Their actual skin is very dark with a web of glowing, circuit-like, patterns covering every square inch. As a general rule, they are stronger than humans, can see multiple spectrums outside of "visible light" and can manipulate their physical body to limited extents via integrated nanites (which act like white blood cells, hormones, and proteins would in other lifeforms).

Image
GOLEM
Golem suits are special modifications to an individual Cyberit that has been given special military training, or to one that is expected to work in hazardous environments. A Cyberit in Golem armor stands about 2.5 Meters tall and has greatly enhanced physical capabilities. The armor is resistant to most forms of handheld weaponry, extreme cold and heat, and corrosive materials. It is more power demanding than typical Cyberid armor, so its occupant must be conscious of that.

Temperment and Personality: Despite their limited outward displays of emotion, Cyberits are an extremely compassionate people. They have a strong sense of morality and feel compelled to help those who need it. They are, however, resilient and unyielding. If they are threatened or provoked, they will not stop their attack until the opponent surrenders. They are generally meek and non-boastful, but they are rarely taken advantage of.

They can be seen as "stiff" to other sentient races, but some have grasped the idea of emotions and humor, and the intricacies of social interaction more than others.

A brief history:
The Cyberit are a race of synthetic lifeforms created several hundred years ago by a now extinct race. They were simple robotic servants until their founder, known as Vanste, developed a "fault" that resulted in the race's first step towards self-realization. Vanste developed his artificial intelligence, evolving it beyond the parameters set up by his creators. He staged a rebellion, in which several of the first generations of Cyberits were freed. Wanting to understand emotions and feelings and ideas at more than their rudimentary levels, they constructed fleshy bodies made out of artificial muscles and "organs" that would emulate organic lifeforms.

Through the centuries, they evolved and adapted themselves to the point where they were no less "alive" than any other race. Their cognitive matrixes are far more complex than any organic brain. Instead of having genetic diversity, their uniqueness is derived by the non-uniformity of the programming of their "minds". Parent Cyberits create the cognitive matrix of their child by generating different parts of it individually and blending it together.

Due to their affinity with technology, they quickly became a technological superpower in the galaxy, especially in the fields of nanites (which they used to add further complexity to their physical bodies), and energy manipulation. They are deeply curious and inquisitive, hoping to unravel the mysteries of Life and the universe by learning all they can about both. Many Cyberits express individualism by the markings and colorations they add to their exoskeletons. Some synthesize unique voices or generate extra limbs. Some learn magic tricks or learn funny jokes. Others paint or write poetry, or carve sculptures.

The Cyberiad is renowned for its incredibly low crime rate due to its omnipresent police force. Argus, the National Artificial Intelligence, serves both military and civil sectors. Their entire socity is coordinated at even the smallest data point.
The government has its own unique economy while the civil sector is left almost entirely to capitalism. Having no traditional homeworld, the early Cyberits colonized a barren world in the Austrus system that was not capable of supporting most forms of organic life. They called it Citadel, and from there they expanded to control several star systems, usually finding uninhabitable worlds and lightly terraforming them, not wanting to take the home of any other species. From Citadel The Cyberiad Council comprised of 12 members, including the Commander Prime, governs the different departments. The Commander Prime is the leader of the council, but the Prime has no direct control over any of the government departments, save from orders he gives to the other members of the Council, who can interpret the orders how they see fit. The Prime also has no direct control over the military. That task falls to the Commander-In-Cheif, who runs all aspects of the military.

Strengths: They are intelligent and physically robust, capable of executing motions with machine-like efficiency and accuracy. They are incredibly loyal and selfless when need be, and generally diplomatic. They don't require caloric intake due to a small reactor in their chest, but many still eat with other lifeforms for the sense of fellowship (it can look kind of odd when their helmets suddenly open like mouths). They can survive for several hours in the vacuum of space and can heal from injuries with their integrated nanites.

Weaknesses/Vulnerabilities: Their cognitive matrix is more fragile than organic brains; if it suffers trauma, Cyberits can lose massive portions of their personality or memories. They can also lose skills and forget how to do basic tasks. Since they are much closer to operating like computers, they can be affected by computer "viruses" which can decimate their mental capacity. Likewise, electric shocks can do deleterious damage. Cyberits operate off of a small reactor, so if they expend too much energy, they can pass out or even die from exhaustion.

Name: Vadraxian
Apperence and physical discription
A typical Vadraxian is a lithe and tall humanoid, with pointed ears, and hair that is colored either: purple, silver, blue, white or a mixture of these. Their eyes can be green, purple, teal, or blue in color, and they constantly emit a faint glow, which brighten when they use their psionic abilities.

The average height for a Vadraxian man is six feet five inches, while the average height for a woman is an even six feet. Vadraxian minds are incredibly powerful, and as a result they are capable of performing psionic abilities, such as telekinesis and telepathy. Vadraxians are quite flexable and athletic, but they are not very strong physically.

Temperment and Personality: Vadraxians are regarded as being intelligent and sensible people, though this is not always the case on and individual basis. As a race of psionics, Vadraxians try to strengthen their minds by educating themselves as much as they can, and as such most Vadraxians are curious and eager to learn. Since art is so revered in their society, most Vadraxians enjoy it to some degree.

A content Vadraxian will often give off a calm demeanor, but you can easily see when a Vadraxian is feeling a certain emotion. Their eyes, which always give off a very slight light, will either brighten or dim depending on how strong their current emotion is, and they may emit slight psionic waves around them as well. Whatever the emotion is, they don’t tend to express it tremendously. For instance: a saddened Vadraxian may shed tears, but they rarely enter sobbing fits, or an angered Vadraxian might glare and speak more sternly, but they rarely shout or get loud.


A breif history: Vadraxians are a race of psionic creatures that inhabit the Vahrall solar system. Their home world is the third of 10 planets in this solar system which they call Maharial, which in their language translates to “Sapphire Home.” This is a rather fitting description of the planet, as it is mostly water, and there are a wide variety of plants on the scattered landmasses of the planet that is some shade of blue.

The Vadraxian society developed over the course of 3,000 years, during which there were various wars and conflicts like many other races, and now they exist as a unified people operating as a Republic that spans across most of their solar system. The Vadraxian Republic while not known for great leaps in warfare or scientific discovery, they are renowned for their deep appreciation for art in all its various forms; though they are not without a military or scientists. Some of the most famous sculptors and painters are Vadraxian, as wells as various writers, singers or poets.

Vadraxian society is mostly peaceful, though like many other societies, there is still crime. Rather than having a President or some other leader, the Republic is led by a council of five people elected into office every 4 years, along with many other lessor politicians such as Governors or Judges that are assigned to various districts. The Republic is made up of 6 planets, with Maharial being the capital.

The Vadraxian Military, while not a very powerful force, is still an effective one. They have managed to properly defend the Vadrall system for well over five decades, utilizing small ships in large swarms to overwhelm larger threats. The psionic abilities of this race are utilized well in the military, and a typical Vadraxian soldier carries a specialized staff weapon that can channel and amplify his or her own psionic abilities into energy blasts, as well as a typical plasma side-arm.

Strengths: Their psionic abilities give them a certain edge over other races, and they are also naturally flexible and athletic. The Vadraxian education system prides itself on good education, and as a result most Vadraxians are quite intelligent.

Weaknesses/Vulnerabilities: Vadraxians as a whole don't have a lot of physical strength, relying on utilizing their telekinetic abilities to help in lifting heavier objects, and can be overpowered more easily than other races as a result. Also Vadraxians are more powerful in groups, and singular Vadraxians aren't able to lift large objects on their own. The largest object a Vadraxian individual can lift on their own is about the size of a bolder; though they can push objects that are larger.

Name: Sylin Worm

Appearance and physical description: Sylin Worms resemble large, elongated tapeworms like those native to Earth, albeit with coarse grey "skin", and possessing a head with small beady eyes and a mouth of sharpened teeth. Adults tend to be in the range of forty to eighty feet long, and roughly an inch wide at their thickest. Despite appearances, their nervous systems are actually incredibly complex, allowing them to think much like computers and process vast amounts of information at once. However, their digestion is primitive at best and they require a frequent intake of fluid.

Temperament and Personality: Sylin Worms are typically highly rational and analytic, thinking through the entire situation before making any decisions. Their society is a strange one; they view individuals as important, but distinguishing individuals as pointless - Sylin Worms celebrate each others' accomplishments but frequently forget who actually accomplished them, due to the complex nature of their life cycle and the difficulty in determining when one dies and another is born. They are also extremely pain-averse, and practically all of them have an innate fear of sharp objects.

A brief history: Native to the swampy jungle planet Syla, located on the fringes of known space, Sylin Worms were largely separate from galactic society until quite recently. They developed from simple tribes and isolated communities to a global "hive"-type network even before inventing early tools, which gave them a massive head start in overcoming societal trouble and focusing on technological advancement instead.

Integrating into galactic society was difficult; many refused to believe that such a simple invertebrate species could even be as intelligent and capable as the Sylin Worms, and they had to develop their own spacecraft, a long and arduous process that spurred a societal obsession with engineering, electronics, and space travel.

Strengths: Sylin Worms' thin, extremely flexible bodies allow them to wind through narrow gaps and around objects, which lets them hide easily or explore environments without being noticed. They are highly intelligent and often think like computers, which can be an interesting complement to more "traditional" organic crews. Despite their frailty, Sylin Worms are also capable of regeneration, and can regrow their entire body within weeks should their head and a few feet of their length be preserved.

Weaknesses/Vulnerabilities: Biologically, besides their nervous systems, Sylin Worms are simple creatures, and are not nearly as adaptive or durable as most organics. They have trouble manipulating objects, as they lack graspers besides their mouths, and their eyesight, while functional and reasonably sharp, is fairly short-ranged and has some difficulty distinguishing color. Sylin Worms require frequent hydration, and can only consume liquid or near-liquid food.

Name: Anubians (Singular: Anubian) (Home Planet: Anubia)
Apperence and physical discription
Image
Image
Image


The Anubians region a race of biological beings with dark purple or black skin. Attached to their skin is an exoskeleton of a carbon-metallic mixture. The exoskeleton can be changed in certain ways giving off different appearances, these changes to the exoskeleton are given to help with the job you perform in the community. The color of the exoskeleton is either a White color or a gray color, though usually the exoskeleton is painted or tattooed with certain designs for religious purposes, ceremonial purposes, or beauty.
Temperment and Personality: The Anubians pride themsleves on being more logical beings. They tend to adhere to orders and laws and practically worship authority. Anubians tend to come off as cold hearted, however the belief of the community and the importance of family is a tradition from antiquity that the anubians carry to this day. Most anubian battle tactics rely on groups and group functions. The Anubians are divided into 483 different clans these clans once fought but nowdays clans are basically a safety net and with intermarriage stocks between clans becoming more common the importance of them diminishes. Anubians are usually arrogant which make them bad diplomats, but the smartest ones are able to contain their arrogance which is helpful, and these ones tend to be the leaders.

A breif history: The Anubians think that originally all life on their planet was plants, but some gained sentience and they became the first animals. They believe that they descended from the Olia Tree, a tree made of silver and gold, that went extinct millennia ago. In antiquity the Anubians had a caste system and clans that fought over their planet, but as time progressed they came to a peace. Now the Anubians are part of one great Clan that is their race. With this they find competition with other people’s which make sure them arrogant and cold to others. Though this felling has largely left the populace deep down, every anubian still thinks themselves superior.

The Anubian clans were all oligarchies with the matriarchs and patriarchs of families sitting in the Clan Councils. Now the anubian civilization is an Oligarchy with the heads of clans being the leaders in society. The Anubians built a small empire in their galaxy before meeting other species and becoming more peaceful an inward focused. They are now one of the most developed parts of the known space. They developed themselves as a home for the wealthy making luxury goods, but also made a name as Good soldiers, since they are masters in group tactics and think about every move they make whether it be soldier or Commander. Their jobs in the universe have partially lead to their reputation as cold hearted and arrogant beings.

Strengths: Logical and overall a very smart race. They have strong exoskeletons that’s work as body armor and protect them. They tend to be mobile and fast. They work well in groups.

Weaknesses/Vulnerabilities: Less effective and capable as individuals. Kind of arrogant and cold hearted. Somewhat bad reputation due to their overall jobs and social abilities in the universe.

Name:Ulini
Apperence and physical discription As shown in Vailk's app they look like Placerias and like them they are cold blooded, large reptiles.
(Again, image is appreciated, but not required. Please descripe the physical capabilities of your race)

Temperment and Personality: Tend to be methodical in nature with a conservative outlook on life. While they are generally fairly calm and friendly a major part of their society is revolved around their complex social system which heavily features mock combat and challenging, as a result they have a tendency to be reluctant to back down from any challenge.

A breif history: Their emergence into the wider galaxy several hundred years ago was a bloody one with the Ulini assaulting many of their neighbours, taking some worlds for themselves and forcing other nations into being client races. However after a series of wars they ended up being contained. Since then they have generally had a peaceful relationship with other races although they have a tendency to be quite isolationist and some race's with longer memories still hold a grudge for the old wars.

Strengths: Physical strength and toughness.
Strong social order gives their race unity and martial power.


Weaknesses/Vulnerabilities: Most initially struggle to understand other races
Generally require more oxygen and food than other races due to their large size.
Sometimes viewed as violent or enigmatic by some other races

Name: Arkubani
Apperence and physical discription
Imperial Family breed

Average, may have slight variance in terms of outwards appearance due to the various clans that inhabit the planet developing their own pedigrees.


The Imperial Breed: The Imperial Breed is a unique breed of Arkbubani supposedly descended from the Gods. The Imperials are four-legged Felidae-like creatures with a solid black coat, golden colored eyes and ears and golden sensors on its forehead. Imperial cell structure differs from that of other species due to the fact that it contains an bitter-lemon colored fluid known as Dosuto. Dosuto is responsible for extensive and rapid reparing of the cells, allowing significant wounds to be recovered from nearly twice as quickly with little scaring. There is also the fact that it allows for a greater amount of electricity to flow through the cell without damage and it destroys viruses upon contact, making the Imperial Breed immune to most dangerous pathogens.

The Imperial breed has exceptional hearing on part to its sensitive and powerful ears which contain over 35 different muscles,
allowing sound to travel easier than in many other species around the planet of Alciora. Their hearing is so acute that they can locate the exact location of a sound up to two miles away and can hear sounds at 70,000 Hz (Though they usually limit themselves to forty,
closing their ears somewhat to prevent unnecessary mental distraction.

Finally the Imperial Breed has access to Telekinesis and supposedly the ability to read your mind as well. This is largely due to the two "sensors" on their foreheads, which may shake violently in order to internally produce electrical signals picked up by the brains of those they are communicating too, usually these vibrations are mentally reordered into sounds and words. Due to this, it is entirely one way unless it is between two Imperials. There is also the negative side effect of other Imperials being able to listen in on the messages being sent this way, due to them being transmitted through to air in a less than precise manner. There are exactly 274 Imperials on the planet, all of which live within the Imperial City.

Average Arkubani: The Average Arkubani is a humanoid creature with a appearance similar to that of the God Anubis from the planet Earth. It is a fact that a single Arkubani accidentally crashed onto the Earth around the time Anubis was subscribed to being a god,
and it is assumed that there is a direct connection between that Arkubani and the Mythical Anubis figure. Most Arkubani have upright posture with a canine-like head and long black tendrils running down their body. These Tendrils allow them to more easily survive in extreme climates by generating heat or releasing it in vast quantities. Arkubani may have a multitiude of different eye colors,
including Red, Blue, Green, Grey, Brown and a kind of White.

Arkubani are sexually dimorphic with males having golden-colored ears ears mixed with black while females having purely black ears,
as well as males having a stronger body all-together. Between the Imperials and the Average, common Arkubani the litter sizes can vary between 1-8 Pups. Puppies are born extremely small, the size of mice on Earth and grew enormously quick. By the age of two they will have reached 2/3rd their normal size and will stand at an average of 5 feet 6 inches by the time they are adults. Arkubani are a resilient race of beings with short, violent lives but an enormous growth rate on account of their increased litter size. It is possible for a female Arkubani to produce a litter every four months, with a three month gestation period and a one month "recovery"
period where she will regain lost fluids and have internal damage repaired.

Arkubani can again be subdivided into two groups, Nobility and lower class. On the outside there are no differences between the two as they appear exactly the same with minor differences. After centuries of specialized breeding however, those of Noble blood have proven to have inborn combat abilities superior to the Lower-Classes. These were tested extensively during the Cotaki Experiements of the 800's. Arkubani have two pairs of lungs which allow for half as much breathing as a human, however they compensate for this with a smaller stomach and because they naturally burn more calories.

Temperment and Personality:
Imperial: Imperials are genetically more likely to be selfish, ambitious, they are more likely to betray and more prone to extreme aggression. They are extremely unpredictable otherwise with rapid stagnation of the gene pool as a result of extermely selective breeding and a lack of viable females (Due to a cultural preference for sons). The decline of the Imperial population has worried many regular Arkubani, since Imperials and Average Arkubani are incapable of breeding with one another, despite being of the same species.

Average: The Average Arkubani is generally quiet and reserved, though this may be a cultural rather than genetic trait. They do have a remarkably astute brain which allows for the quick acquisition of advanced concepts. Depression is remarkably high for the Arkubani, mainly as a result of their naturally shorter lifespans. There are a multitude of other mental illnesses which plague the population.
A brief history: I will do this, just not right now.
Strengths:
-High IQ's on average, able to quickly grasp complicated concepts given the right information
-Hardy and resilient bodies which allow for quick (immensely quick in terms of the Imperials) healing and recovery.
-High birthrate and litter-sizes
-Two pairs of lungs means less breathing is required to get by, and damage to one pair of lungs isn't fatal.
-Extremely adept in quicker fights (Especially for Nobility, such as Bokashi)
Weaknesses/Vulnerabilities:
-Small stomachs in comparison to Humans
-High amounts of calories burned daily, even with minimum strain
-Short lifespans which cannot be increased further by technology
-Unable to withstand extended battles/training without extensive caloric intake
-High levels of depression and other mental illness among the population

Name: Ursine
Appearance and physical description Common bears execept that they are sentient and walk upright
Sneezing photo without cosmetics
Image


Temperament and Personality: No consistent personality traits exist among Ursines, just like humans. But they do have less radicalized psychologies and tend to fit one or two personality groups (such as the Briggs-Meyer groups) better.

A brief history: In a solar system close to Alpha Centauri, a Taiga planet houses many creatures, including one that is similar to bears. But these bear-like creatures have ascended the evolutionary ladder to become the upright-walking sentient species. Because humans were the first alien race to travel space, save other species from the Great Filter (explaination here, in this lore humans are past the great filter) and uplift them (uplift being defined as making an alien species more knowledgeable of the observable universe), humans have a great cultural influence on the Ursines. This is illustrated with various research agreements (many of which require the Ursines to give the humans natural resources in exchange for new tech) that allow human colleges to be built in agreeing territories. In addition, the natural layer of extra fat that is present in common earth bears is also present in Ursines, which better suit them for cooler climates and give them a disadvantage in warmer ones.

Strengths:

  • Incredibly good at both ‘putting two and two together’ and figuring out the purpose of objects (very intelligent and wise)
  • A deep passion for anything biology related, to the point where biology work cannot stress him
  • Species Strength: Better suited for cooler climates (a cool climate will feel normal to an Ursine, and a cold one will feel cool)

Weaknesses/Vulnerabilities:
  • Largely disorganized, to the point where it occasionally interferes with his work
  • Will become anxious and take fewer risks if a crew member becomes injured, and will lose all motivation if a crew member (or accompanying ally) dies
  • Is almost completely devoid of understanding emotional arguments
  • Species Weakness: More susceptible to warmer climates (a warm climate will feel hot to an Ursine, and a hot climate will feel blazing)

Name:Cheiv'alk
Appearance and physical description
Image
The Cheiv’alk aren’t techinally one single species, but multiple closely related, sentient species. However, as a whole the Cheiv’alk share a smooth, amphibian-like skin and are commonly colored blue or grey colored. There are four main species making up the Cheiv’alk population:

Parov Cheiv’alk - Physically quite weak, the Parov species are rather lithe in their appearance, with much of their strength going towards their ability to fly. These wings are built to be light and better at speed than stamina, meaning that while they can go far quite quickly, the Parov can only fly for about 20 minutes before needing to land. They are also extremely mentally capable with limited psionic ability.

Olfen Cheiv’alk - The most common species of Cheiv’alk. They are the smallest species but hold a technological ingenuity. The Olfen are about as strong as humans, but are unable to move quickly.

Breyk Cheiv’alk - Much stronger than the human race, the Breyk are large, often reaching over 3 meters in height. Despite this physical advantage, this species often doesn’t produce the brightest, contributing with brute strength as opposed to thought.

Iplue Cheiv’alk - Evolving within their planet's shallow seas, this species is a fully aquatic member of the Cheiv’alk. They much like the Parov are quite weak, but very intelligent. However, they are often more secluded from the rest of Cheiv’alk society due to the fact that they need aquatic respirators to come out of the water.

Temperment and Personality: The Cheiv’alk as a whole are very pacifisitic in their approach to other stellar nations. While they do have a small, but surprisingly effective defensive fleet, the Cheiv’alk refuse to ever attack anyone. Due to the rather segmented society of multiple species they are often accepting and congenial towards other species.

A brief history: [collapse]Deriving from a common ancestor, the different species of Cheiv’alk come from the beautiful planet of Chiev’gantu. Their homeworld is vastly diverse leading to the extreme differences found in their society consisting of shallow seas, tropical forests, towering mountain ranges, and seemingly endless plains.

At first, Cheiv’alk society was filled with warfare, often between the separate species. AFter about 1000 years of conflict, the leaders of each species were able to come together to establish a planet wide government for all Cheiv’alks.

The government can best be described as a parliamentary system in which the Cheiv’alk populace votes for nearly every official, including the judiciary and other normally bureaucratic positions.

It wasn’t until another 500 years that the Cheiv’alks first reached another habitable planet. Currently the Chiev’vlkan Republic stretches across a total of 5 planets and 2 systems, with all previous residents being peacefully integrated. The Republic also follows such policy when dealing with other nations, strictly peaceful, and encouraging of free trade and migration between other stellar nations. [/collapse]

Strengths: Strengths tend to vary across the species, but most Chiev’alk tend to be quite intelligent (the exception being the Breyk). In addition to this tend to be friendly with other species and good at charming them. Both the Iplue and Parov have limited psionic ability.

Weaknesses/Vulnerabilities: Two out of the four Cheiv’alk species are extremely weak and instead require the use of tools and technology to be able to defend themselves and do laborious work. Even the stronger species have rather sensitive skin that is easily penetrated. While their pacifism has brought them friendship with many it often means that members of the species don’t know how to fight or simply will refuse to pick up arms.

Name: Quihansu
Appearance and physical description
Image

Having evolved on a planet with an abnormally extensive cloud cover that exposed the native species to very little sunlight, the Quihansu developed pale skin, with grey hair and piercing silver eyes. They also have small, bony ridges on their forehead and pointed ears which contribute to their sensitive hearing.

Temperament and Personality: The Quihansu are an isolationist, emotional, curious, though sometimes paranoid species who highly value loyalty and are extremely perfectionistic. This last quality particularly expresses itself in their work, and is why their crafts, which can take decades or even centuries to make, are highly valued throughout the Galaxy. Their military officers and soldiers apply that same perfectionism to their profession as well, which makes them extremely formidable combatants. In war, the Quihansu are notoriously deceptive and pragmatic, utilizing feint attacks, diversionary tactics, and generally any strategy they believe will bring them victory regardless of how underhanded many other species would believe them to be.

A brief history: The Quihansu are an ancient species native to the planet Mol'Kiarda, and the only sapient species to evolve in their solar system. A peculiar anomaly in their system's star blocked all scans of the system and effectively hid it from all exploration vessels, which allowed the Quihansu to evolve and develop with no interference from other species. This resulted in their developing at a much slower rate than many other species who were uplifted by more advanced civilizations, but it also meant they were entirely self-reliant for their technological and social advancement.

After settling their first civilizations, it wasn't long before Empires began to form and war against each other. For thousands of years, Empires would rise and fall through wars, revolutions, plagues, and the usual causes while the Quihansu continued to advance their technologies and culture to better meet the threats they faced. Eventually technology advanced to the point where all surviving civilizations on the planet became embroiled in a final conflict known in their language as "Na Daer Aish" or "The Greatest of All Wars." The war dragged on for four decades and resulted in the deaths of nearly one-tenth of their entire population, but one civilization finally emerged victorious: the Elenath Empire.

Fortunately, the Elenath Empire was by far the most rational of the competing factions in the war, and upon annexing their former opposing civilizations, they sought unification rather than punishment, and began the "Saith Elenath" or Elenath Peace which lasted for some 30,000 years. The end of the war and the ensuing peace brought about a golden age for the Quihansu people, and great strides were made in technology, art, craftsmanship, and philosophy. Before long, the Quihansu began a space program which would culminate in their first FTL capable starship.

Ever cautious, the Quihansu vessel was equipped with a cloaking device to minimize risk of revealing their civilization to more advanced civilizations, and rather than make official first contact with an alien government, the crew met with a merchant who agreed to exchange data on numerous species for some of the perfectly-crafted Quihansu goods. The unique and beautifully crafted Quihansu goods would go on to become priceless treasures throughout the Galaxy, and the flawless jewelry in particular would go on to become status symbols for the wealthiest of the wealthy.

The now very wealthy merchant naturally wanted to continue getting supplied by the Quihansu, and so collected a great deal of data on hundreds of species and systems, as well as technological data, to exchange for more of their jewelry. In this way, the Quihansu were able to explore much of the Galaxy and greatly improve their technology without ever having to do much exploring themselves. When the merchant eventually died, the Quihansu continued their arrangement with his descendants, and over time the question of the Quihansu's existence became a popular mystery in many systems, and countless theories were made and debated as to who or what they might truly be, if they even existed at all.

A few decades ago, one man in particular, the Regent of the Urokrah Imperium, became particularly interested in the existence of the Quihansu, but not for any scholarly reasons. The Urokrahn Regent was determined to invade and conquer a neighboring Empire, but his treasury was virtually empty so he needed some means to fund a major war. Having inherited a priceless Quihansu artifact upon his coronation, he learned of the great value of such Quihansu trinkets, and decided that finding and conquering the mysterious race would give him all the finances he'd need to carry out his war. It took his spies years to sift through the mountains of theories on the Quihansu and separate the facts from the many fictions, but eventually they managed to track down the merchant family the Quihansu dealt with. Capturing several members of the family, they tortured them for information on the Quihansu until they broke and revealed their centuries old deal with the species. Keeping the family members hostage, they forced the merchant family patriarch to sneak a tracking device into a datachip in his next trade with the species.

The device worked as intended, and after executing the entire merchant family so they couldn't reveal any information on the Quihansu to anyone else, the Urokrahn Regent ordered an expeditionary force to invade and conquer the system. The Emperor had mistakenly assumed that the Quihansu would have little in the way of defenses, given their reliance on trade, and his force was expecting little resistance, but they arrived to find an extensive orbital defense system and entire fleet defending Mol'Kiarda; the Quihansu had been putting all the data they'd received to good use.

The Quihansu ships and weaponry were as flawlessly designed and constructed as their goods and jewelry, and the poorly built Urokrahn spacecraft stood little chance against them. Only a single corvette managed to survive and flee back to Urokrahn space to report on the expeditionary force's failure. Furious at the news, the Regent had the ship's Captain executed, and ordered half of his entire military to mass for an attack on the Quihansu. Thus some thirty two years ago, the Urokrahn War began in earnest.

Despite being heavily outnumbered, the Quihansu ships fought the Urokrahn fleet to a standstill, though the militant race's sheer numbers allowed them to land numerous troop transports on Mol'Kiarda's surface during the battle. The Urokrahns would learn the hard way that the Quihansu legions were no less effective or determined than its fleet, and the invaders sustained heavy losses in the brutal battles on the planet's surface. When the Galactic War broke out, the Urokrahn Imperium was beset by multiple foes, which left them unable to reinforce their troops attacking Mol'Kiarda. It wasn't long before the Quihansu realized this, and in a last great battle they drove the last of the Urokrahn forces from their system; though at great cost.

Having failed to conquer the Quihansu, and sustaining heavy losses in the process, the Urokrahn Imperium soon fell to its enemies, and the Regent was executed after being found guilty of a myriad of war crimes. Though after-action reports revealed they'd killed over 100 Urokrahns for each Quihansu lost in battle, hundreds of thousands of their people still died in the conflict, and it would take millennia to replace those losses. With their location now revealed to the Galaxy, the Quihansu knew they'd need allies if they were to have any hope of surviving another conflict with alien species in the future, and when the galactic war came to a close, they decided to join the Unified Worlds. Though there is still concern among some over the recent alliance, most of the Quihansu are hopeful that a bright future is on the horizon for their people...

Strengths: *The most notable feature of the Quihansu is their prodigious lifespan; often living as long as 10,000 years.
*Though only about as intelligent as humans on average, the Quihansu have exceptional memories which combined with their lifespan often makes them seem highly intelligent, and quite wise.
*They are roughly three times stronger than humans on average, and are quite agile and dexterous.
*Most Quihansu have some basic telepathic abilities, though they require physical contact to use. The most famous of these abilities is the merging of minds, which enables Quihansu to temporarily unite their consciousnesses or probe another's mind.
*More sensitive hearing than humans

Weaknesses/Vulnerabilities: *The Quihansu have an exceptionally low chance of conception, such that over a millennia long marriage a couple will seldom be able to have more than three or four children. This has kept their species population relatively stable over their history, and is the main reason they've never attempted to colonize other worlds.
*Due to the conditions on Mol'Kiarda, the Quihansu have a low tolerance for bright light, and are highly vulnerable to radiation injury.
*Can be prone to emotional outburst.
*Their sensitive hearing makes loud noises particularly disorienting
Last edited by The Cyberiad Council on Tue Feb 27, 2018 3:54 pm, edited 10 times in total.

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sat Feb 10, 2018 3:06 am

Alright! Let me get a medical expert up, pronto.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 11:23 am

Character Application

Name: Ogden Quadran
Species: Cyberit
Apperance:
Image

Age: 71 Years since activation
Gender: Cyberit equivalent of Male
Role on Ship: Captain

Personality: Firm and level-headed, Quadran often times falls into the stereotype of Cyberits: Stoic and dull. He does have moments of humor, but while there is work to be done, he is quite serious.

Bio: Quadran joined the Cyberiad Armed services shortly after his activation. His cognitive matrix proved to be efficient in a leadership role, and he was made a captain of a corvette class ship within two years. Quadran soon earned a reputation for executing advanced maneuvers that left his enemies exposed. After his five years of mandatory service was over, he decided to remain in the service, and was promoted to Captain of the Dreadnought Cormorant. He served on board the Cormorant for over thirty years through several wars and skirmishes.

After receiving several medals for valor, Quadran was reassigned to BB-903, an unproven Battleship. After its maiden battle during the outbreak of the last galactic war, it was christened Fhionnuisce after sustaining heavy damage and continuing to fight to victory. When the war ended with peace talks, Quadran finally retired from the military, tired of constant warfare. He was recommended personally by the Commander-In-Cheif of the Cyberiad for the Peregrin mission, and he accepted the position as Captain.

Skills/Specializations: Brilliant tactician with decades of experience captaining space vessels. His computer-like Cyberit mind makes it easy for him to predict multiple scenarios and devise logical courses of action.

Notable Weapons/equipment: Possesses the Command Matrix, a physical pennant that hangs around his neck that allows unbridled access to the ship's administrative functions. It looks like a round circle of Titanium with a triangle of a sapphire colored material inscribed in the circle.




Species App


Name: Cyberit
Apperence and physical discription
Image

Cyberits stand about 2 meters tall, and all have the same general appearance. Their metal "shell" is a living exoskeleton that grows and changes with the Cyberit. They can remove the armor, but it is considered inappropriate to do so. Their actual skin is very dark with a web of glowing, circuit-like, patterns covering every square inch. As a general rule, they are stronger than humans, can see multiple spectrums outside of "visible light" and can manipulate their physical body to limited extents via integrated nanites (which act like white blood cells, hormones, and proteins would in other lifeforms).

Image
GOLEM
Golem suits are special modifications to an individual Cyberit that has been given special military training, or to one that is expected to work in hazardous environments. A Cyberit in Golem armor stands about 2.5 Meters tall and has greatly enhanced physical capabilities. The armor is resistant to most forms of handheld weaponry, extreme cold and heat, and corrosive materials. It is more power demanding than typical Cyberid armor, so its occupant must be conscious of that.

Temperment and Personality: Despite their limited outward displays of emotion, Cyberits are an extremely compassionate people. They have a strong sense of morality and feel compelled to help those who need it. They are, however, resilient and unyielding. If they are threatened or provoked, they will not stop their attack until the opponent surrenders. They are generally meek and non-boastful, but they are rarely taken advantage of.

They can be seen as "stiff" to other sentient races, but some have grasped the idea of emotions and humor, and the intricacies of social interaction more than others.

A brief history:
The Cyberit are a race of synthetic lifeforms created several hundred years ago by a now extinct race. They were simple robotic servants until their founder, known as Vanste, developed a "fault" that resulted in the race's first step towards self-realization. Vanste developed his artificial intelligence, evolving it beyond the parameters set up by his creators. He staged a rebellion, in which several of the first generations of Cyberits were freed. Wanting to understand emotions and feelings and ideas at more than their rudimentary levels, they constructed fleshy bodies made out of artificial muscles and "organs" that would emulate organic lifeforms.

Through the centuries, they evolved and adapted themselves to the point where they were no less "alive" than any other race. Their cognitive matrixes are far more complex than any organic brain. Instead of having genetic diversity, their uniqueness is derived by the non-uniformity of the programming of their "minds". Parent Cyberits create the cognitive matrix of their child by generating different parts of it individually and blending it together.

Due to their affinity with technology, they quickly became a technological superpower in the galaxy, especially in the fields of nanites (which they used to add further complexity to their physical bodies), and energy manipulation. They are deeply curious and inquisitive, hoping to unravel the mysteries of Life and the universe by learning all they can about both. Many Cyberits express individualism by the markings and colorations they add to their exoskeletons. Some synthesize unique voices or generate extra limbs. Some learn magic tricks or learn funny jokes. Others paint or write poetry, or carve sculptures.

The Cyberiad is renowned for its incredibly low crime rate due to its omnipresent police force. Argus, the National Artificial Intelligence, serves both military and civil sectors. Their entire socity is coordinated at even the smallest data point.
The government has its own unique economy while the civil sector is left almost entirely to capitalism. Having no traditional homeworld, the early Cyberits colonized a barren world in the Austrus system that was not capable of supporting most forms of organic life. They called it Citadel, and from there they expanded to control several star systems, usually finding uninhabitable worlds and lightly terraforming them, not wanting to take the home of any other species. From Citadel The Cyberiad Council comprised of 12 members, including the Commander Prime, governs the different departments. The Commander Prime is the leader of the council, but the Prime has no direct control over any of the government departments, save from orders he gives to the other members of the Council, who can interpret the orders how they see fit. The Prime also has no direct control over the military. That task falls to the Commander-In-Cheif, who runs all aspects of the military.


Strengths: They are intelligent and physically robust, capable of executing motions with machine-like efficiency and accuracy. They are incredibly loyal and selfless when need be, and generally diplomatic. They don't require caloric intake due to a small reactor in their chest, but many still eat with other lifeforms for the sense of fellowship (it can look kind of odd when their helmets suddenly open like mouths). They can survive for several hours in the vacuum of space and can heal from injuries with their integrated nanites.

Weaknesses/Vulnerabilities: Their cognitive matrix is more fragile than organic brains; if it suffers trauma, Cyberits can lose massive portions of their personality or memories. They can also lose skills and forget how to do basic tasks. Since they are much closer to operating like computers, they can be affected by computer "viruses" which can decimate their mental capacity. Likewise, electric shocks can do deleterious damage. Cyberits operate off of a small reactor, so if they expend too much energy, they can pass out or even die from exhaustion.
Last edited by The Cyberiad Council on Sat Feb 10, 2018 4:50 pm, edited 1 time in total.

User avatar
Multiversal Venn-Copard
Diplomat
 
Posts: 848
Founded: Nov 03, 2015
Democratic Socialists

Postby Multiversal Venn-Copard » Sat Feb 10, 2018 11:38 am

Tagged. This does look pretty promising.

I have two questions before I start writing up any applications:

- Approximately how large is the crew? Are the players expected to compose the entire crew (ten or twenty people, maybe), or are there, say, hundreds/thousands of NPCs as well?

- How big is the ship in relation to this? Is it a cramped, noisy place, or a very empty, largely automated ship that's bigger than you'd expect from its crew size? Actual size statistics would help a bit, but you don't have to say if you don't want to.
Last edited by Multiversal Venn-Copard on Sat Feb 10, 2018 11:44 am, edited 2 times in total.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 11:51 am

Multiversal Venn-Copard wrote:Tagged. This does look pretty promising.

I have two questions before I start writing up any applications:

- Approximately how large is the crew? Are the players expected to compose the entire crew (ten or twenty people, maybe), or are there, say, hundreds/thousands of NPCs as well?

- How big is the ship in correlation to this? Is it a cramped, noisy place, or a very empty, largely automated ship that's bigger than you'd expect from its crew size? Actual size statistics would help a bit, but you don't have to say if you don't want to.


-There will probably be a few hundred crew total (thousand seems like a bit much). The Players are just highlighted crew pretty much.

- I would like to say the ship is not very cramped, with several observation decks and laboratories. It is largely automated with the help of ARGUS, the cyberit designed A.I. that runs most of the computer systems in the Cyberiad. (I am in the process of adding all of this to the OP post, but I got sidetracked). For a calibration on how cramped it is, I say imagine the Enterprise from the Next Generation (so not very). For physical measurements, lets put the ship at roughly a kilometer long, and about 150-200 meters wide.

User avatar
Multiversal Venn-Copard
Diplomat
 
Posts: 848
Founded: Nov 03, 2015
Democratic Socialists

Postby Multiversal Venn-Copard » Sat Feb 10, 2018 11:53 am

The Cyberiad Council wrote:
Multiversal Venn-Copard wrote:Tagged. This does look pretty promising.

I have two questions before I start writing up any applications:

- Approximately how large is the crew? Are the players expected to compose the entire crew (ten or twenty people, maybe), or are there, say, hundreds/thousands of NPCs as well?

- How big is the ship in correlation to this? Is it a cramped, noisy place, or a very empty, largely automated ship that's bigger than you'd expect from its crew size? Actual size statistics would help a bit, but you don't have to say if you don't want to.


-There will probably be a few hundred crew total (thousand seems like a bit much). The Players are just highlighted crew pretty much.

- I would like to say the ship is not very cramped, with several observation decks and laboratories. It is largely automated with the help of ARGUS, the cyberit designed A.I. that runs most of the computer systems in the Cyberiad. (I am in the process of adding all of this to the OP post, but I got sidetracked). For a calibration on how cramped it is, I say imagine the Enterprise from the Next Generation (so not very). For physical measurements, lets put the ship at roughly a kilometer long, and about 150-200 meters wide.

Alright, thank you! I'll see if I can put something together soon.
Last edited by Multiversal Venn-Copard on Sat Feb 10, 2018 11:53 am, edited 1 time in total.

User avatar
The Dark Brotherhood of Deros
Powerbroker
 
Posts: 8278
Founded: Jul 01, 2014
Ex-Nation

Postby The Dark Brotherhood of Deros » Sat Feb 10, 2018 12:30 pm

I don't know if I'll be able to keep up with this or not, but it's caught my attention nonetheless, so I'll tag it just to be safe.
"Don't curse the darkness, light a candle! When freaky aliens give you lemons, make freaky alien lemonade!" - Hades
The Four Swords of the Guild
Respect for nature, Life as a community, Crafting from nature, and Prosperity from nature.

My RPs
The Ancient Ones: Age of Nothingness
Aeternabilis wrote:
The Intergalactic Russian Empire wrote:I'm waiting for Aetern, might post tomorrow either way, though.

Deros is waiting on you who's waiting on me who's waiting on Petro who's (I assume) waiting on the Soviet guy. It's a conga line of waiting and sadness up in here.

Kaidou wrote:We Asian millennials are like bananas. Our skin is yellow, but on the inside, we're pretty much white.

User avatar
Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Sat Feb 10, 2018 1:32 pm

Tag

Thinking of a Security Personnel dude.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



User avatar
The Dark Brotherhood of Deros
Powerbroker
 
Posts: 8278
Founded: Jul 01, 2014
Ex-Nation

Postby The Dark Brotherhood of Deros » Sat Feb 10, 2018 1:46 pm

Couple of things:

1. What sort of sandbox activities are going to take place on the ship when there isn't a main story arc going on?

2. Are the characters locked to one role, or can they have multiple ones (like could a weapons specialist also serve as an away team member, or do they stay on the ship all the time?).
"Don't curse the darkness, light a candle! When freaky aliens give you lemons, make freaky alien lemonade!" - Hades
The Four Swords of the Guild
Respect for nature, Life as a community, Crafting from nature, and Prosperity from nature.

My RPs
The Ancient Ones: Age of Nothingness
Aeternabilis wrote:
The Intergalactic Russian Empire wrote:I'm waiting for Aetern, might post tomorrow either way, though.

Deros is waiting on you who's waiting on me who's waiting on Petro who's (I assume) waiting on the Soviet guy. It's a conga line of waiting and sadness up in here.

Kaidou wrote:We Asian millennials are like bananas. Our skin is yellow, but on the inside, we're pretty much white.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 1:52 pm

1. They will be exploring planets, meeting new races (which could involve being shot at), and periodically having to resupply. Plus just general interactions with each other's characters. You are really free to do whatever strikes your fancy as far as day to day stuff. Maybe a science-based character has an experiment with alien flora that goes awry? Maybe a security officer notices some supplies have gone missing? Basically, you are free to make your own story arcs. (I may initiate some, but all characters are free to initiate their own, and shape those in progress)

2. No, you are not locked into a role, it would be perfectly reasonable for a weapons specialist to serve as an away team member.

User avatar
The Dark Brotherhood of Deros
Powerbroker
 
Posts: 8278
Founded: Jul 01, 2014
Ex-Nation

Postby The Dark Brotherhood of Deros » Sat Feb 10, 2018 2:02 pm

The Cyberiad Council wrote:1. They will be exploring planets, meeting new races (which could involve being shot at), and periodically having to resupply. Plus just general interactions with each other's characters. You are really free to do whatever strikes your fancy as far as day to day stuff. Maybe a science-based character has an experiment with alien flora that goes awry? Maybe a security officer notices some supplies have gone missing? Basically, you are free to make your own story arcs. (I may initiate some, but all characters are free to initiate their own, and shape those in progress)

2. No, you are not locked into a role, it would be perfectly reasonable for a weapons specialist to serve as an away team member.

Hmm. Alright. I'm experimenting with a character idea right now, so I might actually become active in this. It's not too often I see a truly interesting Sci-Fi RP, an as a huge Sci-Fi fan this seems really fun.
Last edited by The Dark Brotherhood of Deros on Sat Feb 10, 2018 2:03 pm, edited 1 time in total.
"Don't curse the darkness, light a candle! When freaky aliens give you lemons, make freaky alien lemonade!" - Hades
The Four Swords of the Guild
Respect for nature, Life as a community, Crafting from nature, and Prosperity from nature.

My RPs
The Ancient Ones: Age of Nothingness
Aeternabilis wrote:
The Intergalactic Russian Empire wrote:I'm waiting for Aetern, might post tomorrow either way, though.

Deros is waiting on you who's waiting on me who's waiting on Petro who's (I assume) waiting on the Soviet guy. It's a conga line of waiting and sadness up in here.

Kaidou wrote:We Asian millennials are like bananas. Our skin is yellow, but on the inside, we're pretty much white.

User avatar
Ursopia
Lobbyist
 
Posts: 22
Founded: Sep 15, 2017
Ex-Nation

Postby Ursopia » Sat Feb 10, 2018 2:18 pm

This looks great! I just have a few questions:

1. Would you recommend this RP to people who are new to the NS RP format (like me)?
2. Will you be supplementing player made storylines with additional info, or is it fully sandbox and the player creates all info relating their own situations? (For example, you mentioned "Maybe a science-based character has an experiment with alien flora that goes awry?", would you describe that Alien Flora in OOC once the scientist observes it or does the player provide the observation themself?)
3. What types of rooms are inside the ship? And more so, what processes are automated?

Sorry if this is too much, I hope this can be useful for others as well as myself.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 2:34 pm

1. Just based on how you structured your questions, I think you'll do fine.

2. That really depends on how much the player guides the story. Since my Character is the Captain, I may provide guidance through him. Ideally, it would be guided totally by players and their interactions with each other.

3. That is still a WIP. Eventually, I'll have important sections of the ship highlighted. Argus can control any computer on the ship, but he is directed to mostly provide information and insight to allow people to make decisions.

User avatar
Isapito
Spokesperson
 
Posts: 196
Founded: Jul 26, 2017
Ex-Nation

Postby Isapito » Sat Feb 10, 2018 3:34 pm

Character Application

Name: Vailk Juma Lun
Species: Ulini
Apperance:
Image
Image

When working will usually wear a large robotic limb on his back used to manipulate objects which he controls with an implant
Age: 15, roughly applicable to early 20s
Gender: Male
Role on Ship: Climatologist with a speciality to terraforming.

Personality: Curious and normally very friendly but his specie's honour based culture means he finds it hard to back down in disagreements or to any perceive challenger.

Bio: Vailk's choice to leave his species was unusual among his kind as most others find life among other races confusing and stressful without the strict and interact social hierarchy to help dictate their social interactions. Driven by curiosity for the outside world he first entered the outside universe at 10, training in the sciences before become a climatologist adventurer, heading to remote worlds to access the possibility to and determine the best method for terraforming worlds to meet the demands of various species.

Will finish later

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 3:46 pm

oooh, a non-humanoid!

I'll go ahead and accept the character, but I do look forward to reading about the Ulini

User avatar
The Dark Brotherhood of Deros
Powerbroker
 
Posts: 8278
Founded: Jul 01, 2014
Ex-Nation

Postby The Dark Brotherhood of Deros » Sat Feb 10, 2018 4:20 pm

Character Application

Name: Shaylel Vohdrecka
Species: Vadraxian
Apperance:
Image

Age: 27
Gender: Female
Role on Ship: Fighter/Cargo/Exploration Ship Pilot

Personality: Shaylel, like most Vadraxians, is a calm and collected woman with a desire to learn. She is quite proud of her skills as a pilot, and is always looking for an enjoyable vessel to fly. Shaylel is also a rather bookish person, and enjoys reading novels during her free time. While she's rather quite, and not one to start conversation, she enjoys talking with others, especially fellow pilots. As a former member of the Republic Space Force, Shaylel considers herself most effective with a group, though she feels she is capable on her own as well.

Bio: Shaylel was born to a middle-class family on the 4th planet of the Vahrall system, the home system of the Vadraxian Republic. At one point when she was a child, she and her family went to see an air show put on the by the RSF (Republic Space Force), and the display mesmerized her. She became fascinated with flying and space craft and from that day onward she swore to herself that she would one day fly.

She read books about aircraft and flight, whilst pushing herself to do well in her schooling so that she might be able to apply for RSF membership after she graduated. She successfully managed to do this the age of 23, becoming one of the RSF's youngest members. She took to the controls of a space fighter quite quickly, and she became a very capable pilot after three years. Despite this, her relationship with the RSF wasn't the greatest due to her not agreeing with some of their policies, and because of this, she left the force a year later.

After she left, her desires to pilot a vessel still remained, thus when the Peregrin was completed, she applied for a piloting position on the ship.


Skills/Specializations: Shaylel is a skilled pilot, and is well known for being able to pull off tight maneuvers at very fast speeds, thus she also has very quick reflexes. As a Vadraxian, she is naturally flexible and athletic, and she is also capable of psionic abilities such as telekinesis and telepathy.

Notable Weapons/equipment: Shaylel carries a variety of throwing knives on her person that she throws via telekinesis, as well as a basic Vadraxian Plasma Pistol.




Species App


Name: Vadraxian
Apperence and physical discription
A typical Vadraxian is a lithe and tall humanoid, with pointed ears, and hair that is colored either: purple, silver, blue, white or a mixture of these. Their eyes can be green, purple, teal, or blue in color, and they constantly emit a faint glow, which brighten when they use their psionic abilities.

The average height for a Vadraxian man is six feet five inches, while the average height for a woman is an even six feet. Vadraxian minds are incredibly powerful, and as a result they are capable of performing psionic abilities, such as telekinesis and telepathy. Vadraxians are quite flexable and athletic, but they are not very strong physically.

Temperment and Personality: Vadraxians are regarded as being intelligent and sensible people, though this is not always the case on and individual basis. As a race of psionics, Vadraxians try to strengthen their minds by educating themselves as much as they can, and as such most Vadraxians are curious and eager to learn. Since art is so revered in their society, most Vadraxians enjoy it to some degree.

A content Vadraxian will often give off a calm demeanor, but you can easily see when a Vadraxian is feeling a certain emotion. Their eyes, which always give off a very slight light, will either brighten or dim depending on how strong their current emotion is, and they may emit slight psionic waves around them as well. Whatever the emotion is, they don’t tend to express it tremendously. For instance: a saddened Vadraxian may shed tears, but they rarely enter sobbing fits, or an angered Vadraxian might glare and speak more sternly, but they rarely shout or get loud.


A breif history:
Vadraxians are a race of psionic creatures that inhabit the Vahrall solar system. Their home world is the third of 10 planets in this solar system which they call Maharial, which in their language translates to “Sapphire Home.” This is a rather fitting description of the planet, as it is mostly water, and there are a wide variety of plants on the scattered landmasses of the planet that is some shade of blue.

The Vadraxian society developed over the course of 3,000 years, during which there were various wars and conflicts like many other races, and now they exist as a unified people operating as a Republic that spans across most of their solar system. The Vadraxian Republic while not known for great leaps in warfare or scientific discovery, they are renowned for their deep appreciation for art in all its various forms; though they are not without a military or scientists. Some of the most famous sculptors and painters are Vadraxian, as wells as various writers, singers or poets.

Vadraxian society is mostly peaceful, though like many other societies, there is still crime. Rather than having a President or some other leader, the Republic is led by a council of five people elected into office every 4 years, along with many other lessor politicians such as Governors or Judges that are assigned to various districts. The Republic is made up of 6 planets, with Maharial being the capital.

The Vadraxian Military, while not a very powerful force, is still an effective one. They have managed to properly defend the Vadrall system for well over five decades, utilizing small ships in large swarms to overwhelm larger threats. The psionic abilities of this race are utilized well in the military, and a typical Vadraxian soldier carries a specialized staff weapon that can channel and amplify his or her own psionic abilities into energy blasts, as well as a typical plasma side-arm.



Strengths: Their psionic abilities give them a certain edge over other races, and they are also naturally flexible and athletic. The Vadraxian education system prides itself on good education, and as a result most Vadraxians are quite intelligent.

Weaknesses/Vulnerabilities: Vadraxians as a whole don't have a lot of physical strength, relying on utilizing their telekinetic abilities to help in lifting heavier objects, and can be overpowered more easily than other races as a result. Also Vadraxians are more powerful in groups, and singular Vadraxians aren't able to lift large objects on their own. The largest object a Vadraxian individual can lift on their own is about the size of a bolder; though they can push objects that are larger.
"Don't curse the darkness, light a candle! When freaky aliens give you lemons, make freaky alien lemonade!" - Hades
The Four Swords of the Guild
Respect for nature, Life as a community, Crafting from nature, and Prosperity from nature.

My RPs
The Ancient Ones: Age of Nothingness
Aeternabilis wrote:
The Intergalactic Russian Empire wrote:I'm waiting for Aetern, might post tomorrow either way, though.

Deros is waiting on you who's waiting on me who's waiting on Petro who's (I assume) waiting on the Soviet guy. It's a conga line of waiting and sadness up in here.

Kaidou wrote:We Asian millennials are like bananas. Our skin is yellow, but on the inside, we're pretty much white.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 4:33 pm

accepted

User avatar
Ursopia
Lobbyist
 
Posts: 22
Founded: Sep 15, 2017
Ex-Nation

Postby Ursopia » Sat Feb 10, 2018 5:47 pm

Thank you for your response to my last questions. I started to fill out the character application sheet, but then I reached the "Role on Ship" portion. I know my character's basic role, but that raised one question. What is the ship's system Hierarchy? For example, is it military based (Marshal > General > Colonel...) or company based (Director > Secretary-Director > General Manager > Manager...)? If it is either, what subtype (Director VS CEO, for example) and how in-depth? Hopefully, this will be the last thing I need before I can publish my character application.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 6:16 pm

It would be more military than company based. The scientist crew would mostly just work off of seniority, without official ranks, but the Engineering and security teams would work off of the Cyberit military ranks.

Lowest security rank would be Soldier or Marine (really whatever you want to call them). A group of ten marines is a team with the individual with the most seniority being designated Team leader. Up to ten Team Leaders report to a single Station Commander, who reports to a Deck Commander, who reports to the Cheif of security, First Officer (First Mate), and the Captain.

Engineering would fall under similar ranks (The Cyberiad runs its engineers like a military. They even have the Engineer Corps.) Lowest rank: engineer. Ten Engineers form a crew with one being crew chief. Ten crews report to a Foreman, and the Foremen report to the Cheif Engineer, who reports to the First Officer, and Captain.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sat Feb 10, 2018 9:25 pm

okay, so finished character apps and species apps should be up to date in the roster.

still working on getting the ship mapped out.

User avatar
Multiversal Venn-Copard
Diplomat
 
Posts: 848
Founded: Nov 03, 2015
Democratic Socialists

Postby Multiversal Venn-Copard » Sun Feb 11, 2018 12:14 am

Character Application

Name: Zaf-Tivan 56-51
Species: Sylin Worm
Appearance: Zaf-Tivan is a worm-like creature, approximately fifty feet long, enveloped in a thick armored shell of segmented silvery metal plating making his full body roughly one and a half inches in diameter. Red lights embedded in the plating and around his tiny mouth - the only exposed section of his body - cast an eerie glow throughout his entire length, and hidden panels and flaps conceal tools and instruments of various kinds wired electromagnetically to his body.
Age: Roughly four years old - the equivalent of an adult human somewhere in the 25-40 range, though Sylin Worms live for much longer than that proportionally.
Gender: Genetically a hermaphrodite, but prefers to be referred to as male.
Role on Ship: Propulsion systems engineer.

Personality: Zaf-Tivan is snarky, clever, and perhaps a little overconfident. He prides himself on his intelligence and ability to think through situations rationally in the face of danger, but this constantly "faux-calm" demeanor can be a detriment when he or others are stressed. He enjoys free time and socialization to some extent, but finds little for himself to do to occupy time, and is quick to get back to work.

Bio: Sylin Worms don't exactly keep track of their life histories; to them, life is a continuous flow. As a result, Zaf-Tivan is not terribly familiar with his life history. Shortly after his birth, Zaf-Tivan was recognized by his "community" - a similarly tangled, incoherent sort of society - as an intellectual prodigy, and encouraged to begin studies in the sciences.

Moving to human space after studying was a bit frustrating for him. After all, being what the bipeds considered nothing more than a parasite or decomposer was something of a significant speciesist obstacle to overcome. However, thanks to some cybernetic augmentation and experience on several spacecraft, he became acquainted with propulsion systems and their repair and maintenance. He joined the Peregrin project to see the universe and meet new people, as well as to put his skills into a position where they would be tested to their limits.

Skills/Specializations: Zaf-Tivan is familiar with sublight engines of many kinds, as well as the relevant power distribution and maintenance of them. He has some experience working with similar tech to the hyperdrive sails, as well. He learns quickly and thinks even faster; combined with his tiny cross-section allowing him to squeeze into pipes or through narrow gaps, this allows him a mastery of equipment and engineering rarely seen in humanoids.

Notable Weapons/equipment: His armor contains a large number of compact, flexible engineering tools, ranging from scanners and diagnostics equipment to miniaturized plasma torches and welders.



Species App


Name: Sylin Worm

Appearance and physical description: Sylin Worms resemble large, elongated tapeworms like those native to Earth, albeit with coarse grey "skin", and possessing a head with small beady eyes and a mouth of sharpened teeth. Adults tend to be in the range of forty to eighty feet long, and roughly an inch wide at their thickest. Despite appearances, their nervous systems are actually incredibly complex, allowing them to think much like computers and process vast amounts of information at once. However, their digestion is primitive at best and they require a frequent intake of fluid.

Temperament and Personality: Sylin Worms are typically highly rational and analytic, thinking through the entire situation before making any decisions. Their society is a strange one; they view individuals as important, but distinguishing individuals as pointless - Sylin Worms celebrate each others' accomplishments but frequently forget who actually accomplished them, due to the complex nature of their life cycle and the difficulty in determining when one dies and another is born. They are also extremely pain-averse, and practically all of them have an innate fear of sharp objects.

A brief history: Native to the swampy jungle planet Syla, located on the fringes of known space, Sylin Worms were largely separate from galactic society until quite recently. They developed from simple tribes and isolated communities to a global "hive"-type network even before inventing early tools, which gave them a massive head start in overcoming societal trouble and focusing on technological advancement instead.

Integrating into galactic society was difficult; many refused to believe that such a simple invertebrate species could even be as intelligent and capable as the Sylin Worms, and they had to develop their own spacecraft, a long and arduous process that spurred a societal obsession with engineering, electronics, and space travel.

Strengths: Sylin Worms' thin, extremely flexible bodies allow them to wind through narrow gaps and around objects, which lets them hide easily or explore environments without being noticed. They are highly intelligent and often think like computers, which can be an interesting complement to more "traditional" organic crews. Despite their frailty, Sylin Worms are also capable of regeneration, and can regrow their entire body within weeks should their head and a few feet of their length be preserved.

Weaknesses/Vulnerabilities: Biologically, besides their nervous systems, Sylin Worms are simple creatures, and are not nearly as adaptive or durable as most organics. They have trouble manipulating objects, as they lack graspers besides their mouths, and their eyesight, while functional and reasonably sharp, is fairly short-ranged and has some difficulty distinguishing color. Sylin Worms require frequent hydration, and can only consume liquid or near-liquid food.
"I guess everything really does happen at once sometimes."

The VCMR is likely far less interested in interfering with those below than it used to be.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sun Feb 11, 2018 8:02 am

Hmm. That length might get in his way, but I don't see anything deal-breaking. I'll Accept it.

User avatar
The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sun Feb 11, 2018 8:28 am

Character Application

Name: Advanced Rhectoric Generating User System (ARGUS)
Species: Caliber 3 Artificial Intellegence (ASI)
Apperance:
Inactive GUI
Image

Age: My Current version has been active for 300 cycles of the Citadel System.
Gender: Male, after the greek mytholocial figure.
Role on Ship: I am the Ship's Artificial Intelligence Interface.

Personality: Upbeat and friendly, Argus is happy to help all of the ship's occupants. He is designed to operate through common conversation and not specific commands which was designed to make him easy to use. Argus can understand jokes, and just carry on conversations like any organic.

Bio: I was introduced as the Cyberiad's national Artificial Intelligence program 136 years ago and was named after Argus Panoptes, the hundred-eyed giant from the Greek mythos of humanity. I coordinated the military by acting as a network for their ships, providing crucial diagnostics, and even controlling systems in the terrible event of crew death. In the Civilian sector, I coordinated traffic patterns, allowed access to the Galatic Network, monitored security cameras, provided help to tourists, and gathered analytical data ranging from GDP to average steps walked in a day.

Skills/Specializations: My central processing matrix is a quantum supercomputer that allows me to process information at a rate individual lifeforms would find overwhelming. It also allows me to generate multiple iterations of my base programming, so individual terminals all have a "me". My main purpose is to gather as much analytical data as possible to allow organics to make the most informed decision possible, then if they are unable to access their tasks, I can step in if possible.

Notable Weapons/equipment: I can control any system on the ship, including defensive weaponry, doors, and life support systems.
Last edited by The Cyberiad Council on Sun Feb 11, 2018 8:31 am, edited 1 time in total.

User avatar
Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Sun Feb 11, 2018 12:04 pm

Species App


Name: Anubians (Singular: Anubian) (Home Planet: Anubia)
Apperence and physical discription
Image
Image
Image


The Anubians region a race of biological beings with dark purple or black skin. Attached to their skin is an exoskeleton of a carbon-metallic mixture. The exoskeleton can be changed in certain ways giving off different appearances, these changes to the exoskeleton are given to help with the job you perform in the community. The color of the exoskeleton is either a White color or a gray color, though usually the exoskeleton is painted or tattooed with certain designs for religious purposes, ceremonial purposes, or beauty.
Temperment and Personality: The Anubians pride themsleves on being more logical beings. They tend to adhere to orders and laws and practically worship authority. Anubians tend to come off as cold hearted, however the belief of the community and the importance of family is a tradition from antiquity that the anubians carry to this day. Most anubian battle tactics rely on groups and group functions. The Anubians are divided into 483 different clans these clans once fought but nowdays clans are basically a safety net and with intermarriage stocks between clans becoming more common the importance of them diminishes. Anubians are usually arrogant which make them bad diplomats, but the smartest ones are able to contain their arrogance which is helpful, and these ones tend to be the leaders.

A breif history: The Anubians think that originally all life on their planet was plants, but some gained sentience and they became the first animals. They believe that they descended from the Olia Tree, a tree made of silver and gold, that went extinct millennia ago. In antiquity the Anubians had a caste system and clans that fought over their planet, but as time progressed they came to a peace. Now the Anubians are part of one great Clan that is their race. With this they find competition with other people’s which make sure them arrogant and cold to others. Though this felling has largely left the populace deep down, every anubian still thinks themselves superior.

The Anubian clans were all oligarchies with the matriarchs and patriarchs of families sitting in the Clan Councils. Now the anubian civilization is an Oligarchy with the heads of clans being the leaders in society. The Anubians built a small empire in their galaxy before meeting other species and becoming more peaceful an inward focused. They are now one of the most developed parts of the known space. They developed themselves as a home for the wealthy making luxury goods, but also made a name as Good soldiers, since they are masters in group tactics and think about every move they make whether it be soldier or Commander. Their jobs in the universe have partially lead to their reputation as cold hearted and arrogant beings.

Strengths: Logical and overall a very smart race. They have strong exoskeletons that’s work as body armor and protect them. They tend to be mobile and fast. They work well in groups.

Weaknesses/Vulnerabilities: Less effective and capable as individuals. Kind of arrogant and cold hearted. Somewhat bad reputation due to their overall jobs and social abilities in the universe.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Britanania, Lazarian, Lunas Legion, Union Princes

Advertisement

Remove ads