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by Omegaopterix » Tue Jul 21, 2020 12:50 am
by Dragos Bee » Tue Jul 21, 2020 12:53 am
Omegaopterix wrote:Is there going to be a sequel, since I was thinking of adding a character.
by Omegaopterix » Tue Jul 21, 2020 1:09 am
by Omegaopterix » Tue Jul 21, 2020 3:05 pm
Species Description
Name: Karnagons
Singular: Karnagon
Plural: Karnagons
Appearance:https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/798f19ef-dbc3-403d-bbb7-77e9eff38411/dc9w56a-bfcfa874-4d47-4805-8bc4-e777e4c02139.jpg/v1/fill/w_1192,h_670,q_70,strp/possessed_of_the_world_eaters_by_unforgivencaleb_dc9w56a-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD0xMDgwIiwicGF0aCI6IlwvZlwvNzk4ZjE5ZWYtZGJjMy00MDNkLWJiYjctNzdlOWVmZjM4NDExXC9kYzl3NTZhLWJmY2ZhODc0LTRkNDctNDgwNS04YmM0LWU3NzdlNGMwMjEzOS5qcGciLCJ3aWR0aCI6Ijw9MTkyMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.R8q9z4qnqhZjjdmSitOayGM6tB_tiDjBY3gNc2SIPEI
(Ignore the wings)
Karnagons are ferocious predators that are built, and have built up themselves, for war. Ripping claws and tearing teeth jut out from their biosuits, and they often also wield a variety of brutal melee weapons to complement their biology. For ranged weapons, they use large guns called charnel rifles and charnel pistols that can either fire energy blasts or explosive, heavy rounds.
Karnagon Heraldry:https://vignette.wikia.nocookie.net/warhammer40k/images/8/8e/WB_Legion_Banner_2.jpg/revision/latest/scale-to-width-down/340?cb=20150606191910
Biology: Karnagons are a race of extraterrestrial, predatory, horned therapsids of unknown planetary origin. Largely fleet-based in nature, they do have settlements on several worlds but none are their homeworld. Over tens of thousands of years, the Karnagons have increasingly bonded with their elaborate war/atmospheric armor to the extent that many are fused to it and cannot be separated from it. Most of their culture centers around conflict, head-hunting, doing mighty deeds, and constantly getting involved with larger and ever-bigger wars. With their suits, they can survive in a wide variety of climates, including in deep space for over two hours. Buried deep within their brains are symbiotic worms that, over time, drive Karagons to engage in acts of combat and violence. It is believed that this unique relationship evolved as a mechanism to keep the Karagons' ancestors from becoming too complacent on their homeworld. After engaging in such acts, these worms will calm down for a while. In order to keep themselves in check, Karnagons often engage in duels, clan warfare, simulation fights, and of course, large conflicts with other races. Their lifestyle often leads to a high attrition rate among the populace, but this is made up for by the fact that, due to their sturdy physique coupled with the augments given to them by their suits, Karnagons can live up to several centuries at least if not killed in battle. The ancient Blood Father known as Axorath the World Destroyer was purported to have lived for at least a millennium, and was killed only when the Federation warship Talons of Greskia detonated after Axorath slew his way through the ship by himself and ripped out part of the Skrim drive with his bare hands.
Background:
Homeworld: Unknown
Galaxy: Milky Way
Alignment: None
History: Their planet of origin is now long-lost to time, though their oral histories describe a world 'where the blood never stops flowing and where the Lord of Slaughter rages eternal.' While this is most certainly hyperbole, given the biology and culture of the Karnagons, it is highly likely that they evolved on an extremely hostile world where only the most ruthless species survived. After developing space travel, the Karnagons took their bellicose nature to the stars bringing war and destruction wherever they went. Despite their prowess, they never united under a single government, thus preventing them from becoming a major power. Instead, each warband is led by a different Blood Father who rules their own fleets and armies and who totally autonomous from each other. They will at times ally for mutual defense or to engage in a Mongering, a mass attack on any number of polities and planets just to satiate their craving for war, but such alliances always collapse afterward.
Honor, combat, and the taking of trophies, particularly enemy skulls, are at the center of Karnagon culture. Only the strongest survive and nearly every Karnagon is a warrior of some kind or other, with non-fighting and command tasks delegated to specially bred lifeforms that are so specialized that they cannot survive on their own. This does not mean that the Karnagons are helpless outside of combat; it is expected for each individual to be as self-sufficient as possible and to have skills to be able to take care of themselves completely devoid of any aid. Promotion within Karnagon society is often based on ruthlessness and the ability to command troops. This means that even if a Karnagon kills a rival and takes his or her place, if they are not an effective military commander, they will most likely quickly be eliminated by those under them. Blood Fathers can often rule for decades, sometimes even centuries, and are only replaced by death in combat, either on the battlefield or in the arena at the hands of a rival. These challenges must be done in the public and conducted in an arena; any kind of subterfuge such as poisoning or hiring an assassin is taboo, and those who are caught doing so have been known to be torn apart by their allies. When a Blood Father dies with no immediate replacement, gory anarchy can ensue until someone strong enough can take control, further keeping Karnagon society in a fractured state.
Karnagons are strictly independent and refuse to bow the knee to any foreign powers. They do not like the Federation at all, who they see as weak and overly reliant on bureaucracy and subterfuge. The wormhole between the Milky Way and Andromeda is seen by most Karnagons as another opportunity for war, trophies, and glory.
Character Description
Name: Angrax the Unbidden
Species: Karnagon
Gender: Male
Age: 125 Earth years
Appearance:Far left, without full armor: https://www.warhammer-community.com/wp- ... 0yrcds.jpg
With full armor: https://i.pinimg.com/originals/b6/60/8b ... e36616.jpg
He is about eight feet tall.
Strengths and Weaknesses
Skills: Angrax is extremely skilled at melee combat, using every weapon at his disposal and every part of his body as a weapon. He also has extraordinary aim and is good at commanding others, especially those with similar warlike tendencies. Angrax's weapons of choice are his living axe called Soulflayer and his charnel rifle named Daemonbreath He also has incredible strength and speed, and able to punch down basic steel doors while in his full suit, and can punch them after several blows without his suit. He is strong enough toe-to-toe with an untrained and unequipped Ragon even without his suit. Keeping in line with the tradition of Karnagonian self-sufficiency, he is extremely durable and tough, even without his suit, and is sufficiently skilled in areas like mechanics and piloting
Weaknesses: Without his full armor, he is less durable and more vulnerable to pain. Also, when not having engaged in conflict for a period of time, he becomes increasingly violent, animalistic, and a danger to those around him, even his allies. Wearing the suit has weaknesses as well, as he has not fully bonded with it, as most Karnagons are not able to live long enough to utilize it to its fullest potential, and Angrax has not achieved that age yet. Thus, wearing the armor has the drawback of limiting his mobility in combat, making him clunkier and less able to keep up with fast-moving opponents in a fight.
Background:
Role on Ship: Security, combat training
Faction Alignment: Independent in spirit, but also loyal to the Skulltaker Clan, as well as the command hierarchy of the Defiance
Personality: In battle, Angrax is ruthless, bloodthirsty, and unforgiving, and he can throw down at a moment's notice. That being said, he also has a meditative, pensive side, as he works to try to take control of the cravings of the worms in his brain. Very direct and honest in the way he talks, sometimes to the point of offending people, he can come off as aloof, offputting, and even cruel. However, if one is able to break through and actually become friends with him, he can be fiercely loyal and protective.
Backstory: Raised aboard the vessel The Bloody Claw of the Skulltaker Clan, he was raised as a typical Karnagonian warrior, one who craved the hunt and the drums of war. Hacking, slashing, and blasting his way across the stars, he quickly earned a name for himself as a warrior of great renown. Due to his great skill, Karnagon became a ' steel skull,' the title for an individual who was able to survive the harsh Karnagon lifestyle and live past eight-five.
The time that he grew up in was a period of exceptional warfare between the different warbands. While certain degrees of fighting among them is ever-constant, the death of four separate Blood Fathers in a single battle led to strife on an unprecedented scale. Due to this, the Karnagons largely did not participate in any of the events surrounding the wormhole and the politics among the Ragon, Kiellar, Earth, and the Federation. As this fighting has slowly begun to wind down, there now have been a few raids into Federation space, with the strong possibility of an escalation of these attacks in the future.
In his search to become the best warrior possible, Angrax decided to go out on his own, as his own warband were to him becoming repetitive in their ways of thinking, and were largely content to fight the same enemies over and over again, often other warbands. To make this journey legitimate in the eyes of his peers, his absence has been declared an honor-bound pilgrimage, one blessed by the Lord of Slaughter himself. Angrax wanted to truly harness his potential by becoming a full master of both his body and mind, and to not be a slave to his own biology, something that would be difficult to do in the chaotic atmosphere of the Skulltakers. A position for security aboard the Defiance struck him as an opportune way to allow him to continue a combat-oriented lifestyle while also learning control.
by Arengin Union » Wed Jul 29, 2020 7:41 pm
Omegaopterix wrote:Species Description
Name: Karnagons
Singular: Karnagon
Plural: Karnagons
Appearance:https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/798f19ef-dbc3-403d-bbb7-77e9eff38411/dc9w56a-bfcfa874-4d47-4805-8bc4-e777e4c02139.jpg/v1/fill/w_1192,h_670,q_70,strp/possessed_of_the_world_eaters_by_unforgivencaleb_dc9w56a-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD0xMDgwIiwicGF0aCI6IlwvZlwvNzk4ZjE5ZWYtZGJjMy00MDNkLWJiYjctNzdlOWVmZjM4NDExXC9kYzl3NTZhLWJmY2ZhODc0LTRkNDctNDgwNS04YmM0LWU3NzdlNGMwMjEzOS5qcGciLCJ3aWR0aCI6Ijw9MTkyMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.R8q9z4qnqhZjjdmSitOayGM6tB_tiDjBY3gNc2SIPEI
(Ignore the wings)
Karnagons are ferocious predators that are built, and have built up themselves, for war. Ripping claws and tearing teeth jut out from their biosuits, and they often also wield a variety of brutal melee weapons to complement their biology. For ranged weapons, they use large guns called charnel rifles and charnel pistols that can either fire energy blasts or explosive, heavy rounds.
Karnagon Heraldry:https://vignette.wikia.nocookie.net/warhammer40k/images/8/8e/WB_Legion_Banner_2.jpg/revision/latest/scale-to-width-down/340?cb=20150606191910
Biology: Karnagons are a race of extraterrestrial, predatory, horned therapsids of unknown planetary origin. Largely fleet-based in nature, they do have settlements on several worlds but none are their homeworld. Over tens of thousands of years, the Karnagons have increasingly bonded with their elaborate war/atmospheric armor to the extent that many are fused to it and cannot be separated from it. Most of their culture centers around conflict, head-hunting, doing mighty deeds, and constantly getting involved with larger and ever-bigger wars. With their suits, they can survive in a wide variety of climates, including in deep space for over two hours. Buried deep within their brains are symbiotic worms that, over time, drive Karagons to engage in acts of combat and violence. It is believed that this unique relationship evolved as a mechanism to keep the Karagons' ancestors from becoming too complacent on their homeworld. After engaging in such acts, these worms will calm down for a while. In order to keep themselves in check, Karnagons often engage in duels, clan warfare, simulation fights, and of course, large conflicts with other races. Their lifestyle often leads to a high attrition rate among the populace, but this is made up for by the fact that, due to their sturdy physique coupled with the augments given to them by their suits, Karnagons can live up to several centuries at least if not killed in battle. The ancient Blood Father known as Axorath the World Destroyer was purported to have lived for at least a millennium, and was killed only when the Federation warship Talons of Greskia detonated after Axorath slew his way through the ship by himself and ripped out part of the Skrim drive with his bare hands.
Background:
Homeworld: Unknown
Galaxy: Milky Way
Alignment: None
History: Their planet of origin is now long-lost to time, though their oral histories describe a world 'where the blood never stops flowing and where the Lord of Slaughter rages eternal.' While this is most certainly hyperbole, given the biology and culture of the Karnagons, it is highly likely that they evolved on an extremely hostile world where only the most ruthless species survived. After developing space travel, the Karnagons took their bellicose nature to the stars bringing war and destruction wherever they went. Despite their prowess, they never united under a single government, thus preventing them from becoming a major power. Instead, each warband is led by a different Blood Father who rules their own fleets and armies and who totally autonomous from each other. They will at times ally for mutual defense or to engage in a Mongering, a mass attack on any number of polities and planets just to satiate their craving for war, but such alliances always collapse afterward.
Honor, combat, and the taking of trophies, particularly enemy skulls, are at the center of Karnagon culture. Only the strongest survive and nearly every Karnagon is a warrior of some kind or other, with non-fighting and command tasks delegated to specially bred lifeforms that are so specialized that they cannot survive on their own. This does not mean that the Karnagons are helpless outside of combat; it is expected for each individual to be as self-sufficient as possible and to have skills to be able to take care of themselves completely devoid of any aid. Promotion within Karnagon society is often based on ruthlessness and the ability to command troops. This means that even if a Karnagon kills a rival and takes his or her place, if they are not an effective military commander, they will most likely quickly be eliminated by those under them. Blood Fathers can often rule for decades, sometimes even centuries, and are only replaced by death in combat, either on the battlefield or in the arena at the hands of a rival. These challenges must be done in the public and conducted in an arena; any kind of subterfuge such as poisoning or hiring an assassin is taboo, and those who are caught doing so have been known to be torn apart by their allies. When a Blood Father dies with no immediate replacement, gory anarchy can ensue until someone strong enough can take control, further keeping Karnagon society in a fractured state.
Karnagons are strictly independent and refuse to bow the knee to any foreign powers. They do not like the Federation at all, who they see as weak and overly reliant on bureaucracy and subterfuge. The wormhole between the Milky Way and Andromeda is seen by most Karnagons as another opportunity for war, trophies, and glory.
Character Description
Name: Angrax the Unbidden
Species: Karnagon
Gender: Male
Age: 125 Earth years
Appearance:Far left, without full armor: https://www.warhammer-community.com/wp- ... 0yrcds.jpg
With full armor: https://i.pinimg.com/originals/b6/60/8b ... e36616.jpg
He is about eight feet tall.
Strengths and Weaknesses
Skills: Angrax is extremely skilled at melee combat, using every weapon at his disposal and every part of his body as a weapon. He also has extraordinary aim and is good at commanding others, especially those with similar warlike tendencies. Angrax's weapons of choice are his living axe called Soulflayer and his charnel rifle named Daemonbreath He also has incredible strength and speed, and able to punch down basic steel doors while in his full suit, and can punch them after several blows without his suit. He is strong enough toe-to-toe with an untrained and unequipped Ragon even without his suit. Keeping in line with the tradition of Karnagonian self-sufficiency, he is extremely durable and tough, even without his suit, and is sufficiently skilled in areas like mechanics and piloting
Weaknesses: Without his full armor, he is less durable and more vulnerable to pain. Also, when not having engaged in conflict for a period of time, he becomes increasingly violent, animalistic, and a danger to those around him, even his allies. Wearing the suit has weaknesses as well, as he has not fully bonded with it, as most Karnagons are not able to live long enough to utilize it to its fullest potential, and Angrax has not achieved that age yet. Thus, wearing the armor has the drawback of limiting his mobility in combat, making him clunkier and less able to keep up with fast-moving opponents in a fight.
Background:
Role on Ship: Security, combat training
Faction Alignment: Independent in spirit, but also loyal to the Skulltaker Clan, as well as the command hierarchy of the Defiance
Personality: In battle, Angrax is ruthless, bloodthirsty, and unforgiving, and he can throw down at a moment's notice. That being said, he also has a meditative, pensive side, as he works to try to take control of the cravings of the worms in his brain. Very direct and honest in the way he talks, sometimes to the point of offending people, he can come off as aloof, offputting, and even cruel. However, if one is able to break through and actually become friends with him, he can be fiercely loyal and protective.
Backstory: Raised aboard the vessel The Bloody Claw of the Skulltaker Clan, he was raised as a typical Karnagonian warrior, one who craved the hunt and the drums of war. Hacking, slashing, and blasting his way across the stars, he quickly earned a name for himself as a warrior of great renown. Due to his great skill, Karnagon became a ' steel skull,' the title for an individual who was able to survive the harsh Karnagon lifestyle and live past eight-five.
The time that he grew up in was a period of exceptional warfare between the different warbands. While certain degrees of fighting among them is ever-constant, the death of four separate Blood Fathers in a single battle led to strife on an unprecedented scale. Due to this, the Karnagons largely did not participate in any of the events surrounding the wormhole and the politics among the Ragon, Kiellar, Earth, and the Federation. As this fighting has slowly begun to wind down, there now have been a few raids into Federation space, with the strong possibility of an escalation of these attacks in the future.
In his search to become the best warrior possible, Angrax decided to go out on his own, as his own warband were to him becoming repetitive in their ways of thinking, and were largely content to fight the same enemies over and over again, often other warbands. To make this journey legitimate in the eyes of his peers, his absence has been declared an honor-bound pilgrimage, one blessed by the Lord of Slaughter himself. Angrax wanted to truly harness his potential by becoming a full master of both his body and mind, and to not be a slave to his own biology, something that would be difficult to do in the chaotic atmosphere of the Skulltakers. A position for security aboard the Defiance struck him as an opportune way to allow him to continue a combat-oriented lifestyle while also learning control.
by Dragos Bee » Thu Jul 30, 2020 4:05 am
by Endem » Thu Jul 30, 2020 5:04 pm
Character DescriptionName: Krystyn Warecki
Species: Human
Gender: Male
Age: 35
Appearance:
Strengths and WeaknessesSkills:
Piloting
Astronomy
Weaknesses:
He is quite superstitious, believing that some things will bring bad luck
Background:Role on Ship: Pilot
Faction Alignment: European Union (?)
Personality: Krystyn is a nice fellow, trying to be friendly, the other major aspect of his personality is his religious beliefs, i.e his fervent believe in God
Backstory:
Born in 1991 in Krakow to a very Christian family, he was fascinated with stars. By age 26 he graduated college with a degree in Astronomy, but to the surprise of everyone, he joined the airforce in effort to get noticed by either POLSA ( Polish Space Agency ) or ESA. He earned just enough promotions to get noticed by ESA and he was approached by them. They offered him a job as an astronaut on the international mission of Destiny. He accepted without questions.
He was assigned there as a Junior Pilot. Everything was going smoothly for him, then that happened. He only remembers that something very bright was coming for them. He tried to maneuver to avoid it but before he could do anything significant the ship was already absorbed and strange soldiers entered the ship. His last memory was the feeling of something really cold. He found himself on the floor, wet, without any sense of time, not knowing where he was and with an itchy mark of some kind of injection.
He lifted himself up, and to his horror, saw strange beings all around him, he needed to see if anyone else from the crew of Destiny is still alive
Long story short, Voyages happened, he came back to Earth along the rest of the crew, decided to stay there, became something of a local celebrity, before being conscripted and put as an official representative on Defiance of European Union, unfortunately, he was late to get to the Defiance in time before it ventured out to locate Aarla and Mihal, so he needed to wait on the Beachhead station until it came back, and eventually it did
by Dragos Bee » Thu Jul 30, 2020 8:59 pm
by Dyelli Beybi » Sat Aug 01, 2020 2:20 pm
Endem wrote:Guess who's backCharacter DescriptionName: Krystyn Warecki
Species: Human
Gender: Male
Age: 35
Appearance:
Strengths and WeaknessesSkills:
Piloting
Astronomy
Weaknesses:
He is quite superstitious, believing that some things will bring bad luck
Background:Role on Ship: Pilot
Faction Alignment: European Union (?)
Personality: Krystyn is a nice fellow, trying to be friendly, the other major aspect of his personality is his religious beliefs, i.e his fervent believe in God
Backstory:
Born in 1991 in Krakow to a very Christian family, he was fascinated with stars. By age 26 he graduated college with a degree in Astronomy, but to the surprise of everyone, he joined the airforce in effort to get noticed by either POLSA ( Polish Space Agency ) or ESA. He earned just enough promotions to get noticed by ESA and he was approached by them. They offered him a job as an astronaut on the international mission of Destiny. He accepted without questions.
He was assigned there as a Junior Pilot. Everything was going smoothly for him, then that happened. He only remembers that something very bright was coming for them. He tried to maneuver to avoid it but before he could do anything significant the ship was already absorbed and strange soldiers entered the ship. His last memory was the feeling of something really cold. He found himself on the floor, wet, without any sense of time, not knowing where he was and with an itchy mark of some kind of injection.
He lifted himself up, and to his horror, saw strange beings all around him, he needed to see if anyone else from the crew of Destiny is still alive
Long story short, Voyages happened, he came back to Earth along the rest of the crew, decided to stay there, became something of a local celebrity, before being conscripted and put as an official representative on Defiance of European Union, unfortunately, he was late to get to the Defiance in time before it ventured out to locate Aarla and Mihal, so he needed to wait on the Beachhead station until it came back, and eventually it did
by The United Federation of Terrans » Sun Sep 20, 2020 9:12 pm
by Dragos Bee » Sun Sep 20, 2020 9:31 pm
The United Federation of Terrans wrote:Hello. Do you all have a need for a corpsman ( combat medic)?
by Kylantha » Mon Sep 21, 2020 2:34 am
The United Federation of Terrans wrote:Hello. Do you all have a need for a corpsman ( combat medic)?
by The United Federation of Terrans » Mon Sep 21, 2020 10:13 am
Character DescriptionName: Mattys Venter
Species: Human
Gender: Male
Age: 28
Appearance:
Strengths and WeaknessesSkills: Experienced Combat Medic, Hand to Hand, Can cheat at poker like a champ.
Weaknesses: Has PTSD induced insomnia which he treats with alcohol. Has a minor addiction but can function for a few days without.
Background:Role on Ship: Combat Medic (Medical Technician when not fighting)
Faction Alignment:Loyal to the Defiance
Personality: A true mercenary, Mattys left Earth for better adventure (and hopefully better pay). However, he maintains that he does the work because all of his actions are his own; a result of a bad experience with the SADF. On a personal level though, Mattys is fairly affable and tries to joke; often with little success. He smiles almost constantly, even when patching up wounds under fire, something that most of his former comrades found off putting.
Backstory: Born in a small South African village; Mattys Venter grew up in a shack with just his father. His mother having left two years after his birth for "opportunities" in Cape Town. So Mattys spent his early years helping his father's road crew maintain the infrastructure of the nearby dam. He was hauling buckets of dirt at age six, shoveling gravel by twelve and operating the heavy equipment by sixteen. At the time, Mattys had no ambition beyond the next day; cheerfully plodding off to work day after day with no thoughts as to the world that the dam brought water to. Then his father died from a faulty parking brake on a pickup a day before his eighteenth birthday. Mattys however, just tried to keep smiling through the funeral and went back to work the next work; for lack of anything better to do.
However, when he was nineteen, an SADF jeep pulled into his village and set up shop in the village center. Tensions were flaring at the northern borders and the SADF was increasing its manpower. Mattys, with no reason to stay, decided to see something outside the village and the dam; a chance his father never got. Mattys left his home that day in the back of the jeep, the only one to sign up.
Within four months, Mattys was trained and assigned to a recon unit; just in time for the border tensions to turn into a series of bloody skirmishes. Three years later, the war was over, the border remain unchanged; and Mattys had a healthy array of scars and memories that kept him up through the night. He found work going to hotspots around the world, standing guard for NGO's in Southeast Asia, patrolling oil derricks in Nigeria, guarding tankers in the Gulf of Aden, and playing back alley doctor for his fellow mercenaries . Boring work that left him too much time to think and partake in the drinking that ate up a sizable portion of his paychecks.
With the return of the Defiance; Mattys was initially in awe of the prospect of space travel but quickly returned to his routine after finding that the only space travel was heavily regulated government flights. Then, an old war buddy, Johan Greene, looked Mattys up. Johan worked for the National Intelligence Agency and he needed Mattys for a job that would help propel South Africa's prospects; something for which Mattys would be well rewarded. Mattys agreed and soon found himself blended into a small South African Delegation that was part of a larger UN team bound for Beachhead.
Mattys was going to be given to the Defiance, a show of support for the ship's service and South Africa's pledge for the crew's goal. In reality, Mattys was to be a spy and look for opportunities that South Africa could exploit when space travel became more commonplace. However, the medic found that the secular nature of Earth-based space travel meant that his former nation could do nothing to him if he abandoned his goals. So he did, instead choosing to follow the Defiance to the very end and cutting what little ties he had with his homeland.
by Bingellia » Mon Sep 21, 2020 6:27 pm
The United Federation of Terrans wrote:Character DescriptionName: Mattys Venter
Species: Human
Gender: Male
Age: 28
Appearance:(Image)
Strengths and WeaknessesSkills: Experienced Combat Medic, Hand to Hand, Can cheat at poker like a champ.
Weaknesses: Has PTSD induced insomnia which he treats with alcohol. Has a minor addiction but can function for a few days without.
Background:Role on Ship: Combat Medic (Medical Technician when not fighting)
Faction Alignment:Loyal to the Defiance
Personality: A true mercenary, Mattys left Earth for better adventure (and hopefully better pay). However, he maintains that he does the work because all of his actions are his own; a result of a bad experience with the SADF. On a personal level though, Mattys is fairly affable and tries to joke; often with little success. He smiles almost constantly, even when patching up wounds under fire, something that most of his former comrades found off putting.
Backstory: Born in a small South African village; Mattys Venter grew up in a shack with just his father. His mother having left two years after his birth for "opportunities" in Cape Town. So Mattys spent his early years helping his father's road crew maintain the infrastructure of the nearby dam. He was hauling buckets of dirt at age six, shoveling gravel by twelve and operating the heavy equipment by sixteen. At the time, Mattys had no ambition beyond the next day; cheerfully plodding off to work day after day with no thoughts as to the world that the dam brought water to. Then his father died from a faulty parking brake on a pickup a day before his eighteenth birthday. Mattys however, just tried to keep smiling through the funeral and went back to work the next work; for lack of anything better to do.
However, when he was nineteen, an SADF jeep pulled into his village and set up shop in the village center. Tensions were flaring at the northern borders and the SADF was increasing its manpower. Mattys, with no reason to stay, decided to see something outside the village and the dam; a chance his father never got. Mattys left his home that day in the back of the jeep, the only one to sign up.
Within four months, Mattys was trained and assigned to a recon unit; just in time for the border tensions to turn into a series of bloody skirmishes. Three years later, the war was over, the border remain unchanged; and Mattys had a healthy array of scars and memories that kept him up through the night. He found work going to hotspots around the world, standing guard for NGO's in Southeast Asia, patrolling oil derricks in Nigeria, guarding tankers in the Gulf of Aden, and playing back alley doctor for his fellow mercenaries . Boring work that left him too much time to think and partake in the drinking that ate up a sizable portion of his paychecks.
With the return of the Defiance; Mattys was initially in awe of the prospect of space travel but quickly returned to his routine after finding that the only space travel was heavily regulated government flights. Then, an old war buddy, Johan Greene, looked Mattys up. Johan worked for the National Intelligence Agency and he needed Mattys for a job that would help propel South Africa's prospects; something for which Mattys would be well rewarded. Mattys agreed and soon found himself blended into a small South African Delegation that was part of a larger UN team bound for Beachhead.
Mattys was going to be given to the Defiance, a show of support for the ship's service and South Africa's pledge for the crew's goal. In reality, Mattys was to be a spy and look for opportunities that South Africa could exploit when space travel became more commonplace. However, the medic found that the secular nature of Earth-based space travel meant that his former nation could do nothing to him if he abandoned his goals. So he did, instead choosing to follow the Defiance to the very end and cutting what little ties he had with his homeland.
by Puranas » Mon Sep 28, 2020 4:52 pm
by Puranas » Wed Oct 21, 2020 5:58 am
Species DescriptionName: Gosei (works as singular, plural, and adjective)
Appearance:Gosei are able to produce physical shells to house projections of their software selves in essentially any configuration with no mandatory rules about appearance. Only some optional hardware can mandate some minimum requirements for some given shells. Their defense focus as a race also limits what is and isn't standard.
Average Lifespan: Immortal, as long as their core back-ups on Laihiala remain intact
Rate Of Reproduction: Not applicable, they are finite in number
Biology: Though a mechanical lifeform, the Gosei have several aspects that are very similar to organic physiology. While not the most advanced artificial intelligences in the known galaxies, they have come a long way from their humble origins and continue to evolve.
Their primary source of power is known as a biofuel converter. Though individual Gosei can develop, or at least learn to mimic, a personal sense of taste, they are able to 'digest' most food and drink through a nanotech based stomach analogue that turns it into power for the unit. This is backed up by a passive electromagnetic radiation absorption system built into the skin analogue.
The biofuel converter ties into a integrated self repair system. A nanomachine containing fluid, often just called nano-fluid, runs like a blood analogue through analogues of veins and arteries throughout a Gosei's body. Upon sustaining physical damage, this nano-fluid acts akin to platelets and, using reformated matter transferred from the converter, repairs the damage at a rate comparable to a human's natural healing rate. This doesn't allow them to regenerate from what a human would consider as lethal injuries; they are only more durable in the sense they can shrug off some injuries better than a human would. This nano-fluid is also how a Gosei's shell maintains itself on a daily basis so it doesn't get worn out from normal wear and tear.
Gosei may be able to externally mimic various races in appearance, but hardware to mimic scents is not generally standard - with current technologies, it was seen as an inefficient use of space. As a result, races like the Ragon and others with a heavier reliance on the sense of smell have been generally avoided as Gosei wouldn't 'smell right'.
Modern technologies have also proven as a counter to the Gosei. Even relatively primitive scanning equipment like Earth was utilizing before becoming an interstellar power would easily reveal the truth of a Gosei beneath their imitation exteriors. As the various races around them developed more and more as technological civilizations, the Gosei have found it that much harder to remain unobtrusive as they observe and learn.
Gosei shells, when not specifically engineered for a physical task that requires it, are usually intentionally designed to be considered average in terms of physical capabilities as the race they are learning about - the industrial grade shells generally not being seen outside of Laihiala. There have been exceptions to this, but these are rare special cases where the shell is intended for operations beyond simply blending into the crowd and observing.
Gosei are hard coded with a defensive nature. So, although they counteract attacks from opponents with ferocity, they are a defensive race in nature. If not provoked, they have no aggression towards the person or group. Therefore, they could potentially lose if they are beaten by the first move or if an unpredictable method they have not seen before is used before they can fully assess and correct the situation.
Background:Homeworld: Laihiala
Galaxy: Andromeda
Alignment: Neutral/Oni Empire
History: Five thousand years before the modern era, the earliest ancestors of the Gosei were used by their insectoid creators after achieving interplanetary status - though some consider the earlier interplanetary probes as being in running - in the process of dismantling their star system and utilizing the materials to isolate themselves within a protective Dyson shell - the fragility of the insectoids making them hyper paranoid about interacting with anything and anyone. Though these construction droids continued to be manufactured and maintained, their creators were still curious about what lay beyond there sphere, so began crafting probes and other automated exploration platforms to seek out knowledge and bring it home. Eventually, the ever growing complexity of the droids reached a point of self evolving hardware and learning artificial intelligences - which is also when they began the slow process of developing sapience.
Though increasingly more and more able to stand as a independent species, the droids were hard coded to be defensive. This proved fatal for the insectoid creators only one thousand years later. A group of like minds fearing the development of their creations and how the child like intellects that were developing could accidently slaughter countless of their kind simply due to not thinking about controlling their strength. In their attempt to develop a counter, they triggered the droids' defense programming and managed to get their entire species designated as a threat.
After the majority of the race was exterminated and the droids returned to a stand-by state, the survivors quickly realized they didn't have the numbers or technology to repopulate. As a result, instead of the slow decline, as deaths outpaced births, into full extinction, they uploaded their minds into the neural network of their artificial children while time delays physically erased the memories of the race from the records in an act of mercy from the creators to their children, so the developing intelligences wouldn't be weighed down by the memory of what they had done.
The machine intelligences continued in this state, going about their daily tasks as if nothing had ever changed while continuing to evolve, for the next five hundred years. It was at this point that the Oni arrived at the Dyson shell and gave the inverted world the name of Laihiala and the race of machines the name of Gosei. As part of the agreement reached between the two cultures, the Gosei were taken under the Oni's umbrella as an allied client race.
by Bolslania » Wed Oct 21, 2020 5:47 pm
by Bingellia » Thu Oct 22, 2020 7:48 pm
Bolslania wrote:[box]
Character DescriptionName: Rahaowl
Species: Ragon
Gender: Male
Age: 115 (assuming Ragons live like 250 years-ish)
Appearance: 5 meters tall, 500 pounds of muscle, greyish-black scales (I'm not drawing one of these things )
Strengths and WeaknessesSkills: Hand-to hand combat, creative solutions to issues (battlefield improvisation type stuff), heavy weapons(Is there anything you are significantly better at than most other people?)
Weaknesses: fine motor skills, due to his sheer size. Sometimes can not see irony or sarcasm, but with more contact with non-Ragons he is looking to improve his understanding of sarcasm (Is there anything your character is really rubbish at? Not essential you put anything in, but can be fun)
Background:Role on Ship: Marine/Security Forces. (What do you bring to the part?)
[box]
Faction Alignment: Former soldier and mercenary from Ragon, no longer has ties to any faction. However he will be hesitant to take action against the Ragon(Are you an independent adventurer or do you owe allegiance openly or secretly to one of the big factions)
Personality: Calculating, not particularly cold by Ragonian standards, polite but occasionally gruff
Backstory:
Rahwhaol was born to a small farming family on Ragon, he was born along with 2 siblings from the Matriarch of his village. While he was growing up he enjoyed a fair amount of authority in the village from his mother's position, however he was never one to abuse it. Even as a boy he always was interested in space, spending hours looking up into the night skies, watching the stars. He was a young man when the Ragon took to the stars, and as soon as he could, he signed up to go and explore, more to get away from his small, boring village. He enlisted in the Ragonian Marine Corps at the age of 50. As a Marine he saw combat on the fringes of the Empire, conquering any whom his fleet happened upon. He gained a reputation for ruthlessness, but he was always humane in his killings, never choosing to draw out something's death. After only 3 months of service, he was promoted to Master Sergeant in the Marines, for his tactical understanding and personal bravery that inspired those around him. In his endeavors he is reputed to have about 60 confirmed kills, with another 20 suspected. During the Dhasath-Ragonian wars, he was a part of the force that fought in the last major battle, where he was critical in seizing a Dhasath battleship which protected the Ragonian Fleet's left flank as they retreated from the battle. After the peace was signed he was honorably discharged from service. Adrift with nothing to do, he decided to keep doing what he was good at and began working for a large mercenary corporation, with whom he stayed for the better part of 45 years. After he left them due to budget cuts, he drifted around, settling back to doing what he was good at, this time aboard the Andromeda (How did you come to be here?)
by Free Ward Marchers » Thu Oct 22, 2020 10:15 pm
Species DescriptionName: The Nyxas
Singular: Nyxian
Plural: Nyxas
Adjective:
Appearance:
The Nyxas are very short by human standards with the average being 3ft and the tallest recorded being 4ft 2in'. The Nyxas have cherub like bodies and greyish-white skin with dark purple and/or red lines under the eyes and dark colored squished lips. Most have long hair in a variety of vibrant colors and pale eyes that also come in a variety of colors. The Nyxas all appear as female but closer inspection will reveal that they have no external sexual organs nor any markings that insinuate internal sexual organs. The Nyxian speech is androgynies sounding, very quiet, and very breathy, while talking their lips move, but so slightly that most creatures cannot discern movement in the face.
Biology: Asexual reproduction by In vitro fertilization, clear eyelids that are always closed, internal skeleton although similar to humans is 10x stronger and denser.
Background:Homeworld: Crigonthia
Galaxy: Milky Way
Alignment: Neutral
History:
by Khasinkonia » Thu Oct 22, 2020 10:27 pm
Free Ward Marchers wrote:Species DescriptionName: The Nyxas
Singular: Nyxian
Plural: Nyxas
Adjective:
Appearance:
The Nyxas are very short by human standards with the average being 3ft and the tallest recorded being 4ft 2in'. The Nyxas have cherub like bodies and greyish-white skin with dark purple and/or red lines under the eyes and dark colored squished lips. Most have long hair in a variety of vibrant colors and pale eyes that also come in a variety of colors. The Nyxas all appear as female but closer inspection will reveal that they have no external sexual organs nor any markings that insinuate internal sexual organs. The Nyxian speech is androgynies sounding, very quiet, and very breathy, while talking their lips move, but so slightly that most creatures cannot discern movement in the face.(Image)
Biology: Asexual reproduction by In vitro fertilization, clear eyelids that are always closed, internal skeleton although similar to humans is 10x stronger and denser.
Background:Homeworld: Crigonthia
Galaxy: Milky Way
Alignment: Neutral
History:
Hey, new to the sci-fi RP genre and I currently have writers block. If anyone could give me ideas for the history that would be swell
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