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Orphan Company (Sci-fi Char RP|OOC|Open)

PostPosted: Fri May 14, 2021 4:47 pm
by Dyelli Beybi
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Co-OPed by Arengin Union, Bingellia, Europa Undivided and Khasinkonia


Welcome to Orphan Company, a character RP set in the year 2137. In this RP you will play the role of a one of the few free human survivors in the aftermath of a brutal alien invasion, or one of their friendly alien allies.

Nine years ago earth was invaded and overrun by a seemingly unstoppable foe from outside of the Milky Way, humanity was ill prepared and the few survivors fled underground where a few small settlements have been established in the tunnels under earth's fallen cities. However, humanity was not alone. A coalition of other races, the 'Federation of Civilised Worlds' are resisting the invasion.

While humanity was never a part of the Federation, anyone lucky enough to get off earth has generally ended up in Federation Space where most people capable of lifting a blaster have joined the 'Orphan Company' (actually a Division sized unit, despite the name), a force of volunteers from Earth and other displaced communities who are determined to stem the tide and, one day, take back their homes. Your character is a member of Company A of the 6th Light Infantry Battalion, one of the best in the Federation. For the purposes of your app, assume that your character is a Corporal unless I tell you otherwise: in some scenes you might be on the front lines in command of a fire team of disposable redshirts, in others you might be part of an elite group behind enemy lines with just the other writers. Not entirely realistic, but hopefully good fun!

The RP is set in the Andromedaverse universe, though there is no requirement for you to have read any of it or even have the faintest idea what it is about.

Finally, this RP is open to latecomers. If you want to join a bit late, we'll just assume you are a private soldier who just got a promotion for some act of bravery.




SETTING


The Vanishing of the Destiny and the Wormhole to Andromeda
In 2026, a multi-national mission to mars was launched from Earth on the spaceship, 'Destiny'. The voyage was expected to last 300 days, though on day 104, abruptly and without any prior warning, the ship disappeared. As far as the Governments of Earth were concerned, the Destiny and all her crew were lost. Eventually, it was decided it must have been some kind of mechanical failure, though no sign of the vessel was recovered.

Miraculously, however, a year later a few surviving crew members reappeared between Earth and Mars, piloting a badly damaged though highly advanced alien spaceship. It was through this mission that humanity learned that it was not alone in the Universe. In the nearby Andromeda galaxy a massive war was being fought between alien races including the monstrous, all-devouring 'Ragons'. They also discovered that there was a portal hidden in the solar system, orbiting the sun and hidden to human instruments. The portal was named 'the Wormhole', though in truth nobody knew exactly what it was. In the years following, numerous expeditions were sent to rediscover it with none reporting any success. Over time it came to be believed that, whatever the phenomenon had been, it no longer existed.


The Golden Age of Earth
Over the following century, Earth entered a golden age of scientific enlightenment. While workable faster than light drives eluded earth's scientists, humanity reached to the farthest corners of the solar system, establishing colonies on Mars, Europa, Titan and Enceladus.

The opening of new horizons, however, didn't result in any greater unity for the human species. If anything, the opening of new frontiers only served to fuel old rivalries and divisions between the Nation-states and other human factions. Earth's problems continued to be fought out, but across the solar system rather than on the one planet. Russian and NATO vessels skirmished in deep space. Chinese and Japanese soldiers clashed over land claims on Mars. Brazilian colonists on Titan fought for independence from the Motherland.


The Fall of Earth
On 4 August 2128, however, everything changed. Appearing from the almost-forgotten wormhole came a small fleet of three highly advanced alien vessels which, as it turned out, belonged to the Ragon Empire, one of the races mentioned by the survivors of the Destiny, just over a century earlier. The Ragons had won the war and were here to conquer.

The Nations of Earth scrambled to repel the invasion, for the first time in Earth's history, forming a united front. The Ragon fleet was defeated, with only one ship limping back through the wormhole. The Nations of Earth celebrated. For a week.

The three Ragon ships, it turned out, had only been a scout force. On 11 August 2128, a fleet of just over 100 larger and better armed vessels appeared in the solar system. The fleet of the Nations of Earth was utterly destroyed within the first hour. Within the day all communication with the colonies was lost by the 12th. What happened to the people on those worlds remains a mystery.

The invasion of earth lasted about a month, nobody knows exactly how long. Millions of people were killed, tens of thousands devoured by the invading Ragons. A huge number of surviving humans were taken off-world to an unknown fate, though many more have been corralled into huge farming settlements where the few escapees report humanity have been reduced to livestock, feeding the Ragon army as it continues its rampage across the milky-way. A small number of people evaded capture, fleeing into the remote wilderness or into the tunnels under human cities.

Since then, a few humans have managed to escape from Earth with the help of the Federation or escaped/been rescued from Ragon space installations. Their numbers are few, but many dream of one day retaking earth.


Nine Years On
Following on from the initial invasion, the Ragon forces pushed on into the surrounding systems, many of which were controlled by the 'Federation of Civilised Worlds'. Prior to this point the Federation had not seen a major war in three millennia and their military was unprepared and ill-equipped to deal with the Ragon assault. World after world was lost to the invaders.

Despite initially making vast gains, the Federation was not so easily destroyed. It quickly switched to a war footing, bringing it's population and industrial capacity to bear against the Ragons and year by year, Ragon victories have become more costly. The Ragon forces finally pushed on to Greskia, one of the two Federation capital planets, though Federation intelligence indicates many of their units are now operating understrength. They quickly captured key positions and batteries in the Western hemisphere, though they were unable to capture all of Greskia's heavy planetary batteries meaning that their blockade of the planet remains incomplete and Federation blockade runners have been able to ferry in reinforcements, including the Orphan Company.

The war on Greskia has ground on for close to a year, with the Ragons pushing forward bit, by bit, until now they are on the outskirts of Saridat, the capital city where the Orphans, along with two other Federation Divisions have been tasked with holding the city, and it's all-important planetary battery at all costs. If the city falls, the planet will be all-but lost, the Federation's industrial base will be irreparably damaged and the psychological damage will be incalculable. If, however, the defenders succeed in holding the city, the Empire's forces might have been ground down so far that the Federation is finally able to take the initiative.


The Orphan Company
"Better Together"

The Orphan Company initially had nothing to do with humanity. Indeed it was founded a century or so ago, while Sol was (in the eyes of the older races in the Milky Way) a primitive backwater, it's inhabitants incapable of leaving the confines of their system. The Orphan Company was, initially, formed of exiled Inuv warriors who hired themselves out to anyone in need of mercenaries.

After the Ragon invasion of Federation space, however, the sitting General of the Company, Tirnin Shrandat called for a vote amongst his troops. His proposal was that they offer to assist the Federation without remuneration beyond what was necessary to keep his troops fed, clothed and supplied, reasoning that if the war was lost, the Company would be annihilated by the Ragons anyway. The vote was carried and the Federation accepted the mercenary company into service. General Shrandat then threw open the doors of the company to all manner of other 'orphans' who the war had deprived of home-worlds.

Humans have flocked to the Company Banner in large numbers along with numerous other aliens and the 'Company' has slowly grown to a Division sized unit of around 15,000 soldiers. The division has a reputation for ferocity, particularly the 6th Light Infantry, who are regarded as amongst the finest special forces regiments in Federation service.

Amongst the first wave of humans to sign up was an ex IDF trooper named Rebecca Cohen. Cohen currently holds the rank of 'Major' in charge of Company A of the 6th Light Foot and is counted amongst General Shrandat's inner circle. Cohen and Shrandat have concocted a plan to, in the event of a military victory, resettle earth as a heavily militarised, multi-species, unitary state to act as a buffer against any future incursions from the Andromeda galaxy. Their plan for the 'Union of Earth' has been shared widely and while many people see it as an impossible dream, it is something to strive for. If the Federation can hold at Greskia, their dream will look a lot more realistic.




LORE



As much as I hate threads with huge amounts of lore, a certain amount is necessary to keep us all on the same page! There is also a bit of background on the different species here which you may or may not be interested in.

What is a Ragon?

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A Ragon cannot be reasoned with. While the nanites let us understand it’s speech it’s thought patterns and motivations are entirely unrelatable. A Ragon should always be considered hostile and extremely dangerous.

Homeworld: Unknown. Andromeda Galaxy.

Appearance: Ragons are huge, heavily muscled Reptilian humanoids. The average height of a male is around 4 metres, though females are, averaging 4.5 to 4.8 meters. Ragon skin varies from grey to green. Heads are large and flat with a relatively short muzzle.

The most interesting feature of a Ragon though, is the large prehensile tail which acts as a third arm and is capable of supporting the weight of the Ragon... provided the object they are holding onto can also take the creature's weight.

Biology: The Ragon have an exceedingly long lifespan, though they are slow breeders, partially due to the long gestation period of Ragon young and the fact that only 20% of births produce female offspring. Ragon Females are polyandrous and will each have multiple 'dearling' males serving them.

As a result of being cold blooded, a Ragon tends to focus on a single task. Practically, this means that the Ragon are often seen as silent and brooding (they are not garrulous diplomats) and too many stimuli hitting them at once can lead to sensory overload and poor decision making or reverting to animal instinct during battle. While Ragons are often considered gluttonous, depicted as one minded eating machines but this is not the case. Again, as a result of being cold blooded, a Ragon only needs to eat one large meal per earth week. Live prey is preferred (as it is the freshest), and while they can't 'chew' they have been known to tear large chunks out of living prey to swallow instead of the whole creature.

Ragons have a ‘heat sense’ (similar to that of a pit viper) which allows them to sense minute changes in temperature as infrared rays. This aids in temperature regulation and also in locating warm-blooded prey. Furthermore, their forked tongues are capable of 'stereo taste' where upon it can be flicked to 'taste' the air pick up 'sound'. Which helps in locating prey in the dark.

The thick Scales on a Ragon’s hide, even without body armour can and will absorb a hit from a repeating blaster, though it will cause the creature some pain. When a shot does penetrate, the huge muscle mass and dense bones make a Ragon much less likely to take a serious injury. In recent years the Federation has begun issuing the bolt-action LVII blaster to frontline units. This packs much more of a punch than older models and can reliably injure or kill an unarmoured Ragon… not that they go into battle without armour on.

While a Ragon may seem ponderous and slow, they are also phenomenally strong.

History and Society: Little is known about the Ragons apart from the scant intelligence brought back by the Destiny survivors. Their main enemies in the Andromeda Galaxy were the 'Kiellar' and 'Gollar' though, by all reports, these races were destroyed. Their preferred prey species was, a now extinct, species known as a 'Dhasath' which reportedly bore a strong resemblance to a human.

Technology: Ragon Technology is similar to, though a few steps ahead of Federation technology. Their energy weapons can blast through the best body armour designed as if it were tissue paper while their body armour is similar in quality to what the Federation puts on their tanks.


Technology
As this is sci-fi, there are a number of pieces of technology that will be mentioned in the RP. Here is some info on them:

Skrim Drive: The Skrim Drive is the basic FTL drive used by all species in the both galaxies, allowing them to phase across to hyperspace where an object can travel faster than light. Opening a hyperspace window requires a lot of energy and several minutes to 'spin the drive up'. Skrim Drives are prone to overheating and longer hyperspace journeys will need to be made in hops. That, along with the speed limitation means that most journeys between stars will take days or weeks and movement between galaxies is believed to be impossible.

Most ships can detect a hyperspace window opening or closing a few minutes before the ship utilising their Skrim drive moves through it.

Translating alien languages: Translator nanites injected at birth (or later in life for those born on a less advanced world) are the preferred method of translation though not everyone is comfortable with injecting small robots into their brain and, as such, there are also translator earpieces in circulation, though you do need to remember to put these on! It is assumed, unless stated otherwise that your character has been injected with nanites.

Energy weapons (Blasters): Most weapons used in warfare are energy weapons. Units that are not connected to a generator (such as handheld weapons) will require a battery pack that usually allows for around 100 shots to be fired before needing to be swapped over. A person struck by an energy weapon can expect serious, deep burns with a high chance of death if the discharge travels through a major organ.
NB: Humans did not have these weapons prior to encountering the other Milky Way species, which is a large part of why earth fell so quickly.

The standard issue Federation blaster (which it is assumed you all have unless you want to take the old version) is the ‘Mk LVII’. This is a bolt action weapon that fires a much heavier charge than the automatic ‘Mk LVI’. Unlike the LVI, the LVII will always penetrate a Ragon’s hide, though it still struggles to go through Ragon body armour.

Shields: Large ships are always fitted with energy shields to prevent damage from space debris as well as weapons from other ships.

Body Armour: Body armour is generally light and only designed to protect from shrapnel; to protect from a Ragon weapon you’d need to be armoured like a main battle tank… which, coincidentally, the Ragons are, making them extremely difficult to stop.


The Major Species of the Milky Way


But Dyelli, I hear you cry, they are all rubber forehead aliens! Where are the more interesting ones?
Those, dear reader are for you to design. The major species are all rubber forehead aliens to make it easier for you to find original concept art so your characters don’t all look the same.

Name
Singular: A Gorial
Plural: Some Gorialax
Adjective: A Gorialax Ship
Naming: This generator will give you some decent Gorialax names. To create a surname, just use another name from the list.
Homeworld: Zinkeria

Appearance:
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Of the Milky Way aliens, the gorialax are the species most able to pose as human (albeit someone with a bad sunburn/spray tan).

Gorialax are relatively small (average height of 5'6'' for a male or 5'2'' for a female), lightly-built humanoids with a reddish skin tone that varies between individuals from a relatively bright pinkish colour to a burnt orange. Hair colour is dark while eyes span the whole human spectrum.

NB: If you want to make a gorialax character it is a pretty straightforward to do a photo manipulation on a human photo. I am very happy to help, if you post up the image you want to use.


Biology: Unlike most humanoids, who evolved from a primate type creature, the gorialax are descended from an ornithapod type creature that filled much the same niche as a wildebeest does on the African savannah. As such they are generally regarded as herbivores, though they will also eat small invertibrates.

The creature the gorialax evolved from was prey for many large carnivores. Speed was the main mechanism of defense and that has carried over to the modern gorialax in several unusual characteristics. The first and most obvious is their running speed. A fit, unencumbered gorial can run at speeds of 30mph for extended periods of time.

The gestation period for gorialax young is 8.5 months (slightly less than a human) and they are born with a well developed lower body. It is regarded as highly unusual for a gorialax not to be walking within an hour of birth.

Gorial bones are lighter than human bones meaning that a gorial will usually weigh 20% less than a human of similar size and body shape. This also means they are physically weaker and tend to struggle carrying large loads. They are, however, extremely quick and nimble.

The gorialax remain herd creatures at heart and are fantastically loyal and completely unselfish, working together towards a common goal in a way that most other species are incapable of replicating. While it is unusual to see a gorial away from their community, they are generally highly regarded ship crew amongst other alien races and are known to become fanatically loyal to their crewmates, bonding to them in the same way they would to their natural herd.

The Te-Gorialax subspecies: The Te-Gorialax are a genetically modified subspecies of gorialax from the frozen world of Tegukin. For the most part, the te-gorialax are much like their parent species, and still are capable of interbreeding with other gorialax, but have a few significant differences:
  • Te-gorialax blood is a solution of Ammonia and liquid water, which enables them to comfortably live in significantly colder temperatures than would otherwise be possible for gorialax, although hotter temperatures do pose a health concern.
  • Body temperature and metabolism are noticeably lower than that of the normal gorialax.
  • Lifespan is around 10% longer.
  • Te-gorialax are shorter, stockier, and paler than their parent species.
  • Te-gorialax have more stamina but are slower than their parent species.

History: The Gorialax Collective first began exploring the Milky Way 5 millennia ago and began to study and categorise the species they found, visiting Earth around 4,500 years ago and studying humanity.

Unagressive by nature, the gorialax were initially shocked to find not all other races were interested in peaceful exploration and they began to arm their ships, though gorialax weapons proved woefully inadequate in the first centuries of exploration. This changed with first contact with the berdikons, a race with a very similar collectivist outlook. The two races began to pool knowledge and share designs, developing increasingly better and more sophisticated warships.

The two races combined about 4,000 years ago to form the 'Federation of Civilised Worlds', the faction which would come to dominate the Milky Way until the Ragon invasion. While there were initially competitors, the gorialax and berdikons defeated them all, one by one, emerging as the undisputed Hegemony in the milky way 3,000 years ago.

Federation society, led by the gorialax and berdikons has always been remarkably socially equitable. The gorialax see themselves as members of a collective, rather than as competing individuals (sometimes referred to as the 'herd mentality') and resources are shared evenly. This situation is not appealing to all species and despite the fact that non-gorialax/berdikons worlds are free to join, the gorialax still make up 42% of the Federation's total population (906 billion) with the berdikons accounting for a further 40% (863 billion), though there are a huge number of 'Federation Aligned' worlds which are not included in this number.

The gorialax religion, referred to by outsiders as 'Gorialism' is universally practiced amongst the gorialax. Gorialism is a monotheism, worshipping the benevolent God 'Marduk' who preserves the souls of all deceased gorialax. Those who have worked with the collective will be reunited with it in death to run together, for eternity, on Marduk's great plain. Those who have failed the collective in life are cast out in death to make their own way in the wilderness, eternally separated from the collective. Ancestors are venerated in the religion and are expected to welcome the souls of the newly deceased upon their journey to Marduk's plain.


Name
Singular: A Berdikon
Plural: Some Berdikons
Adjective: A Berdikon Ship
Naming: Berdikons have a forename, usually one to three middle names (which refer to famous or cherished ancestors of either gender) and a Tribal name.This generator will give you some decent berdikon-sounding forenames/middle names.
This will give you some Berdikon sounding Tribal names.
Homeworld: Greskia

Appearance:
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The Berdikons are a Milky Way species who superficially resemble humans in many ways, their green skin makes them quite obviously alien.

Berdikon are about human size, while their skin tones range from a bright green to a drab olive. Hair is naturally dark. Eyes can be anything in the human spectrum though green, brown and hazel are most common.

NB: If you want to make a berdikon character it is a pretty straightforward to do a photo manipulation on a human photo. I am very happy to help, if you post up the image you want to use.


Biology: The Berdikon home planet of Greskia is an unusually fertile planet with dense forests of fruit bearing trees that stretch from the equator to the artic tundra. The Berdikons are descended from an arboreal monotreme type creature (while mostly mamalian, Berdikons are oviparous) that once graced the canopies of the planet.

It is believed that the progenitor species practiced a rather unusual mating system that was a cross between 'polyandry' and 'resource defense polygyny' with males defending a resource area to attract females, but with only the dominant females in the group breeding. Younger and less dominant females formed 'creches' to look after the group offspring's. Around 90% of berdikon eggs hatch as females, though it is not understood whether this evolved as a consequence of their peculiar mating structure or if it was the other way around.

Due to the low number of males, polygyny is still practiced, though berdikon society tends to be dominated by older matriarchs.

Berdikon males will be physically and sexually mature at a similar age to humans, though the females, while physically fully grown at the same age as humans, do not begin to ovulate until about age 40 (in earth years) despite being completely adult in appearance. Pre-reproductive age adult females are often referred to as 'freemartins'. Ageing is significantly slowed for both sexes until around age 40 and berdikons live for an average of about 105 years.

Young berdikons have a retractable, backward facing, venemous spur that can be extended from beneath the carpal bones. While extremely painful, this venom is rarely ever lethal. At around age 40 (i.e. the age of sexual maturity for females) this spur will break off and while the poison gland in the upper arm remains active, berdikons lose the ability to deliver the venom (though it is possible to replace the spur with a synthetic one).

As a planet, Greskia is also unusually rich in cobalt and nearly all of the native species, the berdikons included, use 'coboglobin' to transport oxygen in the blood. This means that berdikon venous blood is amber, while arterial blood is clear. For the same reason berdikon muscle tissue is very pale, looking similar to that of a earth reptile when cut open. Berdikon 'milk', or indeed that of any other of the monotreme-type species of Greskia is a pale violet colour.

Berdikons living amongst other species will inevitably need to take heavy cobalt supplements, while other species will generally need to avoid food grown on Greskia due to the danger of cobalt toxicity.

History: The United Republic of Greskia first began exploring the Milky Way 5 millennia ago. While not an especially aggressive species, Greskia had seen a number of wars in the years leading up to unification, and the berdikons were not as unprepared as their soon-to-be allies in the Gorialax Collective, when they first encountered hostile species.

While not a herd species, the berdikons tend to be cooperative by nature, forming large collectivist tribes stratified by age and sex. Historically wars tended to only be fought when resources were unable to meet the demands of all tribes. In the post-scarcity world of the United Republic, there was little to compete for and Greskian society gradually developed a unified tribal identity. When they encountered the gorialax, the two highly cooperative species almost immediately began working together.

Together the berdikons and gorialax combined, about 4,000 years ago, to form the 'Federation of Civilised Worlds', the faction which would come to dominate the Milky Way until the Ragon invasion. While there were initially competitors, the Federation proved to be, in it's early years, an unstoppable military-political juggernaut, emerging as, and remaining the undisputed Hegemony in the milky way 3,000 years ago.

Federation society, led by the gorialax and berdikons has always been remarkably socially equitable, although amongst the berdikons, the matriachs and males are generally better off than the freemartins. Conversely, freemartins tend to take on most of the dangerous or adventurous roles e.g. military. Because they make up such a small proportion of the population, males are strongly discouraged from any pursuit that would put them in physical danger.

The peculiarity of the two races has meant that the Federation isn't appealing to more individualistic species and the berdikons and gorialax together make up 82% of the Federation's total population of 1.8 trillion, though there are a huge number of 'Federation Aligned' worlds which are not included in this number.


Name
Singular: An Inuv
Plural: Some Inuv
Adjective: A Inuvi Ship
Naming: Inuvs usually only have a single forename (though some may carry a middle name as well) and a surname. While Inuv clans are named after a surname, intermarriage and other contracts have meant that aside from the leading family, surname has almost no bearing on tribal allegiance. This generator will give you a decent Inuvi name.
Homeworld: Old Inuvia (destroyed)

Appearance:
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The Inuv are a blue skinned Milky Way humanoid with luminous red eyes.

Inuv are, on average, slightly taller than humans with males averaging 6’1’’ and females averaging 5’9’’.

NB: If you want to make an Inuv character, photomanipulation is easy… or just use Star Wars Chiss concept art.


Biology: The Inuv are undoubtedly the most warlike race found amongst the Milky Way resistance. Unlike most other humanoids, the Inuv evolved as the apex predator on their home-world: a pack hunter which was somewhat like a small mammalian tyrannosaurid. Over millions of years they grew smaller, more upright, more intelligent and lost their tails. Unlike the other major Milky Way races, the Inuv are also obligate carnivores and cannot digest plant matter.

The Inuv have exceptional stamina, with most able to compete with top human marathon runners. When placed in danger, the natural Inuv instinct is to attack and it takes training to overcome this. An ‘excited’ Inuv (i.e. one which is about to enter combat) will find it’s body flooded with an adrenaline-type hormone that increases blood flow, reaction time and muscle efficiency in the short term, though it comes with a cost; extreme exhaustion when the fight is over. In a prolonged engagement (anything more than about an hour), Inuvi troops will begin to flag as their bodies come down from the hormone-induced high. To combat this, Inuvi troops often carry amphetamine inhalers to artificially maintain the high… though this only delays the inevitable and when the crash comes, it comes even harder (sometimes with fatal results).

This should not be interpreted to mean that the Inuv are an unintelligent race and, if trained to temper their aggression, can prove to be cunning officers and generals.

The Inuv’s unusual luminous red eyes do not offer them any advantage and are believed to have been present on a large amount, if not all, of Old Inuvia’s large fauna, though this is rather hard to prove since the Inuv blew the planet up 1,000 years ago.


History: The Inuv have always been a warlike species and the Nations of Old Inuvia existed in a state of almost perpetual war with one another. Upon discovering nuclear weapons the Inuv immediately began using them on one another, making large portions of their planet entirely uninhabitable though, more by luck than design, they succeeded in not completely destroying their planet until after the first Inuvi vessels were tentatively leaving their solar system, 1,000 years ago.

This experience did nothing to diminish the Inuvi enthusiasm for violence, though the survivors did manage to settle their differences… for a few generations at least. The ‘Time of Peace’ lasted for approximately 100 years, during which the Inuv lived on orbital habitats in the wreckage of their home system, exploring and trading with a number of nearby civilisations.

Almost inevitably though, once the Inuvi population had expanded enough, they began to attack and conquer nearby races, rather than trade with them. The experience of Old Inuvia, however, had left the Inuv with a strong aversion towards attacking non-combatants or using weapons of mass destruction. Conquests were ‘honourable’ and once completed the conquered races were allowed to manage their own affairs, independent of the Inuv, provided they pay the Inuv a fee for their ‘protection’ (the ‘Military Tax’). While humiliating for many recently conquered races, the Inuv were and remain serious about defending their protectorates. While the Protectorates are not permitted a military of their own, no outside power has ever successfully occupied a planet in Inuvi space.

Around 800 years ago the Inuvi Empire, which had been expanding rapidly, encountered the Federation of Civilised Worlds… whose fleet completely crushed the Inuvi invasion force, sending the scattered survivors fleeing back across their borders. The humiliating setback served to ignite ancient feuds between the Inuvi tribes and over the next few decades the Inuvi Empire fractured into an ever changing patchwork of tribal warlords and petty despots, which it has remained as ever since.

The Inuv themselves generally still live on habitat ships and, due to the funding provided by their protectorates, are able to field large fleets and armies quite out of proportion to the size of their population.

Worlds change hands between the tribes frequently, though the Inuv fight the battles in space and for the subject peoples, a change in Inuvi overlord usually means nothing more than a different person to send the Military Tax to. Were the Inuv to ever reunite, they could pose a military threat to the rest of the galaxy, or perhaps tip the balance in favour of the Milky Way races, though the odds of that happening are relatively slim.

While the Inuv generally keep to themselves, a number of serious crimes are punishable by exile from the tribe; this punish is permanent and applies to descendants of the exiled as well.* While most Inuv will ‘honourably’ commit suicide if found guilty of such a crime, a reasonable number have ended up in Federation Territory where they can often be found in the military or mercenary companies.

* Tirnin Shrandat, the Leader of the Orphan Company is the grandson of an exile.


Kylantha has also given people permission to use the Yattun Species.



THE RULES


And because it seems important to include these, here are a few rules for how to behave on the NS forums, just in case you hadn't figured it out already:

  • Decisions
    My word and the word of any and all Co-OPs is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-OPs and not your fellow writers.
    On that note, I run my threads as anarcho-communist cooperatives. This is an unnecessarily complicated way of saying that my word DOES NOT overrule theirs. If there is an appeal and a dispute amongst the Co-OPs we will take a vote on the matter.
  • Post Quality
    I don’t have a problem with short posts but please use proper spelling (I don’t care what regional variant), grammar etc.
    Ideally also try to include a 'hook' when you write a post, which is to say something that gives other people something to respond to. If your post is something along the lines of 'Bilbo Baggins stayed in his room and read a book while the world was ending', don't be surprised if nobody responds to you.
  • Posting Commitment
    Nothing is worse than making an RP only for it to die. Please take a look to see if there is a place for you to post at least every 48 hours or so. If you find yourself unable to post, please let me know in the OOC thread for an extended period of time. If it looks like you've abandoned a character, particularly in the middle of a fight scene, I might decide to kill them off in a hilarious manner.
  • Posting Speed
    On the flip side, blitz posting can also be infuriating. So, especially during the important scenes, I recommend giving your fellow players a reasonable time to make a reply. We all have real lives. That being said, if someone leaves everyone waiting for over 48 hours, feel free to carry on the scene without them.
  • OOC thread Manners
    Nothing annoys me more than bad manners on an OOC thread (apart from that 'Look at my horse, my horse is amazing' song). Swearing, passive-aggressive sniping or any other rude behaviour are not welcome on the OOC. I will warn you once. If you can’t control yourself I will ask you to remove yourself from the thread.
  • IC thread Manners
    Remember, we are writing a story together, not playing to win.
  • Character Death
    Player death is possible in this RP, though will be quite rare and easily avoidable. Please don’t write that you have killed another character unless you have OOC permission from the character's owner to do it. Beat them into a pulp or take them prisoner, but don’t kill them. Having said that, if someone does something really stupid, I reserve the right to announce your character has got themselves killed. Likewise, if someone goes inactive in the middle of a fight scene without explanation and cannot be raised, I may decide to kill their character off.
  • Godmodding
    If your character is unfairly refusing to take any damage I will write them taking damage for you. You're welcome!
  • Keep it PG13
    Shouldn’t need to be telling you this really but keep the erotica and gorn off the thread. Hopefully you all know how to write forum-safe stuff. I will be extremely disappointed if the mods have to pay us a visit.
  • Banning Players
    I really don’t want to be doing that but reserve the right to do so if you cannot follow the (hopefully, rather simple) rules above.

And finally, the bit you've all been waiting for...



APPLICATION FORMS


When filling in an application form, please delete everything in parentheses.

Character App

The only current rules for characters are:
  • No psychics or similar unless that has been agreed in advance.
  • No custom weapons that make everyone else's gun look like a pea shooter.
  • No armour which makes my statements about armour in the lore section invalid.

Also please remember that you are Special Forces. While we won't accept characters who murdered their way through the Ragon forces without a care in the world (in an encounter with one you are always outmatched), similarly we won't accept a character who has no discernible reason to have been allowed into the 6th Light Infantry.

Code: Select all
[box]
[size=150][b]Character Description[/b][/size]
[list][b]Name:[/b]
[b]Species:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b] [spoiler](Feel free to describe with text or put pictures in here.  If you are using a picture, personally, I find it easier to picture a character who is shown in photo/realistic drawing though I'm not going to get funny about anything else.  Unless it is your personal stick-man art.  I might draw the line at that.)[/spoiler]
[/list]

[hr][/hr][size=150][b]Strengths and Weaknesses[/b][/size]
[list]
[b]Skills[/b]: (Is there anything you are significantly better at than most other people?)
[b]Weaknesses[/b]: (Is there anything your character is really rubbish at?  Not essential you put anything in, but can be fun) 
[/list]

[hr][/hr][size=150][b]Backstory:[/b][/size]
(the most important bit!  How did your character come to be in the Orphans?)
[/box]


Species App
I am going to assume that anyone making a species app would prefer the species be reserved for their use. Additionally, there are a few rules for new species:
  • You cannot create a psychic race or similar.
  • Your race cannot be immune to blaster fire.
  • Your race cannot be inedible to Ragons. This is to maximise the threat the Ragons pose to your character/s.
  • Your race cannot be allied to the Ragon Empire. The Ragons regard all other species as animals and do not form alliances.
  • Your race cannot be another great power. This will upset the plot.
  • If you want to make your race super long-lived, there should be a good narrative reason.
  • It is preferable for your race to have lost it's home to the Ragon invasion. Not essential, but if you decide not to go down this route you'll need to think up a good reason for your character to be in the Orphans.

Please remember that your species app serves as background for your character, not the other way around. We reserve the right to ask you to go back to the drawing board if the race is underdeveloped or ridiculously overpowered.

Code: Select all
[box]
[size=150][b]Species Description[/b][/size]
[list][b]Name:[/b]
[b]Singular:[/b] (what do you call one of your species on their own)
[b]Plural:[/b] (what do you call a whole lot of your species)
[b]Adjective:[/b]
[b]Appearance:[/b] (If you are using a picture, please include a bit of info on how much variation in appearances there is among the species) [spoiler](Feel free to use a picture here)[/spoiler]
[b]Biology:[/b] (what is special about your species that you can't tell by looking at them?  Night vision?  Stronger than average?)
[/list]


[hr][/hr][size=150][b]Background:[/b][/size]
[list][b]Home-world[/b]:
[b]History[/b]:(Tell us a bit about your species)
 [/list][/box]

PostPosted: Fri May 14, 2021 5:23 pm
by Europa Undivided
Character Description
    Name: Ivan Ivanovich Ivanovsky… or just called him Ivan.
    Species: Human
    Gender: Male
    Age: 35
    Appearance:
    Image



Strengths and Weaknesses
    Skills:

    Fighter: Ivan is highly trained as per his background in the Russian Spetsnaz. He is a skilled close quarters combatant, though that may be of little use against the giant Ragon.

    Marksman: As a trained, professional soldier, he is proficient in using firearms of most kinds.

    Good memory: He remembers passwords and dates better than most.

    Weaknesses:

    Social Ineptness: Despite being a rather fierce warrior, Ivan is terrible at talking. He finds it difficult to express himself, especially to people he is not familiar with.


Backstory:
Ivanovsky was born on the Russian colony of Novo Petrograd on the moon of Triton. Ivan was the oldest of four siblings. He was seen with having a special interest and aptitude for martial arts. The military was an attractive prospect, so at 23, he signed up for the Russian Intelligence Agency as a Spetsnaz, where he would be trained further. At 25, he would participate in the skirmishes between Russia and the NATO, crippling a French flotilla by sabotaging the ships on the docks of the New Burgundy colony in Enceladus with explosive charges in what would be his second and last mission.

After that, the Ragon scouts entered, and then their main fleet. Triton quickly fell after brutally one sided fighting in the colonies established by the Russians, Chinese, and Iranians on that now blood stained moon, but not before several ships from Triton managed to flee to Earth. In one of them was Ivan, having barely escaped being eaten as two divisions of soldiers and tanks fought and were destroyed with terrifying ease. However, they managed to kill a very small number of Ragon, and Ivan was able to snatch the weapon of one their slain enemies; an energy blade he would later call to be Yashcheritsa; lizard gutter.

It was also at the battle of Triton where he, as he had described to Hannah Brown, 'failed in his promise' to his commanding officer and friend, Grisha Izmaylov. He had previously promised to keep the latter's two children safe, but both were taken by the Ragons to an unknown fate.

The battle of Earth was swift and brutal, but when it did, Ivanovsky was in New York, and was amongst the lucky ones that got away before they could be devoured by the invaders. Within hours of going underground, he found an eerily familiar person. A French Captain , surrounded by his subordinates armed with military grade weapons, with their apparent leader being armed with a recognizable anti tank rifle. However, when they spotted him, they did not point their guns at him, nor did they issue any threats. Instead, their captain held out his hand to the lone Russian, and told him to come with them to find other survivors.

He could continue to be a security detail for the underground as well as one of its foremost combatants, though it is easier to simply evade enemy attention. He had since a romantic fixation for the American woman known as Hannah, and has a close and fervent friendship with Jean-Luc Lafayette.

After five years of hiding in the New York subway, he and the rest of the Hub met Tariq al Zubi and Rebecca Cohen during a salvage mission. They would eventually go into a mission to save the world by travelling to a facility in Denver said to hold a working time machine. Along the way, he would develop a romantic relationship with Hannah Brown. However, they were betrayed by Davin Blackmore, who had joined them in the middle of the journey, and Hannah, who was outed as half Dhasath, sacrificed herself in order to save what remained of their group. His friend Jean-Luc was also lost in the fight, devoured by Ragon pets.

Federation forces, having been drawn to their location by the transponder repaired by Nicholas Ward, took Ivan and most of the other survivors of his group off the planet. He and the others would eventually be integrated into the Orphan Company; a band of brothers and sisters whose world's had been taken from them by the monsters that devoured millions...


Also, for those who are interested, the wider Andromeda verse has a wiki.

https://voyages-in-andromeda.fandom.com ... omeda_Wiki

PostPosted: Fri May 14, 2021 5:58 pm
by Voxija
Hmm... I might join this. Keep an eye out for a character named Ying Peixun.
Rebecca.

PostPosted: Fri May 14, 2021 8:02 pm
by Nagakawa
Character Description
    Name
    Yozo Inuma
    (犬間 陽蔵, Inuma Yōzō)

    Callsign: "Wildcard"

    Species
    Human

    Gender
    Male

    Age
    41

    Appearance Image
    Yozo Inuma is an imposing and well-built man, standing at 180cm tall and weighing 78kg. Although he is only 41, decades of unimaginable stress and chain smoking have aged him beyond his years, with many people at a glance guessing that he is approaching his mid to late fifties.

    He has a back tattoo consisting of a rose between his shoulder blades, with two thorny stems intertwining in a helix pattern ad reaching down his spine to his lower back. In addition, he also possesses several bullet wounds on various parts of his body.


Strengths and Weaknesses
    Skills
    • Combat skills: As a former operator and a current contract killer, Yozo is well-versed in the sophisticated art of killing people. He is familiar with a wide range of firearms, ranging from pistols and other sidearms to assault rifles, heavy machine guns, and sniper rifles, and has experience in other fields such as demolition, field medical treatment, static line and HALO parachuting, and the use of signals. He is also skilled in unarmed combat, having extensive training in combat sambo.

    Weaknesses
    • Personality: Not exactly a weakness per se- however, Yozo's abrasive personality and unpleasant demeanor often makes the people around him uncomfortable. He is known to openly express racist sentiments against the Chinese (whom he despises) and, to a lesser extent, their allies, though he does not seem to have much of an opinion on most other non-human races other than the Ragon (whom he also despises).
    • Old wound: Yozo's right kneecap suffered a serious injury a decade ago, resulting in the loss of his MCL and LCL; consequently, though he has enough muscular strength to allow for almost normal function, his right knee is very prone to slipping, something that has happened from time to time.


Backstory
Yozo Inuma was born in the Japanese colony city of Iba IV (伊羽第四) on Mars, one of the most prosperous of the Japanese cities, which remained relatively insulated from the ongoing conflict with the Chinese. Growing up in a rich family of financiers, Yozo was guaranteed a life of luxury and comfort from birth, but abandoned it against the wishes of his parents in order to join the military at the age of 17.

Assigned to the 16th Airborne Brigade, Yozo proved to be a formidable soldier, capable of running faster, farther, and of bearing heavier loads than most of his peers, but as he rose through the ranks, also developed a reputation as a maverick with a penchant for brutality. He participated in a number of battles against Chinese forces, accumulating decorations and scars alike, and making a name for himself.

When the Ragons appeared, however, Yozo had reached the tail end of his career- though he was by now a highly decorated soldier, he had been stuck at his rank of First Class Sergeant for seven years, with his superiors finding his behavior disquieting and, thus, being reluctant to offer him any promotions or higher appointments. Disgruntled and disillusioned with the military and with his pay, which he found to be insufficient for a man of his skill, Yozo cut short his contract abruptly, before the main brunt of the Ragon fist fell upon Mars, and quietly left his home planet.

He eventually found employment in the world of private security, as many former soldiers do; the Georgian businessman Shota Navrozashvili, who had built a fortune shortly before and during the Ragon invasion through the sale of powerful painkillers on the black market, hired the now 33-year-old Yozo as one of his personal bodyguards to protect him during his travels around the solar system.

In a single year, under Navrozashvili's employment, Yozo earned more money than he had during his entire military career (choosing to spend it in a less than prudent fashion as a means of coping with the stress of the job). This, however, was not to last- on one fateful trip to Earth, the convoy was attacked by a small Ragon reconnaissance patrol that had run into the convoy by chance. In the crossfire, Navrozashvili was killed, along with most of the other bodyguards and crew, but Yozo, having managed to fight off the remaining members of the Ragon, was able to commandeer the vessel, ordering its remaining crew pilot the remnants of the vessel to Earth, where it then crash landed in the Rocky Mountains in North America.

Yozo, the sole survivor of the crash landing, was subsequently picked up by Federation forces in the area. Initially attempting to obfuscate his military experience, his true background was quickly discovered, and following a few rounds of haggling while in custody (and the discovery of the four Ragon corpses in Navrozashvili's vessel), he eventually accepted a posting into a unit known as Orphan Company.

PostPosted: Fri May 14, 2021 9:03 pm
by Earth Allies
Tag

PostPosted: Sat May 15, 2021 4:45 am
by Nachfolgia
Tag.

PostPosted: Sat May 15, 2021 6:52 am
by Dyelli Beybi
Europa Undivided wrote:
Character Description
    Name: Ivan Ivanovich Ivanovsky… or just called him Ivan.
    Species: Human
    Gender: Male
    Age: 35
    Appearance:


Strengths and Weaknesses
    Skills:

    Fighter: Ivan is highly trained as per his background in the Russian Spetsnaz. He is a skilled close quarters combatant, though that may be of little use against the giant Ragon.

    Marksman: As a trained, professional soldier, he is proficient in using firearms of most kinds.

    Good memory: He remembers passwords and dates better than most.

    Weaknesses:

    Social Ineptness: Despite being a rather fierce warrior, Ivan is terrible at talking. He finds it difficult to express himself, especially to people he is not familiar with.


Backstory:
Ivanovsky was born on the Russian colony of Novo Petrograd on the moon of Triton. Ivan was the oldest of four siblings. He was seen with having a special interest and aptitude for martial arts. The military was an attractive prospect, so at 23, he signed up for the Russian Intelligence Agency as a Spetsnaz, where he would be trained further. At 25, he would participate in the skirmishes between Russia and the NATO, crippling a French flotilla by sabotaging the ships on the docks of the New Burgundy colony in Enceladus with explosive charges in what would be his second and last mission.

After that, the Ragon scouts entered, and then their main fleet. Triton quickly fell after brutally one sided fighting in the colonies established by the Russians, Chinese, and Iranians on that now blood stained moon, but not before several ships from Triton managed to flee to Earth. In one of them was Ivan, having barely escaped being eaten as two divisions of soldiers and tanks fought and were destroyed with terrifying ease. However, they managed to kill a very small number of Ragon, and Ivan was able to snatch the weapon of one their slain enemies; an energy blade he would later call to be Yashcheritsa; lizard gutter.

It was also at the battle of Triton where he, as he had described to Hannah Brown, 'failed in his promise' to his commanding officer and friend, Grisha Izmaylov. He had previously promised to keep the latter's two children safe, but both were taken by the Ragons to an unknown fate.

The battle of Earth was swift and brutal, but when it did, Ivanovsky was in New York, and was amongst the lucky ones that got away before they could be devoured by the invaders. Within hours of going underground, he found an eerily familiar person. A French Captain , surrounded by his subordinates armed with military grade weapons, with their apparent leader being armed with a recognizable anti tank rifle. However, when they spotted him, they did not point their guns at him, nor did they issue any threats. Instead, their captain held out his hand to the lone Russian, and told him to come with them to find other survivors.

He could continue to be a security detail for the underground as well as one of its foremost combatants, though it is easier to simply evade enemy attention. He had since a romantic fixation for the American woman known as Hannah, and has a close and fervent friendship with Jean-Luc Lafayette.

After five years of hiding in the New York subway, he and the rest of the Hub met Tariq al Zubi and Rebecca Cohen during a salvage mission. They would eventually go into a mission to save the world by travelling to a facility in Denver said to hold a working time machine. Along the way, he would develop a romantic relationship with Hannah Brown. However, they were betrayed by Davin Blackmore, who had joined them in the middle of the journey, and Hannah, who was outed as half Dhasath, sacrificed herself in order to save what remained of their group. His friend Jean-Luc was also lost in the fight, devoured by Ragon pets.

Federation forces, having been drawn to their location by the transponder repaired by Nicholas Ward, took Ivan and most of the other survivors of his group off the planet. He and the others would eventually be integrated into the Orphan Company; a band of brothers and sisters whose world's had been taken from them by the monsters that devoured millions...


Also, for those who are interested, the wider Andromeda verse has a wiki.

https://voyages-in-andromeda.fandom.com ... omeda_Wiki


A is for 'Accepted'!

Voxija wrote:Hmm... I might join this. Keep an eye out for a character named Ying Peixun.


And a lovely name it is too! You are, as always, very welcome... psst... join the Discord ;) But seriously, you and Lara Monia are the best writers we don't have on our collaborative channels and we would love to have you there to bounce ideas off and cowrite stuff. Totally over to you though! Just letting you know we want you on the Dark Side.

Nagakawa wrote:
Character Description
    Name
    Yozo Inuma
    (犬間 陽蔵, Inuma Yōzō)

    Callsign: "Wildcard"

    Species
    Human

    Gender
    Male

    Age
    41

    Appearance (Image)
    Yozo Inuma is an imposing and well-built man, standing at 180cm tall and weighing 78kg. Although he is only 41, decades of unimaginable stress and chain smoking have aged him beyond his years, with many people at a glance guessing that he is approaching his mid to late fifties.

    He has a back tattoo consisting of a rose between his shoulder blades, with two thorny stems intertwining in a helix pattern ad reaching down his spine to his lower back. In addition, he also possesses several bullet wounds on various parts of his body.


Strengths and Weaknesses
    Skills
    • Combat skills: As a former operator and a current contract killer, Yozo is well-versed in the sophisticated art of killing people. He is familiar with a wide range of firearms, ranging from pistols and other sidearms to assault rifles, heavy machine guns, and sniper rifles, and has experience in other fields such as demolition, field medical treatment, static line and HALO parachuting, and the use of signals. He is also skilled in unarmed combat, having extensive training in combat sambo.

    Weaknesses
    • Personality: Not exactly a weakness per se- however, Yozo's abrasive personality and unpleasant demeanor often makes the people around him uncomfortable. He is known to openly express racist sentiments against the Chinese (whom he despises) and, to a lesser extent, their allies, though he does not seem to have much of an opinion on most other non-human races other than the Ragon (whom he also despises).
    • Old wound: Yozo's right kneecap suffered a serious injury a decade ago, resulting in the loss of his MCL and LCL; consequently, though he has enough muscular strength to allow for almost normal function, his right knee is very prone to slipping, something that has happened from time to time.


Backstory
Yozo Inuma was born in the Japanese colony city of Iba IV (伊羽第四) on Mars, one of the most prosperous of the Japanese cities, which remained relatively insulated from the ongoing conflict with the Chinese. Growing up in a rich family of financiers, Yozo was guaranteed a life of luxury and comfort from birth, but abandoned it against the wishes of his parents in order to join the military at the age of 17.

Assigned to the 16th Airborne Brigade, Yozo proved to be a formidable soldier, capable of running faster, farther, and of bearing heavier loads than most of his peers, but as he rose through the ranks, also developed a reputation as a maverick with a penchant for brutality. He participated in a number of battles against Chinese forces, accumulating decorations and scars alike, and making a name for himself.

When the Ragons appeared, however, Yozo had reached the tail end of his career- though he was by now a highly decorated soldier, he had been stuck at his rank of First Class Sergeant for seven years, with his superiors finding his behavior disquieting and, thus, being reluctant to offer him any promotions or higher appointments. Disgruntled and disillusioned with the military and with his pay, which he found to be insufficient for a man of his skill, Yozo cut short his contract abruptly, before the main brunt of the Ragon fist fell upon Mars, and quietly left his home planet.

He eventually found employment in the world of private security, as many former soldiers do; the Georgian businessman Shota Navrozashvili, who had built a fortune shortly before and during the Ragon invasion through the sale of powerful painkillers on the black market, hired the now 33-year-old Yozo as one of his personal bodyguards to protect him during his travels around the solar system.

In a single year, under Navrozashvili's employment, Yozo earned more money than he had during his entire military career (choosing to spend it in a less than prudent fashion as a means of coping with the stress of the job). This, however, was not to last- on one fateful trip to Earth, the convoy was attacked by a small Ragon reconnaissance patrol that had run into the convoy by chance. In the crossfire, Navrozashvili was killed, along with most of the other bodyguards and crew, but Yozo, having managed to fight off the remaining members of the Ragon, was able to commandeer the vessel, ordering its remaining crew pilot the remnants of the vessel to Earth, where it then crash landed in the Rocky Mountains in North America.

Yozo, the sole survivor of the crash landing, was subsequently picked up by Federation forces in the area. Initially attempting to obfuscate his military experience, his true background was quickly discovered, and following a few rounds of haggling while in custody (and the discovery of the four Ragon corpses in Navrozashvili's vessel), he eventually accepted a posting into a unit known as Orphan Company.


Also looks good to me! Another excellent top notch character concept!

PostPosted: Sat May 15, 2021 12:03 pm
by Western Fardelshufflestein
Character Description
    Name: Mathis Isaac Alfsen
    Species: Human
    Gender: Male
    Age: 19
    Appearance: Pending


Strengths and Weaknesses
    Skills: Mathis is autodidactic, which means he is a self-taught learner; give him a simple instruction, and he will learn how to master something at an incredibly fast rate. He is also highly intelligent, considered by some to be a borderline genius, and possesses way more knowledge than would be expected from someone who last had formal schooling at age 10.

    He is a skilled tactician and deft leader, and is considered the friendlier corporal compared to his sister. Furthermore, he is highly adept at close combat, and will use whatever he can get his hands on as a weapon. Mathis is also left-handed, which he tends to use as an element of surprise against intelligent enemies, but not always; sometimes, he just fights, no strings attached. But he prefers to use wiles to trap his adversaries and gain the upper hand strategically before striking with force. Mathis is also skilled at thinking on his feet, meaning he will make split-second decisions without much trepidation.
    Weaknesses: Being left-handed comes with several disadvantages, as everything is designed keeping the right-handed world in mind. If he's lucky, there will be items designed to be ambidextrous; if not, well, he tried. Mathis is also...well, not an incel, but definitely not a ladies' man (or a man's man, for that matter), as he isn't charming in the least. Mathis also struggles with post-traumatic stress disorder and will often lash out on anyone when he has been set off, though this does not happen as often. However, he is definitely strict in doling out punishments to Iocio (see below), and often behaves pretentiously because he knows he is smarter than most everyone around him.


Backstory:
Mathis Alfsen was born just outside Washington, DC in Maryland on December 7, 2118. His father, Jack, was a prominent diplomat who worked under the American liaison to their colony on Europa. His mother, Elaina, was one of Earth's most up-and-coming aerospace engineers. His little sister, Dylan, was born on December 11, 2119, just after his first birthday. Though they bickered as all siblings do, they got along fairly well, becoming almost like best friends. Such a bond would serve them well in the future.

The family was fairly well off, though not ridiculously so; they could afford to travel across and beyond Earth, often to Europa, where Jack's work brought him several months out of the year. Mathis therefore grew up with two homes, in a way: Maryland in the mainland United States on Earth, and the Strom colony on Europa. He spent his school days on Earth, but his summer holidays were often spent on Europa with his father.

In 2126, when Jack became an advisor to America's ambassador to Europa, he began to spend more and more time away from home. Mathis and Dylan were fortunately able to communicate with him via technology, but they would not be physically near their father for extended periods of time. This led Mathis to attempt a paternal role whenever his father was not around. But his relationship with Dylan was too sibling-like for him to ever behave as a surrogate father, even though he was the leader of the two.

In the summer of 2128, Mathis, Jack, and Dylan traveled to Armiston, the capital of Strom, for a diplomatic mission. As always, Elaina stayed behind on Earth. Much of the summer was fairly calm, and, while the difference between revolution on Earth and Europa always took some getting used to, Mathis enjoyed exploring the colony and spending time with his friends and dad.

Then, the Ragons arrived. Three ships threatening his home planet not two weeks before he and Dylan were to return to Earth. Mathis would remember his father gaping at the newsfeeds, desperately trying to contact Elaina and their other friends and family. He would remember watching intently, remember staring out into the stars and praying for hours on end that his mother was alright.

He'd remember the following week, how it was filled with terse elation and calls to Earth and long family chats via technology. How relieved he had felt, knowing he and his family were safe.

That feeling was destroyed when the Ragons invaded again, annihilating Earth's fleet within a matter of hours. His father was at the newsfeed again, contacting Elaina, but this time it was to no avail. Communications were abruptly cut off not hours after the Ragon arrived, and Mathis would never see or hear from his mother again.

It was not long before the Ragon would turn their attention to the colonies of Earth. Not long after communications were cut, Jack took Mathis and Dylan and fled Armiston, taking them to a more remote region of the colony where he figured they'd be safe. They hid in a partially built residence outside a semi-remote hamlet for three weeks, at which point the Ragon arrived. Jack, determined to protect his children, led them deeper into the remote realm of Strom, careful not to stray too close to the edge of the colony's biodome.

They soon stumbled upon a semi-abandoned research building complete with its own small plot of farmland. This building was an outpost designed to collect meteorological data; while none of the three were meteorologists, they, especially Mathis, continued to monitor and study the data. This was primarily how Mathis continued his education, seeing as their father could only provide so much material.

Mathis spent four grueling years dealing with nightmares, malnutrition, pain, fear, and angst, struggling just to survive through each day. He learned how to fire a blaster using the one his father had brought the night of the invasion, partially by following his father's instructions but mostly on his own. He fortunately did not have to deal with any Ragon during this period.

In July 2132, Mathis was directed by his father to scour the general area within a five-kilometer radius for signs of life. Having seen no one other than his father and sister in years, Mathis was more than eager to oblige. Setting out early in the morning, so to speak (he had to follow artificial Earth time due to the nature of Europa's rotation and revolution), he ventured forth on foot with a makeshift rucksack's worth of supplies.

Mathis did not make it far before he noticed something glinting on the horizon. He turned back and immediately alerted his father, who ordered him to stay back while he investigated.

It was several hours before Jack returned. Exhausted, dirty, stunned, he practically collapsed at the door and was hardly able to relay to Mathis and Dylan what he had seen: Ragons, prowling the expanse, likely on a reconnaissance mission. How he had spotted the Ragons and remained unseen, let alone escape them, Mathis would never know. And he never got the opportunity to ask.

The Ragon scouts descended upon them in minutes. Mathis hid near the entrance, shooting at them with his blaster, while Jack made do with whatever he could find. It soon became apparent that the battle was futile, however. Spurred on by self-preservation, Mathis grabbed Dylan by the hand and led her toward the Europan wilderness with nothing but his rucksack and blaster. The last glimpse he had of Jack was of him sprinting in an entirely different direction altogether, either to flee or distract the Ragons--whether he lived or died, Mathis has no clue.

In the midst of the fray, a small crew of Inuv mercenaries had arrived in a spacecraft to deal with the Ragons. Sensing an escape opportunity, Mathis decided to board the ship with Dylan in tow. They stowed away in a storage closet of weapons, which was properly ventilated and therefore suitable as a hideout.

Mathis and Dylan were not discovered until the ship was already aloft by a crewmate named Ghusascu Kruzruth, who immediately alerted the team's commanding officer. An emergency meeting was called on the ship's bridge; after briefly sorting things out and getting information about the new passengers, the head officer, Cimdruk Nalzozul, told them about the Orphan Company.

Emaciated and traumatized, Mathis and Dylan were in no shape to join the Company as soldiers, barring the fact they were still children. But Mathis was willing to train under the Company until he was old enough to fight; he'd seen how the Ragons had destroyed his family and his world, and he wanted to push back, show them he was not just some prey to be toyed with.

It was several months before Mathis was well enough to begin his training for the Company. By that point, he had already turned fifteen, and he'd picked up a wealth of information about Orphan Co and several of its crewmates. An autodidact, he quickly learned the basics of soldiery, and progressed in his training at an unusually high pace. He convinced his superiors to send him on his first mission at age sixteen. Though he was still a child, he had mastered enough to be fit for a mission. They put him in the most protected position, making sure he was at the least risk, and shipped him out.

The mission was to isolate and kill a singular Ragon who was posing a threat to a remote part of Greskia. A relatively benign mission, it should have been the ideal first task for a soldier unaccustomed to combat.

But the Ragon was not alone. There were four others, and Mathis's group soon found themselves surrounded. Two of their comrades were devoured before their very eyes; three more were mortally wounded, and only one had injuries that were deemed survivable. Having to leave behind two of his fellow soldiers, even though he did not know either of them, had a lasting effect on Mathis. Even after they retreated, Mathis could still see their faces in his head, and they later joined his nightmares.

The soldier they had been able to rescue survived, but he would have lifelong injuries that would prevent him from ever fighting again. Mathis often came to visit him, even when he joined the engineering program; the two of them became close friends, though not as close as Mathis was with his sister.

Mathis continued to go out on missions, performing much better than he had on his first one. He rapidly advanced through the ranks, and received the promotion to Corporal at the age of nineteen. He requested that Dylan, who had also become a soldier, be promoted to serve along side him, and the two became co-leaders of a single division.

That promotion was a month ago. Now, Mathis and Dylan have gotten used to working together; their leadership styles and personalities are compatible, and they complement each other's strengths and weaknesses. There is still some unrest amidst their ranks, but it is fortunately not severe--for now.


Character Description
    Name: Dylan Isabel Alfsen
    Species: Human
    Gender: Female
    Age: 18
    Appearance: Pending


Strengths and Weaknesses
    Skills: Dylan is a deathly accurate sharpshooter, so much so that it led to her being promoted swiftly within the Company. She is also an aggressive soldier and is regarded by many as fearless (though this is not the case), and knows how to use most handheld projectile weapons better than practically anyone. She loves playing offensive and has no qualms about killing Ragons, though this makes her seem intimidating and unapproachable. But Dylan has a soft spot for wholesome romance, and, if she falls in love with someone, she will do whatever it takes to be a great girlfriend.
    Weaknesses: Dylan is definitely crueler than her brother, and significantly less friendly. Having been belittled and mocked for years over her sexuality, she is very defensive, and any mention of it by anyone other than Mathis or someone she is fairly close to will set her off. She will brutally snap at anyone who insults her, sometimes resorting to physical violence. She is often regarded as ruthless on the battlefield, and her hatred for Ragons is far more extreme than Mathis's. Like her brother, she also has post-traumatic stress disorder, but to a more severe degree.


Backstory:
Dylan was born just outside Washington, DC in Maryland on December 11, 2119. Her father, Jack, was a prominent diplomat who worked under the American liaison to their colony on Europa. Her mother, Elaina, was one of Earth's most up-and-coming aerospace engineers. She had an older brother, Mathis, who was almost exactly a year older than she was. Though they bickered as all siblings do, they got along fairly well, becoming almost like best friends. Such a bond would serve them well in the future.
becoming almost like best friends. Such a bond would serve them well in the future.

The family was fairly well off, though not ridiculously so; they could afford to travel across and beyond Earth, often to Europa, where Jack's work brought him several months out of the year. Dylan therefore grew up with two homes, in a way: Maryland in the mainland United States on Earth, and the Strom colony on Europa. She spent her school days on Earth, but her summer holidays were often spent on Europa with her father.

In 2126, when Jack became an advisor to America's ambassador to Europa, he began to spend more and more time away from home. Mathis and Dylan were fortunately able to communicate with him via technology, but they would not be physically near their father for extended periods of time. This led Mathis to attempt a paternal role whenever their father was around. However, Dylan never saw him as a paternal figure. She was fine that he was the leader of the two, but only to a certain extent, and would not his position as a surrogate dad.

In the summer of 2128, Mathis, Jack, and Dylan traveled to Armiston, the capital of Strom, for a diplomatic mission. As always, Elaina stayed behind on Earth. Much of the summer was fairly calm, and, while the difference between revolution on Earth and Europa always took some getting used to, Dylan always loved play-fighting and running around with the local kids.

Then, the Ragons arrived. Three ships threatening her home planet not two weeks before she and Mathis were to return to Earth. Dylan would remember feeling frantic, lying on her bed with her knees drawn to her chest, crying in terror because she didn't want to die.

She'd remember the following week, how she clung to her father, desperate to seek comfort after a day of terror. How she desperately yearned to feel safe.

Her hope for safety was crushed when the Ragons invaded again, annihilating Earth's fleet within a matter of hours. She screamed for her mother, bawling as her father tried to contact her, but to no avail--communications had been cut. Years later, Dylan still vividly recalls the absolute horror that washed over her father's face as he realized his only contact to Earth had been destroyed.

It was not long before the Ragon would turn their attention to the colonies of Earth. Not long after communications were cut, Jack took Mathis and Dylan and fled Armiston, taking them to a more remote region of the colony where he figured they'd be safe. They hid in a partially built residence outside a semi-remote hamlet for three weeks, at which point the Ragon arrived. Jack, determined to protect his children, led them deeper into the remote realm of Strom, careful not to stray too close to the edge of the colony's biodome.

They soon stumbled upon a semi-abandoned research building complete with its own small plot of farmland. This building was an outpost designed to collect meteorological data; while none of the three were meteorologists, they, especially Mathis, continued to monitor and study the data. Dylan was still too petrified to absorb much of anything about her new surroundings, and, when she did, she was more focused on learning how to defend herself with the available types of weaponry.

Dylan spent four grueling years dealing with nightmares, malnutrition, pain, fear, and angst, struggling just to survive through each day. She learned how to fire a blaster through her father, who did his best to continue her and Mathis's education.

In July 2132, Mathis was directed by his father to scour the general area within a five-kilometer radius for signs of life. Dylan, although she had initially wanted to join him, was too tired to argue with Jack. She decided she would try to maintain her sleep schedule, as if that would somehow stave off the hunger.

While Mathis set off on foot with nothing but a rucksack packed full of supplies and a blaster, Dylan fitfully slumbered, fearing for her brother's life. Fortunately, or maybe unfortunately, she did not have to fear the unknown for long. He soon returned, shaking her from her sleep, and relayed to her what he had seen. There had been something on the horizon, something that Mathis had evidently viewed as a threat, that had sent him dashing back home in a frenzied sprint.

The two of them waited for their father, who had gone off to investigate instead, to come back. Mathis held the blaster, prepared to shoot, while Dylan sat there with a kitchen knife clutched in her hand.

It was several hours before Jack returned. Exhausted, dirty, stunned, he practically collapsed at the door and was hardly able to relay to Mathis and Dylan what he had seen: Ragons, prowling the expanse, likely on a reconnaissance mission. Dylan immediately went off in search of better weapons, terrified by the prospect of being attacked. But she had learned how to work through her fear by now. How to not be paralyzed by it. How to channel it into something that would spur her into action.

The Ragon scouts descended upon them in minutes. Mathis hid near the entrance, shooting at them with his blaster, while Jack made do with whatever he could find. Dylan, for her part, remained hidden; she set up a barricade around herself, and was gathering various chemicals she would mix together the way her father had taught her and Mathis. It soon became apparent that the battle was futile, however. Spurred on by self-preservation, Mathis grabbed Dylan by the hand and led her toward the Europan wilderness with nothing but his rucksack and blaster. Dylan left everything behind; she simply ran after her brother, knowing this was their only chance for survival. The last glimpse she had of Jack was of him sprinting in an entirely different direction altogether, either to flee or distract the Ragons--whether he lived or died, Dylan has no clue.

In the midst of the fray, a small crew of Inuv mercenaries had arrived in a spacecraft to deal with the Ragons. Sensing an escape opportunity, Mathis decided to board the ship with Dylan in tow. They stowed away in a storage closet of weapons, which was properly ventilated and therefore suitable as a hideout. Strangely, Dylan found comfort in being surrounded by lethal objects. She knew how to use some of them, and of those she was unfamiliar with, she longed to try.

Mathis and Dylan were not discovered until the ship was already aloft by a crewmate named Ghusascu Kruzruth, who immediately alerted the team's commanding officer. An emergency meeting was called on the ship's bridge; after briefly sorting things out and getting information about the new passengers, the head officer, Cimdruk Nalzozul, told them about the Orphan Company.

Emaciated and traumatized, Mathis and Dylan were in no shape to join the Company as soldiers, barring the fact they were still children. But Dylan was determined not to be mastered by her fear, and, following her brother, asked if she could start training with long-range weapons.

It was several months before Dylan was well enough to begin her training for the Company. By that point, she had already turned fourteen, and she'd familiarized herself with the makes of several weapons. Though she did not learn as quickly as her brother, she was a natural when it came to sharpshooting and was soon hailed for having deadly accuracy. She was not the best sharpshooter, though she was certainly exceptional--her eye was excellent and her aim was formidable.

Around this time, Dylan began experiencing unusual feelings toward one of her fellow sharpshooting recruits, a young Berdikon by the name of Sronapha Iamono Manesa Retegal. Having never experienced this sort of attraction at such an intense level before, and having always believed herself to be straight, Dylan began having panic attacks; she started avoiding her female comrades, and she broke out into a sweat whenever Sronapha was nearby.

Sronapha, by chance, asked Dylan out one day after training; she had noticed the way Dylan was acting around her and had felt similarly. Stunned that her crush was reciprocating her feelings, Dylan agreed to start dating Sronapha.

Dylan soon learned that Sronapha was into both sexes, and that she did not have a particular preference for either; while Sylan herself definitely experienced attraction toward her female counterparts, she still got the hots around boys. Eventually, Dylan came to accept the fact that she was attracted to both men and women--she was bisexual.

Unfortunately, no matter how much they tried to hide it, Dylan and Sronapha's relationship was no secret. Several of their fellow trainees berated them for being lesbians (although this was the case only for Sronapha), leaving Dylan to feel alienated from her own sexuality. She tried to make things work with Sronapha, but after over a year and a half of dating, the two of them realized they could not handle the bullying anymore and mutually decided to end their relationship. While the two of them have remained friends, they have never tried to rekindle their old flame, and neither of them thinks such a thing will ever happen.

When Dylan began embarking on missions at seventeen, she quickly found her niche as one of the Company's top sharpshooters.
That, combined with her natural aggression and ability to keep her fellow soldiers in line, led her to be promoted several times within the span of a year. When her brother was promoted to Corporal and assigned a division of his own, he requested she be elevated, as well. Dylan became co-leader of a division with Mathis.

That promotion was a month ago. Now, Mathis and Dylan have gotten used to working together; their leadership styles and personalities are compatible, and they complement each other's strengths and weaknesses. There is still some unrest amidst their ranks, but it is fortunately not severe--for now.


Miscellaneous: Mathis and Dylan are direct patrilineal descendants of Hamlet Alfsen, the older brother of Heins Alfsen of screaming infamy. As such, they are blood-related, however distantly, to the Dane of Screams.
NPC's (Characters I'm NOT playing as who are relevant to Mathis and Dylan)

Carlisle Adam Wright--A 25-year-old man of English descent from Titan. He is one of the initial human recruits of the Orphan Company, but he is not a good leader, hence why he has never been promoted. He's the biggest and stockiest member of the group, but he is not all brawn. He loves trivia and will often spout random facts at the expense of everyone's patience.

Ajax Ross Fillmore--A Jersey-born 31-year-old with a heavily scarred face. He is the only member of the division who was actually on Earth during the Ragon invasion and had never traveled off the planet until his escape. He is one of the rudest members and easily has the shortest temper. For this reason, he has never been given a leadership role.

Ioncio Tunzut--A cantankerous Inuvi man who often berates his comrades and commanding officers. He frequently makes jabs at Dylan for being a "lesbian" (although she is not) and is strongly disliked by everyone in the division. He is fairly young, only 25, and is unlikely to advance through the ranks because of his long disciplinary record.

Ester Salles Arruda--A Brazilian-descended woman from Titan, Ester was fiercely patriotic, even nationalistic, until the Ragon invasion. Now at 36, she is a mercenary desperate to fight for her lost homeland and all of the people who have died. She is generally considered the mom of the group, being the eldest female, and is also the best warrior after the two division commanders.

Adam Zbigniew Bednarczyk--An 18-year-old hailing from the Polish colony on Mars, Adam is the youngest and most inexperienced member of the division. But he has always been the most friendly, and has basic medical training that will serve the division well if one of their numbers gets injured. He has been with the Company since he was a child and has spend much of his time in the medbay, so his first aid knowledge surpasses that of a normal soldier his age, even if his fighting skills are nothing spectacular.

Naphri Etho Aszoneel--A Berdikon woman of 21, Naphri is the most recent recruit to Orphan Co in the Division. She is closest friends with Ester and Dylan, and, like everyone else, absolutely loathes Ioncio.


Sronapha Iamono Manesa Retegal--The reason for Dylan's bisexual awakening, as well as her first love. She is a sharpshooter in another division, and, while she and Dylan are no longer dating, is one of Dylan's closest friends. While Sronapha is technically bisexual, she prefers to call herself a lesbian because she has thus far only dated females and experiences a stronger attraction to women.

Gudea Yahurum--Mathis's best friend, Gudea is a low-ranking Gorialax engineer who has had to use a wheelchair after almost dying from a Ragon attack. He is 23, not much older than Mathis, and was in the same division as Mathis during the latter's first mission. Gudea has a bowl of space petunias known as Kevin, with whom he spends a significant portion of his free time when he thinks no one is watching, and whom he often likes to place in the middle of the engineering common spaces "for decoration."

Anna Eisenhower--Dylan's second girlfriend. They dated for two months before Dylan called it off, as the harassment from several of the Company soldiers was once more too much to bear. That, and Dylan realized she'd never really had feelings for Anna at all. Anna still wants to be friends with Dylan, and the fact that she admitted to having a crush on Sronapha has only made things more complicated. Anna, unlike Dylan and Sronapha, is a lesbian.

Role Khedri (Deceased)--Dylan's third lover and first boyfriend, Role was an Inuvi who died on the frontlines while fighting the Ragon. He and Dylan had only been dating three weeks when he was killed, but his death has left a lasting impact on Dylan.

Malzeda Maenirla--Mathis's old division commander, he was promoted to one of the top levels not long before Mathis became Corporal. He is an Inuvi exile and occasionally interacts with Mathis, but not often. (Honestly, I got this name in the name generator and wanted to use it.)

PostPosted: Sat May 15, 2021 1:15 pm
by Grenartia
Just here to express interest when I'm not as preoccupied with impending IRL matters.

PostPosted: Sat May 15, 2021 1:46 pm
by Nachfolgia
Character Description
    Name: Joel Rimbaut
    Species: Human
    Gender: Male
    Age: 37
    Appearance:
    Image




Strengths and Weaknesses
    Skills:

    Precision Marksmanship: Due to his time as a Scout Sniper, Joel is extremely skilled in engaging long range targets as well as ranges within standard combat engagements.

    Stalking and camouflage: Joel has the experience and knowhow to effectively stalk targets over long distances while hidden. This makes him valuable to scout out areas and targets.

    Tactical Reconnaissance: Joel, due to his skills, is extremely adept at gathering information on enemy positions, able to accurately count enemy manpower, armor, and troop movement.

    Weaknesses:

     Loud-Mouthed: Joel, for all the baggage it brings, can not shut his mouth. He always has some quip or a smart ass comment to say. Time and time again, this has brought the wrath of his superiors upon him.



Backstory:

Joel was born and raised in the cajun town of Thibodaux, Louisiana. Growing up in such a town, he didn’t do much in his childhood. He hunted and fished a variety of animals, much like his family did for hundreds of years. Despite the town being near major tech centers like New Orleans and Baton Rouge, which have boomed in the 21st century, Thibodaux has remained relatively rural as it has for centuries. As such, Joel's cajun roots and traditions had remained intact in the midst of planetary colonization.

When he turned 18, Joel joined the United States Marine Corps, the US's foremost expeditionary force. Thanks to his hunting background, he shot best in his recruit training battalion and again in SOI West  and in his unit 1st Battalion 1st Marines,  Unfortunately,  his success came with downsides, at least to his superiors. His near insubordinate comments and behaviors had gotten him written up on numerous occasions. The article 15s did little to stop his loud mouthed behaviour, despite the threat to his career. It's a love hate relationship between Joel and his commanders.

Joel's first taste of combat was when he got deployed off world. NATO Forces had been sent out to deal with the Russian threat to the colonies. Joel and 1-1 engaged the Russians in multiple skirmishes in deep space and on the colonies, even the one following a Russian sabotage mission against a French flotilla. During these few years, Joel earned several accommodations for his contributions to the war, providing overwatch for the infantry as well as taking out high valued Russian targets.

Unfortunately,  things got a lot once when the Ragon's invaded. When the invasion happened,  Joel and his unit got called back to defend the US. With a joint force of several countries, Joel was sent to Louisiana to defend nearby New Orleans. Despite a valiant effort by the federation forces, New Orleans fell in less than a couple of hours. The remaining forces retreated to Austin to aid in their defense. By the time they got there, however, Austin had fallen and they fell into an ambush.


The federation forces were mercilessly  slaughtered by the Ragons in the ruins of Austin. Those that survived either escaped or was taken prison by the Ragons.

For years, Joel and a few others hid underground tunnels of old Austin, avoiding the Ragons as best they can. Their numbers would dwindle, however, until a rumor of a small Federation Force still active in underground St. Louis. Joel and some others slowly made the trip north, hoping to get back into the fight against the Ragons. What theycdid not expect was the Federation trying to abandon Earth entirely. After some convincing, Joel made it off Earth where he eventually got picked up by Orphan Company.

Hopefully, Orphan Company would give Joel a chance to avenge Louisiana and all his fallen brothers.

PostPosted: Sun May 16, 2021 4:04 am
by Dyelli Beybi
Western Fardelshufflestein wrote:
Character Description
    Name: Mathis Isaac Alfsen
    Species: Human
    Gender: Male
    Age: 19
    Appearance: Pending


Strengths and Weaknesses
    Skills: Mathis is autodidactic, which means he is a self-taught learner; give him a simple instruction, and he will learn how to master something at an incredibly fast rate. He is also highly intelligent, considered by some to be a borderline genius, and possesses way more knowledge than would be expected from someone who last had formal schooling at age 10.

    He is a skilled tactician and deft leader, and is considered the friendlier corporal compared to his sister. Furthermore, he is highly adept at close combat, and will use whatever he can get his hands on as a weapon. Mathis is also left-handed, which he tends to use as an element of surprise against intelligent enemies, but not always; sometimes, he just fights, no strings attached. But he prefers to use wiles to trap his adversaries and gain the upper hand strategically before striking with force. Mathis is also skilled at thinking on his feet, meaning he will make split-second decisions without much trepidation.
    Weaknesses: Being left-handed comes with several disadvantages, as everything is designed keeping the right-handed world in mind. If he's lucky, there will be items designed to be ambidextrous; if not, well, he tried. Mathis is also...well, not an incel, but definitely not a ladies' man (or a man's man, for that matter), as he isn't charming in the least. Mathis also struggles with post-traumatic stress disorder and will often lash out on anyone when he has been set off, though this does not happen as often. However, he is definitely strict in doling out punishments to Iocio (see below), and often behaves pretentiously because he knows he is smarter than most everyone around him.


Backstory:
Mathis Alfsen was born just outside Washington, DC in Maryland on December 7, 2118. His father, Jack, was a prominent diplomat who worked under the American liaison to their colony on Europa. His mother, Elaina, was one of Earth's most up-and-coming aerospace engineers. His little sister, Dylan, was born on December 11, 2119, just after his first birthday. Though they bickered as all siblings do, they got along fairly well, becoming almost like best friends. Such a bond would serve them well in the future.

The family was fairly well off, though not ridiculously so; they could afford to travel across and beyond Earth, often to Europa, where Jack's work brought him several months out of the year. Mathis therefore grew up with two homes, in a way: Maryland in the mainland United States on Earth, and the Strom colony on Europa. He spent his school days on Earth, but his summer holidays were often spent on Europa with his father.

In 2126, when Jack became an advisor to America's ambassador to Europa, he began to spend more and more time away from home. Mathis and Dylan were fortunately able to communicate with him via technology, but they would not be physically near their father for extended periods of time. This led Mathis to attempt a paternal role whenever his father was not around. But his relationship with Dylan was too sibling-like for him to ever behave as a surrogate father, even though he was the leader of the two.

In the summer of 2128, Mathis, Jack, and Dylan traveled to Armiston, the capital of Strom, for a diplomatic mission. As always, Elaina stayed behind on Earth. Much of the summer was fairly calm, and, while the difference between revolution on Earth and Europa always took some getting used to, Mathis enjoyed exploring the colony and spending time with his friends and dad.

Then, the Ragons arrived. Three ships threatening his home planet not two weeks before he and Dylan were to return to Earth. Mathis would remember his father gaping at the newsfeeds, desperately trying to contact Elaina and their other friends and family. He would remember watching intently, remember staring out into the stars and praying for hours on end that his mother was alright.

He'd remember the following week, how it was filled with terse elation and calls to Earth and long family chats via technology. How relieved he had felt, knowing he and his family were safe.

That feeling was destroyed when the Ragons invaded again, annihilating Earth's fleet within a matter of hours. His father was at the newsfeed again, contacting Elaina, but this time it was to no avail. Communications were abruptly cut off not hours after the Ragon arrived, and Mathis would never see or hear from his mother again.

It was not long before the Ragon would turn their attention to the colonies of Earth. Not long after communications were cut, Jack took Mathis and Dylan and fled Armiston, taking them to a more remote region of the colony where he figured they'd be safe. They hid in a partially built residence outside a semi-remote hamlet for three weeks, at which point the Ragon arrived. Jack, determined to protect his children, led them deeper into the remote realm of Strom, careful not to stray too close to the edge of the colony's biodome.

They soon stumbled upon a semi-abandoned research building complete with its own small plot of farmland. This building was an outpost designed to collect meteorological data; while none of the three were meteorologists, they, especially Mathis, continued to monitor and study the data. This was primarily how Mathis continued his education, seeing as their father could only provide so much material.

Mathis spent four grueling years dealing with nightmares, malnutrition, pain, fear, and angst, struggling just to survive through each day. He learned how to fire a blaster using the one his father had brought the night of the invasion, partially by following his father's instructions but mostly on his own. He fortunately did not have to deal with any Ragon during this period.

In July 2132, Mathis was directed by his father to scour the general area within a five-kilometer radius for signs of life. Having seen no one other than his father and sister in years, Mathis was more than eager to oblige. Setting out early in the morning, so to speak (he had to follow artificial Earth time due to the nature of Europa's rotation and revolution), he ventured forth on foot with a makeshift rucksack's worth of supplies.

Mathis did not make it far before he noticed something glinting on the horizon. He turned back and immediately alerted his father, who ordered him to stay back while he investigated.

It was several hours before Jack returned. Exhausted, dirty, stunned, he practically collapsed at the door and was hardly able to relay to Mathis and Dylan what he had seen: Ragons, prowling the expanse, likely on a reconnaissance mission. How he had spotted the Ragons and remained unseen, let alone escape them, Mathis would never know. And he never got the opportunity to ask.

The Ragon scouts descended upon them in minutes. Mathis hid near the entrance, shooting at them with his blaster, while Jack made do with whatever he could find. It soon became apparent that the battle was futile, however. Spurred on by self-preservation, Mathis grabbed Dylan by the hand and led her toward the Europan wilderness with nothing but his rucksack and blaster. The last glimpse he had of Jack was of him sprinting in an entirely different direction altogether, either to flee or distract the Ragons--whether he lived or died, Mathis has no clue.

In the midst of the fray, a small crew of Ivun mercenaries had arrived in a spacecraft to deal with the Ragons. Sensing an escape opportunity, Mathis decided to board the ship with Dylan in tow. They stowed away in a storage closet of weapons, which was properly ventilated and therefore suitable as a hideout.

Mathis and Dylan were not discovered until the ship was already aloft by a crewmate named Ghusascu Kruzruth, who immediately alerted the team's commanding officer. An emergency meeting was called on the ship's bridge; after briefly sorting things out and getting information about the new passengers, the head officer, Cimdruk Nalzozul, told them about the Orphan Company.

Emaciated and traumatized, Mathis and Dylan were in no shape to join the Company as soldiers, barring the fact they were still children. But Mathis was willing to train under the Company until he was old enough to fight; he'd seen how the Ragons had destroyed his family and his world, and he wanted to push back, show them he was not just some prey to be toyed with.

It was several months before Mathis was well enough to begin his training for the Company. By that point, he had already turned fifteen, and he'd picked up a wealth of information about Orphan Co and several of its crewmates. An autodidact, he quickly learned the basics of soldiery, and progressed in his training at an unusually high pace. He convinced his superiors to send him on his first mission at age sixteen. Though he was still a child, he had mastered enough to be fit for a mission. They put him in the most protected position, making sure he was at the least risk, and shipped him out.

The mission was to isolate and kill a singular Ragon who was posing a threat to a remote part of Greskia. A relatively benign mission, it should have been the ideal first task for a soldier unaccustomed to combat.

But the Ragon was not alone. There were four others, and Mathis's group soon found themselves surrounded. Two of their comrades were devoured before their very eyes; three more were mortally wounded, and only one had injuries that were deemed survivable. Having to leave behind two of his fellow soldiers, even though he did not know either of them, had a lasting effect on Mathis. Even after they retreated, Mathis could still see their faces in his head, and they later joined his nightmares.

The soldier they had been able to rescue survived, but he would have lifelong injuries that would prevent him from ever fighting again. Mathis often came to visit him, even when he joined the engineering program; the two of them became close friends, though not as close as Mathis was with his sister.

Mathis continued to go out on missions, performing much better than he had on his first one. He rapidly advanced through the ranks, and received the promotion to Corporal at the age of nineteen. He requested that Dylan, who had also become a soldier, be promoted to serve along side him, and the two became co-leaders of a single division.

That promotion was a month ago. Now, Mathis and Dylan have gotten used to working together; their leadership styles and personalities are compatible, and they complement each other's strengths and weaknesses. There is still some unrest amidst their ranks, but it is fortunately not severe--for now.


Character Description
    Name: Dylan Isabel Alfsen
    Species: Human
    Gender: Female
    Age: 18
    Appearance: Pending


Strengths and Weaknesses
    Skills: Dylan is a deathly accurate sharpshooter, so much so that it led to her being promoted swiftly within the Company. She is also an aggressive soldier and is regarded by many as fearless (though this is not the case), and knows how to use most handheld projectile weapons better than practically anyone. She loves playing offensive and has no qualms about killing Ragons, though this makes her seem intimidating and unapproachable. But Dylan has a soft spot for wholesome romance, and, if she falls in love with someone, she will do whatever it takes to be a great girlfriend.
    Weaknesses: Dylan is definitely crueler than her brother, and significantly less friendly. Having been belittled and mocked for years over her sexuality, she is very defensive, and any mention of it by anyone other than Mathis or someone she is fairly close to will set her off. She will brutally snap at anyone who insults her, sometimes resorting to physical violence. She is often regarded as ruthless on the battlefield, and her hatred for Ragons is far more extreme than Mathis's. Like her brother, she also has post-traumatic stress disorder, but to a more severe degree.


Backstory:
Dylan was born just outside Washington, DC in Maryland on December 11, 2119. Her father, Jack, was a prominent diplomat who worked under the American liaison to their colony on Europa. Her mother, Elaina, was one of Earth's most up-and-coming aerospace engineers. She had an older brother, Mathis, who was almost exactly a year older than she was. Though they bickered as all siblings do, they got along fairly well, becoming almost like best friends. Such a bond would serve them well in the future.
becoming almost like best friends. Such a bond would serve them well in the future.

The family was fairly well off, though not ridiculously so; they could afford to travel across and beyond Earth, often to Europa, where Jack's work brought him several months out of the year. Dylan therefore grew up with two homes, in a way: Maryland in the mainland United States on Earth, and the Strom colony on Europa. She spent her school days on Earth, but her summer holidays were often spent on Europa with her father.

In 2126, when Jack became an advisor to America's ambassador to Europa, he began to spend more and more time away from home. Mathis and Dylan were fortunately able to communicate with him via technology, but they would not be physically near their father for extended periods of time. This led Mathis to attempt a paternal role whenever their father was around. However, Dylan never saw him as a paternal figure. She was fine that he was the leader of the two, but only to a certain extent, and would not his position as a surrogate dad.

In the summer of 2128, Mathis, Jack, and Dylan traveled to Armiston, the capital of Strom, for a diplomatic mission. As always, Elaina stayed behind on Earth. Much of the summer was fairly calm, and, while the difference between revolution on Earth and Europa always took some getting used to, Dylan always loved play-fighting and running around with the local kids.

Then, the Ragons arrived. Three ships threatening her home planet not two weeks before she and Mathis were to return to Earth. Dylan would remember feeling frantic, lying on her bed with her knees drawn to her chest, crying in terror because she didn't want to die.

She'd remember the following week, how she clung to her father, desperate to seek comfort after a day of terror. How she desperately yearned to feel safe.

Her hope for safety was crushed when the Ragons invaded again, annihilating Earth's fleet within a matter of hours. She screamed for her mother, bawling as her father tried to contact her, but to no avail--communications had been cut. Years later, Dylan still vividly recalls the absolute horror that washed over her father's face as he realized his only contact to Earth had been destroyed.

It was not long before the Ragon would turn their attention to the colonies of Earth. Not long after communications were cut, Jack took Mathis and Dylan and fled Armiston, taking them to a more remote region of the colony where he figured they'd be safe. They hid in a partially built residence outside a semi-remote hamlet for three weeks, at which point the Ragon arrived. Jack, determined to protect his children, led them deeper into the remote realm of Strom, careful not to stray too close to the edge of the colony's biodome.

They soon stumbled upon a semi-abandoned research building complete with its own small plot of farmland. This building was an outpost designed to collect meteorological data; while none of the three were meteorologists, they, especially Mathis, continued to monitor and study the data. Dylan was still too petrified to absorb much of anything about her new surroundings, and, when she did, she was more focused on learning how to defend herself with the available types of weaponry.

Dylan spent four grueling years dealing with nightmares, malnutrition, pain, fear, and angst, struggling just to survive through each day. She learned how to fire a blaster through her father, who did his best to continue her and Mathis's education.

In July 2132, Mathis was directed by his father to scour the general area within a five-kilometer radius for signs of life. Dylan, although she had initially wanted to join him, was too tired to argue with Jack. She decided she would try to maintain her sleep schedule, as if that would somehow stave off the hunger.

While Mathis set off on foot with nothing but a rucksack packed full of supplies and a blaster, Dylan fitfully slumbered, fearing for her brother's life. Fortunately, or maybe unfortunately, she did not have to fear the unknown for long. He soon returned, shaking her from her sleep, and relayed to her what he had seen. There had been something on the horizon, something that Mathis had evidently viewed as a threat, that had sent him dashing back home in a frenzied sprint.

The two of them waited for their father, who had gone off to investigate instead, to come back. Mathis held the blaster, prepared to shoot, while Dylan sat there with a kitchen knife clutched in her hand.

It was several hours before Jack returned. Exhausted, dirty, stunned, he practically collapsed at the door and was hardly able to relay to Mathis and Dylan what he had seen: Ragons, prowling the expanse, likely on a reconnaissance mission. Dylan immediately went off in search of better weapons, terrified by the prospect of being attacked. But she had learned how to work through her fear by now. How to not be paralyzed by it. How to channel it into something that would spur her into action.

The Ragon scouts descended upon them in minutes. Mathis hid near the entrance, shooting at them with his blaster, while Jack made do with whatever he could find. Dylan, for her part, remained hidden; she set up a barricade around herself, and was gathering various chemicals she would mix together the way her father had taught her and Mathis. It soon became apparent that the battle was futile, however. Spurred on by self-preservation, Mathis grabbed Dylan by the hand and led her toward the Europan wilderness with nothing but his rucksack and blaster. Dylan left everything behind; she simply ran after her brother, knowing this was their only chance for survival. The last glimpse she had of Jack was of him sprinting in an entirely different direction altogether, either to flee or distract the Ragons--whether he lived or died, Dylan has no clue.

In the midst of the fray, a small crew of Ivun mercenaries had arrived in a spacecraft to deal with the Ragons. Sensing an escape opportunity, Mathis decided to board the ship with Dylan in tow. They stowed away in a storage closet of weapons, which was properly ventilated and therefore suitable as a hideout. Strangely, Dylan found comfort in being surrounded by lethal objects. She knew how to use some of them, and of those she was unfamiliar with, she longed to try.

Mathis and Dylan were not discovered until the ship was already aloft by a crewmate named Ghusascu Kruzruth, who immediately alerted the team's commanding officer. An emergency meeting was called on the ship's bridge; after briefly sorting things out and getting information about the new passengers, the head officer, Cimdruk Nalzozul, told them about the Orphan Company.

Emaciated and traumatized, Mathis and Dylan were in no shape to join the Company as soldiers, barring the fact they were still children. But Dylan was determined not to be mastered by her fear, and, following her brother, asked if she could start training with long-range weapons.

It was several months before Dylan was well enough to begin her training for the Company. By that point, she had already turned fourteen, and she'd familiarized herself with the makes of several weapons. Though she did not learn as quickly as her brother, she was a natural when it came to sharpshooting and was soon hailed for having deadly accuracy. She was not the best sharpshooter, though she was certainly exceptional--her eye was excellent and her aim was formidable.

Around this time, Dylan began experiencing unusual feelings toward one of her fellow sharpshooting recruits, a young Berdikon by the name of Sronapha Iamono Manesa Retegal. Having never experienced this sort of attraction at such an intense level before, and having always believed herself to be straight, Dylan began having panic attacks; she started avoiding her female comrades, and she broke out into a sweat whenever Sronapha was nearby.

Sronapha, by chance, asked Dylan out one day after training; she had noticed the way Dylan was acting around her and had felt similarly. Stunned that her crush was reciprocating her feelings, Dylan agreed to start dating Sronapha.

Dylan soon learned that Sronapha was homosexual and that, while she herself definitely experienced attraction toward her female counterparts, she still got the hots around boys. Eventually, Dylan came to accept the fact that she was attracted to both men and women--she was bisexual.

Unfortunately, no matter how much they tried to hide it, Dylan and Sronapha's relationship was no secret. Several of their fellow trainees berated them for being lesbians (although this was the case only for Sronapha), leaving Dylan to feel alienated from her own sexuality. She tried to make things work with Sronapha, but after over a year and a half of dating, the two of them realized they could not handle the bullying anymore and mutually decided to end their relationship. While the two of them have remained friends, they have never tried to rekindle their old flame, and neither of them thinks such a thing will ever happen.

When Dylan began embarking on missions at seventeen, she quickly found her niche as one of the Company's top sharpshooters.
That, combined with her natural aggression and ability to keep her fellow soldiers in line, led her to be promoted several times within the span of a year. When her brother was promoted to Corporal and assigned a division of his own, he requested she be elevated, as well. Dylan became co-leader of a division with Mathis.

That promotion was a month ago. Now, Mathis and Dylan have gotten used to working together; their leadership styles and personalities are compatible, and they complement each other's strengths and weaknesses. There is still some unrest amidst their ranks, but it is fortunately not severe--for now.


Miscellaneous: Mathis and Dylan are direct patrilineal descendants of Hamlet Alfsen, the older brother of Heins Alfsen of screaming infamy. As such, they are blood-related, however distantly, to the Dane of Screams.
NPC's (Characters I'm NOT playing as who are relevant to Mathis and Dylan)

Carlisle Adam Wright--A 25-year-old man of English descent from Titan. He is one of the initial human recruits of the Orphan Company, but he is not a good leader, hence why he has never been promoted. He's the biggest and stockiest member of the group, but he is not all brawn. He loves trivia and will often spout random facts at the expense of everyone's patience.

Ajax Ross Fillmore--A Jersey-born 31-year-old with a heavily scarred face. He is the only member of the division who was actually on Earth during the Ragon invasion and had never traveled off the planet until his escape. He is one of the rudest members and easily has the shortest temper. For this reason, he has never been given a leadership role.

Ioncio Tunzut--A cantankerous Inuvi man who often berates his comrades and commanding officers. He frequently makes jabs at Dylan for being a "lesbian" (although she is not) and is strongly disliked by everyone in the division. He is fairly young, only 25, and is unlikely to advance through the ranks because of his long disciplinary record.

Ester Salles Arruda--A Brazilian-descended woman from Titan, Ester was fiercely patriotic, even nationalistic, until the Ragon invasion. Now at 36, she is a mercenary desperate to fight for her lost homeland and all of the people who have died. She is generally considered the mom of the group, being the eldest female, and is also the best warrior after the two division commanders.

Adam Zbigniew Bednarczyk--An 18-year-old hailing from the Polish colony on Mars, Adam is the youngest and most inexperienced member of the division. But he has always been the most friendly, and has basic medical training that will serve the division well if one of their numbers gets injured. He has been with the Company since he was a child and has spend much of his time in the medbay, so his first aid knowledge surpasses that of a normal soldier his age, even if his fighting skills are nothing spectacular.

Naphri Etho Aszoneel--A Berdikon woman of 21, Naphri is the most recent recruit to Orphan Co in the Division. She is closest friends with Ester and Dylan, and, like everyone else, absolutely loathes Ioncio.


Sronapha Iamono Manesa Retegal--The reason for Dylan's bisexual awakening, as well as her first love. She is a sharpshooter in another division, and, while she and Dylan are no longer dating, is one of Dylan's closest friends.

Gudea Yahurum--Mathis's best friend, Gudea is a low-ranking Gorialax engineer who has had to use a wheelchair after almost dying from a Ragon attack. He is 23, not much older than Mathis, and was in the same division as Mathis during the latter's first mission. Gudea has a bowl of space petunias known as Kevin, with whom he spends a significant portion of his free time when he thinks no one is watching, and whom he often likes to place in the middle of the engineering common spaces "for decoration."

Anna Eisenhower--Dylan's second girlfriend. They dated for two months before Dylan called it off, as the harassment from several of the Company soldiers was once more too much to bear. That, and Dylan realized she'd never really had feelings for Anna at all. Anna still wants to be friends with Dylan, and the fact that she admitted to having a crush on Sronapha has only made things more complicated. Anna, like Sronapha, is a lesbian.

Role Khedri (Deceased)--Dylan's third lover and first boyfriend, Role was an Inuvi who died on the frontlines while fighting the Ragon. He and Dylan had only been dating three weeks when he was killed, but his death has left a lasting impact on Dylan.

Malzeda Maenirla--Mathis's old division commander, he was promoted to one of the top levels not long before Mathis became Corporal. He is an Inuvi exile and occasionally interacts with Mathis, but not often. (Honestly, I got this name in the name generator and wanted to use it.)


Another Andromeda dynasty. Excellent! Couple of minor notes I'll mention on the Discord, but the apps look perfect!

Nachfolgia wrote:
Character Description
    Name: Joel Rimbaut
    Species: Human
    Gender: Male
    Age: 37
    Appearance:



Strengths and Weaknesses
    Skills:

    Precision Marksmanship: Due to his time as a Scout Sniper, Joel is extremely skilled in engaging long range targets as well as ranges within standard combat engagements.

    Stalking and camouflage: Joel has the experience and knowhow to effectively stalk targets over long distances while hidden. This makes him valuable to scout out areas and targets.

    Tactical Reconnaissance: Joel, due to his skills, is extremely adept at gathering information on enemy positions, able to accurately count enemy manpower, armor, and troop movement.

    Weaknesses:

    Loud-Mouthed: Joel, for all the baggage it brings, can not shut his mouth. He always has some quip or a smart ass comment to say. Time and time again, this has brought the wrath of his superiors upon him.



Backstory:

Joel was born and raised in the cajun town of Thibodaux, Louisiana. Growing up in such a town, he didn’t do much in his childhood. He hunted and fished a variety of animals, much like his family did for hundreds of years. Despite the town being near major tech centers like New Orleans and Baton Rouge, which have boomed in the 21st century, Thibodaux has remained relatively rural as it has for centuries. As such, Joel's cajun roots and traditions had remained intact in the midst of planetary colonization.

When he turned 18, Joel joined the United States Marine Corps, the US's foremost expeditionary force. Thanks to his hunting background, he shot best in his recruit training battalion and again in SOI West and in his unit 1st Battalion 1st Marines, Unfortunately, his success came with downsides, at least to his superiors. His near insubordinate comments and behaviors had gotten him written up on numerous occasions. The article 15s did little to stop his loud mouthed behaviour, despite the threat to his career. It's a love hate relationship between Joel and his commanders.

Joel's first taste of combat was when he got deployed off world. NATO Forces had been sent out to deal with the Russian threat to the colonies. Joel and 1-1 engaged the Russians in multiple skirmishes in deep space and on the colonies, even the one following a Russian sabotage mission against a French flotilla. During these few years, Joel earned several accommodations for his contributions to the war, providing overwatch for the infantry as well as taking out high valued Russian targets.

Unfortunately, things got a lot once when the Ragon's invaded. When the invasion happened, Joel and his unit got called back to defend the US. With a joint force of several countries, Joel was sent to Louisiana to defend nearby New Orleans. Despite a valiant effort by the federation forces, New Orleans fell in less than a couple of hours. The remaining forces retreated to Austin to aid in their defense. By the time they got there, however, Austin had fallen and they fell into an ambush.


The federation forces were mercilessly slaughtered by the Ragons in the ruins of Austin. Those that survived either escaped or was taken prison by the Ragons.

For years, Joel and a few others hid underground tunnels of old Austin, avoiding the Ragons as best they can. Their numbers would dwindle, however, until a rumor of a small Federation Force still active in underground St. Louis. Joel and some others slowly made the trip north, hoping to get back into the fight against the Ragons. What theycdid not expect was the Federation trying to abandon Earth entirely. After some convincing, Joel made it off Earth where he eventually got picked up by Orphan Company.

Hopefully, Orphan Company would give Joel a chance to avenge Louisiana and all his fallen brothers.


Looks good to me! Another splendid app!

PostPosted: Sun May 16, 2021 9:49 am
by Kylantha
Species Description
    Name: Yattun
    Singular: Yattun
    Plural: Yattun
    Adjective: Yattuni
    Appearance:
    Yattun Variations & Silhouette (M)
    Yattun are large bipedal herbivores with long necks and bony plates all over their bodies. They have two primary arms which they can use as a second set of legs, and a pair of small secondary arms which fold up neatly against their chest. Their rear legs are short, but strong.

    Yattun can grow up to 10 feet tall. Males are larger, bulkier, and they tend to have more pronounced and more colorful heads, plumage, and sails. All Yattun typically have pointed heads with toothed beaks, much like those of a snapping turtle. Inside their mouths are four prehensile appendages which aid in feeding. Yattun have four eyes each, one pair oriented towards the front, and the other towards the back. Just above their eyes are a pair of fan-like organs which are actually their noses. They are used to sweep the air and catch scent particles.

    Biology:
    The first and most noticeable characteristic of the Yattun is that they are huge. They grow up to 3 metres in height, and can weigh up to 4,500 kilograms. They are covered in bony plates all over, which give them more protection from blaster fire than most. Of course, they aren't invulnerable to it. It's just that they can take a few more hits, except when said hits land on vital points such as they eyes or the exposed areas on their abdomen.

    Because of their size, Yattun need to eat quite a bit and quite often. When they don't get to eat enough, they will start to get sluggish, more so than usual. They will consume anything that is made of plant matter. Grass, leaves, tree bark, branches, roots, fruits, vegetables, and so on. They are obligate herbivores and therefore cannot eat meat without getting terribly sick.

    Yattun use their primary arms to tear up plant matter or dig up roots. The tentacular appendages within their mouths are actually highly specialised parts of their tongue which help break down large pieces of food before it gets processed. They're also great for reaching food items that are high up. Once the food is within grasp, the Yattun will either crunch it down entirely or sit and eat it in pieces. Their beaks are not full of sharp teeth, but there is a lot of power behind their bite. With them they can eat chunks out of trees and rocks and put dents in other materials.

Background:
    Home-World: Agal Uran
    History:
    The Yattun started out as nomads, forming large herds made up of different families. Centuries later, they started working on mobile settlements powered by hover technology and robotics. Further advancements saw the use of anti-gravity engines. The Yattun continued this way for a while, and began spreading out across their home-world. At this point more and more of their settlements would become immobile and permanent, and borders would be created. This of course, would start conflict. Fortunately the Yattun didn't happen to be very violent, and they managed to solve such issues with very little conflict. No weapons were made, no wars were fought. There were only a few arguments and scuffles, and then resolutions.

    Such an environment existed in Yattuni society because of their beliefs and culture, which valued peace, compassion, and reason to a huge degree. Rules on this were very heavily enforced and subsequently observed, and those who went against were often subject to extensive exclusion among other things.

    This kind of peace persisted for many, many thousands of years. Over that period of time, the Yattun grew more and more united, and they eventually began to colonise the other planets within their vicinity. Through their efforts, they were able to establish a presence on 5 other worlds. Three within their own solar system, and two in systems elsewhere. Agal Uran (Their capital world) grew to be very prosperous and self sufficient. It also became the heart of the Tuikshe Yattunar (which is basically a Federal Republic). Several centuries after that, the Tuikshe became part of the Federation of Civilised Worlds and contributed largely through their advances in agriculture, energy conservation, and medicine. They would come to be known as one of the very few Worlds without any kind of formal military, instead entrusting their security to other allied states.

    During the Ragon invasion, the Tuikshe would fall almost completely, and the Yattun population would be decimated. Without any real defense and being large, slow, and cumbersome, they were easily caught and killed. Few would survive on Yattuni worlds, and only in hiding. The rest of the existing population--numbering in the ten-thousands--happened to be in other parts of the galaxy when the Tuikshe fell.

    A huge majority of the remaining Yattun still uphold peace. But there are now numbers of the species that have dropped their former ideology, supposedly vowing to return to their original values once the Ragon threat is purged from the galaxy (whether that will come to pass is not known). They have decided to use their advancements and immense strength to bolster the production and war-making capability of the Federation, and to great effect. It is quite rare however, to see Yattun on the field of battle. Though hardy and resilient, they make for large targets and are not very agile. It's also believed that many of them are still apprehensive about taking part in violence, and so choose to help from behind the scenes instead to avoid having to kill anything.


PostPosted: Sun May 16, 2021 9:57 am
by Demencia
something different will be coming from me within a few days, probably.

PostPosted: Sun May 16, 2021 10:09 am
by The GAmeTopians
Hey Dyelli, been a while - mostly since I’ve been stuck in mechanics RPs for a while :p - I haven’t had internet for a week and a half now, so it might be a bit before I app (especially since I need to get my own RP shmooving again), but I’m definitely down. not!XCOM2 here we go.

PostPosted: Sun May 16, 2021 2:24 pm
by Kaledoria
-Withdrawn due to lack of inspiration with my new character concept-

PostPosted: Sun May 16, 2021 3:24 pm
by Dyelli Beybi
Kylantha wrote:
Species Description
    Name: Yattun
    Singular: Yattun
    Plural: Yattun
    Adjective: Yattuni
    Appearance:
    Yattun Variations & Silhouette (M)
    Yattun are large bipedal herbivores with long necks and bony plates all over their bodies. They have two primary arms which they can use as a second set of legs, and a pair of small secondary arms which fold up neatly against their chest. Their rear legs are short, but strong.

    Yattun can grow up to 10 feet tall. Males are larger, bulkier, and they tend to have more pronounced and more colorful heads, plumage, and sails. All Yattun typically have pointed heads with toothed beaks, much like those of a snapping turtle. Inside their mouths are four prehensile appendages which aid in feeding. Yattun have four eyes each, one pair oriented towards the front, and the other slightly behind. Just above their eyes are a pair of fan-like organs which are actually their noses. They are used to sweep the air and catch scent particles.

    Biology:
    The first and most noticeable characteristic of the Yattun is that they are huge. They grow up to 3 metres in height, and can weigh up to 4,500 kilograms. They are covered in bony plates all over, which give them more protection from blaster fire than most. Of course, they aren't invulnerable to it. It's just that they can take a few more hits, except when said hits land on vital points such as they eyes or the exposed areas on their abdomen.

    Because of their size, Yattun need to eat quite a bit and quite often. When they don't get to eat enough, they will start to get sluggish, more so than usual. They will consume anything that is made of plant matter. Grass, leaves, tree bark, branches, roots, fruits, vegetables, and so on. They are obligate herbivores and therefore cannot eat meat without getting terribly sick.

    Yattun use their primary arms to tear up plant matter or dig up roots. The tentacular appendages within their mouths are actually highly specialised parts of their tongue which help break down large pieces of food before it gets processed. They're also great for reaching food items that are high up. Once the food is within grasp, the Yattun will either crunch it down entirely or sit and eat it in pieces. Their beaks are not full of sharp teeth, but there is a lot of power behind their bite. With them they can eat chunks out of trees and rocks and put dents in other materials.

Background:
    Home-World: Agal Uran
    History:
    The Yattun started out as nomads, forming large herds made up of different families....




Looks good to me Ky... are these the race you said you were happy for others to use?


Kaledoria wrote:
Character Description
[list]Name: Dhordrac "Draco" Gelraih
Species: Inuv
Gender: Male
Age: 29
Appearance: Purple skin, 1.83m, 127kg (87kg +2*10kg arms +10kg bone lacing +10kg leg enhancements and auxiliary muscles), dyed platinum-blond hair, obvious cybernetic enhancements in scull, eyes and arms. Oh right ... HE HAS FOUR ARMS!
*snip*


While I'm generally happy with the app, Draco is rather overpowered at the moment. I'm going to suggest you have a chat with someone on character concepts on the Discord to bring his cybernetics down to a reasonable level. At the moment he's effectively a one-man army and for narrative purposes characters should to have to rely on one another to a certain degree.

Cybernetics, with the exception of the translators aren't really a thing in the setting. If it were possible to augment a dude to the level that you have described, then this begs the question of why the galactic powers haven't done it. I'd suggest editing the backstory to make this an experimental upgrade rather than something you can get done to yourself out of your wages.

In terms of weapons - smart weapons, attack nanites and skin absorbing poisons should come out. It's way too powerful (and also begs the question as to why everyone isn't using it).

I'm assuming your concept for Draco is that he's an Inuv exile to begin with? The Corporate wars etc is not in setting at the moment, though there are plenty of corners of the map we haven't coloured in yet, so if he's an exile it's reasonable he might have worked in a place where there are all-powerful Corporations

PostPosted: Sun May 16, 2021 6:59 pm
by Kylantha
Dyelli Beybi wrote:
Kylantha wrote:
Species Description
    Name: Yattun

Looks good to me Ky... are these the race you said you were happy for others to use?

Yes, yes! ^-^

PostPosted: Sun May 16, 2021 9:59 pm
by Kaledoria
Dyelli Beybi wrote:While I'm generally happy with the app, Draco is rather overpowered at the moment. I'm going to suggest you have a chat with someone on character concepts on the Discord to bring his cybernetics down to a reasonable level. At the moment he's effectively a one-man army and for narrative purposes characters should to have to rely on one another to a certain degree.

Cybernetics, with the exception of the translators aren't really a thing in the setting. If it were possible to augment a dude to the level that you have described, then this begs the question of why the galactic powers haven't done it. I'd suggest editing the backstory to make this an experimental upgrade rather than something you can get done to yourself out of your wages.

In terms of weapons - smart weapons, attack nanites and skin absorbing poisons should come out. It's way too powerful (and also begs the question as to why everyone isn't using it).

I'm assuming your concept for Draco is that he's an Inuv exile to begin with? The Corporate wars etc is not in setting at the moment, though there are plenty of corners of the map we haven't coloured in yet, so if he's an exile it's reasonable he might have worked in a place where there are all-powerful Corporations

Okay, in reverse order... Yes, I just started to read into all the lore but he would be a second (or later) generation Exile or so, born on some non-Federation / non-Inuv Planet at the edges of Federation Space. Maybe some planet that was shortly under Invu control before the Federation incident but with the shattering of the Empire, the planet managed to establish independence and maintain it. Draco was born on that world, where wars between Cooperations, Nations and Independent armies ("Freedom Movements") are about as common (maybe slightly more common) then on 20th century earth. After a short while in space piracy he turned to wars between independent single-planet civilizations, that also were not of any importance to the galaxy as a whole. (I mean it's a whole galaxy, like over a hundred billion stars, probably even more planets...)

...why everyone isn't using it...
You tell me.
While the existence of space ships and blasters does not technically *require* the existence of cyberware as I describe it, it really, really stretches the suspension of disbelieve to have the former but not the later. Practical inventions like a blaster rifle are based on theoretical knowledge in material science and micro-electronics, possibly even other computing-technology. If this theoretical knowledge is there, building a range finder and a camera into a weapon and a camera into the eye and using 21st century AI to compare the pictures and calculate the direction the weapon is aiming and display the trajectory into a display in the eye - that's all not very difficult at that point.
But anyway, then there are those translation nanites and they are definitely the most advanced piece of technology in Draco's body. Where starships and blasters only imply that the level of technology is high enough to also mod the body to basically Terminator-with-a-soul level, the nanites really require it. It's one thing to make nanites "seek the ear nerve and when an impulse comes that corresponds to alien language, look up the meaning and translate it to the same meaning in the users language and overwrite the signal going into the brain" and it's a much easier thing to make them "seek tissue of pattern X and when you find it wreck havoc on those cells, until your capacitors run dry." And since the nanites are available to everybody it indicates that this level of technology is in fact very cheap.
So, why isn't everyone using it? The technology and the industry is there. Anybody could have it.
I guess it's a plot hole. And I guess I can jump over it and accept, that there are some plot devices that are there to justify the setting and that are not supposed to be part of the story.



As far as the power-level goes, I did look at the other characters and noticed that they are just some dudes who don't use the sci-fi/futuristic aspects of the setting to their logical conclusion. :p
I thus know I need to tone it down one or two steps, too. But I think this will require me to go back to draft stage. I guess the early background of Inuv exile/merc could still work but the Over-cybered-ness is both his weakness to make him interesting and his hook (because he wants to make money to clone himself a new bio-body and transfer his brain into it because he now realized that he went one step to far and is alienated by his own body even though it's a combat-beast)
I guess he could have just one single piece of experimental technology that is somewhat buggy and he needs money to uninstall/fix it...

PostPosted: Mon May 17, 2021 2:56 am
by Kylantha
Ohh... Here we go!

PostPosted: Mon May 17, 2021 1:19 pm
by Dyelli Beybi
Kaledoria wrote:
Dyelli Beybi wrote:While I'm generally happy with the app, Draco is rather overpowered at the moment. I'm going to suggest you have a chat with someone on character concepts on the Discord to bring his cybernetics down to a reasonable level. At the moment he's effectively a one-man army and for narrative purposes characters should to have to rely on one another to a certain degree.

Cybernetics, with the exception of the translators aren't really a thing in the setting. If it were possible to augment a dude to the level that you have described, then this begs the question of why the galactic powers haven't done it. I'd suggest editing the backstory to make this an experimental upgrade rather than something you can get done to yourself out of your wages.

In terms of weapons - smart weapons, attack nanites and skin absorbing poisons should come out. It's way too powerful (and also begs the question as to why everyone isn't using it).

I'm assuming your concept for Draco is that he's an Inuv exile to begin with? The Corporate wars etc is not in setting at the moment, though there are plenty of corners of the map we haven't coloured in yet, so if he's an exile it's reasonable he might have worked in a place where there are all-powerful Corporations

Okay, in reverse order... Yes, I just started to read into all the lore but he would be a second (or later) generation Exile or so, born on some non-Federation / non-Inuv Planet at the edges of Federation Space. Maybe some planet that was shortly under Invu control before the Federation incident but with the shattering of the Empire, the planet managed to establish independence and maintain it. Draco was born on that world, where wars between Cooperations, Nations and Independent armies ("Freedom Movements") are about as common (maybe slightly more common) then on 20th century earth. After a short while in space piracy he turned to wars between independent single-planet civilizations, that also were not of any importance to the galaxy as a whole. (I mean it's a whole galaxy, like over a hundred billion stars, probably even more planets...)

...why everyone isn't using it...
You tell me.
While the existence of space ships and blasters does not technically *require* the existence of cyberware as I describe it, it really, really stretches the suspension of disbelieve to have the former but not the later. Practical inventions like a blaster rifle are based on theoretical knowledge in material science and micro-electronics, possibly even other computing-technology. If this theoretical knowledge is there, building a range finder and a camera into a weapon and a camera into the eye and using 21st century AI to compare the pictures and calculate the direction the weapon is aiming and display the trajectory into a display in the eye - that's all not very difficult at that point.
But anyway, then there are those translation nanites and they are definitely the most advanced piece of technology in Draco's body. Where starships and blasters only imply that the level of technology is high enough to also mod the body to basically Terminator-with-a-soul level, the nanites really require it. It's one thing to make nanites "seek the ear nerve and when an impulse comes that corresponds to alien language, look up the meaning and translate it to the same meaning in the users language and overwrite the signal going into the brain" and it's a much easier thing to make them "seek tissue of pattern X and when you find it wreck havoc on those cells, until your capacitors run dry." And since the nanites are available to everybody it indicates that this level of technology is in fact very cheap.
So, why isn't everyone using it? The technology and the industry is there. Anybody could have it.
I guess it's a plot hole. And I guess I can jump over it and accept, that there are some plot devices that are there to justify the setting and that are not supposed to be part of the story.



As far as the power-level goes, I did look at the other characters and noticed that they are just some dudes who don't use the sci-fi/futuristic aspects of the setting to their logical conclusion. :p
I thus know I need to tone it down one or two steps, too. But I think this will require me to go back to draft stage. I guess the early background of Inuv exile/merc could still work but the Over-cybered-ness is both his weakness to make him interesting and his hook (because he wants to make money to clone himself a new bio-body and transfer his brain into it because he now realized that he went one step to far and is alienated by his own body even though it's a combat-beast)
I guess he could have just one single piece of experimental technology that is somewhat buggy and he needs money to uninstall/fix it...


What you think is realistic or not isn't relevant here. It's all speculative science and we haven't included it. This isn't Cyberpunk2137. We have given you an opportunity to bring your character so that they work with the setting. Do not argue to toss.

PostPosted: Thu May 20, 2021 4:40 am
by Kylantha
Character Description
    Name: "Kyrshasi"
    Species: Unknown
    Gender: Female
    Age: Around 16.
    Appearance: Ultra-weird. Think Sarah Kerrigan but it's Jessica Alba in her teens with light auburn hair, purple eyes with barely perceivable slit pupils, lower jaw split down the middle, and divisible arms sprouting from her back instead of bony winglike structures. I may try to complete a basic drawing of her later to help with visualisation.

Strengths and Weaknesses
    Skills: Not particularly skilled at anything other than fighting. She is highly effective when it comes to close-quarters combat, stealth and infiltration, and recon. Her marksmanship is quite good also.
    Weaknesses:
    She seems to have intermittent headaches which can vary in severity. At their worst, they can be debilitating. They can happen almost any time. The good thing is that they can be alleviated, provided she has her medication on hand. She also has weird memory lapses that require her to be snapped back into reality. These also come rather unexpectedly and can vary in severity. Fortunately, it's never gotten to a point where she has turned on her allies in her confusion.

Backstory:
    An alien installation, somewhere in the MWG. It seemed to house a simulation of some sort, until it was attacked by the Orphan Company. Many were liberated from the facility, which apparently belonged to some parasitic race. Among those freed was "Kyrshasi". She was encapsulated and en route to some other part of the base when her transporters were killed. Her container was damaged, and she spilled out onto the floor. An Inuv stepped forward and offered to take care of the young creature. She had lost her own children and had something of a yearning to care for another. Though she tried to give the child as normal of a life as possible, she inevitably ended up in the ranks of the Orphan Company and was trained by its members. She still has a lot to learn however..

Species Description
    Name: Unknown
    Singular: N/A
    Plural: N/A
    Adjective: N/A
    Appearance: As Kyrshasi is the only individual of her species known, she's considered the basis of whatever her kind are.
    Biology:
    Whatever Kyrshasi is, it's probably good that there's not a lot of them. Like her, they would probably be predatory and carnivorous. They would also boast a very high bone density, the ability to lift up to 500kg of weight, and run twice as fast as the average human can. Oh, and they would probably all have a pair of blades made of bone hidden in their forearms (The entire forearm can open up and the blade folds out so it's in between the index finger and thumb).

    While they wouldn't be immune to blaster fire damage, they would be a tiny bit more resistant thanks to the overlapping scales and bony growths on certain parts of their body. To kill one of Kyrshasi's species, one would have to aim for the heart or take off their heads because it seems that they can get lost limbs back within a matter of days and heal rapidly from injuries not inflicted upon their hearts.

Background:
    Home-World: Unknown.
    History:
    What history? Nobody actually knows. The only existing individual at the moment is "Kyrshasi" as she has been named by her Inuvi wards, and she herself does not know who or what she is, nor where she came from. She also does not know if there are any others like her out there. At the moment, it's assumed they are either far-far away or extinct, since it's been a while since Kyrshasi woke up and still none like her have come forward.



I may apply as a Yattun also, but I have to think about it some more... ;w;

PostPosted: Thu May 20, 2021 9:46 pm
by Arengin Union
Image

PostPosted: Sat May 22, 2021 3:24 pm
by Dyelli Beybi
Here is the Major in Charge of the Company... I will also give one for Shrandat before launch... not that we are quite ready for that yet!

Character Description
    Name: Rebecca Cohen
    Species: Human
    Gender: Female
    Age: 27
    Appearance: 5' 5'', lightly built, with medium-brown hair and light-brown eyes. Cohen has a youthful look to her, despite years of war, and would definitely get IDed at a bar if she was still on earth...
    Image



Strengths and Weaknesses
    Skills: Rebecca is a soldier trained by some of the toughest veterans in the Levant. Rebecca is skilled with firearms, blasters and hand-to-hand combat. She can hunt, fish, construct make-shift shelters and has exceptional stamina. She is also extremely loud. Particularly when she is angry.
    Weaknesses: Rebecca is an all-round, competent soldier and, for the most part, a level-headed commander. When she is angry she does have a tendency, however, to do things that are a little rash and at the best of times has a devil-may-care attitude towards her own safety.


Backstory:
When the Ragon invasion struck earth, Rebecca Cohen had just been drafted into the IDF and had yet to complete basic training when her barracks were hit. What resulted was a massacre with only a handful of troopers making it out alive, through dumb luck more than skill.

Rebecca made it out on her own, with only the clothes on her back and no communications gear of any kind. Instead of attempting to link up with any other IDF units, she set off in the direction of Tel Aviv, and her parents.

The route to Tel Aviv was clogged with destroyed and abandoned vehicles. Rebecca met others, though all were heading in the other direction, fleeing away from the coast. She learned from the survivors that Tel Aviv was burning and Ragons were hunting people in the streets. While she began to seriously doubt that her parents had survived, Rebecca continued her journey, arriving to find Tel Aviv a ghost town. She made it to her parents' apartment, though there was no sign of them, or her younger sister, and no indication of where they might be. After waiting for several days, with a heavy heart, Rebecca concluded they must have been killed or taken by the invaders.

By sheer chance, while searching through the rubble for supplies, Rebecca encountered an IDF company attempting to extract a cryptographer from the city and move them to a secure location in Jordan to continue their work. The Captain in charge of the company ordered her to join up and, despite privately feeling the war was already lost, Rebecca obeyed.

The Company found their way to a facility near Amman, which was where Rebecca met Tariq al Zubi for the first time. Tariq reminded her of her father and over time a strong bond formed between the pair with Tariq nicknaming her 'Windflower' after the red anemones that bloomed on the hillsides outside the complex each spring.

Four years after the invasion, a breakthrough was made by the academics at the facility and while Rebecca didn't initially understand what they were doing or how it would save humanity, she trusted them enough to think there was a chance of success. Along with the rest of the soldiers and academics at the facility, Rebecca set off for Denver, Colorado. Over time Tariq explained they were attempting to build a time machine to make it so that the invasion didn't happen. Rebecca openly scoffed at the idea, seeing it as a fool's errand... but any errand was better than sitting around doing nothing.

After a long, dangerous trek, of which Tariq was the only surviving academic, the team managed to find a submarine in Mersin, Turkey, which they used to cross the Atlantic to New York. Unfortunately, within a day of disembarking, the team was ambushed by Ragon hunters. Rebecca was the sole surviving soldier, coming within a hair's breadth of being taken herself; stunned already by a nearby explosion, Rebecca stumbled against Tariq, inadvertently taking the tranquiliser dart meant for him. Tariq them half-carried, half-dragged her to safety.

In New York, Tariq succeeded in recruiting a number of survivors to join the pair on the quest to get to Denver. At the behest of Tariq, and because nobody else volunteered, Rebecca was placed in charge of the group who left for Denver. After a number of encounters along the route, the group did make it to Denver. Tariq was successful in launching his 'time machine', disappearing into space to an unknown fate. For Rebecca and the others on the ground, nothing changed. Ragon hunters attacked the group during the launch, many of whom were killed or taken in the ensuing battle. When the dust settled, Rebecca had lost the man who was the closest thing to family she had.

The launch, however, did achieve one thing - it attracted the attention of a Federation scout, who picked up Rebecca and any survivors willing to leave Earth. They were the first non-hostile extra-terrestrials Rebecca had ever seen, and there was, perhaps, every reason to be wary of them, but Rebecca decided to take a chance: with Tariq gone there was nothing for her on Earth anyway.

Less than a month after that, Rebecca first encountered Tirnin Shrandat at a bar on Greskia (which was not under siege at that point). Shrandat hadn't met a human before, Rebecca had never met an Inuv and their initial intrigue blossomed into a conversation that went on well into the evening. The following morning, Rebecca enlisted in the Orphan Company of a Lieutenant. Her friendliness with Shrandat saw her quickly incorporated into his inner circle, despite her otherwise junior rank, while her (sometimes borderline suicidal) bravery saw her progressively climb the ranks to the rank of Major in command of Company A of the 6th Light Foot.

Together, Rebecca and Shrandat have concocted a plan to rebuild Earth, if the war is won and the planet retaken, as a multi-species unitary state, initially headed by the hierarchy of the Company. The plan is widely popular amongst humans with an association with the company, though some earth refugees see it as a thinly disguised plan to establish a military dictatorship, and one headed by an alien. Rebecca has received threats in the past, though nobody has been reckless enough to attempt to act on them while she is deployed with the Orphans.

PostPosted: Sat May 22, 2021 5:14 pm
by Demencia
Species Description
    Name: Akatir
    Singular: Akatir
    Plural: Akatir
    Adjective: Akatiri
    Appearance:
    Image

    Akatir officially stand taller than humans, at around 8-9 feet, but most of that height is the tentacles that hang from the body. The row of dorsal fins along their back grows as they age, with elder Akatir having a brilliant display to signify their wisdom.

    Biology:

    Akatir are an invertebrate race, most easily identified by their size and by the nine tentacle-like arms they possess. The front pair has a distinctive tentacular club on the front, and the pair serves as the primary analogue to the human arms. All nine of their limbs are capable of regenerating if they are somehow lost, though the process is not particularly pleasant to go through and it is avoided if it can be.

    The front pair of arms is also the only pair to possess suckers, which exist along and just above the club. These suckers each have a ring of small teeth for grabbing on to food and delivering a large dose of a powerful venom, but the Akatir can fold the lip of the sucker over the teeth if it wishes to grab something and not damage it. The head bears a muzzle-like structure of a large muscular lip that conceals a beak similar to that of an octopus or a squid that was used for crushing prey before a modernized society removed the need for hunting.

    Biologically, Akatir do not undergo senescence, and as such they are not affected by any sort of negative consequence via aging, rendering them effectively 'biologically immortal'. This has led to a rather conservative attitude for the race, as they make careful and deliberate plans that last for millennia. This could lead to other races seeing the Akatir as noncommittal, as it is customary for them to spend at minimum a century working through every possible contingency option so there are no surprises in the future.

    Akatir communication is two-fold. Every individual is capable of limited telepathy, being able to directly communicate words and ideas into the mind of a creature. The second half of their communication is a breadth of nonverbal cues in posture, movement and bioluminescence that other races simply cannot comprehend even with a translator. This has led to Akatir to preface their speech with a declaration of intent or emotion, to avoid any misunderstanding with another creature.

    Despite hailing from an aquatic planet, Akatir are capable of surviving in open air, though they require water more frequently and in greater quantities than humans do. Their bodies are not naturally strong enough to hold their form, but each individual uses a small personal anti-grav field generator to allow them to float upright out of the water just as they do in it.

    Akatir reproduce asexually through parthenogenesis, and while their long lifespan might allow them to have many children, it is actually quite rare for a Akatir to have more than a few offspring in order to avoid overpopulating their planet or placing a strain on the available resources. As such, births are a planned event with input from the entire community on the feasibility of adding to their population.



Background:
    Home-world: X'ani'gal
    History: Hailing from the ocean world of X'ani'gal, whose surface is over 90% water, the Akatir are a curious race resembling large jellyfish or cephalopods. They settled their planet long ago, and have spent much of that time content with their world. Their long lifespans led to them becoming mostly sagacious, as they spent their millennia philosophizing their place in the universe or developing experimental technologies rather than any colonial aspirations. After centuries of debate, followed by a few more centuries of planning, they finally made their first foray into the galaxy on an exploratory mission to find likeminded species. What they found instead, horrified them.

    The rest of the galaxy, it seemed, did not share their serene and peaceful disposition; other planets were not tranquil idylls like X'ani'gal was. They instead found a galaxy in turmoil, rife with suffering and war. Being a pacifistic people, the Akatir had little in the way of a military, only have enough weapons to serve as a self-defense force against some of the more aggressive sea creatures in their waters. This has caused a number of debates within the slow moving Elder Conclave, and it is likely that the Akatir will still be debating whether or not to fully commit to help the other races up until the day the war is over.

    Until then, some small number of Akatir have appeared in the fray. They tend to make poor frontline fighters given their frail nature and their tendency to overthink situations, though some individuals are more capable of success in battle than others.





Character Description
    Name: Kirolo
    Species: Akatir
    Gender: N/A
    Age: 416
    Appearance:
    Kirolo looks like an average member of its species, though its dorsal crests are only about the width of a human hand, indicating that it is still relatively young.



Strengths and Weaknesses
    Skills: Having more arms than most other species means Kirolo can have a fireteam level of suppressing fire all on its own. Being aquatic by nature, they are the obvious choice any sort of recon or expedition underwater. Can squeeze into tight spaces (anything large enough to fit their beak) because of their invertebrate nature.
    Weaknesses: While capable of regenerating entire limbs, Akatir are still not incredibly durable physically. Requires a little over double the water ration of a human soldier at minimum. Kirolo is also a closet Akatir supremacist, who sees short-lived races as inferior to their own-though still worthy of saving.


Backstory:
On X'ani'gal, Kirolo was not a high status Akatir. They were young, brash and downright unpleasant according to many of their colleagues. This led to them getting a boring job in border security. There were no wars on X'ani'gal, and the only job of a border security official was to keep some of the more aggressive wildlife from straying too close to the community. This rarely meant ever actually firing a weapon, though that didn't stop Kirolo from using passing Selachii as target practice despite it being officially against policy.

When the chance to leave the planet on one of the first exploratory vessels, Kirolo jumped at the chance They joined on as a security officer, and being one of the first Akatir to leave the planet, they saw the situation firsthand. These races were hurting, bad. While the Elder Conclave was willing to debate for years while the planets they observed burned, Kirolo was an outlier. They did not want to wait for debates about possible changes in the plan with the Elders talked with strategists about every possible permutation of the front, so they simply disappeared from one of their missions. Now AWOL, they joined up with the resistance to help push back the invaders.

PostPosted: Mon May 24, 2021 11:21 am
by Sarderia
Tag.

Character Description
    Name: Arthur Naim Bassil
    Species: Human (nationality: American)
    Gender: Male
    Age: 34
    Appearance:
    Middle Eastern (Lebanese), ~170-180cm, WIP



Strengths and Weaknesses
    Skills
    • Arthur is an excellent pilot, with an extensive work experience from space-mining, hunting small Solar System bodies, dogfighting Ragon crafts and commandeering larger, transport and crew vessels. He possessed an above-average accuracy in fighter spaceship combat. Arthur is also a good engineer, specializing in spacecraft maintenance and propulsion engines. He can lead a fireteam, and has commanded many throughout his career, but he would always prefer leading a squadron of spacecraft (or aircraft) instead.

    Weaknesses
    • Arthur's background of being born on Mars, and travelling extensively between Mars and Earth since an early age resulted in a detrimental effect towards his skeletal system, due to the vast differences between Earth and Mars gravity. Consequently, he received a treatment to strengthen his bones while still in adolescence. This resulted in a dependence on bisphosphonates (osteoporosis-reducing drug) that prevented very small fissures (which has a potential to become disastrous) from growing on his bones (particularly his thigh and legs).

    • He also suffers from a mild form of post-traumatic stress disorder. Usually this manifests in violent behavior when engaging with an enemy in combat, but can also lead to impulsive behavior and frequent mood swings. Arthur is currently taking serotonin inhibitor medications (sertraline and paroxetine) to combat stress. 

Others
    Personal Belongings:
    • A black-and-white photograph of Yuri Gagarin, with the words in Cyrillic, "Poyekhali" written below Gagarin's picture. Often seen in his desk, or in starship control panels when he is piloting. 

    • A round, wool plush of Mars, with a smiley face. Sometimes with a photograph of Arthur's parents stuck on one side of the ball. Often seen in his chambers; "stress relief". Also often seen in his chambers are alcohol of any kind (whenever allowed).

    • A Maronite Cross necklace.

Backstory


    Personnel Interview Log: Bassil, Arthur Naim
Interviewer: "Before we complete your files, Mr. Bassil, there's still the final interview for you to do. Mostly for paperworks. We already have information about your background, of course, but we'd like you to provide a quick summary of your biography… recorded. I am Sergeant Gicropu Phrondoth."

Mr. Bassil: "I know." 

Interviewer: "It's formality, Arthur. You can start to talk."

Mr. Bassil: "Name: Bassil, Arthur. Species, Human. Age… thirty-four solar years and four months, observed from Planet Earth." 

Interviewer: "Those are well-known facts present in every personnel document you completed. Let's go for the details."

Mr. Bassil: "I was born and raised on the planet Mars. It was humanity's first frontier, they used to say. The settlement was an American colony, not as large as the ones they established near the poles, but something of a research and development station. It was also a museum. It's called Perseverance, after an old robot that NASA sent like a century ago to the planet. Martians revere the place almost like a holy site - there's even a monument regularly visited by pilgrims. It was humanity's first encounter with alien life; dead bacteria from eons ago, but life nonetheless. The town spans about half the length of the Jezero crater… the other half being rock-and-clay barren wilderness."

Mr. Bassil: "My family, we owned a pair of rovers that I liked to drive around the crater. I was only three the first time I tried to drive the car. The whole region was a wilderness… they wanted to keep it intact to preserve the relics of Mars' ancient living ecosystem. My father was a NASA engineer, and my mother an astrobiologist - both scientists. It runs in the family; my grandparents met at Caltech working on a JPL project. They're Lebanese; father would sometimes take me on trips to Earth, visiting his family home - though I'll admit each journey is very daunting. I was born on Mars, and was familiar with the gravity on Mars; my bones would have to be injected with some sort of liquid - a juice of calcium, phosphorus, and other peculiar chemicals, I guess -  every time I went to Earth. Over time, I think, it has a quite pleasant side effect of strengthening my bones and making my limb muscles more flexible. But there are several, enormous, drawbacks that continue to affect me from these treatments.  More on that later, though."

Interviewer: "Tell me about your career. Observers noted that you did not talk much about your early life in prior interviews."

Mr. Bassil: "That's…" *curious look* "because it's not much. Unlike much of your other recruits, I'm not a soldier. I was, to be fair - reluctantly, but that wouldn't be my first choice for a job. Wasn't, I meant. The only high-paying job these days is sacrificing your life to get the attention of a Ragon." *sigh*

Mr. Bassil: "In Perseverance, there wasn't a typical… High School system like what you would see in the major Martian settlements. It was a research outposts, and the family of NASA scientists would have to receive some sort of home-schooling - though I'd favor the term field-schooling myself, due to the constraints of my parents' jobs. I did, however, manage to gain myself a scholarship at MIT. An Earthen University. And almost free. Sure as heck I didn't pass on that! I was seventeen at that time… years later, and with a baccalaureate in Mechanical Engineering, I applied to work at SpaceX, that legacy company."

Interviewer: "You registered as a pilot, not an engineer. Given your experience, though, perhaps my superiors would be keen to assign you as a field mechanic."

Mr. Bassil: "I haven't finished my story yet… it's just one part of the contract. The other part is piloting exploration spacecraft, chasing planetesimals, comets, and extracting minerals and other compounds from small Solar System bodies. While they can do the job by probes, they preferred human controls - and I would do the dual job of maintaining and utilizing these probes, as well as piloting the craft that controls them. Now, they took a diverse variety of clients. From NASA and Roscosmos, space administrations who wanted to develop bigger, better space appliances to outcompete each other, to ancient conglomerates like Rio Tinto and Sinopec who basically just wanted to mine every speck of asteroid in deep space to grains. It's a lucrative business, and it needs a tough engineer and pilot to perfect the operations."

Interviewer: *slight smile* "And how was your career record, Mr. Bassil? Promotions? Recommendations? Your last position?"

Mr. Bassil: "I had a four years of career in SpaceX. I mean… it's not much, but to be fair, being a senior engineer in those four years is a bit remarkable, don't you think? Compared to the condition I am presently in today, at least. I am passionate about my past career. But all good things end eventually, and it's a disgusting, abrupt end for me. Dirty lizards… attacked my ship suddenly, when I was piloting a cargo vessel, towing a mining probe to the SpaceX hangar at Utopia Planitia. I was following a trade convoy, and I was able to slip away due to those beasts devouring the largest crafts first, but then I had to make a rapid flight to Earth." *sigh*

Interviewer: "The dreaded Ragons."

Mr. Bassil: "Yes. It was disgraceful. My ship, well, boat, rather - was a small freighter designed to carry and operate mining probes, but it had four nuclear pulse propulsion engines, in addition to the two regular ion thrusters that you'd see in every spacecraft. I had to activate the nuclear engines - which was only meant to be used for departing from atmospheres. When I arrived at the company's main landing site in Texas, everything was in disarray; the Ragons were approaching Earth's Moon, the employees gone to safe shelters, and ultimately, my nuclear engines were damaged and fuels exhausted - ruling out any escape from Earth."

Mr. Bassil: "There was an abandoned company car I could use, though. I was stranded on Earth, with nowhere to go, but at least I had my personal belongings intact and a bank account full of credit - not that money would be very useful afterwards. Oh, and to make it worse, there's still the issue with my bones. I think I've told you earlier about the horrible effects of Earth gravity on someone born on Mars? As a consequence of that… 'bone-strengthening therap'y, I have a dependence on bisphosphonates that I must take every several days or so. It's like osteoporosis… but milder. Not that getting the drugs would be a problem, though; it's quite easy to procure, and I had plenty of stock. The effects of not taking the drugs are horrible, though. But that's certainly not a liability…. I'm certain I could manage it while being a part of the Orphan Company. Think of it like someone using cybernetics - they'd need batteries, recharges, spareparts, but this is organic."

Interviewer: *sharp look* "We will take note of that, Mr. Bassil. Please, continue."

Mr. Bassil: "I traveled north to Houston from SpaceX's spaceport in the south of Texas. It was one of the last strongholds of the United States on Earth that's still intact when I got there, probably since it hosts a NASA command center - one of the only links remaining from America to its territories beyond the Earth. The city was almost deserted, with most of its buildings being damaged or destroyed. Ragons killed indiscriminately. And the defense personnel - NASA most of all, were worryingly low on numbers. I had nowhere to go, no homes, no shelter, nothing; so I enlisted to become a NASA pilot. It's somewhat bizarre; when I was a boy, it was my dream job, and I only finally got it when Earth's standing on its last legs."

Interviewer: "Terrible. Now, the most important part, Mr. Bassil. We need to know your experience with weapons."

Mr. Bassil: " 'Course, Sergeant. I've been familiar with pistols and rifles, which are abundant on Perseverance. Mars was a frontier, after all, and arms practice was a common part of life for the colonists, even for the scientist staff. I have never actually killed a man, though, until joining the NASA emergency pilot program. There was this… uh… small ship; gunboat, or corvette, I don't know how to describe it. It's basically a manned research probe fitted with more, advanced, nuclear and ion thrusters. Oh, and a lot of weapons. Old railguns, Marine reserve stocks, and torpedoes as well. Don't know why they chose to send civilians, but I think the Navy's pinned down and NASA is the only government agency with vessels fast enough to reach the Belt and contact the lost Americans there."

Mr. Bassil: "We received military training, of course, for a month. For Houston to last as long as a month itself is remarkable - I heard New Orleans has fallen already, and the personnel sent to retreat to Atlanta found it already in lizard hands. Our mission was to scout the Asteroid Belt, particularly American mining bases near Ceres and Vesta, repair the relay stations that sent communication signals, and send news of whatever happened back there to Earth, as communications have gone completely silent since the lizards' arrival. The moment we launched, though, I felt like it would be a futile mission - not because we wouldn't find anyone still surviving, or at least independent on the Belt, but that Houston would soon turn into a lizard den not far after our departure. There were nine other similar vessels sent alongside mine, of different designs - NASA had to use whatever small crafts they had left - but I think about eight of them didn't survive the journey. There was a Ragon patrol off Mars, and the planet itself was teeming with those lizards. Pity… I didn't think anyone survived down there - my parents included, and… and I haven't even got to say farewell." *fists curled, distressed*

Mr. Bassil: "Needless to say, the lizards went completely frenzy for dinner. Well, I'm not going to be an easy dinner. Their ships are bigger, but mine's faster, and I bet no Ragon pilots have ever experienced chasing a lump of rock and ice through the Oort Cloud. I have, and point is, they can't catch up with me. I'll admit, I've never shot weapons out of a vessel before, and it's indeed a hard thing to do and concentrate, but it's better when your enemy doesn't have the slightest idea where you are. I ended destroying three scout ships, but not before eight, fuckin' eight of my team, were shot dead and destroyed. It sent a chill down my spine. I'm no soldier; I'm not accustomed to bloodshed and people blown up so brutally and suddenly in front of my face." *sigh*


Interviewer: *grinning* " A curious surprise. When we first found you in Ceres, you looked almost every inch a maniac. I am curious as to what caused this… change of manner."

Mr. Bassil: "You know, you are really torturing applicants." *irritated look*

Interviewer: "Better Together, Mr. Bassil. Trust is a key component in our ranks."

Mr. Bassil: "I… I honestly don't know. You're one of the few others who at least had the courtesy that I've become… how do I say it? Distraught, high-tempered, probably, as of late. Stress, yeah, plenty of stress. Especially when I landed successfully on Ceres, thanking God that it's surprisingly still untouched by the lizards, only to be greeted by the news that Houston has been flattened and moulded to a human corral."

Interviewer: "You're not the only one. The last applicant's homeworld has been turned into a farm. Her parents were brutally chewed by Ragons." *slight grin* "Nasty, bloody pulp. I don't know if yours are better, but you yourself don't know about them, so I'd be definitely having nightmares everyday if I were you."

Mr. Bassil: "Jesus Christ."

Interviewer: "You still have a God after all. The others have been stripped bare of their faith. Pure rage and emotion."

Mr. Bassil: "No… I… it's a support system. Heck, you'd be religious were you to be thrown into my place. When I arrived - I already had the feeling that Houston's gone since the moment I left Earth - fuck, it's the same story everywhere! People are either screaming or running, smugglers too busy collecting credit to actually transport the folks that paid them, half of the soldiers that's left deserted, and the rest too busy arming their own ships. I've always known that the Belt was a hellhole, but I don't know that hellholes would be that chaotic." *sigh*

Mr. Bassil: "Oh, and the feeling that your occupation has gone awry after the first job. There were just a handful of NASA personnel left. To be fair, I contemplated leaving as well. There's still enough fuel to transport me to, maybe, Triton, and then off to find a galactic smuggler to take me somewhere safe. But it'd be unfair for those who are still loyal to their jobs. It'd be unfair to my conscience - the engineer team are mostly dead, and they're expecting our arrival."

Interviewer: "So you chose to be loyal."

Mr. Bassil: "Of course I did. Besides, the option of leaving seems to be more dangerous than remaining. I heard there was bloodbath on Triton." 

Mr. Bassil: "Anyway, I settled on the NASA station. Now that the military's gone, hunting Ragons, or being hunted by Ragons, we're the only lifeline left for the remaining pockets of Uncle Sam spread through the Belt's vast expanse. Five years, five long years. And, surprisingly, despite all the troubles, I think I've grown to like it. I certainly remember it fondly nowadays. Piloting the scientific probe-turned-gunboat, delivering cargo and maintaining installments, and the occasional hide-and-seek skirmish with Ragons. Until…"

Interviewer: "...the expedition where we first met."

Mr. Bassil: "We were caught off guard. There was an array of radio stations around the dwarf planet - something similar to NASA's Deep Space Network, only spread around the Belt. It should notify us of any incoming Ragon convoy, if it were all working properly. But one of the radio stations malfunctioned. I don't know if it was due to natural causes, or if it was deliberate - but it's still a fatal loss for us in Ceres. But we had a contingency plan. Scouts patrol the sectors covered by each radio station, to act as a substitute in case one goes down. I was the commander on one of those scout patrols. Yet something confusing happened - three Ragon corvettes cruised near Ceres, in the region where the radio stations were still active. Oh, I laughed for a while, thinking that they're massive fools for attacking head-on…"

Mr. Bassil: "Until I realized it's me they're making fools of. In some kind of a twisted mirror of what happened during the invasion of Earth, those three Ragon vessels were just scouts. We destroyed them with little effort, but a much bigger invasion force was slipping through the blacked-out region, yet repaired because most of the pilots were focused on the small Ragon scout force. By the time we returned, it was a bloodbath - the remaining vessels in Ceres outpowered and unable to contain the invasion force, and the Ragons started entering habitation domes on the dwarf planet. It was a disastrous slight. They nearly destroyed the NASA command center, feasted upon its personnel, and annihilated most of our ships. But not me."

Interviewer: "Not you, because we arrived on time." *chuckle* "To give you credit, Mr. Bassil, you are indeed a great nuisance to the Ragons. But your comrades are wise to hire Inuv mercenaries in case of trouble. Someone sent the distress signal, but unfortunately, radio waves do not travel very fast in space. We arrived into a massacre. So horrid, in fact, that Captain Bhinath considered that we can't intervene further to save the place. But then I saw your ship shooting blindly, aggressively at the Ragons."

Mr. Bassil: "That was dumb."

Interviewer: *chuckle* "No… that was a sight. I convinced the Captain otherwise after I saw you. The Ragons retreated, in the end. Were you an Inuv, I would be honored to share a vial of amphetamine with you." *grinning* "Arthur, I offered you a place on our ship. You have not explained to me why you took our hand then."

Mr. Bassil: "Why I chose to join you…? It's… I've been through that before. Why did I join the NASA program at Houston? I was homeless, with a scarce amount of supply, trying to avoid the Ragon force alone on Earth. My home on Mars has been turned into a human farm, and almost everyone I knew is either dead or lost. I thought I might find a better place to live in Ceres. And I have a job there. But there's certainly no safe place in the Solar System."

Interviewer: "So you thought the Company would be a safe home and good work for you? How naïve. You'll die in the Company." 

Mr. Bassil: *shrug* "I survived two massacres. I can survive two, or twenty more."

Interviewer: "No. I will send you directly on the frontline for your first job, and then you'll return to me, crying, bruised, and bloodied, begging that Earth is a far better place that the wider galaxy."

*Both person stood up*

Mr. Bassil: *grinning* "You're a cold-blooded bastard, Sergeant Phrondoth." 

Interviewer: "Oh, after a year in the Company, your blood's gonna be a lot colder than mine."

    Addendum
• Upon interview, Mr. Bassil, hereafter referred to as recruit, was then subjected to several months of training under Captain Bhinath. Recruit was assigned to a training squadron of fighter starships, with objectives chasing mobile, small star system bodies, such as comets and planetesimals. Recruit displayed excellent maneuvering abilities, and above-average targeting accuracy, successfully hitting 90% of all given targets, most of which moved on an average speed of several hundred kilometres per minute.

• Recruit was given his first combat assignment after three months of training, followed by several other assignments - primarily mercenary contracts. Recruit perfectly completed all of his given objectives in four out of seven assignments; the remaining three with minimal to major failures. Throughout the assignments, recruit has demonstrated good piloting capabilities and excellent engineering knowledge. However, the recruit is very dependent on bisphosphonate medication to maintain the health of his skeletal system. On one occasion, recruit failed to administer his medication, being engaged in combat. The assignment was a success, with the recruit demonstrating excellent piloting and targeting capabilities, but the recruit reported significant pain and uneasiness while walking about twelve hours later. When the recruit was subjected to a CT scan, it was revealed that very small, but numerous fissures had formed in his bones (particularly in the femur and tibia) that could lead to severe complications. When bisphosphonate medication is administered to the recruit, the fissures were reported to disappear completely. It is unknown as to what caused this mechanism, and the recruit was reluctant to provide further details about the conditions that had caused his illness in the first place.