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Operation: Red Guard(Sci-Fi, OOC, Open)

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Tomia
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New York Times Democracy

Operation: Red Guard(Sci-Fi, OOC, Open)

Postby Tomia » Thu Jun 10, 2021 4:19 pm

Operation: Red Guard
A Catnip Plantation Production!
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The story of Humanity is the story of Mars
While on a routine exploratory mission to Mars, a NASA probe discovered a strange unknown life form outside the Olympus Mons, the largest of the Tharsis volcanoes. Upon its return to Earth, a laboratory accident exposes the scientists and lab technicians to the bizarre abilities of their new discovery. The Tharsisite, as it would come to be known, manipulates genetics and grants enhanced abilities to its hosts that humans came to know as magic before the parasites were fully understood.

Despite being no bigger than a fingernail, Tharsisites are organisms that have had a bigger impact on the galaxy than most living creatures. Most don’t fully understand what exactly a Tharsisite does when it comes in contact with its host, but the effects are clear and undeniable. When integrated with a host, the Tharsisite changes the very fabric of their genetic code, which results in a variety of superhuman abilities. These changes include increased intelligence, superhuman strength, enhanced longevity and even so-called “magical” abilities such as telekinesis and elemental manipulation. After centuries of experimentation and breeding, humans have been able to largely predict and control how an Tharsisite affects its host and thus what abilities it grants. Tharsisites can be transferred from person to person after the death of the current host and in fact the more genetic material a Tharsisite interacts with the larger range of abilities it is able to grant. Therefore it is not uncommon for Tharsisites to be passed down by families through generations. Most people either inherit their Tharsisite, gain it through government or military employment, or purchase it through government regulated markets for a small fortune. However there are also less legitimate means to require one. The intergalactic black market is home to a number of ill-gotten Tharsisites that are available for the right price.

Humans soon learned to manipulate and harness the power of the Tharsisite and breed their own species of the Tharsisite that greatly increased the ranges of abilities granted to humans and spawned a genetic renaissance. As a result human technology skyrocketed and not only was space colonization achieved but the human discovery of FTL travel made it so that they could travel to other solar systems within the galaxy.

It was through this process that humankind came to interact with aliens. Humans, thanks to the advanced technology granted to them by the Tharsisite, dominated many of the races they first encountered and absorbed them into their growing intergalactic empire.

It was then when Humans caught the attention of another space faring race, the Elnoi. The Elnoi were an intelligent and powerful force in space in their own right and they saw human conquest as a major challenge to balance in the galaxy.

While Humans relied on Tharsisites for military dominance, the Elnoi focused on technological advancement and the use of artificial intelligence. They saw messing with genetics to be extremely dangerous and so instead augmented themselves with technology as a means to achieve strength.

The humans had finally met their match and after years of brutal fighting against the Elnoi were forced into a cold war style standstill. Humans were embarrassed and humiliated by this result and so they began making plans to achieve ultimate dominance in the galaxy. In the end they developed what became known as the Genome Expansion Project.

The Genome Expansion Project saw humans taking a great interest in the alien races that were within their sphere of control. Humans began genetic experiments that included augmenting current races and even creating hybrid races. The human government’s goal was to build up the races under their influence so that in the inevitable war with the Elnoi they would have the advantage.

Of course the Elnoi were not planning on simply watching this go on. They began their own meddling by providing pre-space flight races within their systems advanced technology that allowed them to rapidly accelerate.

In their fixation on their rivalry, neither side seemed to realize the chaos they were unleashing on the galaxy. The races that they were uplifting began to resent the yoke held over them by either the humans or the Elnoi. Now equipped with advanced technology or enhanced genetic abilities these races rebelled en masse. In what became known as the Twenty Years’ War, chaos ruled over much of the galaxy. Both empires fought desperately to maintain order in their own systems but their client races proved not only strong but extremely intelligent and adaptable. By working together the client races used their diverse abilities to overwhelm their former masters.

Eventually the humans and the Elnoi realized that they needed to work together to end this and with their combined force order was finally achieved, however it did not come without cost. While the inner systems of each empire were pacified, the outer worlds remained firmly in control of the rebel systems and the two empires had no choice but to recognize their independence. These systems are now known as the Abyss, where there is little government or regulation to speak of.

With this peace established the Elnoi and the Humans agreed to ban genetic engineering and the giving of technology to pre-space flight races to prevent the uprisings from ever occurring again.


The year is 2225 and it has been almost twenty five years since the Twenty Years' War concluded. During that time the galaxy has known relative peace and has moved on from the constant state of war that had previously embroiled the 23rd century. However, many believe this peace is only temporary. Anger and unrest is beginning to spread across the Sol system once more, and the Abyss remains a dangerous place where extremists lurk and plot. Seeing the way the wind was blowing the Confederation and the Collective entered secret negotiations to maintain their control over the galaxy. Together they assemble a number of peacekeeping units to protect their collective interests. These units will serve as a test to see if long term cooperation between the two factions is possible, but danger lurks in the shadows and nowhere is it more obvious than on the planet Mars. Embroiled in a history of secession and political conflict, Mars is a powder keg that could ignite yet another galactic war. Will the peacekeepers of Mars go down in history as champions of peace? Or fools that set the galaxy aflame? That story is yet to be told.


Rules & Applications

  1. Respect the OP and his Co-OP (Zarkenis Ultima) we’re here to make the game run smoothly and be the best it can for everyone.
  2. Please read the whole OP, it provides all necessary info to make characters with rich backstories and personalities so we will be keeping in mind how well an app takes that into account in the review process.
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Last edited by Tomia on Thu Jun 10, 2021 6:41 pm, edited 1 time in total.

User avatar
Tomia
Post Marshal
 
Posts: 15708
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu Jun 10, 2021 4:19 pm

The Milky Way

The Sol Confederation
The Sol Confederation is made up of all races recognized as client races of humanity. The Confederation rules over all intersystem issues between planets, races, and various factions within their sphere of influence. Its military protects and patrols all systems within its territory. The Confederation is structured through divisions that assign control of different tasks of governance. The different divisions are as follows: Command, Military, Business Affairs, Research and Development, and Population Management. Unsurprisingly humans dominate the Confederation specifically through their control of the Command division which handles employment, internal affairs, and manages the other divisions.

The Elnoi Collective
The Collective rules over Elnoi space and operates in the form of a representative democracy. Each race is represented by an ambassador who is able to advocate on their behalf. The ambassadors are able to participate in general votes but among the ambassadors are the ruling council of select races that handle day to day regulations and rules. Council races are added as races within the Collective progress and earn their place. The council has little in the way of a military with the exception of an elite fighting force known as the C5 which are made up of soldiers, spies, and other operatives to engage in top secret missions across Elnoi space.

The Abyss
The Abyss is made up of 12 settled solar systems though their level of settlement and hospitality varies greatly. These star systems that sit between Human and Elnoi are as follows: Nebra, Apex, Nexus, O’hara, Serpent Sea, Outer Reach, Sigma, Venus Beta, Arctic Expanse, Cat’s Cradle, Pirate’s Bay, and Nyx. The Abyss is a chaotic and dangerous place, free of regulation or external control. If you want something, the Abyss likely has it or can make it for the right price. While there are some alliances between planets and trade agreements established, there is no intersystem government that rules the Abyss. It is filled with hybrid species, black market technology and other illicit practices that are prohibited in the regulated systems.
Human Sphere

Humans
The dominant species of the Sol Confederation, humans have advanced greatly since the discovery of arctisites in the 20th century. Since then humans have become an intergalactic spacefaring juggernaut, colonizing new planets and incorporating other races across multiple systems. Arctisites have not only affected human technology but its society as well. Inequality already existed between humans before the arctisite came to be but that was exacerbated even further as the rich gained access to arctisite and became genetically superior to the poor. Now some human planets are nothing more than neo-feudal societies where the few opportunities that the poor have to rise up the ranks in life is military service. There you can earn an arctisite that if preserved can be passed down through generations. The richer human families have dozens of arctisites that are cycled through each generation. Human societies are prosperous and exciting, but rarely fair.

Neirel
The first race with which humans came into contact with originate from the planet Areius in Alpha Centauri. Human interaction with the Neirel was unique in the sense that humans began colonizing Areius before they even realized the Neirel were there. This is because Neirel civilization was primarily aquatic and their vast cities existed beneath the sea. Eventually however the Neirel introduced themselves and though there was some fighting between the races, their assimilation into the human empire was largely peaceful. Not only did humans introduce the Neirel to space flight, but the use of arctisite technology allowed the Neirel physiology to adapt to non-aquatic environments. Human scientists noted that Neirel were most similar to mammals when compared to earth species and their similarities to humans greatly improved the pace at which they could be integrated in human society. For this reason the Neirel are widely considered the number two race behind humans in the Sol Confederation. The Neirel are now a prominent space faring species in their own right, though they aren’t a particularly militaristic one. Instead they are known far more for their art as well as their ability to build thriving ecosystems in their colonized planets. Among the inter-species communities they are commonly seen as intellectuals and social peacekeepers.

Neirel society has many similarities to humans but also differences. Neirel are very communitarian, specifically known to have large families that are tightly knit together. Neirel have slightly shorter life spans when compared to humans (who now live to an average of 120). The Neirel live approximately 80 years on average. They have a sophisticated religious system predicated on the cyclical nature of existence that emphasizes balance and peace. It is a polytheistic religion with many gods that are worshiped by society.

While Neirel are generally peaceful they are of course not without their fighters. While most Neirel do not have arctisite, they are often granted to their elite military force that is tasked with preserving peace across Neirel space. Specifically Neirel are known for having telepathic abilities, such as telekinesis and telepathy that manifest once coming into contact with the articisite. These elite commandos are not unheard of in the military structure of the Confederation, though it is far more common for them to be in non combat based positions. Their major colonized systems include: Alpha Centauri, Gatama, Helios, and Neiropa.

Nicknamed “Alpha Paradise” by humans, Areius is a naturally beautiful and somewhat utopic planet that is largely untouched by the blight of war or industry. The Neirel take great pride in their homeworld, seeing as their religion is deeply tied to their natural landscape. Areius’ landscapes are largely untamed and are teeming with wildlife much of which can be very dangerous to an ignorant traveler. The surface is dotted with small cities and outposts that can largely be split into two functions, tourism and military. The tourist towns are centers of trade, commerce, and travel, while the Confederation military bases serve as the de facto police of the planet. It is underneath the water however where true Neirel society can be found. The Neirel have built many great and expansive cities, whether in expansive reefs or deep down on the seafloor. The Neirel are a fairly tribal society, and the city one originates from is a source of great pride and a means of identifying them. For example a Neirel named Talio from the city Ialis would present themselves as Talio Ialis. Despite the cities’ independence, they are governed by a collective council on which each cities’ ruler is represented.

Prometheans
Prometheans are hybrids between the Neirel and humans. They are named Prometheans after the famous Greek myth. Hybrids are by no means rare but the Prometheans are notable by how many of them there are. Prometheans are undoubtedly the most common hybrid race and they have largely integrated into both human and Neirel society, though there is some stigma against them after the Twenty Years' War. Prometheans have a great deal of genetic diversity and their appearances vary greatly. Because of this they manifest the largest range of abilities when coming into contact with arctisite. The Prometheans hold positions through the Confederation but they are most common in military and command positions as Prometheans are widely regarded as having fighting and leadership potential. Prometheans are also unique because they have established colonies of their own which is nearly unheard of for a hybrid race. In fact a Promethean independence movement is starting to grow within their planets, and it is something that the Confederation is monitoring very closely. Promethean space includes prominent systems such as: Olympia, Oceania, Crescent, and Noro.

Prometheia is the first and most prominent of the colonies established by the Prometheans. It is a planet of moderate climate, fairly similar to Earth (at least after a bit of terraforming). However Prometheia is a much more modest planet, with a smaller less dense population. However in many ways that is a boon, as Prometheia deals with far less crime and inequality than Earth cities do. The capital of Hestia is a small city in comparison to other planets but serves as the central hub of the planet and is considered the cultural center of the Promethean race. Here is where you are most likely to encounter to Promethean Independence Movement, which while largely peacefully has its more extreme and militant elements.

Acux
The Acux’s contact with humanity was far less peaceful than that of the Neirel. When humans arrived on their home planet of Firos, the Acux reacted violently. As a race they are able to survive the extremely harsh conditions of their home planet which is filled with deserts and a multitude of dangerous creatures. Their war with the humans was bloody and lasted nearly a decade. Humans had superior technology, but with knowledge of the terrain and their superior tactics and drive the Acux fought a seemingly endless guerilla war. What ultimately was their undoing was the tribal nature of Acux society which left them divided and factionalized. Eventually the superior numbers of the human forces overwhelmed them and they were forced to sign a peace treaty. In exchange for becoming the client race of humanity's growing empire, the Acux were given a supply of arctisite that was divided among the tribes. This led to an increase in local hostilities which suited the Confederation just fine. The Acux have some colonies but fewer than most because of their lack of unified government. However whenever the tribes do agree upon a unified military venture it is a sight to behold. The Acux are seen by many as the enforcers of the Confederation, they make a large portion of the government’s police and foot soldiers. Acux space includes the following major systems: Vulcan, Phoenix, and Alpha Tryon.

Disgraced Sol Confederation general Arthur Magnus once said this regarding Firos: “Am I afraid to go to hell? Fuck no, that’s where I made Colonel killing those damn Acux.” Firos is not a planet that is known for being temperate and nurturing. Its extreme heat and dry terrain makes it so that there is minimal foliage or water on the planet. It is primarily desert and mountainous planet with the occasional oasis like territory which are largely populated by Acux tribes. There are a number of islands in the south of the planet that the Acux refer to as “tadod-hue” which means “human world.” These islands (as well as the body of water that surrounds them) were created by humans as a way of making it more viable to have human colonies on the planet. Many Acux see these islands as an insult to their people.

Sigal
The Sigal are a tragic case as far as races within the Confederation go. On their home planet of Isgral they found themselves in the mind of a long standing war with another race local to their planet, the Haroach. The Haroach were a massive and deadly reptilian species that nearly drove the Sigal to extinction. That is until humanity arrived to claim the planet for their own. It’s unclear whether or not humanity took pity on the Sigal or saw them as more malleable but they sided with the Sigal in the conflict and drove back the Haroach, ultimately relocating them to a different and more isolated planet. Meanwhile the Sigal were welcomed into the Confederation, though it was certainly made clear that they had no choice. The Sigal are renowned builders and engineers and that has become the primary role in which they have served the Confederation. The Sigal are often treated as little more than pawns of humanity and have little autonomy or power within the Confederation. The Sigal’s only colonized system is the Rigor System.

Isgral is a cold and mountainous world but despite its harshness, it is flush with resources and beauty. Isgral is home to many dangerous beasts and even intelligent species such as the Haroach, however with help of humanity the Sigal have more or less carved out a safe part of the planet for them. Still they are still often battling their planet and only dare venture to certain parts of the continent they have made home. Sigalian cities are technological marvels largely built into mountain sides or underground. The Isgral have created environmental domes around their cities that are able to regulate temperature and atmospheric conditions that serve to neutralize the effects of their harsh surroundings on the populace. The Sigal are ruled in similar fashion to old european governments where a monarch rules with the advice and support of a democratically elected legislator.


Elnoi Sphere

Elnoi
The Elnoi are a species that is just as advanced if not more so than humanity. Their home planet of Xenro is a near technological utopia, where the Elnoi use advanced artificial intelligence to handle menial tasks and optimize their society. In stark contrast to humanity, the Elnoi have established a strict meritocracy where rank and privilege are determined through ability rather than heritage. The Elnoi have a reputation as tough and calculating, with little in the way of advanced culture or art. Their society values intellect and physical prowess above all else. Elnoi Space prominently includes the following systems: Jotar, Kiber, Tigra, and Elix.

Xenro can be described as an urban and somewhat sterile environment. The Elnoi’s cities are technological marvels but have little in terms of artistic beauty or style in their architecture. Far from the flashy sights and sounds of human cities, they are orderly, clean, and relatively safe. Xenro is made up of five Elnoi nations, who after centuries of warring now live in a mostly stable state of peace. Outside of the cities and the heavily civilized areas Xenro is a heavily forested and valley filled planet. Some Elnoi live outside the cities, however these populations tend to be a bit more aggressive and tribal. The “hill folk” as they are known by other Elnoi are often a source of trouble for the city dwellers, raiding populated areas or attacking travellers on the road. While the Elnoi deride these groups as savages, they are no less technologically advanced and can prove to be a serious problem in large enough numbers.

Quarets
Before coming into contact with the Elnoi, the Quarets were small time space pirates, wreaking havoc upon their local star system. Their first interaction with the Elnoi was an attempt to raid one of the Elnoi’s scouting ships. This proved to be a big mistake as soon the full might of the Collective navy was upon the Quarets. They were quickly assimilated and found great benefits in the Collective. With their new technology the Quarets assembled a fearsome fleet of destroyers and dreadnaughts and in the war against the humans the Quarets made up the bulk of the Collective’s fighting force. Because of this their relationship with humans is very poor. Humans refer to Quarets derogatorily as “quadrats”.

Quaret society is structured around a simplistic survival of the fittest mindset. There is little government among Quarets and what government there is is organized locally and usually manifests as little more than tribal rule. Despite the reputation, the Quarets are not an entirely savage race but there is some truth to what others believe about them. It is not uncommon for Quarets to engage in slavery and organized crime and some see them as a black mark on the Collective’s reputation. However not all Quarets accept this lifestyle, in fact there are Quaret colonies that reject the might makes right mentality and have attempted to create more peaceful and equal societies. Major colonized systems include Yorst, Remer, Quarax, and Domina.

Little is known of the home planet of the Quarets, largely because most Quarets have abandoned it in favor of lives of piracy or space exploration. Most Quarets alive now likely have never been to Quaxial but have none the less heard stories of it. Quaxial was once a bountiful place but has been scarred deeply by war and violence. Much of the landscape is marred with nuclear waste and bomb craters. There still are Quaret settlements on the planet however and those there are said to be particularly tough and battle hardened given the conditions they live in.

Therians
The Therians were the first race that the Elnoi stumbled upon and culturally they could not be more different than the Elnoi. The Therians are a highly social and religious civilization. Therians are famous for convoluted democratic processes, debates, and art. Their religion, known as the Way of Stars, preaches that stars are in fact the remains of a great creator that sacrificed its life so that new life could take shape and that one day the stars will explode and envelop the universe in their energy, creating paradise for all. The Therians are known to send missionaries to other planets, trying to convert other races to their beliefs. When the Elnoi came in contact with the Therians, they at first clashed because of their differences but soon found mutual partnership. The Therians offered persuasive speakers and talented spies and administrators while the Elnoi offered soldiers and advanced technology. This does not mean however that there is no tension between the two. The Therians believe that artificial intelligence is an insult to their creator and such it is highly prohibited within their society. Prominent systems colonized by Therians include Reclamation, Salvation, and Theraten.

The home of the Therians may seem primitive to an outside observer, but it is a mistake to assume because they lack the latest technology that their cities are mere hovels. The Therians have built complex civilizations in many diverse environments on Jako. They have carved whole neighborhoods into forests, build complex mines in the mountains, and even a small city at the base of a volcano. The most noticeable features of Jako are the massive temples and monuments that the Therians have built for their god.

Noxial
When the Elnoi landed on the planet Toronoka, they never expected a race like the Noxial. Massive squid like creatures with tough skin, regenerative abilities, and unmatched strength, the Noxial scared even elite Elnoi shock troopers. Luckily for the Elnoi, the Noxial had no interest in fighting them. Despite their monstrous appearance, Noxial society is sophisticated and cultured. They live under a strict moral code that preaches honor and loyalty above all. Do not be mistaken however, the Noxial make terrifying warriors and one of the few things that prevents them from conquering the galaxy outright is their slow rate of birth. To preserve their population, fighting is strictly regulated, and Noxial military are trained to use tactics to overcome superior numbers. The Noxial’s only colonized star system is Koronic.

An old joke among the Elnoi military goes as follows, “The only thing that looks stranger or more intimidating than the squidfolk is the black hole that spawned them.” Toronoka is an unusually dark and cavernous planet. It has vast oceans and based on the caverns and mountains that exist across the landscape, much more of the planet was likely at one time underwater. Toro, the Noxial’s main city is seemingly built out of a giant crater that was created by unknown circumstances. The Noxal have few cities and settlements given their low numbers. It is rare for a Noxial to have more than one child during its lifetime due to common infertility as well as the excruciating and sometimes life threatening process that results in birth.
  • 2025 - On a routine exploration of Mars, a strange living organism was discovered and returned to Earth. It was given the code name Tharsisite.
  • 2027 - Colonization of Mars begins with UN led collaborative effort.
  • 2035 - The first sustainable colony on Mars begins, UN takes command to prevent infighting.
  • 2036 - Inspired by conserative religious factions, as well as anti-technology extremists such as Ted Kaczynski, the “Humanity Party” forms in the United States, making waves for their endorsement of Kaczynski’s anti technology beliefs and actions against the rise of Tharsisites.
  • 2037 - Increasing national disputes over space lead to the UN to take control of all space related activities while leaving individual nations with autonomy on earth.
  • 2055 - Sol System fully colonized by humans, self sustaining colonies on Mars and Venus were followed by Europa, Io, Titan, and Umbriel.
  • 2060 - The First Mars Rebellion occurs, after a year of fighting the rebellion is defeated. Earth retakes direct control of the colony.
  • 2075 - Humans make first contact with alien life, the Neirel.
  • 2080 - The Sol Confederation is formed as part of an alliance between the Neirel and Humanity.
  • 2110 - After 10 years of fighting the Acux and Sol forces sign a peace treaty, bringing the Acux into the folds of the Confederation.
  • 2125 - Humans land on Isgral and drive out the Haroach, bringing the Sigal under the yoke of the Sol Confederation.
  • 2140 - Humans make contact with the Elnoi, conflict breaks out and soon becomes all out war between the Confederation and the Collective.
  • 2141 - Humans suffer three major losses in the Hera Nebula, being forced to abandon the system entirely.
  • 2142 - The Battle of Earth. Earth is directly attacked by an alien race for the first time as the Elnoi attempt to win the war quickly. They are repelled after two weeks of fighting. In the wake of the battle, the UN declares a state of emergency and takes direct control of all Earth governments.
  • 2146 - At the battle of Alpha 3 the human space armada achieves a much needed victory against the Elnoi, breaking a siege and forcing Elnoi out of Alpha Centauri.
  • 2150 - Humans ramp up their genetic engineering projects and begin producing hybrids for military purposes in what would become known as the Genome Expansion Project.
  • 2151 - Humans have begun to turn the tide and have established footholds throughout the Elnoi system of Tigra. Fighting continues there throughout the year.
  • 2153 - The Confederation and the Collective sign the Milky Way Accords, which finally bring an end to the decade and a half of fighting. An unofficial cold war begins between the two.
  • 2155 - The UN declares itself the United Earth Government, and officially takes control of the planet Earth and the governance of humanity in space.
  • 2172 - Both factions begin fighting over a newly discovered life-bearing planet, nearly driving the local species, the Ago, into extinction.
  • 2180 - Fighting on the outer reaches of both the Confederation and the Collective begins to break out. Months later, rebels take the system of Andias away from the Confederation and rename it Pirate’s Bay. The Twenty Years’ War officially begins.
  • 2191 - With chaos enveloping the outer systems, the once rebellious Mars takes up arms for a second time, except this time other planets and moons such as Titan and Mercury join in, resulting in the Sol Rebellion that saw Earth besieged for nearly three years.
  • 2194 - The siege of Earth is broken, and the rebellions across Sol are pacified.
  • 2195 - The Confederation and the Collective begin officially cooperating for the first time ever in an attempt to return order to the galaxy.
  • 2200 - The two factions manage to pacify all but 12 systems which they begrudgingly recognize as independent. The Abyss is officially born.
  • 2209 - A series of asteroids devastate the Outer Reach, forcing many colonists there to flee to other systems.
  • 2220 - Promethean Nationalists attack the human embassy on Prometheia, nearly blowing up the building before narrowly being thwarted.
  • 2222 - Raiders from Pirate’s Bay attack the Promethean colony of Aretha, Confederation forces repel them and save the colony.
  • 2224 - A criminal organization known as “The New Age” begins to make waves across the Abyss, selling illegal genetic technology.
  • 2225 - The Confederation and the Collective hold secret negotiations to form a joint military operation known as Project Peacekeeper. Together they would form military units to be stationed across the galaxy to protect the collective interests of the two organizations.
This section is for quick reference on other aspects of the world and the roleplay.

What is the technology of the setting like?
This is a rather broad question that is not easy to sum up. The short answer is that the main civilizations of the setting are capable of feats such as FTL travel, large-scale terraforming, limited generation of wormholes for travel and construction of free-floating space cities capable of supporting several thousands of inhabitants, with the associated technologies that come with it (generation of an artificial atmosphere and gravity, for example); yet incapable of feats such as construction of megastructures (dyson spheres, artificial planets), unlimited wormhole generation and massively FTL travel.

The slightly longer answer is to look at the technologies available in various areas to give a better idea of what can and cannot be done in the setting.

Weaponry
Weapons in the Milky Way are quite varied depending on the scale, the specific situation, and the budget involved. Starting at the personal level, classic ballistic weapons are still widely used in the human sphere of influence - they won't get through half decent armor, but they are cheap, easy to use, and have improved over the years, plus they're on less effective on flesh and bone than they previously were. Higher calibers are available for pistols due to improvements in anti-recoil mechanisms, and explosive, electrocharged and nitrogen rounds are relatively common. Alternatives to gunpowder as a means of propulsion also lend a greater punch to guns that operate with conventional lead ammunition. There is also a fondness for melee weapons such as knives and swords among criminals and combat enthusiasts, with exotic alloys and high-frequency vibration technology giving them an edge. In the Elnoi sphere meanwhile, plasma weapons powered by energy cores and gas cartridges are far more common, with metal weapons being considered primitive and unsightly. Thugs and assassins tend towards miniature, short-range plasma devices or electroshock weapons in place of the conventional melee weapons used in the human sphere.

Of course, with technology as advanced as it is, coupled with the sometimes divergent technological paths taken by different civilizations and the needs and creative capabilities of people living on the fringes of civilized space, it is often possible to find artifacts that diverge significantly from the norm. Sonic weapons, long-range neural stimulation devices, experimental gravity weapons and more are all available for those dedicated to finding them.

On the military level, infantry weapons tend to follow the same principles outlined above, but on a larger scale. Rifles that deliver explosive payloads or coat the target in acid, long-range plasma weapons with a greatly increased energy output, EMP grenades, rocket launchers with self-directing missiles and more. Machines of war use traditional ordnance in combination with directed energy weapons, with the latter being more popular in the void of space due to their reliability as well as the fact that stacks of missiles take more space than the energy cores it takes to power a laser battery. Intraplanetary warfare meanwhile relies more heavily on explosives and other accelerated projectiles due to the fact that directed energy weapons can be heavily impaired by atmospheric conditions. Nuclear weapons, though no longer as feared as in humanity's past, are still widely used. On the truly large scale of warfare, both the Confederation and the Collective possess the technology to create orbital bombardment stations, kinetic and energy-powered alike, delivered into orbit by carrier ships designed specifically for such a purpose. However, both factions heavily limit the spread of this technology and carefully monitor its use.

Armor/Defense
For both armor plating in vehicles and armor suits designed for shock troops and other special units, various metallic alloys are the material of choice over ceramics (in the case of vehicles) and fibers (in the case of infantry). Earthly metals such as tungsten, platinum and palladium have become relatively commonplace throughout both Confederation and Collective space, alongside new ones such as silonium and hescilite, making modern alloy plates lighter, stronger and more resistant to abrupt changes in temperature. The truly elite have access to Indomitus Class Combat Suits or ICS, which combine superalloys with cutting edge cybernetics, energy field projectors and other technologies, resulting in suits of armor capable of resisting the most exteme conditions and augmenting the wearer's physical capabilities far beyond their limits to create perfect killing machines.

Energy field projectors, more commonly known as shields, are another important defensive technology developed in the 22nd century. They are less ubiquitous than metallic armor, but no less effective, and possess a key advantage: while superalloy-based armor can be overwhelmed with enough firepower from directed energy weapons, shields are nigh impervious to them, making other types of weapons necessary to penetrate them. For this reason, though they are not as commonly available, shields are incorporated in ICS, battleships and the like. Major cities in important planets, such as Hestia in Prometheia, or Toro in Toronoka, are equipped with massive energy field projectors to protect them in the case of a siege or the arrival of an orbital bombardment station.

Of course, in the end armor is almost as varied as weaponry, and more or less evenly matched in most regards. Though metal is generally preferred, fiber vests are still widely used by scared civilians, private security specialists in urban areas, and common criminals, as they offer a basic and extremely lightweight layer of protection that can save their lives in a pinch. Ceramic-based armor is less common and practically unheard of for individuals, though it is sometimes used for lightly armored vehicles used in planetside combat.

Vehicles/Transport
Intraplanetary transport is fairly standarized in some regards, and highly varied in others. Vehicles of the hovering variety are standard fare throughout the galaxy, a common sight in most cities across both Confederation and Collective space. Advanced magnetic railway systems are a popular method of transport in human-dominated areas, while Elnoi prefer to travel long distances on exotic aircraft that bear little resemblance to Earth designs. Other than that, however, there is little in the way of rules. Acux use the beasts of Firos as a means of rapid transport, while Noxial have developed an extensive and elaborate ferry system on Toronoka to travel between settlements.

In the void of space, things become a lot more uniform. Every species in the galaxy has their own approach to building spacecraft, but all of them operate with roughly the same FTL technology, which allows rapid intrasystem transport and permits one to travel from one star system to another in a reasonable period of time. Ships are equipped with gravitational and atmospheric simulation systems in order to provide an inhabitable environment for crew and passengers. Supplies must be brought on board at regular intervals, however, as the technology to create sustenance and fuel from thin air does not exist. Likewise, hyperspace jump technology does not exist, meaning that despite the availability of FTL engines, traveling from one end of the galaxy to the other is bound to take a long time.

Except if you use a Horizon Gate.

Horizon Gates are large structures built in the void of space - albeit within important star systems in the galaxy - that are equipped with wormhole generators. These structures allow travel between one another thanks to these wormholes, albeit clearance from both sides is required before the connection can be established. These Horizon Gates are heavily defended and their use closely regulated, but they provide an invaluable aid in traveling long distances across the galaxy. They are a heavy investment, but they represent an important part of the galaxy's infrastructure.

Artificial Intelligence
AI are a common sight throughout the Milky Way, though moreso in Collective territories than in Confederation space. Most instances of AI are basic types that manage databases or perform mundane tasks. However, there are also highly advanced AI that are self-aware and self-directing. The Confederation tends to see this type of AI as extremely dangerous and has officially forbidden their use and any kind of research into them. The Collective, sans the Therians, see these AI more favorably. Some of them pilot Elnoi capital ships, others have select administrative positions in the Collective government, and many inhabit their own shells and are recognized as citizens of the Collective.

Elsewhere in the galaxy, however, and especially in the Abyss, AI tend to be used mostly as a source of cheap labor, toiling at the mines and farms while needing no rest or sustenance. It is an especially tragic fate when self-aware AI are captured by raiders from Pirate's Bay, as they are simply sold into slavery.

Medical Technology
Perhaps as a result of the strife that the galaxy has seen between the Human-Elnoi War and the Twenty Years' War, medical technology has made leaps and bounds during the 22nd and 23rd centuries. No amount of technology can bring back a dead man of course, but there are scanners capable of diagnosing all sorts of ailments in seconds and suspension capsules capable of stabilizing even the most grievously wounded individuals. Cryogenic suspension is available to those who request it, as well as anagathic drugs that can slow down aging, for a price. Humans are masters of genetic modification and biotechnology, which has allowed them to develop technologies such as organ cloning for transplants, or regenerative therapy for lost limbs or brain damage, as well as gene therapy to to make individuals stronger and healthier. Elnoi meanwhile have taken the technological route and have developed a wide array of cybernetic prosthetics and implants which can go as far as to augment their abilities and enhance their senses. Full body cloning is possible, with the technology for it existing already, but it is heavily regulated by all governments and only very rarely allowed.

Information and Communications
FTL technology hasn't only benefited colonists and warmongers, but also merchants, spies and scholars all across the galaxy, as a byproduct of its discovery was the development of a quick and widespread method of communication. Special relay stations were designed with heavily modified FTL technology, which would compress and accelerate signals across space to the desired destination, where they would be decompressed and decodified. A comprehensive network of such relay stations was built all across the galaxy, allowing for rapid communication across large distances. Intrasystem communications are near-instantaneous, with the longest delays taking a few minutes, while intersystem communications take slightly longer, with the process usually completed within the day. Even sending a message from one end of the galaxy to another is a matter of just a few days, and devices for sending and receiving this information to and from relay stations are ubiquitous.

Information technologies have progressed quite a bit as well. Computer databases are more powerful than ever and are frequently used as an aid by regional administrators, even in areas where artificial intelligences aren't trusted. An assortment of scanners exist that can analyze organic and inorganic matter in a matter of seconds and throw out a wide array of readings and results, though trained operators are often required to interpret them. Such technology has even been incorporated in prosthetic eyes by certain Elnoi.


What will the characters be doing in the story?
This is intended to be an open world adventure centering around the planet and colony of Mars. Central to the story will be the joint Confederation and Collective military unit that is a part of Project Peacekeeper. The Red Guard, as they are often referred to by the locals, will operate out of Fort Rawlings in the city of Olympia and are charged with preserving political and social stability in the colony. Operation Peacekeeper is a somewhat clandestine operation, mainly because it is not universally popular among either faction. While it is far from a secret, the peacekeeping units operate with a great deal of leeway and discretion. With how spread thin both galactic militaries are, the commander of Fort Rawlings has been allowed to recruit all sorts, military or not, as long as they have relevant skills in order to serve in the Red Guard. While we strongly encourage participation with the Red Guard and the storylines that we will create on Mars, players are free to create stories and expand on the lore as presented however they want.

Fort Rawlings is a somewhat old, but serviceable fort on the outskirts of Olympia’s School District. The fort saw plenty of combat during both of the colonial rebellions and is somewhat of a historic site for Mars. Before Operation Red Guard, the fort was out of commission but has now been fitted with the best equipment and defense systems the Confederation could afford to give it. Along with turrets and guard towers, the Fort is equipped with a virtual intelligence defense system courtesy of the Collective that can deploy attack drones when necessary. The fort is fully equipped with a barracks, mess hall, recreation room, commander’s quarters, armory, and anything else you might expect to see on a military base. The fort is also home to a number of vehicles that are at the Red Guard’s disposal.

Sol & Mars

Earth
In the 23rd Century Earth is both very much the planet we know and nothing like it at all. The discovery of the Tharsisite has radically changed the technological capabilities of humans but their nature has stayed roughly the same. With enhanced power humans have achieved both great feats and committed great crimes. Earth now sits at the center of an empire that spans dozens of systems and with the Tharsisite has overcome much of its ecological and environmental crises even as populations and cities continue to expand. Earth is now ruled by an international government called the United Earth Government which acts as Earth’s representative in the Sol Confederation. Geographical boundaries are now largely meaningless thanks to the great advancements in air travel and high speed rails. New York City and Tokyo stand above the rest as the most influential and dominant cities on the planet. In New York City you can find a great deal of culture wonders from the ever exciting Battle Ball matches, holographic movie theatres, VR adventure parks and much more.

Mercury
Mercury is largely an industrial colony, whose population is made up of miners and other working class types. The terraforming of Mercury was an incredible scientific feat but it doesn’t stop Mercury from being a somewhat hostile place to live. Its largest city is New Thebes. Mercury played a prominent role in the Sol Rebellion as their worker strikes brought Earth’s supply chains screeching to a halt in the early phase of the war.

Venus
Venus has become a quiet and prosperous colony, and is considered a popular vacation spot across the system and even the galaxy. Venus has been fitted with an artificial atmosphere that is able to sustain flowing lakes and beaches that are quite popular destinations. Venus’ relationship with Earth is better than most other colonies and because of this Venus has far more political and social freedom and even possesses its own military force.

Jupiter Moon System
Known bitterly by many as the Traitor System, individually the Jupiter Moons are nothing special, as they are smaller than most other colonies, however with their combined resources and efforts they have become a thriving colonial system. Each Moon specializes in a different aspect of industry or commerce, with Europa focused on exporting metals and gases, Io being a port colony known for its trade, Callisto focuses on food production, and Ganymede is the capital of the system, home to large residential neighborhoods as well as a number of well regarded academies and corporations. Despite their help in ending the Sol Rebellion, the Jupiter system was not granted the privileges they expected, and resentment towards Earth has started to rekindle.

Titan
The central hub of the outer system, Titan is both a military choke point for the rest of the
Sol system and an important travel and economic destination as it is the home of the Sol System’s horizon gate. Titan’s capital city is Atlas, which is actually a floating city held above the moon’s surface by terraformed platforms built out of an asteroid that broke apart in Titan’s orbit. Atlas is a sprawling metropolis where many go to seek out fame and fortune.

Umbriel
A smaller colony orbiting Uranus, Umbriel is home to a number of non human colonies who have decided to settle within Earth’s home system. Umbriel is a fairly quiet place, with its most notable feature being the fact that it is the home of a strange crystal known as Drameane, which can be crushed into a powder-like substance that has addictive qualities.
Excerpts from “A Brief History of Mars”

From a galactic perspective, there really was never anything particularly interesting or impressive about Mars. it is a small, rocky planet, dotted with massive volcanoes that presented an unfriendly prospect for settlers. However, upon the discovery of the Tharsisite in 2025, humanity’s interest in Mars drastically increased. Mars exploration missions received funding and support from every world government and major corporation and within a matter of a decade, a small human colony had been established on the planet.

The early days of living on Mars were perilous to say the least. The world needed to be built nearly from scratch and humanity had no previous experience doing that. Human teams worked tirelessly to change both the surface and the atmosphere until crops could be grown, artificial water sources were created, and the air was breathable. By 2045, the city of Olympia had become a thriving community that served as the center of the Mars colony. However, things were far from perfect within the colony. The expeditions and building projects had been a messy assortment of government and corporate investment and while the UN had done their best to govern the project, disputes and desires for control of the extremely lucrative Tharsisite market threatened to spark violence.

Because of this the UN decided it was necessary to establish a formal government. It was in that year 2045 that the Mars Colonial Charter was established. It created the Mars Colonial Government which answered directly to the United Nations Committee for Space Exploration. For about a decade Mars saw unprecedented growth as it built more cities and its population boomed. By 2060, humanity had colonized the far reaches of the Sol System thanks to FTL travel and even began expanding beyond its own solar system. Mars was at the center of this exploration thanks to the Tharsisite and its economic production was beginning to rival that of Earth’s.

However, the humans of Mars were not all happy. They were taxed heavily to fund the exploration efforts and many locals were locked out of lucrative native resources that were dominated by Earth based corporations. Their government was nothing but a puppet to the increasingly powerful United Nations. Martian colonists grew more and more resentful and as their peaceful protests and demands for proper representation and rights were ignored, extremists began plotting insurrection.

At first, resistance was scattered amongst small isolated groups who would engage in minor displays of terror such as attacking government outposts or UN recruitment centers. By 2061 however, the rebels had consolidated under the leadership of Raymond Hunt and the Free People of Mars. The FPM released a manifesto demanding autonomy and access to a democratically elected government. Their demands were unsurprisingly refused and soon Hunt and the FPM organized a militia to force the UN troops off of Mars.

While many supported the rebels, there were others who saw the UN’s present as comforting rather than oppressive. If they fought Earth they would be left to fend for themselves in space. Besides, many of them still had family on Earth. Not only did the rebels have to deal with a lack of resources and divided loyalties, but the UN used this conflict as a reason to deploy their highly experimental new division, the Titans. They were an elite unit of Tharsisite enhanced soldiers, who at this point were second generation users with powerful abilities. These shock troopers led the UN forces on the front lines against Hunt and his militia who largely deployed hit and run guerilla tactics.

The war lasted three years, until the FPM were cornered in the small town of Arcadia. In one final battle, Hunt was killed in a controversial bombing of the town by UN forces. With their leader dead, the Free People scattered and their rebellion was over. With the war over, Mars began to rebuild under the UN’s increasingly direct guidance and continued to grow in terms of economic influence and size. Mars was a substantial contributor in the war with the Elnoi, with the Martian 2nd Fleet winning a momentous victory at Alpha 3. The leader of the Fleet, Admiral Rebecca Rawlings, became a universally renowned figure and source of pride for the colony.

After the war concluded, the newly formed United Earth Government and their Genome Expansion Project took a particular interest in Mars and the vast Tharsisite farms that dotted its landscape. Despite Mars’ importance, the people of the colony were still considered second class citizens and a rogue GEP division began engaging in unethical experiments in their attempt to create a genetically engineered super soldier, using Mars as their base of operations. Working with local gangs and pirates, children both on Mars and across the Sol colonies were disappearing. Of course the colonists were alarmed by this, and greatly angered by the Earth government’s seeming indifference to this situation.

As fear and tension grew across the colonies so did a sentiment of xenophobia. The Sol colonies since the founding of the Confederation and the war with the Elnoi had become increasingly diverse, and while this had a number of economic and social benefits for the colonies, many humans were still distrustful of alien races. The disappearances created a perfect opportunity for these xenophobic sentiments to grow which led to further disapproval of the Earth Government and the Confederation.

On Mars, two major factions in the colonies’ underground were vying for control of the anti-Earth movement. The first was the Soldiers of Adam, a militant offshoot of the radical Humanity Party that had its roots on earth. The soldiers were a firmly pro-human and anti-Tharsisite organization. They sought to purge Mars of genetic manipulation and eventually attack the Earth government and create a new government based on traditional religious principles that had fallen out of favor with the public.

Their rivals were a group that considered themselves the successors of Raymond Hunt and the Free People of Mars. However, this group believed that Hunt failed because he tried to take on the Earth government alone. Instead they called themselves the Free People of Sol and sought to unite the entire system against the UEG. The Free People’s politics were far more moderate than the Soldiers yet in the early days their tactics were equally as violent and underhanded as the two fought for control of the colonies’ criminal underground.

It seemed unlikely that either group would ever pose a serious threat to earth, until there was a coup within the Free People and a group of idealist rebels took over the organization. This charismatic group led by a mysterious young man known only as Remus quickly sought to legitimize itself and after cooperating with local militias to break apart the Soldiers of Adam, they began seeking out help across the solar system. They gained popularity and notoriety by attacking GEP outposts and exposing their heinous experiments. This drove many to their cause and soon the Council of Sol was formed with representatives from every planet and colony.

The rebellion was still in its infancy at this point, and trouble was brewing in the outer reaches of the galaxy. Having already defeated such a rebellion in the past, the Confederation was not particularly worried and sent the small and fairly inexperienced Earth 4th Company under the command of General Helen Faust. Faust landed her army on Mars, hoping to crush the rebellion at its center. However, the newly formed Army of Sol anticipated this, and so while they stationed a small army on the ground on Mars to keep Faust’s attention, their fleet of commandeered space crafts attacked the Confederation fleet orbiting Mars. The rebels were outnumbered, but their crafts were smaller and their pilots were almost all Confederation veterans. They outmaneuvered the larger and less experienced crews and soon the entire fleet was in disarray and scattered. With her fleet crushed and reinforcements for the rebels flooding in from across the galaxy, Faust had no choice but to surrender. This marked the official beginning of the Sol Rebellion.

The war itself was brutal and spanned multiple years as war spread across the rest of the galaxy as well. With the Confederation spread so thin, the Army of Sol had an early advantage and even managed to besiege Earth itself. However the siege became a standstill, with large gaps between fighting and minimal progress being made by either side. Seeing the war drag on and the Confederation slowly consolidating and reorganizing, some among the rebels began to lose hope in their cause. Fearing Earth retribution, the rebel leaders of the Jupiter Moon System sold out their allies to the Earth government and that spelled the beginning of the end for the rebellion. The war was finally ended when Sol forces on earth were surrounded and forced to surrender. With no hope for victory, the colonies surrendered one by one and the war came to an end.

Since then Mars has experienced an uneasy peace. While the colony was largely untouched during the Sol Rebellion, it faced harsh penalties for its leading role in the war and experienced a period of very limited economic and political freedom. However things have improved over the last fifteen years and Mars has largely returned to its status as an important colony in the system. Still many unresolved issues remain, such as rampant inequality and mistreatment of colonists. While there has been a long period of peace, it is unlikely Mars has lost its taste for conflict.
Provided by Mars Corps’ Virtual Assistant, Marsbot

Welcome to Mars! We at Mars Corp are excited to welcome you to our wonderful colony. Today I’m going to be introducing you to the local areas so that you can have the best experience possible. First let me introduce Mars Corps, we are the proud Corporate stewards of Mars who, in collaboration with the Mars Colonial government, do our best to ensure the safety and happiness of the people of Mars. We produce ships, mining equipment, military grade weapons, genetically modified foods and so much more to help our colony thrive. Most importantly however is our Tharsisite division which focuses on unlocking the genetic secrets that will propel us into the future! Now without further ado, time to introduce you to Mars!

Mars’ Capital city is Olympia, it is truly a marvel of human engineering and rivals many cities on Earth itself. There are other cities and populous settlements on Mars such as Armstrong City, Muskiva, and New Austin, but none compare to Olympia. Olympia breaks down into four districts, the Peak, the School District, Terrestria, and Red Town.

The Peak is the height of Martian living, it is the home to beautiful residential neighborhoods and an exciting downtown area with plenty of clubs, museums, monuments and other great attractions. This is also home to everyone’s favorite Grav Ball team, the Fighting Martians! Grav Ball for the uninitiated is an extremely popular sport based on an old Earth sport known as Lacrosse. It was greatly improved by decreasing the gravity in the arena and adding rocket boosters to the players’ equipment. The Peak is where every ambitious young Martian seeks to be.

The School District is named after its most prominent attraction, Tharsis Academy, which trains a new generation of Tharsisite users to responsibly use their powers. The Tharsis Academy is renowned across the galaxy as producing some of the more powerful warriors as well as talented scientists and pilots. The School District is home to plenty of businesses and suburban communities as well, while not as luxurious as the Peak, the School District has plenty to offer its residents.

There’s also Terrestria, which is known for being the home of many different non-human races. Many formed their own neighborhoods but there is plenty of intermingling in this cosmopolitan part of the city.

Finally we have Red Town and well… while I am sure there are plenty of hard working and upstanding citizens in Red Town I cannot recommend lingering there too long. Red Town is home to a number of gangs and criminal organizations that feed off the poor and disenfranchised. Living conditions are generally suboptimal as many of the lower class workers of the city live in this area. However within Red Town, the Cliffs is known as a somewhat upstanding neighborhood where the better off live.
Provided by an anonymous space pirate



The Sons of Mars
These tough bastards are the muscle in Red Town. They are mostly made up of 3rd and 4th generation humans, who see Mars as theirs. Seen as a starter gang for the young and ambitious, the Reds' retention rate is as low as their literacy rate. Their leader is Sky McCann. He is a Tharsisite user with a temper, so don’t piss him off.

The Modulator
The biggest club in Red Town. The name is some joke from an old ass Earth cartoon. I may not get the joke, but everyone knows the Modulator is the place to go if you have business in Red Town. It’s run by Maud. Maud might not look like much but don’t let her age fool you, she runs most of the illegal trade on Mars. If you need something without questions asked, she is the one to go to.

The Pitts
This place is really underground. I mean literally, it's located in some subterranean caverns outside of Olympia. The Pitts is a bar, a gladiator arena, and a garbage dump all wrapped into one. Whether you're there for business or pleasure I recommend going armed.

Mars Colonial Government
Heh, puppets, all of them. They dance the dance that Earth tells them to. Their police force won’t bother you too much unless you fall in with any of those extremist folks.

Soldiers of Adam
Speaking of extremists check out these fucking loonies eh? I thought these guys died out decades ago but they crawled out of the gutter a few years ago. They don’t do much but pump their chests and harass the occasional non-human, but they’ve gotten more aggressive lately. Nut jobs and guns are not a good combination.

The New Age
These folks aren’t local, but they arrived on Mars last year and have been trouble for the local gangs since. They’re obsessed with creating some kind of super human, sounds like the type that would fit in with the GEP. Don’t really know much about them other than their tendency to target Tharsisites.

The Free Mars Caucus
You’ve probably seen these folks handing out flyers and holding up signs outside of government buildings. Old Raymond Hunt is probably rolling in his grave seeing these limp noodles carrying on his cause. The caucus ain’t fighters, they’re just activists and agitators. Things occasionally turn violent at their protests, but they’ve got no teeth so far.

Libra Mars
Now these folks might do old Raymond proud. They’re a shadowy bunch, and damn near impossible to find if they don’t want to be. Best clue I have is an old abandoned GEP base outside New Austin. These folks seem like a strange mix between a gang and a militia. They don’t do much in the open outside the occasional bombing of a colonial government building or an attack on slavers operating outside the city, but they definitely make some people think twice before walking the streets of Red Town at night.

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Zarkenis Ultima
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Posts: 43662
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Democratic Socialists

Postby Zarkenis Ultima » Thu Jun 10, 2021 4:20 pm

Last edited by Zarkenis Ultima on Tue Jun 29, 2021 10:04 pm, edited 2 times in total.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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Galnius
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Democratic Socialists

Postby Galnius » Thu Jun 10, 2021 6:22 pm

Now that i have the time to not fall massively behind, i shall throw my hat in the ring. Best boi shall return! And cyber chick.
I've read your Sig! I've read your soul

Before you complain, remember, Kangaroos can't hop backwards. Really makes your problems seem small don't it.

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Tomia
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New York Times Democracy

Postby Tomia » Thu Jun 10, 2021 6:33 pm

Galnius wrote:Now that i have the time to not fall massively behind, i shall throw my hat in the ring. Best boi shall return! And cyber chick.

Hey Gal! Glad to hear!

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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu Jun 10, 2021 7:01 pm

Name: Kira Mathers
Species: Human
Gender: Female
Age: 26
Appearance: Kira
Occupation: Commander of the Red Guard
Abilities: Kira is a trained soldier and has extensive background in both marksmanship and hand to hand combat. However her speciality lies in her Tharasite that gives her the ability to create and manipulate lightening. This powerful Tharasite makes her an offensive juggernaut who is able to inflict high amounts of damage.
Weaknesses: Overuse of her Tharasite can have serious consequences. Not only can her lightening cause damage to her muscles and bones but excessive use risks burning out her very nerve ends and overloading her synapses, resulting in a painful death. Kira’s abilities are better suited for short ranged fights, she is much less a threat to snipers or artillery. Kira’s drug addiction is also a struggle she must resist, drug use has also proven to make her powers less stable and highly volatile.
Bio:
If you saw a scrawny ten year old on the streets of Red Town, no shoes, and clothes that hadn’t been washed in days, your first thought likely wouldn’t be that they would be an elite military officer one day. In more ways than one, Kira Mathers story is improbable. It starts with that very image though, a penniless orphan growing up on the streets of Mars. She was raised primarily by a group of older orphans, who took care of each other as the nomadically traveled through Olympia, passing from shelter to shelter, occasionally taking up residence in an abandoned home until being run off by the police or angry locals. When Kira turned twelve she began running with the Sons of Mars, in hope of finding a way out of poverty through gang life. She also had a deep desire for family, but that would not be something that the Sons would offer her. They had little interest in her, and so they gave her the same initiation task as they had given to many a number of prospectless children who had tried to join their ranks, kill a Confederation soldier, and bring back their helmet.

The task was of course a cruel joke, they had no expectation of it to be completed and yet Kira took the old pistol they gave her and stalked off to find a target. Despite her friends doing their best to talk her out of it, Kira was determined to prove herself. Kira had been in plenty of fights but had never even come particularly close to killing anyone. As she made her way to the local hotel bar where many soldiers frequented, she found herself thinking about what it was like. She was nearly shaking from nerves as she snuck into the bar. It was happy hour and so that task wasn’t too difficult as the local bouncer was too busy and probably drunk himself to even notice her. Her eyes found a man in a Confederation uniform who was stumbling drunk as he headed up to his room. This was her chance. Kira’s grip on the gun hidden under her coat tightened as she snuck through the bar and into the hotel. Soon she was alone with the man in a hallway and the perfect opportunity had presented itself. Or so she thought. Before she could even get the safety off, the gun flew out of her hand and was hovering in the air. Now aimed at her, Kira was certain she was about to die, until she heard the soldier, she had been following start to chuckle. He asked her name and Kira was silent for a while until he brought out a sandwich from his room. Reluctantly she told him her name and that she had been sent to kill a soldier. Impressed with her guts, the man started to take a liking to Kira. It turns out he was no ordinary soldier. He was codename “Atlas” a member of the elite Confederation unit known as the Titans. Atlas saw potential in Kira, and offered her a way off Mars. He would train her to be a Titan, one of the greatest warriors in the galaxy if she survived the process.

Kira did not hesitate.

Her training was not easy, Atlas was not exactly a gentle father figure type. But she was now living on Earth, and he gave her the greatest gift she could possibly imagine, a Tharasite. With it she was granted the ability to create and manipulate lightening but that wasn’t the only skill she possessed. Her rough upbringing gave her a honed survival sense that proved vital in her training. By 17, Atlas officially made her a part of his squad, known as Delta Squad. For the first time, Kira felt she had a place to belong. It wasn’t a happy ever after however, while Kira got along well with her fellow soldiers, she was not well liked among military brass. Many were furious that Atlas had given a Tharasite to Martian street trash. Her skills as a soldier however were undeniable, when she saved multiple of her fellow Titans’ lives during a battle with Quaret pirates. Still, at age 23 she remained without promotion while others around her rose in rank. This made Kira reckless and desperate to prove herself.

She pushed Atlas to have Delta squad accept a mission to rescue the colony of Aretha, that other Titans viewed as a lost cause. The propaganda pamphlets will tell you that Delta squad was motivated by their desire to save their fellow humans and citizens, but in reality Kira wanted to make a name for herself. Atlas eventually relented and the squad dropped onto Aretha, only then realizing the shit storm they had walked into. The colony was crawling with pirates who had the local defense force besieged. Communications were shot, and Delta Squad was forced to emergency land after nearly being shot down by anti air turrets. What followed was a nightmarish siege that lasted four weeks. One by one Kira’s squad-mates were picked off until it was just her and Atlas left. Their only chance of victory was to recover their transport ship and signal for backup, but that ship was now deep in enemy territory. Without any choice the two made the trek behind enemy lines, but Atlas was picked off by a sniper just a few hundred yards away from the ship. With his leg badly damaged, he ordered Kira to go on without him but she refused. Finally he took things out of her hands, telekinetically taking control of her gun and ending his life. Alone and traumatized, Kira forced herself to push on to their ship, where she was finally able to signal for help. The next day, battle raged between the Confederation and the Pirates, with the former prevailing. Kira was deemed a hero by the military, her comrades posthumously honored.

The congratulations and praise only made Kira’s emotional state worse, and she began to seek the comfort of drugs. At her lowest point she considered suicide, but that moment reawakened the survival instinct that had allowed her to survive what would have killed most. Kira turned herself into the Confederation, and after a few months of treatment and psychological evaluations she was once again cleared for active duty. Confederation command was now in a bind, normally heroes would be given prestigious commands but between her Martian background and questionable stability, she was seen as politically untouchable. Then a solution presented itself, Mars. She was a local, and therefore seen as the perfect candidate to lead Operation Red Guard. With that decision made Kira Mathers was assigned to Fort Rawlings in Olympia, and given discretionary funds and skeleton crew and tasked with preserving stability in the colony. Many among the military’s elite snickered at the assignment, much like the gang members who had told her to kill a soldier. Only time will tell whether or not they will continue to find it amusing.

Equipment: Kira carries with her two semi automatic pistols, power armor as shown in photo(equipped with protective energy shield)
Optional
Likes: Swiss chocolate, animals, competition
Dislikes: Being ignored, Being reminded she is from Mars
Notable Experiences:Becoming a Titan, Climbing Mount Everest,
Last edited by Tomia on Thu Jun 10, 2021 7:05 pm, edited 2 times in total.

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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Thu Jun 10, 2021 7:47 pm

Best cat is back! Now with a significantly modified bio to better fit the new premise :P

Name: Monica Lantrix
Species: Human (Genetically altered)
Gender: Female
Age: 25 - Born on 2200
Appearance: 1, 2, 3 - Five feet ten inches tall.
Occupation: Member of the Red Guard
Abilities:
  • Extensive hand-to-hand combat training and experience
  • Stealth combat and infiltration experience
  • Genetically enhanced senses (sight, hearing, smell), strength, agility and reflexes
  • Symbiotic black coral - When she suffers injury, Monica's body produces a black coral that covers the surface of the wound, closing it, and massively enhances cellular regeneration in the affected area. The coral has a rocky texture and is extremely hard, protecting the area from further damage.
  • Tharasite: Nightmare Epiphany - Monica's Tharasite is ancient and powerful, and allows her to coat herself in an unnatural shadowy substance. In addition to making her that much harder to see in dark environments, this substance has the ability to form into solid tendrils and even additional limbs that Monica can control at will. She can also project this substance in short distances - if ingested by another, it causes temporary paralysis.
Weaknesses:
  • No diversity - Monica possesses no skills outside of combat, not even basic ones like cooking.
  • Mistrust - Due to her harsh life and former isolation, she finds it very difficult to open up and place her trust in others.
  • Symbiotic black coral - Though the coral is extremely useful in combat, its generation takes a toll on her metabolism which requires her to increase her intake of calories to compensate. She may suffer from exhaustion if she heals too many injuries in a short time span.
  • Tharasite: Nightmare Epiphany - Though she is able to generate shadow appendages indefinitely, actively controlling more than six at a time will mentally fatigue her. In addition, if they are harmed or destroyed, it will hurt just as much as the real thing.
Bio: Monica was born in the penal colony of Ananke, in the Arcturus system, so named because of the ominous message it sent to criminals all across the galaxy. Normally, a child born in these conditions would become a ward of the state and be shipped out of the penal colony in question, but things were different in Ananke. Many local Confederation officers of the Population Management division, which oversaw penal colonies among other things, were corrupt, and far from being concerned with the law and the well-being of the Confederation's citizens, they were concerned by one thing only - profit. That was why a large network of illegal fighting rings had been set up throughout Ananke, with the prisoners fighting to death for the entertainment and economic benefit of their wardens. With all eyes focused on the Abyss at the conclusion of the Twenty Years' War, no one was interested in looking at the criminal practices taking place in the periphery of the Confederation.

Monica's parents were second generation inmates who had agreed to be experimented upon in hopes of gaining an edge to help them stay alive in the fighting pits, with the result being generic physical augmentation as well as enhanced senses thanks to the splicing of Acux DNA into their genetic makeup. However, integration did not go as smoothly as their wardens had hoped, and these enhancements were unstable at best. Their daughter was different, however. The alien DNA was perfectly integrated into her genetic structure, giving her the abilities her parents had without as many drawbacks. Her mother didn't live to hold her and her father had died months before, so she was taken in by one of the scientists in charge of modifying the inmates, so that he could analyze her and, if possible, further improve her.

And improve her he did. From the tender age of six, she was forced into a strict training regime and thrown into the pits with other children with some regularity in order to test her capabilities and her development. She lashed out at the others with the same brutality with which the world had treated her, proving herself to be a cut above the other prospective fighters and pleasing her masters. At the same time, further research into her genetic code revealed that she was compatible with a certain species of coral unique to the seas of Ananke, which had been discovered to possess incredible regenerative properties. Without having any say in it, she was subjected to an experimental procedure that combined her DNA with that of the black coral. The result was a combatant that could rapidly recover from any wound.

A myriad of possibilities opened up for Monica's masters, who immediately put her under the care of one of Ananke's top combatants, a swordmaster by the name of Masao, to train her. She was thrown into the fighting pits, this time against real opponents, far older and more experienced than her - and not without augments of their own - and managed to overcome them each time, gaining renown among the corrupt officers and crime lords of the Red Comet Syndicate that watched and bet on the fights. Her swordplay and physical aptitude improved in leaps and bounds, and she soon became one of Ananke's best fighters in spite of her youth, rivaling even her master Masao. This cycle of violence and brutality would continue well into her teenage years.

At the age of sixteen, ten years after the procedure that made her an unstoppable combatant, Monica participated in a mass mutiny organized by rebels from the Abyss who had a bone to pick with the Red Comet Syndicate that backed the corrupt Confederation officers in charge. At exactly solar noon, an army of inmates and brawlers all across the planet turned on their wardens. The result was thousands of deaths between inmates, armed guards, supporting rebels, visiting civilians and administrators of the colony. The incident would be known as one of the bloodiest since the Twenty Years' War. In the end, a battalion of the Confederation' Military Division arrived to quell the uprising, tend to the survivors and investigate the incident.

Monica was captured along with many of the other fighters and extensively interrogated about her involvement in the incident, but it didn't take the Confederation officers to realize that she didn't know anything about who had orchestrated it or why - she was simply fighting for her freedom. What's more, during the course of their investigations it was revealed that Monica, along with many others, had committed no crimes to warrant being shipped off to a penal colony, much less being thrust into the brutal fighting pits concealed under its surface - they were innocents, born in the wrong place and subjected to the whims of the wardens. By all measures, despite her involvement in the bloody mutiny, Monica was a victim in all of this, not a criminal. In a turn of events that surprised her, she was given her freedom by the very same people who had thwarted her attempt at earning it through force.

Her first taste of freedom was... bittersweet. Not being forced to obey the whims of the wardens or participate in the fighting pits every day for someone else's gain was an improvement, for sure, but after a lifetime of being told what to do, she felt... aimless. What's more, the Confederation commander in charge of cleaning up the colony was hesitant to let someone as dangerous as her go, bidding her to stay as a guest in their forward base instead. While she wasn't guilty of any crimes that might've landed her in that hellish place, it would've been too irresponsible of him to simply release a highly skilled and clearly unstable regenerating warrior without ensuring that she was not a threat to the people.

After a few days, she was presented with a choice. One way or the other, she would have to submit to the government's supervision: she could either live under the care of the state until such a time as she was deemed stable enough to adjust to civilian life without becoming a threat to society... or she could take advantage of her ample combat experience and join the Titans, where she would receive an Tharasite, additional combat training and a fairly handsome monthly paycheck in exchange for her services. The decision was not a particularly difficult one, and before the week was over, Monica was on her way to Earth, where the headquarters of the Titans were located, as well as their main training facility.

The next few weeks passed quickly as Monica was subjected to several aptitude tests to determine her combat expertise, where she proved that she was, without a doubt, one of the most skilled Titan prospects in recent history. She was given a powerful Tharasite from their reserves and trained in its use, showing her close combat expertise and also displaying a knack for stealth and infiltration tasks. She was officially in training for several months after that, but by the time she was seventeen, she had been assigned to a Titan squad - Sigma - and began carrying out her orders with ruthless efficiency, proving her worth time and time again. Over the years, she became a renowned figure, and the image of a dreadful sword-wielding demon became feared widely in the Confederation's criminal underworld.

Not all was well in Monica's life, however. Though she was as good a warrior as the Titans could have ever asked for, this did not mean she was a great soldier as well. The brutal conditions of her childhood made her distrustful of her peers, meaning she often preferred to work alone, without backup or supervision, and sometimes her more violent tendencies flared in the middle of an engagement. She had clear problems with authority, sometimes equating her superior officers to the wardens of Ananke, simply ordering her around and throwing her into battle for their personal gain. Her rampant alcoholism and general hedonism didn't help matters either, her sleazy lifestyle painting a generally unfavorable picture of the Titans and the Confederation's Military Division as a whole. As such, Monica remained a glorified foot soldier for the next eight years.

And so, when the opportunity came for her commander to dump her into the Red Guard and forget about her, he did not hesitate.
Equipment:
  • A custom armor suit issued by the Titans. It is lightweight and capable of stopping small arms fire, and is fitted with jet boosters on the boots.
  • Six steel-hescilite alloy Shinzo blades with VibroEdge technology
  • Steel throwing knives, some of which carry an explosive charge.
  • A string necklace adorned with bone and black coral fragments.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
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Tomia
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Postby Tomia » Thu Jun 10, 2021 9:10 pm

Zarkenis Ultima wrote: Monica Lantrix

Accepted!

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Tomia
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New York Times Democracy

Postby Tomia » Fri Jun 11, 2021 6:50 am

Galnius wrote:Now that i have the time to not fall massively behind, i shall throw my hat in the ring. Best boi shall return! And cyber chick.

Got any ideas for cyber chick yet?

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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Fri Jun 11, 2021 1:53 pm

Tomia wrote:
Zarkenis Ultima wrote: Monica Lantrix

Accepted!


Cool :P

I'll see about making a character list once we get a few more apps.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
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Tomia
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New York Times Democracy

Postby Tomia » Fri Jun 11, 2021 7:01 pm

Zarkenis Ultima wrote:
Cool :P

I'll see about making a character list once we get a few more apps.

Thanks!

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Segral
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Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Fri Jun 11, 2021 9:13 pm

Reserved, and will actually try to keep activity up this time around. :p
yea bro idk

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Tomia
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New York Times Democracy

Postby Tomia » Fri Jun 11, 2021 9:53 pm

Segral wrote:Reserved, and will actually try to keep activity up this time around. :p

Good to have you Seg!

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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sat Jun 12, 2021 1:55 pm

Name: Maxisia "Max" Duvilius
Species: Elnoi
Gender: Female
Age: 22
Appearance: Max
Occupation: Wandering Mercenary
Abilities: Max is a technological genius even amongst the Elnoi. She is a mechanical and computer engineering expert and her advanced neural link allows her to directly control and interface with her machine creations.
Weaknesses: Limited physical strength, mechanical left eye, extremely poor reputation amongst the Elnoi
Bio: Max was born the only child of a fairly notable military family. Her parents did their best to raise her as a disciplined soldier, but were foiled at nearly every turn. It wasn't all bad though, because despite her lack of discipline Maxisia had a natural Elnoi taste for technology. Technology was her first love, and for Maxisia she felt most comfortable around computers. By the age of ten she had constructed her first artificial intelligence, that she named "Max". While her parents appreciated her love of electronics they wanted her to begin to apply these talents to her military training, but Maxisia hated that idea. Her dislike for Elnoi traditions made it difficult for her to make friends, and by the age of 15 she spent most of her time with AI of her own creation. Her parents did not take kindly to this as all and sometimes went as far as destroying her creations. At 17 she considered running away from home, but even that possibility was thwarted, when her parents were ambushed in their home by a band of hill folk who had managed to sneak into the capital city. Maxisia was in her room when she heard screaming and loud bangs, and she walked in on her parents' executions. Her peaceful and friendly demeanor vanished, and her machines responded to this. None of them were built for combat, but they were large and well built and they charged the mercenaries with reckless abandon. Soon, the hill folk's blood joined her parents' and Maxisia stood alone in the destroyed home. With nothing left but her machines, Maxisia abandoned her name and began going by Max. She hitched a ride off world with a mercenary band and began refitting her machine companions for combat. This proved extremely effective and soon Max gained enough money to buy a small ship for herself and break off her former mercenary group. She spent the next two years in isolation, only spending time with her machines while amassing both a fortune and a reputation. For a while she reveled in the solititude and the ability to be who she wanted without restrictions, but then a strange feeling began to creep in.

Loneliness.

She loved her machines, but it wasn't the same. As much as she had conflicts with her parents, they were less... predictable. She wanted someone who could grow and learn. Since she had such a terrible time meeting people, she decided instead to make one. Through a great deal of financial investments and shady dealings, Max did something completely sacrilegious to her people, she genetically engineered an Elnoi. His genetic material was based off hers and a few others, and his growth was accelerated so that he appeared around the same age as Max. Finally he was implanted with knowledge and some basic memories in order to allow him to function in society. For the last year Max has been simultaneously avoiding the wrath of the Collective as well as trying to "raise" her new brother who she has named Salious.


Equipment: Her base model robots look like this with minor adjustments for uniqueness/identification. She also has a few special robots for emergencies one of which is this. She also has a ship that she has named Best Friend. She also carries an energy pistol with her, though she has never actually used it.

Optional
Likes: Machines, adventure, human food
Dislikes: People, rules, blood
Notable Experiences: Building her first robot, buying her ship, discovering pizza


Name: Salious "Sal"
Species: Genetically engineered Elnoi
Gender: Male
Age: Technically 2 and a half years, looks mid 20's
Appearance:Sal
Occupation: Mercenary
Abilities: Impressive physical strength, growing skill in both marksmanship and mechanical engineering
Weaknesses: Very little experience, a bit volatile because of his strange circumstance.
Bio: See Max's bio. Sal is currently struggling with finding his barring in the world and because of this his personality can often shift from kind and innocent to volatile and dangerous depending on what environment he is in. He is very loyal to Max as his creator and sees himself as somewhat of a bodyguard for her.
Equipment: automatic energy rifle, plasma sword, various personal items. Small robot companioned named Vex.

Optional
Likes: Their ship, watching fish swim, robots,
Dislikes:Crowds, Humans, Loud Noises
Notable Experiences:
Last edited by Tomia on Sat Jun 12, 2021 1:55 pm, edited 1 time in total.

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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sat Jun 12, 2021 5:33 pm

Tomia wrote:---


Rejected :P
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The Republic of Atria
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Posts: 24507
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Sat Jun 12, 2021 8:33 pm

Slapping a tag here because I'm suddenly inspired thanks to a fun game in Discord.

A number lad will be seeing you all soon maybe ish idk

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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sat Jun 12, 2021 9:05 pm

Zarkenis Ultima wrote:
Tomia wrote:---


Rejected :P

:(


Glad to hear Atria!

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The Republic of Atria
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Posts: 24507
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Sun Jun 13, 2021 11:51 am

Name: Michael Maud
Species: Human
Gender: Male
Age: 26
Appearance: Minus the glasses
Occupation: Lieutenant to Maud/Vagabond
Abilities: Tharasite: Numerical Precision. Michael is as good, if not better, with numbers than high end combat AIs. This allows him truly exceptional prowess with anything that involves them, such as combat both hand to hand and shooting, driving/flying ships, breaking encryptions, stealth, demolition, agility, and his favorite hobby: Cooking. A jack of many trades.
Greatly Enhanced Reflexes: Michael's tharasite takes over a lot of the processing power of his mind, allowing Michael to react at greater than human speeds.
Enhanced Condition: A "mathematically" perfect diet and training regimen has given him a body that any unaugmented person would be jealous of.
Weaknesses: Sight: Michael's power requires a line of sight. His power is far less effective if he's blinded or otherwise unable to see clearly.
Social Situations: Michael's power has a blind spot when it comes to people. Since they're outside what he can figure out with numbers, he tends to be very direct and blunt regardless of context.
Bio: Michael's first memories of childhood were when his colony was raided by pirates known as the Harbingers. His parents quickly found themselves gunned down and Michael himself to be sold as a slave. Unfortunately for the pirates, Michael was far younger than most slavers would take because of no real skills or anything that would make him worth anything. The pirates then figured that they'd just keep him and raise him as one of their own. Michael never forgot or forgave the trauma they inflicted on him, but bode his time while they "taught" him the ways of raiding trading vessels and getting away quickly.

A few years passed and when he entered his early teens, the Harbingers snagged a huge bounty: A shipment of Tharasites. Enough for all of them to get one and still have some leftover to sell. One of them knew a man who could get them all properly applied to their bodies, and they rushed as soon as possible to him and each picked their own. Michael picked one that the rest of the pirates all believed to be a "shitty one" and was made fun of for his choice. Michael was paired with his, and as he awoke, he saw the universe as if his eyes had just opened for the first time. The entire universe ran purely on numbers. Numbers couldn't lie, they were simple fact. Two plus two always equaled four. It took a few days for him to completely adjust to his new way of processing information.

His pirate "buddies" adapted about as quickly. Most opting for more direct, offensive powers, and they all decided to head to Mars to sign up for a group battle in the Pitt to flex their newfound powers. Michael however, saw an opportunity to enact his long awaited revenge. While the ship awaited clearance to land, his tharasite let him sneak to the ship's reactor, which was barely holding together if his tharasite was correct, and it was. Sabotaging it was as simple as pulling out a few vital cords, disabling the coolant, and removing the safety shutdowns. His tharasite told him, down to the millisecond, when the ship would detonate. And it was just enough time for him to take the only escape pod down to the surface of Mars, where he landed not too far outside of the Pitt and just in time to see the thumb sized explosion from the surface.

There was a certain degree of pleasure he derived from it. Maybe the Harbingers had rubbed off on him after all. However, he was now on the surface of Mars with no money, weapons, or anywhere to go. Well. The Pitt offered a fair deal of money to fighters who could win, and he felt confident he could. So he happily signed up and they even let him choose a weapon to "give him a fighting chance." Nothing expensive, just some energy weapons whose batteries were probably worn to hell, a few old fashioned firearms made from wood of all things, but the thing that stood out to him the most was the fancy looking slingshot. It came with a bunch of metal spheres the size of his thumb. Based on old streams he'd watched with the Harbingers, he had a fair idea of what he was up against, and his tharasite was telling him that he had the best chance of not only victory, but putting on a good show as well.

The came his three month long tyrannical rule over the Pitt where he slew almost everyone who came his way with little more than a slingshot some metal slugs, and really, really good math. Ricochet shots that damaged the power core to an Elnoi's fancy power suit, causing it to explode. A special where it was three human criminals who were all slated to be executed for some pretty heinous crimes. He blinded one, shooting out both his eyes, and timing the fisticuffs with the remaining two so they he killed them the instant the first one died of bloodloss. He always made sure to put on a good show for the watchers, and earned several nicknames such as "The Harbinger" "Rico-Chet" and "AAGH, HE SHOT ME IN THE FUCKING EYES!"

Near the end of his tenure, he caught wind of some rumors that the higher ups were planning to rig some matches against him and get him killed. A feeling washed over him that he'd felt once before. Anger. Anger he hadn't felt since he was a child. A deep rooted, pure hatred. His body acted and he wasn't entirely sure he was responsible. But he found the man who helped him get his matches, and he admitted the rumors were true and that he was about to tell him. Michael felt he was telling him the truth, and was more convinced when he gave up the names and location of the people responsible for the decision. A man and a woman, two separate organizers.

He made his way to the closest one as night came around. First was the man. Michael bypassed the lock on his luxury apartment, and woke him up. The man talked down to him, refused to give any information and Michael killed him, used one of the rich man's expensive kitchen knives to remove his head. He then made his way over to the woman, who had slightly better security, but not enough to stop him. She was easier to intimidate than the man was, since she saw that he had cut off the other one's head, and simply told him that she was following orders from some woman named Maud. Michael had heard the name before, and knew he couldn't just go put a slug in her head. But he had a better idea. He killed the woman and took her head as well to go meet Maud.

It took a few days to track her down, but he found her, and managed to meet with her. He was surprised that she called him by name, and was annoyed that he had killed two of her preferred match makers for the Pitt, but then apologized for assuming he was little more than a fanciful brute and offered to let him replace those two since it would be cheaper just to pay him instead, and it wasn't like he needed as much security as they did. He found this agreement to be satisfactory and continued working under her for years. She even encouraged him to take her first name as his last one since he couldn't remember his own. Which he did.

For the most part, he ran her books, and did it exceptionally well. He skimmed what he wanted off the top and still made it look like she was turning record profits quarter after quarter, because she was in part thanks to his assistance. Most of the money went to finding and funding an eccentric doctor to make a perfect clone of him, tharacite and all, though with slightly altered memories. Michael was satisfied working for her, but he was more than a little bored, and craved the action he previously used. Giving Maud a clone of him so he could explore would be nice.
Equipment: A custom "Hard light" pistol that shoots a quick beam of light that bounces off of walls, allowing him to shoot around corners and at awkward angles.
A Slingshot: Nothing truly special about it other than very hardy construction.
Optional
Likes: Cooking, music, an occasional sparring match, exploring. His slingshot,
Dislikes: Liars and traitors.
Notable Experiences: Losing his parents.
Ruling the Pitts' arena for three months
Killing Maud's match makers.
Becoming Maud's favorite lieutenant

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Kaledoria
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Ex-Nation

Postby Kaledoria » Sun Jun 13, 2021 2:56 pm

Name: Galahan de Monet
Species: Sigal/Haroach (Haroach Gene sequences in-vitro grafted onto a Sigal fetus, not the result of interspecies romance)
Gender: Male
Age: 26
Appearance:
Image

Occupation: Formerly Sigal engineering corps, part of the latest recruitment patch of the Red Guard
Abilities:
Feat of strength: Galahan is exceptionally strong even when relaxed but if he is agitated, his muscles provide him with an option of a "burst of strength", surpassing even that for a short time.
Exceptional Vision: The fovea in Galahan's eyes are denser and wider, allowing him to see in greater detail, not only but especially in regards to low-illumination and to spot movement on the edge of his field of vision better. His eyes can also adjust to bright day just fine, the only downside being the speed at which they adjust: Sudden flashes of bright light in darkness will leave him temporary blinded longer as -for example- humans.
Poikilothermal: Galahan can handle a very large range of body temperature. As long as it's not freezing this allows him to "power down", which -in cold climate- makes him fall into a sort of near-hibernation, where his muscles stiffen and even his brain works slower but his slow metabolism preserves energy much better.
Enhanced digestion: Galahan can digest a much wider range of organic compounds and has a higher tolerance to ingested poisons.
Skills:
Tinker: Galahan has a very good, intuitive understanding for technology both of Human and Elnoi origin. His great strength is to repurposed them and fix them in unfavorable circumstances (such as a lack of the correct spare parts).
Frontier soldier: An intense training prepared Galahan for his missions in hostile environments. His first hand experience in this area trained his defensive awareness most of all, as it was limited to small scale engagements with a maximum of twenty combatants on each side and superior initiative was the decisive factor so far. He is no model soldier but one that is able to keep his head down and survive on his own.

Weaknesses:
Dependence: Galahan need a steady supply of insulin and epinephrine to regulate his metabolism. He has an internal blood-monitor and drug dispenser, that can be refilled through a port on the hip. Since the drugs are very cheap, this is more of a logistical and not a financial burden.
Predator aura: Xenogenetics cannot be used to transplant a tail from a Haroach onto a Sigal. There is no "tail" gene. What Xenogenetics does is playing with chemistry and one of those chemical areas is the production of pheromones. While certainly helpful in intimidation back on his home planet, it has left Galahan socially outcast, that he has a certain aura of unease due to producing very Haroach-like pheromones. Since Sigal evolved on the same planet as Haroach, they evolved to notice this far more then any other species but some similar species with similar apex predators on their home-worlds notice the effect to a lesser degree.

Bio: The result of a Human Xenogenetics research station on Isgral, Galahan did not have a last name for most of his life. He was mostly a product, crafted in a vat and studied as a pilot project for potential future Super-Soldier programs to combine the mental abilities of Sigal with the physical prowess of Haroach. Galahan received a very solid private education, both in order to asses his mental capacity and in order to make sure, he could be left unsupervised with the various expensive pieces of equipment of the laboratory. He was a very curious child and even though he did not care, what the equipment did, he was very interested in how they worked.

In 2213, the Sigal government, in a rare act of unlikely autonomous action, spoiled the plans of the Human hegemony. With the new universal rights act, a baseline of humanoid rights for people like Galahan were established, that made further unethical research more legally risky and even though there would have been various possibilities to continue the work within those new ethical laws, the humans decided to drop the financial support for Galahan's project in favor of a similar project on a nearby colonial world that appeared more promising at that time anyway.

Galahan was thus more empowered then before but also kind of lost. At 14, he was already physically more then equivalent to the average Sigal and likewise was as smart - in many areas smarter - then the average adult. He was, however, emotional unprepared for the kind of open hostility and alienation that people reacted with when they saw his somewhat scaly skin. He drifted between jobs and illegal activity for two years until caught during a petty robbery and sentenced to a 6 month youth jail sentence. He reevaluated his goals in life and, after four month, when he was released on probation, he enlisted for service in the military.

The recruiters were impressed by his natural abilities but made it clear from the start, that he was "no officer material". Galahan did not care, he wanted to join a engineering corps as a specialist. Engineers were always in high demand. Two years later, he was send on his first mission off-planet. The 20 years war had seen many battlefields and while, by now, most of them is secure systems had been cleaned up, there were still a large number of battlefields in highly unsave systems, that had not been visited for the 17 years since the end of the war. Galahan and his company had a tough but simple mission: Salvage and technology still usable and cataloger Elnoi technology that is not fixable.

Galahan showed great skill in this kind of mission and even though his fellow soldiers were not keen of serving with him, his superiors realized his aptitude and send him on more mission like this. As the year 2225 came, the number of unexplored and unsalvaged battlefields finally approached Zero and Galahan was supposed to be reassigned. As Galahan knew that Humans were generally less bothered by his appearance, he requested to be transferred to the Confederate military instead, and join Project Peacekeeper on Mars.

Equipment:
- Modular weapon system "Gladius" V3.11: When he got his transfer granted, Galahan spend his accumulated favors in the Sigal military to get assigned a special forces service weapon. The Gladius comes with a suitcase for spare parts, that allow various configurations: There are two scopes, an electronic x4 scope and a x1.65 optical scope. The most important configuration element is the barrel, as the weapon can fit a 7.62 mm barrel for standard infantry weapon uses or an extended 8.6 mm barrel. Likewise the chamber adjusts to cartridges of both diameters, as long as the length is 70 mm.
In the 7.62 mm version, the weapon can be used as automatic assault rifle with relatively low rate of fire and be further supplemented with either an under-barrel grenade launcher or an under-barrel shotgun. In the 8.6 mm version, the weapon can either function as a high powered precision rifle (at single shot) with the same attachments or a bipod for greater precision, or it can be mounted on a tripod with pneumatic spurs and used as an automatic heavy suppression machine gun.
Galahan uses hardened armor-piercing rounds for the main gun, high explosive shrapnel-grenades for large areas or plasma-grenades for highest point-blank destruction or phosphorous incendiary shrapnel for the the shotgun-attachment.
Exchanging the scope or under-barrel attachment takes about 20 seconds each, changing the barrel takes about a minute. Fixing the tripod to the ground can take longer, depending on the material of the ground (firing the heavy suppression machine gun without having it mounted on a firmly affixed tripod or similar firmpoint is not recommendable even for a beast of a man like Galahan). Since the total weight of the entire weapon system is about 20kg, Galahan usually only takes one configuration of it on a mission.

Galahan also carries a bit of more-or-less standard-issue equipment:
- Sidearm (Pistol, 12 shots, chemical propellant; impact-triggered, shaped-charge, micro-explosive projectiles)
- Vibro-cutter (~35 cm blade length)
- Armored Vest with portable personal energy generator

While Galahan had to deliver most of the stuff he found during his previous missions, there were a few trinkets, that, due to organisational complications, fell through the cracks of military bureaucracy and that nobody else wanted to take care of. These are usually highly modified by Galahan himself:
- Protective energy shield
- Grav-shute (far less sophisticated then artificial gravity generators or gravity weapons but based on the same principle, this belt can "fall upwards" when activated. The total lift is depending on the local gravity but limited by the energy throughput. At planets of 1g and below the belt slows down falling far enough to be quite save for Galahan and allow him to jump thrice as high as he normally could. On planets of higher gravity it can still be used to complement conventional parachutes or wingsuits)
- Great Cloak with adaptive camo-pattern display (While not turning the user invisible, this camouflage cloak can change it's color and patter in a similar way to a chameleon or octopus. It has a wide range of pre-programmed patterns and can make up new ones on the fly by observing the surroundings through a small micro-camera that Galahand installed at the neck)
- 3 micro-quad-copter-drones with scouting, surveillance, prospecting and electronic warfare packages (For finding hidden metal structures, IR signatures (body heat), radio-communication, etc..)
- 1 armed-tracked-drone (armed with an automatic slugger gun (500 shots belt-fed, equivalent of .50 cal, 900 RPM) and a flame thrower (~50 meters range, 15 seconds burn time)
- Helmet with heads-up display and Augmented reality holographic controls (plus haptic feetback-gloves) for the...
- Portable mirco-computer with build in telephone (and radio).


Optional
Likes: Pyrotechnics, detective novels, synth-orchestral music, puzzles
Dislikes: Crowded places, Aristocracy
Notable Experiences:
- "Day of Freedom": At age 12, Galahan managed to tinker together an access card duplicator and copy the card of his scientist-handlers and escaped the laboratory. He visited the nearby countryside and was found about one day later, when he was already on his way back.
- "The Heist": After the Hybrid program was shut down Galahan needed to find work and found it with a local gang. On their first big mission, Galahan was given a fake snout and tail and wide, loose robes so that he looked like a Haroach disguised as a normal person. That way he was acting as a distraction at the front of a Beryllium-refinery, while the rest of the gang snug in through the back. Luckily he was not caught on that one.
- "Baptism of Fire": On his very first mission, Galahan was already fired upon by pirates, who had made the side he investigated their new hideout. Two team members of him were severely wounded until they managed to blast the pirates' encampment with indirect fire.
- "Judgment Day": A year later, Galahan was on a secret mission. An Elnoi battleship-wreck drifting aimlessly through space had been discovered. While the entering was of sketchy conformity according to the Confederation/Collective peace deal, the opportunity to find out more about the advanced Elnoi tech was to promising. While the ship was powered down and without atmosphere, as the Sigal engineering company started to salvage workable subsystems, some defensive mechanisms still in place were triggered and automated defense systems attacked them. Half of the away teams were killed. Ultimately, the wreck was fired on with ship weapons until the drones were all disabled, also destroying most of the tech, they had hoped to find on this mission.
- "Personal Hell": The most dangerous mission for Galahan up to date however was one where he was not fired upon. While scavenging on a forest-planet battlefield, their ship in Orbit was attacked by two Abyss Warships and had to flee. The situation was even worse due to the fact, that Galahan was at a totally different location then the rest of his away team. Since it was not supposed to be a very long away mission, he had no spare meds and after about 6 days, his metabolic stabilizers ran out. At first, he felt dizziness, fatigue and some stiffness of body. After about two days, he had rotating symptoms of paralysis cramps, chest pain, seizures and short term fainting. He would have surely died (the doctors estimated about 4-5 hours later) if the relieve fleet had not arrived at that point and rescued him.


Notes (implicit questions ;) ) :
- I assume that Tharasites are rare enough, that alien soldiers in the Confederate military do not usually get one (so it's not unusual that I have none).
- After seeing the example picture for a Sigal I took a DragonAge Qunari (horned) and added some Sci-Fi accessories and a bit of scales for his personal touch. But Google Brain extension informs me, that I might have a DnD Tiefling here. ... I guess, this could have served as a base for the pic, too. :)
Last edited by Kaledoria on Sun Jun 13, 2021 11:47 pm, edited 5 times in total.

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Tomia
Post Marshal
 
Posts: 15708
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sun Jun 13, 2021 3:37 pm

The Republic of Atria wrote: Michael Maud

Accepted!

Kaledoria wrote:Name: Galahan de Monet

Notes (implicit questions ;) ) :
- I assume that Tharasites are rare enough, that alien soldiers in the Confederate military do not usually get one (so it's not unusual that I have none).
- After seeing the example picture for a Sigal I took a DragonAge Qunari (horned) and added some Sci-Fi accessories and a bit of scales for his personal touch. But Google Brain extension informs me, that I might have a DnD Tiefling here. ... I guess, this could have served as a base for the pic, too. :)

Hey this app looks really good! Love the idea of the hybrid, very creative use of the lore. My only slight concern is he seems to have quite a bit of high powered equipment. In particular the rail gun has me a bit worried. Maybe getting rid of it is less necessary than toning it down slightly.

As to answer your question, ya not having a Tharasite is fine and certainly makes sense with your characters background.

As for the image, ya Qunari was smart! Hadn't fully thought about what Haroach look like but this looks like a solid image for a hybrid
Last edited by Tomia on Sun Jun 13, 2021 3:38 pm, edited 1 time in total.

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Segral
Ambassador
 
Posts: 1772
Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Sun Jun 13, 2021 3:42 pm

Name: Errol Wyrick
Species: Noxial
Gender: Male
Age: 55
Appearance:
Image

Occupation: Member of the Red Guard
Abilities:
  • Noxial Physiology: As a Noxial, Errol has been blessed with certain physiological aspects that have made him a brutal force in close range. His skin is incredibly tough and is an extremely poor conductor of electricity, rendering him able to resist most basic human and Elnoi firearms, as well as electroshock and EMP weapons in dry conditions. Even if a weapon is able to pierce his skin, it may not necessarily be effective. He possesses a moderately powerful regenerative factor that allows him to heal extraordinarily quickly, being able to repair minor gashes and burns in anywhere from seconds to a few minutes, recover from damaged organs and limbs in hours, and even reattach an entire limb if it's held up against the joint for twenty-four hours (and regain function again in seventy-two). Don't fail to neglect his offensive capabilities either; when pushed to a reasonable capacity, his incredible strength can be used to lift and throw Sol hovercraft and small boats, an absolutely terrifying sight in combat.

  • Aquatic Warfare: As a man who's served in the field for over 35 years, Errol is no stranger to the art of the combat, particularly combat of the marine variety. When you're training on Toronoka, a planet half-sunk in dark, vast ocean, you really can't be. He is an incredibly powerful, fast swimmer (aided of course by certain squid-like features), and is well-versed in various Collective vehicles used to cross water, including speedboats, ferries, and battle submarines used frequently by the Noxial. He also holds a great deal of knowledge on identifying and neutralizing dangerous aquatic ordinances such as mines.

  • Citizen of the World: Not really an ability per se, but Errol is very well-traveled, having visited many Confederation and Collective star systems alike, as well as multiple systems in the Abyss. He knows the right customs and signs of respect to offer a foreign superior coming in, exactly what that freaky-looking aircraft in the sky is and what it's about to drop, and has at least three or four stories to offer about most major cities. This ability to know Olympia and other Martian colonies like the back of his hands is part of what made him such an attractive prospect for Operation Red Guard.

Weaknesses:
  • Marksmanship: Or lack thereof. While he is an absolute force when it comes to hand-to-hand, Errol is a...shaky marksman at best. His only real weapon for long-range combat is his plasma cannon, which can lead to a lot of collateral damage and tends to eat up ammo cartridges quickly, leaving any real shots few and far between. Once that's gone, provided he hasn't accidentally capsized the nearest building, he's basically a sitting duck.

  • Illness: Errol is currently suffering from a disease known to Noxials as "AXL-001". It is a genetic disorder that causes the Noxial's regenerative cells to become faulty with age and begin to mistakenly attack healthy tissue, much like human autoimmune disorders. Those with it stay healthy in their childhood, but as time goes on, begin to develop scars, limb numbness, weakened motor skills, sensory loss, reduced organ function, and difficulties speaking and swallowing. Eventually, it leads to full organ failure and death. Therapies can manage the symptoms, but in order to remain in the service and avoid the stigma that often comes with the disease, Errol has hidden his illness thus far. Every time he regenerates from an injury, the rate of deterioration is accelerated.

Bio: Errol Wyrick was born in the year 2170, his childhood home the famed Noxial city of Toro. Men and women of the military are rare within Toro due to the strict, harsh codes and laws set on fighting and force by the people, and Noxials are mostly seen as supplementary forces within the greater scope of Collective forces. However, Errol's family was never one to abide by tradition. His parents had served together during the Collective-Confederation War, and were members of the the Third Koronic Fleet, a mainly sea-faring brigade used by the Elnoi to dominate water-borne territory in Sol-controlled planets such as Areius and Prometheia. It was an arena in which Noxials had a distinct advantage, and one in which Errol's passion soon grew. For him, there was no childhood to adulthood, there was only childhood to service, and what a fitting time for it too. The Twenty Years' War had been raging for some time by this point, and the Abyss had already claimed a multitude of Noxials in its bloody chaos. He wasn't an academic, he wasn't an artist, he wasn't a thinker, but he had a mean swing with the axe, probably would've made one hell of a competitive swimmer, and was loyal, honorable, and courageous in the face of mortal danger. He was the perfect man for deployment in a region of space dominated by betrayal, a lack of honor, and total cowardice.

After a lengthy training period, Errol, along with hundreds of other Noxials, was cleared to join Collective Forces in 2190, and was immediately shipped to the inner systems for battle. For three years, he bounced around various Elnoi and Quaret colonies, quashing rebellions and re-establishing basic security in rebel-held colonies. His jurisdiction primarily laid in the waters, with key duties including disrupting illegal flows of dangerous advanced technology, dealing with pirates, and cutting resources off to rebel factions until they were forced to give in. During this time, he was widely recognized as a stand-out soldier for his hand-to-hand prowess, leadership, and tactical instinct, and ended up flying through the ranks of the Collective's Naval forces in just a few years.

It was soon apparent that Errol's skill was needed not in the inner systems, but the outer ones, the area that would soon become the Abyss. The Elnoi were struggling to beat back rebel forces in the area, and needed good tactics to get around colonial populations that knew every bump and dip on a planet's surface. So, on the eve of his third year in the inner systems, Errol was greeted by a promotion and a re-assignment to a submarine fleet bound for a war-torn system known as O'Hara, a fleet that was focused on actively battling aggressive rebel forces as opposed to the casual patrols he was previously making. The work was considerably more grueling, often involving death, gore, and unfortunate civilian casualties, but it was certainly effective. His first missions at O'Hara were unsuccessful, but as he moved on from system to system, slowly being promoted and eventually taking control of major battleships, the successes began to pile in. System after system being brought back under government regulation with his efforts, even missions that were previously thought to be a lost cause. Though, the victories were bittersweet. Thousands of lives were lost, many of them his close acquaintances, and as the war waned on, many star systems remained unconquerable even with the eventual help of Sol forces. For Errol, the last nine months of the war were spent in a brutal campaign on the Acux-dominated Cat's Cradle, one that carried some wins, but eventually culminated in a vicious and decisive loss for Sol-Elnoi forces, resulting in massive bloodshed. It was a major factor in both sides' decision to withdraw from the region that would become with Abyss, and it left Errol with a sense of unfinished business in his life.

Fortunately, he found work soon enough. His high position, clean record, and decent age of 40 made him a prime candidate for a C5-organized force informally known as the Bombardiers. Essentially, they served to curtail the growing black market for advanced weaponry and genetic technology that had spread in the wake of universal bans on the stuff, breaking up bands of pirates and seizing contraband at major border crossings. During this time, Errol had the opportunity to travel to all corners of space, fighting with and alongside countless races and visiting almost every major city the galaxy had to offer, and some minor ones along the way. It was an exciting job, and always fast-paced at that, but being the leader of Bombardier squads often meant that he was being thrown into the very thick of combat in ways that he hadn't previously experienced. As he came closer to the end of his contract, he was spending months at a time recovering from various injuries, and the stress was seemingly taking a toll on his health. So, once his enlistment contract expired in 2215 following a nasty brush on the edges of the Vulcan system, he jumped at the opportunity to take a more easy-going route with his life. He signed a few binding oaths of silence, had a considerable amount of his record inked out, and took the next Horizon Gate back to Toronoka.

The decade that followed were quite peaceful. Errol started a family, collected up all of the books and writings from his travels, and established a decently-sized library in Toro, spending his days writing and taking to the seas for an occasional swim. It was a peaceful life, and one he was enjoying quite a bit, right up until about six months ago. An old C5 superior of his called his number again, requesting a meeting at Xenro. When the time came some weeks later, he found himself in front of several grown men attempting to convince him to relocate to Olympia as part of a new peacekeeping project known as Operation Red Guard. As a Bombardier, Errol had found himself in the red planet multiple times in the past, and knew how to deal with both the city and the Sol Confederation that held it in grasp. His experience and skillset only improved his standing for recruitment. His attitude wasn't quite such an asset. Having grown quite fond of sleeping without a weapon at his side, he was initially reluctant to take the offer, even going as far as to lock himself inside of his ship for six hours during a stalemate in the negotiation process. However, a combination of the Noxial code of honor and the promise of significant financial compensation finally did him in, and soon enough, he found himself packing for the newest adventure in his life; Fort Rawlings.


Equipment:
  • Palladium Alloy Armor: With Noxials, armor made of soft, ductile metal is key. A huge frame and a never-ending web of tentacles make traditional armor difficult to wear, so the more freedom and flexibility, the better. The armor largely covers Errol's head, chest, upper back, shoulders, and limbs, with a lack of coverage around the midriff, neck, and joints. He usually wraps his free tentacles around these areas in order to provide some defense and make it more difficult to land a serious blow there. While this set does leave some unfortunate weak points, it's fairly mobile, can resist basic small-arms fire, and resists most extreme temperatures nicely.

  • Plasma Axe: While most Elnoi prefer the elegance of long-ranged rifles and other plasma and electroshock weapons, Errol has always been fond of close quarters. As a result, his weapon of choice is a double-headed axe with blades entirely composed of hot plasma, created by inserting gas cartridges into the grip and allowing an electro-magnetic device and energy core inside to create stunning blades. The heat and power of the axe makes it a great choice for hacking through any metals, but it will run up against more stiff opposition if it's taken to an energy shield or similar defense mechanism.

  • High-Power Plasma Cannon: What it says on the tin. A military grade plasma cannon, used to mow down small vehicles and swarms from a distance. It's powered in the same fashion as his plasma axe, but tends to take much more gas to fuel, and is only used sparingly as a result. The blasts are fairly large, and tend to make any surrounding areas extremely hot afterwards.

  • Toro Canaries: Three large Toro canaries, black and plump birds often taken in as pets on Toronoka. They have long lifespans, longer than most birds, and have been Errol's major source of comfort since leaving the military.

Optional

Likes: Family, reading, writing, good food, good drink, swimming, boating, piano, and a game of cards before bed. Gambling too.

Dislikes: Insubordinates/mercenaries, breaking the rules, lying (hence a lot of inner turmoil as of late), a bad night's rest, total darkness, losing his bedtime card game, and the Acux. He's willing to put his grudges aside if it's for the greater good, but as a result of his negative interactions with the race, he tends to be very disrespectful of them, often acting somewhat coarse in the process.

Notable Experiences: Receiving his letter of admission into Toronoka's Training Academy, commanding his first ship during the Quarax Siege, and of course, his Zetal, a Noxial ceremony that roughly translates to "day of union" or "wedding day" in English.
yea bro idk

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Tomia
Post Marshal
 
Posts: 15708
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sun Jun 13, 2021 8:03 pm

Segral wrote:Name: Errol Wyrick
Species: Noxial
Gender: Male
Age: 55
Appearance:
Occupation: Member of the Red Guard
Abilities:
  • Noxial Physiology: As a Noxial, Errol has been blessed with certain physiological aspects that have made him a brutal force in close range. His skin is incredibly tough and is an extremely poor conductor of electricity, rendering him able to resist most basic human and Elnoi firearms, as well as electroshock and EMP weapons in dry conditions. Even if a weapon is able to pierce his skin, it may not necessarily be effective. He possesses a moderately powerful regenerative factor that allows him to heal extraordinarily quickly, being able to repair minor gashes and burns in anywhere from seconds to a few minutes, recover from damaged organs and limbs in hours, and even reattach an entire limb if it's held up against the joint for twenty-four hours (and regain function again in seventy-two). Don't fail to neglect his offensive capabilities either; when pushed to a reasonable capacity, his incredible strength can be used to lift and throw Sol hovercraft and small boats, an absolutely terrifying sight in combat.

  • Aquatic Warfare: As a man who's served in the field for over 35 years, Errol is no stranger to the art of the combat, particularly combat of the marine variety. When you're training on Toronoka, a planet half-sunk in dark, vast ocean, you really can't be. He is an incredibly powerful, fast swimmer (aided of course by certain squid-like features), and is well-versed in various Collective vehicles used to cross water, including speedboats, ferries, and battle submarines used frequently by the Noxial. He also holds a great deal of knowledge on identifying and neutralizing dangerous aquatic ordinances such as mines.

  • Citizen of the World: Not really an ability per se, but Errol is very well-traveled, having visited many Confederation and Collective star systems alike, as well as multiple systems in the Abyss. He knows the right customs and signs of respect to offer a foreign superior coming in, exactly what that freaky-looking aircraft in the sky is and what it's about to drop, and has at least three or four stories to offer about most major cities. This ability to know Olympia and other Martian colonies like the back of his hands is part of what made him such an attractive prospect for Operation Red Guard.

Weaknesses:
  • Marksmanship: Or lack thereof. While he is an absolute force when it comes to hand-to-hand, Errol is a...shaky marksman at best. His only real weapon for long-range combat is his plasma cannon, which can lead to a lot of collateral damage and tends to eat up ammo cartridges quickly, leaving any real shots few and far between. Once that's gone, provided he hasn't accidentally capsized the nearest building, he's basically a sitting duck.

  • Illness: Errol is currently suffering from a disease known to Noxials as "AXL-001". It is a genetic disorder that causes the Noxial's regenerative cells to become faulty with age and begin to mistakenly attack healthy tissue, much like human autoimmune disorders. Those with it stay healthy in their childhood, but as time goes on, begin to develop scars, limb numbness, weakened motor skills, sensory loss, reduced organ function, and difficulties speaking and swallowing. Eventually, it leads to full organ failure and death. Therapies can manage the symptoms, but in order to remain in the service and avoid the stigma that often comes with the disease, Errol has hidden his illness thus far. Every time he regenerates from an injury, the rate of deterioration is accelerated.

Bio: Errol Wyrick was born in the year 2170, his childhood home the famed Noxial city of Toro. Men and women of the military are rare within Toro due to the strict, harsh codes and laws set on fighting and force by the people, and Noxials are mostly seen as supplementary forces within the greater scope of Collective forces. However, Errol's family was never one to abide by tradition. His parents had served together during the Collective-Confederation War, and were members of the the Third Koronic Fleet, a mainly sea-faring brigade used by the Elnoi to dominate water-borne territory in Sol-controlled planets such as Areius and Prometheia. It was an arena in which Noxials had a distinct advantage, and one in which Errol's passion soon grew. For him, there was no childhood to adulthood, there was only childhood to service, and what a fitting time for it too. The Twenty Years' War had been raging for some time by this point, and the Abyss had already claimed a multitude of Noxials in its bloody chaos. He wasn't an academic, he wasn't an artist, he wasn't a thinker, but he had a mean swing with the axe, probably would've made one hell of a competitive swimmer, and was loyal, honorable, and courageous in the face of mortal danger. He was the perfect man for deployment in a region of space dominated by betrayal, a lack of honor, and total cowardice.

After a lengthy training period, Errol, along with hundreds of other Noxials, was cleared to join Collective Forces in 2190, and was immediately shipped to the inner systems for battle. For three years, he bounced around various Elnoi and Quaret colonies, quashing rebellions and re-establishing basic security in rebel-held colonies. His jurisdiction primarily laid in the waters, with key duties including disrupting illegal flows of dangerous advanced technology, dealing with pirates, and cutting resources off to rebel factions until they were forced to give in. During this time, he was widely recognized as a stand-out soldier for his hand-to-hand prowess, leadership, and tactical instinct, and ended up flying through the ranks of the Collective's Naval forces in just a few years.

It was soon apparent that Errol's skill was needed not in the inner systems, but the outer ones, the area that would soon become the Abyss. The Elnoi were struggling to beat back rebel forces in the area, and needed good tactics to get around colonial populations that knew every bump and dip on a planet's surface. So, on the eve of his third year in the inner systems, Errol was greeted by a promotion and a re-assignment to a submarine fleet bound for a war-torn system known as O'Hara, a fleet that was focused on actively battling aggressive rebel forces as opposed to the casual patrols he was previously making. The work was considerably more grueling, often involving death, gore, and unfortunate civilian casualties, but it was certainly effective. His first missions at O'Hara were unsuccessful, but as he moved on from system to system, slowly being promoted and eventually taking control of major battleships, the successes began to pile in. System after system being brought back under government regulation with his efforts, even missions that were previously thought to be a lost cause. Though, the victories were bittersweet. Thousands of lives were lost, many of them his close acquaintances, and as the war waned on, many star systems remained unconquerable even with the eventual help of Sol forces. For Errol, the last nine months of the war were spent in a brutal campaign on the Acux-dominated Cat's Cradle, one that carried some wins, but eventually culminated in a vicious and decisive loss for Sol-Elnoi forces, resulting in massive bloodshed. It was a major factor in both sides' decision to withdraw from the region that would become with Abyss, and it left Errol with a sense of unfinished business in his life.

Fortunately, he found work soon enough. His high position, clean record, and decent age of 40 made him a prime candidate for a C5-organized force informally known as the Bombardiers. Essentially, they served to curtail the growing black market for advanced weaponry and genetic technology that had spread in the wake of universal bans on the stuff, breaking up bands of pirates and seizing contraband at major border crossings. During this time, Errol had the opportunity to travel to all corners of space, fighting with and alongside countless races and visiting almost every major city the galaxy had to offer, and some minor ones along the way. It was an exciting job, and always fast-paced at that, but being the leader of Bombardier squads often meant that he was being thrown into the very thick of combat in ways that he hadn't previously experienced. As he came closer to the end of his contract, he was spending months at a time recovering from various injuries, and the stress was seemingly taking a toll on his health. So, once his enlistment contract expired in 2215 following a nasty brush on the edges of the Vulcan system, he jumped at the opportunity to take a more easy-going route with his life. He signed a few binding oaths of silence, had a considerable amount of his record inked out, and took the next Horizon Gate back to Toronoka.

The decade that followed were quite peaceful. Errol started a family, collected up all of the books and writings from his travels, and established a decently-sized library in Toro, spending his days writing and taking to the seas for an occasional swim. It was a peaceful life, and one he was enjoying quite a bit, right up until about six months ago. An old C5 superior of his called his number again, requesting a meeting at Xenro. When the time came some weeks later, he found himself in front of several grown men attempting to convince him to relocate to Olympia as part of a new peacekeeping project known as Operation Red Guard. As a Bombardier, Errol had found himself in the red planet multiple times in the past, and knew how to deal with both the city and the Sol Confederation that held it in grasp. His experience and skillset only improved his standing for recruitment. His attitude wasn't quite such an asset. Having grown quite fond of sleeping without a weapon at his side, he was initially reluctant to take the offer, even going as far as to lock himself inside of his ship for six hours during a stalemate in the negotiation process. However, a combination of the Noxial code of honor and the promise of significant financial compensation finally did him in, and soon enough, he found himself packing for the newest adventure in his life; Fort Rawlings.


Equipment:
  • Palladium Alloy Armor: With Noxials, armor made of soft, ductile metal is key. A huge frame and a never-ending web of tentacles make traditional armor difficult to wear, so the more freedom and flexibility, the better. The armor largely covers Errol's head, chest, upper back, shoulders, and limbs, with a lack of coverage around the midriff, neck, and joints. He usually wraps his free tentacles around these areas in order to provide some defense and make it more difficult to land a serious blow there. While this set does leave some unfortunate weak points, it's fairly mobile, can resist basic small-arms fire, and resists most extreme temperatures nicely.

  • Plasma Axe: While most Elnoi prefer the elegance of long-ranged rifles and other plasma and electroshock weapons, Errol has always been fond of close quarters. As a result, his weapon of choice is a double-headed axe with blades entirely composed of hot plasma, created by inserting gas cartridges into the grip and allowing an electro-magnetic device and energy core inside to create stunning blades. The heat and power of the axe makes it a great choice for hacking through any metals, but it will run up against more stiff opposition if it's taken to an energy shield or similar defense mechanism.

  • High-Power Plasma Cannon: What it says on the tin. A military grade plasma cannon, used to mow down small vehicles and swarms from a distance. It's powered in the same fashion as his plasma axe, but tends to take much more gas to fuel, and is only used sparingly as a result. The blasts are fairly large, and tend to make any surrounding areas extremely hot afterwards.

  • Toro Canaries: Three large Toro canaries, black and plump birds often taken in as pets on Toronoka. They have long lifespans, longer than most birds, and have been Errol's major source of comfort since leaving the military.

Optional

Likes: Family, reading, writing, good food, good drink, swimming, boating, piano, and a game of cards before bed. Gambling too.

Dislikes: Insubordinates/mercenaries, breaking the rules, lying (hence a lot of inner turmoil as of late), a bad night's rest, total darkness, losing his bedtime card game, and the Acux. He's willing to put his grudges aside if it's for the greater good, but as a result of his negative interactions with the race, he tends to be very disrespectful of them, often acting somewhat coarse in the process.

Notable Experiences: Receiving his letter of admission into Toronoka's Training Academy, commanding his first ship during the Quarax Siege, and of course, his Zetal, a Noxial ceremony that roughly translates to "day of union" or "wedding day" in English.

Accepted!

User avatar
Cybernetic Socialist Republics
Minister
 
Posts: 2200
Founded: May 17, 2019
New York Times Democracy

Postby Cybernetic Socialist Republics » Sun Jun 13, 2021 8:07 pm

I'll be joining this too, just bringing along another character.

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Tomia
Post Marshal
 
Posts: 15708
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sun Jun 13, 2021 11:04 pm

Cybernetic Socialist Republics wrote:I'll be joining this too, just bringing along another character.

Glad to have you back!

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Kaledoria
Ambassador
 
Posts: 1634
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sun Jun 13, 2021 11:56 pm

Tomia wrote:Hey this app looks really good! Love the idea of the hybrid, very creative use of the lore. My only slight concern is he seems to have quite a bit of high powered equipment. In particular the rail gun has me a bit worried. Maybe getting rid of it is less necessary than toning it down slightly.

As to answer your question, ya not having a Tharasite is fine and certainly makes sense with your characters background.

As for the image, ya Qunari was smart! Hadn't fully thought about what Haroach look like but this looks like a solid image for a hybrid

It's more about the aesthetics of having a personal BFG then it's effectiveness. I replaced it by a modular weapon of standard, chemically propelled projectiles, that is basically like only "20 Minutes into the future".

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