NATION

PASSWORD

Andromeda: Raider's Gambit (SciFi Character RP|OOC, Open)

For all of your non-NationStates related roleplaying needs!

Advertisement

Remove ads

User avatar
Brittaniastan
Attaché
 
Posts: 95
Founded: Aug 16, 2019
Ex-Nation

Postby Brittaniastan » Sun Nov 28, 2021 4:38 pm

Demencia wrote:
Brittaniastan wrote:[box]Species Description
[list]Name: ḯ̷̧̥̙̄̂͆͝ͅi̴̢̢̠͍͍̊ͅi̷̹̦̲͍̇̌͛i̸̩̪̺͊̈́̈͒͌́i̵̜̹̭͗̌̆͋̆̐̉̋
Singular: i̴̡̡̞̯̰̗̼̖̞̯̘͚̹̘̩͚̿̈̓͊̎̿͊̈́̉͂̆̍͘͝i̶̜̳̤͑̓͌͌̃̾̾̒̚ḯ̶̱͖̆̐̓̏̈̾͛̀̈̅́̕͝͝ĭ̷̪̘̣̘̻̰̬͍̪̰̹͓̭͒̑̂̋̈͊͗̈́͘ͅͅį̴̛̯̦͎͙͚̪̟̱̗͍͔̱̾̿̎͑͗̃̏͆̒̿͑̑̓̀̐̉̚͜͜
Plural: i̵̡̧̨̢̧̛̯͔̬̩͍͉̪̮̪̤̘̻̜̭͉̟̦͙̰͓̱̬̘͈̩͌̌̏͌͗̔͑͛͂͐̂̀͋̐̈́̅̅͗͘͜į̸͎̺̞̹̭̜̰̯̬͍̦̯̺̲̱͉͍̦͇̞̪̘̬͖̭̱͕̝̪͇̳͛͒̀̃͑̋̔̈̊̄̿͘i̵͔̗̞̓͌̋̓̿͗̌̀͂̌̃́̅͗͑́͂͌͗̆͌̒̿̔͂̿̐͛́͘̚ị̶̡̧̡̺̭̝̻̞̲̰̪̩̹͇͎̻͎͍̩̘̮̥̰̤͔͕͖̫̹̅̄́͐̈́̌̈́̓̂͒͐͂̋̓̀̕̚̕͝͝í̶̪̬̼̺̙͓̜͓̩̭͉̟̣͖̥̩͙͖̹͖͉́̀̍̏̈́̋͗̈́̓̂́̓̆̚͝ͅ


obvious joke character is denied

It didn't have to be like this
Miss me with your bs

User avatar
Tesserach
Chargé d'Affaires
 
Posts: 406
Founded: Apr 25, 2021
Inoffensive Centrist Democracy

Postby Tesserach » Sun Nov 28, 2021 7:22 pm

Brittaniastan wrote:It didn't have to be like this


Or...


...did it?
Pndapetzim

User avatar
Bingellia
Diplomat
 
Posts: 703
Founded: Nov 27, 2014
Iron Fist Socialists

Postby Bingellia » Sun Nov 28, 2021 10:57 pm

And here it is, finished.

Character Description
    Name: Thelliemnia Ashann of Erdundre
    Species: Kiellar
    Gender: Female
    Age: 84
    Appearance:
    Image



Strengths and Weaknesses
    Skills: Gunnery is still Thelliemnia’s true specialty. Though she doesn’t have time for it much these days, if you need something hit with a ship’s armament, she is still the Misguided Faith’s best choice to do it. Naturally, this also means she is familiar with the maintenance of the various weapons mounted on the ship.
    Flaws: As a result of latent psionic potential in the Kiels, she is sensitive to hyperspace travel. This mostly manifests itself in strange dreams or night terrors, but it can also have a physical impact on longer jumps.

    Her loyalty to the old crew of the Misguided Faith is as much a curse as it is a blessing. Her protectiveness can reach a violent extreme when pushed far enough and she often prioritizes it over her own needs.

    She has lost two homes already and gods-be-damned if she will so readily lose her third.


Background:
Personality: Thelliemnia has had the aristocratic stuffiness expected from her upbringing eroded through her personal hardships and the realities of military service once her father had fallen out of favor, but it still lingers on occasions, mostly manifesting as deference to certain traditions.

She does, however, not see herself as better than her peers and does freely mingle and interact with them. Any occasional coldness with them is rooted in her duties as an officer rather than any sense of superiority to the makeshift family she owes a fierce loyalty to in her third home aboard the Misguided Faith.

Backstory: Thelliemnia Ashann of Erdundre was born to a Patrician family on the Kiellar homeworld of Relenar, whose service with various Kiellar states date back long before the unification campaigns undertaken by the All-Kiellar Republic. While the family’s importance, along with the general patrician class, was diminished in the transition to full military rule under the Command, they remained relevant by pivoting towards military service for the state. Thelliemnia was no exception and joined the navy as soon as she was able and enjoyed an education in gunnery at the Command’s premier naval academy on Relenar before being posted to the garrisons above the planet.
The family strategy seemed to work, until her father, Admiral Erdundre Ashann of Terath, disgraced himself when the reformist clique he had attached himself to gained the ire of powerful conservatives in the Junta, and family was effectively exiled from their home for service in the frontier, eventually finding their way to Ferahel and settling in a post there along with other disgraced reformists.

As the Command slowly withdrew from the frontiers in an attempt to keep the core in line, Thelliemnia had a normal career for an officer on the frontier during peacetime. Shakedown runs on smugglers and skirmishes with pirates only served to break up the monotony of constant, quiet patrols. But change was coming steadily, as word from Sector Command became more and more infrequent, leaving the planetary governor with less and less orders and oversight.

It would not take long for the reformists to once again make their move and coup the Commandist governor, turning the Gateway into the Neutral Zone into a new born Republic, with her father securing a post as Grand Admiral of the Navy. But for all the man flaws, as a hedonist and an opportunist, he was not a nepotist and Thelliemnia's career simply resumed as normal as it could.

Naturally, she was aboard the Resolute in her current position as the ship’s executive officer when Dindriann attacked Ferahel, her second home, and bitterly accepted the order for retreat once the Resolute had attracted the attention of the occupying forces. Her father, brothers, and sisters were written off as dead on in a cynical conclusion, they would have fought to the end as expected of them or been enslaved, leaving her alone and homeless once more.

When the vote to decide the ship’s fate occurred, the rage and anger made it a clear choice for Thelliemnia. They would go rogue and try to take some semblance of revenge for their lost home. The Republic of Ferahel may have been gone, but its fighting spirit would endure.

Of course, such idealistic premises cannot last in a cynical reality, and hitting trade ships from the Marshal’s fiefdom was not enough to keep a cutting-edge cruiser well-maintained and the crew morale high. Gradually, the list of accepted targets was loosened, especially when the old Captain Ichas of Orrda retired and needed to to be replaced.

Thelliemnia was the natural replacement but rejected the call out of fears concerning her own abilities. What followed was a nasty split election, as various other officers tried their hand at jockeying for the position, ultimately allowing an outsider to clinch the vote by a narrow margin.


Thelliemnia simply returned to her normal duties, but as it became more and more apparent that the crew may have been deceived, she has been forced to adopt more and more duties from the Captainship to simply keep the crew and ship going.


Personal effects: Her most prized possession aboard the Misguided Faith is her knife, a gift from her father upon graduation from the naval academy. Patterned similarly to a fan knife, its ornate handles are tastefully engraved, and the safe handle has the family seal laser etched into the metal. She keeps it on her person, and tends to flip it when bored or anxious.

Quite expectedly from a woman with her prior social status, she also has a nice watch and a signet ring among higher end civilian clothes. She has also managed to have contacts at Ferahel send her what death gems could be secured from her family, which have been set into simple gold necklace.
Last edited by Bingellia on Sun Nov 28, 2021 10:59 pm, edited 1 time in total.
You can call me Bing for short.
When in Rome, write a Roman.
Puns are the highest form of humor.
Best NS Bureaucrat 2020

User avatar
Grenartia
Post Czar
 
Posts: 44623
Founded: Feb 14, 2010
Left-wing Utopia

Postby Grenartia » Thu Dec 02, 2021 9:57 am

Grenartia wrote:
Species Description
    Name: Thaqrit
    Singular: Thaqrit
    Plural: Thaqrit
    Adjective:Thaqritiu
    Appearance: Blue humanoids. Imagine Andorians without antennae and hair colors other than white, and you'll be pretty close. If you don't know what an Andorian is, imagine the Asari from Mass Effect (though without the head tentacles, and with 2 other sexes). If you don't know that, imagine someone from the Blue Man Group, but the color is generally more of a sky-blue (though it does vary), and they look a lot less oily.
    Biology (and culture): Generally similar to most other bipedal species in Andromeda and the Milky Way, aside from their blue skin pigmentation (which is hypothesized to have helped the Thaqrit stay stealthy during nocturnal hunts, particularly on nights illuminated by the frozen moon of their homeworld), and their 3 biological sexes, male, female, and guqnin, a cogenitor sex. Guqnin have historically been treated as lesser compared to the other two sexes, being viewed as too necessary to the reproductive process to be allowed to fight, and not nurturing enough to care for the children. For most of Thaqritiu history, they were considered chattel, only useful for facilitating breeding and performing tedious, though safe, physical labor.

    Biologically, guqnin facilitate the reproductive process. A guqnin is required for successful procreation, and enables not only a male and a female to have a child, but also 2 males or 2 females.



Background:
    Homeworld: Known to the locals as Elmeshann, but initially integrated into the Kiellar Command as "Gadawei IV". Other than its relatively large, frozen moon, there's nothing unusual about the planet (at least for a world that harbors intelligent life).

    History:
    As is typical of most primitive civilizations, the Thaqrit were divided into a multitude of squabbling nation-states for most of their history, until sometime in their late industrial era, they were suddenly invaded by a species known as the Hrax. The Hrax acted as a huge swarm, moving from planet to planet, stripping it of its resources and devouring all life before moving onto the next one in one, gigantic mass.

    In a bizarre twist, the Thaqrit successfully defended themselves and their homeworld from utter annihilation. The ramifications of this event cannot possibly be understated. The nations of Elmeshann formed a permanent united front. What had once been 'internal' xenophobia converted to 'external' xenophobia. Silly distinctions like skin color, sex, political, economic, religious, and cultural differences, ceased to matter in the face of the fact that survival necessitated unity.

    After a well-earned victory celebration, the Unified Thaqritiu Council began a program of preparing the populace for the Next Invasion. While the propaganda emphasized it could happen tomorrow, with posters of horrifying entities from beyond the stars in threatening poses at terrified and helpless Thaqritiu families, nobody truly expected the next invasion was already underway, and from familiar-looking faces. Even as the government was salvaging the technologies left behind from the Hrax invasion, and implementing the poltical, social, and economic reforms necessary to fully utilize those technologies for use against future xeno invasions, that same government was being infiltrated by xenos.

    The Gadawei system was one of many along the Neutral Zone between Kiellar Command and the Ragon Empire. And as far as the KC was concerned, any system that was inhabited was valuable for the inevitable war between the two states. Gadawei in particular interested the Command due to their resistance of the Hrax invasion. That a relatively small and technologically inferior, though plucky, civilization could successfully defend themselves from an advanced, predatory horde that devoured all in its path, gave many of Command's brass hope that the coming war with the Ragons could also be won. Almost as soon as the KC listening post in the sector confirmed the defeat of the Hrax, an infiltration mission was approved for Gadawei IV (though this would not be known to most Thaqrit for decades).

    This mission's objectives were twofold: first, to analyze the traits, whether biological or cultural that had enabled the Thaqrit to defeat the Hrax, and determine whether or not they could be adapted to the situation Command knew it would soon find itself in, and second, to covertly guide the Thaqrit into being more accepting of Command's 'protection'.

    Approximately 20 years after the victory over the Hrax, Elmeshann would finally get its chance to test the equipment, tactics, and training that had been developed in anticipation of the next invasion. In what would be remembered as the Second Contact Incident, a small, independent transport running from a KC battlecruiser entered the Gadawei system, and attempted to hide on the Elmeshann's surface. The ship, despite surviving a nuclear missile strike in the upper atmosphere, crash landed in a rural area of the planet. Its occupants terrorized a farming family, and shot down multiple fighter jets. And to top it all off, while the military had taken a prisoner, and brought it to a top-secret research facility, the ship's crew brazenly assaulted the facility, massacred its garrison, and only left after retrieving their comrade.

    In short, one crew of misfits had illustrated that despite two decades of vigorous investment of time, money, and effort, their defenses were utterly inadequate, and without suffering a single casualty. By sheer coincidence (or, as would be discovered decades later, not), the alien power that was chasing this ship appeared in orbit not long after the marauders had left, and were offering messages of friendship and peaceful exchange.

    The Second Contact Incident had demonstrated to the Thaqritiu leadership that their hubris had made them weak. The desperate and humiliated leadership of Elmeshann rapidly agreed (with some facilitation by the hidden infiltrators) to become a client state of the Kiellar Command. Within a few short weeks of this development, the Ragon War began. In the initial stages, Command struggled to hold its ground, and many Thaqrit were called up into emergency battalions. Losses were high, but the survivors told stories of beasts far more horrifying than the Hrax had been.

    The KC's ally in this war, the Gollar Confederacy, was close enough to Gadawei that the system was not overrun by the Ragon, and it quickly developed into a staging system. Supplies and personnel from both powers (and later, the other member of the Concord, the Federation) flowed through Gadawei to the front lines. Command invested a lot of resources into building up the technological base and manufacturing capability of Elmeshann, to help alleviate supply shortages.

    By war's end, Elmeshann was one of the Neutral Zone systems that not only remained intact through the war, but became more developed than it had been before. Its position along the supply lines ensured it good trading access. While the Thaqrit's xenophobia was somewhat tempered by interactions with the various other species under Command jurisdiction during the war (to say nothing of the rest of the Concord), the Hrax Invasion and Second Contact Incident ensured they would have a xenophobic streak for a long time to come. This, combined with their militarism, and newly-found manufacturing base, ensured that as Command began to fall apart in the following decades, Gadawei would remain a stable system, resistant to pirate raids and warlords.

    While the Thaqrit are generally suspicious of outsiders, they are not nearly as immediately hostile to xenos as they were during the Second Contact Incident, and they recognize the value of trade. Their government generally keeps to their own system to prevent antagonizing outside powers.


    Role in the Underworld: Individuals are often mercenaries, pirates, merchants that dabble in providing grey and black market goods and services. The system produces ships that are often respected for their combat capabilities, and is recognized as a safe trading hub along the Sol-Doonatay route.


Anyone can app a Thaqrit.


Character Description
    Name: Ozeize Vux
    Species: Thaqrit
    Gender: Guqnin woman
    Age: 28
    Appearance:


Strengths and Weaknesses
    Skills: Repair and maintenance of various systems, on large and small spacecraft, and can even pilot them. She also has great proficiency in space combat and has high marksmanship ratings with a blaster.
    Flaws: Like most of her species, she holds prejudices and biases against most xenos. Due to an austere and militaristic upbringing, she lacks the reference points many people would have about 'happy, carefree childhoods', and would be perceived even by other Thaqrit as cold and brusque, though notably not by most other guqnin (or the few Thaqrit males and females that have recently been allowed into military academies).


Background:
Personality: Reserved around most xenos, but fairly open around people she trusts.
Backstory:

Like most Thaqrit of the last few generations, Ozeize has grown up in the shadow of the Hrax invasion, the Second Contact Incident, and the Ragon War. Unlike most of them, she was not raised by her parents, but instead, by a military orphanage-academy.

During the Hrax invasion, the Unified Thaqrit Council began a program of social progressivism in parallel with its political centralization and military development programs. To this end, guqnin, instead of being bought, sold, and traded as property, were to be raised by government-sponsored academies. This was controversial, but the situation was so dire that nobody could seriously argue that Elmeshann didn't need every person capable of shooting a gun to have one in their hands.

This had the knock-on effect of helping bolster the government's other equality programs, particularly the ones related to guqnin issues, and by the time of the Second Contact Incident, the general population stopped fussing over the issue. By the time Ozeize was born, the government no longer saw a need to force the draft, but it had become tradition and most guqnin were still sent to an academy.

Many of these academies obtain extra funding by hiring out the services of some of their units from each graduating class as mercenaries. Ozeize wasn't the top of her class, but she was one of the standouts in her unit. This unit, the Blackheels, was subsequently selected for mercenary duty, and assigned to Farahel. Her squad in particular was assigned to the Resolute, while other members of the Blackheels were spread to other postings in the Republic's military. Their commander (and her mentor), Uzoix Bephu, was stationed on Farahel itself. Finding out about his loss personally devastated her. With his death, she officially became a freelancer, and chose to stay with the crew of the Misguided Faith.


Personal effects: A personal tablet with various books, as well as documents of sentimental value, such as a picture of herself with Uzoix. A multi-purpose bayonet presented to graduates of the Gixani Academy.


Officially done.
Lib-left. Antifascist, antitankie, anti-capitalist, anti-imperialist (including the imperialism of non-western countries). Christian (Unitarian Universalist). Background in physics.
Mostly a girl. She or they pronouns, please. Unrepentant transbian.
Reject tradition, embrace modernity.
People who call themselves based NEVER are.
The truth about kids transitioning.

User avatar
Dyelli Beybi
Negotiator
 
Posts: 6682
Founded: Antiquity
Civil Rights Lovefest

Postby Dyelli Beybi » Thu Dec 02, 2021 6:22 pm

Having read the other apps I dithered for a bit then decided to stick with my concept. I'll drop the character app if this looks like a suitably adapted species app:

Species Description
    Name: The Berdikons
    Singular: A Berdikon
    Plural: Some Berdikons
    Adjective: Berdikon
    Appearance: Berdikons are kieloids of about dhasath size and build. Where they are obviously different is their skin tone, which ranges from a bright green to a drab olive. Their hair colour is naturally dark. Eyes can be anything in the dhasath spectrum though green, brown and hazel are most common.
    Biology: The Berdikon home planet of Greskia is an unusually fertile planet with dense forests of fruit bearing trees that stretch from the equator to the artic tundra. The Berdikons are descended from an arboreal monotreme type creature (while mostly mammalian, Berdikons are oviparous) that once graced the canopies of the planet.

    It is believed that the progenitor species practiced a rather unusual mating system that was a cross between 'polyandry' and 'resource defence polygyny' with males defending a resource area to attract females, but with only the dominant females in the group breeding. Younger and less dominant females formed 'creches' to look after the group offspring's. Around 90% of berdikon eggs hatch as females, though it is not understood whether this evolved as a consequence of their peculiar mating system or if the system was the result of the birth-gender ratio. Due to the low number of males, polygyny is still practiced, though berdikon society tends to be dominated by older 'matriarchs'.

    Berdikon males will be physically mature and able to reproduce at around age 18 (in standard years), though the females, while physically fully developed at the same point, do not begin to ovulate until about age 40 (despite being completely adult in appearance). Pre-reproductive age females are usually referred to as 'freemartins'. Both sexes age slowly until around the age 40 before beginning to age at a more standard rate and, as a result, berdikons live for an average of about 105 years.

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

    As a planet, Greskia is unusually rich in cobalt and nearly all of the native species, the berdikons included, use 'coboglobin' to transport oxygen in the blood. This means that berdikon venous blood is amber, while arterial blood is clear. For the same reason berdikon muscle tissue is very pale, looking similar to that of a reptile when cut open. Because of their unusual blood chemistry, berdikons need a supply of cobalt supplements to survive, which they will consume in quantities that are toxic to other species.



Background:
    Homeworld: Greskia
    History: The berdikons are a relatively new appearance in the Andromeda Galaxy, first appearing during the War for Andromeda as one of the dominant species of the Federation of Civilised Worlds. Since the war they have largely withdrawn to their own galaxy though they occasionally make their way to the neutral zone to trade with the Gollar Confederacy. Occasionally a Federation or UNS ship will run into trouble either through malfunction or hostile action, meaning that while they are a rare sight, they haven't faded into legend.

    By the time of the War for Andromeda, the Federation hadn't seen a serious conflict in millennia and it's military was inexperienced, if well equipped. In the early stages of the war, they performed badly and were seen as inept cannon fodder by their KC and Gollar allies, though the numbers of Federation troops and their massive industrial base proved the deciding factor in the war and by the closing stages their troops were performing as well as any others. A bad reputation, however, can be a hard thing to shake and most Andromedans have a tendency to see berdikons as a weak, non-threatening species.

    While not a hive mind or a herd species, the berdikons tend to be extremely cooperative by nature, forming large collectivist tribes stratified by age and sex. Males are expected by the tribe to take on safe, office jobs and can be found working in such professions as accountancy, law, programming and academia. More dangerous or adventurous professions are the domain of freemartins while older female 'matriarchs' will often take on leadership roles or retire into similar jobs to the males of the tribe. Berdikons will almost never break from their gender roles without a massive external stressor, something which more individualist species usually find to be rather odd.

    Because most contact with the berdikons has been with military or the occasional explorer, all of whom are inevitably freemartins, there is a persistent rumour amongst the Andromedans that the Berdikons only have one gender and reproduce asexually.

    An alternative, wilder theory is that they grow from seaweed spores that float in the primordial soup of worlds in the other galaxy, attaching to a rock before eventually hatching into a fully formed adult Berdikon. This theory, that they are actually some form of plant life, probably stems from the fact that Berdikons have been known to eat certain fertilisers to get their necessary cobalt intake. The fact that they're green also helps.
Last edited by Dyelli Beybi on Fri Dec 03, 2021 5:49 am, edited 1 time in total.

User avatar
Grenartia
Post Czar
 
Posts: 44623
Founded: Feb 14, 2010
Left-wing Utopia

Postby Grenartia » Thu Dec 02, 2021 6:56 pm

Dyelli Beybi wrote:Having read the other apps I dithered for a bit then decided to stick with my concept. I'll drop the character app if this looks like a suitably adapted species app:


Out of curiosity, what do you think of what I did with the denizens of Gadawei IV?
Lib-left. Antifascist, antitankie, anti-capitalist, anti-imperialist (including the imperialism of non-western countries). Christian (Unitarian Universalist). Background in physics.
Mostly a girl. She or they pronouns, please. Unrepentant transbian.
Reject tradition, embrace modernity.
People who call themselves based NEVER are.
The truth about kids transitioning.

User avatar
Dyelli Beybi
Negotiator
 
Posts: 6682
Founded: Antiquity
Civil Rights Lovefest

Postby Dyelli Beybi » Thu Dec 02, 2021 10:53 pm

Grenartia wrote:
Dyelli Beybi wrote:Having read the other apps I dithered for a bit then decided to stick with my concept. I'll drop the character app if this looks like a suitably adapted species app:


Out of curiosity, what do you think of what I did with the denizens of Gadawei IV?


Grand. I hadn't realised that was them until I went back and reread the species app. I'm glad someone remembers them!

User avatar
The Imarian Monarchy
Attaché
 
Posts: 69
Founded: Jan 22, 2018
Ex-Nation

Postby The Imarian Monarchy » Thu Dec 02, 2021 11:13 pm

Of course anyone can app the species since they're the natives to Ferahel
Species Description
    Name: Shufran
    Singular: Shufran
    Plural: Shufrands
    Adjective: Shufrander
    Appearance: The species is an average-sized Kieloid with cloven feet, horns, and a tail. Skin color is a range from Pale to Dark Crimson and when sunburnt they have Ashy grey peaks. Horn Shape and Quantity are determined by genetic chance, while size and growth rate are determined by diet and age. For functional purposes, they tend to shave down the horns to a manageable length and blunt them. The Tails vary in the tip, some come to a point, some end with a spade, others end with a V with a stem.


    Biology: Nothing beyond the information stated in Appearance besides they are Omnivores and have no psionic abilities despite their appearance.


    Background:
      Homeworld: Ferahel
      History:
      Encountered by the command in Shufran’s early space age, right as they were starting to harvest resources from the home system. The species was integrated into the Command’s Sphere, which used the development provided by the Species’ closeness to becoming one of the many Statelets in the Neutral Zone to become a bureaucratic hub for the fright making its way out to the NZ.

      Like most of the second-class species within the Command, they were blanketly granted citizenship post-Trans-Galactic war. This eased the few tensions within the command from a quite minor species. Once the Command crumbled, the Shufran threw in behind the Republic of Ferahel in the coup with the goals of better representation of themselves.


      Role in the Underworld: Given their minor population and limited Diaspora they’re quite limited in the underworld.



Character Description
    Name: Maelamiory Divaacu
    Species: Shufran
    Gender: F
    Age: 34
    Appearance: With an angular face and skin on the darker range of their species, Maelamiory certainly looks like a demon, She has two spiral horns and a stemmed V tail. She’s on the shorter side of standing at 5’1” which helps her do her void jumper job easier as she fits in smaller corridors a bit easier than taller Marines

Strengths and Weaknesses
    Skills: With their role as the Leader of the Void Jumpers aboard the Faith, they’re skilled in the various needs of fighting through access corridors as well as working out the means to seize the ship be it opening a hangar door for more Marines to land through their shuttles or a hostile take over of the bridge of a boarded craft.


    Flaws: Following the arrival of the Misguided Faith to her new homeport of the Gem, Maelamiory fell into bouts of immense drinking and gambling during the times between the deployment, this lead to a debt coming to a total of about 25k Credits owed to a shark, which while in the moment has to lead to nothing because of Maelamiory ’s fellow Void-jumpers typically being close to them during the bar crawls, the debt and the resulting interest might catch the eye of a more major syndicate aboard the Gem who might consider fighting the bunch of rabble-rousing Marines.


Background:
Personality: In general, though Maelamiory is outgoing though is quite hard for her to consider a friend. She cares far more deeply about her fellow members of the original crew than the crew picked up since moving to the Gem, which she is more cynical about. She is typically prone to quick rash action in combat, whereas she is far more reserved on non-combat duty. And quite open to drink as soon as a Mission is over.


Backstory: Maelamiory was born on Ferahel to a middle-class family, so they had a lot of doors available to them, and the character choose the Armed Services to help defend their home. They passed the training requirements to be part of the Rocketeers after serving in the Marines for 7 years. They were stationed aboard the FNS Resolute when Ferahel was conquered. Aboard the Resolute they were a voice in Striking the Colors to strike back at Dindriann. When the former Captain retired, Maelamiory did not vote for any of the candidates out of indifference on the matter. Nor did they choose to run for the office because they deemed themselves untrained for the role of Captain. In the immediate months following their arrival at the gem, Maelamiory took to drink and game to deal with the near-certain loss of their family, this lead them to run into a Kiel Loanshark to deal with a high debt caused by a really bad night at the table.


Personal effects: She has an Heirloom 6 String Fiddle, she is rightly mediocre. And their void jumper equipment as the helmet had to be built to her head from the horns, plus the extra parts on the trousers because of the tail compared to the standardized parts for the fellow Kieloid crew.


Last edited by The Imarian Monarchy on Sat Dec 04, 2021 7:31 pm, edited 9 times in total.

User avatar
Western Fardelshufflestein
Negotiator
 
Posts: 5048
Founded: Apr 21, 2020
Ex-Nation

Postby Western Fardelshufflestein » Fri Dec 03, 2021 12:20 pm

Fun fact: this species is FREE FOR Y'ALL TO USE.

Species Description
    Name: Cilisian
    Singular: Cilisian
    Plural: Cilisians
    Adjective: Cilisian
    Appearance: Cilisians are humanoid in appearance, though they are primarily gray-skinned with individual skin tones range from silver to charcoal depending on age and ethnicity. Hair color is similarly dependent on gender alignment, with bluer hair indicating a stronger female alignment and violet hair indicating a stronger male alignment. Combinations of blue and purple hair are presented through a wide range of phenotypes, such as a dip-dyed appearance or a series of highlights. Additionally, hair may be a single shade of indigo. Skin and hair color tend to blanch over time, becoming white in the final year of one's natural life (presuming the individual does not perish suddenly before then), as seen in this figure from a popular Cilisian fairytale (hence the psionic orb in his hand). Eye color remains static throughout one's lifetime and is usually a bioluminescent blue, white, or purple independent of gender alignment, with blue being the dominant trait. Ears tend to be pointed and range in length from slightly poking out from the head to extending beyond the crown of the head.
    Ear length acts like an inverse of human height in terms of inheritance, with shorter ears being far more common than longer ears (though many Cilisians will artificially lengthen their ears as per modern beauty standards with "ear caps"). Lips tend to be ashen in color, but lip coloring has been exceedingly popular for millennia, and many Cilisians to this day have blue or violet-tinged lips because they no longer have access to the homeworld technology to reverse this augmentation.

    To find an image for your Cilisian character, google "blue- or purple-haired elves art" or "void elves," though images of the latter show comically long eyebrows that are not natural for Cilisians. In that case, it's just a fashion statement! If all else fails, use Hero Forge or a written description.

    Biology: The Cilisian are a water-based bipedal lifeform from the planet Cilis c (known by its natives as "Cilis") and are the only sapient species in their system. Their statures are highly similar to those of humans in terms of bone structure, although the increased gravity of their homeworld renders them slightly shorter than humans on average. Due to the unusual way Cilisians reproduce, there is no statistical difference between average male and average female height.

    Cilisians reproduce through a process known as fusion, in which the life energies (known as ini; singular, ain) are transported via the palm or finger. Ain is a blue-purple plasma, with a bluer plasma indicating a greater female alignment and a purpler plasma indicating a greater male alignment. Originally believed to be immaterial, scientific studies carried out over the recent millennia revealed ain is superheated matter consisting primarily of genetic information and the psychic aether that flows through Cilisians like blood. It is the coalescence of two or more individuals' ini that initiates the creation of an infant Cilisian.

    Because of their idiosyncratic reproductive cycle, Cilisians lack conventional reproductive organs, but they do have characteristics that resemble those of male and female. Interestingly, the comingling of ini results in mixed inheritance pattern of male and female energies; therefore, it is very rare for a Cilisian to be 100% male or 100% female. Distribution/alignment is more likely to be relatively even. Those with equal or near equal essences of male and female are known as duos. Gender, therefore, is more attributed to alignments than absolutes, and sexuality is undefined.

    Cilisians therefore give their children one female-aligned name and one male-aligned name, with the name of the dominant alignment going first.
    For true duos, these names are used interchangeably, though a duo may prefer one name over the other.

    For producing a Cilisian name, use this generator and/or this generator for male and female given and last names. If you want to use a more "edgy" given name, use this generator for funky gender-neutral given names.

    For pronouns, most cilisians prefer to use the pronouns of their stronger gender alignment, but those within duo range (40-60 to 50-50) may use pronouns interchangeably or go by "they." All are acceptable within the grammar of most Cilisian languages and this RP. Go crazy!


    Reproduction for two individuals requires both alignments to be present in some capacity, even if the distribution is 99% to 1%. As such, it is possible for two female-aligned and two-male aligned individuals to have biological children. In the extremely rare event both members are 100% of the same gender, a third parent, known as a contributor, must be present.

    Cilisians are overwhelmingly monogamous but several hundred or even thousands of individuals may contribute even trace amounts of ain to the creation of a child. Such a ceremony is highly elaborate and is almost exclusively reserved for the children of world leaders and the ultrarich. However, reproduction greatly depletes psychic energy. For primary contributors, often the two traditional "parents" of the child, this depletion leads to a yearlong grace period in which psychic abilities lie dormant, though trace contributors may have their energies fully restored within a few hours.

    Because of their no-contact methods, Cilisians are infamously touch-averse. They do not display physical affection and prefer to communicate fondness via words and gestures. Physical contact is regarded as an extreme violation, and Cilisians have been known to retaliate with violence if they are so much as brushed up against in confined spaces. Several wars have been instigated because of accidental or intentional touching throughout Cilisian history.

    The average Cilisian lifespan is 300 years. The presence of ain as opposed to blood lengthens their lives via its regenerative properties, which vastly slow the aging process and promote fertility. Cilisians are not fully mature until around 50 years of age, when they are able to reproduce, and technically remain virile until death. However, unlike the Kiellar, Cilisians have low gestation rates. It takes an immense amount of ain to produce one infant, and an elongated lifespan means there is little need for copious reproduction. It is very rare for Cilisians over 240 to be primary contributors, however, because Cilisians strive to provide parenting for their offspring throughout their development.



Background:
    Homeworld: The Cilis system is a binary system of two K-class stars. The first star, Cilis a, is astronomically classified as a K3V star and is larger and brighter than its sibling, Cilis b, a K6V star. Whereas Cilis a has a mass of 0.77 Suns and a temperature of 4800 K, Cilis b has a mass of 0.69 Suns and a temperature of about 4300 K.

    The Cilisian homeworld is Cilis c, which has the mass of 1.64 Earths. It is predominantly aquatic with landmasses scattered about, most of which are connected via airborne byways that became populated with metropolises over the millennia. The largest landmasses grouped around the equator (visible in the daytime region of the photo) consist of the former Edlin Empire, which used to be the most powerful state in the system. Cilis was home to about 900 million Cilisians at its peak.

    Cilis c is orbited by two moons, Kreva and Ordona. Both moons are uninhabitable, with the substantially larger Kreva being spherical. The erratically orbiting Ordona is believed to be a captured asteroid.

    Less than half an AU beyond Cilis c lies Cilis d, or Erdona as per the locals. Erdona is 0.8 times the size of Earth and is heavily industrialized despite only being home to 100 million Cilisians. The population is centered around a mega metropolis surrounding titanic rivers, whose kinetic energy the Cilisians harness to fuel their settlements. The planet serves as the primary manufacturing sector for the Cilisians.

    16 AU from the stars is Cilis e, a gas giant with 69 known moons, the largest of which is habitable due to tidal heating. This moon, Inlid, has a lone research outpost populated by a few thousand intelligentsia and their progeny. Intersteller travel is initiated from this hub using the gravity of Cilis e, which is called Fendron by the locals.

    History: Sapient life has existed in some capacity on Cilis for at least 1 billion years; despite the studiousness and excellent record-keeping of the civilizations over the eons, the exact emergence of the current Cilisian race is unknown. Regardless, current estimates pinpoint its origin to as early as 100 million years ago (adjusted for relativity). For the majority of its existence, the Cilisian race has been spacefaring. Building upon their predcessors' technologies, Cilisians mastered FTL travel with engines similar to, but less effective than, the Skrim Drive.

    Tens of millennia ago, the Cilisian system was integrated seamlessly into the KC. Becoming a satellite state proved ultimately beneficial for the Cilisians, as their trade routes were expanded vastly. Furthermore, they implemented more sophisticated Kiellar technology, causing many of their spacefaring methods to become moribund.

    Within Cilis, nation-states and empires warred for dominance. Thousand-year juggernauts rose and fell, ethnicities blended together and new groups emerged, languages intermingled, evolved, and died out in a vibrant cycle. In the five thousand years leading up to the war, an equatorial empire known as Edlin reigned supreme. Edlin, an absolute hereditary monarchy, was considered antiquated in terms of its governance system, yet it remained effective in its authority for that precise reason. Edlin was ruled by three separate dynasties during its existence: the Elara, the Heitumal, and the Adrel. Technically, the Adrel dynasty lives on, although the Edlin Empire has fallen.

    When the war broke out and the KC crumbled, so did Cilisian infrastructure. This was largely due to the formation of a renegade faction on Erdona led by Rivoril Hawlais Heiren, a 72-28 male-aligned governor of the establishment. Heiren aligned with the Gollar against the direction of the Cilisian Coalition, a conglomerate of representatives from the individual Cilisian nations and colonies. Despite the KC alignment with the Gollar, the Coalition was distrustful of the Gollar, believing them to be undermining the KC initiative.

    As revolution infected the sectors of Erdona, the Cilisian Unified Military was forced to withdraw from the war against the Ragons. Efforts to quell the rebellion, however, only led to more outrage, and a third faction split from the Coalition less than a month before the war drew to a close. This faction was composed primarily of disgruntled civilians across the democratic states along the eastern hemisphere of Cilis, which included the easternmost extent of the Edlin Empire not far from the prime meridian. The third faction gave itself the rather unoriginal but accurate moniker Uprising, though it remained underground for decades as the war betwixt the Coalition and Heiren's Renegade raged.

    It was only within the most recent years that Uprising came to dominate. The creation of the NDR fewer than 12 parsecs from the Cilisian system left it estranged from many of its former allies. Competition erupted across the smaller systems as the KC collapsed, and an ailing Cilis found its independence tenuous amidst its perpetual war. Though it maintained many of its former trade routes, the prolonged conflict led to substantial loss of life and produced a mass exodus to Ferahel. Most immigrants to Ferahel were Coalition or Uprising frindlies, as it was growing more apparent that Heiren's Renegade would ultimately prevail.

    The Coalition was days from falling when Heiren was slain in battle. His immediate successor, a true duo named Ward Petthyra, responded by a direct assault on Edlin's capital, Psion. They led the storming of Psion Palace and destroyed the Imperial Crown after yanking it from Emperor Xyrmae Ganall Adrel's (who is 63-27 female-aligned) head. The Emperor had been restrained by her own attendees, who turned on her upon learning of the breach. (Her heir, Avenarra, had been evacuated from Cilis some days prior and had alighted on the surface of Ferahel, whereas her spouse, 96-4 female-aligned Data Alronyn Adrel, was evacuated elsewhere.)

    The fall of Edlin signaled the fall of the Coalition and the initial triumph of the Heiren's Renegades. Yet the majority of the surviving Uprising affiliates, disillusioned by Petthyra's tyrannical mindset, revolted, and the Cilisian system sank deeper into strife.

    Role in the Underworld: The Cilisians who survived the Marshal's onslaught of Ferahel are largely Coalition affiliates who support the exiled Imperial Family of Edlin. Those who are aboard the Misguided Faith, of whom there are proportionally few, are largely marines or engineers with a smattering of medical appointees. They consider their de facto leader to be (Former) Princess Avenarra, though Avenarra is by no means the captain of the Misguided Faith. Coalition faction members largely approve the shift to piracy in the hope of gaining resources that can be leveraged against Petthyra's despotic rule over Cilis.

    Cilisians formerly known as Heiren's Renegades are now known as the Loyal Ones, traitors, or bastards, depending on whom you ask. They largely populate Erdona and Cilis, with very few going beyond the Cilisian system. Petthyra is wary of the Marshal and is attempting to unify his Loyal Ones with the discontent Uprising faction.

    Uprising is the largest rogue faction mostly concentrated on Cilis, though there are a few on Ferahel and six or so aboard the Misguided Faith. Disgusted by both the Loyal Ones and the remainder of the Coalition, they seek to rebuild Cilisian society, largely through espionage and force.


Character Description


Strengths and Weaknesses
    Skills: Avenarra is witty and academically gifted, although she only has standard education due to the fall of Edlin coinciding with her coming of age. She has a masterful grasp of the interstellar milieu and has an innate sense of direction, as well as an ability to plot courses for flight should her services be needed. Usually, though, Avenarra implements her exemplary combat skills that resulted from almost half a century of training, with her preferred weapons being close-range blasters and a set of daggers, though the latter are less effective outside the Cilisian system.

    Flaws: Rash and immature, Avenarra rushes into decisions without considering their short-term or long-term consequences. As such, she is unreliable when it comes to strategising despite her sharp intellect. Furthermore, her recklessness aversely affects her leadership ability. Her lack of sageness means she does not take into account the wellbeing of Cilisians as a whole but instead focuses on immediate gratification, which more often than not leads to failure.

    Avenarra is a selfish brat and unpleasant to be around, though her snarky quips can be humorous at times. She still comports herself as though she is above everyone around her, though she is equal and oftentimes subordinate to her fellow crewmates. She wants more for herself with each mission, only contributing significantly to ensure she earns a substantial portion of the booty so she can use it for her own means. Yet she frequently has no clue what to do with her spoils and tends to improperly store perishable and precious items.


Background:
Backstory: Avenarra was created via an elaborate ceremony involving hundreds of high-profile citizens from the Edlin Empire. Her primary contributors, or parents, were Emperor Xyrmae Ganall Adrel (63-27 female aligned) and Emperor Consort Data Alronyn Adrel (96-4 female-aligned) ("Emperor" is a gender-neutral title on Cilis). When the ini coalesced before the high priests and revealed a 90-10 female, chaos ensued. Having a strongly aligned individual was considered rare, but the spawning of such an individual from hundreds of contributors was believed to be a once-in-an-eon occurrence. As such, Avenarra was hailed as a miracle.

Yet immediately after her high-profile birth, Avenarra was ushered away from the spotlight and into a preconstructed alias as a member of the Edlinian upper class to protect her identity. Edlinian culture upheld the tradition of concealing the royal heir from the public eye until the current monarch perished, a task that had grown increasingly difficult over the generations. Yet sleight of hand and the implementation of a pseudonym (Chaos Bachelet) shielded Avenarra's identity for almost fifty years whilst she attended school.

Avenarra interacted with her parents infrequently, but she was quite fond of them. They made sure she was pampered albeit trained in at least one branch of weaponry, which assured she not only always received what she wanted but could use physical force to get her way.
Personality: Although her empire has fallen, Avenarra behaves every bit as though she were still a princess. Haughty, self-centered, and snarky, she expects others to bend to her whims and believes she is entitled to privileges not afforded to her rank. She commands every room she sets foot in with a domineering flick of her chin and swoosh of her usually bunned or braided hair. A lover of close combat, Avenarra always touts twin daggers and will often threaten others with them when she perceives she is not getting what she wants, although the situation is almost always de-escalated ere she gets that far.

When Edlin fell, Avenarra (using documentation for Chaos Bachelet) fled to Ferahel with her ward, Sylvain Brenaerys Roren. She enlisted on a Resolute mission soon thereafter, as did Sylvain, presenting her skills in interstellar navigation and close combat as vital to the mission. Because a series of Cilisians were applying to join the Resolute mission, she followed suit, albeit under her assumed identity for the time being.

When Ferahel succumbed to the Marshal, Avenarra was one of the first to vote in favor piracy. She saw it as an opportunity to sew solidarity amongst the Cilisian crewmates and collect resources that could be used to reclaim Edlin for herself. Yet she withheld her true identity until after the votes had been cast, which spread discord across the Cilisian members and led too a peculiar phenomenon in which several pledged fealty to her in addition to their superiors; as she had predicted, Avenarra was now the leader of the Cilisians aboard the Misguided Faith. However, Avenarra did not obtain a superior position within the overall hierarchy as she had hoped and remained on the fringe as a relatively immature newcomer.
Personal effects: Like all spacebound Cilisians, Avenarra has grav modifications that respond to the gravity of her surroundings and adjust their gravitational pull upon her. Therefore, she is largely unaffected by slight gravitational fluctuations. She also possesses a set of daggers she likes to twiddle around and taunt people, particularly Sylvain, with.


Character Description


Strengths and Weaknesses
    Skills: Sylvain is a far better leader than Avenarra, although he does not possess the status within Cilisian society she does. He is unafraid to make morally difficult decisions for the betterment of others when the time arises, and he can read the room adeptly. He's more patient than Avenarra (which is not difficult) and acts on his impulses far less than she. Sylvain is also has an excellent eye for detail that makes him invaluable in combat, so he he quite skilled in defending his partners in the midst of a melee. Skilled with a blaster, he is better suited for mid-range combat.
    Flaws: He is conscripted to protect Avenarra against his better wishes and, try as he might, cannot fully control her.



    Background:
    Personality: Cranky from all the time he must spend dealing with Avenarra, Sylvain has garnered a reputation for abrasiveness during his relatively short tenure aboard the Misguided Faith. A rather unfriendly fellow, Sylvain is disinclined toward making friends and prefers to be by his lonesome, although his job never grants him such a luxury. He rarely opens up to other people and prefers to avoid small talk, though he often gets roped into conversation due to his proximity to Avenarra. Not one for mind games, he has gone by his real name since he initially left Cilis, although he hid the extent of his profession for quite some time.

    He is more mature than Avenarra, but one could not label Sylvain as being mature without concessions. His deadpan comments and prickly nature bring into question his capabilities as a ward, although he is well-suited for the task.

    Backstory: Sylvain was born to Tedkas Friction Roren (51-49 male) and Lancelas Emelmedha Roren (61-39 male), both of whom were Wards of the Royal Court. Identified as having excellent visual acuity at a young age, Sylvain was singled out for warden training before reaching adolescence and rapidly assimilated to his new life, which required him to attend an academy away from his parents. He did see his progenitors from time to time, but, like his future charge, was not especially close to them.

    His combat capabilities, particular hand-eye coordination, were above average even amongst the wards-in-training, and he was selected for an elite program at age 25. At the time, Sylvain was not fully aware what this program entailed for his career path and assumed incorrectly he was being trained for the Cilisian equivalent of special ops. He thus poured everything into his training, graduating at the top of his class at age 50, only to be met with crushing failure.

    Upon completion of his studies, Sylvain learned he had been trained not for war but for the protection of the Imperial Family. The honor of such a position was tinged by the notion his skills would go to waste. His demeanor soured, but he maintained an aloof façade as he accepted his fate, knowing he'd have high social status as a result, and performed his duties as well as he could.

    When the Emperor and Consort announced the time was right to produce an heir, Sylvain was selected as one of eight hundred contributors for his visual and intellectual prowess. Although he only contributed a trace amount of ain, he is definitively a progenitor of (Former) Princess Avenarra, a status he bore with pride. He eagerly volunteered to be her personal ward and played an integral role in ensuring the child was safe from harm.

    When Edlin fell, he was chosen to evacuate with Avenarra not because he was close to her but because he was in the right place at the right time. He was standing directly behind her when Emperor Xyrmae gave the command, at which point she looked Sylvain dead in the eye and ordered him to protect Avenarra at all costs. He complied. Upon landing in Ferahel, he assumed the role of one of her progenitors (which was the truth) without alluding to her royal status.

    He joined the Resolute mission because Avenarra had done so and insisted he must never be separated from his offspring, citing the survival of the species as a cause. (His skills in combat also helped his case.) When Ferahel was lost, he only voted in favor of piracy because that was what Avenarra approved, and his job was to support and protect her, not save moral compass.

    Personal effects: Like all spacebound Cilisians, Sylvain has grav modifications that respond to the gravity of his surroundings and adjust their gravitational pull upon him. Therefore, he is largely unaffected by slight gravitational fluctuations.
Last edited by Western Fardelshufflestein on Fri Dec 03, 2021 12:21 pm, edited 1 time in total.
The Constitutional Monarchy of Western Fardelshufflestein
Always Has Been. | WF's User Be Like | NSG is Budget Twitter | Yo, Kenneth Branagh won an Oscar
Tiny, Shakespeare-obsessed island nation northeast of NZ settled by HRE emigrants who thought they'd landed in the West Indies. F7 Stuff Mostly Not Canon; RP is in real time; Ignore Stats; Still Not Kenneth Branagh. | A L A S T A I R C E P T I O N
The Western Fardelshufflestein Sentinel | 27 November 2022 bUt wHy iS tHE rUm gOnE!?

User avatar
Bingellia
Diplomat
 
Posts: 703
Founded: Nov 27, 2014
Iron Fist Socialists

Postby Bingellia » Sat Dec 04, 2021 11:45 am

Grenartia wrote:
Grenartia wrote:
Species Description
    Name: Thaqrit
    Singular: Thaqrit
    Plural: Thaqrit
    Adjective:Thaqritiu
    Appearance: Blue humanoids. Imagine Andorians without antennae and hair colors other than white, and you'll be pretty close. If you don't know what an Andorian is, imagine the Asari from Mass Effect (though without the head tentacles, and with 2 other sexes). If you don't know that, imagine someone from the Blue Man Group, but the color is generally more of a sky-blue (though it does vary), and they look a lot less oily.
    Biology (and culture): Generally similar to most other bipedal species in Andromeda and the Milky Way, aside from their blue skin pigmentation (which is hypothesized to have helped the Thaqrit stay stealthy during nocturnal hunts, particularly on nights illuminated by the frozen moon of their homeworld), and their 3 biological sexes, male, female, and guqnin, a cogenitor sex. Guqnin have historically been treated as lesser compared to the other two sexes, being viewed as too necessary to the reproductive process to be allowed to fight, and not nurturing enough to care for the children. For most of Thaqritiu history, they were considered chattel, only useful for facilitating breeding and performing tedious, though safe, physical labor.

    Biologically, guqnin facilitate the reproductive process. A guqnin is required for successful procreation, and enables not only a male and a female to have a child, but also 2 males or 2 females.



Background:
    Homeworld: Known to the locals as Elmeshann, but initially integrated into the Kiellar Command as "Gadawei IV". Other than its relatively large, frozen moon, there's nothing unusual about the planet (at least for a world that harbors intelligent life).

    History:
    As is typical of most primitive civilizations, the Thaqrit were divided into a multitude of squabbling nation-states for most of their history, until sometime in their late industrial era, they were suddenly invaded by a species known as the Hrax. The Hrax acted as a huge swarm, moving from planet to planet, stripping it of its resources and devouring all life before moving onto the next one in one, gigantic mass.

    In a bizarre twist, the Thaqrit successfully defended themselves and their homeworld from utter annihilation. The ramifications of this event cannot possibly be understated. The nations of Elmeshann formed a permanent united front. What had once been 'internal' xenophobia converted to 'external' xenophobia. Silly distinctions like skin color, sex, political, economic, religious, and cultural differences, ceased to matter in the face of the fact that survival necessitated unity.

    After a well-earned victory celebration, the Unified Thaqritiu Council began a program of preparing the populace for the Next Invasion. While the propaganda emphasized it could happen tomorrow, with posters of horrifying entities from beyond the stars in threatening poses at terrified and helpless Thaqritiu families, nobody truly expected the next invasion was already underway, and from familiar-looking faces. Even as the government was salvaging the technologies left behind from the Hrax invasion, and implementing the poltical, social, and economic reforms necessary to fully utilize those technologies for use against future xeno invasions, that same government was being infiltrated by xenos.

    The Gadawei system was one of many along the Neutral Zone between Kiellar Command and the Ragon Empire. And as far as the KC was concerned, any system that was inhabited was valuable for the inevitable war between the two states. Gadawei in particular interested the Command due to their resistance of the Hrax invasion. That a relatively small and technologically inferior, though plucky, civilization could successfully defend themselves from an advanced, predatory horde that devoured all in its path, gave many of Command's brass hope that the coming war with the Ragons could also be won. Almost as soon as the KC listening post in the sector confirmed the defeat of the Hrax, an infiltration mission was approved for Gadawei IV (though this would not be known to most Thaqrit for decades).

    This mission's objectives were twofold: first, to analyze the traits, whether biological or cultural that had enabled the Thaqrit to defeat the Hrax, and determine whether or not they could be adapted to the situation Command knew it would soon find itself in, and second, to covertly guide the Thaqrit into being more accepting of Command's 'protection'.

    Approximately 20 years after the victory over the Hrax, Elmeshann would finally get its chance to test the equipment, tactics, and training that had been developed in anticipation of the next invasion. In what would be remembered as the Second Contact Incident, a small, independent transport running from a KC battlecruiser entered the Gadawei system, and attempted to hide on the Elmeshann's surface. The ship, despite surviving a nuclear missile strike in the upper atmosphere, crash landed in a rural area of the planet. Its occupants terrorized a farming family, and shot down multiple fighter jets. And to top it all off, while the military had taken a prisoner, and brought it to a top-secret research facility, the ship's crew brazenly assaulted the facility, massacred its garrison, and only left after retrieving their comrade.

    In short, one crew of misfits had illustrated that despite two decades of vigorous investment of time, money, and effort, their defenses were utterly inadequate, and without suffering a single casualty. By sheer coincidence (or, as would be discovered decades later, not), the alien power that was chasing this ship appeared in orbit not long after the marauders had left, and were offering messages of friendship and peaceful exchange.

    The Second Contact Incident had demonstrated to the Thaqritiu leadership that their hubris had made them weak. The desperate and humiliated leadership of Elmeshann rapidly agreed (with some facilitation by the hidden infiltrators) to become a client state of the Kiellar Command. Within a few short weeks of this development, the Ragon War began. In the initial stages, Command struggled to hold its ground, and many Thaqrit were called up into emergency battalions. Losses were high, but the survivors told stories of beasts far more horrifying than the Hrax had been.

    The KC's ally in this war, the Gollar Confederacy, was close enough to Gadawei that the system was not overrun by the Ragon, and it quickly developed into a staging system. Supplies and personnel from both powers (and later, the other member of the Concord, the Federation) flowed through Gadawei to the front lines. Command invested a lot of resources into building up the technological base and manufacturing capability of Elmeshann, to help alleviate supply shortages.

    By war's end, Elmeshann was one of the Neutral Zone systems that not only remained intact through the war, but became more developed than it had been before. Its position along the supply lines ensured it good trading access. While the Thaqrit's xenophobia was somewhat tempered by interactions with the various other species under Command jurisdiction during the war (to say nothing of the rest of the Concord), the Hrax Invasion and Second Contact Incident ensured they would have a xenophobic streak for a long time to come. This, combined with their militarism, and newly-found manufacturing base, ensured that as Command began to fall apart in the following decades, Gadawei would remain a stable system, resistant to pirate raids and warlords.

    While the Thaqrit are generally suspicious of outsiders, they are not nearly as immediately hostile to xenos as they were during the Second Contact Incident, and they recognize the value of trade. Their government generally keeps to their own system to prevent antagonizing outside powers.


    Role in the Underworld: Individuals are often mercenaries, pirates, merchants that dabble in providing grey and black market goods and services. The system produces ships that are often respected for their combat capabilities, and is recognized as a safe trading hub along the Sol-Doonatay route.


Anyone can app a Thaqrit.


Character Description
    Name: Ozeize Vux
    Species: Thaqrit
    Gender: Guqnin woman
    Age: 28
    Appearance:


Strengths and Weaknesses
    Skills: Repair and maintenance of various systems, on large and small spacecraft, and can even pilot them. She also has great proficiency in space combat and has high marksmanship ratings with a blaster.
    Flaws: Like most of her species, she holds prejudices and biases against most xenos. Due to an austere and militaristic upbringing, she lacks the reference points many people would have about 'happy, carefree childhoods', and would be perceived even by other Thaqrit as cold and brusque, though notably not by most other guqnin (or the few Thaqrit males and females that have recently been allowed into military academies).


Background:
Personality: Reserved around most xenos, but fairly open around people she trusts.
Backstory:

Like most Thaqrit of the last few generations, Ozeize has grown up in the shadow of the Hrax invasion, the Second Contact Incident, and the Ragon War. Unlike most of them, she was not raised by her parents, but instead, by a military orphanage-academy.

During the Hrax invasion, the Unified Thaqrit Council began a program of social progressivism in parallel with its political centralization and military development programs. To this end, guqnin, instead of being bought, sold, and traded as property, were to be raised by government-sponsored academies. This was controversial, but the situation was so dire that nobody could seriously argue that Elmeshann didn't need every person capable of shooting a gun to have one in their hands.

This had the knock-on effect of helping bolster the government's other equality programs, particularly the ones related to guqnin issues, and by the time of the Second Contact Incident, the general population stopped fussing over the issue. By the time Ozeize was born, the government no longer saw a need to force the draft, but it had become tradition and most guqnin were still sent to an academy.

Many of these academies obtain extra funding by hiring out the services of some of their units from each graduating class as mercenaries. Ozeize wasn't the top of her class, but she was one of the standouts in her unit. This unit, the Blackheels, was subsequently selected for mercenary duty, and assigned to Farahel. Her squad in particular was assigned to the Resolute, while other members of the Blackheels were spread to other postings in the Republic's military. Their commander (and her mentor), Uzoix Bephu, was stationed on Farahel itself. Finding out about his loss personally devastated her. With his death, she officially became a freelancer, and chose to stay with the crew of the Misguided Faith.


Personal effects: A personal tablet with various books, as well as documents of sentimental value, such as a picture of herself with Uzoix. A multi-purpose bayonet presented to graduates of the Gixani Academy.


Officially done.


Dyelli Beybi wrote:Having read the other apps I dithered for a bit then decided to stick with my concept. I'll drop the character app if this looks like a suitably adapted species app:

Species Description
    Name: The Berdikons
    Singular: A Berdikon
    Plural: Some Berdikons
    Adjective: Berdikon
    Appearance: Berdikons are kieloids of about dhasath size and build. Where they are obviously different is their skin tone, which ranges from a bright green to a drab olive. Their hair colour is naturally dark. Eyes can be anything in the dhasath spectrum though green, brown and hazel are most common.
    Biology: The Berdikon home planet of Greskia is an unusually fertile planet with dense forests of fruit bearing trees that stretch from the equator to the artic tundra. The Berdikons are descended from an arboreal monotreme type creature (while mostly mammalian, Berdikons are oviparous) that once graced the canopies of the planet.

    It is believed that the progenitor species practiced a rather unusual mating system that was a cross between 'polyandry' and 'resource defence polygyny' with males defending a resource area to attract females, but with only the dominant females in the group breeding. Younger and less dominant females formed 'creches' to look after the group offspring's. Around 90% of berdikon eggs hatch as females, though it is not understood whether this evolved as a consequence of their peculiar mating system or if the system was the result of the birth-gender ratio. Due to the low number of males, polygyny is still practiced, though berdikon society tends to be dominated by older 'matriarchs'.

    Berdikon males will be physically mature and able to reproduce at around age 18 (in standard years), though the females, while physically fully developed at the same point, do not begin to ovulate until about age 40 (despite being completely adult in appearance). Pre-reproductive age females are usually referred to as 'freemartins'. Both sexes age slowly until around the age 40 before beginning to age at a more standard rate and, as a result, berdikons live for an average of about 105 years.

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

    As a planet, Greskia is unusually rich in cobalt and nearly all of the native species, the berdikons included, use 'coboglobin' to transport oxygen in the blood. This means that berdikon venous blood is amber, while arterial blood is clear. For the same reason berdikon muscle tissue is very pale, looking similar to that of a reptile when cut open. Because of their unusual blood chemistry, berdikons need a supply of cobalt supplements to survive, which they will consume in quantities that are toxic to other species.



Background:
    Homeworld: Greskia
    History: The berdikons are a relatively new appearance in the Andromeda Galaxy, first appearing during the War for Andromeda as one of the dominant species of the Federation of Civilised Worlds. Since the war they have largely withdrawn to their own galaxy though they occasionally make their way to the neutral zone to trade with the Gollar Confederacy. Occasionally a Federation or UNS ship will run into trouble either through malfunction or hostile action, meaning that while they are a rare sight, they haven't faded into legend.

    By the time of the War for Andromeda, the Federation hadn't seen a serious conflict in millennia and it's military was inexperienced, if well equipped. In the early stages of the war, they performed badly and were seen as inept cannon fodder by their KC and Gollar allies, though the numbers of Federation troops and their massive industrial base proved the deciding factor in the war and by the closing stages their troops were performing as well as any others. A bad reputation, however, can be a hard thing to shake and most Andromedans have a tendency to see berdikons as a weak, non-threatening species.

    While not a hive mind or a herd species, the berdikons tend to be extremely cooperative by nature, forming large collectivist tribes stratified by age and sex. Males are expected by the tribe to take on safe, office jobs and can be found working in such professions as accountancy, law, programming and academia. More dangerous or adventurous professions are the domain of freemartins while older female 'matriarchs' will often take on leadership roles or retire into similar jobs to the males of the tribe. Berdikons will almost never break from their gender roles without a massive external stressor, something which more individualist species usually find to be rather odd.

    Because most contact with the berdikons has been with military or the occasional explorer, all of whom are inevitably freemartins, there is a persistent rumour amongst the Andromedans that the Berdikons only have one gender and reproduce asexually.

    An alternative, wilder theory is that they grow from seaweed spores that float in the primordial soup of worlds in the other galaxy, attaching to a rock before eventually hatching into a fully formed adult Berdikon. This theory, that they are actually some form of plant life, probably stems from the fact that Berdikons have been known to eat certain fertilisers to get their necessary cobalt intake. The fact that they're green also helps.


That it does, DB. Thanks for editing that for me.

Both apps are accepted. Gonna have to actually read through Fardelshufflestein's a few times before I really take a crack at it, and Imaria is potentially going to edit a few things with their app.
You can call me Bing for short.
When in Rome, write a Roman.
Puns are the highest form of humor.
Best NS Bureaucrat 2020

User avatar
Dyelli Beybi
Negotiator
 
Posts: 6682
Founded: Antiquity
Civil Rights Lovefest

Postby Dyelli Beybi » Sun Dec 05, 2021 1:53 pm

Character Description
    Name: Ithia Nothi Kanzima
    Species: Berdikon
    Gender: Freemartin
    Age: 32
    Appearance: 5'6'' tall, with vibrant green skin, dark brown hair and brown eyes
    Image



Strengths and Weaknesses
    Skills: Is a trained Federation marine and particularly dangerous in CQC and hand-to-hand scenarios (where she can envenom people with berdikon bone spurs).
    Flaws: On the run from former owner who will be willing to pay to get her back... in a large part because she stuck him full of berdikon poison. Is hardwired to want to experiment with everything (including eating/smoking things she really shouldn't). Needs cobalt to survive. Is unwilling to fight her own people.


Background:
Personality: Puts on a disarming happy-go-lucky persona for most people though under the surface she can be quite the calculating sort. Also driven by her biologically hardwired wanderlust and need to explore and experiment.
Backstory: The Federation trade routes with the Gollar Confederacy are well guarded and most of the time the more sensible pirates leave the fleets that ply that route alone. Occasionally though, someone gets desperate or a small fleet of marauders think they might have a go at plundering one of the trade fleets. Most of the time that turns out to be a bad idea though every now and then the pirates get lucky. Five years ago, in an unnamed sector of space a marauder group came close to overwhelming and capturing a trade fleet. The Federation ships fought a rear guard action and the merchants were able to jump to safety though one Federation corvette, the Lodawil Ori was disabled in the fighting.

Marauders boarded the ship, hoping to capture Federation technology to sell, though during the fierce battle with the small compliment of crew, the Captain succeeded in sabotaging most of the key systems. In frustration at the losses they had suffered, the pirates executed the officers and anyone seriously injured, deciding to offload the few remaining ratings at a slave market in the Neutral Zone where it was assumed (correctly) that the unusual species that had made up the crew would fetch a reasonable price.

Ithia Kanzima was amongst the captives and was sold to an alien with an unpronounceable 32 syllable name who was putting together a personal zoo of sapient species and saw a genuine 'Wormhole Alien' to be a brilliant centrepiece to his exhibit. Much to the surprise of the collector and his guards, Ithia seemed more than happy to go along with the sale and while they were initially mistrustful of her, over the course of several years she not only ingratiated herself with her owner but began to be permitted to leave the collector's property with the collector himself, to negotiate the purchase of other alien lifeforms. The collector was, after all, quite keen to show off his rarest acquisition.

Nobody, apart from Ithia herself, knew that berdikons are venomous. Even if they had, they might not have been overly concerned - she had, after all, seemingly completely accepted her new life. It was at one such negotiation that she spurred her master and a guard, stole his blaster and fled, stowing away on the first transport leaving the Station she was on bound, as it so happened, for Vequel’s Gem. Nobody died in the escape, but there are a few bruised egos and a jealous alien looking for his pet. Not to mention the fact that getting spurred by a berdikon is excruciatingly painful...

Now Ithia is on Venquel's Gem without any money and angry people looking for her. She has succeeded in stealing two bottles of cobalt-containing livestock drench (which tastes pretty awful), but she is aware that she can't go on like this forever. She needs money, enough to eventually get passage to Viromir where she can report in with the Federation Embassy. There is no particular rush though. Now that she's free, Ithia is quite keen to spend a little time exploring this new galaxy. As such, signing on with a pirate ship doesn't seem like the worst idea she's ever had; she can see the stars, meet interesting people and relieve them of their valuables to fund her trip home.
Personal effects: Two bottles of livestock drench and a stolen blaster.

User avatar
Bingellia
Diplomat
 
Posts: 703
Founded: Nov 27, 2014
Iron Fist Socialists

Postby Bingellia » Sun Dec 05, 2021 8:59 pm

Dyelli Beybi wrote:
Character Description
    Name: Ithia Nothi Kanzima
    Species: Berdikon
    Gender: Freemartin
    Age: 32
    Appearance: 5'6'' tall, with vibrant green skin, dark brown hair and brown eyes


Strengths and Weaknesses
    Skills: Is a trained Federation marine and particularly dangerous in CQC and hand-to-hand scenarios (where she can envenom people with berdikon bone spurs).
    Flaws: On the run from former owner who will be willing to pay to get her back... in a large part because she stuck him full of berdikon poison. Is hardwired to want to experiment with everything (including eating/smoking things she really shouldn't). Needs cobalt to survive. Is unwilling to fight her own people.


Background:
Personality: Puts on a disarming happy-go-lucky persona for most people though under the surface she can be quite the calculating sort. Also driven by her biologically hardwired wanderlust and need to explore and experiment.
Backstory: The Federation trade routes with the Gollar Confederacy are well guarded and most of the time the more sensible pirates leave the fleets that ply that route alone. Occasionally though, someone gets desperate or a small fleet of marauders think they might have a go at plundering one of the trade fleets. Most of the time that turns out to be a bad idea though every now and then the pirates get lucky. Five years ago, in an unnamed sector of space a marauder group came close to overwhelming and capturing a trade fleet. The Federation ships fought a rear guard action and the merchants were able to jump to safety though one Federation corvette, the Lodawil Ori was disabled in the fighting.

Marauders boarded the ship, hoping to capture Federation technology to sell, though during the fierce battle with the small compliment of crew, the Captain succeeded in sabotaging most of the key systems. In frustration at the losses they had suffered, the pirates executed the officers and anyone seriously injured, deciding to offload the few remaining ratings at a slave market in the Neutral Zone where it was assumed (correctly) that the unusual species that had made up the crew would fetch a reasonable price.

Ithia Kanzima was amongst the captives and was sold to an alien with an unpronounceable 32 syllable name who was putting together a personal zoo of sapient species and saw a genuine 'Wormhole Alien' to be a brilliant centrepiece to his exhibit. Much to the surprise of the collector and his guards, Ithia seemed more than happy to go along with the sale and while they were initially mistrustful of her, over the course of several years she not only ingratiated herself with her owner but began to be permitted to leave the collector's property with the collector himself, to negotiate the purchase of other alien lifeforms. The collector was, after all, quite keen to show off his rarest acquisition.

Nobody, apart from Ithia herself, knew that berdikons are venomous. Even if they had, they might not have been overly concerned - she had, after all, seemingly completely accepted her new life. It was at one such negotiation that she spurred her master and a guard, stole his blaster and fled, stowing away on the first transport leaving the Station she was on bound, as it so happened, for Vequel’s Gem. Nobody died in the escape, but there are a few bruised egos and a jealous alien looking for his pet. Not to mention the fact that getting spurred by a berdikon is excruciatingly painful...

Now Ithia is on Venquel's Gem without any money and angry people looking for her. She has succeeded in stealing two bottles of cobalt-containing livestock drench (which tastes pretty awful), but she is aware that she can't go on like this forever. She needs money, enough to eventually get passage to Viromir where she can report in with the Federation Embassy. There is no particular rush though. Now that she's free, Ithia is quite keen to spend a little time exploring this new galaxy. As such, signing on with a pirate ship doesn't seem like the worst idea she's ever had; she can see the stars, meet interesting people and relieve them of their valuables to fund her trip home.
Personal effects: Two bottles of livestock drench and a stolen blaster.
The Imarian Monarchy wrote:Of course anyone can app the species since they're the natives to Ferahel
Species Description
    Name: Shufran
    Singular: Shufran
    Plural: Shufrands
    Adjective: Shufrander
    Appearance: The species is an average-sized Kieloid with cloven feet, horns, and a tail. Skin color is a range from Pale to Dark Crimson and when sunburnt they have Ashy grey peaks. Horn Shape and Quantity are determined by genetic chance, while size and growth rate are determined by diet and age. For functional purposes, they tend to shave down the horns to a manageable length and blunt them. The Tails vary in the tip, some come to a point, some end with a spade, others end with a V with a stem.


    Biology: Nothing beyond the information stated in Appearance besides they are Omnivores and have no psionic abilities despite their appearance.


    Background:
      Homeworld: Ferahel
      History:
      Encountered by the command in Shufran’s early space age, right as they were starting to harvest resources from the home system. The species was integrated into the Command’s Sphere, which used the development provided by the Species’ closeness to becoming one of the many Statelets in the Neutral Zone to become a bureaucratic hub for the fright making its way out to the NZ.

      Like most of the second-class species within the Command, they were blanketly granted citizenship post-Trans-Galactic war. This eased the few tensions within the command from a quite minor species. Once the Command crumbled, the Shufran threw in behind the Republic of Ferahel in the coup with the goals of better representation of themselves.


      Role in the Underworld: Given their minor population and limited Diaspora they’re quite limited in the underworld.



Character Description
    Name: Maelamiory Divaacu
    Species: Shufran
    Gender: F
    Age: 34
    Appearance: With an angular face and skin on the darker range of their species, Maelamiory certainly looks like a demon, She has two spiral horns and a stemmed V tail. She’s on the shorter side of standing at 5’1” which helps her do her void jumper job easier as she fits in smaller corridors a bit easier than taller Marines

Strengths and Weaknesses
    Skills: With their role as the Leader of the Void Jumpers aboard the Faith, they’re skilled in the various needs of fighting through access corridors as well as working out the means to seize the ship be it opening a hangar door for more Marines to land through their shuttles or a hostile take over of the bridge of a boarded craft.


    Flaws: Following the arrival of the Misguided Faith to her new homeport of the Gem, Maelamiory fell into bouts of immense drinking and gambling during the times between the deployment, this lead to a debt coming to a total of about 25k Credits owed to a shark, which while in the moment has to lead to nothing because of Maelamiory ’s fellow Void-jumpers typically being close to them during the bar crawls, the debt and the resulting interest might catch the eye of a more major syndicate aboard the Gem who might consider fighting the bunch of rabble-rousing Marines.


Background:
Personality: In general, though Maelamiory is outgoing though is quite hard for her to consider a friend. She cares far more deeply about her fellow members of the original crew than the crew picked up since moving to the Gem, which she is more cynical about. She is typically prone to quick rash action in combat, whereas she is far more reserved on non-combat duty. And quite open to drink as soon as a Mission is over.


Backstory: Maelamiory was born on Ferahel to a middle-class family, so they had a lot of doors available to them, and the character choose the Armed Services to help defend their home. They passed the training requirements to be part of the Rocketeers after serving in the Marines for 7 years. They were stationed aboard the FNS Resolute when Ferahel was conquered. Aboard the Resolute they were a voice in Striking the Colors to strike back at Dindriann. When the former Captain retired, Maelamiory did not vote for any of the candidates out of indifference on the matter. Nor did they choose to run for the office because they deemed themselves untrained for the role of Captain. In the immediate months following their arrival at the gem, Maelamiory took to drink and game to deal with the near-certain loss of their family, this lead them to run into a Kiel Loanshark to deal with a high debt caused by a really bad night at the table.


Personal effects: She has an Heirloom 6 String Fiddle, she is rightly mediocre. And their void jumper equipment as the helmet had to be built to her head from the horns, plus the extra parts on the trousers because of the tail compared to the standardized parts for the fellow Kieloid crew.




Both accepted
You can call me Bing for short.
When in Rome, write a Roman.
Puns are the highest form of humor.
Best NS Bureaucrat 2020

User avatar
Tesserach
Chargé d'Affaires
 
Posts: 406
Founded: Apr 25, 2021
Inoffensive Centrist Democracy

Postby Tesserach » Sun Dec 05, 2021 9:48 pm

With the addition of space platypus, we are now unstoppable(?)
Pndapetzim

User avatar
Grenartia
Post Czar
 
Posts: 44623
Founded: Feb 14, 2010
Left-wing Utopia

Postby Grenartia » Sun Dec 05, 2021 10:48 pm

Gonna take the opportunity to post this from the discord. What Ozeize thinks of the characters (those who have been approved) so far.

-Harak:
He's a decent shot, an excellent engineer and a hard worker. Also, marrying outside your own species is cringe.

-Dila:
She's got some weird hobbies, but at least they help keep her in shape for combat. Speaking of which, she's the type of person you want watching your back, both on the ground and in the void. Good shot, good pilot, but a bit too talkative when she's off-duty.

-Orau:
Her species looks like a freakshow attraction (moreso than most other species), but I try not to hold that against her, not like she can control that. She's a competent soldier, takes care of her weapons, stays on task. Acts a bit suspicious around the Jokari, though. Not sure what to make of that.

-Ko:
He could probably hear a pin drop across the flight deck. Not that he'd ever hear me say anything bad about him (though I do have to question the wisdom of training someone as a medic who requires specialized equipment just to properly handle normal equipment). He seems to genuinely be a good guy, and those scars prove his resilience, both physical and mental. But any culture that would inflict them on their own is truly barbaric.

-Tzeraspnir:
I think he was the guy that hired my unit. He seems like a good, honorable leader. Genuinely doesn't expect his subordinates to do anything he wouldn't do himself. Couldn't have asked for a better boss. Next time I'm off duty and I see him at the bar, we'll drink to Uzoix's memory.

-Thelliemnia:
Her loyalty to her fellow crewmates is admirable. As is the fact that she went against the trend of the children of aristocrats being spoiled brats. She's got a nice knife. A bit too ornate for my tastes, but still nice.

- Chira:
Y'know, if it weren't for those tentacles on her head, I'd swear she was Thaqrit. No, I'm not into her. She probably smells fishy. Like, literally. She's a hell of a pilot, though. Ok, fine, maybe she's a little cute, for a xeno. Not that I'd date one.

- Aurelia:
Just between you and me, she's a bit too self-obsessed to be an effective leader. Also, how she 'feeds' herself is truly horrifying. Almost as frightful as the Ragon. If her people had greeted us after the SCI, I think we would have nuked ourselves into oblivion, and I wouldn't have blamed them. Back to Aurelia. I can't tell whether or not she's hungry or horny when she looks at some of the other girls on the crew. I'm not sure if she's ever looked at me like that or not, she seems to have the decency to not make it apparent to the target, and seems to hide it in general, but still. I miss the old Captain, and I wish Tzeraspnir had stepped up in the election. I won't start a mutiny against her, but if she got her throat cut by a cutthroat in a sword fight, I'd be the first to throw a party.

- Vai:
She's a decent mechanic. Constantly tries to prove herself, which I suppose is better than the opposite.

- Maelamiory:
That girl needs help. She's fine at boarding, but one of these days, she's either going to be too hungover to effectively lead a boarding party, or she's going to be too drunk to. I get it, losing someone is rough, but there's better options than drowning yourself in firewater.

- Ithia:
I don't know much about her, but from what I've heard, she's a fucking badass, escaping from that slaver. No wonder those Great Eye xenos helped turn the tide of the war.
Lib-left. Antifascist, antitankie, anti-capitalist, anti-imperialist (including the imperialism of non-western countries). Christian (Unitarian Universalist). Background in physics.
Mostly a girl. She or they pronouns, please. Unrepentant transbian.
Reject tradition, embrace modernity.
People who call themselves based NEVER are.
The truth about kids transitioning.

User avatar
Tesserach
Chargé d'Affaires
 
Posts: 406
Founded: Apr 25, 2021
Inoffensive Centrist Democracy

Postby Tesserach » Mon Dec 06, 2021 4:28 am

Whoa whoa Gren. You can't just go posting our Discord exclusive content all over the board where all the normies can see it.
Last edited by Tesserach on Mon Dec 06, 2021 9:52 am, edited 1 time in total.
Pndapetzim

User avatar
Bingellia
Diplomat
 
Posts: 703
Founded: Nov 27, 2014
Iron Fist Socialists

Postby Bingellia » Mon Dec 06, 2021 7:05 am

Tesserach wrote:With the addition of space platypus, we are now unstoppable(?)


We are still completely stoppable. :b
You can call me Bing for short.
When in Rome, write a Roman.
Puns are the highest form of humor.
Best NS Bureaucrat 2020

User avatar
Grenartia
Post Czar
 
Posts: 44623
Founded: Feb 14, 2010
Left-wing Utopia

Postby Grenartia » Mon Dec 06, 2021 11:44 pm

Tesserach wrote:Whoa whoa Gren. You can't just go posting our Discord exclusive content all over the board where all the normies can see it.


Just letting people know some of what they're missing out on.
Lib-left. Antifascist, antitankie, anti-capitalist, anti-imperialist (including the imperialism of non-western countries). Christian (Unitarian Universalist). Background in physics.
Mostly a girl. She or they pronouns, please. Unrepentant transbian.
Reject tradition, embrace modernity.
People who call themselves based NEVER are.
The truth about kids transitioning.

User avatar
Tesserach
Chargé d'Affaires
 
Posts: 406
Founded: Apr 25, 2021
Inoffensive Centrist Democracy

Postby Tesserach » Tue Dec 07, 2021 7:58 pm

Don't listen to Gren people. Our Discord is awful and definitely not worth checking out.
Pndapetzim

User avatar
Bingellia
Diplomat
 
Posts: 703
Founded: Nov 27, 2014
Iron Fist Socialists

Postby Bingellia » Wed Dec 08, 2021 8:34 pm

Tesserach wrote:Don't listen to Gren people. Our Discord is awful and definitely not worth checking out.


Hey now, some people may end up taking that literally.

On note actually relevant to the RP, I will try to have the IC up by the end of the weekend.
You can call me Bing for short.
When in Rome, write a Roman.
Puns are the highest form of humor.
Best NS Bureaucrat 2020

User avatar
Bingellia
Diplomat
 
Posts: 703
Founded: Nov 27, 2014
Iron Fist Socialists

Postby Bingellia » Fri Dec 17, 2021 11:28 pm

Everyone,

The IC is now up.
You can call me Bing for short.
When in Rome, write a Roman.
Puns are the highest form of humor.
Best NS Bureaucrat 2020

User avatar
Tesserach
Chargé d'Affaires
 
Posts: 406
Founded: Apr 25, 2021
Inoffensive Centrist Democracy

Postby Tesserach » Sat Dec 18, 2021 1:08 pm

We would have also accepted "IC is up, merry Christmas ratfucks."
Pndapetzim

User avatar
Bentus
Senator
 
Posts: 4495
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Tue Dec 21, 2021 7:42 pm

Semi-Playable Character Description
    Name: Sonna of Vrendac
    Species: Kiel
    Gender: Male
    Age: 82 standard years
    Appearance:
    (Feel free to describe with text or put pictures in here.)

    Role: Mechanic and Engineer


Strengths and Weaknesses
    Skills:
    [Engineering] - A trained and experienced engineer, Sonna has a talent for mending what others break. Working his way up from a small shop on the Gem, he now runs one of the station’s independent drydocks.
    [Former Soldier] - Having served with the Relenar military before leaving his homeworld, Sonna knows his way around a weapon. It’s been a while since he’s been in a proper outfit, but it still pays to be able to defend oneself on the Gem.
    [Been around the Galaxy] - From his time hitchhiking, Sonna has seen a fair share of what the galaxy has to offer. And that which he hasn’t seen himself, he’s likely heard spoken of by a drunken sailor in a bar. He can be a useful repertoire of knowledge for his friends, and old connections can help him find work even when the usual channels dry up.
    Flaws:
    [Keeping the Lights On] - Sonna’s able to make ends meet, but only just. He’s constantly needing to find ways to keep his business afloat, and there’s been a few times where loan repayments have been met with only the narrowest of margins.
    [Rocking the Boat] - Although the powerful conglomerates that rule the Gem have tolerated Sonna’s business, they could choose to shut him down at any moment. He needs to ensure that he doesn’t upset the wrong person on the station, and that he as much as possible continues to fly under the radar.


Background:
Personality: An honest man, Sonna has a reputation for being trustworthy and reliable. He sometimes has a tendency to run his mouth more than he should, and has a heart that’s often too big for his own good. He values hard work and having the freedom to live his life how he chooses.
Backstory: Born to a large family in the overcrowded, faded world of Relenar, Sonna knew from his youngest days that he was going to find a way to get off-world. Living in the lower levels of one of the planet’s sprawling cities, he could hardly see the stars past the skyscrapers and smog-filled streets - but he spent his night gazing up regardless. And when he was old enough, he enlisted with the Navy.

Having always been fond of tinkering, Sonna’s talents as a mechanic were quickly realised, and he earned himself a university education in exchange for an extended tour of duty as part of a ship’s engineering team. He served for more than a decade, before turning in his resignation and heading out into the galaxy for himself.

For years he was content to live as a drifter, working among a variety of different crews who could always use an experienced engineer who wasn’t asking for much pay. Sonna was more interested in tasting what the galaxy had to offer, and he all but hitchhiked his way from one end of the galaxy to the other. He worked on everything from ancient rust buckets salvaging scrap, to explorer craft mapping new hyperspace routes. With little more than a duffel bag to his name, Sonna would argue that it was a youth well spent. But eventually he grew tired of living his life under a Captain’s beck-and-call.

For a while he muelled over the idea of getting a ship of his own, before good fortune fell his way. An older, dis-used wharf on the Gem - a popular way-station within the Neutral Zone - was being sold on the cheap. Sonna jumped at the chance, pouring his life savings into the project as he built his own little business up from scratch. He leaned on some old friends, and his reputation as a reliable crew-hand brought in his first customers. And now, years later, he’s become all but a mainstay of the Gem’s environment.
Personal effects:
Last edited by Bentus on Tue Dec 21, 2021 7:47 pm, edited 1 time in total.
- - Bentus
- -
1 2 3 >4< 5
Possible threat.
Forces active in a warzone.
At peace.
Member of The Galactic Economic and Security Organization

NationStates Belongs to All, Gameplay, Roleplay, and Nonplay Alike
Every NationStates Community Member, from Raider Kings to Brony Queens Make Us Awesome.
"Though I fly through the valley of Death, I shall fear no evil. For I am at the Karman line and climbing." - Bentusi SABRE motto

North America Inc wrote:13. If Finland SSR or Bentus anyone spams the Discord with shipping goals, I will personally tell your mother.

How Roleplays Die <= Good read for anyone interested in OPing

User avatar
Confederation of the Equator
Diplomat
 
Posts: 615
Founded: Jun 13, 2016
Ex-Nation

Postby Confederation of the Equator » Wed Dec 22, 2021 2:50 pm

[minecraft villager sound]
Last edited by Confederation of the Equator on Tue Jul 26, 2022 10:15 am, edited 2 times in total.

User avatar
Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Sun Jan 02, 2022 11:47 am

working on an app for real this time
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

User avatar
Bingellia
Diplomat
 
Posts: 703
Founded: Nov 27, 2014
Iron Fist Socialists

Postby Bingellia » Sun Jul 31, 2022 8:52 pm

Well, thanks to the demand still being there on the Andromeda group's discord and my newly recovered drive to write, I'm happy to announce that I am going to give this a try to keep up again. I appreciate everyone's patience.
You can call me Bing for short.
When in Rome, write a Roman.
Puns are the highest form of humor.
Best NS Bureaucrat 2020

PreviousNext

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Theyra

Advertisement

Remove ads