Star Brigade Relaunch (Interest Thread)

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Jan 22, 2010
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To find the actual RP, click here. [http://www.escapistmagazine.com/forums/read/540.336326-Star-Brigade-A-53rd-Century-Adventure-RP]
"Captain, we're entering the accelerator field." said the pilot. "Clearance has been granted and we're ready to open the engines."

"Do it, Mr Faren. All hands, prepare for launch. Engage."

The
Pious King groaned as the inertial compensator system kicked in. The slight tugging feeling dissipated as the ship reverted to normal gravity. Within the Jump Gate's accelerator field, the Pious King could be catapulted halfway across Union Space in a matter of weeks. For now, it was only three days to Devrost. Then, the search could begin for their missing vessel.



Welcome to the Relaunch of the Star Brigade RP. For the past few months, we have had members come and go, so we felt the time was right to open the RP to new faces. Everything you need to get started as the newest member of the crew will be laid out in this Interest Thread. This universe has been a collaboration of several people's contributions and ideas, all available for reference if you need a question answered.

Without further ado, let's get on with it.

[HEADING=1]The Setting[/HEADING]
The year is 5202 and humanity is experiencing a new age of prosperity. In the late 21st century a terrible environmental disaster forced the human race to abandon Earth for Mars and endure a millennium of hardship. Upon their return to the recovering Earth, things became no easier. Rapid mutations had drastically changed the environment, rendering much of the planet uninhabitable for humanity. They also found the planet under new management. In their absence, humanity had been replaced by the Crelm, an intelligent aquatic race as the dominant species. Only through a tense agreement with the Crelm was Humanity able to survive and rebuild on this alien world.

Initially the crelm treated their co-species as little more than slaves to be exploited, holding a monopoly on food supplies. However, as time went on the two races grew to respect each other, and eventually the agreement morphed into an alliance. Once room on Earth began to tighten, the two species left together to find new planets in others system to terraform and inhabit. The alliance between all the planets under of the control of humanity and the crelm became known as the "Solanic Union" or SU. Through-out the galaxy the SU explorers came across numerous different races of alien, some friendly, others hostile, a few plain bizarre. Several species joined the budding Union out of a sense of security and mutual benefit.

Meanwhile as the SU expands, other races have their own trials to deal with. The rising tensions between the insect norg and simian durras species over the treatment of a third species, the gryale, threatens to erupt into open conflict. The Gyrale revered by the Durras, are regarded as a pest by the Norg. Both these species are valuable trading partners of the SU and it is in their interest, not to mention saving countless lives on either side, to prevent a war breaking out.

Your character is one of the crew of the Star Brigade, the newest vessel of the 7th Diplomatic Corps. The DC is an independent military organisation created by the Union to find diplomatic solutions to problems involving alien species. Unlike the regular SU military, the Diplomatic Corps hire members from as wide a range of races as possible to assist diplomacy and recruit from a variety of professions. Your character can specialise in finding peaceful solutions, combat for defence, scientific research, technology or even spiritual enlightenment.

In this RP there will be a number of difficult moral choices to make, often where there will be no right answer and your decisions as a group will eventually determine whether a war is prevented or not. Conspiracies will be unraveled, tensions will rise, and peace or chaos will depend on you, the players.

[HEADING=1]Playable Races[/HEADING]
There are eleven species to choose from for your Player Character.
In the 53rd century, humans have undergone little in the way of evolution. Genetic diversity has narrowed such that the species is more uniform in height, size and skin tone, with more extreme ends of the spectrum slowly phasing out as homogenization takes its toll. Genetic austerity measures have led to most humans being born without unnecessary features such as an appendix, which is now considered an unusual mutation.

Food rationing during their exile from Earth caused a widespread change in eating habits. The Crelm now hold a monopoly on livestock and meat products, as they are incapable of ingesting plant matter. This holdover from the early days of the two species relationship may come to an end as agri-worlds begin to provide the food needed to supply an interplanetary nation.

Most humans live in the Solanic Union or one of its protectorates along the Frontier, but there are some exceptions. The Ra Empire, the Followers of Pi and the Colonial Opposition League are all in opposition of the unified nature of Solanics, preferring independence, leading to tense relationships and in rare cases, open warfare.


The one on the right. Ignore the weird looking other one.
The inheritors of the Earth, the Crelm are the second species in the planet's history to achieve sentience. The Crelm are a rapidly evolving mutation of mollusk that were the result of human pollution following the 21st Century Cataclysm. They are seven foot tall bipedal creatures appearing to be composed of a semi permeable substance similar to a cell's nucleus that houses their elastic inner organs. Having no sense of hearing or smell, Crelm instead rely on their vision and hyper sensitive touch to pick up on vibration and physical ticks to understand language.

The Crelm are a predatory species, using their incredibly flexible bodies and acute eyesight to track targets. During the unification with humanity, they proved to be excellent commanders and strategists, adapting hunting tactics into military movements. Their natural defenses include a deadly venom used to break down prey's flesh into matter easily ingested by the Crelm. Their large, eight appendage arms are covered with suction cups, giving them an immense grip and impressive strength. However, as an aquatic species, they require moist environments or wetsuits to maintain optimal performance.


One of the major players in Galactic Politics, the Norg are an insectoid species hailing from the binary planets Nelis Prime and Nelis Minor. The hostile atmosphere is directly responsible for the Norg's extremely tough carapace, a naturally occurring metal coating that leaves the drone encased in a durable armored shell.

The Norg are divided into two distinct subspecies: the Flet and the Frel. The Flet are by far the most numerous, being the drones that serve the Frel. A Frel will house billions of Flet Drones within its body. A Flet Drone will identify as the property of the Frel, e.g if a Frel is named Hensk, all Flet Drones will identify as Hensk's. Flet Drones are vaguely humanoid, being bipedal and containing four limbs, but they are far more heavily built and hunched over. Flet Drones live for little more than 25 years, a result of their harsh home environment. Anything that can pierce a Drone's carapace is considered fatal, and they are incapable of healing in time before deadly infections spread through the wounds.

The Frel, however, could not be more different from their Flet Drones. A Norg Frel is a colossal organism, hundreds of kilometers long and deep. Only a few thousand Frel exist, covering the inhabitable areas of Nelis Prime and Nelis Minor. Each is a self sustaining creature, rarely moving for years at a time. Frel live for millennium, vying for power against one another. A Frel acts as the leader, land and wealth for its Flet, comparable to a single nation.

The Norg, while lacking the technology required to transport the mammoth Frel off their homeworlds, instead lease their Drones to other species and organizations for manual labor. In exchange, the contractors then return the Norg with live subjects from their species to act as "terminals" for the Norg. These terminals are linked via neural strands to the Frel's consciousness, sharing their knowledge and experience, and allowing the Frel means to communicate with other species. Becoming a terminal is a lifetime contract, as detaching from the Frel is fatal. This leaves many species uncomfortable with the process, but it as viewed as a necessary, if unpleasant sacrifice for the extremely efficient work the Flet provide.

The Durras are a blue furred, blind simian species hailing from the tropical planet Jome. They are a deeply religious species, worshiping the aliens known as Gyrale as their gods. The Durras were originally an unintelligent species that gained sentience upon feasting on the flesh tumors that dropped from Gyrale. The chemical reactions from the flesh tumors had a profound effect on the Durras' neural patterns, causing a rapid growth in intelligence. They worship the Gyrale as gods for granting them this gift, and are fierce advocates for the protection of the species.

The Durras are covered in blue fur, and stand roughly 5-6 feet in height. They have eight limbs: a pair of legs and six pairs of arms that allow them to travel through their jungle canopies with swift agility. The Durras possess an impressive immune system that filters dangerous poisons and venom from their systems without injury. Having poor eyesight, the Durras instead focus on hearing and smell. Some subspecies possess thin membranes and hollow bones that allow short term gliding abilities.

The head of the Durras government is the Canopy Council, the religious and political center of the species. The Canopy Council has been a close ally with the Solanic Union for several generations, with several joint colonization efforts being organized between the two nations. Jome has become a popular resort destination as a result, providing the planet with a steady tourism industry.

The Ferrax were the third species to join the Solanic Union, after the Crelm and Humans. In the 50th Century, as the Union began to expand to new worlds, they arrived in the Trannec System. There, they found the violent, but intelligent Ferrax, inhabiting the three worlds despite their comparatively primitive technology. The Ferrax were on the cusp of the Industrial Era, despite being found across three separate worlds with no evidence of how they got there. The Ferrax hail from Mantis Prime, Mantis Minor and Ethon, the three worlds of the Trannec System.

The Ferrax are massive creatures, averaging eight feet tall and six feet across. They appear as a cross between a gorilla and a rhinoceros. They walk on their heavy forearms and powerful hind legs, while a second pair of arms attached to their underside for delicate work. Males possess large manes and larger tusks, while the females sport head crests that flush with blood during mating seasons. Their skin is either grey or pale tones of blue or red, depending on which planet they hail from.

While the Ferrax have little to offer in the way of technology, their violent temperaments make them ideal shock troopers. They joined the Union out of the sense of security and heightened technological levels, offering their service as soldiers in return.

Lallowens, or "Mimic Lizards" as they are sometimes called, are shapeshifters, in the sense that they mimic the form of the species they are raised around. Once a Lallow reaches maturity, it is unable to change its form again. However, their mimicking abilities are so accurate that a mature Lallow is nearly indistinguishable from its surrogate species. There are several ways to identify a Lallow. Despite their accurate mimicry, all Lallowens have short horns and whiplike tails. Hair is difficult to replicate as well.

The Lallows are also able to summon small organisms known as fliers, which act as a second set of eyes and ears for the Lallow, able to travel from the host in search of other organisms. The more fliers a Lallow uses at one time, the less active they become as their conscience is divided between the fliers. The Lallow also possesses a mild psychic field that plays on the empathic receptors of other species, subtly manipulating them to alter their perceptions of the Lallow depending on the Mimic Lizard's preference.

Their homeworld is unkonwn, but Lallowens are found across the Galaxy wherever species settle, making them common sights.

The Astrid are a tall species of crystalline aliens from the planet Ventaig, just beyond the Eastern Frontier in the Hrothgar system. They are easily identified by their shining skin, which constantly changes color to reflect emotional changes. They have faces similar to humans, but with angular eyes and far deeper noses, and no hair. Several spines extend from their cheek bones, wrapping around their heads. An Astrid's skin is made of two layers: the soft inner layer, and the dense outer layer. Their bioluminescent receptors lie between the two layers, creating a dazzle effect as they play across the creature's body.

The Astrid were given their common name by Union explorers probing the Eastern Frontier. As Humans had settled in northern Europe following their return to Earth, much of their remaining mythology was based on nordic traditions. Astrid was applied to the aliens for their beautiful appearance as described by the enamored explorers. Whatever the species true name is, no one knows, and they aren't telling.

Astrid at first appear to be asexual, but there are in fact a male and female divide. However, this appears to be chosen by the individual Astrid themselves, rather than being born into a gender. Rumors persist of a third gender that lives on the homeworld, but no concrete evidence exists, and the Astrid remain tight lipped, dismissing such rumors.

Astrid are not part of the Union, but their impact on galactic society is profound. They were responsible for the universal translator technology, having adept skill with cross engineering other species work and improving on it. They are also heading the latest developments in Faster-Than-Light travel, creating miniaturized FTL drives that could phase out reliance on Jump Gates and the dangerous Wormhole travel.

The cultural elite of the galaxy, the mezian are without contest the most decadent of the civilized races, but are the most open and accepting of other's beliefs and practices. Physically they are centaur-like in appearance, with an upper body that is vaguely humanoid, leading to a newt-like lower body, one that is low to the ground, soft, and squishy. Their legs are longer then their bodies would seem to need, and are tripled jointed, similar to a spider's legs While the leading race in the arts and tolerance, they are also a slaver race that has through war, subjugated most of the shamund race, and will tolerate no sympathizers on their behalf.

A spiritual race of predatory giants, who are currently in a war for racial independence. From a physiological standpoint they are warm-blooded reptilians who are bipedal. Primitive, but loyal and strong, they have barely any technology, and so must stand up against the technologically advanced Mezian Dominion either with alien allies, or by themselves against the full force of the Galaxy. Either way, they won't go down without a fight.

A humanoid, vaguely reptilian race hailing from an unnamed planet. Averaging around 7 feet in height they are nose-less and ear-less with skin covered in tiny scales and long gangly limbs. Their jaws open far wider than human's and most are stronger and faster than mankind as well. Their double jointed arms and dual jointed legs make them talented climbers and they have a set of tendrils hanging from the scalp, vaguely resembling hair. The tendrils themselves are in fact an sophisticated array of sensitive nerve endings and electroreceptors which give them the ability to read their surroundings, picking up both motion and the electricity present in most living things. However the tendrils are also extremely sensitive and are a weakness as well as a strength since they can be attacked or overloaded by stimuli. Their cold blooded nature makes below freezing temperatures extremely dangerous unless protected.
The schrier are extremely new to the galactic scene, having made first contact less than 25 years ago and not of their own volition. As a result they are inexperienced and somewhat naive when it comes to dealing with other races and space travel at large.

The Maskerades are a group of centipede-like creatures living entirely in space. Their faces are masks, with feelings being represented through comedy/tragedy masks. They wear primarily black cloaks and use robotic arms to make up for their own lack. Though entirely devoid of religion, and cold to outsiders, Maskerade culture is vibrant, musical, and generally groovadelic. Much of their culture is based off of music, and they are revered throughout the galaxy, though music is always published anonymously. They do not support the SU, but are not against it.

[HEADING=1]Non Playable Races[/HEADING]
Gryale
The gryale are considered by some to be one of the most dangerous animals known. By itself it isn't really a threat as it has no natural weapons and only one defence. It has evolved to grow and shed special tumours which they use to distract predators. The trick being is that the tumours contain special chemicals which bond the eater to the gryale, this can result in extremely aggressive animals bonding together to form packs when they would normally be solitary. The chemicals also improve physical and mental performance. In fact this is the process that led to civilisation on the planet Jome which is the where the durras come from. They are considered pest throughout the explored galaxy apart from Jome where the durras are consider them close to divine. They feed off sunlight and reproduce using spores.


Klendervein
Klendervein are small rodents that are found across the galaxy. They are able to move through time but they have to move across predefined tracks through space, which they can see but no one else can. Most of them have a very limited intelligence and naturally lack creativity, instead stealing other race's equipment to use and living in hiding on the edge of S.U or alien societies. They do not participate in galactic politics and are not even considered properly sapient by many, as such many crelm will claim they are also pretty delicious with moss and some Jomic wine.

Ontirons
The closest thing in this world we have to horses are ontirons. They are towering furry tripods with three long necks. They have stilt like spiked tipped legs and their three heads are armoured with unicorn-like horns. They are masters at moving across hard craggy landscapes where most species couldn't get their footing. They have sticky mucus covered skin which combined with disguising themselves as trees allow them to catch insects and other small creatures which are then dragged into an acid filled sack where digestion happens.
They are ridden and used as pets by many races as they are fairly friendly and loyal. They are about as intelligent as chimps of dogs being easy to train. They live for about 60-80 years and grow to 10s of feet tall in some places (though pigmy breeds also exist which can just be just a meter tall).
A lot of people find them cute.


Richgar
A strange brown biomass first discovered on the planet Richio, it has the ability to spread slowly through space, thankfully for the sapient creatures on the galaxy only sub-light speeds. It is thought to be very acidic, however little else is known.

[HEADING=1]Sheets and Rules[/HEADING]
Technically, JoJo is the overlord game master of this RP. However, as he is away until September, I and Avouleance2nd are running the game in his absence. The rules are the same.

Name: Check for potential naming traditions if your character is a non-human species

Gender: If applicable for the species you are playing

Age: No-one below 21 human years of age or alien-equivalent maturity. No sane government would send out a (pre) teenager for diplomatic missions, even if they are a prodigy.

Species: Select from the list found above, please read all the information carefully if you intend to play an alien

Appearance: Includes physical appearance and clothing (if applicable to species)

Job Title: What their role is on the team, can be anything including but not limited to diplomat, soldier, ex-mercenary, scientist, engineer, doctor, alien researcher, pilot, i.e. any skill is allowed as long as it would be useful for the Diplomatic Corps

Equipment: What they carry with them, includes weapons if your character makes a habit out of carrying one

Personality: How they act, what are they like to other people

Strengths: Anything they are good at, include skills they have learned

Weaknesses: Their flaws, include fears

Bio: Their life story and how they ended up joining the Diplomatic Corps

Name: Captain Thomas Vance, usually known to his comrades simply as "The Captain"

Gender: Male

Age: 37

Species: Human

Appearance: Captain Thomas is a tall imposing man, standing at just over 6 feet 2 inches in height. He is primarily descended from the African-origin population of the Western Alliance on Mars with some European influence too and so he has a moderately dark skin tone, brown eyes and frizzy black hair which he keeps neatly shaved. When giving orders he's inclined to speak loudly, but when conversing one-to-one he tends to stick to a quieter tone which he prefers. While on duty he sticks primarily to wearing his navy captain's uniform adorned with his two medals earned for military service in his younger days. He has a tendency to swear if his orders aren't going to plan.

Job Title: Captain of the Star Brigade, 7th Diplomatic Corps

Equipment: He carries a small laser pistol with a limited range and preloaded with enough batteries to fire around twenty shots in total. This is more out of tradition than anything else as his job requires him to stay on or near the ship at all times except grave emergency so he doesn't expect to use the weapon. He also wears a small golden cross under his shirt to remind him even during the stress of war of his Christian beliefs.

Personality: Many years of military service have taught the Captain to internalise his doubts and to put on a stoic face however bad the odds are. His off-hand swearing is a habit gained in his youth due to his insecurity during his teenage years when he felt he had to prove his manliness, while he has long ago overcome these issues the swearing has remained and becomes especially pronounced when he is angry or annoyed. He deliberately avoids mentioning his wife who divorced him around a year ago since he still hasn't quite come to terms with her leaving him yet and he feels guilty that it was largely his lifetime secret which led to the breakdown of their relationship; he also fears that what he hides makes him immoral according to his Christian faith. He often feels more comfortable around non-human races than humans, which is part of the reason he chose to join the Diplomatic Corps as the job requires interaction with aliens on a daily basis.

Strengths: A natural leader, the Captain has no qualms about ordering his subordinates around if he's made up his mind and unlike many humans he has no difficulties understanding aliens and their often confusing social signals. His army background means that although his role requires him to stay out of action, if the time comes when he must defend himself he is fully able to do so with anything that can come to hand.

Weaknesses: The Captain dislikes making hard decisions himself and so if he can he will leave tough choices down to those on the ground, after-all "they're the ones doing the shit". He sometimes secretly feels uncomfortable giving orders to Diplomatic Corps since they are rather different from the typical army grunts he used to boss around until less than a year ago and sometimes he fears he may not really be qualified for the job. He is also afraid that his secret, which only he has only ever told his ex-wife, may one day become public and cause him to be ridiculed.

Bio: Born into a poor family in one of the rougher neighbourhoods of New Terra, it seemed for the first two decades of his existence that Thomas Vance was destined for a life of crime. By the time he was fourteen he gave up going to school and instead joined a local gang, eager to make money and prove himself a man. Ironically, it was a drug conviction at the age of eighteen which saved him from this life, as part of a plea bargain to avoid prison he agreed to sign up to five years service in the S.U. military. There for the first time he found meaning and purpose for himself, being relatively fearless and charismatic, he was well-liked by his comrades and soon found himself promoted into a position of authority. After his 5 years were up he decided to re-enlist and became respected for his friendly but no-nonsense leadership.

During one his period of leave Vance met a woman named Amata on a one-night stand, they agreed to meet each other again and within two years were married. Initially the pair adored each other and Amata being an independent woman didn't mind that her new husband often had to spend months away from home on duty. As time went on though, the couple's sex life began to go downhill and disagreements over future plans lead to viscous arguments. Eventually the Captain resigned from his post to try to save his marriage, however even this failed and his well-intentioned disclosure to her of what his problems in bed were being caused by sealed their divorce. After a period of depression, Vance decided to pull himself together and using his unblemished military record managed to get himself chosen to be the captain of the newly formed 7th Diplomatic Corps.

Name: L.I.S.A or Linguistic Intelligent Ship Assistant (commonly known as Lisa)

Gender: Female (Simulated)

Age: N/A

Species: AI

Appearance: In her default setting she will appear on screens and holograms as an attractive late twenties human woman, however the age, gender and even species can be toggled at will for whatever the individual feels most comfortable with.

Job Title: Ship Computer

Equipment: Screens in every ship compartment except for the toilets and washing area, however any crew member can request that she shuts down a screen. She also controls almost every electronic device inside the ship.

Personality: Lisa has been programmed to be unfailingly polite at all times, however the ship's inhabitants react to her. She remains calm when reporting faults to the crew and endeavours to keep the ship running efficiently, not least because it is impossible to remove herself from it.

Strengths: She automatically gets updated on every detail of the ship's parts, and being a computer has no problem sorting it all out. Internally she carries an up-to-date copy of Encyclopedia Galactica to refer to if the crew ask her questions.

Weaknesses: She cannot leave the ship and is an integral part it's mainframe, she also finds it hard to predict the less rational actions of the crew.

Bio: Lisa was created with the ship several months ago and so this is her first mission, however she has downloaded notes on many previous missions and so knows what to expect.

Name: Demexin

Gender: Male

Age: 45(Galactic Standard)

Species: Astrid

Appearance: Demexin is rather short for an Astrid, being only 1.7 meters tall. He wears a distinctive orange engineer's uniform with blue stripes to signify his authority. He lost one of his left thumbs during an explosion on a previous ship, and his tough skin is noticeably burnt in places. Due to a sour disposition, his coloration is either pale orange to deep red, in accordance with his bad mood.

Job Title: Chief of Engineering

Equipment: Has access to the Star-Brigade's entire systems through multiple security key-codes. As well, expect him to carry any number of tools and monitoring devices, which are standard issue. No weaponry, though he has been known to improvise at times.

Personality: Generally seen in a bad mood, Demexin has little patience for sloppy work.
He is a perfectionist, which manifests itself as extreme arrogance and confidence in his technical prowess. However, he also has the skills to back up these claims. Despite being abrasive and hard to work for, his strict manner and lack of tolerance for failure has earned him respect amongst the engineers. He often speaks condescendingly, in short, abrupt phrases while continuing to work. Conversations are secondary to keeping the Star-Brigade running. Has a love hate relationship with Lisa the ship's computer. On one hand, he finds her excellent for keeping him up to date on just what he needs to fix next. On the other, he find's her artificial cheery disposition infuriating, and her advanced functions limit what jobs he can do at times.

Strengths: Demexin is extremely focused on maintaining the Star-Brigade's prototype FTL Drive. This attention to detail has given Demexin incredibly high standards. He does not tolerate sloppy work in his part of the crew. The nearly seamless installation of the prototype FTL drive is a testament to his precision work ethic.

Weaknesses: Demexin's high standards means he has very little patience for poor workmanship. His short temper often puts him at odds with other members of the crew, who find him arrogant and unlikeable. Can at times be a misanthrope.

Bio: Demexin joined the Diplomatic Corps twelve standard years ago, and was one of the first civilian Astrid to attain a position within the Solanic Union. While ambassadors and diplomats between the Ventaig Dominion and the Solanic Union were present beforehand, Demexin was one of the forerunners of non governmental operatives to be assigned to the Diplomatic Corps.
A technological genius, Demexin was first assigned to the Star Brigade two years earlier following his proposition to develop a new generation Faster-Than-Light propulsion drive, which would allow the ship to reach hotspots faster than using the local jump gates. The system was a resounding success, with further models being installed in other Diplomatic Corps ships in time. For his contribution, Demexin was given the role of Chief of Engineering aboard the Star Brigade, a title he has held to this day.
Demexin finds Lisa the artificial intelligence both interesting and repulsive. Astrid technicians are usually averse to working with sentient machines, preferring to do the work themselves. His need for perfection has caused him to tolerate Lisa for her up to date ship diagnostics. However, he'd much prefer to do the work and find the faults himself.

Name: E. Kalade (No relation)

Gender: Variable / both (appears female)

Age: 22

Species: Lallow (appears human)

Appearance: For a lallow Kalade fairly short being about 5 and a half foot, she looks female and her skin is mostly orange with purplish blue rings along her tail and other limbs. The rings become stripes on her back. Her racoon mask (actually the medical term for the rings around their eyes) is actually bicolored (which is am extremely rare mutation) consisting of an outer black ring and an inner white one.

Her thagomizer consists of 7 short but sharp blade like plates (three one side and four on the other alternating). Her horns are lopsided with one facing forward and the other up. Her eye radials are bright orange.

As for clothes she mostly dresses smartly but try as she might she can't quite negate her races natural assets so she still looks stunning to humans (and even some other races).
Job Title: Offically she's in charge of software but she also handles PR as a hobby (At least until someone else turns up).

Equipment: Laser lipstick (An incredibly high capacity wireless external storage device and can release an EMP to attack machines at about a foot or two of range) and a small icicle for self-defence (a pistol like weapon that sprays the target with cryo-gel which reacts extremely endothermic-ly with air cooling the target rapidly. Designed to incapacitate rather than do lasting damage).

Personality: E.kalade is surprisingly reserved having grown up in a small community she finds crowds hard to deal with. This is due to self-confidence issues relation to both her height and other abnormalities (like her uneven horns and odd number of tail spikes).
She enjoys working with computers and programming finding them much less judging than people (she sometimes dresses down around them enjoying the feeling of freedom).
She does eventually turn out to be fairly friendly once she comes out of her shell and she might even have something for that Astrid in engineering. She's very logical and can keep calm under pressure (not social pressure mind that melts her).

She can be fairly competitive when it comes to her field and often debates with the chief of engineering over which of their disciplines is more important (Or more accurately weather Lisa's top range AI is more of less of an achievement than the FTL drives).

Strengths: She's an experienced programmer general tech enthusiast. She's also an experienced Ontiron rider. She can keep cool under pressure and is known for being extremely resourceful.

Weaknesses: Socially uneasy and especially afraid of crowds. She also lacks any real combat experience or weapon experience (she doesn't even really know how to use the icicle properly).

Bio: Adopted by a human Astrid couple on Zmoff she grew up on an ontiron ranch near a small community. She found some ancient computer components when she was young and started playing around with them. She basically became the Zmoff computing authority very quickly which is a testament to how low tech the planet is.

It wasn't until she found a contest online to find some of the best young programmers in the S.U. She lost on a technicality and was so annoyed she hacked into the S.Us systems to change the results. She wasn't found until about a year and a half later when the S.U noticed.
In exchange for not having her entire system destroyed she was offered a position in the Star Brigade (It wasn't until later someone realised it was a position she'd created). She's been on the team for a few months now and helped develop Lisa (who she also named and did the voice work for). Her PR work was basically the result of no one else being up for the Job and her wanting to be more social. She isn't exactly good at it but she's attached to the position and no one else had come along yet.

Name: Thor Arsiir

Gender: Male

Age: 39

Species: Human / Cyborg

Appearance: 5'9". Right arm, leg, and left eye are purely mechanical. From around his mechanical eye going back to his neck is all metal. His skin is white compared to most being more beige, an unexplained result from his augmentations. And the metal is a dark iron color. Clothing is a mix, fabric shirt and pants. Leather straps binding along his lower human arm. Two belts hang from his shoulders crossing his chest, holding some tools, and his full tool belt around his waist. His blaster pistol is holstered on the left of the tool belt. Military boots. And a brown slouch hat.

Job Title: Licensed Star Pilot, Ex-Mercenary.

Equipment: Belt tool kit, blaster pistol, metal claws (in arm). Bubble gum.

Personality: Good hearted and determined. Strives to overcome obstacles and keep others from fighting. He'll hold a strong grudge though if you wrong his sense of honor and pride.

Strengths: Street smarts. Computer neural interfaced brain allows for faster brain function and compatibility with electronics. (Plug in, no wi-fi).

Weaknesses: Fears his mechanical but more that his electronic components will fail in a critical situation. Electrical shock.

Bio: Thor is a son of New Maya. At 23 he lost his right limbs and most of his head in building collapse. He was lucky to be rescued and that his family was wealthy enough to have the cyborg augmentations done. It was only out of love that his parents paid though. Thor turned to mercenary work as a safer occupation than his mining career in the outer asteroid belts once he'd recovered. He joined a small mercenary guild called Ithos Executive Ops. The work ranged from low end guarding of property and convoys for private businesses, to SU contracts they couldn't or didn't want to handle themselves. It was mostly honest work, and anything that wasn't well, you know.

For 15 years Thor wandered across the stars. Met a few girls, took part in a giant space battle or two. And learned a lot about various subjects from philosophy and planetary infiltration tactics to sewing (How else did he get such a cool attire). Years of work took it's toll before he slowed everything down for a few years of R and R. But he again wanted something to do and he found himself enlisting for the Diplomatic Corps. Why he did is up for debate, but it pays well and it's low risk, as far as he could tell.

Name: Dr. Nathaniel James (Nate) Harris

Gender: Male

Age: 35.

Species: Human

Appearance: Nate isn't a very imposing man. While taller than average at 5 foot 11 inches, his thin, lanky build makes him look more awkward than scary. He is quite pale from all his work in environment controlled laboratories, which isn't helped by the contrast with his fairly dark brown hair.
While working he tends to wear a lab coat over a short-sleeved shirt (often a T-Shirt) and long pants, but when not working he removes the coat.
He is quite soft spoken, but can become quite loud when aggravated . When nervous, tired or stressed he has a slight stutter.

Job Title: Xenomedical Researcher/Doctor

Equipment: At all times Nate wears, or at least is in the possession of, a black leather satchel that was given to him as a graduation present by his sister. In it stores;
- Medical Emergency Kit
- - Basic First Aid Kit
- - Surgical Equipment
- - Respiration Equipment
- Biological Sampling Kit
- Digital Diagnostic Device
- Digital Stethoscope
- Universal Translator

Personality: A friendly and outgoing person, Nate is always smiling and talking to anyone who will listen. Despite his records referring to him as Dr. Harris, he personally hates that and much prefers to be referred to as Nate, Nathan or Nathaniel. He has a very active sense of humour and is always cracking jokes or laughing at someone else's.
That said, sometimes the pressures of his job get to him. Identifying possible cross-species contamination of pathogens is hard work and sometimes it gets too stressful. In these periods he can become withdrawn, depressed and very abrupt. This tends to improve after anything occurs that reminds him of why his work is important.
Nate is very close to his wife and tries to communicate with her whenever possible.

Strengths:
- Doctorate of Xenomedical Studies
- Surgical Training (Human)
- Great Social Skills with non-human life forms

Weaknesses:
- Very Sensitive. Many things can cause him to become upset. Notable examples include;
- - Losing a patient to an otherwise treatable condition
- - Reaching a dead-end on research
- - Social Problems with Crewmates
- Suffers from mild Agoraphobia, enough for him to be uncomfortable and edgy in open spaces but not a full on panic attack. This is due in part to being born and raised on a ship and not having much experience with the outside world.

Bio: Born on a small trade ship to a repairman and a cook no-one expected Nate to be the brilliant scientific mind he is today. At 15 years old he began to study science long distance, but when he decided to study xenomedicine he left the ship to study on earth. After completing his degree he worked on earth for a while in a clinic near the space-ports

In an ironic twist of fate Nate's first patient was his own father. He had contracted a disease after trading with the Norg. Nate toiled and toiled, day and night trying to find a cure. He eventually found one, but his father was crippled for life. This left Nate feeling dejected and useless until his father pointed out that if it weren't for Nate, he would be dead. This was a revelation to Nate. He began to realise that even if total cure was impossible, saving the lives of his patients is all that matters. For several years he worked in the clinic but when the opportunity came to do real good in the universe he joined the Diplomatic Corps

About 5 years ago Nate treated an engineer hurt in an industrial accident. The engineer, Samantha Jacobson, began a recovery program with Nate. They became friends, and later lovers. 3 years after they met Nate proposed. Nate and Samantha have now been married for 2 years. She is now pregnant with their first child, a boy named Peter. He is sad to leave them, but honestly believes that he is making the world a better place.

Name: Til Wing

Gender: Male, but identifies as female

Age: A fairly young adult in the terms of the Astrid, the human equivalent of early to mid-20s. Roughly 30 years old physically on the Earth standard calendar.

Species: Astrid

Appearance: Slightly taller than average at 2.6 metres tall, Til has a fairly skinny body for an Astrid. Her face is quite rounded, making her seem older than she really is because of the angular contrast. Til usually wears fairly utilitarian clothing, mostly white so it her luminescence isn't misinterpreted.

Job Title: Consultant linguist and shipboard counsellor

Equipment: Personal tablet and stylus for note-taking, Unicom I translator, locket with a picture of her father.

Personality: Guarded about herself, Til is quite passive, and only really reveals anything about herself when asked a direct question. She tends to be extremely calm, projecting light blues and turquoise mostly, unless an insult is levelled directly at her, at which point she takes serious offence. She retains the Astrid sense of curiosity and will try to find out more about others with a quiet enthusiasm, almost drinking in information, and retains personal information with near eidetic efficiency. Til has a secret loathing for the Schrier, but tries not to let it affect her in her work.

Strengths: A trained counsellor, Til is getting people to open up to her and can persuade people to talk about many things they may not wish to otherwise. She is quick to notice what may be bothering people, and will try to help in any way she can. Gifted with a good tongue for languages, she is fairly fluent in most xenolinguistics, save Ferrax and Schrier.

Weaknesses: Til has something of a one-track mind, and once she becomes focused on something, she often excludes everything else except the object of her attention. She is quite a perfectionist, but is a little hypocritical and has a deeply immature sense of humour.

Bio: Til grew up on an Astrid-dominated SU planet in the middling to outer reaches of Union-controlled space. His father was very close to him, but his father's job job with a human owned mining corporation called him off to help with initial settlement of a new planet. Unfortunately, the planet in question was Tomhana - The Schrier homeworld. Til's father was one of two fatalities sustained in an unexpected attack around the northern reaches of the Schrier territories. When Til learned of his father's death, he developed a form of gender identity disorder, associating as a female instead of a male.
Til had a knack for languages and understanding others, and gathered a large group of friends from various races in her mixed-species school. She continued to pursue languages as a personal interest while she became a counsellor

A pair of colonists from the Union/Durras colony of Apleeloss. Following the destruction of the colony by the Norg to prevent a virus pandemic from spreading to other worlds, the two refugees were ferried alongside the other survivors to the Union capital of New Terra. However, before they could be transferred, the Star Brigade was highjacked with them on board, becoming prisoners of the Colonial Opposition League. They are currently captives aboard the ship as the rest of the crew follows in hot pursuit.
1. As Game Master (GM) whatever I say goes, these rules may change in the RP due to changing circumstance; if they do you will be notified. Avouleance2nd is the Lore Master (LM), if he says something is contradicts existing canon then you will be required to change it.

2. No god-moding or god-modding. The former is having your character acting like they are a god who can do anything, the latter is taking control of other people's characters. Both are forbidden.

3. Don't stray too far from the current objective without my permission, if you have a sub-plot or an idea that you want to do then I'm very happy to accommodate that but please PM me first so we can arrange how it'll fit in with the over-arching plot.

4. Posts must be two and a half lines minimum and you must wait for someone-else to post before you can post again. Please keep all posts grammatically correct, all thoughts in italics and do not use cap-locks or bold.

5. Absolutely no OOC posts in the main thread once the RP begins, there will be a user-group for that.

6. If there comes a time where there is a player vs. player combat, then both players must write a description of their character beating the other in a fight (Ratings war style if you know that RP) and post it on the thread in a spoiler. I'll read both, select what I think is the best, and then the winning player's entry will remove theirs from the spoiler by editing their post and hence it'll be canon. The losing player will leave their entry in the spoiler so others can read it but it'll remain non-canon.

7. Romance and/or implied sex is fine, however nothing explicit in the thread please, take it to PM if you must. Since racism, sexism and other prejudice exist in the real world, they are allowed in this RP as long as it's in-character only, anything directed at the players themselves rather than the characters they play will be punished severely.

8. Treat other players with respect and have fun!

If you have any questions, feel free to ask either myself or Avouleance2nd. There's a lot more information to be had, so if you want to go into more detail about the species or technology, we have resources available.
 

Soviet Heavy

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Jan 22, 2010
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Reserved for Accepted Character Sheets.

Accepted Characters
Name: Captain Thomas Vance, usually known to his comrades simply as "The Captain"

Gender: Male

Age: 37

Species: Human

Appearance: Captain Thomas is a tall imposing man, standing at just over 6 feet 2 inches in height. He is primarily descended from the African-origin population of the Western Alliance on Mars with some European influence too and so he has a moderately dark skin tone, brown eyes and frizzy black hair which he keeps neatly shaved. When giving orders he's inclined to speak loudly, but when conversing one-to-one he tends to stick to a quieter tone which he prefers. While on duty he sticks primarily to wearing his navy captain's uniform adorned with his two medals earned for military service in his younger days. He has a tendency to swear if his orders aren't going to plan.

Job Title: Captain of the Star Brigade, 7th Diplomatic Corps

Equipment: He carries a small laser pistol with a limited range and preloaded with enough batteries to fire around twenty shots in total. This is more out of tradition than anything else as his job requires him to stay on or near the ship at all times except grave emergency so he doesn't expect to use the weapon. He also wears a small golden cross under his shirt to remind him even during the stress of war of his Christian beliefs.

Personality: Many years of military service have taught the Captain to internalise his doubts and to put on a stoic face however bad the odds are. His off-hand swearing is a habit gained in his youth due to his insecurity during his teenage years when he felt he had to prove his manliness, while he has long ago overcome these issues the swearing has remained and becomes especially pronounced when he is angry or annoyed. He deliberately avoids mentioning his wife who divorced him around a year ago since he still hasn't quite come to terms with her leaving him yet and he feels guilty that it was largely his lifetime secret which led to the breakdown of their relationship; he also fears that what he hides makes him immoral according to his Christian faith. He often feels more comfortable around non-human races than humans, which is part of the reason he chose to join the Diplomatic Corps as the job requires interaction with aliens on a daily basis.

Strengths: A natural leader, the Captain has no qualms about ordering his subordinates around if he's made up his mind and unlike many humans he has no difficulties understanding aliens and their often confusing social signals. His army background means that although his role requires him to stay out of action, if the time comes when he must defend himself he is fully able to do so with anything that can come to hand.

Weaknesses: The Captain dislikes making hard decisions himself and so if he can he will leave tough choices down to those on the ground, after-all "they're the ones doing the shit". He sometimes secretly feels uncomfortable giving orders to Diplomatic Corps since they are rather different from the typical army grunts he used to boss around until less than a year ago and sometimes he fears he may not really be qualified for the job. He is also afraid that his secret, which only he has only ever told his ex-wife, may one day become public and cause him to be ridiculed.

Bio: Born into a poor family in one of the rougher neighbourhoods of New Terra, it seemed for the first two decades of his existence that Thomas Vance was destined for a life of crime. By the time he was fourteen he gave up going to school and instead joined a local gang, eager to make money and prove himself a man. Ironically, it was a drug conviction at the age of eighteen which saved him from this life, as part of a plea bargain to avoid prison he agreed to sign up to five years service in the S.U. military. There for the first time he found meaning and purpose for himself, being relatively fearless and charismatic, he was well-liked by his comrades and soon found himself promoted into a position of authority. After his 5 years were up he decided to re-enlist and became respected for his friendly but no-nonsense leadership.

During one his period of leave Vance met a woman named Amata on a one-night stand, they agreed to meet each other again and within two years were married. Initially the pair adored each other and Amata being an independent woman didn't mind that her new husband often had to spend months away from home on duty. As time went on though, the couple's sex life began to go downhill and disagreements over future plans lead to viscous arguments. Eventually the Captain resigned from his post to try to save his marriage, however even this failed and his well-intentioned disclosure to her of what his problems in bed were being caused by sealed their divorce. After a period of depression, Vance decided to pull himself together and using his unblemished military record managed to get himself chosen to be the captain of the newly formed 7th Diplomatic Corps.


Name: Lime

Gender: Hermaphrodite

Age: 197

Species: Crelm

Appearance: Lime looks pretty standard for a crelm. The usual slender figure about 7.5 feet tall, complexion is the usual see through but with a few faint stripes of various greens (of course these are changeable like all crelm colours but they are there by default hence the name). There's the usual slight sheen caused by light playing with the slime on the skin. A few of the eyes are a little small showing signs of injury but being nearly 200 gives you time to heal from most things. Of particular note is the proboscis, even for the crelm it's impressive. The barbs have been sharpened and it's larger and more muscular than average. The practice is dying out now but in the old days such practices were much more common.
Uniform is really something that works for the crelm they can hardly see or breathe with most human styles so chose not to wear it when possible. When that just isn't possible Lime makes use of some of the newest tech, essentially amounting to a slick black jump suit with air and nutrient soup containers It's pretty much see through with only a slight drop in vision. While it isn't the most comfortable Lime also makes used of void oils like the norg do to solve heat retention problems.

Job Title: Military Complement Commander. Lime is one of the best strategists the S.U have.

Equipment: Unicorn light (a see through sphere that works are a translation device). A pad laser notebook, very useful for making strategic notes on the fly and allows the user to take pictures and recording and annotate them. Also a laser monocle which can provide useful overlays even if it doesn't improve vision.
Finally there's Sapphire, heandshe's an old pressure ram but they haven't made better since, and this one's probably been upgraded to an order of magnitude or two above its original value. The S.U have stopped trying to confiscate, some people have been badly beaten up trying to take it away. Lime's clearly attached to it to say the least.

Personality: Lime is S.U through and through, loyal to the 1 and 8 (weapons testing around mercury changed it from the 1 and 9) almost to a fault Lime sheandhe is deeply involved in military culture. This has resulted in a strict adherence to rules and deep respect for anyone serving. Chains of command are to be treated as rock solid and Lime would never think to speak out to a higher authority.
Admittedly Lime has slight problem with anger and tact isn't always a consideration.

Strengths: Lime is not to be underestimate, with both the tactical cunning to think hisandher way out of any situation and the hunting skills to follow through. Most modern crelm aren't half the tracker Lime is and heandshe can sneak with the best of them. Not to mention being surgical with the pressure ram.

Weaknesses: Several war wounds but nothing one of the best soldiers in the S.U can't deal with. Lime has a pretty serious fear of heights though and the Durras generally makes himandher uneasy, it is to do with their senses most crelm find the concept of sound hard to deal with and a whole species both using it as their main sense and pretty much lacking sight is to be honest sickening. Also harbors deep seated guilt over former missions.

Bio: Born to one of the few families still on earth, Lime of Tweg (formally England) grew up in a fairly tight knit community with very little exposure to aliens. It wasn't until their early 30 when their asexuality became apparent they decided to leave and serve the S.U as best they could.
Unfortunately the Solandra found Lime, they were some of the more extreme members of the S.U and sent Lime on many missions. Exactly how many enemies of the S.U Lime dealt with is unclear as most of Lime's records have been black stamped (you need a lot of clearance even to know black stamps exist).
The turning point was hard to pin down, Lime occasionally mentions a child that the Solandra screwed over and almost got killed but heandshe is normally intentionally vague on the issue, something about drugs maybe.
From then on the S.U often sought Lime's advice on tactical issues and heandshe served several times. Recently they became quite serious about getting Lime more involved in their activities. Then one night a Lallow from recruiting comes round and uses every trick she has to get Lime to join for some big project their working on.
For the S.U they said. Now how was Lime supposed to refuse that?

Name: Thomas Anderson

Gender: Male

Age: 30 (Galactic Standard)

Species: Human

Appearance: Tall and lanky, Anderson is easily identified by his archaic and often anachronistic choices of clothing. He wears spectacles, an odd choice considering advances in ocular treatments. His clothing is based off of replicator technology versions of mid twentieth century business attire. His skin tone is closer to caucasian due to his involvement in the Diversity Program. Green eyes and dirty blonde hair cut short.

Job Title: Diplomatic Envoy from Poravan, part-time field medic.

Equipment: His glasses also feature built in magnifying lenses, allowing Tom to view far distances. He has little in the way of equipment, only carrying a rail pistol for defensive purposes, and a few diagnostic tools.

Personality: Paranoid neurotic would not begin to describe Tom Anderson. Merely bumping into him in a hallway can make him jump. To try and cover up his fear, Anderson has developed a sense for snark. He tries to be friendly, but can sometimes choose unfortunate wordings that get him into trouble.

Strengths: Adaptivity. Being a cowardly person who loathes direct conflict, Tom has learned to think on his feet and try and find alternatives to violence. He is also very determined to complete an assignment, no matter the cost. Whether this is out of true determination or some psychological fixation is not important, his results are.

Weaknesses: He's a coward, plain and simple. His neurotic attitude annoys other people, and he seems to be followed by a cloud of bad luck. Tom is just as likely to cower in a given situation than he is to try and fix it.

Bio: Born in 5172 on Poravan, Thomas Anderson's family was selected for the Diversity Program, an effort to reinvigorate human genetic diversity after Colonial Excisions twenty three years earlier. The family was moved from Poravan in the Xenat system to North Hand in the neighboring Scalrey System. Here, the Solanic Union performed both genetic and societal experiments and simulations in order to diversify human genetic code. The test was considered partially successful, as the genetic structure was altered. Physical characteristics only underwent slight changes, reflected in Anderson's lighter skin tone.

When he was twenty five, Anderson moved back to Poravan, and applied for a position within the Solanic Union. Two years of education later, and he was assigned to the Diplomatic Corps headquarters aboard the New Terra, where he worked an office job. Anderson was later assigned to field work, where he was teamed up with a Crelm he called Rithim. It was here that Tom's skills would manifest and his consideration for being assigned to the Star Brigade began.

Anderson had a string of bad assignments, which often ended in strained, but manageable negotiations. He found himself being constantly assigned to more and more dangerous missions, where his ability to save negotiations from failure (admittedly caused by him as well) earned him recognition. He was assigned to the Star Brigade three months ago following a particularly infamous mission which resulted in Anderson being chased off a planet by the locals who viewed him as an enemy god. The resulting negotiations resulted in a peace treaty with the Solanic Union on the terms that the evil God "Andursion" never return to the planet.

Name: Muokilaxese

Gender: Male

Age: 12 (Nearing the end of his youth period)

Species: Ferrax

Appearance: Tall, for one of his race, standing at 7'5" tall, and weighing several hundred pounds, he wears light armor, as befits his role as a diplomatic bodyguard, he is blue grey in color, and has many scars across his larger arms, He is also missing one finger on one of his grasping arms. He wears a large coat, which provides him with more pockets, and, he hopes respect from the humans of the Solaric Union, who will see that he can adjust to their culture.

Job/position: Security Officer, Second Class, Seventh Diplomatic Corps

Equipment: One laser pistol, with additional batteries. He also keeps an assault rifle(not certain about weapons, ill add more detail later) and heavier armor in his quarters, because he subscribes to the philosophy that sooner or later, he will have to kill people in the the name of diplomacy

Personality: Aggressive, Stubborn and determined. he, like most of his race, would sooner solve problems through force than through negotiations. He chose the diplomatic corps after his time in the military because he figured that it was the best way to ensure he would be on the from lines of any imminent wars, and give him the possibility of winning honor and glory. He also disdains weakness, and dislikes guile, seeing it as a shield of the weak.

Strengths: Courage, determination, strength, he is a fighter, loving the exhilaration that he gets from combat.

Weakness: Stubborn and none to diplomatic, he is prone to solving problems in the simplest way available. He isn't dumb, but he is by no means an intellectual giant. He also looks down on beings that he perceives as "weak".

Bio: Born on the planet of Mantis Minor. He was the largest of all the siblings from his brood, and used this to establish his dominance over all of them.
Once he got older, he went on to compete in the Blood Sports, proving his strength and skills, and maiming several weaker competitors. He left Mantis Minor and joined the Solanic Union Military seeking glory.
However, he found that there was far less violence in the military than he had hoped for, and spent a lot of time bored, or looking for a fight with another soldier, this let to him being discharged after starting a brawl between the Ferrax shock troops and the Human Soldiers, after he claimed that the Human soldiers "Didn't respect him". Because of this, he has mixed feelings for humanity, as he has seen many fine and brave human soldiers and officers, but he holds his discharge from the military against humans in general.
He joined the diplomatic corps because he had little other choice, none of the mercenary groups he approached were inclined to hire a Ferrax with a recent discipline issue, and to return to Mantis Minor after being dishonorably discharged would bring shame upon himself. Because of this, he intends to serve with the corps until he finds glory and honor, or dies trying.

Name: Gabriel Wolfe

Gender: Male

Age: Appears 30

Species: A.I (Infiltrator Unit)

Appearance: Gabriel is a tall standing figure, reaching at around 6'4'' in height; he has a semi-muscular build, but a slender body. His hair is white in colour, and reaches the shoulders in length. He has golden coloured eyes, with three small brown dots circling around the pupil in a triangle shape. His skin tone is slightly tanned. Gabriel will generally wear a mixture of high quality civilian clothing, and military hardware, so he has a mixture of comfort and protection. A long black tail coat finishes the attire.

Job Title: Infiltrator/Assassin/Mercenary For Hire (Note: This can change when he joins the Star Brigade)

Equipment:
- Sniper Rifle (Note: Refer to the M-98 Widow from Mass Effect for reference)
- Sub Machine Gun + Silencer
- Dual Laser Pistols
- Combat Knife
- Medical Kit
- Cyber Hacking Equipment
- "Chameleon" Cloaking System (Note: Integrated into his body)

Personality:

Despite being trained/created for the purpose of combat, Gabriel has a calm and intelligent mind. Thanks in part to his self preservation instinct and willingness to learn; he has learnt a wide variety of human emotions, to help hide the fact that he is an advanced computer intelligence. Despite having friends, he prefers to remain alone at times, but this doesn't mean that he isn't approachable. When not on missions though, he can be fairly relaxed.

Strengths:

Being a Combat A.I, Gabriel is proficient in using all types of guns. With his proficiency, he is able take on enemy numbers that would usually require a small standard military group. Due to the social interaction protocols that were installed into his body, he is able to blend in well with organics, but primarily humans, since that is the race his body was based upon. Another benefit of being an A.I, he is able to use computers, operate software programs, and other cybernetic equipment with increased efficiency.

Weaknesses:

He has shown at times to have a cocky and arrogant nature, whilst they have been few and far between, they can be a hindrance during a mission if its gets too out of hand. But he is working on lowering this defect.

Biography:

Gabriel was a advanced Combat A.I, that was designed to be the perfect assassin, and stealth infiltrator. He was created as part of a secret military project, known as "Project Silent Night", on board the military research vessel, Elysium. Whilst he exceeded expectations as a killer, he showed signs of a higher intelligence; this troubled his creators. They tried to disassemble him, to try and study the cause of this so called "programming defect", but they never got the chance. Gabriel easily over powered those that made him, and escaped the facility, not before finding a form to integrate himself with.

After escaping the facility with various weapons and other useful equipment, he worked on integrating himself into human life. Finding that his combat skills useful, he has found work as a mercenary/assassin for hire; taking on assignments for various races across the galaxy.

He has found it surprisingly simple to pass himself off as a human, despite certain signs of his A.I heritage being visible; namely the registration code on the back of his right shoulder, but he has passed that off as a military tattoo, which is part of his established backstory.

Name: James Bergmann

Gender: Male

Species: Human

Age: 27 Earth years

Appearance: Short, dark blond hair. Tan but distinctively white skin color. Blue eyes. About 6 feet in height, wears an orange engineering uniform.

Job Title: Propulsion engineer

Equipment: Digital watch, Durex Type-93 plasma hand gun, pocket knife, assortment of tools.

Personality: Very kind and giving, curious about new life and technology, more of a follower than a leader, is a pacifist, obedient, and friendly.

Strengths: Extensive knowledge in physics, chemistry, and biology. Good at chess and other strategy games, is a quick learner, good with firearms, and can easily survive in the wilderness

Weaknesses: Overly trusting, afraid of large insects.

Bio: James grew up on Apollo, a cold world located between the fringe and the core of the SU, and dotted with factories and farms (in the north and south respectively). James lived near the mountains of the north, where the trees and animals had not yet yielded to the cities and factories. He would often go hunting or fishing with his family deep into the wilderness. As a result, he has great skill in the use of all forms of firearms, both conventional and energy-based, and understands how to survive in the outdoors. Once out of high school, James attended a university for astronautical engineering with a scholarship from the space navy. After his education, James became a full member of the SUSN. Over the next 5 years, James when from starship to starship and port to port, always questioning the natives about their history and culture. When he saw that the DC had an opening, he was the first to sign up, hoping that life on a DC ship would prove to be an enlightening experience in both technology and alien culture. Despite his background with hunting and guns, James considers intelligent life extremley sacred and will only hurt or kill in extreme situations. He also has a pet spider, which is ironic considering his fear of large insects.
 

Soviet Heavy

New member
Jan 22, 2010
12,210
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NOTE: None of the archived information is required to play. It is merely here for those who want to read up on the setting. You can get by just as easily on the basics alone.


Information Archive Part 1 (Further Links Link 1 [http://www.escapistmagazine.com/forums/read/18.305265-A-new-Sci-Fi-universe-Which-you-can-be-part-of-Looking-for-Pretty-Pitures-Makers?page=1] Link 2 [http://www.escapistmagazine.com/forums/read/540.308574-Life-in-the-53rd-Century-New-Sci-Fi-universe-2-Always-looking-for-contributors-and-Artists?page=1] Link 3 [http://www.escapistmagazine.com/forums/read/540.328762-Sci-Fi-Race-making-contest-Closed-Winners-on-page-4?page=1])
[HEADING=1]Ships, Technology, Organizations and Weaponry[/HEADING]
Ships

Specifications

Length: 200 Meters
Height: 70 Meters
Width: 120 Meters
Engines: 2 Phantell GR12 Subspace Thruster Assemblies, 4 Phantell R3 Accelerator Engines
FTL Drive: 1 Ventaig SEC Experimental Cruiser Drive
Armaments: 6 Charon Particle Beam Cannons, 2 Berian Missile Tubes

Layout: Majority of the ship is built around the forward opening service hangar and the Drive Reactor. Upper Decks contain terrestrial housing compartments. Lower decks are submerged for Crelm crew members.

Additionally, the main hull also houses the Star Brigade's gyroscopic gravity generator. Several large rotating rings within the outer layer of the hull spin at high speed when in vacuum to provide variable levels of gravity.

The Star Brigade uses six engines for maneuvering. The two most obvious are the larger pair set atop the wings. These are actually used for maneuvering over thrust. The smaller pairs, one set flanking the upper fin and the other the Keel, are used for forward propulsion.

The bridge section is divided into two sections, easily identifiable by the large windows on the tactical bridge. This section is built into the upper superstructure of the ship, which also contains the human cabins. Lower within the ship are the submerged portions, where Crelm crew members are housed. This is near the hydro plant of the ship, in order to save space.

The forward Hangar contains four ships: Two Blue Diver Transports, Corona 1 and Corona 2, and two Lancer Interceptors for close range support.

Organizations
Races: The Durras, Gyrale

Formation: Formed after the Durras gained sentience upon eating the Flesh Tumors of the Gyrale. The council is a matriarchy, with the female leaders of each tribe grouping together to form a unified government and religious power base. They apply democratic thought and religious tenets to the species, worshiping the Gyrale as their gods and saviors.

Power: The Durra have limited influence due to being less technologically advanced than humans and Norg. However, they possess a powerful economy based on their tourism industry, which attracts millions of visitors to their homeworld every month. Militarily, they rely on conventional security forces, and the Canopy Commandos, an elite counter terrorism group sent in for rapid response assignments to crisis zones.

Goals: The Durras wish to continue to spread their culture and influence to other species, hoping to gain protection against the Norg, who oppose their very way of life. The Durras are fierce advocates for the protection of the Gyrale species as both living organisms and as religious symbols.

Territory: Jome and its two moons, several joint Union/Council colonies across Solanic space.

Races: Humans, Crelm, Ferrax

Formation: As the human and Crelm populations started to strain the earth's still recovering natural resources, it was decided that expansion into space was vital. The Crelm were inexperienced with space travel, so the humans, who were at the time considered second class citizens, used their knowledge of space flight as leverage to gain political equality. The Crelm had always been led by the elders (As childbirth is fatal, Elder Crelm are a rarity). Humanity introduced the Crelm to the concept of organized government, creating the Solanic Union. The Union spread throughout the stars, integrating new species such as the Ferrax into their way of life.

Power: The S.U commands an highly advanced space fleet. They are capable of rapid space flight and have some of the best terraforming tech in the universe. However most of their population live on worldships, with their own self supported atmospheres and biomes. Their military are known for extremely destructive environmental attacks, such as the subjugation of Warden, which left the planet uninhabitable.

Goals: the S.U is mainly concerned with colonization to handle their booming population growth. To this end, they are willing to deal with other species, exchanging technology for land rights, and forming alliances against threats.

Territory: S.U territory is some of the most wide ranging in the galaxy, only challenged in size by the Mezian Dominion and the Ra Empire. They command the majority of space south of the Wasteland.

The Frontier is the long strip of inhabited planets that stretches along the southern length of The Wasteland, the largely uncharted region of space to the galactic north of the Solanic Union's borders. Out here, major law enforcement is a rarity. The Rangers are an independent organization that have dedicated themselves to protecting the lesser population centers along the Frontier.

The Rangers don't follow a structured organization, instead working as a collective of individuals brought together under a common cause. They wear no uniform, have no standardized equipment, and all have different skill sets. Rangers often work alone, the majority of planets with active Rangers usually contain one to five Rangers for an entire planet.

Rangers are known for their expert tracking skills, and for being professional hunters. They have interstellar jurisdiction, giving them the right to hunt criminals across sectors with impunity. They only take on criminal cases though, no bounties on civilians for unscrupulous reasons.

Rangers employ everything and everyone, they are very species integrated to better work with their colonial charges.

The Astral Jumpers are part of the military arm of the Solanic Union, specifically employed for ship to ship combat and deep space operations. They do not perform ground duty, and spend most of their lives on starships and orbital installations. The Astral Jumpers use advanced tactics and technology in military operations.

Brotherhood
The Astral Jumpers are organized into semi independent subgroups known as Brotherhoods. A single Brotherhood is assigned to each S.U fleet, and will perform military functions at the behest of each Admiral. Brotherhoods numbers vary depending on their deployments, but the average strength stands at approximately 15000 soldiers. Each Brotherhood may use whatever combat doctrines they see fit, leading to multiple variables regarding approaches to combat in deep space, troop composition, and disciplinary action.

Combat
The Astral Jumpers are famous for their daredevil combat tactics. While some Jumper Brotherhoods simply grapple enemy ships with docking claws and attack through the entrance hatches, some of the more extreme Brotherhoods have been known to launch attack shuttles across the hulls of enemy ships, after which Jumpers will literally "jump" from their transport onto the outer carapace of a ship.

Hull Crackers
The aforementioned "jumpers" use advanced breaching gear to rip apart ship hulls from the outside. Using high grade boring explosives, Jumpers can deliver heavy damage to a ship without being interrupted by their magnetic dispersal shields, designed to ward off warheads. The result is the equivalent of planting a warhead within the ship, bypassing its main countermeasures. These "Hull Crackers", as they are colloquially known, have been the bane of many ships that have come into contact with Solanic Fleets.

Diggers
Another tactic used by Astral Jumpers are the so called Diggers. Heavy drilling equipment, carried by teams of Ferrax jumpers, will punch entrance holes into their targets, creating ambush and escape routes for Jumpers performing boarding actions.

Weapons and Technology

Bardon Manufacturers Type 32 Mass Driver Cannon
Astral Jumpers are equipped with some of the deadliest weapons available to the Solanic Union. One of the main reasons they are forbidden from ground duty is because of the destructive capabilities of their weaponry. Their standard issue arm is a Bardon Manufacturers Type 32 Mass Driver cannon. The BM-32 is a miniaturized version of the main guns of a Hellhammer Class Heavy Carrier, designed specifically for space combat. The weapon contains a number of parts and components that can only work in low gravity environments, since the lack of friction allows for a larger application of force. The BM-32 fires miniature projectiles at relativistic speeds, giving them extreme force upon impact. The free flowing design of the weapon makes it difficult to use in planetary gravity, as the weapons are liable to become damaged due to the higher gravitational pull affecting the internal components.
This reliance on low gravity does pose some problems for Astral Jumpers. As most ships contain an artificial gravity system, these are usually the first targets when Jumpers board a ship. This not only causes chaos and disruption among the ships operators, but also allows for better handling of the BM-32.

Ares Combat Suit
The Ares Combat Suit is a multipurpose outfit specifically created for the Astral Jumpers. It is part pressurized space suit, part Combat armor, and part toxin filtration unit. The suit has been modified to accommodate humans, crelm, and ferrax soldiers, each one with specialized pressurization systems to best suit the species wearing it. The combat systems include a customizable Heads Up Display, heavy impact armor made from lightweight composite Denarium Alloys, motor assisted joints to allow travel with heavy equipment, a compact jet propulsion system for vacuum combat, and clawed, magnetized boots built to latch onto ships and provide stability during boarding actions. The toxin system filters out gasses poisonous to humans, ferrax and crelm, such is the case when attacking ships using unsafe atmospheric conditions.

Technology and Weaponry
Totems are the how the crelm and humans control the environment they were originally a crelm design. They look like taller sea anomies which they technically are being modified versions of them. They work by releasing chemicals into the atmosphere. The range in size from about a foot or so tall (and about 1 /2 that as a diameter) which if enough to effect a whole town to being up to 10 meters or so tall able to effect entire countries. The totems can be controlled manually but most are also able to respond to light so they can be controlled remotely. While most are just used passively they can be used more offensively by creating and directing storms.

The pressure ram is the standard equipment for all crelm soldiers. Essentially a gun that fires a highly pressurised pulse of air with extreme force (in a similar pattern to shotguns) the weapon was designed as a hunting tool designed to fight super shellfish. It has the advantage of becoming more effective the harder the target is so while being deadly as hell to armoured creatures or things with skeletons but to a soft bodied crelm it pretty much just jiggles them about a little so friendly fire isn't a problem. As well as that they are capable of auto reloading simply by sucking in gas (or liquid if you're submerged) without the need for any impute by the user. They can come in various clip sizes and each individual shot can reload simultaneously and independently meaning while it has a half second or so delay whenever it fires it can fire pretty much anytime.
Also as a note Crelm triggers are inverted meaning they pulled forward instead of being pushed back. This is because having tentacles gripping and pulling outwards is easier than pulling inwards. This means that weapons either need to be modified to go from human to crelm use or need to be custom made with triggers that work both ways.
The weapons are like the crelm are soft making it easier for them to cope with th rapid changes in pressure. Also knock back is a big problem with a weapon like this unless you happen to be able to anchor yourself to the floor with suction cups that is.
Finally mods are being developed including one that extracts hydrogen from water in the air to allow for fire shots.

The Sonic caster is a peculiar weapon. It acts like a weaponized version of sonar. Instead of releasing low frequency emissions to locate objects, the Sonic Caster fires a very narrow cone of sound at extremely high frequencies. The resulting wave of sonic is so powerful that it can literally shake a humanoid to death, often with messy results.

The use of such weapons is strictly prohibited, especially on hydrogen rich worlds, where the thicker atmosphere amplifies the strength of the emission.

The weapon must never be fired underwater, since the power of the emission traveling through liquid has been shown to cause extreme damage to the environment, as well as causing instant death for all animals within a one kilometer radius. This makes the weapon fatal to both the target and owner.
 

Soviet Heavy

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NOTE: None of the archived information is required to play. It is merely here for those who want to read up on the setting. You can get by just as easily on the basics alone.

Information Archive 2 (Further Links Link 1 [http://www.escapistmagazine.com/forums/read/18.305265-A-new-Sci-Fi-universe-Which-you-can-be-part-of-Looking-for-Pretty-Pitures-Makers?page=1] Link 2 [http://www.escapistmagazine.com/forums/read/540.308574-Life-in-the-53rd-Century-New-Sci-Fi-universe-2-Always-looking-for-contributors-and-Artists?page=1] Link 3 [http://www.escapistmagazine.com/forums/read/540.328762-Sci-Fi-Race-making-contest-Closed-Winners-on-page-4?page=1])

[HEADING=1]Histories, Nations, and Species[/HEADING]

By the mid 21st century, the rise of China and other Eastern Asian nations helped fuel a new economic boom after the 2nd Recession at the beginning of that century. Unfortunately, a combination of rising fuel and food prices and climate change took their toll on the poorer parts of the world. In 2053, Africa was hit by the worst recorded drought in history. Entire cities were abandoned and swallowed whole by the growing Sahara Desert, forcing millions to flee into Europe in hopes of surviving the drought. Europe was dealing with its own problems however; aging populations and water shortages forced countries to close their borders to refugees. Severe punishments were given to those who tried to cross illegally. Most refugees had used up their meager savings to simply escape the desert, and untold thousands died of starvation and sickness before humanitarian efforts were organized.

However, not everything was so bleak during this time. In the 2030's, the first humans had landed on Mars at the peak of the Second Space Race between the United States of America and The People's Republic of China. The first permanent research site was established in 2031, as a collaboration between America and the European Union, with the Chinese quickly following up in 2032. By 2053, there were several camps across Mars, with the first steps towards terraforming being tested.

Some time during the 2020s, an Australian firm known as the Brisbane Magnate perfected a way to harness nuclear fusion cleanly. This new fuel source made the Brisbane Magnate one of the most powerful corporations on the planet, accumulating vast wealth and power. Following their breakthrough, the Brisbane Magnate then moved to settle Antarctica for industrialization and began construction on the world's first space elevator.

Completed in 2044, the elevator was connected to the Australian Space Tower, an orbital facility that dwarfed all previous man made satellites. The Australian Government nationalized the Brisbane Magnate the following year, using the firm's technological advancements as proof that the nation could stand on its own. With Europe undergoing and economic crisis and the Second Cold War threatening to erupt into open conflict, Australia withdrew from the British Commonwealth, becoming an independent nation in 2047.

As further oil shortages began to cripple industrialized nations in the mid 21st century, the Australian nuclear fusion method was adopted in a desperate attempt to turn the economic crisis around. A new generation of clean operating power plants were constructed across the world. At the time, the public were convinced by policy-makers that these stations had virtually no chance of failure, that the small but highly radioactive new elements created in the process would never escape into the environment. They were wrong.

The 2060's were the last great times of humankind on Earth. The colonization of Antarctica spearheaded by Australia led to a temporary decrease in food prices, as the ice sheets melted and arable land became available for farming. Refugees from Africa and South America headed for the new land that had sprung up from under the ice sheets. They were welcomed by the rich industrialists, who offered them steady employment.

In 2072, however, this final era of prosperity was to come to an end. Russia had never been able to catch up with it's western counterparts; corruption and a permanently weak economy had left it as a junior partner of China during the early phase of the Second Cold War, though later differences between the two nations led to a cooling of relationships between them. Like most other countries, it built giant fusion reactors, but poor safety standards and corruption lead to fatal flaws in several plants. In August 2072, the fusion reactor near the city of Surgut went critical. The meltdown released huge amounts radioactive material into the atmosphere, which spread across Europe like the plague. While this disaster seemed bad enough already, within a couple of years, terrible cancers and mutations began to appear in populations across the world, especially in children born after the explosion. Knowing that the unnatural radioactive elements produced were part of the "island of stability" region of the periodic table, scientists accepted that the planet was becoming unsustainable. Plans were made for a massive exodus to the growing colonies on Mars.

Once scientists had realized that there was no choice but for the human race to leave Earth, the two remaining super-powers the U.S and China began drawing up plans for an evacuation. With heavy hearts, the nations accepted that only 10% of their populations could escape given their limited resources. Given the huge costs of the undertaking, countries soon divided themselves up into a number of factions. This led to two great factions: the Western Alliance and Eastern Republic, and three smaller factions: the Islamic Union, New India and New Russia. The West used Australia's new industrial land and space elevator to boost their own production, despite their past grievances. China managed to persuade Japan to join their union in exchange for use of their advantaged electronic technology. And so humanity began to leave Earth, and by the year 2087, the last spaceship left for Mars. The last transmission from Earth was sent in 2091, before communications fell silent for the last time. It is thought that some humans survived there past the beginning of the 22nd century, before they too succumbed to the cancers and mutations.

On Mars, humanity fared little better. New Russia was forced to request annexation by the Western Alliance following the Tarsus Incident, which crippled the faction's mining infrastructure. Thus for the next one thousand and five hundred years, the four nations remained in isolation across the Red Planet. Due to the far lower population and surplus resources being directed into the upkeep of the life-support systems, the rate of technological advancement slowed to a halt. Technology became stagnant for a thousand years, a new Dark Age.

Western Alliance - North and South America, Europe including Israel, Russia, Oceania, South Africa: speak English, ethnically mostly European descent with some African, Native American and Asian features appearing due to past admixture, a free, liberal democracy but with hereditary monarch with substantial powers.

Eastern Republic - China, Japan, Reunited Korea and South-East Asia: speak Mandarin Chinese, ethnically mostly Chinese mixed with some Japanese and Korean, and a small amount of South-East Asian, limited democracy with government based on social harmony, officially unreligous but tolerates private worship among citizens, mostly Buddhism and a new religion called Followers of Pi.

Islamic Union Middle-East (excluding Israel),North Africa and Central Asia - speak Arabic, ethnically a mixture of Arab, North Africans, Persian and Muslims from the Indian Subcontinent, theocracy with democratic elements but limited freedom, citizens are required to be Muslim unless born into a Christian or Jewish minority family.

New India - India, Sri Lanka, Himalayan States: speak Hindi, ethnically Indian with a small amount of European admixture, free liberal democracy but with corruption issues, mostly Hindu but with substantial Muslim and Sikh minorities.

Note that WA and ER are both far more populous and have more resources than IU or NI. Each nation consists of a number of separate modules which act like towns, each with it's own traditions, methods of governance, ethnic and religious make-ups etc. All languages (such as English) have changed significantly since the 21th century.

So what was Human culture like when they humans came back to earth and met the Crelm?

Human culture was still largely divided, even within nations as transport between modules had been limited. Even as humanity were leaving Earth they were questioning when they would be able to return, once they were on Mars lack of resources meant it would be very difficult to return and over a hundred years once scientists suspected from atmospheric readings taken before the willpower was enough to send a craft back to check out Earth. It was the second of these exploratory missions that met the Crelm, and within a century the entire race had returned to the blue planet. Each nation landed in a different part of the world and expanded from there, around which the merger with the Crelm began.

What was the dominate religion?

No religion dominates over the rest, all the major religions from Earth still exist with Christianity, Islam, Buddhism, Hinduism and being the most common, with Judaism, Sikhism and Followers of Pi (New religion from the East Republic which worships one god called Pi) being notable minorities.

How did the two cultures integrate?

Slowly, at first both wanted a business-like relationship where each species assisted each other but remained separate, however as humans and Crelm began living together they came to understand and befriend each other, and their cultures integrated until their present closeness. Particularly at first there were some on either side who were against the integration or even assistance, mostly famously the human group EFH or Earth For Humans who claimed that humans had an ancestral right to the entire planet and should wipe out the new species, and even at one point carried out terrorist attacks against Crelm population centers and schools. Luckily this failed to drive a wedge between the species as intended by the attackers and as time has gone on excluding the odd extremist such groups have disappeared.

Since the Crelm were never very spiritual did they take to human religion? (something about the image of a Crelm in a pope hat or Veil is just too irresistible not to exist somewhere?)

Somewhat, more to the Eastern religions like Buddhism which don't explicitly infer humans to be unique or in the image of God, although after several years of debating most religious leaders decided that Crelm like humans did indeed have souls (many scriptures make reference to non-human sapient beings such as angels or djinn), first by Pope Benedict XXIX. Most Crelm remain non religious however.

As Humans and Crelm were the first other civilized species either race met how did their discovery affect the human faith groups?

Little, human faith tends to find explanations for apparent problems and it was soon judged by most to be an act of God, possibly to humble humanity. Human faith did decrease once humanity returned to Earth as a percentage, mainly because of the increase in living standards compared to Mars.

Does Anyone find it weird that to most humans the 10 feet tall squid thing is treated like a friend or at least human but the much more human like aliens are not nearly as liked and vice verse?

It might seem strange to an outsider but for humans who have spent their entire life living and interacting with Crelm, it's not something that's thought about much by most, except specieists who are rare. Even like a blind spot in a way.

The Colonial Excisions: 5146-5149

Growing Dissent
During the middle years of the 51st Century, a collective of independent Crelm/Human Colonies attempted to declare independence from the S.U. After the colony world Raeth's Landing was attacked by the Drone Fleet in 5145, several colonies objected to the S.U's failure to retaliate. Feeling abandoned by the S.U, three sectors, Aramadia, Devrost, and the Kalith Gateway, composing fifty two planets, declared independence, and formed the Colonial Opposition League, the C.O.L, in February 5146.

The Falren Coup
Following their declaration of independence, the C.O.L launched an attack on the outpost world Falren in March, seizing control of the orbital shipyards, and enslaving the S.U employees. The captured personnel were forced to continue operating the station as if nothing happened, leaving the S.U unaware of the coup. The C.O.L then proceeded to stockpile weapons and arms, preparing a defensive network in the case of an S.U assault.

The Pirate Raiders
Falren was situated on the edge of the Kalith Gateway, acting as a Border Defense against anyone intending to invade the inner sectors. With the Gateway under C.O.L control, the inner sectors of Aramadia and Devrost were untouchable. Using their newly acquired military assets, the C.O.L launched pirate raiding fleets to attack supply vessels traveling through the Kalith Gateway. The attacks continued for six months, with the C.O.L raiders seizing hundreds of ship's cargo, and refitting the captured freighters into more warships for their navy.

The Trannec Refugee Massacre
On September 15th, 5146, a convoy of Crelm refugees, fleeing from another Drone Fleet attack in the nearby Trannec system, entered the Kalith Gateway. Again, the C.O.L raiders attacked, destroying five refugee ships, and claiming nearly two thousand lives. The single remaining ship fled the system, barely avoiding capture. Upon arriving at Mantis Prime, capital of the Trannec System, the refugee ship's captain, P'thifith Drem was approached by the planetary governor Frederick Roberts.

Upon hearing captain Drem's testimony, the Crelm refugees were granted asylum on the planet. Governor Roberts alerted the S.U military officials, and word spread throughout the Union of the rebellion. Immediate action was taken.

Counterattack
Massing in the Trannec System, three full S.U fleets assembled as a task force to subjugate the C.O.L colonies, and restore Union control of the sectors. Led by Fleet Admiral Daniel Adams,the fleet consisted of twelve Hellhammer Class Heavy Carriers, seventy Corsair Destroyers, and nearly six hundred support craft, corvettes and frigates. The fleet launched on October 9th, 5146 from Mantis Prime, headed for Falren.

Upon arrival in the Kalith Gateway, the fleet entered a ship graveyard. The C.O.L had rigged several of the captured freighters with explosives, creating a makeshift minefield around Falren. The minefield claimed thirty Corsair Destroyers and two Hellhammers. At this time, elements of the C.O.L fleet arrived at Falren, marking the beginning of the conflict. The Battle of Falren lasted two days in orbit, destroying over three hundred ships between the C.O.L and S.U forces. The battle only ended when the S.U slaves aboard Falren's shipyard stations rose up against their captors and took control of the orbital defenses. Caught off guard, the C.O.L fleet was suddenly trapped between a numerically superior fleet and the heavy weaponry of the orbital shipyards. The colonials were slaughtered, until Admiral R'thmal declared a surrender over open communications channels. R'thmal was taken prisoner by the Union forces, who established a forward base around the occupied Falren.

With a foothold in the Gateway, the war truly began. Additional S.U forces poured through the breach in the C.O.L's defenses and quickly occupied the Kalith Gateway. The battle was fierce and bloody, with heavy casualties on both sides of the conflict. By November 5th, the S.U had pacified the Kalith Gateway, turning its attention to Devrost and Aramadia.

The Inner Sectors Campaign
While the Kalith Gateway was captured in just over a month, the battles for the inner sectors of Aramadia and Devrost lasted the better part of two years. Beginning on January 3rd, 5147, the Inner Sectors Campaign was far more brutal. During the year since the uprising, the C.O.L had heavily fortified the inner colonies into fortress worlds. Capturing planets devolved into hard fought ground campaigns and heavy city fighting that stretched on for months at a time. The S.U was slowly grinding the C.O.L down, but at great cost to their armed forces.

Warden Falls
By late 5149, all remaining C.O.L military forces had fallen back to Aramadia's capital planet Warden in a last ditch attempt to hold off the intractable S.U fleets. On December 12th, 5149, the Siege of Warden began. By this time, the growing S.U forces numbered in the thousands, and swiftly crushed the C.O.L fleets massed over the capital. A ground invasion commenced, causing extremely high casualties amongst the C.O.L military. By the time the Palace Arcanus was taken, and the C.O.L High Command arrested, the Colonial Opposition League consisted of fewer than a thousand individuals, out of a military that had consisted of millions.

Aftermath
To set an example to any other colonies, the C.O.L High Command was released into the streets of Arcanus, and then immediately set upon by S.U sympathizers who had been rounded up as political dissidents by the revolutionaries. The remaining soldiers were exiled to lifetime prison planets, and denied proper burial rights, instead having their cadavers unconditionally given over to medical scientists. Warden was subjected to Orbital Bombardment with Virus Bombs, offering certain death to any who intended to re-colonize the planet.


Followers of Pi

Intro: Human religious sect and freedom fighting / terrorist organisation, ethnically mixed: mainly East Asian with significant European heritage.

Leader in 5202: Ekai Khan, 134th Head of the Followers

Goals: To destroy the alliance between humanity and the crelm, wipe the crelm off the Earth and eventually destroy all sapient non-human life. Realistically given the size of their organisation achieving this goal is rather unlikely. The organisation hates all aliens but is willing to deal with them if it will further their goal of eradicating the crelm from Earth.

Origin: The Followers of Pi is a religion founded in the Eastern Republic on Mars by a prophet named Jui (pronounced "Joy") in the 26th century. Although Jui was persecuted during his lifetime, the religion spread after his death and ended up becoming the second largest religion in the Republic after Buddhism. The Followers returned to Earth along with the rest of humanity in the middle of the 4th Millennium, however were shocked by the crelm and their habits and unlike most religions rejected the notion that the crelm were equal to humanity. They were particularly disgusted by the deal that allowed the crelm to eat a certain percentage of humanity in exchange of their help. In 3500, Mei Shao, the 48th Head, declared that all crelm were demons sent by the forces of evil to corrupt humanity and that it was a holy duty to cleanse the Earth so that Jui could return as prophesised. This led to the Followers co-founding the militant group EFH, or Earth For Humans, with a number of other human groups disaffected by the alliance with the crelm. The Alliance responded quickly and brutally though and within a few years the group was in tatters, the Followers were officially banned and their leaders were executed or forced into hiding.

Modern form: For over a thousand years, the few remaining Followers hid their beliefs from the Solanic Alliance and were generally considered extinct. It wasn't until the beginning of the 6th Millennium that they were revived by Kalim Khan who used strength of personality alone to draw in willing new converts ready to give their lives to tear apart the now age-old Alliance. He claimed descent from the last known leader, Laran Shao the 49th Head, although there is no known evidence to back up his claim.

In 5154 the first attack came on the joint crelm-human spaceship the Titan IV, 3 Followers detonated themselves at key points of the ship's infrastructure, causing the loss of all 512 lives onboard. A second attack happened just two years later when a Follower crashed a stolen fighter jet into the crelm-human government buildings, killing over 70 law-makers including some crelm who were almost a thousand years old. The authorities reacted harshly to the second attack and many Followers fled to planets on the edge of Solanic territory, Kalim Khan himself surviving another 20 years free before he died of a heart-attack. Since then, a string of similar attacks have hit the Alliance but nothing much larger. In the year 5202, the grandson of Kalim Khan, Ekai Khan, is currently the Head of the Followers of Pi and rumoured to be hiding somewhere on New Terra.

Beliefs: The Followers is a monotheistic religion that worships a god referred to as Pi which is believed to have created the universe and everything within it. Although it bears similarities with the Abrahamic religions, it's roots lie in East Asian religion. Followers believe that only the innocent can be allowed into paradise and non-believer's souls will be destroyed upon death. Due to their innocence, young children are regarded as pure and worthy of paradise regardless of their beliefs. The killing of children is normally thought of by the Followers as one of the most unforgivable crimes; however an exception is made for terrorism as it is for the greater good of humanity and any children who perish in such an attack would go straight to paradise. Some of the more extreme Followers have even advocated deliberately killing the children of non-believers as an act of kindness so their souls will not be lost to Pi once they reach adulthood.

Earth is also considered sacred and one of Jui's last teachings was that when humanity returned to the blue planet he would return and evil would be defeated once and for all. Since he was conspicuously absent when humanity actually did return to Earth, the leader at the time Mei Khan reinterpreted the teaching to suggest that Jui would in fact return when evil, i.e. the crelm, were wiped off the planet. Followers believe that all aliens are the manifestations of darkness and that they will revealed for their true nature in the End of Days.

Leadership: The "Head" of the Followers is determined by hereditary equal primogeniture, from the daughter of Jui, Aiko Jui, for which the original line was lost near the end of the 36th century after the Solanic Alliance crushed the Followers for their activities in the EFH; however the linage was supposedly kept alive in secret and revealed publically by Kalim Khan.
History: In the year 4462 a group of Followers of Pi made the greatest raid in their history. Securing a Bastion class destroyer and a Penitent class devastator, a small group of the S.U's military decided to stage a daring attack on other Solanic Union ships, deciding that the race traitors should die with the Crelm. Fortunately (or unfortunately) the actions of the shipyard's big guns were able to heavily damage both ships. Then an extraordinary event occurred, as the Bastion class ship attempted to escape a lucky shot from the shipyard's big guns fit the FTL drive as it launched. This hit opened up a massive wormhole that absorbed the Bastion. The wormhole's gravity then sucked in the Penitent class ship along with the shipyard.

The History of The True Sons of Pi: The Bastion class ship emerged instantly in an unfamiliar system that would later be named the Isis system. The engine was completely destroyed, so the captain quickly authorized the use of the two escape ships. The first one left successfully and landed on the planet Richio, a vibrant rainforest and marshland planet (See Richgar mass report for more information). The second ship too damaged to use so a good portion of the crew had to stay with the ship, drifting through unfamiliar space. The gravity pulled the Bastion to crash land on the habitable planet of Stormhold, named after the captain of the ship.

Although the planet of Stormhold was habitable it wasn't hospitable. The crew had to shelter themselves in the ships wreckage from unending tsunamis, hurricanes and storms. The planet of Stormhold was one giant ocean with the occasional island chain the size of Earth's Hawaiian Islands. The stormy waters contained massive sea beasts that would dwarf aquatic creatures found on earth. Through the skill of the engineers and liberal use of the ship's functioning guns the crew was able to eke out an existence in the hull of the ship for fifty years before building another colony on a nearby iland chain.

The inhabitants of Richio had a much better time though. The landing crew had survival experts trained for this situation and soon made a small fort in the rainforest, able to live easily for the next fifty years off farming and hunting the nearby wildlife. They relapsed a bit technology wise but soon learned to use and respect the nearby environment.

History of The Empire of Ra: 100 years after the Bastion class ship emerged from the wormhole the Penitent class ship emerged to them in the same Isis system. Detecting the distress signal sent from the Bastion Class ship the Penitent class ship sent out for Stormhold. Meeting the survivors the crews were surprised to learn that to the Penitent class crew a mere second had passed. The survivors were unsure of where the escape ship had landed so the group on Richio stayed undiscovered (the signaling equipment on the survival ship had been unused for the past thirty years, the survivors figuring the power could be put to better use.) The Stormhold survivors were taken into the Penitent class ship. Detecting a nearby system that might be inhabited the Penitent class ship left for the Ra system. Here the survivors settled on the planet Eden, a vibrant world made of rolling savannas and high mountain peaks with large herds of great herds of water buffalo type creatures. Here the Ra Empire was developed independently for 200 years before encountering the Shixas, An alien race that only appeared to orbit the planet of Eden for one day before disappearing. The Ra Empire then suffered a great war over the Schism.

The Schism: The Schisim was a war that occurred when the current Lord Commander of the Ra Empire refused to fire on the Shixas. Those that still clung onto the beliefs of Pi took two of the Ra Empire's five planets, Stormhold and Gestax. The war continued for sixteen years, The True Sons of Pi as they were now known lost Gestax and was forced into the Isis system. The Ra Empire's victory came from their extremely powerful ship The Deliverer the Penitent class ship they came through the wormhole with. The war ended when the planet of Stormhold flooded completely over. It turned out that the planet had been in a century long winter.

Second Contact: The Ra Empire, now with only four planets, Eden and Gestax in the Ra System, Fivalous in the nearby Seth system, and Ricar in the Thoth system. The Shixas returned, identifying themselves by name and bringing a fleet of ships that could have destroyed Eden and the empire. The Shixas proposed an alliance that worked out as such. The Ra Empire would lend military support and arms to the naturally unwarlike Shixas and the Shixas would give them access to a manufacturing base on one of their factory ships. The deal was struck. The Shixas though, have decided to keep the Ra Empire in the dark about the contact they made with the S.U and the Astrid in neighboring systems.

Modern Time: The Ra Empire is now slightly militaristic in culture and hosts an impressive scientific community. They focus on Egyptian art styles in much the same way as Greeks were influential in the art of the Romans. A Hierophant or Lord Commander holds rule over a council of elected officials from each planet. Currently they are investigating the Richgar mass with heavy funding from the current Lord Commander himself.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
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Sounds like fun - especially considering how highly avouleance2nd speaks of it.

I do have a few questions though:

1) Any rules I should know about? - you know, aside from the standard no godmodding, no flaming, etc

2) Is this a continuation of the existing game? If so, are there any important things I should know - key past events,

3) I am currently caught between 4 species - the Astrid, the Lallowen, the Ferrax, and the Norg. Thanks to avouleance2nd, I already know a fair bit about the Lallowen (as he played one in a different game). Where would I find more information about the remaining species (naming conventions, preferred climates, more detailed cultural outlooks, lifespans, etc)
 

Soviet Heavy

New member
Jan 22, 2010
12,210
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hiei82 said:
Sounds like fun - especially considering how highly avouleance2nd speaks of it.

I do have a few questions though:

1) Any rules I should know about? - you know, aside from the standard no godmodding, no flaming, etc

2) Is this a continuation of the existing game? If so, are there any important things I should know - key past events,

3) I am currently caught between 4 species - the Astrid, the Lallowen, the Ferrax, and the Norg. Thanks to avouleance2nd, I already know a fair bit about the Lallowen (as he played one in a different game). Where would I find more information about the remaining species (naming conventions, preferred climates, more detailed cultural outlooks, lifespans, etc)
I'm in the process of moving over all the information I can to this interest thread. Until it is all moved, you can find more information by following the three links I've put over the archive posts.
 

drmigit2

New member
Dec 25, 2008
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Sounds interesting, I will peruse the races (this might take some time) and assuming this is open, get a character sheet up tomorrow or tonight.

*edit* Just did a quick scan, Astrids look cool.
 

MortifiedPenguin

Not So Despicable
Jun 8, 2012
842
0
21
Sounds interesting, once I've made it through the wall of text I'll give you a definite answer to whether or not I'll write up a sheet.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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0
avouleance2nd said:
Soviet Heavy said:
I'm in the process of moving over all the information I can to this interest thread. Until it is all moved, you can find more information by following the three links I've put over the archive posts.
I need to stop reading all these word docs... their giving me too many character ideas (and at least one idea for a species) - this can only end in walls of text. Also, I can't seem to get some of the information links to work - see below - are these still correct and my computer is just wonky or are other people unable to get them?

Astrid
http://dl.dropbox.com/u/38804177/The%20verse/Astrid/All.docx
Crelm
http://dl.dropbox.com/u/38804177/The%20verse/Crelm/All.docx
Durra
http://dl.dropbox.com/u/38804177/The%20verse/Durra/All.docx
Ferrax
http://dl.dropbox.com/u/38804177/The%20verse/Ferrax/All.docx
Gryale
http://dl.dropbox.com/u/38804177/The%20verse/Gryale/all.docx
Humans
http://dl.dropbox.com/u/38804177/The%20verse/Humans/All.docx
Norg
http://dl.dropbox.com/u/38804177/The%20verse/Norg/All.docx
Richgar
http://dl.dropbox.com/u/38804177/The%20verse/Richgar/All.docx
Miscellaneous
http://dl.dropbox.com/u/38804177/The%20verse/Misc%28unattached%20to%20major%20races%29/All.docx
 

Soviet Heavy

New member
Jan 22, 2010
12,210
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hiei82 said:
avouleance2nd said:
Soviet Heavy said:
I'm in the process of moving over all the information I can to this interest thread. Until it is all moved, you can find more information by following the three links I've put over the archive posts.
I need to stop reading all these word docs... their giving me too many character ideas (and at least one idea for a species) - this can only end in walls of text. Also, I can't seem to get some of the information links to work - see below - are these still correct and my computer is just wonky or are other people unable to get them?

Astrid
http://dl.dropbox.com/u/38804177/The%20verse/Astrid/All.docx
Crelm
http://dl.dropbox.com/u/38804177/The%20verse/Crelm/All.docx
Durra
http://dl.dropbox.com/u/38804177/The%20verse/Durra/All.docx
Ferrax
http://dl.dropbox.com/u/38804177/The%20verse/Ferrax/All.docx
Gryale
http://dl.dropbox.com/u/38804177/The%20verse/Gryale/all.docx
Humans
http://dl.dropbox.com/u/38804177/The%20verse/Humans/All.docx
Norg
http://dl.dropbox.com/u/38804177/The%20verse/Norg/All.docx
Richgar
http://dl.dropbox.com/u/38804177/The%20verse/Richgar/All.docx
Miscellaneous
http://dl.dropbox.com/u/38804177/The%20verse/Misc%28unattached%20to%20major%20races%29/All.docx
These are all going to be introduced into this thread, don't worry. It just takes time, since I have to reformat them and edit.

There's a lot of information that we built up, so read at your leisure. The actual RP won't go too terribly deep into the minutiae, but the back story and species bio pages can give you an idea of what sort of character you want to play.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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0
Soviet Heavy said:
hiei82 said:
avouleance2nd said:
Soviet Heavy said:
I'm in the process of moving over all the information I can to this interest thread. Until it is all moved, you can find more information by following the three links I've put over the archive posts.
I need to stop reading all these word docs... their giving me too many character ideas (and at least one idea for a species) - this can only end in walls of text. Also, I can't seem to get some of the information links to work - see below - are these still correct and my computer is just wonky or are other people unable to get them?

Astrid
http://dl.dropbox.com/u/38804177/The%20verse/Astrid/All.docx
Crelm
http://dl.dropbox.com/u/38804177/The%20verse/Crelm/All.docx
Durra
http://dl.dropbox.com/u/38804177/The%20verse/Durra/All.docx
Ferrax
http://dl.dropbox.com/u/38804177/The%20verse/Ferrax/All.docx
Gryale
http://dl.dropbox.com/u/38804177/The%20verse/Gryale/all.docx
Humans
http://dl.dropbox.com/u/38804177/The%20verse/Humans/All.docx
Norg
http://dl.dropbox.com/u/38804177/The%20verse/Norg/All.docx
Richgar
http://dl.dropbox.com/u/38804177/The%20verse/Richgar/All.docx
Miscellaneous
http://dl.dropbox.com/u/38804177/The%20verse/Misc%28unattached%20to%20major%20races%29/All.docx
These are all going to be introduced into this thread, don't worry. It just takes time, since I have to reformat them and edit.

There's a lot of information that we built up, so read at your leisure. The actual RP won't go too terribly deep into the minutiae, but the back story and species bio pages can give you an idea of what sort of character you want to play.
I figured it wouldn't, but I like to stay true to a given material. My current thoughts are either an Astrid slowly dying from a disease trying to do some good before the disease wins, a Ferrax with a mind for mechanics (think army corp of engineers) - particularly the violent kind of mechanics, a Norg with a strange sense of individuality, driving it to do things no other Norg would do (but is it really individuality or just Frel "programing" making the character believe it is free) or a Lallowen trying to rediscover what a Lallowen really is.

The problem is that each of these bends the stereotype for the species (an open Astrid, a Ferrax engineer, a free-radical Norg, and a Lallowen trying not to mimic). Without a detailed view of their cultures, I cannot figure out how to make a character that is balanced in the middle of traditional and radical in a way that is interesting - after all, what beliefs we cling to and what ones we ignore/oppose are what make individual character more memorable/enjoyable
 

Soviet Heavy

New member
Jan 22, 2010
12,210
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0
NOTE: None of the archived information is required to play. It is merely here for those who want to read up on the setting. You can get by just as easily on the basics alone.
[HEADING=1]Species, Detailed[/HEADING]
Physical appearance -
The Crelm are in essence humanoid squids. They are generally taller than humans ranging from 7-11 feet tall. They have the same basic body shape with two arms and legs. However there isn't much beyond that they are soft bodied with no bones or even cartilage this makes them very flexible and able to compact themselves easily. Their arms and legs are long and fluid without joints allowing for extremely free movement. Naturally they are clear skinned even see through. Each limb ends in 8 tentacles which can stretch to up to two meters long. Their heads are basically stems ending in the place where the brain is stored and the venom sacks and proboscis. The proboscis has been likened to a plant stem or tree this is because it splits into many branches to maximise surface area for venom injection. It's also covered in small barbs.
Finally they are covered in very small tentacles similar in shape to villi or cilia in the human body each of these is a light allowing for an incredible range of bioluminescence so much so that this is how the Crelm communicate. They are able to alter their coloration extremely well making them practically invisible to people not of their species.
Movement--
Crelm movement is in a word fast and fluid they can evade attacks easily and run surprisingly fast on land. Their hands and feet are covered in suction cups allowing them to scale walls and cling to surfaces easily. They can also swim extremely well being even faster in water than on land.
Physiology--
The Crelm are as I have said soft bodies using compressed liquids to support themselves.
Senses-
The Crelm have no sense of hearing or even concept of sound. It's also debatable whether they can actually taste or not since they do have some sensation when eating but it is the same regardless of the food.
Their sight is a marvel of nature the tentacles covering their bodies also serve of eyes giving them a full sphere of vision. Beyond this their can see in more detail than humans and much further.
Habitat/ homeworld--
The Crelm are actually from earth having developed while the humans were staying on mars after screwing up the planet quite a bit. The Crelm are native to the British Iles which were at the time a set of islands and swamps. The Norg are amphibious preferring shallow water or damp areas of land.
They were in their environment the apex predators being almost perfectly built to kill shell fish (Normally by ripping off the armour with tentacle hugs so they can create a gap to push the venom in. The Crelm can breathe underwater and need to remain moist drying out is pretty much fatal.

Diet--
The Crelm don't exactly eat instead they use their proboscis to inject their prey with bacteria which digest the victim from the inside out then the Crelm need simple rip the now floppy body apart to get to the nutrient soup which them then absorb through their skin.
The disadvantages of this are that the Crelm need to eat living prey, they rely on the blood stream and heart beat to spread the bacteria. There have been attempts to drug their prey to stop the pain but that poisons the Crelm.
As the digestion is external the Crelm don't really excrete anything they pretty much only absorb what is absolutely necessary and anything else isn't let in.
Reproduction/ genders life expectancy--
The Crelm are all hermaphrodites meaning they are all both male and female. They like humans become pregnant but actually giving birth is fatal. This is because the pups (3-7 normally) grow as part of the mother and birth breaks the mother up which is always fatal. Their genitals are not in the between their legs they are instead on their backs in the form of a bulb and tendrils. Interesting as opposed to humans the mother enters the father and takes out their gametes as opposed to depositing them. The fact giving birth is fatal means that most Crelm don't live past 40 but ones that abstain from mating can to almost 1000.
Culture/ history--
Crelm culture is pretty complex and often appears arbitrary to outsiders. The main principle to get is called the predator right which comes from being apex predators they often are said to be entitled and aggressive often using "Because I can eat you" as a be all and end all to most arguments. They also have an extremely complex system or mating rituals coming from the fact that mating is such a large commitment to them and deciding who will be the mother is a difficult process.
Then there's the fact that to each other (and for most of them humans) they aren't at all aggressive. Crelm on Crelm violence and crime is pretty much non-existent simple because there is virtually nothing they can do to each other in terms of violence (immune to their own venom and just as stretchy as each other so no ripping apart). They are also closely connected to humans having helped them reintegrate with earth when mars turned out so bad and going with them into space. There is virtually no racism between the species after all they are both from the same planet and they can eat each other's food.
Technology- -
The Crelm's main field of mastery is climate manipulation they have spent million on terraforming technology and can uses devices call totems to create new climates sometimes completely altering ecology in only a few generations. They are also pretty good at light manipulation which they use for long range communication.
In terms of weaponry their main tool is the pressure ran. It fires high pressure at pluses of gas with extreme force and speed. These have quite a few advantages and disadvantages over conventional bullet based weapons.

Physical appearance -
The Durras are hard to describe physically. They are most probably mammals being covered in blue fur. Each has eight limbs two legs (in roughly the same size and position as humans) and 6 arms, two where you would expect them to go and the other four facing backwards mounted on the back in two pairs (Two at the shoulders and two midway down the back).
Their heads are wolf like but without the eyes. Their mouths are lined with thousands of needle like teeth. On each side of the head there meter long sabre like tusks being about twice as long as head.
Each limb is triple jointed (as opposed to double joined like humans) and all are ball jointed as opposed to hinge joints. Each foot is essentially three long toes each 120 degrees apart and 15 centimetres long. They are very fixable used to wrap around trees. The four back arms are pretty much the same but with long hook like claws. The other hands are more ape like but their thumbs can be bent round to become opposite to the other three fingers.
Finally they have long tails (several meters) ending in a fine large hook.
Movement--
The Durras are primarily climbers able to quickly traverse dense trees, they can also jump with extreme force many times their own height and length. They can also run and move generally quickly and agilely.
Physiology--
The Durras are omnivores; their teeth may appear to be predatory but are actually pretty fragile. They are able to flatten out so to speak to allow them to fit more in their mouths. They are built for tearing and stripping so are best at dealing with vegetation or already dead meat (living meet struggles too much damages teeth). They are very light having hollow bones (like birds) which are good for manoeuvrability but break pretty easy which is bad. They are pretty good at surviving impact when they land on their feet but if hit in the wrong place they break like twigs.
Their diverse diet makes them microcosms for bacteria which is why they have highly advanced immune systems in fact they arte generally fine eating food from other worlds and have the fastest AIFR (Alien InFection Rate which is the time it takes for foreign infections become widely fightable by the majority of a species).
The Durras are also warm blooded which is another similarly to mammals but neither gender lactates. The babies are born with a full set of teeth and able to eat solid food.
They are also immune to the Norg terminalisation process, even attempting to make them a
Senses-
The Durras have no eyes and so no sense of sight instead navigating by sent and echolocation. Their senses are powerful but general they can track someone from miles and miles away but as they get closer they lose accuracy. So they can tell where something is but exact shapes aren't as defined for them. However their sense of smell can help them get extra information like chemical composition.
Their taste is also very advance (they say they can taste things like gender and last meal of their food).
The smell through their skin but by opening their mouth they can also open their mouths and use their tongues to help improve their senses. The hear by echolocation, they constantly make a high pitched (sometimes audible to humans but mostly not) clicking noise which they then detect with their ears which they have four of two in the usual position for a creature like a wolf and the other two on the underside of the head.
Habitat/ homeworld--
The Durra are natives to a small forest world called Jome (Pronounced both Joom or Jome).
The World is very smalls to the point it is a legitimate one biome world it's covered in dense rainforest which is at it tallest Miles deep. The habitat is pretty diverse ranging from the open super canopy to the depths where there is literally no sunlight. There aren't seas in the traditional sense but there are dense clouds which are extremely moist. And move in cycles similar to weather patterns.
Diet--
While able to eat pretty much anything that's not fighting back the main component of the Durra is Gryale tumour meet. Mainly because the Gryale shed it voluntarily, that and it full of lovely endorphins and performance enhancers. Not that mention it helps with cooperation.

Reproduction/ genders/ life expectancy--
There are two Durra genders.
The Females are smaller and more fragile but often more intelligent than the males. As well as this their back arms are connected by a wing like skin flap. Allowing for basic gliding and flight.
The males (or at least the ones closest to males) are larger and more powerful physically. The can be anywhere from 1.5 to 3 times bigger than the females. As such they are generally used as labourers and soldiers. However they are in the minority at only about 15% of the population. This is because of a few factors.
1-The males are only able to produce the equivalent of sperm about once every two or three years, its potent stuff and 99.99 % of heterosexual mating will produce live births sometimes multiple but still it's in short supply.
2-The Females are technically hermaphrodites so it is possible for them to impregnate each other without the need for males and without a male parent the children will always be female.
3-The females produce gemmates at about the rate of human males which is to say much faster than the males. Fast enough to more than counter the smaller survival rates of female children.
4-The Females can essentially stack pregnancies having multiple 5-9 wombs and 4 holding bays.
5-In the past when things were simpler males were vital being the only ones really physically capable of fighting, that and their physical dominance meant that males never had a problem finding a womb. But now as science and diplomacy are happening men aren't as vital and not fashionable so to speak modern values favour diplomacy and economic skill to pure physical power. Considering females are bisexual by default and homosexual parings never produce males they can completely prevent having them.
The life expectancy for both varies; Males aren't old until about 300 where as a 60 year old female is pretty ancient however both are mature around 24 and Males often live much more violent lives so don't often die earlier than females.
The mechanics are the same as humans pretty much apart from the fact the females have smaller retractable male genitals inside their female ones.
Culture/ history--
A few hundred years back the Durra were just a few scattered tribes and pretty low on the food chain. Then the angels came. Creatures from a world on the other side of the sun. They did not speak or show any signs of language but they drought the ambrosia, a special meat they gave freely. Eating it helped the Durra both physically and mentally they became stronger and faster. The Tribes began to work together soon cities rose until the world was unintended, from millions of tribes to 3 states. They built cities atop the canopies 1000s of years or development both cultural and biological. As I said they shifted from the old "I am the king until the next king kills me" to a more democratic system.
Now each citizen is awarded points based on things like education, service to the people and can be deducted for crimes. Every decision is a vote and its one vote per point. Points can be split across multiple choices.
In terms of economy Jome is a pleasure world first, an economy driven by extreme biodiversity (great for medicine, food hunting loads of things) and the mineral rich deep soils. The Climate is brilliant from a human perspective (And a nice change from the Crelm approved constantly raining).
Many Durra women are rich and live the high life in beauty canopy cities. The sense of taste and smell has allowed many to peruse carriers as chefs.
The males being a minority aren't so well treated (the point system favours the females of the species).
The Durra doesn't have religion in a human sense but they do treat the gryale as very important. They see the gryale as the bringers of civilisation and as such they have a great deal of respect for them and believe they deserve protection. Across durra space there are reserves for the protection and breading of the gryale.
However most of the durras understand that the gryale can cause ecological problem so they are trying to reduce this to prevent incidence. But there are always extremists. While there are many groups that don't completely agree with each other the cults are known for spreading gryale spores and forcing the tumour meat on other races and species.

Technology- -
Despite the gryale influences and rapid advancement the gryale are still behind most other cultures technologically. They are not established in space apart from a few passing trips to the two moons.
Most of the big ships they do own are privately owned and have and used for leisure. Their military strength isn't so bad consisting mainly of brutes mainly. They have a few space ships but these are just patrolling in orbit to work as defense forces. When there have been conflicts the durras have generally relied on retreating back into the forests which most species couldn't hope to navigate until the attackers back away or other races came for help.

Species: Astrid

Physical Appearance
The Astrid are a very slender, crystalline species, equipped with two arms and two legs. Each arm ends in a six digit hand: four fingers flanked by two thumbs. Their legs are reverse jointed, and constitute half the Astrid's total height of 2.5 meters.

Their skin is composed of an unidentifiable crystal like material, which reflects light patterns emanating from within the Astrid. Different colors indicate moods, i.e Blue=Calm Red=Hostile.

The Astrid are noted for natural physical beauty, sharing vaguely humanoid faces, with the exception of the eyes. Astrid eyes are far larger than a human's, and are very expressive. Astrid facial structures are very rigid, forcing the species to rely on eye contact and bioluminescence to convey more subtle tones. Their vocal chords are finely tuned, leaving the Astrid with a distinct voice incapable of a wide range of emotions.

Astrid ages are only identifiable by the shape of the eye. Young Astrid contain larger, more circular eyes, whilst older ones eyes narrow with age. The oldest Astrid are identifiable by their narrow, teardrop shaped eyes.

Movement
Astrid are very rigid creatures, and thus rarely move with fluidity. Their crystalline structure does not allow for a wide range of movements. However, in times of danger, Astrid have been recorded moving at lightning speed to avoid harm or to inflict it. Recordings of Astrid in emergency situations yielded speeds incapable of recording on test footage equipment. The lightning movement has been coined "Phase Shifting", as the Astrid appears to move instantly from one location to another instantly.

Theories regarding teleportation were disproved after an unfortunate Solanis Union researcher was caught between an Astrid and it's target location. The remains of the researcher were found three kilometers away, showing signs of severe kinetic trauma from the impact.

Physiology
Astrid stand on average 2.5 meters tall. They bear mostly humanoid features. No genitalia have been noted on the exterior of the Astrid's body. The legs are half the entire creature's length. Facial structure is humanoid, but very rigid, leaving little room for flexibility. Another defining characteristic is their naturally beautiful faces, which gave the species its common name "Astrid."

Astrid skin is cold to the touch, and extremely resilient. The body has to endure the intense pressures placed upon it during a phase shift.

Habitat/Homeworld
Astrid are naturally drawn to cold environments, which reacts with their bioluminescence to allow for a greater range of emotion. In the coldest regions, Astrid will light up like beacons as their skin reflects their inner light emissions.

The Astrid homeworld is Ventaig, located in the Wasteland, a relatively unexplored region of space. First contact was made in 5031, when Solanis Union colonial vessels began an aggressive push into the fringes of the Wasteland. It is unknown how many worlds within the region have been colonized by the Astrid before the arrival of the S.U.

Ventaig contains few shallow oceans, and a thin atmosphere, requiring special breathing apparatus to remain conscious on the surface. This thin atmosphere means that plant life does not grow in abundance, remaining very primitive, with the likes of moss, scrub and other plants suited to the thin atmosphere. It is classified as a Type OneX2 Planet: Breathable, but special equipment required for prolonged exposure.

Diet
Astrid prefer tundra regions, where they feed off of lichen and other scrub vegetation. Astrid are herbivores by nature, though sub-species have been known to consume meat as well.

Reproduction/Genders/Lifespan
It is unknown how Astrid reproduce, as they are very secretive about their personal culture. Reports from reconnaissance teams of S.U scientists have suggested many possible theories, but none have been proven.

Astrid have two genders: Male and Female. However, it is nearly impossible to tell one sex from the other. The only way to be certain of an Astrid's gender is to ask it. Multiple studies have shown that there are virtually no physically dissimilarities between subjects that self-identified as male, and those that self-identified as female.

The lack of differences, coupled with the absence of any form of reproductive organs, has lead many researchers to theorize that a yet unseen third gender of Astrid is responsible for birthing this species. When queried, Astrid representatives refused to comment.

As a relatively recent discovery, reports are inconclusive regarding the average lifespan of an Astrid. Likewise, the Astrid have refused to dispense knowledge to other species.

Culture/History
Again, very little is known about Astrid history, due to the species refusal to divulge information. However, though they talk little of their own culture, Astrid have a reputation among the galactic community for their inquisitiveness and energetic personalities. It may seem odd to find such an eager spirit within such a stiff exterior, but trained interpreters have reported very excitable encounters with Astrid, despite their slow movement.

Females are generally more aggressive than males, but exceptions have been made for both genders. Females are more prone to violence, and as such compose much of the Astrid armed forces. This aggression has suggested a Matriarchal society, but no conclusive evidence has been found to support such claims.

Technology
Astrid are responsible for creating the Sonic Caster. It is strange that they are credited with such a weapon when their homeworld has little practical use for such a device.

They have also been credited with numerous communications breakthroughs, with their Unicom Mark 1 becoming one of the most popular universal translators available on the market.

Notes
Astrid is not the actual name of the species. The name "Astrid is derived from Northern Germanic nations, meaning "Divine Beauty." The name was attributed to the species by the Solanis Union colonists who first encountered the species on Ventaig. Enamored with their inherent attractiveness, the colonists gave the Astrid their common name after they refused to give their own. Flattered by the compliment, the name Astrid was integrated into their culture as a means of establishing better relations with other species.

Physical Appearance
The Ferrax are a seven foot tall mammalian species currently in the early modern civilization evolutionary period. They are characterized by their large tusks, massive, hunched forearms, and their long, lion like manes on the males. They have six limbs, two large forearms, two hind legs, and a pair of smaller, grasping arms on their abdomen. Their graspers have four fingers each, while their legs and forearms contain six digits. Males have larger tusks and manes, while females sprout head crests above their eyes. Ferrax can range in color from blue to red, though they are predominantly shades of grey. They are seven feet tall, eight feet long, and mature adults have a head nearly three times the size of a human's.

Movement
Ferrax are lumbering creatures, but when charging, they can reach speeds of up to 40KM/H. They usually walk on their hunched forearms and hind legs, leaving their graspers to handle delicate objects. When threatened, Ferrax will rise up on their hind legs and swipe at opponents with their massive forearms. Tusks are used both as offensive weapons and as a leftover part of evolution, originally made to help unearth food from the ground.

Physiology
Ferrax are undergoing a rapid evolution. In the year 5000, when the Trannec System was first colonized, the Ferrax were still in a tribal state, and had yet to develop their second set of arms. They were far more animal like, much like Earth born Rhinos. Vestiges of this earlier evolution are still apparent, such as the tusks and head crests. Males nowadays generally grow larger than females, sporting larger tusks and long manes. Females grow large crests as they enter maturity, signifying their ability to reproduce.

Habitat/Homeworld
The Ferrax are native to the Trannec System, being found on the worlds Mantis Minor, Mantis Prime, and Ethon, where they inhabit the steppes and the great plains. The open areas allow them to reach great speeds when running. These planets feature Type Two X2 Atmospheres (Breathing apparatus and contamination suits required), yet the Ferrax are capable of adapting their respiratory systems to a number of compatible atmospheres more suitable to Crelm or Human standards.Ferrax dwellings are low to the ground and built sturdy to deal with the high winds on the steppes.

Diet
Ferrax are omnivorous, feeding on anything they can catch on the steppes. Their vestigal tusks were used to uproot plant life, while hunting large prey, they were used as weapons. A charging Ferrax hits with heavy force to knock their prey to the ground, before goring them with their tusks.

Reproduction/Genders/Lifespan
There are two genders of Ferrax, male and female. Males are identified by their manes and tusks, while females sport large head crests.

Females reach reproductive maturity at the age of ten, and give birth to two to three offspring at a time. Ferrax will give birth yearly, and their average lifespan is roughly sixty to seventy years. The gestation period of a pregnant Ferrax is six months. The young will stay with the mother for another year before they are large enough to live on their own.

The swift birth rate is responsible for the Ferrax's rapid evolution. Males are constantly killed in struggles with each other, which would put the species at risk if they did not reproduce constantly. The evolution of a second set of arms is proof that they are moving towards a more technologically advanced state.

Culture/History
Ferrax culture is only recorded from 5000 onwards, when Solanic Union colonists first settled on the Trannec worlds. From what has been seen, they have gone from tribal relations to unified civilizations in record time. Their culture is currently sitting at a 16th century equivalency in terms of technological advancement.

However, saying that their technology is on par with the Elizabethans does not mean that the Ferrax are culturally similar. Despite their technological state, the Ferrax are a violent species, constantly in conflict with one another. Ferrax Blood Sports are performed to weed out weaker specimens of the species. The fights begin as soon as a female's offspring leave their home.

When a Ferrax leaves their birth parents, they travel to other groups as a right of passage. They must defeat a member of the other group in combat to be admitted into their culture. These challenges are known as the Blood Sports.

Modern Ferrax have joined with the Solanic Union. When their evolution reached a level capable of interspecies communication, they made several deals with S.U colonists regarding rights to their homeworlds in exchange for citizenship. While the Ferrax do not have much to offer in the realms of technology, they traded colonial rights for technology and transportation.

In military service, Ferrax youth are used by the S.U military for breaching enemy lines. Their massive strength and charging speeds allow them act as fire sponges while causing extreme damage. Their grasping second set of arms allow them to use standardized weaponry.
Technology
The Ferrax have little to offer technologically, instead offering their services as soldiers to the S.U in exchange for citizenship and protection.

Physical appearance: When first discovered the Lallow were actually thought to be two organisms (well two species) a large creature capable or mimicking nearby species to the point no one know what one actually looks like without the influence of other species and a flock (or in some cases a small swarm) of small flying creatures.
However the small creatures are in fact little more than external organs or satellite organisms for the main body. They vary in appearance based on function some having eyes or other sensory organs some having mouth parts and a rare few with genitals. However they all have a main body with whatever organ they happen to be using at the front, a series of gas sacks lining their bodies, a ring of fan or fin like wings used to propel themselves through the air and finally tails (one to three usually) which are long and tapered ending in a hook which can be used to anchor themselves to whatever they need anchoring to at the moment.

As said before the main bodies are capable of mimicking the appearance of other species so there are Lallow that look like pretty much every species sentient or not. There are of course common features for example the horns which really are quite impressive; they appear to be very smooth almost looking like fine china only not nearly as fragile. The horns don't actually have points they are in fact hollow with round holes at the end. The other feature is their tails which are about as long as whatever creature their mimicking's backs and lined with small veiny lime sacks and at certain times a poisonous thagomizer (http://en.wikipedia.org/wiki/Thagomizer) . Their colouration ranges greatly but most are yellows oranges or reds, with black lines forming simple patterns. Their teeth (when they have teeth) are also similar being many and needle like.
They sometime produce needle like poisonous spines (which are pretty much the same of their teeth) in small patches on their body when nervous or aggressive.
Finally the Lallow tend to be slightly bigger than their mimic species about 5-15 % normally.

Movement: While they move in the same way as the species they are mimicking they are often slightly slower or at least not capable of moving very fast for long.

Physiology: There are several things that make the Lallow unique one being their uncanny ability to mimic other species, the process happens up to twice the first time is pretty much subconscious and happens from birth to puberty gradually but not to the point it isn't noticeable.
How they accomplish this still isn't fully understood, they seem to be sensitive brain activity and other signals of emotional reposes like pheromones even appearing to be able to read DNA to find out what people are genetically predisposed to find attractive.
The second time it happens is over puberty where the Lallow begins becomes an adult member of its adoptive species this can go against the mutation that occurs in early childhood but once it happens the lallowens are no longer able to mutate but they gain the ability to mate with their adoptive species.
The second thing that makes them interesting is their ability to produce satellite organisms. These are genetically the same organism; these are produced in the sacks lining the tail. They creatures are pretty strange even for the lallow.
When created they are assigned roles based on what the Lallow need, they can function as mouths to gather food remotely from and even digest and excrete it before being reabsorbed back into the lallow through their skin.
They can even be used as scouts by growing sensory organs and gathering information. It is important to point out the Lallow are not telepathically attached to their sensory satellites any satellite sent out must be given a piece of the Lallow's mind if it is to function externally which can only be returned (along with any information the scouts gathered) with the living return of the satellite in the same way as feeders are brought back.
One important side effect of having many satellites takes a lot of mental energy so the Lallow become progressively less intelligent the more scouts they have at least until the scouts are returned.
The satellites can live for up to a few months away from their body before dying.
Their final trick is a sort of hibernation; they are capable of slowing their internal chemistry and living entirely by their satellites. During this time they develop a hardened skin leading them to become almost statue like and more resilient.

Reproduction + Gender + life expectancy
The strange thing about the Lallow is that reproductively they are both the species they are mimicking and lallow; this means a human lallow could reproduce with another human or any lallow. The stranger still thing is that the mimic genitals are only for show they still need to use satellites as intermediaries if they actually want to reproduce regardless of who with.
To use humans as an example a human Lallow could also produce either male or female satellites the male ones being used before reabsorbed and the female being used before flying back into the lallow and impregnating her.
The children of any of these unions will be born lallow human but just as able as any other lallow to mimic any species so a lallow could be born one species and become a completely different one by adulthood.
They can live for about 80% as long as their adopted species but each year spent hibernating is only about a tenth as aging. They sexually mature around 25-30 which is only species known to mature later than the crelm.

Senses-
The Lallowens have all the senses the species they are mimicking do as well as one or two others.
They are completely biologically self-aware while not constantly looking so to speak they can feel all the biological process being carried out in their bodies. They still can't exert enough control to override the automatic processes but they can break them down to about a cell degree of accuracy. This also allows them to almost read DNA of them selves of others and help learn about their adoptive species.
They seem to be able to monitor brain activity almost like an EMI machine leading to rumours of their psychic powers and their ability to mind read which are at least most probably far-fetched.
Habitat/ homeworld: the lallow don't really have a home world or at least they show up pretty much everywhere there's life to minic. They do seem naturally predisposed to colder climates

Diet: The lallowens will eat whatever he diet of the creature they are mimicking is.

Culture: The lallowens are pretty solitary creatures among their own kind as they are can be highly competitive and aggressive when dealing with their own kind. A species that evolves the ability to have sex with each other from different continents probably isn't the most social so they do their best to avoid each other where ever possible. Meeting have been known to end in fights to the death on several occasions.
Among their adopted communities it's completely different, since the lallowens have essentially become some the most beautiful examples of their adoptive species. Even people who are normally xenophobic to the extreme find it hard not to focus on how human they look. It's not just sexy they've evolved to become, there's something almost childlike about them, trying to attack they can force you head first into some of the most primal mental barriers.
Of course when you've evolved to exploit this sort of thing you're going to get a bit of a complex. They often come across as superior and vain or obsessed with their look.
Their natural empathy and charisma has led to many perusing carers in media or politics.
Their numbers are small and their natural aggression to other lallowens makes them appear even rarer so having more than one in a community is pretty strange, that said they have embedded in pretty much every civilisation and are even often considered an S.U species despite this not really making sense on any more than an individual level.
 

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NOTE: None of the archived information is required to play. It is merely here for those who want to read up on the setting. You can get by just as easily on the basics alone.
[HEADING=1]Species, Detailed Cont.[/HEADING]
The Maskerades

Mainly wear black full-body robes with hoods that connect to the top of their faces, which are masks. The way to differiantiate between them is their masks, as they are all diffirent. Their emotions are displayed through Comedy masks-vs-Tragedy masks, to diffirent degrees. Underneath their robes, they are actaully quite like spiny centipedes. Their arms are robotic, and can be attached and detached only by the Maskerade that owns them. They are able to "stand" due to a strong tail covered in tiny legs, but they must stay a little hunched over. They have spines on their backs which stick through the robes. They are always relatively tall, from 5'10 to up to 8'4 (feet.)

They move through the universe in a vast netwrok of ships called "The Ring," which serves as a homeworld and as transportation. The whole thing is held together with a huge central gravity generator, which all the ships orbit around in a perfect ring. In order to travel from ship to ship, there are pathways with "pods" that allow for fast travel between ships. These pathways are retractable in case of emergency. Their movement on ground is taken on by a hundred thousand miniscule yet very strong legs on their tail.

All of the Maskerade's systems are spread across its body, so that as long as not a huge part is cut off of the Maskerade's body, it can survive.

Maskerade's are very simply boy/girl. Reproduction in Maskerade culture in not taboo at all, and is rather simply a part of life. It is not considered part of Maskerade relationships, and parent-child interactions aren't important at all. When a Maskerade is born, it hibernates inside itself until its mental state is prepared for regular life, and is then taught the Maskerade language. Maskerade's reproduce in a similar way to fish.
Maskerades have all the senses of Humans, except for smell. They do have hypersensitive eyes.
Their orginal "homeworld" was a large asteroid filled to the brim with minerals and other things. They now live in the Ring.

They are on good terms with the S.U., but are still excluded from the rest of the universe. Howver, they are one of the biggest suppliers of crops in the galaxy. They are pacifists and have not been in any wars. However, within their own culture, they have had one war, known as the Splitting of the Ring, and was essentially full-scale civil war which resulted in the slaughter of billions, and eventaully caused them to adopt the pacifism front. This was before they had encountered any other race. They do push for the unification of all species, and belive in total peace and negotiation as the best tools to solve issues, no matter how severe. They aren't on the best terms with the Norg, due to a failed and large shipment of Polar Kelp (there was a disagreement over the price) that ended in an attack on the Maskerade merchant.

The Maskerade culture is actaully very vibrant, but to outsiders who have not earned respect, they appear cold and secretive. While not very rich in terms of painting, Maskerades are very musical, and their songs are hailed throughout the universe, though outside of the Ring, music is always published anonymously, in order to keep up an image of aloofness. The Maskerade have no religion. All Maskerade are treated as equals, and are expected to make their own names. Agriculture is important to the Maskerade, and gardening is seen as an art form. Maskerades are largely independent of each other, so when they unify, its a fairl big deal. Political movements and decisions are carried out by the Masks, a group of Maskerades that swear to listen only to the will of the people and carry out what they want. Since there is very little power-grabbing in the Masks, the Ring's political standing (Which is pretty far to the left as of right now) reflects the people.

Racial psychology- ?

Maskerades are fairly highly developed in terms of space travel, agriculture, and physics in general, but have little to no military technology. Despite their sinister appearence, the Maskerade are pacificists by nature.

The Maskerades made first contact with the Crelm and consiquently with humanity.

Race name: Shamunds

Physical appearance: The Shamunds are large and burly creatures, that are about 14 feet long from head to tail, and 7 feet tall at the shoulder. They posses a large muscle structure and due to this and their size, they often can weigh in at close to 10 tonnes. The head of a Shamund is short and wide, and shows how deadly a predator they actually are. It's mouth contains 3 rows of sharp jagged teeth designed to hold and tear it's prey apart, which goes along perfectly with a somewhat elongated and powerful neck. The Shamund species is mostly bipedal, supported by two hind legs when they wish to stand, climb, or walk. Their forelimbs are used for grasping (they have three fingers to a hand, each with a long claw used to stab and hold prey), signing, and scratching. However when they need to run they will often use their powerful fore limbs to add to their speed, reaching speeds up to 35-40 miles per-hour, which can be sustained for long periods of time to their oxygen rich environment. Their skin is a deep brown, and is remarkably thick. This is due to an evolutionary symbiosis that the Shamunds have developed with the plant life of their continent. When a Shamund rolls in the mud (often to cool off or as play), the mud will often dry into dirt and get deep into the Shamunds's skin, and soon the spores and seeds of various plants and fungi will be planted in the dirt, and will eventually bloom and grow. The Shamund provides the plants with nutrients through it's waste, and in return the plants provide the Shamund with an effective means of camouflage. The types of plants which germinate on each Shamund varies

Physiology: The Shamund are warm blooded reptilians, though sport many different oddities that make them seem almost plant-like. First off, their waste is secreted through their skin as an odorless (but foul tasting) mucus that is a potent fertilizer to many species of plants on their planet. Their oxygen rich environment has given them a large circulatory system with large lungs that allow them to have a great endurance. But because they need a large amount of oxygen to breath even while stationary or comatose, most other atmospheres are inhospitable to them as they will quickly suffocate.

Reproduction + Gender + life expectancy: It is unknown how long a Shamund can actually live, as some have been reported living up to 150 years old, and still in prime condition. However, due to their territorial tendencies and recent enslavement, many do not live past 50. There are two genders, male and female, and the reproduction cycle is much more complicated then that of most species. When a female is in heat she will ovulate a cloud of small pebble-like eggs, which the female either covers herself with to transport them, or (as is the case of most "civilized" Shamunds) will lay them in a specific lair or den to await fertilization by a male. After the eggs are fertilized they begin to grow rapidly, becoming the size of baseballs after only 2 weeks. During this time the parents will stock the nearby area with a large amount of excess food, starving themselves if they must. When the eggs hatch (a common birth rate is about 40 out of every 100-something eggs), the infantile Shamunds are barely the size of rats, but are voraciously hungry, and the new swarm will then devour the food left before them, after which they will scatter through the area scavenging until they are big enough to hunt.

Senses: Shamunds have keen senses of smell, and have front set eyes to better hunt down their favorite game. Their hearing is less acute, mostly due to the shaggy plants that end up covering their ears.

Habitat/ home world- Their homeworld is called Meegaz by the more civilized race of the Mez, but the Shamund prefer to name it "Hruunus" which is a bastardized form of the Mezian word for "Beautiful Mother". It is split into three main continents with many archipelagos and other islands in it's vast seas. It is a large planet, almost 5 times the size of Earth, and has a high oxygen atmosphere. The continent that the Shamund live on is largely forests, with many forests spreading high onto mountain tops. Seasons are varied in length, with autumns and springs lasting a year, and winters and summers only lasting two months.
How they fit into to the universe: They are a slave race to the Mez, and are currently fighting a war for independence.

Culture: Shamund culture is still tribal and primitive. Those that have escaped the shackles of Mez oppression and have turned into the tribe known as "The Green Family of Freedom" however, are exceptionally advanced for their race, having invented a language based on Mezian, an architecture for themselves, which is a combination of twisted Mezian metal, and mud thatch seeded with plants. Equality comes easy to the Green Family, as they all know each is as strong as the other in their own way. Males and Females are given equal rights and respect, but are also required to take on equal responsibilities. The Green Family is dedicated to the liberation of the rest of their kind and the uplifting of the "Unseeded", who are those still enslaved by the Mez, who have had no chance to be germinated by nearby flora. They see these Shamund as unable to fully hear the Beautiful Mother, and wish to cloak them in her loving embrace. The love for their own germination as a way to connect with the Beautiful Mother, leads those known as the "Rootborn" to grow their plants out to lengths that almost completely shroud them.

Racial psychology: They Shamund are deeply spiritual, and due to their religion being associated only with them and not all creation, they love to learn of the religion and cultures of other species, who they treat warmly and kindly...sometimes. The Shamund trust only those newcomers that come from their west. This is because the Mez lay to the east, and so any enemy that comes from that direction is treated with suspicion as a Mez spy. Anyone discovered as a Mez ally is treated as if he were a Mez, and as such is usually brutally executed on the spot, and used as "Awakening Fodder" to hatching Shamunds. If the come from the west though, then they may be "Those From the Stars" that are promised to save their race from the iron grip of the Mezian Dominion.

Development: Technologically they have not advanced far, having only recently developed some semblance of civilization, they have had no time to advance scientifically. Beyond the few stolen Mezian cannons, they usually prefer to fight using their own natural abilities. Mentally they are quite capable to learn, and can be taught tasks and simple gestures quite easily. However a common complaint of many Shamund is that things take too long, and it's true that while they can wait patiently for hours on end in ambush, they can not perform a monotonous task for too long before becoming bored.
First contact: Their first contact with the Mezian Dominion from the Western Continent (also named Mez) happened over four thousand years ago, just as the Shamund were in the beginnings of creating a society. While the east coast and a long strip of mainland has been taken by the Dominion, the Green Family's unification of many families has given them a good way to hold their remaining territory.

Name: Mez

Homeworld: Meegaz

Physical Appearance: The Mez are centuric in appearance, with an upper body that is vaguely humanoid, leading to a newt-like lower body, one that is low to the ground, soft, and squishy. The legs of a Mezian are longer then their bodies would seem to need, and are tripled jointed, similiar to a spider's legs. However instead of a simple end of the leg, the Mezian's legs are supported by a small foot that has three long black claws sticking out in a triangle like fashion. Meanwhile, the top half of a Mezian is much less (though still very), bizarre. Their chest is almost devoid of features, and is simply plain. The Mezian's head and arms are quite detailed however. The head of a Mezian is long and thin, exceptionally so too. A normal head can be about 2 feet long, and only 4 inches wide. Their mouths have thin lips that stretch out greatly when they talk. Their arms are also triply jointed, and end with a long skinny hand with 3 clawed fingers and a short thumb.

Individuality of the Mez is marked by two factors, skin and eye color. Their skin ranges from a pale white, to a dark orange, and even some shades of blue, black, and yellow. But the true mark of an individual is in the eyes of one. Each Mezian has three large-pupiled eyes, each a different color, of any shade. Pink, purple, aquamarine, magenta, there is no limit to the shades they can be.

Movement: Because of their ancestors living in the underground tunnels of their homeland, they often only walk surely when they have even footing, and will even then can only move at least 12 miles per hour maximum. However, their grasping foot claws and porous foot pads allow them to climb any surface with ease, provided the surface is either rough enough to use their claws, or the oxygen is plentiful enough for them to use their pores.

Reproduction/Gender/Life Expectancy:
Mezian reproduction uses males, females, and possibly a third member of either gender. Females will often lay a large amount of unfertilized eggs, and carry them about her waist until she finds a suitable mate. The process often involves a long and pleasurable "Trial" during which the male is allowed to fertilize the eggs. This leaves both parents spent, and leaves the eggs unguarded and unprotected. However, a third member (back then a tribesman or pack-mate, nowadays a family member or mutual friend) will come in after the two mate, and cover the eggs in a mucus membrane, which after a few minutes hardens into something as strong as stone. The parents will often be comatose for a day or two, depending on the length of the Trial. Meanwhile, the third Mezian shall watch over them and the eggs, as instinct has told them to do for eons. The parents soon come to and join the Third in watching the eggs, which hatch (with 90% of most eggs in a clutch being sterile) into small Mezians in about 1 month, which are then fed on the membrane remains and the sterile eggs.

Generally, Mezians reach sexual maturity at age 8, and live to an average maximum of 70 years.

Senses
Mezians are sensitive to light, and have very acute and far reaching senses of vision. Their sight of smell is dulled at best, and often need to take large whiffs of something to actually smell it.

How They Fit in the Universe:
The Mezian Dominion is a Galactic new comer, ever since they made first contact with the Solanic Union over 10 years ago. However they are quickly rising through the ranks as a cultural powerhouse, surprisingly, with Mezian crafts and art being renowned throughout the galaxy as the finest and most expensive of any race. However, due to a weak military that relies mainly on mechanized ground infantry, they are quickly trying to buy friends in the other races. These bribes are for future protection of any military incursions, and a need for allies against the Shamund menace to the East.

Habitat/Homeworlds
Meegaz is a temperate and oxygenated world that has many large and powerful creatures living among it, due to the bizarrely high oxygen content, allowing many creature's Square/Cube ratio to sky rocket. However, the Mez are not the only civilized race on Meegaz, and are currently trying to wrest dominance from the tribal Shamund behemoths.

Culture
Mezian culture is greatly varied. Their Empire is an aristocracy, with Dominion being ruled by the Enclave, a group of the 7 most powerful and influential Mezians alive. Currently, Mezians are a highly fashionable and decadent race, with the richest wearing extravagant coverings, and unapologetically indulge themselves to no end. This includes their most base desires, something which the Mezians have no tabooo against. A trip to a Mezian city will often be met with several orgies, and individual couples mating in the open streets. Mezian's are also very open about ideas and are extremely warm to other races, and many have even begun exploring different races religions, languages, cultures and even sexuality. The Mezians currently have 10 major religions among their race, and with the influx of Galactic culture, that number is set to triple in the next few years.

And while their culture has an air of laxed demeanor and open friendliness, the Mezians are brutally horrid to their enemies. Live dissections, torture on civilians, prisoners taken for slaves and playthings. All of this is encouraged and even taught in Mezian education. The most commonly seen brutality is in the enslavement of the Shamund, who have been reduced from tribesman into a species of broken and almost domesticated animal. The Green Family is viewed as a pack of cunning beasts, no more, and outsiders heard sympathizing with the Family in public (and sometimes private) will oft find themselves whisked away to be horribly treated until being brutally and secretly executed.

Communication
The Mezians speak only verbally, as their dull senses of smell and the darkness of their homeland would have made any other form of communication difficult. However, this has left the Mezians able to speak any other language with ease, and many diplomats have become fluent in many different human languages.

First Contact
First Contact was technically made 13 years ago when the stray bolt of a ship duel 2 years ago crashed into the planet, killing the entire Enclave in a single blast. This event dubbed "The Stray Discovery" by the Mezians, was what drove them to seek out the Galactic community through telescopes and radio signels. It was then that the Dominion made contact with the Solanic Union's scientist, and soon the Union and the Dominon were exchanging coordinates for each other's planets.

Note the Norg are extremely sexually dimorphic so each part of this sheet will cover the Flet and Frel separately.
Physical appearance -
Flet
The Flet Norg are roughly the same size and shape as humans being bipedal with four limbs but the similarities end there. They are covered in a thick metallic carapace which can range in colour from pretty plain sliver to gold or copper like colour the armour is segmented into plates each of which can be inches thick. This does however make the Flet very bulky, there limbs are in similar proportions to humans and they have joints in the same place. Their feet and hands both have about three short pyramid like finger of toes coming out from what is essentially a stump. There feet make incredible anchors but their hands are pretty bad at gripping. Their necks are much bigger than humans, at about a meter long and about half that in diameter. The neck is more like a plant stem than anything else and they don't have a head in the traditional sense but where their necks lean toward there is a reinforced ring in which the brain flows but it is wrapped around the neck not on the end of it. The closest thing they have to a face is the end of the neck which is just a hole lined with teeth and around that a ring of metal spikes (one for every year the Flet has been alive) Each of their spikes can be up to a meter long). Finally their tongue is similar to that of many frogs or lizards in that it is incredibly long and thing in comparison to the creature it's self the Flet tongue is fleshy and moist neon blue and can shoot up to ten meters; it is tipped with a long metal spike more than capable of impaling prey and drawing it back in to the mouth.
Frel
The Frel are possible the biggest living things in the universe they can be up to the size of continents at hundreds of miles across and tens thick. They are for the most part flat but dotted with what appear to creators from meteorite strikes. Their carapaces are miles thick and dotted with holes which lead to underground warrens, these are where most of the Flet live and also where numerous what appear to be lakes are. Finally there are the spires which cover the surface of the Frel and the tubes, these tubes are similar in appearance to the Flet's tongues but thousands of times longer and without the spikes on the end. There hang from the roofs of the internet caves. Compared to the Frel the cords are still tiny and there are barely 100 in a Frel with a population of billions.
Movement-
Flet
The Flet are pretty lumbering when it comes to it they move slowly so they make pretty terrible melee fighters, however their movement is deliberate so they are less prone to being knocked about or making mistakes in their movements. They only part of their bodies capable of moving with any speed is their tongue which can be shot out and reach its full length in a fraction of a second. They are surprisingly buoyant in water and while they can't swim they can float of sink by extracting hydrogen from the water.
Frel
The Frel are for the most part static floating on the surface of the water and making up the only land on the Norg home world just pushed around by convection currents. However they are able to take off and fly for limited times using the dame technique the Norg use to fly.
Physiology-
Flet
The Flet are essentially soft bodied creatures inside a metallic carapace. They are most notable for their use of electricity they are capable of producing a strong current passing magnetic particles around their carapace in special vessels. Their brain and nervous systems are liquid meaning even if severed the connection can be still be reformed. Another thing about the liquid brain is that when the Norg is killed only the consciousness is destroyed and some information can still be regained by pouring the dead Norg brain into a living one. They also have a special organ for electrolysis which they use to break down water to get oxygen and hydrogen (breathing under water or for floatation) or food to help supplement digestion and break down any metal compounds they eat to help them get valuable elements. This means that the Norg generate a lot of heat as a species and their metal skin is very conductive so heat loss can be a problem for both the Norg and species around them (not to mention the electrocution).
Frel
The Frel have a lot of the same qualities as the Flet they can generate a natural current and magnetic field and they have the similar heat manage meant problems. Their brain is also liquid but located miles down and makes up a sixth of their bobby weight. They have evolved and interesting ability using their liquid brain and the cords mentioned in their appearance. The cords tips are coated with special enzymes to dissolve their way inside the target and reach the brain. Here the brain is broken down into a liquid form and diffused into the Frel's brain. The processes isn't widely understood and there are a few misconceptions for one many don't realise that the one made into the terminal is killed completely they do not live on in anyway, what does happen however is that Frel gains all the information and processing capacities of the terminal for example. Everything the terminal knew or experienced is know the knowledge of the Frel but more than that the Frel gains the mental capabilities of their victim. For example the Norg as a rule can't lie in fact when the whole concept is alien to them so when the humans said they wouldn't kill any Norg entering their capital the Norg were completely unaware that it was a trap, that was until one of the Frel was able to take make a human terminal, this allowed the Frel in question to look back on its experiences and realise that they were being deceived. On a more simple level the Norg can't understand verbal language the Frel probably can't even hear but by creating a terminal they can use the language processing ability of their terminals (as well as the vocal cords) to communicate with the humans.
The Frel needs to remain connected to the terminal as once severed the Frel loses any benefits gained from the connection and the terminal is essentially lost forever.
The Frel don't exactly have mouths as much as they have open air stomachs which the flet are constantly throwing food into (these are some of the lakes) the other lakes are technically genitals.
Unfortunately for both Genders their physical resilience comes at a cost, they have very weak internal defences generally if it can bypass the carapace it's fatal.
Senses-
Flet
The felt have 2 of the standard five sense being touch and hearing, they don't have taste or smell and sight is replaced with electromagnetic senses, they sense with their face spikes which create a field of vision (in the absence of a better word) more spread out that humans they can't quite see behind or next to themselves but they almost have 180 degree vision the often sweep their necks over in a satellite sort of motion. They don't seem to know what colours are but their vision is unaffected by light level and they can make out shapes fine. In fact having a face built like a radar dish is great for accuracy.
Frel
The Frel pretty much only have two senses Feel and Electromagnetic. Electromagnetism is pretty much all they need as this is how communicate with their Flet and how they see the world they are on a basic level aware of everything happening inside them. They of course also have use of all their senses.
Habitat/ homeworld-
The Norg home world is a hostile place for one it's actually two worlds (Nelis prime and minor) orbiting each other so closely their atmospheres are joined at the poles. The planets are surrounded by a field of metallic meteorites that will bombard both the planets themselves and any ships trying to enter the atmosphere. If you can pass that than you have the thick acidic clouds constantly moving at thousands of miles an hour not to mention full of predators more than capable of taking advantage of the low visibility. Under that well it doesn't get much better, the planets are is actuality massive spears of water clinging to cores of liquid heavy metals. This coupled with the aforementioned orbiting metal mentioned before makes the whole of both planets live, lightning storms are pretty much constant and the only solid ground is the Frel. The sea is teaming with life from the polar kelp forests to the volcanic rings at the equator (the sea bed being the equivalent of iron filings).
Diet-
Both the Flet and Frel are carnivorous feeding mostly on the low flying bird like things or the surface dwelling fish like things as well as eating metal or rocks containing metal. The Fish and birds are caught by the Flet and either eaten or thrown into the stomach lakes. The Metal is normally grounded into power or melted to aid the process of breaking it down. Excretions take the form of a dry pretty much inert powder, bacteria aren't a problem but being unreactive it can cause the Norg problems by reducing their general efficiency it shouldn't be toxic to other species but again it doesn't have many practical uses.
Reproduction/ genders/ life expectancy-
As mentioned before the Norg have two genders the Flet and Frel or Norg emerge from the genital pools as Flet how makes up 99.9999999 (you get the idea) per cent of the population the live for about 10 years or so some reaching 12, and they are hardy enough that the main cause of death is old age (or more specifically fighting past their physical peak) for being good servants to their Frel they are permitted to add their gametes to their Frel's genital pool). The pool is full of the Frel's DNA and this is constantly mixing with the Flet's sex cells. However the Flet cells are not passive they actively compete with or combined with other cells and start developing into new Flet. The result being that each Flet has up to a few million parents however since the Flet release many cells it is also possible that the strongest are the parents to individually multiple times. The Frel are always 50% genetic parents and the Flet are divided among the other half. It can take up to 3 years to go from cell to Flet but one Frel can pump out billions of Flet in a day or so.
New Frel aren't born but instead are mutated from the Flet, each Frel can produce a few batches (about 1 to 3 a decade) of a special gene cocktail that mutates one Flet into a Frel. The Frel can live for billions of years and in that time produce trillions of Flet so mutation is the ultimate goal of most Flet.
Culture/ history-
Culturally the Norg aren't much, their civilisation is structured simply the Flet are all the property of their Frel and serve (as such they don't technically have names just Frel's name with an apostrophe s) them in exchange for the chance to be mutated. Each Flet is expected to act for the Good of the Frel first but they still have a strong sense of self preservation. Other civilisations are often surprised at how willing Flet will screw other Flet over to increase their chance of being mutated.
The Norg have little concept of honour or religion so pragmatism is their main value. This is to the point where being challenged to a Norg knife fight basically means bring whatever you can (One famous knife fight ended when it turned out neither of the people fighting had actually bothered to turn up both just having hired mercenaries).
Technology-
From a tech stand point the Norg aren't to advanced, The Frel aren't intelligent in a traditional sense relying on their terminals and their completely perfect memories. But by the power of numbers and drone organisation the Norg can build pretty much anything. The best ships in the galaxy might not be Norg designed but who built them? Several million of the best organised drones in the universe that's who.
In terms of military tech the Norg are also reliant on nature, the Frel might not have gotten into space yet but on the Norg home world they make bloody effective fighter ships. Their preferred tactics are generally long range bombardment and extremely drawn out encounters. They keep at a distance so their slowness doesn't become a problem, they natural accuracy makes them brilliant snipers or mortar troops. Then again being so well armoured does have advantage. In fact the Norg are probably the only army to used suicide bombers who actually survive the explosions in fact it a surprise when they don't survive their jackets going off.
Currently they are working on getting the Frel into space

Race name- Schrier (pronounced shreer)

Physical appearance- Roughly humanoid, with two arms, two legs, two eyes. Avg. height of around 7 ft, can go as low as 1.68m (5'6") or high as 2.74m (9').
They are somewhat reptilian in appearance with nostril slits rather than a nose, no ears and have "hair" emanating from their scalp with each strand being around 1cm thick. The "hair" seems to nearly always grow to a uniform length of somewhere between 30 to 36 centimeters while the color varies. The Jaw is set farther back than humans and is capable of opening far wider, almost 80 degrees. The mouth has no lips and a wide, quickly tapering tongue usually capable of extending more than 15 cm (6") from the mouth. Jaw structure is largely similar to humans but lacks any molars, having only incisors and a total of 12 canine-esque fangs, 6 on the upper jaw, 6 on the lower and separated into groups of 3.
Their arms and legs are much longer and thinner in proportion to humans with hands often just reaching their second set of "knees". They have 6 digit hands with four acting as fingers and two as thumbs with each digit ending in an extendable talon, usually able to extend 2-3 inches at most. Curiously, the number of digits on their hands does not match the number on their feet with each having only 4 digits arranged with 3 facing forward and one facing back.
They're skin is covered in small scales, no more than 1/2 square centimeter each. Scale color's vary wildly depending on tribe or, more likely, region of origin and can be anything from bright leaf green to drab brown to pitch black. "Hair" color varies similarly but less so, and ranges from black to rust colored red to pale blue. Its color always seem to be at odds with scale color (e.g. black hair with green skin, rust hair with brown skin, pale blue hair with black skin).
Some have a long, semi-prehensile tale but this seems to be a recessive trait and appears infrequently. Different tribes have different reactions to it's appearance with some even opting to have it cut mostly down at birth.

Movement- Usually move with long, slow strides. Capable of a rapid, loping run of up to 30mph for long periods and can sprint up to 50mph for short bursts. Evolution from tree dwellers results in great climbing and jumping ability. Crawling is incredibly awkward for them due to long limbs and bending over is difficult, but not impossible due to their skeletal structure.

Physiology- Extremely hardy and fully capable of shrugging off lost limbs or a hole in the chest due to multiple organ redundancies which allow for injuries that would be fatal to humans to be easily recovered from. The combination of scales and relatively dense bone mass means most blunt melee attacks and even some light weaponry will at best only slightly injure them and at worst only annoy them.
They are cold blooded which results in them reacting very poorly to cold environments and prolonged exposure to below-freezing temperatures can kill or incapacitate them in short order. Those that venture off-planet have developed various methods to account for their need to sun themselves, usually amounting to little more than well-heated clothing.
The skeletal structure of their middle is similar to snakes, with a rib cage taking up the entire torso which in turn makes bending over difficult for them. They almost always crouch rather than bend.
Their arms are double jointed and capable of bending both forward and back. Somewhat similarly, their legs have two separate sets of joints, allowing them to act as springs for jumps of impressive height and distance. Their musculature is very lean, making them thin but quite strong. Most could easily lift up a man with one hand.
The aforementioned "hair" is actually a set of multiple tendrils made up of a substance similar to keratin and houses an astounding array of nerve endings and electroreceptor organs (see senses). The tendrils are a weakness as well, vulnerable to attack and to overloading with stimuli.
The Schrier's homeworld has abnormal magnetic fields that they've evolved around and become extremely sensitive to. Drastic changes from the native field strength can result in very noticeable variances in their behavior. Fields much lower than the one they are accostumed to can result in depressive, lethargic behavior coupled with disorientation while much higher fields can result in erratic and often violent pseudo-psychotic episodes.
Finally, their lack of lips and different vocalization methods usually result in a strong accent and a guttural tone when trying to speak in languages other than their own.

Diet: Facultative Carnivore. They feed on a variety of things and while most tribes have domesticated wildlife in order to feed others prefer to simply hunt for their food. As facultative carnivores they have the capacity to eat both flora and fauna for nutrition but cannot survive on plant life alone. As such, concepts like vegitarianism are unheard of since they would amount to a slow suicide. Off-world cuisine is somewhat popular but is met with hesitation due to a brief rash of fatal allergic reactions encountered when humans first shared their food. Speaking of offworld cuisine, during the initial hostilities with humans they showed a utter lack of compunction towards eating the remains of their enemies fallen, a fact that has made some of the human settlers nervous.

Reproduction + Gender + life expectancy- Male and Female genders with reproduction largely similar to humans but producing multiple eggs (6 at most). Due to large number of children most families only have one set of kids. There are rituals similiar in nature to marriage but the actual commitment involved is often quite flexible with both parents subscribing to the "it takes a village to raise a child" philosphy, frequently leaving their children and each other for long periods of time.
Average life expectancy is around 60 years with 79 being widely agreed as the oldest any has ever lived. Females are slightly larger than males but generally have less muscle mass. Other than that the two genders are indistinguishable in both voice and external appearance.

Senses- Extremely acute sense of smell and taste, eyesight is somewhat above average but they have a noticeably narrower field of view than humans (Around 100 degrees in comparison to humans 180) and have generally poor night vision which is made up for by the tendrils.
The sensory array in the tendrils gives them an ability to read their surroundings, being able to detect both motion, via the air displaced by movement, and life itself to an extent with the electroreceptors picking up the tiny electric impulses found in most living things. Their electroreception abilities are apparently not a conscious mechanism and are usually described more as a "feeling" than an actual certainty although the sense itself has been proven time and again to be accurate.
Their motion sensing abilities are both conscious and extremely precise, capable of detecting prey's breathing even when standing perfectly still in the dark. Both talents gifted by the sensory array have their limits with electroreception having a relatively short range of around 15 meters and being easily disrupted by physical barriers like walls or specially constructed clothing. Their motion sensing abilities are easily disrupted by adverse conditions such as weather.

Habitat/ home world- Named Tomahna. 2x Earth's size. Largely consists of hot plains and jungles, only a few large oceans. Only the very top of the poles are cold enough for snow and are completely avoided by the entire species.
Most of the world is unvisited by offworlders and only around two dozen cities with starports exist with no satellites currently in orbit.
It is incredibly rich in natural resources like metals, minerals and several varieties of liquified gases found at the bottom of the planet's few oceans. This richness in supplies is what led to 1st contact when a human corporation began mining on the planet. Tomahna has three moons, called "The Mother," "The Father," and "The Child" in the Schrier's native tongue.

How they fit into to the universe- Only present in small numbers off their homeworld since most don't want to leave. Those that are out there are mostly either prized as fighters/mercenaries or are diligently studying in various fields in order to both advance their homeworld and to learn about other worlds. The Schrier that have left the planet are more often than not childishly curious about the cultures and technology of other races.
Despite their comparitively small presence on worlds other than their own they are still a relevant force due to multiple races desire to put their resources to use. Thus far they've proven to be highly selective of who they allow to do so.

Not a must but it helps

Culture- Largely tribe based. Multiple tribe leaders act as a council that makes large scale decisions in their region. The recent development of cities has mixed this system up a bit with those that have chosen to live inside often ignoring tribe affiliations.
Culture is based largely around proving of strength and skill. Art and the like is uncommon but present in the form of advanced metal working, making intricate designs, engravings, statues etc. and through remarkably skilled blending of metals to create uniquely colored alloys as jewelery and the like. The few large cities are a sight to see with buildings often having every inch carefully engraved and colors often blending as metals used in construction changed. Story telling is prominent while acting is basically unheard of.
Their gods are somewhat similar to some old African tribes, with deities for smithing, hunting, crafting, etc. and wearing of jewelery marked with signs of one's choice deity is very common if not universal even in those that have left the planet. The planet's three moons are thought to represent three major deities with the sun named after the fourth.
The Schrier's enhanced senses are an important aspect of the culture, seen as a gift from all the gods that lets them "perceive the world as it truly is." Touching the "hair" is considered an intimate act and doing so without permission is an extremely taboo while pulling it (whether in a fight or not) is considered dishonorable as it is extremely painful, similar to how humans view a kick to the groin while fighting. One of the ultimate acts of punishment in Schrier society is the forceful removal of the tendrils via cutting with a red-hot knife. The act is a "triple threat", being excruciatingly painful, crippling the senses, and forever marking the offender, as the tendrils will not grow back when cauterized.

Language: Tomahani. A rapid, breathless mix of hissing, growls and actual speech. While the basic style, grammar and pronounciation are uniform across the entire planet vocabulary can vary wildly from tribe to tribe. A heady language barrier is/was present between the Schrier and other races as for the most part they are incapable of adequately mimicing Tomahani due in part to not being able to properly imitate the non-verbal aspects of it, leaving attempts at speech both broken and wrongly intonated to a massive extent. So far only the Lalloween have been shown capable of perfectly replicating it and it was this breakthru that finally led to proper communication between the Schrier and other races. At the present most of the other races have demonstrated at least a partial ability to communicate in Tomahani with humans generally being the best at it. Because of this many Schrier living in cites have managed to pick up a working grasp on the English language (or whatever the lingua franca of humanity is, your human document didn't specify) although they have difficulties with some of the sounds.

Racial psychology- As a whole the Schrier are prideful and domineering but not overtly aggressive. They'll constantly maintain they're better than other races but aren't really eager to attack or expand beyond their borders. It's this pseudo-superiority complex that explains why those most of the population has no interest in change or technology and is the reason for their occasion condecension of other races.
As individuals most are easily driven to anger when insulted or belittled. Intelligence-wise they are just barely below humans (avg. IQ of around 90-95) but have predatory instincts that make them very dangerous to fight. Of note is their memory which blends excellence and poor quality. Their short term memory has been shown to greatly surpass human's through tests but their long term memory is very poor, most of the population not being able to remember any events more than 10-15 years past. Because of this they have a very "in the moment" mentality and are practically incapable of holding grudges.
The downside to their poor memory could possibly be seen in their cultures relative lack of development. Without being able to remember past mistakes they might be largely unable to advance without remaking them. The one point where this is not an issue is the "Al-lant", a massive slab of metal located on the planets equator. Nearly 3 /4 of a mile square in size and constructed via unified effort of all the tribes nearly 3500 years ago, the slab has been carefully etched with the written history of their entire species since the slab was finished.
As noted elsewhere those that have chosen to venture offplanet are almost invariably curious about other races and cultures, to the extent of almost being nosy or invasive.

Development (technologically and mentally)- Originally at a very basic level with very little in the way of advanced technology. They had developed gunpowder and occasionally used cannons in tribe warfare but did not seem to consider developing smaller firearms. Their work with metals was extremely advanced with them having somehow been able to develop alloys and smithing methods that normally require the use of complex chemical catalysts and manufacturing methods that would be completely out of reach of a society with their level of technology.
Contact with other races changed this basic level very quickly and they've proven to be remarkably adept at reverse engineering everything from electronics to firearms although it seems they frequently fail to understand the actual forces and mechanics at work behind what they create, leading to inconsistent functionality and difficulties in reproducing it. More often than not they simply treat the things they don't understand as their deities at work e.g. electronics simply being what happens when their main deity gives characteristics of life to non-living things.
They are currently in a very scattered state of technological development, especially in the cities, with some things being advanced and others remaining basic. Mass production seems to have failed to make an impact and almost all goods are still made by individual craftsman. Motorized vehicles are present but rare and those produced by the Schrier themselves are usually primitive, scarcely being more advanced than 21st century automobiles and often being far less safe. At the moment they have forgone use of advanced weaponry and have settled on the creation and usage of gunpowder based firearms, often having each individual Schrier produce his or her own.
The sudden and rapid change in technology levels has led to some splits in thought on the homeworld with most (around 1/2) choosing to remain with basic technology and in tribes, others choosing to live in cities and meet with offworlders (around 1/3) and a small minority choosing to venture off planet (remaining fraction of population). The only exception to this is radio based communication technology which has been widely adopted and is now used to relay information between tribes.
The combination of division between the tribes, an initially low technology level and lack of both the engineering know-how and the facilities to produce them means that the Schrier have absolutely no space faring vessels of their own, relying entirely on gaining passage aboard the ships of other races or, much less frequently, buying a ship and crew of their own.

First contact (with various races)- Conflict with humans before peace and dispersal.
 

Asclepion

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This is a ridiculous amount of text. I thought the Culture had a big infodump. This is worse.

Not to be offensive or anything, I know people get attached to their homebrew settings. But you're expecting quite a commitment from any potential player. Moreso than is reasonable.

I'm on the fence. I'd have to see what everyone else does. In the meantime, here's a previous sheet. I'll pick a recently-contacted creature so that lack of setting knowledge is perfectly IC.

Name: Kroaansokun-Thea (cron-so-kun te)
Gender: Male
Age: 30 local years
Species: Schrier




Appearance:
A humanoid, vaguely reptilian race hailing from an unnamed planet. Averaging around 7 feet in height they are nose-less and ear-less with skin covered in tiny scales and long gangly limbs. Their jaws open far wider than human's and most are stronger and faster than mankind as well. Their double jointed arms and dual jointed legs make them talented climbers and they have a set of tendrils hanging from the scalp, vaguely resembling hair. The tendrils themselves are in fact an sophisticated array of sensitive nerve endings and electroreceptors which give them the ability to read their surroundings, picking up both motion and the electricity present in most living things. However the tendrils are also extremely sensitive and are a weakness as well as a strength since they can be attacked or overloaded by stimuli. Their cold blooded nature makes below freezing temperatures extremely dangerous unless protected.
It varies between four-legged and bipedal locomotion, arms and hands dragging the ground like a gorilla's. The skin looked reptilian, weeping and seeping some kind of clear fluid sheen. It was twice as wide as a grown man. If you tried to hug it, your arms would not make it even halfway. Not that anyone would ever want to.

Around the top of it's warped body were tendrils, each writhing like an eel. And at the very end, a distended mouth and gullet.




Job Title: Client. Participant in the Contact Program. It was taught interstellar language and accompanied them offworld. Studies sciences and mathematics, observes interstellar culture, and relays information back to it's species every cycle. It serves as a representative, provides data, and subject to behavioral experiments. A veteran of the program, it is familiar enough with civil society to wander freely and, if necessary, accompany them as a ranger and combatant.

Equipment:
Clothes when deemed necessary by the officers.
Scent Inhibitor, in case it is present during rut and it's musk becomes offensive.
Handheld computer.
Firearm (From the armory)
Original weapon was a tevakirr, a Schrier device akin to a vertical double-barreled shotgun with a shapened pike underneath. Now in storage.

Personality: Kroaan is curious and interested in the other cultures. He is somewhat arrogant, which is a recurring Schrier trait. He highly values honor and duty- to the extent that he attempts acts that are suicidal unless specifically ordered not to. He has a good relationship with all of the crew, but is distant.

Bio: Kroann's life has been in a constant state of upheaval. It was a headhunter pre-contact, eating human flesh as a child in an attempt to gain their power. It grew up when outside technology was flooding in, and the tribe was racing to adapt. Eventually Kroaan left the homeworld, his entire psyche shattered, yet thirsting for more.

Strengths: Physique far outclasses a human; strong enough to shatter concrete with it's bare hands. Immersed in both paleolithic and advanced technology- utilizes computers along with primitive tools such as crossbows and tents. Adept at wilderness survival, staying hidden, and moving unseen. Cunning and has a certain intrinsic intelligence. Senses are heightened. Also, it's fairly animalistic, so you would be mauled if you tried to fight one.

Weaknesses: Has a childlike understanding of certain subjects. Requires specially designed equipment for it's oddly-shaped hands. Higher metabolic requirement than a person. Requires a degree of supervision in heavily populated areas.
 

drmigit2

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Asclepion said:
This is a ridiculous amount of text. I thought the Culture had a big infodump. This is worse.

Not to be offensive or anything, I know people get attached to their homebrew settings. But you're expecting quite a commitment from any potential player. Moreso than is reasonable.

I'm on the fence. I'd have to see what everyone else does. In the meantime, here's a previous sheet. I'll pick a recently-contacted creature so that lack of setting knowledge is perfectly IC.

Name: Kroaansokun-Thea (cron-so-kun te)
Gender: Male
Age: 30 local years
Species: Schrier




Appearance:
A humanoid, vaguely reptilian race hailing from an unnamed planet. Averaging around 7 feet in height they are nose-less and ear-less with skin covered in tiny scales and long gangly limbs. Their jaws open far wider than human's and most are stronger and faster than mankind as well. Their double jointed arms and dual jointed legs make them talented climbers and they have a set of tendrils hanging from the scalp, vaguely resembling hair. The tendrils themselves are in fact an sophisticated array of sensitive nerve endings and electroreceptors which give them the ability to read their surroundings, picking up both motion and the electricity present in most living things. However the tendrils are also extremely sensitive and are a weakness as well as a strength since they can be attacked or overloaded by stimuli. Their cold blooded nature makes below freezing temperatures extremely dangerous unless protected.
It varies between four-legged and bipedal locomotion, arms and hands dragging the ground like a gorilla's. The skin looked reptilian, weeping and seeping some kind of clear fluid sheen. It was twice as wide as a grown man. If you tried to hug it, your arms wouldn't make it even halfway. Not that anyone would ever want to.

Around the top of it's warped body were tendrils, each writhing like an eel. And at the very end, a distended mouth and gullet.




Job Title: Client. Participant in the Contact Program. It was taught interstellar language and accompanied them offworld. Studies sciences and mathematics, observes interstellar culture, and relays information back to it's species every cycle. It serves as a representative of Tomahna, provides data, and subject to behavioral experiments.
veteran of the program, it is familiar enough with civil society to wander freely and, if necessary, accompany them as a ranger and combatant.

Equipment:
Clothes when deemed necessary by the officers.
Scent Inhibitor, in case it is present during rut and it's musk becomes offensive.
Handheld computer.
Firearm (From the armory)
Original weapon was a tevakirr, a Schrier device akin to a vertical double-barreled shotgun with a shapened pike underneath. Now in storage.

Personality: Kroaan is curious and interested in the other cultures. He is somewhat arrogant, which is a recurring Schrier trait. He highly values honor and duty- to the extent that he attempts acts that are suicidal unless specifically ordered not to. He has a good relationship with all of the crew, but is distant.

Bio: Kroann's life has been in a constant state of upheaval. It was a headhunter pre-contact, eating human flesh as a child in an attempt to gain their power. It grew up when outside technology was flooding in, and the tribe was racing to adapt. Eventually Kroaan left the homeworld, his entire psyche shattered, yet thirsting for more.

Strengths: Physique far outclasses a human; strong enough to shatter concrete with it's bare hands. Immersed in both paleolithic and advanced technology- utilizes computers along with primitive tools such as crossbows and tents. Adept at wilderness survival, staying hidden, and moving unseen. Cunning and has a certain intrinsic intelligence. Senses are heightened. Also, it's fairly animalistic, so you would be mauled if you tried to fight one.

Weaknesses: Has a childlike understanding of certain subjects. Requires specially designed equipment for it's oddly-shaped hands. Higher metabolic requirement than a person. Requires a degree of supervision in heavily populated areas.
My normal strategy for undertaking this much info, is to simply focus on what I need for my character and learn the rest as the story progresses. If I never encounter a Maskerade, then the summary will certainly do.
 

Soviet Heavy

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Jan 22, 2010
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Asclepion said:
This is a ridiculous amount of text. I thought the Culture had a big infodump. This is worse.

Not to be offensive or anything, I know people get attached to their homebrew settings. But you're expecting quite a commitment from any potential player. Moreso than is reasonable.

I'm on the fence. I'd have to see what everyone else does. In the meantime, here's a previous sheet. I'll pick a recently-contacted creature so that lack of setting knowledge is perfectly IC.

Name: Kroaansokun-Thea (cron-so-kun te)
Gender: Male
Age: 30 local years
Species: Schrier




Appearance:
A humanoid, vaguely reptilian race hailing from an unnamed planet. Averaging around 7 feet in height they are nose-less and ear-less with skin covered in tiny scales and long gangly limbs. Their jaws open far wider than human's and most are stronger and faster than mankind as well. Their double jointed arms and dual jointed legs make them talented climbers and they have a set of tendrils hanging from the scalp, vaguely resembling hair. The tendrils themselves are in fact an sophisticated array of sensitive nerve endings and electroreceptors which give them the ability to read their surroundings, picking up both motion and the electricity present in most living things. However the tendrils are also extremely sensitive and are a weakness as well as a strength since they can be attacked or overloaded by stimuli. Their cold blooded nature makes below freezing temperatures extremely dangerous unless protected.
It varies between four-legged and bipedal locomotion, arms and hands dragging the ground like a gorilla's. The skin looked reptilian, weeping and seeping some kind of clear fluid sheen. It was twice as wide as a grown man. If you tried to hug it, your arms would not make it even halfway. Not that anyone would ever want to.

Around the top of it's warped body were tendrils, each writhing like an eel. And at the very end, a distended mouth and gullet.




Job Title: Client. Participant in the Contact Program. It was taught interstellar language and accompanied them offworld. Studies sciences and mathematics, observes interstellar culture, and relays information back to it's species every cycle. It serves as a representative, provides data, and subject to behavioral experiments. A veteran of the program, it is familiar enough with civil society to wander freely and, if necessary, accompany them as a ranger and combatant.

Equipment:
Clothes when deemed necessary by the officers.
Scent Inhibitor, in case it is present during rut and it's musk becomes offensive.
Handheld computer.
Firearm (From the armory)
Original weapon was a tevakirr, a Schrier device akin to a vertical double-barreled shotgun with a shapened pike underneath. Now in storage.

Personality: Kroaan is curious and interested in the other cultures. He is somewhat arrogant, which is a recurring Schrier trait. He highly values honor and duty- to the extent that he attempts acts that are suicidal unless specifically ordered not to. He has a good relationship with all of the crew, but is distant.

Bio: Kroann's life has been in a constant state of upheaval. It was a headhunter pre-contact, eating human flesh as a child in an attempt to gain their power. It grew up when outside technology was flooding in, and the tribe was racing to adapt. Eventually Kroaan left the homeworld, his entire psyche shattered, yet thirsting for more.

Strengths: Physique far outclasses a human; strong enough to shatter concrete with it's bare hands. Immersed in both paleolithic and advanced technology- utilizes computers along with primitive tools such as crossbows and tents. Adept at wilderness survival, staying hidden, and moving unseen. Cunning and has a certain intrinsic intelligence. Senses are heightened. Also, it's fairly animalistic, so you would be mauled if you tried to fight one.

Weaknesses: Has a childlike understanding of certain subjects. Requires specially designed equipment for it's oddly-shaped hands. Higher metabolic requirement than a person. Requires a degree of supervision in heavily populated areas.
I'm really not expecting anything. If you want to use the background information to mould your character, then you're free to do so. If not, you can still get by on the basics.

Hmm. Funny story however. Since you were unable to participate when the game started, we kinda had your character killed. But death is a minor issue, we can make it work. Retcons!
 

Asclepion

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Soviet Heavy said:
I'm really not expecting anything. If you want to use the background information to mould your character, then you're free to do so. If not, you can still get by on the basics.

Hmm. Funny story however. Since you were unable to participate when the game started, we kinda had your character killed. But death is a minor issue, we can make it work. Retcons!
Well... was it a good death? :D

I'll change it so he's a clone, a tankbred Schrier and so in an even worse position because he has no memories. (unless you can just flash knowledge into someone.)

BTW, what level of technology are you going for? I ask because, in science fiction, people often don't realize that we are potentially seeing intelligence that may be a million years ahead of our own. [http://tvtropes.org/pmwiki/pmwiki.php/Main/ScifiWritersHaveNoSenseOfScale] So, is yours something like

-Enderverse/Known Space (biological-controlled ships, FTL, ground units, etc.)

-Culture (biological immortality, AI that are millions of times more intelligent than humans, sapient ships with picosecond reaction times, and continent-destroying handguns).

-Xeelee Sequence (devices to change the laws of physics, ships made of folded spacetime that are indestructible to baryonic matter, hyperspheres that are the size of planets inside but only a few cubic meters outside, and humans modified to live inside neutron stars).
 

Soviet Heavy

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Jan 22, 2010
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Asclepion said:
Soviet Heavy said:
I'm really not expecting anything. If you want to use the background information to mould your character, then you're free to do so. If not, you can still get by on the basics.

Hmm. Funny story however. Since you were unable to participate when the game started, we kinda had your character killed. But death is a minor issue, we can make it work. Retcons!
Well... was it a good death? :D

I'll change it so he's a clone, a tankbred Schrier and so in an even worse position because he has no memories. (unless you can just flash knowledge into someone.)

BTW, what level of technology are you going for? I ask because, in science fiction, people often don't realize that you are potentially seeing intelligence that may be a million years ahead of our own. [http://tvtropes.org/pmwiki/pmwiki.php/Main/ScifiWritersHaveNoSenseOfScale] So, is yours something like

-Enderverse/Known Space (biological-controlled ships, FTL, ground units, etc.)

-Culture (biological immortality, AI that are millions of times more intelligent than humans, sapient ships with picosecond reaction times, and handguns more powerful than 21st century nukes).

-Xeelee Sequence (devices to change the laws of physics, ships made of molded spacetime that are indestructible to baryonic matter, hyperspheres that are the size of planets inside but only a few cubic meters outside, and humans modified to live inside neutron stars).
He kinda got killed by explosive decompression during a failed terrorist attack on the ship. In the prologue. In his sleep. After his cabin was opened to vacuum.


As for tech levels, fairly high. There are worldships like the New Terra that are planet sized semi biological starships. Think botanical gardens on a massive scale.

Faster than light travel is done either through massive Jump Gate accelerator highways (think the system from Cowboy Bebop), first generation hyperdrives (giant engines that other ships latch onto like pilot fish), or wormhole travel.

The Star Brigade itself is unique since it features one of the first second generation hyperdrives, miniaturized so that it can be installed in an individual ship rather than a large thruster.

Things start to get rougher the further to the frontier you get, but the Colonies are heavily industrialized. There's lasers, particle beams, medical scanners, mimic technology, and other sorts of stuff.

So, we're sort of between Star Trek theoretical future tech and Star Wars "runs on the needs of the plot" tech. No immortal beings or mind cannons, but early steps towards new breakthroughs.