The Cantolia incident: (ACT 1 - The Enemy Of My Enemy)

Kaboose the Moose

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Feb 15, 2009
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[HEADING=1]The Cantolia Incident [/HEADING]

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Would you kindly direct all questions at the Discussion group (link below) to reduce clutter on the thread or PM me. We are still recruiting if you are interested in joining.










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[HEADING=2]Prologue[/HEADING]​



"We are not going to make it!" Quishen grimaced through clenched teeth. The veteran captain ignored the stinging pain rising from the various lacerations on his body to study his crew scattered around the bridge. Another explosion sounded from the hull. The second officer returned Quishen's grim stare, there was no need to look at the instrument consoles, everyone aboard the Cantolia knew their fate was sealed.

"We can't shake them captain. They are not responding to our communications and they are not making any demands. Our choices are...limited. Engine capacity is down to 20% and our weapons and shields are offline. Radiation levels have passed the critical threshold in the engine room and I have quarantined deck 4 through 10 for decompression into space, we have..-" second officer Amar was cut off as another volley of explosions interrupted from the length of the ship drowning out the alarms from the instruments for a fraction of a second.

"..we are not in a good state" he continued after the pause.

Quishen nodded grimly while still starring at the few instruments that had power. His ship was doomed he knew it. What crew who weren't killed outright from the savage attack managed to escape into the lifepods, their fate signed to the void and mercy of their seemingly relentless pursuers. The captain and his most senior officers decided to stay on, to bide time with their aggressors and in the proud Alliance tradition, to go down with their ship.

Amar grabbed onto a railing as a strong explosion rippled down the ship. The bulkheads groaned under the strain. "We have to warn home!" he urged the captain. "What about the comms. Is anything getting through?"

Quishen shook his head, "we are transmitting in the blind. there is no guarantee anyone can or will hear us. If our signals are not being jammed then the radiation will make communication impossible" he paused to look at another console "The distress beacon is transmitting though" he said. The gamble of jettisoning the distress beacon with the debris of the ship seems to have worked. The beacon had floated unhindered quite a distance from the Cantolia and seemingly undetected by their aggressors. Hopefully it would travel to a safe distance where someone could hear its transmission.

"Well men" Quishen began as another round of explosions wracked at the ship. "this is going to be our last stand. It has been a pleasure serving with the fi-..."

"Sir"

A junior officer suddenly interrupted the captain. "Sir!, the scanners" terror seemed to be gripped in his eyes. Quishen looked at a large console near his seat, at first all he could see was the plume of debris ensuing from his own ship and the dozen or so angry red dots indicating the locations of the swarming enemy ships, weaving about the larger Cantolia. Then finally his eyes fell on the anomaly. A single lone signal now appeared off the ships starboard bow. "Unidentified transponder" the junior chimed in again. "It's the largest ship i've ever seen, it must be an error.....it....sir, the other enemy ships are retreating!!" there was a mixture of hope and confusion in his voice

Quishen was about to respond when a new alarm rang out. He didn't have to look, he didn't have to think. He knew exactly what was about to happen.

"It has been an honour serving with you all" his voice was almost a whisper. "We have seen what is to come...only death. We are all doomed!"

There was a blinding flash and the deck of the Cantolia was bathed in light.

The ship disintegrated instantly and effortlessly into the abysmal depths of space.
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Welcome to the Ceres galaxy. You are entering a turbulent region of space filled with intrigue, mystery, violence and adventure (and whatever else you want to throw in there). Two large factions lie at the heart of this galaxy, two authorities who over the last two decades have been plotting the demise of the other. The motive? Power, of course. Each side claims justice or retribution over the other but wars rarely ever change in nature. An uneasy truce however is not uncommon in these parts, there have been several in fact. The latest has spanned 50 years and still holds to-date, however, troubling news has arrived to Ceres that may just jeopardise this fragile peace.

Rumors begin to spread that the famous exploration ship Cantolia has disappeared in The Deep - a region of wild space that has yet to be explored and studied. Housing representatives from both major factions and a few minor factions, the Cantolia was an experiment of sorts, the first attempt at a peaceful and mutual venture in the name of science and exploration since the 25 year rebellion. Therefore it comes to no surprise that each faction now begins to suspect the other at jepordising the peaceful mission - an act of war as some claim, a prelude to another civil war.

You the player will embark on an adventure to uncover the truth behind the destruction of the Cantolia. You will travel the stars and seek out the fate of the legendary ship and become legends yourselves or perish in the void. This RP will involve exploration of alien worlds, tracking down clues and following the trail of the Cantolia which will culminate in the final chapter. There will be fighting of course, this is space, survival is a key element here.

To help embark on this grand adventure you will be provided a ship and a crew to assist you, more details will be in the 'Resolute' section. Players are asked to select a faction from the 'Faction & Roles' section where you will then choose a role for your character (eg: medic) and become a member of an elite team embarking on this grand adventure
 

Kaboose the Moose

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Feb 15, 2009
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"I don't dwell on the morality of my choices. Friends are not a luxury I can afford to have. This life is not for those with a conscience for I am a wolf in a den of wolves"
- Adam Dupont, Smuggler​

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[HEADING=1]The Setting[/HEADING]​



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The Ceres galaxy is a long long way from the Milky Way. Earth is merely a name relegated to old tales that have all but faded from history. None alive now recalls the reason for the great exodus or how the wormhole to Ceres was discovered. Some say it was war, others say the sun finally died, either way 600 generations have come and gone since the first diaspora settled on the habitable planets in Ceres. Humanity has moved on and discovered great and many things, including alien life.

Ceres is a much larger galaxy than the Milky Way, boasting two suns and over 1000 inhabited planets - a handful of which can comfortably support human life. The settlers of these human friendly planets quickly formed a government called the 'New Earth Alliance' (NEA) and began prospering through trade. Over time, the NEA planets became an economic powerhouse attracting and peacefully assimilating other intelligent alien-lifeforms, and with the use of cunning diplomacy, alien worlds and neighboring non-human settled planets were slowly annexed into the early NEA empire. These mostly earth-like M-class planets, formed the core systems for the NEA.

Beyond the orbit of Ceres's main star Adris and divided by a large asteroid belt lay the K and N class planets and the smaller star Eldon. Gas giants and rocky planets were plentiful but most were uninhabitable by humans. However, curiosity and the ever expanding hunger for resources drove the NEA to terraform the ore rich outer planets and moons. Invariably disputes arose with the local inhabitants of these planets but the NEA with its new Colonial Navy were quick to persuade and even suppress outright dissent.

Thus began the bloodiest civil war in Ceres's history, often called the '25 year rebellion' against the NEA.

Despite the name the rebellion lasted for over 25 years and waged between the NEA and the newly formed Na'daash Dominion, who formed as an alliance between the inhabitants of the outer planets. The 25 year rebellion however should not be confused as a human vs non-human war, as that is far too great a simplification. The war took on many faces during its course and were fought for and against by many races, the NEA and the Dominion both had humans and non-humans alike in their ranks who sympathized and/or agreed with the other faction values and ideals and fought to defend them as they saw fit.

The bloodshed finally ended with the NEA halting its aggressive expansion into what is now Dominion territory and the Dominion reclaiming some lost un-terraformed planets from the NEA. The Eldon Pact, heralded the end of hostilities with the NEA allowed to retain only a small handful of its terraformed territories in Dominion space. Trade and commerce was set to resume with the NEA providing the Dominion with much needed agricultural produce and processed luxuries in exchange for the much needed Ore and refined minerals that the Dominion produced in abundance.

17 years after the Eldon Pact the Na'daash Dominion have consolidated its power in the Outer rim forming its own core sectors and bolstered its military presence to patrol its borders. Tensions between the two factions still remain high despite the peace accord; two years prior an incident involving a NEA cruiser crashing onto a Dominion orbital military outpost triggered an escalation to war which was only resolved through independent tribunals that proved the incident to be an accident.

Distrust is still high among the two factions and it is no secret that both would prefer dominance over the other. An attempt to alleviate this resentment and foster a sense of good-will as envisioned by leaders of both factions resulted in the joint exploration initiative of 'The Deep'. Beyond the Dominion 'Rimwords' - the outermost barren and inhospitable planets to orbit Eldon and even beyond the great asteroid belt 'Karvora' lies 'The Deep'. A region of space that is uncharted to the inhabitants of Ceres. Large radiation belts and electromagnetic storms make telescopic and orbital observations near impossible and was ripe for exploration. So began the voyages of exploration ships to 'the Deep', the most successful of these voyages were those of the Cantolia. Crewed by a multi-faction team the Cantolia embarked on the most adventurous 2-year exploration mission of the Deep transmitting valuable scientific data and historic milestones to the NEA and Dominion.

For a while at least there seems to be less tension in Ceres.

Ceres is divided between the two major factions but it also houses many smaller factions that also make the delicate heartbeat in this quadrant of space. Here you can find further information about each faction

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[HEADING=3]New Earth Alliance[/HEADING]

The NEA, sometimes referred to by scholars as the 'Colonial Empire', consists of three core systems; Pegasus, Naiobe and Dun-Karrack. There are 28 inhabited planets within these three systems and over 120 inhabited moons. The NEA also posses two territories in Dominion space as per the conditions of the Aldon Pact. These territories; Acrohan and Newthia add eight other habitable planets to the NEA empire. The planets in these systems however are not self-sufficient as their core brethren and require periodic supply drop from the core in the form of medicines, food and water. In turn they provide the Core with much needed valuable ores and Tylon fuel reserves which are essential in spacecraft propulsion.

The NEA seat of power lies in the Pegasus homeworld of Caladon. Here, Valentine LaCroix the Steward of NEA Colonies rules over his empire much as his father once did. The LaCroix family has been in power of the New Earth Alliance for the last 70 years.

The NEA enjoys near unlimited wealth thanks to its strong economy generated from the three core systems. Born from a monopoly on water reserves and an exploding technology industry the core systems have purchased as many of its neighboring planets as it has through military spending. The NEA sectors are giant commercial hubs bustling with activity and crime reports are the lowest in the quadrant. The wealthiest of citizens live sheltered, luxurious lives spanning across sandy coastlines to floating cloud cities.

The Colonial navy, the primary defense for the NEA, is the most advanced and largest military presence in Ceres. Its primary role during peacetime is patrolling the borders of NEA space and escorting supply ships between the core systems and the NEA territory in Dominion space.

The Pegasus system is predominantly settled by humans though other alien species also co-exist in the region. The worlds of Naiobe are predominantly settled by the Bentuusi, a tall yet fragile appearing humanoid race processing extraordinary agility. The planets of Dun-Karrack are mostly occupied by the Auslav, a race of lizard men. Finally, the planets of Acrohan and Newthia house small human populations, just sufficient to maintain the mining and military presence for the NEA along with a substantial populations of Orachs, a half-human, half beast creature, similar to the centaurs of myth from Earth.

The symbol for the NEA is a double-headed grey eagle emblazoned on a hexagonal blue shield. Crowning above the two-headed eagle is the image of a silver star representing Adris with its rays spreading outward.

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[HEADING=3]Na'daash Dominion[/HEADING]

Consists of nine core sectors: Sakkara, Argor, Capthillius, Vigon VI, Menteldar, Taurac, Vallarrim II, Scanar and Marku. There are over 1800 inhabited planets among these sectors and over 7000 inhabited moons, making Dominion the largest faction in terms of both population and border size. The Dominion also claims control over the exoplanets and trans-Marku planets (collectively referred to as the Rimworlds) and have successfully seeded some of these celestial bodies in an attempt to extract ice and water for the core planets.

Formally independent and self-governing celestial bodies, these planets amalgamated into the nine sectors to form the Dominion, a representative republic government authority risen to halt NEA expansion and hostile incursions. Some of these systems, like Argor and Viogon VI, were ravaged by the NEA to the point of extinction, others were left scarred as a few nuclear detonations turned the once plentiful land into a wasteland.

More than a decade after the Great War these systems have begun to heal and show signs of recovery Systems such as Sakkara, Taurac, Sarnac and Vallarrim II have come the furthest in rebuilding what was once lost to them and now harbor several large industrial planets. Sarnac in particular boasts planets with vast Tylon reserves and massive deposits of gold, platinum and diamonds.

Though rampant poverty and crime is a problem throughout the Dominion systems, solving the food shortages has been the most critical issue for the government. Impeding recovery somewhat has been the NEAs diplomatic (and covert) efforts to undermine the government in an attempt to force the Dominion to join the Empire. Adding to this is the occasional intrusion of NEA battleships into Dominion space causing diplomatic upheavals.

Despite the occasional hindrances however the Dominon have grown to maintain and secure their own presence in the quadrant. Once a powerhouse shipyard sector, Vallarrim II has recently rebuilt their mighty Harrowind shipyard above the planet Laegon. While the Dominion naval presence is still no match technology wise for the NEA, the rapidly increasing military ranks prove that the Dominion will fight back if pressed into a corner.

The Core and Rimworld sectors of the Dominion house diverse group of inhabitants, including humans, Bentuusi and the Auslav. These planets however are mostly K- class, adaptable planets. Additionally, geo-thermal H-class planets, G-class dessert planets and L- class ice planets also exist throughout the systems.

The Dominion capital is the planet Shrowind in the Sakkara sector which houses the Dominion senate. It's leader is His Honourable Excellency Mawald Thannik.

The symbol for the Dominion is a silhouetted planet and moon being wreathed in light from the yellow Eldon star set upon a red background. Below the planet and moon motif is a symbol of two crossed fists; one grasping a pickaxe, the other a sword.

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[HEADING=3]Free Runners[/HEADING]

The Free Runner faction is one of the many minor factions in Ceres. However, they are perhaps the most important if not notorious. Compromised of anything and everything ranging from honest merchants to bloodthirsty mercenaries these individuals hold no allegiance other than to oneself and their crew. This is not to say the Free Runners are an entirely lawless faction, they are bound by the laws and customs of the planets, moons and sectors they visit and they also have their own code - one that dictates getting a job done without rustling too many feathers. That said, Free runners (owing to their diversity in background) can be a complected machine to dissect. Pirate free runners can exhibit an "honour among thieves" attitude while bounty hunting free runners can cash in on friends and foe alike if the fee is right.

Often loathed by both major factions but secretly hired to spy, sabotage or interdict the other, the Free Runners have carved out a niche for themselves. "Someone somewhere always has a need for wetwork" is a famous Free Runner saying. Not all Free Running activities are illicit however they in fact are a key cog in keeping trade alive in Ceres. Due to the inherent distrust between the NEA and the Dominion, faction trade ships are often heavily monitored and frequently detained in border sectors. The Free Runner traders therefore offer a faster alternative to faction traders as free traders (who are not recognized as citizens of either faction) are capable of diverting from established shipping lanes without sever repercussions.

In recent year though, as a response to increase in piracy, smuggling and slavery, both NEA and the Dominion have begun cracking down on the Free Runners. However, their status as a "government-neutral" faction and the benefit this status brings in terms of trade and commerce in foreign sectors make the Free Runners a truly important faction in Ceres.

There is no established union or organisation that governs the Free Runners. As their name implies they do not answer to any form of institution or form of government. The rules with Free Runners are simple, they do a job, they get paid.

[HEADING=1]Planets[/HEADING]​

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[HEADING=2]Caladon[/HEADING]


Capital planet and seat of NEA power. Located in the Pegasus sector, this planet is an M-class earth like planet with over 65% of its surface consisting of water and ice (located at the polar caps). Surface gravity is a comfortable 9.78 with an average surface temp of 295K. The planet experiences seasons much like Earth with longer summer months punctuated with autumn, short winters (except at the poles) and spring. The planet has a single celestial moon, Geb, that is tidally locked with its parent, both of which takes 28 hours to revolve around their respective axes.

Primary industries in Caladon are finance, trade, information and manufacturing. The manufacturing industry ranges from weapons, electronics, digital hardware, luxury smithing and spacecraft components. Secondary, tertiary and other minor industries involve lumber, fishing, tourism and utility services. The largest representative demographic of Caladon are humans (76%) with the remainder consisting of alien life forms (native and non-native). There is no official religion on Caladon though many monotheistic and polytheistic religions have long since taken route and are well established. Crime rate is low throughout Caladon by virtue of advance surveillance and complex crime reporting infrastructures - this coupled with harsh punishments (often forced beatings and lengthy prison sentences) for petty crimes, including brutal suppression of riots and Imperial propaganda have contributed to complete civilian lawfulness and overall low criminal activity on-world.


The capital city of Nouvea, the largest and most populous on Caladon, is home to 56 million inhabitants and the seat of the Imperial Court. Here the Imperial Steward, Valentine LaCroix administers the Colonial empire and the military branches of the NEA. Owing to the high-security nature of the planet all non-residents transiting or visiting Caladon are required by law to have valid identification documentation approved 6 months prior to making landfall or orbit, failure to do so will result in the most severe of penalties.

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[HEADING=2]Shrowind[/HEADING]


Homeworld for the Na'daash Dominion, Shrowind, is located in the Sakkara sector. Like many of the K-class planets in the region, Shrowind was found to be partially hospitable for human life. With average surface temps of 315K and seasonal solar radiation spikes occurring during the summer months, human life could only thrive via the use of clever engineering, minor terraforming and use of environmental/habitation modules in key high temperature and radiation zones. Human settlements on Shrowind have evolved from their initial subterranean dwellings (though some remain active to-date), to modern climate control domes that can span entire cities to ultra-modern "floating cities" - towering, interconnected spires that rise towards the cooler, water rich clouds circulating in the upper atmosphere. Shrowind also has three moons in synchronous orbit around the planet, named Caeri - a geothermalyl active moon, Coludo and Venutia - moons rich in ferrous minerals.

The surface of Shrowind is 13% liquid water though its atmosphere contains up to 85% water in the form of clouds. However, water extraction from the atmosphere is complicated somewhat by the presence of sulfur found in these very clouds - thus requiring filtration before human consumption is possible. Soil composition is generally unfavorable for most human foods (with the exception of tuberous foods such as potatoes, which has some moderate success during harvest season), while alien crops seem to grow with relative ease and is already a staple in most human diets (eg: Riviichii, a Bentuusi variation of Earth maize).

Shrowind is home to numerous alien races, some sentient some not. Based on the most recent census data, humans make 47% of the planet but are the elected dominant faction in government and often represent or speak on behalf of their alien brethren. The Dominion senate, located in the capital city of Bentota, includes members of every domestic alien race found throughout Dominion space. The current leader of the Dominion, Mawald Thannik, resides in the floating city of Bentota along with 9.4 million other inhabitants.

Primary industries in Shrowind include mining and energy. Energy, harvested from geothermal activity on the planet and its moon Caeri are often in surplus and is exported to neighboring planets. Shrowind and its smaller moons (Coludo and Venutia) are abundant in various minerals ranging from iron, platinum and gold with notable reserves of tylon found at the polar caps of the planet.

Crime rates are low in the capital, however distant planetary settlements and lunar settlements often report significantly higher rates of crime. Compared to the NEA and its homeworld, the Dominion and Shrowind display greater income disparity among its population. Slums are common in the planet and even suburbs of poverty exist in the capital, however recent political stability and improved trade with the NEA has resulted in increased employment and better economic prospects for more citizens.

Shrowind is a high-security planet and arriving/departing traffic is closely monitored by the Dominion Navy. Unlicensed vessels, crew and cargo are strictly prohibited from making landfall and carry the maximum penalty and fines if ignored.
 

Kaboose the Moose

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Feb 15, 2009
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If by your hand you can convince others to dream more, learn more, do more and become more, then you are a leader worthy to cross the Deep"
- Dominion merchant guild​

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[HEADING=1]Factions and Roles[/HEADING]​

Before picking a faction to play, the below information should be considered before committing to the character sheet. Each faction has their own distinct roles and some have overlapping roles to choose from. It goes without saying that one should choose their faction depending on what role they would like to have in this journey.

Please note, that unless mentioned specifically in the lists below the maximum number of players per role is restricted to 2.

[HEADING=3]New Earth Alliance[/HEADING]

Players wishing to align themselves with the NEA have the following roles to choose from:

Field agent:
These are the reconnaissance experts of the NEA. They are often equipped with the latest surveillance gadgets and are quite skilled with tracking their targets through various terrains. Though minimally equipped with combat gear, Field Agents are exceptionally agile thanks to their training and flexible combat suit allowing for acrobatic maneuvering. Their preferred agent weapon is the sniper rifle giving them the ability to disable enemies from afar.

Marines:
When something needs to be destroyed the Colonial marines are second to none. These combat veterans are masters of battlefield tactics and have been battle hardened to be merciless killers against any that stand in their way. Armed with the best weaponry and armour from the Colonial armoury these soldiers are known to turn the tides of war. However, the heavy gear makes suitableness a weakness for the marines but who needs stealth when you have firepower, right?

Archivist:
Curiosity and a thirst for knowledge are the cornerstones for Archivists. These keepers of lore and records are descended from a long line of valiant explorers whose love for the unknown often take them to the furthest reaches for the galaxy in search for fame, fortune and more. Whether self-appointed, appointed by members of noble houses or random strangers - Archivists undertake classic requests such as cartography of uncharted space, acquiring (legally or by other means) rare trinkets from foreign worlds, studying and recording history and native plant and animal species to name a few. With a diverse skill-set ranging from science, history, herbalism, alien language, narcotics (to name a few) these intrepid adventurers are not to be underestimated if you happen to stumble upon them.

Templar
There are many religions found across Ceres but one of the most populous is the Zaraqusian doctrine. A religion that traces its roots back to the mass exodus of Earth, it is widely revered and feared by devouts and heretics alike. Much of this fear stems from the military branch of the Holy Zaraqusian church and its holy warriors; the Templars. These divine warriors draw strength from their deity and serve to defend the righteous against those whom the church sees as a threat to the natural order of the universe. Templars are the first line of defence against such heretics, often carrying lethal close range firepower, energy based bladed weaponry and an iron constitution to cleanse the world of those that threaten the Holy church. [1 slot]
[HEADING=3]Na'daash Dominion[/HEADING]

The following are roles available to players playing as the Dominion

Sentinel:
Following the aftermath of the NEA incursion the need to improve defenses became the major military priority throughout the nine sectors. As a result the Sentinel program was created to forge a new breed of solider for the Dominion. Focused heavily towards close-quarters combat and specialist training in unarmed combat, the likes of these Sentinels have never seen before. Famed for guerrilla tactics these soldiers, armed with shotguns and/or bladed weaponry, can dismember the most armored of opponents between tight corridors, trees, hidden traps and rooftops to name a few environments.

Heavy Weapons:
The heavy weapons expert is a multi-role asset for the Dominion. Besides having a detailed knowledge and training with most heavy weapons these battlefield veterans also have mastery of explosives, survival and improvised fighting styles. Trained on various environments of the Dominion, from the Rimworlds to the Core planets, it is hard to beat the versatility and survivability of the Heavy Weapons Expert. Armoured with kinetic polypyrex vests to diffuse energy based weapons and hinder conventional bullets these solders return firepower with more firepower from an array of weaponry such as machine guns, grenade launchers and stinger rockets to name a few.

Combat Engineer
Capable of building small machines of death, the combat engineer is a force to be reckoned with. These are masters of salvage, repair and construction often building various explosive, concussive, poisonous traps to sew panic among the enemy ranks with a handful of material found strewn across the battlefield. Engineers are also capable of building various robotic drones to provide tactical and logistical support to Dominion troops such as aerial reconnaissance drones or automated defensive turrets. While the ability to build these contraptions depend on material availability at the time, the Combat Engineer is not defenseless without his "pets" as they are fondly referred to as, equipped with SMGs and pistols the engineer is a potent force and not one to be trifled with - even one that appears unarmed often tend to sport various tinkered engineered devices hidden on them which can be very unpleasant to the ill-informed.

Beast Hunter
Much of Dominion fringe space is inhospitable to man and aliens alike. The worlds are barren, conditions are harsh and the local flora and fauna are extremely lethal. Following the events of the 25 year rebellion and the expansion of the Dominion into its far borders with fringe space, encounters with these aggressive and hostile wildlife became commonplace. Sand wyverns, Carion hounds, Stinging swarms and the occasional Giant squid have been but some recent examples that have raked massive casualties among civilian settlers and military outposts alike. The need to study and reign in these hostile wildlife has resulted in the rise of the beast hunters, a select breed of genetically modified humans and aliens hailing from various regions of Dominion space, they specialise in studying the weaknesses of their much larger and tougher adversaires and thwarting their attacks on Dominion assets. Beast hunters distinguish themselves by their array of chemical based weaponry and formulas ranging from poisons to explosives to various elixirs that can immobilise, petrify and cure wounds. They are also noted at modifying their ammunition to be capable of administering various chemicals at their targets. [1 slot]
[HEADING=3]Free Runners[/HEADING]

These are the roles available to the Free Runner faction.

Pilot - Trained in everything to do with flight, navigation and maneuvering, pilots are responsible for keeping the ship flying and, depending on the situation, away from the law. [1 player slot]

mechanic -These grease monkeys have a special knowledge about keeping the systems aboard a ship running even under the most dire of circumstances. They overseas the vital systems such as the engines and life-support ensuring that they have little chance of failing in the depths of space. Specialist mechanics also have expertise in ship weapon systems and double as the disaster response team - capable of fighting fires, securing hull breaches and sealing off radiation leaks.

Tactical officer - In charge of security on board larger mercenary ships. These ex-soldiers or retired elite guards are sometimes hired by the employers if and when valuable cargo/personnel are being smuggled or transported off-world. Tactical officers are responsible for the safety of the crew and cargo aboard their ship, their specialty knowledge comes from fighting in the close spaces of ship corridors and the hazards of fighting aboard a spaceship (such as sudden oxygen decompression, fires, etc). Tactical officers often are both the first line of defense against enemy boarding parties and themselves are the first boots in when boarding other ships.

Medic - Usually medics onboard mercenary ships are of the dubious variety, that is to say, they are often found to be practicing medicine without their licence or have had their licence revoked. It is not uncommon however to find genuine doctors on board mercenary vessels though one may have to question the motive about the company they keep. [1 player slot]

Bounty Hunter
Trained mercenaries and guns-for-hire, bounty hunters are either career criminals themselves or the extended arm of justice out in interstellar space. The definitions of right and wrong tend to get murky in a profession where you are paid to get rid of problems for other people - whether it be hunting pirates, capturing fleeing convicts or committing assassinations, a bounty hunter?s job is never dull. Armed with an array of weaponry and tools of the trade, they are a weary sight for those who have upset the wrong people. [1 slot]
 

Kaboose the Moose

New member
Feb 15, 2009
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[HEADING=1]Gameplay, Combat, Weapons and Rules[/HEADING]​



[HEADING=2]Rules of Engagement[/HEADING]​

Well it's all pretty much like any other RP with identical rules:

No trench-coating,
No killing other players without permission
No god-mode characters
Have fun
etc..etc...

I won't put any post restrictions so you can post as many times as you like. Feel free to interact with others and your surrounding. I am looking for players with imaginations, as I will need you to craft your own histories and backstories for yourselves. (There is only so much that I can wield for you). Be intuitive and expressive, its space/science fiction, so use your imagination. If you feel that you are overstepping the RP parameters, then PM me first and I'll see if it is in conflict. Put simply, I don't want a one line post in this RP. You don't have to dazzle me with words..just write well.

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[HEADING=2]Gameplay[/HEADING]​

Gameplay is expected to be filled with combat, puzzles, exploration and the fan favorite ? betrayal.

This RP will require cooperation but also be aware that each faction and each player MAY have their own vested interest in this adventure. Additionally, during the course of the RP events may come to pass that strongly require the input by members of a particular role (eg: medic or engineer). In order to assist players with their roles they will be given specific intel (via PM) prior to/during said event, to better respond to the situation.

Finally, it is possible that players may be contacted covertly by their handlers in their respective factions. Each faction, as was said before, has a vested interest in this voyage. Fulfilling the requests by your handlers carries certain favourable rewards that may come useful in the RP. Failure to do so however has no negative affects BUT if you are caught/detected doing something underhanded as a covert operation..then you may get shoved out of the airlock.

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[HEADING=2]Combat[/HEADING]​

Combat occurs much like a D&D game (if you are familiar with D&D mechanics), where I roll a dice/die to determine how successful you are in your efforts. I will present a situation to you the players and you write how you wish to resolve it, if you choose to fight then indicate how you wish to go about it. The more details you put in and the more logical it sounds (shooting a fireball from your hand in a world where magic doesn't exist is an example of poor logic) the more bonuses I can add to your dice roll which means the more likely you are to succeed in your fight.

You are all welcome to get into any scrapes and bruises of your inventions as you like (not against other players though!) and these combat situations can be resolved by yourselves. However, challenges I present are resolved only by me. You merely write what your doing (or what you intend to do) and I will react and post their outcomes as they are resolved.

If you are every confused about this mechanic feel free to PM and we can sort it out together.

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[HEADING=2]Weapons & Gear[/HEADING]​

The weapons and gear you can wield are dictated by your faction and your chosen role. So this is something to consider before completing the character sheets.

The NEA are widely regarded as the most advanced faction with their weapons and armor, often centered on energy based ordinances as opposed to kinetic weaponry (though the latter does exist in the core systems). For the most part these energy weapons, while having more power and greater range tend to be less accurate and are prone to malfunction if the firing mechanism is overheated. Improvements to the design however has lowered the failure risk from overheating by 45% but this has come at a cost of lowering the rate of fire.


The Dominion continues to manufacture the traditional kinetic based projectiles for their weapons. These bullets while not having the range or power as the NEA ordinances, are extremely reliable, accurate and does not compromise the weapons' rate of fire. Advances in the industry has introduced new types of bullets as well to deal with a wider array of hostiles, such as the incendiary rounds and EMP slugs. However these ordinances can only housed in special cartridges that have diminished magazine capacities.

Mercenaries in general are at home using small caliber weapons given that many spend most of their lives travelling in confined spaces. That said, considering most mercenaries at some point in time have served in the armed forces of either faction, their ability to wield any type of weapon shouldn't come as a surprise. However the years spent without practice might cause some issues with weapon proficiency.

[hr]

Below are some example weapons used by each faction as categorized by the Acquisition and Distribution department of Joint Interstellar Firearms Bureau

[HEADING=1]Weapons Cache[/HEADING]​

Known NEA Weapons

GTX-12 "Longbow" sniper rifle: Comes with a variable magnification scope with night and thermal vision. The weapon fires the slower but more powerful superheated plasma bolt as standard with the ability to swap magazines for kinetic ordnances if stealth and speed is a requirement. The weapon has built in recoil dampeners and bipod attachment for improved stability.

G-3C7 "Taurus" magnum pistol: fires large caliber hollowpoint/armour-piercing bullets. The weapon sacrifices magazine capacity (holding 7 bullets at a time) for stopping power.

Ji'an Industries MTC-212 "Volcano" Shotgun: Fires single powerful plasma slug for close range combat.

X-15 "Vanquish" Assault rifle: Comes with a targeting scope and optional laser designation attachment. Two fire modes; Burst fire and Overcharge. The latter fires a single powerful burst depleting the energy cell [CAUTION: Increases the risk of weapon failure], Burst fire allows the gun to fire three plasma rounds between shots.

Si'aan plasma blaster: Smaller caliber to the Taurus pistol capable of energy ordnance only. Has a significant longer cooldown between shots but has a significantly larger firing capacity for a handgun (20 rounds)

Concussive grenades (temporarily blinds and deafens)

Reactive body armor (Armor that regenerates from minor damage)

Known Dominion Weapons

SR-M4 Battle Rifle: Comes with a variable magnification scope, night/thermal vision modes, hollow-point/armor-penetrating (6.5 x 55 mm/7.92 x 57mm)ammunition. Grenade launching attachment is optional.

MA-41B "Screaming Thunder" Machine gun: This weapon fires the standard 7.62x51mm round at a sustained rate of about 12 RPM. The weapon can be set to fire at a cyclic fire rate of 1400 RPM but this will empty the cartridge almost instantly. The MA-41B can also fire incendiary, armor-piercing and EMP rounds but at a much slower rate.

GTC-4 .25 automatic Pistol: Fires the 6.35x16mm round. Standard attachment includes laser sight but the optional silencer attachment is also available.

Dairion "K552" Stealth Gantlet: Built by Dairion Industries the "K552" consists of a single, 11" collapsible blade, concealed in a leather gauntlet. The blade can slide and extend, and collapse and retract in under four seconds and is operated via the fluid-load mechanism on the wrist

BTS-C12 "Ragnarok" SMG with optical sight: Gas operated rotary breech, fires the 4.73x33mm rounds. Capable of firing armor piercing rounds. Silencer is an optional attachment.

Vernon Corp 55-S "Harbinger" Shotgun: Fires the 155mm "beehive round" for close in combat. Capable of also firing EMP slugs, incendiary ammunition.

Reaper grenades (Shrapnel damage)

Anti-ballistic armor with polypyrex pads to suppress plasma burns

Known Free-runner Weapons

SAL "Centurion" revolver: Medium range, fires a.44 magnum round. Can be equipped with energy cell to fire plasma bolts

ACSA "Viper" pistol: Gas operated, high fire rate. Can fire hollow-point or armor-piercing rounds. Contains built in recoil suppressor for stability and duel-wield capability. Weapon also has an optional 'active' piston attachment for silent operation.

TTR-6X Cobalt Shotgun: Twin mode (Pump action & semi-automatic), 12 gauge shotgun.

CLS-N29 SMG: Semiautomatic, blowback operated firearm with twin fire modes; single shot and burst fire. Fires the standard 9x19mm round.

Teargas grenades

Smoke grenades (Obscures vision)

Anti-material vest with redistribution meshing

_______________________________​

The above is just a template of the weapons in the quadrant and NOT limited to what you MUST use, though if you can't be arsed then by all means use one of the above guns. Should you want to make your own weapons and armour then go for it BUT don't go overboard; I can't have super weapons in the game . Use the above template as a guide to making your weapon and make sure its faction appropriate. If you have any doubts PM and I'll check the stats.

Long story short; I don't want death rays and nuclear launchers that fire anti-gravity radiation. Keep it simple, follow the feel of your faction and if in doubt ask.
[hr]
 

Kaboose the Moose

New member
Feb 15, 2009
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[HEADING=1]The Resolute[/HEADING]​

The Resolute, last spotted landing on the moon, Eridos, in the Sakkara Sector​

__________________________________​


Specifications



Name: Resolute

Designation/Class: C-03 / Kestrel Class

Role: Dropship / Exploration

Sub-light Engines:
3 - Ion-Fusion Engines
8 - VTOL thrust engines
Navigational Reaction-Thruster Array.

FTL engines: Long-range Ion Reactor Jump Drive

Speed:
Sub-light MAX: 4.25G
Faster-Than-Light: 6000C

Powerplant:
Single Ion-fusion reactor with Tylon energizer
Solar panel array (sub-system & auxiliary power)

Armament Class: Light

Medium range, twin-plasma, swivel auto-turrets (port and starboard wingtips)
30mm top-mounted swivel autcannon
ECM & Drone launchers

Armor:
Navigational shielding (Radiation & thermal shielding)
Reinforced Hull Plating with Composite Nanotube Meshing.

Number of Decks: 4

Deck 1 (lower): Forward ramp, cargo storage and vehicular garage, 1st armory, rear escape-pod access, stair to upper deck
Deck 2: Crew quarters, mess hall/kitchen, bathroom, auxiliary core, forward escape pod-access, stairs to upper & lower deck
Deck 3: Cockpit, primary system core, senior crew quarters, med-bay, engine room & FTL generator, port and starboard plasma turret access, stairs to upper & lower deck
Deck 4 (topmost): Boarding party staging area (airlock), Comm Hub, drone control center, bridge, autocannon access and stairs to the lower deck

Cargo Capacity: 50000 units

Originally built by Myriad Industries as a replacement to the aging CSR-12 'Nighthound' gunship, the C-03 "Kestrel" was instead put to use as an armoured dropship for the duration of the 25 Year Rebellion. Frontline NEA troops commended the reliability, agility, speed and massive jump range of the craft allowing for troops to get to the battle quickly and safely as an invaluable asset during rapid deployment situations.

By the time the war ended the demand for dropships dwindled and with the establishment of secured navigational beacons, modern "Jump Gates" began emerging. These Jump Gates removed the need for next-generation ships to carry their own Jump Drives as they propelled large and small craft alike beyond the speed of light. The Gates however have a restricted range and so require a network of gateways to be setup in order to traverse the galaxy but its an acceptable disadvantage given the amount of fuel and mass saved with modern spaceships not having their own FTL system

Owning to it's very large Jump drives and the ability to plot Jump points without the aid of beacons, the admiralty of the NEA re-evaluated the C-03s performance post-rebellion and relegated it to the task of exploring the fringes of Ceres and it's neighboring galaxies. It is a widely known fact that the 'Emperor's Causeway', the longest Jump Gate network which connects the Ceres galaxy to it's neighboring galaxy Dasgea (a 5 billion light year distance), was achieved with the aid of a small fleet of C-03 Kestrels who established navigational beacons in their wake.

Almost a half-century later the "C-03 Kestrel" still roam the interstellar space despite the model being decommissioned and replaced over 20 years ago by the Colonial Navy. An extremely rare sight, the few Kestrel models that weren't scrapped by the NEA were either brought by private collectors or stolen from scrapyards by pirates, mercenaries and smugglers alike for its dependability, large cargo space and its independent FTL system. To this day the C-03 "Kestrel" dropship remains a highly sought after vessel.

The Kestrel is superseded by the modern CRE-07 "Gallant", currently in service with the NEA Colonial Navy as a long-range patrol/pirate hunting ship. It too bares an independent FTL system like its predecessor and thus is part of a handful of modern ships capable of navigating without the aid Jump Gates and beacons.

[hr]

Almost all current sightings of a Kestrel alludes to its illegitimate procurement from secure NEA holdings. The full number of stolen ships are unknown or at the very least is classified by the NEA. An Imperial pardon issued by Valentine Lacroix himself was recently passed in an effort to draw out pirates and renegade miscreants using Kestrels in activities against NEA assets, however the results have been less than encouraging. Owners of illegally obtained Kestrels no doubt have forged identities or bribed their way into official records making any attempt at a crackdown difficult.

At present, NEA border police have issued a single bulletin for a Kestrel class ship bearing the name Resolute. The bulletin states that the ship was stolen 12 years ago from a private collector in the Naiobe sector and is most likely been commandeered by Free Runner mercenaries associated with a Captain Elias Smith.
 

Kaboose the Moose

New member
Feb 15, 2009
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[HEADING=1]
Character sheets​
[/HEADING]

Name : Your name

Age : An appropriate human/alien age

Race: Human or otherwise.

Race description (non-human only): If playing as an alien, describe the the alien race, features, etc..

Gender : Male, Female, Other

Appearance: : What do you look like?

Faction : Which of the three factions do you belong to

Role : State the position/rank that wish your character to hold. See 'Faction and Roles' section.

Homeplanet: Where is your home? You are free to make one up, perhaps add a bit of detail if you like.

Misc item(s) : Your luxury items or anything that isn't a weapon on you. A personal touch.
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
0
0
Well my interest is certainly piqued. I'll get to work on a sheet in the next few days, I'm thinking about submitting a Freerunner Pilot, alien of course.
 

Frission

Until I get thrown out.
May 16, 2011
865
0
21
I have nothing active and I found the last few RP's a fun experience with other users, so why not? I'll try to get a sheet up.
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
0
0
Here she is! I'm mostly happy with it, though I'm a little unsure about the Race Description, so anyone is welcome to give their input on it. Let me know if there's anything that needs tweaking.

Name: Mar (Real Name unpronounceable in all but native Shree Tongue)

Age: 22 Earth Years (Roughly 27 Shree Seasons)

Gender: Female

Race: Shree

Faction: Free Runner

Role: Pilot

The Shree, widely considered to be nothing more than sapient pests by the Ceres galaxy at-large, used to be an rapidly expansionist Protectorate in their home system, stripping several planets of anything of value, or even anything that would be remotely edible to them, leaving barren husks in their wake. In fact, the Shree are usually spoken of as a cautionary tale of rampant over-consumption and over-population, with their homeworld being the prime example. After a harsh 'police action' on behalf of their galactic neighbors, the Shree are reduced to a fraction of their former galactic population and are restricted from settling on any habitable planet in any significant numbers, if at all by both the Dominion and NEA. Most have become Free Runner drifters, often living on starships or orbital habitats.

When they aren't being equated to locusts, the Shree are considered a particularly industrious people, which was a large factor behind why each of the planets they laid claim to were stripped of any natural resources. However, the restrictions on any further colonization imposed by both the NEA and Dominion have largely done away with most of their research and development ventures.

Something that hasn't changed in millennia in regards to the Shree is their attitude towards any other species, intelligent or otherwise, that they perceive as potential prey. In fact, it's a popular rumor that Shree would be more than willing to devour a member of another sapient species should they be considered edible. Most Shree won't deny this, with threatening to turn someone into their next meal being very common against those that they are particularly displeased with.

Shree culture is varied, particularly from habitat to habitat, though it's generally accepted that the cultures of other races have bled into Shree communities quickly over time. However, having come from a instinctively matriarchal society, when groups of Shree come together most automatically defer to the oldest and most assertive female of the group, particularly if they have had children. While the matriarch of a particular community is generally considered to be in charge, their word is hardly law, and they only have the power that the other community members give them.

The oldest form religion for them however is a sort of ancestor-worship. When a revered member of a Shree family dies, their body is given funeral rites before being skinned, and their hide turned into fine leather. Said leather is then fashioned into a garment, often a heavy leather coat. The ancient belief was that the ancestor would protect the wearer through the garment after death. While it isn't practiced very openly or very often, it isn't at all unusual for Shree to be seen wearing a coat made from an old family member over their thermal enviro-suits.

Physically, the Shree are bipedal humanoids with an average height of six feet, with the average female being physically larger than most males, while males have higher muscle mass. Shree are, unusually enough, cold-blooded despite the fact that females give live birth to their young, usually with one to two young per-birth. Due to being cold-blooded, they are rarely seen without their thermal enviro-suits unless the ambient temperature is high enough.

Their most obvious physical feature is their four arms: The upper, true-arms that are generally longer with four fingers and two opposable thumbs, and the lower, false-arms which are shorter and only possess two fingers and a single thumb each. That, along with natural agility and flexibility, make them almost ideal at navigating zero-gravity environments, a fact that they often take advantage of. Their faces are flattened and consist of four narrow eyes, one set directly below the other, a pair of small nostrils, and wide mouths filled with several rows of needle-like teeth, which along with the claws that each finger and toe end with clearly marks them as having evolved from predators.

Their skin is thick but smooth, with skin tones varying from a rust-brown to a dark gray to pitch black, often with rippled variations thereof. Most physical distinctions between male and female Shree is that, while lacking breasts since they don't breastfeed, females have a larger chest to incorporate a more robust digestive system and circulatory system meant to support their pregnancies. They also have wider hips meant to give birth. Males, on the other hand, have thicker skin and generally have more vibrant skin tones meant to attract a mate.

A Shree's diet consists almost entirely of meat, with very little need for vegetation to give them what nutrients they need, but they can handle a surprisingly wide variety of meat to sustain themselves. Most modern-day Shree subsist on a 'nutrient paste': Tubes of rendered-down flesh meant to give them all the vitamins and minerals they need with a 'meaty' taste. However, most find this vastly inferior to fresh meat, and whenever given the chance will gorge themselves on the real thing.

The average lifespan of a Shree is around 160 of their 'Seasons', or an equivalent 128 Standard Earth Years, with each 'Season' being equal to 1.25 Earth Years.

Mar is a fine example of a young adult Shree, tall and lithe with a surprising hourglass figure. Her skin is a dark gray rippled with black, her face narrow with milky red eyes. What is unusual is a small white birth mark just underneath her lowest left eye, almost resembling a classic Human beauty mark.

Besides the skintight thermal enviro-suit, colored a pale Safety Orange, she usually wears a dark gray Pilot's jumpsuit, and a black domed helmet. Despite being thick and loosely-fitting, it's meant to withstand vacuum when properly sealed, though it can only hold a short emergency air-supply.

When not on-duty, she prefers to wear loose cargo pants, a heavy brown jacket of simulated-leather with her old Racing Shuttle's number (#66) emblazoned on the back in orange along with the image of a "Devil-Fish" (A cross between a very surly Terran Eel and Shark, colored a sinister blood red), a black simulated-wool cap and her choker-mounted translator.

With the Shree homeworld of Graan having been turned into nothing more than a barren, lifeless rock due to their influence, Mar has never so much as seen it, instead calling the New Texas Space Habitat in the NEA's Pegasus system her home. Named after an ancient Human territory, it used to be an old mining platform before being converted into a proper habitation. It boasts sizable communities of multiple races, including Humans as well as Shree and Auslav. But it's most widely known for it's diverse bazaar as well as the local Shuttle racing circuit, which makes use of the local asteroid fields and has become very lucrative to the station.

Mar herself participated in Shuttle racing for two years when she was younger, even narrowly losing the finals in her first year. However, she was banned from the sport due to illegally modifying her Shuttle in an attempt to achieve greater speed.

-1 #66 Racing Shuttle "Devil-Fish", painted Rocket-Engine Red and illegally modified with enhanced thrusters, has seating for four when not being used for cargo transport.

-1 Slightly-malfunctioning, choker-mounted Translator, able to convert the user's speech to the native tongue of most NEA, Dominion or Free Runner Races. Seems to have issues regarding idioms and figures of speech. (Or else it's user-error.)

-1 Refrigerator stocked with one-months-worth of Shree nutrient paste.

-1 Case of toiletries and other personal-hygiene items.

-Several changes of clothes including: 5 spare thermal enviro-suits, 2 spare Pilot's jumpsuits, several sets of off-duty clothes.

-Several scale-model starships, including one of a C-03 "Kestrel" currently being made to resemble The Resolute, and one of her Racing Shuttle.

-1 Holo-recorder, specced to make accurate recordings of full, three-dimensional objects. Can double as a video-recorder.

-1 Black Shree-Leather Coat (Great Grandmother), never worn.

-1 ZF-1 Electron-Flux Whip, AKA ELF Gun, complete with several spare battery packs and a magnetic rack for easy access.

The ZF-1 Electron-Flux Whip, or the ELF Gun as it was termed after coming out of experimental stages is a Shree-developed weapon made by an independent weapons firm on behalf of the NEA for the purpose of a short-range riot-suppression weapon, several years before the eventual police action against their entire race.

Knowing the NEA's growing preference of energy-based weaponry, the Shree decided to create an electrical-discharge weapon meant to either stun or lethally electrocute a target depending on the Voltage/Amperage setting. It works by ionizing a target with a non-visible laser by which a steady stream of electricity uses to travel to the unfortunate victim.

The Shree were never able to make it travel beyond ten feet however, giving it a very short effective range, and sustained fire is particularly dangerous. If the ZF-1 is fired continuously for more than thirty seconds at a time, the electrical arc has been known to cause a dangerous feedback throughout the weapon, overloading the delicate working parts and both causing it to explode, as well as electrocute the user with always-lethal results. Even then, it is only recommended to fire the ZF-1 for ten-second intervals at most. A single battery pack can sustain a full ten minutes of continuous fire, though it could never handle such a long firing time non-stop.

By appearance, the ZF-1 appears to have the main body of a bullpup-style rifle with the cylindrical battery-pack plugged horizontally into the butt of the gun, just behind the grip and firing stud. But while the rear of the weapon appears to be a simple rifle, the front of the weapon is dominated by a single long, pronged discharge rod with a foregrip just beneath. The entirety is painted a stark white with orange warning stripes, and clear symbols meant to indicate an electrical hazard.

After the Shree's imposed exile to spaceborne habitats, the weapons firm that developed the ZF-1 decided to sell them to independent security companies, as well as for civilian use, provided they have a license. Pilots tend to find the ZF-1 to be a surprisingly effective ship-defense weapon against pirates and other hostile boarders, since it tends to fry organics more than properly-protected circuitry.

Primary Weapon class: Electrical Riot-Dispersal Weapon, Carbine-Type Form, Adjustable Non-Lethal/Lethal Settings.

Primary weapon description: ZF-1 Electron-Flux Whip, A.K.A. "ELF Gun".

Firing Mode: Continuous electrical discharge, with variable settings that range from Non-Lethal Stun to Guaranteed-Lethal Electrocution (Dubbed the "Extra Crispy" setting).

Range: Short, ~10 Feet.

Ammunition: High Energy-Density Battery Packs, Rechargeable (HED Paks), Capable of ~10 minutes of continuous fire. 2 Carried on person, 6 held in reserve on-ship.

Secondary weapon class: None, Non-Applicable.

Hidden weapon description: Natural Claws and Teeth (Shree).

Armour description:Standard Pilot's Jumpsuit, Shree configuration, and Pilot's Helmet.

Ballistic/Energy Weapon Protection: None.

Bladed Weapon Protection: Basic, Tear Resistant.

Fire Retardant: Moderate.

Vacuum Resistant: Yes, with personal air supply (~30 minutes).

[EDIT 1]: Edited Race Cultural Summary.

[EDIT 2]: Edited Misc. Item(s) to include a different weapon of Shree design. Felt a shotgun was a bit too... Pedestrian, even though it tickles my fancy. I hope it's within the bounds of the RP!

[EDIT 3]: Edited Race Cultural Summary again. Think I have it just about where I want it now.

[EDIT 4]: Edited Misc. Item(s) to include other personal items, as well as named her Racing Shuttle (Devil-Fish). Edited Appearance to accommodate.

[EDIT 5]: Included Requisition Form.
 

Deu Sex

New member
Aug 26, 2012
366
0
0
I'm interested. I'll probably have a sheet up for a Free Runner mechanic soon.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Name:

Ringh

Age:

19

Race:

Pavosian

Race description:

Pavosian are a humanoid race with features most similar to that of a bird, especially peacocks. Their skin colours mostly range from what one would consider human-skin colours, but they have natural marks in almost any colour, especially in their face, around their eyes and foreheads. The males are by far the most colourful. While they don't have feathers, the hair they have has a soft, feathery texture. Their eyes are usually green or blue, and they have sharp, almost beak-like noses. Apart from the colours, there is few obvious differences between the Pavosian, though the males often puff up their chest if they are trying to catch the attention of a woman, or if they want to tease/show their dismay. Their most powerful weapon is sharp claws located on slender fingers.

The culture of the Pavosian isn't the most complicated out there. Appearance is a very important aspect, and the men are usually treasured and protected, while the women tend to be more in the roles of power and prestige. Therefore, it is more usual to see a female Pavosian as the leader than a male. They are also an intelligent, scheming race, with a political net cast around them to protect a somewhat fragile race. While somewhat wealthy, the Pavosian military is not a force to be reckoned with.

They are vegetarians by nature, and their religious beliefs consists of the belief in the energy of the earth. They have a natural ability to understand different languages and mimic it, though they need to hear some phrases before they can start putting it together. They also believe their ancestors had wings and could fly in the past, but that they were punished for the "ultimate sin", although scholars argue about just what this sin was. Pavosians are agile and quick, and can be seen as somewhat ruthless when they're forced to attack. Finally, they are proud and will not take lightly to insults.

Gender:

Male

Appearance:

Ringh has dark blue eyes and medium length hair with a lot of different colours. His individual patterns are mostly around his eyes and on the bridge of his nose, though he also has some marks around his ears and on his chest and arms. He has long eyelashes and a slender figure, as well as an usually mocking expression. He gives of a bright presence, and has a prideful way of speaking.

Ringh tends to wear dark clothes and glasses because of his role, covering all the colourful bits. He can be seen with a large New Earth Alliance sniper in his hands or on his back most of the time, though, if he has the possibility to wear something a little brighter, he definitely will.

Faction:

New Earth Alliance

Role:

Field Agent

Homeplanet:

Ringh was not born on the Pavosian homeplanet, instead hailing from a small planet in the Pegasus system, where his parents had successfully co-existed with other races, humans in particular. This planet, named New Iona, has the same kind of economic safety as the rest of NEA, and thus is a calm, if often a bit too peaceful part of the universe.

Misc item(s):

- A very sturdy pair of glasses that can be adjusted according to conditions like light, temperature and visibility. They are his most prized possession, and are a must for any mission or job.

- A large, colourful coat with feathers on the top. While not as useful as the glasses, Ringh brings it along, as it is a proof of his heritage, a Pavosian national costume inherited from his father. Can also be used as a way to piss people off, or even to create a distraction. He also have several other sets of clothes, some dark, and some beautiful and precious, with deep and tasteful, yet eye-catching colours.

- Stealth Device. A stealth device to get somewhere both quietly and without being seen. Camouflage, how long it lasts depends on if it has to keep altering the camouflage to match the surroundings (basically, if he's moving), or if it'll stay the same. If it stays the same, a fully charged camouflage will last for at least 4 hours, but if it's used while moving, it generally lasts from about 5 minutes to an hour, depending on the environment, speed, amount of movement, and so on. It is intended to mask body heat as well, but not perfectly, so if the position of the wearer is known/drawn attention to, you'll be able to spot that there's something there. Sound, smell, or anything like that is not masked, however.
As for there being weaknesses, damage to the suit normally brings the camouflage down, and if the wearer is moving too quickly, the camouflage won't be able to keep up, so it'll look a little off. It's not a perfect device, as it's only intended to give him an extra edge.

- A box of snacks. Hey, if you have to wait hours for a target to get in the right position, you need something to eat. Whenever it gets empty, he fills it with everything from sweets to more filling snacks.

- A small electronic device connected to a NEA database, for reading and checking the news, as well as to keep an eye on his assignment.

- Toiletries, several sets of hair-brushes and items supposed to tend to his sharp nails, and some jewellery, as well as other luxury items.

Here's a sheet, feedback is good and all that. Did find it a bit odd for neither personality nor background to be necessary, so I'm sorry if it's a bit short.

Edit: Added a description to the stealth device, as well as toiletries and such.

Edit 2:

Primary Weapon class: Sniper Rifle.

Primary weapon description: GTX-12 "Longbow" sniper rifle, with Hollow-Point bullets.

Primary Weapon modification: Suppressor in order to take out targets quickly and silently from a distance.

Secondary weapon class: Pistol/Blaster.

Secondary weapon description: Si'aan plasma blaster, uses Laser cells. Ringh will dual wield if he has access to a second blaster, though, if he has to take out the blaster, that normally means he's failed in some manner.

Armour description (restriction: light armour): Very light armour, almost skin-tight and black in colour in order to make it easier to camouflage. It's thin enough to be comfortable to move in, but thick enough to not make people uncomfortable around him. It also comes with a vest for a little extra protection.

Combat suit description: It is by far built for mobility rather than protection, and though it can take a couple of hits, it's still not going to do much against fire-arms, instead relying on agility and dodging. It comes with a set of tall boots and fingerless gloves, as well as a hood that he can pull up to cover everything but his eyes. Together with the glasses that allows him to see in most weather and conditions, and the stealth device, his combat suit is perfect for what he does, provided that he doesn't have to face someone in open combat with nothing to duck under or hide away behind. It also allows him to take someone out quickly using his claws/nails, though that too is something he'd like to avoid, if he can.

Edit 3:

Alternate, more creative sheet:

Name: Raed. It also responds to Child, as it was what its parent called it.

Age: 2 years. (Adolecent/Young Adult.)

Race: Aaken.

Race description:

Aaken can be described as a species that adapt to the world around it. They are large, and are almost lizard-like with dark maroon scales protecting every part of the body. There's small horns and spikes over large part of their bodies, though exactly where tends to depend on the individual. It is akin to a horned lizard in some ways. They have one set of arms, but the arms have two hands on each, one consisting of a thick one with long claws, and a smaller hand on the underside of the other hand with something akin to fingers. The second set of hands can be taken out from the "pocket" of the first set, almost like a glove. Their tails are highly flexible, and their legs are made for running. They run on both four and two legs, with the former being quicker.

It's a powerful species. Having no eyes, Aaken rely on their sense of hearing and smell, including echolocation and a smell-based thermal sense, and are excellent trackers and hunters. Like their arms, their mouths have two parts to them, almost like a medieval helmet. The outer part, while it looks like a large mouth with sharp fangs, is actually another protective layer, and is often utilized to protect the inner parts, and to bite through tougher material. The inner teeth, while sharp as well, are more fragile, and used to chew softer bits. The somewhat pointy ears are also protected by a layer of thick scales.

Because they possess both the male and female sexual organs, they do not rely on another specimen from their species to breed, but will not often do so, due to the lack of food. Due to their high metabolism, they need to eat quite a lot in order to survive, though less if they become docile and when they sleep. They are carnivores, more fond of the heat than of cold, and when they lived in the Aakenlands, they would usually dig into the sand during the night, as it would keep some of the heat.

They live for about 60 years, but those with access to technology tends to live for at least 30 more years.

Aaken culture is that of mere animals for most part. While they learn, think and feel, their language is limited to growls, whines, and various forms of body language, and the basic instincts always were more overwhelming than reason. They live solitary for the most part, changing their territories according to food demand. When they do greet each other, they are likely to resort to cannibalism, especially if they have been very hungry for a while.

Their lack of culture is not due to a lack of intelligence, but rather a brutal and constant hunger. It controls most of their actions and behaviours, which is also why they don't often live together, as once they move past the more vulnerable state of childhood, everyone becomes a possible rival. They are highly competitive, and working together is not going to happen unless they become desperate.

Underneath all of this, however, the species are intelligent and curious, capable of using its senses to overcome the lack of sight out in the wild, though it becomes somewhat harder when everything around them is machines making the same noise and being the same temperature. The species is almost extinct due to their ravage instincts, but the remaining ones live among those who care for them, a chip inserted into their head to alter some of the behaviour.

Gender: Hermaphroditic, it's an it. Although, you can call it him or her or they or whatever as well, Raed doesn't care much.

Appearance: Raed is, as shouldn't be too surprising, a dark red colour. Its size when standing up would be about 2.2 meter, while on all four it is about 1.8 meters tall, the difference not as huge because of that its legs cannot be completely straightened out when standing up. To call it cute would be... somewhat misguided, but Raed's body language and sounds is often that of a dog, domesticated and curious. It often has a targeting system with a long-distance gun mounted on its back when out in the field, it is put in a harness and placed on its back.

Faction: NEA

Role: Field Agent

Homeplanet: The Wast Lands (also known as Aakenland). A small, rather empty planet with extreme temperatures. It's warm during the day, and cold during the night, to the point of varying with hundreds of degrees. The different species living there are therefore very resistant. There are a lot of volcanoes, both dormant and active, as well as sand. Vegetation and water exists, but to a far lesser degree than on a place like earth. It is a small planet inside the NEA, but Raed hasn't lived there since it was an infant.


Misc items:

- Raed has a chip connected to its brains, altering most of the hunger and its aggressiveness, as well as makes it impossible for it to kill someone without the proper authorization, this being either a vocal authorization or in case of self-defence. Due to this and a generally good mood, it is a rather docile Aaken. That said, Raed still maintains some of the anger, and trying to harm it or something it is fond off would cause it to defend itself, violently.

- Raed can't speak verbally, and though its sounds are translated by a translator. This translator has a gender neutral "cutesy" voice. The sentences spoken usually consists of simple verbs, nouns and questions, like: "What is?" and "Can eat?", its two favourite sentences. It can also reply to yes and no questions easily enough, and is capable of understanding most of what others say to it, even if it is not a language it is familiar with, due to body language and intonations. While it would be capable of speech in terms of intelligence, its vocal chords are sadly not ideal for words.

- While Raed is blind, it has a device that's placed on the front of its face for missions, where the eyes would be, that translates pictures into sounds. This is on order of letting it know what kind of people it is up against, and what kind of weapons they are carrying, as well as text. It also automatically records what is in front of Raed, and can be connected to most kinds of projectors. It's quiet, as it's placed inside the protective layer around Raed's ears.

- Raed has a backpack that can be placed on its back so that it can carry items -for instance, food- , as well as a soft "saddle" to make it possible to ride the creature, though it doesn't tend to allow most people to do that. In an emergency, Raed could carry two human-sized individuals for a couple of miles.

- While they are a bit different from what one'd expect, it still has some toiletries for hygiene, though most of all in order to wash off the smell so that it is harder to track it.

- It has a toy for when it is being too idle, a small, furry robot with soft limbs that it can chase around and hunt, though mostly inside its own room. It knows better than to eat it, of course, and would become quite sad if someone were to take it. Apart from that, it also has an interactive teaching device in its room, for when those curious questions becomes too much for anything mortal to take.

Primary Weapon class: Automatic pulse crossbow.

Primary weapon description: The weapon is an "automatic" pulse crossbow system, rather small in size and capable of firing laser cells. It fires through vocal commands unique to Raed. It has the capacity of about 20 shots in one magazine, but Raed can't reload the crossbow itself when it is mounted. It is also connected to the "picture to speech" device, and will aim to hurt, not kill.

Primary Weapon modification:

Special: Auto-targeting system, as Raed can't aim to well on its own, being blind and the crossbow being on his back.

Secondary weapon class: Claws and Teeth.

Secondary weapon description: Raed needs no close combat weapons, as it has its natural "gifts". Capable of biting through most materials, and with long, sharp claws, it might be a very good thing -for their opponents- that the Aaken is just a Field Agent, and thus tracks more than it kills.

Armour description: Natural Armour with some protective gear on its softer parts, like the limbs and torso. While it doesn't do too well against armoured piercing bullets and lasers, its still hard enough to make it hard to penetrate with a knife or bullet meant for an unarmoured target. Not to mention, shooting it will likely make it aggressive, which means that instincts alone will get it through the situation, or die trying to claw your eyes out.

Combat suit description: It is surprisingly hard to spot Raed, as it is capable of hiding quite well, often digging out small "trenches" or hiding behind and partly underneath rocks and trees. It also does help that the red in its scales can appear to be rather brown and non-descript in bad light. A hunter, its running and stalking is surprisingly soundless, and its faster on two legs than most others, even more so on four legs. It is also a lot more agile than most members of its race, due to being trained as a field agent/tracker. With the recording devices, Raed's training, as well as Raed's sharp senses, it will be rather difficult to get away from it. The suit also has a tracker, so that people can track just where Raed is.
 

Redryhno

New member
Jul 25, 2011
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Name : Kolanold Melvess'Til'Vanhers-Srehnav, or simply Van

Age : ~75 (Time is a bit of a trivial thing to the Kirickqk)

Race: Kirickqk(the closest translation and pronunciation available to the galaxy at large) is what they call themselves, although they have a range of nicknames ranging from "Spider Turtles" to the classic "Nightmare Creatures".

A race of creatures for lack of a better word, the average Quazite is a roughly two foot body on twelve five-foot legs. Heavily armored from a natural carapace with a particularly tough shell covering their bodies, they are considered some of the most terrifying sentient species to see in the known universe. Each leg is segmented at multiple points, allowing them both incredible flexibility and nearly impenetrable armor despite their somewhat frail appearance.

Unfortunately, for as strong as their armor is, their bodies themselves are very soft and easy to kill once their armor has been penetrated or pulled away from their true faces.

Coiled within their shells much of the time is a serpentine neck and true face(that are largely identical) that very much suits their bodies, twelve eyes total, with three sets of sight, two compound, two somewhat humanoid eyes, both of these sets see in the "normal" spectrum, and eight that allow them to see beyond and below the color spectrum most races see in. Below that is their "mouth", basically a serrated hole with an array of six pincers that triple as their main means of communication, feeders, and houses their venom.

With their basic coloration mostly being dark and not exactly distinguishable, the most common method of differentiating between Kirickqk is their uniquely patterned body shells. With the ability to shift the positions of their shells and send a multitude of colors spreading through them through the use of regulating their body chemicals this serves as their "face" for the world at large.

Kirickqk have an undetermined lifespan. Time is not something they have the same concept of as other races do

The Kirickqk venom and carapace are widely considered two of the most valuable luxuries in the Ceres Galaxy. The venom for its particularly exquisite paralytic and cytotoxic qualities that most often liquify their prey's insides using their own fluids as transportation. Most often they are used in both poisons and, when purified, serve as an anesthetic for certain procedures that require the patient to be awake for.

Their carapaces, both those of their legs and their face shells, are highly sought after as armor, both as protection against most projectile weapons as well as small ship armaments. So much so that in the early years after discovering the species(and to a point still), they were often hunted down and either killed for the armor they naturally wore, or dragged to farms for their venom to be mass collected.

Culture:

A largely isolated race with shared territory between families and/or communities, the Kirickqk's are a species largely uninterested in the conflicts of the rest of the galaxy, even moreso with the few sacred places and technology centers they have still currently being rebuilt after they were first invaded and "farmed" for their resources. They do know however that they have other kind out somewhere in the stars, though they may very well be dead or even more isolated(both geographically and culturally) than the Palanque Moon Kirickqk.

The closest they have to a religion however is a ritual redistribution of property belonging to the deceased, after which they ritually devour the body inside the carapace and mount the face-shells of the dead on a specially constructed wall, one of the few buildings they have left intact(if not unplundered).

However, they do have certain castes within the communities they inhabit together. Not all Kirickqk are a part of the caste system, however, those that enter one do not change their where their loyalties lie. Traditionally, the "warrior" caste practices a ritual self-mutilation of four of their legs, cutting them off at the half-way point, then sharpened, this is designed for them to better fight in close quarters without compromising their joints, allowing them to better apply their natural venom as well as grapple and stab their prey or opponent. This is not to say the Kirickqk not a part of the warrior caste are not capable of defending oneselves, the warrior caste simply hunts and fights more efficiently. Their legs are still sharp enough to rip through conventional armor and their carapaces protect them from most hand-held weapons.

The "scientist" has undergone extensive surgery to implant a cybernetic-controlled robot "house" under their shell, where their neck and head curl around it, fueled by bio-electrical energy. This allows them to use most interfaces and operate most race's machinery and tools without much effort on their part(as they lack hands to manipulate these things).

Then finally there is the "spirit" caste, who have sustained numerous bites to their bodies as a rite of initiation by their species. Should they survive, they become able to communicate through their face-shells much more easily and with a far greater range of refraction and reflection. This allows them to be shown paths and stories in their sacred spaces that would otherwise be hidden from view. Unfortunately, nothing of note has been found, their one sacred death wall simply points to their ruins they are desperately trying to rebuild after over three decades of hunting and destruction.



Gender : Male

Appearance: : Much like all Kirickqk, Van is darkly colored and just as terrifying to see for the first time as any of his species. His face-shell pattern most closely resembles a golden spiral cutting through the normal hexagonal pattern of the shell itself encased by a classic five-pointed star. The outlines of these unique patterns are what mostly light up when he attempts to visually communicate.

As a part of the scientist caste, he carries the housing of his duo of automations beneath his shell coiled beneath his neck for both translation of his chittering pincers and manipulation of systems, as well as personal ranged defense, though only small arms fire. In addition, he has been enhanced to integrate with ship weapon systems that are sufficiently advanced.

Faction : Free Runner

Role : Mechanic

Homeplanet: The Sixth Moon of Palaque, mostly just known as the Nightmare Moon on account of the inhabitants. Incredibly dark and what little light it does get mostly comes from Palanque's high-density population. Along with the Kirickqk, there are numerous other insect-like and a few mammalian monsters populate it, though only the Kirickqk have ever exhibited sentience. Very few others visit it, and those that do mostly are there to deliver aid for reparations and to study the ruins and Kirickqk themselves. Nearly everything is in some way dangerous to those not of the Kirickqk, either because of violence, food poisoning, or simply dangerous.

Misc item(s) :

Collection(5) of masks from various cultures and planets, in an attempt to understand the importance of his true face to other races and for them to not visibly flinch from it.

week's supply of liquefied plants and animals from the Nightmare Moon, mostly for celebratory reasons and purely comfort food.

aforementioned automaton housing and cybernetic enhancements for translation, personal defense(fletchettes on the one he uses for working with the ship, "Viper" equipped to the translation module.), and most importantly, manipulation of tools and ship systems.

A collapsible straw, something he considers a perfect invention nobody on his homeworld thought up before he left to go looking for other Kirickqk.

Has a further cybernetic enhancement that allows him to fully integrate with a ship's weapons systems, controlling most of the weapons connected simultaneously, in addition is just a good way to connect to the ship and sort out any system and code glitches that may happen. Runs through the automaton housing in his "body" and connects directly to a connection in his neck and directly with the computers. In essence, he becomes the ship for a time.

An old artifact from before the Nightmare Moon was open grounds for hunters and anyone looking to make an easy buck hunting Kirickqk. engraved with a myriad of symbols unknown to Van, he wears it around his forehead(if you could call it that)
 

Deu Sex

New member
Aug 26, 2012
366
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Name: Jay Rao

Age: 18

Race: Human

Gender: Male

Appearance: Jay is an average-height boy with a lanky build, tanned skin, short brown hair and a single green eye. His other eye was taken out during an workplace accident and has since been replaced by a cybernetic eye. Since the cyborg eye tends to unnerve people, he usually wears an eyepatch over it when he doesn't need it for work. Small burn scars decorate his body, particularly his arms and face.

His face is the sort that's rarely seen without a smile on it. That and oil stains.

For casual attire, Jay usually wears a pair of heavily-patched blue jeans and a loose-fitted red shirt. When on the job he'll usually wear a grey mechanic's jumpsuit along with insulated gloves, a fire-retardant hazard vest and a welder's mask. For the most intensive and dangerous work, Jay will don a chrome-coloured hardsuit. The hardsuit is cumbersome but provides excellent protection against vacuums and fires. (More details on it in the Misc. Items section)

Faction: Free Runner

Role: Mechanic

Homeplanet: Sethlans, an oversized rock in the Pegasus system wreathed by constant plasma storms. The locals live not on the planet itself, but rather in a series of stations and orbital platforms that linger just above Sethlans' plasma storms. These stations were constructed to assisting in harnessing the planet's wealth of plasma, valued as a source of fuel and weapon ammunition, among other uses. Sethlans is more of a mining outpost than a true planet; though it sports a healthy population of plasma engineers, scientific researchers, mechanics and NEA security forces.

Cybernetic Eye: In addition to allowing Jay to see like normal people, his cybernetic eye has been given an enhanced feature to make his job easier. It is capable of scanning electronic and mechanical devices, identifying and analyzing their properties at a glance.

Toolbelt: Every mechanic needs one. Contents as follows:
Plasma Torch: For welding things, burning things and sawing through metal.
Crowbar: The old reliable.
Wrench: For torquing. Or just beating a sucker over the head.
Wirecutters: Cuts through wires, of course. Make sure to use with insulated gloves.
Screwdrivers: One for almost every kind of screw!
Digital Multitool: For interacting with electronic devices.

Hardsuit: A heavy, chrome-coloured suit that covers the entire body. It slows down the wearer and makes their movements cumbersome, but is a real lifesaver. It prevents the person inside from being crushed by a vacuum, being burned by most fires, and offers slight protection against small arms ammunition. It comes equipped with an internal oxygen mask, hooked up to a small oxygen tank on the back. Both of its arms have two separate tools mounted on them:
Fire Extinguisher: A wrist-mounted nozzle that releases a mix of foam and water to extinguish flames.
Power Grappler: A gauntlet possessing incredible gripping strength. Used often for heavy-lifting, carrying injured people out of hazard zones and breaching areas that would be otherwise hard to break through.

Harmonica: It makes beautiful blues music.

Primary Weapon: SAL "Centurion" revolver: Medium range, fires plasma bolts with energy cell.

Hidden Weapon: Power Grappler. Although not designed for combat, the hardsuit's gauntlet is more than capable of picking up an enemy, tossing them aside or crushing them.

Armor: Hardsuit, as detailed in inventory.

Any critique is welcome!
 

Random Fella

New member
Nov 17, 2010
1,167
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Wow this one might take a while.
Planning on a Human or maybe a similar race Sentinel for the Dominion.
 

Pandalisk

New member
Jan 25, 2009
3,248
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I'll throw my hat in so!

Be a day or two before I finish it up, wrapping up the study year this week so its hectic.
 

Random Fella

New member
Nov 17, 2010
1,167
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Name : Hecasi Astrana 'Hec'

Age : 27

Race: Human

Gender : Male

Standing at 5'10", his skin colour is a blueish shade of grey common upon the malnourished in the overpopulated capital.
He has a slender, well toned physique. This is clearly due to his years growing up with little food and his training in the Sentinel Program.
His hair is a bright white, cut quite short, but long enough to style slightly.

When in uniform, he wears Sentinel Padded Leather armor with polypyrex pads to suppress plasma burns, heralding the Sentinel and Dominion crests. He also wears Cybernetic Spex, but usually they are just worn on the head, not having the thermal vision screen activated.

Faction : Na'daash Dominion

Role : Sentinel

The Dominion capital, the planet Shrowind in the Sakkara sector. Though the location of the government of the dominion, the population of the planet is a cause for rampant poverty in some areas. Born an only child to a poor family in Shrowind, if you would even call it a family, with a sick Mother and a Father who seemed to take several years to go to the pub.

Hecasi was forced early in life to learn to fend for himself and his Mother, stealing, fighting, normally in that order. Often finding the Bureaucrats to be the best targets for this. This kind of behaviour though often does not go unpunished, to his Mother's dismay Hecasi spent a large deal of his childhood in juvenile detention.

When he was eighteen, he took something that would change his life forever. It wasn't anything fancy, just a simple wristwatch, but it was who he took it from that mattered. The man he took it from happened to be one of the leading Bureaucrats in the new 'Sentinel' program. The man did not notice at first, until a colleague who was in charge of the security cameras around the perimeter noticed what Hecasi had done.

When Hecasi was forcefully brought to the Bureaucrat's office, the man had already looked over his files, noticing the many years of detention clearly did nothing to the boy's will, and that he was now old enough to be given jail time. Hecasi was surprised to hear however that the man had brought him in to congratulate him for his skill in guile and having a light hand. offering Hecasi a choice between entering the sentinel program, or entering iron bars.

The training was brutal, built to bend the minds of the sentinel into hardened soldiers, ready to do whatever their leader commanded. Hecasi excelled in close quarter combat and guerrilla tactics, but his responsiveness to authority remained the same for a long time. Causing him to be punished before the other sentinels frequently.

One of the main lessons Hecasi learnt in the sentinels, was how to act, how to lie. The authorities claimed they would look after his Mother during the time of his training, and although they did try, she was deathly ill, and quickly passed. In Hecasi's mind, they did nothing to help her, however once addressed of the situation, he thought of what they would want him to say, rather than what he would truly say, and thus he gave them the impression that he held no blame for them.

Upon finishing his training in the Sentinel Program, Hecasi acted like the other sentinels, reciting the oath, singing the national anthem, pretending he had pride for his sector, and a moral to uphold it and what the dominion stood for. In truth he had no care for allegiance, no care for morals, unlike the other 'brainwashed' sentinels.

With his Mother gone he was the only one he would look out for.

Weapons
LCK-5 Combat Knife: Push to activate Laser Combat Knife running on EE fuel cells, 12" length when activated, suitable for slicing through various terrain, metal, and flesh. Can also attach a normal 12" blade if you run out of EE fuel cells.

BTS-C12 "Ragnarok" SMG with optical sight: Gas operated rotary breech, fires the 4.73x33mm rounds. Capable of firing armor piercing rounds. Silencer is an optional attachment.

Vernon Corp 67-U "Pitbull" Double-Barrel Shotgun: 8" Barrel with high fire rate, 12 gauge rounds, capacity of 2 rounds. Capable of firing EMP slugs and incendiary ammunition. Comes with a suppressor.

Smoke grenades (Obscures vision) and Anti-grav grenades.

Armor
Lightweight but durable, for surviving long-haul missions, comparable to a sort of bullet proof vest material, with polypyrex pads to suppress plasma burns. The armor may also change between black, and a variety of camouflage colours. (It does not have active camouflage however.) Usually covering the whole body up to the neck, but may be pulled up to cover the mouth and nose.

Cybernetic Spex: A slender helmet that sits on the ears and curves over the forehead. Several buttons are located at the ear pieces which control the sound and vision adjustments.
Sound adjustments include tuning into different frequencies, focusing in on a target locations sound waves, and positioning of a microphone.
Vision adjustments causes a goggle-like screen to cover the users eyes for thermal vision or to alter the perception of the intensity of light in the area.
Used for most Sentinel tasks as far as communication and observation are concerned.

Sentinel Canteen and Backpack: Specially designed to hold food and water for long outings, while being conservative on weight and size. Usually holds foods with high nutrition and sustainability (Such as dried, water expandable foods).

Survival Cube: A lightweight cube, that when activated, expands to hold items such as rope, blankets, warm clothing, and a small water purifier. A must have for expeditions into jungle-like terrain.

Several Misc coins he enjoys to toy with when bored.

Formal-Wear: Often worn when being shown off to Dominion Officials, as if some sort of proof of success in the Sentinel Program.

His Mother's Copper Pendant: Always remember who brought you into this world, before you take someone out of it.

Edit: Complete
Edit: Weapons Form Complete
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
0
0
Deu Sex said:
Is there a date for when this RP would be starting?
That's a good question, and I'd also love to see more sheets being submitted.

Come on guys, don't let it die before it's started! The Escapist could use more decent Sci-Fi RP's!