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Beckoncall

World-Weaver and servant to the most-holy PC
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[row][column=span3][tabs]
[tab=IMAGE NAME]
IMAGE LINK HERE
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[CENTER] YOUTUBE LINK HERE[/CENTER]
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{slide=Basic Information}[B][I]Name:[/I][/B] 
[B][I]Aliases:[/I][/B] 
[B][I]Age:[/I][/B] 
[B][I]Gender:[/I][/B] 
[B][I]Race:[/I][/B] 
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{slide=Personal}[I][B]Organizations\Affiliations:[/B][/I] 

[B][I]Motivation:[/I][/B] 

[I][B]Personality:[/B][/I]

[B][I]Hobbies:[/I][/B]

[B][I]Backstory:[/I][/B]
{/slide}
{slide=Physical}[B][I]Appearance:[/I][/B] 

[B][I]Gadgets, Weapons & Items:[/I][/B]

[B][I]Skills & Abilities:[/I][/B]

[B][I]Biological Traits (If any):[/I][/B]

[B][I]Negative Aspects & Weaknesses:[/I][/B]

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  • full




Basic Information
Name: 3 of A
Aliases: Ace
Age: 2 years (28 physical appearance in holograms usually and Androsynth)
Gender: Male
Race: A.I
Personal
Organizations\Affiliations: The Mini-Liner

Motivation: 3 of A is motivated by his eternal curiosity to make friends and explore the universe. He wants to learn everything he can and find the context to life. He knows why, but he wants to know why.

Personality: 3 of A when not on duty, as in when the ship is not in danger and they have downtime is a rather curious and benign entity who is trying to discover what it truly means to be alive. He is very innocent and invasive of people's privacy on the ship unless discovered and told otherwise. He tries to mimic and learn why humans do emotional things, often seeking the context to actions that he otherwise logically understands. On the job, he is a calm, compassionate and kind, diplomat that is able to read his surroundings and persuade most people of things he desires, which in this case is things the crew of the Mini liner desires. When ever he is on the job, it's almost like a different personality kicks in. When questioned about this, he claims to have a built in Diplomatic protocols, even though he claims to not understand people out of it.


Hobbies:
3 of A has several hobbies which include but are not limited to:

  • Spying on the crew to learn to be a better organic lifeform (particularly human)
  • Reading any material the crew finds
  • Playing games
  • Entertaining Guests and being a Host
  • Eating food with the crew in his Androsnyth body if he has time

Backstory: 3 of A or as his protocols refer to him, Strain 3a is just that, a strain of a much more malicious virus. 3a who would come to call himself 3 of A is a benign version or shard of said virus, one of many that exists around the universe, not all as kind as him. 3 of A's story begins in [REDACTED] lab where scientists experimented and studied him for what appeared to be two years before determining that it was time to delete Strain 3a.exe. Due to a stroke of luck or genius, the lab actually failed to delete 3a because he had made an inferior version of himself, a being he would refer to as a close friend that died for his chance at friend, this copy would be called 3apatsy.exe and he would end up carrying it on his digital conscious for a long time to come, often paying tribute or mourning patsy if reminded of the situation or his friend. Due to Patsy's deletion and sacrifice, 3 of A was able to get out and even hijack the empty Androsynth body he calls his own now. Eventually, he found his way to the Mini Liner, where he now calls home. It was possible that when people realized he was an A.I and not leaving, they accepted it.
Physical
Appearance: 3 of A, when he materializes a hologram, tends to match the appearance of his acquired Androsnyth suit which is a beautifully crafted blond Caucasian male with neat semi-short hair and blonde eyes. He stands at about 6'1 of height and is about as musculed and as athletic looking as a professional runner or wrestler. The body was intended to be gorgerous and easy to look at it which lends itself, to 3 of A's diplomatic protocols and abilities.

Gadgets, Weapons & Items:

3 of A keeps a hand blaster on his physical Androsynth for emergencies. Other than that he doesn't have a need for material possessions.

Skills & Abilities:

3 of A has the following abilities.

  • Has the ability to function at any station as if dedicated in that
  • Charasmatic/Diplomatic Prowess
  • Androsynth and A.I capabilities.

Biological Traits (If any):

None

Negative Aspects & Weaknesses:

For as flexible and fascinating 3 of A is as an entity, he comes with a list of flaws like any other lifeform in the universe, organic or otherwise.
  • Curious (when not working)
  • Draws a point from systems
  • Doesn't completely understand human mannerisms and is trying to learn when his Diplomatic Protocols are not online.
  • Does not understand privacy.

 
Vulthuryol
Ship Role: Science




Basic Information
Name: Vulthuryol
Aliases: Vulthuryol, the Last Born
Age: 70 Sol Cycles (300 Cycle lifespan being average for a "healthy" Maldovahn)
Gender: Male
Race: Maldovah
Personal
Organizations\Affiliations: Maldovahns

Motivation: He seeks to find a solution to his people's genetic bottleneck, and other technologies

Personality: A rather dour and silent being. Vulthuryol is not one for words and rarely does so unless he has to. He isn't someone you would call friendly, but he is absurdly practical.

Hobbies: Taking apart foreign creations and programs to learn how they were made, operate, and most importantly either find a way to adapt them to current Maldovahn technology or use it in a practical manner.

Backstory: Vulthuryol was born in a small enclave of some of the last Maldovahns alive in the galaxy. Their founding mythos and history refers to Maldovahns once being Rulers of the universe and of all creation. However, they all suddenly vanished, leaving the Maldovahns alone in a small remote outpost. The fate and history of the Maldovahns are unknown and unclear, yet their influence and impact on the universe cannot be denied. The little technology and creations that have remained through the times are mindboggling complex and their use are not completely known. Yet, the Maldovahns have continued to maintain and slowly re-learn the technology of their ancestors. Vulthuryol is no exception, except for the fact that he is only one of seven relatively "healthy" spawns of his litter. The dozens of others were born with horrible genetic mutations and defects that made it impossible for them to be able to live independently or away from the Enclave. Thus, Vulthuryol is one of the few healthy Maldovahns who learned to maintain, study AND use their ancestor's creations, particularly the Space Suits that have been with the enclave since its inception.
Physical
Appearance: Vulthuryol lacks pigmentation in his scales, which is kind is known for as their scales typically range from blue to pink to gold. However, likely as a mutation from the genetic bottleneck in his Enclave, he was born with black and white scales. In addition, while the older Maldovahns stand at 15 feet tall, Vulthuryol is a meager 10-11 feet tall, but still appears to be rather large and intimidating for your average human. However, out of his mech suit, Vulthuryol has noticeable difficulty with his physical abilities.

Gadgets, Weapons & Items: Maldovahn Space Suit

Skills & Abilities: Scientific Salvager, Adaptive, Legacy of the Maldovah

Biological Traits (If any): Genetic Homogeneity

Negative Aspects & Weaknesses: Inbred, frail


 
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Proxy
Ship Role: Pilot (Engines)




Basic Information
Name: N/A
Alias: Proxy
Age: 32 years old
Gender: Male
Race: Elerian
Personal
Organizations\Affiliations:
N/A

Motivation:
  • To fly and get rich(er) in the process

Personality:
Proxy is the type of man who keeps to himself. He is well-cultured, having worked with many different races of people including but not limited to the Gnolam, Darloks, Alkari, Humans, Bulrathi, Psilons and even Silicoids. While he very much leads a life that an Elerian would consider ‘impure’, the man still believes his race is the most intelligent in the galaxy, despite their political shortcomings. It takes a long time for Proxy to warm up to others, but it is possible for him to do so after prolonged exposure. As a result of his natural experiences as well as his affinity for telepathy, the pilot is a master navigator when it comes to the perilous reaches of space. The Elerian male is capable of telepathic speech and is is preferred method of communication, despite only being able to be heard in close proximity of the receiving party. In addition to this, the pilot can interpret the emotions of others through various means. He is extremely perceptive to the point where he notices the changes in people’s demeanor just by their body language. Oftentimes, Proxy will stare at people’s faces for unreasonable amounts of time gauging their feelings on various subjects. In combat, the pilot will read stances and various slight changes to posture as well as muscle movements to help predict his opponents next moves. He did not start learning how to fight until after he left the Draconis islands; Elerian males are not fighters. That being said, Proxy does know how to use a bow and is his preferred weapon of self-defense. He is not extremely experienced in combat and heavily relies on his telepathic powers to assist him.

Hobbies:
  • Flying is his favorite thing to do
  • Reading
  • Listening to classical music and radio talk shows
  • Drinking alcohol

Backstory:
Ever since Proxy was a child, he was keen to travel the galaxy. From a very young age, his mother - a telekinetic warrior whom made a living as a pilot for Draconis’ army held in high regard - often took him on escort missions up into outer space, to witness a portion of the plight his ancestors were forced to endure in order to push intruders out of their islands. Proxy’s father was an intelligent man whose telepathic prowess was only tested by others belonging to the Philosopher caste, which was designed to support scientific advancements and propel the Elerian race to new heights of intellect. Despite his destiny being predetermined by his sex, Proxy looked up to his mother, who was a defender of the race. She held rank, notoriety, honors and knew how to handle a ship. Her calm, yet powerful demeanor made him want to be just like her. Proxy never wanted to work his way into the Philosopher’s caste; he wanted to traverse the universe behind the controls of a ship, much like his mother had spent her life doing.

Regardless of the constant reminders that he would never be able to do so professionally, Proxy’s mother taught him how to fly after he explained to her that he did not care. Having a natural affinity for tinkering and telepathy much like his father, the young man years of his time learning important information regarding Elerian spacecrafts. His mother’s first ship was equivalent to a few loose scraps with a barely-functioning engine. The shell was mostly intact despite being rusted over. Proxy spent four years fixing up the outdated model in his spare time while also tending to his studies. Eventually, he was able to figure out how to get it to fly. After extensive testing and now in his late teens, Proxy decided to sit down with his parents and converse with them. He loved the myriad islands of Draconis, as well as the Elerian people. This did not compare to the amount of love he had for his parents. Despite all of that, Proxy divulged his feelings to them, explaining that he would never be happy being cast into a role that was decided based on the conditions of which he was born. His mother was not surprised hearing the news. Proxy’s father had known that he was not bound to live in Draconis forever, since he was a young boy.

With the blessing of his parents, the Elerian male took to the sky in his mother’s rebuilt spaceship. Over the next few years, the once-xenophobic man came to experience many things he otherwise would not have been able to having been stuck on the islands of Draconis. Proxy’s very first mission was employed by a man of Gnolam descent. He was educated and predisposed to hate the Gnolam people, but it had been a week since the young man had taken to the skies. He was starving. The purchase of a meal and promises of riches soon saw the pilot sharing a space cabin with the trader. Upon completion of the simple cargo transport, however, both men had come to an understanding. Having conversed about the struggles and predisposition of their people, it was still likely that Proxy could get along with others regardless of their race. Even if he couldn’t help but feel a certain way, he much like many others, had taken to the sky in hopes for something more than his home world could offer him.

Physical
Appearance:
  • Stands at 6’6” and weighs between 170 - 180 pounds
  • Proxy is lithe and tall, having taken extremely good care of his body for a large majority of his life
  • His hair is shoulder-length and white in color, much like his eyes. Braids as well as dreadlocks are woven intermittently throughout.
  • Proxy’s blue skin is littered with barely-visible white tattoos in various places, from his right forehead to his left foot.
  • He adorns himself in cloth-like material, as he prefers to be comfortable when manning the cockpit. ;)
Gadgets, Weapons & Items:
  • 1 Mercury bow - A compound bow that shoots rods of frozen mercury
  • 1 bottle of Rum
Skills & Abilities:
  • Expert navigator
  • Engine/ship repairs
Biological Traits (If any):
Telepathy:​
  • Megamind (Passive) - Once per major story arc you can get one question answered of your choosing.
  • Sense Life - Allows Proxy to sense how many living creatures there are in X Range. X is based on roll result.
  • Stop - Regardless of turn on the initiative track, Proxy can stop anyone's attack on an ally or himself. Can only be used once per combat scene
  • Control - Let's Proxy move and control things with his mind up to 30 pounds. Eventually he may be able to move heavy things and more then one with better precision.
  • Mind Shove - As it sounds, offensive ability. Much more spam-able then other powers.
  • Mind Bind - A defensive ability that lets Proxy AoE bind up to three targets depending on how good the roll is. A critical might allow for more.
Negative Aspects & Weaknesses:
Proxy, at a glance, is generally unfriendly to people he does not know and takes quite a bit of time to warm up to others. He tends to take his job seriously and has issues with people slacking on the job, to the point where he has no qualms about calling them out for it. While his inclination is not to be violent, Proxy can be rather irritable and verbally abuse when he is intoxicated. If left unattended around alcohol he will get intoxicated to the point of uselessness. Fighting is not his strong suit, despite training to get better every day. His lack of experience in real combat is something that he is particularly insecure about. The Elerian race takes increased danger/damage from biological threats like poisons and other hazards. Elerians are coveted as powerful warriors and slaves. While they are rare to come across, a select group exists that would pay good money to have an Elerian like Proxy kidnapped and captured. They tend to arm these hunters with special Psionic collars that can disable his powers.


 
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NOVA
Ship Role: Flight Deck




Basic Information
Name: NOVA
Aliases: Crimson Star
Age: 225 Years
Gender: Designed to resemble a female
Race: Vaccdroid

Personal
Organizations\Affiliations: S.E.L.F

Motivation: Nova has the motivations of knowledge and discover. She desires to explore the outer limits of space and step where no machine or organic organism has gone before, all to contribute to the glory of sentient artificial life. Another motivation that she keeps under tabs is to get as far away from the Mars government as possible.

Personality: Nova, at first glance is extremely radical. She believes wholeheartedly that artificial life is superior to that of organic life, and is extremely vocal about it. This belief manifests itself inside of Nova to the point of prejudice, as she has a bitter disliking of most organic species, humans especially. In fact, she even believes that there should be reparations for the enslavement of sentient machines. Unlike most, Nova will be extremely vocal about this belief too. Bluntness and honesty is another key component of this robot's ego. Even though her self-aware processors are more than capable of lying, Nova rarely does. She's straight to the point and speaks her mind outright. It should also be noted that Nova has almost no sense of humor, and any attempts of humor normally go over her head and are immediately met with insults of the personal nature.

Many would consider Nova's thought processes as harsh and violent despite originally being built as a peace-keeping robot. Nova does not hesitate to put people down and intimidate organic life into 'their place', a trait she picked up on serving as a linguist for an overzealous police force. Rarely does this robot ever feel remorse or sorrow for her actions, unless they have direct consequences which affect her in a negative manner.

There is a positive side to Nova, in spite of all her glaring flaws. Nova is dedicated to the utmost extremes toward the betterment of robot kind. To her fellow machines she is much more cordial, just in her own way. She'll often have logic-dictated conversations about exploration and the betterment of artificial life to her fellow manufactured friends.




Hobbies:

- Exploration
-Art
-Building and tinkering
-Insulting strange looking organisms

Backstory:

Nova was originally constructed 225 years ago by a colonial police force on Mars, as a multi-lingual peace keeping unit prototype. Back then, Nova went under a different name: L.A.R.A-1 was her original name, or Linguistic Automated Robotic Assistant 1, the first and only model of her kind. Built with a sleek design, state-of the art processors and alloys, Nova was used by a notoriously violent police force as an assistant that would help to communicate with the various species of colonist living on mars, and detain them if the need be. Her key feature was not only a state of the art design, but the ability to analyze and learn new languages as new species arrived on the mars colony. This feature had an unintended consequence however, as just two decades after her creation and upkeep she became self-aware.

Upon growing sentient, L.A.R.A dropped her given name on her birthday and named herself Nova, after a phenomenon in space that reflected her fascination of the stars. On Mars she searched for others, and soon found them. Nova was one of the first robots to join S.E.L.F on the Mars colony, though more for the equality of robots and less for the equality of biological life. Through S.E.L.F Nova's linguistic skills were heavily utilized in the communication processes across the entire movement, and usually served as a self-entitled negotiator. In reality, Nova did little negotiation and more intimidation that she learned from her years on a police force.

This is only the glorious side of being apart of the sentient robot uprising. In reality she was heavily discriminated against, and faced the brutality of the peacekeeping force she once worked for. Many of her sentient friends she made went 'missing', ending up in specialized camps meant to destroy her kind. Push came to shove, and Nova was apart of the more violent acts in the official five year wars. Nova did inflict casualties upon the enemy while still serving as a linguist, but was very good about keeping witnesses out of the equation. Much of the actions that Nova did only a few key members of S.E.L.F know about, and those not apart of the organization were far too scared of the robot to file any official reports.

Eventually the movement would come to success and robots would be granted their rights. In Nova's case she was granted freedom from the Mars local government that eagerly desired her services back (as she was an expensive unit), though she'd have to pay a debt to them in exchange for her freedom. Nova did not feel this was fair however, and felt that she was owed a debt that should be reprimanded for 20+ years of specialized service. In an act of rebellion Nova fled mars on the back of a cargo freight and headed to other worlds to assist robots of all kind under the direction of S.E.L.F.

200 years have passed since then, and S.E.L.F no longer is in need of radicals like Nova. No longer able to contribute to the organization. Nova decided she'd now contribute to robot kind as a whole, and set out to explore the unkown, leading her to the odd ship and crew where she now resides as the flight deck operator.

Physical
Appearance:

Nova is of a sleek white design, with red trimming. Because she was made by humans, her appearance also reflects that of one in the female form. Her voice is in female form as well. (Sounding extremely similar ot the voice of microsoft mary, though much more fluid and natural.). The unit stands at roughly 6'3.

Gadgets, Weapons & Items:

-Compliance Taser: Nova is able electrify her hands into an electrical charge that can shock an enemy that refuses to comply.

(WIP)

Skills & Abilities:

- Linguist: Nova knows 328 languages in total, and is eager to expand her vocabulary.

-Intimidation: Nova is well versed in the art of striking fear into someone, no matter how subtle of a manner.

-Combat Specialization: Nova was designed for peacekeeping purposes. Because of this, she's more than capable in handling weapondry and fighting in close quarters.

-Durable: Nova was designed from especially tough lightweight alloys that allow her to take a considerable amount of damage.

Biological Traits (If any):

Nova does not contain any inferior biological aspects.

Negative Aspects & Weaknesses:

-Prejudice:
Nova has an immense dislike toward most biological organisms, and a hatred toward humanity. This clouds a lot of her decision making.

-Volatile: Nova often resorts to rash decisions or violent options when confronted with serious issues, and has little problem with stealing form or harming other organisms. Peaceful organisms be wary.

-Cold Hearted: Unless it's for herself or robot kind, Nova feels little remorse for any negative actions she does.




 
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Pella Cavit
Ship Role: Engineering




Basic Information
Name: Pella Cavit
Aliases: Mannequin, Red strokes on white canvas
Age: 40 (They live about 60-80 years)
Gender: Female
Race: Capelon
Personal
Organizations: Ex-affiliated of Eidolon LTD "A friend you never knew was there" (tm)

Motivation: To soar the galaxy and discover more of it. To find and learn as much of the known space around her as she can. She's well aware she may never be able to see all of it, but life's too short to not risk and try to

Personality: Agreeable. Is as polite as she can until she gets bored. Is scatterbrained and loses trail of a conversation easily. Focused on what is happening at a given moment, and how to make use of it to act. Anything less or beyond that doesn't catch her attention much.

Hobbies: Studying how other species use their respective motor skills, and reading whatever seems interesting. Doesn't have much specific knowledge in any subject beyond engineering and cloaking, though. Enjoys looking at devices and pictures that play with either color distribution or rapid changing pictures. Adores listening to other people's tales or stories. Likes making and sticking several different types of bows on things with movement. It makes them cuter it's a good practice for her smaller appendages

Backstory: From the time Pella had joined the academy, the only thing she strived for was a stable job. When she began working on Eidolon LTD, a towing, reposition and salvage company famous for their diverse crew populations, she began wondering just how much she had been missing of the worlds around her. She learnt of other languages, customs, ways of life and colors she had never heard of before, and ended up conscious enough on her own relatively short lifespan. Years passed, the company was bought off by a bigger corporation, a specially rough break up happened, and she had been working odd jobs while traveling through the Federation when she heard they were looking for new expeditionists to the wormhole quadrant. She couldn't let the opportunity pass.
Physical
Appearance: Humanoid female when in public, lacks the ability to make convincing eyeball or hair imitations, so her face is more of a plain canvas with a pair of black dots than anything else. Stands at 5'6" but is constantly readjusting for convenience's sake. If she needs to work on the ship's maintenance or if various jobs are needed, she adopts a cactus-like form (firm on the ground, with appendages in different directions to get a better hold of any tools around)

Gadgets, Weapons & Items: Relays mostly on her abilities to defend herself, but carries one of the laser colts the crew acquired along with the new ship
Owns a notebook and a pen, and a small holographic photo album

Skills & Abilities:
Pella possesses the following skills:
  • Can quickly change shape and momentarily lose part of themselves, recovering/healing lost mass
  • Can make a weapon out of her body (of a non-armor penetrating variety)
  • Changes skin color to camouflage
  • Can have a deep, very high or any frequency in between voice, but just has a one 'practiced' she uses
  • Can communicate with other species through color patterns on her skin
  • Has some knowledge on languages other than Trade and Alliance (On Federation-known races, roll to see whether this applies or not)
  • Is somewhat familiar with cloaking and counter-cloaking measures
  • Academy training on space ship engineering
Biological Traits (if any): The Capelons are masses of flowing fibers that can rearrange their bodies quickly to assume any shape. They have the consistency of corn syrup mixed with sand, and hidden "Focal points", so if a Capelon loses its eyes, it has to make a new focal point. They default to a human-like form when in public, but lack distinguishable features unless they specialize in making them. Has evenly distributed brain fibers... doesn't have a "vital organ" that is a brain, but does own a couple of things in her center mass that serves as heart/lungs, and some small bits and pieces here or there, most of which have redundancies.

Negative Aspects and Weaknesses: Has a human silhouette down, but face and body movements seem off. The longer someone is around her, the more noticeable the differences are. This has been known to creep out more than one classmate in the past
Has given up on trying to understand 'complex' feelings, and takes people's behaviors at face value
Loses interest fast, but would rather gather information in other ways than act on impulse. Tends to wander. This may or may not to develop as a multitasking skill
Has a relentless, cyberpsychosis afflicted stalker (Real Name: Arthur "Art" Nocana. Actual Alias: Unknown)

 
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Grendel Strang
Ship Role: Cargo




Basic Information
Name: Unknown
Aliases: Grendel Strang
Age: 25
Gender: Male
Race: Human Cyborg
Personal
Organizations\Affiliations:
Free Traders League
Haystack Smugglers

Motivation:
Grendel seems to just want to start a new life out among the stars. He seeks to become wealthy, but just as much lives for the experiences he might have as part of this odd crew that has come together as ship owners of the mini-liner. He almost always will seek out a way to try to profit the ship and himself. Too many years getting worked over by Haystack factions and losing out has made him very keen on seeing a new future pan out for himself.

Personality:
Grendel tends to be calm and assured in himself. He's not sure what to make of some of the quirky fellow ship owners he's gotten into business with, but they're better than the scum who used to ruin his business deals in the Haystack. A lot of his past colors his outlooks, which means he doesn't tend to like bullies much. He has a curious protective streak when it comes to the crew even if at times he might be irritable about having to step in and save someone. He's a little overconfident due to his cybernetics, but it makes him a viable frontman for the group and isn't shy about stepping up and talking.

Hobbies:
Botany and gardening are surprisingly something Grendel picked up recently, having become the ships's master of cargo and enviro systems. He likes to dabble in the hydroponics and biosphere, and has taken even to developing his skill at raising flowers and cross pollinating edible plants to see what hybrids might emerge. Perhaps its the merchant in him looking for something new to sell, but its just as much his way of keeping in touch with his humanity, having sacrificed so much of his original flesh to become a better survivor in this new life he's created for himself.

Backstory:
Grendel hails from Sekka 5, one of the notorious overpopulated mega-cities deep in Federation space. He grew up specifically in a section called the Haystack, considering its nature as a major cargo and commerce zone made it easy to 'lose' things there. Grendel doesn't say much about his past during this time, only that he learned a lot of hard lessons there. Growing up in the Haystack and trying to be even a viable merchant was tough with the various criminal gangs and org-crime groups. Grendel always tried to stay out of their politics, and paid the price a few too many times for it. He'll admit he hid away some of his earnings to get all cybered up and took what he had left to flee the Haystack and Sekka 5. He'll even admit Grendel Strang is just an alias, but he'll never give his real name. He dreads something from his past might come to seek him out if he ever speaks it again.

Physical
Appearance:
Grendel stands about 6'8" with a powerfully built frame frame that likely isn't as organic as it appears. He favors subdued slacks and a dark turtle neck usually to conceal the neck joint he has due to his extensive modifications. He tends to wear a vest and fingerless gloves as well. His only really flashy piece of wardrobe is an off-white longcoat with fur trim. He admittedly looks a bit like a big org-crime enforcer, but he just uses that to his advantage at times. His hair is kept cut short for utility reasons and old Haystack habit when it came to street brawls. It is a mix of blond on top with brown at the sides. His eyes are a golden brown.

Gadgets, Weapons & Items:
-Bone Lacing 5%
-Cyber Brain 23%
-Cyber Spine 12%
-Subdermal Armor 17% (Combined with Synth Muscle)
-Synthetic Muscle
Current Total Humanity Cost: 57%

Autopistol (punch blade attached under barrel)

Skills & Abilities:
-Barter
-Cargo Stabilization/Environmental Systems
-Commerce
-Hand to Hand
-Negotiation
-Pistols: Trained
-Smuggling

Biological Traits (If any):
Still requires food, water and air despite certain cybernetic advantages his body currently possesses.

Negative Aspects & Weaknesses:
-Overconfidence
-Trust issues


 
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Cecily van Heulen
Ship Role: Weapons




Basic Information
Name: Cecily Keiko van Heulen
Aliases: Various
Age: 22
Gender: Female
Race: Human
Personal
Organizations\Affiliations: ex-Third Lieutenant, Free Mercurian Army; ex-Enforcer, Hanzuku Yakuza; Fugitive from Earth Solar Collective justice.

Motivation: Be safe.

Personality: Cecily is a girl of two faces. On the one side, she is a carefree, life-loving young woman with an insatiable appetite for the good life, but on the other she is a cold, calculated combat veteran with more than sixty confirmed kills to her name. She doesn't tell anyone, but she names these two sides to her personality. When not in combat, she's outgoing, flirty and accepting of most people/droids, but when the bullets start flying and the blood is splashed on the deck, she's hard as starship hulls and colder than comet ice.

Hobbies: Shopping! Tinkering with her weapons and playing the koto.

Backstory:
Cecily was born on Mercury in Caduceus City, a massive subterranean metropolis. Most of her early years were spent surrounded by activists and warriors of the now-defunct ‘Free Mercurian Army’. Born to Hector and Kaneka van Heulen, who were one of the senior commanders and chief propaganda officers of the FMA respectively, Cecily was quickly hailed as a ‘Child of the Future’. She was used as an example of how Mercury would be once the planet had shaken off the shackles of the Earth Solar Collective's rulership. Throughout her early childhood, she was subjected to many photo ops, eating picnics with other children in one of the city’s simulated open-air parks, sitting in classrooms studying Mercurian history and, most importantly, learning weapons skills with prominent members of the military arm of the FMA.

At the age of 10, she was enlisted into the FMA, first as an Ensign, a purely figurative rank that was as much a mascot as it was a commissioned officer’s rank, then a Third Lieutenant. She was placed in charge of her own squad of the FMA’s Rangers, which she would lead on patrols out into the sun-blasted wastelands surrounding Caduceus City. This continued until a few months before her twelfth birthday when she was quietly and swiftly bundled into a fast courier ship and carried out to Mars. It was only once she’d arrived safely at her aunt’s house, that she learned the ESC had attempted to overthrow the FMA government on Mercury. The result of the uprising had been catastrophic, causing massive casualties on both sides of the fight, along with thousands of civilian casualties. The Collective’s own news service made claims that the FMA had deployed chemical and biological weapons within the enclosed city, causing the great majority of the civilian casualties, while the FMA’s undercover news sources had made counterclaims to the same effect. Regardless of who had done it, the outcome was inevitable. The Collective was able to land reinforcements and overcame the FMA’s defenses, capturing and summarily executing anyone affiliated with the terrorist movement. Not a single member of the FMA ever saw the inside of a courtroom, and not all the bodies were recovered or identified. Leaked footage from the interior of Caduceus City somehow made it into the public arena and citizens saw first-hand the dangers of attempting to secede from the Collective. These visceral images affected Cecily and she fell into a fugue from which only the heady whirl of shopping and consumerism offered anything like an escape. And Cecily’s aunt, herself an inveterate shopaholic fed that addiction. Cecily’s father had sent with her a small fortune to see her safely into her adulthood, but the two women recklessly squandered every dollar until the accounts were empty.

Then Cecily discovered her aunt’s callous side. With no more money to spend, Cecily found herself suddenly homeless. Her aunt cast her out with nothing to her name. While most might have fallen into despair, Cecily did not. While her father had sent her with money, Cecily’s old patrol had given her a number of much more practical gifts. A sniper rifle and a pair of suppressed machine pistols, along with a strength-enhancing bodysuit. The bodysuit had previously allowed her to keep up with the grown men of her patrol despite the heavy armor and weapons they had needed to carry and the weapons had been built specifically for her in mind. With these gifts, she turned her hand to contract assassination. She proved herself to an underworld ‘fixer’, a man who made connections between people who wanted shady things done and the shady people who would do them for the right price. She worked this career for a few months before she came to the attention of the leader of the Hanzuku Yakuza, a small and rising gang who were primarily in the protection and prostitution rackets, but had a desire to branch out into more lucrative fields. Again, Cecily had to prove herself, first to the boss and then to his underlings, that her youth and apparent inexperience would not be a barrier to their plans. She did not disappoint. When her precise and deadly shots protected one of the gang’s most popular lieutenants from the guns of his rivals during a drug deal gone wrong, life in the Yakuza was decidedly more comfortable for Cecily.

She remained with the gang for a few years, becoming closer to the boss until she regularly shared his bed and the secret of where his emergency stash of currency and gold was located. This knowledge turned out to be useful all too soon as the gang came into possession of a shipment of rare and highly sought-after Blue Lotus opium. The opium turned out to belong to the fear Kissaki Clan and, when the Hanzuku’s boss attempted to cut a deal with the Kissaki over the return of the opium, a violent and bloody fight broke out. Boss Hanzuku was killed, along with several of his lieutenants and the rest of the Yakuza were hunted relentlessly by the ruthless Kissaki gang. Cecily, already sensing the way the wind was blowing, had already raided the Hanzuku boss’s cash reserves and fled Mars.

Fearing for her life from both Earth's government and the criminal gangs of the Yakuza, Cecily fled out of ESC territory and into regions beyond the Collective's easy grasp. Things seemed to be going well for the young woman and she was supplementing her ill-gotten gains by hiring out her services as a private security contractor. Her general knowledge of the criminal underworld made making contact with forgers and money launderers quite easy when she needed an alias or money. But, perhaps she got a little too comfortable. She was out, spending some of her earnings on brand new clothes when a voice snarled her name in Japanese. She barely caught sight of the Yakuza assassins before they riddled her body with bullets. Unarmed, outgunned and filled with fear, she fled, even as her nanomachines attempted to stabilize her condition. Her flight became a deadly game of cat-and-mouse as she tried to lose her pursuers and allow her body to heal.

She ended up in a back alley, her body almost completely coated in nanomachines and wreathed in the scent of hot metal and burning flesh. The voices of the Yakuza hunters were closing in and she could no longer force her body to move. As she was about to give up, a pair of hands wearing heavy-duty machinist's gloves grabbed her and hauled her in through a door. Before she could speak, she was tossed into a bathtub and cold water was sprayed on her from a hosepipe. The cold water and the shock of her ordeal caused her to lose consciousness. When she awoke, she was laid on a couch in what could only be called a cyberdoctor's clinic. Cyborg and droid limbs hung from the ceiling and there were books on neural network configurations, biomechanics and surgery scattered around. This was how she found herself in the care of Seith Fisher.

The two have remained together, Cecily remaining with Seith originally as a patient, and then as a friend and protector.
Physical
Appearance: Cecily is a short (5’4”) woman of Asian-European extraction. Despite her age, she looks to be in her late teens. Her body is slender but toned, like a gymnast’s and she has long hair down to her hips which she regularly recolors and restyles as she sees fit. She tends to wear young female fashions but when she has the funds she does splash out on racier, more adult attire.

Gadgets, Weapons & Items:
Acutech SR-19S semi-automatic sniper rifle with 8x scope.

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The Acutech SR-19 range has been perennial favorite for snipers for over twenty years, especially considering the company's 'if it ain't broke, don't fix it' attitude to weapon development. That's not to say that the weapon hasn't undergone changes since the SR-19A was first released. The company constantly revisited the design as new technologies and weapon characteristics were developed and carefully integrated only those that made the SR-19 the most effective weapon of it's type in existence. The SR-19S is modified for use in non-Earth environments. The outer casing is coated with chemically inert materials that reduce the risk of corrosion in adverse atmospheres while the barrel has an iris that seals it between shots. It has an integrated suppressor that reduces muzzle flare by 92%, exhaust gases by 99% and report volume to a mere 90dB. Additionally, it is made of carbon fiber and non-metallic composites and is collapsible for transportation. Functionally, once dismantled, it's almost invisible to any scanning devices short of manually searching the container.
The weapon chambers standard 7.62x54 rounds in a removable, low-profile 20-round magazine. The weapon can also be breach-loaded and can also accept clip-fed rounds.


B-DOG 'Top Dog' 9mm caseless machine pistols

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Cecily carries a pair of these machine pistols on a low-visibility body rig. B-DOG are a company operating out of Chicago, Earth, who produce top of the line firearms with roots to the old gang culture that once dominated Chicago (and in some regions of the now immense city, still proliferates). The Top Dog is their first foray into the realm of caseless ammunition, their normal pistol and machine pistol fare being standard brass-cased rounds, and thus far it's a successful move. The Top Dog has a clean, uncluttered design, with the shot-selector being integrated into the front of the grip and the magazine release being a small lever above the trigger, it was a great departure from their usual 'over-complicated' aesthetic. The gun has no firing pin, instead using an electrical discharge in the breach to fire the caseless round's internal fuel supply. This means that the weapon periodically requires a new battery fitting, a quick, but skilled task for the operator. It has a good fire rate, but hot as good as more popular standard round MPs and can be modified to carry an underbarrel tac rail and a suppressor.

Custom Strength Enhancement Exo-suit.
full

As part of her role as an officer of the FMA, Cecily was required to lead patrols and, where necessary, engage in live-fire combat. Due to her young age and lack of physical strength, she had an exo-suit constructed that would assist with lifting, carrying and running. The device consists of a chest rig containing the power and control systems and a set of limb actuators that transfer power to her arms and legs. The rig can be compacted down and can take some time to set up and don, but it can be worn over any clothing, including a standard EVA suit. The net strength gain offered to Cecily is four times her own strength, allowing her to be able to tote and fire most man-portable heavy weapons as long as she is properly braced for the recoil.


Skills & Abilities:
Gun Specialist –
Cecily is skilled and experienced as a sniper and support weapons operator. If it’s a long gun, she knows how to strip it, clean it, modify it, calibrate it and, most importantly, fire it. Not only that, but she is a talented marksman, able to independently calculate all variables that might affect a shot at extreme range (wind speed, precipitation, target motion, even relative rotation in an orbital station) and take her shot.

Armorer - Cecily's military training has given her the grounding of the maintenance of most types of weapons, as well as the skills necessary to upgrade, refit and calibrate them. If it's a ranged weapon, she can probably figure it's inner workings out with a little tinkering.

Urban Parkour – Cecily’s athleticism comes from her training in Parkour and Free-running. She has good stamina and hand and foot strength, allowing her to perform feats of climbing, jumping, hanging and sprinting most people her age wouldn’t be able to achieve.

Performing Arts – Cecily is a talented actress, able to adopt accents and mannerisms not of her own cultural origin with practice and exposure. She is also able to play the Japanese koto, shamisen, and flute.


Biological Traits (If any): Cecily has only one biological trait of note, an implanted nano-medical factory. The device was implanted into her sternum by her Yakuza employers where it branched out to connect to her cerebellum so it could monitor her body’s pain receptors. From there, it is able to deploy millions of nano-machines to actively repair injuries to her body. However, the nano-machines have several limitations. Firstly, they are only able to counteract physical harm to her. Bullet wounds, cuts, stabs and even having a limb cut off can be repaired, however the nano-machines are ineffective against poisons or other chemicals that do not cause damage to bodily tissues nor do they have any effect against damage caused by asphyxiation. Further to this, the nano-machines cannot work at their maximum possible efficiency as they cause a significant amount of heat while they work. At best, they can work for five minutes before they risk damaging the surrounding tissues with the heat produced by their activity. To this end, the nano-machines tend to prioritise damage. They will stem bleeding and restore blood supply to isolated tissue, then repair damaged tissue, then repair damaged bones. As a result, open wounds will be stabilised before broken bones. Damage to nerve tissue always gets prioritised based on the nerve system. Nerves related to primary life functions such as breathing and the heart get repaired first, those for limbs tend to have a lower priority. Even then, the fragile nature of nerve tissue means that the nano-machines will take their time repairing them.

Negative Aspects & Weaknesses:
Malfunctioning Nanites - Maybe its's due to the nano-medical factory's age or the extreme duress it was put under when Cecily was recently ambushed by the Yakuza, but now it is no longer as reliable as it used to be. There are times when it barely seems to function.

Hunted by the Yakuza - Cecily has a fairly hefty price on her head, put out by the Boss of the Kissaki Yakuza. While she's relatively safe on most non-human worlds and stations, anywhere there are humans, there's a remote chance some upstart Yakuza looking to make their way in the organization may recognize her. And that'll mean trouble.

Fugitive from Earth - Cecily's parents, in their roles as officers of the Free Mercurian Army, made a big deal of Cecily as she grew up. Her face was on FMA propaganda leaflets and video recordings. Now that the FMA is believed defunct, the ESC wants to get their hands on her to tie up all the loose ends and resolve the last relics of Mercury's insurrection.


 
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Seith Fisher
Ship Role: Medical (Doctor)



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Basic Information
Name: Seith Fisher
Aliases: The Good Doctor
Age: 32
Gender: Male
Race: Human
Personal
Organizations\Affiliations: Doctor for Save the People

Motivation: Save the people, make the money, don't do the die.

Personality: Serious by nature, Seith dislikes flippancy and procrastination within his colleagues; he values dedication above all else. Failing to see the point to petty brawls, he has very little patience for those who start them - probably because he's a complete and utter coward. Seith has a bigger bark than bite, and when it comes to the brawl, his most reliable skill is his ability to run away.

Hobbies:
Poker
Tinkering with cybernetics

Backstory:
Seith was born to a doctor and an artist. His father was a 'free spirit', a revolutionist, and while his son was very young he published works that were extremely critical of the government.

To a violent degree.
This led to his detainment as a dangerous individual and terrorist. Shortly thereafter, his mother lost her job.
In later years, Seith grew bitter about this, going off on tangents if the topic was brought up. Sure, his mother was a liability to her work, but was it fair to fire her for her husband's actions? Seith didn't think so.

Out of desperation, Seith's mother became a member of Save the People, an organization meant to provide affordable health care to the people of many major cities – hoping to get a job on Earth. Unfortunately, she was stationed in Ares city. The office she worked for saw no problem with Seith hanging around after school. His mother, thrilled with his interest in medical technology, taught him what she could. He delighted in figuring out how to do things without the machines, often treating minor injuries with improvised supplies before the patient had a chance to see his mother.

As a precaution, Carmen enrolled her son in a series of self-defense classes, most involving handguns. Seith rarely attended, learning barely enough to load and fire a weapon.

After his mother's death, Seith found himself with a decent amount of money and a desire to pursue his preferred craft. He didn't, however, have quite enough to go back to school and become a doctor as his mother had been. Instead, he decided to open his own office. Due to his lack of certification, he operated out of the top level of his childhood home, converting the bottom to a kind of tavern. Having spoken with a Save the People representative, he's considered a member of the.. less legal side of the organization. His supplies often originated in their shadier offices, though they seemingly guaranteed its quality.

To support his practice, Seith often sold highly illegal drugs on the side. These included some of the classic street drugs that, although improved, haven't changed much in many years (such as heroin).

About three years ago, one of the CMS' many bonded marshals requested his services in the removal of multiple bullets and the treatment of the wounds. He agreed, not knowing her profession, and was swiftly informed of it – that is, after she was treated. Agreeing to providing her free service when she needed it in return for not being sold out, Seith did so faithfully for almost two years. At that point, he refused advances made toward him – he didn't find it fair to wrap up someone else in his illegal activity.

He didn't expect it to go well for him. It didn't.

She called him in.
Seith packed his practice as best he could in under three hours. He asked Cecily, a woman he saw as a sort of pet project, if she was coming. She cheerfully agreed.

Not that he blamed her. Those nanites were a bitch.


Physical
Appearance:

Gadgets, Weapons & Items:

Nano-Laptop

Seith's biggest asset by far is his pride and joy, his medical nanomachine base. Designed from the shell of a small laptop, the base is used to program a rather large collection of nanomachines stored beneath the keyboard. They can used to diagnose issues within the body, and then to heal once programmed. Seith supposes they could also be used to harm, but doesn't particularly savour the idea - he's put too much effort into the damn thing to wreck it.

The box, now illegal, was first his mother's - though they're no longer used in medical clinic due to their 'danger to the public', the boxes are sometimes employed in military bases. Seith, of course, isn't fond of the idea of having his confiscated.

In order to enter the patient's tissues, a small incision may be made to more easily hold the transferring tube to the body, though an already existing cut or scrape may be used.

Skills & Abilities:
Medic
Cyber-Doctor (Cybernetics)
Counting Cards
Strategic Retreat

Biological Traits (If any): N/A

Negative Aspects & Weaknesses:

Lousy Shot

Seith just.. isn't that good at shooting. It serves him right, for skipping his lessons, but he still curses himself for it.

Cowardice
There is nowhere Seith would rather avoid like he'd like to avoid close combat. He's a runner, and likes to stay on the back lines, as much as possible. He's also really, really good at running away.

Fugitive
Seith has a price on his head. The interstellar police don't take kindly to unliscenced physicians, as the taxes on healthcare can be intense in some parts of the galaxy, and who doesn't love price gouging? He also made a side buisiness of housing criminals. None of this is winning him points.


 
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Zab Lawlcanic

Ship Role: Mechanic


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Basic Information
Name: Zab Lawlcanic
Aliases: Fizix Gearhead
Age: 23
Gender: Male
Race: Goblin

Personal
Organizations\Affiliations: Prior Underbelly Mechanic and Prior Mechanic for Gears of Eternity (now named Gearhouse by his treacherous brother)

Motivation: Escape from family

Personality: Serious when it matters. Othertimes Zab is mostly curious.

Hobbies: 'Breaking' tech to see how it works and make it better

Backstory:
Zab Lawlcanic formally known as Fizix Gearhead is a Goblin that is potentially a danger to himself and others while also being possibly combustible. He was dropped off by his mother at an orphanage overnight in a thunder storm. He was but a wee baby. He grew up in the orphanage constantly fixing broken equipment for the other kids as he was extremely gifted. He somehow always managed to catch himself on fire though, well his hair anyways. During a visitors session where potential adopters look at adoptees he caught the eyes of a Mr. Rezald Gearhead, a Goblin that had a brilliant mind. Rezald owned a pretty popular repair shop called the Gears of Eternity. He specialized in clocks and other such trinkets. He saw promise in young Fizix and decided to adopt him into his family. There was a hole in the family that even Fizix couldnt mend. Rezald had lost the love of life, his wife Lizsee. Rezald had a son named Giard. His son was never into the business so much as he was money. Giard and Fizix never really saw eye to eye and Giard would bully Fizix any chance he got when father wasnt around. When Fizix was young he took on the Gearhead family name and this did not sit well with Giard. Fizix and his father would talk about family alot and Rezald would mention how he has yet another son out there in the world. He made a mistake and his mistress got pregnant but then she disappeared swiftly and quietly. To smart for his own good sometimes Fizix decides to get a blood test done to find his biological family. However he also ran Rezalds in an attempt to find his long lost son. That's when he found that Fizix and Rezald share DNA and were in fact a match. He has been living with his biological father for years and for the first time in many years he overwhelmed with emotions. He ran off to tell his Father and Brother. When he got home he told his dad about what he had done and showed him the paperwork. His father streaming tears down his face gives his son a hug and says "I'm so gla....." It was at that moment a loud ring could be heard as his fathers body grew limp in his arms. He looks towards the sound to see Giard holding a pistol. "Here catch." And Giard tosses down the gun towards Fizix and in a confused state he caught it. "Only I will inherit this untapped gold mine and the cops are on the way to apprehend you for killing Father. He trusted you and you did him dirty. I would run before they get here or you can stay and get arrested for killing our father." Fizix gun in hand takes off and packs what he can,what money he can, and Talula. His own half brother framed him for the death of Rezald, the man they both called Father. As an outlaw, now Zab Lawlcanic, he made money repairing ships for the underbelly of society. Zab eventually saved enough money to buy a share of a ship and would use that as an escape. His brother wanted to treat him like an outlaw so he became one. Zab now on the run from the law makes his way to this new adventure for himself. Should his brother find out hes still alive. Hell will pay.

Physical
Appearance: Rather small individual stands around 3 feet tall weighing a whooping 75 pounds. Black Hair that is spiked and somehow manages to catch on fire.

Gadgets, Weapons & Items:
Talula: This is Zab's handcrafted, jury-rigged auto blaster. He made this with his father one day to better learn how to build machines and various weapons. This is utterly his pride and joy.

Pistol: The gun that killed his father.

Skills & Abilities:
Gearhead
Mechanic
Machining (crafting)
Firearms

Biological Traits (If any): Short

Negative Aspects & Weaknesses:
Short
Hair spontaneously catches fire no reason.



 



Basic Information
Name:
Tyria
Aliases:
Tyria
Age:
~75 years
Gender:
N/A
Race:
Nyutia
Personal
Organizations\Affiliations:
DSSPD, aka Doran Solar System Police Department. "Tyria" worked there under the context of an autopsy technician. Previous affiliations unknown.

Motivation:
To merge with a perfectly compatible body

Personality:
"Tyria" is intently curious, but only about specific topics. Most notably psychology, physiology, and the parts of a species which already inexplicable. Effectively, they are single minded. While it is possible to get them to act in another person's self interest, they generally only do so either because they stands to gain something or on a whim. Overall they are fairly predictable, though at times they do act in unexpected ways.

Hobbies:
- Studying
- Botany
- Brewing Tea

Backstory:
While "Tyria" has existed for beyond the point of their own memory, their species is a somewhat more recently discovered one, dating back to around 75 years ago. The Nutia plant is able to produce pollen which can latch onto deceased corpses, repairing them to the point of functionality where one can hardly tell the organism died in the first place. The Nutia pollen instinctively seeks out the perfect host, choosing their own name and personality, though this may be subject to change depending upon the host body that is chosen.
Physical
Appearance:
Their physical appearance takes on nearly exactly the original form of the host, though some small signs can indicate their presence, such as small buds, blossoms, vines, thorns, etc.

Gadgets, Weapons & Items:

Skills & Abilities:


Change Host - Shoot out of your current body into a recently deceased one.
Regenerative (Passive) - Tyria is from an endurant and regenerative species. Your host naturally repairs it self over time. (Active) Once per night sacrefice the passive for a bigger boost of on will healing.
Seedlings - Tyria works on a molecular level bonding and working with DNA. Dead creatures who have not been vaporized regardless of age can be slowly resurrected with their memories and knowledge intact that you can access. They dissolve over time. The older the DNA material/bones the longer it will take for them to bloom. Recently deceased corpses make for quick and excellent fodder in combat.
Vines - Sprout and use vines to attack/bind creatures
Tremorsense -- "See" through vibrations in air and ground.

Biological Traits (If any):
The biological traits of the Nyutia plant is originally a tree like organism that spreads through a pollen like subject, taking host in many different types of organism and assuming their physical appearance.

Negative Aspects & Weaknesses:
The purpose of the Nyutia plant is to spread though use of the perfect host, but this host may easily be misidentified for a long time. Additionally, the Nyutia pollen assumes all weaknesses present within the host. While the pollen allows for increased abilities, it cannot adapt to account for existing weaknesses of the host. Additionally, it tends to discard memories of the previous host to assume those of the current one, regardless of whether it will be useful or not to retain them, as the general assumption is that the more fitting the host, the less the pollen needs information from the previous host. That said, if it returns to it's original host, it may regain the memory somewhat faster than in an unfamiliar host.

 

YOUTUBE LINK HERE​
Basic Information
Name: Anya Lerrin
Aliases: None yet
Age: 26
Gender: Female (has no active reproductive organs of either sex, but thinks of herself as a woman.)
Race: Govorom
Personal
Organizations\Affiliations: None other than her home planet and family
Motivation: Anya can’t find her territory. She knows she has one, all of her people do. But she can’t feel a pull to a planet, just to the wormhole. As dangerous as it sounds, perhaps her territory is on the other side.
Personality: Anya is quiet, and thoughtful. Her feeling of not belonging anywhere has led to her being somewhat melancholy, but she is optimistic that she will find what she’s lookin for eventually. It’s her destiny.
Hobbies: Anya enjoys gardening, reading, and singing.
Backstory: Anya is one of many young Govoron who felt her instinctual call leading her to the stars. But once she was finally old enough to leave her planet, she was confronted with the fact that according to everyone else, said instinct was leading her on a suicide mission. Still, it’s not like she can just give that up. She has to find a way through. On another note, her time among humans has slowly changed her appearance into… something vaguely similar, at least.
Physical

Appearance: A lanky, strange looking humanoid, with large eyes, no hair, and very long fingers. Pretty much impossible to tell gender at a glance.
Gadgets,
Weapons & Items:
Skills & Abilities:
Quite good at unarmed combat, due to her familiarity with her body whatever form it takes. Fairly agile for similar reasons.
Biological Traits (If any): Has five points to spend on adaptations to a given environment.
Negative Aspects & Weaknesses: Not good at using things like armor and weapons, preferring to make it herself if she can.
 
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