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Futuristic 𝐁𝐄𝐘𝐎𝐍𝐃 𝐓𝐇𝐄 𝐒𝐓𝐀𝐑𝐒 — character applications

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Roleplay Availability
Roleplay Type(s)


  • BEYOND THE STARS

    created by social


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coded by social (inspo cred. mortemdocs)


Basics
Full Name:
Nicknames: If applicable
Alias: If applicable
Age: 20+
Gender:
Pronouns:
Sexuality:
Occupation: Optional
Species: Human or non-human (if you would like to specify, please do)
Alignment:
Home Planet: Any of the listed planets excluding Creos! For rangers, this can be a planet they have considered to be their new home planet!
Role: For senators, nobles, or treasure hunters, please PM me and list your chosen role here!

Appearance
Face Claim: If applicable. For human characters you can use either a realistic face claim or a detailed two-paragraph description! For non-humans you may use illustrations or a detailed two-paragraph description!
Height:
Hair:
Eyes:
Distinguishing Features:
Scars:
Modifications:
Outfits: What they generally will wear!

Personal Items
Weapons: Do they have any weapons? If so, what are they? What do they look like? How do they function?
Magick: Do they have magick? If so, how does it present? Is there any specific ability they possess? Remember that magick is tailored for the user so outside of basic foresight, visions, and (force control)/telepathy, nobody should have duplicate magick! When users get to their third level of magick, they must choose between telepathy and levitation! They can advance these abilities the more powerful they get if they choose. Also understand that the more powerful the magick, the more cons/limitations you need to think of to balance it out. If you are having trouble, please PM me!!
Notable Items: Do they have any notable items? If so, what are they and what significance do they hold? For pilots in particular, please list their ship if they have one!

Persona
Likes: 4+
Dislikes: 4+
Fears: 2+
Habits: 2+

Strengths: 3+
Weaknesses: 3+

Vices/Virtues: 4+ each! Please have one sentence explaining each one or feel free to write it out in paragraph form.

Background
History: At least two paragraphs! If you would like your character to have some mystery you can!
Family: Optional

Character Questions
Why are they on Tisne? (For nobles and senators, there will be specific reasons why they left their home planet)
How long have they been on Tisne? (This can be days or months, it's up to you!)
What do they think about a potential war?
Who do they align with? (the Free People, the Empire, or the Imperium)
Do they have a bounty? (Do they have a bounty on their head? If so, how high is it)
Would they fight in a war?

Additional Information
Feel free to add any additional information! If you have any questions, please contact me!

Magick.
The universe itself was created from magick, and therefore every living and non-living thing has magick inside of it, even if only a few cells. However, within living things, the magick is generally more concentrated and can give them special abilities that normally nobody could have. There is usually a range of magick that one can have, and it is rare when someone does not possess it. Those who possess weaker magick often will have identical abilities as it will not start to become more individualized unless someone is particularly gifted, even in the slightest of ways. In general, magick will first present itself as foresight, allowing a creature to be able to avoid some things due to quick reactions before anything has a chance to happen. If their ability is beyond this, next they can develop visions and glimpses of their future, along with those closest to them. The next ability to develop is either the ability to levitate and move things without touching them or the ability to directly speak into someone’s mind. At this stage, the magick begins to become more tailored to the user, giving them abilities that would suit their specific needs and situation. There is also dark magick, which can only be taught to those talented and strong enough to withstand the effects the magick will inflict. This is a forbidden practice and can result in imprisonment, the removal of their magick completely, or even death.

The Free People.
The Free People or the Free Planets, are a group of planets that do not align with the Empire or the Imperium, leading them to lead their own planets individually rather than answering to one ruler. These planets work in a democracy, their leaders having conferences about ongoing conflicts and aiding planets or moons that are endangered by the Empire or the Imperium. Many radical leaders come from the Free people and they often will use their positions to encourage more to rebel under the influence of the Empire, urging them to become free from such an existence. Because so many influential officials and planets exist in the Free People, the Empire often has clashed with them, fighting over a planet’s future, while the Imperium has simply destroyed a planet or two due to feeling disrespected. This has caused relationships between the three nations to be rocky at best over the last few hundred years.

The Empire.
The Empire was formed many, many years ago and is currently governed by Emperor Ondarrol Besham. Within the Empire, there are many planets, all governed by appointed households that the Emperor has chosen. In each House, a duke or duchess will reign until they are either replaced by their heir or another House that is gifted the planet. There are certain expectations for those who govern planets under the Empire’s rule as if they don’t meet the standards the Emperor has set or they become too influential among the other Houses, they will most likely be killed off or at least stripped of their lands and titles. This can make life in the Empire rather stressful as even the commonfolk are desperate for the Emperor to be kind and generous. With a wave of his command, his soldiers could storm their homes and wipe them all out, especially those who opposed him. Rebellion in the Empire is strictly forbidden, even talk of it can get one placed in jail for years at a time. This has resulted in many individuals practically disappearing at night or fleeing the Empire as a whole, desperate for a life they can call their own.

The Imperium.
Unlike the Free People or the Empire, the Imperium is a force that only looks out for their home planet and crushes those who would endanger them. The planet Creos makes up the entire Imperium, housing some of the most dangerous and experienced military and monarchs that the galaxy has to offer. This planet is based rather far from the others, making it difficult to approach and crush at the source. However, the Imperium is always on the hunt, searching for planets to destroy until it is just a select few that are allowed to co-exist with Creos. The only true contact they have with other planets is through trade as they need a healthy economy for the security of their future. But that does not mean they will not squash any competitors. Between the Free People and the Empire, the Imperium has obliterated multiple planets and moons over the years, as well as taking government officials hostage for years at a time, and even executing them. The Imperium is a force that is unmatched, the war ship being enough to send a whole planet into a frenzy. With their greed and anger, they are heavily avoided out of fear of what they may do to those they land their gaze upon. This planet is a complete monoethnicity and they preserve this by keep all 'outsiders' from living on their planet or moons.

Planets and Moons.
Mithoria: The Free Planets — Count Elisnath Hendun — Senator Brekai Wraywis
This planet is a combination of intricate canyons, desserts, and multiple oceans. While there is not much diversity on the planet itself, it makes up for it with its residents. A huge trade planet, there are constantly ships leaving and arriving with various goods from different galaxies. This has encouraged there to be a large immigrant population of humans and aliens, as work is easy to find on Mithoria. However, the government of this planet is practically nonexistent, causing many crimes to go unpunished and criminals to wreak havoc. Pirates are exceptionally common here, arriving on their ships to steal cargo, money, and even extra workers, leading to some pirate groups being the ‘law’ if you will. They have taxed certain imports and even forced ships to turn around, due to their goods not being up to their standards. But if you keep your head down and your goods at a decent level, life on Mithoria can be pretty uneventful and rewarding. Those on Mithoria can often be seen wearing muted colors and clothes that allow for a lot of movement. Due to the fact that Solar Sails and ships are the main form of travel on this planet, people tend to wear clothes that will protect them from the sun and wind, but allow them the fluidity to be able to maneuver their craft without concern. Mithoria's diversity in people has caused them to have a wide variety of languages spoken, making it a lot easier for foreigners to communicate even with the locals.

Phides C11: The Free Planets | Countess Amaelea Nappoul | Senator [Unavailable]
A moon of the planet Matroth, a barren wasteland that is uninhabitable, and yet Phides C11 is an oasis, filled with beautiful greenery and a wide variety of flora and fauna. A dense rainforest covers the planet, causing the weather to generally be humid and rainy, outside of the small patches of clear sky that you will see when you are in the cities of Phides C11. This moon is primarily a farming moon, the resources that grow on it are highly sought after outside of Phides, causing them to have a rather successful exportation business. These materials are often used to generate fuel and sustainable housing for the more barren and dangerous planets and moons. The inhabitants of Phides C11 tend to be quite friendly and welcoming, not knowing the strife of war or famine. Because of this, they are extremely welcoming to all travelers and refugees, offering them a roof over their heads and food in their stomachs. Their leader, Countess Amaelea, is known for her sharp intellect and ability to broker peace agreements with even the most hostile individuals. Due to the fact that people from Phides C11 rarely leave, there is only a small percentage of immigrants or refugees, causing the moon to be a a more monoethnic place. They rarely speak any common tongue outside of those who work in the trades, making it difficult to communicate if you are not somewhat knowledgeable of their language. The people of Phides C11 often wear loose-fitting fabrics that allow plenty of airflow and movement. They tend to leave their skin exposed in order to absorb as much sunlight as possible.

Ungorix: The Empire | Duke Sorru Tahma | Senator Hiesha Rulune
An incredibly technological planet, it is very distinct due to the fact it is completely made of metals and is split into nine plates. Because of this, natural life such as trees, grass, and even flowers are not found, only being brought back through trade or growing them in greenhouses. The inhabitants of this planet are known for their extreme intellect and ability to invent and build robots and androids without much trouble. Life is fast-paced and technical, everyone is a cog in the machine, working to keep the planet running. Each plate of Ungorix serves a different function and houses different tax brackets. The higher the plate number, the poorer the people who live there are. The people of Plate 9 suffer the most due to being completely cut off from natural sunlight and warmth, causing them to rely on artificial heating and light. The presence of The Order is extremely prevalent here as they police each plate and keep everyone in line. The main source of income from Ungorix is their intellect and inventions. Many inventors and scientists are hired by the Empire and other planets, bringing in a rather healthy income. The inventions are extremely popular off planet, causing many to buy in bulk. Life on Ungorix can be intimidating and uninviting to those visiting or hoping to move there. The people tend to be rather blunt and somewhat detached as they are so focused on the welfare of their planet’s technology and their own work that they don’t have time for idle chatter. Their leader, Duke Sorru, is a very stoic and strict man, not having time to deal with rebellion or disorder. The common language is the secondary primary language, meaning that everyone knows how to speak their native language and common. The clothing of those on Ungorix is very clean, muted in color, sharp shapes, and form-fitting.

Olmelara: The Free Planets | Queen Ashemi Thendaa | Senator Zeerth Fels
A planet made up of 85% water, it is a place that feels as if it came straight out of a dream. Beautiful oceans wrap around the planet, supporting diverse and colorful life under the waves, while a kingdom rests on some of the only land available, the rolling valleys and domed buildings creating a peaceful scenery. The kingdom of Olmelara is generally quiet, with only tranquil sounds of nature and music making their way across the waters. As one of the most influential of the Free Planets, Olmelara is blessed with the fortune of good income brought in by trades and marriages. Due to the large amount of water, there is a huge industry involving water power, fishing, and even precious materials that grow deep in the water. Because of this good fortune, the people of Olmelara are known for their luxurious clothes and homes, even the poor own comfortable homes and businesses, something that is quite rare, especially for planets as large as Olmelara. It is governed by a monarchy, the current queen being Queen Ashemi, known for her fairness and her diplomacy as she works to achieve peace across the galaxy. The people who live in Olmelara are peaceful and tend to be slightly aloof but not unwelcoming. They are curious and creative, always eager to express themselves through clothing or performances. This is a popular place to vacation, leading to there being a large influx of travelers during the warm months. Olmelara is generally a polyglot nation and therefore it is common for residents to speak multiple languages fluently.

Sion Z97: The Empire | Duchess Yeveh Palisam | Senator Miash Ansollim
A moon of the planet Vurun, a world made of bitter winds and acidic air, Sion Z97 is a welcomed surprise, at least under its surface. At first glance, Sion Z97 is a barren wasteland, the whole moon surrounded by thick swirls of clouds and ice, mountains of snow, and icebergs covering the surface. But underneath the frozen ground, a world unlike any other exists. Beautiful bioluminescent lights cover the cities of Sion Z97, the uniquely shaped buildings, and dwellings being carved from the material of the moon itself. While there is not a large population on Sion Z97, there are many who are important to the function of the Empire. The most experienced pilots and members of The Order have come from this moon, the harsh and frigid atmosphere making it an ideal training ground for the most severe weather and situations that one could encounter. Due to the climate and hostile alien life that inhabits Sion Z97, it is not a popular place to visit and instead is usually avoided. But this doesn’t mean the inhabitants view it that way. Those who live under Duchess Yeveh’s guiding hand, understand that hardship and perseverance are what will get anyone through dark and difficult times. The people of this moon are strong and do not bend their knees in times of sorrow and war. A bit reclusive, the residents of Sion Z97 are often regarded as closed-off and uninviting, preferring to focus on their own rather than strangers. Those who visit or live here will wear multiple layers of thick hides and furs, covering almost every inch of their bodies, protecting their eyes from the harsh sun glare that threatens to blind those who aren’t prepared.

Ierus: The Free Planets | King Joren Otteraa | Senator Ura Matissa
A paradise of lush green forests, rushing rivers, gorgeous lakes, and floating mountains, Ierus is a place that attracts the attention of all who visit. Known for the floating buildings and landmasses, those who wish to visit must have access to a ship at all times if they are to get around anywhere. Once part of the Empire, they are a symbol of hope and rebellion within the Free People and therefore have more weight in the Democratic Council of the Free People, which can be a good or bad thing depending on who is sitting within the government. Currently speaking, there was an internal revolt, a half-brother seeking to steal the claim of his elder sister once their shared father had passed. This caused strife throughout the kingdom and planet as those who supported their usurped queen were imprisoned or killed. Now a usurper holds the title of King and may steer Ierus towards destruction if he continues down the path he is pursuing. The citizens of Ierus are known for their charm and social intellect, often being able to convince the most frugal man to spend coin at a local race. There are many forms of income here and the nobles of this planet are known to keep a certain amount of space between them and the commoners that they govern. There are many radical thinkers who reside here and they are often very vocal, protesting and advocating for those in need. There are many languages spoken on Ierus as it has served as a refugee planet for some time after it’s departure from the Empire. The residents of this planet are often dressed in very fine fabrics and jewelry, but it is more subdued unless they are of nobility.

Kovuna: The Empire | Duke Krazza Nehann | Senator Eedna Koteli
A planet of red rock and unbearable heat, Kovuna was once uninhabitable, unable to support any life, especially nothing human. But that all changed as more and more people began to fight against the aggressive lifeforms on the planet to start the construction of their great city. A large city in a dome was created, keeping the harsh elements and monsters from harming the residents of the planet. Within the dome, a utopia of sorts was built, with lush greenery and even small rivers running through the city itself. The dome, which was invented by the people of Kovuna, is similar to that of a force field, allowing ships and individuals with the proper identification to enter the city without fuss. Still, guards and droids arm the perimeter of the city, keeping it safe from those who would wish harm upon them. The main source of income for a planet as harsh and tumultuous as Kovuna is rare gems and precious oil that can power a city for years at a time. Due to how small the city is compared to the rest of the planet, it can be difficult to move here, leading many of the residents to be less than welcoming to strangers appearing at their doorsteps. But there are those who fight against the harsh nature of the planet and have set up small towns and cities across the red rock desert, learning to live with the planet instead of against it. Those who live in the deserts of Kovuna usually only speak in their sign language as any extra noise could attract the attention of predators, while those within the main city usually speak the common language as well as their own native language. The clothes differ as well, those residing in the desert often wear clothes that hide their skin from predators and help them blend into their surroundings while those in the main city will wear bright colors and unique fabrics, unafraid of what waits for them outside of their dome.

Tisne: The Free Planets | Countess Yudirre Evulun | Senator Ryrkis Moth
A planet with multiple suns and moons, the sheer heat has since dried out Tisne and created a great desert planet that never seems to end. The Great Dunes of Tisne have been immortalized throughout time, as many great battles have been fought there and many hidden creatures discovered, causing this planet to be a hub of activity from dawn until dusk. Those who go to Tisne are searching to erase their pasts, hide who they are, and escape the eyes of the government and judgment that would push them to death or jail. There are many types who stay permanently on this planet, and many are not the most kind. Due to the fact this planet is most unregulated, save for their two rules, it attracts many who would do harm onto others, whether that is physical or emotional, there are characters here who do not wish to make friends or do any good. Many illegal and illicit things can be found and purchased on this planet due to the black market, making this the perfect place to receive books on dark magick and things of that sort. The government of Tisne tends to turn a blind eye to what goes on, often just satisfied to be cooped up in her palace, away from the poor scum that inhabits the planet. The residents of Tisne can be a mixed bag, some being kind and genuine while others would sooner put a blaster bullet through your stomach than have a civil conversation. Due to the sheer amount of runaways, outcasts, fugitives, and wanderers on this planet, many languages and species can be found, creating a rather rich melting pot of culture. The clothing on this planet is usually like all desert planet garb, loose fabrics to protect the skin, muted in color, and of poor quality.

Raegantu: The Empire | Duke Cavresh Yndor | Senator Zovih Olozre
A planet that has the ability to make anyone feel as small as a bug, Raegantu is a place full of mystery and wonder. Everything on this planet is much larger than any other, causing the cities and the palace to be built within the trunks of the trees and other flora that are sturdy enough to house people. Life here is unique and bizarre, many creatures that populate the glowing forests are undocumented anywhere else. Raegantu is a planet that never is dark, whether it’s the two suns that fill their sky or the glowing of the planet itself when the moons come out. Life here is complicated at best, but those who inhabit this strange place have little reason to want to move elsewhere. Deeply connected with naturally occurring magick, Raegantu has learned to harness it into orbs of power that can help enhance weapons and even armor so that the wearer is able to withstand more and even improve their magick for a short period of time. This is something that everyone in the galaxy is desperate to get their hands on so it’s not surprising that the Empire was eager to bring this planet into its control. The people of Raegantu speak their own native language but use common as their secondary due to the immense trade business that the planet deals with. Their clothes vary from loose-fitting and lightweight to form-fitting and sturdy, most likely due to the variety of jobs that are available on this planet.
Available Roles.
The Rangers: 0/4 — Rangers are the most gifted trackers and hunters, being able to find their mark in different galaxies if they need to. They are known to blend in with any crowd and disappear into any landscape. They are difficult to find and are even trickier to defeat if someone were to be caught up in combat with them. They no longer have a home planet and very rarely do they see one of their own kind. Elusive, they normally avoid any situation that would draw attention to themselves, desperate to stay out of sight.

The Order: 0/6 — Knights, generals, commanders, those who have trained in The Order often have very successful military careers and often serve or council nobility. They are usually extremely talented individuals, but some are considered to be frauds, only rising through the ranks due to money and political positions. The Order is often feared by commoners of all planets, knowing that their weaponry and magick could very easily spell their death. Rarely does one in The Order travel alone, and their employers always make sure to have a decent amount on hand, just in case.

The Nobility: 0/4 — No matter the planet, there is always nobility. They govern the inner workings of their planets, with the assistance of their Senators and councilmen, and are often the causes of many of the wars. Nobility can be a gift or a curse, depending on the wielder. Some use their position of power for the greater good, seeking to help their people and economy. Others will use it for evil, wasting money, raising taxes, sending innocent people into pointless wars. There is a certain level of unease when dealing with nobility as no one knows what they might do. (PM me for nobility options!)

The Brotherhood: 0/6 — Much like The Order, The Brotherhood has ultimately been established on every planet, protecting the innocent and true. They are the assassins that deal justice upon the corrupt and powerful. The are only whispers on the wind, a ghost story to keep people in line. Or that is what people tell each other. The Brotherhood operates secretly in plain sight, training and preparing to correct those who wish to harm the commonfolk. They are lethal and effective, being able to go toe-to-toe with those in The Order.

The Scavengers: 0/6 — Commoners who have no choice but to make a living off the scraps of others. They are resourceful inventors that know how to survive off nothing but the dew the morning brings. They can adapt and survive in almost any condition, making robots and weapons out of what normally would be considered trash. Highly intelligent, they are forced into poverty due to things outside of their control, usually making them radical and unaligned with political power or anyone in authority.

The Senators: 0/4 — The right hand of all reigning nobility in the Empire or the Free People, Senators will represent their government and planet in whatever Congress or Galactic Senate they are apart of. They are selected by the reigning nobility and will often advise and assist their monarch with all things political, including war. Extremely persuasive and charismatic people, they can be dangerous to oppose. The second most powerful position in government, this power can be easily used for evil or greed, making it highly sought after. (PM me for senator options!)

The Treasure Hunters: 0/8 — A group of treasure hunters from the planet Mithoria, they have been traveling the galaxies in search of the most precious and rare treasures that anyone can find. They have hunted down myths and legends, only seeking glory and riches. It is said that they have stolen ships with the ability to form new planets, androids that truly seem to be human, and jewels that give them more wealth than any emperor or king to exist. Dangerous and unpredictable, always watch your pockets around this lot. (PM for available positions!)

The Pilots: 0/4 — Talented individuals when it comes to ships of all kinds. Masters of their crafts, they can be exceedingly difficult to catch if not on foot. Many of them participate in the races, an event that many of the planets participate in. Thrill seekers, they are often too daring for their own good. A good pilot is needed for any adventure, meaning that anyone with skill will charge quite a price. They are loyal to their ships and their money, making it difficult to hold onto them if another employer offers a bigger paycheck.

The Mercenaries: 0/3 — Nobody knows the true story of a Merc and nobody needs to. They joined The Guild to make money and to do work that nobody would dare to do. Some of them come from The Order, while others may be retired from The Brotherhood. Sometimes, if you are lucky, you'll find a royal that has taken this job. There is a wide range of skill here, so the bigger the payment, better the quality. They stick to their own moral compass and the rules of The Guild, nothing else.

The Rebels: 0/6 — They have opposed their government and in turn have become enemies of the state. On the run, they have often found refuge in smaller, poorer planets, where they spread word and rumor about the corruption and evil they have experienced. Most are from the Empire or the Imperium, causing them to hide within the Free Planets, hoping to stay hidden from the blades of their old rulers. Some rebels may seek to start a rebellion, to raise an army and win independence for their people. Others are content to caution those interested in moving to their planet.
Welcome to 𝐁𝐄𝐘𝐎𝐍𝐃 𝐓𝐇𝐄 𝐒𝐓𝐀𝐑𝐒! This roleplay is inspired by Star Wars, Dune, Treasure Planet, Titan A.E., etc. and other various Sci-Fi movies/games, which is why roles and lore will be similar/the same as my inspiration! This is going to be an ADVANCED roleplay and needs to be treated as such if you are applying! This is NOT first-come-first-serve, meaning you will be accepted via PM if I feel your character is a good fit. If you do not receive an invite by the time I specify, that means your character has not been accepted. That being said, Discord is required for this roleplay as it will be our OOC since it's far easier for me to keep track there. This roleplay also has an 18+ rule as I simply do not feel comfortable with having minors in this roleplay. I will be providing a plot summary and F.A.Q here just in case anyone needs it!

Frequently Asked Questions.
What species can we play?
• You can play as humans, aliens, cyborgs, etc.! If you would like to play a non-human, just run it by me first if they are going to have any special abilities or attributes that I should know about. If you are playing a non-human you can also opt out of using a face claim and instead write a detailed description of the character. If you would like to use a face claim, AI-generated images are NOT allowed and instead I suggest you use illustrations that can be found on Pinterest or Tumblr!

What kind of weapons can characters have?
• You have free reign over weapons (only if they aren't OP) and so you can pretty much turn anything into an intergalactic Sci-Fi weapon! Light sabers, various blasters/guns, energy whips, energy bows, whip swords, etc. the world is honestly your oyster! Just run it by me if your weapon is particularly powerful!

Do all characters have magick?
• It is rare but some people are born without magick. Most possess it, even in small quantities. Those who do not possess strong magick usually only have very basic foresight which allows them to have better reflexes, (ie. they will catch a cup right as it starts to fall without even noticing it) but that is about it. Those who possess stronger magick will have more abilities and will be marked in their personal files as being a high magick user.

Is there a Dark Side?
• Just like all stories, there is indeed a 'dark side' that the characters can cross into. This can mean they started to learn dark magick or they simply have turned evil and therefore are no longer walking in the light. The dark side mainly pertains to the morals and magick of a person.

What is dark magick?
• Dark magick is forbidden and mostly forgotten. It contains curses and abilities that can kill far too many people and can destabilize governments and planets. Dark magick takes its toll on the user as well, infecting them with the dark powers, causing there to be visible physical changes. It is obvious when someone is a prominent dark magick user and therefore they will become a very highly prized criminals with an extraordinarily high bounty.

Will characters travel to different planets?
• Yes they will! Now for those with multiple characters, they do not have to travel to other planets if they do not wish to, but those who will are more than welcome to and will experience different conflicts and adventures!

Is there a character limit?
• Currently there is a six character per user maximum, however if you are applying I would suggest starting with one or two just so you can meet the deadline!

Can you have multiple nobles, senators, or mercenaries?
• No! You may only play one senator/noble/mercenary as these are more limited roles and therefore nobody can hog 50% of them. If there comes a time when those roles are still open and applications have closed for good, you may apply for an additional senator/noble/mercenary.

What do the senator and nobility roles do?
• So with roles such as the senator, characters most likely will play senators that are either on the run or have been replaced by the current leader of their planet. This means they will have the connections and knowledge of a senator but potentially without the government influence (yet). For nobles, there will be a range of heirs, children of current rulers, possible rivals, and even runaways. All of the nobility and senators will be hiding their positions as people can collect bounties on them if they return them to their home planet.

Do those from the Empire get along with the Free Planets?
• Generally the Free Planets are more welcoming than those from the Empire, but tensions are still there with both of them. It is not uncommon to see them fight or disagree as their politics and ultimately morals tend to be drastically different.

Plot Summary.
For one reason or another, you have abandoned your home world and landed in Tisne, a planet that is known to attract those who wish to disappear and those of a more unsavory nature. It is a planet with rules that really boil down to two things; keep a weapon on you and one eye open. This world, though violent and unpredictable, has allowed many to disappear into hiding, living out the rest of their days without worrying about being brought back due to a bounty. But due to the tensions rising between the Free People, the Empire, and the Imperium, even a planet such as Tisne cannot shelter you forever. You, along with many other characters, will go through various efforts to run for bounty hunters, stop civil wars, win back birthrights, and even go against the Imperium itself.

This roleplay will focus heavily on the characters alongside some plot-specific events. Due to the wide range of character types that can be played, there will be multiple types of adventures and experiences that the characters will go on. They will travel to other planets and moons, fight unique villains, assist in civil wars, and even potentially form a rebellion! There are endless options of what you can do, but there is the backbone of these specific events that will keep the core of the roleplay on track. Character development is very key to this roleplay so things such as character death, trauma, romance, and general drama will occur and is always encouraged! There will be options to play any spectrum of moral alignment for characters and specific plot points/events will be available for those who align under those values. If you have any questions regarding the plot or lore, please DM me! I am simplifying it for now but it will be expanded upon in the server!

Roleplay Rules.
• This roleplay is 18+!
• You must have discord as the ooc will be located there
• You do not have to have any Star Wars knowledge to apply, this is just inspired by Star Wars and other Sci-Fi media
• This is NOT first come first serve
• You can have up to 6 (six) characters if you can handle them! However, THEY MUST BE BALANCED!
• Characters will all be 20+ years old
• No OP characters or weapons
• Realistic face claims or detailed descriptions will be allowed! (For those making non-human characters, AI is not allowed! You may use illustrations though.)
• This is an advanced roleplay so I am expecting multi-paragraph in-character posts
• Please keep characters balanced.
• Be kind to everyone
• All of RPN's rules apply
 
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  • AERAGON VOTAS
    AERAGON VOTAS

    i will uphold my oaths and i will protect them with my life.

    Basics
    full name. Aeragon Votas
    nicknames. None
    alias. None
    age. 23 years old
    gender. Cis. male
    pronouns. He/him
    sexuality. Heterosexual
    occupation. General in the Order
    species. Human
    alignment. Rebel Moral
    home planet. Ungorix
    role. The General

    Appearance
    face claim. Hayden Christensen
    height. 6'0"
    eyes. Blue
    scars. Facial scars, surgical scars on his right arm, various other scars all over his body
    modifications. Cybernetic arm

    distinguishing features. Scar down the right side of his face across his eye, cybernetic right arm from the elbow down, prominent Adam's apple, straight and furrowed brows, cleft chin, beauty marks and freckles

    style. He tends to wear darker or more muted colors for his robes, browns, black, red, and blue. He usually wear his robes and sometimes a large black cloak in order to hide his identity. He always wears a black leather glove on his right hand, and sometimes will wear a matching one on his left. His style has not really changed since arriving on Tisne.

    Personal Items
    weapons. Saber —

    Knife —

    magick. He has mastered his first three stages of magick, foresight, visions/prophecies, and force control, which has allowed him to develop his magick further. He is able to now persuade people and cause them to act in whatever way he wants. This only lasts for a period of time and generally cannot effect more than two people at a time. There are various stipulations that come with this ability, but it is something he can easily work around. In general, he is also able to use his magick to help enhance his ability, using the fore-control technique on his body or others. (ie. jumping, grabbing something, pinning someone, etc.) More coming soon.

    notable items. Moon pendent — A carved crescent moon pendent out of a silver metal, it has various intricate details on the front of it, something that would have taken a lot of time to create. On the back, there is a small engraving of Aeragon's name, as this was left with him when he was abandoned as a baby. He has since carried it with him, a reminder of the mother he never knew, and his oath to uphold the sacrifices that were made to get him to where he is now.

    Persona
    likes. Early mornings, late evenings, reading, stories, paintings, organic life, natural sunlight, helping others, protecting loved ones, training new Order members, exploring, different planets, protecting his home

    dislikes.

    fears. Breaking his oaths, losing the planet, not being able to protect someone
    habits. Spins sabers and knives when fighting, messes with his cybernetic arm a lot when he is stressed,

    strengths.

    weaknesses.

    vices.

    virtues.

    Background
    history.

    Character Questions
    Why is he on Tisne?
    — He is currently on Tisne due to the Runaway having fled the Empire. He encouraged them to go to Tisne in order for them to hide from any prying eyes.

    How long has he been on Tisne?
    — He has been on this planet for X amount of time. He's not the biggest fan of it.

    What does he think about a potential war?
    — As someone who is working within the higher ranks of the Order, he is no stranger to the war that is brewing. He has been aware of it for some time and is preparing for when it will finally happen.

    Who does he align with?
    — He currently aligns with the Empire and his own personal beliefs. However, he does not necessarily disagree with the Free People's ideology.

    Does he have a bounty?
    — Currently he does not have a bounty as the Empire is aware he is 'hunting' the runaway down.

    Would he fight in a war?
    — Yes, he swore an oath to protect his planet and people. He will gladly die doing so.

    Additional Information
    Feel free to add any additional information! If you have any questions, please contact me!
    coded by social
    currently a wip
 
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b761c24d5cbde3410611433e35dc1612d0d84364.gif



Basics
Full Name: Finn
Nicknames: None
Alias: He aint cool enough for one.
Age: 37
Gender: Male
Pronouns: He/him/his.
Sexuality: Ladies only, please.
Occupation: here
Species: Human
Alignment: here
Home Planet: Any of the listed planets excluding Creos!
Role: Ranger

Appearance
Face Claim: Charlie Hunnam a la Rebel Moon
Height: 6'4"
Eyes: Baby blue
Distinguishing Features: Man bun.
Scars: Man's covered in em.
Modifications:
Outfits: What they generally will wear!

Personal Items
Weapons: Do they have any weapons? If so, what are they? What do they look like? How do they function?
Magick: Do they have magick? If so, how does it present? Is there any specific ability they possess? Remember that magick is tailored for the user so outside of basic foresight, visions, and levitation/telepathy, nobody should have duplicate magick! Also understand that the more powerful the magick, the more cons/limitations you need to think of to balance it out. If you are having trouble, please PM me!!
Notable Items: Do they have any notable items? If so, what are they and what significance do they hold? For pilots in particular, please list their ship if they have one!

Persona
Likes: 4+
Dislikes: 4+
Fears: 2+
Habits: 2+

Strengths: 3+
Weaknesses: 3+

Vices/Virtues: 4+ each! Please have one sentence explaining each one or feel free to write it out in paragraph form.

Background
History: At least two paragraphs! If you would like your character to have some mystery you can!
Family: Optional

Character Questions
Why are they on Tisne? (For nobles and senators, there will be specific reasons why they left their home planet)
How long have they been on Tisne? (This can be days or months, it's up to you!)
What do they think about a potential war?
Who do they align with? (the Free People, the Empire, or the Imperium)
Do they have a bounty? (Do they have a bounty on their head? If so, how high is it)
Would they fight in a war?

Additional Information
Feel free to add any additional information! If you have any questions, please contact me!
 
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'Jacques Sanjermin'
High Concept:
Escaped Imperial Supersoldier Experiment turned Vigilante
It is in the nature of tyrants to make swords. It is in the nature of swords to fell tyrants. Thus has it always been, thus will it ever be.


  • 1715791341511.png
    Full Name: 'Jacques Andalero Sanjermin' (Pseudonym)

    Nicknames: 'Jackalope'

    Alias: Project Kensei - Subject A5 'Palatine', 'Paladin'

    Age: 24

    Gender: Male

    Pronouns: He/Him

    Sexuality: Heterosexual

    Occupation: Vigilante

    Species: Human (Augmented)

    Alignment: Chaotic Good

    Home Planet: Ungorix

    Role: The Brotherhood
 
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The Runaway Noble



  • Basic
    Appearance
    Persona
    Hist.
    FC \\ alena mikhailova

    Full Name: Medea Darathi

    Nicknames: Dea

    Alias: Ren

    Age: 22

    Gender: Female

    Pronouns: She/Her

    Sexuality: Bisexual

    Occupation: Noble

    Species: Human

    Alignment: Neutral Moral

    Home Planet: Ungorix

    Role: Runaway Noble



 
Last edited:
Basics

Full Name:

Szravilik Zahravabanyi

Aliases:

Slave-Tyrant-Worm, Hrozina Vezelev, Bio-Terror Unit #86, various military designations and bounty hunter ones.

Age: 150

Gender: Considered incapable of reproduction. Species has no real concept of gender beyond reproductive capability which is not seen as having anything to do with personal expression.

Pronouns: He/They, otherwise uncaring.

Sexuality: N/A

Occupation: N/A (insurgent)

Species:

Vrexul

Enormous arthropoids resembling a combination of stapylinid and carabid beetles with phronima and coconut crabs. Averaging around six foot ten to 12 feet on average with bodies both dense in build and sharply segmented in structure, they are capable of bipedal and parallel-to-ground motion. They possess typically six primary limbs with between four to 12 auxiliary ones. They are noted for being highly capable in terms of using syncretic augmentation technology; a natural evolution beginning when they learned how to use parasites as additional limbs, organs, and for biophysical enhancement. Their bodies are also covered in a tough exoskeleton often with multiple moving components making them appear almost robotic or mechanical in nature. Antennae and feelers can be retracted into their heads or around their necks while they tend to have sensory appendages hidden across their limbs and bodies.

They are born as large insectoid larva with armored grub-like bodies thickly built but elongated in their predatory nature that grow from around six feet in length to later on sometimes as large as saltwater crocodiles. They pupate between seven to ten years of age, becoming pale-bodied juveniles then pupate into bipedalism-capable adults around the age of 13 to 16. Genetically inherited survival instincts and communication capabilities means that they do not need to be as heavily socialized as say, humans and other mammalians, retaining sapience and animalistic survival skills alike when of age.

Much of their technology casually blurs the line between cybernetic and biomechanical, owing a large part to a philosophy that does not truly differentiate between the ideas of artificial and natural. Quite a bit of it involves living components capable of interacing with one another and their users, with even their brains and nervous systems capable of naturally adapting to a variety of integrated technologies. This can extend so far as to having individual computational/brain-cores throughout their bodies, the ability to remotely control deployable organisms and drones stored within themselves, being able to directly connect to digital systems with specially grown bioorganisms and a variety of other strange capabilities.


Alignment: Rebels and The Free People.

They in particular assist with and aggressively support various revolutionary sects.

Home Planet: Ierus

Appearance

An enormous creature standing at roughly 10 feet tall, Szravilik's body sports a very broad upper body not necessarily just their shoulders but general thorax, shaped like that of carabids and staphylinid beetles, almost sharp in appearance save for the strangely smooth underlying construction beneath all of the layered bandoliers, auxiliary limbs, turret-like appendages, and other complex components. Their primary arms are on this section - two large and almost crab-like ones ending in long fingered claws capable of combining to form decapod-like pincers. Their head has a partially flattened predatory appearance almost shovel-like if not for various areas of semi-crested carapace, ocular pods containing multitudes of smaller eyes, and the vicious assortment of mandibles, feelers, and palps that passes for a mouth.

Their midsection is rather dense and almost crustacean-like as such, out of which emerges a pair of longer and relatively more slender arms ending in digits similar to the primary arms. A third set is located between them of similar construction. An additional six limbs shorter and more precise in their form emerge along their body, all of which sare capable of retracting and extending as needed. His legs end in clawed protrusions with a wide surface area and grip but can also fuse together to form something akin to armored boots. If he lays on his stomach he resembles something akin to a house centipede made bulkier and more like a devil's coach horse beetle, often unfurling all of his limbs for more rapid movement.

Distinguishing Features:

Difficult to determine; from a glance they are nearly indistinguishable from any other seasoned vrexul veteran of the various insurgencies, guerillas wars, revolutions, and general history of armed violence associated with his kind. There *are* however certain markings kept hidden within their own exoskeletal armor used as signals to those they have traveled and worked with closely; symbols of centipede-like organisms constricting stars and multi-limbed horrors crushing the skulls of tycoons and royalty between serrated mandibles considered visual crimes of hatred by many and icons of defiance by others.

Scars:

None that last due to regenerative treatments.

Modifications:

Too many to individually name. Like many vrexul in the military or combat-oriented roles, their entire body is a living network of various parasitic symbiotes, arcane cybernetics, and unholy combinations of both. Many of them augment their already impressive physical capabilities but also functionally render them a cyborg of sort - capable of scanning, analysing, digitizing, and otherwise experiencing information in a way akin to a robot but without strictly requiring digital systems to do so. There are specially developed artifical organisms within their body capable of interfacing with various electronics. It can be said that Szravilik typically focuses on detection, scanning, targeting, and other forms of perception and not necessarily just using sight. Olfactory sensors, tactile hairs, even some auditory systems ensure that they are uncomfortably good at tracking down their quarry.

Outfits:

Does not really apply to them; their kind never really developed the concept of "clothing" given they are encased in exoskeletons. They do however have a variety of cloaks, shrouds, "capes", and heavy fabrics they use to obscure their full appearance and can sometimes look like a very large monk of some sort.

Personal Items

Weapons:


Damnation Knell Infantry-Platform Assault Cannon
As befitting of such large and powerful beings, the default "assault rifle" associated with many of them would be a crew-served heavy machine gun in anyone else's non-twelve-fingered hands. A scaled down ETC gun of interlocking biomechanical systems, it may not have the raw range and power of a rail/coil/gauss rifle but it does have a higher rate of fire, easier maintenance, and is compatible with a wider range of munitions. It fires the equivalent of .50 caliber rounds in the form of metal-laced bioreproduced spikes capable of turning a lightly armored human body into an unrecognizable misting mulch. Its rate of fire is slow compared to actual assault rifles and it cannot be silenced except with extensive modifications, but its popular name (far easier to pronounce than its actual one) grew so pervasive simply because that is what it felt and sounded like to be shot at by it.

Dual Serrated Fog Anti-Infantry Suppression Guns
A pair of wrist mounted rapidfire weapons analogous to submachine guns but firing wriggling centipede like living rounds that dig into targets before bursting into a short ranged burst of shrapnel. While its rounds are fairly small and its range is comparable to an actual SMG, it can suppress targets very easily with its raw rate of fire and the slight homing effect of its projectiles. It is not very good against heavily armored targets but it can disorient them or wear down vulnerable spots on their armor. With certain modifications and attachments, it can be made to fire out its rounds in clusters that explode into storms of shrapnel, turning it into a fragmentation grenade launcher.

Vitrificator Bio-Plasma Cannon
Unlike his other two firearms, this one is actually made of multiple independently stored components within his body that combine into a shoulder mounted cannon, firing a semi-biological and pseudo-liquid like glob of energized fluid behaving similar to plasma. This is a weapon that takes time prepare and load but when fired has a fearsome effect akin to a scaled down energy mortar, capable of charging shots for additional effect. During the various insurgencies he had participated in, this weapon could sometimes trick Imperium and Empire forces alike into thinking they were being attacked by a greater force than they actually were. If the right components are acquired, it is possible to turn the weapon into a sustained beam cannon.

Other
Szravilik carries a wide variety of grenades (lethal and nonlethal), survival supplies, communications devices, fluid containers, navigational equipment and so on, used to operating deep in the wilderness of jungles, deserts, and ruined cities alike. There are a variety of drone machine-organisms that inhabit and are created/birthed within their body that can also be deployed typically for surveillance, menial tasks, biting and hounding foes, or if he's willing, suicide bombers with explosives attached to them.

Magick:

Szravilik's powers include the common foresight and levetiation though they're expressed rather unusually - namely, that he has to use the various organisms and drones within his body to do so. He is under no illusion of being skilled with any of these. Typically when activated they are used to to directly "see" through his drone-organisms if their electronic components are jammed, or to sneakily move and trigger traps without the need to physically touch them. For these simpler skills, the organisms they controls serve as the conduit for their activation and they simply do not seem to work unless they are deployed outside of their own body.

Yet for their distinguishing magick, Szravilik can use a multitude of drone-organisms to augment their scanning capability immensely. Equal parts visual magnificantion and something like a starship's scanner suite, they can more easily attempt tasks like attempting to find hidden objects, irregularities in terrain, weaknesses in a structure, or what is hidden behind various visual or spectral obstructions. Its use is obvious for tasks such as scoping out targets, hunting down elusive enemies, and inspecting an area for hidden passages or vantage points. Yet this requires him to deploy a number of drone-organanisms in order to do so and has a slight wind-up time to activate. Prolonged usage also generates anomalies (magical, electrical, thermal, etc.) whether around the drone-organisms or around them; meaning that heavy usage can possibly give away their position to threats.

Notable Items:

Mysterious Keepsake - A collection of various mismatched armor shards of unknown sources and some sort of personal significance to Szravilik. It appears to be very old and a number of the components do not appear to be vrexul in origin.

Persona

Likes: Populist rule of a population, exploring the wilderness, reading banned political literature, the decimation of the ruling classes, eating very raw food, organizing the masses against his enemies, burrowing in the ground.

Dislikes: For-profit political-economic systems, class stratification, imbalances of political power, weak-willed ruling bodies, selfish people, "ideologically flimsy individuals", most gastropods, overly sterile architecture and design sensibilities.

Fears: The loss of genuine revolutionary consciousness among oppressed peoples, the fate of his prior squads, whatever happened to the people he grew up with in his childhood.

Habits: Collecting/consuming/analysing fauna and flora in new locations, gestating new sorts of drone-organisms within their body in their free time, collecting weaponry from allies and enemies, digging burrows into the ground and other surfaces, climbing up vertical surfaces for un.

Strengths:

Freakishly physically powerful and with highly attuned senses, with a wider field of vision and overall vastly superior sensory perception than a human.

A veteran insurgent typically in guerilla warfare with some experience fighting "professionally", at home in the wilderness waiting for hapless enemies or stalking them through corridors and streets.

Deceptively mobile if travelling belly-down with all limbs, capable of climbing as insects do as well as burrowing and even moving underwater though at the bottom of a body of water rather than swimming.

Repairing machinery and to a lesser extent, biological bodies using their own bio-resources and various medical supplies; a necessity in their line of ork.

Commanding others typically in a leadership role in terms of combat as well as building up revolutionary groups as a community leader.

Vicious close quarters combatant. He has little need for melee weapons typically given what his limbs are by default and he has a lot of limbs.

Deceptively sneaky - capable of burrowing into the ground, burying themselves with rubble, creating complex camo patterns, and otherwise looking like dead scenery when they want to. When moving belly to the ground, they can be uncomfortably quiet and sneak up on threats who are not as perceptive of their surroundings as they should be.

Weaknesses:

Big target; even at their fastest, Szravilik is considerably easier to target and hit with various firearms due to their raw size.

Weapons like anti-tank missiles and heavy-duty rail guns normally meant for destroying vehicles can target them more easily than conventional infantry due to their raw bulk and size.

Extra damage taken from high output plasma (ie. heavy weapon type plasma guns or charged shots), microwave, thermobaric/sustained extreme heat type energy, multi-charge-munition round (ie; armor piercing with fragmentation type secondary charge), and if they can puncture enough of Szravilik's body first, electroshock weaponry.

Magickal capability is fairly middling with fairly few combat applications.

Can have difficulty crossing certain areas due to size, weight, and bulk.

Due to how many individual components they have, while they are good at self-repair, they also have more to repair if they get seriously damaged which is fairly time and resource intensive.

Vices:

Generally intransigent person who is often quite blunt and willing to be harshly honest with others.

Not necessarily 100% honest with others and often hides true intentions.

Can become very loudmouthed and aggressive when political subject matter is brought up - quite unpleasant than to most.

Has less qualms than others about brutalizing others, even if unarmed and legally considered innocent, if they are the "right kind of jackbooted pseudo-sapient drivel" in their eyes and might honestly enjoy it.

Unresolved anger issues tend to manifest in the above but not exclusively there. Those who touch his buttons especially concerning his checkered past run the risk of activating his wrathfulness.

Virtues:

Genuine believer in the power of the masses to affect popular change and truly desires for the common people to create a rule of their own not beholden to sheer maximization of profit. To this he genuinely will try to help strangers in need if he can, even if his mission is often larger than the scope of individual moments of generosity.

Far more charismatic than they look; Zahravabanyi knows how to galvanize a crowd of peasants, a huddled group of demoralized soldiers, or the downtrodden members of a community. In spite of their bristly exterior, they can express caring in a powerful manner and with a sense of fairness that makes them part of the bedrock of an organized group.

A good teacher. Years of fighting alone and with allies has taught Szravilik a lot and they are more than willing to share with others. Power may come out of the barrel of a gun but it is hands that must hold it and hands whose muscle memory needs to be instilled. To that effect, he has few reasons to keep his secrets of his trade hidden as long as they believe that they can be used to advance his own goals or those in need.

Spending years fighting alone and in small tight knit groups taught them to be very good at adapting to situations where they do not have much in the way of advantages over the enemy. Szravilik learns quickly; something they had to do in order to not die and they are always willing to expand the list of their skills even if for mundane tasks such as cleaning and cooking.


Background

History:

A veteran of various brutal wars both for and against the Imperium and the Empire, Szravilik Zahravabanyi has served both sides of brutal hegemonic power games whether as a soldier or a mercenary alongside the vrexul legions integrated or employed by both. The allure of territorial gain and becoming established members of society and material reward alike have pushed them to fight with savagery and cunning, and it is here that both mind and talents were honed, shattered, and reforged. At the behest of foreign masters decadent as they fattened on the fruits of others, Szravilik grew cynical towards broken promises and increasingly needless brutality; most of their kind had been forced onto ramshackle hive-ships and increasingly they saw their plight with the the common folk rather than high lords.

What came next is ambiguous; at some point he had vanished from the military during a series of vrexul revolts, brutally suppressed but which lead to mass radicalization of defectors and desertees. At this point, Szravilik moved through a variety of insurgent revolutionary groups, joining the various rebel factions and quickly making power grabs to establish whatever factions they supported. Being amongst the most revolutionary and hardline anti-corporate/monarchic/imperial/royal of resistance groups, they and their allies did not necessarily get along with other rebels and in certain cases this lead to internal purges and aggressive ideological conflicts - something that only further shapened their increasingly aggressive beliefs.

During this point in time, Szravilik was engaged in a variety of intense typically guerilla-type conflicts against both hegemons they had once been fighting alongside and had gained a reputation as a terror on the battlefield. More specifically, various "vrexul terrorists" had - many of which thought to be differing high value targets, in reality often Szravilik after various modifications to their loadout. Yet for the great powers, the vrexul insurgents were notoriously difficult to not only identify but generally root out; something they went to great lengths to deal with and something that left Szravilik alone for long stretches of their life and their various homes and hiding places no more.

They have since mostly vanished from the stage but in recent years, bounty hunters have attempted to hunt down the culprits of a series of assassinations, mob lynchings, data leaks, armed assaults, and sabotage missions that appear to be lead by multiple vrexul that seem to match now very old records from various prior conflicts.


Family: N/A. Vrexul do not have the concept of a biological family.

Character Questions

Why are they on Tisne?

The last squad deployed there has gone silent. They need to find out way and most likely take their place as the agent in the field ready to act when needed.

How long have they been on Tisne?

Four months. Long enough to know where to hide and who to keep an eye on and to figure out the locals.

What do they think about a potential war?

It is a matter of time and having the right assets in place. The cost will be great but the consequences will be disastrous... but not for the him.

Who do they align with? (the Free People, the Empire, or the Imperium)

The most radical and hardline revolutionary elements of the Free People.

Do they have a bounty?

Yes and no. No in the sense that the various aliases and designations out there refer to various vrexul insurgents/terrorists/guerillas that the powers that be think are still out there, unaware they are him. Yes in that some bounty hunters believe they know who Szravilik actually is but have not entirely figured it out yet.

Would they fight in a war?

They already are. All that is happening currently is the loading of its bullets.
 

Vara Berris


  • “Everyone has to care about something.”

    Full Name: Vara Berris

    Nicknames: “V”

    Alias: Sparrow

    Age: 24

    Gender: Female

    Pronouns: She/Her

    Sexuality: unexplored (probably bi)

    Occupation: part-time mechanic, fulltime rebel

    Species: Tellarian*

    Alignment: Rebel good

    Home Planet: Mithoria

    Role: Rebel

    *Tellarians are an almost fully humanoid race, the only features distinguishing them are their blue-green skin tones and barred scales that trace the bridge of their noses and trail down their necks and backs. There are also scales on their forearms and shins. Their hair can come in a variety of colours from deep black to strawberry blond and is usually thick and curly or else wiry. Tellarians are quick to learn new information and have good memories, able to apply many detailed pieces to a puzzle or plan at once. They generally are sponges for information and as such, often fill clerical positions, such as accounting or book keeping. They are a generally peaceful species that believe the spread of knowledge can overcome brutality. That might be why their planet came under the empire’s suspicion.




Grim Lesso


  • Grimm full body.jpg

    “Who better to bring to a dogfight, than the dog, eh?”

    Full Name: Grim Lesso

    Nicknames: NA

    Alias: Grim is his Alias, his birth name is Gaboor Vorsk, though he has kept no record of it.

    Age: 42

    Gender: Male

    Pronouns: He/Him

    Sexuality: Hetero

    Occupation: Pilot

    Species: Laporian*

    Alignment: Chaotic good

    Home Planet: Sion97

    Role: Pilot


    *An alien with wolf-like features and a humanoid body shape. Both males and females are built thickly and boast great strength. Hearing and night vision is slightly above average for species in the galaxy. Coat colours come in a variety of blues, grey and browns, often with a soft, metallic sheen and can have a wide array of markings.
    Vision specificity averages about 80 frames per second, making them naturally good pilots with fast reaction times. Their dog-like legs are equipped with dexterous toes and they sport a long tapered, prehensile tail to aid in climbing. Their hands have four fingers and extra thumb where the pinkie finger would be on humans, giving the hand an odd but elegant symmetry. They possess canine teeth, but molars are flat, more like a bear than a wolf. Their ancestors were arboreal, and so they are excellent climbers, able to scale walks with little purchase, and grab and lift their own body weight with their tails. In a fight, they can use their tails as a balancer and lash out with their thick legs like a kangaroo. In worlds where they are not common (most worlds) they are generally lower-class citizens, and they are referred to as “dogs” by the more insensitive or xenophobic.
 
68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f5632774f4f3563625a7955346c513d3d2d3733333132303038322e313539663434376432373761666538323633333137363336343331342e6a7067

Basics
Full Name: Yara Marin
Aliases:
Age: 20
Gender: Female
Pronouns: She/Her
Sexuality: Bisexual
Occupation: Medic
Species: Human
Alignment: Rebel Good
Home Planet: Ierus
Role: The Brotherhood
Moodboard here!

Appearance
Face Claim: Han Eu Ddeum
Height: 5'5
Hair: Light brown, Curly and reaching beyond her collarbone
Eyes: Dark Brown
Distinguishing Features: None that necessarily stand out.
Scars: n/a
Modifications: n/a
Outfits: Yara usually wears lightor neutral colors; preferring soft fabrics that allow greater movement. One can usually find her in a white tunic, whose fitted sleeves fall to about three-quarter length, a light blue poncho or gray utility jacket, depending on the weather, paired with fitted light trousers and knee-high combat boots of similar colors. When working she usually sports a leather utility belt wrapped with a string of multicolored beads.

Personal Items
Weapons: Yara's first and only weapon is a standard-model blaster painted with a small, strange inscription on it's side. She is not the original owner.
Magick: Yara has magick ability to the usual extent, though she does have the potential to advance if given the proper guidance. Her sharp reflexes and gleaming intuition are not neccesarily different from other living beings, though she does possess a trained ability with telepathy.
Notable Items:
Multicolor beaded chord belonging to her deceased brother.
Medium-sized crossbody bag holding several items: sterilized scalpel and scissors, gauze, disinfectant liquid, pain relief tablets, suture kit, bandages, nutrition bars, small flashlight, water canteen, and a notebook

Persona
Likes: Picnics. Fruity drinks. Learning new suture techniques. Research. Reading. Nighttime.
Dislikes: Mathematics. Cramped ships. Dry climates. Temperature extremes. Travelling too far from home.
Fears: Losing a patient. Losing loved ones. Becoming attached to others. Being a disappointment.
Habits: She'll often absently suck on a strand of her hair or the tip of her finger.
Strengths:
• Yara is self-confident due to her upbringing and does not struggle with feeling unable to complete her goals.
• She was conditioned to be self sufficient at a young age, and does not feel very dependent or in need of help.
• Yara is a sensitive and compassionate person. She's talented at intuiting others' needs and expectations.
• Like others from her homeworld, Yara has good people skills. She has no problem talking to most people but has no experience with those on the "alternative" side of the law, as she grew up rather sheltered. This can create difficulty relating to others.

Weaknesses:
• Yara has difficulty letting go of ideas, and tends to become very attached to outcomes and expectations. This may look like oversentimentality to others. She is averse to the idea of loss, both people and things.
• Yara doesn't always feel secure in who she is. She has trouble separating herself from the idea her parents have of her and who she expected herself to become. This conflict will most definitely grow during the course of the narrative.
• She struggles to fully trust others outside of her homeworld. This would seem couterintuitive to how she'd been raised, but Yara is smart, and understands the unpredictability of other beings.
• She has a bad habit of overpracticing when she really doesn't need to. This leads her to exhaustion and burnout more than she'd like.

Vices/Virtues:
• Altruistic - Yara is often the first to jump in to help, even before being asked. She can hone in on a situation or a person in need and devote herself completely to them without thinking of herself. She will go out of her way to help, even if this compromises her own needs.
• Balanced - When the situation calls for it, Yara has the ability to remain neutral and see many sides of a situation. She is not one to jump to conclusions.
• Cooperative - Yara values teamwork and has little trouble getting along with others. She enjoys working in groups and fast-paced environments to reach a common goal.
• Judicious - She valus the opinons of others and makes room to hear them. Yara can be considered diplomatic; always intending on reaching a fair outcome.
• Impetuosity - Yara can be impulsive when it comes to making decisions. Though measured in her decision-making, she doesn't always think ahead as she should.
• Untidy - One would think her a clean person, what with being a doctor and all. Unfortunately Yara isn't the best at keeping her space tidy, and can sometimes appear flustered.
• Melancholic - Yara has a quiet sadness about her-- a sign of previous hurts unhealed. Yara thinks often about her brother and feels stuck in this way. She believes that like many others who've experienced hardship, time doesn't heal all wounds.
Rebellious - Seemingly counterintuitiveto her primary traits, Yara is sometimes known to her cohorts as having a rebellious streak. More tha once she's avoided her superiors' advice in favor of what she thinks is the best way, and hasn't always succeeded. While her ablities in medicine and magick can usually save her from harsh consequences, this tendency towards insuboordination and possible arrrogance is a dangerous quality to have.


Background
History:

Yara was born on Ierus to Cinda and Shin Marin; philanthropists and cousins to the planet's nobles. Her childhood was ripe with learning, travel, and outreach to those in need, and she learned a great deal about the world in this time. Yara's experiences in academia were of high quality as well; giving the opportunity to mingle with those of the highest classes, and gain an idea of how to blend in with them should she need. When Yara was eight, her parents adopted a boy, Leon-- a refugee she'd been told-- from the conflict on a nearby planet. He was her same age and quite talented with magick; something Yara was not familiar to for the most part. For the very first time in her life the girl had a true friend and companion-- something she cherished maybe a little too much.

Leon got sick when they'd reached their fifteenth year. It was a human illness not usually seen anymore, but one that despite their wealth of access to medical treatment, took him within the year. Yara and her family were devastated and the girl knew she'd grieve for her brother for many years to come, if not for a lifetime. Following several months of withdrawal from diplomatic responsibilities Yara decided on a different path. While her upbringing had steered her towards careers in politics or outreach which she did genuinely value, her experiences, as they do, urged her towards another. Pretty soon the girl began having dreams of strange places that seemed to beckon her, as if Magick itself was gently guiding her towards a different way. At 16, Yara resolved to join the planet's only medical academy. It was small yet prestigious, and the need for medical reinforcements on other planets was growing enough to warrant her acceptance to the program, despite little prerequisite in the subject. Most of all though the prospect of being able to help those who had the same affliction as her brother had was reason enough for the girl to see this path through. Her training lasted nearly four years, and in that time she mastered not only the basics of healing the physical body, but the ability to use her mind as well. Telepathy was Yara's strongest magick ability and as a trained medic this proved a great asset. When they ventured out into the field or to remote locations where the locals might not have spoken the same language, she could reach into her patient's minds and intuit what they were thinking. This not only made her job much easier but it served as an asset where other medics might have fallen short. As a result she gained a reputation in her cohort for being unusually talented. Shortly after turning 20, was asked to accompany a small group to the planet of Tisne in service of travelers who might have otherwise gone without. It was to be a six-week trip, in tents and makeshift clinics where patients could come and go. A crash-course for a fresh graduate, to which Yara jumped headfirst.

Nearing Present Day
And so she arrived on Tisne. One night, about three weeks in, she was approached by a man as she was clearing her things away for the evening. He was older and grizzled, appearing to be injured. It was much too late to accept another patient but she relented. He was hunched over; his arm clutching what she could only assume was a wound on his abdomen. How he acquired it she couldn't tell.

"Why don't you sit down here, sir?"

He was oddly quiet, but she expected that of the older types. They didn't like to show weakness. As she turned to grab some disinfectant from the adjacent table Yara became suddenly aware of the man's eyes on her. Her senses prickled, bleeding into hightened awareness while her back was turned. Before she could understand what was happening, she heard movement behind her. Yara made to turn around, but was halted by a set of massive hands on her shoulders, then her mouth and nose. The girl let out a muffled gurgle intended to be a scream as she felt a pinch on her collarbone, and her awareness blackened.

(My thought for Yara was that she would be in a position to join the Brotherhood in order to learn to protect herself from the people who want revenge for what Yara's parents did to her brother, but that this creates a whole lot of inner conflict, being that she'd be a doctor learning to become an assassin. In exchange for transportation and protection, she'd offer her people skills and medical knowledge, but most definitely still has to prove herself.)

Family: Shin & Cinda Marin, Leon Marin

Character Questions
Why are they on Tisne?
On a mission to provide medical care to those in need.

How long have they been on Tisne?
3 Weeks

What do they think about a potential war? Yara certainly doesn't want one to happen, and is concerned about what would happen to her family of so. However, she doesn't necessarily feel in immediate danger.

Who do they align with? The Free People

Do they have a bounty? Yes, somewhat high.

Would they fight in a war? Probably not.
 

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