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Futuristic Descendants of old Earth (Characters)

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Blemmigan

Illusion is eternity. Machines will live forever.
CHARACTER INFORMATION

The basic character form. You can fill it in exactly as listed here, or add your own fields, swap them around, add code, etc.

Name:
Age: As an incredible coincidence, the galaxy uses "standard years" which are very similar to our own years. Based on old Earth, of course. You can also include homeworld-specific years, if you'd like.
Race: Just the name of the alien race here: there'll be a species sheet to fill in, if you're using your own!

Physical description: Here, describe your character specifically rather than their species as a whole. You can use images if you prefer, but a little writing is always nice, to fill in the information that an image can't provide. What would it be like to stand in front of them?
Personality: Some suggestions include: aspirations, fears, likes and dislikes, how they react in a crisis, how they get along with others/in a group, and their opinion on humans and the New Earth project as a whole.

Background: World of origin, upbringing, education/career (whatever's relevant!). Ultimately, what brought them to their current situation? If a sympathiser/activist, what triggered that? If a human, when were they taken, and how long have they been out in the galaxy?

For all the following fields, "none" is a valid answer :v You don't have to give your character weapons or assets if that wouldn't fit their profile.

Weaponry: If any. Note that many public space stations are considered conflict-free zones and will frequently scan for carried weapons.
Items and tech: Any relevant: by which I mean, try for things that are interesting/unique/relevant. Any more generic supplies can probably be assumed to in someone's possession, or bought later. So tech specific to YC's species, personal items, specialised equipment, and cybernetic/biological enhancements would all go here. Check the "lore" thread for a little more info on some tech.
Skills: Any relevant! Species-specific abilities would also go here.
Assets: If any- e.g. starship, property, funds, businesses, connections. Note: we'll probably have one starship used between the group, but any others can be parked and returned to later.


Code:
[b]Name:[/b] 
[b]Age:[/b] 
[b]Race:[/b] 

[b]Physical description:[/b] 
[b]Personality:[/b] 

[b]Background:[/b] 

[b]Weaponry:[/b] 
[b]Items and tech:[/b] 
[b]Skills:[/b] 
[b]Assets:[/b]


SPECIES INFORMATION

If you're using a species of your own (or adopting an existing one!) then here's where you fill out the revelant information.
Fields marked "optional" are just that, and the text after the field name is really just suggestions for what you could include. Feel free to rearrange or merge fields if you wish, as well as add anything extra!
Accepted sheets will have the post linked to in the "lore" thread beside the species' name. You can post the character and species sheet either separately or together.


Name: Of the race. Can also include demonyms (name: humanity, demonym: humans)
Representative: Who speaks for them in the Assemblage? Usually this is the overall leader of the race across all planets, in which case give their title. If none, why? Are they a minor or eremitic race which, for whatever reason, has no seat at the Assemblage?

Description: The big one. If using an image, please add anything extra that would help others write about encountering members of this species in general. So things like average height and variations in appearance. Bear in mind that all of these races will have descended from humans, so will retain some resemblance in terms of size, shape and atmospheric/chemical tolerances. Partly for plot reasons, too. Basically, they'd all need to gather around a table to talk to one another if need be.
They definitely don't need to be a straight-up rubber forehead alien, but no fifty-foot star worms, please. Sorry ):
Any personality traits or attitudes common to the race will also go here.

Homeworld: Optional! Name and brief description.
Prevalence: How common are they? On roughly how many planets are they the dominant lifeform? Do they have an empire? Are they a usual sight all over the galaxy, or are they far rarer?
Preferred environment: Where did they evolve/genetically alter themselves to be most comfortable? Or where might they have an edge over other species?

Abilities: Optional! If mentioned in the description, include again anyway. Things like night vision, flight, the ability to shoot laser beams from the ears (note: no laser beams, please. Sorry). Other common talents like aptitude for intelligence or the arts also can go here.
Contributions: Optional! What products does this race commonly build, produce or sell? Technology? Food? Music? Or what might someone on the other side of the galaxy own that's [species]-made?
History: Optional! Because sometimes there's not much you can say. But if you've an idea, how did they first establish themselves and become who they are today? Were they a participant in the New Earth project?
Reputation: Whether good or bad. When someone from another race sees one of these aliens, what is their immediate thought? What assumptions might they have about them?


Code:
[b]Name:[/b] 
[b]Representative:[/b] 

[b]Description:[/b] 

[b]Homeworld:[/b] 
[b]Prevalence:[/b] 

[b]Abilities:[/b] 
[b]Contributions:[/b] 
[b]History:[/b] 
[b]Reputation:[/b]
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Doubles as an example and a daft writing exercise!

SPECIES INFORMATION


Name: Human (Human, humans, the human race/humanity)
Representative: None. They are not officially recognised as a contributing intelligent species.

Description: A featherless biped. Humans typically have two arms, two legs, and are usually covered in fine hair, with substantially more on the top of the head. The distribution across the globe means that humans are a variable species, with average height, weight and colouration depending on location and ancestry. They are social creatures, and like to form groups. Average height ranges from roughly 155 cm to 180 cm. But you all know what a human looks like. Two eyes, one mouth (with teeth), opposable thumbs. Breaks down food with acid. Reaches speeds of up to 45 km/h.

Homeworld: Earth (sometimes referred to as "New Earth", or "the New Earth Project"). A planet with one major moon, and 70% of the surface covered in water.
Prevalence: Rare. Aside from Earth, there are no human-dominated planets or stations, and no member of the species has left the Earth-moon system of their own accord. Other races removing humans from the Earth is strictly prohibited... but still happens.
Preferred environment: On land, most often in temperate climates, though humans will comfortably live in all kinds of environments (desert, polar, mountainous, tropical, above water) if food and shelter are available. Even more so if they are able to construct specialised technology and tools.

Abilities: Most notably, endurance, coupled with an ability to adapt and thrive in all kinds of locations. They build strong and empathic communities, which assists with longevity and survival of the group as a whole.
Contributions: Currently, humans do not willingly contribute to anything: their numbers are too small. They are novelties and curiosities, viewed as closer to pets than to members of respected sapient species. Ownership of humans is illegal everywhere that galactic law has power, as is removing them from Earth, but in certain circles having one is seen as a status symbol. Alternatively, the more curious types will get hold of one to study. They quite frequently go missing, and many of them adopt a nomadic lifestyle to stay one step ahead.
History: They developed naturally from when they were seeded on the Earth. In the early days, there were some alien visitors (most notably the Hume), but when it became evident that some humans were revering these encounters as visits from the gods, contact was cut off entirely. Over time, their development both technologically and politically has been hindered, in an attempt to keep them safe and pure.
Reputation: Typically humans are viewed with pity, or embarrassment, or confusion. It's not uncommon for those lone humans in the galaxy to make something of themselves and have money, property or citizenship on certain planets or stations, but overall they are stereotypically viewed as too simple to really understand any of it. A "human-run" business or enterprise is almost guaranteed to fail once the novelty wears off.

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Name: Mysae (Derivatives: Mysa, Mysan)

Representative: His Eminence-- impossibly ancient Mysan ruler. He tends to get involved in his people’s activities as little as possible and has a very laissez faire philosophy toward both politics and economics. Select few know very much about him or his rise to power centuries ago, or the secret to his apparent immortality. His quick wits and intimate knowledge of history make him a formidable opponent, and he radiates an aura of dangerous cunning. He is known to show little interest in the majority of legal matters, even when they directly affect his own people. Most of his business takes place in secret and behind closed doors. Pretty much everyone is aware that he is a scheming bastard, but if he has ever violated the trust of the Assemblage, no one has caught him at it.

Appearance: Though, due to their prolific nature, Mysans are incredibly varied in appearance (particularly in size, stature and skin color), there are a few physical commonalities that distinguish them from other races. Mysans tend to be thick-skinned, in both the literal and figurative sense. Though not hard enough to be considered a carapace, humans would consider Mysan skin to be like one giant callus. The Mysae are also known for their large protruding ears. Their shape depends on the subset of the species, but it is a common custom among many cultures to pierce and decorate them with gleaming jewels. Mysans have six fingers on each hand and six toes on each foot. The texture and color of their hair, like humans, differs according to genetics, but tends on average to grow more quickly than humans, resulting in Mysans with either incredibly long hair or hastily shorn locs. As stated previously, Mysans vary wildly in size and stature, ranging between three and eight feet in height. They also seem to have no general qualms about bodily modification, and in fact have a reputation for cybernetic (of course, not to the extent of the archivists) or biological implants, and all kinds of cosmetic surgery.

Common Personality/Attitudes: The Mysae are a nonviolent though not necessarily benevolent species. They are supremely adaptable and resourceful, and have an easy time getting along with most peoples. In general they are very very good with money and have a strong hold on the economy (if they’re not running it) on any planet that they inhabit. The cultural attitude toward money in their case is like a game-- think a long drawn out game of intergalactic monopoly. Their attitude toward other races doesn’t vary too much from their attitude toward their own, except that they might consider the others a bit more naive and fussy.

Homeworld: It is hard to pinpoint a common homeworld for the Mysae since they are so interspersed throughout the galaxy, but many trace back their lineage to a large rocky planet called Walmart (the name of the New Earth superstore being an unfortunate coincidence).

Prevalence: Very common. Most worlds that have connections with the rest of the galaxy are host to at least a group of them. However there are very few places where the Mysae are the dominant species, simply due to the fact that they are not very interested in conquering planets.

Preferred environment: Simply put, the Mysae evolved to be adaptable to any environment. While this doesn’t give them certain environmental advantages that other races have, it allows them to travel quite freely.

Abilities: Again, adaptability! Their respiratory filtration allows them to breathe air that would be toxic for most species that hadn’t specifically evolved to survive in those conditions. They are also incredibly resilient and can withstand great amounts of pain and discomfort. Many (not all!) are naturally quite intelligent and great at recognizing patterns.

Contributions: These guys, aside from creating economic theorems, are pretty much moochers. Mostly they benefit off of the advancement of other races, though they are excellent at making alterations to technologies to make them more accessible and multi-faceted.

Reputation: tend to be considered a bit of a nuisance, but ultimately harmless. The Mysae are pretty much everywhere so most other races have had to come to terms with them. They’re seen as a bit hedonistic and superficial. Many consider them to be untrustworthy swindlers, but they are always in high demand as lawyers due to their ability to find loopholes in the system.
 
Name: Acacius “Ace” Huxley

Age: 26 (though she doesn’t keep track and probably wouldn’t know)

Race: Mysan

Physical description: Ace is tall (standing at roughly six feet) and strong, with a charming smile and laughing eyes. In short, she’s big ol’ dumb jock. Her hair is russet brown and horrendous-- she cuts it herself and she isn’t good at it. (Why she doesn’t just shave it all off is anyone’s guess.) Her ears are pointed but floppy with innumerable piercings. She’s got tattoos up and down her arms that don’t really mean anything. (Half of them she got because she lost a bet and the other half are either ludicrous pin-up girls or cool-looking skulls.) As for her wardrobe, Ace tends to splurge on flashy but tacky clothing items, all of which clash tremendously with each other. She favors bright colors and bold prints, and has five pairs of increasingly ridiculous boots.

Personality: Ace is just here to have a good time. She likes the idea of being fabulously wealthy but would probably have no idea what to do with the money. Ace comes across as kind of dumb to most people, but though she has a hard time with abstract ideas and plans, she is excellent at practical improvisation and understanding the movement of bodies through space. She’s got this sort of boyish charm that causes people to let down their guard. Manipulating people is second nature to Ace, and she’s good at it as long as she doesn’t try too hard or think too long about it. Hates being in one place too long. Ace is irreverent and reckless to the point where it has put her in life-threatening danger on multiple occasions. Has sort of the aura of a greasy used car salesman, except like, attractive? Aspiring himbo who is pure chaotic neutral. Has very few opinions on humans, except that their music isn’t half bad, actually.

Background: Ace is a smuggler of forbidden human relics. Basically she obtains and sells toasters, walkmans, and a bunch of other human junk to collectors across the galaxy. She was born on a small agricultural settlement in a more remote part of space. Her father worked as an attorney for tax-evading corporate farmers. Pretty much from the moment she could comprehend her situation she was bored to tears by it. As soon as she got the chance she stowed away on a cargo ship that had come to pick up supplies. Since then she’s been scamming and cheating her way to the top (the top being a subjective term).

Weaponry: small blaster that she keeps on her at all times, as well as a few knives that she keeps on her person

Items and tech: a bunch of outdated human stuff that didn’t sell, including a dvd player, a gameboy, and a nook e-reader filled with only trashy romance novels

Skills: talking her way out of situations, brawling when she can’t talk her way out of situations, a decent shot but not an excellent one, a sub-par pilot but not a terrible one, pretty good with technology in general, always wins at drinking games, breaking and entering, has gotten pretty good at pac-man, knows the basics of several languages, great at networking (knowing the right people), aaaand she’s a champion arm-wrestler.

Assets: Her connections to wealthy human enthusiasts could prove useful. She also has a run-down starship which she can (arguably) pilot (depends on what you call “piloting”).
 
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Name: The Archivists
Representative: None - due to their intrinsic connection and straightforward democratic process, any Archivist can speak for all, barring the excommunicated.

Description: (OOC: I can’t honestly think of anything better to put here than the wonderful lore Blemmigan has already put to paper. Why tangle with perfection?)

Prevalence:
Low - Due to the daunting intensity of becoming and being an Archivist (biomechanical augmentation, devotion to enlightenment, total loss of privacy) and little effort put into recruitment, combined with their wide spread, Archivists are an uncommon sight to most of Galactic society. They tend to gather in larger quantities only in busy hubs like refueling stations or planetary capitals, and those in the backwaters could go their entire lives without coming across one (though backwaters, by nature of their uniqueness, can also be a destination for an Archivist).

Abilities: Archivists embrace biomechanical augmentation of body and brain more readily than any other group in galactic society, and as such are on the cutting edge of it, enhancing their bodies to be more effective and longer-lasting. Their defining quality is their mental access to a communal bank of all memories and knowledge of Archivists who came before and who still are, called the Archive. Every sensation experienced by an Archivist from the moment of their inclusion is recorded and stored in the Archive, without exception.

Contributions:
The Archive affords the Archivists a nearly deific ability to recall knowledge about any given subject, and while this does not automatically translate into practical skill, it does make them uniquely gifted problem-solvers and innovators in all fields of science. When other avenues to overcome an obstacle fail, a galactic citizen may try to bring their issue to an Archivist and receive a uniquely well-informed answer (though it may not always be to their liking).

History: (OOC: N/A for now- this should be discussed between the Archivist players and Blemmigan, probably!)

Reputation:
It is known that Archivists value diversification of their ranks, to access the full scala of experiences a living being can have. Yet, many share similar principles of close-guardedness especially in matters of the Archive, and due to their assumed roles, they may act with detachment to strangers, leading to a mostly false but highly pervasive perception by the rest of Galactic society of Archivists as solitary outsiders who cast their shrouded eyes over society in judgement and conceit.

Though they’ll happily make use of an Archivist’s talents, few people will make the effort to build a relationship with one, but when they do they tend to be pleasantly surprised.
 
Name: Katach

Age: 27

Race: Archivist

Physical description: Standing at 5'5, Katach uses unbridled spirit to compensate for their diminutive stature. Their dark grey, slim-fitting, pocket- and gadget-covered exosuit is standard fare for Archivists, unassuming but functional. Katach's entire arms and legs are clearly and notably prosthetics, support structures, servos and wires exposed to the elements rather than sitting under their exosuit (for ease of access and repair, and to not impede the built-in augmentations). The legs end in digitigrade, talon-like feet.

Their neck and head are covered in the same dark, technologically complex exosuit material except for the masked front, which is covered in a geometrically aligned grid of metallic triangles that periodically shift in hue. One conspicuous accent piece is their crimson wraparound cape, usually kept open-fronted and emblazoned with the Archive insignia, hanging to just below their knees, with a quick-release clasp to avoid cape-based injuries.

Personality: Katach is the antithesis to the common stereotype Archivists are beholden to; boisterous, unrestrained, plainspoken and bordering on hyperactive, they are as open and without reserve as anything that hides its face and true name can be. When they set their mind on something it can be exceedingly difficult to pull them in any other direction, but they will subject themselves to someone they consider a capable leader, and they’ve no trouble being a team player with those they trust.

Katach isn’t easily disrupted even by life-threatening situations, toeing the line between daring and reckless when they jump into action with a “no second thoughts” attitude; if anything, they seem to enjoy the adrenaline rush. Katach’s greatest passions are tinkering with advanced robotics, uncovering information and artifacts thought lost to time (or hidden from them), and participating in (and archiving) any manner of righteous civil conflicts. Valuing freedom of body and spirit above all, oppressors and enslavers are their only true enemies.

Once, Katach saw the New Earth project as an interest, as observing the human population granted the Archivists a treasure trove of data; but especially now that their planet is dying, they think it equally interesting and much more ‘humane’ to lift the veil and introduce a wealth of new living beings to galactic society.

Background:
When their pre-Archivist days are inquired after, Katach will offer zilch. At best, they may reflect on their apprenticeship under the Archivist Niemand, which led to their eventual inclusion with the Archive. Whether this absolute confidentiality is a result of their dedication to ‘enlightenment’, or due to their early life being anywhere from unremarkable to traumatic is not known. The especially observant can pick out pertinent details from their skillset and general worldview, though; Katach is prodigious in robotics in a manner that seems self-taught, for one thing, then later enhanced by the Archive.

For the past decade, Katach has been trawling the galaxy’s less-trodden hyperspace lanes, rarely finding themselves in the same place twice as they took up odd jobs, experienced vastly diverse cultures and traditions, admired strange technologies and joined up with anti-tyrannical campaigns.

Katach uses gender-neutral pronouns, though their modulated voice is by most races’ standards considered ‘feminine’, leading to occasional use of femine pronouns by strangers, but they do not seem to mind this nor do they bother to correct it (the same is not true for masculine pronouns).

Weaponry:
Katach is a functional pacifist, meaning they’ll happily beat someone into the dirt, but it won’t lead to death or grievous permanent injury. To this effect they have a scala of non-lethal options for combat; electric incapacitation rods that extend from sheats in their arms and also serve to blocks attacks, injectable canisters of a fast-working, paralysis-inducing nerve agent, and stunning firearms effective at various ranges.

Despite their well-prepared approach, Katach has little combat experience that didn’t come from the Archive, and actually prefers to stay on the sides and interface with tech to help out while others take the heat, as a more experienced combatant could overpower them. They don’t have a problem with teammates killing in self-defense, as only they need to abide by their code.

Items and tech:
As an obsessive tinkerer, Katach has too many gadgets and projects to name taking up space all over their ship. Only a few are finished and see any regular use. Most notable is LASH, a robotic canine that rarely leaves Katach’s side when activated, assisting where it can but mostly designed for companionship.

Katach has made multiple upgrades to their robotic limbs. Aside from the greater strength and endurance compared to organic limbs, they come pre-equipped with such tools as heel-fitted jumpjets, talons that can wrap around pipes or dig into walls, and a slotting instrument in their hands that allows them to interface directly with a variety of common electronics.

Their mask is also equipped with various helpful tools. Vision can be enhanced into the infrared, thermal or electromagnetic spectrum to uncover hidden threats or targets, soundwaves can be amplified for enhanced hearing.

Skills:
Robotics and general electronics aside, Katach has large amounts of experience (both personal and archived) with software and encryption, which they put into practice by infiltrating networks to access targeted data, sabotage machinery or simply opening doors. Despite their gung-ho attitude, Katach has a decent grasp of tactics, and will readily supply teammates or leaders with advice on technical matters in planning phases.

As an Archivist, precious few things are truly unknown to them, and when a particular skill is required they will rapidly download the necessary memories- though as with any Archivist, how well they can make use of knowledge to succeed in practice differs depending on many factors.

Assets:
Katach owns an outdated, almost completely remodeled spacefreighter for the sole reason that it was cheap and offered lots of room for activities. It excels in no particular area- average hypervelocity, few armaments until Katach installed some EMP artillery themselves, little maneuverability. It is, however, more than sturdy enough for long-haul flights and exploring rougher sectors, and the empty cargo holds give Katach all the space they need to store and work on items.
 
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Name: Meduls (Medulic, Medullians)

Representative: The Meduls do not have a designated representative for the Assemblage. They are typically neutral in political views and simply prefer tackling matters that concern only their species. Due to the reduced interest in participation, when summoned to council, they merely send anyone of the citizens on a volunteer basis depending on the agenda or topics of the meeting that need their input. When multiple citizens volunteer, their combined consciousness is funnelled into a “Median” who is the physical manifestation (body) of their multiple identities. No one Median is the same as the concerns, even when it’s from the consciousness of the same individuals, differ and perspectives shift. In order to maintain decorum during these interspecies meetings, each volunteer or Median is trained briefly in matters of social interaction and the rules of the Assemblage.

Ideology/Belief/Social Views: Within the Medullic society, they do not have any specific ranks nor specific hierarchies. They have separate roles within their separate tribes/communities; however, no one role holds any more importance nor prestige than another. There isn’t necessarily any laws that prohibit a Medullian to act against their own liberty. They are individuals who operate on their own accord without needing a centralized form of power to dictate what is and isn’t allowed. On that the token, their central belief is “the respect and reverence for life”. With this belief, they are typically tolerant of each other and different species of their own; however, they prefer not to get involved in other political affairs that do not concern themselves. To other’s this may seem like selfish indifference; however, Meduls do not feel strong emotional bonds nor preferences or desires outside the central belief. They are individualists that work together under one fundamental belief.

Roles & Abilities:

HUNTERS - These Medullians are tasked with catching wild game and providing meat for their community. They are the pinnacle of athletic forms and usually have a sturdy build either by nature or gain strength through passing the trials that all Hunters are subjected to. There is no one way to train for a Hunter’s Trials. It is up to the individual to hone their abilities to suit the needs of the Trials.

Each Trial lasts 3 nights while each task serving as a pre-requisite for the next. The first night is ruled by the element of nature and foliage. The ability to communicate with nature and divert a separate consciousness into plants is essential for allowing Medullian’s to control their ability to camouflage while hunting. The second night is ruled by fire and the Medullian’s ability to connect to drakes, the Medul’s primary form of transportation. Drakes are a fire breathing reptilian species. In order to tame a drake, a Medul would have to feed them a Medullian egg (created by Gatherers). The egg functions as the initial connection between the Medullian rider and the drake. When the drake falls asleep, the Medul would activate their drake remotely (via the egg) and have to chase them in order to make the bond permanent. If a Medul is killed and cannot “break” a drake, they cannot proceed to be a Hunter. The third and final trial involves air. Most of the valuable game to the Meduls reside in floating islands with plates that constantly shift, a Hunter would need to be able to ride a drake to reach its peaks while maintaining anonymity with camouflage so as to not alert the prey.

GATHERERS - While all Medulians have the ability to be hunters, not all Medullians have the gift to be a Gatherer. Gathers, in Medullic society, are born with the gifts to transfigure natural elements with their ability to draw out an essence of themselves, called “Vitas” and infuse them into nature. This is quite different to the communicative abilities with nature that all Meduls are born with. Gathers can completely transform and combine separate elements into something completely new, bringing forth living technology. For example, gatherers can create temporary golems after they infuse their Vitas into collected drops of active magma and combine it with stones and boulders. Gatherers are the essential builders of the Medullic society. Moreover, each Gatherer’s path/profession are based on what piece of technology or aspect of society they want to specialize in - buildings, totems, essential weaponry, Vitas creatures (like golems), Medullian eggs, and other necessary living applications.

HEALERS - A specialized form of a Gatherer. As the title would suggest, a healer’s main specialization is to take care of the Medullians when they are injured or fall ill. Healers have the ability to infuse their own Vitas with another Medullian. Because not all Medullians are compatible, the Healer’s ability to heal is dependent on how matched their genetic code is with another Medul. The higher the similarity, via more shared branches within their blood lineage they have, the easier it is for the Medul to heal them. Different tribes of Medul have different specialized Healers for each one. On a positive note, the more exposure a Medullian Healer is to another tribe, the more they can expand their skills and better infuse their Vitas into members of that tribe.

KEEPERS - Those who are not able to become Hunters and are not born with the ability to draw out Vitas like Gatherers are destined to become Keepers. In fact, most Medullians fall under this role. Keepers are those who organize and store what Hunters bring in for food. They also assist Gathers and collect the necessary ordinary elements that Gathers need. However, their most vital role involves, the upkeep of their planet. Keepers are the care-takers of nature. They water crops, plant seeds, and make sure that their water source are clear and free from toxins. Keepers play an essential role within their society, for without them, Gatherers would have no elements to combine. Nor would the Hunters have suitable environments to camoflague in.

Description: The Medul are bipedal creatures with an external tail to help them to manage balance and allows them an extra appendage to hold things when their four arms are preoccupied. Their exterior is quite fleshy and free from an exoskeletons and cybernetic modifications. They have four eyes, each within equal distant apart from their extra large head. They don’t have hair or external appendages for ears. Instead, they have eight small, circular orifices above and below their eyes for their sense of smell and hearing. Their mouths spread quite wide; however, their teeth are more squarish and blunt as opposed to sharp to masticate their food. They are omnivores. Each hand possesses four fingers, three quite normal and the other serving as a “thumb”. Their feet; however, are webbed and have the same amount of digits. Their look is quite natural and feral, choosing garments like loin cloths and fastened bandeaus to cover their intimate parts. The most distinguishing part of a Medul, aside from their tail, is their towering height. They are six feet tall at their smallest form and can grow up to ten feet and onwards.

Homeworld: Work in-progress

Prevalence: Medullians are rarely found outside their own planet. Those who reside in other galaxies or stations may find themselves living this way because they have been exiled from their tribe. Medullians are built to live in groups, despite being individualists. For each Gatherer, there must also be a Hunter and Keeper present. Medullians who live in isolation find themselves more disconnected with their own abilities and less in tune with nature. Typically, the more Medullians are present within a tribe, the stronger their abilities are and the higher their rates of survival are. Individual Medullians who separate themselves from the group may easily suffer from malaise, if not, have mental deterioration that could lead to suicidal tendencies.

Contributions: The Meduls have contributions few and far in-between their own society. Until late, they were not an active participant in the galactic Assemblage. Their skill and knowledge is highly tailored to their Homeworld and their society. They have an extensive knowledge and aptitude to care for nature. They have an intuitive knowing for grouping with other Meduls; however, they can often feel out of place when they mix with those species outside their own.

History: Work in-progress

Reputation: To be determined by the Assemblage and other players.
 
Name: Phil Mansard
Age: Roughly 26
Race: Human

Physical description: Mansard stands at a little under six feet, is of passable fitness, and usually has the expression of someone who thinks he's just missed a joke. Most of the time, he's unshaven and generally scruffy, with black, curly hair that really needs cutting. Similarly he's dressed in whatever he's found that fits, a grey satchel bag slung over one shoulder and a few scratchy tattoos that look as though they were done by someone both drunk and blind. If you pictured him on Earth, you might expect him to be in a park shouting at pigeons, though he does at least act like he has some confidence. Essentially, he's managed to cultivate an air of someone not dangerous, but best avoided just in case.

Personality: The bewilderment is only background noise, a side-effect of spending his entire adult life adirft. in practice he's developed the habit of not caring if he fails, borne from an earlier conviction that things can't get any worse. He has something of a temper, which he keeps under control with varying success, but calms down quickly and moves onto the next problem. His social skills are tempered by suspicion bordering on paranoia, and he finds it difficult to really trust someone: even if he seems to be co-operative, he might flake out and escape if he gets spooked. That said, he doesn't hate being out in the galaxy like this: he's found a lifestyle that's almost comfortable, and has a pretty good handle of how things work or how to gauge a situation. But he's never felt like he belongs, and even though he knows everything has changed on Earth in the 7-8 years he's been away, he wishes he had the choice to see it again.

Background: He'd been at a friend's, for a 20th birthday party which turned into an argument, which turned into a fight, which ended in him walking home, drunk, across the dark countryside. Mansard doesn't actually remember being abducted- the first thing he was aware of was being tied up in a cramped ship, in front of two clearly alien creatures arguing in a language he half-understood. He would later recognise them as Mysae, trying to decide where to sell him, and he ended up as a lot in an illegal auction. He wasn't privy to the financial details, so all he remembers is waking up from sedation (presumably his shouting risked discouraging buyers) and finding himself restrained but alone. All it took to escape was him breaking his hand and then a window, and after only a few weeks of running he finally stopped believing that the whole thing was some kind of trick. A few people offered him assistance: first a group of Hume whose enthusiasm he quickly became suspicious of, then an Archivist who annoyed him, and then a couple of Mysae who he immediately slipped away from, before he could even find out how sincere or manipulative they were. Aside from that, he was left to figure things out for himself, working odd jobs and managing to get himself at least partially recognised as a galactic citizen. In all these years, he's only seen another human five times that he can be sure of, and only a couple of those led to (disappointing, frustrating) conversation.

Weaponry: A neuroelectric disruptor, or just a "disruptor"- essentially a glorified stun gun. Only has a range of about a metre, but delivers a powerful shock capable of rendering most people unconscious, and overloading machinery. Theoretically non-lethal, but results may vary between species, and as a result it's not legal everywhere. Using it quickly eats up the batteries, which are also expensive and can be difficult to find. But having it makes him feel better.

Items and tech: A basic and outdated translation implant, which he's needed to use less over the years as his English has morphed into Neutral. He also stole acquired a broken wristwatch, vaguely similar to the one he was wearing that night, which has no use other than to be a souvenir of the world he left behind. In a pinch, he could sell it.

Skills: He's a quick thinker and fast learner, mostly out of necessity, and has talked his way out of various situations (partly by bewildering the other party). Also, he has a passing grasp of a few specific alien languages, though greatly helped by his translator and a lot of miming. His technological talents are based more in percussive maintenance than any real skill, or finding someone else to do the work for him. He's also in reasonable shape, which is handy for escaping, and is by now an expert in at least not looking lost and vulnerable when he has no idea where he is or what he's going to do.

Assets: At the moment, nothing of monetary value. However he does have a few connections on some stations/planets, and a few names to drop on others: people who deal with illicit tech and dodgy dealings, though none of them will work for free. He did have a ship, but... well, not any more. He's stuck for now.
 
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Still subject to change

Name:
Eskeit.

“Two Eskeit. The Eskeit race.” -Blemmigan

Representative:
The Twins.

"The Twins are the official representatives of all Eskeit in the galaxy, chosen partly because of their exceptional synchrony, and largely because of their (comparatively) amiable natures.” -Blemmigan

Description:
Eskeit’s are varying shades of gold (from copper to yellow) in colour. An Eskeit’s skin is thick and durable, able to withstand several hits before breaking the skin.

They are bipedal species meant for speed and strength. They stand digitigrade, on two toed clawed feet. Their muscular legs are excellent for short or long distant sprints, and their wide chests are made for taking in oxygen to support long runs as well as their two hearts. Their broad shoulders support four arms, the arms on top are long and muscular, meant for regular use, and their other arms, though slimmer in stature, are no less significant. The bones in the second arm are quite flexible, able to turn and oppose enemies from behind. Additionally, these second arms can support the full weight of an Eskeit – should one fall back. An Eskeit can survive with one heart, should they lose one.

An Eskeit has four eyes on the front of their narrow face. The top set sees thermal images and the other would be described as an “average” eye; they are able to close one set apart from the other. Their ears are on the sides of their faces and are flat against their heads. Just below their ears are two “slits,” which (look a lot like gills) are how they breathe.

Eskeit’s are tall and stand between six to eight feet. Few are under six feet.

The colour of their skin is often dictated by the area they were born.

Of Murk: This part of the planet is home to the marshes and oceans. Their tech ranges from aquatic to semi-aquatic. Many Eskeit born here have deep bronze/copper shades in order to hide/hunt better in the water.

Of Lush: This part of the planet is home to dense forests, grassland, and plains. Their tech is designed for durability and agility. The Eskeit here typically are dull golds or lighter shades of copper in order to blend into their surroundings.

Of Brun: This part of the planet is known for its heat and barren landscapes. Their tech is meant for camouflage and speed. Many Eskeit born here have gold or yellow skin in order to reflect the heat and disguise themselves in the tan land.

Homeworld:
The people of Eskeit hail from Esk, a large planet with lush vegetation, murky water, and desert patches. This planet is as temperamental as the race that resides on it. Esk is known for dangerous storms that can arise at a moment's notice, but they can leave just as quickly. Their buildings are half underground which leads to their extensive tunnel system. The animals on the planet are large and aggressive; the Eskeit’s are able to telepathically commune with the beasts.

The planet is separated by the terrain (water, forest, desert). Eskeit who are born in one area are able to migrate to another to live, but they will always retain their birth title.

Prevalence:
There are few planets the Eskeit people reside. However, in the beginning, the planets they chose to land on were taken over by them. Though they often explore other planets, they usually return to their people.

Abilities:
Eskeit’s are excellent strategists, warriors, and at developing tech. They excel in practical sciences, combat, and weapon creation.

“When the communion of minds is properly managed and reaches its full potential, it gives the Eskeit considerable mental power, intuition and intelligence. As a race, they are known for their excellent, quick memory and unparalleled ability to learn, being experts in strategy, problem-solving and the practical sciences.” -Blemmigan

When an Eskeit has bonded, it is nearly impossible for one to hide anything from the other. They are able to know their bonds thoughts and feelings. Sometimes they can "cover" certain thoughts or emotions as long as another emotion or thought is "louder." This bond works over great distances, however, despite the closeness of their minds, they are two separate beings that possess distinctly different thoughts, emotions, and behave differently from one another. Though they may be similar and finish each other's sentences, their personalities and minds do not mold and become one even though they cannot live without each other. Typically, one Eskeit is more calm than the other, but this is not always the case.

Often, Eskeits will communicate through their link instead of aloud, which can frustrate those unlike them.

Contributions:
They have contributed a great deal to weapon creation, whether or not it’s intentional. Additionally, their skills with practical sciences and strategies continue to help others.

History:
"They were once a violent and warlike species, but their inclusion in affairs as a major race, while a contested decision at the time, calmed them tremendously.” -Blemmigan

Reputation:
Eskeit’s are one of the less popular species among the other races. They are proud, often viewing others beneath them. Younger Eskeit’s are more volatile than the older ones, making them more likely to be avoided when spotted. However, most prefer not to engage in conversation unless necessary because Eskeit’s tend to respond to others harshly, snapping or growling when they disagree or are bored.

Yet, despite their distasteful demeanor, the other races seek them out for their incredible minds and their ability to learn anything at an excelled rate. They are able to recall nearly anything they’ve learned and all are trained in the same way, providing an extensive pool of knowledge in a vast amount of things. Additionally, because their minds are connected, having one Eskeit is always truly having two, which enables twice the mental capacity, recollection, and skills at various tasks.

Though known for unpleasant temperaments, not all Eskeit’s have disagreeable dispositions.
 
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  • Name:
    Epathra of Murk

    Age:
    26

    Race:
    Eskeit

    Physical description:
    Epathra has shimmering copper skin with obsidian eyes. Though she is more slender than Medrath, she is no less formidable. Epathra stands 6’6” with a few scars along her four arms. Unlike many of the other Eskeit, Epathra has three webbed toes, which are a family trait.

    Epathra, like most Eskeit, is muscular and often wears the traditional garb of Eskeit of the Lush, which is a thick green material that hardens when hit. It covers her chest, back, and above her knees. Eskeit are not fond of footwear and never wear it when they are visiting their home planets, however, Epathra wears a flexible leather-like shoe that reaches her ankles.

    Personality:
    Epathra, though initially reserved, is more impulsive and loose-lipped. She often speaks her mind and isn’t afraid to disagree with anyone. However, despite her candid nature, she does possess a small portion of kindness and concern for others. She isn’t skilled at expressing her emotions and often hides how she feels by berating others. Whatever Epathra does, she was with an air of confidence. It is nearly impossible to spot when she is unsure of herself, and she is the last to admit when she's scared. However, Epathra does have certain tells when she's nervous, such as a slight slump in her shoulders or responding to everyone (or everything) in anger, even at Medrath (who she typically speaks the most kindly toward). Despite her desire to present herself as daring, brave, and unbothered by anything, Epathra feels things quite deeply. Her inability to verbally express herself to others is an aspect that endlessly bothers her and often silences her.

    What most deem “impulsive” is, more often than not, her mind working quicker than others. Eskeit have trained strategically their entire lives, which gives them a nearly instantaneous ability to develop a plan and act on it. It is known that they are not keen on permission, nor do they seek it out from others that are not Eskeit. Epathra is known to be more volatile, but due to her age, it comes about more verbally than physically (though she may think violent actions upon others it typically does not come to that – Medrath usually intervenes before anything happens). Many describe Epathra as more of a typical Eskeit in relation to her temper, beliefs, and pride.

    Though not one to sympathize with a weaker species, she does not believe that those who are Eskeit in somewhat likeness should have their fate decided for them. They should be given the freedom to fight, flee, or whatever it is lesser beings do in order to survive.

    Background:
    Epathra of Murks was born on Esk. The Murks stems from the area she was raised, which was near and on the water. Murks part of the planet is known for their inclination toward aquatic aspects of life (swimming, fishing, etc.). They developed tech that can be completely submerged or thrive on land. However, Epathra of Murks never cared much for water and migrated to the Lush where she met Medrath of Brun. Their connection happened instantly and at a young age. Quickly, the pair were taught methods and ways to learn how to coexist mentally with another being in the intimate way of the Eskeit. The forthright nature of Epathra became balanced with Medrath, who was able to quell her anger or frustration.

    After the two bonded, Medrath yearned to explore other planets and his desire echoed Epathra’s need to experience something new. It wasn’t long before they decided to leave Esk. The pair infrequently return to their people.

    Now, Medrath and Epathra visit many planets. They trade wares from their homeworld to acquire new tech before leaving and often discuss tactics with anyone willing to converse.

    Going against their better judgment, the pair occasionally engage in trade with smuggled items. Often, they do what they do in order to possess greater knowledge of the worlds they visit.

    Weaponry:
    Epathra always has a knife or two tucked away and she’s never without her bracers, which are equipped with stun capabilities and other devices (communication disruptor, a “lock pick” of sorts, and etc.). Lastly, the most obvious weapons are her guns – she carries enough for all her hands. Two are smaller blasters that are often tucked away, but the other two are visible. On her ship, she keeps a staff (works a bit like a cattle prod).

    Items and tech:
    Several plants from her homeworld, science equipment, Eskeit literature, and many gadgets from various worlds (tech they’ve swapped, tinkered with, or built). Some of these gadgets are translators (which they don’t need and often use for spare parts), short distant teleportation devices, hologram tech, armour, and various poisons (some from Esk).

    Skills:
    Epathra is an excellent fighter, lithe, and powerful. She prides herself not only on her exceptional fighting techniques – both hand-to-hand and with weapons. Additionally, she is able to quickly cope with new surroundings often utilizing it her surroundings to her advantage. Epathra balances her brute force with her raw skill. She is skilled at building and disassembling weapons or tech (even unfamiliar weapons/tech).

    Assets:
    Epathra has a fully functioning and versatile starship that she co-pilots with Medrath. The ship, named Brute, is a sizable V-shaped vessel with engines all along the rear. It is capable of transporting and participating in battles with high firepower. The Brute has excellent maneuverability, speed, and agility. Despite the drab tan colour, it is distinctly shaped and most notably Eskeit.

 
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