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Futuristic Free Merchant Blues Secondary Info

Vudukudu

Farseer to the Warsong Clan
https://www.rpnation.com/threads/free-merchant-blues.348695/

Character Sheet:
If I like your post, you're in.

Name:
Age:
Role (Need a Pilot, Engineer):
Appearance (Image or lengthy description will do):
Personality: Paragraph or so.
Background: Couple paragraphs of personal history, should ideally explain here your character's skill-set comes from.


Name: Jack Rollins
Age: 30
Role: Captain
Appearance:
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Personality:
Jack is a bad man trying to be a better one. His personal transformation coincides with his first time leaving Station Twelve ten years ago, and he's struggled to create a new identity for himself ever since. Having been raised on Station Twelve, he's primarily concerned with his own survival, and is hesitant to trust others, though once its done, its an intense loyalty. Despite his attempts to be a kinder person, he is still extremely susceptible to his old vices - gambling and drugs in particular. He keeps these troubles locked away, and his crew is entirely unaware of them, an illusion he struggles to uphold. He's crafty, and lives like tomorrow is going to go horribly.

Background:
Jack grew up on Station Twelve, a veritable hell for anyone, let alone a parent-less child. He made his way through life as a kid stealing from food carts, carrying messages between gangers, and stripping copper wire by the ounce from maintenance shafts for a day's meal. By adolescence, he had survived a bout of Red Fever, a stab wound, and numerous back alley fistfights with kids like him. Eventually, as a matter of survival, he found his way into a minor gang, the Spitfires, who dealt almost exclusively in drugs.

Jack became a "chemist" and produced buckets of a powder drug called Jumper. Its an amphetamine, mostly used by workers to stay awake during long shifts, but frequent use can also result in minor visual and auditory hallucinations. Jack sampled quite a bit himself, and developed an addiction which plagues him to this day. Though he often manages to go months at a time without it, he occasionally is overwhelmed by the aches and takes a dose.

After several years making drugs, getting in minor shootouts, and stealing, Jack got a chance at a different life. A small ship, carrying a mercenary outfit, was looking for new recruits. To this day, Jack isn't certain why he signed up, but he did. The next three years saw him digging trenches, eating protein rations, and shooting at strangers on almost every world in the sector, at least, when he wasn't standing guard outside the ship, playing cards, or hitting bars.

Once the soldier-of-fortune life proved to be a poor way to make a fortune, he got into smuggling. His seedier skills got him a place aboard a shipping vessel, and he spent his time manufacturing more drugs, taking them, and helping sell stolen goods or trafficking in other illegal items. The pay was significantly better, the risks were enough to keep him from boredom, and he had his own quarters. Things were starting to feel like home, up until "The Cattle Job."

Jack keeps the details a secret, though he has occasionally referenced it only as the start of his career. The Cattle Job, depending on whether or not Jack trusts you enough to explain it, goes one of two ways. The story almost everyone else hears is this - the crew he was working with staged a daring raid on a Korusian Ranch Heads herd, made off with eighty prize cattle, and with his take, he bought the rust-bucket now known as The Revelation.

The truth is something else entirely. Jack's captain took a job offer from the Star Talons to "pick up" a "shipment" of "volunteers." He was forced to help kidnap nearly four dozen young women from Lotari, then ship them like animals to the Talons loading bay. He never heard what happened to them, and he never wants to. His pay, however, was enough for him to step off and do his own thing. Once again on Station Twelve, he wandered for a bit before coming across a junker in possession of a totally worthless wreck, a battered Hopper class vessel called The Revelation.

That was four years ago. It took him a year to get the vessel in anything resembling working condition, and he's been fixing it up more ever since. Now, he has a half-way decent reputation as a Captain - the only problem left is staffing.
 
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Travel between Hexes takes five days.

Korus:
Korus is roughly Earth-sized, with a breathable atmosphere. It lies in the center of the Bokotan system, and is considered the "core" world. While most of the planet's land is used for farming and ranching, it is home to a few large cities. The capital is Tilder, which is home to the planet's major starport. The main exports of Korus are cattle, firearms, and food products. Korus is run by a group of extremely wealthy cattle ranchers who live at Tilder. They own most of the land on the planet, but rent it out to the populace for tenant farming and smaller ranching operations. While they're often respected publicly, names like Samuel de la Montes, James Masters, and Marcus Orheim are cursed by the permanently indebted farmers across the planet.


Buter:
Buter is a fairly small planet, and most of it's surface is an ocean. The single island has been made into one fairly large city, bearing the same name as the planet. Due to Buter's position towards the middle of the system, it is a major fueling station and sees much trade of virtually all types in the port market. The main exports of Buter are fish and ship parts. One of Buter's prized food products is the tarris, a whale-like creature the size of a football field; its meat fetches top dollar across the sector. However, as tarris populations have begun to dwindle due to over-hunting, Buter's merchant lord has declared them a protected species. Poaching is punishable by death, and a dedicated fleet of patrol skiffers constantly sails over known tarris migration routes. Buter is run by the Merchant Lord, the chief executive in a Republican government. Only property owners (which account for a mere 8% of the population) can vote or be elected. Most of Buter's population makes a living by contracting their fishing labor to Merchant Houses, but the lucky may get enough of an education to work in the Buter Shipyards.

Nimrod:
Nimrod is an orange gas giant planet, surrounded by several asteroid rings. Lying just outside the orbit of the asteroid debris is Station 12. Station 12 is an infamous trade port, mostly known for it's criminals, black market, and illegal activity. Station 12 is home to about a million people, but the amount of visitors often adds another few hundred thousand. Station 12 is home to much illicit activity, but it is also host to the sector's best gunsmiths. While most firearms are produced commercially at Ardar or Korus, the smiths on Station 12 have turned guns into an art form. It's rare for a piece from Station 12 to not be ornately decorated, and many an ignorant outsider have been shot dead by Stationers for insulting the quality of a Twelve-Smith's work. Station 12 itself has no government; a few large gangs, most notably the Storm Crows, Star Talons, and Shoota Boys are constantly battling for territory, making Station 12 a war zone during its artificial night cycle.


Hesitus:
A mid-sized desert planet, Hesitus is home to no major cities or starports. It's total population ranges in the 400,000s, and almost all of them are farmers. Hesitus is still in it's early stages of colonization, and has little to export. However, because Hesitus is still developing, it is a heavy importer of all products. Hesitus, however, has a future in fuel-production, as a unique weather phenomenon causes the lutifite oceans of the planet to crystallize. In its solid form, lutifite is much easier to extract, and can then be shipped to processing stations. The first stations are only beginning to be built, and are in dire need of industrial materials.


Lotari:
Called "Korus' Twin", Lotari is almost identical to Korus, although it is far less developed. It only has 4 semi-urban settlements of any note, although there are hundreds of small towns spread around the frontier. It's total population is about two million. Lotari's main exports are cattle and other food products. Like Korus, Lotari is run by the most wealthy of the cattle ranchers, but they lack the power to exert influence to nearly the same extent. As a result, most Lotarian farmers own their land and crops, and the government is respected overall. Unfortunately, the terra-forming required to make Lotari suitable for certain crops has altered the ecosystem significantly. A certain plant, the Saft Flower, has begun to thrive. Its pollen, when inhaled, causes a sickness much like a combination of bronchitis and the flu. Hundreds die to Saft's Plague every year, and the plant continues to spread, as it appears resistant to most herbicides. Medical equipment is highly desired across the planet, but most towns lack the money to acquire it.


Horus:
Considered a dead planet, Horus has no permanent population. The planet's crust is packed with valuable minerals and ores, which have yet to be exploited on a large scale. A few corporations have established minor operations, but no serious attempts have been made yet. Because Horus has no local food supply or factories, the few miners on Horus must import all their goods. Early colonization attempts are currently in the works, meaning the single settlement being developed, New Tampa, is in dire need of everything from construction materials to medical supplies to farm implements.


Vallis:
A harsh, dangerous planet covered almost entirely by a mountainous jungle. It's 300,000 people live in scattered settlements that are surrounded by walls to protect them from the wildlife. Virtually every lifeform on Vallis is predatory or highly hostile, making it a favorite destination for big game hunters. Vallis exports rare animal products, some minerals, and wood. The people of Vallis are organized on a town basis, and there is no unifying planetary government.


Maiser:
Maiser has a reputation for being cursed. No colonization attempts have been successful, most pilots avoid flying anywhere near it, and even the bravest explorers dare not travel across it's surface. No one knows exactly what makes Maiser so horrible, but folk tales include everything from cannibals to aliens.


Ardar:
A well-developed colony, home to some four million people total, Ardar is primarily urban. Those who do not live in the main cities are farmers who grow non-food products, such as tobacco and occasionally illegal drugs. Ardar mainly exports medicinal drugs, hand-crafted items, firearms, and fuel. Ardar is considered by many to be the new "capital" of the system, as it lies in the center of most trade routes, has the highest living standard, and exports the highest quantity and variety of goods. Its people live in comfort unmatched by any other planet in the system, their government is a democratic republic governed by a unicameral legislature, and the industrial economy is rapidly developing. Most other people in the system consider Ardarians to be "soft", as they typically have no experience with the struggles of life elsewhere and are generally optimistic about the universe.

Jotunn:
Jotunn is essentially a large ball of ice. Its distant orbit around a star renders it a permanent tundra, with a regular temperature of -30 Fahrenheit. In "winter" it plummets to -90. However, Jotunn's moon, Thor, has an irregular orbit that causes immense tidal activity. During this period, if it coincides with the summer, glacial ice shifts, revealing roiling seas packed with a bio-luminescent plankton that can be ground into a paste and used for either fertilizer, cattle feed, or food which tastes vaguely like bananas. This easily condensed food source has become a popular staple in the sector, and is harvested by the Sea-Rakers, a guild of Jotunn's permanent settlers who reside in heated domes. It is an extremely dangerous job, as merely living on Jotunn alone is brutal, and the seas are host to essentially random wave activity due to the irregular tidal movements caused by the moon's orbit.

Station 12:
Samson LaGrange:
LaGrange is a Station Twelve gang lord, specifically in charge of the Star Talons. The Star Talons are known for their brutality, and their taste for bladed weapons. They control D-Sector of the Station, and run a ruthless extortion racket within their territory. "Tusk" named for the thick, white scar running down from the left corner of his lips, is a wiry, bald man in his thirties with more tattoos than you can count. He runs a narcotics ring in the Sector, hires out his men as mercenaries, and is currently breaking into the human trafficking business, primarily in the form of prostitution. Much of his business is done through independent smugglers, with the expectation that his containers will not be opened by the crew. Those who fail LaGrange often find themselves with a sizable bounty on their heads, and most who do business with LaGrange have seen the heads of past business partners on his wall.



Anton Chernokov:
Anton heads the Storm Crows, a mob-esque gang on Station Twelve. The Crows, under Anton, have burst onto the scene of Station 12. Four years ago, they took control of C-Sector, E-Sector, and G-Sector, giving them the largest share of territory on 12. Their organization is based on family-like ties, a unique style of dress (black pants and a dark green shirt), and "business-like" behaviors. When they're not initiating gang wars, robbing from Twelvers, or pressing locals into slavery in their munitions factory in C-Sector, the Crows sell low to average quality weaponry on the Station. They also have a number of engineers in their service, making them the go-to guys for ship repairs and modifications if you can afford it. In an attempt to monopolize their control over contract repairs, the Crows have recently begun assassinating independent mechanics, many of whom are now looking for any excuse to escape Station 12.

Barrett:
Barrett runs the Shoota Boys. Little is known about Barrett, but everyone on Twelve lives in permanent fear of them. The Boys are well known for two things; their extremely violent tendencies, and their penchant for drug use. The drug they use, Snap, is an amphetamine that drives the user into a bloody rage. This, combined with their general lack of mercy and talent for brutality, has made them the most feared gang on the station. They seem to have no motive or strategy, and merely emerge from the maintenance tunnels to wreck havoc before disappearing into the ducts. As far as anyone can tell, they exist solely to experience the rush of killing while high.

The Gun Smiths:
The Gun Smiths of Station 12 are a legendary sort. They're treated with the utmost respect by everyone, and even the berserk Shoota Boys avoid damaging their workshops. The four most prominent names in the business are Beveridge (revolvers), Jameson (lever action rifles), Hammer (shotguns), and Martelly (sniper rifles). Their works are of the highest craftsmanship, both in form and function. Gold plating meets artisan-crafted, Horusian steel in their masterpiece firearms. Many lesser gun smiths are scattered across the Station, and their pieces are certainly worth the cost, but "No sixer like a Beveridge" is a saying for a reason.

The Broker:
To most, the Broker is considered a myth. His origins, true name, and location are shrouded in mystery, but those in the know are at least aware he is somewhere on Station 12 and is massively influential across the system. It is said he has had his fingers in every important decision made for the last two decades, and that he's behind rebellions, assassinations, economic troubles, and has even sabotaged colonization efforts. If he's real at all, any work he has would likely be done through an alias, and the work would be incredibly difficult, not to mention dangerous.



Korus:
Korus is run by the Ranch Heads, although they're more formally known as the Oligarchs. The chief three, Samuel de la Montes, James Masters, and Marcus Orheim are the wealthiest among them. All three center their operations in Tilder, where they oversee their respective mercantile domains through a staff of privately hired overseers. In an effort to bolster their profits, the Ranch Heads are looking for cheaper and cheaper ways to ship off planet, which, due to shipping laws on Korus, is illegal beneath certain prices per pound. The Ranch Heads are also a highly competitive bunch, and poaching each other's herds by way of independent, untraceable hunters is common practice. Orheim in particular has begun dabbling in all sorts of illicit activity in attempts to bolster his profits. Some of his fields have been converted to drug production, and he has also begun importing slave labor.

Hank Wilby:
Hank runs a rebel faction on Korus, dedicated to the elimination of the tenant system enforced by the Ranch Heads. Much of their activity takes place in the form of attacks on ranches, culling herds, and sabotaging trains. The Free Soil Movement, or "Soilers" is in desperate need of arms and ammunition, and could certainly find a use for some specialists looking for a job.


Buter:
Syrus is both the Merchant Lord of Buter and head of House Syrus, the most wealthy family in business. They deal primarily in ship construction, and produce the most prized reactors in the sector. Syrus, like most in business, has his own share of dirty secrets. First, for being the one who signed the Tarris Protection Act into law, Syrus funds most of the poaching expeditions, as he has a particular taste for the meat. He also ships large quantities of it off world through independent smugglers, paid in hard cash. Secondly, Syrus imports a low potency, carcinogenic stimulant for use aboard his fishing rigs, some of which are manned by "indentured laborers", his preferred term for slave labor. Syrus' work in ship parts, however, is entirely legal, and he might be willing to reward a contractor with some valuable machinery.


Tessa Bard:
Miss Tessa, head of House Bard, is a rising star in Buterian politics. Her House, formerly of minor renown, has rocketed upwards, usurping much of its competition and becoming the second most powerful House. All this development is the result of Tessa's revolutionary business practices, particularly in regards to a certain bait which attracts fish in swarms that no other House can come near to gathering. Tessa and her House have very little interaction with the criminal world; she runs a surprisingly tight ship in that regard. However, it is clear she is making a bid for power, and, like most Buterian merchant houses, it seems as if she may soon be willing to hire some rambling mercs for a few risky operations.

Horus:
Samantha Loveluck, or Sam, as the locals call her, is the Sheriff and Mayor of the New Tampa settlement. Having a background in mining and being the head of a union has left her with the organizational knowledge to keep the burgeoning miner camp in check, and between her and her few deputies, the law is upheld with surprising efficiency. Little troubles New Tampa except for resource shortages, primarily in the form of food and power sources. While she looks down on crime in all forms, she also understands necessity, and isn't above buying stolen goods if her people need them.

Lotari:
Doctor Reagan Mendel:
Doctor Mendel heads the Lotarian movement known as the Saviors. The Saviors are an odd combination of medical professionals and rebels. The first dedicate their education and supplies to treating Saft's Plague across the planet, and the latter pressure the government to buy more medical supplies. This often takes the form of taking cattle herds hostage until supplies are provided. Mendel himself is an elderly gentleman, disaffected by all the suffering he has seen. He sees the Saviors, and the Lotari people in general, as his flock, and treats them with a sort of religious paternalism. His methods are fanatical at times, but are all justified as being for the greater good. Assassinations, thefts, and cattle culling are all common practice for him. He is constantly looking for new sources of firearms and medical equipment or supplies.

Joseph Tathum:
Joseph is the head rancher on Lotari, and, in light of the unrest caused by the Saviors, wields almost absolute authority in regards to shutting down the rebels. Most of his funding goes towards hiring off world mercenaries who won't identify with the people they're paid to kill. The pay is good, the rules are lax, and there's no questions asked, especially when it comes to whatever goods the mercs might lift once the job's done. For those looking to make a quick buck at the expense of their morals, Mr. Tathum's the one to go to.

Michael Rodriguez:
Michael is a lower ranking rancher, but has enough property to hold some sway in government. Because he's closer to the people, he has a far greater empathy for the suffering of the masses. Against the opinions of many of his peers, he has diverted some governmental resources to medical supplies and other desperately needed supplies. Michael is considered "one of the few good men" in charge, and the people respect him overall. However, he refuses to directly assist the Saviors, as he personally disapproves of their methods which he considers damaging to the peace.

Ardar:
Captain William LaFour:
William LaFour is the chief officer of the Ardarian Federal Police. He earned the reputation ten years ago after several high profile arrests for corruption in government, and he has remained remarkably tough on crime, with virtually no leeway given to criminals. In the last five years, much of the police department has been cleared of corrupt men, making smuggling into Ardar much more difficult.

Rachel Sanderson:
Ms. Sanderson is a high ranking bureaucrat in the Ardar government. She oversees the export of tobacco and food products from Ardar, and is one of the few people in government still willing to employ smugglers. Sanderson herself is a fence who sells stolen goods to smugglers to sell elsewhere. Her goods include anything from unmarked firearms to stolen medicine, making her a good contact for acquiring rare objects or a large variety of them. Sanderson also has a taste for high quality art, jewelry, and wine, which she prides herself on. Sanderson also secretly backs the Knights of Labor, as they provide her with a market for unmarked weapons and the war gives her suitable cover for "shipment losses."


Daniel Nagreb:
Daniel heads the Knights of Labor, a liberal leaning "terrorist group" attempting to overthrow the Ardarian government. So far, they hold one city in the southern hemisphere named Brugia. However, the Ardar Republic has declared war on the city and surrounded it, preventing any support from reaching the city. Anyone attempting to smuggle things in would have a hard time getting in, and an even harder time getting out. Daniel and his group are in desperate need of food and ammo so they can continue their war, but would also welcome the work of some specialists looking to do some mercenary work for good pay.

Rip drives are roughly sedan sized devices which are used for propelling ships through space at reasonable speeds of interplanetary travel. They operate by burning lutifite, a rare fuel condensed into highly explosive containers as a solid which is extracted by an arm of the Drive.

Rip drives are used for regular propulsion, at low speeds, as well as "Ripping." Ripping is reserved for long-distance travel, and flings the vessel at extremely high velocities. "Ripping" while within a planet's gravity well is highly dangerous, so vessels typically enter or leave this state well away from their destination and travel the rest of the way more slowly.
 
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Real Name: Leon Fries
Alias: Julian Whimsy
Age: 29
Role: Pilot
Appearance:
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A tall, slim young man, proportioned like a spanner, with dusty dark hair stuffed under a grease-caked beanie. Tufts of dirty fuzz dot his chin and covers a thin upper lip locked in an absent smile, as though a pleasant song is constantly running in his head. He hides his thin, ropy frame in a loose wool coat and suspiciously clean slacks.
Personality: Mellow and sober, Leon lives like tomorrow isn't real and never will be. He projects an aloof demeanor but is ever-present and posesses deep philosophy toward life among the stars. His never-say-die attitude has kept him moving and a childish innocence has kept him loyal to a fault. Let the chips fall where they may, you can bet Leon will take those cards and run with them.
Background: Growing up in the dark corners of Station 12, Leon was roped in by the Storm Crows at an early age and made to run shady merchandise by the back alleys he called home. A smart and quiet smuggler, he picked up plenty of tricks from the best of the best and soon became a favorite handler of Liev Semyonovich, a close cousin of the family. Making good money, keeping deep ties, and being reckless with expensive spacecraft is how Leon became one of the Crows' most reliable and fearless smugglers. All of that changed very recently when some highly charged cargo collided with poor romantic decisions to put Leon in the Storm Crows' "past-tense" file. Now he's broke, burned, with a price on his head. He hasn't let that get him down, and with a new name he's taken to running a freighter for a straight company from colony to colony. The money isn't near what it used to be, but the cargo is clean and the sky is never short of marauders to outrun or rival freighters to outwit...
Skills: A lifetime of fast-living among the smuggler elite on Station 12 have honed his piloting to a razor's edge. Leon is fearless behind the controls of most spacecraft, and has a working knowledge of most ship systems. Getting from A to B is his milieu and avoiding capture is his mantra. A strong capacity for orienteering and navigation come with the territory. Some of the best (and worst) trade routes are etched into Leon's nature as a pilot.
Hard time with the bruisers of the Storm Crows taught him more than enough about hand-to-hand and close quarters combat, and he's no slouch with a firearm either. One of the few relics of his time as a highly-paid Storm Crow smuggler that Leon keeps on hand is a stanless silver Beveridge revolver with a dry-bone grip, called "Samedhi."
While is certainly capable of putting up a fight, Leon is peaceful by nature and will often try to talk his way out of situations with a cool head and a capacity to see the good in every situation. When all else fails, his typical plan B involves a rapid change of scenery, unless it means abandoning somebody he trusts.
 
FULL NAME: Myn Othic
AGE: 30
HEIGHT 5'10
WEIGHT 196 lbs
NOTABLE MARKINGS 1x large scar running parallel to left jaw bone, 1x small scar above left eye
ROLE "Public Relations"

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PERSONALITY

He realizes the world he inhibits requires someone with a sharp mind, smart mouth and a quick gun; depending
on the situation. Many people may find his attitude to be flippant and dismissive, although to judge him solely on
these attributes alone would not give someone the true measure of the man.

Although operating on the fringes of legal society Myn has a degree of honour and places loyalty and friendship as vital virtues



BIOGRAPHY


Born as the second of four children on a small city on Ardar, Myn had a largely positive upbringing. His parents while by no means affluent, were able to support a stable and loving household where arguments and fights were at a premium. As a child Othic proved to be a poor student, much to the frustration of many former teachers who recognised the young man had aptitude and intelligence but very little drive or application to study. He left at school at sixteen with a number of basic leaver qualifications and would admit he should have achieved more academically.

His decision to join the Navy at eighteen was fuelled by pragmatism more than any sense of duty. After working odd jobs for the previous two years and feeling his frustration at the lack of opportunities available to him growing, he enlisted in the Marines a month after his 18th Birthday.

Bootcamp proved to be a tough experience and while Othic didn't excel he by no means shamed himself. He was never the biggest, or fastest or strongest but his doggedness could never be disputed, nor could his determination. He enjoyed the discipline and camaraderie but would quickly grow to hate the 'chickenshit' attitude that some of his superiors developed. While he realised beasting was part and parcel of military training, he found himself in trouble on more than one occasion for verbal barbs directed at more senior marine colleagues when their petty behaviour pushed beyond an acceptable limit.

Following graduation from bootcamp Othic was assigned to the 10th Frontier Marine Division. His six years as a Marine involved no large scale battles but Othic bloodied himself sufficiently fighting against pirates and slavers at the furthest reaches of civilised space. By the time his final Tour of Duty came to pass Othic was a battle hardened soldier, rougher around the edges than the fresh faced eighteen year old who had enlisted and a damn sight tougher. Friends had been lost, drinks had been sunk and songs sung in the memory of those who had fallen. Othic had made some of the strongest bonds with people he had nothing in common with, save for their shared Marine heritage and he had seen some of the most horrific sites imaginable.

He was not without connections and his unemployment did not last long. In the years since the Marines, he has worked as a Bodyguard, Bounty Hunter, Tracker, Guide, Scavenger and Mercenary.
 
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Name: Lacey Wu
Alias: On the ship, she goes by Lacey Jones. When she goes off the ship, she uses a fake ID that says Regina Jones.
Age: 28
Role: Doctor (and oftentimes cook as well)
Skills: Excellent medical knowledge, Good diplomatic skills, Knows how to make protein packs taste like actual food, Decent in a fight (knows pressure points due to medical knowledge and where to cut you to cause the most damage)
Appearance: A shorter woman, reaching 5'5" when she really tries, with a slim frame, Lacey is not a very imposing woman. Luckily for her, she does not often have to depend upon her physical capabilities. The real danger with her is her intelligence, which can be seen sparkling behind her eyes. Lacey likes dressing nicely and maintaining some standard of decorum, so she is probably the cleanest person on The Revelation. That being said, she also likes being comfortable and will often go without shoes on board the ship (this, of course, does not help with her height).
Personality: Lacey is probably the friendliest person on the ship, although that doesn't really say much, all things considered. She is always ready with a smile or willing to chat with whoever seems bored. She is also happy to listen to others' problems, and try to help however she can. However, this open, affable manner can make her seem like an easy target to those with bad intentions. Lacey often gives away her trust too easily, and can be very gullible, which can sometimes land her in trouble. Luckily, Lacey is also a very smart woman who can also find her way out of that trouble. Although she doesn't like to admit when she messes up, she is not above going to others for help with her problems.
Lacey is always willing to help her friends and fellow crew members. She has become very attached to them and to The Revelation during her time aboard it, and thus is willing to do whatever is necessary to make them happy and safe, be it stitching up their wounds or fighting alongside them or simply making a nice casserole. She tries to always keep promises she makes to them, trying to be a person of honor even in the lawless open space. However, she can sometimes try to do too much, as she doesn't really know her limits, going too long without food or rest.
Lacey is also an honest person. When acting as the doctor, she does not hide the truth from her patients, but has a good bedside manner to help them swallow whatever news she has to give them. When acting as a friend, she will usually give her honest opinion (unless trying to keep a secret for someone else). Besides the bedside manner, her medical training has also taught her to stay calm under pressure and to never cause harm to someone. That last one may change soon, though.
The only times Lacey can be found being not friendly and gentle are when she is threatened or asked directly about her history. In those cases, she can get testy, though she usually tries not to resort to physical violence, as she is not very good at it.
Background: The two main things that the name Lacey Wu is known for are: having been one of the youngest surgeons at Tilder City Hospital, and being a fugitive from murder charges.
Having graduated top of her class at the age of 23, Lacey was the youngest graduate that Tilder University Medical School had seen in half a decade. She was heralded as a success story both of the university and of the foster system which she had been placed into after her parents died when she was 3 years old. They had been premier scientists for the Korus government, working on Rip Drive technology, but were tragically killed in a lab accident that destroyed much of the laboratory facility and some of the surrounding area. With no extended relations, Lacey bounced around the system, spending her time focused on school, graduating secondary school at age 17 and completing undergraduate at 21.
After receiving her doctorate and completing her internship, she managed to land a position as a surgeon at Korus' top hospital. She soon began to rise through the ranks there, applying the knowledge she had learned in medical school with zeal. With typical rookie naivety, she began to search for ways to improve the functioning of the hospital, going through records to determine where they could make more efficient choices. This led her to notice strange anomalies with their drug stocks. Often up to 15% of their inventory would disappear. Doing further digging with the assistance of her roommate, Diana, who worked in records, she found that the medicine wasn't being thrown away prematurely, it was being shipped to the infamous Station 12 for profit. She presented her research to the hospital administrator, who promised that he would look into it. The next day she woke up to a muffled gunshot in her apartment. Racing out of her room, she discovered her roommate dead on the floor, and a person who could only be described as a thug standing over Diana's body. He was about to shoot her when she pepper-sprayed him in the face, dodging the bullet he fired, and making her getaway. Whoever had been trying to kill her made the police report sound like she had killed her roommate over a guy, meaning that she was now a wanted fugitive. Lacey used a lot of her savings to buy a new ID and passage to an outer planet, where she soon found herself aboard The Revelation, after saving the lives of some of the crew after-a scuffle gone wrong. Lacey had recently arrived on whatever planet or station they were on, and was trying to avoid the police, but when she saw them huddled in a corner somewhere, probably with a couple of bullets in them, she couldn't turn away. So she helped them and got invited back to the ship. It's been two years and hasn't left yet.
She hopes to one day get revenge on Diana's killers and the people who ruined her life, but for the most part has found a new one on this ship.
The name Lacey Jones has the same education and basic history, but she tells her fellow crew members that working as a surgeon on Korus was too stressful and she decided to get away. However, too much probing would probably reveal her true identity.
 
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Name: Suzanne Harp
Age: 36
Role: Quartermaster
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Personality:
Suzanne is a no nonsense type of gal, living a life of organization and efficiency. Her manner of working with others is frank, with no holding back and no room for emotions. As such, her first impression on people is normally snobby or unfeeling. However, once people work with her, it becomes obvious she truly values working with other people, and she is simply trying to help everyone perform as best they can.

When not working, Suzanne can be found reading a book, managing her personal investments, or indulging in her hobby of handling firearms. Suzanne can take apart and put together an automatic handgun in twenty-eight seconds, and an automatic rifle in fourty-two seconds. Her experience in shooting them is less extensive, though she has completed advanced marksman training for rifles. She aspires to commission a weapon from each of the weaponsmiths on Station 12, though that's an investment for another day.

Background: Born on Ardar, Suzanne had an easy upbringing. With her parents being well-off, Suzanne attended prestigious schools and wanted for nothing. Her parents also enlisted the help of several tutors, further grooming the young woman towards a career in business. Everything changed when Suzanne started applying for internships while in college.

For Suzanne's first year of college, she worked with a shipping company as a logistician. As she managed the various transports and landing pads, Suzanne discovered a certain comradery among the crewmen. The pilots, landing crew, and office workers shared a special bond that Suzanne had not experienced as part of the elite. After her internship ended, and she started another for a financial company, Suzanne missed the fellowship of the dockhands. Knowing that's what she wanted to do, Suzanne started planning to restructure her entire life.

After three months of preparation, Suzanne changed her degree from Business Management to Transportation and Logistics, dropped her internship at the financial institution, and applied for an official job at the docks. Her parents were not pleased with her decision, and threatened to cut her funding off if she didn't reverse her decision. Suzanne persisted, happily hired by the docks to resume her work. Her parents made good on their threat, striking Suzanne's name from their bank account and freezing whatever assets they gave her. By this point, it was too late. Suzanne had built up a sizable savings, using her business sense and her parents' contacts, and no longer needed her parents. It was still a downgrade in what she was used to, but Suzanne still managed to live a comfortable life for several years.

When Suzanne was twenty-seven, the company that owned the dock she worked at sold the property to another business, and the business restructured everything. Suzanne was replaced by someone else, and not happy with where the new company wanted her, she quit her job. With sizeable savings and a Master's Degree in Logistics, Suzanne decided to see more of the galaxy. She signed up with another transport company, this time as a Quartermaster. For the next eight years, Suzanne worked in various cargo holds, and after several glowing recommendations from crew and captain alike, eventually transitioned to supervise a fifth of the fleet's quartermasters and logisticians.

Again, the intimate feeling between shipmates was lost to the blank expressions of other office workers. With more than enough money saved up from years of saving and investing, Suzanne left her job and started looking for smaller companies to work for. When she heard of an independent cargo ship needing a crew, Suzanne leapt at the chance. With her skills in logistics, years of experience managing cargo holds, and shrewd business sense–with a healthy investment to keep the ship operating–she managed to earn a place on the Revelation.

Skills:

  • Master Logitician: Able to organize the transport of goods, minimizing expenses and maximizing profits.
  • Experienced Dockhand: Spending several years as a Quartermaster has given Suzanne plenty of training on and around ships.
  • Businesswoman: Suzanne has an eye for making money, whether through investments, valuable trade goods, or just knowing where and when to sell what.
  • Gunsmith: Her hobby of firearms has given her plenty of practice assembling, disassembling, repairing, maintaining, and modifying most weaponry.
 
Ian Bohmer
Real name: Ansel Hannig
Age: 26
Role: "Security Specialist"
Appearance:
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He's a lean-looking young man in his 20s, with jet black hair and pale grey eyes. Never having cared much about his appearance, he keeps his hair and beard just trimmed enough to look like a human being and not much more. He can often be found with a shirt and tie, a leftover habit from his former occupation.​

Personality: Socially-awkward, aloof and perpetually anxious-looking, Ian could manage to seem shifty and suspicious just picking up coffee. He's also pain-painstakingly polite and hates confrontations, preferring to outsmart his way out of unfortunate circumstances or maybe just slip away when nobody's looking. Surprisingly enough, considering the nervous wreck that he is, Ian excels under pressure. Guns, bullets, explosions,... not much really phases him; and as long as a job doesn't stray too far to the other spectrum of the moral compass, he won't have any problems. He responds in kind to those who treat him well and can be surprisingly generous at times.

Background: Ansel has always been a odd sort. An only child born to a regular middle-class family in Tilder, he was never even remotely sociable. Instead, he spent most of his time tinkering with old computers and lines of code, or staying up late at night working away at one novel project or another: like learning to pick locks or how to juggle or another strange, probably useless thing. He never did all that well academically, and was your typical underachiever throughout his school years. Graduating with a degree in Software Engineering, of all things, Ansel found work with a "private security" firm for the one of the Oligarchs: Marcus Orheim.

He wanted a desk job, and he did get one, for a few years, as a "consultant". Of course, things never really does turn out how he wants, and through a series of unfortunate events, Ansel Hannig found himself in the field with a gun in his hand, expected to take a bullet for someone else. He did well enough, he might even go as far as saying he was good at it, but it never did sit right with him. It wasn't the fact that some of what he was doing was definitely, without a doubt illegal, but rather he never really saw himself as a hired thug. He needed a way out.

Ansel saw an opportunity, and for the first time in his life, he decided to be proactive. Long-story short: some sensitive data got lost from an important computer, one shipment of expensive goods or another got stolen, and now Ansel Hannig, or, he supposed, Ian Bohmer was a little bit richer. Of course, he can't really ever show his face back on Korus again, but that was fine with him. He's always wanted to travel anyways. Ian didn't mind his new freedom as a freelancer. Hell, some of his jobs were even legal.

About a year ago, Ian was put into contact with a man named Jack Rollins - captain of a ship called the Revelation. Apparently, he wanted to steal a diamond from Marcus Orheim's home during a party, and needed someone familiar with the internal security of the place. During which, Ian managed to fix and upgrade some of the old ship's outdated electronics systems, just as a side project. Jack Rollins offered him a place among the crew. He accepted, and that was that.

Skills: Aside from an assortment of useless trivia knowledge and an adequate amount of tactical know-how and movement, Ian Bohmer can break into almost any kind of locks, whether electronic or physical, using brute force or cunning - a useful skill he's picked up during his time as a security contractor. He has some fairly intricate knowledge of both digital and physical security, and extensive experience with electronics and computers.

And he's quite handy with a gun as well. Just don't ask him to punch anyone. He's not good at that.
 
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Some general commentary from your friendly neighborhood GM. Mostly just a matter of clearing some things up here and there.

T That_Irish_Person
1. Nimrod isn't exactly a place one can "be from." Gas giant, not a terrestrial world, so she'd either be from Station 12, or another planet.
2. The construction of a bionic arm would require extensive biomedical knowledge - at least, to do it well. I'm fine with a low/medium end one, though.
3. For being an engineer, the rest of the character seems to be about combat and general thuggishness. Maybe do some work on a unified concept, there?

Nerdork Nerdork
1. Its sort of a personal peeve of mine to have the whole "graduated super early" thing going on, especially when its not apparently critical to the character. Mind switching that up a bit?


Eivonroth Eivonroth Shannon Trevor Shannon Trevor KStrausser KStrausser NemoTheSurvivor NemoTheSurvivor

Also need to chat about how you're getting on board the ship, with everyone. PM me about that, to not clutter this up so much. Feel free to suggest whatever - recent addition, coming on board at the start of the RP, have been around for awhile, whatever. I'm open to ideas.
 
Also, in light of the "Team Composition" I'm going to be heavily modifying my character to add some character elements I think we're lacking, but are also sort of cool in my opinion and ought to be included.
 
Vudukudu Vudukudu I made pushed all that back a few years, I was just trying to emphasize the prodigy/super smart aspect of her. If you want me to change it more, I can.
 
Vudukudu Vudukudu I made pushed all that back a few years, I was just trying to emphasize the prodigy/super smart aspect of her. If you want me to change it more, I can.

I'm fine with the general "I am a very smart human being" thing. Its just the notion of early graduation. You're good to go.
 
Uploaded a very rough sector map. I will probably be semi-busy for the next day or two, so I'll try to keep getting some prep work done.

In the meantime, feel free to chat among yourselves about existing character relationships.
Longterm Crew: Suzanne and Lacey.
Year-old: Ian
New Additions: Myn and Leon.

You don't necessarily have to know anyone already, but if you and the other player agree to it, feel free to elaborate some with each other on your shared history and how you two get along.
 
I'm still waiting to get to know the Revelation, but if anyone wants to PM to set up some backstory, Leon/Julian will probably have been the pilot for at least the last year or so.
 
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This is the Revelation, except the vessel class is better known unofficially as a Hopper.
 
Alright - sorry about the delay folks. Busy weekend.

Anywho, we all still interested and ready to get going?
 
I'll whip together a starter post that goes back in time a bit, just so we all have a similar foundation for what has happened recently. Should be ready sometime this evening.
 
Fair warning - some of the intro post content will include me dialoguing tiny amounts for your characters - I'm aiming to keep it within what I think they'd say based on the personalities you entered. It shouldn't be enough to really throw anything off, but I figured I should give y'all a heads up and also mention that I won't make a habit of it, its just for the sake of getting some narrative going.
 

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