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SilverFlight

Tende altum, volare altius
Supporter
Characters
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Rules & Guidelines
  1. The first 10 characters to be accepted (not submitted) will become a part of the initial team. After that, I will form a waitlist and notify everyone else in the order they were accepted. To avoid having to go back and fix your CS and lose your place to another player, please read the lore and the rules CAREFULLY, and make sure you have an idea of how and why your character will join the group.
  2. I reserve the right to select the characters. If you have not followed the rules or I do not believe your character is a good fit for the rp I will not accept them. Each character sheet should be posted and you must wait for approval before you may begin posting.
  3. All character sheets must follow the guidelines I have set. You can add more, you cannot do less. Please refrain from coding that makes your CS difficult to read, if I can't read it I won't review it.
  4. Respect all other players, their ideas and their right to a safe, positive space.
  5. If there is anything or anyone who makes you uncomfortable please come talk to me. I will not tolerate any form of bullying or discrimination.
  6. This is a detailed thread so I will not allow one-liners. One good paragraph minimum. If your posts are consistently too short you will be warned.
  7. Write in full sentences in the thread and in your CS. I will not be accepting point form.
  8. IC writing is third person past tense: “She got slowly out of the car”. Capiche?
  9. If you do get accepted, I implore you to stay active, give the thread a good shot. The minimum post rate is once per week, if you think you won’t be able to do at least this much, you will very likely fall behind. If you think the thread is not longer interesting for you or you want to leave please tell me to I can give your slot to another person.
  10. In terms of weaknesses the lore dictates several for general character races. Make sure you know the weaknesses of your character race and a version of them in your CS. Players making alien races will be expected to come up with their own weaknesses.
  11. Characters that are described as ‘lone wolves’ or ‘antisocial’ or ‘do not get along well/work well with a group’ will be immediately refused. I do not have time for players that don’t want to interact.
  12. This is a Victorian time setting so though we do have energy weapons and flying ships, please keep with the aesthetic. No modern tech in reference pics.


  • Name:

    Description or picture:

    Age:

    Race:

    Homeworld:

    Job class:

    Skills: (you may have one proficiency, if you are a magic user, you won’t be adept at a blade or a blaster)

    Weapons:

    Personality: (2 paragraphs minimum)

    Character flaws and weaknesses: (must have at least 1 physical weakness, be it in general or a weakness against one of the other job classes/races, and 2 character flaws)

    Bio: (2 paragraphs minimum, please put a good amount of thought into this, it will shape your character’s worldview and how they interact)

    Personal goals:

    Extra:

 
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WIP

Anna.jpg

Name: Anna

Age: 18

Race: Human

Homeworld: Imperialis

Job class: Engineer (or, she would like to be)

Weapons & tools: Anna carries no weapons, unless you count the tools in her belt, which range from a heavy wrench to a fine set of screwdrivers. She even has a portable spot welder and a small electric rod for testing circuits. Other bits include: Industrial grade glue, various cams, bolts and screws, rubber insulating tube, diodes, resisters and a good three hundred feet of copper wiring. Anna is seldom without her latest version of a new jetpack and is working on making one that is compact enough to fit in a discrete bag on her back. This has yet to be achieved.

Description: Anna has brilliant red hair with a very tight curl. She usually keeps it very short. Her eyes are a vibrant sea-green and her face is round and cheerful. Anna usually dresses in flight gear, as she is more often than not testing the latest propulsion adjustments to her jetpack. Her trousers are form-fitting and thick wool. She wears thigh-high leather boots and a fleece-lined lambskin pilot's jacket. She has a set of black leather gloves that are made of a very fine yet insulated microfiber, giving her almost as much dexterity as if she was wearing no gloves at all.

  • Anna is a skilled mechanic, great with engines and decent with automatons. She is fascinated by type of machine and builds anything and everything from scrap she manages to salvage where she can. She is constantly getting reprimanded for going through the trash at home. Through her avid fascination Anna has become very good at inventing new pieces of technology, from rudimentary automaton parts to ingenious new additions to airship arrays. Anna has an alien creature protecting her, though she cannot command him, and doesn’t really want to. He is dedicated to keeping her from harm, but no one else has bothered to be kind to him, so he has kept his protection efforts just to Anna, that might change.
 
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Xavier Feighton
X4 - F81

572116


Age: 12 years (since original creation)
Weight: 42kg
Height: 1m 82
Serial Number: X4 - F81


  • Positive traits:
    - Classy
    - Well-spoken
    - In control
    - Intelligent

    Negative traits:
    - No facial expressions; difficult to read by others
    - Strict
    - Won't take any abuse, just because he's an automaton
    - Difficulty figuring out his emotions

    Full description:
    Xavier is used to the life aboard ships, and has picked up many tricks of how to control a crew. He's amicable, and always impeccable, but this is easy to be for an automaton without bodily needs such as hunger, thirst and tiredness. He tries to be understanding, but he has neither time nor sympathy for slackers and lazy deckhands. Not everyone takes kindly to an automaton in charge however, and Xavier doesn't take kindly to them either. He isn't afraid to set examples to remain in charge, both positive and negative.
    Although he is a machine, Xavier upholds a sense of class that can equal the military and nobility. Just because he is a pirate doesn't mean he will let himself be dragged down into debauchery, and he is especially keen on his clothes. He does not wish to be seen as unkempt or unclean, god forbid show bare metal like some crude service machine. Although lacking in facial expressions, his voice and body language are that of a gentleman, and he chooses his words and intonation with care.

 
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Sovna, L.


Larassa Commission.png
  • Full Name
    Larassa Sovna

    Nicknames
    Animal Whisperer (at her home planet), Raven (her nickname as a bounty huntress), and Lara (nickname for very close friends; she's never heard anyone call her this before)

    Gender
    Female

    Age
    As a biowoman, Larassa ages just like humans do and is 24-years-old.

    Job Class
    Intergalactic Bounty Huntress

    Home World
    Khoeli
 
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Name: Marcus Lightfyre

Age: 22

Race: Human

Homeworld: Centralis

Job class: Soldier

Skills: (you may have one proficiency, if you are a magic user, you won’t be adept at a blade or a blaster):

Marksmen, Linguist, Cook.

Weapons: One prototype mark IV I-400 Laser Rifle, a boot knife, laser flintlock.

Personality: (2 paragraphs minimum)

Marcus is a firebrand, desirous of new places, new people, and new things. This fiery attitude has led him to be an adept explorer and adventurer, but a less than disciplined soldier. He also enjoys learning new things and the promise of useful knowledge is a high temptation for him. He enjoys talking with others and is a very good people person, but he doesn't get along with everyone.

Marcus is also very empathetic. He feels for other people and deeply wants to fix things that they struggle with, even if he can't always fix them. This has led to him getting involved in affairs that he could've stayed out of, but that he got caught up in due to his care for a friend. Marcus is highly practical, and when he knows something needs to be done, he tries to get it done, even if he doesn't have all the information.

Character flaws and weaknesses: (must have at least 1 physical weakness, be it in general or a weakness against one of the other job classes/races, and 2 character flaws):

Marcus is impatient, and this means that he has the tendency to rush into things, not 100% certain in conflicts. Also, despite his agility, he is not very stronger, and has been absolutely destroyed in some fistfights when a stronger opponent put him down with a few well placed hits. Marcus can also be hypocritical, desiring some individuals to follow rules while he himself feels above them, but this is not all the time.

Bio: (2 paragraphs minimum, please put a good amount of thought into this, it will shape your character’s worldview and how they interact):

Marcus, despite being born on the Imperial home world of Centralis had to work hard to get where he was. His family were farmers, and Marcus spent many days protecting their livestock from wild creatures and the occasional raiders and thieves. When Marcus turned sixteen, he went off to join the Imperial soldiers, despite not having his parental approval. During training, he displayed a natural aptitude for ranged combat, the years of picking off predators coming in handy. He was quickly assigned to a marksman division within the Imperial forces, however, once in the division, it became clear to his superiors that Marcus was not quite the disciplined soldier they were looking for.

Marcus occasionally disagree with the commanding officer during combat training, and even on one case blatantly refused an order. Such insubordination need to be disciplined well, and the the officers punished him first by time in the brig, but built up to a downright dismissal of Marcus from the forces. They told him he could rejoin after the probationary period, if he had his head on straight. Marcus has spent much of his time since being dismissed in St. Celeste, looking for a way to return to the army, and to become the soldier he feels like he is meant to be.

Personal goals:
Marcus strongly desires to distinguish himself. He joined the army, thinking it would be a way to gain recognition, but has seen that there is a lot of bureaucracy in between him and where he wants to be. He is currently weighing various paths through which he might receive the glory he desires. However, all of this is not for his own personal glory, but for the glory of his family, his mother and father and sister. Everything he does he wants to be a blessing to them, as well as the Imperial citizens.

Extra:
For Marcus, some of the fun in exploring comes from the new foods and dishes he can try, so the promise of an exotic meal or ingredient is certainly enough to bring him along for an adventure,

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Cora Delmani --- 23 years old --- Human --- Centralis

Job class: Middle-class, Traveling Thaumaturgologist (Biological Transmuter)

Skills: Cora is skilled in transmuting, specifically using mammal and mammal-like alien creatures. She has been known to use her magic to transmutate herself into animals and do mischievous things like pick-pocket, evesdrop, and deceive.

Weapons: Cora does not have any preferred weapons, opting instead to use her magic. She will use any weapon as a last resort.

Appearance: Cora stands at 5'8" and weighs 150 pounds. She does not have any defined muscle but does have long, strong forearms. She has a bad habit of slouching, prefers wearning loose-fitting clothes, and almost always has her dark black hair up in a ponytail. She has a strong Imperialis accent that, with her cream white skin, makes her place of origin obvious to those who meet her. She always has a notebook and pen on her person.

Personality: Cora is reserved and prefers to listen and observe others and formulate her responses carefully. She is most comfortable in the presence of one or two people and she does not like crowds of 20 or more. She loves the openness of space, as it doesn't give her the feeling of being choked like packed cities do. At first meeting, many consider her aloof, shy, or slow. Her good friends consider her cool-minded, an excellent listener with a drive and determination that is expertly hidden under her timid disposition. Her closest family and friends know that underneath a veil of indiference, Cora strives for perfection in her life and her relationships.

She has an analytical mind, loves to study alien biology, and prefers discussing books and animals over more popular pastimes. Cora is a skeptical person and will say the glass has water, but not whether it is half full or half empty. There is a side to her that loves creating and performing with her transmutations, and it is the only time she will feel at home in crowds. She will absorb herself in her work and has never stopped being a student since leaving the Imperial Academy. Because of her quality education, Cora believes she has strong morals, though they don't necessarily align with the law. She will only interfere in other people's lives in dire situations and she finds it abhorrid to meddle in the other's business.

Cora has learned to love the changes in life. The student in her will examine cultures, specimens, and people in detail, but she will always want to move on and experience something new, whether it be a new person, place, food, or activity. The logical side of her realizes that she will have to lay down roots if she wants a stable job or a family, but the whimsical side of her perfers the taste of adventure.

Character flaws and weaknesses: While Cora can transmutate herself and others quickly and with precision, she never gained endurance in her ability to do magic. She can channel her energy, but she can only use it a couple of times before she tires out and either flees or fights physically. When it comes to making important life-altering decisions, Cora will procrastinate, look for the answers in others, and do anything to put off the decision, which in the past has prevented her from forming personal relationships and getting jobs. When given the opportunity to help others, Cora will keep to herself and leave people in the dust with the justification that it would be wrong to get invloved. She also struggles in making friends and connecting with people, though she has no problem keeping friends.

Biography: Cora Delmani was raised in a large middle-class family in a suburb town outside St. Celeste. Her parents were successful shopkeepers and most of her siblings work in their family business. Because of Cora's magical ability, she went to the Imperial Academy to harness her transmutational skills. Cora had no choice in going, like other magical people, but her family would have wanted her to stay in the family business. As a result, she is only close to one sibling out of the five. Cora's time at the academy was her most formative years and it was there that she grew to love magic, learning, logical and rationalizing. Cora did not struggle with forming friendships until she was unwillingly transmuted by a gang of bullies. As a result, she absorbed herself in her studies and lost interest in forming friendships. The event also taught her that magic can do as much hard as it can do good and that people, motives, and her own opinions are not black and white.

She graduated from the academy as one of the top transmutational students. After graduation, Cora traveled across the galaxy, meeting many aliens and visiting dozens of different worlds. During this timespan of 4 years, Cora became accustomed with trying new things and leaping out of her comfort zone. She had many different odd jobs, including performing street shows with her magic both solo and in ragtag groups. Her longest stay on a plant was on Khoeli, where she joined a con group that used their magical abilities to steal from foreigners and the wealthy. Up until this point, Cora had only been the target of malicious uses of magic, and it was with this group that she gained her more devious skills. Cora only left the group because of mutiny and a few cold-blodded murders. Now that Cora is older and has had her fun exploring Imprial Space, she finds herself wanting to settle down either with a group of people or in a single place. The life of a traveler was exciting but she did not make much money or form any lasting friendships. Cora has been working on her interpersonal skills by visiting bars and telling her deep space adventure stories.

Personal goals: Cora currently has no steady employment, and her current goal is to find a long term employer. She would like to remain in one place or with one ship and develop the close relationships that she had been lacking in her adventurous years. Cora always has the goal of making a quick buck, improving on her magical abilities and learning new things.

Extra: Cora's signature self-transmutation is a ferret. She is currently studying the theory of size limitations on transmutation and behavior mimicry between regular animals and transmutation animals. According to her, small mammals are the most onconspicous and adorable disguises. Although Cora doesn't like crowds, she loves the allure of city life and the energy of city streets. When she is feeling risky or find some extra cash, Cora will often times go gambling, splurge on sweets, or tip street performers.
 
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Name: Jack "Owl Eyes" Bracton

Description: Tall with a decently muscular body build. Short dark brown hair. Neatly trimmed mustache and his appearance is made somewhat frightening by his pointed ears, pale white skin, sharp canines, and glowing raptor like eyes which he commonly hides under a pair of tinted goggles and a black tricorn hat in order to appear human. Commonly seen wearing a dark green tunic with black slightly baggy trousers and an overcoat.

Age: 80 Artemian solar cycles but physically the same as a twenty five year old human.

Race: Alien. Specifically Artemian

Homeworld: The jungle planet Artemius.

Job class: outlaw/bounty hunter and smuggler.

Skills: Excellent night vision, strong reflexes, and heighten sense of smell. He's also skilled in hunting, sailing, and is fluent in the Imperial and artemian languages.

Weapons: Hunting knife and twin blaster pistols.

Personality:

Due to his species' pack like tribal society he is always trying to make friends with any coworkers or people he just finds interesting. Especially if they are particularly unsociable taking it as a challenge to his "friend making skills."

Those who accept his company find that he's a very loyal and fun loving individual. Often hanging out at the nearest tavern singing solar shanties, swapping tales with fellow adventurers, making jokes and just goofing off.

Despite his lack of actual schooling he is an avid bookworm. Never being seen without some form of literature on his person as well as a journal for writing down story and song ideas. He is particularly fond of history and mythology. Being well versed in the legends and stories of many different worlds and is always excited to learn about cultures and myths he has never heard before.

Even though he is a bounty hunter, he has a strong distaste for unnecessary violence and cruelty. Opting to try and convince the target to come peacefully instead of blasting their heads off.

He also has serious swashbuckling tendencies, Seeing himself as a robin hood of sorts and commonly getting involved in conflicts he has no business interfering with. Things like hijacking slaver ships and freeing the "cargo," sticking a locator beacon set to the imperial communication frequency into the deliveries for particularly unmerciful clients, and of course attempting to be as chivalrous as possible around females. (Although most Bounty Huntresses he encounters just find it incredibly annoying.)


Character flaws and weaknesses: Since he's a nocturnal being, he is easily blinded by bright light. To the point he has to wear protective goggles during the day.
He gets sunburned very easily, and due to his strong sense of smell he has a rather weak stomach and becomes queasy when around any pungent or unpleasant odor.

He doesn't particularly care for magic, and has a bit of difficulty fully trusting "space wizards" as he calls them due to a run in with some rather idiotic mages who attempted to capture him. Mistaking him for something they called a vampire.

He is also terrible at math other than simple addition multiplication and division due to his limited education.

Bio: Originally named "Altorius son of Koradi," Jack was born to a small tribe on the planet Artemius. His father Koradi son of Alathar was part of the resistance against the Empire's initial colonization of the planet. But the people's primitive bronze age weapons were futile in fighting the imperial navy and when Jack was just an infant his father was publicly executed along with many other rebels. Luckily, his mother managed to flee off world with him aboard the ship of a human outlaw by the name of Jack Henry Bracton who a few years later would become his step father.

For the sake of his own safety Jack was renamed after his step father since it was better to be thought the son of a human pirate than an Alien rebel.

At age five he began to help the ship's crew with menial tasks like cleaning the quarters, helping with meals and such. With the duties gradually increasing in difficulty as he grew. He proved to be particularly skilled at navigating and often helped the helmsman plot the best courses for avoiding imperial detection. During this time his step father taught him to read and write in Imperial and how to use a pistol.

Every year he and his mother would visit her family back on Artemius for something called "the festival of the hunt." There she taught him how to hunt and stalk prey with minimal noise.

Some of Jack's fondest memories are of going hunting and fishing with his mother and his cousins in the jungle. One year when Jack was fourteen (in imperial years), he won the tribe's annual competition to see who could kill the biggest Devil boar. Jack managed to win the competition and was given a pet Raphine. A peacock sized predatory hunting bird which remains his faithful companion to this day.

Eventually his Stepfather took notice of his hunting skills and began taking him along when he made deals with the various crime lords.

It was on one of these trips when Jack first traveled to centralis. The towering structures were taller than any tree he'd ever seen. It was also the first time he witnessed discrimination of the empire's non humans.

He was waiting outside a tavern while his stepfather met with a client when he saw a mob of teens beating a young alien girl.

It was then he felt true rage for the first time. It was like a predatory instinct kicked in. Telling him to do something. Telling him to strike.

He pulled out his knife and charged at the leader of the group. Stabbing him in the shoulder and baring his fangs like a wolf as he let out a hiss that caused the rest of the group to scatter.

Luckily his stepfather had heard the ruckus outside and he and the client managed to pry Jack off of the utterly terrified man. Once he snapped out of his frenzy and saw what he had done Jack's heart sank to the pit of his stomach. The man was covered in blood and his eyes had the same look of fear in them that the girl had had in hers.

Later when he asked his stepfather about it their client, a kind alien gangster named Harmu told Jack something that has stuck with him. "If you fight fire with fire it will only make the first fire stronger."

Eventually Harmu hired Jack as a body guard and now, years later Jack is the old smuggler's right hand man.


Personal goals: To find one of the lost treasure hoards he's read about and settle down on a nice frontier world and start a town. To finish writing his adventure novel and find a publisher who wouldn't look into his background.

Extra: Jack's pet hunting Raphine "Accipitis" is with him 24/7 usually sitting on Jack's shoulder.

Jack is also a serious meat eater and can hardly go a single meal without any.
 
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Name: Ayala Elihu

Description or picture:
virginie-ropars-08.jpg

Ayala is six feet tall with butterfly like wings that adorn her back (she can not fly with them). She has slim figure but with wide hips.

Age: 23

Race: Ahai

Home-world: Eria

Job class: A for hire Body guard

Skills: Elemental Manipulator (gravity)

Weapons: Ayala uses her Thaumaturgy to throw daggers more faster and father than if she or someone else would of just thrown them manually , She can also retrieve them with her magic so she never loses or needs to pick them up by hand. Unless they where to break or get stuck during impact of course. ( you can think of her fighting style like that of Xayah )

Personality: Ayala comes off as a standoffish and somewhat skittish person. She is also known to be quite brazen , saying whatever she wants without thinking of the consequences. She tends to build walls with people she is working with and even who ever employees her. Ayala views almost everything she does as some sort of job and that everyone requires a level of professionalism if they want to be taken seriously by her. She does not do jokes , she does not play around and she definitely does not want to be your friend. She can be viewed as a very boring , serious and cold person. But she views this as a necessary evil due to her line of work.

However Ayala can be a very sweet and giving person. As long as you give her respect she will give you the same respect in return. Even making her laugh can lighten up her mood and she can be a much more nicer and open person. She values anyone who can show her a perspective she couldn't see beforehand. She never wants to be the reason of someones grief or unhappiness. She has been seen defending people who can not defend themselves such as the poor and aliens like herself. Ayala would love nothing more than to develop relationships with people who can see the better in her and are willing to grow and fight together.



Character flaws and weaknesses:
She is a very fragile woman. She isn't strong enough to fight close ranged nor is she able to take very many blows of almost anything. If anyone is able to close the gap in between her usual fighting style she would not be able to defend herself.

Ayala is a cold person. This can make her unlikable by people as they may not trust her.
Ayala is also quick to start arguments and things can be very heated. she has gotten into many altercations that could have jeopardized the well-being of her clients or herself.

Bio:
Ayala came from a world called Eria. She lived in a poorer area of the world with her family of twelve including her mother and father as well as her grand father and mother. Her family were cultivators and farmers who managed to make a decent living off of trading rice to neighboring villages. But due to no rain for many seasons her family took a huge hit , food was scarce , until it came to the point where her grandparents died due to undernourishment. By this time Ayala was five and her parents noticed she possessed magical abilities . This was a huge relief to her parents as they could send her to The imperial academy where she wouldn't be wondering where her next meal was going to come from.

Ayala did not want to go. She did not want to leave her family , she was going to miss them and she was so scared that they would die while she was gone and she was never going to see them again.
She was so young she could not understand why her family wanted to give her away. Her parents forcibly made her go to Centratus to train. It was then she endured severe bullying by richer students and discriminated against by humans even those of the same background as herself. At the time she hated her family for "giving her up" and making her endure this pain she never experienced before. Through the years Ayala developed her skill and also her very harsh cold personality , with both she became a very intimidating person to come across.

After she left the academy and through some connections she was able to get her first job as a body guard. From then on she continued to build up her "resume" making generous amounts of money. But she always felt guilty of not contacting her parents but her pride and also feared almost forcefully restricted her from trying to find a way to communicate to them. She was too scared to try and contact them to only find out they all had died and she never was there for them. But she always held onto the hope that one day she would be able to go back to her home-world and reunite with the family she was torn away from.



Personal goals: She has a few goals. One is to reconnect with any type of family she has left.
A more selfish goal is to settle down with someone.

Extra: Ayala is a lavish spender. Its a huge guilty pleasure to buy the nicest jewelry/ fabrics.
 
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Francesca Garland

The Smuggler

(If accepted I will make a more refined reference)

Basics

Name: Francesca 'Fran' Garland

Age: 24

Race: Human

Homeworld: Promethea; a planet filled with rural lands and simple people, the planet is apart of the empire but is minuscule in the grand scheme of the galaxy.

Job Class: Smuggler

Appearance: With silky locks of auburn hair and impeccably painted lips, Fran can be quite the punch of red on first impressions. Her thin (often knitted) brows don't offer any help in coming across as friendly, for where Fran goes a frown follows. Fran also has pale green eyes and tan skin, both of which are common on her Homeworld. Her figure has lean muscles and a curvaceous frame and her clothes are well-fitted and hug her form.

Height: 5'9"

Skills

  • Elemental manipulation - Specialised in fire, Fran is well trained in the art of her element from many years of training at the academy.
  • Lock picking - Fran can be quite the wonder with locks if the right tools are on hand or if enough time is granted.
  • Sleight of Hand - The human has sticky fingers and a knack for getting away with minor theft.
  • Forgery - Fran has a good eye for detail and can easily replicate hand writing and layouts to official documents.
  • Hand to Hand Combat - Fran knows how to land a solid punch and when paired with fire it can leave a bit of a mark. Though it’s limited on what it’s effective on due to her race.
  • Questionable marksmanship - She is capable of shooting a blaster, whether it hits it's target is left to fate.
  • Wound cauterising - Despite her not being a medic, her military and sometimes her smuggling days have left her to try help others in any way she can, no matter the pain.

Weapons and Equipment

  • Fire - Due to her being an elementalist she can wield flame as a weapon, but this does not kill purely by its lonesome. Though it can be used to finish someone about to die off.
  • Brass Knuckles - Stolen from some unknowing buff guy at a rowdy bar, Fran loves to brandish them in a fight. The fake gold coating is patchy from use with grey peeking from underneath, but Fran loves them all the same.
  • Blaster pistol - A token from her military days she never disposed. She could never tell whether the blaster was faulty or it was just her aim.
  • Lock picking tools - Always on hand, the sticky fingered human is forever ready to crack open locks to get to the good stuff.
  • A Flask of Oil - If Fran happens to douse this on someone, they're likely about to be set on fire.
Personality

Due to her upbringing and profession, Fran is often sceptical of strangers. She finds it hard to trust unfamiliar people immediately due to her job and the fact that she's wanted, but also because everyone she usually meets are always out for themselves and she doesn't fancy having a knife in her back. If she does trust someone however, they are guaranteed a loyal friend and someone who will put their needs over her own. Once people crack through her icy shell of cold comments and unabashed opinions, they will find that she is actually a protective sweetheart who really just needs a hug or two now and again. Whilst Fran isn't a loud or boisterous person, she isn't afraid to raise her voice and drill her thoughts into others. When arguments start she's never afraid to hold back, but will never get physical if it's a friend or someone she needs (when I say physical I mean it could be a bar fight with a stranger who provoked her). Albeit, her temper is harsh and unforgiving, but after the storm passes she'll likely be apologetic. Having a spot of tea usually helps sort her out.

Fran is very expressive and is usually portraying her feelings onto the canvas of her face. The only times she's not doing this is when she's schooling her face into an act, whether it's to convince someone to let her in with her forged documents, or to put on an alias, Fran can be a quick thinker and do surprising improvisation. The human is also a driven individual, being fuelled to complete whatever she signs up for even if it leads to the death of her. She's been called insane, batty, the whole lot, but she doesn't care. Reputations matter to her and if she didn't think she could do a job she wouldn't accept it. Fran naturally exudes and air of confidence, she is sure of herself and the extent of her abilities and is hard to intimidate. She does not believe herself to be some mighty, faultless being, Fran knows she's made questionable decisions and led so what some would call a dishonourable waste of a life, but it's worked for her so far so why complain.

Character Flaws and Weaknesses

Like all humans, Fran isn't as strong as other beings or aliens, often getting pummelled in the face before she can even get a good hit in herself but she's too stubborn to give up. She also isn’t as skilled in combat as she thinks and probably should refrain from punching and stick to sneaking, but her getting riled up usually help. Fran doesn't have an unlimited stamina for how long she can use fire, using too much can drain her both mentally and physically and fry her mind up. This leaves her with short responses, sluggish movement and an inability to perform well at any of her skills.

Having a fiery temper, if provoked continuously Fran will explode and end up a furious mess of hissy anger. She’s inpatient and if someone’s annoying her she’ll let them know one way or another. The woman also has a bad habit of dwelling on the past and brooding, leaving her in bad moods for hours or, at its worst, days. Fran finds it hard to tolerate stupidity and the wasting of resources,

Whilst Fran would disagree if you asked, she naturally isn’t as combat inclined as she believes. For most of her missions she has been sent to be quiet and get people or things transported without confrontation and conflict. Damage she can do with fire is limited alongside a punch depending on the target, her uses lay outside of combat.

Bio

On the day after her fifth birthday, Francesca awoke to smoke. The night was fading into dawn, and the house and family she'd accidentally fell asleep away from on her dirt patch of hill were lost to ash. People who saw the plumes of smoke came to investigate by morning, discovering Francesca and shipping her off to the academy for her to be trained in something she learned to hate. The many years at the academy were both gruelling and hateful. To those who were stuck up from their mighty upper class families who wailed that they would tell their parents about whatever she did that could harm even a single hair on their head, she despised them. Lashing out at their comments wasn't uncommon for Fran at least, but the continuous punishment taught her otherwise. So she learnt to become sneaky. Sneaking things in and out of their pockets had become as thrilling of a task as it could be, sometimes it would be forged love letters, other times it was cryptic threats. To her delight however, she was never caught.

As she aged, she became less persistent to ignore the supposed gift she was given, using it to flourish in whatever way she could instead of rebelling. Fran was a bright student, excelling at most of her subjects. By the time her time at the academy finished, she signed herself up to the military after thinking there was nothing else out there for her. For a year she stayed before leaving, she'd been stationed in a district ridden with poverty and crime to deal with riots, but on a morning she witnessed a child be forcibly ripped away from his families grasp and something snapped within her. Though she remained still as the parents screamed and were held back, watching with empty eyes and a hollow heart as he was stolen. When the night came, she stole one of the ships the military sent her old group in and she fled, becoming blacklisted by the people she'd once worked for.

Selling the stolen ship illegally and buying a smuggling ship disguised to look like a merchant ship, Fran decided it was time for a new career choice. Setting herself up as a smuggler wasn't easy, there had to be contacts found, and causes she could hopefully align with. It wasn't uncommon for her to smuggle people as she got her new business running, sometimes it was children who parents didn't want to be taken and trained at the academy, other times it was the wanted and those on the run. Her favourites to smuggle were stolen supplies for the people who needed it most. Though as time passed, her moral code faded. Missions were no longer accepted for the good of it all but for Fran’s own benefit.

Personal Goals

Eventually, Fran’s goal is to return to her home planet of Promethea so she can make amends with herself and face her sorrows, but until then it's to try help people she thinks seem worthy of her assistance (the right price paid usually or a convincing cause). Making money along the way doesn’t sound bad either, especially if she gets to see new places.

Extra

Fran is very good at card tricks and enjoys doing tarot card readings for people in her spare time.

She's also a terrible singer but still sings anyway.

 
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Name: Quelathik Ter’kef

Description or picture:
A hulking, monstrous alien, Quelathik stands at 6’9. His natural form is that of a gelatinous, dripping humanoid with no defined joints and a semi-solid, porous membrane. Set in the “head” of his translucent blackish-green body is a pair of bioluminescent yellow eyeballs that don’t seem to move from their “sockets”. By law, he is required to wear a metal exoskeleton suit, which he has customized with armored plates and—for some reason—a black cotton cravat. Topping off the exoskeleton is a helmet resembling an old-fashioned diving helmet. He is hard to miss among a crowd, and his voice is fairly distinct; there is a faint gurgling as he speaks, common among Qefabal.

Age: 52
Race: Qefabal
Homeworld: Taurari 4
Job class: Lowborn - Mercenary

Skills:
  • Weaponry - Quel’s raw strength makes him great at handling most kinds of weapons.
  • Steering - On several occasions, Quel was forced to figure out how to steer a ship. While he’s capable of doing so after some brief follow-up training, he’d rather defer that job to a qualified pilot or captain.
  • Intimidation - a heavily-armored man with glowing yellow eyes and a shotgun, standing almost seven feet tall? That’s enough to scare most people into submission. In addition, he has a monstrous warcry.
  • Communications - he knows how to use the telegraph and signaling devices.
  • Evidence disposal - Want the evidence gone? Open Quel’s helmet and stuff that junk down his “throat”. His highly-acidic internals rapidly melt organic matter.
Weapons:
  • Shotgun - a large, smooth-bore cannon. Its tubular magazine holds four 8-gauge shells. A bayonet lug is machined beneath the shrouded barrel. This weapon is extremely noisy and ineffective at long ranges.
  • Bayonet - this shortsword has a lug that locks together with the one on Quel’s shotgun. The fairly normal steel blade is thick and sharp.
Personality:
Quelathik is a rather morbid person. Outwardly, he is fairly jovial and relaxed. It’s easy to make him laugh—though the reason he’s laughing really depends on the context. He doesn’t give up and frequently works tirelessly for 12 hours or more. He commonly makes wisecracks about very short people (under 5 feet) and sometimes goads those with a hot temper. He isn’t religious; in fact, he’s somewhat irreverent and uncouth.

The lighthearted exterior conceals some darker intent; Quel is a liar, a cheater, and a sneak. He isn’t above stealing some money if he needs cash fast, though his conspicuous appearance makes it difficult. Given his history, he could also appreciate and enjoy a good fight. Generally, he doesn’t start said fight, but he is eerily happy to finish it. Overall, his moral compass is gray, leaning towards black. So what drives him to be a nice guy? One word: “money”. If someone promises him cash, treasure, or other free stuff, he is quick to follow. At least he doesn’t go so far as to betray his employer...

Once hired, Quel excels as the brawn—and occasionally the unwanted mouth—of any team. He has bouts of chattiness and excels at small talk, usually over a glass of strong alcohol. On the flip-side, his competitive nature really shows in social events, as he feels the need to boast. The only thing that makes him flustered or nervous, is when a person has legit bragging rights, in which case he quickly clams up. He’ll spin tall tales, but can never seem to back up his claims and tries to dismiss scrutiny and questions.

Character flaws and weaknesses:
Physically, fire is the bane of all Qefabal. It melts them slowly, though their exoskeleton suits provide slight insulation against it. These suits provide a framework and make them seem more humanoid and aid their limited mobility, but can be damaged until they actually hinder movement.

Quel’s craving for riches can blind him from the immediate peril; it’s his first priority, over the safety of others. Fights with him often turn bloody if he is left unchecked; it’s best if a partner accompanied him.

Bio:
The Taurari system is considered a frontier region of the galaxy, which has recently come under control of the empire. Its residents, the Qefabal, live on Taurari 4, which is mostly covered in swamps. This was the birthplace of Quelathik. Like alligators, he and his family floated along the water’s surface, swallowing whole small animals. Civilization soon spread to Taurari 4, and he was among the first in this “colony” to receive an education. One of the first things Quel learned, was the correlation between material wealth and power.

A civil war broke out as Quel reached adulthood (roughly age 30, in human years), and he joined the more civilized side, who were grateful for the empire’s influence. He became known as a savage fighter, albeit a loose cannon. With his side emerging victorious after a seven-year conflict, settlements began to sprout up, and people built mining towns. His work was done, but he didn’t join the empire’s military. Instead, he took his hard-earned cash and squandered it at the gambling tables. Now in debt, Quel turned to mercenary work to pay it off. Fifteen years of dodging collectors and taking jobs from characters of mixed repute earned him enough to clear all debts. He was free to screw it up again, but he hasn’t touched a playing card or a poker chip since then.

Personal goals:
  • Quel would like more riches, and will participate in any shenanigans if he thinks it will line his pockets.
  • He wishes to find more stable work, perhaps even something unrelated to intimidation and combat.
Extra:
 
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Name: Uvri

Age: 24

Race: Zul'us

Homeworld: Thereth

Job class: Lower Class

Skills: The healing arts

Weapons: Her fists

Personality: Uvri is a sweet kind hearted girl who would never hurt a fly, always having a cute smile on her face no matter the situation. Over the years however after being a part of the Thaumaturge academy she became quite bitter towards those of higher class, after being treated badly for so long she resented those higher than her for getting by for being apparently better. Even with being bullied because of her gullible and naive nature she still kept to her roots and remains as gullible as ever, believing to see the best in others even when there is nothing there to believe in. This gets her into a lot of trouble, her innocent nature making her easy prey for people who are looking to use her and steal from her. She is even very trusting despite all of the problem she has had, she knows she should be more hesitant to trust people but she just can't bring herself to be like that.

Even though Uvri has some amount of training in combat and survive she does dislike using that part of her training, she would rather talk than fight but if she has no choice she will do her best to fight for what is right even if it isn't what her race stands for. As much as she is a sweet person she does have her darker side, she has a very short fuse for those who push her to her limits. She is not afraid to lash out if she feels threatened or someone threatens a person close to her, she will however feel extremely bad about it afterwards.

Character flaws and weaknesses: Uvri has a weakness from intense heat, since her entire planet is covered in water and ice the Zul'us have developed a resistance to the cold but are very susceptible to heat.

Uvri is a very gullible and naive person, she is quite easily taken advantage of for her lack of knowledge outside of her own planet.

Bio: Uvri doesn't remember much before her time in the Thaumaturge academy, she was sent off by her parents when she started showing signs of magic despite her own wishes to stay in her own homeland. She had heard stories of past Zul'us training at the academy who ended up hating their time there, sure enough when she arrived she wasn't exactly welcomed with opened arms. Despite being kind natured and trying to make the best out of her situation she still faced hardship whilst studying. She was constantly bullied for being different and of lower class, her being so gullible nature left her being teased and forced into situations she was never comfortable with and since the teachers treated her like the lower class she had no choice but to deal with it even though she really wanted to be at home with her family.

Even with fourteen years of being bullied and having troubles learning how to be an outstanding citizen she pulled through and graduated from the academy with the knowledge to control her abilities and be a passable citizen. Since then Uvri has joined the military as one of the many healers within the ranks, she is considered one of the best healers because of her hard working nature but deep down she despises war. She knows her own race well known for being kind and more like diplomats as a way staying out of such meaningless conflicts but unfortunately she had no choice but to join the ranks and be a reluctant participant of war.

Personal goals: To explore the universe

Extra: Excellent swimmer, can breath underwater.
 
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  • Name: Alaric

    Age: 75 (late 20s compared to humans)

    Race: Carpathian

    Homeworld: Xanatos

    Job class: intergalactic bounty hunter/pilot
 
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Name: Elnaril

Age:19

Homeworld: The homeworld of the Nevvath, dubbed Ralmuda, is vast and varied, from sprawling cityscapes to seas of trees and crystal clear oceans teaming with life. Its capital city, Arcadia, is home to the majority of its species while other smaller cities house pockets of Nevvath of varying degrees.

Job class: Academic

Skills: Puzzle/Riddle Solving

Weapons: None

Personality: Elnaril is quiet, but has a strong moral compass and just wants things to turn out okay. Though ambitious, he lacks the courage to take the steps required to truly make anything of himself. He has always had grand ideas, plans and schemes for how to make himself into someone important and influential, but each time has failed to act on them. Reserved and trusting in equal measure, Elnaril is a strange individual with many odd habits. When agitated, he removes one or more of the small metal puzzle ring sets from the wooden box he carries with him and begins feverishly solving them.

When relaxing or enjoying a day off, he tends to spend his free time reading books or exploring , always on the hunt for artifacts relating to ancient civilizations. Very few things can cause him to react with anger, though anyone mistreating the few people he genuinely cares for may find themselves on the receiving end of a verbal thrashing so powerfully intense that they may feel as though they have been physically struck or, gods above forbid, something far worse depending on the situation.

Character flaws and weaknesses: Elnaril is physically weak, never training to fight or doing anything remotely athletic. He is incredibly shy and stutters when agitated. Due to having a mostly sheltered early life, he is rather gullible as well.

Personal goals: To find a place to belong, a place to truly call home, and a real family.

Extra: Has very dexterous hands, a love of ancient ruins and structures, can read and write various ancient languages, can blend in with crowds very well and is a true self-taught master of the kitchen, able to make countless dishes including delicacies from across the cosmos, all with the flair and presentation befitting true fine dining.

Personal Items: An ornate wooden box covered in Nevvath glyphs containing a dozen metal puzzle rings of various difficulty. A dark, forest green satchel that he uses to carry around stationary items of various types, and his puzzle box.

Bio: Elnaril was born to a traditional Arcadian family: Well off, never going hungry or in need of anything and never truly needing to work for things that he wanted. He attended The Darithian School Of Higher Learning, a prestigious university for students who aspire to take a profession in any of the academic fields. Elnaril in particular was always an intelligent and hard-working student, excelling in his chosen field: The study of ancient ruins of various sentient races across the cosmos.

Attending the university at a young age meant that Elnaril was the target of much bullying. No matter what race one comes from, how rich or poor, how intelligent or dull, there will always be bullies looking to make someones life miserable. As he grew, Elnaril became accustomed to being bullied and learned to avoid the sorts of people who stepped on others to get their way or even just for fun. He learned to remain unseen in crowds, and began keeping to himself more and more, though he desperately longed to fit in, desired more than anything to have friends. So when one of the more popular students at his university personally approached him and invited him along for a trip to see a very important figure on another world, Elnaril simply couldn’t refuse. After all, this was his chance to make a good impression and possibly even a new friend. Unfortunately, Elnaril is far too trusting of anyone putting on a friendly face, and soon found himself stranded alone on a world he knew nothing about, surrounded by people he didn’t know, and about to be caught up in something he never in a hundred years could have imagined.

Race: Nevvath —

The Nevvath are bipedal humanoids with pale, fair skin and complexions, and taller on average than their human counterparts though not by a great deal. Their ears are slanted, and taper to a point at the very top, resembling elongated droplets of water. Their bodies are lean and lithe, and Nevvath fashion tends to lean towards enhancing those features. They live, on average, close to two human centuries due to the low level of required food and water necessary for survival, and a focus on mental prowess leading to incredibly advanced medical technology and practices.

Nevvath began their technological advancements in similar fashion to humans, but were less inclined to make war with each other and more focused on mental and social dominance rather than martial. As they grew, this lessened interest in physical combat and feats of athleticism led to rather drastic differences in their society as compared to other, more war-like races. Their system of government became a form of enlightened monarchy, wherein a royal family took the role that the president of a democratic society might fill, and keeping their power in check is a council of publicly elected officials tasked with maintaining the balance of powers and championing their voters’ desires and needs.

This does not, however, mean that Nevvath society is without conflict. There are always those who have hearts filled with greed, lust, hatred, and a hunger for power. There are still violent crimes, and thus a form of police force still exists in the cities, though most grudges and slights tend to be handled in a more public forum and involve the crushing of one's enemies and rivals in a social or mental battleground as opposed to a physical one. Moots, schemes and backdoor deals are the tools of the trade in place of blades, guns, or poison though those are still used when no other path is open.
 
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Protected Species Identification Number - GD2346STC23
(2,346 Galdri born since Planetary Integration, 23 born in St. Celeste)
Alias: Yon Bitsk
Age: 18 years​

Race:
Primary identity Human, male - sandy blonde hair, green eyes.
Secondary identity - Not yet assigned
Biologically: Galdri, male
ArtStation - Dark Fantasy vol_ 8, Bjorn Hurri.png- an alien race with a bio-transmutation ability specific to their race. For them it is not just a magical ability but an instinctual and biological defense which make it rare for a Galdri to be born without this ability. It is for this reason they have been hunted by black market poachers and used in experimentation. They are also not the most attractive of creatures. Their grotesque appearance often coincide with the stuff of nightmares which has given them the moniker of skinwalkers, and are sometimes killed out of fear and misunderstanding. On their home world Galdri live in intricate tunnel systems and have a symbiotic relationship with subterranean creatures. Their diet consists mainly of fungi and insects but are omnivorous when food supplies underground run low. Galdri can live roughly 150-160 human years, but current life expectancy averages 40-50 years. Galdri reproduction is similar to humans with a gestation period of 9-10 months.
Culture - Galdri are timid by nature, and their society is founded on a live and let live philosophy. Their interactions with one another is ritualized and vary depending on familiarity and rank. They have a patriarchal society with a matrilineal system of inheritance (names and titles are passed through the female line).
History - The Galdri were granted protected status when they joined the Imperial Alliance 80 years ago. Today it is estimated that less than ten thousand exist scattered throughout the systems. Though hunting them is outlawed, they still face threats from poachers and prejudice from citizens. The continued threats left those on Slyran concerned that the heavy surveillance of their species was being used to systematically hunt them down. Galdri leaders created a secret colony hidden, even their own kind, deep in the tunnels of their planet and worked out escape plans should their Imperial Lords ever betray them.
All children of documented Galdri are sent to the Imperial Military Academy and immediately put into a black opts like training program that works in conjunction with the Thaumaturgy Academy. They are told it is to better prepare them for life as an imperial citizen and to protect citizens outside of Slyran. However, the nature of this training strips Galdri of their culture and identity and their new lives are manufactured by the government. The first five years (age 5 to 10) are spent getting a basic education and their "inoculations". Because of the danger of hurting themselves or others during a "forced change" each Galdri is exposed daily to different skin samples from various animal and humanoid species. It seems like torture but it is necessary. The more the students are exposed to the less likely they are to be discovered or threaten public safety. At the end of five years each is injected with a subcutaneous tracker and given a file containing their new identities and a skin sample from a deceased unknown. They are tested on their ability to maintain this identity and the secret of their true race. Students of the academy very rarely ever find out that there are skinwalkers among them. As part of the general student body, Galdri branch out into different areas of study while in the academy this way they can fit in seamlessly into any role that may be required of them. On graduation the highest ranked get coveted jobs as body doubles and guards. Others become spies for military and law enforcement. Any drop outs are placed into various fields of employment or returned to Slyran but continue to be monitored.

Homeworld: Place where GD2346STC23 was born/raised - Imperial Military Academy, St. Celeste, Centratus
Species home - Slyran, a moon orbiting gas planet Aysi
Home of Yon Bitsk - Ivo, colony planet Gratain

Job class: Middle class at best- (technically military property)
Imperial Military Academy Senior - Black ops and Body Guard Certification - posting not yet assigned

Skills: Hand to hand combat, dual blade (weilding his saber in one hand and dagger in the other), and
- Biological transmutation - Specialized receptors on their finger tips and toes permit the Galdri to mimic the structure of nearly any creature and hold that shape so long as they are conscious. The exceptions being a species that is more elemental in nature, Mechanical/magical creatures or those of an insect based evolution. Galdri prefer the shapes of mammals they can hold these shapes almost indefinitely. Other species such as lizards, birds, or fish require more concentration to maintain and hurt them physically. The size of the mimic is limited to one foot taller or smaller than their true form (adults 5.9 - 6.5). The mimic is also limited to appearance and vocal patterns. They cannot replicate smell, pregnancy (unless pregnant themselves), or memory. Galdri revert back to their true forms when incapacitated, mortally wounded, or dead.
Galdri can only "cash" two alternate forms at a time. These are near identical images of the individuals they have touched with their receptors. If they come into contact with a new individual it replaces the older of the other two automatically. If they "cash" two of the same species they can mix and match to make a unique appearance but are unable to mix two different species or perform any other partial transformation. Galdri males are not limited to sex when changing their form, but females are if pregnant. They cannot transfer their ability to anyone or change the appearance of another creature. They cannot mimic smell or pregnancy.
If a Galdri touches species they have never encountered before with their receptors, their form changes without their control into that species. This is called a "forced change" and is and uncontrollable reflex. Much like how poking a puffer fish makes it inflate. It takes seconds for the change and around an hour to pass. That hour is painful and stressful. Their adrenaline spikes and they can become aggressive. When it passes the Galdri reverts to its true form and cannot change again until they have rested for roughly six to eight hours. Most hunters of Galdri take advantage "forced change" to find and incapacitate their quarry.

Weapons: Dirk and Saber

Personality: Yon must compartmentalizes his life to keep his identities separate and cover intact. As a result, privately he is a quiet neat freak who likes to read history and listen to classical music. Socially, Yon is a congenial fellow and charming to the ladies (sometimes boys too). He is keenly perceptive of his surroundings and of the body language of others. If he sees someone is down or troubled he is compelled to make them smile even if he is not asked to. He jokes about smut novellas, dancing, and prefers up beat jazzy type music. Then there is the military student. A no nonsense, by the books, boy scout. Who rigorously practices his sword skills. While there are times when he is reminded of how lonely he is, Yon never feels sorry for himself. Instead he finds ways to keep busy and be useful. Just because he is alone doesn't mean he has no purpose to fulfill.

Character flaws and weaknesses: Galdri maybe able mimic one's appearance, voice, and, with practice, demeanor. They cannot mimic smell. If in range to a creature with a keen sense of smell they risk being found out. Galdri cannot mimic pregnancy unless they are themselves pregnant. (Gestation is comparable to humans) Yon also risks "forced change" if he does not wear shoes and gloves when in public. The Imperial Military Academy cannot "inoculate" for every animal or species in the galaxy. See Galdri Thramaturgy for more info on physical and magical weaknesses.
-
Yon must live a double life, so while he has friends he must keep everyone he knows at a distance. As a result he has never been in a serious relationship with anyone. Yon attempts to make others laugh and smile can get obnoxious or occur at inappropriate times. More over there are only so many lives one can live and faces one can have before the truth comes out. If Yon is not careful or diligent with precautionary measures, he maybe exposed sooner than later.

Bio: Yon's conception was orchestrated by the Imperial government in order for his mother to help maintain her cover as a body double. After his birth he was hidden away until his Galdri abilities manifested. After which he was promptly taken into Imperial custody and place into the Military Academy. His mother never made any effort to contact him. Yon has accepted that his birth was just part of her job and nothing more. He doesn't know who or where his father might be. He has never asked knowing that he would never be told. The government gives him a small allowance to do with as he wishes so long as he commits to his military service for no less than 20 years or until death. Otherwise he must pay back the cost of his upbringing and training.
Yon has never seen his home planet and has only met three other Galdri while in the Academy. After they were assigned their present identities he lost touch, and does not know what faces they wear or what positions they fill. It would make for a lonely existence if it had not been for his out going personality. While he had no family to speak of he made one with his friends. Yon has many happy memories staying with them on holidays, playing with them outside of class, and in general just being part of their lives. Now with his schooling nearly completed he prepares to make a new family of friends wherever he may be assigned. His duties to the Imperial House are all that matter to him. They keep him alive, his people safe, and a reason to keep living.
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Assigned Identity - Yon Bitsk - middle class - Born on the colony planet of Gratain, in the city of Ivo. Parents are merchants of dry goods. Father: Vam Bitsk. Mother: Dua Roselight. Youngest of three children eldest sister Mia, middle sister Bia. Father pressured him to Run the company even though his sister were more suited for it. When he came of age he enlisted into the Imperial Academy and has lived in St. Celeste ever since.

Personal goals: Yon would like to gain a position as a body guard for a good and bivalent leader. Ultimately someone with whom he can work with to loosen the Imperial grip on his people without compromising their protected status. Perhaps one day find a pretty girl who accepts him for what he is. Wherever he ends up, more than anything, Yon hopes that he can one day just be Yon, the Galdri.
 
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