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Nation Building The Adumbrate Saga: Factions

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Zaltusinel

Novelist and Word Whisperer
Hello, interested roleplayers. Welcome to the faction hub, the place for all your hunger of knowledge with respect to every faction. Here will be the Cs Template and current Factions. When creating your CS, keep these things in mind:
  1. I value backgrounds and the overall feel of your faction. This helps me fit them into the world I have in store for you!
  2. Certain factors such as population, productivity, and growth rate will be covered after your submission. So pretend they don't exist until you're done. I evaluate pop based on your faction's background and traits. (They are extremely important in the CS)
  3. There are many opportunities, like quirks, to add flavor and give critical legs up in your character development in the rp on the sheet. Do not overlook the fields of the sheet, they will severely help you. Random funny quirks really help me put myself in the shoes of characters. It is honestly one of the harder things to do. Once you got it, it'll be like second nature.
  4. Otherwise, all questions should be PMed to me. Otherwise, go get em.
Character Sheet:
Faction Name
Race(s)
Previous Purpose or Occupation
Mercenary or Council Member

Background(What did you do in the supercluster, keep this somewhat open. I'll ingrain you in the world.)
Morality/Perspective on Good V. Evil
Symbols/Uniforms
Guiding Principals​

Membership(Who is allowed and how are they accepted)
Allure(How does your faction attract new members?)
Headquarters
Rivals

Typical Things Your Faction Possess
Architectural Style
Reputation

(For Each Race)
The Three Triangles: Think DnD Stats, adjusted for our purposes. Place a number below after each item. Fortitude revolves around health, strength, and adaptability in a physical sense. Miasma focuses on damage, accuracy, and speed. Think glass cannons and fast people, they base themselves in this stat. Sentience describes intelligence and perception among related things. The total three most equal 32, none may be less than 5. However they may be allocated in any way. Direct all questions in PMs


Fortitude
Miasma
Sentience


(Make these relevant to above, all that you provide will help us later.)
Strengths:
Weaknesses:
Food Requirements:
Space Requirements:

Once you are done with this, submit this to me. Then we begin our debilitations. Don't worry, anything you feel missing will come in. Quote the post to copy the code.​
 
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The Corsair Council
The Faryrm and the Klodi Mosi
Council Member
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Previous Purpose or Occupation: Business and Research Consulting Firm
Background(What did you do in the supercluster, keep this somewhat open. I'll ingrain you in the world.)
Morality/Perspective on Good V. Evil: The Faryrm have a reputation for working for their own ends, willing to provide to those who aid them in some way. While not particularly consistent, they hold a case by case moral system. So there are some reason to their actions, Faryrm will always be kind with a sense of something more always in their voice.
Symbols/Uniforms: The Corsair Council members wear tight fitting gray desert clothes with protruding horns and thorns across the shoulders and spine. High tier members wear flattened on the chest and abdomen as symbols of their deviousness and rank. The symbol of the council blazed clearly on the abdomen of the suit and the skin of the Faryrm. On the sleeves will be condensed brightly colored gases to symbolize division and role in the firm.
Guiding Principals: "What is smart to politicians is unsmart when the weather changes.", "Ends justify the means", Identity, Intelligence, Strength in Knowledge.

Membership(Who is allowed and how are they accepted): Bright minds who pass the Cherish Exam, Inventors of interest, Lone Mercenaries, Biologists, Specialized scholars, Knowledge seeking commanders. All members are interviewed and perform multiple benchmark tests before each application is reviewed by Council Chairs.
Allure(How does your faction attract new members?): The hope of knowledge, the promise of purpose, funding for projects, willingness to research topics others wouldn't dare.
Headquarters: Dominar, Lorax System, Southern Io
Rivals: The Ulnarian Government, Hiagriaan Assistance Network.

Typical Things Your Faction Possess: Metal deposits, research equipment, small research fleet, defense systems, construction and containment systems.
Architectural Style: Eldritch, full of horns, spreading out on the ground as vines reaching to snatch feet. Center focused verticality.
Reputation: Sneaky Bastards that release crazy things into the universe, typical troublemakers.

(For Each Race)
The Three Triangles: Think DnD Stats, adjusted for our purposes. Place a number in the code below after each item. Fortitude revolves around health, strength, and adaptability in a physical sense. Miasma focuses on damage, accuracy, and speed. Think glass cannons and fast people, they base themselves in this stat. Sentience describes intelligence and perception among related things. The total three most equal 32. However they may be allocated in any way. Direct all questions in PMs
------
The Faryrm
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A race of shapeshifters, that manipulate surrogates to complete their tasks. They were born from a planet under a pulsar, meaning they primarily consume radiation. Their surrogates are limited without the proper tools to amend their weaknesses. Possess wings that can allow them to fly to 200 feet and move at 20 MPH. 6 feet tall, 120 LBS on average.

Fortitude: 5
Miasma: 7
Sentience: 20

(Make these relevant to above, all that you provide will help us later.)
Strengths: Intelligent, Surrogates, Ability to control multiple Surrogates at a time, Highly perceptive, Darkvision.
Weaknesses: Frail host bodies, Lack physical strength, Scatterbrained,
Food Requirements: Medium amounts of radiation for each individual, usually lays in sun or other radiation source for one hour each day.
Space Requirements: The Faryrm prefer to have large space to themselves and take up more space than others.

The Klodi Mosi
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A race of dragonoid that produces a special bile from metal deposits that molecularity reassemble as the metal that it comes in contact with. The Klodi Mosi are the loyal brother race to the Faryrm that serve to protect them and assist them in construction with their biological traits. 8 feet tall, 250 LBS on average. They primarily consume radiation as the Faryrm, however, they store massive amounts of it to dissipate for their brethren later. Stay in the sun for three hours each day. Has a 5 foot tail with spikes for climbing and etching. The tail acts as a hand as the spikes conform around objects, however, the tail is very slow and only has traditional combat values.

Fortitude: 17
Miasma: 5
Sentience: 10

(Make these relevant to above, all that you provide will help us later.)
Strengths: Tanky, strong, metallic bile, tail-hand, Radiation battery.
Weaknesses: Slow, cannot speak normally, complex biological structures that render them hard to heal.
Food Requirements: Radiation for three hours each day, medium amounts.
Space Requirements: Klodi Mosi actually prefer small spaces to curl and sleep, allowing them to stay in small rooms in Faryrm houses.
 
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Faction Name: Primis Protectorate

Race(s): Elvara

Previous Purpose or Occupation: Environmental Scientists and Defenders of Primis

Mercenary or Council Member: Council Member

Background:
Four centuries ago, an Elvaran scientist gathered up the brightest and most ambitious of his people. He shared his belief of life on other worlds and suggested that he and these other influential members of society create an organization that would protect, Primis from outside threats. When the idea was pitched to the public by cultural leaders and religious figures, they supported it without hesitation. The Elvara spent the next decade building the foundation for the Primis Protectorate. It’s founders became the first official governing body of, Primis. The oligarchy worked well to guide the Elvaran people and influence expansion in several areas of society.
Whereas other species with similarly advanced tech would have set out to the stars, the Primis Protectorate focused its resources on securing the planet by building a fleet to combat unwanted visitors. With centuries passing by, the Elvara produced new technology, advanced in science, culture, and even started to meet with new beings in the supercluster. They have never allowed anyone to visit, Primis and only those who meet the. Protectorate’s requirements are allowed to set foot on the planet. The Primis Protectorate excels in agricultural sciences and the arts. Their development of terraforming technology, which surpassses that of any other species, has distinguished their brilliance in the subject. Their involvement in the arts is rarely seen as its the smaller industry and is s mainly favored on their own world.
Years ago, the Primis Protectorate took up a job for the Faryrm to terraform one of their worlds. Elvaran exclusively oversaw the project. When unofficial investigators arrived, they falsely accused the Primis Protectorate of breaking inter-cluster accords. This caused major damage the Protectorate's reputation, until it was uncovered that they blatantly lied. The Faryrm, single-handedly proved the innocence of the Protectorate. In response to the trouble caused by the outsiders, the Protectorate marked-up their products towards Arrovans and Humans who are associated with the Trade Confederacy. The Oligarchy embargoed the Trade Confederacy. To this day, the Elvara see the Faryrm as allies and continue to work with them.
The Protectorate very seldomly gets involved in any wars. They supply and support their allies in defensive battles and on engage in battles of their own when they must protect their planet or people.

Morality/Perspective on Good V. Evil: The Elvara have a very black and white view of the world; this is never more true than when the situation directly affects their people or planet. In the eyes of the Elvara; causing harm to others, polluting, and acting against the Elvaran best interest is considered evil. Anything opposite of the aforementioned is typically approved of by the Elvara; that even includes harming others for the sake of their own survival or the survival of, Primis. They”re normally kind-hearted people who are always willing to assist their allies or even strangers, so long as they adhere to their morals and values. The only time they approve of “evil” deeds is if it ensures the continuity gonna their people or world.

Symbols/Uniforms: The Elvaran decided long ago that their symbol would be, Primis, their home.it is printed on every banner, flag, ship, and weapon. Members of the government tend to wear anything they desire to a meeting or gathering. Whenever out in public as a group however, they’re required to where light-weight, green robes.

Guiding Principles: “Primis first and foremost.”, “Indecisiveness is a noose around your own neck.”, “Everyone benefits from wisdom.”

Membership: The Primis Protectorate welcomes everyone into their ranks. A brief test and an oath to protect Primis is all that’s required. However, no outsider is allowed to venture to, Primis until they’ve received three promotions within the military or has married an Elvaran who must be willing to vouch for the outsider’s character.

Allure: Primis Protectorate’s best way of drawing in others is with the promise of a new start and an impressive salary. The idea that one day you could possibly step foot on to their pure world and live a comfy life has gotten them many outsider recruits.

Headquarters: Primis, Mythal System, Northern Lo

Rivals: Humans

Typical Things Your Faction Possess: Environmental Laboratories, Hidden planetary defense weapons, Orbital Defense Fleet, Airships

Architectural Style: Solarpunk, Eco friendly. Many of their structures are built into to the planet/environment to minimize the amount of space they take up. Buildings are also covered with flora and fauna are allowed to enter freely, so long as they’re non-hostile.

Reputation: Known for their secrecy, Intelligence, and Brotherhood.


Appearance: Elvara typically range anywhere from, 6 to 7 feet in height. They’re usually thin and fragile beings, although they can increase muscle mass with dedicated training. Elvara are known to grow horns at the sides of their forehead; the shape and size of which is different depending on the Elvaran in question. Lastly, Elvara are easily distinguished by their absent nose, nostrils, eyebrows, and their iridescent eyes.

Fortitude 1
Health 1
Toughness 1
Adaptability 1
Miasma 15
Potency 10
Dexterity 15
Athletics 20
Sentience 16
Perception 20
Celerity 20
Deceit 8

Population:
Obsidian Viper: 1
Elvara Tamer: 1
Viscount: 1
Elvara Environmental Scientist: 1
Elvara Aspiring Artist: 1
Elvara Peace-bringer: 1
Constructor: 1
Terraforming Machine: 1

(Make these relevant to above, all that you provide will help us later.)
Strengths: Highly Intelligent and Perceptive. Normally very dexterous and agile.
Weaknesses: Low physical strength. Struggle to survive on planets that have polluted cities and environments too different from their own. This is thanks to their living in a bubble of sorts.

Food Requirements: Vegan only. They cannot consume meat and will become violently sick upon consuming another creature’s blood. As a practice of their religion, they do not consume anything that has come from another living creature. Even the non-religious denizens follow this rule as it has been part of their culture since before their people first built their capital.

Space Requirements: Elvaran typically live in small spaces and work in spaces only a few dozen feet bigger.
 
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Faction Name
Ver'kin Mischief
(a group of rats is called a mischief)
Races
Ver'kin (Rattus Sapiens)
A race of bipedal rat men, equal to humans in ranges of height.
Ver'minus (Rattus Sapiens Minimus)
A sub race of Ver'kin, these ones are much smaller, only a single foot in height, they often band together with swarms of actual rats
Rats (Rattus)
Just rats
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Previous Purpose or Occupation
Test subjects and servants
Mercenary or Council Member
Mercenary

Background
The Ver'kin where originally created by human scientists, they where uplifted rats used to test more precise biological theories on. For their creators wanted to master the manipulation of biology, so as to improve the human race. However, they wanted to be sure all methods where safe and had no long term affects they would only become aware of when it was too late. The Ver'kin started life as humble lab rats, sometimes even street rats, due to their high numbers and availability. The experiments continued for a few years, making the rats stand upright to test how they could manipulate the spinal cord. Increasing their size in order to test the manipulation of growth.

In the end they had a breed of very large, upright standing rat, with more human like arms and legs (a product of using them as a human analog) However, there was still one thing the scientists had not tampered with. The mind. Wanting to elevate the power of the human mind, they set about enhancing the rats minds to make them suitable for the experiments, this lead to the first true Ver'kin. These first Ver'kin where actually rather friendly, inheriting much of their communal nature from rats.

Unfortunately for the scientists, they where unable to elevate the rats beyond human levels. Now the scientists had a large amount of Ver'kin to find a use for. They re modified their brains to make them more aggressive, so as to be more effective soldiers. The Ver'kin where servile for some time, but sapience has its affects. The Ver'kin did not like being slaves, and due to their new nature, they made sure their masters knew. An event now know to the Ver'kin as "The Great Scuffle" took place, in which the Ver'kin rebelled and fought their creators.

The Majorty of the Ver'kin managed to escape, stealing both military and non military ships. The nation of humans that created them was presumed to have been destroyed by the threat. Now the Ver'kin fight as a variety of pirate like clans, using salvaged guns and melee weapons to conduct their raids and attacks.

Note- While they where used as soldiers, they where low quality, throw away soldiers.

Morality/Perspective on Good V. Evil
They don't really care, its every man for himself.
Symbols/Uniforms
No set uniform, its normally cobbles together from what they have. Although this symbol seems to be common
Bones_Skateboards_Logo-56a875875f9b58b7d0f2adc8.jpg
Guiding Principals
"A tale is told of two Ver'kin, birthkin from the same breeder. While scouting the area above their home, they encountered a ravenous beast. Wisely, they fled the beast, but it gave chase and pursued them for many miles. "Surely," said the first Verkin, panting, "we cannot-cannot outrun this horrible creature." The second chittered his agreement. "Nor do we have to," he replied. Unsure of his birthkin’s motive, the first Ver'kin asked, "What do you mean?". By way of response, the second Ver'kin tripped his companion, answering, "I only need to outrun you!""
Membership
Ver'kin only
Allure
Ver'kin are born into their trade
Headquarters
Not anything concrete
Rivals
Most law abiding people

Typical Things Your Faction Possess
High numbers, stealth and shock units, rats, ramshackle tech
Architectural Style
Ramshackle (like the orks from 40k)
Reputation
Pirates and backstabbers.

The Three Triangles:
Fortitude 8
Miasma
14
Sentience 10

Fortitude : 24
Health - 6
Toughness - 7
Adaptability - 11

Miasma : 42
Potency - 10
Dexterity - 16
Athletics - 16

Sentience : 30
Perception - 9
Celerity - 11
Deceit - 10

Pops
3 units of standard Ver'kin (9 men)

Your normal raider that works for the Mischief.
1 unit of Avengers (2 men)
A stealthy Ver'kin that has been trained to sneak around, these guys have dark fur that allows them to harder to see in dark areas. Their arms are rigged with a hidden blade to trick and surprise foes.
2 verminus swarms (4 verminus and their rat colonies)
A colony of venomous rats lead by two Ver'minus, the venom the rats dish out is a paralyzing toxin that will completely paralyze those bit in 8 hours. Consecutive bites reduce time: 8 hours, 6 hours, 4 hours, 2 hours, 5 minutes. The bite most connect with flesh to reduce time. The Ver'minus Swarm can also work on small machinery and repair small objects with training. Each swarm contains 75 rats. These swarms have the reputation of Dishonored rats, meaning that unarmored targets will fall quickly. However, armor will be the bane of this swarm. As being just rats, most will ignore a swarm's presence without reason to suspect.
1 unit of sacrificed (2 men)
Ver'kin who were sold into Faryrm experimentation by their human creators, their fur and skin have been augmented with mimic skin. Mimic skin allow these warriors to blend with their environment, however, this cannot be turned off. The Faryrm also bulked up their muscle mass to be 1.5X stronger than a normal human.
1 unit of experimenters (2 men)
Breaking from the heat of combat, these Ver'minus work parts together to make weapons, machines, and other devices needed by the Mischief.
1 unit of blood soaked champions (2 men)
A Ver'kin who's combat experience is apex among their kind, these Ver'kin have a secondary heart that allows them to survive normally fatal blows to rise again. Blood-soaked Champions have hardened skin that gives them some resistance to damage.
1 unit of pestilence (2 men)
Experimented Ver'minus with a dangerous mix of Ebola and the Black Death, transmission is possible through two methods and two only. One through a bite, the other through bile that can be fired from the Ver'minus in a 25ft radius. Pestilence Ver'minus have immunity to natural diseases and grant the Mischief some immunity to disease if they are present often around their mischief-mates.

Strengths:
Stealthy, fast, amazing scavengers, brave in groups
Weaknesses:
Weak, treacherous, cowards on their own
Food Requirements:
Ver'kin (and sub races) can consume most living matter as food. They have been known to eat dead bodies
Space Requirements:
They are used to small spaces, like their underground warrens or crammed spaces in their ships

CHARACTERS
Clawnitch Skybleeder
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Name: Clawnitch Skybleeder
Age: 39
Race: Ver'kin
High Concept(What's the big idea?): Ramshackle engineer
Skills:
-Engineering
-Weapon making
-Various electrical powers using his tech
Weaknesses:
-Coward
-Incredibly jealous
Reputation: Rough, yet "trustworthy" tech
Attitude: He thinks he's the smartest Ver'kin alive, and that all others are inferior ( a pretty common attitude)
Personality: Both cunning and cruel, he's always keeping an eye out for tech to steal

Thriqrich Wildtail
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Name: Thriqrich Wildtail
Age: 43
Race: Ver'kin
High Concept(What's the big idea?): Evil, backstabbing captain
Skills:
-good swordsman
-good aim
-incredibly cunning
Weaknesses:
-Treacherous, even for a ver'kin
-Physical weak
-hated by other ver'kin (prime back stab target)
Reputation: Hated and feared by other ver'kin
Attitude: Looks out for no one but himself and would happily trade the lives of whole broods of ver'kin to save his own fur.
Personality: Sadistic and cruel, yet his cunning is almost admirable.
 
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latest

Faction Name: Resource Development Administration
Race(s): Humans
Previous Purpose or Occupation: Mega corporation dedicated to resource extraction and refinement
Mercenary or Council Member: Private corporation

Background: The RDA was founded two centuries ago by Terrence Lord, a business student at the Berner Financial Institute (the most prestigious business academy in the nation of Berwick, on the human colonized planet Alcadia) with an affinity for classical Earth cinema. The formation of the RDA was originally a joke spurred on by a drinking game organized by Terrence and his friends upon reaching the Avatar series while binge watching old science fiction movies; whenever someone says something misanthropic or the RDA acts hysterically incompetent, they had to take a sip of light beer. Midway through the film, in a drunken stupor, Terrence Lord declared that even he could do a better job than the RDA, leading to an argument among the friends over who would do better in such a situation. Lines were drawn, and the bet was set; the first man in their group to set up a successful off world resource company gets bragging rights. It was not a serious bet, but a seed was planted inside Terrence that day.

Over the following years, he would begin specializing in negotiation and interplanetary logistics, as well as taking classes in planetary exploration and colonization. During these classes, he was sure to identify potential investors among the students and teachers, and began acquiring his first contacts in the business world. By the time he graduated, he had several private investors and the attention of a local shipping company who wanted a new customer; with their capital, he was able to set up an off world venture harvesting ore from Alcadia's moon. Five years later, when the endeavor finally paid off it's initial investment, Terrence invited his college friends to a large celebration. Their shocked faces did nothing to dissuade his laughter.

The next two centuries saw the company reach massive heights, expanding across the sub-sector and quickly becoming a major provider of raw materials for dozens of industries. They pioneered the practice of mobile resource extraction and are responsible for multiple advances in mining equipment. Hundreds of companies purchase raw materials from them, and billions of sapients use products made with resources harvested by the RDA. While Mr.Lord died at the ripe age of 96, his company lived on, surpassing even his expectations. They are calculated to have assets worth at least 19 trillion Wicks (Beriwckian currency that would be roughly equivalent to 20.9 trillion USD accounting for inflation).


Morality/Perspective on Good V. Evil: The RDA is run by humans, each with their own moral codes and ways of going about their jobs; however, on a whole, the RDA can generally be considered neutral. While they mainly focus on making a profit, company policy is to try and improve local economies and communities, introduce any uncontacted natives to the rest of the galaxy, and generally "civilize" the areas they exploit. They do put some efforts towards preserving the environment, avoiding the dumping of overtly toxic and dangerous chemicals or materials into the environment and making sure they don't devastate environments beyond natural repair. At the end of some of their operations, depending upon how much of an impact they had on the local environment, they might put effort towards repairing the damage; replanting trees, spreading enough soil so plants can grow in quarries, and so forth. However, at the end of the day, the environment is a secondary concern.
Symbols/Uniforms: The main symbol of the RDA is a group of 4 touching circles that form a tilted diamond shape; the top and bottom circle are orange, the rightmost circle is a gray mixed with blue, and the leftmost circle is white with a gray-blue border. The companies acronym is usually written in rounded, smooth letters, with the R leading into the D. Uniform standards depend upon department, safety regulations, and decisions handed down by on site administrators. The basic uniform guidelines are as follows: off duty workers are allowed to dress in any way they wish, so long as it is appropriate, while on duty office workers and management staff are required to wear business casual. Maintenance workers and resource harvesting staff have to wear pants made of durable materials (such as thick khaki or denim), shirts without any graphic designs beyond manufacturer logo, and any required safety gear for their current assignment or position. Research and development staff have a bit more leeway, being able to wear most any clothing as long as it is appropriate and can fit under a labcoat or other protection devices. Security personnel are required to wear camouflaged fatigues painted in accordance to the local environment and offensive/defensive equipment deemed necessary due to either local hazards or the importance of what they are guarding.
Guiding Principals: Discover resource rich worlds and regions, tame them, and make a profit.

Membership: The RDA hires from a wide variety of candidates, favoring professionals and skilled specialists above any other. Applicants for most positions need to be in a good state of fitness, have no dangerous or bothersome health conditions, and pass a psychological test administered by trained mental health workers.
Allure: Many people are attracted to the RDA for the promise of wealth, adventure, exploration, and being at the forefront of progress.
Headquarters: Verona City (Capital of Berwick)
Rivals: Environmentalists, Hydrania Heavy Resources Inc (a rival resource exploitation company), multiple smaller resource companies

Typical Things Your Faction Possess: Money, skilled engineers, skilled miners, heavy industry
Architectural Style: Colonies and field facilities are industrial, military, and "frontier" themed. Expect lots of concrete, locally chopped wood, corrugated metal, exposed pipes, and warning signs/markings. Offices and public buildings follow present day design trends for urban buildings.
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latest
Reputation: Seen in an okay light by many due to how they have helped the sector's economy grow in the past two centuries, as well as their discovery and colonization of new worlds. However, they are seen by some as almost imperialistic due to their dedication towards "taming" planets and going out of their way to contact primitive natives.

(For Each Race)
The Three Triangles: Think DnD Stats, adjusted for our purposes. Place a number below after each item. Fortitude revolves around health, strength, and adaptability in a physical sense. Miasma focuses on damage, accuracy, and speed. Think glass cannons and fast people, they base themselves in this stat. Sentience describes intelligence and perception among related things. The total three most equal 32, none may be less than 5. However they may be allocated in any way. Direct all questions in PMs


Fortitude 6
Miasma 10
Sentience 16


(Make these relevant to above, all that you provide will help us later.)
Strengths: Industrious, clever, adaptable
Weaknesses: Physically weak compared to many other races, highly divided into thousands of nation states and governments across the sector
Food Requirements: Omnivorous, requiring 2000 calories a day on average for general bodily function. Require many vitamins and minerals to stay healthy.
Space Requirements: Prefers medium to large living quarters or medium sized houses; can tolerate cramped spaces, but not for long

Stats

F: 18
Health - 7
Toughness - 2
Adaptability - 9

M: 30
Potency - 12
Dexterity - 12
Athletics - 6

S: 48
Perception - 12
Celerity - 12
Deceit - 24

Population

2 prospectors (80 points)
2 security privates (80 points)
3 engineers (120 points)
1 marksman (50 points)
1 veteran combat engineer (50 points)
1 Bagger 288 (150 points)
 
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Faction Name: The Covenant of Draeth

Race: Es'yhn
The Es'yhn is a bipedal mammalian race that is hindered and enhanced by their offset senses. Es'yhn have extremely poor eyesight, in fact, females have no eyes at all, instead, Es'yhn must rely heavily upon their heightened auditory and olfactory senses. Females have a special trait: their lack of eyes in a skull made room for a type of biological radar system. Females can detect they're surroundings by making high pitched notes. These waves bounce off objects and organisms, giving the female a mental image of her surroundings. As a result of this, females make excellent pilots, reconnaissance units, and elite fighters. Females also are proficient in statecraft and hold prestigious positions in the Covenant. Males, on the other hand, do have the gift of sight. However, it is poor in quality and males still rely on their other senses. They also lack the personal radar females have. Males are physically taller, leaner, and are less physically appealing. Males create the workforce and backbone of the Es'yhn militant disciples.
nztcz2o.jpg

Previous Purpose or Occupation: Religious Zealots
Council Member

Background:
The Covenant's origins trace back to the ancient era of the Es'yhn homeworld: Obscuro. Their homeworld's environment is hostile, to say the least. The atmosphere is thin, and the surface relies upon the planet's thick cloud cover to protect itself from harmful solar radiation. The surface itself is plagued with thick mires of toxic swamps. The mountainous regions are an epicenter for tectonic activity; volcanic eruptions, magma, and mudflows are common in the highlands surrounding the mountain ranges. The constant volcanic activity often causes ashen fall or acid rain. As for the oceans, the sea floor mirrors the mountains of the surface, and massive underwater volcanos, fissures, and vents spew thick clouds of sulfur and chunks of molten rock. Very little life can be found in those waters. Somehow, however, life still managed to plant its creatures onto Obscuros surface, including the humanoid Es'yhn.

Long before the Es'yhn achieved space travel, during the darkest days of the Es'yhn race, they found solace from their meager existence through belief in an omnipotent deity: Draeth, God of the Infinite Sky. According to their texts, the term "Infinite Sky" refers to the cosmos itself, meaning the Es'yhn literally believe in a space god. The Es'yhn discovered their deity when they built a tower towards the sky, they tried to see beyond the thick layer of clouds that had hidden the sky from them for so long. Once the first Es'yhn popped their heads above the clouds atop their "Tower to Heaven," they discovered the night sky. Soon after, the Es'yhn fell in love with the stars, and founded a religion based upon the greatness of their "Infinite Sky." Draeth himself is believed to have many faces, one might show mercy and forgiveness, and another would bring terrible vengeance upon those he deemed impure. Throughout the Es'yhn's times of strife, the word of Draeth led them to enlightenment. Over three millennia of blind faith launched the Es'yhn and their Covenant into the sky and towards distant lights in the cosmos.

To be a disciple of Draeth is not to spread his word, but to be obligated, as his children, to claim his universe. The core belief of Es'yhn Covenant is that every star in the cosmos is a creation of Draeth. The Es'yhn desire to ensure all of Draeth's creations remains pure. The most sacred, and first to be placed under protection: Dahr, the star of Obscuro's home system. There exists a massive monastery that houses the zealous protectors of Draeth's creations.

Morality:
In the hearts of the Es'yhn, morality is skewed according to the will of their faith, should any entity be deemed impure. In other words, the Es'yhn always believe that their actions are justified by divine right.

Symbols/Uniforms:
The Covenant is only known to bear one symbol, an ornate idol from the ancient times of Es'yhn on Obscuro. This symbol is known as the "Sigil of Draeth" or more simply, "The Sigil." This symbol appears predominantly on shrines and glass-works of the Es'yhn monasteries. It also is seen on the necklaces of the Es'yhn disciples.

As for Es'yhn uniforms, male disciples of the Covenant wear thick, black tunic made or coarse fabric. The shirt of the uniform is a flat plate of fabric, highlighted at the edges of the chest and abdomen with a sewn seam. The fabric folds inwards at the shoulders to allow smooth dark sleeves to run down the length of the arm. The pants resemble the sleeves, smooth and dark, and fold into the uniform's tight, black leather boots. Females wear the exact same uniform only in a dull maroon color. Distinguished members of the Covenant wear a hooded white cloak highlighted at the edges with gold. The cloak droops over the left shoulder to the forearm, then extends across the chest and abdomen, slowly rising to the right shoulder, leaving the right arm exposed. The cloak design is mirrored on the back. The clasps of the cloaks bear The Sigil. All disciples carry a ceremonial sword known as a "Kaqur." It can be used practically as well, and is favored by Es'yhn in close combat.

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Guiding Principals:
To die for their faith, in service to Draeth himself, is an Es'yhn's path to an eternity of comfort and serenity.
"He awaits our ascension!" - Es'yhn death-cry

Membership:
The Es'yhn believe themselves to be racially superior to most races, therefore membership of the Covenant is typically reserved for those of Es'yhn origin only. No outsider has ever been inducted into the Covenant.

Allure:
The Es'yhn are born into the strict religious community of the Covenant. From early childhood and then after, Es'yhn are shown the enlightenment of Draeth.

Headquarters:
The fortress-monastery "Aelynsea," on Obscuro.

Rivals:
They lack any true rivals, but any of those who dare desecrate any grounds protected by a monastery is instantly declared an enemy of Draeth.

Typical Things Your Faction Possess:
- Fortress Monasteries
- Ceremonial Items
- Archaic Technology
- Missionary Fleets

Architectural Style: Proto-Gothic
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Reputation: Zealous and Xenophobic


The Three Triangles: Think DnD Stats, adjusted for our purposes. Place a number below after each item. Fortitude revolves around health, strength, and adaptability in a physical sense. Miasma focuses on damage, accuracy, and speed. Think glass cannons and fast people, they base themselves in this state. Sentience describes intelligence and perception among related things. The total three most equal 32, none may be less than 5. However, they may be allocated in any way. Direct all questions in PMs


Fortitude: 9
  • Health: 8
  • Toughness: 8
  • Adaptability: 11
Miasma: 10
  • Potency: 9
  • Dexterity: 13
  • Athletics: 8
Sentience: 13
  • Perception: 16
  • Celerity: 9
  • Deceit: 14


Strengths
- Tenacious: Es'yhn are often extremely persistent with any objective they set out to achieve.
- Death before Disgrace: Any devout Es'yhn will choose death before the submission in almost any scenario.
- Adaptable: Learned from their hostile homeworld, Es'yhn are skilled craftsmen in the art of surviving harsh conditions.

Weaknesses
- Ignorant: Es'yhn are often oblivious to many aspects of the world, ranging from the notion of scientific understanding to the affairs of outsiders.
- Blinded by Faith: Sometimes the Covenant's faith results in a failure to realize the dangers of their own actions.
- Literally Blind: Es'yhn have extremely poor eyesight and rely predominantly on their auditory and olfactory senses.

Food Requirements: Minimal, a typical Es'yhn can survive for long periods without food.

Space Requirements: Es'yhn enjoy large open living quarters, so settlement requires an abundance of available space.

Extra
The Society of The Covenant

The Augr of Draeth: The Augr is the interpreter of Draeth himself, and acting despot of the entire Covenant. The Augr's word is divine law. Only the Augr is able to dictate the word of Draeth, anything of the contrary is considered heresy of the highest order.

The Castes of The Covenant
  • The Elyhs Caste: The members of the Elyhs are the elder priests of the Covenant and are responsible for the governance of the Covenant and to act as candidates for a new Augur if needed.
  • The Veiyr Caste: A warrior clan of female Es'yhns. They are the Covenant's most elite and carry out near suicidal tasks for the Augr. They act as the Augr's personal bodyguards.
  • The Akyr Caste: The standing military of the Covenant. The soldiers of the Akyr Caste oversee the deployment and maintenance of the Covenant's Navy and Army forces. Those of this caste are predominantly male.
  • The Ybli Caste: The laborers of Ybli, a body of skilled artisans and craftsmen that see to the construction of the Covenant's architecture and infrastructure.
Social Ranks: The members of the Covenant all fall within a universal social ranking system that gives each Es'yhn a place in sociExarch: The highest rank an Es'yhn can obtain besides becoming the Augr, and usually denotes an aristocratic role.
  • Trauug: The lowest rank in the Covenant, given to those of the aspiring youth.
  • Krimyr: The most common and basic rank, given when an Es'yhn comes of age.
  • Zrukir: This rank is given to those who have earned special recognition.
  • Eor: The highest rank an Es'yhn can obtain besides becoming the Augr, and usually denotes an aristocratic role.
The Veiyr Caste
  • Ysue: The universal title of all Veiyr warriors. This caste does not have a hierarchy, the only individuals who outrank the Ysue are the highest of Elyhs Caste and the Augr himself.
The Aykr Caste
  1. Draul: Entry rank; given to newly indoctrinated soldiers. Drauls make up the backbone of the Covenant's military forces
  2. Aeksae: Senior rank; given to the eldest and distinguished Drauls. Aeksaes are responsible for commanding troops on the frontline
  3. Kroesr: Command Rank; given to Es'yhns that are capable of commanding large units.
  4. Vreidahr: High Command Rank; the rank of an Es'yhn who commands a ship and orbital invasion assets.
 
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Clan Metal Walkers
Dwarf
Previous Purpose or Occupation: Clan devoted to improving personal mecha-suits for all memebers and enhancing dwarven influence.
Mercenary

Background(What did you do in the supercluster, keep this somewhat open. I'll ingrain you in the world.)
Clan Metal Walkers got their name from their infatuation with personalized mecha-suits. Though other dwarven clans were perfectly content to mine and be left along, Clan Metal Walkers wanted to break free from the typical dwarven appearance. They didn't want to just be miners, they wanted to be viewed as intellects and equals amongst those around them. Generations ago they began to devote all of their resources into mastering their craft; personalized mecha-suits. Nearly every member of the Clan had their own personal mecha-suit, and Clan Metal Walkers were known throughout the system as the leader in custom mecha-suits, capable of making the best personalized mecha-suits around.

Morality/Perspective: Good/Neutral - The Clans interest come first, but they want to be a positive influence in the system as well.

Symbols/Uniforms: The Clan uses an ancient image of Thor's Hammer engulfed as lightning as their symbol. They have no uniforms though, as most dwarves use their custom mecha-suits whenever working or traveling.
Guiding Principals: Clan before Self, Self before Others
Membership: Only dwarves born into the Clan may be members, but intellects interested in aiding in the advancement of mecha-suit technology are almost always welcomed with open arms.
Allure: Personalized mecha-suits bring in most new workers, some for the benefits, some to help advance the technology
Headquarters: (Unsure what exact locations are or what would be best here)
Rivals: Fellow Dwarven Clans that look down upon them; competitors trying to get the upper hand in the mecha-suit market.

Typical Things Your Faction Possess: Vast array of personalized mecha-suits; underground bunkers for manufacturing and storing said suits. Small fleet of freighters for transporting mecha-suits to customers with a few mid-class fighters for protection.
Architectural Style: Most of the Clans structures are built underground and as such their architecture is very dull and bland; most of their artistic care is poured into their suits.
Reputation: Brilliant artisans, though a bit quirky and greedy, typically seen as good hearted.



Fortitude: 8
Miasma: 6
Sentience: 18


(Make these relevant to above, all that you provide will help us later.)
Strengths: Intelligent, Mecha-Suits, Highly Adaptable
Weaknesses: Short and slow, sometimes quick to anger, often seen as weird and standoffish
Food Requirements: Meat and Mead.
Space Requirements: Most of the Clan has smaller living areas, with medium sized work areas for their personal suits.

F: 24
Health:6
Toughness:8
Adaptability:10

M: 18
Potency:8
Dexterity:6
Athletics:4

S: 54
Perception:24
Celerity:20
Decit:10


Population:

1 Rocket Suit

1 Gatling Suit

1 Resupply Suit

1 Titan Suit

1 Construction Suit

5 Dwarven Engineers
 
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Faction Name:
Galactic Homeland Operations and Special Tactics (GHOST)

Race(s):
Various, mainly Zexoni

Previous Purpose or Occupation:
Military personnel, law enforcement, mercenaries

Mercenary or Council Member:
Paramilitary Organization


Background:
Like most things, the paramilitary organization known as GHOST began humbly. It all started when a weapons researcher in Zexon Prime decided to delve into the secrets of quantum physics and black holes for profit. What he found instead was a revelation so mind shattering it threatened to consume him whole. Even up to this day he can find no words to relate the experience no mortal mind should be subjected to. He came out a different person, and the galaxy was all the better for it.

Driven by an otherworldly will, and with the funds he had accumulated from his years of research, he founded GHOST. First, he recruited his research team to develop technology with knowledge gleaned from the “Void.” Some took to it with an almost fanatical drive. Many were skeptical, but they were irrevocably drawn to the charisma of the one they began calling Prana — Chosen One, in the Zexoni language. And a small few threatened to leak their secrets. No record of them persists to this day, and their supposed relatives vehemently deny their existence.

Afterwards, with a team of disenfranchised soldiers Prana recruited from his contacts, GHOST launched an assault on a major smuggling outpost on a neighbouring system. With only a team of thirty, they were able to eliminate most of the smuggling ring in the entire system. The one survivor recalled images of armored masked men appearing out of thin air, disintegrating their targets, and vanishing before anyone was fully aware of what was happening. Before he regressed into incoherence, the survivor breathed out the words in fear — “the faceless one.”

To Prana, it was a successful test run of their Void-Tech, and the beginning of something truly noble. They repurposed the smuggling base into GHOST HQ, set-up a network of signal scramblers and cloaking devices to hide the system from prying eyes, and started spreading their influence across the supercluster. The story of soldiers that make the darkness their home became a horror trope around campfires and bedtimes, and oftentimes a symbol of hope to those truly desperate.

Their vision, to see a safer galaxy in the hands of order. Their mission, to eliminate any threat to the established order by any means necessary. And if the galaxy should come to fear the unseen spectre that is GHOST, then it was a job well done.


Morality/Perspective on Good V. Evil:
To GHOST, order is good and chaos is evil. To others, their methods of achieving order and eliminating chaos can range from benign to cruel. But a GHOST would never stoop to inhumane tactics in the name of order. Which is why disintegration is their weapon of choice. No time to feel pain, only nothingness.


Symbols/Uniforms
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The field operatives of GHOST are outfitted in standard-issue Wraith Armor — black plates and blue lines, sleek surfaces patterned with hexagons. Officers have a certain number of yellow triangles on their right shoulder to denote their rank, and colored wrist bangles denote their role in the field. Support and clerical personnel are decked in sleek outfits of midnight blue lined with white. The fabric is partially made with threads of carbon fibre, to increase rate of survivability in case of an attack. Same as with the field agents, they have different colored badges to identify their role in the organization. The highest ranking members — The Conclave — wear silver mantles on top of the regular uniform, with additional embellishments as per taste. The Revenant Circle, personal bodyguards to the Grand Commander, paint a stylized skull on their helmets. Prana himself dresses simply, if only because his lack of a face distracts from everything else. The GHOST symbol is engraved, embroidered, or emblazoned over the left breast of every uniform; some have it tattooed on their bodies as well.


Guiding Principals
“Order over chaos”
“Unity in purpose”
“Hidden in plain sight"



Membership:
Recruits are chosen either from the secretive headhunters of Human Resources, from those who manage the nearly-impossible task of discovering GHOST HQ (if they weren’t shot at on sight), or personally sought out by Prana himself. The criteria varies between headhunters and roles within GHOST, but generally the recruit must have a desire to do the right thing, and a stomach to do it no matter the cost. Recruits then undertake the Entrance Exam, a series of physical and mental tests. Finally, those who remain are inducted into the organization as an official GHOST. Some exceptional ones are taken before the Conclave to be given special roles. And the truly worthy ones are interviewed by Prana himself, to become part of the Revenant Circle.


Allure(How does your faction attract new members?):
To scientists and researchers, GHOST presents a new frontier in quantum physics and extra-dimensional theory, where the bounds of science are pushed to the very limit. To soldiers and wanderers, GHOST offers a second chance at using their skills for a truly noble cause, while using exceptional weaponry. And to the rest, GHOST gives an enigma, one that begs to be solved, one that can only be solved on the inside. It helps that GHOST operatives enjoy a generous salary and comprehensive health benefits in exchange for living in HQ, which had been retrofitted into a fully-functioning habitat.


Headquarters:
GHOST HQ “Tartarus”, in Sector 6X-Q

Rivals:
Ver’kin

Typical Things Your Faction Possess:
Void-Tech, Soldiers, Engineers, Researchers, Fast Cruisers, Capital Ship, Enigma Engine (AI), System-Wide Cloaking Network

Architectural Style:
Sleek surfaces and geometric lines, interspersed with blue lights and enigmatic patterns. Their structures are reminiscent of the ancient pyramids in Planet Earth in the Sol System.

Reputation:
The populace in general treat the GHOSTs as boogeymen; the sight of their uniforms usually elicit discomfort if not outright fear. But to those in need, GHOSTs are rescuers from the dark, even if afterwards those they rescued would like them to leave as soon as possible.


The Three Triangles:

Zexoni


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Fortitude 5
Health - 5
Toughness - 5
Adaptability - 5

Miasma 13
Potency - 10
Dexterity - 15
Athletics - 14

Sentience 14
Perception - 15
Celerity - 17
Deceit - 10

(Make these relevant to above, all that you provide will help us later.)
Strengths: Quick Thinkers, Excellent Marksmen, Industrious Researchers
Weaknesses: Poor Hand-to-Hand Combatants, Strict Habitability Requirements
Food Requirements: Omnivorous, but have strict dietary requirements
Space Requirements: Large spaces for their laboratories, training areas, and personal rooms; Intolerable of small living spaces


Squadron 88

Units:

1 x Revenant
1 x Shade
3 x Adept Operative
2 x Void Stalker
4 x Sentry(2)

Name: Alexei Rashnikov
Age: 38
Race: Human
High Concept: Leader of Squadron 88, a crack team of assassins and saboteurs; A member of the Revenant Circle
Previous Profession: Mercenary

Skills:
  • Void Mastery - Closely attuned to the Void, Alexei can use its energies more efficiently and effectively, to devastating effect.
  • Dual-Wielding - His preferred style of combat is both destructive and stylish, if a little impractical.
  • Guerilla Tactics - As leader of a crack team, he’s studied and executed hundreds of guerilla-style tactics. If it gets the job done, it goes in the playbook.
  • Command - He leads, you follow.

Powers:
  • Void Sense - With his connection to Prana, he can sense through the Void. Most of it is nonsense, but Alexei has learned to tune out the white noise.
  • Into the Void - Pulls him and the target into the Void, where Alexei gains tremendous stat boons, while the target is encumbered with hostile energy. Cooldown is 8 hours.

Weaknesses:
  • Recklessness - Even as a GHOST operative, Alexei operates above the recommended level of discretion, sometimes to negative effect.
  • No Pain - This was the price he paid to gain access to the Void. Having no sense of pain can be useful at times, but won’t alert him to life-threatening injuries.
  • Low Alcohol Tolerance - While this doesn’t detract from his duties, alcohol turns Alexei into a drunken mess during down times.

Reputation:
  • Awe and Fear - As leader of Squadron 88, Alexei has gained the awe of allies and the fear of adversaries. He didn’t get to this position by chance; through blood, sweat, and more blood, he earned his place in the Revenant Circle, and then Squadron 88.
  • Alcoholic - Then again, getting drunk with even the slightest sip of wine made him a bit of an inside joke, one people rarely brought up.
  • Great Leader - The members of Squadron 88 tolerate his excesses, and laud his capabilities. Here is man who led by example, who treats his team like his own rowdy children, and who always catches a bullet for them when the situation calls for it.

Attitude:
  • Gruff
  • Cordial
  • Loud-mouthed

Personality:
  • ENTJ

Strengths:
  • Strong-willed
  • Strong-hearted
  • Strong

Weaknesses:
  • Cannot feel pain
  • Cannot hold down liquor
  • Cannot restrain trigger finger

Quirks:
  • Likes cats
  • Has a picture of his kids in wallet
  • Keeps a half bottle of scotch in his quarters, for his dead wife


Name: Xentiona D'Organa
Age: 25
Race: Zexoni
High Concept: Member of Squadron 88, Shade (Stealth Specialist)
Previous Profession: High Nobility

Skills:
  • Void Mastery - With a natural affinity to the Void, Xentiani can wield its power with grace and without effort.
  • Stealthy - Years of sneaking around has given her a penchant for stealth
  • Marksmanship - Give her any gun, and she can shoot heads off.

Powers:
  • Void Sense - Through the Void, Xentiani can sense what others cannot. This preempts her to danger, or gives her a better target.
  • Bullet Time - In great distress, Xentiani can push the limit of her Void sense, heightening her perception and reaction time for three seconds. Cooldown is 8 hours.
  • Phase Shift - Engaging her suit’s capability, Xentiani phases into the incorporeal, granting her invulnerability and complete stealth for five seconds. Cooldown is 24 hours.

Weaknesses:
  • Physically Weak - In her dependence on darkness and shadow, she has neglected to fully realize her body’s potential.
  • No Voice - As payment for her connection to the Void, she gave up on her words, forcing her to speak in sign.
  • Strict Diet - Because of her race’s constitution, she has to carry around specially-made nutrition bars for sustenance.

Reputation:
  • The Blade in the Dark - She is one of GHOSTs most feared assassins, even if so very few people outside of the organization has actually seen her. Xentiani’s successful mission count stand as testament to her abilities as a Shade.
  • Disgraced Nobility - However, she is still well-known in the Noble Houses of Zexon as a daughter of a failed house. She is not welcome in their courts, and any connection her family might have had has all been wiped away.
  • Silent Protector - While voiceless, she displays her concern for the innocent by swiftly eliminating any threats to their safety.

Attitude:
  • Compassionate
  • Surface Cold
  • Attentive

Personality:
  • ISTJ

Strengths:
  • Pragmatic
  • Efficient Operative
  • Natural charisma

Weaknesses:
  • Cannot speak
  • Cannot fight hand-to-hand
  • Easily starves without proper nutrition

Quirks:
  • Enjoys long walks in HQ park
  • Likes to sneak up on her team, especially Alexei
  • Wears a pendant that bears the thorn crown symbol of House D'Organa
 
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Name: Tachiagari Gi’orn

Age: 22

Gender: Genderfluid

Race: Elvaran

High Concept: N/A

Appearance:
Standing at a height of, 5’9” tall, Tachiagari doesn't exactly have an intimidating form. His slender body is typical of Elvaran men and women. A thin build gives him a weak appearance; narrow arms and long legs emphasize his meek image. Fine fingers are accented by short, well-cared for fingernails. His brown skin is smooth and soft, thanks to the concoctions he sometimes whips up. Across the back of his shoulders, there is a light dusting of freckles that dot his skin. On his left knee, there is an old scar; a permanent reminder of his first adventure out into the wilderness of, Primis.

Genetics have been kind to, Tachiagari. Over the years, he has developed an androgynous face that allows him to pass as a man and a woman. A modest, shy jawline helps give shape to his soft face. Subtle, but present, Tachiagari's cheekbones sit above a pair of healthy cheeks.These cheekbones also help to construct the soft, smooth shape of his head. Similar to his shoulder, Tachiagari's face has a few light freckles that cross from his left cheekbone to his right one. Straight, thin eyebrows, white in color, are positioned over a pair of inviting eyes. Iridescent like the pearls of, Earth, Tachiagari's almond-shaped eyes are accented by thick, long, black eyelashes. His full lips are made the focal point of his face, as being, Elvaran means he has no nose. Big, shy ears hide close to, Tachiagari's head and are usually covered by his hair. Like all Elvarans, Taachiagari has horns. His horns grew at opposite ends of his forehead where his temples meets his forehead. His horns are the same cocoa color as his skin and they’re slightly curved upward, reaching only four inches in height. White like the first snow, Tachiagari's hair sprawls down from his head and stretches down to the center of his back. The thick locks of hair are usually kept down but he does wear it in a ponytail when he's busy.

Tachiagari has a voice that one would expect to find on a singer and the skill that comes with it. His voice is an octave higher than that of most men. Like most Elvara, he wears synthetic fabrics only. His wardrobe consists mostly of light and airy dresses in a variety of colors, along with a few pairs of pants and shirts that follow the same free-flowing design.

Previous Profession: Elvaran Government Official
Skills: Painting and singing were introduced into Tachiagari’s life at a fairly young age and he’s become very skilled at both. Creative writing he started working on just before the Shadow came, he can still improve. Gardening is something that most Elvara try their hand at and Tachiagari has a green thumb.

Powers: N/A

Weaknesses: N/A

Reputation: He was known on, Primis for being kind and caring, as well as being the current youngest member of the Oligarchy.

Attitude: Innocent

Personality:
Most people in power are cocky or arrogant; Tachiagari is very different from the typical governing figure. He is self-conscious and more often than not, wears a mask to hide whatever weak emotion he may be feeling. He may not be the sneakiest, Elvaran but he was taught by his peers to at least be able to control his expressions. His history in acting helped him with that. While he is often very self-aware, Tachiagari sometimes acts without thinking when around certain people. Those who he is most comfortable around cause him to drop his guard without thinking. That’s when he usually says or does something that he probably shouldn’t. Because he is very observant, he always catches himself and feels guilty afterward.Tachiagari is greatly opposed to the use of violence, especially when it may cause death. Because of his disdain for confrontation, Tachiagari can sometimes be a pushover on less important matters. It is evident to anyone that knows him that, Tachiagari can be counted as one of the nicest people in the supercluster. He is overly generous with others and is always willing to assist someone in whatever way he can.
When it comes to interacting with others, the Elvaran is very outgoing. But that's only when he assumes that the person won't have a problem with the way that he dresses or behaves. When near someone whose opinion he is unsure of, Tachiagari tends to keep his distance and tries to avoid the person. Around friends or familiar faces, Tachiagari is very relaxed; a warm presence who laughs a lot. He is easy to be around and has a welcoming aura. It is his need for outside strength and constant interaction, that has made, Tachiagari so sociable.

Strengths: Creative, Perceptive, Intelligent, and Agile

Weaknesses: Lacks physical strength, Poor Liar, Non-confrontational

Quirks: Sings when he is stressed.

Other: None
 
The Covenant of Draeth - Main Characters
Name: Ejo
Age: 35
Sex: Female
Race: Es'yhn
High Concept: High Priestess of Draeth and revered member of the Veiyr Caste; a sisterhood of elite warrior nuns.
Previous Profession: Veiyr Warrior

Skills
  • Sword Master: Ejo is an adept sword fighter and has mastered her craft through years of service.
  • Lightfooted: Remarkably stealthy, Ejo can pass unseen by most should the situation require.
  • Nimble: Swift and precise, Ejo has the gift of extraordinary agility.
  • Skilled Tracker: Ejo is able to hunt down a target with ruthless efficiency
Powers
  • Biological Radar: Through the power of evolution, female Es'yhns can make special clicking sounds as a means of radar to detect their surroundings.
  • Enhanced Senses: Es'yhns have the gift of amplified olfactory, and auditory senses.
Reputation:
Ejo is known by her peers and superiors as a devout member of the Covenant who would want nothing more than to kill and die in the name of Draeth. She is known ruthless in combat, sparing her enemy no chance to catch their breath.

Attitude: Indifferent

Personality:
Ejo spent her youth training with the sisterhood of the Veiyr Caste. Like all E'syhns in the Covenant, devotion and creed found itself in the highest regard in the young Ejo's mind. Ejo is reserved, speaking only when really necessary. Alike to her sisters, she has no real social skills and she is unable to truly realize this fault. Apathetic with most of whom she meets, Ejo is difficult to hold a conversation with as she lacks inflection in her voice, her emotions are often hidden beneath a veil lethargy. Ejo has no real image of herself as an individual, and she sees herself as one with the Covenant; an instrument of Draeth and nothing more.

Strengths
  • Unwavering
  • Disciplined
  • Dutiful
Weaknesses
  • Sightless
  • Ignorant
  • Apathetic
Quirks
  • Enjoy's the ringing sound of a blade when it grinds or crashes against itself.
Other: N/A
Name: Straz'ahn
Age: 41
Sex: Male
Race: Es'yhn
High Concept: An Es'yhn dignitary of the Elyhs Caste, responsible for representing the Covenant to foreign entities.
Previous Profession: Scrivener and Orator

Skills
  • Silver Tongue: After years of practice of being an orator of the Elyhs Caste, Straz'ahn is known to be extremely persuasive.
  • Literate: Straz'ahn's studies have given him the gift of literary comprehension, a skill not common within the Covenant.
  • Skilled Writer: Straz'ahn has near mastered the art of writing.
  • Bilingual: Straz'ahn can speak fluent Es'yhni and English(although heavily accented).

Powers
  • Es'yhn Shriek: An ability that males use to attract females on their homeworld. But, it can also be used as a defensive mechanism to disorientate an opponent.
Reputation: Straz'ahn is a well-known orator in the Covenant. Long has he given the speeches that sparked fires in the bellies of the Es'yhn masses. He has also preached the word of Draeth at monasteries, being devout himself. Straz'ahn has the reputation to be extremely cautious when dealing with outsiders. Straz'ahn is also known to be more tolerant than most of his brothers and sisters within the Covenant.

Attitude: Ambitious

Personality: Straz'ahn grew up as a scribe for his father in an Elyhs court, and gained the traits of being studious and ambitious at an early age. Straz'ahn likes to talk, he always has and is no stranger to social interaction. He is outgoing when it comes to meeting new people, however, his history regarding self-excellence and decisiveness can sometimes come off as snobbish, even a little blunt. Straz'ahn is much more tolerant of other races and cultures than his kin, some have even noted him as dangerously friendly with foreign dignitaries.

Strengths
  • Devout
  • Appreciates Excellence
  • Prudent

Weaknesses
  • Partially Blind
  • Frail
  • Insensitive

Quirks
  • Straz'ahn will rub the edges if the Sigil on his necklace when thinking or under stress.

Other: N/A
 
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Faction Name: Aswon haunt
Race: Aswon
Previous Purpose or Occupation: natives and stowaways
Mercenary or Council Member: neither

Background: The aswon are a primitive race they have yet to actually make it into space themselves, but they have suck into many ships and in truth have secretly spread across the stars. They have done this because there have been multiple colonization attempts upon their home all of which failed. They would then sneak upon the ships of those fleeing or those arriving to check on the colony that sent silent. How they got away with this is because they possess an almost supernatural ability to alter memories, thoughts, and perception allowing them to make people forget what they saw or simply not see them. This is also how they have destroyed the colonies hiding in the shadows and slowly driving the colonists mad with invasive thoughts and horrific visions. Now invaders once more come to take their home from them and their minds will be twisted into self destruction as all have before.

Morality/Perspective on Good V. Evil: They really don't they are still a tribal society so good is what is good for the haunt and evil is what is destructive.
Symbols/Uniforms: none
Guiding Principals: This changes from haunt to haunt but tend to be the good of the haunt, the removal of threats, and growth of the haunt.

Membership: One is born into a haunt or undergoes normally a trial if changing haunts.
Allure: they don't have any to other races only to their own kind
Headquarters: Their hidden village
Rivals: The invaders

Typical Things Your Faction Possess: Simple weapons and or tools they don't have much
Architectural Style: They have a very low tech style only now getting to really building anything more complex than a big hut, they also tend to take over empty ruins from past colonization attempts.
Reputation: The Aswon are a myth they are ghost stories, the boogyman of space. If a ship is found derelict and no one is found then "the aswon got them" they are blamed for madness in space. Needless to say only crazy people think they exist.

(For Each Race)
The Three Triangles: Think DnD Stats, adjusted for our purposes. Place a number below after each item. Fortitude revolves around health, strength, and adaptability in a physical sense. Miasma focuses on damage, accuracy, and speed. Think glass cannons and fast people, they base themselves in this stat. Sentience describes intelligence and perception among related things. The total three most equal 32, none may be less than 5. However they may be allocated in any way. Direct all questions in PMs

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Fortitude: 5
F: 15
Health 5
Toughness 5
Adaptability 5
Miasma: 7
M: 21
Potency 1
Dexterity 10
Athletics 10
Sentience: 20
S: 60
Perception 25
Celerity 30
Deceit 5

(Make these relevant to above, all that you provide will help us later.)
Strengths: They have the ability to alter others thoughts, memories and perception that is one hell of a strength.
Weaknesses: They are low teach and physically unimposing
Food Requirements: Medium
Space Requirements: Medium
 
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latest

Name: Ben Hamilton
Age: 32
Race: Human
High Concept(What's the big idea?): Corporate supervisor and representative
Previous Profession: Colonial Governor/ Corporate representative
Skills: Management, negotiation, development
Powers: None
Weaknesses: None
Reputation: Dependable, if self absorbed and egotistical
Attitude: Usually bored, almost as if he feels whatever he is doing is above him
Personality: Egotistical and demanding, expecting the best from his subordinates and showing them how to do it right (generally with some browbeating) if they do something wrong. Very self confident and rarely shows stress. He shows respect towards people who can keep up with him, and has a more lighthearted side that sometimes comes out in private.
Strengths: Can push a team to do their best, finds it easy to teach others
Weaknesses: Poor people skills outside of acting in a leadership role, physically weak
Quirks: Is surprisingly good at cards
Other: Never had any official schooling in business or management; it's all natural talent
 
Character Sheet:

Faction Name: The Vanir Consortium

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Race(s) Human (Mainly Scottish, Irish, German, Nordic, and Japanese descent.) and Valkyrien

Human:
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Valkyrien:
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Previous Purpose or Occupation: One of the Largest Mega-Corps of the following Business Sectors: "Shipping, Star-ship Production, Arms Manufacturing, Asteroid/Space Mining, Food Production, and Pharmaceuticals in the SuperCluster.

Background: The Vanir Consortium was born out of the ashes of total war between Humans and the Valkyrien in the Corporate Sector that devastated all planets within that region. The remaining survivors banded together and built Valhalla and formed a Consortium. What first started out as survival became something more as they embraced a fusion of feudalism and capitalism. The Vanir Consortium focused on the shipping lanes and became master shipwrights. They maintain a large fleet of trade ships and warships(Capital Ships and Fighters). As a group they specialize in ship/fleet combat. This includes marine boarding parties. Out of Necessity they begin mining for ship materials from asteroids and different elements for hyperdrives. During this period they were known as ruthless traders and pirates as they took out the competition through any means necessary.This expanded into Arms sales and manufacturing after choking out the industry through the shipping lanes. Out of necessity of ship board living they excelled at ship board hydroponics and used the technology to flood the markets with cheap organic foods. From their they branched out into pharmaceuticals. They build or create most everything they need aboard their Baseship. The Consortium is run by a board of directors who are known as the Vanir. There are currently 6 board members however if they expand into another industry they make a new spot on the board to account.

Board Members/Industries: All Board Member's Names are their Titles when they die the new Board Member takes on the same name. Aegir is currently the elected board president.

Shipping/General Trade: Uniforms Black
Title: Oden
Race: Human
Gender: Male


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Shipwrights/Space Mining : Uniforms Gray/Steel
Title: Aegir
Race: Valkyrien
Gender: Female

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Arms Production/Trade: Uniforms are Red
Title: Thor
Race: Valkyrien
Gender: Male

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Food Production: Uniformes are Green
Title: Freya
Race: Valkyrien
Gender: Female

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Pharmaceuticals Uniforms are White
Title: Eir
Race: Human
Gender: Female
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Morality/Perspective on Good V. Evil: Lawful Neutral

Symbols/Uniforms: All employees are required to wear a form fitting armored space suits/environmental suits. The symbols on and colors of their suits dictate what industry they work in. They do have armored mech suits shipping and combat.

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Guiding Principles: Credits, Profit, and Honor. They live by a carrot or stick philosophy or as the Valkyrien prefer to say the Steak or Stick philosophy. They prefer to get what they want with a win/win philosophy "steak". However; they are not opposed to violence "the stick."

Membership: All races are accepted as long as you have skills to bring to the table, but it is mainly Human and Valkyrien

Allure: The Consortium hires talent from all over the SuperCluster. Employees and their family are treated very well and are looked after. Moral guidelines are loose where credits and intelligence are concerned as long as you maintain your honor and the best interests of the Consortium. They are the largest distribution network in the supercluster and are willing bring other corporate entities into the fold or eliminate them with force.

Headquarters:

Valhalla is a ship/shipyard/space station that houses most of the employees and their families and is the moving HQ of the Consortium :
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Note: They have large markets, tourist destinations such as Casinos and Hotels

Rivals: In most areas especially Starship development and shipping they are unmatched. However the best approximation of a rival would the Black Sun Consortium who maintain the other 25% of the shipping lanes.

Typical Things Your Faction Possess: Space Suits, Every employee is armed with a melee and projectile weapons, credits, screen/communication device on the dominant hand's forearm.

Architectural Style:
latest



Reputation: "The Vanir Consortium always pays their debts." They are respected and feared. They do what they say they are going to do. Are also known for piracy on rare occasions.


Humans:
Strengths: Industrious, clever, adaptable
Weaknesses: Money?
Food Requirements: Omnivorous, requiring 2000-3000 calories a day on average for general bodily function. Require many vitamins and minerals to stay healthy.
Space Requirements: Prefers medium to large living quarters or medium sized houses; can tolerate cramped spaces, but not for long
Note: Males and Females have little differences except females bear children of the species. Most clans are designed with a matriarchy hierarchy.

Human
F: 6
M: 10
S: 16

F:18
Health: 6
Toughness: 6
Adaptability: 6

M:30
Potency: 10
Dexterity: 10
Athletics: 10

S:48
Perception: 16
Celerity: 16
Deceit: 16

Valkyrien
Strengths: clever, adaptable, physical strength
Weaknesses: Cramped spaces and strong desire for the hunt and sportsmanship.
Food Requirements: Omnivorous, requiring 3000-4000 calories a day on average for general bodily function. Require many vitamins and minerals to stay healthy, enjoys consuming raw meat.
Space Requirements: Prefers medium to large living quarters or medium sized houses;
Note: Females are weaker but are the scientists and innovative. Males of the species are stronger and good at hunting and combat. Females bear the children and will have a litter of children per birth.

Valkyrien:
F: 12
M: 11
S: 9

F:36
Health12
Toughness12
Adaptability12

M:33
Potency11
Dexterity11
Athletics11

S:27
Perception9
Celerity9
Deceit9

1x 50: Valkyrien Shipwright: Professional of the shipbuilding craft. Can design and build ships with the proper tools and needed aid.

1x 50: Human Gunsmith: Professional of producing arms of the modern era. Needs materials and proper forge/factory to produce weaponry.

1x 70: Human Female Japanese Pharmacist: Professional of creating cures and panaceas needed in times of disease and pestilence. Also can help with food production. Studies plants and soil to determine viability for growth and practical uses.


2x 100: Large Transport Vessel: A vessel used to carry large amounts of goods. Comes with a Security officer.

2x 100: Stasis Pod: A pod full of Valkyrien and Humans of the Consortium. While those inside have yet to be identified, the stasis pod could be opened with the proper equipment. If only you had that. 15 Humans and 15 Valkyrien each

********************************************
Main Character:
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Name: Oden
Age: 32
Race: Human: Irish/German descent
High Concept(What's the big idea?): Admiral of the The Vanir Consortium's fleets and paramilitary security forces.
Previous Profession: Captain of Thor's Hammer
Skills: Fleet Management, Tactics/Stratagem, Piloting (ships, fighters, and Consortium mechs, Shipboard Combat, Hand to Hand combat
Powers: Ability to read other people with a high level of accuracy.
Weaknesses: Woman and Drink
Reputation: Known as an Honorable within the Consortium as well as Strategic.
Attitude: Relaxed enjoys joking around, but can be Serious when needed
Personality: Perspective of beings attitudes and feelings and is charismatic.
Strengths: Physical Strength, Keen Eyesight, Mind for Tactics
Quirks: Enjoyings joking around and getting under other beings skins

Other: Enjoys a good fight
_______________________________________________________________________

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Name: Freya
Age: 45
Race: Valkyrien
Gender: Female
High Concept(What's the big idea?):Board Member of the Agricultural Sciences with a PHD in Agriculture and Agricultural Infrastructure. Matriarch of her Clan.
Previous Profession: Board Member who represents the Agricultural Department
Skills: Hydroponic Farming, Soil and Water conservation. Water based infrastructure (irrigation systems, dams and the like). Animal Husbandry. Hand to Hand combat, hunting.
Powers:
Weaknesses: Clan Honor
Reputation: Efficient Administrator and Doctor of Research in her field.
Attitude: Logical and to the point.
Personality: Serious with a respect for Honor and Tradition
Strengths: Physical Strength, Keen Eyesight, Effective Administrator
Quirks: Enjoys hunting her food and eating a fresh kill

Other: Alpha Pack Leader of her Clan.
 
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Faction Name: EV-O Corporation
Race(s):Human, Other races with the same drive.
Previous Purpose or Occupation: Developing robotics and AI for all walks of life, military civilian, etc.
Mercenary or Council Member: Council Member


The EV-O Corporation was founded and maintained by the late Jonathan Hardin. He stated the idea for this great corporation came to him in a dream as a teen. Waking to a dystopian future he saw nothing but death and despair brought upon all humans and he was afraid that this is what he would wake up to one day, but he saw light in this tunnel, he saw what seemed to be a version of him grown and determined and behind him stood his friends and colleagues but most importantly standing behind him was robots of all shapes. Standing tall and proud the future Jonathan would send out orders to his creations and at once they moved into action helping humanity and crushing the darkness that was invading his dream and as the young Jonathan looked to his future he saw his gaze was met by his future self and then he awoke.Whether you believe that or not, Jonathan Hardin begin to have a interest in robotics and AI in his teens and succeeded in it tremendously leading many to believe he was the genius that would jump start the robotics race all over again.

Many years later the EV-O Corporation was founded through many trials and tribulations. The company, founded by a dream, would become the leading robotics company in the entire galaxy. Developing more and more types of robotics and even developing the first semi-sentient AI the EV-O Corporation brought new wonders to the people of the supercluster. Though with this golden age came a dark time with the passing of Jonathan Hardin after a sudden heart attack, though the company stayed strong in his passing becoming more unified than ever to keep Jonathan’s dream alive. Throughout the years the EV-O Corporation developed itself to become even greater then it was under Jonathan. Developing giant factory dreadnoughts, and more efficient and reliable robots the company was looking to have robots throughout the supercluster but then the Shadow hit.

Morality/Perspective on Good V. Evil: Since the company is made of many types of races it has a mix of morals.


The symbol of the EV-O Corporation is a tree with the tree being circuits making it. This symbol was derived by Jonathan to show to the world while they robots may not be a natural force they are there to assist and make nature thrive. The uniform of the EV-O Corporation is determined by your place in the company. While scientists usually wear what is comfortable and a labcoat the security branch wears a dark green armored coat and vest, and other workers are allowed to wear jackets and shirts of any sort. Though with all of these they must have the EV-O Corporation symbol on it.

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Guiding Principles: “Humanity must help itself”, “The next steps of evolution are here"

Membership: All are accepted into the EV-O Corporation as long as you have the desired skills and determination to strive for Jonathan's dream.

Allure: The EV-O Corporation attracts members through the promise of break edge technology, fair pay, and benefits for every full time employee.


The EV-O Corporation’s HQ once stood on the planet Merikas but with the passing of Jonathan it was moved to the most advanced factory dreadnought the company produced, The New Genesis. Though with the destructive wrath of the Shadow the New Genesis was forced to be detached into to parts, one staying behind to occupy the Shadow while the detached section fled with behind the rest of the supercluster's survivors.

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Rivals: TBD

Typical Things Your Faction Possess: Top of the line robotics and AI, lots of materials to develop and construct new projects.

The EV-O Corporation build in a scifi-industrial manner, building large factories to continue the ongoing demand of robotics

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Reputation: Seen as intelligent though arrogant.


The Three Triangles:

Fortitude: 7

Miasma: 10

Sentience: 15


Strengths: Very Intelligent, Expert Roboticists

Weaknesses: Arrogant, Not Trusting of Others Without Reason

Food Requirements: Through the process of working long hours most scientists don’t require much food though still needs normal amounts of water. While everyone else requires the normal amount.

Space Requirements: After living on large factory dreadnoughts for long periods of time most employees of the EV-O Corporation don’t mind small enclosed living spaces.


Characters

Name: Gideon Hardin

Age: 32

Race: Human

High Concept: Director of EV-O Corporation

Previous Profession: N/A


Skills: N/A

Powers:N/A

Weaknesses:N/A


Reputation: Respected in the EV-O Corporation, Seen as a efficient leader to outside companies.

Attitude: Despises the Old Ways, Despises Groups against advancing technology because of fear that we are moving to fast, Favors those who respect and agrees technology is needed and should be advanced.

Personality: Stoic, Relies on Logic,


Strengths

Advance Knowledge of Robotics

Knowledgeable Negotiator


Weaknesses

Physically Weak

Defiant of the Old Ways-Gideon will be thoroughly against any suggestion to return a old inefficient way of doing things because of fear of the Shadow.


Quirks: Will be developed through story then written here

Other


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Name: Elias Whitefield

Age: 49

Race: Human

High Concept: Head of Security at EV-O Corporation

Previous Profession: Military, Mercenary work


Skills: Trained in Self Defense, Trained in Rifle and Pistol Usage

Powers:N/A

Weaknesses:N/A


Reputation: Respect among by his security personnel, slightly disliked by the scientific personnel.

Attitude: Prefers those who listen to commands

Personality: Loyal to his soldiers, Listens to commands.


Strengths: Physically Strong, Leg and Arm Cybernetics

Weaknesses: Not Scientifically Intelligent


Quirks:N/A

Other: The Cybernetic Arms are equipped with blades, and the Cybernetic Legs are equipped with powerful springs to assist in jumping.


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Name: Tabitha Holton

Age: 35

Race: Human

High Concept: Head Scientist of the EV-O Corporation

Previous Profession: Scientist of the EV-O Corporation, Freelance Roboticist


Skills:N/A

Powers:N/A

Weaknesses:N/A


Reputation: Respected and admired by most people of the company,

Attitude: Loves Research, Hates those against technology.

Personality: Cheerful, Terrifying if made mad.


Strengths: Expert Roboticist, Highly Intelligent

Weaknesses: Physically Weak, Hates Rodents and Insects.


Quirks:N/A

Other:N/A


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Robots

Classification: SERCO-Bot (Sir-Co-Bot)

Description: Designed by Jonathan Hardin, the SERCObot was one of his earliest creations. It’s purpose was to provide security for small businesses all the way up to large monopolies. Though earlier versions of the robot were very inefficient though through multiple updates and upgrades the SERCObot is one of the most affordable and easily used security robot in the supercluster.

Armament: The SERCObot by default is equipped with a NL-S Shockrifle but if specified or done by a company’s own means can be equipped with many types of weaponry, excluding heavy weapons not including those mounted on a tripod.

Fortitude: 12

Miasma:15

Sentience: 5

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Classification: MEDI-Bot(Med-E-Bot)

Description: With the continuation of war and genocide in the universe the company needed to capitalize on the horrors of war and the disenfranchised by creating the MEDI-Bot. This bot was developed as a weak but almost sentient robot that complete their assigned jobs expertly. These robots were sold to certain militaries and companies to thus making it a well sought after product.

Armament: The MEDI-Bot is armed with a SD-45 Projectile Pistol for self-defense and for it’s medical purposes it is equipped with a state of the art EQ-32 Medical Syringe and Pack.

Fortitude:7

Miasma:7

Sentience:18

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Classification: CONSTRA-Bot (Con-Stra-Bot)

Description: The CONSTRA-Bot was developed during a time of great strife and anger. The wars of the rich lead the poor and unwanted to begin to riot for better living space but the rich could not provide it themselves thus hired the EV-O Corporation to help. Thus the CONSTRA-Bot was created and in the initial tests seemed to be lacking but with the addition of less intelligence and more strength the robot excelled at its job able to perform construction efficiently while reducing upkeep in maintaining their bodies.

Armament: The CONSTRA-Bot is equipped with a BD-Construction Rig Arms

Fortitude: 15

Miasma:10

Sentience: 7

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Classification: DUPE-Bot (Dupe-Bot)

Description: Developed for the specific purpose of construction robots to ensure that there is always a steady of supply robots to complete orders of different sizes. This robot is designed with a feminine look for the pure aesthetic of motherhood. Designed to be able to hold millions of blueprints in their head the intelligence of the DUPE-Bot is one of the most, if not highest, of all bots created by EV-O Corporation.

Armament: The DUPE-Bot is equipped with RB-Ejectors and RB2-”Delicate Hands” to assist in the construction and refinement of future robots.

Fortitude:7

Miasma:5

Sentience: 20

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