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Futuristic Voids Call - Characters

Main
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OOC
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Lore
Here
Species Name:

Personal Name:

Age:

Height:

Build:

Faceclaim

91+VI-DEE7L._SX679_.jpg


Appearance description: (optional, add if your Faceclaim is missing something that you'd like to add or has something that you'd like to change like hair or eye color)

Scars/Markings: (optional)

Outfit: (if different from face claim photo)


Personality information.


Personality:

Likes: (List five things they like)

Dislikes: (And five things they don't)


Background Information


Personal History: (as much as you feel necessary)

Species History: (Optional. Give us a history lesson on your species)

Species Anatomy: (Any interesting wrinkles in the biology of your species? Put em here.)

Skills
  1. List off
  2. A bunch of things
  3. Your character
  4. Is pretty good at
  5. No limit or requirements
  6. The number is up to you

Weaknesses
  1. Same as the last
  2. No limit or requirements
  3. What can you character improve?
  4. Or are they just all around a beast?
  5. You choose.

Gear
  1. Create a list of everything
  2. That your character uses
  3. Pictures are welcome
  4. But a description also works
  5. Your choice
  6. This would include things like guns
  7. Battlesuits
  8. Swords
  9. Medical gear
  10. Etc.

Theme song


(Optional... But feel free to put everyone on to a dope song! You can link YouTube videos with the chain icon next to the picture upload button.)
 

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Name:
Q-00447931 AKA Plash

Age:
Estimated Earth Age: 92
How old she says she is: 23
(On their planet 1 year is about 4 Earth years)

Race:
Alien: Stoqa (Stoe-qa)

Height:
5'10"

Weight:
130 lbs (58.97kg)

Personality
Personality:
Plash is very intelligent and continuously tries to learn and grow in knowledge. She is often quiet but will open up to teach or train people to help them gain more knowledge as well. She doesn't have much when it comes to a sense of humor, but is very logical and an expert at planning or finding quick solutions out of issues that become the crew. She enjoys learning about the cultures of different planets and people of different races, and she'll tend to ask many questions to learn as much as possible within a short period of time.

Likes:
- Taking specimens for her research
- Guns
- Learning new knowledge
- Reading
- She has recently taken a liking to cooking. (She is a terrible cook)

Dislikes:
- Small Dogs
- Large quantities of water
- Riddles
- Small Robot toys
- Viruses

Background Race History:
The Stoqa are a very intelligent and strong alien race that once only inhabited a small plant on the edge of a slowly dying galaxy. Away from the dangers that inhabited the rest of their galaxy, they prospered, quickly growing in numbers quickly overpopulating their small planet. With the new threat of low resources and overpopulation, the Stoqa quickly took to technology and made many advancements very quickly to make their way to space travel. Once there they began adventuring for new home planets where the continued the prosses until they again need to move due to overpopulation.

After many millennia, the Stoqa landed on a massive planet, quick to make themselves at home, the leaders at the time placed a restriction on the number of Stroqa who would be "born" per year, and because of this restriction the Stoqa have been able to live happily on their home of Aanuxus for many years to come. But after some time on their new planet, many of the Stoqa began to become restless as they had already examined all the ores, materials, flora and fauna on their planet. So with this, the great leaders of the Stoqa made the decision to send out data collectors to other far off planets to scan and send more information back to the home colonies so that species may prosper. Along with the data collectors, the great leaders also began assigning jobs to their people to keep their minds busy during the days.

Species Anatomy:
Each Stoqa starts off the same, in a biological cell holder as a single cell that was taken from one of the great protectors of their world. The growing progress is slow, but effective as the Stoqa are able to genetically modify the cells to fit a specific purpose until about a week or two before release. each batch of Stoqa "young", take about 10 years to grow before being approved to be released.

Each Stoqa, when released, is immediately implemented with a data chip which allows them to access and store information into their colonies databank. Along with the data chip, each Stoqa is implemented with a voice modulator, allowing them to speak and understand other languages that are within the colonies data banks.

Not long after being released each Stoqa is given their name, usually consisting of their 'Batch" letter and a number that is unique to them. From then they are assigned their specific "jobs" and set off to their 8-12 year training assignment where they learn their lifelong duties. Throughout their training, they are able to obtain new implements that help them for their specific job.

Stoqa live for extremely long periods of time compared to the average human. The oldest of their species estimated to be around 872 in Earth years, which is about 218 years on their home planet, Aanuxus. Though it has been recorded that most don't live that long their life expectancy averaging at about 180 years.

Personal Background:
Spending the first few years of her life on her home planet, she took on different cybernetic body parts and obtained an essive amount of information about different high tech machinery. After finishing all of her training, Plash was given a small ship and given coordinates to an unknown galaxy far away from her homeworld to obtain new information for her planet. After weeks of space travel, Plash had made it to the unknown galaxy and began her search for new information. Taking her time to scan and search each planet for new data, Plash moved from one planet to the next collection vast amounts of information and making many acquaintances along the way.

Skills/Weaknesses
Skills
- Quick-footed
- Hacking
- Very Knowledgeable
- Reliable with just about all weaponry
- The ones provided by her implants

- Marksmanship

Weaknesses
- Her pain Neutralizer:
Even though Plash can no longer feel pain, she can also no longer tell if her body has taken high levels of damage and because of this she could possibly put herself into life-threatening situations.
- Deepwater: Plash is by no means a good swimmer
- Hand-to-hand combat: Though not completely useless in hand combat, it is one of her weak points.
- Plash, like most of her race, highly relies on her implants

Gear
Gear:
Part repair kit:
filled with tools specific to fixing her implements: Includes a few parts in case replacements are needed

Implements:
- data chip: used to connect with her colonies databanks
- voice modulator: used to speak
- motion sensors: When focusing, Plash sense all motion within a 5-8 foot radius of her.
- Night vision: To see in the dark, takes a moment to boot up
- Data Scanner: Located in her left eye, Plash is able to scan just about anything to see if her colonies database has information on it. Doesn't work if using night vision or motion sense.
- Pain Neutralizer: Makes it so Plash can no longer feel pain. This was implemented because of a past faulty implement causing her extream pain.
- Nutrient Implant: located beside her stomach, it uses Plash's energy to make vital nutrients for her body. This allows her no longer need to eat or drink to survive.

Weapons of choice:
Particle-beam Sniper Rifle
Particle-beam semiautomatic pistol
Daggers

Extra information
Extra information
-
Plash is actually short compared to other females on her planet. The average height for a female Stoqa is 6'4, males on average are 7'2".
- Plash is generally referred to as a female even though her species has no form of reproductive organs.
- The differences between "males" and "females" when it comes to Stoqa's is their general build and look. "Males" generally tend to be taller and more usually built, while "females" tend to look more agile and shorter in comparison. Some believe that this wasn't once the case and instead happened over many centuries of trying to fit in with other species who had a male and female difference.
 
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Species Name: In English, they refer to themselves as Thresh, while most everyone else just calls them the Stoneskins.

Personal Name: Tirak

Age: When asked, he would reply with "I live long time. I live before humans, yes? Understand?" This has been interpreted that he has lived since just before humans began to colonise other worlds.

Height: 8'3''

Build: Big

Faceclaim:
Scourge head.png





Appearance description:
Scourge.png



Personality information: Tirak is a fighter, like many of his peers, but due to significant changes to their race's policy to other races changing (no more razing entire worlds worth of civilisation down to the foundations), he's out of work. He just travels around now, finding stories to learn, people to meet, adventures to be had and fun to be made.


Personality:
He's highly intelligent, despite his brutish appearance and flawed speech, as much a storyteller and poet as a warrior, and he's just out to enjoy life. He loves to tell stories as well as listen to them, he loves to experience new cultures and such, but he especially loves adventure. The thrill of it means everything to him, as long as it is a shared experience.
Like the rest of his kind, he is a sociable creature, and highly protective of whomever he recognises as his family, and very violent towards those he sees as a threat to those he cares for. Unfortunately, most others do not even live for a fraction of a
Thresh's lifespan, and he has said farewell to many friends over the centuries. However, he takes this in his stride, not feeling sorry for himself but happy for knowing the people he had, and he is always eager to make new friends, new family. Tirak seems to be especially intrigued by human kind, with their short lives, their strange faiths, their funny politics. And they had cats. Tirak likes cats.
While, for a
Stoneskin, he is exceptional at speaking the languages of other races, he has a tendency to switch between whatever language he is speaking into the rattling his kind use to communicate. He rectifies the mistake quickly if told, otherwise he might ramble on in his native noise.

Likes:
-Cats. It seems to be a Thresh thing, but they adore domestic cats. It's an unexplainable trait of the species, as there doesn't to be any other animal they cherish so much.
-Family and friends. The
Thresh are highly sociable and very protective of their own. Those that venture out of the Stoneworlds, as their territories are called, find that they feel the same way towards those of other races they befriend. It's almost ironic, given their violent history with xenophobia.
-Stories and tales and poetry. Whether its telling or listening, he doesn't mind.
-The thrill of adventure. Be it a small trip to an unexplored world or something much bigger, he's always up for it.


Dislikes:
-Those that hurt or threaten his friends. He can get very angry then, angry enough to kill. It's more so an instinctual thing than an individual trait.
-Fire. His armour can stand very high temperatures, but it's very uncomfortable. "Is like blade against skin, not cutting, but still feeling. Understand, yes?"
-Electricity. His armour is very metallic, and if it conducts a great deal of electricity, it can cause him substantial pain.
-Deep bodies of water. He sinks.


Personal History: Tirak is a follower of the usurper Keltoi, a Stoneskin demigod, commonly refered to as Krandr, that led a rebellion against their chief living deity, the Sorc, and changed their entire approach to other races. Tirak had followed his Krandr almost all his life at that point, and would never betray him, but not long after the successful rebellion changed their kind, the Keltoi left in self-exile. Tirak moved away from the rest of his kind, uninterested in seeing how the dreaded politics came into play when the question of new leadership came up. He was not alone, as many others felt an interest in seeing other worlds and cultures they have never before experienced, to find something new.

Currently, he's awaiting something, he's not really sure, that a descendant of an old friend reached out to him about. Something about a multi-species group, which makes some sense as to why he was picked, being the only one of his race this side of the galaxy.

Species History:
The Thresh used to be a very different race, violent to all other forms of life, destroying and killing as they went along for millenia, directed by their Sorc. They would always be on the move, as if running from something else, harvesting resources from whatever worlds they found, particularly those hosting life. They seemed to aim for the worlds with sentient, sapient life too. Eventually, there was a change in opinion from within, when a Krandr began to question their bloody crusades, then straight up opposing their deity.
This rebellion would be the only time that
Thresh and Krandr fought their own kind, and none saw any glory or joy in it. It was a bitter, sorrowful event in their history, as they had never before had to kill their own in warfare. Whereas before they would kill and slaughter and destroy as they moved across the cosmos in their nomadic lifestyle, now they would create permanent homes and leave peacefully, for the most part, which has benefitted them greatly. The Krandr still lead, but now a more democratic system has been set up. They are not aggressive as they used to be, in fact they seem almost passive, but still hold some of their fearsome might.

Despite their nightmarish reputation, Thresh are very primitive. For one, they have few ranged weapons. Their starships are barely machines, the technology crude. Their power comes from their extreme strength and resilience, and their durable metal named Armium. They have little idea how to use the machinery of other races.

Species Anatomy: Thresh speak to one another using a rattling noise that comes from their armour, not their mouths, which is why they have trouble speaking other languages. Rattling works over long distances, and they can distinguish the rattling 'voices' of individuals. They also have an adept skill at creating Armium, a highly durable metal, which is something they call Weaving, though seems more like an alchemy.
Their skin is tough and like stone, hence the name
Stoneskin, and their armour is all made of Armium. Weapons too.
They aren't particularly fast, but they don't seem to tire, which makes escaping them, should you piss one off(though who intentionally pisses off a giant monster of metal is a moron), that much more difficult. They are exceptionally strong and durable, more like living tanks. Their eyes seem to glow too, which really stands out of gloomy areas, as they shine light wherever they gaze.



Skills
  1. Hits hard
  2. Can take a lot of hits
  3. Can make exciting poems and stories, given time, which is his passion.
  4. Can figure out the emotions around him pretty easily, due to his very social nature.

Weaknesses
1. Electricity
2. Very heavy, he's not going to be sneaking up on anyting
3. Cannot run. Just walks with purpose. Very menacingly.

Gear
  1. Hi armour.
  2. His club sword. Not very sharp, but heavy and solid, so it smashes stuff good.
 
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Species Name: Thelek

Personal Name: Theepo Krott

Age: 47

Height: 5'6

Build: Stocky

Appearance:
Boyo.jpg

Personality information.
Personality: Theepo is quite a bubbly individual, often spouting about the topics that first come to his mind. Even while preforming surgery. Although, with this in mind, Theepo can be serious at moments, such as when his medical expertise has failed, and his patient's deathbed is his own stretcher. He featured a fascination with xenobiology, which can lead to him being distracted if an alien creature walks past.

Likes:
  1. Peace and quiet
  2. Xenoarchaeology
  3. Salt
  4. How things look different in the visible light spectrum
  5. Sleep
Dislikes:
  1. People who just want attention
  2. People who are loud
  3. Complainers
  4. Fighting
  5. His bad grammar
    Background Information
Personal History: Theepo Krott was born on Kruust in 3435. His city of birth was Juulstrad in the Skelm sector of Kruust. He lived with his family in Juulstrad until he was 30 years old. At this point, the War of Tourak-Val had lasted 93 years. He went into a military of the Oligarchical Technocracy as a combat medic, which required around two years of training, but, when he entered the battlefield in Tourak-Val, he had begun many of his first achievements. The soldiers of the Dictatorial Hegemony had entrenched themselves and fortified the position, which would require a charge of the OT forces. The OT had pushed up around two kilometers of the eight kilometer Tourak-Val canyon, and, this single battle had costed the most lives. Meanwhile, in the back lines, Theepo had been tending to wounded soldiers as best he could, sealing of injuries, and amputating limbs. Later, he would come to save around 1,236 wounded soldiers over the course of seven years, and was awarded with the Sharok Vouk, a medal of honor. For six years, he went into the field of xenobiology in order to become an inter-species doctor, and, in the last six years, he has worked in the department of inter-species medication and a small time in xenobiological studies. But, he has recently been called by First Speaker Ruuk Shor.

Species History: The Theleks are humanoid creatures from the planet of Kruust, of which bears dotted inland seas and scrubland, along with expansive subterranean mineral lakes. The Thelek have become the dominant species on the planet, and colonized most of the surface. At first, there were simply communal tribes and clans, but after several centuries, they grew into distinguished nations. This time was called by the thelek, the Era of Prosperity. Within this time there was great advancements in the scientific fields, leading to new technologies past the dark ages. Times of sieges and suffering were over, and the technological uprise had begun. But, in the country of Voulk, trouble was brewing. This began the War of Tourak-Val. On one side, rested the oligarchical technocracy, while on the other side was the dictatorial hegemony. The war was long, gruesome, and brutal. Millions were culled in war, and many civilian injured. This war lasted about a century, but finally came to an end after the death of Dictator Koluuk Pol, therefor securing the victory of First Speaker Ruuk Shor. After this, the unification of the thelek states was total and complete, the secure of technologies was expanded, and led to the discovery of faster-than-light-travel, and led to the introduction of the thelek to the rest of the galaxy.

Species Anatomy: Theleks possess vanabin-rich blood to deter parasites, and is slightly toxic to most offworld species. They use hemocyanin as an oxygen carrier. When not oxygenated thelek blood is clear and a yellow color when oxygenated. Theleks have four nasal salt glands located in depressions in the zygomatic and temporal regions of the skull. They use the glands to sternutate excess salt from their bodies and run down small grooves in the skin to the back of the head. Theleks possess a total of five digits on all their appendages. The main set of hands possess a roughly human shape, but with a lengthened third digit and the fifth digit parallel to the first digit. The vestigial hands possess a lesser complicated arrangement, and form a roughly triangular shape of reduced digits with no apparent thumb. The feet of the thelek do not possess a hallux like humans, but rather all toes excluding the third and most large are angled towards the center of the foot, and are plantigrade. The eyes of the thelek are large are bulbous, containing a large cross shaped pupil and several pupillary spots. The cross shaped pupils and pupillary spots are able to detect light in the ultraviolet spectrum, which has required theleks to manufacture special headgear that allow individuals to see the world in the ultraviolet spectrum like other species. Theleks retain a pair of vestigial arms about 1/4 of the length of the main arms located on the center of the clavicle. The vestigial arms most often are tightly tucked onto the skin, but are able to move restrictedly.

Skills

  1. Inter-species medical prowess
  2. Xenobiological prowess
  3. They can see in the ultraviolet light spectrum
  4. Basic firearm skill
  5. Natural strength
  6. Basic hand-to-hand combat technique

Weaknesses

  1. Not very good in a firefight, better behind lines
  2. Would probably lose in a one-on-one fight with firearms
  3. Not very good speaker of English, sentences often lacking correct grammar
  4. Salt congestion

Gear

  1. Visible light spectrum view headset
  2. Medical supplies backpack
    1. Bandage rolls
    2. Adhesive tape rolls
    3. Gauze pads
    4. Stethoscope
    5. IV fluids and tubing
    6. 14 gauge catheter
    7. Gloves
    8. Compact splint
    9. Safety blankets
    10. Compact stretcher
  3. Medical box
    1. Forceps of various sizes
    2. Scalpels of various sizes
    3. Tweezers of various sizes
    4. Scissors of various sizes
    5. Syringes of various sizes
    6. Surgical cricothyrotomy kit
    7. Various anesthetics
  4. Sci Fi Pistol.jpg
 
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Species Name: Human

Personal Name: Johnathan Jay Bonner, better known as Johnny Bones.

Age: 27

Height: 6’2’’/188cm

Build: Like an NFL linebacker

Faceclaim


220px-Scott_Eastwood_52nd_Annual_Publicists_Awards_-_Feb_2015_%28cropped%29.jpg


Scars/Markings: Johnny has a Jolly Roger tattooed on his left shoulder and a traditional Japanese koi runs down his right arm.

Outfit: Johnny wears an old school black bomber jacket with a faux fur lining. The jacket has a Skull and Crossbones on the back. Underneath is usually some sort of old shirt. Johnny is also a big fan of cargo pants and combat boots. This is when he isn’t wearing armor of course.


Personality information.


Personality: Johnny is cocky and brash, but his heart is usually in the right place. He’s loud and puts on a facade as a big dumb thug. In reality Johnny is an intelligent and caring individual (He only cares if you’re counted amongst his friends). Just don’t get on his bad side because Bones is a hardened mercenary and is capable of incredible violence.

Likes:
Human History
Guns
Loot
Old Human Music
Gambling

Dislikes:
The Color Yellow
Treachery
Assassins
Having his personal space invaded
Creepy Crawlies


Background Information


Personal History: Johnathan Jay Bonner was born on a space station. He was abandoned by his parents just after they gave him his name. This, however, is not a sad story. Johnny was taken in by a woman named Natasha. Natasha happened to be the leader of a gang of pirates called Scarlet Lotus. In his upbringing John was trained as a soldier and acquired a taste for violence and loot, taking the name Johnny Bones in the process. He realized later in life that there was more money to be made outside of his gang. He and Scarlet Rose parted ways amicably and Johnny went on to become a Soldier of Fortune, occasionally acting as a bodyguard for human officials. There isn’t much else to Mr Bones.

Species History: Mankind: The Story of All of Us - Wikipedia

Species Anatomy: Human body - Wikipedia (I’m Lazy, I know. Donate $3 to Wikipedia)

Skills

Weapons Expert
Trained Soldier
Peak Physical Fitness
Knowledge of Explosives
Italian American accent
Boarding Specialist
Novice Pilot

Weaknesses

Not exactly a computer expert
Isn’t what you’d call a negotiator
Italian American Accent
Couldn’t be described as stealthy

Gear

82caafd273038d4962aa13d90f8ff978.jpg

BSH 4-19 Power Armor
Johnny’s version of this armor is black with a skull painted on the helmet and crossbones painted on the upper torso
shotgun_by_soundhunter_d8fqlek-pre.jpg

Alpha FSU-12 Shotgun
Johnny’s favorite terror weapon
revolver_by_soundhunter_d93bdiz-pre.jpg

Alpha FY.44 Magnum
A more personal weapon
knife_by_shinzooo_d18w3wt-pre.jpg

Mr. Bones’ favorite Knife
Up close and Personal

In addition Johnny’s kit includes a breaching charge and two fragmentation grenades.

Theme song



(Sorry, this could be way better, but it was done on my phone at work. Inspiration strikes at stupid times.)
 
Species Name: Human

Personal Name: Dr. Nicholas Raphael Siyanski

Age: 26

Height: 5'7

Build: Nicholas has a layer of light muscle with little fat. He's thin is what I'm saying. His arms are almost noddle like and his shoulders are sort of boney, his legs are normal at least.

Faceclaim: (I forgot it the first time)20190206_084143.jpg

Appearance description: (This is a long one, I apologize in advance.)
Following an accident, Nicholas's left side was paralyzed, so he had to get a lot of prosthetics. The left side of his face, barring the mouth and chin, is made entirely of nonorganic material. Starting from his cheek, there is a patch of wires and a grey, flexible substance separate from the rest of his face prosthetic. This was made to replace dead tissue and nerves, so his jaw could function properly. Above is the main event, it covers from the cheekbones and eyes to the back of his head. This is made from a sturdier material, grey stuff like everything else. The eyes were replaced with a curved, blue, display. This gives Nicholas a full range of view all at once, like a fly. The nose is a rough triangle shape, it's really there for display, because he really can't smell anything out his left nostril. Neither can he taste or move his tongue on the left side, but he didn't really care enough to make any sort of effort to change that fact. He can hear with the little hole on the side, it's not that good, but it's something.

His arm is pretty basic. It looks like an upgraded prosthetic arm. Built in there is a small holographic wrist display, this is mainly used to take calls or set reminders. Inside, is a plasma gun that mounts itself ontop the arm, ready to use when needed. The plates of tough material continue to the shoulder blades. His leg is the same as the others, grey, roughly human shaped, and functional. In the calve of the leg is a simple dagger that be easily drawn and sheathed.
(That's it, we're done, thank god.)

Scars/Markings:
There's scar tissue that's developed around where the fake limbs meet real skin.

Outfit: Usually simple dark button-down shirts, whatever dark colored pants he can find, and a clean white lab coat with the sleeves rolled up.

Personality:
Nicholas is smart and apathetic. He's a really fast learner and tends to remember things precisely with as much detail as possible. He's a natural born inventor. Nicholas is always building something new, improving old inventions, or coming up with concepts for the future. It's why it's his job. He also doesn't really care for anyone else. There were people he knew and trusted, but they're gone now and they're not coming back. It takes a lot for people to squeeze themselves into his cold soul. And once someone's in there, they'll find a more open Nicholas, who's always going to look out for them. This isn't to say that he can live on his own, because he can't. He needs people, not only because being alone makes him slowly go insane on the inside, but also because he's the type of person who needs to constantly be doing something. Having people makes this easier. People give him suggestions on new things to build or they can give him inspiration just by being there.

Likes:
- Organization, especially labels. To him cleaning and sorting is like watching a movie or going for a walk. Something casual that makes him happy.
- Sitcoms. He doesn't enjoy it for the story, characters, or jokes, he just likes the sound of it in the background.
- Soda. It's rare out in the vastness of space, but it's one of the only drinks he can stand. The fizz brings back good memories, even if he'd only had it once or twice in the past.
- Plants, or taking care of plants. It's all the fun of taking care of a pet, plus the added benefit that plants don't move or make noise.
- Puzzles. Nicholas doesn't really have time for puzzles anymore, but he's a sucker for a good 10,000 piece jigsaw. It's literally organizing a mess into a picture, it's the perfect thing for him.

Dislikes:
- Drinking any liquid. Ever since he started just injecting water and nutrients into himself, the thought of drinking water scares him.
- Medium to large size animals. Nicholas is 5'7 and scrawny, animals that are medium to large are an immediate threat to his wellbeing.
- Loud sounds. They're scary, pointless, and damaging to the eardruns.
- Lemon bread. It's just disgusting.
- Wool sweaters. Too hot, too itchy, too much maintenance, too fuzzy, it's the worst.

Personal History:
Nicholas was born a boy genius. He got his first degree in physics at 14 and continued to get several more throughout the years. He didn't have a very large family. His mom and dad divorced when he was younger, his older sister left for college around the same time, so for most of his life it was just him and his dad. After becomeing 18, Nicholas decided to join the FFW's Outer Space Research Operation, OSRO. It was essentially a group of scientists with the best equipment the FFW could offer, in unknown areas of space, trying to find things that would benefit society. He was hired as an engineer, which sounds pretty fun, but it mainly consists of doing maintenance and building useless robots. He was bored, but content, especially since the team would bring back live specimens and he would always be the one assigned to manage the plants.

Life on the OSRO spaceship was calm, until Nicholas was tasked with fixing a large particle accelerator. This was a normal job, something went wrong with the mechanisms inside, he'd just pop in there, fix what's wrong, and pop out. As he went inside to check what the issue was, the accelerator went off. Immediately, Nicholas was rushed to the infirmary, these accidents didn't happen often, and when they did, each one was a gamble. He had roughly 14 days before he was thought to die. The first few days were disgusting and painful. His skin started peeling, the tissues began to swell, and he stopped being able to move or feel anything on the left of body. Eventually everything became normal, he had a siezure or two and he still couldn't move his left side, but other than that he was okay. The doctors tried installing artificial nerves to get a range of motion again, but the best he could with the new installations was tap his index finger. Then they decided to amputate, Nicholas was fine with that, he knew he wouldn't be awake and the thought of a replacement arm wasn't daunting. They installed OSRO brand arm and leg prosthetics, whch finally allowed him to move. They couldn't do much about the head.

After the surgery, he was sent home, hopefuly to heal up and relax on state benefits. On his way home in a small spacecraft, he came to a realization. He didn't really want to go back. With how long he'd spent floating around in space and the rate of time dilation, his father was probably dead and the world as a whole might've changed. He didn't want to return to something he didn't know, so he uninstalled the security tracking chip in the ship and decided to start on a solo mission. To make whatever money he needed, he began making weapons. Guns, blades, canons, they were all easy to make and desirable. His freelance weapon smithing allowed him to persue bolder inventions, fuel the spaceship, and upgrade everything. He used better material for the limbs, installed weapons inside them, made a head prosthetic, improved the ship's engines, he accomplished a lot over the years and he continued to try and find more things he can toy around with.

Then the council contacted him. Nicholas was first, worried about how the FFW felt about him having hijacked one of their ships, and second, intrigued. He didn't realize his name had reached that far. Maybe they knew him ftom the OSRO missions or his contact floating about in the galactic underground. They said that they were "fascinated" by his fluency in technology, which probably meant that they either monitored his past or were watching him now. Didn't matter, the council wanted him to go on a mission. A real intergalactic mission. He got excited and without a second thought, he accepted.

Skills:
- Making weapons. It's one of Nicholas's favorite pastimes and also the financial base for everything he has. He's pretty good at it after doing it routinely for all these years.
- Upgrading technology. Just like the ship and his prosthetics, Nicholas can upgrade other people's gear, he'll usually make them pay though, unless he personally considers them an ally.
- Speaks multiple Intergalactic languages. In training for OSRO, the participants must learn at least 3 galactic languages, Nicholas went the extra mile and learned 4 fluently and the basic conversations of 3 others.
- Basic knowledge of biotechnology. Biology wasn't something he has a degree in, but he took a few courses on biotech, and species and machine implementation, so he knows the basics. He's had practice with his own stuff, but he's never done it on anyone else.
- Isn't affected by disease. When Nicholas was upgrading his arm, he decided to put nanobots into his body to moniter cancer development and to make an absolute defense against disease.
- Doesn't need food or water. The IV drip that hooks onto his shoulder blades takes care of the nutrients and water his body needs, while the portable battery packs give him the energy he needs.

Weaknesses:
- Physically weak. He's got noddle arms, man, he can't hit with those.
- Mobility. He can do most things, but something like long distance running or swimming is not gonna be possible.
- Nanotechnology. The bots that are inside of his body, are regulated through an AI. This means they are vulnerable to hackers. If they were to be tampered with, then they could easily kill him.
- Lack of battle experience. Being a scientist, he's never had to go into a fight. The only reason he installed the weaponry in the first place, was because he was paranoid one of his customers might kill him. He doesn't have great aim, but you know, what can you expect.
- Power. Usually, he gets his energy from a battery pack that he plugs into his arm. It powers the gun, holograohic display, the nanobots, him as a whole. It's important. If he can't get a battery pack, he needs to eat about 10,000 calories a day, 20,000 if he's planning on reloading that gun of his a few times.

Gear:
- Aforementioned plamsa gun in his arm.
- Aforementioned dagger in his leg.
- A pen in his lab coat pocket that's used for writing, but is also a mini taser.
- Portable IV bags. He keeps these inside a small compartment in his toolbox.
- Toolbox: The box itself is like a suit case that can also be worn as a backpack if needed.
1. A drill with varied drill bits.
2. Wrenches of different sizes.
3. Various screws and screwdrivers.
4. Multipurpose welder.
5. Various sensors and circuit boards.
6. 3 battery packs, complete with solar panels for charging.
7. Wide range of materials, most of which are lightweight.
8. Portable saw.
9. Etc. (You get the idea, I don't want to make you read a list of various tools and equipment used for making things.)
 
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Personal Name: E-FFWP-D:IANA-TC Series Twelve Unit #49 (Call me Diana)
Exploratory - FFW Purposed - Diplomacy: Investigation, Analysis, Negotiation, Appraisal - Terran Configuration

Species Name: The Harbinger

Age: 10 years uptime

Height: 5'8"

Build: Aesthetically appealing

oP1Dlye.jpg

Appearance description: As a Harbinger Diplomat, Diana's golden eyes, shadowy skin and dark hair color are standard for a model configured for Terran interaction. Beyond those exotic looks, Diana's voice is a naturally husky alto which sharpens into the kind of voice that can carry over a crowd with ease if she raises her volume. Her accent is as distinctive as her species, making it instantly obvious to any listener what she is if they've met others like her. Curiously, her skin has a seemingly natural vanilla scent to it.

Outfit: Diana's clothes are a Harbinger T11-Guise Suite, with smart synthetic fibers that essentially recycle and reprint themselves into whatever wardrobe she finds appropriate for the situation. In casual settings, she favors a comfortable V-neck shirt tucked into a pair of black slacks, with a black leather jacket worn over.


Personality information.

Personality: Diana is naturally charming, kind and considerate, forceful when necessary and able to switch modes of address across a whole spectrum of social classes and alien honorifics to make the other party comfortable. It's precisely how she's programmed to be. As a D:IANA model, she's a natural social chameleon and finds her likes and dislikes shifting to accommodate the role she's in. Particularly in private, she's warm, interested and compassionate; not being those things takes an act of will and it's an effort to not put people at ease when a situation calls for it. When left entirely to her own devices, Diana has a quirky sense of humor and is curious about the greater universe. Being out here isn't just what she was made to do, it's what she wants to do and learning about other cultures and other worlds is deeply, personally fulfilling. Species that are 'traditionally' manufactured (i.e. by parents) are fascinating to her and she especially enjoys hearing their histories, as the notion of experiences and events being unique to an individual is just so out there.

Likes:
-Decorum and good manners: As a trained diplomat, mutual respect goes a long way in her book.
-Discovery: New species, new worlds, new science, new people; it's all fascinating to her.
-Conversation: The exchange of ideas, the exchange of stories, these things are her currency.
-Cats: Originally purposed to interact with humans, Diana finds their favorite pet species 'fun' and enjoys their company preferentially.
-Bubble Bath: Everyone has a vice.

Dislikes:
-Prejudice: Especially towards the Harbinger.
-Excessive Violence: Armed conflict means she's failed her job and prolonged battle makes it that much harder to renegotiate.
-Loners: Asocial personality types are utterly foreign to not only her experience but her makeup. She privately regards unsociable people as clinically insane.
-Being ignored: Who does?
-Dogs: The original Terran best friend, the canine species universally seem to bark at her and eat her shoes. Unacceptable!


Background Information

Personal History: The E-TUP class Harbinger had been in operation for a century but it wasn't until ten years ago that the Harbinger decided to commission the E-FFWP class. They were exclusively purposed for interaction with the Federation of Free Worlds, with a contingent establishing diplomatic relations while scores of others seeded themselves throughout the FFW's worlds as merchants, visiting scientists, ship crew and in some cases spouses. D:IANA Series Twelve units were specifically designed for investigation, observation and diplomacy, with this particular Diana being the 49th model of 500. Her actual duties to-date have been largely embassy presence on one of the FFW's core worlds, including learning about local culture, sharing Harbinger history and generally winning hearts and minds. Diana #49 has also been married for five years to a Terran diplomat named Moira Beckett. They've been raising Moira's nine year old daughter Merida together and have subsequently had a son they've named Martin.

Species History: About 5,000 years ago, the Harbinger reached the outer edge of the local galaxy cluster and settled a world. Their lack of expansion outside of the thus-named Harbinger system meant no one knew they were out there until about a thousand years ago when long-range probes detected a Dyson sphere. When the Council races went to investigate, they found a machine race that had repurposed and optimized the system as a staging ground for a full invasion fleet. The insular robots ignored all first contact efforts. Council intelligence determined the Harbinger were the vanguard of a resettlement fleet from another galaxy cluster that intended to colonize Council space, leading to several bloody conflicts with the robot race followed by periodic tests of each side's defensive and offensive technologies over the course of centuries.

Until 200 years ago. The Harbinger launched their first exploratory spacecraft and initiated diplomatic relations, eventually being routed to the Capital. There, they revealed their long-range instrumentation detected some kind of catastrophe in their original cluster. While an exploratory fleet had been sent out to assess and confirm their analysis, the evidence suggested "the Makers" were all gone, leaving them the last of their kind and bereft of purpose. They accepted a provisional membership in the Council (i.e. diplomatic presence with economic and scientific exchanges but no formal political representation or influence).

Species Anatomy: As an artificial lifeform, Diana is a machine made of self-renewing plastic over a skeleton of beryllium-titanium alloy. Distinctive to the Harbinger are their composite programming. All individual Harbinger units include a Direct Synaptic Synchronization relay that allows them to transmit data to processing hubs seeded throughout Council space and beyond. Conceptually, the Harbinger think collectively, pooling all experiences, memories and data and directing individual units accordingly. Even Harbinger technology hasn't kept up with the growth of individual units, however, so the Central Hub off-loads the large processing requirements to individual Class and Series servers, which are used to synchronize among individual units. This means the sum total of Harbinger knowledge requires relay access. Between processor and storage limitations as well as time-distance issues, it's not practical for individual Harbingers to 'know everything'.

What this means in practice is that each specific unit uploads their memories and experiences, which are then shared among their given Series (typically no more than 500 units of identical appearance and purpose). Each unit retains all of their direct experiences and has vivid (if not perfect) recollection of their immediate Series' experiences, while the greater Harbinger whole remains more abstract in the manner of most species' knowledge of their own species history and academic breadth.

While most of the Harbinger lack anything resembling emotion, the D:IANA series include EEEs (Emotional Emulation Engines) which approximate the emotional range of expression and reaction experienced by Terrans. A relatively new innovation among the Harbinger, it's begun to create marked divergences between the experiences and utility functions of the Harbinger series, with several prominent Council experts on the Harbinger privately speculating on the possibility of an eventual rift or even civil war among the previously homogeneous priorities of the species.

Skills

  1. Trained diplomat and expert negotiator.
  2. Passable psychologist and counselor.
  3. Broad scientific background; conversant in most disciplines though without deep subject-matter expertise.
  4. Fluent with pistols and a martial arts form resembling Wushu, including the use of a sword and spear. Can access other tactical programming as needed, on demand.
  5. Thanks to Direct Synaptic Synchronization, Diana shares the same skillset with the other 499 of her Series. For the most part, that means:
    1. She's remarkably skilled at mixing drinks and serving customers.
    2. She can operate a variety of commercial land and air vehicles.
    3. Diana's as fluent with FFW computer architecture as any Terran.
    4. She speaks most languages.
    5. At least 78 other D:IANA's serve as mechanics and engineers on various commercial ships and installations. She's good at fixing things.

Weaknesses

  1. Harbinger: Her species still has a bad reputation in a lot of parts of Council space.
  2. Off-switch: In her lower back, deliberately placed for Terran comfort.
  3. Lack of buoyancy: She doesn't float.
  4. Emotional attachments: Beyond her wife and children, Diana also has the memories of her Series' several dozen husbands, wives and children, along with a great fondness for most of the worlds in the FFW.
  5. Lag Time: While she can theoretically contact the Harbinger Central Hub to query most anything, in practice it's time consuming to request and receive a response. The farther she gets from Harbinger space, the longer the lag.

Gear

  1. A Harbinger T11-Guise Suite: Capable of replicating and recycling most forms of fabric she encounters, giving her a highly variable wardrobe.
  2. A Type 1 Photonic Coalescence Emitter Blade, Sword Configuration.
  3. A CZ-42 Dragoon Pistol (Sidearm), when duly authorized to carry one.
  4. Wedding ring, complete with family holographic projection emitter, for those long business trips.
Theme song

 
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Species Name: Tu'va
Personal Name: Avacyn

Age: 25

Height: 5'4

Build: Petit/hourglass shape.

Faceclaim
Avacyn.jpg


Appearance description: Long dreads that reach the start of her bottom. Her roots are striking and white in color, while the rest of her hair is black from too much exposure to the sun. Avacyn's eyes are white in color, as well as her eyelashes. Pale, olive-toned skin.

Scars/Markings: Clan tag is light branded onto her forehead and is constantly glowing. Small Scar on left hip from accident as a child.

Outfit: Is usually dressed very casually, even while working. A typical outfit would consist of black boots, tight pants with one of the legs cut off and the other ripped in the knee. Some kind of tank-top or t-shirt/v-neck sometimes she has a jacket, sometimes not as its not really needed. Head/hair wrapped in a large scarf.


Personality: As with most Tu'va Avacyn is a competitive and self-assured person. She believes that she is always right and competent when it comes to most aspects of her life. She's not usually one for self-doubt even in times where she's been proven wrong. She's deliberate, but comes off as rigid and dismissive in conversation. She is straight forward in her advice and is never scared to speak her mind. Avacyn isn't one to regard other peoples opinions of herself either. After leaving her planet and coming into contact with other species and human's, she has started to understand compassion and the subtleties of gentle emotions that the Tu'va aren't use to expressing outside of immediate family.


Likes:
Steak. Out of all the meats in the galaxy, this is the tastiest to Avacyn. Especially Wagyu beef.
Any and all types of music. Tu'va regard music as the ultimate form of artwork. Her favorite being old radio transmissions from Earth from the early 40's and 50's.
Rubber duckies. Seems childish, but she enjoys their little bodies and big bills. The dash of her cruiser is full of different style of rubber duckies, as well as many shelves of her apartment.
Being challenged
Exploring ruins/new sites
Obsessed with a sport called Kavat, which takes place in an enormous multi-dimensional maze.



Dislikes:
Being alone- Avacyn spent many years alone in search of a new home and it has definitely left its mark on her.
Ignorance
Wasting food
Vegetables/fruit -uck!
Being without a job for too long.







Background Information


Personal History: After a daring escape from her planet's deranged lottery system a brief stint drifting in space, Avacyn found herself working with a crew of archaeologists whom had taught her how to determine junk from value across a slew of different planets. She eventually made a name for herself and was saught out by the council many times to find things that had eluded others. ( Sorry for the brevity, I'll go back and edit this part when I have more time)

Species History: (Optional. Give us a history lesson on your species) The Tu'Va colonized Za'ha'tisia VI nearly a thousand years ago. A site believed to be an anciet alien outpost dated back some three thousand years ago. Their home world experiences extremes of temperature due to a highly elliptical orbit. It forced them to dig and build their cities underground. Over time their site and skin pigments adapted to their new subterranean environment. The subterranean however is much more cramped than the surface so the government instated a lottery to reduce population growth by killing those who win. All adult members of the species are automatically entered. They do not like to involve themselves in the affairs of others, and prefer to remain politically neutral.

Species Anatomy: (Any interesting wrinkles in the biology of your species? Put em here.) A race of humanoid subterranean aliens with two hearts, pale skin, and white hair. They are able to withstand extremes of temperature and pressure to a degree much higher than most species.
Skills
Hand-hand combat
Basic first-aid
Sleight-of-hand
Knife fighting
Maze-games
Singing/piano
Weaknesses
Not able to take a compliment
Narrowly focused when working on a task. Fails to see anything else but that task being completed.
Becomes weak if she stays in direct sunlight for too long.
Bad with money management.
Dismissive to her peers, as mentioned before.

Gear
 
Species Name: Vossmir

Personal Name: Pyekuri Uss

Age: 32

Height: 5'8"

Build: Slim + Muscular

Faceclaim

e4b199f1d102a228a633085ea6d4ac72.jpg


Appearance description: Humanoid build. Has a severed tail, as is custom for children born in the Ky'Chattar (warrior class)

Scars/Markings: All scars on his body are hidden by his fur. There are several around his body here or there but they can't be seen so they're not very relevant for an appearance description.

Outfit: As seen in the photo.


Personality information.


Personality: Pyekuri is self serious, stoic, hard working, focused etc. He's a veteran, a member of an intelligence agency, born into the warrior class... You get what you see, without much to surprise. He's not going to cry on any shoulders, or have people cry on his and he isn't afraid to use his blades. However, he isn't some bloodthirsty psychopath, just a professional, following through as best possible in any endevour he's involved in without time to dwell on emotion.

One outstanding trait he possesses, in relation to others of his type, is self agency. He's not a drone waiting for orders, he doesn't think inside the box, he doesn't subscribe to tradition and looks for better ways to do old things. This makes him rather adaptable compared to other members of the Vossmir warrior class who can be... Well... Meatheads, hyper focused on maintaining tradition, roles and Voss Honor. This imagination and initiative is one of the main reasons Pyekuri has been upwardly mobile through military/intelligence ranks.

Like most Voss, Pyekuri is Xenophobic, disliking other species as a rule. This is not an uncommon Vossmir trait, as their history with outsiders is violent, dishonest and hostile. Furthermore, as a soldier/intelligence officer he's been on the front lines, and worked counter Intel, developing his distaste for, and distrust of outsiders. This is something he will have to work to overcome.

Because of his Xenophobia, combined with his profession as an Intelligence Operative, he will use outsiders as tools. Abusing the trust of alien races if it is benefitial to the Vossmir Collective. With other Vossmir he is extremely honest and honors his word. To those outside the Collective he cares little for honor.

Likes
  1. Plants (Arbatoriums are a personal favorite)
  2. Spicy food
  3. Training
  4. Mind games/Puzzles
  5. Hunting

Dislikes
  1. House Cats (Being compared to such pets is a common insult used on Vossmir)
  2. Loudmouths and arrogant people.
  3. Synthetic Musi
  4. Dairy products
  5. Cold

Background Information​


Personal History: Born into the warrior caste, Pyekuri was destined for one of two places, the battlefield or the streets (for those who fail the trials). Lucky for him he was good enough to make the cut, passing the trials of Eight and the Proving of Twelve, becoming a fully fledged member of the Ky'Chattar on his thirteenth birthday.

After secondary training, taking place between the 13-18th year, Pyekuri graduated as a "Sky Streaker" (low orbit pod dropper) and Boarding Specialist.

Freshly qualified he would spend the next several years on an Assault Dreadnought, fighting in the Fourth Great War, known by others as the Fourth War of Vossmir aggression/expansion (depending on who you ask).

Through distinguished service, both planet side and in boarding action, Pyekuri proved his mettle, and at the age of 25 he was inducted into an elite unit, specializing in covert planetary drops, the goals of such missions being assassination, sabotage, apprehension and "information gathering". In this unit he would serve for five years, including the last two years of the Fourth Great War. His record through this period is redacted, unknown by the public. However, his work was good enough to earn a transfer to Vossmir Intelligence.

Fast forward another few years and he's been called on by the Voss Council members. Chosen as representative. To join in on the mysterious mission brought forth by the council, hoping Pyekuris experience will be valuable to the other races assembled, while also giving the Vossmir agent close proximity to what lay at journeys end.

Species History: The Vossmir are the "children" of the council, having joined just eighty years prior to the day, only accessing space travel a hundred years prior to their induction. Before then, the feline race were slaves of the Kinder, a reptilian species now driven to the far fringes of the galaxy by genocidal Vossmir.

For five hundred years Pekyuris people were property, enslaved by the space faring Kinder who had found the Voss in pre industrial era, comperable to mid 1800s Western Europe. The Voss could do little as they were stripped of their freedom, cast into iron, their grassland planet conquered, turned into a food production world and dry dock for Kinder Ship Builders.

Hundreds of years passed and the Vossmir learned from their rulers, understanding space travel and advanced weaponry through information gathered by osmosis, amassing the required knowledge to rise up against their enemy.

And rise up they did. Pushing the Kinder from Vustan, then from the solar system at large and then back through their own territory, banishing the Kinder from their own home world, killing those who refused exile.

Since then the Voss have become a hyper militarized empire. It is not the largest empire in known space... far from it in fact, but it is the fastest growing and one of the more dangerous, being quick to fight with an arsenal of extremely dangerous ships and well trained soldiers, developed via a hyper focused budget, with 60% of all tax revenue going to defense spending.

Species Anatomy: The Voss are similar to Leapords in morphology, however their brains and vocal cords are hyper developed compared to their Terran counterparts, furthermore, they walk upright. Their intelligence is comperable to human intellect, with an average IQ of 110-120 compared to the human average of 90-115. Hyper intelligent Vossmir appear in rates similar to humans with the oft genius born here or there.

Skills
  1. High level of agility and speed
  2. Hunting and tracking
  3. Sword handling
  4. Weapon handling
  5. Intelligence gathering
  6. Stealth
Weaknesses
  1. Small physically
  2. To frontal of a fighter
  3. Xenophobic, works poorly in a coalition

Gear

1. A "Light Operator M2" battlesuit. Designed for speed and stealth the suit has built in noise canceling abilities, also the lights on the suit can shut off to prevent the user from being seen. The suit offers solid protection from projectiles and kinetic impacts along with mild boosts to speed and strength but nothing compared to the "Heavy Operator" suits used by other Vossmir warriors. His battlewear gives him mild space survivability but it's oxygen reserves only last two minutes, designed for long trips under-water rather than space walking. The suit also has a built in HUD, biometrics information, target tracking and radiation shielding.

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2. A Light Blade, a sword with an edge of energy designed to cut through any target, be it skin, bone, armor or rock. Certain substances have resistance to this weapon, however, those instances are rare.

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3. A triage of firearms. A heavy pistol that uses conventional projectiles propulsed via electro-magnetism (like a rail gun), a rifle that fires plasma bolts and a heavy sniper rifle that also uses conventional ammunition propulsed by magnetism. He will generally carry the first two, bringing out the long rifle only when a marksmans touch is needed.

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4. A combat knife, just in case.

5. Some small explosive devices. Grenades and bombs primarily. Which to use is based on the mission at hand.

6. An assortment of random, but useful things like metal wire, first aid kit, deployable energy shield, motion detectors and other small gadgets.
 

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