Many hundreds of years from now, Humanity proudly strides the stars with countless other species, expanding knowledge and pushing ever back the cloak of the cosmic unknown. Although hundreds of disparate nations exist among the stars, many belong to the colossal entity known as the Coalition. A star-spanning organization that unites these far-flung empires into a representative government that does it's best to serve the needs of it's many people. A great council of thousands of representatives oversees the governing of the galaxy, however, the Council is often paralyzed by it's own penchant for infighting, making the bureaucracy of the Coalition a tangled mess of conflicting agendas. Despite this, the Coalition has managed to create a semblance of peace of stability, allowing it's citizens to rest easy at night. When war came to the Milky Way by the blades of the hyper-violent warrior clans of the Nygax, the Coalition reacted, mobilizing it's monumental legions of soldiers and it's gargantuan navy to combat the threat. The Nygax Wars raged for two centuries, and saw hundreds of worlds rendered lifeless by endless warfare, but in the end the Coalition was triumphant, and the Nygax driven back into their own galaxy many light-years away. The Great Rebirth began as the devastated worlds were restored to their former glory over decades of hard work. Thinking the threat ended, the Coalition returned to the day to day affair of running a galaxy-spanning alliance. What the Council did not know, however, was that the Nygax were fleeing from a terrible foe that drove them from their own worlds centuries ago in terrible wars of attrition. After decades of peace, bizarre reports of living starships and worlds terraformed within months began to circulate about the Fringe Regions of the Milky Way. These reports were widely dismissed by Coalition officials as void-madness at best, and downright lies as worst. All this changed after Antiga. A prominent vacation resort and retreat, Antiga was a booming world of wealth and luxury. Then, Antiga no longer responded to any communications of any kind, becoming eerily silent. An investigation fleet sent to investigate never returned, seeming to have vanished into the void. A freighter passing by the Antiga System found himself being hailed by Antiga itself, a message that simply stated, "We bring Perfection to all, rejoice at our coming." The freighter sent the message out to a Coalition channel before vanishing without a trace. Fearing the worst, the Coalition assembled a strike force to bring Antiga back into the fold, making First Contact with the alien race who identified themselves as the Shapers. These strange beings claimed that they had come to 'Perfect' the Milky Way, their tone was full of pity for the creatures they addressed. The Shaper fleet, composed of thousands of massive space-faring organisms, attacked, disabling the Coalition fleet and boarding the vessels. These same Coalition vessels were later seen among the Shaper fleet with freakish growth covering their hulls, their weapons replaced with organisms that spat streams of acid towards their rivals. War was declared shortly afterwards. This is where your story begins, a member of a Coalition strike force sent to take the fight to the Shapers, their capabilities are unknown, their purpose uncertain, and their deadliness unquestioned.
The angular ships cut through the void like serrated daggers, seeming to slice the nothingness as they passed. The ships appeared to be made of a dull metal, but upon closer inspection it was apparent that they were made of flesh and bone, fin like structures with multiple valves that opened and closed in sequence, propelling the ships through the void covered the vessel. What appeared to be a gargantuan whale dwarfed the rest of the fleet, a single slitted yellow eye peered out from the front of the vessel. Tendrils of sinew dangled from it in the thousands, dragging behind it in the blackness. Multiple vessels of every make and design were scattered about the massive fleet, bizarre organic growths running rampant over their hulls. Ray-like ships flitted about their larger kin, lamprey-like maws constantly churning, luminous bulbs dotted their surfaces, lighting up the vastness of space. The seemingly endless fleet moved like a serpent, a river that flowed on into eternity. Four minds spoke as one, directing the serpent to a blue orb in the distance, the column winding towards it at top speed. They would fulfill their sacred mission. They would bring Perfection to Antiga.
"What the hell is that?" Asked the bewildered sweep officer as he pointed to the holographic display of the traffic around Antiga. Strange shapes were moving into range of the orbital radar, so large were their numbers that they blocked all other vessels from view. What appeared to be ships straight from the nightmares of the insane were quickly laying waste to the Antigan Defense Fleet, their ships literally swallowed by the freakish vessels.
"Oh god, their inside the atmosphere!" Came his desperate cry as ray-like creatures swooped into view, the sheer magnitude of their numbers blotting out the sun. They landed, clouds of dust thrown up by their mighty fins. Animals and people ran for cover as their churning maws doubled back on themselves with a sickening crunching sound, revealing their pink gums and throat. Freakish creatures swarmed out of the gaping orifices, first twisted things that may have been humanoid at some time in the past, now hunched over with their featureless head planted in the middle of their chests, their arms replaced with blades of bone. Next came horrid, stooped creatures that hovered above the ground, thick tendrils hung from their bodies, their several mouths mewling pitifully. Antigan soldiers rushed to the scene, autoguns drawn, ready to defend their home. The faceless things charged, their bladed limbs flashing as they sheared limbs from torsos. In the cities, Antigans fought in brutal meat-grinders with nightmare beasts that felt no pain or fear, losing ground every second to the invaders. The hunched floaters wrapped animals and citizens in their tentacles, dragging them off to unknown fates. Within days of the first attack, the government had been broken, Antigans fleeing aboard vessels that were either brought down by strange ball-like creatures that wrapped ships with whip-like fronds, or were devoured by the ships above the planet's surface. All communications had been destroyed, leaving the planet blind and deaf. All life had vanished from the face of Antiga, save for the dark shapes of the invaders, which thronged in the tens of millions. Strange fleshy spires were built, the very ground pulsed with horrid life. The four minds were pleased at the ease of their victory, soon they would bring the gift of Perfection to the Imperfect. After all, was it not the duty of those such Gifted to share their Art with all beings? CHARACTER CREATION
STEP 1) Select a race.
HUMAN
The human race first stepped out into the void for the first time hundreds of years ago in crude oil-powered rockets that established their first colonies in their native Sol System. Humans posses all of the standard humanoid traits, with four limbs, a torso, a head, and a neck. Humans are relatively new to the galaxy, and are sometimes considered a curiosity of sorts by other more advanced races.
MODIFIERS- Humans have no special bonuses or penalties due to their race.
RAYLID
Raylids are human sized arthropods with segmented body parts like most insects. They have a proper head and neck that houses their sensory organs, they have no arms, and operate their equipment by thousands of hair-like cilia placed all over their bodies. They range from 5-8 feet tall, and can grow larger in rare circumstances. They “see” the world by tasting it with a long proboscis, they can determine colors by this organ, they also are eyeless. They have spider like fangs, and kill their prey by injecting them with a lethal dose of a powerful toxin that turns their preys’ insides into a soup, which the Raylids drink through their fangs. They thrive in hot, dry environments, just like the deserts of their homeworld of Deneb. Raylids are pacifists who try to live in peace with the galaxy and other races, but if stirred to anger, a Raylid colony will fight to the death, choking entire planets with their dead. A Raylid colony will never back down from a fight, continuing battle until either they or their foes are utterly destroyed.
MODIFIERS- Raylids receive the following modifications to their statistics:
+2 Natural Science Skill, +1 Survival Skill, +3 Intimidate Skill (this bonus only applies against humanoids and those not accustomed to a Raylid's horrid appearance) -3 Speech (against non-Raylids)
E'NATHI
The E'nathi are large humanoid saurians, standing roughly eight feet tall on average. E'nathi are built like tanks, massive trunks and torsos are able to withstand nearly any kind of physical punishment. All E'nathi have three massive hearts that pump huge quantities of blood thought their bodies. Possessing ten separate adrenal glands (humans only have two) allows them to ignore the effects of fatigue, pain, and fear for weeks on end. E'nathi have wedge shaped heads filled with interlocking teeth. When an E'nathi bites a target, their jaws lock into place, placing over eight-thousand pounds of pressure upon the unfortunate. Then, with their powerful neck muscles, easily rip away whatever is in their mouths. Like humans, E'nathi possess four fingers and a thumb on each hand. Scale coloration varies from deepest black to bright oranges and reds. The savage joy of battle is the only true love of an E'nathi, who are each part of one of the five Warrior Castes that each train extensively in one of the Five Sacred Weapons of J'hani, the E'nathi god of war. The Warrior Castes are listed in the Careers section. All E'nathi shun using weapons or tools they did not make themselves, and disdain the use of equipment assigned to them. Many commanders find it easier to allow the massive saurians to bring along their own gear rather than risk losing them if their pride is offended. The worst insult an E'nathi can receive is to be called a coward. Those that dare utter the word in their direction risk being torn into gory chunks by the berserk warrior.
MODIFIERS- +2 all Combat Skills, -4 Speech, E'nathi take a -3 penalty to their applicable skill when using gear not made by their own hands
ARCTURAN
The near-human Arcturans hail from the frozen world of Arcturus, where they have built vast underground cities built to resist the cold. Arcturans stand on average around six feet, with males being slightly taller than females. Their skin is pale as the snow that covers the surface of their homeworld, and burns easily with exposure to excess UV light. Arcturans have pure white eyes, a disturbing trait that ensures one can never truly know where an Arcturan is looking. The Arcturan Hierarchy is not a part of the Coalition, but rather a autonomous state allied with them for the duration of the war. The Arcturans are ruled by a Patriarch or Matriarch elected by popular vote. The leader remains on the throne until death, ruling as long as they are able. When the Arcturans go to war, they do so in style. Dressed in masterfully crafted suits of silver body armor and wearing Corinthian helms topped with great white plumes, the Arcturan army is more akin to a parade group than an actual army in appearance, yet they are just as deadly.
MODIFIERS- +1 Energy Weapons Skill, +1 Survival Skill, +3 Speech Skill, -3 Bludgeons Skill
NYGAX
The Nygax are a race of hyper-violent warriors from another galaxy intent on galactic conquest. It was not always this way, however. Once, the Nygax lived in relative peace with their neighbors, making living as space faring travelers. Then came the Shapers, whose incursion forced them to flee or face 'Perfection' at the hands of the freakish race. Piling aboard massive Worldships, the Nygax took to the stars, hoping to avoid their aggressors. Obsessed with their own survival, the once peaceful nomads became savage killers, tapping into latent veins of rage and violence within their psyches. The Nygax were determined to establish a new home for themselves, and thus came into conflict with the Coalition as they forcibly attempted to colonize the Milky Way. A Nygax stands shorter than a human at around four feet in height and covered in bony plates. Their spindly limbs bely the tremendous strength that a Nygax is capable of, each of their arms ending in a three fingered hand. A Nygax's face is insect-like, with mandibles akin to those of a crab resting at the front of the face, with a pair of blue orbs glaring out from above. When threatened, a bony sheath covers their faces like a helmet, leaving only their eyes visible.
MODIFIERS- +2 Blades Skill, +2 Bludgeons Skill, +3 Intimidate Skill, -2 Speech Skill, -3 Tech Skill
MACABREIAN
The Macabreians are a race of eerie black humanoids with elongated, almost conical skulls with a thin slash of a mouth filled with needle-like teeth. Standing at a towering seven feet, the Macabreians have long spindly limbs that seem nearly boneless in their flexibility. Macabreians have a gallows sense of humor, and often make dark jokes at the most inappropriate times. Suffering from a rather well-earned stereotype as bounty hunters and pirates, Macabreians are greeted with mistrust and suspicion. Their homeworld of Nox is in orbit to a nearly dark blue star, shrouding the world in almost utter darkness. The frozen surface is riddled with sinkholes, where the Macabreians dwell in vast underground cities. The Macabreians are well known for their use of the dreaded Fear Engine, a great machine that overloads the fear centers of the brain, causing death or complete mental breakdown in seconds.
MODIFIERS- +3 Stealth Skill, +4 Intimidate Skill, -7 Speech Skill (only against non-Macabreians)
HULHUXI
The Hulhuxi are a race of tall humanoids hailing from the storm-wracked world of Vesper, where dark purple clouds obscure the surface, and raging lightning storms make landing on the planet almost impossible. The Hulhuxi wander the violet surface of their home in great caravans, living as nomads among the wilds. When the Kommar Corporation discovered the great reserves of ore beneath the surface, they immediately set up shop, building massive floating factories above the lethal surface which teemed with hostile predators. Heavily armed mining teams crawled across the surface in great treaded vehicles, harvesting the material beneath. The Hulhuxi approached with open arms, welcoming the visitors with open arms, presenting the new comers with gifts of beads and religious icons. Since that fateful day, the Hulhuxi have entered the Coalition, spreading their beliefs across the stars in vast missionary ships. A Hulhuxi stands six feet tall on average, their maroon skin completely covered in great ritual robes and reflective masks that cover their faces. If one were to look upon an unrobed Hulhuxi, they would see what is essentially a purple-hued human with bright blue eyes and spindly limbs. Hulhuxi possess two fingers and a thumb on each hand, as well as the same amount of toes on their feet. All Hulhuxi are deeply religious, and worship a deity known as Valla, and seek to spread it's divine truth throughout the galaxy. Hulhuxi never refer to themselves in the first person, always speaking in the third person, calling themselves 'this one' in conversation. Ex: "This one is pleased". Hulhuxi are always welcome in whatever port they find themselves in for their good humors and tolerance of others.
MODIFIERS- +5 Speech, +2 Survival, -3 Intimidate
CHELICERA
The spider-like Chelicera come from the world of the same name, living in great silk cities they spin themselves. Chelicera appear for the most part like humanoid spiders, with multiple eyes and mouthparts to complete the image. Like spiders, they kill their prey by injecting a liquifying toxin into the bloodstream of their food, sucking out the slurry through their fangs, a method that only increases the suspicion and prejudice the Chelicera suffer. Their bodies are covered in fine black fur, which acts as one large sensory organ, detecting changes in air pressure and heat. Chelicera have four spindly limbs spreading from their trunk, each tipped with two fingers and a thumb. In addition, four legs splay from their abdomen, completing the image of a giant upright spider. Chelicera don't mix well with other races, who find them "just too damn creepy".
MODIFIERS- +3 Stealth, -6 Speech (vs humanoids), +2 Intimidate
CEPHRAN
Hailing from the water world of Cassiopeia, the octopus-like Cephran are drifters and scavengers, not content to stay in one place for any long period of time. Outside of their watery environment, the Cephran inflate three internal bladders full of a buoyant gas, allowing them to float a meter off the ground, propelling themselves by 'swimming' through the air with their eight tentacles. Because of their unique shape, the Coalition finds equipping Cephran agents and soldiers a nightmare, having to produce special weapons and armor useable for their malleable shape and grasping tentacles. Most Cephran keep a reserve of moisturizing gel on them at all times, to prevent their skin from drying out, an ailment that can result in a horrific death for the Cephran as they suffocate as their pores seal. Most Cephran are nomads, traveling the stars among other species, seeking their fortunes as traders or pirates.
MODIFIERS- +7 Stealth (due to malleable body), -3 Long Arms
HROVAN
The business-minded serpentine Hrovan are renowned traders and merchants, welcome in every port, able to supply just about anyone with just about anything. The Hrovan possess humanoid torsos with two arms ending in four fingered hands. Below their waists, their bodies taper into a long tail that the Hrovans use to communicate with one another in a complex sign language. Native to the toxic world of Ursa, the Hrovan must wear body concealing environment suits in atmospheres containing oxygen, which is a deadly nerve toxin to the Hrovan. There is little the Hrovan love more than bargaining, and the pleasure centers of their brains light up when they spy a potential customer. The Hrovan are well-received just about everywhere, and their trade fleets ply every known trade route in the galaxy.
MODIFIERS- +9 Speech, -4 Bludgeons
BANDORES
The Bandores of Murkuss five are a shrimp-like race that stands at three feet tall and their homeworlds contains 80 present knee deep marshes, the rest is a single inland sea.
The bandores have a speaking problem. Namely. They cant. They have no voice boxes. Most Bandores remedy this by constructing an artificial voice box and speaking by talking in their own language into it ( a language of whistles and keening hoots) it reads the language and translates it in a tinny, almost comical voice (battle droids from RotS)
The Bandores are a society that used clubs and blackpowder to wage war on each other, owing to the fact that the planet contains none of the cordite necessary to produce smokeless ammunition that had been in use on earth since 1880. Therefore a bandore is mistrustful of smokeless weapons, and believes them inferior to black powder, and are distrustful of all tech aside from their voiceovers. They live in groups of only 5 individuals or less and tend to shy away from family members giving then nothing to lose when the clans unite in war against another clan. They live off the land and as the entire surface in covered in water and mangrove trees they have an unsurpassed wilderness survival ability and incredible stealth
BANDORE MODIFIERS.
+6 survival skill -1 intimidate skill (as they are very short, at three feet tall) -2 close quarters combat skill, -1 speech +2 black powder weapons skill. -4 tech skill +2 bludgeons skill +2 stealth. Hardened carapace (the carapace can deflect solid slug bullets for a short time) sensitive organs (the long pointy antennae underneath the eyes take the noses and ears places, microdiet (they can only eat microorganisms such as krill in addition to any water plants) tailfin (the carapace tapers, than widens in a bony fin at the back. And allows for easy movement through the water. Air storage (the Bandores can trap enough air under their carapaces to last them a week underwater as they need little air in the fist place)
QUARRA
The frog-like quarra are hardy race native to the marsh-world of Nosur and have adapted to its misty plains and deep lakes. They are on average some five and a half feet tall, with round eyes bulging out of their triangular heads they look exactly what the terran frog would look like if it was bipedal, the Quarra are renowned for their love of both nature and technology. While the Quarra are a deadly race in combat they believe that their gods, Gorlar, Vulkaric and Tymanther, give forgiveness to any living being. They are the creators of wondrous technology and were the second race to make contact with humans, after the Veranids. They were the first documented galactic power, but have a tragic past that they share with no one but their closest friends.
The Quarra warriors have a saying, "Today is a good day for someone else to die!" but as humorous as these sounds, Quarra culture dictates that they cannot stop fighting until someone DOES die.
In the Quarra’s military aspect they forge their weapons, such as electrospears, swamp-swords and the vaunted laser-rifle in secrecy, giving no one the inner design plans. The Quarra are organized into castes, the warriors the smiths and the farmers,
The Quarra have one god for each religion, the caring and forgiving Gorlar watches over the farmers with a benevolent air.
The hulking and powerful Tymanther stands over the warriors, his mind the sharpest, and his strength the best.
Vulkaric-in-chains, the ever working. is the patron of smiths.
Quarra tech is the second most advanced in the galaxy, utilizing laser technology, and charged slugs.
The electrospear is a tall five-foot spear with a generator located down the haft of swap-wood. It fires a charge of electricity into the target. when the microfibers on the serrations detect biological tissue they send a powerful electric jolt into the body.
The Laser-rifle is a fabulous piece of tech. roughly the size of a carbine, it fires bolts of intensely heated particles of a substance found only in the gaseous emissions from nebulae
Unlike the human made THEL (Tactical High Energy Laser) which fires a sustained beam of light, the laser-rifle fires a short blast of light and uses the momentum to dissipate the particles located within. And make them incredibly unstable. Getting hit with a laser round is the equivalent of pressing a lit blowtorch into your skin for half an hour.
Their charged weapons form the bulk of their armory, simply being slug-throwers that fire the round through an energy field located in the weapon and using it to create a small explosion upon hitting due to the immediate cold fusion reaction.
(NOTE: Laser-rifles cannot be used by any race other than the Quarra because they never want the designs reverse-engineered)
The swamp blade is a glorified machete, armed with the deadly whirling monofilament wire that runs down the cutting edge of the blade. It uses a chainsaw-like engine to power the monofilament wire, sending it constantly whirling down the bladed edge.
EXOLIAN
The liquid Exolians are a bizarre race of nanite colonies that form into a silverly fluid akin to mercury in appearance and form. To provide locomotion for their forms, the Exolians were granted by their Yahan creators with humanoid robotic shells which provide them with movement and a way to protect themselves from foreign pathogens. Each individual nanite is intelligent to a degree, and converse among themselves over the span of milliseconds to make decisions. Strangely, the nanites are extremely vulnerable to diseases that most other races would not even notice. A breach in their containment tank almost always results in death as the pathogens present in the air ravage their liquid forms. Conversely, the nanites themselves are utterly lethal to living tissue, disassembling molecules with terrible efficiency before dying from the tainted air. Exolians are beings of logic, nothing else, and in fact treat emotions as mental disorders.
MODIFIERS: +4 All science skills, -8 Speech
Vernid: (by ineptus astartes)
The Vernid are an insectoid (insectomammal, with the internal workings and organs of mammals, including the reproductive organs) species with two arms and two legs, the have short antennae and green overlapping chitin plates constitute their exoskeleton. They have big, bulging black eyes that can change wavelengths to human-like eyesight. And are the most advanced race in the galaxy in terms of tech, and are some of the best technicians in existence.
The Vernid are not overly tall reaching only six feet at the highest, but all of them are gangly and wiry.
The grasshopper-like species uses their antennae for silent communication and moves them in patterns to communicate.
Unlike the Bandores of Murkuss Five, the Vernid find English almost the exact same to their verbal language. And took very little time to master it fully.
Tech:
The Vernid use plasma/electromagnetic weapons and fusion cutters to perform tasks from repelling a pirate raid, to fixing a broken down droid (what should we call service robots? Which I assume we have in the future) the Vernid possess a natural affinity with technology.
The desert planet of Syrule, which the Vernids call their home was the first to be discovered in 2012 and expeditions sent there by 2014 the satellite attracted the attention of the space-faring Vernids who where also searching for alien life but using jump-drives already when they arrived at earth they were overjoyed to see it populated but could not communicate with the ‘earthers’ after several meetings with earths officials and using pictograms, they managed to begin to understand the language and within a month had mastered it fully. By this point they negotiated with the earthers for trading, the earthers would trade their strange ‘uranium’ which proved to work perfectly in jump-drives and other tech. for the secrets of faster than light travel. With this, the coalition was born.
Now. Hundreds of years later, the Vernid and humans are still the most stable allies within the coalition senate and will almost always back the terrans (the planetary name was changed in 2018) on any matter.
Vernids are immune to the Space weird virus, due to their brutally efficient bodily defenses and can also consume most poisons with no adverse effect due to the same, as well as the nanobots they tend to inject into their bloodstream they have the most advanced physiology in the galaxy due to living in the 'time of thee precursors' {aside from the deadly terran nightshade that has proved to be highly toxic to all races} and can survive in vacuum for a short time and retain consciousness due to their pre pressurized innards [due to the fact that their homeworld has phenomena known as 'void storms, spacesick or brightsick. where the atmosphere dissipates due to the harsh gravitational pull of the planet's moon and leaves small areas open to the void.]they can survive in a coma for several days without air, but after that, they die due to air depravation)
the vernids also have several theories and secrets about the precursors that explain why sentient life, and any life at all in fact began to exist AFTER the precursors vanished has led them to be estranged by precursor worshiping races as the vernids claimed that the precursors and their gods were 'soulless monsters, preying on the living' why the vernid do not seem to list the precursors as living nobody knows, the only thing that they say is "like humans...but dead..."
Common phrases in the galaxy involving vernid:
"Nothin fixes like a vernid."
"the vernids are the best techs in the galaxy.
Id like to see those extragalactics try shape THEIR ships"
"Damn! I can't fix this. Hire a vernid."
STEP 2) Select a career
SOLDIER
Soldiers are the run of the mill combatants, fighting in wars across a million fronts with a variety of weapons. Soldiers can, and often are, of any race, fighting against that particular race or government's foes with blade or rifle.
VITAL SKILLS: Blades, Bludgeons, Energy Weapons, Intimidate, Brawling, Survival, Tech Use, Medical, Solid Projectile Weapons, Powered Armor, Drive, Pilot, Speech
STARTING GEAR: Plasma Rifle OR Assault Rifle, Flack Vest, Plasma Pistol OR Autopistol, Helmet, Medikit, Combat Knife OR Trench Club
DEMOMAN
When something or someone needs to be removed in an especially bombastic and destructive way, a demoman is called in. Masters of demolitions and explosives, demomen are often unsubtle and blunt, preferring to violently rearrange the molecules of their problems.
VITAL SKILLS: Blades, Bludgeons, Energy Weapons, Intimidate, Brawling, Survival, Tech Use, Medical, Solid Projectile Weapons, Powered Armor, Drive, Pilot, Speech
STARTING GEAR: Shock Cannon, Demo-Pack, Flack Vest, Plasma Pistol OR Autopistol, Combat Knife OR Trench Club
SCIENTIST
Scientists are the thinkers and designers of the galaxy, discovering something new about the universe each and every day. Scientists are experts in their chosen field, able to deal with most any problem that crops up within their area of expertise. Scientists often serve as medics, creating antidotes and salves from the materials at hand.
VITAL SKILLS: Natural Sciences, Tech, Investigate, Scavenge, Engineering, Biochemistry, Medical, Pilot, Drive
STARTING GEAR: Medikit, Datapad, Small Robotic Research Drone, Sample Collector Canister,
Pistol
INFILTRATOR
Infiltrators can easily gain access to enemy strongholds, shutting off force fields or defenses to allow their comrades to gain entrance within. Infiltrators are called in when a wall needs to be breached, when a tower needs to be destroyed, or when an enemy officer needs killing.
VITAL SKILLS: Long Arms, Blades, Speech, Intimidate, Pilot, Drive, Brawling, Energy Weapons, Solid Projectile Weapons, Stealth
STARTING GEAR: Sniper Rifle OR Target Beam, Combat Knife, Cloaking Suit, Pistol
DIPLOMAT
Diplomats are sent where relations between governments or organizations threaten to break down, seeking to smooth over tensions to prevent further bloodshed. Diplomats must be fast talkers, able to reason with the most unruly of species.
VITAL SKILLS: Survival, Speech, Pilot, Drive, Natural Sciences
STARTING GEAR: Diplomatic Writ, Robes, Recorder Drone, Translator Collar, Combat Knife, Plasma Pistol
MAIMER
Maimers prefer an up-close fight to any other form of combat. Maimers are bruisers, greatly enjoying the feeling of bones deforming under their weapons or fists. Not much can hope to face a Maimer in melee combat, and many surrender at the prospect of fighting Maimers in close-quarters.
VITAL SKILLS: Brawling, Blades, Bludgeons, Intimidate, Survival, Powered Armor
STARTING GEAR: Machete OR Large Steel Club, Pistol, Flak Vest
MEDIC
Medics patch up the wounded with the latest in battlefield medical tech. Medics are prized by any strike team, and keep the group hale and hardy despite their wounds. However, the medic is always the first to be targeted by opportunistic snipers, and in some places, medics suffer an even higher mortality rate than front line fighters.
VITAL SKILLS: Natural Sciences, Tech, Investigate, Scavenge, Engineering, Biochemistry, Medical, Pilot, Drive
STARTING GEAR: Medikit, Datapad, laser scalpel, injector-rig, TFF (temporary force field), pistol
E'NATHI WARRIOR CASTES (Note: Only E'nathi characters can become a member of the below careers)
N'KAG-SHAT'N'HA
Masters of the G'y-
ht'
sh'ha, the dreaded "snap-sabers". Typically wielded in pairs, the G'y-
ht'
sh'ha is a long blade that curves away from the wielder, connecting to a pommel. The blades rapidly whip back and forth from their resting position, causing a distinctive 'whoosh' when drawn. A single touch from a G'y-
ht'
sh'ha can easily saw through a limb, and a pair of them wielded by a trained N'kag-shat'n'ha spells almost certain death. The N'kag-shat'n'ha are primarily used as terror weapons, appearing when the enemy least expects it, and bursting into action with G'y-
ht'
sh'ha whipping back and forth at lethal speeds, mutilating opposing officers with unholy speed before melting back into cover. Many foes have learned to fear the characteristic 'whoosh' of drawn G'y-
ht'
sh'ha.
VITAL SKILLS: Blades, Stealth, Survival, Intimidate, Brawling
STARTING GEAR: Pair of G'y-
ht'
sh'ha, Flak Vest
K'HAT-G'E-N'HA
Masters of the N'rit'gul-han, the exotic double-scythe. The
N'rit'gul-han is a long pole, around 6 feet in length. Each end of the pole is adorned with a lethal curved blade, each pointed opposite to the other. K'hat-g'e-n'ha spin these about, using their entire bodies in fluid motions that bring the N'rit'gul-han flashing about, sending dismembered limbs flailing off in all directions.
VITAL SKILLS: Blades, Survival, Intimidate, Brawling
STARTING GEAR: N'rit'gul-han, Flack Vest
H'SHE'T-N'HA
Masters of the F'cha'et-ga, the E'nathi long-rifle. The F'cha'et-ga is a long barreled rifle, often adorned with small trophies such as teeth. The rifle fires powerful
Ch't-al rounds that explode inside the target with tiny needles. The needles tear apart blood vessels and nerves, causing near instant death as the target is often paralyzed, and soon dies from internal bleeding. The
Ch't-al rounds are tiny, and as such leave only miniscule wounds. The F'cha'et-ga also uses magnetic acceleration to fire, making no sound besides a faint whistling, and creating no muzzle-flash, making them the ultimate stealth weapon. Entire squads of hostels can be eliminated silently and efficiently by a single H'she't-n'ha.
VITAL SKILLS: Solid Projectile Weapons, Brawling, Long Arms, Survival, Intimidate, Stealth
STARTING GEAR: F'cha'et-ga, Flack Vest
G'J'HANI-N'
TH'L'N'HA
Unique among the Warrior Castes are the G'j'hani-n'
th'l'n'ha, the berserkers. Their name literally translates int "the gift of J'hani", and the
G'j'hani-n'
th'l'n'ha are the living embodiments of rage. Wielding twin H'k'k-ga'rul, the G'j'hani-n'
th'l'n'ha charge into battle, wading into the front lines with murder in their eyes. The H'k'k-ga'rul are massive cleaver-like blades with wicked spikes that curve towards the wielder. Ritually working themselves into a frenzy by chanting and scarring their hides, the G'j'hani-n'
th'l'n'ha rouse their blood-greed, and are now impossible to control by even the most competent E'nathi warlord. The
G'j'hani-n'
th'l'n'ha must be deployed at once, lest their 'gift' drive them to turn on their kin. To awaken the berserk state in a G'j'hani-n'
th'l'n'ha, a group of J'hani'm'ta-n'ha chant words that have been deeply engrained into the rager's psyche since their induction to the Caste. The words cause an intense emotional reaction; the E'nathi's body pumps itself full of adrenaline and anger hormones, blocking out all pain and fear. Many armies simply break and flee at the sight of a horde of G'j'hani-n'
th'l'n'ha charging there positions.
VITAL SKILLS: Brawling, Blades, Intimidate, Survival
STARTING GEAR: Pair of H'k'k-ga'rul, Flak Armor
T'S'K-A'-LAT'N'HA
Masters of the R'ham-jad'g'
th, a kind of high-powered crossbow. Firing quarrels enveloped in energy, the R'ham-jad'g'
th is the main ranged weapon of the E'nathi. The R'ham-jad'g'
th is around the length of a human arm, a cylindrical barrel is adorned with the arms of an archaic crossbow, with a length of thick metal cord that automatically cocks and loads itself.
VITAL SKILLS: Energy Weapons, Brawling, Long Arms, Survival, Intimidate, Stealth
STARTING GEAR: R'ham-jad'g'
th, Flak Vest
All information regarding the Galaxy at large can be found in the Galactic Compendium thread:
http://www.dakkadakka.com/dakkaforum/posts/list/384764.page CHARACTER ROSTER
Player: Mordoskul
Name- Q'woodra
Species: Cephran
Career- Infiltrator
Equipment- Target Beam, Combat Knife, Cloaking Suit, Pistol
Backstory/Bio- Born from a clutch of over four thousand siblings, Q'woodra spent his early years swimming through the vast oceans of his homeworld, and mingling with the offworld races in the topworlder pubs. The Cephran found himself fascinated with the idea of space travel, of a life spent wandering and exploring the stars at a whim. The only roadblock in his path was a lack of finances, but Q'woodra was not dismayed by this dismal fact. Signing up with a Hrovan merchant by the name of Grooda Tahm, he helped smuggle goods into the topworld settlements, earning enough credits to take him offworld. Working as a freelance fence and smuggler, Q'woodra made quiet a decent living for himself, avoiding the notice of the Coalition. During a standard smuggling run on Andromeda, Q'woodra was pulled over by a Coalition patrol craft, who demanded to search his cargo. Q'woodra complied, but suspected there was more to these patrolmen than met the eye. He was correct, the patrolmen were really members of the Muzza Consortium who sought to steal his cargo, a fact which was revealed when they tried to kill him. Q'woodra killed his attackers and fled into Jump Space, forced to abandon his run after the conflict. The Muzza Consortium then placed a ten-thousand credit bounty on his head, and has forced Q'woodra to lay low to avoid their bounty hunters and hit men.
Motivation- Q'woodra is in it for the money, nothing more, nothing less. If he saves the galaxy and makes a profit, well, that's just icing.
Best Quality- Q'woodra is dependable and loyal, always coming through when he is most needed.
Worst Quality- Q'woodra openly mocks humanoids, who he refers to as 'poor ape-creatures'. This trait has made him more than a few enemies.
Player: Kasrkai
Name: Xytan Ye'Jar Xavyier
Species: Hulhuxi
Career: Soldier
Equipment: Battle Rifle (Heavier and stronger caliber, longer range, burst fire), Plasma Pistol, Flak Vest, Helmet, Med-Kit, Combat Knife
Bio: Xytan was born on his native world of Vespar along with his three brothers, living with their mother, as their father died in a mining incident. As their father did, Xytan and his brothers entered the mining business, quickly becoming experts on the job. When the coalition began the call for troops, Xytan and his brothers immediately jumped shift to start helping the rest of the universe. He has seen some light conflict, but has yet to see real front-line work. As a result, he is still considered a green-horn. His knowledge of stone and underground may yet prove useful. Also plays the Shamisen.
Motivation: Desires to see the rest of what the universe has to offer and to help less fortunate worlds.
Best Quality: Xytan is just as religious as the rest of his kin, but disapproves of preaching in favor of a more spiritual faith. This decision has put him on better terms with atheists and those of other religions.
Worst Quality: Despite his desire to help, Xytan will use cold logic in his quest. IE: Kill a few, save many.
Other Skills: Mining and Rock sciences, plays the shamisen
Quote: "This one does not enjoy the fighting, the killing. This one would like to save rather than kill. But when this one fights for others, to save the life Valla grants, it becomes a chore, just as any other."
Player: ineptus astartes
Character: Tennisk Vann
Race: Vernid
Career: commando technician (somewhere in between infiltrator and soldier
Equipment: vernid blastgun. Sender of Nine, laser cutter, slicer, data encryption code reader. flak vest medikit, knife.
Skills: pilot, drive, energy weapons, solid slug weapons, intimidate, tech use, long arms, speech survival, brawling, speech, powered armor. Engineering, investigate, science. (special gear: vernid blastgun)
Backstory: Born on the Vernid homeworld of Syrule, Tennisk always would be looking to the stars. He had wanted since he was a hatchling, to be able to roam the cosmos. Instead he ran his uncle’s shop, while his friends all gradually left the planet. Soon though, the Vernid had accumulated enough wealth to buy a ticket off world. He instead, stayed at home, saving even more money. When his uncle was found to be smuggling the illegal skinned E’nathi scales that some people coveted for their sheen. The shop and all of his uncles belongings were given to Tennisk. He quickly bought a small freighter and began running loads for Kommar corp. but he did not feel quite as free as he hoped. So he quit his job at Kommar and instead began gunrunning for the infamous, Duklo, a renowned Mcabrian gangster. For six years he ran the illegal pelts, drugs and guns. But when he had to drop a shipment due to a CSDF patrol boat yanking him out of jump-space and performing a inspection, Duklo threatened to have him fed to a wild zontar. Soon though the gangster was killed by rivals and the tech was out of a smuggling job. To make ends meet he joined the sector fleet. When he managed to board an enemy carrier and hacked into its systems and got it to self destruct. He was entered into the commando corps. Where he soon volunteered for this elite strike team as the technician.
Motivation: all that Ark’ik wants to do is fiddle with tech and roam the stars
Best quality: Tennisk is an easygoing tech who tens to joke about anything, but is can be as unfunny and serious as a Mcabrian when he wants to.
Worst quality: Tennisk Vann sees the Arcturans as chauvinistic, vain, self obsessing, grandiose, and pompous. And tends to distain them and rebuke them for their decadent ways
Quote: “Nothing in the galaxy is larger than the derian nebulae…save maybe an Arcturans ego.”
(note: since there are no conventional 'names' among the vernid, the vernid use the names of other races as theirs Tennisk Vann was named after a family friend, a chilcaera, who disappeared in black space on a cargo run for Kommar Korp)
Player: berzerkersteve
Name- Tarko Preash
Species- MACABREIAN
Career- DEMOMAN
Equipment- Shock Cannon, Demo-Pack, Flack Vest, Plasma Pistol, Combat Knife
Backstory/Bio- Tarko grew up in the slums of Nox, making his living by working for criminal organization and he helped traffic stolen machine parts, soon a clan war broke out on Nox and he was forced to fight in a demolition squad for his clan. Sadly his clan was on the losing side and was and his clan was banished from Nox. With nowhere to go, his clan soon turned to crime and attacks on the trade routes to survive. Soon anarchist groups started to support their attacks and now he was fighting for a radical group called the Frozen Star, they wanted to cripple the structure of totalitarian planets, brake their control over planets and end the bureaucratic
bs that slows down the galaxy. They were only a small group and their missions had very little impact but they still fought and crushed many forces. While Tarko was with the Frozen Star he found himself spending time with a female of his species, Meisha. He grow close to her and wished to spend his life with her. This would have gone as planned if the Coalition decided to wipe out the Frozen Star. Hundreds were captured and executed but Tarko was offered the chance to be free and save Meisha if were helped the Coalition.
Motivation- Free Meisha and get back to living on Nox.
Best Quality- He is willing do try anything to solve a problem and try as many ideas as possible. He also finds great value in the lives of common people and is selfless most of the time.
Worst Quality- He was a hatred for politic, nationalism and anything that wastes time. He find no value in the lives of people who mindlessly devote themselves to a cause.
player: Dar-we all know who HE is [Voldemort?]
Name- Rick Price
Species- Human
Career- Soldier
Equipment- Flack Vest, Helmet, Medikit, Combat Knife, Plasma Rifle, Autopistol.
Backstory/Bio- Rick Price hails from a militaristic family whose history of war-making stretches back to the Nygax Wars. Schooled at the finest institutes money can afford and bred for war, Rick is an uncompromising warrior who values camaraderie and skill highly. He's mean and tough, but is a loyal to those who earn his respect and friendship. He is no fool and is tactically astute, however he is extremely blunt in his approach to others, speaking his mind with very little regard for authority. Whilst this trait has held him back from promotion for a long time, his CO's refusing to swallow their pride when he bursts their ego's with his flagrant disrespect for the pompous generals that almost always deign to lead far away from any actual combat.
Motivation- His family have always been militaristic and such tradition is set to continue. He is a soldier, like almost all of his ancestors.
Best Quality- Loyalty.
Worst Quality- His lack of subtlety when speaking and flagrant disregard for authority; especially that of those who have not earned his respect often gets him into trouble.
Other: Well-built. 6'1. Aged 31.
player Lord Commisar klimono
Name-volk lore II V
Species-raylid
Career-infiltrator
Equipment- modified beam. combat shank. modified cloak suit. modified pistol. metal banjo (for hitting things to!).
Backstory/Bio- coming from a jungle planet colony,he grew up exploring the vast jungles. as he grew up he learned basic skill from his dad and his sneaking skills from his time exploring. when he became a big bug he joined the elite force and went threw training as an infiltrator,learning how to use his worm like body to his advantage.
Motivation- prove he isnt weak. fun.
Best Quality- determined.
Worst Quality- violent for his race. bad diplomat.
Quote- you’ve got a real problem all right,and a banjos the only answer!
Player: TheWildHost
Name-M'Kala
Species-E'nathi
Career-N'kag-Shat'N'Ha
Equipment- Dual G'y-
ht'
sh'ha, Flack vest,skinning blade
Backstory/Bio-M'kala is a master of the battlefield and getting around it. He and other E'nathi will find a way to be on top of the enemy in no time flat. M'kala grew up into the art of war, the scars all-over his body showing the brutal training regimes overwatched by his uncle and father. M'kala's most noticable feature is the scar splitting over ther front of his forhead, curing to the right of his eye and finishing on his chest. It was caused when his uncle tryed to kill him for not choosing the path of the K'HAT-G'E-N'HA. M'kala fought back with his new sabers and killed the uncle, but not after a fight that took little over 6 hours.
Motivation-the thrill of eviserating an enemy before his allies know your there
Best Quality-His battle disciplene. His father and uncle, no matter how hard, taught him well that his life was forfiet.
Worst Quality-To M'kala this is not his worst qaulity, but to others it is. M'kala will NOT retreat. He would rather die the longest death then bring such shame upon his soul
Quote-"With allies at my back, and enemys at my front, only death will occur."
Player:Tyranic Marta
Name- Terence Blackwood
Species- Human
Career- Soldier
Equipment- Assault Rifle Custom made with built in recoil suppressor and suppressor, Flack Vest, Autopistol, Helmet with vitalfeed and targetting optics constructed for him buy someone who owed him, Medikit, Combat Knife that has seen years of use and reconditioning. (Special equipment) Sniper rifle he crafted for the express purpose of single shot kills. The old fashined lever action looks like it came out of the 21st century, which it could very well of seeing as the wepon was built by Terence himself and has more kill marks on it that a neuclear silo.
Backstory/Bio- Terence is dead. He has been for centuries. He was placed in Cryogenic stabilization when he was 23 in the year 2013. Legally, hes dead. But praises to heavan dont say that to his face. Hes been awake for 10 years now, and hes more than used to his life as a soldier. He doesnt socialise, he doesnt even pay attention when people ask him how he is. Not to the grunts anyway. Terence was placed in Cryo against his will. He had a life, a family. He was happy. But he was forced to watch his wife and child murdered. He was shoved into a cryogenic tank. And sealed in. He froze with his fists pounding on the glass and a note on his chest. Written by the men who killed his family it said. "Dont wake me up."
Of course the doctors ignored the note, they were ordered to wake up all the frozen form that century, it wasnt as if he would survive. Not with that much head trauma. But he did survive and when the doctors woke him up his first screamed word that the current century heard from him was his wifes name. JESS!!!
Scince that day he has distanced himself from ordainary people. Preffering to live his own life away from the social circles of the galaxy. Hes afraid hell fall for someone else. Afraid that the memories he had of his family will be for nothing. He spent the next ten years training. Before he was frozen he was a soldier. A member of an elite special unit for terrorist hunting in Britan.
When he woke up he decided to keep doing what he did best. Killing. Recently he has been approached by several members of the local government of his subsector and been asked to join a special unit. His memories of the old days strong in his mind he readily accepted. There were more people who needed to be on the wrong end of the trigger.
These days his Jacket has a sewn in flak lining and his pants are lined with clips of ammunition. His dark brown eyes and hair almost seem to meld with his tanned skin. His mouth never smiles, unless hes pulling the trigger.
Motivation- Trying to escape the memories of his past. Hes used to this new age. but that doesnt mean he likes it.
Best Quality- Pure skill, hes trained himself to ignore pain and hardship scince he was a kid. Here in this new age thats even easier with the biological strengtheners he had been taking for ten years. Now hes as hardy as an ox and his trigger finger is still perfectly timed.
Worst Quality- Hes cold. So cold that most people cant stand to be around him. Nothing they say or do can get him to like them. This means that he makes friends... very very rarely. There are a few people he can cope with. But they are the people who genuinley care. He gives them the time of day because they remind him of home.
Quote- "Nothing can save you from death. Trust me, I know."
Player: FITZZ
Name-K'lawvak B'Kor
Species-E'Nathi
Career-Maimer/ G'j'Hani-N'
th'L'N-Ha
Equipment-H'K'k-Ga'Rul, Flak Armour," Agonizer" Pistol
Backstory/Bio- Taken as a youngling in an pirate raid, K'lawvak was sold to the masters of the Gladiator Arenas on the galactic fringe.
There he was placed under the care of an ancient E'Nathi warmaster named F'xaz and learned the ways of the G'j'Hanj-N'
th'L'N-Ha.
K'lawvak excelled in gladiatorial combat, becoming prized among his peers and much valued by his masters...yet still, in his heart K'lawvak longed for his freedom and sought to escape captivity.
His chance came with the appearance of the " Shapers", who laid siege to the Gladiator world.
In the chaos, K'lawvak and a small party of Gladiators managed to steal a small ship and escape ...
He now exist as a "Free warrior".
Motivation-Honor, K'lawvak is motivated by a sense of Honor and martial pride..
Best Quality-Loyal ..Once K'lawvak has allied with someone, he will fight at their side until death.
Worst Quality-Shame..K'lawvak holds a deep shame inside for having been taken prisoner and raised as a slave, he is constantly dealing with an inner struggle to overcome this...and at times will viciously over react to compensate for it.
Quote-" By my Blades the worlds will know me"
Player: perkustin
Andrezj Horza (Hort-zah) Turpentine
Species: Human
Class: Infiltrator
Equipment: Mono-filament Holo-blade (the Closer), Thermioptic occlusion, abstraction and Defraction (TOAD) stealth field. Deniable Self-assembling directed-energy side arm (Sneak-gun). The sneak-gun is concealed in (is) his right canine tooth. (thought i might as well use another idea from Consider Phlebas apart from 'Horza')
Backstory: A man posessing a very specific skillset, 'Turps' has proved an amazingly lucrative Human export. Even the more 'established' races have gladly patronised his service. Andrezj's life was not always the 'hit' but that is another story for another time.
Motivation: Money
Best quality: Improvisation.
Worst quality: The memories... Flashbacks of a past life, a past experience.
Quote: 'I even cleaned his brains off the Cheliceran weave-sculpture, you know me; i do hate collateral damage.'
player: shroud010
Name-V-12 A.K.A. Viden
Species-Exorios
Career-Medic
Equipment- Medikit, Datapad, laser scalpel, injector-rig, TFF (temporary force field), pistol
Backstory/Bio- The name Viden came from a small human child who thought V-12 was too boring when Viden served on a human diplomat's ship.
Motivation-Survival of my species
Best Quality-Logical
Worst Quality-not Inspirational
Quote-Obsolete Enemy Forces
Player: WARORK93
Name- Juran Plokoon
Species- Quarra
Career-Soldier
Equipment- Laser rifle, Flack vest, Plasma pistol, Helmet, Medi-kit, Swamp blade.
Backstory/Bio- Juran was once a smith, that was his lot in life, to create things with his strong hands and legs for his people. This all changed when his town was attacked by merciless bandits. At the time there was not a large presence of Quarran soldiers in the area so the people, the farmers and the smiths had to defend themselves. When the area leader was killed by the bandits, it was Juran who led the people in an uprising against the oppressors and with simple garden tools, blades, and smith hammers, the people were victorious. Upon the arrival of the reinforcing soldiers, Juran was recruited for the Quarran military on the spot.
Motivation- Juran has a belief: What affects one people will eventually affect another if allowed to spread. It is for this reason and for the honor of his people that he wishes to fight this new enemy.
Best Quality- A solid, dependable warrior who knows no fear
Worst Quality- Has a typically Quarran One track, closed mind.
Player: Nicholas
Bis To'vias
Arcturan
Scientist
Medikit, Datapad, Small Robotic Research Drone, Sample Collector Canister,
Pistol special item- custom pilot key(Can be used to start any Arcturan machine while boosting it's capabilities)
Bio- Worked specifically with Arcturan warmachines. While working with them he also became an expert in their controls. His designs were noticed by the Patriarch and was promoted. Unfortunately that promotion included a trip to the frontlines to observe how well the machines function in battle and send improved designs back home.
Motivation-Is inspired by new tech and the will to learn.
Best Quality-An expert pilot and engineer
Worst Quality-Does not work well with most people thinking them ignorant of technology.
Player:Sister of Krieg
Name- La’ Yonthar
Species- Arcturan
Career- Maimer
Equipment- Machete, Pistol, Flak Vest
Backstory/Bio- La’ Yonthar was born and breed in combat, learning how to fight and defend herself at a young age and learning to love war. She was born in the snowy wilderness of Arcturus and stripped from her family ties learning to live alone in solitude.
Motivation- Loves War and killing
Best Quality- Loyal and skilled in the Art of War.
Worst Quality- Mild Insanity, due to a life of death.
Quote- War born beings grow strong with the deaths of others.
Player- yeroc500
Name- Shirk
Species-Cephran
Career- Infiltrator
Equipment- Sniper rifle, combat knife sleeve, cloaking suit, pistol
Bio- Shirk is a social outcast, wishing to be more of a loner (Why she is an infiltrator). She prefers to go thankless feeling that she is only helping himself. She rarely sticks with groups long, and often works assasin jobs requiring long periods of wait. She is now a mercinary helping fight the "Perfectionist" as he calls them. She`s not the brightest but she makes up for it in intuitiveness.
Motivation- Survival and money to buy a corvette.
Best quality- Patient, asks little, gives much.
Worst quality- Loner, very serious, cares little for her own life.
Qoute- Being alone is the only bliss. No need to worry about someone elses well being.
Player:
Dev Name Emma Harker
Species-Human
Career-Demoman
Equipment- Fully-Automatic shotgun,
RPG launcher , Demo-Pack, Flack Vest, Autopistol, Combat Knife
Backstory/Bio-Born in Earth, Harker joined Coalition army to escape the Earths lower levels.
Serving as combat engineer, she is capable soldier that can get the job done (usually in suitably messy way)
Motivation-Duty
Best Quality-Determinator
Worst Quality-Blood Knight
Quote- Alright you spankers. Who wants some?
Player:RaptorsTallon
Name- Arastrax
Species- Exolian
Career- Scientist
Equipment- Medikit, Datapad, Small Robotic Research Drone, Sample Collector Canister,
Laser Pistol, Transmutation Tool (Unique Kit)
Skills – Natural Science +5, Biochemistry +6, Tech +7, Engineering +7, Energy Weapons +1, Speech -8
Bio- Arastrax has spent his life studying. He is hugely logical and scientific, even by Exolian standards, and is always looking for better and more inventive tech. He was assigned to the strike force as lead scientist, and also as an engineer/pilot, as well as an attempt to repair the void between the Exolians and the Coalition. He was resentful of the humans at first, but got on better with the rest of the strike force once he had got to know some of the human scientists and technicians.
Appearance: He is slightly taller than the average human, and also slightly bulkier. In his natural form, which he can expose if necessary, he is composed of a silver-grey liquid, similar to mercury.
Motivation- Logic and the Advancement of Knowledge
Best Quality- Highly Logical
Worst Quality- Unsociable
Quote- “How could you possibly find Advanced Quantum Theory confusing? What do you mean you have never heard of Inverted Phase Manipulation?”
Alright, you should begin by doing an
RP detailing how you were inducted into the strike force, then I'll work in an
RP that gets you on your vessel.
INITIATE ROLEPLAY.