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Discussion: FTL


Alex Humva

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Meh, it'll be easier once I make my... Rock... character.

 

Nope, this isn't going to be getting any better. xD

- :burnmad:

In fairness, in addition to the handful of xenophobic characters, there's also the characters who were personally present for the Mantis invasion.

 

Even if they aren't xenophobic, such things tend to push tolerance to the limits. :P

 

 

Yup my character being one of them.

 

Speaking of which I should wrap up that darn profile already.

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and dredged up

 

Name: Ace ‘The Cleaner’ Blotts

Gender: Male

Age: He never says, though it can be assumed he is around 35 years old.

Species: Human

Profession: ‘The Cleaner’, which is a nicer title for ‘The person who kills the stragglers on a ship’.

Skills: Ace is an excellent shot, and very good at punching things very, very hard.

Items: A small energy rifle, capable of blowing a hole through almost anything he comes across. Apart from a Zoltan, of course.

Appearance: Ace is a broad-shouldered, thick-looking man whose age is not easily discernable. He is completely and utterly bald. He has a large black beard, though, which makes him quite intimidating. His arms are about the width of the average person’s head. His clothes are a plain black color, and he seems to never change his wardrobe. Ace’s eyes are a flat, dark brown color, nearly black.

Personality: If one were to ask anyone outside the ship what Ace acted like, the response would tend to be “A silent, soulless killing machine.” However, the crew of the ship know…slightly better. Ace is not the kindest person you will ever meet, but he certainly cares for his crewmates. He rarely speaks, and when he does, people tend to listen-after all, he certainly pays attention to his surroundings.

Biography: Ace was not always the person he is today. In fact, for most of his life, he was friendly, open, and caring for his friends and family. He grew up in the grand city of New York, and did so in a nice, comfortable apartment building. From an early age, Ace showed interest in going to space, exploring the cosmos, and enjoying life. He made it through high school, and attempted to apply as a pilot of an exploration vessel. Unfortunately, he was unable to do so, and eventually settled down in a simple, mediocre job on Earth. He found a loving wife, and had a child with her at, presumably, the age of 30. However, he began to change once the Mantis invaded Earth. His wife and child were away, visiting his parents in Massachusetts, while he was busy working in New York, as he had been his entire life. He learned of the alien species’ arrival, and soon after learned of the devastation they wrought-devastation his family was in. His life collapsed before him, and he once again attempted to join a ship-this time, as a soldier. He was brought aboard the Kestral, as a ‘clean-up’’ crew of sorts. It’s a form of revenge on those who killed his family.

Not like he feels much anymore, anyways.

Weakness: His lack of speech can be a severe impediment when in combat, and he also isn’t the quickest man out there.

 

tadaa

now i need to get to writing that book analysis, and maybe i'll post something today.

hopefully.

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Steam name: Ehksidian

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Probably need someone to point out any details I need to straighten on this



Name: Reserve Captain Zokander Zahm


Gender: Male


Age: 54


Species: Human


Profession: Navigations Officer


Skills: A keen talent for spotting patterns, a powerful memory, and expert marksman.


Items: A plasma pistol side-arm, and technological implants built into his head. These implants allow him to instantly scan and recognise star constellations, matching them to the records in official maps.


Appearance: The immediate thought many people have to Zokander is “piratical cyber-vulture”. He is bald and does have a nose that, while not particularly protruding, is very blocky and noticeable. Beaky some might say. His face is not especially wrinkled, but is very hard and weathered which some mistake for wrinkles. Though the most obvious feature of his face is the mechanical features built around the right side of his face. His right eye is entirely mechanical, a glowing green orb in contrast to his brown left eye. The eye is a sophisticated scanning device, usually used for picking out specific star constellations and using them to determine the ship’s location by cross-referencing them with the memory banks stored within the device. This memory and the power source for the device are what the rest of the implants, circling across his head like half a bandana, are for. In order to make these technologies easier to maintain, Zokander is bald. Hair would just get in the way.


He is not a particularly tall man, he only surpasses average human height by the merest fraction, but the stiff-backed stance he takes makes him appear larger than he really is. as do his broad shoulders, for he used to be quite well-built before age someone reduced him.


Personality: Zokander is…well, old fashioned might be the best term. He’s the sort of officer who makes sure every button on his uniform is polished at the start of every day. Using regulation polish. And the correct protocols for the polishing procedure. This somewhat stuck-in-the-mud attitude makes him more than a little xenophobic towards the alien races humanity has found itself sharing the universe with.


Biography: The first in his family to be anything more than just a private in the terran military, Zokander proved himself as a capable cartographer in various skirmishes against pirates and raiders in the more peaceful years of Earth's history. This is probably where he picked up his dislike of other species and mistrust of those who don’t follow rules. His steadfast but efficient approach to his duties allowed him to advance steadily, if a little slowly, through the ranks and eventually become captain of his own vessel. He was clearly an influence on his children as the two eldest, daughter Ziandaya and son Zemastar, both followed him into the military.


Then the mantis hit with their first invasion of the war.


Both Ziandaya and Zemastar were killed in the initial offensive. Zokander was injured later on, with a wound that cost him his right eye and destroyed his ship. None of this did anything to enamour the mantis or rockmen to him. His paranoia and xenophobia caused worry in his friends and colleagues, who encouraged him to retire for the sake of his own mental health. Given a choice between retirement or an honourable discharge, he chose retirement.


However hearing of the Kestrel's mission, something deliberately low-key and out the way with a captain of reasonably similar disposition, he managed to pull a few strings and get reenlisted to help out with a worthy cause.


Edited by More Fierce Than Fire

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Quick question: if we happen to make a new character, will we treat it as if it had been on the ship the entire time? Or will there be stops at outposts where new characters can jump in?

We pick you up in some manner or another. Keep in mind, however, that the barrier for entry of second characters is much higher.

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Pre-Approved by the Wizard and all that Jazz.

 

 

Name: “Deuce”

 

Gender: Male

 

Age: 23

 

Species: Human

 

Profession: Freelance Fighter Pilot

 

Skills: Deuce is a great pilot, and possesses quite a few skills related to that profession. He has extremely fine-tuned reflexes and great accuracy, both of which extend into his skills in ground based combat as well. Deuce often appears to pulling off impossible maneuvers in his ship which often leaves many wondering just what is inside the fighter and how he acquired it. Deuce also shows extensive proficiency with his personal ground combat weapon.

 

Items: Deuce only owns three major possessions. The first, and most important is his cat, Goofy: A white and brown Persian of average size. The next item he possesses is his personal weapon, a hybrid between an FTL crystal revolver and a rapier. While in revolver-mode it acts as just an ordinary revolver, 6 shots in a chamber, and each bullet can contain a small FTL crystal. To transform the gun into a rapier the handle straightens out and a blade is extends out in front of the barrel and chamber.

 

The final possession of note is his modular ship, the, well he hasn’t quite decided yet. Anyhow, at first glance the ship resembles your average fighter, with a black with green highlights color scheme. Powerful afterburners on the rear of the ship, thrusters attached in both directions of the variable-sweep wings, as well as a rotatable thruster on the end of both wings, allowing the pilot a full range of thrust in a 3D environment.

 

However the true beauty of the ship comes with everything else it possesses. On the ship are multiple hard points allowing for the attachment of a variety of weapons. There are two on the underside of each wing, as well a hard point on the top of the main body and one on the underside. Allowing for a total of six hard points. The downside of these hard points is that any weapon attached is stuck in one direction and one direction only. This problem is some alleviated on the wings though, due to the variable-sweep design allowing for Deuce to cover every side but the rear, which he’ll generally cover with a rear facing weapon on the underside of the ship. The other main disadvantage is that every additional weapon draws power from the main ship, slowing down the other systems of the ship. Generally speaking Deuce only carries four normal systems at a time, unless he needs additional speed or maneuverability.

 

Deuce currently possesses the following weapons:

 

Missile Launcher x1: Fires a missile, must be attached to a body hard point, moderate recharge time, and takes up twice as much power.

 

Rapid Firing Lasers x2: Fires multiple beams in quick succession, does run the risk of overheating, and must be attacked to wing hard point.

 

Hull Beam x1: Standard beam weapon, slow to recharge, does more damage than lasers, must be attached to a body hard point, and takes up twice as much power.

 

Spread Laser x1: Fires out four lasers simultaneously all in different directions. These allows Deuce to hit multiple targets, but he can’t aim where each laser might go as the system is preset. It possesses a moderate recharge time, and must be attached to a wing hard point.

 

Charge Laser x1: Chargeable laser, the longer the weapon is charged the more powerful its output, it must be attached to a wing hard point.

 

In addition each of the weapons comes with a container that can also be attached to the hard points, allowing Deuce to store and act as a courier. In addition there is one large container that can be attached to the rear of the ship. This container can hold all the other containers, as well as possessing spare room for his cat and him to sleep, albeit a bit cramped when the rest of the containers are inside.

 

Appearance: Deuce stands quite a bit taller than the average person, hitting a full six foot six inches. While at first glance he appears merely lean and skinny, if one looks closely they’ll notice that his body is extremely well toned muscle.

 

His skin is tanned color, and he has worn dark green eyes. His hair is gray in color, and is messily falls down his face, often hiding his eyes. His face, like the rest of his body, is often covered in scratches and small cuts, and it’s not uncommon to see bandages wrapped around his skin. Although never Band-Aids as he hates pulling them off.

 

In terms of clothing, Deuce refuses to wear the traditional uniform, instead opting for his black jacket, thrown over a green shirt and pants. He also has a necklace, attached to which is [REDACTED]. So far no one onboard has seen the necklace.

 

Personality: The Freelancer known as Deuce has been described as carefree, insubordinate, overly-trusting, extremely reckless, and bound by an idiotic honor code. However despite all of this or perhaps, some would argue, because of it, he always manages to get the job done.

 

Deuce is most definitely all of these things. He is indeed very carefree, rarely reacts well to orders, trusts far too many people, is reckless to a fault, and his personal code of honor restricts many potential job offers. Particularly those he sees as excessively violent or harming innocents.

 

Deuce tends to be very sociable, always engaging others in conversation, but rarely actually talking about himself. This sociable attitude is what has enabled to make a vast network of contacts across the galaxy. He is always telling stories of assignments he’s had in the past and pestering members of the crew.

 

He has a very strong attachment to his belongings, especially his cat. He also refuses to let people touch his revolver or his ship. Preferring to do all repair work for them by himself. Other than him, no living person has seen the inside of his ship. With the exception of the large container, which has been used for smuggling people.

 

Biography: Deuce is fairly tight lipped on his past, refusing to tell stories that date back further than five years. What can be surmised from his rank on board and his actions is that he has some military experience, the extent of this is unknown to the rest of the crew, and even the Colonel only knows bits and pieces. In other words the information is [REDACTED].

 

That being said over the last five years Deuce has garnered quite the reputation for himself across the galaxy. An ace fighter with an extremely unique ship, the freelancer has been sought and worked for many different parties. Operating in many capacities such as courier, smuggler, and escort, Deuce has made many contacts across the galaxy and has traveled far for someone of his age. He is regarded as one of the best fighters in the business, and someone definitely worth hiring.

 

Regardless, nine months ago Deuce received information about the Mantis Attack and came back to his birthplace Earth just in time to get involved with the defense of Earth. During the battle Deuce continued to shuttle civilians off the planet in order to save them. However he failed to save the people he came to rescue in the first place. [REDACTED] were destroyed along with everything else relating to his past.

 

It was during the battle that the Colonel first saw Deuce, and a little while later she approached and hired him to be a member of the crew of a top secret project. Onboard the Kestrel, Deuce serves in capacity as a fighter pilot, and while technically under the command of Estelle he rarely listens to her and instead reports directly to the Colonel. As a result most of his assignments tend to be solo-ops as opposed to coordinated fighter deployments.

 

Weaknesses: Deuce’s reckless actions leave him extremely prone to injuring himself. Normally this wouldn’t be as big a deal, but he refuses to use modern medicine like nanites and instead relies on old school bandages and the like. His personality also often leads to him butting heads with those out ranking him. He also appears to be plagued with flashbacks to his very tightlipped past, often having nightmares when sleeping.

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oh man when i get in

i'm going to have to fight the temptation to make Ace just go up to Burn's character and rip her head off

it'd be hilarious

horrible for burn

but hilarious

(by this i mean i'll have an IC post up within an hour or two)

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Steam name: Ehksidian

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Well you know, player killing isn't banned... Though just walking up and ripping a Mantis' head off is, uh, difficult. Something about strong exo-skeletons and knives for arms.

Edited by Strategist Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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I'm actually seriously thinking of signing on with this RPG... I've never played FTL, due to it costing, y'know, actual money to download, but the story concept doesn't appear so very difficult to grasp. :P

Anyways, what's the present status for new characters being introduced? As the ship's already off and running, I assume any characters added to the roster from here on out will need to be picked up via stations or combat encounters? Both would suit my tentative character concept just fine; I was merely wondering.

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Crystals would only be given out as reward characters.

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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For now, security personnel are posted in engineering and a patrol of the weapon compartments. In the future, where exactly you all get assigned will be up to the security head, Xom.

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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I think that my guy is just going to sit around and wait for...something to happen with regards to people either boarding, or if there's a boarding party.

being the cleanup guy isn't fun when there's nothing to clean up quite yet :P

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Steam name: Ehksidian

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Putting profile up for approvification ...


Name: Rainbow

Gender: N/A

Age: Unknown

Species: Slug

Profession: Counselor

Skills: Strong Telepathy; Emotion Detection; Basic Telekinesis

Items: DVDs

Appearance: A slug in possession of incredibly pleasing aesthetics (if one were to believe its claims), Rainbow is, as its name suggests, quite colourful, its body consisting of a wide range of colours from across the entirety of the light spectrum. At many periods of the day, it can be seen with a clipboard and pen attached to its back, the tools of its trade.

Personality: While in possession of an overinflated sense of self-worth, Rainbow is quite capable of understanding the thoughts and feelings of others, usually through lots and lots of money metaphors. It is rather friendly to its compatriots, and will patiently listen to what they have to say. It is also terrible at making puns.

Biography: Rainbow had a perfectly normal slug life that involved money, more money and even more money. However, it tired of helping his family out at their bank, and decided to search for more colourful pastures. Deciding to join the Federation, it became a ship counselor, dealing with the problems of its fellow crew members.

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Trying for el approval!


Name: Geist

Gender: Male

Age: 24

Species: Engi

Profession: Scout/Away party engineer

Skills: Geist is a proficient marksman, and, by way of his race, excellent with machinery. His particular favored skill, however, is navigation.

Items: Geist doesn't carry much by way of personal effects, mostly utilizing whatever is assigned to him or available on the ship. His two most prized possessions are a tricked out motorcycle he calls "Darla", and a custom weapon he rather imaginatively calls a "Sword Gun."


The motorcycle is a modified relic he obtained and outfitted with more modern capabilities, specifically jump thrusters, and an ability to run on more than one fuel source.


The weapon is functionally an assault rifle with a sword attached to the bottom of the barrel. More accurately, the rifle has been fitted with an edge attached to the forward half of the rifle's barrel, the blade stopping just before the magazine slot. The stock of the rifle is shaped to fit a secondary role as a grip for the blade when choosing to utilize it like a sword as opposed to a more classic bayonet styled role. Due to it being a gun, Geist prefers to avoid using it like a sword as often as possible, relying more on the potential wow and intimidation factor of the idea of the blade, as he understands that repeatedly bludgeoning someone with the barrel of such a weapon cannot be good for it's overall integrity and capability. Stabbing is a different story, as are slow and deliberate cuts.

Appearance: Geist is about 5'7 with gunmetal skin, and a nearly featureless face, save for a inlaid cross along the planes where his eyes and nose would reside. Twin green pinpoints of light twinkle from the point along the horizontal plane of the cross where his eyes would be, indicating his optic sensor, which extends along the length of the horizontal groove the grooves follow the shape of his head, which is elongated in the back to a point, creating an oddly aerodynamic look. His body is sleek, and also mostly featureless save for trailing grooves along his joints and "muscles" that pulse gently and rhythmically with a soft green light. In an approximation of fitting in, Geist often wears clothing, more often than not consisting of a black jumpsuit covered in straps and buckles, grey boots and gloves similarly adorned, and a dust brown cloak that comes up to cover the bottom half of his "face".

Personality: Curious, quiet and somewhat closed off describe how Geist seems to portray himself. This isn't his intent, however, Geist truly isn't antisocial. But he is not the best at interaction, and so prefers to let relationships warm up before getting particularly talkative. He is fairly friendly when spoken to, and very appreciative of humor, especially bad puns.

Biography: An academic at heart, with restless feet and, intially, a dislike for attention, Geist took to the life of a drifter like a fish to water, spending his time mostly exploring and learning about whatever he could get his hands on. While the solo drifting life was quite appealing for the first few years, Geist eventually found himself yearning for something a bit more social. Eventually, Geist began to look for work on a ship, hoping to find a place to call home base where he could attempt to fit in while still maintaining a semblance of his own life.

~Totally like a boomerang. I always come back. Just never when you want me to.~

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Oh hey, an actual alien member of the Federation is coming aboard. Profile looks good, I'm giving him the rank designation of E-3. We'll pick you up at the next space station.

Edited by Strategist Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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It turns out I never did post my profile, so here's the link.

That being said, thag thag thaggity thag thagness.

-Rover

 

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."

"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

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Name: Karin Renard

Gender: Female

Age: 28

Species: Human

Profession: Doctor

Skills: General medical knowledge and extensive emergency medical experience, baking,

Items: A portable emergency medical kit. A semi-automatic handgun of German make. Flour and yeast for baking. Playing cards. A model of an old Austrian fighting vehicle.

Appearance: Karin is a five-and-a-half-foot-tall light-skinned human woman. She has loose shoulder-length light brown hair with an almost green tinge. Her hair is parted in the front, the left side held up by two plain grey hair clips. She has blue eyes and wears glasses. She wears the standard Federation uniform, with white bands on the upper arms marking her as the ship’s medical officer.

Personality: While clearly female, Karin doesn't behave in a particularly feminine manner. She often appears lazy to others, but she is quite serious about her work. She tends to take things pretty slowly unless there’s an urgent need for her to work quickly. In conversation she almost always appears bored or uninterested, even if that is not actually how she feels about the subject. She likes cheese, bread, sweets, games, and military vehicles. She doesn't like spiders or being yelled at.

Biography: Karin was born on Earth in the city of Bern, the daughter of a baker’s family. She was carefully guided through her childhood by her parents, and under their direction entered as a student into a medical school in Salzburg. After a year on her own she had an epiphany: she could do whatever she wanted. At this point, nobody was really making decisions for her anymore, so she chose to make the most of it. She developed an interest in things her parents had branded as “unwomanly,” such as the military and space travel, and after completing the required medical education in ALT92 she left the school and joined the Federation Space Force as a shipboard medic. From here she was transferred from ship to ship every few months until the Mantis invasion of Earth. She returned to Earth just after the invasion to check on her home and help out in the aftermath. This was her last station before finally being assigned to her first head doctor position on the Federation’s new Kestrel cruiser.

Edited by Kothra
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Name: [ Wulf Kharon ]

Gender: [ Male ]

Age: [ Mid- to late forties ]

Species: [ Human ]

Profession: [ ‘Pirate-for-hire’ / Federation privateer ]

Skills: [ General personnel-vs.-personnel combat (‘boarding; or, eliminating all sentient resistance within designated vessels’) / small- to mid- size starship operation and tactical piloting (‘dog fighting; or, a classic mainstay of the piratical lifestyle’) / covert combat operations (‘boarding with stealth; or, breaking undetected into places pirates are not allowed’) ]

Items: [ Like most bachelors, and most warriors, and most criminals, Wulf Kharon packs lightly and compactly. His entire array of personal effects fits neatly into a single battered military rucksack; most notably, his non-weapon possessions include a waterproofed industrial-grade tablet computer, several dog-eared paperbacks, a standard-issue combat medical kit, and an antique assassin’s dagger. He is rumored to have, supposedly, amassed quite a monetary fortune over the years, and owns at least one expensive starship (currently drydocked), but you’d never guess it. His tastes are simple and utilitarian; no flash or frills whatsoever.

As regards weaponry, he generally utilizes whatever his current employer sees fit to provide. He does, however, own and carry his own set of spiked brass knuckles, a particularly villainous-looking tactical operations knife, and a heavily customized revolver-type kinetic handgun. Said handgun fires 9x19mm caliber armor-piercing rounds, custom-loaded by elite Federation munitions suppliers to ensure maximum penetration power, and although perhaps very slightly outdated when compared to the latest developments in ranged weapon technology, the rugged, reliable gunpowder firearm is still perfectly capable of blowing smoking holes in anything from standard personnel armored vests to the thick skulls of Rockmen.
]

Appearance: [ To put it rather simply, Wulf Kharon looks, in the blunt-but-accurate terminology of the intergalactic underworld, like ‘some sort o’ Celtic berserker or somethin’, stretched out to six-an’-a-half feet tall and with more muscle’n you’ve ever seen on a human. Scary? Bloody terrifying, man. Not someone you’d like t’ see down a dark alleyway, sure as ###### no.’

He is nothing if not intimidating; every rugged line of his massive (6’ 9”), powerfully-built body practically radiates raw, feral, masculine menace. Long years of intense physical training, coupled with a natural tendency towards all-around athleticism, have made Wulf a veritable titan, a coordinated powerhouse of truly staggering caliber. Something very much like ‘the Hun’ from TMNT, if said fictional character was ratcheted down into the scope of realism. His hulking chest and shoulders barely fit through most standard doorways, his enormous biceps are wider around than most peoples’ waists (well no, not really, but you get the point); even his head and neck looks like a single big muscle, sculpted in classic ‘smash walls with your forehead’ style. Yet for all his size, he is far from musclebound; he moves as lightly as a panther, his every action lithe and controlled and efficient.

His facial appearance, although every whit as intimidating as his body itself, is actually quite handsome, with a ruggedly statuesque skull structure, chiseled barbarian-esque features, and a strong, square-cut jaw. His high cheekbones, fairly dark complexion, and intense golden-tawny eyes hint at some sort of unspecified ‘savage’ ancestry; his hair, relegated to a severe militaristic crew cut and short sideburns, is also dark, but with a few distinct salt-and-pepper streaks of encroaching white. Numerous scars adorn his flesh; most notably, a series of prominent slash marks trailing down the left side of his lower jaw, presumably left by the talons of some enormous predatory animal. His right wrist and forearm bear a ‘Celtic vine/dragon’ tattoo, inked in a vivid shade of deep cobalt.

As regards clothing, Wulf is typically seen wearing durable grey camouflage military fatigues (with any required insignia or names stitched on in dark blue), custom-fitted mottled grey combat boots (specifically designed to facilitate stealth), and mirrored bodyguard-style wraparound sunglasses (very cool; they make him look even meaner). He carries his handgun in plain sight, strapped to his wide leather belt; his knife and brass knuckles are generally concealed.
]

Personality: [ Deliberate and immovable as rain-weathered mountain granite, deep and brooding as the star-splashed desert sky, Wulf Kharon is a feral throwback, a hunter, a worthy credit to his warrior forebears. In another place, in another time, he would be ever the same; an innate predator to the core, primal and ageless as the surging open ocean. To those about him, he is quiet, taciturn, and courteously chivalrous; but always and ever, aloof and unreachable. He is the lone wolf, the outlier, the black eagle against the dawn… who can say what ruthless shadow, what ember fury lurks in the smoldering heart of the wild’s true-born son?

He respects rightful authority; he does not fear it. The Federation is little more than a name to him, a circle of vague entities as far-off and irrelevant as the setting sun. For the Mantis and the Rockmen, he bears no bitter hatred; even when pitted against them in mortal combat, he acknowledges and admires their unquenchable fighting spirit. The Slugs, he views with equal admiration; with Wulf Kharon, pirate and warrior, they too are worthy of a place as kindred dark free spirits.

In all things, he is slow to smile and slower to trust. He is wary of all, and though he walks with others, he works alone. And he works well. He is feared. He is valued. Rightfully so.

‘Good hunting’ is his highest blessing; ‘cross me and die’, his blackest motto. He is Wulf Kharon, the highwayman of the endless heavens, and whatever the battle, whatever the odds… may the powers beyond have mercy on his chosen prey.
]

Biography: [ Of his birth and heritage and years of youth, nothing is known, and he himself reveals the knowledge with the greatest of reluctance. Only as a man of full maturity, already set and hardened in his ruthless brigand’s ways, does he enter the public saga of all that is and has been and will be yet to come.

The intergalactic underworld knows him well, and he has, as the saying is, ‘many friends in low places’. They too, reveal knowledge of their own with the greatest of reluctance; the forces of law and order, admit that they can hold nothing against him. He is a known criminal, and has been at times an all-out crime lord, but somehow there is no evidence to be found that can adequately convict him. He has prowled the backwaters of the multiverse with impunity since the start of his career, carving out a place among the top dogs of piracy, going head-to-head with Mantis raiders and irritable Rockmen, outwitting enterprising Slugs at every turn, surviving an endless succession of hazardous skin-of-the-teeth adventures, and through it all, nimbly evading every effort of the Federation to shut down his operations.

That is, up until roughly a year ago. Three days after the first Mantis assaults on the planet Earth, Wulf Kharon drydocked his starship, disbanded his crew, and went straight. Relatively speaking, of course.

The powers that be were, understandably, not at all pleasantly disposed to accept the aid of a self-described pirate, but desperate times call for desperate measures, and his unique social connections, worldview, and extensive combat experience would be plainly invaluable in the looming conflict. Flatly pardoned of any and all crimes-that-could-not-be-proven-but-everyone-knew-he’d-committed, Wulf now operates as a Federation privateer. Having lent his aid in several crucial ‘black’ operations, he has quickly proven himself a reliable, disciplined fighter, fully capable and willing of taking orders, but to most, he’s still viewed as something of a wild card.

Just the sort of person who’d fit right in on a certain maverick blockade runner, tossed into deep space on a do-or-die mission into possibly hostile territory, staffed by a rag-tag crew of irritable, racist, heavily armed misfits. Just that sort of person.
]

Edited by Shadowhawk
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Seems good to me, though the bit about obsolete gunpowder weaponry doesn't really hold up, as we still make use of them, it's just the ammo has changed. We'll pick you up at the next station, with Geist. Methinks that you'll probably have a Federation charter to get on board, rather than the Colonel just hiring you.

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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I figured that we'd need a Zoltan crew member sooner or later.

 

Name: Unknown; referred to on paper as "Geburah"

Gender: Male

Age: 64

Species: Zoltan

Profession: Zoltan representative, communications officer

Skills: Diplomacy, translation, crisis management

Items: Standard Federation diplomat's equipment, plasma pistol.

Appearance: Geburah is odd in that he possesses the ability to change his body color at will, rather than being stuck with one color. Otherwise, he resembles the standard Zoltan: a humanoid mass of self-contained energy.

Personality: Calm, cool, and collected, Geburah is the ultimate professional. He is considered by others to be very reliable, and to the relief of many, less legalistic and bureaucratic than his brethran. A less positive aspect of his personality is that when off work, he is brutally honest and blunt.

Biography: Groomed to be a politician since birth, Geburah quickly distinguished himself with his brilliant conflict solving abilities. While he gained many enemies along the way (due to his lack of tact), he became one of the Zoltan's go-to people for resolving international affairs. His current mission is to join the crew of the Kestrel to ensure that they make it to the Zoltan homeworld as well as to act as the Zoltan's mouthpiece.

Weakness: like all Zoltan, Geburah possesses less damage resistance than other alien species. As such, if he is attacked with a weapon capable of harming him, he will go down quicker than most.

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I'll discuss your Zoltan with Tyler; Xom's actually working on one, and we'll probably decide on one or the other. The crew has reached such the size that we're going have to start being a lot pickier about these things. This vessel is only really meant to hold thirty or so peeps, and we're up to 24, 26 if you count the pirate and another dude I'm talking with in PM. I'm hesitant to completely go and say no more second characters, because it isn't fair to those who didn't get in earlier, but it's increasingly becoming a problem that'll have to be dealt with. For now, though, we have enough crew-bunks for 32 people, so we might still take both Zoltan, depending on how me and Tyler's discussions go.

Edited by Strategist Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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And, speak of the devil, here he is now!

 

Name: Zhanar

Gender: N/A

Age: ???

Species: Zoltan

Profession: Adventure Capitalist and Precedentor(One who travels to encounter new situations and create laws to handle them)

Skills: Business and, legal action; if he can’t buy you out, he can sue you into the ground. He can also provide extra power to ship’s systems.

Items: Personal computer, sword made of diamond(mostly ceremonial)

Appearance: A bright, lime green mass of humanoid energy, like many Zoltan. Zhanar is distinguishable from his kin by being relatively short, standing only 5’2”

Personality: Zhanar is rather bombastic, preferring to be the center of attention and lend advice as he sees fit, Zhanar is to humans the picture of an eccentric billionaire who explores for the fun of it. Zhanar’s mission statement is to explore new lands, seek out new life and new civilizations, and immediately begin exploiting them economically while codifying laws for their relations.

Biography: Zhanar’s past beyond a decade is shrouded in mystery; he came from somewhere in Zoltan space where, it is rumored, his “family”(if such a term truly applies) were engaged in a longstanding political game against a rival group of Zoltans. When their enemies struck against Zhanar’s allies, he was considered too rich and powerful to simply have killed, so he was given license to act as a Precendentor and Freelance Businessman as a means of removing him from the local equation. Since then, Zhanar has made money in a vast collection of business ventures, including War Profiteering, Peace Profiteering, Anti-Nanobot Nanobots, Antique Motorcycle Sales, Mantis Opera, Human Clock Dealing, Rockman Anime, Instant Noodle sales, Radio for Pets, and FTL Crystal resale. He owns the patents on a particular type of welder sometimes used by the Zoltan, and has been attempting to export to other species, which is why he is in human space in the first place.

Weakness: Zhanar’s weaknesses are twofold; first, success comes with enemies, and Zhanar has quite a few, particularly on the lawless fringes just beyond Zoltan space. His Anti-Nanobot Nanobot business venture made quite a few Engi angry and may or may not violate their patents. Along with that, as a Zoltan, he is physically quite susceptible to electromagnetic weapons.

That being said, thag thag thaggity thag thagness.

-Rover

 

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."

"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

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I'll discuss your Zoltan with Tyler; Xom's actually working on one, and we'll probably decide on one or the other. The crew has reached such the size that we're going have to start being a lot pickier about these things. This vessel is only really meant to hold thirty or so peeps, and we're up to 24, 26 if you count the pirate and another dude I'm talking with in PM. I'm hesitant to completely go and say no more second characters, because it isn't fair to those who didn't get in earlier, but it's increasingly becoming a problem that'll have to be dealt with. For now, though, we have enough crew-bunks for 32 people, so we might still take both Zoltan, depending on how me and Tyler's discussions go.

Oh, okay. I never realized there was a size cap. Well, if it ends up being one or the other, I guess I'll take second priority.

 

EDIT: also, what decided the size limit? Is 32 the maximum number of crewmembers in FTL?

Edited by A Magus With Class
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We could actually fit more, 32 is a number calculated by the number of crew bunks; there's ten rooms but the CO and XO always get their own rooms, so then there's eight remainder, with four bunks each. 4*8=32. We could probably fit a wee more in there because a lot of people sleep in their offices, but it's going start getting weird story wise because honestly why is the Colonel continuing to hire all these people? It also does say in the first post that it's designed to fit between 30-40 people. We aren't a giant ship, we're a blockade runner.

 

But no worries, we'll probably lose a few crew member the next time slavers attack.

Edited by Strategist Alex Humva

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1 1 2 3 5 8 13 21 34 55 89


"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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