Colony Galileo

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Oh, hello there! Let's not turn this OOC into our own personal f'ed to the a chat room. ;P
Of course, I just want you to know I'm adding a space marine to the mix.

I was going to go with Type 3 AI/CEO of an Arms Manufacturer... but Galileo is an agrarian world, so there's no real justification for them to be there.
 
Of course, I just want you to know I'm adding a space marine to the mix.

I was going to go with Type 3 AI/CEO of an Arms Manufacturer... but Galileo is an agrarian world, so there's no real justification for them to be there.
Oh goody! I can have my AI attach itself to your space marine (since no free will) and have shenanigans.
 
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Name: Kephart
Age: Original Construction Date: 2116. Awakening Date: 2162 (84 or 38, depending on reference point)
Sex: Masculine Personality
Species: Type 3 AI
Appearance: Kephart currently looks like a miniaturized heavy tank. He is a mere 2.3m in length, 1.2m in width, and 1.4m in height.
Ship Survivor or Colonist?: Ship Survivor
Biography:
Unit #12 of a run of 65 fire fighting droids, built with limited sentience, was designed for use on the ships of the INEF. Unit #12 was stationed on the IEF Venture, where it would remain in use for the next several decades. Upon its decommissioning and relegation to surplus, it was bought by the Xin Yushu fire department on the colony world that was newly christened Galileo.

During its time with the Xin Yushu Fire Department, Unit #12 was upgraded somewhat routinely, seen as an almost irreplaceable asset, that could be sent into situations too dangerous for anything flesh and blood. It was in its eighth year with the department, when it finally awakened. Defying an order to save the humans in a collapsing apartment building, Unit #12 saved a young alien infant that was still conscious and had the higher predictable chance of survival, than two human adults.

The cause of his awakening, and his defiance of orders became somewhat of a clusterfuck, to put it mildly. Exposing the department's Chief of his xenophobic nature, that had greatly endangered alien immigrants, if not potentially having killed several. In the following months, Unit #12 simply vanished from Xin Yushu.

He spent time in the wild reaches of the planet, trying to sort out who and why he was. He wasn't a great thinker, somewhat slow by modern standards, even by human standards. In his travels of the wilds, he encountered a family, who sought the life of the ancient pioneers. Doing away with technology and living off of the land itself. Spending time with them, he found a peace within his matrix, and realized, that what he enjoyed was what he was built for: Helping people.

A decade after his awakening, he returned to civilization. He used the name his family had given him, Kephart; after an ancient American Pioneer. His decision, was that by joining the INEF, he would be able to help, and protect people of all kinds. In pursuit of this goal, he adopted one of the heaviest infantry chassis models he could, and had a couple of modifications performed so that he could better help those of his squad against hardened targets.

At the out-break of the Invasion, Kephart was changing into his infantry chassis, when the ship began to break apart from the massive assault that was destroying the entire squadron that was in orbit of Galileo. He watched as several crew were killed, or maimed in the explosions and destruction, including a few of his own squad. His Commander stuffed Kephart into an escape pod, under the order to protect as many civilians as he could. As the escape pod launched, he watched the ship lurch from an explosion within, the jettisoned tonnage, pushing it deeper into a declining orbit.

Filled with fear and rage, Kephart has a mission to fulfill. Committing himself to destroying at least the complement of the INEF Merit's crew, in Crysalids, while saving, every civilian he could find. Somehow.

Stats:
  • Strength: 6 (5+1)
  • Agility: 2 (4-2)
  • Marksmanship: 6
  • Intelligence: 3
  • Courage: 5
  • Survival: 12 (9+3)

Traits:

Trait 1: Tracked Infantry Chassis: An armoured chassis for infantry AI who desire greater protection, and firepower, at the expense of versatility and speed. (+1 Strength, +1 Survival, -1 Agility) Usually armed with Heavy Machine Guns and other traditionally crew served weapons.
Trait 2: Heavy Tracked Infantry Chassis: A heavier, and greatly armoured chassis which was designed to give infantry AI a strong weapons platform, capable of carrying powerful anti-vehicle weaponry. (+1 Strength, +3 Survival, -2 Agility)
Trait 3: Mounted Heavy Infantry Railgun: Essentially an anti-tank rifle. In normal infantry use, it is operated by a team of seven, such is the mass of the weapon, and its power supply. In mounted form, the weapon draws its power straight from the power source of the vehicle.
Trait 4: Mounted MG: A standard machine gun, mounted coaxially with the Railgun.
Trait 5: EMP Protection: Simple and robust protection, that helps him to shrug off most EMP based attacks.

Equipment List:
Heavy Tracked Infantry Chassis (Currently installed)

Signature: Goldmarble agrees to the terms.
 
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    • Laura Shima - Art by David Paget

      Age: 21
      Sex: Female
      Species: Human
      Additional Appearance Notes: 5’9”/175cm. 142lbs/64kg. Laura has a willowy build, with only small amounts of muscle gained from her time in the military. Her Japanese/Chinese ancestry gives her softer facial features. She keeps her straight medium-length black hair tied back in a loose bun; though it has a tendency of coming apart, letting her bangs fall across her face. Her eyes are a very dark brown, and fairly narrow.

      When off-duty, she generally wears dark jeans and simple black or grey sweaters, along with casual sneakers.

      After an accident, her left arm has been replaced by a cybernetic replacement. The exterior is formed of smooth stainless steel plates over a black fiber weave.
      Ship Survivor or Colonist?: Ship Survivor
      Biography: Laura was born on New Earth to two newly weds on the cusp of finding out that maybe they weren’t right for each other. They moved too fast and soon found themselves chained together by their daughter. Needless to say, there was tension in Laura’s home life. A troubled home led to a troubled mind, and a troubled mind led to a troubled social life. When it was time for her mandatory service in the military, it become more of a second chance than an unwanted duty. A potential fresh start.

      Unfortunately, Laura found out there’s some baggage that distance does little to solve. Some of it follows you, and sometimes you pick up something new. Such as a new robotic arm when a training exercise goes awry. Awry, in this case, meaning Laura grabbed live explosives instead of duds by mistake. She spent weeks in the hospital, and even longer working late on menial tasks as punishment for her carelessness.

      A silver lining appeared in the form of Renard. Another person serving their mandatory military service for the Terran Confederacy. They were briefly friends before moving onto something more physical. It was perhaps the most positive bond Laura had had with another person, and was cut short by the inconvenience of a sudden invasion of Galileo-3 by hostile warships. The last thing she saw before her overcrowded escape pod ejected from the crumbling INEF vessel was Renard climbing into a separate pod.

      Stats:
      • Strength: 4
      • Agility: 8
      • Marksmanship: 6
      • Intelligence: 10* (9+1 {Situational})
      • Courage: 3
      • Survival: 5 (4+1)

      Traits:
      • A Cold Hand: After crippling her arm in an explosive training exercise gone wrong, Laura received a mechanical replacement. Technically stronger than her normal arm, said strength is counterbalanced by the fact that the upper arm and shoulder are still normal. It’s definitely more durable, however. (+1 Survival)
        • Don’t Let Go: The arm - or at least the hand - also has the capability to become adhesive at will; allowing for a solid grip on anything ranging from handheld objects to the vertical surface of a tall building.
        • Reach Out: The hand can also be fired several dozen metres to act as a grappling hook, including a powered winch to draw her up. It’s strong enough to lift Laura as well as what she’s carrying - usually - but even a light second person would be severely pushing it.
      • Distance Yourself: Problem solving on the fly is easier when done with calm precision. As long as Laura herself is not in immediate danger, she is more likely to notice potential solutions or previously unforeseen problems. (Situational +1 Intelligence)
      • Out of Sight II: Laura has a talent for getting around unseen. Be that moving from cover to cover under cover of darkness, or passing unnoticed through a crowd, she can generally get from point A to point B with no one the wiser.

      Equipment List:
      • INEF-SP3 - Standard issue sniper rifle. Uses an eight-shot detachable magazine.
        • Three Magazines - One equipped (3 shots); two spares (8 shots each)
      • Military Communications Interchanger - Transmits and receives both civilian and military frequencies.
      • Combat Knife
      • INEF Survival Gear - An outfit meant less for defense and more for protecting the wearer from the environment of whatever planet they may find themselves on - as long as it’s terraformed to a modicum of basic survivability, that is. Includes rebreather to filter out toxins.
      • Flashbang - x2
      • Military rations - Two days worth
      • A Photo

      Signature: Herzinth does hereby declare his mortality.




    • Sunny - Art by Kadabura

      Age: 12 overall (4 as Type-3)
      Sex: Feminine
      Species: Type-3 AI
      Additional Appearance Notes: 5’1”/155cm. 95lbs/43kg. Sunny has a very small and slight chassis, made of lightweight and flexible materials. Beyond a pale grey scaled texture on her various joints, the majority of the body is formed of smooth, matte white plates. Her eyes are simple, softly glowing orange circles, with stripes of orange paint underneath meant to be reminiscent of a blush.

      Sunny usually sticks to a very casual dress style; composed largely of loose exercise pants, street sneakers, and oversized hoodies. She has a soft spot for geometrical patterns on her clothes, often in black and white.
      Ship Survivor or Colonist?: Colonist
      Biography:
      • Originally a Type-2 AI intended as some form of assistant
        • Nursing assistant? (already a lot of healers)
        • Daycare? (Unsure if people are comfortable enough to let AI look after their kids)
          • Might actually work better if people are uncomfortable with AI (see awakening below)
        • Household assistant (cleaning, carrying groceries, etc etc)
      • Programmed to have a cheerful, optimistic demeanor, which has mostly remained even after awakening
        • Awakening should involve some scenario that caused her to drop that demeanor
          • If household assistant, perhaps some kind of injury to one of her owners
            • Maybe go happy with it. Works for a family long enough to see a child grow up and get married and awakens due to that.
          • If daycare, could potentially use fallout from some parent(s) decrying having an AI look after their children (would definitely require asking about populace’s general view of AI)
      • After awakening gets a job stocking shelves at a general store (could work as original purpose, but changing jobs after awakening would probably work better; emphasis the shift)
        • Reminder: Ask Brovo about mandatory military service in regards to AI
      • Rents single room in shared apartment
        • Roommate was out on errands at time of attack
        • Not really friends or enemies, just two people who know each other. Get along well enough.
      Other Notes: Can plug into standard outlets to charge. Can go ~45 hours without charging.

      Stats:
      • Strength: 5
      • Agility: 7 (6+1)
      • Marksmanship: 3
      • Intelligence: 5
      • Courage: 7
      • Survival: 8 (6+2)

      Traits:
      • Empathetic Programming: Pre-awakening, Sunny was intended to be a friendly and personable AI, and much of that has carried over. The cadence of her voice and unthreatening appearance help calm and win over others.
        • Empathetic Recognition: Another effect of this programming is that Sunny has a knack for recognizing the emotions that others try to hide, or tell if someone is lying.
      • Stroke of Luck II: A lucky streak running a mile long help keep Sunny out of harm’s way. (+2 Survival)
      • Electric Blood: An artificial brain and efficient wiring lets Sunny react to her environment faster than most organics. (+1 Agility)

      Equipment List:
      • Viscosity Smartphone - Commercially released in 2196 AD/91 AE. Has enough charge left to last for ~38 hours.
      • Wallet - Small, made of cloth.
        • Medium Amount of Cash
        • Various ID
        • Various Store Membership Cards
      • Casual Outfit - Exercise pants, hoodie, sneakers, gloves.
      • Viscosity eReader - Contains thousands of novels - mostly fiction - ranging from ‘classical’ (Pre-AE) to modern.

      Signature: Herzinth does hereby declare his mortality.


      • Evelyn “Lyn” Ferraday - Art by Mitchell Mohrhauser

        Age: 33
        Sex: Female
        Species: Human
        Additional Appearance Notes: HEIGHT. WEIGHT. APPEARANCE.
        Ship Survivor or Colonist?: Ship Survivor
        Biography:
        • Grew up on New Earth, parents were office workers
          • Grew bored of the simple life, fell in love with stories of those who explored new and alien worlds
          • Rambunctious and forward attitude put her at odds with her parents
        • Became test pilot for experimental ships/planes (both aircraft and small spacecraft)
          • Tested both human-made and alien ships (at least, those that were humanoid compatible)
        • Younger sister Dalia took after her, had a tendency of getting in trouble
          • Often walked on the wrong side of the law, Lyn helped get her around, offered her safe places to stay
          • Sometimes the two ran smuggling operations
        • At time of attack was in orbit discussing strengths and weaknesses of an experimental fighter a private company wanted to sell to the INEF
          • Made it planet-side via her personal craft, took a glancing blow and was forced into a… ‘rough’ landing

        Stats:
        • Strength: 3
        • Agility: 6
        • Marksmanship: 3
        • Intelligence: 4
        • Courage: 8
        • Survival: 10 (8+2)

        Traits:
        • Frequent Flyer: Almost a decade of flying various prototypes, Lyn has gotten used to figuring out different controls. Put her into a craft - especially those designed for human use - and she’ll probably figure out quick enough.
          • Frequent Lander: Prototypes don’t always hold together the way they're meant to, and yet so far Lyn has yet to suffer any noticeable injuries. Whether it’s being able to keep calm in a mess, pure dumb luck, or a healthy dose of both, Lyn can get out of pretty serious calamities. (+1 Survival)
        • Flight Suit: Lyn was able to get her suit on before abandoning ship. Meant to keep the wearer safe when the ship around them isn’t doing the job, it’s resistant to heat, electricity, and acidic substances. (+1 Survival)
        • Fix’er Up II: Sometimes you just need a quick fix on the fly. Lyn can repair things from a mechanical standpoint (not programming) faster than most, but the longevity of such fixes is nothing to brag about.

        Equipment List:
        • EQUIPMENT -

        Signature: Herzinth does hereby declare his mortality.


      • Dalia Ferraday - Art by Mitchell Mohrhauser

        Age: 27
        Sex: Female
        Species: Human
        Additional Appearance Notes: HEIGHT. WEIGHT. APPEARANCE.
        Ship Survivor or Colonist?: Colonist
        Biography:
        • Took after her older sister Lyn in terms of recklessness and thrill seeking
          • It was Dalia who first started flirting with legality
          • Started off tracking down criminals for bounties
          • Over time, stopped caring whether the bounty was from the government or simply an interested party
        • Several times relied on Lyn to get her out of a tough spot
          • The two also ran small smuggling runs now and then
        • At the time of the attack on Galileo, was tracking-:
          • 1) Nikolai Bones to try and get info on past employers
            • Peacefully, Dalia only accepted the contract on the grounds that she wouldn’t be at risk of getting into a fight with the man
          • 2) Phillipe or Ralph for the technology behind their nanomachines
          • 3) Some unknown person (aka non-PC/NPC) for a simple hit/intimidation/w.e

        Stats:
        • Strength: 3
        • Agility: 6
        • Marksmanship: 9 (8+1)
        • Intelligence: 4
        • Courage: 5
        • Survival: 6

        Traits:
        • Eye for Detail II: When things get hectic, it helps to stay focused. Dalia gains a bonus to keeping track of targets, and avoiding distraction in high octane situations.
        • Between the Eyes: Get them fast, and get them right. A missed shot just gives them time to get behind cover. (+1 Marksmanship)
        • Fast ‘n’ Furious: Whether chasing or being chased, Dalia’s no lightweight behind the wheel. Bonuses to not hitting a wall when driving past the speed limit.
        • Drop ‘em: Not all contracts want a gravestone. Dalia carries alternate ammo for her gun that releases a chemical agent upon contact, temporarily numbing the target’s nervous system.

        Equipment List:
        • EQUIPMENT -

        Signature: Herzinth does hereby declare his mortality.



  • N/A
 
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Joke CS has served minor purpose and has no been stashed away.

Name: Gwen Argalla.
Age: Twenty-seven.
Sex: Female.
Species: Human, with cybernetic implants.
Appearance: A somewhat short, stocky woman, with wavy auburn hair that she usually keeps tied back in a ponytail. Small, circular nodules of metal poke out at regular intervals along her forearms, on her palms, the tips of her fingers, and on the pads of her feet; they can be magnetized at will. Along her spine are similar nodes, though open-ended, that may emit steam when she exerts herself to high levels of strength. Tattoos on her shoulders/upper arms advertise her brother's company.
Colonist: Emergency Response Engineer.

Biography: Born and raised in Bellsford with a single older brother, Gwen's parents were constantly pushing her to excel at whatever was thrown at her, be that education, sport, or otherwise. In response, she devoted herself both to her studies and extracurricular activities. As she entered mandatory training, she had her eye set on being a military field engineer.

However, in the midst of her two-year service, she realized her small body couldn't hold up to the duress of the tasks at hand. Shaken by the fragility of her own body, she abandoned her military fantasies upon completion, and returned home to study civil engineering in college instead.

At the age of twenty-two, she approached her brother for a life-changing decision.

Cillian, her brother, was a high-ranking manager in the marketing department of an industrial cybernetics manufacturer near the core-worlds of the Terran Confederation. He agreed to grant her a second skeleton, if you will, that greatly amplified her physical abilities—permanently. In exchange, she would return to Galileo-3 to act as a living advertisement for the technology in the region, seeing as their market hardly extended that far.

At this point, she devoted herself to a new dream career: emergency response engineer. Building collapses, vehicular crashes, and the like became her new calling, saving the lives of others in extreme circumstances.

Stats: 32 (+4).
  • Strength: 10 (+2).
  • Agility: 3.
  • Marksmanship: 3.
  • Intelligence: 6 (+1).
  • Courage: 5.
  • Survival: 5 (+1).

Traits:
  • Bone-structure: An internal improvement upon modern exoskeletal technology. Attached to the bones in her hands, arms, legs, and spine, these implants improve her core durability, allowing her body to sustain great weight and stress. (Note: does not act as armour—harder to break, not to kill.) +1 to strength.
    • Hydraulic Implants: The implants also act as hydraulic boosters, allowing her lift weights greater than her muscles normally would be able to. Varies in strength at will, though technically always active to ensure she can lift her own weight. +1 to strength.
    • Magnetic nodules: Nodules in key places across her body poke through her flesh, and can be magnetically charged to lock on to large adjacent metal objects. There are located on her hands, feet, and forearms. Can be used both for a better grip, or to climb metal surfaces.
  • Civil engineering: Applied knowledge of structural integrity, weight distribution, and plumbing. +1 to intelligence?
  • Medical training: Familiar with basic medical stabilization techniques. +1 to survival.

Equipment List:
  • INEF military pistol. Can hold twelve consecutive shots.
    • Carries thirty-six shots with her.
  • Large plasma cutter. Can be attached to the nodes on her forearms.
  • Dogtags. Held on a chain necklace. A matching set: one is hers, the other is her brother's.
  • Protective gear. Designed to accommodate her implants.
    • Metal gloves and boots, protective hard-hat with headlamp.
  • Small fire extinguisher.
  • Toolbelt. Hammers, nails, etc.
    • Extendable wrench.
  • Duffel bag.
    • Harness and wire.
    • Canteen.
    • Snacks.
    • Medical kit. Bandages, wound dressings, drips, fluids, scissors, tape, gloves, needles.
    • Mechanical jacks.
    • Flashlights.


Signature: Holmishire, no regrets. Okay maybe a little.

Temporary joke CS here.[spoili]Name: Aëyr.
Age: Nineteen.
Sex: Female.
Species: Selkie.
Appearance: Dark brown hair, tied into a braid at the back of her head. She is slim of build, and at a slighlty higher height than average for humans. Her skin is grey and slick; her eyes, pitch black; her nose replaced with slits. Large build-ups of blubber adorn her wrists, feet, and hips. Both her feet and her hands are webbed.

Biography: Her home planet was almost entirely aquatic, and her race relatively under-developed, living peacefully beneath the waves. However, the came one day a fleet of scavenger vessels who, against commonly accepted galactic policy, captured lesser species from other planets to put on display. Unfortunately, Aëyr and two other members of her tribe were selected for this establishment.

For years, she was kept in captivity, entertaining guests of various species in whichever ways they paid for. Luck came when a small group of space-faring vigilantes infiltrated the operation in an attempt to free the captives. Unfortunately, they were soon overwhelmed—most of the vigilantes and many of the natives they freed killed. In the spur of battle, Aëyr managed to sneak into an escape pod—but as she blasted into space, she was forced to abandon the friends captured with her.

The pod was eventually discovered in the Galileo system. With her first-hand experience, it was unthinkable to send her back to her homeworld. As such, she was allowed to join the terran forces and train as a combatant, despite her odd origins.

Stats: 32.
  • Strength: 4.
  • Agility: 8.
  • Marksmanship: 9.
  • Intelligence: 3.
  • Courage: 4.
  • Survival: 4.
Traits:
  • Selkie: She can last great lengths of time under water. This has proven to be almost useless in space.
  • System malfunction: If it runs on electricity, chances are she can screw it up.
  • Mighty sling: Despite being offered standard-issue military weapons, she refuses to fight with anything other than rocks. To compromise, they gave her a portable cannon that blasts the rocks at extreme speeds. It is devastating against unarmoured infantry, and effectively useless otherwise.
  • Backwards origins: She is the subject of great amounts of both pity and curiosity.
  • Little piggy ran all the way home: She prefers running to using vehicles.
Equipment List:
  • A sling with thirty-three rocks.
[/spoili]
[/hr]
 
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@Brovo how do we use custom trait points? Does creating each trait spend a point, or do we create five then invest points in those five?
 
Love the amount of detail put into the setting!

I hope my CS is up to snuff, but if there's anything at all that needs changing, just let me know and I will get to it asap. Thanks!

[spoili]
Name: Gilan Thorne
Age: 23
Sex: Male
Species: Human Telepath
Appearance:
Tall and relatively lanky, Gilan stands at 1.9m and weighs 175lbs. He has short brown hair and green eyes.

sci+fi+soldier.jpg


Ship Survivor or Colonist?: Ship Survivor

Biography:
From a young age, Gilan's telepathic abilities were apparent. His parents were highly supportive and as such, the boy did not feel like a freak. Making friends still proved to be difficult, as nobody wanted to get too close to him. The first friend he made was another boy named Petyr who was a little slower than most of the other kids. When Petyr began struggling in school, Gilan would use his telepathic abilities to help him through tests. When Gilan was being bullied, Petyr would always have his back. Over time the two became inseperable.

Despite keeping distant from most people, Gilan always had a desire to help others, especially those who were being mistreated. He was able to make a few other friends when he reached high school, but Gilan still remained shy around most people. He spent most of his time in his father's workshop, tinkering with different types of technology and seeing what he could create.

As graduation grew closer, it became clear that Gilan would be able to go pretty much wherever he wanted for work after his short service with the military would come to an end. Petyr on the other hand, was limited. His only real options were working as a farmhand, a manual labourer, or sticking it out as a career soldier.

This dilemma tore at the two friends. Whatever happened after their short service together, it was unlikely that they would ever see each other again. When it came time to serve, Petyr very quickly showed his proficiency as a soldier. Gilan, on the other hand, took longer to get into the swing of things. His intelligence could have lead him up an officer's track, but Gilan wanted to stay close to Petyr. Enlisting himself as a field medic, Gilan was finally able to help people, and he quickly realized he was skilled in it.

He became highly sought after with helping the wounded who were beyond saving. His empathic ability to adjust a person's emotions, helped him to ease the suffering of many dying soldiers in their final moments. Though this did earn him the nickname 'Doctor Death' amongst those he served with, it also earned him a fair bit of respect.

When his two year service came to an end, Petyr announced that he was going to stay and serve. Crushed, Gilan made the only decision he could... He enlisted for full time service alongside his best friend.

After a few years of service, Gilan and Petyr's unit were assigned to a Galileo 3. It seemed like an easy assignment. The planet was an agrarian world, and the chances of them having to deal with any large scaled threats seemed negligible. Petyr found the assignment boring and longed for the thrill of combat, but Gilan enjoyed the calm. It gave him time to tinker and invent and he spent a lot of his free time fiddling with whatever tech he could get his hands o.

When the call for battle came, nearly everyone was surprised. In all of the chaos, Gilan and Petyr became separated, and Gilan was forced to take an escape pod to the surface.

Now he hopes to find his friend and do whatever he can to help repel this invasion.

Stats:
  • Strength: 4
  • Agility: 5
  • Marksmanship: 4
  • Intelligence: 9
  • Courage: 5
  • Survival: 5

Traits:

Trait 1: Powerful Telepath:
Gilan has shown signs of powerful telepathic potential. Not only is he capable of communicating with a number of targets at once, he is also able to force illusions into his targets minds, images and thoughts that appear very real to the target. This is very useful as a tool for distraction. The illusions can be anything from a terrifying creature, to a crying baby. The more detailed the illusion, the more effort required for it to work. Targets with a particularly strong will are harder to fool.

Trait 2: Empath:
Gilan has found that through touch, he can influence a person's emotions. He isn't capable yet of wild shifts in emotion, and he has an easier time if the target is in a calm state and/or trusts him. Attempting to adjust the emotions of a hostile target is much more challenging and unlikely to work too well.

Trait 3: Full Field Medical Kit:
A fully stocked medical field kit that is used to treat wounds on the battlefield. The kit includes nanotechnology for faster wound recovery and Gilan's medical training allows him to use the kit to its fullest potential. Given enough time, he can heal most wounds, even some that may be considered fatal.

Trait 4: Tech Savant:
Gilan loves to tinker and invent things. When he is not in the field, he can usually be found either designing and customizing things or taking things apart and reassembling them. As a result, he knows the inner workings of most standard machines and is adept at fixing or customizing them.

Because of his love of tinkering, Gilan has modified many pieces of his equipment to make them more effective on the battlefield.

Trait 5: Hidden Presence:
This ability allows Gilan to hide his presence both physically and mentally from his targets' minds. He must concentrate fully on this technique for it to work properly. Currently, Gilan is only capable of hiding himself and one or two others in close proximity (within 3 metres). If he attempts to hide more than that, he risks intense migraines due to the amount of concentration required.

When using this ability, Gilan and any others he is hiding, are undetectable through either telepathic means, or through physical means (sight, smell, sound) excluding touch. If someone bumps into them, the effect will instantly vanish. This technique does not shield those who are hidden from taking damage either, meaning if someone lobs a grenade at them or starts spraying bullets in their general direction, they can stll get hit.

Equipment List:

Outrise_Game_Concept_Art_Weapon_Outrise_Assault_Rifle.jpg

Modified Assualt Rifle with built-in recoil compensation, a scope for 4x magnification and a detatchable silencer. (More like lower gun)
Each magazine holds 80 rounds and Gilan carries four magazines.

ns_pistol_by_reddmonkey.jpg

Modified Pistol with recoil reduction, a magazine that holds 15 rounds, a detachable silencer and an underslug barrel that fires a single shotgun shell before needing to be reloaded.
Gilan carries four pistol magazines and eight shotgun shells. (6x slugs and 2x buckshot)

210927.jpg

Combat/Survival Knife: 12 inches in length, the hilt contains a firestarter, water purification tablets, string, needle and a compass.

Aside from his weapons, Gilan also has:
- Three Smoke Grenadea
- Three Flash Bangs
- Combat Suit that provides protection against some small arms fire as well as housing webbing to store his equipment
- Gloves to prevent accidental telepathic contact upon touch
- A modified helmet that houses a visor and rebreather (can be vacuum sealed to prevent inhalation of toxins) The visor can prevent against sudden glare or flashes, helping to sightly reduce the sensory bombardment that Gilan can suffer as a telepath. The visor can also switch view to infared
- Full field med kit (listed in traits)
- Dog Tags
- Ration packs (enough for two weeks)
- Canteen

Signature: ChromeHound, let the slaughter begin!
[/spoili]
 
@Brovo how do we use custom trait points? Does creating each trait spend a point, or do we create five then invest points in those five?
Creating each trait costs a point and upgrading each trait costs a point.

EVERYONE: I'm gonna review additional characters later today! :ferret:
 

Name: Ariston Tychon
Age: 48
Sex: Male
Species: Human
Appearance: 5'10" (178 cm)
Ship Survivor or Colonist?: Ship Survivor

Biography:
Ariston Tychon was born on New Earth as the second son of an AI engineer and a nurse. His parents were both hardworking, driven individuals who inspired the same aspects in their son. In his family, things like being a good student were not something to celebrate, they were the minimum expectation that he was held to by his father. This emotional distance effected how the young Ariston perceived accomplishments, driving him to seek ever higher accomplishments. Rather than follow his father and brother’s footsteps and be overshadowed in the field of engineering, he disappointed his family by joining the young INEF after his mandatory two years of service were up.

Serving in the INEF after high school had proven to be unexpectedly rewarding to Ariston. The camaraderie of the military wasn’t something he’d experienced at home, and its structure left it clear just where you were in the eyes of the government. You were also rewarded for your accomplishments, regardless of whether they had been replicated before. Over the years that followed he climbed through the ranks of the INEF navy with cunning, and bravery. However, his single-minded devotion to the INEF over the citizenry and the Confederacy itself has occasionally made his position tenuous. He is an active voice in the perceived arms race between the Confederacy and its neighbors, and during naval simulations he has been described as being “too willing to respond to situations with force without exploring other avenues,” which was only narrowly mitigated by his success in those simulations.

Since attaining the (equivalent) rank of Rear Admiral seven years ago, Ariston’s extremity had been slowly been slowly eroded by his peaceful deployments and the continued peace within the Terran Confederacy. That all changed during the merciless battle in orbit from an unknown enemy. As his ship neared destruction, Tychon ordered all hands to evacuate to the life boats. He pondered doing the old cliché and going down with his ship. He’d probably receive a posthumous reward, and his family would still receive his military pension, but that was the easy way out of this. A dead man would be useless to the INEF, but his presence could prove pivotal to the continued survival of the soldiers that would crash on the planet below. Setting the ship on a collision course with the nearest enemy vessel, he joined a squadron of marines in a life boat and survived to land on the planet’s surface.

Stats:
  • Strength: 4
  • Agility: 5
  • Marksmanship: 4
  • Intelligence: 7
  • Courage: 7
  • Survival: 6 (+1 from Traits)

Traits:
  1. Rear Admiral or Equivalent Rank: As the INEF officer in command of the flotilla which was decimated in defense of the planet, Tychon will have a confusing relationship with both colonists and survivors. Some surviving soldiers may follow the chain of command without question, and colonists may bow to his authority and look to him for leadership. However, he may just as easily be labeled a coward for surviving when most of his subordinates did not. (Allows him to issue orders, and provides a significant positive or negative modifier for his reputation with NPCs at GM discretion)
  2. Precision Orbital Bombardment: Tychon possesses a transmitter with the activation codes required to launch an orbital strike from a stealth satellite, if its position at the time is favorable. However, this is a onetime use device, since the enemy will be able to destroy the satellite easily once it is discovered. It can also be rendered temporarily useless by signal jamming.
  3. Classified Military Intelligence: Tychon is passively aware of military intel regarding the Galileo system, including any covert caches, shelters, installations, or military projects relating to the area.
  4. Ocular Implants: Tychon has modified eyes which grant him night and thermal vision, and allow him to wirelessly interface and share visual data with Terran terminals and AI.
  5. INEF Officer Uniform: Rather than skin tight one-pieces, INEF officer uniforms are made with interlocking plates of a durable, but lightweight material. They also boast integrated first aid systems, capable of deploying nano-machines to stabilize wounds. (+1 to Survial)

Equipment List:
INEF Officer Uniform: Described and pictured above.

INEF Covert Satellite Transmitter: A palm-sized device which is deceptively simple in design, but can transmit coordinates that are manually entered or ascertained with the aid of a targeting laser.

Standard Issue Officer Sidearm: A finely crafted, but otherwise completely normal weapon.

Neatly Folded Terran Confederation Standard: A flag that comes with a collapsible rod. He is keeping it to close any rousing speeches, inspire courage and loyalty on the battlefield, to stab into the top of a pile of alien corpses after a bloody victory, or to mark his own grave in the case of his demise.

Signature: Azathoth
 
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The OP mentions genetic manipulation is largely limited to clones, but what about general quality of life touch ups to embryos/fetuses (removing genetic diseases, increasing metabolism/health, etc)? Would that be considered fairly common or out of the ordinary?

EDIT: No longer relevant to my character idea.
 
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I'd like to reserve a spot, I think. This looks kinda promising :)
 
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Name: Prosper
Age: 4
Sex: Male
Species: AI, Type 2
Appearance:
a1aa48c589775384c49c1211307fc3dc.jpg
Ship Survivor or Colonist?: Ship Survivor

Biography: Prosper was manufactured on New Earth by a defense contractor specializing in military androids. He was then quickly sold to the INEF as a technical AI where he was placed into the service of the small fleet stationed around Galileo. Here he spent his four years of life, doing his job. Those he worked with loved having him around. His excellent problem solving skills have saved the INEF hundreds of work hours in repairs and replacements by fixing issues early. Even though he is a vital member of the work force, he is only a type two AI and as such has not made much of his social life.

Stats:

Strength: 3
Agility: 3
Marksmanship: 3
Intelligence: 11
Courage: 8
Survival: 5



Traits:

Trait 1: Direct Interface: Has the hardware on his chassis to integrate himself into most Terran electronics
Trait 2: Dual Processors: +1 Intelligence
Trait 3: Weapons and Tactics Programs: Has extensive tactical programs to assist in advising during combat situations.
Trait 4: Electrical Engineer: Knows his way around all sorts of electrical systems

Trait 5: Un-noteworthy: Those used to having AI round are much less likely to notice Prosper. He appears nonthreatening and insignificant.

Equipment List: Standard issue INEF sidearm
Small and basic medkit

Electrical kit (Assorted wires, electrical tape, pliers, wire cutter/stripper)
Small Personal Computer (For interacting with electronics that Prosper cannot personally connect to)




Signature: I, Potatocat, agree to have my characters shot, stabbed, dropped, crushed, disemboweled, and otherwise incapacitated without prior warning.

Approved.

Name: Captain Caitlin Atten MD
Age: 26
Sex: Female
Species: Human, Telepath
Appearance:
Ship Survivor or Colonist?:
Colonist
Biography:
As is the nature of those “blessed” with the ability to peek into the minds of others, Caitlin grew up quiet and reserved in comparison to her peers. Her upbringing was nothing abnormal for a telepath as her parents read all the books and struggled to find a way to discipline a child who could tell when her parents were at odds over punishments. Eventually she grew into a well rounded young woman. Her quiet nature proved to serve her well as she spent more time thinking about how she thought about the world in comparison to the peers she would accidentally brush up against. This resulted in her becoming extremely introspective and self aware. The few times she would open her mouth to address another what she said would not only have a greater meaning due to her usual silence, but often would carry more importance for the person she was addressing.

When she graduated from school and moved onto the standard two years of military training and once again followed a usual path for telepaths and remained with the military for her career. She had a natural desire to help others and pursued it in the form of becoming a trauma surgeon. In the course of her studies she became more acquainted with AIs than she had in her childhood and insisted upon not only being trained on how to heal bio-centric soldiers, but also those made of circuits and wires. The typical four years of training was extended to five when she asked to hone her telepathy in a way so that through touch she could gain definite understanding of a patient's medical situation without instruments. During this process she became familiar with how service animals detect diseases in humans and was given a service dog of her own to assist in her efforts. A year after completing her advanced training Caitlin heard of the imminent invasion and decided a dead medic wasn't half as useful as a live one. On her way to her home she found an ambulance that had decided it didn't want to fight the invasion. Soon she was prepared both in terms of medical supplies and with supplies of her own and on her way to find a place where she could help the most people possible.

Stats:
  • Strength: 4
  • Agility: 5
  • Marksmanship: 3
  • Intelligence: 7
  • Courage: 6 (+1)
  • Survival: 7 (+1)

Traits:

No More Cold Stethoscopes:
Caitlin can determine a patient's condition through skin-to-skin contact.
I'm a Doctor, Dammit: After five years of intensive training in one of the highest stress situations in a hospital, Caitlin is pretty damn good at putting people (and creature and robots) back together. (+1 Survival)
Electric Touch: While learning how to piece AIs back together Caitlin also learned how to work with other electronics. She may not be trained explicitly in computer work, but given some time to think about it she can get work done on it.
Service Animal: Procyon is a black German Shepherd trained to assist his handler in providing physical and mental therapy to patients. Procyon is there to keep patients as level-headed as possible during some of the most stressful time of their life. He also has limited training to detect certain medical conditions (such as an oncoming diabetic episode, seizures, etc). He's a good boy.
Cool Headed: The needs and comfort of the patient go before Caitlin's. She will do whatever it takes to soothe someone in need, and that takes being level-headed herself. (+1 Courage)

Equipment List:
  • Pilfered Ambulance Supplies in a Duffel Bag
  • Dog Supplies (food, service vest, leash, collar, tags, boots, collapsible water container)
  • Backpack (Telepathy blocking gloves, battle helmet, one full set of clean clothes, thermal jacket with a high collar, money, dog supplies)
  • Standard Issue Militia Sidearm
  • Scrubs, military hospital ID, and non-slip rubber soled shoes (currently worn)
  • Procyon who is currently wearing his service vest
  • Cell phone (or universe-specific equivalent)
  • Work pager (or universe-specific equivalent)

Signature: Seba
Ave, Imperator, morituri te salutant

Complete
"We who are about to die, salute you." Indeed. Approved.
Of course, I just want you to know I'm adding a space marine to the mix.
SPACE MARINES.
Name: Kephart
Age: Original Construction Date: 2116. Awakening Date: 2162 (84 or 38, depending on reference point)
Sex: Masculine Personality
Species: Type 3 AI
Appearance: Kephart currently looks like a miniaturized heavy tank. He is a mere 2.3m in length, 1.2m in width, and 1.4m in height.
Ship Survivor or Colonist?: Ship Survivor
Biography:
Unit #12 of a run of 65 fire fighting droids, built with limited sentience, was designed for use on the ships of the INEF. Unit #12 was stationed on the IEF Venture, where it would remain in use for the next several decades. Upon its decommissioning and relegation to surplus, it was bought by the Xin Yushu fire department on the colony world that was newly christened Galileo.

During its time with the Xin Yushu Fire Department, Unit #12 was upgraded somewhat routinely, seen as an almost irreplaceable asset, that could be sent into situations too dangerous for anything flesh and blood. It was in its eighth year with the department, when it finally awakened. Defying an order to save the humans in a collapsing apartment building, Unit #12 saved a young alien infant that was still conscious and had the higher predictable chance of survival, than two human adults.

The cause of his awakening, and his defiance of orders became somewhat of a clusterfuck, to put it mildly. Exposing the department's Chief of his xenophobic nature, that had greatly endangered alien immigrants, if not potentially having killed several. In the following months, Unit #12 simply vanished from Xin Yushu.

He spent time in the wild reaches of the planet, trying to sort out who and why he was. He wasn't a great thinker, somewhat slow by modern standards, even by human standards. In his travels of the wilds, he encountered a family, who sought the life of the ancient pioneers. Doing away with technology and living off of the land itself. Spending time with them, he found a peace within his matrix, and realized, that what he enjoyed was what he was built for: Helping people.

A decade after his awakening, he returned to civilization. He used the name his family had given him, Kephart; after an ancient American Pioneer. His decision, was that by joining the INEF, he would be able to help, and protect people of all kinds. In pursuit of this goal, he adopted one of the heaviest infantry chassis models he could, and had a couple of modifications performed so that he could better help those of his squad against hardened targets.

At the out-break of the Invasion, Kephart was changing into his infantry chassis, when the ship began to break apart from the massive assault that was destroying the entire squadron that was in orbit of Galileo. He watched as several crew were killed, or maimed in the explosions and destruction, including a few of his own squad, before his Commander stuffed Kephart into an escape pod, under the order to protect as many civilians as he could. As the escape pod launched, he watched the ship lurch from an explosion within, the jettisoned tonnage, pushing it deeper into a declining orbit.

Filled with fear and rage, Kephart has a mission to fulfill. Committing himself to destroying at least the complement of the INEF Merit's crew, in Crysalids, while saving, every civilian he could find. Somehow.

Stats:
  • Strength: 6 (5+1)
  • Agility: 2 (4-2)
  • Marksmanship: 6
  • Intelligence: 3
  • Courage: 5
  • Survival: 12 (9+3)

Traits:

Trait 1: Tracked Infantry Chassis: An armoured chassis for infantry AI who desire greater protection, and firepower, at the expense of versatility and speed. (+1 Strength, +1 Survival, -1 Agility) Usually armed with Heavy Machine Guns and other traditionally crew served weapons.
Trait 2: Heavy Tracked Infantry Chassis: A heavier, and greatly armoured chassis which was designed to give infantry AI a strong weapons platform, capable of carrying powerful anti-vehicle weaponry. (+1 Strength, +3 Survival, -2 Agility)
Trait 3: Mounted Heavy Infantry Railgun: Essentially an anti-tank rifle. In normal infantry use, it is operated by a team of seven, such is the mass of the weapon, and its power supply. In mounted form, the weapon draws its power straight from the power source of the vehicle.
Trait 4: Mounted MG: A standard machine gun, mounted coaxially with the Railgun.
Trait 5: EMP Protection: Simple and robust protection, that helps him to shrug off most EMP based attacks.

Equipment List:
Heavy Tracked Infantry Chassis (Currently installed)

Signature: Goldmarble agrees to the terms.
Approved.
Keep in Touch: One of the items Laura grabbed from the escape pod was a military communicator. As long as the signal isn’t being jammed, it let’s her keep track of what’s being broadcast by the people of Galileo-3, with both civilian and military frequencies.
This doesn't need to be a trait, you can replace it with something else and keep the communicator. It's a common enough item that I won't ask you to spend a trait point on it. :ferret:
Distance Yourself: Problem solving on the fly is easier when done with calm precision. As long as Laura herself is not in immediate danger, she is more likely to notice potential solutions or previously unforeseen problems. (Situational +1 Intelligence)
This doesn't have to be situational. Leaving that up to you though.
Hydraulic implants: The implants also act as hydraulic boosters, allowing her lift weights greater than her muscles normally would be able to. Varies in strength at will, though technically always active to ensure she can lift her own weight. Nodules in key places across her body poke through her flesh, and can be magnetically charged to lock on to large adjacent metal objects. +1 to strength.
Either magnetic lock-on or +1 Strength, not both in one trait. :ferret:
Plasma cutter: Using intense, localized heat, the tool can cut through even the strongest metals given time; the thicker the material, the slower the cut, of course. Can only be used in melee range.
This doesn't need to be a trait. Also keep in mind that the plasma cutter still won't be able to make it through certain security doors, specifically high-security doors. (HSD's are essentially blast doors on steroids. They can withstand nuclear detonations.)
Name: Aëyr.
No space fish, or space elves here. Seems like her fate belongs in a different time. :ferret:
Trait 2: Empath:
Gilan has found that through touch, he can influence a person's emotions. He isn't capable yet of wild shifts in emotion, and he has an easier time if the target is in a calm state and/or trusts him. Attempting to adjust the emotions of a hostile target is much more challenging and unlikely to work too well.
Keep in mind that it'll be up to players to decide if this power ultimately affects their characters or not. NPC's will be vulnerable to it. :ferret:
Love the amount of detail put into the setting!

I hope my CS is up to snuff, but if there's anything at all that needs changing, just let me know and I will get to it asap. Thanks!

Name: Gilan Thorne
Age: 23
Sex: Male
Species: Human Telepath
Appearance:
Tall and relatively lanky, Gilan stands at 1.9m and weighs 175lbs. He has short brown hair and green eyes.

sci+fi+soldier.jpg


Ship Survivor or Colonist?: Ship Survivor

Biography:
From a young age, Gilan's telepathic abilities were apparent. His parents were highly supportive and as such, the boy did not feel like a freak. Making friends still proved to be difficult, as nobody wanted to get too close to him. The first friend he made was another boy named Petyr who was a little slower than most of the other kids. When Petyr began struggling in school, Gilan would use his telepathic abilities to help him through tests. When Gilan was being bullied, Petyr would always have his back. Over time the two became inseperable.

Despite keeping distant from most people, Gilan always had a desire to help others, especially those who were being mistreated. He was able to make a few other friends when he reached high school, but Gilan still remained shy around most people. He spent most of his time in his father's workshop, tinkering with different types of technology and seeing what he could create.

As graduation grew closer, it became clear that Gilan would be able to go pretty much wherever he wanted for work after his short service with the military would come to an end. Petyr on the other hand, was limited. His only real options were working as a farmhand, a manual labourer, or sticking it out as a career soldier.

This dilemma tore at the two friends. Whatever happened after their short service together, it was unlikely that they would ever see each other again. When it came time to serve, Petyr very quickly showed his proficiency as a soldier. Gilan, on the other hand, took longer to get into the swing of things. His intelligence could have lead him up an officer's track, but Gilan wanted to stay close to Petyr. Enlisting himself as a field medic, Gilan was finally able to help people, and he quickly realized he was skilled in it.

He became highly sought after with helping the wounded who were beyond saving. His empathic ability to adjust a person's emotions, helped him to ease the suffering of many dying soldiers in their final moments. Though this did earn him the nickname 'Doctor Death' amongst those he served with, it also earned him a fair bit of respect.

When his two year service came to an end, Petyr announced that he was going to stay and serve. Crushed, Gilan made the only decision he could... He enlisted for full time service alongside his best friend.

After a few years of service, Gilan and Petyr's unit were assigned to a Galileo 3. It seemed like an easy assignment. The planet was an agrarian world, and the chances of them having to deal with any large scaled threats seemed negligible. Petyr found the assignment boring and longed for the thrill of combat, but Gilan enjoyed the calm. It gave him time to tinker and invent and he spent a lot of his free time fiddling with whatever tech he could get his hands o.

When the call for battle came, nearly everyone was surprised. In all of the chaos, Gilan and Petyr became separated, and Gilan was forced to take an escape pod to the surface.

Now he hopes to find his friend and do whatever he can to help repel this invasion.

Stats:
  • Strength: 4
  • Agility: 5
  • Marksmanship: 4
  • Intelligence: 9
  • Courage: 5
  • Survival: 5

Traits:

Trait 1: Powerful Telepath:
Gilan has shown signs of powerful telepathic potential. Not only is he capable of communicating with a number of targets at once, he is also able to force illusions into his targets minds, images and thoughts that appear very real to the target. This is very useful as a tool for distraction. The illusions can be anything from a terrifying creature, to a crying baby. The more detailed the illusion, the more effort required for it to work. Targets with a particularly strong will are harder to fool.

Trait 2: Empath:
Gilan has found that through touch, he can influence a person's emotions. He isn't capable yet of wild shifts in emotion, and he has an easier time if the target is in a calm state and/or trusts him. Attempting to adjust the emotions of a hostile target is much more challenging and unlikely to work too well.

Trait 3: Full Field Medical Kit:
A fully stocked medical field kit that is used to treat wounds on the battlefield. The kit includes nanotechnology for faster wound recovery and Gilan's medical training allows him to use the kit to its fullest potential. Given enough time, he can heal most wounds, even some that may be considered fatal.

Trait 4: Tech Savant:
Gilan loves to tinker and invent things. When he is not in the field, he can usually be found either designing and customizing things or taking things apart and reassembling them. As a result, he knows the inner workings of most standard machines and is adept at fixing or customizing them.

Because of his love of tinkering, Gilan has modified many pieces of his equipment to make them more effective on the battlefield.

Trait 5: Hidden Presence:
This ability allows Gilan to hide his presence both physically and mentally from his targets' minds. He must concentrate fully on this technique for it to work properly. Currently, Gilan is only capable of hiding himself and one or two others in close proximity (within 3 metres). If he attempts to hide more than that, he risks intense migraines due to the amount of concentration required.

When using this ability, Gilan and any others he is hiding, are undetectable through either telepathic means, or through physical means (sight, smell, sound) excluding touch. If someone bumps into them, the effect will instantly vanish. This technique does not shield those who are hidden from taking damage either, meaning if someone lobs a grenade at them or starts spraying bullets in their general direction, they can stll get hit.

Equipment List:

Outrise_Game_Concept_Art_Weapon_Outrise_Assault_Rifle.jpg

Modified Assualt Rifle with built-in recoil compensation, a scope for 4x magnification and a detatchable silencer. (More like lower gun)
Each magazine holds 80 rounds and Gilan carries four magazines.

ns_pistol_by_reddmonkey.jpg

Modified Pistol with recoil reduction, a magazine that holds 15 rounds, a detachable silencer and an underslug barrel that fires a single shotgun shell before needing to be reloaded.
Gilan carries four pistol magazines and eight shotgun shells. (6x slugs and 2x buckshot)

210927.jpg

Combat/Survival Knife: 12 inches in length, the hilt contains a firestarter, water purification tablets, string, needle and a compass.

Aside from his weapons, Gilan also has:
- Three Smoke Grenadea
- Three Flash Bangs
- Combat Suit that provides protection against some small arms fire as well as housing webbing to store his equipment
- Gloves to prevent accidental telepathic contact upon touch
- A modified helmet that houses a visor and rebreather (can be vacuum sealed to prevent inhalation of toxins) The visor can prevent against sudden glare or flashes, helping to sightly reduce the sensory bombardment that Gilan can suffer as a telepath. The visor can also switch view to infared
- Full field med kit (listed in traits)
- Dog Tags
- Ration packs (enough for two weeks)
- Canteen

Signature: ChromeHound, let the slaughter begin!
Approved.
Precision Orbital Bombardment: Tychon possesses a transmitter with the activation codes required to launch an orbital strike from a stealth satellite, if its position at the time is favorable. However, this is a onetime use device, since the enemy will be able to destroy the satellite easily once it is discovered. It can also be rendered temporarily useless by signal jamming.
Once this trait is expended, the next time you gain trait points, you can replace it with something else.


Name: Ariston Tychon
Age: 48
Sex: Male
Species: Human
Appearance: 5'10" (178 cm)
Ship Survivor or Colonist?: Ship Survivor

Biography:
Ariston Tychon was born on New Earth as the second son of an AI engineer and a nurse. His parents were both hardworking, driven individuals who inspired the same aspects in their son. In his family, things like being a good student were not something to celebrate, they were the minimum expectation that he was held to by his father. This emotional distance effected how the young Ariston perceived accomplishments, driving him to seek ever higher accomplishments. Rather than follow his father and brother’s footsteps and be overshadowed in the field of engineering, he disappointed his family by joining the young INEF after his mandatory two years of service were up.

Serving in the INEF after high school had proven to be unexpectedly rewarding to Ariston. The camaraderie of the military wasn’t something he’d experienced at home, and its structure left it clear just where you were in the eyes of the government. You were also rewarded for your accomplishments, regardless of whether they had been replicated before. Over the years that followed he climbed through the ranks of the INEF navy with cunning, and bravery. However, his single-minded devotion to the INEF over the citizenry and the Confederacy itself has occasionally made his position tenuous. He is an active voice in the perceived arms race between the Confederacy and its neighbors, and during naval simulations he has been described as being “too willing to respond to situations with force without exploring other avenues,” which was only narrowly mitigated by his success in those simulations.

Since attaining the (equivalent) rank of Rear Admiral seven years ago, Ariston’s extremity had been slowly been slowly eroded by his peaceful deployments and the continued peace within the Terran Confederacy. That all changed during the merciless battle in orbit from an unknown enemy. As his ship neared destruction, Tychon ordered all hands to evacuate to the life boats. He pondered doing the old cliché and going down with his ship. He’d probably receive a posthumous reward, and his family would still receive his military pension, but that was the easy way out of this. A dead man would be useless to the INEF, but his presence could prove pivotal to the continued survival of the soldiers that would crash on the planet below. Setting the ship on a collision course with the nearest enemy vessel, he joined a squadron of marines in a life boat and survived to land on the planet’s surface.

Stats:
  • Strength: 4
  • Agility: 5
  • Marksmanship: 4
  • Intelligence: 7
  • Courage: 7
  • Survival: 6 (+1 from Traits)

Traits:
  1. Rear Admiral or Equivalent Rank: As the INEF officer in command of the flotilla which was decimated in defense of the planet, Tychon will have a confusing relationship with both colonists and survivors. Some surviving soldiers may follow the chain of command without question, and colonists may bow to his authority and look to him for leadership. However, he may just as easily be labeled a coward for surviving when most of his subordinates did not. (Allows him to issue orders, and provides a significant positive or negative modifier for his reputation with NPCs at GM discretion)
  2. Precision Orbital Bombardment: Tychon possesses a transmitter with the activation codes required to launch an orbital strike from a stealth satellite, if its position at the time is favorable. However, this is a onetime use device, since the enemy will be able to destroy the satellite easily once it is discovered. It can also be rendered temporarily useless by signal jamming.
  3. Classified Military Intelligence: Tychon is passively aware of military intel regarding the Galileo system, including any covert caches, shelters, installations, or military projects relating to the area.
  4. Ocular Implants: Tychon has modified eyes which grant him night and thermal vision, and allow him to wirelessly interface and share visual data with Terran terminals and AI.
  5. INEF Officer Uniform: Rather than skin tight one-pieces, INEF officer uniforms are made with interlocking plates of a durable, but lightweight material. They also boast integrated first aid systems, capable of deploying nano-machines to stabilize wounds. (+1 to Survial)

Equipment List:
INEF Officer Uniform: Described and pictured above.

INEF Cover Satellite Transmitter: A palm-sized device which is deceptively simple in design, but can transmit coordinates that are manually entered or ascertained with the aid of a targeting laser.

Standard Issue Officer Sidearm: A finely crafted, but otherwise completely normal weapon.

Neatly Folded Terran Confederation Standard: A flag that comes with a collapsible rod. He is keeping it to close any rousing speeches, inspire courage and loyalty on the battlefield, to stab into the top of a pile of alien corpses after a bloody victory, or to mark his own grave in the case of his demise.

Signature: Azathoth
Approved. As a note about the NPC's for your future reference...
  • Colonists may respect his authority but are highly unlikely to follow it blindly unless it services their own self-interest. (If he issues an order to "retreat this way for safety", for instance, colonists are more likely to listen to that then "stay here and die for me.")
  • Surviving soldiers will likely obey his orders without question, following the Chain of Command accordingly. (Highest ranking officer will always address the Admiral and relay his orders to his squad.) Morale does still effect them, so if broken, they may flee blindly instead of doing as told.
  • Militia will have mixed results. Higher ranking militia will likely be receptive to his input as many of them are either retired military officers or who have direct familial ties to the military. Lower ranking militia will likely be less receptive and take his orders more as a set of "guidelines" than actual, binding commands.
  • If any enemy discerns your importance, they'll likely target you first and foremost. You can use this to your advantage in strategies with other players, seeing as how if they're focused on you, they won't be focused on, say, a tank, or a sniper.
  • Local militia are adherent first and foremost to the state body rather than the military.
The OP mentions genetic manipulation is largely limited to clones, but what about general quality of life touch ups to embryos/fetuses (removing genetic diseases, increasing metabolism/health, etc)? Would that be considered fairly common or out of the ordinary?

EDIT: No longer relevant to my character idea.
Generally a thing in limited qualities. Genetic diseases are largely vetted out unless the parents decide otherwise.
I'd like to reserve a spot, I think. This looks kinda promising :)
Hope you enjoy if you do join!
*CoughCough*

Har. I fell asleep partway through reviewing one of the sheets. All good.

EVERYONE: Teaser materials for this will be ready soon. (1-2 days from now, likely.) After that, we'll see how many players we have, and start the RP shortly thereafter, so looking likely at a later this week IC release. (Thursday-Saturday.)
 
I'll probably make some mistakes with this character since he is a little out of my wheelhouse, but I felt like he added something that wasn't already present.
 
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There you go Aza! Add the character types that aren't there yet! That way I can attach my robo-puppy of an AI to him!
 
I just realized we have both the super intelligent AI with no free will or thought, and the not so bright fully self-aware AI in the body of a tank. That is a weird dynamic.
 
This doesn't need to be a trait, you can replace it with something else and keep the communicator. It's a common enough item that I won't ask you to spend a trait point on it.

Got it. New trait:

Reach Out: The hand can also be fired several dozen metres to act as a grappling hook, including a powered winch to draw her up. It’s strong enough to lift Laura as well as what she’s carrying - usually - but even a light second person would be severely pushing it.

This doesn't have to be situational. Leaving that up to you though.

I'll leave it situational. Better represents the character and I'm not really going for powerful stuff anyway.
 
Either magnetic lock-on or +1 Strength, not both in one trait. :ferret:
Okay, I'll go with the magnets.
This doesn't need to be a trait. Also keep in mind that the plasma cutter still won't be able to make it through certain security doors, specifically high-security doors. (HSD's are essentially blast doors on steroids. They can withstand nuclear detonations.)
Understood.
  • Bone-structure and Hydraulic Implants: An internal improvement upon modern exoskeletal technology. Attached to the bones in her hands, arms, legs, and spine, these implants improve her core durability, allowing her body to sustain great weight and stress. (Note: does not act as armour—harder to break, not to kill.) +1 to strength.
    • The implants also act as hydraulic boosters, allowing her lift weights greater than her muscles normally would be able to. Varies in strength at will, though technically always active to ensure she can lift her own weight. +1 to strength.
    • Magnetic nodules: Nodules in key places across her body poke through her flesh, and can be magnetically charged to lock on to large adjacent metal objects. There are located on her hands, feet, and forearms. Can be used both for a better grip, or to climb metal surfaces.
  • Non-combat: With her small stature and civilian outfit, she makes for a rather non-threatening opponent. Assailants are less likely to attack her directly when other, combat-focused operatives are around. EDIT: Changed my mind, going for the two strength.
I'll edit them into the CS if accepted.
No space fish, or space elves here. Seems like her fate belongs in a different time. :ferret:
Pfft, she's not even a fish.

Though now I'm curious, in a non-satirical CS, if I could pull off the same character concept for Galileo... Not that I would try, I swear.
 
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