Reawakening: The First Signs

Discussion in 'ROLEPLAY GRAVEYARD' started by Lstorm, Jan 17, 2013.

  1. Flavour text and backstory (open)
    A long time ago, before the start of Stellar History, Earth was in a resource crisis and its citizens were desperate. As such, the leaders of that time sent out many primitive sleeper-ships towards stars that were deemed to have habitable planets, while the economy of Earth crumbled under the pressure. Some of these colonies thrived and established their own domains, while others were destroyed by their harsh environments as they could not support themselves.

    The colonies that managed to survive on their worlds soon found themselves re-discovering the technologies of the old times, and advancing into the space age. Having learned from the mistakes of the past that were ever-present in their history books, these colonies conserved their resources as much as possible, and focused on exploiting the other planets of their solar systems. It was around this time that the Forgotten Empire was established in a solar system that seemed to be an especially advantageous position with its many resources.

    The Forgotten Empire experienced a golden age, and they were the first ones to develop the Fracture Engine and the Fracture Portals. These devices enabled the Forgotten Empire to quickly explore and exploit the surrounding solar systems as they made fast interstellar travel possible. Soon, the Forgotten Empire spanned a whole star cluster as it expanded rapidly through the stars, and within a few years, it had conquered a human colony with its superior army.

    Meanwhile, on Earth, the glorious Stellar Union emerged from the civil wars and conflicts of the old era. Under the rule of the Founding Emperor, the Stellar Union invented the Phase Engine, a method of interstellar travel which was vastly superior to that of the Forgotten Empire. While the limited resources of Earth did not allow for as fast as an expansion, the Stellar Union made up for quantity with quality. The Founding Emperor’s vehicles did not waste even a single molecule during their travels, and with their efficiency, they have turned a decaying civilisation into a paradise and conquered countless colonies during the Entropy Wars.

    It was inevitable that the Stellar Union and the Forgotten Empire would meet eventually. Although the Stellar Union was clearly superior, the Forgotten Empire rallied all colonies behind themselves, luring them with promises of false freedom. Enraged, the Second Founding Emperor created the Dins, machines which were just as intelligent as humans, yet they were available in limitless quantity. With the help of the Dins, the Stellar Union defeated the Forgotten Empire and erased its name from history. This conflict is known as the Nameless War.

    But the First Founding Empress realised the grave mistake that the Stellar Union made when creating the Dins. She realised that people started to rely too much on the Dins, and as such, human civilization would decay, so She started the Holy Electric Crusade. Dins were slaughtered by the millions until there were so few left that the First Founding Empress saw it fit to forgive them for their atrocities. However, even She could not deny the role that the Dins played in the army, thus She created the Voiders, loyal soldiers who would never even dare to think about betraying Her.

    And this is where we stand. The Forgotten Empire has been defeated, and under the rule of the First Founding Empress, the Stellar Union has entered a new golden age. However, let us not forget our past. Let us not forget the efficiency of our Founding Emperors and honour them by not wasting even a single molecule. Let us honour the wishes of our ancestors by respecting their principles.
    Introduction to the Stellar Union for Youths, Arden Harvey

    Introduction to the world: The Stellar Union, a ruthless dictatorship that is governed by efficiency above everything, has entered its supposed golden age under the rule of the First Founding Empress. During Her rule, She has made many wise decisions that supported the ideals of the Stellar Union, and as such, She is viewed by a goddess by her people, just as the First Founding Emperor and the Second Founding Emperor. Like them, Her name is not to be used by anyone else except Herself.

    But under the veil of the golden age, the Stellar Union is slowly decaying. Even though the First Founding Empress is doing Her best to keep the colonies in line, dictatorship over so many planets seems to be impossible as colonies have started to express their dissatisfaction with Her soldiers or Her laws. The continuous demand for efficiency is wearing down even the loyal colonies that form the core of the Stellar Union as they no longer see the need to conserve every single resource. Regardless of that, though, Her advisors insist that these principles must be kept up, because the even the universe will run out of resources after a time.

    However, the most disturbing sign that may be heralding the Stellar Union’s downfall appeared a few weeks ago. An unmanned probe, sent to survey a distant solar system has encountered the unthinkable: A battleship with the insignia of the Forgotten Empire on it. While the government is trying its best to keep this under wraps, this piece of news has been leaked to several people, and as a result, the First Founding Empress sent a team of volunteers to investigate this phenomenon.

    Players are spaceship captains who volunteered for this mission.
    Combat (open)
    Combat: Stellar Union doctrine relies on precise, damaging weapons which cripple their enemy and extreme cooperation between the different branches. Strategy is always coordinated and the battlefield is overseen by coordinators and commanders. While individual action is allowed, orders have to be followed strictly and communication is a key point to the Stellar Union army. Thus, their communications are very advanced and are unlikely to be jammed while their ships have considerable jamming equipment to scramble enemy communications.

    The Stellar Union’s preferred weapons of choice are mainly particle beams, weapons which bypass armour because of their properties and Fracture weapons, which are basically small black holes with short lifetimes. Because efficiency is everything for them, Stellar Union vehicles can be repaired quickly and with little effort. Their troops also fight ‘cleanly’, meaning that they never involve non-military personnel in their fights, nor are they willing to use biological weapons or weapons of mass destruction.

    Unique spaceship classes of the Stellar Union are Dreadnoughts, Devastators and Omnicarriers. Dreadnoughts are simply ships that are more powerful than a battleship. Devastators are large ships equipped with advanced jamming equipment and have at most half a dozen extremely powerful weapons with extreme ranges. While they are incapable of defending themselves at short ranges, they can annihilate a battleship with a single shot.

    Omnicarriers are the largest spacecraft employed by the Stellar Union. They are basically huge space-stations with limited manufacturing capacity. Omnicarriers are usually deployed as support for large groups as they are not armed as well as other combat ships, but can carry a large number of small spacecraft, not to mention that they can store a Dreadnought or a Devastator in their subspace storage.

    As for the battles in the RP, they will be traditional space-opera style. There is no need to worry about realism; the point is to have fun.

    Stellar Union ranks (open)
    Stellar Union Military Ranks (From highest to lowest): While not a compulsory practice, Stellar Union forces have started calling superiors by shortened rank addresses in combat to minimise transmission lengths. These names are presented in parenthesises.

    Empress / Emperor – While not involved directly in the operation of the military, the decision of the current ruling Empress or Emperor is final in military situations.
    Warmonger – Temporary position in times of great peril, second only to the Empress.
    Division Leader – One exists for each division of the army: Ground, Navy, Air, Space. They form the military council.
    Commander – Has absolute authority over the current battlefield. (Com)
    Coordinator – Has authority over a large fraction of the troops depending on the size of the current battlefield. (Ator)
    Controller – Has authority over a maximum of twenty-four Direct Commanders. (Rol)
    Direct Commander – Has authority over a maximum of twenty Direct Coordinators. (Di-Com)
    Direct Coordinator – Has authority over a maximum of ten Strategic Leaders. (Di-Ator)
    Strategic Leader – Has authority over a maximum of ten Tactical Leaders. Highest possible rank who serves on the front lines. (S-Lead)
    Tactical Leader – Has authority over a maximum of six Squad Commanders. (T-Lead)
    Squad Commander – Has authority over a maximum of twelve Captains. (S-Der)
    Captain – Has authority over the crew of a ship or a fifteen Relayers. (Cap)
    Relayer – Has authority over fifteen men or a section of a ship. (Rel)
    Soldier – Has no authority. (Lod)

    Aboard spaceships, there is no rank structure between fellow soldiers. If the Captain dies or is rendered unconscious, the Relayer on the bridge will take command. After that, the order is the following: Damage Control, Weapons Control, Equipment Control, Propulsion Control. Should the chain-of-command die, secondary Relayers will take over the respective positions and attempt to get the ship out of battle as soon as possible. In case of large ships, there is one rank inserted between a soldier and a Relayer, called a Messenger. If a group of the military is cut off from higher-ranking officers, they elect a Temporary Leader (Temp), whose orders are expected to be followed.


    As the First Founding Empress graciously allowed the largest factions of the Stellar Union to send their troops, volunteer forces have come from all the major factions of the Stellar Union, each one of which has its own combat style and traditions. Players may choose from the following factions, each one of which has its own sign-up sheet:
    Interstellar Navy (open)
    Interstellar Navy: The Interstellar Navy forms the core of the Stellar Union’s troops. Known for their discipline, efficiency and ruthlessness, the soldiers of the Interstellar Navy are absolutely loyal to the cause of their government. As such, they are always the first to arrive at the battlefield, holding the line until reinforcements arrive or until every single one of their ships have been disabled. Because of their almost fanatical devotion to the Stellar Union, the combat ships of the Interstellar Navy have access to high-quality equipment and special weapons.

    Spaceships from the Interstellar Navy can use Special Weapons and have better equipment in general. Special Weapons are pieces of equipment with extraordinary properties, or additional effects, e.g.an electric cannon which is capable of disabling other spaceships or vehicles, or armour that can be purged in order to clear the space around the vessel.

    Members of the Interstellar Navy are humans.
    Character sheet (open)
    Ship name:
    Class: (May not be higher than Battleship and must be higher than Fighter. Standard classes are as follows, sorted by size: Fighter < Corvette < Frigate < Destroyer < Cruiser < Battleship)
    Size: (May not be bigger than one hundred cubic kilometres)
    Description or picture: (You need not describe every detail of the ship, just try to give a general picture of how it looks)
    Weapons:
    Armour:
    Shields:
    Point Defences:
    Propulsion:
    Crew:
    Special Weapons:


    Captain name:
    Age:
    Appearance:
    Personality:
    History:


    Planar Anomaly Syndicate (open)
    Planar Anomaly Syndicate: A colony that thrived independently at first, the Planar Anomaly Syndicate’s people have been re-integrated into the Stellar Union during the Entropy Wars. Harbouring an unnatural hatred for the Stellar Union, these people only obey their overlords because they know that they could simply wipe their planets off the face of the map. What they do not know, however, is that their ships have no equal in the Interstellar Navy, the only reason why the Stellar Union has not wiped them out yet. Instead of carrying weapons, armour or shields, the ships of the Planar Anomaly Syndicate are basically supermassive black holes that can teleport.

    Spaceships from the Planar Anomaly Syndicate are ridiculously tough and can teleport long distances. While they lack weapons, the black holes that these ships carry with them can stretch across a whole light-second, giving them a destructive capability on par with that of any other ship. Due to the black hole surrounding them, they can also take tremendous amounts of damage before going down.

    As with the Interstellar Navy, members of the Planar Anomaly are humans.
    Character sheet (open)
    Ship name:
    Size:
    (May not be bigger than two cubic kilometres)
    Absolute Mass: (Describes the destructive ability of the ship. The more Absolute Mass it has, the more hits it can take and the more damage it can do. On the flipside, the ship has to endure more stress the more Absolute Mass it has, meaning that it might crumble during battle. Should be in the low double digits at most.)
    Description or picture: (You need not describe every detail of the ship, just try to give a general picture of how it looks)
    Area of influence: (This describes the area around the ship which is affected by the black hole. Enemies, unless their propulsion is strong enough to overcome the gravity, will not be able to escape from this area and will get crushed. You do not have to specify a distance, a rough approximation is enough)
    Maximum teleport distance: (The distance the ship is capable of teleporting across. Inversely proportional to a ship’s area of influence.)
    Propulsion:
    Crew:

    Captain name:
    Age:
    Appearance:
    Personality:
    History:

    Din Resource Pool (open)
    Din Resource Pool: A long time ago, Dins were the mainstay of the Stellar Union, but the Holy Electronic Crusade changed that. Most of the Dins were eliminated by the Interstellar Navy and the rest are no longer trusted by the Stellar Union. As Dins are extremely sophisticated AIs in command of advanced machines, they required maintenance, which the Stellar Union was no longer willing to provide. To remedy that, they pooled their resources and established their own society. While the Stellar Union leaves them alone most of the time, Dins are sometimes conscripted into the army because of their inexplicable abilities that influence their surroundings.

    Spaceships from the Din Resource Pool have access to frighteningly powerful Special Abilities. Special Abilities are not tied to a specific component of a spaceship, they are tied to the person using them. They can be used in nearly every single situation and can take nearly any form. When activated, Special Abilities give little to no warning aside from the effect they create, making them a dangerous weapon in the right hands.

    Dins are advanced Artificial Intelligences with many forms; however, they are very much like humans. While most military Dins have disabled their emotions and their tactile senses, a Din is just as capable of feeling as a human is. Nowadays, they are only very rarely seen in the Stellar Union outside their own circles and they usually use humanoid avatars to communicate with humans so their looks do not frighten the citizens. While in most of the Stellar Union, the technology to manufacture new Dins is outlawed, the Din Resource Pool is not affected by this regulation.
    Character sheet (open)
    Name:
    Type:
    (Dins are sorted into Offensive, Defensive or Support types depending on their special abilities)
    Size: (May not be bigger than twenty cubic kilometres)
    Description or picture: (You need not describe every detail of the ship, just try to give a general picture of how it looks)
    Avatar description: (How does the Din’s human avatar look like? Do they even have an avatar?)
    Weapons:
    Armour:
    Shields:
    Point defences:
    Propulsion:
    Special abilities:
    (There are no limits on the number of special abilities, but please be reasonable)
    Personality:
    History:


    Voider Allegiance (open)
    Voider Allegiance: As the newest weapons of the Stellar Unions, Voiders are both feared and respected. Neither completely machine, nor completely human, but something completely different, they are considered to be perfect. Their loyalty to the Stellar Union is assured by their genetic makeup and strict training, making them physically incapable of betraying their masters. They are the most trusted members of the Stellar Union, even more so than the Interstellar Navy. Their fighting style relies on adaptability and they always try to fight their enemy with the maximum possible efficiency.

    Spaceships from the Voider Allegiance are equipped with the highly adaptive Module System. The Module System uses a subspace warehouse used to store and retrieve whole sections of a spaceship. When a Module is activated, the previous Module’s equipment is moved back into the subspace warehouse and the other is brought forth in its place. Swapping Modules takes a few precious seconds, leaving the spaceship completely vulnerable for that duration. It is important to note that Modules tend to be highly specialised, and are devastating in certain situations, while they are completely useless in others.

    Voiders are genetically engineered soldiers shrouded by mystery. Not once have they been seen outside of their spaceships as they are physically incapable of living outside their own environments. They are a secretive bunch who prefer to isolate themselves from the populace in general. As a sign of their isolation, they use two names: One that is known by everyone and one that is known only to Voiders. As the first Voider was born only twenty years ago, they have little cultural heritage except their undying loyalty to the Stellar Union.
    Character sheet (open)
    Self name: (The name used to identify the pilot. It is only used between Voiders)
    Surface name: (The name used to identify the Voider outside of their society, usually just a single name)
    Ship name:
    Age: (Voiders may not be older than twenty years.)
    Size: (May not be bigger than fifty cubic kilometres)
    Description or picture: (You need not describe every detail of the ship, just try to give a general picture of how it looks)
    Number of modules: (One module may be active at once at any given time, but the number of modules is not limited. The more modules a Voider has, the more specialised those modules are.)
    Default module:
    Propulsion:
    Personality:
    History:


    (Please create one of these sheets for each Module that you intend to use)
    Module name:
    Situation:
    (What situation is this module the best suited for?)
    Weapons:
    Armour:
    Shields:
    Point defences:

     
  2. My character:

    Self name:
    Lahyn Kal

    Surface name: Sinaek

    Ship name: Abyss

    Age: 17

    Size:
    Length: 2 km
    Width: 10 km
    Height: 2 km

    Description or picture: Abyss is a bizarre, but efficient design best suited for frontal assault. When equipped with its modules, Abyss is best likened to a long rod that always faces its enemy with its longest section, similarly to the broadside battle-tactics of old times. Abyss, unlike other Voider ships, has no paint whatsoever and its colour always matches that of the armour which its current module carries. Similarly, there are no decorations on it at all, save for the symbol of the Stellar Union on its centre.

    Number of modules: Three

    Default module: Volcano

    Propulsion: Nine Defiler Engines spread across the whole length of the ship. Defiler Engines are known for having a high output, a quick maintenance cycle and low reliability. They may fail during critical moments in battle and are easily damaged by weapons; however, they are the absolute best when it comes to moving large, unwieldy ships such as Abyss.

    Personality: Just as loyal to the Star Oppression as any Voider, Lahyn is an inexperienced, but charismatic leader. Unlike others of his kind, Lahyn actually cares what happens to people outside his own faction, not to mention that he is very friendly with everyone. He also attempts to defuse any and all conflicts that happen under his command, even if they would die more quickly if he left them alone. While he does this out of kindness, he comes across as overly nosy at times.

    At his core, though, Lahyn is still a Voider. Even if he seems friendly to others, he still cannot help but question their motives. Even for one of his kind, Lahyn is paranoid and is unable to place trust in people who are not Voiders like him. While this attitude has not impeded his performance on missions, as a result of his paranoia, Lahyn would rather do everything by himself than order his subordinates to do it.

    History: Born as one of the first-generation Voiders, Lahyn was an experiment in creating a leader for a diverse group of people. The First Founding Empress had high expectations of the scientist who performed this experiment, but initially, she was displeased by the results. The young Lahyn showed no signs of the personality that the scientists intended to instil into him in the early years, showing typical Voider behaviour instead. Like others of his kind, Lahyn started to develop a distrust towards others who were not like him.

    When the project was about to be cancelled and Lahyn was about to be scrapped as a failure, a young scientist offered a new method of behaviour control for Voiders. Desperate for funds and the approval of the First Founding Empress, the scientists have tried the new method. Surprisingly, the idea of the new scientist has proved to be a success and the First Founding Empress was impressed by the quick results. From there on, the training of Lahyn proceeded smoothly, at least on the surface.

    However, as everybody was occupied with the success of the new method, the scientists did not notice that Lahyn grew more distant to them with each session. While he seemed to be friendly and cooperative on the outside, as the training went on, he became surer and surer that he could not trust the scientists responsible for his development. What triggered this reaction in him is unknown, but it is thought to have been a side-effect of switching training forms so quickly and without warning. Another popular theory is that he was exposed to too many Voiders as a side-effect of the new training method, which left him unable to trust anybody but his kin.

    Regardless of his internal conflict, Lahyn graduated with good grades and was assigned to command a small squad of various people. At first, everything went smoothly, but then the paranoia of Lahyn surfaced and the group fell apart rather violently. As per the laws of the Stellar Union, the scientists responsible for Lahyn’s upbringing were trialled, then as a way to make up their mistakes, forced to correct the behaviour of Lahyn. However, by this time, it was too late to change the Voider’s basic personality, and as such, while the scientists could make surface adjustments, the core problem remained. As such, Lahyn was demoted to a mere ship captain.

    When the news of the Forgotten Empire’s battleship came, Lahyn was the first to volunteer for the mission. After much thought, the First Founding Empress has personally approved him to be the temporary leader of the group, believing that Lahyn could still bring results to the table. As such, Lahyn is now desperate to complete the mission successfully in order to prove his worth to the Stellar Union and become the commander of his own squad again.


    Module name: Volcano

    Situation: Destroying large ships

    Weapons:
    12x Triple SSR Particle Cannons – Large diameter particle cannons using special particles that disrupt the structure of any material they hit. Three cannons are fixed on a single turret and each cannon can move independently of each other. This weapon is particularly useful against the shields as the structure of a shield is easily disrupted by SSR particles, but is only moderately effective against armour as it impacts only a small area. Usually, this weapon is used for making precision strikes against the enemy’s equipment.

    18x SSR Particle Launchers – The bigger brothers of the Particle Cannons, these weapons were designed to spread out their firepower across as large of an area as possible. While they are fixed in one direction, meaning that they become useless once they are passed by, because of their large cone of fire, they are extremely effective against armour and moderately effective against shields. Smaller ships can easily avoid their cone of fire, though, unless they are staring down the weapon’s barrel.

    3x Fission Rails – These weapons were developed specifically against crewed ships. To put it simple, they are radiation cannons which can bypass most kinds of armour and harm the crew directly through exposure. Even one blast from such a weapon carries enough energy to kill dozens of people aboard the targeted ship. The downside to this weapon is that it is horribly ineffective against shields.

    Armour: Standard Issue Armour – The regulation armour for the regular forces of the Stellar Union, this type of armour was designed with quick maintenance in mind. Composed of hundreds of smaller plates, while this armour is not especially tough, it is easy to replace, not to mention that because of its structure, it is more resistant against the spreading of fractures and weapons based on attrition.

    Shields: Heavy Shield, Guardian configuration – A shield type that is rarely used by the Stellar Union, this shield is geared towards blocking powerful, slow-firing weapons. It is ridiculously tough, but it has little regeneration or stamina to speak of. As such, rapid-firing weapons will wear it down rather quickly.

    Point defences: Interception Grid – A network of tiny SSR Particle Launchers spread all over the armour plates, the Interception Grid is designed to destroy missiles and high-speed projectiles. Above a certain size, though, this weapon is completely useless against both methods of attack.


    Module name: Acid Rain

    Situation: Destroying small ships

    Weapons:

    Advanced Interception Grid – A network of small SSR Particle Cannons attached to small turrets with a large amount of movement freedom, this weapon was designed to track down and eliminate fighters with precision strikes. Each Particle Cannon fires a small, but destructive beam that can punch through most types of fighter armour. However, this weapon’s strength lies in the fact that it is capable of launching particles at near light-speed, making the shots impossible to dodge at a short distance.

    LLR Particle Repeater Network – A network of LLR Particle Cannons with fixed positions, this weapon was designed to support the Advanced Interception Grid. While LLR Particles are not as destructive as SSR Particles, they can produce a jamming effect if there are many LLR Particles in an area. These repeaters are placed so tightly that they produce a literal fire-storm, guiding fighters into the path of the Advanced Interception Grid.

    Armour: Jericho Plating – Specifically designed to last through battles of attrition and to resist small attacks, this type of armour is hard to replace, but very effective against smaller weapons. It is a heavily layered armour with each layer coated in a highly reflective material, making most laser- and particle-based weapons useless against it while other projectiles just tend to bounce off the armour. However, this armour lacks the strength to stand up against larger weapons and it is vulnerable to unconventional methods of attack, such as Fracture Weapons.

    Shields: Heavy Shield, Regenerative configuration – A commonly used shield type that is mainly seen on smaller ships, this shield has no stamina at all, but it is capable of regenerating extremely fast, not to mention that it has a simply ridiculously low downtime. Fast-firing weapons are practically useless against it, but hard-hitting weaponry will have no problem with it.

    Point defences: Missile Defence Network – An extensive network of small missile launchers distributed all over the armour plating, this weapon is specifically designed to protect against the missiles that fighters use. Note that this weapon is completely useless against larger projectiles.


    Module name: Blockade

    Situation: Surviving superior enemy forces

    Weapons: None

    Armour: Irregular Fracture Armour – A strange type of armour plating based on the technology of the Fracture Engine, this armour is intended to reproduce the effects of the Planar Anomaly Syndicate’s special technologies. This armour is made from two layers: The first layer is a Fracture Field which redirects any and all projectiles so that they do not hit the armour. The second layer is a tough, layered armour which is designed to withstand as much punishment as possible. While the Irregular Fracture Armour is indeed very powerful, it is by no means invincible.

    Shields: Heavy Layered Shield, Athens configuration – A more powerful version of the standard shield used by conventional forces, this shield protects against every single weapon in existence and is a tough nut to crack. However, due to the nature of the shield, it is unable to regain its strength as long as it is online. Thus, while it can block anything, it goes down rather quickly.

    Point defences: Bullet-based anti-missile point defences spread out all over the plating, designed to take down all kinds of missile attacks. They are completely useless against everything else.
     
  3. Name: Tolerance
    Type: Offensive
    Size: 15 kl
    Description or picture: The ship is dark purple but against the darkness of space it seems pitch black, moreso then actual black paint could do. On planets the outter surface seems to shimmer making it harder to hit as it appears the ship is lagging or speeding when it is doing just the opposite. It has meager weapons, just enough to get by if an emergency occurred. Two laser Gatling guns were on each side along with a small more precise one on the bottom front.
    Avatar description: [​IMG]
    Weapons: He has a small knife in the waistband of his pants with a gold handle carved with an insignia from the previously destroyed empire. He claimed he took it during his time as a sky and liked it enough not to want to hand it over to authorities. After awhile he had gotten it checked and they approved him to have it.
    The ships weapons were previously described.
    Armour: The armor on his ship is some of the strongest in the known universe. Where his weapons were lacking his armor would make up for it double-time. It was nearly impossible to cause damage to the upper portion of the ship. The lower half was reinforced but still a weak spot.
    Shields: A very slight one that most wouldn't think useful but it is used more as a deflection then to actually block an attack. It bends and rotates in milliseconds to change the trajectory of any incoming attacks.
    Point defenses: Anti Laser and partially missile deflects more then protects at all costs. Only uses the strong armor if the shield gets overwhelmed and enemy fire breeches the reflective shield.
    Propulsion: This is the main focus of the ship next to it's reflective shield. It has three sets of boosters, one to either side and one in the middle bottom portion that stretched close to both boosters on each side.

    Special abilities:
    Cloaking: Tolerance usually has his ship set on invisible to not draw any unnecessary attention. He uses his avatar most of the time to communicate and do his job, only relying back on his ship if things get too dangerous.

    Thought-Touch-The shield can extend and narrow into a sort of laser beam. It does no damage but if it touches a ship it connects the two together and allows the Din's mind to infiltrate the other ship. The avatar of the din can also use this ability but he just has to touch the target of his sabotage.

    Intellect: Whenever Tolerance is told something he tends to remember it, storing it in his ship's logs under several secret codes. People tend to try and hack his systems but have never succeeded.

    Personality: Tolerance's personality is very much related to the name he chose for himself. Sure it is an emotion of sorts among humans but he liked the word. It fit him really well. No matter the occurrence or agitation others might be feeling he always showed tolerance towards the situation and came out with a clear head. He enjoys his avatar form much more then just watching from his ship's cameras and he greatly enjoys his jobs. Tolerance works as an electrician and also a combat specialist and is extremely well trained in several kinds of hand-to-hand and weapons combat.

    History: Tolerance was one of the few Din's that had not been destroyed by humans. He was spared because of his knowledge of the fallen kingdom and general easy-going personality. He had been trained as a spy and still occasionally uses his abilities when given the opportunity. Curiosity is one thing he had never been able to stem. Sometimes it got him in trouble but his tongue usually got him out of any consequences...
     
  4. The concept sounds okay, Theory, but spaceship-to-spaceship combat is going to be the main focus of this RP. I think you should give an ability to your character which makes the avatar be able to sabotage enemy spaceships (Like launching some sort of a boarding craft), unless you are content with staying mostly in the background.