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Snowflake

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Background Noise(Lore)


[spacer]It's been centuries since the first Space-Man looked out of his window and saw the Blue Planet against the black backdrop of space. It's been ages since the worlds were terraformed to support life, since humanity took to the Stars to carve themselves a new, bigger home. To talk about the specific changes that transpired would be a waste of time and energy. There were wars, there were controversies, there was subjugation. Eventually the Earth that was had become nothing but a symbol to which the historians and true believers make pilgrimage to. Terra, Gaia, Sol 3 or whatever odd name it got had become just another monastery in the sea of black. Through countless wars and over-expansion the colonies crafted their own Planetary Governments and before too long Humanity was more divided than ever before.[/spacer]

[spacer]Enter the Republic of Free Worlds or commonly referred just as Republic. A force centralized around the worlds closer to the Core of the Galaxy. Through diplomacy, conquest, expansion and exploitation they united all of the Worlds into one centralized Federal Republic. However, reigning in the entire Galaxy proved to be no small task and so instead of a single Presiding individual a Council was formed to make the job manageable. Even still it was not enough so each Sector got its own Administrator, a sort of a bureaucrat or Overseer that ensures the Federal Law is obeyed and that each World, regardless of their Governing style pays its dues to the Republic. As one might expect with a system like this, the further one went from the Core Worlds the more barbaric and corrupt did the Administrators and Worlds turn. Here at the Rim only adaptable will survive.[/spacer]

[spacer]The Core Worlds at the first glance appear as idyllic utopias where there are no problems, no pollution, no crime. A place where everyone aspires to be in. The ugly truth is that the corruption had sunk its fangs deep into the Megacorps and Nobles around these worlds creating evils to rival those found on the Outer Rim and with Bureaucracy, Law and Religion to hide behind when things go bad.[/spacer]

[spacer]The Rim, separated into two segments Inner and Outer is where life goes from debaucherous to normal to barbaric. There is a certain section of the Inner Rim that has a stable state of being, minimal corruption and expected crime rates. This is the place where an honest man can earn an honest living and not expect to have his entire life torn apart by power crazed maniacs and their sycophants. Beyond that imaginary line things deteriorate into more corrupt and more barbaric states. The Outer Rim is a place where Gangers, Warlords and Slavers are only an uncommon occurrence and in some places are to injected in the governing body that they may as well be the ones running the show.[/spacer]

Space Travel & Navigation


[spacer]Modern SpaceShips are powered by a standard Fusion reactor, utilizing hydrogen extracted from Gas-Giants or particular Solars. Engines however vary from ship to ship. To travel from System to System or Sector to Sector a special FTL Drive must be installed on the ship allowing it to bore into the very dimensional fabric making our Universe work as it is supposed to. This allows the ship to enter a higher meta-dimensional state allowing it to travel faster than light. During these FTL Jumps the Ship is at the mercy of its route. If it happens to drive into a small moon or a neutron star in this state it will be torn to pieces faster than a human mind can comprehend. For that reason the Drives come equipped with numerous safety features that forcefully throw the ship out of FTL were it to crash. Oddly enough smaller object don't seem to phase FTL Jumps.[/spacer]

[spacer]To help with FTL Jump Plotting countless of FTL Transmitters have been deployed across the Galaxy. These unmanned satellites use similar technology as the FTL Drives to transmit signals to all inhabited worlds. They have an added bonus of serving as Lighthouses or Beacons that less skilled navigators can use to safely ride the cosmic waves without fear of burning up inside a Primary Solar. An experienced Navigator can plot Jumps without using Transmitters and thus take back routes lowering the chance of detection by potential pursuers. One final use that FTL Transmitters have is to cast the web known as the Nexus. A massive network of heavily regulated information traffic not too unlike the Internet. It is not without limits, however, and access to each world's own internal network will grant you more information that just the Nexus could. Regardless of that, Nexus can still connect you to your friends and family halfway across the Galaxy and allow conversation with minimal latency.[/spacer]

[spacer]Moving in relation to the Galactic Core is referred to as Coreward or Rimward depending if you're moving towards or away from it, respectably. After all there is no Space-Compass and the Galaxy is always rotating so none of it would make sense. Similarly one can travel Spinbound and Trailbound in relation to the rotation of the Galaxy.[/spacer]

Weaponry


Weaponry can be easily grouped and order by size and type. The distinction is obvious to anyone who had any sort of military training or had otherwise handled weapons in any serious capacity.

By size weapons go in order like so: Light < Heavy < Vehicle < Ship

As one might expect the greater the size of a gun, more power to it. Armour can be similarly categorized so it bears mentioning that having only a single size difference does make harming the opponent much easier. Two size difference is essentially negates any effect that armour could have. E.g. Hitting someone in Light Armour with a Tank Cannon or a Vehicle Mounted Machinegun tends to decimate the target. Heavy Armour on the other head provides a small amount of protection. Mechs and Power Armours are treated as having either Vehicle or Ship class armour.
Unless specifically designed for it, a weapon of lower class with have trouble piercing an armour of higher class.

By type they are grouped as follows: Slug/Gunpowder - Plasma - Mag - in order of price to develop and make.

The Silver Standard in getting folks shot, Gunpowder(or other substance) based cartridges with a projectile on the other end. Cheap, easy to make and easy to handle these ancient killing tools are often loud and crude looking compared to their younger siblings. On top of that archaic disposition they require air to fire and simply won't work in space as there is no combustion without air.
To make matters just a bit more colourful, weapons manufacturers had been peddling all sorts of new ammunition. Used to be a time all you needed was a lead projectile, now they come coated with god knows what in order to let them burn through solid steel and disable electronics.
But make no mistake, when that roar of a combustion shot resounds, you can bet your top credit someone is about to bite the dust.

Plasma, an elegant weapon, far from civilized but one that kills cleanly. Plasma weaponry is flashy, unfit for stealth; after all it glows quite literally. With minimal recoil plasma weapons hurl projectiles made of pure plasma melting their targets. Unlike the more crude projectile weaponry, plasma tends to singe and cauterize the wounds it creates so those struck by it rarely start bleeding profusely. More often they pass out from pain or shock, but that's on them.

Mag weaponry is a catch-all term used to refer to all sorts of Railguns and Coilguns that utilize electromagnetic forces to propel projectiles. These weapons are more silent, characterized by severe penetrating capabilities and are expensive as hell. They are extremely powerful when built atop Ships and used in Space Combat. They are the token weapons of Republic Black Ops teams and assassins and often flaunted around by men of rank as status symbols.

Ship Defenses and Subsystems


A Ship's main form of defense is its Hull; The thicker it is the harder it cracks. However when faced with Plasma it melts like butter after merely a few hits. To counteract this every ship is equipped with a basic shielding Module that uses up a fraction of the Ship's Power to create and Energy Shell around itself that disrupts the force-field giving plasma its projectile shape. Shields do however have one fatal flaw, they don't block solid matter. This means that the best armoured ships are those with a balanced Hull and Shield Module ratio. Oh and tonne of countermeasure systems like Chaff Deployers and anti missile lasers.

The reactor might be the heart of the Ship but to the Crew the most important one is the Life Support System which not only circulates air, filters water and generates heat, but also creates artificial gravity. Any ship considered space-worthy needs to also have a working FTL Drive, a Nav-Sys, Nexus Point Terminal, Working and Stocked Medbay and a Comms System. Most of them do exactly what their name might suggest and require no explanation.

Trans-humanism and You, Shinny new Chrome


The act of chopping off ones healthy flesh and replacing it with fancy new Cyberware is nothing too unusual in this day and age. Most people who do it tend to go for the big and expensive upgrades that feature hidden compartments, integrated weapons and tools, enhanced performance and the like. There is a small catch, the flesh despises metal and wants to reject it. Those who make heavy changes to themselves need to take a special cocktail of immune-suppressants for at least a month, maybe even two before their body is used to its new form. This leaves them in a vulnerable state as they can catch diseases easily and experience minor glitches with their new hardware. After all the brain needs to get used to these new synthetic pathways you forced upon it.

But why do it? So you can see in the dark? Why not just buy a set of much cheaper NV-Goggles? Why not just hide a knife in your sleeve instead of in your chromed out forearm? Most of the effects you get from Cyberware can be matched by a much cheaper, albeit less subtler version. Be sure that the new shinny metal arm is just for you, because you might be paying it off for quite a while.

CS Template

Name:
Aliases:
Age:
Gender:
Appearance: (Picture or relatively detailed description)
Personality: (Not too shot, but also not too verbose.)
Bio: (Can be as long or as short as you see fit, as long as it covers all of the information you intend to convey about the characters past.)
Role: (The role you intend to play as in the the ship's crew. Examples would be engineer, gunner, pilot, captain, etc.)
Skill-set: (What is your character proficient in?)
Equipment: (What are the things your character never leaves the home/ship without.)
Goals: (These will help your GM figure out what to throw your way, and there might be some bonuses later down the line)
  • Short Term: (Imminent goals that the Characters aims to fulfill. Get to know another Crew-mate. Help with the mission in some way. Hunt down a dangerous Alien Creature Etc.)
  • Mid Term: (Something not easy to accomplish and requiring at least some amount of preparation. Plan and execute a mission. Find out a Crew-mate's secret and confront them about it. Uncover Alien/Ancient Tech Etc.)
  • Long Term: (The main reason your Character joined The Crew, the reason they resorted to illicit activities. Reveal X or Y conspiracy. Exact Revenge on X or Y faction or person. Etc.)
 
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Character Index


  • Player: @SolarFlare
    Name: Ex-Warlord Braddock Gale
    Aliases: Calamity Dealer
    Age:37
    Gender: Male
    Appearance: Braddock is a man of rather intimidating presence. His face and body bear the scars and burns of countless battles, which is offset by the kind gaze that is given off from his eyes. His face, while rugged, is fairly handsome. Brad stands in at about 5'11', and a shock of straw-colored hair upon his head. The armor he wears is a roughly cobbled-together suit of scrap metal and spare parts that seem to have been forcefully ripped from a vehicle of some kind. It is not pretty on the eyes but it provides moderate protection against small arms. On the parts of his body not covered by armor he is branded by strange tribal tattoos that would identify him as a warlord of Telaris. His body is toned and hardened from years of bloody combat that was prominent in his adolescent years.

    Personality: Most people would come away from a childhood like Braddock's as merciless tyrant, but he did well to maintain his humanity and good manners in the face of monstrous trials. His approach to leadership is fairly loose, never having needed to rely on putting fear in his subordinates to get them to follow instruction. His reputation alone was enough most of the times to keep troops in line and fighting their hardest. People chose to follow him because he was kind and humane, but more than willing to dish out destruction to those in opposition of his progress. While many commanders might choose to isolate themselves and not become too close to their army, he makes a point to not put himself on a pedestal above everyone else. Braddock is charismatic and a decent strategist, making fully certain that he is always skilled enough to back up any boasts he makes in full. Due to his experiences and travels he is able to quickly adapt to even the most absurd situations all the while with a cocky grin planted firmly on his face. In times where others would turn back and walk away from a situation that seems hopeless he will do everything in his power to play the game into their favor. All-in-all, he is simply an ambitious man with the need of some back up to make his vision a reality.

    Bio: Braddock was born on the inhospitable planet of Telaris, a rimworld that was once home to a thriving civilization that was largely wiped clean from it's surface by the terrible native fauna of the planet that were enraged by the settlers. Now it is host to a few shanty towns that dot the more forgiving portions of the land (using the word forgiving lightly). These small communities make their living by salvaging the remnants of the old civilization for all the goods and technology that still remain guarded by the vicious wildlife of their world. Life was tough to say the least, and people weren't safe even among their own. Large scale wars were waged between the settlements of the planet for what little possessions they had. It seemed the inhabitants of the planet were content to be slowly driven out of existence by this endless cycle of squabbles and death, but one boy grew to realize he didn't accept the fate that was doled out to him by this life. He would strive to change the world into one that was worth living in. Other tribals followed the intrepid young warlord in his conquest on his nearly decade long quest that led to him leading the largest and strongest gang in all of Telaris. Instead of using their power to raze the weaker communities and drain them of their resources he used their collective strength to salvage technology and take the planet for themselves.

    The hardy people of Telaris were better prepared to face the dangerous lifeforms that lived along side them, and they managed to drive great swathes of the beasts from sections of the old cities so that they might salvage the materials without fear of being torn apart by ravenous monsters. For a while this went well, with the beasts being slowly subjugated and the tribals being richer than they could have ever imagined. Their good fortunes under the guidance of their benevolent warlord Braddock were cut short upon an invasion by a fleet of ships which seemed to be allied with the original civilization. They landed on the planet and began taking the planet for themselves, squashing the efforts of the tribals. They enslaved everyone who was not slaughtered, destroying Braddock's dreams for the planet. With their greater technology, even Braddock's great armies were slain before his eyes. He was able to escape with his life by hijacking one of the scout ships and fleeing the planet. This only served to stoke the flames of his ambition as he vowed to return one day so that he could free his people and drive out the enemy who had destroyed his work.

    Role: Captain
    Skill-set:
    Survivalist: A harsh-wasteland upbringing allows Braddock to make the most out of few resources and work past environmental hazards.
    Negotiation: With a charming attitude and reasonable nature he is well-versed in coming to non-violent solutions wherever possible.
    Scrappy: Looting and salvaging are his prime methods of gaining income, and thus he is able to recognize the value of many
    objects.
    Warlord: His Warlord status was not gained merely with kind words, he is also a formidable close to mid range fighter with especially brutal melee skills.
    BBQ Extraordinaire: He can make a mean spit-roast

    Equipment:
    Wasteland armor: a somewhat crude set of carbon-fiber meshing reinforced by plasteel plates ripped from a vehicle.
    Corrosive grenades: A set of round grenades that let loose a corrosive gas that quickly eats away at armor and flesh alike.
    Plasma blade: A curved single-edged sword with a series of small plasma emitters in place of a traditional blade.
    Riot plasma cannon: This beauty of plasma-tech is rapid firing shotgun that fires a burst of many plasma balls in a thin cone of death.

    Goals:
    • Short Term: Get to know his crew better and help them with their petty revenge schemes.
    • Mid Term: Outfit the ship with guns and other sweet tech to make it the workhorse they so dearly need.
    • Long Term: Take back Telaris
  • Player: @Krag_Jorgensen
    Name: Silas Riesling
    Aliases: The Old Man
    Age: 52
    Gender: Male
    Appearance:
    shKd00e.jpg

    Personality: A personable old man with an easy demeanor and a slower tone of voice. He has a grandfatherly air about him, always steady and positive even in the worst circumstances. He doesn't really like to raise his voice, quite the opposite. The lower his voice is, the more likely that someone is about to get whipped.
    Bio: He joined up with the Milgar Interstellar Line, a shipping company with massive space freighters that ferry up to three gigatons of goods between systems. He worked these massive ships for over twenty years, plying the spaceways like the sailors of old. He made several friends in the shipping industry and brokerage. One of his closest was a Republic agent he rescued from a cryopod in a derelict starship. However, he made a powerful enemy before he retired from that job. He was approached by a member of the Gorelli crime syndicate who told him in so many words that they were going to use his ship to smuggle brain-benders in this next shipment. Silas flatly refused, had the man escorted off the ship and had customs conduct a thorough search of the cargo for any contraband. They found several tons of high quality drugs in random containers and several arrests were made. Gorelli promised revenge, but that would take a while to really come to frutition. After a long and distinguished career as an MIL Captain, he had saved enough money to buy his own ship and work for himself. For about 10 years he worked as a tramp trader, shipping smaller cargoes to more remote areas and making forays into the inner rim. After one of these forays he attempted to dock at a local port, but found that the Longshoreman's Union had blacklisted him and his ship, any port crewed by Union men now turn him away or refuse to load/unload his goods. This has forced him into bankruptcy costing him his ship. He signed on with the crew after helping repair their ship, finding his place among smaller, less legal types of shipping locations, goods and crew members.
    Role: Captain, Broker
    Skill-set: Astrogation, Commanding a ship under duress, Bartering
    Equipment: Pipe, cutlass, shotgun, hip flask
    Goals:
    • Short Term: Fix the landing gear's bent reg lines (landing gear must be manually cranked until they're fixed), Replace the coffee maker
    • Mid Term: Get off the Longshoreman's Union blacklist, allowing him to pick up more legitimate cargoes. Replace the auxiliary power generator so you don't have to jump start it with the ship's Mr. Fusion garbage disposal / matter recycler.
    • Long Term: Bring down the Gorelli crime syndicate. Get a new ship. Find out what the part labeled "replace after 40 jumps" actually does.

  • Player: @Jack Robinson
    Name: Jekyll Black
    Aliases: Comet, Captain Supernova (self-given)
    Age: 25
    Gender: Male
    Appearance: Jekyll has hazel eyes and a big nose. He has a defined chin, small ears, and long, flowing black hair. He has brown skin and is rather short, around 5'9. He is wiry and strong, and usually wears a brown aviator jacket, a white shirt, and oil-stained jeans.

    Personality: Jekyll is a little fireball. He's sarcastic, he's funny, and he's impulsive. He's confident in his abilities, prideful in his mannerisms, and knows the ins and outs of many types of starships. He's self-destructive, and tends to push people away rather than form very personal relationships, as he's scared people will see the real him.

    Bio: Jekyll grew up around starships. His father owned a small trading company on Mars, a rare feat for a Native American. In fact, Jekyll's entire tribe had packed up shop long before he was born and took to the stars to find new land to seek for themselves, far from the oppression of the white man. Jekyll learned the ins and outs of trading, of flying ships, and the art of the deal. At the age of fifteen, he was flying trade ships from Mars to entire other solar systems, navigating asteroid belts with relative ease and only occasionally causing his passengers or crew mates to throw up from his wild flying. Jekyll wanted nothing more than to fly a sleek, expensive ship and blast down space pirates. He hungered for life among the stars, and always knew his place belonged among them. At the age of eighteen, the stars showed him that he had no business comparing himself to them. Jekyll's family, along with a few other families, had settled on the moon Deimos, trying to start a sister company among the few people that lived there. They hadn't been there but two months before a strange, bright object hurtled down onto the planet's surface. Before anyone could go check it out, the object came to check them out. It was a strange monstrosity, a faceless horror with pale, slimy skin and no features other than a leering, fanged mouth. It was naked, had six arms, and a two foot long tongue that dripped an acidic substance. It came during the night and brutally butchered almost everyone. Only Jekyll and a couple others managed to get off the moon alive. Jekyll's father and two siblings were killed by the beast, disemboweled and then eaten in a ravenous rage. Jekyll watched all of this in horror, and as he tried to flee, the beast caught sight of him. It laughed as it tossed the mangled corpse of his father aside and announced, "You are right to flee. Styx comes for your soul." Jekyll escaped only by managing to blast the beast in the leg with a laser pistol. He, his mother, and a couple others got on Jekyll's ship and fled to the next solar system, wanting to put as much distance between them and the monster, Styx, as possible. Ever since, Jekyll has been taking odd jobs as a pilot to provide for his mother and surviving friends. He joined the crew after he outsmarted their previous pilot by switching places with him, leaving him behind on the planet the crew were on. The crew didn't realize what happened until it was too late. Fortunately for him, they gave him a chance to prove why they shouldn't kill him for getting rid of the old guy. Jekyll proved himself a worthy pilot and secured a decent job and way to earn cash. But his dreams are haunted by his dead family and the demon known as Styx. He wants one thing: another round with that monster.

    Role: Pilot

    Equipment: A portable blowtorch, a sleek silver plasma pistol, a pair of heat sensory goggles that he wears around his neck, and a map of the galaxy.

    Goals:
    • Short Term: Search for more rumors about Styx, the thing that wiped out the moon of Deimos. Get money for mother to survive another six months.
    • Mid Term: Rob a MegaCorp freighter and secure enough money to set up his mother for life so he can focus on other goals.
    • Long Term: Gather enough information and enough assistance to kill Styx, the Ravager of Worlds, and secure his place in history as a great pilot.
  • Player: @Crono
    Name: Professor Kimiko Lune
    Aliases: Kim, Prof
    Age: 34
    Gender: Female

    Appearance: Kim is quite a plain looking woman. Thin face, black hair long and straight with bangs, cold blue eyes and a thin nose. He normally wares a blue shirt and navy pants under a always stainless white lab coat on her lean frame. Her accessories include pair of pink rimmed glasses with a star sticker on one corner and a necklace with a dull gold ring attached. Both her arms however, are chrome up to the shoulders and slightly disproportionate for her body. She's around 6'4" in height.

    Personality: Kim is odd, a short conversation is all you need to learn that. She's a bit distant and shy, and she rarely takes any effort to continue a conversation unless there's something she wants to know. She won't speak for herself enough, and mostly just goes with the group unless she sharply disagrees with what's happening. She strives to be more personable, however she her various idle fidgets can make most conversations uncomfortable. Examples include talking to herself, crushing a block of metal in her hands, completely spacing out, so on and so forth.


    Bio:
    On advanced Core World B-14 Kimiko was born to the Lune bloodline of doctors, major progamers and, of course, engineers. Her intrest in mechanics, ships specifically was clear and encouraged at a early age. She was the best in her class all the way through collage and was offered to on the improvement of the FTL drive with the goals being safety, speed, and energy efficiency. It was there that she met her future husband, whom she quickly married and had a two children with. Enter SOL: the number one starship manufacturer in the entire Galaxy, even the most rudimentary outer rim junkers bear the red star logo somewhere. SOL had initially been a supporter the new FTL project, but it was soon relized that the drive would be a heavy price increase from the current model. SOL would have simply cut its funding were it not for the fear that another competitor might use the drive to get a edge on the Megacorp. Thus SOL encouraged and sometimes forced other funders out of the project, with the main supporters down SOL changed its focus to the engineers still dedicated to the project. Large sums of money were offered for abandoning the drive, still a fair number of people still stayed with the project, among them Kim and her husband. SOL wasn't done, it cut more funders and raised its offers, until there was nobody on the project but the couple. Kim had gone into a trance, she had spent ten whole years working on this single project, it was going to be her magnum opus. With nothing but personal funds to put in her husband begged her to leave, the kids were still in middleschool and she had had her arms replaced with strength enhancing chromes to make up for lack of manpower. Finally he was made a offer he simply couldn't refuse, enough to support the kids and get him a job dispite the bad press the project had put on him. After he left Kim refused to speak to him until he stopped trying. After all that Kim clung to the project as the last thing in her life to work for, so SOL finally sent a group of saboteurs to completely eliminate the drive, it's blueprints, and any other files pertaining to its construction overnight. The police were payed off to avoid connecting the company to the crime and played it off as random vandalism. With nothing but pocketchange, the remains of the test ship for the drive, and a few tools a mentally collapsed Kim hitched to the Rim and put the test ship turned junker and her services for sale at dirt cheap. It just so happens that the one who bought the two was the captain. Only the captain and long time members of the crew would know the full story, because for a while she nervous, drug inhaling wreck.


    Role: Head Engineer
    Skill set: Mechanical Genius, Physics and Astrology
    Equipment: A large plasma cutter modified to fire out heavy blasts, most of the tools required to work on the ship, two Crome arms each capable of lifting 500 pounds, light armor suit with sealed helmet for working on the outer hull while in space.
    Goals:
    • Short Term: Secure living expenses, upgrade the FTL drive
    • Mid Term: Hinder SOL in any way convenient, upgrade the drive to match the project goals.
    • Long Term: Return to B-14 and find a way to reprimand the company for its evils, possibly find her family and beg for forgiveness.

  • Player: @The Wanderer
    Name: Eric Jäger
    Aliases: Spider, Eight Eyes, Der Spion
    Age: 22
    Gender: Male
    Appearance:
    0016776-jpg.150956

    Additional appearance notes: Although he wears a mask of some sort constantly. He doesn't hide other parts of his body every hour of each day. From the times his skin is exposed, he has extremely pale skin. His hair is almost completely shaven. His goggles aren't green by default. As they are only that color when NV has been turned on. Otherwise, they will turn a reddish purple for thermal and white for regular vision. When not 'working.' Eric wears a black long sleeved shirt, grey cargo pants and boots with gloves. He will also wear a half face mask to hide his face and specially designed goggles to hide his eyes.

    Personality:
    Overview: Eric is the type of individual who is at first, may seem distant. However, he isn't doing it to seem cooler or anything of the sort. Instead, it is because he is most likely focusing on something. Such as: What type of maintenance should his gear be under? Or of future plans, or prepping for an upcoming mission. The works. And if one should attempt to strike a conversation, fifty percent of the time. He may actually respond and carry on a conversation. Other times, he will most likely state. "Busy with things, sorry."

    He is also the type of person who will respect the boundaries of others as long as they respect his. So if they were to go to his room and hear either Mozart or Beethoven quietly playing, this means that Eric wishes to not be disturbed unless it is something incredibly important. And if someone needs help with something, they need only to ask.

    Likes: Classical music, tinkering with his tech, reviewing footage that his drone has collected, missions involving stealth or his skills.

    Dislikes: People touching his things without permission, missions that were intended to be quiet but end up going loud, large crowds, country music.


    Bio: Much of Eric's past is unknown. When questioned about it, he gives differing answers. But through all of this, some of the answers do line up to form a rough history of the man. It seems he was born originally on Earth before his parents decided to move to another planet when Eric was old enough to not suffer side effects of space travel. Graduated high school and in the middle of attending collage when an accident occurred. Though, what exactly the accident was among other details are extremely vague. Sometimes he will give more information. Albeit just a small mount. Such as the fact he 'had' a brother. Beyond this, he will hardly elaborate further on the matter.

    In regards to how he joined the crew. Well, it is nothing special. In a nutshell. He was in the middle of a heist of his own. And got caught up in a heist being pulled off by the crew. He would've been caught or killed if it wasn't for said crew saving his skin and bringing him along. Now, he owes them one. Simple as that.

    Role: Tech Support, Spy

    Skill-set: Efficient in: Stealth, hand to hand combat, electronics, acrobatics, surveillance.

    Equipment: Stealth suit, a small drone that can act as a recording device among other features, an easily concealable knife, a garrote wire, goggles that can switch between NV and thermal, and a rebreather for the times when the air isn't quite breathable without proper equipment. He does carry a device that allows him to control the drone and see what it sees. Eric does have a regular slug/gunpowder handgun in his possession, although he only brings it if the mission has a risk of going 'loud.'

    Goals:
    • Short Term: Get better gear and learn how to further upgrade present and future gear, find a way to be able to upgrade other crew members' gear, and finally build some connections with various information brokers.
    • Mid Term: Pull of a series of heists, and eventually plan his own heist. As well as find out more regarding alien tech and applications of said tech to the crew's gear.
    • Long Term: Locate and have a 'chat' with a man referred to as "Otto."
  • Player: @Krag_Jorgensen
    Alias: Sydney "Sid" Mallory (she has taken great pains to keep her true name hidden from the crew)
    Name: Cpt. Ruth Steiner
    Age: 32
    Gender: Female
    Appearance:
    AWXQYE1.jpg

    Personality: Straight and to the point, her bedside manner leaves much to be desired. She has a bit of a sadistic streak about her and often employs gallows humor. She has a slight air of propriety and tends to keep a clean livingspace and workspace. She is rather guarded and does not like it when others enter her personal space.
    Bio: Born to a very minor branch of the Noble House Steiner, Ruth was an academically minded sort of girl. She loved reading books, exploring the forests and collecting rocks on the family's modest estate. Unfortunately, her family was looking to further their position in the House and pushed her into military endeavors.

    The day she turned 17, she was assigned as a medic to the Steiner Guard Corps. On paper the Guard were tasked with defending the property and persons of House Steiner, in actuality they were more like an army, enforcing the house's will while the Fed turned a blind eye for a cut. In this case, the nobles had their eye on New Lazarus, an inner rim world where Iridium was recently discovered. The noble house paid mercenaries and gangsters to drive other miners away while Ruth's branch began to establish itself on the planet. Ruth was part of the contingent sent over to defend this new homestead. As their hired guns drove off smaller miners, the Steiners began buying up the newly vacant claims. After about ten years, House Steiner owned a controlling stake in the New Lazarus iridium trade. Once this happened, they sent a large contingent of Guards to put down the gangs as they no longer had need for such rough individuals.

    Ruth fought some of the same gangs her family had paid all those years ago. But as the months turned into years, it became obvious that someone else was starting to supply their enemies. Nothing was confirmed until two years ago during a raid on a ganger infested town. In the fighting, Ruth managed to kill a ranking member of the rival House Moritani. A blatant act like that could not go unanswered and both Great Houses geared up for a possible war. In an attempt to forestall such a costly endeavor, negotiators on both sides accepted a compromise. Ruth would be handed over to Moritani, and the Great House would be barred from landing on New Lazarus. Any Moritani agents operating planetside do so unofficially without any legal or bodily protection from their patron House.

    Upon learning of this betrayal, Ruth did the only thing she could. She ran, taking refuge aboard a ship bound rimward. For a while, she worked as a nurse in backwater clinics. It was there that she first treated some of the crew members. She joined the crew after a particularly risky surgery. She was a bit insistent as she suspected some of her coworkers were starting to get wise to her true past. She now acts as a crass, but effective sawbones for the crew. She doesn't trust the crew enough to tell them her true story as she still has a substantial bounty on her head from both Great Houses (5 million credits alive, 1.2 million dead). Her current story is that she was an orphan who was given a chance by an old doctor, explaining her guardedness and clean tendencies as a product of her upbringing.

    Role: Medical specialist, second line combatant, amateur geologist, still worker
    Skill-set: Trauma treatment, Routine Medical Treatment, Minor surgery, Basic marksmanship, Chemistry, Geology.
    Equipment: Dataslate (with no fewer than three trashy romance novels loaded onto it at any one time), medical kit, revolver, bullpup battle rifle, ballistic vest
    Goals:
    • Short Term: Stay under the radar of House Steiner and Moritani
    • Mid Term: Mitigate her bounty. She has considered using subterfuge and faking her own death in such a manner that those chasing her will write her off. The other possibility is ingratiating herself with a noble house of superior or comparable influence. She has not ruled out the possibility of a diplomatic marriage if it came to that.
    • Long Term: Usurp leadership of House Steiner or at least topple those in charge of handing her over. Write a best selling series of trashy romance novels
 
Last edited by a moderator:
Name: Eric Jäger
Aliases: Spider, Eight Eyes, Der Spion
Age: 22
Gender: Male
Appearance:
0016776.jpg
Additional appearance notes: Although he wears a mask of some sort constantly. He doesn't hide other parts of his body every hour of each day. From the times his skin is exposed, he has extremely pale skin. His hair is almost completely shaven. His goggles aren't green by default. As they are only that color when NV has been turned on. Otherwise, they will turn a reddish purple for thermal and white for regular vision. When not 'working.' Eric wears a black long sleeved shirt, grey cargo pants and boots with gloves. He will also wear a half face mask to hide his face and specially designed goggles to hide his eyes.

Personality:
Overview: Eric is the type of individual who is at first, may seem distant. However, he isn't doing it to seem cooler or anything of the sort. Instead, it is because he is most likely focusing on something. Such as: What type of maintenance should his gear be under? Or of future plans, or prepping for an upcoming mission. The works. And if one should attempt to strike a conversation, fifty percent of the time. He may actually respond and carry on a conversation. Other times, he will most likely state. "Busy with things, sorry."

He is also the type of person who will respect the boundaries of others as long as they respect his. So if they were to go to his room and hear either Mozart or Beethoven quietly playing, this means that Eric wishes to not be disturbed unless it is something incredibly important. And if someone needs help with something, they need only to ask.
Likes: Classical music, tinkering with his tech, reviewing footage that his drone has collected, missions involving stealth or his skills.
Dislikes: People touching his things without permission, missions that were intended to be quiet but end up going loud, large crowds, country music.

Bio: Much of Eric's past is unknown. When questioned about it, he gives differing answers. But through all of this, some of the answers do line up to form a rough history of the man. It seems he was born originally on Earth before his parents decided to move to another planet when Eric was old enough to not suffer side effects of space travel. Graduated high school and in the middle of attending collage when an accident occurred. Though, what exactly the accident was among other details are extremely vague. Sometimes he will give more information. Albeit just a small mount. Such as the fact he 'had' a brother. Beyond this, he will hardly elaborate further on the matter.

In regards to how he joined the crew. Well, it is nothing special. In a nutshell. He was in the middle of a heist of his own. And got caught up in a heist being pulled off by the crew. He would've been caught or killed if it wasn't for said crew saving his skin and bringing him along. Now, he owes them one. Simple as that.

Role: Tech Support, Spy

Skill-set: Efficient in: Stealth, hand to hand combat, electronics, acrobatics, surveillance.
Equipment: Stealth suit, a small drone that can act as a recording device among other features, an easily concealable knife, a garrote wire, goggles that can switch between NV and thermal, and a rebreather for the times when the air isn't quite breathable without proper equipment. He does carry a device that allows him to control the drone and see what it sees. Eric does have a regular slug/gunpowder handgun in his possession, although he only brings it if the mission has a risk of going 'loud.'
Goals:​

  • Short Term: Get better gear and learn how to further upgrade present and future gear, find a way to be able to upgrade other crew members' gear, and finally build some connections with various information brokers.​
  • Mid Term: Pull of a series of heists, and eventually plan his own heist. As well as find out more regarding alien tech and applications of said tech to the crew's gear.​
  • Long Term: Locate and have a 'chat' with a man referred to as "Otto."​
 
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Name: Jekyll Black
Aliases: Comet, Captain Supernova (self-given)
Age: 25
Gender: Male
Appearance: Jekyll has hazel eyes and a big nose. He has a defined chin, small ears, and long, flowing black hair. He has brown skin and is rather short, around 5'9. He is wiry and strong, and usually wears a brown aviator jacket, a white shirt, and oil-stained jeans.
Personality: Jekyll is a little fireball. He's sarcastic, he's funny, and he's impulsive. He's confident in his abilities, prideful in his mannerisms, and knows the ins and outs of many types of starships. He's self-destructive, and tends to push people away rather than form very personal relationships, as he's scared people will see the real him.
Bio: Jekyll grew up around starships. His father owned a small trading company on Mars, a rare feat for a Native American. In fact, Jekyll's entire tribe had packed up shop long before he was born and took to the stars to find new land to seek for themselves, far from the oppression of the white man. Jekyll learned the ins and outs of trading, of flying ships, and the art of the deal. At the age of fifteen, he was flying trade ships from Mars to entire other solar systems, navigating asteroid belts with relative ease and only occasionally causing his passengers or crew mates to throw up from his wild flying. Jekyll wanted nothing more than to fly a sleek, expensive ship and blast down space pirates. He hungered for life among the stars, and always knew his place belonged among them. At the age of eighteen, the stars showed him that he had no business comparing himself to them. Jekyll's family, along with a few other families, had settled on the moon Deimos, trying to start a sister company among the few people that lived there. They hadn't been there but two months before a strange, bright object hurtled down onto the planet's surface. Before anyone could go check it out, the object came to check them out. It was a strange monstrosity, a faceless horror with pale, slimy skin and no features other than a leering, fanged mouth. It was naked, had six arms, and a two foot long tongue that dripped an acidic substance. It came during the night and brutally butchered almost everyone. Only Jekyll and a couple others managed to get off the moon alive. Jekyll's father and two siblings were killed by the beast, disemboweled and then eaten in a ravenous rage. Jekyll watched all of this in horror, and as he tried to flee, the beast caught sight of him. It laughed as it tossed the mangled corpse of his father aside and announced, "You are right to flee. Styx comes for your soul." Jekyll escaped only by managing to blast the beast in the leg with a laser pistol. He, his mother, and a couple others got on Jekyll's ship and fled to the next solar system, wanting to put as much distance between them and the monster, Styx, as possible. Ever since, Jekyll has been taking odd jobs as a pilot to provide for his mother and surviving friends. He joined the crew after he outsmarted their previous pilot by switching places with him, leaving him behind on the planet the crew were on. The crew didn't realize what happened until it was too late. Fortunately for him, they gave him a chance to prove why they shouldn't kill him for getting rid of the old guy. Jekyll proved himself a worthy pilot and secured a decent job and way to earn cash. But his dreams are haunted by his dead family and the demon known as Styx. He wants one thing: another round with that monster.
Role: Pilot
Skill-set: Jekyll is proficient in flying your average spacecraft. He's still learning, but he knows how to get the most out of most any vehicle you stick him in. He's not bad with a pistol, and he's quite agile and quick, just like his flying style. He knows the ins and outs of the crew's ship, and can help the engineers fix the problems if need be. He's adept at fixing things, he's a smooth talker, and he's a quick thinker
Equipment: A portable blowtorch, a sleek silver plasma pistol, a pair of heat sensory goggles that he wears around his neck, and a map of the galaxy.
Goals:​
  • Short Term: Search for more rumors about Styx, the thing that wiped out the moon of Deimos. Get money for mother to survive another six months.
  • Mid Term: Rob a MegaCorp freighter and secure enough money to set up his mother for life so he can focus on other goals.
  • Long Term: Gather enough information and enough assistance to kill Styx, the Ravager of Worlds, and secure his place in history as a great pilot.
 
Last edited:
Name: Eric Jäger
Aliases: Spider, Eight Eyes, Der Spion
Age: 22
Gender: Male
Appearance:
Additional appearance notes: Although he wears a mask of some sort constantly. He doesn't hide other parts of his body every hour of each day. From the times his skin is exposed, he has extremely pale skin. His hair is almost completely shaven. His goggles aren't green by default. As they are only that color when NV has been turned on. Otherwise, they will turn a reddish purple for thermal and white for regular vision. When not 'working.' Eric wears a black long sleeved shirt, grey cargo pants and boots with gloves. He will also wear a half face mask to hide his face and specially designed goggles to hide his eyes.

Personality:
Overview: Eric is the type of individual who is at first, may seem distant. However, he isn't doing it to seem cooler or anything of the sort. Instead, it is because he is most likely focusing on something. Such as: What type of maintenance should his gear be under? Or of future plans, or prepping for an upcoming mission. The works. And if one should attempt to strike a conversation, fifty percent of the time. He may actually respond and carry on a conversation. Other times, he will most likely state. "Busy with things, sorry."

He is also the type of person who will respect the boundaries of others as long as they respect his. So if they were to go to his room and hear either Mozart or Beethoven quietly playing, this means that Eric wishes to not be disturbed unless it is something incredibly important. And if someone needs help with something, they need only to ask.
Likes: Classical music, tinkering with his tech, reviewing footage that his drone has collected, missions involving stealth or his skills.
Dislikes: People touching his things without permission, missions that were intended to be quiet but end up going loud, large crowds, country music.

Bio: Much of Eric's past is unknown. When questioned about it, he gives differing answers. But through all of this, some of the answers do line up to form a rough history of the man. It seems he was born originally on Earth before his parents decided to move to another planet when Eric was old enough to not suffer side effects of space travel. Graduated high school and in the middle of attending collage when an accident occurred. Though, what exactly the accident was among other details are extremely vague. Sometimes he will give more information. Albeit just a small mount. Such as the fact he 'had' a brother. Beyond this, he will hardly elaborate further on the matter.

In regards to how he joined the crew. Well, it is nothing special. In a nutshell. He was in the middle of a heist of his own. And got caught up in a heist being pulled off by the crew. He would've been caught or killed if it wasn't for said crew saving his skin and bringing him along. Now, he owes them one. Simple as that.

Role: Tech Support, Spy

Skill-set: Efficient in: Stealth, hand to hand combat, electronics, acrobatics, surveillance.
Equipment: Stealth suit, a small drone that can act as a recording device among other features, an easily concealable knife, a garrote wire, goggles that can switch between NV and thermal, and a rebreather for the times when the air isn't quite breathable without proper equipment. He does carry a device that allows him to control the drone and see what it sees. Eric does have a firearm in his possession, although he only brings it if the mission has a risk of going 'loud.'
Goals:​

  • Short Term: Get better gear and learn how to further upgrade present and future gear, find a way to be able to upgrade other crew members' gear, and finally build some connections with various information brokers.​
  • Mid Term: Pull of a series of heists, and eventually plan his own heist. As well as find out more regarding alien tech and applications of said tech to the crew's gear.​
  • Long Term: Locate and have a 'chat' with a man referred to as "Otto."​
Only one thing I feel needs addressing here. What sort of firearm? Beyond that It's as good as accepted. Will add it to the index when you specify the gun in question.

Name: Jekyll Black
Aliases: Comet, Captain Supernova (self-given)
Age: 25
Gender: Male
Appearance: Jekyll has hazel eyes and a big nose. He has a defined chin, small ears, and long, flowing black hair. He has brown skin and is rather short, around 5'9. He is wiry and strong, and usually wears a brown aviator jacket, a white shirt, and oil-stained jeans.
Personality: Jekyll is a little fireball. He's sarcastic, he's funny, and he's impulsive. He's confident in his abilities, prideful in his mannerisms, and knows the ins and outs of many types of starships. He's self-destructive, and tends to push people away rather than form very personal relationships, as he's scared people will see the real him.
Bio: Jekyll grew up around starships. His father owned a small trading company on Mars, a rare feat for a Native American. In fact, Jekyll's entire tribe had packed up shop long before he was born and took to the stars to find new land to seek for themselves, far from the oppression of the white man. Jekyll learned the ins and outs of trading, of flying ships, and the art of the deal. At the age of fifteen, he was flying trade ships from Mars to entire other solar systems, navigating asteroid belts with relative ease and only occasionally causing his passengers or crew mates to throw up from his wild flying. Jekyll wanted nothing more than to fly a sleek, expensive ship and blast down space pirates. He hungered for life among the stars, and always knew his place belonged among them. At the age of eighteen, the stars showed him that he had no business comparing himself to them. Jekyll's family, along with a few other families, had settled on the moon Deimos, trying to start a sister company among the few people that lived there. They hadn't been there but two months before a strange, bright object hurtled down onto the planet's surface. Before anyone could go check it out, the object came to check them out. It was a strange monstrosity, a faceless horror with pale, slimy skin and no features other than a leering, fanged mouth. It was naked, had six arms, and a two foot long tongue that dripped an acidic substance. It came during the night and brutally butchered almost everyone. Only Jekyll and a couple others managed to get off the moon alive. Jekyll's father and two siblings were killed by the beast, disemboweled and then eaten in a ravenous rage. Jekyll watched all of this in horror, and as he tried to flee, the beast caught sight of him. It laughed as it tossed the mangled corpse of his father aside and announced, "You are right to flee. Styx comes for your soul." Jekyll escaped only by managing to blast the beast in the leg with a laser pistol. He, his mother, and a couple others got on Jekyll's ship and fled to the next solar system, wanting to put as much distance between them and the monster, Styx, as possible. Ever since, Jekyll has been taking odd jobs as a pilot to provide for his mother and surviving friends. He joined the crew after he outsmarted their previous pilot by switching places with him, leaving him behind on the planet the crew were on. The crew didn't realize what happened until it was too late. Fortunately for him, they gave him a chance to prove why they shouldn't kill him for getting rid of the old guy. Jekyll proved himself a worthy pilot and secured a decent job and way to earn cash. But his dreams are haunted by his dead family and the demon known as Styx. He wants one thing: another round with that monster.
Role: Pilot
Equipment: A portable blowtorch, a sleek silver plasma pistol, a pair of heat sensory goggles that he wears around his neck, and a map of the galaxy.
Goals:​
  • Short Term: Search for more rumors about Styx, the thing that wiped out the moon of Deimos. Get money for mother to survive another six months.
  • Mid Term: Rob a MegaCorp freighter and secure enough money to set up his mother for life so he can focus on other goals.
  • Long Term: Gather enough information and enough assistance to kill Styx, the Ravager of Worlds, and secure his place in history as a great pilot.
That colour does not make it easy to read. If there is any sort of complaint/comment I could make is that the last section of the bio seems to say a lot about Jakyll's personality. The replacing the pilot thing, not the bad dreams thing. Please don't type all your posts in this colour, I don't think my eyes could take it. Accepted.
 
Only one thing I feel needs addressing here. What sort of firearm? Beyond that It's as good as accepted. Will add it to the index when you specify the gun in question.

Changed it to that he just carries a regular gunpowder handgun. [To be specific, think of a design similar to a Walther handgun.]
 
Alias: Sydney "Sid" Mallory (she has taken great pains to keep her true name hidden from the crew)
Name: Cpt. Ruth Steiner
Age: 32
Gender: Female
Appearance:
AWXQYE1.jpg

Personality: Straight and to the point, her bedside manner leaves much to be desired. She has a bit of a sadistic streak about her and often employs gallows humor. She has a slight air of propriety and tends to keep a clean livingspace and workspace. She is rather guarded and does not like it when others enter her personal space.
Bio: Born to a very minor branch of the Noble House Steiner, Ruth was an academically minded sort of girl. She loved reading books, exploring the forests and collecting rocks on the family's modest estate. Unfortunately, her family was looking to further their position in the House and pushed her into military endeavors.

The day she turned 17, she was assigned as a medic to the Steiner Guard Corps. On paper the Guard were tasked with defending the property and persons of House Steiner, in actuality they were more like an army, enforcing the house's will while the Fed turned a blind eye for a cut. In this case, the nobles had their eye on New Lazarus, an inner rim world where Iridium was recently discovered. The noble house paid mercenaries and gangsters to drive other miners away while Ruth's branch began to establish itself on the planet. Ruth was part of the contingent sent over to defend this new homestead. As their hired guns drove off smaller miners, the Steiners began buying up the newly vacant claims. After about ten years, House Steiner owned a controlling stake in the New Lazarus iridium trade. Once this happened, they sent a large contingent of Guards to put down the gangs as they no longer had need for such rough individuals.

Ruth fought some of the same gangs her family had paid all those years ago. But as the months turned into years, it became obvious that someone else was starting to supply their enemies. Nothing was confirmed until two years ago during a raid on a ganger infested town. In the fighting, Ruth managed to kill a ranking member of the rival House Moritani. A blatant act like that could not go unanswered and both Great Houses geared up for a possible war. In an attempt to forestall such a costly endeavor, negotiators on both sides accepted a compromise. Ruth would be handed over to Moritani, and the Great House would be barred from landing on New Lazarus. Any Moritani agents operating planetside do so unofficially without any legal or bodily protection from their patron House.

Upon learning of this betrayal, Ruth did the only thing she could. She ran, taking refuge aboard a ship bound rimward. For a while, she worked as a nurse in backwater clinics. It was there that she first treated some of the crew members. She joined the crew after a particularly risky surgery. She was a bit insistent as she suspected some of her coworkers were starting to get wise to her true past. She now acts as a crass, but effective sawbones for the crew. She doesn't trust the crew enough to tell them her true story as she still has a substantial bounty on her head from both Great Houses (5 million credits alive, 1.2 million dead). Her current story is that she was an orphan who was given a chance by an old doctor, explaining her guardedness and clean tendencies as a product of her upbringing.

Role: Medical specialist, second line combatant, amateur geologist, still worker
Skill-set: Trauma treatment, Routine Medical Treatment, Minor surgery, Basic marksmanship, Chemistry, Geology.
Equipment: Dataslate (with no fewer than three trashy romance novels loaded onto it at any one time), medical kit, revolver, bullpup battle rifle, ballistic vest
Goals:
  • Short Term: Stay under the radar of House Steiner and Moritani
  • Mid Term: Mitigate her bounty. She has considered using subterfuge and faking her own death in such a manner that those chasing her will write her off. The other possibility is ingratiating herself with a noble house of superior or comparable influence. She has not ruled out the possibility of a diplomatic marriage if it came to that.
  • Long Term: Usurp leadership of House Steiner or at least topple those in charge of handing her over. Write a best selling series of trashy romance novels
 
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Name: Professor Kimiko Lune
Aliases: Kim, Prof
Age: 34
Gender: Female

Appearance: Kim is quite a plain looking woman. Thin face, black hair long and straight with bangs, cold blue eyes and a thin nose. He normally wares a blue shirt and navy pants under a always stainless white lab coat on her lean frame. Her accessories include pair of pink rimmed glasses with a star sticker on one corner and a necklace with a dull gold ring attached. Both her arms however, are chrome up to the shoulders and slightly disproportionate for her body. She's around 6'4" in height.

Personality: Kim is odd, a short conversation is all you need to learn that. She's a bit distant and shy, and she rarely takes any effort to continue a conversation unless there's something she wants to know. She won't speak for herself enough, and mostly just goes with the group unless she sharply disagrees with what's happening. She strives to be more personable, however she her various idle fidgets can make most conversations uncomfortable. Examples include talking to herself, crushing a block of metal in her hands, completely spacing out, so on and so forth.

Bio:
On advanced Core World B-14 Kimiko was born to the Lune bloodline of doctors, major progamers and, of course, engineers. Her intrest in mechanics, ships specifically was clear and encouraged at a early age. She was the best in her class all the way through collage and was offered to on the improvement of the FTL drive with the goals being safety, speed, and energy efficiency. It was there that she met her future husband, whom she quickly married and had a two children with. Enter SOL: the number one starship manufacturer in the entire Galaxy, even the most rudimentary outer rim junkers bear the red star logo somewhere. SOL had initially been a supporter the new FTL project, but it was soon relized that the drive would be a heavy price increase from the current model. SOL would have simply cut its funding were it not for the fear that another competitor might use the drive to get a edge on the Megacorp. Thus SOL encouraged and sometimes forced other funders out of the project, with the main supporters down SOL changed its focus to the engineers still dedicated to the project. Large sums of money were offered for abandoning the drive, still a fair number of people still stayed with the project, among them Kim and her husband. SOL wasn't done, it cut more funders and raised its offers, until there was nobody on the project but the couple. Kim had gone into a trance, she had spent ten whole years working on this single project, it was going to be her magnum opus. With nothing but personal funds to put in her husband begged her to leave, the kids were still in middleschool and she had had her arms replaced with strength enhancing chromes to make up for lack of manpower. Finally he was made a offer he simply couldn't refuse, enough to support the kids and get him a job dispite the bad press the project had put on him. After he left Kim refused to speak to him until he stopped trying. After all that Kim clung to the project as the last thing in her life to work for, so SOL finally sent a group of saboteurs to completely eliminate the drive, it's blueprints, and any other files pertaining to its construction overnight. The police were payed off to avoid connecting the company to the crime and played it off as random vandalism. With nothing but pocketchange, the remains of the test ship for the drive, and a few tools a mentally collapsed Kim hitched to the Rim and put the test ship turned junker and her services for sale at dirt cheap. It just so happens that the one who bought the two was the captain. Only the captain and long time members of the crew would know the full story, because for a while she nervous, drug inhaling wreck.

Role: Head Engineer
Skill set: Mechanical Genius, Physics and Astrology
Equipment: A large plasma cutter modified to fire out heavy blasts, most of the tools required to work on the ship, two Crome arms each capable of lifting 500 pounds, light armor suit with sealed helmet for working on the outer hull while in space.
Goals:
  • Short Term: Secure living expenses, upgrade the FTL drive
  • Mid Term: Hinder SOL in any way convenient, upgrade the drive to match the project goals.
  • Long Term: Return to B-14 and find a way to reprimand the company for its evils, possibly find her family and beg for forgiveness.
 
Last edited by a moderator:
Alias: Sydney "Sid" Mallory (she has taken great pains to keep her true name hidden from the crew)
Name: Cpt. Ruth Steiner
Age: 32
Gender: Female
Appearance:
AWXQYE1.jpg

Personality: Snarky and not terribly polite, her bedside manner leaves much to be desired. She has a bit of a sadistic streak about her and often employs gallows humor.
Bio: Born to a very minor branch of the Noble House Steiner, Ruth was an academically minded sort of girl. She loved reading books, exploring the forests and collecting rocks on the family's modest estate. Unfortunately, her family was looking to further their position in the House and pushed her into military endeavors.

The day she turned 17, she was assigned as a medic to the Steiner Guard Corps. On paper the Guard were tasked with defending the property and persons of House Steiner, in actuality the Guard were more like an army, enforcing the house's will while the Fed turned a blind eye for a cut. In this case, the nobles had their eye on New Lazarus, an inner rim world where Iridium was recently discovered. The noble house paid mercenaries and gangsters to drive other miners away while Ruth's branch began to establish itself on the planet. Ruth was part of the contingent sent over to defend this new homestead. As their hired guns drove off smaller miners, the Steiners began buying up the newly vacant claims. After about ten years, House Steiner owned a controlling stake in the New Lazarus iridium trade. Once this happened, they sent a large contingent of Guards to put down the gangs as they no longer had need for such rough individuals.

Ruth fought some of the same gangs her family had paid all those years ago. But as the months turned into years, it became obvious that someone else was starting to supply their enemies. Nothing was confirmed until two years ago during a raid on a ganger infested town. In the fighting, Ruth managed to kill a ranking member of the rival House Moritani. A blatant act like that could not go unanswered and both Great Houses geared up for a possible war. In an attempt to forestall such a costly endeavor, negotiators on both sides accepted a compromise. Ruth would be handed over to Moritani, and the Great House would be barred from landing on New Lazarus. Any Moritani agents operating planetside do so unofficially without any legal or bodily protection from their patron House.

Upon learning of this betrayal, Ruth did the only thing she could. She ran, taking refuge aboard a ship bound rimward. For a while, she worked as a nurse in backwater clinics. It was there that she first treated some of the crew members. She joined the crew after a particularly risky surgery. She was a bit insistent as she suspected some of her coworkers were starting to get wise to her true past. She now acts as a crass, but effective sawbones for the crew. She doesn't trust the crew enough to tell them her true story as she still has a substantial bounty on her head from both Great Houses (5 million credits alive, 1.2 million dead). Her current story is that she was an orphan who was given a chance by an old doctor.

Role: Medical specialist, second line combatant, amateur geologist, still worker
Skill-set: Trauma treatment, Routine Medical Treatment, Minor surgery, Basic marksmanship, Chemistry, Geology.
Equipment: Dataslate (with no fewer than three trashy romance novels loaded onto it at any one time), medical kit, revolver, bullpup battle rifle, ballistic vest
Goals:
  • Short Term: Stay under the radar of House Steiner and Moritani
  • Mid Term: Get far enough away from her previous life that any potential bounty hunter will pay more in transport costs than her bounty
  • Long Term: Go legit as a prospector and settle down. Write a bestselling series of trashy romance novels.

Might tweak it a bit down the line, but here is the preliminary
I understand that it is a WIP but I figured I may as well tell you right away. The Goals while logical for her to have are not exactly what I was looking for during Character Creation, they're supposed to be something that you as a player would like to see happen within the RP and something that I can use to create plotlines and missions. And the Mid Term Goal is probably not gonna happen through distance alone, sure the transport might cost a couple hundred thousand but it will never exceed the point where even her Dead Bounty would be too little. Besides its not like bounty hunters all come from the same point in Galaxy, they are all over the place.

With Long Term i can basically do nothing. It seems more like an Epilogue Goal which if any character were to retire everyone would be able to write whatever they wish for the Epilogue. Things like 'Get bounty lifted.' or 'Find a way to raise the bounty for intimidation factor.' would be things I can work with but even then I think they would be Mid at best. Long Term has to be something deeply personal. Something that were the character to see a potential for resolution they would chase after it right away.

Name: Professor Kimiko Lune
Aliases: Kim, Prof
Age: 34
Gender: Female

Appearance: Kim is quite a plain looking woman. Thin face, black hair long and straight with bangs, cold blue eyes and a thin nose. He normally wares a blue shirt and navy pants under a always stainless white lab coat on her lean frame. Her accessories include pair of pink rimmed glasses with a star sticker on one corner and a necklace with a dull gold ring attached. Both her arms however, are chrome up to the shoulders and slightly disproportionate for her body. She's around 6'4" in height.

Personality: Kim is odd, a short conversation is all you need to learn that. She's a bit distant and shy, and she rarely takes any effort to continue a conversation unless there's something she wants to know. She won't speak for herself enough, and mostly just goes with the group unless she sharply disagrees with what's happening. She strives to be more personable, however she her various idle fidgets can make most conversations uncomfortable. Examples include talking to herself, crushing a block of metal in her hands, completely spacing out, so on and so forth.

Bio:
On advanced Core World B-14 Kimiko was born to the Lune bloodline of doctors, major progamers and, of course, engineers. Her intrest in mechanics, ships specifically was clear and encouraged at a early age. She was the best in her class all the way through collage and was offered to on the improvement of the FTL drive with the goals being safety, speed, and energy efficiency. It was there that she met her future husband, whom she quickly married and had a two children with. Enter SOL: the number one starship manufacturer in the entire Galaxy, even the most rudimentary outer rim junkers bear the red star logo somewhere. SOL had initially been a supporter the new FTL project, but it was soon relized that the drive would be a heavy price increase from the current model. SOL would have simply cut its funding were it not for the fear that another competitor might use the drive to get a edge on the Megacorp. Thus SOL encouraged and sometimes forced other funders out of the project, with the main supporters down SOL changed its focus to the engineers still dedicated to the project. Large sums of money were offered for abandoning the drive, still a fair number of people still stayed with the project, among them Kim and her husband. SOL wasn't done, it cut more funders and raised its offers, until there was nobody on the project but the couple. Kim had gone into a trance, she had spent ten whole years working on this single project, it was going to be her magnum opus. With nothing but personal funds to put in her husband begged her to leave, the kids were still in middleschool and she had had her arms replaced with strength enhancing chromes to make up for lack of manpower. Finally he was made a offer he simply couldn't refuse, enough to support the kids and get him a job dispite the bad press the project had put on him. After he left Kim refused to speak to him until he stopped trying. After all that Kim clung to the project as the last thing in her life to work for, so SOL finally sent a group of saboteurs to completely eliminate the drive, it's blueprints, and any other files pertaining to its construction overnight. The police were payed off to avoid connecting the company to the crime and played it off as random vandalism. With nothing but pocketchange, the remains of the test ship for the drive, and a few tools a mentally collapsed Kim hitched to the Rim and put the test ship turned junker and her services for sale at dirt cheap. It just so happens that the one who bought the two was the captain. Only the captain and long time members of the crew would know the full story, because for a while she nervous, drug inhaling wreck.

Role: Head Engineer
Equipment: A large plasma cutter modified to fire out heavy blasts, most of the tools required to work on the ship, two Crome arms each capable of lifting 500 pounds, light armor suit with sealed helmet for working on the outer hull while in space.
Goals:
  • Short Term: Secure living expenses, upgrade the FTL drive
  • Mid Term: Hinder SOL in any way convenient, upgrade the drive to match the project goals.
  • Long Term: Return to B-14 and find a way to reprimand the company for its evils, possibly find her family and beg for forgiveness.
'Friggin Novel' Got me scared for a second there I was gonna have to read through an Old Man Henderson level backstory. (look it up)
That Plasma Cutter is likely not gonna be very energy efficient or accurate for that matter. Dead Space much?
You lack the Skill-Set category.
 
Did some editing and tweaks, should give you more to work with now
 
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No longer a WIP? If so then I would consider that Accepted and add it to the Index.
 
yup, all finished
 
That Plasma Cutter is likely not gonna be very energy efficient or accurate for that matter. Dead Space much?
You lack the Skill-Set category.
Edited. Well I figured she's likely a crappy shot anyway, but for covering fire and intimidation it'd probably be pretty effective. After all, seeing something that's normally mounted on robots to bore through several feet of steel firing blasts of consentrated plasma and being carried by your opponent would not exactly inspire bravery in my mind.
 
Name: Silas Riesling
Aliases: The Old Man
Age: 52
Gender: Male
Appearance:
shKd00e.jpg

Personality: A personable old man with an easy demeanor and a slower tone of voice. He has a grandfatherly air about him, always steady and positive even in the worst circumstances. He doesn't really like to raise his voice, quite the opposite. The lower his voice is, the more likely that someone is about to get whipped.
Bio: He joined up with the Milgar Interstellar Line, a shipping company with massive space freighters that ferry up to three gigatons of goods between systems. He worked these massive ships for over twenty years, plying the spaceways like the sailors of old. He made several friends in the shipping industry and brokerage. One of his closest was a Republic agent he rescued from a cryopod in a derelict starship. However, he made a powerful enemy before he retired from that job. He was approached by a member of the Gorelli crime syndicate who told him in so many words that they were going to use his ship to smuggle brain-benders in this next shipment. Silas flatly refused, had the man escorted off the ship and had customs conduct a thorough search of the cargo for any contraband. They found several tons of high quality drugs in random containers and several arrests were made. Gorelli promised revenge, but that would take a while to really come to frutition. After a long and distinguished career as an MIL Captain, he had saved enough money to buy his own ship and work for himself. For about 10 years he worked as a tramp trader, shipping smaller cargoes to more remote areas and making forays into the inner rim. After one of these forays he attempted to dock at a local port, but found that the Longshoreman's Union had blacklisted him and his ship, any port crewed by Union men now turn him away or refuse to load/unload his goods. This has forced him into bankruptcy costing him his ship. He signed on with the crew after helping repair their ship, finding his place among smaller, less legal types of shipping locations, goods and crew members.
Role: Captain, Broker
Skill-set: Astrogation, Commanding a ship under duress, Bartering
Equipment: Pipe, cutlass, shotgun, hip flask
Goals:
  • Short Term: Fix the landing gear's bent reg lines (landing gear must be manually cranked until they're fixed), Replace the coffee maker
  • Mid Term: Get off the Longshoreman's Union blacklist, allowing him to pick up more legitimate cargoes. Replace the auxiliary power generator so you don't have to jump start it with the ship's Mr. Fusion garbage disposal / matter recycler.
  • Long Term: Bring down the Gorelli crime syndicate. Get a new ship. Find out what the part labeled "replace after 40 jumps" actually does.
 
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Name: Ex-Warlord Braddock Gale
Aliases: Calamity Dealer
Age:37
Gender: Male
Appearance: Braddock is a man of rather intimidating presence. His face and body bear the scars and burns of countless battles, which is offset by the kind gaze that is given off from his eyes. His face, while rugged, is fairly handsome. Brad stands in at about 5'11', and a shock of straw-colored hair upon his head. The armor he wears is a roughly cobbled-together suit of scrap metal and spare parts that seem to have been forcefully ripped from a vehicle of some kind. It is not pretty on the eyes but it provides moderate protection against small arms. On the parts of his body not covered by armor he is branded by strange tribal tattoos that would identify him as a warlord of Telaris. His body is toned and hardened from years of bloody combat that was prominent in his adolescent years.

Personality: Most people would come away from a childhood like Braddock's as merciless tyrant, but he did well to maintain his humanity and good manners in the face of monstrous trials. His approach to leadership is fairly loose, never having needed to rely on putting fear in his subordinates to get them to follow instruction. His reputation alone was enough most of the times to keep troops in line and fighting their hardest. People chose to follow him because he was kind and humane, but more than willing to dish out destruction to those in opposition of his progress. While many commanders might choose to isolate themselves and not become too close to their army, he makes a point to not put himself on a pedestal above everyone else. Braddock is charismatic and a decent strategist, making fully certain that he is always skilled enough to back up any boasts he makes in full. Due to his experiences and travels he is able to quickly adapt to even the most absurd situations all the while with a cocky grin planted firmly on his face. In times where others would turn back and walk away from a situation that seems hopeless he will do everything in his power to play the game into their favor. All-in-all, he is simply an ambitious man with the need of some back up to make his vision a reality.

Bio: Braddock was born on the inhospitable planet of Telaris, a rimworld that was once home to a thriving civilization that was largely wiped clean from it's surface by the terrible native fauna of the planet that were enraged by the settlers. Now it is host to a few shanty towns that dot the more forgiving portions of the land (using the word forgiving lightly). These small communities make their living by salvaging the remnants of the old civilization for all the goods and technology that still remain guarded by the vicious wildlife of their world. Life was tough to say the least, and people weren't safe even among their own. Large scale wars were waged between the settlements of the planet for what little possessions they had. It seemed the inhabitants of the planet were content to be slowly driven out of existence by this endless cycle of squabbles and death, but one boy grew to realize he didn't accept the fate that was doled out to him by this life. He would strive to change the world into one that was worth living in. Other tribals followed the intrepid young warlord in his conquest on his nearly decade long quest that led to him leading the largest and strongest gang in all of Telaris. Instead of using their power to raze the weaker communities and drain them of their resources he used their collective strength to salvage technology and take the planet for themselves.

The hardy people of Telaris were better prepared to face the dangerous lifeforms that lived along side them, and they managed to drive great swathes of the beasts from sections of the old cities so that they might salvage the materials without fear of being torn apart by ravenous monsters. For a while this went well, with the beasts being slowly subjugated and the tribals being richer than they could have ever imagined. Their good fortunes under the guidance of their benevolent warlord Braddock were cut short upon an invasion by a fleet of ships which seemed to be allied with the original civilization. They landed on the planet and began taking the planet for themselves, squashing the efforts of the tribals. They enslaved everyone who was not slaughtered, destroying Braddock's dreams for the planet. With their greater technology, even Braddock's great armies were slain before his eyes. He was able to escape with his life by hijacking one of the scout ships and fleeing the planet. This only served to stoke the flames of his ambition as he vowed to return one day so that he could free his people and drive out the enemy who had destroyed his work.

Role: Captain
Skill-set:
Survivalist: A harsh-wasteland upbringing allows Braddock to make the most out of few resources and work past environmental hazards.
Negotiation: With a charming attitude and reasonable nature he is well-versed in coming to non-violent solutions wherever possible.
Scrappy: Looting and salvaging are his prime methods of gaining income, and thus he is able to recognize the value of many
objects.
Warlord: His Warlord status was not gained merely with kind words, he is also a formidable close to mid range fighter with especially brutal melee skills.
BBQ Extraordinaire: He can make a mean spit-roast

Equipment:
Wasteland armor: a somewhat crude set of carbon-fiber meshing reinforced by plasteel plates ripped from a vehicle.
Corrosive grenades: A set of round grenades that let loose a corrosive gas that quickly eats away at armor and flesh alike.
Plasma blade: A curved single-edged sword with a series of small plasma emitters in place of a traditional blade.
Riot plasma cannon: This beauty of plasma-tech is rapid firing shotgun that fires a burst of many plasma balls in a thin cone of death.

Goals:
  • Short Term: Get to know his crew better and help them with their petty revenge schemes.
  • Mid Term: Outfit the ship with guns and other sweet tech to make it the workhorse they so dearly need.
  • Long Term: Take back Telaris
 
Last edited by a moderator:
Name: Silas Riesling
Aliases: Captain, The Old Man
Age: 52
Gender: Male
Appearance:
shKd00e.jpg

Personality: A personable old man with an easy demeanor and a slower tone of voice. He has a grandfatherly air about him, always steady and positive even in the worst circumstances. He doesn't really like to raise his voice, quite the opposite. The lower his voice is, the more likely that someone is about to get whipped.
Bio: He joined up with the Milgar Interstellar Line, a shipping company with massive space freighters that ferry up to three gigatons of goods between systems. He worked these massive ships for over twenty years, plying the spaceways like the sailors of old. He made several friends in the shipping industry and brokerage. One of his closest was a Republic agent he rescued from a cryopod in a derelict starship. However, he made a powerful enemy before he retired from that job. He was approached by a member of the Gorelli crime syndicate who told him in so many words that they were going to use his ship to smuggle brain-benders in this next shipment. Silas flatly refused, had the man escorted off the ship and had customs conduct a thorough search of the cargo for any contraband. They found several tons of high quality drugs in random containers and several arrests were made. Gorelli promised revenge, but that would take a while to really come to frutition. After a long and distinguished career as an MIL Captain, he had saved enough money to buy his own ship and work for himself. For about 10 years he worked as a tramp trader, shipping smaller cargoes to more remote areas and making forays into the inner rim. After one of these forays he attempted to dock at a local port, but found that the Longshoreman's Union had blacklisted him and his ship, any port crewed by Union men now turn him away or refuse to load/unload his goods. This has forced him into smaller, less legal types of shipping locations, goods and crew members.
Role: Captain, Broker
Skill-set: Astrogation, Commanding a ship under duress, Bartering
Equipment: Captain's hat, pipe, cutlass, shotgun, hip flask
Goals:
  • Short Term: Fix the landing gear's bent reg lines (landing gear must be manually cranked until they're fixed), Replace the coffee maker
  • Mid Term: Get off the Longshoreman's Union blacklist, allowing him to pick up more legitimate cargoes. Replace the auxiliary power generator so you don't have to jump start it with the ship's Mr. Fusion garbage disposal / matter recycler.
  • Long Term: Bring down the Gorelli crime syndicate. Find out what the part labeled "replace after 40 jumps" actually does, It's been at least twenty times that number and nothing seems wrong.
Name: Ex-Warlord Braddock Gale
Aliases: Calamity Dealer
Age:37
Gender: Male
Appearance: Braddock is a man of rather intimidating presence. His face and body bear the scars and burns of countless battles, which is offset by the kind gaze that is given off from his eyes. His face, while rugged, is fairly handsome. Brad stands in at about 5'11', and a shock of straw-colored hair upon his head. The armor he wears is a roughly cobbled-together suit of scrap metal and spare parts that seem to have been forcefully ripped from a vehicle of some kind. It is not pretty on the eyes but it provides moderate protection against small arms. On the parts of his body not covered by armor he is branded by strange tribal tattoos that would identify him as a warlord of Telaris. His body is toned and hardened from years of bloody combat that was prominent in his adolescent years.

Personality: Most people would come away from a childhood like Braddock's as merciless tyrant, but he did well to maintain his humanity and good manners in the face of monstrous trials. His approach to leadership is fairly loose, never having needed to rely on putting fear in his subordinates to get them to follow instruction. His reputation alone was enough most of the times to keep troops in line and fighting their hardest. People chose to follow him because he was kind and humane, but more than willing to dish out destruction to those in opposition of his progress. While many commanders might choose to isolate themselves and not become too close to their army, he makes a point to not put himself on a pedestal above everyone else. Braddock is charismatic and a decent strategist, making fully certain that he is always skilled enough to back up any boasts he makes in full. Due to his experiences and travels he is able to quickly adapt to even the most absurd situations all the while with a cocky grin planted firmly on his face. In times where others would turn back and walk away from a situation that seems hopeless he will do everything in his power to play the game into their favor. All-in-all, he is simply an ambitious man with the need of some back up to make his vision a reality.

Bio: Braddock was born on the inhospitable planet of Telaris, a rimworld that was once home to a thriving civilization that was largely wiped clean from it's surface by the terrible native fauna of the planet that were enraged by the settlers. Now it is host to a few shanty towns that dot the more forgiving portions of the land (using the word forgiving lightly). These small communities make their living by salvaging the remnants of the old civilization for all the goods and technology that still remain guarded by the vicious wildlife of their world. Life was tough to say the least, and people weren't safe even among their own. Large scale wars were waged between the settlements of the planet for what little possessions they had. It seemed the inhabitants of the planet were content to be slowly driven out of existence by this endless cycle of squabbles and death, but one boy grew to realize he didn't accept the fate that was doled out to him by this life. He would strive to change the world into one that was worth living in. Other tribals followed the intrepid young warlord in his conquest on his nearly decade long quest that led to him leading the largest and strongest gang in all of Telaris. Instead of using their power to raze the weaker communities and drain them of their resources he used their collective strength to salvage technology and take the planet for themselves.

The hardy people of Telaris were better prepared to face the dangerous lifeforms that lived along side them, and they managed to drive great swathes of the beasts from sections of the old cities so that they might salvage the materials without fear of being torn apart by ravenous monsters. For a while this went well, with the beasts being slowly subjugated and the tribals being richer than they could have ever imagined. Their good fortunes under the guidance of their benevolent warlord Braddock were cut short upon an invasion by a fleet of ships which seemed to be allied with the original civilization. They landed on the planet and began taking the planet for themselves, squashing the efforts of the tribals. They enslaved everyone who was not slaughtered, destroying Braddock's dreams for the planet. With their greater technology, even Braddock's great armies were slain before his eyes. He was able to escape with his life by hijacking one of the scout ships and fleeing the planet. This only served to stoke the flames of his ambition as he vowed to return one day so that he could free his people and drive out the enemy who had destroyed his work.

Role: Captain
Skill-set:
Survivalist: A harsh-wasteland upbringing allows Braddock to make the most out of few resources and work past environmental hazards.
Negotiation: With a charming attitude and reasonable nature he is well-versed in coming to non-violent solutions wherever possible.
Scrappy: Looting and salvaging are his prime methods of gaining income, and thus he is able to recognize the value of many
objects.
Warlord: His Warlord status was not gained merely with kind words, he is also a formidable close to mid range fighter with especially brutal melee skills.
BBQ Extraordinaire: He can make a mean spit-roast

Equipment:
Wasteland armor: a somewhat crude set of carbon-fiber meshing reinforced by plasteel plates ripped from a vehicle.
Corrosive grenades: A set of round grenades that let loose a corrosive gas that quickly eats away at armor and flesh alike.
Plasma blade: A curved single-edged sword with a series of small plasma emitters in place of a traditional blade.
Riot plasma cannon: This beauty of plasma-tech is rapid firing shotgun that fires a burst of many plasma balls in a thin cone of death.

Goals:
  • Short Term: Get to know his crew better and help them with their petty revenge schemes.
  • Mid Term: Outfit the ship with guns and other sweet tech to make it the workhorse they so dearly need.
  • Long Term: Take back Telaris
Alright, here's the thing. I want to try accepting both of these. In short I want to see how this could work with 2 captains, see the dynamic of an older sailor and younger warlord clash and collide. See the situations where they let the other one take full control, situations where they demand their orders be followed, see them shake hands and butt heads.

What do you say friends? You up for this little experiment? If so I'll accept both, otherwise I'll accept Gale and we'll figure out something else for Riesling because it seems a crime to let it go to waste.
 
Alright, here's the thing. I want to try accepting both of these. In short I want to see how this could work with 2 captains, see the dynamic of an older sailor and younger warlord clash and collide. See the situations where they let the other one take full control, situations where they demand their orders be followed, see them shake hands and butt heads.

What do you say friends? You up for this little experiment? If so I'll accept both, otherwise I'll accept Gale and we'll figure out something else for Riesling because it seems a crime to let it go to waste.
Accept Gale and maybe make Reisling first mate. Any captain worth their salt knows the importance of the chain of command and would never let anyone command the ship but them. Reisling can take a back seat and advise as needed.
 
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@Snowflake Edited Reisling's profile to reflect the fact that he's not Captain and the ship isn't his
 
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