Pick a side.

  • Empire.

    Votes: 1 6.7%
  • Rebellion.

    Votes: 3 20.0%
  • Wait, this isn't Star Wars!

    Votes: 11 73.3%

  • Total voters
    15

Villains

My dear sweet nothing, let's start anew.
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Slow As Molasses
Online Availability
Evenings.
Writing Levels
  1. Advanced
  2. Prestige
  3. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.
dKJHeNE.png

I N F O

Hey. This is the official recruitment thread for Telluric. Please follow the rules, be respectful to your fellow writers, and have fun.

1. Please be 18 years of age, or older, if you intend to join.
2. Respect your fellow players.
3. If you wish to speak OOC with someone, please use the OOC thread or the Telluric Discord.
4. Don't advertise in this thread or any of the threads related to this one.
5. Fade-to-black scenes that aren't suitable for a general audience.
6. No auto-hitting and godmoding.
7. Quality writing is expected and encouraged.
8. You may play as many characters as you like, but you are responsible for the characters you create.
9. Read the entire post before asking questions.
10. Rules may be added if they seem needed. Any questions or concerns with the rules can be issued to @Villains.


Genre: Science Fiction, Far future sci-fi, Drama, Action, Fantasy
Key features: Space travel, space colonization, a massive galaxy with tons of aliens, plenty of room for all variety of character, plenty of time to develop and grow your character within the universe, plenty of room for main plot and subplots and branching plot angles, a posting order, and an established discord server to use for discussion and plotting.
Requirements: Long-term commitment, patience, a healthy imagination, Redstar roleplayer (18+).
Writing Level: Advanced (or better).
Post Speed: Slow as Molasses.

Please feel free to post in this thread. I'm also open to answering PMs. No need to be shy.



P L O T


Long has there been conflicts between neighboring civilizations, and though the reasons have differed, the ultimate goal remained the same.

Power.

With control of the galaxy comes control of those within galactic reach, counting more than 100,000 sentient races and their respective resources. Humanity has imagined holding such power since their earliest dreams of traversing the depths of outer space, but these dreams have only been considered a potential reality since prioritization of space travel and satellite colonization. Mars, Europa, and the space station Euphrates are considered some of humanity's greatest accomplishments concerning galactic expansion, but not all of the feats achieved by humanity are viewed kindly by bordering empires. The farther humanity pushes their boundaries, the more enemies they amass.

Eons ago, a system of gates was constructed to traverse the known universe. The ancients considered their existence to be vital in the effort to unite the greater galactic powers, but something went terribly wrong, and the technology was lost. Only recently have the some of the gates been discovered, and though there are races actively trying to study the relics, other races care only for the promise of the unexplained powers the gates possess. It is said that the gates were not only pathways through the cosmos, but beacons harnessing spacial energy comparable to thousands of suns. In the wrong hands, a race could potentially reshape the very galaxy they occupy.

The two biggest players in this galactic struggle are the Free Galactic Alliance [FGA] and the New Galactic Republic [NGR]. The FGA, led by the Orsen, declared war on the NGR and Humanity after disagreements over the finding and potential use of the gates turned ugly. Humanity, leading the NGR, has stated publically that they wish to use the gates for their intended purpose - unification of the galaxy. The FGA, less publically, has shown interest in the gates and spy reports indicate they are exploring technology to locate the remaining gates. The war between the NGR and the FGA rages onward despite heavy losses on both sides. The gates are the only hope of ending the conflict, but finding them is easier said than done.

A third party in the Gates war is the Galactic Traders Guild [GTG], independently owned and operated by the races that were once part of the United Galactic Embassy. The Spacestation Euphrates is their home, and their purpose is to continue trade through the galaxy regardless who is fighting who. In this, they've taken an active part in the discovery of the gates because of the efficiency such ancient means of travel would offer their enterprise. Many would consider the GTG a small player in a large conflict, but they possess something no one else in the galaxy does.

They have a key.

Armed to explore, the key is entrusted to a small crew hired by the GTG with a clear mission in mind. Seek the gates at any costs. If the FGA or the NGR win the war, the freedom of the galaxy is at stake, leaving an inevitable power vacuum in the wake of the proclaimed "victor". The GTG consulted with Psions and Spellshapers and Scryers, but the future reads the same way in most alternate timelines - a grim, chaotic cataclysm that would set back thousands of races by millions of years if it doesn't wipe them out completely. The key is the only means to truly understand the ancient power of the gates, and with only one left in known existence now in transit, it mustn't fall into the wrong hands.


T I M E L I N E

2040 - Robotics is the fastest growing science of all time as lifelike robots are created en masse for consumers, filling pockets in the world's workforce as well as allowing the population to change their primary focus from climate change and control to space exploration.

2048 - Fully cybernetic framework is constructed for first ever brain transplant into an artificial body.
2054 - The law stating that only individuals in need of cybernetic augments are allowed to receive them is repealed. The Humanity Law is written, stating that as long as a brain is functioning in the operation of the machine, the citizen is considered human.

2063 - First successful human mission to Mars.
2091 - The Mars colonization and terraforming initiative are announced.
2094 - Colonization of the Echo basin on Mars begins.
2103 - Colonization of the Oscar ravine on Mars begins.
2115 - Mars terraforming project begins.

2109 - The Europa probe reaches Jupiter.
2153 - The Europa III crew reports signs of primitive life. The Pouchek (named for the lead science officer on the expedition) is discovered.
2197 - Harper military outpost is founded in Europa, near the Corrigan continental shelf.
2249 - First contact with Tau Ceti planetary cluster.
2256 - Aquuada-Human alliance formed.
2283 - Aquuada-Human alliance renounced. Paxton-Dansfield war begins.
2290 - Truce declared between Aquuada and humanity.

2320 - First contact with Sirius planetary cluster. Zydrosi peace party first to discuss alien involvement in human evolution.
2328 - United Galactic Embassy formed. Locations are built on Europa, Earth, Mars, the Zydrosi satellite world of Tii Phie, and the Aquuada homeworld of Riskan.
2333 - The Galactic trade route is established and open to any space crafts licensed and capable of travel in deep space.

2411 - An expedition to the Vega solar system is lost. Later, a hostile message is received from Orsen attackers.
2418 - Human/Orsen war, later called the Baldwin Galactic Standoff, ends in a shaky truce.
2446 - Galactic Space Port, The Euphrates, is open to the residents of the Milky Way galaxy. Taasi, Auroun, and Naki make formal introductions to the United Galactic Embassy. Locations are built on the Taasi homeworld of Leuck, the Auroun satellite world of Cariot'lo, and the Naki homeworld of Tallist-3c.
2473 - Orsen Warchief agrees to join United Galactic Embassy. A small embassy is built on Trejoro Alpha, neutral planet closest to the Orsen homeworld, Shersurhai.

2508 - United Galactic Embassy consists of Humans, Aquuada, Zydrosi, Taasi, Auroun, Naki, Orsen, and Ku'rhom, as well as smaller races such as the Quai, the Foa, and the Crrrrrekssschesssteeeek (known commonly as the Avians).

2577 - Martian foreign affairs secretary is assassinated; terrorist group Gura Dea claims responsibility.
2577 - Accusations against the Orsen's official war council leads to the Orsen planetary alliance leaving the United Galactic Embassy to form the Free Galactic Alliance [FGA], taking with them the Foa, the Naki, the Avians, and the Taasi. Humanity retaliates with the creation of the New Galactic Republic [NGR], including the Quai and the Zydrosi.

2578 - The Auroun separate themselves from the struggles of the galaxy, hiding on their homeworld of Ixxin'lo.
2579 - The Zydrosi discover relics on their homeworld of Aio Nii Sica. Relics provide coordinates to the Arcturus solar system, with mention to a series of gates.
2588 - Aha Rah, the Red Hand, steals the relics from the compound they were being studied in. The Zydrosi thief claims there is nothing but danger to be found with the discovery of the gates. Before he can be caught, Aha Rah is found dead on Trejoro Alpha. The relics were never recovered.
2604 - A human crew on Mars discovers an ancient structure similar in design to the relics lost by the Zydrosi.
2687 - An Avian monarch destroys a structure on Herata IV designed like the one previously found on Mars, stating he would sooner die than see the return of the darkness. He is later forced to resign due to the civil outrage he caused among his fiefdoms.
2706 - The NGR demands that the FGA release their information on the gateways when news of a discovery on Trejoro Alpha reaches the republic. The Alliance denies any such discovery, but closes off access to Trejoro Alpha to all non-Orsen galactic citizens.
2708 - The Gate Conflict begins, shortening the Galactic Trade Route in a manner to cut off members of the FGA. The Galactic Trade Guild [GTG] discovers the "key" to the gates.
2730 - The GTG puts together a crew to seek out known gate locations, entrusting the "key" to the small vessel and her crew.

C R E W


Captain - (2drewand)
Second-in-command - (MUSΞ)
Navigator - Uluro Vin'Salhoum (Kourelan)
Pilot - Johannes Dvali (Ghostly)

Communications Officer - Anamari Lindara (★Under The Stars★)
Linguist - (esoterics)
Duty Manager and Store Keeper - [open]

Chief Medical Officer - Jalotaveiianh "Tavi" C'eira (Anguissette)
Cybernetics Specialist - (Kuno)
Psychologist - Noonajirakoh "Rio" E'vrio (Villains)
Nurse - A'Llara Sarana Tamos Petrresi (Snowflake)

Chief Engineer - Sev Ornil (Roose Hurro)
Weapons Specialist - (Raijinslayer)
Ship Weapons Operator - Miguel Chicote (Dr.Wondertainment)
Soldier - Vaastri (Psycho of Ireland)
Mercenary - Temk 52 (Custodiet Teh)

Xenobiologist - [open]
Gate Historian - (Die$el)
Scientist of Astronomy & Geoscience - [open]
Astrophysicist - Suri Renarre El-Mahdy (DinoFeather)

Key Holder - Noonajirakoh "Rio" E'vrio (Villains)


G A T E S



Little is known to determine the actual purpose of the Gates, but what is known was enough to spark the Gates conflict between the NGR and the FGA. As stated by the Zydrosi (the most technologically advanced of the galactic races), the Gates predate even their race. Their first users, recognized now as the "ancients", constructed the objects with the intent of funneling vast amounts of energy through a Gate to one directed point. Whether the energy is for travel purposes such as a means of teleportation for large amounts of individuals, or if the energy was meant to destroy worlds, there isn't any way to tell after such a long period of time between uses.



P S I O N I C S



In place of magic, Telluric allows certain races with the capability to have Psionic Powers. Psionic users can use various forms of psychic/mental abilities/powers based on the path they follow.

Path of the Fist (Aru'Tohsa) - A school of psionics that teaches abilities relating to physically manipulating and altering objects and the environment.

Examples:
► Levitation - To lift an object, e.g. raising a pitcher several inches into the air.
► Orbital Field - To make objects and possibly energy orbit around the user.
► Telekinetic Combat - to use telekinesis in physical combat. (Psionic Speed, Psionic Strength, Telekinetic Pull/Push)

Path of the Flame (Aru'Qes) - A school of psionics that teaches abilities relating the creating and manipulating the elements of nature.

Examples:
► Psionic Healing - To heal others with one's own telekinetic powers.
► Elemental Manipulation - Alter the natural elements of existence at a sub-molecular level.
► Telekinetic Blast - Emit telekinetic energy to make a blast that destroys anything in the user's path.

Path of the Dreamer (Aru'Edaph) - A school of psionics that teaches abilities relating to reading, manipulating, and controlling the mind of others.

Examples:
► Hypnosis - The ability to make suggestions to the subconscious of others.
► Illusive Appearance - To camouflage the user, or alter their physical appearance to look like someone or something else.
► Decoy Creation - The power to create a decoy or replica of the user.

Path of the Shadow (Aru'Vinsade) - A school of psionics that teaches abilities relating to traveling and evasion.

Examples:
► Teleportation - The ability to move instantaneously from one location to another without physically occupying the space in between.
► Subspace Travel - Teleport into and out of subspace (also known as the Umbra), an "alternate" space adjacent the "normal" space and integral to the space-time continuum.
► Dowsing - The ability to locate people, objects, and resources without the use of scientific apparatus.



C Y B E R N E T I C S



"A cyborg is a cybernetic organism, a living being whose biological functions are intertwined with artificial ones."

In Telluric, cybernetics goes as far as the imagination of the writer, but certain races are excluded from being cybernetically reconstructed. This is because cybernetics in Telluric is a human science, so only races with anatomy close in nature to Humans can benefit from the advances. Races incapable of being cybernetically altered are the Aquuadians, the Avians, the Foa, and the Zydrosi.

Common procedures include limb replacement, facial augmentation, occular implants, neural implants, and CPU chip implants.



E U P H R A T E S


[Coming soon]


P Y R R H U S


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L I N K S

Telluric Profile Thread
Telluric Race Compendium
Discord
Telluric pt. I
 
Last edited:
  • Bucket of Rainbows
Reactions: 2drewand
I claim linguist!

ahem I am quite excited to delve into this space adventure with all of the lovely people I've met.
 
  • Bucket of Rainbows
Reactions: Villains
I'll be the captain of this here journey.
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  • Bucket of Rainbows
Reactions: Villains
Chief Medical Officer please!

Nurse as backup if someone's absolutely in love with the CMO spot.
 
  • Bucket of Rainbows
Reactions: Villains
I know I said I was going to take any role, but I'm going to reserve myself as the communications officer if that wasn't something that someone already talked about taking.
 
  • Like
Reactions: Villains
Weapon specialist looks nifty. I like me some big booms.
 
I'll go for the nurse, something laidback and easy. All you gotta do is give people their shots and kiss the booboos afterwards.
 
  • Like
Reactions: Villains
Also provide bedside manner.

I'm not paid enough to be sympathetic the fourth time our mercenary comes back in with his ass shot halfway off.
 
If by that you mean shove fingers in bullet holes until classic conditioning takes root and they never get shot up again they yes absolutely. >:3
Or just shove some narcotics into them until they go to sleep and don't bother anyone, only to wake up with a killer hangover the next day.

I'll probably be playing Taasi. Kind of torn up if it would be better to have Healing Psionics (because nurse) or to have the Hypnotism one and just use that instead of waste expensive pain killers.
 
  • Like
Reactions: Anguissette
Tentatively listed everyone in the positions they mentioned. I look forward to profiles and such being sent. You have lots of time. c:
 
@Villains Question: Do we fill out all the combat related info such as weapons and armour and fighting style even for the non-combat centered characters? Clearly they won't be as good at it as the Merc, Soldier and a Weapons Specialist, but I'm just asking if this means everyone on the ship is good enough to have some sort of a preferred style other than just avoiding combat or holding the trigger till the mag empties?
 
@Anguissette Still wanna do some character connections between the Doc and Nurse? I almost forgot there were talks of that initially.
 
If the position has not been filled, I've got a cannon fodder/janitor concept I can fill in
 
Oh, I didn't realize we were just claiming spots right off the bat. I wanted second-in-command...*eyes Muse warily*

I'll take the Cybernetics Specialist then. Can never have enough cyborgs, I suppose.
 
  • Love
Reactions: Villains
@MUSΞ
Alright, I'll put you up there.

@Kuno
Same for you. I'll make a listing.

@Custodiet Teh
Alright, bb. Let's talk options in regards to a position. I know I took out hired muscles, but how about something like maintenance engineer?
 
  • Thank You
Reactions: MUSΞ
How about the Mercenary slot? A simple paid hand and bullet sponge!
 
  • Love
Reactions: Villains