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daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#1: Sep 13th 2015 at 2:37:32 PM

Out in space, light years away in a galaxy we don't know about, and will never visit, technology dictates all. The reach of a species is decided by their accomplishments of science, biology, math, engineering, and the rest. It has become second nature, when you first meet someone of a species you know nothing about, to ask them what kind of things has their species invented. They all had at least one thing no other species had, and for that they could be proud. The evolution of intelligent species across the universe allowed them to pool their individual talents and specific ideals and morals into the most amazing technologies. But usually, the similarities ended their. The species could differ wildly in appearance, biology, environment, culture, and creed. Some of them were fighters, some of them peacekeepers. Some of them were explorers, and some of them nomads. But what they all had in common, was science. And it was through science that they could travel the cosmos, meet other like minded species, wage the occasional war, and progress or die as probability dictated.

Five races in particular have been locked for centuries in an eternal conflict. Well, more like a symbiotic relationship. These races, with their vast differences of culture and ideology have needed each other, occasionally hated each other. And now more than ever, their fates will be decided in a way that none of them ever anticipated. A council was formed, something of a Galactic Union. This organization is a completely neutral body, created by influential members of all five races, for the betterment of all five races, and the protection of scientific integrity, as well as keeping dangerous power and resources out of the hands of those who would abuse it. The Galactic Union gets involved in no wars. It only travels the galaxy, searching for worlds with lost technology and resources that all the races can use together. Their main workers, whose jobs consist of equal parts mercenary work and archeology, are called Seekers. These Seekers travel the land, sea, sky and underground of different planets, looking for anything of worth they can find.

On Earth, things have gone a little differently. For much of our history, things were the same. We waged our wars, we grew our civilizations, and we worshiped our gods. But with the coming of the Renaissance, something changed. Humans learned the way their world really worked. You see, the one thing that the humans had that other alien species couldn't fully understand was Faith. The ability to believe. They had the faith in religion. The faith in each other. And sometime around the 14th century, this huge amount of faith among all people on Earth built to a point where it burst forth, and spread out all over the world, and great power sprang from that faith. Faith had become Magic. Everything became real. All the gods, the magic, and myths that people believed in became real. The gods were real. The urban legends were real. All mythological and religious ideologies from Christianity, to Greek Mythology, to Egyptian Mythology to Native American mythology to American Folklore became very real. If you believed it, it could become real. Through recognition, fame, worship, magic and power, a few people could become like heroes and gods. This includes figures of legend and fables, like Hercules, King Arthur and Paul Bunyan. And life became a lot more complicated in this Age of Magic. How hard it must be to decide what to believe in, when you can believe in literally anything. Personal choice in ideology and religion became more based on tradition and personality than ever before. Our wars became bigger. There was more spectacle and more at stake, and more power than ever traded hands. Technology didn't take a backseat, but it could have hit a ceiling at any point in time. Eventually, it got to the point where the Gods could not abide, for the humans were their most prized possession. These Gods were brought into existence by the human's faith, but they have their own egos and emotions, just as we do.

They were sent away, all the Humans, at once, in a great purging that removed every single one from the homes and from the Earth. Were the killed? Removed from existence? Or just put somewhere by the Gods where they could be kept safe? Wherever they are, the Earth remained, and so did all of it's magic. The Faith of the humans continued to form and shape the planet. All the creatures, and legends and Gods that the humans thought up continued to roam the ruins of Earth's cities, left to their own devices. And all of Earth's powerful magical artifacts remained, waiting for new owners.

It didn't take long for the five species to discover this huge source of mysterious power, and they all wanted it. They all traveled to Earth, FTL travel easy for all of them, and they set to collect whatever power they could, and the fighting over territory happened quickly. While most of the Earth is still uncharted, the Galactic Union has also come to our planet, seeking to find these sources of power before the other species can use them for ill purposes. Even though the species do not understand this magic, and are slow to learn, they can still send out their Seekers to find these artifacts of power.

You are a Seeker. It is your mission to find these artifacts, bring them back to the Galactic Union base, and through that, keep the worlds safe.


Welcome, to a very big new RP! This RP is being created and run by Daltar, Saturn and Taco in unison, and the three of us are all the G Ms of it. Any questions, concerned, comments, criticism should go through any of us, and we will decide together, and all rules and decrees will be decided by as us, as well. We have the final word.

With that out of the way, allow us to explain. This is a very ambitious Sci-Fi/Fantasy RP. In fact, probably the most ambitious we've ever done. Taking place on the planet Earth, after the Age of Magic and the extinction of the human race, you will be playing as a member of one of five alien species that we have designed, as an employee for the Galactic Union, as one of their Seekers. You will be working in small groups, or alone, exploring the uncharted areas of the Earth, finding magical artifacts from the religions and myths of the humans of the world. So, basically, it's a nice twist on an old idea. Instead of humans exploring a desolate alien world looking for technology, we will be aliens exploring a desolate Earth, looking for magical artifacts.

As I already said, this is a very large RP. It's going to be a guided experience, with GMP Cs and events, as you are broken up into small groups among your characters to go on your missions in the different countries on Earth. The story will be broken up into different Arcs for our characters based on the different regions and countries of Earth, for example the Egypt Arc and the US Arc. There will be a lot of potential for growth, fighting monsters and mythological creatures like Dragons, Wendigo, Mothman, etc.

Finally, and we can't stress this enough, we want to make the stakes in this RP real. Things will be dangerous, and this will not be one of the R Ps where you can cheese your way out of a bad situation or a fight, with vague language in your sign-up and your post. That kind of thing won't be tolerated, and neither will shoddy writing and characterization. We're bringing our A-Game to GM this, and you should bring your A-Game too. You need to have strategy, patience, creativity and humility, as well as a desire to make this game and this story as interesting and fun and dramatic for everyone, not just for your character. If your character is put into a situation where they can and should die, THEY WILL DIE. If that happens, you'll be able to sign-up as a new Seeker, and the story will move forward accordingly. That said, it's also possible for your character to potentially be revived by magic. Still, the stakes are real. Do not forget that.

Now, we have a lot of things to explain, so let's start with the way that stats will work in this RP. There are five stats that every single character as well as creature have. Those stats are Might, Agility, Vitality, Intelligence, and Faith. These stats are very important, but at the same time, we didn't want to create a game full of rolls and numbers that slow things up too much, so we tried to find a good balance. Do not forget your stats. They can and will change. The stats of encounters and monsters are hidden to the player without the aid of certain perks. The stats are as follows.

  • Might - Your physical prowess. How hard you hit, how much you can lift. Pure, brute power. Higher Might means a higher carry limit.
  • Agility - How fast you are. How flexible you are. Getting around and getting things done. Nimbleness and reaction time. Higher Agility increases chance of dodging attacks from those with less Agility.
  • Vitality - Endurance. How much damage and pain you can take. How resistant you are to illnesses and damage.
  • Intelligence - How smart you are. How much you know. How quickly you can learn, and how skilled you are. Higher Intelligence increases success rate of determine artifact functions and deciphering languages.
  • Faith - Think of it as the "Magic" stat. Capacity for faith, unexpected decision-making, and compatibility with magic. Faith is required for many artifacts, and higher Faith increases chance of communicating with Deities. A Faith of 0 results in more frequent demon attacks.

Most of these stats, and the number values they are tied to for your characters and the enemies have certain percentages attached to them. Those can be explained later.

Important to know, each of the five species has base stats that we've already decided, but for character creation, you can tweak. Every stat goes on a scale of 1 to 10. 3 is the average untrained of a stat. thus a race with a natural 5 on a stat is very strong in it and a member of the race with a 7 is peak of that race. 3 is average, 2 is below average/weak 1 is incompetent 0 is doesn't apply.

For creating your character, you have 15 points already put into stats, depending on the species you chose. You are given FIVE extra points to allocate in the stats you wish, for a total of 20. You can also take points from one stat, and put them into other stats, but when creating your character, you can have no more than 20 points total. Remember, that a species highest stat can not go below 3, and a species lowest stat can not be higher than 3. For the sign-ups, no stat can be HIGHER THAN 7. You can get stats in the 8-10 range during the RP, thanks to magical artifacts.

Now, to explain these artifacts.

Magical Artifacts: Weapons, equipment, pieces of art and other important historical and mythological items found in the world. Players can keep them for themselves, give them to the Galactic Union, or trade them amongst themselves. Each artifact has a Quota Level, the required level for the Union to allow you to keep the weapon for yourself. The Quota Level determines the level of items you have to give away to the Union in order to keep the item for your private cache.

For example, if you want to keep a powerful artifact with a Quota Level of 30, you have to give the Union artifacts whose Quota Level equals to 30, so three Level 10 items, etc. You can also do this in reverse if you wish, giving up a powerful artifact to own multiple weaker ones.

Every artifact found belongs to the Union. Those suspected or discovered to be attempting to smuggle artifacts without the Union's permission will be immediately terminated from their position, and arrested under the fullest extent of the law. When someone finds an artifact, they don't know what it does, and they don't know its Quota Level. So basically, they have a small free period, where they can use it, regardless of Quota Level, but without knowing what it even does. They can make educated guesses and trial tests if they want. When someone finds an artifact, they can do a Function Check, and the success of the check will be determined by their intelligence. With an Intelligence of 3, they have a 15% chance of determine the artifact's function right away. The chance increases by 5% with each point. But, when they return the base, the Union automatically has all artifacts taken and analyzed for function and Quota Level. The Union reserves all rights to keep any item for any reason, and if the union decides to take an item from someone with a high-enough Quota Level, they will give something else as a conciliation. Artifacts you own can not be shared with others. Artifacts can be traded if they have equivalent Quota Level of course. If you want to keep any artifact that you didn't originally find yourself, you must pay the Union 120% of the Quota Level. Some items are so powerful and important, the Union does not allow people to keep them for themselves. These items can only be sold. If one of these special items is found by a group, when sold to the Union, the Quota Level reward will be divided equally amongst the group. If you die, all items go to the Union and can be claimed by others with appropriate Quota Level. If you are somehow revived from death, the items you had upon death are returned to you.

Items turned into the Galactic Union are kept there, and whenever your character is at base, you can review the list of collected artifacts, and trade for them at your leisure. Every character has a load-out that dictates the items and weapons they are bringing out into the field with them. Every artifact has a weight. This weight serves two purposes. The first is to determine out much you can take out when you go on missions. The second is to determine how many new artifacts you've found that you can bring back to base. The two weight levels work on the same scale, but they are treated separately.

Artifacts come in sizes of Very Small, Small, Medium, Large, Extra Large. The Might stat determines your carry limit.

  • 3 small items = 1 medium item.
  • 3 medium items = 1 large item.
  • 3 large items = 1 Xtra Large item.

  • Might of 0 - 1S
  • Might of 1 - 2S
  • Might of 2 - 1M
  • Might of 3 - 2M
  • Might of 4 - 1L
  • Might of 5 - 1L and 1M
  • Might of 6 - 1L and 2M
  • Might of 7 - 2L
  • Might of 8 - 2L and 1M
  • Might of 9 - 2L and 2M
  • Might of 10 - 1XL

So, someone with a Might of 4 can carry up to 1 Large item, or any equivalent, such as 9 small items.

Xtra Large items need to be carried with both hands, and can only be carried by people whose combined Might equals 10. But they can also work on multipliers, so an item with a weight of 1.2XL can only be carried by people whose combined Might equals 12.

The Artifacts are the most important part of the RP. They are specifically placed for you to find, or for you to miss. There will be some you will get, some you will never find. They have perks, magical abilities and powers, unique to every single perk. And some of them have requirements. We've made a very big list of them, that will be kept secret. We hope you have fun collecting them. Here is an example of an artifact and its perk:

  • Tesla Coil - Small. Miniature coil that can fire off powerful bolts of blue lightning that seek out the closest living target, friend or foe. Requires an Intelligence of 5. Quota Level: 75

With that out of the way, let's move on to the five species we've created. They each have four possible perks, of which you will choose two to have for your character. In addition to the weapon you create for your character, each species has a specific piece of racial technology that only they can use. Do not forget' this piece of technology, as it will be a great aid.

    Lanax, 50- 60 years 
The Lanax are the oldest race, from the planet of Lafata. Lafata is a temperate planet with highly varied ecosystems, with frozen poles and temperate equators. Most of Lafata is an ocean dotted with islands, with highly variable environments and climates resulting from changes in elevation.
An average Lanax is between 3 and 4 feet tall, with skin ranging across most dark shades, from chestnut browns to actual shades of gunmetal and black. That skin is covered in a thin layer of fur, which thickens around the extremities and torso. Their fur complements their skin, typically creating a form of camouflage from the two colors. While they don't have hollow bones, a Lanax's standard physique is still extremely light—more Hobbit than Dwarf, though the Lanax military may lead you to believe otherwise.
Lanax are light on their feet and extremely energetic, able to ingest large quantities of information without stopping. This ability created a society of explorers, trying to fill in every corner of their world's map, then their solar cluster's map, then the universe. Scientific R&D caught up rapidly with Lanax adventuring parties—for such an exuberant gathering of creatures has little other appropriate terms—and FTL had the little guys rocketing into space within a century of the first telescope's invention, and a couple more centuries before any of the other races got into orbit.
The Lanax do not have specific gear because of Lanax biology. Instead, the Suite: Personal Edification Arsenal is just made by a single monolithic corporation, The Karhart Company, using vicious state-of-the-art ID-locking tools to prevent anyone but the registered owner (always a Lanax) from using them. The Suite PEA is a body-mounted (wrist, eye, whatever) tool capable of taking in information about the environment around the user to an extreme degree, searching for image patterns that could possibly represent language and rapidly assessing the integrity of an object to attempt to determine its worth and possible history. Many Lanax customize their Suite PEA with forensics tools, allowing them to reenact all their favorite cop dramas in real life.
* Stats:
  • Might - 1
  • Agility - 4
  • Vitality - 2
  • Intelligence - 5
  • Faith - 3
  • Racial Perks:
    • Tech Savvy: You're a whiz with machines, and you can determine the general use of any peice of equipment, no matter how foreign. And if it's broken, with the right materials, you could probably even fix it.
    • Suno-model Scanner: An upgrade to the Suite PEA that allows for imaging through solid materials. Can be used for medical or archaeological purposes.
    • Hardy: You grew up in one of the more difficult areas in Lafata. Add 1 point to your Vitality. In addition, you can survive easier than other Lanax in a terrain of your choosing.
    • Bio-scanner: An upgrade to the Suite PEA that allows you to scan the data of living creatures in your vision and quickly determine their stats, as well as any illnesses or injuries they have.

     Xoldr, Around 1000 years 
The Xoldr are as much a country, as an army, as a family, as a support group, as a species. A united republic of independent soldiers, smugglers, and wanderers, they are the result of early Lanax foolishness: an attempt to create a living thing entirely to fight for them, but also one that could serve them during peacetime, and that had the free will to adapt to the situation at hand, but not too much so that they wouldn't rebel. Turns out that last part was one of the few things they got wrong.
They were conceived by the scientist Klinkoro Aratak, a brilliant biologist inspired to create living weapons after experiencing vivid night terrors of being overwhelmed and defeated by powerful horned creatures all fighting as one being. He couldn't let that happen to him, but also saw no problems with putting that on someone else, and so he founded Project (K)NIGH Tmare to create them.
The result was the Xoldr. Much like the Lanax, their skin has a great deal of variation, though unlike the Lanax their skin is on the brighter, more saturated side of the spectrum, in light and dark shades of red and purple. Unlike the Lanax, however, the Xoldr are tall and hairless, with heights anywhere from 5 to 8 feet tall—presumably this is an evolutionary artifact from a design phase where height would determine rank in some way. This height comes with weight to match, though Xoldr wear it well as mostly muscle, unless a little fat would make them look nicer—gotta give morale to the troops that are actually considered people. All Xoldr have a pair of horns on their head, hardened keratin that consistently regrows in the same pattern, regardless of what caused it to break. The dark rings covering a horn are unique to every Xoldr, another holdover intended to be used to scan them like barcodes. Xoldr fingers and toes are another oddity: they can join into hardened blades or hooves, respectively, or spread out into up to ten digits on each hand or foot, allowing them to use basically anything put in their hands and walk on basically any surface necessary. "A knack for teleology" only sounds lame when you don't think about it.
The Xoldr rebelled in a matter of decades after deployment. Taught that they were fighting for Lanax freedom and ideology was only good if you thought they wouldn't want some too. Commanded only by token Lanax administrators, the Xoldr managed to 'encourage' their way into sovereignty as their own nation, and took off for their own homes in military ships generously... donated... by the Lanax. Words like soldier, recruit and military are slurs and curse words in Xoldr culture. Fighting for each other isn't a job. They are all a family, and they all fight. Without a real home /country,/ the Xoldr instead formed a /nation/ out of a shared sense of solidarity against an uncaring universe. They're still trying to find a national identity, and as a result Xoldr culture is highly eclectic and changing rapidly, trying to find an aesthetic and ideology that fits a people forced into war, only to win their way out of it a generation later. Ironically, this rapid state of flux also characterizes the Lanax's own ambition...
The Xoldr do not have a special type of gear, per se. Instead, they have the Personal Augmentation Control Terminal, the PACT. About the size of a deck of cards, the PACT can attach to a piece of gear, assess any ways that one could feed energy into it... and then force-feed it /a lot/ of energy. This is typically highly dangerous, and will probably result in the destruction of whatever you just attached the device to, but before that happens the user will enjoy doubled, possibly even tripled energy output from their device. However, in order for it to work, all twenty safety catches must be engaged at once: not only as a symbolic gesture, as the PACT is one of the few cultural anchors many Xoldr can agree on, but also to ensure that the user is /absolutely sure/ that they want to do what they're doing.
  • Stats:
    • Might - 5
    • Agility - 4
    • Vitality - 3
    • Intelligence - 2
    • Faith - 1
  • Perks:
    • Strong Back: You're very serious about your stuff. You can carry one more weapon in your loadout, and you can carry one more artifact over the usual limit of any sized artifact.
    • PACT Experience: You've got a knack for using your PACT. Through repeated trials you now have a general idea of how much juice something can take. Items you use your PACT on have a 75% chance to not explode immediately after use. The chance of failure increases by 15% with each use.
    • Ye of Little Faith: You have no illusions about the way things are, and you don't believe in fairy tales. This perk gives you increased magical resistance, raising your Vitality against magic by 3. Requires a Faith stat of 2 or less.
    • One for All: As a Xoldr, you fight better in a group. Increase your Might by 1 point when you are in a group of 3 or more.

     The Deep People, Lifespan: Around 1000 years 
The Deep People, as they like to be called, kept to themselves at the bottom of the oceans of Tamtel Forris for thousands of years. They evolved under similar lines as other species in the galactic community, but in an underwater environment there were unique advantages and challenges. Communication through a clicking-organ (not unlike that in a dolphin) made early tribes of Deep People able to quickly and easily communicate; the hostile ones quickly died out as tribes willing to cooperate found aid with ridiculous Agility. The Deep People's society grew out of this practice on a razor's edge—peace not through direct cooperation or altruism, but out of fear of having fewer friends than the other guy. When the first Deep Person hanging out on the surface saw a colony ship landing, about to set up a hot new vacation spot, a scramble for Friends began. Deep Person tourism, communication, and entertainment technology shot through the roof as the various competing city-states vied for friends they could use to finally cut the tension open. The smart Deep People left Tamtel Forris for the wider world, while the older generations and the stupid young ones stayed back on the planet, caught in a constant cold war. That spirit of competition stayed with the settlers. Deep Person settlements rapidly exchange and spread ideas, bringing with them not only a unique design philosophy from an oceanic environment and the materials available there, but a Agility of reiteration, revision, and recreation that few others can match.
The Deep People are scaly fishfolk. Their heights range between 4 and 5 feet, with fairly variable physiques, though you aren't likely to find a Deep Person without at least a handful of fat on them. Their skin is a collection of cool blues, covered in fine scales like chain mail. Their faces are pointed slightly forward like a cone to assist in hydrodynamics, and their shoulders slope down for similar reasons. They possess a suite of abilities to allow for survival in an aquatic environment, abilities typically able to serve other roles outside of a watery environment. They possess the ability to rapidly secrete a mucus known as 'Mer' between their fingers, toes and legs, capable of setting into a membrane almost immediately after touching water and allowing for mermaid-like swimming abilities. The Mer is tough like Kevlar and very light, but dissolves in contact with a Deep Person's spit. The body of a Deep Person is also extremely malleable and flexible, able to painlessly compress against the weight of the ocean without causing any undue problems—or squish, stretch, and bend for any other reason that may come up. They possess gills on their neck, ribs, and calves, but also a set of lungs capable of compressing completely in a sort of vacuum-seal way in order to prevent any problems with compression.
Lastly, most every Deep Person who's had a family has a Clicker—the Deep Person equivalent of a phone, and a million times better than any non-Deep Person's gear. Hooked straight up to the clicking organ in a Deep Person's chest that centuries ago allowed for the easy transmission of information from miles away, Clickers allow for silent, sub-dermal, and fast interfacing with most technology. The Deep People can access computers better than anyone because clicking organs allow for rapid binary input.
  • Stats:
    • Might - 1
    • Agility - 3
    • Vitality - 4
    • Intelligence - 2
    • Faith - 5
  • Perks:
    • Come All Ye Faithful: You have a higher chance of visions, advice and blessings from benevolent magical beings, but you also are more likely to be targeted by malicious magical creatures than those less faithful. Requires a Faith stat no lower than 4.
    • Friend of All Life: You have the ability to communicate with magical creatures that are explicitly animal, as long as the creature's Intelligence is at least 2, and their Faith isn't no more than 1 point higher than yours. But that doesn't mean they have to like you.
    • Expert Programmer: Speaking through your Clicker is even faster than speaking normally. Your chance to successfully interface with foreign technology is increased. Scales with intelligence. Requires an intelligence higher than 3.
    • Depthsong: A practice passed down through certain families of Deep People, it is a method of creating music using the raw power of one's lungs. It increases the Faith of those around you by 1 point , but it can also be used as a form of echolocation.

     Nieth, Lifespan: 400- 500 years 
The Neith are silicon-based earthfolk from the planet Irend, a place of heavy volcanic activity and nutrient-rich soil and rock. They are lanky and heavy, with a single, stocky torso, a squat neck and head, and four long limbs tipped with sharp claws; they range anywhere from 5 to 7 feet tall. The surface of a Neith's skin is blocky and covered in crystalline protrusions, which house most of their actual sensory organs. These crystals retract and shift in response to mood and expression—Neith examine a person's entire body like other races read a face. A Neith's head is almost entirely its jaw, not unlike a Neanderthal, and filled with 2 rows of flat, cylindrical teeth, good at crushing and grinding. The space above their heads is an armored dome, protecting a braincase and network of nerves.
In addition to the inherent toughness of their earthy composition, a key feature of their internal biology is a robust digestive system, capable of taking in the heavy metals and minerals necessary for life without needing them to be bound to more complex compounds—they can eat a bar of iron instead of some leafy greens. Their claws are adept at shoveling and scraping, and Neith instinct is to burrow and pack oneself into a small space—or at least a small space for their large size. Neith have four sexes based on the arrangement of the crystal clusters on their backs (their sexual organs): Alhar, Alna, Alren, and Alhur. The Neith require two sexes bonded to reproduce. Four sexes allow for a great deal of genetic diversity in the Neith, leading to a ton of diversity in an individual's abilities that generally augments the toughness or Might of various body parts. Familial lines, when they even can be traced, can be seen easily through these mutations.
Neith society evolved in complex underground burrows, built to house large interconnected families. Society stayed feudal for a long period of time, as these family ties stayed strong when bound to such permanent structures as the burrows. As technology advanced, the Neith's ability to spend long hours excavating and stay fed from their work allowed them to expand society rapidly. When two burrow networks engaged each other, war was largely avoided through political marriages, joining the families physically and genetically. When FTL was discovered, the Neith quickly engaged in mineral trade in massive mining and engineering networks. Their toughness and unusual physiology also lent them viability in warfare, and all-Neith mercenary networks are fairly common.
The Neith's closeness to their claws and their strange sensory suite means that they are the only races that will ever use Harmonics, digging attachments designed initially for rapid excavation and then adapted into... a lot of different things. Harmonics hook into the sensory crystals on the front of a Neith's body and send signals to them by vibrating rapidly, pinging surrounding structures for any sort of structural weakness. This can help avoid serious cave-ins, but can also point out structural faults useful for creative demolition and area denial. Many Neith customize their Harmonics, buying casemods or driver packages to amp up their swag, and military engineer Neith often outfit their Harmonics with blades that won't dull as easily on gore and bones.
* Stats:
  • Might - 3
  • Agility - 1
  • Vitality - 5
  • Intelligence - 2
  • Faith - 4
  • Perks:
    • Genetics: You have a beneficial mutation, thanks to your strong genes. Increase any one stat by 1 point.
    • Dig A Tunnel: You're a digging pro, and can claw through any kind of rock or metal not protected by magic.
    • Crystal Warrior: A genetic mutation allows you to remove crystal clusters from your body to be used as makeshift throwing weapons or daggers. You always grow new ones.
    • Gold Rush: Adept at mining and excavating, artifacts and materials you sell back at base net you 1.5 as many credits.

     Naruh, Lifespan: 100- 200 years 
The Naruh never got themselves into the grand cultural ambitions of the Xoldr or the consolidatory expansions of the Neith, and instead stayed in the technologically-advanced feudalism that the other two started at. They evolved on the planet Tsoj, a world of high forested hills and low mucky swamps. Because travel between these hills was rough, dangerous, and honestly "just kind of a drag," Naruh communities stayed isolated from each other for long periods of their history. As natural predators, landed communities were certainly safer, but also pushed against their natural drive to hunt, fight, and move incredibly fast. Thrill-seeking just sort of evolved out of settled hunter-gatherer communities, and many 'wars' were more like premeditated brawls or riots. Think Mad Max. The only time long range communication became important was in getting orders from the backline to the front of the war, and only by accident was FTL discovered when it turned out these crazy WMD's they'd been using could also get a rocket ship going pretty damn fast. In the larger galactic community, the Naruh took the stage as specialists in jobs nobody else would take; while few offer skilled products, many offer labor that few others can stomach.
The Naruh are spear-shaped green reptilians with hard shells on their backs. Their bodies are slim and athletic, with powerful wedge-shaped heads and very long limbs. Their scales are closely ingrained into their muscular tissue, allowing them to change the angle at which they come out of their body. This allows them to precisely control the amount of friction their bodies have. They can remove their shell like armor, but they lose a great deal of protection. Under their shell, they have soft skin, and slightly more human-like features. They can run on practically any surface by gaining a strong grip not unlike cleats, or skate across most other surfaces by flattening their scales flush with their bodies. When they need to get themselves moving /now,/ not caring for precision (well, caring even less for precision), the Naruh can retreat into and slide on their extremely smooth shells, allowing for ridiculous speed and control through precise changes in a now more concentrated center of gravity. They can also retreat into their shells.
The Naruh don't make much tech of their own, but mashing up and remixing existing tech is definitely their style. Most Naruh use Hubs, dangerous-as-fuck proprietary technology, in order to facilitate this sort of creativity on the fly. A standard Hub is a small device about the size of a toilet paper tube, with two sockets on the end. These sockets can swap in and out with enough different plugs to hit basically any input jack in the known galaxy; just plug in the two things (or more, if you drop the cash on an advanced model) that you want to combine, and your Hub is ready to go. An array of complicated buttons on the handle allows the simultaneous control of both objects, as well as power routing systems that allow one device to feed its energy into the other—even if that shouldn't work, like powering a freeze ray with a heat ray.
* Stats:
  • Might - 2
  • Agility - 5
  • Vitality - 4
  • Intelligence - 1
  • Faith - 3
  • Perks:
    • Speed Demon: You like to move it. Increases your Agility by 2 if you are carrying no more than 1 weapon, tool or artifact on your person.
    • Hero in a Half-Shell: If you take off your shell, you can become even more reckless and can attack more. Vitality lowers by 3, Might goes up by 2 and Agility goes up by 1 when you take off your shell.
    • Luibuton Hub: Aren't we lucky? You've got a more expensive Hub in your pocket, one that lets you interface up to four objects at a time.
    • Adrenaline Rush: There's so much to do at once, you can't be bothered with the trivial things like fatal injuries. If you've been hit with an attack that should gravely injure you, you put off receiving the effects of it for a turn. Can only be used again every other mission or until the injury is fully healed, whichever comes later.

So those are our fives races. And here is a map of the world, at the start of the RP. Divided by territories, noted by color, of the different species. The Galactic Union is not directly affiliated with any one country, but members of any species can work towards the goals of both the Union and their own species, as long as those goals do not conflict with each other. Certain items are wanted by different groups, and choosing which group to give the item to can change the territorial make-up of the world. It can also open up locked areas of the world that could not be visited otherwise, if you gain favor with certain groups.


And finally, the sign up sheet!

  • Name: What are you called? Do you have aliases or titles?
  • Age: Real and apparent if applicable.
  • Gender: Don't forget, Nieth have four sexes.
  • Species: Which of the five species are you?
  • Appearance: What do you look like?
  • Personality: What do you act like? Who do you care about? Who are you?
  • Bio: What has your life been like up to joining the Galactic Union, and why did you join the Galactic Union?
  • Stats:
    • Might:
    • Agility:
    • Vitality:
    • Intelligence:
    • Faith:
  • Racial Perks: Choose from two of the four possible of your species.
  • Weapon: Every Seeker is given a cache of credits and supplies to design one custom weapon, tailored to them and made from the combined technology of the five species. Describe this weapon in detail here. It can be melee, or ranged.

And that's all! Remember the rules, and definitely important, seriously design a great character. This game will 'not be on a first come, first serve basis, so there is no point to reserve a spot. Characters will be chosen based on our interesting they are, and the writing ability of the player. The sweet spot of accepted characters is 9, but we may go as high as 12, excluding the three GM's.

Thank you!


Accepted Characters:

edited 13th Sep '15 2:38:58 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
CathariSarad Since: Jan, 2014
#2: Sep 13th 2015 at 3:57:27 PM

Declaring potential interest in this RP, though I can't say for sure if I'll actually sign up yet. It might be too serious for someone like me, but the premise seems well developed, if a bit complex.

I just have a few questions. At what approximate point in Earth's history do all the humans go Poof and disappear? Also, how much does the Galactic Union know about Earth and its civilizations based on its findings so far? What artifacts are already in its collection, and how much of its findings would be known to people looking to serve in this organization? I don't exactly have a concrete idea for a character sign up at this point, but I'm thinking something along these lines: My character is working for some sort of outsider organization who wants in on this artifact rush. The exact details and reasons why they want these artifacts I can think of later. I just kinda want to know what sorts of stuff they already know about so they can convince my character that this stuff is worth going after.

Also, I kinda find it odd that the borders of the territories would coincide with that of Earth's modern political borders, though I could see why you'd do it for convenience. With all the faith magicks going around, I find it unlikely that Earth's history would have spiraled off in the same direction as our own. I would figure that something like that would have a profound effect on what mythologies and tales would exist in this timeline, since history would probably differ significantly. Anyway, I kinda want to know more information as to how this Earth is different, without getting into spoilers, so I can account for it when I write my character's bio.

Saturn Hurr from On The Rings Since: Jun, 2011 Relationship Status: I-It's not like I like you, or anything!
Hurr
#3: Sep 13th 2015 at 4:10:55 PM

I'll answer them all. And don't worry about it being too serious. There is some funny silly stuff planned.

  • Humans disappeared in the modern day, and the RP takes place a couple hundred years after that.
  • The Galactic Union knows barely anything about humans on Earth, or so they say. They are really going in cold here. But the union does know that the humans existed, didn't really seem to travel beyond their own solar system, and that they have this form of great power that they don't know how it works. And of course, the know the specific geology of the planet, etc. This is like Year 2 or 3 of even knowing about the planet.
  • The RP is going to start with the finding of the first artifacts, and it's about 50/50 on what the union is willing to tell the Seekers. Could lead to some distrust.
  • You idea for your character COULD potentially work, if your character was keeping this other allegiance a secret. Just remember, in order to keep artifacts for yourself, you have to give some to the Union.
  • And, you are right about it being a little convenient that the territories are just like the countries. That's mostly for visual sake. As the RP progresses and territories change and fight, the colors will be more mixed across countries.
  • And wouldn't you know it, you're actually right about it being odd that Earth would turn out much the same way it did. But, when thinking about it, it's kind of a handwave, but I like to think that things sort of happened the same way, but things were bigger, like more spectacle, and there was magic and monsters. I know that can be kind of a copout, but I guess it's just to account for the idea. Since the fun of it, is experiencing all the artifacts and mythologies of Earth as aliens who don't understand it. Hopefully that makes that okay, even if it is kind of a weird plot hole.
  • Basically, when creating your character, you don't really need to know anything about Earth, because your character basically knows nothing. These are the first explorers and archeologists going into this uncharted territory.

RedSavant Since: Jan, 2001
#4: Sep 13th 2015 at 5:46:14 PM

What's the general shape that plot is going to take here? Not asking for spoilers on stuff you already have planned, but for instance, how common is it going to be that the Seekers run into gods and so on? What do you think will be the general meat of the RP in terms of plot and interaction, basically.

It's been fun.
Saturn Hurr from On The Rings Since: Jun, 2011 Relationship Status: I-It's not like I like you, or anything!
Hurr
#5: Sep 13th 2015 at 5:49:42 PM

You won't run into any gods in the tutorial, which takes place in Egypt, but after that, basically, each country that has a arc will be tackled by us all at once. You'll be split up into small groups to travel around the uncharted parts of the country, basically just exploring the ruins of the world, fighting the monsters and creatures we've come up with, and the occasional boss, some talk, some don't. Meeting gods and the like will usually be dictated by the level of faith of the characters. Some Gods appear to groups where someone has a high faith, some appear to those who have a low faith. Some are helpful, some aren't.

It will probably be something like

70% Interacting with your teammates and fighting monsters 30% meeting spiritual beings and gods.

Meanwhile, the different species are fighting for territory, and you will occasionally be involved in those conflicts. There is also an overarching plot that is a secret.

edited 13th Sep '15 5:50:27 PM by Saturn

HeroicSociopath Mike Jones from Nebraska Since: Aug, 2015 Relationship Status: Noddin' my head like yeah
Mike Jones
#6: Sep 13th 2015 at 6:10:05 PM

What are the qualifications for becoming a Seeker? Can any random dude just walk into the recruiting office and have themselves shipped to Earth?

Saturn Hurr from On The Rings Since: Jun, 2011 Relationship Status: I-It's not like I like you, or anything!
Hurr
#7: Sep 14th 2015 at 11:51:22 AM

Fairly open, akin to say, a few years of training and schooling.

CathariSarad Since: Jan, 2014
#8: Sep 14th 2015 at 1:08:03 PM

Got a few more questions.

1: As the RP goes on, will we be allowed to upgrade or make modifications to our custom weapons, or will they just be static?

2: Will we have access to standard-issue weapons or are we limited to using the custom weapons/artifacts? Also, if, for instance, we lose our custom weapons for some reason or another, will we be able to refabricate them?

3: What are the limitations on how we design our custom weapons aside from general overpowered-ness and standard RP-unfriendly abilities? Are we allowed to go crazy or are we limited to basic shooty-shooty/stabby-stabby stuff?

The reason I ask all of this is because I kinda want to make a multi-purpose battle drone that sort of follows my character wherever she goes as her custom weapon. I don't know if something like that would be acceptable for the purposes of this RP or if it's too overpowered. I also ask about the modability because I would expect my character to try modifying her weapon for the situation as the RP goes on based on whatever we encounter.

guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#9: Sep 14th 2015 at 2:51:31 PM

Interested, debating character concepts.

-dramatic music ensues-
GyroZ The Troper Formerly Known as Amp from Freyden, Nevada Since: Aug, 2015 Relationship Status: The vvillage twwo-wwheeled devvice
The Troper Formerly Known as Amp
#10: Sep 14th 2015 at 3:28:42 PM

Also, interested, working on a sheet

G was here - 2/9/24
Cedi Hive Lord in Training from On your screen Since: Dec, 2010
Hive Lord in Training
#11: Sep 14th 2015 at 5:49:01 PM

FINALLY, after all these years of lurking RP signups, I've found a sci-fi fantasy RP with collectathon and RPG aspects and alien player races!

I can't guarantee that I'll have the time to join this RP, but you can bet yer butts that I want to make the time for it. I've got ideas for a Deep Person character already, but I can't quite decide on stats or other details yet, so I might wait to see what other builds we have/will need. Maybe I'll be some sort of heavy-weapons guy who ironically has a decent Faith stat in addition to an amount of Vitality and Might? In the meantime, I've a couple of questions...

- I understand that, on character creation, my character's lowest base racial stat cannot be increased past 3. So if I make a Deep Person, my Might is capped at 3 on character creation. What I want to know is, does that cap remain THROUGHOUT the game? If, for any reason, we get stat increases throughout the game, could those increases break that limit on the lowest species stat? Because one idea I really want to try out would sortof require a Deep Person having above average Might and all, it'd be good to know if I should scrap that idea or not >_>

- I'm 90% sure I'd make a Deep One anyway, but out of curiosity, what is your stance on species outside of the Galactic Union? Would the Union possibly consider accepting single members of non-Union species as Seekers, and thus as P Cs? Is the Union hostile against all non-Union species? Do other species even EXIST outside of whatever we find on Earth?

edited 14th Sep '15 6:13:02 PM by Cedi

Tojin Back after a long hiatus from Protectorate SW Headquarters Since: Aug, 2013 Relationship Status: In Lesbians with you
Back after a long hiatus
#12: Sep 14th 2015 at 10:07:03 PM

This looks incredibly fuckin' cool. Very interested, pondering characters now.

“Not a promise, not an oath, or a malediction or a curse. Inevitable." - Taylor Hebert
biomechtraveler Since: Apr, 2011
#13: Sep 15th 2015 at 4:35:04 AM

Holy cow this is too good to pass up. However, it might take me a few months to finish reading the intro. Sorry, you'll have to wait a while for me to fully understand what can only be called the great wall of china of texts; then I'll need to draw my character and all the rest.

Saturn Hurr from On The Rings Since: Jun, 2011 Relationship Status: I-It's not like I like you, or anything!
Hurr
#14: Sep 15th 2015 at 9:30:18 AM

@Cathari:

1. Yes, but not CONSTANTLY, at any time you want.

2. If you lose your custom weapon, probably.

3. There is freedom, but there are some limits. Stay on sci-fi, no magic for the weapons, and try to explain how they work. The battle drone will not be allowable, due to the nature of the RP system. Sorry.

@Cedi:

1. The artifacts you find are specifically for getting perks and raising those stats. So yes, the cap is just for character creation.

2. I will most likely not allow any other races, as we designed these five in a specific way for this game. Someone would have to have a really unique, interesting race with a backstory, stats that are balanced with the others, and I would have to like them.

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#15: Sep 15th 2015 at 9:42:44 AM

I like how four out of the five races here have naturally below human level intelligence. [lol]

Anyway, intrigued. Shall think about it

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
GyroZ The Troper Formerly Known as Amp from Freyden, Nevada Since: Aug, 2015 Relationship Status: The vvillage twwo-wwheeled devvice
The Troper Formerly Known as Amp
#16: Sep 15th 2015 at 10:02:43 AM

Might as well be the first. Tell me if I've violently fucked up somewhere


  • Name: Nushaba Thuban, or “Arrowhead”
  • Age: 95
  • Gender: Male (or whatever that means for a Naruh)
  • Species: Naruh
  • Appearance: Nushaba is a somewhat bulkier Naruh than normal, though as agile as the rest. His face has a few battle scars on it, though not as much as more seasoned combat veterans. His dark green scales have been colored in a way almost like tattoos, so he has bright blue swirls decorating his body. The scales are also colored a bit underneath so that when he raises them up they shine a bright gaudy red. Generally speaking he has some kind of cocky grin on his face, and he keeps the scales at the top of his head spiked up and out to give him some kind of uniqueness. He wears a multi-piece skin tight jumpsuit that mostly just covers the important parts; it’s so that he can move as fast as possible. It provides absolutely no armor. It’s black, almost like a diving suit in appearance, with some bright green stripes running along the edges. His dark grey shell is decorated with a sprayed on bright blue swirl like the one on his body, though turning in the opposite direction.
  • Personality: Of course, he’s more of the brawn over brains sort of individual. Like most Naruh, he doesn’t put much thought into where his next action is going to lead him. That, of course, includes his decision to become a seeker. That was a decision he made while he was especially bored and it sounded interesting at the time (interesting enough for him to hastily sign all the paperwork necessary). He’s perfectly friendly, he’ll just usually say the first thing he thinks of in the moment (which has made him really good at running away).
  • Bio: Of all the Naruh, the Thuban family can be called one of the least lucky. This isn’t by virtue of fortune anything, it’s more so due to their shared lack of foresight at all times. Their wealth fluctuates rapidly as they wildly invest and sell at random (which is how they make a good portion of their money). Nushaba, the most recent addition, can be said to be just as bad. When he got money to spend on a custom weapon, he spent it on a better hub instead and grabbed some metal working tools he “found” while no one was looking. Granted, the most he knows how to use his new hub is to jam things into other things with it, and that’s as far as his creative ability goes.
  • Stats:
    • Might: 5
    • Agility: 7
    • Vitality: 2
    • Intelligence: 2
    • Faith: 4
  • Racial Perks:
    • Adrenaline Rush
    • Luibuton Hub
  • Weapon: A set of curved blades that was probably some kind of metalworking tool at some point, repurposed for combat. The blade is only sharpened on the outside edge (meaning outside of the curve). They are capable of heating up to cut through lesser metals, like unreinforced irons and steels. On his shell, Nushaba has two attached slots for these weapons so that they can stick out while he’s retreated into it. When Nushaba gets into his shell, he’ll spin around in addition to sliding so that the blades cut things in his path. He’s conditioned himself to not throw up everywhere when he does so.

edited 15th Sep '15 10:03:08 AM by GyroZ

G was here - 2/9/24
Cedi Hive Lord in Training from On your screen Since: Dec, 2010
Hive Lord in Training
#17: Sep 15th 2015 at 11:23:58 AM

Ah... I see. I thought my race question was probably a dumb one anyway, but thanks for the answer. I think I'll stick to my idea for a heavy weapons fish, then. But, a few other questions I just realized I forgot about, in regards to custom weapons:

- Are ALL custom weapons' damage based on Might? Or could custom weapons deal damage based on other stats depending on their properties? Say, for example, if I design a melee weapon, does the fact that it's melee mean it needs to deal damage based on Might, or could I get creative and say it deals damage based on Vitality instead (Or the average of Might/Vit?) if I can explain why Vitality would be relevant to using it for some reason or another?

- Do our custom weapons have Weight values associated with them for the purposes of what we can carry with our Might? Or does that only apply to Artifacts? The wording in the explanation post seems a little unclear to me.

edited 15th Sep '15 11:24:27 AM by Cedi

Saturn Hurr from On The Rings Since: Jun, 2011 Relationship Status: I-It's not like I like you, or anything!
Hurr
#18: Sep 15th 2015 at 3:06:12 PM

Good character Gyro. Will start accepting after we get a good number of them.

And yes, your custom weapon can be tied to a different stat, as long as you can properly explain in a good way why it's using a certain stat, I would probably allow it.

Also, no, your custom weapon is not tied to a weight. It's always a free slot in your loadout. I'm considering putting in a rule that any artifact or item can be used in this free slot as long as you have no other items.

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#19: Sep 15th 2015 at 3:27:00 PM

I assume there is still a logical lock on some custom weapons of course — IE I doubt my 3 foot Lanax could haul around a 10 foot sniper rifle/laser/whatever they use

...well wait, if it was a particularly light rifle and carried in a case she could sling over her back...well nevermind then

edited 15th Sep '15 3:37:54 PM by tvtropesnoob

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
Cedi Hive Lord in Training from On your screen Since: Dec, 2010
Hive Lord in Training
#20: Sep 15th 2015 at 6:12:58 PM

Alrighty, I think I’ve got a signup I’m pretty happy with. I’m assuming that 1 year for our standards = 10 years for Deep People as far as aging and their society goes, so obviously I’m going to be wrong about that or something else :U

holy fudge it's been AGES since I wrote anything on TVT I hope the formatting looks good when I post this

  • Name: Orkakel Golias. Just call her Orka.
  • Age: 216
  • Gender: Female
  • Species: Deep Person
  • Appearance: To put it simply, Orka’s possibly the last Deep One who would pass for a little mermaid.
To put it in an actually descriptive manner, Orka’s quite large for a Deep Person, standing about 4’ 11” tall. She packs a girthy build under her navy blue scales, with plenty of muscle and fat on her body and limbs. Her face bears ink-black face paint around her eyes, and her head’s shape is slightly more angular than most fishfolk, with a fin protruding behind it. Her face and skin are rough and rugged, unappealing to many fishfolk, not that she cares to pretty herself up on the battlefield. Out on the field, Orka wears lightly armored clothing, including a simple white tank top and somewhat baggy long pants underneath a black jacket sewn with a very faint seashell-esque motif (Specifically, very spiky shells). She expects her own toughness to cover most of her protection. Her clothing often bears some light stains. She also usually wears leather gloves on her hands (with slots to fit the fins on her wrists through), mostly for the purposes of keeping a firm grip on her weapon while in use.
  • Personality: Orka is a boisterous, carefree, and proud woman, aware of how unprofessional and gruff her mannerisms are and is completely alright with that. Unlike many Deep People, she’s slow to consider anyone a close enough companion as to call them friends, and often comes off as self-absorbed to an extent. But she gives mindful heed to her peers, and after she opens up, she becomes a much more caring person, albeit every bit as loud, boisterous, and stubborn as before. Her action-thirstiness is apparent in her tastes for intense music.
Orka isn’t as dumb as her mannerisms would lead one to believe, either- she’s no scientist, but she’s well learned and has a bit more of a knack for mechanics and other such subjects than the average person. But she doesn’t have enough of an interest in such an area to highlight her studies on those subjects or to take them any further. She’d rather leave the bookworming to the bookworms and the exploding to the exploders, where given the choice. Basically, think of her as something like the Heavy Weapons Guy. But a gal. And a fish. And shorter.
  • Bio: Originally hailing from a clutch of mechanics, Orka always desired a life with a little more… oomph. A little more action, a little more excitement, a little more glory. After dozens of years of training, she eagerly entered into the wonderful field of mercenary work, waiting to sell her combat expertise for coin or whatever currency they use. And waiting. And waiting. Turns out that the Deep People homeworld wasn’t needing for her services, as the cold war persisted even longer than she expected it would. It was a very boring while to just… wait.
What WASN’T boring was the word that the Galactic Union was recruiting Seekers. Why not sign up, if she’s not getting any action anyway? And as luck would have it, shortly after she signed up, she heard tell of all sorts of interesting beasties and treasures to be had on some planet called Earth. Suddenly, her career had taken a turn for the interesting...
  • Stats:
    • Might: 3 (1+2)
    • Agility: 2 (3-1)
    • Vitality: 6 (4+2)
    • Intelligence: 4 (2+2)
    • Faith: 5 (5+0)
  • Racial Perks:
    • Come All Ye Faithful
    • Depthsong
  • Weapon: A heavy torpedo launcher similar to your conventional rocket launcher (For Deep People standards), only fishier. It’s actually a modified version of a conventional underwater weapon used by Deep People militia, mostly altered so that its ammunition is capable of propelling itself through air about as efficiently as a typical torpedo may underwater. And to give it a cool alien-shark head-shaped decoration from the tip of the launcher. And to make the torpedoes explode in laser-like plasma.
As a brute-force, mechanical ranged weapon with huge amounts of recoil on every shot, being able to take that recoil is far more vital to using it efficiently than the user’s own capabilities for brute force. It inflicts damage based on the user’s Vitality.

edited 22nd Sep '15 8:03:57 AM by Cedi

CathariSarad Since: Jan, 2014
#21: Sep 15th 2015 at 10:31:11 PM

Okay, I made my signup. I don't know if I included enough detail and whatnot, but here it is. I'm not sure if my character's stats match up with what her upbringing would have gotten her,but oh well. Seeing as I couldn't make the battle drone, I tried incorporating some of the features I wanted for the drone into the current custom weapon, namely a clicker feedback function. I kinda made it as sort of a thing that's useful in many situations, but isn't necessarily as good as weapons/tools designed for the particular task. It might be a bit overpowered though, so I might have to nerf it or something.

Also, do we have to specify whether or not our weapons proc off different stats, or is that determined by you as the GMs? Because I'm not sure how much my character's attributes would affect her weapon's effectiveness.


  • Name: Alatheen Tarseni
  • Age: 279
  • Gender: Female
  • Species: The Deep People
  • Appearance:
    • Approximately 4’4’’ tall, Alatheen has greenish-teal scales with splotches of black here and there. Said scales have a slimy texture to them, much like that of a toad, and they’re slightly less pronounced than most Deep Persons’ scales. The front side of her body, where her stomach is, is a whiter shade of blue.
    • Alatheen’s eyes bulge out a bit from her face, and are partially enclosed in a thick layer of scales/membrane. While she doesn’t have parietal eyes, her pupils are slightly oblong on the horizontal scale, and the rest of her eyes are a mix of green and black, similar in appearance to a toad’s eyes. In addition, Alatheen’s face is slightly less conical than the average Deep Person, appearing more frog-like in general structure.
    • Furthermore, Alatheen has two fin-like flanges on her elbows, and her hands only have three digits plus an opposable thumb. Similarly, her feet only have four toes in total. Each of these digits has a significant degree of flexibility, and though webbed can spread a much broader range than that of humans.
    • Aside from her arm enclosures (see Weapon section), Alatheen’s outfits tend to be simple in appearance. She usually wears a dark, hooded, long-sleeved, navy-blue tunic and a pair of grayish pants, usually carrying a number of pockets or similar compartments. Both of these tend to be rubbery in outer texture. She also wears a pair of rubbery land-flippers.
  • Personality:
    • Alatheen tends to be quite reserved around almost everyone she meets, keeping her thoughts mostly to herself and rarely communicating more than she believes is necessary. For the most part, Alatheen is almost entirely unfeeling, rarely manifesting any outward emotions unless she figures it would suit her purposes. While not hostile to others, she views most people as ignorant, common sheep, seeing as they are unenlightened by the purpose of the Deepmasons, an ancient guild that has long since faded into obscurity. Most of her conversations with others tends to be brief, though she may linger on longer if something interests her. Her association with the Deepmasons has also made her cautions and somewhat suspicious of others, and for the most part she tries not to reveal information that would compromise the Deepmasons as a whole.
    • Alatheen is mostly defined by her loyalty to the Deepmasons, seeing as she was raised to be one. Her “devotion” to the Deepmasons stems not from a sense of familial love for her mentors, but rather from the sense that it is her purpose in life. Alatheen views herself not as an individual, per-say, but rather as a tool to serve the further interests of the Deepmasons. While she has heard of ideas propagated by the outside world, Alatheen has never really encountered a situation where she would seriously question her own position in life. While she feels a sense of purpose from her duties, she does not derive any particular joy from it.
    • Alatheen has a very strong sense of self-discipline, given her upbringing. If assigned a task from one of her superiors, she will usually follow it to its end, provided it does not conflict with her other allegiances or personal interests. Alatheen is fairly modest in her general living, refraining from indulging in extravagance and luxury.
  • Bio:
    • For as long as she could remember, Alatheen has lived a humble, simple life under the service of her mentors at the Anglo Rift, a deep, underwater temple-like structure that has long served as a monastery-like locale. Most of her day-to-day life in her early years consisted of doing chores for the Anglo Rift while doing physical training exercises, meditation, and studying scriptures as instructed by her superiors. During this time, Alatheen was a girl without a name. She had no knowledge of her birth-parents, and most of her knowledge of the outside world came from her mentors.
    • Seeing her unquestioning loyalty and aptitude in her training, Alatheen’s mentors had chosen to initiate her into the Deepmasons, a once influential and ancient guild of Deep People that has long since faded into obscurity. Alatheen had accepted this path without question and from then on furthered her study and training in the martial arts of Rok-Lah-Bastah.
    • Around the time when she was 160, the Deepmasons had decided that she was ready to enter mainstream society. Using their secretive connections and influence, the Deepmasons had crafted a new identity for her, from which she took on the name of Alatheen Tarseni. She memorized a host of details about her new life, and started out in a simple apartment, using what she had learned of the outside world from within the Anglo Rift. Even as she engaged in her new public life, Alatheen maintained contact with the Deepmasons and continued her training.
    • A few decades later, one of her mentors suggested that she had the aptitude to attend one of the technical schools of the Deep Person homeworld, to which she accepted without question. While there, Alatheen learned about the principles behind modern engineering and science along with its applications. While she did not make many friends during her time there, she was fairly successful due to the fact she never did anything but study and train. Once out, Alatheen brought her knowledge and findings from the school and added it to the Deepmason’s collection of knowledge.
    • After that time, Alatheen acquired a job for a Deep Person centered company that deals with computer-integrated nanomaterial-based systems, if only to have the appearance of a normal life. When she was not working, however, she would perform various tasks set out by the Deepmasons, and occasionally attended the Anglo Rift where she was raised. Alatheen’s present mission to Earth, along with the task of infiltrating the Galactic Union’s archives, is simply another one of these missions, albeit one of much greater importance.
  • Stats:
    • Might: 3
    • Agility: 4
    • Vitality: 4
    • Intelligence: 5
    • Faith: 4
  • Racial Perks:
    • Come All Ye Faithful
    • Expert Programmer
  • Weapon:
    • Alatheen uses a pair of light-weight enclosures which strap themselves onto her arms. Both of these enclosures are covered with an array of microscopic sensors which wirelessly relay information via an onboard computer to Alatheen’s clicker. In effect, these sensor arrays allow Alatheen to perceive things around her where she might not necessarily be focusing at any given moment, via sight, sound, heat signatures, or other basic, mundane means. Furthermore, these devices will alert Alatheen when there is an incoming threat, such as an incoming projectile or beam of energy, and will try to relay the general trajectory of this attack in a manner she can quickly comprehend. To put things simply, these devices grant Alatheen an increased awareness of her surroundings, due to the rapid rate of communication with her devices via her clicker, though the sensors aren’t necessarily equipped to perceive supernatural phenomenon.
    • Both devices are highly flexible and do not impose on Alatheen’s range of movement. Furthermore, each enclosure has internal subsystems which allow her to give more “oomph” to her punches (sort of like how exoskeletons are supposed to function). These trigger on command of her clicker and otherwise do not impede her movement.
    • The ends of these devices feature metallic structures which cup themselves around Alatheen’s fists via command of her clicker, augmenting her punches. While the blunt force of these ends is usually sufficient for close combat, these fist coverings can also extend a short, roughly fist-sized, blade upon the clicker’s wireless command. Additionally, the back ends of these coverings can open up to reveal a pair of energy blasters, should Alatheen be faced with something that demands long range combat. These blasters have a small degree of rotation for tracking targets, and are triggered via clicker command. Said blasters also have sensors equipped on them, allowing her to perceive from them as readily as the information from the computers can get streamed to her (For instance, this allows her to perform tricks such as shooting accurately from around corners without exposing herself).
    • While other Deep People and computers can potentially communicate with Alatheen’s arm encasements, usually the device tries to ignore signals/inputs that do not originate from Alatheen’s clicker, though someone with enough tech-savviness or the proper tools could get around this. If someone else manages to bypass this safeguard, the new user will need time to get acquainted with the syntax by which the devices receive input and relay information before being able to use it properly, since it mostly operates by sending to a clicker device.

edited 15th Sep '15 10:32:41 PM by CathariSarad

Chariot King of Anime Since: Jul, 2014
King of Anime
#22: Sep 16th 2015 at 1:14:47 AM

  • Name: Exenea
  • Age: 25
  • Gender: Female
  • Species: Lanax
  • Appearance: Exenea is slightly taller than the average member of her species, standing at just under four and a half feet tall. Her skin a dark green that is covered by a thin layer of fur consisting of an even darker shade of blue. Clothingwise she tends to wear light clothing in order to compliment her speed. As such she wears virtually no armor instead choosing to wear a light shirt, a light jacket, and a jean skirt when not in the field. When out on the field she exchanges her skirt for a pair of light slacks and a slightly heavier jacket. Her Suite PEA is in the form of a dark gray wristband that she keeps on her at all times.
  • Personality: As is common for her species, Exenea has a thirst for knowledge. However, this doesn't mean she's as stuck up as one would expect as she still loves to have a good time. Naturally this is the reason she became a Seeker: in order to travel through a new world and learn something new in the process. One problem with this is that she's a bit of a coward and prefers to run away from trouble rather than stand and face it head on. She hopes to overcome this but so far has not seen much improvement.
  • Bio: Exenea grew up in a family populated by scientist and explorers and as such grew up hearing tales of adventure and having the knowledge to never believe what can't be proven drilled into her head. As a result it was only natural that she too would develop her family's thirst for knowledge and adventure which ultimately ended up with her joining the Galactic Union as a Seeker.
  • Stats:
    • Might: 3
    • Agility: 7
    • Vitality: 4
    • Intelligence: 5
    • Faith: 1
  • Racial Perks:
    • Suno-model Scanner
    • Bio-scanner
  • Weapon: Exenea's weapon is designed to be small, effective, and with a good range. In other words small throwing knives. About 50 in total, each knife can fit in the palms of her hands and has a blade sharp enough to pierce skin. The blades themselves are retractable in order to be extracted easily and are silver in color. Exenea carries them in a small bag tied to her belt with a spare set that she keeps at the base.

guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#23: Sep 16th 2015 at 3:48:00 PM

  • Name: Nulius Fenrox

  • Age: 400

  • Gender: Male

  • Species: Xoldr

  • Appearance: A dark-purple skinned, seven foot tall example of his race. He has a blunt looking face and four short, curved but viciously pointed horns that are evenly spaced across his forehead from temple to temple. He wears light armor over standard battle fatigues for his race. He obviously wears no shoes as they would impede his movement abilities.

  • Personality: He is intelligent and rather skilled at small scale tactics. Tends to be rather gruff and in spite of (or perhaps because of) his experiences with other races he really tends to not be fond of those who are not Xoldr. That being said he does have respect for those who have clearly been in conflict.

  • Bio: Nulius has worked as a mercenary for anyone and anybody who would have him for most of his life. He worked briefly as a smuggler in his youth before being nearly being captured and deciding a change of careers was in order. One he joined a company Nulius quickly rose through the ranks (or as quickly as one can when a race lives as long as a Xoldr) and ended up as a high ranking member of his organization. His group was hired by the galactic union for a variety of jobs before being offered a job as a Seeker for outstanding service. He accepted and immediately set about making a new weapon to deal with a new threat.

  • Stats:
    • Might: 5
    • Agility: 4
    • Vitality: 3
    • Intelligence: 5
    • Faith: 2

  • Racial Perks:

    • Strong back
    • Ye of little faith

  • Weapon: Nulius wields a sword the length of a longsword for his race (for others it would likely be considered a claymore, if not an outright great sword) It has a blackened blade to make sure any reflections won't give away his position and has spherical device in the hilt that allows for channeling of stored electricity (It can be recharged but it needs time). Also (as per the Strong Back perk) He still carries his semi-automatic shotgun from his mercenary days.

-dramatic music ensues-
Saturn Hurr from On The Rings Since: Jun, 2011 Relationship Status: I-It's not like I like you, or anything!
Hurr
#24: Sep 16th 2015 at 4:49:06 PM

Characters all look great so far, no complaints. Guyshane, clever use of the Strong Back perk to allow a second weapon.

I'm thinking no more than one more Deep One character allowed.

Cedi Hive Lord in Training from On your screen Since: Dec, 2010
Hive Lord in Training
#25: Sep 16th 2015 at 5:47:26 PM

You know, looking at all of these neat submissions makes me notice something: We have every race represented in our signups thus far except for the Neith. And that makes me wonder something kinda important about them.

You say that they have four sexes (Alhar, Alna, Alren, and Alhur), but... what ARE these sexes, really? Is one of them more or less equivalent to male? Is one of them female? And what about the other 2? Are they supposed to be something in the middle, or parallel, or... something else altogether? It's hard to really think about what writing or interacting with them would be like without understanding that sort of thing.


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