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SabresEdge Show an affirming flame from a defense-in-depth Since: Oct, 2010
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#26: Apr 29th 2016 at 5:56:36 PM

Oh cool. While my first instinct was to roll with an electronic-warfare craft, EA-18G Growler style, I'm seriously considering running a Yuuzhan Vong coralskipper, with the appropriate storyline justifications as to why he's willing to fly alongside machine-using nonbelievers.

Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.
Skiller2 The Sun’s Firstborn from The Bay Area Since: Feb, 2016 Relationship Status: Abstaining
The Sun’s Firstborn
#27: Apr 29th 2016 at 9:29:16 PM

I finished my sheet. After making the pistol, I've realized that it might be a little OP.

EchoingSilence Since: Jun, 2013
#28: Apr 30th 2016 at 4:43:32 AM

Might wanna fix that then.

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#29: Apr 30th 2016 at 1:19:55 PM

Sorry to fall silent for so long, that Backstory actually was still a bit WIP as I wanted to expand it, I already did just now though might expand it even further in the near future.

edited 30th Apr '16 1:28:30 PM by Sergey_Smirnov

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
EchoingSilence Since: Jun, 2013
SabresEdge Show an affirming flame from a defense-in-depth Since: Oct, 2010
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#31: Apr 30th 2016 at 4:31:42 PM

I'm pulling very heavily indeed from the Star Wars Extended Universe (the old canon) and especially the New Jedi Order books. Unfamiliar events and terms should be researchable from Wookieepedia.


  • Name: Riestvor Dom
    • * Species: Yuuzhan Vong, from the Star Wars Expanded Universe timeline, circa 42 ABY (well after the war). Ex-Warrior Caste, then Shamed/Extolled.
  • Age: 43.
  • Sex: Male
  • Appearance: long black hair, pale-skinned, tall and muscular but with a nearly cadaverously-thin facial structure. Careful examination of his face reveals old long-healed scars and erased tattoos—the markings of the Warrior identity that he rejected. His right arm appears to have been wounded in the past, moving sometimes stiffly, sometimes with an unnatural range of motion. Medical examination would reveal that the arm is mechanical, covered in synthetic flesh.
  • Background: "No. Riestvor Dom, the young warrior who flew his beloved fighter with such pride, died in the battle. Riestvor Dom, Old One-Arm, exiled, shamed, and now extolled, with a foot in either world, is another man."
    • Warrior identity: Prior to the Vong invasion of the galaxy, Dom was a pilot, flying infiltration, reconnaissance, and exfiltration missions from a long-range scout carrier in advance of the Vong main force. This gave him a higher degree of familiarity with mechanical technology than most other warriors (as the Yuuzhan Vong only used biotech, regarding nonliving tools as heretical), as well as encouraging his streak of independence and initiative. When the invasion began in earnest, Dom's tasking as part of the long-range scouts meant that he largely avoided participation in the great fleet battles, but instead took part mostly in skirmishes and raids, as well as miscellaneous ferry and escort missions.
    • Fall from glory: It was on an escort mission that Dom performed what he regarded as a feat of bravery and skill, the rescue of a crippled light transport full of Shamed Ones from a New Republic attack. Using his coralskipper's gravity generator, he managed to tow the much larger transport to safety while fending off opposing starfighters, though not without sustaining very serious injury to one arm. Post-battle, the arm had to be amputated—and, crucially, Dom's body rejected the transplant, marking him instantly as a Shamed One, no longer a warrior, despite whatever glory he might have earned.
    • Shamed One on Coruscant: for the next four years, the duration of the Yuuzhan Vong war, Dom lived among the fallen ones, the very bottom of the barrel; as far as his former comrades were concerned, he was less than dead. Still a warrior at heart, Dom tried his best to redeem his name, whether on one of the great worldships or on the conquered Coruscant—and when the warriors continued to reject him as cursed by the gods, he joined the heretical resistance against them. In the Coruscanti underworld, amidst a raging insurgency waged by the survivors, Dom pitched in against the Yuuzhan Vong occupiers, along with the other Shamed Ones who took up the Jeedai heresy (who looked to the Jedi Knights as their saviours). The resistance culminated in an uprising, concurrent with the Jedi-led counterattack, that destroyed the Vong command structure and brought the war to an end.
    • Post-war: Not content to rejoin his former comrades and oppressors in post-war life on Zonama Sekot, Riestvor Dom joined the galaxy at large as an itinerant adventurer and mercenary pilot. Leftover coralskippers from the war are easy to find, and while he will never completely fit in, there is plenty of room for a skilled pilot along the edges of the galaxy—even for an ex-Yuuzhan Vong.
  • Personality: having been unfairly ostracized from his home society and finding his new purpose among the marginalized, Dom's independent streak has never quite faded. Rejecting the dogmatism of the Yuuzhan Vong and their opposition to technology, Riestvor Dom's bitterness has softened over the years, and he takes a newfound pride in molding unpromising recruits into warriors—but thinking, independent ones who will seize the initiative. As he will make violently clear, he is not a Yuuzhan Vong warrior: he is a warrior, who happens to be a Yuuzhan Vong.
  • Personal Equipment: standard YzV personal weapons: thud bugs, amphistaff, breastplate and helmet (all living), in addition to a utility belt and survival pack (non-living): knife, rations, first-aid kit, water distiller, radio, et cetera. Mechanical right arm, acquired from contacts and friends he made while living in the Coruscanti underworld, covered in synthetic flesh, that can also function as an electrical power source if needed.
  • Skills/Training: extremely skilled in close-quarters fighting, whether unarmed or with his personal weapons; a Vong warrior can go toe-to-toe with a Jedi and Dom is no exception. Combat trainer and guerrilla fighter: in the Coruscanti under-city during the occupation, Dom did a lot to train up Shamed Ones, workers, and non-YzV survivors alike to be more than just cannon fodder, a real threat to the under-resourced occupation force that he was formerly part of. Natural empathy of a sort with living things and biotechnology. Although he no longer regards mechanical and electronic technology to be inherently evil and in fact has developed an interest in it, he is still much slower to grasp their workings than a human.


Starfighter: yorik-et coralskipper.
  • Role: short-range frontline combatant.
  • Armament: biological short-range plasma cannon, x3. Powerful and has a nasty secondary effect: on a hit, the plasma will continue to melt through the target's hull.
    • Secondary: dovin basal point gravity generator. The coralskipper's main form of propulsion and defense all in one; the gravitic singularity generated functions both to drag the coralskipper through space and to act as a point-defense shield, absorbing enemy fire almost without limitation. Still, it's possible to fool or to overwhelm with fire from multiple directions—and the dovin basal cannot accelerate the fighter and defend it simultaneously. (During the Yuuzhan Vong war, Alliance fighter pilots discovered that rapidly firing multiple, divergent streams of weakened shots helped to counter the dovin basal: some would get through, and over time enough shots would add up to seriously damage the coralskipper. Long-range missile volleys also worked, since the coralskipper lacks guided missile equivalents. Finally, coralskippers lacked the capability to seriously damage capital ships. It's possible to jury-rig bomb releases to get around that, though, so long as the bomb can guide itself, since the coralskipper would lack any ability to guide the bomb.)
  • Defense: dovin basal, see above, and the inherent toughness of the yorik coral hull. No energy shields; attempts at grafting a shield generator onto the coralskipper have all ended in failure.
  • Maneuverability: very high indeed, so long as the dovin basal isn't working to propel or to defend the vessel. Think of it this way: the gravity generator can either defend, accelerate, or maneuver the ship, and do it very well, but only one at a time. It can switch quickly, but it's still a significant tactical limitation.
    • This also means the coralskipper is all but useless in atmospheric combat: unlike in space, the dovin basal is kept busy keeping the craft in the air, and is unable to maneuver it quickly or to shield it from incoming fire.
  • Notes: while it's fairly easy to fit personal radios into the coralskipper's cockpit, any advanced gear like datalinks, or electronic sensors, are out of the question. Coralskippers were designed to operate with the yammosk tactical coordinators, communicating through gravitic waves: without them, they lose the ability to fight as part of a networked formation, except through voice radio—potentially a significant drawback. Finally, coralskippers lack FTL. Any mission requiring them to move between star systems will have to be adjusted accordingly.

edited 30th Apr '16 7:10:13 PM by SabresEdge

Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.
EchoingSilence Since: Jun, 2013
#32: Apr 30th 2016 at 4:38:06 PM

Riestvor Dom is accepted.

hotelkilo Board Certified Sorcerer from In the Hole Since: Jun, 2010 Relationship Status: I like big bots and I can not lie
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#33: Apr 30th 2016 at 6:41:11 PM

Pilot

  • Name: Czeslawa Szymanska

  • Age: 24

  • Sex: Female

  • Appearance: Tall, slim build. Flat gray eyes, brown hair to about her neck, cut fairly sharply. Numerous piercings in both ears. Wears the white and khaki undress uniform of a Silesian Confederacy Navy Sub-Lieutenant.

  • Background/Personality: Czeslawa comes from a family of aristos on what could be generously termed a marginal world, one that's poor in wealth or resources but able enough to feed itself and maintain a not prohibitibely irregular trade balance. Left with few options other then enter an unattractive marriage with a distant cousin or live the life of dilleante, the active minded girl instead opted for the extremely unglamorous, but safely prestigious and possibly lucrative, commission as an Ensign in the Silesian Confederacy Navy. A larger star polity in the general sense, it is really more of a barely functioning alliance of convieniance between a few hundred settled planets. The Navy lacks any real strategic direction, is rife with incompetence, corruption, and outright rebellion. It limps along with outdated vessels and a poor, sinking tech level. Unwilling to compromise on her principles in dealing with the citzenry Czeslawa has only received a single cursory promotion before being tumped on an aging sub-light patrol vessel as its commander. Nevertheless, being the only Captain actually doing her job means that the crew's been its share of (mostly losing) fights with the local pirates and merchant raiders.

  • Personality: Ill-tempered and fully aware that she's stuck in a dead end navy that she'll never see promotion in without bending the rules farther then she'd like, Czeslawa has a deadly sense of justice and fair play that has so far served her little in a region of space that frowns on honesty. On the other hand a constant worry for the health and safety of her crew means she's more then willing to declare the Confederacy Navy's bureacracy fair game.

  • Gear/Equipment: A pulser pistol (railgunish), extra magazines, Skinsuit (a ballistic fiber-cooling mesh body armor/pressure suit with helmet and life support pack), pilot's kneeboard, pens/pencils, camera, "Pointee-Talkie" dictionary English-Polish-Russian-German-Chinese

  • Powers/Skills: Czeslawa's a veteran, used to operating on the fringes of a crumbling nation that has little to spare for its military, forcing crews to scavenge, confiscate, or outright steal needed supplies. Her crew has a great deal of personal respect for her ability to command in battle, in fact much more then they have for their superiors or their star nation. Beyond that, she's a practiced small-arms shot and moderately accomplished recreational swordswoman. Published poet and author of literary analysis and critiques under pen names.

Fighter Craft

  • Name: Mazur-class LAC, SCN LAC-1664
  • Role: System Defense, Customs patrol, planetary defense
  • Appearance: [1]
  • Weapon Systems:
    • 4x6 Cell Missile Launchers: Four six-missile replaceable box launchers, the Mazur-class only has enough uplinks to control one salvo to target at a time. Too light to do much damage to an armored capital ship, OK against light combatants and fighters.
    • 2 12cm lasers: Light anti-ship weapons that double as point-defense mounts. One million kilometer effective range against unshielded targets, 500k against shielded targets. Fired in pulses. Unable to scratch armored vessels or capital ships but good against light vessels.
  • Defense Systems: Sidewalls and wedge; former are generated to fill the space between the two impereable angles of the impeller wedge.
  • Maneuverability: Excellent attitude maneuverability but lacks faster then light capability.
  • Notes: Carries a crew of fifteen; three officers and twelve enlisted sailors.

Let God do His work, we will see to ours. Bring in the candles.
EchoingSilence Since: Jun, 2013
#34: Apr 30th 2016 at 6:49:16 PM

Czeslawa Szymanska checks out. Approved.

I'll be posting my own fighter eventually.

edited 30th Apr '16 6:51:09 PM by EchoingSilence

SabresEdge Show an affirming flame from a defense-in-depth Since: Oct, 2010
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#35: Apr 30th 2016 at 7:01:14 PM

I've a feeling that distances and relative strengths are going to have to be adjusted for the game, considering that the Honorverse considers 500,000km "close range" while Star Wars considers 1km to be the range of starfighter guns.

Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.
EchoingSilence Since: Jun, 2013
#36: Apr 30th 2016 at 7:03:56 PM

Most likely. Everything is going to be brought down to 5km at max.

hotelkilo Board Certified Sorcerer from In the Hole Since: Jun, 2010 Relationship Status: I like big bots and I can not lie
Board Certified Sorcerer
#37: Apr 30th 2016 at 7:35:42 PM

Movement maaaay be a problem too, vis the same comparison across series for acceleration/speed.

Let God do His work, we will see to ours. Bring in the candles.
EchoingSilence Since: Jun, 2013
#38: Apr 30th 2016 at 7:36:37 PM

Well what would you suggest then for a maximum speed?

hotelkilo Board Certified Sorcerer from In the Hole Since: Jun, 2010 Relationship Status: I like big bots and I can not lie
Board Certified Sorcerer
#39: Apr 30th 2016 at 7:55:38 PM

It's more that movement in the Honorverse is more about acceleration/velocity then it is about speed, since all vessels top out at the same speed. I'd say how it works across series is up to you, I'll accept whatever decision.

Let God do His work, we will see to ours. Bring in the candles.
SabresEdge Show an affirming flame from a defense-in-depth Since: Oct, 2010
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#40: Apr 30th 2016 at 7:55:49 PM

Don't give hard numbers, or alternatively just use arbitrary measurements instead of kilometers/hour?

Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.
Victor_Skye Hot-blooded Catholic Space Nazi from The Imperium of Man, the million worlds. Since: Mar, 2015 Relationship Status: Above such petty unnecessities
Hot-blooded Catholic Space Nazi
#41: May 1st 2016 at 8:42:30 AM

Note: If you are tempted to bang your head on your table by trying to read all this, I suggest taking one deep breath and taking a goddamn break.

Additional Note: There may or may not be some grammatical errors here, and it's hard to keep track of them all due to the immensity of my project. For the love of all that is good, please point a spelling error to me if possible.

    open/close all folders 

    Orpheus and the Orphans 

  • Background Information on the Orphans: Medieval humans that pack ancient star-traveling technology from their ancestors.

    • Orpheus: A planet set in the edge of the galaxy that has not been explored for ages since the Great Migration. It was once a barren desert similar to Mars, but with extensive terraforming it has become suitable for humans. Nobody knows about this planet's long history as it has been lost in time. This planet is inhabited by medieval humans, the Orphans. Orpheus also harbors a population of dragons, which the Orphans worship for their spellbinding power to breathe fire. Additionally, the Orphans consume those dragons so that they may gain that power.

    • The Orphans: All over Orpheus, the Orphans have erected feudal societies with their overly ambitious kings waging endless wars against each other for territorial disputes, insults both imagined and real, and to satisfy their occasional bloodlust at times if the people are unlucky enough to have such an inhuman ruler.

    • Backstory: The people of the planet Orpheus have been at each other's throats for thousands of years before they were invaded by demons from the sky. The malevolent energy exuberated by these powerful creatures awakened the ancient technology of their ancestors, for the people of Orpheus descended from a long-lost civilization that mysteriously vanished from existence. Structures buried deep in the ground rose and automated defense turrets fired their prehistoric armaments at these demons. Massive factories whirred to life once more started churning out guns, tanks, and starships that may have been reserved for the Old Ones. Armed with arcane technology, they beat back the monsters in 20 years and have focused their efforts on reconstructing their war-torn homeworld. When the Orphans decided to take the fight to the demons, they launched their starships beyond the skies only to find a vast emptiness that contained an expanse of darkness with the stars seen as white dots, serving as little light bulbs in this sweeping void.. After pushing further into "space", as it was called, the Orphans established contact with other races and then sought to build relations with them. Yet not every Orphan was levelheaded, for every rational starship captain out there there were 5 more that were overcome with xenophobia, superstition, and paranoia.

    • Attitude on Aliens: As they were invaded by demons from the sky that were actually native to another dimension of space, the Orphans are wary of aliens and consider them to be no different from the "demons from the sky" that attacked their homeworld. This seemed to be the case at first, but continued interactions with the aliens has mitigated this discrimination against the xenos species. However, the lingering bitterness remains, and one would be wise to avoid provoking the Orphans to anger.

    • Attitude on Technology: The Orphans have only recently acquired this technology while lacking the scientific knowledge behind its application. Thus, they have assumed these technological marvels to be the result of magic, and they have entrusted the mystics of Orpheus to solve the enigma of technology. Fortunately, the mystics happened to be the most educated people on the planet and were familiar with modern technology, but they never encountered technology as sophisticated as this before. Nevertheless, they tried their best and their success has been limited, but it is enough for the mystics to pilot these vessels and operate them on a slightly functional level. The mystics continue to study their ships, for you may never know what secrets each ship holds...

    • Religion: Dragons of the Living Flame - Ever since time immemorial, the Orphans have been in awe of the mystical fire of the dragons. They have built a religion centered around the holy flames. They theorize that the world was built by the fires of creation which created the fire of the sun and eventually created the fire of living beings. The antithesis of fire is the darkness, which is the essence of nothingness while fire is considered to be the core substance of all things. As a result, the Orphans are notably fearful of space, because they believe the darkness is out to get them. This terror is further exacerbated when you add in the fact that they were attacked by demons from the void. In such situations, it is best to appeal to their religion to calm them down.

      • "The fire is alive as all things are alive. There is nothing that is dead, because everything has a fire to it. There is only one being that has no fire, and that is the darkness. And when the darkness comes, it will devour all fire with its shadows. That is when the end will come. Yet even the darkness cannot contain the fire of creation. One day, out of the darkness will come the greatest fire that will destroy all darkness and the new fires will burn once more."

    Pilot 

  • Name: Lord Weldrick Helmold of Orpheus (Orpheus is his homeworld)

  • Age: 37

  • Sex: Male

  • Appearance: Helmold with his escorts.

  • Background Information on Lord Weldrick Helmold: He is one of the many feudal lords that volunteered to risk his life to journey across "the world beyond the sky" to ensure the safety of their people.

    • Early Years (Ages 0-8) - Lord Weldrick was born into House Helmold, notorious for its ironfist methods in maintaining discipline. The boy was the 8th child out of the 11 children that his father, the late Lord Abaddon, sired. Weldrick did not show much potential and was judged to be an unremarkable heir. Since he was supposed to prove himself regardless of his capabilities, Weldrick was assigned a mentor to train him in the arts of war.

      • House Helmold Motto - "Justice is the ultimate forgiveness." This was said by the house's founder, Lord Alcides Helmold, an ironfist commander that instilled discipline in his troops by incorporating some of the most brutal punishments known on Orpheus. That's saying something considering that Orpheus is occupied by warlords and their cohorts. Thankfully, the current descendants of House Helmold have mellowed out of this viciousness.

    • Training (Ages 8-14) - Weldrick's mentor was Sir Weland, a legendary drunkard that got into fights with the people from the nearby town called Lucretia. The poor lad spent 6 unhappy years trying to get his teacher out of brawls that could have easily claimed their lives. On the other hand, Sir Weland was an effective teacher that was able to let Weldrick master the basics of warfare, so his time was well-spent honing his abilities. This was not all that Weldrick learned, for he was also trained in archery, swordsmanship, horsemanship, outdoorsmanship, reading, writing, mathematics, history, geography, mythology, religion, politics, commerce, culture, and many others.

      • Sir Weland - While he may seem like your average bumbling alcoholic, he manages to get any job done when he's sober. He is a bit of a flirt that almost never succeeds in bedding the women. But his persistence is rewarded with the occasional floozy who has been deprived of sensual pleasures for a long time, so his efforts are not all for naught. An avid reader by night, flipping pages by his candlestick, he could have been a brilliant professor in the university if he was willing to share his knowledge with an audience. Unfortunately, this man is a bit cagey and sensitive of his scholarship, so he never reveals his intelligence to anyone but a select few.

    • The Day the Darkness came (Age 14) - Just as Weldrick was shitting inside the castle latrine, that was when the demons from the sky came. He was literally caught with his pants down as the end of the world came on his doorstep. On that day, the sky turned red and every man, woman, and child looked up to the sky and saw them appearing out of the clouds. These monsters tore the Orphans apart with their claws and fangs and spat acid that could melt starship armor. As the people were being shred into pieces like walking paper dolls, Weldrick heard the commotion, put on his pants and shat on it then ran like hell. He thought the castle was under attack by their enemies, House Caldron, but instead he faced monsters. Though he shit his pants, his ability to act decisively even in shameful circumstances saved his ass from a demon because one such monster ploughed through the bathroom wall and was about to get Weldrick until the boy escaped with his life.

    • Demon War (Ages 14-34) - In the face of such monstrosities entire kingdoms collapsed overnight, and not even the legendary battle-hardened armies of the Orphans were in a position to oppose the sudden invasion. No sword could pierce the thick carapace of the demons, and there was certainly no shield that could protect them from the abnormal multitude of fangs, claws, and teeth that each of these creatures possessed. So everyone ran with their tails between their legs in the hopes of staying alive much longer. Not every realm was so quickly overwhelmed, for there arose from the underworld weapons of mass destruction that have never been seen before. These engines of war halted the advance of the demons with their automatic defense turrets. As these gigantic structures rose from their underground sepulchres like zombies rising from their graves, they tore down entire cities and castles as they ascended to tower the heavens. Some turrets were a mile long and stood thousands of feet high, it was so big that people strained their necks just to see the top. In that turret were thousands of ancient guns and missiles that were still able to function despite ages of neglect. With the towers came giant factories that manufactured a variety of fearsome weapons that could smash through the dense skins of the demons, and built starships that traveled through the stars so long ago. With these recently acquired assets, the Orphans were now more than a match for their invaders, but unfortunately they were ignorant of the use of such technology, and so they struggled to make sense of the unimaginable sorcery of technology.

      • Fall of House Helmold - It was one of the first houses to fall prey to the demon incursion. Lord Abaddon responded to the attack by swiftly gathering his men and riding the hell out of there. Most of the Helmold children followed suit, but they were cut off by a squadron of Devourers and nearly all of the party was eviscerated save for a few lucky servants and Weldrick's brother, Timothy. The rest of the Helmold children and a few servants hid in a subterranean cellar for two years until they were rescued by the newly formed Orphan Army. The aforementioned cellar contained a secret spring of water, but there was a scarcity of food since the plants that grew underground couldn't produce a large harvest, so the Helmold children killed their servants and used them as meat.

      • Lord Helmold's role in the Demon War - As a noble, he was immediately promoted to the rank of lieutenant in the rear guard of the 4th Orphan Army, which always sustained a casualty rate of 90% throughout the war. For his critical role in the Battle of Montag Keep, saving the life of Lord General Reagon from being clawed asunder from a corrupted dragon, he was promoted to captain to commend him for that merit. After leading the Charge of the Forty Hills, which killed most of the men but managed to score a victory against the demon army, he was promoted to major.

      • Short-lived Marriage - The 4th Army was trapped in the city of Poul, and the soldiers were picked off one by one as the demons discovered their hideouts. Thinking that this would be his last day alive, he proposed to a local woman named Xiana, and they fell deeply in love a week after their first meeting when he saved her from an Enslaver. Xiana accepted the proposal and they were privately married. The soldiers of the 4th Army found this cause to celebrate and threw up a small festival until the party was crashed when the demons finally discovered their hideaway. In the ensuing chaos, Weldrick was unable to protect Xiana, and he had to depart from the area lest he be killed as well. This regret stayed with him all his life.

    • Beyond the Sky (Ages 34-37) - Long story short, he decided to go to space so that he take the battle to the demons and seek revenge for his family. He recruited his crew in this time and used the tapeworm vessel to launch off into space. (I just want to get this background section finished so forgive me.)

    • To The Ends of The Universe (Age 37) - Beginning of the roleplay.

  • Personality:

    • Iron Butt-Monkey - Weldrick was deemed not to be as excellent as his other brothers and sister, so he was left out of his parents' favor. He spent 6 years avoiding the wrath of angry drunkards that his mentor provoked. He was shitting on the toilet when the demons came from the sky to invade his homeworld. His wife was taken away from him the day they married. He fought the demons for 20 years and lost most of the people he knew and loved.

      • Yet despite all this, Weldrick never revealed his troubled past to anyone. Not once has he complained of any of his tragedies. It was not due to strength of character, it is because he fears that nobody would give a damn about him anyway. So he keeps these sensitivities to himself, even if he is stretched to the boiling point.

    • Superstitious - Like any Orphan, he seems to think that technology has a mysterious magic to it.

    • Cunning - May be an honest man but he has dabbled in the arts of intrigue before.

    • Code of Honor - He fits into the Lawful Neutral trope, but when pushed into desperation he would be willing to break a few rules.

    • Melancholic - In the Four-Temperament Ensemble, he tends to see the worst in people and gets easily depressed. He rarely shows his sadness though.

Note: No, Lord Weldrick is not really the pilot of the Melpomene, but he is the commander of it. There are many as 10 pilots that control the 10 units of the starship.

    Gear/Equipment for Every Character 

  • Knight Weapons - Their armor gives them the capacity to sustain massive damage. They are excellent at close range and when you are left alone in a room with one of them, you are effectively screwed.

    • Starship Armor: Each knight wears a suit of armor that makes it difficult for blaster fire to penetrate. It was forged from starship armor that is light enough for a person to carry around.

    • Modern Shotgun: Each knight is armed with a sawn-off shotgun that can fire two buckshot shells before reloading. It is poor against armor, but it is crippling for foes that carry no armor.

    • Dragon Longsword: Forged from the skeleton of a dragon, it is a fearsome weapon to behold because knights would douse the sword in flames to scorch their opponents with it.

    • Bomb: A knight's primary weapon against a ship. If it is placed in a rather crucial area of the ship, then the ship's operational capacities will be severely affected.

  • Mystic Weapons - Focuses more on ranged combat since they view armor as cumbersome and melee as a bit too bloody. When in a fight they play a support role with the knight, offering them covering fire as the knights draw near.

    • Machine Gun - Great for pinning the enemy down especially when enclosed in a tight room.

    • Grenades - Clears out an entire room with a blast. Deals minor damage to a ship.

    • Flamethrower - Set the corridors aflame to trap crewmembers inside or burn them all.

    Powers/Skills for Main Characters 

Note: These are the skills of the main characters of the ship.

  • Lord Weldrick Helmold - Though Lord Helmold is considered to be an average commander that displays no great remarkability, he is able to solve disputes between the capricious crewmembers that have conflicting philosophies and diverse backgrounds.

    • Charisma: He is no orator and he cannot speak well all the time, but sometimes he can be quite persuasive in his speech.

    • Education: This gives him broad knowledge that covers a variety of topics. He is more learned than most Orphans.

    • Leadership: Just enough to resolve crises within his crew.

    • Skilled Combatant: As an Orphan, he is adept at melee and marksmanship, for the Orphans are known for their expertise in the field of battle.

    • Conditioned to Accept Horror: Weldrick has fought demons for 20 years, almost nothing can faze him.

    • Notable Weakness - Indecisive: He is slow to make come to a decision and he often relies on the opinions of others before doing something risky.

  • Knight Commander Kent - A man that has been fighting ever since Lord Weldrick was in diapers, he is old and reaching his eighties but to him old age is no excuse for abandoning service. His family has served House Helmold for generations and is among the most trusted members of their house. During his younger years as a knight he was exposed to the Laupryian Rebellion, which was more of a battle of courtly intrigue and betrayal rather than a full-blown war filled with violence. After being subjected to treachery in the court, he found little reason to trust anyone other than House Helmold, which never failed to keep their promises. Since Kent could never trust anyone else, he was cold and detached from everyone but the Helmolds.

    • The main reason why he is so full of distrust is because his own family double-crossed him during the Laupryian Rebellion. This occurred when he was stabbed in the gut by his father, brother, and son. Amazingly, Kent survived the incident by means quick action and of ancient technology that repaired his internal organs. This technology was used by the Helmolds to save his life and Kent has been in their debt ever since. And what happened to his father, brother, and son? All killed by his hand.

      • Educated: Not as well as Weldrick, but he has read his fair share of books.

      • Master Combatant: Among the best knights in melee but a poor shot with the shotgun (if one ever had to really aim it).

      • Conditioned to Accept Horror: Even more so than Weldrick.

      • Undying Loyalty: Will follow Weldrick until the bitter end, he is not swayed by any reward if it involves betraying Lord Weldrick.

      • Wise: He has a wealth of worldly knowledge to share.

      • Notable Weakness - Geriatric: The old man is approaching his eighties, he's in space, and he has tremendous trust issues that signal the fact that he has a broken heart that can never be fixed. Sooner or later, he might die in space in one way or another.

  • Brother Sain - A controversial mystic that was sentenced to death by a mystic order by stripping him of his humanity and replacing his body with a machine. His ideas were heretical, that machines were alive and full of the fires of creation. Most mystics considered technology and robots to be dead, since they were non-fire, or not having the fire of living things. Fire was the force of nature that lived in the sun, heat, and in living things. Since they lacked the fire of living things, technology and robots were believed to be susceptible to the corruption of darkness. Yet, when Brother Sain continued to insist that machines were alive, he sealed his fate. He became a machine that was supposed to be devoid of emotion, but instead of that, it rather amplified his emotions! Before Sain's transformation, he was known as an eccentric fellow, after his transformation that his insanity increased sevenfold. The mystics were glad that Lord Weldrick came looking for a chief mystic that was familiar with technology and offered Brother Sain to control his new starship.

    • Nickname: He is called "Insane" by his peers.

      • 95% Accuracy - As a machine, Brother Sain can aim and align his weapon at near-perfect trajectories, and has an average accuracy rating of 95%.

      • Machine Empathy: Sain has the body of a machine and the soul of a human. Nobody knows how the hell this happened or if Sain really is alive, but he can somehow comprehend the aspects of machinery on a human level.

      • Maintenance: Aside from knowing how to fix the starship, he can also fix himself when he sustains injuries.

      • Static Shock: Can electrocute someone with electricity at close range.

      • Ship Control: He is connected to the computer database of the starship, so he has unrestricted command of all the units of the Melpomene.

      • Notable Weakness - Insanity: His madness might be his undoing one day.

    Default Powers for Every Character 

  • Knight Powers:

    • Skilled Combatant - Every knight is given combat training.

    • Limited Ship Maintenance - Trained by the mystics on basic repairs.

    • Conditioned to Accept Horror - Every knight is a veteran of the Demon War that lasted 20 years.

  • Mystic Powers:

    • Basic Marksmanship - It's easy to learn how to point a gun.

    • Pilot - Can control the way a ship moves competently.

    • Ship Maintenance - Good at ship repair.

    Fighter Craft 

  • Name: Melpomene

  • Role: Boarding ship to send troops to destroy or capture an enemy vessel from within.

    • Note: The Orphans are at a distinct disadvantage at space battles compared to other races, for they are not experienced in space warfare. But they are experts at close combat and can quickly melt your ship from the inside if you're not careful.

  • Appearance: It looks like a tapeworm, and it's able to detach and re-attach itself again. It has ten units to compose the entire fighter. Once a single unit lands on a nearby ship, it can blast an opening inside an enemy vessel and send two knights inside it.

    • Dimensions: Each unit is 5 meters long, 5 meters wide, and 2 meters tall. When the 10 units are combined they make the total dimensions of the starship to be 50 meters long, 5 meters wide, and 2 meters tall.

  • Weapon Systems: No real weapon but its knights, certain parts of the starship are meant to aid them in boarding the enemy vessel.

    • Multiple Units: The Melpomene has 10 separate units that are re-attachable to compose the entire starship. They can use this to surround an enemy vessel or occupy multiple enemy vessels at the same time.

    • Tractor Beam: Right below the Melpomene is a large tractor beam that can pull the starship to the enemy vessel.

    • Deadlock: The ship can attach itself permanently on an enemy vessel, so once it has you, you can't shake it off.

  • Defense Systems: Not much in the way of protection since it relies on its small size and mobility to avoid getting hit in the first place.

    • Escape Pod: Once the ship is near imminent destruction, the crew jettison their ship and fly into the vacuum of space.

    • Shield Generator: A small one, and it allows a unit to take a few laser blasts before it explodes.

  • Maneuverability: It's pretty fast but it travels at the speed of the average fighter. It is highly mobile since it can do a barrel roll in half a second. Yet repeated barrel rolls or maneuvers is likely to give the crew motion sickness since they aren't trained for space warfare. It lacks FTL capability and often attaches itself on other ships to achieve this.

    • Turbo: Allows the Melpomene to travel at incredible speeds for 30 seconds. It has to recharge for 5 minutes for another round of turbo.

In the maneuverability section, is Turbo allowed? Set the maximum amount of seconds that I can use for it, and set the recharge limit for that too.

    Crewmember Profiles 

WARNING: Loads and Loads of Characters.

Note: Each unit carries 3 crew; it is also composed of 2 knights and 1 mystic.

Note to self: Describe them in tropes.

Note: The common people are addressed as Meister or Meistress, the earth equivalent of Mister and Miss, but it sounds cooler in comparison.

Each knight and mystic has basic abilities. You have to show each character's SPECIAL abilities.

-Burned a church full of mystics on the orders of Lord Quentin of the sadistic House Koth, he proved unwilling to incinerate the clerics at first but he was prompted to with a sword to his throat. As a joke, he was knighted by Lord Quentin for his "magnificent service" for the Koths. He has lived in deep regret ever since, and people know him and generally try to avoid him even if he's a nice guy.

Note: Enter the crewmember profiles at your own risk. As if not reading my previous entries were not a pain in the ass enough. I like giving my characters a lot of color to them, and I'm not saying this lightly. And by the way... I'm only going to use each character once in a while... even with that my posts in the RP would be long.

Note on crewmember profiles: Ragtag Bunch of Misfits. Fought a demon war for 20 years straight? Quite common. Burned a church full of priests? Been there done that. Got your entire body replaced by machinery? Yep. Life has put a sword up your ass and ripped your balls off? Pretty much. If you're a weird fellow, then you'll be sure to feel right at home here!

    Deceased Crewmember Profiles 

No crewmembers died yet.

    Notes on Crewmembers 

  • Crewmembers: 20 knights and 10 mystics. There are a total of 2 officers selected from them, 1 from the knights and 1 from the mystics. The knights are responsible for boarding enemy ships while the mystics are in charge of operating the ship.

    Notes on Knights and Mystics in a ship 

  • The more knights in a fleet, the more the fleet will focus on boarding actions. While if there are more mystics in a fleet, then the fleet will have thousands of guns and will fill the vastness of space with Beam Spam, their guns aren't accurate but if the beams sufficiently impact a vessel then it can be destroyed in no time.

Melpomene Theme: Dimmu Borgir - Sorgens Kammer (Because why the hell not?)

WORK IN PROGRESS, JUST NEEDED TO POST THIS SO I CAN SAVE MY FILE. I kind of have to sleep now because I decided to join this RP late.

edited 9th May '16 12:14:56 AM by Victor_Skye

"In the grim darkness of the future, there is only war."
EchoingSilence Since: Jun, 2013
#42: May 1st 2016 at 11:44:14 AM

It does look honestly interesting. If a bit big for its size.

Victor_Skye Hot-blooded Catholic Space Nazi from The Imperium of Man, the million worlds. Since: Mar, 2015 Relationship Status: Above such petty unnecessities
Hot-blooded Catholic Space Nazi
#43: May 2nd 2016 at 3:12:34 AM

I'm going to add more info about the characters, the backgrounds, the personalities, the religion, the planet, the culture......... ... .. . . .. . Yeah.

Well, in case I've took too long already, just start without me.

"In the grim darkness of the future, there is only war."
EchoingSilence Since: Jun, 2013
#44: May 2nd 2016 at 3:34:52 AM

It'll be another little bit before we start. I still need to figure out what Fighter I am going to use.

I was referring to the size of the ship being a bit big.

edited 2nd May '16 3:36:03 AM by EchoingSilence

Victor_Skye Hot-blooded Catholic Space Nazi from The Imperium of Man, the million worlds. Since: Mar, 2015 Relationship Status: Above such petty unnecessities
Hot-blooded Catholic Space Nazi
#45: May 2nd 2016 at 3:45:01 AM

Individually, they're pretty small, but when put together they're MASSIVE for a fighter.

So should they be like 2 meters tall, 5 meters wide and 5 meters long for each unit. Because if you multiply that by ten (because there are ten units) then you get something that is 2 meters tall, 5 meters wide, but 50 meters long.

It's smaller than Sergery's fighter though...

..... I've taken one look at the enormity of the project and I've undertaken and I've resolved to do something else until I get my head cleared out...

I think I've written out a few pages on a notebook already so I have all the ideas in my head.

edited 2nd May '16 3:56:21 AM by Victor_Skye

"In the grim darkness of the future, there is only war."
EchoingSilence Since: Jun, 2013
#46: May 2nd 2016 at 4:16:14 AM

I didn't know the craft was made of multiple pieces. Probably shoulda looked harder. In that case everything seems fine so far.

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#47: May 2nd 2016 at 4:40:01 AM

Btw, is a Co-Pilot/Rear Gunner fine if I add his Bio and stuff?

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
UndyingPhoenix Since: Feb, 2015 Relationship Status: You cannot grasp the true form
#48: May 2nd 2016 at 4:52:49 AM

Here comes a big one...

Pilot

Name: Keagan Flori

Age: 32

Sex: Male

Appearance: The beard of versatility.

Personality: Keagan is a calm, jovial man. He's friendly, though a bit reserved. He's also extremely welcoming of learning new things, and isn't very stubborn. He's the type of guy you'll hear cracking a joke in tense situations, acting extremely causal about it. He has an obsession with machines. Fixing them, using them, you name it, he'll love doing it...within reason, of course. He's also rather humble. However, he tends to be too casual for his own good, and just doesn't know when it's the right time to crack a joke or get serious.

Background: Keagan grew up on a Mars colony, to a relatively (for the colony) well-off family. Despite the comforts that his life could afford him, Keagan loved to get down and dirty in mechanics, such as fixing up machines and such. However, he was also a man who loved knowing how to do things, and would often be found buried in books, busy with some new hobby, or what have you when he wasn't busy fixing up machines. He was recruited by the United Earth-Martian Military (UEMM), and placed in the Engineering Corps. In his new position, he received basic combat and pilot training, only to find himself waking up in this strange place with a Maverick-S and the four additional Frames for it, along with his toolbox. He's not complaining, so long as he gets to work as a mechanic.

Gear/Equipment:

  • A toolbox with all the specialized tools he'll need to change frames.

  • A basic blaster pistol

  • Flight suit.

Powers/Skills:

  • Ace Mechanic:Keagan is one of the best damn mechanics ever. He can perform miracles on machines with nothing but a toolbox.

  • Versatility:Keagan has a knack for learning how to do things he doesn't know.

  • Calmly Analytical: Keagan's cool-headedness lets him think much more clearly in stressful situations.

Notes: Anything you feel the GM should know that wouldn't fit in any of the categories?


Fighter Craft

Name: Modular Armored Vehicle Scout Frame (Maverick- S(cout), for short)

Role: Scouting and light recon

Appearance: Bare bones

Weapon Systems:

  • 2x Hermes Laser Blasters: Under the wings. They're very weak, even with full power being diverted to weapons.

Defense Systems:

  • Guardian Missile Jammer: Causes missiles to veer off course once they reach close range of the Maverick. Extremely taking on power.

  • Apollo Long Range Radar: Much longer than the radar scanners of most other non-scout vehicles.

  • Artemis Cloaking System: This cloaks the Maverick from electronic means of detection. The enemy can still see him if they bother to look out the window. The cloak lasts for about a minute.

  • Armor:The S-Frame armor is extremely thin to facilitate the high speed craft. High caliber machine gun fire can rip it to shreds in minutes.

  • Power System: Being the base frame, the Maverick - S has a the most amount of power to use. The generator is extremely powerful to facilitate the use of powering the other, more bulky frames and electronics without having to constantly switch generators.

Maneuverability: Able to perform a 180 turn in about 1.5 seconds, and a barrel roll in 1 second. Capable of FTL travel for long distances, and is generally extremely fast in both space and the atmosphere.

Notes: The S-Frame is the 'unmodified' Maverick model, and functions as the base for the other Frames.


Fighter Craft

Name: Maverick - A(ssault)

  • Role: Anti-Fighter

  • Appearance:The first battle-ready Frame.

  • Weapon Systems:

    • 4x Hermes Laser Blasters: Not as weak as the S-Frame due to specializing the power flow for the purpose of actual combat.

    • 2x Gladius Missile Launchers: It loads and fires any standard heat-seeking, or dumb-fired missiles.

  • Defense Systems:

    • Armor:The A- Frame has slightly thicker armor than the S- Frame, able to withstand most small arms fire.

    • Shield Generator: The shield generator is optimized against energy weapons such as lasers. It will take prolonged continuous fire to deplete it using such weapons. Against other weapons such as missiles, it's merely decent, though explosives have a nasty habit of ignoring part of the shield with their blast.

    • Power Generator: The A-Frame, while certainly holding less power than the S-Frame, still has way more than enough for its systems, facilitated by removing the electronics from the S-Frame.

    • Athena Combat Radar: The range on this radar is shorter than normal, but is extremely precise and accurate in depicting the movement and position of all those in range.

  • Maneuverability: Able to perform a 180 turn in about 3 seconds, and barrel rolls in about 1.5. Due to the heavier frame, it's noticeably slower than the S- Frame. It also lacks the FTL capability.

  • Notes: Only one Frame can be used at a time, and Keagan must have sufficient time to install the frame before deploying.
[[/folder]]


Fighter Craft

Name: Maverick- B(omber)

Role:Anti-Ship

Appearance: Ready to blow big ships up.

Weapon Systems:

  • Hephaestus Laser Cannon: More powerful than a Hermes blaster, but fires much more slowly. It's really just so the B-Frame can have some measure of defence against fighters and interceptors.

  • 2x Lancer Plasma Torpedo Pods: Designed to ignore shields and deal direct damage, these plasma torpedoes have a short range before fizzling out, so the B-Frame must get in close before firing.

  • 4x Ares Target-Guided Missiles Pods: These missiles are not ordinary missiles. Rather than acquiring a lock or using seeking properties, these missiles are given a target on a surface, and all missiles in a pod are then fired at once. Each pod holds 10 missiles, and each can be assigned their own target. These missiles will then use onboard computers to home in on that target, enabling them to overcome most countermeasures against common missiles, such as flares or jamming, since the target coordinates are contained on the missile itself.

  • Minotaur Ramming System:This specialized piece of equipment allows the B-Frame a quick burst of near-light speed in order to ram a hole into a ship with minimal damage to the B-Frame itself. It also contains the requisite thrusters to allow the B-Frame to reverse.

  • Zeus Plasma Bomb Array: These bombs function exactly the same as the Lancer plasma torpedoes, though they are dropped rather than fired. This array drops 3 bombs with a 1 seconds delay between each bomb.

Defense Systems:

  • Armor: The armor of the B-Frame is incredibly thick to withstand a continued assault from smaller fighters, as well as a few of the bigger guns from the ships it's made to take down. However, this armor is extremely heavy, and slows the B-Frame down.

  • Shields:The shields of the B-Frame are focused entirely on the front, leaving it vulnerable to attacks from the side, back, above and below.

Maneuverability: It can do a 180 degree turn in about 5 seconds, and a barrel roll, when required, in about the same time.

Notes: As usual, only one Frame can be used at a time.


Fighter Craft

Name: Maverick C(ommand)

Role:Combat Support, Electronic Warfare, Drawing Fire.

Appearance: It's the last one.

Weapon Systems:

  • 2x Sif Laser Turrents: Same as the Hephaestus Laser Cannons on the B-Frame, but following the D and C-Frame's Norse naming concept rather than the Greek pantheon.

  • Heimdall Missile Launcher: This launcher fires standard heat-seeking missiles with medium range.

  • Yggdrasil Laser Designated Electronic Warfare Turrent: This turrent is outfitted with just about everything one would need for hacking into the systems of ships, though it requires constant tracking of the target itself, making it less effective against smaller ships. In addition, the turrent requires 5 minutes between each use on the same ship, and can only temporarily shut down one system , such as weapons, targeting, engines or shields, in that order of difficulty, at a time for 3 minutes.

Defense Systems:

  • Loki Jamming System: This system allows the C-Frame to target up to 2 missiles and jam them, causing them to veer wildly off course. It can also be used the jam the radars of any enemy ship out to long range, though it cannot jam missiles while in this mode.

  • Shield Generator Array: Using this enlarged, more complex array of shield generators and projectors, the C-Frame is able to fortify the shields of friendly ships smaller than itself that are nearby. It also provides good protection to the C-Frame itself from a myriad of attacks.

  • 2x Eir Field Repair Stations: Contained in the two cargo bays that also function as fighter bays, the Eir is able to rapidly repair minor damages to any fighters housed within using fast-acting repair nano-bots. It's not as good as a proper repair, but it'll keep the fighters held together.

  • Armor: The C-Frame has armor capable of withstanding multiple missiles and sustained fire from smaller weapons such as lasers and machine guns with little damage. However, this is also why it's incredibly heavy and slow.

  • Freya Radar Array: This powerful radar array has slightly longer range than your standard radar, more accuracy, and is able to transmit the data to allied ships as well.

Maneuverability: The C-Frame is extremely large, about as large as a corvette, and moves at only slightly faster than capital ship non-FTL speeds. It can't perform acrobatics such as barrel rolls, and if it really needs to turn around instead of using thrusters, it takes about 10 seconds. It moves like a brick, in a nutshell.

Notes: The ship can hold two fighters in it's repair station cargo bays.


Fighter Craft

Name: Maverick D(estroyer/)

Role:Heavy Combat Fire Support, Long Range Assualt.

Appearance: It's the third one.

Weapon Systems:

  • Overcharged Destructive Ionized Neutron (ODIN) Beam: The most powerful weapon available to any Maverick Frame, this gun takes a a whole load of power to charge, so much that it requires shutting down all other systems except targeting and life support during the minute charging phase, as well as 5 minutes to recharge enough power to activate it again. During the first minute of the recharge phase, the ship is left completely defenseless, since it has to gather up enough power to reactivate all systems. However, it can punch holes through the armor of capital ships when fired, and has a powerful effect of being able to partially ignore shield defences. It's a high-risk, high-reward weapon.

  • 6x Magni Beam Cannons: These long-range beam cannons fire slowly, but the beams themselves are much wider than lasers, and a lot more powerful.

  • 2x Tyr Swarm Missile Launcher Pods: These pods fire a salvo of 10 missiles. These missiles have very weak homing, are less powerful than full sized missiles, and tend to fly around wildly towards their target.

  • 2x Heimdall Missile Launchers: The same as that mounted on the C-Frame.

  • 3x Thor Long-Range Cannons: These are the turrent-affixed barrels, able to fire either normal artillery shells, or flak shells. Without someone actually manning the turrent, it fires slow enough to be considered artillery.

Defense Systems:

  • Armor: The D-Frame has thinner armor than the C-Frame, so that it can actually move instead of being stuck floating in space.

  • Shields: Due to the excessive power requirements for weapons, the shields of the D-Frame are a lot weaker than the C-Frame.

Maneuverability: It's even slower than the C-Frame on account of all the weapons. Even with thinner armor than the C-Frame, it moves at capital ship speeds.

Notes: Someone can man the turrent in order to increase the firing rate of the Thor cannons.

edited 3rd May '16 11:36:54 PM by UndyingPhoenix

EchoingSilence Since: Jun, 2013
#49: May 3rd 2016 at 9:50:47 AM

No background but everything else is accepted, the modular ship also works with the fact that there is a large battlecruiser that will carry all the smaller ships so the hangar can be used to alter it.

Deadbeatloser22 from Disappeared by Space Magic (Great Old One) Relationship Status: Tsundere'ing
#50: May 3rd 2016 at 11:18:14 AM

So I guess I've got a couple of ideas I'd like to try using (A, B, C and D).

Just need to pick one and spec out a pilot.

"Yup. That tasted purple."

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