Sweet. And it's just my most recent picture of my robot cowboy.
Prepare for the Jerk with a Heart of Gold Bounty Hunter!
Yes, there is. I guess the summary was a bit unclear.
The Beastkin 'Race' was more of a Science Experiment to help speed up Human Evolution, splicing their DNA with Animal DNA to survive in harsh environments better. Such as giving them Avian Wings to fly and handle higher altitudes, Bear-Like claws and strength, and so on. When it was made more mainstream, it was possible to get more cosmetic adjustments, like bunny and cat ears, or tiger stripes. At first, this was met with great acceptance. But that started to deteriorate over the years.
Over next 20 years, 1910, small outbursts of violence against 'Beastkin'. Even the term, 'Beastkin' was originally coined as a form of insult against them that later grew into their race name. There was great discrimination against them-Beastkin not being accepted for any 'good' jobs, not being allowed in shops, and being called freaks. Many surgeons were hired to try and reverse the process. Sadly, that resulted in many deaths, as it was revealed that these processes were not only permanent, but became hereditary. This caused even more problems. Which is why in 1912, this was called the 'Second Civil War' by some people.
After the war, which lasted from March 1912 to January 1913, the Beastkin were given their independence and even their own cities and countries. Although relations between them and Humans have improved over the years, it's still a VERY shaky relationship.
This is suppose to take place in around 1960, in an Alternate History where Humanity's technology advanced at a much faster rate. Our Technology today was made in the 1700s.
Not quite sure if I'll make an application, but some stuff: I think it would be interesting if at least some Biotrons have an independent mini-factory, letting them make a Biotron 'kid' from whatever resources they could get. Obviously these Biotrons would also be able to consume materials to further their growth. Though given it would be scaled down for Biotron installment, these mini-factories would inherently be worst than their Forges in quality and option. Thus, mostly a function given to emulate parenthood and fill out a Biotron crew if a full Forge would be unreasonable.
I'll also like to know exactly what Psychic Powers are. If they aren't Reality Hacks (aka Magic), then are there special organs that enable them? If they're an intangible thing then what exactly did you mean by magic? Though it would be interesting if Psychic Powers is the result of Magic trying to materialize in a reality fundamentally against its existence. Oh, and could I submit an artificial race that embodies Mutation (thus each and every one is unique)?
"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."One at a time.
1. I like the idea of Mini-Factories. Seems like a pretty logical idea if making a Biotron would take too much time and making a quick Soldier is necessary. Also, Robot Parents sounds cool for some reason...
2. I say Psychic Powers is the magic in this world because, well, it kind of is. But replace 'Shooting Fireballs out of your hands' with 'Speeding up the particles in the air into a ball of fire...and throwing that'. But, I guess, Psychic Powers would be the result of some kind of brain tumor-only instead of slowly killing you, it creates Psi-Energy. Which, in this world, would be the equivalent to Mana.
3. Not quite sure I understand how a race of Mutations would be classified as it's own race. It'd more or less just be part of the same race, but with some weird oddity.
Oh, and the "eat literal junk to grow" could also give Biotrons in general a regenerative factor. Anyways, regarding the artificial race: Think Random Species Offspring mixed with a biological version of Sufficiently Advanced Technology. In effect they were made by a technologically dead ended species as a living Random Idea Generator. Thus outside of a few designed traits like genetic memories and their bodily fluids being mutagenic, they wouldn't otherwise be classified as a species. These 'Eldritchians' (unintentionally named by humanity reacting to their Fair Folk and Eldritch Abomination-like members) however are rather peaceful and openly friendly... Unless one manages to murder enough of their Warrior Class, then they're overrun by survival instincts.
Anyways, back to Psychic Powers, perhaps a fair drawback (at least for non-Venusians) for increasingly higher potency is thus more genetic deformities? So an extremely powerful Telekinetic could suffer from motor skill problems.
"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."Eh, just suggestions, though does it make any difference how many (powerful) Psychic Abilities one has? I really only suggested that for balance reasons, and I hardly want to make this unnecessarily dark.
"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass." There's my cue
WIP until I can get to my computer and do it properly
- Name: Shira
- Age: 20, but appears slightly younger.
- Race: Beastkin, Great Black Hawk
- Appearance: 5'5", with light muscle. Her back is more muscular than any other place, due to the strain placed on it during flight. Her hair is black, and her wings and eyes are dark brown. In addition to her wings, she has birdlike feet and rarely wears shoes.
- Personality: Tries to be calm and gentle to everyone she meets. She puts up a facade of being a bit of a ditz to throw people off, just in case they become enemies later. When on jobs, she tries to keep an air of professionalism, and rarely lets her true feelings come through to people.
- Abilities:
- Flight: Being an avian based Beastkin, she can fly using her wings.
- Psyscan/heal: Has the ability to scan a person's entire body for wounds. She can also increase the regeneration rate of one person at a time, effectively healing them. This does not cover lost limbs that have already healed.
- Marksmanship: She's a very good shot, especially at longer ranges.
- Gear:
- Hammerspace Pouch: A small pouch that hangs at her waist. The space inside is warped, and can carry more than expected at a fraction of the weight. Due to being a low end model, it carries about as much as a medium sized backpack. Additionally, she can only put things in that fit through the opening.
- First aid kit; contains bandages, antiseptic, and some other stuff.
- Plasma knife; Basically a mini lightsaber. The blade is about four inches when extended, and superheated. It's not meant for front line combat, but it's good at cutting things and can start fires.
- Modified Plasma Rifle: A sniper rifle that shoots bolts of plasma instead of bullets. Rather than using ammo, it's powered by a battery that drains a bit every time a shot is fired. The battery can be recharged by either plugging it in or leaving it in the sun for a while. It has been modified to fire nonlethal shots and even more lethal shots. Nonlethal shots will usually cause a burning sensation and possibly paralysis. Regular shots will cause about as much damage as normal bullets, albeit they can't get lodged in one's body (for obvious reasons) and they burn on contact. Very Lethal shots are basically lasers and can burn through most things, though firing even one is highly likely to overheat the gun. It also drains very quickly.
- Backstory:
- Shira isn't sure where her parents are, or if she even ever had any. All she knew was that most of her childhood, she lived in a lab. Most of her memories from that time are fuzzy, but.. It wasn't pleasant.
- One day, though, a mercenary group happened to break into the facility she was kept in on a job. One of the members of the group discovered her. Though it posed a great risk, she rescued Shira and brought her with them. Thereafter, she was raised and trained in the art of being a mercenary by the one who rescued her, a woman named Sonia.
- Shira eventually set out on her own.
- Misc: Like an actual bird's, some of her bones are hollow. She also has a few air sacs. She's lighter than most humans (for her height), which makes her more prone to injury in a direct fight.
edited 21st Dec '15 3:46:40 PM by Daydre
we will survive.A sneak peak on an idea for a faction. I hope you like it.
"DETAIL is crucial, though not as important as the others, still crucial anyway. We represent DETAIL as Engineering. Detail is heavily required to form... - LIFE is us. We represent it through Biotech. Life is not the end, though, it is only the beginning. It is just a perquisite for perfection, the next step of which is... - ROBOTICS, the next step up from life. Whether you want robots to serve mankind, or be mankind, it is always something important. Robotics allow mankind to focus on more intellectual things. With these robotics, we can now take the time to find... - KNOWLEDGE is what defines us all. It is all-powerful, eternal, and it is everywhere. We represent Knowledge through Research and Development. Knowledge, however, begins AND ends with... - UNDERSTANDING is the meaning of life. Why we exist. What drives us. We represent it through Software. It is everything. It is an infinite cycle. There will ALWAYS be Understanding and Knowledge. And this, this is why we go on."
-Dorian Ahlstrom
Name: Ray Gunn
Age: 19 (May change this later to fit with other characters)
Race: Human
Appearance: Ray's a fairly tall human teenager. His hair is on the longer end of average, and a dark brown. He has a small scar on his lower-right jaw. He's got somewhat tan skin, and he's in pretty decent shape. He's rarely seen without his father's red leather jacket. pic
◊
Personality: Ray seems to be a happy, go-lucky, adventurous young man. He wants to see the world, and experience all it has to offer. He has an intense love for pizza, the ladies, crazy Venuxian comics, and indulging in exotic substances. He likes to take risks, but then, that kinda comes with the territory, what with him being a mercenary and all. He does have a bit of a violent streak: He won't admit it, but he loves fighting, and is prone to solving problems with his fists if he thinks it will get the job done.
Abilities:
Marksman: Ray was trained by his father, Otto, from an early age, making him a proficient marksman. He can hit a moving target with pretty good consistency. Combined with the fact that he uses laser weapons (No recoil, and no need to lead your shots), and he can definitely hold his own in a firefight.
Engineer: Ray's father taught him that a mercenary is only as good as their equipment. Ray learned how to maintain energy weapons and make simple grenades, and he's been repairing a utility robot in his spare times. Ray has the making of an excellent engineer.
Reflexes: One of the things Ray's dad liked to do was take him to the Holocade. Poor as they were, if you were good enough, you could spend the whole day there on just a dollar. Plus, a lot of the games there were actually really good training for if you were in a firefight. Even after his dad disappeared, he spent his time there, and now his reflexes are top notch. He can't dodge multiple gunmen, but he can roll behind cover pretty quickly.
Gear:
StarSlayer 1100 Ray Gun
◊: A gift from his father. The Star Slayer 1100 is by itself not a particularly strong ray gun. Sure, it gets the job done. A shot from it will usually punch a hole the size of a quarter in most organic lifeforms. It's pretty much useless against armor, though: It just heats the metal, and leaving it on for long enough to melt through would probably melt the gun. But that's par for the course for most civilian laser weapons. Each shot uses one charge from an energy cell. One other quirk is that the beams will bounce off mirrors.
The real virtue of the Star Slayer is that it supports a lot of mods. When he was only 12, Ray modded it so he could turn down the beam, letting him fire it for extended periods of time. In this mode, it works a bit like a ranged blowtorch. He mostly just uses it for repairs. In this firing mode, the Star Slayer expends about 1 charge every 10 seconds.
Over the years, Ray has modified other firing modes into his gun.
Ice Beam: This firing mode fires a thin, light-blue beam. Anything hit with this beam will be encased in a 1-inch thick shell of ice. It can encase up to 2 meters (6.5 feet) in ice, which is enough to cover an adult human. Each shot in this mode expends 3 charges.
Electric Gun: This firing mode is basically a stun gun. It fires a small bolt of lightning. The shock isn't strong enough to kill, but it will make most targets faint. This firing mode uses 3 charges per shot. Like with the default firing mode, he can also turn this one down, delivering a smaller shock. This one is just kinda painful, about on pair with being stung by a bee. Each shot from this mode expends 1 charge.
Energy Cells: Batteries for Ray's gun. Each one is about the size of one of our D-cell batteries, and holds 50 charges. If they're hit with an electrical charge, they explode. As in, like, they'd probably take off Ray's torso if he wore a standard bandolier. For this purpose, he keeps them in an insulated pouch on his belt. He usually carries five or six of them on missions.
Dad's Jacket: A jacket made from biosynthetic leather (Basically just leather, but it will heal itself if damaged). It has slots for metal plates, and serves as decent armor for Ray's torso area. If he's shot with smaller caliber rounds, it'll hurt like hell and leave bruises and fractures. Heavier calibers will punch through it, but probably stop before they hit anything major. Of course, they might still put Ray out of they fight. And the jacket only really covers the more vital parts of the torso and arms. He's not gonna be able to walk away if he stands in front of a bunch of dudes with automatic weapons.
Tools: Ray spent most of his life fixing gadgets to support himself, so he's very handy with a screwdriver. He sewed special loops into the inside of his jacket to hold the various tools he carries around.
Backstory: Ray is a second generation mercenary. His father was a somewhat successful adventurer, which is to say that he was gone a lot and Ray grew up dirt poor on an earth slum. He got by, partly on money Otto sent to his son, partly on electronics he repaired on the side. Still, he was grateful for what little he had. His father started training him as soon as Ray was old enough to hold a gun. No matter how bad things got, Ray always held on to the dream that he could join his dad.
And as he got older, that dream came true. Otto Gun started letting Ray come on missions with him. Usually only simpler ones where Ray would be unlikely to get in the way. He'd gone on about a dozen when his father left. Ray knew this one was going to be serious, because Otto left his jacket he always wore. Still, he waited a month before he decided to sign on as a merc. He knows his dad may well be dead by now. But he wants closure, and more importantly, he wanted to make sure all that training his father gave him didn't go to waste.
Misc:
edited 20th Dec '15 3:00:37 AM by HeroicSociopath
EDIT: I FINISHED THE THINGIE
- Name: Kitcha Takaros
- Age: 24
- Race: Urani
- Appearance: Kitcha is a scruffy example of her race, with roughly textured and scratched dark green chitin. Her lean 4’8” build is devoid of fur everywhere except her shoulders and neck. Her main article of clothing is a large, hooded black cloak. She dons it from her shoulders to her elbows and ankles, which does not show any additional clothing other than a pair of common Urani grey boots. The cloak slightly bulges on her back, where her wings lie tucked underneath. The left antenna on her head is broken and bent forward, hanging over her large and beady yellow eyes and mandibles curved smoothly toward her mouth.
- Personality: For an assassin/spy for hire, Kitcha is much more affable than you would think of any assassin or spy who respects their image. For how willing she is to mislead the general public or assassinate her enemies to accomplish nothing but filling her pockets, she is fiercely loyal to those who buy or earn her trust, whether or not you want to listen to her corny sense of humor. Though she does not show remorse for playing dirty, she appears to have a sort of respect for her victims nonetheless.
- Abilities:
- Psycho-stimulation: Using psychic powers, Kitcha can stimulate mental responses that influence the state of her friends and foes. This power can’t control a person’s emotions/desires/actions/etc, but it does allow her to induce physiological reactions in their bodies, and respectively alter their capabilities or manipulate them to ‘’be probable’’ to react a certain way. Anyone who is aware of this power can easily identify when they are influenced by it, even if they can’t see Kitcha, and of course this power requires the target having a physiological brain. Using this power involves “focusing” on a single target and one of that target’s mental stimuli at a time over a period of time lasting a few seconds, augmenting that stimulus. This focus requires too much concentration to do anything like attacking at the same time, but she can still move freely. When she releases her focus on that stimulus, the stimulus gradually reverts back to a normal state over half a minute to two minutes, depending on how far Kitcha shifted the stimulus from its normal state, and during this time her may adjust other stimuli for the same or other targets Or, you know, do other things. Such as stabbing. Kitcha can only influence three stimuli in quick succession before needing a short break from it. This power is difficult use in specific manners without fine training, but Kitcha has practiced the following applications:
- Cutting off a foe’s adrenaline flow to reduce their combat readiness, or increasing adrenaline for allies to psyche them up.
- Dulling a foe’s sense of sight, inducing temporary vision impairment. Completely blinding an enemy is out of her scope of influence, but she can generally blur vision and screw with depth perception.
- Numbing an ally’s pain receptors to allow them to ignore their injuries, or inducing pain in enemies without inflicting real injuries.
- Multi-Bladed Combat: Kitcha is self-trained in the use of blades in close combat. While far from masterful, she’s plenty competent. With three or four of her arms often armed with sharp and pointy things, Kitcha can lash out at foes with stabs and cuts at an overwhelmingly rapid pace that most humanoid races can’t so easily achieve.
- Stealth: Kitcha is experienced in laying low, sticking to the shadows, and tipping toes.
- Psycho-stimulation: Using psychic powers, Kitcha can stimulate mental responses that influence the state of her friends and foes. This power can’t control a person’s emotions/desires/actions/etc, but it does allow her to induce physiological reactions in their bodies, and respectively alter their capabilities or manipulate them to ‘’be probable’’ to react a certain way. Anyone who is aware of this power can easily identify when they are influenced by it, even if they can’t see Kitcha, and of course this power requires the target having a physiological brain. Using this power involves “focusing” on a single target and one of that target’s mental stimuli at a time over a period of time lasting a few seconds, augmenting that stimulus. This focus requires too much concentration to do anything like attacking at the same time, but she can still move freely. When she releases her focus on that stimulus, the stimulus gradually reverts back to a normal state over half a minute to two minutes, depending on how far Kitcha shifted the stimulus from its normal state, and during this time her may adjust other stimuli for the same or other targets Or, you know, do other things. Such as stabbing. Kitcha can only influence three stimuli in quick succession before needing a short break from it. This power is difficult use in specific manners without fine training, but Kitcha has practiced the following applications:
- Gear:
- “Estara” and “Kolok”: Twin Urani ceremonial blades, taken from a traditional religious ritual and… redecorated for Kitcha’s purposes. They resemble large daggers with sharp, triangular shapes, respectively dyed azure and crimson. The edges of their blades are a deep black metal, created from some alien material that secretes a psychic neurotoxin. Cutting deep into any creature with these blades and their neurotoxin induces an effect that makes that creature more vulnerable to psychic influence, including but not limited to Kitcha’s powers.
- “Mulki” & Magnet Glove: A curved throwing dagger forged from chrome, with a microchip installed in the hilt. It’s accompanied by a matching gauntlet of lightweight design, two buttons on the wrist, and a crapton of underlying circuitry that Kitcha ain’t gonna bother with trying to understand the specifics of. With a tap of the glove’s wrist, Kitcha can almost instantly pull Mulki back into her hand, or alternatively, pull herself to the dagger.
- “Jeff”: The adopted big brother ot Kitcha’s blades, a retractable one-handed sword forged from titanium, manufactured on Earth. It’s satisfying enough to shove Jeff’s retracted hilt against an unlucky soul and tap the button to instantly skewer them with the blade as it leaps out, especially for a stealth kill. But if that’s not ‘’damaging’’ enough in itself, Kitcha could always use it for its intended purpose and press a second button to cue an electric discharge coursing throughout the blade, and start hacking and slashing things with the added insult to injury of a few thousand volts. Like a really long and really sharp stun baton. Of course, electricity’s sparkliness also draws a lot more attention than Kitcha likes to take unless she already has it. Or she can just pull a Metal Gear Solid 2 and perform non-lethal takedowns with the blunt side of the blade, if desirable.
- Cloaking Device: A circular device that Kitcha has attached on her cloak, in the middle of her torso (And no, not on her bazongas. Just below them, actually. Get yer mind outta the gutter). When switched on, the device distorts light around the article that it is attached to. With Kitcha’s hood up, this effect turns her almost completely invisible- but a highly perceptive eye can make out her distorted shape against the background, and the device fails to cover her arms or blades when stretched out to striking distance.
- Harmonica: It’s, uh… a space bug harmonica, more or less. You know, like, a harmonica, except it’s made to fit into the mouths of insectoid aliens. Those mandibles get in the way of Earthling harmonicas, ya know.
- Backstory: Having spent most of her life in the rougher ends of Uranus society, Kitcha grew up learning to take what she could get. Oftentimes, she’d get it from people who had more than they knew what to do with, aided by a circle of accomplices whom would share as little as they had with each other. It started out by using those psychic powers she discovered she had to play the poor beggar girl, subtly influencing passerby’s minds to receive donations from the bottom of their unaware hearts, or simply nicking them straight out of their pockets as their senses numbed. But as her antics escalated from con artistry to more advanced acts of thievery, she acquired remarkably more dangerous personal tools than most of her accomplices had- plus the ire of the law. But instead of coming clean and giving it all up, she opted to seek the more financially rewarding lifestyle of an interstellar mercenary- might as well put all those blades she’s nicked to better use than self-defense, why not?
- Misc: Kitcha’s broken antenna and an internal biological deficiency prevent the Urani government from collecting pheromone data from her. As she refuses to seek out surgical implants to remedy this, she is effectively invisible to the Urani congress and any devices built to track these pheromones, for better or for worse.
edited 27th Dec '15 4:58:40 AM by Cedi

Sweet!
Anything of note that I should change?
edited 19th Dec '15 11:02:15 AM by EchoingSilence