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Futuristic Chasing the Morningstar CS Thread

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Nebulous Stars

A Convincing Mirage
Roleplay Type(s)
The repository of character sheets for Chasing the Morningstar

Basics
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Name:

Alias:

Age:

Gender:

Species:

Sexuality:

Role Aboard:

Appearance

Description/Image(No AI):


Weapons: Guidelines, you can have all sorts of fancy fantastical scifi stuff, but you don’t have the latest stuff, nothing is new, nothing is perfect. If something is higher quality it is likely very important to you and a key part of the character or your characters lives.


Armor: See above, but also consider on-ship, vs spacewalk, whether you have one that does both and is thus higher quality but clunkier, or separate and more specialized but less invested. These are your lives and livelihoods, so they are likely personalized and developed as any veteran might specialize gear.


Eyes:


Height:


Clothing Style: Go wild, its a big universe, but remember you don’t get to shop much and you will have had most of your stuff for years. Plus much of it would likely see real work, though the ship can maintain them fairly well. This isn’t to say you can’t be fancy, but keep in mind aboard a scavenger ship in the fair reaches, that that is a Statement.

Hair:

Combat Details

Species Traits/Description:

Cyberbiotic Modifications: Whether cybernetic, mechanical, biological, or something else entirely, this is how you have been customized. This is the future, transhumanism is here. How have you chosen to be modified, or indeed been modified by others? To what extent you haven’t been, what does that say about you in it’s own right?

Skills: What can you do? What is your life’s work, what have you learned? Hard knocks or a university and everything in-between, what does your character give to the crew, practically and otherwise?


Strengths: What’s your strong suit, what do you do, what do you embody. What peak do you chase, or are perhaps pursued by yourself in blind obsession.


Weaknesses: You are people, flaws and all. Point of fact, given your profession, you are likely more flawed than most. Especially if you are higher skilled, because you don’t go to rimspace if you have a cozy job back home for the asking.

Personal Details

Likes:

Dislikes:

Bio: Just give us a solid understanding of what led you to the crew, what steps you took. Join the discord to work out the specifics of the joining and time since if there is any. Don’t be afraid to ask about stuff, it can be as easy or as complex as you’d like, and I can help.

Personality: Short summary, feel free to take artistic liberties but tell us about em.

Fears:

Misc

Relationships: Pop in discord to discuss, but for the most part don’t worry too much. You are united by common bonds of danger and survival akin to a whaling ship, but whether you are any closer than that is dependent on you. There is enough room aboard to mostly keep to yourself.

Inventory:
 
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Basics

Name: Romanova Wildheart

Alias: Nova

Age: 22

Gender: Female

Species: Human-Genetic augmentation

Sexuality: Homosexual

Role Aboard: Gunner

Appearance

Description/Image: All art commissioned by me. If you want to know the source/artist, just ask.



Weapons: (Seen below) Two curved blades with an electromagnetic charge and shield. They can be placed together, making a hoop. At that point, most small and medium caliber rounds and low to medium intensity lasers will be nullified. She also has two small handguns. One shooting bullets and the other lasers.


Armor: Romanova's armor is mostly made up of her speed and weapon. However, she does have a light shield generator on her back to absorb a handful of small caliber rounds.


Eyes: A fiery amber-copper. They resemble two red dwarf stars.


Height: 6'1


Clothing Style: Normally Romanova chooses clothing that shows off her body a little bit. She's used this to her advantage before. However, she enjoys freedom of movement above all else, prioritizing this over comfort.

Hair: Short, shoulder length, an orange that gradually fades to blue.

Combat Details

Species Traits/Description: Sharing traits with that of a feline, Romanova has increased flexibility, better balance, smell, and hearing. However, this means she's more sensitive to sounds and smells. She also has better sight in the dark.

Cyberbiotic Modifications: Romanova came into a large amount of money, and decided glasses weren't her thing. Instead, she got her eyes fixed, and had a chip inserted into her optical cortex. This modification simply marks all weapons in view with a line, showing exactly where the barrel is facing. This lets Romanova know exactly where others are aiming, and where she is aiming.
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Skills: Romanova grew up an orphan and had to fend for herself. She knows how and where to find the rats of cities, and the black markets. She knows how people act and where to find certain kinds of people. She's incredibly fast, sneaky and slippery. Running and hiding are her forte. Her Cyberbiotic modification makes her an amazing shot no matter what weapon she wields. Whether it be a pistol, or a ship mounted Magnetic Accelerator Canon. Romanova enjoys playing instruments and singing. Something she often does for money when she has the time. She loves swimming and is great at it.


Strengths: Romanova's childhood was full of running, evading and escaping. She is incredibly fast, agile and flexible. Nova is also a great performer and entertainer, often making trips less boring.


Weaknesses: Romanova is happy-go-lucky. She's incredibly friendly and is often reactive instead of proactive. If she thinks something is a set up, she'll still go through with it and try to escape rather than not try it at all. If nothing seems shady with someone, she can be quick to trust and let her guard down. While Romanova is fast and agile, she isn't very strong. She can't carry a whole lot with her.

Personal Details

Likes: Swimming, singing, playing instruments, spicy food, running, being around others, her ears being scratched, showers.

Dislikes: High temperatures, dogs, vegetables, candles, loud noises, her tail being touched.

Bio: Romanova grew up an orphan. In an orphanage until age 10, she left unable to deal with the bullying and ridicule she suffered daily. She boarded a ship for a few weeks and went somewhere, anywhere else than her previous home. She would learn to survive, stealing from others, but slowly learning better ways of fending for herself. Namely singing and playing instruments for money. But this didn't mean she stopped stealing completely. She knew this port like the back of her hand. Leaping over walls, squeezing between pipes and buildings. She was too slippery and fast to catch. And someone noticed.

She was approached by a shady looking man. But he offered really good pay for a simple delivery. Or, more specifically multiple deliveries. It was only weeks later after Romanova had completed many of them, she found out she was delivering explosives. Bombs. To peoples' doorsteps and high-traffic areas. How did she find out? Seeing the news about terrorist attacks in the areas she had delivered to. Romanova would do what she was best at. Running.

She'd arrive at a new port, buy herself a weapon and her cybernetic augmentations, and then continue. Until she saw a ship she felt like she'd seen somewhere before...


Personality: Happy-go-lucky, energetic, fun loving, and teasing. She will mess with people, but not too often or in a way that annoys them too much. She is positive and optimistic, always trying to cheer everyone up and make others join in on the fun, whatever it may be.

Fears: Being alone again, losing those close to her.

Misc

Relationships:
Val - Friends
Head Engineer - ???

Inventory: Guitar, drum set, karaoke machine, multiple other outfits.







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Name: Faula Senne

Alias: Flesh Crusher (former alias).

Age: 60 (30 by human standards).

Gender: Female

Species: Havalian

Sexuality: Demisexual

Role Aboard: Cook

Description: Humanoid shape, muscular build, purple and black stone patches covering parts of her skin (most prominent on her left cheek); hard and clean skin that looks like marble; horizontal scar on her forehead.

Eyes: Usually blank white. Shines with purple during intense emotions.

Hair: Long multicolor hair, mostly vibrating with purple and black from top to bottom. Due to her new occupation, she keeps it as a bun.

Height: 192cm or 6’4’’

Species Trait/Description: Havalians are humanoid lithoid lifeforms, possessing an eclectic trait of organic and non-organic properties. Their skin usually resembles a well-carved rock/marble, mostly maintained by symbiosis with rocks, small or big (done through covering their skin). That said, Havalians are still able to consume and process food like organics. Havalians tend to be on the bigger side out of all species, both in height and build. Also, Havalians age two times slower than humans (both in body and in mind).

Weapons: ZK-200X (Data-Pack Laser Blade). Basically, it's a dark laser blade that can be short and long. When turned off, its handle resembles a simple data pack, inscopicuous enough to be ignored.

Cyberbiotic Modifications: None (Pending).

Skills: Faula lived as a hitman for an infamous criminal syndicate. She has a lot of blood on her hands. As such, she knows how to handle handguns and rifles (she is better with handguns). Faula is proficient at using knives, both in cooking and in killing. And, if there is a need, she can crush people with her fists and legs which are, due to her nature as a Havalian, strong enough to make a dent on machines. However, she came to this ship as a cook, and she is an aspiring master. While she is still learning, Faula is able to accommodate many tastes of many species. As a bonus, she is also able to provide incredibly basic first aid.

Strength: Faula can hit hard and take hard hits, as she is strong even by Havalian standards. Trying to 1v1 her without a plan is a suicide. Her will is also sturdy as iron, which enables her to remain patient and calm even in the most dire situations. Faula has already seen the worst any species can offer. She remains professional in her work, yet she is also considerate of others.

Weaknesses: Faula is not exactly a master of talking. She has enough social sense to understand basic social cues and stuff. However, she is unable to steer the conversation in her favor or persuade other people. Due to her size and Havelian physiology, she is not fast or agile, and she finds swimming extremely difficult.

Likes: V-Spice (special kind of spice which she uses a lot in her cooking), healthy body and healthy food, knives (as a cooking tool), card games, reading, camaraderie, calming noises (ASMR/white noise).

Dislikes: Guns, knives (as a weapon; complicated feelings), criminals/politicians, politicians, dreams/nightmares, the concept of “warrior code”.

Bio: Faula was an orphan who was taken in by the criminal organization called Azure Sword Clan. Specifically, it was an anomaly of a man, by criminal standards. As this man valued honor above all else. Faula also came to believe that the Azure Sword followed the path of honor and justice. Of course, she was quickly proven wrong. While the Clan pretended to be holier and better than other criminal lowlifes, they still threatened, stole, murdered, trafficked weapons and lives. Still, afraid to lose the familial and social security the clan provided, Faula shot and crushed anyone that the Clan ordered to do. Her physical prowess was unparalleled among the clan, so Faula was known as the “Flesh Crusher”.

However, after the assassination of one of the politicians was publicized, the Clan sacrificed her to imprisonment, exiling her from the clan and pinning the blame solely on her. For this, she was sentenced for life. Furious over this betrayal, Faula managed to escape from prison. However, the real problem came after the escape. What would she do? Enact revenge against Azure Sword? Then what? What is Faula Senne beyond the Azure Sword clan? Is she only the violent thug to be used and discarded when convenient?

After pondering over these questions, Faula elected to change her life from its fundamentals. No more violence and murder (unless unavoidable). She would learn skills with which she could forge a new identity. One such avenue would be cooking. She’d travel the galaxy to discover the different spices of different planets, learning from many different masters. Rather than making the most elite meal possible, she would focus on making the best of what little she often has. And she came across this ship during her journey of self-discovery, and, perhaps, discovery of new bonds.


Personality: A woman of few words, but with definite actions. Yet, despite this hard exterior, she actually values bonds with people (friends, family, etc.) Faula is able to keep her cool even during the most intense situations. However, she finds it hard to express her actual emotions, positive or negative. Quite pragmatic too, and naturally skeptical of people. “You cannot trust another if you don’t know how to kill them”. This is the basis of her mindset.

Fears: Being exposed as a criminal; sleeping without a knife. Former is more psychological; the latter is more of a habit/superstition.

Relationships: Pending.

Inventory: Portal database for recipes and calming sounds, five different cooking knives, basic medkit, V-Spices.
 
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Basics

Name: (Sr.) Val'sharra Nightshroud
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Alias: Val

Age: 25(?)

Gender: Female

Species: Felstari

Sexuality: Bisexual

Role Aboard: Spacewalker

Appearance: With stark white hair parted by black horns, intense red eyes, and pale skin beside a spade-like tail, there is little doubt as to Val's heritage. She is small but lithe, her posture both relaxed and ready to strike at any moment.

Description/Image(No AI):

Weapons: (Details to come)

Mk 4 Combat Knife
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For the ultimate in close quarters weapons, this blade possesses a crystalline-hardened edge for enhanced sharpness, capable of severing blood, bone, and sinew in a single clean swipe.

SD9 "Black Lotus" Tactical Pistol
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Excellent at self-defense, backup armament, sentry takedowns, and various other purposes that call for a small, easily portable ranged weapon of some discretion.

"Onibi" Energy Projector

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This strange artifact appears at first to merely be the hilt of a sword. When enough electromagnetic energy is focused upon the device however, it reveals itself as a highly advanced antenna/emitter, projecting a high energy "blade" capable of cutting through anything up to a battleship's main hull with a concerted enough effort.

G503 Assault/Recce Rifle

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A versatile weapon capable of both close-in point shooting as well as long-range marksmanship. Small-caliber high-velocity rounds combine with a bullpup configuration to provide a handy maneuverable rifle with excellent balance, and the monolithic top rail allows for stable mounting of a variety of optics.

Armor: Off-duty she generally does not wear armor, preferring freedom of movement in motions. On-duty, she has set up a duty rig consisting of skinsuit, armored plate carrier, utility belt, and various rigging for carrying the assortment of gear she needs for her tasks. In EVA, this will be augmented with an armored spacesuit featuring a fully-articulated three axis thrust system, allowing her to maneuver in free space.


Eyes: Crimson red, the color of blood


Height: 5’2”


Clothing Style: She wears a semi-formal vest and skirt outfit day to day, or if discretion is required, a heavily modified sister's habit to hide her unique attributes.

Hair: White

Combat Details

Species Traits/Description: Felstari - A demonic-looking humanoid race originating from the planet Hymnalia, the Felstari have something of a bad reputation in the universe as a whole, quite possibly due to the natural tendency of most races to be disinclined from favorably dealing with a cohort of beings who look straight out of the less favorable pages of their religious texts. While any ill-will a Felstari harbors towards his or her peers is far more likely to have been influenced by fate and circumstance than by anything in their bloodline, there is no denying that constantly being given the side-eye does little towards promoting a desire to be charitable in return, thus unfortunately promoting a self-fulfilling stereotype. Still, their money is as good as any, even if the question of where and how it was obtained will forever be on the mind of the recipient of such exchanges. Perhaps it is because of this that the more notable Felstari have often found themselves as ace merchants and business mavens, as the magnitude of will and charisma necessary to overcome a populace's preconceptions naturally lends itself towards seeking out such roles.

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This "exceptionalism" is actually an interesting trait of the Felstari which is actually affected by their bloodlines; different "lineages" of Felstari will share higher than usual abilities in certain aspects of their being. Some examples of this are individuals demonstrating higher than normal capabilities in either strength and endurance, speed and precision, knowledge and insight, or, as stated above, interpersonal skills and leadership. The cause for this is still uncertain, but the phenomenon has been well documented over the past few years.

The Felstari have a few other notable physical features. Their skin tones, in addition to the usual organic tones, can range from firey reds to pale whites, and they are graced with the presence of various styles of horns and whiplike tails generally ending in barbs. And finally, they seem to possess an inherent ability to affect light and sound in their surrounding area, yet again unfortunately furthering superstitions that Felstari are harbingers of misfortune.

Aside from those differences their physiology is otherwise humanoid, raising more than a few uncomfortable questions as to whether they are a true species or something else. This suspicion more than doubles when they are considered alongside the other race found on Hymnalia, the angel-like Serastra, with whom they share much of the same "humanoid but not quite" generalities. Several theories have arisen as to both species' origins, ranging from concepts such as a being sub-populations of humans that were formed by the powers that be to come to resemble themselves, to simply just being an early genetic off-shoots in the primordial days of evolution that just happened to look like the opposing forces of grand cataclysmic mythology. Unfortunately little evidence which is not entirely questionable church dogma exists for ANY theory, so it is unknown whether the Felstari OR the Serastra will truly ever have a heritage to call their own.


Cyberbiotic Modifications: Val has chosen to hold off on any augmentations for the moment.

Skills: Combat (CQB, marksmanship, covert takedowns, dynamic movement), Infiltration (stealth, reconnaissance, sabotage, survival, tracking), Social (Conversation, persuasion, deception, investigation, intelligence gathering, analysis), Technical (Communications, computers and electronics, vehicles, biochemistry), Arcane (light, sound), Knowledge (religion, history, philosophy and music), Profession (bartending), Performance (Singing)

Strengths: Val'sharra demonstrates incredible speed, agility, senses, and reflexes. Her aim is uncanny to the point of disbelief, she has the capability of changing positions in the blink of an eye with nary a sound. When truly pressed, her reactions are near pre-cognitive.

Weaknesses: Val’s small frame means she is not designed to take constant assaults upon her person; repeated attempts to batter through whatever defense she is putting up will eventually break through if she does not change her tactics. On a psychological level, for someone who professes such intense faith and conviction in a higher power, she has a surprisingly fragile ego and dearth of self-confidence. Grit sadly merely masks the damage, it does not prevent it and over time, it is usually fairly obvious when something is starting to get to her mentally.

Personal Details
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Likes:
Reading
Singing
Conversation
Alcohol
Getting to know people
Cleanly executed missions
Talking about the Creator
Neat new gadgets
Alcohol after missions
Warm baths
Finely tuned weapons
Finishing the night with a nightcap before she goes to bed

Dislikes:
Curmudgeonly folks
Heavy equipment
Confinement
Reactor leaks
Corruption
People in positions of power
Cold food
Finely balanced weapons aimed at her
Not getting to sleep

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Bio: Val's entry into the crew of the X3 is as murky and as self-contradictory as the rest of her; during one port of call when the ship was in need of general crew members, she simply appeared with little advance notice nor personal belongings. Her skills at rapidly maneuvering through narrow corridors and tight spaces under all manner of environments quickly landed her a job as a spacewalker, delving into wreckages and hulls that the X3 came by in search of material, but when asked where she learned the abilities to bypass their various security systems, her answers are always somewhat dismissive. Just as perplexing is her tendency to slink around the bowels of the X3, always on the lookout for something but never clear what despite clearly being in locations no crewmember would need to tread. At best, she will make a remark about "ensuring the frequency the Creator is resonant", though how exactly scanning a bulkhead with an EM scanner is performing a religious service is up to ones judgement. Despite her peculiarities, she has shown no hostility towards any of the other crew members, indeed generally willing to be quite accommodating to any requests they might have.

Those who come to know her well enough will eventually find out that, like many who end up ultimately devoted in service to the Creator, Val grew up a ward of the church: an orphan of unknown lineage in the care of the Empyrean Sisters of Mercy of Alma. A small agrarian village, scarcely more than fifteen buildings large, Alma was a sleepy little town where not much happened, but folks were always willing to listen and lend a hand when someone was in need. It was here in this humble, nurturing environment where Val gained her devotion to the faith, in every day seeing the kindness and caring of the Sisters of Mercy as well as the surrounding townsfolk, and as she became of age, much to the sisters' joy she voiced her desires to join the Holy Orders of the Empyrean Church, setting off to the capital city of Proteria to begin her training at the Holy Citadel of the Creator, Galicia branch.
Her time at the Citadel tested her true devotion, with strict tutelage combined with rigorous training. Through it all she remembered what had originally driven her to come here and persevered through every trial, eventually earning her the title of "Sister". Barely through her graduation, she began her service immediately within the walls of the Citadel, prepared to serve the will of the Creator at once. At first she served with righteousness and devotion... but as time passed, something changed. She gradually grew distrustful of the very institution she believed in and eventually deserted her orders, fleeing the capital city and indeed Hymnalia as a whole. Since then, Val is hesitant to speak of the details of her former occupation, and despite her clear continuing devotion to her cause, her relationship with the exact tenets of her faith can best be described as... antagonistic.

Personality: At first introduction she is surprisingly warm and friendly, her words seasoned with a touch of mischievousness and a surprising amount of equivocation and double entendres for someone raised in the church. Always confident in her abilities and possessing enough grit for an entire sandpaper factory, she is a weathered professional willing to do whatever it takes to get the job done. But away from the public eye and when she thinks no one is watching her, this persona fades away revealing a girl both worried about what fate has in mind for her future and haunted by the specters of her past. In an effort to cope, she turns to alcoholic drinks, jazz music, and philosophical literature, and can often be found staring out a view-port pondering about the nature of existence in the infinite cosmos.

Fears: Failure in her job causing harm or suffering to another, dying without having accomplishing anything, existential dread

Misc

Relationships: X3 - friendly
Romanova - friendly

Inventory:

Universal Commo Device
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A combination PDA, GPS, comms device, hacking/tracking device, and if need be, power source, hooked up to a headset for hands-free operation.

Hacking minicomp,
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A portable tablet loaded with a variety of intrusion software to crack all manner of codes, passwords, and locks.

Engineering Workstation Laptop,

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A fully-fledged computer engineering workstation with quantum synchronized processors and metallic crystal data storage. Hardened against physical and electronic assaults.

EM scanner

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A wide-band multi-spectrum EM scanner to sniff out broadcast signals and lock onto their waveforms, allowing tracing and transmission over wireless frequencies.
 

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Basics

Name: X37C-33 Type-B

Alias: X3, Sarge

Age: 30-70

Gender: Female

Species: Ship-person

Sexuality: Complicated(Species/History(but nonetheless, very gay))

Role Aboard: The ship, and the Captain(probably)

Appearance

Description/Image(No AI):


Weapons: To be determined once gunners are involved.


Armor: Her hull is fully plated in cutting edge military grade ablative armor. As of 70 years ago that is. Still it’s enough to shrug off most civilians grade weaponry, and be reasonably effective against lower grade military weaponry. The ship is also, unusually lucky, shall we say.


Eyes: Besides camera’s if you were to look a ship in the eye, would it be the engines, or the lights. Perhaps a window if there is one.


Height: She is a sizable military vessel, made to be a support battleship and a boarding ship, thereby holding up to a fire fight and a decent crew capacity.


Clothing Style: Externally there hasn’t been much paint in a long time. Inside is the finest cozy junker kitsch in rimspace. A wide collection of blankets, sofa’s pillows and the like, with a variety of furniture, all practical but as comfortable as can be found. Many are handmade, hand-me–down, unique, etcetera. They aren’t the product of an interior designer, but instead the interests of a ship that has spent quite a while bouncing around rimspace. Relatedly, many are cheap or shabby with time and wear, made from strange materials, or put together oddly.

Hair: N/A

Combat Details

Species Traits/Description: Baseline Edenite Human, Generally Physically Unimpressive.

Cyberbiotic Modifications: She has been integrated into the ship, her skin it’s hull, it’s engine her heart, her mind it’s onboard computer. She is in every part of the ship, with audiovideo feeds everywhere but bathrooms, showers and private quarters, although she can be “called” in private quarters and will then respond. As to exactly how all this is done, what it entails? Nobody but the head engineer knows, as only he has seen her engine room, the most secure room on the ship.

Skills: She is a master of controlling her “body”, with many years of experience holding it to the highest standard.


Strengths: She is a jack of all trades, capable of handling all aspects of the ship in turn, backed by years of experience and cleverness.


Weaknesses: While she can technically handle all aspects of the ship in combat, she cannot do so all at once, and the degree of split focus or power necessary reduces engine and mobility efficiency. Additionally, she truly is a jack of all trades, and that includes being a master of none. This is why she prefers to have gunners and pilots, so she can assist them, with her working best with a full crew she can instead augment. In shipboard combat she is mostly useless, completely so if disconnected.


Personal Details

Likes: Likes: Above all she likes to be talked to and engaged with, having spent a lot of her career treated as essentially just a fancy engine. The nature of her existence is such that a lot of simple human pleasures are difficult to enjoy, but she likes to seek what humanity she can within her nature spread over the ship.

Dislikes: Dislikes: Being treated as inanimate, most anyone going near her engine room, dealing with psychic resonators and nullifiers. Damage to her hull or systems.

Bio: In general, nobody really knows. She has been active in the general region and in the scavenger communities for a couple decades, developing connections with many of the local planetary settlements and space stations. The general consensus is that she left the Empire some decades ago, and by the time anyone knew much about her she had only one crew member. As time went by she picked up and lost strays in turn, stowaways, researchers, voyagers, later even proper employees to work as crew. Still her crew has ever remained an eccentric rotating cast of characters, with nobody but the first knowing any of her true past.

Personality: X3 is a quiet presence throughout most of the ship, ever-aware, ever quick to respond, at least outside of blind-zones. She has been aboard the ship longer than anyone else, and has been a part of it to every passenger. She is friendly when addressed, helpful, and has played a role in the onboarding of most passengers. Further, while she tries to be as noninvasive as she can, she tries to keep an eye on people and help them along. She is anomalously kind.

Fears: Being left alone, being disconnected without freedom, loneliness.

Misc

Relationships: Head Engineer: ??? Val: Friends

Inventory: All the ship’s supplies more or less.
 
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The google doc preview is a temp stand in while I work on the BBC code for the the character sheet but otherwise present information is valid.

 
Name: Kreixzilir Svrem Lzsskrir

Alias: Husk Of Impurification Model 157 Deep Warfare Disruption Model, Skitters, Hexadrone, Limb Altar

Age: 200 years

Gender: N/A

Species: Indeterminate (combination of at least five different species for baseline genetic matter and an unknown amount of bioconstructs and ethereal void-matter).

Sexuality: N/A

Role Aboard: Exploration/Annihilation/Scavenging

Appearance:

Kreixzilir's body when fully unraveled is a roughly 25 foot long shape at once lanky in its lengthy yet dense in its visual appearance; a collection of many-limbed segments rife with darkly splotchy and mottled biomechanical carapace plating and multi-jointed limbs giving them an appearance akin to a freakishly large biomechanical house centipede. Many of these limbs are around the length of human arms, primarily serving as legs, but those near their "head" are lengthier and end in 12-fingered claw like protrusions capable of condensing to form large crustacean-like pincers. A series of lengthier limbs are spread out evenly across his total length, four on each side longer and thicker than the sub-legs and capable of supporting his entire body-weight for a sort of insectoid rather than myriapod-esque movement.

Bioreactive semi-artificial connector tissue ties these individual portions together and allows for a degree of flexibility. The plating comprising them seems entirely solid but can split and refract, revealing a lattice network of overlapping mechanical structures and living components beneath interfacing with both machine and living mass alike. "Empty" spaces within this body shimmer and bend light as extradimensional matter tethered and bound to ethereally-forged and extra-dimensionally gestated materials; a living ecosystem where the supernatural, metallic, and biological coexist in a single interwoven network transgressing conventional ideas of what constitutes life itself. This ends in a mask-like "head" with the flattened and seemingly eye-less face of a centipede capable of splitting apart into additional fine manipulator limbs and revealing a series of stalked eyes attached to a bony spinal-column esque construct complete with multiple smaller mandibles and sensory antennae.

They can split into roughly six different segments, each one taking on a more crab-like appearance of operating individually due to a gestalt consciousness comprising them. However 157 is capable of also resorting his parts into a more humanoid configuration, albeit one that only fits the bill due to being bipedal. Condensing themselves into a 10''7 shape by redistributing and reinserting the various constituent elements of their form, 157's "walker" form resembles something akin to a gigantic decapod/arachnid esque robot. While they are technically smaller, their body becomes notably denser and more armored in this state, reducing the number of limbs to around 10 and literally solidifying many of their phsyical features. They are in essence a sort of biomechnical, supernatural tank at this point. This form featues similarly more "fleshy" or otherwise flexible areas made of a sort of living composite material allowing for a good deal of rotation and twisting of limbs, making it deceptively flexible though not to the extent of its centipede form.

(Slightly hunched insectoid alien).jpg

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Weapons (Centipede Form):

Appendages: A variety of claws, mandibles, modified feelers, and manipulatory limbs can be used in conjunction with its great size to thrash, slash, crush, and otherwise do terrible things to threats within range. These are relatively thinner limbs than in its bipedal form, but they are very precise and flexible, specialized moreso towards the cutting than crushing end of the spectrum.

Intransigence Outburst: A variety of pod-like structures capable of retracting and extending on swiveling arms as they emerge from beneath its armor. These blocky and hole-filled structures fire overwhelming swarms of small piercing living projectiles that gnash and scratch before fragmenting forwards, specialized in shorter range suppression and lighter armored targets.

Paroxysmal Genesis: A series of translucent egg-like domes that emerge along the length of this form, condensing the energy generated by extradimensional living mass that comprises a part of its body around its body. It can then detonate them into shotgun-like conical blasts

Impalement Order: Flap-like openings around its upper body emerge revealing bulbous protrusions housing firing chambers for a variety of spine projectiles. Short to medium range with solid armor piercing and semi-automatic rate of fire.

Weapons (Bipedal Form):

Appendages: Chunkier and heavier than for its centipede counterpart, typically mountained to its upper torso with two large almost decapod-like ones capable of crushing with either sheer bulk or deadly grip. An array of smaller scythe-shaped claws capable of splitting apart to form finer manipulatory digits can manifest but these are thicker than those for its centipede form. Even their slashing motions require a bit more brute force. The exception is a tail-like symbiotic-organism that can be used as a sort of whip as well as being detached to remotely control.

Damnation Immaculate: Left arm morphing bioplasma rifle, taking "ammunition" generated and stored within their body and augmenting it with a variety of batteries and mini generators to fire rapid streams of heated, piercing bolts. Can overheat with sustained use and capable of using shorter range bio/synthetic rounds with higher rate of fire and close range piercing power.

Execration Diatribe: Right arm morphing heavy-duty canon, firing energy-encased bioexplosive grenades that gain power the further they travel towards a target up to a certain threshold. It has a fairly slow rate of fire but can have its settings changed to fire singular, large globules of energy for more direct firing options often at shorter ranges.

Vomitous Wound: A pair of upper shoulder mounted launcher platforms, typically firing fist-sized buzzing fragmentation biodrones in clusters of three each. These can be set to fragment remotely or on impact, bursting into shrapnel and miniature spines to suppress tougher targets or shred lighter armored ones. They can also be set to serve as mines or travel upon the ground by rapidly skittering.

Armor:

As functionally a sort of bioautomata, 157 essentially is a living armor with two differing configurations. The centipede form while moderately tough has notably thinner plating with more gaps in it allowing for greater mobility and flexibility at the cost of protection. The bipedal one is considerably denser with even its more flexible, lighter portions having a tough padding over them though it concentrate his weight and makes him slower to react evne if it does not take up as much room overall. They can functionally survive in most vacuum conditions with little trouble.

Eyes: Too many to count.

Hair: N/A

Combat Details

Species Traits/Description:

Not as much a species as a biomechanical construct including a degree of extradimensional void-matter, 157 is a sort of combat automata common in their system of origin. A variety of unusual alien species inhabit it, some insectoid, others fungoid, some not even entirely of this dimension, turning them into a gestalt of various influences. His type are simply known as "Husks", often formed from a single living host melded with so many others any sense of the original's individuality has vanished and outside of more mundane civilian roles, are known for being destructive shock troopers, heavy weapons platforms, burrowing sappers, and even "stealth" units in reconaissance and stalking duty. Combining "natural" intelligence with cyber-consciousness, they are often formed of many minds meant to control their various individual systems and are difficult to kill; they do not have centralized "nervous systems" and can cannibalize or relocate their own components to be modified into replacement repairs. Some are known to be able to generate weaponry and tools out of their bodies that have been "encoded" into their bodymass.

Cyberbiotic Modifications:

157 is functionally nothing but modifications at this point. Its consciousness a gestalt of various other minds absorbed into its own, its body made of modified insect-like carapace and internal systems inhabited by a small habitat of living organisms, self-maintaining cybernetics and nanomachines, and some sort of living extradimensional material often occupying what appear to be "gaps" within itself in reality possessing this translucent material. A syncretic system of machine, flesh, and the beyond manage a body made up of smaller bodies, the numerous maintenance organisms within, weapon systems, all digital programs, and a consciousness at once condensed into a single being's yet made from a unity of many more.

Most notably due a large part to its void-mass within, it has a degree of control of currents of extradimensional power generated by the living ethereal mass within itself. This can often manifest itself in various ways; allowing for further augmentation of its own weapons, making lend bend or refract when passing near it, storing digital information within non-digital mass (including specialized biomass). It can be used in more overt ways as well, such as to generate fields that disrupt or interfere with electronics, generate short-distance waves that disorient foes with dizziness and psychological over-stimulation, and even separating parts of its rengerating void-organs to serve as eerie floating familiars.

Skills:

Wilderness survival - rarely gets lost and has a sharp eye for natural details that let it often adapt like an invasive species to new environments.

Deceptively good at remaining hidden especially in its centipede form, has been known to disguise itself as rocks and debris in either configuration to observe or evade others.

Computer systems - can interact and interface with them using even its biological and more extradimensional capabilities. It is less so "hacking" as much as it treats them almost as if they are living systems it can drain info from, find what is hidden, or even attempt to forcefully control.

Tactics - an experienced combatant with the minds of many absorbed into its own, it works well as both a solo operative and a part of a larger militant task force. In particular, it specializes in guerilla tactics though it has some experience working with organized militaries.

Scavenging - a life on the run and in less than ideal conditions makes one excellent at finding vital supplies where others would see only junk. It is not relegated to artificial loot either; not all of its extradimensional and biological components were necessarily intended to be used as such.

Intimidation - this should not have to be explained.

Repairs - an artificial being must have the skills to maintain itself. Skills that translate well to knowing how to maintain a variety of equipment, machinery, weaponry, and even physical bodies to an extent.

Strengths:

Physically capable, to say the least.

Cunning and meticulous when it finds a task of interest.

Works well in a team and highly coordinated.

Capable of leadership if the situation calls for it.

Willing to share its knowledge to others.


Weaknesses:

Generally cold and unwelcoming.

Can have tunnel vision when it finds something to focus on.

Known to have moments where it is very stubborn.

A malicious streak that can occasionally border on sociopathy.

Politically volatile.

Personal Details

Likes: soft meat, organized workplaces, populist political expression, revolutionary ideology, the deaths of key enemy political figures

Dislikes: corporate power, Edenic government, market-state dominance, upper social strata, most pacifism

Bio:

Once a large singular insectoid creature, 157 was an inhabitant of one of the independent buffer states on the galactic south of the Empire of Eden, bordering various coporate governments. Yet a state it did not remain for long, caught in the skirmishes between two massive powers and changing hands whether through military intervention or political subterfuge. From this emerged a series of violent resistance movements, funded by both to the extent of becoming a mutual problem and in this state, Kreixzilir Svrem Lzsskrir volunteered for part of an experimental program that would turn them into Husk Of Impurification Model 157 Deep Warfare Disruption Model. No longer a singular being but a gestalt of consciousnesses, they became part of an experimental weapon program run by the remnants of his homeland's democratically elected people's government.

Yet in the conflict between theocracy and corporotocracy, the balance of power shifted all too frquently. While 157 and fellow "Husks" demonstrated themselves as invaluable to the insurgency against either empire, they could not protect against internal power struggles. Far more reactionary movements dedicated to setting up their own state of exploitation and theological purity frequently popped up as did proxy armies leashed by their main foe. While the remnant government was successful in leading a large coalition, it was large enough both Eden and its now temporary CEO allies would collaborate to stop a potential revolutionary alliance possibly setting an example via its success to other resistance groups across the galaxy.

In the fallout of this suppression, many of the husk units were either destroyed to avoid them falling into enemy hands or vanished amidst the carnage, many believed to be swords-for-hire for liberation movements across known space. Others were said to become rank and file enforcers of the same empires they once stood against or mercenaries killing for the highest bidders. Some say they even became the boogeymen and cryptids of various myths local to frontier worlds. 157 in particular remained on the run for a very long time yet after years of extensive modifications and consciousness absorptions, was near unrecognizable than they had been over a hundred years ago.

Coming to X3 was a quick way to sustain its way of life and stay out of the sight of Corporate and Edenic intelligence trying to hunt down its kind, hired as both muscle and spacewalker as it plots its next moves in secret. In the seven months it has served upon the ship, it has kept its true intentions hidden.

Personality:

Aloof and cold, yet obsessive when topics of interest come up, with moments of being aggressively opinionated spaced by those of apathy and disengagement with the world around itself. Quietly observant behind is mask of automation and always taking notes yet otherwise a simple hard worker with a complex mind it is not often up to open even to its new compatriots. Has a slight streak of arrogance and outspokenness but its buttons must be pressed very aggressively for it to show anything substantial.
 
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guofengyu / miv4t
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THRUSK.
full name inapplicable
/
any pronouns
01. identity
It should be noted that Thrusk hails from a species with no concept of gender identity, sexuality, or even given names. They accept most ways of being referenced as long as they aren't derogatory.
02. kinnestend
The Kinnestend are a largely isolationist civilization whose members rarely leave their star system. They hail from the deepest reaches of an ocean-type planet, fully adapted to a life in darkness.
Some highly specific evolutions are the fact the species is completely colorblind, as well as "deaf" and "mute". They are, however, still able to "hear" in a very similar manner as how bats navigate the human world. They communicate in much the same way to each other, though the "sonic" may be closer to "psionic" - they seem able to utilize the waves beyond current human capabilities.
Despite this, or maybe because of it, what space knows of the Kinnestend is that they make damn good pilots. It's theorized that the environment of their home planet has a lot of parallels to space navigation, so when the species moved from sea to space, it wasn't as big a jump as it initially seemed.
Surprisingly, only a simple augment is necessary for Kinnestend to survive outside liquid habitats. They produce a mucus of some sort to help them navigate solid terrain, their "leg" tendrils sliding to their intended destination akin to slugs, albeit at a much faster rate.
03. appearance
Aboard X3, Thrusk appears a vibrant blue with streaks of neon yellow green bioluminescence running across it. However, this can change depending on what they consume and the environment they're in. An iron-rich terrain may temporarily color them orange, for example. Ironically, only Kinnestend that have left their civilization are the ones aware that they even change color. The only time it's a cause for concern is when Thrusk becomes translucent - this indicates illness of some sort.
They slither around at 223cm, on the small side for Kinnestend as a whole, but average for Kinnestend pilots.
04. skills
Piloting
/
Spatial Awareness
/
Sensitive "Hearing"
/
Repairs
/
Swimming
/
Basic Survival Skills
/
Organization
/
Art Knowledge
/
Painting and Sculpting
05. strengths
With quick reflexes and sharp instincts, it wouldn't be an exaggeration to say that their piloting skills are what have allowed them to survive this long untethered. They have a keen sense for value, able to see what might fetch the highest price in the junk they've meticulously sorted through. They have high standards; anything they create or do will be of the highest quality they are capable of.
06. weaknesses
When any Kinnestend loses their CC, they can't "speak", and Thrusk is no exception to that. Thrusk is a pretty poor combatant when outside a cockpit or water. Most of the tools at their disposal are for creating opportunities to escape. They're also blinded by their pursuit of beauty, willing to forgo duty if it means they get one step closer to what they seek. That's how they ended up AWOL and due for military discipline if they're ever found by other Kinnestend. They're not the sharpest tool in the shed. Their high standards are also a bane - they end up paralyzed and unable to finish when something doesn't meet their standards.
07. PREFERENCES
Beauty
X3
Organized Spaces
Painting or Sculpting
Days Off
Humid or Water Environments
Art
Ugly Things
Dry Environments
Space Walking
CQC
Being Held Back by CC
Touch
Their Colorblindness
Losing Their CC
Being Found by Kinnestend
Losing Their Eyesight
08. biography
Thrusk's story is a simple one of an idiot who got distracted during a routine patrol and wound up listed as AWOL. Rather than face the consequences of their actions (and maybe quench that thirst for adventure), they left their home star system, trading in the dated standard Kinnestend cruiser for a ride aboard a group of other scavengers. Out in rimspace, few were friendly, but they knew enough that surviving alone would be a futile exercise. Though they were nothing special, and they would eventually part ways, they christened their new pilot the name Thrusk.
The next few years were spent hopping between crews, adding bits and bobs to the support suit that they kept from their original ride. They never stayed, always searching for something more. As they saw more of space, they sought more of the beauty it offered. As they were exposed to more beauty, they attempted to capture more of what they felt.
X3 should've just been another ship - except it wasn't. The moment Thrusk got aboard, their senses went into fritz and inspiration filled their body. It was only further amplified when they first attempted to steer the ship. This was it. The beauty they'd been searching for. Did they bother to question how or why? Of course not, it wasn't Thrusk's mission to find the reason.
They just wanted more of it.
09. personality
Thrusk is a curious individual with a single-minded pursuit for beauty. They prefer to keep to themselves out of frustration with the communication barrier, save for the rare instances they're able to wax poetic about X3 or all things beautiful in the universe. A lot of their personality is, unfortunately, lost in translation, but hang around them long enough and you'll start picking up on little cues as to who they are. They're the type to get lost when looking into space, or completely ignore time when working on a project. Despite that, their workspace is clean, everything is neatly sorted, and trash is disposed of in a timely manner. The juxtaposition often leaves people confused until they realize that while Thrusk likes organization, their mind is anything but.
10. relationships
relationship content here
65
age
⁠– ⁠– ⁠–
weapons
Toxic Handshake
Able to secrete a neurotoxin effective on most species. Their tendrils are also able to form tiny hooks that embed itself into the victim's skin.
Screech
Thrusk learned that they're able to use their natural psionic abilities to create a sort of shriek that can temporarily debilitate nearby attackers. Some sensitive species may even receive permanent damage to their hearing organs.
⁠– ⁠– ⁠–
armor
Thrusk is usually naked as their form doesn't make for easy accesorization. However, they haven't survived this long wearing just their birthday suit. They use a modified
support suit
originally designed for space repairs on Kinnestend ships. It's been modified to tank some hits and hit back its weight and then some. Its primary use now is for collecting heavier bits of debris.
⁠– ⁠– ⁠–
modifications
Breathing Apparatus
A surgically-inserted piece of equipment that enables Kinnestend to survive outside their homestead.
Communication Cube
Also CC for short. Standard equipment embedded into the hollow chest of any Kinnestend that leaves the safety of home. Partially biological, with a somewhat symbiotic relationship with its host. While originally of interest to many other species (and for a while, it was a target of many opportunists), it quickly became apparent that it was useless outside of its host. It enables Thrusk to "speak" in the same way most other species do. Think of it as a speaker that translates their psionic waves into rudimentary sentences.
⁠– ⁠– ⁠–
inventory
Communication Cube
/
Support Suit
/
Texture Paints
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Clay and Plaster
/
Rations
/
Spare Breathing Apparatus
/
Assigned Cleaning Bot
 
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