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Futuristic The Crew

Jagson

One Thousand Club
Positions

Captain Drake
First mate

Helmsman Zara

muscle 1

Doctor

engineer Jessie

muscle 2 open

Ambassador



Welcome to the Aces crew please fill out the fallowing.


Role: what you would like to be

Name: self explanatory

Species: what are you

Sex

Age (20 and older)

Skills what are you good at

Description either a picture or a description

Background what have you been through and how did you end up on the Flying Aces

Mine
Role Captain

Name Drake McGregor

Species Human

Sex Male

Age 25
Skills trained in weapons , type 4 power armor, able to be charming when needed, Leadership skills

Description stands at six feet exact, has short black hair with Velvet eyes. He has a scar going from his left eyebrow to his hairline causing the hair near the scar to turn white. He has two tattoos on his right Arm. The first being a bloody sun with a spear going through it. And the second of an old Earth religious symbol (cross) that had the names of his fallen brothers and sisters written inside of it.

History: Drake grew up on the industrial planet Avalon. At a young age he would start doing minor jobs and tasks to help keep a roof over his and his mother's head.

Like all youth in Alliance held space he was conscripted into their military at the age of sixteen. He was placed in the 99th Armored Infantry Division Aces Company. He would see combat during the Mulich Contract of Expansion. He would see many battles with Aces Company. They became like family to him. Unfortunately the Battle of Arcadia at the end of the Mulich Contract of Expansion left only a handful of Aces Company alive

After his mandatory term of service was completed he used what money he saved and bought an out of date rusting T-7 Storm Hawk freighter he named the Flying Aces.

After a few failed ventures realizing just how bad galactic trade and most things were he started to take up smuggling to make even on his ship. He decided to take jobs that were benefitting planets that otherwise would be forgotten or neglected
 
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Role: Helmsman

Name: Zara "Swift" Rennox

Species: Human

Sex: Female

Age: 28

Skills: Zara is an expert helmsman with unparalleled reflexes and an intuitive understanding of spacecraft navigation. Her ability to navigate through complex asteroid fields with precision manoeuvres makes her an invaluable asset to the Flying Aces. Additionally, she has a keen sense of spatial awareness and is skilled in evading pursuit.

Description: Zara stands at 5'9" with a lean, athletic build. Her shoulder-length long champagne blonde hair is often kept under a well-worn peaked cap. She sports a collection of Nebula Art tattoos on her arms, a colourful and vibrant depiction of the beauty and chaos of the cosmos.
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Background: Zara grew up on the gritty streets of the orbital city above Tera Prime, under the influence of the Human Alliance. Her childhood was surrouneed by the tales of the Great War that were etched into her people's history. Her parents, owners and operators of an interstellar trade ship, were killed when the ship collided with a rogue planet at superluminal speed, leaving Zara to fend for herself at young age.

Zara's survival instincts and early exposure to starship operation led her to become a skilled pilot and navigator. The oppressive regulations of the United Galaxy fueled her resentment, and she found herself drawn to the life of a smuggler, navigating the shadows to defy the UG's control. Before joining the Flying Aces, Zara served on several smuggling vessels, honing her skills and building her reputation among the fringe elements of the galaxy.

Her first ship, the "Starshadow", was a cobbled-together freighter that taught her the ropes of evading UG patrols. At the age of 26, she caught the attention of the notorious smuggler Captain Alfonso of the starship "Buccaneer". Impressed by her piloting skills and rebellious spirit, captain Alfonso recruited Zara as the helmsman for the "Buccaneer", a sleek and heavily modified spacecraft that became infamous for its ability to slip through UG checkpoints undetected and conduct piracy operation outside the UG's grip.

During a high-stakes smuggling mission, the crew discovered a mysterious cargo that turned out to be a highly sought-after black hole weapon prototype. As the UG closed in on their location, internal tensions rose among the crew regarding whether to sell the prototype for a hefty profit or use it against the UG fleet.

The situation reached a breaking point when a mutiny erupted. Zara fought alongside Captain Alfonso in a fierce confrontation, but the mutineers eventually take control of the "Buccaneer". Loyalist of the captain were made to left in a small escape vessel, watching from a distance as the "Buccaneer" escaped into lightspeed. Zara navigated the escape vessel to sneak pass the UG search, but with limited lightspeed capability, the voyage took several weeks before they managed to reach civilisation. Zara then joined the Flying Aces crew as it was recruiting in the nearest spaceport.
 
Here is my character! I’ve been wanting to do something in this genre for a while, so I am very excited.



Role: Engineer

Name: Jessie

Species: Desert-Folk
The original name of this species was lost before even the Great War. Native to a desert planet orbiting a red star, they are adapted to harsh heat and meager supplies. Their cradle-world, New Prospects, was colonized by humans long before the Great War.

The mining colony of New Prospects has no remains of the world’s native culture. No remnants of culture, religion, or language remain. The original names of the planet and its people have been long since lost.

The Desert-Folk never reached their Industrial Revolution, let alone space travel, before being colonized. Because of this, there are no populations off of New Prospects.

Their biology is adapted to heat and sun, drought and famine. Scavengers and predators, Desert-Folk have keen senses for hunting and finding carrion. They’ll eat just about any plant or meat, no matter what, or who, it used to be. Because of this, they have robust immune systems and strong toxin resistance. The thin atmosphere of their planet, combined with its proximity to its sun, means that more solar radiation hits the sands of New Prospects than other planets. Because of this, Desert-Folk have a minor natural resistance to radiation.

Desert-Folk look similar to other humanoids, a pair of plantigrade legs and a pair of arms, mostly furless with hair on the head. They have a thin tail with a tuft of fur on the end, which they use for both balance and emoting. Their teeth are all sharp and pointed, designed for ripping and tearing, and they are polyphyodonts. Their eyes range from green, to hazel, to yellow. Their ears are long and pointed and can tilt for better hearing and for emoting. Their height ranges from approximately four to five feet. They have retractable claws on their fingers and toes, which they use for both climbing and hunting.

Because of their native habitat being so hot, Desert-Folk do not fair well in cold climates. What most other species view as pleasant temperatures the Desert-Folk find chilly. This requires them to wear more covering clothes than others.

Sex: Female

Age: ~22-23

Skills: Jessie is skilled in the repair and maintenance of a vast range of engines, machines, and weaponry. She is especially good at using scraped together parts and in merging different models together. She lacks any form of formal education, but she can read and write and she has learned complex maths while apprenticing with engineers.

Description: Standing at only 4ft 2in, Jessie is one of the shorter people on any station she visits. Her skin is the color of desert sand, and her hair is only a few shades darker. She keeps her hair cut short, hacking off any chunks that get in the way. Her eyes are yellow with flecks of hazel. She has a notch out of her left ear, a set of claw scars over her neck and right collarbone, a small scar from a cut on her left cheekbone, a bite scar from a fight as a child on her left upper arm, and a multitude of minor scars across her body and limbs, mostly on her hands and forearms.

She always wears long sleeves and pants, usually made of sturdy material. Jessie often wears gloves when not working. She generally ignores appearance in favor of utility. She has a number of scarves in a multitude of colors.

Background: Jessie was born in the slums on the backwater planet New Prospects. Her mother never wanted her and died when she was young, and her father was a gambling drunkard who only left her debts to pay when he died.

She didn’t bother to keep close track of her age as a child, and didn’t try much as an adult. She can estimate her age based on her memories, but she will never be quite sure.

Even before her father’s death she didn’t use his last name. She has no legacy, no family, to hold onto with a name.

When enforcers came after her for her father’s debts she stowed away on a cargo ship hauling ore off planet. When she was discovered the engineer took her on as an apprentice so she could work for her passage. Jessie found that machinery came naturally to her.

After that she moved from ship to ship, apprenticing under various engineers over the years. Once she was confident enough to work on her own as an engineer she kept moving from ship to ship, never staying anywhere for long. She’s worked on ships large and small; from haulers, to racers, to cargo ships, to battleships. The crews she worked with ranged from honest merchants to vicious pirates. But every time, she eventually gets restless and leaves for a new ship.

The Flying Aces is her latest ship, after getting restless on her last one.



If there is anything in here that doesn’t fit for world building, let me know and I’ll adjust.

On that vein, if humans aren’t the right species to have colonized a populated planet, please let me know what other species could fit the bill.
 

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