SirFlabberghaspy
Mandalorian Warrior and Skald.
-World-
Welcome to the world of Fliegen. This is simply a basis. Will be edited later.
-Galactic Senate-
There are no factions within the government or military who oppose the going outside the known regions, as far as we know. However, there is indeed a religious sect that believes inter-stellar travel beyond our arm of the galaxy is wrong and sinful, and you might even call them cultists. Thirty percent of the population are of this religion, named Galaxis, with it's followers being named Galaxists.
There is a shifty organization in the military named the High Guard, who serve to protect and follow every order of their superiors, who answer only to the High Senator, who also serves as the ambassador between the humans and the aliens. They usually get in the way of other military organizations, and have no quarrels with the Galaxists. Because of this, most believe the High Senator is a Galaxist himself.
Those who serve as police around the galaxy are known as GSec, or Galactic Security. They are overpowered by the military when it comes to decisions, but are also authorized to take force against any military units who might be harming Galactic Code.
Those who are brave enough to exit the Outer Rim are named the Jaeger, or Hunter, as in they're Hunters of Knowledge, and just literal Hunters when it comes to running into conflict. Those who stay within the known regions are named Arma, or Shield, as they protect Humanity and the Galactic Senate's land.
-Maps-
The Green Zone is purely Human territory, whilst the Core World Network is the main worlds of the Galactic Council, and where they generally meet is named Galactic City, capital of the Illuminians. Other worlds are owned by certain races, and only important ones are listed here, including over-all famous worlds and outposts. Orion is a place legendary for it's extreme and resourceful planets, and is currently being colonized by many races, and is also the birthing place of the Solarborn. Free Space is a location, other then the Unexplored Space, where criminals thrive, and small galactic empires not connected to the Galactic Council also thrive.
This is the Dra'kuhn's Galaxy, Andromeda, and the Galactic Council has been gifted Vol'thraaa and Capuut as places of embassy and colonization from the Dra'kuhn, two worlds that are now thriving. Currently, the entire galaxy seems to be ruled by the Dra'kuhn, and they also annex and support other galactic empires who rise in Andromeda. Any who retaliate, however, are forced into slavery under their Dra'kuhnic rulers. To support travel between the two galaxies, a gigantic Warp Gate is currently in construction, one able to take a traveler from one galaxy to the other in only a few minutes.
-Common Species-
The Solarborn
(For Images, search Novakid Starbound)
The Solarborn are a species made up of a rare kind of Eukaryote that takes a gaseous form due to their home-world being extremely close to the center of the Galaxy. They're capable at running at extreme speeds, and are able to take wounds others would find fatal, but can be instantly killed or wounded with any kind of water. They're equipped with generally rowdy personalities, and prefer physical guns over laser weaponry. Solarborn are your usual race associated with either bounty hunters or outlaws, and it is easy to see why.
The Vitaferro, or Mechatronus
(For Images, search Robot or Glitch Starbound)
The Mechatronus are a group of robots created by an ancient civilization. They're split into two factions, the Winged and the Chained. The Winged are a group of Mechatronus who have completely free will, and are number little among the other races of the galaxy, often despising any kind of robot-use in most civilizations. However, the Chained are completely different. The Chained have gone insane after centuries of waiting for their now missing masters, and attack any civilization who dare trespass into their master's territory. They're a massive Armageddon, and are not counted into the Galactic Population count, as their own numbers rival those of the entire galaxy's living animals. They come in three forms, Knights, Commanders, and Titans. The Knights are human-sized Mechatronus who use hyper-advanced weaponry and forms of torture to destroy their enemies, often serving under the Commanders, and tending to Titans and machinery. The Titans are gigantic Mechatronus who breath out a sort of flame that is capable of melting through most metal in mere seconds, and are over-all very powerful and fast. The Commanders are a group of priest-like Mechatronus double the size of Knights, who rule the subterranean robotic cities made in the cores of dead worlds, containing Chained numbering billions each.
(I prefer you not be Chained)
The Illuminians
(For Images, search Draenei)
Illuminians are a group of psychically powerful beings who have the ability to manipulate everything around them. They later developed a way to teach this to other species, and even create devices that enhance and create energy that is required to do such things. Illuminians are also famous for using melee weapons, their only ranged weapons being energy bows. The majority of their arsenal are different kinds of energy weaponry, such as blades, spears, and knives made of "energy", or super thin layers of a rare material named Illuminite that creates an electromagnetic field around it, one concentrating energy to the point where it burns things on contact. Illuminians play a head part in the Galactic Senate, making up most of the entire community there.
The Guerra -
Guerran, averaging about 8 feet tall and about 230 pounds, with an average lifespan of about 60 - 70 due to combat related death. None of the Guerra as of yet have died of old age, but most Guerran found are around 50 - 65. While many have expressed interest in studying both the Guerra and their home planet of Alagathar, the Guerra have refused any sort of biological studies upon their race, and have similarly disallowed most travel to Alagathar, except on trade or diplomatic business. However, the Guerra are not a promiscuous race, and their constant warring between themselves is slowly but surely dwindling down their numbers. When asked why they had completely devoted themselves to art of war, the Guerra simply stated that it was the will of the Gods. Not much is known about the religion that all Guerran seem to follow, but a few explorers were able to gather some tidbits of their religious beliefs. According to what they had heard, the travelers claim the Guerra believe that the Gods will eventually return to the universe, and only those with the most perfect knowledge of warfare will be allowed to fight alongside the Gods in a battle said to end existence of all.
The Guerra, following an evolutionary path similar to Humans, never grew to appreciate the potential of firearms or gunpowder in general. Instead, they preferred harnessing their natural strength, agility, and martial prowess in the form of swordplay and defense in the form of armor. Focusing mostly of the development of greater armor and melee weapons, the Guerra saw the use of primitive Power Armor in the battlefield around the time Humans began visiting space. While other races began travelling between planets and solar systems, the Guerra were still developing armor, swords, axes, and other weapons meant to be used up close. Unlike the medieval age of the Humans, Guerra prefer fighting in the field and spilling blood to besieging towns and castles. They possess extensive knowledge of their own plant and wildlife, but are somewhat lacking in the sciences and are therefore somewhat superstitious. The constant state of war has left most of their own planet, Alagathar, unexplored.
Alagathar, the home planet of the Guerra, is much larger than Earth, covered in lush jungles and with a gravitational pull 1.7 times that of Earth. With an abundance of Oxygen and a heavier gravitational pull, Guerra grow much larger and stronger than Humans. Despite several Galactic theories that the jungles of Alagathar might be full of valuable materials and metals, the world has not been fully explored, even by the Guerra. Instead, they have lived on one continent for the entirety of their existence, which is now scarred by the endless wars and massive deforestation and mining operations to fuel their wars. Since their introduction to the Galactic community, the Guerra have neglected to make contact with the Galactic Senate. Preferring mostly to stay on their home planet, very small amounts of Guerra have elected to leave and explore the galaxy.
Having developed their armor to protect against high velocity strikes at close range, the Guerran armor proved to be effective at protecting against projectile weapons. When the first extraterrestrial visitors came to Alagathar, they were hailed as messengers of the gods. When a small disagreement turned violent, the Guerran learned that the visitors weapons, while loud and smoke-producing, had little effect on their tough hides and advanced armor, they drove the explorers back to their ships. More explorers came and left, until a group of Humans took the time to learn the Guerran language and eventually offered to take some of them back, showing them what existed beyond their war-torn planet.
The Guerra often live by a strict code of honor, comparable to the Code of Chivalry followed by Human Knights of old. The few Guerra that leave often have a hard time adapting to Galactic life, refusing any sort of occupations that could be linked to criminal activity. Most eventually find themselves affiliated in some way with Galactic military organizations.
Despite their lack of contact with other Galactic races, the Guerra have developed highly effective power armor made from an unknown metal that only seems to appear on Alagathar. When combined with the advanced technology of other races and modified by Guerran armor-smiths, Guerran Power Armor can become and incredibly durable and protective piece of equipment, often selling at high prices among the elites of the galaxy, such as private military companies or highly trained squadrons of the Human Republic.
Alagathar -
Less War torn -
The Kalaari
The Kalaari (meaning sundered ones in their own language) are a race of technologically advanced four-armed humanoids that occupy certain regions of deep space far from the galactic core. Their neural physiology is incredibly complex, resembling a convoluted biological machine. This allows the Kalaari to directly interface with technology, even wirelessly in some cases. Some Kalaari have even been known to develop an affinity with simpler machines, something they attribute to a "resonance" with the technology in question. Naturally, this makes them excellent pilots and engineers.
Physiologically, the Kalaari are defined by their dextrous four arms, and trend towards a lean, wiry frame - a product of years spent in low-gee environments thanks to their nomadic spacefaring lifestyle that makes them relatively physically weak and fragile. Kalaari seem to age slightly slower than humans and some have been known to live for a century and a half. Their unique neural physiology also allows them to temporarily speed up their thought processes, allowing them to make many calculations and decisions per second. A process theoreticised to add to their remarkable ability to interface with technology and likely contributes to their fast reflexes. The process is taxing, however, and many Kalaari have been known to enter a dormant hibernatory state as a result. Perhaps the greatest mystery of this race is their rumoured ability to pass memories on to others, resulting in a great racial memory shared by all. The Kalaari have rarely mentioned this to outsiders but some claim to have shared memories with a Kalaari.
The Kalaari are a solely space-faring race. Most of the resources they require are extracted from asteroids and if a ship needs to make planetfall, it is usually a brief encounter. Many speculate as to what caused the Kalaari to leave their homeworld, but the leading theory gained from what information has been offered by the race is that there was a cataclysmic event that led to its destruction. This may be the reason why the race refer to themselves as being "sundered".
Shifter
Shifters are a special kind of race, as they resemble shadow-like skeletal forms of different species. They have no real culture, and only survive through a few hundred of their kind. Shifters are able to transform into any kind of species that they have "consumed", meaning that they have "absorbed" one of the species later. Absorbing is similar to extracting, as they siphon the biological-data of the creature and learn to mimic it. You can half absorb, and full absorb. A half absorption would be biting a target, and simply extracting that way. To fully contain all of the abilities of said creature, Shifters must eat a part of that creature. Along with being able to transform into other creatures, Shifters also have a very nice physiology themselves. They usually grow to seven feet tall, have no recognition of their gender, other then voice and body shape, and do not reproduce, as new Shifters randomly are born through the galaxy in bursts of energy.
Humans
Humans are now the most common race in the galaxy, making about half of it's population. They have evolved since they first took flight into space, now possessing more strength, technology, and physical capabilities. However, even if they're physically stronger, possessing greater senses and now psionic abilities, they're still not as advanced as others in the Galactic Council. They're the newest race to the galaxy, now having belong to it's community since 200 years ago, or, in Earth Years, 2062. Even with their galactic youth, they have already impacted the galaxy with their vast culture, and are very curious and interesting to the galaxy's other species. Often viewed as reckless, greedy, yet passionate, humans are considered some of the strangest, yet most deadly races in the galaxy.
Dra'kuhn
The Dra'kuhn are a race ruled by one supreme leader, who takes advice from a circle of advisors, along with one head advisor. Their fleet are the biggest in known space, and they themselves resemble the dragons described on Earth, as they themselves had even attempted to retrieve a certain energy blade, Excaliber, that had crash-landed on Earth after the package-pod it was in malfunctioned. However, they were fought back by the low-tech armies, and even worshiped by some. Before they left, they took half of the humans existing on the Earth, and super-bred them for their own military and labor purposes. The Dra'kuhn are known to have ships the size of small moons and planets, and are even rumored to be in control of an entire galaxy. Not much is known about them, and there have only been a few sightings in the Unexplored Regions of the Galaxy, but many suspect they come from Andromenda, and are expanding to the Milky Way.
Ithorian
The Ithorians are a group of beautiful all-females who traverse the galaxy as slaves, dancers, and other professions. They reproduce through a strange process that requires the two that are mating to become one by connecting their genitalia with tentacle-like bonds that hide behind certain flaps within said genitalia. Other then their beauty and... strange way of reproduction, the Ithorians are very spiritual and traditional in nature. They believe that peace is key to happiness, and that warfare is for those who do not know the sweetness of words. Ithorians are usually bullied and taken prisoner by other races, but they stay true to their peaceful mindset, and can get their way out of situations using much more then words...
Insectoids
The Insectoids are a race vastly diverse, as they're split into several different species, however all fall under the same position of organs, same organ systems, and each have a similar culture. The most common would be the one shown above, the Basic Insectoid, while other complex versions of Insectoids exist. The main point is that they're all insects, each with a diverse culture, but most follow a hivemind led by some kind of matriarch. The Insectoids do not have full citizenship within the Alliance due to problems with said hiveminds, and the two have clashed many times since the beginning of the Alliance. Insectoids make a fifth of the galaxy's population.
Mutants [Controversial, May Remove]
Mutants are a very rare kind of "race", as they make .5 of the Galaxy's population. They have no real culture or main government, and are considered apart of the Alliance, although having no senator in the Galactic Senate. They're, to put simply, in existence because of different experiments by different scientists and governments. The first known Mutants, to man-kind, at least, were experiments made in the early 2080's. Mutants only appear to be half animal half human, because, for some odd reason, humans have the most bendable DNA structure compared to most other races, and are an ideal subject for experimentation. Second Generation Mutants are created through breeding with other Mutants, and cross-breeding with other aliens.
-Abilities-
Psionics - Psionics can only be mastered by certain races, and require a certain path of neurological evolution to occur. Those who are of a race without natural Psionics can achieve it through cybernetics, and intense training. Psionics are the ability to morph things around you and use them to your advantage. An example of this would be turning nearby energy into a focused electrical blast towards an enemy, or levitating an object by using the power of gravity. Psionics are what scientists believe helped create the Universe, as it intertwines all energies, and connects everything together. Psionisists (Psy-on-is-ists) are those who can use Psionics, and fully understand how to control it, these people make up 10% of the galaxy's population.
EPMG Mastery - Mastery of the EPMG takes many months of serious dedication and focus. You must fully understand that it is an extension of yourself, and that only you can cause it to completely malfunction. Attempting to master the EPMG is one of the goals of the Galactic Alliance's trainees, and at least a twentieth of the trainees in every camp die of some sort of accident with the EPMG due to carelessness or doubt. Because of this, the EPMG increasingly became limited to the Jaegers, and accidents are much more rare now. However, this doesn't mean an accident cannot happen, and caution is still advised.
Ala'kaari Makrovah - Ala'kaari Makrovah, or Alamak, is an advanced form of combat adopted from a few military-enlisted Guerra. These trainers have taught at least a fourth of the Alliance military this form, and it is mastered by most Jaegers. It involves a mix of slight acrobatics to confuse the enemy, especially when they have a firearm. Next is to suddenly strike, a quick blow to disfunction them. The next move is up to the user, such as disarming said enemy, or beginning a wrestling faze and pinning the enemy against a wall or to the ground. When the Alamak is mixed with weaponry, it can become extremely dangerous, especially with a staff or blade.
Vak Ele - Vak Ele is a form of combat traditionally meant for Illuminian males, focusing on a hammer-type weapon, and a mix of psionic attacks. The idea is to hammer the enemy with psionic attacks from a distance, closing the distance as you pin them to a location. Next, you would have to charge, and the ideal step is to slam your opponent with your hammer, usually an upper-cut kind of swing. This is taught to the "Paladins" of the Illuminian race, and hammer-wielding tanks of the Alliance Military are taught this form in training camp.
[Fliegen RP Basis]
-Info 1, Summary-
The year, in Earth time, is 2262, the 262nd anniversary since Humanity was discovered by the Galactic Council, and uplifted into a Galactic Empire. Since then, the galaxy has changed, for better and worse. Even with such advanced technology, the Milky Way hasn't been fully discovered. A large portion of it is not currently mapped by the Galactic Senate, and so Humanity has a chance to prove themselves. They send commanding officer Bischof Einsam, or simply "Bervin" to lead an expedition of many people, including the newest soldiers from the Galactic Academy who graduated as Jaegers, a group of soldiers who go into the un-civilized and un-protected parts of space.
Led by Captain Rivaille, a legendary and infamous thug-turned-soldier who has a rather fiery past with Bervin, the new recruits are quickly turned into rather experienced individuals after going on a few missions, and losing half of their squad in doing so, leading to the point where they are now.
But the expedition to discover the rest of the galaxy got even more complicated, as a strange source of energy was sent out, a signal of sorts. The Galactic Senate is currently very interested in this, and has sent us to become their messenger in First Contact.
-Info 2-
The crew will consist of us, and around one-hundred other NPCs, but we will depart from shuttles as a squad with us only (when we touch down on planets). NPCs are divided into four different branches, like any other military crew. Those with body armor and rifles are the SSec, or Ship Security, who patrol and monitor the ship for any non-crew organisms. Those with insignia bearing a picture of a hammer are the Engineers, who work to maintain the ship. Those with a picture of a flying ship are the Pilots, who work to control and, over-all, drive the ship. Finally, there are the Overseers, who are veteran sailors of space. They simply watch over and order the younger sailors about, simply to keep them from doing something wrong.
There are no factions within the government or military who oppose the going outside the known regions, as far as we know. However, there is indeed a religious sect that believes inter-stellar travel beyond our arm of the galaxy is wrong and sinful, and you might even call them cultists. Thirty percent of the population are of this religion, named Galaxis, with it's followers being named Galaxists.
There is a shifty organization in the military named the High Guard, who serve to protect and follow every order of their superiors, who answer only to the High Senator, who also serves as the ambassador between the humans and the aliens. They usually get in the way of other military organizations, and have no quarrels with the Galaxists. Because of this, most believe the High Senator is a Galaxist himself.
Those who serve as police around the galaxy are known as GSec, or Galactic Security. They have no say in this, but will not hesitate to stop any illegal action taken by the crew.
Those who are brave enough to exit the Outer Rim are named the Jaeger, or Hunter, as in they're Hunters of Knowledge, and just literal Hunters when it comes to running into conflict. Those who stay within the known regions are named Arma, or Shield, as they protect Humanity and the Galactic Senate's land.
The aliens of the Galactic Senate are not very associated with the matter of exploration when it comes to humans, but they do generally encourage it, and have personally funded the project we're partaking in.
Project Hospitium, or Project Welcome.
Welcome to the world of Fliegen. This is simply a basis. Will be edited later.
-Galactic Senate-
There are no factions within the government or military who oppose the going outside the known regions, as far as we know. However, there is indeed a religious sect that believes inter-stellar travel beyond our arm of the galaxy is wrong and sinful, and you might even call them cultists. Thirty percent of the population are of this religion, named Galaxis, with it's followers being named Galaxists.
There is a shifty organization in the military named the High Guard, who serve to protect and follow every order of their superiors, who answer only to the High Senator, who also serves as the ambassador between the humans and the aliens. They usually get in the way of other military organizations, and have no quarrels with the Galaxists. Because of this, most believe the High Senator is a Galaxist himself.
Those who serve as police around the galaxy are known as GSec, or Galactic Security. They are overpowered by the military when it comes to decisions, but are also authorized to take force against any military units who might be harming Galactic Code.
Those who are brave enough to exit the Outer Rim are named the Jaeger, or Hunter, as in they're Hunters of Knowledge, and just literal Hunters when it comes to running into conflict. Those who stay within the known regions are named Arma, or Shield, as they protect Humanity and the Galactic Senate's land.
-Maps-
The Green Zone is purely Human territory, whilst the Core World Network is the main worlds of the Galactic Council, and where they generally meet is named Galactic City, capital of the Illuminians. Other worlds are owned by certain races, and only important ones are listed here, including over-all famous worlds and outposts. Orion is a place legendary for it's extreme and resourceful planets, and is currently being colonized by many races, and is also the birthing place of the Solarborn. Free Space is a location, other then the Unexplored Space, where criminals thrive, and small galactic empires not connected to the Galactic Council also thrive.
This is the Dra'kuhn's Galaxy, Andromeda, and the Galactic Council has been gifted Vol'thraaa and Capuut as places of embassy and colonization from the Dra'kuhn, two worlds that are now thriving. Currently, the entire galaxy seems to be ruled by the Dra'kuhn, and they also annex and support other galactic empires who rise in Andromeda. Any who retaliate, however, are forced into slavery under their Dra'kuhnic rulers. To support travel between the two galaxies, a gigantic Warp Gate is currently in construction, one able to take a traveler from one galaxy to the other in only a few minutes.
-Common Species-
The Solarborn
(For Images, search Novakid Starbound)
The Solarborn are a species made up of a rare kind of Eukaryote that takes a gaseous form due to their home-world being extremely close to the center of the Galaxy. They're capable at running at extreme speeds, and are able to take wounds others would find fatal, but can be instantly killed or wounded with any kind of water. They're equipped with generally rowdy personalities, and prefer physical guns over laser weaponry. Solarborn are your usual race associated with either bounty hunters or outlaws, and it is easy to see why.
The Vitaferro, or Mechatronus
(For Images, search Robot or Glitch Starbound)
The Mechatronus are a group of robots created by an ancient civilization. They're split into two factions, the Winged and the Chained. The Winged are a group of Mechatronus who have completely free will, and are number little among the other races of the galaxy, often despising any kind of robot-use in most civilizations. However, the Chained are completely different. The Chained have gone insane after centuries of waiting for their now missing masters, and attack any civilization who dare trespass into their master's territory. They're a massive Armageddon, and are not counted into the Galactic Population count, as their own numbers rival those of the entire galaxy's living animals. They come in three forms, Knights, Commanders, and Titans. The Knights are human-sized Mechatronus who use hyper-advanced weaponry and forms of torture to destroy their enemies, often serving under the Commanders, and tending to Titans and machinery. The Titans are gigantic Mechatronus who breath out a sort of flame that is capable of melting through most metal in mere seconds, and are over-all very powerful and fast. The Commanders are a group of priest-like Mechatronus double the size of Knights, who rule the subterranean robotic cities made in the cores of dead worlds, containing Chained numbering billions each.
(I prefer you not be Chained)
The Illuminians
(For Images, search Draenei)
Illuminians are a group of psychically powerful beings who have the ability to manipulate everything around them. They later developed a way to teach this to other species, and even create devices that enhance and create energy that is required to do such things. Illuminians are also famous for using melee weapons, their only ranged weapons being energy bows. The majority of their arsenal are different kinds of energy weaponry, such as blades, spears, and knives made of "energy", or super thin layers of a rare material named Illuminite that creates an electromagnetic field around it, one concentrating energy to the point where it burns things on contact. Illuminians play a head part in the Galactic Senate, making up most of the entire community there.
The Guerra -
Guerran, averaging about 8 feet tall and about 230 pounds, with an average lifespan of about 60 - 70 due to combat related death. None of the Guerra as of yet have died of old age, but most Guerran found are around 50 - 65. While many have expressed interest in studying both the Guerra and their home planet of Alagathar, the Guerra have refused any sort of biological studies upon their race, and have similarly disallowed most travel to Alagathar, except on trade or diplomatic business. However, the Guerra are not a promiscuous race, and their constant warring between themselves is slowly but surely dwindling down their numbers. When asked why they had completely devoted themselves to art of war, the Guerra simply stated that it was the will of the Gods. Not much is known about the religion that all Guerran seem to follow, but a few explorers were able to gather some tidbits of their religious beliefs. According to what they had heard, the travelers claim the Guerra believe that the Gods will eventually return to the universe, and only those with the most perfect knowledge of warfare will be allowed to fight alongside the Gods in a battle said to end existence of all.
The Guerra, following an evolutionary path similar to Humans, never grew to appreciate the potential of firearms or gunpowder in general. Instead, they preferred harnessing their natural strength, agility, and martial prowess in the form of swordplay and defense in the form of armor. Focusing mostly of the development of greater armor and melee weapons, the Guerra saw the use of primitive Power Armor in the battlefield around the time Humans began visiting space. While other races began travelling between planets and solar systems, the Guerra were still developing armor, swords, axes, and other weapons meant to be used up close. Unlike the medieval age of the Humans, Guerra prefer fighting in the field and spilling blood to besieging towns and castles. They possess extensive knowledge of their own plant and wildlife, but are somewhat lacking in the sciences and are therefore somewhat superstitious. The constant state of war has left most of their own planet, Alagathar, unexplored.
Alagathar, the home planet of the Guerra, is much larger than Earth, covered in lush jungles and with a gravitational pull 1.7 times that of Earth. With an abundance of Oxygen and a heavier gravitational pull, Guerra grow much larger and stronger than Humans. Despite several Galactic theories that the jungles of Alagathar might be full of valuable materials and metals, the world has not been fully explored, even by the Guerra. Instead, they have lived on one continent for the entirety of their existence, which is now scarred by the endless wars and massive deforestation and mining operations to fuel their wars. Since their introduction to the Galactic community, the Guerra have neglected to make contact with the Galactic Senate. Preferring mostly to stay on their home planet, very small amounts of Guerra have elected to leave and explore the galaxy.
Having developed their armor to protect against high velocity strikes at close range, the Guerran armor proved to be effective at protecting against projectile weapons. When the first extraterrestrial visitors came to Alagathar, they were hailed as messengers of the gods. When a small disagreement turned violent, the Guerran learned that the visitors weapons, while loud and smoke-producing, had little effect on their tough hides and advanced armor, they drove the explorers back to their ships. More explorers came and left, until a group of Humans took the time to learn the Guerran language and eventually offered to take some of them back, showing them what existed beyond their war-torn planet.
The Guerra often live by a strict code of honor, comparable to the Code of Chivalry followed by Human Knights of old. The few Guerra that leave often have a hard time adapting to Galactic life, refusing any sort of occupations that could be linked to criminal activity. Most eventually find themselves affiliated in some way with Galactic military organizations.
Despite their lack of contact with other Galactic races, the Guerra have developed highly effective power armor made from an unknown metal that only seems to appear on Alagathar. When combined with the advanced technology of other races and modified by Guerran armor-smiths, Guerran Power Armor can become and incredibly durable and protective piece of equipment, often selling at high prices among the elites of the galaxy, such as private military companies or highly trained squadrons of the Human Republic.
Alagathar -
Less War torn -
The Kalaari
The Kalaari (meaning sundered ones in their own language) are a race of technologically advanced four-armed humanoids that occupy certain regions of deep space far from the galactic core. Their neural physiology is incredibly complex, resembling a convoluted biological machine. This allows the Kalaari to directly interface with technology, even wirelessly in some cases. Some Kalaari have even been known to develop an affinity with simpler machines, something they attribute to a "resonance" with the technology in question. Naturally, this makes them excellent pilots and engineers.
Physiologically, the Kalaari are defined by their dextrous four arms, and trend towards a lean, wiry frame - a product of years spent in low-gee environments thanks to their nomadic spacefaring lifestyle that makes them relatively physically weak and fragile. Kalaari seem to age slightly slower than humans and some have been known to live for a century and a half. Their unique neural physiology also allows them to temporarily speed up their thought processes, allowing them to make many calculations and decisions per second. A process theoreticised to add to their remarkable ability to interface with technology and likely contributes to their fast reflexes. The process is taxing, however, and many Kalaari have been known to enter a dormant hibernatory state as a result. Perhaps the greatest mystery of this race is their rumoured ability to pass memories on to others, resulting in a great racial memory shared by all. The Kalaari have rarely mentioned this to outsiders but some claim to have shared memories with a Kalaari.
The Kalaari are a solely space-faring race. Most of the resources they require are extracted from asteroids and if a ship needs to make planetfall, it is usually a brief encounter. Many speculate as to what caused the Kalaari to leave their homeworld, but the leading theory gained from what information has been offered by the race is that there was a cataclysmic event that led to its destruction. This may be the reason why the race refer to themselves as being "sundered".
Shifter
Shifters are a special kind of race, as they resemble shadow-like skeletal forms of different species. They have no real culture, and only survive through a few hundred of their kind. Shifters are able to transform into any kind of species that they have "consumed", meaning that they have "absorbed" one of the species later. Absorbing is similar to extracting, as they siphon the biological-data of the creature and learn to mimic it. You can half absorb, and full absorb. A half absorption would be biting a target, and simply extracting that way. To fully contain all of the abilities of said creature, Shifters must eat a part of that creature. Along with being able to transform into other creatures, Shifters also have a very nice physiology themselves. They usually grow to seven feet tall, have no recognition of their gender, other then voice and body shape, and do not reproduce, as new Shifters randomly are born through the galaxy in bursts of energy.
Humans
Humans are now the most common race in the galaxy, making about half of it's population. They have evolved since they first took flight into space, now possessing more strength, technology, and physical capabilities. However, even if they're physically stronger, possessing greater senses and now psionic abilities, they're still not as advanced as others in the Galactic Council. They're the newest race to the galaxy, now having belong to it's community since 200 years ago, or, in Earth Years, 2062. Even with their galactic youth, they have already impacted the galaxy with their vast culture, and are very curious and interesting to the galaxy's other species. Often viewed as reckless, greedy, yet passionate, humans are considered some of the strangest, yet most deadly races in the galaxy.
Dra'kuhn
The Dra'kuhn are a race ruled by one supreme leader, who takes advice from a circle of advisors, along with one head advisor. Their fleet are the biggest in known space, and they themselves resemble the dragons described on Earth, as they themselves had even attempted to retrieve a certain energy blade, Excaliber, that had crash-landed on Earth after the package-pod it was in malfunctioned. However, they were fought back by the low-tech armies, and even worshiped by some. Before they left, they took half of the humans existing on the Earth, and super-bred them for their own military and labor purposes. The Dra'kuhn are known to have ships the size of small moons and planets, and are even rumored to be in control of an entire galaxy. Not much is known about them, and there have only been a few sightings in the Unexplored Regions of the Galaxy, but many suspect they come from Andromenda, and are expanding to the Milky Way.
Ithorian
The Ithorians are a group of beautiful all-females who traverse the galaxy as slaves, dancers, and other professions. They reproduce through a strange process that requires the two that are mating to become one by connecting their genitalia with tentacle-like bonds that hide behind certain flaps within said genitalia. Other then their beauty and... strange way of reproduction, the Ithorians are very spiritual and traditional in nature. They believe that peace is key to happiness, and that warfare is for those who do not know the sweetness of words. Ithorians are usually bullied and taken prisoner by other races, but they stay true to their peaceful mindset, and can get their way out of situations using much more then words...
Insectoids
The Insectoids are a race vastly diverse, as they're split into several different species, however all fall under the same position of organs, same organ systems, and each have a similar culture. The most common would be the one shown above, the Basic Insectoid, while other complex versions of Insectoids exist. The main point is that they're all insects, each with a diverse culture, but most follow a hivemind led by some kind of matriarch. The Insectoids do not have full citizenship within the Alliance due to problems with said hiveminds, and the two have clashed many times since the beginning of the Alliance. Insectoids make a fifth of the galaxy's population.
Mutants [Controversial, May Remove]
Mutants are a very rare kind of "race", as they make .5 of the Galaxy's population. They have no real culture or main government, and are considered apart of the Alliance, although having no senator in the Galactic Senate. They're, to put simply, in existence because of different experiments by different scientists and governments. The first known Mutants, to man-kind, at least, were experiments made in the early 2080's. Mutants only appear to be half animal half human, because, for some odd reason, humans have the most bendable DNA structure compared to most other races, and are an ideal subject for experimentation. Second Generation Mutants are created through breeding with other Mutants, and cross-breeding with other aliens.
-Abilities-
Psionics - Psionics can only be mastered by certain races, and require a certain path of neurological evolution to occur. Those who are of a race without natural Psionics can achieve it through cybernetics, and intense training. Psionics are the ability to morph things around you and use them to your advantage. An example of this would be turning nearby energy into a focused electrical blast towards an enemy, or levitating an object by using the power of gravity. Psionics are what scientists believe helped create the Universe, as it intertwines all energies, and connects everything together. Psionisists (Psy-on-is-ists) are those who can use Psionics, and fully understand how to control it, these people make up 10% of the galaxy's population.
EPMG Mastery - Mastery of the EPMG takes many months of serious dedication and focus. You must fully understand that it is an extension of yourself, and that only you can cause it to completely malfunction. Attempting to master the EPMG is one of the goals of the Galactic Alliance's trainees, and at least a twentieth of the trainees in every camp die of some sort of accident with the EPMG due to carelessness or doubt. Because of this, the EPMG increasingly became limited to the Jaegers, and accidents are much more rare now. However, this doesn't mean an accident cannot happen, and caution is still advised.
Ala'kaari Makrovah - Ala'kaari Makrovah, or Alamak, is an advanced form of combat adopted from a few military-enlisted Guerra. These trainers have taught at least a fourth of the Alliance military this form, and it is mastered by most Jaegers. It involves a mix of slight acrobatics to confuse the enemy, especially when they have a firearm. Next is to suddenly strike, a quick blow to disfunction them. The next move is up to the user, such as disarming said enemy, or beginning a wrestling faze and pinning the enemy against a wall or to the ground. When the Alamak is mixed with weaponry, it can become extremely dangerous, especially with a staff or blade.
Vak Ele - Vak Ele is a form of combat traditionally meant for Illuminian males, focusing on a hammer-type weapon, and a mix of psionic attacks. The idea is to hammer the enemy with psionic attacks from a distance, closing the distance as you pin them to a location. Next, you would have to charge, and the ideal step is to slam your opponent with your hammer, usually an upper-cut kind of swing. This is taught to the "Paladins" of the Illuminian race, and hammer-wielding tanks of the Alliance Military are taught this form in training camp.
[Fliegen RP Basis]
-Info 1, Summary-
The year, in Earth time, is 2262, the 262nd anniversary since Humanity was discovered by the Galactic Council, and uplifted into a Galactic Empire. Since then, the galaxy has changed, for better and worse. Even with such advanced technology, the Milky Way hasn't been fully discovered. A large portion of it is not currently mapped by the Galactic Senate, and so Humanity has a chance to prove themselves. They send commanding officer Bischof Einsam, or simply "Bervin" to lead an expedition of many people, including the newest soldiers from the Galactic Academy who graduated as Jaegers, a group of soldiers who go into the un-civilized and un-protected parts of space.
Led by Captain Rivaille, a legendary and infamous thug-turned-soldier who has a rather fiery past with Bervin, the new recruits are quickly turned into rather experienced individuals after going on a few missions, and losing half of their squad in doing so, leading to the point where they are now.
But the expedition to discover the rest of the galaxy got even more complicated, as a strange source of energy was sent out, a signal of sorts. The Galactic Senate is currently very interested in this, and has sent us to become their messenger in First Contact.
-Info 2-
The crew will consist of us, and around one-hundred other NPCs, but we will depart from shuttles as a squad with us only (when we touch down on planets). NPCs are divided into four different branches, like any other military crew. Those with body armor and rifles are the SSec, or Ship Security, who patrol and monitor the ship for any non-crew organisms. Those with insignia bearing a picture of a hammer are the Engineers, who work to maintain the ship. Those with a picture of a flying ship are the Pilots, who work to control and, over-all, drive the ship. Finally, there are the Overseers, who are veteran sailors of space. They simply watch over and order the younger sailors about, simply to keep them from doing something wrong.
There are no factions within the government or military who oppose the going outside the known regions, as far as we know. However, there is indeed a religious sect that believes inter-stellar travel beyond our arm of the galaxy is wrong and sinful, and you might even call them cultists. Thirty percent of the population are of this religion, named Galaxis, with it's followers being named Galaxists.
There is a shifty organization in the military named the High Guard, who serve to protect and follow every order of their superiors, who answer only to the High Senator, who also serves as the ambassador between the humans and the aliens. They usually get in the way of other military organizations, and have no quarrels with the Galaxists. Because of this, most believe the High Senator is a Galaxist himself.
Those who serve as police around the galaxy are known as GSec, or Galactic Security. They have no say in this, but will not hesitate to stop any illegal action taken by the crew.
Those who are brave enough to exit the Outer Rim are named the Jaeger, or Hunter, as in they're Hunters of Knowledge, and just literal Hunters when it comes to running into conflict. Those who stay within the known regions are named Arma, or Shield, as they protect Humanity and the Galactic Senate's land.
The aliens of the Galactic Senate are not very associated with the matter of exploration when it comes to humans, but they do generally encourage it, and have personally funded the project we're partaking in.
Project Hospitium, or Project Welcome.