Campaign Beta 1
Mantrid
Lockpick Join Date: 2003-12-07 Member: 24109Members
<div class="IPBDescription">First Attemtp</div> <b>Five of Five slots filled</b>
Aaaaand, we've started.
Alright, I got some positive feedback about my newly-designed RPG Universe, so here is the actual RPG itself. I may not be the best DM, but I'll do my best. Anyway, choose a race, and class from below, then allocate 30 points (in any way you want) to the following attributes:
Strength
Dexterity
Intelligence
Wisdom
Constitution
Charisma
It will be loosely based on the d20 system, but I won't use the formulas. The attribute scores will help sway judgement-calls.
Edit: In response to Xect's question, which was:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
For instance, a question I need answered to have an idea of your alignment view is, would you say killing one guilty to save an innocent was chaotic good or lawfull evil?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would consider that to be Chaotic Neutral. You save someone who has done nothing wrong at the expense of someone who has harmed others, making it a Neutral decision. However, no court would ever accept that, so its also labled as Chaotic.
That should give you an opinion of my views on alignment.
Then, choose an alignement (for this campaign, no Lawful or Chaotic Evil characters):
Lawful Good | Neutral Good | Chaotic Good
Lawful Neutral | True Neutral | Chaotic Neutral
xxxxxxxxxxxx| Neutral Evil |xxxxxxxxxxxxx
Edit: <b>Alignment Descriptions</b>
Alignment is a guide to a character?s basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general. The chosen alignment is a guide of how the character will handle moral dilemmas. Although alignment defines general attitudes, it certainly doesn?t prevent a character from changing his beliefs, acting irrationally, or behaving out of character. Alignment is divided into two sets of attitudes. Order and Chaos, and Good and Evil. Combining the different variations in the sets, nine alignments are created.
<i>Lawful Good</i>
Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, Lawful Good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working farmer, a kindly and wise king, or a stern but forthright minister of justice are all examples of Lawful Good people.
<i>Lawful Neutral</i>
Order and organization are of paramount importance. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are examples of Lawful Neutral behavior.
<i>Lawful Evil</i>
These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, Lawful Evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits Lawful Evil characters, too bad. Lawful Evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, Lawful Evil characters are usually very careful about giving their word. Once given, they break their word only if their can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of Lawful Evil beings.
<i>Neutral Good</i>
These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a Neutral Good character.
<i>True Neutral</i>
True Neutral characters believe in the ultimate balance of forces, and they refuse to see actions as good or evil. Since the majority of people in the world make judgements, True Neutral characters are extremely rare. True Neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True Neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides, as the previous loser becomes the winner. A True Neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few True Neutral characters in the world.
<i>Neutral Evil</i>
Neutral Evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, doing it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it is legal, questionable, or obviously illegal, they take advantage of it. Although Neutral Evil characters do not have the "every man for himself" attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of Neutral Evil characters.
<i>Chaotic Good</i>
Chaotic Good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push others around and tell them what to do". Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a Chaotic Good character.
<i>Chaotic Neutral</i>
Chaotic Neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic Neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent reason purposely gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward Chaotic Neutral behavior.
<i>Chaotic Evil</i>
These characters are the bane of all that is good and organized. Chaotic Evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever mean possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take whatever they want, and the weak are there to be exploited. When Chaotic Evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low intelligence are fine examples of Chaotic Evil personalities.
Thanks Epoch <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b><i>Player Races</i></b>
<b>Terran (Human)</b>
Appearance/Background:
Terrans all look different. Their skin hues range from pale pink to nearly black, passing through several shades of brown and tan. They can have hair that?s black, brown, golden, and red, not to mention several other modifications through dyes. Their eyes come in brown, hazel, blue, green and more. They typically stand around 5?8??, and walk on both hind-legs. Terrans usually live well into their 90s, although it is not unheard of for some to reach their 120?s. The native planet of the Terrans is a small, lush planet called Earth (sometimes Terra). Aside from stations and embassies, Terrans only occupy Earth?s moon (Luna) and the nearby planet, Mars.
Technology:
Terrans are new to extra-system travel. Before they achieved faster-than-light travel in the year 326,045 (local planetary time, The Year of Our Lord, 2,138) through their own version of the String-Relativity Exploitation, they were confined to their neighboring moon and near-by planet, Mars. Now, they have made further refinements, and are taking the initiative among the known intelligent races to create the first example of Worm-Hole technology. So far, their results have been inconclusive.
Military: Terrans still use an advanced form of black-powder in metal casings. Their only methods of siege are small chemically propelled explosives. They still use Kevlar, but they are trying to adapt the Lycene?s Magnetic-Vests for their own use. Their ships still closely resemble the antiques of their space program; air-plane like ships of white with black bottoms, with the ISU insignia emblazoned on the wing. These ships have machine-guns, ?cruise? missiles, and, on occasion, thermo-nuclear devices.
Medical: Over the course of Terran history, their life-spans have changed dramatically through artificial means. Currently, they are attempting to adapt Nanites to their physiology.
Personality:
Terrans are a clever race. They are also deceitful, paranoid, and often arrogant race. However, when they wish it, they can show extraordinary tolerance and diplomacy. They are always learning, and always thinking. They thrive on change, and so are quick to adopt any technology they can.
<b>Zypher</b>
Appearance/Background:
Zyphers are bipedal, semi-transparent tan gas-bags. They store gas from their homes within their body, and so can use it to adjust their size, density, and shape. By venting, they can slip through small cracks. They then re-inflate themselves by sucking up surrounding gasses. They have mouths, but only for communication. Due to their flexible nature, they can speak any creature?s tongue, provided they know the language. Zyphers hail from gas-giants, where massive organic structures loom in the clouds. By adjusting their volume and density, and by utilizing their natural vents, a Zypher can effectively fly.
Technology:
All Zypher technology is biological, which is why they haven?t formed strong bonds with the Terrans (the Terrans are interested in technology over everything else). The main component of there structures are hydrocarbons, harvested on their home-worlds of gas and clouds. Their ships and structures (along with the Zyphers themselves) are composed of a thin (but strong) layer of hydrocarbons, which are then filled with pressurized gas. They live to be over 170 years old.
Military: The Zyphers have developed organic ships, armed with unique weaponry that can break metallic bonds, redirect electrical currents, and even change the chemical configuration of objects. The Zyphers, and their ships, are capable of excreting a mucus that covers them, and can absorb a great deal of damage from bullets, plasma, even shrapnel.
Medical: The Zyphers haven?t developed medical technology in the traditional sense. Instead, they have modified their genetic coding to quickly heal them, and, if deflated, have several back-up air sacks to bring them back to normal.
Personality:
Zyphers are good-natured. They tend to help their comrades, and most other races. However, if their Zy-Hiit (the mega-structure that serves as a metropolis several thousand miles long and located in the center of the gas-giants they inhabit) is threatened, they become startling killing machines, employing biological weaponry and good old brute-force.
<b>Lycene</b>
Appearance/Back-story:
The Lycene have gray skin, silky platinum-blond hair, and deep blue eyes, and are hauntingly beautiful. They originate on the planet Rih, where they were, until recently, at war with the Jyri. They stand just under 8?, and live for only 40 years, sometimes 50. They are very peaceful, and so their war with the Jyri had them always defending, which they successfully did for millennia.
Technology:
The Lycene, aside from defensive technology, and developing space-flight (which arose only out of necessity), they have mainly focused on the arts.
Military: The Lycene have no weapons that don?t serve an ornamental purpose, and, when fired, their plasma system provides a dazzling light-show. Their defenses, however, are a force to be reckoned with. They created the first known ?Shields?, the personal ones known as Magnetic-Vests. These bend energy waves and projectile paths through locally generated magnetic fields. Every ?hit? uses some of the shield?s energy, and so limits their use.
Medical: After decades of researching the potential of stem-cells, the Lycene developed a fluid that duplicates their effect, is artificial, and completes the regeneration process within minutes. The liquid washes over a Lycene, and adapts to match the structure of surrounding cells. Deep gashes and wounds are quickly filled in. It can?t, however, revive the dead.
Personality:
The Lycene are very sensitive. Due to their artistic background, they can be very emotional, and often shed tears during a musical recital. They enjoy conversation immensely, and adore the concept of love. Instead of fighting, they tend towards raising the defenses, and walking away.
<b>Jyri</b>
Appearance/Back-story:
The Jyri are the physical embodiment of power. Large, stocky, and sporting thick muscles, they are a force to be feared. Their skin is primarily deep blue, with black hair and black eyes. Both genders keep their hair short, with the exception of the men?s beards. They, too, come from Rih, where they fought the Lycene for thousands of years. Several decades ago, the two races banded together to ward off a rogue group of Mirshi, and have remained allies ever since, which has come to be known as the Rih Alliance. Average Jyri lifespan is unknown; there are no documented cases of any Jyri dying of old age.
Technology:
All Jyri technology more complex than a blade is rickety, unreliable, and cobbled together. There ships groan under their own weight, and the energy-concentration grids are exposed and, on occasion, blow the users hands off. However, their bows and swords are stronger than many modern weapons.
Military: If it wasn?t for spaceflight, it was a weapon. While anything dealing with black-powder or more advanced was dangerous and unreliable, the Jyri still had it first. They developed steel before the wheel. Even now, they still remain largely nomadic, though their tents are now made of weaved steel sheets and aluminum poles. They prefer melee fighting, and anything involving stealth for fighting (mines, sniper rifles) are looked down upon.
Medical: Almost none. The extent of Jyri medical technology is vaccines and antibiotics to fight simple diseases. If a Jyri is mortally wounded, he is killed for the good of the race.
Personality:
Jyri tend to be mean, but are a valuable asset as a friend. They fight with courage and honor. They tend to be brash, and no more enjoy a fine piece of art than something they can?t eat. A Jyri will always break down a locked door instead of picking the lock.
<b>Aerden</b>
Appearance/Back-story:
The Aerdens are black, rough, worm-like creatures, with no discernable features, save tiny vents used to shoot streams of the fluid they are contained in. They come from a planet of liquid nitrogen that orbits a dead sun. To prevent death, they have an extensive circulatory system of super-heated fluids. On their home, they swim below the surface, gathering water ice. This ice is then brought down to the point where the pressure is so great that the nitrogen assumes an almost solid-state. This is where they built their massive cities, seen only by other Aerdens. Aerdens live nearly 450 years, and communicate via telepathy, which allows them to ?talk? to any intelligent creature within a mile. They can not, however, ?hear? thoughts not directed at them. Aerdens can survive pressure beyond several million PSI, but are most comfortable at a couple hundred.
Technology:
The most obvious piece of Aerden technology is their pods. To facilitate exploration on planets, while avoiding those hostile environments of 15 PSI, they developed large glass tanks (artificially gravitationally reinforced) that hold them, and several thousand pounds of liquid nitrogen. These tanks are usually mounted on a wheeled base, although flying apparatuses are not unheard of. They took longer than any other race to leave their planet, mainly because they not only had to build a ship, but also had to make it carry millions of pounds of liquid nitrogen, and be able to function submersed. Currently, they employ chemical sensors that respond to their telepathic ability to control their machinery.
Military: The most obvious weapon for personal combat is shooting a stream of liquid gasses, which can damage machinery and instantly kill tissues. Their ships employ a kind of ?shock cannon?. It super-cools a craft, then rapidly heats it. The sudden expansion quickly rips the enemy craft apart. Aerden ships are to be feared, and their ominous metal hulls floating through space can cause fear in many stead-fast would-be heroes.
Medical: Aerdens require no medical attention. Their shell is as hard as many metals. If the shell is pierced, their hot fluids rush into their environment, and kill them almost instantly. When an Aerden dies, a nest of larvae form in the dead shell, and begin to mature, such is their way of asexual reproduction.
Personality:
Aerdens remain neutral in most conflicts. They are unexcited by major events, as they will live through several in their life. They can be easily angered, but usually control their temper.
<b><i>Half-Breeds</i></b>
Half-Breeds are the product of sexual reproduction between two differing races. What follows is the physical description of Half-Breeds, as their mannerisms are not set in stone, and may either lean towards one parent?s race, or a blending of the two.
<b>Terran-Lycene (Linar)</b>
This mix tends to stand 6?5?? to 7?5??. They have skin tones similar to Terrans, but much, much lighter. They?re hair is usually the platinum-blond of Lycene, but can sometimes be a very white variation of other Terran hair colors. Their eyes are always deep blue. They tend to live into their mid 70s.
<b>Terran-Jyri (Tyr)</b>
This breed has dark blue-tan skin, and very dark hair of any Terran color. They are typically 6? tall, and live about the average lifespan for a Terran. Their eyes are black.
<b>Terran-Zypher (Zephen)</b>
While rare, they do exist. They are exactly like normal Zyphers, except they have assimilated all the information about Terrans that is carried in genetic coding. This leads them to tend towards philosophy and teaching, as they know have separate perspectives on issues.
However, this assimilation of DNA has a darker side. Sometimes, the dual point of view can have a maddening effect; more than one Zephen have gone insane.
Note: Terrans are the only outside race that can mate with Zyphers.
<b>Lycene-Jyri (Gijtu)</b>
The Gijtu are the ultimate military minds. The ferocity of their Jyri parent is balanced with the fight-or-flight instincts of their Lycene parent. They have light blue skin, black eyes, are 7?5?? tall with silver-gray hair. Those who enter the military often obtain the rank of General.
<b><i>Classes</i></b>
Note: In parenthesis, I have put the D&D classes that inspired this one, so you could better conform to your style.
Edit: You can multi-class, up to 2 classes. However, be aware that you won't be able to perform class-abilities as well as someone who has just that class.
<b>Fighter (Fighter)</b>
Fighters are able to wield weapons better than any other class. They?re only function is to kill things, and act as a sort of ?meat-shield? for his friends.
<b>Energist (Wizard/Sorcerer)</b>
Through the use of bio-electric implants, Energists can create and control fields of energy by giving these implants orders with their mind. This energy can perform a multitude of tasks; from making objects float with high amounts of repulsive magnetic energy, to breaking atomic bonds in door, and making them crumble. As an Energist gains experience, they discover more and better ways of manipulating energy.
Edit: When using abilities, use your best judgement. If you think something may be to complex, like rearranging an enemie's digestive track, PM me first, and I'll tell you if its alright.
<b>Technician (Druid)</b>
Technicians are most comfortable in artificial surroundings. In fact, they have studied these surroundings so much, they are almost an extension of a ship or station. They can hear the tiniest change in engines, see a switch oddly set from across a room, and sense intruders by bulkheads opening and closing. They can modify the environments functions with nothing but a tiny computer that can link to the surrounding systems. Technicians enjoy building and maintaining gadgets, including small, subservient robotic creations.
<i>Technician Feat: Fiddle</i>
By simply pressing buttons and observing a gadget, Technicians can, in time, as<span style='color:sky'>s</span>es its use and functions. The more foreign it is, the more difficult it is. A simple object from another culture, such as a watch, may take a Technician only a few minutes. Something as complex as a computer from a long forgotten race, however, could take as long as a few months to several years.
<b>Hacker (Rogue)</b>
A Hackers most powerful weapon is stealth, whether in the real world, or in a computer. They can bring down entire databases with a single line of code. With a few keystrokes, they can author viruses, scan for information, or even install key-loggers. A Hackers? motivation is often the promise of wealth.
<b>Diplomat (Cleric)</b>
Diplomats rely on those above him/her to give them their power. Diplomats are often given access to information regarding a program?s ?back-door?, and also granted influential powers from their patron politician/organization. In major cities, Diplomats are to be feared.
<b>Professional <Blank> (None)</b>
Professionals specialize in one department. They can do this job very, very well. Professionals can be anyone from the lowliest maintenance worker, to the highest government official.
<b><i>Format</i></b>
"Speech/Telepathy"
*Action*
<i>DM Action</i>
<b>Area Description</b>
<i><NPC Name>: NPC Speech</i>
OOC: Out of Character text
<span style='color:white'><i>Background Information</i></span>
<b>{Event}</b>
List your name, appearence, attributes, race, class, your color, and a short bit of any other information you'd like to include about you're character.
Edit:
<b>Int. The lobby of the <i>Mercenary Guards</i> corporation's local Earth office</b>
<i>You have recently been hired, and will soon be sent to a research colony on Sirius IVb (The 2nd moon oribiting the 4th planet orbiting Sirius), as soon as your coworkers show up.</i>
Aaaaand, we've started.
Alright, I got some positive feedback about my newly-designed RPG Universe, so here is the actual RPG itself. I may not be the best DM, but I'll do my best. Anyway, choose a race, and class from below, then allocate 30 points (in any way you want) to the following attributes:
Strength
Dexterity
Intelligence
Wisdom
Constitution
Charisma
It will be loosely based on the d20 system, but I won't use the formulas. The attribute scores will help sway judgement-calls.
Edit: In response to Xect's question, which was:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
For instance, a question I need answered to have an idea of your alignment view is, would you say killing one guilty to save an innocent was chaotic good or lawfull evil?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would consider that to be Chaotic Neutral. You save someone who has done nothing wrong at the expense of someone who has harmed others, making it a Neutral decision. However, no court would ever accept that, so its also labled as Chaotic.
That should give you an opinion of my views on alignment.
Then, choose an alignement (for this campaign, no Lawful or Chaotic Evil characters):
Lawful Good | Neutral Good | Chaotic Good
Lawful Neutral | True Neutral | Chaotic Neutral
xxxxxxxxxxxx| Neutral Evil |xxxxxxxxxxxxx
Edit: <b>Alignment Descriptions</b>
Alignment is a guide to a character?s basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general. The chosen alignment is a guide of how the character will handle moral dilemmas. Although alignment defines general attitudes, it certainly doesn?t prevent a character from changing his beliefs, acting irrationally, or behaving out of character. Alignment is divided into two sets of attitudes. Order and Chaos, and Good and Evil. Combining the different variations in the sets, nine alignments are created.
<i>Lawful Good</i>
Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, Lawful Good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working farmer, a kindly and wise king, or a stern but forthright minister of justice are all examples of Lawful Good people.
<i>Lawful Neutral</i>
Order and organization are of paramount importance. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are examples of Lawful Neutral behavior.
<i>Lawful Evil</i>
These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, Lawful Evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits Lawful Evil characters, too bad. Lawful Evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, Lawful Evil characters are usually very careful about giving their word. Once given, they break their word only if their can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of Lawful Evil beings.
<i>Neutral Good</i>
These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a Neutral Good character.
<i>True Neutral</i>
True Neutral characters believe in the ultimate balance of forces, and they refuse to see actions as good or evil. Since the majority of people in the world make judgements, True Neutral characters are extremely rare. True Neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True Neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides, as the previous loser becomes the winner. A True Neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few True Neutral characters in the world.
<i>Neutral Evil</i>
Neutral Evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, doing it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it is legal, questionable, or obviously illegal, they take advantage of it. Although Neutral Evil characters do not have the "every man for himself" attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of Neutral Evil characters.
<i>Chaotic Good</i>
Chaotic Good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push others around and tell them what to do". Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a Chaotic Good character.
<i>Chaotic Neutral</i>
Chaotic Neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic Neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent reason purposely gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward Chaotic Neutral behavior.
<i>Chaotic Evil</i>
These characters are the bane of all that is good and organized. Chaotic Evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever mean possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take whatever they want, and the weak are there to be exploited. When Chaotic Evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low intelligence are fine examples of Chaotic Evil personalities.
Thanks Epoch <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b><i>Player Races</i></b>
<b>Terran (Human)</b>
Appearance/Background:
Terrans all look different. Their skin hues range from pale pink to nearly black, passing through several shades of brown and tan. They can have hair that?s black, brown, golden, and red, not to mention several other modifications through dyes. Their eyes come in brown, hazel, blue, green and more. They typically stand around 5?8??, and walk on both hind-legs. Terrans usually live well into their 90s, although it is not unheard of for some to reach their 120?s. The native planet of the Terrans is a small, lush planet called Earth (sometimes Terra). Aside from stations and embassies, Terrans only occupy Earth?s moon (Luna) and the nearby planet, Mars.
Technology:
Terrans are new to extra-system travel. Before they achieved faster-than-light travel in the year 326,045 (local planetary time, The Year of Our Lord, 2,138) through their own version of the String-Relativity Exploitation, they were confined to their neighboring moon and near-by planet, Mars. Now, they have made further refinements, and are taking the initiative among the known intelligent races to create the first example of Worm-Hole technology. So far, their results have been inconclusive.
Military: Terrans still use an advanced form of black-powder in metal casings. Their only methods of siege are small chemically propelled explosives. They still use Kevlar, but they are trying to adapt the Lycene?s Magnetic-Vests for their own use. Their ships still closely resemble the antiques of their space program; air-plane like ships of white with black bottoms, with the ISU insignia emblazoned on the wing. These ships have machine-guns, ?cruise? missiles, and, on occasion, thermo-nuclear devices.
Medical: Over the course of Terran history, their life-spans have changed dramatically through artificial means. Currently, they are attempting to adapt Nanites to their physiology.
Personality:
Terrans are a clever race. They are also deceitful, paranoid, and often arrogant race. However, when they wish it, they can show extraordinary tolerance and diplomacy. They are always learning, and always thinking. They thrive on change, and so are quick to adopt any technology they can.
<b>Zypher</b>
Appearance/Background:
Zyphers are bipedal, semi-transparent tan gas-bags. They store gas from their homes within their body, and so can use it to adjust their size, density, and shape. By venting, they can slip through small cracks. They then re-inflate themselves by sucking up surrounding gasses. They have mouths, but only for communication. Due to their flexible nature, they can speak any creature?s tongue, provided they know the language. Zyphers hail from gas-giants, where massive organic structures loom in the clouds. By adjusting their volume and density, and by utilizing their natural vents, a Zypher can effectively fly.
Technology:
All Zypher technology is biological, which is why they haven?t formed strong bonds with the Terrans (the Terrans are interested in technology over everything else). The main component of there structures are hydrocarbons, harvested on their home-worlds of gas and clouds. Their ships and structures (along with the Zyphers themselves) are composed of a thin (but strong) layer of hydrocarbons, which are then filled with pressurized gas. They live to be over 170 years old.
Military: The Zyphers have developed organic ships, armed with unique weaponry that can break metallic bonds, redirect electrical currents, and even change the chemical configuration of objects. The Zyphers, and their ships, are capable of excreting a mucus that covers them, and can absorb a great deal of damage from bullets, plasma, even shrapnel.
Medical: The Zyphers haven?t developed medical technology in the traditional sense. Instead, they have modified their genetic coding to quickly heal them, and, if deflated, have several back-up air sacks to bring them back to normal.
Personality:
Zyphers are good-natured. They tend to help their comrades, and most other races. However, if their Zy-Hiit (the mega-structure that serves as a metropolis several thousand miles long and located in the center of the gas-giants they inhabit) is threatened, they become startling killing machines, employing biological weaponry and good old brute-force.
<b>Lycene</b>
Appearance/Back-story:
The Lycene have gray skin, silky platinum-blond hair, and deep blue eyes, and are hauntingly beautiful. They originate on the planet Rih, where they were, until recently, at war with the Jyri. They stand just under 8?, and live for only 40 years, sometimes 50. They are very peaceful, and so their war with the Jyri had them always defending, which they successfully did for millennia.
Technology:
The Lycene, aside from defensive technology, and developing space-flight (which arose only out of necessity), they have mainly focused on the arts.
Military: The Lycene have no weapons that don?t serve an ornamental purpose, and, when fired, their plasma system provides a dazzling light-show. Their defenses, however, are a force to be reckoned with. They created the first known ?Shields?, the personal ones known as Magnetic-Vests. These bend energy waves and projectile paths through locally generated magnetic fields. Every ?hit? uses some of the shield?s energy, and so limits their use.
Medical: After decades of researching the potential of stem-cells, the Lycene developed a fluid that duplicates their effect, is artificial, and completes the regeneration process within minutes. The liquid washes over a Lycene, and adapts to match the structure of surrounding cells. Deep gashes and wounds are quickly filled in. It can?t, however, revive the dead.
Personality:
The Lycene are very sensitive. Due to their artistic background, they can be very emotional, and often shed tears during a musical recital. They enjoy conversation immensely, and adore the concept of love. Instead of fighting, they tend towards raising the defenses, and walking away.
<b>Jyri</b>
Appearance/Back-story:
The Jyri are the physical embodiment of power. Large, stocky, and sporting thick muscles, they are a force to be feared. Their skin is primarily deep blue, with black hair and black eyes. Both genders keep their hair short, with the exception of the men?s beards. They, too, come from Rih, where they fought the Lycene for thousands of years. Several decades ago, the two races banded together to ward off a rogue group of Mirshi, and have remained allies ever since, which has come to be known as the Rih Alliance. Average Jyri lifespan is unknown; there are no documented cases of any Jyri dying of old age.
Technology:
All Jyri technology more complex than a blade is rickety, unreliable, and cobbled together. There ships groan under their own weight, and the energy-concentration grids are exposed and, on occasion, blow the users hands off. However, their bows and swords are stronger than many modern weapons.
Military: If it wasn?t for spaceflight, it was a weapon. While anything dealing with black-powder or more advanced was dangerous and unreliable, the Jyri still had it first. They developed steel before the wheel. Even now, they still remain largely nomadic, though their tents are now made of weaved steel sheets and aluminum poles. They prefer melee fighting, and anything involving stealth for fighting (mines, sniper rifles) are looked down upon.
Medical: Almost none. The extent of Jyri medical technology is vaccines and antibiotics to fight simple diseases. If a Jyri is mortally wounded, he is killed for the good of the race.
Personality:
Jyri tend to be mean, but are a valuable asset as a friend. They fight with courage and honor. They tend to be brash, and no more enjoy a fine piece of art than something they can?t eat. A Jyri will always break down a locked door instead of picking the lock.
<b>Aerden</b>
Appearance/Back-story:
The Aerdens are black, rough, worm-like creatures, with no discernable features, save tiny vents used to shoot streams of the fluid they are contained in. They come from a planet of liquid nitrogen that orbits a dead sun. To prevent death, they have an extensive circulatory system of super-heated fluids. On their home, they swim below the surface, gathering water ice. This ice is then brought down to the point where the pressure is so great that the nitrogen assumes an almost solid-state. This is where they built their massive cities, seen only by other Aerdens. Aerdens live nearly 450 years, and communicate via telepathy, which allows them to ?talk? to any intelligent creature within a mile. They can not, however, ?hear? thoughts not directed at them. Aerdens can survive pressure beyond several million PSI, but are most comfortable at a couple hundred.
Technology:
The most obvious piece of Aerden technology is their pods. To facilitate exploration on planets, while avoiding those hostile environments of 15 PSI, they developed large glass tanks (artificially gravitationally reinforced) that hold them, and several thousand pounds of liquid nitrogen. These tanks are usually mounted on a wheeled base, although flying apparatuses are not unheard of. They took longer than any other race to leave their planet, mainly because they not only had to build a ship, but also had to make it carry millions of pounds of liquid nitrogen, and be able to function submersed. Currently, they employ chemical sensors that respond to their telepathic ability to control their machinery.
Military: The most obvious weapon for personal combat is shooting a stream of liquid gasses, which can damage machinery and instantly kill tissues. Their ships employ a kind of ?shock cannon?. It super-cools a craft, then rapidly heats it. The sudden expansion quickly rips the enemy craft apart. Aerden ships are to be feared, and their ominous metal hulls floating through space can cause fear in many stead-fast would-be heroes.
Medical: Aerdens require no medical attention. Their shell is as hard as many metals. If the shell is pierced, their hot fluids rush into their environment, and kill them almost instantly. When an Aerden dies, a nest of larvae form in the dead shell, and begin to mature, such is their way of asexual reproduction.
Personality:
Aerdens remain neutral in most conflicts. They are unexcited by major events, as they will live through several in their life. They can be easily angered, but usually control their temper.
<b><i>Half-Breeds</i></b>
Half-Breeds are the product of sexual reproduction between two differing races. What follows is the physical description of Half-Breeds, as their mannerisms are not set in stone, and may either lean towards one parent?s race, or a blending of the two.
<b>Terran-Lycene (Linar)</b>
This mix tends to stand 6?5?? to 7?5??. They have skin tones similar to Terrans, but much, much lighter. They?re hair is usually the platinum-blond of Lycene, but can sometimes be a very white variation of other Terran hair colors. Their eyes are always deep blue. They tend to live into their mid 70s.
<b>Terran-Jyri (Tyr)</b>
This breed has dark blue-tan skin, and very dark hair of any Terran color. They are typically 6? tall, and live about the average lifespan for a Terran. Their eyes are black.
<b>Terran-Zypher (Zephen)</b>
While rare, they do exist. They are exactly like normal Zyphers, except they have assimilated all the information about Terrans that is carried in genetic coding. This leads them to tend towards philosophy and teaching, as they know have separate perspectives on issues.
However, this assimilation of DNA has a darker side. Sometimes, the dual point of view can have a maddening effect; more than one Zephen have gone insane.
Note: Terrans are the only outside race that can mate with Zyphers.
<b>Lycene-Jyri (Gijtu)</b>
The Gijtu are the ultimate military minds. The ferocity of their Jyri parent is balanced with the fight-or-flight instincts of their Lycene parent. They have light blue skin, black eyes, are 7?5?? tall with silver-gray hair. Those who enter the military often obtain the rank of General.
<b><i>Classes</i></b>
Note: In parenthesis, I have put the D&D classes that inspired this one, so you could better conform to your style.
Edit: You can multi-class, up to 2 classes. However, be aware that you won't be able to perform class-abilities as well as someone who has just that class.
<b>Fighter (Fighter)</b>
Fighters are able to wield weapons better than any other class. They?re only function is to kill things, and act as a sort of ?meat-shield? for his friends.
<b>Energist (Wizard/Sorcerer)</b>
Through the use of bio-electric implants, Energists can create and control fields of energy by giving these implants orders with their mind. This energy can perform a multitude of tasks; from making objects float with high amounts of repulsive magnetic energy, to breaking atomic bonds in door, and making them crumble. As an Energist gains experience, they discover more and better ways of manipulating energy.
Edit: When using abilities, use your best judgement. If you think something may be to complex, like rearranging an enemie's digestive track, PM me first, and I'll tell you if its alright.
<b>Technician (Druid)</b>
Technicians are most comfortable in artificial surroundings. In fact, they have studied these surroundings so much, they are almost an extension of a ship or station. They can hear the tiniest change in engines, see a switch oddly set from across a room, and sense intruders by bulkheads opening and closing. They can modify the environments functions with nothing but a tiny computer that can link to the surrounding systems. Technicians enjoy building and maintaining gadgets, including small, subservient robotic creations.
<i>Technician Feat: Fiddle</i>
By simply pressing buttons and observing a gadget, Technicians can, in time, as<span style='color:sky'>s</span>es its use and functions. The more foreign it is, the more difficult it is. A simple object from another culture, such as a watch, may take a Technician only a few minutes. Something as complex as a computer from a long forgotten race, however, could take as long as a few months to several years.
<b>Hacker (Rogue)</b>
A Hackers most powerful weapon is stealth, whether in the real world, or in a computer. They can bring down entire databases with a single line of code. With a few keystrokes, they can author viruses, scan for information, or even install key-loggers. A Hackers? motivation is often the promise of wealth.
<b>Diplomat (Cleric)</b>
Diplomats rely on those above him/her to give them their power. Diplomats are often given access to information regarding a program?s ?back-door?, and also granted influential powers from their patron politician/organization. In major cities, Diplomats are to be feared.
<b>Professional <Blank> (None)</b>
Professionals specialize in one department. They can do this job very, very well. Professionals can be anyone from the lowliest maintenance worker, to the highest government official.
<b><i>Format</i></b>
"Speech/Telepathy"
*Action*
<i>DM Action</i>
<b>Area Description</b>
<i><NPC Name>: NPC Speech</i>
OOC: Out of Character text
<span style='color:white'><i>Background Information</i></span>
<b>{Event}</b>
List your name, appearence, attributes, race, class, your color, and a short bit of any other information you'd like to include about you're character.
Edit:
<b>Int. The lobby of the <i>Mercenary Guards</i> corporation's local Earth office</b>
<i>You have recently been hired, and will soon be sent to a research colony on Sirius IVb (The 2nd moon oribiting the 4th planet orbiting Sirius), as soon as your coworkers show up.</i>
Comments
I'm assuming a few things about your campaign world here. Mainly I'm assuming that drones (small remote-controlled vehicles) exist, and are actually usefull. Also, I'm assuming that racism isn't too widespread (due to the fact that more weird-looking things than a Linar has probably visited earth throughout history)
Also, there's a few important points that you haven't given us. For a campaign like this, we need to know where we're starting and why we're meeting. The way I've written my character, he would most likely be found on Terra.
<span style='color:chartreuse'><b>Finrod Taralem</b>
Terran-Lycene, from Terra. 7 feet tall. He has dark skin, for a Linar, a dark shade of grey. His hair, however, is white. These uncommon looks have gotten him quite a few strange looks throughout his lifetime <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Finrod grew up as a quite normal human, except for his looks. He never knew his father, and he had dark grey skin, but that was just about all that made him different from every other human kid. At some point during school, he started spending time with a group of boys working on motorbikes. Most of them had pretty cheap bikes, as that was all they could afford. But as time went by, they boosted them by manually modifying the engines. Then they installed devices such as gyro-stabilizers, boost tanks, wind deflectors and electromagnetic engines. By the time Finrod was about to finish basic school, his bike was so wired the handles lookes more like an advanced control board, and he was working on getting the whole thing connected to a transmitter/reciever for remote control. His friends went on studying or starting up repair shops, but Finrod pursued his interests even further. As soon as his remote-control rig was working, he sold it, earning enough money for a few toy drones, which he then started improving with video-cameras and stealth engines. Soon, he was able to convince a major corporation that he could help them with security. He started doing their security work. In the beginning, he just oversaw their security, but soon, he started replacing everything. Pulled cables through the whole building, connecting video cameras, wiring door controls and connecting alarms. In a few years, he had access to just about everything electronic in the whole building from one single room, replacing all but a few security employees previously working on the job. Since the corp was paying for his systems, he didn't even have to pay for all his electronics, so he started saving up.
On the stat side:
Class: Technician
Alignment: Lawful neutral (you might want to include a description of the alignments, both for those who don't know the system and for those who likely have different ideas about it. For instance, a question I need answered to have an idea of your alignment view is, would you say killing one guilty to save an innocent was chaotic good or lawfull evil?)
Stats:
Strength 3
Dexterity 4
Intelligence 9
Wisdom 4
Constitution 5
Charisma 5</span>
OOC: As a Technician, you are allowed an electronic "pet", much like Druids have an Animal Companion. You may choose a physiology below, and 2 of these basic tools:
Welder
Lock-Pick (Mechanical Locks)
Lock-Pick (Electronic Locks)
Computer Terminal Interfacer
Camera (Automatically adds a video reciever to your controller)
Microphone (Automatically adds an audio reciever to your controller, and allows you to give it vocal commands)
Simple First-Aid Kit (Pet can use the kit properly)
Flood or Spot Light
1 Extra Storage Compartment/Tank
2 Extra Grappling Arms
Physiology:
Mobility:
Wheels <i>or</i> Treads <i>or</i> Small Hover Engine <i>or</i> Four Legs
Body:
Sphere <i>or</i> Cube <i>or</i> Cylindar <i>or</i> Pyramid <i>or</i> Trapazoid
Manipulators: 1 Arm <i>and</i>
Another Arm <i>or</i> Magnetic Wand <i>or</i> Telescoping Spike
Name: <i>Calawen Volpe</i>,
Race: Linar,
Sex: Female,
Height: 6”
Age: 17,
Hair: Silvery Blonde plaited down her back,
Skin:White/Grey
Eyes: Sky Blue,
Born on Earth, Calawen’s mother was a Lycene architect and her Terran father was an ISU merchant delivering cargo to outposts on the outer-rim of our solar-system.
She inherited her mothers stunning good looks, long bleach blonde hair and piercing blue eyes that seem to gaze right through you. Her skin is a pale white/grey.
On her six birthday Calawen and her mother waited for hers fathers arrival. It never came. A few days later news of her father arrived. He was MIA presumed dead after his frigate had a run in with the Mirshi.
Her mother was distort at the news and died of a broken heart shortly after. Though Calawen never truly believed her father died.
Calawen was put into an institution. Not one of the nicest places for a child to spend her youth.
Without a strong parental guide she quickly fell into bad habits, hacking or stealing what she needed.
As a result she spent most of her time trying to escape from the institute she was in. Which she succeeded in doing several times. But never managed to leave planet-side (a lone child hanging around a spaceport after dark raises much suspicion).
The only useful thing she learnt at the care home was in their LRC (in which was an extensive computer network) where her tutoring took place. When her lesson had finished she would stay behind for ‘extracurricular activities’. These involved coding and hacking. Starting of on just the network making scripts, then worked her way onto bank accounts. Trying to raise funds for her to leave the planet in search of her father. Soon several security firms were onto her and she had her accounts frozen.
She managed to break free from the asylum once and for all before the authorities arrived to arrest her. Using her charisma and charm she lied about her age and joined the Mercenary Guards. Figuring that was the quickest way off-world and to the out-skirts of the galaxy, to begin looking for her father.
In the Mercs, she quickly discovered bio-electric implants and their uses. Anything she can expoit she will. Though the life of a Merc is very inviting to a young influential girl.
<u><b>Stats</b></u>
Class: Energist/Hacker
Alignment: Neutral Evil
Strength: 4
Dexterity: 5
Intelligence: 7
Wisdom: 5
Constitution: 2
Charisma: 7
Level: 1/1 HP:<!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Weapons: None Armour: Black hooded robe, Soft boots</span>
*When she is sure no one is looking she side-steps the metal dectectors and walks into the waiting area.*
*She starts Moving through the throng of employees that barely notice her.*
*Then she takes a seat, out of sight of the front doors, but still with a good view of them. And picks up the lastest copy of <i>Implants & Energists Weekly</i><span style='font-size:8pt;line-height:100%'>tm</span> from the table. Holding it up to obsure her hooded face.*
*She begins to skim though the pages while memerising exits and faces in the room.*</span>
/Mutter"I hate routines. Rountines get you killed."
*Makes a mental note. <i>Note to self, never arrive early.</i>*
*She shifts her eyes around the room and glances at the door, then when she thinks it is safe, goes back to her magizine. Her ever vigilant eyes keeping a look out every now and then.*</span>
I would say CG would kill the guilty to save innocents, but LE would kill innocents to save innocents.
<i>"The sacrifice of the few for the benifit of the many."</i>
<span style='font-size:8pt;line-height:100%'>Edit - Spelling</span>
Might sound like a funny question, but believe me, pages and pages of forum space has been spent on that issue <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
But anyway, that's not the point of this thread. So, discussion closed.
<b>{A Jyri in a business suit walks into the lobby. He glances at both of you, and then opens his briefcase. You notice his ID Badge says "Kir Milou"}</b>
<i><Milou>: *Looking Surprised* Hmmm, I wasn't expecting you two so early... However, if you're here, you're here. I suppose you already know your assignment? *Pulls out Papers, and hands them to you* As you can see, you'll be guarding the Geisterk research facility on Sirius IVb. It is possible that there are already intruders within the facility, or so reports indicate.
*Mutters something about scientists blowing things out of proportion*
Now, you aren't being paid minumum-wage to sit in our lobby. *Hands each of you a Standard Mark III Terran Side-Arm* Questions?</i>
<span style='color:chartreuse'>*One of the metal detectors starts beeping. Through the detector drives a small RC car with two grappling arms. A few seconds later, Finrod walks through a metal detector, not setting off anything.*
"So, they said out there that you might have a job. I came here to check out on the details."</span>
"Good moring Mr Milou."
*She then stands when he has finished talking and takes the gun, hiding it up her right sleeve in a specialy made sleeve holster.*
"Black power weapons? The're so clumbersom and noisy, you got anything better? With the pitance your paying us you'd have thought they'd have more to spend on weaponry."
*Cast her eyes over the papers.*
"So where is Sirius IVb?"</span>
<b>Int. Zypher Transport Ship
A Zyphen sleeps in the captain's "seat". Before you are several squishy sofa-like growths. Sitting on one is a Gijtu.</b>
<b>{A nearly overwhelming smell fills your nostrils. The airlock closes behind you.}</b>
*She then turns to Finrod and studies him with her piercing eyes.*
"I have yet to be aquatinted with you. Linar I presume?"</span>
<span style='color:chartreuse'>*Still standing in the entrance room*
"Excuse me sir, I believe you forgot to answer my question. I am looking for work, that does not mean I readily accept bording any ship you can throw at me just like that. What is the job, and what will I get for taking it?"
*Makes sure that if anyone attacks him, the drone will get at them*</span>
OOC: I had assumed you were already an employee, but I can work around that.
<span style='color:chartreuse'>*thinks a bit*
"Oh well, I guess that will be allright"
(timewarp, boards ship. I assume all this took place before we boarded.)
"Phew, this place smells"
*Finrod picks up the drone, disabling it. Then he starts working on it, changing some cables here and there.*
*Hears Calaven*
"Yeah, I'm Linar. Name's Finrod. It would seem from your looks that so are you. Might even make a good team. Good thing, I've had quite enough of working alone since they fired the rest of the crew. But well, that's a long story, let's just say I'm happy not to have to work alone."
*Takes a power-box out of the drone, then starts unscrewing the screws in it.*
"Oh, and by the way. I don't believe I know your name either."</span>
*Watches intensely as Finrod plays with his toy, noting the position of the on/off switch.*
"I find a little trust goes a long way; the less you have of it, the further you will go. And just to warn you, I don't stick my neck out for nobody."
*Calawen looks down at her hands and starts picking out dirt from under her nails with a ceramite knife she had concealed in her robe.*</span>
<span style='color:chartreuse'>*Finrod opens the power-box carefully, making sure not to mess up any cables.*
"Oh my, a lone runner. Well, I guess that's your choice. Just remember that when you don't stick your head out for anyone, no one will stick their neck out for you. If you ever get in trouble, that means your survival chances amount to roughly zip."
*Using a smaller screwdriver, Finrod starts loosening the cables around a small device inside the powerbox*
"Trust me, I've seen them, the lone runners. None of them can cover their back, and the only one I've seen leave was the one who failed to notice the tracking device, so we got his employer too."
*Finrod loosens the small device, removing it carefully.*
"But anyway, I'm pretty glad you tell me, it saves me the trouble of watching your back. Having only my own back to watch means half the work."
*Finrod takes another small device from his coat, it's looking like the one he took out of the power-box, except for the fact that the one originally in the powerbox had an identification label, which the new one does not.*</span>
"I've managed pretty well on my own. I'm happier that way."
*Then she breaks eye contact, turning back to her nails. She feels a tear start to well up and quickly brushes it away with a fluid flick of her wrist.*
"So you can play with your 'toy', I'll manage by myself then."</span>
<span style='font-size:8pt;line-height:100%'>Edit - Thanks Xect. You talking about my character, right?</span>
On another note, where's Mantrid?
<span style='color:chartreuse'>*Starts connecting the label-less device to the power-box.*
"Well, as I said, your choice. I happen to have my 'toy' to watch my back. Just a shame they wouldn't let me take the rest of them though, gonna take a while to get such a collection again :/"
*Finrod finishes connecting the wires and closes the power-box again, starting to put the screws back in place."</span>
I think RPGs are better when everyone doesn't get along. It makes it more... 'interesting'.
And is this shuttle ever gonna take off? Because it smells in here.
<span style='color:red'>*Calawen slides her knife into a holster somewhere in her trench coat with an expert ease.*
*Then she looks at the chip Finrod removed.*
*She feels gently around it with her eyes, and through her eyes with her inner senses. She finds nothing usual.*
*In her mind she listens to it. The chip is metallic. Vibrating at high speed, like a tuning fork which has been twanged. It is newly made. Powerful and effective.*
*With her mind she slows the vibrating to a slow hum she can control. The hum starts to pulse, slowly aligning to radiating in one direction.*
[With only her mind Calawen try’s to make the chip float towards her.]</span>
Anyway,
<i>*Over a Speaker* <Flight Director>: Ke! Wake up! For Tio's sake, its time for you to take off... I swear, if this happens again, I'm cutting your pay.</i>
<i><Icharus Ke>: *Suddenly Awoken* Wha-? Oh, sorry, sir. Um, let me just get things started... *Puts his hands into two holes in the "dashboard" of the ship. Mucas covers them, and he starts making small gestures with them*
*Mumbling* Why do I have to pilot these ships? They think just because I have a Zypher parent I know what the izpa I'm doing...</i>
<b>{The ship rumbles and "comes to life". Fluid is heard rushing through throbbing "veins" that run along the walls. Sounds that remind you of rasping lungs echo throughout the chamber. Through transparent tissues that serve as windows, you can see the ground rapidly shrinking away. The sky darkens, and gives way to a spectacular star-field}</b>
<i><Icharus Ke> We'll make our jump to Sirius in a few minutes. I need to calibrate a few things... and find my sandwhich...</i>
<b>Race:</b> Gijtu
<b>Gender:</b> Male
<b>Age: 20</b>
<b>Alignment:</b> Neutral Good
<b>Class:</b> Fighter-Diplomat
<b>Background:</b> Valin hails from the frontier world of Tau-Nephren, where his Jyri father is the captain of the guard defending the mining outpost and its cache of valuable mineral ores. His mother was a doctor at the outpost, but passed away when Valin was ten due to the inherently short lifespan of the Lycene. Three years later, Valin decided to leave the outpost and seek a better future for himself in the inner systems. While his father had educated him well in the ways of weaponry, even firearms, Valin found out early that the gift of eloquent speech also goes a long way – if you can’t kill them, confuse them with big words, then kill them when they’re scratching their head. Since he hasn't experienced much of the universe, his acquired knowledge is quite low...for now.
<b>Appearance:</b> Light-blue skin, flashing, perceptive black eyes, 7’5” tall, silver-grey hair – just a typical Gijtu, though their appearance is far from atypical in the universe. He has inherited his father’s broad shoulders and muscles, though due to his height and bulk manoeuvring in tight spaces or performing acts of agility prove to be extremely difficult.
<u>Stats</u>
<b>Strength:</b> 6
<b>Dexterity:</b> 3
<b>Intelligence:</b> 6
<b>Wisdom:</b> 3
<b>Constitution:</b> 6
<b>Charisma:</b> 6</span>
OOC: Hi all, sorry for the lateness of posting...didn’t see my cue <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<i>Edit: Thanks all for the information: stats updated + a tiny bit of backstory added.</i>
<span style='color:orange'>*Valin stands up, wincing at the squelch of the seat. He walks over to the other two and extends his hand.*
“Valin Nolarem, at your service.”</span>