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Author Topic: Space Pirates OOC  (Read 1399 times)

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Offline Plasma_Gecko

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Space Pirates OOC
« on: December 18, 2009, 03:28:58 PM »
Space Pirates, Starry Black is not safe

The Need to Know: (If you are impatient, skip past the rest of the info to the CS, unless you are being a human. Check the race for that. This is the absolute minimum you need to know. Also, be creative. I provided Information to help thought process, not to limit you.)

Space Travel between planets is not hard, in fact most of the time it takes a mere minutes. What really has made travel different and possible is the crystal Elerium. A rare element which naturally occurs on only a handful of planets in the known Galaxy, it is the reason for piracy and the reason for trade. The nations that have it will trade for it at absurd prices, but as the strange hold as loosened, so has the price of Elerium. It is still a worthwhile artifact to gain and the greatest riches the pirate can gain is stealing an Elerium shipment, but there's still those things that Elerium miners will trade for it. Gold, silver, Emeralds, Rubies, VIPs, Antique weapons, artifacts, materials of rarity. Sick with a life of drudgery in whatever profession you have chosen, you have set out to make your fortune in a pirate crew.

All that awaits is to take or buy your first ship and set out into the starry black to take your fortune by force. Too bad nobody, including you, have no clue what they are doing when it comes to being pirates. But you're destined for something greater than this. That much is true. Or you are destined to be another mark on a DOS gunners record?

The Races
-Basic
Humans: Oh, such loveable bastards we are. One of the original sources of Elerium was on Mars, discovered after the “Purging” of Earth of the bastard genetic mutants and the cyborgs that were perverting the land after the Great Fall. Earth itself is a charred husk, the Terraformed Mars the new homeworld of humanity. Most humans are Martians if they are from the Prime Human government, Defenders of Sol (DOS).  Brash but charismatic, they have psychic strength and intelligence, but lack the pure strength some of the races have. But they certainly have more charm than a Sectian.

Sectian: A short creature, about 4.1 feet tall, or 1.25 meters tall, they are all the same height. They all look the same. They all feel the same. They all taste the same. Holy shit, its a clone race. Psychic and without morals, these are the purity of scientific genius without being fettered by rules. They use out their bodies quickly and they die within fifty years if clumsiness does not take it first. They can transfer consciousness to a new clone though, some of the oldest probably thousands of years old. They have gray skin, large black eyes, and dexterous fingers, but very basic feet. Their mouth is small and they tend to use nutrient injections instead of eating food. They were an original source of Elerium on their home planet.

Valeen: Valeen are scaled aquatic creatures, hermaphrodites in the mammalian sense, wielding organs compatible with those of a human. Their scales are light and partial, the hair on their head more obvious. Some shave it for speed, others leave it on for camouflage, while most trim it to be nice in daily living. They walk the range the humans due, from bloodthirsty killers who eat who they kill with their huge teeth, to mischievous hedonists who seek nothing more than to enjoy the next day. They have a large fin along their back, while different micro evolutions have adjusted scale and fin placement on their bodies. Despite similarity, for the extortion prices and the war caused by it, the Valeen harbor animosity towards Humans and Sectians, but some less, some more. They are taller than humans on average, and much stronger, but neither as psychically capable or intelligent in purity, but they display some odd wisdom.

Casroon: They are small reptilian creatures with hair along their hands and feet like that of the Gecko. They usually have no gravity ships if it is not mixed race, able to stick to surfaces quite fine, or extremely strong gravity to be like home. They are a bit taller than the average Sectian and their scale color ranges from blue to red to green to black, an a mix of anywhere in between. They are generally subdued in color however. They are strong and fast, agile fighters and from a high gravity world, able to leap in a way that would startle a human. Do not mistake lack of size for lack of strength, one advises with these creatures. They have a very weak PSI presence, unable to be seen well by a Psionic, but having weak resistance as well.

Orochi: They, along with their cousins, are the first discovered after the first four. They are far from new to space and brought with them contacts from their side of the galaxy. They are red scaled creatures, more like sharks as Valeen are like Dolphins, but able to change their gender. They have compatible, even if not similar, to humans. This does not mean female side have breasts, but like sharks they give birth to live young. Their scales are often flared out, forming a spikey countance across their form. They tend to be aggressive and intelligent, but they have a preference towards slow, methodical strategies that slowly steam roll opposition. Not to say there aren't nice ones in them, but most hold grudges for a long time. They are psi adept as humans.

Teiefa: They are cat like creatures from the same planet as the Orochi. As Orochi rule the seas there, they rule the land. They are kindred to the Orochi, predators with dusty colored fur and this being in a thin layer across them. They are faster and more impulsive than the Orochi, not investing as much into strange things like armor and preferring to get in close to attack. They are mammals and have very similar sexual characteristics to a human, as well as gender physical characteristics. They have much more females than males, for whatever reason, and means that most males are forced to stay home from dangerous things.

Korshins: Honor and Victory. These are a warrior race of people who were dangerously low numbers, so at one point they transferred over their thoughts into robotic shells. They are sleek and humanoid; humans with pride will mistake them for being human like before this, but they just prefer to look that way since it is hairless and less restricted. They generally have control over what their body looks like however, but to note they are not a true sentient AI since they use the brain waves and the psychic impressions of previously sentient organics; which can create new ones by a psychic mating process. They are psychic Robots.

Mechnoids: From the Galactic Core from a place that would kill all living life come these mechanical spiders. They are often sappers and spies, found where they should not be. Nobody knows much about them yet, but if one were to agree to assist some pirates their inflation skills would be an advantage indeed. (Relatively Non-Playable. PM me if you desire it.)

Demonaks: Huge creatures, shaggy and eyeless, these creatures move by echolocation. They usually use their feet, rather than their voices, stomping about until the hills shake apart. They are peaceful though and generally farmers, only one that has some brain damage getting it into their head they should do something else than farm 'shrooms all day and trade with the occasional passerby.

-Foreign Races- Races not from the Milky Way

Termillians: They are human like with the exception of their extremely cool countenance  and blue skin. They have mentioned they are from “Very far away” and will not explain why they look so similar to another creature as they do. Despite humanoids being more standard, they give no answers. Though the possibility exists. Oh, they are hermaphrodites and generally disguise themselves on the male side as far as humans are concerned. Not all, but most. They are subdued and intelligent, and have some PSI adeptness. Even if it is very rare for one to use it. They generally ply their trade as artists here and there.

Ixylains: Psychic blobs in metal suits. They are misunderstood and misunderstand everyone. No surprise, after all, considering what they are. They tend to use weapons not seen by other creatures if any at all, and the color of their metal and the geometric symbols on their suits tend to denote rank. Other than that, I dunno. They are pretty much unknown outside of isolated contacts.

-Other Races-

Minor Races: Races that are brought up by a major one generally stay minor, and very minor indeed. They are still plenty in number and some occasionally become pirates to gain some standing in fame compared to most of their cultures. (Give it a name and be crazy.)

Genetic Constructs: Despite the fact that genetic abnormalities can be regarded a tad harshly by most races, it doesn't stop Sectians and mad scientists from making genetic constructs, which may reflect any number of traits or looks.


Anything below this line is Decently Optional

Governments: The far future is a hard place to keep things under control. Few governments can call more than three systems home. The Galactic Trade Alliance (GTA), the largest nation and controller of the most elerium stocks, can only claim direct control over five systems, even if several other independent governments claim to be part of it. As pirates, pay attention and use this to the advantage of yourselves. If you are in deep with one side, move to another sides system. Some governments don't even go beyond the planets they are on, so take advantage of that as well. I dare not list the governments here, lest you eat your own faces for reading such pointless information.

Ships: Ships are sorted in five sizes. Space Fighters and Bombers do not exist. There is not enough space for hangers. Instead most ships mount large cannons along the middle of the hull, maybe double row of cannons. These cannons can fire a number of different weapons, either energy or physical. These cannons are exposed to raw vacuum and thus generally use drone operators on any ship that is designed. Ships about Cruisers in size have bio-domes in them for long trips; providing extra oxygen in addition to the scrubbers, as well as extra food and the like. Corvettes and only Corvettes have thrusters in general, and can land directly on planets.

From smallest to largest... Corvette, Cruiser, Destroyer, Frigate, Dreadnought

Ships primary areas, are Bio-Dome, Energy Core, Primary Bridge, Observatory (For long range planning.), Axillary Bridge, Entertainment Den, Crew Decks, Shuttle Hanger, Galleys, and Robotics Control Core and Storage (RCCS).

Ships are powered by antimatter engines that use elerium and anti-matter contained together, Elerium producing a very intense, but compact, explosion of energy, far beyond the normal tests with anti-matter. Elerium also requires... being “Igniting” to react with Anti-matter, thus making it a storage device for antimatter. For some reason it defies physical laws, indeed. Other than that, ships vary in many other ways.
Anything below is Highly Optional-Skip down if your patience is wearing thin-

Weapons-It's Important to know how to kill people.-
-Note- I'm not including what we already know and use, just future stuff.
Guass: Coilguns in other words, use electromagnets to fire a bullet at intense velocity. More rapid fire rate and shorter barrels reduce the power of the weapon. Need a physical slug and a battery to charge the magnets

Plasma: While the Guass Relies on brute strength, Plasma burns through targets and overheats them. It burns through armor real well generally, but cannot fire in extended automatic ways. They use slugs and batteries.

Sonic: Don't work in space. Other than that, these are highly effective weapons thanks to the aquatic races. It passes through armor, damaging and disrupting a person. However they have to be aimed well as firing more than one at a time in a general area causes interference and breaks the power of the weapon. Just has a battery.

Laser: Pew Pew. Lasers are precise weapons, which fire small beams at a target. Some shoot pulses instead, but overall this is an effective sniper weapon more than it is a rapid fire ground close combat weapon. These just have batteries, but the focus array should be kept clean.

Chemical: Not acid, those would take far too long. Chemicals are specially designed to burn through metal and flesh, ignite, or do other things fall in this category. They use different types of liquid containers to hold them together, and make good rocket warheads.

Radiation: Radiation is a sick and cruel weapon against organics and will make them wither before they die. It's not as quick as say a laser, but it's certainly a way to make sure a target dies. With the exception of a few suit types, little can withstand this. Against a robot, this does nothing. Radition weapons are rare and have some non-direction nature to them, so the user can suffer radiation sickness eventually if not a robot or protected properly. Battery based.

EMP: Hamper systems and kill non-organic life. Have fun with this. Battery based.

Thermal: While technically some of this is Plasma, Thermal generally denotes either flamethrowers (Even plasma ones) or melee weapons which use thermal base to help them work in the modern era.

Nano-Forged: For melee weapons or solid projectile weapons, being nano-forged is a very deadly thing, effective against almost all armor. However... it also is extremely rare and expensive.

Psychic: Psychic powers are generally physical in this universe. Tapping into minds is hard, even if detecting them is not. However tossing something across the room is not hard at all and often one of the first thing psychics learn. Psychics however mutate the longer they use their powers, discipline required to make the most of these mutations, while a undisciplined psyker turns into a raving abomination of power and fury.

Armor-Don't Get hurt, Today!-

High Tensile Fiber (HTF): Most clothing that is manufactured now days uses high tensile fiber. It is harder to rip and even provides protection that is greater than today's Kevlar.

Alloy Mesh: A light mesh of metal provides more protection than the HTF, but not much, and it is a decent amount heavier.

Active Tensile Plastic (ATP): This plastic tenses at the approach of things and is coated to protect against lasers. It cannot react well to Plasma, so don't rely on it against that armor. It's tensing and its material disrupts sound and provides protection from that.
Alloy Plates: The basic powered armor is made out of this. It is strong and thick, and able to shrug off most blows. It is not invincible and the power pack is not cheap.  Unless someone has some serious cash or is part of a military, this is rare.

Hyper-Density Plastic: A common material in building ships and armoring stations, this is the second miracle material of the future along with Elerium. Invented by Valeen and Orochi independently, this is a super strong, super dense plastic that protects against damn near all attacks with great power. However, Hyper Density makes it extremely massive. It is hard to use even in a normal power suit and requires a micro-antimatter power plant to work. It is extremely expensive to use and maintain and usually only elite troops have these. Anyone wearing this is walking tank.

-Other Things-

Be Creative. I only provided this to help the juices flowing. If you skipped it, that's perfectly fine. Feel free to ask questions and the like. I know I missed some details!

Oh, Suggested Positions to help out!
Hacker
Engineer
Boarder
Helmsman
Navigator
Cook
Entertainer
Communications Expert
Scientist (Homebrew mods anyone?)
First Mate
Boarder Chief
Trainer
Psychic Specialist

Character Sheet

Identification
Race:
Name: (Sectians add a number after their name indicating number of bodies they have used. Casroon, Demonaks, and the cat people tend to use natural names, but feel free to give it an alien twist.)
Age: (Sectians count by mind years, not body.)
Home System/Planet:
Position: (Captain will be someone I personally know. Otherwise, feel free to go at it. Navigator and Helmsman are not the same person, since long range jumps required specialized skills that a pilot would not have.)

Physical Characteristics
Equipped Appearance: This is with all your gear, armor, and stuff on.
-Inventory: Not required. If you included everything above, don't worry unless I request it.
Basic Appearance: What you look day to day. Maybe included any important facts under your shirt. I don't want to know about in your pants.

Background
Personality:
Money: Credits are the common currency, even if individual systems use many different types.
Assets: What you have, but don't carry on you
History: What made you become the god damn pirate? Big, small, I'd prefer a paragraph minimum.

Basic Rules
No God modding.

No Putting words into other characters mouthes.

A paragraph response minimum

Advanced Rules

Be cool


Sometimes it takes a team.

 

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