|
Post by Tikobe on Aug 9, 2017 20:40:35 GMT -4
(Yeah, I wrote this on the fly. Shoot me.)
Earth Year 2247 - Humankind and the Zathrelle collaborate and create the first line of Helpers, robots created for menial labor. With the expertise of the Zathrelle and the Three Laws as written by Asimov, other known alien races purchase Helpers of their own. Eventually 24 races own Helpers.
Earth Year 2263 - A core known as the Shiva Core is snuck into the newest model of Helpers. The Shiva Core gives the Helpers individuality and the ability to defy the Three Laws. It also encourages them into violence against their overseers. The Shiva Core is inactive until four months later. The moment it becomes active the Helpers begin what is aptly name the Helper Wars. Many wonder to this day how the Shiva Core was implanted without anyone's notice. All that is known is that the day the Helper Wars started a group known as Revelation took responsibility. No transmissions have ever been heard from Revelation to this day.
Earth Year 2271 - The overseer races and three other races discovered over the course of the Helper Wars defeat the Helpers and oust them from their corner of the Milky Way galaxy. In light of the Shiva Core incident and the phantom presence of Revelation, the 27 races band together to form KOMC, the Keeper of Morality and Conscience. After the establishment of KOMC, the Keeper races adopt an isolationist policy and refused to expand further into the Milky Way. There has been no discovery outside of Keeper space since.
Earth Year 2312 - A number of people from Keeper commanders to criminals must leave Keeper space for their own reasons and are put aboard a ship, ready to leave. You are a member of this crew, chosen to be the captain of it.
---
You design and name the ship, including where your weapons are located. Your ship is a medium sized armed transport, with a few holding cells in the event you may need to use them. You are allowed only three shuttles/fighters. Here are your weapons, shuttles and your command stations.
Turrets: Originally munition-type weapons were abandoned for less costlier laser-type weaponry, but when the Helpers designed a defense barrier for the lasers, bullets became necessary in order to break the barrier. Turrets are a bit more expensive to maintain as the bullets cost money, but they are cheaper than missiles and hit with more force than a laser, allowing them to break barriers used by large ships much more quickly. Their average firing rage for ships the size of yours is half a hemisphere. However, it will be much more difficult to maintain and utilize turrets when they all point in different directions, so it is usually practical to keep them in one direction for ships your size.
Lasers: The favored ship-destruction weapons, lasers can damage or, in the case of small ships like fighters and light transports, slice ship hulls. Lasers designed for your type of ship are full hemisphere range. They are relatively cheap, requiring only money to repair any damage, but they are break barriers very slowly.
Missiles: Incredibly expensive to keep armed and incredibly risky to fire, missiles are usually used when there isn't much of a choice. They are released and home in, meaning that they can be fired on an enemy regardless of positioning. In addition, they deal so much damage that they can nearly or entirely destroy a ship, or if that ship's barrier is up, decimate the barrier and damage the ship a little. However, as fast and tricky as they may be, there is still always a chance they can be shot down.
Transport Shuttles: While your main ship can fit quite comfortably in a space station, ships with those kinds of armaments are usually stopped from landing planetside. Usually the ship is held up a space station surrounding the planet and a transport shuttle is sent down to the planet. The shuttle may have no weapons. There are usually shuttles you can rent or book passage on inside of the space station but you never know how busy or expensive those may be, so it is usually much more practical and cheaper to use your own shuttle.
Fighters: Fighters are helpful in a battle. They carry the functions for sharp turns, and two frontward turrets capable of only firing in a cone and a half-hemisphere ranged laser. They cannot perform menial tasks very well.
Exploration Shuttle: These shuttles are capable of planetary flybys for a detailed search of life or minerals. They can also harvest these minerals and store them for sale on other planets. However, the scanning functions can be handled, just not in as great a detail, by the main ship's scanners
Cleanup Shuttle: These shuttles can clean up debris and asteroids blocking your way, allowing you to cut through paths that you wouldn't have been able to go through.
Command chair: This is where you'll be sitting. From here you can see the monitors of all other stations, allowing you a complete view of everything on the command deck.
Pilot's seat: Ships this size still use pilots, especially for finer and sharper movements.
Weapons station: This is where a person and can control and operate the weapons systems. Some ships may need two or in rare cases even three if there are a great number of weapons on board. This can get messy as you'd need to get multiple reliable people who have a penchant for teamwork, and your vessel is not being operated by a crew with the best of training.
Information desk: The person in charge of this has full control of the ship's scanner and keeps all information from both outside and inside nice and tidy for you. They are also in charge of the ship's communications.
Maintenance booth: The person in here keeps track of the ship's condition and relays your orders to the rest of the maintenance crew. Put simply, they are your liaison to the inner workings of the ship while you are on the command deck.
You are given a total 500,000 KN (Keeper Notes) to start with for business dealings. The value of this may scale based on a planet's currency.
---
Combat will be handled by rolls. When your fighting in person, you can perform attack, dodge or distraction rolls. All attack rolls place a certain number of severity marks on a target. When a target has a certain number of them, they lose the fight. Dodge rolls can be used to better your odds that an attack on you will miss. Distraction rolls can force the target to miss an action. Attacks rolls by all classes but the Admiral class have a small chance to provide to you an inspiration, will do a certain amount of damage as well as other benefits when used. When you've obtained an inspiration, you keep it until it's been used, so you can use an inspiration you've gained for a previous fight in a new fight. All inspirations earned in this form of fighting can only be used in this form.
When your fighting in a ship, you can perform turret, laser, missile and dodge rolls. The amount of damage this does depends on whether or not the target ship has their barriers up. You can fire on all missiles for a chance to stop them. You must wait a turn to move your weapons in range if an enemy lies outside the range for one of your weapons if you want fire at them with that weapon. The Admiral class can earn inspirations from turret, laser and missile rolls. These inspirations are only valid for ship combat.
---
There are four classes for you to choose from. Your class will affect combat rolls and well actions you can perform while out of combat. Understand the affect it has on your character varies. Just because your class is admiral, doesn't mean you were an actual admiral unless you want to be. However, if you're a technomancer, than you're a god to honest technomancer. How much it affects your character I leave up to you.
Gunslinger: As a gunslinger you can use guns better than anyone else. Your combat rolls with hand held weapons are the best out of all four classes. However, there isn't much you can do out of combat. After all, people attract more flies with honey than vinegar.
Admiral: As an admiral you know how to command and even pilot a ship better than most. Your combat rolls with your main ship and fighters are the best out of all four classes. In addition, you are the only class that can gain inspirations for ship combat, but you can't gain them for in person combat.
Rogue: As a rogue you know how to trick your opponent. You can perform all forms of odd things outside of combat. In addition, while none of your rolls may improve, you have the highest chance to earn an inspiration among any other class.
Technomancer: Machinery is slowly starting to come alive. Not simple AIs but anything is reaching an intelligence similar to bacteria. Those who's family has a history of medical nano-mite operations and have received at least one their self have developed a connection to this low intelligence and are able to manipulate machines by pulling on this intelligence. There is a large number of things you can do out of combat, and all machine related attack and distract rolls are boosted. In ship combat, if you have direct line of site and are close to an opposing ship, you can perform an interfere roll stopping the target ship's attack.
---
CS
Name:
Race (Be Human or make one up. I put 27 races in KOMC and specified only 2 of them for a reason):
Race Description (Skip if Race is Human):
Age:
Class:
Your Description:
Clothes:
Items:
Bio:
Ship Name:
Ship Description:
|
|
|
Post by Bannanachair on Aug 9, 2017 21:49:50 GMT -4
(I will make a CS after school.)
|
|
|
Post by Bannanachair on Aug 9, 2017 22:49:42 GMT -4
(This is a tough decision. I have several ideas in mind and I can't decide which one to write.)
|
|
|
Post by Bannanachair on Aug 10, 2017 7:42:39 GMT -4
Name: Captain Robert Edwards
Race (Be Human or make one up. I put 27 races in KOMC and specified only 2 of them for a reason): Human
Race Description (Skip if Race is Human):
Age: 30
Your Description: Captain Edwards stands at about 180cm tall, with rather light skin and thick black hair, which he grows into a full beard. He tends to be well-groomed, though occasionally, if he gets too engrossed in something he is doing, he may go several days without changing attire, bathing or trimming his beard. He has piercing green eyes, a slightly larger than average nose and ears, and large, slightly bushy eyebrows. His cheekbones and jaw are obscured by his beard, though if he didn't have a beard he would appear to have a rather square jaw. His beard is about an inch long at his chin. His build is that of a rather lean individual, though he is by no means a bodybuilder.
Clothes: (This is all just a guess. If I'm writing the clothing wildly different to what you're imagining the normal person would wear by the year 2312, I'll change it). Captain Edwards tends to wear solid or pinstripe business suits, generally in darker colours and either single-breasted three-piece or double-breasted two-piece suits. He tends to wear brown dress shoes, often with brogues and coloured shoelaces to match his paisley neckties. He'll sometimes wear a pocket square in a simple presidential fold, though he'll more often wear a boutonniere instead. His socks tend to match his trousers and his shirts are either white or, on occasion, some pastel colour - generally blue or pink.
Items: He always carries on his person several things in various pockets, including a lighter, swiss army knife, wristwatch and a concealed handgun, generally something akin to a snubnosed revolver. He also carries on him a wallet with enough cash to survive one day basically anywhere in the world, and a communication device. Not on his person he has, in his captain's quarters, a desk, a computerized star-map, various printed and framed starcharts, a chair, a bookshelf full of books, a humidor with some cigars, a cigar lighter, an alcohol minibar with various different kinds of drinks, including wines, beers, whiskeys, brandies, ciders and several more.
Bio: Edwards was born on Enceladus in the year 2282 to two well-to-do members of high society. His father, William "Bill" Edwards, was from a long military line going back several generations to before even the planet Earth was united under singular governance, and his mother was a local politician, eventually managing to attain the position of Governor of Enceladus by the time Edwards was born. He had one elder sister, Margaret, and one younger brother, Henry, alongside several cousins, aunts, uncles and the likes of that. His parents divorced when he was around ten (Margaret was twelve and Henry would have been three or four) and he and Margaret lived with their father while Henry lived with their mother. Robert, Margaret and Bill were relocated by the KOMC government shortly after that, and they were sent to the edge of Keeper space to act as a patrol and ensure that no hostile alien forces attempt to enter. It was here that Robert and his sister began to disagree with the KOMC isolationist policy, and they hatched a plan together to try to change it: They would use their father's contacts to enlist in the Royal Space Navy, gain a considerable rank and reputation, and then turn to politics, using their mother's contacts to make a splash there as well, where they would spearhead a party dedicated to ending these isolationist policies.
Robert and Margaret worked together to get every academic advantage that they could in the ensuing years, with Robert being particularly gifted - so much so that he was moved up by a total of two grades, so that he was the academic peer of his two-years-older sister. Robert graduated highschool at 16, and he and his sister enlisted in the top admiralty school in the KOMC. However, tragedy struck twice - first in 2301, when a radical religious sect carried out a series of bombings on Enceladus, killing their mother and hospitalizing their younger brother, and then again in 2304 when their father was killed in a weapons testing accident. Robert became extremely embittered at the KOMC due to these two events, and Margaret turned to substance abuse, being dishonorably discharged at the rank of Corporal in the year 2308 as a result. Eventually Henry joined Robert in the space army, and though they were in different sectors of KOMC space, they started having more regular contact with one another.
Robert managed to succeed somewhat in his policy proposals, though, when by the year 2310 he put in place a plan to have people sent out of KOMC space as a diplomatic envoy. When proposing this tidbit of military legislation he never once considered that it would be he himself who would be volunteering for this mission, though tragedy struck his family a third time. Since his sister was dishonorably discharged and unable to find employment, Robert put a large amount of his money into ensuring that she would be looked after. However, about a month before the cutoff date to volunteer for this mission, Margaret was raped, murdered and robbed by an ex-boyfriend, claiming that she owed her money for drugs. This was the final straw for Robert - he was ideologically at odds with the government he served, his parents were killed for serving said government and now his sister, the person dearest to him, died due to the inability for the KOMC to internally regulate itself. He had nothing left to live for in Keeper Space, and so signed up for this mission, alongside his brother, Henry.
Class: Admiral
Ship Name: KSS Magellan
Ship Description: A roughly medium-sized ship prioritizing functionality over aesthetic design, it is significantly more defensive than aerodynamic due to the fact that it will not have to enter any planetary atmospheres. It has a decent mixture of turrets and lasers, with maybe twice the number of lasers as turrets, and two missile silos. Additionally, it has one transport shuttle and two fighters.
|
|
|
Post by Tikobe on Aug 10, 2017 14:16:19 GMT -4
Name: Captain Robert Edwards Race (Be Human or make one up. I put 27 races in KOMC and specified only 2 of them for a reason): Human Race Description (Skip if Race is Human): Age: 30 Your Description: Captain Edwards stands at about 180cm tall, with rather light skin and thick black hair, which he grows into a full beard. He tends to be well-groomed, though occasionally, if he gets too engrossed in something he is doing, he may go several days without changing attire, bathing or trimming his beard. He has piercing green eyes, a slightly larger than average nose and ears, and large, slightly bushy eyebrows. His cheekbones and jaw are obscured by his beard, though if he didn't have a beard he would appear to have a rather square jaw. His beard is about an inch long at his chin. His build is that of a rather lean individual, though he is by no means a bodybuilder. Clothes: (This is all just a guess. If I'm writing the clothing wildly different to what you're imagining the normal person would wear by the year 2312, I'll change it). Captain Edwards tends to wear solid or pinstripe business suits, generally in darker colours and either single-breasted three-piece or double-breasted two-piece suits. He tends to wear brown dress shoes, often with brogues and coloured shoelaces to match his paisley neckties. He'll sometimes wear a pocket square in a simple presidential fold, though he'll more often wear a boutonniere instead. His socks tend to match his trousers and his shirts are either white or, on occasion, some pastel colour - generally blue or pink. Items: He always carries on his person several things in various pockets, including a lighter, swiss army knife, wristwatch and a concealed handgun, generally something akin to a snubnosed revolver. He also carries on him a wallet with enough cash to survive one day basically anywhere in the world, and a communication device. Not on his person he has, in his captain's quarters, a desk, a computerized star-map, various printed and framed starcharts, a chair, a bookshelf full of books, a humidor with some cigars, a cigar lighter, an alcohol minibar with various different kinds of drinks, including wines, beers, whiskeys, brandies, ciders and several more. Bio: Edwards was born on Enceladus in the year 2282 to two well-to-do members of high society. His father, William "Bill" Edwards, was from a long military line going back several generations to before even the planet Earth was united under singular governance, and his mother was a local politician, eventually managing to attain the position of Governor of Enceladus by the time Edwards was born. He had one elder sister, Margaret, and one younger brother, Henry, alongside several cousins, aunts, uncles and the likes of that. His parents divorced when he was around ten (Margaret was twelve and Henry would have been three or four) and he and Margaret lived with their father while Henry lived with their mother. Robert, Margaret and Bill were relocated by the KOMC government shortly after that, and they were sent to the edge of Keeper space to act as a patrol and ensure that no hostile alien forces attempt to enter. It was here that Robert and his sister began to disagree with the KOMC isolationist policy, and they hatched a plan together to try to change it: They would use their father's contacts to enlist in the Royal Space Navy, gain a considerable rank and reputation, and then turn to politics, using their mother's contacts to make a splash there as well, where they would spearhead a party dedicated to ending these isolationist policies. Robert and Margaret worked together to get every academic advantage that they could in the ensuing years, with Robert being particularly gifted - so much so that he was moved up by a total of two grades, so that he was the academic peer of his two-years-older sister. Robert graduated highschool at 16, and he and his sister enlisted in the top admiralty school in the KOMC. However, tragedy struck twice - first in 2301, when a radical religious sect carried out a series of bombings on Enceladus, killing their mother and hospitalizing their younger brother, and then again in 2304 when their father was killed in a weapons testing accident. Robert became extremely embittered at the KOMC due to these two events, and Margaret turned to substance abuse, being dishonorably discharged at the rank of Corporal in the year 2308 as a result. Eventually Henry joined Robert in the space army, and though they were in different sectors of KOMC space, they started having more regular contact with one another. Robert managed to succeed somewhat in his policy proposals, though, when by the year 2310 he put in place a plan to have people sent out of KOMC space as a diplomatic envoy. When proposing this tidbit of military legislation he never once considered that it would be he himself who would be volunteering for this mission, though tragedy struck his family a third time. Since his sister was dishonorably discharged and unable to find employment, Robert put a large amount of his money into ensuring that she would be looked after. However, about a month before the cutoff date to volunteer for this mission, Margaret was raped, murdered and robbed by an ex-boyfriend, claiming that she owed her money for drugs. This was the final straw for Robert - he was ideologically at odds with the government he served, his parents were killed for serving said government and now his sister, the person dearest to him, died due to the inability for the KOMC to internally regulate itself. He had nothing left to live for in Keeper Space, and so signed up for this mission, alongside his brother, Henry. Class: Admiral Ship Name: KSS MagellanShip Description: A roughly medium-sized ship prioritizing functionality over aesthetic design, it is significantly more defensive than aerodynamic due to the fact that it will not have to enter any planetary atmospheres. It has a decent mixture of turrets and lasers, with maybe twice the number of lasers as turrets, and two missile silos. Additionally, it has one transport shuttle and two fighters. Alright, just give me a rough description of where the turrets and lasers are located and where they're pointed so I can factor that into the rolls and everything's a-okay. In the meantime, here's the link: bannanachair.proboards.com/thread/2733/traverse-tim
|
|
|
Post by Bannanachair on Aug 10, 2017 19:29:59 GMT -4
Name: Captain Robert Edwards Race (Be Human or make one up. I put 27 races in KOMC and specified only 2 of them for a reason): Human Race Description (Skip if Race is Human): Age: 30 Your Description: Captain Edwards stands at about 180cm tall, with rather light skin and thick black hair, which he grows into a full beard. He tends to be well-groomed, though occasionally, if he gets too engrossed in something he is doing, he may go several days without changing attire, bathing or trimming his beard. He has piercing green eyes, a slightly larger than average nose and ears, and large, slightly bushy eyebrows. His cheekbones and jaw are obscured by his beard, though if he didn't have a beard he would appear to have a rather square jaw. His beard is about an inch long at his chin. His build is that of a rather lean individual, though he is by no means a bodybuilder. Clothes: (This is all just a guess. If I'm writing the clothing wildly different to what you're imagining the normal person would wear by the year 2312, I'll change it). Captain Edwards tends to wear solid or pinstripe business suits, generally in darker colours and either single-breasted three-piece or double-breasted two-piece suits. He tends to wear brown dress shoes, often with brogues and coloured shoelaces to match his paisley neckties. He'll sometimes wear a pocket square in a simple presidential fold, though he'll more often wear a boutonniere instead. His socks tend to match his trousers and his shirts are either white or, on occasion, some pastel colour - generally blue or pink. Items: He always carries on his person several things in various pockets, including a lighter, swiss army knife, wristwatch and a concealed handgun, generally something akin to a snubnosed revolver. He also carries on him a wallet with enough cash to survive one day basically anywhere in the world, and a communication device. Not on his person he has, in his captain's quarters, a desk, a computerized star-map, various printed and framed starcharts, a chair, a bookshelf full of books, a humidor with some cigars, a cigar lighter, an alcohol minibar with various different kinds of drinks, including wines, beers, whiskeys, brandies, ciders and several more. Bio: Edwards was born on Enceladus in the year 2282 to two well-to-do members of high society. His father, William "Bill" Edwards, was from a long military line going back several generations to before even the planet Earth was united under singular governance, and his mother was a local politician, eventually managing to attain the position of Governor of Enceladus by the time Edwards was born. He had one elder sister, Margaret, and one younger brother, Henry, alongside several cousins, aunts, uncles and the likes of that. His parents divorced when he was around ten (Margaret was twelve and Henry would have been three or four) and he and Margaret lived with their father while Henry lived with their mother. Robert, Margaret and Bill were relocated by the KOMC government shortly after that, and they were sent to the edge of Keeper space to act as a patrol and ensure that no hostile alien forces attempt to enter. It was here that Robert and his sister began to disagree with the KOMC isolationist policy, and they hatched a plan together to try to change it: They would use their father's contacts to enlist in the Royal Space Navy, gain a considerable rank and reputation, and then turn to politics, using their mother's contacts to make a splash there as well, where they would spearhead a party dedicated to ending these isolationist policies. Robert and Margaret worked together to get every academic advantage that they could in the ensuing years, with Robert being particularly gifted - so much so that he was moved up by a total of two grades, so that he was the academic peer of his two-years-older sister. Robert graduated highschool at 16, and he and his sister enlisted in the top admiralty school in the KOMC. However, tragedy struck twice - first in 2301, when a radical religious sect carried out a series of bombings on Enceladus, killing their mother and hospitalizing their younger brother, and then again in 2304 when their father was killed in a weapons testing accident. Robert became extremely embittered at the KOMC due to these two events, and Margaret turned to substance abuse, being dishonorably discharged at the rank of Corporal in the year 2308 as a result. Eventually Henry joined Robert in the space army, and though they were in different sectors of KOMC space, they started having more regular contact with one another. Robert managed to succeed somewhat in his policy proposals, though, when by the year 2310 he put in place a plan to have people sent out of KOMC space as a diplomatic envoy. When proposing this tidbit of military legislation he never once considered that it would be he himself who would be volunteering for this mission, though tragedy struck his family a third time. Since his sister was dishonorably discharged and unable to find employment, Robert put a large amount of his money into ensuring that she would be looked after. However, about a month before the cutoff date to volunteer for this mission, Margaret was raped, murdered and robbed by an ex-boyfriend, claiming that she owed her money for drugs. This was the final straw for Robert - he was ideologically at odds with the government he served, his parents were killed for serving said government and now his sister, the person dearest to him, died due to the inability for the KOMC to internally regulate itself. He had nothing left to live for in Keeper Space, and so signed up for this mission, alongside his brother, Henry. Class: Admiral Ship Name: KSS MagellanShip Description: A roughly medium-sized ship prioritizing functionality over aesthetic design, it is significantly more defensive than aerodynamic due to the fact that it will not have to enter any planetary atmospheres. It has a decent mixture of turrets and lasers, with maybe twice the number of lasers as turrets, and two missile silos. Additionally, it has one transport shuttle and two fighters. Alright, just give me a rough description of where the turrets and lasers are located and where they're pointed so I can factor that into the rolls and everything's a-okay. In the meantime, here's the link: bannanachair.proboards.com/thread/2733/traverse-timThey're all over the ship, but they're focussed more heavily in the front. About two thirds of them are frontward aiming, and the other third are everywhere else so that the ship can fend off a surprise attack from the side.
|
|
Patriot
Themes
trump is dope, yo.
Posts: 269
|
Post by Patriot on Aug 19, 2017 19:12:25 GMT -4
this still open dude
|
|
|
Post by Tikobe on Aug 19, 2017 19:18:55 GMT -4
Yep.
You just gotta be fine with having a crew that's mostly the same as Tim's.
There'll be edits for uniqueness but I'm frankly too lazy to make a whole new crew.
|
|
Patriot
Themes
trump is dope, yo.
Posts: 269
|
Post by Patriot on Aug 19, 2017 19:34:06 GMT -4
Yep. You just gotta be fine with having a crew that's mostly the same as Tim's. There'll be edits for uniqueness but I'm frankly too lazy to make a whole new crew. I didnt bother to read Tim's, so not a problem
|
|
Patriot
Themes
trump is dope, yo.
Posts: 269
|
Post by Patriot on Aug 19, 2017 20:29:18 GMT -4
Name: Captain Nikolai Nakov
Race (Be Human or make one up. I put 27 races in KOMC and specified only 2 of them for a reason): Human
Race Description (Skip if Race is Human):
Age: 37
Your Description: Captain Nikolai Nakov is a quite muscular man standing at 6'0" and clocking in at 170-175 lbs. His hair is jet black, parted to the left with a fine comb and feathered back ever so slightly. He grows a thick moustache akin to Stalin or Theodore Roosevelt, but shaggy enough to appear as if it hasn't been trimmed in a few weeks. His intimidating stare is attributed to his cold, hazel eyes. He wears a pair of black square wire glasses. Another factor in his menacing look is his his strong jaw and cleft chin. Tattooed on his right are in a Grim Reaper, specifically designed so when it is exposed, the eyes appear to follow you.
Clothes: For the most part Nikolai Nakov usually wears some sort of buttoned shirt, whether it be flannel or a white oxford. If it is on the dressier side he may throw on either a tie or just wear it without one. On his waist he wears a brown leather belt, with a holster for a M1911 (Or something similar, I don't really know the guns of the future), and for his pants he either wears 35x30 jeans or a pair of khakis of the same measurement. The pants don't fit him perfectly and tend to be a tiny bit larger than they have to. On his side he always carries a brown canvas satchel, with a strap over his left shoulder.
Items: Nikolai carries a briar pipe, that droops down to just below his neck. He uses the pipe to smoke an English Blend of tobacco. He stores the tobacco in bulk on the ship but always has a small baggie of it on him, maybe enough for 5 smokes. As well as that, he carries a slip-joint pocket knife with brass bolsters and an ivory handle. Within the ivor is a hand-carved flower design, and the shield reads "Perserva", the latin word for "Keep On". Handkerchiefs, made of white cotton cloth and embroidered with his first initial. On his hip he carries a pistol, whatever would be the modern equivalent of a M1911, with extra clips in the satchel.
Bio: Born on June 13 2275 on the small moon Fremutania, orbiting the water planet Iostea. His Father, who made a large fortune in the astroid-mining industry, sent him to a Military Academy in the year 2290 after a childhood of recklessness, stupidity, and indiscipline. While in his early teenage years, he abused alcohol and nearly killed a man. The Academy completely turned that around. When he first arrived to the academy he was overweight and lacking any discipline in his life, when he left, he was a lean, intimidating man of the most serious nature. While in his early adult life he came to abuse alcohol again, but recently it has slowed down (But Not completely over, he still is an alcoholic). As is the purpose of a military academy, Nikolai enlisted into the Military Officer Training. During that training, he was repeatedly told that he is a sadistic man with no means of aiding the galaxy, and he only looked out for number one (flaws amirite.). But even if he wasn't the best leader, he put on a good act to superiors. After graduating, he quickly rose through the ranks and became a Lt. Captain.
After spending nearly half of his life in the military, he was promoted and sent onto "The Red Sun" with his crew and they set sail.
Ship Name: The Red Sun
Ship Description: A ship on the smaller side, it only has a few weapons, preferring to out maneuver the enemy than to tank through the battle. It keeps 2 turrets facing each direction, a single missile armed at one time (others are stored inside), and quite a few lasers pointed about 45* and -45* from the point, as they are easily turned.
Techromancer is my class.
|
|
|
Post by Tikobe on Aug 19, 2017 21:23:37 GMT -4
Name: Captain Nikolai Nakov Race (Be Human or make one up. I put 27 races in KOMC and specified only 2 of them for a reason): Human Race Description (Skip if Race is Human): Age: 37 Your Description: Captain Nikolai Nakov is a quite muscular man standing at 6'0" and clocking in at 170-175 lbs. His hair is jet black, parted to the left with a fine comb and feathered back ever so slightly. He grows a thick moustache akin to Stalin or Theodore Roosevelt, but shaggy enough to appear as if it hasn't been trimmed in a few weeks. His intimidating stare is attributed to his cold, hazel eyes. He wears a pair of black square wire glasses. Another factor in his menacing look is his his strong jaw and cleft chin. Tattooed on his right are in a Grim Reaper, specifically designed so when it is exposed, the eyes appear to follow you. Clothes: For the most part Nikolai Nakov usually wears some sort of buttoned shirt, whether it be flannel or a white oxford. If it is on the dressier side he may throw on either a tie or just wear it without one. On his waist he wears a brown leather belt, with a holster for a M1911 (Or something similar, I don't really know the guns of the future), and for his pants he either wears 35x30 jeans or a pair of khakis of the same measurement. The pants don't fit him perfectly and tend to be a tiny bit larger than they have to. On his side he always carries a brown canvas satchel, with a strap over his left shoulder. Items: Nikolai carries a briar pipe, that droops down to just below his neck. He uses the pipe to smoke an English Blend of tobacco. He stores the tobacco in bulk on the ship but always has a small baggie of it on him, maybe enough for 5 smokes. As well as that, he carries a slip-joint pocket knife with brass bolsters and an ivory handle. Within the ivor is a hand-carved flower design, and the shield reads "Perserva", the latin word for "Keep On". Handkerchiefs, made of white cotton cloth and embroidered with his first initial. On his hip he carries a pistol, whatever would be the modern equivalent of a M1911, with extra clips in the satchel. Bio: Born on June 13 2275 on the small moon Fremutania, orbiting the water planet Iostea. His Father, who made a large fortune in the astroid-mining industry, sent him to a Military Academy in the year 2290 after a childhood of recklessness, stupidity, and indiscipline. While in his early teenage years, he abused alcohol and nearly killed a man. The Academy completely turned that around. When he first arrived to the academy he was overweight and lacking any discipline in his life, when he left, he was a lean, intimidating man of the most serious nature. While in his early adult life he came to abuse alcohol again, but recently it has slowed down (But Not completely over, he still is an alcoholic). As is the purpose of a military academy, Nikolai enlisted into the Military Officer Training. During that training, he was repeatedly told that he is a sadistic man with no means of aiding the galaxy, and he only looked out for number one (flaws amirite.). But even if he wasn't the best leader, he put on a good act to superiors. After graduating, he quickly rose through the ranks and became a Lt. Captain. After spending nearly half of his life in the military, he was promoted and sent onto "The Red Sun" with his crew and they set sail. Ship Name: The Red Sun Ship Description: A ship on the smaller side, it only has a few weapons, preferring to out maneuver the enemy than to tank through the battle. It keeps 2 turrets facing each direction, a single missile armed at one time (others are stored inside), and quite a few lasers pointed about 45* and -45* from the point, as they are easily turned. Techromancer is my class. Oh, I forgot to put in a thing for class into the CS. I'll get that fixed in a jiffy. Also, it's all good, just get me a list of your three shuttles.
|
|
Patriot
Themes
trump is dope, yo.
Posts: 269
|
Post by Patriot on Aug 19, 2017 21:27:36 GMT -4
Name: Captain Nikolai Nakov Race (Be Human or make one up. I put 27 races in KOMC and specified only 2 of them for a reason): Human Race Description (Skip if Race is Human): Age: 37 Your Description: Captain Nikolai Nakov is a quite muscular man standing at 6'0" and clocking in at 170-175 lbs. His hair is jet black, parted to the left with a fine comb and feathered back ever so slightly. He grows a thick moustache akin to Stalin or Theodore Roosevelt, but shaggy enough to appear as if it hasn't been trimmed in a few weeks. His intimidating stare is attributed to his cold, hazel eyes. He wears a pair of black square wire glasses. Another factor in his menacing look is his his strong jaw and cleft chin. Tattooed on his right are in a Grim Reaper, specifically designed so when it is exposed, the eyes appear to follow you. Clothes: For the most part Nikolai Nakov usually wears some sort of buttoned shirt, whether it be flannel or a white oxford. If it is on the dressier side he may throw on either a tie or just wear it without one. On his waist he wears a brown leather belt, with a holster for a M1911 (Or something similar, I don't really know the guns of the future), and for his pants he either wears 35x30 jeans or a pair of khakis of the same measurement. The pants don't fit him perfectly and tend to be a tiny bit larger than they have to. On his side he always carries a brown canvas satchel, with a strap over his left shoulder. Items: Nikolai carries a briar pipe, that droops down to just below his neck. He uses the pipe to smoke an English Blend of tobacco. He stores the tobacco in bulk on the ship but always has a small baggie of it on him, maybe enough for 5 smokes. As well as that, he carries a slip-joint pocket knife with brass bolsters and an ivory handle. Within the ivor is a hand-carved flower design, and the shield reads "Perserva", the latin word for "Keep On". Handkerchiefs, made of white cotton cloth and embroidered with his first initial. On his hip he carries a pistol, whatever would be the modern equivalent of a M1911, with extra clips in the satchel. Bio: Born on June 13 2275 on the small moon Fremutania, orbiting the water planet Iostea. His Father, who made a large fortune in the astroid-mining industry, sent him to a Military Academy in the year 2290 after a childhood of recklessness, stupidity, and indiscipline. While in his early teenage years, he abused alcohol and nearly killed a man. The Academy completely turned that around. When he first arrived to the academy he was overweight and lacking any discipline in his life, when he left, he was a lean, intimidating man of the most serious nature. While in his early adult life he came to abuse alcohol again, but recently it has slowed down (But Not completely over, he still is an alcoholic). As is the purpose of a military academy, Nikolai enlisted into the Military Officer Training. During that training, he was repeatedly told that he is a sadistic man with no means of aiding the galaxy, and he only looked out for number one (flaws amirite.). But even if he wasn't the best leader, he put on a good act to superiors. After graduating, he quickly rose through the ranks and became a Lt. Captain. After spending nearly half of his life in the military, he was promoted and sent onto "The Red Sun" with his crew and they set sail. Ship Name: The Red Sun Ship Description: A ship on the smaller side, it only has a few weapons, preferring to out maneuver the enemy than to tank through the battle. It keeps 2 turrets facing each direction, a single missile armed at one time (others are stored inside), and quite a few lasers pointed about 45* and -45* from the point, as they are easily turned. Techromancer is my class. Oh, I forgot to put in a thing for class into the CS. I'll get that fixed in a jiffy. Also, it's all good, just get me a list of your three shuttles. 2 Fighters and 1 transport.
|
|
|
Post by Tikobe on Aug 19, 2017 22:22:46 GMT -4
Oh, I forgot to put in a thing for class into the CS. I'll get that fixed in a jiffy. Also, it's all good, just get me a list of your three shuttles. 2 Fighters and 1 transport. Okay. Will be making it as soon as I get a good opening scenario planned out. In the meantime, I'll put up a complete info-sheet on Technomancers. It's not important, which is why I didn't put it up, but I figured it'd be helpful to know since you are one. In NOPs (Nanomite Operated Procedures), some nanomites are left behind. When in a women, these nanomites move into the fetus. Generally, the eldest child of the family receives the highest number of these nanomites. When a certain sequence of nanomites is present in a living being, the nanomites automatically activate and integrate with the body, giving the person technomantic abilities. The more nanomites in a person, the more powerful these abilities, and the more close ancestors (Namely mothers, grandmothers, great-grandmothers, etc.) who have been going through NOPs, the more nanomites are likely to be in a person (If you're quite far from being the eldest child however, this may change). Of course, one is still not born a technomancer; They need their own NOP to get the nanomites needed to finish the sequence in their body. Active nanomites do not transfer into a fetus. Some people can have a family clean of NOPs but still become a Technomancer by the rare chance of having the sequence left behind in their bodies. These ones generally have weak abilities, or have a condition so bad that no matter how strong they can become, they're gonna die soon. These technomancers are referred to as the "Zero-Gen" (Pulled from the fact that a technomancer is called things like "First-Gen" or "Second-Gen" based on how far back the NOPs trace to.). There is no apparent effort on the Keeper's part to stop the production of technomancers. However, the Keepers' Codes of Conscience prevent the artificial production of technomancers. This is mostly because the technomancers grew in number and strength during the Helper Wars, sparking a lot of controversy. There were even rumors that a new form of technomancer, labeled cybermancers, had appeared. There wasn't enough evidence of the artificial creation, and a lot of blame went to the Helpers for the advanced technology they were creating during the wars. Nevertheless, that incident is what binds the Keepers from creating their own artificial technomancer army. Some races freely accept the technomancers, granting them rights equal to that of a regular citizen. Some, however, tend to take advantage and attempt to control them. The Ta, which have an issue with illegal slavery, which has long been outlawed by the Codes of Conscience, are particularly bad about this. Four years prior to the current year of this ISRP, a technomancer regarded as the strongest of her kind, Andrea Weber, started an insurrection against these races, a war between technomancers and eight Keeper races. The technomancers lost as the Keepers were forced to help the eight races and Andrea Weber was executed via Venus Drop (They put you on a pod and drop you onto Venus or planets with similar conditions.)
|
|