[hider=Character Stubs][b]Name:[/b] Ghal the Randomcase [b]Species:[/b] Near to a Human, but definitely not quite a human. [b]Faction:[/b] Pirates [b]Synopsis of Character:[/b] Ghal the Randomcase can't even remember his whole name, just the piece of it he calls himself by and considers that a miracle. When the mutiny against Lord Korzbubathul broke out, he was kept bolted down to a chair and was force-possessed by spirits introduced to him. Why? See below, but he's had a struggle remembering who he is, and slips away under pressure. [b]Synopsis of Role:[/b] Ghal's a twofold prodigy; able to pull in prodigious amounts of magical power...and to host a number of spirits, bound to him by a variety of unknown rituals that Lord Korzbubathul undertook, that are able to use that magical potential in various ways. The downside? He's like if they made a person out of a Deck of Many Things or Wand of Wonder. When the ole blood gets flowing, he doesn't have any real control over who takes the driver's seat. [b]Relation to Ship/Crew:[/b] The ship's wild card/battlemage. [b]Name:[/b] Waldo [b]Species:[/b] Baby Cat Sí? Full Grown Chesire Cat? No idea. [b]Faction:[/b] Other(worldly entity) [b]Synopsis of Character:[/b] A black beast with green eyes and a pair of horns. Most of the time, he functions as a particularly playful cat, despite the strange, somewhat protruding fangs and rather bearlike claws. It's hard to tell what the cat's actual size is, as it seems to shift constantly. [b]Synopsis of Role:[/b] Well, that's the huge question, innit? He makes nary a sound and has the knack of showing up in rooms where there is only one entrance and that's being watched. No one has any idea how Waldo moves about, just that he does. He seems ungainly, but then he manages to get the drop on everything in the place. [b]Relation to Ship/Crew:[/b] The ship's cat. [b]Name:[/b] Pick the Gunner [b]Species:[/b] Half-Orc, Half-Something Else [b]Faction:[/b] Pirates [b]Synopsis of Character:[/b] A broad-shouldered, mean piece of work with scars from the lash on his back. He refers to himself as a "tusker" and has snakes for hair. People don't look him in the eye much out of superstition, though he's tried. Side effect? Speaks with a lisp. Knifed a bastard for mocking it. [b]Synopsis of Role:[/b] He's an experienced sailor and a top gunner's mate, able to make sense of just about any form of crewed weaponry and with an eye for the softspot on the enemy. Good with an axe or a hammer, he's fine on a boarding party as well. That's just as well, since gun crews tend to go on those. Note: Theme song - "Papa was a Rollin Stone." [b]Relation to Ship/Crew:[/b] Gunner, perhaps a Gunner's mate depending on who is elected Quartermaster or Captain. [/hider][hider=Lore Stubs] [b]Name:[/b] Quattryn the Black Comet (or fine, "Star") [b]Type:[/b] Location - Capitol of the Space Pirate Republic. [b]Synopsis of Role:[/b] A floating tropical island, often mistaken for a comet. The waters on the outer edges of it become icy, but it warms considerably as you come close to the shore. Quattryn is constantly traveling, leaving a trail of water vapor and the occasional swindler floating in its wake. It is a large, ramshackle port city with no rhyme, reason, or government beyond mutually assured destruction and common cause in the threat of external enemies. It's home now. [b]Name:[/b] The Celestial Plane (Space) [b]Type:[/b] Location [b]Synopsis of Role:[/b] The space between planets and stars. More like a plane filled with floating islands, mythic beasts borne on the stellar winds and so forth than actual space as we know it. It is a place of spirits and magic and strange wonders. Gravity is inconsistent, atmosphere happens in odd places, but the ships that ply these byways between the spheres, the worlds, still need to bring their own to have it steadily. [b]Name:[/b] Myscel (Power Storage) [b]Type:[/b] Ship Technology [b]Synopsis of Role:[/b] "Myscel" covers a variety of different means of storing magical energy to fuel the ships that ply the Celestial Plane between moons, stations, islands, planets and any other bodies within it. Magicel types vary from the organic to the crystalline or metallic and anything in between, sometimes encompassing hybrids of such materials [b]Name:[/b] Mystill (Power Collector) [b]Type:[/b] Ship Technology [b]Synopsis of Role:[/b] Mystills cover a variety of devices intended to collect magical energy from different materials; typically this involves distilling matter for magical energy. Some Mystills are geared to distill energy from magically empowered minerals, but more ruthless species or individuals may well have one that distills energy from the life force of beings, including sentient ones - either by grinding them up in sacrifice or attaching them to a device that forces them to constantly generate energy of some sort (imagine a ship hold full of people on hamster wheels). While attempts have been made to create a device that draws power directly from magic itself, these have all been disastrous due to the all-consuming nature of raw magic. [b]Name:[/b] The Void Scream [b]Type:[/b] Sloop of War [b]Description:[/b][indent]The Void Scream was Lord Korzbubathul's vessel, a Sloop of War, which is to say under 20 main guns and built more for speed and maneuverability thank main line combat. The Void Scream looks as if it might have once been built with wood that was then transfigured by mages into something else more durable. While the ship only technically qualifies as a fourteen gun ship, it has a high degree of firepower and versatility in those weapons that makes the classification system rather amorphous. No one actually cares, in all practicality, what the dwarves say about what is what anyhow. Like most Celestial Ships, it has a certain reserve of power that must be husbanded as it maneuvers in battle, as the myscels hold only so much energy. While the Void Scream has a renewable, and seemingly endless, supply of energy, the power source goes to the cels, which then power other systems of the ship, which include air, the ability to repair and operate any other powered systems, and certain weapons is limited by cel storage. The Void Scream's system takes time to recharge. As it stands, the system is not much more efficient than the typical used on other ships, though there is room to upgrade. Naval combat, therefore, is often the case of calculating initial maneuvers to obtain a certain position and then only changing course with a [b]forced[/b] movement which uses up way more power than moving on inertia. If it's not axial rotation or rudder steering, it takes up more power, but is sometimes a necessary emergency maneuver to avoid destruction. (Note, this is not space, and physics is certainly not my strong suit.) The ship itself hums with power through cables carefully wound into the bulkheads, and is highly stylized with art and scenes from mythology. The crew quarters are plain but comfortable. Lord Korzbubathul's chambers have not been properly cleaned and are starting to reek of whatever the thing secreted before being mutinied against. Like most Celestial Ships, the Helm system is more of a yoke that the navigator puts on, a full body array supplemented by levers, pedals and a control stick. There is a prow of a flaming bird that flares with flame at random times because it's cool.[/indent] [b]Weight:[/b] 1,100 Tons [b]Length:[/b] 199 ft (61 m) [b]Beam:[/b] 43 ft (13 m) (maximum) [b]Draft:[/b] 21 ft (6.4 m) [b]Propulsion:[/b][indent] A system of dorsal, ventral, port and starboard sails and rudders connected to the helm by a variety of cables, supplemented by an elemental forced thrust system.[/indent] [b]Power System:[/b][indent] Not a traditional mystil. This thing is a huge glowing sphere in the hold, encased in some sort of glass. While the cables to it can be replaced and reattached, attempts to breach the housing have been disastrous, as have attempts to actually touch the force contained within. Most importantly, and in contravention of known ship power technology, this thing does not 'feed' upon some sort of matter to replenish the myscels.[/indent] [b]Armament:[/b] (ammunition dependent weaponry is flexible in terms of ammo types - invent!) 6 x 4.2 inch (30-pounder) cannon. 4 × 75 mm explosive rocket launchers. These are close range ambush-volley weapons, and count as main guns due to their role -- to blow holes in ships. (broadside) 1 x charge dispenser (smoke/blind/explosive/incendiary)(stern) 1 × flak gun (six round magazine, slow reload)(stern) 1 x double barrelled 32-pounder long rifle (bow chase) 1 × flame lance (the phoenix's head shoots freakin' fire out of its eyes) (bow chase) 6 x gatling guns (swivel/deck, upper and lower) 4 x dragons breath (flamer) (swivel/deck, upper and lower) [b]Synopsis of Role[/b]: Hero Ship! [/hider]