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    1. ShiningSector 11 yrs ago

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> Ahh, now you made me doubt my character. So difficult to choose! Should I make a blunt, brutish cyborg or a self-aware, cloudcuckooland AI? > > Also, is flying actually allowed? 'Cause that's what I had planned originally but now I ain't sure, so maybe some rules might help me figure it out. > > EDIT: That said, I just realized that my brutish cyborg is pretty much the complete opposite of your robot guy, Silver Fox. Prone to make decisions based on emotions, naturally impulsive and such. They're both blunt, though. So that could be interesting, too? I dunno. I would say flight is allowed to some degree. I would see being able to boost around or levitate for a brief moment as acceptable with small time gear. If you want to remain in the air for hours you'll probably need some form of power armor.
> Humnum, now I'm wondering if I should be making my character into a Machina, considering we already have one Hephaeton. Any thoughts? I did originally plan on a kewl robot, but I think I could do that with a Machina too. Definitely. > > Actually I like this idea, I'll just do that. Still, I'd like to be sure if anyone minded another Hephateon. Just to be sure. In case the Machina thing doesn't work out. Seeing a Machina in the party can add some welcomed variety but if you want to go with a Hephateon go ahead.
> You're welcome. I love movie soundtracks, and that particular one just... yeah, it works. > > I might put another up tomorrow. > > Oh! **If I wanted to create my own alien race, what information would you require of me?** I've got quite a bit, but I'd love some requirements so I don't miss anything. Well first and foremost, nothing OP obviously. Other than that, there aren't any requirements really though I will want to see this race for myself before I make any decisions. As for as information goes, I would like to the know the race's lifespan, appearance, abilities if there are any, and some political standing if possible to which I can assist with that.
> I'm planning on going with either an empathic alien, or something of my own make. But she'll be like a counselor of sorts, so that might hit heart? > > Also, I'm gonna leave some music for you all here. It just screams 'Grand Space Adventure'. > > http://youtu.be/z3pFTUyUOT0 Thank you Mistress Dizzy for setting the background theme =)
Awesome character Silver Fox! For convenience, I would like to eventually have all the characters in the Characters section for easy reference. Also as small update: If you want your character to be apart of the crew from the get go, let me know and detail it in your CS I'll also post my CS here to. -- -- -- Name: Rayland Sul’tari Age: 156 (Appears 27) Gender: Male Race: Human Physical Description:
Personality: Given life’s circumstances, Rayland had to live up to high expectations for some time, regardless of self-interests that he wished were in-play beforehand. This has created a lasting mental impact as Rayland religiously strives for each job to be done efficiently, even if the stressful tasks of said job prove to be an irritable annoyance which sometimes leads Rayland into witty or sarcastic mood on the subject. Though grumpy at times he does however show much care and concern for his crew mates aboard the Infamous Alto; a trait he quickly learned as a AISC. Enhancements: As a former AISC, Rayland is genetically enhanced to endure tough punishment and to survive in extreme temperatures. Additional he has also been modified with cybernetics to absorb the shock from falls at high elevations and to communicate with allies via a implanted Cyber Link. He also owns a ship called the Infamous Alto.
Skills: Aside from his combat skills learned during his time in the military, Rayland is also a moderately adept Psionic user. Though his abilities are not exactly the flashiest, he is able to lift objects or people with his knowledge of telekinesis Equipment: A modified AISC-type NVP Suit, holo interface wrist projector, and a tactical Gyrojet Sub-Repeater Bio: Rayland has been with the ATC and the Galactic Coalition military what almost seems like an entire century combined between the two groups. It doesn't help of course that his entire family had a strong military tradition and he would be expected to follow suit. Though clearly not his first choice, Rayland reluctantly joined up. For awhile, he served as an AISC (Atmosphere Insertion Shock Commando) or Jump Trooper as it’s commonly called; a special forces soldier whom jumps out of a perfectly good shuttle and into a planet’s exosphere, wearing only the special type of armor and shielding to survive atmospheric re-entry before landing on the surface and causing absolute mayhem. Unfortunately during one fateful mission, Rayland was severely injured due to flak shrapnel that tore into his powered armor. Though he was able to survive, the damage could never completely heal; since atmospheric re-entry applies so much g-forces on one’s body, it was feared that gravitational stress would re-open his wounds and cause further damage. With that said, Rayland was discharged from the corps for medical concerns. Sometime later, Rayland got on-board with the transporter business of delivering goods and supplies to both corporate and military contractors. This eventually led into the rather costly purchase of a decommissioned frigate-turned-transport vessel named the Infamous Alto, a now fast and atmosphere re-entry capable transporter that would serve as his new home for years to come. As the business grew, so did the crew as the ship began to see wide variety of people hiring in to employ themselves in maintain the vessel and working as couriers.* After hearing about the recent number of colonies vanishing without a trace, Rayland was hesitant in maintaining a presence in the outer colonies and thus fearful of eventual involvement should he and his crew linger there. While prepping course for the more populated (and well defended) colonies, Rayland received word of a planned expedition organized by the Galactic Coalition to investigate the mysterious disappearances. Apparently, the Coalition had been hiring personnel and vessels into the amassed fleet to assist in the investigation; supposedly the pay would be worth more than risks involved. Though he and the others in his fold were at first disinclined about the offer, he eventually accepted the job out of the necessity for recuperating the loss of funds during the time business was fluctuating because of the vanishings. With new purpose, the Infamous Alto set course for Falymar Station; a planetoid colony serving as the staging ground for the massive expeditionary fleet. From there, the Infamous Alto will ferry its tasked newcomers and join up with the rest of the force…
Name: Rayland Sul’tari Age: 156 (Appears 27) Gender: Male Race: Human Physical Description:
Personality: Given life’s circumstances, Rayland had to live up to high expectations for some time, regardless of self-interests that he wished were in-play beforehand. This has created a lasting mental impact as Rayland religiously strives for each job to be done efficiently, even if the stressful tasks of said job prove to be an irritable annoyance which sometimes leads Rayland into witty or sarcastic mood on the subject. Though grumpy at times he does however show much care and concern for his crew mates aboard the Infamous Alto; a trait he quickly learned as a AISC. Enhancements: As a former AISC, Rayland is genetically enhanced to endure tough punishment and to survive in extreme temperatures. Additional he has also been modified with cybernetics to absorb the shock from falls at high elevations and to communicate with allies via a implanted Cyber Link. He also owns a ship called the Infamous Alto.
Skills: Aside from his combat skills learned during his time in the military, Rayland is also a moderately adept Psionic user. Though his abilities are not exactly the flashiest, he is able to lift objects or people with his knowledge of telekinesis Equipment: A modified AISC-type NVP Suit, holo interface wrist projector, and a tactical Gyrojet Sub-Repeater Bio: Rayland has been with the ATC and the Galactic Coalition military what almost seems like an entire century combined between the two groups. It doesn't help of course that his entire family had a strong military tradition and he would be expected to follow suit. Though clearly not his first choice, Rayland reluctantly joined up. For awhile, he served as an AISC (Atmosphere Insertion Shock Commando) or Jump Trooper as it’s commonly called; a special forces soldier whom jumps out of a perfectly good shuttle and into a planet’s exosphere, wearing only the special type of armor and shielding to survive atmospheric re-entry before landing on the surface and causing absolute mayhem. Unfortunately during one fateful mission, Rayland was severely injured due to flak shrapnel that tore into his powered armor. Though he was able to survive, the damage could never completely heal; since atmospheric re-entry applies so much g-forces on one’s body, it was feared that gravitational stress would re-open his wounds and cause further damage. With that said, Rayland was discharged from the corps for medical concerns. Sometime later, Rayland got on-board with the transporter business of delivering goods and supplies to both corporate and military contractors. This eventually led into the rather costly purchase of a decommissioned frigate-turned-transport vessel named the Infamous Alto, a now fast and atmosphere re-entry capable transporter that would serve as his new home for years to come. As the business grew, so did the crew as the ship began to see wide variety of people hiring in to employ themselves in maintain the vessel and working as couriers.* After hearing about the recent number of colonies vanishing without a trace, Rayland was hesitant in maintaining a presence in the outer colonies and thus fearful of eventual involvement should he and his crew linger there. While prepping course for the more populated (and well defended) colonies, Rayland received word of a planned expedition organized by the Galactic Coalition to investigate the mysterious disappearances. Apparently, the Coalition had been hiring personnel and vessels into the amassed fleet to assist in the investigation; supposedly the pay would be worth more than risks involved. Though he and the others in his fold were at first disinclined about the offer, he eventually accepted the job out of the necessity for recuperating the loss of funds during the time business was fluctuating because of the vanishings. With new purpose, the Infamous Alto set course for Falymar Station; a planetoid colony serving as the staging ground for the massive expeditionary fleet. From there, the Infamous Alto will ferry its tasked newcomers and join up with the rest of the force…
Character Sheet Appearance: Name: Cayne Zarubin Age: 26 Gender: Male Specialty: Reconnaissance and Drone Operator Starting Sanity: Psychological Record: • Positive Traits: Focused, Witty, and Discerning • Negative Traits: Sarcastic and Conceited Background: Born to near low class family, Cayne lived a somewhat normal childhood; had good home, plenty of friends, and decent grades. One day his father, whom was a scout at one time, taught Cayne how to camp, hunt, and live off the wilderness. The occasional camping and hunting trips every so often had peaked Cayne’s further interest and eventually like father, like son, Cayne quickly got the hang of living outdoors and practically excelled at it. Many years later, Cayne would nearly be out of college with A.A.S. degree but then conflict with the secessionists erupted and his homeworld would quickly be the first of many to witness firsthand the horrors of the war. Since his colony was located in disputed space and held little military presence, a draft was immediately put into effect as thousands were conscripted to defend planet from the inevitable secessionist invasion. Before the Alliance had arrived and drove the rebel forces off the colony, Cayne was running messages and sabotage missions, usually passed enemy perimeters and checkpoints. With a few years of experience and some notoriety under his belt, Cayne was able to join into the main Alliance military force as a forward scout where he sometimes found himself penetrating enemy lines and gathering Intel when required. At other times, he was in charge of communications and working with a reconnaissance drone while fighting in numerous combat zones, marking enemy targets and positions for elimination. When concerns began to rise about the dark colony called Providence, Cayne was sent in to assist in the investigation. Equipment: Optical Camouflage, light armor for stealth and flexibility, numerous sensor devices and probes for tracking and terrain mapping, Pathfinder; a recon drone he carries with him during any op, tactical high-powered battle rife, suppressed pistol, and combat knife. Other: N/A
### Character Sheet (On a quick note, you may be allowed more than one character just as long as you can manage them) Name: Age: _(Keep in mind that most races in this setting have very long lifespans and thus physical growth will slow down up to a certain point. You may expect most humans to live over 400 years, Cen'turi; roughly 350 years average, Kotorians at more than 500 years, Vexi; less than 100 unless given genes from a parent of a different race, Drakkas up to 200,and Oun'mai around 800 years.)_ Gender: Race: Physical Description:_(This may include either a picture or detailed text)_ Personality: _(Includes personality and quirks)_ Enhancements: _(Includes cybernetic or genetic enhancements applied personally by the character or specifically given via an associated group or other)_ Skills: Equipment: _(Includes weaponry and other gadgets)_ Bio:
Political and Military powers
Galactic Coalition: The conflict between the Bel’Kian Concordance and the Solarian League left much of the galaxy in post-war chaos and disputes were unfortunately still high even after both sides officially conceded from future wars. To maintain order and peace while the affected territories recovered, a joint military force comprised of units provided and funded by both powers was created to settle these disputes and put down any rogue splinters groups still sour regarding the end of the conflict. Bel’Kian Concordance: Believed to have been around for more than a millennium while other powers were still growing, the Bel’Kian (supposedly meaning “Timeless” in Oun’mai tongue) Concordance ruled over a very sizable portion of the galaxy, nearly being that to an entire quarter of its stars. The Concordance is seen as a pact between several alien races; most notably the Oun’mai Empire, the Kotorian Stratocracy, and the Vexi owned Vexthuul Union along with other minor races as well. The Bel’Kian Concordance was established under the proposal for collective integration where each power serves as part of this “government alliance”. The Vexthuul Union handles civil growth and technological advancement while the Kotorian Stratocracy severs as law enforcement and the military bulk. Finally, the Oun’mai deals with civil affairs and government regulation. Many years before the Interstellar War, the Concordance began to see a sudden growth in human population as the ATC’s colonies began open conflict with one another. Most of the human citizens were refugees, fleeing the violent infighting. With the ATC seemingly unaware of these developments, the Concordance began to send peace keeping forces in hopes of mitigating the conflict. Though bumpy at first, peace talks were gradually becoming successful but territorial and ideology disputes were still at large. It was not before long that the Solarian League finally intervened and swiftly pacified most of the region. Unfortunately due to lack of communication, the Concordance peaceful keepers were caught in the crossfire during some of the ATC’s military campaign in the sectors as they fought the rebelling colonies. Admittedly, the conflicts were quickly at a end but the Concordance had see much bloodshed in the process and many of the nearby ATC colonies were under civil unrest. With so much going on at the too close the political borders, the Concordance felt that the only option was to intervene as well. Regrettably, when finally met with the clustered forces of the Solarian League in the region, war quickly broke out. Solarian League: Recently formed centuries before the Interstellar War, the Solarian League was previously a mutual alliance between the ATC (Advanced Transhuman Confederation), Cen’turi Cepts, and other distinct alien races. When the distant colonies of the ATC began feuding with one another, this not only alerted the ATC government but also the Bel’Kian Concordance whose territories were nearby by the conflict. When the Concordance began providing support to the seceding colonies and seeping influence deeper into ATC space and the surrounding sectors, the Solarian League forces (though mainly the ATC’s own) pushed forward into the disputed colonies to quell the turmoil. Through coordinated strikes and peace talks, much of the colonies were reclaimed within a few years (either through military action or willing cooperation) though there remained plenty that still persisted in rebelling or wanting simple independence from any group. Eventually, the majority of the conflicts had ceased and only a handful of isolated incidents were ever present. A year later however, the remaining few colonies that still pursued political and military disputes suddenly began one more final push into the ATC’s now controlled territory. The situation escalated further when the colonies were backed by the now fully committed Bel’Kian Concordance, immediately starting the Interstellar War. The Sphere Armies: Aptly named for the giant spherical vessels that ferry thousands of warships and Ascended soldiers through the known territory of ATC space. Aside from the ATC's own astronomical interstellar forces, the Spheres act autonomously (however taking orders directly from the government), acting as a safeguard as they patrol the ATC's sectors. In times of war, whether it is internally or externally, the Spheres are deployed to pacify or to totally dominate any confirmed threats. Since the requirement for recruitment into the Spheres is so extreme, their numbers are easily lacking in comparison to most other military forces. However, this is a matter of quality or quantity as the Ascended that are created by the Spheres can be individually compared to a large squad or platoon. Because of this, the Spheres are considered an elite or special force. Currently active Spheres:
  • Highland Wolves: Bearing a raider motif with influences of Nordic and Celtic lore, the Highland Wolves center their tactics on mobility to outmaneuver an opponent and strike where they are most vulnerable through aggressive reconnaissance and guerrilla warfare. Founded by Lord Varrick.
  • Imperial Battlements: Based on the idea of fortifying a position, breaking assaults, and destroying an adversary with superb organization; donned in powered armor and walling their bastions with impenetrable combat shields, the Imperial Battlements are attested to that of a living fortress. Founded by Imperator Novia Auxientia
  • Blades of Kagutsuchi: Considered the largest of the Sphere Armies, the Blades of Kagutsuchi are well known their superb organization, military professionalism, and deadly tactical decisiveness. Through the years of enhanced simulated training regimes and mediation, the Blades have become incredibly well refined warriors; nearly unmatched in terms of skill. Founded by Fire Shogun Hiroto Minamoto
  • Heaven’s Judicators: Striking from the skies from their jump-jet assisted wings into the thickest of enemy formations and positions, the Judicators brave the worse any opponent has to offer with strong hearts and indomitable courage…If not insanity. The Judicators favor shock tactics and impressive firepower to mentally break down their foes and thus shattering their lines. Founded by Grand Marshal Alexander.
Technology
Weapon Projectiles: - Ballistics: Due to low production costs and cheap manufacturing, ballistic based weaponry are widespread despite the obviousness of its archaic and crude nature. However recent advancements in the simple design returned these weapons back into military hands but notably lesser forms are still used publicly. -- Needle: Based on penetration, needle rounds are deadly and known to “bypass” personnel armor as if it were like paper. Even if the round fails to penetrate, it will break down on impact and fragment anything in the vicinity. -- Slug: Simple, crude, and yet devastating. These oversized mini rockets have been known to punch holes through soft targets usually with very bloody results. A single slug has been confirmed to overwhelm common kinetic defenses due to its huge impact delivery. -- Gyrojet: Also called “smart rounds”; gyrojets are miniature warheads capable of tracking a target designated by the operator. Though the firing arcs may not follow a target completely, keeping the crosshairs steady will ensure a hit. - Energy: Though complex in design, energy based weaponry are powerful and are commonly favored amongst most military forces, especially when the energy cells that power these weapons are capable of self regeneration. -- Energy Pulse: Energy Pulse weapons fire brief high-energy pulses or bolts into a target, delivering excellent impact but also deadly heat damage as well. Since charge rates are so low, more bolts can be quickly fired off in succession. -- Particle Beam: However not known for extreme rate of fire, Particle Beams or nonetheless powerful. Upon discharge, these beams slam their target with kinetic energy, blasting away with a high stream of subatomic particles powerful enough to carve through most materials. -- Plasma: High-energy ionized gas that can burn or even melt targets due to their extreme heat. Since plasma can be manipulated in multiple aspects, super-heated beams and bolts are common projectile discharges. -- Anti-Matter: Primarily used to power star ships as they travel through space, but has since found its way into military applications. Antimatter is incredibly powerful against any target but very risky however to use; it doesn't take too much Antimatter to trigger a large explosion. Close Range Weapons: With the introduction of active personal defense systems, melee weaponry; once believed to be crude and archaic tools of primitive warfare were reintroduced as a response to this. Melee weapons are meant to bypass these defenses that would normally block most ranged projectiles. - HF (High-Frequency) Blades/Disrupter Blades: Extremely deadly blades capable of slicing through most know materials. HF Blades resonate at very high frequencies; so much so, this causes the molecular bonds of a target to weaken, allowing the blade to easily cut through, no matter how dense the target is. Disrupter blades are capable of performing the same feat by generating destabilizing fields. - Gravity Clubs/Hammers: Though rather unwieldy, gravity weapons are extremely effective against armored targets. These monstrous weapons project kinetic pulses upon swinging the weapon and upon application, the target is either crushed or flattened completely. It’s advised to have very adequate protection while using a cumbersome weapon like this. - Pile Bunker: An odd weapon to see being wielded by anyone. Usually seen in construction and mounted on bipedal machines, pile bunkers are effective in penetrating armored targets and damaging the internal infrastructure. It is completely lethal against soft targets, usually impaling them. EDIF Defense System (Energy Dispersion and Interception Field): Though cover provides the best defense, its sometimes best to abandon that cover while under heavy fire to advance or retreat if need be. The EDIF Defense System provides an all-around protective bastion around the user, absorbing or intercepting incoming fire. While handy as that may sound, it doesn't last forever unfortunately as the system can be overtasked with too much fire and the entire field can collapse, temporarily making the user vulnerable. NanoMass Technology: Nanite technology has come a long way since its development several millennia ago and has since been applied to numerous fields. NanoMass in its neutral state looks nothing more than a small chrome cube. Once programmed however, it can be permanently turned into almost anything given the essential resources. It’s because of this fact that NanoMass is highly regulated and only given to the proper facilities and users in order to keep it from being used in the wrong hands. Further developments of the technology have added on the ability to reconfigure the shape of an already programmed object into a much smaller form, making it easier to wield and transport until deployed. Byproducts of this development: - Assemblers: Though most NanoMass devices are normally programmed to retain their form, the Assembler however was developed to alter its form more than once after programmed. From civil to military purposes, Assemblers have seen widespread use throughout the known galaxy. Utilized through the use of a NVP Suit (and can be located anywhere on the suit), the Assembler shifts modes based on the user’s neurological commands, allowing for efficiency and quick response times. Though civilian purposes may vary, the Assembler militarily wise can be programmed to transform into one to two types of weapons. - NVP Suit (Neurological Variable Performance): Capable of being deployed at will, the NVP Suit materializes around the user, creating a first, second, and third line of armor and nano-weave. With a EDIF System built-in as well, the NVP Suit becomes a rapid response defense for those using it. The suit also assists with sensor tracking and life stability, helping the user out significantly in a combat situation. If the user’s life suddenly becomes at risk, the suit will lock up in an attempt to prevent or reduce any more damage until they can be safely evacuated. - Symbiote: Unknown to many of who developed this “living” NanoMass however its first appearance was used by that of the Ascendant soldiers of the Sphere armies. The Symbiote has been described as some variation of the NVP Suit but capable of faster simultaneous functions and processes. Since the Symbiotes are so carefully guarded by the Spheres, it is assumed that only the Ascendants may utilize them. Cyber Link/Port: A type of implant or accessory that allows the user to access and interface with computer terminals and other devices via the brain. The node itself is used by most people nowadays normally as portable phones or computers. Even by most militaries they can be extraordinarily tactical and useful in most situations as this provides a sort of cyber telepathy with multiple units. Cyberverse: A seemingly never ending sea of digital information, now expanding over thousands of star systems, broadcasted by perhaps millions of satellite nodes through FTL communication. Jump Gates: Seen orbiting around the most active colonies or planets, the monstrous Jump Gates are capable of near-instantaneous travel from one star system to another. Based on the target destination, travel through these gates may take only several minutes to even an hour; insanely fast when compared to warp travel. FTL (Faster Than Light) Drives: For all space faring races, the means to travel through space is a demanding requirement for any interstellar empire. The most common form of FTL travel is through the Warp Drive, a propulsion system that allows travel between two points in a reduced amount of time. This is accomplished by a warp field or bubble that encompasses a vessel, pulling it through slipspace until the vessel reaches its destination. Another FTL propulsion system is the Jump Drive, a recent development in the technology found on enormous star ships capable of almost instantaneous travel between star systems. This powerful drive is usually found on motherships, allowing it to pull not only the vessel but everything within the warp field; very convenient for ferrying an entire fleet quickly into disputed territory. VBMPs/VBMWPs (Variable Bipedal Mobile (Weapons) Platform: Filling in the most laborious of job descriptions, the towering VBMPs can be found from construction to military applications. Loosely biped or quadruped in appearance, these mechs or mecha as they are sometimes called (preferably as VBMP is hard to say in conversation repeatedly) are normally capable of transforming into compact vehicular-like modes for fast transit or additional functions and fire power. Psionics: Strange paranormal abilities called Psionics allow a user to manipulate the matter and energy around them. Though most races have evolved enough to the point where Psionics can be wielded, there are those that simply cannot access them, where they are born from technology or due to the mental makeup of the subject; Hephaetons, Drakkas, Kotorians, and Vexi unfortunately may not tap into these abilities. All Psionic abilities exist in the real world, and usually most individuals can become a Psionic though they will need the knowledge and proper training in order to use them. Psionic users are categorized in specific classes based on their overall power and their abilities. E Class Psionics don't have many abilities and are not that strong but they are the most mentally stable. S Class Psionics are the highest ranked; usually having many abilities and are naturally very powerful but they do run the risk of mental instability. To ensure mental control, Psionics are required to be in-fitted with neural implants to avoid aggressive mental breakdowns
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