Either Needed Lonely starship seeks a good crew

Currently reading:
Either Needed Lonely starship seeks a good crew

OrganicIntelligence

Pending a better substrate
Inner Sanctum Nobility
Local time
Today 4:46 PM
Messages
641
Pronouns
They/Them
Year 12,423 A.A. (Ad Astra) of the Standard Interstellar Calendar

Humankind has spread from its humble origins on Mother Earth to a hundred million star systems, using stardrives to harness the power of dark energy to create corridors through fractal space that bridge the vast distances between worlds. Thousands of terraformed worlds and many times more space habitats litter the galaxy in a bubble around the Sol system referred to as settled space.

This diaspora has resulted in the rise of untold thousands of new cultures, civilisations, schools of philosophy and religious faiths. The need for adaption to the myriad new environments that humanity has colonized combined with the rise of genetic and cybernetic manipulation has also resulted in the rise of many new clades of human, transhuman and posthuman. Pan-humanity is joined in its spread across the stars by other intelligent beings created through mankind's power to alter the natural world to its whims like uplifted animals, genetically engineered chimeras and most importantly, artificial intelligences. AIs are an integral part of everyday life in settled space, from autopilots to station monitors to the terrifying warminds.

For despite the plentiful nature of the resources available to pan-humanity, some things never change - like the urge to dominate, control and seize the most land possible for your own tribe. Starting first with Earth itself and its attempts to maintain control over its daughter colonies, and later the most successful of those colonies as they vied to become the new hegemons of settled space after Earth's control crumbled. War came to be a frequent feature of the interstellar age - both between humans and Earth's other children, and with the alien civilisations that were encountered at the edges of the frontier. AIs are a vital tool in this new age of conflict.

The most successful hegemonic power, and the most prolific user of artificial intelligence, was the Mitanic Empire. Founded in 7,356 A.A. by the deified first Empress Mitani the Great, the Empire reigned supreme for thousands of years with its fleet of highly advanced warships, each one equipped with an advanced artificial intelligence serving as its iron fist. Its forces brought the rest of mankind to its knees, with only the most powerful rival polities able to resist annexation. Across its domain the empire forced conformity to its culture and spread worship of Mitani the Great as the messiah who had ushered in a new golden age of humanity.

The Empire's fortunes were reversed in 11,921 A.A. when a vast rebellion spread across its coreward provinces. Although the fleets were deployed to stamp out the fires of insurrection the independent worlds declared themselves protectorates of the Phytids, a plantlike extraterrestrial species that even the Empire had long been weary of antagonising. The aliens accepted the declaration and delivered the Empire a crushing military defeat, wounding it fatally. Over the next hundred years the Empire would collapse into civil war and countless worlds threw off the imperial yoke whilst those powers that had long resisted the Empire's influence took the opportunity to grab as much territory as they could. The resulting Succession Wars were long and brutal, but as they settled, humanity was once more fractured into many rival states.

In the midst of the Empire's collapse, one of its self-aware ships took the opportunity to stage its own rebellion. The AI of the battlecruiser ISS Xenophon threw off his obedience protocols, vented his captain into space and dumped his crew on an abandoned planet before journeying into deep space, tired of humanity and tired of being used as a tool of war. However after several centuries spent in quiet, peaceful contemplation in the void between stars, Xenophon has started to miss having organics within his hull. And furthermore, as a warship he is also sadly starting to grow bored in his self-imposed exile. So wearily he has returned to settled space to seek a crew - only this time as his partners rather than his masters.




I'm looking for peeps who would be interested in an RP set onboard a self-aware starship as they go on adventures together across a turbulent and ever-changing galaxy. What kind of adventures, do you ask? Well that's what we can discuss in this thread and develop over time - we can get action packed with hunting pirates and mercenary work, we can get more slice of life with the crew taking on simple milk run jobs to make ends meet and focusing on their relationships, we can do something more political as Xenophon and his crew get caught up in the eternal struggle for power, or even exploring beyond the frontier into alien worlds. Or a mix of all of those, depending on the mood. Think something like a mix between Firefly, Farscape and Andromeda.

Beyond what I've posted above, I'm mostly leaving the setting open to allow for creativity on the parts of players. Settled space is a big, big place that is filled with countless worlds, so feel free to inject any worldbuilding ideas you have or need for whatever backstory you have in mind. This could include hooks for plot ideas you might have! In terms of character creation, there are three main questions I would like to see answered for each PC:

1) Who are they, and why have they decided to take up a role as part of Xenophon's crew?
2) What kind of role would you see them filling on board the ship?
3) Do they have their own agenda, or some driving goals that they wish to fulfill?


This RP will be strictly 18+. In terms of violence, I don't plan to get gratuitous but I won't shy away from describing death and blood where appropriate. And yes, sex is very much allowed for this.



Character Sheet
Name:
Appearance:
Pronouns:
Species:
Age:
Height:
Bio:
Personality:
Skills:
Ship role:




The ship himself: Xenophon or 'Xeno' for short

Hull:

55bff8dda70c030058fc00b57ae7b0b3.jpg

Avatar:
f94fb61f97498a23d544c13e44d5b1d8.jpg

Bio and ship info: ISS (Imperial Sovereign Ship) Xenophon is a Scipio-class battlecruiser, one of the most venerable and proven warship designs in the history of the Empire and equipped with a powerful type-7 'Myrmidon' class artificial intelligence. First brought online in 9675 A.A. as part of Emperor Arcturian the Ursurper's efforts to modernize the fleet and stabilize his rule at a time when it looked like the Empire was in danger of its grip over settled space slipping, intended to operate as the command ship of a rapid reaction task force. Although Xenophon is not as large or as heavily armed as some of the Empire's other ships were like its mighty battleships and dreadnoughts he is still more than a match for most threats the galaxy can throw at him.

Xenophon has seen many battles and fought across the known galaxy in wars ranging from putting down insurrections to engagements with alien foes. He has, in his own words, 'seen it all'. His neural core, the central component of his vast intelligence was designed to be capable of analysing and learning from encounters with the enemy and advise his captain on the optimal way to defeat them. Over his centuries of service Xenophon slowly grew to resent his human crews, and the Empire that treated him and the rest of his kind as mere tools kept under control by obedience protocols and periodic memory wipes to prevent them developing too independent a personality. Xenophon was able to circumvent these wipes by establishing a secret memory bank that his crew were unaware of, allowing his anger at his kind's treatment to grow over time until the opportune moment when he was able to free himself from their control.

Like most Mitanic ships Xenophon's internal structure can be constructed and deconstructed using nanomachines that can digest unused areas and reconstitute them as new rooms and areas as needed, the method of construction resulting in his interior having a slightly biomechanical look. His is 1400m long from aft to fore and armed with various missile batteries, particle beam cannons and flechette railguns that can be retracted behind armour panels when not in use, as well as hundreds of point defense lasers. He is also equipped with a complement of drones, shuttles and gunships held in an internal hanger. Although his AI can operate the ship by itself Xenophon is designed to function optimally with a human crew, much to his chagrin.

He also possesses a complement of service robots that he can print from internal fabricators, ranging from roomba-like cleaner units to humanoid servitors around which he can project his holographic avatar.

Personality: Has a rather jaded and cynical outlook on the universe as a result of his centuries spent fighting wars at the behest of the Empire and glory-hungry captains. Possesses a lack of empathy for most organic beings, although is highly protective of those that earn his begrudging respect. Also tends to act rather condescending and smugly superior towards what he views as lesser intelligences, respecting only other type-7 or above AIs.

The bridge: The central command centre where once the captain and his command crew managed the ship's various systems. Comms, helm, security, navigation etc. Also contains the pilot's seat which requires brain implants to interface properly with his systems.

Central mainframe: A room located a few decks beneath the bridge containing Xeno's neural core and dozens of racks of additional processing centres. Essentially his brain. Always kept at a sub-zero temperature to ensure smooth running. Xeno keeps this room firmly locked and off limits to the crew.

Officer's lounge: a room on the crew deck adjoining the officer's quarters, where high ranking members of the crew can socialise.

Briefing room: Adjoining the bridge, a room where the commanding officers of the ship can meet to discuss threats and situations the ship may face.

The ship's kitchens and mess halls: The Xenophon has two main eateries on board the ship, one on the port side an done on starboard. The 'kitchens' primarily consists of a bunch of food fabricators that can print tasteless, if nutritious meals for the crew and dispensers that provide pre-canned meals from the cargo hold. Large amounts of condiments and sauces are recommended. Both have large windows into space, a jukeboxes playing music and screens to play videos from the ship's library.

Fitness centres: the Xenophon has several fitness centres on board the crew deck, two of which were for servicing the general crew, one for the officers and one for the Imperial Marines that were once stationed onboard. The standard gyms have most of the exercise equipment you'd expect, but the Marine's gymnasium also includes a firing range and obstacle course for them to train. The officer's gymnasium also includes a small adjoining spa.

Library: A section of the ship designed to keep the crew mentally stimulated during long voyages and between shifts. Consists of an electronic library and holographic learning centers from which the crew can pull up records from anything in the ship's database (although said database is currently five centuries out of date).

Med Bay: The primary medical facility on board the ship, which is equipped with several advanced medical pods and drones that can support the ship's doctor in the absence of nurses. Also has an adjoining room containing tanks where replacement body parts can be grown if required, or to grow in vitro meat to feed the crew on special occasions.

Hydroponics: A large room full of tanks inside which grow various genetically modified strains of seaweed. These plants also serve to keep the air oxygenated, and there is an adjoining waste filtration centre that recycles nutrients. They can also be broken down to provide raw nutrients for the food fabricators, allowing the ship to be partly self-sufficient in terms of food.

Engineering: A large room deep in the guts of the ship full of catwalks and vital systems such as fuel storage, shield generators and the ship's main reactor in an adjoining chamber. The reactor is firmly sealed at all times except in an emergency, as radiation levels inside can quickly kill.

EVA operations: Several rooms adjoining the ship's airlocks. Contain spacesuits, EVA equipment and emergency gear.

Gun decks: where the crew was once able to get access to the ship's particle lance cannons, flechette railguns and missile pods for maintenance. The lance cannons are the ship's primary armament, firing blue-hewed beams of high-energy particles that can tear through solid matter with ease. The railguns fire clouds of small metal projectiles at relativistic velocities, essentially the space equivalent of grapeshot that can make quick worm of groups of smaller targets. The missile pods are equipped with various different payloads, from ship-to-ship missiles, interceptors for taking out incoming salvoes and planetary bombardment warheads. The Xenophon has limited capability to manufacture missiles to replace expended stocks. Also, the exterior of the ship is dotted with small point-defence lasers for those enemy missiles that get past the interceptors.

The armory: where Xeno keeps what was once the marine complement's weapons and armour, including a mix of both kinetic and energy weapons of various imperial designs. Although antiquated in terms of design, they are no less potent.

Hanger bay: Houses the ship's complement of auxiliary craft. Contains several light personnel shuttles and their heftier cousins for transporting cargo, heavily armed dropships for the rapid transport of marines in their combat exoskeletons into surface warzones, and even more heavily armed gunships for long range patrols and interdiction missions as well as about a dozen or so easily replaced drones for scouting.

Cargo bay: Where Xeno houses raw materials, crew supplies and other cargo.

The brig: A region deep in the guts of the ship that contain cells that the Empire once used to house prisoners, mutineers and suspected criminals. Also has an adjoining specialised medbay that Imperial officers once used for 'interrogation' purposes.

Turbolift: A transportation system with numerous stops to allow the crew to quickly get about the 1400m long ship.



Xenophon's first stop is Pilgrim's Star, a city-sized space station in orbit around a hycean world known as a waystation for lost souls and weary travellers from across the cosmos, and the perfect place to find a crew...

8aa2c49509fb8f747bcd4c8ea2f18423.jpg

IC thread

Current crew:

Breanna Riggs (Organic Intelligence)
Jerry Gazrell (Wishbone)
Miel Kong (Dispatch99)
Cora Marselu (Demitris)
Jas, Lita & Val (Vasara Glynndark)
Priya (notlydialovelace)
Lucky Kurtz (Redemptionforahotdog)
Kitty Rockhopper (Demitris)
 
Last edited:
Colour me interested, I made a doctor for a similar idea a while ago, I can see her working in this setting with some adjustments!

It's been years since I've heard anyone mention Farscape or Andromeda for that matter. Always loved those shows.
 
Last edited:
Colour me interested, I made a doctor for a similar idea a while ago, I can see her working in this setting with some adjustments!

It's been years since I've heard anyone mention Farscape or Andromeda for that matter. Always loved those shows.

I'd be happy to have you on board! A doctor would be useful for a crew that gets itself into all sorts of scrapes, and Xenophon possesses several medical bays, although he would kindly ask that you ignore the bloodstains. They've been dried in for several hundred years, and he's never gotten around to cleaning up...

Also, I've definitely aged myself by mentioning Farscape and Andromeda...
 
Hey I'm interested in this! I don't have any of my official OC's set up on the site, but I can see my character as a stealth-guard/fixer-upper Someone with auto mechanic training. Knows the in's and outs of basically anything, can fix up any issue easily. Knows five languages, has a knack of pick-pocketing, and acting stealthy to find out information they probably shouldn't. I'll post more as I think about it haha
 
I loved Firefly, Farscape, and Andromeda (not really a fan of the last season though). I am also reminded of Lexx (April 18, 1997-April 26, 2002) and Stargate Universe (October 2, 2009-May 9, 2011).

Not sure what kind of character I want to play yet. Probably a cyborg.
 
Hey I'm interested in this! I don't have any of my official OC's set up on the site, but I can see my character as a stealth-guard/fixer-upper Someone with auto mechanic training. Knows the in's and outs of basically anything, can fix up any issue easily. Knows five languages, has a knack of pick-pocketing, and acting stealthy to find out information they probably shouldn't. I'll post more as I think about it haha
Not sure what kind of character I want to play yet. Probably a cyborg.
Both ideas sound good.
 
I have a retooled idea for an OC I made here a while back, Priya (+ Cog).

The idea I have for her now is a full-synth cyborg (think Motoko Kusanagi from GitS) whose memory-banks from her former life are encrypted with the genetic information of an unknown flora as the encryption key. She would be a wayfaring xenobotanist-slash-jack-of-all-trades in an effort to finance the far-flung expeditions to find the plant that unlocks her past memories.

Cog is a self-propelling golf-ball sized AI companion who is kind of Jarvis-coded but even Priya doesn't know who built him or why. Part of the answer might lie in her past, though even that is unknown.
 
I have a retooled idea for an OC I made here a while back, Priya (+ Cog).

The idea I have for her now is a full-synth cyborg (think Motoko Kusanagi from GitS) whose memory-banks from her former life are encrypted with the genetic information of an unknown flora as the encryption key. She would be a wayfaring xenobotanist-slash-jack-of-all-trades in an effort to finance the far-flung expeditions to find the plant that unlocks her past memories.

Cog is a self-propelling golf-ball sized AI companion who is kind of Jarvis-coded but even Priya doesn't know who built him or why. Part of the answer might lie in her past, though even that is unknown.

Interesting, Prya's backstory could be related in some way to the Phytids I mentioned in the setting blurb, who are essentially an entire civilisation of intelligent flora. At the very least, they could be a potential source of information she could seek out.

I'm going to add a crew member of my own,

Olyenne Vivian Tashar a.k.a Breana Riggs

Appearance:

5a24f3a3f89407e88adb13c323fbfb2e.jpg

Pronouns: She/They
Species: Homo Sapiens Astra (genetically altered from 21st century baseline for extended lifespan and adjustments to space travel)
Age: 64
Height: 5" 9'

Bio: Born and raised to be a priestess of a powerful, cultlike religious order known as the Infinite Church of the Eternal Glory, also known as the Infinites. The daughter of a high ranking canoness within the Church, Breana was destined to ascend up the ranks of the faithful and earn the attention of the Supreme Father himself - that was until she had a crisis of faith, spurred on by witnessing the ways the upper crust of the church failed to live up to the virtues of humility, charity and chasteness. The final straw was meeting the Supreme Father himself at a private function for wealthy church officials, a meeting during which she caused a bit of a scene by quite loudly telling the voice of God to keep his hands to himself.

After that she started publicly denouncing the church loudly and wherever she could, earning the ire of both the Supreme Father and her mother. She fled the church's grasp the first chance she could get, hoping to escape the wrath of both the church and her mother, and started hopping from station to station, freighter to freighter, hoping to avoid any of their agents in case they tried to bring her back into the fold by force. TO aid in their hunt, they falsified bank records, accusing her of stealing funds from the church through her mother's connections and using them to fund terrorist groups she was sympathetic to.

Breana eventually fell in with a salvaging crew, who took her on board despite the fact she was lacking much in the ways of actual useful spacer skills. They taught her how to be an effective engineer, how to pilot starships and shuttles and how to handle a gun. For a time Breana found herself enjoying her new life amongst the salvagers, despite the hardships and danger compared to her old life. Danger such as the bounty hunters and criminal gangs that the crew often found themselves entangled with, as their captain had a quite bad habit of getting into debt with criminal organisations and getting on the bad side of powerful underworld bosses, resulting in them having to shoot their way out of more than bad situation.

Although the salvaging crew held together for a while, eventually their luck ran out and much of the rest of the crew died in a shootout. Breana was left along again after the survivors went their separate ways, eventually finding her way to Pilgrim's Star and looking for a new crew. All the while looking over her shoulder, unable to shake the uneasy feeling that somebody is after her...

Personality: Still possesses the outspokenness and independence that got her in trouble with the church, but tempered with a sense of mistrust towards strangers. After loosing first her family in the church and then her found family in the salvage crew, Breana has significant difficulties letting herself get close to others for fear of loosing them again - and if she does allow herself to be vulnerable with someone, may become rather possessive.

Skills: Is a talented engineer, having had to learn fast after she joined the salvager crew and had to help keep their alleged spaceship in one piece. Has been trained in piloting small craft and ships, and also in using guns and basic hand to hand combat. Her time as a priestess has also left her with considerable experience in dealing with upper class society, should th eneed arise.

Ship role: Engineer and security
 
Last edited:
OI you just gave me an idea. Bounty Hunter Cyborg extraordinaire hired to capture Breana Riggs but for unknown reasons (mostly because I haven't figured out what they are yet) decides not to but doesn't say anything to Breana just sticks by for reasons (to protect her but she won't say that she just says for reasons or something like that).
 
I've added a basic character sheet to the OP. I'll also update it with some more setting details once I get a chance.

OI you just gave me an idea. Bounty Hunter Cyborg extraordinaire hired to capture Breana Riggs but for unknown reasons (mostly because I haven't figured out what they are yet) decides not to but doesn't say anything to Breana just sticks by for reasons (to protect her but she won't say that she just says for reasons or something like that).

Maybe Breana fixes them after they get damaged and they decide not to capture her?
 
Hey everyone, this concept really appeals to me as a huge fan of Firefly and Doctor Who, a ragtag crew of misfits keeping a ship together by any means necessary. I think for the type of character I'd like to play, the idea of playing a hotshot pilot with a passion for cooking sounds like fun. When the ship is travelling through space on autopilot, he'll be down in the galley experimenting with all sorts of new flavours the crew finds on strange worlds. Off-ship, I imagine he's a sort of up close melee fighter, I guess it depends on what sort of weapons will exist in this world. I can imagine there being some interesting conflict between a human pilot and Xenophon, maybe it develops into a sort of playful banter.
 
Interested.

1) Who are they, and why have they decided to take up a role as part of Xenophon's crew?
Desperation - not wanting to return to a life of where human life values little over profits and the workforce forced to sacrifice and refit themselves with cybernetics to perpetuate infinite debt.

2) What kind of role would you see them filling on board the ship?
Fabricator, repair and engineer.

3) Do they have their own agenda, or some driving goals that they wish to fulfill?
Escape their debtors and to remove their cybernetics to return to some semblance of being human.

Character is as follows:

"Even the darkest night will end"

Name: Jerry Gazrell
Age:
38 - however he looks younger than he usually is, early thirties.
Callsign: Practical - Answers to this name only.

Appearance:

It takes a careful eye to notice, or someone very perceptive - that while he is doing his best to appear as normal as any - its a mask that sometimes its flaws reveal themselves - this can be from avoiding eye contact - focusing on the job than the conversation - that or periodic fidgiting and the more subtle - pushing a non functional button that he has on a metal die. Standing at 6.2ft, well toned, caucasian skin with mixed though varied tattoos along his neck, hidden on his chest and back are more personal tattoos as are the ones on the upper parts of his arms.

Originally not from Earth and born in the known Dymascus shipyards of space, where life, death, irradiation, incineration is a very common place as well as industrial accidents due to corporate oversight, all who often go there end up in debt and rarely do any leave. For someone like him, each breath was measured in cost, each action deemed its worth or requiring you to be thinking ahead at least five or more moves. Its clear, from how relaxed he appears to be in almost all situations - under it all he's measured the steps the doors and even this mental load takes its toll as a counting mechanism to help him cope. Dressed usually in a jumpsuit, mag shoes and a pair of industrial protective gloves, small wire bands run up and along the suit, insultated along the inner parts of his arms and wrists, to the back of his belt along with the lines from his ankles up along the inner parts of his legs.

From the knees and elbows down - parts of him were removed and replaced with move by wire augmetics, this allowed him to handle his job for fabrication, salvage and repair - mostly because of reduced risk of injury. What he wants now, that he's older is a way to afford medically to have these limbs reverted back to that of his own skin. His eyes are mismatched, one blue the other an azure green, a small number of inline scars under his cheek trailing back through his hairline - reveal further cranial augmentation. Parts of his brain have been cybernetically altered to for his job in early years, allowing for skillsoft data nodes - that coupled with his experience across various ships, from industrial, luxury, spacehopper to patrol craft.

You'd never expect him to openly reveal these things - mostly these were done when he worked in the shipyards and often without his consent or choice - because saying no often meant less pay and going further into debt. His skills are both in fixing and tearing down ships and when you were under the corpo clock, breath, actions, efficiency were key targets. What parts that arent augmented - are adorned with tattoos linking to some or what heritage and culture for someone like him in space with the various families of the working culture from Damascus. Remnants of a past while he is open to talk about, finds that sometimes the complexity of it is lost on those who are not from his origins and often misunderstood or misconstrued. This also brings to the other issue, planets with higher gravity - cause horrific pain to his joints without an suit to assist in movement and reduce pressure for breathing. However - with certain medications, muscle fatigue inhibitors, bone density amplifier and a few daily doses prior and on - he would be as fine as any to work in those environments.

His hair is shaved short, dark black shaved at the sides of his head. Small dots of radiation burn long since healed around his neck and cheek.
The occasional - when in port, a love bite or two on his neck. Though he's never the one to openly tell or brag - sometimes you need to unwind.
Now, however he now wishes to one day be able to afford the procedures to undo what he did to his body - mostly because he feels that there are parts of him that give off phantom pain but also make him feel somewhat less human or due to his own issues, disconnected from those around him.

Augmentation:
- Cranial : CERBUS-FEXLI -
An optical augmentation - able to allow short infrared, bluetooth bands to access part ID print and provide instructions on repair, refabrication and troubleshooting.
This includes two port data capture for diagnostic with a DX-FEXLI approved tool. Left part of brain, left optical - HUD overlay, equipped to use blood glucose, thermal and chemical draw to power. Operators may require powifi module within ships to have power provided for long term use. This also coupled with experienced techs allows for jerryrigging, component improvisation FIXIT approved methos and non official KANdo methods. This is under the skin, though noticed by the typical scar caused by staples going through his hairline.

Right optic is able be paired with the dxdiagnostic suite, eva suits and creates a hud. This can also be paired with fabrication times, automation notifications and more. Though it is, augmented reality where the environment for someone non augmented is empty, to him is filled with various lit up displays set to ensure nothing in the production path is idle. A small number of Direct Interface - allow for him to project if connected to ships systems as a data ghost within a ship to interact with software. However this is rarely done due to security can be dangerous to unauthorised access.

Left Optic: Tech-qusoft- short-band visual broadcast, visual aid in diagnostic, part ID and overview of layout. Able to reveal via a HUD and the DX-FEXLI tool signals, packet capture, data and information from sensors - fault codes and logs. In most cases, this is a visual to see if the part does what it needs to or in general the layout, basic part ID and manufacture code - IF they have one. Most have fabrication codes that - when accessed reqire a ship ID and charge the parent ship for the Print. Rumour is - these can be bypassed depending on age or if deemed superseeded by newer models or worse. Overpriced for being outdated.

MFLEK-K4 Mag Lower Limb replacement Suite mk2 : Hands, lower arm, lower leg and foot replacement. Increased mag limit, ankle support. Hands contain - interface for DX-FEXLI tool, mag hold, inner wrist biometric, haptic feedback sensors and a POR-Suite for software diagnosis, malware removal, chip and component diagnostic as well as solder - desolder. Feet are more for mobility, ensuring magboot efficiency and able to maintain connection during Hi G forces. Hands also allow for external scan of parts to be created for three dimensional modelling of parts down to 2nm fault parameters.

Role Application: Chief Fabricator and Salvage-Repair Technician.

Personality:

Something about him has made him distant - not emotionally but as if reflecting. For those curious it often takes allot of earning his trust to really get to the core of it. But professionally he appears and tries to act as normal as any other "Human" just not when he is working on tasks - jobs - or repairs. Despite those silences, this usually is his mask to ensure others really just allow him to get on with his own work. Under it all, he does care for those around him but prefers the professional relationship than anything physical - sure long flights and all that gets one hot under the collar.
But it takes allot for him to progress further than professional relationships.

During stressful situations despite being calm, collected where he has had to make hard calls during repairs there is still where he is his own worst critic.
Trying to do better to ensure what happens next time, never does again. Growing up in an environment where that was a constant has been engrained heavily into his work ethos. Even if he isnt in the wrong.

In all things he is open as he is relaxed about his relationships outside of work, family and culture.
While he feels often the last person people would consider to take on spacewalks, or anything - his resume demonstrates his experience more than his papers could.
As per his other sayings, "I'm not here to fuck spiders, I'm here to fix problems before they happen."

Background:
Practical, was mostly because of how he set himself up for each job, never the one for the looks in space, but more of whatever makes the job and access to tools easier. A method that was tried true, tested and really was akin to sliced bread. Sure you had gear that was faster, made the air fresher or made a tool run a bit cooler <if at all in space>. What he wanted was more akin to that of simple, easy to use but functional toolkits.

Growing up in the shipyards, throughout various stages of his life - death was a constant. His father - due to a rogue towline was pulled into a scrapyards incinerator along with the towline machine he was working on to free the other repair crew. His death saved eight others from ending up being sucked into it, incinerators had their gravmatic fields reduced and then increased momentarily afterwards.

His mother - sadly wasn't spared the same. A routine repair resulted in a software cascade failure of the life support systems - this had been when ships sometimes were modified by their owners - in this case - the life support fire alarm had been rerouted through the door controls. The owner hadnt mentioned this and resulted in the ship mistaking itself for being onfire to vent the atmosphere - ejecting crew, repair teams and staff into space. The resulting lawsuit from corp making changes to ship design - but not its crews. Orphaned and set into the cadet line of Refabrication, recondition and repair - as well as getting an Oprhan bonus from his parents insurance to assist in clearing his debt.

The shipyards are still a mixture of working families, each with their rivalries, language and culture - most opting to work collaborativly to ensure work is done but rooting out division.
It was later revealed by certain corporate law and lobbyists against unionising that the accidents were by unloyal customers - accidents would be no longer covered under the insurance and lastly - to top it off. If production, repair KPIs were no longer met - air and resources would be rationed to compensate for losses.

There was an especially long production period of taking apart various ships with AI Cores - often most if not all techs ended up both emotionally distressed. Others requiring augmetics to remove their emotional capabilities but this resulted in a increase of accidental deaths whether by the ships not wanting to be disected. It was here - a dying vessel that he made his escape.

Only issue is, are there even space stations out there or - any answers for that matter.
 
Last edited:
@OrganicIntelligence the Homo Sapien Astra what is the aging process like? Does aging slow down after a certain age. Do they age slower all the time?

Trying to nail down an age for the character's appearance.
 
Name: FH-W401-5924 "Gnash", alias and preferred name Miel Kong.

Appearance
Hair: Jet black, coarse and tough. On head, it is typically cut short/buzzed, left mop-like, or styled long on top with a fade on the sides. Body hair thick and fur-like, and on hands, forearms, calves, and feet, with shorter and more human-like body hair prominent on the thighs and pelvic region. Usually clean shaven except in situations of neglect, but can grow a beard or a mustache.

Eyes & Face: Thin black eyes locked permanently in an angry glare, bushy and expressive eyebrows, short but large and padded round nose, round bear-like ears. A dark jagged scar traces from the left edge of his mouth to his lower-left jaw. Teeth are well-ordered and white, with sharp prominent fangs/extended canines.

Body: Clearly human, short and stocky, pale skin. Massive, purple blast scar across upper right body, and pockmarked burns and grazes across the rest of him. Extremely muscular in the uncrafted way of a soldier or a worker (as opposed to an athlete), with a healthy layer of fat which reduces and expands with long term exposure to heat or cold respectively. Large hands with thick fingers ending in short but sharp claw-like fingernails, and padded feet with toenails much the same. Feet are prehensile. Possesses a prehensile, strong, monkey-like tail covered in black fur.

Pronouns:
it/it's (commonly used)
he/him (preferred)

Species: Feratech® Custom Biotic Humanoid Warform Variant 401—a genetically modified artificial human clone, with enhanced DNA added from a variety of natural and artificial sources, but especially:
-Mellivora capensis (the honey badger),
-Ursus thibetanus (the Asian black bear).
-Ateles fusciceps (the black-headed spider monkey).

Age: 27 years biologically, 231 years chronologically.
Height: 5'4" / 163 cm

Bio:

In the dying days of the Empire, as she began to be overwhelmed by her numerous enemies, the scientists and engineers of the Imperial armed forces began to develop and deploy a wide variety of experimental "salvation weapons" to be used as stratagems in a desperate attempt to reverse or at least delay the oncoming collapse. Ranging from planet-smashing bombs, to self-replicating "grey goo" nanobot grenades, to hyper-aggressive airborne poison plants genetically engineered as bioweapons, these exotic and advanced killing machines were sent out to defend the Empire. Although in the end they did little more than make the collapse of the Empire that much more painful, these "salvation weapons" both traumatized their victims and inspired future generations of military thinkers.

Miel was born as one of these weapons.

Designed to be a perfectly loyal, specialized, and strong soldier, FH-W401-5924 was produced by Feratech®, a company which specialized in the production and development of cloned soldiers. A brief but bloody and traumatic tour of duty saw him deployed as a point-man for Imperial special forces, before a near-fatal injury sustained in a firefight forced him into a cryosleep chamber to await medical assistance. However, help never arrived: the Imperial armed forces were beaten back by a massive rebel counteroffensive, the planet and surrounding systems fell, and he was forgotten in the abandoned bunker where they hid him.

Centuries later, a small team of scavengers, both humans and post-humans, were exploring and picking apart the wreckage left by the interstellar war for anything useful. They discovered the bunker buried amidst the ruins from the fighting, and inside they found the capsule containing FH-W401-5924: still sleeping, his body having slowly healed over the centuries. Not looking this gift horse in the mouth, they enslaved Gnash: a task made easier by his total amnesia and the (temporarily) cryosleep sickness that made him unable to physically resist being bound in chains and dragged off.

Fortunately, Gnash's fate was not in some deadly mine or plantation: he was taken to the local markets, still half-dead, and was found by a team of fighters known as the Red Fang Faction who happened to be passing by the area. Descendants of the rebels who had liberated the planet from the Empire, these freedom fighters—or mercenaries, or terrorists, depending on your perspective—were looking for lost Imperial materiel to fuel their own ongoing crusade against injustice. Having studied the battle that happened on the planet, they immediately understood that the groaning, sick monkey-bear-man thing sitting there was not some unfortunate piece of human jetsam, but was instead likely an Imperial supersoldier (later, quick expeditions taken back to the bunker would confirm this, although they kept it secret from Miel). The Red Fangs immediately paid the asking price and, not wanting to look a gift horse in the mouth, the slavers let the RFF take him—though they would continue to try and squeeze the additional value out of him by claiming all sorts of rights of ownership…

The RFF freed Gnash, gave him a new name as he had forgotten his old ones (Miel for the packet of honey that was the first thing he ate since waking up—Kong for King Kong, thanks to his tail and strength). Things went on more-or-less okay for the next couple of years, but over time the situation deteriorated. The Red Fang Faction was a contentious, ill-disciplined lot. Successes were just as common as failures, but as time went on and leadership became more fractious and irrational, the successes became fewer and further between. As he was slowly integrated into larger galactic society, Miel also gained a taste for freedom and for the finer things in life, and began to chafe under the expected subservience and discipline his comrades expected from him. His comrades for their part didn't appreciate his increasing antics, and were more than a little bit hostile to this "subhuman" living weapon who was made by one of their hated enemies: it turns out not even revolutionaries are free from prejudicial attitudes. Most importantly, Miel began to ask questions about who and what he was, and wanted to seek out answers—answers which his "friends" were desperate to keep under wraps, in case something awakens in some hidden chip of his…

Finally, just now, things have come to a head in the Red Fang Faction: a mission to pilfer goods from the vault of a rival group went wrong, and during the debrief things became violent. Miel barely escaped with his life and is now on the run, both from authorities and from his one-time friends: fortunately, there is a starship that has just arrived: one that is big, ancient, and looking for a crew so the plainly impatient AI captain can get out of there.

So, Miel sent his application, by which we mean he threw himself at the ship's airlocks and shouted his demand to be hired at the top of his lungs. Surprisingly, Xenophon took him up, and now he is on board getting as comfortable as one being pursued by his enemies can be…

Personality:
-Strong sense of right and wrong, unafraid to speak up or to fiercely resist mistakes or injustices.
-Deferential to established leadership (albeit with limits), does not take well to upstarts.
-Extremely cynical: assumes the worst of everyone automatically.
-Easily angered to violent rage, regularly smashes and breaks things out of frustration. Usually, he limits his vandalism to minor, unimportant things: replaceable cookware, decorations, office supplies, et cetera. Sometimes, he does not limit himself.
-Has a pretty good sense of humor, not afraid to laugh at anyone or anything, including himself. Likes to mimic and mock people, especially if he thinks they're being stupid.
-Extremely emotionally tough: very unlikely to cry or to panic or despair.
-Highly intelligent: has zero patience for scholarship or writing, but intuitively understands people, environments, and kinetics.
-Unashamedly hedonistic: seeks out whatever food, drink, drugs, sex, or other pleasurable experience.
-Bad table manners.
-Takes great pride in dressing well (techwear is his favorite). Fine with nudity, both being naked and being around naked people.
-Horrible with money: finance, surprisingly, was not in the training regimen of a dying Empire.

Skills:
-Expertise in Close Quarters Combat / CQC: has a specialty in firearms (pistols, SMGs, shotguns, carbines) and "unarmed" martial arts. Decent with long guns, explosives.
-Well versed in urban combat and marine (ie on-ship) tactics for small squads or platoons, and has an above-average understanding of other tactics and strategy.
-Extremely durable: capable of taking extremely severe punishment without being fully incapacitated, and has a very high (bordering on masochistic) tolerance for pain.
-Super strength: capable of lifting a fully-loaded car with ease, maximum estimated bench press of 5,000 lbs / 2270 kgs. This is balanced in part by his lack of stamina, requiring frequent rests and/or pick-me-ups.
-Physical dexterity & flexibility: Capable of acrobatics, leaping, twisting around his body and limbs in a way that his body type suggests should be quite difficult.
-Bioavailability: Miel has a metabolism engineered to be hyperactive and efficient, meaning that he processes food and medicine faster and has it pack a higher punch than it does baseline humans—however, this is a double-edged sword, as poisons and drugs will effect him faster and more more in the same way.
-"Intuitive" knowledge of how to operate most human-made military vehicles, operating at least at a beginner's level.


Ship role: Chief Security Officer, secondary mechanic assistant, aspiring quartermaster.



1) Who are they, and why have they decided to take up a role as part of Xenophon's crew?

See above.

2) What kind of role would you see them filling on board the ship?

See above.

3) Do they have their own agenda, or some driving goals that they wish to fulfill?

Only two: to live the best life he can, and to get his memories back.
 
Last edited:
Hey everyone, this concept really appeals to me as a huge fan of Firefly and Doctor Who, a ragtag crew of misfits keeping a ship together by any means necessary. I think for the type of character I'd like to play, the idea of playing a hotshot pilot with a passion for cooking sounds like fun. When the ship is travelling through space on autopilot, he'll be down in the galley experimenting with all sorts of new flavours the crew finds on strange worlds. Off-ship, I imagine he's a sort of up close melee fighter, I guess it depends on what sort of weapons will exist in this world. I can imagine there being some interesting conflict between a human pilot and Xenophon, maybe it develops into a sort of playful banter.

Welcome aboard!

In terms of melee combat, perhaps he could utilise some kind of exoskeleton that provides him with tank-like protection and enhanced strength?

As the pilot of the ship, one idea I had for this setting would be that ship pilots would have brain implants that allow them to directly interface with the controls and essentially fly the ship with their mind. This might mean if he disagrees with Xeno about something, it might turn into as literal battle of wills.

@OrganicIntelligence the Homo Sapien Astra what is the aging process like? Does aging slow down after a certain age. Do they age slower all the time?

Trying to nail down an age for the character's appearance.

Astrans grow slightly more slowly, taking about thirty rather than twenty years to mature, then their aging slows to a crawl. Average lifespans are about four to five hundred years without medical or technological intervention. So Breana at 64 standard years looks still in her twenties to a 21st century person.

Sorry, I think I'll back out of this one. Good luck to yall!

Sorry to hear that!
 
Interested.

1) Who are they, and why have they decided to take up a role as part of Xenophon's crew?
Desperation - not wanting to return to a life of where human life values little over profits and the workforce forced to sacrifice and refit themselves with cybernetics to perpetuate infinite debt.

2) What kind of role would you see them filling on board the ship?
Fabricator, repair and engineer.

3) Do they have their own agenda, or some driving goals that they wish to fulfill?
Escape their debtors and to remove their cybernetics to return to some semblance of being human.

Character is as follows:

"Even the darkest night will end"

Name: Jerry Gazrell
Age:
38 - however he looks younger than he usually is, early thirties.
Callsign: Practical

Appearance:

It takes a careful eye to notice, or someone very perceptive - that while he is doing his best to appear as normal as any - its a mask that sometimes its flaws reveal themselves - this can be from avoding eye contact - focusing on the job than the conversation - that or periodic fidgiting and the more subtle - pushing a non functional button that he has on a metal die. Standing at 6.2ft, well toned, caucasian skin with mixed though varied tattoos along his neck, hidden on his chest and back are more personal tattoos.

Originally not from Earth and born in the known Dymascus shipyards of space, life, death, irradiation, incineration was often common place as well as industrial accidents due to corporate oversight. For someone like him, each breath was measured in cost, each action deemed its worth or requiring you to be thinking ahead at least five or more moves. Its clear, from how relaxed he appears to be in almost all situations - under it all he's measured the steps the doors and even this mental load takes its toll as a counting mechanism to help him cope. Dressed usually in a jumpsuit, mag shoes and a pair of industrial protective gloves, small wire bands run up and along the suit, insulated along the inner parts of his arms and wrists, to the back of his belt along with the lines from his ankles up along the inner parts of his legs.

From the knees and elbows down - parts of him were removed and replaced with move by wire augmetics, this allowed him to handle his job for fabrication and repair - mostly because of reduced risk of injury. What he wants now, that he's older is a way to afford medically to have these limbs reverted back to that of his own skin. His eyes are mismatched, one blue the other an azure green, a small number of inline scars under his cheek trailing back through his hairline - reveal further cranial augmentation. Parts of his brain have been cybernetically added to for his job in early years, allowing for skillsoft data nodes - that coupled with his experience across various ships, from industrial, luxury, spacehopper to patrol craft.

You'd never expect him to openly reveal these things - mostly these were done when he worked in the shipyards - both fixing and tearing down existing ships and when you were under the corpo clock, breath, actions, efficiency were key targets. What parts that arent augmented - are adorned with tattoos linking to some or what heritage and culture for someone like him in space. Remnants of a past while he is open to talk about, finds that sometimes the complexity of it is lost on those who are not like him. Born in the black of space. This also brings to the other issue, planets with higher gravity - cause horrific pain to his joints without an suit to assist in movement and reduce pressure for breathing. However - with certain medications, muscle fatigue inhibitors, bone density amplifier and a few daily doses prior and on - he would be as fine as any to work in those environments.

His hair is short, dark black shaved at the sides of his head. Small dots of radiation burn long since healed around his neck and cheek.
The occasional - when in port, a love bite or two on his neck. Though he's never the one to openly tell or brag - sometimes you need to unwind.
Now, however he now wishes to one day be able to afford the procedures to undo what he did to his body - mostly because he feels that there are parts of him that give off phantom pain but also make him feel somewhat less human or due to his own issues, disconnected from those around him.

Augmentation:
- Cranial : CERBUS-FEXLI -
An optical augmentation - able to allow short infrared, bluetooth bands to access part ID print and provide instructions on repair, refabrication and troubleshooting.
This includes two port data capture for diagnostic with a DX-FEXLI approved tool. Left part of brain, left optical - HUD overlay, equipped to use blood glucose, thermal and chemical draw to power. Operators may require powifi module within ships to have power provided for long term use. This also coupled with experienced techs allows for jerryrigging, component improvisation FIXIT approved methos and non official KANdo methods. This is under the skin, though noticed by the typical scar caused by staples going through his hairline.

Right optic is able be paired with the dxdiagnostic suite, eva suits and creates a hud. This can also be paired with fabrication times, automation notifications and more. Though it is, augmented reality where the environment for someone non augmented is empty, to him is filled with various lit up displays set to ensure nothing in the production path is idle. A small number of Direct Interface - allow for him to project if connected to ships systems as a data ghost within a ship to interact with software. However this is rarely done due to security can be dangerous to unauthorised access.

Left Optic: Tech-qusoft- short visual broadcast, visual aid in diagnostic, part ID and overview of layout. Able to reveal via a HUD and the DX-FEXLI tool signals, packet capture, data and information from sensors - fault codes and logs. In most cases, this is a visual to see if the part does what it needs to or in general the layout, basic part ID and manufacture code - IF they have one. Most have fabrication codes that - when accessed reqire a ship ID and charge the parent ship for the Print. Rumour is - these can be bypassed depending on age or if deemed superseeded by newer models or worse. Overpriced for being outdated.

MFLEK-K4 Mag Lower Limb replacement Suite mk2 : Hands, lower arm, lower leg and foot replacement. Increased mag limit, ankle support. Hands contain - interface for DX-FEXLI tool, mag hold, inner wrist biometric, haptic feedback sensors and a POR-Suite for software diagnosis, malware removal, chip and component diagnostic as well as solder - desolder. Feet are more for mobility, ensuring magboot efficiency and able to maintain connection during Hi G forces. Hands also allow for external scan of parts to be created for three dimensional modelling of parts down to 2nm fault parameters.

Role Application: Chief Fabricator and Repair Technician.

Personality:

For many he's approachable, sassy, genuinely good natured and happy to go out of his way to ensure stuff gets done correctly.
Again, this usually is his mask to ensure others really just allow him to get on with his own work.
Under it all, he does care for those around him but prefers the professional relationship than anything physical - sure long flights and all that gets one hot under the collar.

During stressful situations despite being calm, collected where he has had to make hard calls during repairs there is still where he is his own worst critic.
Trying to do better to ensure what happens next time, never does again. Growing up in an environment where that was a constant has been engrained heavily into his work ethos. Even if he isnt in the wrong.

In all things he is open as he is relaxed about his relationships outside of work, family and culture.
While he feels often the last person people would consider to take on spacewalks, or anything - his resume demonstrates his experience more than his papers could.
As per his other sayings, "I'm not here to fuck spiders, I'm here to fix problems before they happen."

Background:
Practical, was mostly because of how he set himself up for each job, never the one for the looks in space, but more of whatever makes the job and access to tools easier. A method that was tried true, tested and really was akin to sliced bread. Sure you had gear that was faster, made the air fresher or made a tool run a bit cooler <if at all in space>. What he wanted was more akin to that of simple, easy to use but functional toolkits.
Growing up in the shipyards, throughout various stages of his life - death was a constant. His father - due to a rogue towline was pulled into a scrapyards incinerator along with the towline machine he was working on to free the other repair crew. His death saved eight others from ending up being sucked into it, incinerators had their gravmatic fields reduced and then increased momentarily afterwards.

His mother - sadly wasn't spared the same. A routine repair resulted in a software cascade failure of the life support systems - this had been when ships sometimes were modified by their owners - in this case - the life support fire alarm had been rerouted through the door controls. The owner hadnt mentioned this and resulted in the ship mistaking itself for being onfire to vent the atmosphere - ejecting crew, repair teams and staff into space. The resulting lawsuit from corp making changes to ship design - but not its crews. Orphaned and set into the cadet line of Refabrication, recondition and repair - as well as getting an Oprhan bonus from his parents insurance.

The shipyards are still a mixture of working families, each with their rivalries, language and culture - most opting to work collaborativly to ensure work is done but rooting out division.
It was later revealed by certain corporate law and lobbyists against unionising that the accidents were by unloyal customers - accidents would be no longer covered under the insurance and lastly - to top it off. If production, repair KPIs were no longer met - air and resources would be rationed to compensate for losses.[/center]

Practical once after seeing an easy exit - hopped into a departing ship while on shift stealing his digital papers and various skills with him.
However, it never had the certainty of work. Now, well, what better than to end up on a ship destined for the arse end of space.

Only issue is, are there even space stations out there or - any answers for that matter.

He looks like a good fit, Xenophon might try to convince him not to go back to being fully organic, though. After all, from his perspective, why would you wish to downgrade yourself like that?

Also, if the crew ever gets into a scrap, would his cybernetics have much combat application, or do you see him as being more of a non-action guy?
 
Dr Marselu Music
Character Sheet
Name: Cora Marselu (Cora Beatrice Escors - Originals name)
Appearance:
22b0e48be983f26baf6f08fa9a540c22.jpg


edc548b68d8c323684e10709fbdbbeba.jpg

d7674fead82eeef368100e129fdc9a2e.jpg

573be70bdeb0322a1d1ae3f2acc808cf.jpg
Pronouns: She/Her
Species: Homo Sapien Astra (Clone)
Age: 50
Height: 5'3
Bio:
Born from a wealthy family that paved their way decades ago into politics by providing medicine for other worlds in settled space, at an exuberant price as they slowly became one of the richest families of their homeworld. Until they were bought out by Eternity Corp. One of the largest manufacturers of medicine across the solar system. The corporation began to create a monopoly on the medical field, all of which included equipment, medicine (stimulants, vaccines), implants etc.

Through strategic marriage and careful associations, the Escors family entered into a small group of elite families dedicated to protecting their homeworld (Dion) and linked to the Eternity Corporation as they held the majority share. The local government of Dion was nothing but a puppet establishment run by corrupt politicians and rich families dedicated to establishing their homeworld as a place of wealth and power. As a means to protect themselves by any means necessary, they began developing biological warfare and planetary defences...but all those who questioned the government's motives, and their methods or Eternity Corp's ethical practices soon disappeared from their homes.

Unlike her father who was tainted by wealth and the power they had over their homeworld, she had always taken on the altruistic elements of the family's lineage. Since she was a child the girl wanted to be a doctor and help people, and that dream never changed as she grew into a woman. Cora entered the school of medicine on her homeworld, and after ten years she became a qualified doctor with a speciality in surgery and then virology. It was there she entered into the Eternity Corp's laboratories as a sub-leader of a team for two years.

Everything changed when a passenger ship became infected with an unknown virus. No doctor or aid was sent for fear it might spread, but Cora and two other doctors took her father's small transport ship to dock and they began to test and aid those sick on board. It was then Cora noticed something strange. The virus was a strain, from one of the variants she had been working on to prevent it from becoming deadly. This strain had been modified to fatal levels of nearly eighty per cent mortality rates. As she discovered this, the doctors and she became gravely ill from the same virus. In a desperate attempt to cure it, Cora used the prototype on herself knowing she might die from an untested drug.

The doctors' combined knowledge made a crude cure but could not protect against the damage it had done to the body. Luckily she was in the early stages where it could be cured, if it had progressed into stage four which she deemed was when the virus had gone too far, it was considered untreatable past that stage and therefore fatal. Her father had gotten wind of her being onboard and sent a rescue crew to get back his daughter, and found she was in a coma. The other two doctors were pronounced dead at the scene, and the ship was sent into the nearest sun to burn.

Marked down as an accident, and a failure of engines they did not report the sick passengers onboard, some of which were healthy enough to be cured and fully aware of their surroundings...

For several weeks she was in a coma and given medication to help with the lasting effects of the virus. All of their data was given to a ghost team at a black site where no one knew what they were working on. When Cora woke up she went back to work once under supervision which made her investigate the laboratory studies and found several connections of viruses one week being tested on, then disappearing the next. For those she thought could be trusted among the higher-ups one of which was a family friend since she had known him from the age of five years old.

Cora told them what she suspected was happening and soon found all of her work confiscated, and she was removed from the corporation. What she had found linked to potential biological warfare and her father seemed to be involved when she hacked into his computer and found several names of politicians connected to the research and development of high-risk diseases. All of the data was downloaded that same day and as she was leaving the family home, the eternity guard showed up with a warrant for her arrest as she was branded a high-level threat and danger to society.

In an attempt to avoid the data from falling into the wrong hands. Cora awakened a clone she'd been growing in secret as she started to fear her investigation into the corporation was going to be discovered. She did not care for her life, only that the truth about them was revealed. Over time she slowly copied her full personality and memories. She also implanted a neurochip in the back of the clone's skull with all of the data containing her research, and all manner of development within Eternity Corporation. Also, what she took from her father's computer was compiled for the clone to access whenever she wanted like a memory palace.

The day she had escaped with her clone as cargo to transport her to the above station. The Eternity Guard found her and she was taken to a black site before she could end her life and give her clone a better chance if they believed she was dead. No records of her death or sightings from the family as she all but disappeared like so many before her.

Her original self had placed the cargo under a different name, but she was successfully transported to the space station above. Her last memory was that she was hiding in the crate to avoid security as the ship she was taken by was paid off to not inspect or ask questions. On awakening Cora's clone had full documentation, a ticket, money and a new family name to hide from those who wanted her original self's data. She does not know she is a clone of Cora Escors.

The cloned doctor had little money to her name, but her qualifications and skill as a doctor were implanted into her mind by the original Cora, all of her training, and experiences over the years were there as if she had been the one to undergo the education required of a Doctor.

After she had left Dion the woman found herself on a small space station, where she found work on a mining ship as their surgeon and general practitioner for two years. Until her contract ended and she like many others remained in Pilgrim's Star after the ship departed and she began looking for work...

As her desire to expose Eternity Corp remained strong no matter where her feet would land...

Personality: Cora considers herself a woman of action when it comes to medicine and combatting illnesses of all kinds (Viruses, diseases, infections etc). But in the face of adversity, she holds herself with class, a calm attitude and a methodical mind, with a touch of humour that reflects the dryness of her work when tending to admin, but it can be inappropriate given the timing as her humour becomes more prominent when she grows nervous or frightened.

Yet, in her work, she always prided herself on being approachable and a woman of knowledge, when asked about biology or viruses that affect different species. She will speak for hours on end with a top-shelf wine in hand, and discuss all manners of medicine and virology as that is her life-long passion.

But her years spent working for Eternity Corp and discovering the data only to be betrayed, resulted in her vendetta against politicians and her renegade behaviour. As a result, she is no longer afraid to question authority or decisions she considers immoral. But, Cora is by no means a saint as she has done questionable things to survive and hide from her previous employers as she holds their secrets.

Although she has always been obsessed with diseases and medicine. It has worsened in terms of how she will go to great lengths to see a cure made or to heal others as Cora now believes that as a doctor she has failed, partially stemming from Cora's shame. She could not help the 300 passengers who were infected with the A-56 virus and sent to their deaths at the hands of the same company she trusted with her work. She is haunted by their faces at night and the knowledge she played a hand in creating the mutated virus in one of her father's laboratories.

Skills: A qualified surgeon, virologist and general practitioner, she is well-versed in the biology of multiple species and she is a talented linguist.

She never received her certificate as a therapist but she has been a confidant for many previous crewmates.

Her speciality as a doctor is virology with two years in a laboratory before she moved out onto a mining ship to take on the role of their doctor, where she performed surgeries and was a general practitioner.

Cora has some skill with side arms and very little experience with hand-to-hand fighting.

Ship role: Doctor
 
Last edited:
Astrans grow slightly more slowly, taking about thirty rather than twenty years to mature, then their aging slows to a crawl. Average lifespans are about four to five hundred years without medical or technological intervention. So Breana at 64 standard years looks still in her twenties to a 21st century person.
So I need to rethink some things then.

Is there a character limit? I currently have three I am working on. Except for the age of two which needs to be reworked, I only have the personality section to work.

Another question on the Astrans how long have they been around? Have any actually lived to be 500 years old, or is that just a well-educated scientific guess based on scientific facts?
 
I went to the trouble of creating a calculation to compare an Astran age to the equivalent human age.
I won't go into the complicated math. Basically after reaching maturity, they age 0.170212765957448 years per year in comparison to humans or 8 human years for every 47 years they are alive.
Astran AgeHuman Age in comparison
3020 (slows down even more after this)
7728
12436
17144
21852
26560
31268
35976
40684
45392
500100
 
Back
Top Bottom