Either Needed Lonely starship seeks a good crew

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Either Needed Lonely starship seeks a good crew

I also know we already have a handful of fighty, soldiery types, so let me know if anyone feels like I'm stepping on their toes; on your turf, as it were.

I know it makes sense for a lot of the characters to have combat experience but I don't want anyone to feel like the market's oversaturated.
 
So - we have allot of fighty, super over 100's, super soldiers and pilots.
Practical literally outside the ship - fixing and repairing things.

"Dont you want to say hello?"

"Probably best they didnt know I exist here until after I have finished repairs."
 
"I thought he was trying to hire engineers, not a private army…"
"what's the difference nowadays"
 
Points at the Army Corps of Engineers
 
If any here would have heard of the Damascus Shipping yards - most would have been easily fooled to thinking that they used machines and robots to salvage, scrap and repair machines. Since most of those who went there for work, were either forced to augment to meet the pay of their debts - keep up with KPIs only to realise this was the spiral of ever growing debt. Augment to do more work to pay the, go further into debt to pay and maintain - those who didnt were quick to realise that the work they did either didnt pay as well and their dent into their debts was minimal. Those in charge either brought in those desperate enough for work etc.

That and often any whistleblowers, escapees sometimes incurred paid bounty hunters to find missing Assets.

Practical is more - he has all the field manuals of ship repair, maintenance and scrap loaded as skill softs within his own augmetics along with jury rigging, improv repair techniques.
"You might be over a hundred, but I have stored knowledge and augmetics," His only real fear now is if any bounty hunters onboard dare to try and cash him in.
 
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That and often any whistleblowers, escapees sometimes incurred paid bounty hunters to find missing Assets.
(Assuming the character gets the green light) would you be alright with Lucky having tracked down a Damascus whistleblower in the past? I imagine it would mean he'd have an inkling that Damascus was worried about more than just standard industry secrets getting out, but not much beyond that.
 
I said screw it and just made a new character lol. I was actually unsure to begin with if I was totally happy with my first concept so I'll just post him back up on the drawing board for the time being.

Came up with something maybe a little less interesting but easier to work with, I think.

Name: Hammond "Lucky" Kurtz

Pronouns: He/Him

Species: Homo Sapiens Astra

Age: 167 (born 12,256 A.A.)

Height: 5'9"

Appearance: Over halfway through his second century of life and a veteran of three system-scale conflicts, Hammond's age shows clearly. His close-cropped, once golden-blonde hair has both darkened and begun to develop specklings of gray. His scraggly beard barely grows more than a few millimeters in length and is interlaced with half-a-dozen facial scars of varying size and severity. His somewhat outdated ocular implants have dark, brown irises, nearly black. Minor genetic enhancements keep Hammond in a generally wiry-muscled state so long as he avoids severe caloric deficits or surpluses, giving him the unending appearance of a lean-and-hungry soldier.

Multiple of Hammond's extremities have been replaced with mismatched prosthetics from different manufacturers: his left leg is a polymer-housed, synth-muscle prosthesis from the knee down; his right foot has been replaced by a relatively simple artificial foot with direct, external attachments to the muscles of his lower leg; a military-grade prosthetic replaces his left pectoral, many of the muscles in his upper back, and the entirety of his arm from the shoulder down. Hammond's augmentations are such that only his artificial left hand is obvious to the naked eye when fully clothed. A myriad of small scars from insignificant wounds cover the remaining organic components of his body.

Regardless of his choice of outerwear, Hammond habitually wears the light, form-fitting ballistic-energetic armored vest he has retained since his second conflict. Its actual effectiveness after forty-odd years of use and repair is debatable.

Bio: Hammond "Lucky" Kurtz was born on Ossiria-⍴-4, a planet within the Ossiria system. Ossiria was once a border system of the Mitanic Empire that maintained loyalty for some time following the Empire's initial defeat at the hands of the Phytids. Though rich in resources, Ossiria had prospered largely through the support of the core worlds of the Empire and so secession or rebellion was not initially popular in the system. However, as the numerous rebellions, civil conflicts, and eventual wars with independent human powers ground the Empire down, Ossiria's fortunes waned and faith in their imperial government sharply declined. Within three hundred years of the Mitanic Empire's initial fall, Ossiria became just another border system embroiled in war.

By the time Hammond was born, Ossiria had already weathered several attempts at rebellion and their brutal suppression. The system and its territory remained under Imperial authority but insurrection was ever-brewing. As a young man, Hammond joined the most influential insurrectionist force at the time: the Ossirian Unionist Army. The OUA had formed from the alliance of minor worlds and colonies in the Ossirian territory that had finally amassed enough power to secede with the Mitanic Empire all but exhausted in the region. Hammond served as a marksman and sniper in the war between the OUA and the remaining Imperial authority in Ossiria. It was during this conflict that Hammond both lost his arm and gained the nickname "Lucky" from his comrades.

Over the following century-and-a-half, "Lucky" Kurtz would fight in a second civil war in Ossiria and against the invasion of the Ossirian Union by an Imperial remnant. After the latter conflict was won by the Imperial forces, with the support of Ossirian rebels, Lucky became disillusioned with "causes" and fled the Ossirian territory. Working with mercenaries and for any rebel cause that could afford his expertise, Lucky meandered across human space.

Now a spry 167 years of age, Lucky had spent the last few standard months lying low at Pilgrim's Star after a high-profile job: He'd pissed off a colonial governor in the Medial Cygnal Republics who turned out to be the grudge-holding type.

Personality: Lucky's weariness and dispassionate cynicism belie a surprisingly congenial personality. His tendency to forgo deep personal connections leaves most with the simple impression of a tired, grizzled veteran who cracks an unexpected smile now and then. Regardless of whether he shares a connection with or even likes those he works with, he remains dependable in action. Lucky also carries an intense, deeply buried sense of survivor's guilt after having outlasted so many comrades.

Skills: -marginally improved strength due to augmentations. -improved augmented vision with baseline 20/10 vision and adjustable magnification (the sclerae of his ocular implants can turn black to allow for better concealment) -Highly skilled long-range marksman -internal steady-arm augmentation and marginally improved reflexes -familiarity with many basic kinetic small-arms weapons -basic explosives training -special-forces-caliber training in hand-to-hand combat -exceptional knowledge of asymmetrical warfare -plays the fiddle rather well -decent understanding of strategic theory

Ship role: Tactician and Marksman

I also had a whole long ass backstory I wrote out before I realized not much of it would be terribly useful on a character sheet. Who knows, maybe some of it'll come out IC.

He looks great! I do wonder how he'd feel about having a former imperial warship reach out to him...Xeno is no longer in service to any colonial power, but he is a physical representation of the imperial boot, so to speak.
 
He looks great! I do wonder how he'd feel about having a former imperial warship reach out to him...Xeno is no longer in service to any colonial power, but he is a physical representation of the imperial boot, so to speak.
He'll definitely have mixed feelings about it, but I think his curiosity will win out. Imagine being a member of the IRA and one day an English ship from the Hundred Years' War shows up and the ghost captain asks if you'll step aboard and have some tea. Thatcher be damned, you might accept.

I'm also curious: does the Xenophon still have any Imperial markings/is it recognizable as a Mitanic vessel despite any changes in Mitanic ship designs?
 
He'll definitely have mixed feelings about it, but I think his curiosity will win out. Imagine being a member of the IRA and one day an English ship from the Hundred Years' War shows up and the ghost captain asks if you'll step aboard and have some tea. Thatcher be damned, you might accept.

I'm also curious: does the Xenophon still have any Imperial markings/is it recognizable as a Mitanic vessel despite any changes in Mitanic ship designs?
I imagine the Xenophon still has the imperial emblem (a highly stylised laurel wreath encircling a star) imprinted on his hull, along with his name and registry number. He'll get it scraped off as soon as he can...

Even if he didn't he'd be unmistakable as an Imperial warship of a well known and highly venerable design.
 
Or during the 500 years in self exile - he'd have scrubbed that off with the robots onboard?
 
Or during the 500 years in self exile - he'd have scrubbed that off with the robots onboard?
That would make sense as well, let's go with Xeno having scratched off everything but his name.
 
something something, "literal skeletons in the closet"
 
something something, "literal skeletons in the closet"
That reminds me, Xeno would never have bothered the clear out the belongings of his previous crew from their quarters, so there's a lot of 500-year-old personal junk the new crew will have to clear out of the way. Or loot, if they are so inclined.
 
500 year old gear - "These space suits will need to be -" checks expiration.
"Its gonna need to be reserviced and brought to standard."
"Practical, there are a large number of-"
"We will need new fabricators and fabricator templates, with a fault tolerance of 2n."
 
@OrganicIntelligence

I'll be sure to post soon for Cora!

Kitty is sort of there but I've got an itch to play someone more lawless than first imagined some smuggler/pirate type. And the mech specs need to be ironed out.
 
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So thought it would be worthwhile laying out some of the sections on board the Xenophon.

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.
 
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