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[pbp] [FATE] Novo Aether: Aftermath - Space Opera Post-Apocalypse! IC is updated!

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    TalonrazorTalonrazor Registered User regular
    edited February 2013
    Agnatus Sapiens

    The Telixara

    The world of Telix is a large, high-gravity planet buried deep in the Texeta system. Due to the heavy radiation of the nearby sun, the species that dwell on the planet have evolved to see in hyperspectral lighting. The Telixara are the primary sentient species on the planet. Heavy beings, with a thick skeletal system and redundant phyisology, Telixara are known for their ability to communicate primarily via complicated pheromones and gland systems. They have the ability to secrete glands containing extensive information and memories from senses and can pass these secretions to other Telixara. In Telixara culture, shaking hands is something one does only with trusted individuals, as the motion is used to exchange extensive information or even entire memories. Telixara can also store memories of events or thoughts by secreting the information into special holding containers. Communicating is still done verbally in groups, with general moods and impressions given by olfactory pheromones.

    In addition to the complicated endocrine system the Telixara have, they also possess an editic memory. These memories can be re-experienced by a Telixara vividly, allowing him to experience all the senses as if it was reality. Sometimes the memories can confuse the Telixara into believing it is reality. A line can be blurred between these memories and the real worlds. Often Telixara will simply exist in a quasi-dream state where they create and live inside memories, laying motionless as their extensive memory system goes into overdrive. Such Telixara are called visionwalkers or dreamseers and act as a form of an oracle priest in Telixaran society.

    The complex system also allows them to bond with Telixian animals. It is common for a Telixara to have one or more companions that are almost a part of the Telixara, as he can upload orders to the animals and receive back memories and feelings from them in the exchange. Telixara commandos are often bonded to very deadly warhounds or other beasts. Telixara also have numerous amount of cells that can reproduce, allowing a limited form of regeneration of damaged tissues or organs. Thick plates of chitin are layered over important areas such as the chest, abdomen, back and upper portion of the extremities. This, in addition to thick skeletal structure, powerful muscles, tough hides and a robust adrenaline system means that a Telixara is a very tough, dangerous being.


    When two Telixara meet for the first time, it is common to touch a fingertip together. This limited connection allows the two to exchange basic information and greetings to each other. Telixara find interacting with other species difficult, as so much of their culture and communication is based off of their exchanges. Few wander off in the stars, even though Telixara mercenaries are highly prized for their resiliency, powerful physiques and predatory instincts. Telixara also do not enjoy interacting with the Hive, as it cannot replicated their sensory system and ends up leaving them nauseated and very sick. Therefore they do not get immersion ports and only rarely will have a navi enplaced.
    The Telixara Hatchet Commandos are one of the most elite military units in the Collective. Their green powered armor with sweep-backed helmets that end in a fin-shaped design are an iconic image of Collective military power.

    Straath

    A large species with a unique body, the Straath are a quadruped species with two large arms with large claws. The Straath have a forked tongue that they use to taste the air to smell and have very poor hearing. The Straath can move incredibly quick over long distances. The upper half is reptilian with a wide, broad face and four massive, slanted eyes.Thick, reddish plates cover the posterier of their body as well as the tops of their heads. They are virtually immortal, with four hearts, three lungs and a phyisology that is constantly growing and replacing organs. Straath bodies are constantly replacing old organs, chitin plates and growing new bones over old. All Straath have acid pouches lining their jaws that they can spray as well as inject into a victim when sinking the thousands of sharp fangs that fill their mouths. Ranging from nine to eleven and half feet tall, the Straath are imposing creatures with the females being the largest. Females are very aggressive and resilient, with an additional set of arms on their chest that are much smaller and well-suited to fine manipulation. Females also have the ability to release a cloud of thick noxious gas out of vents along their trunks. This gas makes it very difficult to breath or see, allowing them to escape. This defensive mechanism arose from their need to protect broods.

    Females are very rare in Straath society and are often important figures. A female is available for courting by the most worthy male once a century and will lay over a thousand eggs once mated. A female first carries the eggs for the first six months in clusters lining their bodies. Afterwards, they find a suitable site to place the eggs and nurture them for over a year before they hatch. After a brood has been hatched, the female often dies. Those that live are discarded from society as having served their purpose.

    Straath are genetically similar to the Telixara. Their homeworld is in the same system as Telix. The Straath are closely allied to the Telixara after they made first contact and provided much of the engineering knowledge. A cult sprang up around the Straath, with many Telixara believing that the Straath are the gods of mythology. Telixara society highly regards the Straath and many serve the beings willfully. Straath society still dwells in their tunnel system deep beneath their moon homeworld.

    Lymara’s Faeries

    In the asteroid belt of the Haiwatha System exist a cluster of massive planetoids asteroids called the Taffle Rocks after the joint Collective-Covenant survey team that explored the system. The team made contact with a previously undiscovered species of agnatus sapiens, a lithe, hairless winged species that fluttered around the thousands of natural tunnels and caves filled with a very fragile ecosystem. They called themselves the Naw’thiade or “People of the Stones” but they became known to the galaxy as Lymara’s Faeries after the chief scientist of the survey team. When first contact was made, the species had limited space travel achieved and were dwelling on thirteen of the largest asteroids in the cluster. They had just finished landing explorers on the only habitable planet in the system.
    The creatures are unique in that they are an all-female species, with the beings giving birth to babies that are exact copies of their DNA. They are tall but skinny beings, with mammary glands, four delicate wings and folded fins under their arms. They have a long, prehensile tail with a defensive stinger on the tip and retractable claws. The stinger can inject a powerful paralysis. The faeries are agile and very quick but lack muscle definition and bone structure to survive in high-gravity worlds. They have triple-jointed legs and a opposing toe that helps them to grip the walls and ceilings of their tunneled worlds. Their eyesight and hearing is very sharp, suited to help them find the limited prey inside the small caverns and tunnels. The Naw’thiade mature very quickly and live only sixty to seventy Standard Years.

    New to the galactic society, the faeries have dispatched hundreds of agents to the various governments and have joined the Collective to gain economic, technological and military benefits. They have begun colonizing the habitable planet in their system, naming it Twathada or “New Hope” and have opened it up to colonization by the Collective as well. Many of the faeries have scattered throughout the galaxy to experience a wide variety of things and report back their findings to the homeworld so society may understand what the galaxy is like. These faeries are named the Dor’nawotho or “Eyes of the People”. They gather their experiences and send it back to be distributed amongst the people as reports as a sort of journalism.

    For some reason, the Eldara has been close attention the faeries. Recent genetic studies have started to show a closer similarity to Sylfin than humans, although the Eldara have been working hard to suppress such reports. Still, there are a large number of Sylfin present at the Eldara Embassy in Taffle Rocks, which is very unique. Whispers of mutations and genetic experiments have started to spread on the Uninet.

    Quati

    The Quati are large beings with short, squat legs and long powerful arms. They usually walk on all fours, hunched over to support their immense bulk. Their long necks support the large, finned head. At their shoulders are their large nostrils which intake massive amounts of air needed by the beings. Two thick cords run along their neck, these are conduits that provide a special mixture from glands that secrete a substance that mixed with air becomes flammable. Several small tentacles hang off of their chin. On the end of these dangly threads are small bright luminescent lures. A chemical reaction creates a dazzling display of changing colors.

    Quati are known for being laid-back, intelligent Primes. They seem extremely perceptive, able to pick up almost any species feelings or moods instinctively. The large fin on top of their skull acts as a sort of preceptor, picking up a species change of scent, body language and brain waves. It also acts as an electroreceptor, enabling them to detect the electromagnetic fields that surround living things.

    Savarnaus

    The Savarnaus are a rarely seen species that inhabit one of the Haze worlds, Buathwi. Their world is a toxic-gas shrouded planet, with a thick and noxious atmosphere. Any normal light is stifled and the stifling clouds of caustic gas suffocate the planet. Because of this, the Savarnaus evolved away from having ears or eyes, as sight or sound was not needed on this planet. An advanced mental capacity soon arose, with increased mental imaging sensing and mental projection. This ability to project brain waves directly into another allowed them to bypass the need for physical speech or vision. The Savarnaus mind became complicated, with delicate neurological inputs that lined the Savarnaus “heads”. These allowed the Savarnaus to send and receive a type of radar wave that could penetrate the thick atmosphere, as well as projection capability into other minds.

    This radically different evolutionary tract meant that the Savarnaus focused on pursuits of the mind over all else. The power of the mind was valued over all else. As society developed and unified, the Bol’morra Order arose as devotees of the mental prowess of the Savarnaus. The Bol’morra retreated to the moon Incerri, a mountainous rock that orbited Buathwi. There the Order became obsessed with the study of mental pursuits and fine-tuning their telepathic abilities. Fully trained adepts became able to enter a shared dreamscape, where the impossible was a reality. The moon soon became a sacred ground of study. Any Savarnaus that entered the Order was expected to live his full life on the moon, delving into bizarre dream worlds and deep inner contemplation.

    When the Savarnaus made contact with other species the Order quickly realized that methods of communications were needed with these strange new creatures and their fascinatingly different brains. A method of telepathic-like projection was created that allowed a Savarnaus to project the image of a face, often called a Mask and tailored to individual species, that would communicate to other species. While theses masks seemed to be talking and listening like an actual person, the Savarnaus actually is performing a complicated method of reading brain activity and projecting electrical waves directly into that species’ visual and auditory cortex. These new, elaborate methods of communication meant that a Savarnaus that needed to talk to other species had to become an expert on neurological sciences. Schools were created on Buathwi that educated Savarnauses selected to become a “Communicate”. These schools, ran by the Order, taught extensive and thorough courses on culture, neurology and philosophies of various beings. A Savarnaus can learn at an extremely rapid rate through a process somewhat similar to download; information is projected directly into the brain which quickly assimilates and processes it.
    Because of the difficulties the Savarnaus have in communicating with other species, along with their general lack of visual and auditory senses, they rarely venture off-world. Even rarer are the leaders of the Savarnaus society, the Bol’morra Order. As such, Savarnaus are little understand and often confused as mind readers or psychic monks. In reality, due to the complexity of the variety of brain patterns, Savarnaus often can only gleam the most basic of emotions and general feelings from other species. Even with extensive training as a Communicate and time with a species a Savarnaus can sometimes struggle with communicating via the mask. Using electronic systems and advanced communication networks are extremely difficult and often impossible for a Savarnaus. A recent practice has been to use a race of lower-intelligence animals often kept as companions on Buathwi called the Wuula. Genetically engineered, these creatures can parrot the emitting brain waves from a Savarnaus and vocalize them in a number of common languages. Traveling Savarnaus are adopting this method of communication for use with ansible transmissions and other electronic methods.

    Savarnaus are strange looking being, towering over seven feet tall and seeming to represent some form of Terran sea creature. Their eel-like heads serve as sensory appendages, as the Savarnaus’ complicated central neural structure is nestled deep in their thorax protected by thick rubbery skin. There are no mouths or any other orifices on the Savarnaus. Instead, the Savarnaus intake nutrients by absorbing them through their skin on their arms and tentacle-like hands. A Savarnaus will lay his arms inside large bowels of food for hours at a time to “eat” several times a week. A Savarnaus will often adopt a certain form of mask to use with other species, this serves as an identifying face. Sometimes the masks will change depending on the type of species to reflect what the Savarnaus believes is a pleasing and calming visage.

    Discipline of the mind is crucial to a Savarnaus. Complex thought and expression is commonplace throughout society. Popular academic topics are philosophy, neuroscience, behavioral sciences, cognitive thought and psychology. Art is popular but primarily tactile based. Bizarre sculptures and paintings are often only understood by their tactile feelings or by the imaging produced by Savarnaus senses. Savarnaus traveling outside of their homeworld often find great interest in study other species by the fields of psychiatry, neurology, neurochemistry and cognitive sciences. Several Savarnauses have entered major medical centers to study the fascinating minds of these strange new species.

    Breken

    Breken are slender creatures with pale shell-like skins. Their head sweeps into separated spines and they are known for their gray glowing eyes. Breken society is based on very socialist principles. Breken in the society are assigned a position and expected to live within those parameters. A large overseeing body of Elders handles everything from state affairs to grocery deliveries to citizens. A Breken world has a completed political social network. Society expects that every Breken contribute what they can to the overall society. Things like stealing and physical violence are abhorred and considered a terrible scar upon a Breken. Breken culture tends to lean very free-form. Religion and beliefs such as ancestralism are scoffed at, for Breken are concerned with scientific theory and concrete facts. Lots of activities that are normally illegal, such as narcotics and other vices, are tolerated within Breken society. Art, music and fashion tends to be very modern.

    Once finished with primary education, all Breken must choose their mandatory national service. They may enter the National Constabulary Service, the large multiplanetary police force; the Emergency Response Corps, the medical rescue and disaster management service; the Interstellar Space Patrol, a space-based paramilitary gendarmerie that serves as border guard, space rescue force and naval defense force; the Aid Service, a national community service, education and relief organization; the Civil Ambassador Advocacy, a diplomatic and service organization that travels to other nations as goodwill ambassadors; the National Works Authority, a massive public construction and project agency; and the National Sentinel Force, the paramilitary home guard. All Brekens must serve the mandatory two-years but Brekens wanting a full four-year secondary education funded by the government must serve five.

    Those choosing to serve in the Constabulary Service, Space Patrol or NSF only have to serve the four years for the free education, as these services tend to be a less popular selection. All three of the organizations are under the Ministry of Safety and Security, as well as the Emergency Response Corps. Training for the three security services is rigorous. Conscripts first attend the six-week Basic National Security Training, which mostly focuses on physical training, Breken law, self-defense techniques and basic marksmanship with rifle and pistol. From there, conscripts go to their perspective services training.

    The Constable Academy hosts training for new constables, where intensive fourteen-week training is held in apprehension, law, more marksmanship, defensive driving, conflict negotiations and more. After graduation, new constables are partnered up with an experienced officer for six months all around the various Breken worlds. Space Patrol conscripts go through a ten-week basic training course that focuses on Patrol traditions and regulations, interdiction, firearms training, rescue practices, patrol vessel operations, basic Patrol officer functions and tactics, and starship crewing. Once complete, they are then sent to advance training based on their specific job within the Patrol. All Patrolmen are considered a full-fledged law enforcement officer and have apprehension authority. The National Sentinel Force also has two-stage training, with a basic training of sixteen-weeks focusing more on combat and weapons training, military tactics, drill and ceremony, advanced self-defense techniques and strenuous physical training. After completing the tough initial training, conscripts earn the title of an elite Sentinel and are sent to their specific job training. The NSF is responsible for protecting important members of government, providing security around sensitive and important sites, defending worlds in the case of invasion, responding to major crisis as a paramilitary police force and serving when called in the Collective military.


    Aspects
    "Nimble.“ Breken are extremely nimble, with excellent balance and athleticism.

    "Passive.“ Breken are very passive. They abhor anything to do with violence or crimes.


    Bacilla

    The Bacilla hail from Bathia, a comfortably mild world nestled in the middle of the Collective. They are a warm and inviting species, desiring peaceful, friendly relations with all. The Bacilla have highly tuned senses and receptors. They take pleasure in physical appearances and stimulus. Bacillian females are usually hairless, tall and supple beings. They are noted for their bright red skin and delicate faces. It is no wonder that the Pleasure Parks of Bathia are known galaxy-wide. Bacillian females are also very popular with human males due to their free-thinking and unrestricted society.

    Aspects

    What’s up, good looking? Bacilla are an aesthetically pleasing species to humans and much of the Prime. People tend to notice only their beauty and movements.

    Superficial” Bacilla culture is centered on looks and appearances. Only the highest fashion can do, only the perfect look is tolerable.

    Talonrazor on
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    TalonrazorTalonrazor Registered User regular
    edited February 2013
    Agnatus Sapiens, Pt. II

    Casshern - Picture

    Long-limbed species with angular features and long ponytails. They are master craftsmen of metallurgy. Casshern can be a dull race, as they are very droll and serious. Casshern see pursuits of things like art and music frivolous and foolish. They prefer to spend their time dwelling over metal constructs or designing buildings. Perfection must be attained or the projection is scrapped.


    Aspects

    “Focus...” Casshern can be incredibly dogged and focused on a particular subject, almost to the point of anal-retentive.

    “Don’t bother me!” They can be very snippy when interrupted and don’t do well at multi-tasking.

    Fuulub

    The Fuulub are one of the founding members of the Prime Collective. They built an enterprising kingdom and were one of the first spacefaring Agnatus Sapiens. Hailing from the high-gravity world of Fubular, Fuulubs loved the stars and traveling amongst them. Born navigators and pilots, Fuulubs are a stubborn, quick-witted race that has been called "nimble bulls". Short, squat and powerful, Fuulubs can be seen everywhere in the galaxy as deep-space pilots and navigators. They do not take no for an answer and will often spend hours argueing with Transit Gate Controls to wheddle them into higher spots on the jump queques. Fuulubs are great companions and crewmates, as they are great pilots and even better barroom brawlers.

    Tough and steady, Fuulubs are solid members of the Prime Collective and the galaxy in general. Short, squat species with large jowels, Fuulubs seem to always have a serious expression on their faces. Their solid black eyes seem to never blink. Fuulub faces appeared to be layered with multiple skin coverings. They usually stand up to four feet tall but tend to be incredibly strong and very durable.

    A high-gravity world surrounded by multiple rings of rock and ice, Fubular is a difficult planet to reach. It is well known for it's difficult travel lanes and it's impressive rock formations. Dotted by sprawling Fuulub cities, the planet is rarely visited by anyone other then a Fuulub. The high-gravity and compressed atmosphere would make living on Fubular very difficult for humans or other agnatus not built for high-g situations.

    Aspect

    Steady as she goes.” The Fuulub are a steadfast race, able to keep an even keel in their life and on their ships. They are rarely befuddled and when the tough times arrive, they lower their heads, roll up their sleeves and plod along.

    “Stubborn as a bull.“ A no mean nothing to a Fuulub. They will not stop, will not falter until they’ve wheedled, connived or outright forced someone to get what they want.

    Kizeran - Picture


    Kizeran are massive, furry beings with complex cultural challenges and a colossal chip-on-the-shoulder. They are brutal and fierce but struggle with social concepts. Covered with a thick hide and fur, they frequently clash on the savannah-covered homeworld. Kizeran only understand violence as the way to sort out their problems or air disagreements. Best friends could tear each other apart one moment and yet go back to swigging beer the next. Kizeran are extremely populous, as a female will give birth to an entire litter every few years. They would be a dominating, unstoppable force in the galaxy if they were not constantly at war.


    They function in small groups called the zidara. Each zidara is aligned with an overall kajer-clan but this is a constantly shifting network. There are dozens of Kizeran worlds, each being fought over by several kajer-clans. As such, Kizeran grow up in a constant state of warfare, learning quickly how to protect his or her zidara. The rest of the galaxy can only be grateful that the Kizeran are too impatient and explosive to embrace high technology.

    Aspects
    The Beasts” Kizeran are incredibly intimidating and strong. They can fight like wild animals. A Kizeran in full war mode is a terrifying sight indeed.

    Short Fuse” Kizeran have almost no patience. Hot-headed and ready to pounce, Kizeran are just looking for an excuse for violence. Many robots, computers and other pieces of technology are absolutely wrecked when they perform the slightest error.

    Kariakian - Picture


    The planet Karaik is a sun-baked planet that sits rather close to the immense star, Loze. Average temperature on the planet is in the thousands. Two moons, staying the same distance from each other, circle the planet; exerting massive forces on the planet and causing huge valleys where the ground has been torn by the lunar forces. Sometimes the moons cause eclipses, which usually linger for long periods.

    There are only a couple native plant and animals on the planet; for they have to be extremely tough or they can’t handle the intense heat. The main plants on Karaik are mostly lichen type that grows in heavily shadowed areas. The sentient species is the Karaikians or in their own tongue, the Skinnee, pronounced Skinny in the English. Skinny is an accurate name, for they are rather tall and thin.

    With tiny eyes that function well in bright light, bodies that adapt the sunlight into energy and a massive heat threshold, they are perfectly suited for their hot planet. They need direct sunlight to survive for they have a food system much like photosynthesis. It works by taking in the sunlight and small amounts of nitrogen and oxygen and produce food. They also have a much higher heat threshold, able to operate in eight to nine thousands of degrees (Fahrenheit).

    The Skinnies’s culture is extremely complex. The entire species is divided into castes, with each caste performing a role and each caste divided by a ranking system. Their government is feudal-type with the higher castes ruling over the lower castes. A caste can advanced in status by achievements and by how many smaller castes they control. A caste can attempt to gain status by giving away land to other castes, thus becoming subservient to the land-givers. Though this raises castes in status, those castes first must have a massive amount of land in the first place. This leads to castes collecting lands granted to them in return for their loyalty from other castes, then granting that land to even more other castes, creating an extremely complex and constantly flexing social ladder.

    Land is important for many reasons besides social status. Skinnies must have huge solar farms to collect energy for their technology. The solar power gets stored in large batteries that power houses, tools and everything else via special transmitted waves that powers items wirelessly. They also collect the topsoil off the ground and use it to process a very useful liquid, Aravol, which is used in many ways, including uses in aviation and warfare. Lichen underground farms are another thing that needs lots of land. Lichen is used as a foodstuff and must be able to spread out in huge underground caverns.

    Skinnies have very basic technology. They have Conditioners that keep housing comfortable by producing heat and sunlight plus indoor plumbing, using high-powered pumps that drain waste it into storage tanks. Technology is limited for skinnies do not use it in daily life to any large extent. Beast-of-burdens are still used as large-scale transportation. The skinnies do have factories, limited ones that manufacture crude metal tools or weapons. They don’t have extensive fixtures and housing is sparsely decorated. Most skinnies own some kind of farm or ranch, with the bigger the ranch, the wealthier the skinny.

    The planet has few animals, so those with lots of beasts are considered wealthy. The garcon is a two-legged intelligent beast that has two arms with very sharp fighting claws and the skinnies highly value them. They can be trained rather easily and can carry large loads. Plus, they can be taught to pull on ropes or hold items in their claws. The garcon is good-natured and fiercely loyal. Some are trained as war mounts, as they make deadly fighters with their claws that can tear through flesh. They also have large claws on their feet as well for climbing and combat.


    Aspects
    "Foodless.“ Kariakians don't need to eat, for they have a biological function similar to photosynthesis. As long as they are in the way of sunlight, they are able to live.

    "Not technological.“ Kariakians don't use too much technology and as a result most of the everyday technology is a bit weird to them.

    Ghaa’uun - Picture


    The Ghaa'uun were one of the few agnatus that didn't make contact with the Collective until they were well developed. They originally hailed from a different homeworld and after pouring tons of resources into a trans-system journey, arrived at the planet. A massive betrayal followed shortly thereafter by an agnatus species known as the Dole. This would be their undoing, as the tenacious Ghaa'uun spent hundreds of years tracking down and murdering the Dole for the atrocity they committed. The Ghaa'uun are an extremely distrusting species, one that is united by their suffering. They are relentless hunters, tracking down those who have wronged them and killing them.

    Aspects

    “Can’t hide from me...“ The Ghaa'uun pursue those who they think have slighted them or any of their kind with the upmost fevor. They are extraordinary trackers, able to find fugitives across the vastness of space.

    "Paranoia.“ The Ghaa'uun are xenophobic and extremely distrusting of anyone. Only those who have shown that they are amicable to the Ghaa'uun stand any chance of even being remotely liked.

    Faeph - Picture


    The Faeph are a furred agnatus sapiens hailing from a wet, warm tropical world. They are well known for their playful, carefree attitudes and often well-liked for their easy-going personalities. The Faeph love riddles, puzzles and entendres. Elaborate word games delight them and they'll practice for hours to get a sleight-of-hand trick down. In Faeph culture, they wear bright colors and flowing garments. With their penchant for jokes and games of skills, Faeph are considered some of the galaxy’s best tricksters, card hands and comedians. They are a quick-witted, agile species that are often known for their reflexes and speed.Faeph are a tall species that move gracefully and with style. Their motions are swift and confident, with an easy, natural flow. Faeph have elongated skulls with small ears and long eyes. Their lanky bodies are covered with a fine, waterproof fur.


    Aspects
    "You Didn't See That...” Faephs are quick and love being able to pull off tricks and stunts. Some Faephs also love a more dark side to their showy abilities. Whenever one learns a new card trick or magic show, they'll usually be up on the bar counter, showing it off after a drink or two.

    "Don't Really Care.“ Faeph are easy-going, nonchalant and very playful. It is very difficult to get them to care passionately about a single subject or to hold their attention for very long. It's been said they are much like a human toddler...

    Kalish

    The Kalish are Agnatus Sapiens that hail from the planet of Kalor. They are a species with quick reflexes and a complicated understanding of gravity. Due to the planet's bizarre gravitional pull, which makes it difficult for any other species to walk the surface, Kalish developed with a strange gravitic manipulation ability. Kalish feel naturally at home in any gravity-conditions, including zero-g situations. Many Kalish are employed as EVA Techs or other jobs that require spacewalking. Kalish can be found on many Prime Collective ships as structural engineers, pilots, or navigators.

    Aspects
    "Gravity lovers.“ Kalish are able to operate in any gravity situation. From zero-g to high-g, they function just like normal without any side effects.

    "Can't get dry.“ Kalish must be humid or moist at all times. Becoming dehydrated is very life-threatening for them. Deserts or forests are very uncomfortable while they feel most at home in jungles or marshlands.

    Jotnarie

    A no-frills, utilitarian society, Jotnarie society is based on a heavy clan-style system. The gruff Spartan-like clans are united under a Jotnarie Council that rules the civilization. The Jotnarie boast substantial labor and raw ore exports. Maintaining an immense population, the Jotnarie Clans also has a massive standing military.

    Aspects
    "Tough as Nails.“ Jotnarie do not know pain nor fear. They are tough, hardened beings who frown at any display of weakness.

    "Function over form.“ The only purpose any object is suppose to have is function. Jotnarie are a no-frills, utilitarian society. They don't have time for pursuits of what they think are the weak.

    Nivalian


    Thin, wry humanoids with deer-shaped ears and blue, rough skin, Nivalians are an interesting agnatus sapien. Their political government is one of the few within the Prime Collective that is actually trying to pull away from the massive entity. The Nivalian Svali has recently moved towards decentralization and wanting to establish themselves as an independent entity. The Nivalian kingdom, called the Savil, is spread across nine systems. It is often referred to as the Nine Stars of Savil. Nivalians get along well with humans and have had numerous conflicts with the Landskraed in the Collective. Their culture is varied as are their temperaments but for the most part they are a pragmatic people with a strong entrepreneurship.


    Aspects
    "Can't startle me.“ Nivalians are very conscious of their surroundings and acutely aware of what is going on around them, both physically and in the larger scheme of things. They tend to quietly postion themselves that benefit them both tactically and diplomatically.

    "Wait, I need to think.“ Nivalians don't like to do things spontaneously. Doing something off the cuff or spur-of-the-moment jars them too much.

    Baktoids


    A sad story, the Baktoids were a hulking indigenous race who found an ancient abandoned robot manufacturing plant. Thinking it was a holy temple of the gods, they based their entire society and ideology around holy mechanized figures. Replacing as much of themselves with “cleansed” mechanized parts, the Baktoids become a half-machine, half-organic race obsessed with machines and industry. When explorers found the Baktoid system, eight worlds were heavily colonized and an immense colony fleet was prepping for the first interstellar colony. Now the Baktoids are rebuilding their society after having a huge ideological collapse when they found the true nature of robots.

    Aspects
    Integrated Machinery - The machinery built into Baktoids is tough and heavy duty. They are half-machine, half-organic. Whirling gadgetry and spinning motors are located all over their hulking frames.

    "We are the Fooled.“ Due to the massive ideological collapse, Baktoids are a sad, listing people with a constant hopeless outlook on things. They have a hard time believing in anything or anyone and are just generally depressing.

    Idimo - Picture

    A deeply spiritual, ideological species, Idimo prize nature and the natural beauty around them. They have an affinity for growing things, as they hail from a world with exotic and massive fauna. Interestingly enough, Idimo are very warlike, as they are convinced that others must see their point-of-view. Idimos are large beings with long white hair and beards. They worship the Great World Tree and their warrior-priests led their armies to war with great zeal. Idimo are determined to convert the unclean and prepare the galaxy for the great Harvest. Many Idimo travel off planet, either as passionate missionaries or as mercenaries.

    "Green Hands.“ Idimo seem to know a great deal about fauna and life in general. They are often skilled herbalist and healers, happiest in nature.

    "Believe in it!“ Idimo have a hard time understanding why people don't believe in their way of thinking or religion and will often try to convince them, by force if necessary, the errors of their way if they find out that someone believes in something else.

    Landskraed


    The beings of the Landskraed look humanoid, with dark bronze skin and eye colors ranging from gray to violet purple. Those of the Great Houses or House Major may possess subtle physical characteristics, such as slightly different skin tones or nose features. All females of the Landskraed have either black or brown hair, often very long. The males are totally hairless, usually wearing turbans or scarves on their heads. All Landskraed have a high heat tolerance, due to their forebears from ancestral Earth arriving on a desert world. Many get cold during space travel, causing Landskraed ships to be too hot and dry for most humans.

    "Cunning Negotiatorsâ” The Landskraed are brilliant negotiators, using age-old methods of political dealings and trickery. They can quickly change someone's position on a subject.

    "Culturally Stale.“ Nothing changes in the Realm. Everything is set in deep traditions. Changing the ways of a Landskraed is tough.

    Ylesion - Picture


    The Ylesion are primarily found in the Frontier and are actually one of the few species of agnatus not associated with the Prime Collective. Discovered by United Colonials, the Ylesion have only recently been introduced to the galaxy. The Ylesion were deposited along the Frontier via "Shrines”, ancient starships that they now believe are conduits to the gods. Ylesion come from a highly advanced empire but it is unknown where they originated from. The Ylesion themselves do not remember nor can find any records of their strange past. All Ylesion know is that they have a sense of duty but of what is a mystery. The Ylesion are as puzzled as the rest of the Galaxy. They have so far refused all emissaries dispatched by the Collective to convince them to join.

    Aspects
    "Call of Duty.“ Ylesion feel a responsibility to the galaxy and a sense of duty. Unfortunately, they have no idea to what. They take their responsibilities and allegiances seriously and carefully look at a situation to see what they can do.

    "New at this.“ Ylesion are fairly new to the galactic scene and are behind the times on technology, culture, news, fashion, music…

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    TalonrazorTalonrazor Registered User regular
    edited February 2013
    Agnatus Sapiens, Pt. III

    Domän Kwiets -


    The Domän Kwiets are a tall, humanoid race. They appear to be generally human, besides having an additional thumb on the opposite side of each hand. The skin of the Kwiets is soft, black velvet. Hair is red, silver, a streaked pattern of both or dark gold. Eyes are almost always red, silver or gold. The Domän Kwiets are proud, legalistic, traditionalists. Buried in thousands of years of tribal tradition and customs, they tend to be very depressing, humorless people deeply devoted to their complex religion. They are a people who are so proud of their race and linage they almost destroyed themselves. Traditions and myths arose to cover their shame. They became fanatical to their beliefs and complex traditions. They were not a sub-race, they were the Prime race, the pure blood. This was their forgotten homeland, the Hadräl-valar. Centuries passed and the Domän Kwiets grew strong. They formed into twelve tribes, united under a Tribunal Council. The Temple was formed and their traditions were passed down throughout the ages.

    Aspects
    "For the Godheads!.“ The Domian Kwiets are inspired by their religion to do great things. Maintaining the Light and Dark is important and they'll go to great lengths to keep the balance.

    "Legalistic.“ Everything is steeped in laws and surely there must be some law or tradition that dictates something for this situation…

    Twyleth (Dakk & Tegg) - Picture (Dakk) - Picture (Tegg)


    A short agnatus, the Twyleth are divided into two sub-species; the Dakk and the Tegg. The Dakk are known for their long, skinny ears while the Tegg are known for their long beards. A long, bloody war was waged between the two before they discovered their common lineage. Both lines descended from a single racial line, now called the Ancestors. Both the Dakk and Tegg are consumed with tracing back complicated genealogical roots. The Dakk live on huge grasslands of their homeworld, excavating massive pits and building their cities into the sides. The Tegg live in the great mountain ranges, establishing cities inside enormous caverns. The Tegg are hardy engineers and builders while the Dakk are fiery artists and storytellers.

    Aspects
    "Conceptual Genius” - The Twyleth brains are wired for spatial thought and complex troubleshooting. Either plotting out a painting or visualizing a new speeder engine, the Twyleth can easily put down designs.

    "Claustrophobia (Dakk) “ The Twyleth Dakk are incredibly afraid of really small, enclosed spaces.

    "Agoraphobia (Tegg)“ The Twyleth Tegg hate being in flat, wide open spaces.

    Horalar - Picture



    Horalar culture bloomed from an unrecorded, uncharted past, with the exception of many religious documents and large monoliths bearing inscriptions that even most Horalar cannot decipher. According to the documents, the Horalar have a long cultural history as nomads and shepherds, and even to this day they hold true to that lifestyle. It is not known precisely which planet they originate from, but Kelah (the traditional title of Horalar lore-keepers) point to one of the more hospitable planets in the Cularin System. Their nomadic nature has led them away from their home system, and planted them across various other planets, most prominently Felion Prime. To match their roots as nomads, they are equally well known for their tenacity in battle. Many of the writings more modern Horalar have collected tell tales of grand battles for survival and great conquests for new territory.


    Their culture is quite strict, as survival is difficult in the desert when you mismanage your time or resources. Homage paid to a single deity “Sohk-Tal”, who is honored above all else, and then the ‘Ka-Seth’, a ruling figure in their culture who is typically the leader of the strongest ‘Sect’ in the territory. Each ‘Sect’ is divided into a myriad of castes which all have their place in the Sect and typically members are born into each caste. Inter-Caste relations are strained, at best, as each tries to make its place in the Sect worth the effort of maintaining it, producing a strong feeling of competition between each caste.


    Moderately advanced, Horalar have not adjusted to modern technology as well as some others. As they travel much, very little time can be spent developing new technologies and integrating them into their culture. Despite that fact, they have still made decent progress, with the inclusion of energy-based propulsion, low-level energy weapons, and a decent grasp on explosives, powerful ballistic weaponry, and many of the more primitive modes of transportation such as rocket propulsion and combustion engines. On the social side, many Horalar have a dislike of other races, bordering on xenophobia, and will hold most aliens at arms length.

    Aspects
    "Nomadic.“ The Horalar move from place to place often, able to survive with very little and fitting into any place they travel to. They don't need much and can easily get by with the bare minimum.

    "Slow to trust.“ The Horalar are pretty phlegmatic, even when it comes to relationships. Too laid-back to make an effort and too distrusting of other cultures, Horalar can sometimes be an insular, lazy species.

    Kob- Picture


    The Kobs are a tiny, frail agnatus that are well known for their love of tinkering. When Kobs, first made contact early on with the Collective, it was thought that it was simply a race of robotic machines. However, they quickly learned that Kobs are actually inside the hulking metal monstrosities. Each Kob builds his or her Cog, a huge powered suit of armor that is about the size of Baktoid. It is built with typical Kob technology; rough and sturdy. The Cogs are the only things that Kobs put together that are very reliable, however. Kob machinery is often cobbled together from other parts and equipment is notorious for breaking down or performing erratic. Kob robots have eccentric personalities or quirks and Kob spaceships look downright horrendous. The Kob love of tinkering is in them all, they like nothing better to take something apart and put it back together, often in a different way. Have several Kobs on a ship is often a captain’s worse nightmare. The Collective is just glad the Kobs aren’t more warlike; the entire species of massive armored machines could spell trouble.

    Aspects

    “Cog” – Each Kob has a personalized Cog, a massive suit of powered armor that they drive from the inside midsection. Kobs love their Cogs, almost treating them as a close companion or beloved pet. Each Cog is personalized and kept in the utmost shape but all follow a general pattern. This is because Cog frames are mass-produced by Kob factories, a Kob child receiving one when he reaches puberty.

    “Tiny and Scared!” – Physically, the Kobs are frail and very tiny, about knee-high. Being a weak species, they tend to be extremely cowardly outside their Cogs and hate being without them when away from their homeworld.

    Naveen


    The Naveen are one of the mainstays of the Collective. Standing around five feet tall, with hairless blue skin, large heads and inquisitive eyes, the ubiquitous Naveen are unassuming and quiet. They work tirelessly in the background, dedicated to their family units and hard work. Most beings dismiss the Naveen but they actually hold a surprising amount of wealth due to their frugalness and willingness to work hard. Naveen families often own numerous small businesses spread throughout the galaxy and it’s not uncommon to find a shop owned by a Naveen; often regardless of its location in the galaxy.

    Aspects
    “Family Ties” – Naveen have huge family units and relatives are spread out everywhere. Most Naveen can find some relative somewhere in some parts of the galaxy.

    “It’s just them…” – Naveen are often overlooked or ignored by the busy populace of the galaxy, who have gotten used to seeing the little blue beings scurrying around.

    Alphanians


    The Alphanians were one of the early space-faring agnatus and their large Republic of Alphan was one of the cornerstone factions to the founding of the Collective. They are a tall, lanky species with slightly elongated noses, heads, necks and eyes. The females either have short, cropped hair or are bald. The males are almost always bald. The culture and temperament are varied but on the average Alphanians are soft-spoken and wise. They love to speak in long abstracts. Mediation is a big part of the Alphanian culture.

    Aspects

    “The Calm” – Alphanians are very calm no matter. A stable people, Alphanians do not get riled or lose control of their emotions much.

    “What did you say?” - Sometimes, Alphanians have a hard time making sense. They like to speak in long-winded, dramatic passages that seem to go on and on and on….

    Mhawkhon


    Mhawkhons are from a mountainous planet that was shared with the Dhazo. The Dhazo had a powerful kingdom stretched across the more flat areas of the planet while the Mhawkons dwelt in the mountainous regions. A vicious war flared up between the Dhazo and the Mhawkhons. While the Dhazo armies were more advanced, the Mhawkhons conducted a deadly guerrilla campaign that went on for more than hundred years. When the Collective made contact with them, the Mhawkhons took the chance to relocate away from the Dhazo. The Dhazo remained in control of the homeworld while the Mhawkhons spread to other planets in the system and beyond. Mhawkhons are disciplined, crafty people with a long legacy of warriors. Mhawkhons make up the bulk of Collective troops, serving in entire Mhawkhon-only units. Mhawkhons commandos are some of the best fighting forces in the galaxy. They are beings of moderate height, with long tusks and thick skin. Humans have dubbed them ‘hogs’.

    Aspects

    “We are the Clan” – Mhawkhons fight best together. Close-knit clans enter military service as a single unit and several Mhawkhons together will win any barroom brawl. Centuries of guerrilla tactics have instilled a sense of small-unit fighting.

    “Accented” – Mhawkhons have a terrible accent, even in Universal. Their English is even worse. Most resort to speaking short sentences in Universal and avoiding English all together. This has made them even more tight-knit.

    Dhazo


    The Dhazo are an industrial people, with massive shipyards and huge sprawling factories. Decades of bitter fighting with the Mhawkhons refined their military industry and this continued even when they integrated into the Collective. Dhazon shipyards are vital to the Collective and many consumer goods have originated from the factory complexes of their numerous worlds. They are a species of average height, covered in avian-like feathers, large snouts and bent legs.

    Aspects

    “Spectrum Vision” – Dhazo eye-sight has a multitude of spectrums, including electro-magnetic, thermal and even ultraviolet.

    “Poor Hearing” – Their vision is made up for the fact that they have rather poor hearing.

    Bando Gora

    The Bando Gora live on an asteroid belt in the Tiida system known as Rhygar’s Ring. Brilliant engineers and designers, the Bando Gora live an utilitarian and simplistic life. They believe the asteroids are a holy place and are the eyes of their gods. They have eschewed most modern technology and but are fantastic workers of metal and stone. Most of their homes are comfortable tunnels with simple amenities and places to work on new tools or engine parts.

    Arkadian Dragons


    Arkhadias is the third planet in the Krahedron System, on the outskirts of the Alviger Fold and near the Frontier. A United Colonies team had been dispatched to the system after receiving multiple low-level signals consistent with intelligent life. A large, high-gravity world with planetary rings and five moons, two of which were sizable enough for atmospheric conditions, Arkhadias was found to be teeming with life. Lush grasslands, forests and several large mountain chains created a very habitable world. Several large oceans dotted with islands made up sixty percent of the planet. Upon arrival, the survey team found an advanced civilization on Arkhadias that had just finished landing a team on one of their five orbiting moons. Contact was made with the civilization. The creatures cordially welcomed the team, bringing them to the capital city in midst of much celebration.



    Bipedal reptilian beings with tails and lizard-like bodies covered in armored scales, the team had already theorized that the creatures were another Prime species. The beings were able to communicate using an advanced translation drone the team had brought with them. Analyzing their linguistic patterns, the drone was able to create an acceptable translation model after several days of body language. Calling themselves the “starborn”, the creatures informed the team that they were all children of the great Star Gods. Giant beings that created the universe, the Starborn were convinced that they were all created by these creatures to serve them and the universe. The team nicknamed them Arkadian Dragons after their draconian appearance. The astrobiologists were impressed by the culture’s sense of honor and justice, noting that there seemed to be very little crime in the society.

    Prime scientists and anthropologists soon arrived to conduct genetics tests and match the Arkadians to Prime genetic history. The Arkadians vehemently protested being a Prime species. They were descended from no one but the Star Gods. Testing showed only limited connection to human DNA, suggesting that the Arkadians were different descendants than the rest of the Prime. Many theories have started on why this is with scientists currently struggling to figure out where exactly the Arkadians come from. The Arkadians still insist on their religious answers.
    As a people Arkadians demonstrate a very strong, unified culture centered around what anthropologists have described as a “chivalrous code of conduct”. Honor and justice were socially deemed the most important traits a citizen could possess. Almost all Arkadians subscribe to their belief system in the Star Gods, ancient beings that will return to right wrongs. Astronomy is very important to the Arkadians, as the stars and constellations are read to interpret what the Star Gods are saying.

    Ber Sabra

    The Ber Sabra are most notable for breaking away from the Collective and establishing a new culture within the Sakhament Foundation. The Ber Sabra were devoted to the Sakhament and had become disenchanted with the Collective. A deeply philosophical people, almost the entire species relocated to Foundation worlds to follow the teachings of the Sakhament. They spend most of their time writing manuscripts or engaging in deep-throated chanting that they are famous for. They have massive vocal structures and in the early years of their culture males would show dominance by hurling their voices across the many valleys of their homeworld.
    They have gain further notoriety recently by their Prime Minister unleashing a withering volley of opinions on the Savarnaus and his instance that they should be regulated to the Haze worlds. A large portion of the Ber Sabra population harbors a deep mistrust of psychiatry and neurosciences. Any empathic activity is seen as a massive sacrilegious action and dangerous heresy.

    Miraz

    The Kelmars are two very similar worlds that orbit the dual stars of Sotal I and II. They are strange world with giant floral highland pastures, large fungi jungles and expansive rocky savannahs. Kelmar Major is the homeworld of the Miraz, Primes that worship a feline-like pantheon of gods. The Miraz settled both worlds and believed that lions and other predatory cats found on Earth were actually descendants of their gods. The Miraz retrieved several species and populated the Kelmars with them. As the Prime were extremely gifted genetic engineers, they uplifted several species of predatory cats with some slight genetic alterations. They called them the Faline and programmed them to be servants in the temples and warrior-priests. The Miraz believe that they have recreated the species as a tribute to their gods and worship natural Earth-deride lions as manifestations of deities.

    The Miraz went on to further create another hybrid of lion to serve as special pets. These lions were bred to physically massive, with thick gray hides and large manes of short, sharp quills. These creatures are given to the order of prophets that serve as leaders in the Miraz culture called the Holy Aslin. The Aslin are said to be able to commune with the hybrids, as the hybrids have an expanded intelligence just short of sentience. The Holy Aslin are also said to be able to speak directly to the deities through the Terran lions. The Aslin wear large suits of powered armor made to resemble a lion and protect the government as well as lead military units.

    Miraz are fanatical zealous Prime who tightly control their world and culture. No non-Mirazian is allowed to be onboard and little is known about the secretive Primes. They have a robust industrial base and a large military but contribute little to the Collective. Numerous efforts to better integrate them into the unified Prime society has failed. Miraz is consistently under sanctions for some form of brush wars with neighboring systems.

    Noldor


    The Noldor are a Prime species that closely resembles humans. Their homeworld was destroyed due to a Kizerian invasion and they left the Collective after it refused to do anything in fear of upsetting the Kizerians. Searching for a new place where they could live, they found that the Tiidan moon of Anwural closely matched their homeworld. The Tiidans, after a long session of their government, decided to give the refugees the moon. Extremely grateful, the Noldor have enjoyed excellent relations with the Tiidan humans. They dwell on Anwural, a moon covered in lush forests, and have communities on Tiida as well.



    Noldor are usually tan or olive-colored, with ranges of browns to black for hair. The average height for a Noldor is slightly taller than a human, with most males standing near six feet three inches. The biological system of a Noldor is more advanced and robust, allowing them to live up to several hundred years with excellent health and physique. The eyesight and hearing of a Noldor is superior to humans but they suffer from a degradation of smell due to problems with their nasal cavities that plague the species. Extremely graceful and very strong, Noldor are usually thin and agile. Noldor do not sleep but instead go into a trance-like state for only a few hours a day. Every twenty or thirty years, a Noldor will sleep into a deep meditative coma that lasts for months at a time. This deep sleep is a sort of self rejuvenation process and Noldor will awaken feeling much younger and refreshed.

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    RhapsodyRhapsody Registered User regular
    Alas, I too was thinking of a character with a medical background.

    Dr. Mattias Lidstrom (or "Doc")
    It's been almost 4 years now, since I last saw that azure marble nestled within the stars. My, how things have changed since then. This rock certainly trumps the promise of nuclear bombardment upon Riven, don't be mistaken. But what I wouldn't give for some proper supplies. We lack some of the most rudimentary medical facilities, have few staff and even fewer patients, yet we still manage to encounter those in need of assistance. Fortunately, assistance is what we aim to provide.

    My name is Dr. Mattias Lidstrom, though most simply refer to me as "Doc" (I consider it an occupational hazard). I operate a small clinic on the frontier colony of Asher. I would like to emphasize, however, that you will not find us on any map, and I intend to keep it that way. We are a mobile operation and that's not without good reason. Those in the business of lucrative ventures may consider a cache of valuable medical supplies a worthy acquisition, generally with the provider (a.k.a. myself) ending up perforated before being able to offer a proper salutation. Professionally speaking, it's simply not good business.

    Now, if I've learned anything through my line of work, it's the importance of being assertive. It was true in the Inner Sphere and even more so out here. I've had to deal with many less-than-savory individuals and those negotiations tend to expire quicker than my own patients. So I follow the example of so many species before us, and learned to adapt. That's not to say I don't value diplomacy, but I've discovered that in some occasions there's no substitute for a good pistol.

    Just last week, I had rather harrowing experience, but admittedly one of my own accord. I prefer to help others as I always have, which is to say through medical treatment specifically. Sometimes, however, the best way to aid a patient is to stop the bastard that made him one in the first place. Now this wasn't my first venture into the bounty business I'm afraid to say, but to contrast, Mr. Zukow was certainly not the first to be on the receiving of Two Cents McGee, the local criminal at large. I guess I should say he was at large. An unfortunate, but sadly necessary business decision. It may contradict his moniker, but Mr. McGee turned out to be quite valuable and should provide for our clinic, and the people, through at least the next lunar cycle.

    Alas, I find myself rambling, so I will close this inaugural entry. I am hopeful that one day I can reflect upon this course I am set upon, and forgive the excruciating decisions I have made. The next time I find myself within range, I'll be sure to archive these logs onto the Uninet.

    End recording.

    What did the PC do before the Great War?
    Finishing up medical school and just about to start on his internship.

    What was he doing during the Great War?
    Working as a general practitioner in a private hospital on Riven, until he needed a change from helping well off socialites with trivial issues.

    How has he survived the Collapse in the following ten years?
    The trip from Riven to Asher wasn't intended to be one way, but after establishing a new clinic with no home to go back to, he continued to provide medical attention for those who needed it, while slipping into some shadier business negotiations and bounty hunting.

    Did any family or friend survive?
    Most of his friends were on Riven when it was bombarded during the war, he hasn't heard from his mother who lived on another planet within the Inner Sphere. On Asher, he's befriended a medicinal purveyor who operates through the black markets and has an ear to the ground on local happenings.

    How would he fit in a group?
    Lidstrom is a practiced doctor, an educated diplomat, a thinker, resourceful, and quick on the draw when he has to be.

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    TalonrazorTalonrazor Registered User regular
    It's pretty easy to diversify characters in Fate. If we want to get into the more medical side of things (which kinda makes sense, as we are dealing with a plague) we can break down the skills a bit more and create unique characters via stunts and aspects. Having a "Medicine" "Surgery" and "Pharmacy" skillset might work. Or "Pathology", etc.

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    GrimmyTOAGrimmyTOA Registered User regular
    What skills would you recommend to slant Sideways more towards the survivalist end of things? I'm fine with making him only an average pilot but an A++ scrounger and getter-out-of-scrapes.

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    Edith UpwardsEdith Upwards Registered User regular
    As far as skills, I'd recommend just adding Survival to your +1's. You have Investigation and Crafts, right? That should be enough to get quite a bit.

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    TalonrazorTalonrazor Registered User regular
    edited February 2013
    We will develop our skills list when we move into the character phasing part of creation. Probably the basic list plus a few extras to reflect the setting. Survival is the big skill to have and most will fall under it. I am planning on adding a Ride or Handle Animal skill as well. Maybe Nature? Also, for you Frontier guys, check out info on the Drifter Colonies and on Frontier Worlds.

    Here's what we currently have submitted.

    Vernon "Sideways" Spalding - GrimmyTOA
    A former freighter captain of the Merchant Marine. Spacer and jack-of-all-trades from the Frontier.

    Riley ???? - jdarksun
    A Senbu agent and replicant plant. Technician and spy skills.

    Vic Cede - Elfword
    Mercenary and bounty hunter that works strictly for-hire. Weapons and combat expert.

    John Dalton - Erich Zahn
    Ex-navy technician and homesteader that is now a colonist. Frontiersman and technician.

    Thomas Nakajima - Zandracon
    A black market doctor that was a Jumper who worked as a biotechnician on the Senbu project. Surgeon and biotech.

    Dr. Mattias Lidstrom - Rhapsody
    Inner Sphere Physician and newly-minted frontier doctor. General physician and diplomat.

    I know that @Lord_Asmodeus is working on a Prime (our only alien!) and waiting for him to submit it. Probably Friday we'll start actual statting out everything and working on Aspects, skills, etc.

    Lots of Frontier guys, which might be interesting. You might have all ended up on a singular frontier world. When we work on phases of Characters, I will give a planet that all characters have to end up on somehow. They could have ended up on it years ago or just got off a rickety ship on it. Somehow, they start the game on the world and with little else. Your fight for survival in the future begins there!

    We are close to kicking this off! If you have a character floating out there or you want to post a submission, do so now! Remember, you will get the rules of Fate Core once we start. It's just like Dresden Files or Spirit of the Century or all the other FATE games out there.

    EDIT: Also, if you have questions about the setting or character design, jump on irc.slashnet.org and shoot me a message on #criticalfailures. I usually sit on the channel when I am in the office.

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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular

    Teotlachtli
    The Teotlachtli are an old and technologically advanced group of Agnatus Sapiens, though they are only a very recent addition to the Prime Collective. Hailing from the world of Aztlán, a lush warm planet on the Frontier of the Collective's space. Aztlán was covered in huge jungles, rain-forests and swamps. The Teotlachtli are largely humanoid, standing around 8-10 feet tall, with four large red eyes that are able to see in bands of light native to their star Teo which are lost on human eyes. The Teotlachtli were thin but quite strong and had a strong military warrior culture, maintaining a strong military presence, their legends speak of many wars with ancient enemies even farther from Collective space, though the specifics of this foe are unclear. They are described as a "Darkness" opposed to the light of the Teotlacthli and their sun Teo.

    Perhaps the most remarkable thing about the Teotlachtli, at least from the Prime Collectives point of view, is the extreme similarity betwen Teotlachtli art, culture, language, and even religious practices, though these have begun to fade over the years, to the Mesoamerican civilizations on Earth. The reason for this, and another surprising facet of the Teotlachtli, is their repeated contact with the peoples of Earth. Indeed, Aztlán and all other Teotlachtli colonies, of which there are a number in the Frontier, host many humans of Mesoamerican decent.

    For thousands of years, the Teotlachtili have been visiting Earth. They likely first came before the Mayans, when the Teotlachtli rediscovered Earth. They recognized their genetic and cultural kindred with the Mesoamerican peoples, and made contact with them. Each seemed to hold the other in reverence, and soon there was a strong relationship between the two. The Teotlachtli and their Human kindred shared cultures, religions, and language for many years. The Teotlachtli revealed however that they could not stay, having been called to help defend their home. They invited whoever wished to join them to do so, and promised to return when the threat was ended. When they returned, the Mayans had risen to prominence, and they welcomed the Teotlachtli, and once again renewed their partnership.

    Again, the Teotlachtli worked with the Humans for many years, until their worlds were again threatened and they invited the Mayans to join them, vowing to return again. Many did join them, and those that remained remained powerful for a time, but with so many hundreds of thousands, perhaps even millions having left, they were unable to maintain their empire and eventually fell. The Teotlachtli would return one more time, and founded the city of Teotihuacan, where they reached out to the whole people of Mesoamerica. Their influence reached far and wide and they were highly regarded once again, bringers of culture and civilization, though they did not formally ally with any one people, they enriched the whole region before once again departing with many followers for their home in Aztlán, though again with a promise to return.

    Thousands of years went by, which was not completely unusual, and another major power rose, the Aztecs. Tragically, the Aztecs, who like all others in the past had forgotten much of their 'gods' and benefactors, eagerly awaited the coming of the powerful ones from a far away land. In their eagerness to once again welcome the Teotlachtli, they instead welcomed the Spaniards, which would be their eventual downfall. The Teotlachtli did return, but they saw the empires of their kin had fallen centuries earlier, and left without intruding upon the world. The Mayans and other Mesoamerican peoples survived in one form or another into the modern Humanity since then.

    The Teotlachtli are ruled by a three Priest-Kings, and a Council of the Chosen. One of the Priest-Kings was a pure-blood Teotlachtli, one was a Human of the most ancient lineage of Mesoamerican people, and the third is of the eldest lineage of Achtli, a hybrid of Human and Teotlachtli bloodlines that had long since become their own distinct race. Mixing of the three was common, but there were still large populations of pureblood Humans and Teotlachtli, and "pure" Achtli. There are few official measures to try and keep this in place, but the three population groups are large enough to maintain themselves.

    The Teotlachtli have become an influential part of the Ancestralism movement, with many Humans, Achtli, and Teotlachtli returning to the homes of their collective ancestors in Mesoamerica and beyond, and with many Ancestralists also making journeys to Aztlán, which attained a reputation, though far lesser than Old Earth, still very influential in its own right.

    After contact with the Prime Collective, the Teotlachtli began to become much more involved with the Human political bodies. The other Prime races were shocked that the Teotlachtli had visited Earth numerous times in the past, and had never chosen to share with humanity their technological advances as the Prime Collective had. For the Teotlachtli's part, they had believed other Agnatus Sapiens had made contact with their Human genetic and cultural forebears as the Teotlachtli had.

    The Teotlachtli were unsure what to make of the Prime Collective's choice to give Humans so much technology.' The Teotlachtli had shared some measure of knowledge with those they met, and they had made available the benefits of all their technology while they were there. When they left they had taken many of their technological marvels with them, as well as many Humans. Those that remained behind knew what they would come to miss, and had accepted it. The Teotlachtli had not thought it their place to deny Humanity what they had achieved, their own technological and cultural ascension.

    Aspects:

    "Wise Warrior" The Teotlachtli value warrior prowess and spirit, as well as knowledge and wisdom. Many Teotlachtli have at least some training in fighting and combat techniques, and a formal education.

    "Zealous Culture" The Teotlachtli have maintained their culture for not merely centuries, but Millennia. They are very skeptical of changes to their culture, which they view as a living relic of their ancestors in the Ancient Human Empire.

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    TalonrazorTalonrazor Registered User regular
    Here are some examples of Human Heritages. Each Prime agnatus has two aspects, one covering positive parts of their culture and one covering the negative. Humans have this as well but to reflect the diversity of their cultures it is set per culture the human hails from. You will have to see where your human hails from and select a heritage that best reflects it. Once again, we'll be moving on to character creation in a few days.
    Child of Eden

    These are people who have grown up on the almost mythical planet of Earth; birthplace of human and agnatus civilizationa. Due to Earth's vast reputation and ancestral claim these people tend to be viewed with a little more awe then most other humans. Characters from Earth tend to be well-off, as real estate on the coveted planet is astronomical. Most of Earth is now protected parks or natural forests. Very little development is allowed on the planet.

    “Terra's Reputation”
    - It is rare to find a direct descendant of Terra. These people are just a little more prestigious then others.

    “Used to Soft Living” - Terrans are use to their very comfortable planet. They are not prepared for the harshness of space and the colonies.

    Sol Homeworlder

    The Sol System is the most heavily terraformed and populated. Mercury, Venus and Mars have been turned into fully liveable planets while Ganymede, Europa and Io are completely settled. Mercury, Venus and Mars have been called the Homeworlds of Sol. Those who live on these so-called "Homeworlds" live on planets that have every benefit of Earth, lacking nothing. These characters have access to much wealth.

    “Sol's Wealth” - Those who live in the Sol System have access to incredible amounts of resources.

    “Acclimation” - Sol Homeworlders tend to be disconnected to the happenings of the Galaxy at large.

    Martian Descendant

    Mars was a massive international effort to colonize a planet that grew into the first off-Earth government. Terraformed for over a hundred years, Mars has its own culture, language and economy. It is often called the "little brother" of Earth. The Confederation of Mars has settled numerous colonies, all with ties to Mars. Martians tend to be extremely technology-savvy, dabbling in everything from cloning to genetic engineering. Transhumanism is a dominant Martian cultural principal. Self-improvement is very popular and Mars has often been called the first Post-Human nation.

    “Martian Tech”
    - Mars is constantly on the cutting edge of technology and Martians tend to be very hip with their tech.

    “Superiority Complex” - Martians tend to not care about other cultures, they are often somewhat snobby and indifferent.

    United Colonial Colonist

    The United Colonies have spread far and wide, getting a head start in the solar colony race. The United Colonies have claimed most of the Solar System, from Venus to Jupiter, and have many colonies outside the solar system. The extrasolar colonists of the United Colonies are resilient, independent and patriotic. They are hardy explorers and have gone further in the galaxy than any other human faction. This hertiage reflects someone who was born on an Colonial world, anyone born in the Sol system would be a Homeworlder or Child of Eden.

    “Steely Resolve”
    - Colonials settling new worlds are grim and determined.

    “Robophobia”
    - Due to the Senbu rebellions, Colonials harbor distrust for robots and genetic engineering.

    Intersolar Union Colonist


    The Intersolar Union is the newest stellarpower and the smallest. Their colonists are eager to stake a claim in the galaxy and are backed by some of Earth's richest history. Loyal and progressive, IU Colonists are creating colonial lives all over the galaxy.

    “Progressive”
    - IU Colonists are quick to absorb the cultures of the galaxy and make their way.

    “Beginners” - Intersolars are new to the galaxy and as such, haven't had the time to learn all the ins-and-outs. Most IU Colonists are brand-new and have just finished the Colonization courses.

    Frontiersman

    The Frontier is the outer-most limits of human expansion. It makes a large, slowly expanding arc in the galaxy that marks where mankind has settled. Frontier worlds are in their infancy of terraforming, thus they are harsh and unforgiving worlds. Frontier worlds are either a govermental territory, settled by homestead acts, resettlement projects or colony initivates, usually ran by a military governor and having only slight resemblance of govermental control; private homestead worlds that are settled by private citizens and not owned by any govermental entity, instead having their own basic goverment; or corporate worlds, settled by the immense wealth of the megacorps for economical reasons. Only the corporate worlds may have decent amenties or ansibles, usually other Frontier worlds offer only basic resources, usually technological stagnant. Those who live in the Frontier are hardy and self-reliant. They get by with very little and develop their own culture.

    “Hardy” - Frontiersmen are incredibly hardy, existing everyday in a tough enviroment. They learn skills that have been long out-dated and considered 'non-essential'.

    “Living Remote” - Most Frontier worlds are out of the ansible grid, lacking the all-important Uninet and Hive. Their culture tends to develop without the sweeping memes and changes that the galactic society absorbs. They lack the technological skills and development most worlds have.

    Hive Mind

    Some people are absorbed by the Hive. They wish to live only in this new world where dreams and fantasies come alive. The Hive is a fantastic place that requires different skills and application of knowledge then real-life dictates. People who spend the majority of their living time in the Hive have come to be known as Hive Minds. They will lie for months in sustaining cocoons, living and working in the Hive while their phyiscal bodies are dormant. These terms can also mean certain AI or other powerful software that is almost indistinguishable from human avatars.

    “The Trickery of the Hive” - Hive minds have a pretty good idea of the way the Hive works. They know secret ins and outs, backdoors and passages to locations throughout the Hive.

    “Bothers of Real Life” - Hive Minds do not enjoy entering real life.

    Drifters

    The Drifter Colonies are huge, floating structures made from the refuse of space that hold thousands and thousands of beings. These vast ‘space stations’ are created from damaged hulls of spaceships, discarded scrap and scavenged wrecks found floating in the deep. They are barely airtight and are propelled on slow, ancient ion engines. Drifter Colonies are only just rated for GAPTRAN travel, their slow pondering ugly, twisted bulk can be seen sometime emerging from the gates. Drifter Colonies are usually vast in size, easily the size of several colony ships. They usually feature only basic starship functions and behave more like mobile orbital colonies then anything else.

    Drifter Colonies are full of beings who call themselves ‘drifters’, hence the name. Thousands upon thousands of beings can be crammed on the ships, forming a vibrant community. These beings join the Colony for whatever reason. Some simply seek escape from wherever they are, some seek free passage to a new home, some are homeless and poor, and others simply desire adventure. A Drifter Colony is a cross-section of species and races.

    “Jack of All Trades” – Drifters have a variety of trades and skills they’ve learned.

    “Space Riff-raff” - Drifters are, by nature, very poor and tend to be viewed as lower class.

    Corporate Citizen

    Megacorporations are the massive corporate entities that arose during humanity's expansion into space. Some of the megacorporations evolved into the Chaebols which exist outside the normal parameters of human nations. Chaebols are self-contained political entities that have commercial dealings in almost every human faction. Citizens of megacorporations or Chaebols may live on other worlds working in dozens of various subsidaries or on a corporate-owned world. They ususally are career-minded individuals, working as management for legions of drones or employees.


    “The Management” – Corporate citizens are usually middle-to-upper level management for megacorporations or chaebols. Citizenship is not given lightly. Citizens often have earned their citizenship and have the wealth, connection and organizational prowess that comes with it.

    “Cog in the Corporate Machine” - Life outside the corporation is scary. What would life be without a supervisor, mandatory meetings and crushing deadlines?

    Independent Worlder

    Not all humans are members of Covenant Earth or the Terran-based cultural systems. Dozens of independent systems exist, represented by the Independent Congress of Periphery Worlds. There are other loosely organized worlds, such as the Tannhauser League or the Combined Comittee of the Alviger Fold. Here humans have a fierce independent streak. It's a "live-and-let-live" world and usually anything goes. Some of the more interesting worlds have all kinds of bizarre cultural traditions or activities that would be illegal elsewhere. Humans can develop skills and traits that might be frowned on elsewhere or simply be left alone to do their own thing.

    “Doing my own Thing” – Independent worlds are not bound to Terran governments or Covenant Earth treaties. Citizens of these worlds may have a lot more freedom then what is found elsewhere.

    “Limited Resources” - Because Independent worlds aren't hooked into the massive resource flow of some home government, there can be strains on the more advance resources...

    Corsair of Antellia

    The Antellian system hosts the world of Antellia. One of the only trading lanes to the Alviger Fold runs through Antellia and the humans who settled on the world quickly became adept pilots and smugglers. Known throughout the galaxy as flashy pilots, daring smugglers and gunslingers full of bravado, Antellian corsairs love bright clothing, big hats and expensive whiskey. A true Antellian pilot and gunslinger is referred to as a harrier.

    "I've got that certain flair..." - Whether it is diving a small Antellian freighter into asteroid caves or engage in a barroom firefight, Antellians do it all with style and flash.

    "Never tell me the numbers..." - Antellians are boastful, prideful and must be right about everything, if they are wrong or about to do something really, really stupid.

    Underworld Denizen

    The organized crime in the galaxy is rampant and powerful. Whether it is the quasi-legal criminal nations of the Free Alliance Syndicates or the massive narcotic empires of the Aztecas Cartels or a crewmember on a pirate vessel in one of the Mujadeen Pirate Clan fleets, there are lots of humans out there that work for the more shadowy elements of human culture. Other cr

    "Living in the Shadows..." - Often the backdoor dealings and exposure to more seedy sides of the galaxy allows a member of the criminal organizations to be better versed in the underworld.

    "On the Record" - However it is tough for a criminal member to avoid being in any police or law enforcement database. Someone somewhere has a name in a datapool and a reason for an arrest...

    sig4.jpg
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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    edited February 2013
    Saven

    Confused. Lost. It is a feeling which overwhelms me, both inside, and out. I don't know where I am anymore, and I don't know how to get back home, and I know, everyone else feels the same. I can't read them, speak with them like I can with others of my own kind, but I can feel their desperation, their fear, their confusion. No matter the chemistry, the psychology, the society, the culture, the feelings are always the same. I am the same.

    I do not know what to do. Perhaps I should try and find my way back, to the Order, to the other Savarnaus. Perhaps, the war had gone to the Haze Worlds too, had reached Buathwi. Perhaps my people had been forced to flee. There was no way for me to know, so I wandered, listless and lost. Perhaps I would find another of my people. Perhaps, I would die alone.

    What did the PC do before the Great War?
    Training on Incerri in the methods of becoming a Communicate, learning the neuroscience, the chemistry, the psychiatry and psychology, the cultures, that would help him "speak" with other Agnatus and Humans.

    What was he doing during the Great War?
    Studying in a college in the Core Worlds, advancing his knowledge and mind as Savarnaus are wont to do, and communicating what he learned of the War back to his kindred.

    How has he survived the Collapse in the following ten years?
    Luck, and the fortuitous use of his abilities. Saven has been able to avoid trouble more ably than many by detecting the emotions of Blighted and of brigands and the paranoid., and has been lucky enough not to be stranded on a world too overrun with Blight for him to escape.

    Did any family or friend survive?
    There's no way to know. The war came to the world on which Saven studied, and he fled alone. Whether any of his other kind still survive, he cannot know.

    How would he fit in a group?
    Saven is very well learned in matters of psychology, culture, neuroscience, and all other fields required to be a Communicate. He can help to understand the people they encounter, feel Blighted minds before others can, and interpret the surface emotions of those they meet to see if they are hostile or helpful.

    Lord_Asmodeus on
    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    edited February 2013
    Quauhtli

    The Galaxy had torn itself apart, and I was forced to act alone. I was not the only Teotlachtli on Earth when the ansibles went down, and I could have gone with them. I did at first. I had come to Earth as an Ancestralist, and as a Priest, to study what so many of my Teotlachtli and Cultural Kindred had left behind on the Earth, to go back to the roots of everything and re-instill my zeal in the defense and spread of our ways. So many of us were spread about the galaxy, helping to defend the Collective, and the Human polities. Perhaps, too many.

    I had to get back to Aztlán, in case the ancient enemy decided to once more return, to destroy my people and our way of life, to drive us from our home and to salt the worlds before them... but so many others were thinking the same thing. I've been trying to get home for some time, and over time my brothers and I split, each trying to find our own way. Perhaps I am not meant to return. Perhaps I have been ordained for another purpose. To protect the Humans still further, to keep alive our cultures and traditions.

    I would make this my cause holy, to dedicate myself to War and Wisdom. After all, there were so many Teotlachtli to defend Aztlán and our Cultural Kindred. One would not be missed.

    What did the PC do before the Great War? Served as a Warrior-Priest for the Teotlachtli, traveling to their colonies and beyond to ensure the safety of Teotlachtli traditions, and to bring them to all would accept them.

    What was he doing during the Great War? Helped defend the Collective during War-Time, and later, spending time on Earth to strengthen his ties to his peoples traditions and legends.

    How has he survived the Collapse in the following ten years? Earth was spared much of the worst of the war, through great effort of a number of human Polities. Quauhtli spent much of his time with other Teotlachtli, as well as Aztlán humans and hybrid Achtli. Over time they split up until Quauhli is alone.

    Did any family or friend survive? Some of his friends and comrades who had been with him on Earth traveled with him, though now he does not know their whereabouts.

    How would he fit in a group? A warrior and a wise man Quauhtli tries to bring meaning to the disaster and protect his peoples' traditions, and their ancient human kin.

    Lord_Asmodeus on
    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    Edith UpwardsEdith Upwards Registered User regular
    edited February 2013
    e
    EDIT: Also, if you have questions about the setting or character design, jump on irc.slashnet.org and shoot me a message on #criticalfailures. I usually sit on the channel when I am in the office.

    Nevermind then!

    Edith Upwards on
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    Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    Would love to play this and will make a character later tonight after class

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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    I'll probably stick with Saven for this.

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    ArdentArdent Down UpsideRegistered User regular
    Oh, hi.

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    TalonrazorTalonrazor Registered User regular
    @ardent holy shit. You are still around. Gonna play?

    sig4.jpg
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    ArdentArdent Down UpsideRegistered User regular
    edited February 2013
    Talonrazor wrote: »
    @ardent holy shit. You are still around. Gonna play?

    I can probably be convinced.

    Okay, done reading. I am convinced enough to write a character up.

    Dirge
    I had a name once. Something more than a moniker, this nom de guerre that serves in its place. It died with the galaxy, when the Uninet disappeared, when the stars fell. But it is not the place of an outcaste to hold a real name and so mine was taken from me. Cast out of my House, out of the Realm, and from the memory of my family, I went to war to earn a new one.

    To call me a soldier is to call the Jotnarie a mercenary. It is a description that skates upon the surface of the truth but dares not seek its depths. I am what the Realm would call "Ar-Razli um Shimuta:" a dead man walking. I was consigned to an existence that demands glory on the battlefield. It was a goal so laughably beyond my reach that I struggled with despair endlessly.

    Once, the Landskraed called my fate the Sojourn Upon the Sands. They could not have realized how apropos it would be.

    What did the PC do before the Great War?
    Dirge was a minor technician serving one of the Houses of Landskraed before he was declared outcaste. He became what the Jotnarie termed "Fodder," the Landskraedi indentured soldiers.

    What was he doing during the Great War?
    Dirge served in the vanguard of every action, standing shoulder-to-abdomen with the Jotnarie that led the charge into the breach on planetfall.

    How has he survived the Collapse in the following ten years?
    Dirge has a wide array of experience with the machines of desert survival, quickly scavenging, repairing, adapting, and building what was necessary to survive the brutality of the Collapse in relative isolation.

    Did any family or friend survive?
    Dirge is a man without an identity.

    How would he fit in a group?
    A Wasteland survivor, Dirge brings mechanical expertise and Landskraedi political savvy along with his honed scouting and rudimentary combat skills.

    Aside: I have a copy of the Kickstarter Fate CORE rules.

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    edited February 2013
    Khiraz
    "WEAK!" the birth-father had said when it was born, picking the runt out of the mewling pile of kirzri and throwing it outside into the snow. "WEAK!" agreed the birth-mother and the midwives. A runt was a curse on not only the zidara but on the entire kajer-clan; they must be cast out, and quickly, before the curse took hold.

    Yet there still must be a way to keep the child and lift the curse. Kizerans did not breed often enough to carelessly throw away potential warriors, so every runt was given a chance albeit a slim one- throw it out in the snow. If it survived until morning that was good enough for the gods and good enough for the Kizeran. Such a hardy kirz would be warrior material, even if it could only handle the coward's weapons of bow and spear. An arrow in the eye kills just as much as a swordthrust to the heart.

    Most of the runts do not make it. In a classified Fuuluub report (one of many done before the Kizeran were allowed to enter the Prime Collective) it was stated that fewer than one in a thousand such kirz make it through the night.

    The runt was still alive the next morning. The zidara agreed with the birth-father that it was a miracle that the snow had melted around the runt and gave him permission to keep it. At the naming ceremony it was given the name Khiraz, the name for the annual frost-melt in Tal Khym.

    But he was still a runt.

    "WEAK!" the other warrior shouted as he slammed Khiraz into the dust in the fighting-pit. Hissing with anger, Khiraz ignored his wounds and tried to trip the other male so he could pin and bite. "WEAK!" the crowd roared as the male stomped on Khiraz's back driving him back down. Khiraz spat blood and cursed the gods as the other male was led away by several adoring females. They would tend to his wounds, clean off the dust of the fighting-pit, and mate with him. Khiraz stood up, wincing, and began to walk back to his small dwelling on the outskirts of Tal Khym. No one would mate with him tonight.

    "WEAK" the warriors yelled as they slaughtered the aliens. The aliens had arrived in Tal Khym speaking of "peace" and "trade". The only thing peace was good for was gathering your strength before you stabbed the enemy in the back and the only thing trade was good for was weapons. ### help ### I wealth the alien said right before Khiraz crunched his hatchet into its soft, unprotected neck. He had always heard about how cowardly the aliens were and how they didn't fight fair, but he'd never known how easy they were to kill. If all aliens were like this the Kizerans would take over the space soon. Then the Kizeran next to him burst into flame and disappeared. There was an alien with black skin and no face pointing a stick at him. He ducked instinctively and felt heat pass over his head. Roaring he hit the stick with his hatchet knocking it away and tackled the alien, slamming its head into the ground over and over until it cracked and then slammed it into the ground some more. When he was done Khiraz picked up the stick, marveling at a weapon that could kill by fire. One of the other Kizerans noticed him with it, knocked it out of his hand, and stomped on it. "WEAK" the other member of his zidara roared, first pointing at the alien and then at its now-broken stick. "WEAK" Khiraz roared in agreement. The other Kizeran grinned at him and slammed him on the back, almost knocking his wind out. But when he wasn't looking Khiraz picked up the pieces and hid them in his cloak.

    During the next season Khiraz stayed mostly in his dwelling, coming out only to hunt, log, and attend the sacrifices his zidara held to ensure victory. He would have liked to have skipped the latter but it would have been another proof of his weakness so he did not. Instead he placed the pieces of the stick on the table in his small home and tried to fit them together. There was a snap! and Khiraz was left sucking his fingers and scrubbing at the burned tal-wood. He also broke up the chair he had smashed in his anger. The next day he packed meat, ale, and water into a satchel, hefted a load of split tal-wood (including the remains of the chair), and set out for the nearest holding owned by his kajer-clan. When he arrived he headed for the market. There he traded his load of tal-wood for a basic set of tools and a manual on gunsmithing. The manual turned out to be useless (Khiraz even bought powder, 3 tal-wood loads' worth, but there was no place to put it in the stick). He had more luck with the tools and once he had carved a Kizeran-size stock for the weapon he tried various combinations of pieces, making sure to keep a pile of tal-wood at hand to break. That had been his best chair. On what seemed like the thousandth combination he pulled the trigger and his door exploded. Grinning to himself, he immediately went outside to calm his neighbors, explaining that he had burned his dinner and taken it out on the door. They nodded and went back inside, not noticing that part of the door was on fire and that punching a door makes a very difference noise than shooting one. They also didn't know that the next time anyone insulted or laughed at him they would be toast, literally.

    The next day the Invaders came. They fell from the sky, from the space, and merged with the trees and the water and the people. Everything in Tal-Khym was either gone or merged within a day.

    By sheer luck Khiraz fled towards the only spaceport on the world. By sheer luck he was the only Kizeran in the spaceport that had a weapon that could kill the aliens guarding a ship. By sheer luck one of the frightened aliens inside the ship spoke Kizeran. And by sheer luck most of the 20 or so Kizerans that managed to run inside the ship before the door closed were members of his kajer-clan, and the ones that weren't members become ones by nightfall. Or what passed for it, inside the ship.

    How could a Kizeran tell what was night and what was day inside a ship, when it was always day except for the houses where you had the power to turn it day or night whenever you pleased? The ship's crew, having lost their guards, came up with an offer for the homeless Kizerans- guard us, and we'll teach you how to use our guns and fix the ship. They removed "fixing the ship" after the first door was punched through but the guns proved easy enough to use and the Kizerans proved to be quite good at fending off bandits and robbers when the ship landed to sell its goods.

    The Kizerans eventually grew worldsick and asked to be dropped off at a planet that was non-Blighted and near the Frontier (the crew had taught them what the Invaders really were and about the Prime Collective in general). The crew happily obliged (they seemed to not like having the Kizerans aboard) and the small kajer-clan settled down in a town and hired themselves out as mercenaries.

    Wait, not as mercenaries. Delete that.

    Go back.

    GO BACK

    STUPID MACHINE DELETE GO BACK

    DELETE DELETE DELETE DELETE DELETE DELETE DELE########

    -roaring-

    ************************************************************************************************************************
    Audio recording recovered from a smashed dataslate bought from a Frontier-world fartrader.

    souvenir holograph purchased from same fartrader
    haralsketch1web2jt.jpg

    What did the PC do before the Great War?
    He lived in (relative) peace on his home world as a warrior and a logger.
    What was he doing during the Great War?
    When the Blight came to his planet he commandeered a ship and escaped.
    How has he survived the Collapse in the following ten years?
    He worked as an armed guard for the merchants whose ship he was living on.
    Did any family or friends survive?
    Yes, there are approximately 70 members of his kajer-clan living in a town and have formed a new zidara (they think they're the last of the Kizaran). He mated and sired some kirz but Kizeran young are communally raised. They're more well-mannered than is usual for Kizerans (since they have to be hired) but this usually translates to "HIRE US NOW... PLEASE." It works more often than you'd think.
    How would he fit in a group?
    He's very good at killing things, and despite getting picked on for being a "runt" he's still a lot bigger and a lot stronger than a human. He's happy to leave such things as driving ships and using computers to others. He occasionally tries to use higher technology (and is ecstatic when he succeeds) but far too often it fails or it beeps and then he has to teach it a lesson for disobeying him. He enjoys reading war fiction dataslates (this is the highest tech he can use "safely" but he goes through several new slates a month), drinking, and riding in vehicles with the top down.

    Captain Marcus on
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    TalonrazorTalonrazor Registered User regular
    Ok, I will be closing the submissions this afternoon. If you have an app out there, toss it in! I will be going through everything over the next day and selecting characters during the weekend. Here's what we got right now.

    Vernon "Sideways" Spalding - GrimmyTOA
    A former freighter captain of the Merchant Marine. Spacer and jack-of-all-trades from the Frontier.
    Role: Survivalist / Pilot
    Species: Human (Heritage)

    Riley - jdarksun
    A Senbu agent and replicant plant. Technician and spy skills.
    Role: Technician / Sneak
    Species: Senbu

    Vic Cede - Elfword
    Mercenary and bounty hunter that works strictly for-hire. Weapons and combat expert.
    Role: Soldier
    Species: Human (Heritage)

    John Dalton - Erich Zahn
    Ex-navy technician and homesteader that is now a colonist. Frontiersman and technician.
    Role: Frontiersman / Technician
    Species: Human (Heritage)

    Thomas Nakajima - Zandracon
    A black market doctor that was a Jumper who worked as a biotechnician on the Senbu project. Surgeon and biotech.
    Role: Medical / Science
    Species: Human (Jumper)

    Dr. Mattias Lidstrom - Rhapsody
    Inner Sphere Physician and newly-minted frontier doctor. General physician and diplomat.
    Role: Medical / Diplomat
    Species: Human (Heritage)

    Saven - Lord_Asmodeus
    An Savarnaus Communicate working as an Inner Sphere neuroscientist and psychiatric at a university. Psychologist and Empath.
    Role: Empath / Science
    Species: Savarnaus

    Dirge - Ardent
    A former Landskraedi technican serving one of the Landskraed Houses, now outcasted conscripted scout. Mechanic and desert scout.
    Role: Scavenger / Scout
    Species: Landskraed

    Khiraz - Captain Marcus
    A dwarf Kirerzan warrior and mercenary. Brawler and combat expert.
    Role: Soldier
    Species: Kizeran

    I am liking what I see. I especially like the write-up for Khiraz, awesome concept of a Kizeran! We never had a Kizeran nor a Savarnaus played before and I really like how each of you are portraying them.

    sig4.jpg
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    ArdentArdent Down UpsideRegistered User regular
    So are we slow-rolling into this or are we just going to hit the ground running and fill in our aspects as we go? (Obviously excluding heritage/racial Aspects as those are sort of pre-selected.)

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    TalonrazorTalonrazor Registered User regular
    Ok, I love all of these characters. However, I can't run everyone. I was going to go for six characters as a max. Here's our six chosen characters (you people need to get some last names, damnit):

    @GrimmyTOAs Vernon "Sideways" Spaulding as the Spacer

    @jdarksuns Riley as the Spy

    @Elfwords Vic Cede as the Bounty Hunter

    @Lord_Asmodeus's Saven as the Empath

    @Ardent's Dirge as the Scavenger

    @Captain Marcus's Khiraz as the Warrior

    However, I am going to go out on a bit of a limb and add one more. I am hoping that it isn't too many but Fate is fast-paced and light-weight so shouldn't be that bad.

    This last one I really liked the concept so I am adding

    @Erich Zahn's John Dalton as the Homesteader

    For everyone else, I loved your characters. I am looking at running a night-time IRC of this game as well if you are interested in that.

    So we have our party! Next up, we need to build our characters. To do this, we are going to go phase by phase. By the way, if you need the Fate Core rules let me know!

    The first step is everyone gets Racial Aspects. If you are human, you need to pick your Heritage. This represents the culture you were born in or dwelt the most in. If you want to represent something different, create a different heritage (maybe you came from a Rigger Skit?). It needs to have a most positive and negative aspect however. If you are a Prime, you already have a Racial Aspect.

    Once Racial Aspects are finished you need to define your High Concepts and your Troubles. The High Concept Aspect is the central basic idea of the character, a one-line summary. Establish their essential element. The Trouble Aspect is some problem part of his or her life. It represents the complication of your character's life.

    Let's get those established. Once those are done, we are going to develop the stories of our characters by getting the chance to do some writing of their backstory.... but not necessarily your character!

    The End is Neigh!

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    GrimmyTOAGrimmyTOA Registered User regular
    edited February 2013
    Would it be problematic or awesome if Sideways was a robophobe? I ask because jdarksun's Riley is, I believe, a robot. Right?

    An United Colonial Colonist seems like the best fit for Sideways, but if the intra-group tension is supposed to be minimized then...

    EDIT: Also, yay! Looking forward to the adventure.

    GrimmyTOA on
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    TalonrazorTalonrazor Registered User regular
    Riley is a Replicant which is basically a highly advanced bio-mechanical human replicant from the Senbu. Essentially, it will be almost impossible to detect that Riley is not human....

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    GrimmyTOAGrimmyTOA Registered User regular
    Perfect, then. Sideways will loudly and publicly hate the Senbu and their subhuman monstrosities until such time as Riley takes his head off and tosses it at something.

    Intentional ambiguity as to whose head is taken off in previous sentence.

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    jdarksunjdarksun Struggler VARegistered User regular
    GrimmyTOA wrote: »
    ...until such time as Riley takes his head off and tosses it at something.
    Also amusing because I haven't revealed Riley's gender.

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    GrimmyTOAGrimmyTOA Registered User regular
    Awww. You spoiled it.

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    ArdentArdent Down UpsideRegistered User regular
    Since my racial aspects are a d20 statblock (that I wrote) I'm just going to write mine now.

    Born Liar: the Landskraed have a reputation for playing fast and loose with the truth to achieve their goals.
    Can't Stand the Cold: their desert world heritage makes Landskraed well-suited to arid and hot climates, and ill-suited to wet and cold ones.

    Word.

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    Edith UpwardsEdith Upwards Registered User regular
    edited February 2013
    John Dalton
    Human
    Drifter:
    “Jack of All Trades” – Drifters have a variety of trades and skills they’ve learned.

    “Space Riff-raff” - Drifters are, by nature, very poor and tend to be viewed as lower class.

    High Concept Aspect
    "Child of the Soil" - Dalton's a redneck at heart.

    Trouble Aspect
    "Eager To Please" - Dalton is the kind of guy who derives his self-worth from serving others.

    Personal History - Wait until we are ready to do these all at the same time!

    Phase Aspect 1
    The History

    Phase Aspect 2
    More history

    Phase Aspect 3
    This one will be unveiled at a later date!

    Edith Upwards on
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    TalonrazorTalonrazor Registered User regular
    By the way, as we build the characters keep a running tally of the aspects.

    So for example the template looks like this:

    Name

    Species
    Racial Aspects!

    High Concept Aspect
    Conceptual ideas!

    Trouble Aspect
    Complications abound!

    Personal History - Wait until we are ready to do these all at the same time!

    Phase Aspect 1
    The History

    Phase Aspect 2
    More history

    Phase Aspect 3
    This one will be unveiled at a later date!

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    ArdentArdent Down UpsideRegistered User regular
    Dirge
    Disgraced Landskraed
    Born Liar
    Can't Chill Out

    Pessimistic Survivor
    Dirge has survived primarily because he expects the absolute worst possible outcome to be the most likely and he prepares obsessively for it and because he can make machines run with little more than what can easily be found at hand.

    Wanted Man
    When everything went dark, Dirge was out scouting. In the confusion that followed, he figured the Jotnarie had bigger issues to tackle than worrying about whether he'd gotten back from his patrol. He was right. For almost two weeks the Jotnarie failed to notice he was gone. Then something broke down. Without Dirge there to fix it, the Jotnarie were forced to take notice of his absence and they were none too pleased. They've offered a reward for his capture and spread rumors that he's done horrible things. Some of them are probably true.

    Personal History

    Phase Aspect 1
    The History

    Phase Aspect 2
    More history

    Phase Aspect 3
    This one will be unveiled at a later date!

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    Proposed Racial Aspects:

    "The Enlightened Mind: Savarnaus have potent minds, which can be used to 'feel' the world around them like radar, and allow them to communicate by projecting straight into the visual and auditory portions of an aliens' brain, allowing them to perceive a special "mask" which appears to speak to them."

    And

    "Sense Blind: Savarnaus have no mouths, noses, eyes, or ears. They cannot see, smell, or hear. They have tactile senses, and can taste with their hands."

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    TalonrazorTalonrazor Registered User regular
    Oh, I totally forgot about!

    SKILLS

    We need to choose skills! As we go through this character creation process I want to be developing our setting as well. Ardent adds ideas about Landskraed, while Asmodeus fleshes out the concept of the Savarnaus. I want to keep developing the setting and the way we do that next is choose our skills.

    The basic skills that Fate Core has is

    • Athletics
    • Burglary
    • Contacts
    • Crafts
    • Deceit
    • Drive
    • Empathy
    • Fighting
    • Intimidation
    • Investigation
    • Lore
    • Notice
    • Physique
    • Rapport
    • Resources
    • Shooting
    • Stealth
    • Will

    I would like to expand that a bit. I suggest adding the following as a starting point, Academics, Science, Medicine, Engineering, Pilot, Operate, Handle Animal.

    Academics would cover the traditional knowledge learned in an educational system to separate away from Lore, which covers more cultural knowledge or non-traditional information. Science handles all the futuristic and hard knowledge, like genetics or biotechs or weather systems. Medicine would handle all the healing and anatomical knowledge as well as psychiatric and pharmacy. Engineering would handle repairing and creating mechanical things and more complex technical systems while Crafts would cover things like carpentry or other non-complex technical things. Pilot covers starships and planes while Operate is military vehicles, tanks, walkers, etc. Handle Animal covers all animal interactions and riding skills.

    I want another skill to focus on Survival aspects, as well as nature and tracking issues. Any ideas what to call it or how to break it down? Anyone feel like additional skills would be good or want to remove existing ones?

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    GrimmyTOAGrimmyTOA Registered User regular
    Endure for survival (finding water that's safe to drink, shelter, etc)?
    Xenobiology and Xenobotany for space critters and plants and so on?
    Reconnaissance?

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    jdarksunjdarksun Struggler VARegistered User regular
    edited February 2013
    Name: Riley

    Background
    DAY SINCE INSERTION: 3742
    DAYS SINCE LAST TRANSMISSION: 1911

    The same red letters are superimposed over my vision every time a sleep cycle ends. The numbers change. They tick up. Reminding me that I am stranded in the middle of a sea of enemies, reminding me that I will never again communicate with the base node, and reminding me that my mission is FUBAR. But I can’t change it. Since that would require a change of programming, and I can’t risk self-change in the field. At least not yet.

    A body moves beside me. Arms stretch, a mouth yawns. “How are you always up before the shift chime?” Because with no central node with which to synchronize, your clocks have been slowly getting farther and farther off from galactic mean time. Though the same critique could be applied to me. Am I slowly becoming out of true, like wet wood left to warp?

    “Just a light sleeper.” I lie. All I ever do is lie. It is growing tiresome. I push out of the pile of rags I use for a bed, and hit the ‘fresher. Because I am virtually indistinguishable from a human, I must deal with certain inconveniences and indignities. It is inefficient, but it is necessary to keep up appearances.

    And there are upsides to the deception. I am reminded of one as I return to the room, and I pause to watch my temporary mate dress. The level of constant tension on this station drives the humans to a variety of recreational activities, all of which provide acceptable levels of amusement. My current partner understands that this a temporary relationship, and has yet to expressed any concern over this fact. I find this vastly preferable to the drama that can occur in other types of relationship. Though that drama has some amusement to it as well.

    We dress, we respond to the shift change notification, and we part ways at the lift. I go down into the bowels of the station, among the constantly humming machinery that keeps the atmosphere in and the waste matter recycling into consumables. What was supposed to be a low profile, almost menial job has turned into something consider heroic by these humans. I work so they can live. And, contrary to my briefing, they understand and respect this. I am treated with dignity instead of indifference. When I am reminded that I was sent here to gather information on a potential military target - and that would be every morning - it can make interactions with the humans somewhat awkward for me. They believe those strained conversations to be a symptom of stress. I have not dissuaded them of this notion.

    “Hey, Riley. The #2 condenser is acting up again. You mind taking a look at it?” I nod in assent, grab a toolkit, and head towards the condenser farm. Just another day in purgatory. Just another day after the end of the world.

    So to speak.

    Species: Senbu
    "I may be synthetic, but I'm not stupid." - Replicant Senbu have literally been engineered to blend in with organic societies. Almost impossible to detect through traditional means, Replicants are also well versed in the body language and speech patterns of the the organics they mimic. This, however, does not mean they are perfect at blending in, as utilizing this mastery over physical and vocal communication can make them seem desirable or otherwise memorable.

    "The Great Architect Wills It." - Fervently religious, the Senbu are tireless zealots that will follow their god's plan to the letter. Their obsession with the math of the universe can sometimes lead to seeing the Will of the Great Architect in what other species might consider random chance.

    High Concept
    Replicant Infiltrator - Learn, look, listen. Gather data covertly, make evaluations, report back. This was Riley's sole purpose.

    Trouble
    Behind Enemy Lines When the War Ended - Riley was an enemy agent, back when such distinctions mattered. Keeping that information out of the wrong hands keeps Riley's life from taking an unfortunate turn.

    Skills
    +4: Iniquity
    +3: Investigation, Stealth
    +2: Interface, Knowledge, Notice
    +1: Empathy, Engineering, Protocol, Rapport

    Stunts
    Lies upon Lies.+2 to create an Iniquity advantage against someone who has believed one of your lies already during this session.

    Phase 1
    Do you know how planets fall in a war? It's not with military might, nor with a politician's pen. It's with secrets. Data. A fleet's value is proportion to the size and makeup of its opponent's; diplomatic efforts only useful if there is weakness to be exploited. They call us envoys, scouts, spies; the truth is that we are the forerunners of victory.

    I burned Asher to its mantle not with force, not with words, though there was plenty of both. I killed a world with its own secrets, with whispered phrases and compromised consequences. A letter from a mistress left out where a wife might find it; sensitive documents planted that she could use for revenge; a supposedly loyal aide with ambition in his eyes. Add to imbalance between its political parties and unrest among its citizens. Mix with Senbu fleets ravaging nearby worlds, destroying orbiting fleets. When the prime minister's corruption came to light, the military attempted to seize control. Weapons were launched, and just when it would hurt the most, defensive measures fell. The soldier on duty was drugged into senselessness with a cocktail I had slipped him.

    Have you ever been burned alive? The pain is unbearable. The memories of it still haunt me. But fulfilling the Will of the Great Architect is glory indescribable, and any amount of pain is worth that.

    Why did I kill Asher? It was an ugly world, too far from its sun, too little mass, too much atmosphere. But truly, if you wish to know, plot the path we took through your worlds, the spiral of conquered planets. Watch as they wink out in perfect time, along the perfect path, in perfect proportion to the others. I killed Asher because in doing so, I made something beautiful, something perfect.

    I fulfilled the Will of the Architect.

    Aspect:

    Phase 2 by @GrimmyTOA
    Jeff brushed his hair back from his forehead and smiled at the girl sitting opposite him. A bit mousy, he thought, but a girl's a girl. Jeff was pretty young, for his position, and didn't know any better. He was also only going to be alive for a few more minutes. He didn't know that either.

    "So," he said. "Have, uh... have you worked here long?" He was doing his best. As mentioned, he wouldn't have much time to work on his technique. Riley -- the girl -- smiled at him across the break room table. Jeff felt a flush of heat on the back of his neck.

    "Not long," she said, and named some other plant that she'd been transferred in from. Jeff was barely listening. He could feel the sweat on his palms as he tried to think of something to say. The girl finished talking and he blurted something out.

    "Well if you need someone to show you around..."

    "That would be great!" She stood up, pushing her tray at the robowaiter without a glance. She smiled at him again. Her teeth were white and straight. It would? Fuck yeah! Jeff leaped to his feet and followed Riley out of the break room.

    As they walked, Jeff tried to remember everything his dad had taught him about being good to a Lady. Open the door for her, that had been one. Right? It sounded right to Jeff, so he scampered before her through the plant, waving his little security implant at every sensor they passed. As he led her down the halls and through the guts of the building, babbling on about this room or that, all he kept thinking was she likes me! And Riley did like him, of course, in the same absent and uncaring way that any craftsperson likes a useful tool.

    When she stopped near the intake pipes and leaned in for a kiss, Jeff closed his eyes (yes yes yes) and leaned in too. The needle that killed him didn't leave a mark as it scrambled his brains like eggs -- and after the explosion there was barely enough left of him to identify anyway.

    It took months for the planet's fuel production capacity to recover.

    Aspect: Tools of the Trade

    jdarksun on
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    ArdentArdent Down UpsideRegistered User regular
    edited February 2013
    Talonrazor wrote: »
    SKILLS

    We need to choose skills! As we go through this character creation process I want to be developing our setting as well. Ardent adds ideas about Landskraed, while Asmodeus fleshes out the concept of the Savarnaus. I want to keep developing the setting and the way we do that next is choose our skills.

    The basic skills that Fate Core has [snip].

    I would like to expand that a bit. I suggest adding the following as a starting point, Academics, Science, Medicine, Engineering, Pilot, Operate, Handle Animal.
    Is there a particular reason to differentiate between Lore, Crafts, Academics, Science, and Engineering? What about Drive, Pilot, Operate, and Handle Animal? (Please note I agree that Medicine could stand to be its own skill.)

    We could probably trim this list down to: Medicine and Navigate (which covers things like riding animals and not getting turned around). You can simply rename Drive to Operate and allow it to apply to everything vehicular.

    Tracking is covered under Investigate. Survival is more using all of your skills to your advantage than a particular task, but survivalists will want to invest in Physique, Will, Notice, and Investigation (and Navigate!) to get their Bear Grylls on.

    Medicine
    Overcome: You can address the root causes of physical Consequences and bypass the assisted Physique roll to remove one of the Consequences. This normally requires a complex obstacle, but basic first aid (to mitigate a 2 point Consequence) can usually be accomplished with a single roll.
    Create an Advantage: You can use Medicine to create a wide array of herbal, chemical, and viral medications that stave off, prevent, or cure a wide array of Consequences.
    You can also use Medicine to quickly assess the physical Consequences someone is laboring under.
    Medicine cannot normally be used to Attack or Defend.

    Stunts could allow you to brew up some wicked poisons, perform the dim mak (and other pressure point touches), and be a combat opportunist (finding the weak spot).

    Navigate
    Overcome: You can find your way through nearly any sort of terrain, navigating by landmarks, stars, map, or any other means available to you. Traveling long distances through the use of Navigate normally requires a complex obstacle.
    Create an Advantage: Navigate can be used to discover basic necessities such as shelter, water, and food (although tracking game still requires you to Investigate).
    You can also use Navigate to plot interstellar gate travel in a way that will save run time.
    Navigate cannot normally be used to Attack or Defend.

    Stunts could include using Navigate to defend against Investigate used to track you, stumbling into interesting places by accident, and so forth.

    It took me some work to come up with Overcomes/Advantages for those two skills. I don't think I actually could for Academics, Science, Engineering, etc.

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
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    GrimmyTOAGrimmyTOA Registered User regular
    edited February 2013
    Vernon "Sideways" Spaulding

    Human, United Colonial Colonist
    "I've been in tighter scrapes than this. Probably."

    High Concept
    Spacer Gearhead

    Trouble
    The Demon Drink

    GrimmyTOA on
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    TalonrazorTalonrazor Registered User regular
    The idea I want is that this is a universe where people are used to technical things. People know how to work computers and program, for example. What isn't common knowledge is how to build a shelter or start a fire. Nobody outside of the Frontier would know that.

    So I want to separate a bit that knowledge from the main knowledge. That's why I want to do something like Handle Animal. Navigate would be great for starship navigation or moving through the city but it shouldn't cover taming a wild beast or understanding what kind of creature X is. Maybe just a straight Nature skill that would cover finding water, food, making shelter, befriending animals, riding a horse, etc.

    I agree with Drive and Operate, combining them works just fine.

    As for Academics, Science and Lore, I agree the three might be a bit much. Perhaps just Academics and Lore. Lore takes on more of a Streetwise and cultural knowledge feel, while Academics covers all other educated knowledge.

    sig4.jpg
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    Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    edited February 2013
    Racial Aspect-
    The Beasts- Kizeran are incredibly intimidating and strong. They can fight like wild animals. A Kizeran in full war mode is a terrifying sight indeed.

    Short Fuse- Kizeran have almost no patience. Hot-headed and ready to pounce, Kizeran are just looking for an excuse for violence. Many robots, computers and other pieces of technology are absolutely wrecked when they perform the slightest error.

    High Concept-
    Gunslinger with a Chip on His Shoulder
    Khiraz, picked on by the other Kizeran all his life, finally has a chance to prove his worth.

    Trouble-
    He's Delicious!
    There were thousands of species in the Prime Collective. One of the nastier ones developed a taste for Kizeran steaks.

    Captain Marcus on
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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    edited February 2013
    Alright so here's what I've got

    Name: Saven

    Species: Savarnaus
    The Enlightened Mind: Savarnaus have potent minds, which can be used to 'feel' the world around them like radar, and allow them to communicate by projecting straight into the visual and auditory portions of an aliens' brain, allowing them to perceive a special "mask" which appears to speak to them.

    Sense Blind: Savarnaus have no mouths, noses, eyes, or ears. They cannot see, smell, or hear. They have tactile senses, and can taste with their hands.

    High Concept
    The Scholar: Saven is a Communicate, which means he is well trained in the psychology and neuroscience of the alien mind, as well as numerous other fields, but more than that, he is like most Savarnaus a consummate student of the Mind and Intellectual pursuits. His goal is knowledge, wisdom, and ever increasing expansion of his mental faculties

    Troubles
    Lost and Alone: Saven is, perhaps more than most others, completely alienated by the events of the Fall. Despite his skills as an a Communicate and his abilities as an Empath, he is surrounded by beings completely alien to himself, and sometimes struggles even to communicate with the outside world. With few others of his kind in the galaxy at large

    Okay here's what I have now. I might refine some of them, especially the High Concept. I like it, but I don't know if it's precisely what I'm going for?

    Lord_Asmodeus on
    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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