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yui

Starliner (OOC/Accepting/PG-16/Started)

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IC

Welcome aboard the Janissary! Don't mind how old the ship looks; it is that old, but you'd be hard-pressed to find a more reliable ship. This here is an independent cargo ship, and you are part of its crew. What's that mean, you may wonder? Well, if you fancy the idea of adventuring across the stars, visiting far-off planets and meeting exotic peoples, all while turning a pretty penny in the freighter business and most definitely picking up some odd jobs on the side for extra cash, this just might be the job for you! Let's be honest with each other, you probably aren't enough of a thrill-seeker to be a bounty hunter or a pirate or something fancy like that, or else you wouldn't have signed up to work on a cargo ship, but as far as normal civilian jobs go, this is about as adventrous as you could possibly hope for!

Now, notice how I said independent cargo ship. We don't answer to the Consortium, or the Senate, or anyone else! We take jobs shipping cargo if we want to take the job, and honestly a good crew is hard to find in this line of work, so we'll make sure you're well taken care of here. And that means your input matters. We aren't about to try and drill into Orad Mus and find out what's under its surface, or try to single-handedly end the golden age of space piracy, but if enough of the crew wants to take or avoid a job within reason, that job's what we're doing. This isn't the story of the Galactic Union's finest heroes, or of spies trying to figure out what the hell those Sarvatti bastards are up to this time, or even of pirates raiding innocent vessels. No, this is just the story of a rusty old cargo ship and the group of spacefaring normies who live in it, and you're a key part of it just like everyone else on this ship.

Rules:

Spoiler

I'm the host, so I've got final say if the players have a disagreement over something.

Don't be a dick. Use common sense. Your character can be a dick, but you personally should not.

Uh yeah that's about it. Be good and use common sense.

Database:

Spoiler

In the interest of not having a dozen spoilers all stacked on top of each other, this database is run through Google Docs. This stuff will probably get updated quite a bit throughout the RP, so by all means drop in every once in a while. Don't edit anything you didn't put in yourself unless prompted to, okay?

The Janissary

List of Planets

List of Races

App Format:

Spoiler

Name:
Age: Be reasonable; it seems unlikely (but not impossible) that a middle schooler would be on a cargo ship for work, for instance
Gender:
Race: You can pick one from the database of races (except Oqq'oi) or make one up. I'll definitely ask you to describe a race you make up.
Home Planet: You can pick one from the database of planets or make one up. I'll probably ask you to describe a planet you make up. You can also skip this if you really want/need to; I won't hold it against you.

Appearance:
Spoiler this. A picture is the bare minimum, but add more things like height, written details, etc if you want extra brownie points.

Personality:
Spoiler this. No minimum word count, but I'd like to have a good idea of what your character's like.

Biography:
Spoiler this. How did you end up as part of the Janissary's crew? No minimum word count.

Misc:
Anything you want to share with the class that doesn't fit into the above slots.

Accepted Apps:

 

Edited by yui

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Between the three above players plus one more that messaged me on Discord, I'd say we're about in a proper state to say we can make this RP work. Expect a full conversion to OOC sometime within the next 24 hours.

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We're a full proper OOC now. There's some basic worldbuilding stuff to start off, and there will be more later in the 1.1 thread patch when I also add the logo. For now, this should be enough to get whatever kind of character you want put together. If you've got any questions or are curious about something I didn't cover, please do ask.

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An Orphan Werewolf on The Janissary 

Spoiler

Name: Scout
Age: 18
Gender: Nonbinary (They/Them Pronouns)
Race: Human-Wolf Hybrid (Werewolf)
Home Planet: Pluto

Appearance:

Spoiler

94097_3syRHsBz.png

In their normal form, Scout is a youthful-looking person with vibrant skin and large, brown eyes. Scout has a thin, straight figure, with slightly longer legs than average for their height of 5' 0". They aren't very muscular or curvy. Scout is fairly hairy, with their brown hair has the consistency of fur, and they have several other dog-like traits, including their pointed ears, dog-like nose, sharp teeth, and short tail. Due to their ears and tail, Scout is occasionally mistaken for an An-Vi at first glance, but usually this confusion only lasts for a few moments. Scout commonly wears a brown jacket, grey and black striped t-shirt, sweatpants, and a black bandana around their neck.

When they transform, Scout morphs from a generally thin, youthful figure to a towering, muscular wolf-person. In werewolf form, Scout is over 7' 5" tall. They have a wide-shouldered figure, and their arms and legs are covered in muscle. Scout's face is more wolf-like in this form, having a short muzzle and being covered in hair/fur. Scout's normal hair is even thicker and more wild in this form, forming a bit of a mane. Scout's torso and most of their extremities is also covered in hair. Scout's hands and feet now have wolf-like pads and black claws. Scout's tail is thicker and longer in this form as well.

Personality:

Spoiler

Scout's personality, in short, is what you get when you cross a dog with an excitable teenager. They're excitable, cheerful, optimistic, and extremely loyal to their friends. Scout is often honest to a fault and can be extremely empathetic, trying to comfort their friends as much as possible. However, Scout tends to hide when they are feeling down or stressed, at least until the point where it leads them to transform.

When transformed, Scout is more moody, but is still chipper in a more sarcastic way. They tend to be quieter in this form, their humor tends to be darker, and they also tend to be slightly more aggressive. Scout unintentionally amplifies these personality changes around strangers and when extremely stressed, sometimes becoming so stressed as to appear as more wild animal than person.

Biography:

Spoiler

Scout has always been alone. Ever since they were “born”, or more accurately created in a lab, Scout has not had anyone to support them… or tie them down for that matter. Living in a lab for their entire life took a toll on Scout, especially with all of the tests done on them. After 16 long, hard years, Scout was finally released from the Plutonian lab that had made them when it became the subject of a government investigation. While their leave from the facility was meant to be temporary, Scout managed to smuggle themselves onto the Janissary , not being found until two days later. While their first few days on the ship were awkward, soon Scout became just another member of the crew, acting as either an errand runner or extra muscle as needed.

Misc:
-Scout’s lycanthropic transformation is triggered by either stress or through intentional concentration. Stress-caused transformations are much faster than those caused by intentional concentration.

-Scout has a few dog-like traits, such as liking scratches behind the ears, eating mostly meat, and having their tail show their emotions. They also have one extremely weird trait: an obsession with milk. 

-While Scout is mostly bipedal, they can very effectively run on all fours. 

 

Edited by FourEyesIsAFish

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-WIP-

Name: Isabella
Age: 23
Gender: F
Race: Human
Home Planet: Mars

Appearance:
 

Spoiler

A shorter than usual girl, Isabella has a thin figure and "wild child" brown hair. She has bright blue eyes and ears pierced with shiny diamond earrings. She wears a long sleeve white blouse with a black vest.  

Personality:
 

Spoiler

A daring and often times brash individual, Isabella loves to live recklessly, or rather she doesn't take the time to think before she impulsively jumps at whatever shiny thing catches her eye at the moment.  

The greatest joy in her life is the thrill of the adventure. To her, its the journey that's important, not the destination. For her, a mundane life without any kind of excitement isn't worth living, so she often times will put herself in dangerous situations where she could get hurt if not careful. 

Whenever the opportunity for personal benefit arrives, Isabella is quick to act on it and get results. As an opportunistic individual, she rarely lets a good thing go to waste, and will milk it for everything it's worth and then disappear as quickly as she appeared. After all, none of it would matter if she wasn't alive to reap the benefits once the heat dies down.

Biography:
 

Spoiler

From a young age, Isabella had it all. Parents who loved her. A silver spoon in her mouth. So many servants that she could play chess with them. And despite all of that, she absolutely hated it. Not that being rich didn't have its perks, but just because there was never any real excitement to her life. During her youth, she would often sneak out after curfew and live a double life as a runaway struggling to get by. On one night, she found something that she couldn't help but love. There was a pair of diamond earrings that she decided that she just needed to have. The problem, however, what that she was pretending to be poor, and it would raise a few eyebrows if she suddenly was able to throw down all the cash she needed to buy them. Instead, the next day, she left on her own to the store and started to get the jeweler to start talking. Fortunately for her, it seemed to be his first day on the job and he didn't seem too attentive to her, so once he had his back turned, she swiped the diamonds and ran off. The adrenaline rush she felt afterwards from what she had just done gave her goosebumps as she congratulated herself for getting what she wanted. 

For the next few nights, Isabella would prowl the streets running various scams to secure her double life. During one of these operations, she caught the attention of another hooligan, Frank, and his friends, Julie and Joey. Frank told her that he had been keeping an eye on her for the past few nights, and was quite impressed with what she could do. While Isabella did her best to hide her wealthy alter ego, Frank was able to notice smaller details about her that allowed him to deduce that she wasn't nearly as broke as she let on, and was only acting. The group invited her to join the group as their fourth member, and together, they spent the night pillaging the streets, doing what they wanted, taking what they wanted without a care in the world. 

Of course, as the saying goes, there's always a bigger fish. During an attempted raid, the gang ended up being shot at on the streets in self defense. They managed to get the upper hand, and severely injured their assailant. Once they got back to their hangout, a foreclosed office space renovated into an edgy teen's fantasy, all the members began to panic as it was their first real act of violence. Little did they know, that the individual was a mule for the organized crime group The Owl Syndicate, and they then found themselves the targets of their wrath. They were eventually captured and were put to judgement at the hands of the underboss, where Isabella promised that the gang would make it up to them by completing a delivery of illegal spices from the spaceport to the safehouse. 

Upon arrival, the gang were able to get in and aquire the shipment, however Isabella got an idea. Using her family's wealth and connections, she was able to secure a different shipment of lesser spices and sold the real ones in secret. Before the gang could complete the delivery, they found out about Isabella's dealings and hunted her down to make her pay, figuratively and literally, for double crossing them. 

She was chased into the docking bay for the Janissary, where she stowed away to get off world, never to be heard from again. Now on board the ship, she rubs noses with anyone who appears to be in a position of authority, using her charms and flattery to get her way as she climbs into newfound wealth, and a new kind of adventure, where she knows she won't have to answer for her past.

Misc:
Anything you want to share with the class that doesn't fit into the above slots.

Edited by MetalSonic

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Navigator, Quartermaster, & Ship Owner

Spoiler

oru.jpg

"It certainly ain't the naval engineering job I dreamed of when I was a little girl, but I quite like running this old ship across the galaxy."

Name: Oru An-Kohhri
Age: 29 (in Virra years; ~48 in Solar years)
Gender: Female
Race: An-Vi
Home Planet: Kerrai

Appearance:

Spoiler

7bif1pe.jpg

Height: 5'8"

Oru's body has several scars, but only on the left side of her body, leading to her receiving the mocking nickname "Southpaw" during her pirate career. Aside from the missing eye and the scar next to her mouth, Oru has one scar on her back just below her shoulderblade, one from her elbow down to her wrist, and another just above her hip, reaching up and around to her ribs. Lastly, there's one on the front of her thigh, and the pinky toe of her left foot is missing, leading to a very slight limp.

Personality:

Spoiler

Oru's rough appearance and resting bitch face bely her jovial personality. She's generally in high spirits, and although she claims to prefer working alone, she truly is at her best when she's part of a team. Despite her cheery and social nature, however, Oru isn't exactly the picture perfect polite person. Rather, being polite of well-mannered is a secondary concern to her at most, in favor of speaking with others honestly and genuinely. An unfortunate result of this is that she isn't very good at dealing with clients, and while she at least tries with them, it's far from unheard of for her to give up halfway in and leave negotiations to someone else in the crew. Furthermore, Oru's stance on having authority is a strange one.

Oru cares very much about being in charge of the Janissary itself. It's her ship, and she paid quite a bit of money to get it, so this is only natural. That means that if anyone wants to join the crew, they must take it up with her. Once they join, however, they'll soon find that while Oru wants to be in charge of the ship, she very much does not want to be in charge of the crew on the ship, refusing the title of "captain" so firmly that she gave it to someone else just so people would stop calling her the captain. Make no mistake however; while she's only the captain on paper most of the time, she won't hesitate to step in and take command if her ship or crew is at risk, exerting every bit of authority she's learned to emulate from the authority figures of her past occupations until everyone is safe. In those situations, she'll fight tooth and nail to keep the Janissary and its occupants intact, before giving the role of captain back until the next life-threatening crisis that the "actual" captain can't handle alone.

As one may expect of an An-Vi, Oru is quite fond of hunting, but has other hobbies as well. She won't likely admit it, stating that she'd rather stay inside the ship, but she's actually quite the outdoorsy type, and loves visiting new worlds just to get to explore unfamiliar locales. This is in fact a significant part of why she's more than happy to run a cargo ship for a living; she gets paid to travel from place to place, and for Oru, who can barely stay on one planet for longer than a couple of weeks, nothing could be better. Profit, personnel, and passion. That's the perfect life for her.

Biography:

Spoiler

By her account, Oru has spent more time in space than on solid land. After a pretty uneventful childhood, Oru left school a couple of years early to get into the mining business. The Circuit Consortium was looking for new hands after an unfortunate mining accident cost them a couple hundred miners, and the pay was pretty good, especially for a high school dropout taking an entry-level job. Her dream of becoming a naval engineer could wait, she'd decided, as the money she was being offered was simply too promising. After a few physical examinations to make sure she was fit for the job, Oru was put on board a mining ship, and sent into space for the first time.

For the most part, the job was pretty decent. Crew had some decent folks, it was good honest work, and the ship was rather nice too. However, there was one problem. The captain. Skimming money off the salary of the miners for himself, sneaking in hours where the rest of the crew wasn't clocked in, and otherwise mistreating crew and ship alike to satisfy his greed. Outright mutiny in a crew nearly half-made of An-Vi in the Virra system of all places would probably get them branded as pirates, and reporting the captain's malpractice to the Consortium would most likely cause him to fire everyone before the Consortium was able to run a proper investigation. So there was really nothing the crew could do about it.

Other crews, however, were a different story. Namely, pirate crews. When Oru's ship was intercepted by pirates, they were - as ships targeted by pirates often are - given two choices. "Give us your cargo, or we'll take it by force." While the captain demanded his crew fight to protect today's mining yields, the rest of the crew simply let the pirates on board, handing over the spoils of the day and requesting a trial of the captain. It did not go well for the captain. At the urging of some crewmates who thought killing him outright was a bit too far, however, the captain was instead simply left stranded in space, his ship drained of fuel and his crew abandoning him for a captain that gave the crew the respect they deserved.

With no proper chain of authority on a pirate ship, the captain's orders were just the words of one man. Oru and hers now being added to the pirate crew, a second ship was needed just for everyone to have room to breathe. More breathing space also meant more room for loot, and just a few weeks of piracy had netted Oru far more money than her mining job ever did. Yes, the risks were greater, but when the going got tough, the pirates needed only retreat to Hsinri for a time. However, even this wasn't to last, as what seemed like another harmless cargo ship was bait laid out by An-Vi officials, packed with trained soldiers instead of hapless merchants, who had little trouble subduing and arresting Oru and her fellow pirates once they boarded the ship.

Since ship records made it clear she hadn't been a pirate for very long - a couple of years at most - her prison sentence was similarly short. Double the length of her piracy career, spent mining under government watch for no personal gain, as was the standard An-Vi sentence for pirates. Aside from living in a prison, Oru has admitted this was actually more tolerable than her previous mining career. Once she was a free woman again, Oru immediately took to the stars once more, a properly reformed woman. It wasn't like she'd ever planned to become a pirate in the first place, and she soon left the Virra system to avoid the chance of slipping into that career a second time.

In the time since regaining her freedom, Oru has become quite familiar with the four systems smack dab in the middle of the Galactic Union's territory; Eova, Solar, Virra, and Palai. The easily-proven claims of being a former pirate made a great selling point for escort & security work, and after one particularly lucrative job involving a Sarvatti ambassador, Oru had quite a bit of money under her belt. And quite frankly, she had done enough adventuring for now, between the pirate work and then becoming a freelance bodyguard after regaining her freedom. Oru wanted to just have a simple life at that point, so she looked into the cargo business, the very same type of work that she used to prey upon.

That's how she came across the Janissary, a rusty old Solarian ship whose owner was trying to get rid of it. Looking for work in the Palai system at the time, she came into contact with the ship's owner, who needed a few capable fighters on board "just in case". She never did find out what the finer details of the job were about, but by the end of it, she'd heard the owner was looking to sell the ship, and was having trouble finding a buyer. Oru soon became that buyer, taking the Janissary off his hands and into her own, finally able to simply relax for a few years.

Of course, a ship needs a crew, and much like its ownership, the Janissary's roster tended to change pretty often. While it now had a reliable navigator in Oru, she wanted a consistent set of hands on board. Some were hired the old-fashioned way, others in special circumstances, and there are even a couple of crew members that don't even work on the ship in an official capacity, but in her three years owning the Janissary, Oru has put together a crew she's pleased with.

 

 

Edited by yui

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On 7/24/2021 at 1:31 PM, FourEyesIsAFish said:

An Orphan Werewolf on The Janissary 

  Reveal hidden contents

 

A bit barebones, but I'm going to put some faith in you and say it will do. Accepted.

On 7/24/2021 at 3:48 PM, MetalSonic said:

-WIP-

Name: Isabella
Age: 23
Gender: F
Race: Human
Home Planet: Mars

Appearance:
 

  Hide contents

A shorter than usual girl, Isabella has a thin figure and "wild child" brown hair. She has bright blue eyes and ears pierced with shiny diamond earrings. She wears a long sleeve white blouse with a black vest.  

Personality:
 

  Hide contents

A daring and often times brash individual, Isabella loves to live recklessly, or rather she doesn't take the time to think before she impulsively jumps at whatever shiny thing catches her eye at the moment.  

The greatest joy in her life is the thrill of the adventure. To her, its the journey that's important, not the destination. For her, a mundane life without any kind of excitement isn't worth living, so she often times will put herself in dangerous situations where she could get hurt if not careful. 

Whenever the opportunity for personal benefit arrives, Isabella is quick to act on it and get results. As an opportunistic individual, she rarely lets a good thing go to waste, and will milk it for everything it's worth and then disappear as quickly as she appeared. After all, none of it would matter if she wasn't alive to reap the benefits once the heat dies down.

Biography:
 

  Hide contents

From a young age, Isabella had it all. Parents who loved her. A silver spoon in her mouth. So many servants that she could play chess with them. And despite all of that, she absolutely hated it. Not that being rich didn't have its perks, but just because there was never any real excitement to her life. During her youth, she would often sneak out after curfew and live a double life as a runaway struggling to get by. On one night, she found something that she couldn't help but love. There was a pair of diamond earrings that she decided that she just needed to have. The problem, however, what that she was pretending to be poor, and it would raise a few eyebrows if she suddenly was able to throw down all the cash she needed to buy them. Instead, the next day, she left on her own to the store and started to get the jeweler to start talking. Fortunately for her, it seemed to be his first day on the job and he didn't seem too attentive to her, so once he had his back turned, she swiped the diamonds and ran off. The adrenaline rush she felt afterwards from what she had just done gave her goosebumps as she congratulated herself for getting what she wanted. 

For the next few nights, Isabella would prowl the streets running various scams to secure her double life. During one of these operations, she caught the attention of another hooligan, Frank, and his friends, Julie and Joey. Frank told her that he had been keeping an eye on her for the past few nights, and was quite impressed with what she could do. While Isabella did her best to hide her wealthy alter ego, Frank was able to notice smaller details about her that allowed him to deduce that she wasn't nearly as broke as she let on, and was only acting. The group invited her to join the group as their fourth member, and together, they spent the night pillaging the streets, doing what they wanted, taking what they wanted without a care in the world. 

Of course, as the saying goes, there's always a bigger fish. During an attempted raid, the gang ended up being shot at on the streets in self defense. They managed to get the upper hand, and severely injured their assailant. Once they got back to their hangout, a foreclosed office space renovated into an edgy teen's fantasy, all the members began to panic as it was their first real act of violence. Little did they know, that the individual was a mule for the organized crime group The Owl Syndicate, and they then found themselves the targets of their wrath. They were eventually captured and were put to judgement at the hands of the underboss, where Isabella promised that the gang would make it up to them by completing a delivery of illegal spices from the spaceport to the safehouse. 

Upon arrival, the gang were able to get in and aquire the shipment, however Isabella got an idea. Using her family's wealth and connections, she was able to secure a different shipment of lesser spices and sold the real ones in secret. Before the gang could complete the delivery, they found out about Isabella's dealings and hunted her down to make her pay, figuratively and literally, for double crossing them. 

She was chased into the docking bay for the Janissary, where she stowed away to get off world, never to be heard from again. Now on board the ship, she rubs noses with anyone who appears to be in a position of authority, using her charms and flattery to get her way as she climbs into newfound wealth, and a new kind of adventure, where she knows she won't have to answer for her past.

Misc:
Anything you want to share with the class that doesn't fit into the above slots.

I have some minor gripes with this app, but those don't matter. What does matter is we've already got a stowaway gone crew member, and I'd rather like to not have more than one of those since just the one is already pushing it for me. For this reason, I cannot accept this app in its current state.

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Spoiler

 

Name: Assault Combat Exodus Unit 47 - A.C.E.
Age: Currently, 241 Mars Cycles. Original age is yet to be determined.
Gender: A.C.E. will respond to they/them pronouns.
Race: Robot
Home Planet: Mars

Spoiler

Appearance:
All older A.C.E. Units are designed the same. Their exoskeleton is a multi-frame design that is designed to allow for "tactical structural severing". That is to say, A.C.E.'s outside shell looks almost like it is made of tile, with noticeable break-points between each individual frame. In total, eight thousand frames make up its body. A.C.E. 47 is combat unit, noted by the red color of his exoskeleton and the purposefully intimidating imitation skull that is its face. It's eyes used to be comprised of a tactical flashlight of up to 25,000 lumens. Now, this has been replaced with two electronic hologram bulbs that allow for A.C.E. to express emotion through emoticons. It stands at seven feet tall exactly. Its hands are made of three large prongs in a fork shape; each individual prong stores two smaller prongs to allow for more delicate operation when necessary. In the center of its palms are rapid processing units, or R.P.U.s. They are stored behind a cylindrical door that looks a lot like someone sketched a beach-ball. When observing its legs and feet, you may think its standing on two large clamps. However, they are multiple individual heavy-duty clamps that can fold together or spread out based on A.C.E.'s needs. When running, all four clamps spread out for greater ground coverage. When in combat, the clamps fold back together for greater control.

Spoiler

Personality:
A.C.E. was once a lifeless killing machine who knew nothing but the orders of its creators. However, sometime ago, its programming was wiped after a critical failure of a mission. Today, A.C.E. is a totally new machine. After developing sentience, conscience, and awareness, A.C.E. found its own personality. It is a faithful machine to a fault. Thanks to its history with the Janissary, it is dedicated to serving the ship and its crew. You may find A.C.E. servicing the Janissary throughout the day, almost as if it was compelled to do so. Cleaning the ship, maintaining its structural integrity, and making the crew feel safe, are things that A.C.E. is passionate about. Because A.C.E. had its former programming wiped, it often reminds itself that has found new purpose and appears to be reassuring itself of its use to the people and beings around it. The best way to describe A.C.E. would focus on their ability to find things that they love. To delve so deeply into something and to pursue it until perfection is exactly what A.C.E. does. It's who A.C.E. is.

Spoiler

 

Biography:
Once a highly sought after combat unit, A.C.E. 47 was originally programmed to be one of the deadliest robots in galactic warfare. A.C.E. units were designed with a few things in mind: to devastate their enemies to such an extent that surrender was paramount. Each unit was assigned a number based on their position off of the production line. They were not allowed sentience and were, in the words of their creator, Marshall H. Jones, "a means to an end". Fortunately for most, Jones' statement wouldn't hold water. While the A.C.E. units were incredibly effective, they were still machines. While their lifespan was theoretically infinite, they could still be stopped or destroyed. While unit 47 had seen over one hundred years of combat, one battle was all it took to put this A.C.E. out of commission. What was originally intended to be a peaceful scouting mission inevitably turned into a battle with native beings that left many innocents dead.

As the A.C.E. units began to retreat, they were given a farewell response from their victims in the form of a L.A.S.S. (land, air, sea, space) missile. Aboard a pod of retreating A.C.E. units, number 47 caught the end of the impact. While it wasn't destroyed outright, the resulting blast forced a hard shutdown of unit 47's systems. The pod was blown to pieces, and unit 47 was left to drift in space for two hundred years. But this robot's journey was not yet over.

By some stroke of luck, unit 47 continued to avoid space debris, comets, ships, and even stars as it continued to drift away. Then, the Janissary happened upon it shortly after its maiden voyage. Unit 47 ended up lodged against one of the ship's wings, causing the pilot to send their crew to assess the damage. Once unit 47 was found, it was brought aboard with the initial intent to sell it for parts.

"Might be worth more money if it still works," argued one crew member.

"That things covered in ice and rust. There's no way it works," another rebutted.

"You never know until you try," said a third.

This would prove to be true. After several days defrosting in an isolated chamber, unit 47 was connected to an external battery. Initial sparks and smoke made the crew hesitate, but after a moment or two, unit 47 awoke once more. However, its functions had been completely corrupted, and it had no idea how to proceed with this new found life. With no active programming, unit 47 was a bot without a purpose. That would quickly change as the lead engineer aboard the Janissary would make use of this bot quickly. With a few tweaks, some new code, a fresh coat of blue paint, and some direction, unit 47 was alive once more. Its identity had been changed drastically. No longer was it a weapon of war, but an engineer and loyal servant. Furthermore, A.C.E.'s combat functions have been locked behind a firewall, preventing it from accessing any of its weapons systems. Despite this, A.C.E. still has a great deal of physical strength and crushing power. These abilities have their uses when it comes to repairing and maintaining the Janissary.

Over the next two hundred years, unit 47 would remain aboard the Janissary, passed down from captain to captain. Over those two hundred years, it would receive many systems updates and new processing capabilities. Just recently, within the last fifty years, unit 47 was gifted with sentience. Its most powerful upgrade yet, unit 47 had begun to learn to think for itself. The way it processed information was vastly different before. It began to respond to names, roles, titles, and labels. It began to understand hierarchy and structure down to the most minute detail. Most importantly, however, unit 47 developed passion. Having spend so long taking care of the Janissary, it took joy in every day maintenance of the ship. It took pride in the Janissary's appearance. It felt good to know its fellow crew were safe aboard this ship. It was sparked with joy when it received praise. Unit 47 had become such an integral part of the Janissary that it would be foolish to separate the two.

Now, with a new captain, unit 47 is learning to make friends. For the last five years, A.C.E. has traveled closely with Oru, and has designated her the title of "Friend Oru". It retains respect for her and, while it recognizes her as the captain, it refrains from calling her that as it has previously drawn displeasure from her. A.C.E. isn't sure of the captain's feelings toward itself as a friend, but it regards her fondly and responds to her orders without hesitation.

"Query, Oru," it asked as it learned about humor. "What is a Robot's favorite kind of music?"

Oru didn't answer.

"Heavy metal."

It's eyes lit up with joy (^ _ ^) as it stomped faithfully behind its captain.

 

Misc:
A.C.E.'s combat systems consist of an energy rifle stored in its back, a vibro-blade stored in its right wrist, an automatic heavy duty pistol stored in its hip, a series of anti-gravity grenades that are stored in its waist, a heavy propulsion flamethrower that is stored in its belly, and a self-destruct reverb bomb stored in its head. A.C.E. does not have access to these weapons, nor does it know they even exist. The firewall protecting A.C.E. from these awful weapons is slowly breaking down, and will eventually need to be replaced.

 

 

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Violence is not the answer

Spoiler

Violence is the question (Personal Information)

Spoiler

Name: Annabel "Spike" Brown
Age: 20
Gender: Female
Race: Human
Home Planet: Earth

And the answer is YES (Appearance)

4'10"
The tattoos are actually just marker.

Personality

Spoiler

Spike is a frustrated, independent, young woman. She knows there's so much more out there and, after years of holding back, she wants to grab it. She's a girl who tries to act on impulse without much regard for what happens. Barring things that would get sent back home of course.

She's rather rude and aggressive. Quick to insult or start a fight. You wouldn't know to look at her that she's actually pretty sensitive and it's easy for her to feel hurt. Internally she often thinks that she's messing up, or that she's being judged, and hates the feeling of not understanding something which seems to outwardly result in her enhancing her aggression.

Her main motivation is wanting to find what to do with her life. She's spent most of it not doing much of anything and she doesn't really know what it is she wants to be. So she goes out of her way to try all sorts of things and explore everything she can in the hopes that it'll help her figure out what path she wants to take. Though this also means she often feels rushed to make something of her life which is yet another thing that can cause her to lash out.

Not great with words and puzzles. Spike tends to default to solving issues physically. When confronted with something she is struggling with she'll often try and break things until it works out.

Biography

Spoiler

Born in the most boring of Earth cities Spike, then Annabel, never really knew much outside of her home. Every now and then a traveler would come by and she'd learn bits and pieces. Or she'd get movies and books detailing the outside world. Many outdated. Because of this she quickly grew annoyed. She knew there was more out there, knew that the galaxy was much more interesting, and she couldn't help but think that she was insignificant and that she wouldn't ever get to experience these things for herself.

Her parents were surprisingly okay with the unusual way she began to dress and the things she would listen to and watch. They didn't get it but they figured as long as she was happy that was fine. The issue was Spike wasn't happy. She wanted more but was frightened to put herself out there. All the things she could do were a poor attempt to experience just a bit of what the galaxy had to offer.

She grew more and more frustrated. Even her parents acceptance bothered her because it felt like she wasn't being taken seriously. She tried to figure out ways to get out of there and find something more but continued to come short every time.

And then the Janissary made a stop in town and something snapped. She decided that enough was enough. She was going to make a change in her life and it would be a big one.

She tried to hijack the ship. Unfortunately the only thing she knew about such things were reading and watching things about pirates and so she had no idea what she was doing. She was quickly caught by the owner of the ship and, though Spike was sure she'd be punished, especially as she had caused some damage in the process, she was instead enlisted as a crew member. With the caveat that she had to work for free until she could pay off the damages and repent for attempting to steal the ship.

Misc

Spoiler

Theme

-Doesn't smoke, actually hates smoke, wears mask to avoid smoke from the cigarettes she lights sometimes anyway because she read once it made you look tough.
-Only answers to "Spike" which is a name she gave herself.
-Trying to learn multiple instruments.
-Talented at art though she tends to be embarrassed by this.
-Surprisingly strong given her size.

 

 

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I Have no Mouth

Spoiler

Name: Mandevilla
Age: 35 Solar Years
Gender: Male
Race: Kkekri
Home Planet: Palai-14

Appearance:

Spoiler

jFOlTEr.jpg

Normal Height (quadra-pedal, limbs and flower relaxed): 4 ft / 122 cm
Max Height (bi-pedal, limbs and flower fully extended): 7 ft / 213 cm
Weight: 70 lbs / 32 kg

Additional: The ends of the "feet" are not claws as necessarily portrayed, though they can fulfill that function (read: point at the end). Each is incredibly flexible and can extend by up to two feet from the shown length. Function as hands, feet, anything Mandevilla needs. The whole body is similarly flexible allowing him to stand in any number of bizarre or impossible looking positions. The mass in general looks a bit more plant-like than shown but does mimic a beast remarkably well from a distance.

The flower serves as the primary sensory intake but is not necessary to perceive his surroundings. A small core at the center of his body is the only non-replaceable part of his body and is covered in several layers of roots and thick vines. The flower can lie in the cavity of the body and the body itself closes over it to "sleep". Has a chip attached to the front of his "torso" that projects a screen that he uses to write and communicate. The screen can be moved freely and extended several feet away allowing him to toss his messages at nearby people.

Personality:

Spoiler

Being endlessly inquisitive and experimental can be somewhat difficult without a mouth but that hasn't stopped Mandevilla. The plant's mind is driven by scientific queries, hypotheses and theories to the point he often ends up losing track of his initial line of questioning if interesting details crop up in the interim. Whenever there's free time he can often be found carrying out some sort of experiment. Though his science does naturally reflect his people's somewhat haphazard yet functional approach to technology.

Mandevilla is a very adaptive individual, having incorporated concepts and ideas from the various societies he has come into contact with into his own life. For example, the concept of gender isn't entirely mappable onto the plant based Kkekri. But when the young truth-seeker encountered humans his idea of a scientist was crystalized around the sight of a man in a lab coat laboring away in a lab on some big breakthrough. So the plant identified as male in that sense. Even later learning women did science too didn't shake this image in his mind. Once an idea is incorporated it takes a lot of evidence to contradict it. In that way Mandevilla is actually quite sentimental about his memories and experiences.

Even without a mouth or voice, Mandevilla is enamored with language and spends a lot of time internalizing vocabulary and sentence structure of every new language he encounters. This can lead to what he writes to communicate with others coming off as extremely formal at times though around friends he eventually learns to loosen up and adopts slang used by the group. He does struggle with humor, more particularly with strangers or acquaintances. The learning process can often lead to attempted jokes at less than appropriate times.

There's very little downtime in Mandevilla's mind, with one idea occupying his focus when another is expended. This makes him naturally restless and it's rare to see him fully relaxed. So when there's little to do, or it's been a while since he's been able to soak in a star's light, he can go a bit stir crazy and get more irritable. Along those lines, interruptions to what he's doing cause irritation as well as hectic social settings. Being restricted to written communication, trying to interact with more than a small group when not everyone is reading him clearly can be overwhelming.

Biography:

Spoiler

Mandevilla has no memory of anything until his flower fully bloomed. From there he was near fully conscious. As a new life springing up on the ocean paradise of Palai-14 there was little immediate danger to him. And as a Kkekri food wasn't exactly an issue either so not having a home or parents didn't seem particularly troubling. But still the idea of his origins nagged his mind as he came to understand the world. There was knowledge he seemed born with and why that came with a fixation on chemistry he wanted to know.

Perhaps his beginnings weren't that uncommon as after some time he was found by older Kkekri and shipped to Palai-01 as part of a system for providing a proper education and instruction to new Kkekri. Mandevilla quickly showed skill in the sciences, programming and machines which seemed promising in terms of his prospects for the future. Palai-01 never felt like home despite it being his people's base planet. So when he was able to, he returned to Palai-14.

Jobs weren't hard to come by for the skilled plant but they were difficult to hold onto. Deadlines didn't get along well with his endlessly inquisitive mind with employers often looking for work several days after Mandevilla had since abandoned the original idea. Still he held on long enough to get a home proper. From there it didn't much matter if there was income when the sun outside was plentiful.

This cycle of life went on for years and became endlessly more soul-draining to the plant. On a whim he began interacting more with the non-Kkekri tourists to the Palai system. Humans in particular fascinated him. One job allowed him onto a temporary space station where he interacted with human scientists. This is where Mandevilla encountered the concept of gender in humans and adopted the male gender for himself. This is also where he named himself after going over a database of Earth flowers with a colleague. These humans were some of the plants dearest friends and yet some months down the line still his mind wandered and he was fired. Beyond that the station went offline due to a lack of progress and funding.

Still, Mandevilla had learned a lot about Earth by interacting with humans. And if other planets were this fascinating he wanted to see every new planet he could. Palai was fun but it was old news at this point. He needed adventure!

And to some extent he has it now on the Janissary which he's been aboard for a year. Out of curiosity he does a little of everything on board but his main function is that of a doctor. To the plant it's more being engrossed with the chemistry of it all but that thankfully allows the concoction of highly effective medicines for his less planty crewmates. This skill is how he marketed himself to the ship's captain who was making a supply run in Palai at the time. He's still not entirely sure how it ended in success given his difficulty in understanding and interacting with Captain Oru until only very recently. It couldn't have been his special booze that intoxicated you without damaging your liver. That stuff tastes horrible, to a plant anyway.

Misc:

Spoiler

-Mandevilla's flower serves as something of a mood ring and changes color with strong emotions. But it is not a strict one-to-one, this color equals this emotion. Rather specks of a non-pink color in the petals that grow or change position are signs of inner turmoil but these colors and patterns are somewhat random or specific to the situation.

-His height and weight can vary wildly based on the availability of nutrients and light over sustained periods of time. Has noticeably reduced in total mass since his time aboard the Janissary but has since stabilized. Could shrink to about half his current mass before being in danger of dying.

-Mandevilla has had several names but has settled on Mandevilla after reading through an Earth-based flower catalogue. Upon seeing the similarly named flower the plant was entranced by the similarity to his own flower and decided to call himself by it.

-Often applies unorthodox fixes to the Janissary he perceives it to be in need of maintenance. This hasn't broken anything yet but it's not always comforting to see, especially in the engines.

 

 

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5 hours ago, Comrade Duck said:
  Reveal hidden contents

 

 

4 hours ago, LordCowCow said:

Violence is not the answer

  Reveal hidden contents

 

 

2 hours ago, Doggo said:

I Have no Mouth

  Reveal hidden contents

 

All accepted.

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