Starfinder (Science Fantasy) 5/6 Closing soon

Hey,


Yes, character sheets go here as do any other questions and such. I'll be reviewing things here before moving things to another thread.

As classes and abilities and how they work, well they won't in a traditional sense. All the classes and abilities will be used for is as a frame of reference as to what your character should be able to do, if she is a combatant or not, which knowledge she would normally have. Your background will be more important but class will simply help framing it.

Its about writing a story, even if there will be action, the story will be more important then how much HP you have or how many times a day you will be able to cast magic missile. I'm expecting my players to play out their strengths and their weaknesses, decide for themselves when they've crossed the limit of their magical energy, when they're strained or wounded. This game won't be about winning or losing.
 
Ok great, I'l post one soon as Scale gives a little more info on the plot.

Amm... HP? Magic "energy"? I hope the RP wont be that game-y. I prefer a bit more realistic venue.
 
Ammm... how do you expect us to think up our chars if you wont give details on the plot?
 
Hey,

Because I allready stated all necessary info regarding character creation in my first post.

You must have missed that.
 
No you didnt. There is no frame-work for the plot. No setting, no world to play it, asyde from a very broad "standard D&D world several K years in the future". That culd mean almost anithing. Vithout a purpose to it, the RP wuld just go nowhere.
 
Hey,

If you're referring to information regarding setting I can provide you with additional information.

By plot I understand my storyline, where it's heading and the eventual end/goal. I think it would be rather pointless to share that information with you at this point.

I've allready shared where you will start, what kind of people will be around you and where you will fit in.

I've also stated which setting it is and who created it which has allready been picked up by other people in this thread.

What more information would you like?
 
But not the purpose our chars wuld play, in the larger scope of events. A soldier has to fight for something/someone. A operative has to work for some agenda or other.

Aniway, you can set all that up in your opening post ofc, the description of the world, the events unfolding, etc, then we can see where we culd fit it. So... ok, I'l put up my sheet some-time today.
 
I will not be going 100% by cannon and you are more then welcome to come up. With your own elements for bg purposes.
 
Claps his hands
Welp. Good to see that was sorted out.
Got a bunch of questions for the Solaris class.
How physically strong is the armour they can form?
How many blades can they have at one time?
Can they have armour and blades at some point?
How effective are these blades?
How quickly do objects form?
 
Name: Bethelzar Dolomitti

Race: Tiefling

Class: Operative

Appearance: It's hard to place Bethelzar's exact age, as he himself does not remember, but the general consensus is that he's well into his 30s and approaching middle age. Bethelzar takes an appearance similar to many other Tieflings. With his reddish skin, whip-like tail and large intimidating horns, Bethelzar is the picture of nefarious devilry and mischief. It's hard to not notice him when he wants people to, though he can be inconspicuous when he wanted to be. Bethelzar dresses in understated blacks and greys, consciously understated but always with a trick or ten hidden up his sleeves in case of trouble.

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Note: Generally this but without the hood, because horns.

Background: Bethelzar could not remember a time when he was not alone. He knows little of his origins, and has for the most part of his life lived with the assumption that he was either orphaned or cast out. Having grown up as a street urchin on a planet where Tieflings were looked down upon and mistrusted, Bethelzar became keenly aware that he was different from the rest from a very young age. While he did not learn what exactly he was until a later age, the way people looked at him told him enough. His reddish complexion and large, protruding horns were a far cry from the fair skinned, smooth-headed natives that inhabited the land. There even existed a difference between himself and the rest of the street dwellers- the folk here held a sort of natural revulsion towards him. He had to work twice as hard to scour half of what the other children usually find, and was oft punished for the deeds of others because he was the obvious target.

Growing up was a rough experience of one misfortune after another for Bethelzar, and he grew up confused and ashamed of his own identity. He has never been properly educated, and his knowledge was slowly amassed as a patchwork quill of small talk and conversations that the travellers that came and went brought with them. Eventually he grew to understand from word of mouth that he was a Tiefling, borne of demonic blood. The confirmation that he was different did not give him peace of mind, however. The knowledge that he would never have any opportunities in this corner of the universe created in him an unstoppable drive to get out of the planet. The travellers that frequented the streets came from far and wide, and often spoke of the world at large broadly. Soon, Bethelzar became enamoured with the idea of travelling the universe in search of an identity which he deserved. While Tieflings were known for their devious nature, the young Bethelzar was almost childlike in his belief that he would finally be able to take charge of his life.

Bethelzar's naive dreams, however, were shattered almost as soon as they began to become somewhat of a reality. Having finally found himself a job working manual labour at a local establishment, Bethelzar had been enjoying a steady source of income and amassing quite a small fortune when his hopes came tumbling down. A thievery occurred in the accounts department, and before long all blame was pinned onto Bethelzar, for the crime of him being in the wrong place at the wrong time and a Tiefling that was not to be trusted. Almost overnight all his worldly possessions were seized and he was incarcerated and to be brought to court for multiple charges of thievery and embezzlement. The nightmares he'd endured in his childhood were repeating itself, and Bethelzar realised that he would have no chances of escape once he was convicted. That very night, he broke out of the detention centre, turned to run for the hills and never looked back.

Bethelzar drifted for the next two decades or so, listless and disillusioned with the world, an outlaw avoiding capture and a victim of fate. He eventually grew into the fiendish nature that Tieflings were naturally inclined towards, hiding his dissatisfaction with the world with a cocky smile and a devil-may-care attitude. Bethelzar learned how to charm people, learned how to steal and how to kill. He made himself a living by being hired muscle, accepting missions only from the highest bidders. Never staying in one place for too long, his latest wanderings have brought him to The Forgotten Hammer, looking for his next paycheck.

Strengths
  • Charming when he wants to be
  • Extremely adaptable, savvy at devising and pulling harebrained schemes off.
  • Jack of all trades. Knows a bit of everything, can come in useful during unusual situations.
Weaknesses
  • Appearance. Being a Tiefling has its disadvantages and often attracts more trouble than it's worth.
  • Lack of commitment. Bethelzar bounces from one side to another depending on who's paying more, and has made many enemies as a result. It's hard to get him to stay in any one place unless his trust is earned.
  • No proper education. Doesn't know how to read or write.
  • Bad decision making. Often acts before he thinks and has gotten into a lot of trouble as a result.
 
NAME: Karulea Talas
AGE: 30
MEASURES: 175cm/76kg (weigt/heigt)
RACE: Human
CLASS: Soldier/Operative Multi-Class
APPEARANCE:
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BACKGROUND: Born to a influential, welthy family on one of the Pact Worlds, a family which provided many fine soldiers, functionarys, agents and politicians thru the generations, Karulea vas the only sister among three brothers, and the oldest of her siblings. Vhile her brothers wer groomed from childhood to one day join the military, and up-hold the family tradition as Stewards, Karulea's natural charm and personality maked her idealy suited to pursue a career of either politics, or diplomacy. How-ever, under her charm and looks, Karulea vas a adventurus, rebelious spirit, who refused to become some desk-bound, stuffy politician or diplomat. She wanted a more hands-on role for her-self in life. So, not very happy about it, her parents allowed her to join her three brothers in a military academy. Once there how-ever, even tho she aquited her-self wel, especialy in the areas of reconaisance and marksmanship, Karulea vas too much of a rebel and a independent-thinking person, to be a good by-the-book, folow-orders-without-question, soldier. She driven her drill-instruktors and other non-comissioned superiors mad vith her incessant questioning of orders, sarcasm, and propenzity for improvization, instead of folowing a established pattern, in completing a training objective. In less then a year, she vas already infamous among her peers, and a source of konstant embarassment for her brothers.

At the end of there patience with her, and once it came in-to the light that Karulea and one of her instruktors become involved in a intimate relationship, they wer about to drum her out of the academy, to the disgrace of her family, if not for a member of the Internal affairs agency, who taken a interest in the young trainee vith a quick, improvizational mind, and a talent for un-conventional thinking. He recognized potential in Karulea, to serve the government as a covert operative, instead of a soldier, and under his autority, he transfered her out of the military academy, and in-to the internal affairs training course. Alredy decently-trained in recon, sharpshooting, and small-unit tactics, during her time in the military academy, areas in which she demonstrated the most talent in, Karulea wuld have a more varied array of skills to offer, then most of the other operatives who lacked military training, and did not function wel as part of a co-ordinated fighting force. Now, her limited military training wuld be complimented vith a set of skills vhich wuld take advantage of her natural charm and looks, to make her a more eficient infiltrator, information-gatherer, and assassin. It turned out to be a fairly sukcessful merging of abilitys, if not perfect. Conditioned to take a straigt-forward aproach, during her time in military training, Karulea simply vasnt a good actress, and no amount of espionage-training culd change that. Her ability to infiltrate any hostile group, vas limited to mundane stealth aproach, as she vasnt very good at misleading people, and "hiding in plain sight". On the other hand, she vas much beter prepared to make a fight of it, if needed, vhen the time to break cover and act wuld come.

For her first couple of assignments, she exceled at fulfiling her objectives, one of them the assassination of a pirate Lord, the second one the aquisition of the command codes of a pirate ship. Unfortunatly for her, this versatility didnt serve her too wel, on her 3rd assignment for the agency, five years after her training vas complete, vhen she was sent to infiltrate one of the pirate groups in the Diaspora region, as a long-term sleeper agent. This vas precisely the kind of mission vhere acting ability wuld be the key to sukcess, which she simply didnt have. She did her best to present a pirate persona to them, a dis-illusioned, hurt, bitter young woman vith a grudge agenst authority, but her sophisticated way of speech, her ocasional slip-ups in terminology, vhere she used military lingo to descrybe certain situations, instead of pirate slang, and the general way she carryd her-self, a bit too focused and efficient to be who she claimed to be, eventualy maked the other pirates on the ship overly suspicious. So the captain had her folowed, for a few days, until she vas caught comunicating vith her handlers back at the agency.

The pirates captured her, despite her puting up a fight vhich claimed the lives of three pirates, tortured her for information, mis-treated her, after vhich Karulea spent a few months as a slave on the ship, as the "captain's woman" - basicly a sex-slave, for not just the captain, but also anyone else he choose to "reward" her to. But in time, her skills in a fight, especialy long-range shooting, become evident, ironicaly in a shoot-out vith some Stewards on a space station the pirate ship raided, vhere she killed half a dozen of them with a stolen laser rifle, earning her respect from the pirates. She had a chance there and then, to escape the pirates, since they wer foolish enogh to think they broken her, and bringed her along for the raid. But she didnt do it. She vasnt broken, on the contrery, the torture, mis-treatment, and sexual exploitation at the pirates' hands only hardened her, building a shield of ruthlesness over her charm and personality, and teaching her a few more things she didnt learn in either military or IA training, like how to be a decent scrapper, in HtH combat. It stil didnt match her profisiency vith a laser sniper, but she culd hold her own if need be. And the fact vas - Karulea has come to like the pirate life. No rules, no submitting reports, no self-righteus people teling her what to do. Vith the pirates, the rules wer simple - the most ornery one wins the argument, and if she lost, she always had her body to offer, to "pay" the price. No mercy to her peers, backstab them vhen she culd, seduce them vhen she culdnt, and respect to the captain. This tactic got her up in the ranks on the pirate ship over the folowing two years, until the ship docked at the mining station.

Now for the first time in her life, Karulea vas truly, free. Pirate laws being vhat they are, any crew-member leaving the ship culd do vhat they wanted. And as much as she come to like her life on the ship, raiding, pillaging and plundering, Karulea decided that the time has come for her to strike out on her own. Part-soldier, part-operative, and all-determined, she wuld make her fortune and future, in the world of independent mercs for hire, one way, or another. Vith no conscience left, burned out of her by the pirates, she wuld have no scruples, no qualms, about akcepting any job that comes her way, if the money is good enogh.

STRENGTHS: Charming, on the seductive side, backed up by her statuesque, alluring frame, vhen she feels like it, and vhen she keeps her vanity and arrogance under control. Versatile, good at thinking outsyde the box, and improvizing a solution to a problem, as long as problems are of a tactical, or inter-personal, nature, fiting vithin her area of expertise. And if her areas of expertise arent compromised by her character flaws (see under). More educated and thoghtful, more urbane and sofisticated in conduct and manerism, then the usual pirate brute, as a result of her up-bringing. Very deadly at long range, vith a good sharpshooting weapon.

WEAKNESSES: Stubborn. Very, very, VERY stubborn. She always thinks she knows best, and very rarely takes advice from anyone. Her looks and feeling of entitlement, combined vith her strong-wiled nature, make her vain and arrogant, even spoiled. The pirate mis-treatment did reduce that a litle, but not much. One of the reasons vhy the pirates never broke her, but also the reason her charm can backfire on her vhen she least wants it to, as her self-entitled atitude rears its head. Vhats worse, her sense of superiority can influence even her decisions in a battle, making her over-confident, and prone to making mistakes that culd cost her alot. Also, she is not suited to surviving on her own in a hostile enviroment, haveing very little actual skills beyond her seductive charms, and her steady trigger-finger. Her child-hood education, vhile significant, vas mostly theoretical in nature, she has very litle actual survival skills. If she wuld ever find her-self marooned on a un-inhabited planet, or in similar survival situation, she wuld not survive for long, if not rescued.
 
Claps his hands
Welp. Good to see that was sorted out.
Got a bunch of questions for the Solaris class.
How physically strong is the armour they can form?
How many blades can they have at one time?
Can they have armour and blades at some point?
How effective are these blades?
How quickly do objects form?

Hey,

The stars guide the planets with gravity,create life with light and heat, and utterly consume worlds in supernovasand black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of
a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape
this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal revelation, you recognize yourself as part of
an ancient tradition—a force of preservation and annihilation.

Your background suggests your character left as a youth starting his Tempering, in search of purpose and teaching but found himself seduced by the freedom away from the traditional values of his people.
How strong do you believe him to be? How experienced in the Stellar arts is he? Is he balanced, or is he imbalanced?

The stellar mote is always with you but can be suppressed and kept internally with focus, it can either be moulded into an armour or into a weapon of any appearance and they shape themselves with a thought.
 
Hey,



Your background suggests your character left as a youth starting his Tempering, in search of purpose and teaching but found himself seduced by the freedom away from the traditional values of his people.
How strong do you believe him to be? How experienced in the Stellar arts is he? Is he balanced, or is he imbalanced?

The stellar mote is always with you but can be suppressed and kept internally with focus, it can either be moulded into an armour or into a weapon of any appearance and they shape themselves with a thought.

I would go with strong, as he received a martial education around the stellar arts. As for balanced or Imbalanced, I would go for balanced as it isn't mentioned that the Kasatha have any sort of preference.
 
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Name: Sinra Dalis
Race: Drow
Class: Technomancer​

Flavor Song: Army of Me by Björk

Appearance: Sinra is someone who cannot pass by without calling attention to herself. It is not her unearthly beauty or her luscious shape, not the way she carries herself with almost hypnotic grace or the way her lush lips curve as if often amused at some inside joke which she's unwilling to share. Even though such things do help, it is her Drow nature that turns eyes wherever she goes. Few are those of her kind that venture out of Apostae, their numbers few and their enemies plenty. The Sin of now is quite different from the one who lived in Apostae. The lavish, revealing outfits that enhanced her feminine shape and designer brand suits that offered protection and style for the field work gave way to functional and tightfitting, light armor that is less conspicuous.

Her silvery hair with a sheen of pink used to follow the latest hair-styles around Nightarch, but these days follow mostly her own whims combined with styles that leave her sight unobstructed, like held back by ornate clasps, tied in intricate braids or buns, in case things get... out of hand. Still, Sinra likes to keep herself well tended, typical make-up applied carefully on her light, mulberry colored skin, accentuate her sculpted face. It is always somehow complementing the softly glowing symbol on her forehead, her Spell Cache, a biotech tattoo, and enhancing the striking color of her lilac eyes. On top of her form-fitting suit, she often wears a long coat or short jacket, a thick belt with her pistol holstered hangs perpendicular around her supple hips, a thinner belt hanging opposite to with with her scabbard melee weapon.

Background: (Most of the background is restricted to the GM alone; see Weaknesses)

Leaving Apostae, Sinra was put in a rather unique position as the vessel she was in, The Pauper Amnesiac, was attacked by pirates. Captured and lined up, the Amnesiac crew was being separated into useful, dead or 'meat'. Unwilling to be flushed into space or given to sate the hunger of despicable pirates, Sinra made a rather ballsy move. Using her expertise, she locked all the cargo crates and declared that without her, they'd never get it opened. A gamble, for sure, but one that paid off. Not only did they listen, but they left her in a cabin alone for the rest of the trip until they reached The Forgotten Hammer, well-fed and unmolested, in exchange for the unlocking of the goods (when they came to port), a correct appraisal of the contents, and a list of potential buyers for the stolen cargo she knew intimately well. Nevermind that it cost the captain of the Amnesiac his life, at least, she'd be okay.

Sinra has only recently arrived at the station, and found the colorful population of lowlives and pirates quite quaint, having little difficulty navigating it by using her looks and her funds to her advantage, and when it failed, spells or weapons. Still, there was much to be seen and much to be done and the station was but a speck in a sea of possibilities. Making her way to the Inn, Sinra intends to buy passage out of The Forgotten Hammer, and if it fails, hiring herself to a crew for a short period of time.

Strengths:
- Not just a pretty face... : Sin's looks work often in her advantage, but the Drow is intelligent and resourceful, possesses quite a business-like thinking and a sharp mind for technological matters.
- Deep Pockets: When in a bind, Sinra seems to always have a credstick or a useful and/or valuable item.
- Lucky: Not a constant, and not a trait she abuses, but Sin often finds herself coming conveniently on the top of the trickiest situations with which she's confronted.


Weaknesses:
- Dark Secret!
- Cold as Ice: Sinra is a rather callous, pragmatic woman and due to the extents she's willing to go to ensure her own survival, allies do not come easily.
- Hated: Drow are not exactly loved around the system, and elves often go out of their way to take a shot at Sin. Social interactions as a whole tend to be challenging to approach by conventional means.
- Alienated: Outside of some specific things, Sinra knows little about the places and the people outside of Apostae.
 
Name: Mangar Mortaliasta
Race: Human
Class: Soldier

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Appearance:
With a smile and a wink, Mangar was nothing if not ruggedly handsome once, with a charming, charismatic aura that pervaded the smoothness and charm that the man's aura pervaded. From his wild brown hair onwards, Mangar's appearance was one of wild charisma.

Indeed, Mangar's appearance was all part of the package and appearance that he wished people to see. Everything had its place, and everything had its purpose, and for him, he would not have it any other way.

His dark eyes were full of light and promise. When one looked into them, they saw the promise of adventure and a life they could not possibly imagine. They saw a doorway leading into another world, a world that while, perhaps wild and dangerous, was one of excitement and infinite possibilities. His smile stole both hearts and souls, and many a fawning lady would die just to see it for only a few seconds.

Mangar looked like he lived life on the edge, and his actions once fully backed that image. He was a wild thrillseeker who looked to live life to its fullest. In doing so, Mangar once didn't give a damn who he annoyed. All those stuffy, fuddy-daddy boring muppets stand in the way of him. Jumping into the middle of a horde of Nyarlathotep cultists blasting a laser gun? Check. Playing chicken with a Starcruiser? Check. Facing Asmodeus himself down? He had it covered.

Mangar lived life solely for the moment. He tended to not get bogged down in inconsequential matters like possible long-term consequences of his actions. Life was for living and damned if he wasn't going to enjoy every goddam moment that he possibly could. And if he went down, fine, but damned if he wasn't going to take everyone else down with him and still come out of the other side unscathed.

Mangar was a man of many admirable traits, but he was also a man of many vices. An unfortunate.....gambling addiction being one of them. Carrying around a set of loaded dice with him, Mangar simply could not help but challenge any random passers-by to games of chance. Being a thrillseeker, Mangar was not beyond letting the dice decide his next actions for him, introducing a level of randomness and chaos that was his calling card. In addition to this, Mangar was fond of booze and wenching, but not necessarily in that order.

Was.

The Mangar of today is one that is lost within himself. His life having been struck by the tragedy of Vanna's death and having hit him hard, he spends most of his time in a drunken stupor. Having taken the fortune he had made from his days on the Descent, Mangar has spent most of the last six months drinking it away in the Forgotten Hammer. He is dishevelled and bleary eyed, and his eyes, once gleaming with an inner light, have been all but extinguished with the drink.

However, for any dubious ships captain looking for a skilled pilot, they would not have to look far......

Background:

Mangar was born with the luck of all the gods on his side. Mangar was destined for so, so much from an early age. And the young Mangar had a fierceness, strength of will and sheer stubbornness to cheat fate and make his life so much better than anything that they could imagine.

Mangar Mortaliasta has lived his life in space. Born to a wealthy family on the melting pot of Absalom Station, his family was a well-known and wealthy one. "Was" being the operative word. The Mortaliasta family, with the exception of Mangar, is no more. They had been marked by a dark, and powerful family. One dark day, assassins struck, murdering all of the Mortaliasta family with the exception of Mangar who alone survived the attack.

Mangar never knew who ordered the attack, he only knew that the assassins were not as thorough in their task as they believed. The last remaining scion of the Mortliasta family, Mangar escaped, fleeing into the shadows that consumed his family beneath a tidal wave of destruction.

Boarding (or stowing away, whichever way you look at it), on a cruiser called the Descent, with nary more than the clothes on his back, all he held within him was a desire for vengeance. Fortunately (or unfortunately depending on which way you look at it), upon being discovered, the young Mangar was not immediately ejected into space. He actually seemed to show some talent for navigation, and was taken under the wing of the pilot, one Asmar Asarian.

Which was fortunate, because when Asmar was slain in a bar fight on the Renewal, Mangar found himself immediately thrown into the role of pilot. It was on the ship that Mangar met his beloved, the beautiful and gracious mechanic Vanna, and the two fell in love, a whirlwind romance that would end in tragedy.

For a number of years, Mangar and Vanna worked together with the other crew of the Descent, until perhaps inevitably, the duo's penchant for living life on the edge backfired on them. In this case, while on shore leave on a seedy colony, Vanna saw something that she was drawn to. A crystal of deepest ebony carried by a strange-looking man called Zelkyr, a mystic of not inconsiderable might. As they tailed the man, Mangar felt a strange sensation in the pit of his stomach. Fear. It was something he had not felt before. Stopping his beloved in his tracks, Mangar spoke to Vanna, imploring her to give the valulable up and leave the man alone. Vanna was stubborn and impetuous though, and refused to let any target go. Staying back as she stalked silently up to her prey, Mangar clenched his fist in fear. Vanna reached into Zelkyr's pocket and withdrew the crystal. A circular stone of darkest night. At that precise moment though, something happened. Something that would burn itself in Mangar's memory indelibly for all eternity.

The mystic stopped and turned to face Vanna, sensing her presence. He hissed, shaking a clenched fist.

"You have escaped! And you try to steal that which you have not earned little thief!"
Vanna turned to Mangar, shouting at him, "Flee!"

Yet she was too late, a dark beam shooting out from the mystic's outstretched hand, striking Vanna squarely in the back. Her eyes widened in pain as her mouth opened to scream. A scream that never came forth as she turned into a pile of dust, the gem falling and bouncing on the floor.

Mangar escaped that night, but his soul was twisted and darkened by what he had witnessed and been through. He did not return to the Descent, instead falling into a broken, blackened shell of the man he once was. Remaining trapped, deep inside the Diaspora, Mangar turned to alcoholism in order to burn the memories of the past from his mind. A shame, as the man who could have been one of the most skilled pilot that humanity had ever seen had cast everything aside on the tragedy he had suffered, to lose himself in his drink.....

Strengths:
- Mangar is a good pilot. A very good one. One of the best in fact. Its just a shame that its been lost under the alcoholism.

- Strong. Mangar is strong in physical strength. To have survived in some of the seedy bars that he has done, he would have to be.

- Lucky. Mangar is lucky. Very lucky. In fact, some would say that he has possibly got the luck of the gods on his side - not that it has been much good for him so far.

Weaknesses:
- Alcoholic. Mangar has turned to alcoholism as a coping mechanism to deal with the tragedies affecting his life. At this point in time he is very far gone having lived most of the last six months in a seedy bar within the Diaspora.

- Not the sharpest tool in the box. It should be pointed out that whereas Mangar's strength lies in his muscle, he is certainly not the most quick-witted or intellectual person around. His modus operandi is very much "Mangar.....SMASH!"

- Thrillseeker. Mangar doesn't tend to think things through properly. He lives life on the edge....or at least he used to until alcohol dulled his wits. In other circumstances though, Mangar takes a chance....perhaps too much of a chance for others liking. It will get him killed one day.
 
Name: Kaschii
Race: Shirren
Class: Mystic

Appearance: Kaschii is a lanky shirren about 1.9 meters tall with a notable slouch as if in a constant attempt to shrink her presence. Her exoskeleton is a dusty green. Her face, like many a shirren’s, is locust-like with large dark unblinking compound eyes and long sweeping antennae. When it comes to attire, she prefers concealing but comfortable clothes with her mating arms typically tucked under a loose top.
PZOSFS0102E-Philt.jpg

(but not the clothes tho of course)

Background:
All Kaschii knows of her biological parents was that at least one of them was a space faring envoy who, for whatever reason they had deemed necessary, had brought their larval child with them on their journeys. When one of their journeys was intercepted by a pirate attack the ship, the parent had passed the container carrying a larval Kaschii to a trusted crewmate– a human medic by the name of Morris. The parent tried to negotiate.

Morris, carrying the young shirren, managed to escape to a nearby populated planetoid. Said planetoid was part of the multitude of scattered fragments that make up the diaspora. Years passed, Kaschii grew up raised by Morris who had managed to start up a makeshift clinic on a planetoid not far away from The Forgotten Hammer.

Kaschii’s upbringing was, of course, less than ideal. She had no access to proper education nor did she ever have anybody to call a friend. Sure, she could call a rock her friend but that wasn’t the same as a person as a friend. Most of her late childhood was spent helping her foster father around the clinic. Because she might as well make herself useful to the man who had taken care of her (even if he only did so out of obligation). The only other shirrens she'd ever interacted with were patients and clients. And being raised by a human, she was out of touch with the culture of her own race. This only served to alienate herself further from almost everyone she had met.

It was in her early teenage years that her innate connection to biological systems became apparent – the young shirren had potential as a mystic. Ever since then, Kaschii had yearned for more. While part of her believed that she had no room for neither dreams nor choices, there was a larger part of her that wanted to believe. Because despite what she kept telling herself, she felt like she could't keep living like this.

Morris eventually found himself a place on a ship looking for a doctor. But just one doctor. They had no place for a shirren who had never even been to medical school. And so Kaschii continued her life as a back-alley doctor of the diaspora, treating criminals and honest men alike. Mostly criminals though. She had never really gotten to develop her social skills and she had never been the assertive type. Needless to say, she often got pushed around and roped into jobs she would rather not take.

And yet after all those years, she still wanted to dream of a brighter future. She had had enough of having to walk a narrow path decided by her surroundings. It was suffocating. She needed more options. But first she needed to leave. Holing up in a little back-alley clinic wasn't going to lead her anywhere.

After much consideration, the shirren finally stowed away on a ship that had stopped by on its way to the Forgotten Hammer, taking along with her whatever few possessions she had. The plan had been to either land herself a job on a ship or to simply set up a clinic there. At least it's considerably safer and held more opportunities than where she was.


Strengths:
- Looks before leaping
- Watchful and alert to their surroundings
- Passive perseverance, she may not be assertive but she will hold on
- Understanding of biological systems

Weaknesses:
- Insect-like facial features make emotions hard to convey to other species
- Prone to overthinking her options
- Anxiety prone
- Lack of proper education
 
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I wanted to add a faceclaim like the others too but I couldn't find a photo of a grasshopper or locust that's like exactly how I imagined my character to look...
 
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