The Shadows of Arqan CHARACTERS

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THE CAST


Name: Adran (Matrix-13)

Race: Android

Class: Envoy

Appearance: Adran was built to be physically appealing to the mortal eye. Aside from the tattoo-like circuits that separate each body part, he appears to be a Caucasian male human in his early to mid-20s. His hair is black and short seeming to naturally fade upwards. His most prominent features are his glowing blue eyes, though most people assume they’re merely cybernetic augmentations.

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He’s opted for a more “pedestrian” clothing style so as not to attract too much attention. A simple yet stylish leather jacket, and other simple street clothes that hide all his more prominent android features, save for his eyes.


Background: 5 years ago, Athos Robotics, a well-hidden illegal R&D facility, created the ultimate diplomacy Android, designated Matrix-13. Built with one of the most advanced emotion based A.I. in history, he was designed to excel in human interaction, and using both his advanced logic and empathy, can create diplomatic compromises that helped all parties become satisfied.

However, this A.I. came with an unintended flaw, a desire to learn, to explore and see the universe, experience all the things in life that his mortal counterparts got to. Matrix renamed himself Adran, and posing as another scientist, escaped Athos Robotics and made set out to create a future all his own.

Having already experienced the concept of “high society” in his diplomatic work, Adran found his way to The Forgotten Hammer, fascinated by the thrills and danger that a life in poverty or even better, Piracy, could offer him. To this day though, he lives in fear that Athos will track him down and force him back into a life of servitude.

Strengths:

- A gifted talker, Adran was purpose designed to charm any who cross his path

- He’s empathetic, able to simulate all emotions and scenarios that mortals can create, allowing him to understand their actions and motivations

- A good strategist, using his comrade’s strengths and weaknesses to form well-constructed plans

Weaknesses:

- He can come across as a bit of a know it all

- Has a natural curiosity that tends to lead him into trouble

- Has limited combat capabilities, only trained in using a pistol for self defense
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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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: 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.

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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: 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.

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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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Name
: Clara (unknown last name)
Race: Human
Class: Mechanic, (minor operative skills)

Appearance:
Clara is a young human of medium build and shorter than average height. She has shoulder length red hair and silver blue ocular implants. She has obvious and ill matching implants scattered over her body along with scarring from the various insertions and changes. She looks unorthodox from the usual cybernetic augmentations seen. She is a patchwork quilt of cybernetics, mechanics and human parts. Clara is often seen in clothing that will hide as much of the scarring and enhancements as possible, such as hoodies/jackets/scarfs and long loose pants. She takes no passion in what she wears, preferring to not to be seen at all. Her arms do not match as they are made with different parts; slightly different lengths and thickness.

Clara prefers not to be seen and thus holds herself in a way that reflects this. Her exact age is not known to her but she looks to be late teens or early 20s.

Background:
For as long as Clara can remember she had been on the streets, fending for herself, and learning the art of thievery to survive. Not knowing what happened to her family, Clara tends not to believe in the importance and loyalty of family.
When she was around 11, a man took her in off the streets, with the promise of food, shelter and a future. In return the Clara was to be his lab rat, to test his experiments and new technologies on. Thus, began her life with her constantly changing body. The man, known only as Mr Sebali to her, was the only real adult figure Clara would have, and she came to see him as a father like figure despite the lack of care he showed for her.

With her artificial intelligence she learned mechanic skills from Mr Sebali to accompany her more stealth based skill set. Keen to impress the man she worked hard to learn all she could about mechanics. Although Mr Sebali kept his promise of food and shelter, Clara found no real happiness in his care. Treated more like machine or pet than person, as she grew older she also grew more and more disenchanted with him.

The day all respect for this man was broken was the day Pirates visited their residence. Mr Sebali had being buying parts from them for years but more recently his payments had not been met. They had come to collect. To save his own neck he offered Clara's service as payment. She was shipped off as if she was his property, for a new life on the wrong side of intergalactic law.

Strengths:
- Intelligent – brain implants
- Augmentation allows for inhuman strength
- Resourceful

Weaknesses:
- Mechanical Parts may sometimes malfunction
- A loner
- Inexperienced​
 
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SUPPORTING CAST

Dwarf Battlesmith

Appearance:

The heavily augmented and venerable dwarf known as Tovan Graghammer is the only remaining dwarf you will find on the ancient Space Station known as the Forgotten Hammer. While Short and hunched in stature ,with old age eating away at his musculature, Tovan is still a robust and solid Dwarf worthy of his ancient ancestry. His skin has darkened to the colour of fresh earth and beard grown full and grey, strangely plane and lacking the extensive braiding his race is commonly known to embellish their beards with. His left eye had been replaced with an extensive cybernetic prosthetic. His remaining right eye the collour of darkened bronze.
Tovan is NEVER seen out of his custom battlearmour made of condensed multi layered plate of an unknown and especially protective alloy. A unique shield projector continuously casts a kinetic shield around his form making the dwarf an excellent combatant which none have ever seen wounded. An integrated third mechanical arm has been directly connected to his neural network allowing the dwarf more versatility while working or fighting. Regardless of his current activity, be it grump patron in the corner smoking a pipe or reluctant innkeeper, Tovan is always ready for battle bearing customised weapon systems ready for war.

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Background.:

Tovan is the single most mysterious figure on The Freehammer. Rumours persist he is part of the original crew prior to the Gap but no one has been able or willing to confirm this rumour. Tovan never speaks of his past and will give one warning not to repeat the question, he does not give a second warning. The Dwarf's temper is legendary as is his tendency to follow up his outbursts with an over the top firepower that reduces the target of his rage to a smouldering heap of flesh or burning ashes. His temper has been moderated somewhat ever since he met Moarka, the half orc woman the only one to have ever faced the roaring furnace of Tovan's temper and to live and tell about it. If Moarka where to stay out of his outbursts The Inn would never have lasted past its first week and have remained the solitary bunker of a violent hermit-dwarf. Why Tovan opened his home to a half-orc of all things is something no one save Moarka herself knows but many rumours surrounding their relationship persist. Tovan can be persuaded to share information regarding The Hammer's layout and many come and petition him for knowledge, which included the occasional emissary from the Smith. Pestering and antagonising the Smith's agents is one of the few things that bring a smile to the ageing Dwarf's wrinkled face.

Strengths:
- Heavily Augmented Battle-Dwarf
- Master Mechanic
- Knows the Hammer like no other.

Weaknesses:
- Roaring Temper
- Stuborn beyond measure
- Soft spot fer a bloody larkin She-orc?!?!!?!
Half-Orc Barmaid (f)

Appearance:


The fit and tall Half-orc female has a youthful appearance of someone in their late teens or early twenties. What could have been a strikingly beautiful face by most human standards has been disrupted by a hideous scar that from the right side of her chin across her face all the way up into a jagged pattern and ending in a pronged shape over her left brow and temple. Her left eye has been replaced with a vat-grown prosthetic which seems inactive and stares blankly ahead. Her right eye has the colour of a sun kissed lime. Her orc features are less prominent then with the majority of her people suggesting either a stronger human side or more likely genetic manipulation, which is common with the mass bred slave citizens of the Drow world Apostae.

Moarka sports a great deal of tattoos of various styles, some more likely to be designation codes remnant from her time as a third rate civilian on the world of her former masters. Neural implants across her scalp suggest she has been the subject of some manner of mental enhancement or, more likely, mind control. Moarka dresses in a confidant way, unafraid to highlight her curved and strong tattooed form. the protection she enjoys in The Inn makes armour redundant in her perspective and as such she dresses comfortably in fine though often mismatched clothing that was most likely brought to the station as contraband or veritable "hot potatoes" (i.e. stolen goods) Moarka always caries a custom Blue Star Plasma Pistol which is linked to the resident Gun-Drones, if Moarka draws her pistol she ALWAYS has fire support.

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Background:

Moarka is not to forthcoming with her life before her current one, those willing to challenge her to a drinking contest can manage to wrest some information about her firsthand before they generally pass out. What little is known about her has made the round of The Inn's usual customers. Moarka was born and raised on Apostae, she has never mentioned parents suggesting she avoids the topic or possibly has none, most suspect she was vat-grown. She escaped under unusual circumstances, one time claiming it was during a half orc uprising to establish more rights on their behalf, another time claiming to have killed her Drow patron on his pleasure ship and fleeing with his personal one manned ship. Whichever is true it is safe to assume Moarka fled a harsh and brutal life and found one more to her liking on The Hammer. It is well known that Moarka owes Tovan her life and the two share an unlikely bond, if this is a bond alike Master and Apprentice or a more romantic variety is base for allot of rumours.

Strengths:

- Strong
- Tough
- Striking Appearance

Weaknesses:

- Temper
- Emotionally scarred/Commitment issues
- Vengefull
Strange Alien(f?)

Appearance:

With a humanoid face and coloured amphibian and reptilian features the woman commonly known as Qwai Qwai is a mystery. Large and striking eyes lack the expected slits, instead forming deep rounded pupils in a sea of sparkling caramel. Broad cheekbones have reptilian spikes running along its edges. Her smooth and presumably soft skin is naturally divided in two colour patterns, one a warm chestnut and the other a pale green. What appears to be a small oddly shaped golden spike rises from the edge of her crest just before her hairline, if this jewlery, an implant or a natural growth is unknown. Qwai Qwai dresses simple in whatever clothing provided to her by Moarka and is seemingly uninterested in any form of physical embellishment.

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Background.:

No one knows.

A good year and a half ago Qwai Qwai wandered into the Inn and syiply did not leave. Moarka fed and clothed the strange alien that had apparently arrived without much in the way of apparel, running through the station frightened and disoriented until she entered the Inn by utter chance. While Tovan vocally wished to throw her out as she lacked any form of funds Moarka took the alien in and convinced the Dwarf to go along with it.
Since then many attempts have been made to learn anything about Qwai Qwai who's strange physiology seems to distort any form of psionic, magical or electronic intrusion. Moarka has no intent to allow anyone to take her out of The Inn for study and Qwai Qwai has not shown any inclination to leave by her own volition.

Instead the strange "woman" has opted to serve the Inn as resident maid and serving wench even though the latter happens at a frustratingly slow rate seeing as she either refuses or is incapable to communicate in anything but a strange language (which also provided her name, or what is believed to be her name) or rather basic and clumsy impromptu sign language. According to rumours she has displayed a fierce loyalty to Moarka and by default Tovan, according to at least one patron she has a particularly nasty bite.

Strengths:

- Underestimated?
- Psychic, Electronic, Magical resistance?
- Nasty Bite? Someone said it once...

Weaknesses:

- Cannot comunicate easily
- Questionable intelect
- Unknown variables
Human Soldier(m)

Appearance:

It is hard to overlook the mountainous man that is Ysun standing over 2 meters in length with a muscular and powerful build and wrapped in protective layers of military grade armour. Ysun bears the hallmarks of the typical mixed heritage one can find commonly with the humans born and raised on Absolon station, the galactic centre of the Pact-World alliance and closest thing to an ancestral home world for many of the ancient races such as humans, elves and Dwarves since the disappearance of their home planet Golarion. Long black hair is usually kept up in a bun while his bushy beard is fashioned in complex braids not entirely unlike that which is found in ancient Dwarven fashion. Ysun is rarely seen without armour and weaponry, either filling in as bouncer in the Inn or wandering the Forgotten Hammer in search of trouble to solve.
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Background:

Ysun is very much a man looking for redemption. While originally arriving as a pirate on The Forgotten Hammer Ysun fell out with his crew over a dispute concerning the life of an honest to gods innocent that was stranded on the station. The conflict resulted in Ysun killing several of his own crew and marking him as an undesirable crew member.

Crew-slayer is a bad nickname to get, being known as a pirate with a conscience is worse...at least on The Hammer. Day to day life became a struggle for survival for Ysun, no ship would take him on and former crew members would often go out of their way to make his life miserable or downright try to kill him. Fortunately Ysun is and has always been a capable combatant thanks to his extensive training as a private security force for a mining company before his life as a pirate.

The Inn became his refuge as much as it did for others before him and he as rarely stayed away long since then. Ysun often brings in people in need for protection even if only temporary, something that can anoy the patron of the establishment as they can only hold so much people and generally not for free. Moarka seems to have a much more amicable relationship with Ysun but far less friendly then Ysun would like. Ysun's failed attempts to woo the half orc Bartender is often a source of amusement for the usual patrons. Ysun does not like to revisit his past but generally has no qualms speaking of it when asked. Often enjoy a few games of cards, dice or the local game of Chosack, a checker like board game with floating pieces.

Strengths:

- Trained combatant
- Good heart
- Easy to get along with

Weaknesses:

- Impulsive
- Tendancy to get carried away with said good heart
- Guilt complex leaves him open for manipulation
Mysterious Man (Human(m))

Appearance:


Few have the confidence or are crazy enough to walk about The Forgotten Hammer looking like they're made of credits. This individual is one of them. Standing a solid 1m89 this man is well equipped and groomed. His personal armour is one of the latest models as is his portable kinetic shield generator. A Red Star Plasma pistol dissuade any muggers looking for a quick score. In an age of cybernetic replacements it is strange to see a man with an eye-patch, especially if the one wearing it seems to have the money needed to buy a prosthetic. He carries himself with the sort of suave confidence that usually comes with being powerful and influential, which bares the question..what in the nine hells is he doing here?

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Background:

No one knows who he is or what he wants. For the last few days he has been waiting in The Inn, arriving in the morning and leaving in the evening. A resolute determination chasing away any sign of frustration or annoyance, whoever he is waiting for..It's worth it.

Strengths:

- Difficult to read
- Handsome
- Intimidating

Weaknesses

- ???
- ???
- loner
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Name: Cpt. Ellion Tame
Race: Human
Class: Soldier/Envoy

Appearance: A weathered human male on the wrong side of 50with one milky white eye and scar running across his face in a diagonal line. Grey hair suggests age but it is the cutting stare of his one good eye that express the experience and endured horrors that this aging Captain had to endure. Cpt. tame is rarely seen without weapons, nearly always resting his hand upon the hilt of his prized Yellow-star Plasma sword. Cpt. Tame prefers less extravagant and colorful clothing, proffering his low key outfit but including a weathered Steward flight jacket as a lasting insult to his former employer, the intergalactic forces of law&order. His right leg has been replaced with a cybernetic prosthetic from the knee down.

Background: Ellion Tame started as a bright eyed human wanting to do good on Absolom Station, the center of the Pact World alliance. Becoming a Steward had been a life long dream and obtaining the badge had been the brightest day of his life. Sadly as the years passed by the light died out and a young Ellion Tame became a bitter and frustrated old man.

Bureacracy, politics and frustration with the system chipped down at Ellion's fate in the Pact World Alliance. The increased pressure caused by continuous arrivals upon Absolom station of desperate aliens and refugees looking for shelter from distant wars combined with the political and financial pressure of the religiously inspired Mega-corporation Abadarcorp soured Ellion's view of the world and when he was stationed aboard of a patrol ship inspecting trading routes and vessels stopped by Steward ordered blockades the final push into his descent had started.

Ellion never saw himself as a man willing to take a bribe? it started as a good deed, accepting a small token of appreciation from a refugee that may have had some illicit goods on his vessel but was so very desperate to protect his family. Ellion told himself it had been compassion, but as it would later turn out...it had been greed. Eventually the criminal enterprises that live on smuggling got wind of an officer willing to cooperate for the right price and thus Lt. Tame became the go to person for matters that required discreet oversight and adjusted manifests. Ellion was not alone in this little cooperation, trusted friends and colleagues were easily persuaded by the charismatic man in joining his band of helpful Stewards. It was only because of his ability to inspire a certain loyalty that Ellion escaped capture. When he got wind of a pending investigation
that he knew he could not escape he staged a successful mutiny and overtook the patrol vessel he served on and escaped capture. Ellion stumbled into the life of a pirate by sheer need, but he found his true calling when he finally tasted the freedom and independence the life as a free captain offered him.

Cpt. Tame is a veteran of more then a decade within the loose faction known as the Free Captains with a reputation as both a smart and resourceful man but with a touch of callousness and arrogance that one can't ignore. He often changes crews but surrounds himself with two loyal crew-members that always stand by his side. The fierce Vesk Krong and the wily Ysoki Keesh. Cpt. Tame often takes on bigger jobs then he can manage but has a moderately good success rate, albeit this has come at the cost of some crew. Rumor has it that on his last little quest he and his two confidants were the only survivors of a crew of 18, what happened to the 15 others he left port with is anyone's guess.

Strengths:

Charismatic
Resourcefull
Lucky

Weaknesses:

Impulsive
Prideful
Tendency to lose crew damages reputation.
Ysoki mechanic (f)

Appearance:

Keesh is an albino Ysoki that is small and slender by Ysoki standards, her diminutive size not helped ny her usual slouched posture and skittish demeanor. White pelt, red eyes and a pink nose that constantly twitches and sniffs the air for any approaching danger. Her left ear has been damaged and is now enhanced with a unique and complex augmentation that seems to do allot more then allow hearing. Keesh wears functional clothing that offers allot of pockets and pouches to store her myriad of tools and knick knacks. Whatever she wears she never leaves the bowels of her ship without wearing her grass green leather Jacket.

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Background:

Keesh has been with Cpt. Tame ever since his original mutiny aboard the ship that has now been re-designated as The Void Hunter. She is his most loyal and faithful crew member and is one of the only companions of Cpt. Tame that can count on his support and protection. Keesh often makes attempts at making the captain aware of his impulsive behavior but sadly fails more then she succeeds. If not at the captain's side Keesh will be found working on the ship or conversing with her other, and only, friend BECCA The Void Hunter's A.I..

Keesh has a tenuous relationship with Krong, the Vesk companion and fellow crew member of the Hunter. Keesh often voices complaints about the reptilian bully but rarely does so in his presence. Keesh claims that if it were not for the Captain the Vesk would have eaten her already. Something the overgrown lizard has not yet publicly denied.

Strengths:

- Brilliant Mechanic
- Smart
- Skilled at Hacking

Weaknesses:

- Easily frightened
- Physically Weak
- Sensitive to Light
Vesk Soldier

Appearance:

Standing 2m29 in height and weighing over 160kg Krong is the image of brutal strength and martial prowess that many picture when thinking of Vesk. Small spikes sprout from his crest and chin, forming a horned beard common with the lizard like Vesk. His bright coloured scales blend shades of blue and green with yellowish highlights. Krong is practically always encased in a suit of heavy armour, armed to the teeth and ready for a fight. His prised red Star Plasma Doshko is never out of reach and his preferred tool of destruction.

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Background:

Krong is not very forthcoming with the story of how he ended up in the service of a Pirate Captain and few dare to press the question. What is known is that Krong is a victim of his own personal code of honour which he refuses to break from. A life debt was sworn to Captain tame and the Vesk is hell bent on keeping his vow even if it kills him. This does not mean he likes the man or the predicament that the proud Vesk finds himself in. More often then not he is quite honest about his hatred for his current; The Ysoki Keesh in particular seems to be a target of his ire, the Vesk having nothing but contempt for the weak and skittish rat-man.

Strengths:

- Excellent Combatant
- Strong
- Unshakable Code of Honor
Weaknesses

- Will not break his code even if it kills him
- Can be easily manipulated if Code is Understood
- Hard to like/Unpleasant
 
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Extras

These are character with little to no impact on the story line BUT can evolve into supporting cast through your actions.
Feel free to use and control these NPC's in your post as long as broad guidelines are followed.
If you want permanent control over an extra just let us know in OOC, these become henchmen/followers, less powerful but more relevant in the grand scheme of things. Their actions will become yours to describe.

Small note...these will not be around for ever and will be written out of the story as we go on, sometimes permanently.

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Lashunta Barmaid.

Guidelines:

- Telepath
- Troubled
- Gets her way using charm and seduction
- Coward
- Does not like insect like species
- guarded about past and will not share willingly
- Tall and attractive
- finds vocal communication annoying and tiring
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Human Ganger

Guidelines:

- Greedy
- Uncouth
- Corrupt
- Craven
- Selfish
- Can hold his own in a fight
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.
 
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