Siren's Call Introduction: A lone vessel travels through space, its erchius-powered FTL drive humming quietly. The vessel pulls out of its violet dash above a luscious planet, covered in an emerald sea of forests and swirling, dusty overlay of clouds. Beacons of all sorts emanate from the world--mysterious frequencies that peak the curiosity, open letters of welcome to untold riches and vast wealth... and muddled distress calls, terrified ramblings overshadowed by an ominous thrum. The vessel careens toward the planet, gliding its way into the atmosphere and blazing its scanners over the landscape. Minerals and ores, cities and vessels, unspeakable treasures that would baffle the mind--the world is a treasure-hunter's dream. And then, just like that, the ship disappears, never to be seen again. Setting: Wonder and horror stories alike tell of Siren, a world promising insurmountable riches and dragging every last visitor into an impenetrable abyss of no return. Tales tell of every kind of treasure on Siren, as well as every kind of danger. Most reasonable folk are smart enough to just smile or shudder at the stories, as the need would merit. But this isn't the story of normal people. Greed, Glory, or Just Plain Madness: Every year, more than a few ships announce their trip to Siren. These ships are manned by the brave, the courageous, and the plain foolish. Whatever the reasons, these wild souls stare into the abyss and decide to charge right in. This year, yet another vessel has decided to attempt to penetrate the darkness, either to finally tear down the century old vale or to fall into the same field as the countless ships before. This ship is the Remnant Shadow, captained by an eccentric human known only as Captain Sam. Sam has been on countless adventures prior, and is ready to take on the greatest challenge of all; all she needs is the crew with the right stuff to go with her. This is where you come in. The Game: This game will focus on your characters' trip to the mysterious world of Siren, and, from there, either their triumphant success or their stupendous downfall. The game will focus a lot on the characters, and most of the plot will be pushed forward by the players; all I'm here to do is to say how the world reacts around you. Your characters should fall within the realm of reason; while I suggest that your character be experienced (e.g. has gone on multiple previous adventures, has defeated some major local threats, etc.), don't make them a real super hero (e.g. no "I single-handedly defeated the galaxy's most dangerous mercenary organization without a scratch). Some basic do's and don't's: Do... Make a skilled character who could hold their own in the field: your character is an adventurer going to the most infamously dangerous planet around. They should have the skills to pay the bills (imagine what it would take to survive a game of Starbound without going top-tier). Have a background: your character got skilled from a rather adventurous lifestyle. What were some major events in their life, both good and bad? I'd suggest sharing the backstory with the group so that any subtle references can make sense to the others, but for some of the more serious stuff, we can discuss it privately. Make a flawed character: conflict provides story, and flaws provide some good conflict. Just be sure to keep it within reason, and to make sure it flows with the group; two characters with conflicting traits can be fun, but make sure you and the other player confirm that you want a conflict before it comes around. Make characters that flow together: there are other characters in the group, and some of them will be chosen to fit together well or because they know each other. Feel free to work with other players to connect and relate your characters. Set a character goal: your character is going to Siren for a good reason; what is it? This is entirely up to you, and I'm very willing to set up the game and the encounters to fit your characters. If you're feeling really adventurous, you can even set a goal your character doesn't realize (the greedy treasure hunter thinks she wants gold, but doesn't realize she wants a friend she can trust). Don't... Make an undefeatable murder machine: as above, your character should have flaws. Making him super combat trained and a total womanizer is pretty bland; it would be more interesting to having a character who's decently trained, but thinks he's a womanizing super soldier. Be super mysterious: I know from experience that a character with super-duper secrets is often ignored. It's really just natural; if no one knows about a character, they don't know how to act with them, and they also don't really have to ask about their past. Be open with the general stuff, and only keep a few important things away from the other characters (but not necessarily the players). Make a really "edgy" character: while flaws can be good within reason, having too many or too demanding of flaws can create problems. Someone who is psychotic or murderous is a bit too flawed. It's also important to take flaws as what they are--a problem that should be resolved. As this is basically interactive storytelling, any flaws a character has should be set with the intention of a resolution. Make a lone wolf or counter intuitive character: this is a group effort, both with players and characters. Having a character who demands to work alone or constantly throws other characters under the bus is no fun for anyone else. Make a complete character: as above, your guy should have a goal, something to eventually accomplish. Having a character who's already reached his or her goals doesn't allow for as much story. Characters: Alright, now that you've survived this long, we can get to character sheets. Here's a basic setup, with an example for your daring captain. Separate anything that the group wouldn't know with either (parentheses) or italics, depending on how you write. Name: Your character's name, both their full name and their nickname. Race: Human, Novakid, Floran, etc. I'd prefer staying away from mod races (everyone would have to learn the backstory of the race), but if you really want to play one, let me know. Gender: Straight forward. Role: What role does your character take on the ship? Some examples: gunner, pilot, engineer, medic, ship scientist, field operative (e.g. commando), deckhand, etc. Description: Your character's physical and personality descriptions. Stuff like height, weight, hair, and distinguishing features, as well as accent, attitude, and dialect. Background: Your character's basic backstory. Where are they from, how did they start adventuring, how did they end up here. Group Relations: Does your character know any of the others? You can add relations as more player join. Goal: Why is your character headed to Siren? What do they intend to achieve? What do you intend for them to achieve? Et Cetera: Anything else worth mentioning (fighting style, gear, pets, etc.). Name: "Cap'n Sam" (Samantha Fellows) Race: Human Gender: Female Role: Ship Captain Description: Cap'n Sam is a middle aged explorer; her face is scarred with multiple pock-marks, and she stands rather tall and thin. She often wears a wide brimmed hat with a flamboyant blue feather, as well as modernized "pirate" clothing. She smiles quite often, and has a pirate-like drawl. Background: Samantha Fellows was born on an outer colony, the daughter and sole child of a fisherman. She grew up to stories of ancient history, when pirates and royalists sailed the seas of distant Earth in search of plunder. She became near obsessed with pirates, which still shows in her speech and dress. Samantha went on to travel the stars, deciding it was her destiny to recreate history and revive the ancient pirate ways (according to her childhood myths, that is). She went on countless journeys, earning vast riches and giving it all to the people who needed it most--despite her glorification of pirates, she's still sweet at heart, and refuses to live in luxury while others struggle to survive. Over the years, her journeys became less about money and glory and more about the thrill of adventure itself--so much so that she's traveled all across the galaxy doing odd-jobs and 'quests' for colonists and governments alike. Long ago, Sam had heard the legends of Siren, and passed them off as children's tales. Now, she sees Siren as the last true challenge. Group Relations: Cap'n Sam is the ship's captain, and has hired her crew from a list of daring individuals. She may have chosen crew members from previous adventures, though she mostly hired whoever would take the job. (If anyone wants a relation to Captain Sam, let me know.) Goal: To find Siren--to walk its ground, to see its sights, and maybe to grab a souvenir or two to bring back for when she tells the tale. Et Cetera: Captain Sam is basically a space pirate. She wields a modified cutlass and refers to pirate aspects a lot ("Let's sing us some sea shanties, me hearties!"). List of PCs: Name: Will “Snipe” Stone Race: Human Gender: Male Role: Supportive Sniper Description: Lean Muscular build, 5’11, close to 210 lbs, relatively large hands, hoarse voice, often whispers when he speak, short dark brown hair, relatively thin unkempt beard, wears a wide brim hat to block the sun, wears a sunworn brown duster, carries weapon and basically all belongings in an old USCM duffel bag, carries a custom built breech loading sniper rifle with a manual straight bolt and an antique stainless steel .44 Magnum revolver on a hip holster. Wears a black button shirt, worn blue jeans and thick heeled leather boots. ((Many scars over shoulders and back, one scar across left side of his neck, wears his shirt collar up so it is rarely visible. His mind is always set on keeping the edge, preparation, not getting caught off guard. He hates smoking with a passion, cannot drink alcohol or many types of beverages because a previous adventure 'accident’, that left his throat horribly scarred and basically ruined his voice. He keeps to himself, mainly because of the pain brought with speaking (although whispering doesn't hurt him) but is a bit more open with smaller groups, doesn't like explaining about his peeves because it usually leads to him having to show his scars, this is something he hates doing and if the situation isn't carefully disarmed he will openly fight. He prefers to sit back and watch his new partners or team, learning about each one, without directly asking them. He tries to be an honest and kind man and even more so to women, but his voice usually makes for awkward situations and he often gives up halfway through a sentence from the pain if it is in a loud environment. The pain from his speaking doesn't truly harm him but gives him a rough time speaking for a while, and yelling could easily keep him from speaking for a few days. Hates being the center of attention if in large groups but openly speaks in different situations. He rarely backs down from a fight and will NOT take an insult to his pride, or a friend's, and even protects strangers up to a point. Although he willingly helps people he barely knows, he doesn't open up to them or blatantly go out of his way to help him, and is very cautious around new people. But he is not stupid enough to be enticed into a fight that is obvious suicide, but he hates a smart mouth, he doesn't love being alone, especially in a battle or tense situation.)) Background: Being the middle child, he was more free to live his life than his brothers, practically a chatterbox with a kind attitude, he started adventuring, and loved it. But one day, he punched a ticket to a planet with a rough heritage, he was a liability to the team and they planned to leave him, he caught them in the act and they were a little (Too) anxious to convince him to stay there, they left him scarred and beaten, but left an SOS beacon near him so he didn't die to the planet, and that was his first lesson. Because of the severity of the injury and how early on it happened in his career, he couldn't properly pay for the medical work, but he couldn't exactly turn it down, so for a good few years he payed off that debt as an assistance is medical work, passing on some medical skills. Not speaking for years and extremely cautious about new faces, he didn't lose his kindness, but with his speech impediment, few notice it. The medical bills stuck him on a rough, dangerous planet where you learned fast or died, he caught a break on meeting an older retired USCM sniper who taught him how to handle a sniper rifle and basic weapon skills. Since then, he learned how to use guns well, even made one of his own, and has kept on adventuring, he doesn't do it for money, he honestly forgot what he sees in it, this one he is doing because he heard a good friend from a while back is looking for a crew. Group Relations: Captain Sam: Old adventuring partner, since before the injury. Goal: Find a group with which he truly fits in with. Not mocked, ignored, left, or hated. Etcetera: Breech Loading rifle with long range scope with 30 rounds, stainless steel revolver with 36 rounds, Duster, western style wide brimmed hat, pocketed button shirt, well worn jeans, boots, 3 days rations, water filled canteen, old USCM duffel bag. Small pack of medical tools. Doesn't handle melee weapons at all, so relies on fists or guns, obviously uses the sniper rifle to pick off targets, in a fistfight, he patiently battles, learning his enemies technique before capitalizing, if they last long enough, quick to dodge and duck since a clear strike on a scarred part his body is VERY painful. Name: Whyt "Lunas" Dworn Race: Human Gender: Female Role: Ship Scientist, part-time scavenger Description: Whyt is a fairly average height girl, of about 5'3" and 118 pounds. Her hair is kept short and often unkempt, with a longer chunk on the left side of her face that she often braids. Said hair is a brilliant white, that matches her eyes, making her appear almost blind. She always has a set of goggles propped upon her head, along with a pair of glasses almost perpetually attached to her face. She wears muscle-shirts with plaids usually on top and the sleeves rolled up. Her choice for shoes is always a pair of sneakers, and she seems to gravitate between wearing jeans and sweat pants. For gear, she typically has a satchel or a backpack with her that contains some thing to repair her watch, some snacks, and a spare flannel. Her watch is the most futuristic thing about her, basically functioning like a phone. Background: Whyt was a fairly sheltered and well-taken care of girl. She had a father, a mother, and two siblings: one older brother and one younger sister. Her father passed on when she was very young, leaving the young girl curious and saddened that she didn't get to meet him better. Around the time she entered middle school, her brother left the house, becoming an engineer. His job allowed him to come home every so often, and in doing so he would expose Whyt to the scientific world.When she reached the age of about 15, she realized that she stopped worrying about what her crushes though about her, and instead more about the world around her. She took her late father's adventuring equipment, and with the watchful eye of her mother, set off to see the universe. Whyt's journey had a rough bump when she lost contact with her brother. Her went missing a few months post her 18th birthday, and the only trace of him was the last sighting of him: in orbit of the Siren. Spurred on by her brother's actions, she set out in search of a crew to take her in, thankfully being welcomed in by Captain Sam. Group Relations: Goal: Whyt has a sense of morbid curiosity. Her mind takes her where ever there's something new to learn about. After hearing a few stories about the mysterious planet of Siren, she wanted to see the nature of it herself. Not only that, she wishes to either confirm her brother's death, or see him alive. Et Cetera: Whyt's watch contains an AI in it, which she as dubbed LUNE. When exposed to radiation, her glaring white eyes faintly glow in response to it. Smells faintly of flowers. *Due to the things she worked with (i.e, radiation and chemicals), she is considerably more physically weak than the average person. Name: Charl Rockman Race: Human Gender: Male Role: Trailblazer, hunter Description: A middle aged man, he wears a heavy leather coat and breaches, with a comfortable white undershirt underneath. He wears a pair of goggles that both shield his eyes and allow him to use thermal imagery, as well as zoom in, given not with quite the amount of magnification as a pair of binoculars or a rifle scope. On his back he wears a large rifle, as well as having a belt carrying his necessities. He has a rather small frame, and his blonde hair has begun to bald. He is definitely out of his prime Background: Charl was a rich young lad, who grew up watching the national galactic channel. As soon as he reached 18, he flew out to a remote, mostly unexplored planet, thinking the skills he learned on tv and in simulations would apply in real life. What he was not prepared for was the ship being ambushed by florans looking for tech upon landing. The florans took him and the rest of the crew, armed them each with a bow, ten arrows, and a knife. They released them one at a time into a cave, inhabited by a fearsome beast, which the florans were training by releasing haples travelers too. The beast was going to become sport. Somehow, through shear dumb luck, charl managed to defeat the beast, and emerged, victorious, covered in blood and clutching a severed head. The florans became amazed, and after a feast on the large carcasse, they allowed him and the surviving crewmates to leave the planet. Ever since then, he lusted for that predatory rush, the feeling of power killing such a large beast gives. He became a big game hunter, training his skills along his path, meeting several allies- and enemies. When he heard of the ship going off to siren, he felt it would be a good last trip, and a great way to leave his mark before he retired- he was getting past his prime. Group Relations: (I find pre rp interconnection hard to do, it seems presumptuous to intrude on another character's backstory. That said, feel free to pm me if you want charl in yours Goal: To begin mapping big game hunting through Siren, and to be the first to bring back trophies of some of the planet's most dangerous game Et Cetera: He carries a versatile range of supplies on his belt, including a large hunting knife, a razor chain-chete- a very short machete shaped chainsaw made for cutting through thick alien flora, a basic antivenom kit, a small writing tablet which he uses as a journal, well protected in a case, as well as a large railgun-like hunting rifle, made for quick clean kills on large beasts. The ammo is large, so he only carries four bolts His most useful item, however, is a small drone, and the corresponding remote. It is equipped with sensors and a tracking device. Its purpose is twofold-to fly above ground, tracking the controller(therefore the holder), mapping the terrain, and to help plot out routes and game trails. Name: Lucca Owen Race: Human Gender: Female Role: Pilot Description: Standing at 5’6”, she is easily visible in a crowd due to her shock of red hair, and the constant manic grin plastered on her face. She is usually seen wearing her pilot suit, coloured red to match her hair, as well as a set of flight goggles. She is a adrenaline junkie, feeling the need to push whatever ship she has control of to its limits; which may be to the chagrin of the other crew. When she speaks she has a tendency to use chinook slang. Background: Lucca has always been a bit of a troublemaker, after she was bored of the mundanity of a ‘normal life’. She learned to fly planes and the like as young as she was allowed to do so, passionate about the exhilarating speed flying afforded her. Though to truly push the envelope, she decided to expand her expertise to include spacecraft. Before long, he troublemaking antics led to her being involved in the less savoury end of the pilot business, mainly blockade running, and smuggling. Quickly building her reputation as an effective pilot, especially one who seemed to be able to get both in and out of some of the more ‘sticky’ situations to be expected in her line of work. However, it all came crashing down after a disastrous blockade run, which left her vessel a wreck, forcing her to abandon ship. Once she managed to drag herself back to civilization, she found herself in a tight spot, leading to her signing on to Captain Sam’s crew. Group Relations: (blank for the moment) Goal: In short, money; she wants to replace the ship that she lost, it’ll be quite the sum to bankroll that purchase. Et Cetera: Gear: 'Five-seveN' pistol, 20 round capacity, low damage; ‘KA-BAR’ style knife; Counter-pressure vacuum suit, protects against acceleration induced black-outs and the occasional unplanned EVA; Survival kit, contains useful supplies should one be forced to abandon ship. Piloting Style: 'Bushwhacker' with a bit of 'Steamroller' once she think she has the upper hand. See here for details. Name: Karana Lani Race: Hylotl Gender: Female Role: Field Operative (Machine Gunner) Description: Small, at around 5 feet tall, but rather strong for her size, with dark green skin and short black fins. Wears a white shirt under a grey jacket with lightweight pants. -Team Player: Has cooperated with a lot of people and knows the importance of working in a group. -Determined: Does not give up until it's over. -Usually amiable. If she is visibly angry, then she is seriously upset. -Fierce Loyalty: Always protects her team.Will go to extreme extents to do this. -Not durable. Close combat ability is lacking. -Doesn't know when to retreat. (Related to "Determined" above) -Weighed down: Her weapon is heavy and limits her mobility. Background: She was born and raised on a privately-owned colony. She has always been enthusiastic for adventure, craving excitement since she was a child. After reaching young adulthood, she became a freelance adventurer, explorer, and occasional mercenary to find this excitement. She soon, naturally, found herself drawn by the stories of this mysterious planet known as "Siren." She signed up on a ship bound for the planet- she doesn't know what to expect, but she expects it to be interesting. Group Relations: She only recently joined the crew, but she is beginning to get to know the other members of this team. Goal: Adventure, excitement, and preferably some money along the way. Et Cetera: She wields an erchius-powered radiation beam weapon in combat. The gun folds up and can be strapped to her back for portability, and can be mounted on a tripod when it is deployed. She carries erchius crystals in a small satchel to keep it fueled. In a fight, she prefers to make use of heavy suppressing fire to keep enemies at a distance. Name: Winston Drake Race: Human Gender: Male Role: Combat specialist, survivalist Description: Winston is 6'2" and really likes to wear a combat vest or T-shirts. He also wears jeans and combat boots and occasionally a helmet with a visor. Winston loves to be the first one on the ground, which might end up getting him killed. He's very strong and smart and feels like it is his job to keep everyone alive. Background: Winston was born on a new colony and traveled most of his life. He lived on a lot of new colonies because his father was the first to get a new, higher paying job there. When Winston was 16, a shuttle he was on was attacked by pirates (the bad kind). They killed most of the people on the shuttle, including Winston's brother. He survived, but he was so mad that he couldn't do anything to stop it that he joined the army. He was a combat specialist until one day there was an ambush on his squad killing most of them. This causes him to go into a mental trauma whenever someone dies. He was captured and imprisioned but escaped and survived for 2 weeks in the woods until he was found. Group Relations: Winston appears a very friendly guy but he actually is a very mentally tormented man because of the deaths of everyone he loved which is why he wants to help everyone he can. Goal: To save protect everyone on the ship and save everyone on Siren. Et Cetera: Winston uses a rifle and an SMG and knows how to survive. He also doesn't talk much and loves to create things. Name: Phateon Race: Novakid Gender: Male Role: Scientist Description: 5'11, 140 pounds. Light orange color, brand looks like a Y Background: Ridiculously shy and easily scared due to his childhood. When he was around 5 years old, his family was moving off planet when the colony ship/ civilian transport had a severe malfunction and crash landed back on the planet he was trying to leave. A little while after (( Only if this is okay with you Vurrunna)) Captain Sam was passing by and somehow found him and took him in. He spent most of his time away from people, reading books and scientific thesis's. This allowed him to be smarter then the norm. Although he is fairly shy and weak, that doesn't mean he cant defend himself. He has been trained to use a shortsword and dagger fairly well. He rarely ever fights but is still quite adept with them. He also would rather run than fight, making him a coward. He follows where Sam goes, her being one of the few people he knows. So he kinda drags himself along to go with her Group Relations: Doubtfully anyone, too shy Goal: Treasure for the one part, but knowledge for the most part (( Going to get all deep here )) Although he doesn't realize it, his true goal is to become strong enough to protect his few friends Et Cetera: Wears fairly fancy clothes, not what you think a scientist would wear :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: If there are any questions, let me know. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Name: Romeo "Beaky" Hawkins Race: Avian Gender: Male Role: Engineer Description: Incredibly skinny and tall at the same time, weighs about 50kg (177lb) and is over 1,90m (6’02) tall. Never takes his aviator glasses off his head, as well as his leather jacket, his brown pants and rubber boots, which are full of dust and mud due to the poor home which he comes from. His feathers have a orange-rose tone but what distinguishes him are his large blue eyes and yellow beak, as well as his screechy voice, which makes him barely have any social interaction. However, he always protects his friends and posesses great hability as an engineer, able to fix almost anything and owner of a great intelect, however he's never been very good as a warrior, only knowing how to use his revolver and other types of small guns. Background: Romeo is the only son of a small and poor family who lives in an old shed in the middle of the desert. His dad left when he was 18 years old, saying he would look for a way to protect his family by making some money, however he never came back. At the age of 20, Beaky decides to leave, towards Siren, to look for his dad and supplies after his mom and grandmother almost starved to death. He had a troubled childhood but a happy one, with a lot of friends and a taste for messing with his toys and see how they worked on the inside. One day, a clan of assassins killed his entire village, having survived only his family and a couple other villagers, who were forced to take refuge in the desert, and survived only thanks to the merchants that passed by. Group Relations: Since Beaky isn't much of a talker, he doesn't know very well many people of the tripulation, however, he remembers knowing Whyt from his village since both liked science and worked on some projects together Goal: He decided to depart on this adventure because some years ago his father did the same, to save his family, and now, Romeo knew that he could bring his father back Et Cetera: Being born with a natural great intellectual capacity and with all the knowledge he acquired both from his father and school, Romeo can modidy all sort of equipment and armory to give them new habilities thus being an important addiction to the crew
This seems pretty interesting but, I don't know exactly how to "play" is there any tutorial or something? ^^"
This indeed does sound interesting! I don't think RP is something I'm up to doing at the moment, but it'll be fun to see where this goes.
Glad to see some interest! I accidentally forgot Captain Sam's character sheet; it's in the original post now, if anyone's curious.
Here we go! *Modified* Name: Will “Snipe” Stone Race: Human Gender: Male Role: Supportive Sniper Description: Lean Muscular build, 5’11, close to 210 lbs, relatively large hands, hoarse voice, often whispers when he speak, short dark brown hair, relatively thin unkempt beard, wears a wide brim hat to block the sun, wears a sunworn brown duster, carries weapon and basically all belongings in an old USCM duffel bag, carries a custom built breech loading sniper rifle with a manual straight bolt and an antique stainless steel .44 Magnum revolver on a hip holster. Wears a black button shirt, worn blue jeans and thick heeled leather boots. ((Many scars over shoulders and back, one scar across left side of his neck, wears his shirt collar up so it is rarely visible. His mind is always set on keeping the edge, preparation, not getting caught off guard. He hates smoking with a passion, cannot drink alcohol or many types of beverages because a previous adventure 'accident’, that left his throat horribly scarred and basically ruined his voice. He keeps to himself, mainly because of the pain brought with speaking (although whispering doesn't hurt him) but is a bit more open with smaller groups, doesn't like explaining about his peeves because it usually leads to him having to show his scars, this is something he hates doing and if the situation isn't carefully disarmed he will openly fight. He prefers to sit back and watch his new partners or team, learning about each one, without directly asking them. He tries to be an honest and kind man and even more so to women, but his voice usually makes for awkward situations and he often gives up halfway through a sentence from the pain if it is in a loud environment. The pain from his speaking doesn't truly harm him but gives him a rough time speaking for a while, and yelling could easily keep him from speaking for a few days. Hates being the center of attention if in large groups but openly speaks in different situations. He rarely backs down from a fight and will NOT take an insult to his pride, or a friend's, and even protects strangers up to a point. Although he willingly helps people he barely knows, he doesn't open up to them or blatantly go out of his way to help him, and is very cautious around new people. But he is not stupid enough to be enticed into a fight that is obvious suicide, but he hates a smart mouth, he doesn't love being alone, especially in a battle or tense situation.)) Background: Being the middle child, he was more free to live his life than his brothers, practically a chatterbox with a kind attitude, he started adventuring, and loved it. But one day, he punched a ticket to a planet with a rough heritage, he was a liability to the team and they planned to leave him, he caught them in the act and they were a little (Too) anxious to convince him to stay there, they left him scarred and beaten, but left an SOS beacon near him so he didn't die to the planet, and that was his first lesson. Because of the severity of the injury and how early on it happened in his career, he couldn't properly pay for the medical work, but he couldn't exactly turn it down, so for a good few years he payed off that debt as an assistance is medical work, passing on some medical skills. Not speaking for years and extremely cautious about new faces, he didn't lose his kindness, but with his speech impediment, few notice it. The medical bills stuck him on a rough, dangerous planet where you learned fast or died, he caught a break on meeting an older retired USCM sniper who taught him how to handle a sniper rifle and basic weapon skills. Since then, he learned how to use guns well, even made one of his own, and has kept on adventuring, he doesn't do it for money, he honestly forgot what he sees in it, this one he is doing because he heard a good friend from a while back is looking for a crew. Group Relations: Captain Sam: Old adventuring partner, since before the injury. Goal: Find a group with which he truly fits in with. Not mocked, ignored, left, or hated. Etcetera: Breech Loading rifle with long range scope with 30 rounds, stainless steel revolver with 36 rounds, Duster, western style wide brimmed hat, pocketed button shirt, well worn jeans, boots, 3 days rations, water filled canteen, old USCM duffel bag. Small pack of medical tools. Doesn't handle melee weapons at all, so relies on fists or guns, obviously uses the sniper rifle to pick off targets, in a fistfight, he patiently battles, learning his enemies technique before capitalizing, if they last long enough, quick to dodge and duck since a clear strike on a scarred part his body is VERY painful.
Let's do it Name: Romeo "Beaky" Hawkins Race: Avian Gender: Male Role: Engineer Description: Incredibly skinny and tall at the same time, weighs about 50kg (177lb) and is over 1,90m (6’02) tall. Never takes his aviator glasses off his head, as well as his leather jacket, his brown pants and rubber boots, which are full of dust and mud due to the poor home which he comes from. His feathers have a orange-rose tone but what distinguishes him are his large blue eyes and yellow beak, as well as his screechy voice, which makes him barely have any social interaction. However, he always protects his friends and posesses great hability as an engineer, able to fix almost anything and owner of a great intelect, however he's never been very good as a warrior. Background: Romeo is the only son of a small and poor family who lives in an old shed in the middle of the desert. His dad left when he was 18 years old, saying he would look for a way to protect his family by making some money, however he never came back. At the age of 20, Beaky decides to leave, towards Siren, to look for his dad and supplies after his mom and grandmother almost starved to death. He had a troubled childhood but a happy one, with a lot of friends and a taste for messing with his toys and see how they worked on the inside. One day, a clan of assassins killed his entire village, having survived only his family and a couple other villagers, who were forced to take refuge in the desert, and survived only thanks to the merchants that passed by. Group Relations: Since Beaky isn't much of a talker, he doesn't know very well many people of the tripulation Goal: He decided to depart on this adventure because some years ago his father did the same, to save his family, and now, Romeo knew that he could bring his father back
Name: Whyt "Lunas" Dworn Race: Human Gender: Female Role: Ship Scientist, part-time scavenger Description: Whyt is a fairly average height girl, of about 5'3" and 118 pounds. Her hair is kept short and often unkempt, with a longer chunk on the left side of her face that she often braids. Said hair is a brilliant white, that matches her eyes, making her appear almost blind. She always has a set of goggles propped upon her head, along with a pair of glasses almost perpetually attached to her face. She wears muscle-shirts with plaids usually on top and the sleeves rolled up. Her choice for shoes is always a pair of sneakers, and she seems to gravitate between wearing jeans and sweat pants. For gear, she typically has a satchel or a backpack with her that contains some thing to repair her watch, some snacks, and a spare flannel. Her watch is the most futuristic thing about her, basically functioning like a phone. Background: Whyt was a fairly sheltered and well-taken care of girl. She had a father, a mother, and two siblings: one older brother and one younger sister. Her father passed on when she was very young, leaving the young girl curious and saddened that she didn't get to meet him better. Around the time she entered middle school, her brother left the house, becoming an engineer. His job allowed him to come home every so often, and in doing so he would expose Whyt to the scientific world.When she reached the age of about 15, she realized that she stopped worrying about what her crushes though about her, and instead more about the world around her. She took her late father's adventuring equipment, and with the watchful eye of her mother, set off to see the universe. Whyt's journey had a rough bump when she lost contact with her brother. Her went missing a few months post her 18th birthday, and the only trace of him was the last sighting of him: in orbit of the Siren. Spurred on by her brother's actions, she set out in search of a crew to take her in, thankfully being welcomed in by Captain Sam. Group Relations: Goal: Whyt has a sense of morbid curiosity. Her mind takes her where ever there's something new to learn about. After hearing a few stories about the mysterious planet of Siren, she wanted to see the nature of it herself. Not only that, she wishes to either confirm her brother's death, or see him alive. Et Cetera: Whyt's watch contains an AI in it, which she as dubbed LUNE. When exposed to radiation, her glaring white eyes faintly glow in response to it. Smells faintly of flowers. *Due to the things she worked with (i.e, radiation and chemicals), she is considerably more physically weak than the average person.
Alright, we've got some characters written up! Awesome! I like your detailed description; it really gives an image of who the character is. Your background is still a bit vague in areas, but that's survivable; just note that I might make some stuff up to give filler if it's necessary (e.g. Captain Sam might mention some old adventure). I'll try to give you a heads up if it's something major. Also, as it happens Captain Sam sort of "smokes," though not in the traditional sense (she lights incense and carries it in her mouth like a cigarrette, since "Pirates smoked their lungs out blacker th'n their beards, but I happen t'like me lungs"). I'll leave it to you whether or not he was ever aware of this, and whether or not he's fine with it. Sounds good, but would you mind elaborating how he became skilled/how skilled he is? Captain Sam would know how dangerous Siren is in the stories, and wouldn't just hire some colonial kid to his near inevitable demise (unless you want to say that she didn't really want to hire him in the first place and he just pushed the point hard enough). Good character, but she has a similar problem to Skelozard's Avian (she's young and not professionally trained, running off on an unlikely rescue mission). While similar goals/characters are fine, the Captain would still be wary of hiring Whyt. Then a couple common threads among characters: First off, a couple of you have non-vocal characters (one has a scar ans the other has a squawky voice). While this is fine, you should be aware that this game is gonna have a good deal of roleplaying and speaking involved; hopefully your characters will be willing to actually speak (which, if they are, means there isn't much of a problem). Next, a couple of characters are both young and non-combat experienced (which, admitably, would make sense together). Like I said, this game is gonna mostly roleplaying to start off, but the goal of the story is to get to the most mysteriously dangerous planet around; being young and non-combat ready might be a problem for an employer (Captain Sam). If we get some more combat-ready characters on the group, there won't be much of a problem, but it's still worth considering to have a character who can at least protect themself (maybe Romeo had to learn how to use a gun to protect his family/was taught by his father before he left, and maybe Whyt built some sort of protection drone/has some sort of bodyguard or guardian to keep her safe). I think a bigger group can be fun; it fills out the ship's crew with PCs instead of NPCs, which is considerably more fun and interesting. I'd say that six characters would be a good number, give or take one or two if there's a shortage or a couple extra people really wanna join in.
I'm cool with you patching the adventure they know each other off of, for the incense, I'll say he bears it because she's a good friend, I may go through and rework the background, I just realized I left a rather large hole since after the incident.