MEM Voyages
Placeholder page for FBH's oneshot running Sunday September 12th. Mostly so I can get my character concept up before everyone else in case I'm not back until late. --Bossmuff 04:18, 12 September 2010 (UTC)
Set in the Magia Ex Machina universe, on a trade-station in the asteroid belt of Falum's Drift.
Setting
The game begins on Farum's Drift A giant space platform inside a massive asteroid field in a system that is practically all asteroid fields. Farum's Drift is a major port along one of the few routes of intersystem travel that stayed open during the Horror. It lies on the boarder between the area controlled by Hilensborough, a British ethnic technological empire which is ruled almost entirely ruled by its corporations and Linthar, an Elfin Empire of great magical strength, and acts as a way point for traders, spies and other things between the two hostile sides.
This situation is complicated by the fact that with the end of the Horror, the routes between Farum's Drift and other systems are beginning to open up, allowing travel too (and from) numerous other locations.
Characters
Your character can be just about anything, though power is limited. You're not an exalted or the like, it is possible for normal humans (in enough numbers) to take you on, you must also have a reason to be on Farum's Drift, and the possibility of doing stuff there without having to answer too much to authorities.
Zeruel
Race: Astro-Seneschal - Kuronim (Combat and Physical Guard) specialization
Concept: Angelic defender of Eden-world
Description
Astro-Seneschals are the angelic guardians of Neverland, a paradise-world of endless, perfect nature monitored by magitech systems. From their station-city of Aircastle, the Astro-sen maintain the perfect world and watch over the humans who live amongst the perfect landscape, living a life of blissful simplicity while their defenders hold back the tide of unspeakable astral horrors above. With their disappearance, the Astro-Sen have a new challenge: With no horrors to fight, how will they deal with the thousands of new civilizations that can now walk right to their doorstep.
The Thrones decided to send several diplomatic liaisons to the other worlds; one of these was the trade-station of Farum's drift. Zeruel was sent as bodyguard and escort for the Chasmallim (Sociological and Psychological Mediator specialization) diplomat, as well as several Enlightened human traders. She joined the Kuronim order about a half-century before the spaceways cleared, educated and augmented for offensive and defensive combat; she finds she prefers actively pursuing enemies to guardian duty, but assures herself that this mission will be over soon enough. She is an avid lover of music, and has since discovered the joys of rum at the station cantina.
As per her station, Zeruel is always found in the Kuronim battlesuit - a large suit of powered armour composed of white metal, designed with ornate angular designs, A large shoulder-mantle, and a tall, full-head bird-like mask. White feathered wings fold at her back, spreading three feet either way at full extension (they use antigravity to generate flight). The armour conceals features entirely; only when the mask is pulled back can her alabaster-white, statuesque face and opal-black eyes be seen, and the barest bangs of ink-black hair.
Equipment
Physical enhancements: Zeruel is stronger, nimbler, healthier, and more quick-witted and perceptive than most, her body engineered and tweaked like all Astro-Sens. She also has magitech implants that allow her to interface with her weapons and powered armour (which will not function for any but her - all her equipment is mind-triggered with an emergency gene-coded manual). She has cybernetically implanted wings, which can be removed or reattached through her dorsal links.
Plasma Lance: A long, thin weapon, a combination of a rifle, a sword, and a medieval lance, which can generate a field of magnetically-contained plasma. It can be used in melee, or fired in bolts or in a short-ranged stream of plasma flame.
Powered armour: Increased strength and speed; minor force-field-assisted defense. Also contains computer systems for analysis and data processing/communication
Wings: Generate antigravity for hovering and flight. Can increase output to create fields capable of repelling attacks.
Cherub: A small, winged spherical drone, capable of generating magical effects, used as a focus for Astro-Seneschal magic and as a bit system. Chasmallim and other magically-inclined units have multiples; Zeruel has only one. Zeruel knows boosting magic, and is of generating enhancement effects and minor disruption abilities through her Cherub.
Baron Minor Plenipotent of the Second Circle of the Paradisium Court, Order of Widdershins, Knight of Underhill, Scribonia ap Charaxes Fin van Hawkmoth
- Player: Shrike
- Race: Fae
- Common Name: Charaxes
- Wing Pattern
Baron Minor Plenipotent of the Second Circle of the Paradisium Court, Order of Widdershins, Knight of Underhill, Scribonia ap Charaxes Fin van Hawkmoth (Charaxes to his friends) is one of Farum's Drift's aether prospectors, a group of individuals who comb through the asteroidal sargassos to find valuable aether crystals and other objects of value.
As minor pixie nobility, Charaxes can fly and breathe in vaccum and has the unnering ability to avoid getting dirty no matter what sort of situation he may be in. He also has a small ship to transport his findings.
Azer Grey
Player: Kerrus
Race: Trans-Alumian
Concept: Seeker of the Keys
Skills: Cooking, cleaning, blending in, posing as people, bullshitting, esoteric combat styles (really esoteric in some cases- dragon crossant bowling style what?)
Talents: Telling people of authority to fuck off, being a force of personality, being easy to overlook, natural hobo.
Description: The Seekers are the descendents of the shattered Space Empire of Trans-Alumia. Cast into the black, they spent much of the Thousand Years of Sleep traveling in search of the lost Keys of Trans-Alumia, relics that would allow access to the vast network of interstellar doorways that nation had constructed, and in turn allow them to bring the shattered remnants of Trans-Alumia back together.
Azer Grey often considers himself the last Seeker of Keys- he is the seventh individual to take up the name, all from different backgrounds, places, and times, who only share in common their faith in a renewed Trans-Alumia. However, in all his years, he has not encountered another Seeker, nor heard their tales. As far as he knows, they have all died, or lost faith in the cause. His intention remains relatively unchanged- he still seeks the lost keys, but he also intends to find out what has happened to the other seekers. Always traveling, always searching, Azer Grey is more an icon than a man, a figure of ancient knowledge and culture, seeking objects of myth and legend for a cause that has spanned a thousand years.
Equipment:
- Null-Key: A copy of a copy, the null key is what provides the seekers with their power. Enhanced reaction times, improved health- the Null Key operates primarily through the application of microscale forcefields. While much less powerful than the Key of Zero, from which it is derived, the null key still allows one who knows how to unlock it's full potential a tremendous amount of personal capability. Azer himself appears but a man, but wielding the Null Key, he is more.
- The Null Keys are genetically locked to their bearers.
- The Null Key has the appearance of a small archaic door key in its inert form. When it is not needed, Azer bears the key as a charm wrapped around his left wrist. When active, the key forms into a blade reminiscent of a Cross of Judea, and higher forms exist but are, generally speaking, kept locked up tight.
- The Null Key can be used in its activated form to fire bolts of nullification force, as a blade to match any other, or in a higher level of activation, as an magitech suit of power armour. Regardless of activation, it provides a constant degree of bodily enhancement to its bearer using microscale forcefields, which include the ability to function in space as though one were in an atmosphere.
- The Key of Zero: The true form of the Null Key, the Key of Zero is the prototype ancestor from which all the keys were based on. During the fall it was separated and used as the basis for the forging of the null keys, each of which posesses the potential to evolve into a new Key of Zero. Azer's null key is farther along than most, but there's still a long way to go.
- The Key of Zero possesses all the capabilities of a Null Key, but is considerably more powerful- letting one fight armored war machines on a personal level, duel starships, and transit the starways in of itself. However, while Azer has begun to unlock the true potential of his Null Key, he has not nearly reached the full level. He believes it would take his death to do so, or very nearly.
Cashew
Race: Tigrid
Concept: Cyber-catgirl wandering mercenary
Description
Cashew is big, with brown skin, white & black striped hair and cat ears. The actress who plays her is Indian. Since escaping from her backwards fantasy world, she has used High Technology to augment her natural skills and found a living as a wandering swordswoman. She hates magic due to how every mage on her homeworld was a horrible nasty man. She is in fact A Dispossessed Princess and wants to go seize her throne back someday.
Her primary skills are Combat (specialisation swords) and Athletics. Her secondary skills are Bargaining, Maintenance, Finding Lucrative Trouble, Yuri Magnet, Misunderstanding Subtext and Has Seen A Lot.
Equipment
- Nanosuit with glowing lines and limited armour plates
- Hard light greatsword
- Collapsible anti-armour guided plasma cannon
- Collapsible anti-infantry automatic railcannon
- Maintenance kit
Sorash Bloodcutter
Player: Ent
Race: Space Orc
Concept: Wandering Cyber Space Orc Mechanic
Skills: Fixing stuff, electronics, occasionally fighting
Overview
Space Orcs are, as the name suggests, the spaceborne version of the classic orcs of lore and holovids. Just as aggressive as their landborne kin, space orcs are actually usually less threatening to other races than the terrestrial brethren, being more intelligent than regular orcs as well as content usually to fight amongst each other in the vast stretches of the stars. Still, when a space orc pirate flotilla is marauding the space lanes, they can be a significant threat to interstellar commerce, able to potentially lock down a sector of space. Worse yet, when in the mood, there can be significant numbers of orc naval power, however occasionally ramshackle they might be.
Sorash himself formerly hailed from one of these fleets, from which he had spent most of his life as a mechanic for. He had been content to live out his days working with his fleet, unfortunately for him, fate struck and several years ago, while at a port call, a rival group launched a surprise attack that slaughtered much of Sorash's flotilla and took the remaining crew and their cargos as loot. Sorash found himself sold to a human spaceport, and although he had become essentially a slave, he made the best of his time as was his usual way, gaining expertise in the systems of the rest of the galaxy. Eventually, he managed to buy back his freedom, and was set to leave, though once again fortune may not be cooperating...
Equipment
- Space Orc Power Axe
- Orcy maintance suit bits
- Heavy human pistol
- Omnigear(tm) Starship Engineer's Ultimate Tool Kit
Mods
- Retractable shoulder mounted tool claws
- Hardened Skeleton
Callista Lenhart
Player: Ent/FBH
Concept: Once and future Millstonian Commando, currently freelancing
Skills: Stealthing, shooting, possibly hacking.
Description:
Like almost all "Angels" that have received the namesake mod package, Callista is large and robustly built, with long crimson red hair and alluring blue eyes to complete a powerful and aesthetically pleasing appearance.
Background:
Until recently in the employ of Millstonian Special Forces, a botched top-secret mission found Callista burned and literally dumped in a back alley on another planet without any memory of her sortee, completely fresh set of her favored loadout lying in a package next to her as well as a single remaining contact to call. Under orders to stay low until this has all blown over, Callista is taking a very long way around towards returning back to Millstone, occasionally receiving assistance and orders along the way while working Freelance, essentially making a temporarily second life for herself with possibility of being reutilized at a later date whilst slowly reintegrating with her parent nation.
Equipment:
Mark 12S Special Operations Missile Gun
Mark 22S Medium power armor
Pulsen Defender-L Rail Machine Pistol
Modifications:
"Angel" type Whileaway/Millstone special modification package
Experimental personal cloaking module - a gift from Millstone specific ops for the hassle of dumping her somewhere
Captain Zachariah Granvile the Third
Player: Silence
Race: Spacer human
Concept: Pirate Captain
Bio: Born on board a starship, Zachariah Granvile was a true spacer, it was in his blood, his grand father was a famed pirate lord of Rotosek, his father however, squandered the fortune that his illustrious forebear had amassed, leaving the young Granvile on the eve of his death at the hands of the Elvin Empire, only a single beaten cruiser left to rebuild.
Notable stuff:
Born into a spacer family, Zachariah has several of the heavy spacer modifications, ranging from the mundane such as anti-bone loss genes, to extreme of being able to see in more spectrum then normal humans, to an emergency forcefield generator and life support systems built in to allow him to survive operating in vacuum environments as well as the extensive cybernetic training to allow him to interface with the ship's computer to allow for much fine handling of the ship's systems and in worst case scenario allow him to operate it by himself at cost to efficiency and strain on sanity.
While his fancy and archaic 17th century style manner of dress seem to be whim and foppery, the coat he wears has been armored with the strongest materials he can get his hand on, to allow for some protection while also hiding within it a expensive personal forcefield for combat purposes. He carries with him a diamond edge space cutlass, as well as two over charged atomic blasters for range fights and some are rumored he he stores grenades in the underside of the coat he wears. However, while he is not bad with a blade, his forte is leading men into combat wither on ship or shore and thus tends to remain behind the wave of mooks with space cutlasses and axes if preferable leaving engaging named heroes to his own named heroes.
Also as captain, and grandson of the famous pirate lord, he also knows how to compose himself in polite society as well make backroom deals in impolite, he's also rumored to share his grandfather's bane of getting into trouble on account of beautiful dark eyed beauties. He also has a space monkey named Qwuik
The Pirate Cruiser: The Revenge
Bodhisattva Pāndaravāsinī, innocent and pure incarnation of the Lord who Looks Down - "Panda"
Player: IXJac
Race: Transcendental human
Concept: Enlightened innocent
Born as Nambri Jalhen, he was recognized as the 1,000th incarnation of the Bodhisattva at the age of 18 months, and withdrawn to the Dalang Temple on the isolated planet Ti-in-li on the enge of Imperial Space. There he attained enlightenment by age 6, and by age 12 he has mastered the teachings of the monks, including the use of the mystic powers of the universe. His learning is deep and philosopical, but with little practical basis, and deeply at odds with the rough and roguish prctices of the galaxy.
It was these rough and roguish practices that intervened with his kidnapping from the monastery by an amoral swashbuckler, for reasons that have yet to be revealed. Rather than using his awesome mystic powers to seek his freedom however, "Panda" seeks instead to enlighten his captors, and maybe sway their souls from the path of destruction.
Appearance:
Panda is a 12 year old boy in orange and yellow Buddhist monk's robes, with a shaved head and (occasionally) glowing eyes and a sparkling holy aura.
http://dclips.fundraw.com/zobo500dir/1ajune08zb_11_color.jpg
Skills:
Panda has many psychic skills, stemming from his oneness with the universe and his understanding of all things, including the ability to levitate (which he uses constantly, floating about in a lotus position), heal, teleport, use telekinesis, etc. He must be in a state of inner peace to use these skills, and is sworn never to use them to harm others.
Crystal (Real name somewhat unpronounceable), Mage of the Fourth Circle of Mystina
- Player: Oseng
- Race Dragon
- Homeworld: Mystina, The Planet of Mages
- Human Apperance: http://safebooru.org/index.php?page=post&s=view&id=444144
- Dragon Apperance: http://fc08.deviantart.net/fs24/f/2007/336/9/4/Dragon_Rival_by_el_grimlock.jpg
Crystal is a young mage from the planet of Mystina which is known for its potent magics/mages as well as the fact that its main sentient inhabitants are a race of dragons who walk in the form of men. As a member of the Fourth Circle of Mystina she is a full mage, a notable accomplishment that marks her as one with true power, but the Third/Second/and First Circles still stand above her.
Crystal is one of several groups of mages from Mystina that were assigned to map newly opened routes of inter-stellar travel, but they have decided to stop a rest for a while at Farum's Drift while some of their number heal up.
A powerful mage, Crystal has only basic combat training but gets by thanks to her... advantages as a dragon.
Khalid
Race: "Enhanced" Human
Concept: WRASSLIN. PUNCHAN. GRAPPLAN
Description
Khalid is a wandering fighter from the world of Al'Baraka. Previously isolated from the outside universe. Al'Baraka spent its isolation embroiled in a feudal society, with secret society led Eugenics programs meant to breed superior humans. Khalid is the result of one of those breeding programs, an enhanced human. All of Khalid's physical and mental abilities are well beyond the human peak, and he is a well trained hand to hand fighter.
Equipment
- Skintight combat Hardsuit, with no weapons and minimal armor. Boosts Khalid's physical abilities even moreso.
Illende
- Player: MJ12
- Race: Synthetic
- Homeworld: Who knows?
- Equipment: the clothes on her back.
Illende is a synthetic humanoid, feminine in appearance, whose origins are unknown but clearly old. What she remembers of her past is fragmentary, more images and emotions than real knowledge. What she does know she can guess from her current circumstances, making her assume that she's some sort of lost technomagical weapon packing serious personal firepower. A few mages have noticed that she not only has some magical spark, but it seems shattered, as if much of it was excised or otherwise destroyed, along with her memories. Right now, though, she only has enough magical power to qualify as an apprentice, with the capacity to cast minor cantrips and little more.
Illende is a clearly artificial construct with polished obsidian skin, sleek cooling and weapons mechanisms extending from her arms, legs, and spine, delicate hands that taper into slight claws, and hair and eyes which change color according to her mood. She can shape alter herself to a limited degree, and generally uses this as well as heavy clothing to hide her armaments and cooling fins, extending them only when necessary.