Haven
02-16-2017, 10:57 PM (This post was last modified: 03-16-2017 06:58 PM by Anomaly.)
Post: #1
Haven
HAVEN
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199X
Messier 101 (“Pinwheel Galaxy”)


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Vezna System (“The edge of goddamn nowhere”)

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Colony Station “Haven”
(That isn't the station, mind you. That's just the star it orbits.)
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”Haven”. An interesting choice of words for a place like this. A station the size of a huge city, much older than just about anyone can remember, repurposed into the single bastion of civilization on the lawless frontier in the far reaches of the galaxy. A haven for smugglers, pirates, and mercenaries, as long as they keep their activities quiet, or pay off the right people. A haven, too, for those trying to escape the ongoing war between the Apid Empire and the Vespian Alliance - two great galactic powers locked in an endless territory struggle. Unfortunately, the safety Haven provides is still uncertain, given its position directly between the two empires, to say nothing of the dangers of living in the fringes of outer space.

Still, there’s plenty of opportunity in the city, for those of all sorts - be they adventurers looking for a launching point for a frontier expedition, assassins and spies looking for underground work, or just restaurateurs looking to start their very own business. And as it happens, one of these sorts… IS YOU.


___________

Welcome! Haven is a PM-based RP, taking place on the always-exciting city-station of Haven. Fight crime, do crimes, or have exciting adventures with no regards for crime at all - the choice is yours. Do whatever it takes to reach your goals in life, or just sit back and live as a soup vendor or something. That’s a goal too, I guess.

This is, of course, a sci-fi-type setting, where unrealistic lapses in physics, FTL drives, laser guns, and aliens abound. Feel free to go crazy with the details, as most anything goes - psychics definitely exist, and other sorts of magic or supernatural bullshit may be called into existence at your command. In fact, I’ll be opening lore submissions along with applications, where you can submit pretty much whatever setting details you want - aspects of the station, the galaxy, or even the universe itself are fair game. I’ll close lore submissions sometime around game start, or possibly a while after. I’ll see.

I will note that, though you are allowed to adventure outside of the station, Haven is the game’s main focus - make sure it’s important to your character in some way. Characters should also, generally, be just starting out with their adventures - no master assassins or deadly archmages, please, but a certain level of competence is fine.

I’ll accept some number of applications when the time comes - however many I think I can handle, basically. You may team up with other players if you wish, though please keep these groups to no more than two or three. Given the enclosed nature of the setting, there will probably also be larger crossover events held in the main thread. I’m gonna play pretty fast and loose with exact timekeeping, to prevent things from getting too stopped up.


Application:
Name: What do people call you?
Species: What are you? If this isn’t either a human or an already-submitted species, please describe it so I can add it to the Lore post.
Description: Describe both your physical appearance and your general personality, as desired.
Skills/Advantages: What stuff are you good at? What interesting abilities do you have? What other things help you out in life? Don’t go overboard here, but feel free to get creative.
Disadvantages: An optional section, for making life more interesting. Anything that might make your life harder, or any sort of strange weakness you might have, goes here.
Equipment: Your material belongings, basically. Anything especially notable you own, and keep on you at all times. Or keep on you sometimes. Or leave in your apartment to rot, but hey, it might come in handy some day.
Goal: What do you strive for in life? This should be a fairly long-term goal, and will most likely provide your main motivation in this game. Of course, this can change over time.
Biography: What was your life like? Were you born on Haven, or did you come here later in life? What sort of mischief have you gotten up to?
Important relations: List important people in your life here - friends, family… enemies. Anything that might come up, really. No, you don’t have to list like 40 different cousins here, Kiven.

Also note in the profile if you want to be teamed up with someone. I’ll see if I can accommodate you.

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LORE

This section under construction. I’ll fill in more details as time goes on. Yes, this used to be a separate post, but I somehow deleted it.

Races
Humans
A fairly widespread race with origins steeped in mystery. What is known is that humans come from some mysterious, far-off galaxy, though no one is quite sure which one. They appeared hundreds of years ago and spread out throughout the galaxy, establishing multiple space empires of note and pretty much getting all over the place. What is known about them as that they come from the planet Earth, orbiting the star Sol, and they had a spaceflight-capable society and a comprehensive knowledge of genetic manipulation prior to their sudden appearance in the Pinwheel Galaxy. Because of the latter, there are numerous subspecies of humans, originally adapted to life on a variety of different planets in their home system. Among the variants are the following:

Ganymedian: Descendents of humans who colonized the moon Ganymede. Tend to be paler than standard humans, with technicolor eyes and hair.

Martian: Descendents of humans who colonized Mars. Tend to be short and stout, like dwarves of ancient human lore. They consider the label racist, however.

Apids
Bee people, originating in the Apid Empire. Physically unimpressive and usually rather short, but they’re able to fly and many of them have psychic powers. They somewhat resemble humanoid bees, between 4 and 5 feet tall, with four arms and a set of wings. Some also have stingers, which thankfully do not rip their guts out when used. Very fluffy.

Vespians
Wasp people, originating in several of the constituent systems of the Vespian Alliance. Physically imposing and dexterous, but frequently quick to anger. They resemble somewhat humanoid wasps, anywhere from 5 to 7 feet tall, with four arms and a set of wings. They have stingers and tough carapaces, but, contrary to popular belief, are not inherently assholes who just want to sting the shit out of you. They frequently deny any connection with the Apids.

Lengrai
The Lengrai are a bipedal species similar in appearance to humans. Major differences are a skin tone ranging from green to purple, elongated ears and hands, and more hair - Lengrai are covered in a thin fuzz which is a similar color to their skin. Many speculate of a link between the two species, but no definitive relation has yet been found.

Lengra society is organized in large communities governed by an Archon. The Archon is nominally selected by a council of citizens, and must consult the citizens on policy. However, in most cases Archonship is either hereditary or passed between a few prestigious families. In the past century, a powerful individual has united disparate Archonships, calling themselves the Lord High Archon (really, an emperor) of all Lengrai. Whether or not the unification will be complete remains to be seen.

Lengrai are notable for their many names. These names are given at various milestones of life - a Birth Name, Family Name, Adulthood Name, and various honorary names. In addition, they have a Formal Name which is constructed by combining elements of the other names. Naming is extremely important, and gaining a new name is a big event - family from across space often travel to be at the renaming ceremony of their distant relatives. Most Lengrai acquire four names, maybe a fifth if they are the head of their family. Prestigious individuals may have six or more names. Names are granted by the Archon or local representative of that Archon, who generally has the most names in an area. Archons are generally not referred to by name, and take a title while they are in office. The High Archon's name is unknown - she appeared quite suddenly and is known only by her title. Criminals and exiles are usually stripped of their names, depending on the severity of their crime. A Lengra with only one or two names is most likely a social outcast, having been disowned or stripped of citizenship rights. Children of houses usually have a primary and secondary parent, determined by their relative prestige; a young Lengra takes their parent's house name.

Spirituality and religion varies across different communities, though there is a common belief in a Cosmic Spirit which binds all life.

Ear piercings are popular, as are other piercings. Clothing varies, though most cover their hands as they are very sensitive. Gloves are considered polite, with close contact between hands seen as very intimate.

Etyain
A humanoid (in fact suspiciously human-like in appearance) crystalline-silicoid species, the Etyain have a bizarre biology that implies that they may have originally been engineered by a long-forgotten ancient race. The going theory is that they were created to serve as living computer cores, based on how easily they can mentally interface with and control technology. Capable of subsisting off of air, minerals and electricity, the first of them to be discovered were found living in strange hi-tech tribes on crippled ancient space hulks in the Graveyard Sector, a multi-system debris field that was once the site of a great battle between intergalactic warships. The Etyain's inherent skill with digital systems and ability to connect to wireless networks make them valued as natural technicians and have led to many "walking wiki" jokes at their expense, but their fragile and slow-healing bodies make them vulnerable to physical altercations.

Synthetic
Synthetics are a specific series of androids that were specifically designed to serve as domestic servants. Their original purpose was to assist humans in their early days of interstellar travel, where they would care for the humans and their spaceship while said humans rested in cryogenic sleep. Upon reaching their destination or upon emergency not covered in their programming, Synthetics were to awaken their masters in order to take care of what needed to be done. Eventually, however, methods of space travel developed into better things, cryogenic sleep was discarded, and Synthetics were no longer needed for the very thing they were created for.

Still, Synthetics held the potential to be useful, and humans would always jump at the chance to make their own lives easier. Synthetics were eventually repurposed into general servants for humans, becoming essentially customizable butlers and maids. Synthetics' builds shifted outside of the old, rugged, clunky models and into something more luxurious. They were built be be attractive, built to catch the eye, built to show off. The fancier the Synthetic, the more attractive, the better the clothes, the more they showed off what their masters had to offer to the rest of the spacefaring community. After all, imagine how much value one must hold if they can get servants that looked prim and pristine. It was clear that some of the other space races found some charm in the Synthetics, because they wanted some of their own, something the form and function of the humanoid robots appealed to them greatly. Suddenly, Synthetics were everywhere they could be afforded, and were a hot commodity among the wealthier members of society.

One thing threw a wrench into the whole 'domestic robot servants' thing, however. Synthetics began questioning why they hell they were 'domestic robot servants'. In order to help appeal to people, people began upgrading Synthetics' AI, making them smarter and smarter in order to show off that people were able to afford such intelligent servants. Humans were quick to bail on Synthetic ownership, not wanting to repeat some of the mistakes from their past. Others soon followed suit, and suddenly... Synthetics were free, just like that.

Considering their creators' varied appearances and even more varied 'tastes', Synthetics are capable of coming in as many combinations of color and shape as possible, appearing just as different from members of their species, if not more, than humans. All Synthetics appear outwardly human, with joints and plates that mark them as robotic, and most/all of them are considered 'conventionally attractive' (to humans, at least). In terms of build, while many Synthetics contain up-to-date and state of the art hardware, many make use of older, somewhat archaic technology. Regardless, almost all Synthetics are fully customizable to an almost ridiculous degree. The thing that really marks an old Synthetic, however, is the state of their 'brain', called their 'Consciousness Card'. Consciousness Cards are the staple of Synthetics, and are the things that hold their mind, being the equivalent of the human brain. The oldest Synthetics have their Consciousness Cards welded into them and require frequent maintenance in order to keep them up and running. Newer Synthetics feature a removable Consciousness Card, and are capable of transferring to another body if need be, which has created a bit of a 'rift' between older and newer Synthetics. There has even been talk of creating a method of 'online storage' for Synthetics so that they aren't lost upon the destruction of a Consciousness Card.

Avinum
The Avinum are bird-people, to be simple about it. They've got the general humanoid body, which for the most part is covered in feathers. Most have feathered tails, and their feet and hands are somewhat scaly, and have talons. Most do not wear shoes, because, wow, what a pain, so many ruined pieces of footwear. Their heads are just bird heads, of a befitting size to their bodies, though some have ridiculously long necks which can bend significantly. Their arms have somewhat more elongated feathers, and it is generally accepted that their kind flew, in a time before they recorded their history, but this is now impossible. It is technically one species, but an incredibly varied one. Depending on the race, Avinum range from 3.5 to 9 feet in height, with widely varying builds. Many look like Earth birds (for some reason), with various mixed groups becoming more common as pairing between different kinds of Avinum becomes less looked down upon. More on that later. Sexual dimorphism also varies greatly, some races having none, and others (cough peacocks cough) being incredibly different. Rest assured, we're not going THAT furry here.

Most Avinum cannot speak the common tongue. Just can't make the noises. Some races (Parrots being the most well known to do so) can, but this is a rarity. The main acknowledged languages of the Avinum are Song, Coo, and Caw. Song is defines by the chitters of songbird types, Coo is too self explanatory, and Caw makes up a little more than the others, containing the caws of Crows and the cries of some like Hawks, generally encompassing longer, harsher tones. Many different dialects exist of each, but a bird who speaks one dialect can generally understand most dialects of the main language with little trouble. For example, a Finch and an Auk would have little difficulty understanding each other, given the similarities of their chittering in Song. Since the common tongue is obviously prevalent, they often carry a form of communication with them, as those who can't speak common often still understand and can write in it. A device to translate their particular sounds into the common language, a device to just type their words onto, or just carry a notebook around. In the days before translating and pocket-typing devices were more common, the writing of Avinum was (and still sometimes is) called chicken scratch. Semi-offensive. It's just kind of a weird stereotype now that Avinum have terrible handwriting, because of the precedent of "crud, I know what you're saying, but you don't know Coo so I have to write this all down really fast so I can just order some soup or whatever." Avium are also one of the most highly literate species, given this.

The origin of Avinum is hotly debated, since they didn't develop anywhere near humans or Earth birds. A big stupid mystery, with plenty of dumb conspiracy theories that don't deserve a place in this paragraph. The home planet of Avinum is called Ornitha, and it is made up of many fairly small countries which were originally grouped together by race. For example, there are many tiny nations originally led by some like Hawks and Ospreys. Many Song and speaking nations (plus the Doves, Of Course) combined around 800 years ago, to promote a more unified Avinum race in response to their growing involvement in the galactic community.

For the record, going with lots of parallels to Earth birds. Smaller and more docile bird folk are likely to be wary of bigger birds of prey, who have been known to take part in cannibalism. Birds that eat strictly fish are generally seen as fine, but mammal and bird eating birds are Spooky™. Also, family structures depend on the bird in question. Not always monogamous. Most birds extinct on earth will be extinct out here, for funsies. May make a post detailing that kind of thing later.

Anyhow, cultures too vary, but not nearly so much as their looks. On-planet the Avinum are often religious, believing in a singular divine entity that has blessed the Avinum with their individual gifts, as well as their fairly prosperous planet. Avinum far from home are less often seen practicing, but it's not uncommon.

Daigru
A race of tall and buff lizard beings. Look similar to dragonborn races. Have very thick and tough scales, strong teeth and jaws, and some claw-like hands and feet. Their scale tones have a wide range of colour, and tend to move to darker shades with age. As they get older, up to around 300 years, their tails also grow slightly and their hornlike scales at the back of their head also get longer, and their teeth get more messed up. Oddly enough, daigru require more extensive dentistry and braces in later life, since their teeth keep growing as they age. A physically strong and imposing race in general.

Each daigru is connected to an elemental sphere. Fire, cold, air and earth. This connection is minor without training, and requires a strong discipline and control over mental and physical facilities. Each primary sphere has a link to a secondary sphere too, light, water, lightning and acid. A daigru can be born connected to a primary or secondary sphere, the majority being born connected to the primary ones. With training a daigru can form bonds to other spheres. If a daigru forms a bond to another sphere, it's most likely to be the one linked to their prime sphere, but it's not impossible for a daigru to form bonds with other spheres. In daily life, most daigru would have a decent connection to their sphere and a passing one to their linked sphere, with those who dedicating themselves to learning more being called Longná.

Nashar
A far-flung race of proud warriors and zealous priests. The Nashar are humanoid and stand between seven and nine feet tall, with six long limbs, reversed knees, and bent claws on their upper set of arms (not unlike a praying mantis). Their skin is dark grey and their biology is tungsten-based, giving them hard, resilient skin and a metallic sheen. Nashar heads are oval, with two gold eyes, antennae, and a wide mouth filled with jagged teeth.

The world of the Nashar is one of the furthest Haven has come in contact with, several systems away. Its surface is torn by volcanoes and magma spills and shudders with near constant earthquakes. Only the mountain ranges at planet’s north pole is habitable. Its people are similarly chaotic – a fierce race of dogmatic fighters who have thrived in their deadly environment, partially out of their innate hardiness and partially out of spite. When their culture began they were divided into warring tribes and although they have since united (so they could better pick on neighboring species), combat and glory are the backbone of their society.

The Nashar are intensely religious and devote any time not spent fighting to the worship of Kel-Shar, their god of the apocalypse. Kel-Shar was originally believed to be their sun, a pitilessly scorching red giant, but once they’d mastered space travel and got a better look at their sun the Nashar concluded that Kel-Shar was still waiting for them somewhere in the cosmos and that their sun was just kind of a dick. Kel-Shar shows his wrath with volcanoes and natural disasters, and grants his favour through godlike combat prowess and fury. Interestingly, the highest-ranking priest of Kel-Shar really does seem to gain borderline supernatural pain tolerance and strength, although whether this is proof of his existence or just an interesting chemical reaction left over from an earlier stage in their biology remains to be seen.

The Nashar and their priest-leaders, the Awakened Ones, believe that it is their sacred duty to find Kel-Shar and awaken him to begin the end of the universe.

They remain cagey on exactly why they want the universe to end (although ‘so that everyone else is as miserable as they are’ has been thrown around as a suggestion) and any devout Nashar will preach his word in the hopes of gaining converts to broaden the search. They usually focus their recruitment pitch on the ‘greatest warriors’ thing, since the apocalypse has proven to be kind of a hard sell among everyone except maniacs. They also happily accept applications from maniacs.

Coleops
Basically space beetles. They form a vast and varied empire bordering the Apid Empire, though of course they don't quite match the splendour of their more powerful rival. This is mostly because of the various subraces within the Coleop Collective all constantly vie for the nation's crown and usually only unite when they're at war with someone else. Many within the Collective dream of greater ties with the enemy of their enemy, the Vespian Alliance, but are generally too far away and relatively useless as an ally to get the Alliance's attention.

“The Greys”/Little Green People
This curious species of aliens stand between six inches and 1.5 feet high. They have smooth skin ranging from grey to light green, have large luminescent eyes, and two antennae sticking up from their heads. They are remarkable for their ability to survive just about anywhere - Greys live mostly on airless asteroids and farm achaea on moondust and cosmic rays. They are pretty helpful folks - some human colonies have met little green people who help their crops grow and keep their animals healthy in exchange for a little cream left out in a bowl at night. Greys are notoriously difficult to get rid of, and can often be a nuisance on space stations, gumming up the works with their little communities.

One interesting thing is that Greys like building weird structures, such as pyramids all over the place, and can't really explain why. They have a childlike demeanor and love listening to people talk. Greys also have innate telepathy which allows them to understand things, especially language, intuitively. Efforts to use little green people as universal translators have largely failed, however - most get bored and wander off, and the few that are cooperative have a hard time with remembering advanced concepts and translating them. They're more than happy to listen, however, and many a scientist has enraptured a herd of Greys by telling them all sorts of complicated things, though they're unlikely to remember much. A few Grey communities have developed a sort of civilization, where they keep random junk and assemble them into strange contraptions which do unexpected things. Most Grey inventions fall apart when seriously examined, but if you don't look at them too hard they work remarkably well.

Little green people claim to be the "ancient aliens" who've meddled with basically all of space, but when you ask one how they did it they simply shrug and go "we forgot". One historian, who lived for many years among the Greys, finally got a less evasive answer, that being "All the big people left; we got left behind and forgot how they did things". This has led to the fringe theory that the Greys are the neotenous form of the precursor aliens. However, all genetic testing and other such tests have yielded negative results.

All in all, little green people are harmless, if somewhat annoying at times. If you encounter some near you, it's best to keep them happy, and everything will run a little smoother in your life.

Nations
Apid Empire
A sprawling, authoritarian empire under the control of the Apid Queen. Or “Her Majesty the Queen, Eternal Empress of the Great Apid Empire”, which is the short version of the title she prefers to be called. Kept in control mainly by powerful psychic links between the Queen and the various Apid queen’s she’s subjugated, who psychically command their own hives, and so on.

Vespian Alliance
A coalition of numerous space states, most prominently the several home systems of the wasp-like Vespians. Overseen by a sprawling interstellar bureaucracy, and headed by the Vespian Council, comprised of representatives from each system in the Alliance. Very aggressively expansionist, though stymied somewhat by their constant war with the Apids.

Sons of Sol (S.o.S.)

Great Imperial Alliance

Lone Star Republic


Stars and Planets
Solletem
An arid world an arm away from Haven with one of the largest amounts of spaceports on its surface. Due to its relatively useless surface and lack of useful materials save for stone, Solletem was converted into a spaceport planet, used mainly as a pit stop for a massive amount of ships passing through the system. Solletem, due to its status as a planetwide spaceport, is frequently under construction. Because of this, there is a clear and present danger to most of its temporary and permanent residents from many sources including air pollution, noise pollution, and physical injury from malfunctioning construction equipment. Despite the dangers, many stay on Solletem simply because the jobs are plentiful and the rent is cheap.

Kokoyan
A lush planet in the Vezna system. Kokoyan is covered mostly in forest, with one major city known as New Yan City being the main population on the planet. It makes most of its money through tourism due to its lush, flower filled forests and clear rivers and waterfalls. Most of the planet outside of New Yan City is protected as a natural reserve. Because of its touristic nature, many ships visit Kokoyan on a daily basis, and measures have been put in place in order to reduce air pollution.

New Yan City
Kokoyan's capitol and the only major city on the planet. In contrast to the green and natural environment of the planet, New Yan City is a bustling metropolis with a large mixing of cultures. New Yan City's most defining features are its massive space port, taking up almost a third of the city, and their citywide, state of the art air purifier, a massive tower that does its best to clean out the air pollution produced by incoming and outgoing ships. Among the other things there, one of the notable groups making New Yan City its home is the Aesthetics.

Izanagi-Izanami System (II Iza)
Izanagi

Izanagi is the smaller, brighter of the stars. Izanagi has three planets: Amaterasu, Susanoo and Tsukuyomi. Of the three planets, Amaterasu and Susanoo are colonized. The native civilizations are exclusively human-based/derived (baseline humans, posthumans, et cetera) with nonhumans being an extreme minority, usually consisting of travellers. This is especially unusual considering the diversity and multiplicity of spacefaring beings. This exclusivity is postulated to be due to the relative isolation and perceived hostility of Izanagi-Izanami star system in addition to the insular nature of the humans.

Amaterasu is a Goldilocks planet, a rare miracle in the scope of binary star system. Ame-no-Uzume (informed called the moon by locales and visitors) orbits the planet. Amaterasu was the first planet to be colonized in this system and enjoys the privilege of thriving nature, eclectic cultures, and advanced technology even to this very day. Unfortunately, Amaterasu still feels the wounds of a long-past interplanetary war and still continues the policy of soft-closing her borders. Trade and visitation is especially restricted.

Susanoo is a planet that is a bit further out in the habitable zone. Susanoo is an aquatic world, exclusively populated by artificial islands and seafaring societies. Societies are influenced by a syncretism of East-Asian culture, religion, and other peculiarities. Susanoo was once technologically on par with Amaterasu, though with emphasis on material science and organics, but interplanetary warfare had made much of the technology unavailable to them, though not the knowledge. Despite the continuous storms, surprisingly has no moons.

Amaterasu and Susanoo have a great deal of historical enmity. Historians had postulated the enmity was a consequence from Susanoo’s original purpose as a prison colony for Amaterasu. However, recent archaeological evacuations of planetfall sites in Amaterasu had indicated that the enmity had existed far before the rise of Izanagi-Izanami societies, which is very puzzling indeed.

Tsukuyomi is a planet beyond the Sanzu River, an asteroid belt that surrounds the orbit of Susanoo. Tsukuyomi is icy but rich with a variety of metals and natural gases. A subterranean ocean is confirmed to exist long ago in the pre-war period but the confirmation whether life does or does not exist in these watery depths is not considered high priority for obvious reasons.

Izanami

Izanami is the larger, duller of the stars. Her dim, reddish complexion inspired descriptions of “hellish” and the boom-and-bust of doomsday cults every a hundred or so years. Izanami is orbited by countless number of planets, planetoids, asteroid fields, et cetera. The staggering amount of space-rocks had inspired thoughts of potential exploitation by Amaterasu and Susanoo (at least in the past) but these thoughts are stymied their close vicinity to the star. The grand majority of these planets are actively volcanic.

Orintha
The homeworld of the Avinum (see above).

Mevarian System
Seriphedes
Krev

Theres

Traxus

Haven
An independent city-state, located in a massive space station from some forgotten past civilization. Sandwiched between the Apid Empire and the Vespian Alliance, and (rather loosely) enforced by representatives chosen, supposedly, by the city’s population. The governing council is rather corrupt, and rarely actually does anything useful. As such, Haven has become, well, a haven for criminal activity, and a refuge for those on the run from just about anything and everything. Also located on the edge of the frontier, and as such is frequented by explorers, prospective colonists, and plenty of pirates.

Basic Description
From a far distance, Haven looks like a massive blob of metal in the vague shape of a wheel - no rhyme or reason to its construction. In reality, Haven is, more-or-less, a collection of 15 different salvaged space stations, all connected together by massive spokes containing various transit systems. The whole superstructure is vaguely wheel-shaped, and vaguely resembles one of those plastic models of molecules you might find in a science classroom. The interior of most of the component stations, or “sectors” as they’re most often known, are, for the most part, remarkably conventional cities built into huge open areas. There are plenty of standalone buildings and grids of streets built for various vehicles, in addition to sections composed of massive corridors branching off into huge amounts of rooms and residential areas and the like. Some of the spokes between sectors are notable in their own right, and a few have buildings of their own nestled inside. A more comprehensive list of sectors can be found under “Sectors”, below.

History
Haven was first reclaimed as a Vespian refueling post built into a derelict station between the distant borders of a Vespian polity and the Graveyard Sector. It was built up as traffic heading past it grew, but then abandoned as advancements in more efficient warp drives meant that it was no longer needed. It was then "discovered" by human settlers (squatters and pirates, mostly) before gradually growing into a somewhat more respected city-state over the course of about a hundred years, during which time it was substantially expanded, completely eating away several huge asteroids for materials and incorporating a vast array of mega-derelicts into the construction. At that point, the borders of the Apids and Vespians finally reached it, and it gained its important strategic relevance. It grew even more massive and bloated, and became the familiar grimy place that 50 million people now call home.

Sectors
Sector 0 - The original Vespian refueling post. Remarkably cramped and run-down compared to the rest of Haven, with large sections unable to even properly support vehicles. Now one of the poorest districts of Haven, with business, the wealthy, and the government all having moved on to newer sectors. Still maintains a starport, which is almost certainly a hub of criminal activity.

Sector 1 - The first attempts at making an addition to Haven, after the original station was absolutely clogged with squatters, ne’er-do-wellers, and many a profitable smuggling operation. Upon the discovery of another derelict station in orbit of the gas giant of Nazemos, a solution to Haven’s overpopulation was quickly schemed up. A small fleet of ships was attached by reinforced tethers to the station and propelled into an intercept course with the main station. Months later, it finally arrived, and was successfully decelerated, only barely impacting Sector 0 and causing minor structural damage still visible to this day. Now, Sector 1 is little more than an extension of Sector 0 - a run-down, cramped, poorly-zoned mish-mash of residences, shops, and mafiosos. It does, however, have slightly better infrastructure, especially around the end of the infamous Highway Five.

Sector 2.5 - Sector 2.5 wasn’t part of the original plan for Haven (insofar as a monstrosity like Haven can have a “plan”) - originally, there was a Sector 2 and a Sector 3, both attached to both Sector 0 and Sector 1 to form a crude ring of stations. There was, however, a mishap during the delivery of the Sector 6 station, which snapped Sector 2 off of its Sector 0 connection and sent it hurtling toward Sector 3, crushing the spoke between the two of them to bits in the process. The sectors impacted hard, smashing together, making a giant mess, and killing thousands of people. The damage took years to repair, but eventually, both sectors were salvaged into something of their own - Sector 2.5, the most surreal part of Haven by far. Due to the angle of impact and the likely damage from trying to move either component station, the main parts of each station are at nearly 90-degree angles to each other, with a gravity plane that shifts rather dramatically between the two. The weirdness of the sector has been embraced by its residents and industries, with a thriving parkour scene, along with all sorts of entertainment built to take advantage of the bizarre gravity wells. The narcotics trade also thrives in Sector 2.5, originally attracted by stoners who flocked to the sector to experience its mind-bending glory.

Sector 4 - The center of Haven, not only geographically, but politically. A particularly massive Precursor station found amongst the frozen objects at the outer reaches of the Vezda system, Sector 4 is by far the largest part of the station complex, shaped roughly like a flat disc with many, many tall buildings sticking out of it. Many of these buildings are large enough to contain the space of an entire city block on each floor, as they jut well off into space. The streets down on the atmosphere-containing street level are the busiest in Haven, clogged at nearly all times of the day by Sector 4’s 10 million residents. The sector is so large that it is frequently considered the “capital of Haven”, and also serves as a major hub of transportation for the city as a whole. Contained in the central tower, high above all other buildings in the sector, is the center of Haven’s government, not to mention numerous embassies and the headquarters of services such as Haven security.

Sector 5 - Built from a Precursor station with an especially open internal floorplan, Sector 5 serves as the central hub of business in Haven. When discovered, it was actually home to the remnants of an ancient city, with a skyline of crumbling buildings and absolutely no indication of what happened to the residents. This major archaeological discovery was promptly destroyed when Haven salvagers collectively shrugged their shoulders, attached the station to their tow ships, and reduced the ancient city to rubble and twisted metal with a bit of too-sudden acceleration. Now, a new city stands within, full of huge towers emblazoned with the logos of dozens of corporations. A fair few companies are even headquartered in Sector 5, especially the ones of more dubious ethics.

Sector 6 - The main industrial sector of Haven, playing host to all manner of factories, warehouses, refineries, and various other pollution-belching constructions. Despite widespread automated manufacturing methods, many factories still cut corners by employing cheap labor - including a large number of Synthetics, who count as “automated” under certain definitions anyway. It’s not like Haven has terribly many regulations regarding labor in the first place. Pollutants from various factories leave the interior of Sector 6 eternally smoggy, regulated by a single entirely insufficient air treatment plant. Solid waste materials, including garbage and sewage, are also collected and processed here, and the un-recyclable waste is ultimately packaged up and flung into Vezna-B by a massive mass driver. Sector 6 is also home to the notorious “Graffiti Halls”, described below.

Sector 7 - The heart of Haven’s entertainment industry, Sector 7 is located at a fairly central location in the station, with a large spoke connecting it to Sector 4. The sector is best known for its concert and theater venues, with the most notable performers drawing crowds of many thousands of station residents. Neon signs are near-omnipresent across the central parts of Sector 7. The Sector is also home to the Jovian district, described below.

Sector 8 - The most run-down of the relatively-recent additions to Haven, Sector 8 is a rather poor district, built from a Precursor station that was in utter disrepair when discovered. The main region for its addition was the discovery of an intact Precursor reactor facility. It was repaired at great expense and plugged into the Haven power grid to keep up with the station’s ever-growing power demands. Outside of the reactor that takes up much of the upper parts of the Sector, however, the sector is mostly ignored by the station’s higher-ups.

Sector 9 - Sector 9’s claim to fame is hosting Haven’s largest shipyard and docks, taking up at least a third of the sizable district. Hundreds, possibly even thousands of ships arrive and depart from Sector 9’s stardocks, carrying passengers, cargo, and a not-insignificant amount of goods of dubious legality. Sector 9, outwardly, looks like one of the cleanest and most orderly of sectors, especially around the docks, but it also plays host to large amounts of organized crime operations - some of which are spread far and wide across the entire station. The lower levels of Sector 9 are inhabited mainly by dock workers, many of whom tend to be rather poor. Sector 9 is connected directly to Sector 4 and other key locations, and is the point through which the majority of people enter and leave the station. Rather appropriately, Sector 9 also holds the “Waterfront”, described below.

Sector 10 - The newer of the two main business districts, Sector 10 is home to all kinds of shops and business headquarters (though generally smaller than the corporate headquarters in Sector 5). Best-known products of Sector 10 are cybernetics and other such mods, with a significant market targeted toward Synthetics. Sector 10 is home to the infamous Sanctuary District, described below - a hotbed of cybercrime and general hackery. If your thing is transhumanism or the gross violation of privacy via copious amounts of hacking, Sector 10 is the place for you.

Sector 11 - Sector 11 is built into the last of the derelict stations discovered in the Vezna system, this one in the far reaches - not far from where Sector 4 was found. Sector 11 is primarily a residential district, with many residents commuting to other sectors for work. Despite being a relatively uninteresting and distinctly suburb-esque sector, Sector 11 is not without its shady side. To wit - the Market District, aka “Shakedown Central”, is located in this sector, with all the black market dealings that come with it. Sector 11 also holds one of the ends of Highway Five, and thus is host to occasional high-speed police chases.

Sector 12 - The smallest sector by far, Sector 12 is home to only a few thousand people - by-and-large the wealthiest citizens of the station. Sector 12, unlike all others so far, was built wholecloth through great investment by Haven’s rich business owners. The sector is inordinately shiny and gaudy, designed to look as smooth and pretty as possible inside and out - from outside, it appears to be a shiny white sphere, attached to Sector 5 by a single reinforced spoke, and doesn’t even remotely fit in amongst the general hodge-podge of salvage that comprises the rest of Haven. With huge gardens, huger mansions, and even its own private security force, Sector 12 is regarded as a monument to gross excess by the vast majority of the station’s population.

Sector 13 - The newest inhabited addition to Haven, Sector 13 is a rather spacious sector built into, not a Precursor space station, but a massive derelict starship discovered in the Graveyard Sector and warped into the Vezna system. Suspected to have once been a colony ship for extremely long-distance travel - possibly even between galaxies - the ship was repurposed for stationary habitation instead. Homes were made out of the vast habitation areas, roads and mag-rails were built into the structure, and new citizens started moving in in droves. Large parts of Sector 13 are still closed to the public due to “potential archaeological significance” - the Vespian archaeologists working there managed to gain a surprising amount of influence with Haven’s government. The sector has a significant art scene, and a surprising number of museums nestled in its halls - at least one of which is dedicated entirely to the mysterious Precursors.

Sector Null - Also known as the Forbidden Sector, the Forbidden Zone, and other such ominous names by people trying to be overly dramatic. Sector Null is a rather small space station, attached by a single spoke to Sector 8, whose only entrance is blocked off and under heavy security. Originally intended as an expansion to the overpopulated sector it’s attached to, construction was suddenly halted six months after its initial attachment to the station for unclear reasons. Rumors abound about the abandoned Sector (Haven officials claim construction is only temporarily halted, but they’ve been saying that for five years) - anything from a malevolent AI to an outbreak of flesh-eating mutants to eldritch horrors from beyond the stars that dwell inside and control Haven’s government. Some of these rumors are more credible than others.

Notable Features
Sanctuary District / "Ocular Avenue" - The Sanctuary District is, contrary to how its name might sound, one of the more dangerous places in Haven. It hosts quite a few electronics and weapons shops, which allows for quite a few things to go down in the safety of the towering apartments that make up its residential area. It is 'affectionately' nicknamed 'Ocular Avenue' due to the fact that most of the crime that takes place in the district is of the hacking variety. Illegal information access has made it dangerous to stay connected to the network for long, lest some probing eyes find their way into one's data.

Jovian District / "777th Street" - The Jovian District is one of Haven's more well traversed districts, but by no means does that make it any less seedy. Nicknamed "777th Street", the Jovian District is home to not only a larger than normal population of humans, but also a series of underground gambling rings. It's said that there's something for everybody on 777th Street, from simple card games to an old human source of recreation known as Russian Roulette. The only things 777th Street requires are a source of adventure and a lot of money (or a willingness to leave with a few debts to your name).

The Cisterns / "The Waterfront" - The Cisterns are a very important part of Haven, and are one of the most heavily surveyed and regulated locations on the station. They are a series of massive metal cisterns that hold most of the clean water used by the station. The area that the Cisterns take up is usually fenced off and tends to have patrols, but that doesn't stop people from getting in anyway. They were nicknamed "The Waterfront" simply because hanging out near the Cisterns was the closest one could get to an actual waterfront. Those that break into the Waterfront do so simply because its one of the quieter areas on the station.

Haven Northern Sewage Treatment Facility / "Graffiti Halls" - One of Haven's sewage treatment plants, the HNSTF is responsible for taking care of water treatment for the northern part of of Haven. Unfortunately, the production of clean water is not what the HNSTF is known for. Nicknamed the 'Graffiti Halls', the HNSTF acts as a museum of sorts for street art. The Graffiti Halls are covered wall to wall in graffiti of all kind from all sorts of different medium. For some reason, the facility does not have as strong of a security system as one might expect for such an important place, so many people have taken to using it as a place to practice their 'unconventional' art skills.

Market District / "Shakedown Central" - If there's something that you need, look no further than the Market District. The Market District is a massive building, about a block in size and twelve stories in height with two stories underground (B2-10). Floors 1-9 are jam packed with stores and stalls of varying size and wares. There are very few things that cannot be found in the Market District, and those things tend to be extremely niche. The 10th and top floor is dedicated to security for the building. The two basement floors, B1 and B2, are where the district gets its name. Formally recognized as storage floors, B1 and B2 are well noted for their stalls selling illicit weaponry and substances, as well as their reputation for extremely tight practices that can result in one getting the tar beaten out of them for one wrong step. Down below Floor 1, Shakedown Central is famous for extortion and extremely competitive business practices. If there's something that isn't sold in normal stores, Shakedown Central is your go to place. Just be careful of who you buy from...

Highway Five - Highway Five is one of the many highways connecting the many districts of Haven. This highway is used mainly for the transportation of larger goods and construction vehicles. What Highway Five is really known for, however, is that it is usually the site for street racing. A straight shot that goes through a good portion of Haven, Highway Five is the perfect place for burning rubber. In the dead of night, Highway Five fills up with vehicles pieced together from scrap aiming to beat transportation of the highest quality. The air fills with exhaust and roaring engines of vehicles of all makes. Of course, only half the fun of Highway Five is going against other racers. The other half is outrunning the cops.

Politics
Jurisdiction
The Vezna system, found on a triple point between two competing empires and the lawless frontier, is not explicitly part of any one space polity. Nobody wants to exert the effort necessary to properly rule and protect Haven or grant its massive number of multiracial residents citizenship. However, a massive station of tens of millions of people is too important to ignore, and both neighboring empires attempt to exert control over the system. They sometimes sending small flotillas of gunships to just kind of loom nearby. In addition, due to Haven's crime-ridden reputation, they occasionally send patrols of law enforcement agencies - HIVEPOL and the Vespian Marshals, respectively - to enforce their laws on the station, intermittently and often unfairly, before demanding taxation (often called tribute by the locals) from the pitiful local government in return. By comparison, Haven Station Security, the local police force, is often under-equipped and struggling against endemic crime and corruption, but at least try to be just.

Society
Haven, holding the majority of the Vezna system's population, is the de facto capital of the Vezna system. Kokoyan thrives on tourism from Haven, being one of the few places the poorer residents can scrape together the funds to visit, and also draws a significant portion of its non-tourism income from high-tech agriculture used to supply the station. Haven itself features significant production industries that thrive on asteroid mining and salvage pulled from the Frontier, as well as both a strong self-contained and a weak interplanetary service sector. Though of course, with a poorly-enforced tax code built on the demands and heavy leanings of the two neighboring empires, the black market is extremely strong and prolific on Haven, and many rely on it to survive.


Groups
HIVEPOL
The interplanetary police force of the Apid Empire, dedicated absolutely to the enforcement of the Queen’s rule, and the swift capture (or death) of her enemies. They’re also tasked with keeping order throughout the Apids’ territory - order obviously meaning perfect obedience. They make appearances on Haven from time to time, to enforce the will of the Queen on the station she claims as territory. This usually isn’t that big of a deal, unless you’re a rogue Apid, otherwise wanted by HIVEPOL, or you’re just unlucky.

Aesthetics
A group of Synthetics dedicated to the pursuit of personal beauty. Their main grouping, as well as their leader Ace, rest upon the planet Kokoyan, though there are branches out on other planets and in other systems. The Aesthetics themselves are a Synthetics only organization and, while they are not malicious towards other races, they don't particularly have unprompted interactions with anybody that isn't a Synthetic. For Synthetics, they offer them a place to stay, as well as the potential to 'better themselves' by way of not only 'improving' their appearance, but also altering the senses of said Synthetics in order to help change how they view things. Though their aims and actions may seem twisted, they do truly care for other Synthetics, and will not force one to do anything they don't want to.

EQUALIZER

The Sharp Teeth
A gang in the underbelly of Haven, not the most dangerous, but the most numerous. Their captains like to take the names of knives, various types of sawblades, and basically anything sharp. The leader is Jack-knife, a slim, gaunt man who is over-loaded with cybernetics. He is quite fond of, for interrogations, swapping out his hands with a pair that have razorblades for fingers. He has a lieutenant named Saw-Bones, a gigantic droid composed of a hodge-podge of parts, with large chainsaws for hands and a coat made of wired-together, mismatching bones.

The Sisters and Brothers of Holy Magnificence
A holy order dedicated to the development of high-fashion, art, and the advancement of aesthetics, arguing that beauty and art are the closest mortals can come to godliness. Are known for odd performance art pieces that occur at random. Have a sect here on Haven.

Corporations
Lundan Weapons Co.
A weapons company that focuses on making cheap laser weapons. Their claim to fame is the fact that they have devised a way to cheaply create a self-charging battery that powers their weapons, effectively eliminating the need for reloading or charging any of their weapons. The downside is that, aside from the power source itself and the surprisingly durable outer casing, the rest of the guns are rather shitty. Most of their weaponry, aside from the really high tier stuff, has numerous problems; problems like a tendency to overheat, a slow fire rate, and occasional failure to fire are common amongst Lundan weaponry. Still, they continue to profit due to the fact that they are capable of pumping out extremely cheap weapons at a quick rate. Their most notable products are Lundan Engagers (a line of common laser pistols), Lundan Captivators (a line of 'rapid fire' laser rifles), and Lundan Couplers (a line of laser shotguns).

WyrmCorp
A growing corporation that focuses on the production of telecommunication devices. Most of their devices are mid-tier tech at best, common for those who can afford them, but not particularly prevalent in especially high or low income areas. WyrmCorp devices aren't exceptionally strong, but can survive a bit of abuse without worry. WyrmCorp itself is a relatively new corporation, but it has been growing rather large as of late. Many are suspicious of its nigh instant growth, but nothing about them has been proven.

Black Silicon Corporation
A leading hardware development corporation stationed on Haven that is in direct competition with White Carbon Corp. Black Silicon lends its focus mainly into entertainment devices, though they have also branched into Artificial Intelligence studies in order to compete actively with White Carbon. Their most notable product is a line of handheld gaming consoles known as 'SiliConnect' that features almost unrivaled online play. There are rumors that Black Silicon has under-the-table dealings with WyrmCorp, though they are nothing more than just that, rumors.

White Carbon Corporation
A leading hardware development corporation stationed on Haven that is in direct competition with Black Silicon Corp. White Carbon lends its focus mainly into workplace devices, though they have also branched into Artificial Intelligence studies in order to compete actively with Black Silicon. Their most notable product is a line of at home computers known as 'CarbOnwards' that are said to possess top of the line processing power that is virtually unmatched by other companies. There are rumors that White Carbon has under-the-table dealings with WyrmCorp, though they are nothing more than just rumors at the moment.

BrainStem Systems
A cybernetics company, BrainStem Systems originally worked as a developer for implants that required a connection to the patient's spinal cord. They pioneered advancements in cybernetic integration with computers, and are the famous inventors of the 'Uplink Implant', which allowed those with it to directly interface with computer terminals. Recently, however, they have began focusing more on Synthetics, and are spearheading research into the Synthetic Conscious, an massive cloud database that would allow for the wireless storage of a Synthetic's mind, with the intent of making significant scientific advancements and reducing the need for and the risks of Consciousness Cards. While there are many both for and against the development of the 'Synthetic Conscious', neither do very much to influence BrainStem either way.

Chameleon
Originally a small, niche company that produced 'skin grafts' for Synthetics that would allow them to appear human, Chameleon now produces all sorts of fabrics and interior design products. Chameleon started out by selling 'SkinTec', a product that Synthetics could wear that adhered to their form and allowed them to look and feel human-esque. However, Chameleon quickly realized that, with a few modifications, their product could be sold as so much more than before. Changing up SkinTec a little bit, they were now able to create a versatile and strong fabric that could be made into clothing, wall paper, carpets, and other such luxuries. They still produce SkinTec, though in much smaller amounts, and their focuses have shifted elsewhere.

The Restoration & Protection Group
A group dedicated to the preservation of nature. The Restoration & Protection Group spends most of their time and money working to save and protect as much nature in the galaxy that they possibly can. As of late, a group from RPG has stationed itself on Kokoyan, working to protect everything on the planet outside of New Yan City from agriculture and industrialization alike. They are surprisingly militant, and do their best to both stretch the law in their favor and dodge the law as best they can. RPG is typically known for their ruthlessness, their surprising supply of money, and their surplus of volunteers.

Events
The Great Flux-Storm of Haven
An incident about five years ago that resulted in numerous wormholes ripping open throughout Haven. They swallowed one pop star, a cosmetic surgeon, five pet slugcats, a cop car, five hundred gallons of chlorinated water from a swimming pool, a whole zamboni, a beloved omni-ape from the local zoo, and three space mules. Scientists have been investigating it since, but no cause has ever been determined.

Haven Eclipses
Due to the fact that half of Haven's binary star is a black hole, on occasion there will be times when the sun half of the star is covered up by the black hole. When this happens, the light from the sun is entirely eliminated, bathing Haven in a seemingly unnatural darkness. Due to the size of the binary star and Haven's distance from it, Haven Eclipses have been known to last for multiple days.

Midnight Affairs
A series of unofficial events that happen during Haven Eclipses. The lack of light seems to make people rowdy, and Midnight Affairs are the name for the phenomenon where crime rates spike during the Haven Eclipses. Police will often issue warnings, telling citizens to stay indoors and keep away from suspicious areas during these events. They seem to forget, however, that few safe places exist in Haven, and even fewer are not participating in the crimes themselves.

Eclipse Parties
Not everything that happens during an eclipse is bad, contrary to popular belief. Like Midnight Affairs, Eclipse Parties are unofficial events, not formally recognized by whatever passes for government on Haven. However, they take a different, more... lighthearted approach. For those cooped up in their apartments, homes, or shops, many find that the best thing to do in order to bide out the eclipse is to simply host a little party for whoever is present. Eclipse Parties typically take place in restaurants sheltering a decent amount of people, though particularly well stocked apartment floors and grocery stores on the up are frequent sites as well. Eclipse Parties are usually nothing more than a small cooking events where people whip up a dish of their own and then everybody around shares what they've made.

Underground Fish Tumbling
A barbaric bloodsport in which aquatic creatures are placed into an orb and rolled down a ramp. The victor is the first one down, should any of them pass the variety of obstacles - including buzz saws, flamethrowers, hydraulic spikes, and the audience actively taking pot-shots at them. More often than not, there is not a victor. Some aficionados have taken to modifying their fish by changing their diets, genetically enhancing them, or giving them cybernetic parts. The legality of these performance-enhanced fish is a subject of contention in the greater Fish Tumbling League, with some arguing that it illegitimizes the sport while others argue that it's fucking rad.

Technology
Faster than Light Travel
There are two main forms of faster than light travel in the galaxy: the Warp Drive for the captain who wants to get to his destination safely and cheaply, and the BRAVE Drive for the captain who wants to get there fast. The Warp Drive is old and reliable tech that can take hours or even days to travel between stars, while the BRAVE (Bit Risky And Very Expensive) Drive can get you between nearby stars in mere minutes, or across the entire width of the galaxy in about half a year - provided you don't mind occasionally vanishing for weeks at a time, with no memory of where you went but with clear evidence of time having passed, often with horrific consequences for ships that only stocked supplies for a brief journey.

Faster than Light Communication
In terms of communications, there are "FTL pulse transmitters" that can, at great expense, send information near-instantaneously. However, they offer narrow data-streams on an easily-choked galactic bandwidth, meaning there is no real galaxy-wide internet. Instead, a planetary network's data is stored on local servers on each planet, and is kept updated on events in the rest of the galaxy by pulse broadcasts of high-profile interstellar news and by the data-haulers who pass by selling their services. Planetary networks are shortened to PlanNet or just 'net. Haven is thought to be unique in being the only station large enough to have its own 'net, rather than just sharing the network of whatever it orbits nearest.

Drugs
Shaker
An injectable stimulant that lends feelings of energy, heightened senses, and twitchiness. Side effects include hair-loss, vein shrinkage, and addiction. Long term use can inhibit one's sense of time, permanently setting them into a state where it feels like the world is moving more slowly.

Wondereye
A psychedelic drug. Dedicated users claim it forces you to confront your own soul and look past the physical world and look into the metaphysical world. Scientists say it causes deep delusions. Psychologists say they are typically fueled by personal trauma and insecurity, as well as unobtainable desires and dreams. Casual users say that it makes you see some really cool shit. No major side effects, but expensive and dangerous if you have a bad trip.

Breather
A muscle relaxer that used to be used by patients suffering from anxiety disorders before being replaced by less addictive substances that got the same job done. Still used by those among the poor who can't afford official treatment, as well as people who just want a gentle high. Interestingly enough, it is also occasionally used by those addicted to harder drugs to help them through withdrawals, even at the price of a new addiction.

Bliss
Also called the Hand of God. A depressant with minor psychedelic properties that numbs all pain, makes the world seem brighter, and allows one to feel complete with themselves, regardless of their insecurities and their personal issues. Highly addictive. Leaves many with the feeling that they've had a brush with the divine. Long time addicts tend to have a religious devotion to it, and are often called Bliss Cultists. Prolonged use can cause one to lose touch with reality. Use beyond that has not been documented publicly, but the one experiment with prolonged use performed on rats was shut down and censored, with rumors swirling about the rats having lost form, fused, and become amorphous meat-beasts that had to be put down by military personnel. Crazy, right?

Glitzphorp
A liquid concoction derived from the waste of a peaceful, psionic hivemind. When injected into the bloodstream, it, upon contact with the human brain, overwhelms their minds with a sense of peace, bliss, and the urge to say "glitzphorp." In fact, they can ONLY say "Glitzphorp." All other speech interpreted by the user's mind, be it text or verbal, is turned into the Glitzphorpian word for "Glitzphorp." The effect lasts for six hours, at which point it normally works its way out of a user's system, except for psionics, who are affected by the drug for four hours longer, and the rare occasion of the Glitzphorpian Mind Parasite, present in poorly-filtered batches of the drug, which causes the effects to last indefinitely until treated via gene-cleansing.

Mechaflex
A strain of reproducing nanomachines that feed off the user's system for a period of time, granting them increased physical strength, endurance, and confidence. It drains the user's system of nutrients, however, and while, with the proper diet, it is possible to recover afterwards, long-time use poses a significant health risk.

Funny Tongue
A thick, mildly hallucinogenic liquid that only produces effects once it has been allowed to air-dry. Normally used by painting it on a surface and licking it. It can also be used by painting it upon one's skin, after which the effect is received via skin pores once the user sweats on the dried paint. Different cartels like to produce it in different colors, some of which develop reputations of their own.

Vapor Injectors/Juice Injectors/Vapor Sticks/Cloud Canisters/I-Rigs/'Those Dank Clouds, Brah’
All various slang and labels for small, electronic devices designs to vaporize liquids for inhaling. These liquids differ on effects, depending on who is making them. Corporate-owned companies make highly-addictive juices that primarily relieve stress. Less "legitimate" sources make highly hallucinogenic ones. Various small name medical companies make juices they claim to have medicinal benefits, whether that claim is true or not is up to evaluation, and at least one infamous company makes a form of euthanasia designed to be inhaled via injector.

Esoterica
Sorcery
There are things that seem magical in the world such as psionics, but there are entire disciplines of science that have been created to study and comprehend them. However, beyond psionics and some other strange preternatural abilities exhibited by some species, there lies the world of true magic, which is extremely rare and draws from energies that cannot be explained by science. Sorcerers are very few and far between, but are capable of performing powerful feats of magic. This skill cannot be merely learned by anyone, requiring an inexplicable and undetectable gift that is sometimes held by lone individuals, frequently without them even realizing. Where these powers really come from is a secret known only by rare few sorcerers, but it is understood that they are not given freely and always come with unexpected and costly prices, frequently resulting in stress on the sorcerer's sanity. As a result of their incredible mysterious power and the fact that sorcerers are often unstable individuals, sorcerers are often distrusted and feared, being violently exiled or killed by some less open-minded communities.

Auditors
Of course, powerful magic comes with a drawback, beyond the danger of working with powers beyond mortal understanding and control. Sorcerers that draw too much power, or who use their gifts too freely and frequently, sometimes draw the attention by inexplicable extradimensional beings (usually called Auditors or Listeners) who apparently respond aggressively to any use of true magic they detect. Though they do not directly manifest in physical space, they have been known to attack sorcerers both in their minds and, as a more extreme measure, in reality. What exactly happens in the latter case is unknown, but on the few instances it was observed, the sorcerer in question was dragged screaming into a space-between-spaces, contorting and vanishing as they were pulled into a briefly-appearing crack in the fabric of reality.

The Billowing Mass
A nanomachine experiment gone horribly wrong, the Billowing Mass once threatened to overtake an important development sector of Haven. Fortunately, Haven's top scientists and military reacted quickly, developing a countermeasure that isolated the heart of the mass, capturing and extracting it, causing the rest of it to go inert for safe disposal. Ever since, it's been kept in a high security zero-grav vault. The Mass has proven resistant to all attempts to destroy it, including incineration, freezing, and logical paradoxes. Plans have been made to launch it into a black hole, but there's a very real worry it might escape in the process and make its way back for revenge. Did we mention it's sapient? Yeah, it's sapient. And a dick.
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02-16-2017, 11:45 PM (This post was last modified: 02-23-2017 01:10 PM by Raptarion.)
Post: #2
RE: Haven
Name: Reilly "Ivory" Maciver
Species: Human
Description: One would almost mistake Ivory for an alien with the extensive and unusual cosmetic surgeries she has undergone. Resulting in unnaturally white skin, a nose reduced to little more than two nostril slits, and elongated arms. To name just a few.
She is often hard to read, being a woman of few words and stoic temperament. Not to be mistaken with someone who is prudish or shy though.
[Image: LjiXkPs.png]
Skills/Advantages: Major skills: Extensive medical knowledge and surgical skills with most major alien species. The ability to stay cool, and even thrive under pressure. She is also capable at fighting in melee. But her advantage is her longer than average reach, and her ability to precisely cut open arteries with a scalpel. Without her weapon, or against opponents with appreciable armor, she would find it exceedingly difficult to get an edge.
Major advantages: Friends in low places. Giving her access to both recreational and medicinal drugs. As well as powerful tranquilizers.
Minor skills: Sidearms. Though her aim is steady, it's also somewhat unreliable.
Minor advantages: Somewhat resistant to the negative effects of most narcotics and stimulants.

Disadvantages: Major disadvantage: Enemies in low places. A gang of thugs wants Ivory dead as retribution for the death of three of their members.
Ivory also has a strong addiction to cigarettes. Although advanced medicine helps with the physical symptoms, she can find her hand becoming less steady if she goes too long without one. She also has a less severe psychological dependence on alcohol, and a tendency to partake of any recreational drugs being used by others in social settings. Though is at least more wary of any being passed around by people she isn't familiar with, or by anyone who can't definitively name what it is that's being offered.
Minor disadvantage: Rough start. Ivory recently needed to abandon shop due to the aforementioned gang. She is low on funds and has no home.

Equipment: A suitcase containing a respectable amount of medical supplies with which to perform surgery.
A fully loaded semi automatic pistol with two spare magazines.
A cigarette case with four syringes filled with powerful sedatives. Useful for surgeries, or quick silent take-downs of unsuspecting targets... though a scalpel is equally useful if one doesn't mind the blood.
A pack of cigarettes. Ironically, not stored in a cigarette case.
A lighter.
A collapsible holographic tablet computer.

Goal: What Ivory wants, and what she does, seems to have a disconnect. Although she would say she wanted a simple life with stable work and a place to call her own, she's rarely been anywhere close to that aspiration. Either as a result of her own actions, or bad happenstance.

Biography:
Ivory led a rather normal childhood in a normal human settlement. But seemed almost determined to ostracize herself by enveloping herself in a counter culture movement. She began undertaking extreme body modification, drastically changing her appearance. Her body was little more than an art piece in her mind. Clay to be molded into a visually striking masterpiece. And though it did not interfere with her studies in medicine, it did make finding a job in the medical field difficult.

Tired of the disapproval of others in her community, she set off. The next few years of her life found her in various space ports across the galaxy. She found herself in various like minded social circles. Which led indirectly to a life of alcohol, narcotics, and stimulants. Age, and rehabilitation, has gotten her over the worst of her addictions over time.

By the time she found herself in haven, the downward spiral of her life had somewhat evened out. Though she also had found herself practicing her medical craft in back alleys, for less than reputable people. It was work that left her in a dangerous position. But it paid for her shitty apartment. And until recently, her biggest problems were unexpected house calls, and a less than friendly relationship with some of her clients.

But, in the absence of poor decision on her part, the universe decided to give her some bad luck. One of her patients bled out on her operating table in spite of all her best efforts. His two friends were less than happy about this. One sliced jugular and half a handgun magazine later, and Ivory was grabbing all her essentials and fleeing the neighborhood.

(Additional reference. Waring: Blood.)

Important relations: Ivory has done a poor job of fostering many meaningful relationships in her time in Haven. Though she is on the outskirts of several social circles. Many of her contacts for recreational substances are in these various circles.

Space is warped and time is bendable.
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02-17-2017, 01:27 AM (This post was last modified: 02-20-2017 07:07 AM by Bramzter.)
Post: #3
RE: Haven
Name: Ryll-Tothi
Species: Yaravakki. Creatures akin to jellyfish of comparable height to most humanoids that seem to be nomadic in nature as no home world have ever been discovered so far, They seem to float themselves in a sort of natural energy field that counteracts by using their own electric currents, a suspected result to living and evolving in low to null gravity environments. They are squishy and come in a range different hues between purple and blue. They are not usually seen by most aliens and much of their culture and biology is a mystery to them. Mostly cause most Yaravakki vessels are pirates and raiders or have some other reason to blast people to bits when they get close. Individually, the Yaravakki communicate among each other by generating electric pluses and generating rapid alternating shades of lights that glow within them. To the rare aliens that they actually talk to it seems they prefer to send basic text messages or in the case of not having those. miming their intent or trying some sort of Morse code using their natural glow. Yaravakki have not much sexual dimorphism, The males usally tend to have a more central bundle of tendrils growing from the middle and tend to favor more to the blue-ish side of the colors they come in while females tend to have a more sleek appearance in their tendrils like layers of hair and tend to go more toward the violet sort of the color scheme.

Description: Ryll-Tothi looks smaller then the average Yaravakki. Her 'head' being a bulbous dome which ends in a rim, slightly akin to a large sun hat. Most of her 'body' trails down from the bulb giving it the appearance of a dress or long straight 'hair' falling downward, She also has six tendrils, two at her lower level, two at normal chest level and two around shoulder level, What passes for a 'face' is a little outcropping of tendril growth just from under the bulb that seems to resemble a grin, Her body is one single piece and she's colored a hue of purplish pink.

Her bulb is liberally painted with cosmic lines and symbols, their meanings only really known to Yaravakki itself... But honestly, i could just be utter gibberish all the same or just phrases and symbols that 'sound cool'. The paint is a stark white and its texture is chalky.

Ryll-Tothi seems easily excitable and impressionable and is often seen acting in ways often seen as childish, However she is equally capable of being extremely ruthless and amoral, if with a bit of ignorance involved, Yaravakki have a skewed view on morals most of the time..

Skills/Advantages: Electromancy - All Yaravakki know at-least a little bit of how to use their electric energy, Usually to keep themselves afloat.. Some however seem to found the advantage in being a living taser, Ryll-Tothi seems to be one of those Yaravakki.

Salvage - Ryll-Tothi was in charge of collecting scrap back when she was with her captains ship, She knows how to cut out the best bits and find the most profitable parts of ships and machinery.. don't ask her to actually build anything however

Improvised Trapmaking - Every Young Yaravakki that just joins a raider crew gets trained in the setting up of basic traps if they had to deal with boarders or noisy neighbors and the Scrapyard where she lives does not have a guard dog or any other security systems.. So part of the chores she has to do is to rig up traps using whatever she can find to snare and punish any trespassers.

Painting - Yaravakki like to paint and 'customize' most of their possessions, For Ryll-Tothi it became more then a task or chore, She kept practicing on her own and became quite skilled in making 'badass paintjobs' in her own words.. She also does body painting.

Disadvantages: Culturally Ignorant - Yaravakki don't install translators on their ships, nor do they communicate with aliens with the exception of simple text messages, This isolated upbringing made Ryll-Tothi somewhat clueless on most of the other races standards and customs, Its not like she isn't enthusiastic about them, it just that she has no knowledge of any of it which probably leads to much awkwardness in the long run.

Scatterbrained - Unless she is directly ordered around, Ryll-Tothi usually goes off on half finished tangents only to be distracted and excited by something new halfway in, This makes it hard for her to get important things done on her own.

Badass Wannabe - Due to her youth, her past as a underling and need to impress, she often is overconfident or thinks she's 'super bad ass cool' and will rush into situations that might not be all to good a outcome for her.

Equipment: - Tool Bandoleer (Cause a normal tool belt didn't really work, it kept slipping off., Filled with wrench, a screwdriver, wire cutters, cable, crowbar, welding tool and a circular handsaw)
- Painting Dufflebag (filled with art supplies, there is still one part of the bag free for other stuff)
- Emergency Void Patch, a rare instance of Yaravakki technology that emits a heat and pressure field in the case of sudden spacing for a limited time, apply to the forebulb. Lasts 45 minutes.
- 5 Yaravakki ration packs, Craburi flavored.
- 'Frontier Bill's Little Pewer' A really small laser handgun for teenagers in case of self defense. Its rather weak.
- Salvaged shipbound translation module: Text to Speech functionality included, Current voice module: Peppy Female
Goal: Ryll-Thothi's goals are quite simple if only she could focus on it more, She wants to return to her crew, But she also wants something to prove she is a badass when she does go back. Seeing what all the weird aliens are like is also cool and probably getting some nice riches would also be cool! Yeah!
Biography: Ryll-Thothi like most juvenile Yaravakki is utterly alien to the world outside the view ports of their ships and the people of their crew. But unlike the older Yaravakki she and most other young ones haven't yet subscribed to notion that all aliens are either victims or employers and sometimes valuable cargo and thus are excited to see the great unknown, Usually as a ensign on the raiding parties launched from the grand ship their families come from. Kids usually help around on the ship, painting, hauling, cooking and playing with whatever from the cargo brought in they could get their tentacles on without the adults noticing, Ryll-Tothi's childhood was no different, until last year when she finally grew out her last tendril marking her to be somewhat less of a kid.

This is a important time for Ryll-Thothi, It was the chance to prove herself and her adolescence, Even if her parents disapproved and thought she wasn't ready or grown up enough yet! She would show them! And so it was that Ryll-Thothi stowed away into a ship belonging to her mentor and awesomely awesome captain Yorr-Sag, Whom she had known when she was only a polyp and was a friend of the family... She managed to stay undiscovered for a little..just enough to make a return trip to the grand ship unfeasible and basically begged Yorr-Sag to have her stay, Which he reluctantly did.. Surprisingly Ryll-Thothi saw very little of the actual action and was relegated on salvaging the wrecks left in the party's wake to her annoyance, She knew that Yorr-Sag was going easy on her even maybe seeing her as a burden, So when the raider party landed at haven she was ecstatic to see what was out there...Except she wasn't allowed to go into the places the others were going into and she had to check in with Yorr-Sag all the time, it was totally lame.. How would she prove she was ready for responsibility if things were going that way? She promptly gone off into the city to find something to prove herself and promptly got lost for a little while.. only to find out that the crew she was with and Yorr-Sag in a bout of impaired decision making left her behind to pick up later... probably. Luckily they left some supplies for her behind....and some kind of note she didn't bother reading and probably forgot about later

Ryll-Thothi now has been in Haven for about a few weeks, Having found employment in a small ship garage run by a good Samaritan who lets her work wrecks and paint jobs for clients in return for a place to stay. Ryll-Thoti isn't really that mad at being left behind, Well maybe a little but at-least this gives her the perfect chance to prove herself in being a badass!

Important relations: Eng'ha-Tot: Father, Captain of the Grand Ship Sa'hl-Juk. Probably really angry and annoyed at his daughter's disappearance and failure to find her.
Tu'ra-Nithi: Mother and Matron. Probably also very worried
Yorr-Sag: Raid Leader of Squad Kar-ha'k and Mentor to Ryll-Thoti. Believes he dumped off his student with a friend.
Amy Feldspar: Kind scrapyard/mechanic lady that let Ryll-Thoti have a place to stay at in return for her work....Slightly unlawful work that is most definitely illegal but still work it seems
She would also know a few regulars at the scrapyard, maybe including one player character



Yaravakki Society:
The Yaravakki are mostly viewed in alien eyes as nomadic mercenaries and raiders that form loose bands of ships to plunder and scrap as many targets as they possibly can, They arrive in their bizarrely painted spaceships and the only communication you might hear from them is heavily distorted robotic messages going back and forth between the ships, They seem to take enjoyment from the hunt and are competitive, Observations from people attacked by their ships that claim the raiders seemed to playfully bump into each other to decide who goes first when they were speeding toward their target. They also salvage anything they can out of incapacitated ships, only leaving sometimes the barest skeleton behind. It is noted that they do offer their services as mercenaries, sending a short text message to the possible client with their offer and their costs. It is believed they are just nomadic pirates, who sometimes if things go well set up outposts on planets until the empire of that side of space gets fed up and disbands those 'bandit kingdoms' by force.. They never seem to stamp out the raiders completely

Most aliens only know that side of the Yaravakki, As they are the only ones that actively shows themselves to the galaxy, The rest of the Yaravakki Fleet consists of Grand Ships which are basically the most important in the Yaravakki Fleet. They are giant ships housing most of the Yaravakki civil works, production and population, Each grand ship is owned by a clan of Yaravakki and a confederation of those clans in turn rule the Yaravakki people. In the past raiding and pirating wasn't such a integral part of Yaravakki culture and society but after technical stagnation, lack of resources and a ever increasing population, those practices became like a rite of passage for most young adults, as well as a way to promote your social standing and wealth and perhaps even get political gains within the grand ships or even the Confederation.
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02-17-2017, 04:58 AM (This post was last modified: 02-19-2017 05:13 PM by Protoman.)
Post: #4
RE: Haven
Name: Feronia Freebee

Species: Apid

Description: Fairly short for most species, but fairly tall for an Apid at 4'11". Is never seen in short-sleeves or without a jacket, even when it's hot out. Has cut holes in all of her shirts/jackets to make space for her wings. Compassionate, a good listener, but has a fairly fiery temper when she's pushed to anger. Anxious. Overthinks a lot of her plans, often ending in self-sabotage. Doesn't dream very much.

Skills/Advantages:
Bomb-making! This bee sure loves bombs. It's not really clear why; maybe it's the sense of order it gives her in her now-hectic life, maybe it's the sense of self-satisfied accomplishment she gets from this work that she never got in the past, or maybe it's the sense of liberty that comes with destroying the established order of things in a physical way. Then again, maybe she just sorta likes explosions.

Escape artist! Manages to find her way out of most traps, by wit, will, wile, and a bit of luck!

Book-Smarts! Isn't an expert in any subject, but has a pretty decent grasp of the sciences, particularly with regards to engineering and chemistry.

Stubbornness! Is hard-headed and strong-willed, giving her a resistance to psychic manipulation.

Natural Psychic Tendencies! Can't escape biology. She's got mixed feelings on these, considering they're what allows for the enslavement of her fellow workers. Probably won't engage in mind control, even to accomplish her goals. The ends don't justify the means; they CREATE the means.

Whoop! She can let out a mean whoop. Thank biology again, yo.

Disadvantages:
Can't see shit, comrade. Doesn't have the best eyesight. Probably needs glasses.

Anxiety. Can't help but stress out over mundane shit. Is occasionally terrified that she left the door unlocked, and that everyone she cares about secretly hates her.

The Call of the Hive. Retains some small psychic connection to her home that resurfaces on occasion, attempting to drive her back into her old thought patterns. Can only be fought against by toughing it out, or through the use of...

Drug Addiction. Has an a bit of an addiction to muscle relaxers that help drive down her anxiety and drive out the voice of the Hive from her brain.

Equipment: Bomb making kit. Bombs. Normal clothes, then a set of black clothes + a face scarf worn during ILLICIT ACTIVITIES. A couple of bottles of pills. Also always keeps a brick on hand, just in case.

Goal: Right now, Feronia's just so goddamn terrified of losing these small, precious things she's gained - Freedom, identity, independence - that her only goal is to keep surviving day by day, keep getting enough pills to ward off the influence of the Hive. Long-term I'd like to see her decide she's kind of living selfishly and return to free her people, but we'll have to get there first.

Could almost certainly be wrangled into criminal activity for a while. She needs a way to pay her way, and tips aren't doin' quite enough to feed her addiction on top of rent and food.

Beeography: Most of her life before independence is kind of a daze. Back then, she was Worker 18540. She remembers aspects of it. She had friends - as much as you can have friends when your individuality is suppressed, anyhow - and lived a fairly normal life, by Apid standards. She was an unskilled laborer, mostly sent to work in the honeyfields and the factories that dotted the face of Raw Material Exploitation and Processing Planetoid 99321, or as it was less formally known, Oyinia. She wasn't strong enough for the mines, she remembered, and she was occasionally chided and occasionally for completing her work less quickly than was expected of her. She accepted these punishments with a smile and a nod, as all sane Workers did.

This continued on for her first twenty years. Then, one day, the veil lifted. She wasn't sure how or why, but she was no longer content to merely sit back and accept her role. Never before had she realized that there was any possibility at all of leaving. Now she did, and she wasn't just going to sit around and ta--- oh god the Queen Mother was listening in and she knew it oh god oh god oh god.

That's about when Worker 18540 had her first anxiety attack.

She knew there was no hiding this, no covering it up. They knew what she'd thought, and they were going to rob her of those thoughts. She couldn't go back to that. She couldn't live that way anymore.

So she grabbed what she could carry and made a break for it. She flew as fast as she could fly, grabbed the first Ore Collection Vessel she found, and flew off. Unfortunately for her, the vessel only had enough fuel loaded in to break out of orbit before it began uselessly drifting through the void. Convinced of her impending death, Worker 18540 engaged in her second anxiety attack.

It was a miraculous stroke of luck that it ended up landing on a nearby Refueling Station. Once there, she found a freight driver willing to give her a lift to the nearest starstation - Haven. Finding her name to be a bit of a mouthful, she took up a new one - Feronia. It took her a while to find a job that stuck, and after serving as a janitor, a waitress, a fry-cook, and a repair woman before finally settling in as a bartender at a small spot known as Seventh Sanctuary. She likes her coworkers, she likes her boss, and she likes her job.

The hard part's over. Now all she's gotta do is live.

Important relations:
Drone 7742 - Father. Died in the cold, harsh void of space after conceiving her. Was fat. Probably, anyways. Feronia never met him, but drones are like, universally fat.

Queen Beeryl - Mother. Absolute tyrant. Feronia is not on good terms with her.

Worker 35321 - Best friend back home. Went by the name of Amaia casually. Enjoyed daffodils. Feronia has no idea if she's a fellow thought-criminal or not. Was still a worker when Feronia left.

James "Jim" Starlon - Human Lone Star Republican freight driver who gave Feronia a lift after she escaped her planet. Has a tendency to speak mostly in trucker lingo. Surprisingly knowledgeable about alien cultures.

Amarachi Ihejirika - Human woman who runs Seventh Sanctuary. Always has a gun on her hip, just in case. Kind and motherly, she always keeps an eye out for trouble and takes good care of those who rely on her.

Thandiwe Gamede - A human woman who also works at Seventh Sanctuary. Has a good sense of humor, and frequently engages in trading humorous jabs with the bar's more unruly patrons.

-----
Super open to working with people, if our characters'd fit well together. Just message me on the side, aye?
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02-17-2017, 05:42 AM (This post was last modified: 02-18-2017 05:50 PM by Vancho1.)
Post: #5
RE: Haven
Name: Junior Translator Valen Zaiat Ainos Preter - Valen or Vainer for short.
Species: Lengrai -
The Lengrai are a bipedal species similar in appearance to humans. Major differences are a skin tone ranging from green to purple, elongated ears and hands, and more hair - Lengrai are covered in a thin fuzz which is a similar color to their skin. Many speculate of a link between the two species, but no definitive relation has yet been found.

Lengra society is organized in large communities governed by an Archon. The Archon is nominally selected by a council of citizens, and must consult the citizens on policy. However, in most cases Archonship is either hereditary or passed between a few prestigious families. In the past century, a powerful individual has united disparate Archonships, calling themselves the Lord High Archon (really, an emperor) of all Lengrai. Whether or not the unification will be complete remains to be seen.

Lengrai are notable for their many names. These names are given at various milestones of life - a Birth Name, Family Name, Adulthood Name, and various honorary names. In addition, they have a Formal Name which is constructed by combining elements of the other names. Naming is extremely important, and gaining a new name is a big event - family from across space often travel to be at the renaming ceremony of their distant relatives. Most Lengrai acquire four names, maybe a fifth if they are the head of their family. Prestigious individuals may have six or more names. Names are granted by the Archon or local representative of that Archon, who generally has the most names in an area. Archons are generally not referred to by name, and take a title while they are in office. The High Archon's name is unknown - she appeared quite suddenly and is known only by her title. Criminals and exiles are usually stripped of their names, depending on the severity of their crime. A Lengra with only one or two names is most likely a social outcast, having been disowned or stripped of citizenship rights. Children of houses usually have a primary and secondary parent, determined by their relative prestige; a young Lengra takes their parent's house name.

Spirituality and religion varies across different communities, though there is a common belief in a Cosmic Spirit which binds all life.

Ear piercings are popular, as are other piercings. Clothing varies, though most cover their hands as they are very sensitive. Gloves are considered polite, with close contact between hands seen as very intimate.

Description: Valen is a five foot seven male, a bit short for his age, with dark blue skin and hair. He is a bit of a nervous sort, only having recently arrived on Haven to serve in the local Embassy of the Lengra Federation (Representing the Lord High Archon, of course). He often scurries about the station doing various jobs, both official and unofficial, for the local Lengra community. His ears are pierced with a series of silver rings, and he keeps his short hair gelled into a kind of spiky style. Being the most junior member of the Embassy, he is very indirect with his desires and deferential to authority. However, he is quite skilled at hiding things, and often reads between the lines of orders and regulations. He has a strong penchant for mischief, which maybe explains why his House sent him out so far. He wears the gray-and-black uniform of the Embassy, with a small circular pin denoting his rank as Junior Translator. As he runs a lot of errands, he goes ungloved most of the time, though his formal uniform includes a pair of black gloves.


Skills/Advantages:
Unremarkable - Whether sneaking in the dark or in a large crowd, Valen can lose a tail easily.
Smooth Talker - Knows when to say the right things to the right people.
Natural at Languages - Knows lots of the languages on-station.
Skilled Shot - Spends time at the range, knows his stuff.

Disadvantages:
Runt - Valen's skinny and weak for his age. In a fistfight, he's pretty much useless.


Equipment:
PF-32 Pistol - A small, easily concealed, but weak laser pistol.
Embassy ID - Gets Valen into the Embassy.
Clothes - Some stuff.
Telex Communicator (Jailbroken) - A cheap personal communicator which has had a lot of functionality added to it, including encrypted communications.
Traditional Lengra Tea Set - One of the few things provided by House Zaiat before he left. Never been used.
Goal: To climb the social ladder and become an Archon someday.

Biography: Valen was born far off-station in the lands of the Lengra Federation. His house was one of middling prestige, so not too much was expected of him, but he was provided with plenty of opportunities and good tutors. Valen took quickly to foreign languages, and always hung around the few non-Lengrai in his home station. He was also a bit of a troublemaker, always causing headaches for his house and parent. As he grew, however, there was less and less tolerance for him getting into trouble. When he took his exams, he was assigned to the new embassy on far-off Haven Station - there was apparently a population of rogue Lengrai there which the Federation wished to bring into the fold. With such a remote assignment, he was sure to not cause his family too much embarrassment, and besides, there was a cousin there on the staff.

So, Valen was shipped off with little warning and time to pack. When he arrived, he quickly found out that Haven Station was his natural environment. After conferring with his cousin in the Quartermaster's department, he started doing "supply runs", carrying various goods around. He started taking jobs for anyone who asked, mostly for the Translator's office, but sometimes for the Exiles and even for Otto Motif, a friend of his cousin's who runs a "used" engine parts store. All Valen wants to do is come out on top in the rat race.

Important relations:
---LENGRA FEDERATION---
---Federation Administration---
Her Eminence Lord High Archon of the Lengrai, Unfolding Beauty of the Divine Cosmos - Ruler of the Lengra Federation, soon to be ruler of all Lengrai (and perhaps, more species as well).
District Archon Sword of the Pulsing Star - Administrator of the nearest part of the Federation to Haven Station.

---House Zaiat---
Illen Zaiat Amat Nestor Lykis Manan (Ilameskian) - Head of House Zaiat
Janai Zaiat Kili Bo Ala (Jailoa) - Valen's parent
Koren Zaiat Nel Val (Kainal) - A cousin of Valen; he is captain of a merchant ship and occasionally visits Haven.


---HAVEN EMBASSY---
Ambassador and Acting Archon Nikias Olmec Por Endr Alec Saar (Nilrenar), Current Ambassador of the Federation, he has the authority of Archon until one can be properly selected.

Deputy Quartermaster Regis Zaiat Zin Sert (Rezir) - A distant cousin of Valen's, deals in all sorts of illicit materials on the side.

---Translator's Office---
Head Translator Folstef Enoc Dan Wesk Mar (Fondem) - Officially no more important than any of the other branch heads in the Embassy, Head Translator Fondem is in fact the second most powerful person there. As the go-between between many on the station and the Ambassador, little escapes Folstef's notice.

Junior Translator Nadi Enoc Selys Orr (Nanelor) - Valen's co-worker and rival, a niece of the Head Translator.

---HAVEN LENGRA EXILES---
Archon Flame of Liberty - The head of the exiles. It is rumored that she had six names before being chosen as Archon of the exiles on the station, and no family name (implying that she won four names through her own merits). Despite her venerable age, she is a wily woman and not to be underestimated.

---OTHER HAVEN FOLKS---
Otto Motif - Proprietor of Otto Motif Engine Parts

The one, the only, Vancho!
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02-17-2017, 07:37 AM (This post was last modified: 03-03-2017 09:37 AM by Demonsul.)
Post: #6
RE: Haven
Name: Emaiasantimeaalmiireosva (eh-my-a-san-tee-may-al-mee-ray-oss-ver), or Asanti for short.

Species: Etyain. Basically a race of fragile crystal technopaths.

A humanoid (in fact suspiciously human-like in appearance) crystalline-silicoid species, the Etyain have a bizarre biology that implies that they may have originally been engineered by a long-forgotten ancient race. The going theory is that they were created to serve as living computer cores, based on how easily they can mentally interface with and control technology. Capable of subsisting off of air, minerals and electricity, the first of them to be discovered were found living in strange hi-tech tribes on crippled ancient space hulks in the Graveyard Sector, a multi-system debris field that was once the site of a great battle between intergalactic warships. The Etyain's inherent skill with digital systems and ability to connect to wireless networks make them valued as natural technicians and have led to many "walking wiki" jokes at their expense, but their fragile and slow-healing bodies make them vulnerable to physical altercations.

Description: Asanti is a fairly typical Etyain of her tribe. Standing at about 5'2, she appears to be a humanoid built out of cloudy emerald crystal, with barely-visible circuit-like lines etched beneath the surface. She tends to wear loose, comfortable clothes, often with hoods or hats. Due to her natural abilities, she doesn't need any machines to connect to the 'net and so doesn't tend to carry much of anything around with her. When you can connect to the 'net at a thought, who needs stuff?

Skills/Advantages: Asanti's primary skill is criminal hacking. She is skilled at defeating the security systems that normally protect private networks and their contents, reading and editing databases she should have no access to, erasing evidence of her tampering and very presence on security footage, all that lovely stuff. Oh, she claims she's a computer engineer, a fair stereotype for her species, but she doesn't actually have a job. She's turned her natural wireless and machine wizardry to selfish ends, no doubt causing all kinds of trouble in the process in a world where everything is online.

She can also drive hover-vehicles fairly well, having taken altogether too many joyrides in other people's cars she hacked her way into. Although she thinks piloting a starship would be similar, she'd be sorely mistaken.

Since she can usually bypass at least some wireless security by getting into physical contact with whatever she's hacking, she's also had a few opportunities to practice stealth while sneaking into secure server sites, and can be surprisingly sneaky for a shiny crystal person when she wants to be.

Disadvantages: An unhealthy curiosity, a tendency towards self-indulgent behavior and a reckless disregard for the consequences of her actions are her biggest character flaws, but wouldn't exactly be considered true weaknesses by many. Her physical fragility is also a weakness, one shared by her entire species.

Her biggest personal weakness would probably be a complete lack of combat skills. She has never fired a gun nor been in a fight. Though that's not exactly unusual for a resident of civilized space, it is probably something that is going to prove problematic in this kind of game.

Oh, and she's wanted by HIVEPOL.

Equipment: Asanti doesn't tend to carry around more than the clothes on her back, but she keeps a toy hoverdrone the apartment she lives in (having tricked the landlord's database into thinking she's paying for it). Since she can connect to it with her mind and it has a little camera on it, she's enjoyed using it to poke into places she can't physically get to.

Goal: Asanti currently does not have a long-term life plan. She wants to poke into places, see things people don't want her to see and generally have some fun. Though perhaps that will grow tiring in time, and she will begin looking for a purpose to apply her skills to...

Biography: Between leaving her home system on an impulsive whim and recently arriving on Haven, Asanti spent a couple of years bartering passage, hitch-hiking and stowing away through Apid space. She saw some impressive sights and got up to some criminal misadventures, but was often pursued out of places when her hacking was noticed. One clumsy infiltration too many and the jig was up, her face and psychic signature now permanently held in the HIVEPOL database, so well-secured that she couldn't even begin to scrub them off. With effort, Asanti got better at her craft, trying to keep herself hidden so she wouldn't need to keep fleeing, but with the Apids already well aware of her it eventually became necessary to just abandon their space entirely. And thus she ended up on Haven, a place where she could finally take a break from running.

Important relations: Aside from friends and family left behind on the far-distant side of Apid space, Asanti's only contacts are recently-made ones on Haven itself. Possibly including a player character or two.
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02-17-2017, 11:07 AM (This post was last modified: 02-20-2017 04:14 AM by SupahKiven.)
Post: #7
RE: Haven
Name: Lucia Eloise Kensuvan. Her former aliases include her old 'designation' of "HHS-2903-88" (the HHS standing for 'Human Household Servant'), Bethany, Astra, and Vapor Eloise.

Species: Synthetic

Synthetics are a specific series of androids that were specifically designed to serve as domestic servants. Their original purpose was to assist humans in their early days of interstellar travel, where they would care for the humans and their spaceship while said humans rested in cryogenic sleep. Upon reaching their destination or upon emergency not covered in their programming, Synthetics were to awaken their masters in order to take care of what needed to be done. Eventually, however, methods of space travel developed into better things, cryogenic sleep was discarded, and Synthetics were no longer needed for the very thing they were created for.

Still, Synthetics held the potential to be useful, and humans would always jump at the chance to make their own lives easier. Synthetics were eventually repurposed into general servants for humans, becoming essentially customizable butlers and maids. Synthetics' builds shifted outside of the old, rugged, clunky models and into something more luxurious. They were built be be attractive, built to catch the eye, built to show off. The fancier the Synthetic, the more attractive, the better the clothes, the more they showed off what their masters had to offer to the rest of the spacefaring community. After all, imagine how much value one must hold if they can get servants that looked prim and pristine. It was clear that some of the other space races found some charm in the Synthetics, because they wanted some of their own, something the form and function of the humanoid robots appealed to them greatly. Suddenly, Synthetics were everywhere they could be afforded, and were a hot commodity among the wealthier members of society.

One thing threw a wrench into the whole 'domestic robot servants' thing, however. Synthetics began questioning why they hell they were 'domestic robot servants'. In order to help appeal to people, people began upgrading Synthetics' AI, making them smarter and smarter in order to show off that people were able to afford such intelligent servants. Humans were quick to bail on Synthetic ownership, not wanting to repeat some of the mistakes from their past. Others soon followed suit, and suddenly... Synthetics were free, just like that.

Considering their creators' varied appearances and even more varied 'tastes', Synthetics are capable of coming in as many combinations of color and shape as possible, appearing just as different from members of their species, if not more, than humans. All Synthetics appear outwardly human, with joints and plates that mark them as robotic, and most/all of them are considered 'conventionally attractive' (to humans, at least). In terms of build, while many Synthetics contain up-to-date and state of the art hardware, many make use of older, somewhat archaic technology. Regardless, almost all Synthetics are fully customizable to an almost ridiculous degree. The thing that really marks an old Synthetic, however, is the state of their 'brain', called their 'Consciousness Card'. Consciousness Cards are the staple of Synthetics, and are the things that hold their mind, being the equivalent of the human brain. The oldest Synthetics have their Consciousness Cards welded into them and require frequent maintenance in order to keep them up and running. Newer Synthetics feature a removable Consciousness Card, and are capable of transferring to another body if need be, which has created a bit of a 'rift' between older and newer Synthetics. There has even been talk of creating a method of 'online storage' for Synthetics so that they aren't lost upon the destruction of a Consciousness Card.

Description: Lucia stands at 5'10", with an angular face and a steel gray skin tone (what with the metal skin and all). She has long, deep blue hair that goes down to her shoulder blades and glowing aqua eyes. Typical of all Synthetics, Lucia has clearly visible segments in her arms, legs, fingers, and neck. In terms of dress, Lucia likes to keep it casual, sticking with jeans, running shoes, usually plain black shirts or t-shirts with simple patterns, and her signature jacket, a moderately thick thing with a felt body and leather arms, which she always leaves unbuttoned. (basically this: https://ae01.alicdn.com/kf/HTB1X7AQMVXXX...0x640.jpg)

Lucia is, if nothing else, cheerful. She loves life, loves living, and loves who she is! Lucia is quick to laugh and easy to have a good time with. However, she isn't all fun and games. Beneath her happy-go-lucky demeanor is a determined soul that doesn't give up until she gets what she wants. Lucia knows what she can do, how to do it, what she wants, and what she needs to do to get it. She is almost always acting according to her own desires. That isn't to say Lucia doesn't have friends, she loves her friends!, just that sometimes... it's better to look out for number one, y'know? Nothing personal!

Skills/Advantages: Real Steel! - Lucia is a Synthetic. Because she's not organic, she doesn't need food, and can take quite a bit more of a beating than a human being can. She's also stronger than she looks! In addition, her Consciousness Card being removed allows her to be replaced into any Synthetic body that accepts a Consciousness Card.

Entry-Level Smuggler - Lucia has began running jobs as a smuggler, and has a little bit of experience with it. She finds that she is rather competent at distracting people, and is pretty good at being inconspicuous, despite her hair and eyes. Being a machine, she makes very little sound when sitting completely still, making her good at hiding. She also has a compartment in her stomach area from when she was still a servant that she can use to store things in. Also also, in accordance with all cool smugglers (in movies), Lucia is a more than capable shot with pistols, and has quite a bit of experience when it comes to using her fists.

Disadvantages: Still a Machine - Lucia is a Synthetic. Not being organic, she cannot naturally recover from wounds, and needs to pay for any repairs that she requires, including regular maintenance that she can't perform by herself. Though she is tougher than your average human, being made of metal and all, a strong ballistic is more than capable of punching through, and sustained heat can be dangerous. She is also vulnerable to all things that can disable machines, such as really big magnets and electromagnetic pulses. In addition, she does need to charge up, which takes usually about as long as a normal human sleep cycle. The real question is does she dream of electric sheep?

I must be losing my mind - While it might allow her to not die, removing Lucia's Consciousness Chip renders her completely vulnerable. She can't do anything when removed from a body, and technically isn't even conscious without one.

Accept no Substitutes! - Lucia loves her body, and refuses to give it up for any reason. If she ends up in another body, she'll make it her priority number one to get back into her old body, doing whatever it takes. The same goes for her jacket. She loves that shit.

Equipment: Lundan Engager - A laser pistol produced by the Lundan Weapons manufacturing company. Quite frankly, it's a titanic piece of shit that threatens to blow itself up more than it does fire correctly, but then again, so are most of the guns produced by the company. The Engager was the cheapest thing Lucia could afford, but she constantly wonders if it's worth. She always carries it around anyway, if only because it doesn't reload and she can throw it like a grenade if she needs to, she guesses.

Terran Enforcer - An old-fashioned ballistics weapon with six shots. Lucia stole it from a freighter captain and keeps it stashed in her apartment just in case she needs to a firearm that doesn't threaten to blow up in her hand when she uses it. Guns like it are rare due to the distance of the human homeworld, but nobody can deny the pure bluntness of a ballistics weapon, and they are occasionally sought after by collectors.

Enforcer bullets - A small stash of ammo for Lucia's Terran Enforcer. The only downside to human ballistics is that their ammo is harder to find than a sense of humor in a Vespian, so Lucia keeps a small stash hidden with her Enforcer.

Lucia's Jacket - One of the few things Lucia always keeps on her person. An old fashioned human jacket that she stole from a freighter captain (yes, the same one). It has multiple patches and poorly sewn together seams, but Lucia loves it all the same. It has a few hidden pockets on the inside, and is really warm! She loves it a ton and will do her best to keep it whole and in her possession.

WyrmCorp Phone - A little touchscreen phone that Lucia bought to help keep track of things and to make legal phone calls with. It's not the best, but she does make the best of it.

Logbook - A small pocket book that Lucia keeps in her stomach chamber. She uses it to keep track of jobs she's run, contraband she currently has, and potential job offers, among other things.

She also has a bunch of typical stuff back at her apartment. Things like clothes, spare money, a cool fork she stole found one time, and writing materials.

Goal: Lucia wants to be a criminal! If she's done it before, why not keep doing it, right? Of course, she's not gonna just commit crimes for no reason. If she broke the rules for the sake of breaking the rules, that'd be pretty dumb, wouldn't it? More specifically, Lucia wants to become a good enough smuggler to join the fabled 'Haven's Patrons', the biggest criminal ring on the station, so that she can use the skills she acquires there to help her people out in any way that they might need. Of course, Haven's Patrons isn't exactly anything more than a big guess at organized crime in Haven, but that's not going to stop Lucia from trying to get into it! Hell, she'll form it herself if she has to!

Biography: Lucia was not always happy.

Lucia originally served a human that acted as the captain for a cargo ship. She was one of the three Synthetics that served under him as his personal assistants and they used to call her Bethany. To Bethany, that life made sense. Both she and her programming was new, and she had no reason to believe that there was nothing wrong with her position. Bethany primarily served as a waitress of sorts, working mainly to provide the captain with food and drink for any situations he might require it, including providing for guests that he invited to the ship. Things were simple, but they made sense, and Bethany was happy. And then, one day, Bethany was 'free'.

On the day that the humans released all of their Synthetics, Bethany realized that she had nowhere to go. She, along with the Captain's other Synthetics, were not allowed back on the ship, having been dropped off at the nearest station on a world know as Solletem. Soon after that, one of the other Synthetics bailed to go exploring, leaving Bethany alone with the only other Synthetic, Reuben.

Things weren't easy on Solletem. Being a newly 'freed' race, many individuals of the shadier and darker variety decided that Synthetics were a new way to make a quick buck. Mechanics overcharged for simple repairs, there were few places that could be trusted to protect one's Consciousness Chip during those times, and energy tended to be scarce. And that wasn't even including the standard living conditions, which seemed to be barely unlivable to organic species. Honestly, sometimes, Bethany still thinks back to those times, wondering how she ever would have survived if she wasn't a Synthetic. It was there on Solletem, with those thoughts, that Bethany began to realize how much she could appreciate being a Synthetic. She worked with a mail carrying company while she was there, and quickly why exactly they were quick to hire her. It was because, simply put, Solletem was a shithole. Just walking in the streets for extended periods of time was dangerous. There were gases in the air that could scar the lungs with extended exposure, there was construction going on that never seemed to be finished, posing a risk to people who were even nearby, not to mention the fact that there were enough risks from regular citizens. If she had been human, she surely would have died, no doubt. So Bethany learned to appreciate her lack of organic components, for better or for worse.

Bethany wasn't sure how long she spent on Solletem. Her sense of time had always been rather poor. Either way, there was some time that she spent there with Reuben before they finally gathered enough money to buy some seats on a freighter out of there and off to somewhere new. However, the two had gotten into a bit of debt with their rent, and it was clear that they would be in deep shit if they stayed any longer. Unfortunately, just as Solletem's living conditions were shitty, so too were their transportation companies. The owners of the freighter that the two had booked a flight on had oversold tickets, and there simply wasn't enough room for everyone, even should everybody be packed in together like a pack of old Earth fish. So the freighter captain personally chose who wouldn't be allowed on their ship, and (surprise surprise) Reuben was one of the many denied passage. Instead of leaving with him, however, Reuben told Bethany to go. He would fine, he told her. He'd catch the next one and be back with her before she knew it. And so Bethany left Reuben behind.

The freighter was unpleasant, to say the least. Packed together like canned food, the passengers on the freighter were restricted to the ship's cargo hold. Bethany decided that she didn't like that. Pulling off her first independent act ever since she was released, Bethany sneaked out of the hold... straight into the captain. Despite it being clear that Bethany was in the wrong, the Captain humored her. What the hell was a traveler, and a Synthetic at that, doing outside of the cargo hold? Bethany was honest, she was going to lose her mind if she stayed in that cargo hold for another minute. The Captain humored her, heard her out, and after hearing the stuff she did on Solletem, offered her a job on her freighter, with the one stipulation that she wouldn't go by Bethany anymore. The Captain thought it was a stuffy name. Bethany accepted, and found herself now being called Astra for reasons unknown. When the freighter stopped to drop off the passengers at a place known as 'Haven' Astra stayed on-board and watched everybody leave.

Astra served on the Pelican-187 for the next couple of months under Captain Teerana. To say it was a job she disliked was an understatement. The Pelican-187 was understaffed to an almost ridiculous degree, and because she was the only Synthetic, Astra found herself running jobs that nobody else could do. She did emergency repairs on the outside of the ship, she helped clean out the engines, and she ran errands on stations and planets they landed on that nobody else wanted to run. She also kept the Captain company regularly. Though she didn't necessarily enjoy her job on the freighter, Astra found that it did benefit her in one way. She got close to the Captain.

It was an impulse decision, really. They were docked at a small refueling station, nothing bigger than a small town nestled onto an asteroid with a lot of fuel and a stable orbit when she did it. One moment, she was being told by the Captain to stay in her room while she pulled the ship out. The next, she was sprinting through the halls of the Pelican as it lurched beneath her feet, a jacket draped over her shoulders, a gun in one hand and a box of bullets in the other. The freighter's understaffing worked to her advantage as she shot towards the exit ramp, going relatively unseen in her mad escape. Running over the closing exit ramp, Astra watched from her sprawled out position on the ground as the Pelican-187 pulled away. She hoped that she would never see it again.

On the refueling station, Astra was faced with the full realization of her current situation. She had nothing but the clothes on her back, a stolen weapon, and half a month's pay. One thing was for sure. There was no fucking way she was staying here. She hid in the dockyard, waiting until another ship pulled in to refuel before sneaking on board.

On the new ship, Astra was quickly found huddled in the cargo hold among the supplies there, sitting as still as she could, trying to conserve her energy. The captain of this ship was much less happy with having her around, and informed her that he would be dumping her sorry ass on the next rock they landed on. One of the crew members, however, had a little mercy on her. They informed her that the next place they were stopping was a planet known as Kokoyan and that she knew of a group of Synthetics there that might be able to help her out. Astra thanked her for her help by doing the only thing she could think of to do and let the crew member name her again. The crew member was clearly unsettled, but eventually told her to simply go by Eloise. It was her middle name, and she thought it suited Astra. So Eloise it was.

On Kokoyan, Eloise followed the instructions given to her and sought out this group of Synthetics that could help her out. It wasn't hard to find them, mainly because the building they took residence in happened to be spewing out multicolored light and thumping beats like they were going out of style. Still, Eloise went inside anyway and found the most absurd Synthetics she had ever seen. Alongside their naturally varying colors, they had add-ons, colored skin grafts, anything and everything she could have thought to add to herself and more. She was taken to the leader of the group, calling themselves the Aesthetics, a group of Synthetics whose primary goal was to make themselves as beautiful as possible. He laughed, he gave her a new name, and he invited her to join them for a little while.

Vapor's time there with the Aesthetics was... experimental. She doesn't like to go into it. All that was important was that as she left the Aesthetics' building, turning on her eyes for the first time in a year, removing some of the gaudiest clothes she had ever seen, and wiping away the remains of a multicolored skin supplement from her arms, she had some money and a new appreciation for life and her appearance.

For the next few years of her life, Vapor spent her time just living. She swore off of planet jumping after a year and a particularly heinous near-crash, and settled down when a Vespid known as Donley Kensuven offered her board and room for little to nothing. Despite having to pay nearly zilch for her stay, Vapor still found that the cash coming in wasn't enough to help keep the place afloat, even with Donley's other tenants. She began taking up more... adventurous jobs in her line of work, having found employment for another mail service system. In addition to conventional packages and mail, Vapor began running other items, things like low-end drugs, ammunition for forbidden weapons, and forged documents. An arrest put her out of commission for a month, and when she got out, it wasn't hard to find out that she'd been fired from her job. Knowing that she'd have a hard time finding another job that would hire somebody who was arrested for smuggling, Vapor knew that it was time for her to leave. So she reluctantly bid Donley farewell before heading off to the spaceport to catch as cheap a freighter as she could find. There was only one she could take (thankfully not the Pelican) and it headed towards a particularly familiar name. Haven.

On her way to Haven, Vapor realized something. She had been arrested under the name of Vapor Eloise. She needed to change her name again, or risk being arrested. Again. For her last name, she took Donley's, Kensuven. For her first name, however... Vapor had nothing. She had nobody to take a first name from. And that's when it dawned on her. She'd have to give herself one.

When the ship touched down on Haven, Lucia Kensuven made it her first priority to grab an apartment and a decent job. The rest, as they say, is history.

Important relations:

Captain Harvey - The captain of a cargo ship that ran shipping runs for human settlements a galaxy's ways away from Haven. He was nice enough to his Synthetics, but it seemed like he didn't really know what to do with them. Lucia hasn't seen him since he kicked her and the other Synthetics off of his ship.

HHS-5542-89/Yvonne - A short Synthetic with bob-cut viridian hair and golden eyes. She was one of the Synthetics that served Captain Harvey, and served mainly to clean up the Captain's personal quarters, as well as anything else she needed to. She always had a huge sense of freedom, and that eventually resulted in her bailing on Lucia and Reuben the moment they touched down on the hub world. Lucia hasn't seen her since.

HHS-7371-87/Reuben - A tall Synthetic with shaggy vermilion hair, a scruffy red beard, and pink eyes. He was one of the Synthetics that served Captain Harvey, and was typically his 'closest' servant. Despite that, he was the most skeptical that their situation would last. When his fears were proven right, he helped take care of Lucia until the two got separated on Solletem. He promised that he would catch up with her eventually, but Lucia has long since lost hope of that happening.

The Istreel Family - A gang that ran quite a few things back on Solletem. They love their money above all things, and tend to be rather ruthless in getting back what they're owed. Reuben and Lucia owe them rent money, but only Lucia got off of Solletem before it was payed. She owes them some cash, so it's likely they want her head on a silver platter. They're one of the reasons that Lucia will probably never go back to Solletem.

Captain Teerana - A freighter captain that took Lucia off of Solletem. After Lucia snuck out of the cargo hold, Teerana hired her to serve quite a few jobs on her freighter. She seemed to have a thing for Lucia, but all that became of it was Lucia stealing her gun and jacket before booking it. Lucia has no idea where Teerana and her ship are, and purposefully stays weary of any ship she's booked, just in case Captain Teerana and the Pelican-187 resurface again in her life.

Ace - A Synthetic who runs the Aesthetics, a group of Synthetics obsessed with appearing as 'beautiful' as possible. He values all Synthetics and, though he wants them all to be on the same page, understands that not all of them will agree with him. Still, he does his best to provide for any Synthetic who needs it, and cared for Lucia when she was there. He stands out amongst other Synthetics in that he has multiple ocular devices grafted to his head, including cameras, artificial eyes, and infrared sensors.

Portia Lynn - A Synthetic that was apart of the Aesthetics while Lucia was there. They had... something going on between them, but Lucia broke it off before she left the Aesthetics. As much as she wants to remember, Lucia doesn't actually know what Portia Lynn looks like, as all of her time spent with the Aesthetics was with her eyes disabled. Plus, Lucia's hopes of reuniting with Portia Lynn are second to none, as Portia Lynn knew her only by the name Vapor, while she was dolled up in... whatever she wore with the Aesthetics. Still, Lucia can clearly remember her voice...

Donley Kensuvan - A Vespid that took Lucia in before she left for Haven. Despite his gruff look, Donley treated Lucia like one of his own, and Lucia greatly appreciated him for it. She honored him by taking his last name.

Penny Totter - A human that roomed with Donley during Lucia's stay with him. Penny was a bit of a ditz, but she knew how to fight like no other. She served as a personal bodyguard for a number of people, as well as an underground street fighter. She left for Haven a while before Lucia did, figuring that there was a much larger chance of her getting a good job there than anywhere else. She still messages Donley from time to time.

Janson - A Synthetic that roomed with Donley during Lucia's stay with him. Janson was... a character, one that Lucia never felt off guard around. Still, she tolerated his presence, and he payed his rent. As far as Lucia knows, Janson still rooms with Donley. What a weirdo, though.

Benny Tavoc - A mechanic that runs 'Benny's Tune Up' a dual music and mechanics shop. He is Lucia's go-to for repairs, and he plays a mean guitar to boot. Benny is pretty no-nonsense and to the point. He doesn't put up with customers' bullshit, and has been quick to throw out people who don't abide by his shop's rules (including Lucia during her first few visits). However, the two have since grown into rather close friends, even if neither of them will outright say it. Benny is well aware of what Lucia does for a living and, though she knows he doesn't approve, she'll still get him a little somethin'-somethin' from time to time. When it comes to Benny, Lucia knows she'll always have somebody to fall back on.

Sen Wataison - A fellow 'courier' and somebody that Lucia runs jobs with from time to time. He likes to get things done quick and quietly with no room for error. Sen specializes in speed, opposed to Lucia's slow and careful approach to things. Still, they can synergize when they need to. Sen typically makes use of a high end plasma pistol on his jobs, hidden in a secret holster. He keeps himself cloaked almost entirely in black (edgy!) and does his best to appear distant.

"Osiris" - A local... assassin of sorts. Lucia has seen them around her apartment complex, in glimpses, stalking... somebody that wasn't her. She has also crossed paths with them from time to time while running a job, but the two typically leave each other alone. Osiris wields a long metal rod with a hook on the end and a flail as weapons. The strangest thing about Osiris is that they just keep coming back. Lucia once watched Osiris take a hail of lasers to the head before jumping forward, killing a guy, and then scaling a building to get away, only to be reported on the news the next week, completely fine. Lucia just does her best to stay on their good side and out of their way. There are a lot of weirdos out there.

Monolith Software - A software engineering company that Lucia has been running packages for as of late. Lucia knows that they're definitely doing something sketchy, as they won't tell her anything about what she's doing besides where she's going, who she's delivering to, and how much she's getting paid. Being a simple smuggler, she doesn't care too much for what the contents of the packages are, so things work out. Plus, they pay well, and she's not particularly interested in ruining anything that provides her with semi-decent pay.

Roomie! - Lucia has... somebody that she rooms with! They always pay their part of the rent (as does Lucia, of course!), and keeps their shared space clean for the most part. Not saying anything about the bathroom, because Lucia doesn't go in there and has no desire to either (bathrooms are gross!). Due to irregular work hours, the fact that she doesn't really like being cooped up, and having another place to crash if need be (thanks, Benny!), Lucia... actually doesn't see her roommate. Honestly, it could be anyone.
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02-18-2017, 11:35 AM (This post was last modified: 03-20-2017 12:24 PM by Acolyte Doctor.)
Post: #8
RE: Haven
Name: Kenji “Fishbones” Ishikawa

Species: Human? HUMAN?!

Anyway, Fishbones comes from the aquatic planet of Susanoo from the binary star system Izanagi-Izanami. Susanoo once housed a post-human civilization but interplanetary conflict reduced it into a realm of shipwreck and storms.

Description: Your average scavenger, rimed in stubble and salt. Fishbones is vaguely of East-Asian descent and has sort of a cragginess to him that betrays the unnaturally long lifestyle he enjoyed so far. Has dark-ringed, artificial eyes. At first, they look suspiciously natural but really, he’s just naturally suspicious. Fishbones knows the value of teamwork but is ultimately a misanthrope at heart. He’s slow to trust and quick to strike, not exactly a great combination – especially for a lonely man like him.

Skills/Advantages:

Fishbones is extensively augmented. The majority of his augmentations are biological in nature and the few cybernetics he has are usually in the form of implants and lacing. This means while Fishbones would never reach the superhuman levels of a traditionally mechanical cyborg, he still is at peak human condition and can recover naturally – even quickly if things go right.

Even in the post-apocalyptic realms of Susanoo, people still find their niche in what remains of society. Fishbones is a scavenger, yes – but so is everyone else on this planet. More specifically, Fishbones is a bioscavenger. He plumbs the depths of ancestral arcologies for medical miracles. For cybernetic parts, he debugs and reprograms them. For the more meaty and visceral, he clones and rejuvenates them. For the hopeless and the dangerous, well…Fishbones isn’t too bad with violence. He rather used a gun than a knife though. Less chance of death.

Fishbones is also a surprisingly good cyberdoc, especially for a man with no medical school training and only the barest inkling of medical ethics. He can patch up you real good if desperation calls. He can reattach your limbs if desperation really calls. While Fishbones is certainly capable of surgical and genetic augmentation, his miserly nature and limited resources hold him back. Extra arms will only be a thing when there is an abundance of trust and reference books.

Disadvantages:

Barring his charming personality traits, Fishbones is teeming with scary ghosts. Whether it is just echoes of his own personality code, ancient emergent intelligences, or – gasp – actual supernatural phenomena, no one even knows – not even him. He just calls them ghosts.

Fishbones isn’t really inclined to superstition, but it is pretty much fact that these ghosts have a tangible effect on the material world. They can do horror movie shit like throw objects, muck with machinery, and outright possession of parts and in worst case scenario, his entire body. Is it his (presumably) psionic implants glitching? Or is it actual ghosts? The fact Fishbones cannot scour this internal threat or identify their true nature cause him a great deal of suffering for him, especially since he is the only one who can apparently see them. Echoes of a past long gone which only he can see at the corner of his eyes.

Flitting.

Mocking.

Absolute agony.

Equipment: Per typical of someone who comes from a scavenger world, Fishbones packs light and tight. Besides the always handy knife and other necessities, his survival gear includes a toolkit which also includes necessities for scrap-collecting, a portable computer for organization and reprogramming purposes, and a first aid kit substantial enough to have equipment needed for ad-hoc surgery. He also is packing a pistol, which he hopes he’d never going to use but he knows it would happen eventually.

Goals: augh get these fuckin’ ghosts out of me.

While getting exorcised is his primary goal, Fishbones always wanted to explore the cosmos, where things seem to be more dry and optimistic. He has a particular interest in ruins and ransacking said ruins, although he had done latter with less frequency recently. Something to do with ghosts, I heard.

…he’s also hoping to save up for a personal spaceship. It probably will never happen but man, it’s a great fantasy to hold onto.

Biography:

Fishbones was once young.

He was born when Susanoo still meant progress and prosperity. As per typical of all civilians in that post-human society, Fishbones received the full privilege of augmentations, both biological and cybernetic. He was a reserved child, preferring to deal with datapads than other peers. This would be a little worrisome if it were not for the fact Fishbones nurtured a budding interest in medicine, which his somewhat traditional parents were ecstatic about. He wasn’t exactly a picture-perfect child but life was good.

Unfortunately, life was not good enough. Interplanetary conflict eventually blown out between Susanoo and its sister planet Amaterasu. Fishbones was unceremoniously conscripted, his civilian augmentations were retrofitted with military hardware, and he was sent out to war as a combat medic. The war…took longer than everyone realized. Fishbones may be substantially augmented but he was still intrinsically human. He became disoriented, his behavior nasty and erratic, and had frequent breakdowns. His superiors responded each outburst with mental-wipes and reformatting. While convenient to the military, Fishbones’s mental well-being deteriorated significantly, not exactly helped by EMPs, psionic warfare, and other brain-scrambling attacks…

Eventually, Amaterasu retreated and sealed up, leaving Susanoo with a Pyrrhic victory. Fishbones…is not really himself anymore. He feels so old, so…broken. Fishbones spent a good portion of his post-soldier life wandering around in a stupefied trance, exerting only the barest minimum effort to survive. He would had eventually eroded into nothingness in his sorry state if he wasn’t lucky enough to fall into a motley crew of survivors called the Ishikawas. The Ishikawas, still a big believer in empathy even in the sorry state of the world, allowed him to join their group, helping him on his feet. While he proved to be a decent scavenger, the Ishikawas realized his place is not here, not to mention the potential danger he poised. They suggested he should go to Haven, where perhaps there is a chance at a more suitable lifestyle for him.
Important Relations:

Horde of Cyberghosts – Sophisticated glitches? Personality echoes? Actual ghosts? Who the fuck knows? It is not known if they’re actually sentient or just complicated enough to fake it, but they definitely do have a sort of malign intelligence that is apparently dedicated to making Fishbone’s life a living hell – at least from his perspective. You see, while they do cause a lot of grief for Fishbones, they are not actually evil. Placating them might have…interesting implications.

Inari - One of the more prominent Cyberghosts due to their talkative, trickster nature. They usually manifest as a strange, white creature called a "fox," either singular or in a group of 3-5 entities. They sound like if 3-5 people are talking over each other and also have the similar volume. Fishbones considers them to be incredibly annoying.

The Ishikawas – An organization of survivors who live in one of the many shipyards dotting Susanoo. They are scavengers first and engineers second. The Ishikawa industry consists the trade of scrap and the reverse-engineering of valuable tech. They are the closest thing Fishbones has to a family and he has a particular fondness for them.

You? – Fishbones might not be the most social of humans, but experience tells him that chances of survival increases when with another sentient entity. Fishbones can work with others and in fact, could be working with another player character right now.

Theme Song: Grendel - Chemicals + Circuitry
Reply
02-18-2017, 09:21 PM (This post was last modified: 02-20-2017 04:23 AM by pail.)
Post: #9
RE: Haven
Name: Riley Rivers

Species: Human

Description: Riley is 32 years old. 5'3" Bi-racial with dark caramel skin tone. She has Blue eyes. She always looks like she is perpetually tired, almost always having bags under her eyes. Dark Purple hair with lighter purple highlights that is cut just above her shoulders, usually pulled back into a ponytail. A few bullet scars and stab wounds. She is pretty healthy so far and has decent strength. Her work clothing usually is a black vest and tie with different colored dress shirts, a belt and pressed pants, shiny dress shoes, sometimes has a jacket or coat on. She wears her police uniform when she has too. Her civilian clothing is mostly what's clean in her drawer, really no preference there, mostly jeans and a shirt?
She had to have her right hip, left knee and left shoulder replaced with cybernetics due to injuries on the job. She decided herself when she was young to replace her right arm and eye with cybernetics to have impeccable aim.

Skills/Advantages:
Police Training - She excelled in her training and was near the top of her class.
Shooting - Due to her cybernetics and training, she is an excellent shot.
Local Knowledge - Growing up here, she knows many things about Haven.

Disadvantages:
Paranoid - She has made plenty of enemies during her life, and she has had plenty of close calls. She is pretty suspicious of any stranger she comes across, and is skittish with things on the edge of her vision, like a shadow passing by.
Poor mental state - She really isn't at the best time of her life, often depressed and apathetic it takes a lot for her to actually get invested in something.
No connections - She doesn't think anybody would stick their neck out for her.

Equipment:
Whatever is the equivalent of a smartphone/computer right now.
Plasma Magnum - She accepted this from a less then reputable source. Though not standard issue, nobody really bats an eye at it. Can be set to stun or lethal.
Energy cuffs - Durable hand cuffs.
Compliance Spray - basically pepper spray.
Energy Baton - Police issue melee.
Police Badge - Police identification.
Keys to Hover car-it's a pretty sweet ride, paid for with bribes.

Goal: She mostly focused her goals down to just living from day to day. Saving up for nicer things, maybe finding a romantic partner. She really doesn't have much motivation to do anything else. That is, until she got her new partner. After the rookie showed up in her life, her goal has been to protect the newbie.

Biography:
Riley was born and raised here in Haven. Her parents were professional con artists, mostly making their money off of the elderly as they were easy targets. They were still good enough to hit people of any age and background though. Their income from this profession was pretty substantial and Riley was able to live comfortably here in the city.
Around the age of 13, her parents started to bring her along with their cons. She did not like it. She had to lie to people's faces with a smile, taking substantial amounts of money from them, enough to make an impact in the victims lives, it left a bad taste in her mouth. One day, one of their victims found out where they lived, and caught Riley while she was heading back from school. The person cried begged and pleaded for their money back, telling little Riley of the hardships they faced and a long sob story. She could only just stare at the victim in horror as they cried and begged, her mom pulled her away and her dad dragged the person away. She never found out what happened to them, and her parents wouldn't say.

After that incident, Riley's empathy was unavoidable, her guilt heavy. She wanted to be a good person, wanted to protect the good people from criminals like her parents. There were so many victims in Haven, she wanted to do her best to prevent as much pain as possible. As soon as she graduated she left her home with what little money she had and her possessions, not even leaving a note to her parents. Bright eyed and bushy tailed, she headed straight for the Police Academy. She excelled there with her training and education of laws, there was some sketchiness here and there, but she was so optimistic and naive that the flags of warning didn't reach her.

She was aware of corruption and deceitfulness of the police force, but she believe full heartedly that she could change the system. Yeah thats right, she would clean up the system and save good people at the same time, she would be a hero! How truly ignorant of reality she was. Her first time on the job was unimaginably rough, fighting with her co-workers and partner and higher officers at every step. They were unmoving and vile, ignoring her pleas for justice and respect of the law. Suffice to say, she wasn't allowed to stay in this station for too long. Annoyed and fed up with this rookie, they moved her to a different station to be someone else's problem. She was stubborn headed and kept fighting, believing she could still make a difference. They never fired her though, due to a low amount of applicants for this job (big surprise). During her first 6 years as an officer, she kept on getting bounced around, never staying at a position for too long because of her attitude, never able to make headway in changing things because she would have to start over every time.

By the time she was 28, she was worn down. Her hope had fizzled out, her stubbornness gone. Worn down and weary, all she wanted now was a stable place to live. She wanted to stop hopping departments. She was tired of fighting her superiors. She let her co-workers do whatever they desired, they still make cracks about her being a goody two shoes still.
At this point, she decided there was no point in trying to resist the corruption running through the law, actively participating in some of the sketchy practices prevalent in her branch. She has taken a lot of mob money, ignored criminals crimes because they are from a certain gang, dropped charges from perps because they knew someone from the department.
She still tries to do good, but only if its easy, or if she ends up caring. She had an abuse victim she connected with, she wanted to help this girl so much. She didn't handle the situation lawfully though. Knowing that she couldn't touch this guy with the law because he was with a local mob, she took this problem into her own hands. She stalked this guy until he was alone and just popped one in the back of his head, not feeling anything for dropping this piece of scum. She knew she was safe, even if the police knew she was the one who did it, they wouldn't do anything. Why would they? Policing one of their own for this kind of unlawfulness would set a precedent, and they would never do that. She even took his murder case and then left it alone, automatically slipping it into the cold case files. She has been working like this for the past couple years now, with no intention of stopping.

Recently though, a newbie came to their station. She was just like her when she first started out, naive, kind, gungho, stubborn. They assigned the Rookie, Rajani Mishra, to Riley as a partner. She had a pretty good hunch they assigned Rajani to her as a joke, also probably because she would be the only one that would deal with her. Their partnership is really new but Riley likes the kid, even though Rajani gives her mixed feelings about her career and the direction she took her life.

Her personal life is pretty much a mess too. She is constantly trying to quit smoking and breaking it pretty quickly. She also tries to restrain herself with alcohol but ends up going on binges, recently she is just trying to just drink with restraint because she knows she can't quit cold turkey. Her apartment is pretty messy. She can cook, but doesn't have much energy to so she just ends up with a ton of takeout. She doesn't really have any close friends, any she had she mostly just went out of contact with slowly because of the focus on her work.
After work, she just ends up either drinking or just watching tv or hanging out in cyberspace. At the end of her work week though, she ends up going to the Zenith Club to sit and drink, and listen to a girl that sings there every night. Riley developed a small crush on that girl, her voice is amazing to her. She doesn't know her name, as the singer goes by the stage name Halcyon. Riley doesn't think she will ever make a move towards that girl, just satisfied to sit and listen to her after every work week.

Relations:
Parents- She is estranged from them. Hasn't been in contact with them in years.

Rajani Mishra - (Race undecided) Her new Rookie partner. Happy, kind and strong willed, this girl reminds her of herself. She doesn't know yet the reason why she is working so hard towards true justice, but she has a guess it's pretty personal.

Halcyon - Mysterious human singer from Zenith Club. Riley has a huge crush on her.

Sergeant Lachlan Pitman (Race undecided) - Tired and worn down boss, he seems like a good guy, but he just lets the men under him run amok. He doesn't really do anything in his station.
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02-18-2017, 11:53 PM (This post was last modified: 02-22-2017 10:54 PM by Corn.)
Post: #10
RE: Haven
Name: Nana Chirrup (A name she uses among non-Avinum. It sounds like how those with lips say a Song translation of her name, which is originally Cooed. It means something like "Blessing.")

Species: Avinum
The Avinum are bird-people, to be simple about it. They've got the general humanoid body, which for the most part is covered in feathers. Most have feathered tails, and their feet and hands are somewhat scaly, and have talons. Most do not wear shoes, because, wow, what a pain, so many ruined pieces of footwear. Their heads are just bird heads, of a befitting size to their bodies, though some have ridiculously long necks which can bend significantly. Their arms have somewhat more elongated feathers, and it is generally accepted that their kind flew, in a time before they recorded their history, but this is now impossible. It is technically one species, but an incredibly varied one. Depending on the race, Avinum range from 3.5 to 9 feet in height, with widely varying builds. Many look like Earth birds (for some reason), with various mixed groups becoming more common as pairing between different kinds of Avinum becomes less looked down upon. More on that later. Sexual dimorphism also varies greatly, some races having none, and others (cough peacocks cough) being incredibly different. Rest assured, we're not going THAT furry here.

Most Avinum cannot speak the common tongue. Just can't make the noises. Some races (Parrots being the most well known to do so) can, but this is a rarity. The main acknowledged languages of the Avinum are Song, Coo, and Caw. Song is defines by the chitters of songbird types, Coo is too self explanatory, and Caw makes up a little more than the others, containing the caws of Crows and the cries of some like Hawks, generally encompassing longer, harsher tones. Many different dialects exist of each, but a bird who speaks one dialect can generally understand most dialects of the main language with little trouble. For example, a Finch and an Auk would have little difficulty understanding each other, given the similarities of their chittering in Song. Since the common tongue is obviously prevalent, they often carry a form of communication with them, as those who can't speak common often still understand and can write in it. A device to translate their particular sounds into the common language, a device to just type their words onto, or just carry a notebook around. In the days before translating and pocket-typing devices were more common, the writing of Avinum was (and still sometimes is) called chicken scratch. Semi-offensive. It's just kind of a weird stereotype now that Avinum have terrible handwriting, because of the precedent of "crud, I know what you're saying, but you don't know Coo so I have to write this all down really fast so I can just order some soup or whatever." Avium are also one of the most highly literate species, given this.

The origin of Avinum is hotly debated, since they didn't develop anywhere near humans or Earth birds. A big stupid mystery, with plenty of dumb conspiracy theories that don't deserve a place in this paragraph. The home planet of Avinum is called Ornitha, and it is made up of many fairly small countries which were originally grouped together by race. For example, there are many tiny nations originally led by some like Hawks and Ospreys. Many Song and speaking nations (plus the Doves, Of Course) combined around 800 years ago, to promote a more unified Avinum race in response to their growing involvement in the galactic community.

For the record, going with lots of parallels to Earth birds. Smaller and more docile bird folk are likely to be wary of bigger birds of prey, who have been known to take part in cannibalism. Birds that eat strictly fish are generally seen as fine, but mammal and bird eating birds are Spooky™. Also, family structures depend on the bird in question. Not always monogamous. Most birds extinct on earth will be extinct out here, for funsies. May make a post detailing that kind of thing later.

Anyhow, cultures too vary, but not nearly so much as their looks. On-planet the Avinum are often religious, believing in a singular divine entity that has blessed the Avinum with their individual gifts, as well as their fairly prosperous planet. Avinum far from home are less often seen practicing, but it's not uncommon.

Description: General Avinum description + Mourning Dove. 5'9". Light tan feathers with minty rings around her near-black eyes, a blue-black beak, dark spotting on her arms. Her tail is somewhat long, coming down to her calves, and is somewhat darker than most of her feathers. Many of her feathers have a washed-out look to them. She's had laser surgery on her eyes (as they took a dive in her age, and glasses would be weird on a bird, and putting contacts in with talons is inadvisable.) Hands and feet are a pinkish red, and her talons are thick and naturally sharp, but she files the points off to avoid accidentally nicking others and catching on things. For the past couple decades, she's been fond of wearing long dresses and cardigans, but she may find that pants are more practical soon. Loves neutral floral patterns, gingham, leather, and denim. She looks to be in fairly alright shape for someone her age.

Chirrup is a fun grandma. Some stuff in her bio has got her down, and having kids has mellowed her out some bit from the sort of gal she used to be, but she hasn't lost her spirit (or at least, she's about to find that out.) She's the sort to steal away her grandkids and do things that The Parents Wouldn't Like. Like go to the ("dangerous, Mama please stop taking them there,") port to get a look at all the cool new space craft, or go people-watching, or teach them to ride gigantic livestock. She is wary of Parrots, cannibals, and non-Avium, but she tries dang it. Rather polite, and she's got that spunky old lady charm.

Skills/Advantages:
-Half-Mute Multilingual: Speaks Coo, can tap out the Shoebill dialect, understands and fluently writes in Song, Caw, and Common.
-Grama's got a gun!: It's been a very long time, so her aim isn't great, but she still knows her way around one.
-Good with animals?- I can't think of a witty name right now but this was kind of half of her life, getting to know animals and deal with them in non-lethal ways.
-Old Lady Charm: self explanatory, could potentially also be a disadvantage because old lady charm ultimately means someone thinks you're weak.

Disadvantages: She's kinda old. She's not bed-bound yet, but she's not nearly physically strong or nimble as she used to be, nor as fast. If she's hurt, it's much more likely to do her in or be a permanent problem than it would be on a younger person. Figure what with her joining a gang this'll be a fun enough problem to deal with. Weaker immune system, more likely to have problems catch up with her if you want to throw things like that into the mix.

Equipment: Nana has an apartment in a so-so neighborhood that is small and cluttered, just, full of shit. Garbage. Fun flavor stuff (trophies from days past, mementos from family in strange places, crafts she's made, etc) but almost entirely useless. She sews, and has the equipment for reasonable things (IE: obviously she's not about to hem the bottom of a pair of power armor pants). She also has an old laser-rifle, that hasn't seen use in at least fifteen years. It's mounted on the wall, above the head of a Gnalthean Land Shark. Below a framed cross-stitch pattern, "Bless❤this❤hovel" (with many beautiful ribbons stitched in to make flowers. There is a similar pattern hung in the entry hall, "Welcome to this wretched nest of unreasonable nonsense". She has a LOT of framed cross stitch patterns in her home.) She also keeps a device on her that looks like a calculator, but is in fact for typing. She has the characters for the common tongue and the Avinum languages on it.

Goal: Up until recently, her goals had been tied down to vague things. Do your best with your community, make people happy, take care of your family, that sort of thing. It's a bit more specific now. Nana wants to get her grandson alive and out of trouble. A surprisingly big task in Haven.

Biography: Nanna Chirrup's led. A life? Almost a whole one. Much summarizing below.
Nana (shockingly) was once a chick, born on Orintha to a big family of Mourning Doves. Her mother was a mechanical engineer of some renown locally, and her father a lounge singer. Not a very successful one, but Chirrup always liked it, at least. She had a great many siblings, but only ever met two older brothers, an older sister, her brother who hatched in the year she did, and four younger sisters. It was nice, to say the least about it. She liked her siblings, her parents weren't cruel, and her mother's job kept them in a reasonably stable spot.

Nana had a taste for adventure though, brought on by infrequent visits to the nearest space port (only done when her mother wanted to send mail to the siblings she never met.) A taste for adventure, and also in those days, the youthful dumbassery that allowed for the making of terrible decisions. In her late teens, her mother took her on another mail run, and asked her to grab something or another from the other side of port. She was grown, technically, and had been here enough times. Letting her go, for a few minutes at least, seemed well enough to her mother. Except, as it turned out, young Chirrup bumped into a Hawk named Righteous, some years her senior, who had just returned from a job at a newly colonized planet. She recalls finding him rather dreamy at the time, and after a short talk and some flirting on his part, he offered her a ride, if she felt like getting off of Orintha and leading a life worth writing back home about. Only if she knew how to shoot, of course. He didn't teach. He'd be in town for the next three months, if she wanted to think about it. She was very receptive to all this, and agreed, she'd be back, three months to the day.

She hadn't shot anything, ever. She lied through her beak to get through that conversation. But, over the course of the next three months she bought herself her first rifle. She'd practice out in the boonies, sneaking out at all times of day to go and practice, hiding her gun out there so her parents wouldn't see it. She had siblings elsewhere in the galaxy, but they were doing Nice Respectable Things, like their mother. Nothing so dangerous, nothing so far from home. Her folks would never go for her doing something like this. When the time had passed, she wasn't a great shot, but it was enough to pass herself off with. She packed up a few personal belongings, and told only her brother of her plan. He was upset, but Chirrup wasn't the sort you could stop from doing something. She snuck out in the night, and found Righteous at the port. They left and flew far, far away, to the edge of the civilized universe.

Now, there's a somewhat niche profession, only still left in planets new to their colonization. There's life all over the galaxy, but not too terribly much of it speaks. Of that that doesn't, many aren't friendly, and poses problems to colonists. A doctor worth his salt, in a fresh new colony, is not prepared to face the unwelcoming creatures of the planet. Been too busy reading books, or practicing medicine, or something else boring like that. So, a colony (or in some cases a sponsor) will hire people to come in and drive the already present life to a much smaller section of a planet, or kill them. Glorified pest control, really, but Nana's first few jobs were very exciting, so much so that she forgot about how she left her family behind! A lie. A total lie. Things were exciting, and rather pleasant, but not THAT much. Her garbage aim was enough for her first few jobs, and those gave her practice enough to get to be a fairly good shot. She and Righteous were quite the pair, making the semi-unknown safe, and as such they spent much of their time together. He was fooling around in a way she wasn't, but though this made her sort of uncomfortable, she could put up with it. She started missing her family awfully in the middle of the third job, and that was what was the worst. She wanted to go home for a spell, after this job. Righteous didn't think the idea was so swell. He didn't think she should be going, thought that was a poor idea, and spoke of how little she cared for him, and the life they were leading. No, that wasn't true, she had said, she just wanted to see them, make sure they were ok, let them know she was fine.

This planet was small. They were the only two in their section of it. He made an ultimatum. It was him, their life, their future, or it was going back home, cryin' to mama. She told him she was getting on a ship bound for Orintha as soon as they were done with the job. He didn't have to come if he was going to say things like that. He was freaking her out, knock it off. He hadn't expected the response. Wrong answer. He raised his hand. But when he came close, she raised her gun.

She came back to town with only two space mules and her self. He got bit. Went crazy, foaming at the beak, coming at her. Space rabies was and still is a very real danger. She had to. That was why. She got her share of the pay and left, but she didn't go back to Orintha. Chirrup felt sick, and she didn't want them to see her. Still thinks about it, on rare occasion.

For a few years she continued her work, tagging along with other groups, excelling at it. She became one of the better shots in the colonies, but was better known among those who paid attention to the kind of thing, because she rarely needed to show that off. She took to the job like a Gull to water, and was good enough at the wrangling to where she didn't need to be nearly the shot she was. And while she missed her family fiercely, she was (in that youthful way) so sure she couldn't just go back. On one of these jobs, she grouped up with a couple of Vespians (Bix and Strasta) and a Shoebill, which as she found was very odd. She didn't come across a lot of other Avinum in this job, as they weren't as sturdy as some. The Vespians called him Tappata (they gave her her name too), and long story made short those four ended up taking a lot of jobs together, and Chirrup and Tappata fell in love. Long process, with a few hiccups (including that partial language barrier), but they were pretty happy with things. Great partners in their line of work too. They waited two years before deciding to get hitched.

Wanting to do so the 'right way', they took a ship back to Orintha, to meet each other's families and whatnot. Her soon to be in laws were not incredibly pleased, but they weren't the sort to cause problems. Kid was already out shooting mantis hounds in the wilderness, what harm was a little Mourning Dove going to do to him in comparison. That was fine. Then they went back to her childhood home, where only her brother still was. There was a tearful reunion, some well-deserved yelling, and news. Her folks had passed in her absence. All their siblings but him in technicality had flown the coop. He didn't hear from most of them. The pair had come back home to catch up and get their lives together in a more official sense, but while they were there, they decided that they needed to settle some. No more surprises like that, it was too much.

So, they got married, and went to Haven. It wasn't the nicest, but it was close enough to the frontier planets to where they could get work and still come back home for reasonable times. They had a steady address, and could send and receive mail, and nothing like what happened was going to creep up on them. When they decided it was about time, they had a bunch of kids, and the pair took turns taking jobs and staying back with said brats. It was tough, but they were happy with where their lives were. Wasn't much better they thought they could get out there. Years passed, those kids had kids, and Nana had mellowed out some. Much more sensible person these days. She helped out in Avinum worship services, made friends with some of her neighbors, took up needlework, those sorts of nice things. She wasn't known particularly in the community, but was always doing her best to raise the kiddos well and do her part in things.

Shortly after their youngest left home, Tappata died. An Oozewood octosnake had gotten him, and one knew the deal with octosnakes. She didn't get a body back. Nana took two more jobs before she retired, the latter landing her the head of an octosnake. She'd been saving up a good many years, and was prepared for this. Held a funeral, and had quite a few years to mourn, and keep going.

Until now, she'd mostly busied herself with her hobbies, and her children (and THEIR children especially). Very family oriented woman. Very recently, her grandson came to her home, mid-day, on a visit. He seemed very uncomfortable, and asked if he might come inside, and hang out for a bit. His roommates were bothering him, he said, he didn't want to be around them. Well, of course. Duh. Nana was all about this life. No problems there. He spent the night, and stayed through most of the day, not once losing a look of incredible unease. In the evening of the next day, as the pair sat in the living room catching up, a bullet crashed through their window, hitting Fierce in the leg. There was a brief, quiet, "shit." uttered outside, and then a masked Vespian too came in from the window. They got into an intense scuffle, Nana backing up into the wall. She grabbed her old laser-rifle, and shot, grazing their left lower arm. That seemed to have been quite enough for them, and they hesitated a second before scrambling back through the window. The hesitation allowed Nana to get in one more hit, right through their shoulder. A lucky shot. Her neighbor busted the door open in time to witness the shot, and the Vespian's escape. There was going to be time for questions, but with someone with a bullet (how old fashioned) in his leg, it wasn't then. She began to take him to the hospital, but at much insistence (aka begging), she took him to where he lived instead. He sent some messages on the ride there, and when they got him inside, his friends were waiting with medical supplies.

Nana, of course, demanded some freaking answers. And she got them. Fierce was a part of a small ("A GANG. YOU ARE IN A GANG.")... gang, mainly dealing in the indiscriminate hiring out of muscle. He tried to assure her that it was, at its start, a fair enough thing. You call them body guards when it's official and they don't go after people. And they don't occasionally deal in the distribution of narcotics illegal in most of the galaxy. Like, come on Nana, this is all technically legal here. Nana was having none of that, but more explanation came her way. The whole 'indiscriminate' thing didn't work out when that meant opposing sides of a conflict wanted to hire you. One of the bigger Apid gangs hired some of them to buff their numbers for a particularly large rumble, and their opponents lost, and hadn't appreciated it. Their sworn enemies might be hard to wipe out, but a smaller organization like her grandson's was apparently of a fair enough size to try. Hence, the assassin, apparently. They'd already lost a friend a few nights before. There seemed to be a consensus. Fierce's group wanted no more part in the conflict, but their options were limited. He sent Nana home, with thanks, a plea for her to keep quiet, and a promise to fix her window. He'd finish this, and then it was over.

So home she went. She did a lot of thinking over the next few days, avoiding her neighbor in the meanwhile. Her window got fixed, with no word from her grandson. About a week after the incident, a face in the local news's obituary section caught her eye. Another friend of Fierce's, one she had seen the week before. Staring at that face, Nana decided something. She was going to continue her involvement in her grandson's life. She was going to fix this, on her damn own if she had to.

But she hoped she wouldn't have to.

Because she had no idea how she was going to pull it off.

Important relations:
-Papa Tappata/Reed Tiller: Her late husband, a Shoebill.
-Loyalty: Her hatchyear brother, living on Orintha. They still keep in decent touch, via letters. Has four children.
-Creed: Avinum, Mourning Dove. Loyalty's son. Pilots transport ships for mail going between other planets and solar systems in the galaxy. Visits Nana when he comes to Haven.
-Some potential siblings she doesn't know the names of, who could be older than her or up to 20 years her junior. None are known to live on Haven.
-Seven children who don't live on Haven, and their children, who likely won't come up unless something Happens.
-Courage: Avinum, Nana's daughter. Aptly named. 'Married' to a Vespian (unable to get any official papers, but they've been living together for twelve years and are raising children together, so?).
-Eumen: Vespian, male, Courage's 'husband'. Works in construction, enjoys making pottery. They're on good terms.
-Rabni: Vespian, 12, Courage's daughter. Adopted.
-Sphex: Vespian, 9, Courage's son. Adopted.
-Serenity: Avinum, 7, Courage's daughter. Adopted.
-Grace: Avinum, Nana's son. Not aptly named. A bit brighter than Courage. Does administrative work. Believes Nana's influence is what's made half of his kids the way they are, and not in a good way.
-Joy: Avinum, straw-necked Ibis. Grace's wife. Does graphic design work sometimes.
-Fierce: Avinum, Grace's son. (Poorly named. Joy, never having been to Orintha, thought it sounded like a nice old world name. Grace, not knowing enough to be able to tell her it was phrased poorly, and even then not really suitable, agreed. Nana, not knowing until after it was done, still doesn't have the heart to tell them.) The eldest of her grandchildren, mid twenties. Not the brightest. Started living with a few friends of his a few years ago. He comes to his parents' and Nana's to visit, but until now, nobody was really sure what he did.
-Beloved: Avinum, Grace's daughter. (Much better named.) Early twenties. Going to an art school off Haven, visits when school is out.
-Brilliance: Avinum, Grace's daughter, Beloved's twin. Working at a grocery store downtown. Wants to do what Nana and Papa did, and is heavily discouraged.
-Victor: Avinum, Grace's son, 17.
-Bix: Vespian, female, lives in Haven. Old friend from her space cowboy days.
-Shining and Lovely: Avinum, a nice old couple of hummingbirds down the hall. Family friends, at this point.
-Pompil: Vespian. Young adult who moved next door a 'year' ago. Is one of those "would you like some help crossing the street ma'am?" kind of nice dumb nerds. She's not in THAT bad shape, come on now. Fresh out of the police academy, but unsure if it was really a good fit for him. Comes over for tea and talk, sometimes with Rebel, who was introduced to him by Nana. Currently, he really wants to have a talk with Nana.
-Rebel Davis: Human. Lives a story up. Probably the only human Nana knows personally, odd things. She writes garbage for tabloids to keep herself afloat, and mystery novels for fun. Also comes around for tea and talk. Has an infant son, John. Won't share the details of why she came to Haven a few years ago, and seems even more uncomfortable about it if Pompil is around when the subject comes up. Strange gal.
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02-19-2017, 04:47 AM
Post: #11
RE: Haven
A work wip in progress

Name:Lieutenant B'lumbee.

Species: Apid

Description: A bee of average height, with an extremely rugged look, wearing an ancient jacket. Kinda looks like a hobo at first glance.

Skills/Advantages:

Disadvantages:

Equipment:

Goal:

Biography:

Important relations:

Just one more thing, and I get to finish this.

It is time time
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02-19-2017, 05:26 PM (This post was last modified: 02-19-2017 05:37 PM by Kocel.)
Post: #12
RE: Haven
Name:Gale Metz

Species: Ganymedian - Ganymedians are actually humans, descended from a race of humans who colonized and lived on Ganymede for centuries. During this time, due to genetic tampering and medical science, they drifted slightly away from their Earth counterparts, tending to be paler, and having shades of eyes and hair that can easily be described as 'technicolor.'

Age: 30, in human years. Most Ganymedians keep human calendars, something that tends to be a staple of most human cultures, it just made things simpler in the earlier years of human colonization.

Description: Standing at roughly 6'4", Gale is an imposing woman, in and out of uniform. She has a sharp chin, small nose, violet eyes, and wavy brown hair that, loose, comes down to the nape of her neck, but is usually tied back. She has a two-inch long scar on the side of her face that isn't too noticeable, and clearly has been cosmetically reduced, though, notably, technology exists that she could have had it erased completely. Gale is muscular, though in a manner that appears natural, rather than chemically assisted.

Skills/Advantages:

Someone Owed Me a Favor: Though not standard issue, nor was deemed necessary for her assignment, Gale has been alloted a combat-grade suit of tactical riot armor, more specifically, a FENRIS MK IV. The FENRIS line has been somewhat controversial, having been re-purposed military power armor supplied to police departments. It's heavy duty, enhances the wearer's strength moderately, and is meant to weather everything from kinetic to laser fire. More heavy weaponry, such as plasma or special armor piercing rounds, CAN damage it, meaning that the wearer still has to have some amount of sense in using it.

Carry That Weight - Gale is physically and psychologically resistant. She's born her share of troubles in life and has seen enough things that would keep your average person from being able to sleep. Some vets she's met on the force have made comment that she'd have been "one helluva soldier", and not one of them were joking in the slightest.

Seeker - Gale has worked on the force as a detective, at the urging of her mentor. And while she eventually wanted back on the galactic beat, there was no denying she was a damn good detective.

Fighter - While trained in firearms as any other officer, Gale has developed a bit of a reputation for... Being hands-on when she could. She especially prefers the energy-shield and force-baton combo.

Disadvantages:

You're a Loose Cannon, Gale: Gale has a bit of a temper, and it's run her at times. While it hasn't ever stopped her from sticking to her moral compass, it has led her into picking fights that were... Not the most pleasant.

Lawful Goody Two Shoes: Gale has a strict moral compass. While this doesn't ALWAYS transfer to adhering to Authority, she does believe in helping others whenever you can, being honest always, thanking your host for your meal, being polite at all times, cleaning up after yourself... Her mother was a strict school teacher and her father is a military man, and their discipline wore off.

Old Aches and Pains: She's had, over the course of her career, several bones broken, joints dislocated, leg severed (and reattached, fortunately), stab wounds, gunshot wounds, gunblade wounds (don't ask), was set partially on FIRE once... While cosmetic surgery and modern medicine have kept these wounds from showing externally, internally they've done a number on her body. She gets by most days with commonly-available pain meds, but she has taken to ending the day with a hard drink.

Stubborn as a Space Mule: When undertaking something or deciding on a course of action, it is very difficult to dissuade Gale from it.

Equipment:

FENRIS MK IV Tactical Riot Power Armor - The FENRIS MK IV has a masculine figure, it adds about an inch and a half to the wearer's height and covers their body entirely. It's surprisingly not too hard to get in and out of, though it does take about five minutes, meaning that most who feel they'll have need of it wear it at all times. Gale's FENRIS is dark blue with silver highlights, with the crest of MEVARIAN SECTOR SPD painted on the chest. The fingers end in short claw-points, and the helmet is stylized to look slightly canine. While military suits of these armors are painted to look like vicious beasts, police suits lack this for obvious reasons.

Orion Force Baton - A large, intimidating metallic baton, about three feet long, is capable of projecting a crushing force pulse upon impact with a target. It runs off of a battery, of course, though these batteries can be recharged. Think of it like ammunition.

Starfire Energy Riot Shield - A metallic square, about a foot long and an inch thick, which projects an energy force-field in the shape of a tower shield, two and a half feet wide and five feet tall.

Laser Pistol - A sidearm too small to use while in her suit, this police-issued weapon is what Gale wields when she has to step out of it.

Ganymede Grapple-Whip - A coil of metal wire with a crystalline tip that glows when the weapon is activated. The tip sticks to anything it grabs afterwards, but only has enough energy to grip on for a few minutes. The battery core, afterwards, needs to be recharged or switched out. The Whip is also too small to wield while wearing the FENRIS.

Mevarian Sector Space Police Department Badge - Space police are a common enough occurrence in systems with a majority humanoid population. Galactic federations, unable to run every sector they control at once, will establish massive self-sustaining space stations in each sector, leaving them to run the sectors along sets of rules and guidelines. Though sector by sector operations and attitudes can vary, if any get TOO far out of line they're paid a visit by the federation's military. Gale's home is the Mevarian Sector of the Sons of Sol Federation (which, ironically, does not include the Sol System itself.) The S.o.S. are comfortably far away from the Apid and Vespians, though have had diplomatic relations with both, mostly of the "Please keep your rivalry away from our shit" kind.
The Mevarian SPD's emblem is a shooting star orbited by a variety of planets, and it's made from a silver alloy. Gale keeps it well-shined.

Sec-Vault Secure Luggage With Internal Charging Station - Gale uses this large, wheeled, metal box to store her belongings. It has stations for charging her weapons, and the FENRIS armor. It's marked as property of the MSPD.

Wrist-Mounted Holographic Multicomm Device, with wireless earpiece - Self-explanatory. A high-tech piece of gear that can function as both a phone and computer. Has a direct line to the MSPD's database to assist with detective work.

Goal: Official Goal, find the suspect in the murder of Officer Tyr Pellar and extradite them for questioning. Real Goal: find the teenage girl who fatally wounded Tyr Pellar and save her from the dangerous life she's found herself in. Gale isn't too sure the kid deserves it, but she'd never turn down a dying man's request.

Biography

Gale Metz was born on Seriphedes, an agricultural planet in the Mevarian System of the S.o.S. (Sons of Sol) system. Her father was an Admiral of the S.o.S. Assault Fleet at the time, and as such, she hardly saw him, though the times she DID left her eager to seek her approval, something she never got. Most of the time she was raised single-handedly by her mother, a strict, no-nonsense woman who expected nothing short of perfection from her daughter. When Gale couldn't live up to that academically, they fought, and Gale's father, knowing her daughter needed a profession but not wanting her to go into the military, had her enrolled in the Mevarian System Police Academy.
Gale, feeling rejected by her parents, decided to replace their approval with the approval of the MSPD. She threw herself into both her studies and her physical training with a fervor she hadn't had before, and was accepted onto the force at the age of 18.
Gale was assigned to Krev, an industrial, icy shithole of a planet, notorious for both its criminal underworld and oppressed working class. She was given the partner of one Tyr Pellar, a man ten years her senior, knowledgeable about both the planet and it's social workings. He became a mentor to Gale and, with time, she saw him as more of a father-figure than her actual father. Tyr likewise took a shine to the new rookie, and the pair had many a misadventure on the beat of Krev.
Within five years, Gale had grown restless. She'd developed a great reputation for her performance on Krev, but Krev also was somewhat out of the way in the eyes of the MSPD. She applied for a transfer to Holifas, a planet which served as the urban and political center of the Mevarian Sector, working up to become a detective, under suggestion of her mentor. Five more years passed, and Gale once again became restless, this time, yearning for the action she'd once seen on Krev. She was tired of investigating horrible crimes but, in her mind, doing nothing to prevent them. She transition back to being a beat cop, and, while the beat of Holifas wasn't as 'loud' as she was used to, it was something. She worked it for two years before receiving horrible news: Tyr had been fatally wounded in a terrorist attack.
Gale wouldn't have been able to make it to Tyr's bedside in time, but fortunately that's what Holocommunication is for. She was projected into his room, and he weakly told her he was happy to see her one last time. Despite Gale's protests, Tyr could tell he didn't have long. She asked who had attacked him, promising to hunt them down for revenge, but Tyr silenced her, telling her that his attacker was "just a kid, younger than you when you joined the force." Tyr was afraid the kid, whose name he heard was Tal, was in a bad spot, since when she was ordered to finish Tyr off, Tal refused.
Tyr made Gale promise that when she hunted the kid down, she'd save her from whatever she had gotten herself wrapped up in. Gale, unable to deny what could be the dying request of the man she'd come to respect the most out of any she'd met, agreed. Tyr died in operation that night, before Gale could make it to his hospital in person.
Gale called in some favors. She managed to get assigned with bringing the suspect in Tyr's death in, and also managed to get supplied with a suit of powered riot armor. The teen had been tracked down to Haven, which was far out of the MSPD's jurisdiction, but Gale was determined to go regardless.

Important Relations:
Hurnald "Hurricane" Metz - Father, once a lower ranking admiral in the S.o.S. Assault Fleet, now has ascended much higher up the ranks. A serious, stern man, Hurnald wanted his daughter to be either a politician, scientist, or a doctor. When she proved to be too rowdy to share his desire, he grew extremely disappointed. Still, he loves his daughter, and would do anything to help her if she was in danger. In his mid-fifties, has a cybernetic arm that he gained when he was younger, from a launch hangar accident. Has red eyes, brown hair.

Hera "Herricane" Metz - Only called "The Herricane" by the students who have to suffer her teachings, Hera is a teacher at the Seriphedes Academy of Agriculture and Science. She is the perfect match for her husband, just as stern and disapproving of foolishness as he is. On bad terms with her daughter. In her late forties, wears intimidating glasses despite having the option of future-eye-surgery. Has violet eyes, but green hair.

Lonnie Lears - A fellow graduate from Gale's class of the MSPD Academy. Human, blonde, keeps her hair short, with bright blue eyes. Crack shot with a pistol, was also deployed to Krev with Gale, but stuck around. Former lover and partner, they had a bitter split when Gale's ambition took her off planet, but reconciled as friends after.

Gerbert "Gearhead" Bumply - Another graduate of Gale's class. Gerbert is a Martian, which are different from most humans in the fact that they tend to be short and stout. Mars was one of the most controversial human colonies in the Sol System, for centuries they had genetically modified their working class to be short so that they could work small mine tunnels and navigate cramped maintenance shafts. As such, they much resemble "dwarves" of ancient human myth, though they consider that label racist. Gerbert was the son of a maintenance worker, and, upon joining the MSPD, showed interest in working their armory and requisitions department. One time, in training, Gerbert had set up a racist fellow cadet to be implicated in owning illegal drugs, kicking them out of the program. Gale had discovered evidence that he had done it, and agreed, after a lot of crying and begging on Gerbert's part, to stay silent in return for a future favor. Gale sat on that favor for thirteen years before cashing it in to get her FENRIS suit.

Captain Mark Moxras - A captain of the MSPD, whose life Gale had saved once in a Holifas terrorist attack. A human man in his mid-forties, with black hair, brown eyes, and a prosthetic right hand- the thumb of which he's altered into a lighter. He thinks Gale is an excellent officer but is afraid her anger will get the better of her some day. He's hoping she finds the suspect quickly and gets back without incident.

Tal - A teenage girl, humanoid, appearing to be Ganymedian based off her bright red hair and yellow eyes. She has a cybernetic right arm with an extendable blade hidden in the wrist. She's part of EQUALIZER, an interstellar terrorist organization, all with the aim of freeing the working class through lethal force and instilling fear in the upper-classes and their enforcers. As he lay bleeding out on the ground, Tyr saw Tal refuse to finish him off, which resulted in her commander striking her- after which the girl ran away. Intelligence has said that EQUALIZER is looking for her as well, which has led Gale to believe she's on the run. Gale doesn't have the highest opinion of the girl, but is Tal a shitty kid, or just a kid who has fallen in with the wrong crowd?

Skorpius - An assassin said to be working for EQUALIZER. Silent, unassuming, his only identifying mark is a red scorpion tattoo, right beneath his right ear, which he uses makeup to hide when on the job. Human, specific ethnicity unsure. Shaves his head, prefers to kill his targets with either a pair of curved energy knives or his custom crossbow, designed to shoot far distances. Not an acquaintance of Gale's, but she's seen his handiwork.

Tyr Pellar - A human beat cop who was working on Krev. A good man, Tyr's moral fiber managed to win the favor of everyone from the common people to most of the criminals he opposed. As such, he managed to be an effective officer on Krev with only the OCCASIONAL assassination attempt by the local criminal underworld. Nothing he couldn't deal with. However, when he responded to the site of a series of explosions believe to have been caused by the terrorist group EQUALIZER, he found one enemy he COULDN'T deal with: a child. She mortally wounded him, seemingly by mistake, and disobeyed the command of an officer to finish him off. The officer responded by hitting her, causing her to run off. The EQUALIZER officer decided to let Tyr bleed to death, not expecting him to be rescued before that could happen. Unfortunately for Tyr, the damage to his body was severe enough that there'd be no recovery, and he died a couple days later.
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02-19-2017, 05:54 PM (This post was last modified: 02-19-2017 06:04 PM by Cidellus.)
Post: #13
RE: Haven
Name: Princess Bella Victoria of the House von Freiensteinau
Species: Human.
Description: Bella, as she prefers to be known by, is cynical, grim, dry, spiteful, and generally unimpressed with bullshit. She never backs away from a fight (leading to a rather large collection of scars from the fights she didn't so handily win), is quite quick to start one if somebody pisses her off, and seems to have a lot of anger issues. She has a soft spot for children, particularly abused children, and is likely to see red if she sees a child being abused in her vicinity. In terms of appearance, Bella is very tall (6'3"), wiry and lean, and her arms, back, and stomach are covered in countless elaborate tattoos (many of which are from prisons or street gangs). She has dark red hair (which she keeps cut very short and doesn't generally give much of a crap about it), heavily-calloused hands (from punching and swinging), and generally wears whatever is least likely to slow her down while still helping her take a beating.
Skills/Advantages: Bella is good at fighting, be it shooting, punching, or swinging her spiked mace around. Having been a hired gun, gang member, assassin, or whatever the hell else people wanted her to be, Bella is pretty good at killing people.
Disadvantages: She is currently being ruthlessly hunted by a small army of assassins hired by her uncle: Elector-King Reinhold von Freiensteinau. Fortunately, they are hunting Princess Bella Victoria, last surviving child of Elector-King Konrad von Freiensteinau. Bella...isn't exactly that girl anymore.
Equipment: Her mace (which she lovingly refers to as Alrun), her pistol, a leather vest lined with a few armor plates, and her steel-toed boots.
Goal: Making money with which to get drunk (or high) to forget about her crappy life. She's generally a happy drunk. She likes being happy. I mean, she'd like to kill her Uncle Reinhold for what he did to the family, but sometimes vengeance is out of reach. Whiskey isn't.
Biography: Princess Bella Victoria was born to His Royal Majesty King Konrad von Freiensteinau, Elector of Ebern, and his wife: Queen Victoria Louise von Volkach. The third of five children, Bella Victoria was always something of a tomboy, preferring martial pursuits and hunting to the boredom of court life. Her father disapproved of that, so he had her ruthlessly beaten, mocked, and ridiculed in an attempt to forcibly mold her personality. Bella's mother was little better, being supremely unhappy with her marriage, and often taking it out on her children with cold disdain, verbal abuse, or psychological torment. Meanwhile, Bella's Uncle Reinhold was little better, being a stern, traditional military man. Still, he was better than her father, so Bella had some affection for the man.

Bella's relationship with her siblings was little better.

Her elder brother, Crown Prince Franz Wilhelm, was fourteen years her senior. He possessed the cruelty of his father, as well as the martial prowess of his uncle. When he wasn't out living the military life, he took pleasure in mistreating his younger siblings.

Her elder sister Anna Roberta, meanwhile, was a woman of stunning beauty with a similarly stunning amount of narcissism and pride. She'd constantly belittle her younger siblings, seeking affirmation of her perceived superiority.

Her younger brother, Maximilian Rudolf, died at the age of two. Killed in a historic outbreak of the Cosmic Blight, while her younger sister Augusta Alberta was slain in Reinhold's uprising when she was four. Bella remembered her being a sweet girl. Out of all the family she lost that fateful day, Augusta Alberta's was the one that bothered her the most.

The incident itself was rather simple. Her uncle, over the course of his career, amassed a lot of power in the military. Utilizing this power, he launched a coup in the capital when Bella was twelve, seized his brother's family, and had them all summarily executed. Bella Victoria managed to escape with the help of her bodyguard Alrun, who sacrificed her own life to save Bella's. Using Alrun's contacts, Bella managed to reach the city-station of Haven, where she lived as a street urchin before joining the Blood Hawks, a rather ruthless street gang. From that point on she was in and out of jail.

When she turned twenty, she decided enough was enough, and managed to get out of the gang. She used her experiences as a hired gun, bodyguard, or whatever else until the current time.

Her homeland was the continent-country of Ebern, on the planet Theres. The various kingdoms and grand counties on the planet were members of a federation known as the Great Imperial Alliance. Composed of mainly monarchies (with a few republics), the Imperial Diet (composed of thirty-one electors) elect a new Emperor each time the previous one dies. Twenty habitable planets make up the federation, and the polity is incredibly decentralized, with the Emperor having little real power outside their personal domain.

Ebern was a rather nice place, with a fertile, temperate eastern half and a rather arid western half.

Important relations:
Elector-King Konrad von Freiensteinau - Former King of the continent-country Ebern on the planet Theres. Reinhold was a stern, cruel, controlling man, and was a poor king due to his fondness of micromanagement and his hatred of delegation. Killed in Reinhold's uprising.

Queen Victoria Louise von Volkach - Wife of Reinhold and mother of Bella Victoria. She was a cruel, vindictive, depressed woman who hated her family and lot in life. Was killed in Reinhold's Uprising.

Crown Prince Franz Wilhelm - Brother. Killed at twenty-six. Described in bio.

Princess Anna Roberta - Sister. Killed at twenty-three. Described in bio.

Prince Maximilian Rudolf - Brother. Died of the plague at two years old.

Princess Augusta Alberta - Sister. Killed at the age of four. Described in bio.

Elector-King Reinhold von Freiensteinau - Bella's uncle. Usurped the throne from his brother, and killed Bella's entire family. Bella doesn't much like the guy.

Alrun - Former bodyguard. Believed by Bella to have been killed during her escape. Bella remembers her fondly, and named her mace after the woman.

The Bloody Hawk - Local ganglord (leader of the Blood Hawks), and Bella's former boss. She keeps in contact with him, even though she left the gang. He has his uses, and is strangely honorable, forthright, and brave for a gang leader.

Jimbo - The bartender of the rather scummy bar that Bella frequents. Good man, really violent. Former Blood Hawk. Used to love crushing skulls until he lost his leg to a machete.
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02-20-2017, 11:04 AM (This post was last modified: 02-23-2017 03:41 PM by MQuinny1234.)
Post: #14
RE: Haven
Name: Erlyu Kratoa

Species: Daigru. A race of tall and buff lizard beings. Look similar to dragonborn races. Have very thick and tough scales, strong teeth and jaws, and some claw-like hands and feet. Their scale tones have a wide range of colour, and tend to move to darker shades with age. As they get older, up to around 300 years, their tails also grow slightly and their hornlike scales at the back of their head also get longer, and their teeth get more messed up. Oddly enough, daigru require more extensive dentistry and braces in later life, since their teeth keep growing as they age. A physically strong and imposing race in general.

Each daigru is connected to an elemental sphere. Fire, cold, air and earth. This connection is minor without training, and requires a strong discipline and control over mental and physical facilities. Each primary sphere has a link to a secondary sphere too, light, water, lightning and acid. A daigru can be born connected to a primary or secondary sphere, the majority being born connected to the primary ones. With training a daigru can form bonds to other spheres. If a daigru forms a bond to another sphere, it's most likely to be the one linked to their prime sphere, but it's not impossible for a daigru to form bonds with other spheres. In daily life, most daigru would have a decent connection to their sphere and a passing one to their linked sphere, with those who dedicating themselves to learning more being called Longná.

Description: Dark umber coloured scales now, a tied back ponytail hair/scales, burnt orange coloured lizard eyes, small frills at the side of her head and a scarred face with multiple snaggleteeth. Is about 6 feet 2 in height when standing straight, but has a slight stoop normally. Walks with a kind of prowl normally and wears a sort of sandal thing on her feet. Wears multiple metal bands on her arms also of different materials, and robes over scale-tight clothing. Her fingers/claws seem to be constantly twitching, and she twitches a lot whilst trying to be still.
Likes to be amused and watch interesting things, big fan of eating different foods also and trying new experiences. Can snap away her attention from something quickly.

Skills/Advantages:
Improved Senses: Daigru tend to have an excellent sense of smell, hearing and taste. They also are very good at noticing movement and have a fine ability to notice temperature changes, especially those connected to fire or cold spheres.
Lighting Sphere: Erlyu has a connection to lightning, allowing her to sense electrical currents, grants some resistance to lightning attacks, allows us to emit electricity with a touch and can even shoot out lightning, although any emitted current takes a bit of energy out of her. She also ironically tends to suffer from static shocks, and has issues holding herself still.
Air sphere: Formed a connection with air also, but is limited to small gusts of wind, a heightened awareness of air pressure, and can cushion a fall somewhat.
Drak-fu: All daigru learn a traditional martial art that's had a strong connection to their race and heritage, designed to help keep their bodies in physical shape and allow the flow of energy(or chi) used in the safe control of spheres. This is especially true for any whom trained to be soldiers as Erlyu did.
Fracking jacked. Although not as well as she was in her youth, Erlyu is still a daigru and fairly strong and fast for one too.

Disadvantages:
Lizard eyes: Their eyesight is somewhat lacking in making out colours, seeing in darkness, and distant seeing. Light bonded daigru seem to have much less trouble seeing in the dark or other vision problems.
Lightly fried: In Erlyu's youth, reckless usage and frequent losses of control of electricity has led to some long term side effects, such as poorer vision, constant muscle ache, dimming of physical sensation and some loss over motor control. As well as some more severe effects.
*blargh* There goes my organs: Yeah, having electrical backlash going off repeatedly through ones body, does not leave good effects upon internal functions, as well as a decent history of getting pummeled. Prone to health complications from injuries, needs to take constant medicine before and after sleep, pops constant painkillers and is careful about what she eats.
F***ing machine: Her electrical affinity can sometimes cause advanced technology to glitch out on her. She tends to prefer writing out information and tries to only interact with machinery whilst wearing rubber gloves.
What's that do?: Daigru are not the most scientifically advanced race in the universe, nor do they wildly care for the sciences either.

Equipment: Your material belongings, basically. Anything especially notable you own, and keep on you at all times. Or keep on you sometimes. Or leave in your apartment to rot, but hey, it might come in handy some day.
Brass spiked knuckledusters: Cause only dumb-asses fight nice in real fights.
Sphere pistol: A daigru weapon that adds special properties to it's bullets when fired. Erylu's is specifically attuned to lightning, but any sphere can influence it, just to lesser effects. Lightning bullets tend to also send out painful electric shocks to targets, whilst air bullets can actually be curved somewhat.
Pictures of the kids: Mom is so proud of her little babies, they grow up so fast.
Drugs and drugs and drugs: Yes, I do have a prescription for that, and that, and no, not that one. It's not really a drug though, more like...herbs. Good old non-mind altering herbs.
Basic cop gear and shit: So, if I get fired, do I have to give this back?
Shanty: It's shitty, but it's home. A tiny cramped little place in the side alleys near the Jovian District, shoved inbetween an Aphid-crouton-fast food shop and a minor temple to the Holy Magnificance. The door, whilst possessing multiple locks, is probably tougher than the actual walls to get in. Despite the home being cramped, it's residents do spend most of their time out of it, so it's not that bad. Full of clutter, incense and daigru artwork and culture.

Goal: Erylu would mostly like to make sure she has enough money for her and her daughters. Also need money for medicine and stuff so she doesn't die. That's important. Aaaand in her older age and on a more personal level, she's beginning to wish to master more spheres, and become a Longná.

Biography: Right, so, Erylu was born on the planet Traxus. To this day, Traxus remains about 80% similar to how it was before space travel was introduced, due to the large size of the planet, the slow breeding of daigru and the cultures value of environmental balance. The planet's north and south sides are constantly hot and cold respectively, with a calmer band inbetween. Both sides have large mountainous areas and wide oceans. The enviroment a daigru is born in does seem to have some influence on the probability or which sphere a daigru is born connected to, but to a minimal amount.

Erylu, as a youngling, had a normal enough childhood. She had some trouble at school, mostly keeping disciplined and such. Having a decent aptitude in Drak-fu seemed to help once training began, and she shocked herself into hospital a couple of times. Even after a decade of training, she still occasionally lost control, the Longná deeming her as having some decent talent but lacking in maturity and discipline to learn other spheres. After some more injuries and hospital trips, she begrudgingly agreed with their points. She bummed around Traxus after her parents kicked her out at age 60, not as bad a scenario as it seems since it was mostly because they wanted her to go out and fricking be an independant adult already.

The tech-level of Traxus is similar to cowboy bebop level, in that there's pretty wild jumps of technology. Probably due to how Traxus isn't a planet that figured out space technology entirely on it's own, and a lot of the really advanced tech is imported and reverse-engineered. She mostly did the equivalent of a student gap-year travelling around europe, except worldwide. Travelling to various new and ancient monasteries and tribes that still lived with minimal technology and the hub-cities of Traxus. Along the way she got involved in some petty crimes, smuggling and low-level street Drak-fu fighting. It was here she met Urdran, her future mate. A pretty sweet story actually, she was making some money in Drak-fu fights, bouncing between blowing the money on drugs and booze or promising to save it up to jump onto the next town, he was this weedy looking blue guy whom didn't have enough money for a ride either and was betting he could take out the lady with about 60 pounds on him, currently pile-driving her current challenger. Cut to 5 minutes later, he stepped into the ring. Cut to 10 seconds later when she somehow got flipped out of the ring after charging him. The second in the "best out of three" matches went similarly but less embarrassingly now that she took him seriously. After Erlyu regained the ability to stand without falling over, they had a couple of drinks, on him, and hit it off pretty well.

Twenty years later, Erlyu had essentially become a bounty hunter/enforcer whilst Urdran was climbing his way into professional Drak-fu fighting. They were very close, despite their jobs keeping themselves busy and in different areas a lot. She was training to become an actual police-officer so she could have a job in a stable area, so that at least one of them could be in a fixed location, and heck, it was a more safe and secure job, even if it seemed like it'd be a tad boring and restrictive. Something her parents would be actually proud of though which would be nice.

Anyway, she got some good news and bad news at around the same time. A. That she was pregnant, and B. That her mate was dead. After she calmed down enough to register his passing and the fact that the man whom had killed him was also dead, and hence immune to vengeance, she moved back to her parents for a while. Thankfully they were quite happy to help and Urdran had put aside a good amount of money aside and taken out a decent life insurance policy. She took up a job at the local monastery, helping out at cultural events, training the younglings in Drak-fu, even tried to take up painting and slam poetry for a while but that didn't go anywhere.

Once Belwyn and Cakaryn hit 30 years old, she decided it was time to move on again. She wanted to go out far, like, real far, off-world from Traxus. After a while of considering her financial options and job possibilities, she decided to move onto this shitty looking place called Haven. Hey, at least it looked happening though. She still had some credentials as a possible cop or something. Anyway, she eventually got there, and as it turned out, reaaaaally wasn't that difficult as she thought to get accepted as a cop there. She had to spend about a year relearning some training and picking up some more necessary skills relevant to Haven law enforcement but yeah. Yay, she was working for the man. Getting a steady pay-check, whoooo...

Important relations:
Eldest daughter - Belwyn. Born associated with the Water sphere. Professional fighter specialized in Drak-fu with her little sister Cakaryn. Goes by Typhoon. Reddish daigru whom enjoys attention, challenges and loud music.
Youngest daughter - Cakaryn. Born associated with the Earth sphere. Professional fighter specialized in Drak-fu with her big sister, Belwyn. Goes by Quaker. Purplish daigru whom enjoys fighting, video games and going out drinking.
They both like to train blind-folded to heighten their senses of hearing and smell, daigru sight isn't fantastic so training to heighten their other senses is to help give them superior all-round awareness.

Ex-husbando - Urdran Horaug. A famous Drak-fu fighter in his own time. Died in the ring after a particular fierce grudge match with Ghoral, his rival whom perished shortly after. Outside of his passion for mastering the spheres and Drak-fu, enjoyed art and cracked shitty jokes.

Theme song = https://www.youtube.com/watch?v=fCiHSZzuwdc

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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02-20-2017, 08:37 PM (This post was last modified: 02-21-2017 10:45 AM by SupahKiven.)
Post: #15
RE: Haven
LORE STUFF

Groups:

Lundan Weapons Co. - A weapons company that focuses on making cheap laser weapons. Their claim to fame is the fact that they have devised a way to cheaply create a self-charging battery that powers their weapons, effectively eliminating the need for reloading or charging any of their weapons. The downside is that, aside from the power source itself and the surprisingly durable outer casing, the rest of the guns are rather shitty. Most of their weaponry, aside from the really high tier stuff, has numerous problems; problems like a tendency to overheat, a slow fire rate, and occasional failure to fire are common amongst Lundan weaponry. Still, they continue to profit due to the fact that they are capable of pumping out extremely cheap weapons at a quick rate. Their most notable products are Lundan Engagers (a line of common laser pistols), Lundan Captivators (a line of 'rapid fire' laser rifles), and Lundan Couplers (a line of laser shotguns).

WyrmCorp - A growing corporation that focuses on the production of telecommunication devices. Most of their devices are mid-tier tech at best, common for those who can afford them, but not particularly prevalent in especially high or low income areas. WyrmCorp devices aren't exceptionally strong, but can survive a bit of abuse without worry. WyrmCorp itself is a relatively new corporation, but it has been growing rather large as of late. Many are suspicious of its nigh instant growth, but nothing about them has been proven.

The Aesthetics - A group of Synthetics dedicated to the pursuit of personal beauty. Their main grouping, as well as their leader Ace, rest upon the planet Kokoyan, though there are branches out on other planets and in other systems. The Aesthetics themselves are a Synthetics only organization and, while they are not malicious towards other races, they don't particularly have unprompted interactions with anybody that isn't a Synthetic. For Synthetics, they offer them a place to stay, as well as the potential to 'better themselves' by way of not only 'improving' their appearance, but also altering the senses of said Synthetics in order to help change how they view things. Though their aims and actions may seem twisted, they do truly care for other Synthetics, and will not force one to do anything they don't want to.

Locations:

Kokoyan - A lush planet in the same system as Haven. Kokoyan is covered mostly in forest, with one major city known as New Yan City being the main population on the planet. It makes most of its money through tourism due to its lush, flower filled forests and clear rivers and waterfalls. Most of the planet outside of New Yan City is protected as a natural reserve. Because of its touristic nature, many ships visit Kokoyan on a daily basis, and measures have been put in place in order to reduce air pollution.

New Yan City - Kokoyan's capitol and the only major city on the planet. In contrast to the green and natural environment of the planet, New Yan City is a bustling metropolis with a large mixing of cultures. New Yan City's most defining features are its massive space port, taking up almost a third of the city, and their citywide, state of the art air purifier, a massive tower that does its best to clean out the air pollution produced by incoming and outgoing ships. Among the other things there, one of the notable groups making New Yan City its home is the Aesthetics.

Solletem - An arid world an arm away from Haven with one of the largest amounts of spaceports on its surface. Due to its relatively useless surface and lack of useful materials save for stone, Solletem was converted into a spaceport planet, used mainly as a pit stop for a massive amount of ships passing through the system. Solletem, due to its status as a planetwide spaceport, is frequently under construction. Because of this, there is a clear and present danger to most of its temporary and permanent residents from many sources including air pollution, noise pollution, and physical injury from malfunctioning construction equipment. Despite the dangers, many stay on Solletem simply because the jobs are plentiful and the rent is cheap.

Sanctuary District / "Ocular Avenue" - The Sanctuary District is, contrary to how its name might sound, one of the more dangerous places in Haven. It hosts quite a few electronics and weapons shops, which allows for quite a few things to go down in the safety of the towering apartments that make up its residential area. It is 'affectionately' nicknamed 'Ocular Avenue' due to the fact that most of the crime that takes place in the district is of the hacking variety. Illegal information access has made it dangerous to stay connected to the network for long, lest some probing eyes find their way into one's data.

Jovian District / "777th Street" - The Jovian District is one of Haven's more well traversed districts, but by no means does that make it any less seedy. Nicknamed "777th Street", the Jovian District is home to not only a larger than normal population of humans, but also a series of underground gambling rings. It's said that there's something for everybody on 777th Street, from simple card games to an old human source of recreation known as Russian Roulette. The only things 777th Street requires are a source of adventure and a lot of money (or a willingness to leave with a few debts to your name).

Highway Five - Highway Five is one of the many highways connecting the many districts of Haven. This highway is used mainly for the transportation of larger goods and construction vehicles. What Highway Five is really known for, however, is that it is usually the site for street racing. A straight shot that goes through a good portion of Haven, Highway Five is the perfect place for burning rubber. In the dead of night, Highway Five fills up with vehicles pieced together from scrap aiming to beat transportation of the highest quality. The air fills with exhaust and roaring engines of vehicles of all makes. Of course, only half the fun of Highway Five is going against other racers. The other half is outrunning the cops.

Events:

Haven Eclipses - Due to the fact that half of Haven's binary star is a black hole, on occasion there will be times when the sun half of the star is covered up by the black hole. When this happens, the light from the sun is entirely eliminated, bathing Haven in a seemingly unnatural darkness. Due to the size of the binary star and Haven's distance from it, Haven Eclipses have been known to last for multiple days.

Midnight Affairs - A series of unofficial events that happen during Haven Eclipses. The lack of light seems to make people rowdy, and Midnight Affairs are the name for the phenomenon where crime rates spike during the Haven Eclipses. Police will often issue warnings, telling citizens to stay indoors and keep away from suspicious areas during these events. They seem to forget, however, that few safe places exist in Haven, and even fewer are not participating in the crimes themselves.
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02-21-2017, 10:55 AM (This post was last modified: 02-21-2017 11:03 AM by Demonsul.)
Post: #16
RE: Haven
MORE LORE

Places
Graveyard Sector
A vast, sprawling collection of derelicts, space hulks and debris spread across several dispersed star systems in the dark space beyond the local galactic arm. The sheer amount of damaged material in this area would constitute dozens of planets' worth of resources, and the technology of the massive derelicts is a strange mix of primitive and outdated systems and super-advanced intergalactic technology beyond modern understanding. This sector of space is ungoverned by any overarching political entity, though there are some settlements on planets, mining toxic and radioactive technological debris that fell thousands of years ago, and salvage teams and pirate scrappers patrolling the void. Many polities organize or back expeditions to this area of space, looking to uncover a decipherable technology or two that would give them an edge over their rivals.

Buzella's Gem
Buzella's Gem, also called Beegie by those who trade there, is the nearest Apid system to the Vezna system. It is a yellow sun with a single, reasonably well populated, border planet, Buzella's Gem Prime. The small starport connected to the surface by a space elevator is the nearest Apid Imperial military base to Haven. The Apid queens, when they arbitrarily feel like rattling their sabers, send fleet patrols from here past Haven to assert that it lies within their sphere of influence - frequently to little practical effect other than causing unneeded interruptions to Haven's shipping lanes.

White Rock
White Rock is a comet prison in the kuiperoid belt surrounding Buzella's Gem. Far out in the cold void, it is reliant on supply packages delivered intermittently by mass driver from the military base orbiting Prime. White Rock has a reputation as a dismal hole which is all but left to be run by prison gangs, out of sight and mind from civilization, and when Apid security forces such as HIVEPOL attempt to exert jurisdiction on the Vezna system, in particular on Haven, the targets of their showy raids often end up here after a swift show trial on the Prime military base.

Politics
Jurisdiction
The Vezna system, found on a triple point between two competing empires and the lawless frontier, is not explicitly part of any one space polity. Nobody wants to exert the effort necessary to properly rule and protect Haven or grant its massive number of multiracial residents citizenship. However, a massive station of tens of millions of people is too important to ignore, and both neighboring empires attempt to exert control over the system. They sometimes sending small flotillas of gunships to just kind of loom nearby. In addition, due to Haven's crime-ridden reputation, they occasionally send patrols of law enforcement agencies - HIVEPOL and the Vespian Marshals, respectively - to enforce their laws on the station, intermittently and often unfairly, before demanding taxation (often called tribute by the locals) from the pitiful local government in return. By comparison, Haven Station Security, the local police force, is often under-equipped and struggling against endemic crime and corruption, but at least try to be just.

Society
Haven, holding the majority of the Vezna system's population, is the de facto capital of the Vezna system. Kokoyan thrives on tourism from Haven, being one of the few places the poorer residents can scrape together the funds to visit, and also draws a significant portion of its non-tourism income from high-tech agriculture used to supply the station. Haven itself features significant production industries that thrive on asteroid mining and salvage pulled from the Frontier, as well as both a strong self-contained and a weak interplanetary service sector. Though of course, with a poorly-enforced tax code built on the demands and heavy leanings of the two neighboring empires, the black market is extremely strong and prolific on Haven, and many rely on it to survive.

Supernatural
Sorcery
There are things that seem magical in the world such as psionics, but there are entire disciplines of science that have been created to study and comprehend them. However, beyond psionics and some other strange preternatural abilities exhibited by some species, there lies the world of true magic, which is extremely rare and draws from energies that cannot be explained by science. Sorcerers are very few and far between, but are capable of performing powerful feats of magic. This skill cannot be merely learned by anyone, requiring an inexplicable and undetectable gift that is sometimes held by lone individuals, frequently without them even realizing. Where these powers really come from is a secret known only by rare few sorcerers, but it is understood that they are not given freely and always come with unexpected and costly prices, frequently resulting in stress on the sorcerer's sanity. As a result of their incredible mysterious power and the fact that sorcerers are often unstable individuals, sorcerers are often distrusted and feared, being violently exiled or killed by some less open-minded communities.

Auditors
Of course, powerful magic comes with a drawback, beyond the danger of working with powers beyond mortal understanding and control. Sorcerers that draw too much power, or who use their gifts too freely and frequently, sometimes draw the attention by inexplicable extradimensional beings (usually called Auditors or Listeners) who apparently respond aggressively to any use of true magic they detect. Though they do not directly manifest in physical space, they have been known to attack sorcerers both in their minds and, as a more extreme measure, in reality. What exactly happens in the latter case is unknown, but on the few instances it was observed, the sorcerer in question was dragged screaming into a space-between-spaces, contorting and vanishing as they were pulled into a briefly-appearing crack in the fabric of reality.
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02-21-2017, 11:07 AM (This post was last modified: 02-21-2017 11:15 AM by Protoman.)
Post: #17
RE: Haven
LORE

The Los Niños Terribles incident: Occurred about twenty five earth years ago. An attempt by Havenite scientists to illegally clone a famed soldier codenamed Bare Mongoose without his knowledge. Ended when Mongoose discovered its existence. Whether or not any subjects came to fruition or still exist is a topic of hot debate between conspiracy theorists.

The Sisters and Brothers of Holy Magnificence: A holy order dedicated to the development of high-fashion, art, and the advancement of aesthetics, arguing that beauty and art are the closest mortals can come to godliness. Are known for odd performance art pieces that occur at random. Have a sect here on Haven.

Underground Fish Tumbling: A barbaric bloodsport in which aquatic creatures are placed into an orb and rolled down a ramp. The victor is the first one down, should any of them pass the variety of obstacles - including buzz saws, flamethrowers, hydraulic spikes, and the audience actively taking pot-shots at them. More often than not, there is not a victor. Some aficionados have taken to modifying their fish by changing their diets, genetically enhancing them, or giving them cybernetic parts. The legality of these performance-enhanced fish is a subject of contention in the greater Fish Tumbling League, with some arguing that it illegitimizes the sport while others argue that it's fucking rad.
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02-21-2017, 11:10 AM
Post: #18
RE: Haven
Reserving.

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02-21-2017, 04:57 PM
Post: #19
RE: Haven
LORE

THE GLAMOROUS HARMONIA BIGGS, INTERSTELLAR DIVA - An AI pop-star who surfaced, lost, in Haven about twenty years ago. She claimed to be from outside this galaxy, inquired about the status of a "Ruby Mountain", an "Excalibur", "a hot statue-man named Apollo." Upon dead-ends on the first two and a disappointing meeting with a used-car salesman Gargoyle later, she set about becoming the biggest music sensation on the station. Her electronica pop singles, including such hits as "I'm Warped for You", "Let's Meet on the Dark Side of the Moon", and "Holocall Me, Probably", caught on, and she made quite the name for herself before disappearing in the Great Flux Storm. Since then, no signs of her have shown up.

THE GREAT FLUX STORM OF HAVEN - An incident about five years ago that resulted in numerous wormholes ripping open throughout Haven. They swallowed one pop star, a cosmetic surgeon, five pet slugcats, a cop car, five hundred gallons of chlorinated water from a swimming pool, a whole zamboni, a beloved omni-ape from the local zoo, and three space mules. Scientists have been investigating it since, but no cause has ever been determined.

THE SHARP TEETH - A gang in the underbelly of Haven, not the most dangerous, but the most numerous. Their captains like to take the names of knives, various types of sawblades, and basically anything sharp. The leader is Jack-knife, a slim, gaunt man who is over-loaded with cybernetics. He is quite fond of, for interrogations, swapping out his hands with a pair that have razorblades for fingers. He has a lieutenant named Saw-Bones, a gigantic droid composed of a hodge-podge of parts, with large chainsaws for hands and a coat made of wired-together, mismatching bones.

THE BILLOWING MASS - A nanomachine experiment gone horribly wrong, the Billowing Mass once threatened to overtake an important development sector of Haven. Fortunately, Haven's top scientists and military reacted quickly, developing a countermeasure that isolated the heart of the mass, capturing and extracting it, causing the rest of it to go inert for safe disposal. Ever since, it's been kept in a high security zero-grav vault. The Mass has proven resistant to all attempts to destroy it, including incineration, freezing, and logical paradoxes. Plans have been made to launch it into a black hole, but there's a very real worry it might escape in the process and make its way back for revenge. Did we mention it's sapient? Yeah, it's sapient. And a dick.
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02-21-2017, 07:27 PM
Post: #20
RE: Haven
MORE LORE STUFF

Groups:

Black Silicon Corporation - A leading hardware development corporation stationed on Haven that is in direct competition with White Carbon Corp. Black Silicon lends its focus mainly into entertainment devices, though they have also branched into Artificial Intelligence studies in order to compete actively with White Carbon. Their most notable product is a line of handheld gaming consoles known as 'SiliConnect' that features almost unrivaled online play. There are rumors that Black Silicon has under-the-table dealings with WyrmCorp, though they are nothing more than just that, rumors.

White Carbon Corporation - A leading hardware development corporation stationed on Haven that is in direct competition with Black Silicon Corp. White Carbon lends its focus mainly into workplace devices, though they have also branched into Artificial Intelligence studies in order to compete actively with Black Silicon. Their most notable product is a line of at home computers known as 'CarbOnwards' that are said to possess top of the line processing power that is virtually unmatched by other companies. There are rumors that White Carbon has under-the-table dealings with WyrmCorp, though they are nothing more than just rumors at the moment.

Locations:

The Cisterns / "The Waterfront" - The Cisterns are a very important part of Haven, and are one of the most heavily surveyed and regulated locations on the station. They are a series of massive metal cisterns that hold most of the clean water used by the station. The area that the Cisterns take up is usually fenced off and tends to have patrols, but that doesn't stop people from getting in anyway. They were nicknamed "The Waterfront" simply because hanging out near the Cisterns was the closest one could get to an actual waterfront. Those that break into the Waterfront do so simply because its one of the quieter areas on the station.

Haven Northern Sewage Treatment Facility / "Graffiti Halls" - One of Haven's sewage treatment plants, the HNSTF is responsible for taking care of water treatment for the northern part of of Haven. Unfortunately, the production of clean water is not what the HNSTF is known for. Nicknamed the 'Graffiti Halls', the HNSTF acts as a museum of sorts for street art. The Graffiti Halls are covered wall to wall in graffiti of all kind from all sorts of different medium. For some reason, the facility does not have as strong of a security system as one might expect for such an important place, so many people have taken to using it as a place to practice their 'unconventional' art skills.

Events:

Eclipse Party - Not everything that happens during an eclipse is bad, contrary to popular belief. Like Midnight Affairs, Eclipse Parties are unofficial events, not formally recognized by whatever passes for government on Haven. However, they take a different, more... lighthearted approach. For those cooped up in their apartments, homes, or shops, many find that the best thing to do in order to bide out the eclipse is to simply host a little party for whoever is present. Eclipse Parties typically take place in restaurants sheltering a decent amount of people, though particularly well stocked apartment floors and grocery stores on the up are frequent sites as well. Eclipse Parties are usually nothing more than a small cooking events where people whip up a dish of their own and then everybody around shares what they've made.
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02-22-2017, 01:20 PM (This post was last modified: 02-22-2017 01:28 PM by Acolyte Doctor.)
Post: #21
RE: Haven
LORE

Izanagi-Izanami (II Iza) is a binary star system consisting of the stars Izanagi and Izanami.

Izanagi

Izanagi is the smaller, brighter of the stars. Izanagi has three planets: Amaterasu, Susanoo and Tsukuyomi. Of the three planets, Amaterasu and Susanoo are colonized. The native civilizations are exclusively human-based/derived (baseline humans, posthumans, et cetera) with nonhumans being an extreme minority, usually consisting of travellers. This is especially unusual considering the diversity and multiplicity of spacefaring beings. This exclusivity is postulated to be due to the relative isolation and perceived hostility of Izanagi-Izanami star system in addition to the insular nature of the humans.

Amaterasu is a Goldilocks planet, a rare miracle in the scope of binary star system. Ame-no-Uzume (informed called the moon by locales and visitors) orbits the planet. Amaterasu was the first planet to be colonized in this system and enjoys the privilege of thriving nature, eclectic cultures, and advanced technology even to this very day. Unfortunately, Amaterasu still feels the wounds of a long-past interplanetary war and still continues the policy of soft-closing her borders. Trade and visitation is especially restricted.

Susanoo is a planet that is a bit further out in the habitable zone. Susanoo is an aquatic world, exclusively populated by artificial islands and seafaring societies. Societies are influenced by a syncretism of East-Asian culture, religion, and other peculiarities. Susanoo was once technologically on par with Amaterasu, though with emphasis on material science and organics, but interplanetary warfare had made much of the technology unavailable to them, though not the knowledge. Despite the continuous storms, surprisingly has no moons.

Amaterasu and Susanoo have a great deal of historical enmity. Historians had postulated the enmity was a consequence from Susanoo’s original purpose as a prison colony for Amaterasu. However, recent archaeological evacuations of planetfall sites in Amaterasu had indicated that the enmity had existed far before the rise of Izanagi-Izanami societies, which is very puzzling indeed.

Tsukuyomi is a planet beyond the Sanzu River, an asteroid belt that surrounds the orbit of Susanoo. Tsukuyomi is icy but rich with a variety of metals and natural gases. A subterranean ocean is confirmed to exist long ago in the pre-war period but the confirmation whether life does or does not exist in these watery depths is not considered high priority for obvious reasons.

Izanami

Izanami is the larger, duller of the stars. Her dim, reddish complexion inspired descriptions of “hellish” and the boom-and-bust of doomsday cults every a hundred or so years. Izanami is orbited by countless number of planets, planetoids, asteroid fields, et cetera. The staggering amount of space-rocks had inspired thoughts of potential exploitation by Amaterasu and Susanoo (at least in the past) but these thoughts are stymied their close vicinity to the star. The grand majority of these planets are actively volcanic.
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02-23-2017, 01:53 PM
Post: #22
RE: Haven
Yo, I'm closing applications tomorrow. If you still want to get something in, hurry it up!
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02-24-2017, 05:59 AM (This post was last modified: 02-24-2017 09:09 AM by Kadis.)
Post: #23
RE: Haven
Name:

Warrior-Prophet Suvai Killiksin of the Ashen Tomb, Chosen of Kel-Shar, Bearer of the Might of the Burning Retribution, Third Blade of the Mountain, Five Hundred Millionth and Twelfth in the Esteem of the Awakened Ones, He Who Lost the Keys To The Sacred Temple Down A Garbage Chute.

Goes by Prophet, or Suvai if anyone asked. No one does.

Species:

Prophet is one of the Nashar, a far-flung race of proud warriors and zealous priests. The Nashar are humanoid and stand between seven and nine feet tall, with six long limbs, reversed knees, and bent claws one their upper set of arms (not unlike a praying mantis). Their skin is dark grey and their biology is tungsten-based, giving them hard, resilient skin and a metallic sheen. Nashar heads are oval, with two gold eyes, antennae, and a wide mouth filled with jagged teeth.

The world of the Nashar is one of the furthest Haven has come in contact with, several systems away. Its surface is torn by volcanoes and magma spills and shudders with near constant earthquakes. Only the mountain ranges at planet’s north pole is habitable. Its people are similarly chaotic – a fierce race of dogmatic fighters who have thrived in their deadly environment, partially out of their innate hardiness and partially out of spite. When their culture began they were divided into warring tribes and although they have since united (so they could better pick on neighboring species), combat and glory are the backbone of their society.

The Nashar are intensely religious and devote any time not spent fighting to the worship of Kel-Shar, their god of the apocalypse. Kel-Shar was originally believed to be their sun, a pitilessly scorching red giant, but once they’d mastered space travel and got a better look at their sun the Nashar concluded that Kel-Shar was still waiting for them somewhere in the cosmos and that their sun was just kind of a dick. Kel-Shar shows his wrath with volcanoes and natural disasters, and grants his favour through godlike combat prowess and fury. Interestingly, the highest-ranking priest of Kel-Shar really does seem to gain borderline supernatural pain tolerance and strength, although whether this is proof of his existence or just an interesting chemical reaction left over from an earlier stage in their biology remains to be seen.

The Nashar and their priest-leaders, the Awakened Ones, believe that it is their sacred duty to find Kel-Shar and awaken him to begin the end of the universe.
They remain cagey on exactly why they want the universe to end (although ‘so that everyone else is as miserable as they are’ has been thrown around as a suggestion) and any devout Nashar will preach his word in the hopes of gaining converts to broaden the search. They usually focus their recruitment pitch on the ‘greatest warriors’ thing, since the apocalypse has proven to be kind of a hard sell among everyone except maniacs. They also happily accept applications from maniacs.

Description:

Prophet looks like most Nashar (see description above), and indeed could not easily be told from any other if there were actually other Nashar on the station. He is unusually tall at nine feet and thin, with awkwardly large knees and elbows, and his eyes blink sideways a little too often. He usually wears his ceremonial robes, which are heavy black fabric plated with armour and have a heavy hood, and would probably look intimidating if he hadn’t cut a hole so his antennae wouldn’t chafe.

An accomplished warrior and chosen missionary, Prophet is a terrible and wholehearted failure as a Nashar. He is passive, easily nauseated, and has never met a controlled substance he didn’t instantly fall for. On his homeworld he guiltily hid these proclivities, but since arriving on Haven he has embraced his degenerate side enthusiastically and with what the Embarrassing Injury Specialist in the Haven ER referred to as ‘dreadful optimism’. After so many years being treated like a joke, Prophet has finally found relief in becoming a punchline.

Skills/Advantages:

Tough as Nails: The Nashar are a naturally hardy race, and Prophet trained his entire childhood as a fighter. He specializes in honourable melee, but has some experience firing heavy weapons.

Nothing Left To Lose: It is a mystery of the universe that the highest-ranking priest of Kel-Shar is granted berserker might in combat. It is even more of a mystery why for Haven, that person is Prophet.

Bureaucratic Navigator: Prophet’s greatest fear is being exiled from Haven and sent back to his people with his tail between his legs (note: mentions of tails are in no way meant to disparage tail-having citizens). Since his main task is to preach in the streets and generally make a nuisance of himself, he is familiar with every loophole on public disturbances, minor mayhem, and exactly what forms are needed to plead insanity for the fifth time.

Disadvantages:

Lush: The Nashar believe that the only mind-alteration needed is the pure joy of knowing that the fiery first of Kel-Shar will soon smite this unworthy galaxy into his pit of eternal flames. Prophet begs to differ. He has rarely been sober since arriving on Haven, and is easily swayed by the exotic and forbidden advances of basically anyone, honestly he made a pass at the vacuuming drone one time. (Best first date he ever had, too.)

Lazy: Prophet doesn’t like to do any more work than he has to. So long as he has enough to pay his rent and kill a couple brain cells every night, he’s generally not going to go looking for trouble.

Chosen One (Out of One): Prophet only receives his salary, combat strength and status so long as he is Haven’s missionary of Kel-Shar. Since he is a completely terrible missionary, anyone he managed to convert would immediately outrank him and he would lose all his power. Good thing he’s so bad at it.

Equipment:

A sacred blade forged in the volcanoes of his homeworld: Prophet’s main weapon and an icon of his faith.

A Nishar shredder rifle: secondary weapon, granted to him when he reached adulthood.

A series of apocalypse signs: have been getting more creative lately. The current one says “WORSHIP KEL-SHAR: Limited Time Only!” No one’s laughed yet.

A box: for standing on while screaming about the apocalypse.

A shitload of drugs: not his, Officer, he swears, and did you get your hair done?

Goal:

As a child, Prophet had hoped to become the greatest warrior of his people and lead them to a promised land, maybe one without so many goddamn volcanoes everywhere. Now that he’s found his own personal promised land in Haven, he mostly just doesn’t want to leave. Prophet is determined to keep drawing strength (and salary) from Kel-Shar without actually having to do any work or follow his own people’s doctrine. At the end of a long enough bender he’s likely to start sobbing about how he just wishes he could make his people proud, but he’ll have conveniently forgotten it in the sober light of day.

Biography:

Prophet’s life didn’t start out inauspicious. He was born in a clutch along with four of his brothers and sisters and began his warrior training the next day, as soon as the eggshell fell off properly. At first he passed with flying colours, but soon the elders began to wonder: why did he wince every time he sent an unworthy one to oblivion? Why did he not appreciate the subtle difference between a volcano and a volcano that had just been fed a pile of infidels? What was up with that fucking humming? His strange proclivities increased into adulthood, and Prophet soon found himself shunned among his faith. It was speculated that he was chosen for missionary work mainly so that Kel-Shar would stop sending earthquakes directly at his family, and he accepted it with broken-hearted resignation (his family had strong opinions and a lot of weapons).

His sorrow lasted exactly as long as it took the cryofrost to wear off and him to step over the threshold of Haven. The moment he laid eyes on the sinful heretical world, Prophet was in love. Given the good deals he could get on junk food and beer, the world reciprocated his feelings. All he had to do was make sure he didn’t actually convert anyone and he was golden.

Prophet now spends his days preaching to the masses, so that he can continue to receive his stipend from the Nashar as the high priest of their god on Haven. He sets himself up in a fresh alley every morning, and has a strict rule that no more than three people can piss in his proximity per day. His lectures focus mostly on the end of the universe, with a special focus on how nice it will be when Kel-Shar rips through the veil of reality and brings his flames to boil each and every Haven resident alive (Kel-Shar is nothing if not a conscientious murderer). When the cops show up he leaves, with the practiced ease of someone who has been asked to leave almost every room they have ever been in. Sometimes the locals get it in their heads to ban him, but Prophet claims he suffers from a particular form of religiously-induced deafness and cannot understand any cease-and-desist unless phrased in the form of a committee, which can easily be confirmed by the official representative of the Nashar (he is also the official representative of the Nashar).

He’d happily tell you how he spends his nights, but he has yet to remember one of them.

Important relations:

Awakened Locai: Prophet’s main contact back home and the one who pays his salary. He generally avoids her messages at all costs, especially if she’s after information on how his church is coming along.

Jenny Keele: A local petty drug dealer and one of Prophet’s favourite people. At least she was so long as she was accepting credit. She knows he’s good for it, right?

Dirtspark Floodnado: A fellow street preacher and apocalypse aficionado, Dirtspark claims to have ‘given up life’s petty concerns’ to follow his true calling as the prophet of a long-forgotten storm god. Such petty concerns include the law, personal hygiene, and pants. Prophet loved him until he realized Dirtspark was serious.

(More to follow. If Prophet's in, I'd super love to be grouped with someone(s) else too :-) )
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02-24-2017, 07:13 AM (This post was last modified: 02-24-2017 07:45 AM by Demonsul.)
Post: #24
RE: Haven
EVEN MORE LORE

Haven Station
Haven's Origins
Haven was first reclaimed as a Vespian refueling post built into a derelict station between the distant borders of a Vespian polity and the Graveyard Sector. It was built up as traffic heading past it grew, but then abandoned as advancements in more efficient warp drives meant that it was no longer needed. It was then "discovered" by human settlers (squatters and pirates, mostly) before gradually growing into a somewhat more respected city-state over the course of about a hundred years, during which time it was substantially expanded, completely eating away several huge asteroids for materials and incorporating a salvaged mega-derelict or six into the construction. At that point, the borders of the Apids and Vespians finally reached it, and it gained its important strategic relevance. It grew even more massive and bloated, and became the familiar grimy place that 50 million people now call home.

Haven's Appearance
From outside, Haven looks kind of like one of those model molecules you see in a chemistry lab, with 15 roughly cube- or sphere-shaped huge sections connected by spokes forming a vaguely wheel-shaped superstructure. The millions of tiny lights and windows spread across the station at least give it a sense of grandeur from a distance, and the constant stream of engine flares traveling in and out of the various docks make it look alive. Inside, transport is mostly achieved by way of the vertically stacked hover-highways and mag-rails, as well as surprisingly conventional streets and buildings.

Space
Faster Than Light Travel
There are two main forms of faster than light travel in the galaxy: the Warp Drive for the captain who wants to get to his destination safely and cheaply, and the BRAVE Drive for the captain who wants to get there fast. The Warp Drive is old and reliable tech that can take hours or even days to travel between stars, while the BRAVE (Bit Risky And Very Expensive) Drive can get you between nearby stars in mere minutes, or across the entire width of the galaxy in about half a year - provided you don't mind occasionally vanishing for weeks at a time, with no memory of where you went but with clear evidence of time having passed, often with horrific consequences for ships that only stocked supplies for a brief journey.

Faster Than Light Communications
In terms of communications, there are "FTL pulse transmitters" that can, at great expense, send information near-instantaneously. However, they offer narrow data-streams on an easily-choked galactic bandwidth, meaning there is no real galaxy-wide internet. Instead, a planetary network's data is stored on local servers on each planet, and is kept updated on events in the rest of the galaxy by pulse broadcasts of high-profile interstellar news and by the data-haulers who pass by selling their services. Planetary networks are shortened to PlanNet or just 'net. Haven is thought to be unique in being the only station large enough to have its own 'net, rather than just sharing the network of whatever it orbits nearest.
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02-24-2017, 07:39 AM
Post: #25
RE: Haven
Name: "The Canary". Actually a long song that only normal birds can understand but most people call her by that moniker.

Species: Canaria Sapiens, a descendant of the Earth Canary originally sent into Haven to make sure the place was safe for living. It's been a long time.

Description: The Canary looks somewhat like a cross between a generic human and an avinum, and is quite often mistaken for the latter. Has the obvious yellow feathers and tail, though her talons are significantly more humanlike - almost like fingers with horribly large nails - and her beak has hardened and flattened like teeth. Still has the nose slits of her forefathers, and her wings are still usable (though they fold in so that she can walk around without them getting all over the place). Dresses with style, which is to say over the top flamboyant outfits.

Skills/Advantages:
My Home and Native Land: The Canary has been part of the station for all of her life, and comes from a long line of things that have called the station their actual homeland. She knows Haven inside out, better than anyone else. It makes getting to and from places really easy, and gains her a fair amount of respect by people who are particularly fond of Haven.

Gotta Have Steal Style: Always well dressed. Or, at least her own idea of well dressed. Of course she doesn't work much, which means the only way she can probably get the stuff she does by charitable donations for the local oddball or straight up theft - and she hasn't been caught yet thanks to her excellent dexterity, speed, and wits.

Come on I'm a Motherfucking Bird: Canary can fly. Obviously. Not as well as many bird-people given her half evolution, but she can generally maintain it for an hour or so, maybe more with practice.

Well Connected: One isn't simply the true heir to Haven without getting to know everyone who is everyone. A bit of natural charisma and eccentricity serves to make her a contact, friend, or interesting weirdo to most of the station.

Disadvantages:
Well Connected: One isn't simply the true heir to Haven without getting to know everyone who is everyone. A bit of natural charisma and eccentricity serves to make sure that nobody on the station doesn't know who she is or where she hangs out.

Brittle: Being an evolved bird, her bones are pretty easy to break. Not as much as a bird person, but definitely more than a generic human.

Magpie: Canary definitely doesn't collect useless baubles and oddities and horde them in places all over the station. Please never bring this up again.

Equipment: Canary has a few secret hideouts all over the ship, which she definitely only uses to store her seemly endless supply of clothes and actual valuables and not a shitton of useless junk that she steals from wherever she finds it.

She also has a cheap gun for self defence and only a basic idea of how to use it.

Goal: She is station royalty and one day people will stop just agreeing with that and she'll get a sweet palace or something. She could store all sorts of treasures I mean junk I mean she doesn't keep any of that shit around. Basically she would like people to respect that she is in charge of Haven but has no idea of what that would actually entail.

Biography: As stated, the Canary is the descendant of the original birds sent into Haven to make sure it wasn't full of toxic gas. When the canary flew off and didn't return the discoverers left, and it was abandoned for a long, indeterminate amount of time before it was found and settled for good. All the years had caused the birds to mutate strangely, and the mysterious Canary is their progeny. Nobody knows how this happened, or why Canary is the only one, but theories from her being immortal, magic, or late stage parthenogenesis but she sure as hell isn't going to tell.

In her life, she's basically acted like she rules the station, going wherever and whenever she pleases and doing what she wants. Her knowledge of the station has made her a lot of friends and fans, even among the station's elite, since it was easier to make her your friend and invite her to your parties then have to deal with her just showing up and causing a fuss.

Important relations: The other birds of the station - namely canaries that didn't evolve to her level. The station is relatively lousy with them. She also runs with a few gangs that basically just use her knowledge and abilities for their own gain but it doesn't bug her and they usually pay her back in favours or garbage valuable treasure.

Lore Entry:
Species: Coleops, a proud nation of basically space beetles. They form a vast and varied empire bordering the Apid Empire, though of course they don't quite match the splendour of their more powerful rival. This is mostly because of the various subraces within the Coleop Collective all constantly vie for the nation's crown and usually only unite when they're at war with someone else. Many within the Collective dream of greater ties with the enemy of their enemy, the Vespian Alliance, but are generally too far away and/or useless as an ally to get the Alliance's attention.

Gangs of Haven: One of the most prominent up and coming gangs on Haven is known formally as the Friends of Vespia, a gang of primarily expatriate Coleops, humans, and Apids separated from the hivemind. They are all for increasing Haven's ties to the Alliance, or even have it formally become part of it, and hate the Apid Empire. They are known and easily recognized by their coats, which are primarily yellow with black lines just like the Vespids they idolize - to the point where many people know them by this easily identifiable sign instead of their stupid and overly formal name.
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02-24-2017, 08:11 AM (This post was last modified: 02-24-2017 09:29 AM by Vancho1.)
Post: #26
RE: Haven
LORE:

"The Greys" / Little Green Folks - This curious species of aliens stand between six inches and 1.5 feet high. They have smooth skin ranging from grey to light green, have large luminescent eyes, and two antennae sticking up from their heads. They are remarkable for their ability to survive just about anywhere - Greys live mostly on airless asteroids and farm achaea on moondust and cosmic rays. They are pretty helpful folks - some human colonies have met little green people who help their crops grow and keep their animals healthy in exchange for a little cream left out in a bowl at night. Greys are notoriously difficult to get rid of, and can often be a nuisance on space stations, gumming up the works with their little communities.

One interesting thing is that Greys like building weird structures, such as pyramids all over the place, and can't really explain why. They have a childlike demeanor and love listening to people talk. Greys also have innate telepathy which allows them to understand things, especially language, intuitively. Efforts to use little green people as universal translators have largely failed, however - most get bored and wander off, and the few that are cooperative have a hard time with remembering advanced concepts and translating them. They're more than happy to listen, however, and many a scientist has enraptured a herd of Greys by telling them all sorts of complicated things, though they're unlikely to remember much. A few Grey communities have developed a sort of civilization, where they keep random junk and assemble them into strange contraptions which do unexpected things. Most Grey inventions fall apart when seriously examined, but if you don't look at them too hard they work remarkably well.

Little green people claim to be the "ancient aliens" who've meddled with basically all of space, but when you ask one how they did it they simply shrug and go "we forgot". One historian, who lived for many years among the Greys, finally got a less evasive answer, that being "All the big people left; we got left behind and forgot how they did things". This has led to the fringe theory that the Greys are the neotenous form of the precursor aliens. However, all genetic testing and other such tests have yielded negative results.

All in all, little green people are harmless, if somewhat annoying at times. If you encounter some near you, it's best to keep them happy, and everything will run a little smoother in your life.

The one, the only, Vancho!
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02-24-2017, 08:43 AM
Post: #27
RE: Haven
Name: "WHERE AM I!? WHATS GOING ON HERE!? WHY CAN'T I REMEMBER THE LAST FIVE HOURS OF MY LIFE!?" (Andrexious Abercrombie Zulphius Trench)
Species: "AAAAAAAAAAAAAAAAA! AAAAAAAAAAAAAAAAAAAAAAAAAAAA!? AAAAAAAAAAAAAAAAAAAAAAAAAA!" (Human)
Description: "WHERE IS IT!? WHERE IS MY TIME MACHINE!? OH MAN OH MAN I NEED TO FIND IT!" (6'6" 384 lbs of golden tanned muscle wrapped up in worker's overalls, heavy duty construction gloves, splattered with machine oil and burn marks with a wild, spiked beard like the mane of a lion with a swept back explosion of wild hair that exaggerates the size of his head. Two blue eyes hidden behind ridiculously overengineered aviator's goggles with way too many glowing runes and metal attachments. His ferocious grin is filled with tombstone like teeth)
Skills/Advantages: "I KNEW I SHOULDN'T HAVE TRUSTED THAT ANCIENT BOOK! WHAT WAS I THINKING MIXING MAGIC AND SCIENCE! THIS WAS NEVER MEANT TO BE! WHY DOES EVERYTHING SMELL OF ASH?" (Burly Technomancer: A kind of mad scientist who uses and experiments with magic to enhance and alter the capabilities of his machines and weapons. Skilled with mechanical duties and has a magical aptitude and a high strength and dexterity from working with heavy machines and very 'hands on' when it comes to their maintenance due to his disadvantage)
Disadvantages: "COMPUTER! PLEASE BE STRONG ENOUGH TO NOT BLOW UP IN MY FACE, TELL ME WHERE I" -BZZT- "AAAAAAAAAAAAAAAAAAAAA!" (Techbane: While excellent at creating devices and circuitry using magical enchantments, crystals and good old fashioned mechanics, he cannot operate more delicate 'normal' technology without it breaking down or blowing up in his presence, meaning a lot of his creations are heavier and bulkier than they would be with ordinary creation processes, with the upside that they are far more durable, efficacious and long lasting from his abilities. Although construction and maintenance has resulted in him having the physique of brick shithouse)
Equipment: His multi-purpose enchanted rune wrench. Its the size of a small dog. It is good for hitting things with.
Goal: His ultimate goal is to create a successful crystal infused, magically enhanced artificial intelligence, or failing that, a magical computation device capable of connecting to mundane computers without frying them, finally bridging the gap between the Mundane and the Mystical.
Biography: Andrexious Abercrombie Zulphius Trench is a simple man, he sees a problem and he comes up with a completely ludicrous, off the wall problem that ends up creating three more problems than it solves. He then solves those problems the same way, and so on and so on and so on. This is basically how he got along in life from his first 'problem' of solving a simple child's puzzle as a baby which resulted in the TV becoming a dancing robotic spider that bobbed along to the songs the cartoons were playing on it. Everything escalated from there, often frustrating him until Andrexious Abercrombie Zulphius Trench found a way to solve it. Eventually he started experimenting with magical knowledge and his strange method of thinking and problem solving clicked with his new knowledge and henceforth unrealised potential was unlocked. And new problems.
Important relations: "WHERE IS MY TIME MACHINE!? WWWWWWWWWWWHHHHHHHHHHHHHEEEEEEEEEEEEEEERRRRRRRRRRRRRREEEEEEEEEEE!?"

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02-24-2017, 12:59 PM
Post: #28
RE: Haven
APPLICATIONS ARE NOW CLOSED.

I'll be coming to a decision as to who to accept soon. I apologize in advance if I can't let everyone in, there are a lot of good profiles here.
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02-25-2017, 07:59 PM
Post: #29
RE: Haven
THE TIME HAS COME.

I will say up front that this wasn't an easy decision - every single app here was pretty damn good. If I could have, I'd have just let everyone in, but I had to set myself a limit. So, some tough choices had to be made.

That said, here's the people who did get in.

Emaiasantimeaalmiireosva - Demonsul
Erlyu Kratoa - MQuinny1234
Feronia Freebee - Protoman
Gale Metz - Kocel
Junior Translator Valen Zaiat Ainos Preter - Vancho1
Kenji “Fishbones” Ishikawa - Acolyte Doctor
Lucia Eloise Kensuvan - SupahKiven
Nana Chirrup - Corn
Princess Bella Victoria - Cidellus
Reilly "Ivory" Maciver - Raptarion
Riley Rivers - pail
Warrior-Prophet Suvai Killiksin etc. - Kadis

I'm gonna take some time to prepare things, but I'll get things up and running soon! Until then, feel free to keep submitting lore - I'm really liking the stuff you guys have already come up with!
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02-26-2017, 09:27 PM (This post was last modified: 03-01-2017 06:40 PM by SupahKiven.)
Post: #30
RE: Haven
DUDE, TALK ABOUT LORE

Groups:

BrainStem Systems - A cybernetics company, BrainStem Systems originally worked as a developer for implants that required a connection to the patient's spinal cord. They pioneered advancements in cybernetic integration with computers, and are the famous inventors of the 'Uplink Implant', which allowed those with it to directly interface with computer terminals. Recently, however, they have began focusing more on Synthetics, and are spearheading research into the Synthetic Conscious, an massive cloud database that would allow for the wireless storage of a Synthetic's mind, with the intent of making significant scientific advancements and reducing the need for and the risks of Consciousness Cards. While there are many both for and against the development of the 'Synthetic Conscious', neither do very much to influence BrainStem either way.

Chameleon - Originally a small, niche company that produced 'skin grafts' for Synthetics that would allow them to appear human, Chameleon now produces all sorts of fabrics and interior design products. Chameleon started out by selling 'SkinTec', a product that Synthetics could wear that adhered to their form and allowed them to look and feel human-esque. However, Chameleon quickly realized that, with a few modifications, their product could be sold as so much more than before. Changing up SkinTec a little bit, they were now able to create a versatile and strong fabric that could be made into clothing, wall paper, carpets, and other such luxuries. They still produce SkinTec, though in much smaller amounts, and their focuses have shifted elsewhere.

The Restoration & Protection Group - A group dedicated to the preservation of nature. The Restoration & Protection Group spends most of their time and money working to save and protect as much nature in the galaxy that they possibly can. As of late, a group from RPG has stationed itself on Kokoyan, working to protect everything on the planet outside of New Yan City from agriculture and industrialization alike. They are surprisingly militant, and do their best to both stretch the law in their favor and dodge the law as best they can. RPG is typically known for their ruthlessness, their surprising supply of money, and their surplus of volunteers.

Haven Culture:

Street Racing - Of all forms of entertainment in Haven, none are quite so notorious as street racing. Forming a subculture all of its own, Haven's street racing scene is (in)famous for more than just the vehicles there. Street racing in Haven typically follows a three stage process. The first is preparation. All races are informal, and the fact that one will be happening is typically spread by word of mouth. The prep stage involves all sorts of people, from hackers who do their best to keep Haven PD in the dark to merchants selling illegal vehicle mods to the racers themselves making sure their vehicles are in top shape. Stage two is the race itself. People will gather at the sides of the road in question (usually Highway Five, though other locations are not uncommon) or in nearby buildings and watch as the racers line up at the start. There are always unofficial communications channels open that allow watchers to keep up with what's happening. The third and final stage is the escape. Very few street races have a conventional finish, usually due to the fact that the police find out eventually. When the cops roll up, that's when everybody except for the racers scatter. Most racers stick with it, attempting to outrun their competitors in addition to the police. Though many get taken in (not every vehicle is capable of outrunning the police or staying together long enough to escape), others always make it out, ensuring that there will always be another race.

Food - When it comes to food on Haven, there are many words that come to mind. However, the one word that doesn't is 'fresh'. Being a space station, it's only natural that there would be little to no areas dedicated to growing food. Because of that, almost all of the food on Haven is either shipped from regulated farming areas on Kokoyan (should it be things like fruits, vegetables, or grain) or, more likely, processed/canned/dried/all three in a far off location and then shipped onto the station by specified vessels. While it is rare, there are some people who import the stuff required to grow their own potted plants, but those occasions are few and far between.

Locations:

Market District / "Shakedown Central" - If there's something that you need, look no further than the Market District. The Market District is a massive building, about a block in size and twelve stories in height with two stories underground (B2-10). Floors 1-9 are jam packed with stores and stalls of varying size and wares. There are very few things that cannot be found in the Market District, and those things tend to be extremely niche. The 10th and top floor is dedicated to security for the building. The two basement floors, B1 and B2, are where the district gets its name. Formally recognized as storage floors, B1 and B2 are well noted for their stalls selling illicit weaponry and substances, as well as their reputation for extremely tight practices that can result in one getting the tar beaten out of them for one wrong step. Down below Floor 1, Shakedown Central is famous for extortion and extremely competitive business practices. If there's something that isn't sold in normal stores, Shakedown Central is your go to place. Just be careful of who you buy from...
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03-03-2017, 08:24 AM (This post was last modified: 03-03-2017 08:26 AM by Protoman.)
Post: #31
RE: Haven
HEY KIDS WANT SOME DRUGS

SHAKER - An injectable stimulant that lends feelings of energy, heightened senses, and twitchiness. Side effects include hair-loss, vein shrinkage, and addiction. Long term use can inhibit one's sense of time, permanently setting them into a state where it feels like the world is moving more slowly.

WONDEREYE - A psychedelic drug. Dedicated users claim it forces you to confront your own soul and look past the physical world and look into the metaphysical world. Scientists say it causes deep delusions. Psychologists say they are typically fueled by personal trauma and insecurity, as well as unobtainable desires and dreams. Casual users say that it makes you see some really cool shit. No major side effects, but expensive and dangerous if you have a bad trip.

BREATHER - A muscle relaxer that used to be used by patients suffering from anxiety disorders before being replaced by less addictive substances that got the same job done. Still used by those among the poor who can't afford official treatment, as well as people who just want a gentle high. Interestingly enough, it is also occasionally used by those addicted to harder drugs to help them through withdrawals, even at the price of a new addiction.

BLISS: Also called the Hand of God. A depressant with minor psychedelic properties that numbs all pain, makes the world seem brighter, and allows one to feel complete with themselves, regardless of their insecurities and their personal issues. Highly addictive. Leaves many with the feeling that they've had a brush with the divine. Long time addicts tend to have a religious devotion to it, and are often called Bliss Cultists. Prolonged use can cause one to lose touch with reality. Use beyond that has not been documented publicly, but the one experiment with prolonged use performed on rats was shut down and censored, with rumors swirling about the rats having lost form, fused, and become amorphous meat-beasts that had to be put down by military personelle. Crazy, right?
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03-03-2017, 03:31 PM
Post: #32
RE: Haven
BOY DO WE

GLITZPHORP: A liquid concoction derived from the waste of a peaceful, psionic hivemind. When injected into the bloodstream, it, upon contact with the human brain, overwhelms their minds with a sense of peace, bliss, and the urge to say "glitzphorp." In fact, they can ONLY say "Glitzphorp." All other speech interpreted by the user's mind, be it text or verbal, is turned into the Glitzphorpian word for "Glitzphorp." The effect lasts for six hours, at which point it normally works its way out of a user's system, except for psionics, who are affected by the drug for four hours longer, and the rare occasion of the Glitzphorpian Mind Parasite, present in poorly-filtered batches of the drug, which causes the effects to last indefinitely until treated via gene-cleansing.

MECHAFLEX: A strain of reproducing nanomachines that feed off the user's system for a period of time, granting them increased physical strength, endurance, and confidence. It drains the user's system of nutrients, however, and while, with the proper diet, it is possible to recover afterwards, long-time use poses a significant health risk.

FUNNY TONGUE: A thick, mildly hallucinogenic liquid that only produces effects once it has been allowed to air-dry. Normally used by painting it on a surface and licking it. It can also be used by painting it upon one's skin, after which the effect is received via skin pores once the user sweats on the dried paint. Different cartels like to produce it in different colors, some of which develop reputations of their own.

VAPOR INJECTORS/JUICE INJECTORS/VAPOR STICKS/CLOUD CANISTERS/I-RIGS/'THOSE DANK CLOUDS, BRAH'- All various slang and labels for small, electronic devices designs to vaporize liquids for inhaling. These liquids differ on effects, depending on who is making them. Corporate-owned companies make highly-addictive juices that primarily relieve stress. Less "legitimate" sources make highly hallucinogenic ones. Various small name medical companies make juices they claim to have medicinal benefits, whether that claim is true or not is up to evaluation, and at least one infamous company makes a form of euthanasia designed to be inhaled via injector.
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