Stairways of Starlight RPG Profiles

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Stairways of Starlight RPG Profiles

Postby C S » Wed Jul 29, 2015 8:29 pm

Last edited by C S on Sun Aug 09, 2015 3:58 am, edited 2 times in total.
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Re: Stairways of Starlight RPG Profiles

Postby C S » Thu Jul 30, 2015 2:57 am

Races



Name: Dahlen

Description: Stout bipedal beings with gray, rubbery skin. The wrinkled texture of their flesh is akin to a pachyderm's. Unlike those bulky animals, dahlen tend to grow lithe and short, topping out at under five feet tall. There are outliers in this trend; dahlen that grow to just under six feet tall and are considerably more muscular than their peers. However, this is a form of gigantism in their species, and these individuals live difficult lives aided by machinery. The skeletal system of a dahlen is not meant to support such builds.

Dahlen have eight digits on each hand, four opposable to the others. This has given the species incredible dexterity and the benefits forthcoming of such a trait. As an added bonus, working from base sixteen has led to efficient mathematics and computational systems.

Their heads are vaguely triangular in shape with swept back ears that are made of rigid tissue. These ears are short and could be confused with horns to compliment the ridge that rises up along these beings' snouts. Their eyes are beady and come in many shades of color. Deep brown, orange and pale green are the most common of these hues.

Leading Body: None. Several clusters of government delegate their own politics.

Design Sensibilities: Things created by dahlen engineers tend to be rugged things that stay away from excess. Gentle curves are not their thing. Sharp angles and sleek lines are hallmarks of anything that comes out of a dahlen foundry. Their creations tend to be diminutive, not unlike the ones who take up their tools to build them, however one would be at a steep loss to shortchange these talented tinkerers.

Hail From: Ti
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Name: Chitous

Description: The chitous are a strange race. Their physiology tends to favor the development of the brain more than the rest of their bodies, with select organs especially adapted to the role of delivering nutrients and other vital needs to that most primary of organs in the chitous body. As a result, the chitous have evolved towards a more radial symmetry to their figure. Their limbs have lost the intricacy of bone systems and digits and are more akin to tentacles. Several layers of hard yet flexible tissue and blood vessels form the central structure of these limbs, which are wrapped in muscle giving them surprising strength and utility. Chitous have twelve of these limbs, eight of them concentrated around the thoracic portion of their bodies. Four of them extend from the pelvic region, shorter than the eight others, vestigial remains of legs.

Possessing four eyes around their heads, an individual chitous has a three-sixty view of their environment with astonishing visual acuity. This comes at the cost of depth perception, compensated for by their limbs, which provide extra kinetic-spacial awareness for these odd beings to navigate unimpaired. They lack mouths and noses on their heads. In space, they rely on special body suits to contain themselves in a more hardy and more easily interfacing unit.

The chitous communicate through telepathy.

Leading Body: While not directly responsible for government, the most elderly of the chitous are revered for their wisdom and archive of knowledge. This influences the way their kind operates on a political level.

Design Sensibilities: The chitous, perhaps unsurprisingly, are amphibious and take to the more aquatic conditions of their homeworld. Many of their designs, from buildings to vehicles, are sleek and streamlined to best take to the currents and resist great stresses. Their spaceships are renown for being both hydrodynamic and aerodynamic and are favored as general purpose ships, capable of performing a variety of roles, but outmatched by more specialized craft.

Hail From: Pa
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Characters



Name: Totlo Bahn-da Didolay

Age: 29

Height: 4'4

Rank/Title: None for now

Gender: Male

Species: Dahlen

Description: Image

Unique Traits: Born to a pair of scientists, Totlo's upbringing instilled in him the drive to learn what was previously unknown to him. His scholarly disposition was right at home the frozen poles of Ko, where he joined his mother and father at age sixteen on expedition. Rather than taking to tomes and e-records, Totlo learned from the natives of the cold and became something of a survivalist expert later on in life, traveling from one harsh climate to the next to learn with the varied peoples that lived there.

Homeworld: Ko

Bio: Totlo's parents, Ghingo Bahn-ta Didolay and Verina Ha-da Didolay, were part of a scientific flotilla that took off from Ti. While not together at the time of departure, two years into their work on Ko spurred a romance between them that would lead to the dahlen known as Totlo Bahn-da Didolay. When he was of age, Totlo joined his parents on their travels around Ko, which led to him going off on his own to become the master of his body and a companion to the natural world. Worlds, as Totlo now finds himself as a consultant for all manner of employers whose business takes them to the still untamed wilds of the inhabited planets, and even to the surfaces of the desolate worlds as well.
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Re: Stairways of Starlight RPG Profiles

Postby The Kingpin » Sat Aug 08, 2015 3:18 am

Races:

Name:The Qov

Description: Tall humanoid creatures with relatively slender bodies and tough leathery, plated hide. Technically, they classify as something between reptile and insect, but show a measure of activity that proves them to be warm-blooded. They have narrow faces and pronounced cheek-bones, in addition to a pronounced brow and a pair of small, dense horns. The older ones tend to have two pairs. They have a distinctive pair of mandible-like secondary jaws which at one point in their evolutionary history were used to hold smaller prey in place while the large, articulate fangs framing the mouth poisoned and picked the food apart, discarding what was harmful and taking in what was of use. At this point however, their sturdy biology and evolutionary advancement have rendered these tools almost obsolete for their original purpose. They now serve the purpose of speech in their native language, which uses a series of scraping and rapid clicking sounds in additional to the speech sounds common to other races. Their bodies, while slender, are powerful, with a highly effective and efficient muscle structure and motor function. The average Qov is capable of lifting roughly three times its own weight. Their predatory nature has equipped them with impressive reflexes, agility and focus, making them effective soldiers. However, that nature also makes them less than ideal diplomats and politicians. As a result, they tend not to have many allies, and are forced to associate themselves with other predatory races, them being the only ones capable of at least partially seeing that their attitude is not entirely deliberate. Their legs are digitigrade and have high ankle-joints, somewhat raptor-like in structure. The feet have six digits, two large ones pointing backwards, two pointing forwards and one diagonally forwards on either side of the forward facing pair. all of these toes end in razor sharp talons. They also have four arms, two large primary ones forming their shoulders with two slightly smaller secondary ones set below them. The hands have four fingers and two thumbs each. The Qov tend to range from copper brown to blue-grey in colour.

Leading Body: While the Qov generally succeed in establishing unified stances on any system-wide political events and decisions, they are in fact split into several major factions. These factions, collectively called the Qov Primacy, hold council to determine their decisions on events that affect the entire race, though each faction has autonomy when it comes to less substantial matters.

Design Sensibilities: Jagged, sharp edged ships are a hallmark of the Qov Armada. these edges are typically extensions of the hull capable of splaying out both to influence manoeuvrability or firepower, putting thrusters at further distances from the vessel's centre of mass or bringing more guns to bear in a firefight, respectively. Their civilian vessels are typically much less intimidating a sight, partial towards sleek, gently arched hulls and broad wings. Photus based weaponry is widely used by Qov ship captains, as the material is cheaper than many alternatives on their native planet, Ao.

Hail From: Ao




Characters:

Name: Khuurava
Age: 45 years old.
Height: 7 feet tall
Rank/Title: Smuggler/Privateer/Monster Hunter
Gender: Male
Species: Qov
Description: A grey skinned Qov, with a back and brow lined with black stripes, the colour of his hide fading to a beige shade along the bottom of the jaw, neck, chest and stomach, spreading likewise along the "inside" surfaces of his hide. He usually wears repurposed Qov Special Forces armour, modified so that it no longer shows any traces of rank or allegiance, the armour instead appearing as though it is decorated in urban camouflage. A visor slants over one eye diagonally, the red, elongated diamond-shaped projection serving to identify critical details that may influence combat tactics [more information in the Technology section]. He tends to wear a grey poncho over his armour, serving to obscure the movements of his limbs.

Unique Traits: A talented hunter of beasts both terrestrial and extra-terrestrial, he is a skilled marksman and close range fighter. Years of manually piloting his ship have made him quite skilled at navigating the system effectively and using it to his advantage when the need arises. Perhaps the most central tool in his vast arsenal of traits is his experience as a con-artist, having swindled people out of millions of credits, which he then used to acquire the various high tech tools in his possession.

Tech:

1- Q.A.C. Mk III H4X P.A.R: a relatively common kind of assault rifle around the Qov influenced regions of the system [places trading with the Qov Primacy], known for it's moderate rate of fire, respectable damage output and phenomenal accuracy. It is best used in short bursts, Khuurava using it primarily in semi-automatic mode. It can be equipped with either a shotgun-styled plasma pulse weapon, or a small calibre plasma grenade launcher. Khuurava has the latter.

2- Q.A.C. Mk II Heavy Pistol: a powerful side-arm that uses hybridised ammunition technology, using a solid round with a core loaded with a pair of highly reactive chemicals. upon being fired, a spark is triggered within the round which ignites the two reactive chemicals, causing an immense burst of heat that, within a fraction of a second, reaches extreme temperatures, in effect turning the round into a half solid-half plasma projectile. the weapon's power means that its aim is relatively mediocre over anything further than 15 metres, and it cannot be fired rapidly with any semblance of accuracy unless the target is either considerably large or within 5 metres of range.

3- Flux-Resonance Energy Blade: a straight, single edged weapon with a relatively thick blade, made from an alloy noted for becoming extremely strong after initially being forged. The weapon has an internal generator that creates a super-high frequency resonance through the blade. The power produced by the generator, coupled with the laser-sharpened cutting edge give it nearly unparalleled cutting power, causing grievous wounds to exposed surfaces due to the fact the resonance has a 'biting' effect, cutting further than the actual edge, causing considerable damage even from minor cuts. Khuurava carries two of these, one on either side, in sheaths built into his gauntlets.

4- Q.S.F. Mk. V Combat Armour: Standard issue armour for the Qov Special Forces, the Mk. V is made to provide moderate protection and high mobility, allowing the Qov soldiers to make maximum use of their natural agility and reflexes. The boots of this armour are magnetized at will, enabling soldiers to function even in zero gravity environments. they are also supported by hydraulics, enabling the soldiers to jump higher, kick harder, and even use their feet for more articulate purposes, with more strength than they can naturally. Khuurava's armour differs from that of most variants of the armour in that it is a very dark shade of grey, black in places, and decorated in hexagonal urban camouflage, an improvement over the common rectangular camouflage detailing due to its less predictable and less obvious angles. It is, like most modern armours, equipped with a kinetic barrier that can absorb a moderate amount of firepower before being disabled. An added advantage is that the armour is equipped with nanites which, provided they are stocked with charger packs of energy and a liquid form of the armour's base materials [located on the back of the armour, between the shoulders], can repair damage done to the armour. Khuurava keeps a supply of these onboard the ship at all times, as they are relatively rare outside of Qov's black market...

5- The Marauder: Khuurava's personal ship. It is fairly large, at approximately 182 metres, or 600 feet, is furnished with a living suite that serves as the Captain's quarters, and 4 officer's quarters of reasonable size. Additionally, it has two general living quarters capable of housing 8 people each, though such a number is not necessary for the ship's effective operation. The ship has limited automation, being able to handle most operations via the vessel's AI, though a full crew would increase its effectiveness considerably. The vessel is equipped with a biometric security system. The ship is armed with 10 variable-charge photus autocannons and a rocket bay armed with harpoon missiles used to hunt monsters and other large space-borne targets. The ship is also equipped with anti-radar, electro-camouflage paint [meaning that it can shift to less easily identified pigments through the use of an electric current run through it in order to give it limited visual camouflage], among a variety of other means of remaining undetected, to help make his smuggling runs more efficient and less risky. It is armed with powerful cyber-warfare systems that both defend the ship from attack and attack close proximity threats sufficiently vulnerable to it. The ship is powered by a Photus reactor, capable of powering the ship for months without refuelling, being forced to trade off longer stretches between refuels for higher performance, as the vessel is significantly faster than those in this size range usually are, again to assist in his smuggling runs and privateering. This speed works in tandem with the guns, meaning that Khuurava can outrun whatever he can't outgun. Khuurava's private quarters are well secured, being one of several points on the ship with entrance passages lined with concealed microwave emitters. The ship's design compensates for this, as these areas are notably absent of electrical and electronic systems aside from the emitters themselves, limiting the self inflicted damage that could otherwise occur. The ship's primary fail-safe systems are also located here, giving him full control over the ship regardless of what may happen beyond the door of his chamber. The doors across the ship are made up of diagonally parted Duratanium [heavily reinforced steel-tungsten-titanium alloy] plates capable of holding off heavy plasma rifle fire and even some rail gun shots before being penetrated. Within, the room is furnished with impressive amenities for a pseudo-military grade ship, ranging from a king-sized bed, a desk on which Khuurava organises his plans, smuggling contracts and privateering missions, and a weapon armoury hidden behind the large holovision panel on the wall. Within the armoury is a host of weapons of various kinds, including spare parts for most of them, allowing him to replace damaged parts whenever required. It additionally contains various mementos from particularly challenging foes, placed in a display case that is well sealed, with seemingly no way of opening it. The ship has a state of the art automated medical bay capable of tending to most injuries, including surgical procedures.

Homeworld: Ao

Bio: Much like any other Qov, Khuurava spent his early life serving in the military as part of a readiness plan. After his mandatory service was complete he sought to explore beyond the reaches of Ao's harsh environment. Cavernous subterranean cities may be enough for some, but Khuurava wanted to explore the rest of the system. So, with the help of an uncle who loaned him some money, and his equipment from the military days, he began to venture to neighbouring systems, initially intending to be a mercenary.

He quickly found however that the market for trained killers and bodyguards wasn't quite as high as it was back on Ao, so he had to reach into other trades to make the money to pay his uncle back. Working as a privateer for the various governments who could not rope in pirates hiding in the outer system and Ry-Vi Belt, he quickly managed to earn much of what he owed, capturing or killing pirate crews and claiming their cargo for himself, though he never revealed such to the concerned authorities unless it benefited him. In time, he paid back his uncle, and managed to sell off the stolen cargo on the black market, investing the earnings, along with the money gained from trading in the junker he used at the time, to acquire a respectable Qov-made vessel; The Marauder. He had to take on a loan to cover the last few thousand credits, which means he is once again in debt, and in search of jobs to help him pay for it.
"Ah yes, organised chaos. the sign of a clever but ever-busy mind. To the perpetrator, a carefully woven web of belongings and intrigue, but to the bystander? Madness!"
–William Beckett, Lore of Leyuna RPG

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