Subject: Bazelglott’s Exotic Imports Sun May 05, 2019 1:21 am
Introduction
As long as life exists…someone will pay top dollar to have it killed, stuffed, and mounted on their wall. Bazelglott owns and operates the largest intergalactic poaching operation in the universe and he is always looking for new talent*. Tenure is short in this line of work after all, between the authorities and the merchandise.
You will be taking on the role as one of Bazelglott’s hunters, an elite fleet of the trackers, soldiers, and pilots dedicated to procuring and transporting the deadliest creatures scattered across the universe. Trackers is typically work in small teams of 2-6.
*Bazelglott is an equal opportunity Employer.
Rules: 1) Follow all general forum rules and R-rated RP rules 2) No more than two characters per player without prior permission. Players are free to create NPCs within reason, ask for clarification between the two if you are unsure. 3) This is soft science fiction with allowances for fantasy at the discretion of the players. Go crazy.
Bio Template (feel free to leave stuff out, I’m debating making bios optional in general):
Code:
[b]Name:[/b] (and pronunciation if significantly alien or unusual)
[b]Race[/b] (if anything other than human you must either write a summary or provide a link to a summary of the races characteristics and abilities.)
[b]Age:[/b] (for OOC purposes put it in earth years, for non-human characters provide a frame of reference to their life span: teen, young adult, middle aged, etc.)
[b]Secondary Job Duties[/b] (Everyone hunts if you do something else for the team describe that here)
[b]Appearance/ typical apparel: [/b] (I will handwave some BS tech to allow everyone to survive in hostile environments, no need to put that here)
[b]skills[/b] (any talents or traits unique to your character, combat or otherwise. Include any racial abilities or genetic modifications here. Basic combat and space faring proficiency are assumed. )
[b]technology: [/b](any equipment your character uses. Include cybernetic implants and prosthetics here. If using purely fictional items not based on famous works please explain them in detail since we have nothing to reference, and yes you can have a light saber. All soldiers have a universal translator implant, and some form of long-distance communicator).
[b]Weakness(es)[/b]:
[b]History: [/b]
[b]Personality: [/b]
[b]Misc:[/b]
Riprose Regular Cowboy
Posts : 365 Join date : 2012-11-18 Age : 26
Subject: Re: Bazelglott’s Exotic Imports Sat May 11, 2019 1:20 pm
Interest. Will start work on a character
Drummy Space Cowboy
Posts : 667 Join date : 2013-06-09 Age : 32
Subject: Re: Bazelglott’s Exotic Imports Wed May 22, 2019 12:46 am
Rough draft for my character
Spoiler:
Name: Orthrus
Race Scaylion
Home planet: Fideon - a dimly lit planet largely covered by dense swamps and forests. Multiple sentient species evolved independently. Most of which live independently or in small tribes with primitive technology. Larger civilizations are almost entirely contained within hidden cities protected by state-of-the-art space age technology.
Appearance & Physiology: Scaylion’s have many traits similar to Earth’s snakes. They have thick scaly skin. Their skins are normally brown or green, with limited color changing abilities. They are cold blooded, have a slow metabolism, and have senses that function similar to snakes. The base of their body is a long spine, much like a snake but with major defining difference. One major difference is the size. Saylion’s are about as wide as the average human and they have a width to the length ratio similar to the average snake. Secondly is that they have front limbs somewhat similar to arms. Instead of the bone structure of human arms they are made up of many smaller bones similar to vertebrae. These pseudo arms have digits that function similar to fingers but are far less dexterous than humans only having basic grasping functionality; they almost resemble the body of a starfish more than human hands. Scaylion’s mouths are also dissimilar to snakes. They are somewhat similar to crocodiles but even less rounded and make up a proportionally larger portion of their body. Their tongues are oddly human like besides their immense size. Despite their immense size they are surprisingly stealthy and fast. In their natural habitat they function as ambush predators.
Culture & Values: Scaylion’s are an oddity among sentient creatures as they have no society to speak of. They are born from eggs and rarely encounter others of their own species outside of mating purposes. They have human levels of intelligence but their isolated life style means most of them never develop or use anything above the most basic stone crafted tools. They have no language of their own but sometimes communicate with nearby members of their species through pictures and are capable of learning language if exposed.
Age: 32. Scaylions reach maturity in a few short years do to pressures of their environment but are long lived thanks to their slow metabolism, he is a young adult and has decades if not centuries left in his prime.
Secondary Job Duties Orthrus functions as the team’s scout, making use of his natural stealth and heightened senses.
Appearance/ typical apparel: Orthrus has no defining physical characteristics that would make him stand out from the rest of his race to an extent noticeable to non Scaylions. The only exception to this is a series of tightly braided black hair implants. These braids are decorated with gold rings throughout. The default colors of his scales are brownish green but can shift through most shades of brown, green, gray, and black.
skills As an Scaylion Orthrus has tremendous strength, especially in regards to constriction. A unique feature of his strength is that his muscles are able to apply their full tension for extended periods of time, up an hour if needed. He has incredible flexibility, and is a deft climber and swimmer. He creates little noise as he slithers and is able to extend and leap forward at great speeds. In addition to their ability to constrict he can use his arms and lower body as flails. As stated in his physical appearance he has limited color changing ability. He has a keen sense of smell. He can also sense heat, and vibrations in the ground. His size gives him a natural resistance to poisons and toxins. Orthrus has great special awareness and excels in making mental maps when scouting out an area. He is also a skilled hunter and tracker even by the company’s standards.
technology: A small disc shooter is on his right “hand.” There are two variations it can shoot. Both stick to the target. One can be activated to increase the gravity between the tagged object and a gravity well centered in the chest of his company branded uniform, a skin tight sleeveless V neck. This pulls the target into grappling range (or him to the target depending on the respective sizes). The other admits an alien pheromone for tracking purposes.
He probably has more stuff but I haven’t worked it out yet.
Weakness(es): The oddity of his hands make most non specially crafted tools difficult for him to use.
History: Orthrus is a rarity in the company as he belongs to a non space-faring race. When Bazelglott's fleet first encountered him he was classified as a "hostile native." Orthrus grew up alone in the forest swamps of his home planet. He relied on his instincts, cunning, and physical prowess to survive. He lived by the rule kill or be killed. It wasn't driven by malice but rather self-preservation and hunger, mostly hunger. When Bazelglott contracted a team to capture an elusive creature on Fideon his crew members began disappearing one by one. Four days and three men later Orthrus was discovered, incapacited, and brought on board by the group leader. He was 6 at the time. He views joining Bazelglott's company as the best thing to ever happen to him. He was always a hunter of sorts, but now he has to hunt far less and enjoys far greater luxury and travel.
Personality: Orthus is highly self indulgent. He loves the comparative luxury and leisure afforded by a technologically rich society. He takes extended rests whenever possible. When active between hunts he is generally casual and loud. He is somewhat of a brute, but generally amiable towards his team members.
Last edited by Drummy on Sun May 26, 2019 4:40 pm; edited 5 times in total
AkaiJose
Posts : 130 Join date : 2013-06-26 Age : 27 Location : New Narnia
Subject: Re: Bazelglott’s Exotic Imports Thu May 23, 2019 12:26 am
Spoiler:
Name: Given the name Iris (upon forgetting her birth name)
Race Ihri (eeh-ree) Home planet – Ihara (eeh-ar-aa). The habitat has rainforest-like characteristics, with bio-luminescence a common trait across the majority of the fauna and flora of the planet. Characteristics – -Appearance & Physiology: Humanoid in general appearance and morphology. Their skin is a variety of grey shades and rougher to the touch. They tend to have longer legs, but the difference varies within the population. Their vascular system and metabolic rate is adapted to allow them to be fast, as the species survives by evading predation and being faster than their prey. However, high metabolic needs mean that they eat more than the average human needs to. They have crystalline horns, resembling gazelle horns but slightly thinner (~1 inch diameter), that jut from the top of the forehead and slope backwards while tapering off. They can curl (like screw threads) and grow to large lengths until adulthood. These crystals can be one of two colors (white or orange) and can illuminate when one is alarmed or frightened, to distract the attacker so they can escape. If these horns crack or break, there is an obvious loss in their abilities (described below). It is not seen that these antlers grow back when broken. -Culture & Values: They value peace and do not tend to attack unless to defend or when provoked. They live as one community, united without divisions aside from social structure. They are highly superstitious however, concerning their horns. Longer horns mean higher status in their social structure, for example. Orange horns are considered markers for hunters/providers/soldiers for the population, whereas white horns are the healers and caretakers of the society. As these horns are important to their strength, it is common belief that if horns are deformed or broken, the Ihra/Ihre is also broken. Members without purpose are cast out or even sacrificed, in the hopes of being born again as a useful member to the society. They tend not to travel outside of their home, so it’s rare to find one working outside Ihara. Abilities – Inherent – from birth, do not go away with the loss of horns -Speed & reflexes: Depending per person and age, the speed tends to be around 35-50mph -Endurance: Depends on the nutrient intake, but the endurance (when running at top speed) can be for up to 30-45 minutes. -Enhanced senses: especially vision at night (more rod-like cells, sensitivity to light) White crystals – contributes to healing abilities, for self and others Orange crystals – contributes to creation of energy constructs, like forcefields or hand-held weapons
Age: In earth-years, 52. Ihri live twice the span of humans (to ~200), so her age is considered young adult (mid-twenties).
Secondary Job Duties Team leader – organize reports to headquarters, strategize, make sure no one rips each other’s heads off, check the merchandise to make sure it isn’t broken.
Appearance/ typical apparel: Iris is 5’6”with a thin, sturdy frame, broad shoulders, and noticeably stronger legs. Her skin color can be described as an ash gray, with lighter coloring due to scarring near her right eye and across her body. On her right shoulder, there’s a white tattoo of a geometric spider with an eye upon its abdomen. Her face is round, with a slightly upturned, petite nose and freckles across her cheeks. Her narrow, almond-shaped eyes have naturally tangerine irises (the right a little lighter than the left) that match the broken horn stubs on the top of her forehead. Her head is full of thick, wavy, silver-ish hair that can appear iridescent in the light, chopped short an inch and a half below her jaw, usually unkempt and tangled. Her wardrobe is sparse and devoid of brighter colors so as not to attract much attention to herself when in a crowd. When not in uniform, which is rare, Iris can be seen in tracksuit bottoms and tank tops, either with or without sneakers.
skills -Race skills: as mentioned earlier, speed (her top is about 45mph), endurance, and senses are heightened. -Energy constructs: despite broken antlers, Iris can still create energy constructs with the help of her tech. She can create the forcefields and handheld weapons with the aid of her gloves and prosthetic antlers, but cannot when lacking either of these items. These constructs can be made for up to 45 minutes consistently. -Muay thai: she will resort to hand-to-hand combat if lacking everything else. She is fond of using her legs as the strongest part of her body, but her training consisted of using all of her body at high speeds. -Marksmanship: having a cybernetic eye helps her in acquiring and aiming for targets. But this is usually limited to use with a tranquilizer gun. -Basic medical training: not like she’ll patch you up until you’re back in tiptop condition, but enough to survive until you get better care. CPR, basic stitching, compression, so on.
technology: -Bionic eye: Due to losing use of her right eye, she was given a bionic one that helps her get her vision (day & night) back and helps her narrow down targets with zoom, infrared, and measurement capabilities. -Antler prosthetics & Control gloves: Her gray prosthetics act as stand in antlers. Instead of having normal antlers as the source of her abilities, it is the prosthetic that helps imbue her with energy. They need to be charged each night usually, when in constant use during the day. The gloves act in tandem with the prosthetics, giving Iris a central place for her energy to go to. These do not need charging, as they are like vessels, but need to be kept and used along with her prosthetics. -Tranquilizer gun: self-explanatory. Shoot thing, thing goes to bed.
Weakness(es): -Turning: like most fast things, she needs to slow down in order to make a sharp turn without bumping into anything. -Gear: not having her antlers or having them not charged means trouble most of the time. Though she can hold out in combat, she isn’t as lethal without her gear. -Distance: never trusting, never putting faith or emotions into relationships or anyone. -Fear of being alone in the dark
History: Iris was born to a middle-high class family with orange horns; her father had been a higher-up in the army of their capital. Around 31 earth years of age, a teenager, Iris was growing up alongside other young Ihri and just beginning to take part in an apprenticeship with soldiers. Though the task was just a surveying mission through the surrounding forest, Iris was suddenly alone and lost. In those very forests close to home, a hunter attacked her and knocked her out. When she awoke, she could no longer see from her right eye and he had just finished hacking off her precious antlers. He left then, but she committed what he looked like to memory; the emblem on his uniform, letters BZ, stuck out to her the most. Upon being found again, she was taken back to the capital and to her parents. They wept and cursed, but no one dared to say anything to young Iris. She couldn’t sleep that night, the nightmare of waking up to throbbing pain and a man standing over her, so she went to get a drink. It was that night that she heard them talking about a sacrifice: her death, to bring about hope for a more constructive member to be born. Iris packed only a little of what she had before fleeing the city, heading to the nearby port to stowaway on a trading vessel. It took Iris a year and a half of bouncing between planets to settle. She was caught stealing food from a gang’s headquarters, but they found that she was a promising youth. The gang, Silversilk, took her in and began to care for her. She was taught fighting techniques to live without her abilities and was given a black market bionic eye to replace her actual one. The surgery, though painful, was proven to give her even more of an edge. After she had turned 40 earth years, she was considered among one of the trusted, faithful members of the group. The years went by with little peace or rest. Silversilk acted against those who didn’t share their ideals: kill for a better life. They sought revenge when they were attacked by rivals or even the police, but the gang met its untimely end when attempting to steal the cargo of Bazelgott’s company. Many were killed and the rest hauled into questioning. But for Iris, seeing the familiar BZ logo on the uniforms made her determined to seek a revenge of her own. She took the opportunity to boast her special skills and explain how much of an asset she could be. After a while, she was given the job as a scout and she took it. Not knowing whether any of the rest of the gang survived, she took the next 12 earth years as time to rise up in the ranks while looking for the man who had ruined her life from the beginning.
Personality: Iris is, to say the least, cold and disconnected. Her goals cloud her mind and distracts her from enjoying her life or understanding others and their circumstances. She’s selfish in that regard, as her priorities outside work are only to help accomplish her goals. She has little patience for those that get in the way of getting a job done quickly, preventing her from getting money, or inhibiting her from hunting down her original hunter. Her temper can flare up, but its easy for her to disconnect again and become stoic. For her job, she is focused and attentive, careful enough not to make errors so as to get the mission done. She is reliable and trustworthy, and doesn’t anticipate others to be the same. They say she was more easygoing and a bit of a prankster back when she was a part of Silversilk, but those days are seemingly long gone.
Misc: Constantly eats, carries snacks with her wherever she goes.
Last edited by AkaiJose on Fri May 24, 2019 9:46 pm; edited 1 time in total
Drummy Space Cowboy
Posts : 667 Join date : 2013-06-09 Age : 32
Subject: Re: Bazelglott’s Exotic Imports Thu May 23, 2019 1:13 am
Behold my awesome paint skills
Spoiler:
EDIT: Since Berry asked, all this "stab you in the back" stuff is based on the obvious revenge plot in your backstory and personality.
Appearance: Ernst Able is not winning any beauty awards, intergalactic or not. Due to his upgrades, he has lost most of what makes him look like a true human. His body is hodge-podge and mix matched, as if he took the things he liked best and put it on, regardless of the aesthetics. Nanotechnology has replaced his skin, giving it a metallic sheen that moves and writhes as if it were sentient. Simply looking upon him would make one dizzy. He lost even more of his humanoid resemblance when he added a set of “tails” connected to the middle of his spine. Their 6 foot spread is usually coiled onto his back and covered, only used when deemed necessary.
Each of his limbs are robotic and made from different material, adding to his piecewise look. Some bits are shiny and silvery, whilst others are spray painted and dull. Truly, it seems that none of it was meant for him, or a part of a set. In fact, one of his legs is a bit longer than the other, giving him a slight limp.
Half of his face was injured beyond repair and replaced with nanotechnology and cyber-enhancements (such as enhanced neural receptors as well as a robotic eye). He remains proud of the other half of his face, with his charming, long and crooked nose. His thin and wispy locks are white as snow and seem to clump together like seaweed. His original eye darts back and forth and seems to roll around in its socket, like it has a mind of its own. Its color is dark and murky, sometimes appearing swamp green or mud brown.
Skills: Tech-savvy. Able to harvest foreign technology and master it quickly.
Technology: Equipped with back-up energy packs. Relies primarily on fusion core that replaced his heart, but can enable solar energy harvesting, plug ins, and the primitive food consumption for energy. Original food waste disposal systems are still functioning.
His technology has given him enhanced strength, endurance, and agility. He also has firepower and stun guns equipped in his arm cannons. His legs and back implants assist in super jumping. He can steer slightly in midair using his tails as a rudder. His cyber-eye can detach from its socket and live-feed video. It also has laser capabilities.
His nanotechnology skin allows for some shapeshifting, although his original biological parts hinder it. Mainly, he can change skin tone, height, and some of his facial features. There is no changing that nose, though.
The tails located in the middle of his back are used for melee combat or balancing, as well as augmented climbing functions.
Weaknesses: Unfortunately, being stitched together piece by piece has had a negative impact on his stability. He occasionally malfunctions. This can be anything from a minor glitch, such as a delay in processing, to a more catastrophic outcome. Please note that, if the author attempts to use advanced bio-technology, the RP host may request to make a dice roll. The outcome will depend on the dice roll.
Ernst Able also has a reset button. In the case of catastrophic outcomes, he may be reset. However, he must disclose this reset button to a comrade first. Also, upon reboot, the RP host will roll a six sided dice. Roll 1-2, Ernst resets to “Lawful”. 3-4 is “Neutral”. 5-6 is “Chaotic”.
Some advance technology, such as detaching his eye and using it as a scouting method, will require a roll. Using his leg boosters to increase jump height may require a roll, depending on the number of times used. This list is not inclusive and other abilities may require a roll. The RP host has ultimate say in whether or not the technology attempted is too advanced.
Lord Coake
Posts : 144 Join date : 2012-11-20 Age : 25 Location : Indiana, USA
Name:Universal Medical Android Intelligence, or U.M.A.I. (pronounced Ooo-May)
Race Umai is a purely artificial lifeform, an artificial intelligence implanted into a robotic android body, and designed to emulate and copy sentient life. Specifically, Umai is modeled after the general appearance of the Human race, having near-identical anatomical proportions as well as being able to physically pass for one barring the most intrusive physical inspections.
Age: Umai was the first true android model built upon humanity's contact with other alien races. Designed to make interaction with other sentient beings, and colonization of foreign worlds, easier on all involved, Umai was a revolution in the medical world. Orders were placed across the expanse of Humanity's reach in the stars. This particular model was the first built, and managed to obtain their liberation after production on the commercial models started years ago.
Secondary Job Duties Umai is the team's medical officer, ensuring the crew remains both physically and nutritionally fit, as well as safe and free from disease and physical injury. Umai's extensive and constantly-updating database ensures they can operate indefinitely, no matter who or what joins up with the crew.
Appearance/ typical apparel: Umai's physical form is modeled after that of a human, though all traits of the traditional biological sexes were left out of the physical unit's design. Umai's physical form was modeled to be universally conventionally appealing and non-hostile to humans and human-accepting alien races across all genders, sexes and other physical identities. In terms of apparel, Umai generally wears sharp turtlenecks and slacks under assorted medical lab garb when aboard the ship or another nonhostile environment. When in the field, Umai wears a more rugged set of neatly-pressed fatigues filled to the brim with portable medical and bioscience tools of all natures, as well as a large satchel containing larger objects of the same variety.
skills Umai is preprogrammed with an extensive database cataloging a wealth of the known lifeforms and their medical and biological data. This database is continuously updated as new forms of life are discovered, analyzed and databased. Umai also contains the knowledge to devise treatments to nearly every medical ailment as they're developed. Umai's programming also allows them to connect to most advanced computer systems mentally, transferring their AI programming to the device for a time, before returning to their host machine body.
technology: Umai operates entirely on a combination of battery storage connected to solar absorption implants placed underneath their artificial skin, as well as access to be linked to standard starship power generators. Umai also carries and is familiar with an extensive collection of state-of-the-art bioscience and medical research and application tools and devices, as well as keeping a steady supply of medical and biology supplies aboard the ship.
Weakness(es): Umai, though being rugged enough to operate as a field doctor in a war zone, and trained to defend itself, is by no means a frontline combatant. The unit can withstand shrapnel and small-caliber ballistic rounds, but repeated blunt trauma, forceful stabbing or impalement, and deep lacerations and cuts can leave the unit needing extensive repairs. The model's AI, though programed to emulate human sentience as best as possible, has trouble comprehending topics beyond bioscience and medicine with a mind more advanced than the averagely-educated human of this era.
Misc: The Umai product line is exclusively referred to as a 'they' in all promotional material and the official user's manual, though this has not stopped endless debates on whether they appear or sound male or female. The Umai models themselves find these debates amusing, and will go to great lengths to perpetuate them for their enjoyment, an odd personality quirk the programmers have continued to choose not to fix.
Kinzville
Posts : 153 Join date : 2012-11-10 Age : 26
Subject: Re: Bazelglott’s Exotic Imports Sat May 25, 2019 1:14 am
Might be a rough one but i`m tired. I`ll fluff it up tomorrow on my day off maybe. Lmk if you want it scaled back.
[b:80e9:
Name: (and pronunciation if significantly alien or unusual)His full true name would translate to Alagorontragarnaronmininop (Alargor-ontra-garnar-onmii-nop) but you can call him Al.
Race (if anything other than human you must either write a summary or provide a link to a summary of the characteristics and abilities of the race.) Sielta, or what some humans refer to as The Greys from human history but the Sielta Conglomerate denies any such connection. Though it does fit with there history. By nature the Sielta our a physically weaker and less adept race. However, their minds compensated for this, as they evolved clever and cunning, as well as fast, lean, agile, and nimble to survive. Their environment continued to shift and become more dangerous, as their technology advanced they found ways to combat this problem. Mostly through enhancing their bodies through complex implants. Once they became advanced enough to make the first contact with an outside species, and then become space-faring themselves an almost cultural desire for advancement leads to them performing research and experimentation on many of the other species they came across. Earning them a less than beloved reputation on the galactic stage. Nowadays, however, they have come together as a unified government (the Conglarmatite) which aims to build relations on the intergalactic stage and scrub there past away. Part of this includes labeling all but a select list of possible implants and areas of research “Black Market” and establishing penalties and stigmas to them to the point that anyone involved wouldn`t be able to function in their society. There biology and appearance can shift depending on how many and what kind of implants they have. On the base, they our a tall and lanky species with long arms that kinda awkwardly hang down beside them. Their head is almost spherical in ♂5hape, lurching forward. They have grey leathery skin, giant black eyes,and extremely sharp teeth cable of crunching through bone. Hailing from there carnivorous (and cannibalistic ...but that's banned as well) tendicaes. They have very large feet cable, of leaping high off the ground and kicking very powerfully. Ears our very small almost unseeable but pointed.
Age:[/b] (for OOC purposes put it in earth years, for non-human characters provide a frame of reference to their life span: teen, young adult, middle-aged, etc.) I`ll come back to it.
Secondary Job Duties (Everyone hunts if you do something else for the team describe that here) Technician and science/communication officer. Handles most technical matters with Ernest. Sets up and deploys things such as trackers, probes, torrents, drones, demo charges, and etc. Through his neural hard link, he is constantly connected to the units comm channels, probes, and scan readouts, company databases and etc. He monitors and maintains the units comm network and gear as well as sets up decoy dummy comm channels/messages, and monitors foreign com signals for anything that could lead to their subject. He also attends to certain scientific matters such as scans, working on the containment protocols with Gresh, and whatever if anything of use his lab tinkering produces.
….He can also on occasion be called into extract information though…” advanced expermentoin methods”
…. Appearance/ typical apparel: (I will handwave some BS tech to allow everyone to survive in hostile environments, no need to put that here) He shares the general base appearance of the rest of his race. His left arm is, made almost fully from a flexible metal material. His right eye is augmented with an ocular implant, that involves grey metal around the edges, and a thin haze covering it. Under the implanted eye is a metal plate, not hidden or covered, leading into certain pins within his jaw. On the top of his neck around the base of his skull, and top of his spine you can see a silver piece sticking out with a bright blue light, relating to his neural link. Above his left eye, is painless but servior flesh scarring. Certain parts of his skin, can shift slightly, and shine metallic from nanotech. Various parts of his body have small scars and bulges from various implanted devices. skills (any talents or traits unique to your character, combat or otherwise. Include any racial abilities or genetic modifications here. Basic combat and space-faring proficiency are assumed. ) The tech and com skills. Various, biology and chemistry skills. Can do some medicine and first aid but finds it boring and prefers not to. If he does he'll probably put in the bare minimum effort. “We can just replace it later.”. Explosives expertise. Genetically modified for better endurance, and racially built for better agility and speed. Can also jump long distance♂5 and climb trees and tall surfaces. His kind has a wide range and field of vision from there large eyes.
technology: (any equipment your character uses. Include cybernetic implants and prosthetics here. If using purely fictional items not based on famous works please explain them in detail since we have nothing to reference, and yes you can have a light saber. All soldiers have a universal translator implant, and some form of long-distance communicator). Ocular Implant: Enhances his vision, can go infrared,night vision, and a scanning mode. Also serves as his visual interface, for his neural link. Also records most missions and auto uploads to the company for “quality assurance”. Neural Link: Contects his mind, and nervous system to a main computer network. Currently synced with the company system allowing him constant and fluid access to it. Metal arm: Metallic, cybernetic arm, still flexible enough to be capable of most normal movement. Strong enough to bend most metals, and is highly durable Nanotech: Keeps him alive and allows him to heal quickly from minor to mild wounds. Implanted devices: Keeps certain past injuries and medical issues from being a problem and increases his strength, stamina, immune system, and etc past the low levels of his species to an advanced level. Wrist Console: Drones, probes, comms, and etc our controlled via a multifunctional console strapped to his wrist. Weakness(es): IF any of his tech, or implants gets interfered with he loses a significant edge. If his implants our offline for a sigfanct part of time there can be complications.
History: Al`s father, was both a brilliant scientist of his people but also philosopher. However, the types of research he conducted was considered “black market” and his philosophies controversial. He and his family were exiled, from mainline society. He continued his research on the fringes of society and his family continued to support him. His father would go on to arm, found, fund, and lead several violent mitla and extremist groups bent on overthrowing the conglomerate and restoring a proper advancement first primitive last government. This lead to Al being exposed to quite an interesting childhood and absorbing quite a lot from his father. Eventually, he was caught up with, and is there custom with mass terrorists...was shot into there sun. Al and his mother managed to escape capture and laid low working various short term changing crap jobs on the bottom rung of society. Mostly scrapping ops, and cargo ships. Al was perhaps unwisely allowed to hang out in very unsafe parts of the ships, earning his own keep. A power conduit blew, slamming him into an engine shaft leading one thing to another...and he was in critical condition. His mother reached out to some of the father's old colleagues saving his life. Through illegal methods, permanently putting him outside of society just for staying alive. Resentment for this and for his father lead to him taking the helm of some of his father's organizations. He managed to pull off a series of pretty successful bombings, but they were closing in and he was close to ending up like his father. Bazlegott offered him a chance to lay low, protection, a purpose and task, an opportunity to see and study new things. So he took it. Personality: Pragmatic, melancholy, quiet, reserved. Contemplative, snooty, focused, and rather unsociable. When not on mission spends most of his time in the lab area of the ship by himself. Respects the unit leader, out of structural need, and holds a working respect for those he works closest with (Ernest and Gresh). Everybody else he would view as a charming and useful primitive, with the exception of the android. Doesn`t say much and what he does say can be jarring do to his lack of tact or any social äkills.
Misc: Keeps an assortment of live specimens in the lab area. Including a tank of Earth snakes. For experimenting, and venom extraction. "]
Riprose Regular Cowboy
Posts : 365 Join date : 2012-11-18 Age : 26
Subject: Re: Bazelglott’s Exotic Imports Sun May 26, 2019 8:08 am
Finished bio
Gresh:
Name: Gresh is his given designation. He is struggling to remember his old name.
Race O.R.C. or Organically Restructured Construct. Orcs are a race of genetically altered humans that are used by the totalitarian government of Mulvane as soldiers, executioners and bounty hunters. Appearance and abilities depend on the type of methods used to reconstruct an individual, but any construct is guaranteed to be mentally conditioned to follow orders and be completely dedicated to their handlers. The method of marking handlers is also dependent on the way the Orc was restructured. Planet of Origin: Gresh is a genetically altered being from the planet of Mulvane. Originally inhabited by genetic shifting grey beings, the original habitants of this planet were wiped out by early space faring humans many years ago via diseases they had had no prior exposure to. Humans then became the dominant species of Mulvane, and quickly turned the once lush, resource rich jungle planet into an exploited industrial world, where corporations rule through secret police and shady government organizations. ORCs were designed to be the terrifying tools the government uses to rule, and are often created from people born into the program or from people the government wishes to make an example of.
Age: Orcs are generally long lived. Gresh has existed in his current state for near fifty years, which is about middle age for an Orc with a safer purpose.
Secondary Job Duties Quartermaster and prey handler. Gresh handles supply procurement, clerical duties related to gear and cargo. He also handles the loading and unloading of mentioned cargo. Lastly, he handles the imprisonment and transportation of prey individuals, as well as the sedation of live individuals.
Appearance/ typical apparel: Gresh stands much taller than most men, seemingly composed of nothing but scars and rippling muscle. His body mass is composed of mostly muscle, his skin stretched over extra muscle to give him greater power of movement without hampering his natural abilities. His skin is pale, composed of many over crossing scars and burns, all over his body. The brand of the O.R.C. program is positioned on his right eye, circling the eye proper and forming the shape of a blazing sun. His internal systems have been heavily modified, his rib cage now closer connected to better protect against bladed weapons that would normally slide through a man’s ribs. His nervous system has been enhanced to allow him quicker responses, as well as limiting his ability to feel pain, letting him ignore some the more tedious impulses. Gresh’s hair is most often shaved into a long mohawk, rough and uneven in some places. His brown hair offsets his green eyes, which shine the shade of ever green trees, and are enhanced to let him see in lowlight situations. His mouth is twisted into a vicious snarl, his over grown teeth not allowing him to close his lips. Two miniature tusks rise from where his bottom canine teeth should be, and rise to right over his upper lip, a side effect of the genetic mutations he went through. Apart from what he is required to wear, Gresh can mainly be found wearing maximum sized combat boots and whatever tattered pair of pants he can find in his size, mainly consisting of jeans and cargo pants. He often forgoes shirts all together because sizing him is so difficult.
skills Apart from extensive combat training, sheer size and strength, Gresh has little in the department of applicable skills. His willingness to follow orders, as well as his pure destructive abilities makes him of great interest to the company, as there is very little that will stand in the way of him and his prey apart from physical structures and nasty disintegration fields. As far as special abilities go, his body possesses the ability to rapidly reconstruct it’s cells, meaning his body will reconstruct most damage done to his body. Cuts and wounds will seal themselves, any foreign body’s being broken down and expelled from his body via his sweat or urinary tract. This process occurs over time, and more extreme wounds may take days to heal. The ability will also cease if he becomes brain dead, or if his body loses too much blood, meaning that he can still be brought down with enough wounds inflicted. Gresh is also able to shut out pain, allowing him to ignore the affects it has on his self restraint during a fight.
technology: Gresh uses two metal cylinders, about 7 inches in length, that both resemble a lightsaber hilt or flashlight. They are microfabricators, complex machines unique to Mulvane, and contain nanobots, small robots programmed to shape and form themselves. Certain images can be loaded into his micro fabricator through the use of most utility computers, though Gresh needs assistance with this via another team member or company technician, as he has yet to be computer literate. Gresh uses his microfabricators to create weapons and shields to use in battle. Weapns created by these microfabricators can be detached and used, or the can stay attached, with the fabricators acting as the hilts. Weapons that stay attached have the added bonus of a microvibration generator, allowing any cutting edge to vibrate intensely, so that it will be able to carve through almost anything organic, and even some metals. Shields and constructs created by the fabricators are able to absorb energy much better, as any energy absorbed is stored in the batteries of the fabricators. The fabricators have a battery life of about 14 hours before they need to be recharged, and stores enough nanobots to create about eight constructs of relevent size to Gresh before a pause needs to be had so that they may replenish they’re numbers. This usually takes about an hour.
Weakness(es): Apart from his healing rate, huge size and strength, Gresh is very human. He can still die from asphyxiation, blood loss and disease. He does heal signifigantly faster than most humans, but will die if wounded enough. Apart from that, he remembers little from before he was modified and his subsequent sale to the company. He also has very weak social skills, as it wasn’t something the reeducators of Mulvane deemed a hunter of needing.
History: Gresh’s first memories start with a kill. It was a technician from the lab that created him. He and a few of his young colleagues had heard of the ORCs, and what they were supposed to be able to do. He unrestrained one of Gresh’s hands while in the lab one day, and soon found his head smashed against the same bed that Gresh lay upon. Security was soon called, and Gresh was placed back under. His next memories are messes, shots of interaction with reeducation officials. All of them are unpleseant. He remembers his next few kills, and then waking up one day with no handler, aboard a ship belonging to the company. It seems his last mission had been met with a few massive complications, and instead of having him terminated, Gresh was sold off to recoup some losses. He was informed he was now his own handler, but he would be placed with a team to capture beings alive. This was a foreign concept to Gresh, but thanks to a rigorous reeducation program from the company, he now has expertise in both lethal and non-lethal forms of acquisition.
Personality: Gresh is a being of intense focus. Little stands between him and his target. He is a very gruff person, and awkward at times, not knowing the finer points of social interaction. It’s quite hard for him to pick up on social cues, and direct verbal instruction is best. That being said, he is quite intelligent. He learns quickly and is acutely aware of his surroundings. He memorizes things astutely, and has already learned how to read and write in his home language. He does not talk often, mostly only when spoken to directly. He remembers little about his life before being admitted to the ORC, and this is a source of major frustration for him.
Misc: Being aware of himself for the first time, Gresh has found a new love for food. He has already begun experimenting in the art of cooking.
Drummy Space Cowboy
Posts : 667 Join date : 2013-06-09 Age : 32
Subject: Re: Bazelglott’s Exotic Imports Sun May 26, 2019 4:17 pm
You couldn't just edit the previous post?
Huh, interesting turn of events there. I assumed Berry would be your handler.
Riprose Regular Cowboy
Posts : 365 Join date : 2012-11-18 Age : 26
Subject: Re: Bazelglott’s Exotic Imports Tue May 28, 2019 8:57 am
No. And nah, Berry is too mischevious to have that much control over one of my chars
Coke, does your character have like, any actual weapons, or are you doing a full on support role?
Lord Coake
Posts : 144 Join date : 2012-11-20 Age : 25 Location : Indiana, USA
Subject: Re: Bazelglott’s Exotic Imports Sun Jun 09, 2019 8:04 pm
No weapons, purely a walking Encyclopedia/Band-aid box combo.
Drummy Space Cowboy
Posts : 667 Join date : 2013-06-09 Age : 32
Subject: Re: Bazelglott’s Exotic Imports Mon Jun 17, 2019 12:06 am
My feelings after posint
Spoiler:
I haven't done this in forever. I don't know if I've ever been good enough. I'm a little bit rusty, and I feel like my head is caving in.
Anyway, I didn't feel up to describing the target creature or destination. I'll either edit it in later or just pass some notes onto Berry as she is the team leader and has more creative talent than me anyway.
In the meantime feel free to post stuff about the day to day life of the ship I guess?