Phoenix Command Group
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Oh, and before to go― please, grab a sidearm. It gets a bit crazy around here...

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 11:16 am
This is full of so many references.  Primarily in the names.



Name: Errol Hawkins
Rank: Captain
Age: 29
Race: Human
Ship: Dark Flame
Weapons and equipment: M-25 Blaster Rifle and cutlass
Skills; Swordsman, Leadership, Space-faring

Bio: Errol Hawkins grew up at the spaceport of Cassander, always dreaming of exploring space.  Eventually, he ran away from home in his mid teens, stowing away aboard a Starfleet Merchant Marine ship.  He was eventually discovered by the crew and was thrown in the brig.  The ship however was ambushed by a pirate crew (Part of the crew of the organization we all belong to in said RP).  He was taken aboard their ship and made a cabin boy.

As he served aboard his craft, he began to progress through the ranks.  At the rank of Midshipman, he was responsible for taking a mid-sized cruiser from the Blacktron Empire.  On the voyage from its capture point to the main pirate station, Hawkins was made Deputy Captain of the ship and commanded it on its trip.  En route, he was attacked by a Galaxy Class battleship from Starfleet and he was successful in disabling the ship and escaping back to the base.

For his actions, he was promoted to Captain and given the Blacktron ship as his own to command with one hundred and twenty men under his command.

Personality: Hawkins is not what you would call honest, but he is honorable to an extent.  Though he is not above lying, and is obviously not above various piratical acts, he will always keep his word, and will only kill when absolutely necessary.  He tends to side with underdogs, occasionally going out of his way to help those in need  (Though often, there is some form of gain in it for him).

Rivals: Hawkins has had more than a few run-ins with the PCG, specifically Captain Johnnyred.  Though he does not consider Johnnyred an enemy and has even worked with him on occasion when the situation demanded it, he does consider the PCG founder a rival, and when given the chance, is quite eager to go head to head against him.



Name: Rory Flynn
Rank: First Mate
Age: 28
Race: Human
Weapons and equipment: Dual M-3 Blaster Pistols
Skills: Sharpshooter, Leadership

Bio: An old friend of Hawkins, he left for space on a survey ship before Errol managed to hitchhike out.  On their voyage, they were attacked by a small Blacktron ship which was in turn attacked by a larger pirate vessel.  The Blacktron ship was destroyed, and the survey ship was all but destroyed.  The pirates looted both ships, completely destroying the Blacktron ship and leaving the survey ship to drift while waiting for a rescue party.  Seeing a chance for adventure, Rory along with a few others decided to join the pirate crew.  A few years later, he ran into his old friend onboard a different pirate vessel and the two began to work together again, with Hawkins eventually being promoted to captain and Rory joining him as his first mate.

Personality: Always looking for action and adventure, he’s the first to jump into danger.  Though he’s often brash, and sometimes a little rough, he has the complete loyalty of the men under him.



Name: Mxyzptlk (Kudos if you get the reference)
Rank: Master at Arms
Age: 189
Race: Squidularian
Weapons and equipment: M-580 Light Minigun
Skills: Heavy weaponry and demolitions

Bio: Mxy has been traveling the space lanes for many years and his father before him was a pirate.  Mxy was part of the crew of the ship that took Hawkins in.  While Hawkins was aboard, Mxy took him under his wing and trained him in the art of gunnery.  Mxy himself is an excellent ship’s gunner.  He is quite capable of finding the weakspot of a ship and pounding it until it gives.

Personality: Having been in space as long as he has, Mxy has the typical “Old Salt” persona, often getting frustrated with younger crewmen that have no idea what they’re doing.



Name: Lance Geruda Hogan
Rank: Botswain (Bos’un)/ Dropship and Fighter Pilot
Age: 30
Race: Blacktron
Weapons and equipment: M-54 Pulse Rifle
Skills: Pilot, Leadership, Combat

Bio: Lance Hogan was a Blacktron pilot serving aboard the Dark Flame before it was captured, during the attack, he was injured and unable to reach his craft.  After the pirates boarded the ship, they found him, passed out, near his fighter, and decided to keep him alive.  After he woke up, he was given the choice of joining the pirates, or taking a small escape craft and attempting to make it to back to Blacktron space.  He chose the former, and joined the pirates.  While he still does pilot a fighter on occasion, he is primarily the leader of the combat crew, and mostly pilots the boarding dropship.

Personality: Lance is primarily friendly and happy, though when piloting, he gets very fierce and determined.  He treats his crew well, and refuses to leave an injured man behind.  He and IQ-10 don’t exactly get along well.



Name: Jayne Reid
Rank: Quartermaster
Age: 35
Race: Human
Weapons and equipment: M-41 Pulse Rifle
Skills: Hand to hand combat, weapons

Bio: Jayne was at one point a Space Police officer, however, he was a crooked one.  He often took bribes and would smuggle or “confiscate” various items.  At one point he was even selling minor secrets to Blacktron and Spyrius for extra cash, but he was found out by the SP and was forced to flee.  During his escape he made his way into pirate territory and the SP stopped chasing him.  Eventually his ship ran out of fuel and he was picked up by pirates who initially were going to leave him to drift.  However, he offered up his knowledge and experience to the pirates in exchange for his life.  He has since served loyally to the pirates (that they know of) and made his way up the ranks to Quartermaster.

Personality: Jayne is always on the look out for what profits him, it’s almost as if he has Ferengi blood in him.  Though he doesn’t mind stabbing someone in the back or betraying them, he is loyal to the crew of his own ship.



Name: Philip Xtmprsqzntwlfb (If you get this… you sir are a bigger nerd and trivia expert that I.  Hint, only the surname is a reference)
Rank: Doctor
Age: 68
Race: Three-quarters Human, one quarter Vulcan (Human portion is prevalent, the ears are not very pointy at all)
Weapons and equipment: Various Medical Equipment
Skills: Medic

Bio: Phil has daddy issues.  His father was half Klingon, and his mother was full human.  He hates his dad because the Vulcan genes give Phil watered down emotions.  Because of this, in an attempt to gain normality, he over expresses emotion, leading to awkward encounters with him.  He started off in a school at Vulcan where he was mocked for his lack of pointy ears.  He then went to a medical school on Earth for college where he was mocked for the small Vulcan tells he had in his skin, and his unusual personality.  

Determined not to let these disadvantages affect him, he graduated at the top of his class and became an excellent doctor, and soon found a station aboard a Star Fleet ship.  While in a port, he was kidnapped by pirates who needed his help to heal their wounded captain.  After his work was done, the crew was very grateful and released him.  Realizing that these were the first people who actually treated him as an equal and overlooked his heritage, he volunteered to come aboard their ship and serve as their doctor.  The pirates eagerly accepted and he was made official ship’s surgeon.  

Personality: He technically has the emotions of a human since he is three-quarters human, however, he strives to be like a normal human, and thus over exaggerates his emotions, leading him to be overly happy, in state of pure rage over minor annoyances, etc.  He also has very unusual bedside manor.  Attempting to joke about serious things, and often diagnosing minor illnesses or injuries as certain death.



Name: IQ-10
Rank: Ship’s AI/Cybernetic Assistance
Age: 6 1/2
Race: Robot
Weapons and equipment:  The whole dang ship.
Skills: He’s good at everything.  Or so he claims.  Most of the crew thinks he’s full of it.

Bio: Ship’s robot/onboard AI, he was part of the Dark Flame when it was captured, and was more than happy to see the former crew (Whom he referred to as “Lazy Blacktron Meatbags) rousted out of their vessel and eagerly offered his and the ship’s services to the pirates.  He’s often quite helpful in exploration and battle, though he is quite snarky.  He considers himself one of the smartest beings in the universe.

Personality: Often demeaning and rude, he does often help the crew out a lot.  After calling them a variety of different alliterated names that basically mean that they’re idiots.  He and Lance don’t get along well.



Name: Brett “Maverick” Cruise
Rank: N/A
Age: 37
Race: Human
Weapons and equipment: Throwing cards, Colt .45
Skills: Card throwing, Sharpshooting, Gambling, Ladies-Man

Bio: Brett isn’t technically part of the crew of the Dark Flame, but he typically travels with it and serves as a front man for it, often going into port to negotiate prices for goods.  His gambling often gets him into trouble at the various ports and he quite often needs to get out quick, he’s also often gotten himself into trouble concerning the ladies.

Personality: Very slick, people typically like him, at first at least.  He’s able to sweet talk himself out of most situations.  Though he’s not actually part of the crew, he’s very loyal to his host that he leeches off of, and he is quite often a big help to the crew.


Last edited by Johnnyred on Fri Feb 20, 2015 1:40 pm; edited 1 time in total

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 1:27 pm
I'll get around to this eventually, after haggling deals with Arik about what's going on. Razz

We all must remember - I know jack about the PCG canon despite Tetra explaining a couple things to me. Razz

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 1:37 pm
That's ok, because from what I've been told, this isn't PCG canon. Razz

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 1:41 pm
technically, previous events in PCG canon could influence it (I assume it's all the same up to a certain point Razz). That being said, I doubt PCG-canon will come in too heavily with this. Razz

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 4:41 pm
So Johnnyred, which character exactly are you playing as? Razz

And why do I get the feeling that you had these guys already made and just lying around waiting for the opportunity to use them?

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 5:33 pm
My main character is Errol Hawkins, with the others as NPC crew, and I actually just made them all today. Razz

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 6:48 pm
Somehow I'm not quite sure I believe that....... Razz You sure they weren't even floating around as half finished characters originalyl intended for something else? Razz

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Arik wrote:Sadly, it's a doomed attempt. The Illuminati infiltrated the US government before it even was the US government,
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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 7:06 pm
I actually listened to him fuss as he was making them (via chatbox) so I assure you that they're new. He spent some hours on it today. 

And if you think he spent too much time on NPCs.... you haven't seen anything yet... Twisted Evil  Razz

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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 7:09 pm
I've stayed up a few nights making them before, but not spontanesouly popped out pictures like that before, with a whole crew!

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Arik wrote:Sadly, it's a doomed attempt. The Illuminati infiltrated the US government before it even was the US government,
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Re: Privateers, Pirates and Mercenaries!

on Thu Feb 19, 2015 11:40 pm
I promise, I came up with these all between Wednesday night and Thursday morning. Razz I'm just that quick. You should see when I actually put a lot of time and effort into something. Razz Minifigs were the easy part. I ALMOST made too many in just an hour or so.

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Re: Privateers, Pirates and Mercenaries!

on Fri Feb 20, 2015 4:14 pm
Alright fine whatever. Razz So when do we start?

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Sir Ashley and the crew of the S.S. Forgotten Dream

on Sat Feb 21, 2015 9:37 pm
Part I: Character

Legal disclaimer: this is a fictional character and crew for a group authored science-fiction story based on Star Trek. I do not partake in or endorse illegal activities.


Character:
Spoiler:




Name: Sir Ashley Roden Gates
Affiliation: neutral, private businessman.
Rank: N/A. Captain of Forgotten Dream, owner of Sir Ashley’s Emporium, Pawn and Exchange.  
Species: Human.
Ship: S.S. Forgotten Dream, a modified Aurelius class heavy freighter. Also owns the S.S. Trampled Hope escort, and has access to a large assortment of shuttles and fighters.    

Gender: male.
Age: 62 standard Earth years.
Height: 6’1’’ 1.85 meters.   
Weight: 168 pounds 76.2 kg
Build: slim, small musculature, small framed, about 12% body fat. Long arms and legs. Long fingered, delicate hands.
Complexion: fair skinned.
Hair: gray, thinning, mid-length, combed back.
Eyes: blue.
Face: mid-length, thin nose, narrow eyes, crow's feet, thin lips, square-jaw, high cheekbones, short, trimmed, gray beard.

Clothing: dark gray trousers, brown leather boots, brown leather belt with holster, dark gray fitted long-sleeve shirt, dark blue double breasted pea coat, platinum ring with sapphires surrounding family crest.
Weapons: alien phaser pistol, heirloom double edged dagger.
Protective Equipment: covert energy dampening vest with cut, stab, shrapnel, and limited small arms projectile protection. (Can absorb two beam shots on setting 8, or allow wearer to survive a low level vaporize setting blast while sustaining severe injuries, provides projectile protection against up to five pistol cartridges, or a single intermediate rifle cartridge.) Belt mounted personal shield system. (Must be activated to provide protection. Can only operate for one half hour per power cell. Only one power cell carried. Will overheat if used for over two hours without at least ½ hour cool down period. One power cell provides protection for up to 3 level 7 blasts. Shielding system is non-regenerative and requires additional power and cooldown time to provide protection against additional threats. Only offers protection against beam weapons.)       


Backstory: Sir Ashley Roden Gates, a man born to greater things, and should have been born to a nobler time, or so he would tell you. He believes that he is descended from a powerful, wealthy family of noble blood. The problem is, he has no family fortune, and even if he had a vast hoard of precious physical belongings, the Federation refuses to use any form of currency within itself; something he considers to be a disgrace to humanity and his family honor.
    Feeling cheated by humanity itself of the incredible power and prestige that he considers to be rightly his, young Ashley, his mother taken from him by a shuttle crash when he was two, and his father lost in a bottle ever since, lonely child of a colony world, set out for fame and fortune. He has spent a lifetime amassing what wealth he can, running a mobile pawn shop on the outskirts of more or less civilized space. Part of why he has does so well are his prices. He’s smart enough to know that minimal profits from ten sales outweigh maximum profits from one; and he offers rock-bottom prices by using a mostly holographic crew, having freighters come to him instead of having to meet deadlines all over space, running things efficiently, and moving on when sales start to slow down in whatever sector he’s been selling in. He deals in strictly legal (if not hard to trace stolen) goods, over the counter at least. The one thing you will find in his “special stock” behind the counter and in the safe is illegal black-market currency. Although his business is quite real, part Emporium, (sales of various items) part Pawn, (a regular space faring pawnshop, buying, selling, and pawning) and part Exchange (exchanging different currencies) and he makes good money from it, his biggest form of income is laundering money. He takes currency you can’t use where you’re going and uses it to buy legal goods to sell later, and he gives you the vast majority of the value of your illegal currency in a legal one of your choice. He also buys stolen merchandise and sells it to trusted buyers. He’s the guy who can take incriminating, but valuable, items off of your hands and get you something almost as valuable that won’t land you in prison. And he has also been known to “possibly know where you could probably buy that… how much is my remembering where worth it to you?” He is a man who knows many men, or at the very least has a pretty good idea about how to acquire unusual goods if he doesn’t know a trusted source for a particular item.  
    He has gotten away with his illegal activities for over forty years because he’s good. He checks all the right boxes, doesn’t take chances, doesn’t leave a trail, doesn’t talk to the wrong people, doesn’t deal in stolen goods that would be too easy to trace, doesn’t trust anyone, and doesn’t step on anyone’s toes. Although he knows how to distribute a little money in the form of a bribe, he doesn’t, believing it to be too risky, although he has been known to give discounts and drinks to government agents that he has known for a long time. He doesn’t bribe his way out of tricky situations because he’s so careful that he simply avoids getting caught. Ask anyone to look up his file, and you’d find nothing but an excellent, upstanding businessman on the right side of the law, who pays his taxes (on all the traceable, legal income anyway) turns over cargo that he suspects as being stolen (namely goods that are too easy to trace, or from customers who gave him trouble) and has mysteriously not only survived, but thrived in pirate infested space.
         He is the proud owner of the S.S. Forgotten Dream, a modified Aurelius class heavy freighter. Said freighter also acts as his store, Sir Ashley’s Emporium Pawn and Exchange.
    Although one would think that his ship would make a tempting target for piracy, all of the big name pirate groups have learned that he is far more valuable for his services than for his cargo or ship. As for the small-time pirates, the S.S. Forgotten Dream  is well protected for a freighter, and he keeps the S.S. Trampled Hope, an escort that he acquired through his pawn shop, around for added protection.
            He is a very cautious man, trusting no one, save for his closest advisors, and even with them he keeps contingency plans in place. He has a multitude of plans and defenses, both visible and concealed, in place for nearly any possible threat. He does not intend to risk his well-being for anything. Most of his crew is comprised of simple holograms. Although they can be hacked by someone with enough skill, and depend on the ship’s holo-emitters to function, he prefers them to organics as they cannot be bribed or threatened, are more physically durable than most organics, require no sleep or pay, are completely loyal to him, and have no ambitions of their own that may conflict with his. He does maintain a small organic crew of individuals who he considers more or less nearly trustworthy.
    He keeps money in various accounts in case of capture, has revenge plans in place in case of his death, has alliances with some of the small government security forces that he has been known to offer wholesale prices to on occasion, and has heavy security aboard his freighter. Including force fields, an energy weapon dampening field that prevents most basic phasers and disruptors from operating while it is active, heavy duranium plating, an automated defensive turret system, transport inhibitors, and several safe rooms.
Personality: regardless of the truth of his magnificent  heritage, and how he came by the rank of Knight for that matter, He considers himself to be better than the vast majority of beings he comes in contact with. Although his intellect and street-smarts give him some excuse for this, he is far from being a superior being. He is cowardly, self-centered, and arrogant. But he lives by a code. Although he will not risk his well-fare, much less his life, for anyone, even himself, he is honest with his customers, and will not turn them over so long as they don’t bother him. And apart from his dealings in illegal currency, difficult to trace small stolen goods, and information that could gain dangerous outlaws access to weapons of massive destructive capability, he is otherwise law-abiding. Not because he considers laws made by others to be good, but because he has his own standards and he doesn’t consider these particular illegal activities to be wrong. Cheating, lying to a customer, murder, theft, these are things he distains and avoids because he believes that they are beneath both him and his code of honor. Although he disagrees with these things, he has no problem selling to individuals who do not adhere to his personal code, so long as they do not do anything he disagrees with to him. He even sees no problem having individuals work for him who break his code, so long as they don’t do it while following his orders or while on his gold pressed latinium. In fact, so long as others have a code of their own that they follow, (so long as they do not wrong him) he really doesn’t care what others do. He is a businessman, not a thug, he is much more refined than most beings out here, he has no wish to harm anyone, only to advance himself.   

    Ashley is single, never married, as he has never met anyone of a high enough station that he would consider his equal. If he should ever marry, it would be for rank and money, not for any sense of love. His dream is to gain control of an outlying world to set up as his own private kingdom, from which he can display his wealth and power as a lord of old Earth.

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Sir Ashley and the crew of the S.S. Forgotten Dream

on Sat Feb 21, 2015 9:39 pm
Part II: NPC crew


NPC crew:
Spoiler:





Talash, bodyguard:
Spoiler:



Name: Talash.

Rank: personal bodyguard to Sir Ashley.  

Species: Gorn. A massively powerful, large, cold-blooded, reptilian, humanoid species.      

Gender: male.

Age: 128 years. (About 30-40 in modern human terms.)

Height: 8’7’’ 2.62 meters.  

Weight: 617 pounds 279.86 kg.  

Build: heavily muscled, extremely powerful.  Comparable in strength to a Grizzly Bear of Earth. Estimated 9% body fat.

Complexion: olive green scales.

Hair: N/A, spiked green crest

Eyes: yellow, elongated black pupil slits.

Face: wide, immensely powerful jaws filled with dull, crocodile-like teeth.     

Clothing: plain, worn, dark brown leather pants, ammo bandolier, small shoulder mounted universal translator, shoeless, leaving his massive clawed feet free to walk, or pin a would-be attacker.  

Weapons: his clawed hands and feet, his jaws, his great physical strength, trititanium mace, magazine-fed, chemically propelled, solid protection rifle, and an energy dampening field adapted disruptor pistol. He also has access to a wide variety of other weapons both from the pawn shop, and the ship’s arsenal.     

Protective Equipment: in addition to his incredibly durable hide and resilient body, he wears a belt mounted personal shield system. (Must be activated to provide protection. Can only operate for forty-five minutes per power cell. Only one power cell carried. Will overheat if used for over an hour and a half without at least ½ hour cool down period. One power cell provides protection for up to 2 level 7 beam blasts. Shielding system is non-regenerative and requires additional power and cooldown time to provide protection against additional threats. Shielding only protects against beam weapons.)

Loyalty Rating: extremely loyal, very unlikely to attempt desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal.   

Backstory: As a member of a conquered species, Talash served with the Klingon Defense Force for many decades. After he retired from service, he decided to go into security as he wished to continue in some form of service, a vital part of Gorn life. While seeking employment, he saw a young and inexperienced Sir Ashley about to be killed by Orion thugs who were furious that what they believed to be a person of affluence had no money to steal. Talash rescued the naive merchant and, after listening to a drunk and disgruntled Ashley whine about his sad state of affairs for the better part of an hour, he decided that this man was a worthy, by virtue of need, cause, and that he would continue service here. He has served as Sir Ashley’s personal bodyguard, and the closest thing to a friend that his captain has, for the last thirty-six years. He has extensive military training and, due to his species, is naturally an extremely dangerous and durable being.

Personality: Talash doesn’t like to kill, but he is good at it. He is a calm individual, and doesn’t have much to say. When he does speak, it is usually something important. He is much smarter than most beings assume of his species.








Jane Mk III, Holographic Assistant:

Spoiler:




Name: Jane Mk III.

Rank: personal assistant to Sir Ashley/second in command

Species: hologram, human in appearance.    

Gender: female.

Age: 3 years, appears to be in late 20's.

Height: 5'8'' 1.75 meters.

Weight: 140 pounds 63.50 kg.

Build: fit, hourglass shape, slim, 20% body fat.

Complexion: fair skinned.

Hair: blonde, medium length, tightly tied ponytail.

Eyes: blue.

Face: prominent cheekbones, button nose, thin lips.     

Clothing: simple dark gray suit and skirt, pink blouse, black high heeled shoes.

Weapons: none, access to ship’s arsenal and pawn shop.     

Protective Equipment: none, although her holographic nature makes her extremely resilient to physical damage, including beam weapons that have not been adapted to harm holograms. Her holographic nature also means that she will die if she is active while the holoprojector that she is running from is destroyed before she can deactivate, or transfer to another projector.  

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Extremely low chance of being hacked successfully. (So long as she is not hacked, she is completely loyal. Extremely heavy security software is in place.)

Backstory: Sir Ashley does not trust an organic to act as his second in command, so he had a custom hologram designed to serve as his proxy. “Jane” is able to command the ship, run the pawnshop, or act as his personal assistant. She is the only truly advanced, average humanoid comparable hologram aboard the ship as they are very expensive. She is also the third iteration of the Jane program, as the first was produced from inferior holomatrix technology that was unable to remain active for more than decade, and the holomatrix of the second was damaged beyond repair while in service. She is aware of this, as well as absolutely everything else that goes on, or ever has gone on, on the ship, and it does not bother her as it is not in her programming.  

Personality: she is the perfect assistant, intelligent, a good speaker, knows when to keep quiet, remembers everything, never complains or gossips, has no aspirations to replace Sir Ashley, and anticipates his every need. Her personality is a bit shallow, as she exists only to serve and not to draw attention; exactly the way that Sir Ashley wanted her to be.









Dlexio, tactical:

Spoiler:




Name: Dlexio.

Rank: mercenary, S.S. Forgotten Dream’s chief tactical officer and head of security.

Species: Nausicaan. Tall, fairly strong, humanoid species with tusks, forehead ridges, pale skin.     

Gender: Male.

Age: 34 years.  

Height: 6’6’’ 1.98 meters.  

Weight: 243 pounds 110.22 kg

Build: tall, thin, broad-shouldered, muscular, but not bulky, 10% body fat.

Complexion: very pale skin, with darker mottling.

Hair: black, straight, worn in a top-knot.

Eyes: dark gray.

Face: bony cheekbones and brow. Tusks around mouth, usually covered by respirator.

Clothing: black leather armor with charred blood-red accents. Similarly colored metal shoulder pads, vambraces, boots, and spiked gauntlets.        

Weapons: three throwing knives, three photon grenades, a disruptor carbine with capability to fire within ship’s dampening-field, access to pawnshop and ship’s arsenal.         

Protective Equipment: battle armor that provides limited protection against cuts and shrapnel. Belt mounted personal shield system. (Must be activated to provide protection. Can only operate for forty-five minutes per power cell. Only one power cell carried. Will overheat if used for over an hour and a half without at least ½ hour cool down period. One power cell provides protection for up to 2 level 7 beam blasts. Shielding system is non-regenerative and requires additional power and cooldown time to provide protection against additional threats. Shielding only protects against beam weapons.)

Loyalty Rating: high, unlikely to attempt desertion, or theft, very low chance of attempting infliction of injury or death, very low chance of betrayal.

Backstory: Sir Ashley found himself in need of a new chief tactical officer after his previous head of security was killed by a disloyal second security officer five years ago. Dlexio is merciless, heartless, and cruel, but he has proven loyal and effective, so long as he is paid. And although his eccentric merchant captain finds his methods distasteful, even he must admit that they are brutally effective. It would not be wise to steal from or attack the ship that this monster is guarding and live to face his wrath, because, if left to his way, he will slowly teach you that there are worse things than death. But if you should anger this fiend, you’d better be sure that Sir Ashley lives through it, because he tends to be of a more noble nature than Dlexio. The vicious mercenary allows himself to be held back by his captain from his full brutality, in part, because he considers one prisoner left alive to tell the tale quite the preventative measure against future wrongs.  

Personality: Dlexio, like most of his kind, is the strong silent type. He is sullen, and usually muttering complaints about something or other. He is truly cruel, and is indifferent to pain, both of others and his own. It is likely that he even enjoys inflicting pain upon his foes. He is a very angry individual. His anger is a cold one, calculated, not thoughtless and unplanned. He remains in control of his anger most of the time, but when he does give full vent to his wrath, it is terrible to behold. Dlexio is somewhat intelligent, although no genius. He is quite capable of strategizing effectively, and is a decent liar, but he is not good with people in the least.








Reka, engineer:

Spoiler:




Name: Reka.

Rank: chief engineer.

Species: Cardassian. Mamaline humanoid species with scaly ridges on neck and shoulders, spoon-shaped ridge on forehead. Pale tan-gray skin. Tend to be intellectual, cruel, efficient, not unlike the Axis leadership of Earth’s second World War. Much hated.   

Gender: female.

Age: 19 years.

Height: 5’9’’ 1.75 meters.  

Weight: 163 pounds 73.93 kg.

Build: thin, small framed, 17% body fat. Her slender body belies her species slightly greater physical mass.

Complexion: very pale gray-tan skin.

Hair: black, slightly wavy, just past shoulder-length.

Eyes: blue-gray.

Face: circular scaled ridges around eyes and going up forehead, tear-drop shaped ridge on forehead, full-lips, thin cheeks, square jaw.       

Clothing: faded, grease-covered, limegreen coveralls, safety goggles, work gloves and boots.  

Weapons: non energy dampening field adapted alien phaser pistol.     

Protective Equipment: fire retardant coveralls provide limited protection against beam weapons set to stun, coveralls abrasion-resistant nature also provides limited protection against cuts.  

Loyalty Rating: high, unlikely to attempt desertion, or theft, very low chance of attempting infliction of injury or death, very low chance of betrayal.

Backstory: Reka is an orphan from a broken and war-torn culture that didn’t care for its orphans even when it had the means to do so. At the age of five, she and her older sister were rescued from the streets by a freighter captain who took pity on them. They were later adopted by human colonists on an outlying Federation world. She was raised away from the rage, hatred, arrogance, and cruelty of her native species. And although she is aware of the countless horrendous acts that her people have committed, unlike them, she is disturbed by them. She cares for life, and desires to be of help to others in it. Her new family, and her sister along with them, were killed three years ago by True Way terrorists who wish to see the Cardassian’s former military power restored. Reka has been living by her wits, and natural technical skill since that time; joining the crew of the Forgotten Dream eighteen months ago. With her species natural photographic memory, she quickly learned the ship better than the previous engineer, who, longing for battle, retired eight months ago, leaving her to run the technical aspects of the ship. She has proved to be a good engineer, and has found a sense of camaraderie on the ship, and has no plans to leave as she has nowhere else to go, and nothing to do. She is also a somewhat accomplished programmer and hacker, who has enough skill with a computer to override budget security software. She lacks the training, however, to be a real threat to a properly secured vessel or organization. She also maintains the ship’s holographic crew, although she does not entirely approve of their use.

Personality: Reka is a very strange Cardassian. She is outgoing, friendly, down to earth, cheerful, and sociable. She has essentially disowned her own people as all she has ever received from them was pain. She is strongly aware of the suffering of others, and despises those who inflict it. This puts her at odds with Dlexio on the rare occasions that they interact, as she tends to remain in engineering, even keeping a bunk there separate from her quarters. Reka’s atypical personality is likely due to her human upbringing. She is smart, and enjoys working with her hands.









Zari, bartender:

Spoiler:





Name: Zari.

Rank: bartender, saleswoman.

Species: Orion. Usually green-skinned humanoids. Females of this species produce pheromones that cause males of many other species to be highly susceptible to suggestion.       

Gender: female.

Age: 26 years.

Height: 6’2’’ 1.88 meters.   

Weight: 171 pounds 77.56 kg.  

Build: fairly muscular, 27% body fat, full hourglass shape.  

Complexion: pale olive green skin.

Hair: black, short, mid-length bangs.

Eyes: gray.

Face: button nose, long, narrow chin, three claw-mark scars on left cheek.      

Clothing: varies, a mixture of simple long-sleeve shirts, plain dresses, jackets, vests, skirts, pants, rings, earrings, bracelets, necklaces, ankle bracelets, sandals, shoes, and boots.  

Weapons: non energy dampening field adapted concealed disruptor pistol, small boot-knife, 2, 8-round-box-magazine-fed, semi-automatic, disruptor energized, 10-gauge scatter-railguns, (one kept behind bar, the other behind the pawn shop counter) and access to pawn shop.       

Protective Equipment: none.

Loyalty Rating: medium, moderate chance of theft or desertion, low chance of inflicting injury or death, moderate chance of betrayal.

Backstory: Zari grew up a nobody from an unimportant home, in a culture that gives little say to most of its women. With no practical chance at advancement in life, she set out in the hopes of changing that. She spent most of her life without the comforts and luxuries that her people live for, as Orions are hedonists, and she is very much Orion. She has vowed never to be hungry, or to want for anything ever again; a vow she has kept, gaining anything and everything she wants, except joy. She has worked in many bars during her short life, the Forgotten Dream’s bar just happens to be the current one. The pay is good, and she gets to sell weapons, which she enjoys. Her life here is what she makes of it, which means an endless party with all the wine she can drink, all the food she can eat, and dancing whenever she chooses. She also owns many fine things. All that is required of her is that she keep the customers happily spending. She is quite pleased to be working in space, something that is seen as a position of prominence by her kind. She has been working on the Forgotten Dream for a little less than a year. She is very loyal, seeing her captain as a great businessman and leader, so long as Sir Ashley continues to make money. Her captain is quite fond of her ability to convince potential buyers of their need to purchase his wares. He has instructed her not to force anyone to buy something that they didn’t already want as that is not his way. He just lets her convince them that they want the most expensive option. She is permitted to keep a percentage of all of her sales. He is aware that she occasionally miscalculates her cut by a very small margin, but allows her to do so for the time being as, by his math, what she takes is much less than what is gained by her unique saleswomanship. It is likely that her Orion physiology is effecting him, and quite possibly, more male members of the crew. Sir Ashley is aware of the dangers of Orion women to men, so he attempts to stay away from Zari as much as possible; not out of a dislike for her, but at in attempt to remain in control of his mind. However, the more time he spends in close proximity to her, the more he falls under her pheromone spell.  

Personality: Zari's life is a never-ending whirlwind of a party, and not a particularly happy one at that. She wants desperately to be happy, and something is always catching her eye, glittering at her from across the room, something she must have to be happy, or so she thinks. It doesn't matter if she actually wants it, she needs it, in the off chance that this could be what finally makes her happy; regardless if it's a gaudy diamond encrusted necklace, or a case of rare vintage champagne. She is very charming, but street-smart. She has had jobs where her abilities were not appreciated, and she is happy enough here. She is curious, although not in a particularly friendly way. She is self-centered, and wants better things in life. She can be quite manipulative and charming when she wants to be, both to her enemies and her friends. When she is tired, drunk, or angry, she can become quite cynical and irritating. She is a good liar, and is equally good at sensing intended deception. She gets along well with Reka, who does not think of her as being connected in any way to her family’s killers. Zari is not mean-spirited person, she just looks out for herself first and foremost. She is of average intelligence.






Duhn Reht, helmsmen:

Spoiler:





Name: Duhn Reht.

Rank: helmsmen.

Species: Bajoran. A highly religious, near-human species with horizontal nose ridges.  

Gender: male.

Age: 17 years.

Height: 5’9’’ 1.75 meters.   

Weight: 154 pounds 69.85 kg.

Build: medium build, neither heavyset nor thin, medium musculature, 15% body fat.  

Complexion: fair-skinned.

Hair: brown, straight, short, combed to the side.

Eyes: brown.

Face: narrow chin, five horizontal nose creases, large nostrils, prominent brow structure.      

Clothing: dark red, long-sleeve, button-down jacket, dark tan sash, dark brown pants, black boots, Bajoran religious earring.

Weapons: non energy dampening field adapted concealed phaser pistol.     

Protective Equipment: none.

Loyalty rating: medium, moderate chance of theft or desertion, low chance of inflicting injury or death, moderate chance of betrayal.

Backstory: Reht is a not particularly religious person from a very religious people. He was not satisfied with the answers provided by millennia of beliefs that were torn apart in only decades of Cardassian occupation. Although neither he nor any of his living family members were alive during the Occupation, he has heard stories. And he wanted real answers, to see the universe for himself. So he set out to see the galaxy. Reht wanted to become a painter, and he is an artist at heart, but he was forced to become a pilot by profession. He has worked on the Forgotten Dream for six months. He would not mind leaving this ship, but he is too frightened of being killed, or being forced to serve on a combat vessel. He likes being able to see the stars from the relative safety of this odd traveling store. He is rather lazy, and enjoys the amount of downtime he gets serving on the Forgotten Dream, as she spends most of her time docked or in orbit.            



Personality: Reht is a man of passion. He is hotheaded and tends to rush into things, like joining a freighter. He despises Reka for being Cardassian, and he hates her all the more for not acting like a Cardassian. He wants to be justified in his hate, but her kindness only serves to enrage him more. He is glad that he does not encounter her much. He finds himself drawn to Zari, and he likes Sir Ashley well enough. He is rather homesick, but still enjoys the adventure of piloting the Forgotten Dream. He has yet to find any answers out here, but he has painted lots of Nebulae.








Lezo, doctor:

Spoiler:




Name: Doctor Lezo.

Rank: doctor.  

Species: Ferengi. Short, bald, humanoid species with very large round ears “lobes” with excellent hearing, a large skull with dual large rounded forehead knobs, large wrinkled nose, sharp teeth, small eyes with poor vision, and orange-brown skin. Essentially immune to telepathy, although basic emotions can still be sensed at times. Motivated entirely by profit. Live by the Rules of Acquisition.        

Gender: male.

Age: 48 years.

Height: 5’5’’ 1.65 meters.

Weight: 142 pounds 64.41 kg.

Build: short, small framed, narrow shoulders, small musculature, 14% body fat.

Complexion: leathery orangish-brown skin.

Hair: N/A.

Eyes: gray-green.

Face: large broad wrinkled nose, large round ears, dual forehead knobs, wrinkled brow, small darting eyes, crooked yellow teeth, pointed chin.      

Clothing: ornate dark tan vest with gold thread, dark brown pants, dark brown boots.   

Weapons: hypospray with strong sedative.    

Protective Equipment: none.

Loyalty rating: low, high chance of theft or desertion, low chance of intentionally inflicting injury or death, moderate chance of unintentionally inflicting injury or death, high chance of betrayal.

Backstory: Lezo was a moderately wealthy Ferengi merchant, until all of his property and possessions were seized for failing to live up to a contract made with another Ferengi. Disgraced, and without the money needed to obtain profit, Lezo attempted suicide. He was "rescued" by a Ferengi doctor. In exchange for his life, he entered into indentured servitude at his "savior's" hospital. He served for part of his contract, learning much of the medical trade. He decided that working as a doctor could be a very good means of acquiring profit. He left the hospital before his time had been fully served. A week later, his business license was revoked; meaning that he could no longer do any business with fellow Ferengi. Now truly destitute, Lezo decided that he was not going to let it end here. He had learned something of toughness working for someone else, and a good bit of what it takes to be a decent physician. He decided that he would leave his people behind and set out to make a new fortune, calling himself Doctor Lezo. He got on a non Ferengi-run freighter, and set out for space unknown. He soon found employment on the S.S. Forgotten Dream, where he has been running his medical practice for over four years. He may not have a medical degree, but he is somewhat competent as a healer, with all the skills of an expert doctor… from a hundred years ago. His bedside manner is bought, as is his healing, save for the ship’s crew who he must provide the best care he can for, for a set monthly ship-wide fee of course. So long as he tends to the needs of the ship’s crew, he is permitted to run a for-profit sickbay. Unbeknownst to Sir Ashley and the crew, Lezo reduces the capability of the ship’s medical holograms when they aren't around, forcing patients to choose between free, substandard care, or to pay for his “expert” work. Of course, he sets the medical holograms back to their full capacity when any ship’s personnel require care, or are visiting sickbay, so as to avoid being kicked out.

Personality: greedy, selfish, money seeking, plotting, scheming, Lezo is a true Ferengi. He really only cares for the “well-being” of his patients’ pocketbooks, and his own health and wealth, of course.








Vasar, hired muscle:

Spoiler:




Name: Vasar.

Rank: mercenary.  

Species: Orion. Usually green skinned humanoids. Males do not seem to possess pheromone abilities, or be affected by them. Males tend to be bald.      

Gender: male.

Age: 43 years.

Height: 6’3’’ 1.90 meters.  

Weight: 213 pounds 96.61 kg.

Build: very muscular, broad-shouldered,  large chest and arm muscles, large framed, 19% body fat.  

Complexion: dark olive green skin.

Hair: bald.

Eyes: blue.

Face: broad forehead, long, wide nose, large cheeks, square jaw.      

Clothing: brown leather bracers, extremely thick brown leather belt, dark blue rough cloth pants, scuffed brown leather boots.   

Weapons: non energy dampening field adapted disruptor rifle, bayonet.      

Protective Equipment: none.

Loyalty rating: low, high chance of theft or desertion, moderate chance of infliction of injury or death, high chance of betrayal.

Backstory: Vasar has been a long time patron of Sir Ashely’s Emporium, most especially the bar and casino, where he has had a five year long losing streak that has put him very deeply in debt to Sir Ashley. It came to the point where he paid by telling about useful things that he had learned from unscrupulous persons, as he knew quite a lot of them. Finally, so hopelessly in debt that he had no credit left, abandoned by his so-called friends, and with his ship gambled away, he hired himself out to Sir Ashley as an indentured servant, to work until his massive debt should be paid off. A feat that is not likely to occur in his lifetime at the rate he consumes alcohol and gets into brawls. He works as a mercenary, captaining the S.S. Trampled Hope escort, a ship that Sir Ashley acquired through his pawn shop. Vasar is the "captain" of the escort in name only, in case it’s holographic crew should ever be disabled or hacked, and an organic being would be needed to run the ship. The holographic crew answer to Vasar for only so long as his orders are in line with those being sent by the Forgotten Dream, lest he should turn on his master, or take the ship and run, Sir Ashley doesn’t trust him as far as he could throw a Gorn, and he doesn’t really like him that much either, but he is useful, for now, both for his combat skills and for his contacts. But Sir Ashley, Talash, and Dlexio keep a very close eye on him at all times.

Personality: Vasar is a hard drinking, hard hitting, cigar chain-smoking, broken shell of a man. In his pursuit of pleasure in the moment, he destroyed his future, his mind, and his body, with many scars and damaged organs to tell his sorry tale. He is purposeless, empty, bitter, and angry, mostly at himself. He still dreams of reclaiming his past life. He starts every day on the wrong foot and with a hangover. He is of slightly below average intelligence, and prefers to use his fists to his head.






Crew LXF

Spoiler:
https://www.dropbox.com/s/bpfw6z7b8p67rg5/Pirate%20RP%20crew.lxf?dl=0[/spoiler



Last edited by Dino27 on Sat Mar 28, 2015 2:38 pm; edited 1 time in total

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Re: Privateers, Pirates and Mercenaries!

on Sat Feb 21, 2015 9:42 pm
Part III: Holographic crew/Ships



Holographic crew:





Spoiler:


Both the Forgotten Dream and Trampled Hope maintain a holographic crew. Most of these crew are only simple holograms that are not considered sentient.  


Holo-Operations

Spoiler:




Holo-Operations.

Appearance: human, assorted physical characteristics.    

Clothing: bright yellow coveralls.

Weapons: none.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Very low chance of being hacked successfully. (So long as not hacked, completely loyal. Heavy security software in place.)






Holo-Security-Advanced:

Spoiler:




Holo-Security-Advanced.

Appearance: human, assorted physical characteristics.     

Holographic Clothing: dark brown body armor, helmet with glowing blue lenses.

Weapons: holographic, dampening field adapted, alien phaser sub-machine-gun.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Very low chance of being hacked successfully. (So long as not hacked, completely loyal. Heavy security software in place.)







Holo-Security-Basic:

Spoiler:





Holo-Security-Basic.

Appearance: human, assorted physical characteristics.     

Holographic Clothing: reddish brown coveralls.

Weapons: stun baton, heavy stun/light kill holographic, energy dampening field adapted, alien phaser pistol.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Very low chance of being hacked successfully. (So long as not hacked, completely loyal. Moderate security software in place.)






Holo-Engineer:

Spoiler:





Holo-Engineer.

Appearance: human, assorted physical characteristics.     

Clothing: limegreen coveralls, work gloves, work boots.

Weapons: none.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Very low chance of being hacked successfully. (So long as not hacked, completely loyal. Moderate security software in place.)






Holo-Nurse:

Spoiler:





Holo-Nurse.

Appearance: human, assorted physical characteristics.     

Clothing: white scrubs, black loafers.

Weapons: none.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Low chance of being hacked successfully. (So long as not hacked, completely loyal. Security software in place. Forgotten Dream units already hacked by Lezo, but are still functional.)






Holo-Gunner

Spoiler:




Holo-Gunner.

Appearance: human, assorted physical characteristics.    

Clothing: orange coveralls, work gloves, work boots.

Weapons: none.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Low chance of being hacked successfully. (So long as not hacked, completely loyal. Security software in place.)






Holo-Sales:

Spoiler:




Holo-Sales.

Appearance: computer monitors incoming customers and automatically generates an attractive sales associate of the same species and opposite gender as the customer. Computer stores repeat customers reactions to previously assigned associates and generates a logical ideal sales hologram.     .     

Clothing: black coveralls, soft boots.

Weapons: none.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Low chance of being hacked successfully. (So long as not hacked, completely loyal. Security software in place.)





Holo-Waiter:

Spoiler:




Holo-Waiter.

Appearance: human, assorted physical characteristics.    

Clothing: white dress-coat, black tie, black trousers, black dress shoes.

Weapons: none.

Loyalty rating: incorruptibly loyal, zero percent chance of attempting desertion, or theft, zero percent chance of attempting infliction of injury or death, zero percent chance of betrayal. Low chance of being hacked successfully. (So long as not hacked, completely loyal. Security software in place.)











Crew LXF

Spoiler:
https://www.dropbox.com/s/bpfw6z7b8p67rg5/Pirate%20RP%20crew.lxf?dl=0










Ship, primary, S.S. Forgotten Dream heavy freighter:

Spoiler:















































Ship name: S.S. Forgotten Dream

Class/Type: Aurelius heavy freighter

Launched: 2,571 AD

Dimensions:

    Mass: 3,365,000 metric tons

    Length: 574 meters

    Beam: 220 meters

    Height: 91 meters, 122 meters with comms array

    Decks: 15

Crew: 463 (The majority of holo-crew are usually deactivated until needed, leaving the average number of working beings on the ship at any given time closer to 60-138.)

    20 Holo-Ensign


    40 Holo-Security-Advanced

    144 Holo-Security-Basic

    80 Holo-Engineer

    20 Holo-Nurse

    35 Holo-Gunner


    56 Holo-Sales
    
    40 Holo-Waiter


    20 organic waiters and sales personnel.

    8 organic officers

    800 person evacuation limit, 8,750 person evacuation limit without cargo

Speed:     

    Impulse:

         .30 c cruise

         .42 c max

    Warp:

         warp 7.683 normal cruise

         warp 8.764 maximum cruise

         warp 9.592 emergency cruise (for 36 hours)

         warp 9.941 maximum emergency cruise (for 12 hours)

         warp 9.936 maximum attainable emergency speed (for 2 hours)

Sublight maneuverability rating: low

Defensive systems:

    External:

         Shields: single-layered, manual-frequency-control, non-regenerative, high civilian capacity system with 18 emitters. Shield design is able to drop one facing to allow for the use of transporters.

         Hull: thick Duranium double hull with heavy duty structural supports of the same material. Hull material makes it very difficult for other vessels to scan the ship's interior.

         Hull plating: heavy Duranium

         Structural Integrity Field: average level field

    Internal:

         Junction/door force fields.

         energy weapon dampening field. (Prevents most small arm beam weapons from operating while active.)

         automated defensive stun turret system.

         transport inhibitors that only allow controlled/approved beam in/out to transporter room.

         6 safe rooms.

         secret passages and jeffries tubes not listed on the ship's schematics.

         Duranium reinforced doors, bulkheads, maintenance hatches, and decks.

         ship-wide (not in external cargo pods) holo-emitter system with redundant shielded emitters in critical areas.

         money safes that can be flashed if boarded by government agents.

         5 vaults.

    Offensive Systems:

         Beam:

              heavy cargo tractor beam system. (Capable of holding or towing a ship of similar size)              

              2 fore, 2 aft, dual medium rapid tracking disruptor turrets.

              1 fore heavy disruptor cannon.

        Torpedo:

              2 fore, 2 aft, photon torpedo launchers with 175 round total ship magazine capacity, additional photon torpedoes often carried in cargo.

Sensor Suite: advanced stealth detection civilian sensor array, capable of detecting masked, but not cloaked, ships at close to moderate range, depending on circumstances.

Primary Power Plant: 1 high output, high reliability, moderate efficiency warp core.

Impulse Engines: 3 Jarxon 7y superheavy impulse units.

Hangers: 1 large primary bay, 2 small secondary bays.

    Embarked craft: 4 permanently kept, armed TTRACUUM work pods, (stored in secondary shuttle bays) up to 16 assorted shuttles, fighters, and other civilian craft for sale. (Stored in primary hanger bay.)

Business/entertainment facilities:

    Sir Ashley’s office. Located next to pawn shop. Also where to go if you have some dirty money. 5% fee for exchange of illegal to legal currency.

    Pawn shop. Has nearly anything you could want to buy, also pawns items.

    Emporium. Located behind pawn shop, massive internal warehouse of goods that customers can look through, or be guided through by a holographic sales assistent.   

    Cargo bays. Have more of anything you could ever want to buy. Must ask to be taken here.

    External cargo containers. Have yet more of anything you could possibly want to buy, serious inquiries will result in items being brought to pawn shop for potential buyers inspection.

    Dining hall. The place to go when the upper-class clientele get hungry. Usually by invitation only. For captains and first officers only.

    Zari’s Bar and Casino. All the raucous entertainment a thug could ask for. Drinks, non-rigged gambling, music, food, as well as 8 small, and 2 medium holosuites.

    Zari’s Lounge. For the more refined customers with deeper pockets. Quiter, more tasteful music, plenty of fine vintage, non-replicated drinks, good food, 2 large holosuites and a non-rigged holo-gambling section, programmed with a couple of games for the taste of the primary species, or wealthiest clients, visiting that day.    


The S.S. Forgotten Dream; she’s big, she’s bulky, she’s slow at sublight, she wasn’t built for the fight, but she just won’t die. She’s built like a tank, constructed from solid Duranium; she just doesn’t come apart, no matter how much she’s pummeled, pounded, and pushed beyond her limits. She is an excellent heavy freighter that has served Sir Ashley well for the last thirty years. She’s surprisingly fast at warp, able to outrun most poorly equipped attackers. Sir Ashley has fitted her out with an assortment of weapons, hardly enough to call her a warship, but enough to fend of a couple of raiders; or to live long enough to escape from better armed foes.



LXF
Spoiler:
https://www.dropbox.com/s/bdipxantp6d08sh/Freighter%20Forgotten%20Dream.lxf?dl=0






Ship, secondary, security, Trampled Hope escort:
Spoiler:














Ship name: S.S. Trampled Hope

Type: heavy escort

Launched: 2,540 AD

Dimensions:

    Mass: 560,000 metric tons

    Length: 220 meters

    Beam: 159 meters

    Height: 67 meters

    Decks: 14

Crew: 70 (The majority of holo-crew are usually deactivated until needed, leaving the average number of working beings on the ship at any given time closer to 22.)

    7 Holo-Ensign


    5 Holo-Security-Advanced

    15 Holo-Security-Basic

    25 Holo-Engineer

    5 Holo-Nurse
    
    12 Holo-Gunner

    1 organic officer

    150 person evacuation limit

Speed:     

    Impulse:

         .60 c cruise

         .85 c max

    Warp:

         warp 7.362 normal cruise

         warp 8.066 maximum cruise

         warp 8.630 emergency cruise (for 36 hours)

         warp 8.859 maximum emergency cruise (for 12 hours)

         warp 9.131 maximum attainable emergency speed (for 1 hour)

Sublight maneuverability rating: very high

Defensive systems:

    External:

         Shields: single-layered, manual-frequency-control, non-regenerative, high civilian capacity system with 14 emitters.

         Hull: heavy Duranium/Tritanium double hull.

         Hull plating: heavy Duranium.

         Structural Integrity Field: high level field.

    Internal:

         Junction/door force fields.

         Duranium reinforced doors, bulkheads, maintenance hatches, and decks.

         Ship-wide holo-emitter system with redundant shielded emitters in critical areas.

Offensive Systems:

         Beam:

              tractor beam system. (Capable of holding or towing a ship of greater size.)                       

              2 fore rapid fire medium disruptor cannons.

              1 fore, 3 aft, disruptor beam arrays.

    Torpedo:

             2 fore, 2 aft, photon torpedo launchers with 200 round total ship magazine capacity.

Primary Power Plant: 1 high output, moderate reliability, low efficiency warp core.

Sensor Suite: high level civilian sensor array.

Impulse Engines: 2 Kargov 64 heavy impulse units.  

   

The Trampled Hope is a nameless class of escort, just like thousands of others like her in space. She’s durable, turns on a dime, and hits hard. She suffers at warp speed, however. Sir Ashley acquired her when the person who pawned her didn’t buy her back, and he decided that he needed a little added protection. Her primary systems have proved to be finicky however, and Sir Ashley hopes to replace both her, and quite possibly her captain, Vasar, in the near future. But for now, he doesn’t have a better option to take the place of either the ship, or the mercenary. 



LXF
Spoiler:
https://www.dropbox.com/s/ttoeuioy199xkn7/Escort%20Trampled%20Hope.lxf?dl=0








So apparently Forumotion has a length limit on posts, and I discovered it several times over here... hehehehe. I'm not attempting to clog up the topic by triple posting, but it would literally not fit in one or even two posts. All that you REALLY need to know about is my character and the Forgotten Dream, but you'd be missing out on a quite a bit if you didn't read the NPC crew bios and have a look at the Trampled Hope escort. 


Last edited by Dino27 on Sat Mar 28, 2015 5:58 pm; edited 3 times in total

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Re: Privateers, Pirates and Mercenaries!

on Mon Feb 23, 2015 7:46 pm
Shocked I better get working on my profile! Shocked Seriously, I haven't even started on my chracter, let alone ship or crew. Razz  Shocked
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Re: Privateers, Pirates and Mercenaries!

on Mon Feb 23, 2015 7:54 pm
Don't worry if that'd intimidating; Dino's the exception, not the norm. Razz

BTW, you don't have to have crew if you don't want to; all you need is your main character. Razz

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Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

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Re: Privateers, Pirates and Mercenaries!

on Mon Feb 23, 2015 7:56 pm
Crew is optional, (not needed for most people) and you can just serve on another pirate ship, or as a fighter pilot. We actually already have quite a few ships... I'd ask Arik to confirm, but I think it MAY work best if you hold a position on an existing ship, perhaps the pirate flagship... that thing is huge and will NEED some important crew members to handle it.

And yes, I did go TOTALLY overboard. That much background info is INSANELY extensive, and only 10% of it is actually needed. 



Also.... We still don't have a lead pirate... unless Arik wanted to GM him/her, people who haven't joined, this is your shot at fame, power, wealth, and extensive RP work. Razz

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Re: Privateers, Pirates and Mercenaries!

on Mon Feb 23, 2015 8:18 pm
I'd be OK taking lead; in fact, it suits my character's bio rather nicely. Razz

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Meanwhile, on the chat....
Arik wrote:I'm ready to get back to worldbuilding now... Razz

Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

Star-Hunter wrote:"He might kill us with his cow bombs."
I'll take phrases I never thought I'd hear in my lifetime for $500
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Re: Privateers, Pirates and Mercenaries!

on Mon Feb 23, 2015 11:19 pm
*my pirate character sneaks in and stabs Mighty's in the back* Whoops, looks like he's gone. I can take the lead if you want...? Razz

Nah, I'm kidding. I'd be cool with Mighty taking it, or Dino, either or. Razz Probably Mighty would be best, Dino and I were kinda the driving forces/leads in the SoL RP, so Mighty could be in this one. Razz

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Re: Privateers, Pirates and Mercenaries!

on Tue Feb 24, 2015 1:35 pm
TBCH, I don't really care who takes the lead; I was just saying I'm good with it. Razz Of course, looking at his bio, it would make sense thematically- but I'm sure I could justify my not-being-first. Razz

Anyway, if you guys want me to be lead, I'm all for it. Razz

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Meanwhile, on the chat....
Arik wrote:I'm ready to get back to worldbuilding now... Razz

Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

Star-Hunter wrote:"He might kill us with his cow bombs."
I'll take phrases I never thought I'd hear in my lifetime for $500
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Re: Privateers, Pirates and Mercenaries!

on Tue Feb 24, 2015 2:06 pm
*Takes notes on the pirate-backstabbing, somehow happening before the roleplay's even started...* Razz

Whoever wants to take the lead is fine by me. Razz Tetra's character probably would work best from what I've seen (though admittedly I haven't read through everyone's bios too thoroughly... Razz), but if anyone else wants to instead that's obviously just fine. Razz


Sooo, Ant, Dino, J-Red, and Tetra are all set it looks like, and I know ARC and Aqua want to join when they can... Think there's anyone else? We've got a few more things to handle, but we're almost set, really. Razz

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Re: Privateers, Pirates and Mercenaries!

on Tue Feb 24, 2015 5:36 pm
*continues to stab people for fun.

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Re: Privateers, Pirates and Mercenaries!

on Tue Feb 24, 2015 8:51 pm
*Simply nods to henchman, who presses button on detonator and watches as all the pirates, J-red included, go sky space extra-galaxtically high, as miniscule particles of dust. I then shoot the henchman, and toss a Vanade on his corpse and leave in a stolen shuttle.*

EDIT: So uhh...are we starting soon?

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Re: Privateers, Pirates and Mercenaries!

on Tue Mar 03, 2015 2:17 pm
Working on my character/crew now. I know the crew isn't needed, but I like the idea. Anyways, I'll post and edit later of whatever I have done.
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Re: Privateers, Pirates and Mercenaries!

on Tue Mar 03, 2015 2:21 pm
Speaking of starting what's the status of the fleet? Is it just the Sequitur, my ship*, and J-red's? Or are there other ships? Seems like an important thing to keep in mind...

*Technically, as the pirate captain, I'm commanding the Sequitur, but I have another ship I want to get to uploading...

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Meanwhile, on the chat....
Arik wrote:I'm ready to get back to worldbuilding now... Razz

Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

Star-Hunter wrote:"He might kill us with his cow bombs."
I'll take phrases I never thought I'd hear in my lifetime for $500
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