Dameon
Star
- Joined
- Jul 7, 2010
- Location
- Quebec, Canada
IC Thread: http://bluemoonroleplaying.com/forums/showthread.php?tid=15679
Basic faction explanations:
Subterranean: The only remnants of any military presence on the planet. The Subterranean movement started because the Military had already established a number of underground safe houses. They have the most advanced weaponry out of any of the factions, or at the very least, the most weaponry.
Aside from this, there is very little left of the military sense of duty. Essentially the remnants are nothing more then a guerrilla regime that takes what they want from other groups and prefers to get their way with bullets before bargains. The majority of their forces stay together, protected from detection by miles of earth and stone, but are still vulnerable to the large, burrowing Xenomorph that rips through the earth.
Oceanic: Anyone and everyone that has a boat and spends most of their life on it falls into this category. They tend to be the safest of all the factions, but that's not saying much. While the Xenomorphs are less prevalent in the ocean, if you are greeted by a group, it is much more difficult to escape or hide. If the Xenomorphs are deadly on land, they are nightmares in the water.
Due to the environment in which they choose to live, Oceanic tend to have the hardest time maintaining technology and weaponry.
Nomad: Caravans, traveling troupes, Mad Max. All of these bring to mind key elements that make up the Nomads. Constantly on the move, fully mobile, the true definition of Scavengers. They move from place to place, find spots with anything valuable, strip what they can and move on before anyone can zero in on their position. They're the most social of all the groups, often trading with each other, and on rare occasion, the other factions whenever they can.
Dirty, gritty and often viewed by the other factions as second class (As if class meant anything anymore) the Nomads tend to either deal with the other factions with acceptance, trying to glean whatever little bits they can from them, or with open malice. Either way, whenever they meet another group, it's usually entertaining for both sides.
Air Born: A name given to themselves, this group is the closest thing to 'high society' left on Earth, no pun intended. They've managed to construct for themselves a society above it all, literally. Through a mixture of simple balloon technology and key placed pieces of more advanced hover and anti-gravitational technology, they've constructed several habitats that stay above the dangers of the planet.
While seemingly a key solution for all the survivors, the Air Born have given themselves the right to turn away any and all they deem inappropriate for their civilization, as well as 'banishing' any they so choose. Paradise is full of back stabbers and self servers, as all the other factions have come to know.
Character profile template:
Name:
Age:
Gender:
Ethnicity:
Hair Color:
Eye Color:
Height:
Weight:
Birthplace:
Class: (What would best define your character? Pilot? Mechanic? Hunter? Soldier? Etc.)
Faction: (There are five factions. Subterranean, Oceanic, Nomad, Air Born and Independent. All fairly self explanatory.)
Preferred Weapon Types: (This is pretty free form. Anything that seems like it would be fairly realistic for 500 years passed modern day technology. But be reasonable. No heat seeking, pocket rail guns, please.)
Motto:
History:
Basic Xenomorph explanations:
The Swarm Hierarchy - Terrestrial Hunters, Aquatic Hunters and Parasites.
Terrestrial Hunters - They're the most common and most aggressive of the species, they're almost always seen in packs. They're quadrupeds with hard, stone like carapaces, no visible eyes or ears. Ranging in size from 2 feet for the youngest, to 7 feet for the largest recorded. Their limbs extend from just below the jaw line for the front set, and the rear set coming out about half way down the carapace.
Each limb is long, and rigid, with no feet. Instead, each one ends in a dagger like point, allowing for the tips to dig into any surface, as well as sunder food or anything else. The head is fairly simplistic, with a beak like mouth, ending in a sharp, curved tip at the top jaw, and a similar lower jaw, only the tip is split in two, allowing for the upper jaw to lock in perfectly. The Terrestrial Hunter's carapace colors vary depending on the terrain they're found in.
They prey upon any source of heat, or electricity they come across, attacking relentlessly until their prey is completely destroyed.
Aquatic Hunters - While not as commonly seen as the Terrestrial Hunters, they function much like their land bound cousins. Although their skin isn't as rigid and thick, it still provides a strong defense, while allowing them to maneuver quickly through the water. The sizes of the Aquatic Hunters range from 2 feet to a whopping 12 feet long, as the ocean allows them to grow to a greater size and still maintain their stealth and speed for the most part.
They have a set of small legs, similar to the Terrestrial Hunters, but rarely use them. They do not require oxygen of any sort, thus can function for long periods of time on both land and water, although clearly preferring the latter. They primarily use a series of long, rope like tendrils to capture and dismember their prey, and the number of tendrils they have depends on their size. The smallest only having two, while the largest could have a dozen or more. Each tendril lined with small, jagged 'teeth' that can cut through both metal and bone.
Parasites - These Xenomorphs are thought not to be a purposeful invader, but instead an accidental pest that clung to the larger Xenomorph breeds, much like fleas on a dog.
The Parasites range in size from that of a common house fly, to ones the size of a small dog. They do not have limbs in the traditional sense, but can leap great distances by constricting their bodies and launching themselves forward with deadly accuracy. They appear similar to that of a meal worm covered in rigid spines, with a large, razor toothed mouth.
They feed on the various fluids that can be found in any living creature, any moisture. The more moisture one of these Parasites consumes, the thicker their skin becomes and the harder it is to kill them. Many a human has become a short term host to one of these Parasites and become nothing more then bone and dust within days, if not hours.
Basic faction explanations:
Subterranean: The only remnants of any military presence on the planet. The Subterranean movement started because the Military had already established a number of underground safe houses. They have the most advanced weaponry out of any of the factions, or at the very least, the most weaponry.
Aside from this, there is very little left of the military sense of duty. Essentially the remnants are nothing more then a guerrilla regime that takes what they want from other groups and prefers to get their way with bullets before bargains. The majority of their forces stay together, protected from detection by miles of earth and stone, but are still vulnerable to the large, burrowing Xenomorph that rips through the earth.
Oceanic: Anyone and everyone that has a boat and spends most of their life on it falls into this category. They tend to be the safest of all the factions, but that's not saying much. While the Xenomorphs are less prevalent in the ocean, if you are greeted by a group, it is much more difficult to escape or hide. If the Xenomorphs are deadly on land, they are nightmares in the water.
Due to the environment in which they choose to live, Oceanic tend to have the hardest time maintaining technology and weaponry.
Nomad: Caravans, traveling troupes, Mad Max. All of these bring to mind key elements that make up the Nomads. Constantly on the move, fully mobile, the true definition of Scavengers. They move from place to place, find spots with anything valuable, strip what they can and move on before anyone can zero in on their position. They're the most social of all the groups, often trading with each other, and on rare occasion, the other factions whenever they can.
Dirty, gritty and often viewed by the other factions as second class (As if class meant anything anymore) the Nomads tend to either deal with the other factions with acceptance, trying to glean whatever little bits they can from them, or with open malice. Either way, whenever they meet another group, it's usually entertaining for both sides.
Air Born: A name given to themselves, this group is the closest thing to 'high society' left on Earth, no pun intended. They've managed to construct for themselves a society above it all, literally. Through a mixture of simple balloon technology and key placed pieces of more advanced hover and anti-gravitational technology, they've constructed several habitats that stay above the dangers of the planet.
While seemingly a key solution for all the survivors, the Air Born have given themselves the right to turn away any and all they deem inappropriate for their civilization, as well as 'banishing' any they so choose. Paradise is full of back stabbers and self servers, as all the other factions have come to know.
Character profile template:
Name:
Age:
Gender:
Ethnicity:
Hair Color:
Eye Color:
Height:
Weight:
Birthplace:
Class: (What would best define your character? Pilot? Mechanic? Hunter? Soldier? Etc.)
Faction: (There are five factions. Subterranean, Oceanic, Nomad, Air Born and Independent. All fairly self explanatory.)
Preferred Weapon Types: (This is pretty free form. Anything that seems like it would be fairly realistic for 500 years passed modern day technology. But be reasonable. No heat seeking, pocket rail guns, please.)
Motto:
History:
Basic Xenomorph explanations:
The Swarm Hierarchy - Terrestrial Hunters, Aquatic Hunters and Parasites.
Terrestrial Hunters - They're the most common and most aggressive of the species, they're almost always seen in packs. They're quadrupeds with hard, stone like carapaces, no visible eyes or ears. Ranging in size from 2 feet for the youngest, to 7 feet for the largest recorded. Their limbs extend from just below the jaw line for the front set, and the rear set coming out about half way down the carapace.
Each limb is long, and rigid, with no feet. Instead, each one ends in a dagger like point, allowing for the tips to dig into any surface, as well as sunder food or anything else. The head is fairly simplistic, with a beak like mouth, ending in a sharp, curved tip at the top jaw, and a similar lower jaw, only the tip is split in two, allowing for the upper jaw to lock in perfectly. The Terrestrial Hunter's carapace colors vary depending on the terrain they're found in.
They prey upon any source of heat, or electricity they come across, attacking relentlessly until their prey is completely destroyed.
Aquatic Hunters - While not as commonly seen as the Terrestrial Hunters, they function much like their land bound cousins. Although their skin isn't as rigid and thick, it still provides a strong defense, while allowing them to maneuver quickly through the water. The sizes of the Aquatic Hunters range from 2 feet to a whopping 12 feet long, as the ocean allows them to grow to a greater size and still maintain their stealth and speed for the most part.
They have a set of small legs, similar to the Terrestrial Hunters, but rarely use them. They do not require oxygen of any sort, thus can function for long periods of time on both land and water, although clearly preferring the latter. They primarily use a series of long, rope like tendrils to capture and dismember their prey, and the number of tendrils they have depends on their size. The smallest only having two, while the largest could have a dozen or more. Each tendril lined with small, jagged 'teeth' that can cut through both metal and bone.
Parasites - These Xenomorphs are thought not to be a purposeful invader, but instead an accidental pest that clung to the larger Xenomorph breeds, much like fleas on a dog.
The Parasites range in size from that of a common house fly, to ones the size of a small dog. They do not have limbs in the traditional sense, but can leap great distances by constricting their bodies and launching themselves forward with deadly accuracy. They appear similar to that of a meal worm covered in rigid spines, with a large, razor toothed mouth.
They feed on the various fluids that can be found in any living creature, any moisture. The more moisture one of these Parasites consumes, the thicker their skin becomes and the harder it is to kill them. Many a human has become a short term host to one of these Parasites and become nothing more then bone and dust within days, if not hours.