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Jennaea’s Bar and Restaurants Company

Jennaea’s Company falls within the station’s tax laws. So much so that the company gives over voluntary taxes and thus it is important to the economy of the station as a whole. These funds are often directed by the station to aid facilities such as the sick bay, especially for the purchase of medicine and care for those living Down Below.

The company serves both the economically dependant (Poor) and the economically independent sections of the station, delivering safe to consume food and drink regardless of price tag.

Three main components make up this company:

  • The Wet Holes (Bar and Restaurant, located in down below’s market district)
  • Jen’s Pleasure Bar (Bar and Holosuites, located on the main floor of the central column’s main district)
  • The Stuffed Holes (Restaurant, located on the upper floor of the central coloum’s main district)

Station staff have access to free water or orange juice from this bar. They also enjoy the following discounts as a ‘Thank you for your service’ from the company:

  • All drinks (Inc. Synthoholic) - 20% Off
  • Meals - 25% Off
  • Sweets (Desserts, Confectionary, Chocolates) - 10% Off

There is a common misconception with this company: Whilst it can indeed provide a wide range of food and drink, they cannot do absolutely everything - certainly a problem with alien dishes, if they’ve never had access to those aliens food and drink before. But if that person has a sample, or can provide the exact specifications of the food in question, it may be possible that it’s servable. That said they still don’t have a menu, as with all earth dishes they can serve it.

Since the starting of the company the station staff have become aware of a few differences that has allowed her to keep her costs low, and not sacrifice on quality, hygiene or principles. Whilst it’s not something that they would openly admit to everyone: Jennaea’s Bar and Restaurants Company uses EPSI Federation sourced power sources and technology such as holosuites and energy-to-matter/matter-to-energy replicators/recyclers, but in the upper sections they bring in non-replicated food and drink as well. But because the technology isn’t compatible with the station’s power reactor (And even if it was, it’d sap all energy out of the station, because it doesn’t produce enough for the technology). The power-source is a non-reaction based dimensional crystal from the Eldyrannth state in the EPSI Federation, that can be recharged by the Eldyrannth for a fee.

The company is an EPSI Federation Culture ran company; therefore the names of the components are designed to be sexually suggestive, and the company believes very deeply in the right to free speech and opinions but above all else after that they believe in being unwaveringly honest, and Jen’starr the manager believes in being blunt and to the point. This is emphasized by the sign in the restaurant that reads “All meat served by this establishment is suitable for vegetarians and vegan pussy’s.” If asked if their meat is Halal for example, their usual response is “Our meat was never alive to begin with.” Which is the truth.

The bars serve both Alcohol and Synthohol (Or Synthehol); which is a chemical variant of alcohol that appears to have the same taste and smell as "real" alcohol to most individuals, but none of the deleterious effects associated with alcohol for most humanoids, such as debilitating intoxication, addiction, and alcohol poisoning. Most humanoids have an enzyme which breaks down the alcohol-like compounds in synthohol. The intoxicating effects of Synthohol can be easily dismissed. So it acts just the same as alcohol, makes you feel that you can be a lover, or wise, or all the things that alcohol does, but it's only temporary. With a force of will, you can shove it aside and you're as sober as you ever were.

Brief History:

The company started as a front in down below for Jen’starr to make new contacts in the underworld, and to sell weapons and such to less than shady characters as well as to be a bounty contactor connected to several bounty stations across the EPSI Federation, EPSI Pirates and Andromeda. Although no one had really heard of her, other than those that were poor, or specifically looking for her. Back then her bar was called The Moist Snatch, and she operated there for years without having any real problems.

Many criminals in down below tried to take over her establishment, and almost all of them have ended up either dead, or disappeared. Every time she’s been forced to kill someone in her bar - in front of witnesses - she’s had to inform the station’s chief security officer of their death and why, as well as showing them covert recordings made from a yet unknown positioned camera, to prove that the deaths were justified as self-defence.

A year prior to the current year she had a complaint put in about the name of her bar to station management stating that the name of her bar was ‘horrifically offensive’, ‘misogynistically sexist’ and ‘primitively minded’ to which her unofficial response when the station commander told her of this was “Tell them to get fucking stuffed.” She remained stubborn and stern on her stance and refused to change the name. Despite the mounting protests from a vocal minority who were using bullying to the station commander to force him to try and force her to rename the bar. They were even pulling in people directly from Earth just to protest the bar, both off and on the establishment. Eventually causing Jen’starr to force a ‘If you’re not here on business, you’re not welcome here.’ Policy, and told Christopher to “Remove them, or I will remove them myself. And you know what that means.”

Station security were able to remove them, however they protested outside and prevented people from going in - and if anyone tried, they’d be bullied. This all came to ahead one day when Kal’loure Mako’demeri, a frequent bar patreon ordered them that if they didn’t get out of the way, he will start shooting at them, after they had blocked access for him, and even had a group of them just walking into him saying “We’re just walking. You’re in our personal space” Which had the effect of pushing him away from the door. He told them if they didn’t cease this, he’d shoot all of them.

… That is exactly what happened.

Using an EPSI Federation Phaser, set on stun, Kal’loure phased them all and simply walked over them to get into the bar. In the Police report he respected their right to protest as it is their free speech and opinion, but what he didn’t respect was to prevent access to the establishment, and to physically stop those from getting inside - as this was battery.

This brought the ringleader and Jen’starr to the table with the commander being the moderator in the discussions to find a peaceful resolution to this. But Jen’starr refused, and told her “I will not be censored. You claim to fight for women’s rights, and yet you trample all over mine. Of course we all know that it’s because I don’t have the right opinion, so therefore I’m not a woman, I’m a gender traitor. I will not change the name of my bar. If you don’t like it, go fuck off and make one called the Flacid Cock or something. Or more accurately with you bitches: The Frigid Cunt.”

With the talks ending in obvious failure, Alexander tried to talk to them separately, rather than put them in the same room as each other whilst at the same time establishing some new rules for station protests of a business. Such as you weren’t allowed to block and assault people from entering, of course that didn’t stop these ‘women’s rights fighters’ from simply trying to just pay people to not enter and make up slanderous lies about the owner. But by this point, even though the real problem was isolated to down below it was quickly disrupting station operations with frequent protests in highly public areas. The protesters were bringing more and more people onto the station to protest and it got to the point where enough was enough.

Alexander spoke to Axel to try and understand why she couldn’t even compromise on this issue - not that he wanted her to, as he believed that Jen’starr had done nothing wrong. And Axel told him; “Because in the EPSI Federation we did this once. Capitulated to the demands of the vocal minority funded by a Corporate Entity. This eventually lead to more and more capitulation, until the point that this vocal minority now wielded the power that even the majority didn’t have. This brought in Keza Corp’s dystopia and all hell followed right along that Corporatocracy. No Epsian worth their soul, today will capitulate to the demands of unreasonable identitarian ideologues. She’s quite right to refuse and stand her ground; more power to her.” Axel then added, “I had no idea that this was the focus point of the disruptions around the station as of late… If you’ll excuse me, I am going to show my support for her.” With that Axel left, and went to Jen’starrs bar to spend his money there.

Eventually Alexander returned to Jen’starr and told her that she will capitulate and change the name just like the protestors suggested. She immediately opened her mouth to fire something now doubt - very spicy - back at him but he said “Ah-ah! Let me finish. All they requested was that you changed the name. I suggest to you; that they should be careful for they wish for.”

Jen’starr shut her mouth and then smiled. It was a smile that revealed her brain was ticking away on some good ideas, and it was very chilling, “The Submissive Bitch, it is then.” Jen’starr replied.

“Perhaps a little… Too on the nose there.” Alexander said, before telling her that it’s about subtlety, suggestivism, that it should be witty and clever so that things could be turned back on them if they kicked up a fuss about it.

Jen’starr really liked this idea, and said that she was going to close the bar down and renovate it at the end of the year anyway, but instead she chose to start on it now and expand it. She purchased three other locations above the bar in down below so that she would effectively have one company and she was going to split it up, make food available to people on the top. She went back to EPSI Federation space to hire the workmen and technology.

The bar was then closed down for six months whilst the whole thing was being done up, this was enough time for the protestors to think that they had won, and left the station allowing the station to get back to normal operation.

When it opened again they called the bar in down below “The Wet Hole”, which whilst sexually suggestive, could actually have a lot of meanings, to the bounty hunters - the wet bullet hole wound, to the sexually inclined - A cunt that was just as divine, to normal punters - The mouth of which you wet with drinks.

The bar above it was to be the social centre of the station; and was simply called “Jen’s Pleasure Bar”, which had the nickname “Jen’s”, “The Pleasure Bar” and so on. This would be on the main section of the station, right in the path of new people embarking on the station, and on the path of disembarkation in the centre of the marketplace. This also was good for people who turned up waiting for their friends to have a place to drink. She got the idea of this from Deep Space Nine’s: Quarks. There would also be a suite of twelve holosuites there, allowing people to run sexual, hiking, swimming, fantasy, games, sports programs and many more. It could also be used for training new staff by the station’s officers.

Upstairs to that, which was publically accessible either in the bar itself or from outside on the upper collum, was the restaurant, “The Stuffed Holes” which again could have multiple meanings depending on personal inclination.

On opening day she dropped all prices for one day only, allowing everyone to get a good bargain and to celebrate the opening of the new company. She also implemented a new discount scheme to all station members of staff - including those who weren’t in command staff, such as maintenance workers, dock staff, waste management and so on. These discounts were equal across the board, and it didn’t matter if you were a manual labourer or the station commander - they all have the same discount - which is permanent.

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Technologies Unique to This Company


There are several pieces of technology that is used by this company that simply does not exist anywhere else on the station, and this gives Jennaea’s company a massive advantage. This technology is possible because the EPSI Federation has had a lot of people working for a very long time on projects like this, and in the inventing of the background technology used to make this technology possible. Given the fact that due to a temporal event; the EPSI Federation’s current year 4194 where as Earth’s is still 2536 (A difference of 1,658 years) and the fact that the UFF (Who later became the Epsians) were already more advanced than most humans in 2010 - Onwards, this hardly surprising and should be somewhat expected.

The EPSI Federation is not at war with Humans (Whom they call Tau’ri), and if anything are allied to Ashaea. On top of this fact, the EPSI Federation is allies with the Omega Runes EPSI Pirates, and thus Jen’starr is able to have this stuff, although she is primarily responsible for it, and will not sell it to anyone who asks for it.

The EPSI Federation has hundreds of thousands of companies, and corporations per species, and there are well over 30 or 40 different species and member states within the EPSI Federation, they are extremely capitalistic and therefore they have to be better than others to compete. They are also a superpower in the Epsus Galaxy (Human Designation: NGC-6744, A galaxy in this universe that the Epsians control, and thus considered Epsian Territory), which is accessible through a jumpgate in the Vestibule of Enlightenment System (Although one would need to pass their border patrol).

According to Neptune; The technology in this universe of the Tau’ri (Humans) and the Ashaean’s are nowhere near the advancement of the EPSI Federation, and to make matters worse - there is absolutely no way that Ashaean Power Generation technology can even hope to power this technology. Therefore: The Epsians, whilst they won’t rub people’s faces in it, have current technological advancement that is far superior to humans. Deal with it.

The technology listed here has some inspiration drawn up from it, from Sci-Fi shows, like Star-Trek and Stargate. This is something that imitates life; as in Star Trek invented the concept of Tricorders; and it’s something that we’re using modern technology (Today) to try and replicate. This is essentially the same thing that’s happened here; except some companies in the EPSI Federation wondered if a Galaxy Class Starship was something that could legitimately be built. Turns out that: Yes. Yes it is, and the Epsians think that, that's pretty cool.

Power Generation

The first problem we run into with EPSI Federation technology is that one cannot hope to power it using Ashaean’s power generation technology (Fusion Power). The technology requires more current, and more output, than what Fusion allows for. At the same time; Jen’starr can hardly bring a matter-anti-matter reactor onto the station and just plug it in, not only is that potentially dangerous - because such a reactor COULD meltdown, but it will need a constant supply of fuel to generate the antimatter, in order to use it in the reaction.To cure this problem, Jen’starr uses ZPM technology, specifically from the Eldyrannth who are well known for their exotic crystal technologies.

[If you’re a Stargate fan; you know where this is going]

ZPM’s or “Zero Point Modules” are extremely similar to the devices used on an old Earth show ‘Stargate’, although originally Eldyrannth ZPM’s were extremely different to that of a Stargate ZPM, but in recent years advancements have been made in which Xiciavana Eldyrannth has completely redesigned them, and for good measure made them look more like the real things. Whilst they work in a similar fashion - the method of how they actually draw power is extremely different.

The ZPM (or Zero Point Module) is a power source not unlike a ‘disgustingly overpowered space battery’ it is capable of outputting and supplying - as well as inputting and taking in an obscene amount of energy, with some estimates being touted as ‘More energy than a star can generate in its lifetime’. Over the years the Eldyrannth have changed this fundamentally from a crystal that literally just stored energy, to a crystal that holds open a type of portal to a pocket universe created specifically for that ZPM; one that matter cannot exist in, only energy. Visually a ZPM looks like a large translucent group of crystals merged together as one solid unit. It is approximately one foot in height with a roughly cylindrical shape. When it is active a ZPM emits a glow from it’s centre with a small purple circle at the top of the device once the device has been fully engaged. This will cease glowing when it’s not in use (Disconnected) or has become fully depleted, and will gradually dim as the energy is used up.

These devices are rechargeable at an Eldyrannth ZPM Recharge Station, where for a significant sum of Epsian credits, they can recharge the ZPM to full power, safely. The life of a ZPM is directly proportional to the power demands placed on it. If not in use, a ZPM will maintain its power level indefinitely. In the cases of extreme emergency, Jen’starr has installed a power converter that converts to station power, to provide a powerboost for the station tied directly into weapons and shields.

The ZPM requires a specially designed conduit in order to interface with it, and both the ZPM and this conduit would have failsafes. Although it is fairly indestructible. If the casing is damaged, or tampered with for safety reasons the dimensional pocket is completely closed down thus preventing an uncontrolled release of energy, making this powersource extremely safe to use… Unless sabotaged.

Jen’starr is not a fool, however. This powersource is located under extreme security, and is protected by several layers of active defences, as contracted by the Eldyrannth to protect that technology, with her life.

ZPM’s are usually used in numbers onboard Eldyrannth starships, and thus because of their low profile nature and the fact that they’re not energy generators; Eldyrannth Starships have a nearly undetectable power signature, which is further masked by their use of Neutronium, Negatium and Talium. It is a self-contained unit, and thus it will be extremely hard to detect, and the primary energy that comes out of it is not Electrical - but exotic; using the exotic element scale. This is all let alone the fact that most species lack the ability to even be able to detect such exotic energy.

ZPM’s themselves do not use Heptite Crystals; but some power converters do.

Holodeck/Holosuite Technology

[If you have ever watched Star Trek; you know what this is. Oh and it looks more like Voyager’s than the TNG. I have reworded and adapted this write up from Memory-Alpha. So it’s not a straight up copy and paste - which would be against Section 13 of the Terms of Service.]

A Holographic Environment Simulator, is an evolution to the Virtual Environment Reality (VER) technology that Keza Corp in the UFF had developed in 2010 and released in 2014. That is to say that it’s built on that concept and premise, but it’s actually completely different technologies all together. VER has several severe limitations; all of the ‘holograms’ it created were not solid, and in fact were primitive and often had scan lines on moving objects.

A HES on the other hand is almost perfect; in that it can simulate gravity, smell, sounds, rain, and even produce real food that can be eaten, as the technology is close to Epsian Transporter technology which is a brother to the Replicator technology. These simulation are so real that some people even report feeling pain if they’re shot in the simulations even though there is no wound or sign of physical damage at all. There are no scanlines and things are as solid as they should be.

They are used for a wide range of purposes; Entertainment, Pleasure, Training, Education, Investigative, Scientific, and so on.

A typical holodeck consists of rooms of holosuites capable of running one open universe simulation at a time. The rooms turned off look more like the Voyager depiction of holodeck technology than the TNG versions. Each room is equipped with a large hologrid containing omni-directional holographic diodes (Self contained in what’s called holoprojectors) which allowed for holoprojections and holograms. Elements of the transporter technology and replicator technology is used to create holo-matter by the manipulation of photons contained within forcefields to give objects the illusion of substance as well as actual matter. Usually this matter can exist outside of the holodeck for brief periods of time but it’ll eventually lose cohesion and revert back to energy without the support of a hologrid.

Holosuites use databases to store programs, holograms, and holographic templates, and a holobuffer stores complex holographic patterns when inactive. These are usually ran by and require advanced computers and servers (Which also require power at levels the station cannot natively provide).

Holosuites have general systems and modes of operation that would be used in holographic programs. They also use spatial orientation systems to simulate parts of a holochracters (For example: Left or Right handedness). They could also have a program element called a ‘Perception Filter’ to hide anachronisms to the program’s time period, such as clothes, technology in order to prevent the characters from acting outside of parameters. It also has two modes of operation: Objective (Non-Interactable characters and environment) and Subjective (Interactable characters and environment). As explained previously it can also change gravity in all three dimensions; so it can be used to simulate flying on a ship, for example, or having no gravity.

A holosuite can be controlled from a control panel on the outside or inside the holoprogram (Such as summoning the Arch, for example). Unlike in Star Trek where the holodeck walls could generate holographic images that would appear to extend for an unlimited distance, there is a piece of Spatial and Xician Technology at play, that actually compresses the space inside the simulation in a safe manner. This works by compressing space and dimensions passively, which is good for recreating large space battles, for example.

Notice: Everyone who enters and uses the holodecks on the station is told and informed that they do so at their own risk, and neither Jen’starr, the Station or the EPSI Federation is responsible for damages, injuries, or fatalities.

Holodecks are equipped with safety protocols to prevent serious and fatal injuries during their use, and by law on the station - these cannot be disengaged by the user! If they were disabled, a holographic bullet, for example would have the same effect on a person as a real bullet.

In Star Trek there was a number of instances (It seemed to happen a lot) in where the holodeck would glitch out and prevent the user from shutting down the programme, or where safeties would be turned off - this is absolutely not possible with these, and even if it was - there is something called “Holosuite Override: Kill Instance” which will terminate the holosuite there and then, this is built into the hardware and processing layer before the software kernel, it is a kill switch that will turn the holosuite off. If they safeties are locked on; they’re staying on. An external scanner has been rigged up by Jen’starr to ensure that the safety features are on - this is independent of the holosystem. If it detects that the safeties are off, it will issue the Holosuite Override: Kill Instance command, to turn it off.

Holographic technology is able to have fine control over the molecule sized magnetic containment fields that holographic objects can interact with, of which a holo-server can manipulate individually in all spatial dimensions; however, the complexity of electron shell activity and atomic motions as well as quantum instructions that determined biochemical activity in living creatures could not be projected holographically. This prevented replicators from duplicating life and resurrecting the dead. Additionally: due to the EPSI Federation’s law on the creation of sentient synthetic life; the holocharacters are limited to programmed artificial intelligence; and will never be truly ‘sentient’, this came about - because such a thing has happened before, by accident and it was deemed “Immoral”, because of various reasons. (This holographic person that was created, is treated like an ordinary person, but he will be the first and last. He certainly won’t be decompiled, turned off for good, or anything like that.) All holographic characters are not self-aware, and do not think that they are not real - or real. It’s just not something that they will think about.

That said it can still mimic diseases and illnesses, and accurately simulate them without actually making it real.

Objects created within a holosuite cannot exist beyond the holodeck itself; as it would only exist as energy; however since it is also true that holo-technology is somewhat based around replicator technology there are some instances where real objects can be replicated within the holosuite and be used by the user or even the holographic program itself. Since these objects would comprise of actual matter they can leave the holodeck completely intact. For example: All food and drink made and consumed on a holosuite, wooden models of ships, clothes, etc.

Note: For legal reasons obviously… The holodeck will not replicate weapons such as firearms, poisons, and other dangerous or biologically harmful components. Attempting to do so may get you banned from the establishment.

A holodeck could also modify the appearance of the people within it, for example: In Holo-Pokémon you become a cartoon drawn version of yourself, you can holographically change your clothes, simulate pregnancy, become a different gender/species by having the appearance superimposed over you, be with or without limbs, and so on.

If you really wanted to, you can create a holosuite, within a holosuite, within a holosuite, within a holosuite, within a holosuite, within a holosuite, and so on. Why you’d want to, I have no idea. But you could.

Replicator Technology

[If you have ever watched Star Trek; you know what this is. I have reworded and adapted this write up from Memory-Alpha. So it’s not a straight up copy and paste - which would be against Section 13 of the Terms of Service.]

"I'd like to lose the replicators. They're my least favorite thing in Star Trek. A society that uses replicators is a doomed, finished society." - Ira Steven Behr

The Eldyrannth hit quite a conundrum when replicators became a thing; invented by EPSICorp and later enhanced by the ExoSinian Eldyr Corporation; these devices were viewed with absolute scorn, and yet they were necessary. The problem was; is that the economy was gold based at the time, and these replicators could just start chucking gold out like it was nothing; for next to nothing which threatened to completely collapse the Eldyrannth economy. On the other side of the coin; was that a lot of families had so many children (Thanks to the breeding and repopulation program) that they were working very long hours and going hungry just so that they could feed their children - this was the answer for cheap, good quality food - and they needed it so badly.

“Why bother mining anymore? Why bother farming anymore? Why bother doing anything anymore? We can just replicate things. So we can give out food cheaper - that’s great and nobel but in the process you have just condemned our society to death. Mark my words. This is not good.” - Tripprin Eldyrannth, Eldyrannth’s Royal Vault and Economics Minister

At first the replication technology was ill received; and considered to be one of the best and worst inventions of all time, simultaneously. Indeed it could replicate any known conventional matter; including radioactive elements. Bars of Gold could even be replicated from it, with ease. But eventually it forced the Eldyrannth into adapting and moving into an energy based economy, which paved the way for the Epsus Credit (Which is a lot more complicated than just Energy Based, and takes hundreds of thousands of variables to calculate value). Even after the initial problems were resolved at least somewhat, replicators were extremely expensive to make, produce and use initially. That and most people ended up preferring the real thing to eat. But there was an ultra-poor subsection of society that relied on these, those that had been doing their duty to Queen and Country by breeding to repopulate were the hardest hit, and they welcomed this to slash their food bill down to next to zero. These people could not be ignored.

Then started coming in the safety concerns as Jyrae Metropolitan City General Hospital discovered on the first prototypes that you could replicate Mercury, Arsenic, Cyanide and various poisonous and radioactive elements. Whilst useful for research purposes it wasn’t good for consumers. In addition poisonous compounds were replicable, and the technology had to be held back for legal and safety reasons. At the same time Arcaedia (The Military) discovered that one could make all the equipment necessary, and the fuel required to construct and make an atomic bomb, a hydrogen bomb, and an antimatter bomb, with a replicator - the latter of which made it easier than ever before. Weapons were easily made also; as well as the ammunition for it.

The technology was stopped from going onto market by the provisional government at the time, and was almost made completely illegal. However EPSICorp then informed them that they had completely reprogrammed the control module, and it now occupied a heptite guild style crystal slot in the device on one single write-once ‘Control Crystal’, which would contain the entire operating system for the technology, and this time they blocked certain things from being made with it; in that it could only produce food, water, clothes, conventional weapons, industrial materials such as plastics, steel, ceramics and even fake wood. That any of these things could be turned off and on per model of the device. Certain elements and compounds were turned completely off, and if anyone attempted to tamper with the device - this would cause a kind of self-destruct that would permanently disable the device.

After years of testing, this was found to be sufficient, although minor tweaks were made here and there. The ExoSinian Eldyr Corporation came along eventually and purchased the replicator technology from EPSICorp; and then beefed up security. Now the control crystal has shrunk significantly, and contains more data than ever before. It is locked inside of a ‘Black Box’ made of solid Neutronium/Negatium Alloy and is therefore impossible to break into. Even if it was possible, such an attempt to tamper with the security system would render the whole device inoperable. As such replicators cannot be programmed to produce what they’re not set to produce.

No one other than the restaurant staff, Jen’starr and Kal’taour have access to any EPSI Federation replicator technology on this station, and the replicators in the kitchen are locked to food/drink substances only - making this replicator one of the cheapest. However she does have a private, unlocked replicator, but it’s on her ship, and even then can still not produce poisons and nuclear/non-conventional weapons. All EPSI Federation replicators seem to have problems with replicating exotic matter; especially Neutronium (e666) which cannot be replicated due to its properties.

A replicator or ‘molecular synthesiser’, or ‘Matter to Energy/Energy to Matter Converter’ is a device used to materialise and dematerialise quantities of matter. Matter that was dematerialised is broken down into energy where it is stored in the replicator power buffer (Or deposited back into a power source) ready to be rematerialised into matter as something else. Items disposed through the replicator can be used a fuel for it the replicator, or can be reconstituted later as other things. Even though you can’t replicate everything; you can dematerialise almost everything; for example: If sickbay have a dangerous virus that cannot be contained or will break out of its container, it can be recycled safely through a replicator.

The EPSI Federation has a replicator pattern store (ReploPat Store) that people can buy licence packs and sell patterns that others can buy; for example: If someone has made a cake and it’s a damn good cake, they can sell that pattern on the replicator service for others to download and buy, their replication cost would be: Cost of Energy Required to Replicate + Licence Fee + Company Service Fee (%) = Total cost. This is a thriving market; and patterns can be reviewed, and critiqued openly on the ReploPat Store. Of course replicators can also support local patterns; that is if you put something in the replicator to store as a pattern, for your own use then you recall that for just the cost of the energy required to replicate.

Food and drink replicators are capable of producing something as fresh, tasty, nutritionally healthy as non-replicated foodstuffs, and can contain an accurate break down of nutritional information right down to the nanogram, all without extra overhead and work of scientific and laboratory testing. Nowadays thanks to the Corporation’s efforts in improving the device almost everyone finds that replicated foods and drinks to taste exactly the same as "real" food.

Scientific testing with people who claim that they can tell the difference; have so far revealed that they really can’t, and it’s just a psychosomatic response - which is okay, you want to believe your food is real, and that makes it taste better. It’s no different to believing that food you have made by hand, yourself, tastes better. Objectively it doesn’t. Subjectively however is what matters when it’s you eating it.

EPSI Federation replicators can be programmed to produce foodstuffs of acceptable "nutritional value", as prescribed by a dietitian or medical personnel. By default, all alcoholic drinks produced by replicators contain no alcohol at all, instead they have Synthohol (A substitute) which is a chemical variant of alcohol that appears to have the same taste and smell as "real" alcohol to most individuals, but none of the deleterious effects associated with alcohol for most humanoids, such as debilitating intoxication, addiction, and alcohol poisoning. Most humanoids have an enzyme which breaks down the alcohol-like compounds in synthohol. The intoxicating effects of Synthohol can be easily dismissed. So it acts just the same as alcohol, makes you feel that you can be a lover, or wise, or all the things that alcohol does, but it's only temporary. With a force of will, you can shove it aside and you're as sober as you ever were. Although it can be switched to real alcohol modes for those that have specifically requested it.

Whilst the restaurant's replicators are disabled from functioning in this way (With exception of plates, knifes, forks, glasses, etc), EPSI Federation replicators can replicate things that aren’t food. Such as machine parts, clothing, and so on. There are limitations however; as mentioned above the replicators will not product fatal poisons, and certain weapons. If an object desired has a certain degree of molecular complexity in its structure - it may not be replicable. Exotic Neutronium (e666) can never be replicable, as is the conventional kind of Neutronium (0) which is highly unstable and explosive. The only form of Neutronium that can be replicated is something called “Faux-Neutronium” which is not the same as Exotic Neutronium (e666) and has vastly different properties. As the EPSI Federation is a capitalist society, different models of replicators (That can do different things) have different restrictions and limitations. All replicators have bio-filters installed on them to screen out and eradicate contaminants, harmful bacteria and pathogens, making the food sterilised of such things. Thus Food Poisoning - is not possible if eaten fresh from the replicator.

A genetronic replicator (Bio-Replicator) is able to fully replicate actual organ for us in medical transplants. However this doesn’t apply here, but it is only sold to fully licensed medical institutions.

An Arcaedian Replicator is able to produce starship Torpedo’s; and is part of the system that replenishes torpedos in EPSI Federation Starships. However this doesn’t apply here either, and is nothing like the system that Jen’starr has.

Yes; by the way… All of Jen’starrs toilets on premises; goes to a waste processing room where the whole lot is recycled back into energy, that energy is used to then replicate water to fill the systems back up, excess energy is stored back into the ZPM. Jen’starr is trying to secure a contract to handle all of the station’s waste and water needs with her system, so that every quarters can have a fully functioning water shower.

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      Character Identity Information
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      Clans: Ontarr, Taour. 
      Age/Date of Birth: He was born in the Epsian year of 3666, on the eighteenth of June. This makes him 528 years of age.
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      Weight: 523kg (1153.018lbs)
      Eye Colour: Dark blue
      Hair Colour: He has no hair.
      Physical Description: Unlike his father, grandfather and great-grandfather, Kalnarr is not a Grand Zeta as he falls just short of the nine feet required for the classification of Grand Zeta. From his father’s side, he is a descendant of the great Drake’taour, the Zeta most famous for finishing his father’s work in eliminating their corrupt Kings and leading the Taour Clan through many great victories in many different battles and wars. On his mother’s side, he is the descendant of Temael’ontarr and Drake’taours mother, Jan’taour. Thus, for a Zeta, he has exceptional genes. He is very tall, almost standing at nine feet which does make it difficult at times to move around a station that is more designed to human dimensions, although dragon anthros are common in the Earth Alliance and Ashaea, so often the Andromeda Station has areas that he can easily move around in. His skin is made from scales however he has the ability to switch to that of hide skin due to one of his abilities inherited from Temael’ontarr. Hide is not as strong as scales, but it is lighter and allows him to be more flexible. His scales are primarily black in colour, however he does have more plate-like scales on the front of his torso, the front of his neck and running along the bottom of his muzzle that is red in colour. This also goes down to the base of his cock as well as covering his balls, offering them more protection. 
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      Personality, Traits and Abilities
      General Overview: Kalnarr is like most Zeta’s in that he is very honest. He will say what is on his mind without apology, not for considering the feelings of others. If someone becomes offended by what he said, he will laugh at them for not being strong enough to handle a few harsh words. If someone asks for his opinion, he will not sugarcoat it and will simply state it for how he sees it. If one does not want an honest answer, Kalnarr is not the one to ask. Another quality he carries in tandem with most Zeta’s, is the fact that he has a very strong sense of honour. There will be certain things he will not yield on, such as killing innocent people, killing and eating of children among other things. He is also quite protective of his honour, and will become insulted if someone questions it. If they persist in calling him honourless (newt being the worst title for Zeta’s), then he will become enraged and seek your head, or even horns, to satisfy his honour. For Zeta’s, the deliberate removal of one's horns is a sign of stripping someone of their honour. Kalnarr is quite adventurous, and loves going to new places and getting involved in all kinds of trouble. It is why he is on the Andromeda One station, with the pirates instead of with his own people. Like his father, he is quite intelligent although he tends to hide this trait. He is good with technology, computers especially. He is also a good tactician, and is a specialist in combat whether it is hand to hand, ranged, or in a ship. He is quite logical, and tends to look at the facts of a matter rather than relying on faith or heresay. 
      Kalnarr is quite bold, which ties in well with his honesty. He is not afraid to say what is on his mind and will often give his opinion whether it is asked for or not. This trait also ties in well with his adventurous side, as he is not afraid to step into unknown locations with little knowledge of what lies ahead. He is willing to take risks, and expose himself to possible danger. He is also quite confident, and will take criticism from others to heart. He will take responsibility for his actions, even if they have been bad actions. He will hold his hands up and own up to his mistakes. He doesn’t let people’s words and insults get him down, but that is part of Zeta humour, where they often mock and seem to deride each other in good humour. He will respect those that stand up for themselves, and will give as good as they get. He is also one of the Zeta’s that prefers the old, traditional ways of the Zeta’s, such as settling disputes in a Zeta’s arena where he could potentially defeat an opponent and take all their belongings, property and even family as per Zeta law. If he has stripped someone of honour, or defeated someone in combat and he has torn off their horns, he will fashion them into drinking horns. If there was someone else involved in setting up the fight, such as Jen’starr coaching him on how to fight a particular alien species, then he will gift her a drinking horn. As like many Zeta’s, Kalnarr is quite cocky and rowdy. He often makes loud, obnoxious jokes and when drunk or drugged, he can be very loud. But then Zeta’s, as a species, can be very loud and rambunctious however they often mean well and have good hearts. Kalnarr is no exception to this, although he doesn’t take shit. 
      Strengths, Skills and Abilities:
      Zeta physiology: Kalnarr’s biggest strengths lies in his natural physiology as a Zeta. His bones are naturally quite thick and are made from a silicon base, rather than a carbon base like humans which makes the overall structure extremely strong and resistant against damage. They have a honeycomb structure that not only makes them lighter, but also stronger and able to resist more force. He is extremely strong, physically speaking. He is able to easily lift the weight of about one tonne and move it around. Like most Zeta’s, he has incredible eyesight which allows him to be able to see for miles with absolute clarity as his eyes are designed to allow him to fly around in the air and see the ground below. His sense of smell is also incredible sensitive although it is more accurate to say that it is his sense of taste. He has a snake like tongue, which can dart out and pick up scents from the air. The tongue will then draw itself back into his mouth and press up against the vomeronasal organ on the roof of his mouth which can process a wide range of scent molecules. His teeth and claws can be devastating as well, able to penetrate light armour and cause fatal damage to a target. It is for these reasons alone that one should not engage in close quarter combat with Kalnarr. Scales and hide: Naturally, he has both scales and hide. The scales are stronger than the hide and allow him to resist projectile and energy weapons such as bullet guns and other concussive forces. However he is able to willingly change his scales into hide which is lighter and allows him to move faster but not as damage resistant. Retract wings and horns: Kalnarr is able to retract his wings and horns into his body. This can protect them from damage, as well as allow him to move in ways he cannot with them both extended. He can also retract his horns to protect others from being damaged by them, as that chance can be quite high if all parties are not careful.  Combat: Kalnarr is extremely skilled when it comes to combat. Due to his natural strength, he can be devastating in close quarter combat. He can deal a lot of damage through just a punch alone, often fatal damage to species that are susceptible to concussive force such as humans. He also has training in a wide range of weapons, although his favourite to use tend to be assault rifles and gatling guns. Heavy weapons that deal a lot of damage. He is able to use smaller weapons such as phasers and pistols, but he just prefers larger weapons as they feel more comfortable in his hands.  Computer skills: He has quite reasonable hacking skills. Enough to be able to hack into most computer systems with ease. He does not have the skill Jen’starr has, but he is fairly competent.  Intelligence: He has inherited his father’s intelligence. He is exceptionally smart, even for a Zeta to the point where he could qualify for a ‘Starr’ if he so wanted to, which is a set of extremely intelligent individuals in the EPSI Federation. He just chooses not to qualify for the title. He is a combat specialist, and has a keen analytical mind as well as the mind of a tactician. He can outsmart his opponents and will sometimes think several steps ahead of them. He doesn’t display this intelligence though, often leading people to think that he is quite dimwitted, much to their mistake. Ship Piloting skills: He is quite good at piloting a wide range of ships. Due to his quick reactions, he is able to respond quickly to a wide range of situations which makes him an exceptional pilot that can be hell to deal with in a space combat situation. Weaknesses:
      Zeta physiology: Due to the fact that he is so large and heavy, he can be quite slow to move. So someone might be able to outmaneuver him if they are quick and agile enough. His hide is weaker than his scales, but it does cause an increase in his movement speed. Due to how sensitive his sense of smell/taste is, it can be easy to overwhelm his senses with an intense enough smell. Zeta’s also have poor hearing, so it can be easy to sneak up behind him if one is stealthy enough however they would need to avoid his keen sense of smell and eyesight. However due to his ears, his directional hearing is slightly better than most Zeta’s. Lava baths: Zeta’s require special care when it comes to their scale and hide. Every now and again, they require to be submerged in lava. This allows for their scales and hide to absorb needed nutrients and minerals that they get from the lava. If a Zeta goes a long period without one, their scales can become weaker and even brittle. For those with hide, their skin can become dry and flakey, as well as cracking in places. It makes a Zeta overall weaker and more vulnerable to damage. Thus, in order to remain in peak physical condition, Kalnarr requires a lava bath every so often. Luckily, holodecks can provide this need. It is not as good as the real thing, but for a Zeta in his position, it will do. Zeta’s rage: When Kalnarr is stressed, or becomes angry, his body produces lactic acid. However Zeta’s do not have a means to break it down quickly naturally and thus it builds up within their system as it cannot be broken down fast enough. If enough builds up, it begins to flood the brain and send him into a state of rage where he will destroy the environment around him, and attack anyone near him whether they be friend or foe. The only way to deal with this, is to knock him unconscious (such as with a sedative) and administer medicine to break down the lactic acid. Combat: As mentioned in the physiology, he is quite slow as he is a tank that is strong, can take a lot of damage but is slow and doesn’t move as quick as those that are smaller and slimmer. Thus if a smaller and quicker opponent was clever enough, they might be able to defeat him. However despite being a tank, Kalnarr is not stupid and possesses his father’s intellect. Ambitions (Hopes/Dreams): He just wants to make a lot money, fuck a lot of sexy bitches and to honourably serve his Pirate Clan.
      Hobbies and Interests: His favourite hobby is sex, although with the fact that he does not live among Epsian’s, it is rare that he is able to indulge himself. But he likes to party, which often involve taking drugs and drinking enough alcohol to kill an entire room of humans. He likes training in his spare time, finding it not only relaxing but a good way to keep his combat skills in top condition. He has a similar hobby to that of his great-grandfather, Drake’taour who likes to build ship models within bottles. Kalnarr likes to build beautiful landscape scenes within bottles, using his keen Zeta sight to be able to create incredible detail. He creates these from hand, often using empty bottles from The Wet Hole bar and will sometimes sell them on. Each piece can take months to complete and he doesn’t do these on commission. 
      Personal Sexual Information
      Sexual Orientation: Alieapansexual.
      Turn ons:
      Dominating a partner in bed, pinning them down and fucking them hard. He likes very rough sex. Smoothskins, so species like humans, Taru’zenari, Elves, Eldyrannth, Keza’s, etc. Those that aren’t furry or scaly. Masochists. He likes being able to be as rough as he wants without fear of breaking them.  Smaller partners, as he likes having a significant height difference.  Having sex with someone who is cheating on their monogamous partner for him. Fucking someone deep and hard. Having sex with someone he doesn’t love, or even know. Sluts, whores and those with a free attitude towards sex. He loves having sex with a freshly filled pussy, and loves filling a pussy that is to be fucked by another cock. Virgins and those not experienced are certain not to be able to enjoy his large cock. If anything, the only species that are able to handle him are Epsian species. Making love to someone in front of their loved ones, either consensual or willing with the partner. Basically he likes to cuck someone. Having sex with multiple participants, whether it’s threesomes, gang bangs, orgies or swinger partners. Turn offs: 
      Being forced into monogamous relationship. Someone inflicting pain on him. Bitches who think that they’re doing him a favour by letting him fuck them. Having sex with those too young. Gore, Vore, Scat and Necrophilia.  Penis Length: 26” in length and is extremely thick.
      Breast Size: N/A
      Sensitivity: Average for a male Zeta.
      Additional Sexual Information: Kalnarr has an unusual cock for a Zeta. It is a cock that he inherited from his biological father. It is long, and extremely thick with protruding nubs that run along its length on all sides which heavily stimulate the receiving partner. The tip of it also appears to be pointed, almost like a Mako’s, however he is able to flare it out so that it becomes a blunted tip (almost like a horses). He tends to be a dominating partner in bed, and will only take it from those he deems worthy enough to. If he is mating with a desired mate, then he may enter a Zeta mating state where he will have sex with someone for days, possibly weeks on end without stopping to rest. Below is an image of his biological father which shows what Kalnarr’s cock appears like.
      STD History: He’s had one or two STDs in his life, but he has none currently. 
      Kularr: His biological father who he has inherited his cock from.

      Extra Information
      Father: Kularr’taour Zeta’muluri 
      Mother: Fyrae’taour Zeta’muluri
      Siblings: Many, from both of his parents but none of them are full biological siblings.
      Grandparents: Draugaarnarrgh Zeta'muluri and Fae'taour Zeta’muluri on his father’s side. Klaerarr’kynarr Zeta’muluri and Janaerr’zoure Zeta’muluri
      Children: He has had several that have grown onto adulthood, but he has had many that had not even hatched (More information in bio)
      Grand-children: None that he has been particularly close to.
      Ship: He has a Vulture that is called Thor’s Hammer.
      Place of Residence: He has accomodations on the Andromeda Station, in Down Below where he often has shady dealings, or brings people to, in order to fuck them. 
      Pet: He has a holographic fish in his quarters.
      Additional information: Kalnarr sometimes likes to take drugs, and he drinks often. Some of his favourite drugs are cannabis, cLSD and Sparkpowder. Sparkpowder is toxic to most species, however for Zeta’muluri and Mako’demeri individuals it is almost like cocaine on steroids. It also makes them extremely sexually aggressive and they will fuck the first person they see and they will not stop until they are finished.
      Awards/Commendations: None.
      Criminal Record: His official criminal record is as follows… 
      EPSI Federation: Clean. Andromeda One: Clean. Commonwealth: All Pirate Factions Wanted: Dead. Bounty: 8,550,000 Commonwealth Credits (Doesn't exchange well outside of the Commonwealth due to extreme hyper inflation) For: Capturing Commonwealth Pirate Stations, and turning all the slavers into slaves, which was then sold to a Pirate Station Kappa-Twelve. Medical Record: He has no medical record in any known state.
      Bio: Kalnarr grew up without his biological father in the picture. This is because his mother met Kularr at a party and became pregnant from him during a drunken fuck. She came away from the party and laid the clutch of eggs but only Kalnarr was the child of Kularr. Each egg had a different father. Kalnarr was always an adventurous child, causing a lot of frustration for his mother and her mate, a Zeta called Lar’zoure who was his adoptive father who were both in charge of their own small tribe which had a few other adults to help raise the children of his mother. The tribe lived in Sadists Retreat, which had extremely lax laws. Something that Kalnarr loved while growing up, as he hated the restrictions of a governing body. This attitude came from the fact that he was born at a time where Keza Corp were doing a hostile takeover of the EPSI Federation. 
      At the age of twelve, we entered a state that all Zeta children do. Zeta’s Fire, which caused his temper to become extremely short, causing him to blow up at each and every little thing that went wrong. He would destroy a lot of property and would even hurt others. His teacher at his school, a female Mako’demeri, helped curb this behaviour by letting him fuck her hard over the teachers desk. In fact, he had several children with her that she went on to raise with her own husband. He came out of this phase when he was eighteen years of age, and immediately set about joining the Omega Runes Pirates. At least the ones that were in Sadists Retreat. 
      Even though some were able to enter and leave the SETA device, Kalnarr remained on Xantal’lar with the faction of the Omega Runes there, mainly focusing on dealing with the Alpha and Beta Runes. 
      <Section removed>
      Twenty years before 4166, Kalnarr was given the assignment to investigate into an individual by the name of Haug’taour, who seemed to have some very shady dealings and seemed to have connections with not only the Alpha and Beta Runes, but the Neko Resistance Space Alliance as well. For ten years, he carried out a careful investigations into his activities, but it seems that someone had been tipped off as to what he was doing. He was attacked in an unfair fight, and kidnapped. He woke up in a cell in Haug’taours dungeon, where he was tortured for weeks on end but he refused to give up any information on who he had been contracted by. Frustrated with the lack of progress, Haug’taour had Kalnarr strapped into a milkery that milked him of his sperm. This sperm was then used to fertilise Zeta eggs which were then sold as a consumption item, against his will and against his consent. It is one of the reasons he will go ballistic if someone eats Zeta eggs. He was hooked on a drug concoction that began to waste away his muscles and make him, in general, weaker.
      In 4166, he was rescued by The Daedric Wolf and Dark Star Wolf. He was able to meet his biological father as well, and stayed with him for a while, while getting his strength back up. He was able to contact the Omege Runes Clans once again and return to their ranks. He then later became a bartender for Jen’starr on the Andromeda One Station. Details deliberately kept vague as his file has been scrambled.
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