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  1. Andromeda One Station (NASA Ames/SETI Institute/JPL-Caltech) In a neutral zone on the edge of the Andromeda Galaxy, in the darkness of space, lies a Space Station. This is the Andromeda One Station, in the system of Churchill's Legacy. Within the same solar system as the station is a jump gate that links to the Milky Way Galaxy, and Earth. On the station, Merchants come from all over both Galaxies for a chance to trade with other races. This station is run by humans, but is home to hundreds of alien species that are there for trade. Not only does it serve as a place of commerce, it is also a platform for Diplomatic parties of various species to come and speak to one another in a neutral part of space, as fighting and wars are not allowed to occur. The station is heavily armed to oppose any violent ships intent on war. Here you can create your own race, with their own culture and rules. Have them come to the station to trade or negotiate with others. How could it ever go bad? Skill level: Expert Relevant links: Extra Information (A must read) Character ID Out of Character Rules: EcchiDreams Standard Roleplay Rules, plus: Posts must be at least one paragraph long, with a good amount of detail, and with good grammar and spelling (barring mistakes). Anything less than a paragraph, such as a one line post, will be removed and the member in question requested to not do that again. If you consistently post less than a paragraph, then your posts will be removed and you will be asked to leave the roleplay. No one can make a character that is of one of the Epsian/UFF species without my strict permission. Also, non-Epsian/UFF species will not be allowed to wander onto the property/territory of Epsian/UFF species without permission. If a character attempts to trespass, they will be met with potentially lethal hostility. The exceptions being The Wet Hole, and Jen’starrs Bar and Restaurant, as these serve customers on the Andromeda Station. Anyone is able to create their own species, and have them have their own planet/territory in space as well as an ambassador. However it will require a very detailed extra information before it can be added to the list of related extra information.
  2. Non-Playable Characters This thread has several purposes. The first of which, is to inform you of how Andromeda One deals with NPCs, and even Featured NPCs. While NPCs are often random figures such as a woman at a reception desk of some restaurant or shop on the station, a Featured NPC is an individual that is owned by a Roleplayer but isn't a fully formed character. This individual serves the purpose of driving a roleplay forward and for helping in the development of our characters, thus they are roleplayed only in specific circumstances. These featured NPCs, depending on how the owner wishes for it to be, can either be generally roleplayed by all players or restricted to the owner. The first place that NPCs can be found are Lore threads, such as the Andromeda Station one which has images of the Station Commander, Alexander Churchill, and the Chief of Security, Christopher Barnes. These are featured NPCs of the roleplay and are restricted to being controlled by the Game Master; Me. But these are figures that can be referenced by other characters, as well as spoken about. If you wish for a character to interact with them, please contact me and I will talk to you about it. Another place to find featured NPCs would also be Locations, where these NPCs would be tied to the location, such as CEOs, or even the Bar Owner for a bar, or simple clerks in a shop. Featured NPCs can also be tied to a character within their ID. However this thread is for NPCs that don't fall into any of these categories. At the moment, it's the only solution to keep them in one place since I currently cannot create a single album which allows everyone to post pictures in it. So post the images in the Extra Information Images, and post them up in this thread along with this simple template: Name: Date of Birth: Age: Species: Height: Weight: Nationality: Occupation: Information: Of course, you are free to add or change any of the fields if they are more suitable to your NPC. Double posting is allowed within this thread, as with all Extra Information threads.
  3. Neptune

    Moira Dansken

    From the album: Neptune's NPCs

    Note! This is actually a character that does not actually belong to me. They belong to another Dreamer who created the character to be the older sister of Kellina, however they are no longer active within the RP. Therefore I have made them an NPC for the time being, but I will not RP them in any sexual capacity. Name: Moira Dansken. Age: 25 Gender: Female Religion: Christian Species: Human Origin/Nationality: She comes from the Kilsyth Colony in the Glamis System. This star system is a binary star system with two type M stars, Glamis A and Glamis B. There are four rocky planets. In the outer system are 5 gas giants, ranging in size and colours. The largest one, Alyth, is purple in colour and is three times the size of Jupiter. Alyth has several moons orbiting it, with one being an Earth-like moon. This is where the Kilsyth Colony resides. Occupation: Bounty Hunter Faction: None. Physical Appearance Height: 6ft 3/4” Weight: 11st 2lbs Eye Colour: Bright blue Hair Colour: brown Physical Description: Moira prides herself on keeping herself fit and ready for action. Her hourglass body is offset with large breasts that she often grumbles about. She has a heart shaped face with delicate features, but unlike her sister, she prefers to keep her make-up to a minimum. Her hair is straight and long enough that it touches her backside, and she scoops back her hair away from her face to keep the majority away from her face. Her combat dress is body hugging and semi-revealing, and she tries to be practical about it. It is always black in colour. Personality, Traits and Abilities General Overview: Moira is the planner and has a need for everything to be in her control. She will often become frustrated if she can't work a situation in her favour, which leads her to be at odds with her sister's more free spirited nature. She is often cool and collected, but has a fierce undertone to her nature. She exudes self confidence and is extremely intelligent. She is normally the one to do all the talking in any given situation and the one to conduct the intricacies of a deal or bounty. However, she is a fairly spiritual person, believing in God enough to favour spouting scripture to intimidate her opponents. Coupled with her intense demeanour it can shake the boots of most harden criminals. However, many mistake her religiousness to mean she would behave in a moral manner. In fact, if pushed, her temper can lead her to do things she shouldn't. However, behind closed doors she is an extremely lonely person. She has not the same confidence as her sister with people and she often envies Kellina even if she does not agree with her sisters behaviour. She appears content with tinkering with her toys and any time she may go out she makes sure to hide herself in a corner to watch everyone. In these situations she comes across as guarded and, though social interaction is not normally a problem, she prefers to keep people at a distance. However, deep down she cares a great deal, especially for her sister and has a soft spot for weak or vulnerable people. She can be as much as a defender as an aggressor if the need arose. Not many have seen her true smile except for Kellina who, being the last family she has, will defend with her life. Strengths, Skills and Abilities: Intelligence: She feels this gives her an extra edge over her opponents. Her quick thinking and problem solving gets both sisters out of most scrapes. Engineering: She prides herself on her high level of technical know how, and tries to keep up to date with up and coming technologies. She is able to fix just about anything and is adept at making drones/droids for various purposes. Leadership: She has had a fair bit of field experience and leading small parties to employ guerilla tactics. Her confident nature and intelligence tends to make people naturally defer to her stronger personality. Aggressive Diplomacy and Manipulation tactics: When interrogating certain targets, she uses a mixture of aggressive diplomacy and manipulation tactics to get what information she wants. She is not above hurting the target as long as it gets what she wants. Combat Training: From a young age she has been trained to handle a variety of weapons. She was also trained to utilise her engineering skills in combat to sabotage enemy equipment etc. She is an advanced hand to hand combatant, but she prefers a measure of distance to her opponents, using the range to her advantage with the help of her drones. Stealth: Although not as quick on her feet as her sister, she is still able to employ an element of stealth in combat. She usually prefers to get into a good position to deploy her 'toys' or as a means to gain access to essential equipment, or access terminals. Athletic/Gymnastics: Moira is not quite as flexible as her sister, but she is still very athletic and still capable of using advanced maneuvers she can use against an opponent or use to get away. This allows her to be fairly proficient at Parkour, giving her the ability to traverse urban spaces with ease. Kellina: Kellina is the closest person to her and they know each others habits as well as their own. Moira knows she has her back in any situation and gives Moira a drive to fight harder. Weaknesses: Kellina: Despite their proficient team work, Moira is still overly protective of Kellina. If it is seen that Kellina is a near death situation Moira's concentration is most likely to slip and will get herself into trouble. Combat: Despite being fairly proficient at hand to hand combat, if all technology was removed she feels weak and vulnerable. If others knew how to manipulate her, press her buttons, to make her vulnerable she is easily overcome. OCD and Controlling behaviour: Her OCD nature and subsequent controlling behaviour can lead her to be bad tempered and foul mouthed. If she is not in control of a situation she mostly likely will react negatively, which can put her at a disadvantage in combat. She will do anything to regain control and this often leads to brash actions that may do more harm than good. Although, she is able to keep her OCD tendencies in check when in public, within her own space it is a different matter. Anything found out of place is usually met with swift retribution. Ambitions (Hopes/Dreams): She hopes to live long enough to be rich and retire to a garden planet somewhere, far away from anyone else who may find her or her family. Hobbies and Interests: She has a love for technology and gadgets. In her spare time she loves nothing more than to tinker with her constructs and toys. She especially likes to make bombs and traps that help them both on the jobs. She has a knack for making various types of drones and droids that she also employs in the field or as assistants on the ship. She enjoys reading, especially Tech Journals and various engineering papers. Sexual Orientation: Hetero-sexual Turn ons: Moira has not the same confidence in sex as her sister, but like any normal person she does enjoy it. She likes being talked dirty too and someone describing exactly how they want to fuck Likes being touched and groped, but only if she has invited a person to do it She likes toys and is not below using her assistants, giving them programs allowing them to give sexual pleasure She likes a rough and ready sort, those who exude confidence to rival her own Secretly wants to be dominated (will push anyone she is interested in) Only likes rough sex if she is turned on enough Sex with other aliens Turn offs: Drunken sex or any other kind of inebriation like drugs Underage sex Anything involving bodily fluids, corpses or organs and blood Feet, she thinks feet are ugly and dirty Extra Information Family: Kellina Dansken Ship: Stella-Kelpie, a human fighting vessel Place of Residence: quarters on the Stella-Kelpie Pet: none Additional information: All their weaponry and tech is mostly crafted by Moira herself, who refuses to buy full tech. Preferring instead to buy parts and make something herself that she knows the ins and outs of, and knows she can rely on it in a fight. History Awards/Commendations: None Criminal Record: She has been arrested for assault on multiple occasions, damage to public property and attempts to hack vital systems on various stations. All resulted in hefty fines and limited prison sentences. Medical Record: OCD Bio: Moira is the oldest of two sisters that were born to her parents, Michael and Cathy Dansken. While human, she was born in the Science Colony that her parents lived and worked in. The Kilsyth Colony was in the Glamis System, in the Andromeda Galaxy. The Star System was a Binary Star System with two type M stars, Glamis A and Glamis B. There were four rocky planets, and five gas giants. The largest Gas Giant was a planet named Alyth. It was a beautiful purple in colour and is three times the size of Jupiter. Alyth has several moons orbiting it, with one being an Earth-like Moon. This is where the Kilsyth Colony was located, and where Moira grew up with her younger sister, Kellina. When she was young, Moira showed a lot of promise. Despite being a quiet child, she was confident, very intelligent and very curious. Her mother, Cathy, was one of the researchers that was researching a strange, heavy metal that was discovered on the planet. Her father, Michael, was a ship mechanic. Ships were vital to bringing in resources as well as moving people around the Moon. Both Kellina and Moira were fascinated with the ships that came to their fathers workyard for him to fix. While Moira was more interested in playing with the actual machinery, Kellina was more interested in the whole ship. One of Moira's fondest memories was the time her father help complete her first fully functioning drone. Her father had patiently taught her despite her abundant questions and thirst to know everything from how the mechanical servos worked to the programming the drone itself. She remembers the elation she felt when it had finally completed and it flew for the first time. Since then, she would make all sorts of drones to play with, but no other children were allowed to play with them except her sister. Despite the promise that the sisters showed, their life was fated not to be happy. When Moira was 8 years of age and Kellina was 4, the colony was invaded by a species that lived in a neighbouring system. They were a lizard-like species that seemed hell bent on killing everyone. No one knew what their name was, but they later became known as the Malum. Due to the low level of technology that the Colony had, the Malum sent in an invading force to go in and take everyone out so that they could claim the Moon for themselves. At the time the invasion started, Kellina and Moira were at home with their parents eating dinner. As the screams and shouts started, a booming alarm blasted across the entire colony. Their parents grabbed both children, who had little clue as to what was happening, before shutting them in a small cupboard. Frightened, they clung to each other as they heard their parents shouting to each other. Explosions sounded outside of their home, as well as shouts, screams and the sounds of weapons firing. The frightening sounds only served to get closer to their home. The two girls, still curious despite their fear, peered out through the gap of the cupboard to watch what was going on. They saw their parents using the window as a shield as they fired some kind of weapon outside. Suddenly, one of the walls had blasted inwards, showering everything inside the once neat home, with dust and debris. One alien, a huge creature with dark green scales malevolent white eyes stepped into the room. With a casual flick, he fired his weapon, killing their parents. They didn’t even have time to react to his presence before he mercilessly killed them. The two girls drew back, more frightened than before. Kellina started to cry, but Moira tried her best to comfort her younger sister, whispering for her to be quiet. Kellina, still upset, still obeyed her older sister. The Malum prowled around the room, his breathing heavy as he seemed to be looking around, clearly after any survivors. He came near the cupboard where the two young girls were hiding. He seemed to pick up their scent, as he began to reach out to rip open the cupboard, but another alien called him in a harsh, thick language. The soldier glared at the cupboard before turning and leaving. The two girls were left for hours as the battle raged on around them, too frightened to move from where they were hiding despite almost being discovered. Unknown to them, despite the initial advantage of the aliens surprise, the humans were more armed than they had anticipated, and had managed to drive them off. In the dead of night, roughly six hours after the battle had started, search teams went out to look for survivors. Kellina had fallen asleep in her sister's arms, but Moira had remained awake the entire time. She was unable to sleep for the screams and the sound of weapons fire. She feared if she did, then the aliens would find them. They were discovered by one of their neighbours, who found the body of their parents before falling for the girls. When Moira responded, he opened the cupboard to find the pair. He took the two of them and returned to the main camp where the two were fed before being put to bed. Unfortunately for the Colony, the invaders were persistent on taking over the Moon and removing the local population. It was not long before they regrouped and attacked the Colonists again. This turned into a war that lasted years, with heavy losses on both sides. The invading aliens were only relying on ground forces, so they were not able to make as much progress killing the colonists as they had originally hoped. The colonists moved underground, using some of their research facilities to shield people from the hostile forces. They were also able to change some of the labs to grow their own food, to help feed the surviving population. With being so young, Moira was unable to help, but she was young enough for them to begin teaching her. She received weapons and combat training, and they saw her engineering potential, so she was trained further in this field. They saw her natural talent for making drones and repairing weapons, and took advantage of this skill. She occasionally saw her sister, Kellina, in between her training and the duties that she had. Moira took advantage of every moment they had together, feeling almost incomplete without her sister. But both of them were trying to help the colony survive. When Moira was 14, she was involved in a mission that went afoul. The goal was to sabotage a communication's tower set up, by the Malum, in one of the colonies major cities. Yet when they got there the Malum were waiting and decimated the unit. It turned out that one of the units members, one of Moira's friends, had been captured by the Malum several months before, then released a couple of weeks later. Yet no one questioned the suspicious circumstance and yet Moira sensed there was something not quite right with him. They had been working as an informant for the Malum ever since and sent the specifics of the mission on to the enemy. Moira had been the sole survivor of the unit, but had managed to capture the traitor. Holding friend at gunpoint, she was ordered to bring him in. Yet, despite their friendship, all she could see were the faces of her dead parents who had given their lives for the colony and then she saw her sister's smiling face. She was then overcome with a deep and inexplicable rage. Yet, in a sudden moment of clarity a religious quote sprung into her mind. “Be fearful all who be unbelieving, abominable, murderer, whoremongers and all liars, for I bear the will of God. All shall be afraid; for I beareth the sword yet not in vain: For I, in the name of the Lord, am a revenger upon he who doeth evil. And I will execute upon them with furious vengeance and terrible rage; and they will know that I am the will of the Lord. Ye shall burneth within the fire and brimstone lakes of hell: which is second only to death! Habbakuk, 2:22 Motherfucker.” her friend smiled grimly and did not stop Moira when she pulled the trigger and blew his brains out. After, which, all of her rage left her, leaving her feeling mentally still and yet oddly satisfied. At that moment she was convinced that she had performed the will of God and returned to the barracks to face a hearing, but showed no remorse for what she had done. She was confident that her actions were justified and accepted her punishment. Ever since, the incident she refused to make close friends and became quite ruthless in combat. When Moira turned 22, help finally came and many of the colonists were finally evacuated. With what compensation money both sisters received, they decided to pool the money and buy a ship, then additional equipment with what was left. They further decided to use their skills as bounty hunters, as Moira was inspired the quote that she remembered all those years before. Ever since they made their money through bounty hunting.
  4. 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.
  5. The Stuffed Holes Restaurant The Stuffed Holes, sometimes known as the “Stuff Yourself Silly, Restaurant” is a restaurant owned by the Jennaea’s Bar and Restaurants Company. It is located above the Jen’s Pleasure Bar and is available to access at all hours, every day via the upper commercial rings or the stairs in the bar. It can accommodate upto 2,000 people maximum, and is usually busy around peak hours (Meal times). There are two empty and unused rooms in the restaurant at the moment that are unused - but probably will be used later. The food here almost assuredly replicated by the use of Matter-to-Energy and Energy-to-Matter converters, or Replicators for short. A technology inspired by Star Trek that the EPSI Federation has actually made a thing. As a result; as per her notices on the menus; “All meat served in this establishment is suitable for Vegetarian and Vegan pussies.” Whilst their food is more expensive than the Wet Holes (In down below) this is a safer area to eat, and the food is still far cheaper than real grown/cultivated food - and often safer too, and yet tastes, smells and feels the same as the real thing; and is as neutrictional, and filling. As food is replicated, it’s typically served within minutes of ordering, sometimes seconds - depending on how busy the restaurant is. But customers are not left waiting for more than ten minutes for their meal to arrive. If there is any left over food, the food can be put back into a replicator and recycled back into energy. The holographic band that play here, usually play classical music, and because it’s using EPSI Federation Holographic technology; it’s not really distinguishable from the real thing. This is of course; a real band could be playing there, depending on how good they are. This, like Jen’s Pleasure Bar is a legitimate business, and as such there are no shady or illegal deals going on between Jen’starr and the customers here. (Mockup - Layout) The restaurant is just as expansive as the bar below, and there are subtle air conditioners to keep it at a constant temperature as having lots of people in the room often raises the temperature and make it hot, and stuffy. The is a massive open doorless entrance way in which anyone on the station looking at buying can take a seat at any of the tables* and look through the menus. * It should be noted that a single person can’t take up a table designed for six or more, unless there’s no room, even then single people might be asked to sit with other people if larger tables are needed for groups - obviously if you're not already eating. Also the six tables with 14 seats around them are reservation/large groups only. The menu’s are more of an interactive piece, of datapads locked to the table where you can either buy what you want to eat from the menu there and then, or call for a waiter. It also shows every single pattern on a replicator, and will accept ‘Diet Cards’ issued by your Doctor to give you the best possible meal for your dietary requirements. Costs are clearly printed on the menus. Like with the windows down stairs in the Pleasure Bar, the windows up here look out into space, but have a holomesh on them so that they can actually be changed to anything, if Jen’starr so wants to. There are lots of smaller tables around them, as it’s usually considered a romantic spot for couples (or more) to sit and eat next to the windows. Although window seats have a 10% additional charge, unless the restaurant is full, which is handled through automation. Manager: Jen’starr Epsi’rikixi Parent Company: Jennaea’s Bar and Restaurants Company Location: Commerce District - Right outside embarkation/disembarkation and station’s customs, Upper Floor, Andromeda One Space Station Services: Food and Drink, Take-away Capacity: 1,000 - 2,000 People Opening Times: Always For more information about holographic technology, replicated technology and the power source, please read the Company Topic.
  6. Jen’s Pleasure Bar Bar and Holosuites Also known as Jen’s, The Pleasure Bar, the Epsian Bar and so on. It is located in main commercial district and fully visible from the embarkation/disembarkation area around the main column. It is a low-risk, low-danger bar that is covered as part of Station Security patrol routes. I falls under the legality of the station, and therefore there isn’t as much illegality being conducted here as there would be in The Wet Holes, below this bar. This is more than just a bar though, it is a certified pleasure centre of the station; and as such there are twelve large holosuites that can be rented out on an hourly basis. It also contains a private bar for Ambassadors, although some have expressed concerns that the room could be bugged there has been no evidence of this, and Jen’starr has flat out denied it because it would be illegal, and she made a promise to Alexander that this bar would be legit and above board. The holosuites in the ambassidreal room are smaller, but they’re designed for less people (Small groups) and can be hired out for cheaper by ambassadors. (Mockup - Layout) The bar is an important social hub of the station. It is frequented by station staff who come here to socialise and have a good time with friends. It is one of the highlighted facilities in the tourist brochure with a high recommendation from even the Station Captain, Alexander. At the furthest reaches of the room there are large windows looking out into space, although they have holographic overlays inserted into the glass; meaning that Jen’starr can in fact change them to whatever she wants - if she wants to make it look like that Earth is right outside; she can and have it simulate daylight as if the sunlight itself was tempered by special glass to prevent it from burning everyone’s eyes out. From the moment one walks into the room through the open doorless space there is a hexagonal water fountain that quietly spits water up into the air seamlessly (Laminar Flow) and each stream of water changes colour through every colour on the spectrum. It is a very, very large room and has a capacity for two thousand people - maximum. There is a stairwell in the upper corner that takes you up to the Stuffed Holes restaurant, and in front of that is a classical band that play bar music (Holographic). The bar itself is massive; and behind the counter, on the shelves with the drinks, there is a wall waterfall that flows ice cold water through the semi-hydrophobic bottles that keeps the drinks at a very cool temperature. This bar is never empty and is open all the time, with staff that work in shifts around the clock, and as such it’s been a source of jobs on the station which helps keep people out of Down Below. Manager: Jen’starr Epsi’rikixi Parent Company: Jennaea’s Bar and Restaurants Company Location: Commerce District - Right outside embarkation/disembarkation and station’s customs, Main Floor, Andromeda One Space Station Services: Drink and Holoservices Capacity: 1,000 - 2,000 People Opening Times: Always For more information about holographic technology, replicated technology and the power source, please read the Company Topic.
  7. The Wet Holes Bar and Restaurant The Wet Holes is a bar and restaurant located in down below, it is apart of the Jennaea’s Bar and Restaurants Company owned by Jen’starr Epsi’rikixi, but this specific establishment runs and operates in ‘Down Below’. The problem with Down Below is that there is a lot of crime, and a lot of people in down below don’t have very much money - if any at all. As such The Wet Holes often takes the law in it’s own hands whilst operating and take a balance between Universal Rights Absolutism, Station Laws and Policies, and the Unwritten Rules of Down Below. Whilst on average food and drink is indeed cheaper in this bar and restaurant than the company’s other two establishments, it’s considered to be far more dangerous and filled with unsavoury characters. In the keeping of tradition; there is a lot more to this bar that meets the eye. The dangerousness of it and it’s location is a good place to keep prying eyes away from some of the more illegal and illicit services that are conducted here. As such the Bar and Restaurant main profit margin is covered by these services, the clandestine portion of it is but a cover for it’s real purpose. Caution should be advised here. Jen’starr Epsi’rikixi keeps weapons around her at all times, and she has been very well known to use them in the bar with deadly and accurate proficiency. Manager: Jen’starr Epsi’rikixi Parent Company: Jennaea’s Bar and Restaurants Company Location: Down below, Andromeda One Space Station Services: Food, Take-Away, Drink, Micro-Casino, Gambling, Bounty Hunters Guild, Illegal/Illicit Services Capacity: 100 - 200 people Opening times: Always Appearance (Mockup - Layout) The Wet Hole Bar is a medium sized establishment. It follows the general appearance of Down Below, with a lot of metal bulkheads and it being rather dim in terms of lighting. The bar is long, with the counter being about stomach high on an average sized human male. Behind the bar are rows of what appears to be glass shelving, backed with RGB light panels that can be programmed to display whatever image Jen’starr desires. The shelves are stacked with various cups and glasses, as well as a wide range of bottles of alcohol that she serves to customers from a wide range of cultures such as from the Earth Alliance, EPSI Federation and any aliens on the station. There is a door behind the bar, which allows the bar staff to head into the back room. To the left of the bar, after it curved into the wall, are two doors that lead to toilets. One door leads into the female toilets, while the other leads into the male toilets. Tucked up against the bar are sturdy, but comfortable bar stools. They are sturdy enough to handle even a Grand Zeta. The main floor of the bar is populated with tables and chairs, allowing patrons of the bar to sit down and enjoy their drinks. Around the edge of the room, though, there are small alcoves with tables hidden within the dimness which allow patrons to have a measure of privacy from the rest of the room. The Micro-Casino is tucked away in one corner of the room, this has a few slot machines with stools in front of them, and a roulette table. Some of the tables in this corner are specially designed card tables that deal with large groups of people playing such as Poker and Blackjack. Prostitutes do operate in the area, however it is unclear if there is a deal going on with Jen’starr to allow them to pick up clients in the bar or not. Services Drinks The Wet Holes hosts a number of services, on the front and as far as most people are aware, it is a bar where people can have a drink and a restaurant. This bar serves both Alcohol and Synthohol (Of which you can see more information of in the Jennaea’s Bar and Restaurants Company topic) drinks, as well as soft drinks and water. Food and Takeaway The food aspect is one hundred percent replicated, keeping costs at extremely affordable rates; even the poor can eat a five star meal with lobsters or several ounce steak for less than a credit. Orders can be made for take-away as well, which gives jobs to people in down below as delivery agents (Clean Criminal Record, Required), and they can do all kinds of food that would be available at the restaurants and food vendors on the station. She also has her infamous: All meat and dairy products sold on these premises are suitable for vegetarians and vegan pussy’s, sign. Gambling Of course with food and drink usually being sold so close to the cost price of the energy cost in replication; Jen’starr usually has a lot more other business on the side. As such there is usually a gambling master (Bookie) in her bar, who works for her via the EPSI Pirates; although he is a Tau’ri (Human) who is well known for his neutrality. As such he will take bets for anything presented to him. Micro-Casino There is also a micro-casino in this bar, where people can play certain games although to keep it legal under the station’s laws - she has not rigged any of the systems. She has made it clear to her staff that she will not cheat the poor. As such there is a few card games tables, roulette style games and slot machines, but there’s only a small number of them. Simply because there is a demand, but no supply - if there was a supply and no demand for her machines, she’d get rid of them and make way for more card games tables of which there seems to be quite a bit of demand for. Bounty Hunters Guild Jen’starr is a certified guild mistress for the bounty hunters on Andromeda One and she takes this job very seriously. Whilst 99% of the contracts undertaken through here are indeed bounty contracts, there are, on rare occasions one or two “Securities Contracts” in where a bounty hunter will be asked to provide protection to someone or escort a transport ship, or to retrieve something that is stolen. She doesn't like falsely advertised contracts and will protect those that take up contracts from mis-sold contracting. She takes bounty contracts from the following sources: Independent She will take contracts from those who are trusted or meet her criteria. EPSI Federation - An Epsus Galaxy Super Power She will happily take Federal Arrest Warrants (F.A.Ws) as usually those kinds of contracts are strictly ‘No Kill’ as the EPSI Federation doesn’t go about the business of issuing state sanctioned murder. EPSIPirates - Her Pirate Clan (Omega Runes) Unlike the EPSI Federation an EPSIPirate Contract might be a kill contract, it could be a no-kill contact or an either/or thing. The Madrelari Empire - A species in the Epsus Galaxy In complete opposite to the EPSI Federation: These are almost always kill contacts. Although on some rare occasions there will be one or two that are wanted alive. Andromeda One Station Police - Local Law Enforcement Like the EPSI Federation there are very, very few contracts that are kill. Most of them are no-kill contracts, and in that most of them are capture and detain/capture and bring to Station security. Earth Alliance - Milkyway Galaxy/Andromeda Galaxy Whether a contract is a kill or a no-kill contract will depend entirely on the planet of origin. Corporate Contracts This is a mixture of various corporations across three different galaxies. What the contract will demand will depend entirely on the corporation themselves. This is by no means a definitive list; but it gives you some idea of what she deals with. Illegal and Illicit Services It should come as no surprise that perhaps 100% of the stations Epsian narcotics such as Epsian-Cannabis, cLSD, Sparkpowder and Jet/Slo-mo comes through The Wet Hole. Although on rare occasions, another drug that appears from the Epsus Galaxy (Specifically: Xantal’lar, is where it started), called Daedra Dust is seen on the station - although it is extremely rare, and does not come through The Wet Hole; as Jen’starr does not deal in this narcotic - she does however deal in Daedra Dust Mk II. Epsian-Cannabis Cannabis is, has and probably always will be legal in the EPSI Federation. But it is also incredibly strong and can be used in either traditional methods such as dried and smoked, or cooked with oils in order to be processed and consumed. Or it can be vaporized in specially designed ultra-sonic Cannavape pens. It is usually stronger than Human variants and is not recommended in large amounts for Human consumption. Crystalised Lysergicia Acid Diethylamide (cLSD) cLSD is a tasteless and odourless psychotropic Crystalline Powder, similar to LSD that can be mixed into food, drink and even the air. It is derived from the psychotropic component of an Epsian Fruit known as Zeta Fruit (Discovered on the Cursed Utopian Island) which has been extracted and purified into a crystalised sheet before being crushed and grinded into a fine powder. Despite its name and what its similar to, it isn’t actually Lysergic Acid Diethylamide although the effects are extremely similar, and it is just as non-addictive as LSD. It’s effects on other species is generally positive too and it’s toxicity is so low that most would need to consume around 1 tonne of cLSD in just 15 minutes before a lethal response is triggered, which is obviously impossible. Although in its dried powdered form, it is flammable. It was discovered after several months of laboratory work after Kaylarvara brought it back from her first visit to Utopian Curse. Azafenide Pitoxetine Acycrudin (Jet/Slo-mo) Azafenide Pitoxetine Acycrudin, (Commonly Known As: Jet or SloMo) is made up of two drugs combined with a micro vaporiser, Azafenide which is currently used in the drug called Focusizine and Pitoxetine Acycrudin which is commonly used in the drug Temporaperceptizol. The drug appears to be a psychedelic that slows the users perception of time to 1% of its normal speed, in its purest form. It also makes the user see colours more vividly, and appears to have a euphoric effect. In earlier models of the inhaler, a Jet/Slo-Mo inhaler results in the mouth of the user suffering from freezer burn. It also (as a by-product) prolongs any feelings of pleasure or pain that the user feels at the time of taking it. Azafenide Pitoxetine Acycrudin was developed by Arcadian Soldiers, in 3451 during the EPSI Federation's years. It was developed as a way of increasing a soldier's performance and survivability rating against the Sarzi, but it was never endorsed or condoned for use by the Grand Council of Arcadia, or its State Marshall's. Once it was found out that this epidemic was happening; the drug was immediately illegalised in the Military and soldiers caught taking it were court martialed, and often dishonourably discharged for taking Narcotics whilst enlisted. The drug is extremely addictive; and this was one of the major setbacks that the Military had during this time period. Soldiers that were dishonourably discharged are rumoured to be the reason why it "Breached the Arcadian Barrier" and seeped into the General Public, as they were looking for ways of making money now that they were discharged from the Military and this was an easy, and legal way of doing so. It was marketed on the street as: "like seeing God through the cracks of creation". The creators of the drug claim that it is designed to find moments of beauty and tranquillity in the horrific events of the dystopian time period. Triamnazol Oloparin Diascopolamine (Daedra Dust) Triamnazol Oloparin Diascopolamine, (Commonly Known As: Daedra Dust) is one of the most illegal narcotics in the EPSI Federation due to its effects, and its use. In small doses the drug is fairly psychotropic, especially when combined with other substances. It severely impairs the ability to accurately determine reality for up to twelve hours. After twelve hours, you become non-responsive "Burnt out", and become 'Zombie like', unable to process your surroundings and in most cases suffers suffer from psychotropic effects. After eighteen hours, the user/victim usually falls unconscious (to sleep). When/if the user/victim wakes up, in 99.99% of all cases, they don't remember three hours before the hit, so usually they cannot give a description of the attacker, and maybe hazy as to where they were. Evidence shows up in urine/stool samples for up to three days after the administration of the narcotic, and upto twelve days in blood samples. It is described in following stages: Stage 1:- Ultra submissive, docile state, pliable and able to take orders from anyone who issues them. Complete loss of free will. (0 - 12 hours after the hit) Stage 2:- Zombie like on the outside, unresponsive and non-compliant but still docile, and passive. Psychedelic induced hallucinations, internally. (12 - 18 hours after the hit) Stage 3:- Unconsciousness. (18 - Undetermined/Highly Variable) Stage 4:- Complete memory loss in almost all cases from around three hours before the hit. May feel groggy, run down and lathargy, confusion and general "Coming Down" symptoms. (After waking up) In large doses it causes, usually the victim in a crime, to be completely robbed of their free will and to be ultra compliant. It reduces them to a zombie-like state, in where they will comply with all orders given to them, even to the point of self-termination (Suicide); hence the level of illegality. In higher doses; it can cause respiratory failure and even cardiac arrest which almost certainly results in immediate death, especially if there is no tolerance to the amounts the person is subjected to. It has zero effect on Xeno'vitiri and Xenovityr'ra physiologies, nor anyone who is part Xeno specifically those with bioluminescence from their Xeno hybridisation, as the hormone neutralises the chemical. If they aren't glowing at the time of having it used on them, it may affect them but it can be countered if they start glowing, for example sexual arousal activated glowing. Daedra Dust has none to extremely specific and rare medical uses, and it's primarily only used to subvert people's Universal Rights to Life which is usually criminal. There are a number of ways in which the drug can be administered; it can be ground to fine red and black dust which is both odorless and tasteless to even a Zeta, which means it's next to impossible to detect. From this power it can be either blown into someone's face, mixed into their food or drink, or used to spike other drugs with. It can only be detected by a molecular scanner. Smoking or vaporising the compound destroys it, due to the very high temperatures. Criminality goes hand in hand with this narcotic, it is it's primary use such as: 'Stop and Blow' Attacks - Where someone approaches the victim and blows the dust in their face, rendering control of their free will over to the blower. This affects the person immediately. 'Spike' Attacks - Where the suspect spikes food, drink and/or other narcotics. When digested it can take upto forty minutes to have effect but sometimes it can be as quick as ten minutes depending on various factors. It is extremely uncommon to be mixed with other narcotics that is taken via Nasal inhalation, due to economic factors and it's obvious when the drugs in question have been mixed. Triamnazol Oloparin Diascopolamine comes from three plants, one of which is native only to Xantal’lar, Epsus Prime, Epsus Galaxy. Jen’starr has never and will never deal, trade or supply this narcotic. Even to her: This is a no-go, she will not tolerate its use in her bar either. Oxanophen Alduramine (Daedra Dust Mk II) Oxanophen Alduramine also known as Daedra Dust (Mark II). It is a synthetic compound that was made to replace Daedra Dust, it is cheaper, safer and more legal and was made specifically for those who use Triamnazol Oloparin Diascopolamine recreationally. It isn't completely legal, but it is less illegal than the Original Daedra Dust. It was developed by Temaelrin Eldyrannth and Hanshaerin Eldyrannth, and patented under the ExoSinian Eldyr Corporation and can only be manufactured by corporate licenced pharmaceutical companies, with exception to EPSIMedical who are allowed to manufacture it, but don't generally outside of research purposes. Weapons and Technology Trading Jen’starr will sell weapons through this station, and will even allow for demonstrations of the weapons in a holosuite in her private room, so that buyers can test their weapons out before buying them. There are actual station laws that dictate what she can and can’t do, however. So for personal weapons for “Self Defence” if they want to acquire the weapon legally, they will have a serial numbered weapon that has been manufactured to specifications. That person must also pass a criminal background check otherwise she can’t sell them the weapon in question. If they want to go down the illegal route, she will put them in touch with an EPSIPirate Private Firearms Trader - Off the Station, who will give her a cut of the money - this protects her legally. If it ever came back to her, she would truthfully say that she did not sell them the weapon. For weapons being sold in bulk (Usually to militaries, mercenary groups) well, that depends on the group. If station command needed them for whatever reason, she will come up with them to specification. If it is an outside force (Most likely) she will do the deal and trade off-station in accordance to station law. She makes it abundantly clear that she doesn’t want to know about the details of why they need the weapons, and won’t ask questions; but that would also apply to the enemy that they’re fighting, if they came to her asking to buy and their credits were good, then she’ll sell - she doesn’t give a fuck and doesn’t want your life story, she’ll also say, “What you do with the weapons after you buy them is your business, so don’t make it mine.” Starship Weapons and Planetary Defence Weapons are sold through her by a contact in the EPSIPirates, or any of her arms manufacturing contracts, again she doesn’t want to hear why, if she wants to know anything she’ll ask. All deals will be concluded off-station. If two people want to use the sanctuary of her bar to trade weapons they have to adhere to three rules: Jen’starr gets 6% of the profit, and she will alert you if Law Enforcement comes through the door. The actual changing hands of the weapon is done off-station. No weapons deals involving genocide or biological warfare. What she doesn’t sell is biogenic weapons, bioweapons and anything used in biological warfare, nor does she sell to known genocidalists, or enemies of the EPSI Federation/EPSI Pirates.
  8. Andromeda One Ambassadors This threat contains a list of the played ambassadors and their Attaché (Assistant), that are currently on the Andromeda One station. These are characters that are owned by other Dreamers and will contain a link to their profile. If you wish to have a character as an ambassador, fill out the short form below and submit it to me in an EcchiText. And ambassador is allowed one Attaché that will help them with their duties. If you wish for an Ambassador to be an NPC rather than a played character, then send me an EcchiText with additional fields that are highlighted below. Name: Rank: Species: Age: (Additional field not required for a played ambassador) Height: (Additional field not required for a played ambassador) Weight: (Additional field not required for a played ambassador) Faction: Information: Profile Link: (Not required for an NPC)
  9. From the album: Neptune's Characters

    Character Identity Information Name: Kalnarr Zeta’muluri (Alternative names: Kal’taour, Kal’ontarr) 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. Gender: Male Religion: The Order of the ExoSinian Eldyr Species: Zeta’muluri. He is a thoroughly bred Zeta, containing genes from most of the Zeta types in existence such as Chi’narr (Water Zeta), Tau'rarr (Earth Zeta), Eldyrr (Fire Zeta), Zephourre (Air Zeta) and the rarest Zeta type, the Xentarr (Exotic Zeta) Origin/Nationality: Epsus Galaxy/EPSI Pirate Occupation: Bar staff at The Wet Hole. He is not only the bartender, but he also deals with bar security. He is also the hidden attaché of the EPSI Pirates Omega Runes Branch Faction: Omega Runes (EPSI Pirate Clan) Rank: Officially, he’s a civilian. Physical Appearance Height: 2.69 metres (8’10”) 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. He has two large bat-like wings that emerge from his back that allow him to fly however he is able to retract them so that they do not get in the way. His wings are red on the insides, but black on the outer layer, covered in a more scaled hide than either of the two, almost like a blend of the two. His face structure is slightly triangular, but his muzzle is quite rectangle in shape. He has two nostrils at the end of his muzzle, and his mouth extends back towards the main part of the skull, which is lined with a lot of sharp teeth that can easily tear into flesh. His piercing blue eyes are slightly angled, and have a slightly scaled ridge above them. Like all Zeta’s, he has two sets of eyelids. The first is the top later, which is opaque and he cannot see through. It is protected by scaled hide. The second is the inner eyelid, which is transparent and allows him to continue seeing through them while protecting the eye. Underneath the eyes, he has two golden markings that are triangular in shape, but curve upwards slightly. In the very centre of his forehead, is a golden Omega symbol, a symbol of the pirate clan that he has allied himself with. Emerging from the top of his head, sweeping backwards are two thick horns that are black in colour. Unlike most Zeta’s though, he has two ears beneath his horns. This is a feature he received from his great-great-great maternal grandfather, Tal’ontarr who is the father of Temael’ontarr. He has digigrade legs that end in clawed toes, with the claws being black in colour and extremely sharp. His hands are similar to that of most tarunoid (humanoid) species with five fingers and an opposable thumb. He has a long Zeta tail, with the top and sides on the black scales, while the underside is of the same red plating that is present on his chest. From the back of his head, and down his back and along the top of the tail are ivory white spikes that help to protect his spine from attack. 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. History 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.
  10. This is a species that is within the Andromeda Galaxy, but they are purely an NPC species. No one is allowed to create an individual of this species to RP with them. The purpose of this profile is to allow characters to reference them. It is why most of the fields are deliberately left out, because this is all the intelligence that other species have managed to collect on them which, considering their secretive nature, is not much. However I did include all of the ship designs, even if the Capital and Motherships haven't yet been seen. It just gives an idea as to the extent of their ships and technology. -x-x-x-x-x-x-x-x- Race: Sobani Species Age: Unknown Average individual Age: Unknown Origin/Location: Unknown History: Pre-history: Unknown Modern history: Not much is really known about the Sobani, nor the extent of their territories. They have been impossible to map out, as the Sobani attack the moment ships come within a few Light Year radius of their territory. They often leave no survivors. But for the moment, they seem content to remain in their own territory. Culture: Unknown Communication/Language: Unknown. They often do not speak to outsiders and when they do speak, it is a language that contains a lot of hisses and snarls. Food and Drink: Unknown Sports/games and other pastimes: Unknown Hierarchy: Unknown, theorised to be heavily militaristic. What the race consider as insulting/rude/ shameful: They are disgusted by even the thought of speaking to someone not of their species. What the race consider as Respectful: Unknown. Misconceptions/Myths/legends/Old wives tales: They can seem to sense ships approaching their territory from miles away. Name Style: Unknown, often unpronounceable by most species. General Race Behaviour: Extremely aggressive and hostile. They attack anyone who comes near their territory. Love: Unknown. Religion: Unknown. Laws: Unknown. Rituals: Unknown. Genetic Diseases/ Common Ailments/ Common Mental problems: Unknown. Anatomy and Physical Appearances: General look of the race: They look almost like a combination between an octopus and a nerve cell. They have a strange glowing feature on their chests, that becomes brighter when they speak. Below is the only recorded image of a Sobani ever caught on camera which was found in a homing beacon of a ship that was destroyed by them. Hearing: Unknown Smell: Unknown Eyesight: Unknown Touch: Unknown Feeding: Unknown Organ Function: Unknown Sexual Organs: Unknown Features: They are Aquatic. Mating: Unknown Offspring: Unknown. Abilities/ Powers and weaknesses: Unknown. RP Interaction: Basic Interaction: They are extremely aggressive and hostile. They make no effort to form diplomatic relationships with anyone. They shoot with no warning, and take no prisoners. Fighting: They are relentless and ruthless. They kill without mercy and do not give people the chance to escape. Technology: For the most part, unknown. They are extremely advanced, but it is unclear just how advanced they are. Due to the fact that they an aquatic species, their ships are filled with water. Some have noted from records found from destroyed ships that the Sobani utilise organic technology. While most outside species have only really seen Cruisers and Capital ships, these are the kinds of ships that one would expect when encountering the Sobani: Kamikaze ships: These are automated drones built by the Sobani and stored on most of their larger ships. The larger the ship, the more drones they can store. These drones will swarm enemies and slam into them, causing significant damage especially if a ship has no shields. Cruiser: These are the smallest ships other than the Kamikaze drones. They are quick and are able to easily out-maneuver most ships of a similar, or larger, size. They roughly store about one hundred drones at a time, and often move around in packs. Capital Ship: One of these ships is often accompanied by at least a hundred Cruisers. They are larger, and much slower. What they lack in speed, they make up in power, employing powerful disrupting beam weapons that eat through shields and disintegrate hull plating. They often have a few thousand Kamikaze drones on board. Mothership: The rarest of the ships that the Sobani have, and the number of them that are in service unknown. No one outside of the Sobani has seen one of these ships. They are extremely large, being roughly the size of the Earth Moon and employed a heavy contingent of weapons. It has one extremely powerful weapon that can destroy moons and even planets with one blast. These motherships carry millions of Kamikaze drones.
  11. This is a template that you are welcome to use to create a new planet. As it is only a template, you can add or remove any field you wish. It is merely a guide to help you think of ideas as to what to put down for them. -x-x-x-x-x-x- Planet Profile Template. Planet Name: (What is the name of your planet?) Native species: (What is the native dominant species?) Solar System: (What kind of solar system do they live in? What type of star and how many other planets? To help with star classification, click this link.) Planet Statistics: (What is the core temperature? The surface temperature? How strong is the gravity?) Atmosphere Makeup: (What elements make up the air? And what percentage of the air does it take up?) Natural satellites: (How many moons? Descriptions?) Unnatural Satellites: (Such things like stations or small satellites.) Natural and Species History: (How did this planet come to be? If it is a Colony, then how did it come to be colonised?) - Pre-history: - Modern history: Planet Surface: (What does the surface look like? How many continents are there? Describe if you can.) Ecology: (What does life appear on this planet? Is it carbon or silicon based?) - Planet Life: - Animal Life: - Insect Life: - Sea Life: - Microbiological Life: Planet Access: (How do space ships access the planet? Do they land on the surface, or do they need to land on the moon to access the planet?) Meteorology: (What is the weather like?) Political stance: (What is their political stance? Monarchy? Communist? Democratic.) Urbanisation spread: (How much of the planet is developed?) Biomes: (What environments are there on the planet? Mountainous? Desert? Rainforest?) Inhabitants: (Who lives on this planet? What is their social structure and hierarchy?)
  12. This is a template that you are welcome to use to create a new species. As it is only a template, you can add or remove any field you wish. It is merely a guide to help you think of ideas as to what to put down for them. -x-x-x-x-x-x- Race: Clan Name: Species Age: Average individual Age: Origin/Location: History: - Pre-history: - Modern history: Culture: Communication/Language: Food and Drink: Sports/games and other pastimes: Hierarchy: What the race consider as insulting/rude/ shameful: What the race consider as Respectful: Misconceptions/Myths/legends/Old wives tales: Name Style: General Race Behaviour: Love: Religion: Laws: Rituals: - Mating. The Ritual, not the act. - Birthing and pregnancy celebration. - Birthing Day. - Death. Genetic Diseases/ Common Ailments/ Common Mental problems: - Genetic Diseases. - Common Ailments. - Common Mental Problems. Anatomy and Physical Appearances: - General look of the race. - Hearing. - Smell. - Eyesight. - Touch. - Feeding. - Organ Function. - Sexual Organs. - Features. Mating: - Impregnation. - Pregnancy. Offspring: Abilities/ Powers and weaknesses: RP Interaction: - Basic Interaction. - Fighting. - Sex with. - Being a Female. - Being a Male.
  13. Heptite Guild Home of the Heptite Crystals; helping innovation throughout the galaxies. The Heptite Guild is a Company, that is under the umbrella of the ExoSinian Eldyr Corporation that operates in the Epsus Galaxy. Despite having a parent corporation, the Mining Guild is quite independant and runs things how they like. They mine special crystals that are used in various pieces of technology. Due to the rarity of the crystals, they are usually quite expensive to purchase. The Guild itself does not sell the crystals. Instead, they are delivered to the Trading Station in the Vestibule of Enlightenment system where they can then he purchased by anyone who has the credits to do so. The system itself is guarded by ExoSinian Corporate Security, with at least six ships at a time on patrol. They do not take kindly to pirates, or those who make any kind of hostile moves towards any of the facilities or workers on the planet or moon base. Thus the main Guild is not easy to attack and pirate. The Heptite Guild is open for individuals to come and apply for membership. They can be quite welcoming, and their hospitality is well known to be good. Now for information regarding the actual planet where the Heptite Guild is location, which will give more information regarding the actual Guild, its History and facilities. Planet Name: Ballybran. Native species: Humans were the first to colonise this planet, however there are many species living there. Solar System: Ballybran is the Fifth planet of the star, Scoria [G type star] which is located in the Regulus II sector, Andromeda Galaxy. Scoria is a star with a high amount of sun-spot activity which contributes to the weather on Ballybran. Planet Statistics: Ballybran has Gravity slightly lower than the galactic norm for human adaptability, a breathable atmosphere, more oceans than land mass, tidal complications caused by three moons, as well as an exotic meteorology stimulated by sunspot activity of the star, Scoria. Atmosphere Makeup: 76% nitrogen, 22% oxygen, a variable amount (average around 1.247%, National Centre for Atmospheric Research) water vapour, 0.93% argon, 0.038% carbon dioxide, and traces of hydrogen, helium, and other "noble" gases. Natural satellites: Ballybran has three natural satellites, Shankill, Shillmore and Shanganaugh. Shankill is the largest of the three moons and is home of the Shankill Moon base. Shanganaugh is the smallest of the three and has an unmanned meteorology station. Shillmore also has a meteorology station, but it is manned by technicians who observe the weather on the planet every hour of everyday. Due to the orbits of these three moons, it causes tidal complications that make navigating the water extremely dangerous. It also contributes to the violent weather seen on Ballybran. When in a particular position around Ballybran, it causes the storms to become extremely violent, even to Ballybran’s standards, a period called “Passover.” Unnatural Satellites: There are 16 satellites orbiting the planet scanning the atmosphere for changes in the systems that influence the weather on Ballybran. Natural and Species History: - Natural history: Little is known about the natural history of Ballybran and how the Crystal Ranges were formed, but it is theorised that the extreme heat and the stress of the three moon’s gravitational pull on the planet forced the crystal to the surface. - Colonisation history: In a routine explore and evaluate search for habitable planets for colonisation, the planets around the sun, Scoria, were scanned. Only one of the planets had a suitable atmosphere and suitable gravity for human habitation. It also gave evidence of crystal and quartz in its inverted ranges. A team was dispatched with a man called Barry Milekey as its leader. The initial findings of the geologists indicated that Ballybran was a planet of immense potential, and samples were rushed back to Sector Research. The first crystal sample to be analysed was a blue porphyry type, proved that, due to peculiarities of its composition, a marvellous optical storage device. It allows computers to have instantaneous access to improbably large volumes of data stored in matrixes of exceptionally small dimensions. For example, the crystals fine grain synapse structure enabled even a 1cm3 piece to store up to 10 Zettabytes of data which is equivalent of 10,737,418,240 Terabytes. It was Milekey's discovery, however, of the so called black quarts, which, under normal circumstances is neither black nor quartz, which led to the complete revolution of interstellar communications. Owing to its thermal characteristics, black crystal is a pigmented rock crystal, is translucent in natural light. Under certain types of magnetic stress, black crystal, for lack of better description, absorbs all light and seems to become matte black in colour, which attributes to its name. Milekey had observed this phenomenon when he chipped the first lump from the black crystal face. Again by accident, while being examined by the crystallographers, the substance's true properties were discovered. If two identical segments of black quartz were subjected to synchronized magnetic induction, a two-way communication link was established between the crystal segments. When investigators increased the distance between the samples, it was discovered that, unlike other electromagnetic phenomena, black quartz eliminated the time lag and allowed for instantaneous communication between the two points in space. Concurrent with the laboratory discoveries and proposed applications of the new crystals, there came the first of several problems to be solved in the mining of this rich source. The first investigation team had only gathered up loose chips of the various types of crystal, or such larger chunks as had already been fractured from the crystal faces. In attempts to cut with ordinary carbon-10 blades, the crystal had shattered. Laser cutters were tried, but they shattered, melted, or damaged the crystal. The habit of one of the crystallographers of singing as he worked led to an unexpected solution. The man noticed that some crystal faces would resonate to his voice, and he suggested the use of a subsonic cutter. Though not completely successful at first, experiments along this line finally produced the sophisticated audio pickup that resonated, amplified, and reduced the required note to set the sub-sonic diamond blade. Once the problem of wrestling unblemished crystals from the face was solved, Ballybran was opened to private miners so that they could make a small fortune selling the crystals to the open market. During the next spate of storms, those miners who heeded the warnings for oncoming storms, promptly retreated from the crystal ranges and reached the sheltered valley sustained no injury. The ones who ignored the warnings were discovered in the storm's wake, either dead or completely mad. Storm winds blowing across the resonant crystal range coaxed enough sonics from the sensitive rock to shatter unprotected minds. Keenly aware of the unexplained deaths of the nine miners, everyone became conscious of previously ignored physical discomforts. The meditechs began filing reports of disorientation, hypo- and hyperthermic spells, erratic sense perceptions, muscular spasm and weakness among the minors and anyone living on the planet. No one in the several base camps escaped the minor ailments. Most of the symptoms passed within a week, but some victims found one sense or another, in most cases hearing, to be affected. The medical team was hastily increased in size to deal with the situation, and everyone was put through exhaustive tests. At first, crystal was suspected of inducing the symptoms. However, those handling the crystal off-planet appeared unharmed by contact, while meteorologists and support technicians who never touched the crystals on Ballybran, were also affected. Crystal was determined not to be the source of the strange ailments affecting the planet inhabitants. The planet's ecology then became the prime target for intensive examination, and this area of investigation proved positive. The spore producing the symptoms was soon isolated, and the planet Ballybran was placed on Code 4 as a preventive measure to prevent anyone from landing on the planet and never being able to leave. The Heptite Guild was established on the planet surface, with a Moon Base being built on Shankill to act as the planet’s landing point. The Heptite Guild was established to help people adapt to the planet and the spore while supporting the Crystal Singers who mined the crystal. Due to the dangers and the fact that many people going down to the planet surface will never leave again, the Heptite Guild is banned from active recruiting. Currently, only Singers are allowed to leave the planet (Providing they mine enough to afford to go off-world). Support staff cannot leave the planet surface as they do not have enough credits to do so. They are also not subject to the same stresses that Crystal Singers go through. The Guild in recent years, was purchased by the ExoSinian Eldyr Corporation who immediately got to work improving the facilities of the Guild to make the mining safer for the miners as well as to make life more comfortable for those that live their life on the planet. They now also provide the system protection, as the Guild was subject to frequent raids by the NRSA. Planet Surface: Ballybran has a lot more ocean to land mass, with a vast majority of the landmass being made up of the crystal ranges over twelve continents. There are some sections of the landmass which is dedicated to research, facility buildings and farming. Ecology: The ecology of Ballybran is Silicon based, and not Carbon based like many planets and species. Plant Life: The local plant life is inedible due to its silicon based ecology. However Carbon based plant life can be grown on the planet. Animal Life: There is little to no animal life on Ballybran. Insect Life: There is little to no insect life on Ballybran. Sea Life: There is little to no Sea life on Ballybran. Microbiological Life: The most known about microbe on Ballybran is the spore, which is a microbial symbiont. This Spore can form a symbiotic "bridge" between carbon based lifeforms and the silicon based life forms of Ballybran as it is a carbon silicate, able to work with both carbon and silicon based life forms. The formation of the bridge is usually metabolically traumatic: a "Transition Sickness," as it is called, however some recruits have a Milekey Transition which shows no symptoms and allows for maximum adaptation. They are also sensitive to black crystal, but such adaptations are extremely rare (Do NOT have your character have a Milekey adaptation unless it is approved by me). The transition sickness can affect the recruits between ten to twenty days since first day on the planet. When they fall ill, they are immediately taken the medical facility to make them as comfortable as possible as their body adapts to the spore. Anyone going through the adaptation will experience a high fever, flashes of hot and cold, severe convulsions, blinding headaches and coughing fits that will leave you exhausted. Many do not remember much while going through the adaptation illness due to their fevered state. Someone who refuses to allow the spore to establish itself risks death, however deaths are rare in the Heptite Guild as their medical staff are fully trained on how to lesson the risk of death. After adaptation, it can take up to twenty weeks for the spore to establish itself properly within the host’s body. Occasionally after passing through the adaptation, one or more senses may be weakened and reduced, but others may be greatly amplified such as a significant improvement in visual acuity, tactile perceptions, nerve conduction and cellular adaptation. Depending on how the spore affects the senses will determine what position the recruit is placed in. The symbiont affects the DNA/RNA pattern of the body; extending the life span considerably (Some can live more than 200 years. In fact some crabs and worms in the research labs are 400 years old) as well as giving the host regeneration abilities and heal much quicker than other humans/species. It also increases tolerance to extreme heat, cold and pain. Some of the side effects that the symbiont has are that the eyes can see into the UV or IR spectrums, with an ability in some to sense magnetic fields. Increased tactile sensitivity (Which has allowed some artistically inclined Singers to produce some of the most treasured art of modern times) is also another effect of the spore adaptation. There is no way to predict what effect the spore will have on any individual. The Symbiont is also an inbuilt warning for whenever there is going to be a mach storm, alerting the host so that it can get out of the ranges and into the safety of the guild. The disadvantage to this is that the older the host, the less likely the symbiont is of warning the Singer as it becomes less effective through age. If the spore does not adapt properly to the carbon based biological system of humans and other species, then death of the host occurs and the body crystallises. Also, when adapted to the spore, it makes the host irreversibly sterile as the genetic code of the host [the parts of the DNA that deal with heredity and propagation] are chemically altered, increasing personal survival traits as opposed to racial survival. If the Singer were to leave the planet, they must return within 400 days [The very maximum they can stay away. It is always recommended to have 250 days away] to allow the spore to recharge otherwise the host will die an unpleasant death as the death occurs from the host aging within a period inversely related to the host’s elapsed life span )As in they age in a very short amount of time. They suffer fever and convulsions before they die). Not long after adapting to the spore, and first cutting crystal, the spore affects the memory of the Singer. It is not long before Singers forget where they come from, who are their friends and family. This can take up to a few decades to affect them. Singers usually keep a log, which is voice restricted so only they can access it. The memory loss occurs more when the Singer is mining crystal. When a Singer has been mining crystal for too long, they get what is called a “Crystal Resonance.” This makes any non-singers (Even support staff on Ballybran) very uncomfortable around the Singer. It can make the body hair for non-singers to stand up on end. This can cause the Singer to become even more irritable and tense. Only going away from Ballybran for an extended period of time can cure this. As well as lots of Radiant Baths. Planet Access: Warning: Unauthorized landing on Ballybran interdicted by Heptite Guild, section 907, code 4, paragraphs 78-90. No ship can land on the planet directly, and will be required to land on the Shankill Moon Base. Applications for consideration of membership to the Heptite Guild requires physical fitness test SG-1, Psychological Profile SG-1, Education level 3 preferred but not required. Perfect and absolute pitch both in perception and reproduction of the tonal quality. Application made only through Heptite Guild office(s): Shankill Moon Base in the Main Reception Facility and the Andromeda One Space Station in the Main Reception Facility. While no longer under the rules of the Earth Alliance, the Heptite Guild require full disclosure of all dangers inherent in profession to prospective candidates once physical, psychological and aptitude tests have been passed to the satisfaction of the Guild Examining Board.. If, after all the dangers of Ballybran have been disclosed, the recruit decides not to go through with the recruitment process, then their memory of what they have been told is wiped and the memory is replaced with one of oversleeping and having a leisurely breakfast. Meteorology: The weather on Ballybran can have the same patterns as planets such as Earth; however there are a couple of exceptions. Mach Storms: Extremely violent storms that have powerful winds that resonate across the crystal in the ranges, causing strong sonics that shatter any unprotected minds and leaves anyone caught in it mad or dead. As the ranges of Ballybran extend downwards, some would think that going down would protect against the storms wrath, however that assumption is incorrect as it traps the person and it will not protect anyone from the sonics created by the wind. Passover: When all three of the moons orbits are briefly synchronised. Along with the stars sunspot activity, this causes extremely violent mach storms where the sonics can penetrate deep underground where all the singers and the support staff live. Any singers that can get off the planet are encouraged to do so; however most do not mine enough crystal to get the required amount of credits to get off world at Passover. Before Passover, the symbiont becomes very demanding, causing the host to become extremely hungry every couple of hours and able to consume huge amounts of food during one eating session. Once Passover begins, the hosts appetite dies down and they ‘hibernate’ throughout the whole Passover, although that alone does not protect the host entirely from the Passover sonics. Political stance: Ballybran is run by the Guild Master who is in charge of the Heptite Guild and deal with all decisions. It is a mining Guild so does not have any political government and deals in the mining and selling of its unique crystal. Urbanisation spread: There is not much urbanisation on Ballybran as the planet’s landmass is mainly crystal ranges. There are, however, farms dedicated to growing Carbon based crops. There are not many buildings on the surface of Ballybran, only going up a few stories, as most of the buildings are dedicated to sled hangers and sorting areas for the crystal. Most of the structures are underground where the singers and support staff live. The higher the rank, the lower down their quarters are. This is because the sonics from Passover mach storms can reach deep under the surface. Protective measures are put in place such as sound mufflers worn over the ears. And for some being placed in radiant baths in the medical facility with hearing cut off just to make them comfortable, however they do not cut out everything. The last measure is usually for new Singers who have done their first cut near Passover. Biomes: Seas and rugged crystal ranges as well as farm lands are the kinds of biomes encountered on the planet. Inhabitants: The Heptite Guild is led by the Guild Master, with Chiefs of all sections coming underneath him. Then the Crystal Singers rank underneath them. There are currently 4,352 Crystal Singers living and mining on Ballybran. There is 20,632 support staff that keep the Singers in the ranges. Recruits: The moment they decide to go through with joining the Guild, they are subject to being charged for any training that they receive. They are charged for the flight down to the planet, the instruction that they receive from their instructor, flight training, accommodation, their first sled and their cutter. They do not have to pay up front, and can work their debt off. It is usually paid off during the first two years of their employment, which, considering how long they will live is not long at all. If there is an incoming storm, recruits will be rallied to help unload the ships and then to help sort the crystal. And then afterwards cleaning the sleds for the Singers to go back out to the ranges. They get paid for the unloading of the crystal, and even danger pay for it due to the dangers involved. They get paid for sorting the crystal and cleaning out the sleds, both subject to a bonus if done quickly. These can help eat away at the debt of their recruitment. The smallest class the Guild will teach is 30 students, so any applicants will have to wait until there are 30 in the class before they will be moved on. When taken down to the planet surface, they are giving a class designation. The designation is the number of which class they are now (For example Class 425 is the 425th class to be taught on the planet). They are shown to a recruits lounge which has enough seating for the class, a catering unit and private sleeping quarters down a corridor, complete with en-suite bathroom. Technology: They have the standard Galactic technology with space ships, Moon base, shuttles, catering units, etc. The Singers each have their own personal flying vehicles, called Sleds. It’s like a shuttle. It contains the pilot’s cockpit, sleeping area, catering area as well as the reinforced storage area that contains the cartons that the crystals are placed. One of the Singers favourite pieces of technology is the baths, which can be found in both recruit and singer quarters, with the Singers baths having more options. The baths can be set for various bath types, including a type called a ‘Radiant’ bath. It is a yellow goo like substance that cleans deeply as well as ease the ache out of very tired muscles. Crystals and Crystal Singing: The crystals are mined from the ranges, from large crystal deposits on the surface. To be mined, a special sonic cutter is required. Each Singer has their own cutter that is made personally for them and cannot be used by anyone else. The cutter works by the Singer singing and tuning the cutter to the tone and pitch that they have set (Like A minor). They then cut the crystal in the desired shape. The crystal is tuned to the note that the Miner Sung (So if they sung an A minor note, then the crystal will become A minor). Crystals that come in sets that fit together are more valuable and bring in more credits, especially if they vary in notes (Like A minor, A Major etcetc). Each Singer ‘Claims’ a place where they mine their crystal, through use of using a special paint painted on the rocks that indicates that there is an active Singer there. Singers are not allowed to jump claims and mine crystal in another’s claim. Doing such a thing is subject to being punished severely. Singers can mark where their claim on the computer of their sled (Providing it is not damaged beyond repair), although the mach storms and Passover can change what the ranges appear so it is not 100% reliable. Although after Singers have cut a claim, they can sense when they are nearby as they are attuned to the crystal. To find a crystal face in the first place, the Singer will need to search in the sunlight since sun warmed crystal create sounds and sing which a Crystal Singer can hear. Crystal can react to the singer if they talk, sing, hum or laugh. It is also easier to cut the crystal in the sunlight as it is easier to see the crystal as well as setting the tune. As soon as they have cut, they must wrap the crystal and place it in the carton. Otherwise the Singer will end up communicating with the crystal for hours on end. When communicating with the crystal, the Singer is unaware of the passage of time. This link can be broken by a cloud passing over the sun or by the sun setting. The sled that they own have many warnings that are both loud and annoying whenever a mach storm is incoming. The best warning that a Singer has is their symbiont as it warns the Singer of a storm hours before the warnings in the sled go off. When they come back to the Guild, their precious load is immediately unloaded by any staff available (Which is a dangerous task if the storm is above them as it makes it dangerous to fly so sleds can crash and the ferocious wind can knock people over). Over the next few days the crystal is sorted and the credits counted for each crystal. What is wanted/needed by the market will determine how much each crystal is worth and therefore what each Singer gets. After the total amount of their crystals is calculated, a 6% tithe is given to the Guild. This is required to keep the support staff paid and also to keep their medical treatment free. When they are fresh from the ranges, Crystal Singers have an extremely short temper and are prone to snapping and irritability. They tend to look gaunt and haggard as they are so involved with mining crystal that they forget to eat. Most also forget to bath. Code 4: Ballybran has several dangers which must be revealed to all hopeful applicants. There are three main dangers to Ballybran. The Mach storms (Passover is included in this), crystallisation through death after a failed adaptation, and death through fireballs: The crystal ranges can build up localized high-voltage and sonic charges near which ordinary comm units do not operate properly, nor do other types of electrical equipment, some of which are necessary to the operation of sleds and conveniences. Fireballs can occur. And, despite all the precautions, a Singer can be volatilized into vapour.
  14. Earth Lore Table of Contents: Intro (You are here) Government Structure Economy Technology Level Territories Current Threats History The year that this Roleplay has been set in is the Earth year of 2536. It is set in the same Universe as Blackberry Falls and Craethiel Kingdom except this is in the future in the timeline. This is a Sci-Fi based Roleplay, where Earth has developed the technology to get into space, and to travel around. They have colonised several worlds, in and out of the Sol System. They even have a foothold in the Andromeda Galaxy by this point with the Andromeda One Station within the system Churchill’s Legacy, which is where the main roleplay is set. The intention of this thread is to inform you, the roleplayer, the basic Lore in regards to Earth such as historic events and important individuals that that you can have your characters correctly reference them. This also prevents inconsistencies between characters who might have several different versions of history. For this Universe, the events placed down in this thread are the correct and established facts. This will also be publicly accessible information within the roleplay so alien characters are able to easily learn the Lore surrounding the Earth Alliance. Related content: Andromeda One Station Lore Main Andromeda Thread Character ID
  15. From the album: RP images.

    This is the image that appears in the Home Page of the Andromeda RP.
  16. From the album: Andromeda Station Extra Information Images

    Christopher Barnes is the Chief of Security for the Andromeda Station.
  17. Welcome to the Red Velvet Club (Unknown Artist) The Red Velvet club is an exclusive club on the Andromeda Space Station, a place where roleplayers can gather and discuss about our characters and any plots that we have. If you are new to the vast expanse of the Andromeda Galaxy, then this is the perfect place to come and introduce your characters to the other roleplayers to discuss possible plot lines. Please remember that plots and characters posted about in this thread may not be known to characters within the roleplay that had never encountered them before, so please do not have them somehow knowing what they couldn’t possibly. Please enjoy your time at the Red Velvet Club, the best club in Andromeda Relevant links: Andromeda Station Roleplay Extra Information Character ID
  18. Andromeda One Station This is an image of the station in orbit of the planet below. The Andromeda One Space Station is a large civilian run Station in a neutral part of space, construction completed in 2506. It orbits a large, Earth-like planet that is not claimed, and cannot be claimed by any one government, as it is considered an Intergalactic Planet. The only people allowed down to the surface are Scientists who want to study the planet and its ecology. It has an atmosphere breathable by humans, with slightly higher levels of oxygen. It has a unique ecosystem that Scientists find fascinating. The Andromeda One Station was set up by the Earth Alliance and the Ashaean’s to act as a centre for representatives of any races to converge and negotiate with each other in the interests of peace. It acts as a go-between for the Milky Way Galaxy and the Andromeda Galaxy. Earth believes that one day, the two Galaxies would merge, and hopes to befriend their distant neighbours. Ambassadors from many different civilisations reside here, from both the Milky Way and Andromeda. It provides them a place to talk and negotiate with each other. Before the creation of this station, humans had found a Jump Gate within the Milky Way Galaxy that was active, keeping a wormhole open. After careful study, they found that this wormhole connected to another Jump Gate in the Andromeda Galaxy. They were never able to find out who placed the gates there, or why, though here were some inconclusive theories. Using this chance, they set up the Andromeda One Station to communicate with the new species they would encounter. Travel is possible both ways through these gates that connect the station to the Milky Way. Not only is this a chance for representatives of different cultures to meet and talk with each other, it is also a chance for trade to occur between species. Anyone trying to make money, or find new opportunities, flock to the station in hopes of becoming rich. However, not everyone is able to make it big. As a result, there are a large number of poor people unable to afford passage off the station. The station attempts to house them, as well as provide jobs for them; however, they have limited space and jobs. As a result there is part of the station where crime is high, with little comfort, where Security have a hard time keeping the crime levels down. This area is extremely dangerous, and seedy exchanges can occur with little to no notice. Some of the places in the Andromeda One Station will get a bit of a description here; however, some of the much larger places will have their own Extra Information, which will be linked below as it would be far too much information to contain to this single extra information. Despite being in their own extra information, they are linked to Andromeda but may have their own limits in place. As the extra information is approved before it is added to this list, the limits must be observed to be able to roleplay in Andromeda. List of relevant links: Main roleplay thread Character ID OOC List of related Extra Information: Ballybran EPSIFleet Sector 696 [aka. Vestibule of Enlightenment] The Wet Hole (Bar)
  19. Neptune

    Daniella Taru'zenari

    From the album: Character Images

    Daniella is an EPSI Federation citizen that lives on the Andromeda Station. She only went there because she wanted to meet the man of her dreams, a bounty hunter called Kal'loure.
  20. Neptune

    Aimi Coda'zotoxi (2)

    From the album: Character Images

    Aimi Coda'zotoxi is the Ambassadors assistant to her husband, Axel. They both spend time on the Andromeda Station representing the EPSI Federation.
  21. Neptune

    Aimi Coda'zotoxi (1)

    From the album: Character Images

    Aimi Coda'zotoxi is the Ambassadors assistant to her husband, Axel. They both spend time on the Andromeda Station representing the EPSI Federation.
  22. Neptune

    Fae'rissa Mako'demeri

    From the album: Character Images

    Fae'rissa is the daughter of Neptune Mako'demeri and the Dark Wolf. She was conceived in 2004 when Neptune was only fourteen. Dark Wolfie had 'raped' her. Instead of keeping her, Neptune gave the child up to someone who took her to the future to the year 3666 to be raised. She was briefly raised by the Dark Wolf and his wife, a female Dark Wolf. She was then given to foster parents who further raised her and educated her. She founded a clothing business that still runs today. She hates Keza Corp with a passion and has a restraining order against them to prevent them from pestering her about buying her business. She has worked with the Pirates for most of her life and has many children. However since hearing of Wolfie's appearance in the EPSI Federation she has gone to him in the hopes that he would lead her to her biological mother.
  23. Neptune

    Dezrin Eldyr'maraki.

    From the album: Character Images

    Dezrin is the son of Triavana and Tripp. He works in the Astrometric lab on the EPSI Enterprise-D. He's a very open and friendly man and is a very good listener. He respects Wolfie a lot, as well as having a huge amount of respect for his Grandmother, Talivana. Despite his open and friend manner, he is not one to fuck around. He could bite you in two. Literally.
  24. Neptune

    Toriana Keza'maraki (2)

    From the album: Character Images

    This is the new body for Toriana Keza'maraki in Blackberry Falls. This occurred when Toriana gave birth to a brain dead daughter, and she was going to die herself. They placed her mind in her daughters body, technically saving both of them. She now resides in the EPSI Federation, serving as the Ops Officer on the EPSI Voyager. She also used to be a breeder and it is her biggest fetish.
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