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07:59, 3rd May 2024 (GMT+0)

ROUND SIX VOTING: CLASSES.

Posted by The GMFor group 0
The GM
GM, 195 posts
Sat 6 Aug 2022
at 18:28
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ROUND SIX VOTING: CLASSES


Archaist:

While fighters make use of the latest, highest tech weapons available, the Archaist uses nothing that was invented before spaceflight (save perhaps a monofilament whip).  This enables him to avoid modern methods of detection to smuggle his ceramic knives and wooden bows into whatever places they are needed when an assassin is called for.  He is also able to use crossbows during Extra Vehicular Activity.  Without atmospheric friction to slow it down, the crossbow proves to be an even more deadly weapon in space.



Europan Bounty Hunter:

     The oceans of Europa are rich with minerals. They are also teeming with Europan Eels. These predators range in size from inches long that like to infiltrate dive suits and clog required parts or, if they get into the suits, to burrow into divers' flesh to the giants that can swallow divers whole. To effectively mine the oceans, large stations have been built to protect colonies deep beneath the surface; however, expeditions and surveys are necessary and even those station-colonies need to be kept clean of the parasitic varieties of eel. And if you are going outside the colonies, then you had best bring along a Bounty Hunter. These men and women specialize in knowledge about the various eel species as well as methods to track, trap, or hunt each one. They either accompany expeditions as security or range out on their own hunting. Each set of eel teeth they bring back to the colonies a bounty is paid out, so it is a desperate and often short life-career. The highest bounties, though, are paid out to Bounty Hunters that bring back Duranium Eels live to be used to track down new Duranium sources.



Mystic:

A Mystic has some little psionic ability, but less than one would expect.  She relies more on charisma and the knowledge of the Quantum Tarot and the Words.  Mystics are excellent at finding paths and places and things: either as detectives or on ships where her abilities are essential to enable pilots to fly through FTL space.



The Navigator-Mystic:

     While certainly not a monopoly, the Navigator-Mystics of the Navigators' Guild are a known quantity. Their practices and rituals for navigating the voids of space are arcane and secretive. They require a space set aside solely for their purpose aboard a ship they contract with and signed documents protecting their guild secrets. TO obscure it even more, though the words are a form of science, the Mystics use elaborate rituals and incantations to invoke the Words needed for NLT (near-light travel). To become a Navigator-Mystic, you must apoprentice to the guild house on Mars. It requires nearly two decades of training in the Words and navigating the stars which includes memorizing countless star charts as well as the long, elaborate rituals the guild uses to conduct ships through the Void. Recruits are almost always adopted pre-pubescent to be better able to shape their psyches and minds. Recruits with sharp minds but only mundane minds are required. After the 20 years education, a neonate is apprenticed to a master mystic for another 5 years aboard ships learning how to navigate the universe's various cultures and practices. In aid to their secrecy, Navigator-Mystics speak a language unique to their order and never taught to outsiders which borrows from Sanscit, Summerian, and Proto-Indo-European.


Nobility:

Rather than being based on bloodlines, wealth, property ownership, or political power, members of the nobility are based upon creative talent. Those treated like royalty are acknowledged as the greatest living writers, poets, singers, painters, sculptors, songwriters, actors, dancers, calligraphers, and so on. Whether their next work is eagerly anticipated, whether their first and only work of note is famous in the artistic canon, those regarded as the greatest living artists of their kind are seen as nobility. Their very identities allow them much more freedom than others (and access to affording much better tech, gear, and secrets than most other people have access too), and so-- when they choose-- they are sometimes found on scientific expeditions, or fighting alongside revolutionaries, or attempting to steal anything and everything-- because if they're caught, they are at far less risk of punishment than others. (Benefits-- persuasive and respected, can get better tech/gear/rumors, is allowed a lot more places than other. Disadvantages: very recognizable. Think of Joan Wilder from Romancing the Stone but way more famous and in space.)



Psi-Haunters:

Long ago, in Neo Japan, their was a bunch of high school student featured in a haunted house exploration show. They'd go on adventures with camera in hand, mostly everything was fake. Until a freak lightning accident happened that killed all the main casts on set. Unfortunately, for those unfortunate young souls, one of them was a psychic. After their unexpected death, their psi powers amplified to dangerous levels and affected the whole of planet. Those unlucky few heavily affected by this psychic assault had their soul merged with the deceased cast. These few were known as the Psi-Haunters, they had the ability to turn ghostlike and use psychic powers. Their goal is to find a way to put the ghost merging their soul to rest by finding the psychic that place them in such a situation. None of these specters ever found them lost friend, and so they scour the multiverse, some wanting to see what space can provide in their new existence, some still want to find a way to find peace while others stuck to their old habits and want to find a haunted house, to explore and have some fun with the company they gathered.



Telepresenters:

Known colloquially as simply "gifts" (a slang version of "'presenters" being shortened into "presents"), telepresenters are those agents who hide in safety but hook their minds up to robotic bodies. Anyone (who can afford it) can operate a drone robot body remotely, but telepresenters are good enough to be stealthy about it, to do martial arts, to operate with balletic grace. And if their body is destroyed? They simply acquire another... (Advantages: robot bodies graceful/stealthy or tough/strong/well-armed (depending on the model chosen). Disadvantages: need a place to hide while operating their telepresence bodies-- can't be on another planet, have to be close enough to operate without lag/buffering)



Wormhole Technomancers:

Their exist a point in space and time where everything connects. Where the very fabric of reality rips open a hole that connects to a different point of our very own universe. And their exists people that wish to manipulate such power, whether they're in it for profit or knowledge. These individuals are masters of ripping the very fabric that holds our universe together and enter unscathed. They are technomancers that have mastered the very art of teleportation that their very being have become a living wormhole, which they were coined as. They explore this universe through the use of these wormholes as profiteers or adventurers. Though their are some that wished to use this ability for malicious gain and some have become notorious intergalactic criminals.
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