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Races and Groups
Topic Started: Jan 9 2008, 12:03 PM (1,186 Views)
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SUPER SHELL BATTLE MODE 3!

Specimen Gamma: 74, Scurge

Ahem, I, Bedgy Golong, shall lecture on of the enigmatic organisms of space; the Scurge.

These creatures can have some physical resemblance towards Earth tadpoles or some forms of larvae. Unlike tadpoles, though, these creatures do not simply have a head and all of a sudden have a tail. Rather, the head, or complete body in this case, would be much longer than a tadpoles and would gradually thin out to a whip-like tail – this solemnly imagining the organism on the same scale as a tadpole, which isn’t true. Most general forms of, say, “Adult” Scurge are around that of a bear, or even bigger; they can, however, grow very large under certain ‘circumstances’.

Their bodies are nearly completely blood red, their skin having a kind a smooth but blubber texture. Their bodies will often sport many tentacles with a similar aspect to their whip-like tail, only that some will have darker, hooked ends on them. These tentacles are used to capture other organisms, and are generally their method of movement. Their face, only having a gaping mouth and two completely blue eyes, is in a position more fitted for a creature that can stand up right.

A picture of them can be seen in this picture (The creature in the tank): *Click*

Despite their organic appearance, Scurge do not appear to follow the same basic principles as other carbon-based organisms. They do not require to ‘feed’ or ‘sleep,’ all they simply need to do to live is ‘breath’ these free floating energy particles. It is possibly due to this that they lack many of the five sense other organisms have, in particular, they have no sense of taste, smell, hearing (Although they may later on ‘develop’ some of these abilities). They do have the sensation of touch, as well as an alternate vision spectrum that allows them to see energy and the ability to sense concentrated amounts of the stuff around them (Bio, electrical, and a few others).

However, they are generally “in the dark,” as the ranges of these few sense are extremely limited to a small radius around it. Even its vision does not go very far, assuming they aren’t looking at a high energy output system.

It is often speculated by scientists that due this lack of senses, these organisms have developed one of their most profane and defining aspects. An aspect that is what great greatly separates them from carbon-based life-form: they have little to no cellular DNA, and what can be found just doesn’t make up for its mass. The idea of this would sound poposterous, and it even baffled many scientists that were unable to find any DNA.

It was only after some time of studying them those scientists were surprised to discover that the creature’s form was dictated by a kind of energy within them. In fact, it was soon noted that this was actually a kind of bio-energy, but is very different from ours. Where ours is mostly mundane, like electricity, the Scurge’s is actually ‘alive’ like a cellular organism; further more, whenever a ‘Scurge’ dies, its bio-energy will condense itself into a single floating mass, visible to the naked eye, unlike how our own energy never visible to us.

It’s this energy, which is bonded to the creature’s organic structure on a molecular level, that acts like the Scurge’s DNA, dictating the form, and perhaps acting like a nervous system. This energy is very reactionary towards other subtle energy sources, such as reactor impulse energy or generators, and can cause a few various changes to occur to the organism, this mostly being growth. In fact, later studies have shown that the average form of these creatures contains around 30 to even 50 times the amount a normal human has. This has led researchers to believe the energy is very thick or ‘dense’, and this is easily held up by the fact that their bio-energy can actually be seen in a condensed form when they day, where everyone else’s doesn’t.

Whatever the case, it is this phenomenon that has lead scientists call the Scurge “Virulent Organisms.” This energy, or perhaps some other energetic by-product created by it, is capable of spreading to various systems, including, and not limited to, biological, energy and mechanical based systems.

The results and changes that occur from full infection is multifarious, varying largely due to the system; some will be extremely drastic, others not. Biological are the most dramatic, as many features can be lost (Any hair always goes), and the creature will barely recognizable at all (An exception can for many insectoids); mechanical can be more subtle at times, though some can get really ‘messy’ (Many can mistaken the organic bio-matter in electrical equipment as a parasitic infestation. What’s actually happening is that infected micro organisms (I.E. Bacteria) are fusing with the electrical systems, essentially becoming a part of the machine. Simply think the machine grew an organ); energy-based are the least noticeable, and most changes that usually occur is a swap in color.

Further more (As mentioned above with the machines), the virus can affect many single-celled organisms. This can cause them closely group cells to fuse with another, and even smaller ones begin to multiply rapidly; the end result can leave a bright, blood red, organic matter visible to the naked eye. The texture of it will look like coagulated blood left to ferment, and will give off a low, slow, dim pulsing light, as thought it were actually breathing.

Contact with this matter can leave people infected (Symptoms can include a bizarre, pulsing within sections of the body, which slowly grow until it felt all around. When this happens, one will begin to quickly get weaker, and even have moments of double vision). This is one of the methods in how the virus can propagate so fast, as it can be piggybacked from one creature to another.

We like to call of these victims “Scurge variants,” as they have many of the common traits the Scurge ‘Source’ would have; in particular, the ‘no-need’ to feed and sleep, as well as the same energetic ‘DNA’. Above all else, however, the greatest, common asset between all Scurge organisms is that they are ‘manipulated’ by the Source. No matter what their system, their behavior patter will obey that of the Source’s commands – the subjects can almost thought to be part of a body, while the Source is the brain, influencing their behavior. Our understanding of the psychology between the variants and the source is limited, but we know enough that they can follow the Source’s whims.

Their method of communication with one another is also limited to our understanding. We only know they share some kind of empathy with the Source, and that the communication with one another is related to the energetic virus. Some theorize it could be some kind of energy wave that can’t be detected by normal sensors, or is perhaps too minute for even the most sensitive equipment up-to-date.

However, we do know the Source itself can hijack communications systems, like satellite relays, and can manipulate the radio frequency to have a very strange, unique signature; variants appear to be capable of picking up this signature, whether they have radio receiving equipment impeded into them or not. The frequency can only recognized and not deciphered like other signals, most likely due to its nature.

Let it be strongly noted that when a Scurge Source does hijack your communications, it doesn’t do it out of pure instinct-based intelligence; it does it because it knows what it’s doing. One of the major misconception and dangers about the Scurge is their intelligence. Initially, they seem to be rather bumbling, dumb creatures, but give the creature enough to time assimilate other organisms and bits of information into their mass, you’ll soon observe a merging collective.

These creatures are capable of gaining sentient, and it was their deceptive nature that had killed hundreds of research personnel that were the first to study it on a remote planet. Though the scientists had noticed a gradual rise in intelligence, they were unable to realize its potential until it was too late. Thankfully, the creature had been dispatched by a bounty hunter whose name I will not conceive at the moment.

The Source does appear to be able to learn on its own, but its ability to do so in it’s ordinary state is greatly limited. It is the assimilation of other organisms that help accommodate for this problem; it is also what allows the other variants, and as well as the rest of the infected organisms as a whole, to adapt in profound, sometimes unforeseen – and occasionally considered ‘impossible’ – ways.

It is this frightening flexibility that makes the study of the Source and the variants as a whole a real problem for scientists. To have them together, observing what they do naturally, and having the freedom to experiment with the creatures, can surely lead to more pleasing results; but is obviously extremely. Having constraints on what experiments can be done and what specimens can remain in the facility can greatly limit the results.

The few recent experiments that are being conducted in secrecy usually choose the ladder method, at least to begin with; it is hoped that by gradually giving more freedom, the Confederation will be able to use the former approach due to there being more background knowledge. All the labs that Scurge are studied in have a specific design that makes them relatively resistant towards the virus, and many of the personal have to wear a unique lab suit.

Where the Scurge were discovered has been disclosed to only a few scientists and high ranking officials. This is done to prevent any information leak, and quite frankly, many scientists agree that the knowledge of the location should be left to the top hats of the military, as they believe with barely any information floating about, the chances of some idiot picking up these creatures for their own personal desires (And quickly regretting it) are nil.
"To look for a shipwreck is at best a crapshoot, and to launch and fund a search, it helps to be the headmaster of the village idiot school or else the kind of stubborn lunatic who tries walk through walls simply because they're in the way. I probably fall in the latter group." - Clive Cussler, The Sea Hunters II
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Name of Group/Organization:
The (Second) Commonwealth

Head Leader/Founder:
The Senate / Daniel Crais

History:
Spoiler: click to toggle


Internal Affairs and workings
Spoiler: click to toggle


Overall Technological capabilities:
Spoiler: click to toggle


Relations/Alliances:
Spoiler: click to toggle


Notable Members:
Daniel Crais (human) - Rear Admiral within the High Guard fleet and one of the Commonwealth’s founding members.
Lenav (Arithean) – The Arithean’s major representative within the senate and many of their major dealings.
Ra/Shin (android/AI avatar) – A new model and variant of Avatar intergraded with the mobile gun platform Lightbringer.
Edited by Shin-Ra, Apr 19 2009, 05:24 AM.
"You can live forever or die trying."

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Name of Race:
Ar’c

Homeworld:
Bynar

Physical Characteristics:
The Ar’c are a heavy set grey skinned reptilian humanoid race who stand at roughly 6 ft in height, a number of thick horn-like protrusions surround various areas of their skin such as the forearms, jaw-line and shoulder blades and they have proven to be incredibly adept to living in harsh environments and resilient to artificial toxins. Both an advanced muscle structure and thick armour-like skin combined means that they’re resistant to attacks and are excellent fighters in terms of strength, speed and endurance.

They are capable of asexual reproduction lay eggs in batches of up to several dozen at a time, but these eggs have to be artificially fertilized under very specific conditions, it is believed that this was a method of the creator race to prevent the Ar’c from rebelling against them or attempting to gain control of the planet.
It can take anything up to three years for an Ar’c to naturally mature into their full forms, and while this process can be artificially accelerated this normally leads to large scale mutations within the subject.

Additionally, there is the drug which has been code named ‘Killak’ which contains a number of enzymes and nutrients along with many other chemicals and substances, the drug is highly addictive and requires frequent doses to prevent withdrawal symptoms from occurring within the user (violent psychosis, pain, anxiety and eventual total insanity amongst other symptoms.) Killak does however, have major advantages for it’s use and gives the Ar’c a major advantage over enemy soldiers; the nutrients alleviate them from requiring to either eat or drink as other species do, restricts sleep to short periods of hibernation every four months and give their skin a chameleonic quality which meant camouflage was no longer required.

They are also known to have excellent hearing and sight but severely impeded senses of smell, taste and touch.

History:
The Ar’c are a species of genetically engineered soldiers originally found on Bynar, a small planetoid found hidden within a large nebula which protected it from being detected by Metroid hive fleets. A Commonwealth scouting fleet stumbled upon the planet by chance and were greeted by the Ar’c as gods due to the fact that they had devolved into a warring tribal society as the result of some great cataclysm which had killed their progenitors, worshiping the few surviving machines which allowed them to continue their race’s existence.
The machines themselves were later discovered to be the only source of a drug which sustained the species, other were also vital to the race as their eggs had to be artificially fertilized.
These machines were failing due to age, wear and lack of maintenance and the Commonwealth (after understanding what the Ar’c were) made an offer, the Ar’c could remain here and possibly be dead within one or two generations, or they could agree to serve the Commonwealth as foot soldiers and pilots, and in return the Commonwealth would reverse engineer the machines to allow the Ar’c species to expand and ensure it’s continued survival. Since then they have worked as shock troops and Templars for the Commonwealth High Guard.

Culture:
Almost all who meet the Ar’c believe that they are no more than honourless killing machines, but the truth is they are a species of varied characters with a society more diverse than any would expect. Ar'c have a high attrition rate and a very short life span; with few surviving long enough to reach fifteen and any who reach an age as high as twenty are regarded to be elder members of their race who are the few outside High Guard commanders to be viewed as Ar’c leaders. They directly shun forms of relaxation and most rituals require tests of endurance and pain to continue, this is thought to exist due to the species wide belief that a lack of suffering would over time make them weak and decadent. Obviously, such viewpoints have lead to rifts between other Commonwealth species and the Ar’c only operate within regiments consisting purely of their own race.
The Ar’s are typically extremely loyal to their overseers (due in no small part to the Ar’c previous belief for the advanced races to be their creators), and it is not unheard of for entire regiments to commit mass suicide for failing in a vital mission or preserving the life of their commander or to even willingly enter kamikaze missions simply due to the orders of those above them. There are rumored to be groups of renegades, of rebels within the Second Commonwealth but due to the highly specific conditions on which the Killak drug can be created it is likely that these are nothing more than simple rumors.
Ar’c command structure is fairly straightforward. A particular unit's leader is called a "first", the second in command is the "second", and so on down the chain of command. Units almost always answer to a commander of another species, due partially to the short lifespans of the Ar’c themselves and the general distrust most of the races hold against them due to their origins being from outside the Commonwealth.

Language:
The Ar’c language is a very basic and physical one, with facial expressions and hand gestures used to speak volumes within a conversation, guttural vocal expressions are very rarely used and usually then to simply highlight or emphasize upon various points. In something of a contradiction to their nature, there are almost no forms of communication which rely upon violence or aggressive actions to express their meaning and none which require any form of raised voice.
As with many of their species aspects, this is expected to be partially related to their creator race’s emphasis upon creating a race of natural soldiers (encoded signals) as it has been proven that the race is perfectly capable of both learning and speaking other species languages.

Technology:
Overall, the Ar’c are reliant upon the Commonwealth in general to supply them with new technology and ships as they have no scientists themselves but after receiving what they require they will quickly modify it to whatever needs they have at the time. They generally favor small fighter or corvette sized ships over large scale ones due to their mobility and overall speed, and have a preference to high mobility and firepower over endurance and defense.
They are commonly seen using (solid ammunition) assault rifle weapons, rail guns, coil guns and short swords in built with inertial enhancers.

Relations/Alliances:
Being utterly loyal to the High Guard, the Ar’c will generally follow whatever decision is made by the Commonwealth and any that the senate or generals regard as allies or enemies they shall quickly follow suit. As a rule however, they do remain generally suspicious and violent towards those from outside the Commonwealth.

Notable Members:
Unknown
"You can live forever or die trying."

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Name of Group/Organization: The North star

Founder: Lance Tutrone (Deceased)

History: When the ship Atlaea crashed on the planet Tabryius (Uncharted, but logged in the Federation database), many of the crew killed themselves in desperation, as their ship was unregistered, and in the unlikely chance of being found by the Federation, many would end up behind bars for being linked to the ships illicit activities. However Lance Tutrone, the captain of the ship, and many loyal crew members perservered. As the ships supplies ran out, they turned to the new planet for sustenance. This led them to making contact with the Dalgar.

The Dalgar were a hardy humanoid species, and tribal in nature. Upon seeing all the surviving technology the humans wielded, they bowed down, as if facing gods. The humans were more than happy to fill this role.

Many years after, the humans had united the entire Northern hemisphere in worship of the North star, and it soon would have been the whole planet, if the Federation hadn't stepped in. Claiming the North star had drastically exploited the entire species, they sent teams of soldiers in to eradicate all the false gods they could find. Although most of the North star were killed (Including the leader), many members survived. However, the majority of the Dalgar were in awe of the 'True gods' (The Federation soldiers), that descended from heaven, and ascended again. They saw the North star as exiles, banished from the heavens, and they followed the 'True god's' example of killing them, wherever they were found.

To this day, the surviving members are scattered around the planet in small groups, the largest taking residence in the ruins of the Atlaea.

Alliances: For many years the North Star held dominion of the Dalgar, however this is no longer the case thanks to Federation Intervention.

Notable Members:

+ Set Varacrombie, A.K.A The Quatermaster, A.K.A The Prophet, A.K.A The Righteous Flame.

The first mate of the Atlaea, and current leader of the largest surviving group (population: Six). Due to his hoarding of the weapons technology aboard the Atlea, he was able to defeat the strike team sent after him, and was able to take a radio from the leader, which he is currently using in hopes of getting off of Tabryius.

"Dont judge a man until you walk a mile in his shoes. After that, who cares? You're a mile away and you have his shoes." - Billy Connelly
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