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Captain Gecko

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  1. Unathi Pirates of the Spur Issue #28 - The Ahzi Fleet *** The fruit of deep investigations and knowledge of Unathi culture, Unathi Pirates of the Spur is an outlet set on discovering and explaining the nature and story behind individuals, ships, or entire fleets from such spheres. Narrated, then put to paper by some of the best Unathi orators of Tau Ceti, we provide stories and report that prove both educational and amazing to our dear readers. Unathi Pirates of the Spur does not validate nor encourage the activities it discribes in its stories. Our outlet merely provides the result of investigations. *** Bolts of Lightning illuminate the night skies of Ha'zana. With each flash, the figure of small ships and crafts descending toward Iz'iz's periphery becomes clearer. A squadron of corvette-sized crafts and shuttles, bringing planetside their own crews, as well as those from their larger ships unfit to sail through the atmosphere, where affairs can be done, rest be found, and families be seen. To the usual inhabitant of the Pirate World, these are just ordinary crafts among many others, the cycle of ships landing and leaving over and over being nothing but a natural rhythm to the locals. But to a few, those are far from being just any ships. They bear unusual liveries, strange hull modifications, and a couple seem home-made as well, sporting unusually gracious shapes... These are the ships of the Ahzi. Out of the few that recognize them, most see them as a threat, a danger... Fellow Sinta that earned the right to land and live here, somewhat of course, but a threat nevertheless... The few stories and rumors carrying their name are very often told along tales of bloody boardings leaving none alive, of merciless, honorless murders... Of Sinta killers... Of pirate killers. Such rumors hardly tell the full story, but the full story is a thing that even the Ahzi do not tend to share... For anyone interested in learning about the Ahzi will sound find out that to discover them, they first have to cut through layers upon layers of mysteries... The Ahzi are, if anything, a minor fleet. The precise composition of their fleet is unknown, though it has been told that its total tonnage cannot even compare to one-tenth of Izharshan's raiders. This small size gave the Ahzi some relative lack of exposure and fame, but it is not enough to justify how little is known about them. The Ahzi do not seek to remain unknown, though they do not seek to share their stories, or the glory they could've earned if they ever earn any. While most crewmen will boast about their adventures, and at times, make up some, the Ahzi will remain silent. Honor demands that they do not lie when asked about their ventures, but one has to ask for them in the first place, thus, stories about this fleet remain rare... And passing through the filters of often drunk fellow Sinta relaying such tales to each other, it quickly finds itself distorted to the point where one can never truly know if what is told is the truth... Some even question the very existence of the Ahzi... Though they exist. A minor fleet they may be, but they remain a fleet. Their Fang Captain, Kuhri Ahzi, affectionately called "Admiral" by his people, meets with fellow Fangs, both to discuss matters internal and external to Ha'zana, though it is said that Kuhri speaks little of politics, and instead focuses on dealing with the ire of other fleets and their Fangs, for reasons that will be explained soon enough... Besides this, with a total crew of hundreds, it is only natural that quite a few Ahzi families reside on Ha'zana too, while their husbands or fathers leave for the void; families that crewmen get to visit, just like in most other fleets. The Ahzi presence is discreet, but it is here. Thus, barring rumors and stories, the Ahzi look like yet another minor fleet, with nothing truly exceptional... That is until the matter of their doctrine and actions arises. Unathi fleets have a variety of options as far as "business" goes... Piracy for their own account, or as corsairs for the sake of proper powers, bolstering the forces of said powers in a more proper way along with a good contract, smuggling, exploration... And of all of these options, the Ahzi seem to take none. In their own words, or so it is told, the Ahzi are on a "mission", one that takes them all over the Spur, in long, costly trips... And for what purpose... Ships of extravagant colors and livery tear through the void. Before them, a foe, greater than any of their ships, but isolated, the result of weeks, perhaps months of tracking, seeking the right opportunity. By now it is already over for them. There are no lines of communication to open, no hails, but the intent of the approaching fleet is clear, and so is their nature, for their bear the Ahzi colors, a standard displaying a Sinta slain by spears under an omniscient eye. Formations are tight and precise, and their maneuvers are swift and executed with perfect synchronicity. Small crafts act as support, taking care of fast threats that could then harm the approaching shuttles or frigates modified for boarding. Said boarding crafts, then, dock. An entrance is made, and from there begins an assault of unparalleled violence. A first line of fighters in heavy armor comes. They walk slowly, shields raised in one hand, unusual "boarding spears" in the other. Slowly but steadily, the cramped corridors of spaceships find themselves blocked by a marching wall of steel and clogged by threatening pikes of metal. If such is not enough to push back the defenders, a second line follows closely behind, properly armed with pistols and rifles, firing beam or lead, protected by their fellow Ahzi in front of them, offering them the opportunity to align precise shots with relative ease. An Ahzi boarding is at first, or so the stories say, an exemplary display of discipline and competency, very often used against disorganized and little-trained enemies. It is then, a show of absolute mercilessness... For once a ship is "marked", boarded after days upon days upon days of tracking, it means that none will walk out of it alive besides the Ahzi that assaulted it. Once a ship is boarded by Ahzi, there will be no survivors, for they come to kill. Such stories, such rumors, are the source of the Ahzi's despicable reputation to the few that know of their name... And perhaps the reason why there are so few stories about them; after all, dead men tell no tale... Though there are tales, even if rare, so one might be allowed to think that this doctrine of unconditional massacre might not be so devoid of mercy. In any case, such tales do little to explain their missions, but they can offer clues, and lead to theories. Such acts offer little in the way of profit, hence why these can hardly be called acts of piracy; and their sparse nature do not indicate then a mere thirst for blood. Their assaults are targeted. Our research had us a pattern, however. Ships marked tend to have a history, and so do their captains and, or, crews... The Red Rage, a Hiskyn ship was known for taking part in particularly gruesome actions against civilian crafts, ones that even had the rest of the ruthless Hiskyn clan look at them with disdain. it was boarded and purged of its crew during the battle of Corot 1155... The Black Flight, a lone pirate ship that found itself eventually known for ravaging an independent settlement in the depths of the Badlands was found one day drifting in the dark, with nothing but corpses left within, something fitting the stories of Ahzi at work. And so on, and so on... It has become clear that the Ahzi seem to pick for targets ships and crews known for particularly dreadful acts... But why? A vendetta? Are they paid for such acts? For, after all, said targets always had quite a few enemies themselves... One will never know for sure, and in truth, to many, they remain what they are, pirates slaying pirates, the reasons behind it matter little. Despite these stories of outstanding violence, the average Ahzi tends to be described as surprisingly well-mannered, for pirates, that is; and at times, does a lot to separate himself from other pirates, at least in their behavior. Even their habit of calling Kuhri Ahzi "Admiral" instead of Fang Captain is evidence of such a desire to distance themselves from their pirate nature. Surprisingly as well, the Ahzi have managed to avoid the ire or even attention of most nations and major corporations... And the few that know of them generally pay little attention to this fleet, for they seem to fight pirates and other unpopular targets only. The fact that they seek mostly unpopular targets has also allowed the Ahzi to keep an uneasy harmony, and respectable relations with other fleets, and the rest of Ha'zana's population in the case of the crewmen's families. Another unusual part of the Ahzi might as also be the unique caste they created to allow their fleet to cope with their "mission". Obviously, their actions bring little profit their way, far from enough to maintain their fleet, no matter how small it may be. While smaller jobs done on their way to proper targets may be done, it will rarely ever pay for the entire fleet and its crew. There come the Transporters, trusted individuals, chosen by the Ahzi Fang Captain himself to act as independent agents, given their own shuttle and some funds to then venture the Spur. There, no matter the means, they seek to earn credits, find resources and goods, information, or create advantageous relationships for the sake of their fleet. For many, meeting a transporter is the only Ahzi they may see in their life- and for the better, perhaps... The Ahzi fleet. A small fleet, yes but a fearsome one. Shrouded in mysteries, and surrounded by a threatening aura... How true are these tales? Who are they truly? What is their mission? Perhaps we shall never know... But the Ahzi show to all something ever present in the realm of Unathi Piracy: mystery. There are no news outlets, no investigations, but tales and rumors shared between sailors over drinks and games. This is something strange, yet fascinating... A life surrounded by stories, tales... By legends.
  2. Yes... YES... Lizards grow in NUMBERS! My turn to ask questions, then... > What would Shiuz think of less... Traditional Unathi? I'm speaking of Dominians, Aut'akhs, Spacers/Pirates or simply Sinta that got really used and integrated in the the Biesellite/Corporate way of life. How would he treat them? > The opposite, since Shiuz is Ouerean after all, what does he think of more traditional ones, mainly Moghean Unathi who remain much closer to the Hegemony? > What does he think of Hephaestus? How does he feel about working for them?
  3. The Unathi Slugger will also shatter the hand of any non-Unathi firing it too.
  4. Just gotta ensure that it remains light, or at least an option that is off by default. You don't want the local Unathi to pass out and die the moment the holodeck is shifted to snow, or the same to happen to a Tajara when the holodeck then renders the desert. Other than that it sounds cool.
  5. Make of that what you will, but I feel like dropping this here! If it doesn't matter for this very app, then perhaps for the next one, anyways... For what it's worth on a moderator application, I can definitely say that Sputnik is part of the better roleplayers in this server, and I'm not just speaking about writing skills. I've had the chance (?) to get targeted by one of his characters turned antag. He knew to read exploitables, which isn't that common, and knew how to properly roleplay with this. As he went, he even asked me if I was okay with this or that... He basically ensured that everyone involved had fun, and we had. I do have reserves for a few of his characters and concepts, but putting that aside... For what it's worth for a moderator, Sputnik is at least a good player who happens to be very conscious and considerate of others.
  6. The Horizon landing is... A bit wild. As far as I know, it's not even made for atmospheric flight. The using the hangars as airlock also sounds like a recipee for incidents. The other propositions however? I'm all for it. For events or not it sounds like a good thing in any case. +1
  7. It was nice, character tried to organize a photoshoot during a low-pop, engine-less round to make it all more fun and interesting. May it have worked or not, I salute the idea and effort!
  8. So my brother being really into SCP once red about that thing they call field codes, and I found it very interesting... And I think Aurora could use an equivalent. Think about it, communication in EVA is hard, or perhaps you just want to leave a note for whoever might want to visit a site later on, notes, or "field codes". A "field code" category of symbols one could draw on the floor with pens and chalk would be much quicker to make then writing a message word-per-word, or bringing paper and leaving a paper note on the floor (one that can be taken away, moved, destroyed, etc.) These field codes would obviously be relevant to the Aurora setting, with codes for: Vacuum / No atmosphere Non-breathable atmosphere Breathable atmosphere Automated Defenses People Inside (Implying things like "do not vent".) Inactive Anomalous Materials Active Anomalous Materials Xenofauna Hostile Xenofauna Danger (To tie with other codes, for instance, "Radiations Danger" implying possibly lethal doses of radiations) High Danger (To tie with other codes, generally implying that you should be geared up and prepared for what lies beyond, or flee.) Radiations Psionics Help These codes would be universal, either to the SCC or to the Spur as a whole, with characters naturally able to understand them as this would've been something they could recognize easily, with a basic training to work with the SCC including getting to recognize these codes. Also, I can definitely handle the spriting part of this, this is more a suggestion to know how people feel about this, and perhaps if they also have ideas of other codes to include.
  9. I agree with Dreamix. No matter what happens we should make sure that we will always have at least one place that Miners and Xenoarchs should be able to work in, no matter how many ships there are out there.
    That was the best event I have ever played.
  10. I can't tell about the details because I suck at balancing and don't know much about medical, but this whole idea in general definitely makes sense! +1
  11. Just passing by to say that I approve of the idea!
  12. I like having oil be more slippery than water, it's a nice touch! But also, yes, screw Hivebots. Except Ives. Ives is fine.
  13. I have a question too! I have a question too! So... You mention how unique Unathi culture is, concepts of culture shock, it's GREAT! Now the question is, how would Arkoss react to this new culture he is to work with (and within)? It's less about how he would react with specific cultures of specific characters, and more about how he sees the megacorporations and a whole, how he feels working in one, and the overall multicultaral-ish biesellite atmosphere he finds himself in?
  14. Uh damn, my bad then.
  15. What the title says. Currently, playing an alien species (I only have the Unathi WL, but I assume that this works like this for other species as well) as a consular gives you adequate gear, which is nice. However, said gear only goes for one "power". In other words, as a Unathi for instance, you will be dressed as a Unathi from the Hegemony, have a Hegemony handgun, and recieve a fax from the Hegemony, this doesn't change if you play a Hegemony Unathi, a Dominian one, or even something else. These can be ignored when we play, of course, yet, that doesn't mean that we can't change it. Now that we have origins, however, we could defintiely set it up so that it adapts to these. It would take some work on our side in the lore staff, to properly list and see what each roles would get, but in any case, I feel like this is something that would definitely make Consular work even more interesting than it already is, both to the characters in such a role AND to those they roleplay with.
  16. If we can keep it balanced, then I'm all for it.
  17. What could be interesting is also having players that are not buckled to something get flung, just like when standing in a shuttle that's departing/landing without magboots on... Could contribute to sort-of balancing the idea even more! (Also it's funny)
  18. Thanks for bringing this back from death! This IS a good idea! I like roleplaying with borer players, the issue is that you generally cannot have all of the options when other players play the borers. As said above you need to be "nice" to your borer, or borers in generals, there's a certain limit to how agressive one can be for instance. This definitely deserves at least a try, see how it goes, what people think of NPC borers.
  19. Personally I'm for the return of the Wizard... Mostly. Technomancer is way too limiting as far as making gimmicks go. Nothing, as a Wizard, prevented you from actually making a Technomancer gimmick. The only thing that made Wizard interesting was that it was basically a Loner with wilder gimmicks and powers. Removing this ability to go for wilder gimmicks just killed all the interest the Wizard had in the first place, for me. Secondly, I don't agree with "magic" being not in line with the setting. Call it "magic", "paranormal events" or "anomalies", their existence is canon. That and, it's an antagonist anyways, it is not meant to be canon. We can have Borers and Revenants, so why not a man who somehow can harness some kind of power that allows him to summon Monkeys, teleport around, and put his hand on fire. Now, apparently, Wizard had some balancing issue? I'm not very good with balancing, but I'm sure that we can a Wizard and just... Balance the spells without turning it into something that forces us into a single kind of gimmick. Second issue is the wacky side, perhaps? It's less about magic and more about the old/original gimmick of the Wizard Federation? But just like with the Syndicate for some other antags, I assumed that most ignored that? I know I did. Worst case scenario, just rename it. Make a it Wizard, but call it, I don't know, "Paranormal Element", something much broader and not as wacky?
  20. GPS are essential to any extra-vehicular activities. To me it's practically sucidal to work on the outside of the Horizon, go on a mining trip, or an expedition, without a GPS. You need it to find your ship back, you need it to find your friends and rescue the wounded (and be rescued!). I was then dumbfounded to see that the last science rework removed the 4 GPS from telescience. This, however, had me thinking. Even with telescience's GPS we could still find ourselves a tad limited from time to time. So, here are my proposals: Have all departments be able to have a collection of GPS. Security should have one in each of their lockers. Science should have four, not two, and that's not including telescience that should have its own collection of GPS (that the rest of science won't have to steal as often the moment an expedition happens). Operations is covered with mining so far, so I don't see why we should add more (but there's never too much). Engineering should have one in each locker as well if it isn't already the case. Medical should have a handful of them, for the First Responders mainly. There should be an area that would allow anyone, notably civilians, to grab a GPS, perhaps in the tool storages. Have some way to get more GPS. Either by allowing the Auto or Protolathe to print more, or by letting Operations request more.
  21. About things I'd want to see? > Considering that we're heading Galactic South, I assume that we're inevitable going to encounter some Unathi Fleets. These kinds of Fleets. Probably a few sites linked to their activities, with smuggling bases and the likes, as well as ships, of course. > Being an ex-anomalist main, of course I'm a sucker for ancient temples and other archeologically interesting stuff. > Reality defying stuff, map-sized anomalies, with impossible geometries and gravity, you know what I mean.
  22. Because you are a Unathi, the game equips you automatically with Hegemony gear and sends you a Hegemony fax at the start of the round, yes, but as far as I am aware you can ignore this...? I've seen quite a few players do so, such as Dominian Unathi consulars. The ID only says "Consular (Indep)" so as far as I am aware, this is mostly a roleplay thing. Come to think of it, now that we have origins this could probably be tweaked around to make the Consular loadout/fax be more reflective of the character, but that's another issue.
  23. Ahzi was originally a merchant, but I eventually decided to put her in a position I could play more reliably. She is currently a Consular on the Horizon, which I believe is still a position (the only position on the Horizon, even) that would allow her to bring such items at work... Ahzi as a consular does not represent the Hegemony, nor Dominia, she represents the Ahzi. That does not prevent her to act like a proper consular: she will stand for her fellow Unathi, provide informations on various Unathi cultural elements and the likes (of course she will know more about Unathi Fleets than the intricacies of life as a Dominian Unathi, she doesn't know/can do everything). Back to the flag however. her presence as a consular also has another use: she can act as a guide and a helping hand with the command department as far as handling situations related to piracy go, and of course, ensures that her fleet, which is still in decent terms with the SCC (or at least not on hostile ones) remains in good terms, and vice-versa. She has every reason to show her colors to the Horizon, in character, and in function, I believe. The name of the items might also be misleading, which I guess is why you're asking this question, and a rename may be in order. Unathi Pirate Fleets are as much pirates as the Hegemony is an actual Hegemony in practice (although currently has it act more and more like an actual one, the Hegemony waas originally just the head of a Feudal Kingdom). Unathi "pirates" may be merely smugglers, explorers, privateers or buccaneers among other things, in other words, a few reasons why some powers may be accepting of their presence and even services, the Kazhkz being the best example. While the Ahzi Fleet can delve in more brutal actions, their targets are limited, and they are currently not openly seen as a hostile force by the bigger players of the Orion Spur. In truth, even Ankala herself refers to these as "Unathi Fleets" and not "Unathi Pirate Fleets", thus, the items may be renamed to "Unathi fleet flag", "Unathi fleet banner", and "Unathi fleet armband" (I will change their name on the original post if you don't mind.) The fleet, while "original" in the sense that it is not on any wiki page or article, IS publicly available. Any character can know about it if it makes sense, the only limit to the Fleet being so little known is... Well... OOC limits. Obviously I made up this fleet, people cannot read my mind. I generally just OOCly give interested people bits of the Ahzi lore to allow them to make their character aware of what the fleet is and the likes.
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