Jump to content

Search the Community

Showing results for tags 'general'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Anthro HQ
    • Site Discussion
    • Q&A: The Inn of Lost Time
    • Artist Profile Requests
  • Community
    • Miscellaneous
    • Movies and TV
    • Gaming
    • Graphics and Art
    • Writing
    • RP Hub
  • GameDev's Let's talk about dreams.
  • GameDev's members of the club
  • GameDev's Our Projects
  • Lyons of Kosma's Stay Tuned!!!

Stories

There are no results to display.

There are no results to display.

Categories

  • Visual Novels
  • Comics
  • Literature
  • Apps and Games

Calendars

  • Community Calendar
  • Convention Calendar
  • Streaming Calendar

Genres

  • Original Music
  • VGM Mixes
  • Podcast
  • Blues
  • Classical
  • Electronic
  • Folk
  • Metal
  • Jazz
  • Rock
  • Other
  • Corvy's Star Trek Corner's βeta Fleet Theme Tune Progress

Categories

  • Law Professionals
  • Health Professionals
  • Monetary Professionals
  • Custom Printing

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


My Interests


About Me


Streaming Schedule


Furaffinity


Picarto


Patreon


Ko-fi

Found 388 results

  1. Wirbus / NathanGammel

    Turnable 3

    From the album: NathanGammel

    Turnable 3
  2. Wirbus / NathanGammel

    QuickSculpt Turnable

    From the album: NathanGammel

    Turnable gif.
  3. Wirbus / NathanGammel

    QuickSculpt_01

    From the album: NathanGammel

    QuickSculpt_01
  4. BigPuppyStuart

    Codex: Magic

    CONCEPTS OF MAGIC Magic energies: Kasha/ Mana/ framdt: A caster's internal reserves of magical energy that refills over time. The rate at which it refills vary from person to person as does how much energy they hold. Through practice and training both of these can be improved as well as learning to be more efficient in its use. Some casters compare it to a muscle, it improves as you use it. A wizard that has exhausted their Kasha while not feel physically tired and can go on to fight physically. Kasha fills faster while someone sleeps but since there is no physical tiredness associated with being out of Kasha Napping to refill it is not always viable. Varkash: The magical energy of the cosmos, this is thought to be unlimited and the source from which thinking beings fill Kasha from. Powerful or skilled practitioners can tap into this directly and for a time channel as much power as their mind and body can handle. If not done carefully chnages or strange side effects can occur, the general term for these side effects are Mana-Burns, Framdt scars or Varkash bites. These side effects can range from temporary inconveniences to life long and debilitating. Sometimes it is hard to tell what is a natural anomaly and what is a mana-burn and sometimes it is rather obvious. A person with 2 different eye colors could be natural but some with blue glowing teeth is definitely mana-burned. Mana-burns can also be fatal and in some cases, usually deliberately done, catastrophically fatal. When times are truly dire powerful wizards will deliberately channel more power than their bodies can handle and blow themselves up. It is thought that Glass lake Island is the result of this, a mile wide circular crater in which the sand had been melted to pristine glass sits in the middle of the island and has filled with fresh rain water. Converting: This is a practice in which life energies or physical well being is converted to magical energies. It is not fully known how this is as it seems people learn how to do it differently. The most notible example of this was a Skitritch who learned to convert body fat into magical energy so he would gain weight then loose it rapidly after doing grand powerful things. Most others that try to convert pass out or become delirious or become very sick so it is not a popular technique. Devotion/ The Sacred Flame: This is the divine source of power that some casters can draw upon. It is not common or well understood. Methods of Magic: Intent magic: This is a type of magic performed entirely through thought and will power and the manipulation of energies through thought and focus. Someone with an affinity will perform that magic type easily through intent even if they have difficulty with other types of magic. This requires no speaking or movements though many casters will move as it help focus their intent. The moments are simple gestures and not complicated affairs such as ritual magic calls for. This type of magic is performed by focusing magical energies with the mind and shaping them to an effect. The caster has 2 ways of accessing magical energies, one is an internal pool of energies in themselves that refills after they use it and the other is to tap into the cosmic magical energy that permeates the universe. This latter option is harder to do and takes concentration. Ritual magic: Magic that is performed by a ritual such recitation of words, writing of runes or hand gestures. This is akin to a magical computer program that is activated to make a certain effect. They take less mental manipulation of magical energy and are used for to cast things more difficult than the cast is usually able to do. These were made by many ancient cultures and so one language or writing system is employed to use them but they can only be performed in the language they are set in. Ex: A Lontracant ritual can not be performed in any other language than Lontracant. The Art of creating and crafting Rituals is closely guarded and is not an easy feat. Sometime Invokes outer beings for a purpose. Some types of Ritual magic have hand signs on movements associated with them, these are called Casting signs. Types of magic: Elemental/ Energetic: These are the typical Fire, frost, lightning as well as kinetic. This is about manipulating or adding energies in a system. Firing thermal blast from your hands or creating kinetic barriers falls into this category. There is some confusion by no practitioners about this. Blasts of cold are part of this field but actually firing a bolt made of ice is not. Water and ice are not made by energetic manipulation. Bio-thaumaturgy: The type of magic that specializes in altering the physical body. Healing magic as well as magically inflicting maladies fall under this type. Like all others this type of magic is neither good or evil it depends on how it is used but is often seen as holy. Eventhough magical means for healing and treating illness exists, the demand for medical care is so great that Practitioners of Bio-thaumaturgy also learn non magic based medicine so they can still treat people when their magical reserves are depleted. Matter Manipulation: This type of magic concerns altering physical matter into other things or changing it to function better. an example of this is someone taking a handful of sand and turning it into glass or crystal without using heat. Expert Matter manipulators are highly sought after in the Artificer's guild though it is not a prerequisite. Wizards that fire projectiles made of ice are actually doing matter manipulation in addition to Energetic manipulation. A caster that seems to produce water or ice in their hands are actually condensing it out of the air or if scientifically knowledable enough makiing it from hydrogen and oxygen. Eldritch energies: these energies act strangely with the rest of the world and are considered mysterious and not as well studied as other energies in the magical domain. Often Confused for Shadow magic bu are distinct. Energy bolts that seem to corrode what they strike are the best know example of this. These energies make people except those adept in them sick and confused. For this reason most people who experiment in this field won't do it anywhere near people because of the ill effects of it. Shadow magic: Use of a mysterious magic that acts like an energy and a substance. Has many strange effects on people and can vary depending on the caster's needs. Looked on with distrust by the general public and even some wizards. Shadow magic practitioners can sometimes alter their bodies to become a semi coherent mas of darkness. Object can pass through them without harming them but they remain vulnerable to certain magical energies. Magitech: A blend of magic and technology or technology powered by magic. A Boiler the derives its heat from magic instead of coal is still considered magitech by most people. To the general public the lines between pure technology and Magitech can be a little blurred. A completely technology driven electron thrower would still sometimes be called magitech even though magic had nothing to do with it. Alchemy: Using magically altered or infused ingredients to make potions. Many consider non magical chemistry to be alchemy but wizards don't. Chemistry: the study of non magical interactions and the properties of the physical world when not manipulated by magic. Sometimes considered magic despite being absolutely not magic. Holy magic/ Sacred flame: Magic sourced from the creator of the universe and Deity of all Gai'talar's religions. Has grown more an more rare. Devotion/Attunement: Usual users of this add divine effect to their existing magical or physical effects. This isn't learned or but manifests when a religiously devout person calls out to God, Also Refered to as the sacred flame. This can happen Subtlety so no one notices or be Rather obvious. Only a few individuals can do this at will and they are usually Religiously devout. One odd thing that has been noted is that Standing in the organization of the church has no bearing on this ability. 3 notable example that demonstrate this are High Priest Bell'wed Krontyr a Hesken priest of high stature but being considered to hold odd views, Barnough the Eldritch a reclusive Valperet mage who's field of study was considered unwholesome but always took time to attend services, and SeanHan of the coasts, a Sionact fisherman who despite being religious railed against the church and many of their actions. Seanhan had no magical training whatsoever but seemed to be able to ask the assistance of God when ever the situation called for it. The Act that gained Seanhan notoriety was when he challenged a pirate captain to a one on one fight for the safety of a crew of captured fishermen and he won by splitting the pirate's sword blade with a fillet knife. Somehow despite being 7 feet from the mast, it also split and fell over disabling the ship. Despite people of all walks of life successfully invoking the Sacred Flame in times of need no one has been able to establish a pattern or refine a method for doing it consistently. Speaker Of the Sacred Flame: Sense 1: This is an extremely rare manifestation in which the creator of the universe can speak directly through someone or tell them to do things. The Speaker can even be completely taken over to perform a task. They usually don't remember this task and awaken after feeling no ill effects from whatever they were doing even if they were up all night doing intense physical labor they do not feel tired or sore the next day and think they just fell asleep. This state can last a long time. One of the most well known Speakers of the flame created an orphanage and ran it for 4 years before waking up in an unfamiliar city in a strange country and not remembering what had happened. Skills he picked up such as cooking and medicine mysteriously remained. Often called True speakers to differentiate from the title. Speaker of the Sacred flame Sense 2: A title give to priests who show holy affinity or have attained very high rank. Some churches such as the Alo and the Hesken will never bestow this as a title. Other titles are used in its stead and the term is reserved for sense 1 individuals. Spirit singers/ Soul song: A mysterious type of magic that is not as well understood as other practices. Sometimes the song doesn't come from a person, it can come from a place or object. Can manifest in actual sound ( Vibration of air molecules ) and sometimes it manifests purely inside someone's head and can not be reordered or perceived through methods of sound recording. ( Gai'talar has simple sound recording and playback technology like Phonographs ) A milder manifestation of the later form can come in vague feelings. The are Called "memories of the Melody" and it has become a common turn of phrase to express a vague emotion that is not explainable. These can be positive and negative. Spirit Singers can also influence people with song though this is not full control. Examples range from whipping soldiers up to fight to calming them down and reminding them not to get too carried away. Some Spirit singers disguise themselves as regular Bards and play at pubs to make random people feel better. They Most openly perform at funerals and can help give closure to the grieving. People who specialize in this are called 'grief singers' or 'chanters of Lament' and are the most accepted form of spirit singers. Some villages also have dedicated Spirit singers who's job it is to keep certain types of supernatural entities at bay or to move on. General concepts: Affinity ( Magic ) : A talent or predisposition toward a specific type of magic domain or specific effect. That type of magic will come more naturally to the caster. People with strong affinities might have their carers dictated by them. An example was grand Magister Definnus Huin who had a talent with fire and could cause mass devastation thus became an expert at magical warfare despite his real interest being in medicine. Affinities also can be considered burdensome or inconvenient such as a Luntrondae being born with a lightning affinity. The water dwelling specie's normal environment makes this talent extra dangerous. In situations like this the person must either never live up to their full potential or go train in an environment less dangerous to that type of power. Casting signs: Finger or hand movements used in ritual magic, these are akin to keystrokes at a computer to enter commands. People who learn these casting signs can tell what a caster is trying to do even if they have no magical talents. It Takes some magical train or practice to cast using casting signs but not as much as casting from pure intent and mental discipline. Someone can stand there and make casting signs all day and nothing will happen unless they put energy into it. Casting signs all originated from one culture but which one is up for debate. In some cultures Casting signs have made it into common use as rude hand gestures. In Southern hesken populations Repeatedly extending and curling the pinky and ring finger means "Hurry up you are wasting my time/ get to the point" which come from the casting sign "Activate" or "begin." Valperet find this extremely rude because Hesken are often considered to be extremely patient (or at least it is thought they ought to be) so being told to hurry up by one is considered shocking. When a Hesken does this to another Hesken or a skitritch it is not taken rudely it is just taken as " Hurry/ double time it, or Wrap it up." In cultures less at ease with magic using casting signs at all is considered rude and in cultures that highly revere magic it is considered rude to cheapen them into slang hand signs. Lutrondae are an example of the former and Alo an example of the latter. Alo will go so far as to smack people's hands if they think they are being too Flippant in using casting signs. Alo hold casting signs in such esteem that some hardcore elements even look at hand based nonverbal communication as a knock off or mockery. Magic writings: When writing about magic there are certain conventions that can come of as confusing. In aceint writings the symbol for "fire" would mean more than one thing such as, literal fire, energy, or destruction. An unitiated person who just knows the symbols might read a magical instruction as "set it on fire" when the real meaning is "give it energy." The Symbols and runes often have no power in themselves but just describe a concept. You can write the Runes for "shield" all over anything but this won't give it any power. The Commen practice is to write these runes on things to show what has been done to them but this common practice has lead some people to think the symbols themselves have power. Things like spell books are really just instructions on how to perform an action or effect and what the requirements are. The Writings in spell books are mostly formulas and paragraphs describing what the effect is and how to concentrate on it. Outer Beings: Creatures from extra or outer planes of reality. Range from the utterly vicious to the slightly quirky. Are recognized as a source of power by many cults. Realms: The catch all term for the different but connected worlds or planes that are accessible through magic. Shadow Realm/ the place echoes: This is a mirror of what happens in the physical world, a shadow of it, this is where most but not all ghost would reside. Is neither good nor evil in nature though many vile things reside there. Also considered the dream world but this is contested. Astral realm/ ethereaum: The realm that houses a vast array of places manifest. Can also be mirrors of the physical realm but are connected to greater vastness of things. It is theorized that this is where souls go after death unless something causes them to go elsewhere. Le Verld/ physical world/ Mundus, Miorgar : The physical world were laws of physics are consistent and life arises. Also just called Gai'talar Heritage memory: A rare magical manifestation of remembering all the history, stories or language of a culture. This culture is usually but not always that of the person who it manifests in. These are memories of how events actually occurred and not always how history records them so sometimes these individuals are seen as being very inconvenient. Artificer: Someone who specializes in imbuing magic into devices and technology. Also talented in crafting. What distinguishes them from inventors and mechanics is magical training and ability to imbue and tune magical energies. Totem animal: An ik'sophant ( Not human or above level of thought ) species that is held sacred to an individual. It is not required that the totem animal be the progenitor species of the individual. A Skit'ritch may have a wolf as a totem animal. Totem animals act as magical scouts or guides for Spirit magic practitioners. Soul trap: A magical device that holds the soul or ghost of a being. Used in trapping dangerous spirits by ghost hunters. Soul Traps can also be made of living beings. Some magic users have soul traps worked into their own flesh and use it to hold someone's soul for greater power or because they are not ready for that person to die. Most magically inclined people can see the state of the soul trapped and so determining if they are holding a person that is not ready to move on or if they are holding a soul against its will is a simple matter. The Make of a soul trap can also tip off people as to its intent. When made one way it allows a soul to stay there for as long as it wants but nothing stops the soul from leaving. When made another way it traps the soul of the person but is delicate and can be broken by and outside force. Reborn: A soul that has been born into a new body. They can usually remember their past lives or learn to remember them. Memories are no guarantee that you are a reborn and not everyone who thinks they are actually are. Sometimes people with mental illnesses think they are reborn. There are methods of checking but not everyone is comfortable with them. The most well know and Documented Reborn was an ancient Hesken wizard king who was born again 5 thousand years later into a poor Sionact household and retained his memories and powers but never tried to amass power and regain his position because he was happier with the new family. He died of old age with a large family and it is thought that his soul passed on, though some claim he is hanging around as a ghost watching over the surviving members of the family. Magical Focus: There are many tools used to focus and amplify magical energies. Allows for more efficient use of energy but not all magic users need them. Almost any object can become one if properly modified. Here are a few along with their cultural significance. Focuses are used because it make channeling magical energies easier and can focus their power more efficiently. They are not strictly needed but make things much easier. Rod: A wood or metal rod that has been augmented to serve as a magical focus. Is favored by people who expect to have to fight using magic. It is Sturdy enough to be used as a striking or blocking implement. Orb: A magical ball or Orb ( though it can be other shapes like a pyramid ) that levitates and moves with the users will. It can emit magical attacks and effects from it leaving the user to do something else with their hands. These are not as popular because of the mental effort and constant focus needed to control it. The benefits of it are the user can see through it and distance is pretty meaningless to orbs. They are usually strong enough that they are are near impossible to break. A full martial art focused around using an orb as a offensive and defensive tool in place of fists. The draw back is that some mages can send haptic feed back through the link connecting the user. Book: With special preparation a book can be made a magical focus as well as be a repository of knowledge. They have the added effect of sometimes having soul containers worked into their covers so the soul of a wizard resides inside it and acts as a keeper of knowledge. Depending on the soul these are the only implement in wizard history to be good or evil. It is not so dependent on the knowledge contained in the book and more about the alignment of the keeper. One Book that exemplifies this is a book on how to cause or cure magical plagues that can wipe out civilizations. This book considered the most dangerous and vile of tomes is inhabited by the soul of Saint Chiinick who devoted his life to curing diseases. If anyone opens the book with intent to do evil, Chiinick will make the pages appear blank or blight you with a nasty but short lasting malady. If you are granted access but start looking into parts of the book he doesn't think you need to see His ghost will start pestering you to stay on task and start screeching in your ear if you try to ignore him. He is said to be very annoying. Wand: The classical magic wand. Is light and maneuverable but is the most fragile option so it is not as popular outside strictly academic institutions. Imbued Knife: A knife that has been modified to channel and amplify magic. Is useful because it is both a tool for physical work and magical work. Hammer: Artificers often like to turn their hammers into their focuses, they will not usually do it for every hammer they use but they will pick a favorite that they always carry. These are not always obvious as not all Artificers will mark them with runes or other decorations. One common thing is that they often make the hammer cause discomfort or tingling if anyone but the owner try to use it. Many people thinkg that this is because their hammers are so full of potent magic but it is an effect put there so people will stop Borrowing them. When the Artificers guild started " Where's my fucking hammer?" was one of the most common things shouted in the grand workshop. Sword: Some mage knights imbue their swords to act as focuses so they can switch seamlessly between casting and swordplay. They are falling in popularity but are still around. Staff: The traditional and oldest form of magical focus. Is versatile in that it can be used as a weapon, a tool and as a magic focus. Cane: similar to a rod but made to act as a walking implement when not used in magic. Cane and rod fighting techniques are a little different. Ring: A ring used as a magical focus. Is not usual particularly powerful but is portable and concealable. Knuckles: Bras knuckles modified to be magical focus. these are favored for fighters who mix magic into fist based martial arts. Gauntlet/glove : A glove or armored gauntlet modified to be a magical focus. These are not as popular as they are harder to make them light. It take an expert artificer to make a simple pair of leather gloves act as a focus.
  5. WindTide

    Expression Sheet - Seumas

    From the album: Wind Tide's Collection

    Jubilations excelled in bringing a great sheep headshot profile for my Scottish Pub Landlord! All the various facial expressions are quite charming to look at in my opinion, all the more to enjoy an insight for my character's emotional states. Everything about the faces bring a bit more character than what I normally would not see, so it was great to see it come to light in any case. For everyone else, I hope you all get to enjoy this as much as I do! Seumas Mackintosh © Wind Tide Art © Jubilations Find Kihu's other works in these following websites!  Jubilations' Twitter ↔   Jubilations' Tumblr ↔  Jubilations' Patreon ↔  Jubilations' Kofi

    © Jubilations

  6. WindTide

    Wary Temptation (Tybalt)

    From the album: Wind Tide's Collection

    The shadow of an imposing figure came to light, as a scorpion came forth under the light. Terrifying as the arachnid appeared, it lived up to be awe inspiring. Looking at the massive pincers, the indomitable frame, six arms, and even a stringer for a tail... the monster as a force to be reckoned with. who could imagine going up against someone like Tybalt and live to tell the tale? Only a simpleton with no regard to their life would consider such a challenge. Then again, the scorpion seemed to exhibit body language that was more... inviting to begin with. Arms crossed casually, four arm placed near his waist, and his head turned to the side while keeping his eye carefully towards his victim. Was the scorpion intentionally trying to bring an unsuspecting partner towards him, or luring an innocent bystander towards greater peril? Whatever the case, Tybalt didn't have all day to wait... Requiem Beatz believe it or not was looking for a bit of a challenge this time. He liked the idea of a scorpion character to try and illustrate, and I have to say this is probably a "softer" look to Tybalt compared to his other renditions. It certainly is easier to imagine in an alluring light, and I like the interpretation that Requiem Beatz implemented. Thank you so much Beatz for another amazing watercolor piece Current Owner of Tybalt Matchlock © Wind Tide Previous owner of Tybalt Matchlock Brachiaraidos Art © Requiem Beatz Find Beatz's other works in these following websites!  Beatz Twitter ↔  World o' Beatz Tumblr ↔  Beatz's Picarto Channel ↔  Beatz's Telegram Channel

    © Requiem Beatz

  7. BigPuppyStuart

    Colonial Arms Manual

    This is a list of Weapons used in the Farsky Colonial Alliance setting. Stats and mechanics will come later, right now this is just type and descriptions. Images will be added later. Damage Types: Ballistic: Fires physical projectiles. Advantageous against energy absorbent or reflective armor. Explosive: Boom. Grenade, rockets and explosive tipped rounds. Energy/thermal: Advantageous against non-thermal reflective armor. Also useful for cutting through rock and metal. Some Energy weapons can double as tools. Examples include particle and Plasma weapons. Customization: Most weapons have some degree of customization Options. Most have rails to attach equipment such as lights, scanners, range finders and other devices to improve the weapon or fit a role. Most people in hazardous area exploration roles will affix a scanner or a light and a camera so they can take readings in dangerous conditions without having to stow their weapon or carry more bulky dedicated survey equipment. Weapon mounted units are not as powerful or precise but they are better than nothing. Some weapons have larger mounts that allow you to fit on a sub weapon like a underslung grenade/ Flare launcher or a grappling hook launcher. Ammo types: Caseless rounds: These are protectiles enclosed in a propellant block. There is no Brass or shell cassing left after firing these. They come in different calibers so it is possible a shop or supplier will run out of a caliber. Some Calibers are more common and will be cheaper. Rounds are usually held together in stacks by a burnable glue, magazines can be loaded quickly with these stacks but individual rounds can be broken off to fill partially depleted mags. Fuel rods/slugs: These are pellets/rods or slugs of Metallic hydrogen dust stabilized with other compunds into a predetermined shape. These shapes are made from a metallic hydrogen brick so if a main supply depot has plasma rounds at all they will any configuration desired. Smaller suppliers may only have rounds made for one weapon or another. Power packs: These are basically super batteries that can hold lots of power. These are Needed for the particle weapons that the Farsky project issue. Power packs are rechargeable so they are initially pricey but cheap in the long run as you just plug it into a high enough output power source. These come in different capacities but right now most are standardized enough to fit most weapons that use them. Chemical bottles: More like pressurized tanks of various substances, these are used in chem sprayers. They can be filled with almost anything so it is imperative they are properly labeled. Arms suppliers don't usually carry these so they have to be bought from science, agriculture or mining suppliers. Human Weapons: BZR .22 hypermag Caseless Carbine: Manufacturer: Frontier Munitions Damage type: Ballistic Affiliation: Civilian, widely Available. The .22 hypermag Caseless Carbine is a small caliber carbine that is Popular as Personal Defense Weapons for explorers and civilian spacefarers. Its compact size combined with its decent damage make it popular among planetary explorers and spacefarers. It is light and compact but can dish out damage to almost anything that poses a threat. While the round is small the weapon has a high rate of fire that makes the BZR ( Nicknamed 'the Buzzer' ) a formidable weapon. The BZR has select fire settings of single fire, 5 round burst, and full auto. This weapon is made with explorers and survival in mind as it has a built in flashlight. Another Special feature is the highly thermal resistant alloy lining the barrel, meaning that continuous fire or use of incendiary and tracer rounds do little to no damage to the barrel, making the weapon low maintenance for the volume of fire they can produce. Magazine types are 60 round box mags, 100 round box mags and 300 and 500 drum magazines. Can be modified to be belt fed. CR-3 .223 caseless assault rifle/ Carbine. ( Comes in both Carbine and full rifle ) Manufacturer: Colstead Defense systems. Damage type: Ballistic Affiliation: Military, Militia, security, and some civilian. The CR-3 is the preferred weapon of the Military, militias and civilians alike. It is a decent all around combat fire arm. This is one of the weapons used by the human confederate militias. When states engage in skirmishes both sides will be using this weapon. Has Select fire single shot, 3 round burst and full auto. Has Standard 50 round box magazines and 100 round box magazines. Drum magazines are available but they are usually after market or home made. Has lower rate of fire than the BZR but makes up for it in slightly higher damage per round. Has a rail for an optic and Additional aftermarket rails and Accessory points can be added but are not Standard. CR-5 .308 caliber caseless Battle rifle/ Carbine. ( Comes in both Carbine and full rifle ) Manufacturer: Colstead Defense systems. Damage type: Ballistic Affiliation: Military, Militia, security, and some civilian. The CR-5 is the more powerful military rifle option. It is more of a battle Rifle than an assault rifle. This is what you use if you need more punch than a CR-3. Usually more careful aim is used with this weapon, user tend to favor marksmanship when engaging human sized targets. The additional power of this rifle means that it is often issued to troops dealing with tougher enemies like hostile aliens with tough exoskeletons. This Rifle has also been adopted by colonial explorers and thus is the most common Battle Rifle used in human Colonization efforts. Has a rail for an optic and Additional aftermarket rails and Accessory points can be added but are not Standard. Longhammer singleshot caseless long-gun. Manufacturer: Frontier Munitions Damage type: Ballistic, explosive. Affiliation: Civilian, widely Available. The Longhammer is a single shot caseless firearm. It is simple of design and very durable. Needs little to no maintenance and is sturdy enough to bludgeon someone with it and have it function perfectly. Sometimes called a " Space Musket" for it resemblance to the muzzle loaders used in earth's past it is an invaluable tool for explorers and anyone who wants to make something very tough very dead from a long way off. Usually mounted with a long range optic this is a what you would get if you mixed a sniper rifle and a grenade launcher as it is capable of firing explosive shells. This weapon has gained a near religious reverence among the insectile race know chiffin. A small scout ship crash landed on the chiffin home-world. The only survivor of that crash used a Longhammer to defend Chiffin hives from a predatory species akin to a 18 foot long walking wasp after the scout realized the Chiffin were an intelligent species. She was stranded on the chiffin homeworld for 8 months and had 1 round out of a box of 100 left when she was rescued. She was dubbed " the Gaurdian from afar" by the Chiffin and opened the way to friendly relations with the Chiffin. Has only an optic mount and a Bayonet lug. Particle Emmitting Explorers Pistol/ Modular Exploration particle Thrower. Manufacturer: Frontier Munitions Damage type: energy Affiliation: Farsky Project colonization efforts. Often just called " the Colonial Explorer pistol" because no one finds calling it the PEEP or MEPT very cool. This is a multi role modular weapon system that is supposed to be able to fill any role needed. It fires a stream of Particles at near light speed. It is humanity's first attempt at particle weaponry and it is a worthy effort. While not being the most powerful know particle weapon it is versatile. It come with attachment points for a vast array of add-ons. Under the Barrel a stunner unit can be attached for non lethal combat as the weapon itself has no stun setting. Also under the Barrel can be fitted a light or a scanner. It has a mount for various optics and with a steady hand and an attachable butt stock it can be used for sniping just as well as it can be used for close and mid range combat. It has multiple power settings 1-5 and this determines how long the power cell will last as the higher the setting the more charge it consumes. Aside from power settings it has a setting for either pulse or continuous beams. Pulses are more powerful, expelling the charges immediately while beam does so over a longer period of time but is useful for when you are cutting through something or heating an object. This weapon was made possible through multi-specie cooperation. While not huge this is not a very concealable weapon as it is meant to be openly carried in the field, also it is not a loud weapon but it is in no way stealthy as it fires a particle beam that emits visible light. Personal Energy Weapon/ PEW-2 Manufacturer: Frontier Munitions Damage type: Energy Affiliation: Farsky Project colonization efforts. The same joker that Named the PEEP had his hand in the PEW-2. The PEW-2 is often called a "Laser Luger" because it resembles the fire arm that debuted on earth in 1898. This is a far less versatile weapon than the Explorer pistol, it is smaller and more concealable but has fewer attachment options, has only 3 power settings and can't be made to emit a continuous beam. This is a simple weapon for making things dead while not breaching the hull of your ship with a bullet. It is still a bad idea to fire one of these inside a ship though. Manufacturer: Frontier Munitions, Designed by Hecubites Damage type: Energy/ Thermal Affiliation: Farsky Project colonization efforts. The unimaginatively named Plasma shotgun is a powerful but Dangerous weapon that is being supplied to the farsky Project. Special training is needed to use this weapon safely and effectively. The Plasma shotgun turn shotgun shell like fuel rods into burst of super heated gas. Can be set to fire in an adjustable cone or into cohesive bolts or balls that dissipate over distance and are still effected by gravity. This weapon is only meant for close to medium range and becomes useless passed certain distances. One Glaring disadvantage of this powerful weapon is over heating when fired too rapidly. The weapon will stop firing when over heat is reached and begin cool down procedures instead of exploding like older plasma weapons made by humans. Rapid cooling units can be installed that have 3 one time use canisters of coolant gas to prevent shutdown from heavy use but it takes an equipment mount slot. Putting 2 off the cooling units on is common for those that use these as a Squad assault weapon, relying on other people to have scanners or range finders. HotShot PPW Personal plasma weapon Manufacturer: Frontier Munitions, Designed by Humans but needs Hecubite manufactured parts. Damage type: Energy/ Thermal Affiliation: Farsky Project colonization efforts. The " Plasma 6 gun" is a personal plasma weapon that resembles a magnum revolver and even has a 3 position switch that resembles a hammer. The 3 positions are "safe" "fire" and "special fire". Special Fire is a secondary fire mode that is determined by a chip that fits into a slot in the weapon's Handle. Currently there is only one module slot. the Avalible modules are "powershot" Which fires a more powerful single shot but consume 3 slugs, "Burst shot" which fires 3 slugs in quick succession and "Splash shot" Which also uses 3 slugs to fire a larger ball of looser plasma that splashes out on impact creating an area of effect cloud of heated gas. The weapon has a cylinder with 6 chambers, and each cartridge hold 3 slugs. On normal fire 1 slug is fired giving you 18 shots. The secondary fire modules use ammo more quickly so to prevent running dry in the heat of the moment each time Special fire is used the switch returns to the second position which is single fire. Given the more controlled nature of this weapon, there are fewer restrictions on who can obtain these. Any Colonist who can afford one or convince someone that they should be issued one can get them after taking a training course. No Aftermarket modifications exist for these at the present so any extra features will have to be designed and made by an engineer. There is always a risk that modifying one of these can cause it to blow up so many people leave them as is until customization skills improve. BT-3 "Heater" Personal Pocket Plasma Pistol Manufacturer: Frontier Munitions Damage type: Energy/ Thermal Affiliation: Civilian, military, Widely available This is the most Ubiquitous if least powerful plasma weapon and is the result of Human efforts to make their own Plasma weapon without Hecubite help. While not very powerful it is concealable and reliable. Most Lifeforms on Hecuba are weakest to thermal damage so these are popular among humans living on Hecuba. They are also slightly less lethal when it comes to fighting human as hits cauterize wounds meaning that death by blood loss is not a factor. Not powerful enough on their own to be an explorer's main weapon these make suitable back weapons. Have 40 round magazines so what they lack in power they make up in capacity. Still can be lethal to unarmored targets and can start fires so caution should be used when deploying them. Or not, cause who doesn't love seeing their enemy's clothing burst into flames. Farstriker Caseless Sniper rifle. Manufacturer: Colstead Defense systems. Damage type: Ballistic Affiliation: Military, Militia, security, and some civilian. This is a long range precision Rifle. It uses the same .308 caseless rounds as the CR-5. It is a good weapon but lacks the sheer power and reputation of the Frontier Arms Longhammer. It is the go to weapon when you want to end someone from far away but don't need them blown to pieces. Has Better follow up shot rate as it is magazine fed and has less kick then the Longhammer. DP-1 Caseless Sidearm Manufacturer: Colstead Defense systems. Damage type: Ballistic Affiliation: Military, Militia, security, and some civilian and Farsky project. This is the Standard Sidearm for most Security and military personal. It also has wide popularity on the civilian market. It has an integral laser sight and flashlight. It is an all around reliable pistol so it has made it into the Farsky Program as the standard issue ballistic pistol. They are lightweight and very durable while remaining easy to manufacture so they can be produced on site on distant worlds after small Factories are activated. Standard 25 Round magazine. MC-8 "Mule" and "Defender" Magnum Pistol Manufacturer: Frontier Munitions Damage type: Ballistic, explosive. Affiliation: Civilian, widely Available. Farsky Program This is the harder hitting option for side arms. It got is name when one of the designers said it "Kicks like a mule." Most consumers don't know what a mule is but the Name was immortalized when the phrase was used in the marketing campaign for it. It comes with only a 10 round capacity but the power in the round makes up for the lack of capacity. Because of the recoil of this weapon it is near useless when fired rapidly due to muzzle climb so precision is more this weapon's domain. Since the slugs of the rounds are larger more specialized rounds exist for these such as Cryo, incendiary, Shredder and low explosive rounds are available. This weapon has a sub type called the "Defender" and is most popular on Hecuba. The Differences between a "Mule" and a "Defender" are minor and one can easily be made into the other. The Defender has a longer more sturdy heat resistant barrel and is often loaded with Incendiary rounds. Since life forms on Hecuba are more vulnerable to fire than to ballistic damage, these are used to protect cities from the Nastier lifeforms that live on Hecuba's surface. Most People who have lived on Hecuba's surface will be familiar with the Defender. Chem sprayer pistol. Manufacturer: BioSystems-tech or Alien manufacture Damage type: Chemical Affiliation: Civilian, Sciences and miners. Farsky Program This really isn't a weapon but people use it as one. This is a pistol shaped chemical sprayer that uses pressurized gas to spray mixtures of chemicals onto large surfaces. It was Developed for Agricultural use but quickly found its way into the hands of Miners and wild life researchers. Each profession used it for different things. Miners filled it with solvents to melt through rock and quickly sort through ore for the more corrosive resistant elements they were after, biologists filled it with irritants and used it to repel predators without killing them or with DSMO and a tranquiler to incapacitate subjects. It was also not longer before some yahoo filled it with fuel and taped an igniter to it and made a flamethrower. While technically tools these are easily turned into weapons so a colonial farmer can, with the switch of a tank, go from spraying liquid fertilizer to spraying acid. All chemical vials are clearly marked with their contents so no one accidentally sprays the table they are trying to disinfect with tertiary-butyllithium. Chem Sprayer "Rilfe" Manufacturer: Alien manufacture or Home made. Damage type: Chemical Affiliation: Civilian, Sciences and miners. Farsky Program A larger version of the Chem sprayer. Has greater range and capacity. Colonial Stunner Manufacturer: CMC Colonial Manufacturing Corperation. Damage type: Electric non-lethal Affiliation: Civilian, Security. Farsky Program This is an Electron throwing stun pistol. Automatically gauges the sized of the target and discharges an appropriate bolt to incapacitate. The Colonial Stunner is more boxy than Planet side police issue stunners but it has the benefit of being effective on a greater variety of intelligent species without killing them. Since Intelegent species range in sized from as small as a Parrot to bigger than a grizzly bear this range is needed. Semi-auto 20mm grenade launcher Manufacturer: Colstead Defense systems. Damage type: Ballistic, explosive Affiliation: Military, Militia, security, and some civilian and Farsky project. A high powered heavy weapon that is only used by trained Assault Troops against armored targets. Some have been given to the Colony fleet just in case. Heubite weapons: The Hecubites are an ancient and power civilization and as such they have weapon that primitive cultures consider god like. They are also so dangerous that most races choose not to mess with them despite their obvious power. Even the Hecubites realize they are overly destructive and make poor weapons of close defense. When Hecubites assume human form and use their own weapons the general consensus is "These things are obnoxious as hell." Electron thrower pistol AKA "Thunder pistol" Manufacturer: Alien manufacture Damage type: Energy electric Affiliation: Hecubite This is a hand held Electron weapon like a stunner but far more powerful. They shoot bolts of lightning and thus are the least stealthy weapon in existence. The bright flash and loud noise mean that most humans don't use these Without protection. Hecubites use them without fear any damage to their hearing and eye sight will heal in seconds. Electron thrower Rifle Manufacturer: Alien manufacture Damage type: Energy electric Affiliation: Hecubite This is a hand held Electron weapon like a stunner but far more powerful. They shoot bolts of lightning and thus are the least stealthy weapon in existence. The bright flash and loud noise mean that most humans don't use these Without protection. Hecubites use them without fear any damage to their hearing and eye sight will heal in seconds. These are even louder than the Pistol versions. These can blow out the eardrums of most races so they not a welcome sight. Positron thrower Manufacturer: Alien manufacture Damage type: Anti-matter Affiliation: Hecubite Nothing says god like healing abilities and " Fuck the consequences" quiet like a gun that shoots anti-electrons. They cause massive explosions and hard radiation on impact. They are so Devastating that most races consider these weapons of mass destruction and environmental hazards. They are consider absolutely illegal anywhere but on Hecuba. With the rise of a resident human population on Hecuba most of hand held units of these have been shelved. Ship mounted versions are another matter as Positron weapons are one of the most popular ship mounted weapons in the Hecubite fleet. Such destructive power has allowed them to maintain utter space supremacy even after their long hibernation and lack of technological progression. Most beings thank what ever deities they worship that Hecubites aren't of the conquering mindset. Fusion plasma streamer Manufacturer: Alien manufacture Damage type: Thermal plasma Affiliation: Hecubite This is the pinnacle of plasma technology. With Variable stream width and continuous fire, this is the manic lovechild of a laser and a flamethrower. Capable of melting through and burning almost anything this was the go to weapon for when Hecubites wanted to kill each other or other regenerative creatures on their home world. Also can be set to fire like a machine-gun that fires plasma bombs as bullets. One or 2 of these are available to most colonial expeditions in case they run into something that is too tough for Human made plasma weapons to handle. Gravity Grenade: Manufacturer: Alien manufacture Damage type: None Non-lethal or Kinetic ( Variable output) Affiliation: Hecubite These are reusable units that create gravitic disruptions in a small area. Depending on the setting this can be nullifying gravity and just causing people to float around the area of effect or a repulsive force that can fling people up into the air. One of the most common but bizarre uses for this is on planet miners strapping these to their backs and setting a proximity sensor and accelerameter so it triggers when they fall. This effectively turns a weapon into a life saving device that lets them shed momentum before hitting the ground. Rofid weapons The kangaroo like Rofid are only slightly more technologically advanced but their weapons are on par with Human weapons. Their Manufacturing philosophy is also different so they have a smaller variation in arms mafucature as there is only on company that makes their weapons. Any variation in the arms themselves come from owner modification. Modifications also play the part of determining the Role of the weapon, a Rofid rifle would be modified into an Assault rifle or Sniper rifle depending on the need of the user but they don't make dedicated rifles for either function. Magnetic propelled Flechette pistol Manufacturer: Rofid Defense manufacture Damage type: Kinetic, Bleeding DOT Affiliation: Rofid, Farsky project. This is both considered a rather weak weapon in power and a potential war crime. This weapon fires a small Flechette that pierces most ballistic mesh type armor and deforms and bends in the body of the target making complicated injuries that bleed profusely. This bending can resault in the projectile deviating and perpetrating organs far away from the entry site. These injuries are painful and hard to treat and debilitating. The are utterly useless against hard armor like ballistic plates. Has select fire modes, Single fire and 3 round burst. Magnetic Accelerated Nail Gun AKA ( MANG ) Manufacturer: Rofid Defense manufacture Damage type: Kinetic, Affiliation: Rofid, Farsky project. This is the most popular Rofid weapon by far. It is a large Magnetic Accelerator pistol that fires a projectile closer to a hardened nail than a Flechette. It doesn't bend in the body and usually makes clean small wounds. This fact makes it popular among Civilians who often just want to stop an attacker but not leave them crippled or bleeding to death in agony. Its speed and ability to occasionally punch through hard armor make it popular in the military. With the addition of a stock and larger magazine this side arm can easily be turned into a Carbine. Bug Bite Manufacturer: Rofid Defense manufacture Damage type: None Affiliation: Rofid, Farsky project. This is a long range precision rifle that fires micro pellets and is good for delivering poisons, tranquilizers, or micro trackers into animals. It is weak enough as to be considered non lethal and merely annoying. Scientists and conservationists from almost all species love this weapon as they can tag and track animals from far off and do no harm to the animal. MAR Magnetic Accelerated Rifle Manufacturer: Rofid Defense manufacture Damage type: Kinetic, Affiliation: Rofid Millitary, Farsky project. This Rifle is the Hard hitter of magnetic accelerator weapons. It fires a Tungsten hardened metal spike at high speeds. Usually considered overkill for most needs this is a military exclusive weapon. It can be modified to fit various needs but is usually turned into a powerful Long range sniper rifle. Particle Spread gun Manufacturer: Rofid Defense manufacture Damage type: Energy. Affiliation: Rofid Farsky project. This is basically a wide range Particle shotgun. The burst difueses so it has little in the way of range but will flash fry anything in close range. These are mostly used by explorers cause normally Rofid don't think burning anything in front of you to a grease stain is necessary but some of the hostile life forms encountered by explorers warrant it. It is also used in burning holes in rock faces or through walls so using it as a means to quickly GTFO are viable. MASER rifle Manufacturer: Rofid Defense manufacture Damage type: Energy. Affiliation: Rofid Farsky project. This weapon has variable settings and can go from an irritating area of Denial weapon to boiling all the water in a target cooking them from the inside. Despite its power it is useless against any energy dampening or reflective armor.
  8. From the album: Raw 3D Renders

    This will be the "Ten Forward" of Star Trek: Beta Fleet, a bar and restaurant located upside down just under the saucer.
  9. From the album: Raw 3D Renders

    This will be the "Ten Forward" of Star Trek: Beta Fleet, a bar and restaurant located upside down just under the saucer.
  10. From the album: Raw 3D Renders

    This will be the "Ten Forward" of Star Trek: Beta Fleet, a bar and restaurant located upside down just under the saucer.
  11. WindTide

    Blue Bird (Guisarme and Vaughn)

    From the album: Wind Tide's Collection

    Vowing never to return once I have taken flight, I will aim for those white spotless clouds. I know very well that once I shake free from the clouds and break through them... I'll be able to find that deep blue sky. Oh... that deep blue sky, Oh that blue cerulean sky. Kokuhane opened up the other day and I knew I wanted to get another commission from him! Only this time, I wanted to get something special involving the artist's own character. Guisarme had caught my eye for a long time and wanted to get a piece with the beetle, which was definitely my request this time around. As for the song, I felt that the piece reflected the imagery of the piece so much, that I just had to include it as part of the piece's flavor text. I just hope that everyone can enjoy this piece as much as I did! Vaughn Woods © Wind Tide Guisarme and Art © Kokuhane Blue Bird © Ikimono-Gakari Find Kokuhane's other works in these following websites!  Kokuhane's Twitter ↔  Kokuhane's Tumblr ↔  Kokuhane's Kofi  Kokuhane's Picarto Channel ↔  Kokuhane's Deviant Art ↔  Kokuhane's Instagram

    © Kokuhane

  12. Alex Wright

    Behold, Fire

    From the album: Alex Wright's Album

    @tohfu

    © Alex Wright

  13. BigPuppyStuart

    Ship types

    Player Ship types Human: Modular industrial Ship System (MISS) Class 1-5 class 6 is in development. Manufacturer: New Hope Drive yards Type: Multi role configurable/modular Affiliation: Civilian, widely Available. Plug and play is the design philosophy behind these craft. Instead of being a single vessel this i set of modules that all fit together so you can customize a vessel for to fit its needs. This also means that in a matter of minutes a ship's command section can be fitted onto a new set of modules and the ship can change roles or be reequipped without the crew waiting around. Each one of the ships comes with a command module which houses the bridge and crew quarters and a Drive section which houses engineering and the engines. The command module does have engines so it can act as a life boat to get to civilization if they loose their engines. The Classes of these ships indicate their size with Class 1 being smallest and class 5 the largest. The Nature of these means that companies can quickly disconnect a cargo section from the command section then immediately replace those cargo sections and set the crew off on a new assignment in minutes, making it a bit of a nightmare for pilots as they don't get a chance to rest or stretch their legs before being set out again. Luckily there are entertainment files in the computer at all times so crews don't go stir crazy. Crews make the command modules home since they will be in them for the long-haul. This aspect makes it a boon for people who use it as explorer craft as they have a relatively comfortable space to inhabit on long surveys while remaining a nuisance to cargo haulers as they are often given no chance to get a change of scenery. The Command module has moderate weaponry, a chin mounted hard point for main gun and mounts for turrets on the dorsal and ventral sides. Larger classes of this will be more well armed but each are considered moderate for their size. In emergencies these can be fitted with weapon modules that turn them into reasonably effective gunships. Available modules are: Cargo module: Pretty much just just series of four Cargo bays that all connect in the central hallway. Drop cargo modules: These are much the same as above but are designed to be ejected over a planet and the cargo containers will enter atmosphere on their own and land. This is a quick way to deliver supplies to needy people on the ground. They can fit less cargo than the dedicated cargo modules but it is more efficient to drop these, go get more then drop another set than it is to land, unload then take off again. Dorm modules: Extended living space modules suitable for passengers or giving long haul crew more living space. Weapon modules: These are self contained weapons platforms that generate their own power/ammo and have their own targeting suites. You essentially plug one these onto a command module and you turn an unassuming cargo hauler into a gunship. Full Science modules: these are made up of a lab, a stellar cartography room, a computer room to speed up processing and a long-range scanner room. Each of these rooms can be put on as a submodule individually but are issued together. Manufacturing modules: These modules are filled with automated manufacturing stations and 3D printers that can turn Refined materials into goods. Refining module: This module turns raw materials like ore mined from asteroids into refined or and building materials. Blank modules: These are unfinished modules that have all that is needed to build a customized module. Almost anything can be made from these as long as you have the skill. Empty connector: This is a blank connecting hallway with 4 empty sub module slots. Basically this lets you take sub modules off other modules and made a customized set. Launch bay module: These are Modules with doors to launch smaller craft. Mini Shuttle Manufacturer: many Affilliation: any This is a small 1 to 2 person craft that can be used to get around and explore or conduct repairs. Larger classes of MISS vessels such as class 3-5 come with these while class 1and 2 need launch bay modules. This is like the Smart-car of space. Full shuttle Manufacturer: many Affilliation: any This is a more useful small craft in that it can fit up to 8 people and a pilot, its seats fold down for small cargo runs. Most have a single weapon slot. StarOrca medium-light Freighter Manufacturer: Red Abyss heavy industries Affilliation: Civilian Mildly modular but not to the extend of the MISS system vessels these are non the less versatile in their own right. What makes them so versatile is that they remain effective in space, atmosphere and underwater. The have 4 variable vector engines that leave them exceptionally maneuverable in space, moderately maneuverable in atmosphere and passable underwater. These were Manufactured to work in the Oceans of Hecuba and act as a way to bring cargo from space to the ocean bottom settlements humanity had established off the coasts. This design worked well enough to make it the go to vessel for those who want to be ready to work in any environment. It is well armed making it a match for pirate vessels and hostile Alien vessels alike. It is sturdy and powerful while still being useful for non combat assignments. This versatility and durability means it is perfect for operating away from established civilization and maintenance yards making it perfect for colonial activity. Non-player ships/ NPC ships. Human Colony cruiser: Hecubite FTL barge AKA "Shroom ship"
  14. BigPuppyStuart

    Race List

    This will be expanded when mechanics are implemented Playable species: Humans Homeworld: Earth or Confederate Human States Humans were rescued from earth and brought to this part of Space by the Hecubites. Those that didn't go into stasis while a new homeworld was sought went on to form colonies and outposts in the Hecuba system that later came to be known as "The Human Confederate states." There are numerous states many of which have very different cultures and political structures. They are Ethnically diverse and this can cause tension in some parts of the Human Confederacy but racism is highly frown upon in the Colonial Initiative. Lethenyol collective AKA "Cyberjacks" Homeworld: None The Collective is the outgrowth of an ancient Nano robotic culture mixing in with biological lifeforms. The Collective members range from a being that has minor nanite augmentation to fully cyberized digital beings. Since they are derived from Alien technology the programing language of the Collective is not compatible with other races technology so they can't interface directly with most races systems unless those systems are adapted for it. Fully Synthetic bodies are produced when a digital being wants to interact with the physical world. The collective is useful in that they can collect information passively and transmit it out in radio waves to let other collective members or anyone with a radio receiver can access it. A member of another species can become a Cyberjack but the process is usually slow to allow a person to become used to the change. Non-playable Races Hecubites Homeworld: Hecuba The Hecubites are an ancient race who are masters of biological manipulation. There are legends that they are the progenitor of all life. The Hecubites contest this, admitting that they have seeded life on many planets and that some of the intelligent races came from their efforts they maintain that not all life is their doing. They can mimic almost any life form from samples of DNA or just through mimicking of features. They are a rather disturbing species to be around for most other species as they will grow new limbs tentacles ore eyes for tasks and this nasty to witness as the sound of cracking and growing bone and flesh is can get rather loud when they do it. There was an old movie from earth called "The Thing" in which an alien life comes to earth and assimlates people, that many humans liken the hecubites to. All hecubites are able to link their minds buy physically connecting their nervous systems creating and internet of thoughts. The general consensus from ever species is "They are kinda nice but really gross" Hecubites can reproduce with other species creating hybrids.
  15. BigPuppyStuart

    Explorers Equipment

    Information of non-weapon equipment. Stat effects and mechanics will be applied later. A noted about money. the Generic term Credits is the universal currency used among the systems. Many of the Human states have their own currencies of different values. Most explorer equipment is listed in credits instead of the local currency because it is simpler to let people convert for themselves then keep up with ever changing currency values. Combat Information Display ( CID ) AKA Tacticle Eye Display. Manufacturer: Frontier Munitions Cost: 50 credits for mark 1 and 125 credits for mark 2. This is a lens that fits onto a helmet mount or worn on a head mount that covers one eye. Has as part of the unit a small scanner that can pick out targets and terrain. This acts as a heads up display. They also sync with scanners and electronic visual amplifiers. Since they are made for combat they don't sync as easily with scientific equipment and display less information. When jammed it won't blind a person completely as it is over only one eye. Universal Information Display. Manufacturer: BioSystems-tech Cost: 70 Credits for normal model 90 credits for Harsh environment model. This looks like a pair of safety goggles or glasses that covers both eyes. It displays information gathered from electronic devices such as scanners, range finders, satellite feeds or visual amplifiers. They are programed to display the full set of data and unlike CID units will display scientific data accurately. They also can link with weapons to increase targeting information but does not do this as well as a CID unit. Pocket communication and Computer device. Manufacturer: Multiple cost: Average 20 credits but many are free if they are manufactured nearby. Though these are made by various different companies they all run operating systems that are compatible with each other. These are basically smart phones and can be interfaced both wirelessly and through cables to almost any Device. Because of this feature they are considered useful for explores as you can get remote readings from sensors as well as call your colleges. There are various slang terms for these such as "talkies" "tattlers" "P2CDs" "Handys" and among humans awakened from stasis "Cell phones". Personal Data Display AKA arm units Manufacturer: Multiple Cost: Average 50 credits Some people choose these over Pocket communicators. They are flexible display arm mounted devices that act as a personal computer. Because of a winder display surface more information can be displayed. They are favored by engineers who are monitoring systems. Despite being a flexible display the screen is very durable and people can get through rough situations like being thrown against walls or falling on them without worrying about damage. They have slightly less processing power than a pocket Device so sometimes people will have one of each and link them. Drone Scout kit Manufacturer: Farsky Manufacturing firm this is a crate of small drones that can be modified and fitted for various jobs. They can be controlled from any pocket device or arm unit. They have certain presets like Scout ahead, patrol, perimeter and search grid. They have a decent battery life and when they are low on power and can't return they will set down where they can be recovered. High Visibility Vest Manufacturer: Multiple Cost:3 credits This is a vest of brightly colored reflective material. It make you highly visible in both visible light and infrared. it is hard to become lost in one of these but it is also hard to hard if you need to. Popular among miners and engineers.
  16. Shinkei-Shinto

    Shoot The Frog

    From the album: Personal Art

    This is technically a commission but fight me.
  17. Shinkei-Shinto

    Gay it Away

    From the album: Personal Art

    It was a doodle. I got carried away.
  18. Shinkei-Shinto

    Fear the Badge!!

    From the album: Personal Art

    I needed a badge for anthrocon and y'all should all fear the boop.
  19. Shinkei-Shinto

    Rosie Strawberry CLIP Reference 2018

    From the album: Personal Art

    Kaylie's girlfriend who I upd8'd for a friend!!!
  20. Shinkei-Shinto

    Kaylie CLIP Reference 2018

    From the album: Personal Art

    Oh lord this 8+ year old gay dog character is on the internet now
  21. Shinkei-Shinto

    Pear Ish

    From the album: Personal Art

    A quick reference for Pear Ish, my sparklefuckdog!
  22. Wirbus / NathanGammel

    Speedscuplting of Supadupadog character.

    From the album: NathanGammel

    This is a character of Grate Supadupadog. He is really hairy but it is stylish and awesome. It was made in 40min but speed up to 4min. Just base sculpting, no fancy tools, and tricks.

    © Character belongs to Supadupadog .

  23. Farsky will have social aspect to the roleplaying as well as combat. Some interactions will be shaped by the character's culture and background. Many Species will be fundamentally confused by aspects of culture and biology when it comes to other species. A good example of this would be concerning gender. A human just woken from stasis may find themselves completely confused when it comes to Alien genders or lack there of. When first meeting a hecubite the first thing a human will do is scream. After the screaming has stopped they may be confused to find out that Hecubites are mono-sexual and are still trying to grasp the concept of gender. In hecubite mates there is no husband and wife as there is no male and female. there is incubator and gene donor but either or both of the partners are capable of it. This can lead to confusing phrases such as " This is my father and my brother's mother" when one Hecubite is referring to one of their parents. Another example would be one of the amphibious Barmoughhch, who are so sexually dimorphic as to have males and female not even appear to be the same species, and who has read a little about humans and knows that the female's gestate the child inside them may see a fat male human and think " This is a pregnant female" and treat them as such. Barmoughhch may also be confuse females for males as Humans look close enough to the Barmoughhch to be sexually indistinguishable since both human males and female have 1 head 2 legs, 2 arms and vocal chords. The brightly colored kangaroo like Rofid are hard to tell apart sexually for most species as well since their voices are androgynous and they don't have any obvious secondary sex characteristics. They are aware that they look the same to most species so are alright if you can't tell. The Rofid are one of the easiest species to get along with so they generally will not be a source of conflict unless you want to throw a real curveball. A farsky GM should be aware of how their NPCs may interact with characters, though this social aspect can be played down or disregarded if they wish for simplicity. Leaders and crewman on farsky ships are trained to be tolerant and get along with everyone if they can but some colonists might not be. conflicts between Confederate states might might make for an interesting encounter while an earth survivor can ask as many questions as they want since they are new to this world. Even within species certain features can play off each other. Ethnic tensions can be an obstacle to overcome should a GM so wish it. Most modern people will not care much about ethnicity in other humans but there is always a chance that an awakened earth survivor is a racist or a sexist. ( these traits should be presented as obstacles to overcome and not glorified )
  24. WindTide

    Expression Sheet - Lawrence

    From the album: Wind Tide's Collection

    Jubilations had opened up as usual for Patreons to grab a slot, and naturally I was only too happy to get a spot. Lawrence was the next character in line to get an expression sheet update, and needless to say I was impressed with the end results. Most of these expressions were taken from the Ace Attorney series, since it was very important to me that Lawrence has a range of expressions to show off. I have to say my favorite expression is the upper right corner. seeing poor Lawrence deal with a uncomfortable situation. But all to say I am glad to have another piece from Jubilations! Lawrence Aaron Williams © Wind Tide Art © Jubilations Find Kihu's other works in these following websites!  Jubilations' Twitter ↔   Jubilations' Tumblr ↔  Jubilations' Patreon ↔  Jubilations' Kofi

    © Jubilations

  25. BigPuppyStuart

    Codex: Fauna

    Gai'talar is home to many animals that are recognizable to earth inhabitants but there are some that are different enough that they need to listed. Note that names for many of these creatures are mostly in english because all the races of Gai'talar have different names for them. Worldly: Creatures found on Gai'talar Magus sharks: A type of large shark that has somehow become imbued with magical energies. They are different enough in appearance from normal sharks to be recognizable. Seem to be able to use rudimentary magic. Magus Sharks along with more mundane Varieties are considered pests by Lutrondae. Ascendant Magus sharks: Like the more common magus sharks these are imbued with magical energies but are also gifted with greater intelligence. They have been seen working together to perform tasks and seem to have sophisticated communication. Ascendant Magus sharks have markings that are capable of emitting light as well as bending it. These Sharks are able to render themselves nearly invisible. Not much is know about Ascendant Magus sharks but it is noted that they seem to be non hostile toward seagoing vessels and have never attacked sailors in the water. Like normal magus sharks the Ascendant magus sharks use magic but are rather adept at it. It was once observed that a pair of Ascendants used a floating sphere of water to peer above the surface of the sea and observed the tropical port town of Mad Rat's Landing. Harper whales : This is a carnivorous cetacean that resembles an orca but is dark blue and grey instead of black and white. Harper whales are very intelligent in that they seem to be able to tell land dwelling species apart and may even be able to recognize individuals. They have a well established pattern of not bothering hesken but displaying extreme hostility toward Ulvaltar the hesken's close relative species. This has led to a practice among Ulvaltar to avoid beaches during certain times of year. There are a myriad of hypothesizes about why this is but no evidence to back any of them. They get their name because ancient Ulvaltar or Hesken used to use the jaw bones of washed up dead Harper whales to make harps. SeaBears: the catch all term for a group of predatory pinniped of large size. Their behaviour depends on which species of Seabear it is. There are 3 species. Domesticated SeaBears: Coastal Hesken have long taken to herding and breeding Seabears and have done so long enough for them to become domesticated. They use them as farm animals when they farm the coastal waters for kelp and use that as herding animals when fishing. it is not sure how large land based animals like the Hesken started domesticating large marine mammals but it happened all the same. Domesticated Seabears are only Dangerous if threatened or aggravated and are generally considered safe. The Alo still dislike Domesticated Seabears generally though despite the Alo and Hesken having a long standing close alliance. Wild Seabears: Are curious and playful and are no more aggressive than sea-lions. Wild Sea bears are still a threat to Lutrondae children. These exhibit the behavior of normal wild animals. They appear to be the species from which hesken domesticated their sea bears from. Malicious SeaBears: Larger, spotted, far more aggressive and territorial than other seaBear species they seem to enjoy cruelty and will swarm on land to attack villages and communities by the sea. They are particularity fond of attacking skitritch and Alo communities for some reason. They show some level of intelligence in that they attempt to cut off escape by guarding boats of villages they attack. They also seem to recognize different species. They seem mortally afraid of Hesken and Ulvaltar and will flee at relatively small forces of these species even when they attack larger numbers of other peoples. The theory is that Hesken and Ulvaltar are recognized as predators as the 2 species have been hunting seabears for hundreds of thousands of years. Hesken on the other hand love finding Malicious seabears as they enjoy hunting them ,provide challenging combat, a good source of meat, pelts and bones for art or tools. It has also been noted by a renowned SeaBear hunter turned naturalist that he and his wife both derived some extra glee from fighting seabears beyond what they can get from them. His wife put it this way "It is like i am fulfilling some old vendetta but I have no idea what the original grievance was." While he in his notes put it like this, " Seabears seem to enjoy terrorizing our Alo neighbors and i rather like the Alo so that seems as good excuse as any to kick the crap out of something. Though there is more to it than that, i just like fighting seaBears." Otherwordly: Creature that come from other realms. Shadowland creatures: Creatures that come from a particular realm called the Shadowlands. Not All Creatures from here are evil but it is home to so many unpleasant things it is not fondly regarded. Shadow Vipers: indistinct masses of darkness that are vaguely snake like and have a deadly bite. Appear to be matte black and completely non reflective. Evaporate into nothing when killed and don't seem to have a flesh body. Some mages are completely immune to their venom and can somehow eat them despite the serpents having no real flesh on them. Eating these creatures gives the mage some form of sustenance but it is not known exactly how. Anyone who tries to eat them that are not the particular type of wizard immune to their venom gets sick or dies and the creature just evaporates. These creatures are considered extremely dangerous but their bites are treatable and they can be easily killed. They shy away from intense normal light and retreat from most magical light. Divine light produced by a priest or religiously devout wizard causes them to burn. They can be killed using shadow based magic but it is not as easy to do unless you know what your are doing.
×

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.