Here's to hoping that new title doesn't sound too much like something from your favorite Nature channel.  =p<br/><br/>Now, what Kasen has been waiting for patiently...<br/><br/><strong>THE GAME WORLD</strong><br/><br/>For centuries, Mankind had struggled with its place in the galaxy.  It's a vast place to be sure, with vast treasure troves of resources and new technologies, as well as the presence of alien species' they are forced to share and battle for these resources with.  Over time, however, it was shown that the humans, coupled with their endless greed and surprising cunning, would have what it takes to be the dominant force of the galaxy.  They expanded rapidly, making tentative alliances with the willing and subjugating the unwilling, and soon controlled most of the known galaxy.  And therein lies the problem, as large empires have the tendancy to turn in on itself...<br/><br/>Once it seemed like the galaxy would be at peace under the hand of the Earth Sphere Federation for untold centuries, a new force emerged from humanity itself to challenge the foundations of human rule.  They at first called themselves the Mythics of Kelstaad, named for the particular star system they emerged from, but over time, as their sphere of influence increased, they became simply known as the Mythics.  It is said that they had merely existed as a cult of a modest following until their leader, known only as Kyumen, had discovered the secrets of tapping the Ether, granting him and his followers strange mystical powers, and ascending to become the first Kith.  Kith'Kyumen supervised the construction of machines capable of using mass quantities of Ether as a destructive force and brought this force to bear on the galaxy, 'liberating' many worlds before the Earth Sphere Federation knew what was happening.  Once learned, however, the Earth Sphere mustered its forces and brought the Mythics to a standstill.  At this setback, the Mythics returned to the worlds they had captured and set up a strong defensive perimeter in that region of space, preventing the Federation from reclaiming them.   The citizens of the Federation took to calling these planets the Lost Worlds, as no one who had been on those worlds when they were 'liberated' were heard from again, and none who attempted to reach them returned.<br/><br/>Years would pass with these two forces staring at each other from across their borders, daring the other to make a move.  Meanwhile, the Federation would outlaw any research on the force known as Ether.  Those caught researching it, human and alien alike, were imprisoned.  Those caught with the ability to actually use Ether were either exiled or executed (with one exception - see Races/Powers).  Despite this, there are those in the Federation who use the element in secret, and along some minor spacelanes, especially those close to the ESF/Mythic border, Pirates known to use this power, albeit nowhere near as efficiently as the Mythics themselves, prey on unwitting merchant and civilian ships.<br/><br/>In this climate, our story begins.<br/><br/><strong>RACES AND POWERS</strong><br/>(GM's note:  These are by no means the be-all end-all of known races and powers, merely some of the ones with a larger presence.  Do not feel restrained to this list)<br/><br/>Earth Sphere Federation (a.k.a. the ESF, the Federation)- These humans control 75% of known space through either colonizing, conquest or alliance.  The humans and aliens who dwell within it are known to have a decent amount of freedoms, but the ESF can also be notoriously heavy-handed when it comes to certain things, namely taxes, trade rules, citizenship of non-humans, and the use of Ether.  Whether the ESF's rule is just depends on who you ask.  As it stands, a great deal of Federation citizens have almost a fanatical patriotism for their rule, and the Federation itself does everything it can to encourage this.<br/><br/>Mythics - Since Kith'Kyumen's uprising, the Mythics haven't been seen much outside their own borders.  They are said to look much like humans, but depending on how much a particular subject uses Ether, their hair and eyes may assume unnatural colors, their hair adapting an almost plastic-like luster.  They seem as secretive as the cult they spawned from, and are feared by many within the ESF as something beyond human.<br/><br/>Pirates - Humans who dabble in Ether and use it for malicious purposes.  One does not have to use Ether to be a Pirate, but it is often a defining factor.<br/><br/>Drakkar - A race of humanoids who are said to descend from dragons.  They vary widely in pigmentation and body structure, the mildest of them merely looking like a human with pointed ears and horns, while the most mutated of them are just a step down from dragons themselves.  The males are typically aggressive, proud and tempermental, the females kind and noble.  They are one of the oldest allies of the ESF, though some among them say the noble ideals of the ESF have decayed over the years from how they've known them.  Ironically, they tend to frown most on the ESF's underlying racism.<br/><br/>Tabaxi - A race of humanoids who have subtle felinoid characteristics, with dark hair and ears that are covered in a thin layer of fur, and somewhat more pronounced fangs.  They have no official homeworld, just some communities on lesser worlds and are seen dotting the populace on other, typically busier worlds.  They are typically regarded as thieves and troublemakers, and their rights within the ESF are that of third-class citizens.  In the ESF's defense, they live up to their reputation more often than not.  Many of them roll their R's when they speak.<br/><br/>Burvixese - This is a humanoid race with grey skin, bald heads (though they are known to have facial hair) and slightly-larger-than-human ears.  Known for their mental prowess, they are officially allies of the ESF but are subsequentally barred from any position of political power in ESF society.  This is easily attributed to the natural paranoia of being in the presence of one who can read minds, though the Burvixese have not shown any malicious use of their powers as a whole.  Many view them with distrust, and there are suspicions that their mental powers come from the use of Ether, but this does not seem to bother them, as they are content with going about their own business without much concern of their popular image.  While they have great mental ability, their physical bodies tend to be on the frail side.  (Generally discouraged to be chosen by a player, but it is possible)<br/><br/>Ethreals - A race of astoundingly beautiful people with pale skin, shiny white hair and long pointed ears.  By far a mysterious lot, there are many theories about their origins.  Some say they came from a different dimension.  Some say they are Mythics who gave up their humanity by fully embracing the Ether.  Some say they are the results of secret Federation genetic engineering projects to strike deep in their enemy's territory that went awry.  In any case, they are the only race in the Federation who are tolerated when it comes to using Ether... mainly because they don't have a choice, as the Ethreals are known to have the ability to step between dimensional barriers to appear anywhere in the galaxy, seemingly on a whim.  They use Ether as casually as breathing, they have no known homeworld or territory, and it is unknown exactly which side they are on.  Rather than fight them, the ESF chooses to merely tolerate their existence, as they have yet to do anything blatantly hostile.  However, some have been known to aid humans in breaking Anti-Ether laws and work with the pirates, the prominent of which have sizable bounties on their heads.  (This race is not available to players)<br/><br/>The Styx - A single vessel whose existence and mission is a well-kept secret by many.  Simply put, under the guise of an independently owned merchant company, they will take ANYONE from Point A to Point B, no questions asked.  The only member of the crew who typically interacts with the outside world is the somewhat impetuous captain, so what comprises the crew is in some question.  There's a general consensus among former clients of the ship that according to voices overheard on the ship, a good deal if not all of them are female.<br/><br/><br/><strong>SYSTEM</strong><br/><br/>The system is simple.  You get 16 points max.  You can go lower than 16 if you wish.  Racial traits are added on by me when all is said and done.  A score can go between 1-10.  Of the typical scores, 5 is considered one of the best for the species, 4 is above average, 3 is considered average, 2 is considered deficient and 1 is considered worthless.  I don't recommend taking 1 in anything.<br/><br/>The categories are:<br/>FIRE - Active physical strength.  This governs your running, jumping, swimming, climbing, lifting and general offensive abilities in a fight.<br/><br/>EARTH - Passive physical strength.  This governs endurance, stamina, resistance to poisons and disease, and general ability to 'take it' in a fight.<br/><br/>AIR - Active mental strength.  This represents your knowledge and intelligence, your ability to decode patterns such as those in language, your ability to cook, to hunt, to fix things, etc.<br/><br/>WATER - Passive mental strength.  This represents your general ability to notice things out of the ordinary, to pick up on people's moods, to sense mystical forces at work, to find that hole in the ground everyone else misses, etc.  This stat can also measure one's Ether potential.<br/><br/><strong>WHAT I'M LOOKING FOR IN CHARACTERS</strong><br/><br/>Name:<br/>Sex:<br/>Race/Faction:<br/>Age:<br/>Occupation:<br/>Scores:<br/>-Fire:<br/>-Earth:<br/>-Wind:<br/>-Water:<br/>Description:<br/>Personality*:<br/>Sexual orientation*:<br/>Background:<br/><br/>Expectations and/or Concerns*:<br/><br/>(*) Optional<br/><br/>WHAT YOU SHOULD BE ASKING FOR BACKGROUND<br/>- Where did you come from?<br/>- Why did you use the Styx for transport?<br/>- What do you think about the current state of the galaxy?<br/>- Other neat stuff like this