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Post by Insano-Man on Sept 17, 2018 13:54:52 GMT -5
BREAKING INErfbound is a universe with a lot of stuff. It can be hard to tell what stuff is the right stuff when it comes to finding a niche. This guide is meant to give a quick shakedown on possible character templates, styles, and suggested themes for different archetypes. It covers the basic of the basic on up to suggestions on how to spice up your character. Remember that this is a guide, not a set of rules! Being unique is what Erfbound is all about! If you want to diverge from this guide in any way, go for it! If you need to dive deeper into any of these concepts to get a better idea of how they work, be sure to click links wherever you can find them. If the link doesn't give you the detail you want, or you want to find something that doesn't have one, be sure to pop by the universe directory for more details. If you've gone through everything and can't find the information you're looking for, feel free to ask for help! Whether it's in these forums or our Discord server, there should always be someone who's willing to answer questions. Quick Links- What are you?- Who are you?- Where are you?- Now, what's the plan?- Basic Examples
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Post by Insano-Man on Sept 17, 2018 14:11:44 GMT -5
What are you?The first question and one of the most fundamental for any character. Species plays a big role in Erfbound; xenophobia is everywhere and intelligent races can be radically different. It affects what you can eat, where you can sleep, and who's probably going to be shooting at you. Think carefully on this one! It will have major impacts on your character's life and interactions! HUMANSPrevalence: Everywhere - Immense cultural variety.
- Diverse, varied, versatile.
- Negligible xenophobia involvement.
Front and center is the same kind of monster that's behind the keyboard right now. Humans are flexible, plentiful, and don't have to worry about people hating them on principle - most of the time. REDWORLDERSPrevalence: Common - Humanoid aliens; nearly identical to mankind.
- Diverse, varied, versatile. Can do just about everything humans can.
When you want to go foreign, but culture just isn't enough. When you want an alien, but not an alien. At the end of the day, redworlders are just humans with funny fingers and different colors - the classic sci-fi "aliens". They can do everything mankind can do, no better or worse. UNIONITESPrevalence: Uncommon - Cyborgs verging on robots; reliant on cybernetics for most bodily needs.
- Physically inflexible, but highly modular.
- High level of computer involvement.
If you're really not sure if you want an alien or an AI. Unionites are as sci-fi as it gets; more machine than meat, more processors than neurons. Just a few steps removed from brains in jars. They're hungry for data and eager for new hardware. Beyond that, they're not a whole lot different socially. A bit more bookish, but they can fit in with just about any crowd that's comfortable with a flying, talking toaster oven. SORASSANPrevalence: Common - Many-legged humanoids with a "false" head and no arms.
- Physically versatile, but technologically challenged.
- Prominent difficulties with interspecies communication.
When you want an alien and you're not afraid to get your hands dirty. The sorassan are some of the freakiest of the bunch, but they're still decent folks on the inside. They're plenty adaptable, as well, which means they can fit into most situations. The big problem with the sorassan is that their brains fry most electronics when they get too close. This means they've either got to go cyborg or stick to the lower end of the technological spectrum. PALEWORLDERSPrevalence: Uncommon - Vicious humanoid simulacrums that are usually feral.
- Physically versatile, but socially challenged.
- Flexible diet.
- Extreme xenophobia involvement; widely hated.
If you want the kind of alien that's usually on the other end of action movies. Most paleworlders are feral and hungry. The intelligent ones are usually jerks and loners. A socialized paleworlder can fit in with just about any situation that doesn't involve them talking to someone. It's a double-whammy for them, too; paleworlders are hated by just about everyone and they're usually in no rush to fix it. On the upside, they're strong, agile, and they can eat just about anything - or anyone. BOGLANDERSPrevalence: Scarce - Centipede jelly frogs.
- Short, fragile, weak, but surprisingly springy.
- Intense language barriers with most other species.
The real aliens of Erfbound. Neither very strong, nor very easy to talk to. Strange culture and a stranger look. Unusually hard to kill. If you're okay with talking through computers and notepads, and you're cool with being the gimp of the group, boglanders are the way to go. They're mostly limited to space, but they can eat the same food as humans. WAXWORLDERSPrevalence: Rare - Corpse-puppet parasites that take over other species' brains.
- Can infect humans, redworlders, sorassan, and boglanders.
- Clumsy and bad with technology, but socially competent.
- Usually stuck with the species they first infected.
The mind termites. The brain slugs. Some kind of fungal paste that wraps around a brain and leeches sentience off it. Really not that evil when you get to talking to one. Waxworlders are something like a modifier for most of the major species; you never know someone's a waxworlder until the blood test comes back. They're rare, but they're an easy way to add intrigue and conflict to an otherwise normal character. ZASCHIA ( ! )Prevalence: Nowhere- Massive, many-limbed quasi-humanoids.
- Intensely strong and durable, but slow and clumsy.
- Light language barriers and limited social initiative.
- (!) Technically extinct!
Huge. Powerful. Kind of skittish and lonesome. The Zaschia are absolutely strange when it comes to body profile, but they're a decent enough sort to get along with. There's just their core nature you've got to get around; Zaschia don't like to be around other people, and especially not other Zaschia. Go for these aliens when you're really after being the biggest guy in the room - as long as you're okay with being the only guy in the room. ( ! ) The Zaschia were effectively wiped out in the Splinter Wars, about five centuries in the past. Their numbers are tiny. Only 3,800 Zaschia are known to still exist. Take care when making a Zaschian character. They're meant to be very, very rare.PSEUDOCRUSTACEANSPrevalence: Everywhere - Giant lobsters and crabs.
- Long list of potential body types, but very limited flexibility with most.
- Flexible diet.
- Dumb as a sack of hammers.
- Absolutely despised by anyone and everyone.
The stars of the show. The headliners of the setting. The crabs - awful, stupid, swarming crabs. Everyone hates them. They can hardly use any kind of technology or speak any languages. They'll eat whatever you put in front of them. Most aren't much smarter than a rabid dog. Still, if you're cool with people treating you like a landfill, here's where it's at. Just don't get your hopes up. WHITEWORLDERSPrevalence: Common - Insectoid humanoid clones.
- Incredibly tough and physically flexible, but not very intelligent.
- Usually not considered people.
You wanted bugs in space? We've got bugs in space. Whiteworlders are something like biological labor drones; they're bred for brawn and used for utility. Not many of them are sentient enough to act as people. It's a possibility, somewhere in that bug brain, but it's remote. Even still, they're nearly impossible to kill - they can even live out in hard vacuums just fine. If you want the extreme take on "dumb brute", whiteworlders are what you're after. ARTIFICIAL INTELLIGENCE ( ! )Prevalence: Rare AIs exist in Erfbound. They're not exactly everywhere, but they get around. Most of them are up in orbit, down in Cloneston, or tending advanced facilities planetside. Unionites like to do them up as hobby projects. The sky's the limit here. Go nuts! ( ! ) Fully custom! Use your imagination!PARANORMAL INTELLIGENCE ( ! )Prevalence: Rare Where AIs are artificial, paranormal intelligences are natural - meaning they may as well be ghosts. PIs are energy beings, dissociated nervous systems, honest-to-goodness ghosts, and more. Most people don't even know they exist, but they most assuredly do. How they work and what they do - that's all up to you. Have fun with it! ( ! ) Fully custom! Use your imagination!CUSTOM RACE ( ! )Prevalence: Rare Erfbound's a big place with a lot of room. Space is empty and the wilderness is wide. Never hesitate to throw in your own spin on aliens, mutants, or anything like that if you think you've got something. Remember not to make any duplicates! ( ! ) Invent something! Add to the roster! Be somebody!
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Post by Insano-Man on Sept 17, 2018 14:12:17 GMT -5
Who are you?Background can be as important from species. Where you started out or who you're running with now can be as important as how many fingers you've got. Fly the wrong flag at the wrong time and it'll be full of holes before you can pull it down. The following is a list of major factions, types of people, and what kind of stories to expect from them. COMMON FOLKSetting Bias: Fantasy, Post-Apocalyptic Themes: Adventure, Mystery, Survival Hates: Bandits It's in the name. The average, unaffiliated nobody on Erf is the most common kind of person on the planet. They live everywhere, do a bit of everything, and are just about anyone. The ordinary people on Erf are split broadly into three major categories, which are... - Townies. The most normal of the bunch. People who cluster in permanent settlements and live in one place most of their lives. The kind of people who let adventure come to them instead of running off into crab-infested mineshafts looking for it. Townies are hard to incorporate into other plots, but they've got potential for exile tales and one-shot, slice-of-life stories.
- Nomads. Townies on the road. People living out of wagons, trucks, and anything they can reliably stuff a home into. What sets nomads apart from drifters and wanderers is size; a proper nomad is part of a rolling village, packed up with a bunch of other folks roaming together. Nomads are big on survival themes and the occasional spot of horror or adventure.
- Wanderers. Your run-of-the-mill adventurers. The people running around, with no fixed home, trying to make due by finding jobs at towns or treasure out in the wilds. Some of them work alone, others might be part of little bands of buddies stirring up trouble. If anyone's the star of the show on Set, it's these guys; there's not much they can't do.
SPACERSSetting Bias: Hard Science-Fiction, Post-Apocalyptic Themes: Horror, Mystery, Drama Hates: Bandits The common folk, but in space. Orbit over Set isn't what you'd call crowded, but there are definitely people up there. It's kind of terrible, really. Cabin fever, fuel shortages, and a pointed reliance on scavenging. Just like their dirtside relatives, spacers are split up across... - Station folk. The people who live on stationary orbital platforms, just like townies. The difference is that there's not much to explore and not many visitors. Life's not exciting for these people. They're also not as common as townies. Station folk usually emphasize poverty in their stories and sometimes fall on the side of sci-fi horror.
- Fleet folk. Nomads, but in space ships. The most common of spacers, drifting around just about everywhere. They spend a lot of time waiting for their slow, dingy junk-ships to get from one station or salvage opportunity to the next. Spacecraft are big enough that a single ship can constitute a community, but the real fleet folk are bound up in city fleets or scrapper flotillas. Themes for fleet folk are usually mystery, horror, and community drama out in space, but they've got a lot of flexibility.
- Drifters. Whether they're running a tramp freighter or just hitch-hiking between stations, there are plenty of loners and renegades up in orbit. Just like wanderers on the ground, they're either alone or part of a small group, usually doing odd jobs or derelict spelunking to stay alive. When it comes to themes and plots, drifters are something like parasites; on most occasions, they're hooked into another kind of spacer's story. Adventure's hard to come by when the outdoors aren't pressurized.
BANDITSSetting Bias: Post-Apocalyptic Themes: Horror, Drama, Survival Hates: Common Folk, Spacers, Loonies, Space Loonies Lawlessness wouldn't be lawlessness without someone getting mugged by a bunch of goons in leather. Bandits aren't much different than you'd expect in Erfbound. They're the lowlife scum who prey on others to stay alive. Like the common folk, orbit or otherwise, bandits are spread across... - Bandits. Y'know, real bandits. The kind that are reasonable enough to start with extortion before escalating to murder. Regular bandits are muggers, robbers, and heisters, where violence is usually their last choice. Just like other commoners, they can be townies with a mean streak, nomad marauders, lone muggers, or professional burglars. Bandits focus more on the humanity of outlaws, rather than just painting them as guilt-free fodder.
- Raiders. The sociopaths of the bunch. The murderers who come in, kill everyone they see, and grab what they can before running back home. If they're not already nuts, they're toeing a fine line bordering it. Past that, they're about the same as regular bandits; crime families with a fixed base, mutant motorcycle gangs, or just lone lunatics stabbing people out in the outlands. Raiders emphasize the darker side of survival - and what it might do to the mind in the process.
- Pirates. Bandits, but with boats. Pirates are something like spacer fleet folk. They wander around in sea or space ships, either in a single ship or many, and go about their business by boarding and burglarizing. One of the big distinctions from other kinds of bandits is that pirates usually can't work alone. Single-man ships aren't big enough for a decent haul. Being reliant on headcounts, pirates are more driven by community stories than by lone heroes or villains.
MERCENARIESSetting Bias: Dystopian, Post-Apocalyptic Themes: Military, Adventure, Drama Hates: NobodyHitmen, bounty hunters, private military contractors - blood money is what it all means. Some are decent, honest folk putting good skills to fitting use. Some are just bandits with a work order. Mercenaries focus on the violent or martial aspects of Set's wonder and intrigue. They've got two major categories, which are... - Companies. Private armies. Anything from a couple dozen thugs with crossbows up to top-level contractors with fleets of tanks and gunships. Size is the distinguishing factor and does a lot to change things. Companies mean more politics and logistics to think on, with less focus on the individual character. Military themes are common here.
- Freelancers. Lone gunmen and tight-knit crews. Wanderers and drifters with a finer focus in life. Freelancers are versatile, mobile, and focus more on the gun-for-hire aspect of being a mercenary instead of the military part. When it comes to stories, they're just as flexible as their non-merc counterparts. With lone characters, it might be impossible to spot the difference.
LOONIES ( ! )Setting Bias: Science-Fiction Themes: Military, Adventure, Horror Hates: Aliens, Space Loonies, Cult of Meat The co-stars of the setting; cavemen with railguns. Loonies are xenophobic survivalists with a loose military hierarchy. They live in bunkers in tight, isolated communities, with a good deal of technology, industry, and education. They hate outsiders, sharing, and aliens, all thanks to the Big Split about five centuries ago. Of note is that the Loonies know the most about Earth customs and cultures. If you want some guilt-free familiarity, these are your guys. ( ! ) Non-humans not welcome.SPACE LOONIESSetting Bias: Science-Fiction, Space Opera Themes: Military, Adventure, Mystery Hates: Loonies, Cult of Meat The Loonies, but in space. They're bound up together in fleets prowling orbit just like regular spacers. The main difference is the Looney take on life. They've got an immense level of technological sophistication and industry like nobody's business. They're also not all that fond about sharing it, either. The big distinction between the Loonies and Space Loonies is in xenophobia - or lack thereof. Space Loonies are perfectly comfortable with aliens - as long as they're Space Loonies themselves. If the looser side of sci-fi is what pulls you in, these are the folks you're after. CULTISTSSetting Bias: Fantasy Themes: Horror, Adventure, Dogma Hates: Bandits, Loonies, Space Loonies There is a cult, and it most definitely involves meat. The Cult of Meat is one of Erfbound's most popular factions - even if it's just for shock-and-gawk factor. They're the planet's biggest, fastest-growing religion, with a side of technophobia and body horror. Some of them are viscous mutants slinging psalms and rhetoric. Some of them are decent people who just needed something to eat. If you're looking for pseudoreligious gibberish, the Cult is where you start. CUSTOM FACTION ( ! )Hates: SomebodyWant your own spin on it all? Go for it! Just remember not to get too big. Erf does terrible, terrible things to big, centralized factions. ( ! ) Fully custom! Use your imagination!
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Post by Insano-Man on Sept 17, 2018 14:12:48 GMT -5
Where are you?Whether it's past or present, location can have a serious impact on a character's outlook on life. Growing up somewhere will shape a character for life. Winding up somewhere else might scar them for life - or turn them into some kind of freaky meat monster. Even if you have to zoink your character somewhere else to participate in something, this is something crucial to who they are when they get there! SHATTER BAYStyle: Tutorial Village Difficulty: Trivial Climate: Forests, Jungles, Grasslands, Beaches An idyllic, sparsely-inhabited locale. Easy living. The classic start of any adventure. One of Erfbound's favorites. NAZA'S PRONGStyle: Caravan Life Difficulty: Easy (Redworlders), Hard (Others)Climate: Deserts, Beaches, Scrublands Sandy shores and patchy plantlife. Planetside redworlders are most concentrated here, in beachfront or riverside communities. A safe place to grow up or get lost in - as long as you're a grey. UNITY STATIONStyle: Absolute Order Difficulty: Trivial Climate: Space Station Home of the unionites. Densely packed, tightly arranged, strictly ordered - a buzzing hive of monotony, safety, and data. An experience made poignant just by how dull it all is. Safe, boring, and a major commerce hub. The easy start for any spacer. THE KNOBBLED CUTTERSStyle: Survival Difficulty: Medium Climate: Forests, Mountains Sharp mountains and dead volcanos, covered from foot to summit in trees. Mutants, washed-up mercenaries, and techno-cults like to pop up here. Not terribly safe, but not terribly dangerous. LEBEDROVEZ HARBORStyle: Hard Science-Fiction Difficulty: Trivial (Wealthy), Medium (Poor)Climate: Space Station, Derelict Where your wealth defines everything. Live on the rich side, everything's nice, easy, and safe. Live on the poor side, you're getting smack-talked by janitors in powered armor - or just smacked. One side gets you opportunity, the other gets you street savvy. MENDIT WALLStyle: Survival-Horror Difficulty: Medium Climate: Jungles, Beaches Nothing but trees as far as the feet can find. Wherever there aren't trees, there's something hungry. A rough place to live, but tough living breeds tough people. CLONESTONStyle: Dystopia Difficulty: Elevated Climate: Urban, Ruins, Wastelands The big city. Pedro's playground. The place where you'll get tazed by sixty different riot cops over a soda can. What it's got is industry, technology, and economy - things other places planetside don't have. High risk, high reward. THE GREAT FILTERStyle: Subterranean Difficulty: Hard Climate: Underground Things get weird down there. Things get deadly down there. It's everything on the surface, amped up to a factor of ten, without the sun, the sky, or any oxygen to breathe. How you're going to get up is a question you're going to have to figure out on your own. THE CHOPPING BLOCKSStyle: Desperation Difficulty: Insane (Mercenaries), Hard (Others)Climate: Urban, Ruins Where mercenaries go to die. Giant piles of trash, rubble, and dangerous technology, watched over by some of the only planetside Space Loonies. A nexus of hard fighting with townsfolk and merchants looking on as an audience. All or nothing if you're a merc, hard knocks if you're anyone else. SOUTHERN VEINLANDSStyle: Meat Difficulty: Medium (Cultists), Insane (Others)Climate: Meatscapes The beating heart of the Cult of Meat. Where the monsters roam free, the blood flows eternally, and everything smells kind of nasty. Meat covers the land, screaming and squelching everywhere. Terrible for everyone and everything - except for the Cult. Most of the time. ZORAH'S EYEStyle: Improbability Difficulty: Hard Climate: Deserts, Terrorscapes, Space There are things man was never meant to see. There are places man was never meant to go. The Eye has seen them, been there - it knows. Dive deep inside and you'll find those things - those impossible worlds. Just remember to come up for air; dive too deep into the Eye, and you'll be one of those things. THE WELL OF JAPESStyle: Absolute Chaos Difficulty: Extreme Climate: Everything - at once. Your eyes are made of teeth. Your feet are made of sheep. Your hair's on fire and you still don't know where that smell is coming from. The prankster terrorscape, dead-set on driving you bonkers. A whole lot of pain for absolutely no reward. This place is evil. THE BIG TOEStyle: Meat War Difficulty: Extreme Climate: Mountains, Arctics, Forests Hear the thunder of the guns of the mountain. Where the toughest Loonies are fighting the biggest war against the baddest of the Cult. Where Space Loonies are ready to shake hands with the cavemen and stick it to the meat. Where everything is pretty terrible for everyone involved - especially the townies. Go out in glory or come out a hero. THE UNDERWORLDStyle: Ultra-Violence Difficulty: Hurt Me Plenty Climate: Hell I'M COOKIN' WITH GAS! I'VE GOT A HANDFUL OF VERTEBRAE AND A HEADFUL OF MAD! YEAH! THAT'S YOUR SPINAL CORD, BABY! DIG IT!EVISPINStyle: Melting Difficulty: WHYClimate: Blights PAIN PAIN PAIN PAIN EVERYTHING IS PAIN HELP PLEASE MAKE IT STOP
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Post by Insano-Man on Sept 17, 2018 14:13:06 GMT -5
Now, what's your plan?These are all the basic things to pick from to get a character together. Be sure to study up on the species, background, and locale you want - or ask someone in-the-know if you can't find an article. Get an idea for how short or long you want to go. Think on how disposable or vital this character is going to be. Once you feel like you've got a solid idea of what you want, start writing it up! Here's a list of helpful questions to mull over when piecing your character together. - What do you want this character to do?
Is this character meant to fit a role? Are they a purpose-made antagonist or an out-of-the-box hero? Are they a commentary piece, for reality or for the setting itself? Are they meant to be you, or a tool for you to interact with the world? Or are they just a concept you thought was really cool at the time? Act on what you want this character to be. Shape them to it! Think hard on how they'd turn out that way. - How disposable is this character going to be?
Is this character going to be your go-to for any situation? Do you want them to stick around through multiple stories? Put your back into it! Make them deep and interesting. Go on for as long as you've got the inspiration. Want them cheap, easy, and ready to die at the drop of a hat? Don't fuss over it too much! Throwaway characters don't need to be deep. - How flexible do you want this character to be?
Big factions mean more flexibility with locations, but less with relationships and backgrounds. Hometowns with stronger education and industry mean better access to useful gear and know-how. Species hits things heavily; veer further away from humanity and things can get claustrophobic. At the top end of the spectrum is a human Space Looney from a big fleet. At the bottom end is a tribal sorassan out in the Wretchwoods. Think this one over hard! - How serious do you want to get with this character?
Erfbound is ready to deal with a wide variety of subject matter. Most of the setting is a doofy mesh of crazy physics and hungry crabs, but that doesn't mean you have to go Looney Tunes all the way. Think on how much nonsense you want to sprinkle in, and how it'll affect your character and writing. Just remember Erfbound's guiding maxim; nobody said it had to make sense. - Are you going to have fun with this character?
Whether you enjoy yourself writing them or whether you enjoy yourself playing them out, Erfbound was meant for fun. Don't write a character just because you feel obliged to. Don't try to fill a role you won't enjoy. If that means going full-on with a self-insert, go right ahead! What matters at the end of the day is that you enjoy your character and feel compelled to develop them. What other people have to say comes in distant second place.
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Post by Insano-Man on Sept 17, 2018 14:13:39 GMT -5
Basic ExamplesThe following is a list of bite-size example characters, taken from stock archetypes. If you're running short on ideas, try taking one and mutating it to serve your purposes! Try mixing and matching these templates with species, locations, or even eachother! Go nuts with it! Be sure to check out the character template to see how it's all formatted, and have a stop by the character directory if you want more verbose examples. - The bog-standard adventurer, Erfbound's classic. Used to be a townie before they got got by the travelling bug. A lone nomad with a big backpack and bigger dreams. Young, eager, and scared to death of anything that's not the same species as them. Not very educated or tech-savvy, but wily and wary enough to survive out in the wilderness on their own.
- The cagey bandit. A leather jacket, a sawn-off shotgun, and a pocketful of dreams. A mugger, con artist, kidnapper, and ne'er-do-well who pads their income with mercenary work. Looking for scores, not skulls - dead marks don't pay up. Bottom-level education shored up by a whole lot of survival skills and extortion experience. Doesn't know aliens exist. Doesn't want to.
- The wary merc. A long history of being shot at put to good use. A genuine, disciplined soldier instead of just a tooled-up militiaman. Keeps themselves busy with bread-and-butter caravan escort work. Spends just as much time on the road as a proper nomad does. Occasionally deals with the Loonies for work. Educated by experience, self-sufficient in the extreme. Suspicious of everyone and everything.
- The superstitious savage. A few generations of being stranded out in the middle of nowhere. An education built on hurling javelins at crabs. Knows the land, its rules, and its spirit. Thinks a race of tiny gnomes lives in the clouds, shooting lightning at swamps. Laughed at by townsfolk for thinking they can talk to ghosts. Loved by mercenaries for accurate, up-to-date reconnaissance information.
- The grumpy spacer. Lives onboard some grungy freighter about a century older than they are. Spends most of their time waiting for something interesting to happen. Immunologically compromised and freakishly tall. Terrified of the idea of going planetside. Dreams about owning their own ship - one with gravity, air conditioning, and an engine that doesn't break down every week. Knows how to fix just about anything with nothing but elbow grease.
- The paranoid Looney. A miner with an attitude problem. Spends most of their time rappelling down underground cliffs and fighting off giant spider-bats. Sees sunlight but once a month. Not all that keen on leaving home. Well-trained, well-equipped, and just shy of a misconduct citation. Spent most of their childhood hearing stories about how their great grandpa was turned into a grease spot by the greyskins.
- The bored Space Looney. A salvager simmering with wanderlust. Sits around and plays junior engineer on most days. Cuts up dead spacecraft full of raging monsters on others. Related by blood or marriage to half of the people they know. The other half are mostly aliens. Dangerously intelligent, ridiculously overequipped. Keen on getting loose to explore the rest of orbit. Erf itself, not so much.
- The viscous cultist. Started out as a casual believer. Wound up one day as some kind of walking tumor with a person slathered onto the side. Strong, powerful, nearly impossible to kill. Hated and feared by most people. Invents new religious lore every Sunday. Still not entirely sure if they've gone completely insane. Adored by cultists at or above their paygrade. Genuinely devoted to providing a hot meal for people in need.
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