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Planet X

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​Where space pirates rule the outer ridges of the black, science and technology have boomed to become a new enlightenment. Massive mechanical warriors fight for the entertainment of the masses, their pilots seeking riches and glory to last several lifetimes thanks to the engineers at Heavy Gear Industries. LifeTek has funded advancements in medicine and produced faster replicators and stronger synthetics, saving countless more lives every day. The construction of complex, hyperlight highways carried out by Greater Constellation Corp helped make galactic travel and trade affordable and accessible to billions of people.

Sprawled across the vastness of this galaxy are countless lifeforms, each with their own culture and impact on the world around them. A stroll through any space station could lead past a Tau Ceti market, some Volbrani bodyguards, a Maharu engineer repairing a ship, and even a few Terrans enjoying a meal. No one ship has the same sort of crew as another, and no one planet is home to only one race. Perhaps the best example of this is Planet X, once thought to be the final resting place of infamous space pirate Captain Sebastion Kraal. Megastructures and cities now dot this once unexplored home of the Orchids, where most news worth hearing and people worth knowing originate. ​

​Even in this great expanse of life and science, trouble can be found on any corner and raiders stalk every trade route. Black market dealers sell illegal weapons, technology, and even information to the highest bidder. Bounty hunters clog up the seediest bars and Galactipol’s finest cannot be trusted. But just beyond, in the darkest recesses of space, something ancient is calling...

Tau Ceti

The Tau Ceti come from Ceti Prime and are characterized by pink skin and red hair. The Tau are explorers first and galactic citizens second, known for their tenacity and occasional law-breaking when it comes to exploring the universe. Naturally adept at science and starship repair, a Tau Ceti spacecraft can spend months or even years without docking for supplies, and when crewed with Orchids, these orbiting space cities can remain adrift indefinitely.  
Most Tau Ceti are born and become young adults before ever touching foot on a planet; a rare few may live their entire lives in artificial gravity. They are a curious lot who are not afraid to ask questions or make assumptions about other beings. Most races they encounter in the Dreaming appear to be Terran to them, one of the many minor civilizations in the galaxy renowned for being ignorant and petty by galactic standards.

Costume and Roleplay
  • Tau Ceti have rich fuchsia or violet skin. You must wear makeup on any exposed skin to distinguish this.
  • They have ginger or auburn hair and you must use hair coloring or wear a wig to play this race. Natural or permanent red hair is also acceptable.
  • They wear clothing that is sleek and space-aged, preferring black or grey accented with solid colors. Classic 60's sci-fi can be used to draw inspiration for your costume.
  • Tau Ceti are curious about new things and species they have not yet encountered. They are not afraid to ask personal questions and can be a bit too direct for some Dreamwalkers.
  • (Optional) Some Tau grew up in cloisters and find human culture to be gross and disgusting. They do not understand concepts like holding hands or kissing. They find their food to be messy and overly complicated.
  • (Optional) Some Tau believe that there is no life after death and refuse anything that points to the contrary. They believe that Shells are just monsters wearing people like flesh suits. 

Terran (Human)

Terrans are descended from a race of sapiens that lost their home world many centuries ago. A minor species, terrans make up less than a percent of the galactic population but can be found on most major worlds. Many terrans work as operators with decent enough piloting skills and they have a knack for mastering new skills in a short amount of time.
Costume and Roleplay
  • Must wear clothing appropriate for a far future sci-fi genre. Terrans wear a variety of styles reminiscent of clothing from the 18th to 20th century. The most popular clothes used by terrans are from the early American west, 19th century China, and 1960's Britain. These are often altered to be more streamlined or made of fabrics that were not available at the time the style was popular.
  • Terrans tend to use words from a variety of earth languages as well as alien jargon they have picked up over the years.
  • Terrans regularly encounter aliens they have never seen before and are often more accepting of what they experience in the Dreaming.
  • (Optional) Some terrans hate aliens due to a bad experience they have had with them early on in life. They are a lot less trusting of non-human races.
  • (Optional) Some terrans grew up in areas of space with little or no knowledge of their home planet. They will do their best to make friends with Mundies and learn as much as they can.

volbrani

Hailing from the once sprawling super-planet of Strumrak, the Volbrani are a race of honored warriors who pride themselves on their personal combat skills, and excel at them. When their homeworld began to crumble due to a centuries-long war against a hostile invasive alien species, the Volbrani adapted and their leading houses built massive ships and fleets to take their race to the stars. When last calculated, there were approximately three and a half million ships among the fleet, from frigates to their legendary super-dreadnaughts. Never without a weapon by their side, the Volbrani cornered the market on vibro-weapons, plasma cutters, beam sabers, and other close combat weapons. But do not mistake their melee preferences for foolishness, as a Volbrani is just as likely to carry a firearm of any kind on them should someone try to attack them. Trading and traveling amongst the ‘verse, Volbrani make great mercenaries, hired bodyguards, research assistants, and weapons manufacturers.

Volbrani are noticed immediately by their silver-colored skin and unique facial markings, akin to what Terrans would call a birthmark, as well as their sharp-colored eyes of bright green, blue, and purple. Their hair is typically dark black, but some dye it much like any other race would to stand out amongst the crowd. Though they can be incredibly peaceful and wise, Volbrani fight ferociously should the need arise and are almost always prepared for battle. They enjoy food and throw parties for many occasions, and love being invited even more so than hosting one. Though there are currently three main houses, a fourth used to exist half a century before. The Dru’marsh, the Wul’dran, the Als’shrei, and the Bren’jin shared all of the Volbrani resources and lineage for almost a millenia, but when House Dru’marsh was found to be plotting treason against the other houses, they were executed and their supporting clans absorbed amongst the remaining three. This caused a small era of strife, but eventually the anger settled and peace was restored. But whispers of lies and trickery still exist amongst those who once belonged to House Dru’marsh.
Costume and Roleplay 
  • Volbrani have silver skin with purple, blue, gunmetal, or black markings on their face. You must have silver paint or a bodysuit on all exposed skin to distinguish this. Markings are unique to each Volbrani, sometimes asymmetrical but always prominent. 
  • Volbrani prefer close-quarters combat weapons and will always have one on their person no matter what. They mostly restrict guns and far-ranged blasters to open field combat and mercenary work.
  • Most Volbrani wear lighter colored clothing and armor to help distract from their cool, darker complexion. White is a common one used with light accent colors, typically to depict their house allegiance. 
  • Volbrani believe that their ancestors inhabit a world called Volkrias, their own version of an afterlife. They work tirelessly to earn their ancestors’ approval to one day reach this fabled land of endless combat, food, drink, and revelry. Many Volbrani who would enter the Dreaming could confuse it for Volkrias itself. 
  • (Optional) Roughly one in five Volbrani are raised off the flotilla and often adopt new names to blend in with the rest of the galaxy. They may have been raised by their parents to remember their lineage, but a small few have left their culture behind completely.
  • (Optional) Higher ranking Volbrani clans who serve the major Houses will wear ornate masks to showcase their position. These masks are fully functional for all situations one could think of, and are rarely removed except for extremely personal reasons

Maharu

​Descendants of a world long gone, the Maharu are excellent mechanics and incredibly creative in any situation. Having been trapped in the space between realms for almost half a century, the newest generations adapted to ship life and took to Planet X technology to survive. They used the ship’s onboard systems to speak, write, and learn the ways of their new home. Once called “Orcs”, they took the new title of Maharu to start fresh and make their own history.  Choosing not to be ruled through brutality and carnage, the Maharu learned the politics and customs of this new home and adjusted to the way of life in this massive galaxy. They are natural savants with technology from their years spent aboard a spaceship, which over time converted into more of a station similar to Silverwing or Kavisti IV, only smaller.

The Maharu are known in the ‘verse for their green skin, large jawline, short temper, and quick problem assessment. They make great mechanics and shipwrights, their bodies much smaller than their older counterparts, and can reach even the most odd or difficult places to repair tech on almost any ship or station. Maharu make great company for short spurts, gathering information and talking about their lineage for a few months before they begin to stagnate and wish to move on to something or somewhere new. But above all, do not mock a Maharu or speak of their ancestors with ill will. Their short fuse for insults often results in very, very painful retaliation. Though they may be smaller, their strength is almost unrivaled in pure combat. 
Costume and Roleplay
  • Maharu have green skin of various hues.  You must wear makeup or a bodysuit on all exposed skin to distinguish this.
  • Maharu have a very functional outlook on dress and equipment.  Objects should look like they are well used and functional. This often leads to messy looking or mismatched armor, weapons, and clothing.  All items and clothing have originated from Planet X.
  • All Maharu have a bit of their ancestors’ lust for battle in them.  While many regularly work past it to function in this new society, Maharu are fierce combatants when pushed to anger. Family, ancestry, job occupation, and appearance are some such topics which quickly agitate a Maharu.
  • (Optional) Many Maharu have become reverent of AI’s, robots, computer interfaces, and other mechanical beings.  They treat these systems as wise elders.  They will often stop and respectfully listen to what is said, but do not always heed their words.  Think of it as similar to a relationship between a young child and a beloved wise grandparent.
  • (Optional) Some Maharu prefer to keep mobile living situations, often keeping their living spaces sparse, and usually completely packed in bags.  This holds true for Maharu living on planets, space stations, and even ships.  They believe that you must be ready to abandon your current home at any time if needed.  Due to this, they lack attachment to any physical locations, a major contrast to many other races in the galaxy.
  • (Optional) Some Maharu enter the Dreaming with old family relics from Zygaxia.  While these objects were lost years ago in the real world, their minds can form swords, shields, and armor from their family when then enter the dreaming.  Please limit this to one or two items that look like Zygaxian weapons or items per character.

Other

Planet X is an eternal realm. It's an old galaxy where starships have existed for as long as anyone can remember. There are corners of the universe where new worlds await discovery...
You may submit your own idea for your character's species for this realm by contacting us here. It is recommended that you attend a Catalyst event before making a submission, but this is not a requirement. Please be aware that finalizing a species can take some time, so please take this into consideration.
 
​Step 1: You must submit a brief history of the culture and a description of their society as a whole. This can include things like home life, rites of passage, evolution, physiology, art, music, architecture, aesthetics, and how they fit into the rest of the realm. Basically anything that is important or unique to the species. We will work with you to revise this idea and make it fit.
Step 2: A physical description with the proposed costume and role play requirements and optional items. After we have agreed on a description, you must provide a picture of the costume and make-up you plan to wear when playing this species.
Step 3: A story (mod) that a storyteller could run which includes a member of this species. The story itself does not have to revolve around the species, only include one as a primary character. After you complete the other two steps a storyteller will work with you on this item. ​

Irran (retired/unplayable)

Irra is an inhospitable planet with low oxygen levels and super volcanoes that dominate entire regions. Irrans have developed a resistance to these conditions in addition to their naturally rocky skin and a quick metabolism that they can boost for a short duration to regenerate skin. They are naturally proficient with laser weapons and specially developed the laser bow to hunt the shugaunt, a huge mole-like creature that burrows through the ground.
Visually intimidating, Irrans are recognizable by their grey or blue skin and the stony protrusions that grow from their skulls which are often confused for horns, but are actually composed of rock and minerals. Irran personalities can be equally intimidating and most have a short fuse, are very blunt, and can best be described as prickly. They are also quite intelligent and known for their fast ships and efficient mining vessels. They have a high tolerance for pain and an even higher tolerance for alcohol.  
Costume and Roleplay
  • Irran have metallic blue or grey skin, often with a rocky texture. You must wear light blue or grey makeup on any exposed skin to distinguish this. A rough or rocky texture is also optional.
  • All Irran possess rocky protrusions on their face. These may be smooth, appearing like horns; rough and crystalline; or similar to a patch of exposed bone, and these do not need to be symmetrical or necessarily in the most convenient place. You must wear at least 1 prosthetic that meets this requirement. 
  • Irrans wear darker clothing, bits of outdated spacer armor, and clothing more suited for asteroid mining that is often torn or just as rough as their personalities.
  • (Optional) Irran sometimes have colorful language and insults, albeit strange ones, for people that have earned their displeasure. They prefer not to discuss things like feelings, and instead will settle a dispute or bet with intimidation or physical challenges when able.

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  • Events
    • Register for an Event
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    • Event Information
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  • Resources
    • Character Submission
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    • Staff & Contact
  • Realms
    • Realm Currency
    • Mundania
    • New Zygaxia
    • Planet X
    • World War E
    • Atlantis
    • Neo Mukai
    • Closed Realms >
      • Victoriana
  • Forum