1. This forum is obsolete and read-only. Feel free to contact us at support.keenswh.com

Faction Open Alliance of Free Ports

Discussion in 'Roleplaying' started by FatalPapercut, Sep 22, 2015.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. FatalPapercut

    FatalPapercut Senior Engineer

    Messages:
    1,197
    [​IMG]

    Full Faction Name:


    Open Alliance of Free Ports

    Faction Aliases:

    Freeports, 'Ports

    Historical Notes:

    The story of the Freeports is not one easily told, as each station of the open alliance boasts a history and culture all its own. However, a good place to start is with the story of Concordia, commonly known to the rest of the galaxy as Freeport 1.

    During the second wave of colonization after the Solstice wars, humanity had done little to shed its violent tendencies as it increased its territorial holdings. Bitter rivalries from nations and corporations in Sol carried over to their colonies, further complicating the already hazardous environment that people were more often than not forced to live in. It was in the year 2095 that 31 year old Joshua Warren had had enough. Captain of a freighter for the Southsun Ores Ltd. company, his ship had been raided three times within the last two months, and actually sent on a disastrous combat operation in retaliation. With most of his crew, -his friends-, dead, he put out a call to all the people he had met in the station bars he had visited, all the like minded individuals who were equally sick of the constant conflict, and they quickly rallied to his side. Together, with over two thirds of the Southsun fleet opting to join, they commandeered their ships and abandoned their posts, setting out on their own to find a place where there would be no such thing as war. Of course, the companies they had left had no intention of suffering the embarrassment of watching their assets simply fly off, and quickly covered the entire mutiny up. Before severing communications, Southsun sent a final transmission to the rag tag fleet, informing them every measure would be taken to ensure that the tale of the defectors would never be told, and their songs never sung. The nomads instead took the threat and made it their banner, a last act of defiance against their old masters.

    The Unsung had been born.

    For years they simply traveled, salvaging scrap they found and welcoming those who would join them, ever searching for a place they could finally settle down. Their path eventually brought them to the Aegis system in 2102, where they discovered a derelict of a space station where it had been left abandoned since the forgettable rise and fall of whoever had built it. The Unsung claimed the owner-less instillation as their own, and set to refurbishing it to a livable habitat. With a solid rally point to gather around, the Unsung could finally make their songs heard, and people from all walks of life, with no means to get elsewhere, came to join the fledgling colony. The station was then named Concordia, after the roman goddess of harmony, and peace.

    The population exploded exponentially for the next ten years, expanding the original small outpost into an increasingly larger O'Neill cylinder design, until word arrived that everything they had built was about to be threatened. On the verge of bankruptcy, Southsun Ores was pooling all its resources to assault Concordia, both to appropriate the station in an attempt to rebuild their power base, and to enact revenge on those who had thrown them into financial ruin. But the people who worked so hard for their sanctuary to flourish weren't about to bow down and simply let the fruits of their labor be lost. Working through black market connections and calling in multiple favors, a small defensive fleet formed from the citizens of the station who were willing to stand up and fight to protect their home. Calling themselves the Free Captains, Concordia's guardians employed a campaign of guerrilla tactics and sabotage, savagely crippling the Southsun expeditionary force sent to capture the station. By the time what was left of Southsun arrived, the few ships that did survive stood no chance against the station's defenders.

    Following the arguably one sided battle, Joshua Warren made a rousing public announcement speech, in which he stated that no citizen of the free port of Concordia would ever be subjugated under the rule of any government or corporate power, would never be made to fight for a cause they did not believe in, and would forever be empowered to direct their own course in life, living by the ideals that they alone chose. Warren concluded by stating his vision of the future; that to merely live until the next day, to simply exist, was not enough to sustain the human soul. The freeport would carry on as a symbol that not just life, but the ability to actually and truly live, to be able to experience the wonders of the universe over both grand and small, following one's own heart and fighting for what was truly believed in was paramount over all other things. This 'ability to live', as he called it, would become known as the guiding principle to the Freeports, as That Which is Most Important.

    Sadly, it wasn't until after Joshua Warren's assassination the following year that the first of many stations to follow would ask for terms of alliance with Concordia. Within the next six decades, the open alliance of free ports would grow to thirteen separate entities, scattered across the cosmos, yet still united by their common goals.

    By the time the third member station joined in 2122, a consensus formed among the people that some form of common governance would be necessary to properly solidify the alliance into more than just groups of scattered people doing roughly the same thing. So, each Freeport's citizens held elections for a single representative who would be their voice in a council that would oversee the administrative duties across the collective. The prospect of trying to manage a people, who, by their very beliefs defied government, was a daunting one to the Freeport council. It was thereby agreed upon that the only taxes levied against the citizenry would be used to cover the expenses of the operational costs of running such large structures, such as providing for waste removal, basic medical facilities, and water treatment procedures. All other expenditures would be the personal responsibility of the people that sought them, and the populace cheered the emboldening measures, relieved that they wouldn't have to spend their hard earned money where they chose not to. The council's refusal to take the people's money had earned them their trust, and while the council's power was in reality extremely limited, when their words were spoken, the people chose to listen.

    With protection by the Free Captains, the permanent citizenry began to openly accept outside visitors, though while it quickly became understood that any man was welcome, his conflicts were not. The system of neutrality served well, as anyone could seek safe haven from aggressors, but any criminal enterprises that attempted to abuse the trust of the Freeport citizens were quickly rooted out and dismantled by rather zealous street justice. Eventually a Freeport charter was drawn up explicitly stating the codes of conduct expected from citizen and visitor alike. Though it forbade any form of conflict inside Freeport territory, the citizens would still be free to choose their allegiances and enemies on a personal level. While this would often times would cause headaches for the Council, there would be a few instances where public opinion would vastly sway in favor or against outside factions, granting or denying them access to the vast merchant power the Freeports wielded. It could often be said that dealing with the 'Porters could be likened to that of an unruly popularity contest.

    Life, while not always easy, carried on without further major incidents, until tragedy unlike any other befell the Freeports in the Spring of 2182. In a day seared into the hearts of every Freeport citizen, the seventh station to join the alliance, Haven's Cove, was utterly destroyed, with almost the entire population of just over eleven million inhabitants killed within a time frame of only ten minutes. So complete was the devastation, that almost no records of the actual event exist, and the cause long remained a mystery. Even the survivors, who sadly numbered barely a hundred, couldn't offer any details behind the incident, as many were thrown into a deep state of shock that would in some cases last for years.

    Even as of 2183, the Freeport Council claimed no standing military, instead relying on the Free Captains as a deterrent force. However, the destruction of Haven's Cove, still weighing heavy on everyone's hearts, had called this method of defense into question, as the few Free Captains present at the time were unable to prevent the disaster. A scrutinizing look at the Freeport Council's finances of the time would show large amounts of resources being channeled...somewhere, a strange notion indeed for the normally transparent organization.






    Controlled Territory:


    Being a nation of allied space stations, the Freeports do not publicly hold claim over any celestial bodies.

    Owned Installations:

    A "Freeport" refers to the primary housing structure, though each structure maintains several smaller platforms, structures, and mooring stations in the near vicinity.

    Freeport 1 - Concordia Station
    Freeport 2 - LQ-84i Colony
    Freeport 3 - Sandpoint Island
    Freeport 4 - Stardust Harbor
    Freeport 5 - Nautica
    Freeport 6 - Naomi's Vow
    Freeport 7 - Haven's Cove
    Freeport 8 - 30 (Thirty) Colony
    Freeport 9 - Stienbeck Station
    Freeport 10 - Azimuth Point
    Freeport 11 - New Anchorage
    Freeport 12 - Infinity's Edge
    Freeport 13 - Home Station


    Available Assets:

    Due to the nature of the Freeports, private citizens may own nearly any type of craft for personal or business use. Below are craft owned or operated solely by the Freeports.

    -Freeport Navy Warships
    Summoner Class Cruiser
    Warhammer Class Destroyer
    Cavalier Class Strike Carrier
    Longbow Class Cruiser
    Sunspear Class Corvette
    Redeemer Class Frigate
    Euphoria Class Frigate
    WarLance Class Destroyer
    Eidolon Class Cruiser
    King's Castle Class Battlecruiser
    Gracemaria Class Diplomatic Cruiser

    -Freeport Navy Strike Craft
    Falchion Class Assault Shuttle
    Codarl Interceptor
    Pawn Heavy Fighter
    Rook Heavy Fighter
    Bishop Heavy Fighter
    Knight Interceptor
    Queen Heavy Fighter

    -Freeport Ship Registry Services
    Privateer Ship Alptrum Kampfer
    Privateer Ship Rezel
    Fishbone Class Freighter El Dorado
    Fishbone Class Freighter Shangri-La


    Sub-Faction Divisions:


    Freeport Council
    The Freeport council is made up of thirteen individuals, with one representative elected by the Freeport citizens from each of the individual stations. While comparable to the governing body of other nations, the council's actual power is fairly non-existent in influencing the direction of the Freeports, and the council's duties primarily revolve around coordinating the common services necessary to keep the stations operational. Following the destruction of Freeport 7, however, the council also adopted the responsibility of creating, arming and funding the Freeport Navy, with a single Councillor acting as Staff Admiral of the navy board.

    Freeport Navy
    Formed to protect the Freeports in the aftermath of the loss of Haven's Cove, the FPN consists of officers and crewmen recruited from the vast array of spacefaring citizens the Freeports have to draw from. Nearly every single person lost something important with Haven, and each considers their post the highest position of honor they could hold, none hesitating to put their own lives in harm's way to protect their homes and families. Most commanding officers have histories as Free Captains, often coming from prior military training further back, which brought together a wide array of command styles to give the FPN an unpredictable edge in combat. The FPN fleet is constructed and maintained at a facility known only as "Lonar", though the exact nature and location of the facility remain closely guarded secrets.

    Freeport Marines
    The elite ground forces of the Freeport Navy, the Freeport Marines are called on for any manner of operation the Navy itself is unable to handle with ship-to-ship warfare, including boarding operations, planet or stationside missions, and security details. Marine squads operate in teams of 10, with each member possessing special skills and weapon proficiency to create a well-rounded strike force capable of responding to any situation. Following the heavy losses from the Styx Conflict in 2183, the Marines were reorganized and outfitted with more dependable equipment to strengthen their fighting capabilities.

    Free Captains
    Dating back to the original days of the first Freeport, the Free Captains were, and still are, simply normal people willing to fight to defend everything they hold dear. The only defense the Freeports had before the officially sanctioned Freeport Navy, the Free Captains saw beyond a duty to act as the guardians of their homes and took their name with pride, as if responding to a calling to be something much greater than themselves. Without any official support, the Free Captains had only the ships and equipment they themselves could bring to a fight, and while they often stood victorious over their adversaries, there were times when they were simply outgunned. The Free Captains at best could be considered a rag-tag militia, however each captain is free to come and go as he pleases, and can choose to either stand and fight, or withdraw at his own discretion. This lack of coordination is often considered to be the Free Captain's greatest weakness, as strategy in battle is often non-existent. When Haven's Cove was destroyed, the Freeport Council was forced to admit that relying on the Free Captains as a deterrent was no longer feasible as their sole means of defense, eventually leading to the formation of the Freeport Navy.

    Freeport Ship Registery Service:
    With a psuedo-nation consisting of thirteen separate space stations and an almost unknowable population that could travel as it pleased, the Freeport Council was tasked to create a department to try to keep track of the multitude of ships that come and go from each station every day. The FSRS is often the first office that new shipowners or travelers deal with, with all space-bourne craft being cataloged with a unique code depending on which of the Freeports is first visited. The tagged ship's profile can then be marked up with reports on criminal activity or good deeds preformed, allowing any Freeport to know at a glance who they might be dealing with. The system isn't foolproof however, as ships that are cataloged and then modified elsewhere are often added as new entries, and the FSRS staff is almost constantly backlogged with attempting to cross reference and update mismatched ship profiles. While most ships are tagged by the FSRS regardless of their own personal identification, there are usually exceptions made for military and diplomatic vessels belonging to other nations, usually as signs of good faith that the Freeports can trust they are who they say they are.

    Named Characters:

    Freeport Primary Characters
    Leone Elias
    Kage Ikagi
    Karren Line
    Jack Eden
    Michael Julian
    Roland Sven
    Allen Dobrescu
    Ashley Ikagi
    Alice


    Freeport Secondary Characters
    Henry Correl
    Oliver Vayne
    Aaron Yuy
    Elisa Lowe
    Lucas Sullivan
    Cole Harris
    Felix Greives
    Edward Stone
    Issac Rio
    Franklin
    Hammond
    Lukas Hawke
    Hathaway Deckard
    Lineman
    Levietan
    Chancer
    Blake
    Leo Bridge
    Harper
    Lawrence Tanner
    Corvan
    Bastone
    Marai Reign
    Daevion
    Navic


    Freeport Background Characters
    Joshua Warren
    Marcus Walthers
    Ross Goldedge
    Chuck Leers
    Dave Auron
    Pierre Gustav

    Unique Technology:

    Freeport Culture
    Freeport culture draws from all walks of life, meaning that just about any technology is available for some price at some station or another. A large number of citizens own private workshops, meaning that a vast amount of innovations and oddities can be found wherever one looks. Many such workshops work under commission, so strange and unique items are usually just a contract away, and several even see large orders placed, such as the Direct Contact Microphone or ZeeGee collapsible stretcher bed. The spread of smaller projects works against mass-production, however, and it can at times be hard to find any large quantity of goods at a consistent quality or price.

    Severe Traumatic Incident Mitigation Syringe (Stims)
    A potent cocktail of stimulants and painkillers with just a hint of synthetic endorphin, Stims are a Freeport product that few of its independent ships travel without. Injected through the skin via syringe, Stims are capable of nearly instantly restoring the user's focus and alertness, often applied after sustaining serious injury or blacking out. While able to combat the loss of mental clarity, Stims have no active effect on the healing of physical wounds. Dosage must be carefully monitored, as overuse leads to irreversible addiction, and the eventual inability for the body to even function without the drug. Severe withdrawal, which can often appear in times of great mental stress, results in the affliction known as "Nox", which causes a severe flux of the body's own chemical balances, resulting in hallucinations, irrational thought, and erratic behavior. In fact, since the Stim's widespread distribution, only a single recorded case exists of someone breaking their addiction. Despite the drawbacks, when used only sparingly and in emergency situations, they can be counted on as lifesavers. Regardless, most other factions decline to utilize them, and Stims have not fared well among the galactic community.

    FTL Beacons

    A linchpin of the FPN's battle tactics, FTL beacons allow for precision long range jumps into hazardous locations that would be impossible to plot otherwise. When an array are set in formation, they send proximity data via FTL transmission to an awaiting receiver, letting incoming ships hot drop in without risk of emerging inside local obstructions. Usage of the beacons allowed the FPN to initiate surprise attacks against their enemies, deploying overwhelming firepower that would have otherwise been detected on conventional approach. Unfortunately, FTL beacons must be deployed manually by forces on site, and need to be protected until their transmissions are complete.
     
    Last edited: Sep 23, 2015
    • Like Like x 3
  2. FatalPapercut

    FatalPapercut Senior Engineer

    Messages:
    1,197
    Freeport Available Assets Extended - Active Duty Warships





     
    • Like Like x 1
  3. FatalPapercut

    FatalPapercut Senior Engineer

    Messages:
    1,197
    Freeport Available Assets Extended - Strike Craft


     
  4. FatalPapercut

    FatalPapercut Senior Engineer

    Messages:
    1,197
    Freeport Lore Supplemental - Freeport Stations

    ((NOTE: This post is WIP, as there's a lot of information to come up with. Please excuse missing details for the time being.))

    Freeport 1 - Concordia Station
    Location: Aegis System
    Population: 15 million
    Located in the Aegis system, Concordia stands as the first freeport, established by Joshua Warren in 2102. Originally a small border outpost, Concordia was expanded on with the addition of a resource satellite and reconstructed to an O'neill cylinder design to house the growing population. The Freeport council chambers are located on Concordia, and the station is widely considered the "capital" of the nation, even though it has never officially adopted the title.

    Freeport 2 - LQ-84i Colony
    Location: LQ-84i System
    Population: 14 million
    Established as a corporate colony in the same-named system, LQ-84i housed workers who lived as little more than slaves mining precious metals from the nearby asteroid belt. Despite the efforts of the unscrupulous corporation, word of Concordia's story made its way to the people, who rose up in rebellion and took the colony and its defense for themselves. In spite of a quick liberation, LQ-84i was still reforming itself when Joshua Warren was assassinated, and he was unfortunately never able to accept their request for alliance himself.

    Freeport 3 - Sandpoint Island
    Location: Devilbones System
    Population: 14 million
    One of the first serious attempts to create a large scale habitat on an asteroid, the citizens of Sandpoint Island in the Devilbones system were forced to fend for themselves when the company that had established the station decided there was no profit to be had, and pulled out their assets and influence almost overnight. With little other direction to turn to, Sandpoint requested aid from Concordia, who promptly accepted. After securing the rights to the asteroid belt that Sandpoint was located in, independent miners discovered large deposits of uranium, and Sandpoint quickly became a wealthy exporter of the fuel source.

    Freeport 4 - Stardust Harbor
    Location: Sea of Souls System
    Population: 18 million
    After the Ardentrall Confederacy was rediscovered, a quick analysis of the star map at the time found that the ArdCon was well situated near the crossroads of several major trade lanes, and plans were made to take advantage of the same trait. Stardust Harbor hold the honor of being the first Freeport-affiliated station from conception, and also is currently the most populated Freeport. Due in large part to establishing strong economic and political ties with Ardentrall, Stardust also sees the highest percentage of the Freeport's trade, as its extensive market district caters to any and all, even offering some goods that some zealous government-run systems deem illegal.

    Freeport 5 - Nautica
    Location: Calm System
    Population: 10 million
    Located on a major trade lane, Nautica is a true space-sailor's station, a welcome stop for weary travelers who need solid ground to rest their feet on. Healthy business with a colonized planet in-system gives access to abundant dirt-grown real food, and Nautica boasts (dubiously) almost as many restaurants as houses. When joining the Freeport alliance, Nautica representatives especially asked for leniency in their charter to allow fist fights in the bars that would permit them, as being able to settle differences with a swing of a fist was deemed important to the mental health of a space-sailor. While Nautica often gets rowdy, nobody has ever been killed, though the medical wards are constantly kept busy.

    Freeport 6 - Naomi's Vow
    Location:Everland system
    Populaton: 8 million
    One of the few successful Tannhauser missions, Naomi's Vow was the name of a colony ship that left early on in the Solstice wars, actually arriving at its destination in Everland. A legend told by the station elders says that Naomi, fiance of the colony ship's captain, David, vowed to marry him once their colony was able to sustain itself. However, David died from a cryopod malfunction during transit, and a grief-stricken Naomi spent the remainder of her days trying to fulfill her vow, in the hopes it would let David rest easy in the afterlife. While the names fit the ship logs, there is little evidence that the legend has any merit. Regardless, what is known is that the colony chose independence over reestablishing contact with the nation that had sent them, and eventually opted to join the Freeport Alliance.

    Freeport 7 - Haven's Cove
    Location: Buckler System
    Population: 0 (Previously 11 million)
    Situated in a safe zone near a trade lane that ran through a nebula wracked by intense spacial storms, Haven's Cove earned its name as a refuge point for ships to set anchor and repair any damage sustained during travel. Over the years, several different corporations would offer to buy the station so they could use it as a toll station, however each proposal was adamantly refused. Haven's cove was mysteriously destroyed in 2182, and the event was the primary catalyst for the creation of the Freeport Navy. A memorial station stands in its place now, which also contains the decommissioned ships of the FPN that took part in the Styx Conflict.

    Freeport 8 - 30 (Thirty) Colony
    Location:Trafalgar System
    Population: 4 million
    Twin to Stienbeck station, 30 Colony is placed in a geosynchronized orbit around the lifeless planetoid Nikana, so as to allow it to constantly face the system's sun. The planetoid is an oddity, as it revolves around the sun opposite the other celestial bodies in the system, and is assumed to have once been a rogue planet caught in the star's gravity well. 30 Colony's name comes from its 30 food producing biomes, which account for much of its exports and business. Due to the counter-rotation and elliptical orbit of Nikana, every six years presents the opportunity for 30 Colony and Stienbeck station to re-position and pass within less than a kilometer from each other, resulting in a festival known as "Gathering", where residents of the two stations hurl gifts to each other across open space during a four hour celebration.

    Freeport 9 - Stienbeck Station
    Location:Trafalgar System
    Population 3 million
    Twin to 30 Colony, Stienbeck station rests at the L5 point of a planet officially claimed, though not occupied, by the Imperial House Ritcherson. Though in near-earth like condition, dealing with the bureaucracy of the IHR is enough of a hassle that none of the Stienbeck's citizens bother to go there, preferring to simply admire the view from their windows. Due to the counter-rotation and elliptical orbit of the system's oddball planetoid Nikana, every six years presents the opportunity for 30 Colony and Stienbeck station to re-position and pass within less than a kilometer from each other, resulting in a festival known as "Gathering", where residents of the two stations hurl gifts to each other across open space during a four hour celebration.

    Freeport 10 - Azimuth Point

    Location:
    Population: 480,000

    Freeport 11 - New Anchorage
    Location: Alaskana System
    Population: 700,000
    Located near one of the largest known ice fields, New Anchorage was originally founded as a waystation for crews to stop off at and have a drink between operations. Before long, the station grew to accommodate a permanent residential block, and it's established reputation of being a safe harbor edged out other stations that tried to do similar. Seeing as no single mining company could lay claim to the station, the administration found it only logical to request membership into the Freeport Alliance, and the other 'Ports in turn found New Anchorage's abundant water supply to be a welcome addition to the collective.

    Freeport 12 - Infinity's Edge
    Location: The Abyss
    Population: 6 million
    Infinity's Edge represents a curiosity, and curiosities often draw crowds. The Abyss is the only known system that actually lacks any sort of natural star, instead containing a supermassive planetoid in its center, which creates the gravity well to form a Tsukayama Limit. Without it's own light, the system is almost completely dark, hence the name "Abyss", and the primary research station's name "Infinity's Edge," referencing the edge of the unending blackness. The Freeport was built not long after the system was discovered to study the strange location, and most scientific expeditions prefer to launch from there, rather than spend the effort to construct their own bases in the area.

    Freeport 13 - Home Station
    Location: System GHV-229
    Population: 1 million
    Home station's humble beginnings can be traced back to a system-wide civil war between two factions vying for control over it. While orbital strikes and counter attacks ravaged the homeworlds of either side, both desperate civilian populations looked for an escape. Eventually, rebel elements from both factions made a move to seize military ships and equipment, evacuating as many refugees as possible to a rendezvous point away from the main battle lines. They quickly opted for membership into the Freeport Alliance, hoping to leverage the threat of the Free Captains and galaxy-wide attention against their previous homes to prevent reprisal attacks. To the current day the citizens continue to launch rescue operations into hostile territory, trying to extract as many civilians as possible as they make pleas to the CPC for intervention in the war.
     
    Last edited: Sep 25, 2015
    • Like Like x 1
  5. FatalPapercut

    FatalPapercut Senior Engineer

    Messages:
    1,197
    Freeport Lore Supplemental - Primary Characters

    Leone Elias
    Commander of the original Freeport Navy, Elias led the fledgling fleet into the Styx conflict from onboard his flagship, the Summoner class cruiser Exalia. Formerly a Freeport privateer, his close relationship with Michael Julian brought him into the FPN in the aftermath of Freeport 7, where he was placed very highly among its ranks. Elias was one of the FPN's most promising officers, with an insight into unconventional tactics, unwavering determination in his demeanor, and charisma that inspired those under his command. He was killed in action at the onset of the second battle of Styx, allowing his ship and crew to be destroyed in an attempt to draw fire from the rest of his fleet.

    Kage Ikagi
    Captain of the FPN Warhammer at Styx, Kage was given command of the fleet by Leone Elias right before the Exalia was sunk. A dedicated family man, Ikagi fought for what was considered the best traditions of the Freeports. In no small part to his status of being one of the few survivors of the destruction of Freeport 7, Ikagi's command style was fiercely routed in protecting his comrades and allies at any cost, and any failure on that part weighed heavily on him. He sacrificed himself and the Warhammer to defend the severely crippled FPN and the JPF battlegroup in the final moments of the third battle of Styx. Ikagi wore a pendant that had belonged to his only daughter, Ashley, who he had lost on Freeport 7, right up until the bitter end. He, along with Leone Eilas, are remembered as two of the Freeport Navy's greatest heroes.

    Karren Line
    The highest ranking officer of the FPN to survive Styx, Karren Line's prior experience as a pirate hunter of the Free Captains has cultivated a highly aggressive battle posture in her tactics. Unfortunately, while she was promoted through the FPN's ranks to Fleet Commander, a constant life of fighting has taken its toll on her emotional stability, and she can be quick to anger. While able to remain calm when neccesary, the periods where she isn't grinding her teeth are becoming few and far between, and she has few people she can call true friends to rely on when she feels like she's loosing herself to her rage. Despite her temper, her iron determination in the FPN's mission causes those under her command to willingly follow her wherever she may lead them. She lead the FPN on their quest for vengeance against the Church of Gravitanis Light from the flagship battlecarrier King's Castle in the year following Styx.

    Jack Eden
    A Captain in the Freeport Marines, Eden's team is considered the best the FPN has to offer, a designation that even the other teams readily admit. His command from the front tactics have earned him the respect of those he leads, and in turn treats his soldiers as family. Being a survivor of Styx, and most notably the San Gordon Massacre before moving to the Freeports, he takes his men's safety and survival to almost fanatical levels. Reports indicated an immediate downturn in his personality following Styx, where five people under his command were listed as killed in action, though oddly no hand to hand fighting with the Sheshir was reported by FPN officials. In the year after Styx, he fought elements from the Church of Gravitanis Light on the front lines, witnessing daily the worst atrocities humanity was capable of, and recent medical reports have frequently commented on his numbness to emotional trauma. Born on Earth, Eden's only living family is a sister who lives in the American Midwest.

    Michael Julian
    Michael Julian, callsign Knight and pilot of the custom Knight interceptor, is the Freeport Navy's top ace, and team leader of the elite Grandmaster squadron. A natural pilot, his abilities and insight border on the superhuman, and his body is capable of withstanding stress much higher than any normal pilot. His skills are not lost on him, and he sports a cocky and sometimes arrogant, attitude. He believes himself to be the best pilot in the galaxy, and his kill card has enough marks to back up his claims, though some speculate that his demeanor is just a psychological edge he emits to ward off the fear of death that fighter pilots face when they sortie.

    Roland Sven
    Roland Sven Captains the Freeport privateer vessel Rezel, a general purpose ship well known for being unreliable. He inherited the ship from his predecessor, the previous captain Chuck Leers, who died in late 2182. Sven, while a not so successful captain, is a highly skilled navigator and pilot, being able to read and exploit navigational conditions almost by instinct. Strangely, thought the Rezel still appears in ports from time to time, Sven himself hasn't been seen since Styx, where the Rezel made a brief appearance during the third battle, before disappearing inside the EEC mothership Wanderer, and only emerging after the fighting ended before leaving without a word. Still, if one looked hard enough, they may end up in stations where the residents have an odd notion of referring to the Wanderers as "angels", though none are quite sure how it started.

    Allen Dobrescu
    Allen "Dobs" Dobrescu, rank Warren Officer in the Freeport Marines, is the combat medic for Captain Eden's team. Having been with Eden since before San Gordon, the two have become almost inseparable on the battlefield. Though highly skilled as a medic, he has expressed regret that half of his duties have become keeping Eden in check, becoming his personal physician in the process. Dobs tries to maintain a positive attitude for the sake of those around him, however rare peeks of some rather unusual scar marks on his arms indicate a past that he would rather wish he could once again forget.

    Ashley Ikagi
    Daughter of Kage Ikagi. <<REDACTED>>

    Alice
    <<REDACTED>>
     
    • Like Like x 1
  6. FatalPapercut

    FatalPapercut Senior Engineer

    Messages:
    1,197
    Freeport Available Assets Extended - Non-Combat Vessels


     
    Last edited: Oct 11, 2015
    • Like Like x 1
Thread Status:
This last post in this thread was made more than 31 days old.