Post by MikDaTv on Apr 4, 2014 14:34:42 GMT -5
Amnesia
History:
Amnesia is a ship that was originally of Kosh design. It's original pilot was the Kosh who joined forces with the Rakatan and the Gree to stop the Entity of the Orbs. The Gree used it's technology and merged it with the ship in order to create a device powerful enough to pull the orbs apart to stop the entity.
Since that day, the Kosh was never heard from again and the ship remained on Teegeeack, grounded, wounded and tied into Gree and Ratakan technology, forced to power a device that nobody was ever going to turn on again. It was dying, slowly and painfully despite being hooked into all the advanced technology that bound it to the planet.
When Jor, and Drake's jedi arrived at Teegeeack to stop Jaynes cult from bringing the orbs back together the ship sensed the new presences and the impending doom of the planet. It's death cries reached out to one of their party and bound it's mind to Johns, subconsciously guiding him to it so that he could prevent the Entity of the Orbs from returning.
After the battle, John stayed behind on Teegeeack. He was still connected to the ship and could feel it crying out in pain as it died. Genie helped him cobble together some spare parts and wired them into the ships living tissues. They used a Rakatan hyperdrive and a Gree Shield generator and a dozen other parts from a dozen other abandoned pieces of tech on the dead world.
Together John and Genie breathed some new life into the ship, at least partially. When he separated the ship from the Rakatan facility it no longer had to spread it's life force out to power the whole thing. It pulled it's life back and had enough power to focus on healing what was left of itself.
The ship requires a bond with a pilot though and John accepted that burden. It had been dying on Teegeeack for so long it had forgotten it's former pilot, forgotten it's former name, even where it had come from. John felt that through the bond and named the ship Amnesia, or Amy for short.
Personality:
Amnesia broods and can often be described as moody. John sometimes has a hard time shouldering their psychic bond sometimes because the ship is very old and at some times extremely emotional.
The ship itself is Force sensitive, or was at some point and it picks up on the emotions of it's pilot and passengers through the Force. It can tell when the people on board are happy or sad or stressed out and it can shift it's own mood to suit. often the pattern of it's outer skin can be a judge of what kind of mood the ship, and by extension it's occupants, happen to be in.
The ships intelligence is immense. Thats the only way it would be able to calculate a hyperspace jump only based off it's pilots vague idea of a location. John can think "Ilum" but the ship has to take that thought, translate it into an actual location, find that location in it's navigational memory and then plot a course to it from it's current location. It does all this in a matter of seconds so it's safe to assume it's knowledge of mathematics is far and away beyond anything else in the galaxy and it's understanding of hyperspace and hyperspace theory rivals that of the Gree or the Kwa during the prime of their civilizations.
Amnesia is loyal to it's pilot to a fault, taking any and all orders put to it. This is because the ship really doesn't have an independent mind like some creatures. Kosh ships are born, bonded to a Kosh and usually die when that Kosh dies. They were never meant to make decisions on their own. This ship's bond however was severed purposefully and left on a dead planet for many thousands of years having it's life force sucked on by the alien equipment it was hooked up to. The ship went insane but after the first few mellenia it simply forgot what life was like before Teegeeack. Now that she's flying again, she can remember why she was so angry, and why she was so unhinged but can't remember anything specific.
Dimensions:
Amnesia is approximately 60 meters long when her arms are fully extended but only about 30 meters of that is livable space.
Ship Appearance:
Amnesia is long and round for the most part, a set of arms stretch out behind it and another set of arms hold its solar sails aloft for it's primary propulsion.
It's hull is a soft green color with a pattern of darker spots that shift and change over time. It's solar sails glow with a blue light when they're active. When not under propulsion the sails fold up against the side of the hull.
Weapon Payload:
Amnesia has no weapons, at least not as far as John can discern. The closest thing the ship has to weapons is it's arms which it uses to feed on small asteroids in space and rocks on the ground. When used on a ship it can break down the metal in a hull and even puncture metal but only after some time.
It's arms are like tentacles, they wrap around asteroids to crush them and draw in minerals and water in the form of ice. Technically it can do the same to a ship but the enemy ship usually doesn't stay still long enough for that to happen.
Defensive Systems:
It's skin is living tissue and can repair damage sustained simply by healing but it's primary means of defense is the Gree designed deflector shield Genie hot-wired into the the ship. It only runs at 60% efficiency due to it being spliced into multiple different types of technology that aren't normally compatible. It's strong enough to stop a few turbolaser shots but it puts a tremendous strain on it's systems.
Furthermore, Amnesia doesn't like it when it's active. It hinders her ability to sense things around her as well as makes her feel all tingly which can be distracting during flight, especially for precision maneuvers.
Sensor Systems:
Amnesia's sensor systems is the ship itself. It shares it's senses with it's pilot through a telepathic link. What the ship feels, see's, hears, smells the pilot will know. At the word of the pilot, the ship can extend this privilege out to any and all passengers as well granting them the ability to know and understand what the ship senses.
Propulsion:
Amnesia's primary method of propulsion is it's solar sails. Normally Kosh vessels use some unknown form of propulsion but pretty much all of those faculties are dead flesh now. Genie used some left over Gree technology left over on Teegeeack along with some Rakatan circuitry to construct some solar sails. The ship stretches out it's forward arms, extending the sails out to catch cosmic radiation, amplify it, and reflected it back to generate propulsion. The sails are based on an ancient Gree design and are very efficient and powerful. plus they put a minimal strain on Amnesia herself, requiring no internal power from her to be used.
When the solar sails aren't deployed, they're folded up against the side of the ship. It then runs on repulsorlift arrays John installed. In space it uses jets of compressed air to maneuver. Amnesia has to take deep "breaths" of air whenever she is in atmosphere in order to replenish her supply of maneuvering fuel as well as air for the occupants.
It's hyperdrive is of Ratakan design but it's tied into whatever living tissue is left from the ships original hyperspace organ. When the ship jumps it takes it's destination from the mind of its pilot, navigates and plots the jump and then engages the hyperdrive. Like all other Kosh ships, it doesn't leap forward into hyperspace. Instead it softly fades away into hyperspace and then fades back into realspace at its destination.
Power Plant:
The ship is alive, so it's primary method of generating power is through consumption of space debris, asteroids, comet fragments and leaching nutrients from planets upon landing. This is enough to keep the ship alive, keep it's strength up and make it space worthy. It's age however has made it difficult for the ship to keep it's internal temperature up while in space among other issues. To make up for it's age, John and Gene installed several electronic systems that do things the ship can't handle on it's own anymore, this lets the ship focus on the essentials.
All of it's mechanical/electronic systems are powered off a fusion generator installed in the ships cargo bay. The cables and wires are strung through the flesh of the ship similar to how cybernetics are wired through humans.
Layout/Interior:
The ship doesn't have a proper cockpit. Its forward most room has a large round window looking directly out of the front of the ship thats made of a transparent tissue similar to a human cornea. When in hyperspace or looking directly at a star there is a fleshy flap that can fold down over the window to block it out, similar to an eyelid. John calls this room the observatory as it is the only room on the ship with a view of what is out in space.
At the center of the observatory is a series of control consoles that are arranged in a circle so that the pilot or a passenger can access all of them by standing in the middle of them. The consoles control all the electronic systems that John and Genie installed, including life support for the crew and the ship.
Behind the observatory is a corridor flanked on either side by two rooms. They are personal quarters. The room on the port side is for passengers. The door on the starboard side is for the Pilot. John at one point tried to reorganize the rooms so that they could be made into doubles instead of singles. Amnesia didn't care if he wanted to fit two people into the passenger room but she sabotaged his efforts at every turn with the pilot's room. John would come back and everything on the walls would be shaken off and furniture would be fallen over.
The corridor runs into the main chamber in the center of the ship. John and Genie turned it into a lounge. It has a couch, a holotable and a few chairs. There is a passageway up via ladder that leads to the chamber above which is equipped as a medical bay. The way for healthy people to get there is via the ladder but people who are incapacitated, are lifted up into the med by amnesia herself via dozens of slender tentacles.
Another ladder leads down from the main lounge into a chamber bellow which is used as the cargo bay. It has food/supply storage, enough for a few weeks. It has a weapons locker with several blaster rifles and pistols among various other weapons. The only other entrance into the cargo bay is a mouth like opening on the bottom of the hull through which cargo can be loaded into the bay.
The main entrance into the ship is via an opening in the lounge. It leads into a small chamber similar to a hear chamber. The flap opens into the inside of the ship while the outside has a sphincter like muscle that seals so tight it can withstand the vacuum of space. This small chamber is where Kosh would keep passengers in a state of unconsciousness, not allowing them anywhere aboard ship. John treats it as an airlock.
History:
Amnesia is a ship that was originally of Kosh design. It's original pilot was the Kosh who joined forces with the Rakatan and the Gree to stop the Entity of the Orbs. The Gree used it's technology and merged it with the ship in order to create a device powerful enough to pull the orbs apart to stop the entity.
Since that day, the Kosh was never heard from again and the ship remained on Teegeeack, grounded, wounded and tied into Gree and Ratakan technology, forced to power a device that nobody was ever going to turn on again. It was dying, slowly and painfully despite being hooked into all the advanced technology that bound it to the planet.
When Jor, and Drake's jedi arrived at Teegeeack to stop Jaynes cult from bringing the orbs back together the ship sensed the new presences and the impending doom of the planet. It's death cries reached out to one of their party and bound it's mind to Johns, subconsciously guiding him to it so that he could prevent the Entity of the Orbs from returning.
After the battle, John stayed behind on Teegeeack. He was still connected to the ship and could feel it crying out in pain as it died. Genie helped him cobble together some spare parts and wired them into the ships living tissues. They used a Rakatan hyperdrive and a Gree Shield generator and a dozen other parts from a dozen other abandoned pieces of tech on the dead world.
Together John and Genie breathed some new life into the ship, at least partially. When he separated the ship from the Rakatan facility it no longer had to spread it's life force out to power the whole thing. It pulled it's life back and had enough power to focus on healing what was left of itself.
The ship requires a bond with a pilot though and John accepted that burden. It had been dying on Teegeeack for so long it had forgotten it's former pilot, forgotten it's former name, even where it had come from. John felt that through the bond and named the ship Amnesia, or Amy for short.
Personality:
Amnesia broods and can often be described as moody. John sometimes has a hard time shouldering their psychic bond sometimes because the ship is very old and at some times extremely emotional.
The ship itself is Force sensitive, or was at some point and it picks up on the emotions of it's pilot and passengers through the Force. It can tell when the people on board are happy or sad or stressed out and it can shift it's own mood to suit. often the pattern of it's outer skin can be a judge of what kind of mood the ship, and by extension it's occupants, happen to be in.
The ships intelligence is immense. Thats the only way it would be able to calculate a hyperspace jump only based off it's pilots vague idea of a location. John can think "Ilum" but the ship has to take that thought, translate it into an actual location, find that location in it's navigational memory and then plot a course to it from it's current location. It does all this in a matter of seconds so it's safe to assume it's knowledge of mathematics is far and away beyond anything else in the galaxy and it's understanding of hyperspace and hyperspace theory rivals that of the Gree or the Kwa during the prime of their civilizations.
Amnesia is loyal to it's pilot to a fault, taking any and all orders put to it. This is because the ship really doesn't have an independent mind like some creatures. Kosh ships are born, bonded to a Kosh and usually die when that Kosh dies. They were never meant to make decisions on their own. This ship's bond however was severed purposefully and left on a dead planet for many thousands of years having it's life force sucked on by the alien equipment it was hooked up to. The ship went insane but after the first few mellenia it simply forgot what life was like before Teegeeack. Now that she's flying again, she can remember why she was so angry, and why she was so unhinged but can't remember anything specific.
Dimensions:
Amnesia is approximately 60 meters long when her arms are fully extended but only about 30 meters of that is livable space.
Ship Appearance:
Amnesia is long and round for the most part, a set of arms stretch out behind it and another set of arms hold its solar sails aloft for it's primary propulsion.
It's hull is a soft green color with a pattern of darker spots that shift and change over time. It's solar sails glow with a blue light when they're active. When not under propulsion the sails fold up against the side of the hull.
Weapon Payload:
Amnesia has no weapons, at least not as far as John can discern. The closest thing the ship has to weapons is it's arms which it uses to feed on small asteroids in space and rocks on the ground. When used on a ship it can break down the metal in a hull and even puncture metal but only after some time.
It's arms are like tentacles, they wrap around asteroids to crush them and draw in minerals and water in the form of ice. Technically it can do the same to a ship but the enemy ship usually doesn't stay still long enough for that to happen.
Defensive Systems:
It's skin is living tissue and can repair damage sustained simply by healing but it's primary means of defense is the Gree designed deflector shield Genie hot-wired into the the ship. It only runs at 60% efficiency due to it being spliced into multiple different types of technology that aren't normally compatible. It's strong enough to stop a few turbolaser shots but it puts a tremendous strain on it's systems.
Furthermore, Amnesia doesn't like it when it's active. It hinders her ability to sense things around her as well as makes her feel all tingly which can be distracting during flight, especially for precision maneuvers.
Sensor Systems:
Amnesia's sensor systems is the ship itself. It shares it's senses with it's pilot through a telepathic link. What the ship feels, see's, hears, smells the pilot will know. At the word of the pilot, the ship can extend this privilege out to any and all passengers as well granting them the ability to know and understand what the ship senses.
Propulsion:
Amnesia's primary method of propulsion is it's solar sails. Normally Kosh vessels use some unknown form of propulsion but pretty much all of those faculties are dead flesh now. Genie used some left over Gree technology left over on Teegeeack along with some Rakatan circuitry to construct some solar sails. The ship stretches out it's forward arms, extending the sails out to catch cosmic radiation, amplify it, and reflected it back to generate propulsion. The sails are based on an ancient Gree design and are very efficient and powerful. plus they put a minimal strain on Amnesia herself, requiring no internal power from her to be used.
When the solar sails aren't deployed, they're folded up against the side of the ship. It then runs on repulsorlift arrays John installed. In space it uses jets of compressed air to maneuver. Amnesia has to take deep "breaths" of air whenever she is in atmosphere in order to replenish her supply of maneuvering fuel as well as air for the occupants.
It's hyperdrive is of Ratakan design but it's tied into whatever living tissue is left from the ships original hyperspace organ. When the ship jumps it takes it's destination from the mind of its pilot, navigates and plots the jump and then engages the hyperdrive. Like all other Kosh ships, it doesn't leap forward into hyperspace. Instead it softly fades away into hyperspace and then fades back into realspace at its destination.
Power Plant:
The ship is alive, so it's primary method of generating power is through consumption of space debris, asteroids, comet fragments and leaching nutrients from planets upon landing. This is enough to keep the ship alive, keep it's strength up and make it space worthy. It's age however has made it difficult for the ship to keep it's internal temperature up while in space among other issues. To make up for it's age, John and Gene installed several electronic systems that do things the ship can't handle on it's own anymore, this lets the ship focus on the essentials.
All of it's mechanical/electronic systems are powered off a fusion generator installed in the ships cargo bay. The cables and wires are strung through the flesh of the ship similar to how cybernetics are wired through humans.
Layout/Interior:
The ship doesn't have a proper cockpit. Its forward most room has a large round window looking directly out of the front of the ship thats made of a transparent tissue similar to a human cornea. When in hyperspace or looking directly at a star there is a fleshy flap that can fold down over the window to block it out, similar to an eyelid. John calls this room the observatory as it is the only room on the ship with a view of what is out in space.
At the center of the observatory is a series of control consoles that are arranged in a circle so that the pilot or a passenger can access all of them by standing in the middle of them. The consoles control all the electronic systems that John and Genie installed, including life support for the crew and the ship.
Behind the observatory is a corridor flanked on either side by two rooms. They are personal quarters. The room on the port side is for passengers. The door on the starboard side is for the Pilot. John at one point tried to reorganize the rooms so that they could be made into doubles instead of singles. Amnesia didn't care if he wanted to fit two people into the passenger room but she sabotaged his efforts at every turn with the pilot's room. John would come back and everything on the walls would be shaken off and furniture would be fallen over.
The corridor runs into the main chamber in the center of the ship. John and Genie turned it into a lounge. It has a couch, a holotable and a few chairs. There is a passageway up via ladder that leads to the chamber above which is equipped as a medical bay. The way for healthy people to get there is via the ladder but people who are incapacitated, are lifted up into the med by amnesia herself via dozens of slender tentacles.
Another ladder leads down from the main lounge into a chamber bellow which is used as the cargo bay. It has food/supply storage, enough for a few weeks. It has a weapons locker with several blaster rifles and pistols among various other weapons. The only other entrance into the cargo bay is a mouth like opening on the bottom of the hull through which cargo can be loaded into the bay.
The main entrance into the ship is via an opening in the lounge. It leads into a small chamber similar to a hear chamber. The flap opens into the inside of the ship while the outside has a sphincter like muscle that seals so tight it can withstand the vacuum of space. This small chamber is where Kosh would keep passengers in a state of unconsciousness, not allowing them anywhere aboard ship. John treats it as an airlock.