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		<id>https://multiversemush.com/mw/index.php?action=history&amp;feed=atom&amp;title=Starbound_Flotilla</id>
		<title>Starbound Flotilla - Revision history</title>
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		<updated>2026-05-09T20:05:44Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Starbound_Flotilla&amp;diff=9747&amp;oldid=prev</id>
		<title>Lord English: Created page with &quot;{{CharacterNew |NameOnMUSH=Starbound Flotilla |Color=#0099FF |Char_id=672 |Img= |FullName=Starbound Flotilla Core Fleet |Gender=Multiple |Species=Multiple |Theme=Starbound-1 |...&quot;</title>
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				<updated>2015-06-21T21:21:29Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{CharacterNew |NameOnMUSH=Starbound Flotilla |Color=#0099FF |Char_id=672 |Img= |FullName=Starbound Flotilla Core Fleet |Gender=Multiple |Species=Multiple |Theme=Starbound-1 |...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{CharacterNew&lt;br /&gt;
|NameOnMUSH=Starbound Flotilla&lt;br /&gt;
|Color=#0099FF&lt;br /&gt;
|Char_id=672&lt;br /&gt;
|Img=&lt;br /&gt;
|FullName=Starbound Flotilla Core Fleet&lt;br /&gt;
|Gender=Multiple&lt;br /&gt;
|Species=Multiple&lt;br /&gt;
|Theme=Starbound-1&lt;br /&gt;
|Chartype=OC&lt;br /&gt;
|Function=Migrant Adventurers &lt;br /&gt;
|Faction=Syndicate&lt;br /&gt;
|Rank=5-Lookout&lt;br /&gt;
|Ranktype=Ally&lt;br /&gt;
|Groups=[[Flotilla]], [[Murasame Zaibatsu]]&lt;br /&gt;
|Quote=&amp;quot;My name's S.A.I.L., and I'll be helping you out! Let's get your ship up and running...&amp;quot; &lt;br /&gt;
|PAge=Multiple&lt;br /&gt;
|AAge=Multiple&lt;br /&gt;
|Aging=Yes&lt;br /&gt;
|Height=Multiple&lt;br /&gt;
|Weight=Multiple&lt;br /&gt;
|Hair=Multiple&lt;br /&gt;
|Eyes=Multiple&lt;br /&gt;
|Voice=Multiple&lt;br /&gt;
|Song=&lt;br /&gt;
|Profile=The Starbound Flotilla is a small fleet of broken ships and broken people. Unable to return to their homeworlds for all sorts of reasons, six jerks in six ships at varying levels of repair and quality have formed a loose alliance with unsteady, uncertain goals that nobody has quite settled on. Individual histories ranging from fleeing a destroyed homeworld to escaping the death of a rebellion make for a mixed bag, while personalities that range from the most philosophical to the most savage give the crew an extremely chaotic way of making decisions, often leaving one member at odds with the other. None can deny their skills and technology, though. Every one of them are deadly soldiers, swift architects, genius engineers, and expert craftsmen, empowered by high-level science and technology from a universe on the verge of collapse.&lt;br /&gt;
|Powers=APEX PHYSIOLOGY: Albert, like every member of their race, underwent a rigorous treatment of intense genetic engineering, empowering them with enhanced intellect and providing them with a more primate-like agility, resilience, and strength.&lt;br /&gt;
&lt;br /&gt;
AVIAN PHYSIOLOGY: Pavo possesses lighter bone structure and they're more genetically inclined towards mid-air maneuvering, giving them a great advantage in any environment that allows them to make use of vertical space.&lt;br /&gt;
&lt;br /&gt;
FLORAN PHYSIOLOGY: Biteblade is made of plant matter, allowing clean regrowth of all wounds over time. They are able to process sunlight and carnivore-friendly matter into energy required to regenerate or utilize high-energy movement.&lt;br /&gt;
&lt;br /&gt;
GLITCH ENGINEERING: Seft is an artificially engineered and constructed life form. As a humanoid robot, they are immune to many environmental or biological hazards and having a generalized resistance to pain or non-disabling injury.&lt;br /&gt;
&lt;br /&gt;
HYLOTL PHYSIOLOGY: Moonfin is amphibious, capable of surviving underwater for long periods of time. Their race is also naturally extremely social and has great empathy, allowing for some measure of social insight.&lt;br /&gt;
|Skills=CRAFTSMEN: The Starbound Flotilla's crewmen are skilled craftsmen. They are able to operate by craftsman's intuition nearly any crafting tools to some level, as well as being skilled in ad-hoc engineering with just their hands or more simple tools. They are particularly skilled in the operation of high-level scientific crafting and manufacturing equipment, and specialize in the production of armor, weapons, tools, and gear from much more esoteric and multiversal alloys, skins, carapaces, or similar substances. They are surprisingly good at creating furniture. They tend to focus on using new materials to create more advanced crafting tools.&lt;br /&gt;
&lt;br /&gt;
ARCHITECTS: The crew is capable of designing and often building large fortifications, traps, homes, business, and other similar structures in an extremely short period of time, as well as furnishing, decorating, or simply arming these structures. When properly equipped, they can create small fortified outposts, apartments, stores, or similar structures within the span of minutes.&lt;br /&gt;
&lt;br /&gt;
SOLDIERS: The Starbound Flotilla's crew are quite combat-capable, able to use synchronized group tactics to overwhelm with a mixture of long-range and short-range offense. They're generally capable of basic first aid, squad tactics, firearms operation and maintenance, and the use of a small variety of melee weapons and defenses, among other basic soldier skills like hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
ENGINEERS: The crew are expert engineers, specializing in larger-scale structural engineering, but also quite capable of smaller scale inventing on very basic principles. Simple things like grappling hooks, new crafting tools, improvised weapons, and similars are their bread and butter, but their most effective work is in engineering fortifications and defenses.&lt;br /&gt;
&lt;br /&gt;
COLLECTORS: The crew are extremely effective at all types of resource procurement, from mining materials straight out of the ground, to salvaging valuable artifacts, to looting. From industry to piracy, if it exists they will probably try to find some way to harvest it.&lt;br /&gt;
&lt;br /&gt;
NAVIGATORS: Each Flotilla member is a knowledgable astronavigator typically capable of skillfully handling a majority of spaceships and some aircraft, as well as a generalized pilot that can at least operate most other vehicles serviceably.&lt;br /&gt;
|Assets=MATTER MANIPULATOR: Each major crewman is equipped with a Matter Manipulator. This rugged, resilient, self-powered device is incredibly useful, allowing high volumes of terrain, equipment, arms, armor, furniture, liquid, food, or in essence anything that is not alive, and is composed of matter, to be stored and transported in an extremely small space using a powerful spatial warping technology. It can then be re-deployed near-instantly. It's also equipped with a pixel printer, allowing for simplistic prefabricated structural material, survivalist tools, and simple healing materials to be generated out of Pixels, but this is somewhat expensive.&lt;br /&gt;
&lt;br /&gt;
FACILITIES: The Starbound Flotilla is equipped with tools of heavy industry, making it a mobile refinery, energy production facility, rapid manufacturing apparatus, and heavy storage warehouse, capable of turning ore into a powerful piece of equipment in the span of minutes. Its ships also contain the tools and processing power required to perform research and development on new materials, technologies, and equipment, though often they require heavily analyzing artifacts taken from high-level instances of those technologies. Finally, they have ample residential space, and personal teleporters that can allow individuals to return to their ship in clear environments, or deploy to safe coordinates that lack interference.&lt;br /&gt;
&lt;br /&gt;
EQUIPMENT: Flotilla technology primarily focuses on armor, melee weapons, and industrial tools, often branching out into energy and ballistic firearms, environmental hazard protection, teleportation, astro-engineering, terraforming, mobility enhancement equipment, drone technology, limited psionic impulse amplification (non-mental), computing, and other adventure-focused technologies. They are specialized in turning unusual multiversal substances into equipment, or advantageously utilizing unusual multiversal artifacts in crafting. Everything from well-crafted steel tools to high-powered energy weapons is within their grasp, if they have the raw materials and the appropriate crafting tools. &lt;br /&gt;
&lt;br /&gt;
THE FLEET: The Starbound Flotilla is, after all, space ships. They are equipped for FTL travel, atmospheric maneuvering, boarding, ship-to-ship naval battles at long and short range, and supporting ground units through bombing. They possess extremely potent self-repair technology. The Flotilla has a core fleet of only six, but scavenged crafts and their own manufacturing abilities can allow more ships to be added, assuming they have other individuals to handle the piloting.&lt;br /&gt;
&lt;br /&gt;
SPELLSWORD PROJECT: A specialist equipment line, the Spellsword Project enables production of elementally-aligned melee weapons and armor. The powered armor is extremely mobile, extremely durable, and extremely dextrous due to psionic links. Monstrous offense and defense at short range, incapable of ranged combat. Produced after operations in Galianda.&lt;br /&gt;
&lt;br /&gt;
IRRADIANCE PROJECT: A specialist equipment line, the Irradiance Project enables production of extremely high-energy equipment and ranged weapons, at cost of some armor potential. Irradiant armor produces outrageous amounts of energy that can fuel powerful projectile and Psionic weapons at various ranges from light sidearms to heavy weaponry. Produced after study of the Mojave Wastes.&lt;br /&gt;
&lt;br /&gt;
GALACTIAN PROJECT: A specialist equipment line, the Galactian Project enables production of small hovering vehicles or spacefighters, and focuses on fixed energy weapons or firearms, and mid-range armor. Primarily focused on smooth transitions into and out of vehicles that may be summoned at will from compressed space. Produced after materials acquisition from the Galactic Empire.&lt;br /&gt;
|NPCs=GEORGE: George is the Human member of the Flotilla. He specializes in space hull engineering, EVA gear, and espionage. He practices a ruthless, rarely-mastered close quarters combat style developed in zero gravity, called &amp;quot;Robusting&amp;quot;, and primarily uses one-handed blunt melee weapons. Fastest improvised bombs in the sector. Notorious space station saboteur and melon aficionado.&lt;br /&gt;
&lt;br /&gt;
PAVO: Pavo is the Avian member of the Flotilla. She specializes in FTL engineering, in-atmosphere piloting, and violent boarding. She primarily uses one-handed swords and her own agility in a naval-focused swashbuckling way, and is an expert in hijacking large craft as well as looting everything not nailed down. Sings a mean space shanty, blatantly a pirate, functionally serves as her own parrot.&lt;br /&gt;
&lt;br /&gt;
ALBERT: Albert is the Apex member of the Flotilla. He specializes in personal tech engineering, computer science, and guerilla warfare. He primarily uses grenade launchers and rocket launchers alongside massive hammers, and is a small-squad tactics expert that coordinates the group. Paranoid, due to being hunted by a government conspiracy.&lt;br /&gt;
&lt;br /&gt;
BITEBLADE: Biteblade is the Floran member of the Flotilla. She specializes in scavenging, survivalism, and assassinations. Uses bows and knives in a brutal, inhumane savage combat style, and is an expert tracker. The Flotilla's most dangerous combatant in a one-on-one fair fight, hands down. One of the most civilized Florans in existence, but will bite you anyway.&lt;br /&gt;
&lt;br /&gt;
MOONFIN: Moonfin -- the title for a man named Haruto -- is the Hylotl member of the Flotilla. He specializes in diplomacy, teleportation technology, and melee weapons crafting. He utilizes two-handed swords offensively, defensively, and for utility, and has an unusual affinity for taming mounts. Vastly increases in skill when acting in an honorable fashion. Amphibious. Once cut a bullet in half before it hit him, sustained two wounds instead of one.&lt;br /&gt;
&lt;br /&gt;
SEFT: Seft is the Glitch member of the Flotilla. She specializes in sensor operation, psionics, and armor. The only member who can craft staves that manifest the user's will into pre-programmed psionic patterns that look uncomfortably like magic spells. Uses these, alongside battle-axes. Produces and maintains the Flotilla's crafting tools. Somehow acts less human than the actual Flotilla AI.&lt;br /&gt;
&lt;br /&gt;
S.A.I.L.: SAIL is an artificial intelligence linked between all six ships, and who handles research and development, allowing the Flotilla itself to use outside materials and artifacts to upgrade their equipment, crafting tools, or industrial capacity. Not actually sapient. Prone to needing reboots. Is not in charge of pod bay doors, stop asking.&lt;br /&gt;
&lt;br /&gt;
HIRELINGS: The Flotilla is connected to networks of exiles for hire from all races. They typically specialize in only one of the Flotilla's many skills, making up for a lacking sort of manpower. They are very expensive. (PLs max at 28)&lt;br /&gt;
|Disadvantages=TENSION: Several members of the six-ship fleet have intense tensions between each other, which can produce problems on their own or when manipulative sorts choose to exploit them. Strong tension exists between Biteblade and Moonfin, between Pavo and Seft, and between Albert and George, and smaller tensions can be cultivated to break their otherwise incredibly synchronized decisionmaking.&lt;br /&gt;
&lt;br /&gt;
FUEL AND MATERIALS: The fleet needs a constant stream of fuel and raw ores to power their charge through the multiverse. A dedicated hunter could starve them into submission through repeatedly denying their efforts, and big scores are an easy lure to draw them in.&lt;br /&gt;
&lt;br /&gt;
LOYALTY-BOUND: The Core Fleet is loyal to itself, first and foremost; it will take whatever actions a majority of its members vote for. The larger Flotilla outside the Core Fleet commands all other loyalty, and any individual dissent is disregarded.&lt;br /&gt;
&lt;br /&gt;
STATUS EFFECTS: For reasons unknown, most of their protective gear protects only against broad-level environmental hazards. Poison, direct immolation, and other similarly personal, concentrated &amp;quot;status effects&amp;quot; meet reduced resistance from most gear that this group crafts.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Lord English</name></author>	</entry>

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