Rosemary

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Rosemary is one of the daring few who defy the Empire navy and merchant guild to conduct piracy on the space lanes. She's young, she's not as experienced as some and has had a few close shaves but lady luck seems to smile upon her for the time being.

Rose stands an inch or two below six foot in height, pretty and clearly in her early twenties the Ravenhaired captain's curves speak of more than a few victories in duels, the graceful curves of her hips and thighs and as well as her filled out chest testament to where the losers ended up. Her skin tanned by the harsh sun but marred by few scars of battle, a testament to skill or luck. Her hair is neck length despite shipboard life.

For clothing first off she wears a rather dramatic purple half cape slung over one shoulder (a prize she kept from winning a duel in addition to the extra sway), a black pirate vest and a bracer on her right arm to protect her sword arm during a fight. Below that she wears a dark blue slanted skirt and a swordbelt holding her Rapier and also backup daggers. Lastly she's got some quite well made boots on her feet...also black. The clasps and buckles for her cape and belt are both silver.

Gender notes: Rosemary can be played as female or herm depending on the preferences of the other player.

A captain is nothing without a ship and this is always true. Rose found hers under mysterious circumstances with the crew absent and no clues as to its origins. The Perdition is clearly built for piracy though which helped Rose greatly starting out even if it does cause questions to be asked.

Length: 160 ft from bow to stern
Appearance: The main hull has strong nautical lines, a trio of aether sails extending equidistantly out around the hull with the lower two able to fold upwards during landing. It's topdeck is narrower than the ships widest point though giving it slightly submarine like lines especially with the ports located at the bow for and stern for torpedoes and drives. Additional signs of armament are the eight gun ports running along each side.

Propulsion:
Aether sail: Allows one to harness the currents of the luminiferous Aether for propulsion and move between worlds. It's not the fastest mode of travel, with one well known exception, and sometimes currents aren't going where you want to go. The exception is of course the grand streams of the star ways allowing travel from star to star upon which Aether sails allow much much greater speeds than achievable any other way.
Naval rocket: Originally made for the British navy these powerful tubes are gluttons for refined promethium when used but produce hellacious amounts of thrust. The Perdition has three tubes, giving it enough sprint power to run down a merchantman but maybe not to evade some of the faster navy warships. The drives use too much fuel to be used for regular flight though they have been used for shortcuts between aether currents.

Sensors and life support:
Bubble field: Holds air around the ship using a balanced energy effect allowing movement on the top deck without requiring a pressure suit and such actions as boarding by intersecting the bubbles.

Ripple auspex: A standard navigational aid vital for plotting courses and detecting other ships in the unimaginable vastness of space. The Ripple auspex is a complex series of Aether sensitive gems linked to a Babbage Analytical engine able to interpret the vagaries of aetherspace and output information on nearby currents and vessels. Craft so detected by the eddies caused by their sails can then be sought out with telescopes and a suitable intercept may be plotted.

Armaments:
Smithson lightning cannons: Eight to a side these are the standard broadside weapons for Naval warships, merchants usually suffice with rockets or cannon, firing a blast of metal breaking electricity their bite is potent but more importantly lightning cannon blasts tend to seek out metal objects in the void which improves their accuracy a good deal over rockets and cannons.
Each of the ship's two batteries is powered from a high pressure boiler which feeds each cannons accumulator, it has to be said though these weapons frequently don't work that well under the care of Rose and her crew...it's frequent for the second or third broadside to be less than a full volley leaving the cannon to be repaired after the battle.
Geldridge Mortimer automatic torpedo: The Perdition carries four tubes and eight torpedoes total though the bow tubes cannot take the ammo for the stern tubes and vice versa. The forward tubes fire Claw torpedoes with a frontage of spikes that snap forwards embedding in the target ship. They also have a trailing chain linking them to a winch aboard ship so the target can be drawn in. A spare pair of torpedoes can be loaded if the target succeeds in severing the first two however there's not a third reload.
The second torpedoes are for the rear tubes, without chains they have a longer range and carry explosive warheads. These needless to say are to try and discourage pursuit when running away from the naval frigates or merchant's guild pirate hunters. They pack quite a punch but the aforementioned pursuers frequently have frontal tubes capable of shooting back and alarmingly more than a single set of reloads.

Crew:

Manfred Alphonzo the Third. An aristocratic seeming automata (he only responds to that name, yes all of it, every time) powered by a miniature Analytical engine and shaped like a sphere with some fold out legs. Manfred was found in a crate aboard the ship and his origins as well as the reasons he only responds to that name are as mysterious as the rest of the ship. Stands about three foot high with a monocle like optical sensor and acts as ship security, able to stand guard and shoot at unauthorized moving things with great enthusiasm. Manfred is armed with a pop out electrical dart gun firing charged darts able to stun people or at least hurt like blazes.

Shelly, Rosemary's cabin girl and the one in charge of cleaning the ship which is far too large for the few of them. Quite a meek brown haired girl and seldom out and about due to extreme shyness. Nonetheless without her Rosemary wouldn't be able to keep the ship ship shape nor navigate and fire the cannons or torpedoes.

Clank, a simple automata who barely qualifies as crew. His clunky form has no legs and is joined to a track running between the two boilers. He only has one routine carved into the cam in his chest, that is to shovel coal...which he does quite well as a labour saving device.

 
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