Wanderer 110 Crew
In addition to brick-built models, I do like to experiment with minifgures. Here are fifteen sci-fi figures with their character descriptions.
Jerrikraft:
Role: Captain
Description: Jerrikraft is some kind of cyborg. It assumed command of the Wander 110 simply by being the owner of the ship. Cold and mechanical, Jerricraft says little, but it is an expert strategist and marksman, enhanced by heavy armor and jet propulsion. Because it is self-conscious about its below average height, Jerrikraft wears a large top hat, which it keeps in pristine condition. Conducive to speech making, Jerrikraft can be a tiresome lecturer, but it is always wise and a usually well-liked captain.
2. Cricuit
Role: Analyst and technician
Description: Cricuit is a totally mechanical being, and because of this Jerrikraft trusts Cricuit more closely than any other member of the Wanderer crew. Cricuit possesses immense strength and firepower but low mobility. This, however, is rarely a hindrance because of its high computational power. Cricuit is able to make enormous complex calculations and remotely pilot the ship. Arguably the most invaluable member of the crew, Cricuit developed a quirkiness because of its inflated self-worth. This includes reading and quoting obscure literature, playing board games, and wearing bowler hats.
3. Shigene
Role: Resident swordmaster
Description: Shigene is utterly silent. He abhors guns and firearms, so he only carries his specially made longsword (and an axe on his back just in case). Tall, thin, and humorless, Shigene has meticulously trained all the Wanderer crew in hand to hand combat, but his ventures have not been particularly successful. He will likely remain the lone swordmaster of the group, at least until he talks more.
4. Vespire
Role: Duelist
Description: Sniveling, obsequious, and egotistical, the entire Wanderer crew hates Vespire. The reptilian dresses in a leather jacket and a pirate hat-complete with a plume. He must breathe a special atmosphere, contained in a tank on his back, to survive, but he keeps the controls to this guarded. Vespire is profoundly paranoid and often talks to himself, typically in riddles and verse. According to him, he has never lost a duel. His robotic leg says otherwise. Still, he is the greatest duelist on the ship, largely due to his incredible reflexes. Jerrikraft does not trust Vespire, though; the reptilian always has a traitorous look in his eyes.
5. Orthoganous
Role: Scientist
Description: By far the most accomplished member of the crew, Orthoganous has noble birth and enormous intellect. He is supreme in creative thought among the crew and only surpassed in computational power by Cricuit. A scientist, Orthoganous stages experiments and charts many of the courses for the Wanderer, particularly to mineral rich worlds. Armed with a custom double, rotating sickle blade, and a self-designed rifle and armor, Orthoganous would be an imposing combatant if not for his propensity to day dream and his stuttery, sputtery, and slurpy speech pattern. Despite being pompous– down to his fondness for capes– Orthoganous is popular among the crew, mainly because he is an unrivaled conversationalist with obscure knowledge on just about any topic.
6. Unknown
Role: Unknown
Description: Enigmatic to the point of madness, Unknown contributes nothing to the Wanderer, at least not directly. It does not sleep, eat, breathe, and it only rarely moves. Because it looks like a skeleton, most of the crew members theorize that Unknown is a ghost or some kind of vengeful spirit. As such, the more superstitious types have convinced Jerrikraft to keep Unknown onboard. Unknown does, however, occasionally speak, albeit in riddles. Orthoganous is fascinated by the creature, for it shows no signs of life (a deduction helped by Unknown’s tendency to accidentally break Orthaganous’s equipment simply by existing). Cricuit has run tests on Unknown’s speech pattern, but they are mostly dead ends. The only phrase that the robot was able to translate, based on ancient dialects from tens of thousands of years ago, was “Spinach maketh the mind strong.”
7. Kraton
Role: Chef
Description: Burdened with a crippling axe addiction, Kraton is obsessed with fighting, specifically with axes. He does his hair in the shape of an axe blade, and instead of installing propulsion devices to his armor, he opted for twin throwing axes. Even his rifle has an axe head attached. Besides his weaponry choices, Kraton is an excellent chef, though his choice of utensils is maddening. Before his axe craze, it is said that Kraton was a galaxy renowned gourmand who went rogue after giving up his fame and success for axe appreciation. Or maybe that’s just what Kraton wants everyone to think.
8. Woody
Role: Marksman
Description: Woody is a marksman, a career that he lives and breathes, that is if he could breath. No one actually knows what Woody’s chemical makeup is. He appears to be made out of molten lava and rock, but somehow this is contained in a helmet, and somehow he does not burn away his clothes or his cowboy hat. Besides his highly accurate and advanced rifle, he carries a knife and plenty of emergency equipment, as though the Wanderer were a sweltering jungle. Jovial and prone to playing pranks, Woody is a good friend of nearly everyone except humorless Shigene.
9. Callus Neptune
Role: Warrior
Description: Callus Neptune is utterly pathetic. He wears standard issue armor, carries a galaxy standard weapon, and has an uninteresting life. In fact, his life is so boring that he changed his last name to Neptune simply because he went on holiday there. Due to his lack of individuality, Callus has turned to drinking, only his species does not consume liquids, so he just stands around holding a bottle, trying to look somehow tougher. It has not worked so far.
10. Zeerk
Role: Mechanic
Description: Zeerk is the resident mechanic, and she is actually much more interested in finding places to put things than things themselves. She has an enormous backpack with a veritable hoard of tools, a hoard which weighs so much that she has to lug around her heavy flammable gas gun around everywhere in order to balance the weight and not fall backwards. Highly skilled, Zeerk has fixed the Wanderer numerous times, and without her, the ship would probably be distributed part by part like party favors.
11. Wedrerack
Role: Weapons maker
Description: A great weapon forging talent, Wedreack is one of the oldest members of the Wanderer crew and has immense expertise. He crafts strong alloy blades and can build guns himself, though he tends to get overly concerned with aesthetic design. In fact, he was originally an architect, but when he designed a building with decorative elements that decapitated the king of the planet Shreyawh, he had to become an outlaw. Occasionally slow witted and disturbingly fascinated with anything made of metal, Wedrerack is an acquired taste but his occasional wisdom has made him endearing to the crew.
12. Madframe
Role: Bully
Description: Madframe is a robot like Cricuit, but it is cruel and brutish. With nigh invulnerable armor and its high powered rifle, Madframe is an imposing warrior, as well as a petty thug. It likes to spill liquid on other crew members and it derives great pleasure from getting the socks of organic being wet. This fiend is only kept around because it is a strong and loyal warrior, though Jerrikraft would be more popular with the rest of the crew if it got rid of Madframe somehow.
13. Heilo’tukhanmani
Role: Priest
Description: Heilo’tukhanmani believes that she is the reincarnation of some ancient god or eldritch entity. Considering that she has never demonstrated this, the Wanderer crew mostly suggests that she just wants attention. Heilo’tukhanmani has a fondness for tall sticks and regal clothing, though Jerrikraft shrewdly allotts very little of the crew’s budget to go towards Helo’tukhanmani’s bizarre personal expenditures. Liking to speak in heightened language and metaphors, Helo’tukhanmani has single handedly turned the Wanderer crew entirely secular.
14. High Roller
Role: The highest roller
Description: The ability–or perhaps curse–of being totally invisible has turned High Roller into quite the eccentric. Because his invisibility is a major safety risk, Jerrikraft forces High Roller to wear clothes at all times. The invisible crew member agreed on the condition that he would get to be named “High Roller” with no questions asked. Ever pragmatic Jerrikraft obliged. Equipped with no aim whatsoever, copious golden jewelry, a tacky velvet suit, gold sunglasses, and a cowboy hat, High Roller is a blatant individual. He has a crass sense of humor, and no one can get a hold on where he is from. Cricuit argues that High Roller hails from the backwater planet Earth.
15. Farmer Joe
Role: None
Description: The omnipotent, multi-dimensional being Farmer Joe has come in contact with the Wanderer ship multiple times. He is, of course, not a crew member, for he certainly does not follow any sort or orders. Orthoganous believes that Joe is the manifestation of universe wide entropy, somehow given a physical form by colliding timelines. Others think he is just a farmer who happens to be immortal and all powerful. Whatever the case, Joe is capable of creating matter by pulling anything out of his back satchel. On one occasion, Joe manifested a pitchfork launcher which was capable of sending its projectiles at beyond the speed of light. They hit their target the day before the gun was fired. Joe has been called many names, but he is adamant about being treated simply as another grain from the illustrious order of “the salt of the earth.” Being basically all misfits in some way or another, it is unsurprising that Farmer Joe feels some comradery with the Wanderer crew.