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Caldari
Ruled by a handful of mega corporations, the Caldari
State is the epitome of civil duty and efficiency, where ruthless
capitalism leaves no room for human rights or feelings. They are brutally
efficient fighters, giving the opponents no chance of retailiation. Through grit
and superior technology, the State fought the much larger Gallente Federation to
a standstill.
The Caldari Navy use metallic and utilitarian
ship designs, with many flat and dull grey surfaces. They are rarely symmetrical
and sometimes have wierd angles and a tilted look. They usually design their
ships as missile ships and favour shields far more than armor. This also means
they have many medium slots but very few low slots, giving them many gadgets to
use, but also a dependency on those gadgets to function to survive. When not
using missiles they usually use hybrid turrets (railguns and blasters). They
tend to name their ships after birds, such as Crows and Ravens.
Minmatar
The undeniable ultimate underdogs of EvE are the Minmatars. Once enslaved by the Amarr Empire for centuries, the Minmatar Nation is now revelling in its newfound freedom, fighting for its claim as a major power. Steeped in a deep-rooted tribal society, the Minmatars display vehement attachment to their kindred. They will never forget their lost brothers and sisters enslaved by the Amarr Empire.
The Minmatar Navy use vessels pieced together out of random rust-colored metal objects, with large solar sails and industrial surfaces. Many of their ships look like flying engines with guns attached and they do fly much faster than any other ships around. They have great versatility, using many projectile turrets and missile launchers to attack, although these sometimes result in less medium and low slots for defensive equipment. They name their ships short dynamic names, like Slasher, Breacher, Burst, and Probe.
Amarr
Amarr is a vast and ancient empire, with the Amarr Emperor as the head of the feudal society. It is rich in history and traditions, with a caste system that is cruel to those on the bottom, but kind to those at the top. Centuries ago during the Reclaiming, the Amarr Emprie enslaved several nations, including the Minmatars, but has calmed down in recent times.
The Amarr Navy favour a sleek, balanced, and symmetrical look, with a yellow tint and reflective gold plating. Their ships are big and smooth and have the thickest armor in the galaxy. The Amarr like laser turrets and all their ships receive bonuses when equipped with such and have the capacitors to power them, but they have few missile ships, and most of their ships fly at medium to slow speeds. Their ships have many low slots and few medium slots, so they don't as much try to avoid getting hit as try to shrug off any damage this cause. They tend towards menacing ship names like Punisher, Executioner, or Apocalypse.
Gallente
The Gallente Federation is the only true democracy in EvE. The Gallenteans regard themselves as the champions of freedom and liberty. Their human touch makes them excellent traders and media moguls. Forged in fire in a war against the Caldari State, the Federation still depends on its mighty drone fleets to defend its beliefs against encroaching anarchy.
The Gallente Navy build ships of a blue-green hue with smooth curves and odd asymmetrical designs which look more grown than built. They have few bad sides, although they slightly favour armor over shield technology, and usually come equipped with hybrid weapons (railguns and blasters). They do stand out in their use of drones, which is far more pronounced than the other races, with large drone bays in most of their ship designs. Their ships are usually named in Greek or Latin, like the Navitas or
Imicus.
Deteis
Symbolizing the Caldari in every way, the Deteis
are efficient, hard working, and duty filled. The Deteis are commonly found in
positions of authority, both in administration and the military, something that
suits their temperament well.
Deteis Females tend to be neat and composed with
a wry sense of humor and a no non-sense outlook on life.
Deteis
Males are generally tall and well groomed with a fair complexion. They
strike an imposing chord with their haughty, detached demeanor.
Civire
Providing the backbone to the Caldari Empire the
Civire are cool, levelheaded, and relentless in their approach
to either trading or fighting. Civire can handle pressure extremely well, an
invaluable aid in combat or other stressful situations. Many of the best bounty
hunters are Civire.
Civire Females are not very tall, but lithe and
supple. They are ardent and committed workers, never willing to give up.
Civire Males are big-boned and masculine, preferring a
clean-shaven chin and closely cropped head.
Achura
Achura has been part of the State for three centuries and joined
and left the Federation at the same time as the State. Yet the
Achur have always remained a mystery to others. Intensely
spiritual the Achur are as reclusive and introvert as one can be and still
partake in galatic affairs.
Female Achur are greatly sought after as
teachers and mentors. Their intense interest in the metaphysical world give them
great knowledge of everything from quantum physics to the human psyche. More
importantly, it gives them the patience and modesty to look beyond their own
petty interests, allowing them to truly relate to others.
The
Achur male is reserved in deeds and manner and is a master of
disguising his own thoughts and emotions. Never rash or impulsive, he likes to
meditate on every decision of importance. Compassion is not alien to him, but
his tendency to look at the bigger picture makes it easier for him to sacrifice
short-term gains for long-term benefits.
Sebiestor
Ambitious and driven the Sebiestors are
innovative thinkers and are always willing to try something new and different.
The Sebiestors are slight build, but are lithe and often graceful. Pale, taut
skin and a thin frame are the norm and these looks lead many to believe they
suffer from constant malnutrition and sickness.
Sebiestor Females are kind and considerate, but
notorious for their cruel streaks. Generally loveable, they're realistic enough
to take the world only at face value.
Sebiestor Males
are contemplative and curious, charming and passionate. They are great tinkers,
but their inquisitive nature makes them ideal for any profession when they put
their mind to it.
Brutor
Brutors are strong-willed and have a great sense
of individuality. They are a swarthy people, a bit larger and burlier than the
other Minmatar tribes. They favor physical prowess over anything else and can be
frightening to face.
Brutor Females are in some ways opposites of
male Brutors. They are dominant, persistent, and egocentric. Their grace and
beauty serve to aid them in these matters.
Brutor Males
are patient, alert, and determined. Their thoughtful and deliberate manner gives
them great situational awareness.
Vherokior
The Vherokior tribe is a splinter tribe from the Starkmanir
tribe. The origins of the Vherokiors are actually well known,
unlike the other older tribes. Some five thousand years ago a brutal Starkmanir
chief was exiled with all his people. The chief led his people into the most
inhospitable part of Matar and was never seen again. But several centuries later
their ancestors returned to Minmatar society, much changed in appearance and
manners. They never revealed the cause for this change, but took to roaming
between the other Minmatar tribes in large caravans, living as merchants,
healers, scholars and fortune tellers.
Vheroikior females are renowned for their shrewd
minds when it comes to business and trade. Their batering skills are second to
non and they possess exactly the right mixture of sense and intuition to excel
in both commerce and industry. The Vherokiors have long since abandoned their
wandering ways, instead opting for small-scale family-run businesses. These
small establishments, often small canteens and bistros, are usually operated by
the matriarch of the family.
The Vherokior male is
small in stock, but nimble and quick footed. They possess an easy charm and are
quite affable. While the tribal tattoo tradition is something shared by all
Minmatars, the Vherokior male shamans have taken it to new heights. The mystical
nature of the Voluval ritual, where the inner soul and karma of the person is
revealed through a body tatoo, is exclusively handled by Vherokior shamans and
the secrets of the rituals are only known to them.
Amarr
Those directly descendant from the Amarrian
ethnic group before it conquered its home planet and intermingled with other
people - are proud and supercilious, having a great sense of tradition and
ancestry.
Amarr Females are very class conscious and
formal in their dealing with others. They have strong family ties and can be
very vindictive when someone harms their close ones - this vengefulness can last
for generations.
Amarr Males are haughty, cruel and
inflexible in their belief of their own superiority. Although this makes them
difficult to deal with, it gives them decisiveness and a great sense of
purpose.
Ni-Kunni
These people were a primitive race conquered some 1000 years ago
by the Amarr Empire. Unlike the other races conquered by the Amarrians, the
Ni-Kunnis adapted to the Amarr society much better and today
only a small minority is still enslaved. Most Ni-Kunnis are tradesmen and
artisans - occupations frequently frowned upon by Amarrians, but still a vital
part of their society.
Ni-Kunni Females have an enticing and enchanting
demeanor. Before becoming part of the Amarr Empire, the Ni-Kunnis had a
polygamous society. Although this practice has long been abolished, it still
lingers in relations between Ni-Kunnis males and females. Beneath their meek
manners Ni-Kunnis women are just as smart and devious as their male
counterparts.
Ni-Kunni Males are sly, cunning, and
unscrupulous. The only way for a Ni-Kunnis male to advance up the rigid Amarrian
social ladder is by amassing great wealth, so most Ni-Kunnis males are very
conscious of making a healthy profit, but this does not necessarily make them
greedy.
Khanid
The Khanids were fellow settlers alongside the
Amarrians on Athra, better known today as Amarr Prime. During the height of the
Amarr Reclaiming the Khanids were swept up and merged into the growing Amarr
nation. The Khanids proved themselves as valuable allies to the Amarrians from
day one and have ever since held exalted status within the Empire, with only a
handful of them ever actually having to endure slavery. The name Khanid was give
to the Khanid chiefs by the Amarrians. It means "little lord" or "lordling"; an
affectionate term given to a cherished friend. The name stuck to the nation as a
whole at some point and even after the Khanid domain was granted to one of the
great Amarr Holder families, the family adopted the Khanid name as their own,
winning the hearts of the Khanid people over in the process.
The warrior lifestyle of the Khanid males from ancient times has
made its mark on the Khanid society. The Khanid female is used
to run the household on her own, making her independent and resourceful. Used to
make her own decisions, the Khanid female lets no one domineer her and is very
much the mistress of her own destiny.
Long before the Amarr Empire took
to the sky the Khanid males were recognized as the best ground
fighters in the Empire. During the Reclaiming Khanid warriors were at the
forefront in the subjugation of the Ealurians, the Ni-Kunnis andd the Minmatars.
Though physical stature and bravery counts for less today, many Khanid males
keep up the warrior tradition.
Gallente
Originally of French origins, although any direct similarities
have long since vanished, Gallenteans value freedom and
individual liberty above all else. The Gallente Federation is the only true
democracy in the world of EvE.
Gallente Females considerate and kind, spirited,
out-going and lively. They value self-empowerment and can be very creative and
resourceful.
Gallente Males driven and ambitious. They
often act self-righteously and are generally very opinionated. They can be very
courageous when they feel their way of life is threatened.
Intaki
The Intakis were integrated into the Gallente
Federation a few centuries ago. Their thoughtful and composed manner suited the
Gallente society well; the Intakis are especially good at human interaction and
are very prominent in the federal bureaucracy.
Intaki Females share much the same traits as the
males; they're quiet and contemplative, moving through the world without making
a ripple. Yet their contemplative manner can conjure great beauty through words
and visions.
Intaki Males are methodical and reserved,
never outspoken or confrontational. They enjoy sitting in quiet reflection.
Intaki homes are a place of peace and tranquility.
Jin-Mei
The nation of Jin-Mei is the latest addition to the Federation,
having joined only shortly before the Galenteans came into contact with the
Amarr Empire. The Jin-Meis have a very rigorous caste-system,
which sometimes clashes with the liberal ideals of the rest of the Federation.
The Jin-Mei inhabit the Lirsautton system in Everyshore and seldom venture far
from their homes. But that is now changing with the civil war ragin between
feuding Sang Do overlords, leaders of the Jin-Meis.
When the Jin-Mei joined the Federation the social standings of
Jin-Mei women were owefully inadequate for liberal democracy.
Much has changed since then, not the least by Jin-Mei women themselves grabbing
the torch of equal opportunities by both hands and carrying it forward with
fervor.
The Jin-Mei male is generally carefree and
good-humored, though very class conscious. He is not very curious by nature,
rather favouring stability and security. Most put much stock in generating good
social appearance.
Merchandisers
There is nothing the Deteis love more than having total control
over all their activities and this holds true for producing items. They want to
master every aspect of the process, from mining the materials, the actual
production, and finally the dristribution and marketing.
Scientists
The Deteis beautifully combine efficiency with inventiveness,
making them superb researchers and scientists. It's the ability of the Deteis to
continuousy create hi-tech devices and the combat abilities of the Civire that
together make the Caldari State such a formidable force.
Tube Child
Acutely away of the small population of the Caldari State in
comparison with the sprawling Gallente Federation, the Deteis have for decades
untilized artificial procreation to increase their population. These
tube-children are then raises in inhospitable, State-run orphanages, making them
tough and self-reliant.
Entrepreneurs
Civire are usually not known for their business endeavors, but
when they go into business they do it with the same aggressiveness and
confidence as when fighting a battle. To them, business is war, and should thus
be pursued with the same vigilance and ruthlessness.
Mercs
Civire love the brutality of battle and take every opportunity to
engage in one. This is the reason why so many of them sell their services as
mercenaries - it promises a constant supply of combat. For many families, a merc
career has become mandatory for every member before he can settle down for a
quiet family life.
Dissenters
The cold, disciplined Caldari society does not appeal to
everyone, nor are eveyrone happy with the stranglehold the mega-corporations
have on everyday life. These people are not rebellious, but have for years been
trying to actively change the system from within. One of these days the State
will want to deal with them once and for all.
Inventors
Creativity is a prized attribute amongst the Achur, as inventions
are considered spiritual rather than strictly scientific in nature. Only those
in touch with themselves and the universe can 'tap' into the universal
consciousness and return with novel ideas.
Monks
Thousands of monasteries are scattered around Saisio III,
operated by dozens of different monastic orders. While each order has its own
code of conduct regarding member behaviour, celibacy and other issues, they all
agree on one thing; that only by perfecting the body can you perfect the
soul.
Stargazers
While the spiritualism execised by the Achur is not an organized
religion in any sense, the Achura nation still holds seers and visionaries in
high esteem. While the Achur are realistic enough not to attribute them with
supernatural prophetic powers, these individuals are still regarded as
possessing uncanny understanding of what makes the universe, and humans,
tick.
Tinkerers
The Sebiestors are the engineers and inventors of the Minmatars.
They are especially adept at taking various ideas and techniques and modling
them into their own special designs. Some Sebiestors seem to have an uncanny
empathy with the ways things work and tick, making them extremely competent
tinkerers.
Traders
Many Sebiestor traders live like nomads and travel the width and
breath of the galaxy in search of quick profit. They seldom settle down to
exploit a prosperous trade route for long, always moving on to seek the big
payoff that will make them rich beyong their wildest dreams.
Rebels
While most Minmatars are trying to establish some sort of a
normal way of life since the Rebellion there are many that are not willing to
forgive the Amarrians or forget their atrocities. Fighting to free the millions
of Minmatars still enslaved by the Amarrians the rebels are building hidden
bases close to Amarrian borders.
Workers
The majority of Brutors have a modest background - that of
working the fields, mines and factories of the Republic (and before that of the
Amarr Empire). Still, a lot of them take pride in their jobs and are expert
craftsmen and builders.
Tribal Traditionalists
The Brutor clan was treated harshly while the Minmatars where
under the yoke of the Amarr Empire. This strengthened their bond with their
cultural heritage, the only thing the Amarrians couldn't take away from
them.
Slave Child
The many millions of slaves within the Amarr Empire dream of
escape, especially for their children. Every year thousands of newly born slave
children are smuggled out of the Empire into Minmatar space, where foster
parents raise them.
Drifters
The wanderlust is still strong with many Vherokiors. While most
have managed to curb their lust for adventure, there are those that can never
settle down in one place for long. Never at rest, the horizon holds a constant
faschination for them. For there are places to be seen and riches to be
discovered.
Mystics
The Vherokiors have always seemed a bit odd to the other Minmatar
tribes. Doubly so in regard to those Vherokiors with mystical inclinations.
Vherokior shamans are both revered and feared by the Minmatars. They possess
insights that can be of great help to people, but these same insights can also
grant them great powers.
Retailers
Walk into any dingy little eatery in Minmatar space and odds are
it's owned and operated by a Vherokior. The same goes for any other small
business establishment in the Republic. The Vherokiors are notorious peddlers,
dating back to their caravan days. They usually run a family business and are
seldom inclined to create big corporations.
Liberal Holders
Holders, the elite caste in Amarr society, are usually very
conservative and habitual. Some of them have rejected their traditional role as
inactive power-mongers and are instead active members of the economical life of
the Empire. Their champion is Catiz Tash-Murkon, the Udorian Royal
Heir.
Wealthy Commoners
Some Commoners manage to break out of the strict caste form and
make a name for themselves, usually through trade or other merchant activities.
Although they can never enjoy political power within the empire they are still
free to hoard vast amount of wealth through inter-stellar trade.
Religious Reclaimers
Many Amarrians still dream of the glory days of the Empire when
the Amarrians seemed poised to conquer the galaxy. They abhor the peace policies
of the current regime, regarding them as weak and against everything that the
Empire has hitherto stood for.
Free Merchants
Ni-Kunnis, originally a slave race within the Amarr Empire, have
adapted exceptionally well and most of them are today free. The Ni-Kunnis have
used the inherent dislike Amarrians have for merchants to their advantage and
Ni-Kunni merchants are now vital for the economic health of the
Empire.
Border Runners
The Amarr Empire has strict rules regarding trade with other
races. This encourages smuggling operations to ferry goods not otherwise
permitted to cross the border to flourish. none is better at this than the
Ni-Kunnis, which have perfected their smuggler run operations for
generations.
Navy Veterans
A large portion of the Ni-Kunnis live in impoverished slums and
ghettos. One of the few ways for them to escape is to enlist in the Imperial
Navy. There they get the education and career they need to jump-start their, and
their family's, life.
Cyber Knights
Many Khanids want to keep their warrior traditions alive, but the
only way to do so in the modern world is through massive body enhancements. The
extensive knowledge on cyber implants possessed by the Amarrians is just the
thing they need. Some still aim to excel in physical combat, while the more
progressive ones seek to become masters of modern warfare.
Unionists
A number of Khanids were unhappy with the break from the Amarr
Empire. While they never succumbed to insurgence they are now rejoicing the
improving relations with the Empire and are hoping the two nations can unite
once more. They're willing to do what it takes for that to happen, such as
taking on common enemies of the Empire and the Kingdom.
Zealots
The Khanids are not known to be as religious minded as the
Amarrians, but when they are they tend to be even more fanatical. Religious
Khanids are often involved in a cult of some sort, based to more or less extent
on the Scriptures. The Amarrians regard religious Khanids with suspicious
interest; on one hand they are alarmed by the extremism often shown by the
Khanids, but on the other the religious fervor displayed often results in deep
theosophical insights.
Activists
The common Gallente citizen is extremely politically aware
compared to citizens of other races. To outsiders it seems like each and every
Gallentean is fighting for one issue or another - anti-corruption, pro-war,
anti-pollution, pro-Federation - anything and everything is worth at least one
good rally and a general strike.
Miners
The insatiable Gallente industry demands massive amounts of
minerals for its day-to-day operation. The Federation, loath to be dependent on
other races, encourages asteroid mining on a large scale. The sense of
independence while mining appeals greatly to the individualistic
Gallenteans.
Immigrants
Nowhere are honest immigrants as welcome as in the Gallente
Federation and no nation is as quick to assimilate them and mold them gently
into their own. Hard-working immigrants of every race, greed and color can
quickly make it on their own - the opportunities are plentiful.
Artists
It is widely believed that the introvert Intakis create the most
stunning and thought provoking art around. They've revolutionized many art-forms
and created new, such as metapaints and touch sculpture. Intaki artists seem to
have a unique ability to create and convey unparalleled beauty that is universal
for all human races.
Diplomats
Since their inauguration into the Federation the Intakis have
slowly established a reputation as superb diplomats, negotiations and
bureaucrats. In the tense and often violent world of EvE these qualities can be
of vital importance.
Reborn
Although persons in risky positions (such as space ship captains)
use clones, the general Intaki public refrains from using them. Instead they
have a unique method for transferring the personality of a dying person into a
newborn baby. Steeped in tradion and perfected with technology the Reborn
process in the ideal Intaki vision of 'afterlife'.
Sang Do Caste
The Sang Do caste (translates as overlords) is the ruling class
in Jin-Mei society. Despite this, they rule with a benevolent hand and most are
noble and charitable. With easy demeanor and insightful nature, they have an
unparallel knack to inspire loyalty and command others.
Saan Go Caste
The Saan Go caste (translates as standing high) are just below
the Sang Do caste in the social hierachy of the Jin-Meis. They are commonly
found as governmental officials, administration officers, police commissioners
and in similar positions. They are resilient and amiable, generally well
educated and possessing good common sense.
Jing Ko Caste
The Jing Ko caste (translates as good spirit) is the proverbial
middle-class of Jin-Mei society. While most people that belong to this caste
toil in obscurity all their life, a selective few of exceptional talent manage
to rise above the masses. These individuals usually attach themselves to an
upper class patron, which paves the way for them to receive the education and
career opportunities they merit.
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