Difference between revisions of "Character:Gharr"
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=Official Biography= | =Official Biography= | ||
Gharr did not always want to study | Gharr did not always want to study other civilizations. At some point in his youth, he just wanted to become a computer technician. | ||
However, by the will of fate, he ran into a representative of the [[Insectoids| insectoid]] species and they began a conversation. The alien logic | However, by the will of fate, he ran into a representative of the [[Insectoids| insectoid]] species and they began a conversation. The alien logic rekindled an interest in the raharr that he had not previously suspected. Insectoids have a double brain, resulting in an extremely unusual line of thought and philosophical outlook on life. Gharr was amazed, never having communicated with such a different consciousness before. | ||
What started out as a simple question about direction, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe. | What started out as a simple question about direction, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe. |
Revision as of 22:35, 13 October 2020
Official Biography
Gharr did not always want to study other civilizations. At some point in his youth, he just wanted to become a computer technician.
However, by the will of fate, he ran into a representative of the insectoid species and they began a conversation. The alien logic rekindled an interest in the raharr that he had not previously suspected. Insectoids have a double brain, resulting in an extremely unusual line of thought and philosophical outlook on life. Gharr was amazed, never having communicated with such a different consciousness before.
What started out as a simple question about direction, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe.
After that, Gharr decided to change his professional ambitions and began training as a xenopsychologist.
A couple of years after that, Gharr became interested in Zane Htrua Sha, the future commander of the fifth research expedition, who was only an assistant captain of one of the ships back then. Being the acquaintances of his parents' acquaintances, Zane himself had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already outlined future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships, but he liked Gharr for his expressed enthusiasm. Zane advised him to start training as a xenobiologist in parallel, since biology often influenced psychology, and therefore was included in the training course in a simplified form.
The two were able to become close friends, so Zane, being the captain of the ship, often chose Gharr on flights that required a relationship specialist.
As a result, by the time the expedition was officially announced, Gharr had earned himself a decent "field experience" for his age. Zane was able to get into the expedition, but to his surprise, not as a captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a staff xenopsychologist-contactee and additionally one of the leading xenobiologists, which was approved.
In the expedition, Gharr plays the role of a xenobiologist and xenopsychologist, responsible for studying the found biomes and for assessing and establishing contact with an intelligent civilization, if one is found. He runs a small biolaboratory, but prefers to go to field research himself, even if research reveals that there is nothing on the planet except protozoa and rudiments of flora in most cases. There is a certain cheerful spirit of the explorer in the xenobiologist, demanding to be at the forefront of events and to be the first to observe any discovery, even if this is to the detriment of his safety or even in contradiction to his research methods. However, Gharr never stoops to recklessness, always trying to assess the situation soberly and impartially. Although he performs well in his areas of specialization, Gharr can go headlong into work and research, forgetting about the rest of the world completely and not respond to external stimuli for hours or even days. In one of the worst "attacks" of workaholism, he did not appear from the laboratory for a whole week.
The most interesting thing for Gharr seems to be the cultural aspect of various civilizations since it is the most unpredictable element, which can be strikingly different even within the same population. In this regard, Earth appeared to him as a Klondike - a bunch of cultures for every taste and color, from relatively advanced ones mastering thermonuclear fusion to primitive hunter-gatherers; a disunited civilization consisting of thousands of fragments.
In addition to his main specialization, Gharr possesses a modest knowledge of xenoarcheology and has received basic training in the use of weapons in case of unforeseen problems during missions. Problems, predictably, have arisen. Learning, predictably, didn't help.
Currently, he is stranded on Earth after his shuttle crashed.
In Role-playing
Leaving the Cradle | The Cliff World | ||||||
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Species |
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Organizations | Alliance | Independent Worlds | Science Corporation | Politics | |||||
Technologies | Hephrene | Interstellar Travel | Spaceships | |||||
Places | Planet Harr (Nelnusarr star) | "Shining" Space station | "Dawn" class spaceships | Artifact X | |||||
Characters | Gharr | Zane | Hekaht | Ahshu | Quantum | Nea | Dan | Mark | Val | ! Virus | |||||
Events | ! Overall chronology | |||||
Further reading: | Civilization development stages | Instruments | Ideas | |