Post by Maria Estrella on Jul 23, 2010 22:11:20 GMT -5
The Quetzalcoatl
When Maria first got the sky ship, it was in poor condition. Not saying it's good as new now thought, but she's done the best she can. The first problem was the top half was knocked off by a storm, creating a huge hole where a port window used to be (think like a submarine). It was this problem that led to her creating the headpiece and the naming of the beaten up airship. The Quetzalcoatl, the legendary feathered serpent from ancient Mexican myth lore. The copper finish had oxidized to a dull green, and there were many signs of wear and tear on the ship. She got straight to work after finding a mechanic, and her soon to be first mate, Amos. To tell the truth, she didn't get to help much. Amos told her what to buy and then told her to leave him alone. She was worried for a bit, but finally trusted him to take care of the ship.
It paid off in the end. Considering what he had to work with, Amos pulled off a miracle. It could actually fly. And there on the top was her masterpiece. She was proud of the whole thing, and felt that it was only fair to offer Amos First Mate position for all his hard work. He accepted and they started off on their newly finished ship. It was bound to be a rocky ride, but Maria was as happy as a kid with their first car. Sure it was beat up and would break down at any moment, but it was hers.
To describe the ship, one would call it a 'hunk of junk. The oxide on the outside makes it a grisly green color, which Maria loves. She knew that it might fall apart if she kept it like that, so the inside has been re-enforced. The headpiece is actually quite a strange sight when it rises from the clouds. The fact that the sails appear as wings and function as such makes the whole contraption look like it was modeled after a dragon. To secure the wings, the sail is held in place by a slit in the hull and can be accessed through a door at the base of each wing. The hull has eight boosters, four in front and four in the back. The back four and located by the rudder, which is shaped almost like a sail. The front four can convert into cannons, and are aimed forward. The ship must be directly behind or facing an enemy to use them. Between these cannons is the window of the ship, which allows the captain to see where she is heading. The glass is tinted to keep sunlight from blinding the captain and looks black to anyone looking on. On the top of the ship is a cover that pulls back mechanically to reveal a deck of sorts. It's the size of a basketball court, and roughly the same shape. The cover can close and open at the pull of a lever in the captains' command station.. The last main detail is the six portholes, three located on either side of the ship. These portholes can open inwards and can be used to aim weapons out of, including some of the anti-aircraft weapons that they have on board. At the bottom of the ship are three doors that open to reveal the landing gear, which consist of two pairs of wheels in the front and a prop at the back. Between and around the landing gear there are hovering mechanisms, which help with takeoff and staying in place while in the sky.
The interior of the ship is quite sparse, having metal walls, floors and doors. Only the cabins are really decorated. There are ten cabins, five on each side of the ship. The cabins consist of a bed, a closet, and a bathroom area with a small shower. One of the cabins has two beds and a table, which Maria set up as the infirmary. A kitchen sits between the first six and the last four, connecting the lower deck to the upper deck. The last room at the end of the ship is used for meetings with the crew, because of the large table that can be used to lay out maps and the amount of chairs it has. It also is sort of a storage area, holding collapsible tables and chairs that can be used around the ship. Above the kitchen and last four dorms is the engine room, which is pretty much off limits unless you know how to deal with the engine. Keys are required on this part of the ship. The upper deck consists of the bridge and the deck. The bridge is where the steering wheel and levers are located, on top of a raised platform. The levers control the engines, the wings, the covering on the deck, and the rudder. Buttons on the levers also control the cannons and hovering mechanism. Below the platform are the readings of the ship, computers telling whoever looks at them how the engine is running, wind direction and speed, rudder and wing directions, air pressure, among various other things about the ship. A ladder from the bridge leads up to the deck, which has two doors. The door facing the back of the ship leads down to where the port holes are, along with all the weapons. This place can also be used for hanging out, as it has a few chairs bolted to the floor. The other door, located near the front of the ship, leads to a mostly empty room. This is where the welding for the headpiece took place, and it's quite small and dark. Maria sometimes uses this place as an escape, so she has a few candles and other things in there.
There are quite a few drawbacks to the ship. It needs to land and take off with a runway, with very few exceptions. The ship can land on a dot, but only by slowly spiraling down to the spot and will a lot of help from the hovering mechanism. The hovering mechanism uses the earths magnetic poles to work, so the closer it is to the poles, the better it will work. If they are close to the equator, it will barely help them off the ground. Another problem is that it cannot go too high into the atmosphere or else the pressure will start to affect the ship by causing malfunctions in the wings and hovering mechanism. The airship also has trouble going at high speeds, because the engine can overheat easily when it is stressed for too long. There are some good things about the Quetzalcoatl. Because of the wings shape and design, it can make sharp turns, spiral downwards, and even nosedive if the occasion calls for it. It can travel with less engine work by simply gliding on the wind currents using the wings. And the kitchen area actually has a decent over and stove, which makes Maria very happy.
(( Just in case I wasn't clear enough with explaining all this, I drew quite a few pictures to help give a better picture. Here are the pictures. And yes, they are all very sketchy and poorly drawn. I know I'm not the best artist in the world. If anything confuses you, please just ask me. ))
Body at two angles and the rudder
Front cut of the ship
Side cut of the ship plus landing gear
Detail of the head piece
Example of the Cabins
Detail of the deck
The Bridge
Portholes
Captain: Maria Estrella
First Mate: Amos Goldhirsch
Captain's Aid: TBA
Navigator: TBA
Weapons Expert: TBA
Head Cook: TBA
Doctor: TBA
Crew Members:
Allies: None at present.
When Maria first got the sky ship, it was in poor condition. Not saying it's good as new now thought, but she's done the best she can. The first problem was the top half was knocked off by a storm, creating a huge hole where a port window used to be (think like a submarine). It was this problem that led to her creating the headpiece and the naming of the beaten up airship. The Quetzalcoatl, the legendary feathered serpent from ancient Mexican myth lore. The copper finish had oxidized to a dull green, and there were many signs of wear and tear on the ship. She got straight to work after finding a mechanic, and her soon to be first mate, Amos. To tell the truth, she didn't get to help much. Amos told her what to buy and then told her to leave him alone. She was worried for a bit, but finally trusted him to take care of the ship.
It paid off in the end. Considering what he had to work with, Amos pulled off a miracle. It could actually fly. And there on the top was her masterpiece. She was proud of the whole thing, and felt that it was only fair to offer Amos First Mate position for all his hard work. He accepted and they started off on their newly finished ship. It was bound to be a rocky ride, but Maria was as happy as a kid with their first car. Sure it was beat up and would break down at any moment, but it was hers.
To describe the ship, one would call it a 'hunk of junk. The oxide on the outside makes it a grisly green color, which Maria loves. She knew that it might fall apart if she kept it like that, so the inside has been re-enforced. The headpiece is actually quite a strange sight when it rises from the clouds. The fact that the sails appear as wings and function as such makes the whole contraption look like it was modeled after a dragon. To secure the wings, the sail is held in place by a slit in the hull and can be accessed through a door at the base of each wing. The hull has eight boosters, four in front and four in the back. The back four and located by the rudder, which is shaped almost like a sail. The front four can convert into cannons, and are aimed forward. The ship must be directly behind or facing an enemy to use them. Between these cannons is the window of the ship, which allows the captain to see where she is heading. The glass is tinted to keep sunlight from blinding the captain and looks black to anyone looking on. On the top of the ship is a cover that pulls back mechanically to reveal a deck of sorts. It's the size of a basketball court, and roughly the same shape. The cover can close and open at the pull of a lever in the captains' command station.. The last main detail is the six portholes, three located on either side of the ship. These portholes can open inwards and can be used to aim weapons out of, including some of the anti-aircraft weapons that they have on board. At the bottom of the ship are three doors that open to reveal the landing gear, which consist of two pairs of wheels in the front and a prop at the back. Between and around the landing gear there are hovering mechanisms, which help with takeoff and staying in place while in the sky.
The interior of the ship is quite sparse, having metal walls, floors and doors. Only the cabins are really decorated. There are ten cabins, five on each side of the ship. The cabins consist of a bed, a closet, and a bathroom area with a small shower. One of the cabins has two beds and a table, which Maria set up as the infirmary. A kitchen sits between the first six and the last four, connecting the lower deck to the upper deck. The last room at the end of the ship is used for meetings with the crew, because of the large table that can be used to lay out maps and the amount of chairs it has. It also is sort of a storage area, holding collapsible tables and chairs that can be used around the ship. Above the kitchen and last four dorms is the engine room, which is pretty much off limits unless you know how to deal with the engine. Keys are required on this part of the ship. The upper deck consists of the bridge and the deck. The bridge is where the steering wheel and levers are located, on top of a raised platform. The levers control the engines, the wings, the covering on the deck, and the rudder. Buttons on the levers also control the cannons and hovering mechanism. Below the platform are the readings of the ship, computers telling whoever looks at them how the engine is running, wind direction and speed, rudder and wing directions, air pressure, among various other things about the ship. A ladder from the bridge leads up to the deck, which has two doors. The door facing the back of the ship leads down to where the port holes are, along with all the weapons. This place can also be used for hanging out, as it has a few chairs bolted to the floor. The other door, located near the front of the ship, leads to a mostly empty room. This is where the welding for the headpiece took place, and it's quite small and dark. Maria sometimes uses this place as an escape, so she has a few candles and other things in there.
There are quite a few drawbacks to the ship. It needs to land and take off with a runway, with very few exceptions. The ship can land on a dot, but only by slowly spiraling down to the spot and will a lot of help from the hovering mechanism. The hovering mechanism uses the earths magnetic poles to work, so the closer it is to the poles, the better it will work. If they are close to the equator, it will barely help them off the ground. Another problem is that it cannot go too high into the atmosphere or else the pressure will start to affect the ship by causing malfunctions in the wings and hovering mechanism. The airship also has trouble going at high speeds, because the engine can overheat easily when it is stressed for too long. There are some good things about the Quetzalcoatl. Because of the wings shape and design, it can make sharp turns, spiral downwards, and even nosedive if the occasion calls for it. It can travel with less engine work by simply gliding on the wind currents using the wings. And the kitchen area actually has a decent over and stove, which makes Maria very happy.
(( Just in case I wasn't clear enough with explaining all this, I drew quite a few pictures to help give a better picture. Here are the pictures. And yes, they are all very sketchy and poorly drawn. I know I'm not the best artist in the world. If anything confuses you, please just ask me. ))
Body at two angles and the rudder
Front cut of the ship
Side cut of the ship plus landing gear
Detail of the head piece
Example of the Cabins
Detail of the deck
The Bridge
Portholes
Captain: Maria Estrella
First Mate: Amos Goldhirsch
Captain's Aid: TBA
Navigator: TBA
Weapons Expert: TBA
Head Cook: TBA
Doctor: TBA
Crew Members:
Allies: None at present.