Sci-fi Interested Thread. (CLOSED!)

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Outcast107

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Mar 20, 2009
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In the year 2815, humanity is still standing strong, and the Terran Grand Republic stands the strongest among the star-nations humanity has seeded across the galaxy. Forged during early years of wide scale human expansion from Earth and her solar system, it was created to prevent the possibility of war on Earth as non-space capable nations feared they may be denied access to resources or territory their own populations required.

So, to make sure a global conflict did not break out, a new type of government was formed to represent Earth as a single body and to provide council and rulings for her colonies. The TGR was formed in the year of 2090, and since has taken over as the prime form of government for Earth and the Inner Colonies.

While the Inner Colonies are united under a single government the Outer Colonies, seeing themselves to be on their own against the dangers of space, both natural and human, and so far away from the central government on Earth, they should be the ones to govern themselves. Under a body known as the ?Outer Union?, the colonies used political maneuvering to separate themselves from the control of the TGR. Since most of these outer worlds were still new colonies that were still getting sorted out, or private ventures that didn?t always end up as profitable as their investors had hoped, there was little resistance to the separation.

Though it had achieved its goal, the Outer Union was politically too weak to hold together, and bit by bit, the outer colonies broke up among themselves into single planet star-nations or small two or three planet ?pocket empires?.

In the year 2108, an Outer Colony, Neo Caledonia, detected a non-human ship at the outer range of their sensors. Unsure of what to do word was sent out to anyone who was receiving for help and guidance, but with no word, the colony did its best to avoid any appearance of hostility as a larger non-human ship began to move into the system a few weeks later.

The aliens, who would later identify themselves as a species called Melik, saw how small the colony was, they offered to help them along; it turned out the first ship Neo Caledonia detected was an advanced scout for a survey fleet, while the second was the fleet flagship. Everything was going fine for a few months, the rest of the Melikian survey fleet moved in system, and the fleet commander and the Neo Caledonian president began drafting some formal ground work between Neo Caledonia and the Melikian home world Thoth.

That was until the Terran Grand Republic?s fleet arrived. When the TGR received Neo Caledonia?s message, the belief was that the colony was under threat of hostile invasion, and thus an armed response was sent. When repeated attempts were made to contact Neo Caledonia by the Grand Republic Stellar Navy and they failed to receive a reply, the worst was assumed. In reality, the lack of a reply was due to several factors; a bad storm had blown over Neo Caledonia?s main planet-side comm station, and repairs were still underway, and the waste energy of the Melikian vessels were on a similar frequency to the incoming GRSN signals, which left them badly garbled and barely disguisable from background ?noise?.

As a result, the GRSN Fleet came is with its weapons hot, and managed to surprise the survey fleet. The Melikian?s response was swift and despite the fact it was merely a survey fleet, with limited weapons in general and only a few light warships acting as escort, they badly out classed the attacking GRSN fleet, inflicting heavy casualties. Fortunately, Neo Caledonia managed to get messages through to both fleets and convince them to stand down before the GRSN was wiped out. A cease-fire was brokered and the GRSN fleet was able to return to the Republic.

While Republic lost in the battle, they gained much more in the long run. Aside from some ?recovered? Melikian technology and footage of their tactics, Earth learned they were not alone in the galaxy?and that the Melik, while more than willing to assist others to grow and become better, are no push overs and have humanity badly out classed. These realizations have led the TGR to constantly strive to be at the fore front of human technology, and to regard any non-human sentient with suspicion.

While the TGR recovered, Neo Caledonia learned of the worlds under the rule of the Melik Sphere, of the worlds of The Great Corus, a body as vast as the Sphere, but who only guided and advised it?s member world, never ruled; as well as the many worlds, some friendly, others not, who were a part of neither. This was how humanity found out that they were truly not alone among the stars, and in the past seven hundred and seven years, it has become another player on the galactic stage.



Welcome everyone who decide to take a peek at this Rp. For this Rp we will be playing as a mercenary group called ORION. Opening up at a seedy space station bar where all characters are looking for work or just place to escaped too.

Name:

Species:

Age:

Description:

Weapons:

Skills:

Bio:


Name: Rick Walker, Or As he likes to be called, Walker
Species: Human

Age: 45

Description: Walker has dark black hair that medium hair that goes down to his neck. His skin is a light tan, with dark brown eyes. he has a goatee that seems rugged.
He normally wears a white t-shirt with a black vest over it. Black pants and dark brown boots. He normally holds his heavy Revolver to his right side at all times.

Weapons: A Revolver M-29 model is his main choice of weaponry. It able to switch between stander rounds (That still pack quite a punch when hit.) or the "Rocket Ball" ammo. Which is like a mini rocket bullet that will take out your target and anything behind it.
Skills As an Ex-Black ops agent, Rick is familiar with most kinds of weaponry. Though his go to gun is his M-29. He is also familiar with TGR code words, ways of how they handle certain situations and some alien languages that humans are able to speak.

Bio: Walker lived in a backwater shit hole of a planet. The TGR had mostly left the planet to its own devices due to how far it was from the TGR sphere. Meaning it hardly had any support from roving bands of Pirates, or other hostile threats that show up now and then.

Walker lived an almost normal life, besides having to grow up in a rough neighborhood and a school that didn't give two shits about its student's education. Though surprisingly, Walker was able to get off-world and into a TGR military academy. From there, he soared up through the classes and became within the top 10 of Academy Honors.

After the academy, Walker joined the Marine Corps at the age of 19 and became Squad leader during his training. After his training, Walker was soon sent out to the front lines with the rest of his squad. Fighting in small skirmishes against rebels or pirates.

Within five years, Walker was selected to join a Black Op group. He and his squad was to handle covert ops against potential problems that may or may not affect the TGR in the future. It was here he finally felt like he had a family with his fellow squad mates. Being with them for years and having successful missions. Until one day, when he was 38 years old, his mission turn south.

He and his team were supposed to be infiltrating a warehouse that a supposed group had stolen valuable information from TGR, though what was stolen was classified. Though when they infiltrated the warehouse, they notice many odd things. No guards, too quiet and the place seem to have been abandoned for years. The only reason they continue on is because their equipment picked up a signal coming from deep in the warehouse. Staying on guard they continue to move in.

They finally get to the location of the signal, but once they breach inside, they found it to be filled with explosive. With little time, one of Walker men pushed Walker out of the room as the room exploded. Walker was several hurt but survived. An ambulance from the local hospital picked him up and took him to the ER. Without any ID on Walker they didn't know who he was. Walker was stuck here for a few months due to how severe his injuries were but he was able to make it through and finally get out and get back to the TGR.

Though it didn't work out for Walker in the end. He was plagued with PTSD and developed a drinking problem. The TGR gave him an Honorable Discharge from service and sent him home. Though Walker wasn't finished yet. He wanted to find the bastard that did this, and he also wanted to still help people out there. So after a few years at working odd jobs and trying to get some help for his problems, he finally able to get enough cash for a ship and started his own Merc Business.
 

Athol

New member
Sep 15, 2010
2,563
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Name:
Mary Elizabeth Williams (Alias: Red, Red Mary, Mew)

Species:
Human (Cyborg)

Age:
50 (Thanks to pre-natal treatments appears to be 35)

Sex:
Female

Description:
At about 180 cm tall with a trim build (being fat and lazy in her line of work is a good way to get killed), Mary could blend into most crowds; if it wasn?t for a couple of things. Her bright red hair, her cybernetics and her amber eyes, oh yes and her tattoos.

While she was born a natural red-head, she?s had some ?aug? work done to make it a deep, almost blood red, crimson. She keeps it about shoulder length, and combed to the right, with the left side of her head shaved. Her cybernetics stand out, not because cybernetic are uncommon. In more well-to-do regions (which she tries to avoid for a myriad of reasons), most favour cybernetic that mimic the look and feel of real limbs; were as hers are obviously artificial. In rougher areas, they wonder how she managed to score such advanced tech. her eyes were naturally emerald green, but an unintended side effect of anti-rejection meds from her ocular overlay implants caused her eyes to become an almost jewel-like amber in colour.

Clothing wise, she pretty much lives in her TGRN issue flight suit while in space; though her model of suit is no longer in front line service, she?s kept hers well maintained, having modified it to seal around her right ?bicep? so that the forearm can open so she can deploy her hold out pistol if needed, without breaching her suit. On those rare occasions she finds herself planet-side, or somewhere else where vac-gear? would seem out of place, she generally sticks to a set of coveralls and a pair of mil-surp boots.

Cybernetics:
Fifth generation neuro-interface controlled cybernetic right arm and shoulder.
(Arm has a neuro-controlled 11 mm chemrail ?hold out? pistol concealed in forearm. Has the word ?Void? engraved on the fingers)
Fifth generation neuro-interface controlled artificial left and right above knee leg cybernetics.
Neuro-control implants for cybernetic control
Ocular Overlay
(Allows her to project a HUD into her regular field of vision without an external visor or eye piece. Projects an aiming reticle for personal weapons)
-----------------
Tattoo(s):
Head
[Left side] ?No Man?s Sky? in Gothic script above ear.
[Right Eye] Three tear drops at corner of eye.
[Neck, Left side] Sitting black cat.
[Neck, Right side] Compass Rose.

Left Arm
[Shoulder and Upper Arm] European style dragon attacking starship.
[Forearm] Succubae in fetish gear standing over bound and gagged Angel on outside. Knuckle duster knife on inside.
[Hand] ?Born? across fingers, broken clock face with no hands across back.

Torso
[Upper Back] Grim Reaper from mid-point between shoulders to small of back. ?Only He? above image, ?Can Judge Me? below in cursive script.
[Lower Back] A pair of chemrail pistols at the belt line.
[Collar] ?Into The Black? along collar bone incursive script.
[Chest] Skull with outstretched angel wings underneath breasts
[Waist] Chain that follows the belt line (including over top of the pistols), links broken below belly button.

Gear:
Mark 9 Terran Grand Republic Naval flight suit (heavily modified) and helmet.
Maintenance kit for fifth generation cybernetics hardware and software.

Weapon(s) :
Personal:
K&K P45 11 mm chemrail hold out pistol (mounted in left forearm, with neuro fire control)

Vehicle(s):
Weight: 20.3 tonnes
Length: 7.4 m (Body) 8.2 m (Stride)
Width: 9.7 m
Height: 8.5 m
Crew: 1
---
Armour: 40 mm CerSiloCar Mesh
Shield (Aftermarket add-on): Raython LX-70 Kinetic Barrier Generator
(The LX-70 was a prototype stolen while enroute for ?in house? field testing. As a result, and the fact that the GPz 200s pre-date any practical small craft shielding, the system is unstable and prone to failure.)
Armament
[Left Arm]: MKCr 40 Rh40-04 12 mm chemrail rifle (500 HEIAP rounds)
Left Shoulder]: GE M9/60 20mm chemrail rotary grenade launcher (1000 rounds. 250 HE, 250 HEDP, 250 Frag, 250 Buck)
[Right Arm]: MKCr 10 Rh30/7 7 mm chemrail Gatling gun (1500 IAP rounds)
[Right Shoulder]: 4x AIS-140 Short Range Anti-Armour Missiles SRAAM (1 reload each)
Power Plant: GF200/970 90 MWe Micro Fusion Reactor
Range: 250 km
Speed: 50 kph
-----------------
Weight: 12 tonnes (Empty)
14 tonnes (Loaded)
17 tonnes (Max)
Length: 17.4 m
Wingspan: 16.7 m
Height: 5.5 m
Crew: 1
---
Armament
[Guns]: 2x MKCr 30 Rh3034 30mm chemrail autocannon (700 HEDP rounds each)
[Missile]: 2x Linear Launch Asist Drivers LLAD (16x Medium Range Anti-Fighter Missiles MRAFM)
Powerplant: GF240/900 190 MWe Micro Fusion Reactor
Engine(s)
2 GEW RV-200 He-3 Thrusters (On VTOL wings)
1 GEW RV-300 He-3 Thruster (On main fuselage)
Range: 200 000 km
Speed: 50 000 kph

Skills:
As a top ten graduate of the GRSN?s Fighter Training Program, Mary is an exceptional small craft/fighter pilot, with an advanced spatial awareness that makes her a formidable combat pilot. These skills do translate to a degree to Walker piloting, though the much lower speeds and greatly reduced maneuverability do hamper her instincts at times; that said, she is still a dangerous combatant with her machine.

Operating outside of any ?formal? support structure has forced her to become her own maintenance chief, if for no other reason than to ensure the work gets done to a level that she?d satisfied with, and while she?s discovered she?s not too bad at it, she?ll readily admit there are many out there that are better than her.

Bio:

The joke in Mary?s family was that they?d been a part of naval traditions since before muzzle loading cannons were a thing, so needless to say there was more than a bit of expectation that she would carry on the tradition; after all her mother was an admiral with First Fleet, her father was a Rear Admiral on an R&D board and her older brother and sister were both commissioned officers, the XO of a heavy cruiser and Capitan of a frigate respectively.

Born on a hospital ship after some local ?instability? trapped her parents on a resort station towards the end of the pregnancy, Mary was raised and educated onboard a naval belter station and didn?t set foot on a planet until she was sent to the Grand Republic Stellar Navy naval academy on Earth at the age of seventeen. While her technical and academic were enough to get her out of high school and into the Academy a year early, her personal performance left a bit to be desired. Fights, bullying, general disobedience and an unproven case of drug dealing, while not enough to deny her entry to the Academy, certainly did make her instructors keep an eye on her.

Once again, she did quite well in the technical and academic aspects, and it seemed the personal difficulties may have been just ?teenage rebellion? as other than one fight and a couple minor cases of insubordination, her free time was consumed by a newly discovered passion for flying. Once her instructors realized that, she was put on the fast track to the Navy?s Fleet Fighter Pilot program. Over the next four years, there were no negative incidents of note as she proved to be a natural pilot.

Unfortunately her bad habits seemed to re-emerge during her first deployment. During the course of her first deployment aboard the GRSNS Neil A. Armstrong, she was written up four times for insubordination, twice for starting fights while on shore leave, and was implicated, but never proven to have been involved with, a shipboard contraband smuggling operation. These incidents left her confined to the ship while in port, and then later grounded for the duration of the cruise. All this came to a head when, at the end of the deployment, her direct superior made a comment about not being able to catch her red-handed, and promised to make sure to get her next time. The verbal tirade and shove that she replied with earned her six months in the brig upon returning home.

After she did her time, and spent some more time on probation, she was finally allowed to deploy once more, this time aboard the GRSNS Yuri A. Gagarin. Once more, her old habits reasserted themselves, and she found herself grounded and possibly facing more brig time or dismissal from the Navy. Instead the next time the ship came to a port of call, she stole her flight suit out of the pilot?s locker room, somewhere she wasn?t supposed to be because she was grounded, slipped out an unattended maintenance airlock and stowed away aboard an automated garbage drone that was picking up refuse from the ship. Riding the drone to freedom, she then bluffed her way onto a planet bound shuttle from the station the drone had returned to, and did her best to loose herself amongst the locals until the Fleet left the system.

After a quick credit withdrawal before the Navy froze her accounts, and some petty theft for clothes to wear over her flightsuit, she began to poke about spaceport bars looking for work that didn?t ask too many questions. After some searching, she contacted a mercenary company that was looking for a small craft pilot. After some demonstration flying in a ship that was probably older than her father, she got the job.

As her new ship, the Maiden?s Hand, set out she began to notice a few ?peculiarities? her and her crew; one, she seemed to have a rather large crew for her size and two she seemed oddly well armed, even for a mercenary?s support vessel, especially one that seemed to have started her life as a medium lift freighter for an Inner Colonies shipping firm. Mary?s suspicions were soon confirmed when, about six days out of port, they happened across the lone He-3 tanker.

She was told to sortie on one of the Maiden?s Hand?s armed shuttles, but when she got to the hanger, she found the Captain and a couple other crew waiting for her. He told her straight up that he intended to capture the tanker and then he asked if that bothered her. Her response was a simple, ?So you are actually pirates. I think you owe me any extra ten percent from this take for lying to me.? The Captain laughed, shook her hand, and when the take was sold off he gave her that extra ten percent out of his share. From then on, and for the next fifteen years, she flew with the Maiden?s Hand and Captain Willis, eventually becoming one of his senior officers.

She was tasked with either making sure their prey couldn?t run, or in dealing with any small craft that might attempt to flee, and she did it well. That said, things didn?t always go perfectly; four months in, a little bulk carrier put up a fight and one of its point defence guns shot up the shuttle she was flying pretty badly, hitting her in both legs in the process. She managed to crash land the craft back into the hanger, and get rushed to the sickbay before she bleed out. The damage was so severe that the doc was forced to amputate both her legs at the mid-thigh. After recovering from that trauma, she underwent surgery to fit a pair of cybernetic legs and the physio needed to adapt to her new set up, because despite what popular opinion may believe, pirates take care of their own. Though she had the odd close call, it was another five or so years before anything as traumatic happened again. During a drunken confrontation on Tortuga Drift, she took a scattergun shot to the right shoulder, which necessitated replacing the whole arm and its support structure.

She served under Capt. Willis for another ten years, before he decided to ?cash out? and retire to a nice quiet Outer Colony world that wouldn?t ask too many questions about his past. Paying out the crew after one last haul, the crew of the Maiden?s Hand threw a massive party for their captain, before drifting off to find new ships?once the hangovers had receded a bit.

After taking a bit of down time, she signed on with the Regent Star, a recently captured mining vessel that had been refitted to suit her new role. Now that Mary was a known name, the captain of the Regent Star was more than happy to have her aboard. Ten years into another successful stint as a pirate, she was instrumental in snagging a little gun-runner who the Regent Star had been hired to track down, by his competition. In lieu of her normal share of the prize, she was allowed to take first pick of any of the hardware that they?d captured, and it was from there that she got both her current fighter, her walker and her crop of small arms. Three years later, she led a raid on a TGR ?black site? in the Outer Colonies and managed to score some cutting edge cybernetics. When she was getting her old, worn out, limbs replaced with the new tech, she had the docs install the ocular overlay to simplify some of her control.

She had this work done while the Regent Star was in dock at the New Providence Resort, a once grand orbital resort for the rich and famous and now the largest pirate ?freeport? in known space, for a refit. Since a bunch of the work was centered on her hanger bays, she had both her walker and fighter packed up and moved off ship to clear space in the bays. A week into the work, the Captain called a meeting for the senior crew in one of the larger bars, though Mary was late to the gathering as the lift she was riding on suffered a power failure for about half an hour.

Arriving in a bad mood she finds the place torn apart and on fire, with the crowd muttering about it being a bomb attack, which was unsettling, as one of NPR?s ?etched in steel? rules was that crews were to leave their feuds outside the station. Realizing this had been a targeted hit by someone that wasn?t concerned about the collective wrath of NPR, she decided to bug out to one of the slightly more civilized Outer Colony planets with her gear, rather than wait around to see if whoever had target the Regent Star was looking to tie up any loose ends. After several months of laying low, she emerged from her seclusion and hired on with ORION Company. Granted there may be people out looking for her, but woman has to eat, and ammo is expensive.
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: Brian Wojtek.

Species: Human (Reengineered as he may be)

Age: Questionable (Appears middle-aged)

Description: 7 ft tall giant of a man, Brian is the product of some of the finest re-engineering available (or alternatively what is claimed to be the best by the military at the time). Tall and incredibly athletic, Brian has light skin, almost jet black eyes, and dark grey hair cut in a "warhawk" style as well as a short beard. His body is covered in ports designed to interface with a variety of combat and medical systems expected of his use, including several worked into his spine and several visible smaller ones on the left side and back of his head.

His regular non-combat garb is generally the same thing he wore before he ended up a mercenary. Surplus and paramilitary are his two regular styles of apparel.

Enhancement Packages: Infantry gene treatments, Infantry cybernetic packages, Vanguard gene treatments, LRP biological enhancements, LRP cybernetic redundancies, Kodiak cybernetic interfaces, First response automated medical implants, Red-market engineered tissue grafts, Red-market electromagnetic security implants, and a Red-market wetware firewall.

Combat Equipment: Brian's favoured tools upon the battlefield is his mechanized armour and it's inbuilt weaponry.

Kodiak Mechanized Infantry Support Armour, Model #MMCVIII (Berserker Variant)



An advanced form of power armour designed and manufactured by republic forces to support mobile infantry units in combat against (heavily armed/ traitor/ foreign) combatants. With thick ablative plating, energy shielding, and automated repair systems far surpassing the protection afforded to the armours used by infantry, the Berserker is a reliable support armour able to endure sustained fire and operation far longer than it's competitor designs.

Usual Armaments: Clawed digits, twin linked rail-rifles on both arms (usual load: phase-jacketed HEIAP rounds), and a shoulder mounted marauder plasma mortar.

Notable Modifications: Vanguard repair mechanisms, Vanguard adaptive energy barriers, LRP system redundancies, First response automated medical systems, Red-market electromagnetic security systems, and a Red-market adaptive firewall module.

Inside the armour or otherwise in combat, he wears a "standard issue" "skin-suit" that's been armoured and reworked so many times to accommodate new ports that it bares little resemblance to the pilots uniform it once was. His favoured arms outside of his armour are the flechette machine pistol he carries as a holdout, the machete he carries as a knife, and the "survival" rifle/shotgun he brought with him from the vanguard.

Skills: As a Kodiak pilot of a Republic vanguard unit, Brian's more notable skills are mostly related to soldiering and the operation of neural interface driven vehicles especially those like the Kodiak. Decades if not centuries of warfare have made him a formidable soldier indeed and beside that he's become rather familiar with his equipment, familiar enough to maintain and repair his Kodiak armour.

Running at full he's rather difficult to kill or even slow, and tends to fly through an uncoordinated force like a brick through a window.

Bio: Born on Earth in the East German sprawl in the year... Brian's not exactly sure anymore. The time outside the last couple decades of operations has blurred a bit. Between the surgeries, the treatments, and the cryogenic storage it's become unclear how old he actually is with a likelihood he's been involved in wars across the systems for centuries now with what he'd describe if one were to ask him for stories, his own memories having been damaged in the process of the treatments and the regular combat trauma.

He can't remember much of his life before the military but he remembers being drafted, though that could have been something he's imagined after his long life. After his initial training as a rifleman of the Republic, Brian was singled out for further training and introduction into a Long Range Patrol unit where he came to operate his first Kodiak. He spent several decades warring against what he remembers as being a rogue Melik AI he was further singled out and re-tasked into a Republic fleet's Vanguard unit in which he was frozen and unfrozen repeatedly for use in emergency situations across several systems and campaigns he has little recollection of the specifics of.

During a particularly lengthy campaign against a rather entrenched rebellion in the outer colonies he was involved in work that made even his long tempered constitution ill. After months of fighting, long term stimulant abuse, enduring repeated concussive blows, and suffering from what he'd describe as weaponized dump shock he lost control of himself in the chaos and opened fire on both sides, eventually killing his own unit and leaving him alone on the battlefield surrounded by corpses with only his own bloodlust for company. In shock for what he had done he retreated into the rebels territory, killing everything in his path until he found somewhere he could secure and come to terms with his actions. Fearing what would happen if he returned to his own battle lines he fought his way to a landing facility and managed to steal a small merchant ship.

Over the course of the next couple years he without direction for the first time in his life found himself drifting from port to port being recruited by and contracting with one mercenary company only to turn on them when he inevitably becomes disgusted with them, to go on to being recruited by another and the events eventually repeating. His name for those who know it is associated with both bloodlust and efficiency amongst the mercenary communities, with him being hired for those particularly qualities to be thrown at an enemy and expecting them to be torn asunder.
 

Lunar Templar

New member
Sep 20, 2009
8,225
0
0
Name and Alias: Shanoa (AI) / Nyx (Robot Body's code name)
Age: 16
Gender: N/A but looks female
Species: Alien AI
Appearance: She exist primarily as an AI, and while genderless, she prefers a female form, and strangly, despite being an AI of alien origin, she prefers the appreance of a 'cat girl' for the intereactions that 'require' a visual display of her presence of some kind when she's not in her robot body. Likely a injoke fo some kind given her robot body is feline like.

For operations, she has a robot body her own design she uses of and it resembles a big metal cat. It stands roughtly the same size as an adualt Mountain Lion, (3 feet at the shoulder). the head has a mono eye on a track to minimise movement while scanning around, as well as a extra camera that extendes out for peaking around coners, and the tail of the unit, also about as long as the big cat the body is losely based on, endes in a spikes that can be used for stabing or open up into a 4 pronged claw for grabbing things.

Weapons/Equipment:
'Saber' has it's claws and Tail for 'fixed weapons' as well as several (5, 1 on the back, and 1 on each shoulder/hip) mounting points for other weapons, but nothing to 'heavy' though as the frame isn't meant to be a weapons platoform.

The bulk if it's equipment is for stealth, and breaking into secure locations and servers, as well as Reactive Camo, which blends it into to it's surroundings, and is virutally insivable while completely still, how ever can still be 'seen' while in motion.

Skills:
Shanoa skill set revolves around inflitration, accessing and iquisition of data, and assassination, as is how she was programed, and being an AI of alien design and a sentiant one at that.

Due to needing to know how to maintain and upgrade 'Saber' she has also downloaded several advanced robotics manuals. This has had the side effect of making her a bit of a tinkerer and something of a robotics expert in her own right.

Bio:
Shanoa is the result of joint Terran/Xeno project, secretly funded by a rouge Omni Corperartion, Exious, on the outer edge of the TGR, one of the Grand Corus worlds. Primarly delveluped with in one of the pirate groups that Exious was secretly slipping equipment to and protecting due to their harrassment of the TGR.

The project's focus was on creating a fully sentinent AI with verious aplications in mind, most of which revoloved around screw with and generally ruining the TGR's day. This was to be acomplished through a weaving of advanced code, and neural scans from 'volunteers' 'selected' by Exious's and the Pirates.

Shanoa was created with 'espionage', corprate or otherwise, in mind, and to thier credit, where succesful, though they had no end of problems from keeping her from getting into data or equipment she wasn't suppossed to, as they'd made her a little 'to good' at her job then their security could handle. They did finally get her under control though, which given the nature of her AI, being sentient, did very little in the way of endearing her creators to her. Infact she started to hate them after awhile.

How succesful the project would have ended up being though is unknown, the TGR raided the Pirate base where the research was taking place and totally decimated every one and everything there. Shanoa however used the confusion and chaos of the attack to escape, by taking over one fo the TGRs quadraped drone units and hiding in it until the battle was over. Once the battle was over though, she found even more reason to hate those who made her. All the 'volunteers' that had been collected where found. sort of. what was found was a bunch of human and alien brains, carefully removed from thier bodys and placed in machines to keep them 'alive' for use in the project. For reasons she can't explain, this revalation enraged her, pratically to the point she blew her cover. That said, what the TGR soliders there didn't exactly endeer them selves to her ether. Between the bad jokes and general 'oh well, they where just Outer Coloney trash anyway' attatude, before just lobbing explosives into the room, she ended up with about as much reason to hate the TGR as she did the pirates.

She remained hiden though, waiting till the TGR brought her to some where she could make a clean break for it. Not before lifting some tech from the TGR data bases she had access to though, like the Reactive Camo. When she did finally make her break, she did so under the cover of a 'massive system wide malfuction' in the drones and security systems.

From there, Shanoa did nothing for a while, for no reason really. She just had no reason to do much of anything, but it didn't take long for boredom to set in, as well as a need to mantain the drone she'd stolen that she'd decided to keep, and since she rememebers some one say 'If your good at something, never do it for free' she started taking 'mercenary work' that fell into her area of expertise, and along the way nicked what she needed to mantain and upgrade the drone into 'Nyx'.
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
15,489
0
0
Outcast107 said:
So...if this is still up and running, I got a request. I have a mercenary duo that I'd like to run. Your call. Can I, or just one character?
 

Generic NPC 22

The Most Generic of NPCs
Jul 12, 2012
736
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Outcast107 said:
@FallouJack: You mean Space Mercing...
If this is still on the burner, like Jack, I've got a question as to whether we can run two characters or are you restricting us to one. I've got ideas and an interest.
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
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Outcast107 said:
FalloutJack said:
Generic NPC 22 said:
I have no problem and the rp is still going on. Do you both have Skype? Not required, but will help with communication and such.
We do, and in fact we both communicate because of our work on Wild Wasteland. A pair of profiles will come from me later in the day. They're based upon another RP which involved space and mercing.
 

Outcast107

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Mar 20, 2009
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FalloutJack said:
Outcast107 said:
FalloutJack said:
Generic NPC 22 said:
I have no problem and the rp is still going on. Do you both have Skype? Not required, but will help with communication and such.
We do, and in fact we both communicate because of our work on Wild Wasteland. A pair of profiles will come from me later in the day. They're based upon another RP which involved space and mercing.


Got it and sounds good.
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
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Outcast107 said:
*Yoinks Fonzie pic*

Okay, I decided to go the alien route, though not in the way you'd expect. Lemme know if this is alright with you.

Name: Elliot Gratsky

Species: Amasi (Appears Human)

Age: 28

Description: Elliot [http://i107.photobucket.com/albums/m315/MagnusReaper/Elliot_1.png] is - as stated - an Amasi, a being whose natural state is that of a collection of mist that holds intelligence throughout its many particles, capable of reshaping itself into numerous forms to interact with other beings. Mostly, this is done out of curiosity or necessity, but there are those who remain in a solid state for longer periods of time...which risks a condition known as Echoing, the state of being lost in the part, unable to remember that they are not what they appear to be. When an Amasi is in a free-floating state, it is a self-directing mist that has a somewhat predatory edge among its inquisitive intellect. Their culture revolves around the use of crystaline structures and the reshaping thereof for their needs, and their means of consuming is for the individual particles to effectively sandblast a living target and absorb the nutrition directly. They see the world in hues of infrared, sense it, and speak to each other in the mind only. HOWEVER, an Amasi taking upon the shape of another being is copying the functions to the hilt. As human, it functions as human, and so on.

Now, Elliot is what he is, but he is taking the form of a rugged six-foot human...and while he is NOT Echoing, he likes the human shape enough that he would only change out of it as a last resort. He prefers the challenge of being a human, the satisfaction of achieving things as one. He is built like an army veteran, the build of a man who went through training, saw plenty of action, lived to tell about it, got out, and continued in both personal training and getting busy. As you can see, he has somewhat wild black hair with sideburns, hazel eyes, and some beard stubbling. He has no particular tattoos or markings, but he appears to smoke. Very often, you'll see him in dark clothes, fingerless gloves, military-grade body armor, maybe a helmet if he feels the need, and whatever odds and ends he needs to get to work. If you ever see him as an Amasi, you're seeing a gray and strangely purposeful cloud of mist, roughly to the mass of a human being or a bit more. As it's a mass of gestaulting particulates he is in that form, you can't just shoot him. You have to destroy his mass to do any harm.

Now, what's he like as a person? Try to imagine the way Corporal Dwayne Hicks was in Aliens. Of all the space marines in that movie, he was by far the most professional and serious one. He didn't lack for any individual character, but he put the mission before the jokes. Elliot is what Hicks would have been if he'd lived long enough to leave the service and go into business for himself. He is stern, does not pull punches, and gets to the point. Perhaps after the point is made, or if there isn't anything important to say, he'll lighten up. The job, though, comes first. It's a necessity, and necessity tells him how to operate, allows him to think outside the box and get creative in dealing with a situation. Because one thing he does NOT appreciate is any case - whether accidental or on purpose - is when he is backed into a corner. Common sense and forethought are his shield, suspicion and scrutiny his sword. Anger is his gun, carefully aimed and in short controlled bursts.

Weapons: Quite a number of things are stored in the Archer (His ship), but I'll stick to preferred weapons here.

All-Purpose Utility Hand-Cannon - This weapon is a rather weighty-looking pistol built for multiple forms of attack or utility use, based upon the intentions of the owner. It is fires clip-fed gauss pistol shots with its magnetic driver, or a front-loaded grappling hook with line-and-reel attachment, or any number of receptive grenades that can be attached to the front and then launched, or you can even just use the projected magnetic wave (short range only) to disrupt electronic equipment or knock a gun from someone's hand. It's a gun that delivers for many situations. Elliot has the full package, including a modest supply of fragmentation, incendiary, EMP, concussion, flashbang, and shaped stickybomb grenades. It IS kind of bulky for a handgun, but not much worse than a Desert Eagle...and frankly more dangerous than that.

The Crowd Pleaser - Perhaps a tribute to all Space Marines, the Crowd Pleaser is Elliot's custom-built heavy riot shotgun. It is a heavy-blasting, auto-loading, double-barreled phalanx-spreader designed to hit whatever's in its cone of fire with high-velocity flak designed to embed, to shred, and knock you right off of your feet. This has some degree of penetration into armor, but its primary effect is to give the user some space with the blowback, to allow you to keep a crowd at bay and pick off surviving targets while they are prone and more vulnerable to attack. The ammunition is customized from full particle phalanx cannon ammo to allow a non-heavy weapon to carry extremely harmful ammunition. The Crowd Pleaser is built from a current-gen riot shotgun and is therefore able to take normal, solid, and exploding slugs, propelled at greater velocities than a 20th Century varient using today's often-used magnetic drivers.

Paladin Armor - Elliot wears a para-military fullbody armor with internal composites and external metallics to allow for tough protection that keeps him relatively flexible and able to move in combat. It also insulates him from any electrical hazards that might occur as a result of any metal part coming in contact with him. This is an infantry model armor which allows him the full range of motion while reading his every movement to deliver extra force at key points via sensors. The Paladin Armor is a protective suit, and a combat suit. Thus, while it isn't a powerarmor, it has output points for a marginal output concussive pulse to allow for stronger hits, improved agility and running speed, and incoming impact force reduction to minimize the concussive force of an attack. Its subtlety allows for its greater strength. Comes with wrist computer for tactical displays and unit coordination (or whatever you program in there), communication system, and proximity alert system to warn of incoming targets.

Skills: As an Amasi, Elliot is capable of stripping the flesh from any exposed target he comes across and can take any number of shapes, though it's limited to his relative mass. However, he is largely not in it to do things that way, so let us focus on what he can do as Elliot.

What he is capable of is peak soldiering with an impressive tactical ability based largely on necessity. He does what works best, no distraction, for his goals in mind. He has a very strong will and highly resistant to pain. Being not actually human, the one thing he can't NOT have is the ability to mentally disconnect that certain people have to make the pain seem like it's elsewhere and not here. He is capable of wielding about any military-grade weapon you put in his hands and capable enough with machinery...since he has his own ship to maintain.

One thing of importance. While Elliot does not have to be in charge, he is good at it. He sees a problem and he deals with it, and he can back up whatever he thinks is the right idea, if asked. He has no stirring NEED to be in charge, but regardless of what position he IS in...he does have one subbordinate, regardless. Sort of.

Bio: As far as YOU know, his name is Elliot, but...

He is, as you know, an Amasi. He can mist, he can talk telepathically (to his own kind), he can see infrared in mist-form, etc. That is how he was before he took on a human form. Who he was and what he did while ON Amasis remains unknown, as it is far more interesting to note his behavior in leaving the homeworld. Curious of lesser species as they are, members of the Amasi do not ordinarily hop aboard a ship and ask for a ride to the nearest station. However, this is the case for one Elliot Gratsky, who simply walked up to a ship that'd made planetfall and said "'Bout goddamn time somebody showed up. I've been coolin' my jets long enough here. Mind giving me a lift?". He explained that his ship had suffered a terrible malfunction from a faulty engine core and he had to bail out before it went critical, and then landed on Amasis in the survival pod. His longterm survival came in bartering away whatever the Amasi were interested in and answering whatever questions he could in order to stay on their good side. He explained that it just barely worked.

Stories aside, Elliot got into outer space and quietly soaked in every detail he could without arousing suspicion. So, this was life in space. Intriguing. The more he got into it, the more he wanted to make this life his own, pursue something for himself, and most of all enjoy what he was doing. As a predatory being, he naturally gravitated towards jobs that involved inflicting pain and/or death for a profit. It started small with simple jobs. As his experience in a human form grew, so did his capabilities to hunt down and deal with different and more high-profile foes. There was no form of contract he would not pursue on the matter, unless it just wasn't feasible for him. Curiously enough, though he had - by this time - retained his physical form for some years, he had not been Echoing, lost in the part. He simply enjoyed the exercise, the challenge, and the experience. It was in this manner that Elliot Gratsky became fairly well-known in bounty hunter and mercenary circles, enough so that he could begin to aim higher and acquire a team. The type of team, though, had to be acceptable to his way of doing things. He didn't have time to ease them into his life. They had to hit the ground running.

It's not as though he were broadcasting the fact that he wanted a team, but sometimes people had asked to run with him and he turned 'em down because they were looking to ride his coat-tails, not pull their own weight. He needed an associate who could keep up, and the first one that seemed to know the score was Grace Hart. He didn't ask if that was her real name or what someone like her was doing at his end of the galaxy. She looked tough, she had skills, and she was willing to get her hands dirty. How did he know? There was this guy he had to find, just a hoodlum with an amped-up body carving people apart with a special knife. After tracking him down to his usual 'hunting ground', Elliot found him fruitlessly batting at a ball of light with his weapon. It seemed confusing at first, but then he remembered reading about the Ignis and their own morphing ability...from their natural state (Light) to a physical form (Often human). This ball of light flitted around until it became a young lady kicking the guy's head from below the chin in such a way that she snapped the poor bugger's neck. Once he fell, Elliot knew he had a good applicant in Grace.

Name: Grace Hart

Species: Ignis (Appears Human)

Age: 21

Description: Well, that depends. Like Elliot, she has two actual forms. There's a great deal of strangeness out in the 'verse. Ignis are human-like beings whose minds have developed to direct and form energies conforming to the use of light. They became known as the Ignis as members of the race began to change into hovering light forms (roughly spherical, essentially transforming their bodies into masses of free-floating charged ions). This, and other lesser feats, are all skills that Grace [http://i107.photobucket.com/albums/m315/MagnusReaper/Grace-X1.png] has command of through several years of use in order to survive. And when she is not in the form of a white ball of light that is 2-3 feet in diameter, she is a slim if slightly-curvy athlete with shoulder-length white hair and silver eyes. No marks, scars, or tattoos...but she DOES have an occular implant which I will get to later.

Grace is at least a head shorter than Elliot, and she seems ultimately more vulnerable, physically. This is true, but misleading. She is quicker than him, more lithe and agile, more flexible. In all the ways his durability would make him somewhat lacking, she excells in. And while there is nothing wrong with his eyesight, her sight and concentration to a task are stronger, a singular focus that is extremely hard to break...since it is her species which is more capable of distraction. You find her in either unimpressive casual clothes when not doing something important or in a combat sneak suit made for quiet and unimpeded motion with full flexibility and light protection in mind.

In general, Grace is a rather quiet person who keeps to herself. She is attentive and always keeping a close eye on her surroundings, but it is not in her nature to speak up unless it is important. She is soft-spoken, but audible enough - say, for instance - to be heard via personal commlinks in the heat of battle. It's clear that Grace is both a survivor and harbors some resentment towards her parents, as 'Grace Hart' is unlikely to be her real name. She is highly competent on her own, but tends to follow the lead of Elliot Gratsky. Grace seems to prefer working with him and rarely voices an objection to his decisions. She will show initiative if action is needed, however, and will do what is necessary without hesitation. The only question is what she won't do to bring about a satisfactory conclusion to a job. On a lighter side...Grace does possess a sense of humor, and demonstrates a talent for slight of hand.

Weapons: Once again, a number of things may be found aboard the Archer, but for now...

Eagle Talon Sniper Rifle - It was inevitable, with the world of munitions moving on, that someone would make the most dangerous of long distance weapons even more so. The Talon is a rail-sniper rifle using magnetically-driven velocity to project armor piercing or explosive rounds over a great distance with extreme force. The ammo slugs have been rated as heavy anti-armor ordinance fired from a weapon that is only marginally heavier from a mil-spec gauss rifle. This is due to the fact that the Eagle Talon IS an mil-spec gauss rifle, with an upgraded magnetic driver which works harmoniously with the detachable sniper barrel Thus, you have your sniper rifle AND your mid-range killing machine without it being overly cumbersome in battle.

Molecular Knife - Because she is not physically strong, Grace makes use of a knife in combat as a means of protection and execution in close quarters. Her weapon is essentially a standard combat knife in design, crafted from strong alloys with a decent insulated grip (All of their equipment is insulated.) and a laser-sharpening to the width of a molecule for swift and deadly cuts.

Occular Implant - Grace and Elliot tend to engage in alot of bounty hunting, it pays to have an implant directly into the eye that gives her all the relevent information posted officially about a target or piece of equipment. It also functions as a basic HUD and connects to displays aboard the Archer, should it be needed. It's a generally useful bit of support equipment.

Snake Suit - While she is unaware of the REASON it's called a Snake Suit, this sneak suit is made of a mesh of impact-reduction fibers that grant a certain amount of low-profile protection...although it's design is really for reducing the noise of all actions and to allow for a full range of motion in the user, though there is some additional padding inside of the suit in key places.

Skills: Grace DOES make use of her abilities, so here goes...

An Ignis' primary ability is be able to transform from a humanoid form to a hovering ball of light that moves around pretty much like a Will-of-the-Wisp and doesn't have much of a physical presence while in that state. Apart from that, she is capable of creating disturbances and distractions made entirely of light or distort the light to render her invisible to one's own sight. All of this requires concentration (which she has in spades), and therefore would stop if it were broken somehow.

Grace is a capable survivalist and more aware of her surroundings than even Elliot, who is essentially a military-level professional in that regard. She has learned this through years of basically having to survive on the streets with litle more than a knife, her wits, and a liberal use of her powers. The last part really helps, but it doesn't allow you to live alone like that withou the rest. Her quiet and her focus also lend a hand in all of her tasks, leading her to be able to surprise people with ease.

Bio: Saving Grace.

Her real name is not, and never was, Grace Hart. Before she took that name, she was an Ignis living on Throne with her parents. That is...until she was 18, where they unceremoniously kicked her out when the household developed financial problems. How that exactly transpired, we may never know, because Grace doesn't talk about it. On the day she was disowned by her parents, she did not even look back. Changing her name and identity was an act of a clean break, and while she had little-or-nothing to her name, Grace was a survivor. It wasn't 'at all costs', but it was going to be to the disadvantage of anyone who decided to give her any trouble. She used her abilities as an Ignis to her advantage. Ignis enjoy a certain level of psychic power and light manipulation, especially in the area of transformation to and from balls of light and rendering themselves invisible regardless of form. Because of this, it was actually a bit easy to gain the bare essentials of life.

The real kicker was during one day where, in the midst of her daily routine, she was almost blindsided by a man with a wild look in his eye and a wicked curved blade. He was just a wandering killer with augmentation, the kind that kill for the hell of it. They'd never seen each other, nor was he the associate of anyone she had stolen from or gotten into a fight with before. This encounter was completely at random, which was a shame because the hoodlum decided that Grace should be his next victim. Sadly, for him, he had no idea what he was dealing with. In light form, his knife was completely useless against her, and she led him around like a cat chasing a laser pointer light. After a little of this, he seemed suitably distracted, which was when she RE-manifested in a position to kick up into his head in a manner that thrust it back hard and fast enough to snap it and kill him instantly.

The next thing she heard was "Damn, that was good.", and there was a black-haired man in body armor with a couple of weapons on hand. None of them were being pointed at her, so she relaxed. He introduced himself as Elliot Gratsky, a Bounty Hunter. She gave him her name - the name she'd been using - and asked him what he wanted. He said "To tell you the truth, I was hunting that guy down. You just earned yourself a chunk of change without even knowing it.", and then suggested that maybe she should put her talents to good use the way he did, maybe even work together. He didn't outright say it, because he didn't want to take credit for her kill, but he implied that they could do well as a team. She understood this and agreed, and ever since they have done just that. Sometimes, Grace wonders just what Elliot is to her. They work together, they trust each other, and they respect each other's privacy without issue. In the end, there was only one answer. He's Elliot, and that's all that matters.

Name: The Archer (or just Archer)

Type: Skuld-Class Gunship [http://i107.photobucket.com/albums/m315/MagnusReaper/skuld_class_gunship_by_theorangeguy.jpg]

Details: The Archer is a medium range swift attack ship refitted for long range travel. As the home away from home for Elliot and Grace, who have no other home to begin with, its purposes are largely in support and transport, though it is made for quick darting combat with an enemy, having a relatively small profile when faced head-on. This is, strictly speaking, a small vessel...but it has been equipped to support several beings, longterm. It houses a modest fighting ability, decent acceleration to avoid getting hit in ship-to-ship combat, sensory array, armaments, and reasonably-sized load of weapons for the traveling mercenary. This vessel IS capable of both docking and planetfall, though the stabilizers are generally retracted during flight.

Weapons:

Mid-Range 'Riot Blast' Missle Pod - Located in the forward section behind an armored doorplate. It's made to slide open, fire the missles, slide shut, load more missles into the rack. Count is six missles per rack, usually two reloads and nothing special about the missle heads, apart from the usual target locking ensemble.

Long-Range 'Hull Piercer' Railgun - Mounted below the missle pod in a similar fashion, contained inside an armored plate until used. It is a railgun equipped to fire slugs with shaped charged designed to puncture hulls with great accuracy. Design specs allow it to carry a maximum of ten shots (must be reloaded outside combat).

Mid-Range Gauss Turrets - Being a gunship, it has a number (eight) of exterior-mounted turrets made to lock on a target, offensively or defensively, and open fire. They're bulk suppression cannons, not particularly powerful, but useful in a group. Guidance by computer targeting.

Mid-Range Decoy Missles - Small-but-numerous missles launched from four side-mounted missle launchers, designed mainly to gain the attention of seeking/targeting weapons and, with their erratic flight patterns, draw their fire.

Cargo: This is essentially a basic rundown of their extra supplies.

The Archer carries a supply of food and water suitable for a small group over a period of a week (apart from the water recycling system). It also houses other basic necessities for life in space which we need not list.

There is a weapons lock-up for spare armaments to be used in the field. As opposed to their custom weapons, these are more standard issue, a number of them claimed from the battlefield after taking down targets. These include at least a few examples of the current-gen gauss rifle, gauss pistol, combat knives, grenades, demo-charges and explosives...and to a lesser extent, a couple of grenade launchers and sniper rifles.

Similar can be said of basic combat armor and helmets, but not so many of that since a fair amount of those tend to get wrecked in the field from the death of their targets.
 

Outcast107

New member
Mar 20, 2009
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FalloutJack said:
Outcast107 said:
*Yoinks Fonzie pic*

Okay, I decided to go the alien route, though not in the way you'd expect. Lemme know if this is alright with you.

Name: Elliot Gratsky

Species: Amasi (Appears Human)

Age: 28

Description: Elliot [http://i107.photobucket.com/albums/m315/MagnusReaper/Elliot_1.png] is - as stated - an Amasi, a being whose natural state is that of a collection of mist that holds intelligence throughout its many particles, capable of reshaping itself into numerous forms to interact with other beings. Mostly, this is done out of curiosity or necessity, but there are those who remain in a solid state for longer periods of time...which risks a condition known as Echoing, the state of being lost in the part, unable to remember that they are not what they appear to be. When an Amasi is in a free-floating state, it is a self-directing mist that has a somewhat predatory edge among its inquisitive intellect. Their culture revolves around the use of crystaline structures and the reshaping thereof for their needs, and their means of consuming is for the individual particles to effectively sandblast a living target and absorb the nutrition directly. They see the world in hues of infrared, sense it, and speak to each other in the mind only. HOWEVER, an Amasi taking upon the shape of another being is copying the functions to the hilt. As human, it functions as human, and so on.

Now, Elliot is what he is, but he is taking the form of a rugged six-foot human...and while he is NOT Echoing, he likes the human shape enough that he would only change out of it as a last resort. He prefers the challenge of being a human, the satisfaction of achieving things as one. He is built like an army veteran, the build of a man who went through training, saw plenty of action, lived to tell about it, got out, and continued in both personal training and getting busy. As you can see, he has somewhat wild black hair with sideburns, hazel eyes, and some beard stubbling. He has no particular tattoos or markings, but he appears to smoke. Very often, you'll see him in dark clothes, fingerless gloves, military-grade body armor, maybe a helmet if he feels the need, and whatever odds and ends he needs to get to work. If you ever see him as an Amasi, you're seeing a gray and strangely purposeful cloud of mist, roughly to the mass of a human being or a bit more. As it's a mass of gestaulting particulates he is in that form, you can't just shoot him. You have to destroy his mass to do any harm.

Now, what's he like as a person? Try to imagine the way Corporal Dwayne Hicks was in Aliens. Of all the space marines in that movie, he was by far the most professional and serious one. He didn't lack for any individual character, but he put the mission before the jokes. Elliot is what Hicks would have been if he'd lived long enough to leave the service and go into business for himself. He is stern, does not pull punches, and gets to the point. Perhaps after the point is made, or if there isn't anything important to say, he'll lighten up. The job, though, comes first. It's a necessity, and necessity tells him how to operate, allows him to think outside the box and get creative in dealing with a situation. Because one thing he does NOT appreciate is any case - whether accidental or on purpose - is when he is backed into a corner. Common sense and forethought are his shield, suspicion and scrutiny his sword. Anger is his gun, carefully aimed and in short controlled bursts.

Weapons: Quite a number of things are stored in the Archer (His ship), but I'll stick to preferred weapons here.

All-Purpose Utility Hand-Cannon - This weapon is a rather weighty-looking pistol built for multiple forms of attack or utility use, based upon the intentions of the owner. It is fires clip-fed gauss pistol shots with its magnetic driver, or a front-loaded grappling hook with line-and-reel attachment, or any number of receptive grenades that can be attached to the front and then launched, or you can even just use the projected magnetic wave (short range only) to disrupt electronic equipment or knock a gun from someone's hand. It's a gun that delivers for many situations. Elliot has the full package, including a modest supply of fragmentation, incendiary, EMP, concussion, flashbang, and shaped stickybomb grenades. It IS kind of bulky for a handgun, but not much worse than a Desert Eagle...and frankly more dangerous than that.

The Crowd Pleaser - Perhaps a tribute to all Space Marines, the Crowd Pleaser is Elliot's custom-built heavy riot shotgun. It is a heavy-blasting, auto-loading, double-barreled phalanx-spreader designed to hit whatever's in its cone of fire with high-velocity flak designed to embed, to shred, and knock you right off of your feet. This has some degree of penetration into armor, but its primary effect is to give the user some space with the blowback, to allow you to keep a crowd at bay and pick off surviving targets while they are prone and more vulnerable to attack. The ammunition is customized from full particle phalanx cannon ammo to allow a non-heavy weapon to carry extremely harmful ammunition. The Crowd Pleaser is built from a current-gen riot shotgun and is therefore able to take normal, solid, and exploding slugs, propelled at greater velocities than a 20th Century varient using today's often-used magnetic drivers.

Paladin Armor - Elliot wears a para-military fullbody armor with internal composites and external metallics to allow for tough protection that keeps him relatively flexible and able to move in combat. It also insulates him from any electrical hazards that might occur as a result of any metal part coming in contact with him. This is an infantry model armor which allows him the full range of motion while reading his every movement to deliver extra force at key points via sensors. The Paladin Armor is a protective suit, and a combat suit. Thus, while it isn't a powerarmor, it has output points for a marginal output concussive pulse to allow for stronger hits, improved agility and running speed, and incoming impact force reduction to minimize the concussive force of an attack. Its subtlety allows for its greater strength. Comes with wrist computer for tactical displays and unit coordination (or whatever you program in there), communication system, and proximity alert system to warn of incoming targets.

Skills: As an Amasi, Elliot is capable of stripping the flesh from any exposed target he comes across and can take any number of shapes, though it's limited to his relative mass. However, he is largely not in it to do things that way, so let us focus on what he can do as Elliot.

What he is capable of is peak soldiering with an impressive tactical ability based largely on necessity. He does what works best, no distraction, for his goals in mind. He has a very strong will and highly resistant to pain. Being not actually human, the one thing he can't NOT have is the ability to mentally disconnect that certain people have to make the pain seem like it's elsewhere and not here. He is capable of wielding about any military-grade weapon you put in his hands and capable enough with machinery...since he has his own ship to maintain.

One thing of importance. While Elliot does not have to be in charge, he is good at it. He sees a problem and he deals with it, and he can back up whatever he thinks is the right idea, if asked. He has no stirring NEED to be in charge, but regardless of what position he IS in...he does have one subbordinate, regardless. Sort of.

Bio: As far as YOU know, his name is Elliot, but...

He is, as you know, an Amasi. He can mist, he can talk telepathically (to his own kind), he can see infrared in mist-form, etc. That is how he was before he took on a human form. Who he was and what he did while ON Amasis remains unknown, as it is far more interesting to note his behavior in leaving the homeworld. Curious of lesser species as they are, members of the Amasi do not ordinarily hop aboard a ship and ask for a ride to the nearest station. However, this is the case for one Elliot Gratsky, who simply walked up to a ship that'd made planetfall and said "'Bout goddamn time somebody showed up. I've been coolin' my jets long enough here. Mind giving me a lift?". He explained that his ship had suffered a terrible malfunction from a faulty engine core and he had to bail out before it went critical, and then landed on Amasis in the survival pod. His longterm survival came in bartering away whatever the Amasi were interested in and answering whatever questions he could in order to stay on their good side. He explained that it just barely worked.

Stories aside, Elliot got into outer space and quietly soaked in every detail he could without arousing suspicion. So, this was life in space. Intriguing. The more he got into it, the more he wanted to make this life his own, pursue something for himself, and most of all enjoy what he was doing. As a predatory being, he naturally gravitated towards jobs that involved inflicting pain and/or death for a profit. It started small with simple jobs. As his experience in a human form grew, so did his capabilities to hunt down and deal with different and more high-profile foes. There was no form of contract he would not pursue on the matter, unless it just wasn't feasible for him. Curiously enough, though he had - by this time - retained his physical form for some years, he had not been Echoing, lost in the part. He simply enjoyed the exercise, the challenge, and the experience. It was in this manner that Elliot Gratsky became fairly well-known in bounty hunter and mercenary circles, enough so that he could begin to aim higher and acquire a team. The type of team, though, had to be acceptable to his way of doing things. He didn't have time to ease them into his life. They had to hit the ground running.

It's not as though he were broadcasting the fact that he wanted a team, but sometimes people had asked to run with him and he turned 'em down because they were looking to ride his coat-tails, not pull their own weight. He needed an associate who could keep up, and the first one that seemed to know the score was Grace Hart. He didn't ask if that was her real name or what someone like her was doing at his end of the galaxy. She looked tough, she had skills, and she was willing to get her hands dirty. How did he know? There was this guy he had to find, just a hoodlum with an amped-up body carving people apart with a special knife. After tracking him down to his usual 'hunting ground', Elliot found him fruitlessly batting at a ball of light with his weapon. It seemed confusing at first, but then he remembered reading about the Ignis and their own morphing ability...from their natural state (Light) to a physical form (Often human). This ball of light flitted around until it became a young lady kicking the guy's head from below the chin in such a way that she snapped the poor bugger's neck. Once he fell, Elliot knew he had a good applicant in Grace.

Name: Grace Hart

Species: Ignis (Appears Human)

Age: 21

Description: Well, that depends. Like Elliot, she has two actual forms. There's a great deal of strangeness out in the 'verse. Ignis are human-like beings whose minds have developed to direct and form energies conforming to the use of light. They became known as the Ignis as members of the race began to change into hovering light forms (roughly spherical, essentially transforming their bodies into masses of free-floating charged ions). This, and other lesser feats, are all skills that Grace [http://i107.photobucket.com/albums/m315/MagnusReaper/Grace-X1.png] has command of through several years of use in order to survive. And when she is not in the form of a white ball of light that is 2-3 feet in diameter, she is a slim if slightly-curvy athlete with shoulder-length white hair and silver eyes. No marks, scars, or tattoos...but she DOES have an occular implant which I will get to later.

Grace is at least a head shorter than Elliot, and she seems ultimately more vulnerable, physically. This is true, but misleading. She is quicker than him, more lithe and agile, more flexible. In all the ways his durability would make him somewhat lacking, she excells in. And while there is nothing wrong with his eyesight, her sight and concentration to a task are stronger, a singular focus that is extremely hard to break...since it is her species which is more capable of distraction. You find her in either unimpressive casual clothes when not doing something important or in a combat sneak suit made for quiet and unimpeded motion with full flexibility and light protection in mind.

In general, Grace is a rather quiet person who keeps to herself. She is attentive and always keeping a close eye on her surroundings, but it is not in her nature to speak up unless it is important. She is soft-spoken, but audible enough - say, for instance - to be heard via personal commlinks in the heat of battle. It's clear that Grace is both a survivor and harbors some resentment towards her parents, as 'Grace Hart' is unlikely to be her real name. She is highly competent on her own, but tends to follow the lead of Elliot Gratsky. Grace seems to prefer working with him and rarely voices an objection to his decisions. She will show initiative if action is needed, however, and will do what is necessary without hesitation. The only question is what she won't do to bring about a satisfactory conclusion to a job. On a lighter side...Grace does possess a sense of humor, and demonstrates a talent for slight of hand.

Weapons: Once again, a number of things may be found aboard the Archer, but for now...

Eagle Talon Sniper Rifle - It was inevitable, with the world of munitions moving on, that someone would make the most dangerous of long distance weapons even more so. The Talon is a rail-sniper rifle using magnetically-driven velocity to project armor piercing or explosive rounds over a great distance with extreme force. The ammo slugs have been rated as heavy anti-armor ordinance fired from a weapon that is only marginally heavier from a mil-spec gauss rifle. This is due to the fact that the Eagle Talon IS an mil-spec gauss rifle, with an upgraded magnetic driver which works harmoniously with the detachable sniper barrel Thus, you have your sniper rifle AND your mid-range killing machine without it being overly cumbersome in battle.

Molecular Knife - Because she is not physically strong, Grace makes use of a knife in combat as a means of protection and execution in close quarters. Her weapon is essentially a standard combat knife in design, crafted from strong alloys with a decent insulated grip (All of their equipment is insulated.) and a laser-sharpening to the width of a molecule for swift and deadly cuts.

Occular Implant - Grace and Elliot tend to engage in alot of bounty hunting, it pays to have an implant directly into the eye that gives her all the relevent information posted officially about a target or piece of equipment. It also functions as a basic HUD and connects to displays aboard the Archer, should it be needed. It's a generally useful bit of support equipment.

Snake Suit - While she is unaware of the REASON it's called a Snake Suit, this sneak suit is made of a mesh of impact-reduction fibers that grant a certain amount of low-profile protection...although it's design is really for reducing the noise of all actions and to allow for a full range of motion in the user, though there is some additional padding inside of the suit in key places.

Skills: Grace DOES make use of her abilities, so here goes...

An Ignis' primary ability is be able to transform from a humanoid form to a hovering ball of light that moves around pretty much like a Will-of-the-Wisp and doesn't have much of a physical presence while in that state. Apart from that, she is capable of creating disturbances and distractions made entirely of light or distort the light to render her invisible to one's own sight. All of this requires concentration (which she has in spades), and therefore would stop if it were broken somehow.

Grace is a capable survivalist and more aware of her surroundings than even Elliot, who is essentially a military-level professional in that regard. She has learned this through years of basically having to survive on the streets with litle more than a knife, her wits, and a liberal use of her powers. The last part really helps, but it doesn't allow you to live alone like that withou the rest. Her quiet and her focus also lend a hand in all of her tasks, leading her to be able to surprise people with ease.

Bio: Saving Grace.

Her real name is not, and never was, Grace Hart. Before she took that name, she was an Ignis living on Throne with her parents. That is...until she was 18, where they unceremoniously kicked her out when the household developed financial problems. How that exactly transpired, we may never know, because Grace doesn't talk about it. On the day she was disowned by her parents, she did not even look back. Changing her name and identity was an act of a clean break, and while she had little-or-nothing to her name, Grace was a survivor. It wasn't 'at all costs', but it was going to be to the disadvantage of anyone who decided to give her any trouble. She used her abilities as an Ignis to her advantage. Ignis enjoy a certain level of psychic power and light manipulation, especially in the area of transformation to and from balls of light and rendering themselves invisible regardless of form. Because of this, it was actually a bit easy to gain the bare essentials of life.

The real kicker was during one day where, in the midst of her daily routine, she was almost blindsided by a man with a wild look in his eye and a wicked curved blade. He was just a wandering killer with augmentation, the kind that kill for the hell of it. They'd never seen each other, nor was he the associate of anyone she had stolen from or gotten into a fight with before. This encounter was completely at random, which was a shame because the hoodlum decided that Grace should be his next victim. Sadly, for him, he had no idea what he was dealing with. In light form, his knife was completely useless against her, and she led him around like a cat chasing a laser pointer light. After a little of this, he seemed suitably distracted, which was when she RE-manifested in a position to kick up into his head in a manner that thrust it back hard and fast enough to snap it and kill him instantly.

The next thing she heard was "Damn, that was good.", and there was a black-haired man in body armor with a couple of weapons on hand. None of them were being pointed at her, so she relaxed. He introduced himself as Elliot Gratsky, a Bounty Hunter. She gave him her name - the name she'd been using - and asked him what he wanted. He said "To tell you the truth, I was hunting that guy down. You just earned yourself a chunk of change without even knowing it.", and then suggested that maybe she should put her talents to good use the way he did, maybe even work together. He didn't outright say it, because he didn't want to take credit for her kill, but he implied that they could do well as a team. She understood this and agreed, and ever since they have done just that. Sometimes, Grace wonders just what Elliot is to her. They work together, they trust each other, and they respect each other's privacy without issue. In the end, there was only one answer. He's Elliot, and that's all that matters.

Name: The Archer (or just Archer)

Type: Skuld-Class Gunship [http://i107.photobucket.com/albums/m315/MagnusReaper/skuld_class_gunship_by_theorangeguy.jpg]

Details: The Archer is a medium range swift attack ship refitted for long range travel. As the home away from home for Elliot and Grace, who have no other home to begin with, its purposes are largely in support and transport, though it is made for quick darting combat with an enemy, having a relatively small profile when faced head-on. This is, strictly speaking, a small vessel...but it has been equipped to support several beings, longterm. It houses a modest fighting ability, decent acceleration to avoid getting hit in ship-to-ship combat, sensory array, armaments, and reasonably-sized load of weapons for the traveling mercenary. This vessel IS capable of both docking and planetfall, though the stabilizers are generally retracted during flight.

Weapons:

Mid-Range 'Riot Blast' Missle Pod - Located in the forward section behind an armored doorplate. It's made to slide open, fire the missles, slide shut, load more missles into the rack. Count is six missles per rack, usually two reloads and nothing special about the missle heads, apart from the usual target locking ensemble.

Long-Range 'Hull Piercer' Railgun - Mounted below the missle pod in a similar fashion, contained inside an armored plate until used. It is a railgun equipped to fire slugs with shaped charged designed to puncture hulls with great accuracy. Design specs allow it to carry a maximum of ten shots (must be reloaded outside combat).

Mid-Range Gauss Turrets - Being a gunship, it has a number (eight) of exterior-mounted turrets made to lock on a target, offensively or defensively, and open fire. They're bulk suppression cannons, not particularly powerful, but useful in a group. Guidance by computer targeting.

Mid-Range Decoy Missles - Small-but-numerous missles launched from four side-mounted missle launchers, designed mainly to gain the attention of seeking/targeting weapons and, with their erratic flight patterns, draw their fire.

Cargo: This is essentially a basic rundown of their extra supplies.

The Archer carries a supply of food and water suitable for a small group over a period of a week (apart from the water recycling system). It also houses other basic necessities for life in space which we need not list.

There is a weapons lock-up for spare armaments to be used in the field. As opposed to their custom weapons, these are more standard issue, a number of them claimed from the battlefield after taking down targets. These include at least a few examples of the current-gen gauss rifle, gauss pistol, combat knives, grenades, demo-charges and explosives...and to a lesser extent, a couple of grenade launchers and sniper rifles.

Similar can be said of basic combat armor and helmets, but not so many of that since a fair amount of those tend to get wrecked in the field from the death of their targets.
Sounds good, just need to chat a bit about the gunship. But we can do that in Skype.
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
0
0
Hey there! I'm a friend of FalloutJack and Generic NPC 22, and I'm definitely planning on submitting a character of my own. In truth, she's from an older Space RP, The Cantolia Incident, that never really got off the ground, and I'm hoping to take this opportunity to revive her and give her another shot! So, hopefully there's a spot for an ace pilot. Oh, I've also talked to another player from that RP, Deu Sex, who might be making a sheet of his own.
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
0
0
Name: Mar (Real Name unpronounceable in all but native Shree Tongue)

Gender: Female

Species: Shree

Age: 22 Terran Standard Years (Roughly 27 Shree Seasons)

Physically, the Shree are bipedal humanoids with an average height of six feet, with the average female being physically larger than most males, while males have higher muscle mass. Shree are, unusually enough, cold-blooded despite the fact that females give live birth to their young, usually with one to two young per-birth. Due to being cold-blooded, they are rarely seen without their thermal enviro-suits unless the ambient temperature is high enough.

Their most obvious physical feature is their four arms: The upper, true-arms that are generally longer with four fingers and two opposable thumbs, and the lower, false-arms which are shorter and only possess two fingers and a single thumb each. That, along with natural agility and flexibility, make them almost ideal at navigating zero-gravity environments, a fact that they often take advantage of. Their faces are flattened and consist of four narrow eyes, one set directly below the other, a pair of small nostrils, and wide mouths filled with several rows of needle-like teeth, which along with the claws that each finger and toe end with clearly marks them as having evolved from predators.

Their skin is thick but smooth, with skin tones varying from a rust-brown to a dark gray to pitch black, often with rippled variations thereof. Most physical distinctions between male and female Shree is that, while lacking breasts since they don't breastfeed, females have a larger, barrel chest to incorporate a more robust digestive system and circulatory system meant to support their pregnancies. They also have wider hips meant to give birth. Males, on the other hand, have thicker skin and generally have more vibrant skin tones in comparison, which are meant to attract a mate.

A Shree's diet consists almost entirely of meat, with very little need for vegetation to give them what nutrients they need, but they can handle a surprisingly wide variety of meat to sustain themselves. Most modern-day Shree subsist on a 'nutrient paste': Tubes of rendered-down flesh meant to give them all the vitamins and minerals they need with a 'meaty' taste. However, most find this vastly inferior to fresh meat, and whenever given the chance will gorge themselves on the real thing.

The average lifespan of a Shree is around 160 of their 'Seasons', or an equivalent 128 Standard Terran Years, with each 'Season' being equal to 1.25 Terran Years.

The Shree, widely considered to be nothing more than sapient pests by the galaxy at-large, used to be an rapidly expansionist Protectorate in their home system. They are generally best-known for stripping several planets of anything of value, or even anything that would be remotely edible to them, leaving barren husks in their wake. In fact, the Shree are usually spoken of as a cautionary tale of rampant over-consumption and over-population, with their home world being the prime example. After a harsh 'police action' on behalf of their galactic neighbors, the Shree are reduced to a fraction of their former galactic population and are restricted from settling on any habitable planet in any significant numbers, if at all by any governing body that actually values the planet that they govern over. Most have become drifters, often living on starships or orbital habitats and space stations.

When they aren't being equated to locusts, the Shree are considered a particularly industrious people, which was a large factor behind why each of the planets they laid claim to were stripped of any natural resources. However, the restrictions on any further colonization imposed by most governments have largely done away with most of their research and development ventures.

Something that hasn't changed in millennia in regards to the Shree is their attitude towards any other species, intelligent or otherwise, in that they perceive them as potential prey. In fact, it's a popular rumor that Shree would be more than willing to devour a member of another sapient species should they be considered edible. Most Shree won't deny this, with threatening to turn someone into their next meal being very common against those that they are particularly displeased with. That threat is largely empty.

Shree culture is varied, particularly from habitat to habitat, though it's generally accepted that the cultures of other races have bled into Shree communities quickly over time. However, having come from a instinctively matriarchal society, when groups of Shree come together most automatically defer to the oldest and most assertive female of the group, particularly if they have had children. While the matriarch of a particular community is generally considered to be in charge, their word is hardly law, and they only have the power that the other community members give them.

The oldest form religion for them however is a sort of ancestor-worship. When a revered member of a Shree family dies, their body is given funeral rites before being skinned, and their hide turned into fine leather. Said leather is then fashioned into a garment, often a heavy leather coat. The ancient belief was that the ancestor would protect the wearer through the garment after death. While it isn't practiced very openly or very often, it isn't at all unusual for Shree to be seen wearing a coat made from an old family member over their thermal enviro-suits.

Mar is a fine example of a young adult Shree, tall and lithe with a surprising hourglass figure. Her skin is a dark gray rippled with black, her face narrow with milky red eyes. What is unusual is a small white birth mark just underneath her lowest left eye, almost resembling a classic Human beauty mark.

Besides the skintight thermal enviro-suit, colored a pale Safety Orange, she usually wears her dark gray Pilot's jumpsuit, and a black domed helmet. Despite being thick and loosely-fitting, it's meant to withstand vacuum when properly sealed, though it can only hold a short emergency air-supply.

When not on-duty, she prefers to wear loose cargo pants, a heavy synthetic leather jacket with synth-fur lining, collar and cuffs, with her old Racing Shuttle's number (#66) emblazoned on the back in orange along with the image of a "Devil-Fish" (A cross between a very surly Terran Eel and Shark, colored a sinister blood red) underneath, a black simulated-wool cap and her choker-mounted translator.

Armor Type:Light, Civilian Industrial-Grade Pilot's Jumpsuit, Shree-configuration.

Description: Mar's Pilot's Jumpsuit is a thick, baggy suit that completely covers her body and is meant to be worn for long periods of time while piloting any kind of vehicle, from mechs, ground or air transport or space-faring vessels. It is a dark gray that has faded with time, complete with gloves that allow her to use her claws without compromising the seal of the suit itself and various cargo pockets on the outer thighs and abdomen. It includes a black helmet that fully encloses the head with a domed visor that can can either be set to clear, or made to look opaque with a gold-tint. In addition, both suit and helmet include a personal emergency air supply as standard.

Technical Details:

Jumpsuit Specifications: Minimal Ballistic/Energy Weapons Protection, Moderate Tear and Puncture Resistance, Fire-Retardant. Capable of sealing for vacuum with magnetic pads on both feet and all four hands, contains an Emergency Air Supply, lasting ~30 Minutes.

Helmet Specifications: Moderate Ballistic Weapons Protection, Minimal Energy Weapons Protection, High Tear, Puncture, and Impact Resistance, Fire Retardant. Includes a heads-up display suite compatible with most vehicles, and capable of wireless connection to compatible vehicles within 5 Feet.

-1 ZF-1 Electron-Flux Whip or "ELF Gun" and 8 rechargable HED BattPaks, 2 are carried on her person, with 6 held in reserve on-ship.

-1 High-Performance Racing Shuttle, "Devil-Fish" #66

-1 Slightly-malfunctioning, choker-mounted Translator, able to convert the user's speech to the native tongue of most known races, including several common Terran Dialects. Seems to have issues regarding idioms and figures of speech. (Or else it's user-error.)

-1 Refrigerator stocked with one-months-worth of TasteePaste(TM) nutrient paste for Shree.

-1 Case of toiletries and other personal hygiene items.

-Several changes of clothes including: 5 spare thermal enviro-suits, 2 spare Pilot's jumpsuits, several sets of off-duty clothes.

-Several scale starship models, including one of her Racing Shuttle.

-1 Holo-recorder, specced to make accurate recordings of full, three-dimensional objects. Can double as a video-recorder.

-1 Black Shree-Leather Coat (Great Grandmother), never worn.

Ace Pilot: Mar is best known as a professional Racing Shuttle pilot, and was one of the best in the circuit. Able to pilot a shuttle through densely-populated space at speeds that most would consider to be insanely reckless and extremely dangerous, those same skills have translated to piloting larger ships with an uncanny grace, making her easily one of the best pilots in the galaxy, if a little overenthusiastic when it comes to speed.

Close-Combat Proficiency: Having spent most of her time in the tight spaces of space station corridors and starships, Mar has been trained in close quarters combat as a means of self-defense, both with and without weapons. As a Shree, Mar has a natural advantage in hand-to-hand, not only having four arms but incredibly sharp teeth and claws meant to rend thick hide and flesh. While armed, the ZF-1 makes for a perfect weapon for the confines of a ship's corridors by filling a fifteen-foot space with electrical death. However, she doesn't have the same advantages in open-spaces, needing to close the distance to truly be effective with her weapon or her hand-to-hand skills.

E.V.A. Specialist: Both extended experience in Null-G and micro-gravity environments, as well as the natural agility Shree have shown in such environments has given Mar a deft grace whenever there is little-to-no gravity to speak of. This makes her a good candidate for any out-of-ship operations, or any kind of job that requires someone to know how to move when effectively weightless.

Acquisitions: Having pulled quite a few odd jobs for shifty people, with most involving smuggling of some kind, Mar has gotten quite the list of contacts within several black- and gray-markets, meaning that chances are, if she knows what you need, she also knows how to get it as quickly and cheaply as possible, to a point.

Mar, as she is better known by anyone she isn't directly related to, was born on the AU-7 Space Habitat or "Black Ocean Station", a converted space-mining platform orbiting the planet of Supervee, as part of the enclave of Shree that calls it home. The youngest of two siblings and considered a wild child from the start, Mar was a pint-sized terror to the mixed-race population of the Black Ocean habitat, but was a surprisingly good student.

Though enrolled in the station's network school, a largely online curriculum that didn't require any real contact with other kids, she went out of her way to interact with children her own age, if not her own species. She showed an aptitude for interacting rather smoothly with people from other cultures and races, being open-minded and flexible, and her best marks were in Literature, Languages and Galactic History.

Growing up, she was naturally fascinated by the ships that docked with the station, constantly trailing visiting pilots and bombarding them with questions on how they did their jobs, or for interesting stories about their travels. When she heard of the professional Shuttle Racing League that had only just begun to reach Black Ocean Station, she knew in an instant what she wanted to be once she was old enough: An Ace Pilot.

When she was finally old enough at roughly 17 Terran Years of age, she applied for her pilots license and worked to buy her first Racing Shuttle. It was roughly a month until she could buy one and enter the SRL, but within half a year, she had already won enough races and had gotten such acclaim as a new face in the racing scene that she had bought what is now her iconic "Devil-Fish" shuttle: An ugly amalgamation of several other shuttles, finely tuned for both speed and maneuverability, in or out of an atmosphere. While most would consider it to be a garishly-painted monstrosity, Mar considered it to be a beautiful example of shuttle engineering.

The first championship series, she narrowly lost in the final race, coming in a close third. But the following year, she was disqualified before reaching the finals due to having modified her shuttle with thrusters that weren't fitting with the regulations of the SRL, and was ultimately banned from competing further.

At what proved to be a low point in not just her career as a pilot, but in her life as a whole, Mar drifted from station-to-station before she started hiring herself out to pilot freighters and transports, often taking jobs from less-than-upstanding people for all kind of things: Smuggling, scavenging from derelict ships, and even blockade-running. It proved to be a way for her to not only make more money than she ever had as a Shuttle Racer, but it was also a way for her to do what she loved: Fly.

After having made something of a name for herself in both the SRL, but in the galactic underworld as a whole, she was approached for a job by a mercenary group calling themselves ORION. Her interest piqued, she decided to see just what that entailed. But, not before contacting an old friend of hers, a human cyborg named Jay, who happened to be a rather accomplished ship-systems engineer and general mechanic.

-One of Mar's more infamous traits is that she is effectively the Shree-equivelent of an adrenaline junkie. She loves to go fast, the faster the better. Her penchant for flying recklessly-fast has proven to both be a help and a hindrance to some of the jobs that she has been on.

-While Black Ocean Station has a multi-species population, it was largely inhabited by humans, and as such Mar has absorbed quite a bit of human culture by osmosis, although she does seem to have trouble with idioms, sayings, and figures of speech. Although, some have noticed that said difficulty seems to be somewhat inconsistent, almost as if her mistakes are done mostly on purpose.

-Mar is incredibly possessive and protective of her shuttle, the Devil-Fish, to the point where she will only allow a scant few individuals to sit in the pilots seat, much less actually fly the shuttle. She also insists on supervising any unfamiliar engineers and mechanics that work on it. God help anyone that somehow damages the shuttle, interior or exterior.

-Mar's main hobby is building miniature ship models, specifically of ships that she has flown herself. She takes great pains to make a holo-recording of the ships in question, so that she can later paint every minute detail on the model, even adding superficial damage to match.

-While usually seen and heard using a translator module worn around her throat, Mar is actually capable of speaking several different languages without it, including Terran English.

Shuttle Model: Mantid-made Far-Flyer-786 Shuttle.

Description: The "Devil-Fish", originally a defunct Mantid-manufactured civilian shuttle, has since been repaired and heavily modified since Mar had purchased it from a shipbreaking station and is barely even recognizable as a Far-Flyer-786 anymore. Besides the more obvious modifications regarding engines and thrusters for the sake of speed and maneuverability, the entirety of the pilots seat, flight controls and console have been ripped out, encapsulated in a pod capable of being self-enclosed, and mounted back back into the main chassis into the left side, sacrificing some of the original cargo space.

The entirety of the "Devil-Fish" has been painted a bright crimson gradient that fades into a thin band of white toward the rear of the shuttle. On either side, the emblem of a Devil-Fish, a fictional creature that resembles an odd cross between a Terran Eel and a Hammerhead Shark, is emblazoned with the words "Devil-Fish #66" underneath in white, while a set of stylized teeth is painted on the front, curling around both sides.

Technical Details:

Flight Capabilities and Range: Capable of flight within both vacuum and extreme-pressure atmospheres. Maximum flight-range limits to planet-to-planet flight within a single habitable system, deep-space fight is not recommended. Vessel is NOT capable of FTL flight without assistance.

Propulsion: -6 Factory-issue Precision-Guidance Thrusters for course-correction and micro-adjustments mounted at key portions of the shuttle.

-4 After-market High-Output Engines, SuperBolt High-Performance brand, rear-mounted.

-4 Modified High-Output Thrusters, taken from a Terran Grand Republic 223-SSF (Space Superiority Fighter) "Hellbat", mounted on adjustable hardpoints. (WARNING: MODIFICATIONS MADE ARE AGAINST SHUTTLE RACING LEAGUE REGULATIONS. VESSEL IS BARRED FROM COMPETING IN THE SRL.)

Hull and Shielding: Standard civilian-grade hull plating reinforced with an outer layer of military-rated armor plating. Shielding is an after-market Stonewall brand barrier package, Terran-made.

Cargo Space: 36 Cubic Meters (4x3x3), able to be converted into comfortable seating for 8 passengers of various size and species.

Current Internal Configuration: Cargo Area converted into living space including: 1 Refrigerated unit, 1 Secured zero-grav hammock, Several personal storage units including 1 display case for model ships, 1 Synth-leather couch and 1 Personal decontamination chamber.

Weapon Type: Electrical Riot-Dispersal Weapon, Carbine-Type Form, Adjustable Non-Lethal/Lethal Settings.

Discription: The ZF-1 Electron-Flux Whip, or the ELF Gun as it was termed after coming out of experimental stages is a weapon developed by the Shree Protectorate's military R&D laboratories for the purpose of a short-range riot-suppression and personal defense weapon, several Terran Standard Years before the eventual police action against their entire race.

Knowing that there were situations when a non-lethal option is preferable, but could immediately be followed by a need for lethal force or vice-versa, the Shree decided to create an electrical-discharge weapon meant to either stun or lethally electrocute a target depending on the Voltage/Amperage setting. It works by ionizing a target with a non-visible laser by which a steady stream of electricity uses to travel to the unfortunate victim.

By appearance, the ZF-1 appears to have the main body of a bullpup-style rifle with the cylindrical battery-pack plugged horizontally into the butt of the gun, just behind the grip and firing stud. But while the rear of the weapon appears to be a simple rifle, the front of the weapon is dominated by a single long, pronged discharge rod with a foregrip several inches beneath. The entirety is painted a stark white with orange warning stripes, and clear symbols meant to indicate an electrical hazard as-per most government's Health and Safety regulations.

After the Shree's imposed exile to spaceborne habitats, the rights and schematics for the ZF-1 were sold to various independent security companies for manufacture in an attempt to gain some capitol for their relocation. Civilians are permitted to own a ZF-1 for personal defense use in most systems provided they have a license, although some governments restrict the ZF-1 to non-lethal settings only. Pilots tend to find the ZF-1 to be a surprisingly effective ship-defense weapon against pirates and other hostile boarders, since it can fry energy shielding and unarmored organics alike with minimal collateral damage to any delicate circuitry within their ships. However, these same qualities make it an attractive option for pirates who look to capture ships as a prize, while eliminating any that are on-board.

Technical Details:

Firing Mode: Continuous electrical discharge, with variable settings that range from Non-Lethal Stun to Guaranteed-Lethal Electrocution (Dubbed the "Extra Crispy" setting).

Ammunition: Rechargeable High Energy-Density Battery Packs (HED BattPaks), capable of allowing continuous fire for ~45 minutes at lowest setting, or ~10 at "Extra-Crispy".

Range: Very Short, ~15 Feet at Maximum.

Effective Use: Used for target subduing/capture/elimination in close quarters. Effective against shields, organic flesh, cyborgs and synthetics without electrical shielding.

Alright, here she is in all her glory!

[EDIT 1]: Added in a more thorough description of the "Devil-Fish" and ZF-1 "ELF Gun", as well as edited in a section for her Pilot Jumpsuit's specs.
 

Evrant-Knight

An Interloper
May 5, 2010
2,615
0
0
Bristol
Country
United Kingdom
Gender
Male
Name: Velka

Species: Reshani

Before they became the species that many of the younger races know of today, the Reshani were organic in design; possessing of flesh and blood rather than synthetic muscle and circuitry. To honour their legacy, much of their physical appearance is based on the original organic form.

They are a bipedal race with a body shape not too dissimilar to humanity, with heights ranging between six and seven feet; though one noticeable difference is that their legs are slightly arched, with the arch forward facing, and with three claw-like toes at the front, with an additional retractable claw coming out of the back to help with stability .

As a result of the leg's high density synthetic muscle bundles being used in tandem with a shock absorbing matrix within the associated knee and hip joints, it allows a Reshani to jump an additional three feet, though the legs on a male tend to be larger in size, and therefore land with more of an impact compared to their female counterparts.

Their arms are usually long and slender, and end in a clawed hand comprising of three fingers and one thumb-like appendage; this, combined with their clawed feet allow the Reshani to clamber around peculiar shaped surfaces and walls without the need of special climbing gear.

The head of a Reshani is the most human-like, aside from a noticeable lack of an ear. Eyes usually come in a variety of bright colours, and allows them to see in the dark, heat levels, electromagnetic fields and even through walls up to a certain thickness; with the overall brightness of the eyes changing depending on what form of enhanced vision is used. The cranium is an exceptionally vital part of the Reshani body as it is where their consciousness is stored.

Covering the endoskeleton is a series of light, flexible, but highly durable plates made of a metal like substance, but feels something akin to plastic. There are only small circular gaps in these plates, these ports are designed to allow diagnostic equipment and nanite injections to allow for maintenance and repairs.

An individual Reshani makes themselves unique to one another by switching some of the usual grey plates for colour customised versions, except for the face which is kept white. Hair is more of a cosmetic choice, some choose to have some sort of style applied in order to not stand out as much.

Approximately 60 Human Years (Though looks to be about thirty due to a lack of physical changes that would occur with age)

Female

Standing at approximately 6'4'' and built like many female Reshani, Katsu would be considered rather beautiful by human standards, if it weren't for the greyscale paint job that covers most of her body. Several plate sections on her arms and legs have been recoloured to include a dark green hexagonal shape with a white stripe down the middle, whilst several plates on her chest are a light peach colour.

The eyes are mostly an ice blue save for a small section of the right eye above the iris being coloured in a darker blue. Her hair, which is comprised of a flexible synthetic alloy designed to mimic the softness of actual hair; it has been dyed white and styled in a dreadlock fashion. Wears a modified duster coat and long white scarf when not on active assignment.

Weapons

- R-104 Pulse Rifle "Fulcrum [http://vignette1.wikia.nocookie.net/destinypedia/images/2/21/Crypt_Dweller_SR1.jpg/revision/latest?cb=20141104183359]": This two form pulse weapon is the armament of choice for Reshani Scouts, allowing them to switch between a high powered, single-shot sniper rifle, or a fast hitting but less powerful, three-shot burst battle rifle. Both fire modes make use of the same 35 round pulse magazine, allowing for seven shots when in sniper configuration. This personal model has been modified to accept a under-barrel grenade launcher when in battle rifle mode.

- R-71 Beam Sword "Asura": A one-handed beam sword with a white grip that produces an amber coloured blade of two feet in length when active, and can cut through most materials with relative ease. When coming into contact with flesh, the blade will cauterise any wounds made.

- R-37 Stun Gun "Buzzkill": This single-shot firearm can deliver a powerful, yet non-lethal electrical shock that can render a target unconscious or briefly disable unshielded electrical equipment. The weapon makes use of specialised darts. Whilst perfect for silent takedowns, it's short range of approximately 5 feet means it can really only be used up close for the best results.

Ammunition and Other Equipment

- Six 35 round magazines for the Fulcrum, with one already loaded into the weapon.
- Under-barrel grenade launcher mod for Fulcrum
- Twenty stun darts for the Buzzkill.
- Five concussive grenades for the Fulcrum's grenade launcher attachment.
- Five smoke grenades for the Fulcrum's grenade launcher attachment.
- Field repair kit for augmentations.
- Binocular goggles that can link up with enhanced fields of vision from user's optics.
- Wrist mounted communicator.

Supplementry Augmentations

- Hyperion Landing Gear: Installed with the lower back of the subject and triggering automatically when falling from heights above ten meters, it generates a spherical shaped electromagnetic deacceleration field, slowing the user down until they have reached a safe enough speed/distance to land normally. This, however, does not trigger when falling from heights such as the upper atmosphere of a planet, as the unit will likely burn out before being able to generate the necessary field.

- Sentinel Armour System: Upon activation, this a temporary barrier in the form of ultra-thin yet highly durable armour that covers the entire body, providing additional protection from damage. The barrier fades after a period of 1 minute or when a set amount of damage is taken; requires five minutes downtime to recharge.

- Looking Glass Cloak: Utilising a system akin to the Sentinel Armour, the Looking Glass Cloak projects a field that bends light around the user, rendering them invisible to the naked eye, and some forms of enhanced vision, mainly thermal and night vision. Due to the power consumption levels required, the field can only be maintained for a maximum of 30 seconds before cutting out, and needing five minutes to recharge before it can be used.

Scout/Reconnaissance Specialist: Having trained in reconnaissance means that Velka has become a highly observant individual; being able to spot points of interest, subtle details and tactically beneficial areas in a moments glance, also being in possession of a pair of eyes that can see in a multitude of spectrums helps too. Knowing where an enemy is or is likely to be can also have its advantages in infiltration.

Augment Mechanic/Doctor: Given that the Reshani are living synthetics created from advanced cybernetic augmentation, it stands to reason that they know how to take care of themselves should they ever receive injuries or perform tune-ups in case something doesn't work the way it should. With a little bit of study, they can apply their skills to the augmentations that other species produce.

Velka was born, for lack of a better term on a Reshani owned civilian habitat known as Aeon Station; with her parents being a high ranking security officer and a doctor who specialised in the maintenance of cybernetic augmentations. I guess before we go any further, one should clarify how Reshani procreation happens now that the race has become wholly cybernetic.

It happens primarily through a process known as consciousness merging, wherein the parents-to-be briefly share their consciousnesses with one another; with personality and behavioural traits from both coming together and creating what is essentially a child, which is then transferred into a separate body. The child is born after a period of a few months to a year whilst it gets acclimatised to moving within a fully cybernetic body. Over time they'll change from various temporary bodies as they age; until they hit thirty, whereby they'll transfer into a personalised and presumably final form.


Now back to our feature presentation. At the age of sixteen, Velka was sent off to do a mandatory one year's military training; this is so that, regardless of whatever future career someone undertakes, they have at least a basic or better understanding of how to handle a weapon should the need arise.

It was during this period that Velka stood out as one of the best in terms of handling long range weaponry, particularly sniper rifles, and towards the end, was asked by her instructor if she wanted further training in this and other supplementary fields, primarily reconnaissance. After many long talks and some time back home, she agreed to the advanced training. This carried on for an additional two years.

By the time she was done, Velka wasn't exactly sure what to do with her life, so for a number of years, she returned home and worked in security with her father; and whilst it didn't put all her training to use, it kept her skills sharp.

When it came to her reaching thirty, station security work got a bit boring, and the itch for exploration crawled down her synthetic spine. So shortly after transferring into her current body, she packed up her personal belongings; which included the weaponry she uses at present and promising to keep in touch with home, Velka went out into the wider galaxy. Of course, exploration needed money to finance, so Velka worked freelance in security services, gaining a minor reputation for her professionalism and efficiency in the field.

EDIT 3.75: Done with the majority of the backstory, just need to write a "how did she get picked get hired by ORION".
 

Outcast107

New member
Mar 20, 2009
1,965
0
0
Texas Joker 52 said:
Name: Mar (Real Name unpronounceable in all but native Shree Tongue)

Gender: Female

Species: Shree

Age: 22 Terran Standard Years (Roughly 27 Shree Seasons)

Physically, the Shree are bipedal humanoids with an average height of six feet, with the average female being physically larger than most males, while males have higher muscle mass. Shree are, unusually enough, cold-blooded despite the fact that females give live birth to their young, usually with one to two young per-birth. Due to being cold-blooded, they are rarely seen without their thermal enviro-suits unless the ambient temperature is high enough.

Their most obvious physical feature is their four arms: The upper, true-arms that are generally longer with four fingers and two opposable thumbs, and the lower, false-arms which are shorter and only possess two fingers and a single thumb each. That, along with natural agility and flexibility, make them almost ideal at navigating zero-gravity environments, a fact that they often take advantage of. Their faces are flattened and consist of four narrow eyes, one set directly below the other, a pair of small nostrils, and wide mouths filled with several rows of needle-like teeth, which along with the claws that each finger and toe end with clearly marks them as having evolved from predators.

Their skin is thick but smooth, with skin tones varying from a rust-brown to a dark gray to pitch black, often with rippled variations thereof. Most physical distinctions between male and female Shree is that, while lacking breasts since they don't breastfeed, females have a larger, barrel chest to incorporate a more robust digestive system and circulatory system meant to support their pregnancies. They also have wider hips meant to give birth. Males, on the other hand, have thicker skin and generally have more vibrant skin tones in comparison, which are meant to attract a mate.

A Shree's diet consists almost entirely of meat, with very little need for vegetation to give them what nutrients they need, but they can handle a surprisingly wide variety of meat to sustain themselves. Most modern-day Shree subsist on a 'nutrient paste': Tubes of rendered-down flesh meant to give them all the vitamins and minerals they need with a 'meaty' taste. However, most find this vastly inferior to fresh meat, and whenever given the chance will gorge themselves on the real thing.

The average lifespan of a Shree is around 160 of their 'Seasons', or an equivalent 128 Standard Terran Years, with each 'Season' being equal to 1.25 Terran Years.

The Shree, widely considered to be nothing more than sapient pests by the galaxy at-large, used to be an rapidly expansionist Protectorate in their home system. They are generally best-known for stripping several planets of anything of value, or even anything that would be remotely edible to them, leaving barren husks in their wake. In fact, the Shree are usually spoken of as a cautionary tale of rampant over-consumption and over-population, with their home world being the prime example. After a harsh 'police action' on behalf of their galactic neighbors, the Shree are reduced to a fraction of their former galactic population and are restricted from settling on any habitable planet in any significant numbers, if at all by any governing body that actually values the planet that they govern over. Most have become drifters, often living on starships or orbital habitats and space stations.

When they aren't being equated to locusts, the Shree are considered a particularly industrious people, which was a large factor behind why each of the planets they laid claim to were stripped of any natural resources. However, the restrictions on any further colonization imposed by most governments have largely done away with most of their research and development ventures.

Something that hasn't changed in millennia in regards to the Shree is their attitude towards any other species, intelligent or otherwise, in that they perceive them as potential prey. In fact, it's a popular rumor that Shree would be more than willing to devour a member of another sapient species should they be considered edible. Most Shree won't deny this, with threatening to turn someone into their next meal being very common against those that they are particularly displeased with. That threat is largely empty.

Shree culture is varied, particularly from habitat to habitat, though it's generally accepted that the cultures of other races have bled into Shree communities quickly over time. However, having come from a instinctively matriarchal society, when groups of Shree come together most automatically defer to the oldest and most assertive female of the group, particularly if they have had children. While the matriarch of a particular community is generally considered to be in charge, their word is hardly law, and they only have the power that the other community members give them.

The oldest form religion for them however is a sort of ancestor-worship. When a revered member of a Shree family dies, their body is given funeral rites before being skinned, and their hide turned into fine leather. Said leather is then fashioned into a garment, often a heavy leather coat. The ancient belief was that the ancestor would protect the wearer through the garment after death. While it isn't practiced very openly or very often, it isn't at all unusual for Shree to be seen wearing a coat made from an old family member over their thermal enviro-suits.

Mar is a fine example of a young adult Shree, tall and lithe with a surprising hourglass figure. Her skin is a dark gray rippled with black, her face narrow with milky red eyes. What is unusual is a small white birth mark just underneath her lowest left eye, almost resembling a classic Human beauty mark.

Besides the skintight thermal enviro-suit, colored a pale Safety Orange, she usually wears a dark gray Pilot's jumpsuit, and a black domed helmet. Despite being thick and loosely-fitting, it's meant to withstand vacuum when properly sealed, though it can only hold a short emergency air-supply.

When not on-duty, she prefers to wear loose cargo pants, a heavy synthetic leather jacket with synth-fur lining, collar and cuffs, with her old Racing Shuttle's number (#66) emblazoned on the back in orange along with the image of a "Devil-Fish" (A cross between a very surly Terran Eel and Shark, colored a sinister blood red) underneath, a black simulated-wool cap and her choker-mounted translator.

-1 ZF-1 Electron-Flux Whip, AKA ELF Gun: Capable of firing a continuous electrical discharge to a range of around 10 feet, with variable settings that range from Non-Lethal Stun to Guaranteed-Lethal Electrocution (Dubbed the "Extra Crispy" setting). Using High Energy-Density Battery Packs (HED Paks) for ammunition, they are rechargeable, and capable of ~10 minutes of continuous fire. 2 are carried on her person, with 6 held in reserve on-ship.

-1 #66 Racing Shuttle "Devil-Fish", painted Rocket-Engine Red and illegally modified with enhanced thrusters. Has seating for eight when not being used for cargo transport.

-1 Slightly-malfunctioning, choker-mounted Translator, able to convert the user's speech to the native tongue of most known races, including several common Terran Dialects. Seems to have issues regarding idioms and figures of speech. (Or else it's user-error.)

-1 Refrigerator stocked with one-months-worth of TasteePaste(TM) nutrient paste for Shree.

-1 Case of toiletries and other personal hygiene items.

-Several changes of clothes including: 5 spare thermal enviro-suits, 2 spare Pilot's jumpsuits, several sets of off-duty clothes.

-Several scale starship models, including one of her Racing Shuttle.

-1 Holo-recorder, specced to make accurate recordings of full, three-dimensional objects. Can double as a video-recorder.

-1 Black Shree-Leather Coat (Great Grandmother), never worn.

Ace Pilot: Mar is best known as a professional Racing Shuttle pilot, and was one of the best in the circuit. Able to pilot a shuttle through densely-populated space at speeds that most would consider to be insanely reckless and extremely dangerous, those same skills have translated to piloting larger ships with an uncanny grace, making her easily one of the best pilots in the galaxy, if a little overenthusiastic when it comes to speed.

Close-Combat Proficiency: Having spent most of her time in the tight spaces of space station corridors and starships, Mar has been trained in close quarters combat as a means of self-defense, both with and without weapons. As a Shree, Mar has a natural advantage in hand-to-hand, not only having four arms but incredibly sharp teeth and claws meant to rend thick hide and flesh. While armed, the ZF-1 makes for a perfect weapon for the confines of a ship's corridors by filling a ten-foot space with electrical death. However, she doesn't have the same advantages in open-spaces, needing to close the distance to truly be effective with her weapon or her hand-to-hand skills.

E.V.A. Specialist: Both extended experience in Null-G and micro-gravity environments, as well as the natural agility Shree have shown in such environments has given Mar a deft grace whenever there is little-to-no gravity to speak of. This makes her a good candidate for any out-of-ship operations, or any kind of job that requires someone to know how to move when effectively weightless.

Acquisitions: Having pulled quite a few odd jobs for shifty people, with most involving smuggling of some kind, Mar has gotten quite the list of contacts within several black- and gray-markets, meaning that chances are, if she knows what you need, she also knows how to get it as quickly and cheaply as possible, to a point.

Mar, as she is better known by anyone she isn't directly related to, was born on the AU-7 Space Habitat or "Black Ocean Station", a converted space-mining platform orbiting the planet of Supervee, as part of the enclave of Shree that calls it home. The youngest of two siblings and considered a wild child from the start, Mar was a pint-sized terror to the mixed-race population of the Black Ocean habitat, but was a surprisingly good student.

Though enrolled in the station's network school, a largely online curriculum that didn't require any real contact with other kids, she went out of her way to interact with children her own age, if not her own species. She showed an aptitude for interacting rather smoothly with people from other cultures and races, being open-minded and flexible, and her best marks were in Literature, Languages and Galactic History.

Growing up, she was naturally fascinated by the ships that docked with the station, constantly trailing visiting pilots and bombarding them with questions on how they did their jobs, or for interesting stories about their travels. When she heard of the professional Shuttle Racing League that had only just begun to reach Black Ocean Station, she knew in an instant what she wanted to be once she was old enough: An Ace Pilot.

When she was finally old enough at roughly 17 Terran Years of age, she applied for her pilots license and worked to buy her first Racing Shuttle. It was roughly a month until she could buy one and enter the SRL, but within half a year, she had already won enough races and had gotten such acclaim as a new face in the racing scene that she had bought what is now her iconic "Devil-Fish" shuttle: An ugly amalgamation of several other shuttles, finely tuned for both speed and maneuverability, in or out of an atmosphere. While most would consider it to be a garishly-painted monstrosity, Mar considered it to be a beautiful example of shuttle engineering.

The first championship series, she narrowly lost in the final race, coming in a close third. But the following year, she was disqualified before reaching the finals due to having modified her shuttle with thrusters that weren't fitting with the regulations of the SRL, and was ultimately banned from competing further.

At what proved to be a low point in not just her career as a pilot, but in her life as a whole, Mar drifted from station-to-station before she started hiring herself out to pilot freighters and transports, often taking jobs from less-than-upstanding people for all kind of things: Smuggling, scavenging from derelict ships, and even blockade-running. It proved to be a way for her to not only make more money than she ever had as a Shuttle Racer, but it was also a way for her to do what she loved: Fly.

After having made something of a name for herself in both the SRL, but in the galactic underworld as a whole, she was approached for a job by a mercenary group calling themselves ORION. Her interest piqued, she decided to see just what that entailed. But, not before contacting an old friend of hers, a human cyborg named Jay, who happened to be a rather accomplished ship-systems engineer and general mechanic.

-One of Mar's more infamous traits is that she is effectively the Shree-equivelent of an adrenaline junkie. She loves to go fast, the faster the better. Her penchant for flying recklessly-fast has proven to both be a help and a hindrance to some of the jobs that she has been on.

-While Black Ocean Station has a multi-species population, it was largely inhabited by humans, and as such Mar has absorbed quite a bit of human culture by osmosis, although she does seem to have trouble with idioms, sayings, and figures of speech. Although, some have noticed that said difficulty seems to be somewhat inconsistent, almost as if her mistakes are done mostly on purpose.

-Mar is incredibly possessive and protective of her shuttle, the Devil-Fish, to the point where she will only allow a scant few individuals to sit in the pilots seat, much less actually fly the shuttle. She also insists on supervising any unfamiliar engineers and mechanics that work on it. God help anyone that somehow damages the shuttle, interior or exterior.

-Mar's main hobby is building miniature ship models, specifically of ships that she has flown herself. She takes great pains to make a holo-recording of the ships in question, so that she can later paint every minute detail on the model, even adding superficial damage to match.

-While usually seen and heard using a translator module worn around her throat, Mar is actually capable of speaking several different languages without it, including Terran English.

Alright, here she is in all her glory! Let me know if there's anything I need to change or edit! Oh, and I also happen to be on Skype at texas_joker_52, so feel free to contact me there if you have anything you need to ask me.
Looks good, though might have to closed up here soon. Have another friend joining and with you that would make 11. No offense to your friend.
 

mcpop9

Elite Member
Jan 27, 2010
4,018
0
41
Name: Resha Valhyax

Species: Kyrnoxian

Age: 21

Description:Five foot three, the well toned female has dark blue skin, closer to midnight blue/black than actually blue. There's a soft shimmer of blue crystals biologically woven in her skin and her hair is a long series of dreadlock like crystal segments blue in color. Her eyes are completely black in color and have irises that contract to protect the eyes from bright light.

When not in combat, she usually wears a tank top and lets her suit hang down from her waist. The suit handles most of the rest of the appearances around herself.


Weapons:
RJ(resonance jewel)-9 Frequency blaster: standard compact sidearm, Standard issue for atmospheric missions, piercing/concussive sonic weaponry. Makes a little ?poof? noise when fired. Accept battery packs which hold 10 shots per pack. can switch between concussive and piercing shots.


BA: Bio-lifeforce armor: Originally a parasite on the planet that would attach to the host and cover them in a mixture of muscles with an overlying suit of chitinous armor. They joined with the host and overrode the nervous system.

The Kyrnoxians have developed this, recoding its genetics to become a symbiotic natured relationship. They reversed the link so that the suit responded to the host?s thoughts and actions. they coded it to distribute Titanium to the chitinous areas to increase protection. Due to it?s existence on the planet and need to be able to jump prey, it has the capacity to detect life?s electro-signature, given an advanced warning to its surroundings. The suit is given a serum canister containing the needed materials to grow the chitin and survive. The suit fully has the capability to survive off of the Kyrnoxian?s waste, a symbiotic relationship between the two of them.

Resha's suit specifically has a shield modulator built into the suit, capable of taking several seconds of heavy punishment before failing and requiring recharging. It has life support in it, giving what the Kyrnoxian needs and taking what she gives. In addition to the life support systems, it also acts as an anti gforce suit, helping improve her piloting.

RJB-001 Resonance Jewl Blade: This weapon is a mid sized sword capable of slicing through many materials with ease. It's made of a TitanoKyrn alloy, allowing it to be thin yet flexible while retaining a sharp edge. It can be electrified to allow it to vibrate at very high frequencies, causing it to hum and have a capability of cutting through metal and ceramics.


Weight: 13 tons
Length: 5 m
Width: 4 m
Height: 6.2 m
Crew: 1

Jet/Space fighter alt mode:
Length: 8 m
Width: 5 m
Height: 4 m
---
Armour: 3.5mm titanium-kyrnium alloy. This has the ability to repair itself provided there's titanium to use
Shield: Zo-Kalar's Sield
Front line shield and prototype, designed to tough out the kyrnian ring around the planet, it's capable of heavy sustained fire and can recharge rather quickly.
Armament: Zokalar's Arm:
Top of the blade: Heat blade made form an alloy: A combination of the rare metal hafnium, carbon and nitrogen, begins to melt into a liquid at temperatures of more than 4,126?C (7,460?F) The blade itself heats up to improve cutting power.
Bottom of the blade: Plasma lance. Can burn for a solid state or jet out lances of plasma for several hundred meters ahead of it. The weapon has a low capacity, so it's used far more sparingly.
Injection Knife with K-tox for antiship weapons.
Injects K-tox into the ship, could be insides for fighters and smaller ships or entire compartments. This mist coats all surfaces with a thin mist which grows to a few millimeters of crystals in under a minute. At five minutes, the crystal grows to a few inches and keeps growing exponentially with the time doubling between spurts, via eating metal.


Power Plant: Kinetic charging high density kyrn battery.
Propulsion: High capacity dense ion thrusters.
Range: 500k km
Speed:
1200 kph (in atmosphere in jet form)
150kph (omnidirection capable in mech form in atmosphere)
Acceleration in space:
7 g's (15 unlimited)
5 g's (12 unlimited)
Skills:
Biological:
Near perfect night vision (night on earth is like a bright day for them)
Electrosenses (can feel electrical systems and differentiate between artificial electronics and life signs)
Immune to being electrocuted, diverts through crystals in body.
Learned Skills:
Gifted fighter/mecha pilot
Scientific Assistant (in regards to general sciences and those particular to her mecha)



Bio:
Resha grew up on Kyrn. Her parents met on a scientific Ennead, and fell for one another quite quickly. They were put in charge of developing weaponry for the upcoming expedition into unexplored bright star systems. By the time she became a middle teenager, the girl had found her thrill in life by testing the stuff her parents had created. With her skills as a pilot growing with every test flight, she was the primary testing candidate for most builds of the then in-development Nekrola fame.

She served with the first expeditionary fleet of her generation, acting as an advanced scouting unit piloting the first of the prototype nekrola frames. The first several of the jumps to different systems were uneventful, but on one of the jumps, a group of civilian defense ships attacked the fleet, mistaking them for raiders while Resha was out on patrol around the system, she was left behind in a panic jump as the fleet left to avoid starting a conflict or war.

Drifting through the system, the girl began her adventures without the fleet she called home with her.
 

Generic NPC 22

The Most Generic of NPCs
Jul 12, 2012
736
0
0
Chapter 01: Caticans, an Introduction

Discovered during the era commonly thought of as the third great expansion, the Catican species (Felis Sapien), has the appearance of a bipedal Terran feline. As a result of this, many who encounter the inhabitants of the Catican Systems liken them to a number of fictional Terran races (Neko, Kilrathi) and have bestowed upon them colloquialisms such as Kitty, Furball and Socks.

While they exist as a peaceful society, Catican historical texts are laced with a great number of wars, whose purpose was to ultimately prove the superiority of one group over another. As many of the wars took place during a more primitive era, success was typically determined by the physical prowess of one group over another. This appears to be the root cause of the Catican societal obsession over genetics.

With the discovery and invention of gene splicing technology, the Caticans began a series of population which genetic alterations that would help cement their current societal system. Catican Society is structured in a Caste-like fashion where birth within a particular group typically dictates an individual's role in life. It is, though very rare, possible for a member of one Caste to cross over to another Caste.

[hr]

Chapter 21: Servitor Caste and the Casteless

It should be noted that the practice of slavery is considered barbaric by the Catican people and was banned during the creation of the current governmental structure. That having been stated, it should also be noted that the members of the Servitor Caste are as close being slaves as an individual can be without being called one.

The Servitor Caste consist of Caticans who, through the process of genetic splicing, have been modified for specific tasks. These tasks range from soldiering to farming to fishing to interstellar trading. Due to the fact that all members of the Servitor Caste are the result of artificially conception as well as genetic manipulation, they are assigned a monetary debt upon their birth and the individual that commissioned their birth is given the role of employer. From that point on, it is the role of the member of the Servitor Caste to work off the debt that he or she has accrued.

Unlike the "pure blood" members of the other Catican Castes, who are free to reproduce members of other Castes, Caticans of the Servitor Caste are forbidden from breeding outside of the Servitor Caste and though they are allowed to breed with fellow members of their Caste, they are encouraged to exercise good judgement in choosing a mate as any child born as a result the union would also accrue a debt, a prospect made difficult when one considers that the offspring's genetic makeup would not be "optimized".

While the Catican records show many of the Servitor Class having paid off their debts, follow up interviews with Servitor Caste members show no such anecdotal evidence in existence. This is the main reason given by members of the Casteless as reasons for their "rebellion."

The Casteless is a generalized term for Servitors who have breached their contract by not following the orders of their "employers" or leaving their "employment" prior to fulfilling their financial obligation. Members of the Casteless are shunned by Catican society and hold no rights, not even over their own lives. Unless they flee the Catican Region, Catican Casteless are forced to forfeit what was given to them, which as was previously stated is their life. Those Casteless that do survive the escape from their home system will never return, lest they be summarily executed for both breach of contract as well as disobeying orders issued by the Bureaucratic Caste.

Name (Catican):
Name (Terran): Irina Rostikova
Species: Catican (Casteless) - Merchant/Technologist Genetic Template (25% Pure blood, 75% Terran)
Age: 22 Sol Years

[hr]

Appearance said:
Eyes: Green
Hair: Brown, typically worn in one long and messy pony tail (Typically to keep her hair out of her face)
Height: 162.56 centimeters
Mass: 48.988 Kilos

--------------------------------------------------​

On first glance, Irina Rostikova could be mistaken for a young human female that had been augmented with feline themed fashion augmentations. Such a mistake would be understandable as her genetic makeup was 75% Terran, making it so that she had more genetic similarities to a Terran than a Catican Pure blood. This also meant that visually, Irina Rostikova looked like a Terran girl that wore cat ears and a cat tail. This, of course, was intentionally planned by the Irina's maker since making his Servitor as visually pleasing to a Terran as possible would give him the advantage in trade negotiations.

It is perhaps because she is so genetically similar to Terrans that the Female Catican of the Servitor Caste has taken up such an interest in Terran culture, wearing her long brown hair in a pony tail, similar to that of a Terran, while most Caticans did not grow long strands of hair our of their head. It is also perhaps the reason that, during shore leave, she is frequently seen wearing a retro babydoll t-shirt that reads "Got Milk?" [footnote]Please not that Catigans are actually lactose intolerant[/footnote] and is frequently seen listening to old Terran audio broadcasts. On ship, however Irina is all business, wearing an engineer's jumpsuit with enough pockets to store every tool that a ship's engineer might need.
Weapons said:
Dual Wrist Mounted Needlers:
Ammunition Type: Ceramic Flechettes
Muzzle Velocity: 1024 m/s
Effective Range: 120 meters
Magazine Capacity: 300 flechettes per shot x 500 shots
Description: Typically seen as two plastic boxes stored across the small of Irina's back, these two devices are activated when attached to the Catican Combat Technician's Interface gloves. When activated, a pair of barrels are revealed and the weapons commences creating small flechettes by shaving off chunks from the solid ceramic blocks that have been loaded into the devices' magazines. When fired, the chunks of ceramic are further broken down into the actual flechettes as they travel down one of the weapon's two barrels. The flechettes exit the barrel in a cone line pattern and strike most everything that Irina is aiming at. While most effective against unarmored fleshy targets, due to the flechettes' velocity, they are able to pierce most light and lighter medium armors.

--------------------------------------------------​

Modified Heckler, Koch and Wesson 2150:
Ammunition Type: Magazine Loaded Tungsten Jacketed Explosive Rounds
Muzzle Velocity: 3200 m/s
Effective Range: 80 meters
Magazine Capacity: 9 rounds
Description: A modified version of the ubiquitous and time honored HK&W 2150. Irina has added a trio of magnetic rails that run the length of the pistol's barrel and strengthened the chamber to withstand the force of a plasma detonation. When fired, the weapon discharges a plasma burst with in the chamber and launches its payload, a tungsten jacketed explosive round down the barrel, where it is further propelled by the magnetic rails. The noteworthy feature of this weapon is the sensor package that's launched with the slug. Due to the velocity and the density of the tungsten jacket, the bullet would typically pass directly through soft targets. To maximize damage, the sensor package that's launched with the slug detects the type of material the slug is passing through. If it detects a soft, fleshy target, the sensor sends a signal to the slug and detonates the explosives inside the tungsten jacket.

--------------------------------------------------​

Claws:
Damage Type: Cutting and Piercing
Description: The weapons her designer gave her when she was first stirred in a test tube.
Equipment said:
Catican Nanex Suite: A suite of augmentations that pick up where genetic manipulation left off. The standard suite gives the user access to short range communications with other nanex users, a universal translator and augmented reality visualization. In addition to the standard suite, additional upgrade packages are available for installation.

Social Enhancement Package: This package works primarily on the pheromone glands of Catican females. By altering the chemicals emitted, the Social Enhancement Package makes the user more attractive any individual of any species, though the effect is boosted based on the genetic makeup of the user. As Irina is 25% Catican and 75% Human, she gets a small bonus to Caticans and a large bonus to Humans.

Interface Package: This package creates and auxiliary electrical pathway along the nerves that run from the hands all the way up to the user's brain that, when used in conjunction with Interface Gloves, creates a hardware/wetware bridge. This package allows the user to access the console of a computing based device by simply touching the device. This does not mean that the user does not have to be a skilled programmer in order to reprogram the device.

Analysis Package: A technology analysis package that scans a foreign device and runs an analysis on the probable purpose and use of the device. This also allows the user to make an intelligent guess on the value of the object. This package is most useful for users that frequently encounter unfamiliar technology.

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Interface Gloves: This multipurpose glove, in conjunction with the Nanex Interface Package, assists in the creation of a Hardware/Wetware bridge. The glove is also required to control Catican VR suites and also helps keep the wearer's hands warm.
Skills said:
Trading/mercantilism:

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Navigtion:

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Drone Control:

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Programming:

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Jury Rigging:

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Repairs:
Background said:
Under revision!!

Name (Catican):
Name (Terran): Edward Aubergine
Species: Catican (Casteless) - Shock Trooper/Pilot Genetic Template (50% Pure blood, 20% Terran Silverback Gorilla, 10% Centaurian Kite Hawk, 10% Firrekan Ant, 10% Betelgeusian Pondor)
Age: 29 Sol Years

[hr]

Appearance said:
Eyes: Primary: Green | Secondary: Gold
Hair: Purple Body Fur
Height: 215.90 centimeters
Mass: 122.47 Kilos

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It is unsurprising why the authorities issued the last name Aubergine to Edward when he entered the Terran Grand Republic as the Catican's coloring is fairly reminiscent of an eggplant. Of course, given that the officers stood up only to chest level on the four armed brute, it is also unsurprising that they did not bother to let the well muscled death machine in on the joke. Not that there's any shortage of other things that are ill advised to make fun of Ed about. For instance the Catian has four eyes, two telescopic eyes in the front and two peripheral eyes mounted high on his skull and to the back. This gives the combat oriented Catican excellent long range vision as well as peripheral vision.
Weapons said:
Catican Multipurpose Magnetic Acceleration Carbine
Ammunition Type: Magazine Loaded Tungsten Jacketed Explosive Rounds
Muzzle Velocity: 3200 m/s
Effective Range: 800 meters - 2400 meters
Magazine Capacity: 32 rounds
Description: A multipurpose carbine that has two modes that allow for more versatility. The first mode allows the carbine to act as an assault rifle with three modes of fire (Single, Burst and Fully Automatic). There is a built in compensator for stability and recoil reduction. While it carbine can be used by most known species, even the strongest have some difficulty with fully automatic fire.

The second mode extends a pair rails magnetic rails that allows for more stability as well as range. In the sniper's rifle mode only single shot mode is available.

Like Irina's modified HK&W 2150, the MMAC uses a dual stage propelled Tungsten Jacketed Explosive Round with a material sensor that detonates the explosives when hitting softer targets.

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Catican Short Barrel Recoil-less Pistol
Ammunition Type: Multipurpose Explosive Rounds
Muzzle Velocity: 720 m/s
Effective Range: 640 m/s
Magazine Capacity: 4 rounds
Description: A pistol grip style grenade launcher that allows ED to fire various types of grenades at a distance. The effects may range from stun, to incendiary, to EMP, to chemical.

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Catican Multi-barrel Plasma Cannon:
Ammunition Type: Energetic Plasma Bolts
Muzzle Velocity: 1024 m/s
Effective Range: 960 meters
Rate of Fire: 800 rounds per minute
Description: The primary weapon during planetary invasions and orbital drop insertions, the Multi-barrel Plasma Cannon is more affectionately known by its victims as the green hose of death. Due to its size, no other weapons can be used when is in use. Most Catican shock troops will use the MPC with their top two arms while their bottom two assist the legs in propelling the trooper forward (Most Terrans liken this to the motion that a gorilla makes before it rips its victims to shreds).

Irina, inspired by Terran History, engraved the words "Ultima Ratio Regum" on each of the MPC's barrels

Claws:
Damage Type: Cutting and Piercing
Description: The weapons his designer gave him when he was first stirred in a test tube.



Equipment said:
Catican Nanex Suite: A suite of augmentations that pick up where genetic manipulation left off. The standard suite gives the user access to short range communications with other nanex users, a universal translator and augmented reality visualization. In addition to the standard suite, additional upgrade packages are available for installation.

Medical Package: When an injury is detected, the Medical package sends a swarm of nanites to the injury site to perform necessary repairs. Depending on the severity of the wound, it can take between seconds to hours to fully heal an injury.

Environmental Package: A package designed to allow the user to quickly adapt to hostile environments. This may range from high gravity fields, to extreme heat/cold, to toxic environments. The suite even allows for extended survival in complete vacuum.

Combat Preparedness Package: A Nanex package designed to maintain both bone mass and muscle mass through increased calcium and iron deposits in bones and conductive muscle stimulation, the side effect of which it appears that the user is always twitching.

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Iron Hide Armor: A ceramic armor that protects like steel but is as flexible as leather. The Armor also has a built in shield generator mounted to the lower left arm's wrist and a inertial dampener. This shield can be used to deflect most projectiles but can be used offensively to slice through an unlucky opponent.
Skills said:
Combat Piloting:

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Orbital and Suborbital Insertion:

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Ranged Weaponry:

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Hand to Hand Combat:

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Threat Assessment:
Background said:
Under Revision!!!