[HEADING=1]The Western Frontier: An Episodic, Schizotech Sci-Fi RP[/HEADING]
Awhile back I hosted this piece that you see before you, but due to some unexpected issues I was made to put it down. A lot of time has passed since then and I'm giving it another shot, with a lot of changes to the overall plot and mechanics being put in place.
The players are newly recruited bounty hunters working for Blackhearts, a small group of hunters who tackle some of the most dangerous criminals in the lawless section of space known as the Western Frontier, which has been separated from the rest of humanity for longer than anyone can remember. The group has recently taken significant losses, thus requiring them hire replacements, which is where the players shall be stepping in.
The story, as you probably have noticed via the title, shall be played out via episodes, with each bounty acting as their own episode. While there is a story, it will remain in the background for quite some time, and the players will have plenty of room do their own thing.
As of now, I'm still editing somethings, such as spelling and information, but submitting a sheet now is perfectly fine.
The players are newly recruited bounty hunters working for Blackhearts, a small group of hunters who tackle some of the most dangerous criminals in the lawless section of space known as the Western Frontier, which has been separated from the rest of humanity for longer than anyone can remember. The group has recently taken significant losses, thus requiring them hire replacements, which is where the players shall be stepping in.
The story, as you probably have noticed via the title, shall be played out via episodes, with each bounty acting as their own episode. While there is a story, it will remain in the background for quite some time, and the players will have plenty of room do their own thing.
As of now, I'm still editing somethings, such as spelling and information, but submitting a sheet now is perfectly fine.
Nerin stood, motionless, his arms tightly crossed as he gazed towards the bright electrical pulses that shot around the ship as it entered hyperspace. A cold, uncaring look filled his eyes as each individual spark collided against the plate glass, dissipating into nothingness upon impact. A loud crackle emitted from the rear of the vessel as the engines powered up, echoing throughout the ship's hull as it prepared to launch. It was an unusual, almost mesmerizing display, but Nerin was accustomed to it all, no longer finding it the slightest bit enticing. He listened to the crackle that echoed off the glass pane, but through the disorganized static, he heard another, even more familiar noise, his focus suddenly shifting from the void towards the pair of metallic feet stepping behind him, all too aware of who they belonged to.
"So, what's up?" Nerin asked, his eyes still gazing out towards the void. The reply he anticipated did not come immediately, which made him somewhat uneasy, only showing in the sudden stiffness of his posture.
"Nothing out of the ordinary." The man behind him finally answered. "Those rookies who phoned in for the job are waiting for us at Tanra Sta-"
"Hey, Gira, my good friend," Nerin interrupted, his voice shockingly calm despite the nature of the next words to exit his mouth, "remind me again, why in the bloody hell are we recruiting?"
"Because Nerin, on our last bounty everyone other than us and Hiener got killed in that fucking explosion! That one you blindly drove us in to!"
"That's not true, Haar's still aliv-."
"He's in the goddamn hospital, idiot, he lost both his legs and an arm! The fact the doctors are still able to patch him up with cybernetics is nothing short of a miracle!" Gira paused, placing a hand on his forehead, then continued, "Not that he's our problem anymore, he quit. He said the whole business was too risky for someone about to get married."
"Good for him. He's gonna be one of the few who leave this business not in a bloody casket." Nerin muttered, his eyes rolling at the thought. "Anyway, when are we picking up these newbies..."
There was a bright flash of light as the vessel fully entered hyperspace, launching itself forward through the glowing energy field at an alarming rate, suddenly vanishing from sight and from this very plane of existence. The duo's conversation continued within the confines of their vessel, but fell into silence mere moments later.
---------
In farthest region of the galaxy, in the farthest future imaginable, lies the Western Frontier, a lost portion of humanity surrounded on all sides by the threats that lurk in void and those that lie hidden underneath its own skin. Once a proud symbol of human expansion and a trade, thriving on the very edges of space deemed uninhabitable, this small grouping of systems now fights a never-ending war on corruption and anarchy. Whole sectors of space are now controlled by pirates, murderers and the rest of their ilk, while the politicians openly speaking out against it are in truth powerless to oppose it.
In order to provide a defense against these threats, the government, private companies and police forces began to employ bounty hunters in order to bring these criminals to justice and protect their assets. Among all of these, Blackhearts carved out their domain in the system, founded by countless planetary governments and supported by even more. At their peak, they bolstered over a hundred hunters, but those days are long past, and their numbers have dwindled dramatically since its founding ten years ago, as only three of the original founders remain. However, the stubborn trio are unwilling to allow their business to sink so easily, and have once more opened their doors to recruitment.
The pay's lousy, the work's dangerous, and one rarely stays in the same spot for long, but hey, it's a living...
- - - -The Western Frontier, Important Notes- - - -
Conventional firearms as we know them, that being a weapon that fires a solid shell via a contained explosion, have changed little since the Age of Exploration. The standard technology they use still remains, with many of current weapons being sold nowadays using mechanisms that date back to the Solar Conquest. However, they are fairly crude due the technological setbacks of the Great Divide, and also hard to obtain. As such, revolvers, bolt action rifles and other seemingly primitive guns are the most commonly used, with any weapon capable of rapid fire mostly likely being an artifact from days long past. As of now, there are no dedicated manufactures of firearms, only small time hobbyists who produce these cheap guns and ammunition for an even cheaper buck.
On the contrary, melee weapons such as knives and other bladed tools have advanced quite a bit, far enough in fact they are used more frequently than firearms. They are often forged from the same metals used to make spacecraft, which enables them to be incredibly sharp and durable, and can be fitted with a number of devices to improve their lethality. Electric emitters are popular upgrades for batons and other melee weapons in order to non-fatally incapacitate a target, with spinning/vibrating blades being the most common means of improving the lethality of swords, daggers and other similar weapons.
On the contrary, melee weapons such as knives and other bladed tools have advanced quite a bit, far enough in fact they are used more frequently than firearms. They are often forged from the same metals used to make spacecraft, which enables them to be incredibly sharp and durable, and can be fitted with a number of devices to improve their lethality. Electric emitters are popular upgrades for batons and other melee weapons in order to non-fatally incapacitate a target, with spinning/vibrating blades being the most common means of improving the lethality of swords, daggers and other similar weapons.
Long distance space travel, classified as going from one star system to another, is conducted by means of warp gates, which launch the vessel that entered into hyperspace; a space beyond our own where FTL is not only achievable, but nothing is there to get in the way expect other ships, though two ships being in the same plane of hyperspace is almost unheard of. The ships exit at the next gate, where the momentum of the vessel is lowered to what is was before entering, along with just about everything else. The exact workings of hyperspace and the warp gates is a lost knowledge, with many professors, scientists and physicists baffled about how they got there or how they work, only that humanity built them long ago in the Age of Exploration.
Outside of hyperspace, ships abide by the laws of physics as we know them, with the common vessel moving a fraction the speed of light, so going from one planet to another can be a bit of a wait, but is relatively safe and can be achieved in a ship of any size, whether it be a large scale cruise vessel or a one man pod.
Ship engagements, usually referred to as "dog fights", are disturbingly frequent in Western Frontier, normally occurring far above the atmosphere of a planet, in an asteroid belt, or in the space between planets; areas that are impossible to monitor effectively without extensive man power. In these engagements, ships openly duke it out with all manners of weaponry, armor and devices, ranging from simplistic magnetic cannons to electrical emitters and kinetic shields. Normally, these boil down to whoever can react the quickest and who has the most tricks up their sleeve.
Outside of hyperspace, ships abide by the laws of physics as we know them, with the common vessel moving a fraction the speed of light, so going from one planet to another can be a bit of a wait, but is relatively safe and can be achieved in a ship of any size, whether it be a large scale cruise vessel or a one man pod.
Ship engagements, usually referred to as "dog fights", are disturbingly frequent in Western Frontier, normally occurring far above the atmosphere of a planet, in an asteroid belt, or in the space between planets; areas that are impossible to monitor effectively without extensive man power. In these engagements, ships openly duke it out with all manners of weaponry, armor and devices, ranging from simplistic magnetic cannons to electrical emitters and kinetic shields. Normally, these boil down to whoever can react the quickest and who has the most tricks up their sleeve.
Surgery has been one of the few things to advance significantly since the Great Divide, along with healthcare in general. The majority of diseases known to the frontier have been wiped out, with the exception of the some of the viruses still lingering in the long abandon vessels sometimes encountered in space.
Cybernetic replacements and upgrades are a common sight on the Western Frontier; roughly 30% of the civilian populace has them, with that percentage rising to 80% with those serving as bounty hunters, law enforcement, or military personal. There is little that cannot be replaced with electronic components and, as such, having a digestive track or even one's whole body replaced is entirely possible, though the procedure is definitely risky.
Finally, there's biochemical augmentation, the process of manipulating the cells in a person's body and altering their chemical and physical build. Normally, these alterations are very minor, such as a small strength boost or heightened reaction time. However, large scale alterations are known to exist, but these are incredibly dangerous to perform and normally illegal due to the violent and grotesque side effects.
Cybernetic replacements and upgrades are a common sight on the Western Frontier; roughly 30% of the civilian populace has them, with that percentage rising to 80% with those serving as bounty hunters, law enforcement, or military personal. There is little that cannot be replaced with electronic components and, as such, having a digestive track or even one's whole body replaced is entirely possible, though the procedure is definitely risky.
Finally, there's biochemical augmentation, the process of manipulating the cells in a person's body and altering their chemical and physical build. Normally, these alterations are very minor, such as a small strength boost or heightened reaction time. However, large scale alterations are known to exist, but these are incredibly dangerous to perform and normally illegal due to the violent and grotesque side effects.
The Bounty System was first adopted sometime after 600 SY, in order to counter the crime rings that were too dispersed for the police force to handle effectively. Legally, they operate outside the law and are not connected to the police force, so they alone are responsible for anything that might happen to them while "hunting". They are expected to provide their own equipment as well, ranging from ship parts, body armor, firearms and other manners of gear.
This is usually ignored considering bounty hunters make a fair deal of money. A lot of money, to be honest. The even the smallest bounty head brings in roughly 10,000 or so credits. The more dangerous and more desired criminals can have prices up in the millions, though it is worth noting that anyone worth that much is flat out suicidal to try to track down, as they likely have a small army backing them up.
Bounty "killing" is also a common practice, though the jobs are far rarer to come across than simply hunting. They also pay better, though as mentioned above, are very, very dangerous, more so with Bounty Killers, seeing as these are criminals so dangerous that the authorities have deemed there capture impossible, so they are to be shot on sight.
This is usually ignored considering bounty hunters make a fair deal of money. A lot of money, to be honest. The even the smallest bounty head brings in roughly 10,000 or so credits. The more dangerous and more desired criminals can have prices up in the millions, though it is worth noting that anyone worth that much is flat out suicidal to try to track down, as they likely have a small army backing them up.
Bounty "killing" is also a common practice, though the jobs are far rarer to come across than simply hunting. They also pay better, though as mentioned above, are very, very dangerous, more so with Bounty Killers, seeing as these are criminals so dangerous that the authorities have deemed there capture impossible, so they are to be shot on sight.
The government controlling the Western Frontier is best described as a long, perplexing flowchart of checks, balances and general confusion. For everyone position, there is another that has the power to oppose it and counter any actions they might be trying to make. While this does make things very confusing, it prevents a single person from having too much power, thus preventing authoritarian rule from ever taking over the Western Frontier.
Each system has their own governing council, divided into cabinets comprised from each planet, and each region of the planet. This, of course, means there are millions of representatives in total, and even an elected official from the largest governing body still faces tremendous opposition. Stagnation seems the only thing that they can accomplish.
Each system has their own governing council, divided into cabinets comprised from each planet, and each region of the planet. This, of course, means there are millions of representatives in total, and even an elected official from the largest governing body still faces tremendous opposition. Stagnation seems the only thing that they can accomplish.
Credits are the universally accepted currency used by all planets on the frontier, though many colonies also have their own currency which they'll prefer to use. The value of a credit tends to vary depending on where one is spending it; on some planets a single credit would be enough to purchase a case of bullets, though on another a credit is equivalent to a cheap burger at best.
Credits are stored digitally on chips, making transaction easy and preventing them from being stolen, as they require a password to access.
Credits are stored digitally on chips, making transaction easy and preventing them from being stolen, as they require a password to access.
The Age of Earth: N/A - 2093 AD
This time period covers all that has occurred before space exploration and colonization became a common practice, laying the foundation for technology in all forms and how humanity would progress out in the galaxy. The Age of Earth is considered a rather vague term, seeing it includes every event ranging from the stone ages to the beginning of the Solar Conquest, and many events in history have been misplaced, forgotten, or corrupted beyond belief due to centuries of debate and revisions, so the good majority of it is considered little more than myth.
The Solar Conquest: 2093AD - 2314
The Solar Conquest, as it is called, was when mankind began colonizing the planets, asteroids, and moons in its native star system.
There is little to note about this age, but it served as the testing grounds for many innovations that were vital to human expansion, so it was deemed worthy of being considered its own age, despite only lasting a few hundred years.
The only truly noticeable thing to happen, though, was the emergence of wormhole near the far end of Pluto, which led to another solar system with a number of planets that supported proper conditions that were able to support human life. This allowed not only for continued expansion, but for the physics behind a wormhole to be closely examined, and eventually, to be manipulated. The knowledge behind it remains a mystery.
The Age of Exploration: 2315AD - 5671
Considered to be humanities golden age, The Age of Exploration is considered the apex of mankind's scientific knowledge, technological power and economic prosperity. It was in this age where humanity started manipulating the forces of space and time by the generation of warp gates or by traveling through wormholes, using them to access hyperspace and colonize planets beyond their native star, such as in the case of the western frontier.
The majority of known diseases were wiped out because of medical advances, the unemployment rate was at an all time low, warp gates became a common sight and humanity seemed to be an unstoppable force. And they would've been, too, if not for what followed.
The Great Divide 5671AD - 1 SY (Stranded Years)
Sadly, all good things most come to an end, such as humanities golden age. It didn't gradually die down as many expected it would; instead, it violently crashed in a manner of hours.
What exactly happened during this age remains unclear, with hundreds of thousands of theories floating around, though none of them backed by fact. All that is known is the connection between the Western Frontier (The west arm of the galaxy) and the rest of human settlement was lost, along with the very knowledge of what the connection was to begin with.
After the link between was lost, the Western Frontier predictably fell into chaos, with space becoming impossible to navigate with the majority communications and tracking equipment having been destroyed, and the good majority of technology having been lost along with it.
Still, it wasn't as horrid as many make it out to be, as communications between planets in the same system was still possible and local planetary governments kept their population's under control with more than enough bribery and force. In fact, some people (mainly philosophers, religious scholars, etc.) thought it may have actually been better than modern times, but historians and people with actual jobs seem to disagree.
It is expected that this age lasted anywhere between one thousand to two thousand years, but with every planet having a different time, historical records being lost and mass confusion that occurred, these are estimates as best.
This ended with the Rebirth, beginning the calendar referred to as the Stranded Years.
Rebirth SY 1 - Present Day (SY 679)
It seemed likely that the systems of the Western Frontier would remain isolated from each other for all eternity, but then something completely unexpected happened: The gates linking the countless systems of the frontier reactivated, but for reasons unknown, the rest of human expansion was still isolated. No-one knows why or how, but to be fair, not a single person paid much attention.
Within a few short years, a governing body was established, regulating trade, banning the commercial sale of dangerous products and installing laws. However, they had little in the way of enforcing these rulings other than a small policing force, not at all capable of handling what lurked out there. Criminals had grown bold out in lawless space. Some stole to make a living, others committed atrocities for religious purpose, and there were more than a few "thrill killers" roaming hyperspace in battleships for kicks. In order to combat these menaces, planets adopted bounty systems to employ mercenaries, hunters and detectives to capture them in exchange for pay.
And so our story begins...
This time period covers all that has occurred before space exploration and colonization became a common practice, laying the foundation for technology in all forms and how humanity would progress out in the galaxy. The Age of Earth is considered a rather vague term, seeing it includes every event ranging from the stone ages to the beginning of the Solar Conquest, and many events in history have been misplaced, forgotten, or corrupted beyond belief due to centuries of debate and revisions, so the good majority of it is considered little more than myth.
The Solar Conquest: 2093AD - 2314
The Solar Conquest, as it is called, was when mankind began colonizing the planets, asteroids, and moons in its native star system.
There is little to note about this age, but it served as the testing grounds for many innovations that were vital to human expansion, so it was deemed worthy of being considered its own age, despite only lasting a few hundred years.
The only truly noticeable thing to happen, though, was the emergence of wormhole near the far end of Pluto, which led to another solar system with a number of planets that supported proper conditions that were able to support human life. This allowed not only for continued expansion, but for the physics behind a wormhole to be closely examined, and eventually, to be manipulated. The knowledge behind it remains a mystery.
The Age of Exploration: 2315AD - 5671
Considered to be humanities golden age, The Age of Exploration is considered the apex of mankind's scientific knowledge, technological power and economic prosperity. It was in this age where humanity started manipulating the forces of space and time by the generation of warp gates or by traveling through wormholes, using them to access hyperspace and colonize planets beyond their native star, such as in the case of the western frontier.
The majority of known diseases were wiped out because of medical advances, the unemployment rate was at an all time low, warp gates became a common sight and humanity seemed to be an unstoppable force. And they would've been, too, if not for what followed.
The Great Divide 5671AD - 1 SY (Stranded Years)
Sadly, all good things most come to an end, such as humanities golden age. It didn't gradually die down as many expected it would; instead, it violently crashed in a manner of hours.
What exactly happened during this age remains unclear, with hundreds of thousands of theories floating around, though none of them backed by fact. All that is known is the connection between the Western Frontier (The west arm of the galaxy) and the rest of human settlement was lost, along with the very knowledge of what the connection was to begin with.
After the link between was lost, the Western Frontier predictably fell into chaos, with space becoming impossible to navigate with the majority communications and tracking equipment having been destroyed, and the good majority of technology having been lost along with it.
Still, it wasn't as horrid as many make it out to be, as communications between planets in the same system was still possible and local planetary governments kept their population's under control with more than enough bribery and force. In fact, some people (mainly philosophers, religious scholars, etc.) thought it may have actually been better than modern times, but historians and people with actual jobs seem to disagree.
It is expected that this age lasted anywhere between one thousand to two thousand years, but with every planet having a different time, historical records being lost and mass confusion that occurred, these are estimates as best.
This ended with the Rebirth, beginning the calendar referred to as the Stranded Years.
Rebirth SY 1 - Present Day (SY 679)
It seemed likely that the systems of the Western Frontier would remain isolated from each other for all eternity, but then something completely unexpected happened: The gates linking the countless systems of the frontier reactivated, but for reasons unknown, the rest of human expansion was still isolated. No-one knows why or how, but to be fair, not a single person paid much attention.
Within a few short years, a governing body was established, regulating trade, banning the commercial sale of dangerous products and installing laws. However, they had little in the way of enforcing these rulings other than a small policing force, not at all capable of handling what lurked out there. Criminals had grown bold out in lawless space. Some stole to make a living, others committed atrocities for religious purpose, and there were more than a few "thrill killers" roaming hyperspace in battleships for kicks. In order to combat these menaces, planets adopted bounty systems to employ mercenaries, hunters and detectives to capture them in exchange for pay.
And so our story begins...
- - - - Sheet Format/Example- - - -
Name: (Please refrain from using names such as Eric, Dave or Jason, as with all the times that has passed those names have mutated beyond recognition. Instead, your name should be some akin to that found in a fantasy RP, odd and unrecognizable. If you're having trouble, use a generator. If they have a nickname, I'd advice including it here too.)
Age: (You can still look fairly young with the current standards of cosmetics and medicine, so feel free to go nuts with the age. My only request is that it remains above 18 and below 200. )
Gender: (Should be fairly obvious. . .)
Appearance: (Eye color, hair color, skin tone, height, clothing, etc. Please try to remain as a normal human, though with planetary evolution, cosmetics and augmentation thrown in the mix, you are allowed to be somewhat creative. A picture is acceptable, though even if you use one, I'd still like a written description.)
Augments: (Cybernetics and biochemical augmentation are allowed, but be advised that too many can severely hurt you in the long run. Also, they essentially are opposites and can negatively affect each other, so if you want to have a lot of robotic components you aren't going to be able to have a lot of biochemical upgrades. These can be purely cosmetic and are completely optional)
Equipment: (Guns, knives, batons, shields, grenades, hacking equipment, tools, etc. Remember that any guns you have are probably crude, so I'd recommended packing a melee weapon, as firearms are rather ineffective and the majority of combat will be taking place at close range anyway. Considering the characters are, of course, bounty hunters, you should have a non-lethal weapon at your disposal in order to take in perps alive.)
Skills/Specialization: (What you do and what you're good at. Are you a highly trained sniper? An explosives expert? A skilled negotiator? A doctor? Please, elaborate for us. The crew needs to have a wide variety of specializations, therefore anything from a fry cook to an accountant to a tracker will suffice.)
Personality: (How they interact with others, their interests, dislikes, quirks, etc.)
Homeworld: (Please, for the love of god, detail this. I want every one of these to be a viable location for later on in the story, so go into everything you possibly can think of.)
Notes: (Anything you wish to include, but couldn't do so above.)
I want bios to PMed to me. In them, please describe how your character became a bounty hunter and if they have any inner demons troubling them or some sort of troubled past, more likely than not I will have these appear at some point in the story if they are sufficiently entertaining.
Age: (You can still look fairly young with the current standards of cosmetics and medicine, so feel free to go nuts with the age. My only request is that it remains above 18 and below 200. )
Gender: (Should be fairly obvious. . .)
Appearance: (Eye color, hair color, skin tone, height, clothing, etc. Please try to remain as a normal human, though with planetary evolution, cosmetics and augmentation thrown in the mix, you are allowed to be somewhat creative. A picture is acceptable, though even if you use one, I'd still like a written description.)
Augments: (Cybernetics and biochemical augmentation are allowed, but be advised that too many can severely hurt you in the long run. Also, they essentially are opposites and can negatively affect each other, so if you want to have a lot of robotic components you aren't going to be able to have a lot of biochemical upgrades. These can be purely cosmetic and are completely optional)
Equipment: (Guns, knives, batons, shields, grenades, hacking equipment, tools, etc. Remember that any guns you have are probably crude, so I'd recommended packing a melee weapon, as firearms are rather ineffective and the majority of combat will be taking place at close range anyway. Considering the characters are, of course, bounty hunters, you should have a non-lethal weapon at your disposal in order to take in perps alive.)
Skills/Specialization: (What you do and what you're good at. Are you a highly trained sniper? An explosives expert? A skilled negotiator? A doctor? Please, elaborate for us. The crew needs to have a wide variety of specializations, therefore anything from a fry cook to an accountant to a tracker will suffice.)
Personality: (How they interact with others, their interests, dislikes, quirks, etc.)
Homeworld: (Please, for the love of god, detail this. I want every one of these to be a viable location for later on in the story, so go into everything you possibly can think of.)
Notes: (Anything you wish to include, but couldn't do so above.)
I want bios to PMed to me. In them, please describe how your character became a bounty hunter and if they have any inner demons troubling them or some sort of troubled past, more likely than not I will have these appear at some point in the story if they are sufficiently entertaining.
Name: Nerin Oeyll Sanaa (Near-rin O-ell Sa-nay)
Age: 31
Gender: Male.
Appearance: Nerin is a slender yet powerful individual, standing at about 5'10 with a thin build comprised of wiry muscle. His body, despite what one might think at first glance, is shockingly strong, capable of throwing a person to the ground without much issue. His skin is moderately tan, though can still appear pale in poor lighting.
Dark brown hair sits atop his head and ends towards the center of his neck, occasionally getting in the way of his eyes on the rare occasions that they aren't being held back by his black bandana or his tinted red goggles. On the topic of his eyes, they are commonly regarded as being a complete oddity, even amongst compared to those that have been dyed absurd colors. Suffering from both Central Heterochromia and Complete Heterochromia, one of his eyes is gray with a violet center, and the other is green with blue center. These are normally covered by his goggles, however, so very few people have had a good look at them.
Nerin can often be seen in a light blue mechanic's jumpsuit covered in a number of oil stains, scratches and cuts. He wears a pair of metal elbow guards, knee guards and shoulder pads above his mechanic's outfit in order to provide himself some protection. In addition to this, he has numerous leather straps that wrap around his attire in order to prevent it from being too loose. He also wears a harness over his chest, holding numerous throwing knives and flash bang grenades.
Augments: Nerin is a rare example of bounty hunter who exhibits no apparent augmentation whatsoever, his flesh seemingly untouched by mechanical and cybernetic parts, though his "purity" is only skin deep. On the surface, he's just another normal human, though in actuality he has a electronic brain implant that allows him to control his heart rate, breathing rate, blood pressure, reaction time, adrenaline and so forth, but only to a certain extent. Because of this, he is far stronger, quicker and more dangerous than any person his size has the right to be, though has to focus incredibly hard in order to control it all, meaning that he rarely has control over his own abilities in situations where he feels his life is threatened. His muscles have also been enhanced via artificial steroids, increasing his strength dramatically. He also has a pair of augmented lungs, which enable him to breathe comfortably in even the most toxic environments.
Equipment: Nerin keeps a number of throwing knives tucked into his harness, roughly a dozen or so. Along with these, he has flash bang grenades, which his goggles seem to do a good enough job protecting himself from. Should he be forced into range combat, he has a bulky, five shot revolver stored in the holster at his side, though he's not very skilled with it. Finally, he has a machete strapped across his back, sharpened to the point it can cleave through a man with ease.
Skills/Specialization: Nerin is first and foremost a mechanic, repairman and an expert salvager. There is little that he can't fix, and should it be beyond repair, he'll be able to repurpose its materials for future use with ease provided he is given something to work towards. He's also fairly talented at knife throwing and hand to hand combat, mostly due to his implant.
He also acts as Blackhearts commanding officer, though Gira is the one truly in charge of the operation.
Personality: Nerin is a clam, sarcastic and sometimes unusual man, often replying to a statement that would normally offended someone else with either sarcasm or simply no reaction at all. While he might not be easily upset, he is easily amused and rather eccentric, finding a fair deal of pleasure in things that most people dismiss as being ordinary or even frustrating, such as gambling, sports and even combat, regardless of how well he may or may not be doing. He has no moral issues with killing, though he tends to refrain from doing so if possible.
Homeworld: Novalisis - An industrial world, famous for exporting ships and other pieces of heavy machinery. This planet is unusual in that all natural aspects of the world have long since vanished; there are no trees, grass or wild animals. Instead, the surface of Novalisis is a single, gigantic metropolis with skyscrapers and factories stretching out for as far as the eyes can see. Naturally, the planet's atmosphere is rather toxic, loaded with chemicals of all kinds, and oxygen tanks, respirators and air filters have become a common sight. Water is hardly scare, though all of it is polluted, and must be chemically treated before it becomes suitable for human consumption.
However, despite the hardships of living aboard a world that is almost uninhabitable, the people of Novalisis are surprisingly friendly, the crime rate is low and the world is financially secure due to its exports. Poverty is almost nonexistent, few are unemployed and healthcare is universal, with many thousands immigrating to the toxic world from other planets in order to provide for themselves and their families on a yearly basis. The cybernetics industry is also booming, most likely due to the demand for artificial lungs that are able to breathe the poisonous air.
Notes: Along with his normal set of weapons and tools, he carries around a small, silver colored dagger which seems to be serve little purpose in combat.
Age: 31
Gender: Male.
Appearance: Nerin is a slender yet powerful individual, standing at about 5'10 with a thin build comprised of wiry muscle. His body, despite what one might think at first glance, is shockingly strong, capable of throwing a person to the ground without much issue. His skin is moderately tan, though can still appear pale in poor lighting.
Dark brown hair sits atop his head and ends towards the center of his neck, occasionally getting in the way of his eyes on the rare occasions that they aren't being held back by his black bandana or his tinted red goggles. On the topic of his eyes, they are commonly regarded as being a complete oddity, even amongst compared to those that have been dyed absurd colors. Suffering from both Central Heterochromia and Complete Heterochromia, one of his eyes is gray with a violet center, and the other is green with blue center. These are normally covered by his goggles, however, so very few people have had a good look at them.
Nerin can often be seen in a light blue mechanic's jumpsuit covered in a number of oil stains, scratches and cuts. He wears a pair of metal elbow guards, knee guards and shoulder pads above his mechanic's outfit in order to provide himself some protection. In addition to this, he has numerous leather straps that wrap around his attire in order to prevent it from being too loose. He also wears a harness over his chest, holding numerous throwing knives and flash bang grenades.
Augments: Nerin is a rare example of bounty hunter who exhibits no apparent augmentation whatsoever, his flesh seemingly untouched by mechanical and cybernetic parts, though his "purity" is only skin deep. On the surface, he's just another normal human, though in actuality he has a electronic brain implant that allows him to control his heart rate, breathing rate, blood pressure, reaction time, adrenaline and so forth, but only to a certain extent. Because of this, he is far stronger, quicker and more dangerous than any person his size has the right to be, though has to focus incredibly hard in order to control it all, meaning that he rarely has control over his own abilities in situations where he feels his life is threatened. His muscles have also been enhanced via artificial steroids, increasing his strength dramatically. He also has a pair of augmented lungs, which enable him to breathe comfortably in even the most toxic environments.
Equipment: Nerin keeps a number of throwing knives tucked into his harness, roughly a dozen or so. Along with these, he has flash bang grenades, which his goggles seem to do a good enough job protecting himself from. Should he be forced into range combat, he has a bulky, five shot revolver stored in the holster at his side, though he's not very skilled with it. Finally, he has a machete strapped across his back, sharpened to the point it can cleave through a man with ease.
Skills/Specialization: Nerin is first and foremost a mechanic, repairman and an expert salvager. There is little that he can't fix, and should it be beyond repair, he'll be able to repurpose its materials for future use with ease provided he is given something to work towards. He's also fairly talented at knife throwing and hand to hand combat, mostly due to his implant.
He also acts as Blackhearts commanding officer, though Gira is the one truly in charge of the operation.
Personality: Nerin is a clam, sarcastic and sometimes unusual man, often replying to a statement that would normally offended someone else with either sarcasm or simply no reaction at all. While he might not be easily upset, he is easily amused and rather eccentric, finding a fair deal of pleasure in things that most people dismiss as being ordinary or even frustrating, such as gambling, sports and even combat, regardless of how well he may or may not be doing. He has no moral issues with killing, though he tends to refrain from doing so if possible.
Homeworld: Novalisis - An industrial world, famous for exporting ships and other pieces of heavy machinery. This planet is unusual in that all natural aspects of the world have long since vanished; there are no trees, grass or wild animals. Instead, the surface of Novalisis is a single, gigantic metropolis with skyscrapers and factories stretching out for as far as the eyes can see. Naturally, the planet's atmosphere is rather toxic, loaded with chemicals of all kinds, and oxygen tanks, respirators and air filters have become a common sight. Water is hardly scare, though all of it is polluted, and must be chemically treated before it becomes suitable for human consumption.
However, despite the hardships of living aboard a world that is almost uninhabitable, the people of Novalisis are surprisingly friendly, the crime rate is low and the world is financially secure due to its exports. Poverty is almost nonexistent, few are unemployed and healthcare is universal, with many thousands immigrating to the toxic world from other planets in order to provide for themselves and their families on a yearly basis. The cybernetics industry is also booming, most likely due to the demand for artificial lungs that are able to breathe the poisonous air.
Notes: Along with his normal set of weapons and tools, he carries around a small, silver colored dagger which seems to be serve little purpose in combat.
- - - - Rules - - - -
1) Be respectful of the GM and other players
2) No Godmodding, Trenchcoating or mary sueing.
3) It is possible, through poor combat decisions on your part, to die. I'll give you a lot of chances to avoid death, but more likely than not if you try to do something too risky you?re going to be injured at the very least. I?ll explain more about combat once the game is in motion.
4) Don't argue with me.
5) Have fun.
2) No Godmodding, Trenchcoating or mary sueing.
3) It is possible, through poor combat decisions on your part, to die. I'll give you a lot of chances to avoid death, but more likely than not if you try to do something too risky you?re going to be injured at the very least. I?ll explain more about combat once the game is in motion.
4) Don't argue with me.
5) Have fun.