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    ALL interest checks/recruiting threads must go in the Recruit Here section.

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Futuristic [CS] SAIL THE STARS : SPECKS AND SPELLS Personnel Database

Main
Here
OOC
Here
Characters
Here
Lore
Here
Other
Here

RandomBlobMan

That was a misclick I swear
-DO NOT EDIT YOUR CHARACTER SHEET AND/OR LORE ENTRY WITHOUT GM PERMISSION.
-Any detail not aforementioned in the cs and/or discussed with the gm's will be either denied, or applied with an additional penalty. Please be sure to discuss with the gm's beforehand.

Welcome to the Character Sheet thread of Sail the Stars. Please be sure to follow the guidelines when creating a new character.

Central Roles:
captain(0/1):
navigator(0/1):
pilot:
-Sarah ( Vagabond Spectre Vagabond Spectre )
-Ray ( SpazTheButcher SpazTheButcher )
engineer/mechanic:
medic/scientist:
-Medic/Alchemist: Sopho ( ThatGuyWithSouvlaki ThatGuyWithSouvlaki )
etc. roles:
Security:
-Szralkyr ( ChasmOfOrganicMatter ChasmOfOrganicMatter )
-Gunner: Connor ( Soviet Panda Soviet Panda )
Spy:
-Karah ( Nero_Cardia Nero_Cardia )
Scout:
-Kei ( Verena Verena )


  • *This is the bare bones of a character sheet. If you want to add more details or want to add some fancy bbcode to make your cs cool, by all means do it. But please don't omit any details required in the bare bones.

    >basic info
    Name:
    Alias or Nickname if any:
    Age:
    Gender:
    Race:
    Role:
    {You don't have to do the Central Roles, you can make a fitting one up like a Security Officer or Cook}

    >bio
    Appearance:
    {image and/or description}
    Height and weight:
    Personality:
    Backstory:
    {At the current point of time(where you are a part of the Wildebeast Debt Salvation Program), please include how they got an immense amount of debt and why they decided to join the Program.}
    Skills:
    {just things you are good at, like fishing or tap dancing. Not the magic prowess you have. There's a separate section for that.}

    >combat loadout
    Equipment:
    {you may have up to 1 magic item that is not a weapon for starting equipment}
    -Weapon Slot 1
    -Weapon Slot 2
    -Gadget
    -Protective Gear
    -Etc. gear

    >magic
    Magic Capabilities:
    {explain what kind of magic your character uses if they use some. Based on your character's other elements we will give you a limit for each moves they can make.}


Please keep anything else than Character Sheets and GMs' comments stating their status off of the CS thread. They will be deleted without warning.
 
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Wip
>basic info
Name: Shirophonianthos
Alias or Nickname if any: Sopho
Age: 250
Gender: N/A Hermaphroditic Race
Race: Lotharionas aka Plantoid
Role: Medic/Alchemist

>bio
Appearance:
bbc8a622883d277305b5fbbe75f78634.jpg

Height and weight: 6ft 2in
Personality:
  • Chaotic good
  • Taciturn
  • Intelligent
  • Humorous
  • Sarcastic
  • Caring
  • Calm
  • Reserved
Backstory:
Sopho was grown in a laboratory, one of a collection of plantoids grown by accident by a race of magical beings known as Lotoros. The Lotoros were obsessed in the magical arts, trying to find a way to infuse magic into everything, either to improve it or enhanced their magical abilities. Nowhere in their wildest dreams was to create an advanced form of life from basic flowers and shrubs. They had no idea what to with them and for a while Sopho and the rest of his kind were subject to further experimentation which was often in pleasant as at first they were treated as nothing but a plant. Eventually they decided to try servitude as a use. The plantoids were complaints at first, they did not know any better after all as they were no more than children.

However, a few like Sopho began to learn and understand more and more, questioning things from their masters and taking steps to learn more about what they were and about their larger galaxy. They discovered their ability with alchemy, how they could use it to help themselves and others and how to defend themselves and taught that to the others. They initially hoped that this might help them become equal to their masters and earn respect, however, it all ended in tragedy instead. Fearing they were gradually losing control of their creations, the Lotoros decided to destroy every plantoids and start over. Despite initially success by the Lotoros, the plantoids now calling themselves Lotharionas, slowly found their footing using their alchemy to fight back. A genocide turned to a protracted civil war, costly for both sides. Sopho was a capable soldier during the fighting, known for his guerilla tactics and his ability to heal his allies with both medicine and Alchemy, becoming one of the leaders of the cause.

The Lotoros eventually asked for external support and soon gained ground against the Lotharionas eventually making the situation untenable for the plantoids. Feeling their end was near, the Lotharions scattered into exile, travelling in all corners of the galaxy trying to find a home elsewhere. The Lotoro pursued them and even a hundred years later still there is a bounty for any plantoids brought to them. Therefore, plantoids are a rare sight.

Sopho wondered the galaxy, tried to find a home for himself and finding those of his kind that had survived while remaining ahead of the Lotoros. Being a soldier's and alchemist being his only marketable skill, he took on mercenary work where he could. He coasted on the fact that not many people new much about plantoids to get by, but that changed when he ran into the Windebeast Corporation. With ties to the Lotoros, they knew what he was immediately but seeing value in his skill. They grabbed him, though not without difficultly, and gave him a choice to work for us and maybe they will help him and his people, or he will be given to the Lotoros. Not much of a choice, so he accepted to work for them.

Skills:
  • Medicine
  • Cooking
  • Chemistry/Alchemy
  • Sketching

>combat loadout
Equipment:
-Weapon Slot 1
Ornate Sickle Sword/Khopash - Non-magical - Slash and hook
-Weapon Slot 2
Eight shot revolver- can fire non-magical bullets or alchemical infused bullets with various magical traits, mostly elemental.
-Gadgets
A belt carrying a series of alchemical grenades and potions, six in total. This can grenades with elemental damage effect or utility potions that can be healing or provide a source of light.
-Protective Gear
Armor/Environmental suit
Star+Trek+Online+Klingon+EV+suits.jpg

>magic
Magic Capabilities:
Sopho race are magical creatures but can't control magic the same way as other races. They must infuse their magic into ingredients which went properly combine and cooked produce various magical effects.
  1. Sky's Might: a mix of ground magically infused ground Astrapian leaves and Bronty stones in a 5 to 3 ratio in a thin break away vial. When shattered electrically shocks up to three targets. Also has a small emp area of effective.
  2. Sun's light: White Photion Flowers crushed and dissolved in clear water in a vial. When infused with magic the mixture glows with white light providing a light source. Pro tip: colour water mixture to change colour of light.
  3. Flash: An emulsion of 50:50 crushed Photion flowers and parion stone in break away glass. When magically infused and throw produces a flashbang effect when exposed to air.
  4. Healing mix: a mix of various herbs and flowers crushed and applied directly on affected site. When magically infused, mix accelerates healing of wounds about muscle deep. Precise effect for different races may very. Pro tip mix can be infused with boiling water for delicious and boosting tea.
  5. Magical Bullets: Bullets are hollowed and filled with magically infused alchemical ingredients for different effect. Astapian for a taser round, akrixian salt for miniature concussive round, Red Igropir Flower for flaming found, Kriosin seed for cold rounds.
 
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-General Info
Real Name: Szralkyr Czerna
Alias: Riezlav Kreszauleck
Age: 85
Species: Vrexul

Appearance:
Somewhere between a mantis shrimp, a house centipede, and a phronima. Roughly 8''4 in height and with a long, powerful body that moderately widens up to his shoulders and central torso while his lower body features a longer, retractable segmented tail ending in centipede like feelers. His head has the almost ceremonial, mask like appearance of a large beetle with two dome-like eyes between which are a cluster of smaller ones. Beneath them is a complex assortment of mandibles and feelers. He has roughly 20 or so limbs with two larger arms ending in a complex series of multi-jointed claw-digits, four smaller ones, and 14 smaller ones primarily used for rapid movement. Most of it is a mixture of mottled stone grey and mossy green, between overgrown rocks and military style camo patterning. His carapace has a number of visible cybernetic and biological augmentations, looking as much metal as it is biomatter, with a sharp contrast between militant sharper edging and alien smoothness giving him a half robotic, half arthropod appearance.

Role: Security

-Personal Info
Backstory:

Szralkyr was born into one of the smaller nomad fleets in a time when the vrexul were only just starting to become more noticed on the galactic stage but were mostly seen as troublesome vagrants or elusive oddities. This nomad fleet, known as the Voidward Fragments, had a reputation for being particularly invested in the reclaiming of their kind's archaeotech and subsequently worked closely with allies and contracted members of other fleets in order to acquire it. After his larval stage ended and he pupated into a juvenile, he took an interest in working directly for the fleet's benefit. The Fragments were frequently contracted by various local and independent or backwater colonies given that they tended to avoid going too far into UGov space, knowing that they and their corporations would not take kindly to the wandering fleets. Thus they often found themselves working with these far flung backwaters, protecting against raiders and pirates, eliminating dangerous wildlife, helping out with constructing and maintaining the colonies, gathering supplies and mining, and on multiple occasions, protecting them from and opposing the expansion of corporate and even government power on their territory.

As their relationship with the colonists went from one of business and mutual benefit to one of genuine allyship and allegiance, Szralkyr grew to enjoy and appreciate that they finally had somewhere to settle down. At the same time, multiple promotions within the fleet's self-defence forces, making him privy to their higher level meetings, made it clear that they were primarily here due to the fact that that it was believe there was archaeotech here. It also seemed to explain why many armed incursions into colonist space were happening as they grew more established. These pirates, raiders, and rogue militias weren't randomly targeting them - someone was hiring and arming them to attack the colonies not so much in the interest of taking over or destroying them but contesting them for where the archaeotech staches were believed to be hidden. Some small caches had been found; just large enough to justify their presence but it was uncertain if a major find was hidden somewhere on these distant worlds.

One faction of the Fragments wanted to stay and fight against the invaders, the others wanted to simply find what they could and take their leave. Szralkyr was in the former camp even if he never voiced it in public. He'd already made his plans for what to do even if he knew a growing number of Augur Veins had settled on the decision to close thier ties with the colonies. This was in advance of it being known what had at first been disorganized rogue warbands were starting to organize themselves in a manner closer to a proffessional military and they were receiving weaponry and equipment a far higher paygrade than they should. There was going to be a costly battle but many who had grown to appreciate the generosity of the colonies, even if they still maintained a distance from one another, believed this was worth the risk.

As the Voidward Fragments began to make plans to leave, having decided additional conflict was not worth the cost, Szralko made his move. For a year he had been networking with anti-departure members of the fleet and as the fleet began to warp out of the area, multiple mutinies resulted in rear guard ships being seized, just as leading vessels had warped out. This was the same time that the raiders would begin their onslaught but they found that it asn't just Szralko and his vicious, heavily armed fleet and ground forces they had to deal with but the colonists as well. As it turned out, one of the reasons why there hadn't been too many staches found by the vrexul or the proxy forces was because the Szralko and his allies had gotten to them first. Knowing what the fleet had planned, they made sure to hide these lost elements of their own species past on the colony, forcing the now enraged but disadvantaged departure group to force its way back via hyperspace jumping.

The ensuing battle was not easy. Outnumbered and spread out in space and on the planets, Szralko went out of his way to fight mandible and pincer with a violent tenacity that was shocking to his comrades and terrifying to his foes. Terrifying enough that he became a prime target for the heavy weaponry typically reserved for targeting infantry support automata and light vehicles. For him, it was not his immediate concern - ensuring civilians and the far less durable colonial defence forces could evacuate and get to safer firing positions respectively was. Yet his bravery had its limits as heavy duty autocannon shells and plasma bursts tore into him time and time again, each successful hit making him lag behind a little more, shoot a bit less accurately, or react a bit slower. It wasn't long before he had fallen albeit amidst a field of shattered and unrecognized bodies. Proxy militant, colonial defender, vrexul bioweapon - all had become one on the shattered, half-charred forests.

When he was awoken a week later, roughly 42% of his original biomass had been destroyed beyond repair and regeneration and from inside the nutrient-stew preservation tank, he was informed of what had happened. A few colonies had been annihilated in the intensity of the fighting and the vengefulness of the militant groups, some of which were consisted of war criminals and Ugov deniable operators, but they had been beaten back. While the caches were found, members of the remain faction were arrested and a few were executed for the losses incurred - many of the departure factions own had been lost and more than a few cried out for the heads of those responsible. Much of the archaeotech was taken by the departure group who as their namesake made clear and among those deemed deserving of a death, the already near dead Szralkyr was slated for a firing squad.

However, it was the colonists this time who would be doing the protecting. As the fleet was still stationed on the colony worlds, the surviving remain group sympathizers leaked information of where he was being held and soon, he was slipped out. This controversial event however nearly brought the wrath of the now far larger, more powerful departure faction down upon the colonists but by the time they could track him, he had vanished off into the depths of space with a crew of his most trusted. He spent a few years being hunted down by his own, scraping by as his crew of friends and even a few colonist sympathizers were gradually taken out by both the vengeful Fragments or the mercenaries and bounty hunters sent by whomever it is hired the proxy militants. It wasn't long until he was all that remained, vanishing once more into the chaos of the vrexul-human conflict. Drifting from fleet to fleet, battle to battle, he began to accumulate a wide range of biotechnology and cybernetic augmentations, turning into a living jigsaw puzzle of implanted upgrades. By then, he had changed his name to Riezlav Kreszauleck, becoming a soldier who would take on the riskiest and most dangerous of missions while also doing his best to keep his true identity hidden.

Sometime a few months ago however, he was seen making unusually large monetary transactions for the purpose of a variety of dangerous, military grade weaponry and munitions. It appeared to be for a highly dangerous mission that involved some of the more radical, hardline elements of the vrexul nomads. Yet while he could have stopped whenever he wanted, he took on a good amount of debt in the process. Unknown to others, the creditor in question is someone he has a personal bone to pick with; reclusive enough he could not simply find and enter their place of residence. Risky and dangerous as it is, it appears this repaying of his debt may really be a long term plan to find this person's location and then deal with him on his own terms.


Personality:

Szralkyr is not a particularly talkative person and comes off as a business first. He says little about his history and less about how he acquired his particular set of skills beyond voluntary military service. He retains a perceptive, analytic character known for having a sharp tongue and a deep skepticism towards most forms of governance and authority. At the same time, he analyses and understands most current events less through the lens of morality and doctrine and moreso through power dynamics, cause and effect. He does not seem to care much about how others perceive him, disdainful of the imaginary divisions between peoples. At least, that's the impression he gives off but he can be very measured and careful in how he acts when he wants to though for what purpose is not always clear. In spite of his shrouded character, he has remained compassionate towards those less fortunate than himself.

Skills:

While it would not be wrong to say Szralkyr is a very talented soldier, in function his background is closer to a guerilla fighter (some might say a terrorist) than a properly trained member of a national or interstellar military. Fighting against far more proffessional, well supplied forces is what he spent a very large portion of his youth doing from raiders and mercenaries to proffessional armies. Unsurprisingly he is familiar with a wide variety of weapons, typically larger crew-served ones, but moreso in spite of his size, how to stay concealed. Part inborn natural instinct and another part time spent working with various militant groups, putting him in the wilderness means you may not see him for weeks at a time regardless of your best efforts to track him. Survival skills come with the territory as does a talent for setting up ambushes, stalking targets, reconaissance, and perhaps most gruesomely, his skill in close quarters combat.

While he is not considered particularly large by vrexul standards, he is quite vicious even though he does not often carry actual melee weapons. Multiple limbs and a honed savagery let him close the gap quickly, overwhelming his foes with sheer barbarity. Even unarmed, his immense strength and clawed limbs can often be as fearsome as any knife or axe. This reputation for tenacity has earned him the respect of various militant groups, leading to leadership positions granting him valuable experience in directing others and serving as the head of many a squad. In spite of his quiet character, he can be charismatic when he wants albeit in a fiery, aggressive manner typical to ideologically driven militant groups (there are some who think he may have essntially been fronting their propaganda videos in a few cases).

As a very large arthropod creature, his phsyical capabilities are also worth nothing. Many of his senses are also quite honed, particularly his sense of smell and taste. Both can be used in conjunction to track changes in the air, follow scent trails, or even identify certain individuals. He is quite good at digging by vrexul standards and decent at swimming or otherwise underwater travel. His climbing skills are oddly enough just average for his kind. He is incapable of flight but when crawling on all of his limbs can move fairly quickly at a full sprint.

-Gear:

Primary weapon:

Supremincer-Type Mandible Spitter

An older vrexul firearm made of living biological components wrapped around an embedded metallic core, the aptly named weapon would be considered a medium machine gun in the hands of humans. For a vrexul, it is considered something between a Personal Defence Weapon and a carbine in function. While it has a shorter range and lesser armour-piercing capability than the ETC-type autocannon rifles they typically use, its rate of fire is considerably higher and the storm of mandible-shaped projectiles it fires can suppress or shred lighter armored targets easily.

Backup weapon:

Condemnation-Type Laser Caster

A slow firing short to medium range weapon, the Condemnation fires streams of energy in seconds-long streams. While it is very accurate, its ability to pierce armour drops off at longer ranges as atmosphere leaches away the energy from the beam. In its intended range it can be used to precisely target weaker parts of heavy armour or otherwise warp and weaken it. Lightly armored enemies will fare even worse, capable of simply eating a hole through their bodies. It is small enough (for him) that it can be used one handed though it has a fairly lengthy recharge time between bursts.

Gadget:

Brood Spawner Personal Biodrone Fabricator

A strange piece of vrexul technology that uses his body as a nursery to breed arthropod creatures implanted with specialized surveillance and control mechanisms. He can control up to around six of them at once and share a sensory connection within a certain control range. These roughly cat sized entities, somewhere between jumping spiders and house flies, can also be preprogrammed to perform certain functions independent of his control as well as rapidly consumed to regenerate lost mass.

Protective Gear

Personal Carapace Armour

All vrexul have a tough, flexible outer shell but it is frequently customized for a number of tasks. Szralkyr's is a strange composite of various cutting edge alien alloys, selectively biomodified carapace plating, and complex under-layers of lattice-networked stabilizing sub-architecture and protective semi-living mesh. The armour is a living organism arguably, albeit moreso due to the augmentative parasite-symbiotes that inhabit it and maintain it in real time, repairing damage and interlinking with his own internal systems to maximze efficiency.

Magic

The occult powers at Riezlav's disposal take on a grotesque, biological form linked to the nebulous and often eldritch entities the vrexul do not so much as worship as they revere. Resembling gigantic amorphous masses of living cybernetics, undead biomass, and nebulous unearthly power, they are collectively known as the Hungering Labyrinth. Their presence is said to be a whole realm of its own but at this point, the mystical and the scientific do not intersect. The truth of these powers is still to be determined but what is known is that it can manifest in a very real, very unpleasant manner.

In Riezlav's case, his powers would be "support" and "disruption" based. He can manifest miasma-clouds of semi-phsyical carapace, meat, and claws to swamp and distract enemies or obscure and conceal himself and his allies. The effect of this magic is a large part psychological; nobody wants to see a cloud of putrefying, twitching, insectoid carapace floating towards them with multiple eyes, claws, and mouths all clattering, shrieking, and dripping in unison after all. While the actual lethality is rather low, it is excellent at even making it difficult for advanced scanning systems to see through the festering miasma. The actual clouds can be quite nauseous and foul, overwhelming the senses of those with weaker constitutions and distracting them with the sheer amount of disgust they can evoke.

These are fairly short ranged clouds however, fitting of one whose primary combat skill tends to be at closer ranges. They aren't indestructible, with energy based, microwave, and certain explosive weapons being particularly good at dispelling them. He would not call himself a true caster as much as someone who picked up the odd skill here and there. So this is not a true substitute for a true caster's skills, even if he can manifest these foul clouds quite rapidly within a relatively short radius of 100 feet.
 
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General Info
Name: Connor James McKinley
Age: 30
Species: Human
Appearance:
1616288311854.png

Role: Gunner

-Personal Info
Backstory: There is not much to Connor's life. He was a space baby, born in an asteroid field and deep in a space rock pumped full of oxygen. Why he left the settlement he doesn't really know, one day he just felt like leaving. So onto the next oxyfreighter he went, working as a guard to ward off pirates that didn't want to pay for the life giving gas. He spent many years doing this, with the same captain even. It wasn't until he found Bub, looking like the saddest dust bunny he'd ever seen, that his life changed again. His captain, a good man at heart, but a business man in mind, did not want the waste of space, food, and oxygen on board the ship and gave Connor a choice. Leave Bub, or leave his ship. On the bright side, he didn't leave on bad terms, the captain even put in a good word for him with the job board so he'd find a new job sooner.

However, the cost of obtaining the paperwork to legally own Bub did not come cheap. He had to take out a few loans so he could own his best friend in the entire universe. A few loans that the debtors have come to collect. Connor didn't so much as look for a new job, as have one thrust upon him when Wildebeast came for him.

Personality: He absolutely adores his Bub, with the two being inseparable off ship and not far from one another on ship. Other than that, his demeanor is that of someone that doesn't try to be noticed, sitting happily, and quietly, in the background observing the world around him. This belies his somewhat sadistic nature. Something that is glimpsed only when in combat.

-Gear:
Primary weapon:
The 'Dual Linked Canon', or DLC, is just as the name suggests. Two canons, strapped together, and spitting out twice the amount of solid projectiles because of it. It can, and will destroy anything in it's path, and the gun man if they are not properly equipped to deal with the hot brass and recoil.
Backup weapon:
The Bodach is a fully automatic shotgun reserved for emergency use only. Not because it's fire power is underwhelming, but because his close proximity to the target and the fact that he'd be out of his suit means he'd be getting a lot messier, and he doesn't like cleaning up that mess.

Gadgets: (maximum 2)
The Bulwark deployable shield can be deployed and act as a shield. Nothing to complicated, complicated things have a tendency to break during combat.
In addition to the Bulwark, Connor has two Dazzlers. The Dazzlers are a pair of drones that come with two functions. One of these functions is what gives them their name, for it rapidly flashes high intensity lights at a specified target, hopefully disorientating it. The second function causes it to over heat in an attempt to attract the attention of any heat seeking death dealers.

Protective Gear:
The Bastion MkVI suit is that borders on that of a small mech. Most calibers ricochet off, or even completely stop, when hitting this armor. This also allows him to be used as cover, should more desirable positions be unavailable.

Other Gear:
Bub, Bubs, Bubba, or Bubbsy Wubbsy is Connor's trusted Namnid Saber. Feline in its overall structure and coming in at a whopping 3' when measuring to it's shoulders, the Namnid Saber comes with four eyes, six legs (each with their own set of wicked sharp claws), two tails, a scale like outer coat (similar to a pangolin's scales) with a soft and fluffy undercoat, and a pair of enlarged canines. The downy like undercoat is a white grey color with the black outer coat has a rainbow like sheen to match the bismuth spires Namnid III is known for. With unmatched depth perception, grip, and sense of balance as well as natural protection against small arms and knives via it's outer coat, the Namnid Saber makes for a ferocious companion, hence why they are illegal to simply own like a normal pet. Connor, however, has all his paperwork filled out and ready at a moment's notice should anyone want to check them.

Bub is mistrustful of most new comers, but warms up quickly to those that stick around for a couple days. Wherever Connor is, Bub is not far off, especially off ship where the large cat likes to pretend it's a fancy scarf and drape itself across Connor's shoulders.
 
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NPC ID


  • Name:
    Sarah Mackenzie

    Age:
    28

    Gender:
    Female

    Race:
    Human

    Role:
    Ship Pilot
 
NPC

Name: Keiran (Nicknames: Kei, Kai, Coal)

Race: Gehennian

Role: Scout

Appearance: Keiran’s scales and horns are black with only a few streaks and spots of steel grey. Piercing amber eyes and white teeth stand out intensely against his dark features and form a strong contrast. His body exhibits numerous small scars but a handful stand out especially as the scales around them have grown back deformed or are missing entirely, revealing rough grey skin.
Keiran 1.jpg Keiran 2.jpg

Height and Weight: 170 cm, 75 kg (5.5 ft, 165 lbs)

Personality: ISTJ Personality

Backstory: [CLASSIFIED]

Debt: Loan contract for a private brokerage company intended for the Gehennian market

Skills and weaknesses: Keiran possesses all traits typical of his race – naturally enhanced senses, reflexes and agility, which all come with their unique disadvantages. Additionally, he’s exceptionally skilled in stealth, hand to hand combat (claws and polearm), pickpocketing and lockpicking. In recent years, Keiran has started self-training with a crossbow and can comfortably hit targets less than 100 m away. He dislikes modern guns and will only use one if absolutely necessary.

Weapons: Kei wields a single-edged, 2 m long polearm from Kasorrite that can be used both for slicing and stabbing. A handheld crossbow with collapsable limbs fills his ranged weapon slot.

Clothing and gear: Most Gehennians are both anatomically unable and unwilling to wear heavy protective gear. Kei’s consists of a lightweight chainmail shirt, chitin bracers and shinguards. The race’s unique scales further serve as natural body armor. Although this equipment can withstand some slashing and stabbing attacks, it can only reduce small-calibre bullet penetration.
As for clothing, Kei can always be seen in a black hooded long coat with many inside pockets for all his gadgets and other smaller items. The coat is torn in many places and has been visibly patched up numerous times.

Tools and gadgets: circular goggles with UV protection, thieves’ tools (locksmith multitool, small file with slotted screwdriver at the end, needle nose pliers and a small soft nozzle syringe filled with machine oil)
 
(hope I'm not too late for the party!)


Subject File #892374-359

Name:
Karah
Alias or Nickname:
n/a
Age:
24 Earth-years (before cryosleep)
Gender: Female
Race: Human
Role: Spy/Infiltrator/Saboteur

Appearance: Shoulder-length dark hair, heterochromatic green, and hazel eyes, lean build, slightly muscular. Missing her left forearm, which is replaced with a robotic prosthetic that houses a few gadgets.

Image on file:

karah.png

Personality: Extroverted, yet secretive, Karah adores attention, which she uses to hide in plain sight. What better way to know your enemy than to be their friend?

Manipulative and cunning, she prefers to have others do her work for her, although if the others fail at fulfilling her plans, she will take matters into her own hands, believing she was best fit to do it anyway.

Her pride rarely allows her to express sorrow for her actions or to admit that someone is more capable than her. Despite her open demeanor, she is distant towards others, but close friends and those who earn her respect are treated like family.

Known Skills: Persuasion, Deception, Performance, Intimidation, the subject has also displayed minor proficiency in Sleight of Hand
Primary weapon: Vibro Knife
Secondary weapon: A length of metallic wire, styled as a whip, that can double as a garrote
Gadgets: Hacking Interface, Laser Cutter, Electro-Shock, Flashlight, and a small Holographic Projector, housed in her prosthetic forearm. The prosthetic itself requires energy to charge the gadgets, which is restored by a dynamo when the arm is in motion
Protective Gear: A metal vambrace on her right forearm for melee combat and several boiled leather pieces here and there, so as to not hinder movement.

Karah, unlike many others, was fortunate to have been born in a somewhat wealthy family. Her manipulative nature, manifested at a young age, meant that she didn’t have a lot of friends but she usually got what she wanted. Even when her mischief did get found out, her parents had the influence to sweep it all under the rug. She didn’t always go unpunished, however.

At 16, she fell in a love with a boy. Or at least that’s what she thought at the time. He was handsome and strong, and… taken. She really wanted him, however, so she was willing to go a long way to get him. His current girlfriend was very popular, so it was a simple matter to get people talking in all the wrong ways. It was only a matter of a couple of months before the rumors that the girlfriend’s legs were open for all-comers started circulating on their own. The boy was also quite popular, so when the rumors reached him, he had to leave his girlfriend for fear of his reputation dropping into the abyss. How convenient. Meanwhile, Karah had been slowly and “unintentionally” bumping into him so he would see her as a much better alternative. It wasn’t long before it all came together – she had the boy she wanted, in the end.

The other girl had been devastated by the rumor-mongering, however. She couldn’t find out how the rumors about her started. But once she saw Karah and her ex-boyfriend together, she wanted to think Karah would be involved somehow. One day, she saw Karah on the street and confronted her. Our heroine denied everything confidently, of course, as there was no proof of it. The other girl did not care. She was angry and she wanted to punish someone. After yelling at the smirking Karah for a while, she lost it and pushed her without thinking. She wanted a fight but accomplished much worse instead – Karah fell onto the street and a ground vehicle crushed her left arm as she attempted to get back on her feet.

When Karah woke up in the hospital, she was surrounded by her worried parents. The doctors had informed them that her arm had been damaged beyond healing and would have to be amputated. They tried to find a doctor who would be capable of healing her but failed in the end - There was no other way.

Naturally, the one responsible had to be punished, so Karah’s parents went to court. She had to tell the judge the whole truth (or most of it, at least). It was decided that jealousy was no reason to threaten another's life. “Justice” prevailed in the end, but what about her missing arm?

Unbeknownst to her and her family, the investigators had taken a greater interest in her case in the meantime. A few days after the trial, they were visited by a government agent, who appeared to be very impressed by Karah’s manipulations. Then the agent left them with an offer – an experimental robotic prosthetic would be arranged for Karah if she agreed to become an agent of the government herself. She saw this as an opportunity to never get punished for going by her nature, so she accepted.

As promised, she was given a prototype prosthetic arm, and soon after her 18th birthday - a job. As the next few years flew by, she grew more crafty and exceeded earlier expectations. She was often sent on undercover operations in factories and private businesses to ensure the government’s interests were served. After each mission, her arm was upgraded, either in performance or with a new gadget. They told her it was a reward for her success but to her, it almost appeared as if they were preparing her for something… specific.

One day, she was called in for an upgrade out of schedule. The scientist in charge of maintaining her arm usually worked alone but, this time, he had a colleague with him. The usual small talk was dropped to a minimum and was even more awkward than before. Something was definitely off. Once the procedure was done, the scientists exchanged silent nods and the other one left the room. As she herself left the room, the scientist simply said “Farewell”, as if they were never going to see each other again.

She would discover the meaning behind that “Farewell” only a few hours later when she was called in for her next mission briefing. The government was about to send a starship to colonize a far-away world and wanted her to go onboard to make sure the new planet was colonized in their name. The higher-ups explained that since humanity did not have FTL travel technology available at the time, the journey would take about a century, but she will be preserved in a cryopod, like the other colonists. They also made it very clear to her that they were giving her an order, not a choice, as they had already made it appear as if she were already dead. Even as she was boarding the colony ship, she still couldn’t fully grasp what had happened. She was cut off of everything she ever knew but at least she had a purpose. And she thought it was best to hold onto that as much as she could. As she entered her cryopod and closed her eyes, her last thought was of her family and how the government could have at least let her say goodbye.

During her sleep, she dreamt of aliens visiting her and guiding her to open her mind to "The Endless Void", so they could share their knowledge and live on through her. They explained to her that it was her near-death state that allowed them to communicate with her, as they themselves have long since gone extinct, and exist only in the Void. In her dreams, she could use magic, just like in the fairy tales of old.

Near the end of its voyage, the colonist’s ship suffered an engine failure, causing it to drift in open space for quite some time before it was discovered by space pirates. Fortunately, another group was nearby and intervened, driving the pirates off. Unfortunately, they were saved by the Wildebeast Corporation.

The rescued would-be colonists were carefully examined before they were awoken from cryosleep - the Wildebeast Corporation had been able to get their hands on files from the old Earth government. Most of them had civil occupations, such as engineers, scientists, and even sanitary personnel. A few were trained security guards. Karah's mission, however, had not been disclosed in any surviving archive. The lack of substantial information on her meant that she could not be given too many options. Once the corporation woke her up, they informed her that they saved her and her fellow colonists from the pirates, however, she was now eligible to join the Wildebeast Debt Salvation Program, in order to pay them back for their trouble. In either crushing manual labor, or by completing near-impossible life-or-death missions for them. Needless to say, she chose the latter.

Sometime after her awakening, she realized that the dreams she had while in cryosleep may have been a bit more, as she instinctively began using strange powers in dire situations, much like The Ones from The Void taught her...

Supernatural Capabilities:

Void Briar:
the caster exerts their will through the Void to allow them to manipulate a length of rope or similar item into wrapping itself around a creature or object, effectively restraining it for a while.

Far Reach: With a similar technique, the caster can turn rope or wire into a sort of grappling hook, allowing them to pull objects or creatures toward themself, or to pull themself toward larger objects.

Fog Caller: Creates a thick cloud of Void Myst in a small radius (about 5-6 meters) that obscures the vision of anyone inside, aside from those that have heat-vision or the like.

Thorns: The spell creates a shard of the Void that the caster can throw at an enemy to inflict physical harm, or it could be used in a melee attack, however, the shard always breaks on impact, which means that it doesn't last long enough for a second hit.
 
>basic info
Name: James Ray Person
Nicknames: "Ray" "Jumping Jim" "Jim" "The Butcher"
Age: ???(Mid-20s)
Gender: M
Race: Human
Role: Company's Pilot

>bio
Appearance:
1641842144160.png
Height and weight: 172/5'10"
Personality: The forever joker, Ray has no filter. He did. But that's been long rotted through from years of trauma, anger, and never ending stress, his jokes are the only way he keeps sane.
Backstory:
Born on New Nebraska as a 3rd Generation Settler, Ray was raised by his father. A bright young man, he held promise, being active as a volunteer firefighter, and a member of both his school's debate club and Honor Society. That's when he surprised everyone by joining the US Colonial Marines. His friends and family were surprised, but his teachers were not. Ray had gained a reputation as a "protector of the weak" amongst bullies in the school. Completing his basic training on the moon Parris-3, Ray excelled in basic, and was sent directly to Marine Force Recon school. After that, he led a successful career fighting all across the galaxy. From supporting America's allies abroad in Joint Operations with the New British Commonwealth against the Irish Republican Systems, to bug hunts* on backwater worlds, where America had an enemy, Ray was there. Burning to bludgeoning, stabbing and shooting, the methods Ray killed with were just as plentiful.

So, when Ray got out, it was tough. For years he tried to remain separate from violence, getting jobs for salvage companies and the like. When his parents died he used his inheritance to buy his own ship, the Essex. For months everything was okay as he used the former military boat to haul cargo, until he took a job against pirates. It was supposed to be simple, they were going to go back alive. They had other plans. Almost single handedly Ray took all of them down. He only got "a little upset." From there everything spiraled down hill. His drinking increased. His ship got repossessed. But luckily for Ray the guy they sent was an old buddy, and instead of remaining in debt, he got himself a job flying for a Debt Salvation Company.

Skills:
-Shooting
-Flying
-Drinking
-Being an A-Hole

>combat loadout
Equipment:
-M41A Pulse Rifle, firing 10mm Caseless High Explosive Armor Piercing
-Colt M1911 .45 ACP
-M314 Motion Tracker
-M3 Combat Armor painted on it is a skull with a knife through it and his sister's name "Alexis"
-M10 Pattern Ballistic Helmet, painted on it is a large 8-ball(Or a Mk. 30 Tactical if he is flying, painted on it is an American flag)
-BiMex M3 Day/Night Goggles(Fancy sunglasses that can protect against the blinding light of a nuclear detonation)

*Bug hunts: A basic Colonial Marine term for going on a mission against another species, typically non-sentient or non-civilized ones.
 
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