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Futuristic 〘POLARIS.〙- Characters

Main
Here
Characters
Here
Lore
Here

Cresion Breezes

Beta Tester of Life




CHARACTER SHEET.

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NAME HERE.
"Character Quote Here."

Overview.
(A short paragraph about what your character is generally, quickly describe their characteristics such as personality, combat style, and things that influenced them. Kind of like an elevator pitch or quick introduction to your character.)

BASIC.
Age: (Doesn't have to be super exact if they're like 100+)
Race:
Gender: (A portion of the population doesn't have biological genders, but can still have an identity)
Apotheosis Fluid Color:
Residence Sector:

PERSONAL.
Personality:
Background: (Feel free to ask me very specific worldbuilding related questions if you need details about how someone’s life would be under certain circumstances.)

Miscellaneous Info:



COMBAT.
God Program Name: (They are usually named after actual gods and mythical figures, other iconic figures work too. Name can be as vague or as specifically related to the actual power as you want)
Generation: (Between 1 and 60)
Compatibility Rate: (Available range is 55%-95% for PCs, bulk of the force are around 75%-90%, ask me if you want to play someone outside of this range.)
Age of Attunement: (This will be your character's physical appearance's age, it is usually under 25 and not too young for the sake of not being "actually 700 years old" creepy.)

General Statistics: (Out of 10, one digit of decimals accepted, just don't be too OP)

Physical Enhancements | ▰▰▰▰▰▱▱▱▱▱ X/10
Metabolic Efficiency | ▰▰▰▰▰▱▱▱▱▱ X/10
Regeneration Factor | ▰▰▰▰▰▱▱▱▱▱ X/10

Unique Ability: (Describe ability here, what it does, limitations etc. Feel free to consult me if you are struggling with making a certain type of power work in-universe.)

Weapons and Equipment: (Only list items that your character commonly use, no need to put down everything they ever touched and/or have tangential knowledge on.)


[Image Here]

NAME HERE.
"Character Quote Here."

Overview.

BASIC.

Age:
Race:
Gender:
Apotheosis Fluid Color:
Residence Sector:

PERSONAL.
Personality:
Background:
Miscellaneous Info:


COMBAT.
God Program Name:
Generation:
Compatibility Rate:
Age of Attunement:

General Statistics:
Physical Enhancements | ▰▰▰▰▰▱▱▱▱▱ X/10
Metabolic Efficiency | ▰▰▰▰▰▱▱▱▱▱ X/10
Regeneration Factor | ▰▰▰▰▰▱▱▱▱▱ X/10

Unique Ability:

Weapons and Equipment:
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[b][FONT=Geo][Size=26px]NAME HERE.[/FONT][/size][/b]
[i]"Character Quote Here."[/i]

[b][FONT=Geo][Size=20px]Overview.[/FONT][/size][/b]
(Overview Here)

[b][FONT=Geo][Size=20px]BASIC.[/FONT][/size][/b]
Age:
Race:
Gender:
Apotheosis Fluid Color:
Residence Sector:

[b][FONT=Geo][Size=20px]PERSONAL.[/FONT][/size][/b]
Personality:
Background:
Miscellaneous Info:

[hr]

[b][FONT=Geo][Size=20px]COMBAT.[/FONT][/size][/b]
God Program Name:
Generation:
Compatibility Rate:
Age of Attunement:

General Statistics:
Physical Enhancements | ▰▰▰▰▰▱▱▱▱▱ X/10
Metabolic Efficiency | ▰▰▰▰▰▱▱▱▱▱ X/10
Regeneration Factor | ▰▰▰▰▰▱▱▱▱▱ X/10

Unique Ability:

Weapons and Equipment:

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NPC LIST.

POLARIS HIGH COUNCIL

Members of Polaris' governing council headed by the captain

VINN VALARIE






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VINNE VALARIE.
“I'm sorry...I'm very busy right now."
"Hey hey! I'm going to be the captain some day, look out for me later!"


BASIC.
Age: ▇▇
Race: ▇▇▇
Gender: Aesthetically Female
Apotheosis Fluid Color: N/A
Residence Sector: Top Sector

OVERVIEW.
The slightly enigmatic 12th Captain of the Polaris. Vinn seems to be somewhat more introverted than the previous captains and keeps to herself, generally seeming more mild and soft-spoken during her public appearances. She also appears in public a lot less, although still performing her logistical duties to a satisfactory degree. Despite this, it is rumoured that she rules over the Polaris Council with an iron fist.

OTHER.
- We do not talk about the child.



HALLEY EDMANN






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HALLEY EDMANN.
“Oh, hello. Would you like to be my heir?"

BASIC.
Age: Estimated 250+
Race: Auxiliary
Gender: Male Appearance and Programming
Apotheosis Fluid Color: #62B4FB
Residence Sector: Top Sector (Blackbox)

OVERVIEW.
As the commander in chief of Polaris' Caravan Teams, Halley Edmann as a reputation of "shouldn't you be doing something more important right now?", as he constantly intevene personally in very small matters despite his high rank. The reason why he is capable of doing this is through his God Program ability. It's unknown whether or not this is out of coincidence, but he happens to share his name with the God Program he holds. The God Program “E. Halley - Absolute Parallel Processing Unit” allows its users to split their mental processing into multiple facets, providing extremely high levels of parallel thinking and multitasking ability to them. Halley Edmann, as an auxiliary, is able to multiple and copy his consciousness upon attunement. He is capable of holding up to 512 individual facets of processing, which is often thought to be the upper limit of sentient species.

Believed to the oldest individual on board Polaris, Halley has been the acting commander of Polaris’ caravans for the majority of the past two centuries. Archives of his activation and God Program attunement were destroyed during the Øth Raid, causing the exact origins of Halley to be largely unknown. He doesn't seem to be too keen to speak about it either.

OTHER.
- He is self conscious about being near the end of his lifespan and is desperately searching for an heir to both his position as the Commander of the Caravan Teams as well as his God Program.

- No one other than the Captain has seen what his Blackbox looks like, although he claims he would disclose it after he dies.





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BASIC.
[No Data]

OVERVIEW.
[No Data]

OTHER.
[No Data]




POLARIS OPERATIVES
The people of the mobile vessel "Polaris", one of the last vestiges of humanity

MAVI ESKANIGHT









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MAVI ESKANIGHT.
“Yo. I love the Shell you know, a lot of people think I'm crazy but what is there not to love about it?"

BASIC.
Age: 30
Race: Human
Gender: Female
Apotheosis Fluid Color: N/A
Residence Sector: Top Sector

OVERVIEW.
Despite not being a GPO, having a compatibility rate of below 30% for nearly all known God Programs, Mavi Eskanight still forged herself a solid career as one of Polaris’ top caravan drivers. She has set and held multiple records for shell venturing in non-GPOs, and holds some of the highest scores for simulated caravan operation training. Her ability to operate high-speed variants of caravans reliably and talent in calibrating the linear acceleration system made her a primary pick for many long distant expeditions. She is known for piloting the “LITE” series, a set of long, narrow vessels that specialize in covering wide areas rather than go in-depth of the shell.

An adventurous and curious soul who knows no bounds, Mavi is quite fearless in the face of the unknown. She often puts in great efforts to get others interested in shell expeditions, but is usually rejected due to its inherent dangers. Though this doesn’t stop her from her eager and energetic (sometimes too energetic) endeavors.

OTHER.
- She and her special caravan "Nightcrawler LITE" holds the record for longest distance travelled away from a vessel in non-GPOs.


LEVIN P. CHURCHLAND






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LEVEIN P. CHURCHLAND.
“I'm more of a researcher, medicine is just a hobby. But if you need any help, I'll be happy to provide it"

BASIC.
Age: 72
Race: Sife
Gender: Male
Apotheosis Fluid Color: Ash Violet
Residence Sector: Residental Sector (Near Engine)

OVERVIEW.
A tired-looking doctor who seems to enjoy writing on paper fairly. Despite what he says about himself he is a licensed and trained medical doctor, being a graduate and valedictorian of Polaris' top medical school. He is a GPO, however, he attuned later in life than most as previously he wanted to focus on his medical studies instead. Even after becoming one he is still not very combat privy and prefers to remain in his research and support role.

His GP ability is unknown.

OTHER.
- In his medical school graduation speech as valedictorian, he claimed the GP he was compatible with was lame and pointless.


SISYFU LANN






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SISYFU LANN.
“What do you think, Kármán? You want some treats?”
BASIC.

Age: “Forever 21.” (42)
Race: Human
Gender: Female
Apotheosis Fluid Color: Red Orange
Residence Sector: Top Sector

OVERVIEW.
A peppy and cheerful “young” GPO who seems to prove that physical youth can influence mental state as well, she allegedly haven’t changed much since her attunement in her early teens and has kept up that adrenaline rush and excitement of an average person being blessed with GP powers for decades. She is always eager for a new assignment and does her best, and is annoyed when people believes she is not competent due to her mannerisms, especially when it results in regular medical check-ups despite her being a GPO.

Her GP, Orbital Signal Analysis and Processing Satellite “Kármán” allows her to work with field researchers and the Signal Analysis Department to search for unusual things in the Shell. Unlike most satellite GPs, Kármán comes with a proxy device in the form of a drone, she’s quite fond of this drone and treats it like a pet automaton. The drone sometimes speak in an unknown broken language, Shell Cryptologists have decrypted some of the sentences to be expected terms like “on standby” or “activation prepared”, but Sisyfu herself seems to have trouble memorizing what the statements mean and is a poor translator of its words.

OTHER.
- She's a bit forgetful and often only remembers things last second.


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BASIC.
[No Data]

OVERVIEW.
[No Data]

OTHER.
[No Data]



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BASIC.
[No Data]

OVERVIEW.
[No Data]

OTHER.





SOLARIS OPERATIVES
Those who traveled from Polaris' sister vessel Solaris, from the other side of the planet

NEXIAN ALLORE






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NEXIAN ALLORE.
"I've wallowed in misery for so long that I never stopped to think...Perhaps 'he' truly wants me to live a good life."
BASIC.
Age: 23
Race: Sife/Human Hybrid
Gender: Male
Apotheosis Fluid Color:
Lime Green | #C5F14D
Residence Sector: Solaris

OVERVIEW.

A survivor of "Outpost 115", a Solaris-supplied outpost that was destroyed by a mysterious seismic activity within the Shell. Nexian was the Director Sentinal of the outpost, a role that indicates commendable combat abilities. His mission is to transport the outpost's "cargo", another GPO named Xun with the ability to revive the dead to Polaris, by using this ability he managed to survive the impossible odds of the Shell, but it took a great toll on him physically and psychologically.

He seems grateful to the rescue party and is willing to help them in the future.

His GP ability is unknown.


XUN ALLORE






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XUN ALLORE.
"Forgive me for my cruelty, but this is the fate we've been condemned to."
BASIC.
Age: 17
Attunement Age: 11
Race: Series
Gender: N/A
Apotheosis Fluid Color: Luminary Blue | #3774F5
Residence Sector: Solaris

OVERVIEW.
A rather introverted and mysterious medic from Solaris. They were kept in a stasis pod for the majority of the journey between vessels and seems to be considered some sort of "cargo". Although they claim to be a GPO they do not seem confident in communicating this sentiment. Despite their shortcomings in social situations, Xun seems very comfortable with handling the dead and examining the conditions of human corpses.

This is due to their GP "Asushunamir", giving them the ability to revive the dead. But this ability is not always able to be used, there are certain stipulations such as how destroyed the remains are, how intact the deceased's brain tissues are, and finally, how willing is the deceased to return to the living.


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BASIC.
[No Data]

OVERVIEW.
[No Data]

OTHER.




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BASIC.
[No Data]

OVERVIEW.
[No Data]

OTHER.
[No Data]



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BASIC.
[No Data]

OVERVIEW.
[No Data]

OTHER.




PLAYER MADE NPC LIST.

CAT SHACK SALOON

A saloon located deep in the Polaris' residential sector

RYO ASAHI









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RYO ASAHI.
"Alcohol, humanity’s oldest medicine and poison."

BASIC.
Age: 51
Race: Human
Gender: Male
Apotheosis Fluid Color: N/A
Residence Sector: Residential

OVERVIEW.
Owner and barkeeper of the Cat Shack Saloon, Ryo used to work as a quartermaster on an outpost meant to facilitate storage and resupply for the Solaris. It was here that Ryo developed much of his bartending skills, figuring out how to mix the various chemicals and fluids into something that can not only help his fellow soldiers from the daily stress of life, but is actually halfway palpable. He served much of his life in relative peace beyond a few scraps until one day, his outpost was attacked by a notably powerful swarm of machines. They held out for as long as they could but during the attack Ryo ended up getting caught in an explosion that blew off one of his legs. When he awoke GPO’s had managed to arrive in time to save him and the rest of the outpost, but Ryo was effectively retired. For his service he was allowed to move onto the Polaris where he met the love of his life, and together they opened a bar called the Cat Shack Saloon.

OTHER.
  • Not only is Ryo skilled as a bartender, but he has a good mind for logistics and business. He always makes sure that his stores are accounted for and can balance his checkbook quite well.
  • Like any bartender worth their salt, he knows much about his clientele and is a valuable source of information both in and out of Polaris. While not a full on information broker, he still keeps in contact with various GPO’s, caravans, and other traveling types to stay up-to-date on the latest news.
  • While he isn’t able to move around as well as he used to, he’s still quite a capable combatant and keeps his bar safe with his old military rifle. Even without it, many rowdy patrons have been left floored by his jab combos.
  • Is a big fan of music and media on Polaris and is always trying to find acts and groups to perform at the Cat Shack Saloon and draw in more customers.


NYSSA LANCY ASAHI






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NYSSA LANCY ASAHI.
"Even if we all die today, still gotta live as if you got work tomorrow.”
BASIC.

Age: 55
Race: Human
Gender: Female
Apotheosis Fluid Color: N/A
Residence Sector: Residential

OVERVIEW.
Daughter of a deceased GPO, Nyssa lived well in the Top Sector but always had a mind towards the future. Thus at an early age she joined the Science Team to research things that would improve one’s quality of life, and participated in many projects that helped the community in small ways such as affordable artificial flavoring, improvements in air conditioning and filtration, and even some medical technologies. However her biggest accomplishments were in culinary science, where she had learned how to replicate the texture and quality of various fish. Using this knowledge, she helped improve food on the Polaris, making the artificial meats far more palpable, even for the cheapest of meat slurries. Later in her life she retired and married a man who understood her accomplishments and together they opened a bar, where she uses her knowledge and talents to make delicious food.

OTHER.
  • Though her father was a GPO, Nyssa herself never considered herself a candidate for the process, largely due to her physical abilities being far too abysmal for the requirements expected of a GPO. Deep inside she actually hates GPO’s, but mainly because she knows that being a GPO is a very high-morality job, and she doesn’t want anyone she loves to die before her.
  • Nyssa’s signature food is Synth Sushi, replicating the taste and texture of various fishes on rice, as well as other seafood dishes.
  • As a former member of the Science Team, Nyssa actually has quite a bit of knowledge on animals, as that information was important during her research in Culinary Science to figure out how to make food taste good. She’s the one who made the name Cat Shack Saloon, since she actually knows what a Cat is.
  • Has a smoking habit which she developed during her science team days. Her poison of choice is Razoredge, a synthetic drug meant to keep the mind sharp but its withdrawal syndromes are fierce.


RETSU ASAHI






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RETSU ASAHI.
"Knowledge is power. That’s why they keep it out of everyone’s hands."

BASIC.
Age: 22
Race: Human
Gender: Female
Apotheosis Fluid Color: N/A
Residence Sector: Residential Towers

OVERVIEW.
The daughter of Ryo and Nyssa Asahi. She works as a journalist and editor for a news outlet known as The Web. Stoic yet passionate about her work, she is well known within media circles for her willingness to report on some of the most dangerous jobs, be it to her health or her social standings. She is critical of the Military Dictatorship and isn’t afraid to ask questions about them, which makes her a controversial figure for someone lacking any actual power. Her family disagrees with her lifestyle so she doesn’t live with them anymore, rarely ever going by her family name. While she doesn’t hate GPO’s, she does see them as a tool for the Dictatorship and doesn’t like how everyone idolizes them while conveniently ignoring or romanticizing their multitude of personality problems, so she makes it a point to write scathing articles about them.

OTHER.
  • While Retsu doesn’t get along with her parents, she gets along with her brother well and isn’t afraid of using her influence and clout to try and help his band.
  • Retsu actually has qualifications to become a GPO, but she doesn’t want to become a tool for the dictatorship and refuses to undergo the operation.
  • One of the very rare few humans who are willing to leave the Polaris, she has made frequent trips to write about the life of those in the Outposts, the GPO’s who are sent on these journeys, or simply to get away from the stuffy life within the Polaris.
  • Has as many friends as she does enemies, which is a lot. Many fear that she’s intentionally trying to stir discourse within Polaris for an uprising, while others see her as a much needed voice to say things that everyone has been ignoring.
  • So far there has been no official actions by the Military Dictatorship to silence her. Either her words haven’t actually affected them enough to care, or the Dictatorship is choosing more subtle methods to subvert her to maintain the peace.


MATHIAS ASAHI






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MATHIAS ASAHI.
"Music isn’t about making sense, it’s about making memories. More people know about songs than they do about science."
BASIC.

Age: 20
Race: Human
Gender: Male
Apotheosis Fluid Color: N/A
Residence Sector: Residential

OVERVIEW.
The son of Ryo and Nyssa Asahi, who he still lives with. Though strong in body, he’s not particularly clever and thus most of the time he works as a grunt laborer, either for his family or anyone else who just needs a strong set of hands to carry and move things. He tried to make it as a factory worker but couldn’t keep up with the demand, and tried to join the military but lacked discipline and was quickly sacked. But soon he discovered his true talent: Music. A savant at singing and playing instruments that he barely understands, with the support of his parents he was able to start a band known as The Cowboyz, based on old tales his mother used to tell him about men who rode mighty beasts across the wasteland. Though he still occasionally works labor jobs to make ends meet, he wishes to succeed as a musician, often playing at his parent’s bar since it’s currently the only venue he has access to.

OTHER.
  • As the most skilled musician in his band, Mathias is both the frontman and lead guitarist of his group, though he can easily fill in for the rest should the need arise. As a musician he’s very talented, but unfortunately lacks the resources other bands have and because he often has to juggle multiple roles himself, can often be too busy to actually make improvements to the band as a whole.
  • Made all the instruments that he and his band used. He learned the fundamentals back when he was a factory worker, and his talent for music seems to have spread to his ability to make instruments.
  • Picked up his mother’s smoking habits, much to her chagrin. He arguably is worse than her since while she can function without them for a while, Mathias is practically dependent on them to do anything.
  • Is poor with money and has a really bad habit of partying it up with his band, blowing whatever fortune they make on drinks and paying for damages.
  • Hides a secret that he keeps from his friends and family, one that he fears will adversely affect not just his relationship with them, but also to his music career.


LILIAM 13






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LILIAM 13.
"That’s… Just how things are."
BASIC.

Age: 30
Race: Series
Gender: Nonbinary (Uses They/Them)
Apotheosis Fluid Color: N/A
Residence Sector: Top

OVERVIEW.
A series produced for the express purpose of getting a GPO out of one of them. Liliam was part of a Series that consisted of 24 copies just like them. Most of them died during the attunement process of the Lilith GP, which was designed to allow the GPO to “disguise” itself as a machine for infiltration and tactical incision. Liliam is one of the five survivors, with Liliam 22 being the current GPO of Lilith. This has allowed the others to live in relative peace, though the looming threat of Liliam 22 dying and Liliam 13 having to inherit the GP haunts them. But in the meantime, they tries to live a peaceful life as a sound and music editor for The Cowboys, seeing it as a fun little thing to do as they waits for their inevitable fate.

OTHER.
  • Liliam is often at the Cat Shack Saloon, so much so to the point that they are an honorary member of the family and often gets mistaken for Mathias's sister. They are slightly embarrassed, but like the family well enough that they doesn’t always correct people.
  • Liliam doesn’t know much about the others in their series, beyond the fact that Liliam 22 is the current holder of the Lilith GP. They’ve all just collectively decided to live their own life away from each other.
  • Though they primarily does editing for The Cowboyz, Liliam can also do different sorts of sound mixing, recording, and even a bit of instrumentals themselves.
  • Very shy and typically doesn’t really talk to anyone outside of the Asahi family. In particular they are scared of other GPO’s because they fears that seeing them means that they has to become a GPO. Most of the time they are at the Cat Shack Saloon, they stays in the editing room on the second floor, though they sometimes comes down to help clean and serve food.
  • Most people assume Liliam is female due to their name and appearance, and while they don’t generally bother correcting people, if asked they will explain that they are gender neutral due to lacking any sexual characteristics.

COOKIE THE CAT






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COOKIE THE CAT.
"In all my nine lives, I’ve never seen anything like this!"
BASIC.
Age: ???
Race: Sife
Gender: Female
Apotheosis Fluid Color: ???
Residence Sector: Residential

OVERVIEW.
A very strange Sife of unknown origins. Appeared at the Cat Shack Saloon in its heyday looking like a young girl with cat-ears. Her appearance is unlike any human or sife but swears that she was just built differently. Claims to have been living in Polaris for quite some time, resurrecting everytime she dies as part of her nine lives, but no one is certain if this is true or just a fabrication. Regardless she chose to work at the Cat Shack Saloon as one of the servers and is quite popular due to her aesthetics.

OTHER.

  • While her age isn’t too certain, she seems to possess quite a bit of knowledge, dating back to at least around where Solaris was first marooned. The way she speaks of it seems like she was present when it happened, though her penchant for tall tales make it hard for most observers to know if she’s telling the truth or embellishing for entertainment.
  • Very fast and agile for such a small person, most folks suspect she’s a GPO. She claims otherwise, but also seems to be very good at escaping every chance for someone to check. It doesn’t help that she has an uncanny talent of identifying people who are GPO’s.
  • More or less has become the Cat Shack Saloon’s mascot due to her cat motif. While she doesn’t consider herself a part of the family per say, she has been working with the Cat Shack Saloon and its family long enough that she is an honorary aunt.
  • Terrible at cooking, with the exception of flan and eggs. Incidentally, those are both of her favorite foods. Doesn’t have much of an opinion on Nyssa’s fish dishes.
  • Decent at making drinks and never seems to get drunk. She loves joining in on drinking games knowing full well that she’ll still be sober while everyone else is drunk under the table.


THE NOVA FAMILY
A familial unit composed 4 series that have lost their genetic siblings.


EIMI NOVA






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EIMI NOVA.
"Yea sure, the world is bleak, but why focus on that and get all sad when we can focus on the beautiful parts! Heck! Even if there aren't, let's make it ourselves!"

BASIC.

Age: 9 (Biologically 18)
Race: Series
Gender: Biologically Genderless, Aesthetically/Identifies Female
Apotheosis Fluid Color: N/A
Residence Sector: Residential

OVERVIEW.

Eimi is the sixth and sole survivor of the Chloris line. The god program they were created to operate would allow the user to take control of a supply of micro-plastic material to create mostly whatever they want, not being limited to just combat related constructs. Though the girl never chose to inherit the program after the failures and subsequent deaths of her 5 siblings, she still had the creative spirit that would have been required to effectively wield it. Before becoming part of the Nova family, she spent some time on her own in a little studio apartment, which she sustained by working a part time job, even though she full well had the capacity for a full time one, but she spent most of her time engrossed in her favorite hobby: art making. Be it painting on small canvases, sketching, making little figures with whatever material she could find, Eimi absolutely loved working with her hands to create things that showed off her creative prowess. Her becoming part of the Nova family has enabled Eimi to pursue her passion for art making, enrolling in the Residential College of the Arts a year after Celeste did.

OTHER.
  • Eimi is an art student at the Residential College of the Arts. She mainly spends most of her free time on campus with Celeste.
  • Eimi is a very optimistic girl, almost to the point of flat-out naïveté, however that is not to say she turns a blind eye to the troubles of society and life, she just doesn't want to spend more energy than necessary worrying about those stressors.
  • Solline sometimes mentally refers to Eimi as "a pink ball of energy" and for good reason, as the girl is extremely energetic and extroverted, never being afraid to strike up a conversation with a total stranger and having enough energy to keep the conversation going until the other person would eventually get physically tired of talking.
  • Eimi has nicknames for all of her sisters, which just come down to shortening their names.
    • Celeste - Cel
    • Solline - Solli
    • Vesta - Ves
  • Though it still pains her to think about her 5 dead genetic siblings, Eimi has mostly moved on from and come to terms their deaths. Her being part of the Nova family greatly helped this, after all, in Eimi's eyes it's better to treasure those you still have and move forward than to spend the rest of your life paralyzed from grieving over those you lost.
  • Just like Solline, Eimi did not have a prior surname before Nova due to the rest of her line's demise before they could come up with one.
  • Dialogue color: #FFC0CB


CELESTE NOVA






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CELESTE NOVA.
"Literature takes many forms. Through writing, we create stories to convey complex messages... or to provide an escape from reality."

BASIC.

Age: 11 (Biologically 22)
Race: Series
Gender: Biologically Genderless, Aesthetically/Identifies Female
Apotheosis Fluid Color: N/A
Residence Sector: Residential

OVERVIEW.
The Parcae line was composed of 6 series, made to operate a program that falls under the Simulation category of god programs, allowing the user to possibly predict future events by running through several simulations of the world within their head. The 6th of this series would be Celeste. In the time before the Apotheosis Rituals would commence for her line, she managed to form a close bond with the 5th of her line, Estelle. After the deaths of the first 4 series to the Apotheosis Chamber, Estelle emerged from the chamber having successfully attuned to the god program. The two would live together for several months until one day Estelle was called upon by the Caravan Teams to participate in a caravan mission. She would never return. The people from the government informed Celeste of her sister's death, apparently a result of a prediction gone horribly wrong. The news hit the silver haired girl hard, retreating inwards and cutting herself off from society entirely, turning to writing her sorrows as a coping mechanism. A few weeks after the tragedy, she became part of the Nova family. Slowly but surely, she began to come to terms with her sister's death, but still felt unready to begin to interact and integrate with the outside world again. Had she been alone, that would have been the case for a very long time, but her new sisters acted as guiding lights by which she would be able to use to return a sense of normalcy to her life. Celeste continued on with her hobby of writing even after most of the sorrow passed, deciding to formally pursue it by enrolling at the Residential Sector College of the Arts.

OTHER.
  • Celeste is a literature student at the Residential Sector College of the Arts. She spends most of her free time on campus with Eimi.
  • Being extremely shy and introverted, Celeste often lets her sisters do the talking to other people when going on outings. She has trouble verbally articulating her thoughts when talking to others directly due to social anxiety, however when it comes to writing and written communication she is able to express her thoughts and feelings quite eloquently.
  • Celeste's speech mannerisms often come off as formal, almost overly so, due to her social anxiety and her introverted nature.
  • Celeste's previous surname was Moira, a surname decided on between Celeste and her now deceased sister, Estelle. No one except her sisters know this fact, though this information is probably documented somewhere by the government. Celeste gets extremely uncomfortable whenever the topic of her genetic family and previous surname is brought up, thus she tries to steer interactions away from that topic as much as she can.
  • Dialogue color: #33CCFF

VESTA NOVA









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VESTA NOVA.
"Even when you're terrified, you can't show it, not when people look up to you as a symbol of safety and stability."
BASIC.

Age: 13 (Biologically 26)
Race: Series
Gender: Biologically Genderless, Aesthetically/Identifies Female
Apotheosis Fluid Color: N/A
Residence Sector: Residential

OVERVIEW.
Vesta is the 10th series of the Minerva line created, like every other line, to operate a god program. The program in question was of the Organic Based classification would have allowed wielders to fortify their allies' willpower, ability to focus, and overall give them a sense of levelheadedness in otherwise extremely high stress situations.Unlike Eimi's, Celeste's, and Solline's literal loss of their siblings, Vesta's loss of her siblings is more figurative as she is not the last living series of her line. She has 2 living genetic siblings, Vulcan and Juno, however are estranged from them due to a very heated argument over who would need to undergo the Apotheosis Ritual next after the 9th of the line failed and died. Vesta, terrified of meeting the same fate as her predecessor, refused to undergo the ritual, to which Juno called her a coward and Vulcan hurled various, much harsher insults, namely calling her a complete burden on society if she doesn't serve the Polaris and its people in this way. After several hours of heated argument, whatever semblance of bonds they had now completely in tatters, Vulcan was eventually the one to undergo the ritual, to which he succeeded. Vesta and her 2 siblings have since then cut the others and their influence out of their lives. Vulcan's words, however, did stay with Vesta long after the 3 went their separate ways. Combined with her desire to provide and protect her new family, she would eventually enroll in a police academy in the residential sector to become a public safety officer.

OTHER.
  • Vesta currently works as a public safety officer in the Residential Sector. She often works the day shifts and patrols, however every so often she does get assigned to nighttime patrol. Given this occupation, Vesta possesses basic firearm training as well melee combat skills for self-defense. On duty, she wears her assigned officer uniform and carries around a basic semi-automatic pistol and baton.
  • Though not being a heavy drinker by any means, Vesta occasionally stops by bars for a drink after a tiring day of duty. Sometimes when it's been a particularly tiring day, she won't even bother to change out of her officer uniform and go straight to a bar, sometimes having to explain to jittery patrons that no one is in trouble and she's just there to have a drink.
  • Vesta is the de-facto matriarch of the Nova family, her new sisters looking up to her for security and guidance. This includes Solline, with Vesta probably being the only person on the entire Polaris whose authority and judgement she genuinely and fully respects.
  • Vesta still has the contact information for her two siblings but never uses them due to their falling out. She has never gotten a call or text from her siblings either since the schism.
  • Vesta's previous surname before Nova was Varon. Although not as uncomfortable with her old surname as Celeste is, she'd still much rather never have to associate herself with that name again.
  • Dialogue color: #FF0000

 
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Source:
Original Art by Artist: neco

Nor Clyde
"So... how much longer till we're done?"

[ Overview. ]
Sinnora Clyde.
Gunner, Fighter, Traveler, Scout, and good friend and acquaintance to many she worked and interacted with throughout her career.

She was not a legendary figure by any means, but rather she lived out a successful career and died peacefully. The individual detailed out here is her clone. This genetic copy - Nor - inherits practically everything that Sinnora could pass onto her clone in her twilight years save for having the stony discipline and work ethic the original had. She can be best described as having almost everything a seasoned Operator could want as a scout save for the mentality needed of one.

The "Chimaera Gun" Her unique relic in addition to her relic-derived weapon allows her to scavenge any bullet from the wastes and put it to use in combat without worrying about anything related to the compatibility of the caliber of bullet to the caliber accepted by her weapons. In combat she specializes in getting up close to the action with blade and gun. Like Sinnora - Nor often strikes foes skywards leading to air combos that leave them helpless before she smashes down onto the ground to continue the cycle on the next victim.


[ BASIC. ]
Age:
30
Race: Sife Clone
Gender: Female
Apotheosis Fluid Color: Pink
Residence Sector: Top Sector, the Clyde Condominium


[ PERSONAL. ]
Personality:

All of this is just a job. While Sinnora passed her skills and possessions to her clone in her twilight years, one thing she was unable to pass was her appreciation for professionalism and tact. Nor often comes off as someone who's had everything in her life handed to her, and her perky attitude and her interest in socializing over completing a mission sometimes draws the ire of everyone else. But out in the field, it becomes apparent that she listened and practiced diligently in her original's teaching. Never showing any fear, always seeming to have an idea of how to approach a problem, and lethally efficient. She's lacking a bit in the teamwork department - something that her Original was good at - and her showboating and self-centered nature gets her into trouble. While off duty, she enjoys golfing and reading.


Background:
Her original template, Sinnora Clyde, was a very successful Operator who undertook many scouting missions in her time. She had even spent time on the sister ship and even braved stays at various outposts to the point it became routine for her before her body began to deteriorate with age. She defeated countless threats, and yet managed to come out with her precious life intact all the way to natural death. In her life she came upon a particular relic which she came to treasure and seek to unlock it's secrets. In order to see that happen she pooled money to create a clone of her self that would theoretically be able to take the potential of that relic further. That clone was Nor.

One thing that was changed from Nor's original genetic template was to have her body genetically optimized for more efficient movement over long distances. This meant giving her a generally elongated body to make it easier to traverse long distances with less energy, move faster, and generally reach anywhere that the standard carbon life-form would not be able to do. The extent of this 'modification' in her case was taken a bit too far, and she looks a bit lanky as a result. They sought to strengthen her bodily structure through bodily modifications to generally offset the inherent imbalances and the natural physical weak points that size length would generate. But none of this satisfies Nor's own misgivings about her strange proportions which she is a bit sensitive about.

Nor was trained by Sinnora Clyde during the latter's twilight years for the express order to continue her life and career where it left off. Some people thought it strange for Sinnora to not go putting so much effort into havimg the new clone to carry her legacy as opposed to living a lavishly cozy retirement, but people who knew her would completely understand that it was within her character to do it the way she did. Sinnora trained Nor very well, and was optomistic that Nor had everything she needed to continue her legacy. Fortunately (or unfortunately depending on your point of view) Nor did a very good job of obediently following the will of her source even though she really generally disliked the life her template was wanting her to live. Nonetheless, all these skills, enhancements, and equipment bequeathed to Nor would lead to her life being very much intertwined with the outside wastes - the 'Danger Zone' as she likes to call it.

If Nor had a choice she would just be working a regular 9-5 like job in the safety of Polaris. But, the skills and obligations of Sinnora Clyde have the Polaris Government and the Researchers involved with her Relic making sure her only viable option to maintain her current cozy lifestyle is to regularly brave the horrors of the outside of the ship.


Miscellaneous Info:
  • Her favorite Food is Jelly Beans. (Her Original's Favorite was Duck-Pork and Canned Bread Sandwiches)
  • Her Ideal Job is having her own office cubicle working from 9-5 within the safety of Polaris, but the governing body basically made it impossible for her to not go out in the field.
  • It's semi-normal for people to mistake her with the Original Sinnora. Leading to awkward moments where Nor has to explain that she has already passed.
  • 'Nor' was apparently the name that Sinnora would've changed hers to if she cared enough to go through the process.

[ COMBAT. ]
God Program Name:
Chimaera Common Operating System Interface (CCOSI)
Generation: 02
Compatibility Rate: 92%
Age of Attunement: 21

General Statistics:
Physical Enhancements
| ▰▰▰▰▰▰▰▰▰▰ MAX/10
Metabolic Efficiency | ▰▰▰▰▱▱▱▱▱▱ 4/10
Regeneration Factor | ▰▱▱▱▱▱▱▱▱▱ 1/10


Unique Ability: [Systemic Control ( Unique Models Control - Relic Chimaera i )]
Nor's ability was specially tailored to satisfy Sinnora Clyde's desire to unlock the secrets of the Chimaera Gun - even if it's only by proxy.

In researcher's hands, the weapon was able to accept any bullet that it was given. (You can toss a bullet over the top and the weapon will produce an aperture to have an arm to catch and load it back into the depths of the weapon). Nor's unique ability unlocks the weapon's functions to fire larger cartridges like those used on the big guns up to the point that it becomes impracticable for her to even hold the weapon loaded with it. Nor's unique ability has also unlocked it's 'mass acceleration' feature - of being able to shoot anything through it - and also accelerate the normal bullets fired through it. Someday, she may be able to do more - maybe even being able to replicate it's 'matter disintegration' mode that even she is unsure of is actually something the gun had done itself.

The primary limitations of this ability is the availability of cartridges, the fact it can only accept a single projectile at a time, and the point where the weight of the loaded projectile becomes unmanageable to have her even hold the weapon properly. It can be surmised that if the makers of the Chimaera have other relic weapons systems or installations out in the untamed wilderness Nor would be able to interact with them.


Weapons and Equipment:

1) Anti-Radiation Suit and Survival Kit

Her full overall outfit is specially tailored to be as resistant to the outer elements on dangerous journeys as current technology allows without becoming a cumbersome suit of armor.

Built more to allow her to move at will rather than to be the hardest defense. The jacket portion has a hood and the entirety of it can be zipped up to protect the user from the elements. This suit has a function of being load bearing through attaching varying degrees of bulky modules through toggle-able magnetic widgets to suit the need but can be thrown off without much worry when maneuverability becomes paramount. She is always mindful to bring first aid, rations, and loose ammunition for her weapons. She was also taught to have equipment to be able to bring back things scavenged like extra hauling rope for instance.

The baubles on her head are double redundant and are tuned for navigation back to the Polaris in a pinch. They conveniently serve several functions: as a heads up display keeping track of inventory, as a communicator, and for .network browsing (where available).


2) Nottingburgh Model 22 (Kinetibullet Sword)
A sword based off of Technology revers-engineered and developed aboard Polaris.

This is a long-sword that possesses a slot in the hand-guard that is meant to accept gun cartridges. When loaded, a trigger can be pulled to fire off that cartridge - in an instant, the kinetic force and speeding matter of that bullet is transferred to the leading edges of the blade. The general idea is to have the blade driven into a foe and to unleash this massive concussive force to permanently disable (or outright obliterate depending on the power of the inserted cartridge).

It was built using all the technology that could be reversed engineered from the Chimaera Relic - it's able to accept almost any small arms cartridge but the magnetic system used in the Chimaera was replicated as best as it could be with a standard mechanical one. While powerful, the weapon degrades quickly due to the forces being exerted on it. It's also expensive to replace, thus a common issue or sale on the general arms market is not even on the table. Nonetheless, Nor continues to be issued this weapon at the behest of the research team who believe that they'll be able to work out simplifying the chamber and it's durability issues someday to allow for larger scale production.


3) Relic Chimaera 114 (Universal Cartridge Gun)
A transformable gun. It visibly looks like a sort of lever action carbine of medium length.

It's most notable use is in it's ability to accept anything that operates like a cartridge. Whether it be a bullet, a flare, all the way to certain artillery shells (possible but impractical on a one person basis). It was discovered by Sinnora Clyde and after the researchers gave up on trying to extract any more information out of it, became her most treasured weapon. Researchers were able to practically reverse engineer it's ability to accept any type of ammunition (The weapon seems to be held together by magnets and it will open up to accept any singe round) but in Sinnora's twilight years, and while Nor was being trained on it - it was discovered that it could be used as a matter launcher though Nor's own flavor of 'Systematic Control'.

There was one occasion that Nor was able to fire the gun and it seemed to disintegrate everything in the path of the projectile. But she's since been unable to recreate that phenomenon. Perhaps with time Nor may be able to unlock the other secrets of this weapon that Sinnora Clyde simply did no have the time to find for herself. Sinnora swore that she was convinced that after thinking about what she saw the day she recovered it - she believed that the weapon could transform even further than just a single shot rifle.

It is also noted that the relic is made of a very sturdy material. For example, if Nor could replicate the function of the Nottingburg Model 22, the Chimaera would be able to shrug off the kinetic forces that makes the former practically disintegrate after a dozen or so uses. Sinnora once joked that on one occasion the Chimaera Gun got ran over by the massive tracks of the Polaris and stopped working after she dug it out of the ground. It was only till she forced it to magnetically disassemble and reassemble that it functioned again like nothing happened. Nor was never able to confirm with her template if that was a joke or not.


4) Cartridges
Because her equipment will happily eat most any ammunition, Nor generally subdivides ammo based on what it can generally be used for and has special pouches and pockets for all.
  • Shot Shells - Shot Ammunition used in shotguns which, when used in close quarters, can dispatch groups of weaker enemies at close range.
  • Common Cartridges - Pistol and Rifle rounds that generally will put holes through targets and usually will take a well aimed shot to immediately disable anything not small sized. These can be carried plentifully and be scavenged in the field from found caches and felled foes.
  • Anti-materiel Cartridges - Large Caliber Rounds used for anti-materiel guns. Large Kinetic Energy that will poke holes into all but the hardest classes of armor she'd encounter. Rarer and heavier ammunition that is sometimes scavenged from heavier duty caches, from tougher foes, or produced within Polaris' ammo economy.
  • Artillery Cartridges - Explosive ordinance used in grenade launchers or in some heavier emplacement turrets. These are pretty heavy and she can really only afford to carry a couple as a trump card. Her Chimaera can fire these off no problem but the kinetic force from these rounds will break a factory new Nottingburgh Model Sword after a a couple shots.
Nor can tear up the frontline of any formation, and shines the brightest when put in the front echelon. But she isn't a one man army. Running out of bullets - she can get overwhelmed when without supporting squad-mates.
 
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KENT BALVORIS
"There must be something out there and I'll find it. I'll find it for him."

Overview.
A clone of an incredibly competent GPO, Kent Balvoris was created with the intention of turning him into another GPO in an attempt to replicate the now late Trent Balvoris. Kent had decided it for himself to become a GPO as he entered a near-obsessive want to continue Trent Balvoris's exploration of the outside. However, aside from that, Kent couldn't even be compared to where he had come from. Overall cheerful yet an oddity, Kent works well in teams but is also easily distracted. A skilled but reckless combatant, Kent takes to the front lines of the battlefield and relies on both his enhanced physical body and his powers to overwhelm his opponents.

BASIC.
Age: 82
Race: Clone
Gender: Male
Apotheosis Fluid Color: Neon blue
Residence Sector: Top Sector

PERSONAL.
Personality: Kent is a cheerful lad despite his position. Friendly and accommodating, he is often used to help in training new GPOs or in teams. There are times when he seems to switch how he approaches these team-ups— sometimes, he can be very kind and others he is extremely strict. Still, people collectively agree that he does it for the betterment of the people around him. If not around others, he can often be seen studying and jotting something down on his personal journal and muttering to himself.

He mostly takes on exploratory missions wherever it may be; however, he does not reject any missions assigned to him by his commanding officer even after all the decades he had been working under them. Kent is usually a loyal soldier— obedient and responsible. That is how most people see him at least. However, there have been multiple isolated incidents when he does something completely against orders to strike it out by himself when exploring. He doesn't seem to have memories of these incidents aside from what is written in his journals but he always finds his way back to his team.

Background: To understand Kent's reasoning for life, one must first know Trent Balvoris, the third wielder of Raijin and a famous explorer GPO. He had an excellent record but always kept to himself— writing things down as if there was some sort of mystery to explore that only he knew about. The deeper into the Shell he went, the more enraptured he had become about its components. He spent the majority of his time going out with other teams or even by himself if the situation calls for it. Still, Trent was prized for his discoveries and his talent and soon his genetic material was stored just in case of his unfortunate passing. And an unfortunate passing did occur— after one hundred and seventy years of service, Trent Balvoris disappeared and was never seen again. It was widely believed that he had died stopping a wave of hostile machinery from reaching Polaris as it was his last report.

A few decades down the line, the scientists had gotten the approval to clone Trent Balvoris as Raijin had not found a suitable host. Its combat prowess and its allowance for the GPO to further enhance themselves physically momentarily were prized and, as such, they had tried their hand at clones. Kent Balvoris was not the first one; however, he was the only one who was compatible. In fact, his compatibility was so high that they put Kent under The Apotheosis Ritual as soon as they were able. Thankfully, Kent had always been interested in it when they had handed him Trent's early journals. Kent believed that when Trent had disappeared, so did his most recent discoveries and he made it his goal to find out what knowledge disappeared with Trent.

Kent had become a prominent GPO due to his successful missions and his long service time. They had attempted to question him about his odd behavior every now and then— one that was shared with other extremely high compatibility GPOs. However, he didn't understand it much himself. At best, he was avoidant during questioning. At worst, he becomes irritated and tries to escape. He had never been outwardly violent towards those who question him. Aside from this, Kent had never been aggressive towards other Polaris or Solaris inhabitants and, after two decades of service, was often assigned to guide and help newly trained GPOs.

Miscellaneous Info:
- Kent has all of Trent's found journals and has full access to Trent's previous living quarters but he refuses to live there
- It is rumored that some people had heard him talk about a voice in his head but it was never confirmed from the source
- He is one of the first responders to a threat on the surface which is why he's situated at one of the topmost residences, not that he particularly cared
- While it is believed that he did not inherit Trent's natural born genius, it is often stated that his fast learning and highly inquisitive nature allows him to be on par with his "parent".




COMBAT.
God Program Name: Lightning Creation System: "Raijin"
Generation: 4
Compatibility Rate: 96%
Age of Attunement: 19

General Statistics:
Physical Enhancements | ▰▰▰▰▰▰▱▱▱▱ 6/10
Metabolic Efficiency | ▰▰▰▰▰▰▱▱▱▱ 6/10
Regeneration Factor | ▰▰▰▰▰▰▰▰▱▱ 8/10

Unique Ability:

[Self-Augmentation] - [Lightning Manipulation]

Those who wield Raijin have the ability to generate and manipulate lightning from within them. The general usage of this power is to create lightning bolts to fry the circuits of hostile machinery from a distance or to enhance his close-quarter combat by coating his weaponry or his limbs with lightning. It can also be used to coat oneself with lightning and enhance one's speed to a higher level— often described as a limited imitation of a bolt of lightning. Prolonged usage has a physical and mental toll on the wielder, often feeling tired despite the enhancements of being a GPO. It would not be out of place for GPOs who wield Raijin to be regenerating from the burn marks left behind by the very lightning they generate.

Weapons and Equipment:

Protective Suit and Headgear
Kent was equipped and suited up to prolong his ability to stay in the harsh conditions of the Planet. The suit is made of specialized alloy mesh woven into the fabric to allow for maximum flexibility and mobility while also giving the user enough protection against attacks. He wears a full mask as his headgear with extra protection over the eyes. This mask also doubles for giving him information about the environment and for his communications.

Raijin no Taiko
When Kent is forced to fight from a distance, he often uses javelins that are modified to store lightning at the tip of the weapon. Enhanced with Kent's own lightning, he can throw it at higher speeds and for longer distances. He always has five javelins at a ready, lined up on his back. These were originally designed and manufactured by Trent himself.

Tenko
Following Trent's footsteps, Kent developed his own personalized weaponry with a help of a couple of scientists. The gauntlet itself is made of the same special alloy that most of his gear is made off of— an excellent conductor that still protects the user from the lightning itself. The main idea of the gauntlet is the ability to store lightning within and release it at a later time for more explosive damage without having to expend the energy on the spot. It can also be used to power the plasma blades that can be unsheathed from the gauntlet. The plasma blade's temperature is high enough that it can easily melt through thick metal. This, however, requires a lot of energy and when Kent uses it, he often has to start supplying energy to continue using it.

 
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Hiberus Shaw
"Behold the power... Of Destiny."

Overview.
A pessimistic engineer who became a GPO to escape the death of his family as members died off one by one, starting from the eldest to the youngest. A fatalistic man who oft goes on tiresome tirades about the path that humanity (rather life itself) follows and the inescapable maw of fate that descends people into despondency with reckless abandon. A tactical fighter that boasts some skill as a melee combatant, he is not the greatest duelist and he deeply knows that.

BASIC.
Age: 28;
Race: Human;
Gender: Male;
Apotheosis Fluid Color: Midnight Blue;
Residence Sector: Near-Engine residential sector;

PERSONAL.
Personality: Hiberus Shaw is an exceptionally ruthless man, as are any who wield the dreaded Phobos GP but Shaw is savage, not out of any twisted desire or perverted necessity to be one, but to survive. He sees being GPO in the strictest sense of a profession, differentiated by the value that he provides as opposed to being an Engineer in the sector. Frequently he will sermonise on the aspects of destiny, many have noted this to be incredibly annoying but Shaw simply does not care unless the situation itself demands it. He indulges in baubles of machinery, nothing too extravagant something to thinker and toil with at a workbench. It is said that Shaw's pessimism could drown out the room unless it is held in check, luckily for most people this is one aspect that the Phobian does not wish to share. At home or whatever residence Shaw happens to find himself petitioning at the moment, he records audio logs transcribing the events that occurred today. His memory being exceptionally fine-tuned means that he finds little difficult in recounting the details. At the moment, he is on Log 568. (Two new log entries were made, bringing the total of 570 Log).

Background: Hiberus Shaw comes in a long line of engineers from all branches of discipline, yet despite this fervent adherence to machine tinkering the family has never managed to claw their way up the societal ladder. Shaw's father called it the Engineer's luck and as Shaw grew older, he simply accepted the truth that it is not their fate to advance. Time marched for the family regardless and Hiberus found himself nestled deep within his studies to continue the familial tradition. Tragically, the academic journey was soon severed as one day, the Shaw mother returns with terrible news. Hiberus' father contracted an unknown illness which metallised his lungs and heart like a ravaging cancer of steel. Suffering an agonising death placed significant strain on the family, if the death was not bad enough then the enforced isolation so that the disease (and consequently, their exposure) be studied by the apothecaries was worst. The separation from the rest was what ultimately saved Hiberus from the slow decomposition of his family. A vicious torrent of ego-destruction, continually failing health, and rebellion ensured their extinction.

With no one left, Hiberus underwent the Apotheosis Ritual. Either he would die a dog's death or survive and become an apex hunter that would survive. The process took 37 hours, 57 minute, and 33 seconds as Hiberus underwent terrible sensations that blurred the lines between pleasure and pain. One moment his body felt suffering akin to impact compression from within his muscles and bones and without. The next moment, his mind blissfully clouded from the reality of the world. His body mangled itself like an umbrella once, before re-assuming a vaguely humanoid form. However the final minutes represented what Phobos truly meant by the weapon of Fear. It condemned Hiberus with a thousand and one scenarios that evoked terror. From the pursuit of machine predators to the imagery of gutting his own family with his bare hands and their bare gasps for life on his mouth. No scene too egregious to be viewed.

When the process concluded, Hiberus understood his role as a GPO. And has loyally served without fault.

Miscellaneous Info:
— He drinks heavily at a specific bar in the Near-Engine Residential sector at a specific time and specific drink;
— A picture of his family before the illness is crumpled into the breast pocket of the Float Jacket;




COMBAT.
God Program Name: Digital Hyper-reality Weaponry, "Phobos"
Generation: 7;
Compatibility Rate: 88%
Age of Attunement: 24;

General Statistics:
Physical Enhancements | ▰▰▰▰▰▰▰▰▱▱ 8/10
Metabolic Efficiency | ▰▰▰▱▱▱▱▱▱▱ 3/10
Regeneration Factor | ▰▰▰▰▰▰▰▱▱▱ 7/10

Unique Ability:

[Systemic Control (Unique Model)] - Phobian Mauser Blades

Many wielders of Phobos tell tale, high and low, of digital weaponry carved from the atmosphere itself. Crackling, shimmering tools of midnight blue that operate via unknown power source. Few speculate that it is the wielder itself, or their sanity. It has a preference towards melee weaponry, but has not shied away from long-range tools such as high-power rifles with bullets that whistle at a sickening frequency that some hear, but most definitely feel. The induction of fear through existence, brutality or otherwise is a staple of this God Program. But fear is a double-edged sword, many prior possessors grew mad with paranoia eventually, it is suspected the God Program whispers terror in their ear while they sleep, eat, or recline in their hobbies. Moments most vulnerable. This is unconfirmed and just as many users have died from combat wounds. Despite the wondrous appearance in which it manifests, the Phobian Mauser Blades are constricted by the user's knowledge of the weapon AND the properties of the weapon so mimicking a high quality blade will result in a high quality weapon, but a poor blade's construction WILL affect the durability of the blades though they can never be broken permanently as they auto-repair themselves fairly quickly, three to ten minutes. Same applies to weapon effectiveness such as sharpness or firepower (in the case of guns). Lower makeup weapons are vastly easier to construct than higher ones, the difference coming down to milliseconds to thirty seconds.

Weapons and Equipment:

Float Jacket - By a combination of nano fabrics and dynamo technology, Hiberus safely floats with the litheness of a synthetic feather. The jacket is also quite comforting to the user, providing basic necessities such as warmth, flexibility, or a sealed environment in a pinch.

Ghul-Star - A terrifying visage forged in the fires of a fearful machinist, it gives Shaw full spectrum-analysis of his environment on command by blink-clicks and variable zoom setting for long-distance reconnaissance. The shadow-blue helm seamlessly interfaces with the float jacket and giving system readouts of the jacket's integrity to Shaw. In the darkness of night, this helm displays why it has earned the name, "Ghul-Star" -- Its features appear elongated, sharp, and gargoyle eared to anyone who dares gaze into it. This is a psychological effect, mathematically designed to appear so under the absence of light.

Twin Red Diamond Pistols - A set of pistols burgled from the corpse of a former opponent, these pistols provide necessary firepower when Shaw does not choose to unsheathe the Mauser blades. These twins resemble most common double-action, magazine-fed pistols but with the unique mark of a crimson diamond-esque shape on the grips and a red streak on the side of the slide.




 
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CHARACTER SHEET.


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Ignette
"It's violence time!!!!"

Overview.
A trigger happy auxillary who believes
that one can solves problem by hitting it until it disappear. Taking the role of a supply carrier and artillery support during expedition.

BASIC.
Age: 80
Race:
auxillary
Gender: female
Apotheosis Fluid Color: red
Residence Sector: top sector

PERSONAL.
Personality: A sassy and energetic auxillary who likes to jump over from device to device, though her favorite device type are definitely weapons and game consoles. Her thrill-seeking tendency really shows during an expedition when she can confidently cause as much damage to as many targets as fast as possible. Also, she had performed several suicidal attacks just so she can go out with a bang, literally. This is the 501th personality produced by the box.

Background:
Ignette's early life was rather ordinary. She worked at a shelter where she, along with several other people, took care of any childrens who lost their family. Unfortunately her peaceful time didn't last long. During a severe breach a hostile machine managed to snuck into the residental area, it killed half of the people in the shelter and destroyed the building. This is also the first time Ignette dies as she tried to distract the hostile machine while being a microwave.

When her box recreated the personality, all was already done. The shelter was no more, yet Ignette was very shocked at it as if she didn't get involved on that incident. It's like her save point was put way back before the breach, in the peaceful time when she's still happy. She needs several months to cope with her emotion and caught up with what was actually happened. Later, she was approached by Dr. Franklin, a psychologist specializing in studying Auxillary's mind and their mental health. After talking and confirming Ignette's situation, Dr. Franklin gleefully pulled a gun and destroyed Ignette's vessel, forcing her to be reproduced by the box. Ignette came out as confused as the first time, looking for the shelter and the childrens. From this point onward, her life was in the grasp of the psychologist as he guided her to become a GPO because turns out she had quite a high compatibility with one of the God Program that had been shelfed for a long time.

Ignette's early years as GPO had a lot of her dying due to her recklessly helping others combined with her recovering her memory way too far for her to accumulate combat experience. Until she developed a good relationships with the other on her teams, for the first time since the shelter she felts happiness again. The next time she died, the recovered memory was from the moment when she's doing oversleep with the other members. Then they all die, consumed by an extinction-level threat 'Jormungandr'. At this point Dr. Franklin had a good idea of what the trigger for her memory saving likely is. A happy memory, something worth recalling, something worth reliving.


After that Ignette was trapped in a loop. She would build relationship with her new team, make memories with them. They died. She died. She came back confused. Dr. Franklin briefs her with terrifying efficiency. Get a new team, make new memories. They died. She died. Briefing. New team. New memories. Die. Die. Briefing. Team! Die! Die! Dr. Franklin die!

Dr. Franklin died of heart attack. As much as he was a manipulative bastard who treat Ignette like a test subject, he's also the only one who genuinely tried to understand and help with her situation. So with him gone and her next supervisor stumbling to follow her briefing protocol, Ignette's mind start spiralling out of control. She had all these good friends. Yet she refused to remember them to the very end. The guilt crushed her mind and she started to believe that she does deserve all the deaths she had experienced. She became even more reckless and tends to keep her relationship with the other at shallow level.

Miscellaneous Info:








COMBAT.
God Program Name: [Self-Augmentation] Kinetic Manipulation Domain - Pixie
Generation: 1
Compatibility Rate: 85%
Age of Attunement: 25

General Statistics:

Physical Enhancements | ▰▰▱▱▱▱▱▱▱▱ 2/10
Metabolic Efficiency | ▰▰▰▰▰▰▰▰▰▰ 10/10
Regeneration Factor | ▰▰▰▰▰▰▰▱▱▱ 7/10

Unique Ability:
The God Program allows the operator to use telekinesis on objects around them

Weapons and Equipment:
(note that Ignette only carry equipments when she's in a mission)

  • The Carrier - Dreadnought Dreadnoid Max Liebe: A heavy armored panzer walking on six legs with a cannon mounted on it. Capable of carrying a a large amount of supply and dish out devastating damage. Has plenty of screens for Ignette to show herself .
  • Automatic Machine Gun: Alternative weapon for Max Liebe in the form of a pair of assault rifle for quick and spreaded damage
  • Sniper Railgun: alternative cannon for Max Liebe. Shoot out empowered projectile at the speed of light over long distance. Need long charging time before each shot and take lots of energy
  • Hell-Saw: A circular saw made of black steel, capable of cutting through metal with ease. There's no compartement in Max Liebe dedicated for it though so the only way to use it is by using Ignette's God Program and fly it with telekinesis
  • Assault Proxy: Computer stuffed into a canon ball, can extend a rotor above it midair allowing the proxy to reach any place quickly. Mostly used by Ignette to send herself smack dab in the middle of enemy's formation and start causing havoc
 
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Solline Nova
"Don't misunderstand, I'm not doing this for the sake of the Polaris, I'm doing it for them."

Overview.

A sharpshooter by trade, Solline is the only surviving series in her genetic set of 12 created for the purpose of operating the Dolos God Program. The deaths of her 11 genetic siblings serve as the primary motivator for her actions, wishing to live and discover the secrets of the planet for them. After she successfully attuned to the Dolos GP, Solline has spent most of her life on away missions outside of the Polaris.

BASIC.
Age: 11 (Biologically 22)
Race: Series
Gender: Aesthetically Female, biologically genderless
Apotheosis Fluid Color: Yellow
Residence Sector: Residential Sector





PERSONAL.

Personality:


Solline often comes across as cynical and sometimes even flat out insensitive, uncaring, and rude. Coupled with her somewhat grim outlook on life that is a result of her upbringing and attunement, she is often described as a downer by those who don't know her well. She does have a soft spot that she occasionally shows in front of people she knows and trust, although she's not very good at showing affection, fondness or gratitude, often opting to show her care for someone else through her actions, such as offering to do something for them, rather than expressing it through words and gestures.

Solline also has a very curious and meticulous mind, which are demonstrated in not only her desire to learn the truth of The Planet but also in her everyday habits. She likes to keep everything around her nice and organized, she often would ask questions nonstop when it pertains to a subject she's interested in, and is a sucker for a good mystery, either in real life or in works of literature.

Background:

Solline's story begins even before her creation with the need for more GPOs to embark from the Polaris on caravans and away missions. As such, the creation of new series to operate various GPs, one of which being the Dolos GP, was authorized. A genetic set based off of the last successful Dolos GPO was created to become the basis of the batch of 12 series which Solline was the 12th of the line.

Solline had made efforts to socialize with her siblings whenever she could when she was young but she never really managed to form a lasting bond with any of her siblings, partially due to a competitive spirit within the Dolos set’s series to become a GPO fueling a disinterest in becoming friends with each other. The exception to this was the 10th and 11th in her line, named Luna and Aurora respectively, with whom she shared a deeper connection than that of the superficial connections of her other 9 siblings. Nonetheless, Solline felt some semblance of a bond between her and those other 9 siblings just because they all shared the same genes.

When Solline and her siblings turned 8, they were to undergo the Apotheosis Ritual. One by one, day after day, her siblings were sent into the Apotheosis Chamber, each resulting in a failure, their bodies completely lost within the chamber. Solline was the last one of her siblings to be sent into the Apotheosis Chamber. At first, it appeared that she wouldn’t make it and would be another failure, however after 12 hours of excruciating pain, Solline emerged from the Apotheosis Chamber, having successfully attuned to the Dolos GP.

After her attunement, Solline would go on to venture from the Polaris on various away missions, with her role within the expedition being a long range sharpshooter that would take down hostile machines and act as a forward scout for the expedition.

Solline holds some contempt towards Polaris for the deaths of her siblings as well as for the pain she experienced in the process of becoming a GPO but still reluctantly ventures on expeditions for the sake of the Polaris since those expeditions are where she’s likely to discover the secrets of the planet for her fallen siblings.

Miscellaneous Info:

  • Solline often spends her free time tending to her rifle and pistol
  • When she’s not tending to her weapons she could be found reading a variety of literature, her favorites being ones which talk about gods and deities, which can be seen through the naming conventions of her weapons.
    • As a purely artifiical human, the concept of gods and deities is strange yet intriguing to her
  • Solline was in a familial unit comprised of other series up until she was 10, when she sought out to live on her own
    • Her familial unit sisters' names are Eimi, Celeste, and Vesta. All of them share the same surname of Nova
      • Solline never really tells anyone her surname unless absolutely necessary, like when filling out paperwork.
      • Solline can act defensive when it comes to people using her last name due to her discomfort of using it from her guilt of running away from her family
    • This a decision she still regrets and feels guilty, as she left without any warning in the middle of the night, feeling like she just abandoned them out of the blue
      • Her feelings and attitudes are conflicted but she doesn't dislike them. On the contrary, they are the closest connections she has, but she doesn't know how to properly interact with them, even before she ran away. This problem was only magnified when she ran away, leading to her being avoidant of them because she doesn't know how to approach them after her disappearance even if she wants to interact with them.
    • She lives in a one bedroom apartment in the Residential Sector by herself. She doesn't have much decorations or furniture in her home, only having a table with a set of chairs to eat her meals and tend to her guns at, her bed, and a sofa.
  • Although she doesn't show or tell it to anyone, Solline suffers from survivor's guilt and PTSD from her attunement and the deaths of her siblings
    • She has a reoccurring nightmare in which she's together with her dead siblings and one by one each are killed before her eyes, the methods varying from dream to dream but always leaving no trace of her siblings behind.







COMBAT.
God Program Name: Systems Override Protocol - "Dolos"
Generation: 30
Compatibility Rate: 90%
Age of Attunement: 8 (Biologically 16)

General Statistics:
Physical Enhancements | ▰▰▰▰▰▱▱▱▱▱ 5/10
Metabolic Efficiency | ▰▰▰▰▰▰▰▰▰▱ 9/10
Regeneration Factor | ▰▰▰▰▱▱▱▱▱▱▱ 4/10

Unique Ability: [Systemic Control (Common Models - Digital Systems)] - "Dolos Protocol"


The Dolos Protocol allows Solline to gain control of and manipulate digital systems throughout the shell, from computer terminals to security systems. The Dolos Protocol, when activated, overrides applicable systems that are within a 50 foot radius of Solline at the time of activation.

Weapons and Equipment:


  • Thanatos
    • A high power anti-material rifle sporting an 8 round magazine. Thanatos is Solline's weapon of choice when dealing with enemies from a distance, particularly those who are heavily armored or enemies that are mechanical. Thanatos chambers two types of rounds: high velocity armor piercing rounds, which are the standard round Solline loads into magazines, and explosive rounds, which travel at a much lower velocity than armor piercing rounds and therefore are only used during medium range combat. For safety precautions, Solline carries no more than 5 explosive rounds on her person at any given time as well as opts to load explosive rounds into Thanatos manually rather than loading them into a magazine.
  • Mercury
    • A fully-automatic pistol sporting a 20 round magazine. Mercury is Solline's side arm of choice which she opts to use when dealing with organic or lightly armored enemies or when engaged in close quarters combat.
  • Combat knife
    • A standard melee weapon Solline keeps on her for emergencies
  • Reconnoissance Uniform
    • A greenish gray lightweight uniform which Solline uses for expeditions away from the Polaris. The uniform resembles the appearance of old long-sleeved military fatigues and features extra pouches for Solline to keep extra magazines and rounds in around her waist as well as a holster for Mercury.. The uniform also sports a hood which Solline always keeps up when out on expeditions. The uniform itself isn't as bulky as other survival uniforms given Solline's metabolic abilities as a GPO and provides a relatively small amount of protection from the planet's elements. Combat wise, the uniform sports a light kevlar vest as well as light kevlar sleeves to provide a small amount of protection to Solline's torso and arms.
  • Apollo Range-finding and Reconnoissance System
    • The Apollo Range-finding and Reconnoissance System, the Apollo System for short, resemble goggles in appearance (see the first picture for reference). Functionally, the Apollo System aids Solline in finding the proper angle to aim to hit a target at extreme range while also doubling as binoculars of sorts for scouting on away missions. Solliine almost always uses the Apollo System in conjunction with her rifle, Thanatos.












 
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Chomp

"FEAST."


Overview.

An Auxiliary who has been fighting and surviving longer than most have lived, he has accumulated enough knowledge and power to become a massive beast of a machine. That being said he prefers to play a logistical role, providing arms and armaments in exchange for the wealth of knowledge, protection, or raw materials.


BASIC.

Age: Longer than he can remember. He estimates older than 100 at the least.

Race: Auxiliary

Gender: Male

Apotheosis Fluid Color: Green

Residence Sector: Top Sector


PERSONAL.

Personality:

Terse and focused, for a massive killing machine with centuries of experience, Chomp is rather boring. Doesn't have much to talk about and while not antisocial per day, he tends not to interact with people outside of business. Always keeping himself busy with something, but at the same time gets distracted easily and often leaves his work unfinished. But those who know him well know that he can be generous with his gifts and can be a bit scatterbrained. He maintains a mercenary-like air to keep troublesome folks at bay, and plays up the logical and cold-hearted machine as part of that gimmick, but he ultimately he is driven by own his interests and passions, which can be as simple as wanting to feel good about himself.


Background:

An ancient auxiliary by most standards. He was found by a small but prosperous underground community, who taught him how to work with machines to create weapons, armor, and even a body. for a short time after he was awoken, he enjoyed a simple life dismantling objects and rebuilding them into new, complex things. He was useful and wanted. But such a life would not last. His community was attacked by an unknown but powerful threat: he didn't even have time to see what it was before he moved into his robotic body and fled, the sole survivor of the massacre.

The key to survive, in his own words, is to know that all things must eat. Even machines destroy to consume, and so Chomp gave himself his name for the act of consuming other machines to sustain his life. Like many Auxiliary, his Black Box contains the essence of his being. And for an old entity, it is in good condition, though not perfect. It remains safe thanks to the armored body that Chomp had created to protect it, but constantly needs to repair it to sustain its functions. At first he preyed mainly on already destroyed machines. Those were aplenty on the dead world, and for a vast majority of his life Chomp consumes and assimilates these machines into his mass. But overtime he was found by others, man and machine alike, and was attacked by them for various reasons. Typically it was simply a matter of fear. Neither knew what the other wanted and wanting to protect their life, they threatened violence to protect themselves. But over time the violence would escalate due to resources. Chomp needed machines to repair himself just as organics needed food to live, and so Chomp had to learn how to hunt down roaming robots to sustain himself.

This was his life for many years. Machines rarely, to the point of never, evolved, but Chomp did. At first he hunted like the humans did, hurling rubble and stones from afar. But soon he grew strong enough to ambush his prey and overwhelm them with surprise and strength. He began to incorporate weapons and armor onto himself to bolster his abilities, but his greatest strength came when he grew confident enough to speak to the organics. He had little reason to fight them as their flesh and bones were incompatible to his being, their machines were inferior to what he hunted, and more importantly they were collectively more of a threat then the roaming robots he needed to destroy. And it was for that reason he sought to ally with the Polaris, combining their resources with his might in order to survive. It was through this alliance that Chomp was able to access the GP, gaining more power to better facilitate his role in aiding organic life.

Miscellaneous Info:

Thanks to his GP, he is capable of consuming food. He typically doesn't need to but does enjoy it. He likes soda, particularly citrus ones.

Has an interest in music and wants to learn how to play and instrument and compose one day. Or at the very least find some records of music and a means to play them whenever he goes delving into the deep. Has a particular interest in other musicians as well, particularly idols.

Chomp's Black Box is contained in a small robotic platform that he can control. It has arms and legs for mobility and to manipulate objects, and constructs additional parts to protect this body and fight without threatening his structural integrity. He rarely manifests his digital avatar, which takes the form of a rather plain looking large man with dark hair and glasses.


His greater mechanical body, which Chomp refers to his as armor, grants Chomp power and durability comparable to some of the machines that terrorize the organics. Its power is considerable and runs very efficiently thanks to the Apotheosis Fluid, but it is not without it's weaknesses. It is constantly in need of maintenance due to sustained damage from battle, and many of its weapons requires power that the Apotheosis Fluid cannot fuel. Only a steady diet of energy and material found on various hostile machines can sustain Chomp's mechanical body. Regular machines such as computers and cars lack the resources Chomp needs to repair his body, so in order to survive he generally needs to hunt down dangerous machines.








COMBAT.

God Program Name: Dismantling, Replicating, and Constructing Operating System (DRaCOS) "Hephaestus"

Generation: 1

Compatibility Rate: 75%

Age of Attunement: 3 years after working with the Polaris.


General Statistics:

Physical Enhancements | ▰▰▰▰▰▰▰▰▰▱ 9/10

Metabolic Efficiency | ▰▰▰▰▰▰▰▰▱▱ 8/10

Regeneration Factor | ▰▱▱▱▱▱▱▱▱▱ 1/10


Unique Ability:


[Systemic Control (Unique Model)] - DRaCOS Hephaestus


A unique GP impractical for organic users, but viable for Auxiliaries who are built with appropriate parts such as Chomp. This ability allows Chomp to consume inorganic matter, breaking them down into their base components within his body, and later regurgitating them. Thanks to his fairly high compatibility, Chomp has learned that he can combine these base components and reconstruct them into objects he had already consumed previously. This enables him to create complex machinery such as weapons or ammunition, as he can create them en masse as well. However the recycling process is not entirely efficient: materials he consumed are broken down into raw material roughly equivalent to 25% of their total make. Thus his powers are more efficient when he can consume a mass amount of excess materials that are difficult to process, instead of ready made materials. Chomp suspects that higher compatibility levels will make recycling more efficient.


Weapons and Equipment:

DRaCOS Hephaestus - Chomp's GP takes the form of his head, which he can not only use to recycle raw materials but as a weapon in and of itself. The DRaCOS is capable of dismantling anything within its maw, regardless of durability or materials, giving it immense anti-material properties. The fact that it can also store what is effectively an unlimited amount of material also enables it to be used as a tool for breaching heavy fortifications by eating away at the walls or doors. The main drawback is mainly that it is limited to his head, which itself is a vital component to Chomp's functionality.


Blackhawk Heavy Assault Armor - A suit that appears to be made of crude metal plates, but is in fact highly advanced armor made from layers of hardened machine parts. A large part of Chomps durability comes from his armor which not only can withstand direct blows from massive hostile machines, but can go toe-to-toe with them in a pure melee.

Powered Talons - A powerful weapon in Chomps arsenal found in both his hands and feet, designed to be able to absorb the impact from landing after falling from great heights. It is additionally equipped with hydraulic blades that grant a great amount of crush force to rend metal and stone as if they were made of tin and paper. These two traits combined allow Chomp to match machines in hand-to-hand combat, or land on them from a great height for devastating effect.

ICBM Jetpack - An intercontinental ballistic missile that has had its warhead reconfigured into a jetpack. Capable of sending even Chomp, himself a massive and heavy weight machine, flying through the air at great speed faster than anything his size ought to be going. Fuel is finite however and requires highly refined materials to make so Chomp does not use this for sustained flight, only for augmenting his jumps or evasive maneuvers.

Ballistic Axe "Butcher's Blades" - Chomp's primary range weapon. A set of high-impact throwing axes that Chomp can hurl with great power and precision comparable to some high-caliber rifles. Designed for durability, they can easily be used in melee and used for climbing rough surfaces. They are attached to chains which themselves are stored in Chomp's forearms, allowing him to retrieve them after they are thrown. Known as the Butcher's Blade as these are Chomps primary tool to hunt and dismantle hostile machines.

Impact Edge - A relatively new weapon in Chomp's arsenal. A massive blade hefty even for Chomp to use, with a built in rocket to impart even more force into each swing. Slow but powerful, capable of cleaving through even the thickest of armors. It's blade is broad enough to function as a shield large enough to cover ever Chomp.

Mobility Thrusters - A recent upgrade to Chomp's armored chassis. These thrusters are powered by Chomp's Apotheosis fluids, allowing him strong sustained hovering capabilities and thrust vectoring when airborne. While these thrusters alone are not able to allow Chomp to fly like his ICBM Jetpack, they do help provide maneuverability. Additionally they can be used as deadly short-range thermal weapons against enemies who are in close-contact with his body. He has thrusters in his feet, legs, and torso.







 
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WINONA “Lucky” MERRELL.
"I made it once, I can make it twice."

Overview.
A known gambler from the Near Engine Sector who also has survived the Apotheosis Ritual with very low odds became something of a word among Polaris. Ferrokinesis and unrealistic optimism miraculously guiding Winona through her career gave her the alias ‘Lucky’. Maybe sticking around with her will give you a piece of that luck.


BASIC.
Age: 26
Race: Human
Gender: Female
Apotheosis Fluid Color: Neon Green
Residence Sector: Residential Sector - Frequent trips to the two other sectors

PERSONAL.
Personality: Mostly known to take on great risks for both fun and through determination, Winona’s best known trait is her willingness to jump into the unknown with great optimism. “Taking one for the team” is her motto while going about life with a flirty and confident persona. Her selflessness is considered as reckless among most however always greatly sought after. Despite her irrational explanations that she can do something she wouldn’t advise others to do, her promises and returns have made her dependable on more than her risky decisions.

However with great optimism comes easily being pushed over into taking those hazardous requests on. The belief in luck and that ‘it can’t be that bad’ cost her fortunes and health as well as friendships and relationships. From overworking herself into burnout, to not seeing her negative influence on people in relationships or her fault, to lashing out on people for not trying hard enough or being too negative, goes hand in hand with believing into the good with all her power. Even if her intentions are in the positive, her unwillingness to take on blame until the reality of the situation sparks an image in her head, drags her into a pit of self loathing and self blame.

Background: Growing up as the child of voluntary medics in the near engine sector, Winona fell in love with the medical field as soon as she was exposed to it through stories and watching her parents work. Both older, with a wish to help the common folk for little to no compensation, made their name big in the Near Engine Sector of the Polaris population.
As resources and tools to continue their practice grew scarce along with the health of her mother after an incident with breached machinery, Winona suggested to participate in her assessment to join the God Program Operators, hoping to receive the financial boni for her family to get her health back in order.
Almost with no compatibility at 57%, Winona jumped into the experience of attunement for exactly 34 hours until the result of her surviving and gaining the ability of Ferrokinesis. Her training and integration into the system was difficult; Learning her talents, combat, and growing her potential that already was being counted as a fifty-fifty chance of waste, Winnie gained status among her peers in both skill and wits. Sadly the swift change of lifestyle didn’t only bring the required resources to support her parents and give her mother the care she needed, but also a love for gambling. Using only games she knew from her home and with tools of steel she could manipulate, through cheating and deceit, bars and the Top Sector began to call her one of the most notorious gamblers, sadly also bringing her in danger both financially and mentally at times. Despite her integration into the new lifestyle, her love for medicine and care for those around her didn’t falter. Wherever she can, Winona Merrell participates in medical care or field medicine if desperately needed, otherwise sticking to her defensive position as needed.

Miscellaneous Info:
+Winnie has an obsession with jewellery
+Her high heels are emergency material for her bending
+Her parents are adoptive
+She’s 5’4
+Winona is bisexual





COMBAT.
God Program Name: Shell Breaching Mechanism - Fortuna
Generation: 01
Compatibility Rate: 57%
Age of Attunement: 21

General Statistics:
Physical Enhancements | ▰▰▰▰▰▰▰▰▰▱ 9/10
Metabolic Efficiency | ▰▰▰▰▰▰▰▱▱▱ 7/10
Regeneration Factor | ▰▰▱▱▱▱▱▱▱▱ 2/10

Unique Ability: [Self Augmentation] Ferrokinesis
Ferrokinesis is Lucky’s specialty. Despite the toll it takes on her depending on the mass she uses to manipulate, amounts of about 30 kilograms are safe to use. Any amounts above can cause her organs to rupture from overexertion and with her lack of regeneration ability, be deadly. From mending to molding the given 30kg, telekinetic control of masses for about 15kg, and a range of about 20 metres, most of her ability usage is to shield and protect her team and providing temporary shelter during emergencies, even temporary prosthetic builds. Certain weaponry comes into her range of usage such as polearms and chained sickles or crescent pendulums. Sadly her ability only encompasses the element of pure steel.


Weapons and Equipment:
+Various jewellery made of steel- Winona has found a way to discretely carry around material she can easily mold into a deadly weapon, even use for other tasks. Not only is it a good way to carry it around, but also looks pretty. Ah, and fuels her obsession with everything shiny.
+Pouch with 50 steel coins and 6 steel gambling dice- Those serve the same purpose as the jewellery. Not only can she use it as weaponry, but also win her gambles with a little nudge from her mind.
+Anti-Radiation Suit and Survival Kit- Common equipment for those in the GPO. Everything needed for not dying the second you step out of the Polaris. From med-kits to radiation control modules.
+Enhanced Medi-Kit- As Winona sells herself as an "If necessary" Medic, the Operator requested a pack with tools needed for minor on site treatments that require a second hand.
+Notebook filled with studies on ancient machinery-] Purely for her entertainment and testing of skills. Maybe someday she could create something like the things her team and her see.




 
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Tiphereth

"No drug can bring as much comfort or closure as false hope."

OVERVIEW.
A curt and laconic God-Operator-slash-Psychologist belonging to the 'Sefira' Series batch of test-tube babies forced into a combat role after the passing of subsequent siblings.

BASIC.
Age: 13 (Physically, 26; Halted after Attunement)
Race: Series
Assigned Sex: Androgynous
Gender Expression: Female
Apotheosis Fluid Color: Snow White.
Residence Sector: Top Sector (Current), Residential Sector (Previous)

PERSONAL.

Personality
: Eerily calm, to the point of complacency, this Operator has come to see it all, both on and off the battlefield. Long has she made peace with her inner demons, knowing that she is probably going to make it further than most Series do. Clients of hers say that she gives off a forlorn comfort. Tiphereth might say, that she is merely reading a tale she has read time and time again, merely putting up veils of compassion and empathy. While her mask would have been more genuine in the past, by now, she has long since been hollowed out. After all, hearing screams of terror and cries of agony over pain and suffering, physical and emotional that she may now never feel certainly takes its toll. She doesn't even bother wearing proper eyeware anymore- finding comforting irony that where others shield themselves from the harshness of reality, she is the only one that can freely see.

Apathetic, borderline callous even, she claims herself to be unbothered by emotions of the past. If her wonderous siblings died, or if an operator she thought was cute died, or if her close friend in that shanty residential square died, or if she died: it doesn't really matter at all. Being so close to death, yet not actually pulling the trigger, she has come to accept it as a fact of life. "Business as usual." she would say. On this hellhole, there's only one end goal: and that's to make sure everyone else survives. And if you contributed a small part to easing everyone's suffering- then you've lived a fulfilling life in her eyes.

Background: The Sephiroth Series were designed to tame a miraculous God Program that could interact with others who have Apotheosis Fluids injected within them. And by some miracle, their development was a resounding success- bearing immediate results as the first in line had a high rate of Compatibility.

Tiphereth was designated as the 6th out of their collective batch of 10 and never once expected to be called to duty in her lifetime, assured that those in front of her would take on the mantle in her stead. She instead took up an interest in psychology, hoping to spend the brief life that she did have easing the sorrow and trauma of life on Polaris for others.

But, as you know, if something can go wrong, it usually does go wrong. She already received news that their first two siblings fell in Combat- hearing anecdotes of them valiantly extinguishing their own lives so that beings with longer lifespans can endure. Maybe it was by the shock that comes with loss, but the older siblings that did remained decided to seek an early retirement. The next in line, the 5th Sibling, died in the Apotheosis Ritual, and now the military came knocking on her door.

Grimacing the fact that she hadn't prepared for this day, but perhaps her intimate knowledge of what life really is like for the powerless, for those forced to cobble together what life they can to bring about some form of normalcy in this hellish landscape, that led her to be content with whatever the outcome of her own Ritual would be. Surprisingly she survived, completing the process milliseconds after commencing her attunement, unsurprisingly, her compatibility was lower than her predecessors.

Now she spends her time watching from afar, practically being paid to meditate in a warzone. Forced to be one who has to remain calm, temperate, and forgiving in a stormy, unforgiving and desolate world.

Miscellaneous Info:

- Her healing factor makes it impossible for her to sleep, nay- one might say that the feeling of "exhaustion" has long left her consciousness. After all, her job is mostly non-combat.
- Doesn't bother wearing protective eye-gear. Some may call it insanity; she mostly calls it practicality.
- After combat, she wakes up her ears by practicing the drums to try and ward the tinnitus away. Even though it has no actual effect, mistaking it for her healing factor.





COMBAT.
God Program Name: Infallible Delusion Actualizer - Don Quixote
Generation: 3rd
Compatibility Rate: 87%
Age of Attunement: Inherited from the 2nd Sibling of her Series at Age 13.

General Statistics:
Physical Enhancements | ▰▰▱▱▱▱▱▱▱▱ 2/10
Metabolic Efficiency | ▰▰▱▱▱▱▱▱▱▱ 2/10
Regeneration Factor | ▰▰▰▰▰▰▰▰▰▰ 10/10

Unique Ability: [God Program Catalyst] Condemnation and Commendation

actualization
[ ak-choo-uh-luh-zey-shuhn ]

noun Psychology.
the achievement of one's full potential through creativity, independence, spontaneity, and a grasp of the real world.

This God-Program Catalyst focuses on how it interacts with both the carrier- those within their vicinity, and what would happen if they would catalyze the Operator itself. Documentation separates these powers between the Pillar of Mercy and the Pillar of Severity.

Pillar of Mercy By focusing on the internal circulation of Apotheosis fluid within them, they enter into a meditative trance that allows them to reach out to nearby God Programs, becoming a homing beacon that shares location information between the wielder and other operators they can find within a 250m radius. From her point of view, she echolocates other operators based off the unique vibrations given from their unique Apotheosis fluids. And on the receiving end, the louder sound they hear, the closer she is to you. Those within that radius have their healing factor intensified, its efficacy distributed radially. Those in physical contact with Tiphereth heal at near-parity to her own healing factor. In order to keep a live location and healing ability active, she must remain immobilized to concentrate.

Pillar of Severity The wielder of this God Program can select an operator within and Resonate with them, amplifying their base regenerative abilities as if they were next to each other under The Pillar of Mercy’s effect.

They also Catalyze the target Operator’s God Program, increasing its efficacy. And while in theory, she can select multiple targets to Resonate with, so comes at the cost inhibiting her healing factor, leading to her distributing the effect on a single target upon multiple, and also inducing a loss of efficiency due to the strain put on her. In addition, targets further away from its user see diminishing returns the more they move away from them and see greater increases the more they move towards them.

(When catalyzing herself, she can theoretically generate a conceptual weapon and armor but Tiphereth herself has yet to utilize it- mostly out of laziness. However, past operators- Tiphereth’s siblings, have fell in battle wielding Don Quixote in this manner)

Weapons and Equipment:

Ornamental Black Coat: A sleek coat embroidered with the numbers '02' on its upper left sleeve. A memoir of the late Operator who wielded Don Quixote kept by Tiphereth.

Grey Eminence: A semi-automatic, magnesium-coated shell pistol kept on a holster hidden under her coat. Mostly used as a weapon of last resort: both for an enemy, or for her.

[MANIFEST] Zweihander A nameless blade manifested during the caravan rescue mission at the chasm. It has proven to be useless in combat, at least, for dealing slashing blows upon foes.









 
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AMiela Aeterna
GOD PROGRAM OPERATOR - BRUNHILD


  • 0a05c25449289dcf1ab0cd4d5e8ac2e6.jpg

    "I was made to die for you, but did you not think I would choose to live for myself?"

    OVERVIEW

    Once a celebrated popstar idol of the defunct girl group ‘Neon Aces’, now a disillusioned empty shell of a Series, last of her line. She exists merely for the fact that the void of obsolescence and emptiness of 'synthetic death' terrifies the darkness of her sleepless nights. She struggles with coming to terms with the absence of her fellow sisters who once looked out for her. Despite the supportive role her God Program puts her in, Amiela is uncharacteristically cold and has been accused of being calculative to the point of ruthlessness, some even going so far as to place the blood of fellow slain Operators in her hands (though she has not done anything worthy of a court martial).

    BASIC

    Age: 28
    Race: Series
    Gender Identity: Female
    Apotheosis Fluid Color: Salmon Pink
    Residence Sector: Top Sector, Arcology Three

    Physical Desc.: Salmon pink long tresses which she keeps tucked away in her helmet in a braided updo when on the job, her once sapphire irises have taken on a reddish pink hue from the apotheosis fluid flowing in her veins. When not wearing her full helmet, she wears an armoured visor and ties her hair in a high ponytail.


 
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Edris Inaros
"Spring is in the air, with the scent of cherry blossoms in the glen.
Whispering a prayer, saying 'Bring our heroes safely home again'."


Overview.
A battle-hardened warrior shocked by the effects of war. Eyes lacking in their determined gaze and a mind growing increasingly wiser. The immaturity of the past is no more, replaced with caution and regret. With his struggle with the past and his fear for the future, Edris cannot live in either. A mental battle wages in the warrior, evaluating his guilt and determining the punishment he must endure for his mistakes.

BASIC.
Age: 32
Race: Human
Gender: Male
Apotheosis Fluid Color: Stratos Blue
Residence Sector: Top Sector

PERSONAL.
Personality:
Edris is a sophisticated and complicated man. His views on the world and people, in general, have been influenced and formed by two traumatic events that occurred in his past. His Apotheosis Ritual and the loss of his dearest friend. These two events have made him develop an idiosyncratic obsession with history and symbols; especially relating to how individuals can impact the former and eventually become the latter. His obsession with history has caused Edris to develop an odd commitment to justice, order, and fair play. Experiencing a need to protect those who are incapable of doing so for themselves. He fears being incapable to stop the death of another, and these deaths weigh heavy on his heart. No matter the circumstance, he blames himself for whatever ill falls upon those who did not deserve it.

Despite the motivations that make up most of his character, Edris is a straightforward and serious person. Sincere to those he wishes to protect but rash and irritable to those he bears a vengeance against. He can be notoriously inflexible and is easily disgusted by those who disturb the peace of his world. Edris is firmly committed to the good of the public, and to bringing hope to those around him. He goes about this not through being an advocate for protest and civil obstruction but instead through his sheer hatred and anger that he directs towards the causes of his trauma. It is unfortunate to say that he knows nothing but battle. Edris' battle-hardened shell isn't easily cracked, he carries a melancholic and nostalgic aura around him.
Background:
[DOCUMENT GILG-102-FOUO]
SUBJECT: The death of Uriah Araitia.

On 10-18-████, Uriah Araitia, an in-service God Program Operator, had enlisted himself and his comrade Edris Inaros for a mission taking place deep within the Shell. The participants of the mission were accepted due to their combined success in expeditions and their long-standing professional connection.

Two days later, contact was lost with both Araitia and Inaros. Although unconfirmed and speculative, reports made by Inaros after the event state that the two had "been trapped by the trickery of another".

A week after contact was lost, Inaros had established a rudimentary link with various outposts that the Polaris had been traveling past and began transmitting encrypted signals. After Polaris authorities were alerted, a rescue and recovery team was sent to retrieve Araitia and Inaros.

Operator Inaros was found first, having traversed past the original dropoff point and into the upper portions of the Shell. Inaros had told to the rescue team to call in the recovery team, stating that Araitia was dead. Recovery was made and Operator Araitia's body was preserved to determine the cause of death.

Inaros later described Araitia's death as "avoidable".


Miscellaneous Info:
Edris can be commonly found at athletic centers in the Residential Sector in his free time.
As of his latest, Edris has a total of 27 expeditions into the Shell under his belt.
Edris lives in the Top Sector due to his God Program's unique ability.
Edris was once missing a portion of his left arm and both of his legs until his Apotheosis Ritual restored them with prosthetics unique to the Apotheosis Grade Relic Chamber.



COMBAT.
God Program Name: Internal Structure Inspection Service - [Despoina]
Generation: 05
Compatibility Rate: 89%
Age of Attunement: 26

General Statistics:
Physical Enhancements | ▰▰▰▰▰▰▰▰▰▱ 9/10
Metabolic Efficiency | ▰▰▱▱▱▱▱▱▱▱ 2/10
Regeneration Factor | ▰▰▰▰▰▰▰▰▱▱ 8/10

Unique Ability:
[Systemic Detection - Master of the House]
The Shell contains treasures of all sorts, from knowledge to technology but with it, comes the danger befit for these rewards. Knowing the dangers and how to navigate around them is an invaluable resource. Despoina, a recently excavated Apotheosis Grade Relic Chamber, works similarly to a radar. The Despoina Operator emits signals of varying frequencies. Attempts at measuring and replicating these frequencies have failed. The signals emitted from the Operator are sent to any technological object which is then sent back. This form of sending and receiving signals allows Despoina to obtain an approximate location and model of the sender. However, if the sender has similar capabilities to interpret signals, the Operator is vulnerable to having their location discovered. In cases such as these, Despoina Operators are most commonly used as "lightning-rods" to elements that need to be flushed out.

Due to the previous generation's worth of Operators being discovered and overrun, the most recent two generations have discovered a secondary form of detection. Instead of sending and receiving signals, Operators may choose to intercept signals. By intercepting emitted signals can determine whether or not there is a sender nearby without the risk of being discovered. In spite of this, the downsides it carries make it much more difficult to effectively use. This version is incapable of determining the location and model of the sender, it instead, merely alerts the Operator if a sender is nearby.

Weapons and Equipment:
[SSX-93 MODIFIED]
An item unique to Edris, this short sword is made of an unknown metal incapable of losing its edge and structural integrity. After repeated experiments and uses, the blade cannot be damaged via conventional methods. Decorated with a gold-like material, the short sword radiates a regal aura. While there are no etched markings upon the blade, the hilt has been carved into with a depiction of two figures decapitating a larger figure.

[SS-43 MODIFIED - Poison-Spitter]
A single-shot shotgun inherited by Edris. Its barrel measures roughly a foot and a half in length, with an ornate stock and trigger guard. Poison-Spitter was once a mostly antique creation, composed of sanded-down wood and rusty metal. However, after its adoption by Edris, the weapon received a new life with modern internal mechanisms and intricate detailing on its now metallic exterior. Due to its functionality as a single shot, Edris uses it as a final blow to any dangerous elements. Edris typically carries 4 different types of ammunition; typical buckshot; a "slug" round; an explosive charge, and flechettes.

[Uriah's Fur Coat]
Woven together with synthetic materials and high-grade metals, this fur coat was inherited by Edris from his dear friend and comrade. Between the synthetic fabrics, metal is lined in repeating patterns that make the coat highly resistant to cuts and stabs. The synthetic materials make up a good majority of the coat's composition, with a high percentage of it used as fur to line the upper portion. The fur, upon inspection, shows a resemblance to a bull's mane.




 
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ELISSA MOSS
"To unravel the crafter's gifts! Blessed am I, truly truly blessed!"

Overview.
A devout Deepcruster who's been granted an opportunity to get closer to the Crafter's works than most of her faith, Elissa Moss displays her gratitude in the form of unchecked passion for her occupation and those she has the pleasure of working with. This leads her to work near-constantly, travelling up and down the Polaris volunteering whenever not on official missions.



BASIC.
Age: 24
Race: Sife
Gender: Female
Apotheosis Fluid Color: Magenta
Residence Sector: Residential Towers

PERSONAL.
Personality: A pleasant young woman all around, most would probably find Elissa tolerable if not for her overbearing faith. While she doesn't expect others to adopt her beliefs, her constant references to the goodwill of the Crafters and how great their machines are often rub those more battered by the existence of such things the wrong way. In fact, most of her more hardened or disillusioned comrades tend to view her overwhelming joy with nothing less than outright contempt. But Elissa never takes such responses personal, how could one able to be so close to the Crafters' work be anything less than ecstatic?

She views her work as a GPO as a chance to be near the Crafters' work first and foremost, her duties to protecting the people of Polaris a welcome bonus. But the thanks and gratitude she receives from civilians, comrades or superiors will always pale next to the joy of helping learn more of the Planet's true Masters, and uncovering more and more of the great plan behind their numerous creations.

Background: Raised far from the top sector, one would assume that Eli would have little interest in the mechanical threats beyond her home. What many would not understand was that both of her parents were devout Deepcrusters. The Deepcrust Way is a prevalent faith that views the various mechanical threats not as the horrors so many did, but as gifts of knowledge left by the true masters of Planet, its true inhabitants far below the shell: the Crafters.

They weren't trying to get away from the threats of living near the Top Sector, but rather trying to get closer to the Engineering Sector. The Polaris was one of the Crafters' gifts as well, one of their most grand gifts. To be close to its beating heart was a pleasure for any Deepcruster, and Eli was no different. She would spend entire afternoons speaking to the Polaris, making sure to thank it for sheltering them and praying for it when it was damaged or malfunctioning. She developed an intense fascination for machinery, as most Deepcrusters did, and her parents encouraged her to aim for a military occupation that would bring her closer to the Crafters' gifts. As a soldier, researcher, even an engineer would let her to work with the very essence of the Crafters' gifts.

She had to study and practice hard, her parents always warned her of the risks of improperly handling the Crafters gifts. But as she developed into a young woman, it was discovered that perhaps there were certain shortcuts that were acceptable.

The God Programs.

So focused on her studies and prayers, Eli was taken aback when a routine assessment revealed she actually had rather good compatibility with a rarely seen Program. Both her family and congregation were overcome with pride for her, and would have encouraged her to partake if she had not set forth almost immediately.

She spent three hours in the Relic Chamber, but for Elissa it was apparently only seconds. She has no memory of any particular sensations good or bad. For her the chamber sealed and opened immediately after. Regardless of the process, what emerged from the Chamber was one devoutly enthusiastic God Program Operator. Her program may only rise to absolute necessity when the Polaris travelled into certain areas, but it always put her into close proximity with the Crafters' Gifts.

She could easily predict her rate of missions due to the Polaris' travel schedule, and was always sure to start volunteering wherever needed in her off-season. From guard duty in the Engineering Sector to countering Mechanical attacks at the Top Sector, it seemed the only place she was rarely ever at in truth was where she actually lived. In actuality, her living Quarters at the Residential Towers was specifically meant to facilitate her travel between sectors. The place itself is almost as barren as when she first moved in, only ever actually being used for the occasional nap or meal.

The only true sign that anyone actually lives there is the shrine to Polaris which grows larger and larger day by day.

Miscellaneous Info:

-Elissa will often pester research staff to let her watch them investigating or disassembling machinery. Whether they allow this depends entirely on the researcher or security detail.

-When by herself, Elissa will almost always begin speaking to the Polaris.

-Any question regarding the Deepcrust Way directly will inevitably lead to a Sermon.

- Like most Deepcrusters, Elissa views Auxiliaries the same as other Mechanical beings, believing they're also creations of the Crafters.




COMBAT.
God Program Name: Shell Relic Scorpus-Class Spinal Jacklimb
Generation: 03
Compatibility Rate: 79%
Age of Attunement: 19

General Statistics:
Physical Enhancements | ▰▰▰▰▰▰▰▰▰▱ 9/10
Metabolic Efficiency | ▰▰▰▰▰▱▱▱▱▱ 5/10
Regeneration Factor | ▰▰▰▰▰▰▰▱▱▱ 7/10

Unique Ability: Hijacking- The Scorpus-Class Spinal Jacklimb functions as an extra appendage. Besides using it as a weapon or for movement, its primary function is the ability to hijack certain brands of machine life. Specifically, the Jacklimb is compatible with ports found on numerous mechanical threats in certain areas. Using the Jack limb, Eli is able to disable these machines leaving them in far better condition for scavenge and recovery.

Its hypothezised the Jacklimb is capable of exerting much greater control over compatible machines, but so far Eli is only able to disable them.

Weapons and Equipment:

S2 High-Impact Absorption Greaves= With how often Eli flings herself around with her Jacklimb, it was only logical for her to invest in some Absorbers for her legs to minimize lag-time between fall and recovery.

Tri-Slot Portable Heat Sink= A large, solar-powered heating device that Eli keeps on her person whenever on missions. It functions as the sheathe and scabbard for her heat blades, readying them for battle when not in use.

3x S2-Brand Heat Blades= Three identical swords that can be heated to several times the melting point of steel. For when her Jacklimb isn't enough.

S2-Class Visor= A Brand of facial covering designed to maintain visual clarity regardless of weather or luminosity. Is compatible with several brands of Hazard suits.




 




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Ethan Vogel
"Mistakes always happen. Just try to fix it, learn from it and keep going"

Overview.


An awkward and intelligent engineer with an ability that can cause the destruction of all of his creations... and probably his death as well. He became a GPO with the desire to help in the development and advance of Polaris, but instead, he become fearful of his own ability and is constantly doubting himself as an engineer and a GPO


BASIC.
Age: 25
Race: Human
Gender: Male
Apotheosis Fluid Color: Gray
Residence Sector: Residential Sector

PERSONAL.
Personality: Ethan can be described as an introvert and reserved person. Although he often tries to participate in social activities, he feels more comfortable with fewer people or surrounded by machinery. He's an involuntarily honest person, because of his expressions and corporal language it's easy to pick his thought process and communicate his feelings depending on the situation. Ethan often tries to be helpful to those in his team, using his gadgets to assist when needed. Part of his insecurities comes from his own unique ability, knowing that if at some point he loses control over it, it can put at risk his life and those around him.

Background: At a very early age, around 6 years old, Ethan developed an immense curiosity for machines and the world around him. His father, who used to work in the Engine Sector, answered all the questions the little Ethan asked the best he could, teaching him the basics and fundamentals of engineering whenever he had time. It wasn't until he made his first moving machine that he fell in love with his craft. He grew up creating and thinking about artifacts and gadgets that could help his father with his job, as well as the everyday routine of people around him.

One day, while looking through a window to the outside world he saw many vehicles exiting Polaris and heading towards, according to him at the time, the unknown land. His eyes shined with emotion as he was marvelous with the idea of riding one of those things and exploring the world.

The day of his Apotheosis Ritual was... painful. The scientists there discovered that Ethan had the highest compatibility rate with a certain God Program, but when the name Lethe dropped, all of them looked at each other with worry, and then at Ethan with pity. They didn't give Ethan any further explanation, because, with his high compatibility (The highest for this GP), it was a good chance that he was able to survive the process. And so, they continued with the Ritual. After 23 hours of pure pain, Ethan was finally a fully God Program Operator.

Even though it was painful, Ethan was excited to start working for Polaris and its future. But the happiness couldn't last very long, because a few days after he got his GP, he started noticing how his equipment looked more a more deteriorated. He always took good care of his tools and creations, so that was odd. It was the day after the day he visited his father when the news of a terrible accident in the Engine Sector occurred. An apparent malfunction of the safety equipment caused the death of 5 people, including his own father. The moment after he received the news, he remembered vividly him having a casual conversation with his dad while they both were cleaning Ethan's dad's equipment.

Shocked by this, his breathing was erratic and his heartbeat going at 200bpm. He placed his hands over the table to support himself and not faint, just to fall on the ground as the table broke on its own. Pain ran through his hands and arms, but it wasn't caused by the fall. Looking at his hands, they became gray like ashes. He then saw how his own hands began to peel off the skin and bleed gray with the Apotheosis Fluid. Less than a couple of seconds later, he passed out. When he woke up, his hands were normal again, but everything in his room was destroyed. That day, Ethan discovered his Unique Ability

Miscellaneous Info:
- He has good eyesight, but he wears glasses mostly for comfort when working on small details or welding, as these glasses provide protection against bright light.
- Loves sweets. Can't handle spicy








COMBAT.
God Program Name: Chemical Refactoring of Materia - Lethe
Generation: 29
Compatibility Rate: 89%
Age of Attunement: 15

General Statistics:
Physical Enhancements | ▰▰▰▱▱▱▱▱▱▱ 3/10
Metabolic Efficiency | ▰▰▰▰▰▰▰▰▱▱▱ 7/10
Regeneration Factor | ▰▰▰▰▰▰▰▰▰▰ 10/10

Unique Ability: [Self-Augmentation] Forgive and Forget

Forgive and Forget is the ability to corrupt or revert damages on the surface touched. This ability consists of two parts:

Forgive: Ethan can concentrate on equipment and materials that have been damaged or broken, and restore them. The more time passes, the harder is to restore the material or item.

Forget: The other side of the coin, as it is the ability to corrupt almost anything Ethan touches. This ability works better with metals, causing corrosion and deterioration on them. Forget also works on other materials, as Ethan has confirmed many times with accidental destruction of his projects and tools. The use of this ability isn't free, as it causes a lot of pain in his arms when doing it because it also causes damage to his bones and flesh.

Weapons and Equipment:

Automatic Revolver: During his first weeks as a GPO, Ethan realized that he wasn't suited for heavy weapons, strength was never his... strong point. One day during his training, he "borrowed" the lightest gun he found, and then made some modifications to the gun. The end result was a 15-shot revolver with an option to be fired as an automatic, at a low fire rate. This gun also has the capacity to use Ethan's ability, Forget, infecting the bullets with it and any spot the bullet hits gets a minor level of corruption.

Birdbot: Another of his inventions, Ethan created drones and bots to be used for scouting and exploring places hard to reach. The inspiration to make those was an old book he once found in the library, beautiful animals with the ability to fly at will. So, he created robots that could have a wide range of movement like birds.

Belt of tools: As any respectable engineer or mechanic, Ethan carries with him a set of basic tools for almost any situation (Yes, the tape is included)








 




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Nero Argent
"Do your best or do what you can, just do something!"

Overview.

A clone of a GPO who dedicated her life to advance the research and study of Polaris for the sake of its people. But she was also a battle-hungry warrior who wouldn't be satisfied settling down for a quiet life. If life is going to be a struggle, she will achieve victory at any cost. Always looking for the next fight, always looking to push things forward. Nero will be the vanguard of tomorrow whether anyone wants her to or not.

BASIC.
Age: 21
Race: Clone
Gender: Female
Apotheosis Fluid Color:
Mercury
Residence Sector: Residential Sector (Engineering)

PERSONAL.

Personality: Bold and brash, Nero is not the type of person who ignores things that catch her attention. While she can be a bit scatter-brained with how often she picks up tidbits of information and conversations, Nero is quite capable of multitasking and handling many different situations at once, which have served her greatly on the battlefield. She treats life as almost like a game, and herself a player, which can put off most folks who take life more seriously. But for Nero she is able to push forward even in adversity and always seeks solutions even when everyone else has given up. She has no problem playing the part of the hero to go out of her way to help others even if it's detrimental to herself. Sacrifice is always necessary, and who better to give the most than the person who has the most to lose? That being said, Nero's mentality also makes her detached from reality and operate on principles that often rub others the wrong way. Typically, she deals with problems directly with no regard for subtlety or tack. And if a problem falls into her hands, she'll handle it via whatever means she's good at, which often involves violence in some shape or fashion. Every problem to her is a nail, and Nero is the hammer.

Background: Nero Argent was part of a small family with a history of GPO's in their lineage. While neither of her parents were GPO's, her grandmother was, and Nero was raised on the tales of her grandmother's missions and heroics. Her family were proud of the things they do and often enjoyed various luxuries because of it, and Nero wanted to follow in her grandmother's footsteps to become a GPO herself. And so at a young age, Nero began to train and learn everything she could in preparation to become a GPO. From physical conditioning and weapon training, to shell survival and medical training, Nero aimed to be the best just like her grandmother was.

And so in what many would consider insanity, Nero made the decision to augment her body with cybernetics. It was a controversial decision considering how few anyone used cyberware, even among GPO's, but Nero took the gamble to use it to raise her abilities. But this wasn't the only thing she did. After successfully integrating prototype cybernetics to her body, Nero made the decision to allow her remaining physical samples to be cloned. Nero had a feeling that all of her work will die with her, and to ensure that the progress she made doesn't end up forgotten when she inevitably dies, she wants to make sure to leave behind a successor. But she wouldn't dare force anyone else to follow her path, but knew no one else would even try. No one else but herself.

When the day she was allowed to partake in the Apotheosis Ritual, she made sure to pay her respects to her ancestors and let her family know that regardless of what happens, she will always fight for the sake of everyone. Fortunately for Nero she passed. Not only did she pass, she had the results of someone with an extreme level of comparability with her God Power. One of the rare few people with over 95% capability, 97% specifically. Nero hit the ground running and she never wasted a chance to use her powers to the fullest, always bringing results for research and completing missions as best as she could. But despite her initial success, even Nero would have her weaknesses. Often alone and still inexperienced, Nero suffered injuries and even defeat from time to time. While she still always strove to become stronger after each loss, she began to realize that for all the strength her GP gave her, it still wasn't quite enough. She needed more. She needed to be as strong as the Shell itself.

The original Nero died when she was 27 years old, sacrificing her life to save the inhabitants of an outpost during a violent earthquake. She saved many lives but was crushed between the plates of the shell, with only her GP left to salvage. Her clones would learn from her example, training like she did. With each generation comparability wasn't always the same, but new techniques in both GP usage and cybernetics ensured that each new successor was stronger than the last. The current Nero Argent is the third generation clone of the original. Equipped with more advanced cyberware and with a better understanding of her GP, she intends to carry on her progenitor's will into the future.

Miscellaneous Info: Nero doesn't often interact with her original family. Her parents have long passed and her siblings are old as well, with her nephews and nieces being older than her current body is. While she respects them and still supports them financially, this Nero doesn't really have the same familial bonds as the original did.

Over 70% of Nero's body is augmented with cybernetics, including most of her skeleton and many of her internal organs. Even her eyes are cybernetic to allow her to see in the dark. Only her head and upper body are still organic and she still has some augments meant to help her organs support the rest of her mechanical body. Nero received these cybernetics when she decided to become a GPO but before she underwent the Apotheosis Ritual, taking a few years to condition her body to them.

Originally born with the name Claudia Argus, but took up the name Nero Argent when she became a GPO. Almost never refers to herself by her old name except on official documents regarding her previous life.





COMBAT.
God Program Name: Systemic Control Quantum Tunneling Device "Janus"
Generation: 8
Compatibility Rate: 92%
Age of Attunement: 18

General Statistics:
Physical Enhancements | ▰▰▰▰▰▰▱▱▱▱ 6/10
Metabolic Efficiency | ▰▰▰▰▰▱▱▱▱▱ 5/10
Regeneration Factor | ▰▰▰▰▰▰▰▰▰▱ 9/10


Unique Ability: Janus is a small, arm-mounted twin cannon on Nero's left arm. One barrel shoots a red portal and the other shoots a blue portal. At Nero's discretion, she can direct which way the portal is "facing", and anyone who moves into one portal will go out of the other portal, maintaining any momentum as they move as if they simply walked through a doorway. These portals can either be flatten to a surface, free standing, or even floating in the air. However if something intercepts it as it flies out, the portal is made wherever it strikes first. Nero can make the portal as small as 1 inch or as big as 7 feet. They always appear as a perfectly round circle regardless of what angle you look at it from.

There are limitations to the Janus. If there is only one portal open, the portal itself does nothing even if you pass through it as it has no destination linked to it. Additionally portals cannot be made further than 100 feet from one another. Attempts to make portals further simply do not manifest. Additionally portals that move further than 100 feet from the Janus itself also vanish, whether they are put onto an object that moves away from the Janus, or if Nero herself moves away from a portal. The portals themselves only last for five minutes and there can only ever be two portals, one blue and one red. So shooting another red portal out causes the previous red portal to immediately close, same with the blue. Once a portal is placed, it cannot change its destination unless Nero shoots a new portal with a new destination.

Weapons and Equipment:

CZ53 Defender - A massive triple barreled Gatling gun capable of firing over 10000 rounds per minute. Ordinarily installed on walls, Nero had this one custom designed to be attached to her cybernetic arm, and has extensively upgraded her body to handle its weight and recoil. Equipped with multiple devices to house ammunition and keep the weapon cool during long sustained fire, it shreds machines in a hail of bullets and can easily be used to hold a choke point against waves and waves of enemies. Thanks to a combination of her GP and cybernetics, she has no problems using this weapon with only one arm. She can also detach it if she needs to. Contains a maximum of 2000 bullets, after which she needs to detach her weapon to reload.

Razor Talons - Four sharp claws at the tip of her fingers that Nero has on both hands. While dangerous, she doesn't really use them for combat, instead using them for utility such as cutting wires and ropes, making surgically precise cuts, or to have better grip when grabbing objects or surfaces. She can even use them to pick physical locks.

Long Mobility Legs - Mechanical digitigrade legs that Nero installed to replace her old legs before she became a GPO. These legs grant her far better agility over rough terrain and are specifically designed to assist her in maintaining her balance when doing acrobatics or moving at high speeds, often via her portals. They also allow her to survive long falls with minimal harm due to built-in shock absorbers. Naturally they also provide a deadly kick in combat, often allowing her to kick a hole clean through most machines or crush them with a stomp.

Satori Optics - Even Nero's eyes have been replaced with cybernetic replacements. These eyes are designed to allow her to see in perfect clarity even in the dark, as well as shine a light to illuminate dark areas for others, or blind them if she catches them by surprise. Even when they aren't active they glow a faint bright blue.






 


"The Promethean"
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Sen De'Facto Oriah
"Y'know when people say, 'you shoulda seen the other guy'?"

Overview.
A series from a long line of deceased predecessors, most of which with more than a few screws loose. Paired with a self-regenerative God-Program and a complete lack of self-survival, Sen thrusts himself into the open maws of Polaris with fervent complicity.

Perhaps the only thing that can match his zeal for mindless violence is his devotion to the the spirits of the shell, amongst which all life toils. As an operative, this chaotic series can often be relied upon to fulfil his duties preferably at his own expense. Despite the erratic behaviour, it is generally considered to be safe to be near GPO#422-PROMETHEUS-.

BASIC.
Age: 24
Race: Series
Gender: Male
Apotheosis Fluid Colour: Blood Red
Residence Sector: ???




PERSONAL.
Personality:

Sen is the strangest masochist you'll likely find in Polaris. While a Series is a direct clone of the original template, the Prometheans seem to exhibit slight variations in personality in addition to appearance. Most share the same passion for getting dismembered or otherwise maimed, claiming it is their holy purpose. Regardless, all instances of Prometheans have been compliant and complicit in any operations sanctioned by Polaris HQ. Many other operatives have even complained at how friendly they are, reporting numerous cases of a Promethean trying to hold a normal conversation while being brutally eviscerated by machinery.

Despite the enigmatically unperturbed nature of the Prometheans, Sen Oriah seems to be one of the more normal-seeming Series clones. While he shares his brethren's avarice for self-inflicted violence, he has been deemed reasonable to speak to and poses no danger to those around him. Soft-spoken, socially adept and easy to work with; he is currently the longest running Promethean GPO to date at 17 years of active service.

Background:
Unearthed from depths far below recorded expeditions of past, the Prometheus God Program Relic Chamber was found in the cave-ruins of what explorers could only assume to be some kind of ancient fabricator. Inside remained a solitary relic chamber of unknown origin or make. The apotheosis fluid within was experimental and one of the first of its kind; a programmable silicon-based bio-slime mesh. Whatever it had been used for was now lost to shredded history pages, so it was extracted and taken back to the Polaris with haste.

Years of research followed such a discovery. Alongside it's ornate design and colour, researchers were able to glean some history from molecule-dating methods tried a hundred times over. The people of Polaris began sharing rumours of a tale of antiquity, one about a cult that worshipped the planet. All that was truly known was much biological matter had passed through this chamber. It was unclear if that meant human or even sentient life, but the machine was deemed unfit for testing on account of the danger most folk whispered in hushed tones. On Polaris, it was better to heed superstition than tempt the unkind fates. It was subsequently stored in an off-limits quarantine unit and forgotten.

...

Many decades or perhaps even centuries later came the introduction of the Promethean Series. It was some time before The Great Øth Raid, when Series were still yet to be seen as people. God Programs needed operators and it had been some time since any research had been done on the Prometheus. Prospective operatives were dwindling and the leadership grew desperate. The current acting Captain approved reactivation of the relic chamber, believing the abilities described in the stories of its users would save them. Only more death followed as operator after operator became liquified in bright red fluids.

But hidden in the tales, one researcher found a clue in the form of a coded mnemonic. This researcher quickly deciphered the pattern and found volumes of inexplicable data that ultimately assisted them in the creation of a new clone template - The Promethean. After deliberation came the initial tests, which yielded semi-successful results in the form of misshapen and deformed humanoids. Finer calibrations saw the first Promethean born on Polaris steel since their relic chamber had first arrived. They differed from other Series in a few minute ways, featuring shorter lifespans and a predisposition for want of stimulation in the face of boredom. The most useful trait they possessed was a high compatibility rate for the Prometheus program, most reaching up to 70% before their 10th birthday. It was here that the first recorded uses of the Prometheus God Program were expunged from all databanks.

...

The Great Øth Raid. Prometheans had been used in secret for decades now, acting as a special-operations taskforce for the Polaris Council. They were efficient, expendable and entirely controllable thanks to several subdermal and neural implants inserted into their bodies at birth. And with plenty of resources to make more, they made excellent disposable assassins or guardsmen. When the raid finally began, the Prometheans were not only ordered to control chokepoints within certain areas of the Polaris, but they were also sent to covertly murder those attempting to organise the rebellion. They almost succeeded too, ultimately being stopped thanks to the brains and compassion of one rueful researcher.

With the Council overthrown, the Prometheus Project was shelved and its records erased from all devices on the Polaris. As Series had short lifespans, the Prometheans all died out or were disposed of. As artificial humans became more and more accepted within society, the existence of Series grew increasingly more tolerated until their creation was made lawful again. The dangers beyond Polaris were great and people were dying every day. Polaris needed GPOs now more than ever. With previous historical data expunged, data analysts combed all records for something that could save everyone.

The Prometheus was quickly approved for testing once again.

The breadcrumb trail eventually led back to the Promethean template. There was the original, which had somehow survived on a small terminal in the Engineering Sector, and there was a modified template made by the Council. Having heard stories of the Prometheans from The Great Øth Raid, it was decided that the altered template be locked away in a place where none in power could find and abuse it. Meanwhile, the original Prometheans were born again to continue their grand purpose.

To avoid the mistakes of the past, there was a limit to how many of the Series were allowed to exist at once. So they came in sets of 12, growing up as a family unit and training eagerly to ascend as a God-Program Operative and truly become a Promethean. Indeed it became a nigh-religious practice for the Series who knew nothing but their purpose. It was past the days of the blatant mistreatment of artificial life, but it still remained necessary to reliably produce GPOs for the survival of Polaris. The high mortality rate of the relic chamber was meticulously kept secret from the Prometheans as many thought they would resist if they knew the truth. Eventually, a freedom fighter broke in one day and enlightened the Series there as to the true nature of their ritual in hopes of enlightening and freeing them. Strangely enough, they did not seem to mind and instead relished the thought that fewer and fewer of them were selected to carry out their divine providence. The less that were chosen, the greater their purpose and resolve grew.

Many years passed and Prometheans were used on plenty of missions to alleviate the stress placed on the rest of the colony. Most were for the express purpose of scouting out dangerous or unrecorded locations, 'canaries in the mines' as some liked to say. The number of active Prometheans had dropped considerably in this time, not for lack of resources or even for any political reason. The Prometheans had always possessed a tendency to appear somewhat unhinged or unstable. While there have been very few recorded instances of civilian casualties, researchers are continuously baffled by how many of the Series have been killed... at their own hand.

It has been observed that for some reason when grouping Prometheans that have bonded with the Prometheus program, it almost always involves the bloodshed of all but the one remaining. In lieu of this anomaly, it has since been authorised that only one Promethean operative may be active at any given time. A group of them is simply too unpredictable.

Miscellaneous Info:

  • A side-effect of operating PROMETHEUS has led to Sen leaking apotheosis fluid at times, often while being mistaken for bloodstains by others.
  • Despite having never tried to build anything, Sen has spent many hours reading 'The Bachelor's Engineer' and now knows a decent portion of mechanical theory.
  • Sen likes to keep secrets.
  • Sen also likes chocolate.


COMBAT.
God Program Name: PROMETHEUS
Generation: 422
Compatibility Rate: 93%
Age of Attunement: 7

General Statistics:
Physical Enhancements | ▰▰▱▱▱▱▱▱▱▱ 2/10
Metabolic Efficiency | ▱▱▱▱▱▱▱▱▱▱ N/A/10
Regeneration Factor | ▰▰▰▰▰▰▰▰▰▰ X/10

Unique Ability:
Shell Relic - Hybrid Apotheosis Fluid

Upon bonding with the operative, PROMETHEUS inhabits the central nervous system and redistributes its connections. The result is sharper mental acuity and spatial awareness. Unlike other apotheosis fluid, instead of hardening on impact it elasticises - causing the body to absorb the force with limited permanent damage. In the case of loss of limbs or gaping wounds, the hybrid fluid will send out tendrils to retrieve the missing parts and knit it all together again.

Beyond self-repair, the operative can wield PROMETHEUS as a direct extension of one's body via neural commands. Simply willing the fluid to strike a foe is enough to command it within a moderate distance; the higher the difficulty the more concentration being required. Equally overuse can cause thinning in the blood that reaches the operative's brain, ensuring issues similar to heavy fatigue.

Most peculiarly is the slight alterations the operative's body undergoes during the bonding process. Most biological functions such as respiration, exhaustion and hunger are no longer present. Instead operatives find that consuming minerals often found in processing boards and node mainframes are enough to sustain them. They can eat normal food, but do not need to.

A curious by-product of bonding with the PROMETHEUS God-Program has shown numerous cases of dissociative and dysphoric disorders, often accompanied with sheer declines in mental stability and coherence. This is in account of the already high probability of death during bonding, a fate most of operatives experienced while still within the Apotheosis chamber. Due to this, there are many restrictions regarding clearance to use it.

It is generally known that PROMETHEUS operatives rarely survive longer than a decade, if they survive the first year.

Weapons and Equipment:
None. Sen has only ever just brought himself.







 
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Fehr
"Ever wonder what's over there?"

Overview.
Ever the outlier, Fehr is a wanderer. Whoever they are beneath the helmet, Fehr holds little attachments in the world, vanishing for long stretches of time to delve into the depths below, or peer up at the vastness above. Something distant seems to always hold their attention, something that never gets any closer. They prefer to avoid conflict whenever possible, aided by their unique, though some would say subpar, God Program. Easily forgotten, Fehr's exploratory ventures grow ever farther from the Polaris, and ever more risky. Were they to disappear altogether, would anyone notice?
___

BASIC.
Age: 84
Race: Sife
Gender: Male
Apotheosis Fluid Color: A pale green
Residence Sector: N/A

PERSONAL.
Personality: Fehr is defined by a sanguine attitude, an ever-positive vibe towards the prospect of exploration. Few things are capable of getting the wanderer down, and towards others they are generally kind. Happy to lend a helping hand or aid in a fellow explorer's work, Fehr is hard to dislike.

However, they are equally hard to remember. He doesn't speak much, rarely initiates conversation, and despite their unique attire, is the sort of person who blends into the background of any room. Perhaps due to their isolated nature, or their particularly high Compatibility with 'Ihy', Fehr is difficult to talk to. They are often distracted by things only they can see, and by their almost obsessive wanderlust. It's hard to build a relationship with someone who can never stop moving, and especially hard when that person is so rarely present on the Polaris at all. Fehr has trouble expressing their thoughts and having social interactions with people. Talking about new finds and new places to look is one thing, but talking about people with people is another. Fehr's the sort of person people know of, rather than know. They have no enemies, but they also have no friends.

A complete lack of relationships doesn't seem to bother Fehr much though, driven onward by undying curiosity. A wide-eyed wonder towards the Shell, the stars, the undiscovered, and the Universe at large seems to be all this person needs to keep going.

Background: Once, there was a child. A child of ordinary folk, born to a repairman and a hydroponics farmer. This child attended school, had friends, and grew up, living an ordinary life aboard one of the rolling cities. This child became a man, and that man became a repairman like his father. Repairing damage the rolling cities took was difficult, dangerous work. Lurking automatons and hostile entities kept risk high, while exposure to the elements meant workers required cumbersome suits to survive their labor. The most dangerous of tasks provided to repair crews were those that required being on the outside of the hull, to patch holes, reinforce armor, and mend critical items that couldn't be properly reached from a more safe location. The risks of that task are high, and one day, that risk was proven. A rather severe head injury taken during the process sent the man to the hospital, wherein it was learned of his high compatibility. Quickly locked into the process of the Apotheosis Ritual, the man managed to survive, emerging plugged into a God Program. The results however, beyond the typical benefits of a GP, proved nothing exemplary.

Given over to the life of an Operative, the man dived deep into his task. Remnant affects of the head injury, along with the GP amplifying some of the man's worse aspects lead to the man delving deeper and deeper into the tasks of an Operative, leaving life behind. He never was much to remember anyways.

Years later, after the man had been forgotten, Fehr emerged. Since, Fehr has served as a useful, though enigmatic scout for the Polaris. Fehr spends more time outside the Polaris than within, almost perpetually on a mission, though it bothers him little. Fehr takes excellent notes of what groups he is assigned to discover, and faithfully returns them, alongside collected artifacts to the respective research teams aboard the Polaris.

There is always something to find, always more to know. Fehr has never stopped walking, and never plans to.

Miscellaneous Info:
  • Those who have spent time beside him have noted that he never removes his helm around others, likes music, and likes to watch the stars.

COMBAT.
God Program Name: Shell Superstructure Audio System Command Protocol 'Ihy'
Generation: 01
Compatibility Rate: 84%
Age of Attunement: 26

General Statistics:
Physical Enhancements | ▰▰▰▱▱▱▱▱▱▱ 3/10
Metabolic Efficiency | ▰▰▰▰▰▰▰▰▰▰ 10/10
Regeneration Factor | ▰▰▰▰▰▱▱▱▱▱ 5/10

Unique Ability:

Ihy's link to the sound-systems of the Shell enable remote control to loudspeakers, radios, communicators, and other related devices. Fehr tends to carry several salvaged radio devices on his person for use. The powers of Ihy are one-note and without much use, at least in the eyes of most people. Fehr is mentally linked to all such devices, and can play desired sounds at varying pitches and volumes.

Weapons and Equipment:

Lantern

Walking Stick/Taser - Perhaps Fehr's most trusted piece of equipment, it is a unique device, scavenged from within the Shell. It is a long device, capable of discharging high voltage shocks from its end. It is Fehr's main weapon, mostly used as deterrent or to disable machine that interfere with Fehr's wandering.

Notebook

Locational Devices

Heavy Drill - Sometimes, one must break through obstacles.

Jetpack - For the hard to reach places
 
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