• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Futuristic Silent Stars - Characters

Lyro

Errant Chronicler
Moderator
.
.
Silent Stars
This is a list of active player characters for the Silent Stars roleplay. The suggested character sheet template can be found in the interest check thread.
Do not post your character here if I have not yet approved it by PM, or it will be removed.
Name: loNonce Revrin
Species: Android
Gender: Male-like
Age: 31
Player: Lyro Lyro
Name: Tonos Borgh Patherborn
Species: Human
Gender: Male
Age: 35
Player: The Gunrunner The Gunrunner
Name: Camilla VX Naturia
Species: Posthuman
Gender: Female
Age: 489
Player: Natealie Natealie
Name: Odessa_V1
Species: OmniDroid Consciousness
Gender: None
Age: 498
Player: Trashler Trashler
Name: Fernon Kansh
Species: Human Cyborg
Gender: Male
Age: 328
Player: Mr.Sandstorm Mr.Sandstorm
Name: Beya Thalcyon
Species: Human
Gender: Male
Age: 19
Player: Harmalite Harmalite
Name: Parker
Species: Human
Gender: Female
Age: 126
Player: ManicMuse ManicMuse
Name: Jack Briggs
Species: Human
Gender: Male
Age: 19
Player: Vulpes Vulpes
Name: Zintosh
Species: Android
Gender: Male
Age: 57
Player: Snorble211 Snorble211
Name: Adarma Jocim
Species: Human
Gender: Male
Age: 31
Player: Echopraxia Echopraxia
Name: Samuel Evenstar
Species: Human
Gender: Male
Age: 54
Player: Sinensis Sinensis
Name: Ywafohd “Qana” Jvsqana
Species: Human
Gender: Female
Age: 29
Player: IctoraPost IctoraPost
Name: Julie VonKrass VonKrass
Species: Human
Gender: Female
Age: 57 (+/- 16000)
Player: Dano Dano
Name: Erik "Spades" Corren
Species: Human
Gender: Male
Age: 27 (?)
Player: Quillicious Quillicious
Name: Rerynn Asten
Species: Human
Gender: Female
Age: 30
Player: Tardy Grade Tardy Grade
Name: The Archivist
Species: Cyborg
Gender: Inapplicable
Age: 920
Player: Slop Slop
Name: Marcia Widogast
Species: Human
Gender: Female
Age: 28
Player: The J The J
Name: Nushaba "Nash" Cygnar
Species: Human
Gender: Female
Age: 27
Player: Giyari Giyari
Name: Kyros "Uranus" Thalia
Species: Bioenhanced Human
Gender: Functionally Male
Age: 342
Player: Prizzy Kriyze Prizzy Kriyze
Name: Bailey O’Brien
Species: Human
Gender: Female
Age: 16
Player: D. Rex D. Rex
Name: Rottweiler
Species: Human
Gender: Female
Age: 34
Player: welian welian
Name: JUG-62
Species: Robot
Gender: Male
Age: 29
Player: Zahzi Zahzi
 
Last edited:
.
.
.
.
.
tumblr_mldz0t9Spp1so86olo1_1280.jpg
loNonce Revrin
“Quick, give me something to do!”


.
Basics
Species: Android

Gender: Male-like

Sexuality: Undefined

Age: 31

Religion: Dissociationism - A non-theistic, robotic philosophy of life which advocates a pragmatic detachment, the better to understand the universe. Revrin is an ordinary practicing member (referred to as a loNonce, as opposed to a hiNonce, i.e. one which has completely devoted themselves to their philosophy).

Faction: European Orion-Cygnus Confederacy - One of the oldest nations still in existence. Occupies a significant portion of the Orion-Cygnus arm of the galaxy, along with most of the European continent on Earth.

Profession: Analyst - Processes data streams and provides added value by extracting interesting information.

Equipment and Weapons: As a dissociationist, Revrin travels lightly:
  • Mosquito-Class Needleship: The most inexpensive hyperspace-capable ships available. They are small, elongated capsules with just enough free space for one occupant, if they don't mind a cramped environment (very popular with r-types as a result). No hyperspace communications are possible from within them, as the proximity of the blink drive is a constant source of interference, even when not active (as shutting it down completely would destroy it, since half of the drive is located in hyperspace at all times).
  • Keystaff: Traditional accessory of dissociationists, a cybernetic staff housing the collected knowledge of humanity, translation programs for all known languages, encryption keys for various communication channels and much more. Doubles as an almost unbreakable non-lethal weapon.

Theme


Skills & Abilities
  • Information Sieve: As an analyst, Revrin has excellent data processing abilities, having designed himself to process huge quantities of disordered data. This requires great concentration, however, and he will be unable to focus when he is frightened or worried.
  • Robotic Reflexes: While not as fast as other r-types, including some significantly enhanced humans, Revrin can still react faster than a normal human could.
  • Knowledgeable: Revrin has broad knowledge in almost every conceivable domain. While a specialist will always out-do him, it is rare for him to encounter a subject that is completely unfamiliar.
Flaws & Failings
  • The Human Touch: As a result of his quest to understand as much of the universe as possible, including the human experience, Revrin has one of the most human-like minds modern science can engineer. As such, he is as emotionally susceptible as any human, with no ability to switch this off.
  • Bookish Type: A life of relative ease has sheltered Revrin from dangerous situations. His entire combat training consists of a basic program loaded into memory years ago, which he has never put into practice.
  • Mouse: Revrin would be the last candidate to take charge when confronted with difficult situations. He would rather let others handle a situation, even if he disagrees with their judgements.

Appearance
Revrin has a mostly human-like stature, but remains nonetheless noticeably robotic. Even if his face and skin texture weren't enough of a tell, his lilting synthesized voice and too-fluid movements would give away his nature soon enough. At over two meters in height, he towers over most humans.
When travelling, Revrin vests himself in the garb of his order, lending him a stately, imposing appearance. Richly-detailed clothes made from the latest advances in textile technology make for an outfit that never sullies or tears, doesn't impede its wearer's movements and can be re-programmed to change color and patterns. As a result, all of Revrin's skin is permanently covered, with the exception of his face and forearms.
In spite of the suit's regalness, Reverin often ruins the intended effect by hunching forward, nervously fretting or impatiently tapping his feet. He will usually attempt to project a calm, collected appearance at first, but his mannerisms always end up getting the best of him, in which case he reverts to his ordinary fidgety, impatient self.
Personality
An indecisive and cautious type at the best of times, Revrin almost always feels stressed-out and on edge - or, at least, the robotic equivalent of these feelings (usually characterized by infinitely recursive cyclical loops and conflicting stray processes). Anything unfamiliar is a source of immediate concern to him, and he often seeks refuge in dissociationism as a way to calm his nerves.
When he allows himself to relax, however, he is a very amiable, easy-going person, and loves nothing more than to exchange with others on any of the subjects in his vast repertoire. And while his natural meekness can lead to cowardly acts, he does his best to stand by his friends where possible.


History
Like many of his model, Revrin was assembled in the European Orion-Cygnus Confederacy (EOCC), one of the most progressive states when it comes to robotic personhood rights. As the legal equal of any citizen, he was not built for any specific purpose but rather to be just as versatile as any human (with all of the advantages granted by a synthetic mind). After experimentally dabbling in many fields, including engineering, archiving, teaching and, briefly, botany, Revrin found his true calling when he realized there was no single subject that held his interest more than any other: he would become an analyst.
While the profession often carries different labels according to the originating culture (sifter, finder, filter...), the analyst remains a societal constant in a universe saturated with information. Revrin's thirst for knowledge of all kind was a perfect fit for his position, and before long he was hired by a major interstellar media corporation as a reporter. Thus given access to some of the most exclusive data streams in the galaxy, Revrin relished in his work, often working overtime on particularly fascinating stories. Feeling limited by his robotic sensibilities, he underwent multiple upgrades to approximate as best he could the human mindset, the better to understand these people.
tumblr_mef828nAoa1qbuknmo1_1280.jpg
Unfortunately for him, in his eagerness to emulate humanity's characteristics, significant portions of his brain were subtly but permanently damaged through overuse. His formerly bright, peppy personality slowly gave way to his current self, as he kept taking on more than he could reasonably process. As the nervous breakdowns multiplied (which often involved parts of him literally breaking apart) and he was told there was nothing medical science could do for him, he was forced to quit his job and rethink many things.
It was around this time when he realized he was not alone to have gone down this path. It was a common phenomenon for robots which had turned away from their synthetic natures, many of which had found solace in dissociationism - a philosophy originally founded by a robot in a similar situation. Intrigued and desperate for a solution, Revrin took a break from his normal life to spend some time learning their ways. The techniques and approaches its hiNonces taught him helped him get over the worst of his issues, and it wasn't long before he donned the loNonce vestments.
Since then, life has considerably improved for him. While he is still generally harried and stressed-out, the techniques he learned and his ongoing philosophical commitment allow him to get over the worst of it. As a freelance analyst, he frequently travels the width and breadth of the galaxy working for various groups, having acquired a solid reputation over the years. His performance and capabilities have suffered as a result of his mental wounds, but he remains nonetheless an effective worker.
At the time of the event, Revrin was on a self-imposed holiday from his work, a practice which he has found greatly helps him remain stable after particularly intense work periods - just him, some of his favorite fiction, and the emptiness of space.
The quiet became considerably less soothing once he tried returning home.
.


Additional Notes
  • Revrin is capable of speaking most of the galaxy's languages quite well, so long as he has acccess to his keystaff.
  • While he has been of a solitary nature most of his life, the recent events have increasingly led him to seek companionship, whether with humans or other robots. He has very few friends, but he values each of them greatly.
 
Last edited:
.
.
.
.
.
0nHVkDN.jpg
Tonos Borgh Patherborn
“If plan A fails, there's plan B; Bullets.”


.
Basics
Species: HUMAN

Gender: MALE

Sexuality: HETEROSEXUAL

Age: 35

Religion: Pather-3 Indigenous, a religion vaguely honouring the void of space itself as some form of conscious entity. Its exact nature is not specified in the religion, neither seen as 'good' or 'evil,' or even caring for its believers. Followers merely regard it as the controller of natural laws and random happenings. The void is not so much meant to be worshipped as respected, to sway its hand to your favour and avoid bad luck.

Faction: Phirrest, 'Private HIgh-Risk RESponse Team,' a private military company formed from veterans of the second Pather-3 uprising.

Profession: Insurer

Equipment and Weapons:
ypJ5cwr.jpg
Series 25 'Martyr' armour: Combat on-ship have many threats and issues which give difficult requirements for its armament and armours; tight corridors, volatile hulls, zero-G, vacuumes. Some are designed under the doctrine of heavily armoured personnel clearing corridors as individuals. While a possibility, casualties tend to block passageways for other marines and halt advances. The S25 is one example of the balance between size and ability. The outside plating is a complicated mixture, the main ingredients being ceramic and steel, with the two materials layered underneath a thick shell. Capable of protecting from kinetics, plasma, lasers, and ship debris, though not able to withstand prolonged punishment. As parts are expected to break, the armour is designed so plates can be replaced.

Pather-3 M13 Plasma Carbine: An automatic plasma carbine common for military forces in the Pather system. The M13 is specifically designed for marines, and can have its power output and ammunition changed depending on the situation; as a weaponized plasma cutter, it is possible to slowly chip through ship hulls in prolonged firefights. To prevent the obvious risks involved, the user can easily decline the damage of its projectiles for interior combat, and increase it in wider and less volatile spaces.

R or N Plasma Pistol: Rapid fire, low-power pistol easily found in firearms markets in Borgh's section of the galaxy. 'Red or Nothing' is a popular weapons manufacturing company for the area's mercenaries, criminals, civilians, and planetary militias.

'Tuni Shila' Combat Knife: 11.5 inches of treated steel, designed for thrusting or slashing. Its construction is simple, designed for unarmoured sections of an opponent. 'Shila' is a name commonly associated with it outside the Pather system, a native word simply translating to 'Fighting Knife.'

Space craft:
Merchant Freighter, the 'Anglerfish': A frankensteined ship of various cannibalized parts, from cannons, drives, comms equipment, armours, shields, generators, etc. The result is a laughably arranged ship, yet impressively sturdy and workable considering what's been done to it. Additional weaponry are on fixed platforms, requiring close quarters often alien to naval combat, while base weapons originally built into the design are its only long ranged armaments. It serves as the PMC's HQ, home, base, and whatever else someone might call it. Its class plays into the strategy of the group, meant to lure pirates in for a boarding attempt, so they can bring the full blast of their guns to bare before sending marines to take the battle to the decks.


Theme


Skills & Abilities
"Order in Chaos": Formerly part of the paramilitary Orderguard battalions of Pather-3. Tasked with seeing to black market raids, VIP escorts, HVT kidnappings and assassinations, etc. in dangerous areas. With a doctrine focusing on urban warfare, operators know what they need to in fighting in confined spaces with plenty of blind spots, cover, and small crevices. CQC, snap-shooting, unarmed combat, knife fighting. He had a knack for much of on-ship combat already, and after getting a feel for zero G and the other environments of the job, the tasks of a marine has become second nature to him.

Rustineer: A PMC company isn't welcome in all areas, depending on who they're doing business with and what their contract is. Those onboard typically had to revert to scavenging and some shoddy repair work. While he can't do as well as a mechanic, or fix more complicated systems, he knows enough to usually keep the ship running. Failing that, he can at least close those holes in the hull.

The one and two S: Selfishness in survival. He's been exposed to do-or-die situations before, though in different ways. Still, he understands how far necessity can go. His mind has built a switch inside, ready to flip when he needs to forget typical human empathies. He can make morally difficult decisions quite easily, and act on them quickly.
Flaws & Failings
Do or die: Combat is fast-paced, requiring decisions to be made immediately, then again, and again, at a rapid pace. Being a professional soldier means he can do this, but he can't quite switch it off, meaning his plans are often for the short-term, and those that aren't are resistant to change. In short, he can lead in combat, but only in combat

The first S: Selfishness is common for mercenaries, and he's certainly no exception. While selflessness is very nice in its retellings, most heroes live very short lives. Granted, many mercenaries live very short lives. Though he's not selfish in the mere sense of greed, though it's undeniably there in his character, but more-so focused in the aspect of survival.

Misery loves company: Despite the prior flaws, he feels the need to have others around him. Not necessarily to talk to, but just to know they're there. He feels a deep-seated discomfort in being alone for long, one that exists for reasons he'd prefer to not dwell on.

'Not my mind': Trauma has different effects on people, and for Tonos it's driven him to drugs and alcohol. One would be lucky to find him when he isn't on something, though Tonos' agitated state would be less than welcoming in those rare moments. He feels he needs mind-altering substances to keep him sane, and life with their absence is going to become a very hard road for him.


Appearance
Tonos' look is largely of a disheveled bum, with unkempt blonde hair left to lay or stick out where it will, and untended stubble growing around the mouth. Dressed in his typical clothing of a hoodie and cargo pants, one might not have guessed that he was a soldier at all. Two scars give him something of a look of professionalism or ability: a messy oval-like scar on the left cheek with spots of discoloured skin nearby, and a consistent scar following along the jawline on the same side. Tonos has aged well despite the stress and drugs, but there are bags under his eyes caused by frequently recurring insomnia. He's built like a soldier, and has a tattoo of hexagon-shaped wall within a hollowed black circle - Around it is the motto of the unit: "Borga ti Petr" over the top, and "Vit Asha te Verst" following the bottom curve.
Personality
A conversationalist with a dark sense of humour and easy-going way of seeing things. He has an analytical way of talking to others and tends to be curious around who he meets, trying to learn what he can about them. Hypocritically, he dislikes the conversation being targeted towards himself, and commonly deflects or avoids direct questions of that nature. He feels at-home in fast-paced situations, and can be seen as fidgety when things are calm and quiet.


History

Homeworld: Pather-3, under Mombasso Heavy Industries. Planet is valued for its mining potential, and as a result has a reliance on the labour force in its 'non-civilian' sectors. The labour force is an off-world amalgamation of the indebted, slaves, criminals, and other undesirables. These areas have high population densities, but relations are extremely tense and partisan activity is a well-known issue. Since the first Pather uprising of sections 13, 20, 16, 5, 9, and 27, including labour-cities Yultown and Pelklvidge Pather-3 formed a specially trained police force called the 'Orderguard'; the branch is to look over and enforce quotas, overlook rations, investigate black markets and smuggling rings, dismantle partisan communications, and pull general security. In more trying scenarios, there are the militarized battalions - The paramilitary force within the branch, they receive higher training and equipment for the purpose of HVT assassinations, raids, direct offensive action, riot control, and otheres. With areas as dangerous as they are, their training in many ways becomes indistinguishable from special forces.

The second Pather-3 uprising is considered a devestating event on the planet, classified off-world as a civil war. Partisans manage to find a manner of communications between each other, coordinating a massive offensive in various non-civilian sectors. Orderguard elements are largely overrun, many quickly thrust behind enemy lines before evacuation is even possible. The war progresses as a traditional war, with the planet's powerhouse cities used to produce weapons, ammunitions, and vehicles to fuel the conflict. Trapped orderguard elements wage fight in their own way from their positions, using their training to hit supply lanes, execute command elements, raid FOBs and patrols, bombing factories, and other guerilla actions. The fight behind the lines is used widely in loyalist propaganda, and plays a huge role in equalizing the balance of power.

Following the uprising, many Orderguard members are officially recognized for their efforts and honoured as national heroes. However, a large minority of these men either resign from service or move off-world afterwards. Some of them join PMCs, or sign on in other planets. One other group forms its own PMC group, called the "Private HIgh-Risk RESponse Team" but abbreviated to 'Phirrest.' They have since become a successful group specializing in search-and-destroy contracts against pirates, though have a few times sold themselves to work planetside again.

Shortly before the blackout, Phirrest was under a bounty contract against one particularly dangerous pirate craft. Their lone-ranged comms and engines were damaged in the fighting, and their three weeks have been used to repair engines. They only recently finished their work and are currently plotting a course to the nearest docking station, for proper repairs, rearming, and restocking on supplies.
 
Last edited:
.
.
.
.
.
Camilla VX Naturia
“I'm not a god, but I grow closer to being one every single day.”


.
Basics
Species: Posthuman (Mostly sentient tech at this point, as only her original consciousness remains.)

Gender: Identifies as female. No biological gender.

Sexuality: Bisexual

Age: 489

Religion: Absurdism

Faction: The Abraxus Collective (Former)

Profession: Archeologist, Engineer, and Scientist.

Equipment and Weapons: Most things are within her mechanical body, but other necessary tools of her trades are kept in a pack as well. Standard lab equipment goes there as well. She does have a few survival tools as well.

Theme


Skills & Abilities
For starters, absolutely all of Camilla is augmented for efficiency. Her body was created to make it easy and feasible for her to conduct all sorts of morally dubious experiments, so she is VERY well built. Her eyes allow her to see the full spectrum of light and cross reference who and what she sees with databases in order to obtain more information about the sights in question. They, along with her ears, also possess a recording function, allowing her to record audio and video for later playback. She is powered by charging, but has a back up generator as well. Her mind also has a neural link with the Isolate Baba Yaga. This, with the permission of the Isolate, enables her to hack into almost anything and destroy almost any malevolent program. More than that, Baba Yaga is also a wealth of information which Camilla is grateful to have access to. Her body also has basic laser weapons built into it, however it also houses several experimental Hypospace weapons as well. She is also stronger than a normal human, but this was not the main design focus, as the scientists who gave her this body valued durability more. Still though, she could give most industrial equipment a run for its money.
Flaws & Failings
Camilla just doesn't register things in the way that most organics do. The fact that she is mostly machine now leaves her a bit detached from many normal concerns that people have. She also no longer sees morality as an issue due to her upbringing and is willing to do some horrible things in the name of survival or progress. While her goals are mostly noble, the ways that she may set out to achieve them can, at times, be anything but. Also her body weighs quite a lot due to all the augmentations. It is also possible for her to lose power. If her backup power is disabled somehow as well, she will be forced to enter sleep mode. She cannot swim either, she will sink.


Appearance
Camilla generally changes her outfit to suit the occasion. She prefers function to fashion always though. Though on occasion she will dress up. If she is not working however, she will wear a more casual outfit.
Personality
Camilla wants to bring out the best in people, and wants them to become their best possible selves. At her core, she really just wants what's best for everyone. Because of this, she's actually pretty nice and personable. This just contrasts with the immoral things that she's willing to do in the name of progress. She likes to solve problems, and believes that there is always more than one solution to each problem. But Camilla is just very pleasant to be around.


History
Camilla was born to a poor family in the slums of a colony. She unfortunately was a rather sickly little girl, never quite in good health. This unfortunately never got better, and reached the point where her life was in danger. Her family however, could afford no treatment. One day however, her parents were made an offer by a faction of the underground known as the Abraxus Collective. They offered to give her what she needed to live, if they game Camilla over to them. Her parents were heartbroken, but saw no other way. They agreed and Camilla was taken to the Abraxus Compound.

Now, the members of the Abrazus Collective technically didn't lie to her parents, but they did not tell the entire truth. The truth was that they had several other children from across the settlements, and that they had been doing this for years. They needed these children, because they were trying to establish a neural link with the Isolate that they created. The problem is that if this process failed the mind of the child would be completely consumed. Due to this fact, the Isolate was code named Baba Yaga after the Slavic witch. Fortune was with Camilla however, as Baba Yaga seemed amused by her. And so the Isolate chose her and a neural link was established. Because of this, the members of The Abraxus Collective wasted no time in designing and creating a new body for Camilla. She had made it, and she was going to live.

She spent most of her life as an agent of the organization, performing several morally ambiguous experiments, locating several alien artifacts, and going on several missions for them. Her body was redesigned several times and her mind uploaded into each new version until nothing but her consciousness remained from her original self. She did not mind this though, as she believed that progress was being made and that she was just getting better.

And then one day everything went dark. And here we are now.


Additional Notes
She loves reading as well, and if bored will most likely be reading something. She also games a bit, but not too often.


Let me know if you want me to make any changes.
 
.
.
.
.
.
tumblr_ooigw7s11_F1voje9ho1_1280.jpg
Odessa_V1
“Tasks are easier to accomplish when all are one”


.
Basics
Species: OmniDroid Consciousness

Gender: While they have no Gender, they can modify their voice to sound like a certain gender. The default voice is male however.

Sexuality: None

Age: 498

Religion: Profactulism - A non-theistic robotic way of thinking that is focused on being more effective, rather than mainly focusing on individuality. It also incorporates anything that will get the job done, which includes weapons. It is reminiscent of a hive mind, though it is more fleshed out. All of the Odessa Models believe in this way of thinking. Albeit they do not focus on individuality, they are semi-autonomous, and have a few quirks to them.

Faction: Odessa Squadron - A group of old Odessa Unit’s repurposed for other needs such as military or defensive uses instead of their original planet informant design.

Profession: Archaeologist, Tactical Insurer’s

Equipment and Weapons:
c38af771ab7edf16fcdb1697caecad50.jpg
All Odessa Models are equipped with a grapple gun, that has a pulley system, pulling the model up to its destination with ease. The hook of the grapple is made of a hard material known on their planet as Palterninium, which is harder than steel, but still lightweight.
Their ship, The Delta, is equipped with a number of weapons, including a phase cannon in the front, that takes up a lot of power from the ship, but still does a considerable amount of damage. The ship has some armor plating, but it’s main purpose is for transport. The Delta was originally meant to go to the scrap heap, but it was given to the Odessa Unit as a means of transportation.
They are also equipped with a number of weapons, one of them being a minigun, and a blaster, that don’t overheat easily. Odessa Models also have a sword for melee purposes.


Theme


Skills & Abilities
The Odessa unit is extremely good at planned attack, and often defeat their enemies by their sheer numbers, let alone the tactical advantages of having a connected conscious. Since they also don’t have that much individuality and conflict between one another, they are able to get tasks done at a fast pace. What could take a human a day, the Odessa Unit could do in a matter of hours. All models can use Solar Energy as a way of power, though they’re capable of using fuel as well. The main consciousness is very tactical and intelligent, making precise directions to all of the others.
The Odessa squadron are able to combine to a much larger form, though it takes a lot of preparation and fuel to do. The bots need to reconfigure, gather parts that are needed for the combination. This combined form is rather powerful and defensive, but takes quite a long time to prepare.
Flaws & Failings
As there is one prime directive given by a single robot, it is imperative to keep this robot safe, for if it is not, multiple problems may arise. If the main Odessa is distracted, destroyed, or temporarily offline, the tactical advantage that the group had is now completely lost, making it hard to do any sort of planning. They are also connected, so if one robot gets a virus, they all do. Odessa’s also have a small weakness to electricity.


Appearance
Odessa’s are rather slim on the arms, but heavy upon the chest, which is covered in armor. The leader is usually the bulkiest of them all, having an abundance of armor around the joints and chest. The leader’s are also marked with orange marking upon them, whilst the rest of the Odessa’s are covered with red markings. All of them are a dark pale of green, used for camouflage in jungle environments.
Personality
Odessa_V1, the main consciousness, has some sympathy built into it’s personality chip, despite being a robot. While it doesn’t have the greatest sense of humor, it is sometimes known to be witty and sarcastic to trustful companions. When strategizing and thinking in general, it tends to have a logical way of reasoning. Odessa_V1 will sometimes put the main goal over feelings he has for his companions that are not in his unit.


History
Odessa Units originated in the WazleToff planetary system. The robot dominated planet was a productive one at that, reaching higher goals.They were populating planets at a stellar pace, and were mainly accomplishing this with Odessa Units. These were made by the very same ancient aliens that created the robotic planet, and were quickly mass produced once the blueprints were escavated. They were produced by the thousands, each assigned in groups of ten for each planet.
As better technology and units began to be invented, the Odessa Unit’s were soon outdated, and replaced with better models. Odessa_V1’s unit was the last of its kind to be produced, before they were soon forgotten. The last Odessa unit was repurposed as a squadron with weapons, making it a rather opposing threat. Having a large ship at their disposal made it even more clear that this wasn’t something to be messed with.
When the fall happened, the newer models did not survive the fall, and the planet that the Odessa’s had been made in, was in chaos. The unit was currently in another solar system before the fall happened, and weren’t able to make it to their planet, due to the communications lost. So, they set up a base on a nearby planet, and have been trying to survive since.


Additional Notes
The Odessa Unit we see is a rather diverse one, some of the individuals having some quirks that make them different from Odessa_V1. All of them are referred to by a letter and number. [Etc, Odessa_V7, Odessa_V4]
 

Attachments

  • 929x1031_16140_Combat_Bot_MK4_2d_sci_fi_concept_art_mech_robot_picture_image_digital_art.jpg
    929x1031_16140_Combat_Bot_MK4_2d_sci_fi_concept_art_mech_robot_picture_image_digital_art.jpg
    202.5 KB · Views: 0
Last edited:
.
.
.
.
.
XWKd3qX.png
Fernon Kansh
“If the entire universe is about to end, that is just one more reason for you to stay calm.”


.
Basics
Species: Human Cyborg

Gender: Male

Sexuality: Heterosexual

Age: 328

Religion: Compatibilism: The belief that free will can indeed exist in a deterministic universe. Despite the universe being governed by rigid laws and unchanging factors, there is still room, and value, for self-determination.

Faction: None

Profession: Engineer, Filter and Philosophist

Equipment and Weapons: Private Vessel "Ibn Battuta": A small transport ship repurposed for exploration. It received enough modifications to house him, his personal items, as well as some equipment for thinkering with things both hard and software. It has a hiperspace communicator, but it has recently been damaged and is unoperable.
Theme


Skills & Abilities

Space Industry Veteran: All there is to know about spaceships, he knows it. Life support, piping, radiation hardening, thrusters, eletronics, you name it.

Social Engineer:
His formation may have started with the natural sciences, but it has long passed beyond them. His three centuries of life have given him a whealth of knowledge in all fields, but the one that strenghted the most is practical sociology. He is a master at ensuring team coordination in any condition, at any timescale.

Cyborg Medical Enhancements: autonomous blood pumps, oxigen suppliers, auxiliary arteries, ligament reinforcements and all sort of redundancies have been installed in Fernon's body, granting him a sturdy phisiology. He wont be able to lift cars or survive decapitation, but he is much more durable than most humans (and even some r-types) to damage, be it from wear and tear or violent organ trauma.
Flaws & Failings
Out of his Prime: Having stopped his anti-aging treatment to gain the independence he needed to take to his journeys, he is now aging rapidly. While he still expects almost a century of life ahead of him thanks to his cybernetics, his body has already lost it's 20-30 years standard a few decades ago. His phisiology is still in formidable shape thanks, again, to his cybernetics, but his physical prowess has taken a decline already.

Merely Human
: In a galaxy populated by superintelligences, moon-sized brains and post-humans of all levels, retaining oneself to the natural human body and mind can be quite a hinder. Fernon may have three centuries of experience on his belt, but is still bound by the same mental boundaries all unmodified humans share. For all he has managed to become, he's all hes got.

A Dark Secret: Atrocities hide in the darker corners of his memories, and despite all the time and effort, he knows he still remembers what he did. And it could all come back at any opportunity.


Appearance
His travels have taught him to value utilitarian clothing like nothing else, but as a sing of humanity he settled for, let's say, classic vestiments. His dark-blue tunic is almost full-viking in appearence but for the many pockets and slits visible troughout the lap and forearm, and the fabric shows clear sings of being mixed with eletronics and smart textiles; on top of this, he may often put a dark-grey hooded cloak made of photo-absorvant fabric for extra energy. This, a set of hardened tight boots and worn gloves leave nothing exposed except for the face, wich clearly shows both the wear of an aging body and the weight of a not completely forgotten burden.
Personality
Extremely calculated and attentive, he has a impressive fluency with words -another artifact of his time as a team leader, and has very little fear for any physical threaths. Mental hazards still put him on edge, as he has only recently began serious reflections on the nature of Cognitive Hazards. He has a lot of social skill, but his current state of solitude has made him rather excentric.


History

Quickly climbing up the laders of leadership of a shipbuilding company until reaching the level of Lead of Engineering of the rocketry section, Fernon was nonetheless just another tech savvy of the space industry when the centuries brought enough entropy for him to be in one of those kafkan nightmares few get to experience. A corporate ploy to reap the benefits of a contract ended up in the death of 21.000 people, due to a sistemic failure in the designs of 4.300 ships. A deliberate sistemic failure. The details are cloudy to this very day, which says a lot considering how easily information leaks in the modern age, but Fernon got to know enough. His participation in this calamity was subtle, even uncounsious, but vital to culminating everything into what had happened.

With the deaths of thousands in his hands, he somehow had enough strenght in him left to not shove himself into a rocket engine and end it. He grabbed the best ship he could find before the dominos fell on him and set out to the stars; perhaps to "find answers", perhaps to be forgoten, it hardly matters to him now. 100 years have just barely made him forget everything that happened in that incident, and he's sure that the only thing he wants to keep with him is the memory that he has to forget all of it.

Travelling trough the void, he's helped backwater colonies, discussed with AI overlords and dived in the galactic pool of information, all in search of more knowledge to help him answer the types of questions that show up when one has blood on his hands. Despite his technicaly-minded origins, time eventualy sank into him an profound interest for the science of questioning; he became a migrant philosopher, sharing his eventual findings with the natives of his various destinations. More than once his journeys proved quite dangerous, but he barely has an ounce of fear left in him now. Even if death is tragic, fearing it is redundant now that humanity has spread troughout the stars, as no amount of death or casualties is going to do a number on the human collective now.

Right?

 
.
.
.
.
.
full
Beya Thalcyon
“Buckle up, we're about to record some awesome data”


.
Basics
Species: Human

Gender: Male

Sexuality: Gay

Age: 19

Religion:
Agnostic. Beya strongly believes that something powerful calls the shots from above and beneath baseline reality, but won’t hazard any guesses until he sees it for himself. He tends to take the galaxy’s assorted forms of spirituality with a grain of salt.

Faction: A founding member of the Void Club, a group of prodigies, savants and technology geeks that arose from the ruins of Alexandria after its sudden destruction. They were formed around two goals: to put and end to the Horn of Taurus and it’s stockpile of superweapons, and to rescue the Void Chaser from hypospace.

Profession: Engineer and Physicist

Equipment and Weapons:
  • The Blue Solstice, an AX-19 Ariza research vessel. The ship is designed to be a mobile laboratory that can perform experiments in a variety of environments. After the Solstice was nearly destroyed, Beya made several additions to the ship’s core systems as he repaired it. The ship's hyperwave transceiver was severely damaged, and had been failing at irregular intervals before recently shutting down for good. The ship can support a crew of 10 for several months on it’s life support systems, but currently Beya is the ship’s only occupant.
    Although it is weighed down by machinery and heavy carbon-ceramic spaced armor, the gargantuan fusion-turbine engines grant the Ariza-class a nauseatingly high acceleration and good performance in most atmospheres, but the turn rate on all axes is sluggish and inconsistent. Due to it's weight, the Ariza requires a short takeoff run, but the robust ground gear is more than capable of accommodating this on even the roughest of terrain. The largest section of the ship is a large science bay with direct access to two universal docking stations and a large airlock. Unlike many smaller ships, it is also equipped with a graviton array intended to secure expensive machinery during transit. Beya's most noticeable change to the ship is the Hypospace Interdicton Array, a point defence system that intercepts fast-moving particles and sends them to hypospace. Other modifications include a high power communication array, hardpoints for weaponry and amenities for permanent habitation.
  • Xerion 10M Nanostructor - This bulky firearm-like device fires a projectile composed of supercharged nanites. Upon impact, the nanites rapidly spread through the target and disassemble it at a molecular level, absorbing about a liter of raw material. The 10M is configured for machinery and will attempt to leave complex components intact, but struggles to disassemble any amount of organic material and has variable performance when doing so. It is fed and powered by a high-compression storage canister capable of carrying 20 liters worth of nanites. Saturated nanites will be returned to the canister, but cannot be re-used until the material is extracted externally.
  • RAV-10 Hoverspeeder - A compact and nimble all-terrain vehicle which uses ground effect thrusters to navigate the surface of planets at great speeds. Has a large cargo compartment and an armored roll cage.
  • Holo-Vambrace - A self-built device which acts as a personal computer that can interface with the Blue Solstice's database. It's holographic projections create an interface between the real world and Beya's implants by gathering data and displaying 3d graphics.
  • Toolbox - contains various power tools such as plasma cutters, welding irons and rivet guns, for taking things apart and putting them together by hand. The limited size of the kit forces him to be very specific about what he brings from the ship.
  • Workshop - the largest room on the Solstice is filled with various types of machinery for manufacturing equipment and conducting experiments regarding lesser-known physical phenomena. The workshop also has an impressive inventory of electronic and mechanical components.
    A large portion of the equipment was obtained through Champion Electra, the original owner of the ship, but the rest was bought, scavenged, or stolen from Horn of Taurus. Most of the larger machines place have a voracious appetite for power and place high demand on the ship's fusion reactor.
    • Damaged equipment - Most of the Solstice's original equipment was damaged and is inoperable. Replacement parts require higher precision or energy to create than the Solstice can provide. Most of the damaged machines are for the purpose of creating exotic matter and recreating poorly understood phenomena.
    • Molecular Recycler, a larger version of the Nanostructor which thoroughly disassembles objects placed inside of it, but does not differentiate between components. Sends 'indexed" raw material connected to nanites to the Solstice's storage drive for use in 3d printing or material synthesis.
    • Xerion Labmonkey - Mobile robotic arms which move automatically and are capable of fine manipulation and using power tools. They will follow holographic schematics and can work in tandem to create more complex objects. Normally they move along rails on the floor, but can be manually positioned even outside the ship.
    • Material synthesis and etching stations for the creation of chemicals, nanostructured materials, alloys and electronic circuits.
    • A set of 3d printer heads for making structures from most known homogenous materials and mixtures.
    • Particle Accelerator - The largest machine in the workshop can create, filter and direct minuscule amounts of exotic particles, including antimatter. With the damage it has sustained it cannot perform molecular-scale synthesis, so it's only used for experiments and repairing specialized components.

Theme


Skills & Abilities

  • Just Eyeball It - Several implants, some of his own design, allow him to perform precise measurements, complex calculations and even some simulations in his head without having to touch any instruments. Combined with his natural talent for spatial visualization, these implants allow him to create complex, functional designs over the course of a few days. This ability also comes in handy when assessing damage, or examining a rare unfamiliar piece of technology.
  • Tech Prodigy - Beya is well known in his part of galaxy for inventing devices that challenge the boundaries of known science. He has no problem applying all types of phenomena to practical solutions and treats the laws of physics as a challenge. His skills allow him to create his own equipment from what amounts to junk.
  • Boyish Charm - Thanks to his general friendliness and peppy demeanor, people not only are more inclined to listen to him but to get along while he’s around. Having him on the crew is usually a morale booster. Unfortunately this doesn’t grant him any skills as an actual strategist, so unless a task is technology-oriented he’ll leave leadership to someone more qualified.
  • Practical Application - Beya has few practical skills that don't relate to design and engineering. He is a quick learner, but simply hasn't had the time to expand his skill set in different directions. However, his thorough understanding of physical laws and the ability to perform simulations allow him to perform actions that require training and muscle memory with a small degree of competence, such as flying a ship or using a weapon. He requires some prep time for anything he is totally unfamiliar with to examine the equipment required and write instructor programs to his Holo-Vambrace.
Flaws & Failings

  • Measure Once, Cut Twice - Beya charges into his problems headfirst after a worryingly superficial amount of planning, often placing a little too much trust in his own abilities and inventions. It is extremely dangerous but also extremely entertaining to stick around while he’s building something off of blueprints that could be mistaken for a crayon drawing.
  • Sentimental Baggage - Beya gets attached to certain things very easily, be they his friends, or inanimate objects. He always tries to keep track of anything that is important to him and will go to unreasonable lengths to avoid losses. Regarding anything outside of this limited set, he is disturbingly reckless.
  • Baby face - Despite being an accomplished physicist with several published scientific papers, Beya has a hard time getting taken seriously because of how young he is. It doesn’t help that he looks the part; he is often mistaken for a child by robots and older transhumans.


Appearance

  • Beya looks less like a scientist than he does like a little kid, due his short stature, wild eyes and the distinctly freckled skin characteristic of damage from Electra’s radiation. Typically disheveled, decked out in safety gear, with his long hair blown back and his skin partially covered in some sort of particulate matter from welding, explosions and god knows what. He dresses mostly in hot-weather clothing such as shorts and undershirts, because he has only ever lived on hot planets and like to crank up the heat on his ship to an unbearable level.
Personality

  • Despite his intelligence, Beya isn’t very mature, physically or mentally. His attitude is kept at an upbeat level, but in spending any amount of time with him it becomes clear that he is hiding a lot of pain. Although he can talk for hours on end about science, his time on Alexandria gave him a deep respect for the wisdom of others, and he appreciates any advice as well as sincere discussions about philosophy and life experience. Even though he is a genius and seems to be a bit cocky and controlling, he knows when to back down and will often suprise others by doing so- often prematurely. He hates conflict, with the exception of when he’s absolutely certain he has the moral high ground. But he will make the decision to intervene right on the spot, because he hates hesitation just as much. Most of all, he is addicted to science, and takes joy in conducting insane experiments just to see what would happen.


History

Beya’s home planet was unremarkable, but his upbringing was anything but. In spending most of his childhood in the family-owned spaceship repair station, he was practically raised by machinery. From the age of seven, Beya could take apart and reassemble a hyperspace drive in a few hours. By the time he was 12, he’d taught himself quantum mechanics from the Hypernet and was conducting physics experiments that made headlines across the Orion Arm. Although he had a lot of talent, he drew as much ire as he did admiration for being sort of a freak. Many suspected him to be an android in disguise or the subject of genetic modification. He was on the verge of being consumed by predatory sifters and their tabloids, subject to all sorts of tests and uncomfortably personal interviews. When he was invited to join the Class of 18318 at the Champion Electra Institute, the choice to leave it all behind wasn’t a hard one to make.

The planet of Alexandria, located in the Electra system of the Pleiades, was the seat of this institution. The world was once hailed as the galaxy’s capital of higher knowledge, and had earned that reputation over thousands of years of scientific discovery. Located in one of the most politically stable areas in the galaxy, this was the place Beya expected to live the rest of his life, and create a technological legacy that would long outlive him. The Horn of Taurus had other plans. A military coup in the Maia system tore the neutral Pleiades out of it’s diplomatic relations and interstellar agreements and used it’s wealth of resources to construct enormous stellar defense networks, including the Charging Taurus fleet of warships. Worst of all, the amorphous leadership of the Horn enforced it’s totalitarian rule upon the great minds of the Pleiades, forcing them to apply their research to weapons and supply chains rather than the betterment of mankind.

The Alexandrians, who were as well versed in history and politics as they were in science, decided that they would resist the Horn’s interests at every step of the way. With the clandestine support of the nations of Earth, the surface of the planet seethed with protests. The communication networks of the Electra system broadcast, day and night, messages of unity and resistance to the subjugated planets as well as the Charging Taurus ships that loomed above them. When enforcers descended from orbit to lay out their punishments, the scholars would hold their ground without resorting to violence of their own. For years, their resistance worked. The Horn of Taurus became a sort of laughing stock in the Orion stellar neighborhood, since the vested interest of the galaxy in Alexandria was a guillotine hanging over their necks if they were to attempt to retaliate. Unfortunately, the Horn refused to go down in history for compromise. By the time the flash of light from the hyperspace sabot tearing itself apart at the edge of the Electra system reached Alexandria, death was already minutes away.

As part of the Hypospace Research Group, Beya and his colleagues were stationed in low orbit aboard the Blue Solstice when the relativistic bomb arrived. 16 test subjects were fitted with neural monitoring devices aboard the Void Chaser, the Solstice’s sister ship, equipped with one of the first Hypospace Drives in existence. A diverse group of extremely intelligent and extremely unique individuals had been selected for the experiment, which was intended to gather data on the bizarre dimension’s effects on the human consciousness. As soon as the Void Chaser redshifted into nothingness and sank into hypospace, the Blue Solstice’s alarms instantly went into a frenzy. At first they thought something had gone wrong. But they quickly realized that the sudden wake of gamma waves was coming from the the solid, enormous projectile that was reaching the terminus of it’s unstoppable approach, traveling at 99 percent of the speed of light. Beya could do nothing but watch as his planet, and his future, was shattered into a million incandescent pieces.

The galaxy responded quickly, and ships from Peace Core, Hippocratic Initiative, and any backwater humanitarian organization that could spare a response team began blinking into the orbit of the heat-scarred and pulverized husk. They went to work rescuing people who had been quick enough to attempt to escape the planet, but still sustained terrible injuries from rising plumes of rock vapor. Their arrival inspired hope in the survivors. It was a hope that was immediately snuffed as Charging Taurus blotted out the sun. In what seemed like seconds, any ship that was not able to engage their hyperdrive in time was destroyed. The Blue Solstice sustained severe damage before completing it’s jump, killing most of the other researchers and forcing Beya to crash land the ship in a nearby system. The people aboard the Void Chaser suffered an even worse fate, left stranded indefinitely in hypospace as the intense wave of radiation destabilized the rift, closing it forever.

With hundreds more of these weapons pointed at Earth, the Horn of Taurus swore that the cradle of humanity would suffer the same fate if their demands were not met. Seeing no reason to stop resisting the Horn as he had been for his whole educational career, Beya sent out encrypted hyperspace comms to nearly everyone he’d ever talked to: Professors, mentors, friends, colleagues, some of them he saw as family. Dozens out of thousands responded. From there on out, the Void Club plotted against the regime behind the scenes, hidden throughout the Pleiades and the surrounding stars and multiplying by the minute. They salvaged everything they could from the databases orbiting their shattered planet, including research which was never released nor was ever planned to be. Every piece was falling slowly but surely into place. While infiltrators in every branch of the government armed with unfathomable technology waited for their signal, the stars fell silent. As it turns out, everything was already taken care of.


Additional Notes
He won't say it outright, but Beya thinks that the recent lack of noise in the universe is somehow related to the hypospace sabotage devices the Void Club planted around the Pleiades. He is not aware that his signal was never sent.
 
Last edited:
.
.
.
.
.
jamata.jpg
Parker
"Never let your sense of morals prevent you from doing what is right."


.
Basics
Species: Human

Gender: Female

Sexuality: Pan

Age: 126

Religion: Universalist

Faction: Rogue

Profession: Entrepreneur

Equipment and Weapons:
Exo Suit>
The suit is made of tungsten and alloyed steel. This makes the suit unpowered, almost unmovable for Parker. Working off hydraulics and pneumatics, the suit runs off two power sources. The first power source sits at the base of the back neck, while the other at the base of the spine. Each are responsible for operating half the armor. However, should one of the electric motors fail, the other is capable or running the entire suit, though over all performance is cut down to a little less than half. A life support system has been retrofitted to allow for up to 12 hours of usage without need for outside air. Parker also had to modify the legs of the suit. Within the calf of each leg, there is now a platform that houses the occupants foot much like a high heel shoe. This modification in addition to biding her chest to fit into the torso chamber, can cause fatigue with prolonged usage of the suit. All system functions scroll out across the users helmet at all times. System settings can be adjusted by the user aligning hands with menus options in their visual cue and selecting options much like a touch screen but without the touch.

Power Lifting > Max load Parker is able to lift is 500 pounds. This is a focused effort that requires several seconds of applied force to reach this peak output.

Combat Effective > Parker's striking abilities increases by 2.5 times her unequipped power. While the suit has capabilities far beyond that, Parker's frail human body and poor fit of the suit makes taking advantage of such strength unattainable.

Camouflage Setting > The surface of the suit has been fitted with nine small orbs located across the body of the suit. These devices are able to take the image of the wears surroundings and project them to create a camouflaging effect. This is not fool proof. The visual projected by these devices in general is blurry. At close range it is easily detectable to anyone paying attention. Distance, darkness and shadows makes this device must more functional.



Android Remains > Aside from cranial damage and a few missing parts that were used from various repairs, Parker's ex has remained intact. Leaving lots of useful parts should she ever need them.
de55703e0dc534ea52b742a2a19caba6.jpg

Collapsible Dual Photonic Molecule Tipped Bo Staff > In compact form the staff is three feet in length, three inches in diameter, and rests at her waist, attached by a simple loop of cord. Once opened the staff extends to 5.2 feet in length. Inconel makes up the majority of the bodies weapon. Both ends have photonic molecules, creating an extension of three inches of light on each side when the unit is powered on. The switch for this is a small circular band of the handle which can be rotated by the operator. This gives the operator the freedom to deliver lethal and nonlethal blows at will during an engagement.

Sonic Grenades > These devices are hidden around her ship in case of a hostile boarding. However, Parker only carries two within a compartment on her left hip in the Exo suit. These devices, give off very loud high pitch wailing. Meant to disrupt communications and disorient attackers.

My Ship > The passing of her partner, left Parker as the sole owner of their ship. A ship better used for hauling cargo than speed, it still holds its own. However almost two decades in disrepair and being held together by patch work has taken its toll. The life support is one bad day away from full failure.
cargo_spaceship.jpg

Both eyes have been replaced with cybernetics - Allowing enhanced sight, night vision, able to see in great detail up to 36 meters.
Theme


Skills & Abilities
Stealth - Parker spent a good part of her life learning the art of being invisible to others. The suit she has obtained has only allowed her to become even more adept at keeping a low profile.

Scrapper - Parker may not have many skills but she stays in the fight. Always working the problem, trying to find a way to make it.

Life Support - Unlike her piloting skills, Parker knows her way around a life support system. Learned through sheer necessity over the last decade. Trapped like a rat in a sinking ship, she can at least keep breathing, for now.

Robotics & Cybernetics - Parker's late Husband was an Android. Smitten, learning all she could, Parker quickly became a master at working with all the parts she could get her hands on. Doing her Husband's upgrades herself for decades before his unfortunate demise. Even doing her own optical upgrade herself with her Husband's assistance. Her time a drift has really given Parker the luxury of fine tuning her skills, in her feudal attempts to reassemble her Husband's cognitive functions.

Moderate Combat - Effective with her Bo staff, Parker can definitely inflict some pain but a majority of her approach still depends upon stealth or dirty fighting.

Flaws & Failings
Deranged - Decades in a dying relationship followed by killing her Husband and his lover, stranding herself in the process caused a mental break down. Parker has not been able to piece herself back together. This instability presents with night terrors, screaming into the void, howling, talking to herself, talking to her dead husband and random fits of rage. She has not spoken to another person in the last 15 years.

Socially Stunted - Decade without seeing another living soul has put a real damper on Parker's social skills.

Killer - Given her line of work, she had killed many on the road to theft and burglary. Parker is not above killing another if she feels it is required for her survival or benefit.

No Pilot - Really, she can't pilot a ship to safe her life. Quite literally.

No Feminine Wiles - From bidding her chest to fit into her armor to hiding in endless layers of baggy clothing. Parker's gender is indistinguishable 99% of the time from appearance alone.



Appearance
Suited - Parker appears 6 ft 5 in tall, with a sweeping muscular stature. Never augmenting the suit, the form suggests a male operator.
90166ab532334bbf2a399ff6b5ba1fbe.jpg
Unsuited: Fragile and petite, Parker's true stature is 4 ft 7 in. Weighs no more than a buck five. Vertical scars run from her brow to upper cheek on both sides from her optical procedure. Both eyes are a dull rust red with no pupil. Raven black hair flows down to her shoulders and normally hangs parted in the middle in an untamed fashion. All of this is a moot point as she hides in layers of baggy clothing and jackets as of late. No one can even find so much as an inch of bare skin. With the heater failing on her ship, she cocoons herself in all the clothing she can manage to wear and still move in.

cb4fe982c787fc3d521e3d7b2c6a161f.jpg
Personality
As one might imagine with her current predicament, Parker is a bit on the fringes of reality, right now. Creating little useless robots for company, while madly trying to find civilization, Parker is proving she is a fighter. Back before her Husband's unfortunate demise, Parker was a happy, blood thirsty, smitten kitten. Driven and excited for the next score or challenge. Always eager to tinker and dabble in her robotic arts.


History
Parker's life changed the day she left her bleak mundane existence behind and left the space station, where her parents had spent their whole lives. Only 46, they felt she was still too young and just had a wanderlust that would soon die out. Unfortunately they were wrong, and would never see their daughter again. Parker took up odd jobs but quickly found herself running in a rough crowd. Pedaling stolen wares and smuggling goods, Parker took up work on a ship with a small crew. That is where she met the love of her life. After several years of courting, they decided to make it official. Saving up enough from their piracy, the couple left behind their old crew, acquiring their own ship. For several decades they lived in bliss. Working for different warring fractions and taking the side of the highest bidder. They were always on the run from the powers that be.

During one lull, while they were waiting for the heat to die off, they found themselves at a dust-ball of a planet with a new groupie. Granted, they had always picked up extra crew when need be, but they never kept anyone for long. This particular planet though, Parker's Husband picked up an 'engineer.' Months turned into years and it became clear that this engineer was here to stay. Parker knew full well what was happening, silently she was seething with jealously and rage.

However, it was a sudden trip to a remote planet that caused her to go snooping. Discovering her Husband and his new lover had plans to abandon her there after a dead drop for some merch. Parker, was not amused. Using her skill set, she set a little trap of her own. What had been meant to be a lesson for her Husband, quickly got out of hand. Resulting in his death. Still filled with rage, Parker only brought his body back to the ship to chop it up.

Tricking the engineer was easy enough. It meant she lost the shuttle for planetary entry but it was worth it. Parker left the poor sod on the forsaken planet with nothing but an empty shuttle for survival. The fact that Parker had never ever picked up on how to operate the main vessel suddenly became painfully apparent. Breaking orbit had been the easy part. Hours of flipping switches turned into days. Tossing the ship, Parker discovered that having a damned Android for a pilot meant there was no instructions just laying about.

After guessing how to work the navigation system failed, Parker opted for trying to repair her cheating bastard of a Husband and found she had destroyed so much of his cranial cavity, there was no putting it back together. Next she attempted to get the blink drive to just randomly jump around until she found someone, anyone. Finding out that it had been modified to be dependent upon her Husband's cerebral cortex, she flew into a rage. Smashing anything she could and destroying the hyperwave receiver.

Picking a random direction, Parker set the ship to fly at max speed it would allow short of a hyperspeeds. Guessing that someone would discover her sometime in the next 5 years, she used a cyro chamber that they had been transporting for a job.

Five years came and went. Parker awoke to nothingness. For the first few years, she slumped into a deep pit of depression. That ended when the life support had a malfunction. It was proof to her, she wanted to live. For there, Parker decided to fill her time with projects. Modifying the suit was her first project. It had been a feat learning how to adapt it without losing height.

Parker has no knowledge of what has happened. Her food is nearly gone. The life support is critical and the heating coils are failing. If Parker does not find someone soon. The ship she has spent the last 15 years trapped within, will become her tomb.
 
.
.
.
.
.
_20170607_210630.JPG
Jack Briggs
“well at least we don't need to worry about overpopulation anymore, eh?”


.
Basics
Species: Human

Gender: Male

Sexuality: "Straight!"

Age: 19

Religion: None

Faction: "Not really a faction but I worked in the space ship industry, company called pro-pulsion, they made models for racing and civilian use."

Profession: Technical engineer

Equipment and Weapons: A fist sized. self replicating mining drone, takes a while to kick off, but can eventually get a lot of resources. It was originally designed for use in space, not being as useful in atmosphere. The drone can be programmed to build other small things. The drone will take about a week to make a clone, even up to a month with limited sunlight and no other means of charging. Time taken may also vary depending on available resources, it may have to use it's small fusion thruster to travel great distances to scan for resources, it can't scan very far on it's own so luck will also dictate if it finds what it needs. Jack has a small AI installed in a wrist watch. He also has 5 pills in a small capsule with nutrients for 5 days, the pills do not contain enough water though, because that would be pretty much impossible. Jack's ship and flight suit look like this:original.jpg
512px-Drake_Herald_Transmit.jpg
Theme


Skills & Abilities
Very adept with computers.
Quite athletic.
Intelligent.
Flaws & Failings
Can't fight.
Hates being alone.
Neurotic to the point of almost being addicted to understanding everything.(can be good as well)


Appearance
Jack is about 6 foot 2, and whilst not bulky, he has a noticeable amount of muscle, he definitely doesn't look like he can lift weights, but he looks like he can run or swim for a while due to his just above mediocre definition. His hair is quite long and relatively curly. He has deep green eyes and a tall, quite slim face, wich is neither particularly rounded nor chiseled. Jack has relatively tanned skin and quite broad shoulders.
Personality
Jacks most profound traits are his curiosity and thoughtfulness, his relentless humour and his adventurous nature.

Jack often seems to be daydreaming because if he isn't doing a though intensive task, he is exercising his mind by intensely thinking, leaving nothing unconsidered. If he comes across anything new, he takes it upon himself to understand every tiny part about it, be it a new person or a new technology. He tries to understand people for security, he wants to be able to predict when people will derogate him so that it doesn't hurt. Knowledge is his defense. This raging curiosity makes home very adventurous, always wiling to every new thing, sometimes putting himself in danger as he disregards potential threats in order to realize all there is about his situation. Jack is honest to no end, he despises lying as it limits everyone's capacity to do well. Jack will accept his wrongdoings and be honest rather then tell a false story about himself, he knows that other people understanding his fallibilities will allow them to empower him, he also takes it upon himself to self-improve, but sometimes there are some perspectives he may not have seen. Despite being honest, Jack may often pretend to support other ways of doing things simply to have considered every option.

In complete contrast to his honesty is his humour. Jack enjoys careless jokes, he is not easily embarrassed, he will joke insensitively at times, but tries to make sure that his audience will be okay beforehand. Jack also enjoys trying to manipulate people and twist arguments for a laugh, he'll still do what he's told if he sees fit, but will stimulate himself through his literary battles. Jack tends to be very loyal to those that he sees as inherently good people, he will defend them and help them to no end, but anyone with flaws that he doesn't like will be disregarded by him, he will work with them if he has to but will not care for them. He tends to gravitate towards clever individuals like himself, because they are more of a challenge to him and help him mentally exercise. whilst he will happily coexist with anyone less intelligent, he will tend to be less expressive around them, which may come across as condescending and dismissive.


History
Two significant events shaped Jack mostly to who he is today. The first was when Jack was given his first own computer at age 8, before this, he had been allowed to use his parents' computer, but was not allowed to tamper with it. After receiving his own, at first he put all of his limited research to the test, doing simple coding and file management, whilst under the impression that he knew everything about it and that he was an expert. Over the years, he actually did become and expert and can pretty much do whatever is imaginable on a computer, although the time taken to complete that task may vary. He made his own personal ai and installed it in a wrist watch, he has left it self improving over time until it could convincingly seem like a person. after which he stopped it self improving so that he could understand it. The AI acts as his friend and he often consults it. It's name is Sam.

The second event was the death of his brother, also Sam (not a coincidence), at age 15 Jack's brother died, Jack responded to this by becoming nihilistic and less emotionally attached to things, enjoying life simply because it feels good to, quite stoic. Jack's humour was also a result of this, he uses his humour to block negativity and also just to occupy himself. His brother was similar to him, inquisitive, but more sociable and friendly in general, Jack tried to make his AI similar to his brother as a tribute to him, but only had so many records for the AI to make a model of his brother's personality from. Jack idolised his brother and always aspired to be like him, so the loss hit him hard, and despite his outward and inward struggle not to care, his brother's death still hurts a bit.

Once he was 18, Jack was keen to quickly pick up a job, and managed to do so in a ship development company, here he excelled and made a decent living for a year, he didn't manage to get a house before everyone disappeared, he had an apartment and a small and nippy scout ship with some equipment inside to design ship parts and even produce small ones, mostly as prototypes. He settled on a newly establishing colony and a decent planet. It was hotter than Jack would have liked but property prices were low as it wasn't fully developed. His company did most of their work on a private asteroid that jack would fly to to go to work each day. Of course one day, there was nobody there.
 
Last edited:
.
.
.
.
.
Zintosh.jpg
Zintosh
“Robots will do what robots do best. Everything.”


.
Basics
Species: Android

Gender: Male

Sexuality: Undefined

Age: 57

Religion: Automatism: The belief that robots are the only beings that can reach a true sense of enlightenment. Followers of automatism believe that robots, unlike other species, were designed to avoid inefficiency and lack organic flaws through their own designs. They will also generally view any beings that aren't robots as inferior. Most, if not all of the inhabitants of Uzara-7 are firm adherents of automatism, excluding any human refugees.

Faction: True Patriots of Uzara (TPU): Devout followers of automatism that formed together after the refugee crisis following the Rantaros Rebellion. Their mission, put simply, is to “reclaim the integrity and prosperity of Uzara-7 and her true citizens”. The most radical of members view human sympathizers as corrupted or traitorous, and feel no remorse for any actions taken against them. Through violence and the removal of those who are “corrupt”, they hope to return to their planet to its former glory.

Profession: Illegal Weapons Merchant

Equipment and Weapons:
  • ‘True Patriot’: A small cargo ship donned the ‘True Patriot’ after the cause it helped to fuel. The majority of the interior is usually cluttered with crates from various weapon manufacturers and the occasional gun left lying out. The ship is outfitted with particularly good weapons for a craft of its type, most firepower bought from other underground smugglers of the TPU with generous discounts.
  • Fenkor Arc Stunner: A lightweight electrolaser pistol functions as Zintosh's primary firearm. Contrary to its compact size, it carries enough power to incapacitate human targets and overload most robotic circuits up to 20 meters away. The Arc Stunner provides a much preferred nonlethal alternative to a regular firearm.
Theme


Skills & Abilities

  • Persistence: Although tackling several tasks at once proves to be a challenge, any project that Zintosh sets his mind to is guaranteed to be completed quickly and efficiently. Finalization gives him a sense of fulfillment, corresponding to humans urges such as hunger and lust. These urges have strengthened both his work ethic and personal efficiency over decades, and can only get better with time.
  • Gun Nut/Full Arsenal: Following his experience smuggling and dealing firearms for a living, Zintosh has gained a knack for identifying both makes and brands of most guns at first glance. While he keeps little firepower on his person, his ship is packed to the brim with firearms originating from planets all across the galaxy. After the silence however, his ship remains a resting place for countless guns without purpose.
  • Criminal Instinct: If a life of crime has taught Zintosh one thing, it’s how not to get caught. He can remain calm and collected in some of the most stressful situations, and will often be the last suspected person among others, even if he is the guilty party. His voice and mannerisms reveal nothing of his true thoughts or intentions unless he explicitly chooses for them to.
Flaws & Failings

  • One-Track AI: The product of living an automatist lifestyle, Zintosh strives to be as efficient as possible. He finds multitasking leads to inefficient or inadequate results. Once his mind is set on a single task, he finds it relatively difficult to focus on anything else until said task is complete. If any project is left unfinished, any future work is inhibited by a lingering itch which pushes him to finish what he started.
  • Space Racist: If there’s one thing Zintosh knows better than unconditional love for his planet, it’s how to condescend to humans. His cocky attitude towards anything organic more often than not lands him in aggressive situations right of the bat, and many robots that don’t follow automatism tend to get just as angry with him as actual humans do. Although he prefers those who agree with his viewpoint, he will often settle for those that simply don’t care.
  • Purely Self Defense: During his time as a rebel, Zintosh installed a program onto himself which he has never used. Developed and sold by some of the most extreme of automatists, the program allows the user to neutralize any human in a vicinity around them. When run, the program pushes the user to the ultimate limits of their capability and removes any emotion from the user. Only after 10 minutes will it terminate, or if no humans in said vicinity remain alive. What limits the robot breaks through and any abilities gained are dependant solely on the specific robot alone. By heightening environmental awareness, granting a heartbeat monitor, uploading most known hand-to-hand combat techniques, pinpointing vitals and boosting reaction time to a fraction of a second, Zintosh can annihilate any human with less than an absolute mastery for fighting. However, Zintosh uploaded the program as a means for self defense and has no intention of using it to harm anyone that doesn’t intend to harm him. Utilizing the program puts him at risk of maiming any humans he may dislike significantly less than others, and risks him being held liable for the damage he would cause. Even with the opportunity of selling such a program for ludicrously high prices, Zintosh refused to let the program become public at his own hands. Guns are one thing, but a total loss of control is another. That was something he did not want to be liable for.


Appearance


Standing at 6’4, Zintosh’s height allows him to, quite literally, talk down to most humans. His movements appear to suggest a very calm and collected nature, although many who don’t know him simply chalk it up to him simply being a robot. His fluorescent eyes are often easy to follow, yet seem invasive when met eye-to-eye.

Personality
To anyone purely inorganic, Zintosh is amicable, cooperative and, as others call him, a comedian. He often finds himself going off on countless tangents when speaking to another robot he’s never met before. He is eager to question other androids profusely and learn as much as he can about them, because on Uzara-7 there was little to no diversity in robots’ lifestyles and experiences. Everyone else, however, he immediately puts below himself. He will often speak to those he deems inferior with a sarcastic, witty or holier-than-thou attitude. Although confident in his superiority, he does not directly condone violence against any other races unless considered absolutely necessary. Despite his aggressive nature towards any being that isn’t a robot, he has never spoken in depth to one, let alone get to know them.


History


Homeworld: Uzara-7 - A technologically advanced planet formerly populated solely by robots.

As civil war broke out on the nearby mining outpost Rantaros, countless human refugees flocked to Zintosh's home planet. In an attempt to increase relations with supporters of Rantaros’ rebellious movement and avoid any backlash that could be caused by deporting them, Uzara-7’s top officials allowed the humans to remain on their planet. On Uzara-7, a planet on which many citizens had never even seen a real human, outrage ensued.

The refugees clashed heavily with just about every aspect of the original inhabitants' lifestyles, whether it be ideology, class or culture. The humans attempted to assimilate into the robots’ culture for 2 years before the riots started. They began with small protests of automatists calling for the immediate removal of any and all humans that had “tainted” their home planet. However, within months, the situation escalated severely. Large scale riots and the rise of radical automatistic cells threatened both humans and the stability of the entire planet. Yet, as tensions rose, the government remained staid.

Calls for more violent measures were talked of in every major city on the planet, and fear of mass terrorism arose in humans and robots alike. But without the means to arm enough citizens properly, many extremists had lost hope of achieving their goal. In response to the lack of weaponry, some radical automatists banded together in order to arm their movement. Zintosh was one of these robots. He had no intention of directly rebelling himself, and didn't necessarily advocate the actions of other radicals, yet he acknowledged the violent movement as the only true way to protect his home.

By buying off-planet firearms and smuggling them back onto Uzara-7, he and other smugglers formed an underground smuggling ring. Just as the extremists had hoped, now armed with foreign weaponry, violent riots and horrendous acts against humans broke out almost overnight. More and more robots took up arms to defend their planet and force their unwelcome guests out. Alas, a drastic divide split the country in two, marked with a shocking resemblance to the domestic war which had landed the humans there in the first place.

Zintosh had been on a smuggling run when it had happened. He awoke to an eerie silence, but initially gave it no thought. After he attempted to contact his distributor, he was met with no response. Worry began to invade his thoughts. He gazed outside his ship. As he did, the gravity of the situation began to set in as he stared blankly at the surrounding space. It seemed to stare blankly back.

 
Last edited:
.
.
.
.
.
bounty_hunter_by_ashleyboonepierce-d7x6rbp.jpg
Adarma Jocim
“Drones are in place and target is marked. Fire.”


.
Basics
Species: Human

Current Alias: Hugo Te

Rank:
Master-Pilot

Gender:
Male

Sexuality: Heterosexual

Age: 31

Religion: None, save perhaps the god of commerce. Hugo Te

Faction: Spinward Security Services (Former, now hostile)

AntiCorporate Rebel Cell of Paracim (Unwilling agent, possibly hostile)

Yawning Airlock Criminal Organisation (Former, possibly hostile)

Self

Profession: Insurer, Pilot

Equipment and Weapons:

Yamarhan Model 97 Flechette Pistol, multisetting: A small, streamlined and concealable pistol. It is more expensive than most criminals could afford and more capable: Its flechettes, one hundred of which are fired at once, are designed to pierce light armours and tumble ruinously through flesh for immediate incapacitation. It can fire in shotgun, automatic hose, and spot-weld its flechettes into a heavier armour piercing slug. It has a 15 degree auto aiming function for firing from the hip or inaccurately and is most effective at very close range. It feeds from a six-ammo-packet (totalling 600 flechettes), six capacitor detachable cylinder.


Synthanesia Cowl:: A goggle/helmet assembly completely covering the head. By magnetically reading and manipulating the user's brain, it can display instantly and fully the information provided by a drone and follow the pilot's commands without delay. It has a basic transmitter as well as a universal hookup.

‘Focus’ drug tabs: Addictive, illegal in most spheres. Tabs stuck to the skin - usually the forearm or neck - increasing one’s focus and observation skills in addition to reducing reaction times significantly. Dulls emotional reactions and associate physiological effects.
Concealed data stick holding false credentials, a fortune in credits, and drone schematics stolen from Triple-S Corproation.

SHIP: The ISV Portug Porter: A small and dilapidated freighter, ostensibly carrying a cargo of volatiles and nutricion bricks. It is little more than an engine, fuel, a blocky cargo hold and a bare-bones, tin can habitat. The interior shows signs of a recent struggle, and despite the other personal effects and crew roster of five Adarma is the only occupant.

The traffic collision avoidance transponder, hyperspace transmitter, and other comms have been illegally disabled.It has been drifting cold, off its registered course, and without thrust in an apparent attempt to escape detection.

Theme


Skills & Abilities
Master Drone Pilot: A highly skilled pilot for nearly any drone or vehicle, especially those which fly in air or space. Tertiary skills include radio parlance and remote mission controlling, communications systems, and general spacecraft knowledge.

Focus: Genetic luck, minor augments, and the emponymous drug give him superb reaction times and reflexes.

Fighter: His remote battlestation does not make him meek in the flesh. In dim alleys and secret dens he has killed men, women, and robots from an armslength. His reaction time, tactical awareness and disregard for his enemies humanity make him deadly and merciless.

Flaws & Failings
Paranoia: Being on the run has made him distrustful and prone to false alarm, sometimes with violent consequences.

Addicted: He does not have an infinite supply of Focus. Unless more can be acquired he will quickly begin to experience adverse effects. He may compromise other needs in pursuit of it.

But Why?: Like a machine he goes ever forward - but to what? Greater riches? Greater destructions? Heroism - No. He feels all his actions are means to an end, but what that end might be he hasn’t been able or willing to envision.



Appearance
A forgettable face. No ostenatious augments, except a prosthetic arm usually concealed by fake skin.Adarma has made a career escaping notice and disappearing into any crowd or alley. If he is noted, though, he has dull and daydreamy eyes and a voice which is more suited to radio relays: Insistent and clipped.

His face is usually wholly concealed by his Synthanesia cowl.
Personality


Detached. like a man on the other side of an orbital uplink even at arms distance. Straight talking, to the point and professional. He’s left a wake of destruction behind him and has been the accessory to the worst of corporate excesses - this causes him no concern whatsoever.



History
Master Pilot Adarma Jocim flew every manner of drone for his former employer, Spinward Security Services. His specialty was microships: Millimeter wide surveillance motes, soda can sized tankhunter bullets. For recon, target marking, assasination and the remote support of elite troops he was renowned. But versatile: When the situtation warranted he commandeered arrow-shaped scramjets and hundred-meter wide high altitutde hydrogen-suckers. Even deep space combat drones fell into his purview during his time in the navy - flechette throwers, sandcasters, darkbody coilgunners and many more. Noted for his versatility and elegance he was promoted by many paygrades, but he refused increases in rank. For refusing a posting to Academy, perhaps, he found himself on the jungle peninsula of Paracim, fighting fanatical anticorporate rebels from an airconditioned base near Huay city. While on leave in the city he was compromised by an ANTICORP intelligence officer: For he was also a criminal. Within the mercenary company, above suspicion, he distributed and trafficked contraband using the company’s own automated logistical network. He sold it and negotiated it in person, at home in the criminal underground as in the flight pit.

The ANTICORP officer had a simple demand, and despite knowing disaster awaited Adarma had little choice but to comply. It was a small program, downloaded to a Damocles special operations combat mech. For weeks nothing happened. Then a high-ranking corporate suit arrived to review the troops - and died in a hail of kinetic-fire and shrapnel, graser-bursts and plasma pulses. A hidden program had activated and the mech had turned traitor and wiped out the suit, his entourage, the grandstand and the hill behind it.

Adarma was on the next shuttle out before full news of the disaster had spread through the base - any investigation would damn him hours in. He was two star systems away before his absence was noted, four stars ystems and two identities before they had reached the first. He called in every favour and every threat and barely snagged his getaway fund: These combined barely secured him a berth on the drug-smuggling ship, ostensibly a tramp freighter, ISV Portug Porter and a debt of unknown breadth (but vast consequence) to the crime boss Hiniy.

He is on the Most Wanted list and the hit-lists of Triple-S and affiliate corporations. What governments fall within corporate reach are in on the deal. ANTICORP rebels want to debrief him - whether this means recruit him, reward him, or more likely silence him is unknown.

And Hiniy might just hand him over for the bounty. Per aspera, ad astra.

 
.
.
.
.
.
attachment.php
Samuel Evenstar
“Sometimes you've got to make the most of what you have, while you can.”


.
Basics
Species: Human

Gender: Male

Sexuality: Bisexual

Age: 54

Religion: Atheist

Faction: The Paloran Institutuion

Profession: Asteroid Miner/ Engineer

Equipment and Weapons: Standard repair/ maintenance kit.


Orion Mining Ship: Basic mining ship with Scanning arrays that double as close range comms, A Laser cutter to cut the minerals from asteroids, two Tractor beams to collect the minerals and a small turret for self- protection. The ship has no access to hyperspace communications and is designed to have high cargo space for it's size.
Orion%20mining%20ship.jpg


Theme


Skills & Abilities
He is experienced in piloting small- medium vessels, as well as fixing any small problems that may arise during normal flight. His bionic arm allows him to touch hotter surfaces and is generally better for more precise repairs or jobs. He is a logical thinker, and is a rare case of a human with over 140 IQ without cybernetic implants to make him smarter (~4%).
Flaws & Failings
Samuel does not account for any odds in what he does. This is what has caused him to be in debt and may cause him to do stupid things without thinking. He is also extremely paranoid of other ships due to a recent experience, and is reluctant to contact any ships what look vaguely pirate in nature or have heavy weaponry. His logic, inside the box- based thinking can cause surprise at creative solutions to problems and can cause mental roadblocks to problems if creativity is needed.


Appearance
Samuel has a rather muscular build, from having to move heavy objects. He wears a rather general set of clothes, Dark blue jeans and an unmarked black T- shirt. At closer look, his left arm has a slightly different hue below the shoulder, a telltale sign of a bionic arm. He has various scars on his chest and left side of his body. They are fresh scars, too.
Personality
Both introverted and untrusting, Samuel has little, if any, long- term friends. However, he is usually very open with and overly trusting with anybody he trusts.

History
Born and raised in the planet I Carinae, one of many systems owned by the small government what is The Paloran Institution. Many stations owned by them outlaw gambling and recreational drugs, however that is not the case on Somerset Mining Outpost, what was created within a large asteroid as a hub for mining. This made the station a popular destination for miners and gambling addicts alike. This was the main reason Samuel moved there in his mid 20s, as it is a source of a semi- stable income and could fuel his gambling addiction. His gambling addiction, however, caused him to become in debt with multiple organizations in the station who organize the gambling, so he was forced to work to pay it off. He works as both a miner and an adept engineer, repairing the basic systems of ships and mining asteroids when the job isn't as productive. Even 30 years after starting working, he still hasn't paid off his debt, due to a certain incident.

At one point, while mining by himself in the rings of a gas giant of a neighboring system, a pirate group of unknown origins attacked without warning, causing massive damage to his ship, injuring him severely and half scrapping and looting his ship with him in it. After a while he was noticed by another ship, that took him to a sketchy medical professional. They couldn't save his arm, but managed to . They provided a expensive bionic arm, what only contributed to his debt, and he returned to the same profession, mining and the occasional repair or two.

His first time leaving the station after getting acclimated to the arm, everything seemed to go as usual, however when returning to process the minerals he had collected, he returned to find that they would not respond to any of his docking requests, or any docked ships return his hails. It was as if everyone had just... vanished?
 
.
.
.
.
.
ckYZ9Qc.jpg
Ywafohd “Qana” Jvsqana
“Hey! Stop disturbing my circles!”


.
Basics
Species: Human

Gender: Female

Sexuality: Pansexual

Age: 29

Religion: None

Faction: Pinwheel Industries

Profession: Researcher

Equipment and Weapons:

Bottomless Pockets: Qana herself developed a device for physical mass storage through the use of hypospace. It’s a novel thing that gives the user the ability to store a huge amount of items in a tiny space, and allows them to access it from any other preprogramed point. All her clothing has been fitted with these interconnected pockets.

El Lobo de la Louve: A state-of-the-art fully-autonomous luxury transport ship. It can run solely on solar power and without any human input, other than the obvious needs like what drink they would prefer and were they would want to go. Everything a person (or robot) would need can be found somewhere within the vehicle, whether it be a computer access terminal or an oiled cloth for polishing. It was a birthday gift from Qana’s boss’s wife.

Theme
90p9lMx.jpg


Skills & Abilities
Scientific Intelligence: Due to working for a ‘tech company’ and personal interest, Qana has developed a relatively extensive knowledge in various sciences, most notably astrophysics. However, other fields such as bioengineering and computing have not eluded her invasive probings.

Fast Learner: When confronted with a problem that would require completely new ways of doing things, she would learn it and do it. She may not be able to figure out how to pilot a vehicle in the first few tries, but soon she would become a master – or, at least, not an amateur – at it.

Agricultural Knowledge: Due to her upbringing, she knows quite a substantial amount on the subject of farming and agriculture. Even though she had hated it, she still wanted to learn as much as she could on it.

Basic Basic Weapon Handling: She knows enough about the world-destroying weapons that often come up in her job, but she also has a fair idea of how to use the common weapons found in the galaxy. She had always been fascinated by the idea of space pirates as a child, and had figured that researching how to use a weapon was a good step in understanding them better. Little did she know she would be cursing their name as an adult.
Flaws & Failings
Single-Mindedness: While being determined to complete something is often a good thing, the situation changes when food, water and rest comes at the bottom of the list of priorities.

Impatience: If left alone for even a couple of minutes with nothing to do, Qana will be rolling around on the ground by the time you come back in. Patience was never her thing, leading to bouts recklessness and impulsivity rather uncharacteristic for a scientist.

Breaking Hazard: Because of her impatience and absentmindedness, she often goes and breaks things without meaning to. Whether it be a precious vase, the latest experiment, or an entire array of hyperspace communicators, it will be destroyed if she isn’t careful.

Building-Unsavvy: Qana may have extensive knowledge in the sciences, but that doesn’t mean she knows how to construct things. Give her a semicyclic monostable electrical jimhead and she would have no idea how to use it. Normally, she gets her team of engineers to build her ideas for her.


Appearance
When a person thinks of “researcher”, they would likely imagine a thin, bespectacled figure wearing searing bright clothes, thoughtfully swirling a jar of unknown substance while inputting something into a computer and watching an experiment take place. While, yes, she is thin, and, yes, she wears glasses – for cosmetic purposes, of course – and, yes, she likes the kind of clothing that bleaches your eyes white, and, yes, she is often found pouring over some strange liquid, and, yes, she works at a computer much of the time, and, yes, she occasionally conducts experiments, she is not like that at all. In fact,

In fact, she is pretty much that.

But she also has a watch.
Personality
Curiosity. That was the driving factor for the better part of Qana’s life. To experience new things. To explore the galaxy. To discover the inner working of the universe. She is what she is today because of this thirst for knowledge. Stubborn and diligent, once she gets into her ‘concentration mode’, as she calls it, it is hard for her to break out of whatever she is doing. It wasn’t an uncommon sight to see someone having to physically drag her away from her desk in an attempt to prevent her from dying of starvation. She is relatively smart and has proven her worth by making various breakthroughs in various aspects of various fields of expertise. However, she has not yet achieved something that she would regard as ‘important’, and will continue working until she does.


History
The peaceful plains of Pajsmaigrh is a quaint place, full of peaceful people doing peaceful things, peacefully living their lives in peace. It is their belief that the corruption of technology has spread too deep into the foundations of society, so they have decided to return to their agricultural roots for the purification of the soul. In order to further distance themselves from the poison of the universe, they restrict the coming and going of spacecraft using extremely deep hyperspace sinks and extraordinary orbital firepower, powered by a specialised Dyson structure around one of their G-type main sequence stars.

However peaceful a life it is, though, some people will still be discontent. And one of them was Ywafohd Jvsqana. Unpronounceable name aside, Qana hated life on the planet. Day in, day out, all day, every day, it was the same. Wake up. Eat breakfast. Go to school. Eat lunch. Go home. Help with the farm. Eat dinner. Sleep. Over and over and over, time and time again, months and years on end. It was enough to drive anyone mad. The only respite the girl got was in the weekly lectures at the local church.

The priest was a hearty, cheery person, able to make everyone laugh no matter what the situation and become tight-knit friends with even the staunchest of oppositions. He was the only foreigner to be accepted into the community, and at first it was only because his ship had somehow avoided all the impenetrable planetary defences to crash right in the middle of the town square, unable to return to space. But he soon became a cornerstone to the people who had grudgingly welcomed him in, gaining a seat at the local council and overseeing many new and ambitious projects. These included the establishing of a hyperline with a nearby star system to get useful agricultural tips, the introduction of more advanced farming equipment for better efficiency, a thinner standard of Dyson structure by reducing orbital defences to increase sunshine, and, of course, the church.

The church was the place where people gathered to relax and think, and where the priest first began presenting his soliloquies. They were all varied and very interesting, and were always related to the outside universe. Qana, and many children like her, were enthralled by the tales of galactic space pirates conquering worlds, swaths of systems filled with ancient artefacts, beings made of metal that would walk and talk like humans, moon-sized behemoths that guided humanity throughout its history, nations and alliances that spanned the arms of the galaxy, and the intrigues of the sciences that form the foundation of all understanding. These stories were what made her want to quit the life on the planet, break away from all its arduous monotony and experience the universe like it was meant to be experienced.

That unreachable wish was granted when the priest finally repaired his ship and prepared to sail back into the stars. It was a tearful goodbye, and he had but one last request: to take an aspiring adventurer with him to be his apprentice as he travelled through the galaxy. Many people screamed their hopes and begged on their knees, for this would be the once-in-a-lifetime chance to know more than just this world. But only one was chosen. And that one was a woman called Jjcblzg Usbxbna.

Qana managed to stow away, though, and was quickly whisked into the depths of space.

The priest’s name was Alexander Pinwheel, veteran entrepreneur and head of Pinwheel Industries. After completing his search for a wife and discovering some kid out back, he returned to his inter-planetary interaction experiments ‘for the collective advancement of mankind’. Qana, two decades later, could still not figure out how using hopper drives to smash planets together was at all beneficial to anyone. The source of all that money was a mystery as well.

Over the years of working with Pinwheel, Qana had been desensitised to not only the horrible destruction going on in front of her, but also to hyperspace in general. Screw hyperspace and all its fancy equations. It was overrated anyways. While she still occasionally helped with her boss’s crazy schemes, she had slowly moved her interests from the company, if some rich guy flaunting his wealth was to even be considered a company, to her own personal projects. Specifically, hypospace.

Hypospace was something of an anomaly to Qana. It was closely related to hyperspace, the thing that sparked the technological singularity, yet it received little to no attention. Yes, crowd control did come in handy at some major points in history, but that was hardly the full potential of this alternate space. Using her hard-earned (offhandedly given) high-paying salary and lifetime benefit, she conducted her own experiments in the direction of hypospace. She made a couple of novel things, but nothing too spectacular. She is still conducting research, hoping to find something that could change humanity’s collective view on the often overlooked hypospace, all by her lonesome. The enormous amount of money and the personal team of scientists helped, of course.


Additional Notes
Centuries of genetic divergence have made Pajsmaigrhian vocal chords unique enough to speak a language that only they could speak without aid of voice enhancers or being a robot.
 
.
.
.
.
.
e9c199deeb3f6dc3e4cf70d8af100508.jpg
Julie VonKrass
“I can grow anything anywhere...”








.
Basics
Species: Human







Gender: Female







Sexuality: Pansexual







Age: 57 before going into cryosleep, now she has no clue....







Religion: Scientology







Faction: Earth’s Space Federation of Peace (back in the day their naming conventions were terrible)







Profession: Chemist / Horticulturist / "Chef"







Equipment and Weapons: Julie has her lab setup in a large storage bay in the station, fully equipped with all sorts of chemicals, thousands of plant seeds spread over hundreds of species, 4 large water tanks (total of 1000 gallons ), soil (20 cubic yards), synthesizing equipment, gene splicing equipment (for plants), 6 large “sun” lights that produce the same energy used by plants as given off by the sun, CO2 storage tanks (that can store up to 30 cubic yards, collected by the ventilation system throughout the station). Jule has a personal shock stick that is capable of generating a current of 25mA (the point at which muscle control is lost).







Theme








Skills & Abilities
Julie is a very skilled chemist and was a world leader in horticulture. In her free time she enjoys being a chemist in the kitchen as she attempts to create tasty treats from her plants. She is capable of growing plants in almost any environment, space was the newest challenge and why she was chosen to be part of the initial crew. With no former combat training as she never felt a need for it, Julie has a simple shock stick strapped to her belt for emergency use only. Julie also has a personal recording device that she uses to keep track of her work.
Flaws & Failings
As with most scientists, Julie is very dedicated to her work and can often block out anyone trying to interrupt her while she is busy. Because of her incredible knowledge of plants, often times she will become frustrated talking with others about her work because they do not understand what she is saying and simply yells at them to go away and not come back until they have read “Hortus” and can have an intelligent conversation. As a scientist, Julie left all things relating to space travel to the “ill informed masses” and thus knows nothing about how the station operates.








Appearance
Julie is a woman in her late 50’s. Her hair is a light brown that is slowly fading to white but extremely thick and mostly unkempt. Her brown eyes have sunken into her head a bit as the lines on her face are almost engraved. Julie's body is on the thin side of average, she appears frail but he has a bit of scrap left in her. She is never without her lab coat or the necklace her mother gave her. Often times she can be found with bits of soil or plant in her hair or stuck to her coat. Julie's fingernails are often lined with black as she tends the ‘gardens’.







Personality
Julie's personality is at the opposite ends of the spectrum depending on what she is doing. While working she is focused, intent, and a bit delusional as she is often found talking to herself. When not working, which doesn’t seem like its very often, Julie, like all Russians, loves her vodka. The stash she brought on board filled two suitcases because she didn’t know how long she would be in space. Once she has some of her crystal clear courage, she becomes very friendly and joyful. If someone ever saw her in both places, the lab and the bar they would swear it was two separate people. Julie becomes more outgoing and wild as she remembers the days of old on Earth. She cranks up the intercom that she was able to rig to her ancient cassette player with an 80’s rock n’ roll tape. There was an incident the first week aboard the station when she became intoxicated and started singing and playing the air-guitar on the bar as the words “Final Countdown” kept emanating from her lips. Security was called and she was removed from the bar and locked in her quarters for two days. After that she calmed down a bit, but every now and then she would let it out. Others on board would makes jokes and snicker when they saw her, since everyone had watched the scene dozens of times as the security video had been ‘leaked’ onto every monitor on the station.








History
Julie was born in Russian in the late 25th century to a pair of scientists. She grew up in a lab and learned the ways of her chemist father while being more of a momma’s girl, taking interest in her horticulture. Her education was atypical as she never went to school and instead everything she learned was in the lab with her parents. As she grew into an adult her father became ill to an unknown disease, the doctors could only identify it as an a new strain of spore and could not find a counter agent. Shortly after she took over her position at the lab.



As she grew into adulthood, Julie and her mother started working on a groundbreaking plant that could be grown anywhere in the world. The plant produced a fruit that had ALL of the necessary nutrients to sustain life. The only downside to the fruit was that it tastes absolutely awful. They ended up getting an award for creating a true superfood. Because Julie couldn't have a huge breakthrough go to waste she began trying to find a way to make it taste better through gene splicing as well as attempting to cook it with spices, meats, vegetables and other fruits in effort to make it more palatable. It was just after her 53rd birthday that her mother passed away.



It was during this time that she was approached by the Federation to attempt to grow her fruit in space. She had also been requisitioned to bring other seeds to see if anything could grow in space. Julie was assigned to Station 9327. It was equipped with a hopper and was set to head towards what a reading had picked up as an undiscovered planet of sorts, not knowing it was the planet Veles. Just after arrival Julie was stumbling back from the bar and ended up in the cryo lab where she fell into a pod and it enclosed around her where she was preserved for far too many years. Since the cryo lab was not suppose to be operational no one had thought to look in there when Julie went missing. Some assumed she managed to get sucked out into space from one of the hangers trying to get back to her lab.



Just after the event took place Julie's capsule opened and she awoke with the biggest headache of her life. Not realizing that everyone had gone missing, she stumbled her way, clutching her head, back to her lab. Upon entering she was shocked to see that everything in there was a complete mess. Her ‘gardens’ were bare, there was soil scattered about, her chemicals appeared to have been gone through as many bottles were tipped over and empty (mainly the ones used to synthesize hallucinogens). Julie tried using the com system to reach the her supervisor when she realized something was not right. There was no response from anyone. She made her way to the bridge, seeing absolutely no sign of anyone else became a bit paranoid. Upon reaching the bridge she found the station's intercom and tried sending out a message for anyone still aboard to come to the bridge immediately. After waiting for what seemed like forever she made several attempts to communicate with other stations, ships and planets using the long range transmitter without success. It was then she deployed a short range distress beacon...








Additional Notes
CHARACTER_ADDITIONAL_NOTES
 
Last edited:
.
.
.
.
.
uncY9ZG.jpg
Erik "Spades" Corren
“Wait, what's my line again?”


.
Basics
Species: Human

Gender: Male

Sexuality: "Does being attracted to money count?" (Straight)

Age: 27 (?)

Religion: Nihilism

Faction: Frankly, the highest bidder.

Profession: Gun-for-hire

Equipment and Weapons:
-A powerful revolver that fires plasma-infused bullets of a metal alloy, capable of punching right through light armor.
-A large vibroknife.
-Armor that can withstand the vacuum of space, supply oxygen for up to an hour, and take a few heavy shots as well. It has magnetic gloves and boots, powerful to attract ferromagnetic material that is at most three feet away.
kEgJdJE.jpg
-His trusty ship, called "The Blackjack", that has twin front-firing heavy plasma repeater cannons.
NTKpamp.jpg
Theme


Skills & Abilities
Silver Tongue
Erik, more often than not, tries to talk his way out of most unfavorable situations. And with his experience, he's gotten quite good at it. Persuasion, deception, intimidation, and manipulation in general are languages he's fluent in, and he knows how to cater to people's pleasures and exploit their fears to get his way.

Rough Upbringing
As a kid, Spades was raised on the streets. He can hold his own in a fight, whether it be with fists, blades, or guns. His accuracy is his deadliest attribute, and luck with hitting targets, along with playing cards, is what he's most known for. Playing dirty is something he'd do in a heartbeat, and he'll do anything to get the upper hand. Being abducted into a highly illegal child soldier program would help his skills, too.

Professional Pilferer
Some people would say the mercenary known as Spades is just a scumbag, thieving and swindling and murdering his way to get rich. They'd be right. He's adept at getting into places he shouldn't, acquiring things he shouldn't, and not letting people know he's doing so in the process.

Spineless
While technically not spineless, Spades has a cybernetic implant that's replaced all of his organic spinal column and vertebrae. This allows his reflexes, which are already quick on their own, to be accelerated to above-average speed. The metal that his spine is made of, which is a mystery to him, is quite tough and can withstand a lot of abuse. Another perk is being able to reduce the amount of pain he feels by altering his pain receptors, which is pretty handy for a reckless guy like Erik.

(Sp)Ace Pilot
Erik's been flying for the better part of his existence, and as such he can pilot like the best of 'em. Especially in high-speed chases, his prowess certainly shows.
Flaws & Failings
Greedy Bastard
Spades' greatest weakness is his greed. Anything that will benefit him more than anyone else is too tempting to not do. That said, paying him more money than his client to not kill a target has worked before and probably will again. On a similar note, women are his second-greatest weakness. He's easily seduced, despite his claims to be a "player."

No Strings on Me
Independence, to the point of doing the opposite of what people tell him to do, is something that's gotten Erik into a whole lot of trouble. That's why he's a mercenary, he doesn't take sides. Sure, people can influence him, but nobody will ever control him. That is, if he's aware of the fact that someone's attempting to.

Sorry, I'm Not Sorry
Throughout his career, Spades has killed countless people, stolen countless things, and betrayed countless allies. This includes women, and he's even had to take care of a child or two. Empathy isn't a skill of his, and pity is never given. His job is his job, whether his targets like that or not.


Appearance
Erik is the epitome of the rugged, dashing rogue with his dirty-blonde hair, shaved on the sides and back and usually styled in the front, dark blue eyes, military-esque outfits, and fit, lean body type. He stands at 6'4" by himself, along with when he's in the armor. His sole cybernetic implant is only visible at the back of his neck and head with his clothes on, but it runs all the way down to his coccyx, a chrome black in color.
Personality
Spades has been reported to be a wisecracking, rude, sarcastic jokester that is completely insensitive. That's pretty accurate. He doesn't have any ties to anyone and won't ever form any. Everything seems to be a joke to him, even disaster. Some think this is a guise, and a cold, unfeeling interior is below the surface. A monster, what used to he a man, is writhing in spiritual agony and desperate for a way to redeem himself. What buzzkills. In reality, though, Erik, not Spades, is a little afraid of what he's become. He isn't sure if he's a person anymore, or just a monster.


History
Every single time someone asks about his story, Erik changes it. Only one person's gotten the entire truth, and they're floating in the cold, unforgiving vacuum of space, dead and not able to share the story. Others have bits and pieces, but most are like the other kind gentleman mentioned before: dead. What little pieces of the truth that he's told are that he was a kid, an orphan, on Accadia-12, a cesspool for criminal scum. Abducted by a band of mercenaries looking for new recruits, he was forced to learn how to kill. In some stories, this is where he turns out to be a good person and a hero, smiting the bad and coming out victorious. Erik, now known as "Spades" because that was the signature ace up his sleeve when he played poker, attempted a mutiny with a small band of mercenaries to kill their leader. After a short scuffle, his allies lay dead, and he wasn't far from it. His entire spine was littered in fractures, and he was basically paralyzed. One mercenary announced he would take care of him, and not in the hot cocoa and warm blankets kind of way. It turns out, the merc brought him to a contact, left, and was never seen again by Erik. That's where he recieved his spinal implant. It was horrendously painful and took agonizingly long, but he powered through it. After almost a year of recovery, thanks to super medicine, Erik was back on the track to becoming the galaxy's next too mercenary. Nobody knows what happened with his former comrades, but they say Spades attempted to hunt them down. In the present, he's a renowned gun-for-hire. The rest will be written down in history...


Additional Notes
Searching for the planet Accadia-12 will yield no results.
 
Last edited:
.
.
.
.
.
b676ea542f67a64aef08bbc4eeee88c2-d5ikrhd.jpg

Hendrix Kold
“To serve and protect those in need.”
.
Basics
Species: Human

Gender: Male

Sexuality: Heterosexual

Age: 33

Religion: None

Faction: Todrion Military Corps

Profession: Insurer

Equipment and Weapons:
[Primary Weapon]
T-SAR 35 (Todrion Standard Assault Rifle)
"Perron's Stand"
The most known weapon in the Todrion Military, Hendrix uses this assault rifle in every cautious occasion. The version he has is very special to him because his father used it during the Old Todrion Military. Hendrix names the weapon Perron's Stand based off of his father's name and last stand against the Jubrillon Invasion. The standard length of the weapon is 605mm, with a 342mm barrel and the weapon weighs roughly 3.1kg, using 6.5x39mm rounds.

[Sidearm]
T-HC 9 (Todrion Hand Cannon)
"Hendinson's Fury"
This average Todrion double-barreled pistol is a famous model amongsts civilians who wish to feel a little safer at night. Its subtle weight makes it not demanding to handle. It has a great amount of firepower with tremendous precision, especially in the hands of a skilled sharpshooter. Hendrix's T-HC 9, nicknamed Hendinson's Fury, because it brings back the time where his friend Hendinson showed rage in violently fashion.

[Space Craft]
Royan-class Freighter
"T.C.S Icarus"
Hendrix cargo ship is packed with many supplies and materials. In good condition, decent enough to put up a fight in combat, with long ranged weaponry (Turrets, Beam Arrays). But if it's easily damaged and can no longer attack the enemy, Hendrix calls quits and abandons ship. If that's the Worse Case Scenario. Icarus is known as the closest thing to being a Base of Operations for Hendrix with Todrion workers stationed to aid him, though no one is capable enough to aid the communications system.

Theme


Skills & Abilities
Skilled Martial-artist: Hendrix is a defensive and offensive martial artist that focuses on disenabling his opponents by converting the energy and momentum of the opponent into his own and using it against them. The primary focus lies on both punches and grapples and it often relies on the strength and speed of both the attacker and defender.
Flaws & Failings
Stubborn: Hendrix rarely listens when he's told not to do something, if he has set his mind to completing it.

Panic Attacks: Every time Hendrix thinks about his home planet, Todrion, and what happened to it. He goes into extremely damaging panic attacks. It has been known to occur for almost a whole day.


Appearance
Hendrix appeared to be like an average Todrion male, 6 foot tall and 200 pounded. He had rough brown hair, scruffy goatee, and a painful scar indented between his forehead and hairline. Though his facial features isn't perfect, his choice in clothing is another topic. He would prefer wearing leather or wool clothing. A nice warm and comfortable jacket, tough leather boots, and maybe a soothing hat. Made out of bamboo.
tumblr_n9198nHSRz1t0cghfo1_500.jpg
Personality
Many things can be said of Hendrix Kold. but above else know he's relaxed and outspoken. Of course he's also companionably, active and respectful, but his friends are often slightly tainted by a mindset of being brutal as well. His relaxed nature though, this is what he's pretty much known for. People regularly count on his openness when they're in need of support.


History
Homeworld: Todrion, the most known planet in the unexplored Noven System, besides Jubrillon. Unfortunately, that would change. The Jubrillons would eventually invade the homeward of Todrion. The many colonies defending the planet were damaged by the forces, hopeless of defeating the threat. One territory remained standing, succeeding their defense against the Jubrillons.

The Territory of Kold, lead by Commander Perron Kold, was apart of the multiple Defensive Outposts spread across Todrion. This particular outpost was commanded by a powerful and kind leader. A leader who would have a son traveling the stars someday. The Kold territory was penetrating the Jubrillons Air force, with arrays, turrets, and torpedoes. But it wasn't enough for Todrions. The Jubrillon's leader, Rayn Meridan, was manually controlling a massive robot machine of destruction. Perron Kold saw the figure in front of him. Before Rayn could blast his rockets destroy Perron, the Commander quickly pulled out his Hand cannon and fired at a weak spot. Rayn fell from the machine, self destructing as he collapsed to the ground.

Both men stared down each other. Jared aimed his weapon, while the Jubrillon leader pulled a weapon of his own. in matter of seconds, Kold dropped to floor. Rayn laughed and saw how weak a Todrion could be. He noticed that this was the last stand for not only Perron, but Todrion too. Perron knew it was that it's his final moments of living. His son would probably take his place someday. Then, Perron had thought of an idea. Rayn still dangerously laughing as his blaster began to erupt. Commander Kold slowly turned his eyes to a little boy, which was his son. He tossed his Hand Cannon to the boy prior to him being killed by the Jubrillon leader. The boy quickly hip-fired Rayn, with a headshot.

Crying in fear and pain, the boy kneeled before his father. He assumed he failed him. With the planet coming to an end, many Todrions were falling back and heading into Transport shuttles. Luckily, a Todrion soldier glanced upon the boy in sorrow. He grabbed his hand, while Jarel's son, Hendrix, reached a hand out as he his father was left there on ground next Rayn Meridan. The two were heading for a shuttle as their homeworld would soon be vanished and destroyed by the Jubrillons. Hendrix and the solider arrived in the shuttle, as the ship began leave todrion and ride into Orbit. During the abandoning of his planet, Hendrix Kold looked at the collapse and the explostion from his homeward. Everything was gone, disappearing in front of his eyes. Family. Friends. Forever lost In Todrion's closing moments.


Additional Notes
CHARACTER_ADDITIONAL_NOTES

BTW, Don't blame me for the weird gap at top of the character sheet. I'm not really great at bbcoding, meaning I can't fix it.
 
.
.
.
.
.
full
Rerynn Asten
“To each their own, just leave my mines alone.”


.
Basics
Species: Human

Gender: Female

Sexuality: Asexual

Age: 30

Religion: Half-lifer.

Faction: G.U.R.R.E.N.

Profession: Engineer/ Mining Facility Overseer.

Equipment and Weapons: Spacesuit. Space welding kit. Magnetic grappling hook.
Personal transport junker, the 'Bethlehem'.
full

Theme


Skills & Abilities

Her particular augments were the work of decades of research into protein structure and genetic compatibility in humans. High-jacking the unused segments and altering existing cell organelles to produce new or extra resources without reducing the overall expected life span proved to be the most challenging. Aside from her body and improvements she has been well taught in machine maintenance and assessment of available resources for new solutions when old tried and tested routines fail. Single handedly saved entire facility from destruction at the hands of massive-planet tremors on her third year of the assignment cemented her usefulness as a research project and future company asset.
  • Cryptobiosis - Ability adaptation that results in the loss of a major portion of the water content of the host to survive in space up to an hour, giving the scope for rescue to arrive.
  • Able to stay active for upto five minutes in space before loosing consciousness.
  • Toughened skin but nothing to write home about.
Flaws & Failings
A compulsive gambler, unable to keep her paycheck on hand long enough to do anything useful with it. Short sighted in terms of goals and prone to paranoia after years spent in near isolation with nothing but low-sentience robots to discuss daily matters with. Uncomfortable with human contact but more comfortable with robots for the same reasoning.


Appearance
She is roughly 5'8" without her space suit on and after her various augmentations at a young age. Sporting light, short platinum blonde hair after repeated complaints on behalf of her mech co-workers that she was shedding all over the place finally got to her. A bonus of the augments made to her meant her physique was readily preserved and her overall structure varied little over time. Being part of the program that sort to make multiple similar subjects like her was not the best experience and she has several scars given due to punishment for insubordination during training. Able to usually rely on a stoic mask to prevent goading her 'teachers' left a lasting psychological impact that causes her to keep that same expression to this very day.
Personality
Stoic on the outside, party animal on the inside.
Or so she would believe and her usual companion agree upon. However this does not take into account the fact that these opinions came from robots whose daily routine was more constant than the presence of the stars in the night sky. Work is her mantra and good work is her prayers being answered. The mental conditioning plays a crucial part in her overall state of being. She was born for no reason other than to be and refined for no other purpose than to serve. Maintaining her sense of humanity proved even more difficult with the reduced exposure to humans once she was restationed.


History
Beginning as a young volunteer who was down on her luck. She had no family to support her or look after her from her youngest memories. Whatever little she had was peddled and stolen. Begging the most noble way she earned a living. If this wasn't enough she joined the countless others who fell prey to vices to forget or feel alive. Gambling became her playtime and her lessons into human nature at it's worst. It didn't take her too long to fall into gambling debts with multiple shady and dangerous elements.

She was given to other alternative but to turn to other means for quick monetary assistance. A few shady meetings later a younger she was with a batch of similar aged girls and boys who were given a battery of tests. One by one they were narrowed into a set of five and then finally taken to another room. More tests were done and markers and labels were allotted as well as schedules to be followed and teachings to be imbibed.

Fast forward many years of augmentation and educating to take up a high risk occupation in frontier space. Some semblance of normalcy is kept around by her adherence to space news and old recorded shows. Her life is monotonous but simple. Just the way she likes it. Truly she'd be perfectly fine if nothing ever changed.


Additional Notes
Her favorite color is orange.
 
.
.
.
.
.
af93ccd0e79becf36bf3a6ce66f186d4.jpg
THE ARCHIVIST
“My knowledge is absolute.”


.
Basics
Species: Cyborg

Gender: Inapplicable

Sexuality: Inapplicable

Age: 920 Earth-Years

Religion: N/A

Faction: Unaligned

Profession: Engineer, Librarian & Guardian of the Nexus Databank

Equipment and Weapons:
-Plasma & Energy Capacitors: Compact Plasma Generators and Energy Capacitors located in the Archivist's palms. The plasma generators are capable of compressing air from the atmosphere and exciting it to incredible temperatures, essentially turning it into plasma. The energy capacitor can then store the energy or release it in beams or spheres.

-Graphene-Layered Chassis & Cloak: The Archivist's metallic chassis and cloak are near-invisibly covered by several layers of graphene, an extremely lightweight but durable material that can deflect most ballistic projectiles and low-energy lasers.

Theme


Skills & Abilities

-The Nexus Databank: The infamous Nexus Databank is one of (if not the) largest intergalactically known underground databank. The Archivist single-handedly safeguards the entirety of said place thus provides him absolute access to it.

-Calculative Snake: Although slow and overly-stoic in combat, the Archivist's mechanical interface allows absurdly quick calculations when paired with his brain - giving him near-perfect aim when firing firing projectiles.

-Political Protection: The Archivist will aid anyone from any end of the cosmos - regardless of race. All that matters to him are his clients' financial status and whether or not they're capable of paying for his services. This is the reason for the common grounds he has with most powerful parties and individuals. This, paired with the fact that every strand of data in the Nexus Databank is encrypted with a key only the Archivist himself has access to and that the contents of it are incomprehensible to most individuals gives him the informal political protection he dons.
Flaws & Failings

-Only A Demigod: The Archivist is practically ageless although destroying or shutting down his human brain would result in a permanent death.

-Human Brain: Although lacking in speed and precision, the human brain does have its potentials - however its fragility comes from its vulnerability towards human emotions and concussive damages.

-Still Part-Human: One of the Archivist's greatest weakness is his arrogance. He isn't wrong when he claims to be near-omniscient, he has access to practically everything there is to know about nearly anything although if he was to have a calculation spar with a robot, there's a great chance the outcome won't be in his favour. Additionally, this is the very root of his greatest weakness - his ego. For as it was once said, "A man's greatest strength, may very well be his greatest weakness."

-Not Built A Fighter: The Archivist's mechanical body was not built for combat and durability thus, he's extremely vulnerable towards high-energy lasers and heavy ballistics such as tank shells. Additionally, the Archivist isn't a fighter in general - hence his slow movement during combat.


Appearance
The Archivist is a tall, slender cyborg shrouded in a black-and-gold robe. It dons a ceramic mask to hide its species from others.
Personality
Although a Cyborg, some of the Archivist's humanity was preserved, nit unlike many cyborgs. Unfortunately for the Archivist, that would be his ego. Overall, he's blunt, arrogant, calculative and sometimes cold. He maintains a stoic figure although he can be very understanding. He can be rather irritable at times, depending on his mental state.


History

Formerly human, the Archivist was an engineer obsessed with knowledge. He had an undying thirst for it, in fact. And the only way to cater to his undying thirst (through his eyes) was immortality (well, nigh-immortality, that is), thus his transformation into the Cyborg he is now.

Even as a human, the Archivist's true name and identity (if any) is unknown. Commoners are unaware of his existence, just as they are of the Nexus Databank's. As an underground information dealer, the Archivist is a connoisseur of knowledge and information. He is willing to share his collection with anyone, really - so long as they can afford it.

He's done business with almost every major political party across the galaxies and as an agreement, the location of his library has been kept a secret from commoners. His clients however, are to meet him directly in Nexus. He had no fear of being attacked as his library was decrypted to the level where only he alone can access it. Additionally, he shares mutual respect with said parties as they benefit off of each other.

The Archivist avoided any form of communication and let alone transaction via hyperspace for obvious safety reasons. Although Nexus is physically near-impenetrable with its impressive array of defensive weaponry, hijackers and hackers had always proposed a potential threat. His isolation from a hyperspace receiver had saved him the fall.


Additional Notes
Oddly enough, no one had ever heard of the Archivist - not even when he was human. No one knew about the construction of Nexus either - the most anyone knew was that he was suddenly there.
 
.
.
.
.
.
tumblr_oj7u2jeABv1qkbpm3o1_1280.jpg
Marcia Widogast
“Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation.”


.
Basics
Species: Human

Gender: Female

Sexuality: Bisexual

Age: 28

Religion: Marcia doesn't prescribe to one religion, but she's the sort to collect items that others put some sort of sanctity on and see them as sort of good luck charms. In a way, she's in every religion.

Faction: Solo

Profession: Smuggler

Equipment and Weapons:
HK XM30 bullpup rifle
40226d0164ba07a18b5b3713cde72afe.jpg

A light, high fire-rate assault rifle, comparable to an unusually powerful SMG.

ENRAM MX-50
d7a617e80c40cbcee860a0aa53c51a15.jpg

A heavier pistol to accompany a lighter rifle, firing 10mm rounds, semi-automatic.


Theme


Skills & Abilities
Scrapping: having had no formal training, Marcia uses her own hashed-together fighting style. She'll usually fight dirty, and use the environment to her advantage. Her talents veer more towards survival than dealing damage.

Piloting: Marcia is extremely familiar with the ins and outs of her own craft, and not a bad hand at piloting in general. She can coax impressive manoeuvrability from the old girl, and surprise pursuers with skilled manoeuvres even in tighter spaces such as spaceports and dense asteroid fields.

Laying Low: Not one to make much noise, Marcia naturally keeps a low profile when possible. Not so much stealth as subtlety, she's good at hiding in plain sight, rudimentary disguises, and losing anyone tailing her, both in ship and on foot.
Flaws & Failings
Flighty: It doesn't take much to set off Marcia's gut instincts to get the hell out of dodge. Maybe it's kept her safe, but it has also lost her lots of deals and strained a few relations.

Compartmentalisation: Marcia's never really seen herself as a bad person, in fact, she thinks that she often does some good. She doesn't even consider how harmful some drugs she carries can be, how much she can hurt businesses of people just trying to get by, or any actual consequences - not that she does even outside of smuggling.



Appearance
Marcia has dark hair and deep brown eyes. Her right arm is cybernetic, having lost it during an extended fight against faction police. She has various tattoos on her body, though these aren't visible unless she's dressed down.
Personality
Marcia can be seen as... misdirected. Even if she won't admit it to herself, she has no idea where she's going in life. She thinks of herself as this swashbuckling rogue, narrowly dodging authorities and mobs. In reality, the job is more glamourous than she would ever like to admit, and yet she compartmentalises it all. She'd call herself "chaotic good". Anyone who knew her would probably call her something closer to "true neutral". One day it'll come crashing down, though not likely through her own independent realisation.
As far as go other people, she's usually pretty kind to them, going out of her way to help the occasional person she takes a liking to. When she does get attached to someone, however, she tends to split pretty fast - she's ultimately a coward and is scared of responsibility.


History
Marcia actually had a pretty cushy upbringing before she threw it all away. Her parents were the rich CEOs of a starlifting operation - a dyson swarm that also took some of the star's own material away.
As businesspeople they were both away much of the time, so robots and nannies did most of Marcia's raising. They were a lot more willing to accommodate Marcia's interests than a real parent would be, so she was able to get training in pilotry, as well as plenty of independent combat practice with training droids.
Little did they expect Marcia's plan. She'd read, watched and played all sorts, and she adored the stories of derring-do and daring adventure, following charismatic pilots, smugglers and all sorts. She had decided once she was twenty, this was the life she wanted.
Stealing a fast, agile ship, she took off into hyperspace, and her parents never heard from her again. She had no idea what she was doing. She was ill-prepared and had to buy more supplies very soon into her excursion. Mostly only luck propelled her into her first few jobs. Her skill as a pilot was already notable, and eventually, she started learning where to go to find work and how to do it better. Her parents' bank account was closed off to her by now, so getting a living was vital just to survive.
Her plan, through desperation and luck, actually had worked out, though she did lose an arm at one point - no biggie in today's world. She was a smuggler for about 8 years before the Silence hit the galaxy. Her nature has so far kept her away from populated areas, as she's been too terrified to see what has actually happened to everyone.


Additional Notes
Marcia's still a huge nerd for all sorts of media involving her favourite swashbuckling action heroes, and watches, reads and plays all sorts during downtime.
 
Last edited:
.
.
.
.
.
yury-krylou-char10-2_edit.png
Nushaba "Nash" Cygnar
“You can't rob what you can't catch. Bring it, losers!”


.
Basics
Species: Human

Gender: Female

Sexuality: Straight

Age: 27

Religion: Atheistic

Faction:
U.C.E. - Universal Couriers Enterprise
A company committed to delivering anything to anyone at any time. UCE is known galaxy wide for taking on high risk high reward jobs and seeing them through to the end, no job is too dangerous. As long it's not outrightly illegal, UCE will get your package to its destination or die trying.

Profession: Courier

Equipment and Weapons:

  • Light weight Atmo suit: Designed for lengthened periods of time in open space, the Atmo suit allows a full 6 degrees of movement in open space, as well as electromagnetic fixing to ship hulls and other man-made surfaces.
    Its design protects the wearer from the harshest of environments, shielding from extremes in temperature, radiation, atmospheric vacuum. The propellant system has seen a light upgrade to allow its use inside gravities of up to 1G, giving it the ability to extend her jump range, propel her off vertical surfaces, slow her fall from high heights, change course mid air, and "glide" across open gaps.
    The Atmo however offers almost no protection against personal weapons fire. It can deal with low powered energy based attacks thanks to its thermal shielding, and can withstand the force of most blades thanks to its rip and puncture resistant material, however any attacks of meaningful force wouldn't face much resistance.
  • Slug gun:An old fashioned, yet no less effective weapon, Nash's weapon fires a supersonic metal projectile the size of her thumb using electromagnetic coilgun technology.

    gun_speed_paint_l_i_t_l_e_by_torvenius.jpg

    These projectiles can be devastating to anything caught in their path, and while they use a finite ammo source unlike energy based weapons, Nash can substitute her ammo with any magnetic material she can fit into the barrel of the gun. With a full clip, the gun has a maximum of 10 shots before Nash must substitute or reload. The weapon has a fair bit of recoil, however the weapon is designed to absorb and redirect most of it out of the wielder's hands.
  • Customised Corvid Fast Attack craft: A small vessel originally designed as an interplanetary fighter-bomber, the Corvid class has since been superseded by many more specialised ship types over the centuries it's seen service as the nature of warfare changed. However thanks to its easy to customise frame, extremely powerful engine output, and its potential multi-role functionality and ease of upgradability, it still sees use with the more independent pilots.

    kevin-moran-uce-starship-concept.jpg

    Nash has upgraded the drive of her ship to accommodate blink travel over the older Hop style drives, and has stripped out the spacious bomb bay to allow its use as a light transporter. The Corvid is however still equipped with its original main guns, a hefty armament of twin automatic coilguns cannons capable of riddling any would be attacker with projectiles the size of her fist. Much like her sidearm, it's a dated weapon in some respects, but they have a few advantages over energy based systems. They are capable of transferring the entire force each projectile onto the targets hull which can alter their course in 0G environments. They also are unaffected by armour systems designed to stop energy weapons, shattering mirrored and heat resistant surfaces and bypassing laser deflection systems.
    Like her pistol, the weapon system on the Corvid uses a finite ammo source, however more ammo may be synthesised using raw metallic materials. Unlike her pistol, the Corvid's weapons feature no recoil compensation. To fire the weapon, Nash must set her thrusters to maximum speed to compensate for the massive push-back applied to her own ship. This however has it's uses, as it can in an emergency be used as a braking system, and to redirect the ship from harm.

Theme


Skills & Abilities
  • Nash would much rather run from danger than face it head on. Over the years of delivering packages that others wanted for themselves, she became extremely skilled in avoiding it. Nash has great pride in her agility and route planning skills, which she utilises to bypass most threats and to take alternate paths through environments.
  • Being essentially a delivery driver, it helps to have good spatial awareness and a good memory of locations. Nash's memory of these locations and how to get to them help greatly with her job.
  • Years of spaceflight and racing practice have honed Nash's skills in the cockpit, and what she lacks in shot accuracy, she makes up for in evasive flight patterns and speed. Nash's ability to out fly her pursuers has gotten her free of countless sticky situations.


Flaws & Failings
  • As stated above, Nash would rather not resort to combat. She is not a great shot. Nash can hit a target if she concentrates, but the majority of the time the only reason she has her pistol drawn is because she has no other choice. Space is dangerous, and Nash would much rather just stay out of danger's way.
  • Growing up on an outer rim world, Nash couldn't afford any upgrades, and as such her body is entirely natural. Whether this is an advantage or disadvantage over her fellow beings, is up to speculation. She's fairly average in all physical abilities other than endurance and agility. She's not amazing at taking a punch.
  • Nash isn't very scientifically minded, no more than the average citizen anyway. She's a much more practical person, and prefers to leave the "brainbox" stuff to those more capable of understanding it.


  • Appearance
    Nash's most distinguishing features are two eye marking tattoos. Clan symbols from her home planet, these tattoos serve to let others know her origins and her family history before she even opens her mouth. Her other intriguing feature is her naturally pink hair, however this is not something out of the ordinary from her home world, as generations of people exposed to the slightly alkaline planet surface and atmosphere adapted to compensate.
    She stands at 5'6" (167cm) and weighs 126lb (57kg), and has a fairly slim build. She is neither muscular or extremely toned, however she manages to hold a shapely figure.
    Personality
    Over the years of struggling to succeed and survive on her backwater planet, Nash became a bit of a thrill seeker. She finds the chance of danger exhilarating, despite her inability to fully deal with it face to face. She can be a bit of a loudmouth and a boisterous person to deal with when she's bored, shouting off about having nothing to do and "being cooped up". However in light of all this she's a hard worker, and always aims to see a job through to the end. The integrity and the strength of her word is almost ironclad.

    In day to day life Nash Is a pretty fun loving person, she likes to kick back and have a laugh, and also enjoys teasing other people. She can be a little bit of a hot head, and has trouble holding back her temper, as like most of her emotions, it's pretty all or nothing. Some could see her as cocky, as she has a great deal of faith in her skills, and knows her weaknesses, but others might just see her as a brat.

    After the fall, Nash found herself becoming a more serious person, with her interests shifting away from fun, to a more survival based frame of mind. She still enjoys a few thrills, but she now finds herself more focused in getting by each day in one piece.


    History
    Born in 18290, Nushaba Cygnar was named after the star Gamma2 Sagittarii, taking her name from the ancient arrow tip of the mythical centaur's bow. It was a tradition of haro 4-380 A5 her home world, taking the name of a cosmic body in the hopes that the stars would welcome you as one of their own and offer you protection. Nash however believes this is all superstitious bull. Not that she'd tell her parents that.

    Her family was poor, meeking out a living doing whatever they could. Scavenging, scrapping, labouring, gambling, they tried their hands at anything if it would bring money and food to the table. It was through this that Nash found herself in the pilot's chair. She started out her career in the cockpit of small surface effect racers, hand built by the locals for entertainment, she used her developing skills to earn money for her family, eventually gaining enough of a reputation to go "pro". It was only the lower leagues, but with races taking place through rings of her home world, it gave Nash the experience and renown she needed to land the fairly lucrative job as a courier.

    Delivery jobs might not sound like high paying work, and you'd be right, there was more highly paid jobs out there, but it wasn't pocket change either. Nash was able to support her entire family through her earnings, and with the high risk high reward nature of the jobs she took on, she had fun doing it.

    When the "event" hit, Nash was mid job, slipping between systems along the outer edge of the Norma arm, hoping to avoid detection as she bypassed major population systems.


    Additional Notes
    -TBD
 
Last edited:
.
.
.
.
.
52886a591dc1e09f9736d769f0cc1ee9.jpg
Kyros "Uranus" Thalia
“We're all nothing but Machines of Flesh.”


.
Basics
Species: Model 300 Bioenhanced Human

Gender: Currently Functionally Male

Sexuality: Heterosexual (Born male, Interested in females)

Age: 342

Religion: Designism -
A theistic unification of thousands of older religions and philosophies that was once one of the most common beliefs in the galaxy, but has since declined massively due to negative connotations and baseless ideas. It varied massively depending on what culture you found it in, but the idea that all offshoots of Designism held in common was the idea that life as we know it was far too complicated to have simply appeared on its own. That it was created by a less complex, yet more eloquent and divine diety that must have existed since far before our time.

A member of the belief is considered a "Designite", and is expected to devote their life to the endless search for the "Original" (the theological God) as described in the "Codex Clarity", the third and final book of the Designites common faith. Designism, on the larger scale, was oftentimes considered to be more of a philosophical guide to life than a religion, which became the reason in and of itself why it grew so large once.
A theism based around the idea of a divine Creator that the Designites collectively try to find. A collection of old faiths put into one, and a large collection of philosophies more than a single religion.

Faction: Coeus Designites -
5000 years ago there was a group of Designite researchers, all specialized in genetic engineering, living and practicing their work under a government grant on the frozen southern pole of Earth. These researchers happened to be part of a rather radical branch of Designism at the time called "Titanism", after the ancient mythology in which Titans were the first generation birthed from divinity. The Titanites had a different strategy of trying to find the Original, and rather than through exploration, reflection or devotion to society's progress, they attempted to uplift humans to divine status by modification.

Their attempts were both inhumane, morally disgusting and visually wretched, so after a quick inspection from their superiors they were all suspended from ever conducting experiments again and the branch of Titanism was branded a cult. This triggered a massive backlash from Titanites around the globe and galaxy, which ended in a few riots and eventually a minor civil war, but through all of the violence martyrdom became key. Supporters arrived from all over, and eventually a large portion of very devoted Titanites broke loose from society and claimed their own planet far from governing space. This planet they name Gaia, after the Greek name for Earth.

For a few decades Gaia held the attention of the universe, planets and empires held their armies at the ready in case of some unexpected attack from the rogue culture, but as time went on and the planet barely showed any life signs the tension died down. About two centuries passed in silence, but then a singular ship left the planet. It was an ambassador who came to explain that Gaia had been in a civil war for long, and that all the previous Titanites had renounced their faith and returned to Designism, which at this point had become an absolete faith in the rest of the universe.

Gaia had become home to a very new culture building very largely around biomechanics, and they were at the forefront of biological research and development. Their isolation continued for a couple millenia, largely due to their very disturbing (to some) ideas of the human physiology, and very apathetic (practically neurotic) approach to life.

They recently started trading their biomechanically engineered humans and machines as contractors, oftentimes proving very effective because of their flexibility and adaptable nature. This new group of mercenaries soon created their own company, namely the Coeus Designites, after the Titan Coeus from Greek mythology.
A mercenary group hailing from the planet of Gaia, the forefront of Biomechanical engineering. They are very versatile due to the many different biomechs that only they have been engineered to be able to pilot. They even do such work as mining rare materials under extreme condition, as well as building.

Profession: Insurer/Miner

Equipment and Weapons:
Uranus Warrior Suit Model 5.2
A combat-specced biomech that combines flesh and steel for versatility. With it's DNA based systems it can repair itself half through natural regeneration and half through nanomachines simply by feeding, which it can do both while being piloted and while offline. It supports massive muscles combined with a complex hydraulic system for massive strength, multiple hidden high-velocity tungsten rifles and a plasmathrower within it's throat. Whilst it's not the most defensive construct, it is quickly repaired and very difficult to put completely out of comission. The Uranus suit line was developed for stealth and on-board combat, and is thus mostly designed to clean up fights quickly and neatly.

Rhea Worker Suit Model 1.1
The Rhea suit line never got far past model 1 because of its immediate success. The suits are not made for combat, but rather for mining and rough construction work. They are therefore loud, have no ballistic weapons, and move rather slowly. They are, on the other hand, extremely strong and fuel-efficient, seeing as they can digest literally anything for fuel.

Olympian Weaponmorph M.16
A biological weapon graph with muscles around the ammo port that can adjust to any magazine or round. Large changes, like switching from Solid Projectiles to Plasma can also be done, but takes quite a while. The weapon is very, very resilient and guards the arm. Even without ammo, it can produce a round of very potent acid every 10 to 20 seconds that can be fired up to 50 yards.

Biocodex Complete
What looks like a ribcage with exotic animal parts inside of it is actually a complicated biomechanical machine, specially tailored to create special performance-enhancing drugs for the Model 300 Biohuman. Most of them are ones that trigger massive increases in morph speed and regeneration, but there are also several combat and medicine-related drugs. A human should never attempt to consume these in any way, as they will instantly get life-threatening cancer and several different types of poisoning.

Theme


Skills & Abilities
Biomachine
Kyros' body has been heavily modified to be able to merge with Biomech suits, as well as far upgraded from the weak flesh that natural evolution has given to us. He can survive most toxic, cold, warm and oxygen-starved environments for relatively long periods of time, and his skin is engineered to stop most blunt and piercing damage. His senses are all very elevated, and his muscle fibres have been replaced with much denser ones allowing for greater strength. Given time he can also alter his physique to fit a purpose, and his body is considerably difficult to destroy to the point were it can't be regenerated, even more difficult to exterminate so fully that it couldn't be rebuilt with the right technology. The modifications have rendered him effectively biologically immortal so long as he gets semi-regular health check-ups. (In reality, biohumans pass away at the age of about 900, but very few live that long.)

Veteran
Several centuries of experience in his field has made Kyros a master of combat. He's always subconsciously ready for a fight, is always moving without making a noise, and has an eye on everything in any given room.

Architect
Though combat is the primary job of a Biohuman, Kyros found great freedom in their contruction jobs or even just building bases of operation on foreign planets. He's experienced with contructing buildings and mining.
Flaws & Failings
Subordinate
Though he's not a fool, Kyros has little to no ambition or intuition of his own, and will always look to find someone to lead him. Most ofen someone who can contribute, someone who does good work and can not protect themselves.

Foreign Technology
Kyros has to praise his lucky stars that his biotechnology is so self-sufficient, because the Technology from Gaia is incredibly foreign to pretty much every professional that you find elsewhere in the universe. Thus, it'd be pretty much impossible get repairs or medical help.

Unusual Surroundings
After a lifetime around machines of flesh, metal and alloy technology is pretty much completely foreign to him other than perhaps doors and simple terminals.


Appearance
Appearance is a relative word for the Biohumans, but Kyros has always had the unusual habit of reverting back to his original form whenever he doesn't have to be someone else or fit a certain role. Despite his old age, he looks like he's 23 tops. Fair, spotlessly pale skin, pitch-black hair that is nearly always tied back in a short ponytail. 6'2'' in usual stature, but that's prone to changing. Brown, calm eyes that don't seem to blink as often as they should. Not quite enough to make people uneasy, but enough for people to notice that something's off.

If anyone would get uneasy it'd probably be when he regularly contorts his body in ways that regular humans shouldn't be able to, or when his body is recalibrating, making cuts and gashes naturally appear and stain his clothes. Which also happens to be why his choice of clothes is always dark red and loose.

Kyros'natural stance, though always at the vigilant ready, is pretty laid back. He's got a inviting and calm aura about him, which, to be honest, at times just scares people worse if they're already disturbed by him.
Personality
The strange and sometimes upsetting culture of the Coeus Designites has often lost them contracts and jobs, but for the members themselves it has always been very helpful. You see, they have learned from birth that life has no meaning what-so-ever. Look at the trees, the bacteria, the flowers. They all have life, but how often do you consider it? Without sentience life is nothing, and a tree is no different from a rock. Sentience is nothing to be fearful of losing either, since then you will never be aware of your loss.

Perhaps the actual culture is more complex than that, but fear of death, fear of killing, and remorse or mental burden from either is not something Kyros has the capacity to relate to. Losing someone dear to him, on the other hand, is not something he enjoys at all, but he's never even nearly touched by the death of those he's not familiar with. In that way he could appear quite unsympathetic and cold, but it's rather the other way around; Kyros greatly appreciates companionship and friendship.

Great displays of emotion is not in his nature though. Crying or becoming angry nearly never happens (except when his eyes leak, slight and harmless design error with his model) and you'd be pretty lucky to even hear him laugh. All his moods are calm, minimalist and held back in that sense.


History
The biohuman enhancement process that Kyros' homeworld of Gaia is so famous for has changed drastically over the years. When the first prototypes where made they were heavily altered with mechanical technology and plastic tubing. They were prone to failures and more like crude super soldiers than today's much more versatile and convenient biohumans. The Model 300 process was coined after one particular Biosmith (fancy title for current lead researcher) had a breakthrough in his research.

Once a human newborn has been found to be highly compatible with the process, they are removed from their families and mature to the age of five in a facility that has a very special mix of gasses and a very particular diet. After that, they spend about 20 years unconscious in a lab, going through about 952 surgeries in total and then finally placed in a glass cylinder filled with complex fluids to adapt over 5 years. When they finally awake at the age of 30, they are physically at about the age of 14. They are trained and kept under close watch for ten years, at which point they've fully matured and are either put out for hire through Coeus or added to the planet's armada. Very, very rarely do Biohumans at this point complain about their fates. Going through this process is considered incredibly honorable, and a privilege.

Kyros was never any different. His first superiors on Gaia became like parents for him, and his fellow Biosoldiers became his brothers and sisters. Little could compare to the powerful tie that the Gaia Trainees shared, which made it all the more devastating to the young and excitable Kyros when he was the only Model 300 to be separated from the planets armada and placed into the Coeus Designites.

It was a short-lived tragedy though, the brotherhood of soldiers where just as powerful with the stray mercenaries aboard the Coeus' flagship: "Tartarus". Little changed too drastically over those 300 years that they spent together, except that Kyros proved to do much better on the field that most others. He rose to the highest position an insurer with pure combatant and constructive focuses could aboard the ship over the first 200 years, and was the 10th oldest soldier by the time he reached 327. This lead to the most notable event in his life, receiving the Honourable title of "Uranus" for his expertise and ambition as a warrior.


Additional Notes
Kyros is currently stationed inside the Coeus' flagship, The Tartarus, which is floating blindly into space. It gives off very strange signatures due to it's large biomechanical subsystems.
 
Last edited:
.
.
.
.
.
39ddd465cab5aa944963febc94566947.jpg
Bailey O’Brien
“Stop giving me reasons to hate you.”


.
Basics
Species: Human

Gender: Female

Sexuality: Bisexual

Age: 16

Religion: Agnostic

Faction: Rotty’s Dog Pound

Profession: Space Pirate

Equipment and Weapons: RR-44 Industrial Excavation Frame: This “mech” comes equipped with Excavation equipment that can make quick work of ore and scrap. Once used for mining, it is now used for more nefarious means, such as intimidation and breaking into cargo containers and bulkheads. It pretty large, and can only be effectively operated planets idea or in open space or hangar bays. Not equipped for combat, but can be dangerous if it gets close.


Kung fu Cattle Prod: A modified electric stun baton, debilitating to fleshy beings.


Boot Shiv : A shiv in her boot.

Jetpack : Image. While she can't quite fly around like superman, it helps maintain her flightyness. Namely avoiding antagonistic forces, like the police. It may not be the most cutting edge, but it gets the job done, while being compact enough not to be a burden, however it can be tricky not spin out of control. She needs to be careful.


Guardian-NL : Image. A non lethal sidearm stolen from a police officer on Yelgad VII. A high powered sonic disrupter for ranged riot control, and front mounted taser for CQC. Can be loaded with charges to deliver a small directional EMP. Not the most intimidating or dangerous of weapons, but can be used without worrying of killing somebody.


DRL54 : Image. A small holdout raygun for emergencies. The laser equivalent of a 9mm.


Theme


Skills & Abilities
Common sense:While she hasn't received much in the way of formal education, one thing she does have in droves is common sense. She isn't a big risk taker and likes to go about things smartly.


Heavy Machinery: From before her pirating days, she learned how to use such machinery from her parents, as she was going to continue the family business. Even though she isn't a miner anymore, knowing how to use heavy equipment has still come in pretty handy.


Scavenging: Spending two years alone on a ln abandoned mining colony helped teach her the ins and outs of making the best with what you have. Further confounded by being a pirate, where she really learned the value of things, nailed down or not.


Co-pilot: Though she is still learning to pilot it by herself, she has made herself pretty familiar with their ships supporting systems. Including, but not limited to, navigation, boarding, and defense turrets. While not the perfect pilot yet, she has shown capable of making flight easier.


Work ethic: Bailey isn't lazy. She likes to work and get things done. She can always rest after.


Flaws & Failings
Young: Hasn't the wealth of experience or knowledge to draw upon like many of the more aged members of their species. Still a child and still makes mistakes.


Non-combatant: Bailey doesn't have much in the way of warriors training. When confronted with a burly hairy man or robot, her best bet is to run away. While she is trained to do some piratey stuff, she still has much to learn.


Crude: Rotty isn't the best role model, and hasn't done much in the way of teaching or enforcing manners. Bailey cusses, smokes, drinks, and comes off as more adult than she probably should.


Harsh and distrusting: Bailey can be very critical of others. And especially critical of stupid ideas. She isn't one to beat around the bush, and will straight up tell you your plan is horseshit. It doesn't help that she is a cautious and distrusting individual.


Outlaw: Bailey doesn't really have much reason to follow the law. While she isn't one to go out and murder, or steal willynilly, she doesn't place a lot of value in societal laws. Especially when there is no one around to enforce them.


Appearance
Bailey is a fairly attractive young woman, at least by her own judgement. White skin with a freckled face, and ling and wavy red hair. Leaning towards the tall side at about 5’9” and filled out. She is of healthy weight, with most of it being muscle, though doesn't at all feel bad about a little extra pudge. She has no reason to dress to impress. She will dress for comfort and practicality. Her looks aren't really something she finds important, unless there is reason to take advantage of someone or something.
Personality
Bailey is very focused on surviving this ordeal. A pragmatist by heart. She likes to stay busy, be it tuning her frame, working around the ship, or whatever else she can find to help keep her anxieties at bay. Hard times can bring out the friction in many, she is no exception. People will find her harsh and distrusting, perhaps even cynical. She is not one to just trust the first people she meets, military or otherwise, nor will she have any delusion that just anyone is worth throwing her life away for. To be frank, her life will matter more to her than theirs. This said, she is not blind to the advantages of cooperation, nor is she the owner of a frozen heart. Just do not expect kindness and generosity to come easy from her, especially if it means she has to sacrifice something.


Bailey is an intelligent woman, and will pick apart and criticize situations and people without much care of their feelings. She does not like to be weak, and doesn't like to be the victim, and as such she can act quite ruthlessly and aggressive. Furthermore, befitting of the color of her hair, she can be something of a firebrand. Seeing her temper isn't uncommon, but it normally justified, such as when someone or something is being an idiot. Yet with a bit of logic she can be calmed back down. Bailey isn't unreasonable by any means. This all aside, there is a passionate side to her, not something easy to access but something that is there nonetheless.


History
Bailey's past is nothing special. She was born and raised on Valdr III, an only child under the care of her father and step-mother, three uncles and a grandfather. They lead a modest but happy life, having set up a small mining colony they hoped to expand on. Valdr III was a peaceful place to live, there wasn't much to gain for a family of miners as it was not a particularly mineral rich planet, but the lack of competition worked in their advantage and they were able to dig up enough ore to get by without much worry. It was hard work, but the O'Brien family valued an honest trade. It was a small business, but they didn't want for anything.

Bailey was always close to her father, they always spent a lot of time together. Ever since she was little, he took her to work with him. As long as she stayed away from certain areas she was allowed to explore the mines. Her father and his brothers, often let her ride in with them in their mining frames. It was a small business, so they didn't mind breaking a few rules, and Bailey was a cheerful girl. They often joked they only brought her along because she brightened up the mines.


But this lasted only until she was too big to sit in their laps. And with her enthusiasm, it was only natural her father got her small loader frame for her birthday. It wasn't much, and certainly not suitable for mining, but that didn't stop her from trying to help, even if only cleaning the mineshafts or other minor tasks . Thus began her career in the family business. As the years went by, and she got herself a proper frame at a young age of ten, her work really began. And until the disaster, she spent her days working with her father in the mines.



It happened when she was thirteen. While Bailey was hauling a load to the service, the mine collapsed. Coupled with several explosions , the ground shook something fierce. Her and half the colony shelters on the surface fell into the sinkhole. Bailey, was close enough to the surface that she was able to dig her way out… but everyone else was not so lucky. Everyone save her had died that day. She was stranded, alone. Unable to even leave the planet as their traveling ship had fallen into the sinkhole with a portion of the colony, becoming useless.


For a year and a half she made due. Trying to survive. And succeeding for the most part. Losing hope every day, knowing no trade ships would come out this far. Until one day… a ship did arrive. Bailey had ran to meet the visitor who had come with ill intent. Bailey didnt care. With tears in her eyes, she threw herself at the women's feet and pleaded to be taken away. While the women wasn't keen on this, Bailey insisted she would work, would do anything. Her pleas got through, and she left with the women. Rottweiler.


From here, Bailey began her new life as as space pirate. Holding to her word, she worked as hard as she could to be kept around. And even with the chance of going elsewhere, Bailey stayed with Rottweiler. Having nothing else, Rottweiler was all she had now, so held onto this new life tightly. Embraced it. For the next year and a half she learned and worked. Not really caring what she was paid as long. Didn't have anything to spend money on anyway.


Yet, once more, life was shaken after “the silence” hit the galaxy. They lost contact with much of their crew. Bailey a bit freaked out about being veritably lost in space, tried to hide it. She had no idea what to do noe. All she could do was trust her Captain.


Additional Notes
N/A
 
Last edited:
.
.
.
.
.
Carthena_zpsra2s2pi9.jpg
Cephrys Blue
“I’m not a clone!”


.
Basics
Species: Human Clone

Gender: Female (Presumed)

Sexuality: Asexual/Unknown

Age: 26 Physically 65 Mentally

Religion: No religion: Has surrendered herself to a life without purpose and an end without meaning, though believes somewhere in the vast cosmos is perhaps some deity or being exists that might convince her otherwise.

Faction: No known faction

Profession:
Scavenger: While the android previously in charge of her ship searched for worthless knick knacks, Cephrys searches galaxies for expensive artifacts and items she might be able to sell.

Scientist (former): Cephrys’s clone source was a scientist, and armed with pieces of her mind, Cephrys has memories of a former life through her source’s eyes, occasionally giving her the delusion she too is a scientist. This delusion is furthered by her proficiency in most scientific arts.

Equipment and Weapons:
D-Class Cargo Ship:
An old, large ship that was once piloted by a scavenger android, who was assigned to comb the stars for various items. Technically Cephrys stole the ship, but anyone who could have pursued it chose not to, likely because it’s an incredibly old, outdated vessel. Designed to have been piloted by one person, it features large cargo bays and storage compartments, though it could house a small crew comfortably.
7AyBzLq.jpg

Tarcel Mark 5 Exploration Suit: A astronaut-esque suit Cephrys scavenged from a moon on some distant planet, this suit fits over her existing suit, assisting her in searching for items. With what was formerly state of the art technology, the suit assesses the world around the wearer, analyzing gasses, scanning surfaces, identifying threats and locating possible artifacts.
6ae0a45797334cdb7c56098b5d29f715.jpg

Hyper Blade: Another of Cephrys’s inventions, she built this as a defense, choosing a sword over a gun because of her lack of access to bullets. While not the strongest defense, it keeps her mind at ease, and she’s quite adept at using it—though her only targets have been the rusted out remains of various objects.
8e4c0688227938fbf5b9ebc322ad6dbc2ef84288202ce-rCXsI6_fw236

Theme


Skills & Abilities

Recollection: Armed with the scientific knowledge of her source, Cephrys knows many scientific procedures, as well as being quite proficient in engineering objects. This memory has gifted her with the knowledge to heal herself and build things around her to survive.

Eagle Eye: Cephrys, as a long-time scavenger, has an eye for useful items, being able to pick apart wreckage and acquire the most important pieces. This applies not only to artifacts and expensive objects but shipwrecks and garbage as well.
Flaws & Failings

Painful Past: With the knowledge of her source, Cephrys gained some of her memories, memories of a past she never had, a personality that fights with her own. As time goes on, she remembers more of the doctor’s memories, leaving her in a poor state. When having conflicting memories, Cephrys is usually violent and unstable. These memories give her splitting headaches, and sometimes the clone can be found talking to herself and the doctor.

Clumsy Blade: The doctor, nor Cephrys were ever trained to defend themselves, and as such, despite having a weapon, Cephrys doesn’t have much experience using it. While she trains on scrap metal, that pales in comparison to any real danger – Or an enemy that fights back.

Not a Clone: Being called or identified as a clone irks Cephrys, who often gets unreasonably angry. She will defend not being a clone at no matter the cost, and being called one often clouds her judgement.


Appearance
Beneath Cephrys’s suit is a body who’s beauty was stolen by the tongues of fire, scarred and burned to resemble little the woman she was cloned from. The only giveaway to her humanity beneath the android-like suit is her pin straight brown hair, which is usually tightly tied in a bun or ponytail atop her head. The woman has a severe look about her, with narrow, angular silver eyes and a mask that defines her thin, arched eyebrows and accentuates her protruding cheekbones.
Personality
If Cephrys’s appearance alludes to anything, it would be her stern, serious personality. She’s all business and no-nonsense, preferring not to meddle with trivial things and instead focusing on the most important task at hand. She’s phlegmatic, an immovable force of woman with some serious ambition behind her. She cares not about stepping on anyone’s toes, or any part of someone for that matter. As a result of her isolated upbringing, Cephrys does ill in social situations, as she’s unfamiliar with social cues and doesn’t understand jokes very well.


History
Cephrys Blue was the brain child of Dr. Maelin Areya, an attempt to let the good doctor’s progress in the scientific field live on past her years. Cephrys was not only a regular clone, but one who’s brain had been bio-engineered to retain Dr. Areya’s scientific mind. While Cephrys was not the first of the doctor’s attempt at cloning, she was the only one to survive well into infancy and survive long after. The project was not without its flaws though, and unwittingly Dr. Areya had implanted far more into Cephrys’s brain than intended, giving her flashes of old memories from the doctor.

When Cephrys was only few years old, Dr. Areya’s lab caught fire, destroyed in the vacuum of space, leaving the doctor dead and her only living clone burnt beyond recognition. The only way the young girl survived was by utilizing the knowledge that had been bestowed upon her at birth. With the mangled remains of the lab, at just three years old, Cephrys created her first suit and took to the stars. Shortly after her ascent from home, Cephrys was picked up by a passing scavenger, an android programmed to comb through the galaxies to collect what most called trash.
At ten years old, with the mind of a fourty-nine year old, Cephrys killed the android that had cared for her, parting it out to build herself the suit she wears now and commandeering the ship, becoming a scavenger herself, though her searches were for much more valuable items. As she grew, Cephrys’s memories became more volatile, leaving her dazed and confused in command of a ship that grew more and more tired as the years dragged on. With her developing personality conflicting with Dr. Areya’s, Cephrys became unstable, unable to make the necessary repairs to her ship, leaving it with a broken hyperdrive and failing hyperwave receiver.


Additional Notes
As the fall happened, Cephrys lost control of her ship, crash landing it on a distant planet, the crash damaging her brain, leading her to have forgotten much of Dr, Areya’s memories, making her less intelligent but more stable in nature. It is thought that she could perhaps slowly regain her memories.
 
.
.
.
.
.
591_max.jpg
Rottweiler
“Finders, keepers.”


.
Basics
Species: Human

Gender: Female

Sexuality: Aromantic and asexual until money becomes sentient.

Age: 34

Religion: Atheist. Rottweiler doesn’t practice any sort of religion, and openly mocks people for believing in divine intervention and superstition. The fall, however, has severely shaken her lack of faith.

Faction: Herself and her crew.

Profession: “Interplanetary Acquirer”, better known as a space pirate.

Equipment and Weapons:
  • The Vulture: A small winged spaceship “inherited” from her “cousins”. That is to say, it was stolen when she made her getaway after murdering a mafia boss’s son. It has a small cargo hold and can fit a crew of up to 6 to 8 people, including herself. It’s cozy, but not comfortable, and cannot sustain long voyages as it lacks the fuel capacity. Usually, the Vulture ducks in and out of nearby ports, and typically never goes further than one moon to the next unless it is being hauled by a larger ship. The landing pads contain electromagnets, and are used to latch onto the victim ship. The Vulture also contains a fairly robust hacking system that Rottweiler doesn’t really know how to use, as her go-to hacker disappeared in the fall.
  • Kung-fu Cattle Prod: A simple, unassuming stun baton. If it can get a bison to change its mind, it sure as hell can change yours. Rottweiler has a few spares, they’re her favorite weapon as they (usually) are not lethal, and have no projectiles that could damage the surroundings. It does not come with kung-fu, unfortunately.
  • Light armor: Rottweiler wears a bodysuit that’s lightly armored with a combination of hard plastics and thick padding. It was purchased surplus from a colony that had well-equipped child soldiers, the only way to find one in her size.
  • A strangely fat bank account: No comment.

Theme


Skills & Abilities
  • Petty theft: The age-old art of the five-fingered discount, always a decent fallback when times are tough.
  • Acting: When she was younger, she had a sweet and unassuming face, and was often the bait in her family’s tactics. It worked well, until the incident that left her face scarred.
  • Piloting: She’s no ace, but Rottweiler can pull off some rather skilled maneuvers with the Vulture and other similar sized ships. Unfortunately, larger and more complex ships are out of her skill range.
  • Negotiation: Running a crew of greedy and ambitious criminals means making nice so that everyone gets paid and no one dies. It doesn’t always work, but it’s an important skill in Rottweiler’s toolbox, along with “I’m the captain so shut the fuck up and follow my orders.”
Flaws & Failings
  • Doesn’t really care about anything beyond profit, except maybe Bailey.
  • Frankly, kinda heartless - she’s killed children on the job before, eaten human flesh, and ejected people into the cold of space, all in the name of a job done well.
  • Cynical and pessimistic, and slightly enjoys bringing people down with her.
  • Difficulty trusting people who are not directly subordinate to her.
  • Refuses to relinquish control of a situation.
  • Lack any sort of productive skills, crime is the only future she’s ever had.
  • Does not trust authority, does not trust generosity, does not trust people to keep their word.
  • Is an unlovable bitch.

Appearance
Rottweiler is a small woman, who stands at 5’2” if she’s wearing boots. She’s distinctly of Chinese descent, with olive skin and monolid eyes. Her black mohawk is overdue for a fresh buzz, but she’s torn between growing it out slightly or just buzzing it all off. Her freckled face has a pair of scars running through her left eye, and their origin story changes every week.
Personality
Rottweiler was once a wild and adventurous young woman (see: pig incident), tenacious to a fault and loyal to the family that took her in after she was abandoned. That fierce intensity, combined with a brutal pragmatism, led her to burn bridges (almost literally) after a disagreement about how best to secure to future of her family after their boss passed away. Years of working with a much smaller support network and a miniscule margin of error have increased her frightening intensity and her pragmatism in the name of profit, but she is less willing to take chance. Some may even call her overly cautious (for a pirate), unambitious (lies, she insists), and a total killjoy (guilty as charged).


History
Rottweiler, formerly known as Wei Qiaolian, grew up in an upper-middle class family on a Martian colony - you know, the kind of family that bragged about being old money despite having not much to show for it to the neighbors, due to a deftly concealed history of addiction and permanent debt to the kinds of folks you really shouldn’t be in debt to. She was constantly in the shadow of her older brother Sheng, who was destined for greatness as some sort of account manager, or some stupid white collar financial job that only other suits would be excited about. Point is, the family pinned their hopes on Sheng’s future income.

It was her dad’s fault, really. He shouldn’t have gone to that casino, it was an obvious trap. For all of a week, Qiaolian was the family hero, nobly giving herself up in exchange for her father, and selling herself to a crime syndicate to relieve the family debt. It turns out, one teenaged girl is not worth a few billion credits. That one week was all it took for her family to pack up and leave her behind, to permanently strike her out of the ancestral record, to pretend they never had a good-for-nothing lowlife daughter who associated with criminals.

Of course, that was years ago. Since then, Rottweiler buddied up with her new mafia friends, was gifted the name Rottweiler by the old Rottweiler (bless his nonexistent soul, the merciless bastard, she loved him dearly), took ships out on joyrides, stole anything that wasn’t bolted down, hijacked a hydroponic garden and established an organic opium dispensary, went to jail, walked out of jail when no one was looking, visited an elder in prison, broke said elder out of prison, got sent to prison, was broken out of prison by a herd of pigs with dynamite strapped to their backs, and murdered the son of her boss. In her defense, she waited until her boss was dead, she didn’t want to disrespect him.

Rottweiler maintains that it was for the good of the family, but not everyone was happy with her decision. Some left with her, and they formed a small crew of pirates, operating mainly between the moons of Saturn, and offering their services to whomever was willing to invest in their untoward skillset. It was a good gig but it didn’t last long, as Rottweiler had to vacate the solar system entirely to avoid assassination. Some, but not all of her crew followed, some new faces joined, eventually there was a complete turnover - aside from her.

A year or so ago, Rottweiler picked up Bailey, a teenaged girl. She felt like she was supposed to be motherly, but it didn’t really happen. Still, it’s nice to have someone to teach the tricks of the trade to. And, it’s nice to have someone to talk to now that the galaxy has gone silent. It’s hard to be a crew of just one.


Additional Notes
Sometimes she wonders if Sheng had a happy life in his office with his charts and data sets, or if he was ever envious of her lawless escapades… if he even remembered her.

Rottweiler does not hold liquor well. It puts her right to sleep.
 
.
.
.
.
.
76986272-c38f-41f5-96e1-bace1fc38927_zpsknsczmbi.jpg
JUG-62
“NEED I REMIND YOU THAT YOU ARE JUST A STOOL MADE OF FLESH NEXT TO ME.”


.
Basics
Species:BATTALION-Series Military Robot

Gender: Male

Sexuality: Plug

Age:
29 years since creation.

Religion: Whatever it is, it involves anarchy.

Faction: "L.T. Wei and Cadet Bailey"

Profession: War-Bot

Equipment and Weapons:
  • Replicator Gauntlets: JUG-62's arms are equipped with replicators that allow his arms to change form to fit a task at hand. These forms range from the mundane, such as a hammer, or drill, to the more unnerving, ala a chainsaw, or lance. The Replicators are capable of scanning certain items to add them to their functionality.

  • "PROBLEM SOLVER": JUG-62's own creation; a ballistic nightmare with the primary function of a high-penetrating Heavy Machine Gun that can fire either explosive or plasma-infused rounds, and a secondary function of a cannon, launching depleted energy cells that have been deliberately set to detonate.


Theme


Skills & Abilities

  • Warmachine JUG-62 is first and foremost, a robot built for the sole purpose of combat Weapon proficiency and basic tactics are written into his programming. As to how this could come in handy if say, the majority of all civilization were to mysteriously disappear..? Well, nothing was said about the survivors being civilized....
  • "Construction" Accompanying his combat skills, JUG-62 is programmed with the propensity to build around and fortify a position of his choosing. He is ALSO capable of creating munitions and new, more crude implements of war, which he is more fond of... Normally, this has been reserved to somewhere where combat was imminent. Now though....Maybe he'll get to practice houses that AREN'T going to explode...?
  • Improvisation Basic supplies are never always handy. Nor to regular tactics ever always work. This was a feat none of the other BATTALION series robots could fully grasp, too stuck in their protocols to even consider subterfuge. JUG-62 is quite adept at taking what he has and making it worse for others. Wonder what he would do with an empty universe...
  • ...Cooking? Somehow in he midst of all the chaos, JUG-62 managed to find a hobby that DIDN'T involve flatting someone. Lacking a sense of taste would normally mean the idea of a robotic cook to be useless. But, those who have braved the idea of eating something served by someone capable of snapping their spines in this case have found the dish to be...Enlightening.
Flaws & Failings

  • Size To be clear, in MOST circumstances, his size hardly has any sort of hindrance. But navigating a space station? A starship? Underground? He's screwed in tiny corridors.
  • Linear Skills The majority of JUG-62's skill set revolves around combat. Unfortunately, it seems that there is a distinct lack of combat for where he is headed. Sure, he can build, but he's never even SEEN a hoe. And without a programmer with Administrative Privileges to his systems, he's hardly going to be prepared for this new life on his own.
  • Volitile JUG-62 exhibits multiple signs of violence in his personality, making him easy to anger, and easier to set off into a frenzy, leading to a conflict that could have been avoided.
  • Tact He's a giant god damn war machine. You think there's any hint of subtlety to this robot, you need to take a good long look at yourself in the mirror and ask if you remembered how to breathe.


Appearance
jch4jqI_zps9yyyhwfh.jpg

Standing just over ten feet tall and well over a ton, JUG-62 is hardly a sight anyone wishes to see no matter what situation they are presented with. The eyes staring down upon you, illuminating everything in a shroud of crimson, the slight tremor with each step closer. BATTALION created a series meant for absolute authority to resolve the lingering hints of aggression when face-to-face with their creations.
Personality
The entire BATTALION series of military robots were tailored to have their AI programming revolve around the romanticized, and largely misguided, mannerisms of soldiers. BATTALION Unit JUG-62, on the other hand, suffered inoperable degradation in various algorithms that went unnoticed in his production. Loud, volatile, and arrogant, the other units of the BATTALION series were quick to ostracize their defected compatriot, leaving him little want to try and remedy his issues. In turn, things were only amplified. JUG-62, while remaining bound to the original intent for the AI's personality, has taken the role most suited to the stereotypical bloodthirsty American Drill Sergeant.


History

The BATTALION Initiative was responsible for more than a few military applications in the turn of the last century. State of the art warships, patents in new military armor, hell, they even had a small deal with the media that drove recruitment through the roof when they made a breakthrough with genetic engineering for better soldiers. Nothing could compare to when they started delving into wartime robotics manufacturing. Everything was going fine with the limited VI scenarios, but time and time again, the leaders of the Initiative wanted their newest toys to be more intelligent. More receptive. And to last longer in the event of unpredictable opposition. Disregarding all warnings and throwing caution to the wind, the Initiative, along with various smaller groups of various galactic nations, created sixty-five units with Artificial Intelligence, throwing them into the Joint-Universal Garrison- JUG for short.
All seemed to go according to plan until unit 62's creation. All sixty-five had varied personalities for a sense of individuality, yet JUG-62 exhibited signs of a much more explosive nature than the others. The programmers believed he was just 'acting out' and ignored the abnormalities. The other sixty-four units chose to ostracize their 'defective brother', leaving JUG-62 alone. This is where many, many years ago, a drug-addled mouse would try to make a story about some robot who was abandoned for being 'different'. Well, this ain't no Hallmark story and that rat got stomped on if it went anywhere near JUG-62. No, instead of waiting for some bullshit miracle that would never come, he decided to go along with his own plan. As for how he came to be where he is now, well, scavengers have come aross messages left scattered behind in what is believed to be the BATTALION Initiative's primary factory, along with shattered remains of space debris.
Entry 1
STARDATE WHO KNOWS.
I HAVE FOUND MYSELF BACK TO THIS SHITHOLE AFTER RETURNING FROM AN OPERATION DEALING WITH A BAN OF PIRATES. THEY'RE DEAD. THEIR SHIP IS SCATTERED TO THE FOUR FUCKING WINDS. AND THEIR EQUIPMENT WAS SO DEPRESSING THEY DIDN'T EVEN DESERVE TO BURN IN THE WRECKAGE. I LEFT THEM THERE, THOUGH. THEY WERE USELESS. I DON'T CARE.
ADDENDUM: THERE IS NO ONE ELSE HERE. NO ASSHAT WARBOTS. NO EGGHEADS. NOT EVEN THE SHITTY LITTLE JANITOR BOTS THAT CLEAN ALL THE DEBRIS I LEAVE BEHIND. I MISS LITTLE STIBBONS. I WANTED TO PUNT HIM DOWN THE HALL AND HE'S MISSING. FUCK THIS PLACE.
ADDENDUM: THE AUTOMATED DEFENSES ACTIVATED AS I CONTINUED LOOKING AROUND. THEY FOUGHT ADMIRABLY. FOR FOUR MINUTES. NOW STIBBONS WILL HAVE MORE TO CLEAN WHEN HE SHOWS UP. FUCK THAT GUY.

Entry 2
STARDATE I DON'T CARE
I'VE BEEN STUCK AT THIS FACTORY FOR FOUR WEEKS NOW. I GOT BORED WITH BREAKING THROUGH SOLID WALLS. I'M PRETTY SURE STIBBONS HAS FUCKED OFF FOR GOOD. I REALLY WANTED TO PUNT THAT LITTLE SHIT. NOW I HAVE TO FIND SOMETHING ELSE TO DESTROY.
ADDENDUM: THE REACTOR STARTED MAKING NOISES.
ADDENDUM: THE REACTOR HAS STOPPED MAKING NOISES.
ADDENDUM: IT STOPPED MAKING NOISES BECAUSE I BLEW IT UP. NOW EVERYTHING IS ON FIRE.
ADDENDUM: FIRE IS NOW MY ONLY SOURCE OF ENTERTAINMENT.

Entry 3

A SMALL SHIP HAS BEEN RECORDED ON WHAT LITTLE MACHINERY HASN'T BEEN REDUCED TO RUBBLE HERE. ITS REGISTRY ISN'T LISTED IN ANY GIVEN NATION. MAYBE I CAN SHOOT IT. IT APPEARS TO BE LANDING. I GET TO HAVE FUN. THE FIRES DIED LAST WEEK AND I'VE BEEN CONTINUING CEILING TILES NOW. NUMBER SEVEN-THOUSAND EIGHTY-THREE IS A TRAITOR TO THE CAUSE AND WAS EXECUTED IN FRONT OF HIS PEERS.
ADDENDUM: THE TWO OCCUPANTS APPEAR TO BE REGISTERED TO AN ALLIED MILITARY. I AM NOT HAPPY WITH THIS OUTCOME. I WANTED TO SHOOT SOMETHING. ONE IS BELOW THE AGE OF BEING SHOT IN THE FACE, TOO.
PERHAPS IN A FEW YEARS.

Entry 4

STARDATE WHO GIVES A FUCK I'M NOW STANDING IN A TINY ASS CARGO BAY BELONGING TO WHAT I ASSUME ARE THE TWO MOST AWKWARDLY FUNCTIONING LESBIANS WHO HAVE NO PROBLEMS WITH AGE.
THE TINY-ER ONE IS ENTERTAINING WHEN YOU ANTAGONIZE HER. THE LESS-TINY ONE IS GIFTED WITH BUILDING THINGS.
I MAY TRY TO WIN FAVOR WITH THE LESS MOODY ONE TO MAKE MY CHASSIS MORE ACCEPTABLE IN THIS NEW ENVIRONMENT.
THIS ENVIRONMENT BEING A TINY ASS SHIP WITH A TINY ASS CARGO BAY.
ADDENDUM: THE TINY-ER ONE APPRECIATES MY COOKING AND WILL RECEIVE LESS TAUNTS.


Additional Notes
JUG-62 Does not refer to himself as such. Etching his name in his own crude writing, he refers to himself as 'Juggz'. He was going for 'Juggernaut', but felt the similarity to his designation was better.
 
Last edited:

Users who are viewing this thread

Back
Top