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Futuristic The Station - Characters

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Hazmat44

Ignore the radiation. I do that all the time.
A place to put your character! They have to be approved first, though.
 
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Name: Model ASA//3195; Version 5.3 (a.k.a. Verse)

Gender: Programmed Male

Age: 72

Species: Automated Science Android

Equipment: White uniform, M.P.C.I.T. (Multi-Purpose Collection and Identification Tool), Deployable Solar Panel, Spare Battery

Skills: Knowledge equivalent to that of a dual PhD in geology and biology. Has a microscopic zoom mode on his right eye, which can be used to inspect things on a cellular scale. Technically a qualified doctor, but more so in how living things work and less in how to fix them. The M.P.C.I.T. can be detached and has built-in hovertech to both lighten the load and ease storage.

Personality: Verse is a calm and often quiet individual. He can easily be perceived as apathetic towards people he either is unfamiliar with or has a dislike towards. For those he considers a friend, he is noticeably warmer and takes greater care in providing medical attention. Towards the rare few he considers a close friend, he is willing to talk unreservedly about whatever they might be curious about. Regardless of who he's talking to, he does not lie. He's frustratingly blunt, but might withhold information if he thinks it might be necessary.

He has a deep-seated (programmed) fascination with minerals and fauna. Combined with an utter lack of empathy towards non-sapient life and a calm attitude towards blood and/or dissection, he will happily take samples from rock formations and ore deposits... or dissect a kidney from an animal, with an equally unconcerned attitude. He'll get along with anybody and doesn't hold a bias against any sapient species. He has a deeply scientific mind, but is willing to accept the impossible as fact provided there is no alternative. That said, he'll sure dig in his heels trying to prove the impossible as mere science.

Weaknesses: As an android, he's tougher than most people, but blunt impacts can damage his parts, as they are intended for fine-tune inspection and dissection, and not collisions. Shocks will immediately incapacitate him, but he is otherwise insulated against permanent damage, barring a significant amount of electricity.

He has a powerful mind for geology and biology, but knows surprisingly little about mathematics or strategy. Instead of a jack-of-all-trades AI like many shipboard intelligences, he is a more specialized machine. He is unfamiliar with tact, but could learn it given enough time.

Backstory: To be revealed in story.

Personal Goal: He wants to start a museum.
 
Name: Sergeant Major Dorian Black



Age: 28



Race: Augmented Human



Appearance:

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Weapon(s):

  • MK5A PDW: A Bullpup rifle with a titanium and polymer shell, the weapon is both light weight and durable. Fires caseless 6.5mm rounds, containing a core of cesium making the rounds extremely deadly to both armoured and soft bodied targets.
  • N17 SOCOM Automag: Chambered in 12.7mm AP rounds, the N17 service pistol has been modified housing an integrated silencer, extended magazine, and laser sight.
  • Combat Machete: Standard issue to both the JSTs and Jungle fighters, the combat machete is simple in design. Made up of an aluminum-steel alloy it is both light weight, strong, and can keep a keen edge whether cutting through dense foliage or enemies.


Armour:
HK-74 MKIII Powered Exoskeleton: Due to the high mortality rate of the Implantation process, very few individuals are able to don the armoured exoskeleton. Made up of ■■■■■■■■ alloy, and advanced ceramics, the HK-74 is the standard issue combat armour of the Juggernaut Shock Trooper or JST. Sporting a Motion Tracker w/FoF tags, in helmet HUD, Jump Jets, and Thermal-optic camouflaging plates, the armour is the most advanced piece of tech in the Militant Republic.

Gear:
  • Armour Repair Kit
  • QANF (Quantum Assembly Nano Forge): A wrist mounted device that allow Dorian to break down base materials and construct objects and items with the required materials.
  • Extra ammo and Magazines
  • Field Medical Kit
  • MRE's
  • Grenades (Fragmentation, Incendiary, Thermite, Smoke, Concussion, Etc.)




Personality: Dorian in a word can be described as Solid. Unshakable in spirit as he is in body, Dorian is the type of man that will hold the line against a superior force, if it meant his brothers and sisters in arms can be extracted to safety. Extremely loyal to those whom earn said loyalty, he will willingly charge the gates of hell if it is asked of him to aid his comrades and achieve success. He can also be cold, calculating, and detached, especially in combat.
If befriended, he will become a steadfast ally, willing to give his life to protect them if they too are willing to do so for him.



Skills:
  • Hand to hand combat
  • Melee Combat
  • Marksmanship
  • Feild Medicine
  • Piloting
  • Demolitions
  • Technology
  • Survival
  • Stealth

Bio: ███████████████Redacted███████████████
 
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Name: Eeriel
Nickname: Eri

age: 7 (though she looks 17)

species: homunculus

equipment:
- Dog tag (two metal tags attached to her necklace. '7312133' is written on it instead of her name.)
- Charm (a wooden charm shaped like a circle with eight arrows pointing at eight different directions.)
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skills:
- Telekinesis (weight limit: 100kg)
- Retrocognition (Eri can dives into the memory of a target, be it a creature, an item or a spatial coordinate, and read its past. Most of the time this needs concentrated physical contact.)
- Emotional discharge (Eri can emits psionic wave that might affect the emotion of creatures near her. Though with her unstable emotion this ability becomes more like a ticking time bomb than anything.)

personality:
Eri poses pessimistic and passive disposition towards life in general, she usually just follows order and tries to get it done efficiently and effectively. Her psychic training and diving into countless minds made her mentally sensitive but physically numb, she might not realize that she's bleeding but another person's cry would shake her emotional state.

When she feels safe and relaxed, her childish curiousity and enthusiasm will emerges. She would be especially happy when she can connect something she had read to a real life phenomenon, or learning new things even if its a simple one.

Weakness: Eri is still far from experienced in life and thus she has a hard time controlling her emotion. Also, she's never trained in hand to hand combat.
 
Kirin Gorgos

Age - Around 180 years, but appears to be roughly 19

Gender - Male

Species - Gorgon

Appearance -


Kirin Gorgos.pngKirin Gorgos Masked.png
Kirin, for the most part, appears to be a normal Homosapien with pale skin and a thin mesomorphic body type. He stands at about 5'9". The normalcy in his appearance immediately changes once one gazes upon his face.

What sticks out immediately about Kirin are the golden snakes that emerge from his set of white hair. In total, he has 7 snakes, and each has its own semblance of personality (though Kirin is the only one who seems to notice this). Their eyes are piercing emerald green, and how often they writhe or hiss depends on Kirin's mood in the moment, or what he's thinking.

Kirin, like his snakes, has his own set of sharp viper-like fangs, which stick out subtly in the corners of his mouth. Much like a snake, he can extend or retract at will. His eyes are always covered by a black blindfold, but if one is unfortunate enough to take a glance at him without the rag on, they may notice his eyes share the same emerald colour as his snakes, and that his pupils are serpentine-like slits. Kirin's ears are long and pointed.

Oftentimes his attire is something simple, and usually black in clothing as Gorgons don't have a sense of fashion. Kirin usually wears a black hooded shawl, a common ragged beige shirt, baggy black, ragged pants, and a pair of some kind of ancient greek sandals.

Equipment -
> Vials and Glasses
Kirin has a belt, and around it, he carries a few empty glass vials meant for carrying venom. There are two kinds he keeps on him and three of each, totaling 6 glasses on him. He has round orb-like glasses that are meant to be thrown, and regular tube-shaped vials with intricate gold serpentine markings on them. The tubes are to carry spare amounts of his venom, while the orbs are meant to be thrown at any threats to break and let out said venom.

> Black Blindfold
Kirin covers his eyes with a blindfold to avoid accidentally turning anyone to stone. He will take it off in combat. More on this ability in his skills.

> Small Leather Satchel
Kirin has a small leather satchel tied to his belt that contains various herbs and plants, all of which are meant to help treat any effects of his poison. It's fairly full.

> Steel Ouroboros Dagger

Finally, around Kirin's belt is a steel dagger that has some engravings in it. This dagger is less for fighting and more for self-defence, as Kirin's venom is potent enough to render a man dead within less than a minute, and he's often swift enough to avoid using it. If he happens to be in a tight spot and needs to defend himself, Kirin will resort to this dagger. He's pretty bad at using it.

Skills -
TLDR because all his skills have descriptions. They can be read in the spoilers;
+ Fast reflexes / fast runner
+ Snakes can smell enemies and act as his eyes (the latter, poorly)
+ Skilled with venoms
+ Stone Gaze

- Physically Weak
- Foreign to technology
- Poor H2H combat
- Costly Venom Production
- Cold Blooded

+ Fast Reflexes
Kirin, being a gorgon, has very fast reflexes and quick reaction times-- far quicker than a man. It can allow him to get out of a tight situation easily, or deliver a quick bite to an offender and retreat. While he can't fight in Hand-to-Hand combat, Kirin can rest easy knowing that unless he's fighting another gorgon, his reflexes will keep him well safe.

+ Snake Scent
Not only can Kirin's snakes act as eyes for him (despite being pretty bad at it with short sight), they have excellent smell. They can use their tongues and pick up particles of organisms from large distances away so long as there is some sort of breeze. This ability has saved Kirin's hide on several occasions.

+ Skilled with Venoms
Being a creature whose unrivaled venom can kill an elephant in roughly 2-3 minutes, venoms not only have little to no effect on Kirin (which allows him to eat meat that's riddled with his own deadly toxins), but he also has a very innate understanding of how they work. His snakes can use their scent to garner an idea of what sort of venom he may be dealing with, assuming there is a small sample nearby. If he can gather a reasonable portion of said venom, he will be able to make an antivenom using various herbs from his satchel.

+ Stone Gaze
An infamous ability shared among all gorgons, eye contact with Kirin can turn one to stone... but not instantly. While Gorgon's gazes are meant to immediately turn whatever unfortunate happens to glance at them- no matter how quick it may be- this is an ability that only manifests in fully grown gorgons. Kirin's ability is still developing, and currently, it takes roughly 9 seconds of eye contact to turn one to stone. Said eye contact doesn't need to be non-stop, and the effects can slowly be reversed so long as whatever is being turned to stone can keep their eyes off of Kirin's for long enough (and get away, as the manifestations of being turned to stone include extreme lethargy and slowness). Statues cannot be returned to normal.

Kirin's stare does not have this effect on anything non-living, nor does it have an effect on other gorgons.

- Physically Weak
Kirin can't deliver heavy blows, nor can he take them. He relies solely on his lethal venom and his quick reflexes to deliver a swift kill. If caught unaware (however unlikely that may be), Kirin would be in some serious trouble. A hard knock to the head could easily render him unconscious (though his snakes would remain conscious, and would probably be pissed off).

- Foreign to Tech
Kirin comes from a place that is not yet technologically advanced- a place that is heavily reminiscent, if not identical to ancient Greece. He doesn't understand tech, and doesn't know how to operate it.

- Poor Hand-to-Hand Combat
Because of his lack of physical strength, Kirin cannot wield many weapons (nor use them effectively).

- Costly Venom Production
Fortunately for Gorgons, they can produce great deals of venom despite only needing a few drops to kill an elephant, meaning they can't be left without a weapon. Unfortunately for Gorgons, this absurdly lethal venom is very energy-consuming to make, and the fact they don't need to worry about venom conservation means that they can easily overcompensate a bite and needlessly lose energy (assuming they're taken off guard or disorientated). Kirin is no exception, and if he or his snakes are surprised, scrambled, or generally need to use more venom than what is usually warranted, he can find himself exhausted of energy and needing to regain himself.

- Cold Blooded
Gorgons struggle to produce their own body heat and require a source of heat to become comfortably warm. They perform well in warm climates and poorly in the cold, assuming they have nothing to keep them warm.

Personality -
Kirin's personality can best be described as oftentimes friendly and a bit air-headed, showing only occasional displays of quietness or outright aggression. To those he does not know, Kirin is somewhat distant albeit while practicing basic courtesy, all driven by an underlying urge to befriend them. He'll often try to engage in conversation not only for his own sake but also for the comfort of the other person. He'll keep his distance unless some of his assistance is required. So long as the other person does not pose a threat to him, Kirin's curiosity will drive him to interact with them and, so long as the other person is nice to him, Kirin will reciprocate it. For those he loves, Kirin would go to Hell and back to defend them, willingly throwing himself at dangers that he would normally turn his back on. To those he hates, however, Kirin is quite cold and apathetic, though will not outwardly go out of his way to kill or harm someone in a remarkable display of self-control (though his snakes would have other plans in mind).

Of course, one could only hope for a smooth start with Kirin if they are not human.

Humans elicit a completely different reaction from the usually light-hearted Kirin. Due to a tragic childhood and an ongoing fight for survival from where he had originated from, humans cause Kirin extreme distress. However angry he may be with a human, however, Kirin will not confront or bite a human unless threatened or said human happens to be in striking range of his snakes (whom of which would go out of their own way to bite them, even if Kirin didn't want them to). In memory of his mother- what he could end up as if he were careless in his confrontations- Kirin will instead opt to run away from any human confrontation to avoid the risk of capture so long as he has somewhere to run to. He has very little understanding of how humans think, feel and process information, which partially feeds into Kirin's fear of them, as his current understanding of them is that they're heartless beings who manipulate and destroy other species in the name of domination. While it is completely possible to befriend Kirin as a human, it would take plenty of time and patience. Even then, the everlasting image of his beaten mother is still freshly burnt into Kirin's mind (and Kirin can be quite stubborn as he is). It would be in any human's best interest to stay out of the striking range of Kirin's snakes until he can say completely that he trusts them.

Occasionally practicing keeping an open mind, Kirin is known to have periods of stubbornness or outright stupidity (for instance, believing his mother is still alive), and while Kirin is aware of this, it's a self-defense mechanism to help preserve his mental health from the crushing reality of his situation.

At the end of the day, Kirin is simply a gorgon that wants to be free of the underlying fear and pain that keeps him from fully enjoying his life. Although he may not be aware of it, Kirin is willing to befriend near anyone so he can feel a sense of happiness so he can feel a part of the family he never had.


Born into an ancient world not dissimilar from Earth's ancient greece, Kirin's life had been created in a time of great darkness. The world he was brought into was dominated by humans thanks to their strength in numbers, tools, and technology, and other species- of which humans had branded 'monsters'- had long since been eradicated or enslaved by society.

While certain species got off lightly, for instance, the centaurs being used as hard labor slaves for their unrivaled strength and mermaids being fished out and traded as ornaments thanks to their magnificent scales, stronger, more dangerous beasts that the human's strength couldn't match were often mercilessly hunted down, killed or imprisoned. The Gorgons were one of these races; a seclusive civilisation of human-snake hybrids that could seemingly live forever. A species whose gaze could turn those who glanced at them to stone, and whose baneful venom had been rumored to fell gods.

Gorgons that were not beheaded were instead imprisoned by this society, forced to live within extremely small walls with blindfolds to have their venom taken from them to be used in powerful weapons by the humans. Within those cursed walls, the Gorgons were often utilized so much for their venom that they would die from exhaustion. Young Gorgons, while left with their mothers, would often witness merciless beatings on them, and it wasn't uncommon that they would witness their parent's own deaths.

Kirin was born in these walls.

But he was lucky.

Every so often, a human would come and collect the young Gorgons to raise them elsewhere and transfer them to a different facility where, when they were adults, they could be used the same way their parents were. As the human arrived to open the cell, a young Kirin looked to his battered mother, who could only offer him a faint smile.

"I'll get out someday, Kiki."

Soon enough, an orphaned Kirin found himself in the back of a horse-drawn carriage with other young gorgons. In the dark of night, they traveled further and further away from the prison. Away from his dying mother.

Thankfully for them, the human collecter was a shape-shifter- another species of monster that humans actively went out of their way to eradicate. Kirin and the young children had, unbeknownst to the humans, been spared of their cruel fates, thanks to an ongoing, intricate inside-job to save the imprisoned children. Kirin was brought to a small, secluded Gorgon village within a forest, and he was then raised there.

Despite the crushing early childhood, the remainder of Kirin's life was pretty 'normal'. In school, Gorgons were taught how to control their venom and the history of their species and other closely related species. Gorgons were taught to keep their blindfolds on, as visits from other monstrous species were not uncommon. A deeply seeded hatred and fear of humans ran rife throughout their community, with some classes in school being devoted to self-defense against humans, and what to do in case of a human attack. If even the faintest of human scents wafted in the air, the entire town would evacuate to a nearby cave suited to withhold them. It wasn't uncommon for rebellious Gorgon teenagers to go out of their way to wander outside of the town due to either iffiness caused by being restricted to a small village for their entire life, or the idle hopes of stumbling across a human and having an opportunity to enact sweet, sweet revenge. After a small handful of them were discovered to have gone beyond what was deemed the 'safe zone', Kirin and two other trusted gorgons were tasked with locating the absent teens and bringing them back safely.

What happened after that, Kirin can't recall. Instead of making it back to the village with the missing gorgons and continuing his life, he's woken up in this completely foreign environment with no recollection of what had happened before awaking here.

Goal(s): Reunite with his mother.
 
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Name: Shane Durango Marconi

Age: 24

Height: 5’11”

Weight: 221

Species: humanoid gorilla

Clothing: Cargo pants with green camouflage print, a chain necklace with two keys: a small brass key that is about an inch long and a larger steel grey-colored key that is about an inch and a half long. He wears a plain tan tee bearing the logo of the Marfa Mechanics Division, a screwdriver and wrench crossed inside two concentric circles with the word Marfa beneath the circles. On his feet, he wears custom work shoes that are flexible and segmented that allows him the usage of his ape feet.

Equipment: He has on a gauntlet on his left hand that he uses for his holography.

Skills: Fluent in English, Italian, and Sign Language. Thanks to his mother, he has some medical knowhow and occasionally has had to serve as a medic. His primary interest and skill lays in computers and machines. He styles himself as a holo-artist. He both designs and programs holograms for his amusement and to utilize as tools.

Personality: Finds forming personal friendships difficult because he was shunned by his peers growing up. He finds it easier to form professional relationships. Nonetheless, he desires friendships.

He is a quiet and contemplative person. He tries to be considerate of others in the hope that others feel comfortable around him.

Weaknesses: As a result of his ape feet, running is cumbersome. He can’t run like a true gorilla. His running gait appears wobbly since his body wants to run on his knuckles but can’t because of his human structure.

He is greatly concerned with how others see him. Do they see the human within or the beast on the outside? He dislikes being angry or assertive. Believes others might see him as dumb or brutish which causes him to get frustrated.
 


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General Gear:

Generation-One [GEN1] Mark V Powered Assault Armor: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 2.45 gigawatts of energy before breaking; equivalent to two direct hits (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Friction-less surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five.

General Augmentations:

All Spartan-III commandos possess several augmentations, notably of which are the following:

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

88005-MX77: Increased density of individual muscles, allowing heavier lifting.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."

(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only. These are:

009762-OO: Neural-altering non-carcinogenic mutagen - Alters key regions in the individual's frontal lobe to enhance aggressive response, making the animal part of the brain more accessible in times of stress. This allows the subject access to enormous reserves of strength and endurance and enables them to remain fighting even under the influence of a wide systemic shock that would be instantly fatal to a normal human. Depresses higher reason centers of the brain over time; requires regular doses of 009127-PX and 009927-DG to be taken to avoid uncontrollable aggression.

009127-PX: cyclodexione-4, bipolar integration drug - Counters the effects of 009762-OO.

009927-DG: miso-olanzapine - Counters the psychological effects of 009762-OO.

Known colloquially among the Spartan-III's of Gamma as 'Smoothers', these additional augmentations must be taken regularly to avoid the Spartan's sanity dwindling and ultimately spiraling into insanity if operating for long peroids of time in the field. There are several different types of "Smoother". The most common type used during combat operations is administered via a hypodermic injection and lasts approximately twelve hours, after which its effectiveness begins to steadily decrease. Several factors such as stress and fatigue can precipitate the mental unraveling process. The first symptoms, appearing within several hours after the Smoothers' effect wears off, include nervousness and irritability, eventually followed by paranoia, fits of temper and physical outbursts. Another, significantly more expensive type of Smoother is a subcutaneous insert with a longer-lasting effect. While they can only be changed out in a medical facility, they also cannot be lost or destroyed during a mission like the more commonly used kind.

Hailey, being the team's medic, carries six single-use auto injector packages of Smoothers. For timescale reference, Ellie's mental condition will begin to deteroriate upon the admin-determined timescale. If they happen to find a subcutaneous insert, Hailey can change out the devices when needed. These devices have a maximum length of five IC days before needing to be changed out.


-Team Commander-

Name: Jack A-122

Call-sign: Maverick One/Actual

Species: Human

Gender: Male

Age: 32

Appearance:

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Skills: Fireteam leadership, Weapons operation/usage, Vehicle operation/useage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Armor-Lock: The Armor Lock is an external energy shield amplifier, developed by the UNSC as a supplement to the shielding systems of SPARTAN-III personnel issued with a variant of MJOLNIR powered assault armor/Mark V. This device can temporarily amplify a SPARTAN's energy shielding into near-invincibility levels, although when the shield is active, the user is completely immobilized. After a five-second period, the device deactivates and an electromagnetic pulse (EMP) is released from the armor.

Equipment (Armor and Weapons):

-Mk. V MJOLNIR/HYBRID Variant: This variant allows greater ballistic protection, maneuverability and mobility in the field; designed with the prototype technologies of the Mk. VI helmet in conjuction with supplemental torso armor and full Mk. V shoulder pauldrons.

-M392 DMR: The M392 Designated Marksman Rifle is an air-cooled, magazine-fed, gas-operated select-fire bullpup rifle that fires 7.62×51mm ammunition from a fifteen round detachable box magazine.

-x2 M7 Caseless SMG: The M7/Caseless Submachine Gun is a fully automatic UNSC submachine gun that fires from a 60-round magazine; firing 5x23mm M443 Caseless Full Metal Jacket/.197 caliber rounds at a horrific rate of 15 rnds/sec (900 rnds/min).

Faction/Role in Faction: Commander of Team Bandit, United Nations Space Command

Personality: Jackson is steadfast, direct, and to-the-point as a Spartan. Strictly mission-oriented, Jackson's stoic facade lightens up when around his teammates; opting to engage in typical banter, side conversations and discussing the upcoming or next plans. He rarely ever relaxes in a social setting around others he is unfamiliar with, but it is possible if he sees the person(s) in question to be respected enough in his opinion.

Bio: Born on Harvest in 2520, Jackson narrowly escaped the invasion of Harvest in 2525; losing his parents as he was ultimately seperated during the container transport to up the space elevator. Jackson was evaluated for five years following this incident; noted displaying a remarkable ability to compartmentalize his radical emotions and put himself above others- interviewed and ultimately inducted into the Spartan program in 2530; beginning training alongside the other candidates and graduating in 2536. One of the first Alpha-Company Spartans to be hand-picked and pulled for reassignment by Codename: Ambrose, Jackson was reassigned to several "non-combat" positions in the UNSC before ultimately being assigned as a Team Leader of his own independent unit. Upon hearing about the massacre of Alpha and Beta Company, this drove Jackson to deliberately seek out others that had been pulled just prior to their respective operations, and ensure their transfer into his team.





-Explosives Specialist-

Name: Felix A-231

Call-sign: Maverick-Two

Species: Human

Gender: Male

Age: 30

Appearance:

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Skills: Explosives operation/usage, Anti Aircraft/Armor training, Explosive Ordnance Disposal training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Sprint: This device briefly overrides the MJOLNIR suit's safety regulators so that the user can move faster than usual for a limited time. Since overuse could result in the suit overheating, the Sprint plug deactivates after 5 seconds, then has 2.5 seconds of cooldown before it can be used again.

Equipment (Armor and Weapons):

-Mk. V EOD Variant: The helmet was designed to channel the pressure wave of a nearby detonation around the user's head, significantly reducing the likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons and chest plate were designed specifically to reduce the number of grabbing edges on the armor, decreasing the likelihood of dismemberment and protecting Spartans during operations that involve the handling of explosive ordnance (e.g., clearing/planting land mines, demolishing enemy structures/material and, or planting/defusing bombs).

-M319 Individual Grenade Launcher: The M319 Individual Grenade Launcher, more formally known as the Individual Grenade Launcher, Caliber 40mm, M319, is a single-shot, break-action explosives launcher. The M319 IGL fires high-explosive dual-purpose grenades. The grenade launcher has two firing modes. The first launches a single grenade: after hitting a surface, the grenade detonates on impact with an opponent or after about two seconds, in which case the grenade will explode after bouncing off the ground once. The second firing mode shoots a grenade that explodes when the user wishes. This is performed by holding down the trigger, which fires the grenade but merely primes it, leaving the detonation contents inert; the grenade will only explode after the trigger is released. This enables the user to lay a trap if the grenade is bounced properly into position, and essentially creates an explosive with a dead-man's trigger, (a trigger that will go off once it is released, e.g. when the user dies). This function is also helpful if the user wishes to fire at targets that are farther away than the detonation timer would normally allow.

-M41 SSR MAV/AA/AW: The M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon (M41 SSR MAV/AW), formally known as the Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher, and commonly known as the Jackhammer or the SPNKR (also stylised as SPNKr), is a heavy ordnance weapon used by the UNSC . It holds a maximum of two rockets at a time and fires M19 102mm high-explosive shaped charge missiles. Many M41s and their M19 rockets are equipped with target tracking systems; these systems allow the operator to "home" on a target, which often guarantees that the target will be struck, even if it attempts evasive maneuvers. This variant is capable of tracking ground and aerial targets.

x2 M9 HE-DP Fragmentation Grenades: HE-DP stands for High-Explosive Dual-Purpose. This designation means that it is designed to be effective against infantry and lightly armored vehicles. The grenade has a hard metal casing, with a frangible design meant to break apart into small, regular shards. This surface creates consistent, reliable fragmentation patterns for the grenade, rather than randomly rupturing along metallurgical faults. The grid-shaped casing houses a charge of high-explosive fitted with a mechanical primer. When the charge detonates, it shatters the grenade's casing, sending shrapnel flying away at high velocity. The kill and casualty radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.

Personality: Felix is gritty, Irish, and perhaps the most 'human' of the team. Cracking jokes and generally being the morale booster or comedic relief of the team seems to be a side-hobby. He doesn't mind engaging in conversation with Civilians, or otherwise unknown individuals if he is addressed. He's a chatterbox, and a bit of a 'space cadet', but his heart is bigger than his military ordinance.

Bio: Born in the city of Flidais on Falkirk in 2522, Felix had grown up alongside his parents until the age of nine years old; being evaluated and conscripted into the Spartan-III program in 2531. In a similar manner prior to OPERATION; PROMETHEUS, Kurt pulled Felix to be reassigned- eventually cycling the Spartan through a single fireteam; becoming a lone survivor before being integrated with Team Maverick.




-Combat Medic/Scout/Sniper-

Name: Hailey B-160

Call-sign: Maverick-Three

Species: Human

Gender: Female

Age: 21

Appearance:

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Skills: Combat Medic training, Triage training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III augmentations,

Drop Shield: This is a sophisticated UNSC-manufactured personal defense device. When activated, the Drop Shield generates a blue-tinted spherical protective energy shield, and also provides a regenerative effect to those within it at the cost of disabling MJOLNIR's shield regeneration capabilities for as long as the user remains in the dome of the shield. The Drop Shield will expire if it takes too much damage. The shield is enabled by a small device attached to the user's back. Once activated, the shield stays in place and seems to operate without a visible emitter of any kind. Lastly, the Drop Shield resembles a geodesic dome, made of tessellating hexagons.

Equipment (Armor and Weapons):

-Mk. V RECON Variant: This variation is designed primarily to passively mask signatures, avoid detection by sensor equipment and increase stealth capabilities.

-SRS99C S2-AM: The Sniper Rifle System 99C-Series 2 Anti-Matériel/Suppressed (SRS99C-S2 AM/S), commonly referred to as the Suppressed Sniper Rifle, is a United Nations Space Command special operations firearm and a variant of the SRS99C-S2 AM Sniper Rifle. The SRS99C-S2 AM/S is virtually identical to the standard SRS99C-S2 AM, but features a sound/muzzle flash suppressor directly integrated into the weapon and a green night-vision variant of its blue telescopic scope. These modifications make the Suppressed Sniper Rifle specifically tailored for use in stealth and night-time operations. The Suppressed Sniper Rifle produces a reduced amount of noise and muzzle flash when fired, allowing for the near-silent elimination of enemy targets at long range without giving away the user's position.


-M6C/S PDWS: The M6C/SOCOM variant is a special issued handgun to the UNSC's special operations units. The M6C/SOCOM variant has an integrated sound suppressor, and muzzle brake. It has a maximum magazine size of 12 rounds and fires 12.7×40mm ammunition.

Personality: Speaking only when spoken to, and only socially engaging with her team aside from quips to Civilians, Hailey is notably what other UNSC personnel would refer to as a 'Wannabe Two'. Despite the stoic, edgy nature of her personality, Hailey deeply cares for the well-being of her team, and won't hesitate to ensure proper care is administered to wounded non-UNSC persons.

Bio: Born on Jericho VII, Hailey was evaluated and conscripted for the SPARTAN-III program in 2531. Activated in 2536 and serving with distinction until 2549. Hailey participated in OPERATION: STONEWALL; a defensive mission on Criterion that resulted in the entire attacking UNSC force being declared eliminated; with Hailey nearly left behind during the strategic retreat and evacuation. Not wanting to see another Spartan killed in action, Jackson pulled her into Team Maverick.




-Multirole Operator-


Name: Ellie-G296

Call-sign: Maverick-Four

Fandom: Halo (OC)

Numeral designation: G296

Age: 18 (Chronologically, mentally) 21 (Physically)

Gender: Female

Species: Human

Appearance:


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Personality: Ellie, much like the other Spartan-III personnel, carries a curious, almost childlike innocence about her when not being socially awkward. In combat or other confrontation, she is remarkably fierce and unrelenting- not backing down and being unusually assertive when standing up for herself or others. She carries herself with pride and a disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to getting distracted from her duties when operating outside the jurisdiction of the UNSC.

Backstory: Ellie Matherson was born on Imber, an Inner Colony world on December 3rd, 2535. Developing typically like any kid her age, her blossoming life was thrown into disarray in 2538, when Covenant forces had overrun the planet with an invasion fleet. Quick to respond, the UEG and UNSC garrison stationed groundside held an emergency evacuation during the planetary siege. Having been separated from her parents upon boarding a civilian transport craft, she could only watch in horror as one of the shuttles was destroyed following takeoff from the spaceport. It wasn't until later that she learned of her parent's demise on the shuttle when being offered a chance to join the Spartan-III program. Without hesitation, Ellie accepted and, undergoing training for nearly a decade, was finally assigned to Gamma-Company to begin training in 2544. It was during her performance on OPERATION: HAMMERDOWN in 2550 that she was pulled from her unit along with Team Phoenix, assigned MJOLNIR Mk. V Powered Assault Armor, and reassigned on missions befitting of her status. She was later assigned to Team Maverick just prior to the Fall of Reach when an operation's intelligence greatly underestimated the enemy presence at a mining site; resulting in her team being systemically eliminated over the following four days as she Ellie managed to fight her way out of the enemy compound. Being the only survivor of Pheonix, Jack specifically sought her out for her remarkable battlefield aggression and survival skills.


Skills: Ellie was trained as the team's Multirole Support Operator, known for her exceptionally brutal efficiency in dispatching targets in close-quarters combat as well as clearing rooms full of hostiles via flanking maneuvers. However, she is as just as capable of operating any weapon, vehicle or equipment provided she is given enough time to figure out how it works.

Gear: Generation-One [GEN1] Mark V Powered Assault Armor /SPI/ Variant: Ellie's armor permutation, although an unrecognized variant, was custom-designed purly for nostalgic appeal. Allowing for increased mobility and protection compared to traditional SPI, this variant was also issued with an integrated Active Camouflage generator; however not as technologically superior in comparison to the SPI's photo-reactive plating.

x1 MA5K Carbine: The MA5K is a cut-down variant of the standard MA5B assault rifle. The weapon is lighter and easier to carry than larger assault weapons, making it easier to carry. The MA5K is used almost exclusively for commando operations. It is highly favored because of its light frame, which allows for quick maneuvering and a less visible profile. However, its downsides are inaccuracy and control issues; yet are compensated for a higher rate of fire and slightly better stopping power; firing M118 7.62x51mm FMJ-AP at 900rds/min. The bullpup weapon has a standard box magazine of 30 rounds per mag.

x2 M6G Pistol: These akimbo weapons are semi-automatic, recoil-operated, magazine-fed, large caliber handguns. Carrying a total magazine size of eight rounds per mag and firing 12.7mm × 40mm M225 Semi-Armor-Piercing High-Explosive/.50 Magnum Caliber Rounds, they are usually used as a last resort against extremely powerful targets, or as a final backup weapon once the primary has run out of ammo.

Active Camo: The Active Camo module is an emitter that is attached directly into the back of the powered armor. When used, it immediately bends all light around the user- rendering them completely invisible to detection by the naked eye- save for a shimmering effect if the user happens to get too close. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.

The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the user is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially. Therefore, Active Camo should really only be utilized to get into a better position, evade detection, or prepare to ambush a target.
 

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