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Hidden 7 yrs ago Post by Gowi
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Hidden 7 yrs ago 7 yrs ago Post by Gowi
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“It isn’t my job to inspire people, it is my job to meet expectations.”




NAME
Anastasia Imara Kalfox

CALLSIGN
Little Dragon

ALIAS
Stein

GENDER
Female

AGE
20

ORIGIN
Seattle




APPEARANCE
Having been conditioned to be a soldier since she was ten years old and serving on the battlefield since she was eleven, the woman known as Stein Kalfox exhibits a cold but determined presence. Youthful in appearance, most people make presumptions upon Stein’s abilities especially considering she is not tall (5’6”) nor overtly muscular due to her deceptively unassuming physique. Though what Stein makes up for in appearance she quantifies in atmospheric expressions that could be described as “fire and ice” due to the combination of scowls, grimaces, narrowed brows and cold emotionless eyes. In form of her conventional appearance Stein holds bright blonde hair with pale blue irises; her hair done up in generally a disheveled manner depending on its current length. She has had short hair that runs slightly past her ears, but for some reason when her hair gets long she tends to keep it there in terms of preference; a long hair she draws into rough disheveled ponytails, or pigtails. Whether she considers it a tactic to keep up the façade that she’s a meek little girl or enjoys the look of things is unknown to anyone but Stein.

PERSONALITY TRAITS
Anxious
Direct
Logical
Perceptive
Pragmatic
Repressive
Stoic

IDEALS & MOTIVES
Text.

EFFECTS OF POLARIS SHIFT
Text.

DOSSIER
Text.

RELATIONS
Text.




PHYSICAL TRAITS
Text.

INTERESTS
Text.

INVENTORY
Text.




MANUFACTURER
Volkov

TYPE
Medium

SQUAD ROLE
Assault

ARMAMENTS
Sensor Array (H): Text.

Shoulder (R+L): Several mounted anti-armor machine gun armaments that are based off the MEK-50 machine gun system that was designed with anti-tank purposes in mind. Alternative to contemporary uses of railgun’s, the MEK-50 armaments use flak rounds and are faster and more reliable in certain situations.

Arm (L): A dynamic long capsule containing several charges of explosives that can be launched from a compartment in the arm, good for entering combat zones as well as breaching other NC’s.

Arm (R): An experimental generator that creates a personal defense force-field made of kinetic energy to shield the NC from oncoming attacks at the cost of high thermal heat buildup.
On-Hand Weapon: Thermal Assault Rifle

Leg (L): N/A

Leg (R): N/A

OBSERVATIONAL NOTES
The Little Dragon is a medium sized mecha that was designed by The Volkov Corporation some years ago. Painted in a metallic sheen of crimson with black undertones, the Little Dragon flies the colors of its former corporation though the branding of the company logo has since been removed as well as the paint faded due to its constant battles it has been forced to endure in harsh environments. But despite this wear and tear the Little Dragon is not weak nor is it worse off for it— it has survived two lifetimes of pilots before Stein and will continue to do so when it moves hands in the future.

In addition to its standard antimatter power core and cockpit, the mecha is fitted with conventional and experimental equipment— though it doesn’t hold more than two modes within its function as a NC; thus the standard module and the advanced module that allows it to work at a hyper reactive level are the only ones installed and available to a pilot.
Hidden 7 yrs ago 7 yrs ago Post by Gowi
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“Go fuck yourself, loser.”




NAME
Kathryn Sheryl Dradht

CALLSIGN
Phantasm

ALIAS
Ryn

GENDER
Female

AGE
13

ORIGIN
Blackstone Harbor




APPEARANCE
Ryn gives off the bite of someone far taller than what she actually is, a fact that is supplemented of her years of experience living as she has without parents or adult guidance. She’s about average height for a thirteen year old girl of her background (5’3”) and with a build that has been hardened from over three years of physical conditioning though given the lack of a military regimen Ryn isn’t too muscular though her frame packs far more of a punch than one would presume. With fiery orange hair and blue-green eyes, Ryn looks determined despite her childish appearance. She wears whatever she can find, though she prefers loose comfortable clothes over all else. She refuses to wear a dress.

PERSONALITY TRAITS
Arrogant
Boisterous
Cynical
Irrational
Reckless
Selfish

IDEALS & MOTIVES
Text.

EFFECTS OF POLARIS SHIFT
Text.

DOSSIER
Text.

RELATIONS
Text.




TRAITS
Text.

INTERESTS
Text.

INVENTORY
Text.




MANUFACTURER
Fairbanks

TYPE
Medium

SQUAD ROLE
Sniper

ARMAMENTS
Sensor Array (H): N/A

Shoulder (R+L): The Phantasm in addition to the machine's flight capabilities has somehow acquired an experimental cloaking drive during the time of Sheryl Dradht, a utility item that has saved her daughter’s life on many occasions. Not a “true invisibility” cloak (as such things are fantasy), the prototype generator generates a camouflage that adapts to the environment by absorbing light and giving the illusion of whatever the environment happens to be at the time.

Arm (L): Inside the left forearm of the Phantasm exists several large missiles that contain several smaller variations for use of flooding enemies. Their impact is more deadly to infantry and basic building structures but are not completely useless on unshielded NC’s.

Arm (R): Attached to the right forearm is a utility module that synergizes with the Phantasm’s Railgun which when connected to the gun serves as not only a brace but allows Ryn to utilize her own NC’s energy generators to utilize the railgun into a “hyperdrive” mode of sorts thus allowing for more powerful shots at the cost of thermal energy buildup and being forced into a stationary position.
On-Hand Weapon: Railgun

Leg (L): N/A

Leg (R): N/A

OBSERVATIONAL NOTES
The Phantasm is a medium sized mecha that was designed by The Fairbanks Corporation some years ago. Painted in a metallic sheen of palatinate with silver undertones, the Little Dragon flies the colors of its former corporation though the branding of the company logo has since been removed as well as the paint faded due to its constant battles it has been forced to endure in harsh environments. But despite this wear and tear the Phantasm is not weak nor is it worse off for it— it has survived several lifetimes of pilots before Ryn and will continue to do so when it moves hands in the future.

In addition to its standard antimatter power core and cockpit, the mecha is fitted with conventional and experimental equipment— though it doesn’t hold more than two modes within its function as a NC; thus the standard module and the advanced module that allows it to work at a hyper reactive level are the only ones installed and available to a pilot.
Hidden 7 yrs ago 7 yrs ago Post by Mcmolly
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“It’s a knife, it doesn’t have a story.”







NAME
Elizabeth Jackspar

CALLSIGN
Blur

ALIAS
Eli

GENDER
Female

D - O - B
May 1st 2656 (20)

ORIGIN
Smith’s Rest






PERSONALITY & MOTIVATIONS
Cold and dismissive to all but her superiors, but unerringly dutiful and devoted to the protection of New Anchorage. Elizabeth is a good soldier, a great soldier even, but little else. Growing up in what was essentially a ruin of a library, and being rarely permitted to leave, shaped Eli at a young age less like a person and more like a lump of clay. She feels no sense of loss for any would-be social life, no sorrow for being deprived a childhood, only a sense of duty, and a longing for the fulfillment of that duty.

The protection of New Anchorage is without a doubt the most important thing to Eli, and anything that could be perceived as a threat to the people of her home should not be tolerated. It matters little that she’d met none of them, less that until she stepped into her mech next to no one even knew she existed. What matters is defending her home from all threats, foreign and domestic.

It did not become apparent until her teenage years that Eli had developed identity issues, though any outward eyes could have foreseen it. This is only heightened by a high sync-rate, something the girl is silently but immensely thankful for. When connected to her mech, and only then, does Eli feel certain of herself, like she’s stepped out of her constricting, ill-fitting skin. No doubts, no twitches, no shakes, only a unification of mind and body. And so, the inevitable disconnection never fails to leave her mentally ajar, a fact that would be unmistakably evident were she not so good at hiding it.

EFFECTS OF POLARIS SHIFT
Elizabeth is an odd case. Where most pilots suffer some sort of lasting mental deficiency as a result of their NC's past, or the past of previous pilots, Elizabeth does not appear to be changed at all. This is of course not actually the case. The fact that the Blur is a "fresh" NC, combined with her being burdened naturally by identity dissociation, create instead a sort of mental unification.

Elizabeth is a weapon, but the strain of humanity has always ravaged her mind fighting this reality. Perhaps it is a trick of psychology, perhaps it is because in such high sync with Blur, she can be both a person and a weapon, perhaps it is merely luck. Whatever the case, the harmonious effect of her Shift is a blessing, to her, the only time she can feel whole is in the pilot's seat.

PERSONAL HISTORY
”Eli”

Eli was eight years old when she learned her name was short for “Elizabeth”. Her mother, the librarian recluse Celina Jackspar, had used it once, the first time she’d cried during her training.

”Get up, Elizabeth. Now. And never cry in front of me again.” And she never did.

The Jackspars might have been lepers for how little they interacted with the world. Confined to a modestly sized “library” nestled in the corner of what was then “Smith’s Rest”, few ever visited, and fewer were actually aware the spindly woman had a child. With little to their name aside from cases and piles of books, collected from far and unspoken edges, it would not have been unreasonable to assume the family would contribute nothing great to the world. They would exist quietly amidst a sea of old knowledge, and overtime the Jackspar name would peter out.

Celina would not it.

The training began early, and never slackened. Eli learned from a young age what she was, and would be, that the good majority of her life would be spent inside the cockpit of a mechanical behemoth. She did not attend school, she did not socialize with peers, she rarely left the library at all. Her life was dedication, she had to let go of the urges to want, and focus entirely on the future.

”Up.” And she got up.

The Jackspars could afford no firearms, and so forewent practicing them. Instead it was decided that Eli would master the art of melee combat in their absence. Lyosha Voloshyna, a carpenter and one of the family’s only “friends”, happily supplied them with wooden models of various swords, ranging from the typical and familiar, to the foreign and unique.

Eli was made to train with them day in and day out. They would not be weapons held, they would be extensions of her own body, or she would fall short. Countless other prospective pilots had the advantage of proper training, they could afford to be merely “adequate” so long as they rounded out a checklist and passed the neural exam.

”I don’t want you on-par, I want you better. Keep going.” And she would.

Hour after hour Eli practiced, submitting herself to the forms and tests of balance. By the time she was in her middle teens, picking up a sword felt like raising her hand, swinging felt like punching. Her threshold for pain was pushed further each day, and every time she kept her mouth shut, kept her face calm, she would catch the ghost of a smirk flicker over her mother’s face. Moving had become a dance, and she was the prima.

When she was fifteen, a practice sword broke in her hand, splintering midway down the blade. It was old, nothing unexpected, and the shattering caused her no physical harm. All the same Eli froze, wide eyes fixated on the broken blade, and her arm, then the girl collapsed in a fit of agony.

Celina watched, shocked.

”Get up.” But she didn’t. ”Elizabeth, get. Up.” But she couldn’t. It took all of her strength not to cry.

It was her first major incident, and the only one Celina ever saw. It took a few years to realize they weren’t going to stop, and seeking professional psychiatric help would murder Eli’s chances at becoming a pilot, so Celina resolved to handle the situation in her own way.

Eli knew Eli. Celina knew Elizabeth.

”Stop shaking.” And she would.

The final years leading up to application were smooth by Celina’s standards. Her daughter was sharp, fast, resilient, and above all, obedient. She would protect Smith’s Rest, she would protect its people, and she would do so under the instruction of whosoever commanded the forces.

Second to her, of course.

INFLUENCE & RELATIONS







APPEARANCE
Eli is pale as a ghost, chalky from hair to toe, most wouldn’t hesitate to describe her as “haunting”. However, what people tend to notice first about her are her eyes. Icy, both in color and gaze, she always appears to be judging her surroundings, be they people or otherwise, and it’s rare that they hold even a glimmer of levity in public view. Rarer still are smiles, laughs, slouches, but an attentive eye wouldn’t struggle to spot wayward twitches, restless legs, and tapping fingers.

Her attire leans towards casual however, often wearing hooded jackets and rarely caught without a scarf wrapped up her chin. Beneath everything is the pilot suit, worn near constantly. She’d claim this as common sense, practical for quick response, but she’s as attached to the piece as her own skin.

TRAITS
CQC: Both in and out of the mech, this is Elizabeth’s strongest skill. Growing up without the means to practice with firearms, she learned quick and learned well to trust her two hands and what she could swing with them. Eventually this translated much more elegantly into a form of swordplay in anticipation of a melee-oriented NC piloting career, and so her prowess with most things what can be held and cut with is highly refined. Unfortunately, if not predictably, she is untrained and unskilled with guns, having only operated a firearm outside of her mech, and in the context of a test.

Reflexive: Elizabeth is quick, both in body and mind. While this doesn’t necessarily equate to a proficiency in tactics, she is able to form appropriate reactions in combat, and in prolonged engagements–especially in close quarters–is able to begin analyzing offensive and defensive patterns in her opponent.

Driven: Perhaps not explicitly a skill, but doubtless one of her most notable traits. Elizabeth does not shy from completing a mission or fulfilling an order, be it in combat or otherwise. Her fierce loyalty combined turn many scenarios to “do or die” in her mind, something that, while sometimes advantageous, can be equally dangerous.

INVENTORY
General equipment used or educated with.






MANUFACTURER
Red Star

TYPE
Medium

SQUAD ROLE
Melee Assault

ARMAMENTS
  • NA01 Energy Sword: Blur’s primary weapon, the blade is projected from the handle. A contingency, physical blade, carried onboard, can be attached as well with edges able to sustain similar heat.

  • NA02 Energy Pata: Attached to Blur's left forearm is a deployable secondary gauntlet, which cups over its hand to be grasped for added stability. From the front, a shorter blade projects, though it lacks the physical backup of the NA01.

  • Deployable Claws: Blurs fingers are overlaid by sharp attachments designed to latch on and stay on. Can be activated and retracted.

  • Explosive Charges: For breach scenarios and other situations that require the close-proximity planting of explosives. Housed in two separate pieces to prevent accidental detonations due to trauma/weapon fire.


Its notable equipment is as follows:

  • OMNI Propulsion System: Blur's key assets are speed and maneuverability and these owe largely to the propulsion system which served as the foundation for the NC's design. Four powerful engines on Blur's back act as the central piece, sleek and jutting like stagnant wings. Firing at once they allow for rapid acceleration and a tremendous peak-speed. As well, each can adjust direction independently, which, in addition to the thrusters at the base of Blur's legs, grant the NC fantastic directional control.


  • Flare Cache: Typical of any evasive NC, but nonetheless crucial, Blur houses a small volley of deployable flares.

OBSERVATIONAL NOTES
The Blur is a lightweight, standard-height NC based on Red Star designs, which were later scrapped in favor of more generally practical and less specialized models. It is Stark white with only a few wayward cerulean lights and the bright azures of its jets to stand out. The frame is lithe and sleek, lending to its aerodynamic nature. However it is thinly armored, built for speed, but lacking the ability to take much punishment.

Blur is an embodiment of the “high-risk-high-reward” philosophy. With its primary function being the melee engagement of high-priority targets, many of its maneuvers, both combative and evasive, necessitate a hyper-reflexive sync rate, and even then it’s rare for the NC to emerge from solo engagements unharmed. In reality, Blur is designed to work alongside a team and is often even dependent on one, despite that the pilot may deny it.

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“You feelin’ this song? I’m feelin’ this song.”







NAME
Vera Jackie Voloshyna

CALLSIGN
---

ALIAS
“Vi”(Elizabeth)

GENDER
Female

D - O - B
April 30th 2664 (13)

ORIGIN
Smith’s Rest






PERSONALITY & MOTIVATIONS
Equal parts easily excitable and hard to bring down, Vera displays more happiness than anyone likely has a right to given the state of the world, and especially the state of her home. The type to view every day as a new, wonderful opportunity, every stranger as a friend she hasn’t met yet. She isn’t quite dense to the natural cynicism of the world, though she doesn’t often try to assert her optimism as better, rather she tends to accept the views of others and present her own in kind. To her, bringing a few happy moments when necessary is more important than trying to outright change another’s philosophy, and even in the hardest cases, Vera always manages to find a silver lining, be it in situations or people.

While generally light hearted, Vera can at times display a caretaking maturity. Still unrefined and more reactionary than anything, dealing with trauma is something she learned growing up in the Jackspar home. Often times Elizabeth would end the days a broken wreck, and Vera was glad to be a source of comfort for her. The reclusive Ms. Jackspar never saw her daughter’s breakdowns like she did, never woke up to find Eli in a fit of silent panic, or clawing at her skin like she couldn’t feel it. Celina learned the signs to Eli’s problems, how to order her into preventing them, but Vera learned how to fix them, at least temporarily, and for better or worse, this is largely why the older girl never received professional help.

With the discovery of a potential future as a pilot, Vera has come to realize that she’s spent much of her life thus far as an emotional lifeline to her sister. She doesn’t resent this, and wouldn’t for a heartbeat consider abandoning her, but she can’t help the gnawing lust for an adventurous life not tethered to another. If she could have that, and still be close to Eli, it would all work out. Right?

EFFECTS OF POLARIS SHIFT
Currently N/A.

PERSONAL HISTORY
Vera was too young to remember her parents leaving, but knows that she was born in what was then Smith’s Rest. Over the years she’s come to understand that the Voloshyna’s were in fact the only family close to the Jackspars, which to her was enough to explain why she was given to them. It never seemed to affect her, even when she was old enough to understand the implications of her situation she never harbored any anger against her parents. She had a home, a mother, and a wonderful sister, to her that was plenty to be happy about.

Eventually however, Vera started to notice cracks. The once warm and caring Celina Jackspar slowly discarded her façade, revealing a cold, calculating woman who shunned her in favor of focusing on her daughter, Elizabeth. And yet Vera was still not deterred. She’d grown attached to the girl, who had in turn grown attached to her, and by the time Vera was cresting nine the two were all but inseparable. So it came as no surprise that when Eli was accepted into the NC program that Vera was brought along as well.

What did surprise them was the possibility that Vera might end up in the cockpit of an NC too. Having been at the facility through vicious assaults and quiet lulls, she’s at least been made aware of the many risks the job entails, yet she’s signed herself on all the same. Now over a month out of surgery, and under the near constant watch of her sister, for the first time Vera is at least somewhat certain of her future, a future she chose. Even through the post-op debilitation, the girl has never been happier.

INFLUENCE & RELATIONS








APPEARANCE
Standing on the shorter end for her age, with blonde hair nearing her back and wide, lively green eyes, Vera is not an imposing child, which is more than fine by her. It’s rare to see her without a smile on her face, and rarer still to see her frown. Even in darker situations she always appears to at least be trying to smile, if for no other reason than to offer a warm look to anyone who might need it.

She tends to dress similarly to Elizabeth, if not a bit brighter. Jackets over bright shirts with a scarf on occasion draped ‘round her shoulders. However, the girl’s staple is without a doubt the ushanka that rarely leaves her head. A memento from the family she never knew.

TRAITS
Your talents, interests, and skills.

INVENTORY
General equipment used or educated with.






MANUFACTURER
Origins of NC.

TYPE
Size; small, medium, or large.

SQUAD ROLE
Support, Sniper, or Assault.

ARMAMENTS
Modules and weapons applied to your NC.

OBSERVATIONAL NOTES
Command notes of the NC's attributes.


Hidden 7 yrs ago 7 yrs ago Post by Ladypug
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will have a better pic soon..ish.. maybe.

"The last time you said everything would be alright, everything went off the fucking rails."






NAME
Percy Moore

CALLSIGN
Papa Mike

ALIASES
Freckles (as called by Madison)
Pierce (as called by Zach)
Blue (as called by Laura)
Birdbeak (as called by both Zach and Laura)
Percival (as called by Alan)

GENDER
Male

D - O - B
November 12, 2645 (32)

ORIGIN
Smith's Rest






PERSONALITY & MOTIVATIONS
Percy isn't exactly the type of guy you'd want or even expect to pilot an NC. He's overly emotional, anxiety-ridden, impulsive, and absolutely clueless as to what he's doing. He's prone to violent outbursts and escalating situations far beyond where they needed to go, and he's exceptionally skilled at saying things in the absolute worst way possible without meaning to. Despite this, he's actually very soft-hearted and doesn't like to hurt people.. Again, it's strange how he decided to take on the job of controlling a giant war machine.

You could say the drive was greed, because when he saw the estimated paycheck he was sold on the idea. You could say the drive was a sense of purpose, because he was so directionless until he took up the job. You could say the drive was to protect his home settlement, because he's been directly effected by the raids. All of these reasons are reasons he's told himself, but truthfully, it was a spur of the moment decision that he didn't think all the way through like he should have.

Percy's not sure what he's doing a majority of the time, and he likes to believe that he'd be better off dead, entrusting Ana to Zach after his death, but he's doing his damnedest. He falls a lot, and usually very hard, but he's always gotten back up. Shaky, barely standing, metaphorically broken and bloodied up and really he should stay down and rest, but he gets the fuck back up again, and fuck you if you think he won't.

To put it simply, Percy's a stubborn survivor. A very, very stubborn survivor.

EFFECTS OF POLARIS SHIFT


PERSONAL HISTORY
While Percy is one of the oldest people on the New Anchorage Pilot Squad - being 32 - he ironically has the least amount of experience, both in piloting and in fighting of any kind. He's been on a few missions, yes, but he just barely made it out alive due to sheer luck and the fact everyone is carrying his dead weight. He is, as said by previous commander Sophia, "the weak link."

The absolute worst mission was the Attack on Smith's Rest - the one before Graham became commander. That day was horrifying for all sorts of reasons. He thought he'd blocked the sound of the raid sirens out of his head, but they brought back memories of the raid that took his wife. He panicked for his daughter, who had never experienced a raid before - hell, he hadn't experienced one so horrible before either. Orders were being shouted back and forth, he could SEE and HEAR people dying - this was so much worse than hiding in the shelter. So much worse.

After the dust settled, Percy was so relieved to see that his family was safe and alive. Ana's arms were a little bruised and Zach's shoulder was haphazardly bandaged and bloodied up, but he was so relieved to see the both of them. It didn't take long for him to notice that Ana was suffering from severe anxiety and panic thanks to the raid, so he asked Zach what had happened... then promptly began to argue with him. He practically allowed Ana to get hurt and nearly kidnapped. Percy took Ana to base with him, thinking she'd be safer there.

When the New Anchorage base was invaded, he hated himself for making that choice. Running around in darkened halls trying to get the fucking lights on, listening to people dying in the corridors.. again, absolutely horrifying. Thankfully everyone Percy cared about got out alright once again, but.. nonetheless.

Hopefully all will turn out alright. Hopefully..


INFLUENCE & RELATIONS






APPEARANCE
Percy used to be far more of a mess than he is now, but there's things that haven't changed. For example, his light blue eyes contrasted with the dark circles; his often unwashed, unbrushed red hair; slightly unkempt facial hair; fair skin with a smattering of freckles on his face, arms, and shoulders, as well as often-flushed cheeks; his schnoz, which Pinocchio would be jealous of; and the ever-present air of constant anxiety.

While he's never really been that picky about clothing, his outfits consist mostly of a combination of jackets, single-color shirts, and either jeans or sweatpants, depending on his mood. The most common look he wears is a dark hoodie over a long-sleeved gray shirt paired with slightly torn up blue-gray-ish jeans over long underwear, and taupe brown hiking boots he's worked to the brink. He's also occasionally seen wearing obnoxiously pink gloves, but it's only because they have pockets for Ana to stick her cold little hands in.. and they're soft.

Due to the physical training Graham put the whole group through, he's gone from having a dad-bod to having a fit dad-bod. Percy's not a god among men with his musculature or anything, but he's gone from having no abs to having a hint of them, and he's toned in all the right places.

All together, he just doesn't look like the type of guy that would pilot - he looks a little more like an stressed out dad trying to keep his shit together.

TRAITS
Gun Savvy Marksman: Though "marksman" is a bit of an over-statement, he can shoot a multitude of fire-arms accurately, and could figure out unfamiliar (but still commonly used) weapons if given the time to study them and take them apart. Fire-arms are one of the few things he really knows how to work with, and he'd gladly teach someone if they asked.. or even if they didn't. Fire-arms themselves aren't that scary - it's the people behind them that are.

Dad: Since he is a father, he has a strong drive to.. be a father. He wants to nurture and protect those he sees as younger, more naive, or both. He's well aware he comes off as possibly creepy, but his heart is in the right place - he just wants to help. On top of that, Percy's chock-full of dad jokes.

Jack-of-all-Trades: Due to his job-hopping past, he has a multitude of skills that are basically just.. there, not mastered or perfected what-so-ever. Wood-working, sewing, teaching, engineering, carpentry, hunting, locksmithing, welding.. the list goes on and on. He could tell you bits and pieces about this and that, but he wouldn't quite be able to do it himself.

Wildcard: He doesn't notice it about himself, but others notice it about him. He's just a little.. off, and always has been. He could easily become dangerous to himself and the people around him. Not that he wants to be, but he's unhinged enough to not have control over himself in some situations.

Like a Fuckin' Sailor: Percy drops F-bombs in day to day conversation - partially because of his lack of parents telling him "don't do that," and partially because Laura encouraged it. It's sexy, she said. Even then, he tries not to let any curse words slip in front of children.. but, hey, sometimes that goddamn table leg needs a good cursing out.

INVENTORY
Old-world pistol
> technically obsolete; ammunition is hard to find
> Percy is most familiar with this weapon in particular; could take it apart blind if he so chose to
> exceptionally safe despite wear-and-tear; with this said, still kept away from Ana - accidents happen
> will be given to Ana... eventually

Old commander's knife
> switchblade
> custom handle - dull purple/white/black camouflage
> 'gifted' by Sophia Torrez
> nearly always on Percy's person

Silver wedding rings (2)
> both on his left hand; smaller on pinky is Laura's - larger on ring finger is his own
> decorated with engravings that look a bit like nuts - a call-back to how Percy had proposed
> Percy uses his thumb or other hand to twist them on his fingers as a nervous tic or as a stim

Datapad
> has a velcro wrist-carrier on his left forearm - the carrier fits snugly, as does the datapad
> keeps on his person at all times - unless he's trying to sleep, anyway.
> chock-full of pictures he's taken of multiple subjects






MANUFACTURER
Fairbanks

TYPE
Medium/Bipedal

SQUAD ROLE
Support

ARMAMENTS
Stock neural computer
> determined to call Percy "Michael" for reasons not known to Percy
> customized colors - from green to orange; took Percy far longer than he'd like to admit
> occasionally gli͢t̶c͡hes͝ out; usually not too much of a bother

Above-average thrusters
> specifically designed for short bursts of speed
> best used for dodging maneuvers

Slightly above average generator
> to support the thrusters enhancements more than anything

Surprisingly sturdy armor
> surprising only because of the mech's size - usually larger mechs would have this sort of armor
> if not for the updated thrusters and generator, it would more or less be a sitting duck for the enemy

Auto rifle
> 35 rounds, mid-to-long range, can switch between full auto and single
> right hand
> average power

Laser sword
> standard white in color, no special effects
> left hand
> average power; due to Percy not being fluent in swordsmanship, the effectiveness is... less.

Missile launcher
> 3 missile burst, long-range, semi-homing
> left shoulder
> average power

OBSERVATIONAL NOTES
Being on the smaller end of the Medium category and having few, unspecialized weapons, its nowhere near the tank it was before, and the old squad would be infuriated to learn the callsign has been sullied by a coward.

Having a beige undercoat detailed with a darker shade of brown and the rare flourish of green, it would a very bland mech in comparison to the more flashy colored ones beside it, if not for the unique touches that only a squad using what they have to repair a mech can do - the trained eye can see the shade variations in the paint, the oxidation, how some pieces of the armor don't quite fit correctly - along with many other small things that give the Papa Mike character.

With all this said, it's still a very unassuming NC.. which would be exceptionally dangerous if an experienced pilot was in control of it - the element of surprise is oft neglected in favor of honor and fair-fighting.



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“Tons of danger, low odds of mission success, and I’m probably going to lose a limb. Sounds great!”








NAME
Alan Fouren

CALLSIGN
Wild Wolf

ALIAS
Al, Jackass (Ryn)

GENDER
Male

D - O - B
July 14, 2654 (22)

ORIGIN
Dead Springs Township, Southeastern Territories







PERSONALITY & MOTIVATIONS
Alan is friendly to everyone he meets. Affable, open handed and humorous, Alan does not seem to really fit the mold of a soldier by any respects—and he owes that to being more or less forcibly pulled into this life rather than simply volunteering or being raised to be a soldier. Alan has an incurable form of gallows humor when preparing for the sortie, and his mix of inexperience on the actual frontlines of combat make him an odd member of the team. It never helped that he was one of the lowest passing score in Graham’s test; a feat that did not endear him to any of his team.
Alan’s lackadaisical personality is the kind that veterans would push around as the man looking to get himself killed on the battlefield; the key difference is Alan’s personality when in the heat of battle. In combat, Alan feeds off of pain: constantly pushing himself to excel. The harder the fighting gets, the higher his sync becomes; continuously pushing him to dangerous extremes. His "loner" attitude also hides the fact that he is a lonely and needy man who deeply cares for his companions.

EFFECTS OF POLARIS SHIFT
Alan is still unsure what the effects of his Polaris shift has been. Vivid dreams seem to melt into his waking world; except that these aren't simple dreams. Alan hallucinates vivid memories of pilots who used his NC's core; and since his NC is an older core, he has inherited the memories of many pilots-even pre-war pilots. As his de-sync becomes worse, he will fall deeper and deeper into these memories, with reality and memory becoming indistinguishable.

PERSONAL HISTORY


With no family and no prospects left in his home, Alan did what he could. Scavenging materials from the newer model mechs he had destroyed gave him a slightly better edge than a raider now, and with the beast inside of him awakened, he aimed to feed that hunger for carnage. That’s where he met Graham.

He was a disappointing prospect to the Commander from the get-go. No real military combat experience. He was a frontier skirmish fighter. He was unfamiliar with up-to date equipment and weaponry. His physical tests and his skill tests were passable and he barely skirted by with that. Ultimately, he looked like he would be a wash-out until Graham’s…test. Climb an aging, old war combat frame with no grappling hook, no mag gloves and make it run without. If you couldn’t get it scrambled in time, you weren’t worth it. This was an easy test for Alan to pass.

Alan was shocked when Graham gave him the news that he would be a squad leader. While his attempts at appearing like a middling pilot failed, his reputation preceded him. Graham basically threatened Alan into taking the position, much to the pilot's chagrin and much to Ryn's anger.

INFLUENCE & RELATIONS







APPEARANCE
Scruffy would be an understatement with Alan: nothing about him screams soldier. Shaggy hair, unkempt facial hair, and roughshod angular features. Alan sports a scar running from his left ear down his neck; a wound he received during his first sortie in the Wild Wolf. He stands roughly around 5'11, just a hair shy of breaking 6 foot. He is lithe and had slight musculature, due to his history as a junker. His casual clothes consist of a faded denim button downed shirt and dark slacks. While still young, Alan sports dark bags under his eyes, and has gained deep creased wrinkles on his forehead. His shaggy mop of hair is a dark brown, with matches the near black spotty beard that runs down his jaw, working its best to cover the scar. He seems spacey, and is more akin to sport a smile when not under combat conditions.

TRAITS
Junkyard Mechanic: Unlike his counterparts who had access to proper materials during their combat stays, Alan grew up in the frontier where clean, shiny new supplies were few and far between. This meant that he had to scrounge and repurpose outdated, damaged or scavenged parts to keep his unit in workable condition. While he has to leave it to the professionals for proper upkeep of the WW, Alan can perform emergency repairs in the field if push comes to shove, and that ingenuity comes in handy when things go to shit.

Unshakable Will: In serious situations, the average pilot would lose their cool and give into negative emotions, shaking them and breaking their morale. Alan, due to both his insane drive for destruction when fully “in the zone” as well as his own nature of do-or-die, is not easily shaken in combat. It would take extreme duress to make him break his usual façade; though a break would be disastrous.

Adaptive: Alan’s past has forced him to make due with supplies and weapons he could scrounge either in the junkyard, the frontier or after battle. Alan lacks any sheer expertise with weapons; but he makes up for that in his ability to pick up and use a weapon with gradual skill. If he can find a half-working FMR or a Powered Spike, Alan can find a way to perform maximum damage with it.

Well Read: If Alan has one indulgence it's literature. At a young age, collecting bits of archaic literature became a past time for Alan, especially exploring the databanks of ruined libraries. Alan's datapad has to date over 800 novels, short stories and poetry ranging from the seventeenth century to the twenty-third century. Alan prefers the classics over the later literature, enjoying chivalric romances, gothic horror and transcendental poetry. Alan's favorite stories include Le Morte d'Arthur, The Once and Future King, Frankenstein, T.S. Eliot's The Wasteland, and The Hound of the Baskervilles.

INVENTORY
-Simple Tools
-Electronic Reader
-Metal locket (inside: weathered photograph of family)
-Scrap gun (simple waster shotgun)






MANUFACTURER
Fairbanks Registry; Waster/Mercenary Armament

TYPE
Medium

SQUAD ROLE
Assault

ARMAMENTS
-Stock NC Control
-Leg and lower back thrusters to give strong bursts of speed and sustained air boosts for a limited time for extra mobility
-Average generator
-Mix of light and medium armor over the mech; the left arm and right leg have heavier armor due to the armor being taken from a stronger mech, whereas his right arm and left leg have lighter armor.
-Heavily Used LFR (Light Frame Rifle)-30 round magazine, short-to-mid range. (Right hand)
-Underbarrel HFG Launcher: A 3 round grenade launcher attached to the LFR. Equipped with standard fragmentary grenades.
-Scavenged light grinder blade: A heavy blade mean to pierce and then tear pieces of a mech apart. (Left hand)
-Electrical Discharge Canon: Emits high powered electrical bursts at close range. Can temporarily disable an unshielded NC or cause damage to the pilot in the cockpit.

OBSERVATIONAL NOTES
What the Wild Wolf lacks in appearance, it makes up in both its load-out and equipment. The mech has been highly customized to deal with the uneven armor and equipment it bares; and its pilot is quite possibly the only person in the entire world capable of piloting such a machine. While it is in constant need of tune up (which Alan is quite happy to perform himself if needed) the NC performs exceptionally well in combat.

Dossiers of Alan's previous accomplishments (including eye-witness accounts) have confirmed command's own opinions that Alan is a more capable pilot than he lets on. Between being a capable teammate as seen with his past accomplishments with Ryn, and his survival instincts in combat against higher numbers, Alan's NC brings an incredibly versatile and well rounded combat unit to New Anchorage.


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"That is the difference between you and me... Red Star doesn't flow in your veins."







NAME
Tahlia Styles

CALLSIGN
Spyder

ALIAS
(Former) Commander Styles
Miss Styles

GENDER
Female

D - O - B
January 26th, 2649 (28)

ORIGIN
Broken Hill, Australia






PERSONALITY & MOTIVATIONS
Tahlia can come across as both an aggressive and abrupt individual, especially when it comes to her body language and outback Australian tact. Not swearing isn't an option, smoking is pretty much a given birth right, but she will obey commands from anyone with authority.

Amidst all this Tahlia will try her best to help and support her fellow comrades, even if her efforts don't always come across with the best results. She likes the peace and quiet as it reminds her of her hometown and allows her plenty of time to tactically plan her next set move. She is smart, she has a dark history, and only reveals parts of her former life to those that she truly trusts.

EFFECTS OF POLARIS SHIFT
The 'Polaris Shift' has affected Tahlia in such a way that her personal and emotional connection to others leaves much to be desired, creating a character that many are not too fond of. She has lost much of the ability to feel sympathy, she will obey orders like a loyal hound, and she has grown a liking to heavy drinking and smoking. It is during these alcoholic scenarios where the original Tahlia will begin to emerge, a heart-broken, afraid individual who regrets the actions that she has made.

During a 'Polaris Shift' with an NC, Tahlia's mind will begin disconnecting itself from the world and view the battlefield as a stage, an arena with chess pieces and moves that will eventually lead to victory. It is during these times that she will act most cold. Barking orders that feel dangerous, and even firing warning shots towards her team mates, are choices that she is willing to make. In her mind if you are a pilot who refuses to follow commands than you are little more than a potential threat to her team overall health.

PERSONAL HISTORY
Commander Styles, more commonly known as Miss Tahlia Styles, was born in the outback regions of Broken Hill, an old mining town that once funded and contributed to the enormous growth of the Red Star Corporation. She is the daughter of the renown Red Star Engineer Jin Styles and began her indoctrination into the NC Program during her early teenage years, completing her course and entering into her first NC by her mid teens.

Her transition to both greatness and leader was a path that she had no control over, and during her nineteenth year in Broken Hill the settlement fell under attack by a group of NC raiders who were looking plunder the settlement for it's valuable mineral resources and unique armaments. Through the unfortunate death of her current commander and being the only other operative with knowledge in ordnance weaponry, the young girl was given the reluctant choice of taking control of the AFW-Mk8 in order to fight back against the oncoming threat. It was a David and Goliath battle, a battle that she barely won, and the only known record of her military service that was released to the world.

The leaked document proved to be effective as word of the girl spread far and wide, acting a deterrent for many with those that took the chances of trying to outsmart the young commander meeting their demise with walls of flames and fury.

Eventually things started to change when supplies and funding began to dry up. Red Star wasn't using the town's resources any more and rather than support it's locals, they pulled the plug, letting the colony eventually collapse in on itself to form a Ghost Town. Tahlia was one of the last residents to leave. She wanted to protect everyone for as long as possible but when it came apparent that all she was protecting were old heritage buildings, she made the choice to move on.

Eventually she found herself signing up to New Anchorage and has been there for several months.

INFLUENCE & RELATIONS






APPEARANCE
Tahlia is a healthy blend of both Asian and Australian, a result of Red Star's expansion into the southern continent. Her eyes are slim and direct with a dark brown iris, a trait familiar to the people from the far east; while her sandy, brown hair and pale white skin resembles a more Australian/European look. The Australian has an average height of about 5" 8' and a slim, yet defined build that can fool people into believing that she not a force to be reckoned with.

The former soldier usually dresses in a way that can give off the vibe that she is still loyal to the fierce Red Star Corporation. A set of tan cargo pants complete with a set of dirty, white sneakers for comfort; a loose fitting, white tee-shirt; and a hooded jacket that is coloured in a deep dirty brown with no particular markings except for the large black and red star that positioned across the back itself and the smaller badge stitched into the front (can't help that the best piece of clothing she was ever given for cold climates was issued out by Red Star themselves).

Around her left wrist are a variety of bands and beaded bracelets while on her right wrist she has a tattoo of the southern cross, a mark that shows how she views herself as more of an Australian than Asian.

TRAITS
Former Commander - Tahlia was once the commander of a small Red Star force. This rank has changed the woman into someone that is able to express authority and status. Many of the local pilots can vouch for this when she forcefully punished a crew member for stepping out of line.

Perceptive - Tahlia is analytical, cautious, and an observer by her very nature. Years of standing guard over her hometown while picking off targets from over 20 kilometres away allowed her to learn that combat should be avoided at all costs. Eliminate the target before they have a chance to break through your fortifications.

Backseat Fighter - This trait is both her strong point and her weakness as she does not have the best skills when it comes to close, melee style combat. Instead she will tend to used her team of pilots as guardsmen so that she can stay out of the thick of battle and inflict maximum damage. Enemy Pilots may see her 'running away' from a fight, believing her to be a coward, but with every few metres that she gains, the more dangerous she inevitably becomes.

Jill of most Trades - Some of Tahlia's less noticeable skills include her understanding of firearms, basic mechanical and engineering knowledge, drinking, and poker. Alone they aren't anything special, but together it's what makes her unique.

INVENTORY
Tahlia is skilled in the use of most firearms, notably pistols and rifles. She has a hand pistol that she usually keeps stored away inside her personal locker but will occasionally pull it out of hibernation for when she goes target practice at the firing range.






MANUFACTURER
Red Star - Volkov Artillery Tech

TYPE
Large - Bipedal / Quadpedal Hybrid

SQUAD ROLE
Support

ARMAMENTS
  • Transformation - The shift from Bipedal Mode to Artillery mode can be achieved when the NC lurches down and converts its arms into a set of front legs. By doing it's stability is greatly increased tenfold when compared to many of the standard Bipedal NCs in the battlefield.

  • Meteor Ordnance Cannon (M.O.C.) - The M.O.C. is a highly advanced, torso mounted weapon capable of firing a ballistic shell through the use of Mag-Rail technology. Each shell—also known as a Meteor—is built as a unique explosive that encompasses both incendiary properties and cluster bomb attributes; a design choice which allows the fired Meteor to scatter mid-flight and pellet the target with multiple projectiles. Upon firing the intense heat produced by the projectile will leave a distinct light trail that can be traced back to the M.O.C., giving the impression that the weapon is firing a laser instead of a physical shell.

    The M.O.C. range is unfortunately limited to line of sight so higher ground is preferred when operating the weapon. The cannon is also exceedingly very power hungry and requires a large reservoir of built up energy per shot, limiting the AFK-Mk8 to about three continual shots. Exceeding this limit will force a shut-down sequence where the NC will remain on standby power until the internal generator can produce enough energy to restart the reboot sequence.

  • Dual Gatling Guns - During Bipedal mode, these fist mounted Gatling guns can be used to easily take out any smaller targets that are within it's range. When the NC converts to Artillery Mode the guns are unfortunately folded up into the NC's arms, meaning that it sacrifices this armament in order to equip it's Meteor Ordnance Cannon.

  • Twin MIRV Launchers - Upon the AFW Mk.8's shoulders are a set of twin pods, each with 25 individual ports that contain a collection of Radar Guided MIRV missile. These fast firing missiles can be used in quick succession for any medium range targets, but have the unfortunate trait of overshooting their targets when firing within close proximity. The MIRV Launchers can be used in either Bipedal or Quad mode.

  • Trakdar - Trakdar is a speciality built Long Range Scanner and Surveillance Bot system that utilises a 3D mapping technology in order to give a detailed view of the environment around the NC. This map is additionally enhanced by an aerial drone bot that can be launched from the AFW-Mk.8 in order to give details on areas that can't be fully scanned by the NC itself. Each target that is discovered is painted with a marking which allows proper calculations to be make for the Meteor Ordnance Cannon.

OBSERVATIONAL NOTES
The AFW-Mk.8 (also known as Spyder) is a unique, prototype combination of Bipedal and Quadpedal technology. Most individuals will witness the machine in its standard Bipedal design, with only the rare few getting the opportunity to watch it convert into its Quadpedal setup. By converting to quad mode the back mounted weapon can then be allowed to realign and transform the entire NC into a mobile artillery.

Most of the NC is covered in a black and dark brown colour with a half scratched off Star design from the Red Star Corporation. It is trimmed with red highlights and covered in a variety of battle wounds from decades of service. The interior is a sleek design with keys and warning labels written in a mixture of Japanese and English, along with a screen that provides a wide viewing angle to the outside world.

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"But... I don't like cauliflower."







NAME
Madison Cole

CALLSIGN
Mad-E
Mad-Cat

ALIAS
Madi

GENDER
Female

D - O - B
July 19th, 2654 (22)

ORIGIN
Unknown - Raised in Smith's Rest






PERSONALITY & MOTIVATIONS
Madison was once described in one simple, four letter word... Loud.

The young girl has a vibrant personality with a matching taste for music. Most of the time when she is in her NC the sounds of a hard hitting bassline can be heard. This music isn't just for show as it helps her to regulate her thoughts in order to sync up with the NC. This wild attitude comes as a serious double edge sword since she lives off pure adrenaline. Madison has been known to run her ammo supplies completely dry, take on NCs far stronger than what she is trained for, and will even risk her own life in order to make a final blow.

However being loud doesn't mean that she is open. She will rarely talk about her past, specifically the death of her parents, and with the events of late she has been more closed off than usual. She is now at the point where others are concerned about her being too quiet, wondering if she still has the willpower to get back into an NC.

EFFECTS OF POLARIS SHIFT
The 'Polaris Shift' has unfortunately given Madison a severe case of bi-polar, affecting her moods in ways that can send her into a hyperactive state of euphoria or a sense of absolute depression. For the girl these emotions are new and she is very confused with what to think about herself, leaving her currently feeling worthless and hopeless.

During a shift Madison will begin to feel a sensation of bloodlust and rage, turning her into a monster on the frontlines. She will break ranks, she will ignore injuries, and she will do anything in her abilities to take down her intended target.

PERSONAL HISTORY
Madison was born in a small community but was left abandoned when her entire settlement was wiped out by a raiding force. She was only a little girl at the time and was discovered by a small group from the colony of Smith's Rest as she wandered the empty wasteland, sad and alone. They decided to take her back and placed her under the care of an engineer known as Duncan Brown. There she grew up for the next two decades, learning how to operate and use the different types of machinery that Duncan worked on.

Through his guidance she became very knowledge about the NCs, learning the different ways to repair and operate them. It was only a matter of time before she ended up fighting for the cause along with the others at the now named New Anchorage. With this team she performed well, taking on other NCs and mercenaries alike until a terrible accident during a Volkov mission, an accident that nearly took her life when a Warhead from her NC exploded at point blank.

Madison and her NC was airlifted by Blur back to base where the team had to cut through the wreckage in order to reach her. For the following months she was placed in an induced coma and heavily operated on so that they could save her life. Eventually the girl woke up and since then she has been struggling to find her true calling. Madison is currently unsure about who she is, her skills, and even feels like a shadow amongst the other pilots. Through all that heartache she can hear the cockpit of her NC slowly calling back to her, begging her to take the controls once again, demanding that the show must go on.

INFLUENCE & RELATIONS






APPEARANCE
Madison is a young woman in her early 20's with a distinct taste for heavy, hard wear clothes; usually with a choice of factory work boots, a thick jacket with a woollen interior and an old set of torn jeans pants. She has vibrant pink hair which is coloured as her natural hair is a crisp blonde that she dislikes, while her overall skin tone and texture gives her the innocent look of a younger teenager. Whenever she walks she likes to let her feet hit the floor with a heavy thud, giving an impression that she is simply bigger than what her small size indicates.

Ever since the Volkov job she has been in ICU (Intensive Care Unit) and during that time had to have some immediate, life threatening operations performed in order to save her life. Some of the damage she endured included a searing blast to her left eye where the iris and cornea were damaged, thus requiring an artificial insert; and a deep wound in her right arm that got infected in the bone. This wound in particular needed an immediate amputation and was in turn replaced with a bionic limb.

TRAITS
Mechanical Knowledge - Madison is a skilled mechanic and knows how to make various changes to an NC. After all... she did grow up with a man who rebuilt her original NC from a pile of scrap.

Music Lover - Most of the people on base already know that Madison has an annoying love for music to the point where it can become distracting. What many of them don't know is that she is quite gifted when it comes to her own vocals and will sing to herself if she is alone and unable to hear a beat.

Nimble - This hyperactive girl has way too much energy to store up and not use. Unlike others that are skilled at fighting Madison's strength comes in her speed and agility, a trait that can be seen on the battlefield.

Bonkers!!!! - Probably less of a skill than anything else, but at her peak Madison is quite the insane individual. She has very little natural fear, and if something doesn't work... Just grab a bigger hammer!

INVENTORY
A green fluffy dinosaur that once belonged to Ana. For some reason it looks as though it has been restitched up recently.






MANUFACTURER
Denver-Vegas

TYPE
Medium (Image)

SQUAD ROLE
Assault

ARMAMENTS
  • Hydraulic Legs - The reduction in weight and rebuild of the unit's legs have allowed the NC to be used for more tactical and forceful advances. The hydraulic legs can be used in order to leap towards an opponent, drastically reducing the distance to meters.

  • Rendering Claws - Each arm has been equipped with a set of rendering claws. Rather than just being of a simple metal design these claws are edged with plasma jets, giving the appearance that the edge of the blades are on fire. Not only is this an advantage for tearing apart unlucky NC units but at night it can create an impressive light show.

  • Emergency Protection - Due to how the NC will be more of an up close and personal unit, several safety measures have been put into place. The First is a Damage Awareness System which will take note of any components that aren't working correctly and will reroute power, plasma, and movement through other pathways. This essentially creates a unit that can take a variety of hits and yet still perform in battle.

    The Second is the I'm-Outta-Here command. This series of code was introduced specifically for Madison considering how battle hungry she can get. When the NC's damage reaches a certain threshold the internal system will lock out her inputs and automatically activate the escape pod ejection protocol.

OBSERVATIONAL NOTES
Mad-Cat is a redesign of the old Mad-E model NC, a necessity considering the amount of damage it endured after the incident. A large portion of the heavy armour plates were removed and the Warhead Launcher was decommissioned, allowing the NC to be reduced back to a standard structure for the mechanics to work on. The team believed that if Madison was to get back into an NC she would be more suited for something a lot more mobile than the heavy, over equipped unit that she operated before.

The Mad-Cat has only recently been fitted out but upon completion it will show off its fresh, sky blue design and superior melee combat abilities. The unit has been reduced in size to something that borders on the line of medium to small NC rather than the bulkier design of old.
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C E L I N A J A C K S P A R



“Would you like to see a demonstration of absolute loyalty?”







NAME
Celina Jackspar

ALIAS
”Chief Minister”

GENDER
Female

D - O - B
January 1st 2627 (50)

ORIGIN
Smith’s Rest






PERSONALITY & MOTIVATIONS
There are statues which reveal more in conversation than Celina Jackspar, if such interactions with her could be considered that. To be face-to-face with her is rarely a pleasant experience, but they often feel necessary.

She campaigned promising to strengthen New Anchorage, and as far as one could tell, that's what she appears to want. Her iron will and lack of tolerance for insubordination invoke a sense of duty, and many assume she may even have some vendetta against the corporations, for how vehemently she promised they would not tread down the same road.

But there is something more, something terrible, that never has and likely never will see the public surface. In the end, whatever Celina is, whatever Celina wants, whatever drives this abyssal woman towards her ends, no one, not even her own blood, is meant to know.

PERSONAL HISTORY
There isn’t a person still alive in New Anchorage that could tell you about who the Jackspars are, how long they’d lived in the settlement of then-Smith’s Rest, or why they’d holed up in a ratty old building and filled it with books. No one knew, moreover no one cared.

Some can recall the daunting woman attending town-hall meetings, rallies and the like, well before the birth of her daughter. Others might tell stories of venturing into the shadowed library, and finding no one no matter how extensively they searched. Indeed it was rare for anyone to actually check a text out, but then, in so tumultuous a time, most agreed that immediate survival came before the immersion of dead history.

Even when her daughter became one of the handful of pilots vowed to lead Smith’s Rest to prosper, she was an enigma. Only, she was becoming a public figure, an enigma of person and politics alike. She no longer sat silently throughout public meetings, but argued the plans expressed by the council in power.

It became quickly evident that she was no dissenter, but a learned contender, wise not only in the machinations of politics present, but past as well. She had an arsenal of campaigning platforms tucked away in her mind, and before long she was no spectator, but a speaker at rallies urging change. So much spent on the protection of New Anchorage, and yet the city had fallen victim to attacks twice within the year of the NC program’s foundation. People were hurt, afraid, angry.

When Smith’s Rest became New Anchorage, when things finally looked to calm, Celina made her move. It was not the time to settle, to grow comfortable in the wake of assisted stability, but rather it was time for the settlement to establish itself. New Anchorage must be a force. Those who thought them weak for their meager history should not be rewarded, but punished to the fullest extent for their transgressions.

At first she was met with resistance by the settlement’s officials, perhaps because of her seemingly radical ideals, or perhaps just because she was a nobody come with the threat to take control. People had begun to support her, even if the vocal were few, but it would take more than raw intellect to gather the push necessary to get her in power.

It is an odd thing to be thankful for tragedy, but when New Anchorage was attacked a second time, Celina smiled. The chaos that ensued was mostly subtle, there were no fearful riots, and in fact the NC facility had clearly been the primary target. Nevertheless, the governing power began to collapse on itself, torn between its former views and a sudden jerk towards support for Celina. With the citizenry uproariously at her back, she was elected into an executive position by the end of the following day.

INFLUENCE & RELATIONS








APPEARANCE
Celina is a menacing spire. Tall and narrow yet immovable, there are few she does not cast her shadow upon, even if their eyes level. Despite her position of authority, her attire has remained humble and plain, often bound in a deep coat and heavy boots that suggest she does not mind who hears her approach. Her face is sharp and cut with lines of thought, and her glacial eyes rest in pits behind thin glasses.

Most look away following a furrowed glance, and so to match gazes with her for long is tantamount to war. She has the look of one who understands their power, thoroughly.

TRAITS
Orator/Manipulator: Celina is good with words. She’s good with words that inspire, words that rally, condemn, threaten and terrify. She negotiates mercilessly, never yielding much in return, and what cannot be resolved civilly, can almost always be handled by other means.

Historian: Celina is well-read in many topics largely lost to the interests of the public. Her knowledge on subjects of ancient and modern history, politics, psychology, medicine and many more speak to a lifetime spent buried in books. The ability to arise from nothing with the apparent experience of a professional has proved invaluable in her political rise.

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“You have to be able to stand up for what you believe in, no matter the consequences.”







NAME
Harrison Richard Kane

CALLSIGN
Liberator

ALIAS
Kane, IX-82B

GENDER
Male

D - O - B
July 4th, 2643 (33)

ORIGIN
Haven, Midwest Territories






PERSONALITY & MOTIVATIONS
---

EFFECTS OF POLARIS SHIFT
When “perfect synchronization” with a NC occurs, the human mind adapts and is affected by an infinite possibility of psychological effects— some of which including a “bleeding effect” of previous pilot attributes and memories. These can also affect an individual physically, though generally it leans toward mental disorders and issues. This is the curse a pilot bears.

PERSONAL HISTORY
- Childhood

- Enslavement

- The IX Program

- Liberation & Independent Career

- Recent History

INFLUENCE & RELATIONS
Within your family and comrades. Use a hider, please.






APPEARANCE
---

TRAITS
---

INVENTORY
General equipment used or educated with.






MANUFACTURER
Fairbanks

TYPE
Medium

SQUAD ROLE
TBD

ARMAMENTS
Sensor Array (H): N/A

Shoulder (R+L): N/A

Arm (L): N/A

Arm (R): N/A
On-Hand Weapon: TBD

Leg (L): N/A

Leg (R): N/A

OBSERVATIONAL NOTES
---
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“Did you mean that theologically, physically, or historically?”







NAME
Joshua Hirotaka Ray

CALLSIGN
Apollo

ALIAS
Ray

GENDER
Male

D - O - B
January 7th, 2650 (27)

ORIGIN
Last Respite, Rocky Mountain Territories






PERSONALITY & MOTIVATIONS
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EFFECTS OF POLARIS SHIFT
When “perfect synchronization” with a NC occurs, the human mind adapts and is affected by an infinite possibility of psychological effects— some of which including a “bleeding effect” of previous pilot attributes and memories. These can also affect an individual physically, though generally it leans toward mental disorders and issues. This is the curse a pilot bears.

PERSONAL HISTORY
Joshua Ray grew up in one of the many scattered surface settlements, in a still somewhat irradiated, yet peaceful area in one of outlying Denver-Vegas territories. Living a somewhat sheltered life, he developed a love of reading pre-war and modern stories, documents, and religious writings, not to mention a strong sense of righteousness and morality that stands with him to this day. When he was of age, he began wandering the world with his own two feet, going from continent to continent by salvaged boat or independent aerial transporters. Doing odd-jobs as needed around the world, he never lost his thirst for justice nor his hope to play a part in creating a better future for all of mankind. One day while working in a medical facility, what appeared to be an error in some minor group or another's "Neural-Combatant Compatibility" detection hardware revealed that he had the necessary mental or psychological asset that gave him the capability to control one.

Calling in favors with friends and extended family, he soon found himself controlling a custom-built lightweight NC known as the Apollo, after an absolutely ancient group or project that apparently resulted in men landing on the moon overhead. While originally built from scrap at a junkyard and using hand-me-down Neural Nets and software, over three years the Apollo turned into the heavily armed and armored beast it is today. Eventually, however, he accepted all the independent contracts that he was any interested in, and decided to finally fall into a larger group. Going from one corporate army to another, he now waits to see if New Anchorage wants him or not.

INFLUENCE & RELATIONS
Within your family and comrades. Use a hider, please.






APPEARANCE
Joshua seems by all appearances fairly unassuming— a vibe he hopes to not lose as he gets older and more experienced as it has been in many ways a defense mechanism that has allowed him to stay alive for his twenty-seven years of living. He’s fairly lanky though surprisingly well-toned which is accented by his tendency to hover other pilots given his standing at six foot even. His hair is naturally dark with a shade of black that gives off a blue-black impression; perhaps tying back to his ancestry that he’s been trying to ignore. His eyes are a muted green, though many people have perceived them as gray-blue in the past. As per clothing Joshua is rather lacking in depth as the only thing he keeps as a statement is a silver cross around his neck and a dark jacket that goes to just above his knees.

TRAITS
Quick: Joshua is known out-of-mech as fast as he is on his feet as he is in his mind— he’s a fast thinker and it lends to his way of surviving scenarios that could’ve been fatal.

Religious: Odd for a man of science, perhaps but Joshua is a Neo-Christian and follows the faith as it stands from the religious epicenters that exist as the megacities of Italy, Israel, and Germany. However, Joshua considers himself “unorthodox” due to his clashing views and his more wayward stance on forging his own interpretations of religious scripture.

Starbound: Joshua consistently thinks and dreams about the life beyond the stars as he lives a life trapped upon the post-apocalyptic surface. Due to this obsession he has poured much of his spare credits and free time into trying to understand astrology, and theoretical science. In part this also fuels a sort of escapism he pours himself into through what pre-war science fiction novels he can find as well as those of a post-war authorship.

Swordsman: For reasons that Joshua isn’t privy to explain, he is a skilled swordsman and by extension a competent martial artist. He doesn’t like to bring out his abilities but when the situation calls for it he is welcome to show people that he isn’t all snark and caution.

INVENTORY
General equipment used or educated with.






MANUFACTURER
Denver-Vegas

TYPE
Medium

SQUAD ROLE
Support

ARMAMENTS
Sensor Array (H): N/A

Shoulder (R+L): Hidden inside the shoulders of the Apollo are two single canons that when extended fire high powered ion (left) and plasma (right) rounds.

Arm (L): A compartment holding a extendable Red Star-designed (and state of the art) NC sword.

Arm (R): A mid-range flamethrower with a limited tank built inside the Apollo’s right forearm exists as a useful utility against other NC’s when they are in deadly close range. Following the NC’s oldest rule of overheating an enemy to survive or win out over them, it can seem a bit of a surprise when thrown at a enemy.
On-Hand Weapon: Thermal Assault Rifle

Leg (L): N/A

Leg (R): N/A

OBSERVATIONAL NOTES
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"I need to go pee pee, commander!"







NAME
Duncan T. Brown

ALIAS
Dee
Travis (Mostly by people outside New Anchorage)

GENDER
Male

D - O - B
October 29, 2634 (43)

ORIGIN
Texas before moving to Smith's Rest at a young age.






PERSONALITY & MOTIVATIONS
Duncan is one cool cat. He's the type of person that will rarely get angered, act as a mediator between disputing parties, and has a way with words that can calm even the most upset of individuals. He has excelled in these skills profusely thanks to Madison's involvement within his life. She was one loose cannon and he needed to find a way to defuse the child/teen whenever she went on one of her wild outbursts.

The man is also a bit of a comedian, and an intelligent individual on top of that. He won't hesitate in throwing out a line that may embarrass a fellow worker, or start up a joyful bit of banter. The more people that can laugh in the workplace, the happier he is, and he knows that his input has helped bring many together as good friends.

The unfortunate part about Duncan is that he has always been a bit of a loner ranger. Many of his relationships with other significant others have fallen through, leaving Madison as the only female who has stayed with him for more than a six months period. Occasionally she will joke with the man about who his next squeeze may be, unaware that his care and love for her is a trait that he doesn't know how to apply effectively to another woman.

PERSONAL HISTORY
Born in the heart of Denver-Vegas in a family that was quite mechanically minded, Duncan, at a very young age, took to the toolbox like a duck towards water. For the young boy the idea of building machines and robots was a dream that he would never let go no matter what challenges he faced, no matter who stood in his path. The events going on in the rest of the world didn't bother him and for the first decade of his life he enjoyed his new found utopia.

During 2647 things changed when Red Star decided to invade the Denver-Vegas occupied land, causing the Brown family to flee to a safer location. They moved north eventually landing in the small but quaintly named town of Smith's Rest, to which they happily set up their new business in repairs and engineering with Duncan as their main worker. Child labour? There was no such thing when the teen was actively going around and helping out his fellow settlers, fixing transport vehicles, medical equipment, and even the occasional NC. It was during his early twenties that he happened to get in contact with a friend back home that was selling a busted up old NC from the Andreas Dispute War and the current Elysian War.

Duncan waisted no time and travelled south, risking the dangers of entering into a war zone simply for an NC that he could work on and call his own. Well as the story goes... he got more than he bargained for.

The man returned to Smith's rest with an NC and a stray child that he picked up along the way. He didn't have the heart to leave her, didn't trust anyone not to sell her off, and was devastated to hear that she witnessed her own parent's death. From that day on he took young Madison under her wing, raising her as both a de-facto daughter and close friend.

His last sighting in New Anchorage was the day that he left and told the pilots that he had failed her. Many took it as a sign that he was abandoning the injured girl when she needed him most. Nineteen years together and Duncan simply ups and leave? Please... Ain't nobody knows what's best for Madison than the man who helped her become a pilot in the first place.

INFLUENCE & RELATIONS






APPEARANCE
Duncan is a tall, slender male with a rugged, ungroomed appearance. His face is angular and defined, bordered with a chinstrap beard that is lightly trimmed into shape, backed by a head of hair that is rarely cut above his shoulders. Most of the time it will be tied back out of the way so that it doesn't bother him during his work, except during periods of relaxation.

While Duncan does like to keep his clothes tidy and clean, the line of work that he specialises in often throws that desire out of the window. It's not unusual to see the man wearing an article of clothing that's torn, covered in grease, or stained with a coffee mark. Due to this he chooses to wear attire that's more natural in colour in an attempt to hide these fabric blemishes.

TRAITS
  • Gearhead - If a doctor is a trained professional on a human anatomy, than Duncan is a that but on a mechanical level. His toolbox is deeper than an arms reach and his knowledge and problem solving skills are second to none, making him the go-to man for when something goes wrong with your artillery shooting coffee maker.

  • Vocabulary over Violence - With the world as violent and dangerous as it is there are still a few people out there who prefer to settle disputes with a correct choice of soothing words. Duncan is one of those peacemakers and you will often see him with other pilots and workers, enquiring as to what's causing them distress.

  • Red Eyes for Red Star - The one corporation that Duncan has a dislike for is the Asian company of Red Star. The Andreas Dispute War between Red Star and Denver-Vegas was what drove his family to flee, what ruined his home town, and what hurt those closest to him. He doesn't trust their corporation, their shady ways, and—least of all—their pilots.

  • Five Cups a Day, Minimum - Some people smoke while others get on the booze, Duncan however is a coffee addict. There is not one day that goes by without the man sipping a cup of the muddy, brown elixir; caring not whether it is a long black, a cappuccino or even a watered down lungo. His interesting addiction has presented itself with an unusual side effect, allowing everyone to know when he is nearby simply from the warm aromas that waft through the facility. This makes it utterly impossible for the man to sneak around or catch anyone by surprise.

INVENTORY
Duncan has a set of tools and toolboxes that he uses on a daily basis. At minimum he always has a spanner and screwdriver in his pants side pocket.
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