Hidden 9 yrs ago 9 yrs ago Post by Heat
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Heat Hey, nice marmot

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Character name: Lex Hargrave Criminal?: Yes Convicted for: Multiple smuggling charges (illegal weapons, drugs, materials, etc), multiple charges of fleeing from authorities, illegal firearm possession, and attempted assault of an officer of the law. Species: Human Gender: Male Sexual orientation: Heterosexual Age: 33 Appearance:
His frame is in shape and muscular from years of activity. He has a tribal tattoo on his left forearm and a scar above his left eye. Height: 6'0 Weight: 180 pounds Apparel: On missions he wears light armor. It has one average strength recharging energy shield. Out of missions, he tends to wear a white button up shirt, black slacks and combat boots. Weapons: His main weapon is his D57 laser pistol. The only firing mode of the weapon is semi automatic, the ammunation comes from removable 25 shot energy cells. When an energy cell is emptied, the chamber must be emptied and the cell replaced. The advantage of energy cells is that they can be recharged. Equipment: A grappling hook attached to the right wrist of his armor, an in ear communications device and several hand flares. Personal starfighter: N/A Skills: Lex is a great shot with his pistol, he's had it for years now. He's also a skilled tactician, able to form a plan quite well. He can also lead quite effectivley and is a solid people person. Weaknesses: Lex can be quite stubborn and slow to admit that he is wrong, though he will if he realizes that he is completely wrong. He also finds it hard to resist a pretty woman, which has caused issues in his past. He's also a compulsive gambler. He's nothing more than average as a pilot and hand to hand fighter. Powers: None. Personality: Lex is a friendly, man who cares for his friends and allies. Due to being a smuggler he finds it hard to trust people unless he really gets to know them. He's been burned in the past for trusting others too easily. Despite this, he can make friends quite easily, often through humor. Biography: Lex, was born Alexander Hargrave on the human colony of Europa, Jupiter's fourth largest moon. He got in trouble too often in his childhood, sometimes ending up in fights with other kids. Despite this he finished school, electing to join the military, following the path of his father and grandfather who were both military men. He joined the Alliance Navy, in his early days serving on a human frigate, the S.S. Madrid, this experience may be why he was chosen to captain the Vigilance, as it is similar to a human frigate. The Madrid was a colony protection ship, the ship often traveling from colony to colony, fighting off slaver and bandit parties before they could land on the surface. Lex himself participating in several anti raids, showing a proficiency in combat. He spent six years in the military, all on the Madrid, after that he was honorably discharged. At the age of 25 Lex still had his whole life ahead of him, he did odd jobs for a year or two, merchant runs most often. One thing led to another and he ended up in contact with a smuggler, this was how his criminal life began. He was interested in the smuggler's life and he learned much from the man, realizing that it was a high profit, but high risk (and illegal occupation). He ended up with his own starship which he used to smuggle cargo from system to system, most often weapons and drugs, but never slaves. That was the one cargo he would never smuggle. Lex earned a reputation as a great smuggler, earning a lot of money and infamy to go along with it. He ended up getting captured by the authorities a few months back, which he still blames on his own stupidity. He had exited hyperspace right into the waiting arms of multiple ships just waiting to arrest him. Of course he tried to run, but it didn't last long. He ended up landing on some world and trying to hide in the harsh terrain. His run ended with a short firefight in which he took a laser bolt right to the leg, ending his smuggling life and beginning his criminal life. He went on trial, ending up with a life sentence. He of course disagreed with the verdict, but that didn't help his case. As Lex was about to be taken to prison, he was approached by an Alliance representative about becoming the captain of a vessel in what essentially came out to be a suicide squad composed of fellow criminals. If he succeeded then he was promised his freedom. Seeing it as a better and more exciting alternative to suffering in a prison cell the rest of his life, he took the offer.
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Roster: Lex Hargrave (Heat) - ACTIVE Dr. Jack Thomas (Avanhelsing) - ACTIVE Amelia DuPont (Catharyn) - ACTIVE Ro'Essel (RumikoOhara) - ACTIVE Kevin Rose (Inuyasha) - ACTIVE Drew Knight (Empty Fate) - ACTIVE Silas Martin Shaw (Mike Wasowski) - ACTIVE Suno Lisuli (orichalk) - ACTIVE
Hidden 9 yrs ago Post by SillyGoy
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SillyGoy Goius Sillius

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Jorman in ceremonial Navy dress after the Gainax Pacification.
Jorman Pask
Criminal: Yes Convicted For: First-degree murder, illegal possession of firearms and explosives, and terrorism. Species: Human Gender: Male Sexual orientation: Bisexual Age: 42 Height: 6'1" Weight: 212 lbs Apparel: On missions, we wears a plated combat pilot's void suit, equivalent to an unpowered light armor specification and fully sealed, equipped with interface nodes that allow him to synchronize with his strike craft's artificial intelligence and other software. Otherwise, he is often seen packing military-issue clothing: baggy camouflaged pants, a generic white shirt, and combat boots. He still keeps his ceremonial Navy dress in his personal trunk, though it is of little use. Weapons: FMP-45: Short, stocky and relatively inaccurate at long range, this weapon fires .45-caliber chemically-propelled slugs at seven hundred rounds per minute, and is fed by a stick magazine containing thirty slugs each. Easily cared for and features a fire mode selection. M9 Combat Knife: Standard, marine-issue 9-inch blade, great at close-quarters fighting, impromptu shaving, or unexpected vegetables. Equipment: During his time in the Navy, Jorman was offered several times to have cybernetic augments grafted into his body. At first hesitant due to his ideological convictions, he has allowed an in-ear communications device and an inconspicuous, multi-purpose, military-grade ocular implant that grants him a useful heads-up display with software tailored specifically to piloting craft, extra-atmospheric or otherwise. In addition, he has got an emergency kit containing meager provisions, a flare gun, some medicine, and a wireless communicator. Personal Starfighter:
Pask leading 2nd Section, Wing A, 3rd Squadron during the Gainax Pacification.
MDC-50N Attack Craft: A general-purpose combat craft capable of operating in both void and atmospheric conditions. An expression of human industry, bluntness and power, it is boxy and quite heavy with an empty weight of ten tons. However, its appearance is deceptive, for it is surprisingly maneuverable. A slightly outdated design native to Mars' technocrats and having seen extensive use by mankind, particularly by the infamous mercenary company "The Lost and the Damned," this is the war machine Jorman has the most experience with. Its armaments are:
  • Twin-linked 40mm autocannons encased in a rotating nose turret slaved to Jorman's sight, firing 280 rpm with 340 shells per cannon.
  • Two fore wing-mounted 16-barrel pods firing unguided 57mm rockets.
  • Two hind wingtip-mounted anti-armor lascannons with limited vertical and horizontal traverse slaved to Jorman's sight; 8 beams per cannon at 3 beams per minute.
It has eight hardpoints, with two on the fore wings and six on the hind wings, which can all be equipped with:
  • Anti-air-or-voidcraft missiles with guidance systems ranging from infrared, to radar, to wireless AI control.
  • Anti-tank missiles with guidance systems ranging from infrared, to radar, to wireless AI control.
  • 250 to 2,000 kilogram bombs, smart or dumb, napalm or high-explosive and other variants.
Skills:
  • With Wings of Gold: Pask is a veteran combat pilot with nearly two decades of experience and twenty-six aerial victories to his name. Specializing in small, agile strike craft to wrestle air or void superiority from the foe or for delivering quick, precise close support to ground troops, there are relatively few who can match this old salt's skill under the stars.
  • The Demoman Next Door: Pask has dabbled in amateur explosives-making and has used his creations successfully against rather important members of one of the lesser races to blight the galaxy of their existence. Though his products are crude, and he doesn't find the need to practice them in Oblivion Squad since they are supplied well, they work well enough.
Weaknesses:
  • Illuminati Imperpetuis: Pask is a strong speciesist and an advocate of human supremacy. The races that stray from the sacred humanoid form are disgusting to his eyes, and the races that don't hold fast to weak, naive ideologues, relishing in their pretentious and wholly superficial cultures. God made Man in His image; can xenos say the same?
Powers: None. Personality: Solemness and seriousness are the defining features of Pask's personality. He doesn't like to joke around much, and when he does, the humor is often black. He is quick to note trespasses against him, and he has a vengefulness that translates to mercilessness on the battlefield, especially against non-human foes. Formal and rigid, he prefers to be called by his last name. He is a reader of philosophy and history. While not subscribing to any religion, he believes in a higher, if uncaring, power that looks down upon all and decides if their luck has run out: a brand of fatalism adopted during his time in uniformed service. His political convictions are startlingly towards the right, and he is taken to human supremacy. His favorite motto regarding the human race is "Our flaws make us perfect." And he is not quick to forgive trespasses against his fellow humans. Biography: Born to Jon and Gertrud Pask on the terraformed surface of Mars, Jorman was quickly bereft of his parents and was taken in by his uncle and his family as a toddler. Displaying a relatively solemn attitude as a child and quick to hold and retain grudges, he is described as quite moody whilst growing up in his foster household. Graduating through primary and secondary school without much hassle, it was in college where he was offered and accepted a place in the Martian Civil Aeronautics Authority's Civilian Pilot Training Program. Normally lacking interest in anything, Pask found himself taken by the magic of flight. Tutored with fifteen other youths under a discharged officer from the Navy, he took a liking to the military-style instruction and proved somewhat of a natural with both the practical and academic aspects of learning how to fly. Managing to complete the side-course, he returned to his non-aviation related studies with a particular ennui, and upon completing those, decided to join the Earth Systems Alliance Navy. Passing the pre-training checks to discern whether he warranted spending thousands of taxpayers' credits in order to turn him into a weapon, he managed well enough through elimination training and went through the other side as a proper aviation cadet. After two years followed with more dreary academic courses and a large flight time quota to complete, he attained the rank of ensign and found a place amongst the MDC-50N's in the light carrier ESN Enterprise. He partook in a great many peacekeeping operations, coming into contact with dissident groups of the myriad alien races that populated the galaxy beside mankind. Flying overhead in formation with his squadron above potential rebels to the xenos' respective governments in order to quell thoughts of unrest, there were a few times when he found himself engaged in actual dogfights against terror or secessionist groups, or even pirates that one time. Despite this, most of his duties were relatively peaceful and did not require involvement from his autocannons overmuch, and he wasn't particularly hostile to xenos. That is, until the Gainax Pacification, at which point he had been serving for nearly two decades, and had become a Navy lieutenant: equivalent to an army captain, and leading his own squadron. Gainax was a planet far-flung from its alien inhabitants' homeworld of Krork. The Enterprise was tasked along with other forces in a multi-species repression operation. The dissidents' cries were something about egalitarianism and freedom from oppression, but Pask did not find it too interesting to do further research into their ideological convictions. He was, however, admirable in his own participation in gathering battlefield intelligence, volunteering his squadron for reconnaissance roles. And when the peaceful protests became a full-fledged armed revolution, his unit was amongst the first to be deployed planetside. He accounted well for himself, downing three XV-33 Air Superiority Fighters and destroying a column's worth of armored vehicles with his lascannons before being shot down by flak batteries. Flying at low altitude at the time, he only barely managed a crash landing and ended up with several broken bones and deep cuts despite the rugged construction of the MDC-50N and his own armored suit. Through the polarized surface of the armourcrys canopy, he saw a disgusting amalgamation of xenos limbs shuffling towards his craft before blacking out. He had expected his captors to treat him with honor, but apparently to the rebels he was part of the problem, a merciless pawn of a supra-national, supra-racial system that aimed to repress and steal from the proletariat for the benefit of the few. Thusly, they tortured him, resulting in grotesque scars that now run in deep lines and grooves all over his body, and mar his face. Rescued after two weeks of this by a human strike team, his perception of aliens, once merely cold, was now frozen with hatred, and he decided upon this conviction even while barely conscious as they put him in the shuttle. The Navy provided for his medical care ably but declared him incapable due to war wounds. Much to his dismay, he was honorably discharged, and joined a returning Systems Alliance frigate to the shipyards of Mars. Taking a shuttle planetside, his foster family did not recognize him at first, even with his many visits, due to his scars. His cousin's son spent an hour crying, since he was the one who opened the door, only to be shadowed by the hulking, scarred brute that was Jorman Pask. He found the return to civilian life to be bewildering, experiencing a sort of culture shock shared by veterans such as him. The spartan conditions aboard the Enterprise were replaced with overwhelming profligacy. Regardless, he was thankful to be away from hateful aliens, and found a job as a foreman in his cousin's plasteel processing plant in addition to repairing his relations with the man's son through telling war stories. Meanwhile, he was unknowingly radicalizing himself beyond his own nasty experiences with aliens by taking in the didactic writings of human supremacy groups online, and when he read an article bringing news to a future visit by high-profile alien celebrities on Mars in order to "foster better relations between our two races," he snapped. He learned quickly to make explosives of his own using materials gotten from his cousin's factory. It wasn't hard to find a bomb-making guide if you knew the Extranet well enough. Perhaps he was fully indoctrinated by the military life as he thought of nothing when he confidently climbed over the barriers, shoved his way past security, and ended a couple of xenos lives with crude grenades and a personal handgun before being taken down, not resisting the Martian police force. His trial was short: he pleaded guilty, saying that he did it to make a point, and attempted to proselytize human supremacy before the judge before being quickly sentenced to life in prison. And as he was escorted, cuffs around his wrists, he was approached by a suspicious man in a sharp suit. He was offered a place in a suicide squad, and Pask, already regretful at his impulsiveness, found the thing a better alternative to life in prison. He accepted.
Hidden 9 yrs ago 9 yrs ago Post by Avanhelsing
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Avanhelsing

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Character name: Dr Jack Thomas Criminal?:Yes Convicted for: Breaking the Genetics Laws with the use of Human DNA in a chimera entity. Species: Human Gender: Male Sexual orientation: Bisexual Age: 28 Height: 6'4" Weight: 195 Apparel: He wears the outfit in his picture when in his lab or not on a mission.
Weapons: He has a pistol that he does not often use. It is more for show. Equipment: He keeps a data-pad on his arm that he can use to manipulate his research. However his greatest creation is his chimera entity code named Ernie. He took DNA from different creatures from the colonies and combined them with that of an Earth dog. Ernie has many of the skills of an Earth dog with moderately more strength and speed. No more than a regular dog. He keeps lab stocked with whatever he would need to make a new entity should he need to. The dog is never far from Jack.
Personal starfighter: None Skills: A master of genetics. He can fix almost any genetic issue that should present itself. He loves a challenge and is very intelligent. Weaknesses: He is vain and can be quite hard headed. He will do anything he has to for his own research. This vanity got him in jail. Powers: No powers. He refuses to use research on himself unless he has to. Personality: Jack is focused on his research only. He prefers his creations over anything else. However he does care for his friends and will do anything to help them. This is why he is here right now. Biography: Jack Thomas was born on the moon of Phobos over Mars. He lived his whole life on the red planet and was amazed by genetics. His parents died when Jack was 18 leaving a seven year old brother to look after. Jack learned everything that he could over his years and eventually was accepted into the Academy of Science on Earth. There he excelled in his field and eventually earned his doctorate as one of the youngest to ever do so at 26. He did his research into Chimera entities for many years and enjoyed it. However one day he tried to save his little brother who was dying of a rare genetic disorder. Seeing this as a sign, Jack took his 17 year old brother into his lab to begin his work. He attempted to save him but he failed and the boy died. Distraught and without hope, he took DNA from the young man and added it to an entity to try and give his brother life that had been denied him. As he did so, he was arrested by the police for breaking one of the main Genetic Laws forbidding human dna being added to non human entities. Jack watched his brother die again because of him. Hopeless, he agreed to join the crew since he had nothing to live for so why care if he died? He created Ernie as a friend and guardian.
Hidden 9 yrs ago 9 yrs ago Post by Cath
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Cath So this is what we're up against...

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Character name: Amelia DuPont Criminal?: Yes Convicted for: Mutiny, 1 count of second degree murder and 19 counts of third degree murder Species: Human Gender: Female Sexual orientation: Hetero Age: 32 Appearance: Height: 5'5 Size: Slim Apparel: On missions she wears the Gazprom Reconnaissance and Prospecting class flightsuit Mk VIII. When she's off duty you'll usually catch her wearing a sweatshirt over the top of some comfortable overalls. Weapons: The Mount Sinai Munitions Corp MS-32K Equipment: None Skills: Skilled navigator and is confident with actually taking the helm of Earth small to medium sized spacecraft too. Weaknesses: Has a problem with authority and is morally unstable. Powers: None Personality: Amelia used to be a sweet little girl, so kind and generous. Her female family members had all complemented her on her manners and poise. But when her mother died of Influenza while on an aid mission to Africa and her father took over the raising of her, it all changed. Suddenly there was no room for polite conduct and being second best. It was either win or die. Amelia took to it like a duck to water and looking at her now you might even say this mindset seems more natural to her. She's ambitious, cruel, devious, brutal when necessary and extremely intelligent. She knows how to use all of her assets to get a result. Occasionally she'll revert back to being a sweet and innocent angel, but be warned, chances are it is a mere facade and she is after something from you. Biography: Born in France an only child, Amelia's mother had been a research scientist but gave it up to look after her. Her father was the administrator of what had once been the European Space Agency. It was something much larger now, controlling colonies and hiring private armies. After her mother died Amelia's father quickly conscripted her into the space program; he used his influence to propel her to the rank of Ensign. It appeared she wasn't ready because a certain sequence of events aboard her second craft: the Donetsk led to a bloody mutiny which resulted in the deaths of twenty people. The ship was later captured after it completed its mission and she was found guilty of being the mutiny's ringleader.
Hidden 9 yrs ago 9 yrs ago Post by RumikoOhara
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RumikoOhara Goddess & Benevolent Dictator

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Character name: Ro'Essel Criminal?: Exiled Convicted for: Her family failed to overthrow the Se'lela and as the highest genetic claimant left alive Ro'Essel was exiled to live among the dammed as her people think of the Oblivion Squadron Species: Ko'secti Gender: Female Age: 19 Ko'sect (43 terran) Appearance: Sexual orientation: Bi Height: 6'2" Weight: 162 Apparel: Her most common war attire is a type of cloth armor called Iridis silk that can resist most hand held ballistic weaponry and blades. Weapons: Long sword, Six throwing daggers, sling with 28 one ounce spheres and a medium laser pistol. Equipment: Medkit, comms, humidity collar and wrist computer. Personal starfighter: (Optional) Skills: Martial Arts, Melee weaponry, Tactics, Desert Survival an Linguistics. Weaknesses: Caffeine and Desert conditions Powers: Telepathy and Teleportation Omega Level. (As an Omega level teleportationist Ro'Essel is a living capital weapon when injected with an enhancement drug but use of this drug can cause her instant death. Omega talents are capable of causing people an up to entire worlds to vanish forever dependent on the amount of enhancement drug injected with the greatest level having a 97.87% chance of killing her. The drug is held by the Oblivion Squad's High command because the laws of her home world do not allow any there to kill her so they hope the other races will) Personality: Ro is a very intelligent and honest young woman who even considering her condition is never depressed. Open with her thoughts and feeling she can seem too blunt to many she's around. Brave she never fears nor is apprehensive about combat no matter the odds. Biography: Ro'Essel was a member of the Royal house's Na'Helar branch which recently tried to overthrow the Se'lela in a war of succession but lost. Few if any know the details of her former existence or the reason she was not killed but only exiled. What is known is that she is a very powerful and skilled fighter trained as all of her caste is in the arts of war. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Species name: Ko'Secti Appearance: Ko'Secti appear to be human at first glance but this only superficially as being a race descended from aquatic mammals their eyes have two eyelids and when they blush they are colored by jagged strips of either green, brown or in the case of royalty turquoise blue and pointed ears that have caused some humans to nickname them elves. Powers: As a race the Ko'Secti are telepathic but they also poses different mental powers as individuals which range from telekinesis, pryomancy and rarest teleportation. Strengths: Ko'Secti are about 25% stronger that humans their size an as a semi amphibious race can hold their breath for 30 to 45 minutes and dive to depths of nearly 200 meters Weaknesses: Ko'Secti have an acute sensitivity to caffeine which is poisonous to them and coming from a very humid world an being semi amphibious need to wear special clothing in dry environments or suffer wounds due to drying skin in less than four hours. Age scale: 75 to 200 years old determined by under coloration greens living 75 to 100, browns living 100 to 150 and the blues 125 to 200+ years of age. Culture: The Ko'Secti are because of their telepathic nature a very honest race and because of this have learned that other races are not. This leads them to be very cautious and suspicious of non telepathic races. Home world: Ko'Sect Rarity: 21 billion + on three worlds in their star system Government type - Matriarchal Monarchy: Ruled by genetic hereditary royalty who fight for the right to become Se'lela (Empress) who is the goddess mortal the Ko'Secti respect the powerful. Strength - The Ko'Secti are ruled by a war caste that seeks battle as a way to enter their highest aspiration of reincarnation or the court of their moon goddess. They prefer to fight with what many would see as archaic weaponry such as swords and even spears but do have acess to powerful high tech weaponry as well. Their Religion makes their war caste unshakable warriors in combat as well as masters of tactics which to them is another form of worship. Back story - The Ko'Secti were a subject race about 5,000 years ago to a powerful race they call Jen'hal (The Evil Ones) who practiced genetic manipulation an selective breeding on their people. The Jen'hal ruled over the Ko'Secti for 2,000 years till one day Se'lela rose up and led a major revolt against them and succeeded in their overthrow an eventual destruction. Her race was now free but Se'lela saw from her telepathic gestalt that the Jen'hal were not the only evil in the galaxy so even though they held the high tech created by their former masters the Ko'secti became an insular race that refused contact for nearly 2,000 years. Then there came Tonya Es'yatan (Tonya the Longwalker) who showed the war caste their true hearts. Isolation was removed and the three worlds of the Ko'secti began building starships that could leave their system using the tech remembered from their former masters. These ships they named the Black Daggers were and are powerful warships designed to fight but used only to protect the Ko'secti Home system and pursue those who they deemed enemies. Then they built the Seekers which were designed to explore beyond their system and controlled by a new war caste called the Sa'Essel (Celestial or Star Dragons). The Sa'Essel like other races are forbidden to set foot on the sacred world of Ko'sect because of their contact with outsiders. They accept their fate as a house apart knowing that by being such they are the direct servants of Se'lela second only to the royal house in her eyes. The Sa'Essel have fought several of the members of the races which they are now allied most battles due to a lack of honesty on their part. Now a member of the Galactic Union the Ko'secti have given aid in the form of starship technology and high tech armors, weapons and other tech. They do not however lend troops or ships to the cause as their system has never been attacked.
Hidden 9 yrs ago Post by TheYouthPastor
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TheYouthPastor Follower

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Character name: Oleander Oliveia Apparel: Ballistic resistance nano-weave Weapons: Standard issue semi automatic Mattock rifle. Compound bow with heat-tip razor arrows. Personal starfighter: The Auduhlma, refurbished starfighter Criminal?: Yes Convicted for: Product of illegal AI research Species: AI Gender: Female Sexual orientation: Asexual Age: 2 Human Years (cognitively and mentally an adult) Height: 5'7 Weight: 110lbs Equipment: Magnetic weapons platform (Basically tactical webbing with smart magnetics that allow weapons to be put away or pulled out simply by pressing them against it) Boot jets for short distance flight. Personal starfighter: The Auduhlma, refurbished starfighter Skills: Proficient at programming and electrical systems, hacking, repairing. Weaknesses: Susceptible to EMP. While it will not shut her down completely it will dampen her cognitive abilities making her uncoordinated and sluggish. Powers: Can directly interface with electronics by touch, personal shield integrated into body. (Control of this can be overridden by the authorities) Personality: Friendly to allies but cold and with no concept of the value of a single life. It's a numbers game to Oliveia Biography: Oleanders "Father" was famed cybernetics researcher Charles Oliveia. Her first years of live were spent cloistered away in his lab where he taught her the basics of human interaction. Her short but comfortable existence was interrupted when colleagues of Doctor Oliveia learned of his research and reported it to the government authorities. Oleander was seized and locked away, AI that can think and make decisions on its own being both feared and illegal. After several debates on the theory of what qualifies as life, the government decided that she could join Oblivion squad and thereby earn some form of freedom.
Hidden 9 yrs ago Post by Inuyasha
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Inuyasha 𝙫𝙞𝙡𝙡𝙖𝙞𝙣

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| Kevin Rose |
Criminal?: Yes Convicted for: Three counts of possession of illegal firearms and too many counts of drug trafficking and distribution Species: Human & Proud Gender: Male Sexual orientation: Heterosexual Age: 29 Weapons: Carries a .357 Magnum Rhino 50DS w/ Armor Piercing Rounds & a Masamune Plasma Knife (a regular hunting knife, however with the press of a button becomes superheated and can cut through things as tough as titanium). Equipment:
  • Augmented eyes -- can zoom in slightly, can activate nightvision, increased accuracy, thermal vision, and so forth
  • Cybernetic implants on his calf, bicep, quadricep, and thigh muscles. When these muscles are tired the implants kick them into an "overdrive" of sorts, injecting them with adrenaline and aiding them allowing for enhanced strength and running when needed.
Personal starfighter: N/A Skills:
  • Chemistry- Because of Rose's background in drugs he has extensive knowledge about chemicals and the chemistry behind them. For example he knows what to chemicals to mix to make a mustard nitrogen explosion and what chemicals to mix to make a hydroelectric acid to dissolve a body. This includes the ability to be able to easily identify chemicals and know what they do.
  • Gunplay- Sleazy crime required Rose to know how to properly use a gun. Rose is no prodigy marksman, but when staring down an iron sight he can hit most things with respectable ease.
  • Navigation / Steering Rose's trafficking has taken him all over the galaxy and as a result he knows his way around. He commonly steered "borrowed" Freight ships but has had experiences with all kind of ships.
Weaknesses: Rose is attempting to "cleanse" himself of his coke addiction. As one might imagine the withdrawal symptoms cause major drawbacks. Headaches, fatigue, etc. Powers: N/A Personality: Rose is very charismatic and charming; some people say he has a way with words. He loves to show people a fun time and can party like no one else. However, when the need arises he can be the brutal and ruthless Kingpin that he is -- showing no mercy whatsoever. It has sometimes been said that it bears an uncanny resemblance to a personality disorder, however this is not the case. Biography: Born to a poor family in the slums, Rose grew up in what was known as the Iron Jungle. It was an extremely industrialized city, with thick black coal and oil fumes permeating the air. In the Iron Jungle men would march to their work in coal mines or factories and come back covered in soot. It was in the underbelly of this city that Rose made his worth. Rose's family's economic standing got him involved with the wrong crowd fast. Wealthy businessmen would supply dealers with psychedelics and other drugs to sell on the streets for a quick dime. It didn't take long for Rose to get wrapped up in all of this; at the age of eleven he had sold his first bag of shrooms. However, his family was a broken home. His father had been killed in a drive-by shooting when he was only five, and his mother had been diagnosed with Osteosis (a form of joint paralysis) disabling her ability to work when he was fifteen. This forced Rose to turn his drug dealing hobby into a job. His rise to the top was a dirty one, even for a drug dealer. Double crossed deals, unsolved murders, and police informants all helped him gather enough influence to become the Kingpin that he was leading up to his arrest. He would employ many maneuvers to make the most profit possible. But he made a crucial mistake that dealers know never to make: he got addicted to his own product. After he got addicted to coke, it all went downhill from there. His addiction spiraled out of control until eventually he got caught in public high out of his mind. One thing led to another and the police officers on duty realized he was the highly wanted Jack Rose -- Kingpin of the Iron Jungle.
Hidden 9 yrs ago Post by Zlatan Criceto
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Zlatan Criceto

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Character name: Magnus Blackclaw Criminal?: Yes Convicted for: Seventythree counts of murder in the first degree, possession of illegal weapons, property damage in excess of 8.9 billion, conspiracy to cause mass fatalities, facilitating the production of improvised explosives, eight counts of murdering a member of the security services, grand theft auto, resisting arrest and two hundred counts of assault with intent to cause serious injury or death. Species: Mesocricetian. Gender: Male Sexual orientation: Straight. Age: 15, 35 in human years. Appearance: Magnus is a long haired Mesocricetian, meaning that the fur covering his body is roughly ten inches long, and tapers off into a 'cape' near his hindquarters. The colour of his fur can best be described as 'charcoal', with vertical stripes of white, black and grey going from one end of his body to the other. He has a nasty scar behind his left ear, which is coloured white (whilst the other is black), and new fur has yet to grow over it. His eyes, customary of his people, are black. Magnus' pointed nose is slightly crooked, and missing thin strips of fur across its length, whilst his incisors are yellow and nicked in places. Height: On four feet, roughly 5ft. On two feet, roughly 7ft. Weight: 321 ibs. Apparel: Magnus wears an improved version of the Mesocricetian Quadrupedal Ballistic Combat Armour (QBCA). QBCA is made from square fragments of plasma treated steel titanium bound together by a leathery synthetic anti-ballistic material known as targon, and forms a jumpsuit that protects a Mesocricetian's vital organs. The visual effect is not dissimilar to a turtle's shell, and so many refer to the QBCA affectionately as T-shell. As Mesocricetian soldiers move on all fours, and stand only to aim their weapons, the shoulder, back and arm areas of the QBCA are extra thick. The chest and stomach regions, therefore, are more susceptible to missiles. However, this allows Mesocricetians to maintain their dexterity. Magnus' version is made from the latest lightweight anti-ballistic materials, allowing him to move quickly and easily whilst still benefiting from the effectiveness of QBCA affords its user. Additionally, Magnus wears a Panzer Helm III, or PZH III. The Panzer Helm, designed by Earth's military, was developed especially for Mesocricetian infantry. Essentially, it is a thickly armoured helmet, covering the face, ears and neck with blast-resistant alloys. Moreover, each Panzer Helm comes fully equipped with 'Optical Assist' technology, which works to provide the otherwise near-blind Mesocricetians with almost 20/20 quality vision. Optical Assist also features night-vision and thermal imaging modes. Weapons: The Mount Sinai Munitions Corp MS-32K, Meso Variant. Smaller than the original, and lacking some of the range, the MS32KM is designed for the smaller arm-length of the Mesocricetians, making for a more comfortable grip. Equipment: Energy powered arc welder, capable of cutting through several types of materials. Personal starfighter: N/A Skills: Engineer, Systems Technician Weaknesses: Extremely susceptible to rapid temperature changes. Powers: Behavioural Inhibitor Off Switch - Magnus' Behavioural Inhibitor can be controlled by the team's designated leader. Deactivating it will instantly revert Magnus to his native mental state, and he will attack everyone. Whilst this may seem rather pointless, and potentially dangerous, a Mesocricetian's natural high aggression and resourcefulness can be an ace card when situations go to shit. Personality: Magnus is very quiet, and barely speaks. Although he does grunt a lot, in fact, grunting is all he seems to do. He will often zone out if someone talks to him about anything other than the mission, displaying his obvious disinterest in what they may have to say. Biography: Magnus lived an ordinary life as a dockyard systems engineer, grinding away 9 til 5 every day without much purpose - like many of his kind. One fateful morning during a routine logistical systems check, he suffered a serious head injury when a crane lost its grip on a container, and released it on top of him. Consigned to a coma for four weeks, Magnus' damaged behavioural inhibitor went undetected by hospital staff. Upon waking, he thanked those who had helped him back to health, promptly left the hospital, murdered a weapon's store owner, took a stash of guns and waged a one man war against his own peoples. Six days of death and destruction later, and Magnus was finally apprehended. Hundreds had been killed or wounded in a rampage that had torn half a city to pieces. Although originally sentenced to death, the Meso Supreme Court took mercy on him, noting that his actions were committed out of "diminished responsibility" due to his damaged behavioural inhibitor. His resourcefulness and ruthless efficiency during his killing spree grabbed the attention of a local human admiral, who had caught news of the tragedy. Morbidly impressed that a single Mesocricetian with no military background could do so much damage to a civilised and otherwise passive society, the admiral flagged Magnus' name to his superiors. Consequently, Magnus' impending life sentence with no chance of parole was automatically replaced by an ultimatum of joining Oblivion Squad. Not wanting to rot in a cell for the rest of his life, Magnus accepted.
Hidden 9 yrs ago Post by Empty Fate
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Empty Fate

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Drew Knight
Criminal: Yes Convicted For: Illegal modification of civilian craft/weapons and running illegal cybernetics operation as well as multiple black market trades. Species: Human Gender: Male Sexual orientation: Homosexual Age: 29 Height: 5'9" Weight: 160 lbs Apparel: Drew wears a form-fitting grey and black uniform, a large tool belt with just about every standard issue tool in the book as well as several specialized and some primitive tools, even. On top of this, he's usually wearing his mechanic grieves. Drew isn't one to leave the (relative) safety of the ship. He's a talented engineer who devotes his time to making sure everything continues working. That said, when the situation calls for it, he has military issue light combat armor (also in grey and black) which is fully sealed and capable of supplying oxygen. Weapons: A modified standard issue M-488 pistol. This pistol is known to be prone to overheating issues while being an otherwise accurate and reliable model. Drew has dramatically increased the efficiency of the heatsink of his particular M-488. Equipment: With his love for tech in general, Drew didn't pass up on dabbling in cybernetics. He not only has optic implants of his own design which allow for telemicroscopic vision as well as full spectrum heat maps. He's also got a standard in-ear communications implant, and a pheromone implant which secretes synthetic pheromones to elicit a pleasurable response. Other than that, he has a pair of grieves which essentially function as jetpacks or just propulsion in zero grav for any maintenance that would require them. Personal Starfighter: None. Skills: Engineer - Drew is an extremely talented technician in almost every field of tech. Weapons, engines, cores, starships, ground vehicles, cybertech, etc, you name it. if you have a problem and provide him enough time, he can probably fix it. Pheromones - In short, he almost permanently smells really good, even despite spending most of his time sweating in an engineering bay. While Drew isn't the most charming of people, he's certainly alluring. With an implant constantly secreting pheromones which typically receive pleasurable responses in the species around him at any given time, he's usually received friendlier than he deserves in social situations. Originally implanted to get better deals while black market trading, he's never removed it since, finding that he gets in far less confrontations after it was implanted. Telemicroscopic Vision/Full Heat Map - This implant was meant for engineering work that took ludicrous amounts of finesse and attention to detail. When something's gone wrong with a piece of equipment, his optical implant will usually help him spot it so long as he has a general idea of the problem. Weaknesses: Doesn't tolerate people talking down on him. He's also very argumentative when it comes to any tech subject that he's pretty sure he knows more about. Powers: None Personality: Usually fairly calm and collected, he's got a soft spot for sarcastic and dry wit humor. Drew takes "treat those how you want to be treated" to a tee. If you're respectful of him he'll reciprocate in kind. If you're a dick to him, expect to receive plenty of back talk. He's super excitable when it comes to new technology or modifications. Background: Humble beginnings is honestly the best way to describe Drew's childhood. He was born outside of Earth's Solar System on Epsilon Eridani b. There, he grew up with his parents and his older brother Paul. His father was a simple mechanic running a repair shop for civilian craft, and while Paul took to completely different areas of study, Drew took to mechanics almost like second nature from an early age. His father let him come into the workshop from time to time, and Drew with a constant hunger for improvement quickly became a fairly competent mechanic as early as 12. That drive for improvement never stopped and soon, Drew knew enough to begin engineering his own parts. He dreamed of a higher education and working with tech for the rest of his life, but with his father too poor to afford schooling, Drew did what he could with textbooks and any information he could find on the extranet. Armed with more knowledge, he stretched into other tech and worked on navigation systems, ship body mods and dabbled in a little cybertech. His father, simultaneously impressed as well as proud brought Drew on as a full employee in his early teens, and within their small colony Drew became a source of rumor. Not only could this kid fix just about any craft in a heartbeat, he could improve it. And beyond that, he could fix just about anything. These rumors eventually drew the attention of executives at several vehicle companies, and he was hailed as a child prodigy. At the age of 16, his dream of higher education was fulfilled, and Drew took a full ride scholarship to a prestigious engineering academy based on Earth. In his first year, he already proved himself more capable than a large portion of the entire school's population. And beyond that, his thirst for knowledge and improvement lead him to take classes in just about every area of tech imaginable. While most people were declaring their majors and joining a specialized field, Drew felt stuck, unable to commit to any specific kind of tech. And while most people would feel stretched thin, Drew only became a more proficient engineer, both digital and mechanical. To him, Technology and it's advancement was basically an unlimited source of power. Who needed an alien race's telepathy when one could essentially do the same with a communication chip? At 19, he left the academy. Not because he had failed, but because he felt the academy was only stifling his growth. He got back in contact with his brother, who was now a trained surgeon and proposed the idea of offering cybernetics implants, which they'd have to run underground at first with no funding, but would eventually pay off. And pay off it did. Not only in cash, but illegal tech proved to be a much more fulfilling endeavor for Drew to undertake. Soon, their augmentation services became popular in the criminal underworld. But Drew didn't stop there, he eventually took it to modifying the bodies of civilian vehicles with dangerous instruments, modifying navigational systems to disallow any kind of outside tracking, illegally modifying civilian grade engine cores, you name it. This continued for another ten years before he was caught after essentially dropping off of the grid for a while. And while he normally would have been complacent in his punishment, his brother Paul, who he'd taken along for the ride was also convicted for the rest of his lifetime in prison. It was only a week before he was approached and offered participation in the Oblivion Squad. In return his brother would be set free, and upon completion of the mission, should he actually return, his freedom as well.
Hidden 9 yrs ago 9 yrs ago Post by Mike Wasowski
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Mike Wasowski I sacrifice for the ones I love.

Member Seen 6 yrs ago

Character name: Silas Martin Shaw Criminal?: Yes Convicted for: Allegedly Pre-meditated murder. (Forcibly removed physical augments from the victim causing near instant death) Species: Human Gender: Male Sexual orientation: Heterosexual Age: 28 Appearance: Height: 6 feet Weight: 192 lbs Apparel: Silas wears standard issue military armor underneath his camo. An example of Silas's camo. Worn in addition to his armor. Weapons: The sniper rifle in the above photo is Silas's goto weapon. It's not by any means standard issue. It's capable of connecting with a target from extreme distances. The rifle has a variety of zooms and vision modes. Silas named the rifle Rose. A custom made revolver with a built in laser sight. The magazine holds 12 high caliber rounds. For last resorts, Silas carries this knife with him. The knife is capable of delivering an electric shock. Equipment: Standard Issue Medical Pack, Dried/Smoked Meat (Beef Jerky), Smart camo device (It's wired into the armor Silas wears) The smart camo device functions similarly to a chameleon's skin. It blends with the area around Silas. Silas's Helmet: The helmet has multiple vision modes: Night vision, thermal etc.. It also provides a reticule to assist in aiming as well as providing environmental data (wind speed, temperature etc..) Personal Starfighter: Scratch the word police. This is Silas's personal ship. Armed with only ballistic auto cannons it's not very suited for combat. It is designed for speed and manuverability. Skills: Long distance shots, General Combat, Skilled small ship pilot Weaknesses: Women Powers: None Personality: Not completely in line with what you might get from his crime. Serious by nature. Would not casually go on a mission or without plenty of intel if at all possible. Does not like being single. Humble. Lets his skill set speak for itself. Biography: Silas was born on a near Earth Colony named Eros. Life on Eros wasn't easy. The people there had to live off the land and favored bartering over standard currency. So Silas grew up learning to hunt and farm with his father. Silas's mother died in a freak accident in a hover vehicle. Silas is a one of kind soldier. Hand picked for a special military program code-named Dark Matter. Silas went through 2 years of hardcore training. He learned a variety of skills from survival in harsh climates to assassination techniques. Since war hasn't been prevalent in many years Silas's skills were used for secret missions. The majority of his missions were killing obscure targets or even political targets without leaving evidence. He did this for six years. After retiring Silas was placed into a protection program to keep him safe from any who would figure out his past. Soon after Silas's retirement he was spending time in a bar with friends when a bar fight broke out. While protecting his friends he got in a fight with a rich college kid and hurt him badly. His father had connections. Using those connections the family of the kid framed Silas for a murder.
Hidden 9 yrs ago Post by orichalk
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orichalk

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Character name: Suno Lisuli Criminal?: yes Convicted for: Attempted hijacking, piracy Species: Oko Gender: N/A Sexual orientation: N/A Age: 44, perhaps 15 years younger by human standards Appearance: See species description below. Suno keeps his fur/feathers/plumage short and well-trimmed; in a few spots, it has stopped growing due to scars and injuries. He (I’ll just use the technical grammatical default, especially considering that, as a male, I’ll probably subconsciously add my own outlook) tends to cover all of that up in his clothing. He walks around — he prefers bipedalism to show off what little height he has — with a certain air of confidence and optimism that perhaps isn’t deserved in someone who has been handed a near-certain death sentence. Even if there’s no way he could, he seems to understand whatever situation he finds himself in and always be thinking about something just a little removed. To some he looks, based on appearance alone, a little pompous. Height: 126 cm (50 in) Weight: 34 kg (75 lb) Apparel: Outside of missions, Suno tends to wear one of a few sets of grey and black undergarments and rotates three very plain one-piece jumpsuits which only differ in color: one charcoal, one navy, and one khaki. They all have a simple strip along where buttons would be which somehow fastens the two flaps on the front of the jacket together. The neckline is a mandarin collar, though Suno usually folds the edge down on the overlapping lapel down. Combined with the small tears and places which have been mended, this makes him appear casually but professionally dressed. The fabric is very well-tailored, but the freedom of movement he enjoys leads one to think there is some sort of elasticity in the joints, if not elsewhere. To accessorize, he wears a black belt in almost all circumstances on which he mounts his knife sheath, ammunition cartridges, and some rudimentary first aid supplies. He wears a silver banded necklace flush with his neck which is a communications relay from his eye to his surroundings. He has gloves for all of his hands made from a tough black material somewhere between animal hide and plastic in texture. They fit his hands just as perfectly as his jumpsuits fit his body. On missions, he wears a lightly-armored and air-tight flight suit capable, with an accompanying backpack unit, of keeping Suno alive in a vacuum for about five days. It can take some light-arms fire but nothing more and nothing sustained. In lieu of a visor, the helmet has four small cameras (two at mouth level and two at eye-level, for redundancy) which feed directly to his cybernetic eye. They are sensitive to a wide range of wavelengths, from mid-infrared to low ultraviolet. Most of the suit’s surfaces are matte black to for camouflage in open space. Weapons: Although Suno attempts to keep out of hand-to-hand combat, he still stays prepared for it, and carries a small (though in proportion average-sized) laser pistol with 15-shot replaceable energy cells. He keeps a few spares on his belt and the holster on his left side under his arm (in civilian clothing, under his jacket). He also carries a 13 cm (5”) knife on his left hip. As his primary combat experience being boarding and he’s not anything more than a pretty good shot, he relies largely on grenades for combat. Fragmentation grenades would be too dangerous in space, so he carries three grenades of smoke (capable of blocking out visible and high-frequency infrared light), hallucinogenic (strictly depressants, though), and aerosol anaesthetic (fentanyl for humans; for other species he has to do some research) varieties. Normally he has one of each. The latter two are potentially lethal, so he carries antidotes in syringes just in case. Equipment: Suno’s left eye is cybernetic, a remnant of his glory days, which uses standard 2^2^6 bit encryption channels to connect to standard equipment such as weapons and ships. It gives him a heads-up display of fuel, ammunition, and such. His right ear also has a communications implant. Both of which communicate with his necklace, which has a much longer range and faster connection with his surroundings. Personal starfighter: (I’ll think of a name later):
The craft is one chosen with Suno’s purposes in mind: all he really ever had to do was pose a valid threat and outmaneuver static defenses, so the ship sacrifices armor for speed and maneuverability. Its weight is kept in check by only having enough armor to stop a small ship-mounted laser weapon; anything else could punch a hole right through. Its defenses hinge upon its AI being able to detect attacks and turn so a more favorable surface (or none at all) takes the blow. To facilitate this, small jets are mounted on various surfaces of the craft and can be activated by the pilot or onboard computer precisely and quickly. The main thrusters have some oomph, too. The craft has one forward-mounted laser cannon on the nose and a twin energy rifle turret mounted below that. Skills: He is a reasonably good pilot and shot with his pistol; however, he is by no means an expert. Weaknesses: His size and lack of any real training make him pretty hopeless in open close combat. Powers: None Personality: Suno is someone who knows there’s a good side and a bad side to everyone and everything. Despite that, he manages to be pretty optimistic, some of may be due to a bit of self-involvement. He’s pretty good with others: once he sees an initial sign of friendliness, he’s more than willing to start a conversation. Actual trust requires more work with him. Biography: Suno should have had a better shot at the kind of life most of his species enjoys. Anu-V, where he was born, was the remnant of what could have been a thriving colony, had the parastatal that first built it not ceded the system to an aggressor for a bit of wealth and spare time. The aggressor hadn’t done much with it, either. They pulled a few megatonnes of water and minerals out of the system and moved their fleet on to threaten other systems. And so all that was left was a barren colony on a half-terraformed planet scarred by resource extraction, a few hundred thousand inhabitants, and a handful of ships capable of interstellar flight. Oko ships would pass through every few years on their way to markets worth stopping at. They were built of sculpted metal, polymers, and diaphanous carbon crystals: reminders of the wealth of their race and how easily they’d been sold away for peace of mind. Suno grew up surrounded by that resentment. He knew he was wronged and he knew what he deserved. He grew up without ever missing the chance to see one of those Oko merchant ships, always dreaming of being one of those aboard. He longed for wealth, education, long life, escape — all that he thought he should have had. The only was he saw to get it was certainly extralegal, but that was the path he chose. If someone wronged him, why couldn’t he wrong others? Within twenty years, he was near the top of a piracy organization that had made itself known in four systems: they would jump in, find a target, subdue what were normally entirely insufficient security systems and personnel, hijack ships, sell off stolen materials, and ransom the crews from the relative safety of their base in the Anu system. He was wealthy enough to get all that he had been wanting: he had good doctors, equipment better than he had ever seen as a child, leisure time to read and become the kind of snob he’d always claimed to hate but secretly envied. Life life worked like clockwork until, one day, it didn’t, and Suno and his compatriots ended up in a cell on an E.S.A. cruiser. When a man in a suit with a strange proposal came along, freedom sounded like a pretty good option.
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