Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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SimplyJohn Static Generator

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Party Roster

Hundred Kira - @Tenish the Mighty - Docking Bay Control Room - Active
Sevyn Spades - @TTwoThumbsUp - Docking Bay Control Room - Inactive
Marga - @Bonjour xx - Docking Bay Control Room - Active
Farvis Kren - @TheUnknowable - Docking Bay Access Corridor - Inactive
Mez - @Kalas - Docking Bay Access Corridor - Inactive
Simon Brewer - @DJAtomika - Docking Bay Control Room - Active
James "JR" Rourke - @TheMadAsshatter - Retired



Character Sheet

Name: How people most commonly refer to your character, not necessarily their birth name

Race: Species or sub-species. No defined limits here so feel free to pick any species appearing in popular culture or just make up your own. If your race has any special inherent abilities please be sure to list them below.

Appearance: A basic description of the character's overall appearance and common attire, or a photo reference if possible.

Personality: Simple psychological profile for your character, giving details of their main motivations and outlook on life.

Skills: An outline of the training and abilities of the character. These come in five levels of proficiency: Amateur, Proficient, Experienced, Skilled, Expert. I'd recommend limiting the character to a maximum of five skills with two class or profession skills, two general skills and one combat skill. For example a Mechanic might have Expert Engineering and Expert Mechanics as class skills, Skilled Driver and Experienced Salesman as general skills and Proficient Brawler as a combat skill.

Non-standard Abilities: This section is for unique abilities for the character's species, as well as any personal abilities they may have. I'd recommend an absolute maximum of three of these, but would counsel for only one or two in most cases.

Equipment: Here you should give details of the main pieces of equipment the character usually carries with them when going on a high-risk mission. I'd recommend taking one or two weapons, at least one piece of class or profession-specific equipment, a set of armour or protective clothing, some form of communications gear and any utility or survival gear you feel would be appropriate.

Bio: A brief (two or three paragraph) history of the character detailing where they're from, their current life circumstances and their reason for being included on the mission.

Quote: An example of something the character is likely to say, giving an insight into their personality and general life attitude.
Hidden 9 yrs ago 9 yrs ago Post by Tenish the Mighty
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Tenish the Mighty Social Hallucination

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Name: Hundred Kira

Race: Gygan - Designer servitor species of the Gyges Consortium. Hundred is part of a generation designed for work in a Consortium Research and Design facility on one of their worlds, grown with genetic characteristics for enhanced cognitive functions, including increased plasticity, synaptic efficiency, and other enhancements towards what is loosely defined as intelligence, as well as implanted with further cybernetic accouterments to further enhance baseline. Additional modification part of standard Gygan templates give Hundred increased genetic predispositions for general good health and resistance to common maladies.

Hundred has further modified herself with additional bio-tech from a multitude of sources, most particularly from the Tegiak civilization.


Appearance: Hundred

Personality: Prideful. Stubborn. Brilliant. Arrogant. Intractable. Genius. Egotistic. Obstinate. Cunning. Hundred knows her strengths, plays to them, and expects others to recognize their worth. She judges others purely on their merits and utility and demands the same in return. Pathologically individualistic, she disdains authority in all it's forms, often going out of her way to provoke a challenge from other egos.

Hundred has an unabashed love of music in all it's endless variety, secretly experimenting with her nanotech constructs to try to create a new vein of harmonics hitherto unknown.


Skills:
Expert Information Systems Engineer with particular talent with emergent synthetic intelligence algorithms.
Skilled Knowledge of Tegiak technology.
Expert Mechanical Engineer
Skilled Phasic Physicist
Experienced in Nano-construct assisted personal combat.


Non-standard Abilities: Matter Manipulation and Transmutation - the use of proprietary Consortium micro-nano technology with neural mapping interfaces to construct a near infinite variety of materials and objects necessary for a given endeavor. While Tegiak technology allows for almost limitless sophistication, limits in Consortium interface software limits the complexity and immediacy of actuation. Under most conditions, Hundred has found simple machines to be the configurations that see the most efficacy, while the nano-structures enable a surprising mass to strength ratio, ductility, and other material attributes. For point to point efficiency, Hundred has mapped coded object data to the neural expression of somatic motion, creating a language of gestures to swiftly translate commands to the Dust.

T-Phase Architectural Impulsion - The use of supra-quantum dynamics to transmit and manipulate energy individual particles within Tegiak technology leading to the tech exceeding the capabilities of galactic baseline technology. Tegiak manipulation of spacial relations and forces would allow for much more considerable range in environmental manipulation, however, limited understanding of the technology and limited resources prevent greater utility with this technology.


Equipment: The Dust - Utility fog. An array of micro-scale claytronics mixed with nano-scale machines which, together, constitute a form of programmable matter. Able to be constructed into a virtually infinite variety of shapes the claytronics form of building blocks of what is to be created, while the nano-scale machines are designed to modify the molecular structure of the micro-scale machines to certain specifications enabling a level of speed and sophistication that exceeds that of similar contrivances used by other, modern nanotech.

The secret to this sophistication is the free entanglement neural networking between the foglets, able to instantaneously transmit information and energy between themselves the foglet can store the vast amount of data required to construct a myriad of different configurations and constitute themselves with much greater efficiency as well as innervate the Dust with enough energy to achieve configuration several orders of magnitude faster than most conventional nanotech. The fogs data capacity is not infinite, however, so data is tailored to the configurations most likely to be useful to a given set of parameters. Additionally, the amount of material available is also limited. The fog can break down other matter and reconstitute it to increase it's own mass, but the speed at which it does so is not always congruous with many operational conditions.

When not actively configured, the fog is dispersed in the area around Hundred, the nano-processors using their run cycles instead to act together for data collection and analysis providing a spectrum of useful information about the immediate environment.

The Dust is linked to Hundred through her own neural interface with the network, enabling her to direct their activity. The majority of non-phased, non-cloud Dust is suspended in a layer of non-Newtonian oil sandwiched between the layers of her suit, providing a highly-flexible, highly-durable armor layer. In extraordinary circumstances, the oil layer may be converted into more airborne machines compromising protection for additional construct material.

Secondary Neural Network Port - Compatible with most neural dataports and connected to cranial processors containing additional SI programs suited to navigation and information warfare.

Variable Spectrum Radiation Emitter - A small, modified pistol capable of projecting energy tuned across a variety of spectrums with enough output to damage most non-armored military grade materials and fatally harm most species if focused on a vital bodily region.

Personal Vacuum Suit - Modified extreme condition survival attire, providing moderate protection from up to Class 7 environmental hazards as well as personal protection against smallarms equivalent, when combined with the non-Newtonian oil layer, to baseline, military powered armor.


Bio: History: One of billions of near identical cloned workers of the Gyges Consortium, Hundred was just a small, fungible cog in the vast, ill defined machine that is the Gyges Consortium. The result of human hubris, fortune, and the opportunistic laws governing the rights and ownership of discovered exoartifacts. The Consortium deliberately obfuscates knowledge about itself and it's history. What little is known is that it was founded upon the vast wealth and power accumulated by a single or small group of individuals who, in a private exploratory mission found the surprisingly plentiful remains of an ancient, advanced, and long vanished civilization. Through skillful industry, ruthless business acumen, and brazen ambition the founder(s) of the Consortium accumulated more control and influence than most other galactic civilizations in their area of space. Curiously, rather than turning their power towards conquest, the Consortium instead integrated itself into the space-faring community, saturating the bedrock of intragalactic commerce and industry. Now the Consortium itself is rarely thought about or remembered in the public consciousness, known instead through their innumerable and ubiquitous subsidiaries. Few inhabited areas of the known galaxy have not felt Gyges touch.

The Gygans themselves are rarely seen by other species. Mostly inhabiting the few worlds Gyges deigns to actual directly administer to (mostly the former homeworlds of the Tegiak civilization) as the Consortium's lifeblood, producing it's innovations, maintaining it's infrastructure, et cetera.

Hundred herself was born to work on one of Gyges' internal information technology development projects, refining the quantum computing algorithms responsible for the generation of Gyges' emergent AIs. In this task, Hundred excelled. Created with a love of mathematics and a talent in their manipulation Hundred iterated thousands of improvements to Gygan methods. Her work was utilized, appreciated, and rewarded with standard Gygan advancements in status, budget, and responsibility. Within her sixth year of operation, she was moved to a first tier lab, given several subordinate Gygans to facilitate her work, and had her genetic and cybernetic profile marked for analysis by Human Resources. Unfortunately, of the various analyses devoted to Hundred, the one responsible for measuring her dissatisfaction with her position was erroneous. Fittingly, perhaps, given the origins of the apparatus that gave her birth, Hundred was born with the same ambition and sense of importance that gave it rise. Seeing how little reward and recognition her hard and excellent work earned her in comparison to how it would aggrandize the Consortium she grew to resent the organization that was hard-coded with familial bonds into her. Knowing that such thoughts would have her marked for termination and recycling, rather than cow herself to her place in the universe, Hundred decided that it was time to make a career change.

The accident that atomized the Mezihashu mountain range and much of quadrant 171 took the lives of over 50,000 Gygans, more importantly, it cost the Consortium more than 17% of it's projected revenue for the planetary division in materials, labor hours, and project timelines.

The satellite network that most of the incident report data was derived from recorded a T-Phase Exigence Emergence Event. Blamed on a string security shortfalls with the Alpha-2888183214 Project found within the planetary logs, the report was filed for future oversight review within the Consortium. The satellites did not accurately record the smaller atmospheric blowback conditions consistent with in-atmosphere Phased-FTL initiation. The satellites governing-AI were designed by Hundred. Her duplicity was not discovered for another six weeks. By then she had stolen her second cache of Tegiak exotech.

Knowing that the technology of the Tegiak civilization was still the source of much of the Gyges' continued eminence, Hundred set out to extract her 'backdues' from the Consortium. Working off of data stolen from Gygan networks she hunted down several smaller troves of Tegiak artifacts and data, taking what she could and fleeing Gygan space before they could mobilize an appropriate response. Since then Hundred has explored the galaxy, carving out an existence at the fringes of the space-faring community, turning her talents and stolen tech into a successful career in the galactic underworld as a skilled expert on information warfare and unknown exotech, all while fleeing the attentions of Consortium HR-HK termination teams, a difficult prospect for someone as notable as Hundred and pursuers as efficable as Gyges. But Hundred is just one oddity in a universe full of them, there are many stars, and besides, she has just taken a job that will send her beyond even their reach. The Lone Star awaits, and if the most sensitive and highly fragmented files she stole from the Consortium are any indication, may hold secrets as monumental as the discovery of the Tegiak.


Quote: "Let me inform you of a sea change. You are not a Leviathan. You are not a Wurm. You are not Moby Dick. You are a very small fish in a very large ocean, and I? I am fucking Poseidon!"
Hidden 9 yrs ago 9 yrs ago Post by TTwoThumbsUp
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TTwoThumbsUp Oh God Why

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Name: Sevyn Spades

Race:




Appearance:


Equipment:
  • Ranged Weapon



  • Sidearm



  • Other







Bio: Born into the average mercantile family on Solun, Sevyn lived a fairly average life. She grew up, went to school, and earned an unrecorded juvenile streak miles wide. However, she had an unusually keen interest in spacecrafts of all shapes and sizes having been introduced to the racing scene while still in the early stages of her life and could often be found spectating flying crafts of all shapes and sizes when she wasn't about mucking up trouble.

It wasn't long before she got into the scene itself. Like many she started the lowest of the low, a pilot jockey that was willing to get into flying bucket if only to feel the roar of an engine beneath her and the simple rush of being able to fly. It was also her only real escape once her parents disowned her and left the young Syndari to her own devices after too many years of having to harbor what they perceived as a criminal under their household. Luckily, Sevyn proved herself to be more than just a simple jockey by winning nearly every race that she competed in, creating a legend for herself in the underground circuit. Such great fame usually also came with great money, which she used to further herself toward becoming a ship engineer and an actual certified spacecraft pilot.

Yet the Syndari could not tear herself away from the racing scene which would unfortunately lead to a series of events where she would steal a prominent mercenary captain's prized fighter craft, get caught, and then by law become the property of said mercenary captain which were arguably the worst years of her life.

Although mainly because there was this one time where the captain forced Sevyn to lick a toilet clean and becoming bedridden for days afterwards.

Otherwise if was a complete blast of time as the mercenary captain had given the Syndari a brief two hour crash course on how to aim a gun and shoot it without killing herself before dropping her off in the middle of the mission with the rest of his merry band of mercenaries, acting as only mere cannon fodder alongside all the other servants the mercenary band had happened to accrue over the years. Amazingly, Sevyn didn't die at the end of the first month of her servitude, which was reason enough for the mercenary captain to prematurely end her lifelong sentence and recruit her into his company of killers-for-hire. She could not forget her love for ship however, and since no one in the mercenary band would ever trust her piloting anything ever again due to a second incident with a prized cruiser of a different mercenary captain, she resigned herself to endlessly studying countless ship manuals and staying up late nights reading ghost stories of various spacecraft lost to the depths of space forever.

So naturally, when she heard one of these ghost ships, the Lone Star, had come back from whatever empty grave it had gone to, she knew she had to board it and discover all its secrets. Unfortunately, she knew the mercenary band would never entertain the idea of having to compete with almost literally millions if not billions of people just for the chance to board some dead, deadly, derelict dreadnought. So she did the most logical thing, which was to steal a third mercenary captain's prized corvette (admittedly a little less ambitious than usual), rush off to the nearest spaceport, ring up the nearest United Alliance Navy base and wait for their inevitable reply of yes.

Skills:
  • Fantasticly reckless pilot
  • Fantastic mechanical engineer
  • Skilled marksman


Non-standard Abilities:
  • The absolute best at hijacking prized spacecraft


Quote: "Okay, I get that you're angry and that I completely ruined your ship, but MAN weren't we going so awesomely fast?"
Hidden 9 yrs ago Post by Bonjour xx
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Bonjour xx all you need in life are dogs and memes

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Name: “Call me Marga” is how she’s most likely to answer the question “what’s your name?” Whether that’s her real name or not remains unanswered.

Race: Marga’s brother tells her that his best guess on her lineage would be half-human, a man from one of the space colonies probably, and then of course their absent mother. Their mother came from a race of people called the Thuboisii that travel the various galaxies, intent on expanding their people’s knowledge and understanding in all matters.

Marga has inherited some features of the Thuboisii from her maternal genes. Her mind processes information quick and puzzles or problems present themselves to her easily, allowing her to find solutions rapidly. Similarly, her five senses are heightened beyond that of a full-breed human.

Appearance:



Marga’s physical appearance differs very little from that of a regular human. Though perhaps shorter than average, standing at only 5’5, most of the time she is indistinguishable from the human race. However, when experiencing emotions in their extremes such as anger, arousal or sadness, her skin changes colour to the characteristic light blue and intricate patterning of the Thuboisii people. She has little to no control over the change.

Personality: Marga’s personality is best described as feline for the most part. She observes those around her with a demeanour of having little interest or care in their goings on, however she is quietly cataloguing information that may be valuable to her at a later date. Furthermore, like a feline, Marga does not exactly do “friendly” all too well. Be sure that when the mood takes her or the situation arises, she can be completely charming and charismatic, often talking her way out of a dangerous situation or likewise, talking her way into someone’s interests. Manipulation of people’s emotions is easy for Marga. When she sees an opening in a person’s metaphorical armour, she pounces on the opportunity given to her. Extracting people’s secrets from them without them even realising that they are giving them away is the art form of a grifter - and Marga is no doubt one of the best. Indeed, she enjoys exercising her skills of manipulation and persuasion when given the chance, be this by deception, intimidation or seduction.

Marga’s own emotions are not kept in check all too well. While she can act pious and meek, those adjectives are not what anyone who knew the young woman would use to describe her. She sees most insults as a challenge - a character fault which has led her into trouble more than once. Ever eager to prove she as earned her place among her fellow pirates, thieves and bandits by her own merit and skill and not by warming the leaders’ beds, she can be rather reckless.

Marga takes the outlook on life that it is very person for themselves. Though she has her brother, she does not do herself the disservice of relying on him too much for the day may come when they are no longer together. Each person’s demons and troubles are their own problem. If they fall beneath the weight and darkness of them, so be it. If a person is not useful to her, they are dispensable and that is just the way of the worlds. As a result, she constantly fears someone better replacing her role in the band of thieves she belongs to.

Skills: Marga’s hard-earned place in her band of thieves is secure for the moment as she hasn’t come across anyone who can exceed her infiltration skills. Whereas the tactic of others is to go in all guns blazing and take over a ship by force, Marga adopts a much more stealthier approach. Locked doors are no obstacle for her, whether she is locked out or in, as she is an expert hacker and lock-picker. Her methods of infiltration involve sabotage - rot a ship from the inside out without anyone even realising she was there. Then, her fellow thieves can attack a weakened and distressed vessel.

Another skill Marga could be considered an expert in is explosives. While she is light of foot and generally can either avoid or hack security systems, being detected can sometimes be a problem. Her plan B in such situations for a successful getaway are her trusty explosives. BOOM.

Marga is rather proficient in such areas of climbing, abseiling and squeezing/crawling through tight spaces like air vents as her much smaller size and flexibility allows her to do this. Her heightened senses also give her improved hand-to-eye co-ordination. Where she lacks skill is in hand-to-hand combat and knowledge of various weaponry. Her solution when faced with such confrontation is to escape the immediate situation and recalculate her next move. Physically she is not much of an opponent, but intellectually she can bring a man to his knees.

Non-standard Abilities: Marga cannot recite to you great works of literature or poetry, but give her an untracked algorithm and she’ll break it for you quicker than you thought possible. The Thuboisii have a superior brain in terms of intelligence and storage capacity than that of a lot of other races as they have unlocked more parts of the brain than most. While Marga does not posses the full extent of these attributes, she has an eidetic memory and an ability to pick up information and instructions fast.

Equipment:
Goggles (see appearance): Marga’s googles can pick up changes in temperature (helpful in detecting a person’s body heat) and traces of various elements. They are essentially a data base and are excellent when tracking a chemical signature of either a specific race or item.

Explosives and Mask (see appearance): Not all of the explosives Marga constructs are simply made to go boom. There are flash grenades made to blind and stun people; small, localised charges made to block passageways; smoke bombs made to provide cover and toxic or chemical bombs made for various purposes but most regularly to render a room of people unconscious. Her specialised mask allows her to breath and not experience any of the effects from her explosives.

Lock-picking and hacking equipment: Old school and high tech, Marga can turn her hand to both.

Taser gun (see appearance): Located on her left hand, Marga’s taser looks deceptively like a rather nasty knuckle duster. However, the sheer amount of voltage fired from the small taser gun is enough to render nearly all species unconscious. Depending on the quality of an opponent’s armour, they are not always left unconscious but will experience something similar to having received a blow to the head or having been drugged. The taser is accurate over a range of fifteen feet, any more and results vary considerably.

Bio: Marga was primarily raised by her much older brother, Caael, who is also half Thuboisii. Her brother’s other half is unknown but is most certainly not human. Marga’s mother left her with her brother because to the Thuboisii, nothing is more important than the pursuit of knowledge - even family. Given that neither child showed the promise or desire to gather knowledge and intelligence from the universe, they were abandoned. This is not an uncommon trait of the Thuboisii.

Marga’s brother was already an established member of a group of thieves when Marga was unceremoniously left in his care. His skill as a pilot had earned him a place among one of the most exclusive criminal groups which was compromised of various experts from across the galaxies. Instead of leaving her behind, Caael established a bond with the young child left in his care and brought her into the fold. Growing up surrounded by pirates, bandits and thieves, Marga’s path in life was unsurprising. Though, her rising beyond being a standard crew member to an essential and trusted member of the inner circle was.

What led Marga to becoming a member of the team breaching the Lone Star was a botched heist. She and several other members of the infamous group of thieves called the Armada were captured by the United Alliance Navy. Contrary to the saying, there is little honour amongst thieves and so, upon learning on the unique skills Marga possessed, she was given the choice between following her fellow crew members in their executions or joining a task force being sent to explore the Lone Star. Marga chose the later and began planning her escape. Well, that and her revenge. Being a saboteur herself, she could tell that her captured had not being accidental.

Quote: ”Whatever isn’t bolted down is my business. If I can sell it, spend it or trade with it, it’s as good as already mine. And if I don’t get caught, I deserve everything I steal.”

********************


FYI, Though this isn't a primary focus of the story, I'm open to romance with this character if anyone is interested.
Hidden 9 yrs ago 9 yrs ago Post by TheUnknowable
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TheUnknowable Like Pineapple on Pizza

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Name: Farvis Kren

Race: Genetically Enhanced Human

Appearance:

Personality: Wishes to end suffering, disease, and death. He will help anyone who isn't his enemy, as long as it doesn't mean risking his own life too much.

Skills: Expert: Genetics, Biochemistry
Skilled: Implant Technology, Surgery
Experienced: MMA fighting

Non-standard Abilities: Enhanced immunity (Mostly disease, but some radiation), Enhanced healing (10x rate, plus complete limb regeneration, though it is slow), Adrenal control (adrenaline burst gives him superhuman strength and speed, and, at higher levels can place him in the alpha state, ie, bullet time, though it tires him more the larger the burst of adrenaline)

Equipment: Prison jumpsuit, Tracking/disable collar, medical sterile suit (carbon nano-tube reinforced polymer weave with a built-in forcefield for the head, to function as an emergency hazmat suit.), self-prepared Med kit (Programmable Antharan stem cells, various pain meds, bio-glue, various anti-viral and anti-bacterial agents, 5 full shots of adrenaline), Neural disruptor circlet (for use in restraining patients.)

Bio: Born on Kalasis, a planet in the Proxima Centauri system, he witnesses the death of millions at a young age when a plague infected his planet. It took over a year for the Galactic Medical Society to find a cure for the disease, by which time both of his parents had died. He was raised by his grandparents, and vowed to put an end to suffering and disease.
By the time he was an adult he had a degree in genetics and had begun training for his doctorate in medicine. He started conducting medical research in his own home, selling the results of his experiments to the GMS whenever they had need of them. Shortly after graduating, however, the Antharan Security Force found that he was testing his genetic treatments on larval Antharans. While they had no protection under Antharan law, and weren't even officially recognized as sapient beings, he was linked to terrorists with interests in biological weapons, have used them to get supplies on the black market, which gave the authorities probable cause to search his lab. There they found evidence of other crimes, and he was arrested.
He was released from prison three weeks ago on probation, and then arrested a few days later on charges of practicing medicine on a revoked license. The military secured his temporary release on the grounds that he help with the Lone Star.

Quote: "They have a 95% death rate before reaching the metamorphosis to second stage. The Antharans don't even consider them to be sentient beings until then, but their second stage will adapt to any physical hardship they come under during larval stage. Imagine if all species could adapt to physical hardship and trauma in such a manner."
-Explaining to an officer why he was experimenting on larval Antharans
Hidden 9 yrs ago 9 yrs ago Post by Kalas
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Kalas "Time to party!"

Member Seen 17 days ago



Name: Mez

Age: 28

Race: Visipian - The Visipian race, otherwise known as The Silent Empire, are primarily a Religious-Extremist race, lead by a Stratocratic Government of Cybernetically Augmented Beings, who are commonly referred to as the Eternal Lords. Their sole mission as an Empire is to convert all other beings of the Universe to live under the rule and religious guidance of their dormant deity; The AllHeart. To achieve this mission, the Government, supported heavily by the entire population, impose a completely militarian lifestyle upon all beings within the Empire’s control. Through this tradition, spanning thousands of years, the Empire has evolved into an Advanced Military Power. It is by utilizing this Military Power as well as the Divine Energy Source of Jurichara (Mantra), granted to them by The AllHeart, that they have resolved to converting the Universe to follow their One True God. Failure to submit to The AllHeart’s rule will result in Conversion of the rebellious nation; A painful disintegration process that converts matter into Jurichara.

Crimes: Desertion, Political/Civilian Assassination, Intergalactic Subterfuge, Sabotage, Trespassing & Terrorism.

Personality: Confident. Egotistic. Sarcastic. Calculating. Anarchist. Prideful. Mildly Xenophobic. Mez is a law unto himself, he follows no rules or laws, no moral or ethical guidelines and bends the knee to no one. At least, not any more. He is confident in his abilities and hires himself out more to constantly test them, than as a way of earning money. During his missions, he constantly belittles people or systems that are below his skill level. If he can get passed it with ease then it is no more than a trivial matter and not really worth his time. Despite being this way, however, he is loyal to the mission and will do everything in his power to see that it is completed with success.

Skills:
- Expert Infiltration Specialist
- Expert Small Arms & Weapons Proficiency
- Skilled Computer-Based Systems Engineer
- Proficient Acrobat
- Experienced Hand-to-Hand Combatant


Non-standard Abilities:
Shadowstep: Invoking the divine energy of Jurichara, given to every Visipian by The AllHeart, Mez may at will, change into a smoke-like shadow form to camouflage himself. In this state, Mez is extremely hard to spot. After around two minutes, his form begins to solidify where he starts to become visible once again.

Cybernetically Augmented: Every Visipian undergoes cybernetic augmentation from birth to enhance their physical abilities and ensure a legitimate system of control. Aside from enhancements to bone structure, muscle tissue and vital organs, which improve their physical strength, speed and durability, the Visipians are fitted with a Direct Neural Interface which allows them to insert their minds into machine software or, more intrusively, receive software that may control their minds. Whilst the majority of the population do not require these measures, when the DNI's are implanted, a sleeper software is downloaded into the receiver's brain that, upon activation, can render that person completely under the control of the software owner. Which, in this case, happens to be the Visipian Government.

Equipment:
Rasgrid's Retribution: Dual Mantra-Infused Energy Pistols designed to recycle and compress latent Jurichara Energy that lingers throughout the cosmos, then forcefully expel the heated energy through a reinforced pistol-based mechanism which fires the energy as super-heated projectiles. These are Mez's mainstay weapons. He reaches for these first before anything else and utilizes them expertly and efficiently. They were awarded to him for his outstanding service during his time as a Visipian citizen. The pistols each possess their own name. One being Osebon and the other being Ahael.

Xerxes' Silence: A singular 10-inch curved combat blade. The blade is forged from Visipian Steel, a highly versatile material that is renown for its incredible cutting ability. It's name comes from the unnatural property is possesses. The blade, when slicing through any material, doesn't make a sound. This property makes it the perfect weapon for any assassin. Mez was gifted this by the Eternal Lord Xerxes himself for his constant bravery and unparalleled success during his time as a Visipian citizen.

Rosenthal's Blessing: This is less of a singular object and more of a series of upgrades performed on his standard issue Cybernetic Augmentations. The Eternal Lord Rosenthal oversaw the upgrade procedure personally, which resulted in Mez receiving a noticeable boost in his cybernetic abilities as well as the addition of the highly-coveted Jurichara Energy Shielding. With only two other Visipians receiving this blessing before him, Mez was vaulted into Visipian knighthood. The shield itself protects the user much like a power suit would with the exception that it remains non-visible until the need for it arises. While it may certainly stop series of bullets or energy shots from small arms fire, it would surely dissipate from a high-powered rifle shot, although the user would remain mostly unharmed during dissipation. In this event, the user will need to enter a deep state of meditation to gather enough Jurichara to re-power to shielding.

Bio: Born as the son of a traitor, Mez was practically abandoned as a child after both of his parents were executed for treason. He was doomed to spend his life in a juvenile camp, destined to grow up being the lowest class of citizen within The Silent Empire. However, Xerxes, one of the Eternal Lords, took pity on him and ordered Mez to be relocated to his private estate. Xerxes would raise him as his own son. Mez grew well and, under the tutelage of an Eternal Lord, he excelled through the ranks of the military with ease.

By the time he was 16, Mez was transferred to the Elite Forces section of the Visipian military specifically joining as a member of the V.I.R.U.S. Squads (Vacuum Insertion Raid Under Siege). This raid is a Ship-Boarding battle tactic. Each soldier is projected via an Insertion Pod, usually from a battleship or larger-class ship and are aimed towards an enemy spacecraft. The pods are controlled mainly by automated systems but also provide a manual override for the soldier inside to control, once the pod reaches the opposition’s ship, it begins to latch itself onto the hull and proceeds to burn its way through the armour plating, effectively creating its own docking station. Whilst burning through the hull, the pod secretes an organic membrane that seals the breach, preventing the vacuum of space from tearing the ship apart. When the pod has burnt through to the inside of the ship, the front of the pod will open, allowing the person inside to exit onto the enemy ship. From there the Elite Forces soldier can proceed to exact any mission objectives they have been given, ranging from sabotaging weapon systems and engines, to complete capture of the enemy vessel. Mez proved himself repeatedly on each mission and eventually his name started to become well known. The son of the Eternal Lord Xerxes was fast becoming a hero within the Visipian ranks.

At the age of 21, Mez was honoured by the Commander of the Visipian Fleet & General of all Military Operations; The Eternal Lord Rasgrid. She bestowed upon him her personal energy pistols and issued him with the new rank of Warmaster. With this new rank came the opportunity and the honour of new and dangerous missions. These missions typically consisted of Assassinations, Sabotage and the retrieval of highly sensitive information by any means. It was after the success of his first mission, the assassination of a decorated military general on board a capital-class warship, that Xerxes gifted him with a specially made blade to assist him in his future missions.

Up until he was the age of 25, Mez's life had been an unexpected story of success. He had attained the highest, most revered rank that the Visipian military had to offer. He was a Champion of Visipia. His deeds were legendary, there were statues raised on Planet Visipia, the Homeworld of The Silent Empire, in his honour. The population adored him and he adored them. For Mez, he could think of no higher honour than to be a Champion of his people. The Eternal Lords, however, had one last blessing. They were going to grant him a Lordship. He was to become the thirteenth member of The Eternal Lords and live the rest of his life as as a King. But it wasn't to be. Merely days before his inauguration, Xerxes revealed the truth about his real parents and how he had come to live such a fortunate life. When he heard the news, Mez was devastated. His entire life, everything he had achieved had been a lie. At first he was too shocked to even think, let alone speak. But soon anger began to rise within him and it quickly turned to rage. Before he knew it, Mez was acting without thought. He struck his adopted father down, the resulting noise alerted the honour guards outside of his quarters who saw Mez standing over the injured Eternal Lord. Immediately, the alarm was sounded and the warrant for Mez's arrest announced. He was wanted for the attempted murder of an Eternal Lord and Treason against The Silent Empire.

He escaped capture by hijacking Xerxes' personal ship and warp-jumping to the edge of Visipian space. Once he had reached the outer edges of his people's territory, he set a course for the farthest side of the galaxy and put himself into cryosleep. When he awoke, he had arrived at a bandit-owned outpost where he began his life as a mercenary for hire.


Quote: "I have one rule: No questions. 'Cause as far as you or anyone else are concerned, I'm just a guy who gets shit done. And I'm pretty fucking good at it too...make sure you tell 'em that bit."
Hidden 9 yrs ago 9 yrs ago Post by DJAtomika
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Name: Simon Brewer

Race: Human

Appearance: Simon stands 6' 1" tall, weighing in at a paltry 165 pounds. His physique is that of a lean, muscled man, not much weight on him but he's fit enough for his duties. With a head of messy blonde hair and brown eyes, freckles and a slightly crooked nose, he isn't a real looker either, all in all putting out an image of your average everyday human male.

Personality: Simon is one of those people that sticks out his neck for his friends. Very humble, helpful and caring for those under him, he regularly makes himself out to be one of those guys that is liked by everyone in the workplace, even though he's mostly silent. He communicates his happiness or pleasure the most with his bright smiles and cheerful demeanour, even if he says little. More often than not, his actions convey his feelings more than his words do. He is also slow to anger, and takes criticism with a level head and optimism to soften harsh words or gestures. He is also often referred to as a mediator or a counsellor, in part due to these tendencies of his.

Class: Medical Officer

Skills:
Expert
Class - Field and General Medicine
Class - Combat Surgery

Skilled
General - Electronics

Proficient
Combat - Marksmanship

Non-standard Abilities: N/A

Equipment

This set of lightweight, high strength, flexible plas-steel armour is the latest in PharmCo's line of military-grade medical gear. It comes in built with multiple sensors on the gloves to detect a casualty's pulse, breathing rate and blood pressure, along with a small array of miniature x-ray beams that transmit a direct image of the skeletal or organ structure of the casualty to the user's helmet visor. The armour also monitors ambient weather conditions like oxygen, pressure levels, temperature, harmful gases and radiological or biological hazards in the vicinity of the user. Finally, rounding out the armour's sensory capabilities, it also monitors the user's own vital signs, displaying injuries where they are sustained on the body. Its crisp, white design also comes with a red cross on the left breastplate and on the shoulder pauldrons, not depicted in the picture due to the above being a representation before final painting.


PharmCo Full Surgical Field Assembly
One of PharmCo's finest inventions, the FSFA is a set of armour rigging and webbing that is designed to fit over any of the company's many lines of combat armour. The rigging is specially made for field doctors or surgeons, and contains a myriad of sleeves and pouches designed to hold medical equipment designed by PharmCo, or otherwise. These include the AMSD, the LASC, and a wide array of other medical devices, such as medigel tubes, morphine syrettes, disinfectant sprays and other related equipment. Simon's rig comes fitted with the following:
  • 5 x PharmCo MediGel Tubes (Instructions: twist open top, squeeze contents liberally onto wound) - These small, palm-sized tubes are full of PharmCo's proprietary MediGel, a non-toxic gelatin-based healing agent that speeds up cellular growth and regeneration, and prevents profuse bleeding. Its method of action is, after application, the cold gel rapidly warms from body heat and melts, turning into a liquid that diffuses and is absorbed quickly into the body. Once there, haematostatic agents within the liquid act quickly on open blood vessels, causing clotting and preventing any further bleeding, while regrowth agents activate and superspeed the body's ability to heal, quickly sealing any small or medium-sized wounds. The gel is quick-acting, and are normally used in the field by combat medics to stabilise casualties with small to medium-sized wounds. Larger wounds, however, will require more stabilisation than just gel and morphine. Designed by PharmCo to be effective on any form of biological tissue, human or alien!
  • 5 x PharmCo Quick-use Syrettes (Instructions: pop top with thumb, insert needle end into exposed flesh, wait five to ten seconds, remove and dispose) - These syrettes are filled with numbing morphine, and are made from a special 3D-printer and refiller within his armour's chest plate. He can only carry five at a time and the amount of spare morphine he carries is limited to another ten syrettes.
  • 1 x PharmCo Disinfectant Aerosol Canister (Instructions: pop top, shake well, spray on area to be treated) - Also known as a simple disinfectant spray, this hand-sized spray canister contains a specialised liquid that, upon being aerosolised, is capable of removing 99.9% of bacterial or viral agents in a specified area. It also contains a moderate amount of a topical anesthetic that numbs an area in preparation for treatment.
  • 1 x PharmCo Malleable Splint - A mid-sized device, this roll of malleable, high-strength plas-steel is made for casualties with broken limbs. Once removed from its plastic seal, the splint can be unrolled and then formed precisely according to the limb that is injured. Once formed, the material will stay solid and stiff while the casualty is being transported, and is easily cut open or removed upon reaching a field hospital or surgical suite.


PharmCo Laser-Assisted Surgical Cutter
Everything it says on the tin, the LASC is a glorified laser cutter, small in size so that it fits within one of his kit's recesses. The LASC operates on the basic principle that doctors or medics in the field need quick and easy access to wounded soldiers' flesh, and PharmCo's solution was a high-powered laser cutter that could easily eat through the layers of adaptive armour and webbing that comprised a regular Terran soldier's gear, yet was safe enough to use without cutting the casualty underneath. Their solution was a high-strength, low-intensity laser that merely heated flesh to a slightly uncomfortable level, but was strong enough to penetrate multiple layers of armour and clothing with ease. All this was packed into a neat pen-sized device that is able to be carried anywhere feasible on the body.


PharmCo Adaptive Medical Solution Device
Unlike what its elaborate name suggests, the AMSD is essentially a medigun. Developed by PharmCo's experimental research division, the AMSD, or Amsad as it's affectionately called by the staff, is a hybrid between a battle rifle and an all-purpose field medical apparatus. In its battle rifle form, it fires slugs made of superheated steel shorn from a single rectangular magazine within its grip through the use of magnets powered and operated by an onboard computer system, making it an effective railgun. Its medical uses are far more diverse, as apart from being able to preserve the life of its user through rapid application of molten metal into potential aggressors, it is also able to be loaded with alternative ammunition, by way of overriding the main barrel's load with an external feed. These are:
  • Painkiller Rounds - These special capsule rounds are designed to be fired at allied targets. When they burst on impact with a solid surface, say armour, the pressurised liquid painkillers within aerosolise and disperse into a cloud that a soldier can inhale to suppress his pain and keep on functioning as long as it takes for a medic to reach him.
  • Morphine Syrettes - If the medical officer or orderly on hand does not have the time to reach for a syrette from his back pouch, he can instead load a syrette that's already attached onto the gun's side into the rifle's breech on the top of the assembly. Once done, the gun's onboard computer system detects that it is firing syringes, and will lower its power output significantly to reduce injury. Pulling the trigger will apply the syrette similar to an injection gun, and the syrette is easily removed by simply pulling the gun barrel away from the patient's flesh. Of course, if the gun's safety system is overridden, it can and will fire a syrette at railgun speeds with deadly accuracy, though it's not designed to. Each AMSD comes pre-fitted with two syrettes on either side of the gun assembly.
  • Surgical Staples - Just like the syrettes, each AMSD comes pre-fitted with a double load of superstrength alloy staples, on either sides of the gun in small, disposable loader magazines. When a load of staples are pushed into the rifle barrel, its computer detects the wanted function and lowers its power levels to make it function as an overly large staple gun. Once this is done, the AMSD can be used to quickly close gaping wounds, similar to a modern medical staple gun. And, just like the above mentioned, if the safety system is overridden, the AMSD will fire its staples with deadly force, though it's not designed to.
  • MediGel - The only load for the AMSD that is not dangerous when fired, MediGel is able to be loaded within the AMSD and applied over a longer surface, much like how a glue gun works. The rifle's barrel is more suited for insertion into slightly gaping wounds, thus allowing the medical officer or orderly to apply gel to deeper wounds, thus stimulating healing from the inside out and enabling him to quickly treat a casualty with moderately serious wounds.


Bio: Simon Brewer is a surgeon and combat doctor, human of course, but not born on Earth. Instead, he came to be on a colony on Mars, and his interest in medicine was piqued due to his family's attachment to the colony's lone clinic and surgical suite. From an early age he was attracted to the study of biology, the human body, what makes it tick and so on, and his parents were happy to help him in his studies. After high school they enrolled him into medical school back on Earth, specifically in New Boston, after which he graduated as an assistant medical orderly. Shortly thereafter, he furthered his career in medicine and became a full-fledged doctor, specialising in reconstructive surgery, before returning to his home on Mars to work at the family clinic.

It wasn't long before Simon's talents were found by PharmCo. The roving military medical company's talent scouts approached Simon with a proposition: work at one of the most prestigious medical firms in the galaxy, and in return have the opportunity to explore the furthest reaches of space in their everpresent attempts to understand alien biology and to deepen their studies of medicine in both human and alien physiologies. His interest highly piqued, he signed on, and after three months of preparatory training, he was shipped from Mars to one of PharmCo's largest life ships, the PCLS Nightingale. Once there, he was given a lab for his own use and he joined the Nightingale's research staff as one of the doctors en suite. With the PharmCo staff, he looked into the effects of their proprietary products, like MediGel, on both human and alien test subjects, as well as helping them test various sets of equipment meant for their military wing.

Soon it dawned upon him that PharmCo, as ambitious as they were, were a primarily military company in structure, as most of their inventions went to the Terran Federation military, for use in battlefield scenarios in the hands of field medics and surgeons. And, by that time, Simon had grown bored of the ship life. Tempted by the prospects, he approached his superiors with a request: have him be a field tester for their medical military gear and technology. The job came with high risks - death obviously being one of them, injury being another, getting shot at being a third - but the perks were higher; he'd get to visit more alien worlds, use the gear provided by the company, along with a larger risk pay packet and hefty bonuses for putting his life on the line in the name of medicine. He agreed on the spot. A new contract was signed and two weeks later Simon was on his very first deployment as a medical officer attached to a Federation Navy vessel, where he underwent rigorous physical training to meet the military's standards.

His first deployment is to the Lone Star, where he was to assess the vessel's safety, along with assuring the safety of his squad and keeping them in tip top shape. However, the details of who he was going with were sketchy, nonexistent at times, and though he isn't really looking forward to working with unknowns, he keeps his chin up, in the hopes that this first mission will be a success.

Quote: "Stay still, I'm trying to help you. Just keep calm, relax. You're safe."
Hidden 9 yrs ago Post by Bonjour xx
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Bonjour xx all you need in life are dogs and memes

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(Posted in the wrong place, whoops)
Hidden 9 yrs ago Post by TheMadAsshatter
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TheMadAsshatter Guess who's back

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Name: James "JR" Rourke

Race: Human

Appearance: James is a pretty slender guy, standing at 5'10" and weighing 148 lbs. He has fairly attractive features; well-toned muscles, nice mid-length brown hair, green eyes, a shapely chin, and attractive facial features in general. He also looks pretty young, for thirty, and while he may look attractive, he also has a consistent look of annoyance or lack of giving a shit, which tends to repel some people.

Personality: In a nutshell, James has a very devil-may-care attitude, mixed in with blunt honesty, sarcasm, and a touch of jaded withdrawal.

Skills:
-Expert Weapons Engineering
-Skilled Mechanics
-Skilled Close Quarters Operations
-Amateur Hacking

Equipment:
-YF12 Blaster Pistol: A standard pistol used by many privateers, it functions by concentrating electrons into a plasma-like bolt of energy. It is powered by interchangeable power cells which function like magazines, containing enough power for anywhere between 45 and 55 bolts, depending on the quality of the cell. The YF12 has a fairly low range due to the nature of it's shots, with the bolts typically losing their efficacy between 50 and 60 meters and dissipating at 75 meters. They inflict fairly high damage, are pretty accurate, have low recoil, and a moderate rate of fire.

-KA76 Submachine Gun: A somewhat older design, the KA76 functions similar to a blaster, but instead uses physical ammunition consisting of ceramic flechettes containing a plasmoid liquid which is charged in the firing process and converted into pure plasma. The casing contains the charge far better than the YF12, resulting in better range, though it suffers in inflicting damage. It does, however, have a very high rate of fire, decent accuracy, very low recoil, and a magazine capacity of 120 rounds, making it ideal for close quarters.

-Weapons Maintenance Kit: "The Leo-tec advanced weapons maintenance kit contains all the tools you'll need to fix any gun, anywhere, anytime. Replacement parts sold separately."

-M23 Standard Headset and Uplink: An earpiece/headband which acts as a communicator, as well as relays vital information to the user's eyepiece. Typically used in squads where tactical information may be needed in a fraction of a second.

Bio: James was born and raised on Halloran, a cold planet inhabited by several different races. While civilized, the planet was also small and sparsely populated, and thus quite boring. There was never any sort of danger, and James was having none of that shit. He wanted to get out and explore the fringes of known space, and when he reached the age of 17 he got an opportunity to join the Sol Alliance Navy with the guarantee that he would be on an exploration vessel.

During training, he became enthralled with the mechanics of modern weaponry. Although he was trained as a CQC specialist to begin with, he was soon switched over to the position of weapons specialist, and within weeks he knew everything about the Alliance's small arms, along with several other weapons built by private manufacturers. When his training was finished, he was placed onboard a light expedition vessel. He and his crew marked several planets for future colonization, encountering all sorts of hostile wildlife, and on one occasion, a band of pirates.

After doing this for seven years or so, James began to actually get bored. Even exploring planets seemed to become nothing more than just going through the motions. Land here, shoot anything with teeth the size of your arm, drop some beacons and survey probes, maintain the squad's weapons, extract from the planet, repeat. Maybe it was the idea of procedure that put James off. He wanted more unpredictability, which he got when he left the Navy and became a privateer. He began to help on explorations with random people rather than a government entity, and that helped make things a bit more fun, but it still was basically the same thing as before. Still, it allowed him to build a reputation as someone who could handle himself and was virtually without fear, not to mention he knew his way around a gun more than pretty much anyone else. In his days of exploring, he never went a day without having his curiosity satisfied, but he went nearly every day without any real excitement.

When he heard about the appearance of the long-missing Lone Star, and that a crew was being assembled to enter the ship, he was more than interested in checking it out. This time, hopefully, he could satisfy both his curiosity and his need for some adrenaline.

Quotes:
"What can I say; shit happens."

"Hold your horses! Fixing a plasma rifle takes time, and if I'm not careful it can blow us all up."

"Well, that's a thing."
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