[quote=@Rennac Faintheart] [hider=walloftext] Species Application Species Name: Wolkar Human Ancestry: N Racial Orientation: Cunning and voracious fighters with a great curiosity for new technology and discovery. Heavy tech focus fighting with group strategy and tactics. Home world Type: A lush forest planet with sky cities hovering overhead. The Wolkar designed intricate systems to distribute light to the forests below to simulate the day cycle despite the planet’s constructed hi-tech shell. Primarily civilians only go down when they are certified to show they can survive on their own in case of emergency due to the vicious predators down below. Despite the few civilians that go down, it is used often by the military and guard units for training. Physiology: The Wolkar are best described as wolf men capable of traveling on both to legs or moving on all fours for heightened mobility. Their musculature ranges from light and quick to hulking berserkers, varying mainly thanks to variances concerning where they choose to apply themselves within the pack. Those who are more tech oriented have smaller frames and builds to better fit within repair conduits and tend to have fur colors that match more with the metal grating they find themselves in. Their fingers are also much more nimble to handle the smaller tools needed for their jobs, dexterity gained by working with small circuits over time. The packs that are more warrior based will be much larger in build with stronger limbs for fighting, even their claws gaining length and a keener edge for that added combat advantage. Typically the claws would only be used when challenging another for dominance if done in the more traditional style of challenge or as impromptu tools for carving out arrows and spears should they find themselves running low on supplies and need to create improvised weapons. The more modern tech has removed the need to use these claws as weapons to the point that it is almost taboo to use them for most combat situations. Though some fur colors are more easily found in certain packs most colors can be found within the collective. The ears of the Wolkar are typically canine with tufts of fur inside to act as a barrier for extremely high pitched noise. Typically these ears can move on their own, coming farther up to hear more clearly or press close to the head and tight over the fur tufts to muffle ear piercing sounds like the roar of a ship’s engine. Wolkar can see easily in the dark, their eyes easily adjusting to various levels of light. However, quick changes from one extreme to another, such as going from jet black night to a piercing white light of a flashbang grenade, can strongly disorient them and leave them recovering for several minutes without eye gear to lessen the effect. Sense of smell has over the years been muted down over the years due to the recent rush of exposure to starship fumes and other pollutants, being somewhere below tracking dogs and a standard human in terms of smell sensitivity. The few packs who have their warriors spend most of their time in the forests below the sky-cities can however train their sense of smell to return to their original sharpness. Government Type: Pack-type hierarchy. Similar to wolf packs, the Wolkar believe in strong leadership and right of challenge by combat. The Alpha is the overall leader of the pack with a Beta and Omega below him. In order to become the Alpha, one has to first defeat the Omega and keep his position for one month before he can then challenge the Beta. Once he becomes the Beta he must wait a year before he can challenge the Alpha. This is only within the pack and there is a collective known as the Alpha Council. The head of the council is known as the Sirius, the only one the other Alpha’s follow and obey. This tiered challenge system ensures strong leadership while also ensuring that power is not constantly changing hands. Even after an Alpha is defeated he is then made into the Beta so they can guide the new Alpha in their duties. Despite the competitive nature needed in such a society, it is well recognized that you only call a challenge when there is no immediate danger or when it will not cause chaos in a time of trouble. In times of war a challenge would only be issued if the majority believed the current Sirius was incapable or negligent. The Wolkar are surprisingly a close knit community, acting as a massive family while even accepting outsiders into their pack so long as they pass the proper tests and trials to prove their resolve to join the pack. History: Originally a tribal culture, they were primarily hunters and farmers for centuries. They were at the stage of going from using skilled artisans to industrialization when a freighter ship crash landed on their planet, causing first contact to be established with the rest of the galaxy and allowing the Wolkar their first grasp of true technology. It had been such a large leap from where they were that many had delved headlong into studying, and soon mastering, these new devices. In short order the Wolkar went from catching up to the advances in technology to becoming pioneers in the fields, using their cunning and analyzing gained hunting the predators of the wilds to figuring out new advances and applications of technology. Today they have made floating sky-cities which cover almost the entirety of the forest below, using advanced systems to deliver sunlight and rain water to maintain the ecosystem. They have also made themselves well renowned for their mercenaries and bounty hunters, becoming a base of the galactic mercenary guild in exchange for access to the advanced battle armors and weapons the Wolkar have created under the condition they not be sold to the other nations behind their backs. While the Wolkar have been happy to sell their technology used for agriculture or medicine, trading military equipment is highly regulated and dealt with most harshly if any smuggler is found trying to smuggle Wolkar tech off of the planet. Their overall specialization lies in their advanced power armor and cybernetics augmentation. While they only use robotic limb weapons in the case of wounded veterans on active duty, they do have most Wolkar set up with a cybernetic connector port at the back of the neck, serving to connect them directly to technology. Whether it be citizens connecting directly to the galactic net or soldiers wiring their brains to work their armor weapons with a thought, this connection gives the Wolkar unrivaled control over technology. They have even created strength assist technology that works in tandem with their body’s motions, acting as added muscle that works in sync with the user’s actual body. These advancements were later pushed to the next level when they discovered a new mineral ore which they later called Beskad, becoming many times more durable than what had previously been the galaxy’s strongest malleable metal that can be found naturally. To this day all Wolkar ships are plated with this rare metal, used only when durability was the absolute top priority in the construction of anything that could use metal. While even Wolkar children are capable of creating basic robotics, there is a university dedicated to creating new machines. There is already a host of high grade war mechs and tanks, not limited to the newest weapon in the Wolkar arsenal: The FERALS. These armored mechs can be heavily modified to suit different roles in battle from heavy missile support, to artillery, to high speed close combat specialist vehicles. They are designed to only be operable through a Wolkar neural connector and sport a wide arsenal. They are all equipped with flight boosters, quick boosters for evasion, as well as a energy armor system which, with the right tinkering and modification, can be expended to create a shockwave of devastating energy. In addition, each part is highly customizable, even capable of exchanging the standard two leg design for a tank leg unit or even four legs for stability. A FERAL can hold several weapons. Typically it has one for each hand, and two back units. While most FERALs found in the field will carry missiles, standard energy rifles, and a grenade launcher, most of the more notable and specialized FERAL pilots equip their units with an energy blade to cut through heavy armor. The back units can carry EX boosters to boost maneuverability, carry missiles, or even energy and rail cannons for doling out a long ranged barrage. Hero Application Hero Name/Title: Rennac Shadowfang Alignment: Wolkar Pack Collective Physiology: A more lithe build than most, using his heavy armor to counter for the natural bulk many of his peers may have. He trained hard with his armor, practically living in it and following his mentor’s words. “Your armor should be like a second skin, more comfortable than a warm bed.” The Wolkar took this to heart with his training, keeping it on nearly at all times save for the occasional formal event or when he bathed. This resulted in him being quite strong and retaining most of his mobility even with the heavy plated power armor. While those who are used to wearing light armor will still be able to outmaneuver him, he can keep up with most and take a good deal of punishment while doling out just as much. Psychology: A strong willed adult, his moods shift from cocky and friendly to calm and deathly serious. He knows when to relax and poke fun and when he needs to be focused. Even when he takes a fight lightly he is actually plotting everything out in his head, strategizing and forming plans A, B, and even C all the while. Much like the rest of his kin, he is very open minded to other cultures and species, not above drinking with even the leaders of other factions so long as he knew he could trust them. He would often call a few of his closer friends a pack brother after they fought together in battle. To him, his friends are just as much family as his parents or siblings. Appearance: Dark blue fur where the head is exposed and tufted ears, fur color the same for the rest of his body. A tall and lanky build is hidden behind thick durasteel power armor at almost all times, a part of the Wolkar’s constantly ongoing training. Status: Alpha of the Shadowclaw pack and representative to the Alpha Council. Equipment: Beskad plated power armor with wrist mounted weaponry. Upgraded with energy dampening technology to reduce the impact of exotic energy types like psionic or anti-proton attacks. Has upgraded the strength assist unit inside his suit for increased yield. Energy dampening shield to further increase defense against energy based attacks. Jetpack with one anti-vehicle missile when deemed needed for a mission. On board medical probes and AED Visored helm with full heads up display and connected to the Collective’s military database and the Mercenary Guild’s bounty boards. Must be in the same orbit of a Wolkar ship to establish connection. Multiple gas cylinders to modify his equipment on the fly Combustible cylinder- causes laser based weapons to burn more easily, good for those with no or light armoring though ineffective against heavy armor. Ionic Cylinder - Magnetizes weaponry and armor, causing some electrical current to run through the weaponry as well as partially magnetize his armor. Magnetizing armor partially makes it dissipate more harm from metallic and energy weapons though his own weaponry also loses some of it’s lethal potential in favor of defense. Armor Piercing Cylinder- Allows blasters and weaponry greater penetration power at the cost of drastically reducing firing speed. Only advisable for large scale fortifications and slow moving armored enemies Combat Support Cell- redirects part of the suit’s offensive energy to the medical probes and equipment, making them function more efficiently and overcharge healing rays. Can even repurpose blasters to fire cauterizing bolts to seal bleeding wounds though they will not replace emergency medical treatment. Weapons Blaster pistols for mid to close range combat Single anti-vehicle missile on his jetpack Gauntlet mounted weapons Rail Laser Fires a single high impact blast meant to do damage to armor. Takes a second to charge Flamethrower Dart launcher neural jolt distraction Toxic dart Only good for sneak attacks on unarmored foes Tranq dart See above Explosive dart 3 second delay. Can attach magnetically to armor or with strong adhesive at the tip of the dart Electro dart 8 second long range tazer. Will also affect armored targets unless their armor is insulated from shock. Wrist Mounted Rockets Grapple Line Mainly used to tangle and capture enemies but can also be used to reach high locations should jetpack be damaged. Immobilizing Foam Spray Sprays a rapidly solidifying foam which coats the target, becoming hard as concrete in seconds and becomes as hard as standard steel after a few minutes of setting. Since the foam is porous it can even be applied over the face while not endangering the target’s life and allowing easy air flow. only good for securing subdued and defeated enemies alive. Cannot be used properly otherwise. Mainly used by bounty hunters for live bounties. Retractable Gauntlet blades Collapsible 3 foot blades Nanite reinforced Sniper rifle for long range Only VERY occasionally used, preferring to fight up close Rennac’s FERAL: Vanguard A moderately heavy armored two leg model FERAL which carries one of the few Assault armor units as well as sporting a moderately sized hanger unit in the legs. Heavily modified to suit his quick and deadly combat style. Though it is heavier, Rennac has overhauled the booster units to compensate. Right arm: Gattling energy rifle Large energy bolts fired at a high rate to pepper more lightly armored vehicles Left arm: Moonlight energy blade Deadly close range weapon. Can cause severe damage to even strongly reinforced defenses Left back: High action missiles Moderate yield missiles designed for dogfighting. Advanced lock technology and maneuverability fins make it difficult to refocus them on an alternate target Right back: Rail cannon Long range death dealer. Strong against even the toughest of armor. However, it requires the FERAL to be completely still and braced to use with any precision over long range. Can be used while moving though accuracy is reduced.[/hider] [/quote] Is this FERAL a ship?