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.