[hider=Count Jericho] [B]Name:[/B] Count Jack 'Jericho' Bannen [B]Age:[/B] 36 [b]Appearance:[/b] Jack is an able-bodied individual with the elegant, defined features stereotypical of nobility. He is both graceful yet quick in general physical attitude, akin to a silky exterior hiding raw steel. He is universally well-groomed and often dons intimidating armor. His blonde hair and blue eyes as well make him an Aryan ideal overall, if perhaps a mocking one. [B]Starting Faction[/b]: If anything, Jack is aligned with the Guild of Free Trade as that way lies a good few of his old bosses, yet in all honesty he's a lone wolf. Of course, his current contractor is Charles Harris. [B]Skills:[/B] Jack is highly skilled in close combat and long-ranged shooting, quite able with his family's most treasured heirloom and high-caliber sniper weaponry. For maintenance of his own craft and equipment, he knows the basics of engineering, yet is incapable of repairing things from utter scratch. Finally, he is obviously accustomed to the realities of nobility, with the 'metagaming' and politicking implied. [B]Standard Equipment:[/B] Jack has access to various quality implements due to his connections and influence as both a bountyhunter and high-class gentleman. These include, but are not necessarily limited to; '[i]Black Knight[/i]'; a nearly unique custom spacecraft, triangular in shape and with three extra-large fusion generators. More specific information is in a different section. [i]'Hunter-Tracker' Powered Armor[/i]; Jack is almost always wearing his individually-fitted light power armor. Assisting his movements with synthetic musculature, it massively enhances his endurance. While they also enhance his actual strength to a lesser extent, the motorized systems are primarily meant to capitalize on his ability to stay in the field for weeks with minimal rest. This is further enhanced by a small suite of medical injectors able to introduce pain killers, healing stimulants, and various other drugs. The suit also features mobility enhancement systems, such as zero-G capable maneuvering thrusters and an optional Heads Up Display with a simplified 3D rendition of his surroundings as seen by his suits' optics and other sensors. Finally, the suit is airtight, insulated, and is armored, if on the much lighter side. [i]'Judge' Heavy Pistol[/i]: The 'Judge' was based off of a generic, heavier pistol. While it's simply average in most respects, the asset that really sets it apart is the unique 'Block Switching' capability. Unlike most modern firearms, the 'Judge' has the capability to eject the ammunition block in the field with ease like gunpowder era "magazines". While ammunition is not a problem, the properties of each ammunition in the field is. The ability to swap the specific properties of the Judges' rounds gives Jericho an edge in nearly any gunfight, adding adaptability to his lighter weapons setup. Currently, the 'Judge' has access to standard kinetic, anti-armor, incendiary, sedative, and finally high explosive blocks. [i]The Bannen Blade[/i]: While melee weapons are fairly unnecessary (to say the least) in today's time, they still have their uses. They can be quieter then guns in certain situations, and are simply intimidating. Not to mention, in Jack's case, it's a fairly decent weapon that few train against that requires no maintenance aside from the occasional sharpening, and simply has sentimental value to Jack. In any case, the 'Bannen Blade' as it's known for simplicity is a 'bastard sword' with a length of 130 centimeters. It has a visually interesting 'Wavey' blade that somewhat improves cutting potential, while being well balanced. Finally, it features a longer handle able to accommodate two hands at once if needed. Jack really wants to find a blacksmith with technological knowhow somewhere to give it a "modern edge" (pun intended), yet swordsmiths who know how to enhance a blade into a thermal, vibrating, or monomolecular one are obviously few and far between. [B]Bio:[/B] Born of noble blood, Jack was the middle child in a very large set of children, and in his youth was not particularly interesting in any one parameter. This cursed him to be ignored by his family members, which did not mesh well with his naturally troubled mindset. He eventually snapped when he reached of age, strangling his father and second eldest brother to unconsciousness and getting away with his few personal possessions, alongside a good fraction of the family fortune and their most prized heirloom: A venerable old sword used in some impossibly ancient war, a hand-and-a-half with a flame-like blade. On the run, he eventually found out he did have an unusual 'skill', the fact he didn't really mind his actions at all, and if anything wanted to do things like that more. Soon afterwards, he coerced 'someone who knew things' to clear his record, and used his remaining funds to acquire a bounty hunting license, equipment, and train himself. [i][b]The Black Knight[/b][/i]: Jack's primary method of transportation and his equivalent of a home, the Black Knight is a triangular craft approximately 55 meters wide at the longest, and 8 meters thick. With lighter armoring and three heavy fusion generators directly powering hydrogen turborockets, it is extremely maneuverable and fast. With such a massive amount of power, the fact that it has six self-defense lasers and powerful kinetic barriers shouldn't be too surprising. It can easily take down anything civilian, yet a proper military vessel larger then itself will force a retreat. The craft flies with the flat 'top' as the front, and the six laser beam turrets are situated with two at each point of the triangle. The ship also features three launch tubes able to fire micro missile pods (Large missiles that can fire off smaller ones), proper guided torpedoes, or even anti-surface bombardment munitions. Internally, it has everything you'd expect from a bounty hunting ship, and is set up logically and simply. The center room of the craft acts as the inside-outside airlock, and all around it lies the circular primary hub. It connects to three small rooms, including a mess area, armory, and computer room, and three large ones. The large ones feature independent reactor subsystems and additional rooms including the barracks, bridge, munitions storage, and shield generator, among others. [/hider]