[u][b]Hunter[/b][/u] [hider=Alien Policeman] Codename: Hunter Real Name: Redacted Species: Redacted Age: 44 (Earth years) Appearance: [hider=Armour] [img]https://s-media-cache-ak0.pinimg.com/736x/5e/60/47/5e60470c62f640830bfd257174762622.jpg[/img][/hider] [Hider=Outside Armour] [img] https://s-media-cache-ak0.pinimg.com/236x/c6/1c/64/c61c648afd90dbf34d8139c4aef62494.jpg[/img][/hider] Beneath his armour, Hunter is a tall moderately well-built humanoid, he has two front facing eyes, dark grey skin and no hair. His ears are slightly pointed but he otherwise has very similar appendages to a human, except for his feet, which are webbed and made of four splayed toes. Internally he has organs that carry out pretty similar actions to a humans. His appearance is somewhat variable, as his species do have the ability to slightly alter their facial structure to mimic that of other species. Speech Colour: [color=1E90FF]Dodgerblue[/color] Character Alignment: Hero (Self-Perception) Identity: Unknown Character Personality: Uncompromising, protector of the weak, scourge of the unjust and the unnatural. Compassionate for those who cannot protect themselves, but capable of acts of perceived cruelty by human standards, utilitarian would be the best description. Arrogant and prideful at his worst, noble and protective at his best. Uniform/costume: GRP Specialist Uniform/Power Armour Origin Info/Details: Hunter is a member of the Galactic Republic’s Peacekeeper organisation, which serves as an internal police force, secret service, counter intelligence, and pretty much all other forms of internal policing. His species are one of the many that claim membership of a galaxy wide republic within which Earth exists unknowingly. Many planets like Earth are left untouched by the Republic due to their status as a T0 borderline T1 civilisation. They usually make contact at mid T1 to T2. As part of GRP Specialist branch, Hunter plays a unique role in that he, unsurprisingly, hunts down dangerous extra-terrestrial creatures or criminals. There is always one active Hunter, when the previous Hunter retires either by choice or by circumstance, they are replaced. He is put to work particularly when the extra-terrestrials in question are playing havoc with a civilisation incapable of dealing with them. He essentially mops up mistakes and tries to protect species like Humanity from monstrosities, not to mention quarantining diseases and infections. Earth has recently drawn the attention of the GRP due to an influx of mutated individuals and reports of extra-terrestrials breaking the rules, essentially. He’s been sent to investigate the situation and to act at his own discretion, which is usually bad news for anyone being naughty, to put things lightly. As will be elaborated on, part of Hunter’s job is to eliminate threats without indigenous people’s recording its or his existence. In the past this was easier, many myths and legends are based off the exploits of his predecessor. George and the Dragon? Not exactly a Dragon, try mutated and very dangerous experiment that found itself discarded on Earth by a megalomaniac space pirate. Just one of many, not every myth of course, but Hunter is not the first of his profession to find themselves on Earth. However, they also have to deal with advanced societies with instant transmission of information, social media is not a phenomenon known only to Earth. He has the tools to deal with it to prevent society being changed unduly by the existence of aliens. Hero Type (Select one): Alien Technology/Cyborg Power Level (Select one below): C. World Level Powers (Be Specific): GRP Tech GRP Specialist Power Armour: GRP Power Armour essentially allows the user to overcome biological restrictions on strength, speed and durability. Though by no means impervious to damage, the armour can completely negate small arms fire and significantly dampen even heavy munition, it can even resist low temperatures, though it struggles with higher temperatures and the user can find themselves suffering from heat stroke if they remain within temperatures over 1000 degrees Celsius for longer than a minute. The suit is insulated from electricity and can reboot from hard shutdowns and EMPs once per minute, roughly. It can also self-repair using a finite amount of resources. Finally, it offers Short Jets which are essentially thrusters on the back of the armour which allow vertical and horizontal flight for short periods, usually between two to four minutes before a half hour recharge is required. Hunter’s armour is unique in that it comes equipped with optical camouflage, which allows him to become almost completely invisible while still, and around 80% transparent while moving at speed for periods similar to the Short Jets. They drain the same battery and share the same recharge. The suit also comes equipped with a HUD system and optical vision modes such as thermal, night vision and even limited sonar/electric vision, air filtration, shock dampeners, sound and light restrictors (preventing him being deafened or blinded by sudden overloads, though shockwaves can still hurt him and bright enough lights over sustained periods will just shut down optics completely.) There are plenty of additional functions that one would expect from a combat ready suit, it can adapt to a wide range of effects due to its specific usage. Cybernetic Implants: Besides the Power Armour, Hunter is equipped with three implants which allow him to carry out certain actions even without the use of his armour. Neural: The implant which accounts for his increased reflexes, his neural implant sends nervous impulses into overdrive, particularly in high stress situations, allowing to react at record speed. Anti-Psionic: The implant which protects him from telepaths and the like, though only a rudimentary protection. It prevents his mind being read too easily, his actions being controlled, being possessed or tricked by illusion. The implant is fallible however, if placed under undue pressure it loses effectiveness over time. It provides reliable protection for about twenty seconds, so Hunter has to deal with the threat quickly. Optical: Coupled with the neural implant, this allows his eyes to take in information at an advanced rate. He can also swap into a low-light vision mode, though for any other special type of sight he needs his power armour. Biological: Hunter’s species can alter their facial structures to mimic that of other species, though he seldom uses this, he could in theory make himself look like a bald human, albeit with very unusual eyes and bone structure. Weaponry: Hunter has access to an excessive amount of weapons. One only has to look at the variety of different ways humanity has found to kill each other to understand how large a galactic wide reservoir of weaponry would be. It would take too long to describe them all, but there are some he carries on his person at all times: Mag-Tech Handgun: Similar in essence to a pistol, the advanced mechanism in this ten-shot firearm is its ability to fire both regular, sedative and magnetic ammunition. Regular ammunition is .50 calibre, the magnetic ammunition fires non-lethal rounds that stick to metallic surfaces and stick to its paired round. It is equipped with duel mags that allow for quick reloads. Sedative ammunition is what one might expect, tranquilizers of varying intensity that adjust for the mass and resistance of its target. The weapon cannot be fired by anyone but him, can be detonated at will and sticks resolutely to his palm and his side when he wishes it. Energy Baton: An extendable baton that generates from a relatively small tube, the edge glows intensely and can generate extreme heat or sharp bursts of electricity, it is usually used in a non-lethal fashion. Gadgets: Like his weapons, Hunter has access to a wide range of gadgets the like of which would make the average nerd break down and cry. Almost every effect one could desire for a multitude of different tactical situations can be manifested by technology at his disposal, in the immortal words of that one guy, any sufficiently advanced technology is indistinguishable from magic. Some of his most common tools: Dispersment Grenades: Doing exactly what one might expect, these innocuous objects can unleash either nauseating sound waves or noxious smells and gases that tend to cause by-passers to leave the area. Incineration Grenades: More akin to drones, incineration grenades are used primarily to deal with infestations and other troublesome biological organisms, they can be directed using a GRP suit and detonate with varying degrees of high intensity flame and heat. Grav-Locks: Thrown not unlike discus, the Grav-Lock is a disc which when activated can be launched at a fleeing quarry, on contact it wraps around them and generates an intense gravitational force that rapidly increases their mass, slowing them and eventually driving them to their knees. The Grav-Lock has been known to fail under extreme stress, physically powerful entities have overcome them or simply outlasted their limited battery. Support: Hunter’s ability to requisition resources in the field in real time is arguably his greatest advantage over the monstrosities he combats. While having access to a wide range of street-level technology at a dime, such as transport, anti-personnel weaponry and other specialist gear, there are also two further levels of escalation if the situation demands it. Kato: The penultimate escalation level, Kato is determined if a threat posed could realistically destroy the dominant species on a planet. It allows Hunter to access close fire support and orbital bombardment, glassing, and devastating hand-held weaponry. Zeka: The final escalation level, Zeka is determined if a threat posed could realistically threaten the safety of the Galactic Republic. It allows Hunter to active a beacon in his armour that calls down a planet buster on his position. The operative is sacrificed when utilizing this weapon, so as to ensure it is not used lightly. Attributes: Biological Strength Level: Half Tonne Speed/Reaction Timing Level: 20mph Endurance at MAXIMUM Effort: 2 Agility: 5X Intelligence: Genius Fighting Skill: Trained Attributes: Power Armour Strength Level: 30 tonnes dead-lift Speed/Reaction Timing Level: 150mph Sprint, 200mph Short Jets Endurance at MAXIMUM Effort: Nearly Infinite Agility: 20X Intelligence: Genius Fighting Skill: Mastered Resources: Large, bordering on extreme, depending on how much support he can requisition from the GRP. The limitation being his resources are off world, and obviously don’t include social connections and the like, as a stranger to Earth. Weaknesses: Heavy dependence upon fallible technology, no natural superpowers besides a minor biological face change, weakness to certain super-power types. Supporting Characters: GRP Supervisor: Keia Do you know how to post pictures on RPG boards: Sure [/hider]