Not addressing these completely in order, as some are easier to handle than others. Any verdicts rendered are also pending discussion with my Co-GM, in the event that he sees something I do not, but they're probably about 80% final. [@Caasicam] has already talked to me, so barring any changes, you're good to go. [quote=@Strange Rodent] So this is my draft (and possibly final) sheet. I've taken a custom mech, so hopefully I've filled out that section to the GMs satisfaction. If there's anything that's unclear, don't hesitate to let me know (really). I wrote the majority of this at about 3:00 am, and finished it at 1:40 am the next day, so it's absolutely going to have some things wrong. Yeah, I know the RP official thread isn't up, but I just wanted to put this to the community as well [hider=Colin Kitshin] [color=steelblue][h3]Basic Info[/h3][/color][hr] [color=steelblue][b]Name:[/b][/color] Colin Kitshin [color=steelblue][b]Age:[/b][/color] 55 [color=steelblue][b]Sex:[/b][/color] Take a wild guess [color=steelblue][b]Appearance:[/b][/color] Body wise, he's quite well muscled due to constant working. He's almost always covered in soot, steel shavings, grease, cuts, burns, and sweat. Unless he wants to make an effort, of course. His clothes are never polyester, because they'd melt and get ruined if they were. They're also almost never clean. He has short brown hair that's beginning to go grey, a gruff beard, and sunken cheeks. His eyes are blue, but people have a hard time noticing that, because they're too busy noticing the soot all over his face. [color=steelblue][h3]Personal Info[/h3][/color][hr] [color=steelblue][b]Profession:[/b][/color] Mechanic/Engineer. He worked on a few early mech models, and as such has a very thorough understanding on how they work, and how they can be modified. [color=steelblue][b]Personality:[/b][/color] Colin is a bit of a loner, but only because machines take up the majority of his life. He tends to be rather carefree, until one of his machines are involved. He gets so overprotective of his machines that if you damage one, you can expect to pay for the damages in more than just money. He's calm, but not exactly collected. His mind is constantly wandering between ideas, unless he's actually making one. He attributes his mechanical skill to his overactive imagination, and can calculate the exact way to install most modifications in his head, without the help of blueprints. He will always use a blueprint though. Just in case. [color=steelblue][b]History:[/b][/color] He was born to a middle class family which has a long history of engineering through his mother's side. He likes to think that his mother was the one who brought him up to love steel and grease. In his teenage years he was building small robots for "Robot street fighting", and winning regularly. He dabbled in speedbuilding there, too. As he approached his 20s he started to take mechanics more seriously, and started working for the family mechanics business when he wasn't doing study for his engineering degree. Later in life he was hired to work on mechs, which he continues to do to this day. He works on other things, but mechs are a very good source of income. Services, modifications, and repairs rake in the majority of his income. And while he doesn't like to see a mech trashed, he loves to work, and he loves a pile of scrap steel. [color=steelblue][h3]Resources[/h3][/color][hr] [color=steelblue][b]Equipment:[/b][/color] Most of his equipment is top of the line powertools that he carts around in his ship. He believes in hand made quality, and currently owns a propane forge, a drill press, a linisher, a bench grinder, several welders (MIG, SMAW, and TIG) a drop saw, a steel roller, several handheld power tools (like angle grinders), and a 150 year old german style anvil which is still very solid and usable. Other than his extensive range of tools, he also possesses his customised Bluecaster Cargo Jet, which is a one man cargo ship. It's fitted with a cargo hold, a bunk, a cockpit, and a leisure room. Its size allows it to get to smaller areas without an issue while carrying all the gear he needs to fix shit. As for weapons, it boasts a pair of custom artillery cannons that utilise automated tracking technology, and oddly large breech magazines. He also owns (and regularly plays) a sitar. He isn't Indian, but he enjoys playing this instrument. On his person he rarely carries more than a water bottle, his info tablet thing, and his wallet. There just isn't any need for it. [color=steelblue][b]Skills:[/b][/color][list] [*]Engineering, manufacturing, and mechanics are his main skills. He's worked as an engineer all his life, and even helped to finalise some of the mech models currently used today. He's really quite good at it, and does contract work to the highest bidder. He isn't famous as such, but is highly regarded within the engineering community. He has a slight focus on the practical side, but recognises that theory and planning are both incredibly important. [*]Business and Finance: He's run his own business for 30+ years. He knows how this works to a passable extent. [*]Piloting: By no stretch of the imagination is he a virtuoso at this. He can do it, though. Not particularly well, but not disgustingly badly either. [*]Household upkeep: He figured that if he had to run his own life, he'd better do it well. He's an alright cook, rather tidy, and is sure to have a spare mattress around. [*]Sitar: This West Asian instrument was very interesting to Colin. He liked it for how different it was, and its timbre. He plays it for about an hour a day if he can, and is rather good at it. He has a basic understanding of the music theory behind it, too. [*]In-Mech Repair: He has his own small mech, which he has removed all weapons from in favour of tools. He has outfitted it with multiple custom tools for repairing other mechs, and in a way could be considered a mech medic. [/list] [color=steelblue][b]Weaknesses:[/b][/color][list] [*]Lack of combat experience: He's had experience in repairing during combat, but hardly ever fights. [*]Whimsical: He gets lost in ideas a bit too often. He zones out in non-stressful situations, which can cause some conversations to turn awkward. [*]Unrefined: While the machines he makes are ornate, beautiful, and functional, he is very rough around the edges. He has no sense for manners, and can inadvertently put people off because of that. [*]Recluse: He tends to hide from the outside world in his workshop, where he controls everything. He isn't totally oblivious, but frequently misses out on the small details. [/list] [/hider] [hider=MedMech] [color=steelblue][b]Base Model:[/b][/color] A custom mech built by Colin himself. He considers it his magnum opus. It boasts a dual reactor, an elegant cooling system that was modeled off our very own ability to sweat, hand forged armour plates, twelve storage compartments, extra long leg pistons to allow for height gain, a set of overdriven leg pistons that allow for faster running, and no weaponry at all. The Dual Reactor is to compensate for the overdriven legs. The cooling system uses thermometers and tubing to pump coolant to sections of the mech that rise above 30C. In the storage compartments he houses myriad grades of steel in different stock specifications. Lots of sheet stock to patch up armour breaches. He features an extra four pistons wherever he needs any pistons at all in the legs of the MedMech. These extras are powered by his spare reactor, unless he has only one reactor avaliable. If this should be the case, they are not powered and the spare reactor will route power to the main pistons instead. Because this mech is very short, it can gain extra height through its leg pistons. It can add 8 meters to its height with this method. Within the cockpit, the pilot has access to a button and lever interface, with the more common controls in the center and the less common towards the side. [color=steelblue][b]Armaments:[/b][/color] None. He has fitted the mech with tools instead, to allow him to repair other mechs. The way they are mounted allow for three tools per arm, and these tools can be changed in the hangar. Usually he will go with a grabber on each arm, a welder, a belt sander, a grinder, and a cutter. It does possess thick armour around the more vital regions, though. This was a deliberate choice from Colin to reduce damage, due to the fact that he can't shoot back. He has implemented a feature where he may close some of the armour plates together and render the mech partially invulnerable, with an extreme sacrifice to maneuverability. It also tends to use much more coolant in this mode due to the lack of 'vents' between the armour plates. [color=steelblue][b]Weaknesses:[/b][/color] The obvious one is the lack of fighting capability. The other big weakness is a small size and large mass, due to the spare steel he carries and his thicc armour. This causes it to eat slightly more power when it's moving, so it can drag that extra mass around. (it's worth noting that it's still lighter than a regular mech, but heavy for its size.) [color=steelblue][b]Designation:[/b][/color] He has fondly named it MedMech, and refers to it as Mac for no reason in particular. [color=steelblue][b]Appearance:[/b][/color] The MedMech is usually the shortest mech around, standing at a tiny 10m tall. It hasn't been painted, but Colin keeps it well poished, and it can look quite pretty and shiny in the sun. [color=steelblue][b]Pilot:[/b][/color] Colin Kitshin [/hider] [/quote] Looks good! Nothing I need you to change, just a couple of things to bear in mind. As, presumably, a civilian contractor for the Federation a bunch of what he touches will be buried under a mountain of nondisclosure agreements. And at fifty five, he's pushing the upper end of who you might see on a battlefield even with humanity's longer lifespan. I like the MedMech. Just bear in mind that at that size its two reactors, while more then sufficient for it, are probably significantly smaller than what's in use on a Walker. As he developed it himself, it bears more similarity to civilian-use machines than Walkers. Which also means there aren't any issues with how it fits in the dev timeline, so you should be good to go. [quote=@Double] [hider=Arno Gheorge][b]Name:[/b] Arno Gheorge [jee-YORG-eh] [b]Age:[/b] 20 [b]Sex:[/b] Male [b]Profession/Rank:[/b] Engineer, Pilot, Billionaire-Playboy-Philanthropist [b]Appearance:[/b] WIP [b]Personality:[/b] A bit of a snarky bastard, Arno is confident, talented, and kind of full of himself. Having been raised on the praises of his talent and genius, Arno is a self-proclaimed prodigy of design, engineering, and even piloting. This makes him rather difficult to work with, his arrogance and eccentricities often rubbing everyone around him the wrong way. Still, underneath all the arrogance and snark there is genuine talent and potential to be found. Arno's ideas and designs are often quite brilliant but with the kid himself lacking the proper discipline and experience to execute them properly. [b]Skills:[/b] Designing and engineering. He might even be a good pilot too if he pulled his head out of his ass and trained properly. [b]Weakness:[/b] Arno is kind of an arrogant ass. That fact alone makes him hard to work with. Beyond that his family name has also earned him the hatred and ire of all the many enemies his family has accumulated. [b]History:[/b] Born to the ultra-wealthy Gheorge family, Arno was the very picture of a privileged life. Enjoying any and all luxuries his rather high class status afforded him, this made Arno grow from an entitled kid into an arrogant young man. It wasn't as if anyone was in any position to argue. Arno was the son of the famous (or infamous, depending on who you ask) Krim Gheorge, the current CEO and President of Asgard Industries, a well-known weapons manufacturer first founded by legendary weapon designer Sterkenburg Gheorge. Sterkenburg was a man who had a passion for the legends of gods and monsters, and that passion followed him into the founding of his company, which he even named after the kingdom of Odin himself. Asgard was producing weapons long before the advent of Arsenal Walkers, even as far back as the founding of Armstrong. For Asgard, AW's are just another market for them to dominate. They haven't officially produced any Arsenal Walkers of their own yet, but everyone knows it's just a matter of time before they do, and for now most people in the industry are simply watching and waiting to see what Asgard has in store for the Earth and the Colonies. As for Arno, as a boy he at times could very bright eyed and full of ideas. So much so that Krim would practically give the boy free reign to sketch those ideas into what would later become the blueprints of Asgard's next generation of weapon designs. However, Arno was not Krim's only son. His elder son, Dorian, was by birthright the actual heir of the company. And yet Krim could not deny Arno' greater talent for design, and so while he groomed Dorian to take control of the company's business affairs he groomed Arno to become its chief designer and engineer. As the anniversary of Dyson's founding draws near, the two brothers have been sent to Horizon in the hopes of brokering a business contract between Asgard Industries and the Earth Federation. In truth, Dorian is the one slated to do all the talking and negotiating. Arno's presence is merely to help pitch some of their latest designs, and Arno himself may or may not also be using the trip as an excuse to enjoy a vacation of sorts. It [i]is[/i] Panama, a rather nice vacation spot after all. [b]Equipment:[/b] WIP[/hider] [/quote] A WIP, I know, but I don't have any issues so far. [quote=@Raider Dog] [hider=Liam Zachery] Name: Liam Zachery. Age: 24 Sex: Male Profession/Rank: Pilot, combat specialist and Lieutenant within the Federation. Appearance: [img]http://p2.i.ntere.st/055f79e73448a50f77207b139b3b53f0_480.jpg[/img] Personality: Liam is a rather stubborn man who has a strict way of living seeing as how his whole life has been within a military type of lifestyle. On duty he follows orders and protocol to the dot and rarely questions them as he has found it to be much easier to do so. He is a determined and loyal soldier of the Federation that will do almost anything to secure victory. He is very attached to his fellow pilots and has found a strong brotherhood within the ranks. Though they joke about his cold attitude and uncaring appearance he still enjoys his time with them. Off duty he is surprisingly more approachable as he lets his strict military appearance lower enough to relax. Though he does spend a lot of his off time to train his skills and do a bit of work on his Walker and has been labeled by some to be a workaholic. When he isn’t working on himself or his Walker he mostly just sleeps or talks with his fellow pilots. Skills: Combat specialist, excellent pilot, surprisingly decent cook, intel extractor (A.K.A expert in torturing people for information.) and finally a good reputation within the ranks of the Federation. Thanks to his decent reputation he adds a good moral boost to his fellow soldiers of the Federation. He is even trusted with certain missions from the higher ups that require skilled soldiers. Weakness: Is blindly loyal to the Federation and would follow any orders given to him, even if they are not morally correct. History: Liam was born through the flames of conflict, well not literally, but that’s what he was told as he reached a certain age of learning to talk and walk. Liam barely remembers his life before, but it never mattered to him as he simply focused on surviving within the harsh mercenary group known as Venom. He was raised by the youngest pilot, Jackson. Liam remembers him fondly as an excellent soldier and teacher. Though most would consider him a rough father seeing as how he personally taught Liam through brutal trainings that on a few occasions have nearly taken Liam’s life. As it was a hard start in life, Liam always finds a smile on his face as he thinks back on it. As he grew within the group he witnessed many questionable deeds committed by the mercenaries. Raids, kidnappings and even plain mass slaughter. It has always given him an unnerving feeling in his gut as those memories returned to him, but he simply shrugs it off and tells himself there was nothing he could do. As he reached the age of twelve he was finally given his first job within the group. The assassination of a corrupt businessman that had went back on his deal with Venom. It was a simple job for Liam really. All he did was bribe his targets bodyguard and have him escorted to a rather shady part of the city. As they reached the location Liam revealed himself and gunned him down. After that the targets now ex-bodyguards simply reported to be caught up within a gang related shooting. Liam never really thought much of it, but all he knew he had gotten the job done. Though he could only enjoy the feeling of a job well done for a brief moment. As he was returning to his Venom he was not welcomed with acknowledgement for a mission well done, instead he was welcomed by chains and beatings. He had been sold to a rather rich buyer within the human trafficking business. He fought with all his strength to resist and even called out to Jackson, a man he admired as a father, but felt his heart drop as he saw Jackson simply accept the payment from the buyer and give an uninterested glance his way before turning away. Defeated and sold as cargo Liam felt his world crumble before him as he was stuffed away in a cell. It looked like he was going to be just another slave, but before the ship he was on could reach its destination it was attacked by a Federation battleship. After what felt like hours of fighting a blast freed Liam from his cell and with a burst of energy he made his escape. Sadly his escape wasn’t as simple as he would have wished for and was greeted by a group of slavers. With his training and instincts he snatched up a sharp piece of metal that had been blown away from the blast that freed him and charged his captors. Liam still can’t remember what happened after that as he blacked out and regained his senses standing above several slavers corpses. Luckily the Federation was able to capture the ship and found a bloody Liam sitting on a corpse, waiting for them with an expressionless face. He was quickly taken in by the Federation and after he had revealed his past and skills a few of the higher ups decided he would make a fine addition to their forces. From there he was trained and treated as any other soldier. It took him awhile to get use to things, but now Liam serves within the Federation proudly and with a whole new sense of purpose. His hard work and determination has earned him a name within the military and has even gained the trust of his fellow soldiers. It is clear to Liam now that this will always be the place for him. [/hider] [hider=Hound] Arsenal Walker: Base Model*: FAW-007[G] Warrior with a bit of weight added to it. An extra layer of armor has been added to the more vulnerable parts of the Walker and more room as been made to store additional rounds. Designation: Hound. Appearance: [hider= Hound] [img]https://i.pinimg.com/736x/06/fc/9f/06fc9fd90a3b1c8a20d85cf4b93c2d24--cyborgs-gundam.jpg[/img] [/hider] Armaments: Standard battle rifle with armor piercing rounds, a desert eagle like pistol named “Show Stopper”, a thick and heavy survival knife and finally a heated machete. Weakness: Is heavy and slow due to an extra layer of armor and equipment. Pilot: Lt. Liam Zachery. [/hider] [/quote] No issues with the Hound, and just a couple of things with Liam. Bear in mind that the Federation has been at peace for nearly a hundred years. Small skirmishes with nations that refuse to join, of which there are a few, but nothing large scale. Anything undertaken while he was a mercenary would mostly be in those sorts of areas, and almost certainly of the extremely illegal variety. Unless he went to college, he'd be enlisted or an NCO. Yuna's a good example, or depending upon duration of service he may have made it up to NCO as a Warrant Officer. Tweak that a little bit, remember to bear in mind the political climate for his history, and you should be good to go. [quote=@GingerBoi123] [hider=Lt.Travis Ryder] [center][img]https://i.pinimg.com/736x/ee/ac/46/eeac460316f18e4eb9d540966eb4cc5b--game-pics-end-of-the-world.jpg[/img] [img]https://fontmeme.com/permalink/180429/755c2f0335fa08d25d4905de66a7edf5.png[/img] [color=2A58BD][i]"If it's worth blowing up once, it's worth blowing up a lot."[/i][/color] [/center] Age: 42 Sex: Male Profession/Rank: First Lieutenant Personality: Travis is a courageous, if not reckless, soldier who's more comfortable around his allies than operating solo. A cheerful man who enjoys encouraging his teammates or regaling tales of glorious combat in his down time, especially with the new recruits. As much as he is openly happy and friendly, he also has a bad side which you really only see if you've pissed him off. He hates uptight people, and especially those that are so far up themselves that they get a constant view of their rear end. A strong, capable man who stands by his allies' sides no matter the dangers. The only thing he doesn't go out of his way for is being a dick. Other than that, he'll always protect his comrades and always try and cheer up those who are down. Skills: Travis is not only a strong pilot but is physically strong too, always helping with the heavy lifting of equipment and machinery, which is a surprise considering his age but he keeps this up with regular training, sheer determination and pure motivation. Being from a military background, he's also well versed in infantry weaponry in case he's ever caught out of his mech in a combat situation. Outside of his professional work, he's unbeaten at arm wrestling among the personnel. Weakness: For starters, his recklessness. It's a godsend that his mech is so resilient. If he can make it, he happily blocks shots for his allies. While it's brave, it's stupid too. He puts himself in unnecessarily risky situations because of his desire to protect everyone. The marks show on his mech. He also can't stand being alone. Loneliness is an unsettling feeling for him, and would rather be socialising with friends than being solitary. History: Travis was born in a military family, with both of his parents having served in the army. It was only a matter of time before Travis would join too. From an early age, Travis was taught how to use firearms in a safe, controlled environment. More importantly, he was taught the moral weight of actually using a gun and how it's a tool for evil as well as protection. It was part of the reason he managed to get fairly decent with guns and respected their power equally. His upbringing was fairly normal until he entered college. His athletic ability managed to get him a scholarship in American Football, while he studied Criminal Justice as well. Travis was most noted for his work-horse ethic, both in Football and his studies. However, as soon as he graduated, Travis enlisted in the Earth Federation Army. Truth be told, he only went to college on his parents' recommendation so he could move up the ranks a bit easier. He made it through the training very easily, however, in psychological evaluations, it was noted that Travis was headstrong and first to jump in to danger. However, passed he did, and he spent the next 6 years as part of the infantry division. He had to learn the hard way for getting over his initial recklessness. Making a charge in the battlefield, his fellow squadmates followed and they were cutdown. Only Travis made it through the charge, and when he looked back, he saw all of his allies dead on the ground. It was the first time Travis felt truly alone, and he realised that he couldn't just barge his way through every problem anymore. He got his head straight and became a lot more responsible in his duty as a soldier. The sudden turn around earned him merit to rank up to Lieutenant over the years. However, he's turned down every promotion since. He was adamant on staying on the front line, no matter how. His boots on the ground experience and determined mindset made him a successful candidate for the first iterations of AW's. Over the next 15 years, he got to see the evolution of Walker technology and pilot them. With this experience, he's now a paragon of pilots in the Federation and sets the bar in what it takes to be determined. Equipment: He keeps his dog tag around his neck from his days of being a part of the infantry. He's almost always has a pistol at his hip and a carton of cigarettes. [hr] [center][img]https://i.imgur.com/4T5e9eo.jpg?1[/img][/center] Base Model: FAW 016 Gunner Designation: Guerrila Appearance: As specified in the picture above, apart from a few aesthetic differences. The color is the same but Travis managed to get decals put onto it as a special request. There's a skull right on the chest, as well as a tally on the left arm shield panel which is counting the number of HVTs he has destroyed. Armaments: The modular design of Guerrila allows Travis to pick his loadout from mission to mission. However, he's usually boasting the impressive twin railguns on either shoulder to blast enemies with 150mm rounds. As well as this, Travis prefers to take the rotary gatling gun to shred apart hostiles. However, he's able to use the 25mm rifle or a 550m missile launcher. It all depends on the situation. Travis ensured that the hands were outfitted with spiked knuckles for hand to hand combat if the situation arises, as well as the deployable leg armour which he can choose to bring or not Weakness: The Guerrila is a very slow moving Walker. With the impressive armour and weaponry it carries, it has to compensate for all that weight somehow. It would never keep up pace with a Raptor or a Scout. This immobility can be quite the drawback, but it's Travis's style. Also, while the modular design is helpful for adaptability, the Guerrila can't change it's style on the fly so it's locked into what it brings with each deployment. Pilot(s): Lt. Travis Ryder [/hider] [/quote] Looks good, my man. Only thing to tell you is a reminder that as infantry, he would've mostly handled some skirmishes if he was assigned to a more contentious area. As a Walker pilot, there haven't been any Walker-to-Walker combat scenarios yet. For real. Plenty of sims and practice skirmishes, just nothing that has seen real world application yet. [quote=@UltimoScorp] [hider=Yuna] Name: Yuna Matsuo Age: 23 Gender: Female Occupation: Enlisted, Sergeant Appearance: Short and small would sum up Yuna's physical features, at just a hair under 5' 2"(157cm), she certainly doesn't size up to most. This small size belies a well-trained body that's surprisingly dense and strong. Black hair and brown eyes complement a round face that almost doesn't seem to match with her body. Equipment: Standard sidearm pistol, combat knife, comlink, a camera, and Kenkaku(her Walker). Skills: Hand to hand combat skills tested high, and she enjoys photography when she's not on duty (and sometimes when she -is- on duty as well). Aside from that, she loves to play sim games (in which she's ironically a better shot than in her real job.) Personality: Upbeat, and generally unworried about anything in particular both on and off the battlefield, Yuna embodies going with the flow, tending to be more reactive than proactive in her life. she's outgoing and charming, if a little too forward at times, but it's hard to find her without a smile on her face. Bio: Born in Japan, but having lived most of her life in West Coast America, Yuna doesn't fit culturally in her boundaries. Her family went to America to try and raise her without some of the more restrictive societal norms of her home country. As such, she's grown up knowing a bit of both lives, and doesn't fit one established culture or the other. Which suits her just fine. Weaknesses: Her tendency to move in to attack at close ranges has left her with lacking skills in ranged combat, and her devil may care attitude has resulted in her Walker taking heavy damage more than once, to the dismay of the techs in charge of keeping the machine running. This attitude has also made some relationships falter due to her partners not feeling particularly connected to. AW Profile: Base Model: FAW-007(G) Warrior Designation: Kenkaku Appearance: Kenkaku is a walker heavily modified at the behest of Yuna to do one thing very well: Attack. To this end, the Walker has been modified to be faster and stronger than it's regular counterparts, at the expense of armoring. The frame is as aerodynamic as can be made of the humanoid form to reduce drag when sprinting, with heavily upgraded thrusters on it's body and heavier, stronger servos, Kenkaku can get in, hit hard, and get out in a very short amount of time. Its primary sensor array is helmet-like, harkening back to the Sentai series of years past, and with it's brilliant white and blue coloration, it fits the look. Draped from the shoulders is an immense machine-woven piece of flexible material, resembling a scarf. Yuna claims this long attachment draws the eye and distracts an opponent long enough to get in close. Whether that's true hasn't been tested, but the adornment hasn't impeded the Walker's ability to function in any way, so it's been allowed. For now. Armaments: One heat upscaled horseman's axe. One downsized buckler-type shield. One Shotgun with slug and scattershot ammunition. Two high capacity smoke grenades. Weaknesses: The stripped armor leaves Kenkaku nearly as lightly armored as a Raptor, and its lack of true ranged weaponry means that anything able to keep Yuna at a distance will very likely leave her defenseless. Pilot: Yuna Matsuo [/hider] [/quote] Looks fine. Same reminder as everyone else, Walker-to-Walker hasn't happened for real just yet. [quote=@Selvariabell] [hider] [b]Character:[/b] [b]Name:[/b] Eun Mi Steinbach [b]Age:[/b] 60, looks like in her 20's thanks to anti-aging enhancements [b]Sex:[/b] Female [b]Profession/Rank:[/b] While officially just a Captain, She is the right-hand and wife of Arthur Steinbach, leader of the Steinbach Legion, a former mafia organization turned legitimate and autonomous mercenary arm of the Earth Federation Walker Corps (something like the French Foreign Legion). [b]Appearance:[/b] Eun Mi is half-Asian, half-White, that appears to be in her 20's thanks to anti-aging enhancements. [hider=Appearance] [img]https://img.roleplayerguild.com/prod/users/bfd84ef5-fa8c-48ab-a6f3-05b9f1d87efc.jpg[/img] [/hider] [b]Personality:[/b] Cunning, Capricious, Calculating, Manipulative, yet at the same time, Humanistic, Romantic, and Open-Minded. Often compared to P.T. Barnum. [b]Skills:[/b] She is a distinguished pilot, leader, businesswoman, and negotiator. While she has extensive skills from her old trade, she had long turned her back from such practices, using them only when necessary. [b]Weakness:[/b] She is a capricious and a fraudulent liar whose real loyalty is money. [b]History:[/b] Eun Mi's story is in a nutshell, a "Cheng I Sao in Space" story, kidnapped and raised as a prostitute by the Markhov Syndicate, a mafia organization, from a young age. With her body re-engineered for such specific purpose, it seems like she has no opportunity for growth, but that changed when she met Arthur Steinbach, leader of the Richthofen & Churchill Confederation (named after the decommissioned long-range patrol vessels, Manfred von Richthofen and Winston Churchill, and the precursor to the Steinbach PMC), a rival mafia organization. She was rescued by Steinbach, who saw potential for her as his accountant and organizer, the brain to his brawn, something she is surprisingly very good with, and helped make the organization grow as one of the largest crime organizations in the known universe. The two became lovers, and were eventually married. Unfortunately, Arthur Steinbach was captured, and was rumored to be hanged, by the Red Guard Triad, the largest crime organization of the time. As his right-hand, Eun Mi took over the organization, and vowed vengeance. To achieve this revenge, she has to team up with the Earth Federation, the Federation agreed on one condition, she needs to legitimize from a criminal organization to an autonomous mercenary arm of the Earth Federation Walker Corps, and so the Richthofen and Churchill Confederation has now become Steinbach Legion. It didn't took long for her to achieve her vengeance, as the Legion and the Federation thoroughly destroyed the Red Guard Triad. Much to her surprise, Arthur Steinbach is apparently still alive, and is soon back in charge of the Legion, now named after him. Afterwards, the Legion flourished as a Federation asset, whose brutality and efficiency made them perfect in cracking down pirates and criminal organizations alike, yet surprisingly gentle and more disciplined compared to other mercenary groups. [b]Equipment:[/b] (Sorry, I'm a noob, I don't know what to put here) [b]Arsenal Walker:[/b] [b]Base Model*:[/b] FXW-035[G] Nellis Prototype (Federation Experimental Walker-035), based from the FAW-022 Raptors chassis, but without the transformation ability. While considered a downgrade from the Raptors, it does make it more affordable, plus it is not as restricted as the Raptors in weaponry. [b]Designation:[/b] Steinbach Mk.II [b]Appearance:[/b] [hider=Steinbach Mk.II] [img]https://img.roleplayerguild.com/prod/users/e1824887-2380-4340-b18e-7044984be013.jpg[/img] [/hider] [b]Armaments:[/b] 120mm L/55 Sniper "rifle" (It is really a smoothbore tank gun with a rifle stock), Pistol, Heatsword, 2x Vibro-Kukri [b]Weakness:[/b] Glass cannon, maximizing maneuverability and stealth over protection and survivability, very capricious just like her pilot. [b]Pilot(s):[/b] Eun Mi Steinbach [/hider] [/quote] I tried to be soft-touch with this, and if that resulted in a lack of clarity that's on me. But to be perfectly honest, it [i]feels[/i] as though you had a character concept in mind that you tried to tweak for the setting without necessarily checking the details of the setting. Taking it from the top, at sixty Eun would be far from the front lines. Even with the increased life expectancy, someone at sixty just isn't keeping up with the rigors necessary for piloting. She would have hit either a desk job or mandatory retirement by now. Mandatory retirement age in the modern USAF is 62, and no one at that age would still be piloting a fighter jet. And that's a pretty solid comparison for the physical requirements of piloting a Walker. On the same point or order, managing to appear twenty at sixty is... A bit much. Health care will no doubt have advanced, but I'm not quite sure it's something that would have gone that far. Personality and skills are both fields a little lighter on details than I'd really like them to be, but that's a small matter. The real meat of the issue comes when we start to get into History. In the simplest terms possible, you're treating criminal organizations like paramilitary forces. Smugglers exist, yes. Criminal organizations, as well. Both of these are innately human, and aren't likely to go anywhere. But that doesn't make them military powers. Criminal organizations in developed areas project their influence through soft power; remaining in the shadows, using influence to help [i]remain[/i] hidden. Information, not firepower. They would never be allowed to get to the point where a single organization needed to be on the military's radar, and not the police's. Not when keeping the peace has been the primary focus for decades. A gathering of ships along those lines would be exceptionally conspicuous. Nor would the Federation have any reason to require another criminal organization's help to crack down on a separate one. Nor, unfortunately, would they need a mercenary organization for cracking down on criminal organizations. Again, this is where I think you overestimate the extent of criminality in the setting. Such PMCs especially would not be used in the place of regular Federation forces, nor is it standard anywhere for such an entity to operate autonomously from the chain of command. And this is where the last major issue comes into play; Federation Walker frames are not accessible to entities outside of the Federation military. The Ark Union farmed out development, but even so they're not letting private organizations just [i]have[/i] military grade Walkers. At the very least not legally, and such things would be cracked down on hard if they were known. The Raptor, especially, is very new; there are no variants, let alone anything developed anywhere but Federation R&D. The Raptor Program is only just starting to actually roll out full production models, and was completing field testing of the unit up until recently. A private entity never would have laid hands on the technology. I don't have any suggestions on how to tweak to fit the setting, yet. I've been giving it some thought, and will continue to give it some thought.