[hider=Rachel Scott] [color=#59C7FF][b][u]Name:[/u][/b][/color] Rachel Scott [color=#59C7FF][b][u]Age:[/u][/b][/color] 18 [hider=Appearance] [color=#59C7FF][b][u]Voice:[/u][/b][/color] Ashley Burch (Aloy, Horizon: Zero Dawn) [color=#59C7FF][b][u]Height:[/u][/b][/color] 176 cm [color=#59C7FF][b][u]Weight:[/u][/b][/color] 74 kg [img]https://i.imgur.com/GeXLDy9.jpg[/img] [/hider][hider=Personal belongings][list] [*]Omni-tool. A miniature Computer that allows for communication, calculation, augmented reality navigation and small-scale hacking. Perhaps most importantly, because she's been kidnapped halfway through second grade, it contains several textbooks of Rau've and Korta origins. Taking on the government is hard when you barely understand what a square root is. [*]Credits. Small amounts in material form. Don't ask her where it’s from. And check your wallet, just in case. [*]An electronics toolkit. Meant for dismantling and repairing computers. Also works for bypassing locks and simpler alarms on the hardware level. [/list][/hider][color=#59C7FF][b][u]Weapons:[/u][/b][/color] None. [hider=Spell List][list][*][color=#59C7FF][u]Rapport (Mind):[/u][/color] Rachel can give an order to a single person. To do this, she needs to perform a specific hand gesture and say the order out loud. Her target needs to hear her and understand the language. If the target loses consciousness or goes through intense pain (like gunshot wounds), the spell loses effect. She may also intentionally cancel it. [*][color=#59C7FF][u]Illusion (Mind):[/u][/color] Rachel can create an audiovisual illusion perceptible by a single individual. She has to concentrate on keeping the illusion and cannot do anything else that requires her mental faculties (she can create an illusion while running away from something, but not when solving an equation). The illusion can be virtually anything, but bigger or more detailed things require more focus and take a greater toll on her. Keeping the illusion for more than a few minutes also leads to headaches, nausea and general exhaustion. The illusion can only be seen by the affected individual and Rachel and cannot physically interact with the world. Rachel can only make a person see something that isn’t there, she cannot change something that already exists. [*][color=#59C7FF][u]Memory Bridge (Mind):[/u][/color] By far the most advanced and tasking spell available to her, Memory Bridge allows her to relive the memories of others or share hers with someone else. The process requires physical contact and complete concentration, sending both Rachel and her victim into a trance-like state. Memory extraction time ranges from milliseconds to minutes, depending on the target’s mentality and training to resist such practices, but the more the target fights it, the worse their headache will be when she’s done. [*][color=#59C7FF][u]Telekinesis (World):[/u][/color] Rachel can manipulate objects at a distance by creating small, homogenous gravity fields. Applying its effects to herself allows her to jump higher, slow her fall or make small adjustments to direction mid air, but does not allow flight. Due to its versatility both on and off the battlefield, she devoted a lot of time to practicing control and pushing the boundaries of this spell, giving her very precise control over the fields. [*][color=#59C7FF][u]Pyromanipulation (World):[/u][/color] Allows Rachel to create, extinguish and manipulate flames, from small sparkles to decent-sized fireballs. Utilizing the spell in certain ways with gloves on is not recommended, as Rachel found out the hard way during training. Much like with Telekinesis, Rachel gave a lot of time to practice and improvement of this spell due to its on and off the field versatility. [*][color=#59C7FF][u]Deflection (World):[/u][/color] Summon's a rapidly shifting, head-height gravity field in a 90° angle in front of Rachel to shield her from attacks. Unlike telekinesis, Rachel cannot influence the strength, direction, shape or location of the field, but it's strong enough to alter the direction of incoming projectiles. Physical contact with the field is not recommended.[/list][/hider][hider=Abilities (and inabilities)] [color=#59C7FF][b][u]Abilities[/u][/b][/color] [list][*][color=#59C7FF][u]Aural implants:[/u][/color] During training, Rachel’s ears have been severely damaged by an explosion. To restore her hearing, she was given cybernetic audio implants that can pick up and amplify distant or quiet sounds as well as lower the volume of loud sounds to protect what little remains of her biological ears, effectively making them better than before. When paired with an Omni-tool, the right ear implant can play audio files and receive transmissions, allowing incoming voice communication inaudible to others. Without her implants, Rachel is for all intents and purposes deaf. Her left ear is severely damaged and her right inner ear has been completely replaced with cybernetics. As a side effect of this, disabling it will also make keeping balance much more challenging. [*][color=#59C7FF][u]Ocular implants:[/u][/color] Biotech implants in Rachel’s eyes mimic the tapeta lucida found in nocturnal animals, granting her better vision in low-light conditions. With the implants active, Rachel can only see grayscale and bright shades of green. The implants react to incoming light intensity and only work under a certain threshold to avoid interference with daytime sight. The implants only amplify existing light, therefore she will still be blind in a completely dark environment and the do not protect her eyes from bright light. [*][color=#59C7FF][u]Polyglot:[/u][/color] Due to her many forays into alien minds, she has become fluent in both written and spoken, albeit heavily accented, form of Rau've, Korta and Gill languages. The accent is caused by the differences between human and alien vocal cords, mouth structure and other body parts. [*][color=#59C7FF][u]Fingersmith:[/u][/color] Rachel's been stealing things since she was six. While the dark and crowded environment of Tranbiran habitats and the ability to move through crowds quickly helped, the main ingredient to that was a lot of hand-to-eye coordination practice and dexterity.[/list] [color=#59C7FF][b][u]Inabilities[/u][/b][/color] [list][*][color=#59C7FF][u]Swimming:[/u][/color] Tranbir has no hydrosphere, it’s not going to happen. The first time she came into contact with swimming was a Commonwealth training camp. Once she can’t see, or at least reach the bottom, she’s not going in unless there is absolutely no other way. Being suddenly immersed in a volume of water larger than a tub will also likely cause no small amount of panic. [*][color=#59C7FF][u]Firearms:[/u][/color] The closest Rachel ever got to firearms, aside from being shot [i]at[/i], was watching others at the range. She’s never operated, let alone fired even the most humble coil pistol. She may try, but it just occupies her hands and wastes ammunition. The most lethal way she can use a gun is to send it flying at some poor bastard’s head with telekinesis. [*][color=#59C7FF][u]Thief:[/u][/color] She can’t help it. Whether it’s for practice or because an old habit is an iron shirt, when she enters a large crowd, there’s a good chance she’ll be a bit richer by the time she emerges on the other side. While that may not sound like a bad thing, as mistakes are usually few and far in between, picking the best target wastes precious time, not to mention it will draw attention should she get careless. At least she’s not a complete kleptomaniac, as she has enough sense about her to refrain from stealing from friendlies. [*][color=#59C7FF][u]Short fuse:[/u][/color] Due to the loud, free-spirited culture, patience isn’t the most common trait on Tranbir, and some may call Rachel one of the worst. While she’s learned to bite her tongue during her Commonwealth service, that only makes her worse when she doesn’t have to sit and take it quietly. Her way of dealing with bad mood only compounds this issue, as few have been known to bear with the snarky comments she uses to get over her personal lows and insecurities.[/list][/hider][color=#59C7FF][b][u]Short Bio:[/u][/b][/color] Born and raised in the capital of Epsilon Theta, Longannet, neither the neighborhood nor her family were particularly well off. And since a little girl couldn’t be employed, Rachel took to thievery to give the household an income boost. Over the years, she’s become proficient at sleight of hand, unarmed combat and getting from place to place without being noticed. Well, most of the time. Sometimes someone would notice, and so she learned to navigate urban environments quite well, often with officers at her heels. One day, she made a blunder, and one of the officers was faster. Upon her capture, the authorities took note of her agility and resistance to questioning. It wasn’t long until her holding cell was visited by men in armor instead of policemen - the last time she saw her home. Rachel was sent for “augmentation”, which lead to a fear of needles, and assigned to intelligence. Along with another group of children with similar predispositions, she was engineered and trained to enter and exit any compound, negotiate any terrain or obstacle and extract any necessary information from captives. Rachel was made to be a crossbreed of a black-ops operative and a master interrogator. And then the first tests came. Though considered a relative success, the group’s mind oriented capabilities were weaker than expected. Fearing the possibility of being disposed of, Rachel picked up basic electronic engineering in an attempt to increase her value to the Commonwealth. Sent to a recon and deep strike team for further training, her outer-colony origins certainly didn’t make her the team’s favorite. Fortunately, there was one other person, a child soldier on tech support duty, in a similar predicament - a Venerian girl named Lucinda Cain. Though Sol-born, Lucinda was nonetheless shunned due to her extensive cybernetics that, in combination with mind magic, allowed her to interface with and rewrite almost any computer system she had previously familiarised herself with. The two quickly formed a sister-like bond, keeping each other’s spirits up in face of the hostile squadmates in addition to the standard horrors of war. At Proxima, the team was sent to board a Rau’ve electronic warfare ship acting as a jammer with the intent to disable it, allowing the human fleet to target the aliens at full range with more than thermal detection. But before they got even halfway through to their objective, Lucinda tripped a silent alarm she wasn’t familiar with. The boarding team was set upon by the Rau’ve shipboard security, the two child soldiers were abandoned by the squad and Rachel was captured. In captivity, the former thief awaited her inevitable execution for the horrid things she was forced to inflict upon captured aliens at the Commonwealth’s orders during her training. Against all expectations, she and those like her received good treatment, which greatly aided her recovery. However, she couldn’t return to normal life, if “return” was even applicable. She didn’t know much besides thievery and war, despite the efforts of some of her alien captors, or rather saviors. All of this pushed reason aside and fanned the flames of vengeance that lay dormant at the back of her mind, and seeing an opportunity for revenge, she took it. [color=#59C7FF][b][u]Personality:[/u][/b][/color] While her Commonwealth file describes her as 'distrustful, abrasive and hard to work with' due to spending her childhood as a thief, she wouldn’t go that far. She’d call herself 'careful when dealing with people'. Though she does usually prefer to stay unnoticed, she recognizes she will need a few friends to get back at those who took her life away. To this end, she is willing to put her [s]distrustful[/s] careful attitude aside, in spite of her fear of losing yet another person close to her. Though it may take a while for her to overcome it at first, it’s not impossible, as sometimes she may be heard fondly reminiscing of 'a dear friend' from the war. Once she warms up to someone, this fear of losing the people close to her drives her to be a little overprotective of these people, often to a fault. She’s about as cheerful as someone who grew up just above the poverty line and got kidnapped by the government to fight in a war can be, adopting a cynical worldview, gravitating towards dark humor. While she still has no problems with theft, she draws the line at needless killing. Having already killed so many during the war, she’ll try to solve problems in a non-lethal way if possible now that she has a choice. [url=https://www.youtube.com/watch?v=izsjRpcgfmk]Theme song[/url][/hider] [hider=Tranbir IV] [color=#59C7FF][b][u]System Name:[/u][/b][/color] Epsilon Theta [color=#59C7FF][b][u]Star Class:[/u][/b][/color] F5 [color=#59C7FF][b][u]Planetary Bodies:[/u][/b][/color] Tranbir - A gas giant comparable in mass to Jupiter and the only noteworthy feature of the Epsilon Theta system. Tranbir has a belt made up of rock fragments and ice, suspected to be the remains of a moon similar to Enceladus, in addition to over eighty moons. The second largest of which, Tranbir-IX, is the only inhabited body, not counting several orbital refineries, and serves as the system’s capital. [color=#59C7FF][b][u]Location:[/u][/b][/color] Epsilon Theta is a border system on the inner edge of the outer worlds. It borders a few other Commonwealth systems near the outer edge of colonized space, far from any other powers. [color=#59C7FF][b][u]Name:[/u][/b][/color] Tranbir-IX [color=#59C7FF][b][u]World Type:[/u][/b][/color] Tranbir-IX, shortened to T-IX or just Tranbir for convenience, is a barren rock with no hydrosphere and a dense Nitrogen atmosphere. Due to its heavy core, the gravity is quite comfortable to human life. Prior to being stripped of resources, T-IX was rich with copper and gold. Now, only countless shafts crisscrossing T-IX’s crust remain. [color=#59C7FF][b][u]Classification:[/u][/b][/color] Class K [color=#59C7FF][b][u]The Civilized Populace:[/u][/b][/color] Terran [color=#59C7FF][b][u]Population:[/u][/b][/color] Last prewar estimate states around 25 million, but high death rate among the poor and unchecked migration during the war leaves its accuracy in question. [color=#59C7FF][b][u]Tourism:[/u][/b][/color] Epsilon Theta is a glorified gas station. The only people that ever go there are either immigrating workers, freighter pilots hauling ice from the belt away or warships coming in to refuel. [color=#59C7FF][b][u]Society:[/u][/b][/color] Tranbir-IX’s entire population lives in subterranean “habitats” dotted around the terminator line - former gold and copper mines that were widened and converted into underground cities, all of which are separated into different levels. While the layout and number of strata of each habitat differs by depth and population, they all follow the same general pattern: [list][*]Strata A - Being closest to the surface, Strata A contains spaceports, fuel storage and cargo spaces. It has no habitation modules. [*]Strata B - Strata B contains high-class housing and entertainment, and the only place where the inhabitants can own their homes. Only people who live or work there are allowed to enter this strata. [*]Strata C - Strata C contains rental housing of decent quality, as well as all educational facilities. [*]Strata D - The middle ground between lower and middle class, this strata of the moon’s capital was Rachel’s home. The biggest difference from Strata E are private bathrooms and kitchens for every apartment. [*]Strata E - A low-income strata with shared habitation modules. The bottom of society. [*]Strata F - A desolate strata inhabited by lowlifes and the homeless, but watched over by the best guards to keep the shaky peace. Generally not a good place to be, no matter if you're a thief or a model citizen.[/list][center][hider=Longannet habitat, Strata D, sublevel 18/28][img]https://i.pinimg.com/originals/55/c9/99/55c9999fea4123eb98e62e93b5e49c2e.jpg[/img][/hider][/center] Each strata is further divided into sublevels following the same convention - the upper ones are more affluent than the lower ones. There is another strata below F, an unofficial “Strata G” where all of the waste from the habitat is dumped. Strata G is inaccessible due to its toxic environment with the exception of HAZMAT geological teams regularly checking the integrity of supports and the occasional black market smuggler. Due to the mining origins and nature of the entire system, the local dialect incorporates many mining and geology terms. As all Tranbirans live underground, schools include mandatory safety lectures dealing with geology, air quality and other hazards. [/hider]