[hider=Kelmandrar Hryoc] [center][hr][hr][img]https://pbs.twimg.com/media/E799zkYX0AQqBGD?format=jpg&name=medium[/img] [b]"We will bring peace after we kill- I mean, shove the gun barrel of democracy down the collective throat of the current government."[/b][hr][hr][/center] [b]Name:[/b] Kelmandrar Hryoc [b]Nicknames/Titles:[/b] Kelmie, Bird Person, Nevermore, CAW CAW, Chicken, Birb, [b]Age:[/b] 97 [b]Gender:[/b] A Man [b]Ship Role:[/b] Member. Could go to be a marine or fighter pilot, though he clearly likes to marine more. [b]Race:[/b] Kul'Zarrah - Translates to "Children of the Void" [hider=My Hider] An enigma of the galaxy, it is said that this race of crowfolk came from a star system located within intergalactic space. Those who are present in the Milky Way are hypothesized to either be the survivors of some catastrophe, or a mercantile group that split off from mainstream society. The Kul'Zarrah are famously unforthcoming when it comes to their origins, instead speaking in convoluted riddles when asked about it. Or it could be that they themselves don't even remember. They are divided into two subspecies. First are the Sarveli; biologically immortal, psychic, enigmatic, needlessly mysterious, possessing glorious wings, and some of the biggest racists you'll ever meet. On the other hand are the humbler Hursar. The vast majority of them don't have psychic powers, and those who do are weaker than their Sarveli counterparts. The Hursar also lack wings, and aren't immortal (though they still live for around 500 years), but they have supremely perfect memory recall and a sweet disposition. In addition, they are far more numerous. It is unknown just what caused the divergence of the two, but rumors say that it was socioeconomic classes, with the Sarveli being the rich folk that thought dying of old age was cringe. A high resistance to radiation is how they have inhabited the galactic core for at least five thousand years. It is thought that they genetically modified themselves during their journey from intergalactic space. They can walk around a leaking nuclear reactor without any ill effects. A curious exception in this galaxy, the Kul'Zarrah practice democracy, with an elected Senate and Chancellor leading them. The Kul'Zarrah average between 5'2" to 5'8" for the Hursar, while the Sarveli tend to be around 6'1" to 7'. The Kul'Zarrah are an entirely voidborne race, living in scattered, continent-sized chains of titanic space stations orbiting stars. They are complete with their own ecosystems and geographical features, such as forests, plains, mountain ranges, and seas. Needless to say, these stations are self-sufficient. They're also warp capable, so good luck trying to commit war crimes on them. Curiously enough, they are most common in the galactic core, forming the Convocation of Kul'Zarr as their united government. Kul'Zarrah warships are renowned for high quality throughout the galaxy, and are regularly hired by other races to participate in planetary invasions, convoy raids, and full-blown Interstellar wars. [/hider] [b]Personality:[/b] Kelmandrar is a pretty light-hearted kind of guy, often cracking jokes for no apparent reason other than… well, there's no reason, actually. Either way, being a Hursar Kul'Zarrah, he has what one could describe to be a chill disposition. He has been described as slow to anger, though that just means that pushing over the edge will be extra… [I]spicy[/I]. Nevertheless, having served in the navy as a marine over his long life, Kelmandrar is a fierce warrior. He often taunts and insults his enemies in the middle of a fight, goading them to attack without sufficient preparation. This tactic has been effective at times; sometimes, it's not. In general, you'd want to keep this Kul'Zarrah around. He listens to the raging vents of other crew members, offers hugs when someone is sad, and will kill your enemies while calling them a bunch of weaklings. Who doesn't want that? [b]Biography:[/b] Kelmandrar hails from the Sar-Vantha Coalition, one of the many Kul'Zarrah station chains that lay within the deepest regresses of the galactic core. There, he lived in what was one of the most dangerous regions of the galaxy. Deadly stellar phenomena, such as gamma ray bursts, supernovae, nebulae, cosmic radiation, and so on were part of everyday life for the Kul'Zarrah of the Sar-Vantha. Luckily, or unfortunately, depending on your perspective, Sar-Vantha shared the star system with a human colony planet. The humans of that world were descended from a fallen colony ship, which had been lost for years at that point. The Hursar Kul'Zarrah of the Sar-Vantha aided them in surviving on their new planet, while the Sarveli watched from afar with thinly veiled contempt. And so, Kelmandrar was born into this whole affair. Having a normal childhood and adolescence aside (which, of course, included a 'phase'), he would grow to join the Sar-Vantha navy. He was a marine at first, defending the armed trade ship Solar Seeker from pirates as it travelled from the core to the galactic arms. After about two decades, Kelmandrar went on to become the marine chief of the cruiser Eye of the Storm, which would routinely sortie out to purge pirates and alien monstrosities. The Eye of the Storm also helped defend other worlds from invasions, for the right price, of course. The turning point would be when the Eye, having been richly paid to participate in a planetary invasion, nuked several cities (probably killing a few million or so) at the behest of their employers. Kelmandrar despised that action, as their contract supposedly didn't have that in mind, but the captain wanted the extra money, either way. And so, Kelmandrar left the Eye of the Storm's crew, not even bothering to leave a letter of resignation. He just left aboard an FTL capable starfighter, wandering from station to station before eventually coming across the Star Breakers. [b]Powers/Skills:[/b] Path of the Witch: Kelmandrar is one of the few psychics of the Hursar Kul'Zarrah. This isn't too apparent, though. Instead of flashy lightning or cackling pyromania, it consists of short term precognition and enhanced reflexes. He can see attacks coming in about 2 seconds before they hit, making him a menace in a duel. However, multiple opponents attacking at the same time can easily overwhelm this future sight. Radiation Resistance: Just like the rest of his race, he doesn't give a damn about radiation. He can walk around Chernobyl and simply laugh at its feeble attempts to kill him. Way of the Sword: Kelmandrar is great at melee. He just is. The Gun: As a former marine, Kelmandrar is a decent marksman, though he's no sniper. Starfighter Pilot: He's no fighter ace, but he certainly knows how to use one and dogfights reasonably well. [b]Equipment:[/b] Chainsword: Kelmandrar's melee weapon of choice is a blade with superheated, revolving teeth. It can grind through most body armor, and will cauterize any wounds it inflicts (while grinding up the insides, because, well, teeth). Blast Rifle: Versatile, reliable, and.. did I say it was reliable? This laser weapon has a rate of fire comparable to an assault rifle, and a high shot capacity. Shots could be concentrated for more penetration and damage, but it becomes a single shot rifle in this mode. Powered Armor: The main benefit this has is [s]making him taller than he actually is[/s] defence. It's a light variant of powered suits all things considered, with protection mainly derived from the shield generator built into it. It can shrug off quite a few rounds, but slower moving things, such as melee weapons, can simply bypass the shield. [b]Other:[/b] Kelmandrar is 5'4". Weight is around 58 kg. My favored sci-fi works? Hmmm, The Expanse, Space Battleship Yamato, Warhammer 40k, and [s]League of Legends[/s] Star Trek. [/hider]