Well, that's up to you, mate. I mean, sure Raynor and Nova had a bit of blood between them (after all she DID capture Jim at one point and maaaaaybe or maybe not managed to blow up what was left of Project Shadwblade by 'volunteering' the Raiders on a possibly false premise).
However, that's mostly water over the dam by 'our' present day. Still, your call.
Appearance: Stands at 6'1", Caucasian complexion, buzzcut brown hair with some sideburn stubble, blue-irised eyes and possesses a weedy build. Generally not seen out of his 'work blues' (Naval BDU uniform) or (while spaceborn) his pilot's EVA suit.
Age: 28 Race: Human (Colonial) Gender: Male Origin: Battlestar Galactica (2000s series)
Objectives: Personal objectives will vary depending on the operation and day. If there's a long term objective Chris (and, indeed, his comrades and commander) holds, it is to return home to find out what had happened to it.
Temperament: Sound and calm behind the controls of his fighter and generally cares about his squadron mates (especially fellow squadron leader Rebecca Ash ('Beck' in informal situations or ones requiring brevity). Otherwise acts as a human would in every other situation (horrify him and he'll cringe or panic, tell a good joke and he'll laugh, etc).
Affiliation: Red Squadron, Battlestar 'Lysander', Colonial Navy Alignment: Lawful Good
A competent pilot who had been more used to the peace-time of th Cylon-Human Armistice that ended the First Cylon War, Christopher had no idea what he was going to be getting into in the year leading up to the fall of the Twelve Colonies. A pilot with a generally excellent flying record and who had recently been 'fast-tracked' to the junior officer rank of Lieutenant, Grant eventually found himself aboard the newest Battlestar in the fleet ('Lysander') as a squadron commander.
While he quickly began to apply the ropes he had learned during his officer raining (and with guidance by his fellow class-mate, turned Green Squadron leader Rebecca Ash), Grant ultimately could not expect or prepare himself for the moment the Cylons returned to the galactic scene in explosive fashion. Unable to return to return to his homeworld of Aires and helpless as his pilots were forced to stay aboard as 'Lysander' charged towards the exit node away from Scorpio, all he could do was hang on for the ride.
The emergence above what has been termed the Ragnarok Array' and the month spent establishing orbital and ground presence has seen Grant take on a dual role as both a Viper Squadron CO and as a replaement bridge officer (owing to losses sustained at Scorpio). Like the majority fo the crew, Grant is eager to return home and to find out what happened to the Colonies. Unfortunately, with more immediate concerns and with no way back to Korbal for anyone, that wish is now on nigh-indefinite hold.
Skills: Apart from basic competencies expected of any member of the Colonial Navy, Grant has piloting experience on both the Viper Mk VII and the Raptor multi-role assault craft. As a squadron leader, he is expected to be able to fight against the enemy, be aware of his squadron's locations and be able to take the initiative at any moment - no easy task when your brain has to be capable of doing at least four things at once.
Abilities: None Equipment:
Personal sidearm
EVA flight suit
Formal and 'work' uniforms
Viper Mk VII fighter craft
Protagonist Points: 3 Threat Rating: 1
Faction Name: Battlestar Group 79 Leader: CDR Stephanie Cunningham
Ship Heraldry:
An example of a ship's 'seal' (in this example, the iconic BST-75 'Galactica')
Top Arc: “Battlestar Lysander” Bottom Arc: “BST 79”
Mottos: “Strike Swift and Sure!” (Battlestar Group 79's motto) “So Say We All!” (common refrain among the Twelve Colonies)
The third-last Mercury-class Battlestar produced for the Colonial Navy of the Twelve Colonies of Man, 'Lysander' was commissioned as part of Battlestar Group 79, acting as the flagship of a group consisting of 'Lysander', three Defender-class Battlestars and a flotilla of mothballed Marauder-class corvettes.
Having spent a year patrolling the border of the Colonial-Cylon Armistice Zone, 'Lysander' was recalled to rendevous at the Scorpio Shipyards in order to be outfitted with new computational hardware and software, including the Computational Navigation Program (CPN). However, BGS-79 had been diverted and returned late. By then, the shipyards were burning and swarmed by a Cylon invasion force. Forty years of peace had been broken and the instrument of the Fleet's destruction had been a back door in, ironically, the very program the Battlestar was due to be refitted with.
With no other way out except to punch their way through a trio of Cylon Basestars, Commander Cunningham gave orders for her battlegroup's subordinate craft to veer away and either engage at their discretion or to return to their homeworlds. With the nominal jump exit out from Scorpio blocked off, Cunningham ordered the initiation of a 'blind' jump, all the while the Battlestar was being hammered by fighter-borne nuclear missiles and anti-ship fire. Narrowly able to limp away (and, unknown to them in the chaos, with their sister ship 'Pegasus' also retreating), the 'Lysander' succeeded in initiating their 'blind' jump … and disappeared.
One month after their arrival at the Ragnarok Array, the crew of the 'Lysander' have been busy with damage repair, coming to terms with the loss of much of their fleet (unknown to them, the entire Twelve Colonies were also wiped out) and keeping their immediate space clear of interference. While Commander Cunningham plans to begin further exploration afield, early encounters with unidentified spacecraft had blunted exploration efforts and resulted in casualties and further damage. 'Lysander' is well-equipped to withstand a major battle, but no-one aboard has any idea where they are, why they are here or that there are far worse things then Cylons both in orbit and below ...
Officers:
Battlestar Commander: CDR S. Cunningham (NPC).
A 'close-as' reference of Captain S. Cunningham's appearance
The 40s-something, somewhat embittered commander of 'Lysander'. An expert naval tactican who knows how to use her Battlestar and its crew to the fullest, but is struggling with both recent events and as-of-yet unidentifiable foes facing her men.
Executive Officer (XO): MAJ Silas Paulson (NPC)
Marine Commander: COL Verran (NPC)
Red Squadron Leader: Christopher Grant (PC)
Green Squadron Leader: Rebecca Ash (NPC). Grant's counterpart and friend. Somewhat joking and a bit of a tease, but also a firm hand when frak goes south.
Six additional Viper Squadron Commanders
Commander of Battlestar's Raptor Wing
Victory Conditions: TBD by Admin.
Special Resources:
Tylium Ore A rare ore found on certain planetoids, tylium ore is the primary fuel source of the Colonial Fleet. In theory, a Battlesrat of either Jupiter or Mercury class could be powered for two decades with a single supply of Tylium for its reactors. In practise – and with full flight operations occurring regularly – the onboard supply could be exhausted in as little as four months by constant FTL jumps and the requirements of its subordinate craft.
It could be said that, without the mining and distribution of this ore, the Twelve Colonies of Man and its Navy would cease to function.
Skirmish 1 or 2 Viper flights, with 1 or more Raptors acting as AWACS.
Battle 3+ Viper squadrons, with at least 2 Assault Raptor flights as bombers and 2 Raptors configured for AWACS. 1 or more Marine platoons aboard transport Raptors (if battle is groundside).
Climax All Viper and Assault Raptor squadrons are scrambled to engage the enemy, while 'Lysander' provides anti-fighter screening and direct fire support. Marine-carrying Raptors (with infantry) may also be utilised if engagement is taking place ground-side (e.g.: the storming of New Caprica) or boarding a ship is required.
Nuclear missile launch may be authorised under strict, generally "no-'win'-otherwise" scenarios.
Starting Location: Orbit above the Array. One Node within the southern rainforest area (salmon pink on the map).
Appearance: Stands at 6'1", Caucasian complexion, buzzcut brown hair with some sideburn stubble, blue-irised eyes and possesses a weedy build. Generally not seen out of his 'work blues' (Naval BDU uniform) or (while spaceborn) his pilot's EVA suit.
Age: 28 Race: Human (Colonial) Gender: Male Origin: Battlestar Galactica (2000s series)
Objectives: Personal objectives will vary depending on the operation and day. If there's a long term objective Chris (and, indeed, his comrades and commander) holds, it is to return home to find out what had happened to it.
Temperament: Sound and calm behind the controls of his fighter and generally cares about his squadron mates (especially fellow squadron leader Rebecca Ash ('Beck' in informal situations or ones requiring brevity). Otherwise acts as a human would in every other situation (horrify him and he'll cringe or panic, tell a good joke and he'll laugh, etc).
Affiliation: Red Squadron, Battlestar 'Lysander', Colonial Navy Alignment: Lawful Good
A competent pilot who had been more used to the peace-time of th Cylon-Human Armistice that ended the First Cylon War, Christopher had no idea what he was going to be getting into in the year leading up to the fall of the Twelve Colonies. A pilot with a generally excellent flying record and who had recently been 'fast-tracked' to the junior officer rank of Lieutenant, Grant eventually found himself aboard the newest Battlestar in the fleet ('Lysander') as a squadron commander.
While he quickly began to apply the ropes he had learned during his officer raining (and with guidance by his fellow class-mate, turned Green Squadron leader Rebecca Ash), Grant ultimately could not expect or prepare himself for the moment the Cylons returned to the galactic scene in explosive fashion. Unable to return to return to his homeworld of Aires and helpless as his pilots were forced to stay aboard as 'Lysander' charged towards the exit node away from Scorpio, all he could do was hang on for the ride.
The emergence above what has been termed the Ragnarok Array' and the month spent establishing orbital and ground presence has seen Grant take on a dual role as both a Viper Squadron CO and as a replaement bridge officer (owing to losses sustained at Scorpio). Like the majority fo the crew, Grant is eager to return home and to find out what happened to the Colonies. Unfortunately, with more immediate concerns and with no way back to Korbal for anyone, that wish is now on nigh-indefinite hold.
Skills: Apart from basic competencies expected of any member of the Colonial Navy, Grant has piloting experience on both the Viper Mk VII and the Raptor multi-role assault craft. As a squadron leader, he is expected to be able to fight against the enemy, be aware of his squadron's locations and be able to take the initiative at any moment - no easy task when your brain has to be capable of doing at least four things at once.
Abilities: None Equipment:
Personal sidearm
EVA flight suit
Formal and 'work' uniforms
Viper Mk VII fighter craft
Protagonist Points: Threat Rating:
Faction Name: Battlestar Group 79 Leader: CDR Stephanie Cunningham
Ship Heraldry:
An example of a ship's 'seal' (in this example, the iconic BST-75 'Galactica')
Top Arc: “Battlestar Lysander” Bottom Arc: “BST 79”
Mottos: “Strike Swift and Sure!” (Battlestar Group 79's motto) “So Say We All!” (common refrain among the Twelve Colonies)
The third-last Mercury-class Battlestar produced for the Colonial Navy of the Twelve Colonies of Man, 'Lysander' was commissioned as part of Battlestar Group 79, acting as the flagship of a group consisting of 'Lysander', three Defender-class Battlestars and a flotilla of mothballed Marauder-class corvettes.
Having spent a year patrolling the border of the Colonial-Cylon Armistice Zone, 'Lysander' was recalled to rendevous at the Scorpio Shipyards in order to be outfitted with new computational hardware and software, including the Computational Navigation Program (CPN). However, BGS-79 had been diverted and returned late. By then, the shipyards were burning and swarmed by a Cylon invasion force. Forty years of peace had been broken and the instrument of the Fleet's destruction had been a back door in, ironically, the very program the Battlestar was due to be refitted with.
With no other way out except to punch their way through a trio of Cylon Basestars, Commander Cunningham gave orders for her battlegroup's subordinate craft to veer away and either engage at their discretion or to return to their homeworlds. With the nominal jump exit out from Scorpio blocked off, Cunningham ordered the initiation of a 'blind' jump, all the while the Battlestar was being hammered by fighter-borne nuclear missiles and anti-ship fire. Narrowly able to limp away (and, unknown to them in the chaos, with their sister ship 'Pegasus' also retreating), the 'Lysander' succeeded in initiating their 'blind' jump … and disappeared.
One month after their arrival at the Ragnarok Array, the crew of the 'Lysander' have been busy with damage repair, coming to terms with the loss of much of their fleet (unknown to them, the entire Twelve Colonies were also wiped out) and keeping their immediate space clear of interference. While Commander Cunningham plans to begin further exploration afield, early encounters with unidentified spacecraft had blunted exploration efforts and resulted in casualties and further damage. 'Lysander' is well-equipped to withstand a major battle, but no-one aboard has any idea where they are, why they are here or that there are far worse things then Cylons both in orbit and below ...
Officers:
Battlestar Commander: CDR S. Cunningham (NPC). The 40s-something, somewhat embittered commander of 'Lysander'. An expert naval tactican who knows how to use her Battlestar and its crew to the fullest, but is struggling with both recent events and as-of-yet unidentifiable foes facing her men.
Executive Officer (XO): (Open)
Marine Commander: (Open)
Red Squadron Leader: Christopher Grant (PC)
Green Squadron Leader: Rebecca Ash (NPC). Grant's counterpart and friend. Somewhat joking and a bit of a tease, but also a firm hand when frak goes south.
Six additional Viper Squadron Commanders
Commander of Battlestar's Raptor Wing
Victory Conditions: TBD by Admin.
Special Resources:
Tylium Ore A rare ore found on certain planetoids, tylium ore is the primary fuel source of the Colonial Fleet. In theory, a Battlesrat of either Jupiter or Mercury class could be powered for two decades with a single supply of Tylium for its reactors. In practise – and with full flight operations occurring regularly – the onboard supply could be exhausted in as little as four months by constant FTL jumps and the requirements of its subordinate craft.
It could be said that, without the mining and distribution of this ore, the Twelve Colonies of Man and its Navy would cease to function.
Skirmish 1 or 2 Viper flights, with 1 or more Raptors acting as AWACS.
Battle 3+ Viper squadrons, with at least 2 Assault Raptor flights as bombers and 2 Raptors configured for AWACS. 1 or more Marine units aboard transport Raptors (if battle is groundside).
Climax All Viper and Assault Raptor squadrons are scrambled to engage the enemy, while 'Lysander' provides anti-fighter screening and direct fire support. Marine-carrying Raptors (with infantry) may also be utilised if engagement is taking place ground-side (e.g.: the storming of New Caprica) or boarding a ship is required.
Nuclear missile launch may be authorised under strict, generally "no-'win'-otherwise" scenarios.
Starting Location: Orbit above the Array. One Node within the southern rainforest area (salmon pink on the map).
November "Nova" Terra Location Unknown (Northern Border Area of the "Warm" Steppe) E-Hour +21 Days since loss of the 'Griffin'
Twenty days. Twenty. Damn. Days. That's how long it's been since I first landed into this goddamn mess.
Of course, when it came to my recent streak of bad luck, I should have seen it coming from half the Koprulu Sector away. A "simple job", Riegel had assured me: to monitor suspected Tal-Darime comms traffic on the borders of Dominion territory. Ever since my tangling with this splinter faction of the Protoss - back during the nightmare that was the incident involving the now-defunct 'Defenders of Man' - I should have known that nothing is ever simple when it came to them.
Next thing I know, pandemonium. My ship, the 'Griffin', was being yanked through ... something, a wormhole maybe. Then, when we emerged on the other side, we were shot down over some kind of 'Dyson device' (as Riegel called it). I only had enough time to grab what equipment I could before I was being shoved into an escape pod; I saw no others leave as the 'Griffin' fell towards the station.
The past couple of weeks saw me practically live out of that escape pod. Catching whatever rest I could by day, while moving out by night to scout for supplies, possible signs of life or even any signs of the 'Griffin' nearby. Scarely much on the first two and nothing of the latter. I've lost friends and squadmates before, but to lose someone who's loyal to you out of their own voalition ...
If I ever get back to Augustgrad, I'm going to build a memorial to them; someone has to remember these guys for what they did.
For now, my priorities run something on the lines of:
1) Relocate from the escape pod's crash site to a more habitable position elsewhere
2) Recon the planetoid for any signs of the 'Griffin'
3) ...
Not sure on #3 onwards yet, but I'll think of something. Say what you will about us Ghosts, but the one thing that any candidate should have remembered being rammed into their head (apart from the customary mind-wipe) is that a Ghost must always be capable of thinking on their feet. So, for now, I'll have to settle for #3 being 'make contact with any non-hostile power in the region'.
Well, no rest for the weary, then. What food, little water and armaments I have are already packed. I leave at sun-down.
While Nova will be factionless, I'm currently considering creating a faction and second character in the near future. Thus I would like to lay claim to the southern node in the rainforest (salmon pink) area on the map.
Age: Early 30s (estimated) Race: Human (Koprulu Sector) Gender: Female Service Number: X41822N Origin: Starcraft II series
Objectives:
Short-Term Objectives 1. Survive. 2. Locate remains of the stealthcraft 'Griffin' and ascertain if there are any survivors. If not, retrieve High Value equipment and intel and scuttle what's left. 3. Reconnoiter the Array.
Long-Term Objectives 1. Extract and return to Dominion space, by whatever means possible. 2. If extraction or outside communication to the Dominion is impossible, remain and gather intelligence on the locale and possible foes. Contact possible allies or partners if deemed feasable.
Temperament: Efficient, mission-focused, cold with odd bouts of gallows humour or playful teasing Affiliation: Independent operative (ex-Terran Dominion) Alignment: Lawful Neutral
Originally brought up within the former Confederate-loyal world of Tarsonis as part of the quasi-noble family house Terra, Nova generally had a somewhat easy life, marred by learning of her psionic abilities in her teenage years, followed by the massacre of her family and her fall into a local gang. She would be extracted from this harsh existence by a 'wrangler' and, after evaluations and tests, she volunteered to be a part of the former Confederacy-turned-Terran Dominion's Ghost Operative Program. One can conclude for themselves as to whether this was to start her life anew, out of patriotism or of shame for the 'sins' she had been witness to.
Between the erasure of her memories, the harsh training regime and her early operations as part of the Ghosts, sufficed to say, there is very little left of the girl that she once was. She had born witness to the fnal fall of the fracturing Terran Confederacy of Koprulu and its replacement by the former leader of the Sons of Korhal and now Emperor of the Terran Dominion Arcturus Mengsk. Her training and service records between her induction and the Second Great War are extensive, but are (for now) not pertinent to this summarisation.
During the course of the Second Great War, Nova was assigned to multiple covert operations assigned to her by the now-despotic Emperor Arcturus Mengsk. While much of the circumstances of her records are sealed, it is known that she was involved in a long-term infiltration and disantlement of a rogue Terran special warfare Project Shadowblade (now known as the Spectre Program) - and, after a number of years undercover, had been shadowing and attempting to coerce former Confederate Marshal-turned-Liberator James Raynor to assist her as a 'devil's pact' to finish off the remainder. It is not known as to whether this gambit ultimately succeeded or failed.
Such a temporary alliance, however, could not last. After Raynor's 'Raiders' – in conjunction with Terran Dominion forces under Arcturus' son (Valerian) succeeded in capturing the Queen of Blades of the Zerg on Char, Nova was ordered by the Emperor to attack her holding facility and to recover this infamous PoW. Her mission was only partially successful; Nova failed to bag Kerrigan, but she did succeed (albeit, temporarily) in bringing in the former's ally Raynor.
The remainder of her record after these events and leading up to the final termination of conflict in the End War is unknown. It can be speculated, however, that Nova continued to operate under the orders of the newly-ascendant Emperor Valerian, over the course of multiple covert operations to expedite the conflict's end.
The post-War environment only continued to breed resentment against the Dominion, which had been attempting to bury its despotic past and institute reforms. Once again, Nova found herself smack-bang in the middle of galactic events after she was captured and mind-wiped by a Terran terrorist group, the so-called 'Defenders of Man'. Her semi-independent investigation over the next several weeks (which included a surprising knack for working alongside former Liberators) would ultimately result in the clearing of her name and the complete dismantlement of the Defenders of Man, but at a steep price in Terran lives. Ultimately, she decided to strike out on her own, taking herself, a stealth-craft and her assigned crew 'off the grid'.
Three months afterward, all signs of the 'Griffin' and its enigmatic Ghost commander had disappeared ...
Ranged and CQC Proficiency Excellence at marksmanship, melee combat (unarmed and armed) and covert elimination of targets are honed and perfected within the Ghost program and are of high importance if an operative is to successful in the field. A frequent boast taunt from Nova is that she could 'shoot the wings off a fly'. Outside of sudden changes in battlefield conditions that would take both Nova and her target off-guard, woe betide the fool who tries and take her up on a William Tell-like test.
Covert Operations / Infiltration The raison d'eter of the Ghosts is for the prosecution of objectives within hostile territory through physical infiltration. This is reinforced though a combination of training, preliminary reconnaissance of an area of operations and an emphasis on operatives being capable of seizing the initiative if any opportunity or major issue presents itself. For Nova, if a plan goes wrong, she'll try and adapt unless there is no alternative. But if it goes right, her target or those who try to protect it will have no idea what comes untill it is far too late ...
Dexterity and Endurance A Ghost has to be capable of navigating environments that a power-armoured Terran Marine could not, and they have to do so as efficiently and (when needed) quietly as possible for a potentially long period of time. As a result, Nova is quite capable of feats that, to the untrained eye, almost appear to be nigh-acrobatic (when, in reality, she is using her environment and the terrain/surrounding features to her advantage). She can't break the sound barrier while running, prevent her boot from sending a wrench clattering if she is careless or catch a bullet in her glove, but she is definitely not going to make life easy for anyone.
Ambidexterity Whatever the situation, a Ghost has to be combat-capable. Nova has received training on wielding her weaponry with both her right and left arms as the 'primary' hand; she appears to prefer her left on more then several occasions.
Hacking Ghosts are expected to be capable of bypassing complex security systems within a matter of minutes; Nova has proven to be no exception to this requirement.
Psionic Capability With a recorded Psionic Level of 10, Nova is one of a rare few humans to have the highest psionic capability on record (Sarah Kerrigan is the only other known Terran with this level, before her capture by the Zerg). As a result, Nova has acquired a battery of psionic abiities over the course of her life.
Telepathy The earliest-known ability, Nova is capable of reading the surface thoughts of other humans (often up to a fair distance away) and communicating via thought with other psychics. Unfortunately, the side-effects of such a high PSI Level means that Nova frequently has to make use of a low-powered inhibitor to limit the amount of surface thoughts she is capable of reading from others at once - it often got so bad that she described herself as being incapable of 'switching off' this passive ability.
Telekinetics At a high Psi Level, psionics like Nova are capable of telekinetically moving themselves (and others or objects), jamming and operating firearms remotely and, when focused enough, to internally wreck combat drones. However after frequent complaints of headaches (the more often the power used, the worse they get), Nova has opted to avoid using any of these powers unless it is an absolute emergency.
Cloaking Coupled with a generator intergrated to her HES, Nova is capable of visually cloaking herself from view, even while moving at a run. As the old saw goes, however, 'invisible != invulnerable'; a slight give-away would a brief, electro-blue 'shimmer' while under certain lighting conditions or while cloaking and decloaking. If she trips an electronic or physical tripwire, makes a racket, sends dirt flying or turns up as a 'void' on an ECM scanner, Nova is going to find herself on the wrong end of a peeved-off opponent quickly.
Domination The ability to implant simple instructions into an opponents mind or to briefly take control of them while staying in a reasonable proximity. A valuable tool for interrogation or for getting past an unexpected obstacle, but requires a lot of concentration from Nova. Having the unlucky sap killed, wounded or otherwise 'snapped out' by interference will sever the connection.
Mind Blast The ability to create a powerful psionic blast capable of knocking people off their feet all the way up to vaporising a city block. The teenage Nova inadvertently learned of this on Tarsonis after witnessing the massacre of her family; the resulting blast damaged the Terra Skyscraper and killed hundreds. After further training, she has refined this power to reliably damage or destroy most objects (and people) within a four block radii, but at the cost of having to 'charge' the power for a considerable time (draining her, likewise).
Because of the circumstances that she first came across this power, Nova will not use this power willingly unless there is no alternative left - a possible hint that not all of the Tarsonan Terran scion had been completely eliminated by her Dominion Special Operations handlers.
On Nova's Person - C-20A Canister Rifle - with all-weather scope and a laser designator (frequently used as a targeting aid or to guide orbital ordinance) - Crius Hostile Environment Suit (HES) - with integrated cloaking device and limited ballistic/melee protection. - Ghost Visor - with computer uplink, integrated battlefield scanner, chronometer and geographic navigational tracker - Pulse Grenades
Recoverable Equipment With the crash of the 'Griffin', additional tools that Nova is capable of using have been lost. If Nova can track down the scattered pieces of the wreck, there is a chance she can obtain additional equipment, ammunition and supplies for use.
Monomolecular Blade A prototypical energy short-sword or dagger, one of the results of Dominion experiments into Protoss armaments. According to intercepted research recovered from post-War Tarsonis, the weapon uses a wielder's psionic energy to hone the finely-edged blade to cut through armour protection and energy shielding. A notable drawback (aside from it being a melee weapon) is that the blade emits a blue glow while drawn.
Apollo HEA Modular HES kit; provides a more powerful psionic amplifier and some additional ballistic protection (upper arm and leg armour and some additional chest protection). Can allow Nova to use some of her abilities for a few seconds longer.
Reaver Jumpjet Armour An adaption of a civilian construction design for Ghost operatives. Provides more protection then the HES or Apollo and grants Nova the ability to 'jet-hop' over obstacles or up cliffs. She cannot, however, cloak and the noise will likely give her away.
Cruis Tactical Stealth Suit An enhancement of the baseline HES that can allow the wearer to maintain a permanent cloak. No additional benefit or protection.
Flashbang Grenades
Ionic Force Field A personal, timed shield generator derived from research into Protoss designs. Can block small arms fire and fast melee attacks directed against the wearer for up to ten seconds/use. Cannot allow the wearer to cloak due to the generator's power draw.
Age: Early 30s (estimated) Race: Human (Koprulu Sector) Gender: Female Service Number: X41822N Origin: Starcraft II series
Objectives:
Short-Term Objectives 1. Survive. 2. Locate remains of the stealthcraft 'Griffin' and ascertain if there are any survivors. If not, retrieve High Value equipment and intel and scuttle what's left. 3. Reconnoiter the Array.
Long-Term Objectives 1. Extract and return to Dominion space, by whatever means possible. 2. If extraction or outside communication to the Dominion is impossible, remain and gather intelligence on the locale and possible foes. Contact possible allies or partners if deemed feasable.
Temperament: Efficient, mission-focused, cold with odd bouts of gallows humour or playful teasing Affiliation: Independent operative (ex-Terran Dominion) Alignment: Lawful Neutral
Originally brought up within the former Confederate-loyal world of Tarsonis as part of the quasi-noble family house Terra, Nova generally had a somewhat easy life, marred by learning of her psionic abilities in her teenage years, followed by the massacre of her family and her fall into a local gang. She would be extracted from this harsh existence by a 'wrangler' and, after evaluations and tests, she volunteered to be a part of the former Confederacy-turned-Terran Dominion's Ghost Operative Program. One can conclude for themselves as to whether this was to start her life anew, out of patriotism or of shame for the 'sins' she had been witness to.
Between the erasure of her memories, the harsh training regime and her early operations as part of the Ghosts, sufficed to say, there is very little left of the girl that she once was. She had born witness to the fnal fall of the fracturing Terran Confederacy of Koprulu and its replacement by the former leader of the Sons of Korhal and now Emperor of the Terran Dominion Arcturus Mengsk. Her training and service records between her induction and the Second Great War are extensive, but are (for now) not pertinent to this summarisation.
During the course of the Second Great War, Nova was assigned to multiple covert operations assigned to her by the now-despotic Emperor Arcturus Mengsk. While much of the circumstances of her records are sealed, it is known that she was involved in a long-term infiltration and disantlement of a rogue Terran special warfare Project Shadowblade (now known as the Spectre Program) - and, after a number of years undercover, had been shadowing and attempting to coerce former Confederate Marshal-turned-Liberator James Raynor to assist her as a 'devil's pact' to finish off the remainder. It is not known as to whether this gambit ultimately succeeded or failed.
Such a temporary alliance, however, could not last. After Raynor's 'Raiders' – in conjunction with Terran Dominion forces under Arcturus' son (Valerian) succeeded in capturing the Queen of Blades of the Zerg on Char, Nova was ordered by the Emperor to attack her holding facility and to recover this infamous PoW. Her mission was only partially successful; Nova failed to bag Kerrigan, but she did succeed (albeit, temporarily) in bringing in the former's ally Raynor.
The remainder of her record after these events and leading up to the final termination of conflict in the End War is unknown. It can be speculated, however, that Nova continued to operate under the orders of the newly-ascendant Emperor Valerian, over the course of multiple covert operations to expedite the conflict's end.
The post-War environment only continued to breed resentment against the Dominion, which had been attempting to bury its despotic past and institute reforms. Once again, Nova found herself smack-bang in the middle of galactic events after she was captured and mind-wiped by a Terran terrorist group, the so-called 'Defenders of Man'. Her semi-independent investigation over the next several weeks (which included a surprising knack for working alongside former Liberators) would ultimately result in the clearing of her name and the complete dismantlement of the Defenders of Man, but at a steep price in Terran lives. Ultimately, she decided to strike out on her own, taking herself, a stealth-craft and her assigned crew 'off the grid'.
Three months afterward, all signs of the 'Griffin' and its enigmatic Ghost commander had disappeared ...
Ranged and CQC Proficiency Excellence at marksmanship, melee combat (unarmed and armed) and covert elimination of targets are honed and perfected within the Ghost program and are of high importance if an operative is to successful in the field. A frequent boast taunt from Nova is that she could 'shoot the wings off a fly'. Outside of sudden changes in battlefield conditions that would take both Nova and her target off-guard, woe betide the fool who tries and take her up on a William Tell-like test.
Covert Operations / Infiltration The raison d'eter of the Ghosts is for the prosecution of objectives within hostile territory through physical infiltration. This is reinforced though a combination of training, preliminary reconnaissance of an area of operations and an emphasis on operatives being capable of seizing the initiative if any opportunity or major issue presents itself. For Nova, if a plan goes wrong, she'll try and adapt unless there is no alternative. But if it goes right, her target or those who try to protect it will have no idea what comes untill it is far too late ...
Dexterity and Endurance A Ghost has to be capable of navigating environments that a power-armoured Terran Marine could not, and they have to do so as efficiently and (when needed) quietly as possible for a potentially long period of time. As a result, Nova is quite capable of feats that, to the untrained eye, almost appear to be nigh-acrobatic (when, in reality, she is using her environment and the terrain/surrounding features to her advantage). She can't break the sound barrier while running, prevent her boot from sending a wrench clattering if she is careless or catch a bullet in her glove, but she is definitely not going to make life easy for anyone.
Ambidexterity Whatever the situation, a Ghost has to be combat-capable. Nova has received training on wielding her weaponry with both her right and left arms as the 'primary' hand; she appears to prefer her left on more then several occasions.
Hacking Ghosts are expected to be capable of bypassing complex security systems within a matter of minutes; Nova has proven to be no exception to this requirement.
Psionic Capability With a recorded Psionic Level of 10, Nova is one of a rare few humans to have the highest psionic capability on record (Sarah Kerrigan is the only other known Terran with this level, before her capture by the Zerg). As a result, Nova has acquired a battery of psionic abiities over the course of her life.
Telepathy The earliest-known ability, Nova is capable of reading the surface thoughts of other humans (often up to a fair distance away) and communicating via thought with other psychics. Unfortunately, the side-effects of such a high PSI Level means that Nova frequently has to make use of a low-powered inhibitor to limit the amount of surface thoughts she is capable of reading from others at once - it often got so bad that she described herself as being incapable of 'switching off' this passive ability.
Telekinetics At a high Psi Level, psionics like Nova are capable of telekinetically moving themselves (and others or objects), jamming and operating firearms remotely and, when focused enough, to internally wreck combat drones. However after frequent complaints of headaches (the more often the power used, the worse they get), Nova has opted to avoid using any of these powers unless it is an absolute emergency.
Cloaking Coupled with a generator intergrated to her HES, Nova is capable of visually cloaking herself from view, even while moving at a run. As the old saw goes, however, 'invisible != invulnerable'; a slight give-away would a brief, electro-blue 'shimmer' while under certain lighting conditions or while cloaking and decloaking. If she trips an electronic or physical tripwire, makes a racket, sends dirt flying or turns up as a 'void' on an ECM scanner, Nova is going to find herself on the wrong end of a peeved-off opponent quickly.
Domination The ability to implant simple instructions into an opponents mind or to briefly take control of them while staying in a reasonable proximity. A valuable tool for interrogation or for getting past an unexpected obstacle, but requires a lot of concentration from Nova. Having the unlucky sap killed, wounded or otherwise 'snapped out' by interference will sever the connection.
Mind Blast The ability to create a powerful psionic blast capable of knocking people off their feet all the way up to vaporising a city block. The teenage Nova inadvertently learned of this on Tarsonis after witnessing the massacre of her family; the resulting blast damaged the Terra Skyscraper and killed hundreds. After further training, she has refined this power to reliably damage or destroy most objects (and people) within a four block radii, but at the cost of having to 'charge' the power for a considerable time (draining her, likewise).
Because of the circumstances that she first came across this power, Nova will not use this power willingly unless there is no alternative left - a possible hint that not all of the Tarsonan Terran scion had been completely eliminated by her Dominion Special Operations handlers.
On Nova's Person - C-20A Canister Rifle - with all-weather scope and a laser designator (frequently used as a targeting aid or to guide orbital ordinance) - Crius Hostile Environment Suit (HES) - with integrated cloaking device and limited ballistic/melee protection. - Ghost Visor - with computer uplink, integrated battlefield scanner, chronometer and geographic navigational tracker - Pulse Grenades
Recoverable Equipment With the crash of the 'Griffin', additional tools that Nova is capable of using have been lost. If Nova can track down the scattered pieces of the wreck, there is a chance she can obtain additional equipment, ammunition and supplies for use.
Monomolecular Blade A prototypical energy short-sword or dagger, one of the results of Dominion experiments into Protoss armaments. According to intercepted research recovered from post-War Tarsonis, the weapon uses a wielder's psionic energy to hone the finely-edged blade to cut through armour protection and energy shielding. A notable drawback (aside from it being a melee weapon) is that the blade emits a blue glow while drawn.
Apollo HEA Modular HES kit; provides a more powerful psionic amplifier and some additional ballistic protection (upper arm and leg armour and some additional chest protection). Can allow Nova to use some of her abilities for a few seconds longer.
Reaver Jumpjet Armour An adaption of a civilian construction design for Ghost operatives. Provides more protection then the HES or Apollo and grants Nova the ability to 'jet-hop' over obstacles or up cliffs. She cannot, however, cloak and the noise will likely give her away.
Cruis Tactical Stealth Suit An enhancement of the baseline HES that can allow the wearer to maintain a permanent cloak. No additional benefit or protection.
Flashbang Grenades
Ionic Force Field A personal, timed shield generator derived from research into Protoss designs. Can block small arms fire and fast melee attacks directed against the wearer for up to ten seconds/use. Cannot allow the wearer to cloak due to the generator's power draw.
That's fine with me. I don't know if you're bringing the Dominion along though, so warn me if you do XD
Ha, actually that won't be necessary. Apart from the changes she underwent during and after Starcraft 2, Nova is going to be operating without support from the Dominion. I'll explain in her application form.