Avatar of Senhara
  • Last Seen: 4 days ago
  • Joined: 9 yrs ago
  • Posts: 285 (0.09 / day)
  • VMs: 0
  • Username history
    1. Senhara 9 yrs ago
  • Latest 10 profile visitors:

Status

Recent Statuses

3 yrs ago
Current "Your Friends: You have no friends" sadge
3 likes
3 yrs ago
Slipspace rupture detected. Slipspace rupture detected. Slipspace rupture detected.
1 like
4 yrs ago
In case of assault by hostile forces, use provided Ravens.
2 likes
4 yrs ago
If visited by a half-zombie clone with a stutter, use provided sentry turrets
4 yrs ago
In case of assault by killer dolphins, use provided battleships.

Bio

Fuel Rat Defender

Most Recent Posts

Name: Nirrti

Age: 8 Years Since Construction

Physical Description: Nirrti is a 10 foot tall combat mech, designed for heavy infantry combat. The chassis of the bipedal mech is clad entirely in armor, the head affixed to the neck, with no moving parts, and serving as a sensor hub for situational awareness, with an antenna sticking above the left side of the head for networked communications.




Weapons: Nirrti's weapon loadout is not fixed, being able to utilize most handheld weaponry, including heavy weapons such as HMGs with ease. She, however, utilizes an assault rifle if no one equips her with any weapons. In case of lack of weaponry, she can also use her chassis for combat, capable of bending and ripping away metals and some kinds of armor.

Character Traits:

AI Awareness: Being an AI, Nirrti can respond to something new faster than humans can.

Machine Strength: While not as strong as industrial grade equipment, Nirrti is capable of impressive physical feats.

Connectivity Suite: Thanks to Nirrti's antenna, she can interface with networked machines on a wireless network or various other things, so long as the system isn't too hardened. This poses some risk to vulnerability from cyber warfare suites when connected, however.




Short Bio: Constructed by a now defunct PMC by the name of Wetware Defenses, the ownership of Nirrti has been passed by many hands, usually bloody hands. Being tasked to do things she was never designed to, and reprogrammed by many hands, her personality isn't exactly the most stable thing. Her current programming serves as a form of Battle AI, representing a supposedly living being of choice in personality, and surpassing them in skill. Considering her current personality isn't steady, it's safe to assume that she is now based around a concept rather than a person.

Originally developed to serve Wetware, her combat capabilities lead to many pirate gangs sending her to assassinate targets, with shifting hands, she attacked targets on all sides. Recently, though, Nirrti has developed her own "free will", capable of rejecting orders, she wandered through many junk yards and salvage stations to find an honorable group she could serve.

Through her travels she has been assaulted by her former owners, who sought to retrieve her for their own usage once more. She didn't hesitate to eradicate them when she found the opportunity to. Having discovered Moonstrike's existence, Nirrti had asked to join, amazingly, the probably insane AI had made the mark and got in. However, Nirrti ended up being transferred to Natasha's team, only time will tell how she'll react to these people. Boarding a ship awaiting transfer, she had entered an idle state, waiting a bit too long to wake up.

Theme Song:

Would it be too late in the story to join? I'm thinking of making a damaged combat AI, what's on my mind is a robot primarily meant for combat with a damaged personality structure, causing interactions in conversation to be somewhat strange at times.
I see that this RP isn't set to full. Would it be possible if I could hop in at some point, and if so, what do I need to know about joining in so late in regards to my character/mecha design?
Sorry about not joining in, I should've communicated more at the time but life was getting pretty rough for me. Are late entries acceptable or am I just sitting on the sidelines?

Oops sorry, I didn't see the Full tag, ignore this post, I can't really read sometimes lol
@Senhara That's plenty feasible- depending on the size of your mech. By CIWS, I assume you mean something similar to what a warship would use as anti-air coverage? Most modern-day CIWS use 20mm or 30mm shells- which is comparable in size to most mech sized primary weapons


Yeah, I assumed it'd be too OP because that's a *lot* of rounds in a short burst, and given mech sizes I could feasibly strap one on and just let loose at other mechs
@vietmyke ok so here's a strange question. Can I effectively mount a mobile CIWS onto my mech or is that way too OP?
@vietmyke how far can I push a custom mech, and what constitutes for Special Operations Custom?
@Senhara For the most part we're going to be fighting within visual range, some situations might put us out further then that- as well as some specific weapons or machines, but in general it'll be a dogfight more than modern-day missiles firing from well out of visual range.


Gotcha, are there any rules about "discardable" weapons, so for when super close range combat occurs I can eject weapons or modules to lessen my weight?
@Senhara eh, things are going a bit slower than I expected, so perhaps we could do with one or two more


Cool, I'll draft up a charsheet. I'm not sure what the proper engagement ranges you're looking for are, I'm super tactical about my mech designs
Is there room to squeeze in one more player or am I too late? If so it's perfectly understandable, too many people complicates things, especially for a lone GM.
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