The Cantolia incident: (ACT 1 - The Enemy Of My Enemy)

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
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I'm gonna go ahead and express my interest, and already have most of a sheet completed so you should expect one from me in the near future.
 

DragonofDecay86

New member
Sep 26, 2009
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Definitely interested in this rp, I'll have my sheet submitted by the end of the day here, and just for anyone interested it will most likely be an alien sentinel or marine!
 

L. Declis

New member
Apr 19, 2012
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I shall submit this sheet tomorrow, but claim my place today!

Can I ask, is there a particular direction you'd like us to go, or anything other things? I'm quite flexible and if there is a hole or role that must be filled, let me know and I'll make a character to fit it for the sake of cohesion.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
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Name: Taak Saalii

Age: 43 (biological maturity equivalent to humans' at 26 years)

Race: Niilan

Race description: Humanoid in stature, though typically shorter than most humans with an average height ranging between 4.5 and 5.5 feet. A healthy Niilan is very lithe and although possessing little muscle mass, they remain dexterous and agile.

They're hairless and their skin is smooth with varying shades of blue or green. Niilan heads are enlarged at the back due to the their prodigious brains. Their eyes resemble those of an amphibian and they have a pair of nostril slits on either side of a nasal bump above their mouth. Their legs bend in two places, unlike their elongated arms. Their hands have only four slender fingers made longer by their small palms. They have feet that resemble hooves, though fanning out into four 'toes' with sturdy pads at the base.

Having evolved from dwelling in dark caves, the Niilan possess enhanced vision in the dark and extraordinary auditory acuity--this despite their notable lack of visible ears, instead possessing sensitive membranes over ear holes. They grew accustom to living in cavernous labrynths and have developed heightened brain function for memory and retention. Although they now have little need for navigating complex tunnel networks--civilizations having been built with more order--they generally maintain healthy brain function through studies and maintaining one of the largest historical archives in the galaxy.

Gender: Male

Appearance: Taak stands at 4'10" and has blue skin that's lighter on his front than his back. His eyes are green with gold flecks. He typically wears a bodysuit that is form-fitting and designed to maintain proper body temperature and moisture. Over his suit Taak prefers to wear a jacket for basic protection against energy and kinetic weaponry and pants of the same material. Along his chest and waist is a webbing full of pockets and pouches for various tools of his trade. He also is commonly seen with a pair of goggles that are capable of magnifying on a cellular level, seeing in thermal, and act as a HUD.

Faction: NEA

Role: Archivist

Homeplanet: Niilaar. An M-Class planet which is home to the Niilan race, the Naiobe branch of the Federal Archives of the Colonial Empire, and one of the most prestigious academic centers in the star system. Its surface is 78% water with its land masses comprised of dense archipelagos, the majority of which is mountainous wetlands with almost all of the inhabited regions having a tropical monsoon climate. The regions where the populations are densest have been made to suit civil structures allowing for the development of great cities and general hubs for trade and transport. Niilaar has become largely self-sufficient, relying on photobiologically-extracted hydrogen from algae farms to produce fuel and having carefully maintained ecosystems for food production.

Misc item(s):
Hip-Zip: A zip-line made from braided carbon fiber nanoweaves that is launched from a device typically worn on the hip, ideally attached to a harness. This allows Taak to more easily access areas of great heights or distances in a fast and efficient manner.

CelluSeal Sheet Slides: Rectangular sheets of thin, malleable material that vacuum seals itself once one edge of the sheet comes into contact with the other. Perfect for preserving various materials, primarily for later observation and research.

C-Tech Rotary Tool: A multi-tool with several different attachments for various applications. Key components are constructed of a folded monocrystalline supperalloy as are the attachments, which also have monatomic carbyne-coated edges.

Encrypted HoloBrace: A device worn on the wrist that is a compact, highly advanced super computer. It allows Taak a direct link to the data banks of the Federal Archives and its administrative communication channels. It also acts as a field journal, materials scanner, radio, body analyzer, and of course a watch. All using a holographic interface.

Rebreather: Fairly standard, though high quality.

Siibii: Although he couldn't be classified as an item, he still is very useful and has grown close with Taak. Siibii is an animal small enough to be held in the average hand without much effort. He could readily be described as being part monkey, part bat, part amphibian. Although primarily quadrupedal, he is also capable of bipedal movement. Like a monkey, he has prehensile tail and pair of feet. His amphibious qualities come in the form of his hairless skin, his ability survive without breathable air for indefinite periods of time, and its capability to live in climate extremes. Finally, like a bat, he has the capacity for flight using membranes beneath his arms and between his legs. The end of his tail also fans out in two places with a similar membrane which is used to aid in his flight. Like others of his species, he has displayed self-awareness and considerable intelligence.

Modified Sony Walkman: A technology Taak believes was revolutionary for its time, now outfitted with a high-capacity storage drive for his audio files.

Deluxe Tea Thermos/Canteen: A thermos which will heat its contents to a custom temperature. It has its own atmospheric water generator, and any water generator goes through ten stages of filtration to ensure a pure taste. Cleaning is a simple task performed with just the push of a button. The insides are super-heated to vaporize residue and used tea leaves, then the vapor is vented through exhaust ports.

Primary Weapon: LasTech Handheld Pulse Borer.
Primary Weapon Description: Primarily used for boring into dense metals, though effective against any materials suitable for laser drilling. LasTech Pulse devices are designed to generate, focus, then discharge powerful and precise blasts of energy. Due to the power consumption of each blast, the capacity is very limited. A maximum of 5 charges can be used before cooldown must be initiated.

Secondary Weapon: SoniCorp Pocket Sonicator.
Secondary Weapon Description: A focused sonic disruptor designed to scan, loosen, and even carve particles from geomaterials using ultrasonic frequencies. It is meant to be used only when in contact with the designated geomaterials. Use against any living thing may cause bone fracture, ruptures of organs, and/or violent incontinence. SoniCorp is not liable for any injury sustained during the misuse of licensed tools.

Hidden Weapon Description: Taak keeps sealed plants that in small doses may be used as muscle relaxants and pain relievers, generally applied in tea mixtures. Though in large quantities, they can often become powerful paralytics and hallucinogens if vaporized and inhaled.

Armour Description: A jacket and pair of pants made from materials with minor energy-dispersal and reactive capabilities to minimize kinetic damage.
 

Kaboose the Moose

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Feb 15, 2009
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Texas Joker 52 said:
Deu Sex said:
Is there a date for when this RP would be starting?
That's a good question, and I'd also love to see more sheets being submitted.

Come on guys, don't let it die before it's started! The Escapist could use more decent Sci-Fi RP's!
Start date not confirmed yet. Just waiting on more sheets to gauge how long the campaign will be.

A discussion group for the RP can be found here [http://www.escapistmagazine.com/groups/view/THE-CANTOLIA-INCIDENT]
 

Demonjazz

Sexually identifies as Tiefling
Sep 13, 2008
10,026
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Would any of our characters know each other before the campaign?
Name: Apollo Mctaggart
Age: 23
Race: Human
Gender: Male
Faction: NEA
Role: Marine
Apollo is not a large man, standing at about 5'8, and not of a stocky build. What muscle he did have was very toned, and firm. Very military looking, seeming to have become accustom to lugging around large equipment with him, and routinely doing drills. He is often seen carrying a standard military shotgun, and a sci-fi type glowy, blue plasma rifle. He was wearing in question was the very heavy set gear that the marines wore the heavy and cumbersome metal armoured suit designed to also be an operational space suit, he also has a bandolier of pouches on his belt mostly filled with ammo, above that was an extra piece of armour. A green breastplate(Obviously painted) also seeming to be of some type of marine origin. This is all topped off by a very thick helmet, squarish, grey helmet(Also painted) with a glass visor on the front of it, and a rebreather with a small oxygen tank on it. On his left wrist there is a wristband with the letters "WWDGD" written on it
Apollo is from one of the earlier planets colonized by the NEA. A booming megatroplis known to many as a place where anyone could make it big, a hub of trade, and a nice place to raise the kids too! Course Apollo could care less about this as he hated it there. Ever since he saw a platoon of space marines going through the streets one day he always had a deep desire to go up into the stars and be a badass space marine, so deep in fact that he started making an entire religion based around who he thought was the most badass of all space marines... Doomguy! For some reason or another a man had brought a copy of some of the Doom games to preserve the culture of Earth, and not long after the game was put into a museum. It was installed on one of the computers there for everyone to see. It was not long until Apollo became of age to sign up to be a marine, and then immediately rejected on the grounds of insanity! Although this didn't stop Apollo, he spent several years working up the money to buy his way into the army with a large amount of bribes, and forged documents.
Suit of armour: In thickness it is akin to Iron Man armour although all of it is actually made individual pieces of armour like a medieval full plate suit. The suit of course has some form of automatic locking measures to ensure it is airtight. The armour appears to be made of some futuristic alloy that can equally withstand bullets, melee weapons, lasers, and plasma blasts along with the vacuum of space. It also has his name quite brazenly displayed on it
Belt: Just a belt with several pouches on it. Contents as follow
Shotgun shells: Ammo for all matter of shotguns that haven't been converted to plasma.
Power cells: Used to power the plasma gun.
Doom Holy Book: A miniaturized book that appears to be hand written, the cover is too with the words "The Doom Holy Book(Name to be made later)"
Compad: More or less a large, and sturdy smart phone. Can often be seen playing Doom on it in his down time or in times of stress.
Soap: Not a lot of it on the battlefront, and it's much easier to make conversation with the locals when you don't smell like shit
Armour Polish: Shining armour just plain looks better
Poker Cards: For games ranging from Blackjack, solitare, Texas Hold'em, and Strip Poker if you're lucky.
Breastplate: It is of course stylized in a Doom type style(Are you sensing a pattern). Apollo actually had this custom made for him on shore leave one day or another, and it's just a battle-worn steel breastplate with abs sculpted on it.
Helmet: ... It's the Doom helmet with a rebreather that locks into his armoured suit.
Rations: Dry, boring, and nutritious rations that sustain life. You never known when you're gonna get stranded in hell for a couple days, and demons just aren't good meat.
Canteen: Water is also an important part of day to day life.
Weapon cleaning kit: Cause no matter how good your gun is, you're eventually going to have to clean it.
"Ole Reliable": A standard military shotgun. Looks pretty normal although a bit battle-worn. It's pump action and holds 15 shells. 1 "Mag" so to speak is bundled at each side of his gun. 7 shells on one side, and 8 on the other. 15 more shells are in one of his pouches on his belt.
"The Fist of Doom": A plasma rifle with a chamber of bright, glowing, "Nuka Cola Quantum" Blue whenever it is activated. It is activated very simply with a button on the side that lets out a very distinctive hum when turned on. The plasma Rifle also has a switch to turn on burst fire Apollo carries around 1 plasma cell which should be able to power about 50 shots.
Polarized Hand Gun: A simple laser pistol with various red detailing. Apollo carries around 1 mag that powers about 20 shots at normal frequency.
Armour: Description above.
 

L. Declis

New member
Apr 19, 2012
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Name: Mei Wen'Li, formerly Hua Wen'Li

Age: 25

Race: Human

Gender: Female

Appearance and Personality: Standing at a proud 5'6, Wen'Li isn't what you would call "sexy". Straight black hair frames a face without expression, and dark eyes bore holes into anyone she sees. Her skin is ghost white, as are all from her planet due to the nuclear winter, and she is lithely built as food is similarly hard to come by.

Generally wearing the white and red of the Sisterhood, she expouses even a pistol. Her hands are calloused from basic self-defence training, but it is the job of warriors to fight, politicians to lie and healers to heal. She has also taken the oath to do no harm, and feels it extends to war as well. She has given up all physical possessions, as well as the right to lie. She sees herself as a moral compass, but also is aware life is more grey than white and black.



She has taken the point of being apolitical; her duty to help and tend to all, not just those born on the right side of a line on a map. While she has a general distaste for the NEA for their aggressive expansion and the destruction of her planet, she also feels a general loyalty to humans before all else. However, disgust in her throat, she has tended kindly to many 'others', her blank expression hiding the contempt.

Religion : Zaraqusa

A part of the Sisterhood is faith; without faith, how can one's soul survive the constant to and fro of fate and fortune? By choosing to have nothing, they can suffer no material penalty nor boon; by not fighting, they cannot create chaos or justice; by insuring all are fed and healed, the angry grow kind and the hungry do not become desperate.

However, it is this same religion that has planted the seeds of revenge in Wen'Li; those who destroyed her family have destroyed the source of food for thousands, as well as plunged the planet of Xin'Sheng into chaos. Naturally, such a need to remove these chaotic parties is completely motivated by her religion, not any hatred or anger. She has no such feelings, of course.

History: Once a member of the Na'daaash Dominion, her family were merchants and she worked with the local government to help distribute food and medicine accordingly. When her family fell afoul of a political coup, she fled in the night with the help of her Sisterhood. While it is forbidden to harm a member of the Sisterhood, the galaxy is rarely so kind.

This was the ship that picked her up, and she has stayed on it since. People who can heal are mostly welcomed.

Faction: Freerunner... for now.

Role: Medic

Homeplanet:

Xin'Sheng (Rebirth, New Life) was once a beautiful jewelled planet, with excellent natural resources in terms of biodiversity, allowing a great amount of medicine to be derived and discovered. However, due to it's proximity to the NEA territory, it was also one of the first to be almost wiped clean by nuclear fire as it wasn't strategically important enough to be worth taking.

For the past 55 years, it has been little more than a dusty wasteland encased in a dark sky and two barely visible suns, the planet hosts a small population of roving nomads, constantly hunting for water and food. The nuclear winter has managed to produce a great amount of cold crystal in the north and south of the planet, and this is the only thing that gives the planet a file in the Na'Daaash Dominion's records. Otherwise left more or less alone to it's own devices, the survivors of the once powerful families and the newly risen lords of the deserts fight and politick over the scraps.

Misc item(s):
Private Bank Account: Being the daughter to a large merchant family has it's advantages. While she certainly isn't rich beyond measure, she has a very large inheritance to her name. Sadly, she rarely touches the account, fearful that those who killed her family are waiting for her to reveal herself.

Rebreather: The Nuclear Wasteland is a place where any acceptance of the land will plant poison in you; as such, most of the (wealthy) locals would bear a rebreather, a small mask that allows them to filter radiation and poison from the air, and recycles the air already breathing.

Suit of the Sisterhood: A suit of basic body armour laced with lead to reduce radiation poisoning as well as ward off a shot or two, this piece of red clothing provides protection as well as comfort in those desert wastes. Combined with her rebreather, she can even survive in space for an hour or so before succumbing. Useful for those on a spaceship.

Robe of the Sisterhood: White robes made from fibres of the planet's plants, somewhat resistant to fire, are left loose in general but tied around the upper arms and waist of the Sister in question; little more than particular cloth, but represents her impartial nature as well as her rank. While she should discard it for safety, she feels it would be putting aside her pride and her oaths, and she is loathe to do either.

Medical Tools: She has the small surgical wing to herself, it is true, but wounds don't always happen in convenient places. As such, her suit has many small pockets and packages to store medicines for poisons, ways to clean and treat wounds, painkillers, tools and diagnosing equipment. She even has a rare statis tool, to literally freeze time over a wound... Untested though. Things go wrong when you mess with time.

Demonjazz said:
Would any of our characters know each other before the campaign?
I suppose we can roleplay that out while we wait for the group to set up?
 

Nick Bounty

New member
Feb 17, 2009
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This looks interesting, might give it a go. The Beast hunter is looking mighty tempting I must say. I'll try and get a sheet up soon
 

alandavidson

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Jun 21, 2010
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This looks cool. A lot of detail in the world, I like it. I'll have a sheet up soon.

Quick question, can Beast Hunters be non-human?
 

Kaboose the Moose

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Feb 15, 2009
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alandavidson said:
This looks cool. A lot of detail in the world, I like it. I'll have a sheet up soon.

Quick question, can Beast Hunters be non-human?
Yes they can, any intelligent race from the Dominion can be a beast hunter. The role however is for 1 player and someone has already expressed interest in it.

You should pop in to the discussion group [http://www.escapistmagazine.com/groups/view/THE-CANTOLIA-INCIDENT] if you haven't already to chat with the other players and discuss roles and whatnot.
 

Kaboose the Moose

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Feb 15, 2009
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[HEADING=1]Weapons Requisition Form[/HEADING]​

All roles are capable of equipping primary and secondary weapons, with some being able to equip more than others. To arm your character submit the relevant requisition form for your chosen role.

Primary weapons are the weapons your class is most adept at followed by secondary weapons. The behind the scenes dice rolls made to determine combat effectiveness will reflect this when determining outcomes of conflict.

Depending on your faction, ammunition types will vary. Kinetic rounds (bullets) are more common amongst Dominion forces than the NEA and have 3 famous variations:

1) Armour piercing (AP): excels at penetrating through armour but weak against unarmoured targets

2) Hollow-point (HP): weak against armoured targets but excels against unarmoured, often burrowing into organic tissue and ?ballooning out to cause massive internal trauma

3) Heavy-matter (HM): these are bullets with a heavy-element core and are capable of imparting large knockback and damage to their targets. However, they also have a longer travel time to their target due to the slower acceleration. Unlike the other types, heavy-core bullets are affected by winds and surface gravity more and so have larger aiming penalties.

The NEA have all but abandoned kinetic rounds altogether in favour of energy based ammunition. Here are some mass-produced and readily available ordnances:

1) Laser cells: High penetrating power and effective against armoured targets. Unarmoured targets may suffer second or third degree burns of not adequately protected by basic material protection.

2) Maser cells: similar to lasers but uses lower frequencies (microwaves) and therefore has lower penetrating power. Primarily effective against unarmoured targets.

3) Plasma cells: Focused beam of super-heated particles which causes surrounding blood vessels of the target to boil and explode resulting in very messy wounds, it is capable of melting through most armour if fired for long enough. Plasma cells generate tremendous amount of heat as a result and unless wielded by someone with a strong trigger discipline - may result in damage to the weapon and/or oneself.

On the matter of stealth, note that energy weapons are not in the slightest bit stealthy - they generate quite a bit of light, heat and sound as a byproduct of their firing mechanisms. Particularly attentive observers may find it possible to gauge the point of origin of energy weapon fire based solely on the arcs they make across an open battlefield.

Energy weapons can in no way be silenced with modifications nor can any attempt be made to diminish the ?muzzle flash?.

The requisition forms below represent what your characters loadout are, this doesn?t have to mean this is what it on them at all times, rather, what they will have on them when on a mission. Certain classes may carry only a limited number of ?consumable items? (eg: 2 grenades for the marine and Sentinel), this does not mean that they get only two grenades for the whole RP, only that they can carry, at any given time, 2 grenades. If they are used in battle they must return to a stockpile to resupply to obtain another 2 grenades. The stockpile, for most part will be whatever HQ, home base, spaceship,outpost the expedition will call home during the campaign.

Players are asked to remember to take adequate ammunition with them (magazines/cartridges) for their primary and secondary weapons when on mission but do not need to keep track of how much ammo is been expended or know how many rounds are in each mag. For the purposes of the RP, you can all assume that each weapon holds a substantial number of rounds (an arbitrary number like 60, more for the machine guns) but at some point during combat you will need to reload your weapon (or I will prompt you to reload your weapon). When you reload you are placing a new cartridge/magazine into your weapon and it is this number of cartridges/magazines that is important for players to remember. Wherever you go in the RP, if you take your weapons with you, you need to declare (somewhere) how many mags you are taking. If you run out of mags you can no longer use that weapon (unless someone who is also using an identical weapon is willing to share ammo with you). Players can carry as many mags as they have pockets for but be aware most magazines are heavy and take a lot of space, so don?t expect to get away with asking for 30 mags of ammunition. That won't happen! An average of 4 mags is considered reasonable, less, for non-combat sorties. Anymore than 4 mags and your character will incur penalties to their movement, defense and fatigue level regardless of physical prowess.


Marines and Sentinels carry two primary weapons as standard along with one secondary. They are also capable of carrying a maximum of 2 grenades (2 of same type or 1 of each type)

[hr]

Primary Weapon classes: (Assault rifle, Shotgun and SMG only)

Primary weapon descriptions: (Describe the weapons and their ammunition types)

Secondary weapon class: (pistol, revolver, combat knife only)

Secondary weapon description: (Describe weapon. Laser, Maser, AP and MP ammo only.)

Grenade loadout (maximum of 2): (choice of HE grenades, shrapnel (AoE) grenades, smoke grenades, incendiary grenades, Antigrav grenade (reduces surface gravity in a small radius for a short duration) and EMP grenades):

Armour description: (describe your armour)


Field agents are equipped with a single primary weapon equipped with a custom modification and a single secondary weapon. Most field agents are trained in dual-wielding secondary weapons provided they are light enough and impart minimum-recoil. Field agents are also equipped with unique combat suits that primarily enhances the wearer's mobility, surveillance and stealth capabilities but provide no armour bonus. All suits contain an environmental regulation element that can (for a limited duration) even sustain a wearer in the harsh elements of outer space.

[hr]

Primary Weapon class: (Sniper rifle, Pulse crossbow, custom - custom designs need to be DM approved)

Primary weapon description: (Describe the weapon and their ammunition type. If custom design - give description of weapon. custom designs are subject to DM approval)

Primary Weapon modification (choose 1 from below) :

1) Reflex sights - Embedded hud for weapon scope that can produce tactical information such as distance to target and wind speeds and provide assisted target tracking.

2) Heat sinks(energy ammo only) - improves heat dissipation from energy based ammunition allowing you to fire rounds quicker.

3) Suppressor (kinetic ammo only) - silences weapon, increases your stealth rating.

4) Laser designator - paints a target with an infrared laser for close range encounters. This enables users to fire without using weapon sights/scope at close ranges.


Secondary weapon class: (pistols, throwing knives (max 8), Compact SMG only)

Secondary weapon description: (Describe weapon. Laser, Maser, AP and MP ammo only.)

Armour description (restriction: light armour): (describe your armour)

Combat suit description: (describe the mobility/tactical/surveillance/stealth elements in your suit)


Heavy weapon experts are allowed one primary and one secondary weapon and a single explosive charge weapon.

[hr]

Primary Weapon class: (Light machine gun, Heavy machine gun (must be deployed on tripod attachment), Grenade launcher only)

Primary weapon description: (Describe the weapon and their ammunition type)

Secondary weapon class: (Revolver, Pistol only)

Secondary weapon description: (Describe weapon. AP and MP ammo only.)

Explosives (choose one from the following):

Stinger Rocket Launcher - fire an AVR-8 missile for massive explosive damage. Weapon has a long range and a large blast radius. Will do severe damage to all but the most highly armoured targets/buildings. (only 1 missile per resupply)

Plastic explosive - a C-41 explosive device which can be adhered to any surface and detonated either remotely (medium range detonator) or triggered by timer. Large explosive damage but a relatively small blast radius, the C-41 is often used as a breaching charge but can be co-opted for any explosive purpose. (only C-41 block per resupply)

Armour description (describe your armour):

Combat engineers are capable of equipping a single primary and secondary weapon. A staple in any large Dominion platoon, combat engineers earn their name based on the strong association they have with their drone ?pets?. Once deployed, these drones provide varied tactical advantage to friendly and allied troops.

The drones are remotely operated by engineers via uplink holopads or wrist mounted controls, alternatively, the drones can be set to autonomous control only if executing simple tasks such as patrolling or passive surveillance. Based on the mission and battle theater the drones take on multi-purpose roles. Some are armed with various weaponry ranging from light machine guns to a heavy .50 cal turret, while others contain the latest battlefield imaging software, electronic hacking suites and various countermeasures such as smoke grenades launchers and electronic jammers. The drones do require considerable amount of power to maintain all systems in a battlefield situation and while energy saving methods are present (shutting down combat sub-systems while not in combat) their staying power in battle comes down to engineer skill. A depleted drone can take up to 12 hours to recharge basic functionality.

Combat engineers can repair damaged or even destroyed drones based on the complexity of the drone. Generally speaking there are 3 classes of drones available:

Class 1 drones - Saving mass is the key principle in these drones. They are ground based, all-terrain drones with simple and easy to replace parts and mechanics. Light armour (composite shielding) and weaponry (x2 hardpoints for small caliber guns) these drones are fast and agile on the battlefield and have the most efficient powerplants of all three classes. This allows class 1 drones to remain operational for longer and have a much larger operating range, thank to having the spare mass and space to house long-range communication transmitters.

class 1 drones are the easiest and fastest to repair requiring almost no expensive or materials for the process.


Class 2 drones - Often developed by government backed industries or private investors, these drones are better armoured (reinforced alloy) and armed (x2 hardpoints for machinegun caliber weapons) and tend to be a hover-variant of class 1 drones. The larger hover engines and the power demand by more complex weapon systems has resulted in a heavier powerplant - which reduces speed and agility overall. Battery life is also far less than its smaller class 1 counterpart and has a smaller operating range.

class 2 drones require longer time to rearm and repair than their smaller counterparts. Depending on the extent of the damage and the particular system affected, repairs can require some expensive metals and alloys and a significantly longer downtime.

Class 3 drones - Funded by military engineers, these are the largest drones developed by combat engineers. Often a flying variant, these are slow and less maneuverable than previous variants but makes up for it by being heavily armoured (ablative armour and reinforced nano-meshing) and armed (a single hardpoint capable of housing a heavy caliber weapon, such as the M61 - multi-barrel rotary cannon.) Housing the largest powerplant possible the drones provide just sufficient power to maintain flight and power the combat systems. It is worth noting that power from the weapon systems can be diverted to the engines to gain additional flight altitude and some maneuvering capabilities and speed.

Class 3 drones require significant time to rearm and recharge (24 hours to recharge basic flight controls). Repairs cost and time can be extensive depending on the damage and often requires large quantities of expensive metals that (more often than not) be reliably obtained on black markets.

[hr]


Primary Weapon class: (SMG only)
Primary weapon description: (Describe the weapon and their ammunition type. If custom design - give description of weapon. custom designs are subject to DM approval)

Secondary weapon class: (Pistols and revolvers only)
Secondary weapon description: (Describe weapon. AP and MP ammo only.)

Drone class (only 1 allowed):
Drone description: (what the drone looks like, it?s backstory -when it was built..etc.)
Drone Weapons: (describe the appropriate armament for your drone. two small caliber guns for the class 1, two medium caliber guns for the class 2 and one large caliber for the class 3)

Drone utility suite: Every drone is capable of providing additional tactical support to friendly troops besides firepower. Their capabilities depend on the particular utility suite installed. A drone of a given class can equip any utility suite built for its class or a class below it (i.e- class 3 drones can equip utility suites designed for class 3, 2 and 1, while class 1 can only equip utility suites designed for itself).

Note: class 1 drones can install 2 utility suites while drones 2 and 3 can only install 1 utility suite onboard.

Smoke grenade launcher (class 1) - deploys a number of smoke canisters to cover retreat or obscure enemy vision. Perfect for tactical repositioning of the battlefield.

Noise maker flare (class 1) - deployable flare that generates light and sound as it descends to the ground. Creates an auditory and visual distraction.

Surface scanner (class 1) - capable of scanning an area for organic compounds, water, metals and various ores that may present on the surface.

Sentry pod (class 2) - a programmable early warning system that can alert friendly units to hostile movement in a particular area.

Surgical station (class 2) - a modified compartment consisting of an onboard diagnostic computer capable of performing minor battlefield medic duties. Also equipped with a laser scalpel for on-site minor surgical treatment.

Supply pod (class 2) - allows for the storage of additional ammo for battlefield troops (can carry a total of 10 units of cargo)

ECM suite (class 3) - Electronic Counter Measure on board can protect a local area surrounding the drone from hostile electronic warfare and intrusions. The ECM kit can also jam hostile electronics if their transmitting frequencies are discovered.

Surveillance probe (class 3) - An onboard camera that is used to gather audio and visual data from high profile targets. The probe also contains an intrusion kit which can additionally attempt to exploit weaknesses in wireless networks in order to hack networked devices.


Armour description (restriction: medium/light):

Tactical officers are responsible for the ships they live and serve aboard. Therefore their training and discipline comes from mastering combat in tight spaces and hand-to-hand combat and combat using bladed weaponry to reduce collateral damage to the ship. Weapons wise, they use a single primary and secondary weapon which are often supported with some melee bladed weapon (eg: dagger).

Bladed weaponry are not a mainstay during ship combat but can be vital at catching the enemy off guard and minimising damage to ones own ship or a recently captured ship. Freerunner bladed weapons are often hidden on the person or concealed in something unassuming to pass security detection. They are rarely brandished brazenly or in the open like a sword but often emerge in a users hand when least expected, therefore there is a strong emphasis on concealability, compatibility and rapid deployment mechanisms. An example of this is the gunblade - A blade hidden in the stock of a conventional weapon that can be quickly drawn to disarm or slash at an opponent before being reassembled into the gunstock to fire the weapon.

It is not unheard of to have energy based melee weaponry (eg: energy sabre) however these are generally rare and usually considered trophies from successful heists or pirating mission and rarely see application in the real world.

[hr]

Primary Weapon class: (Shotguns, Compact/Micro SMGs, Carbines, Dart gun)
Primary weapon description: (Describe the weapon and their ammunition type. If custom design - give description of weapon. custom designs are subject to DM approval)

Secondary weapon class: (Pistols, revolvers, any thrown/melee bladed weaponry)
Secondary weapon description: (Describe weapon. AP and MP ammo only.)

Bladed weapon description (if any): If you wish to carry a bladed/energy based bladed weapon - describe it.

Grenades (2 max): (choice of flashbang grenades, tear gas grenades, smoke grenades, anti-grav grenades)

Armour description:

Pilot, Mechanic and Medic Unavailable - Slot taken/Max players reached!

These classes are not career fighters and so are restricted to small arms weapons and/or non-lethal weapons as their primary choices. Secondary weapons tend to be bladed melee weapons or those capable of stunning and/or disarming an opponent (eg: stun baton).

Besides these conventional weapons, the above classes may also have (at their discretion) a hidden weapon slot. Hidden weapons are unconventional weapons and often are very unique to the creators, as they would have fashioned it sometime during their careers/travels. These weapons may or may not be battle tested- they often are a cobbled together weapon, small and highly concealed with basic mechanisms (eg: spring operated). Some may not even be lethal weapons at all but a drug such as a paralytic or sedatives administered as airborne spray.

[hr]

Primary Weapon class: (pistols, micro SMG, general light weapons, general melee weapons)
Primary weapon description: (Describe the weapon and their ammunition type. If custom design - give description of weapon. custom designs are subject to DM approval)

Secondary weapon class: (stun/disarm)
Secondary weapon description: (Describe weapon. AP and MP ammo only.)

Hidden weapon description (if any): (subject to DM approval)

Armour description (restriction: light):

Bounty hunters have tremendous diversity in their assault arsenal and are capable of carrying one customisable primary weapon, one secondary and one exotic weapon. They are also capable of carrying various gadgets as part of their bounty hunting tool set.

[hr]

Primary Weapon class: (Rifle, Shotgun, SMG, sniper rifle, Repeater Crossbow)
Primary weapon description: (Describe the weapon and their ammunition type. If custom design - give description of weapon. custom designs are subject to DM approval)

Primary weapon description modification (choose 1):

Silencers (for kinetic firearms) - Silences the weapon
Underbelly grenade launcher attachment - x2 HE or Concussion grenades for rifles
Laser target designator (all weapons) - removes aim penalty when hip-firing,
Hidden bayonet - retractable bayonet attachment for SMGs
Speciality magazine (kinetic firearms) - allows user to carry one magazine of the following speciality ammo: incendiary ammo (fire damage), EMP slugs (damages electronics), Rubber bullets (non-lethal), irradiated shells (toxic damage)

Secondary weapon class: (stealth gauntlet , pistols, revolvers, stun batons, compact SMG)
Secondary weapon description: (Describe weapon and ammo)

Exotic weapon (choose one or create custom):
Electro bolus (x2)- ranged weapon that can stun organics and disable or damage unshielded electronic targets.
Sonic lance (2 charges) - weapon that can cause disorientation, temporary loss of hearing.
Magnetic repulsor knife (x2 darts) - a powerful capacitor-pumped electromagnet that fires a dart with great force. The dart can be laced with neurotoxins or any fast acting paralytic)

Custom exotic weapon : (a custom exotic weapon can be made but must be DM approved beforehand)

Gadget(s) (2 of the following):
Grappling hook: improves vertical mobility and scale tall structures
Warrant scanner: the ability to scan biometric date (fingerprint or DNA) and search a global database for outstanding warrants/bounties.
Spectrum goggles: Ability to see in thermal and night vision modes, can also pick up electromagnetic pulses generated from the heart but only at very close ranges.
Remote explosive: a small plastic explosive device with a long range detonator.
Garroting wire: fiberwire for strangling a target up close and personal.
Anti-poison: a limited use kit contains the antidote to the most commonly used poisons and venoms known throughout ceres
Chemical spectrometer: can analyse solid and liquid chemical compounds to determine their composition, chemistry and possible source of origin.
Chameleon ghillie suit renders the user invisible under both visual and thermal spectrums when standing still.

Armour description (restriction: cannot wear heavy armour):

Templars are the military wing of the Zaraqusian church and as such are warriors of justice and faith. They are equally comfortable carrying firearms such as rifles and shotguns as much as they are dancing across the battlefield wielding bladed energy-weapons. Their discipline is just as formidable as any who have served in organised armed forces, arguably more so, as they are agents of justice and equilibrium who are guided by their unbreaking faith.

Uniquely, Templars are capable of equipping a shield generator on them (housed on the wrist) which when deployed creates a forward-facing forcefield which protects them from most hostile fire. They are used to great effect to charge an opponent through an open battlefield and engage them at close range with single-handed energy-weapons or sliced with bladed energy-weapons.

These energy shields become depleted when they absorb sustained damage above their rated threshold and require new shield cells to be installed before they can be activated again. However, due to the excessive heat build-up as a byproduct of the energy absorption/deflection process, failsafes within the generator prevent more than 2 consecutive uses of shield cells until proper cooling/venting of heat has been initiated.

[hr]

Primary Weapon class: (Rifle, Shotgun, SMG, custom two-handed/single-handed weapon or bladed energy weapon)
Primary weapon description: (Describe the weapon and their ammunition type. If custom design - give description of weapon. custom designs are subject to DM approval)

Portable shield generator: An invention of Zaraquisian technomacners there are 3 known shield variations. Choose 1 of the following: Note that when activating the shield you cannot be using a two-handed weapon. The shield generator is housed on the wrist of the non-dominant hand, ergo, when using a shield you will have to either switch to a secondary weapon or a primary weapon that is single-handed to use (Micro SMG, machine pistols, single-handed bladed weapons..etc..)

Kite Shield - Creates a smaller force field in the shape of a medieval kite shield from the wrist of the user. The smaller size sacrifices overall body coverage for a larger damage absorption capacity. Particularly skilled Templars can anticipate enemy fire and reposition the shield as they engage the enemy while the shield itself can withstand a higher damage threshold compared to others of its type.. There is also no penalties to movement and speed when using this shield.

Deflection shield - Follows the idea of using an enemy's weapon against them, or in this case, an enemy?s ammunition. The deflection shield generator creates a unique ?mirror? force field in front of the wearer which is capable of deflecting upto 78% of the incoming energy outwards. Skilled templars can angle their shield to maximise the chance of returning fire back towards the point of origin. Though less effective with kinetic rounds, the shield is still capable of reflecting 41% of the kinetic energy, however ballistic physics means that the deflected bullet will only travel a short distance in a return trajectory. It is hypothesized however that a close range shot may ricochet back to the enemy - if they were close enough.

There are very minor movement and speed penalties when using this shield type.

Lightning shield - Provides the greatest body coverage but at the cost of a lower damage threshold. While these shields may not be able to absorb a lot of incoming damage, they are unique, in that they are capable of dealing static shock damage to any enemy that comes in to contact with the shield. It is a well established saying that the best defence is offence and skilled templars will often supplement their firepower from their firearms with a swift bash from their lighting shield which imparts a very powerful physical punch and strong static damage to both organics and electrical equipment. The lightning shield also provides a shielding effect against enemy electrical and stun weapons by grounding the electricity and bypassing negative effects from afflicting the wearer.

As this is the largest generator of the three, there are some minor movement and speed penalties when using this shield type.

Secondary weapon class: (Pistol, Revolver only)
Secondary weapon description: (Describe weapon and ammo)

Armour description (restriction: cannot wear heavy armour)


Class Unavailable - Slot taken!

Beast hunters are exceptional survivalists and adapters to harsh environments. Trained on various different unforgiving homeworlds of Dominion space, their skills includes firearms, bladed energy weapons, unarmed-combat, tracking, herbalism and chemistry to name a few. Drawn from all races, creeds and walks of life - Beast hunters are genetically enhanced killing machines, created to exterminate unwanted and uncontrolled infestations residing throughout the worlds of Ceres.

Beast hunters prefer to study their foes from afar first, exploiting any weakness at range and then closing in for the killing blow. When forced, they will not shy away from close-quarter or even hand-to-hand combat with much larger and arguably much stronger foes. The trademark weapon for the Beast Hunter, uniquely, is the vast array of chemicals that they can create in order to coat their weapons or hurl at their foes.

[hr]

Primary Weapon class: (Rifle, Sniper rifle, Combat Crossbow, Heavy Shotgun)
Primary weapon description: (Describe the weapon and their ammunition type. If custom design - give description of weapon. custom designs are subject to DM approval)

Secondary weapon class: (Sawed-off shotgun, Hunting scythe, any two-handed/one handed bladed-weapon )
Secondary weapon description: (Describe weapon and ammo)

Gene alteration: Beast hunters are genetically altered fighters and so gain several physiological advantages. Choose two key alteration from below:

Wind reflexes: Your reflexes are faster and more acute. You are better at perceiving and dodging ranged attacks.

Cat balance: You can land from heights that would otherwise cripple everyone else. You can also grow ?climbing claws? to climb vertical surfaces with greater ease.

Predator Sense: Enhances vision to see both afar and in the dark. Hearing range is much greater than normal and in quiet environments you can track based on heartbeat sound alone.

Reinforced hide: Allows you to alter your skin layer, at will, to an armoured variant. You gain resistance to fire and electricity damage and increases your damage tolerance at the cost of movement speed.

Snake guts: Gain immunity to most known poisons and paralytic effects

Hunter's Instinct: Gain the ability to discern the biological weaknesses of a creature after a few moments of study. You will be aware of their weakness location(s) and attacks made their have a higher chances of landing critical blows.

Eye of the Tiger: You can see through most natural camouflages and are better at detecting artificial/electronic camouflage. Enemies attempting to sneak past you will have massive penalties.

Va'ruul Claws: Gain the ability to grow retractable 12 inch claws from both hands akin to the Va?ruul beasts. The claws are reinforced keratin and capable of penetrating natural and synthetic armour alike

Chemical formulas: Beast hunters are elite hunters with a signature fighting style. Weapons and bullets coated and housing a myriad of toxins and paralytics make very short work of their prey by disrupting cellular function or rendering them immobile and catatonic. They also posses formulas for creating medicines, cures to poisons and anti-venom based off their survival skills in the wilderness.

Below are a few known Beast hunter chemical formulas that have proved to be effective at dealing with the monsters of the world. Choose one formula to master.

Petrifying gaze: a liquid that can be applied on to a bladed weapon or housed in a conventional bullet. When administered into the bloodstream the victim will experience violent hallucinations and become disoriented. Lowers the movement speed and defence of the enemy. There is a risk that the victim may thrash out at nearby units when experiencing hallucination, it is advised to keep a safe distance from someone afflicted with this poison until its effects wear out.

Ara's fire: Named after the legendary Beast Hunter who invented it, Ara?s fire is a chemical concoction that when mixed with oxygen spontaneously combusts into an inferno. The chemical is self-oxidising and thus produces its own oxygen to further fuel the fire. This fire cannot and should not be doused using water and will extinguish only when the chemicals have completed their reaction. The fire burns at a temp in excess of 3000K and can melt through most metals and materials.

Rusting grasp: This chemical can oxidise most metals causing them to become brittle and weak. Owing to its high oxidising potential it should not be applied on ones own weapon or housed in a bullet or even allowed to come into anything metallic that you value, rather it should be thrown at an enemy or rigged as a trap. It can cause mild burns to exposed skin but can render most armour corroded if substantial amounts are applied. Corroded armour provides little protection and is easier to score critical hits on.

Stink bomb: A sulfur based chemical concoction that reacts with oxygen, hydrogen and nitrogen to create a nauseous cloud. Relatively harmless, unless large amounts are inhaled , stink bomb is used to daze opponents and distract them. The yellow sulfur clouds also obscures vision for those caught with the radius of the explosion and is generally a choking hazard. Enemies and creatures alike are forced to break off a charge or cover position when exposed to the cloud.

Anchor tonic: An adhesive chemical that when thrown onto an enemy will quickly coagulate into a solid mass upon reaction with air. The resin type substrate can glue up limbs together preventing the use of weapons, claws, etc and can prevent movement or flight if the substance is stepped on (i.e- an affected limb comes into contact with the ground). The resin loses its adhesive quality over time though so a Beast Hunter needs to be quick to finish the kill.

Frigid spear:This chemical can be thrown or applied on bladed weapons/housed in conventional bullets. When it comes into contact with the skin or bloodstream, tiny crystals of ice form on reaction with water. On exposed skin this can cause second degree burns and even frostbite damage if sufficient amounts of the chemical is applied and not treated quickly. The target also suffers movement penalties. If applied to the bloodstream, the ice crystals can travel through the circulatory system doing internal hemorrhaging damage. The body heat of an organism will prevent the ice from aggregating or reaching the warmer heart but it will is capable of doing severe internal damage on the way. The targeted limb will be rendered numb and useless for the duration of the reaction, if that limb was carrying a weapon that weapon either becomes unusable or if used in a different limb which is non-dominant (will carry attack penalties). If that limb was part of the movement, the target has their movement and defence rating lowered.

Armour description:
 

Nick Bounty

New member
Feb 17, 2009
324
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0
Name : Val Roubel

Age : 35

Race: Human

Gender : Male

Appearance: : What meets the eye, should you happen to direct yours at Val, is nothing special. A tall man, solidly built with an athletic nature defining his muscles. His skin is tanned but beneath the clothing one can catch a glimpse of various scars and burns that batter his body. With only limited facial hair growth, dark hair tied in a short pony tail, Val, for the most part, appears boring. However, looks are always deceiving.

Faction : Dominion

Role : Beast Hunter.

Homeplanet: The wastelands of Kvanti, Argor Sector

Misc item(s) : A leather jacket made from Edraxxi (a three-horned beast native to Kavanti. Tall as a two story house, skin as armoured as Neo-Steel and breath capable of wilting plants) hide containing various pouches and pockets. A necklace made from the teeth of an Ugudua (a winged creature with a head of lion and body of an eagle), a bound leather journal, a lighter and goggles containing night and thermal vision.

Requisition Form

Primary Weapon class: Heavy flechette shotgun
Primary weapon description: A custom designed 12 gauge hunting shotgun which fires a tight spread of 9 saber darts about 10 cm long. Deadly against flesh and some types of armour, less effective against thick armour and energy shields.
Ammo: AP - flechette slugs. The slugs contain a special housing to treat the darts within with a chemical toxin.


Secondary weapon class: Sonic blade
Secondary weapon description: Custom designed sonic knife: A knife made out of ceramic that can withstand high temperatures and stress. The blade itself is designed out of metallic alloys and reinforced with an industrial grade diamond lattice that facilitate the conduction of high frequency vibrations. The vibrations of the blade can cycle through a large resonance frequency range affecting most organic and synthetic materials. In the vary least it can cause, major discomfort for anyone that comes into contact with the vibrating blade - or at the very worst, if the resonance frequency of the blade matches the resonance frequency of the organic material or armour, it can can cause the rupturing or weakening of that material. The blade is powered by nano batteries embedded in the hilt.

Gene alteration:

Wind reflexes: Your reflexes are faster and more acute. You are better at perceiving and dodging ranged attacks.

Eye of the Tiger: You can see through most natural camouflages and are better at detecting artificial/electronic camouflage. Enemies attempting to sneak past you will have massive penalties.

Chemical formulas:

Frigid spear:This chemical can be thrown or applied on bladed weapons/housed in conventional bullets. When it comes into contact with the skin or bloodstream, tiny crystals of ice form on reaction with water. On exposed skin this can cause second degree burns and even frostbite damage if sufficient amounts of the chemical is applied and not treated quickly. The target also suffers movement penalties. If applied to the bloodstream, the ice crystals can travel through the circulatory system doing internal hemorrhaging damage. The body heat of an organism will prevent the ice from aggregating or reaching the warmer heart but it will is capable of doing severe internal damage on the way. The targeted limb will be rendered numb and useless for the duration of the reaction, if that limb was carrying a weapon that weapon either becomes unusable or if used in a different limb which is non-dominant (will carry attack penalties). If that limb was part of the movement, the target has their movement and defence rating lowered.

Armour description:

Edraxxi leather jacket: Edraxxi hide is fire proof and has resistance to chemicals and corrosive elements commonly found in the maws of treacherous beasts. Due to the reinforced nature of the hide it also bestows substantial protection against thermal and kinetic rounds while also being light. However, sustained fire can tear open the armour and high powered lasers and explosives can cut through the armour like butter. Since it is a jacket, the armour is only capable of protecting Val where it covers him, leaving his lower body, head and hands exposed.

Lower torso leggings: Leggings made of cloth and reinforced with giant scorpion carapace. The carapace provides strong protection from elemental damage and some medium protection from ballistic and thermal weaponry.

Manticore gloves: Gloves made from Manticore leather. Provides rigid support and climbing friction when clambering onto smooth surfaces. Also provides some protection from claw and teeth damage.
 

Kaboose the Moose

New member
Feb 15, 2009
3,842
0
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[HEADING=1]Accepted Players - Part I[/HEADING]

(Apparently, I can't group all players in one comment as I get a "comment too large" error. So I broke it into two. If your character is not on this list, either its pending approval or needs refinement. PM me and I'll review it.)


Name: Mar (Real Name unpronounceable in all but native Shree Tongue)

Age: 22 Earth Years (Roughly 27 Shree Seasons)

Gender: Female

Race: Shree

Faction: Free Runner

Role: Pilot

The Shree, widely considered to be nothing more than sapient pests by the Ceres galaxy at-large, used to be an rapidly expansionist Protectorate in their home system, stripping several planets of anything of value, or even anything that would be remotely edible to them, leaving barren husks in their wake. In fact, the Shree are usually spoken of as a cautionary tale of rampant over-consumption and over-population, with their homeworld being the prime example. After a harsh 'police action' on behalf of their galactic neighbors, the Shree are reduced to a fraction of their former galactic population and are restricted from settling on any habitable planet in any significant numbers, if at all by both the Dominion and NEA. Most have become Free Runner drifters, often living on starships or orbital habitats.

When they aren't being equated to locusts, the Shree are considered a particularly industrious people, which was a large factor behind why each of the planets they laid claim to were stripped of any natural resources. However, the restrictions on any further colonization imposed by both the NEA and Dominion have largely done away with most of their research and development ventures.

Something that hasn't changed in millennia in regards to the Shree is their attitude towards any other species, intelligent or otherwise, that they perceive as potential prey. In fact, it's a popular rumor that Shree would be more than willing to devour a member of another sapient species should they be considered edible. Most Shree won't deny this, with threatening to turn someone into their next meal being very common against those that they are particularly displeased with.

Shree culture is varied, particularly from habitat to habitat, though it's generally accepted that the cultures of other races have bled into Shree communities quickly over time. However, having come from a instinctively matriarchal society, when groups of Shree come together most automatically defer to the oldest and most assertive female of the group, particularly if they have had children. While the matriarch of a particular community is generally considered to be in charge, their word is hardly law, and they only have the power that the other community members give them.

The oldest form religion for them however is a sort of ancestor-worship. When a revered member of a Shree family dies, their body is given funeral rites before being skinned, and their hide turned into fine leather. Said leather is then fashioned into a garment, often a heavy leather coat. The ancient belief was that the ancestor would protect the wearer through the garment after death. While it isn't practiced very openly or very often, it isn't at all unusual for Shree to be seen wearing a coat made from an old family member over their thermal enviro-suits.

Physically, the Shree are bipedal humanoids with an average height of six feet, with the average female being physically larger than most males, while males have higher muscle mass. Shree are, unusually enough, cold-blooded despite the fact that females give live birth to their young, usually with one to two young per-birth. Due to being cold-blooded, they are rarely seen without their thermal enviro-suits unless the ambient temperature is high enough.

Their most obvious physical feature is their four arms: The upper, true-arms that are generally longer with four fingers and two opposable thumbs, and the lower, false-arms which are shorter and only possess two fingers and a single thumb each. That, along with natural agility and flexibility, make them almost ideal at navigating zero-gravity environments, a fact that they often take advantage of. Their faces are flattened and consist of four narrow eyes, one set directly below the other, a pair of small nostrils, and wide mouths filled with several rows of needle-like teeth, which along with the claws that each finger and toe end with clearly marks them as having evolved from predators.

Their skin is thick but smooth, with skin tones varying from a rust-brown to a dark gray to pitch black, often with rippled variations thereof. Most physical distinctions between male and female Shree is that, while lacking breasts since they don't breastfeed, females have a larger chest to incorporate a more robust digestive system and circulatory system meant to support their pregnancies. They also have wider hips meant to give birth. Males, on the other hand, have thicker skin and generally have more vibrant skin tones meant to attract a mate.

A Shree's diet consists almost entirely of meat, with very little need for vegetation to give them what nutrients they need, but they can handle a surprisingly wide variety of meat to sustain themselves. Most modern-day Shree subsist on a 'nutrient paste': Tubes of rendered-down flesh meant to give them all the vitamins and minerals they need with a 'meaty' taste. However, most find this vastly inferior to fresh meat, and whenever given the chance will gorge themselves on the real thing.

The average lifespan of a Shree is around 160 of their 'Seasons', or an equivalent 128 Standard Earth Years, with each 'Season' being equal to 1.25 Earth Years.

Mar is a fine example of a young adult Shree, tall and lithe with a surprising hourglass figure. Her skin is a dark gray rippled with black, her face narrow with milky red eyes. What is unusual is a small white birth mark just underneath her lowest left eye, almost resembling a classic Human beauty mark.

Besides the skintight thermal enviro-suit, colored a pale Safety Orange, she usually wears a dark gray Pilot's jumpsuit, and a black domed helmet. Despite being thick and loosely-fitting, it's meant to withstand vacuum when properly sealed, though it can only hold a short emergency air-supply.

When not on-duty, she prefers to wear loose cargo pants, a heavy brown jacket of simulated-leather with her old Racing Shuttle's number (#66) emblazoned on the back in orange along with the image of a "Devil-Fish" (A cross between a very surly Terran Eel and Shark, colored a sinister blood red), a black simulated-wool cap and her choker-mounted translator.

With the Shree homeworld of Graan having been turned into nothing more than a barren, lifeless rock due to their influence, Mar has never so much as seen it, instead calling the New Texas Space Habitat in the NEA's Pegasus system her home. Named after an ancient Human territory, it used to be an old mining platform before being converted into a proper habitation. It boasts sizable communities of multiple races, including Humans as well as Shree and Auslav. But it's most widely known for it's diverse bazaar as well as the local Shuttle racing circuit, which makes use of the local asteroid fields and has become very lucrative to the station.

Mar herself participated in Shuttle racing for two years when she was younger, even narrowly losing the finals in her first year. However, she was banned from the sport due to illegally modifying her Shuttle in an attempt to achieve greater speed.

-1 #66 Racing Shuttle "Devil-Fish", painted Rocket-Engine Red and illegally modified with enhanced thrusters, has seating for four when not being used for cargo transport.

-1 Slightly-malfunctioning, choker-mounted Translator, able to convert the user's speech to the native tongue of most NEA, Dominion or Free Runner Races. Seems to have issues regarding idioms and figures of speech. (Or else it's user-error.)

-1 Refrigerator stocked with one-months-worth of Shree nutrient paste.

-1 Case of toiletries and other personal-hygiene items.

-Several changes of clothes including: 5 spare thermal enviro-suits, 2 spare Pilot's jumpsuits, several sets of off-duty clothes.

-Several scale-model starships, including one of a C-03 "Kestrel" currently being made to resemble The Resolute, and one of her Racing Shuttle.

-1 Holo-recorder, specced to make accurate recordings of full, three-dimensional objects. Can double as a video-recorder.

-1 Black Shree-Leather Coat (Great Grandmother), never worn.

-1 ZF-1 Electron-Flux Whip, AKA ELF Gun, complete with several spare battery packs and a magnetic rack for easy access.

The ZF-1 Electron-Flux Whip, or the ELF Gun as it was termed after coming out of experimental stages is a Shree-developed weapon made by an independent weapons firm on behalf of the NEA for the purpose of a short-range riot-suppression weapon, several years before the eventual police action against their entire race.

Knowing the NEA's growing preference of energy-based weaponry, the Shree decided to create an electrical-discharge weapon meant to either stun or lethally electrocute a target depending on the Voltage/Amperage setting. It works by ionizing a target with a non-visible laser by which a steady stream of electricity uses to travel to the unfortunate victim.

The Shree were never able to make it travel beyond ten feet however, giving it a very short effective range, and sustained fire is particularly dangerous. If the ZF-1 is fired continuously for more than thirty seconds at a time, the electrical arc has been known to cause a dangerous feedback throughout the weapon, overloading the delicate working parts and both causing it to explode, as well as electrocute the user with always-lethal results. Even then, it is only recommended to fire the ZF-1 for ten-second intervals at most. A single battery pack can sustain a full ten minutes of continuous fire, though it could never handle such a long firing time non-stop.

By appearance, the ZF-1 appears to have the main body of a bullpup-style rifle with the cylindrical battery-pack plugged horizontally into the butt of the gun, just behind the grip and firing stud. But while the rear of the weapon appears to be a simple rifle, the front of the weapon is dominated by a single long, pronged discharge rod with a foregrip just beneath. The entirety is painted a stark white with orange warning stripes, and clear symbols meant to indicate an electrical hazard.

After the Shree's imposed exile to spaceborne habitats, the weapons firm that developed the ZF-1 decided to sell them to independent security companies, as well as for civilian use, provided they have a license. Pilots tend to find the ZF-1 to be a surprisingly effective ship-defense weapon against pirates and other hostile boarders, since it tends to fry organics more than properly-protected circuitry.
[HEADING=2]Requisitions[/HEADING]

Primary Weapon class: Electrical Riot-Dispersal Weapon, Carbine-Type Form, Adjustable Non-Lethal/Lethal Settings.

Primary weapon description: ZF-1 Electron-Flux Whip, A.K.A. "ELF Gun".

Firing Mode: Continuous electrical discharge, with variable settings that range from Non-Lethal Stun to Guaranteed-Lethal Electrocution (Dubbed the "Extra Crispy" setting).

Range: Short, ~10 Feet.

Ammunition: High Energy-Density Battery Packs, Rechargeable (HED Paks), Capable of ~10 minutes of continuous fire. 2 Carried on person, 6 held in reserve on-ship.

Secondary weapon class: None, Non-Applicable.

Hidden weapon description: Natural Claws and Teeth (Shree).

Armour description:Standard Pilot's Jumpsuit, Shree configuration, and Pilot's Helmet.

Ballistic/Energy Weapon Protection: None.

Bladed Weapon Protection: Basic, Tear Resistant.

Fire Retardant: Moderate.

Vacuum Resistant: Yes, with personal air supply (~30 minutes).



Name: Jay Rao

Age: 18

Race: Human

Gender: Male

Appearance: Jay is an average-height boy with a lanky build, tanned skin, short brown hair and a single green eye. His other eye was taken out during an workplace accident and has since been replaced by a cybernetic eye. Since the cyborg eye tends to unnerve people, he usually wears an eyepatch over it when he doesn't need it for work. Small burn scars decorate his body, particularly his arms and face.

His face is the sort that's rarely seen without a smile on it. That and oil stains.

For casual attire, Jay usually wears a pair of heavily-patched blue jeans and a loose-fitted red shirt. When on the job he'll usually wear a grey mechanic's jumpsuit along with insulated gloves, a fire-retardant hazard vest and a welder's mask. For the most intensive and dangerous work, Jay will don a chrome-coloured hardsuit. The hardsuit is cumbersome but provides excellent protection against vacuums and fires. (More details on it in the Misc. Items section)

Faction: Free Runner

Role: Mechanic

Homeplanet: Sethlans, an oversized rock in the Pegasus system wreathed by constant plasma storms. The locals live not on the planet itself, but rather in a series of stations and orbital platforms that linger just above Sethlans' plasma storms. These stations were constructed to assisting in harnessing the planet's wealth of plasma, valued as a source of fuel and weapon ammunition, among other uses. Sethlans is more of a mining outpost than a true planet; though it sports a healthy population of plasma engineers, scientific researchers, mechanics and NEA security forces.

Cybernetic Eye: In addition to allowing Jay to see like normal people, his cybernetic eye has been given an enhanced feature to make his job easier. It is capable of scanning electronic and mechanical devices, identifying and analyzing their properties at a glance.

Toolbelt: Every mechanic needs one. Contents as follows:
Plasma Torch: For welding things, burning things and sawing through metal.
Crowbar: The old reliable.
Wrench: For torquing. Or just beating a sucker over the head.
Wirecutters: Cuts through wires, of course. Make sure to use with insulated gloves.
Screwdrivers: One for almost every kind of screw!
Digital Multitool: For interacting with electronic devices.

Hardsuit: A heavy, chrome-coloured suit that covers the entire body. It slows down the wearer and makes their movements cumbersome, but is a real lifesaver. It prevents the person inside from being crushed by a vacuum, being burned by most fires, and offers slight protection against small arms ammunition. It comes equipped with an internal oxygen mask, hooked up to a small oxygen tank on the back. Both of its arms have two separate tools mounted on them:
Fire Extinguisher: A wrist-mounted nozzle that releases a mix of foam and water to extinguish flames.
Power Grappler: A gauntlet possessing incredible gripping strength. Used often for heavy-lifting, carrying injured people out of hazard zones and breaching areas that would be otherwise hard to break through.

Harmonica: It makes beautiful blues music.

Primary Weapon: SAL "Centurion" revolver: Medium range, fires plasma bolts with energy cell.

Hidden Weapon: Power Grappler. Although not designed for combat, the hardsuit's gauntlet is more than capable of picking up an enemy, tossing them aside or crushing them.

Armor: Hardsuit, as detailed in inventory.

Name : Kolanold Melvess'Til'Vanhers-Srehnav, or simply Van

Age : ~75 (Time is a bit of a trivial thing to the Kirickqk)

Race: Kirickqk(the closest translation and pronunciation available to the galaxy at large) is what they call themselves, although they have a range of nicknames ranging from "Spider Turtles" to the classic "Nightmare Creatures".

A race of creatures for lack of a better word, the average Quazite is a roughly two foot body on twelve five-foot legs. Heavily armored from a natural carapace with a particularly tough shell covering their bodies, they are considered some of the most terrifying sentient species to see in the known universe. Each leg is segmented at multiple points, allowing them both incredible flexibility and nearly impenetrable armor despite their somewhat frail appearance.

Unfortunately, for as strong as their armor is, their bodies themselves are very soft and easy to kill once their armor has been penetrated or pulled away from their true faces.

Coiled within their shells much of the time is a serpentine neck and true face(that are largely identical) that very much suits their bodies, twelve eyes total, with three sets of sight, two compound, two somewhat humanoid eyes, both of these sets see in the "normal" spectrum, and eight that allow them to see beyond and below the color spectrum most races see in. Below that is their "mouth", basically a serrated hole with an array of six pincers that triple as their main means of communication, feeders, and houses their venom.

With their basic coloration mostly being dark and not exactly distinguishable, the most common method of differentiating between Kirickqk is their uniquely patterned body shells. With the ability to shift the positions of their shells and send a multitude of colors spreading through them through the use of regulating their body chemicals this serves as their "face" for the world at large.

Kirickqk have an undetermined lifespan. Time is not something they have the same concept of as other races do

The Kirickqk venom and carapace are widely considered two of the most valuable luxuries in the Ceres Galaxy. The venom for its particularly exquisite paralytic and cytotoxic qualities that most often liquify their prey's insides using their own fluids as transportation. Most often they are used in both poisons and, when purified, serve as an anesthetic for certain procedures that require the patient to be awake for.

Their carapaces, both those of their legs and their face shells, are highly sought after as armor, both as protection against most projectile weapons as well as small ship armaments. So much so that in the early years after discovering the species(and to a point still), they were often hunted down and either killed for the armor they naturally wore, or dragged to farms for their venom to be mass collected.

Culture:

A largely isolated race with shared territory between families and/or communities, the Kirickqk's are a species largely uninterested in the conflicts of the rest of the galaxy, even moreso with the few sacred places and technology centers they have still currently being rebuilt after they were first invaded and "farmed" for their resources. They do know however that they have other kind out somewhere in the stars, though they may very well be dead or even more isolated(both geographically and culturally) than the Palanque Moon Kirickqk.

The closest they have to a religion however is a ritual redistribution of property belonging to the deceased, after which they ritually devour the body inside the carapace and mount the face-shells of the dead on a specially constructed wall, one of the few buildings they have left intact(if not unplundered).

However, they do have certain castes within the communities they inhabit together. Not all Kirickqk are a part of the caste system, however, those that enter one do not change their where their loyalties lie. Traditionally, the "warrior" caste practices a ritual self-mutilation of four of their legs, cutting them off at the half-way point, then sharpened, this is designed for them to better fight in close quarters without compromising their joints, allowing them to better apply their natural venom as well as grapple and stab their prey or opponent. This is not to say the Kirickqk not a part of the warrior caste are not capable of defending oneselves, the warrior caste simply hunts and fights more efficiently. Their legs are still sharp enough to rip through conventional armor and their carapaces protect them from most hand-held weapons.

The "scientist" has undergone extensive surgery to implant a cybernetic-controlled robot "house" under their shell, where their neck and head curl around it, fueled by bio-electrical energy. This allows them to use most interfaces and operate most race's machinery and tools without much effort on their part(as they lack hands to manipulate these things).

Then finally there is the "spirit" caste, who have sustained numerous bites to their bodies as a rite of initiation by their species. Should they survive, they become able to communicate through their face-shells much more easily and with a far greater range of refraction and reflection. This allows them to be shown paths and stories in their sacred spaces that would otherwise be hidden from view. Unfortunately, nothing of note has been found, their one sacred death wall simply points to their ruins they are desperately trying to rebuild after over three decades of hunting and destruction.



Gender : Male

Appearance: : Much like all Kirickqk, Van is darkly colored and just as terrifying to see for the first time as any of his species. His face-shell pattern most closely resembles a golden spiral cutting through the normal hexagonal pattern of the shell itself encased by a classic five-pointed star. The outlines of these unique patterns are what mostly light up when he attempts to visually communicate.

As a part of the scientist caste, he carries the housing of his duo of automations beneath his shell coiled beneath his neck for both translation of his chittering pincers and manipulation of systems, as well as personal ranged defense, though only small arms fire. In addition, he has been enhanced to integrate with ship weapon systems that are sufficiently advanced.

Faction : Free Runner

Role : Mechanic

Homeplanet: The Sixth Moon of Palaque, mostly just known as the Nightmare Moon on account of the inhabitants. Incredibly dark and what little light it does get mostly comes from Palanque's high-density population. Along with the Kirickqk, there are numerous other insect-like and a few mammalian monsters populate it, though only the Kirickqk have ever exhibited sentience. Very few others visit it, and those that do mostly are there to deliver aid for reparations and to study the ruins and Kirickqk themselves. Nearly everything is in some way dangerous to those not of the Kirickqk, either because of violence, food poisoning, or simply dangerous.

Misc item(s) :

Collection(5) of masks from various cultures and planets, in an attempt to understand the importance of his true face to other races and for them to not visibly flinch from it.

week's supply of liquefied plants and animals from the Nightmare Moon, mostly for celebratory reasons and purely comfort food.

aforementioned automaton housing and cybernetic enhancements for translation, personal defense(fletchettes on the one he uses for working with the ship, "Viper" equipped to the translation module.), and most importantly, manipulation of tools and ship systems.

A collapsible straw, something he considers a perfect invention nobody on his homeworld thought up before he left to go looking for other Kirickqk.

Has a further cybernetic enhancement that allows him to fully integrate with a ship's weapons systems, controlling most of the weapons connected simultaneously, in addition is just a good way to connect to the ship and sort out any system and code glitches that may happen. Runs through the automaton housing in his "body" and connects directly to a connection in his neck and directly with the computers. In essence, he becomes the ship for a time.

An old artifact from before the Nightmare Moon was open grounds for hunters and anyone looking to make an easy buck hunting Kirickqk. engraved with a myriad of symbols unknown to Van, he wears it around his forehead(if you could call it that)

[HEADING=2]No Requisition ordered[/HEADING]

Name: Raed. It also responds to Child, as it was what its parent called it.

Age: 2 years. (Adolecent/Young Adult.)

Race: Aaken.

Race description:

Aaken can be described as a species that adapt to the world around it. They are large, and are almost lizard-like with dark maroon scales protecting every part of the body. There's small horns and spikes over large part of their bodies, though exactly where tends to depend on the individual. It is akin to a horned lizard in some ways. They have one set of arms, but the arms have two hands on each, one consisting of a thick one with long claws, and a smaller hand on the underside of the other hand with something akin to fingers. The second set of hands can be taken out from the "pocket" of the first set, almost like a glove. Their tails are highly flexible, and their legs are made for running. They run on both four and two legs, with the former being quicker.

It's a powerful species. Having no eyes, Aaken rely on their sense of hearing and smell, including echolocation and a smell-based thermal sense, and are excellent trackers and hunters. Like their arms, their mouths have two parts to them, almost like a medieval helmet. The outer part, while it looks like a large mouth with sharp fangs, is actually another protective layer, and is often utilized to protect the inner parts, and to bite through tougher material. The inner teeth, while sharp as well, are more fragile, and used to chew softer bits. The somewhat pointy ears are also protected by a layer of thick scales.

Because they possess both the male and female sexual organs, they do not rely on another specimen from their species to breed, but will not often do so, due to the lack of food. Due to their high metabolism, they need to eat quite a lot in order to survive, though less if they become docile and when they sleep. They are carnivores, more fond of the heat than of cold, and when they lived in the Aakenlands, they would usually dig into the sand during the night, as it would keep some of the heat.

They live for about 60 years, but those with access to technology tends to live for at least 30 more years.

Aaken culture is that of mere animals for most part. While they learn, think and feel, their language is limited to growls, whines, and various forms of body language, and the basic instincts always were more overwhelming than reason. They live solitary for the most part, changing their territories according to food demand. When they do greet each other, they are likely to resort to cannibalism, especially if they have been very hungry for a while.

Their lack of culture is not due to a lack of intelligence, but rather a brutal and constant hunger. It controls most of their actions and behaviours, which is also why they don't often live together, as once they move past the more vulnerable state of childhood, everyone becomes a possible rival. They are highly competitive, and working together is not going to happen unless they become desperate.

Underneath all of this, however, the species are intelligent and curious, capable of using its senses to overcome the lack of sight out in the wild, though it becomes somewhat harder when everything around them is machines making the same noise and being the same temperature. The species is almost extinct due to their ravage instincts, but the remaining ones live among those who care for them, a chip inserted into their head to alter some of the behaviour.

Gender: Hermaphroditic, it's an it. Although, you can call it him or her or they or whatever as well, Raed doesn't care much.

Appearance: Raed is, as shouldn't be too surprising, a dark red colour. Its size when standing up would be about 2.2 meter, while on all four it is about 1.8 meters tall, the difference not as huge because of that its legs cannot be completely straightened out when standing up. To call it cute would be... somewhat misguided, but Raed's body language and sounds is often that of a dog, domesticated and curious. It often has a targeting system with a long-distance gun mounted on its back when out in the field, it is put in a harness and placed on its back.

Faction: NEA

Role: Field Agent

Homeplanet: The Wast Lands (also known as Aakenland). A small, rather empty planet with extreme temperatures. It's warm during the day, and cold during the night, to the point of varying with hundreds of degrees. The different species living there are therefore very resistant. There are a lot of volcanoes, both dormant and active, as well as sand. Vegetation and water exists, but to a far lesser degree than on a place like earth. It is a small planet inside the NEA, but Raed hasn't lived there since it was an infant.


Misc items:

- Raed has a chip connected to its brains, altering most of the hunger and its aggressiveness, as well as makes it impossible for it to kill someone without the proper authorization, this being either a vocal authorization or in case of self-defence. Due to this and a generally good mood, it is a rather docile Aaken. That said, Raed still maintains some of the anger, and trying to harm it or something it is fond off would cause it to defend itself, violently.

- Raed can't speak verbally, and though its sounds are translated by a translator. This translator has a gender neutral "cutesy" voice. The sentences spoken usually consists of simple verbs, nouns and questions, like: "What is?" and "Can eat?", its two favourite sentences. It can also reply to yes and no questions easily enough, and is capable of understanding most of what others say to it, even if it is not a language it is familiar with, due to body language and intonations. While it would be capable of speech in terms of intelligence, its vocal chords are sadly not ideal for words.

- While Raed is blind, it has a device that's placed on the front of its face for missions, where the eyes would be, that translates pictures into sounds. This is on order of letting it know what kind of people it is up against, and what kind of weapons they are carrying, as well as text. It also automatically records what is in front of Raed, and can be connected to most kinds of projectors. It's quiet, as it's placed inside the protective layer around Raed's ears.

- Raed has a backpack that can be placed on its back so that it can carry items -for instance, food- , as well as a soft "saddle" to make it possible to ride the creature, though it doesn't tend to allow most people to do that. In an emergency, Raed could carry two human-sized individuals for a couple of miles.

- While they are a bit different from what one'd expect, it still has some toiletries for hygiene, though most of all in order to wash off the smell so that it is harder to track it.

- It has a toy for when it is being too idle, a small, furry robot with soft limbs that it can chase around and hunt, though mostly inside its own room. It knows better than to eat it, of course, and would become quite sad if someone were to take it. Apart from that, it also has an interactive teaching device in its room, for when those curious questions becomes too much for anything mortal to take.

Primary Weapon class: Automatic pulse crossbow.

Primary weapon description: The weapon is an "automatic" pulse crossbow system, rather small in size and capable of firing laser cells. It fires through vocal commands unique to Raed. It has the capacity of about 20 shots in one magazine, but Raed can't reload the crossbow itself when it is mounted. It is also connected to the "picture to speech" device, and will aim to hurt, not kill.

Primary Weapon modification:

Special: Auto-targeting system, as Raed can't aim to well on its own, being blind and the crossbow being on his back.

Secondary weapon class: Claws and Teeth.

Secondary weapon description: Raed needs no close combat weapons, as it has its natural "gifts". Capable of biting through most materials, and with long, sharp claws, it might be a very good thing -for their opponents- that the Aaken is just a Field Agent, and thus tracks more than it kills.

Armour description: Natural Armour with some protective gear on its softer parts, like the limbs and torso. While it doesn't do too well against armoured piercing bullets and lasers, its still hard enough to make it hard to penetrate with a knife or bullet meant for an unarmoured target. Not to mention, shooting it will likely make it aggressive, which means that instincts alone will get it through the situation, or die trying to claw your eyes out.

Combat suit description: It is surprisingly hard to spot Raed, as it is capable of hiding quite well, often digging out small "trenches" or hiding behind and partly underneath rocks and trees. It also does help that the red in its scales can appear to be rather brown and non-descript in bad light. A hunter, its running and stalking is surprisingly soundless, and its faster on two legs than most others, even more so on four legs. It is also a lot more agile than most members of its race, due to being trained as a field agent/tracker. With the recording devices, Raed's training, as well as Raed's sharp senses, it will be rather difficult to get away from it. The suit also has a tracker, so that people can track just where Raed is.
 

Kaboose the Moose

New member
Feb 15, 2009
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[HEADING=1]Accepted Players - Part II[/HEADING]

Name : Hecasi Astrana 'Hec'

Age : 27

Race: Human

Gender : Male

Standing at 5'10", his skin colour is a blueish shade of grey common upon the malnourished in the overpopulated capital.
He has a slender, well toned physique. This is clearly due to his years growing up with little food and his training in the Sentinel Program.
His hair is a bright white, cut quite short, but long enough to style slightly.

When in uniform, he wears Sentinel Padded Leather armor with polypyrex pads to suppress plasma burns, heralding the Sentinel and Dominion crests. He also wears Cybernetic Spex, but usually they are just worn on the head, not having the thermal vision screen activated.

Faction : Na'daash Dominion

Role : Sentinel

The Dominion capital, the planet Shrowind in the Sakkara sector. Though the location of the government of the dominion, the population of the planet is a cause for rampant poverty in some areas. Born an only child to a poor family in Shrowind, if you would even call it a family, with a sick Mother and a Father who seemed to take several years to go to the pub.

Hecasi was forced early in life to learn to fend for himself and his Mother, stealing, fighting, normally in that order. Often finding the Bureaucrats to be the best targets for this. This kind of behaviour though often does not go unpunished, to his Mother's dismay Hecasi spent a large deal of his childhood in juvenile detention.

When he was eighteen, he took something that would change his life forever. It wasn't anything fancy, just a simple wristwatch, but it was who he took it from that mattered. The man he took it from happened to be one of the leading Bureaucrats in the new 'Sentinel' program. The man did not notice at first, until a colleague who was in charge of the security cameras around the perimeter noticed what Hecasi had done.

When Hecasi was forcefully brought to the Bureaucrat's office, the man had already looked over his files, noticing the many years of detention clearly did nothing to the boy's will, and that he was now old enough to be given jail time. Hecasi was surprised to hear however that the man had brought him in to congratulate him for his skill in guile and having a light hand. offering Hecasi a choice between entering the sentinel program, or entering iron bars.

The training was brutal, built to bend the minds of the sentinel into hardened soldiers, ready to do whatever their leader commanded. Hecasi excelled in close quarter combat and guerrilla tactics, but his responsiveness to authority remained the same for a long time. Causing him to be punished before the other sentinels frequently.

One of the main lessons Hecasi learnt in the sentinels, was how to act, how to lie. The authorities claimed they would look after his Mother during the time of his training, and although they did try, she was deathly ill, and quickly passed. In Hecasi's mind, they did nothing to help her, however once addressed of the situation, he thought of what they would want him to say, rather than what he would truly say, and thus he gave them the impression that he held no blame for them.

Upon finishing his training in the Sentinel Program, Hecasi acted like the other sentinels, reciting the oath, singing the national anthem, pretending he had pride for his sector, and a moral to uphold it and what the dominion stood for. In truth he had no care for allegiance, no care for morals, unlike the other 'brainwashed' sentinels.

With his Mother gone he was the only one he would look out for.

Weapons
LCK-5 Combat Knife: Push to activate Laser Combat Knife running on EE fuel cells, 12" length when activated, suitable for slicing through various terrain, metal, and flesh. Can also attach a normal 12" blade if you run out of EE fuel cells.

BTS-C12 "Ragnarok" SMG with optical sight: Gas operated rotary breech, fires the 4.73x33mm rounds. Capable of firing armor piercing rounds. Silencer is an optional attachment.

Vernon Corp 67-U "Pitbull" Double-Barrel Shotgun: 8" Barrel with high fire rate, 12 gauge rounds, capacity of 2 rounds. Capable of firing EMP slugs and incendiary ammunition. Comes with a suppressor.

Smoke grenades (Obscures vision) and Anti-grav grenades.

Armor
Lightweight but durable, for surviving long-haul missions, comparable to a sort of bullet proof vest material, with polypyrex pads to suppress plasma burns. The armor may also change between black, and a variety of camouflage colours. (It does not have active camouflage however.) Usually covering the whole body up to the neck, but may be pulled up to cover the mouth and nose.

Cybernetic Spex: A slender helmet that sits on the ears and curves over the forehead. Several buttons are located at the ear pieces which control the sound and vision adjustments.
Sound adjustments include tuning into different frequencies, focusing in on a target locations sound waves, and positioning of a microphone.
Vision adjustments causes a goggle-like screen to cover the users eyes for thermal vision or to alter the perception of the intensity of light in the area.
Used for most Sentinel tasks as far as communication and observation are concerned.

Sentinel Canteen and Backpack: Specially designed to hold food and water for long outings, while being conservative on weight and size. Usually holds foods with high nutrition and sustainability (Such as dried, water expandable foods).

Survival Cube: A lightweight cube, that when activated, expands to hold items such as rope, blankets, warm clothing, and a small water purifier. A must have for expeditions into jungle-like terrain.

Several Misc coins he enjoys to toy with when bored.

Formal-Wear: Often worn when being shown off to Dominion Officials, as if some sort of proof of success in the Sentinel Program.

His Mother's Copper Pendant: Always remember who brought you into this world, before you take someone out of it.

Name: Taak Saalii

Age: 43 (biological maturity equivalent to humans' at 26 years)

Race: Niilan

Race description: Humanoid in stature, though typically shorter than most humans with an average height ranging between 4.5 and 5.5 feet. A healthy Niilan is very lithe and although possessing little muscle mass, they remain dexterous and agile.

They're hairless and their skin is smooth with varying shades of blue or green. Niilan heads are enlarged at the back due to the their prodigious brains. Their eyes resemble those of an amphibian and they have a pair of nostril slits on either side of a nasal bump above their mouth. Their legs bend in two places, unlike their elongated arms. Their hands have only four slender fingers made longer by their small palms. They have feet that resemble hooves, though fanning out into four 'toes' with sturdy pads at the base.

Having evolved from dwelling in dark caves, the Niilan possess enhanced vision in the dark and extraordinary auditory acuity--this despite their notable lack of visible ears, instead possessing sensitive membranes over ear holes. They grew accustom to living in cavernous labrynths and have developed heightened brain function for memory and retention. Although they now have little need for navigating complex tunnel networks--civilizations having been built with more order--they generally maintain healthy brain function through studies and maintaining one of the largest historical archives in the galaxy.

Gender: Male

Appearance: Taak stands at 4'10" and has blue skin that's lighter on his front than his back. His eyes are green with gold flecks. He typically wears a bodysuit that is form-fitting and designed to maintain proper body temperature and moisture. Over his suit Taak prefers to wear a jacket for basic protection against energy and kinetic weaponry and pants of the same material. Along his chest and waist is a webbing full of pockets and pouches for various tools of his trade. He also is commonly seen with a pair of goggles that are capable of magnifying on a cellular level, seeing in thermal, and act as a HUD.

Faction: NEA

Role: Archivist

Homeplanet: Niilaar. An M-Class planet which is home to the Niilan race, the Naiobe branch of the Federal Archives of the Colonial Empire, and one of the most prestigious academic centers in the star system. Its surface is 78% water with its land masses comprised of dense archipelagos, the majority of which is mountainous wetlands with almost all of the inhabited regions having a tropical monsoon climate. The regions where the populations are densest have been made to suit civil structures allowing for the development of great cities and general hubs for trade and transport. Niilaar has become largely self-sufficient, relying on photobiologically-extracted hydrogen from algae farms to produce fuel and having carefully maintained ecosystems for food production.

Misc item(s):
Hip-Zip: A zip-line made from braided carbon fiber nanoweaves that is launched from a device typically worn on the hip, ideally attached to a harness. This allows Taak to more easily access areas of great heights or distances in a fast and efficient manner.

CelluSeal Sheet Slides: Rectangular sheets of thin, malleable material that vacuum seals itself once one edge of the sheet comes into contact with the other. Perfect for preserving various materials, primarily for later observation and research.

C-Tech Rotary Tool: A multi-tool with several different attachments for various applications. Key components are constructed of a folded monocrystalline supperalloy as are the attachments, which also have monatomic carbyne-coated edges.

Encrypted HoloBrace: A device worn on the wrist that is a compact, highly advanced super computer. It allows Taak a direct link to the data banks of the Federal Archives and its administrative communication channels. It also acts as a field journal, materials scanner, radio, body analyzer, and of course a watch. All using a holographic interface.

Rebreather: Fairly standard, though high quality.

Siibii: Although he couldn't be classified as an item, he still is very useful and has grown close with Taak. Siibii is an animal small enough to be held in the average hand without much effort. He could readily be described as being part monkey, part bat, part amphibian. Although primarily quadrupedal, he is also capable of bipedal movement. Like a monkey, he has prehensile tail and pair of feet. His amphibious qualities come in the form of his hairless skin, his ability survive without breathable air for indefinite periods of time, and its capability to live in climate extremes. Finally, like a bat, he has the capacity for flight using membranes beneath his arms and between his legs. The end of his tail also fans out in two places with a similar membrane which is used to aid in his flight. Like others of his species, he has displayed self-awareness and considerable intelligence.

Modified Sony Walkman: A technology Taak believes was revolutionary for its time, now outfitted with a high-capacity storage drive for his audio files.

Deluxe Tea Thermos/Canteen: A thermos which will heat its contents to a custom temperature. It has its own atmospheric water generator, and any water generator goes through ten stages of filtration to ensure a pure taste. Cleaning is a simple task performed with just the push of a button. The insides are super-heated to vaporize residue and used tea leaves, then the vapor is vented through exhaust ports.

Primary Weapon: LasTech Handheld Pulse Borer.
Primary Weapon Description: Primarily used for boring into dense metals, though effective against any materials suitable for laser drilling. LasTech Pulse devices are designed to generate, focus, then discharge powerful and precise blasts of energy. Due to the power consumption of each blast, the capacity is very limited. A maximum of 5 charges can be used before cooldown must be initiated.

Secondary Weapon: SoniCorp Pocket Sonicator.
Secondary Weapon Description: A focused sonic disruptor designed to scan, loosen, and even carve particles from geomaterials using ultrasonic frequencies. It is meant to be used only when in contact with the designated geomaterials. Use against any living thing may cause bone fracture, ruptures of organs, and/or violent incontinence. SoniCorp is not liable for any injury sustained during the misuse of licensed tools.

Hidden Weapon Description: Taak keeps sealed plants that in small doses may be used as muscle relaxants and pain relievers, generally applied in tea mixtures. Though in large quantities, they can often become powerful paralytics and hallucinogens if vaporized and inhaled.

Armour Description: A jacket and pair of pants made from materials with minor energy-dispersal and reactive capabilities to minimize kinetic damage.


Name: Apollo Mctaggart
Age: 23
Race: Human
Gender: Male
Faction: NEA
Role: Marine
Apollo is not a large man, standing at about 5'8, and not of a stocky build. What muscle he did have was very toned, and firm. Very military looking, seeming to have become accustom to lugging around large equipment with him, and routinely doing drills. He is often seen carrying a standard military shotgun, and a sci-fi type glowy, blue plasma rifle. He was wearing in question was the very heavy set gear that the marines wore the heavy and cumbersome metal armoured suit designed to also be an operational space suit, he also has a bandolier of pouches on his belt mostly filled with ammo, above that was an extra piece of armour. A green breastplate(Obviously painted) also seeming to be of some type of marine origin. This is all topped off by a very thick helmet, squarish, grey helmet(Also painted) with a glass visor on the front of it, and a rebreather with a small oxygen tank on it. On his left wrist there is a wristband with the letters "WWDGD" written on it
Apollo is from one of the earlier planets colonized by the NEA. A booming megatroplis known to many as a place where anyone could make it big, a hub of trade, and a nice place to raise the kids too! Course Apollo could care less about this as he hated it there. Ever since he saw a platoon of space marines going through the streets one day he always had a deep desire to go up into the stars and be a badass space marine, so deep in fact that he started making an entire religion based around who he thought was the most badass of all space marines... Doomguy! For some reason or another a man had brought a copy of some of the Doom games to preserve the culture of Earth, and not long after the game was put into a museum. It was installed on one of the computers there for everyone to see. It was not long until Apollo became of age to sign up to be a marine, and then immediately rejected on the grounds of insanity! Although this didn't stop Apollo, he spent several years working up the money to buy his way into the army with a large amount of bribes, and forged documents.

Suit of armour: In thickness it is akin to Iron Man armour although all of it is actually made individual pieces of armour like a medieval full plate suit. The suit of course has some form of automatic locking measures to ensure it is airtight. The armour appears to be made of some futuristic alloy that can equally withstand bullets, melee weapons, lasers, and plasma blasts along with the vacuum of space. It also has his name quite brazenly displayed on it
Belt: Just a belt with several pouches on it. Contents as follow
Shotgun shells: Ammo for all matter of shotguns that haven't been converted to plasma.
Power cells: Used to power the plasma gun.
Doom Holy Book: A miniaturized book that appears to be hand written, the cover is too with the words "The Doom Holy Book(Name to be made later)"
Compad: More or less a large, and sturdy smart phone. Can often be seen playing Doom on it in his down time or in times of stress.
Soap: Not a lot of it on the battlefront, and it's much easier to make conversation with the locals when you don't smell like shit
Armour Polish: Shining armour just plain looks better
Poker Cards: For games ranging from Blackjack, solitare, Texas Hold'em, and Strip Poker if you're lucky.
Breastplate: It is of course stylized in a Doom type style(Are you sensing a pattern). Apollo actually had this custom made for him on shore leave one day or another, and it's just a battle-worn steel breastplate with abs sculpted on it.
Helmet: ... It's the Doom helmet with a rebreather that locks into his armoured suit.
Rations: Dry, boring, and nutritious rations that sustain life. You never known when you're gonna get stranded in hell for a couple days, and demons just aren't good meat.
Canteen: Water is also an important part of day to day life.
Weapon cleaning kit: Cause no matter how good your gun is, you're eventually going to have to clean it.
"Ole Reliable": A standard military shotgun. Looks pretty normal although a bit battle-worn. It's pump action and holds 15 shells. 1 "Mag" so to speak is bundled at each side of his gun. 7 shells on one side, and 8 on the other. 15 more shells are in one of his pouches on his belt.
"The Fist of Doom": A plasma rifle with a chamber of bright, glowing, "Nuka Cola Quantum" Blue whenever it is activated. It is activated very simply with a button on the side that lets out a very distinctive hum when turned on. The plasma Rifle also has a switch to turn on burst fire Apollo carries around 1 plasma cell which should be able to power about 50 shots.
Polarized Hand Gun: A simple laser pistol with various red detailing. Apollo carries around 1 mag that powers about 20 shots at normal frequency.
Armour: Description above.

Name : Val Roubel

Age : 35

Race: Human

Gender : Male

Appearance: : What meets the eye, should you happen to direct yours at Val, is nothing special. A tall man, solidly built with an athletic nature defining his muscles. His skin is tanned but beneath the clothing one can catch a glimpse of various scars and burns that batter his body. With only limited facial hair growth, dark hair tied in a short pony tail, Val, for the most part, appears boring. However, looks are always deceiving.

Faction : Dominion

Role : Beast Hunter.

Homeplanet: The wastelands of Kvanti, Argor Sector

Misc item(s) : A leather jacket made from Edraxxi (a three-horned beast native to Kavanti. Tall as a two story house, skin as armoured as Neo-Steel and breath capable of wilting plants) hide containing various pouches and pockets. A necklace made from the teeth of an Ugudua (a winged creature with a head of lion and body of an eagle), a bound leather journal, a lighter and goggles containing night and thermal vision.

Requisition Form

Primary Weapon class: Heavy flechette shotgun
Primary weapon description: A custom designed 12 gauge hunting shotgun which fires a tight spread of 9 saber darts about 10 cm long. Deadly against flesh and some types of armour, less effective against thick armour and energy shields.
Ammo: AP - flechette slugs. The slugs contain a special housing to treat the darts within with a chemical toxin.


Secondary weapon class: Sonic blade
Secondary weapon description: Custom designed sonic knife: A knife made out of ceramic that can withstand high temperatures and stress. The blade itself is designed out of metallic alloys and reinforced with an industrial grade diamond lattice that facilitate the conduction of high frequency vibrations. The vibrations of the blade can cycle through a large resonance frequency range affecting most organic and synthetic materials. In the vary least it can cause, major discomfort for anyone that comes into contact with the vibrating blade - or at the very worst, if the resonance frequency of the blade matches the resonance frequency of the organic material or armour, it can can cause the rupturing or weakening of that material. The blade is powered by nano batteries embedded in the hilt.

Gene alteration:

Wind reflexes: Your reflexes are faster and more acute. You are better at perceiving and dodging ranged attacks.

Eye of the Tiger: You can see through most natural camouflages and are better at detecting artificial/electronic camouflage. Enemies attempting to sneak past you will have massive penalties.

Chemical formulas:

Frigid spear:This chemical can be thrown or applied on bladed weapons/housed in conventional bullets. When it comes into contact with the skin or bloodstream, tiny crystals of ice form on reaction with water. On exposed skin this can cause second degree burns and even frostbite damage if sufficient amounts of the chemical is applied and not treated quickly. The target also suffers movement penalties. If applied to the bloodstream, the ice crystals can travel through the circulatory system doing internal hemorrhaging damage. The body heat of an organism will prevent the ice from aggregating or reaching the warmer heart but it will is capable of doing severe internal damage on the way. The targeted limb will be rendered numb and useless for the duration of the reaction, if that limb was carrying a weapon that weapon either becomes unusable or if used in a different limb which is non-dominant (will carry attack penalties). If that limb was part of the movement, the target has their movement and defence rating lowered.

Armour description:

Edraxxi leather jacket: Edraxxi hide is fire proof and has resistance to chemicals and corrosive elements commonly found in the maws of treacherous beasts. Due to the reinforced nature of the hide it also bestows substantial protection against thermal and kinetic rounds while also being light. However, sustained fire can tear open the armour and high powered lasers and explosives can cut through the armour like butter. Since it is a jacket, the armour is only capable of protecting Val where it covers him, leaving his lower body, head and hands exposed.

Lower torso leggings: Leggings made of cloth and reinforced with giant scorpion carapace. The carapace provides strong protection from elemental damage and some medium protection from ballistic and thermal weaponry.

Manticore gloves: Gloves made from Manticore leather. Provides rigid support and climbing friction when clambering onto smooth surfaces. Also provides some protection from claw and teeth damage.

Name: Mei Wen'Li, formerly Hua Wen'Li

Age: 25

Race: Human

Gender: Female

Appearance and Personality: Standing at a proud 5'6, Wen'Li isn't what you would call "sexy". Straight black hair frames a face without expression, and dark eyes bore holes into anyone she sees. Her skin is ghost white, as are all from her planet due to the nuclear winter, and she is lithely built as food is similarly hard to come by.

Generally wearing the white and red of the Sisterhood, she expouses even a pistol. Her hands are calloused from basic self-defence training, but it is the job of warriors to fight, politicians to lie and healers to heal. She has also taken the oath to do no harm, and feels it extends to war as well. She has given up all physical possessions, as well as the right to lie. She sees herself as a moral compass, but also is aware life is more grey than white and black.



She has taken the point of being apolitical; her duty to help and tend to all, not just those born on the right side of a line on a map. While she has a general distaste for the NEA for their aggressive expansion and the destruction of her planet, she also feels a general loyalty to humans before all else. However, disgust in her throat, she has tended kindly to many 'others', her blank expression hiding the contempt.

Religion : Zaraqusa

A part of the Sisterhood is faith; without faith, how can one's soul survive the constant to and fro of fate and fortune? By choosing to have nothing, they can suffer no material penalty nor boon; by not fighting, they cannot create chaos or justice; by insuring all are fed and healed, the angry grow kind and the hungry do not become desperate.

However, it is this same religion that has planted the seeds of revenge in Wen'Li; those who destroyed her family have destroyed the source of food for thousands, as well as plunged the planet of Xin'Sheng into chaos. Naturally, such a need to remove these chaotic parties is completely motivated by her religion, not any hatred or anger. She has no such feelings, of course.

History: Once a member of the Na'daaash Dominion, her family were merchants and she worked with the local government to help distribute food and medicine accordingly. When her family fell afoul of a political coup, she fled in the night with the help of her Sisterhood. While it is forbidden to harm a member of the Sisterhood, the galaxy is rarely so kind.

This was the ship that picked her up, and she has stayed on it since. People who can heal are mostly welcomed.

Faction: Freerunner... for now.

Role: Medic

Homeplanet:

Xin'Sheng (Rebirth, New Life) was once a beautiful jewelled planet, with excellent natural resources in terms of biodiversity, allowing a great amount of medicine to be derived and discovered. However, due to it's proximity to the NEA territory, it was also one of the first to be almost wiped clean by nuclear fire as it wasn't strategically important enough to be worth taking.

For the past 55 years, it has been little more than a dusty wasteland encased in a dark sky and two barely visible suns, the planet hosts a small population of roving nomads, constantly hunting for water and food. The nuclear winter has managed to produce a great amount of cold crystal in the north and south of the planet, and this is the only thing that gives the planet a file in the Na'Daaash Dominion's records. Otherwise left more or less alone to it's own devices, the survivors of the once powerful families and the newly risen lords of the deserts fight and politick over the scraps.

Misc item(s):
Private Bank Account: Being the daughter to a large merchant family has it's advantages. While she certainly isn't rich beyond measure, she has a very large inheritance to her name. Sadly, she rarely touches the account, fearful that those who killed her family are waiting for her to reveal herself.

Rebreather: The Nuclear Wasteland is a place where any acceptance of the land will plant poison in you; as such, most of the (wealthy) locals would bear a rebreather, a small mask that allows them to filter radiation and poison from the air, and recycles the air already breathing.

Suit of the Sisterhood: A suit of basic body armour laced with lead to reduce radiation poisoning as well as ward off a shot or two, this piece of red clothing provides protection as well as comfort in those desert wastes. Combined with her rebreather, she can even survive in space for an hour or so before succumbing. Useful for those on a spaceship.

Robe of the Sisterhood: White robes made from fibres of the planet's plants, somewhat resistant to fire, are left loose in general but tied around the upper arms and waist of the Sister in question; little more than particular cloth, but represents her impartial nature as well as her rank. While she should discard it for safety, she feels it would be putting aside her pride and her oaths, and she is loathe to do either.

Medical Tools: She has the small surgical wing to herself, it is true, but wounds don't always happen in convenient places. As such, her suit has many small pockets and packages to store medicines for poisons, ways to clean and treat wounds, painkillers, tools and diagnosing equipment. She even has a rare statis tool, to literally freeze time over a wound... Untested though. Things go wrong when you mess with time.

Name: Adhira'al-Yamyn azh-Sawla (Adhira'al for short)
Age: 38
Race: Akrav (plural: Akravii, adj. Akra)
Gender: Female
Faction: NEA
Role: Templar

Race description (non-human only: Somewhere between a millipede and a scorpion, the Akravii are an insectoid race. They are about six to eight feet in length, with their barbed tail measuring about two feet. Their bodies are mainly made up of many metameric cylindrical segments, each segment having a hardened exoskeleton consisting of fused chitinous plates, forming a single cylindrical ring, with two small pairs of legs emerging from each segment.Though, near the head is one large segment with two large growths on the side, each housing a pair of clawed arms. Some Akravii also have vestigial wings on this segment. The tail emerges from the final segment and resembles a scorpion?s, complete with stinger.

Their head resembles that of a millepede?s, having a single pair of short antennae and a circular patch of ocelli - simple flat-lensed eyes. In terms of sensory input, they mainly rely on their antennae and the sensory organs housed on them rather than their sight. Their bite as well as their sting is poisonous to a deadly extent and their claw are powerful as well. Some Akravii lack their tail, a sign either of defeat (in battle or fighting for a mate) or of pacifism. The Akra language consists of chittering and so, many employ cybernetic translation enhancements though many things are lost in translation. Akravii mature quickly and their lifespan is about 60 years.

Appearance: Adhira?al is, for the most part, a typical Akrav. However, extracts from Zaraqusan scripture have been finely engraved into her chitinous plates with the text itself being a stark white, jumping out from the various brown hues. In addition to this, her clawed arms have been replaced by cybernetics, the originals having been lost in a battle of her youth. The cybernetics only differ from their natural counterparts by having retractable tiny fingers for more delicate tasks, a shield generator on the right wrist and having energy blade projectors on the sides on the left claw. Her only items of clothing is a scarf with the Church of Zaraqusa?s symbol on it and a belt with pouches. Though middle-aged by her race?s standards, Adhira?al?s zeal gives her the energy of a youngling.

Homeplanet: Chilai, a planet in the Mugirtab star system in the Dun-Karrack sector. It orbits a binary star and has one supercontinent which mostly consists of desert in the south and jungle in the north. Few settlements can be seen from space as Akravii mostly live underground and emerge during the night. Its bustling wildlife attracts many beast hunters to the world. Due to its proximity to Varuuga, the Akrav was one of the first alien races to completely convert to their religion and are dear allies of the Church of Zaraqusa. Many Akravii join the Templars both out of duty and for the chance to see other worlds far beyond their own.

Misc item(s): The previously mentioned scarf, belt, cybernetic arms and translation augmentions.

Requisitions:

Primary Weapon class: MGB-12 Akra Pattern Claw Blades MK IV
Primary weapon description: A bladed energy weapon. The projectors are housed on the sides of Adhira?al?s left cybernetic claw, and the projections are about a foot long, creating the Akra equivalent of a one-handed energy sword. Though while using this weapon, the claws must remain shut.

Secondary weapon class: Tail stinger, poisonous bite and claws.
Secondary weapon description: The Arkavii have been blessed with not one, not two, but three natural weapons. While Akra poison only kills in excessive doses, one bite or sting can weaken a human quite a bit. Their claws can easily snap off an enemy Akrav?s tails, though are only viable in CQC. Adhira?al?s cybernetic replacements are stronger but house many delicate parts.

Portable shield generator class: Kite Shield.

Armour description: Adhira?al trusts in her species?s tough carapace and only wears environmental suits when needed.

Name: Velka

Age: 25 Machina Years (Equates to roughly 75 Human Years)

Race: Machina

Race Description

The Machina are humanoid beings with a machine like appearance. They share many physical traits with humanity such as similar facial features, though lacking visible ears, along with body-shape. This has led some to jokingly refer to the Machina as 'Machine People' or 'Metal Men', though some Machina having taken offence to such remarks, but that is more on a personal level then as a whole.

Once reaching full physical maturity, an adult Machina can stand at around seven foot and are possessing of long, slender arms and legs with the equivalent muscle mass to give them a graceful walking style. Given their lack of biological body parts, Machina are able to survive out in space without the need of external apparatus or a special suit. This also means that they require very little in the way of food, which consists primarily of the Aetherium gas that forms part of the atmosphere of their home world Mechonia.

They appear to made from some sort of metal like substance with the outer layer being comprised of various shades of dark grey coloured plates, which gives them a sort of natural armour that helps protect the paler coloured skeletal looking structure underneath; though the darker plates are colour customisable. Said material is both light and rather durable. Despite this lightness in the material, it is ill-advised for a Machina to go swimming due to the damage that can be caused to internal systems. How such a species is able to reproduce is something of mystery outside the Machina themselves, though it should be noted that younger Machina have been seen inside some kind of life support pod that would later become part of their adult body.

Lifespan of a Machina is said to run into several hundred equivalent human years.

Gender: Female

Appearance:

Velka is a typical looking Machina female, possessing of a tall slender body with a slight hourglass figure. Her face is a light grey colour with markings around the edges akin to what humans call tattoos; these help draw attention to her icy blue coloured eyes which gives Velka a rather piercing gaze. There are several sections across her body that are a dark blue/purple colour, whilst her hair, which is in a long style going past her shoulders is white in colour. If she was a normal looking human, many would consider her beautiful, and wonder why she's a bounty hunter.

Faction: Free Runner

Role: Bounty Hunter

Home Planet:

Codex Database Entry (File Name: Mechonia)

Mechonia, home world to the Machina, and residing in the Meyna Sector is comprised mainly of large desert continents, although snowy mountainous regions and swaths of jungle are known to exist along the coast in regions where the weather is much cooler. Said jungles are where you are likely to find Machina cities, given how large quantities of Aetherium gas can be found in these regions. It is also within these areas where much of the wildlife can be found, as many are ill-equipped to survive in the harsh deserts.

Cities on Mechonia tend to be large in size but rather spread out, and given the highly technological nature of the Machina, many cities acts as either dedicated Aetherium refineries, industrial production complexes, or as scientific facilities for the purposes of research and development.

Due to its position within the galaxy, Mechonia and by extension other planets controlled by the Machina, are on the borders of both Alliance and Dominion space on the side, effectively creating a sort of neutral buffer zone. Throughout the years, both factions have attempted to get the Machina to join their respective side, but with the non-interventionism policy of the Machina in terms of military affairs, progress has been minimal, and has resulted in a trade agreement instead, primarily in the field of cybernetics.

Misc Items:

- 1x M87/Sentinel Light Gunship (Designation: Endless Sky)

This dark blue and grey coloured transport is Velka's way of getting about the galaxy and was presented to her when she left Mechonia to explore. Normally designed for a crew of three, it is sufficiently equipped both offensively and defensively to suit the Machina's needs.

- 1x Hand Held Holographic Communicator

- Six Month Supply of Aetherium Gas canisters

- 1x Greatcoat with hood for wet weather conditions

Primary Weapon Class: Sniper Rifle

Primary Weapon Description: MKER-104 (Machina Kinetic Energy Rifle 104) Dubbed "Railgun"

Firing Mode: Bolt Action

Effective Range: 1600 Meters (1749 Yards)

Ammunition Type: 14.5x114mm Anti-Materiel

Weapon Modification: Silencer

Secondary Weapon Class: Compact SMG

Secondary Weapon Description: MCEW-45 (Machine Compact Energy Weapon 45)

A handheld energy weapon with two separate triggers and barrels, both of which can be fired at the same time if necessary, and has a lethal and non-lethal firing mode. The top barrel can fire a continuous stream of energy at the target for around thirty seconds before overheating and rendering it inoperable until proper cooling. From the bottom barrel can fire an electrical charge that can either stun organic targets or briefly disable electronics; requires a period of fifteen seconds per charge. When both triggers are pressed together, it converts both barrels to lethal setting and allows it to deal a greater amount of damage, at the cost of a halved firing time before overheating.

Effective Range: 5 Meters (5 Yards)

Ammunition Type: Rechargeable Plasma Cell

Exotic Weapon: Electro Bolus (X2)

Gadgets

- Spectrum Goggles
- Remote Explosive

Armour Description:

Given the metallic body of the Machina, Velka is possessing of a natural armour plating, allowing protection from melee attacks and some small arms fire. Greatcoat has been reinforced with additional plating primarily from small arms fire.
 

Kaboose the Moose

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Feb 15, 2009
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[HEADING=1]ACT 1: Enemy of my enemy[/HEADING]​

"We all have a need to explore. It's a wide expanse out there and we have barely scratched the surface. How can you be content at home? How can you not look up and wonder what else is out there? The void calls us all and we all must answer eventually" - Felix Quishen
 

Kaboose the Moose

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Feb 15, 2009
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"So..." began Marcus. The man dressed in NEA Special Forces gear was a dominating sight even when hunched over a console. The small room he was in was housed with various computers and screens each projecting different images and scans of planets and maps in dull green colours. "18 petabytes of data, 12 sectors, 14 days of looking and 7 hours of sleep...I've got nothing" he paused to rub his tired eyes. "Any word from Will?" he turned to his junior seated at the console behind him. The gaunt man also dressed in similar garbs shook his head in response. "Out on patrol with the 13th squadron. Should be getting a report at 0500hrs." the smaller of the two, Michael was looking less healthy from the extended working hours than his imposing superior "Looks like the Dominion intel is legit, they are coming up clean in 12 sectors" he sighed running his hands through his buzz-cut hair.

"for now.." Marcus muttered to himself, but deep down, he knew his colleague was right. Despite the political mudslinging going on in the background the NEA Intelligence branches knew how to keep politics away from the truth and the truth, as was becoming apparent, was that despite claims from both factions neither the NEA nor the Dominion seem to have had any hand in the fate of the Cantolia. The vessel had simply disappeared. Weeks of scouring through electronic transmissions, Jump Gate logs, fuel reports, crew reports, security reports at Faction borders, planetary landing zones and transponder frequencies revealed nothing out of the ordinary with the ship or its crew. It had departed from Zargrab Station in NEA space, resupplied several times along the way before entering Dominion Space, refueled at the Sal-Bendrix orbital outpost and began plotting an FTL jump into Unknown space - a sector dubbed the Graveyard Nebula. Records indicate that it was a low-risk jump and was ultimately successful, the captain, Felix Quishen, transmitted a situation report and some preliminary scientific data from their exit jump point - the results of which were exceedingly normal. 12 hours later another routine report was dispatched - the crew were executing their roles dutifully and no signs of trouble internally or externally were noted. Another 12 hours and the final transmission of the Cantolia, yet again another normal report by the crew only punctuated by the scientific data which had detected the presence of magnetic storms and radiation outburst from the surrounding region - a typical report from a gas nebula.

Michael spoke again after glancing at his watch. "We are expected to hand in our reports in 2 hours. I doubt High Command will be pleased to hear our findings...or lack thereof..." "High Command is so damn focused on rallying the people against the Dominion I don't think it gives a shit about the ship or the lives on board. Everything is a game for those political pricks" Marcus growled as he got up from his seat to massage his numb shoulder muscles. "We have done our bit, all we can do now is report to the powers that be. Speaking of, our shuttle leaves in 10 minutes" he pulled out the datastick connected to his holo-pad terminal before turning to Michael. "You submit the report to High Command, I'll report to Drasco. Then we'll both meet at Vinny's for a drink, my shout"

"Damn straight!" Michael chuckled shutting his console off "You still owe me for that incident in Zariago"
"Yeah right, that debt was paid off when I warned you about your ex-wife"
Michael sucked in air sharply and shot back a pained expression. Marcus grinned at the doorway as he waited for his colleague to catch up, his tired eyes resting inadvertently on the swirling holographic image of the Cantolia from a console nearby. "Let's drink to fallen comrades and old friends. Quishen was a great man, his memory deserves to live on" Michael nodded solemnly "I'll drink to that". The pair finally made their way onto the roof of the building where a transport shuttle awaited them, it's twin VTOL engines humming softly in the quiet dusk air. "Good luck" Michael added as they stepped inside. "Drasco and the council are probably the best people to handle this situation. If we can get full Dominion cooperation and with some way to...."he bit his lip "Some way to track them down without stepping on political toes and agendas...maybe..just maybe we can find out what happened"
Marcus shrugged in response "I wouldn't rule anything out, stranger things have happened. I guess we'll know in about 3 hours" he said leaning back against the padded bulkhead with a tired smile. "The Council sanctioned the Cantolia expedition, maybe the got a search and rescue mission lined up to go find their investment"

"One would hope" came the sleepy reply

[hr]
Location: Dun-Karrack Sector, aboard the CNS Adalon; in low-Serendib orbit
Local time:1915hrs

Marcus walked down the busy corridor of the dreadnought following the signs posted on the walls. He hated spaceships with their recycled air, bright neon lighting, claustrophobic corridors and worst of all, bland food but he was on a mission - a mission that was fracturing the delicate bonds of peace in Ceres. Clutched in his hand is the data-stick and a dossier containing his report about the cantolia. "Agent Marcus!" a voice pierced his inner thoughts. A guard standing by a doorway marked 'CR - 05' saluted Marcus's presence. The agent returned the salute. He had arrived. "The council awaits you" the guard said swiping an access card across a scanner. The device beeped in response and the metallic doors behind him hissed open.

Inside was a spacious conference room, lined with various furnishings, terminal screens and a large planning table that sat in the middle of the room. Huddled around it were a dozen figures who were puzzling over several documents and charts, one of the figures, dressed in the traditional NEA Navy uniform was the admiral of the Colonial Navy, Drasco Huskim. "Marcus!" he said looking up from the table. "It's about time, come in"

Marcus noded and stepped inside. "Sorry for the delay, I had to drop my colleague off at High Command" he extended the datastick to Drasco, followed by the dossier. "My reports -" Drasco cut him off with a wave of the hand.

"Let me guess, absolves the Dominion of guilt?"

Marcus nodded with a puzzled expression.

"It's being the Navy's personal belief that the Dominion would not scuttle their own investment just to have a casus belli against us. They tend to be..." he paused to choose his words "More upfront about matters than we are" He placed a reassuring hand on Marcus's shoulder "I know your team has been working hard on this Marcus but High Command are barking up the wrong tree and we have known this from day one. I think I have far better use of your talents than they, which is why I requested you here" Drasco finally gestured to the people around the table "You probably have guessed already, based on attire alone, that we have visitors from the Dominion and Free-runners. These are the key members of the council who I have invited to discuss the stressful matter of recovery. Recovery of the Cantolia or whatever remains of her and her crew."

"Does High Command know about this?" Marcus queried

"They do, they are not happy about this but they do know of it. They have sent their representative, a Vincent Luca, to attend the Council meetings. It took a couple of days but we managed to convince him and High Command to give our search and rescue idea the greenlight. We do need their funding after all" Drasco directed Marcus's attention to the table. "The reason I called you in is because of your expertise in intelligence. For our plan to work, we can't just send an all-NEA-taskforce to probe around for the Cantolia. It would be a slight to the Dominion and any findings we make, no matter how legitimate, would likely be discredited as propaganda"

"The same hold true of an all Dominion task force. The NEA, as we have seen just now, places little trust in us to do our jobs without needing to be 'fact-checked'. Regrettably! " chimed a man in a dark blue suit bearing the yellow and red symbol for the Dominion on his lapels.

"Exactly so, Ambassador Sernov" Drasco nodded "Trust is thin and the task before us is too great to be heaped on one faction alone. Just like the Cantolia, we must assemble another crew to uncover its fate. The problem we face though is that we are limited in who we can dispatch. High Command has ordered that no active duty or front-line combatants or any military assets are to be used in our search and rescue operation. We have been given holding orders and instructions to double patrols around the Dominion borders, a token show of force and frankly, a pointless activity" Drasco took a moment to rub his temples in frustration. "I am not allowed to speculate on what High Command has planned or why they seem to be sending fleets to our borders with the Dominion but they seem less interested in actively being a solution to our common problem" He took another deep breath before beginning to pace back and forth. "We have their financial aid, in part, but we cannot equip the expedition with our ships. Even if we had a ship we cannot arm her with our crew - since all our crew have standing orders to remain in NEA space."

"This is the same with the Dominion" Ambassador Sernov began "We have seen the escalation of NEA warships and our government has responded in kind. This is a dangerous path to follow, we are only just recovering from 25 years of bloodshed and do not want to plunge ourselves in that again. The Senate has approved funding of the remaining costs of the expedition but are unwilling to spare any ships or its active defenses troops to the cause. The are all skeptical that a new crew of Dominion citizens will be lost yet again in some NEA ploy, which a few believe was some NEA conspiracy to begin with. It is unlikely we can provide the equipment, materials or professional expertise this mission needs" he turned to face Drasco and then Marcus

"Why not ask the public?" Marcus replied finally.

His response was met with a stunned silence. "You mean civilians? Untrained civilians embarking on a search and rescue operation?" Drasco finally spoke

"No, not exactly. We have a whole solar system of people from both factions that we can turn to for help. High Command and the Dominion Senate has said no active troops yes? What about reserves, volunteers, re-tired personnel? We also have many skilled people that exist between, above and around our borders, the Free runners must have some experience with search and rescue and last we checked, they often carry highly trained crew on board as well."

"You mean..pirates and smugglers" Sernov interjected

"I mean volunteers. Send the message out on military, commercial frequencies, get holo-ads out, hell - use the DarkNet for all I care. We obviously will need to establish a vetting process and ascertain their skills but provided we use assets that both the High Command and Senate deem acceptable then we may have a chance at getting this done"

Drasco rubbed his chin thoughtfully. "Well, I don't know if I am comfortable with entrusting this task to complete strangers. They could very easily compromise the mission with their lack of discipline and training and at the end of the day, we are looking at war"

"We'll be very selective with who we pick" Marcus said firmly. "Do we have another choice?"

There was silence.

"We still have the problem about the ship" Sernov spoke up. "The Graveyard nebula is uncharted space and is well outside the range of the nearest Dominion Jump Gate. We will need to find an FTL capable ship that can make the Jump into the nebula in once piece. Not to mention it has to be well shielded against the radiation and magnetic storms there"

"FTL capable ships are slim pickings these days and is obsolete tech since Jump Gates have been around" Drasco looked at Marcus "I was hoping your services in the intelligence community could rustle us with some private collectors who wouldn't mind parting some relics for us"

Marcus grunted at first as if he was about to retort at the idea but then a knowing look dawned on him. "Actually..." he began "Not a private collector but the Wanted List."

Drasco and the ambassador looked puzzled

"There is no private collection currently that houses a ship with an FTL range in the scale of what we are looking at. We need something from the original FTL drive family for this expedition. Unfortunately, most of them were scrapped or stolen. However, last week I was pinged by Border Security by a sighting of a ship we have had on our Wanted list for a while" Marcus popped out his PDA and began furiously searching through some files. It's a Kestrel class ship - those things could eat up the miles and is perfect for what we want. Got tons of cargo space, room to upgrade the armour..its an old Colonial Navy Dropship, its a perfect match. We just need to find it"

"So you are telling me that your solution is a ship that is not in our possession, was in fact, stolen from our possession and the only clue we have of its wearabouts is intel that's a week old" Drasco began "and it has the ability to jump without using Jump Gates, so it could be anywhere right now"

"Yes..but we know the Captain. We know some of his associates and while they staunchly defend him I am sure they will be willing to hand him a message on our behalf" Marcus said

"What kind of message?"

"You may not like this but we need to entice him to come forward and meet us. He may not want to do this, since he has every right and opportunity to evade us, so we need to offer him a very very sweet pot. I am talking an official pardon by the Colonial Navy"

"What?!" roared Drasco suddenly much to the shock of everyone but Marcus in the room "You want me to make a deal with a common criminal? a thief and smuggler?"

"If you want one of the last known locations of a Kestrel class ship, one that can make the jump into the Graveyard nebula..then yes. Unless you have a better plan, we have to act soon. I have good intel that the ship in question is somewhere in NEA space - this is the best chance we have of opening a dialog with its crew"

"Gods" Drasco muttered under his breath "High Command will have a field day when they find out"

"High command should have given us one of their FTL ships"

Drasco sighed "alright!" he said finally. "Do what you have to do, set it up. I'll deal with issuing a pardon."

Marcus saluted "I'l get right on it, sir!" He was heading for the door when Drasco called out again "What's the name of the ship? The one you are tracking?"

"The Resolute"
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
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When Raed was not on a mission, it often spent its time on a NEA space station not too far from the Pegasus system. When it did, it was often sleeping, playing, training and eating. It had food provided for it, and in return, it followed orders, same as everyone there.

When the transmission had come, it had been doing the first of those, and the transmission had awakened it. Raed yawned as it listened, stretching. Most of it, while making sense to it, did not matter much. Raed was used to being assigned missions, not taking them, and money was not something it concerned itself with. It was allowed to stay as long as it had some sort of use. However, it wanted to help... and if they needed help searching for someone, Raed was their Aaken.

Good field agent needed to search, right?

Getting up from its bed, it started packing its backpack. The regular tools, hygiene items, as well as its favourite toy, all of which it located by smell. It made it hard for the Aaken to lose anything. When it was done packing, Raed put the backpack on.

Pleased with itself, Raed walked out of the room and continued further, past someone who smelled of male human and sweat, about its height when it was on all fours, and greeted him with a short: "Hello". It had startled the other, but Raed didn't pay much attention to it, because Raed had to get to the desk where the nice lady checked its papers and let it onto one of the shuttles. Right now it didn't really have any papers, but she'd probably help with that as well.

It had taken a while for Raed to get sorted out. First the transcript had to be sorted out, then it had to be escorted to the spaceship, Adalon. Raed had taken the trip there to get that sleep it had tried to catch up on before, sprawled out in a double seat, tail the only thing to indicate that it was dreaming. Sometimes, if it started growling and whining, the translator would translate its growls, but usually it detected that it was just sleepy talk, not worth bothering with.

When Raed was younger, this would have been a very exciting trip for the Aaken, but after a couple of shuttle-trips, it became less so. New planets and even some ships were a lot more fun, new scents and sounds, it often had to stop itself from running around, examining everything by sticking its nose into it.

The Adalon smelled odd, Raed noted as it boarded the ship, sniffing the air to get a feel of what kind of place it was. Many people, humans, aliens, clean, but not as clean as soap. As it was taken to the area it would be briefed in, Raed greeted those it sensed, using echolocation -a very high pitched sound, of course- to measure the different rooms and familiarize itself with the layout.

Lots of weapons.

The device that translated sights to sounds wasn't placed in its face -which Raed didn't mind, the device could be a bit confusing at times- but it still managed to get some sense of the way to the briefing room. When it had been taken there, Raed sat down, neatly, waiting for instructions like a good agent.
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
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= MAR =

Location: Asteroid Field outside of the New Texas Space Habitat, aboard the "Devil-Fish #66" Racing Shuttle
Local Time: Unknown

Shuttle Racing was easily the most iconic pastime of New Texas Station, whether it was simply watching the often sleek, always-brightly painted ships weave between chunks of debris, betting on the races, or actually piloting one of the shuttles themselves.

One such shuttle, the fuselage shaped like a curved teardrop with large, rectangular engines situated on either side, was situated just next to one of the many asteroids that drifted around the station and acted as a sort of obstacle course for the races. But instead of streaking through the blackness of space with reckless speed, it hung back. It was painted a bright, fiery red.

After a few moments, a single ship sped by in a blur, followed by two more after a second, and another not long after.

Inside the red shuttle, there was a choking cough followed by a snarl.

"Damnit, Zom, you let that little excrement pass you?! I can't believe I put money on you!" called out a distorted, feminine voice inside the cockpit, followed by off-yellow globs of paste flying at the viewscreen.

There small sound of disgust as an orange-clad hand with three fingers wiped away the paste.

Seated in the pilots chair was a young woman who was clearly inhuman: The four arms, with two hands clutching the shuttles controls and one holding onto a half-empty tube of the paste, were enough of a giveaway, but her face was dominated by a quartet of narrow red eyes, one set right above the other, and a twisted maw full of needle-like teeth. As she leaned back in her pilot's chair, she shook her head, particularly once the comm system barked out the latest development on the race.

"And in the final heat, Black Cat, Number Thirteen, has taken the lead, with Durango, Number Ninety-Five falling behind to second! It's a close one today, even I have no-idea who--" the commentator called, before two sharp pings interrupted.

Code:
Incoming Transmission on Unencrypted Channels
her ship told her.

"Great, what is it?" she asked, setting aside her tube of nutrient paste to flick open the comm channel with her false-hand.

The message, such as it was, was formal. Considering the source, it was to be expected of uptight military types, but as it went on, Mar's lips slowly spread into a pleased smile, and her milky red eyes narrowed in interest. When it was finished, she was baring her teeth in a wide grin as she cut off the incoming comm traffic.

"Yee-haw! Payday's coming!" she said, violently twisting the controls with her true-hands.

The Devil-Fish promptly executed a wild loop around the asteroid it was orbiting before tearing through space in the direction of New Texas Station with reckless speed. She was about to go on a very well-paying trip, which meant she needed to get her affairs in order and make sure she had what supplies she needed. She only hoped that whatever tub they were going to have her pilot was worth her time.
 

L. Declis

New member
Apr 19, 2012
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Wen'Li passed another NEA officer, lowering her eyes to avoid being seen. Her clothes were spotless, a favour from some other Sisters who had been stationed in the Pegasus sector and had hidden her for a few months. A few months in the darkness had not helped her complexion, which had turned from it's healthy grey to a more pale white, like a ghast from Xin'Sheng.

The docking station to the Aadalon stank. Stank of fuel, metal being welded and aliens. She saw some thing with four wings buss over head looking very important, her ducking beneath it. Her feet clanged on the metal grating beneath her, and there was a constant copper taste in her mouth with she had come to associate with "space air", that re-used gas that was breathed in a hundred times a hundred times; she longed to put on her rebreather but had been not too kindly warned that hiding your face around here was discouraged.

Hypocrites! They hid their faces, and yet she had to bear hers to the atmosphere, who knew what viruses and diseases floated in this air? Her mind floated back to that flying thing; that, I suppose. The noise was near deafening; after a life in the rebreather, and months in isolation besides the occasional prayer with her Sisters and listening to their choir, the constant barrage of noise in the Aadalon felt like thumbs being pressed into her ears and down her throat; if she had eaten in the past few days, she might have vomited. She stepped lightly over a wire trailed across the floor; last thing she needed was to draw attention to herself.

Calm, for Zaraqusa, calm yourself She thought as she began to panic again, a life of comfort is balanced by this discomfort. Better to pay the debt with a little bit of noise than death. She drew her hood over a little bit more; despite the constant lights illuminating her face, she felt comfort within the cotton fabric of her robe, and felt as if it hid her face just a little more. With that, she came to the NEA officer.

"Welcome to the Aadalon. Identification?" It took a while to udnerstand; the officer spoke in some lilting accent that made her sound ridiculous.

Wen'Li slipped her chip over, and the NEA officer promptly slapped it in. "Ah, Hua Wen'Li is it?" Wen'Li drew herself to her full height, still a few inches below the eyes of the officer. "Mei. I have changed my name. I am to be a medical officer. You need medical officers, yes?" She tried to give a haughty bark, to stop the questions.
The officer gave a smile back. "Of course. Mei Wen'Li, your records are updated. Please step inside." Wen'Li held out her hand. "My chip!" She tried to sound imposing. Against the noise of the engineers, it lost most of it's force.
The officer handed it over with a smile. Wen'Li already hated that smile. With a turn on her heel, she stalked inside. The things she would do for a safe place to hide. Or a meal.

She stepped inside. The place stank with "space air", and worse, some spicy smell had wafted through. Wrinkling her nose, she began to follow the signs.

Guns. Guns everywhere. The tools of the ignorant and the violent. Little better than thugs. Not holy warriors like the Templars, but aliens and fools and barbarians. Her mouth began a tight line. Soon she would be patching these fools and thugs and... aliens up. Still your face, Wen'Li, still it. It is not your place to judge, only to heal

She still wanted to spit on the floor in disgust.