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[ 🔨 ] A D M I N I S T R A T I O N
[♂] Michael Graham Operations Director
[♀] Sophia Torres Operations Director
[♂] Matthew Alvarez Operations Administrator
[♂] Ingram Kalfox Operations Economist
[♀] Rebecca “Reb” Marek Operations Commander
[♂] Dr. Herbert Bonheur Head of Medicine
[♀] Dr. James Lofgren Head of NC Analysis
[♂] Valdislav Kuznetsov Head of Engineering

[ 🔨 ] P I L O T S
[♀] Agatha Smith
[♂] Alan Fouren
[♂] Alexander Sky
[♀] Anastasia “Stein” Kalfox
[♀] Elizabeth “Eli” Jackspar
[♂] Jan Van Gent
[♂] John “Jingo” Strange
[♂] Joseph Sedgwick
[♂] Joshua Ray
[♀] Kathryn “Ryn” Dradht
[♀] Madison Cole
[♂] Ordent "Orry" Callaway
[♀] Penelope “Penny” Maverick
[♂] Percy Moore
[♀] Tahlia Styles
[♀] Vera Voloshyna
[♂] Yeshua Horowitz

[ 🔨 ] S T A F F
[♂] Dr. Eikichi Tanaka Cyberneticist
[♀] Elayne Pryde Engineering Officer
[♀] Dr. Ilessa Whix Therapist
[♂] Jon Ignan Command Officer
[♀] Katarina Poux Engineering Officer
[♂] Ilron Webb Engineering Officer
[♀] Dr. Taenya Graham Pharmacist


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CHARACTER TEMPLATE BELOW!



EXAMPLE CS

“Personal Quote.”

[ ⛨ ] C A L L S I G N
Mech Codename

[ ⛨ ] N C O R I G I N
Corporation Here

[ ⛨ ] D - O - B
Month Date, Year (00)

[ ⛨ ] G E N D E R
Male or Female

[ ⛨ ] A P P E A R A N C E
A brief summary of your character's appearance through descriptive text.

[ ⛨ ] P E R S O N A L I T Y
A brief summary of your character's personality and mental traits through descriptive text.

[ ⛨ ] S K I L L S E T
A brief synopsis of your out-of-mech skills and talents through descriptive text.

[ ⛨ ] B A C K S T O R Y
A brief history of your character through descriptive text.

[ ⛨ ] T H E M E C H
A description of the appearance, style, and armaments of your NC.

[ ⛨ ] R E L A T I O N S
Person: Descriptive Text


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C H A R A C T E R

Location, Location
[[ Time ]]
M O O D M U S I C
Hidden 8 yrs ago 8 yrs ago Post by Gowi
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Anastasia “Stein” Kalfox

(Art courtesy of @ADParis)
“I know what the phrase infers. It isn’t my job to inspire people, it is my job to meet expectations.”

[ ⛨ ] C A L L S I G N
Little Dragon

[ ⛨ ] N C O R I G I N
Volkov

[ ⛨ ] D - O - B
March 12th, 2656 (20)

[ ⛨ ] G E N D E R
Female

[ ⛨ ] A P P E A R A N C E
Having been conditioned to be a soldier since she was ten years old and serving on the battlefield since she was eleven, the woman known as Stein Kalfox exhibits a cold but determined presence. Youthful in appearance, most people make presumptions upon Stein’s abilities especially considering she is not tall (5’6”) nor overtly muscular due to her deceptively unassuming physique. Though what Stein makes up for in appearance she quantifies in atmospheric expressions that could be described as “fire and ice” due to the combination of scowls, grimaces, narrowed brows and cold emotionless eyes. In form of her conventional appearance Stein holds bright blonde hair with pale blue irises; her hair done up in generally a disheveled manner depending on its current length. She has had short hair that runs slightly past her ears, but for some reason when her hair gets long she tends to keep it there in terms of preference; a long hair she draws into rough disheveled ponytails, or pigtails. Whether she considers it a tactic to keep up the façade that she’s a meek little girl or enjoys the look of things is unknown to anyone but Stein.

[ ⛨ ] P E R S O N A L I T Y
Anastasia has had a long and chequered life since the earliest days of her life as an emotional prospective prodigy to her teenage years as a stoic mecha pilot. Her comrades, rivals, and peers have assigned her nicknames and constructed presumptions about her since they’ve known her; a fact that has earned her nicknames like Stein, Little Dragon, and Kalfox.EXE. But who is she beyond the rumors and gossip really?

Raised to be the perfect soldier for the Volkov Security Systems (VSS) since she was ten years old, Anastasia has always had one interest and one interest alone— the corporation. As such Stein has never had a defined moral compass of her own to speak of and has always took a pragmatic approach to such ideologies. The idea of “good” and “evil” never really becoming a tangible concept for the young girl, though she was far from ignorant to the concept of ethics albeit warped ones due to her restricted and closed off childhood she held. After having been conditioned several times over to rid her of her “feminine” emotions and weak traits by corporate instructors, Anastasia was drilled in countless lessons that planned to make her content with not only the actions of the company but her new role in society. However, it wasn’t until she broke down after an incident that confirmed her first kill in her NC that brought her to throw away what was Anastasia Kalfox and embrace a new person entirely. Her field commander of her squadron, Roxa Vox, told her that she couldn’t give in to her emotions and feelings about what words were said to her; that she needed to be strong like stone. This would be the saying that gave her the nickname “Stein” and one she’d replaced her given name with.

Though removing her emotions with pragmatic stoicism would be a challenge that even by her adult years she couldn’t completely erase. While her cold demeanor was represented through coldness, apathy towards others, pragmatic ideologies, and icy honesty there lies the fire within her as well that she cannot seem to control nor seems to want to. When she is particularly annoyed, offended, or confused she gets emotionally enraptured by anger, hate, pride, and fear. It is true that Anastasia is not entirely without her anxieties and issues; though some say it proves the belief that the best NC pilots are the ones who are psychologically damaged from the onset. But whilst that theory suggests they are good potential soldiers, if it has some truth to it there lies the issue of the people themselves.

Despite being aggressive, stoic, and generally hard to read or understand Anastasia isn’t without a nature of friendliness and kindness. Due to her particular upbringing she identifies most with other people younger or relatively so to her age and as such has no issue treating them no different than she would treat any other adult-aged individual. However her neutral tones may make it difficult for more sympathetic and emotionally aligned individuals to warm up to her. But Anastasia is not abhorrent toward ties of friendship, attraction, or even love; though it is clear that such emotions would take a long time to show in a way that seems sensible. Perhaps the answers to Anastasia Kalfox lie not only on her training as a soldier but also in her early childhood?

[ ⛨ ] S K I L L S E T
Soldier: Outside of being a highly skilled pilot with a high synchronization score, Stein is a soldier outside of the mecha just the same. She’s proficient in small arms weapons such as handguns and low-powered submachine guns, skilled in close quarters combat with her hands due to being trained in various martial arts, and is decent with a combat knife.

Reactive Tactics: Stein is a woman of analysis, perception, and instincts— as such her skills as a soldier and fighter outside of her NC are accented and enhanced by such reactive abilities. She’s quick, dexterous, fast and seems to be able to react to potential altercations quick and efficiently.

Mechanic: Stein is also an average NC technician due to the responsibility being forced on her upon training. She can maintain, repair, and comprehend facets of her mech though it is likely she requires a specialist when it comes down to finer notions of technical work such as upgrades, reinforcements, and maintenance she could have overlooked.

Perfectionist: A common saying uttered by Stein is “Do better with each attempt. Push yourself so there can be no possible margin of error to the point of logical limitation”. It is in this that Stein constantly strives to push herself physically beyond her limits with each exercise, trial, or contest. If she completed a run in ten minutes and nine seconds she will want to do her next run in nine minutes and eight seconds. This is obviously due to the dangers of failure in her profession but even for a corporate soldier it is said that Stein takes things too far.

Artistic Expression: Stein’s one non-military related talent would be her expression in her art through digital painting. Her style is morbid, abstract, and a reflection of what makes her cope. She keeps such expressionism private however, not seeing the value in people seeing something so fickle and irrelevant.

[ ⛨ ] B A C K S T O R Y
Anastasia Kalfox was born in the Megacity of Seattle in 2656 to one of the minor executives of the region by the name of Ingram Kalfox with an unknown, undocumented mother that was believed to be a Volkov pilot that was killed in action in the months following.

E R R O R . . . D A T A C O R R U P T E D . . . A T T E M P T I N G S Y S T E M R E S T O R E

S U C C E S S ! P A R T I A L D A T A R E T R I E V E D.


In the late weeks during the December of 2677 it seemed that things began to take a turn for the girl who had become known as Stein Kalfox. The Seattle branch of The Volkov Corporation had recently taken measures to weed out aspects of their military budget that they found problematic, or so was the “official” story— though many skeptics and critics of Volkov believe it had more to do with the investigation of Ingram Kalfox and his actions that caused him to disappear without a trace. The word was prior to his disappearance he was to have his entire career put on trial after “suspicious circumstances” came out that he was trading company secrets for profit. As a byproduct this resulted in the removal of Stein’s reputation, resources, status, and camaraderie within the company; a company that would hastily abandon her during the middle of a mission in the Alaskan territories which resulted in severe damages to Stein’s NC. Some say Stein was left for dead. Others say it was planned all along.

But, whichever the case may have been the result was the same with Stein being on the verge of being decimated by fringe raiders who were looking to eliminate her and reap the rewards. However, this was not to be. With the arrival of Sophia Torres, the operations commander of the independent faction known as New Anchorage, it would feel like Stein was saved from a death wish but it came with a favor. Stein would work for Sophia to pay off her “debt” as a show of gratitude. Thankful for the help and believing she had little other options with a half-blown NC she joined New Anchorage and carried on as a mecha pilot under Torres. However, it would be concerning when Sophia Torres disappeared without a trace thus leaving New Anchorage without a military leader. The ruling council of the settlement hired newly independent commander Michael Graham to replace her, though the reasons why are obscure at best. Regardless, Stein continued to operate as Graham brought in more pilots in a recruitment drive in the following weeks.

Passing Commander Graham’s ultimatum at the top of all of the pilots served Stein her first commendation at New Anchorage. It is now March 1st of 2678 and Stein eagerly awaits her first field assignment with her new squad.

[ ⛨ ] T H E M E C H

The Little Dragon is a medium sized mecha that was designed by The Volkov Corporation some years ago. Painted in a metallic sheen of crimson with black undertones, the Little Dragon flies the colors of its former corporation though the branding of the company logo has since been removed as well as the paint faded due to its constant battles it has been forced to endure in harsh environments. But despite this wear and tear the Little Dragon is not weak nor is it worse off for it— it has survived two lifetimes of pilots before Stein and will continue to do so when it moves hands in the future.

In addition to its standard antimatter power core and cockpit, the mecha is fitted with conventional and experimental equipment— though it doesn’t hold more than two modes within its function as a NC; thus the standard module and the advanced module that allows it to work at a hyper reactive level are the only ones installed and available to a pilot. Aforementioned armaments include:

  • On-Hand Weapon: Assault Rifle.

  • Arm (R): An experimental SHCHIT-01 generator that creates a personal defense force-field made of kinetic energy to shield the NC from oncoming attacks at the cost of high thermal heat buildup.

  • Arm (L): A dynamic long capsule containing several charges of explosives that can be launched from a compartment in the arm, good for entering combat zones as well as breaching other NC’s.

  • Shoulder (R+L): Several mounted anti-armor machine gun armaments that are based off the MEK-50 machine gun system that was designed with anti-tank purposes in mind. Alternative to contemporary uses of railgun’s, the MEK-50 armaments use flak rounds and are faster and more reliable in certain situations.

  • Leg (R): N/A

  • Leg (L): N/A

[ ⛨ ] R E L A T I O N S


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Kathryn “Ryn” Dradht

“Wasn’t ‘xactly taken seriously at first. ’cuz you’re a kid oh my god where is your adult?! Fuckin’ morons.”

[ ⛨ ] C A L L S I G N
Phantasm

[ ⛨ ] N C O R I G I N
Fairbanks

[ ⛨ ] D - O - B
May 4th, 2663 (13)

[ ⛨ ] G E N D E R
Female

[ ⛨ ] A P P E A R A N C E
Ryn gives off the bite of someone far taller than what she actually is, a fact that is supplemented of her years of experience living as she has without parents or adult guidance. She’s about average height for a thirteen year old girl of her background (5’3”) and with a build that has been hardened from over three years of physical conditioning though given the lack of a military regimen Ryn isn’t too muscular though her frame packs far more of a punch than one would presume. With fiery orange hair and blue-green eyes, Ryn looks determined despite her childish appearance. She wears whatever she can find, though she prefers loose comfortable clothes over all else. She refuses to wear a dress.

[ ⛨ ] P E R S O N A L I T Y
The girl that would become known as Ryn is not one that has held many friends and for good reason— Ryn is abrasive, loud, arrogant, boastful, blunt, confrontational, condescending, and generally downright antagonist to a senseless point. Where it is true that many of these things are products of a child raising themselves in the unforgiving frontier of the North America, a lot of it is simply that she has realized she can get away with anything as long as she does her job. At the end of the day there is only one person Ryn cares about— Ryn. For nobody helped her or her family when they needed it so she lacks sympathy for those who rely on her to do anything then what she is required to do. This apathy lends itself to her carelessness that would’ve ostracized Ryn from other communities had she not been more than a capable NC pilot.

However, Ryn isn’t heartless by any means and in some others can see the sort of helplessness that she once held; a helplessness that she hates and will decide to give out to those people what the world has given to her, believing it is a obtuse “circle of life”. For if anybody reminds her of her childhood they deserve to be put into the earth like worms— a reminder Ryn tries to push aside by the familiar feeling of self-medication, materialism, and seeking out to prove herself by her own obtuse standards to people who have long since been dead or gone.

[ ⛨ ] S K I L L S E T
Brawler: When Ryn started out as an independent pilot nobody took her seriously and on several occasions asserted their dominance over her. So, generally Ryn got used to being shoved, slapped, thrown, and choked; something of which that only continued to make her madder and madder. So she learned to fight and she learned how to do so in the dirtiest, cheapest, and most savage ways possible. If a battle can be won with a knee to the groin or a wrench to the kidney she will gladly show those on the receiving end that she isn’t afraid of anyone and can hold her own despite her age.

Junker: Her mother taught her the basics of electrical engineering and mechanical knowledge, expecting full well that it would be best for Ryn to have a career in the future rather than hope someone in Blackstone Harbor needed her to run a story or found her pretty enough to be a wife. The Dradht’s were always taught to be self-sufficient. Ryn is no NC technician or genius savant however and her repairs on her NC are generally sloppy work that can only stretch her NC until the next outpost where a proper engineer actually is located.

[ ⛨ ] B A C K S T O R Y
Kathryn Dradht was born in the wasteland city of Blackstone Harbor in 2663 to an independent NC pilot of the region by the name of Sheryl Dradht with an unknown, undocumented father that was believed to be a con artist that ditched Blackstone Harbor when his debts caught up with him.

More here later

[ ⛨ ] T H E M E C H

The Phantasm is a medium sized mecha that was designed by The Fairbanks Corporation some years ago. Painted in a metallic sheen of palatinate with silver undertones, the Little Dragon flies the colors of its former corporation though the branding of the company logo has since been removed as well as the paint faded due to its constant battles it has been forced to endure in harsh environments. But despite this wear and tear the Phantasm is not weak nor is it worse off for it— it has survived several lifetimes of pilots before Ryn and will continue to do so when it moves hands in the future.

In addition to its standard antimatter power core and cockpit, the mecha is fitted with conventional and experimental equipment— though it doesn’t hold more than two modes within its function as a NC; thus the standard module and the advanced module that allows it to work at a hyper reactive level are the only ones installed and available to a pilot. Aforementioned armaments include:

  • On-Hand Weapon: Sniper Rifle.

  • Arm (R): ---

  • Arm (L): Inside the left forearm of the Phantasm exists several large missiles that contain several smaller variations for use of flooding enemies. Their impact is more deadly to infantry and basic building structures but are not completely useless on unshielded NC’s.

  • Shoulder (R+L): The Phantasm in addition to the machine's flight capabilities has somehow acquired an experimental cloaking drive during the time of Sheryl Dradht, a utility item that has saved her daughter’s life on many occasions. Not a “true invisibility” cloak (as such things are fantasy), the prototype generator generates a camouflage that adapts to the environment by absorbing light and giving the illusion of whatever the environment happens to be at the time.

  • Leg (R): N/A

  • Leg (L): N/A

[ ⛨ ] R E L A T I O N S


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Art by @ADParis
T A H L I A S T Y L E S

"That is the difference between you and me... Red Star doesn't flow in your veins."

[ ★ ] C A L L S I G N
Spyder

[ ★ ] N C O R I G I N
Red Star

[ ★ ] D - O - B
January 26th, 2650 (27)

[ ★ ] G E N D E R
Female

[ ★ ] A P P E A R A N C E
Tahlia is a healthy blend of both Asian and Australian, a result of Red Star's expansion into the southern continent. Her eyes are slim and direct with a dark brown iris, a trait familiar to the people from the far east; while her sandy, brown hair and pale white skin resembles a more Australian/European look. The Australian has an average height of about 5" 8' and a slim, yet defined build that can fool people into believing that she not a force to be reckoned with.

The former soldier usually dresses in a way that can give off the vibe that she is still loyal to the fierce Red Star Corporation. A set of tan cargo pants complete with a set of white sneakers for comfort; a loose fitting, white tee-shirt; and a hooded jacket that is coloured in a deep dirty brown with no particular markings except for the large black and red star that positioned across the back itself and the smaller badge stitched into the front (can't help that the best piece of clothing she was ever given for cold climates was issued out by Red Star themselves).

Around her left wrist are a variety of bands and beaded bracelets that she makes while sitting on watch. She has a tattoo of the southern cross on her right wrist, a mark that shows how she views herself as more of an Australian than Asian.

[ ★ ] P E R S O N A L I T Y
Tahlia can come across as both an aggressive and abrupt individual, especially when it comes to her body language and outback Australian tact. Not swearing isn't an option, smoking is pretty much a given birth right, but she will obey commands from anyone with authority.

Amidst all this Tahlia will try her best to help and support her fellow comrades, even if her efforts don't always come across with the best results. She likes the peace and quiet as it reminds her of her hometown and allows her plenty of time to tactically plan her next set move. She is smart, she has a dark history, and only reveals parts of her former life to those that she truly trusts.

[ ★ ] S K I L L S E T
Former Commander - Tahlia was once the commander of a small Red Star force. This rank has changed the woman into someone that is able to express off authority and status. Many of the local pilots can vouch for this when she forcefully punished a crew member for stepping out of line.

Perceptive - Tahlia is analytical, cautious, and an observer by her very nature. Years of standing guard over her hometown while picking off targets from over 20 kilometres away allowed her to learn that combat should be avoided at all costs. Eliminate the target before they have a chance to break through your fortifications.

Backseat Fighter - This trait is both her strong point and her weakness as she does not have the best skills when it comes to close, melee style combat. Instead she will tend to used her team of pilots as guardsmen so that she can stay out of the thick of battle and inflict maximum damage. Enemy Pilots may see her 'running away' from a fight, believing her to be a coward, but with every few metres that she gains, the more dangerous she becomes.

Jill of most Trades - Some of Tahlia's less noticeable skills include her understanding of firearms, basic mechanical and engineering knowledge, drinking, and poker. Alone they aren't anything special, but together it's what makes her unique.

[ ★ ] B A C K S T O R Y
Tahlia was the daughter of a renown Red Star engineer and grew up in the remote region of Broken Hill, an old mining town that once funded and contributed to the growth of the Red Star Corporation. From a young age she was inducted into the the NC program and by her late teens she was operating on the battlefield as an NC pilot. Due to her skills, her position within the corporation and a series of events, Tahlia ended up moving up to the rank of Commander and was awarded the menacing death machine known as the AFW-Mk.8.

With Tahlia's new position and her powerful NC she was instructed not to make contact with any outsiders that wished to know more about her or her division, in turn the Corporation would not publish her post mission debriefings within any of it's public archives. The popularity of Tahlia Styles flared up when her team managed to force a retreat on a small army of NC Raiders that were looking plunder Broken Hill for it's valuable mineral resources. It was a David and Goliath battle, a fight that she barely won and the only known record of her military service that was released to the world.

Eventually things started to change when supplies and funding began to dry up. Red Star wasn't using the town's resources any more and rather than support it's locals, they pulled the plug, letting the colony eventually collapse in on itself to form a Ghost Town. Tahlia was one of the last residents to leave. She wanted to protect everyone for as long as possible but when it came apparent that all she was protecting were old heritage buildings, she made the choice to move on.

Eventually she found herself signing up to New Anchorage and has been there for several weeks.

[ ★ ] T H E M E C H

The AFW-Mk.8 (also known as Spyder) is a unique, prototype combination of Bipedal and Quadpedal technology. Most individuals will witness the machine in its standard Bipedal design, with only the rare few getting the opportunity to watch it convert into its Quadpedal setup. By converting to quad mode the back mounted weapon can then be allowed to realign and transform the entire NC into a mobile artillery.

Most of the NC is covered in a black and dark brown colour with a half scratched off Star design from the Red Star Corporation. It is trimmed with red highlights and covered in a variety of battle wounds from decades of service. The interior is a sleek design with keys and warning labels written in a mixture of Japanese and English, along with a screen that provides a wide viewing angle to the outside world


  • Transformation - The shift from Bipedal Mode to Artillery mode can be achieved when the NC lurches down and converts its arms into a set of front legs. By doing it's stability is greatly increased tenfold when compared to many of the standard Bipedal NCs in the battlefield.

  • Meteor Ordinance Cannon (M.O.C.) - This torso mounted, tri-barral weapon is the AFW-Mk.8's primary weapon of choice and uses Mag-Rail technology in order to fire its projectile. Each shell is a unique mixture of both cluster bomb design and napalm, meaning that by the time the projectile reaches the intended target, they are faced with a wall of fire and shrapnel. The M.O.C. range is limited to line of sight so higher ground is an advantage to the operator, but also requires a huge supply of energy. Rapid succession of firing will deplet the operational energy capacity to a point where the NC will hard shut down until the reboot sequence can be completed.

  • Dual Gatling Guns - During Bipedal mode, these fist mounted Gatling guns can be used to easily take out any smaller targets that are within it's range. When the NC converts to Artillery Mode the guns are unfortunately folded up into the NC's arms, meaning that it sacrifices this armament in order to equip it's Meteor Ordinance Cannon

  • Twin MIRV Launchers - Upon the AFW Mk.8's shoulders are a set of twin pods, each with 25 individual ports that contain a collection of Radar Guided MIRV missile. These fast firing missiles can be used in quick succession for any medium range targets, but have the unfortunate trait of overshooting their targets when fired too close. The MIRV Launchers can be used in either Bipedal or Quad mode.

  • Trakdar - Trakdar is a speciality built Long Range Scanner and Surveillance Bot system that utilises a 3D mapping technology in order to give a detailed view of the environment around the NC. This map is additionally enhanced by a drone bot that can be launched from the AFW-Mk.8 in order to give details on areas that can't be fully scanned by the NC itself. Each target that is discovered is painted with a marking which allows proper calculations to be make for the Meteor Ordinance Cannon.

[ ★ ] R E L A T I O N S
Oakley James Styles - Oakley is Tahlia's only son. She rarely talks about him and the records displayed on Red Star's databases all indicate that any further information is currently Classified.

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Elizabeth “Eli” Jackspar

"It's a knife, it doesn't have a story."
(Art courtesy of @ADParis)


[ ⛨ ] C A L L S I G N
Blur

[ ⛨ ] N C O R I G I N
Smith’s Rest (Now called New Anchorage)

[ ⛨ ] D.O.B.
May 1st 2656 (21)

[ ⛨ ] G E N D E R
Female

[ ⛨ ] A P P E A R A N C E
Eli is pale as a ghost, chalky from hair to toe, most wouldn’t hesitate to describe her as “haunting”. However, what people tend to notice first about her are her eyes. Icy, both in color and gaze, she always appears to be judging her surroundings, be they people or otherwise, and it’s rare that they hold even a glimmer of levity in public view. Rarer still are smiles, laughs, slouches, but an attentive eye wouldn’t struggle to spot wayward twitches, restless legs, and tapping fingers.

Her attire leans towards casual however, often wearing hooded jackets and rarely caught without a scarf worn high up her chin. Beneath everything is the pilot suit, worn near constantly. She’d claim this as common sense, practical for quick response, but she’s as attached to the piece as her own skin.

[ ⛨ ] P E R S O N A L I T Y
Cold and dismissive to all but her superiors, but unerringly dutiful and devoted to the protection of New Anchorage. Elizabeth is a good soldier, a great soldier even, but little else. Growing up in what was essentially a broken down building full of books, and rarely being permitted to leave, shaped Eli at a young age less like a person and more like a lump of clay. She feels no sense of loss for any would-be social life, no sorrow for being deprived a childhood, only a sense of duty, and a longing for the fulfillment of that duty.

The protection of New Anchorage is without a doubt the most important thing to Eli, and anything that could be perceived as a threat to the people of her home should not be tolerated. It didn’t matter that she’d met none of them, it didn’t matter that until she stepped into her mech next to no one even knew she existed, what mattered was defending her home from all threats, foreign and domestic.

It did not become apparent until her teenage years that Eli had developed identity issues, though any outward eyes could have foreseen it. This is only heightened by a high sync-rate, something the girl is silently but immensely thankful for. When connected to her mech, and only then, does Eli feel certain of herself, like she’s stepped out of her constricting, ill-fitting skin. No doubts, no twitches, no shakes, only a unification of mind and body. And so, the inevitable disconnection never fails to leave her mentally ajar, a fact that would be unmistakably evident were she not so good at hiding it.

[ ⛨ ] S K I L L S E T
CQC: Both in and out of the mech, this is Elizabeth’s strongest skill. Growing up without the means to practice with firearms, she learned quick and learned well to trust her two hands and what she could swing with them. Eventually this translated much more elegantly into a form of swordplay in anticipation of a melee-oriented NC piloting career, and so her prowess with most things what can be held and cut with is highly refined. Unfortunately, if not predictably, she is untrained and unskilled with guns, having only operated a firearm outside of her mech, and in the context of a test.

Reflexive: Elizabeth is quick, both in body and mind. While this doesn’t necessarily equate to a proficiency in tactics, she is able to form appropriate reactions in combat, and in prolonged engagements –especially in close quarters– is able to begin analyzing offensive and defensive patterns in her opponent.

Driven: Perhaps not explicitly a skill, but doubtless one of her most notable traits. Elizabeth does not shy from completing a mission or fulfilling an order, be it in combat or otherwise. Her fierce loyalty combined turn many scenarios to “do or die” in her mind, something that, while sometimes advantageous, can be equally dangerous.

[ ⛨ ] B A C K S T O R Y
”Eli”

Eli was eight years old when she learned her name was short for “Elizabeth”. Her mother, the librarian recluse Celina Jackspar, had used it once, the first time she’d cried during her training.

”Get up, Elizabeth. Now. And never cry in front of me again.” And she never did.

The Jackspars might have been lepers for how little they interacted with the world. Confined to a modestly sized “library” nestled in the corner of what was then “Smith’s Rest”, few ever visited, and fewer were actually aware the spindly woman had a child. With little to their name aside from cases and piles of books, collected from far and unspoken edges, it would not have been unreasonable to assume the family would contribute nothing great to the world. They would exist quietly amidst a sea of old knowledge, and overtime the Jackspar name would peter out.

Celina would not allow such an outcome.

The training began early, and never slackened. Eli learned from a young age what she was, and would be, that the good majority of her life would be spent inside the cockpit of a mechanical behemoth. She did not attend school, she did not socialize with peers, she rarely left the library at all. Her life was dedication, she had to let go of the urges to want, and focus entirely on the future.

”Up.” And she got up.

The Jackspars could afford no firearms, and so forewent practicing them. Instead it was decided that Eli would master the art of melee combat in their absence. Lyosha Voloshyna, a carpenter and one of the family’s only “friends”, happily supplied them with wooden models of various swords, ranging from the typical and familiar, to the foreign and unique.

Eli was made to train with them day in and day out. They would not be weapons held, they would be extensions of her own body, or she would fall short. Countless other prospective pilots had the advantage of proper training, they could afford to be merely “adequate” so long as they rounded out a checklist and passed the neural exam.

”I don’t want you on-par, I want you better. Keep going.” And she would.

Hour after hour Eli practiced, submitting herself to the forms and tests of balance. By the time she was in her middle teens, picking up a sword felt like raising her hand, swinging felt like punching. Her threshold for pain was pushed further each day, and every time she kept her mouth shut, kept her face calm, she would catch the ghost of a smirk flicker over her mother’s face. Moving had become a dance, and she was the prima.

When she was fifteen, a practice sword broke in her hand, splintering midway down the blade. It was old, nothing unexpected, and the shattering caused her no physical harm. All the same Eli froze, wide eyes fixated on the broken blade, and her arm, then the girl collapsed in a fit of agony.

Celina watched, shocked.

”Get up.” But she didn’t. ”Elizabeth, get. Up.” But she couldn’t. It took all of her strength not to cry.

It was her first major incident, and the only one Celina ever saw. It took a few years to realize they weren’t going to stop, and seeking professional psychiatric help would murder Eli’s chances at becoming a pilot, so Celina resolved to handle the situation in her own way.

Eli knew Eli. Celina knew Elizabeth.

”Stop shaking.” And she would.

The final years leading up to application were smooth by Celina’s standards. Her daughter was sharp, fast, resilient, and above all, obedient. She would protect Smith’s Rest, she would protect its people, and she would do so under the instruction of whosoever commanded the forces.

Second to her, of course.

[ ⛨ ] T H E M E C H

The Blur is a lightweight NC that mirrors many of its pilot’s features. Stark white with only a few wayward cerulean lights and the bright azures of its jets to stand out, of standard height but slight of frame and thinly armored. It is clear at a glance that Blur is not built to receive much punishment, which is just fine by Eli.

Blur is an embodiment of the “high-risk-high-reward” philosophy. With its primary function being the melee engagement of high-priority targets, many of its maneuvers, both combative and evasive, necessitate a near-reflexive sync rate, and even then it’s rare for the NC to emerge from solo engagements unharmed. In reality, Blur is designed to work alongside a team and is often even dependent on one, despite that the pilot may deny it. Its standard armaments are as follows:

  • NA01 Energy Sword: Blur’s primary weapon, the blade is projected from the handle. A contingency, physical blade, carried onboard, can be attached as well with edges able to sustain similar heat.

  • Deployable Claws: Blurs fingers are overlaid by sharp attachments designed to latch on and stay on. Can be activated and retracted.

  • Explosive Charges: For breach scenarios and other situations that require the close-proximity planting of explosives. Housed in two separate pieces to prevent accidental detonations due to trauma/weapon fire.


Its notable equipment is as follows:

  • OMNI Propulsion System: Blur's key assets are speed and maneuverability and these owe largely to the propulsion system which served as the foundation for the NC's design. Four powerful engines on Blur's back act as the central piece, sleek and jutting like stagnant wings. Firing at once they allow for rapid acceleration and a tremendous peak-speed. As well, each can adjust direction independently, which, in addition to the thrusters at the base of Blur's legs, grant the NC fantastic directional control.


  • Flare Cache: Typical of any evasive NC, but nonetheless crucial, Blur houses a small volley of deployable flares.

[ ⛨ ] R E L A T I O N S





Hidden 8 yrs ago 8 yrs ago Post by Ladypug
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Percy Moore

"I really should've just become an engineer."

[ ⚫ ] C A L L S I G N
Papa Mike

[ ⚫ ] N C O R I G I N
Fairbanks

[ ⚫ ] D - O - B
November 12, 2645 (32)

[ ⚫ ] G E N D E R
Male

[ ⚫ ] A P P E A R A N C E
He doesn't come off as someone who would even dream of piloting an NC, being 5'8", a little over 160 pounds, freckle-faced, red-headed, and wearing glasses, but.. Here he is. Piloting. When he first joined up, he walked around the place knowing that he didn't belong, but ever-so-slowly he's been getting a little more comfortable in his own skin. He's rarely if ever seen without two silver weddings rings on his left hand. One, which is on his little finger, was his wife's before she passed, and the other, on his ring finger, is his own. He fidgets with them sometimes.

Due to an attack on New Anchorage that he had a hand in helping in, he lost one. His right hand, actually. His right hand is now a nifty, shiny prosthetic one.

[ ⚫ ] P E R S O N A L I T Y
To put it simply... Damaged.

Paranoid, temperamental, overprotective, and always anxious for something to happen, he's really not the kind of guy you'd want to have in your squad unless you're alright with a possible mental breakdown in the middle of a firefight. Even though he's had the physical training, mental training is something else entirely and, in the old commander's words, he's the weak link in the chain that is the New Anchorage NC Pilot squad. If he wasn't a pilot and just an ordinary guy doing ordinary things, he'd very much be the stay at home dad doing his best to make ends meet. Hell, he WAS.

Behind all that, he's really just scared. He realized too late that he made possibly the worst choice he could have ever made and he hates that his daughter's just getting dragged along for the ride. He's dragging her down to his level and he despises himself for it, but he doesn't know what else he could do. He's in the game and he can't back out now.

[ ⚫ ] S K I L L S E T
Marksman: While technically that's a bit of an overstatement, he knows how to fire a multitude of firearms, including a basically obsolete pistol that's been passed down for generations that, while he'd rather keep on his person at all times, he's required to keep in the firing range.

Dad: He is a father, and a rather good one at that. Because of this, he has a bit of a paternal drive that makes him a bit protective of the younger members... Plus he's chock-full of god-awful dad jokes

Jack-of-all-Trades: He's not specifically trained for any one thing, he knows a few things, and he'd be willing to learn more if it was necessary.

Wildcard: He honestly is very much unaware of this, but others notice it about him. Due to him being a big unhinged, it's possible he could disobey orders or act out in some way that can't be predicted by normal people.

[ ⚫ ] B A C K S T O R Y

Due to a desperate decision on his part, he was shoved into the pilot's seat and was just expected to do well.. and, surprisingly, he did. Whether it be innate or luck it's hard to say. He assisted in the death of call-sign Rook, he helped pilot Jingo Strange with a train escort mission, and he helped defend against the assault of Smith's Rest (and lost his right hand) before a change in management changed the whole game.

Commander Michael Graham had run the whole squad through a much, much more extensive regimen that required them to be able to climb into an NC with absolutely no help other than their own two hands and feet - The Ultimatum, as Graham put it. Percy did succeed.. within the lower bracket. In the moment he was ecstatic and, frankly, made a fool of himself celebrating his victory, but after he calmed down, he realized that meant he was definitely stuck as a pilot. He's starting to doubt his ability to be a father to his daughter. If he really wanted what was best for her, he would have been trying to fail, not succeed. He is very much aware that he has plenty of money at this point - enough to last months, and he'd probably be able to live off that until he finally had a stable job. Why is he doing this? What is his motive at this point? Greed? Glory? Power? Is it just comfortable at this point?

"I don't know."

And so he stays.

[ ⚫ ] T H E M E C H


While not as flashy or snazzy looking as the others surrounding it, the fact that it looks so relatively harmless in comparison to the others is a boon for a dangerous pilot. The element of surprise is an oft neglected one in a battlefield so attached to honor and fair fighting. While Percy's not exactly dangerous or the master of the element of surprise as of yet, there's no reason to think he might not become one, or both, of those things.

Equipment: (will be added to/changed as the RP progresses)
• Stock neural computer
> There's a 'glitch' with the computer that doesn't affect anything, nor does it bother Percy, it's just kind of strange, considering how the neural net works - it's determined to call Percy Michael. Percy's tried to fix it, but he's scared he'd so some irreversible damage if he started taking it apart.
• Above-average thrusters specifically designed for short bursts of speed - best used to dodge out of the way
• Slightly above average generator

Armaments: (will be added to/changed as the RP progresses)
• Auto Rifle - 35 rounds, mid-to-long range, can switch between full auto and single (right hand)
• Laser Sword - standard white in color, no special effects (left hand)
• Missile Launcher - 3 missile burst, long-range (left shoulder)


[ ⚫ ] R E L A T I O N S
will be added to and edited as the rp progresses









Hidden 8 yrs ago 8 yrs ago Post by NuttsnBolts
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NuttsnBolts

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Art by @ADParis
M A D I S O N C O L E

"But... I don't like cauliflower."

[ ♫ ] C A L L S I G N
Mad-Cat
Previous Callsign: Mad-E

[ ♫ ] N C O R I G I N
Denver-Vegas

[ ♫ ] D - O - B
July 19th, 2654 (22)

[ ♫ ] G E N D E R
Female

[ ♫ ] A P P E A R A N C E
Madison is a young woman in her early 20's with a distinct taste for heavy, hard wear clothes; usually with a choice of factory work boots, a thick jacket with a woollen interior and an old set of torn jeans pants. She has vibrant pink hair which is coloured as her natural hair is a crisp blonde that she dislikes, while her overall skin tone and texture gives her the innocent look of a younger teenager. Whenever she walks she likes to let her feet hit the floor with a heavy thud, giving an impression that she is simply bigger than what her small size indicates.

Ever since the Volkov job she has been in ICU (Intensive Care Unit) and during that time had to have some immediate, life threatening operations performed in order to save her life. Some of the damage she endured included a searing blast to her left eye where the iris and cornea were damaged, thus requiring an artificial insert; and a deep wound in her right arm that got infected in the bone. This wound in particular needed an immediate amputation and was in turn replaced with a bionic limb.

[ ♫ ] P E R S O N A L I T Y
Madison was once described in one simple, four letter word... Loud.

The young girl has a vibrant personality with a matching taste for music. Most of the time when she is in her NC the sounds of a hard hitting bassline can be heard. This music isn't just for show as it helps her to regulate her thoughts in order to sync up with the NC. This wild attitude comes as a serious double edge sword since she lives off pure adrenaline. Madison has been known to run her ammo supplies completely dry, take on NCs far stronger than what she is trained for, and will even risk her own life in order to make a final blow.

However being loud doesn't mean that she is open. She will rarely talk about her past, specifically the death of her parents, and with the events of late she has been more closed off than usual. She is now at the point where others are concerned about her being too quiet, wondering if she still has the willpower to get back into an NC.

[ ♫ ] S K I L L S E T
Mechanical Knowledge - Madison is a skilled mechanic and knows how to make various changes to an NC. After all... she did grow up with a man who rebuilt her original NC from a pile of scrap.

Music Lover - Most of the people on base already know that Madison has an annoying love for music to the point where it can become distracting. What many of them don't know is that she is quite gifted when it comes to her own vocals and will sing to herself if she is alone and unable to hear a beat.

Nimble - This hyperactive girl has way too much energy to store up and not use. Unlike others that are skilled at fighting Madison's strength comes in her speed and agility, a trait that can be seen on the battlefield.

Bonkers!!!! - Probably less of a skill than anything else, but at her peak Madison is quite the insane individual. She has very little natural fear, and if something doesn't work... Just grab a bigger hammer!

[ ♫ ] B A C K S T O R Y
Madison was born in a small community but was left abandoned when her entire settlement was wiped out by a raiding force. She was only a little girl at the time and was discovered by a small group from the colony of Smith's Rest as she wandered the empty wasteland, sad and alone. They decided to take her back and placed her under the care of an engineer known as Duncan Brown. There she grew up for the next two decades, learning how to operate and use the different types of machinery that Duncan worked on.

Through his guidance she became very knowledge about the NCs, learning the different ways to repair and operate them. It was only a matter of time before she ended up fighting for the cause along with the others at the now named New Anchorage. With this team she performed well, taking on other NCs and mercenaries alike until a terrible accident during a Volkov mission, an accident that nearly took her life when a Warhead from her NC exploded at point blank.

Madison and her NC was airlifted by Blur back to base where the team had to cut through the wreckagein order to reach her. For the following months she was placed in an induced coma and heavily operated on so that they could save her life. Eventually the girl woke up and since then she has been struggling to find her true calling. Madison is currently unsure about who she is, her skills, and even feels like a shadow amongst the other pilots. Through all that heartache she can hear the cockpit of her NC slowly calling back to her, begging her to take the controls once again, demanding that the show must go on.

[ ♫ ] T H E M E C H

Mad-Cat is a redesign of the old Mad-E model NC, a necessity considering the amount of damage it endured after the incident. A large portion of the heavy armour plates were removed and the Warhead Launcher was decommissioned, allowing the NC to be reduced back to a standard structure for the mechanics to work on. The team believed that if Madison was to get back into an NC she would be more suited for something a lot more mobile than the heavy, over equipped unit that she operated before.

Mad-Cat is still currently being fitted out but upon completion it will show off its fresh, sky blue design and superior melee combat abilities. The unit has been reduced in size to something that closer resembles a small NC rather than the medium design of old.


  • Hydraulic Legs - The reduction in weight and rebuild of the unit's legs have allowed the NC to be used for more tactical and forceful advances. The hydraulic legs can be used in order to leap towards an opponent, drastically reducing the distance to meters.


  • Rendering Claws - Each arm has been equipped with a set of rendering claws. Rather than just being of a simple metal design these claws are edged with plasma jets, giving the appearance that the edge of the blades are on fire. Not only is this an advantage for tearing apart unlucky NC units but at night it can create an impressive light show.


  • Emergency Protection - Due to how the NC will be more of an up close and personal unit, several safety measures have been put into place. The First is a Damage Awareness System which will take note of any components that aren't working correctly and will reroute power, plasma, and movement through other pathways. This essentially creates a unit that can take a variety of hits and yet still perform in battle.

    The Second is the I'm-Outta-Here command. This series of code was introduced specifically for Madison considering how battle hungry she can get. When the damage to the unit reaches a certain threshold the System will lock her out and activate all thrusters, ejecting herself and the NC out of the battlefield.

[ ♫ ] R E L A T I O N S
Duncan Brown - Duncan was Madison's carer for most of her life but after her accident he left New Anchorage, telling her fellow pilots that he believed he failed in protecting her.
Hidden 8 yrs ago 8 yrs ago Post by DruSM157
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Alan Fouren


“Tons of danger, low odds of mission success, and I’m probably going to lose a limb. Sounds great!”


[ ⛨ ] C A L L S I G N
Wild Wolf


[ ⛨ ] N C O R I G I N
Fairbanks


[ ⛨ ] D - O - B
July 14, 2654 (22)


[ ⛨ ] G E N D E R
Male


[ ⛨ ] A P P E A R A N C E
Scruffy would be an understatement with Alan: nothing about him screams soldier. Shaggy hair, unkempt facial hair, and roughshod angular features. Alan sports a scar running from his left ear down his neck; a wound he received during his first sortie in the Wild Wolf. He stands roughly around 5'11, just a hair shy of breaking 6 foot. He is lithe and had slight musculature, due to his history as a junker. His casual clothes consist of a faded denim button downed shirt and dark slacks. While still young, Alan sports dark bags under his eyes, and has gained deep creased wrinkles on his forehead. His shaggy mop of hair is a dark brown, with matches the near black spotty beard that runs down his jaw, working its best to cover the scar. He seems spacey, and is more akin to sport a smile when not under combat conditions.

[ ⛨ ] P E R S O N A L I T Y
Alan is friendly to everyone he meets. Affable, open handed and humorous, Alan does not seem to really fit the mold of a soldier by any respects—and he owes that to being more or less forcibly pulled into this life rather than simply volunteering or being raised to be a soldier. Alan has an incurable form of gallows humor when preparing for the sortie, and his mix of inexperience on the actual frontlines of combat make him an odd member of the team. It never helped that he was one of the lowest passing score in Graham’s test; a feat that did not endear him to any of his team.
Alan’s lackadaisical personality is the kind that veterans would push around as the man looking to get himself killed on the battlefield; the key difference is Alan’s personality when in the heat of battle. In combat, Alan feeds off of pain: both emotional and physical. Alan’s own personality in dire combat changes from his happy-go-lucky nice guy routine to a ruthless and aggressive psychopath. The further he is pushed mentally in combat; the more bloodlust consumes his personality. It makes him a dangerous wildcard on the field, putting himself at risk as well as his fellow soldiers.


[ ⛨ ] S K I L L S E T
Junkyard Mechanic: Unlike his counterparts who had access to proper materials during their combat stays, Alan grew up in the frontier where clean, shiny new supplies were few and far between. This meant that he had to scrounge and repurpose outdated, damaged or scavenged parts to keep his unit in workable condition. While he has to leave it to the professionals for proper upkeep of the WW, Alan can perform emergency repairs in the field if push comes to shove, and that ingenuity comes in handy when things go to shit.

Unshakable Will: In serious situations, the average pilot would lose their cool and give into negative emotions, shaking them and breaking their morale. Alan, due to both his insane drive for destruction when fully “in the zone” as well as his own nature of do-or-die, is not easily shaken in combat. It would take extreme duress to make him break his usual façade; though a break would be disastrous.

Adaptive: Alan’s past has forced him to make due with supplies and weapons he could scrounge either in the junkyard, the frontier or after battle. Alan lacks any sheer expertise with weapons; but he makes up for that in his ability to pick up and use a weapon with gradual skill. If he can find a half-working FMR or a Powered Spike, Alan can find a way to perform maximum damage with it.

Well Read: If Alan has one indulgence it's literature. At a young age, collecting bits of archaic literature became a past time for Alan, especially exploring the databanks of ruined libraries. Alan's datapad has to date over 800 novels, short stories and poetry ranging from the seventeenth century to the twenty-third century. Alan prefers the classics over the later literature, enjoying chivalric romances, gothic horror and transcendental poetry. Alan's favorite stories include Le Morte d'Arthur, The Once and Future King, Frankenstein, T.S. Eliot's The Wasteland, and The Hound of the Baskervilles.


[ ⛨ ] B A C K S T O R Y




With no family and no prospects left in his home, Alan did what he could. Scavenging materials from the newer model mechs he had destroyed gave him a slightly better edge than a raider now, and with the beast inside of him awakened, he aimed to feed that hunger for carnage. That’s where he met Graham.

He was a disappointing prospect to the Commander from the get-go. No real military combat experience. He was a frontier skirmish fighter. He was unfamiliar with up-to date equipment and weaponry. His physical tests and his skill tests were passable and he barely skirted by with that. Ultimately, he looked like he would be a wash-out until Graham’s…test. Climb an aging, old war combat frame with no grappling hook, no mag gloves and make it run without. If you couldn’t get it scrambled in time, you weren’t worth it.

When it came to Alan’s turn, the instructors gathered already prepared for disappointment. Alan simply smiled.


[ ⛨ ] T H E M E C H
The Wild Wolf is simplistic in design, due to the no-frills need of a working combat mech without much to go on in personal armaments and equipment. Still, Alan had scrounged a few newer parts and weapons to keep up with some of the more professional NCs that he has to work with. The basic frame is simplistic, covered in a hodgepodge of mismatched armor; all roughly painted the same color; even if it doesn’t look all that pretty.

Equipment:

-Stock NC Control

-Leg and lower back thrusters to give strong bursts of speed and sustained air boosts for a limited time for extra mobility

-Average generator

-Mix of light and medium armor over the mech; the left arm and right leg have heavier armor due to the armor being taken from a stronger mech, whereas his right arm and left leg have lighter armor.

Armaments:

-Heavily Used LFR (Light Frame Rifle)-30 round magazine, short-to-mid ranger. (Right hand)
-Underbarrel HFG Launcher: A 3 round grenade launcher attached to the LFR. Equipped with standard fragmentary grenades.
-Scavenged light grinder blade: A heavy blade mean to pierce and then tear pieces of a mech apart. (Left hand)
-Electrical Discharge Canon: Emits high powered electrical bursts at close range. Can temporarily disable an unshielded NC or cause damage to the pilot in the cockpit.


[ ⛨ ] R E L A T I O N S
Commander Graham: Alan can’t exactly put his finger on where he rubs the commander wrong. Whether it’s his attitude or lack of hardened combat experience, the only thing that Alan has going for him is his impressive display during the test. And even that didn’t endear him too much.

Anastasia Kalfox:Alan knows how the wind blows with this girl. Cool, calm and professional; not the kind you piss with the wrong way. He respects her. She's military and she's well skilled. When the shit hits the fan, Alan trusts Stein to be the girl to follow in combat.

Elizabeth Jackspar: Alan isn't quite sure he's even had eye contact with Jackspar in his entire time in New Anchorage. Honestly, he doesn't think that's too bad of a thing.

Kathryn Dradht: Ryn and Alan have an odd relationship. Ryn insults him, Alan smiles and laughs. Ryn is the only pilot Alan knows personally, as he worked several sorties with her before coming to Anchorage. He respects her skill as a pilot and as a sniper. He can vouch for her skill, but he makes not mention of actually knowing her from before, and Ryn isn't out gossiping about Alan anyway.

Ordent Callaway: Alan honestly likes the guy. Since the day of the test, Alan took to manhandling Callaway and being honestly friendly to the guy. When Callaway actually passed the test, much to the shock of the others, Alan actually cheered the guy on. Still, he doesn't actually talk much to him. Alan is nice, but never opens up to him or anyone.

Percy Moore: Alan respects Percy greatly, due to his morals. He'll just never admit it to the man. Percy's attitude reminds him of his own father, and that's painful enough that Alan keeps his distance from the man, and lays the sarcasm on thick if Percy does talk to him.

Tahlia Styles: If he wasn't so damn intimidated by her indescipherable accent, he might actually want to get a drink with her. She reminds him of his kind of people but with an Aussie flavor. Plus, he's always happy to have some heavy artillery when things get hot and heavy.

Madison Cole: Alan's word to describe her? The hospital chick. He has had nearly zero interaction with her due to the woman being in the infirmary, and honestly, he's happy for that. One less person for him to grow to care about.

Vera Voloshyna: Damnit, of all the cute kids in the world, why did he have to have her in this squad. The baby recruit scares Alan, because he doesn't want to see her get into this world. With Ryn it's different; he and her are from the same world, forced to pilot to survive. If Alan had his way, Vera would never see combat.

"Jingo" Strange: Jingo is Alan's ideal drinking partner. Except Alan would be terrified to see the man actually drink. It's not that Jingo's face grosses Alan out (it does) but it's the fact that Alan sees Jingo as a man he could become if he's not careful. Alan's scar already feels too close to that.

Agatha Smith: While she's old enough to be grandmotherly, Alan secretly views her more as a replacement mother. The fact that he latched onto that so quickly terrifies him, and he tries to keep his distance, even if Agatha is the kind to go after you and talk while you're trying to hide in a NC. Not saying Alan has or anything...

Alexander Sky: Alan kept his distance and won't really talk about the guy. Alan seemed put off by his flirtatious nature. After hearing he tried a possible coup against Graham, Alan is glad he's gone.

Jan Van Gent: Alan had worked with guys like him before. They were always assholes, and they were always looking for a chance to blow you away to take your share of the creds.

Joshua Ray: Alan found a kindred spirit in Ray, and he enjoyed his time with him. Bonding over sarcasm and never opening up to one another. Alan thought of him as an almost friend because of that.

Penelope Maverick: She was cute, in the spunky female reporter kind of way. Alan's happy she's not hear risking her neck in combat now. Better off chasing scoops than getting shot at by ion rifles.

Yeshua Horowitz: 16. The same age Alan was when he got his surgery. Alan kept his distance from the quiet boy, seeing him as something terrifying. A lost childhood, gone in burning smoke and corpses.


Hidden 8 yrs ago 8 yrs ago Post by Cenco
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Ordent "Orry" Callaway

“Look at it this way: if I surprise you, great, I can be of some use.
And if I don't, whatever; I get myself killed and no one's any worse off. Uh, other than me, I guess.”

[ ⛨ ] C A L L S I G N
Red Rover

[ ⛨ ] N C O R I G I N
Volkov

[ ⛨ ] D - O - B
October 10th, 2657 (19)

[ ⛨ ] G E N D E R
Male

[ ⛨ ] A P P E A R A N C E
Orry stands at 6'2", and is extremely lean thanks to his hyper-active teenage metabolism. For most of his life, he's been skinny as a toothpick, only avoiding being nothing but skin and bones thanks to playing sports. Over the last year, though, he's begun to fill out, especially so in the last month or so since he's arrived in New Anchorage and sought out help with following a more structured, militaristic work-out routine. Even with that progress, he still very much looks more like a boy than a military man, with thin features and distinct, messy deep-red hair that goes well with his russet-colored eyes.

He nearly always has a kind of lazy expression on his face, matching perfectly with his generally disheveled appearance -- he much prefers loose, comfy clothes, and will always forego zipping or tying anything up if he can avoid it. He especially has a fondness for track jackets. In the care-free, civilian world, his appearance makes him very approachable, though perhaps less so around hardened veterans. It's hard to ever find a time where he doesn't have multiple bandages somewhere on his body, brought on by the things he puts himself through.

[ ⛨ ] P E R S O N A L I T Y
Orry is nothing if not stoic and personable. His displays of emotion are extremely subdued and subtle, most often coming through as nothing more than an easy but genuine smile. He loves spending time with others (even those that have traits generally viewed as unfavorable), and is always willing to talk and help out with anything. It may come off as odd to some, but any suspicions of ulterior motives on his part are usually washed away quickly.

The other defining trait of his is an unbelievable work-ethic, often coming as a surprise after the laid-back first impression he gives off. Since arriving in New Anchorage and hearing about Graham's tests that were less than a month away, he hasn't actually laid down in a bed and slept once. He's only caught quick, short naps whenever he could, working through his recovery and trying to bring himself up to par with all the others that took the test. He sought out help from peers constantly, fighting through his worry of being a bother to study and learn and implement. While he's still nowhere near as skilled as a trained soldier, he's improved rapidly enough to get some positive attention from Commander Graham and a few peers, and managed to just barely pass the tests, throwing up in pain and exhaustion more than a few times along the way.

All of this stems from deeper, psychological problems -- namely, an inferiority complex and, to a lesser extent, a guilt complex. Orry puts little value in himself, and puts everyone around him on pedestals. He always sees the good in them first, and easily understands the bad, making him a pretty good ego-booster. His self-sacrificial nature comes from this -- it only makes sense to him that he should take the fall for people who are more talented and amazing than he is, so that they can more easily better themselves. The last thing he wants is to be a burden or to slow another down, and so he works as hard as he can to avoid that. This also comes out in the form of his subdued nature, as he acts as such to not ever push his problems or own emotions onto anyone else, so they can keep their focus on themselves and not have to worry about him as well.

His issues have their benefits, though -- like turning him into a somewhat competent soldier within a month.

Altogether, Orry is of the likable sort, easily making friends with even the most disagreeable of people quickly enough. Being so genuine and hard-working endears him to others, only helped by his warm, composed disposition and the enjoyment he gets from social interactions. Despite that, it's not too difficult to tell that there's something off with him, especially after seeing the lengths he'll go to for what are essentially strangers.

[ ⛨ ] S K I L L S E T
Quick Learner:
Orry picks things up quickly -- show him how to do something once, and he can get it done on his own. This helps him when he's helping out others with whatever they need to get done. In terms of use for when he's piloting, he can pick up on enemy habits immediately, and use them in his favor -- especially useful for his specific assigned mech, and is the biggest reason why it was the one he was given.

Reliable and Determined:
Due to his nature, if Orry says he'll get something done, he will. Whether that means spending money out of his own pocket to cheer a friend up, or spending his day fixing something, or getting himself into trouble to cover someone else, he'll do it without hesitation. This extends to the battlefield, and though he's prone to nerves, he embraces them and does all he can to not let them get the best of him, for fear of letting down his squad-mates. He will take a hit to create an opening to eliminate a target -- again, something all but necessary when piloting his mech.

Stamina:
Orry can fully function on nothing more than cat-naps, and both his mental and physical stamina hardly take a hit for it either. He can remain laser-focused for hours on end, as well as physically exert himself for just as long -- helped by his determination, which makes it possible for him to push himself far past the point where most anyone else would stop. This isn't always healthy, obviously.

[ ⛨ ] B A C K S T O R Y


Since arriving in New Anchorage, Orry's kept mostly to himself during the month of Graham's testing, for several reasons. It let him focus fully on bettering himself, something that absolutely had to be done to even have a hope in passing everything. Despite the effort he had been putting in, Orry didn't really believe he'd be able to make it through and actually become one of New Anchorage's official pilots, so keeping away from everyone also served the purpose of not getting anyone too attached to him (if that was even possible), so no one would be too sad to see him go if he failed.

After recently surprising even himself by passing everything (and feeling the incredibly foreign feeling of pride), Orry's already started to become more social with his fellow pilots, acting more like his genuine self.

[ ⛨ ] T H E M E C H


Red Rover is a bit of a junker, assigned to Orry so that if he screws up and gets it blown up, it won't be too much of a loss to New Anchorage. More than that, though, the style of combat needed to do any damage with it lines up perfectly with Orry's strengths, so it's as close to a perfect match as the boy could have hoped for. The mecha is average-sized, and has very little in the way of on-board weapons and equipment, allowing it to have impressively heavy armor while still being surprisingly mobile. It's built to mirror the way a human body moves to nearly a tee, allowing the pilot to fist-fight as effectively as they could with their own feet on the ground. The heavy armor gives some weight to Red Rover's punches and kicks, making them quite devastating. While it's quick for the defenses granted by its armor, the mech is still slow for one that does most of its damage at point-blank range. As such, the most effective way to use Red Rover is to read and predict an enemy's actions, moving before they even do anything to get in close while avoiding heavy damage. If necessary, the armor can take a few solid hits, allowing the pilot to purposefully bait the enemy into attacking and opening themselves up, or to just forcefully push through an assault.


[ ⛨ ] R E L A T I O N S

Hidden 8 yrs ago 8 yrs ago Post by Mcmolly
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Vera Voloshyna

"You feelin' this song? I'm feelin' this song."


[ ⛨ ] C A L L S I G N
Firefly

[ ⛨ ] N C O R I G I N
N/A

[ ⛨ ] D.O.B.
April 30th 2664 (13)

[ ⛨ ] G E N D E R
Female

[ ⛨ ] A P P E A R A N C E
Standing on the shorter end for her age, with blonde hair nearing her back and wide, lively green eyes, Vera is not an imposing child, which is more than fine by her. It’s rare to see her without a smile on her face, and rarer still to see her frown, even in darker situations she always appears to at least be trying to smile, if for no other reason than to offer a warm look to anyone who might need it.

She tends to dress similarly to Elizabeth, if not a bit brighter. Jackets over bright shirts with a scarf on occasion draped ‘round her shoulders. However, the girl’s staple is without a doubt the ushanka that rarely leaves her head. A memento from the family she never knew.

[ ⛨ ] P E R S O N A L I T Y
Equal parts easily excitable and hard to bring down, Vera displays more happiness than anyone likely has a right to given the state of the world, and especially the state of her home. The type to view every day as a new, wonderful opportunity, every stranger as a friend she hasn’t met yet. She isn’t quite dense to the natural cynicism of the world, though she doesn’t often try to assert her optimism as better, rather she tends to accept the views of others and present her own in kind. To her, bringing a few happy moments when necessary is more important than trying to outright change another’s philosophy, and even in the hardest cases, Vera always manages to find a silver lining, be it in situations or people.

While generally light hearted, Vera can at times display a caretaking maturity. Still unrefined and more reactionary than anything, dealing with trauma is something she learned growing up in the Jackspar home. Often times Elizabeth would end the days a broken wreck, and Vera was glad to be a source of comfort for her. The reclusive Ms. Jackspar never saw her daughter’s breakdowns like she did, never woke up to find Eli in a fit of silent panic, or clawing at her skin like she couldn’t feel it. Celina learned the signs to Eli’s problems, how to order her into preventing them, but Vera learned how to fix them, at least temporarily, and for better or worse, this is largely why the older girl never received professional help.

With the discovery of a potential future as a pilot, Vera has come to realize that she’s spent much of her life thus far as an emotional lifeline to her sister. She doesn’t resent this, and wouldn’t for a heartbeat consider abandoning her, but she can’t help the gnawing lust for an adventurous life not tethered to another. If she could have that, and still be close to Eli, it would all work out. Right?

[ ⛨ ] S K I L L S E T
Creative: Being a fresh pilot in virtually every capacity, Vera has little going for her as far as combat is concerned. However, like most children, she’s possessed of a colorful imagination, which, while somewhat irrelevant, can hold a degree of importance when it comes to devising strategies on the fly.

Determined Diplomat: A fancy term for “good talker”, Vera’s drive to protect people is strong, but her drive to harm others as a means of accomplishing that is rather weak. It doesn’t matter whether it’s before, during, or after a battle, Vera is likely to always have her comms open in an attempt to talk to enemies. You never know, some conflicts might just need the right words to settle.

Novice Dancer: Not particularly great but able to hold a beat, Vera picked up dancing from Elizabeth, and though the two don’t often do it together anymore, she likes to throw a few shimmies into her steps from time to time.

[ ⛨ ] B A C K S T O R Y
Vera was too young to remember her parents leaving, but knows that she was born in what was then Smith’s Rest. Over the years she’s come to understand that the Voloshyna’s were in fact the only family close to the Jackspars, which to her was enough to explain why she was given to them. It never seemed to affect her, even when she was old enough to understand the implications of her situation she never harbored any anger against her parents. She had a home, a mother, and a wonderful sister, to her that was plenty to be happy about.

Eventually however, Vera started to notice cracks. The once warm and caring Celina Jackspar slowly discarded her façade, revealing a cold, calculating woman who shunned her in favor of focusing on her daughter, Elizabeth. And yet Vera was still not deterred. She’d grown attached to the girl, who had in turn grown attached to her, and by the time Vera was cresting nine the two were all but inseparable. So it came as no surprise that when Eli was accepted into the NC program that Vera was brought along as well.

What did surprise them was the possibility that Vera might end up in the cockpit of an NC too. Having been at the facility through vicious assaults and quiet lulls, she’s at least been made aware of the many risks the job entails, yet she’s signed herself on all the same. Now over a month out of surgery, and under the near constant watch of her sister, for the first time Vera is at least somewhat certain of her future, a future she chose. Even through the post-op debilitation, the girl has never been happier.

[ ⛨ ] T H E M E C H

(Currently Vera is in training and does not possess an NC, this section acts merely as a potential placeholder)

[ ⛨ ] R E L A T I O N S





Hidden 8 yrs ago 8 yrs ago Post by Lonewolf685
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Agatha Smith

“"Well, better get to working or get to dying. Time ain't with any of us."

[ ⛨ ] C A L L S I G N
Charon

[ ⛨ ] N C O R I G I N
Denver-Vegas

[ ⛨ ] D - O - B
05 / 24 / 2619 (58)

[ ⛨ ] G E N D E R
Female

[ ⛨ ] A P P E A R A N C E
Standing at 5’6”, Agatha has sharp features and a smile that could cut an NC to ribbons. Hair once flaxen has long since gone gray, which is pulled into a loose bun. Deep set green eyes and a pointed nose. Some people have told her she has the face of a 1st grade Math teacher who takes joy in assigning homework over the weekend. While not a weight lifter, she has a solid frame from years of hard work on the surface. Tends to wear a faded burgundy vest over an oil stained grey jumpsuit.

[ ⛨ ] P E R S O N A L I T Y
Agatha is a restless woman who finds there is no worse fate than finding yourself without purpose. Give’s 110% percent to everything she does, and is a strong proponent of clean living, or as clean as one can get outside the burrows. Carries herself with a wizened air of experience that comes with age, not book smarts. Could be described as desperate in search for a cause, desperate enough to come to Anchorage.

Doesn't acknowledge her own bitterness with having settled down and giving up on piloting. Feels like she lost out on something important, but can't besmirch her husbands memory or their daughters to disregard their lives together as unimportant.

Her time in New Anchorage preparing for the Ultimatum had reawakened her maternal instincts, prompting her to attach herself to Stein and be empathetic towards Commander Graham who's past relationship, brief as it was, led to amicable interactions. From her years of experience as a mercenary travelling the world, Agatha has met a wide variety of pilots and had spent ample time in her retirement analyzing her past glory to the point she orders people into 'types'.

[ ⛨ ] S K I L L S E T
Experience: Unlike the majority of NC pilots who range from the ages of 12 to 24, Agatha has lived a full life inside and out of the NC. Her career sent her all over the world, and in retirement she never stopped operating the Charon, offering up a wealth of experience and comfort operating her Neural Combatant as though it were a second skin. More than that though is the knowledge of how to live without combat, something most of the pilots at New Anchorage lack. Out of the NC, she hasn't been a slouch and allowed her edge to dull too much. Basic fire arms training with D.E.W. hand guns and revolvers, as well as a challenging work out regime, kept her in working order even as she passed the prime of her life.

Junkyard Proprietor: Thirty years of scrambling over heaps of rusted metal and the debris left in her junkyard has given her a knack for navigating obstacles without issue. Her husband taught her how to perform maintenance upon Charon without the need for a mechanic, knowledge that she passed onto her children as well.

In Love with the Lifestyle: Agatha has desperately missed the life of an NC pilot, and understands everything that is required to be apart of it. She follows orders, pushes herself and the others around her, and doesn't possess the naivety that blinds younger pilots to the horrors of their work. Her mothering nature may come into conflict with this at times, but more often then not she is eager to be employed.

Mothering Nature: Agatha gave up her career to commit herself to raising her two daughters, and while they may have gone to live their lives, Agatha can't help but be a mothering sort around young woman. She reaches out to connect with them, as well as finding it easier to empathize with the parents she now works with barring one notable exception.


[ ⛨ ] B A C K S T O R Y
Born and raised on the surface, Agatha always knew she was a special snowflake. At the bizarrely typical age of 14, she was found compatible to pilot an NC. Like so many before her she was drawn into piloting a bipedal weapon of mass destruction and had many mercantile adventures as an independent NC operator that aren’t worth recollection. The kinds of adventures that blur together but can often be summed up as, ‘Go to exotic locations, meet interesting people, and kill them’.

Throughout her ventures she had a loyal mechanic who would have followed her to hell and back by the name of Albert Smith. He wasn’t particularly handsome or clever, but he was loyal, sweet, and won over her affections through his perseverance. At 27 Agatha was married, by 28 she had a daughter and another on the way. Finding their means of employment too dangerous to foster a family, they decided it was prudent for Agatha to set aside the adventuring for a more sedentary lifestyle. Investing their considerable saving towards setting up shop in a scrapyard, Agatha began a new life as a mother and family woman.

For years, that was good enough. All the effort she had put forth piloting her NC was directed towards running the scrapyard and raising her kids. There wasn’t the same rush that came with piloting a multi-ton automaton, but she was satisfied for a time.

Then the children grew up, and left the nest to find out their own destinies. To be the special snowflakes that have fantastical opportunities all lined up for the taking if they only go out and claim them. Her husband of 29 years had grown ill and passed peacefully in his sleep.

That left Agatha, with a job she didn’t care for and no one relying upon her. Most would have considered this time to retire, settle down and indulge herself before the inevitable end, but she couldn’t. Even with the best years of her life in the past, she knew she had more to give. Firing up the old NC, which had been used as a makeshift crane for the scrapyard, she went out to recapture her lost glory, but found there wasn’t any demand for someone so long out of the game. The only ones as desperate as she was where the good folks down at New Anchorage, and they just so happened to be looking for any pilot that would come their way.

[ ⛨ ] T H E M E C H


Moderately armored bipedal NC specialized towards ease of movement and relocation. Meant to be a Sniper who repositions with each shot and endeavors to flank an enemy rather than engage from extreme long range at a stationary position. The armor isn't enough for front line combat, but is sufficient to keep Charon active while exposed during relocation. Strategically positioned thrusters were integrated into the Charon frame to allow the NC to launch itself airborne while maintaining a great degree of maneuverability. Prolonged flight is not possibly, though thrusters can negate the force of most falls or collisions.

The cockpit features an optimized targeting suite supplemented by a secondary chest mounted array. It contributes in compensating for the force of Charon's airborn maneuvers so Agatha can fire with accuracy befitting her role, and offers a variety of optical viewing modes such as thermal, night vision, infrared, and advanced magnification. Targeting information gathered by Charon is transmitted to other units of the fire team automatically unless disengaged.

PXS-8.0 'Opticor' Super Heavy Laser Rifle: Charon's primary weapon, a Semi-Automatic laser rifle of considerable firing power. Carries a 12 shot charge before overheating and operates at long to extreme ranges with full efficiency. Being a D.E.W. (Directed Energy Weapon) it is free of the deviation and travel times inherent in ballistic weapons, but has a considerably smaller magazine that must cool down before safe to fire.

Right Arm- Tenormin 44LZ 'Revolver': Stored within the Charon's right arm, the Tenormin is a D.E.W. revolver that packs a excellent stopping power for its size, but it limited to 6 shots before recharging. The original Tenormin design was limited to a single, high powered shot until the revolving power cell was added to the design to create a potent sidearm with a nostalgic flare. Agatha carries a scaled down version of this weapon as well.
Agatha's Variant

Left Arm- Smoke Mortar: Stored within the Charon's left arm, the smoke mortar provides concealment for allies and blinds adversaries depending on where it is fired. The Charon's optics can pierce the smoke, allowing it to operate without hindrance. 3 Canisters on board.

[ ⛨ ] R E L A T I O N S (Updated as Agatha interacts)
Anastasia “Stein” Kalfox: Agatha considers Stein to be the Ace among the pilots at New Anchorage, and has since set her as the bench mark for performance that she should aspire to. The young woman's cold personality doesn't dissuade Agatha from reaching and finding common ground in the pursuit of physical perfection. It was apparent to her that Stein lacked a maternal figure in her life, and Agatha is hoping to bridge that gap over time.

Comm. Michael Graham: A former adversary that now serves as her superior. Ironically the first major battle of his career was the last of hers, an incident that amuses the both of them. In her eyes, Graham is a solid commander and a decent father, so she has no issue with the man. He understands the way the world works and isn't afraid to put an ingrate in their place, which Agatha greatly appreciates.

Elizabeth Jackspar: Not much is known about Elizabeth beyond Agatha's own assumptions of her, but Agatha looks on her favorably. The shared experience of raising a child, even if Vera isn't Elizabeth's daughter, is something Agatha thinks they share and commiserates in it. Would be willing to help her with Vera or anything NC related if asked, and is remarkably impressed how well Elizabeth has done on her own so far.

Percy Moore: Can barely look at the man without waning to rearrange his face. Believes he is a spineless coward who's too weak to stand up for his own children. Wouldn't trust him not to miss and shoot her out on sortie, and is amazed he managed to pass the commander's tests. Believes he is the worst parent in all of New Anchorage for the moment.

Tahlia Styles: Likes the Australian for her blunt nature. Her initial exchange with the deceased Pilot Sky, whose attempted coup became the stuff of legend around the water cooler, has left Agatha feeling she can trust Tahlia to get the job done when they sortie.

Vera Voloshyna and Ana Moore: Can't help but be amazed at how brave the two girls are. Has to resist the urge to hug the both of them, and thinks they are good influences on Stein and Elizabeth. Would offer to give them pointers on NC maintenance and operation between sorties now that the testing phase is complete.

Hidden 8 yrs ago 8 yrs ago Post by Voltus_Ventus
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John "Jingo" Strange

“Tea Cakes Anyone?”

[ ⛨ ] C A L L S I G N
The Aberdeen

[ ⛨ ] N C O R I G I N
No Corporation (Technically Red Star)

[ ⛨ ] D - O - B
October 3rd, 2644 (32)

[ ⛨ ] G E N D E R
Male

[ ⛨ ] A P P E A R A N C E
Jingo stands at 6'6", straddling the the border between tall and freakishly tall, he has a long arm and legs (his left arm missing just under the elbow), with wide sloping shoulders. His body is enmeshed in a layer of muscle, he's not a beast but he is lean and the lines and creases of his muscles are well defined. He has fair skin, crisscrossed with scars small and large a like, notably his tattered left ear and his missing left cheek, leaving his teeth and gums exposed to the air. Jingo has a fairly angular head, with a straight jaw and a thin imperial nose, he has shallow seek bones and a tall forehead with worry lines permanently furrowed into them. His eyes are set pleasantly apart, wide and full with large irises; the right eye is grey and has a very dark, defined pupil, the left one is a dull, watery blue. He has a thick shag of hair on top of his head, the color of hay and almost as course, the hair on his scalp is thicker then the hair on the sides of his head, but not by much; he has the remnants of a rough beard running down his right cheek (hiding the on set of wrinkles) and forming a goatee around his lips, though stopping on the left side because of the skin missing from his face.

When not in combat, Jingo wears an off white sleeveless shirt, now a light grey after years of wearing; on his legs he wears a pair of loose, green cargo pants, speckled with spots of paint and general dirt; on his feet he wears leather sandals and atop his head he wears a red cap. On the stump of his left arm he wears a prosthetic arm, made of yellowed plastic with a small, hook shaped set of pincers at the bottom, he controls the pincers easily enough due to a cable attached to a surviving tendon; on the left side of his torso, front and back, a black sheet of rubber is stretched over his ribs and is held in with medical staples, this is to protect exposed muscle and ribs and he can not take it off. When in combat, he wears the same cargo pants and shirt but a pair of of boots instead of sandals, with thick woolen thermals underneath everything as it gets very cold in the cockpit of his NC. He wears a tarnished pair of dog tags around his neck, with words stamped into it in a long dead language called Anglish.

[ ⛨ ] P E R S O N A L I T Y
Warm and chirpy, Jingo is an overly loud individual with very few layers to him (Not being the one to deceive), he enjoys good company and is good to the company he keeps, loving to joke, play around and generally cause good mannered mayhem. He is fond of bantering and often enjoy's having conversations with people, though being oblivious as to whether they want him around or not. He is not very perceptive, finding it hard to read people though tone of voice or body expression, this makes him overly trusting to people who he thinks are good; and overtly naive. Though he seems positive all the time, he is prone to frustration and heated bouts of cursing at people, having the capability to be a very angry person - though much preferring to keep his cool.

[ ⛨ ] S K I L L S E T
Urban Guerrilla: In his youth Jingo had been part of The Falcon Reach Militia and had been put through rigorous training in the art of fighting in an urban setting, training, assault courses and war games being held abandoned parts of the settlement. His training makes him versed in fighting for every block, building and room, employing shock and awe to crush the enemy quickly and incur as little damage as possible. This can be seen in his NC combat doctrine, preferring to cause as much damage as he can without he himself being damaged. While still taking risk.

Demolitions Expert: Having been a miner before his maiming his eyes are trained to seek weak spots in structures, natural or otherwise and when needed, use these weaknesses to collapse the structure in a spectacular fashion. But the reverse is also true, he knows where to make changes to ensure something stays up. This makes him a competent battle engineer. And VERY good at Jenga.

Attack Dog: His loyal mechanical mutt, Skitters served him well through combat portions of Graham's Ultimatum (despite Graham not wanting him to bring the dog along). Taser built into its muzzle, it did not need to be commanded to do what Jingo wanted him to do. Skitter's leapt, clawed and tasered, falling back to his ancient combat parameters. Outside of combat Skitter's is a derpy, lovable dog and Jingo's most trusted friend... Despite zapping him a few times by accident.

Forceful Optimist: Despite all the things that have befallen him, his maiming; him being sold into slavery; his mother's descent into early Alzheimer's; his sister's failed attempt to seize power, thus alienating his family and his father's murder. Throughout all this he found it difficult to continue going at the pace he was, but he did. Forcing himself to smile and think on the brighter side he made it through his problems with little (figurative) surface damage.

[ ⛨ ] B A C K S T O R Y
Jingo was born in a settlement quite far from Smith's Rest, it was called Falcon Reach, a semi subterranean community built into the side of a white limestone cliff, using the natural tunnels and caves as dwelling. Falcon Reach overlooked a massive salt bed, the dried remains of what was once a sea sprawled out all along it, dotted with the rusting husks of stranded boats and ships. His mother was a miner, along with most of the town, she was a small, asthmatic, eighteen year old girl; his father was a Falconer, one of Falcon Reach's elite. They met by sheer coincidence, when one of his Falcon's flew down the mines and his mother brought it back up, it didn't take long for the pair to fall in love and they quickly got married upon finding that she was pregnant. Seven months later, out popped a pair of twins, Jingo and his sister Lisa, both pursued different paths, Lisa became a Falconer like her father and Jingo became a miner like his mother.

However he didn't really choose the life of a miner. Red Star owned and ran Falcon Reach in a de facto manner, despite the corporation having given it partial self governance. He was selected for his strength... And his gullibility. He was not as smart as his sister and so he was easier to trick, trick into thinking that if he worked as both militia and miner he would get a position as high ranking as his sister. His big break came from the militia. As part of their training they had to go through a test to see how well they would synchronize with an NC, he managed to be one of the few who were able to. Within days he had a plug put in him, it wasn't quite what he wanted but he allowed the procedure to go on instead of being beaten and forced into it.

One day he was minding his own business performing exercises in his NC, it was as normal an occasion as any other, too bad it didn't pan out as usual. High above him, blasting was taking place, this was normal, the stones were meant to fall in to the tunnel as opposed to out and down the cliff side but it did. A large boulder fell from the blasting site, launched outwards by the blast just far enough for it to path with Jingo, he saw it fall, he made a move but he was too slow. The left side of the NC was crushed by the immense weight of the falling lump of stone, sending it rag dolling into the floor; inside, Jingo was screaming in agony, the left side of his craft having collapsed inwards and crushing him against his seat. The boulder was lifted off after fifteen minutes, by this pint he had passed out from the pain and lack of oxygen, they had to cut him out as the hatch had been crumpled shut by the force of the falling rock. His injuries were far beyond the healing capabilities of the doctor's of Falcon Reach, so they loaded him into a helicopter and flew him to the nearest place with good medical facilities. Though of course, Red Star did not provide any assistance in the matter.

At the time, the best place on the surface to get treatment in Falcon Reach's area was Smith's Rest. Back before it's decline it thriving town and where there was a thriving town, there were doctors that were more then happy to make a buck off of sick people. Jingo was in hospital for weeks, his arm was completely ruined, that had to come off; the pieces of the left side of his skull had to be reassembled and held in place with pins and all the skin on the left of his torso had to be removed to rebuild his ribs. Throughout this, the doctor's were charging outrageous prices for their services and before long, his father had sold everything he had to pay the up keep. Eventually the family had to give Jingo to the doctor, as a kind of indentured servant, he worked under the doctor as a lackey, sweeping the floors and carrying boxes. After a few years of this, the doctor left, Smith's Rest was in decline and no one could pay for his services, so he took his accumulated wealth and moved to an underground metropolis. However the doctor wasn't completely horrible to Jingo, for years of free work he left Jingo an old auto-shop in the corner of town. He stayed in Smith's rest, not having enough money to get back to Falcon Reach, eventually he integrated, dropping his thick sea accent and getting use to the cold winters.

Sometime after his first missions with the corps Jingo received a letter from home, his father had passed away and there was a dispute over what he had left for Jingo. The doctor who had patched him up was a claimant for the sum that was left behind, arguing that because he did not technically release Jingo from his servitude the money belonged to him. A lengthy legal battle took place, something that surprised Jingo because court hearings over things like inheritance were rarely heard of. A few months had passed and the hearings grew more and more heated, legally Falcon Reach did permit slavery (though no one owned slaves anymore) making the doctor the rightful claimant, however most people preferred Jingo and saw the law as a formality. The whole case eventually ended with doctor being pushed off of the side of the cliff by a gang of ruffians, something Jingo didn't openly condone but was glad about on the inside. His inheritance secured, he was getting ready to return to the newly founded New Anchorage.

His train was going to be delayed.

From outside his family's home, Jingo could hear gunshots and explosions. He knew that the heightened Red Star control on Falcon Reach's administration was unpopular but he didn't think it would break into open revolt. His sister, Lisa, begged him for his help but he knew it wasn't wise for him to help her. In the end he convinced her to make an escape before the Red Star soldiers found out it was her who instigated the violence. Jingo had struggled for the inheritance his father had left him, so naturally watching it fly away in a chopper with his sister and his wheelchair bound mother was painful. Returning to New Anchorage on one of the last outbound, he had arrived in time for Graham's Ultimatum, he didn't recall having to take a physical exam but it seemed like a sane measure. He passed well enough, despite taking his time climbing his NC.

[ ⛨ ] T H E M E C H


Compared to other NC's, the Aberdeen is a rather discreet, quiet machine, that doesn't attract much attention to itself, it has a very long range due to it's light construction and a top running speed of Sixty miles per hour, with an optimum cruising speed of Thirty. Due to the powerful piston arrangements in the legs, the Aberdeen has the ability to jump 40 meters and land safely because of it's radial shock absorbers and independent tread pads. These things taken into account, it makes an excellent scouting platform and light support unit. The Aberdeen is old but reliable, like most old things, it won't ever fail Jingo but it still has some things that are rather annoying, like how the coolant housing is open to the cockpit and makes the space freezing cold

Equipment:
- Rhythmic Emission Detector: An onboard system that casts a kind of ultrasonic bubble a large area around The Aberdeen, the computer detects fluctuations and disturbances in the bubble and displays them on the layered display. This allows the Aberdeen to detect distant heart beats and engines, using a database to interpret the vibrations and narrow down what they could be, filtering out things like animals, wind and running water.

- High Gain Band Scanner: A radio signal scanner that goes through all available bands and pin points any readable ones, though it does this with relative ease, it doesn't have any means of interpreting the data, leaving the pilot to do so by giving him the list of readable signals. It doesn't read cyphers or decrypts enigmas, that is left for the pilot to do, it can only be used when the NC is not in combat as it requires the unlatching of sensitive transmission equipments.

- Albin-Coxwell HD Film Auto-Cam: A high definition camera with a sixty times optical zoom, the images are stored on solid state hard drives stored in the cockpit, the gathered intelligence can be transmitted to other NCs but an antenna has to be raised and can easily be damaged when not handled with care.

- 2x Albin-Coxwell Flying Camsmitter: Fired from a hatch on the top of the NC, it is a rocket propelled cylinder with a camera in it, gathering aerial, birds eye view images of the land below, the transmitter has a ten mile range but the images aren't as high definition as the Auto-Cam's. The image is viewed as a constant stream by The Aberdeen and then stored on a solid state hard drive, only one stream of images can be stored per drive.

- Track Suppressing Technology: Units in built in the feet of the Aberdeen to dampen the sound of walking and reduce track size to a minimum. Using a constant stream of concentrated, downwards pointing air, it blows dust back down on to the ground and make sure there are no large plumes behind the moving NC and to fill tracks back in. Used best at cruise speed.

- (Right Arm) 2x 20mm Antiaircraft Guns: A pair of guns stripped from an old tank, the twin automatic guns have a high rate of fire but due to their relatively small caliber they need to sustain fire for a long time on a heavily armored target to significantly damage it, or aim for weak spots. They are best used against lightly armored targets, aircraft or infantry. Jingo keeps them around to minimize weight.

- (Left Arm) High Energy Field generator: Built into the segment in the left arm, the Field generator produces a circular shield that Jingo can use when he is sustaining heavy fire and must maintain the integrity of the NC itself. It works excellently against all small arms, AA guns and medium caliber artillery but rockets and energy weapons are very good at bypassing it.

- (Left Arm) Cutting Blade: What it says on the tin.

[ ⛨ ] R E L A T I O N S
Anastasia "Stein" Kalfox: Jingo hasn't had much opportunity to talk with the woman but regards her with respect, he knows of her talent and ability and is thankful that there is someone like that in the field to remind him everything isn't fun and games.

Kathryn "Ryn" Dradht: Loud and abrasive, About as much as Jingo could gather from his interactions with her. However she is fun to talk to and has impressed him with her ability as a pilot, despite being so young. His only issue with her is her insistence on using bad language.

Tahlia Styles: Jingo can't say much about the Aussie, other then he doesn't much like her cigarette smoke.

Elizabeth "Eli" Jackspar: Jingo doesn't know her that well (or at all) but the tits and tats that he's heard of her past make him feel for her. But he knows that there's a lovable side in there, Vera is a good indication of that.

Percy Moore: The only person that Jingo can really call his friend. No strings attached, he knows that he can rely on Percy when he needs him and he hopes that Percy knows he can rely him. Considers Percy to be his right hand man

Madison Cole: He remembered her that day on the Truck, he couldn't stop remembering her since. Jingo has a tiny little bit of a crush on her, or at least what he thinks she is. Regardless, he doesn't know that she's gay.

Alan Fouren: One of the new crew, Jingo finds the man's jokes funny and his company comfortable but he's not sure about his skills as a fighter and doesn't really want to get killed out there. He'll keep his distance for the moment, on the field that is.

Ordent "Orry" Callaway: At first Jingo wasn't really sure about this one, but when he got past his subdued nature he learned to appreciate how hard Orry was willing to work. This only made it easier for Jingo him his way around guns.

Ana Moore & Vera Voloshyna: The Children, oh how Jingo adores the children, he doesn't think he could do it day to day without at least spotting them once. They are necessary sunshine in a world of boring, mind numbing monotony.
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Joshua Ray

“Did you mean that theologically, physically, or historically?”

[ ⛨ ] C A L L S I G N
Apollo

[ ⛨ ] N C O R I G I N
Red Star

[ ⛨ ] D - O - B
January 7th, 2650 (27)

[ ⛨ ] G E N D E R
Male

[ ⛨ ] A P P E A R A N C E
Joshua seems by all appearances fairly unassuming— a vibe he hopes to not lose as he gets older and more experienced as it has been in many ways a defense mechanism that has allowed him to stay alive for his twenty-seven years of living. He’s fairly lanky though surprisingly well-toned which is accented by his tendency to hover other pilots given his standing at six foot even. His hair is naturally dark with a shade of black that gives off a blue-black impression; perhaps tying back to his ancestry that he’s been trying to ignore. His eyes are a muted green, though many people have perceived them as gray-blue in the past. As per clothing Joshua is rather lacking in depth as the only thing he keeps as a statement is a silver cross around his neck and a dark jacket that goes to just above his knees.

[ ⛨ ] P E R S O N A L I T Y
Joshua Ray is a kind, optimistic young man with fire and hope in his eyes, possessed by a desire to make the world a better place and wander around. That's what he'd be doing if he had any say in the matter, but a man with an NC has to eat. He dislikes doing extremely 'dirty' operations, yet is just fine being a more cunning or surreptitious sort. He's not one to talk often, but he does appreciate company, as long as they're also of the more silent type.

He's easily noted for his somewhat deadpan, snarky humor and mild self-deprecating tendencies, yet maintaining a fairly friendly demeanor. However, for all of his love of justice and morality, he's a bit of a coward.

[ ⛨ ] S K I L L S E T
Quick: Joshua is known out-of-mech as fast as he is on his feet as he is in his mind— he’s a fast thinker and it lends to his way of surviving scenarios that could’ve been fatal.

Religious: Odd for a man of science, perhaps but Joshua is a Neo-Christian and follows the faith as it stands from the religious epicenters that exist as the megacities of Italy, Israel, and Germany. However, Joshua considers himself “unorthodox” due to his clashing views and his more wayward stance on forging his own interpretations of religious scripture.

Starbound: Joshua consistently thinks and dreams about the life beyond the stars as he lives a life trapped upon the post-apocalyptic surface. Due to this obsession he has poured much of his spare credits and free time into trying to understand astrology, and theoretical science. In part this also fuels a sort of escapism he pours himself into through what pre-war science fiction novels he can find as well as those of a post-war authorship.

Swordsman: For reasons that Joshua isn’t privy to explain, he is a skilled swordsman and by extension a competent martial artist. He doesn’t like to bring out his abilities but when the situation calls for it he is welcome to show people that he isn’t all snark and caution.

[ ⛨ ] B A C K S T O R Y
Joshua Ray grew up in one of the many scattered surface settlements, in a still somewhat irradiated, yet peaceful area in one of outlying Denver-Vegas territories. Living a somewhat sheltered life, he developed a love of reading pre-war and modern stories, documents, and religious writings, not to mention a strong sense of righteousness and morality that stands with him to this day. When he was of age, he began wandering the world with his own two feet, going from continent to continent by salvaged boat or independent aerial transporters. Doing odd-jobs as needed around the world, he never lost his thirst for justice nor his hope to play a part in creating a better future for all of mankind. One day while working in a medical facility, what appeared to be an error in some minor group or another's "Neural-Combatant Compatibility" detection hardware revealed that he had the necessary mental or psychological asset that gave him the capability to control one.

Calling in favors with friends and extended family, he soon found himself controlling a custom-built lightweight NC known as the Apollo, after an absolutely ancient group or project that apparently resulted in men landing on the moon overhead. While originally built from scrap at a junkyard and using hand-me-down Neural Nets and software, over three years the Apollo turned into the heavily armed and armored beast it is today. Eventually, however, he accepted all the independent contracts that he was any interested in, and decided to finally fall into a larger group. Going from one corporate army to another, he now waits to see if New Anchorage wants him or not.

[ ⛨ ] T H E M E C H

TBD

  • On-Hand Weapon: A mid-to-long range energy rifle is on-hand at all times for the Apollo committing itself to two functions; general laser fire and a longer more energy inefficient railgun mode that once connected with the main systems is a devastating sniper option for what would seem like an unassuming support NC.

  • Arm (R): A mid-range flamethrower with a limited tank built inside the Apollo’s right forearm exists as a useful utility against other NC’s when they are in deadly close range. Following the NC’s oldest rule of overheating an enemy to survive or win out over them, it can seem a bit of a surprise when thrown at a enemy.

  • Arm (L): A large heavily armored metal shield armament is attached to the Apollo’s left forearm. Included with this piece of equipment is a function to activate a dense kinetic shield to protect the Apollo from some harm or inflict harm by driving it through enemies.

  • Shoulder (R+L): Hidden inside the shoulders of the Apollo are two single canons that when extended fire high powered ion (left) and plasma (right) rounds.

  • Leg (R): N/A

  • Leg (L): N/A
Hidden 8 yrs ago Post by Gowi
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Joseph Sedwick

“We are here to get the payload, not protect some worthless kids.”

[ ⛨ ] C A L L S I G N
Baal

[ ⛨ ] N C O R I G I N
Magen

[ ⛨ ] D - O - B
January 4th, 2615 (62)

[ ⛨ ] G E N D E R
Male

[ ⛨ ] A P P E A R A N C E
----

[ ⛨ ] P E R S O N A L I T Y
---

[ ⛨ ] S K I L L S E T
----

[ ⛨ ] B A C K S T O R Y
---

[ ⛨ ] T H E M E C H

TBD

  • On-Hand Weapon: A mid-to-long range energy rifle is on-hand at all times for the Apollo committing itself to two functions; general laser fire and a longer more energy inefficient railgun mode that once connected with the main systems is a devastating sniper option for what would seem like an unassuming support NC.

  • Arm (R): A mid-range flamethrower with a limited tank built inside the Apollo’s right forearm exists as a useful utility against other NC’s when they are in deadly close range. Following the NC’s oldest rule of overheating an enemy to survive or win out over them, it can seem a bit of a surprise when thrown at a enemy.

  • Arm (L): A large heavily armored metal shield armament is attached to the Apollo’s left forearm. Included with this piece of equipment is a function to activate a dense kinetic shield to protect the Apollo from some harm or inflict harm by driving it through enemies.

  • Shoulder (R+L): Hidden inside the shoulders of the Apollo are two single canons that when extended fire high powered ion (left) and plasma (right) rounds.

  • Leg (R): N/A

  • Leg (L): N/A
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