Name: Axel Clifton/Military Combat Android Generation 16 Series 58 Unit 9947
Callsign/Nickname: Riff
Age: None, programmed 28, two years since activation
Gender: Male programming
Race: Android
Occupation/Rank: Staff Sergeant, Leader of Fireteam Castle
Affiliation: UEGNC, 41st Special Combat Unit
Appearance:
Riff, like all Generation 16 Androids, has glowing blue photoreceptors and stands at a full 6'2". He has a well-structured face and short black hair slicked to his left. Athletic build under his armour with a relatively normal and light skin tone.
Personality: All Androids Generation 9 and above have their own distinct personality, and Riff is no exception. His personality is unique in that he attempts to flirt with every female he encounters, even though he is perfectly aware of the fact that he is not a human. Although this has certain drawbacks, he still tries and tries to get someone to fall for him, even though it has never worked once before. Most girls either rejected him for his flirtatious attitude, or because he was a metal skeleton incased in a synthetic layer of skin.
He takes great pride in his musical talents, occasionally playing the guitar for his unit during free periods, thus earning him the nickname 'Riff'. He is also incredibly snarky at times, and is genre savvy.
History: Axel Clifton, or known by his designation as Military Combat Android Generation 16 Series 58 Unit 9947, is one of the last Generation 16 androids created, before the launch of the new Generation 17. He was manufactured in the central manufacturing plant of Frontier Robotics Corporation on the industrial world of Exodus, along with hundreds of others. He was modified to serve for military use, with tactics and training being uploaded into his central processing matrix, before being activated and shipped to the nearest recruitment centre.
After breezing through Basic Training (mostly because he was an android), he was assigned to the 41st Special Combat Unit and sent to fight in the Colonial Uprising, a civil war fought between the United Earth Government and the Coalition of Independent Colonies, a war that had been waging on for a full 87 years. He was one of the many men to fight for the colony world Offshore, a heavily-defended planet that was controlled by the CIC. After a month of heavy fighting, the UEGNC finally managed to secure and reclaim the planet.
Later, he was promoted to the rank of Staff Sergeant for his role in the battle and given his own fireteam to command, a team designated as Castle. There, he remained in the 41st and continued fighting and commanding his team until his unit was given new orders to travel to the planet Panorama located just a few dozen lightyears away from Earth. Battered and tired, they obeyed and relocated while more men were shipped in to carry on the fighting.
Weapons and Equipment:
ACAR-38: The standard issue assault rifle for every Marine. It, like all other kinetic weapons of the UEGNC, uses a coil propulsion system to fire 8.41x63mm armour-piercing rounds at incredible speeds and range. It has a selective fire mode and can fire single shots, burst shots, and full auto. Comes with an undermounted grenade launcher.
Sonic Cannon: A sonic cannon mounted to Riff's right arm. It can be deployed by turning his whole arm into it.
Marine Powered Combat Armour/Specialist: Wears the specialist variant of the standard powered armour, intended for optimal mobility.
Skills and Abilities:
Close to Metal: Being an android, Riff is able to sync up to any computer and easily repair any machine, making him his team's tech expert.
Heavy Mettle: Riff has good tactical leadership skills
Pinpoint Calculations: Riff is a very competent marksman and deadly close combatant
Cloud Storage: Riff can almost instantly download information into his memory banks.
Advanced Hydraulics: Military Combat Androids all have advanced hydraulic systems, allowing them to have the strength three or more humans.
Reactor Overclock: Riff overclocks his plasma reactor, allowing him increased strength and mobility. However, he overheats very quickly in this state, needing to cool every so often.
Quotes: "You can't kill what ain't alive!"
"Let's tune this guy up!"
"Well that's one way to get the coolant running..."
Personality: While she is not an incompetent leader by any means, Camilla generally views herself as an inferior leader, and thus has low self esteem. She fears that her people do not see her as the rightful leader of Acadoria, and normally confides within the walls of the Palace of Kings. However, she is constantly looking for ways to prove herself, but she is just too scared of going out. Despite this, she can be very caring, and is extremely selfless. She has a love of music, and can skilfully play the violin.
History: Camilla was born into the Royal Family of Acadoria. There, she was showered with love from her parents and the entire kingdom, but was never spoiled. She was taught by only the best tutors in the entire land, and it was clear that she was gifted. She began to show exceptional leadership skills, and her parents saw her as a perfect heir, and spent months teaching her how to rule a kingdom. She was constantly put under pressure because of this, longing to live up to her parents' legendary leadership, and hoped that she would have a few more years to learn the ropes.
She never got the chance as her parents were killed by bandits when they were travelling to a nearby kingdom. All of Acadoria mourned their loss, and moved on. All except Camilla, for she was still unable to cope with their death. With the new burden of having to run an entire kingdom put on her shoulders, she struggled to manage the land even with numerous senators and ministers helping her, and would frequently lock herself in her room.
She eventually found solace in music, picking up the violin and playing to ease her troubles. Camilla would frequently play in the gardens of the palace when she is feeling troubled, or to a select few people she felt she could trust. When reports of a magical portal appearing near the village of Norton, she decided to prove herself that she was worthy and gathered a small group of people, mostly friends and palace guard, and headed off.
Weapons and Equipment: No weapons, just several coins she keeps with her.
Skills and Abilities:
Soothing Tone: The princess has the ability to calm angry beings, be it human or animal.
Leadership: Camilla is a very good leader.
Magical Spells:
Candlelight: Camilla casts a spell that summons a small sphere of light that floats around her.
Healing: Camilla can heal others and herself.
Quotes: "I may not be the best leader, but I'll do what I must for my people."
Personality: Blunt, cynical, and known for his rather brutal methods for dealing with prisoners, he is rightfully feared by numerous rebel groups in the Colonial Uprising. He maintains a no prisoners policy most of the time, and will not hesitate to shoot unarmed men and women. This earned him the nickname 'Carnage'.
He is incredibly handy with his BXR-12 rifle, being able to shoot and kill someone from a far distance, even with his armour's aim assist function.
History: Jackson was born on the UEG colony world of Cascade to the legendary Calhoun family, a family that has been in the military for centuries. His father, a captain in the Marines, brought him up with military teachings like how to shoot a gun, how to hold a knife, and how to operate a drone. Growing up, he aspired to be like his father, and his grandfather, a major in the Marines.
Eventually, he was qualified for the prestigious Skanderbeg Academy of Military Science on planet Tempest, a world that was basically a giant fortress. Military installations dotted the planet and tanks and trucks were just as common as the cars there, and almost everyone who lived in the planet's cities was a soldier. Here, he spent several years as a cadet before graduating and joining the Marines.
He quickly rose up the ranks thanks to his brilliant tactical mindset, and fought in the Colonial Uprising. During a battle on the faraway colony of Reunion that was almost entirely controlled by the Coalition of Independent Colonies, he took a high-explosive armour-piercing missile directly to the chest. He was a captain during that time, and he was busy commanding his troops.
While his duratanium armour took most of the impact, the projectile still went through, and blew off most of the left side of his body. By some miracle, he was alive and rushed to a hospital ship orbiting the planet. He stayed there for a while, waiting for replacement body parts to be grown in the vats in the ship. During this time, he reflected on the battle.
When he recovered after getting replacement body parts and organs, he immediately requested to be sent back down, despite orders to go home. Not having any of it, he suited himself up and took an orbital drop pod down to the planet surface. Landing, he managed to reunite with his company and fought with a ferocity unlike any before.
Eventually, he managed to capture the city that was being used as a base for the CIC in the star system, signifying UEGNC victory. There were some rebels who attempted to surrender, but were immediately mown down by the angry Calhoun. While this act is completely legal, it is often frowned upon, but his act of disobeying orders was punishable by death.
However, instead of putting him on trial, the UEGNC gave him a Medal of Honour for his outstanding bravery, and gave him a field promotion all the way to Colonel. It was something that had not happened in decades. He still continues to fight to this day, taking command of the 41st Special Combat Unit.
Weapons and Equipment:
BXR-12: Reliable battle rifle that fires 8.41x63mm rounds.
Marine Powered Combat Armour/Commander: A variant of the standard Marine Powered Combat Armour for commanders, with tactical commands and gestures.
Skills and Abilities:
Armour Lock: Calhoun's armour locks up and deploys an unbreakable shield for a few seconds. During this time, he is unable to move, and the shield produces an EMP effect once depleted.
Shoulder-Mounted Homing Missiles: Two racks of six homing micromissiles each unfold from Calhoun's shoulders. Each one can penetrate armour and kill.
Tactical Advantage: Calhoun has a great tactical mindset.
Close Air Support: Calhoun can call in aircraft to aid.
Orbital Bombardment: When available, Calhoun can paint a target for ships in orbit to rain down fire.
Quotes: "Leave a man behind, leave an army behind."
"We are the 41st Special Combat Unit, the first to arrive for battle."
Note: I am not a native english speaker, so my grammar can be really bad.
Name: Gabanre van Houten
Titles: Killer of Dragons(Background story in history) Drawer of Barakiel(Background story in history) Barbarian of the Gods(Background story in history) Slayer of Armies
Age: 21
Gender: Male
Race: Dragonborn
Occupation: Independent Merc with Azrez
Affiliation: Ray of Darkness The Ray of Darkness is a mercenary band founded by Gabanre's Father. It does fight for the one who pays the most coins. Their name is due to the power of Gabanre's dad, Ray of Darkness making people vanish into darkness.
Chiefdom of Britisk An old chiefdom founded by Britir the Cruel. The Chiefdom is pretty small and has not a lot of power in the north where it has it's territory. They are well known for training youngling the spartan way making their army small but strong.(I can expand this if needed)Gabanre got here at a young age getting trained.
Gabanre's Dad: Passed away(Just a little note)
Appearance: See Racial desreption
Personality: Strong-Willed, Short-Tempered, Greedy and Proud. Tends to work really hard for his employer.
History: At the age of 1 his mom died due to illness. Leaving him alone with his dad the leader of a mercenary band. Traveling around the world Gabanre learned quite a lot about other races. At the age of 5 Gabanre started learning how to use swords and axes, and after a while his dad saw a great potential in him. At the age of 12 his dad left him with the Chiefdom of Britisk to train. Here Gabanre was teached other weapons as well as how to lead others. He had a great time here, mostly because he was really strong and kept on beating his seniors. He has developped a weird sense of justice due to winning almost every sparring fight. After 3 years of training the Chiefdom did not know what to do with Gabanre, he was out of their league and people were getting envious and thus they decided to send him on a suicide misson. Gabanre not knowing it was a suicide mission accepted the challenge to kill a dragon.
After leaving the Chiefdom he was on his own. Slaying animals for food was not a big deal, sheltering himself neither. He travelled really far and after a while he found someone in a random town claiming he had seen a dragon. Gabanre was really curious where he had seen it. And thus he kept on asking questions until he knew more about the dragon. Gabanre decided to kill it with his sword he got from his father. After a while he found the dragon's cave. He rested and entered the cave. He saw some carcasses here and there but no signs of the dragon. After about 30 min he saw light coming from the back of the cave, and felt a small heat. Then he felt chilly, and he heard a voice saying: "Go, Go kill the dragon and I shall grant you power." At this point the dragon emerged from the back with a fiery breath and attacked Gabare. Gabanre entered a furious rage after the dragon breath burned his pet wolf. At this point the battle became one-sided with Gabanre ending as winner. And thus he chopped of the head and went back with a lot of scales in his backpack.
Once back in the random town, people got scarred of him with a dragonhead and he went back to the Chiefdom of Britisk. Once there the Chiefdom was suprised he had been able to kill the dragon. His dad was there for a meeting and was proud. And he sparred with his dad winning with ease. Thus his dad took Gabanre with him again.
As Gabanre traveled to the next slaughterfield. He stopped by at Ragnas a big city in the north. He stopped here because there was a really big festival, which was ment for someone trying to draw "Barakiel" a big sword sealed in a magical Tree stump. And when he saw the man failing, he said to himself, maybe i can do this. So he asked the ruler of Ragnas if he could try. The rules agreed and thus he was led to the Treestump. Again he felt chilly and heard the same voice saying: "Gabanre, here is the power I had to give to you." And he pulled out the Sword. Everyone was astonished by Gabanre as he did draw Barakiel. Once Gabanre got 20 years old, his dad got killed in battle and none other Gabanre survived as they were the last two standing. Gabanre Survived due to him going full Barbarian rage killing the remaining 135 man on his own.
After this he became an indepentent mercenary on his own. Which is where we are now
Weapons and Equipment:
Barakiel; Barakiel is a special sword which enflames when the drawer says the line. "With my Strongest, I'll become your flame"
Scalemail; One of the strongest armors in the world.
Skills and Abilities:
Weapon Universalist; Can use all medival weapons is it a sword or a bow. Fast Weapon control; Learns how to use other weapons really fast
Barbarian's Rage; Gabanre enters a state of supreme killing instinct and gets really high regeneration powers and does not feel any pain. After this state he tends to get really chilly.
Magical Spells:
Last Rites, Cunning of Frozen Hells; Gabanre's fist becomes one with the Ice, making him freeze everything on contact. If used on humans, it makes them feel really cold to the point of high fatigue
Quotes:
"Wanna fight, so does my mind." "You challenge me, how you dare to challenge futility!" "With my Strongest, I'll become your flame"
Personal Information Name: Mary Azalith Titles: The Immortal Saintess Age: 233 Gender: Female Race: Human/Vampire Occupation: Abbess Affiliation: Wisteria Abbey, Kingdom of Acadoria Overview The leader of the famous Wisteria Abbey in Acadoria and a woman thought to have been blessed by the gods with immortality for her peerless virtue, Mary is, in truth, a highly cunning vampire. She continually fosters her reputation with frequent excursions and charitable ventures while ruthlessly silencing any that figure out the truth. The magical herbal remedies produced at Wisteria Abbey are in very high demand, thus Mary managed to amass considerable money and influence. She has also formed close ties to the Acadorian nobility and the royal family itself just by getting close to the heirs from a young age. There are factions in the Church that oppose her, but she has puppets in the Church administration to counter them.
The appearance of the people from the United Earth Government will be a big problem for the prosperity of her Abbey as they have advanced, mass-produced medicines. Thus she will seek to oppose the entry of the UEGNC into this world.
"I once thought of it as a curse, now I can only see it as a blessing."
Mary appears as a mere girl of seventeen years, which catches many people off guard. However, she has a sort of serene, caring look that manages to calm people down despite her bloodred eyes. She modified the typical black nun's outfit, making it frilled, have ribbons, and fit her curved form like a glove. With her outfit and her pink hair, she stands out easily in the convent.
"My love is more primal and pure than people could know."
As the "Immortal Saintess" sent by the gods to spread goodness in this world, Mary is elegant, soft-spoken, and friendly; even though a polite distance is always maintained, she is capable of making people open up to her with a sympathetic approach and centuries of wisdom. Anyone who is unsuspecting of her true nature is left with a glowing impression of her virtue and kindness.
While she may be capable of great duplicity, Mary is actually as caring as her reputation suggests. That motherly care, however, is strictly reserved for her daughters of the convent and any poor girls that come to seek help at the Abbey. Mary has an overwhelming instinct to preserve and protect the abbey—its people, its values, and its peaceful, laidback atmosphere that has stayed almost the same since the day she arrived. There is no task too great nor crime too heinous when it is to defend her irreplaceable home. In fact, she was never truly religious, except for short spans of time, the world was too cruel for her to put faith in a benevolent deity. Over time, she ended up inflicting plenty of that cruelty herself without divine retribution.
Ironically, some things she does earns the Abbey enemies, such as when she monopolized the market on high quality remedies. Other things she does is collect magical artefacts and other objects of value to put on display in the abbey, which draws the attention of thieves. Her success thus far has made her prideful and stubborn in her ways. If she makes enemies, she believes she simply needs the overwhelming power and influence to crush them for daring to threaten the abbey.
"Every day, my love grows."
Mary is not a completely single-minded being though. Two hundred years is plenty of time to develop interests and hobbies in her spare time. In addition to academic texts, Mary enjoys various literature, even the fanciful, overblown tales of romance and chivalry that are so popular these days. Her other hobbies are gardening and people watching, especially watching the novitiates grow into abbey life. A common trick she does is disguise herself as a fellow novitiate and befriend the newcomers.
Experience has taught her that there is great amusement to be found in new things, new people, and stepping out of your comfort zone, so she keeps an open mind to anything that doesn't threaten what's precious to her.
"Once you tread on the path of darkness, you will tread on it forever. For the sake of the Abbey, I shall tread gleefully."
Blessed with looks and intelligence, Mary was loved by everyone in the town she was born, until her town was attacked by a vampire. They managed to take care of it, but not before the vampire, being drawn to her beauty, had bitten her. To her horror, the townsfolk turned on her next and she was forced to flee for her life.
A beautiful young girl by herself, a vampire no less, is bound to suffer greatly, but she managed to survive, defend herself, and when she could, she paid any grievances back with murder. Her life took a turn, however, when she stumbled upon Wisteria Abbey.
Mary entered seeking sanctuary, not knowing that the Church had simple ways to detect the undead. Yet, she had the extraordinary fortune that the sister on duty did not care. The kindness she was shown on that day returned her to the light. The sister and the abbess herself even allowed Mary to feed on them, and simply applied medicines produced by the Abbey to prevent infection.
From then on, she devoted herself wholeheartedly to the Abbey, such that she was able to inspire her peers with her diligence. A few years after she arrived, an epidemic hit southern Acadoria where Wisteria Abbey was located. The nuns of the Abbey did their best to treat the sick and dying, but many succumbed to the illness themselves. Mary alone was able to treat the diseased without fear. With her knowledge of medicine, her natural genius, she was able to find a cure through trial and error, and promptly visited the villages around the area saving thousands of lives. It was during these turbulent times that people began to think of her as some sort of saint.
Mary was not to be concerned by that, because when she returned to the Abbey, Mary realized that the sister who saved her had contracted the disease a while ago and was beyond saving, as she had gotten pneumonia and various other conditions as well. To incense her further, at the same time, another small monastery had figured out that Mary was a vampire when she went about treating people. They were blackmailing the Abbey to try to take credit for the cure. The cold anger and cunning from Mary's days as a lone vampire resurfaced. It was here when Mary discovered the power of the mob, and roused the people to attack the monastery without directly asking them. In the chaos, she slipped in and personally made sure the ringleaders of the incident were killed.
Mary acted contrite that her words had incited a massacre, but what she had truly felt was satisfaction, incredible satisfaction that the enemies of her beloved Abbey were disposed of. It allowed her to vent her grief that the person she loved most had died.
She continued to study medicine so that no one important to her would die of illness again, but she also continued to foster her reputation and standing. The rumour was spread that the gods had gifted her with immortality. When the old abbess died, Mary was unanimously voted to take her place. To this day, Mary continues to work tirelessly for the sake of her Abbey.
"One must always be ready to defend what one holds dear. My power is a sign of love."
Not the type to stand idle, Mary has studied many things over the course of her long life. Mainly in economics, politics, magic, and the sciences than "useless pursuits" like history or philosophy. Thus, she has become a powerful sorceress and one of the greatest doctors of the era.
As a vampire, her physical capabilities and magic are greatly diminished while she is exposed to direct sunlight. She may as well be a small child then.
Obzidia's Razor: A powerful magical dagger with the ability to slice through any substance.
Vast Knowledge: From alchemy to natural sciences, the amount of knowledge Mary accumulated over two centuries is immense. In particular, she specializes in herbs and medicine.
Psychology: Mary is an expert at manipulating others. Her cordial demeanor naturally opens people up to her. She can easily discern most people's personalities and dangle their desires before them.
Vampirism: By drinking the blood of living creatures, Mary absorbs their life force, weakening them. Drinking blood allows her to recover from any injury that doesn't outright kill her.
Enhanced Physical Prowess: While not exposed to direct sunlight, she has the strength of perhaps two trained knights despite her thin build. However, she is not trained to use it as she dislikes exercise.
For a lot of magic, she knows the theory behind it but cannot personally use.
Shadow Manipulation: By giving shadows substance and controlling them, she can perform a great variety of tasks. However, she seldom uses it in front of others. She can only make shadows exert total force approximately equal to a human's strength and shadows are easy to punch through, but she can compensate by forming bladed objects with the shadows. Sometimes, rather than using pawns, she assassinates her enemies is using their own shadow to stab their jugular vein or slit their throat. The range of her shadow manipulation is twenty meters and it has to be in her line of sight. Using shadows is tiring and she can go full force with it for approximately ten minutes.
Corpse Manipulation: As long as she is within twenty meters of them, she can freely manipulate the muscles of up to five corpses. Without the brain's limiter, they exhibit superhuman strength. Using dark magics and medical techniques, she can keep corpses fresh for a long time.
Healing Magic: As a vampire, her ability to use actual healing magic is very limited, but she can heal minor cuts and bruises. This can be highly useful when performing surgical operations.
"If you screw this up, I'm going to mount your head on the end of my sword."
Name: Senna Aurelius Constance Just 'Sen' will do.
Titles: The Boreal Knight
Age: 22
Gender: Female
Race: Human/Living Armor
Occupation: Knight
Affiliation: Knights of Hiemal, Edegord
The Knights of Hiemal, are a chivalric sect based in the Edegord region, a place well known for its rumors regarding dark magic. All rumors, are of course, based in some fact. None more so than the mysterious and reclusive Knights of Hiemal. Situated far to the North in Edegard, they are a group of highly religious Knightly scholars and mages that borders on Zealotry to their god, the 'Prophet of Ash'. Typically, they wear silver or black armor, and are trained with both a variety of weapons, and typically dark-aligned magic of some sort. No form of inquiry into magic is too dangerous to pursue. Knowledge, is the highest form of power in the world after all.
Despite their Zealotry, they are knights and most keep to a strict code of discipline, training, study, and honor, and quite often a love of fighting and showing off their martial prowess. To show weakness of any sort, would be an infraction on their code of honor. Their main keep, is located far to the North in Edegard, in a frigid land surrounded by ice and snow.
Appearance: Standing at a tall five foot eight Senna is fairly tall for a woman. She has larger frame, and constantly wears a black and gold armor. The armor itself is made out of a durable plate metal, designed to be some of the best defense money and magic can buy. It offers good mobility without sacrificing defense. A gold cape is worn on her shoulders, and at her side rests a large, heavy two handed sword. That's all most people ever see of her, as she doesn't remove her armor in most situations.
Her most striking feature, would be her gold, harvest moon colored eyes that shine with a somewhat otherworldly light, especially in low light conditions. Not exactly an eye color most people tend to have. Her face has pale skin, with gentle curves and a complexion that one wouldn't expect of a swordsman of her strength. She has obvious toned muscles with long, black hair falls to her shoulders. Often times, she wears a rather an irritable frown or other hostile expression. Why does she not take off the armor? Simple, she is physically incapable of doing so. She may remove the helmet for a short time, but for the most part the armor is unable to be removed through normal means.
Personality: Senna is, well, in a few words - brash, reckless, cynical, and loves fighting. In fact, so much so she can even get carried away sometimes. This all stems from one rather nasty personality trait of hers - she is an incredibly angry little human. Where the aggression comes from, no one knows. Point is, if she gets royally pissed, angry, or excited at the prospect of fighting something or someone, she's gonna be difficult to stop. Once she gets going, it's almost impossible for her to stop until she's exhausted or she's bashed whatever she's fighting skull in.
Despite her anger issues though, she's pleasant enough as long as you don't piss her off. She loves drinking, partying, and having a pretty good time. Snarky, sarcastic, she likes making fun of people, though she doesn't intentionally mean harm. Its all just fun banter to her, really, and if someone gets pissed then they just need to go take a seat and re-evaluate their life. She's surprisingly quick to forgive and forget, and would be the first to make amends with an enemy after all that initial aggression wears off. A bit of a flirt, too, at times. Especially if she's been drinking.
Of course, this doesn't encompass the entirety of her personality. As a Knight of Hiemal, she has been trained as a knight and to work with her brother and sisters in arms. While she does have a rather bad temperament and she didn't particularly take interest in their scholarly pursuits, she was one of the best swordsmen in the order, and was quickly able to distinguish herself. Discipline, Loyalty, and above all order.
Those that are her allies, can always trust her to do her best and even protect them at the expense of harm to herself. She has a large sense of order, loyalty, and will always execute orders she has been given to the best of her ability.
Expect harsh insults for them being stupid enough to need her help in the first place, though.
History: Originally, Senna hails from Acadoria, a small town on the coast contrary to what her affiliation might suggest. She lived there on a small farm with her mother, father, and her friend, an Elf that had run away from home for whatever reason that they had decided to take in. Until she was around ten, things were about as normal as the farm life could be. She played with the animals, and had a fairly normal life, aside from the occasional training her father gave her in swordsmanship. Apparently he was some sort of old knight from Edegord, at least that is what he told her. It wasn't a big deal, really, until an old 'acquaintance' of his showed up at their house.
Senna isn't entirely sure what happened, but she ended up volunteering going back to Edegard with the man after thinly veiled threats towards him that his family wouldn't be entirely safe where they currently were, and it being a shame that his old friends in the knights wouldn't be able to help him. Of course, her parents tried to stop her but being the cheeky and somewhat crafty brat she was, she managed to leave anyways under the promise that her family would be safe.
Fast forward a couple of years when she was sixteen, she had already proved to be quite skilled with the sword, and had already taken up her signature two-handed claymore. She moved up the ranks of the Knights pretty quickly, and often kept in touch with her parents via letter. Her life mostly consisted of training, killing beasts out in the frozen tundra, and keeping order in the lands surrounding the knights keep.
When she was twenty, she was old enough to finally do what they had initially wanted from her. Someone to test the Knights latest 'weapon'. She of course, volunteered for it and wore the armor willingly. The 'Boreal Armor'. For the most part, she has been given leave to do what she wishes, and uphold the values of the knights and ensure there is order across the land.
Witherbrand, Glacial Claymore: This large, two handed sword was said to have been forged out of ice that never melted, and tempered by dark magic by the founders of the Hiemal Knights. It is incredibly frigid to the touch, to the point where most humans would receive severe frostbite if they touch it unprotected.
The sword is about as tall as a man is, its long and slender blade elegantly and beautifully designed. If broken, the blade can reform itself with ease simply by cooling the air around it and reforging the blade itself, almost as if its alive. A dark, murky substance can be seen lingering in the core of the blade, suggesting taint by dark magics. Usually, it is kept hidden under her cloak on her back. If it strikes a human, they will feel as though their very soul is being frozen by the blade.
Boreal Armor: The black and gold armor she wears signifies her status as one of the highest ranking Knights within the Hiemall order. It was forged out of one the strongest metals made in Ceas, and tempered with the sects dark magics, giving it some rather unique properties. Wearing it has the unfortunate side effect of the wearer being unable to remove it, but why would they remove something that gives them such great benefits, really? Forcibly removing it might have some unintended side effects, as the armor has basically fused with the wearer's 'soul' at this point.
- Resistance to low and high temperatures, extreme durability, physical enhancements to the wearer and an access point to help one channel magic. It is frigid to the touch and often can cool down a room a few degrees simply from being in it.
If damaged, the armor seems to repair itself with time, with some otherworldly seeming magic similar to Witherbrand.
Master Swordsman: As a knight, she has trained for years with various blades, before deciding a large two handed claymore suited her best. She is quite gifted with its usage, and despite the blades somewhat cumbersome weight, still maintains fairly decent mobility with it, but isn't going to be ninja flipping anytime soon.
Peak physical ability: She's about as strong as possible for a human to be, and while not as strong as some of the more inhuman races out there she's got a fairly good bit of muscle on her and would give most people a run for their money. While she could possibly be a bit more agile, she's fairly mobile things to the physical enhancements the armor gives her.
Void Magic: A branch of dark magic practiced by the Knights of Hiemal that combines the frigid chill of ice and the dark of shadows. While her skill in this is currently limited to a few spells, it does give her a bit of range other than with her sword. She doesn't make much use of it, but if one is unprepared for the magic then it could be quite the surprise. Wants to get better at using them, though.
Current spells: Void Spike: A pillar of a cold, dark substance springs from the ground, threatening to impale the target with it. Has a range of around 10 or so meters.
Quotes: "You guys are fucking idiots, you know that?" "Buy me a drink, and I'll be your new best friend for the evening."
Titles: Master of The Fist Obliterator of Giants Breezer of Demonic Fury Disciple of the Death
Age: 29
Gender: Male
Race: Dragonborn
Occupation: Independent Merc with Gabanre
Affiliation: Gabanre Van Houten's brother Ray of darkness: See Gabanre The Monks of the Fist; Monks who follow the way of the fist, trained in all kinds of martial arts and ki control.
Appearance:
Personality: Strong-Willed, Humble, Patient and Carefull
History: At the age of 9 Azrez got send to the monks of the fist to train. At the age of 14 Azrez had full control of almost all techniques, after this he got borred, and was sent on an expedtion to explore the mountains. After a while in the mountains he spotted a Giant, and Azrez decided to fight it. He completely obliberatated the giant with 5 punches the giant was dead. When he found the home of the giant he saw a gigantic pillar of Dark Ice, with in it a weird color armor. After melting the ice with his fists he felt a creepy power sliding into him. And when he left the home he heared a voice: "You are the chosen of the Breathers of Demonic Fury, from now on you can Breath madness itself." At first Azrez was confused, breathing madness what could that be. And thus he tried to test it on the first human being he found, and it made the human go insane. It started shouting weird things and took the first knife and went throwing it in wild around him. After that he found Betrayal, Terror Of Desecration a gigantic scythe used for reaping souls. Inside another pillar of Dark Ice. This encounter changed all of his fist powers to darkness. And thus he became a disciple of the Death. When all of this was behind him, he met his brother Gabanre again and they decided to become merc's in this realm.
Weapons and Equipment: His fist Bruexach(His armor); This armor is forged by madness, the wearer is protected against any form of Dark energy(F.E. Dark magic and Madness). It enchances the wearers mental awereness to the point of sensing thoughts of living beings. It also repairs when the user uses Betrayal, Terror Of Desecration to reap souls. Betrayal, Terror Of Desecration a gigantic scythe used by death itself. When this kills you, your power will become the owners own power.
Skills and Abilities:
Adept at War; Azrez is a godlike strategist being capable of winning wars with 1 to 5 ratios. Martial Artist of Death; Azrez does know any Martial move, up to the point of knowing how to counter it.
Magical Spells: Breath of Madness; Normal living being's who breath this tend to get really mad in their mind, the way variats between race.
Quotes: "I'm one with the Death" "I will reap your soul"
Personality: Cecelia is easygoing when not in combat. She has a tendency to get serious real fast, often turning from joking to serious in a spit second. When in the field, Cecelia is quiet, hardly ever speaking unless spoken to.
History: Cecelia was born and raised on a CIC-held planet called Venom. Her parents were anti-CIC and were in contact with the UEGNC while the planet was being faught over. Cecelia was usually never noticed, as she didn’t stand out much in crowds, so she started using that to her advantage: helping free the planet from CIC soldiers. Cecelia was part of an anti-CIC malitia group known as the United Earth Freedom Malitia (UEFM) and started with a recon unit. When civil war between the CIC and UEFM broke out, Cecelia switched gears, learning how well she can snipe. Once a high-calibur weapon was acquired by the UEFM, Cecelia started using it to take down CIC units during skirmishes, leading to the retreat of CIC forces.
After a full, official-ish report was delivered to the UEGNC HQ, letters soon arrived for the brave UEFM survivors offering positions in the UEGNC. Cecelia accepted, with encouragement from her family. After Basic Training, she was directly inserted as a PFC, but soon rose as a SPEC to be placed in a recon unit as a sharpshooter, with squadmates giving her the name “Ace” from her accuracy and ability in both sniping and CQC.
Weapons and Equipment: Tactical Recon Armor: Providing basic defense, this suit allows for full movement while staying somewhat safe.. Optical Invisibility Camoflage: by bending light around the wearer, this armor attachment can make the wearer appear invisible (see Halo: Reach’s Active Camoflage) but is able to be noticed if the wearer is moving or within 10 feet of the equipment. ACAR-311 Sniper Rifle: Sniper rifle assigned to recon cover fire operatives. This weapon can be used at tremendous ranges while maintaining pinpoint accuracy, to those with skill. This weapon attaches to the back of her armor’s chestplate. LP4 Stealth Pistol: Made to adapt many situations, this small sidearm is harder to notice and has several attachments for different types of ammo, including incendiary, explosive, holopoint, and rapid-fire. While short-ranged, it still has stopping power of the standard-issue pistols. This pistol attaches to the armor’s right thigh, with attachments clipping onto the left thigh. 5-inch Armor-Piercing Butterfly Knife: Used as a CQC aid against heavily-armored foes. It cuts through tougher metals, but is much shorter than most combat knives to make it less noticable.
Skills and Abilities: Sharpshot - Cecelia’s aim is nigh matched except androids programmed for accuracy. CQC - Cecelia, when required to join the front lines and put the sniper rifle away, will lead with knife and pistol as her weapons, but can still fight well bare-handed. Stealth - As she typically does covert sniping, Cecelia is well-trained in the art of stealth.
Quotes: “No need for more than one bullet per kill.”
Personality: Kind, friendly, but so damn impulsive, Mach is basically a what a pilot is. Being a pilot of a DTT-143 Vulture dropship, he is the one who ferries around troops around the battlefield, and will provide close air support should the need arise. He is pretty talkative, even when spraying a steady stream of metal at hostiles and annihilating them with missiles.
History: Mach first started flying model aircraft around the hills of his home planet Avalon when he was a toddler, a planet famed for its natural beauty, and being the birthplace of one of the most well-known aviation companies in the Colonies, Avalon Aerodynamics. The brains behind the legendary AF-23 Warhawk, it's no wonder it has managed to survive more than three centuries, and still be thriving. Then, when he was just a teen, he flew for the first time in his father's old A9 Skyrider, a civilian variant of the military AV9 Skyraider.
And so began the first steps into Mach's aviation career. He enrolled into the prestigious Avalon Academy of Spaceflight and Aviation. Here, he leaned everything about flight, from easy straight journeys to complex manoeuvres. He graduated after mastering the art of flight. Following this, he worked for Black Horse Postal Service, a delivery service on Avalon that did everything from flying people around to delivering packages.
However, he was bored with this, feeling that it wasn't fast enough. As such, he joined the Aerospace Force in hopes that he would become a fighter pilot. In short, he didn't, but he still managed to become a dropship pilot. There, he was attached to the 41st Special Combat Unit, and was sent to support the troops in the Colonial Uprising.
He did a mighty fine job at that, quickly flying troops in and out of direct combat, and laying down fire from his craft's many weapons. Once the UEGNC reclaimed Reunion, he thought he was up for more combat on another world. However, he and his unit were given encrypted orders to head to the planet Panorama. He wasn't expecting much from this, just maybe testing out some new equipment, but he never knew he would one of the few to enter into an alternate dimension.
Weapons and Equipment:
TMP 81: Submachine gun issued to pilots as a form of self-defence if they were ever shot down in enemy territory. Fires 4.7x21mm rounds.
Pilot Jumpsuit/Survival Vest: Non-powered armour. Pilots wear it to protect themselves from intense g-forces, and provides enough protection to deflect smaller-caliber rounds.
Emergency Beacon: A device that broadcasts his location if he crashes.
Skills and Abilities:
Ace Pilot: Mach is an experienced pilot with years of aviation under his belt.
Air Support: DTT-143 Vultures are equipped with a large number of deadly weapons like a 35mm chin-mounted gun and Sub-munition Warhead Automatic Recursive Missile (SWARM), pods that break open to reveal more individually-launched smaller missiles.
Hand-to-hand Combat: As someone who is well-versed in the art of hand-to-hand combat, Mach is someone who can be just as deadly on the ground as he is in the air.
Survival Skills: Being a pilot, Mach has survival training in case he is ever shot down over a terrestrial planet.
Quotes: "The sky's the limit, but space's limitless!"
"Alright, who's the joker that left their pile of gold in plain sight? No takers? ...Well, sucks to be them.~"
Name: • Amma Stormborn
Titles: • The Child Who Was Born Of The Storm • Friend To All Creatures • The Beast Mistress • "That crazy b****"
Age: • 23
Gender: • Female
Race: • Human, apparently.
Occupation: • Hermit
Affiliation: • Miraven - She is not affiliated with them in the conventional sense. Rather, the only tie she has is the respect she had earned from the dragons within the territory.
• The Wilds - The territory of free creatures, aka any natural environment that has not been tampered with by unnatural causes, such as Human expansion.
Appearance: •With a wild gleam in her amber eyes, Amma stands at 5'7" feet tall with light, feminine features that are usually set in a cocky grin, framed by faded auburn hair that ends jaggedly above her shoulders. D-cup breasts jut firmly from her well-toned, light-skinned form, muscles refined and developed by her life in The Wilds. An aura of pure confidence seems to roll off of her body in spades wherever she goes. Whatever she's wearing at the time was probably pilfered from a dead person, so don't feel too bad for her.
Personality: • Brash, benevolent, quick to anger, quick to forgive. A summary of the individual named Amma Stormborn. Running headlong into many situations without further plans than what might happen in the first thirty seconds, Amma does what she does with not much thought on self-preservation. Despite this, however, she isn't suicidal in her actions. While she doesn't put enough thought in her actions to make them sensible, she DOES make sure anything that happens because of her isn't completely detrimental to herself or anyone around her... as long as she cares for them, anyway.
• Competitions are what help her thrive, not the thrill of wining, but the thrill of the action. Fighting, Racing, even Berry Picking can be something that ignites her competitive spirit. Her competitive drive is so great, it was what actually caused her current status among the dragons in Miraven: a race against an Earth Dragon in their natural habitat. How she won, and why it garnered their respect... truly a mystery for the ages.
• She despises humanity as a whole, but would never be outright agressive against a human unless it was premeditated. As long as one does not get on her bad side, Amma can be a fun person to be around, if terribly physical. Being a generally nice person usually helps in making friends with the local carnivore... or maybe they need a few hits with a hammer. She shoes her affection through physical contact, bumping fists, slapping backs, arms around necks as she chokes them to unconsciousness... Yeah. That kind of affection.
• The weapons in her possession usually depict her mood, what is currently at the forefront of her attitude, and how she will react to the creatures or people around her. The Hammer usually means she's peaceful and cheery, unless she's giving someone hell for "being a complete jackass", while The Spear represents her aggressive, competitive nature, spelling doom for her next meal or current foe
History:
• Her life ended, and began, with a storm. Separated from her human family, a two year old Amma stumbled into the forests of Cheri in fear, scrambling on her hands and feet across the forest floor as she searched for comfort from the terrifying winds. Fortunately, or unfortunately if you'd like to see it that way, she had been found... but not by humans by any stretch of the word. No, the small child was found by a pack of woodland wolves, who both pitied and were disgusted by her presence in their woods. However, after much deliberation between the pack-leader and the rest of the pack, they had taken the child under their protection instead of eating her for a quick midnight snack. She was so small, and could hardly fill a pup's belly, too pitiful a death for one who had not lived their life yet. Bringing the child back to the humans hadn't even crossed their minds, only a fool creature would enter a human dwelling. Because of the circumstances around her appearance in the pack, she was named "Stormborn", or "The Child Who Was Born Of The Storm", for her life before the pack was meaningless to the wolves.
•And so, the child was raised by the wolves, lived with them, gained their love and respect despite her origins, and eventually protected the pack alongside them as she grew. As she reached her sixth cycle of seasons, Stormborn had resolved to set out on her own from the pack, gaining the blessings of the pack-leader to do so. She loved her pack-siblings, she truly did, but as she looked between herself and them, Stormborn knew she did not belong. For the second time in her life, she had left her family, but this time it was a decision she made on her own.
• For the next twelve years, Stormborn explored the world of Ceas, meeting and fighting against creatures and monsters of all shapes and sizes, surviving by the skin of her teeth and the luck to never meet an enemy she couldn't escape from or defeat. And as she fought, she learned. As she learned, she understood. With that understanding, she cared, and started to take a different viewpoint on the citizens of The Wilds. All creatures have a place in the cycle of life, and each of them are living to multiply their numbers and survive in the world, feeding off of and aiding each other in a perfect, symbiotic community. Best of all, she was a part of it, and was proud to be.
• The same could not be said for her actual race: humanity. Multiple times throughout her adventures, the cruelty of human beings was apparent within almost every one of them she came across. Only few ever garnered her respect, and one of those few was kind enough to teach her the human language. The same human gave her a name, Amma, for when she ever needed to interact with her fellowmen. At the time, she scoffed at such a notion. Now, maybe not.
• In the last seven years before the present day, Amma Stormborn approached the creatures of the land differently. Unless she was hunting for food, she didn't kill them. If they attacked, she defended herself, but would refrain from landing lethal wounds and ask them questions about themselves and their lives after defeating them. She created bonds, which would later become friendships, and soon became the reason for her current title "The Beast Mistress, Friend To All Creatures", for her "legendary" attitude that so vastly contrasted the common human was spread by word of mouth throughout the animal kingdom.
• Her lifestyle garnered her many allies: Anapos, the Dragon King, and his son Illyad, Third Prince of the Dragons who reside in the mountains of Miraven, the nearly extinct Megioladon who live in the hidden lands of Edegord, and even a Phoenix, though the last one is iffy at best (Said Phoenix has probably reincarnated recently and forgotten about her), but also drew the ire of pretty much every bounty hunter within the land. Many a time, her intervention had brought an abrupt end to a hunting party who did not respect the cycle of life. Those who would only take what was valuable and leave the rest behind. While currently just barely infamous in human society, every feasible bounty hunter knows of her, of Amma Stormborn, and how much of an annoyance she is in their operations.
• Now, as the world is changed by the appearance of an unknown threat, one that may affect the entire life cycle, Amma is not entirely sure what comes next in her life. Does she fight? Or does she parley? Is it worth the death to drive the invaders away, or is there a path that she can create for everyone to live in peace? Do her actions even matter? ...Well, let's find out.
Weapons and Equipment:
• The Hammer is just that: a hammer. Nothing very special about it. Amma had pilfered it from the corpse of a mason who strayed too far into the forests, and had been killed by the wolves who lived there. She has never struck a killing blow with this weapon, and has sworn never to do so.
• The Hammer's head is 9" inches tall, 6" inches wide, and 1'6" feet in depth, coated with a golden bronze that covers the 6 kilograms of solid steel alloy that allow the weapon's crushing power. A 3'7" feet steel shaft elongates from the base of the head, bronze pommel inlaid with a lapis lazuli stone that has been cracked in multiple places from wear.
•She only equips The Spear whenever she's hunting for food. But, when a human messes with the natural cycle, The Spear is their death sentence. The Spear, for both humans and creatures, is a warning sign. This weapon was made by her own two hands.
•The Spear is a 5' foot long weapon, the oaken shaft taking up 3'10" feet of that length. The head is a good foot long, made of folded steel and sharpened to a point. The pommel does not exist, instead being replaced by a 4" inches long, 6" inches wide crescent blade that is used for cutting through what can't be pierced.
Skills and Abilities:
• Enhanced senses - All five senses, while not on par with a creature whose evolution has specialized it in one sense or another, are much higher than the average human. Increased night vision, though it is not perfect, a heightened sense of hearing, and a powerful sense of smell allow her to survive and prosper within The Wilds.
• Survivability - Foraging, Scavenging, Hunting, you name it. She's learned it, lived it, and can use it to survive for prolonged time frames within barren territory.
• Unpredictable Opportunist - After fighting with or against/ befriending almost every species in Ceas, Amma has enough experience to spot the weak-points on her opponents, finding extrordinate amounts of joy in exploiting them endlessly. In the same respect, she has learned different ways of combat and tactics from her previous foes/ allies, integrating them into her own fighting style and giving herself great diversity in battle. She never repeats the same tactic twice in the same battle, unless it's a feint. She used this battle-style to check herself from falling into patterns like most, even masters of battle, do unconsciously. Patterns are predictable, and predictable gets you killed.
• Natural Dexterity - Flexibility and Sleight of hand, two things that help immensely in her fighting style. Being able to bend your body at unusual angles, switching the weapons in hand faster than one could track, and even executing movements that seem impossible without the lithe body-type she has give her the movement she needs that trumps raw speed (almost) everytime.
• Animal Communion - The ability to speak the nonsensical language of the creatures in Ceas is natural to Amma. The cacophonous chatter of apes, the slothful hissing of the basilisk, and the gutteral growls of manticores. All of these and more are under her command, a hidden language that nearly none of the human race can duplicate. (Will be identified by italics in my posts when mixed with human speech)
• Weapon Mastery - With her hammer and her spear, Amma is on par with a trained soldier in skill-based combat. Not because of training, but pure experience. Knife throwing is a recent endeavor, and she is too unskilled at it for the moment. Regular close quarters combat is fine though, and can hold her own in a fight.
Magical Spells: •Besides a small wind spell that she occasionally uses for dramatic poses, Amma has next to no magical ability.
Quotes: "Shhhh... I'm hunting today. Keep it down over there, or you're replacing the deer I'm stalking."
"Alright, where's my hammer? I need to knock some sense into this guy."
"Woah! Wait, wait, WAI-!" *Fwoosh!* "...Told you not to piss off the salamander..."
Affiliation: UEGNC/Earth Colonial Terrafroming and Development Associates(Also know as ECTerra)
Personality: Zeron is quiet, cold, and collective, most of the time if he is left to his work. Although the Marines and the UEGNC personnel find him aggressive, arrogant,and hot headed. If kept to his own, he usually isn't a problem and doesn't have to be babysat by the Marines or the staff. He has also proved to be caring to nature and is disgusted when act of hostility are donned on the alien species if it unwarranted. Making him a huge bummer on space insect fights.
He seems to take great pride in his work and research, which some find it extremely odd as he doesn't seem or act like a scientist at all. Especially his cynical nature when it comes to the life of those around him, seeming to always be on the side of wild animals and aliens than his Human kin. Although a hypocrite when any creature standing in the way of his Management's attempt for colonizing or terraforming planets, having no problem in slaying menacing alien tribesman with haste.
History: All background information on Zeron is clouded in mystery, his personal file being requiring a Top secret Clearance and a need to know approval to access. What hasn't been encrypted and given to the commanders of the Marine task force, is nothing more than a name, a term of service in the UEGNC, age and birthplace. Nothing useful can be found pertaining to his experience and skill in almost anything.
He was to be "Assisted" by the Marines and safeguarded while he did classified research on this expedition. Although it was apparent that he had other motives then just stated by ECTerra. They didn't send a scientist but more of what seemed like a Soldier with out any actual allegiance to the UEGNC. A Mercenary or maybe the Eyes and Ears for ECTerra. This has given him the nickname "The Merc" by the Marines and and found as untrustworthy by the command as a whole.
He carries out activity's that do fit his job description, but is clad in Power armor and a Advanced Sword, not a white coat and glasses. The Marines first thought him to be a Undercover Special Operations Operator, but his rude attitude given to the Grunts and command have washed out any other idea of him working for the UEGNC.
Weapons and Equipment:
A sword reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation weakened the molecular bonds of anything it cut, thereby increasing its cutting ability. The Sword is held in a mechanical charging scabbard. It is mounted on an articulated arm which automatically switched between his back and hip for a faster draw. The Marines have dubbed it "The Red Devil".
The Automatic firing pistol is Zeron's secondary weapon of choice. Holstered on his thigh, it one of his most trusted weapons. It fires a sub sonic 6.5x25mm cartridge. 50 of these bullets can be stored in one magazine. Accurate, fast, and deadly, this weapons only downfall is its habit of overheating causing the weapon to malfunction if a whole magazine was to be fired.
While Zeron's armor has been heavily customized, the Mk4 still has the base features. Such as Terrain scanning and sampling unit, real time High Definition Camera and recorder, Species tagging and sorting launcher, Biological, Chemical, and Radiation detectors. His personal upgrades to it the armor include increased armor plating, AAA tactical software, and a menacing custom paint job.
Skills and Abilities: Cyborg: His body had some major altering during his time. The biggest notable change is his reflexes. This has allowed him to make quicker decision making and allowed himself great defense. Allowing him to even block, cut, or deflect Small arms fire with his sword. Although he can only keep up his augmented reflexes for a short period of time until he begins to feel the pain of his body moving in such a speed and eventually causing terrible cramps that could leave him on the floor entirely fatigued and non moving.
Swordsmen: Zeron has seemed to have great experience with his weapon of choice, mastering several fighting styles such as Kenjutsu, Kindo, and German Fencing. All of these seem to be lost arts of the human race that he somehow acquired. Or was given...
Neural Interface Hud: A display which could feed images directly to Zeron's optic nerve and touch sensations to his fingers, allowing it to create objects which Zeron could touch despite them only existing in his mind. This mostly used with his planet probing and sending information to his management.
Quotes: "Quiet, im working!" "Ugh, Don't you grunts have anything better to do? Like kicking rocks!?" "My managers will be pleased with these results..." "Leave those insects alone! They are not your playthings!"