Quote: โLook out there. Itโs so dark. Every one of those stars, little points of juxtaposition against the aether, so far apart, yet they look soโฆ clumped up? I dunno, itโs like, I donโt know where any of my old friends are now. Theyโre all out there. And half of those stars are dead, and we donโt even know it yet.โ
Appearance: Rarely removes his helmet, as he prefers to be unidentified. Wears a suit of moderately powered armor, enhancing his physical capabilities. The armor plates are painted over blue, and segmented, for greatest possible mobility. Wears a carbon-fiber over corrugated titanium, designed for shock absorption. Uses experimental ablative webbing to increase his survivability, which resembles a hexagonal-weave-pattern โwebโ over his suit when active. His suit is fitted with Electroshock Stimulators and Amphetamine Boosters, (Stim-Packs) for full combat effectiveness. His armor is sleek and smooth, aerodynamic, with a great focus on agility and mobility over defense. It is outfitted with limited jump jets, not powerful enough to hover, but enough to augment an ordinary jump, allowing him to leap up to ten feet in standard Earth gravity, (1 G). He carries with him a Directed energy handgun, whose massive battery allows for five excessively powerful rounds, and a โCutlassโ that uses EM fields to hold a Photon โwireโ for close quarters combat. Its handle is ornate, decorative in a way any pirate could be proud of. He is 5โ7โ, and 145-150 lbs, outside of his suit.
Beneath the helmet, he is Asian-American and quite wiry. He is all-around a small guy, giving him stealth and speed advantages over larger operatives. He is generally unshaven, and his hair is buzzed short. He retrims it often.
Traits: CHARGE- He is both arrogant and tends to jump the gun, a characteristic that makes him both a man of action, and an utter idiot. He shoots firsts, asks questions about it to others later.
Deceitful Bastard- Heโs fairly untrustworthy, unless heโs being paid. That having been said, those he is loyal to, he will support until he dies.
Instant Karma- When he does bad things, bad things tend to return, very, very quickly. But on the opposite end, good deeds reward themselves almost instantly
Weaknesses: CHARGE- He gets himself deep into trouble very quickly, and is often overwhelmed. Without good backup or extremely rash solutions, he would be dead today. And every day is a new day.
Deceitful Bastard- His helmet is on more than a dozen hit notices. If he is identified, often it will lead to violence. Police forces tend to disbelieve everything he says, prompting him to attempt escape immediately upon noticing them. Heโs never been successfully arrested, but refuses to change his appearance, even though it would hide him.
Instant Karma- Self explanatory
No formal education or training-self explanatory
Bio: He was born to a smuggler father and traveling prostitute mother, between Earth and Mars. He was kidnapped and sold immediately to a slaver. This slaver sold him to a man who was supposedly a mining tycoon, but ended up being a con-man and a bleeding heart. This man put the child up for adoption. This man put the child up for adoption, upon stopping at the nearest station with a functioning orphanage. This orphanage closed down on PVโs eighth birthday. He and the other orphans were transferred to a small sect of the Martian colony, where a makeshift orphanage had been scrounged together. Obviously, this was not a successful attempt, and the orphans scattered to the four winds over the next six years. PV, a brash youth of fourteen, joined a traveling pirate outfit. They found that his small fingers were more than capable tools, and kept him around for repairs. Gradually, he began building his own gear. He designed a rail rifle that could accurately control the spin on a round, allowing for drill-tipped antiarmor munitions. At age seventeen, he was presented with an interesting proposal by the crewโs captain: build for us, sell for us. He crafted a company name: Private Ventures, and began selling off high-quality, highly illegal weapons and armor, heavily modified, โBuilt with skill and Dressed to killโ.
He left his former crew at age twenty-two. They were more than happy to help him leave, but sad to see him go. He had been their comic relief, their engineer, and their primary source of revenue for a long time. But, there is still honor among thieves. They set him up with a small skiff, stolen, upgraded into something completely different. It was small, light, fast, and the perfect ship for a loner. Heโs been roaming space, selling black-market weapond, and collecting bounties on ships ever since.
Having been moved around so much in his developmental years has attributed to a feeling of homelessness, of living without a purpose. His greatest trait, in the end, is his "nothing to lose" attitude. This makes him more akin to a "fire and forget" missile than a true operative.
Personality: He is rash, arrogant, a โbig blast in a small bombโ. He sees himself as a one man army, though this is far from the truth. He often gets in over his head, and must rely on shock-and-awe psychological techniques to escape. His list of failed operations far outweighs his list of successful ones. He is not a thinker, he is a doer, and he feels best when his heart is pumping far beyond ordinary levels and his body is outputting inhuman strength. Naturally, this is temporary, and outlines him as a โrisk vs. rewardโ fighter. The stims have a negative effect on his immune system, preventing him from leaving his secure suit on many occasions. Despite this, in a controlled environment, his love of Bourbon delineates his loneliness, allowing us to identify his arrogance as misplaced solitude.
Method of Operation: Assault> Board> Sabotage> Argocide> Collect Bounty
Equipment: Durandal Arms and Armor Kinetic Displacement Pistol, D-148 model, modified for output
Custom โswordโ, uses an Electromagnetic Field to hold a โwireโ of UV-spectrum light, tightly focused, to damage primary electronic components without requiring the cracking of armor
Custom built suit, moderately powered, primarily for extra-vehicular purposes
Electroshock Stimulator system, or ESS, which augments the usual electrical impulses for faster reflexes
Amphetamine Boosters, or Stims, which increase the userโs pain tolerance and adrenal output
Once again, not first-come-first-serve, so don't worry about cranking out a sheet ASAP. I'd appreciate you using the sheet format used by everyone else, since very little of the info on your CS is the sort of thing I'm looking for.
EDIT: Also, for what it's worth, we already have a "constantly wearing exoskeleton" guy.
@DeadBeatWalking No problem! Sorry about the structure. I hammered that out more as an outline than anything. I'll figure that out. And, as for the exoskeleton... Can I keep it? I'm a little set on it. Plus, it'll give those two something to talk about. Not a deal-breaker, just something important to me.
Sorry, exoskeleton is a no-go. I'd like for each character to be very different from one another, and thereby handle situations in completely different ways. Doubling up on the robotic suit tropes (Mystery faces, dependency on technology, physical juxtaposition to rest of the crew, etc.) would diminish the distinctive characteristics that another roleplayer already came up with.
Fights (Space-based or otherwise) are put on the backburner in favor character building, so it feels unfair to not warn you in advance that I don't see the crew blowing up a ship for a while. There's already someone on the crew whose addiction to an almost identical drug is central to his history and character, so I think you should have the stims either play a minor part or be replaced by some other element. Now also seems an opportune time to point out the base character traits currently in use to you, and other interested parties lurking, though I'd still recommend giving the Character Tab a look.
Xaara - Cold/Calculative/Analytical Sniper Pilot. Owns the ship. Also, has a sword. Poole - Ex-con who got into bodybuilding and jesus in space-prison. Yeva - De facto chef/mom of the crew. Knows less about engines, more about megabears. Jeremiah - Terran engineer addicted to super-soldier meth. Gray - Infamous hacker who constantly wears a robotic exoskeleton.
Checked out the other characters, but your summary is infinitely helpful. I'll see what I can do.
How about a private detective? Say: PI- Japanese detective pseudosamurai, packing a revolver, some whiskey, and a lot of grit inside a AR-generating visor that picks up anomalous information for better information gathering capability, good for scouting, analysis, and tracking