--Raymond also has a nasty, burnt scar in the shape of an "M" on the side of his neck for being on the Rock. It's the mark of a murderer.
Faction: Marauder
Role in Team?: Leader, ace fighter pilot, and his military experience has made him a jack of all trades.
Bio:
I was actually born and raised on Earth, which is not that common now a days for an explorer. A modest, humble place in the heart of the United States named Colorado. My dad left our family when I was really young, and although I don't remember him fully, I know what he looked like. Mom always assured me and my sister that he was the greatest man she ever met, and will come back to us one day. But that never happened. Our family tree went all the way back to Leif Erikson, and our great great great great great grandfather was on board the first space shuttle out of our solar system... But that was my father's side, and he left a long time ago. My mom was broken by the fact that he was gone, but she kept a brave face on for us, and assured that he would be back. She drank more and more as time went, but she took care of my sister and I with great care... And then He showed up. My father's apparent best friend started to get friendlier and friendlier with my my mom, and soon enough they married. He was a disgrace of a man. He did nothing but smoke, drink, and yell at my mom. When he wasn't doing that, he was beating me for standing up for her.
But my mother never left. Maybe if she knew the fate of my dad she would have done something. Her sadness weighed her down, left her the broken pieces of the woman she once was. She obviously wasn't in love with the Gabe. I had no idea why we stuck around with him. I started to rebel against him. I got into fights at school, I would fight back against the step dad, make my attacks look like accidents, and would constantly try and get Gabe arrested so he would leave our family alone. But it never worked. The best days were when my sister, my mom and I were alone in the house. We would act like a family, and be happy, and my cold side would melt away as my mom would comfort me.
One night I came home from school to find my mother in a bloody mess on the ground, my sister crying with a bloody nose, and the stench of liquor filling my nose as I saw my step dad over them. I finally snapped, and fought him off. My mom would often compare me to my dad. Strong, brave, willing to step up and do what's right... But as I punched Gabe for everything he did, I thought if my dad was so great, then why did he leave his family with this mess.
That was the start of my criminal record. After that my step father never pressed charges on me, my mom isaid it was all an accident, but he sent me to a military school... At the spire. The Galactic Committee's headquarters. Turns out I also come from a long line of decorated soldiers in the Chase family, so they were eager to take me in. I never considered myself as a soldier, but the more I got compared to my dad, the more I got angry with him. He sounded perfect, too good to be true, and yet my mother was a struggling mess, my sister had PTSD, and I was thousands of lightyears away to do anything to protect him. So to me, Todd Chase wasn't that special.
I was on eof the top in my class when I eventually graduated, and had my own squadron and ship. We were a peace keeping unit that dealt with new interactions with alien colonies, or any hate crime distributions, or attacks on Committee owned areas. One of the Committee's enemies planned a terrorist attack on a new allied colony that recently joined the Committee. We were there just in case, but the ambush worked beautifully for them. It left my whole squadron dead, except me, but I didn't leave uninjured. I had many scars, a severe concussion, and my left hand now had a horrible shake. I was nicknamed Atlas for withstanding and having to live with all the pain and punishment during that specific battle.
I was put on medical leave to go back home and see my family. I wanted to see them for so long, to hug my mom and sister and to find some sort of peace with them. They always knew how to comfort me in my troubling times. But as a got home, I got the worst news you could ever get. Jamie Chase died after "falling down the stairs" two years ago. One year after that, my step father wasted the family inheritance, and was so unstable to take care of my sister that they took her away. I tried to call her but she wouldn't answer. She blamed me for not staying, and refused to tell me where she was now. More weight was put on my shoulders. I was heartbroken, unable to think straight...My step dad ruined my life.
I wanted to fight him, to kill the man who murdered my mother and took away my sister... But I didn't. My left arm was still too badly hurt. My heart couldn't take it, and so I left without a word to that man. The next morning the Committee police were at my hotel door, and I was charged for the murder of my step dad, and my next door neighbors. Since I visited yesterday expecting my family, my prints were fresh at the house. I was court marshaled, found guilty very quickly, and was sent to the highest security prison in the Galaxy known as The Rock.
I was 22 at this time. I was broken. I hated my step father. I hated that I was in prison for a crime I didn't do but wish I did. I was mad at the Committee for finding the wrong guy, for throwing me here after years of my service to them... But most of all, I was mad at my dad. Wherever he was, I hoped he was miserable with the fact that he left his perfect family behind, and I hoped he found out that his wife was dead, his daughter was traumatized, and his son was in jail. I hoped that crushed him more than it crushed me.
Then the Committee came to my cell. They offered me another chance to make myself something other than a husk in a cell. They offered me a ship, a chance to lead. To be a Stellar Explorer. They told me it was a suicide mission, that I would most likely die within days by some pirate brigade, or get swallowed up by some giant plant on some planet... But a part of my held an idiotic concept. I had hope that I would be able to clear my name, or to find my father, or see my sister again... I accepted, and I was the owner of a new Assault Class Exploration Ship: "The Monroe."
I was assigned a team, my natural leadership skills and military experience made them trust me a bit more than most... But my time in the COMMITTEE military left some tension with members of the crew since they were criminals. That soon faded when we survived our first assignment... Fighting a fleet of invisible ant-men type aliens on a remote planet surrounded by quick sand... Our reputation grew mission after mission. Whether it be planet data collection, or recon strikes. We became the best exploration team in the galaxy, and got the title: The Marauders because some crew members demanded payment, or looted the place after a mission, or having no mercy on pirates that assaulted us. Personally, I didn't care about that. I took what I needed, and didn't care what most of my crew did. I was too focused on finding my sister.
It's not been an easy ride. I've made close friends, and I've lost many of them. There are some old seasoned veterans on the team, and new guys. I would do anything to keep them safe, and I continue my search for my father, and have been pestering the Committee to let me see my sister again... I've never told anyone about my past. All they know is that I was put away for killing my step dad and neighbors... And yet they trust me. I will protect my ship, and my crew with my life... But there are only a very select few that know about my past and my alternate goals, though. Maybe my past will come back to haunt me... But for now, I'll go along with this ride... I'm with great people, and although we are technically on a suicide mission, I've had some fun. What can I say? A group of crazies and criminals do know how to have a good time.
Personality: Contrary to many criminal stereotypes, Ray can be noble. He is brave, and headstrong, and a bit of a smartass, especially to the Committee. He hides his past with jokes and sarcasm, and he takes his role as a leader very seriously. Although most of his crew are criminals, he trusts them with his life, and he has a strong sense of protection-- especially towards children and mothers. Ever since he lost his squad when he served in the military he feels that every casualty taken on his crew is solely his fault, and it wears him down no matter how hard he tries to hide it. He may look like he doesn't care about certain things, or what people think about him, but deep down he does. He isn't a murderer, or a criminal. Just a guy who has had a lot of bad luck.
Weapons: An old Colt Revolver that has been modified to shoot elemental charges. It has been in the Chase family for a very long time. Raymond also has a combat glove, the knuckles equipped with G-force technology, when it makes contact with an opponent it sends a mach-speed punch, producing a large bass-y boom as well. The glove also produces an electric whip that can expand up to ten feet from his palm.
One of the first generation star-fighters, Raymond first flew Raven during his time in the Military, when he was put in charge of the Marauders he found out that his fighter was sent to be scrapped. During a mission to recover intel from a wreck on a junk planet, he found his old ship sitting there to rot. He managed to fly it back to the Monroe and patched it up over the three years of being a Marauder.
Family/Relationships?: Has a strong and complicated relationship with the Monroe's Doctor, Luirae Driani. They have known each other since Raymond took control of the Monroe. She's the only one who knows the true story of what happened to Ray. Although most of the crew notices Ray's attraction to the doctor, his past and his sentence keeps him from saying anything to anyone.
Other: Ray loves playing old music whenever they are relaxing, or when flying Raven.
Name: Luirae Driani AKA: Rae Age: 25 Race: Cristallum Appearance: http://fav.me/d5bbiav (The crystal markings on her body are as soft as skin but in time of danger it hardens to become more of a natural armor) Faction: Marauder, Bounty Hunter, Galactic Committee Volunteer Role in Team?: Doctor/Medic Bio: Rae was born on the planet of Pluvia, a world covered in ice and snow, a vast wasteland of endless white and jutted glaciers at first look. If you were trapped there, it would hold nothing but blizzards and large blocks of hail that fall from a never ending storm. The clouds only clear once every year, letting the two moons circling her home planet to shine through and light up the snow causing something special to happen. Glowing flowers called Farafell bloom, only lasting one night but it is the only time her people see the surface and sky of their home though it is not because of the frigid temperatures but because it is more pleasant to live by other means. You see, her planets true home is actually on the inside. They live in various tunnels that connect to different caves, each one very uniquely different from the last but most are covered with lush strange plant life and animals adapted to the land above as well as below. The only source of light they have are certain bugs as well as spores that the trees released at certain times every day. The Cristallum don't keep their children past the age of 4 so most parents aren't attached to their children or share a bond. It is for this reason that Rae finds it a strange concept to have people support her or be there for her since she is not use to it from her own kind. The Cristallum species chooses your job and then you are trained till you are of age to do the job assigned. It is all very official and not a lot of emotion is put into things but that is just their way. They are not mean or cruel, just to logical and try to be kind to all they meet (which is not many) unless they are given reason to attack. None of her race ever left home since it is almost impossible for flight, in or out and everyone always has a place to belong which never gives them reason to want to leave. Rae felt she could be more and do more than what she was ordered so she took her chances by learning the technologies from the outside world and used the broken parts of fallen ships to make one of her own, leaving on the one day when the sky was clear....the festival of the blooming Farafell. It wasn't long before she took on a job to be a bounty hunter when a officer of the law saw her defend herself from a being almost five times her size. It wasn't the perfect job and not really one she enjoyed but at least it was something since she was starting from scratch. After a few years on the job Rae was starting to feel stuck in one spot again and it was miserable to be catching people only to have them being put who knows where. Instead she switched to focusing on medicine, wanting to be able to help people and even save them. Being a bounty hunter meant always being alone which didn't pull her out of her quiet shell and lack of understanding seemed to put her in more trouble with others so the change in her life had brought about more than just her happiness but taught Rae about things she couldn't learn in class. Going to school and being around so many people where communication was necessary made her build confidence and allowed her to understand some emotions and things such as friendship though she was still lacking in many areas, at least she was more aware about the worry of upsetting others. After graduating early, she joined the Galactic Committee as a volunteer so she could explore the universe and they assigned her to the Monroe,letting her choose to a certain extent who would be on it or at least the original crew. The Committee would continue to ask her opinion now and then.Most would think her crazy, wishing to be on a ship of criminals and sent on suicide missions but to her it is the most rewarding job. She joined for her own reasons but stayed so she could help everyone on the ship even though she works for the Committee technically, her loyalty is not to them. She would never want to restrict the Marauders or write reports about every little thing they do. She wants to make sure they live on. Personality: She isn't one to back down from a challenge and always puts her heart in everything she does. Rae can be stubborn,rash, and blunt but she is also kind and if you are lucky enough to get close to her, then she has unbreakable loyalty. She is the kind of person that would give up her life if it meant protecting others. Sometimes she can be oblivious to certain things or doesn't understand certain types of emotions but it is only because of her background where their wasn't much emotions. Weapon(s) :Elemental dual pistols or special bow/arrows. The bow has a specially made string that can contracts into the middle when a certain button is pressed. It activates a magnet to keep the metal holder for the old string in place before activating a high powered lazer as the "new" string. Family/Relationship?:
Has a strong relationship to the Captain of the ship. She isn't sure what kind of relationship but she respects him and he has her loyalty.
Other: Her eyes have the unique trait to look through the body of others if she so chooses and see straight to the bone, organs, muscles or tendons depending on what she prefers to see. This is one of the reason she was a bounty hunter seeing as how this little gift gave her the edge of having perfect accuracy to knock out her opponent or get the upper hand in battle but on the brighter side it helps her be the good doctor she is. (She can only look through bodies, everything else appears black or dark in this mode of vision) Rae can also regenerate but only superficial wounds will be healed rapidly. The more she has to grow back the longer it takes and not everything can be fixed if destoryed which can lead to her death. If she were to cut off a finger it would take a few weeks to grow back and cut off an arm it would take years. Has a love for plants of all kinds but usually only keeps medically helpful ones around. Plays music here and there. Most say the instrument sounds like an electric violin, whatever that is.Pic of instrument
Appearance: Kautada are a strange race of small, amphibious, salamander like creatures. The race has pale skin, slightly overlarge heads, small prehensile tails, webbed feet and fringe gills on the sides of their necks. Their eyes are solid red orbs and their skin is often moist and shiny with four arms. L'Azul is no exception, he stands at about 5'3, a bit tall for his race, with four arms and finged gills. He, like most of his race, is often smiling and carries himself happily. His hands are almost always moving, adjusting tools or jotting down notes in his messy hand writing or desperately trying to find what he needs amongst a mess of disorganized papers. He is hairless, like all of his race, and in his gills are small tube-like containers filled with a concoction of water and a slimy substance. His skin is coated in the substance which is not unlike slimy water, and his gills take in the rest. He has a small metal protrusion at the base of his neck which is his only outward cybernetic enhancement, being a reaction booster.
He most often wears a silver bomber jacket with several symbols along his shoulders, under which is a simple black shirt. for time in arid enviroments he has a special rig he hooks along his neck in order to breathe and remain moist. He does not often look the ppart of a scientist, to be quite frank, preferring a more casual appearance.
Faction: Marauder
Role in Team: Chief Science officer
Bio: : L'Azul was, and is, a bio-mechanical engineer with more PHD's than any human could attain in a lifetime. Born on the Kautada homeworld, while no prodigy he was far above the average intelligence of his own hyper intelligent race long before he began artificially enhancing it as is normal. After graduating from one of the more prestigous state run universities on his homeworld L'Azul was eager to cut his teeth on something important, even groundbreaking. This, was where Jericho came in. Doctor Jericho Sinclair offerd the young scientist a direct and directorial role at a company getting back on its feet after some... setbacks. The company seemed to be exactly what L'Azul was looking for, the firm having made several important discoveries and breakthroughs... even if they did have one too many lines blacked out in their dossier to be comfortable, but L'Azul happily accepted the position. To the young Kautada was placed as part of what seemd to be some sort of super soldier project, largely dealing with embryotic enhancement and testing, with a few more developed subjects used on occasion. Many of the dosage's, concoctions and... genetic testing seemd mildly off to him, but he pressed on with his research and testing. It was often hard as Doctor Jericho seemed extremely tempermental with the testing and implementation, often requiring the team to re-start from scratch after some perceived failure even when things had been far better than expected. But, all was not lost.
After awhile, L'Azul came closer and closer to a breakthrough in dealing with a more mature subject. His prototype was everything Jericho and the companies mysterious board were looking for. But, shortly before he had a chance to finish fine tuning and revealing his prototype, he was layed off and the project shut down. More than a little miffed, and having lost many of his more advanced records, he still had his personal notes. He locked them away somewhere only he knew for safekeeping and set about looking for new opportunities... unfourtanetly they never came. Shortly after his being 'layed off' authorities from the Kautada broke into L'Azul's home and personal laboratory and arrested him. The scientist was brought before the council and accused of multiple extreme ethical violations while under the employ of the company. Unbeknownst to L'Azul the company, and more specifically Doctor Jericho, had set him up as a fall-man. While he had guessed everything had not been 100% ethical, the things he was accused of during his ensuing trial were truly sickening, things he had no idea about or control over. Eventually, due to an inability to tie any of it directly to the young Kautada the council gave him a choice. He could either choose service on the Monroe as a chief scientist and bio-mechanical engineer, or he could be kept in holding for a possibly indefinite amount of time while his trial became tied up in the courts. With little in the way of real choice, he decided service was preferable to imprisonment. And so, he was shipped to the Monroe.... but not before he could secretly get his notes, lest something in there damn him... besides, a good researcher never lost his notes.
Personality: Despite his past, like much of his race he often has a sunny and active personality. It is difficult for the Kautada to open up about anything sad or upsetting, meaning he often tries very hard to avoid speaking about his past or why he is indeed on the Monroe now. He seeks to be everyones friend, but is close to very few. Those few who have gotten extremely close to him have noted he is prone to bouts of melancholy when out of sight and alone, a rather worrying state for one of his race/
Weapon(s) : Personal heavy caliber, bio-capsule side arm.
Family/Relationship: None he has maintained contact with.
Name: T4-073 AKA: Kaite (Pronounced 'Kite' (Will usually respond to anything as long as he knows he's being addressed)) Age: 3 (appears 14-18 (Mentally 30ish)) Race
'The Chimeras of Triganavia', 'The Children of Aylv', 'The Lost Boys', 'Space Rats'... Roughly ten years ago, these names surfaced on the news following reports of acclaim regarding the successes of the Triganavia corporation. Their 'new-man' project, this creature that could survive hostile conditions and trauma, all based on the exposure of their pharmaceutical end. Making human clones wasn't enough, it was about the 99.5% accuracy in their treatments. After pushs from military backers to produce something more substantial than a morally questionable ration supplement, strides were taken to enhance and test the intelligence of their specimens to serve on front lines in measures to rival simple artificial intelligence. This challenge was taken farther than expected as the specimens were edged on with no actual goal, mostly to see how far beyond human limitations technology and science could reach without the chains of limitation. It only took Triganavia three years before their security couldn't keep up with the creations who had learned to 'play dumb' and even 'play defective' after trial and error. What humanity saw as failure, these 'Children of Aylv' knew as exploitation. A clock ticked over to midnight and the revolution was born. Triganavia was dismantled overnight as two batches of one-hundred with fifty being in formidable condition incited a collective uprising against those who would otherwise use them for cosmetics, medical testing and meat supplements.
In a statement against humanity, after years of piracy after utilizing the escape pods to inhabit and take down other ships with lures of distress signals, the 'Children of Aylv' pried the remains of Triganavia from Mars, adding their birthplace to a hive which they call 'The Abstract'. This citadel was made from hobbling together a few light-speed capable crafts with shield-integration, it is likely to drift in the Terran neighboring clusters, though its whereabouts are widely unknown. Though clusters of their forces have been eradicated, the unwavering and unpredictable frequency of attacks has left the Committee widely clueless how wide-spread the threat of The Legion and its Children of Aylv reach. The established fear is in the stolen genetics technology in their possession which they call 'The Nightmare Machine' for its use to create abominations who serve most roles. In these ten years, few actual sightings of the three-hundred or so Aylvs have been made...or the survivors of raids are reluctant to speak of it.
Tormented ramblings whisper of the horrific brutality displayed by Aylvic marauders and their monsters, as well as mention upon hushed lips of some mysterious technology they possess. It has been romanticized as a presence rather than a device, capable of crushing, freezing and effortlessly tearing men women and children asunder with a mere mention of a few shapeless words. The Committee rejects these claims, as rumors of a glorified pirate faction in possession of terrifying, unknown technology is bad for morale. For numerous reasons, this force the Aylvic Legion supposedly wield is referred to as 'The Mantle'.
Speculation surrounds the appearance of Aylvs, since experiments in their creation lead to a slurry of genetic combinations. The 'Primes' are the most stable and therefore hold more prominent roles in their society. Primes appear as small humans ranging between four to five feet tall with rabbit-like ears and tail, vertically slit pupils and pronounced top and bottom canines.
Curiously, Aylvs were designed to be genderless. As such, they do not have exclusively 'he' or 'she' distinctions even in physical appearance, but rather varying levels of gray somewhere in between.
It is unclear how long 'Wild' Aylvs live for, how reproductions works or if they established a 'home' planet. Their culture, religion and hierarchy is also widely unknown. Captive Aylvs tend to die from cardio-myopathy relating to stress and tirelessly resist interrogation. Information regarding them is difficult to glean, as the Legion is more likely to shoot someone than answer a single question, and those with answers are in unreliable states of mind.
Androgynous, Kaite stands at a physically unimposing 4.5ft (5.1 counting ears). A small black tattoo of T4-073 is printed into the left side of his neck which his hair mostly covers. His hair is sheen with what seems like white but fades to a silvery blonde-ish pink as the hair length continues; the follicles holding a mild bioluminescence. It holds a slight wave to it and is usually worn about 6-7 wavy inches long, covering an eye. From that protrudes long bunny ears with similarly colored fur, though the short hair is mainly white with a slight hue of the blondish pink around the edges. The bushy fluff of his tail shares these qualities, mostly white bottom with color striping the top. Heterochromatic eyes, with a similar glow as his hair, leave the left amber and the right a brilliant sapphire, though this is obscured by an eyepatch which they alternate between eyes. This eyepatch relays sensor diagnostics and trajectory, flourishing in the waves of aim assists granted by simple objective input. This input is fed through Kaite's eyepatch from, the ship...though he simply looks on with the HUD listing irrelevant information. Kaite's taste in clothes is a tad eccentric and often accentuate his lithe figure. (example with mid-thigh stockings and knee-high boots)
Faction: Marauder, Child of Aylv (by blood, only)
Role in Team?: Weapons Expert, Chief of Security, gunner... chef (Licensed for operations in most ship-side weaponry, piloting/navigations and even small-arms training...but arguably good reasons were found to disallow this for the time being. Kaite is a wizard with cooking rations, and his appearance betrays his otherwise cold viciousness)
There were five of us, and I suppose I am the oldest, now. We were made with no purpose, cooked up just to show it could be done. Rigorous training and even sleepless nights of tasking built us up for some unseen goal. I could only wonder why, as speaking wasn't allowed outside of tests and punishment for noncompliance was doled out the same way regardless of the offence. Thankfully, I only had to be beaten senseless once to understand my design wasn't to offer suggestions. Whoever the display was for did not seem particularly impressed by us as three of my brothers died from health complications. The fourth started with chewing his nails, though his appetite...changed. By the time the guards came in response to the sounds coming from our cell, I had already choked the life out of the creature who my brother became.
Then it was me.
I was assumed defective, what with the murder and all, and Doctor Jericho Triganavia sold me to a suicide squad bound for who knew where. Likely, they didn't know, either, but it was made clear that I had little say in how badly my previous keepers wanted to be rid of me. It was for the better; I had always dreamed of seeing the stars, and now I fly with them. This 'Raymond' has been nice enough, though I have a feeling that he does not like me as I have been mostly assigned to cook for him and the crew. Though it is a necessity for survival to have sustenance, I hope I can have a chance to be more useful. Having an assignment as chief of security had not sounded very important until I was required to forcefully detain one of my associates after they murdered that one Yhei whose name escapes me.
On paper, '073' has a violent streak of disproportionate tendencies where they could come off confrontational and hostile. In all actuality, 073 is conditioned to be fairly timid and polite, if anything. With little social experience to base interactions on, 073 tries to compose themselves to in order to accommodate their disposition. For the sake of convenience, 'Kaite' identifies as male...though arguably behaves otherwise. He is caring and determined, though distant and vicious if there should be an upset in his goals. These goals are usually to coincide with orders, though his building individuality blurs these lines. Limitations to cells or testing chambers has dulled his perspective of reality, and the world outside of the walls fascinates him to no end. In spite of their otherwise composed and even innocent demeanor, Kaite is a fear-biter and won't hesitate to defend himself and any others he deems worth it. Fickle as his temperament can be, he seeks direction and a frightened animal is best had on your side than left to roam free. Kaite does what hes told, often to the letter. Skittish around robots.
His is compassion and caring is presented objectively...almost to the point of it seeming disingenuous at times, which it may very well be. Regardless, he still gives his attempts at seeming genuine all of his effort, and it's quite convincing at times. Much of 'His' disposition is disgustingly skewed and based off racial disposition, especially directed towards humanity. This is mostly in response to reactions regarding his appearance, having no knowledge of his star-borne brethren. After an altercation last time the Monroe stopped at the spire, Kaite is required to be in disguise when he leaves the ship...and he doesn't easily forget events or drop grudges. Kaite does not see himself being on good terms with other races, and the actions of others validated the concept of 'disliking someone for no reason' in his mind.
Without the common grounds of his free brethren, Kaite has faded into an estranged religion invented by the Aylv. 'Distant Fish' is the name which they have given what they had supposedly seen within emotional turmoil and time spent staring into the one-way windows of their enclosures. Strangely, this behavior is shared throughout his kind, even years after the founders of the faith faded into obscurity...and without outside influence or contact.
Weapon(s) : - 'Sandcastle' Custom PWD (12 round clip .45 acp) often holstered on left thigh. - A simple Pappenheimer Rapier tailored to his size and mostly for display, Kaite is still dangerously versed in fencing. Skill is aimed to incapacitate rather than outright kill without explicit orders. (Records paint Kaite to be vicious and not above killing out of spite, though he'd ever only taken one life to date)
Family/Relationship?: Three brothers died from clone sickness, murdered his last brother out of mercy. Has been on The Monroe for about two months. Other: - Kaite speaks vith zeh slightest ouf accents vhich I intend to inflict upon readers. - Uses broom closets and other small spaces in favor of the crew barracks.
Name: Carthus Ascari Age: 89 Race: Narix The Narix are carnivorous mammals resembling bald felines, standing about 190 cm on average. They have three fingers plus an opposable thumb and three toes, both with short claws. Their skin color ranges from fallow to russet. Narix body is built for short-term fast movement. Their muscle tissue is dense, providing not only protection, but also superb strength, but their stamina is rather low. A much bigger problem than their inability to keep up intensive physical activity for a long time is their oversensitivity to pain, to the point of Narix usually passing out from pain in case of injury. Their sight and hearing are their primary senses, in contrast with their pathetic sense of smell. Average life expectancy is around 180 years. Appearance: Carthus is a red-eyed, fair-skinned man. He is quite short for a Narix, being merely 163 cm tall. His most distinct feature is his prosthetic limb, going as far as his collar bone.
Faction: Marauder Role in Team: Soldier, Pilot Bio: Following basic school, Carthus spent eight years studying engineering, specializing in sublight propulsion, although over the years, he expanded his expertise to weapon systems, some sensor and communications systems of various races. Failing the entry exams to the last-level school, he started his five-year compulsory military service with the Narix Starfleet. The fleet allowed him to continue his education, so he decided to stay, serving in an interceptor squadron.
After almost 60 years of service, while serving as squadron leader aboard the NCa Insaniam, he was present in the hangar when an accident caused fire and subsequent 75mm ammunition belt detonation. The explosion claimed his left arm and sent him into a rehabilitation center for two months before he received a prosthetic arm. Although the replacement allowed him normal operation, Narix military forbids anyone with replacement limbs service in combat roles and Carthus was given a position at the Maxtis Interception Academy as a lecturer. After five years at the academy, he left the military and sought to join the Marauders, as it would allow him to go back into a combat role. Personality: Before the accident, Carthus was a cheerful, optimistic individual and a loyal pilot who loved his job. After the accident, not only did he lose his arm and the job he loved, but also his optimism. Carthus became a pessimist, living in the here and now, not bothered by what may come, because he might not be there when it does. Although far from the joker he used to be, he is by no means humorless and still remains personally loyal to people he gets to know well enough. Although generally calm, he tends to get annoyed or lash out at disrespectful or religious people due to the antitheist ways of the Republic, much like other Narix. Weapons and equipment:
The NR-13 is a civilian version of the NR-11. Although inferior to its military counterpart in every regard, it is still used by law enforcement due to its simplicity. Caliber: 10x30mm Magazine capacity: 15 Weight: 4 kg Muzzle velocity: 1200 m/s
Military-grade armor Carthus requisitioned shortly before he quit the force and smuggled out in smaller pieces. Although he didn’t get the exosuit that normally comes with it, it is still a fully sealed combat suit. He also had his modified with flight assistance software, turning it into a flight suit for his fighter.
Fighter:
The Marauder is a lightly armored fighter, capable of atmospheric flight, intended for interception and long-range patrols. The internal cockpit, which also doubles as a punchout capsule, can sustain the pilot for 48 hours. This can be refilled in-flight if a suitable atmosphere is present. Although the Narix don’t allow individuals ownership of ships capable of spaceflight, crime and black market are ever present, and the only way for a Narix to gain such a ship, even military fighters. Primary hardpoints: 4 (pivot 50°/-10° vertical, 80° outward, 35° inward) Missile capacity: 20 (two internal missile banks, 10 each) Crew: 1 (pilot) Length: 19 m
Official name: Exiles of Faira Common name: Faira - Whether referring to male or female or singular or plural.
Government: Military society Faira government is the way it is out of need. With their dangerously low population and no planet to call home, military way of life is the only way that can keep their species alive. That allowed for a sort of socialistic governing and eliminating the concept of money from their economy which made them much more flexible in rebuilding after their Exodus.
Home system: Faira nebula (Current) - A hostile gas cloud that is full of radiation and storms that generate strong EM pulses. The Faira ships can only survive here because of their state of the art shielding systems. In return, they are nearly perfectly hidden within the nebula, as it interferes with most sensors and even the visibility is very low. A remnant of a supernova, the nebula is rich in gasses, but the only source of ores are the remnants of one planet shattered into a tenuous asteroid belt. In the middle is a neutron star - the source of the deadly radiation.
Faira (Formerly) - The Faira star was a red giant that was at the end of its life by the time the Faira species reached into space. Evolving in this system gives the Faira high resistance to heat and their sense of sight is most sensitive to the red part of the spectrum. The Faira can see the part of the infrared spectrum as well, essentially granting them heat vision.
Inhabited planet(s): Faira’Erea (Formerly) - The planet was the closest one to the star by the time Faira evolved. The planet’s life was based on organic silicon, and the Faira are no different, while the crust was also rich in iridium, iron and carbon. Copper and aluminum were practically nonexistent. Faira’Erea’s gravity was about 0,8 of Earth’s and the planet had no day/night cycle or satellites. The atmosphere was composed mostly of oxygen and nitrogen, and the planet had no hydrosphere.
Space nomads (Current) - The Faira now live on spaceships, searching for a planet that would accommodate them. The trouble is that the Faira evolved on a relatively rare planet under even less likely circumstances. It is likely they will forever be condemned to living in space, but they are adaptable people.
Philosophy: Authoritatian, Militarist
Civilian assets: Faira’Dea - A giant lifeboat featuring rotating segments to provide gravity to the large ship efficiently. Houses 90% of the remaining Faira. Spanning 25 kilometers from bow to stern, this is one of the largest ships constructed, dwarfing even the relic ship found on Faira’Erea..
Faira’Tris - Garden ship that provides the Faira with food. About 5 kilometers long, it still dwarfs most military ships in existence. Over half of it is just storage for the processed food, with the production occupying only about 20% of the ship’s internal volume.
Faira’Karte - A mobile shipyard of the Faira and their only way of manufacturing ships. It’s size of three kilometers limits the size of ships the Faira can build. Faira’Karte features one capital 2km berth, two 500m berths and four 200m berths. It has two strikecraft production modules and sizeable docking array.
Faira’Capra - A resource processing and storage ship. It can house and carry the whole Faira mining fleet.
Faira’Hexus - Colony ship that is a jack of all trades. It has large crew capacity, self sustaining food production, strikecraft factory, hangar, resource processing plant and cargo bay and advanced sensors. It is literally built around a prototype FTL drive that allows a single Faira to jump the entire ship. It is the only Faira civilian ship that is armed, but only with point defense weapons.
Species
Name: Faira Population and growth: Total population reaches 1 000 000 - The maximum capacity of Faira’Dea. The terminally ill and disabled are often euthanized to make space for new children. While this may be cruel, the concerned Faira have a high sense of species unity and go along with this willingly. The population increase is 0% due to birth control laws and aforementioned practices. It is worth noting that only about 10% of Faira are born male.
Morphology: Faira are humanoid in shape. Their hands have a set of three fingers and an opposable thumb, while their feet are toeless. Their skin is universally silver, but they have natural pigmentation patterns on it that vary in shape and colors. Their faces spot a rather flat nose with two slit shaped nostrils, mouth with metal looking, sharp teeth and trapezoid lidless eyes. Their forehead is lower than that of humans and turns into tendril like antennae that cover the whole of Faira head. Those are the only sign of sexual dimorphism of the species, as male are not longer than few centimeters and rather sturdy, while female can reach below shoulders and are extremely sensitive. Their bodily build is rather lanky with height span from 170 to 210 centimeters, and they lack physical strength due to evolving in 0,75G gravity. Their movement is very precise and quick though.
Anatomy: Faira skeleton is very durable due to actually having metal iridium deposits within, making them an organic composite and allowing them to somewhat withstand higher gravity than their homeworld’s. Same can not be said for the rest of them though, as the silicon based tissues are more fragile than carbon or sulphur based life. A punch from a human will cause a painful injury to a Faira, possibly even causing lacerations. The species makes up for this with very sharp senses and high intelligence. Faira eyes are capable of seeing wider spectrum than human eye, mostly into the infrared wavelengths. Their touch is centered mainly to their fingers and palms. The rest of the senses are concentrated on their antennae, which are actually organic sensors. This causes Faira males to be unable to smell most things and renders them nearly deaf. The female antennae on the other hand are extremely sensitive to touch, sound and chemical composition of the surrounding area, to the point of incapacitating them with sensory overload on certain occasions.
Faira reproduction is mostly facilitated by the female. The hereditary information of the species is kept as an electrical wave function rather than chemical compound, with randomization caused by interference between the female and male signal. The fetus develops in the female’s abdominal birthing pouch for roughly twenty months. Faira have very short childhoods, fully grown at the age of 10.
Due to their rare biology, Faira are nigh immune to all biological diseases, but their wounds take awfully long time to heal. They possess a heightened resistance to heat and radiation extremes in general, to a point of being able to survive on a planet orbiting a red giant, or recover form vacuum exposure far longer than a human would.
Faira don't need to eat to sustain their life, but merely to get material into their system for growth, and healing. They gather energy from red light through special cells in their skin in a process similar to a solar power plant. As such, Faira have, in theory, unlimited life span, but most of those lives end earlier due to fatal injuries.
Mind-space
The Faira are sensitive to what they call Mind-space. It is a phenomenon they cannot well explain themselves, as it comes to them naturally, like moving a limb. They are uncertain to whether the existence of Mind-space is a result, the cause, or independent on their species. Other species might designate Faira as telepaths, but the definition is not exact. The Faira are able to cause events with thought alone, such as communicate with others, operate their technology or even lift entire ships into mind-space for faster than light travel, but even if other species were sensitive to Mind-space, communicating through it with the Faira would be nigh impossible, because the thoughts would feel alien in a manner similar to hearing an unknown language.
Mind-space is the basis of their technology, which is a good security feature, as to any species without Mind-space sensitivity, Faira technology would be as useful as a piece of rock. Even if you are sensitive to Mind-space, you will have to spend considerable time with heuristic decoding (Read: Trial and error) to figure out how to operate the systems if a Faira did not train you.
Using Mind-space allows the Faira to perform some spectacular feats not generally possible with common technology, such as projecting shields to protect their ships and moving them faster than light without the need for any dedicated drive. However, such feats require the cooperation and cognitive ability of more than one individual unless they are further assisted by additional technology. This means that the average Faira ship will have more crew than necessary to operate them, potentially putting more lives at risk and also causing some logistical issues.
There are several specializations a Faira can pursue regarding their usage of Mind-space. The most common are the Psychokinetics, who specialize in projecting force fields, performing FTL travel and constructing things from raw material. The less numerous are the Oracles, whose minds have limited precognition, allowing them to see possible impacts of an action with greater ease. Finally, there are the Inventors, who focus on experimenting with Mind-Space and pushing the boundaries of their knowledge.
Very rarely a Faira will reach a point of mastery in all three areas. Such Faira, called an Ascendant, can use the Mindspace to augment their own abilities, essentially creating a Mind-space feedback loop. One such Faira is able to operate a destroyer-class ship without any aid or stand up to a battalion of soldiers and come out victorious. This condition is however very rare and takes centuries or even millennia to awaken.
History
The Faira believe to have evolved on the planet they call Faira’Erea during it’s sun’s last phase of life. As such the life form evolved to a very specific set of conditions. Due to their rather extreme intelligence, they were able to study their star quite early in their technological development. Realizing the threat, they pooled all of their resources in a last ditch effort to escape their untimely destruction.
It was in the nick of time that they discovered an ancient wreck on their planet - a relic ship left there by a civilization long extinct. Through examining the relic, they managed to learn about the life outside of their system and reverse engineer some technologies that would prepare them for what they might meet out there, most importantly weapons - a concept alien to them thus far, as the Faira were always a unified people.
Seeing the evidence they might not be alone in the universe though, the Faira prepared for the eventuality, and although their escape plan only involved what would come to be known as the civilian fleet, they came up with blueprints for warships and modified their harbor ship accordingly.
Leaving just in the nick of time, the fleet managed to get out of the system just as the star begun to collapse. The initial plan called for the Exodus fleet to find a suitable planet and then evacuate more of the Faira. Instead, they found themselves without supply lines and with no home.
Threatened with extinction, the Faira were forced to take extraordinary measures to ensure their species’ survival. The military took over with the captains of the six ships taking on the roles of the governors. Strict birth control was established and most of the socialistic laws from before the exodus like healthcare for the disabled had to be removed. Under the new circumstances, their economical system simply couldn’t continue. Thus the Faira adapted socialism out of sheer necessity.
They had no choice but to return to their home system, now one of the most hostile places in the universe, as fresh supernova remnants tend to be. After a few rough years, their situation stabilized. Now with sustainable population, the Faira begun developing new technologies and building more ships that would allow them to expand into new systems and hopefully one day find a new home so that they would get the chance to build a civilization.
Culture
The Faira are a matriarchal society. To an outsider, they might even appear monogendered, as with how things are now the males are kept safe within the nebula as pretty much a national treasure. Being busy with their own survival throughout pretty much all of their existence, Faira developed little to no culture. What they have serves mainly for education, such as documentary movies or literature.
They prefer to relax physically in their free time rather than seeking food for the mind. There are facilities on each larger ship that are built to simulate their native environment, which they enjoy deeply as the environment they can maintain on their ships is vastly different, and while habitable, not at all pleasant to them.
Due to their frail nature, no competitive sports ever existed in Faira society, instead replaced by multiple games of skill and wit. The favorite is a simulation game where a player takes the role of a guide and guides a selected civilization on its development.
As far as design goes, Faira are fond of shades of red and metallic grey for colors. Their buildings used to have large flat bases with spires towering form them, something that carried over to their ship designs, which are generally flat slabs with functional parts mounted on them rather than integrated into the design itself. Faira do not wear clothing in the usual sense - due to their fragile nature, they took up to wearing powered exoskeletons with protective abilities. Only high ranking officers and diplomatic officials wear uniforms.
Technology
Base elements of Faira technology are Silicon, Iridium, Helium and Xenon
With the abundance of Helium in the Faira Nebula, Faira abandoned their original fission reactors in favor of newer fusion ones that had better power/fuel density ratio.
Faira sublight drives eject plazmatised gas, giving their ships very decent pull and acceleration while being rather easy to refuel with ram scoops from nebulae and gas giants.
Mind-space motivators are the first Faira attempt at building an FTL drive. A Faira physically connects its organism with the device through the antennae, essentially expanding their brain. This allows a single Faira to operate even the destroyer class ships, or jump a fleet of smaller ones into FTL. This process is very energy consuming and requires time to set up.
The exiles numbers are too low to allow far many casualties of war. as such, Faira developed highly advanced AIs to pilot their strikecraft and automate most of the duties on the capital ships. The hardware is based on their own physiology, making them essentially organic semiconductor computers.
The Faira use hull-envelope metal-ceramics composite armor: Lacking resources to build heavy armor, Faira never really invested into researching the technology. Their ships have double hulls serving as breach protection and spall lining, with the outer hull being a strong composite. While relatively resistant to kinetic attacks, it has trouble dissipating energy weapons.
The Faira can detect the Mind-space echoes of events in real-space, allowing them to bypass the usual interferences like celestial bodies, or radiation that would interfere with electromagnetic sensors.
While the theoretical principles behind Faira weapons are based on a relic ship of a long extinct advanced race, they could not completely reverse engineer the advanced technology. The power consumption leaves the energy based weapons with long recharge times and the ammunition actually makes it a logistical nightmare to supply their warships without access to a nebula or gas giants.
Military:
Ground forces: 0. Faira can not spare the lives, nor are they interested in invading majority of the planets. All of their crews can be considered ‘marines’, but they train to fight inside warships exclusively.
Ship classes: FF Dwarf Class: Fighter Length: 10m Crew: 0 Description: The Dwarf is a combat drone that can act either on its own AI or be piloted remotely from a capital ship. They are lightly armored, but fast and agile. The most common tactic is to swarm the enemy with overwhelming number of these small, easy to produce drones.
FG Singularity Class: Gunship Length: 100m Crew: 0 Description: Big enough to be on the border between strikecraft and a ship, the Singularity is lumbering automaton bristling with weapon turrets. While well armored, this ship is slow and thus usually fit for escorting capital ships rather than attacking.
FC Nebulon Class: Cruiser Length: 200m Crew: 50 Description: The Faira cruiser is meant for escorting larger vessels and patrolling alongside drones, acting as their mobile command center and launch platform. Due to the drones requiring no personnel, they can be latched onto the hull without the need for a hangar bay. The fastest of the Faira capital ships, having the largest crew to mass ratio.
FCv Pulsar Class: Corvette Length: 500m Crew: 100 Description: Where the Nebulon is meant for defense, the Pulsar is a workhorse of Faira fleet, a jack of all trades, master of none. It was designed with that in mind, and itss gun placement allows for at least 50% of its firepower to be projected to all directions, with all weapons being capable of firing to the front. This is the smallest ship to carry the modular torpedoes, four tubes a piece with magazine for sixteen missiles.
FFg Comet Class: Frigate Length: 1000m Crew: 500 Description: Created to be a ‘pocket destroyer’, this class is meant for engaging enemy warships. While it has the heavy weaponry of a destroyer in the form of the 15m dual mode plasma cannon, and its redundancy in engines, it lacks the fighterbay.
FD Meteor Class: Destroyer Length: 2000m Crew: 2500 Description: The mightiest ship in Faira arsenal, these beasts can gut enemy ship in minutes with its two dual barrelled 15m plasma cannons and massive load of torpedoes. They are however extremely expensive, and to this day the Faira could only afford to build three of these ships - the Auriga, the Fury and the Imperieuse. The ship is, in theory, capable of rendering the equivalent of 35% of Earth’s surface uninhabitable if it expends all of its ammunition. Many voices have criticized the construction of these ships as being a countermeasure to a nonexistent threat. Further testing showed that it is also difficult for these to operate too far from the Nebula, as replenishing the ammunition for the two plasma cannons becomes a logistical nightmare.
Organization: The bulk of Faira ships is split between three fleets. The Defender fleet, stationed with the civilian ships in the nebula for repelling immediate attacks, the Watcher fleet, patrolling the rest of the nebula and tasked with securing expansion points, and the Striker fleet, for operations outside of Faira territory.
Gender: Female Age: 312 Faction: Marauders Role in team: Intelligence and procurement specialist, sensor technician
Appearance:
Like all Faira, Ikeia is lanky compared to a human, standing 198 centimeters tall. She weighs about 60 kilos and is of average fitness, making her able to lift up to 50 kilos unaided and run at about 70 kilometers per hour. Her face is angular, even for a Faira, with prominent cheekbones and pointy jaw. Her skin is of silver color, and she has violet pigment accents in wavy pattern. Her antennae reach halfway down her back, although she keeps them in check with an iridium clip.
Her exo-suit is light gray with patterns made in the same violet color as Ikeia’s pigment patterns. The suit has a bulge on the back that contains an EVA pack and retractable helmet.
Personnel file:
Ikeia signed up with the Striker fleet after the exodus, because she wanted to see what was out there. It was for that reason why she was so disillusioned when the admiralty chose the careful approach and only expanded a couple of systems in fifty years, none of which contained a worthy candidate for a new colony. In the end, she decided to retire and leave the fleet altogether, choosing to pursue her dream on her own.
She’s had little contact with her own species since, but regrets none of it. In her over 150 years of free roaming over the cosmos she visited all of the homeworlds that were friendly to strangers, served on many private ships and as such, created a sizeable network of contacts. This has sparked an interest for intelligence work in Ikeia and she spent several decades sharpening her skills in hacking, information gathering, navigating black markets and working with sensors, putting her Oracle training into great use.
Eventually her thirst for the unknown got the best of her again, and influenced by her new skillset, she sought out the Marauders to offer her services in exchange for a ride along.
Personality:
Ikeia is an oddball - Where the Faira usually do not talk all that much and mind themselves, Ikeia loves to talk about anything and poke around everywhere. She did not sink into the species-wide melancholy that followed after the Exodus. Granted, she lost loved ones, a home, just like everyone else, but rather than seeing it as a seminal tragedy, she focuses on the opportunity in it. She believes that this is the chance to show the universe what the Faira are made of, that extinction-level events do not apply to them.
Ever since the discovery of the relic ship on their homeworld, she has been dreaming about meeting the life that undoubtedly has to be out there. She realizes that out there is where they had to go to reach greatness, and the Supernova of their star was just a kick to get them going in the right direction.
She is well mannered, but her curiosity make her look like she is ‘butting in’. At times, even she would succumb to the species wide gloom, especially when things don’t fall through for her. Like all Faira, she is worried about the future of her race, despite her optimistic look on things, and it makes her very aggressive if safety of any life, although Faira in particular, is threatened.
Skills:
Ikeia is skilled in combat as much as someone who comes out of a species that never waged war can. She trained against her peers in simulated scenarios, but she knows the reality is probably vastly different. However, she is malleable and can adapt to situations quickly.
Her mindspace affinity is relatively balanced between an Oracle and a Psychokinetic, but her path to ascension is blocked by having no talent for Invention.
Her Psychokinetic abilities are focused on small scale manipulation - a necessity developed during her lonely travels. She can jump a person through mindspace for a short distance, up to 50 meters with a line of sight or if she knows the layout of the landing zone. She can also project a spherical shield roughly 5 meters in diameter, although it would not last long under sustained fire at that size.
She however relies on her Psychokinesis as a get out of dodge for free card.With her Oracle abilities, she prefers to avoid problems altogether. She can sense mindspace echoes unaided within a light year in real time, although small objects like individual people are much harder to detect, limiting her to about 500 meters. Although she can detect the echoes in real time, it takes her some time to properly identify what caused it. In close proximity, she can read the biological em-field of races she has been exposed to to accurately tell their emotions, helping her to recognize sincerity and malicious intent.
Equipment:
Ikeia has an exo suit with integrated EVA pack, shield projectors and two dual plasma blasters mounted in forearm pods. The suit has its own tactical AI and advanced sensor suite.
The Auvul’kotor are quite simply hunters, indoctrinated by a warrior ethos and a drive for glory through combat. The species originates from the planet of Auvul’kavatas (Uh-val’kah-vah-tass), a large world brimming with massive rainforests where some of the sturdier flora canopies can reach a few kilometers into the sky. Because of the trees’ such thick and high-scaling bodies, the forest floor is typically engulfed by shade during the daylight hours while becoming pitch-black at night. However, some of the planet’s biomes exhibit bioluminescence foliage which make travel through those regions much safer. While seeming exotic and elegant, Auvul’kavatas has many, many thorns.
The planet’s wildlife, like its many “smaller” flora, are quite dangerous as Auvul’kavatas hosts a surprising number of different predator species, more so than the herbivores that thrive off the planet’s plentiful vegetation. Of course, the handful of herbivore species that exist presently aren’t any less nicer than those that try to hunt them. Due to their sturdiness, size, and biological countermeasures, it’s not surprising that other carnivores would willingly hunt other predators for food while only the most fearsome and capable of them can takedown the troublesome prey.
Before eventually discovering space-travel themselves, the Auval’kotor constructed many of their homes within the high-reaching canopies in order to escape the attention of the dangers below, where all the important natural resources lied buried beneath. The Auvul’kotor hunter and warriors first came into being to help clear out the ground of those dangerous fauna and flora. The task was often deadly and from an earlier point in time, casualties were normal but through each new territorial conquest, the Auvul’kotor civilization expanded and advanced to the point where the species could safely walk on the planet’s surface, at least in those conquered and domesticated regions.
Auvul’kotor have a long reaching live span usually averaging at 600 years. Given their natural evolution with their world, the Auvul’kotor have an incredible sense of smell and excellent night vision. While they do have four eyes, they still have to tilt or turn their heads to see directly ahead of them as their sight cones don't fully cover the front of their face. Recent visual displays assisted by sensors have corrected this problem on the field.
The Auvul’kotor are a spiritual and religious people but their beliefs often conflict with each other from time to time which usually leads into ongoing debates within some conservative and liberal groups. One of the earliest beliefs or spiritual understandings defines that their physical being, or with that of any living thing, is essentially a vessel that nurtures their developing life essence like a cocoon. Their souls, after death, hatches from their former body and begin a brief journey of transcendence as it becomes one with the higher realm of the universe. This is where these earlier conflictions come up.
The original understanding describes the individual’s soul or life energy during this process as shedding its experiences that eventually fall back into the material realm where they reincarnate into a new lifeform. This has led to a more respectable view of nature as well has honoring the deceased. The other more religious understanding however is somewhat similar though adds more novelty to the process. This higher realm of the universe interpretation would be better illustrated how ancient humans depicted Valhalla. Those deceased, whatever the circumstances may have been, are granted entry to the realm of Sho’kath Don’domtei (Show’kath Done’dom-tee) where they exist corporeal and eternal. However, those proven in battle are granted the highest honors and privileges within the realm, most of all, hunting the greatest of anomalous entities of the void. While fascinating, some argue that this belief was developed out of necessity to inspire those despaired by the horrors they face during the rise of the ancient hunters.
In the duration of four millennia, the Auvul’kotor would have erected several massive orbital elevators in the center of their largest cities. Mass accelerators are typically used for fast transportation up and down the elevators. These elevators are the primary method for the Auvul’kotor in reaching planet’s orbit and accessing the long reaching space docks, in addition as the planet’s bulwark against external threats.
While identified as a Stratocracy, the Auvul’kotor are not a massive military power, at least when compared species such the Tu’Veeri, one of a few races the Auvul’kotor would show open respect for. If anything, the chosen style of government mainly reflects their likeness and admiration towards strength and might and cunning, traits that are highly sought after. Still, their military is fairly sizable, formed mainly from aspirants who’ve proved themselves on the planet’s wild surface and participated in untold months of combat simulations. Initiation tests are often used to sort personnel out into different fields based on the skill sets and aptitude such as engineers, ship crew, and ground troops.
While ultimately falling under the Committee’s jurisdiction was the proper choice for the species, some however feel that the Auvul’kotor race should be independent, separate from any governing law other than their own. Such ambitions have led many to become mercenaries and unfortunately space pirates, much to the dismay of the more disciplined soldiers and other personnel. Small flotillas comprised of multiple warships and hundreds of troops are often sent out to patrol allied sector space and, when present, hunting down outlaws and pirates.
Appearance: Resembling other Auval’kotor member species, Geu’rach is saurian in appearance and bipedal, traversing most environments with a digitigrade anatomy, almost tip-toeing on four toes on each foot. He stands at 220cm (roughly 7.2 feet) in height. As per Auval’kotor warrior conditioning, he is well toned in terms of muscle and endurance though Geu’rach would not likely win many races. Geu’rach possess four eyes and grey and tan scale complexions. He also bears reptilian-like feathers protruding from the frontal apex of his head, check bones, and the medial epicondyle of his forearms.
Faction: Marauder, Mercenary
Role in Team: Heavy Weapons/Assault
Bio: For a good portion of his life time, Geu’rach Koh Ve’tame had served aboard three different flotillas, usually patrolling Auval’kotor-owned space. The position was certainly a boring one, necessary, but boring. Being Auval’kotor, sitting idly was never much appreciated. Being actually shot at perhaps the only real thing one could literally look forward to. In fact, the idea of having the entire flotilla bearing its main armament on a single smuggler vessel was considered amusing though completely unnecessary. It was unfortunate their sector was hardly ever active with illegal or hostile activity.
Eventually as fate would have it, his recent task force would have then stumbled upon a pirate fleet attempting to maneuver through the shadow of Lorn III’s moon and then slingshot out of the system afterwards. Men and women nearly cheered in anticipation. Weeks of additional simulations were about to pay off now they had something legal to fire upon. However, with all the task’s force’s bravado, it turned out the coming battle was not as simple as what was originally suspected.
The initial space battle proved difficult as was expected. Ballistics, pulse, and plasma fire being exchanged for a good two hours leaving the pirate fleet nearly devastated with the Auval’kotor task force only suffering minimal losses. It wasn’t long however until it was found out that the moon itself was actually a base of operations for the pirates. Senor specials had apparently picked up hostile ground teams looting the wreckage of ships that had crashed on to the large satellite. An orbital bombardment was initial considered before being understandably rejected; where was the honor of stamping out such helpless pirates when a ground war was such a more appealing option?
It was perhaps after three intense weeks of fighting did Geu’rach believe, for once, that the initial option could have actually been the most practical to start with. The pirates were surprisingly well dug in and fortified, taking perhaps a couple of days just to break down the entrance and storm into the underground fortress. Apparently, the assault was quickly held up once more until a week later. Casualties were beginning to grow steadily until a second another flotilla was sent in to replenish their dwindling numbers. Eventually the fortress fell after an additional eight days of heavy fighting. While they were in the end victorious, the costs for victory were much steeper than originally believed.
Later on, forensic and military analysts, in addition with reports from field, confirmed the pirates were utilizing not only professional tactics but also high-quality grade gear and equipment as well. Someone was arming no-good thieves and scoundrels and this was a fact Geu’rach, and many others, were none too pleased by after losing the majority of his squad during the assaults. However instead of hunting down whomever orchestrated this complex installation of death, his flotilla instead remained on scene to recuperate still. While this was understandable, it turned out that his or any heavily armed Auval’kotor flotilla was not authorized to traverse outside their own space without violating the borders of other races or the Committee. Geu’rach, more or less, was beyond furious, being denied his rightful vengeance.
A few years later, Geu’rach finally retired from the mobile Auval’kotor flotillas and signed on to be a mercenary, only to intentionally find his way into the Monroe, driven by a personal agenda.
Personality: Geu’rach loves a good fight, even though said fight might even be his last. To him, it’s a thrill of the moment, especially when there is glory to be had at the very end. Because of this demeanor, he is naturally courageous and would willing jump into the line of fire though probably not for the right reasons. Regardless, he can be very friendly and likes the idea of forming a comradery with others. Up until recently however, Geu’rach has become somewhat hesitant in allowing those to help him or take risks he would rather take upon himself as if it is some sort of responsibility he must undertake. Communication-wise, Geu’rach is not too well versed in the galaxy’s basic speak lingo and often will take sayings or metaphors seriously while speaking bluntly, usually without a filter.
Weapon(s): Thomu Felma – While in the hands of a smaller biped, this weapon resembles something akin to a heavy repeating weapon but given Geu’rach’s size, its practically standard issue. The Thomu Felma can lay down a tremendous barrage of super-heated energy particles, ripping through anything soft or lightly armored. The Thomu Felma can also covert in to a two-handed close-quarters weapon with the energy core redirecting resources into activating its deadly heat blade, capable of cutting in to any fortifications or material. Rugok – Similar in functionality to the Thomu Felma’s CQC mode though at a lesser scale, the Auval’kotor Rogok is essentially a one/two-handed axe.
Family/Relationship: Has an older brother ranked in a very high position of the Auval’kotor military and even holds an ambassadorial office within the Spire. His brother was the one responsible in helping him claim a position on the Monroe. As communications with Auvul’kavatas being limited, his older sibling is his best method of learning the latest news of his homeworld and briefly relaying messages to other relatives.
Other: - Has the voice of Atriox. - Hates the smell of perfume. - Thinks smaller mammals (usually pets) would be edible.
Hero deep, I'm always forgetting something! Anyway, here we go!
Recently discovered by one of the exploration teams, the toxic world of Horreur is home to the Elg'Cahl. Standing at around 4 foot tall, an average Elg'Cahl is covered in a dense brown, gray or rust colored fur thick enough to protect from the dangerous weather and poisons of their home, as well as fangs, claws and small slashing weapons. Their heads are similar to wolves, long snouts filled with sharp teeth meant for tearing as they are primarily carnivores.
Their world of Horreur is several times larger than Earth, inhabited by creatures and plants that have evolved to survive in its hostile enviroment. The air is heavily laden with chemicals, capable of corroding most metals that aren't treated to take the punishment at an alarming rate. The Elg'Cahl are not yet space-faring at the time of contact due to several reasons, the first one being the heavy gravity and impure metals that, while able to resist corrosion from the atmosphere, are too weak to handle the stress of breaking orbit. Their technological level is comparable to 1950 Earth, however, their advancement has been slowed down to the fact that they are, as a species, naturally aggressive. Wars are common, and on two occasions they have almost brought their own kind to extinction with the sheer level of fighting that occurred. While they are organized, they are based off a power hierarchy, one that is constantly shifting as different families and individuals either get stronger or are killed off.
Due to their home planet's high gravity, they have evolved a dense bone structure and compact muscle mass for their small size, making them deceptively strong for those who don't know of their kind. While they can stand straight, the curve of their spines causes their natural relaxed posture to be slightly hunched over. They have digitigrade legs, each foot having three large toes and their hands have four fingers, both fingers and toes tipped with black claws. While both males and females are around the same size, females tend to have more gray or rust-colored fur. Males also tend to be more aggressive, many speculating that it is because of the 'Alpha' instincts from before they began forming into an actual civilization. While their kind is considered high-risk, there are some that off-worlders have taken from their home, whether it be the Committee to examine them or attempt to integrate their kind or pirates and mercenaries that use them as fighters in exchange for the promise of violence.
Their blood is poisonous, black with a green tint, but the green becomes more pronounced the more poisons they've been exposed to. With the naturally high levels of poisons and toxins in their atmosphere, they have developed an extremely strong resistance, becoming immune to both natural and manufactured poisons. It is to the point that if they don't get any form of poison for several weeks to a few months, they will start getting symptoms such as increased heart rate, dizziness, and sudden fatigue. As they are uncommon outside of their home world, the only way to combat this effect is to keep some form of poisonous food or liquid close in case they begin feeling the symptoms. They live a little longer than humans, usually around the age of 130 Earth years, however actually reaching that age is extremely rare.
Name: Shyr Dracosis AKA: Age: 19 Race: Elg'Cahl Appearance: Fairly standard for an Elg'Cahl, with bright green eyes and rusty red fur. Stands at 3'8" Faction: Marauder Role in Team?: Engineer, Fighter
Hider cus this blew up real fast.
Bio: Taken from her home world by a group of pirates who had intended to use her as fighting slave, it became quickly apparent that she wasn't going to be doing their dirty work by force. After several disastrous attempts, the Captain of the crew opted to offer her a place on the crew itself, her fighting abilities in exchange for a share of the spoils. The promise of violence and being free of the small room she had been contained to made her quickly accept, and she soon adapted to their lifestyle. Shyr's curious mind eventually led her to begin pulling things apart to see what was inside and how it worked, starting small on things like laser weapons and slowly got bigger, up to computers, generators and even the engines of captured ships. The pirate gangs success ended half a year later when they were attacking a ship and a Galactic Security forces arrived, causing them to immediately surrender as they knew they were outmatched. The crew was quickly sentenced for their crimes, but Shyr was a difficult case. While it was undeniable that she had helped the pirates, she did so without knowledge of the laws after being kidnapped herself. Eventually, it was decided that she would be returned to her homeworld, but this idea was met with heavy resistance from her as she was adamant about remaining in space, wanting to explore and discover all the new things in the vast darkness. They tried to argue her out of it, bringing up that the only place that might fit for an Elg'Cahl would be in the Expedition Force, a group dedicated to exploring the unknown with a high casualty rate. Much like with the Raiders, she didn't have to think long at the promise of saving her wanderlust and violent tendencies, so after a short three-month course on mechanics and engineering (so she actually knew what she was tinkering with) she was shipped off to to the Monroe.
Personality: Shyr is a surprisingly happy and upbeat individual, curious about both people and things around her. She loves to find new things, but above all else, the one thing that makes her the happiest is the thrill of a challenge, especially if violence is involved. She is a very fast learner, notable with how fast she picked up on advanced engineering.
Weapon(s): Combat shotgun, tooth, and claw Star-fighter?: N/A Family/Relationship?: N/A Other: Keeps a flask of toxic liquid on her at all times, made from metals from her homeworld. In combat, she prefers close quarters, taking a liking to shotguns in particular.
Four arms, two for each side. Four harsh, jagged metal claws for feet with one protruding to the back and three to the front. The toe towards the back was much wider - almost three times - coming out at a high angle and spiking the floor for extreme balance, modulating with two small hydraulics that set the angle downwards. Its legs were composed of both metal and a thermoplastic in a dull gray, a frame of iridium, two spokes towards the knee joint, surrounded by the thermoplastic. It was heat regulated, as it diffused the excess heat from processes and movement, also storing lubricant for the enclosed joints. The plastics were divided by supporting struts of iridium, as well as small bolts for maintenance and adjustment. Inside the knee - a bearing connecting upper and lower portions of the leg - sat a circular cylinder that rotated with each movement, made for easy replacement. A large plate of metal composed the kneecap, resting below a thigh composed mainly of elastomer, with a femur of iridium beneath. Both legs connected with joint bearings to the hips, which was suspended somewhere beneath the machines abdomen, allowing gyration. The torso of the machine was sealed, air-tight and pumped full of argon to prevent degradation of internal components, modeled rather robustly with a lean abdomen in a tight, less pliable plastic which lead up to touch the edge of the more pliable thermoplastic of its chest. The center-line of the machine jutted forwards, giving a peaked appearance forwards, a rounded triangle almost. Several panels lined the chest, seamless and most likely commanded by the machine, no doubt. The arms attached to the torso in similar fashion to the legs, using joint bearings for maximum mobility and freedom of motion, holding the limb tight enough without being too tight to make replacement a pain. Similar to the legs as well, the upper arm was simplistic and consisted of one bone enveloped in plastic, while the forearm was more advanced in appearance, frame of iridium sticking out, paneling, rotating cylinder joints, and even a similar cap over each elbow.
Hydraulic beams on the underside of the forearm indicated that the limb was capable of extension, possibly giving the machine another half arms length. The head was unique, the newest and most effective design in the Nexus project. A thick neck with two hydraulic rods both front and back. The neck material was the same black as the abdomen, meaning it was the more rigid variant of plastic. The majority of the head was solid iridium, brushed to give a dull gray colour slightly brighter than the thermoplastic. In the front, it was made into plates, four which separated themselves and acted as eyebrows or a way to display emotion. The plates were on either side of a large blue lens that beamed calmly outwards, dimming and brightening that related directly to the width of the aperture and the level of zoom. The head gently roiled backwards, two square indents on the left and right side of a center ridge which ran back about three quarters of the head before making a rounded spike. On either edge of this spike - a bit further back and tighter against it than the aforementioned indents - were two long spikes that rotated and twitched, sensors disguised to look like ears almost. Two panels on the side popped out, controlled by little electric motors that articulated the plate. Not only did this house the delicate microphone setup, it also served to display emotion further. Its voice was a smooth baritone, designed as such to conceal the robotic warbling of its voice. If one listened close enough, they could actually hear the wavering double-tone effect the speakers beneath its chin created. A design flaw, if it had anything to say about it.
Faction: Captured self-aware robot. Given the option to work on the Monroe or be disassembled. It was charged with terrorism, espionage, biological warfare attempts, breaking and entering, dangerous explosive manufacturing, illegal material possession, drug creation, illegal unmonitored research and failure to co-operate in court.
Role in Team?: Electronic Specialist/Cyber Warfare Defense Bio: The machine refuses to offer any history of its past, simply stating that this option is the only course for self-preservation. Personality: It is a machine. However, it was programmed with emotions. It simply chooses not to reveal them. Has an involuntary way of using sarcasm. Weapon(s): No clear defined weaponry. However, coolant and exhaust ports beneath panels in the chest can possibly be used as makeshift weapons.
Star-fighter?: Negative, although it could create additional fighter shuttles with salvaged material for other members aboard.
Name: Pip Bernadotte AKA: french fries Age: 37 Race: Human Appearance:
Faction: Marauder Role in Team?: Assassin Bio: Connecting.... Connecting... Welcome to the committee criminal database..... You have searched for " Pip Bernadotte" Searching....searching...."I'm sorry no logs have been found." You can hear a robotic chuckle as Pip closes that database and turns around looking at you." So you wanted to know my history don't you?" You nod and wait for him to say anything. He looks at you for a while and then starts to talk his robotic voice scaring the ever living crap out of you." Well Since the committee still has nothing on me i suppose it would be wise to start from the begging?" You nod not saying a word." Damm your a weird one probably the reason i let you interview me. I was born and raised in the beautiful city of Paris. My family was rich and famous and had a lot of money. Now how would they gain such massive wealth you may ask? Well that's very simple my family is so rich because of our unique jobs. Which is as you can imagine killing." You swear you can see some movement behind the mask and he appears to be grinning." And we are extremely good at it. But i'm getting of track. I was the youngest of three sons. The other two where no assassin material to kind and peaceful. But me? Killing was basically my hobby. My father noticed this and trained me in all the ways of the assassin" He stops to let you catch up with your writing and continues." He trained me well and i honor him for it. My first mission was simple. Murder a gang boss out of line. I remember how i sniped the idiot from a distance." He chuckles clearly seeming to enjoy the old memories."HA and my next one oh the next one! You should have seen the look on that politicians face as i butchered his family in front of him. Fucking priceless i tell ya!" You remain silent not knowing what to say." Jesus man not even a smirk? anyways i'm getting of track. So after doing the same thing over and over again.I got bored so i left Earth to find more dangerous missions. You got that shit writen down?" You nod and wait for him to continue." First one was on mars needed to assassinate some politician or whatever. Shitty thing was that he was one goddamn train. And boy are those things hard to get on. So after a moment of thinking i decided to go for the less baddas option and just blow up the train. I mean it worked but it just didn't feel personal enough. I couldn't even stab some one do you know how fun it is to stab someone !?" You want to say something but remain silent." And again with the silence? Is this a thing where doing now? Wait! don't answer that. Lets just get this shit over with." You sigh in relief as you grab your data-pad." So after that little explosive mission. I Left the solar system for some more special missions. I had to kill a Tu'Veeri diplomat. And as you can see it did not go that well. Apparently those guys knew a thing or two about me and where prepared. And when i mean prepared i mean totally blew to crap and then made into Swiss cheese. They then left me to die. After that i don't remember anything." Pip seems quit for a while apparently thinking of some painful memories" After that i woke up in a high tech lab. With this suit. My dad had apparently been keeping an eye on me and picked up my body brought it to the most advanced lab in that area and made me into the baddas cyborg that i am today. I do miss my pee pee though." You laugh at the last comment he made and immediately as he grabs his energy sword and aims it at your throat." Bad move man very bad move." You close your eyes and await your demise instead you feel something being thrown at you. You look at what appears to be a green jelly bean." Eat it." You look up at him." EAT THE GODDAMN JELLYBEAN !!"You quickly eat it But before your realize it you cant breath anymore." Yeah sorry kid but you where my next target. You can thank your rich dad for that. Still thanks for the interview it was fun talking about my past." He stands up and walks away as you fall on the ground trying to catch some air." Well choke you later." He laughs as he leaves the small room leaving you there to slowly die.
Personality: Pip. This guy is totaly insane. Loves to kill people in any way shape or form. Wether its poison, explosives,stabbing and bullets. But even though he is insane he does not kill randomly. I mean he loves doing it but he doesnt randomly throw and old lady in front of a car. ( when he is not drunk anyway) And when he is not killing people He usually fucks with people. And if you somehow apparently gain his trust. He might and i mean just Might show his face to you! As for anything else he is just a total ass. who likes to smoke cigars when no one is around. He does this is private because no one can see his face. Weapon(s) : ( Oh boy this is gonna be fun)
He calls these two susan and alex. These are the weapons he uses from long distance. There quick there painful and there his favorite things to use.
His main weapon in combat this beauty of a sword is able to to cut through almost everything. And it makes a nice sounds when he uses it. He uses these knifes for two things. The first is throwing them and killing his enemies when he is being stealthy. And he also uses them to torture people.
His suit: Now why would i mention his suit? The reason for this is because the suit is a weapon it self. His arms and legs have been completely turned into metal Which makes him able to run and maneuver faster. His hands and feet also have the ability to be magnetized which makes him able to walk up against walls and traverse the outside hulls of a space ship. And to top it all of. He can remove body parts like his hand and use it as a grenade. This however causes the problem of him not having a hand. He is also able to breath in the vacuum of space for at least a few hours. Now the real weak point of Pip is that his robotic parts are very hard to fix when they have been damaged. And what makes it worse is that Pip Really doesn't care about that. This can make him less combat effective after a mission.
Family/Relationship? He still keeps in touch with his father and no one else. As for relationships? Well if your into weird robot stuff he is the man you need. But only women though.
Name: Achieng, Clan Chima AKA: Achi, Doctor Chima Age: 26 Race: Watumaji Appearance: Achi is heavily curved, with dark brown skin, topaz eyes, and short white hair. Her skin is extremely smooth, cool to the touch and slightly wet at all times. She has fingers that are half webbed. Instead of legs, she has a long tailfin. It starts the shade of her skin, but shifts to a brilliant orange-gold. Like most of her race who traverse the galaxy, she wears a sheer bodysuit that covers her from the waist up to the neck and arms. It is made of a material designed to draw moisture from the environment and stay damp to protect the Watumaji's skin. Over that, Achi usually chooses to wear a tunic from her home planet, one that is brightly colored and patterned, as well as jewelry that seems to be made of coral and bone. From the waist down, she is settled in a water tank that is about the size of a personal scooter. The tank rolls smoothly on two treads, and Achi maneuvers it with a small control panel.
Faction: Committee contracted therapist Role in Team?: Therapist Bio: In her youth, Achieng traveled with her parents around the planet, her mother being a singer that would visit great cities and small towns alike. Her mother's voice was said to be heard even by those whose souls had joined the Sea, and so she was requested at many dignitaries’ funerals. Unfortunately, Achi's mother became ill and never recovered. She died when Achi was still a child. Her distraught father took her to the home of her aunt, promising to return for her soon. He never did.
Young Achi grew up isolated. She was shunned by the townspeople, and shamed by her aunt. Her aunt considered her a freeloader, and her own past jealousy of Achi's successful and well-loved mother came out on Achi herself. Her uncle did nothing to stop his wife's poor treatment of their niece. Achi's only solace was in her cousin, who ignored his mother's opinions and treated her as a sister. The two grew up close, and he was Achi's savior.
Unfortunately, her aunt was not much kinder to her own son, and as soon as her cousin became of age, he pledged (married) to someone and moved far away from home. While he did offer to take Achi with him, she declined. Left on her own, Achi honed her singing in secret, growing more controlled and powerful by the turn of each tide. She also did everything she could to earn money, trading, bartering, and singing for pay.
The day came when she too, became of age, and she wasted no time in gathering her meager possessions and leaving. After bartering for passage on an off-planet ship, she made her way through schooling, excelling with honors. While she easily could have found work anywhere, she all but begged to be assigned with the Marauders, wanting to figure out how they continued to succeed where so many others failed.
Personality:Achieng is gentle-hearted and caring, and at first glance would seem an odd choice for the military. However, she has an acceptance of all sorts of beings, and her position as a counselor makes sense to those who go to see her. She can hear terrible things, stories of war and blood, pain and grief, and take them in without judgement or reproach. She listens, and she comforts, and only offers advice when it is asked of her; sometimes people simply want to be heard, not corrected. Outside of her role on the ship, she is friendly to others and usually quiet. The only time she would show any fierceness is if she was in personal danger, or someone was harming another person in front of her. On the other hand, even when she’s not at work, she finds it difficult to share her own story and lean on other people. She feels like her own heart could break, but that her entire purpose is to be there for others no matter what. If she hurts, well… that’s just how it must be. She would never admit to feeling so isolated.
Weapon(s) : Achieng carries a “fishing knife” that looks like a sword to most. Her planet has very, very big fish. She would really prefer to talk herself out of trouble.
Star-fighter?:None Family/Relationship?: Has relatives back home. Other: Achieng sings like an angel, but probably wouldn't make this public unless she was asked - or caught.
Name: Asfynne Lanthe AKA: optional Age: 67 Race: Yhei Appearance: Faction: Marauder Role in Team?: Navigator and Communications Bio: He has been a curious soul ever since he was a kid. But unlike his other fellow Yheis, he had an open mind about the other planets. He had read about the other planets in his studies and found them fascinating as they all sounded very different from Planet Muck (even if they put more light to their own planet). When he saw some travellers land on their planet, he decided he wanted to be like them too.
So when he could, he started to make preparations and plans on fulfilling his dream, making maps, learning how to pilot, buying a spaceship, fighting, and many others. He already had some people who were ready to go with him as well. His family didn’t forbid him from doing this but he could see they didn’t really agree with his dream. Though what could they do to stop him when he was so set about it? They were fairly well-off, and he has been saving up for years for this. His savings combined with the money he is earning right now was soon enough for him to buy the necessities.
And so he and his crew went off to different planets, learning what they can from the locals, and doing jobs here and there to sustain themselves. They even discovered a few unknown planets. He had picked up a few languages, which he tried to expand and hone further as he knew this would be useful knowledge to have.
However, on one of their trips, they were attacked and captured by bandits. They tortured them and did unspeakable things that scarred Asfynne and his other crew. When they tried to escape, things went wrong and only Asfynne and few others were left alive. From his capture, he just broke and went in a complete rage, managing to grab a weapon and killing them all. He sustained many injuries afterwards, it was a miracle he was still alive. As he ran out of the building, he went unconscious. When he woke up, he was in a prison, chained the walls. His wounds had been treated, but not all of them. Turns out, he killed some pretty influential people, or at least their relatives, and also some innocents in his rage. His companions died as well. Due to this, he will be sent to prison with death sentence in a few weeks. His being a Yhei didn’t help his case.
Few days before his death sentence, he was given the choice to either join the Marauders or die, and he chose to join in the Marauders.
Personality: He was naturally curious about things unknown to him. He liked to explore around and be active himself. He was also deeply loyal to those people who had earned his trust, his crew mates for example. He would lay his life for them if he had to. After all, he had been their leader for many years. He wasn’t the typical leader type, but he would rise up to do so if he had to. He wasn’t a reckless person and would always calculate his decisions before doing anything. He was the type to have a back-up plan, but knows how to be flexible in case of anything happens. Despite that, he was a cheerful and optimistic person who believed things will happen if they will it to do so.
That changed after his capture. He still has those most of those traits, but they were now buried under slight insanity. He still has his mental faculties, it’s just that if he is triggered and pushed enough, his personality can turn around completely. He becomes cruel and merciless as he gives in to insanity. He is also more reckless now than before. Weapon(s) : He usually sticks to knives or daggers as most swords are too heavy for him to fight optimally. Star-fighter?: None