Ethnicity Callistoian (Second largest moon of Jupiter, Callisto)
Home Planet Callisto (Second largest moon of Jupiter)
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Personality Norville typically has a calm and collected demenor and stays focused on the task at hand. Those that know him a little better than aquaintance would say he is a little goofy at times and very blunt when he starts to get more serious. Though those that know him well would tell you that his jokes and quips aren't to make you laugh, but more for himself to stay calm and when he gets blunt he is mentally trying his hardest to proccess what is going on around him and keep his body calm. It is fairly easy to tell when Norville gets angry, as he picks up his mother's Scottish accent and will typically go on a tangent of yelling nonsense while fading in and out of visibility.
Height 5'11
Weight 135
Notable Features Pure white hair and peircing ice blue eyes.
Appearance Average height and slender, but fairly toned, Norville looks like an average human from Earth but with the pale skin of the people from Callisto. With his white hair and pale eyes he could pass for someone with albanism. Biography Norville joined the Academy at 15 and barely made the deadline. If it weren't for his father making a sizable donation to squeeze him into the listings mere days before the semester started, he would most likley be locked away back on Callisto. With his family being one of the most wealthy and influencial of the civilization on Callisto, if word had gotten out that the youngest son was a mutant it would ruin the reputation of his family and possibly ruin them. Norville chose to leave home and join the GBA. His father whole heartedly stood by the decision as it could be the saving grace for the family and his son.
Norville's life at the GBA was fairly normal, his powers placed him in a very versitile position of recon and support. His age gap between most of his classmates had a few of them looking up to him as a caring older brother, to some an old annoying fart, and to others fairly neutral.
He was number one in stealth class ever since the day he stole his instructors sidearm and the instructor did not notice until the end of class.
Norville picked up a cooking class in his second year and has enjoyed his time in the kitchen ever since. It is the only place where you will never see him waver. ---
Powers Norville has two powers, lets start with the simple Invisibility. He is able to turn invisible when his body becomes stressed, by either adrenaline or high blood pressure. He can make objects that are equal to or less than his total mass go invisible with him so long as he is touching them.
The second is his ability to "Possess" any machinery that relies on electrical currents to function. At a touch he can transfer his mind into the machine and control it as if it was his body and the main limits are up to the machinery itself. Meaning if he takes over a fan he can't make it walk away or unplug itself but can control the speed of the fan blades and if the fan can turn then he can turn it. He does not need to be touching the machine to return to his body. Side note- If he possesses a machine or computer with an AI, he can use the AI's knowledge and pretend to be the AI fairly easily. He cannot do it for long and he can possess artificial body parts on living beings.
Power Limits Invisibility Norville's invisibility is completely involintary. Simple way to think about it is if his heart rate goes too high Norville and anything he is touching that is less than his total mass will become invisible to the naked eye. His invisibility does not work on thermal vision or any other types of vision can still see him. He cannot see himself nor any of the items that goes invisible with him. It also takes time to fade, the easiest way to tell if he is going to dissapear is that his body shimmers before fading away or fading back into veiw.
Machine Possession Norville can only possess machines that require electricity to function. While he is inside the machine his body goes limp. He can only perform actions that the machine can preform normally, but he can feel and control it as if it was part of himself. Controlling machinery in this way is very taxing on his mind and the more complex the machine, the faster he becomes exhausted from the mental strain. If he becomes too metally tired to continue he is shunted back to his body and left unconcious for a while. If he possesses a cybernetic implant it starts a power struggle of wills over who can control the implant, while the struggle is happening the implant becomes inert. If Norville wins he gains full control over the body part, but if he loses he is shunted back to his body with a splitting headache if he is even able to remain concious.
Fighting Style Norville is trained in Wang Chun, Tai Kwon Do, and GBA knife fighting. He prefers to be up close and personal where his quick reflexes and slender frame give him speed advantage and his stealth skills can shine. ---
Daily Skills Cooking, pilot, medic.
Combat Abilities Norville is proficient in stealth and hand-to-hand combat. He is a near master at non-lethal takedowns and is hesitant to take a life. He is proficient in the art of sleight of hand. Great for getting keys and other small items off of targets to progress the mission.
Flaws Norville may be good in close quarters but at ranges his aim is terrible. Mostly because gunfights stress him out and he can't see his own gun. He is not strong by most standards and can be easily out muscled. He is hesitant to take life and would rather leave it to his teammates unless it is a life or death situation.
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Equipment Stealth suit- The stealth suit is a lightweight suit with noise dampeners, built in comms, and sealable pockets. It doubles as space suit and contains enough air for an hour. Has built in repair module that can patch tears, cuts, and small holes (takes time to repair and cannot move much while repairs are in progress)
Adrenaline shots- On missions he always carries at least 2 shots of adrenaline as last resorts to force his invisibility. The downside is it can be detrimental to his health if he over uses these shots.
Medic bag- Norville always has a small medic bag on him with a few bandages, stem packs, ointment, and needle and thread for stitches.
Medic bag, Large- The big bag for big missions, carries more of whats in the small bag, and whatever else may be needed for specific missions.
Weapons GBA standard issue tactical knife, GBA standard issue suppressed energy handgun, Tazer gauntlets.
Pets White Taurantula named Sheila that likes to hide in his hair.
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Likes Animals of all kinds, cooking, music of all types, and card games. Dislikes People who are obnoxiously loud, bad food, animal and child abusers. Also jumpscares and things that startle him make him shimmer.
Fears Accidentally making people sick with his cooking. That he might enjoy killing. Dying alone in the cold of space.
Sol was a child born out of blood, he was told. Rival tribes went to war in his old homelands when he was very young. Sol and his mother were the last of their tribe. After being displaced and ending up in South Africa, his mother met the man she called her husband, Amashu Arashikage. The man was an honorably discharged veteran of the Japanese Imperial Army, fresh from the first Martian World War.
Just because he wasn’t active, didn’t mean his tendencies changed. For the remainder of his early years, Sol was raised under the scrutiny of a soldier. Initially it was to be for the same purpose, to become a soldier in the event war should arise again. His mother was strongly opposed to the idea, given their own difficult past. Thus, the compromise was to send him to the GBA.
Thus, despite his own mixed feelings about being shipped off, he was enrolled at eleven. Sol was initially entered as a human, as he didn’t exhibit any traits that made him any different, except for his strange eye color. In the first year, he was something of a gifted student, due to his drive to complete given tasks. With his eye laser focused on his study, he wasn’t exactly the best at social interactions. His circle of associates, if he could call them that, was rather small.
Sol turning twelve was when his mutant abilities came into the light. He grew a literal foot in height within a week. Some blamed puberty, though when it came time for physical exams, it became much more obvious. Thus, as his time in the academy persisted, he jumped from an above average prospect to a top draft pick. His force of will combined with his physical talents made him a skillful hunter, thus he was given the codename “Nimrod”.
After his graduation, Sol visited his family, whom he had limited contact with since his departure. The only person he talked to amidst the whole process was his mother, and he was going back to visit her. He had a sibling now, apparently. A sibling that knew nothing about him. A sibling that never knew hunger or cold. A sibling that replaced him. Despite their protests of otherwise, Sol left without so much as a word.
He had more important things to do. Becoming a successful Bounty Hunter was his life now. A hunter needed no family. Or so he believed...
Powers Enhanced Physiology - Solomon's mental and physical condition is beyond the peak of human limits. A quick-learning and adaptive mind, with strength to lift small vehicles and bend metals, sharp reflexes, and durability to match.
Flashstep - The user can perform a burst of speed that allows the user to move so fast it appears as if they have teleported. In the academy, the ability was rarely ever used and thus not many people know about it.
Power Limits Although he has high level durability, he doesn’t have as high of a healing factor and once injured, takes about as long as anyone else to fully recover. Otherwise, he has to maintain his health in a way similar to other humans to remain in top condition.
When it comes to Sol's flashstep, he is still literally taking all of those steps, and his body enduring the rapid speed changes. Thus, overuse of the ability will leave him tired much more quickly, especially considering the lower usage rate.
Fighting Style Sol is likely at his most comfortable in the close range, as his talents are best utilized in such situations. If given the advantage of a surprise attack, he would use it to study the opponent and derive a means of quickly incapacitating them. Otherwise, his fighting style is highly adaptive on the battlefield in melee combat.
Daily Skills Tracking/Hunting Stealth Historical Research Multilingual (Swahili, Japanese, English, French, Spanish) Star Navigation Observation Piloting
Flaws Less effective with long range weaponry. Field Adaptability is no substitute for a plan. Lack of communication.
Equipment
- Bio-Helmet: Contains Multivision Fields, Built-In Air-Supply, and Recording Devices. - Combat Suit: Designed to defend against laser shots, extreme heat or cold, and bladed weaponry. - Grappling Hook: Located in the left gauntlet. Capable of pulling him toward objects or retrieving items. - Raptor Drone: Located on the left hip. Used for bird’s eye surveillance, flaps wings like a bird, and remotely controlled by panel on the left gauntlet.
Weapons - Wrist Blades: Located on right gauntlet. Metallic, capable of being superheated.
- Sword: Located on back, over the right shoulder. Metallic, Arashikage is imprinted in Japanese on the blade.
- Bladed Staff: Located on back of the belt. Plasma, retractable, six feet long when fully extended.
- Shotgun: Located on back, over the left shoulder. 8 Plasma shots before battery replacement.
- Shurikens: Line the circle of the belt around other weapons. Metallic, blades are retracted into an elliptical shape.
Pets None Yet.
Likes Reading Exploring Hunting Honorable Combat Music Gaming to an extent.
Dislikes Willful Criminals Sitting still for too long. Extended Silence Bullies His Family
TRAPPIST-1g (An icy planet about 39 lightyears from Earth.)
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Personality
Affable, easygoing, and way too casual in mixing murder and leisure in the same sentence, Adrian acts like a guy who's just trying to have a good time at work. This can be a bit unsettling to his fellow operatives when 'work' is a life or death shootout. In training exercises at the academy, he'd spend all but the tensest of moments bantering over the comm and advocating for showy maneuvers. Though despite this seemingly careless attitude, he does take his assignments seriously, and the safety of his comrades in the field even moreso. Still, he's a consummate risk-taker, sometimes to his own detriment. When pressed on this, Adrian asserts a 'get rich or die trying' philosophy with little thought to the consequence of his actions beyond the resultant paycheck.
Off the job, he maintains his rambunctious nature, trying his best to keep himself and the people around him entertained, even if the antics are unwelcome at times. He thrives on positive responses - laughter, praise, anything that says his presence is having an impact on the room. He calms down a bit in more intimate settings; no need to put on quite a show for only one person.
Height
5'11"
Weight
160 lbs.
Notable Features
Adrian is fairly pale and his eyes are an unnatural shade of red, though his hair retains a solid black color. He's otherwise indistinguishable from a normal human if his eyes are covered.
Appearance
Adrian is lean, though definitely in shape, not that one can tell under the multiple layers of clothing or bulky armor he favors. Only in completely sunless environments like the inner decks of a spaceship or a subterranean colony will he expose more skin than his hands and face, and he nearly always has a pair of tinted goggles wrapped around his head or neck, if not actively covering his eyes.
Biography
Born the bastard son of a native spaceport worker and a spacefaring father he'd never met, Adrian spent his early life in subpar living conditions. Despite the presence of one of the largest ports on the planet, his hometown was, like most Trappist settlements, built mostly underground for protection from the elements. Much of the native population developed a lack of adequate pigmentation over time because of this, and the constant skin shedding induced by Adrian's mutations only exacerbated this condition. Trips to the surface usually ended with Adrian cloaking himself in a cloud of dust rather than subject his photosensitive eyes to the light of the sun any longer, and such grandiose displays quickly earned the young mutant a reputation as, well, a mutant.
Mostly shunned by the native community at large and confined to the lower levels of the city where the sun wouldn't reach, he spent much of his time around foreigners in the midst of their illicit back-alley dealings. They fascinated him, even if they wanted little to do with a mutant child either. With all their money, they could go anywhere; these travellers weren't confined to a single hole in the ground on a frozen rock in the ass end of the galaxy - or at least that's what Adrian thought. He heard of entire planets built for pleasure, and assumed that was just where all these people lived. Money would solve all his problems, but even a prepubescent Adrian could see his prospects were limited on TRAPPIST-1g. Most of the colony's revenue came from mining, though the job was hardly lucrative for the workers. Crime looked to be the most promising avenue, so Adrian tried to linger around as many unsavory characters as he could in order to try and glean as much information about the greater galaxy as he could.
This worked out about as well as one would expect. No ruthless crime lords personally invited a ten year old to join the ranks of their syndicate, no smugglers enlisted him as a courier to sneak drugs to their buyers, they just passed him by like everyone else. Except one. When he was twelve, he ran into some sort of lawman hunting a man in the depths of his colony. Noting a mutant as a rare find and potentially useful asset, the man informed the curious boy about the GBA in passing, and Adrian immediately seized on the organization as his ticket offworld.
His mother was hesitant to let her son enter such a dangerous profession, but she could do without the extra mouth to feed and the stigma of raising a mutant child, and thus gave the boy her blessing if not her encouragement. Once he'd fully enrolled at the academy, Adrian quickly tried proving himself in as many teamwork exercises as he could. His ability was versatile, and where some would-be tacticians were frustrated by his lack of tact in many cases, it was often offset by the advantages that near-total control over the enemy's visibility brought. Despite his usefulness to a team, he was - and still is - criticized by some as being too childish and nonchalant with his approach to the profession. He acts like he sees bounty hunting as a game at times, where the prize is money and the penalty for failure is injury and/or death - and he's not nearly concerned enough about said price of failure.
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Powers
Dust Bowl - The upper layers of Adrian's skin rapidly regenerate and can flake off into specs of pallid ash-like particles, which he can levitate and direct at will. The resulting cloud is dense enough to be employed as a smokescreen, unless Adrian wills it to diffuse enough that one can see through it, and he commonly uses it to mask his or his allies' movements on the battlefield. The particulate matter can also wreck havoc on delicate electronics, should it find a way inside, or simply induce a coughing fit in an opponent who forgets to cover his mouth. Adrian must be in physical contact with his cloud at all times to manipulate it, and can only control one cloud at a time, though it can be as amorphous as the space it inhabits allows.
Power Limits
Adrian cannot maintain control over any of his dust that breaks off from the main cloud, though he can begin directing it again if his cloud restablishes contact. Otherwise, the dust will stagnate and eventually settle on the ground.
As his dust is produced from the outer layers of his skin, shedding excessively in a short period can lead to rawness and even bleeding in extreme cases.
He also starts peeling if he hasn't shed enough dust in a few days. Gross.
The cloud is often as much of a visibility hinderance to Adrian and his allies as it is to his enemies, though he can alter the density of the cloud at will if he needs to take a quick peek through it. Otherwise, his policy is usually spray and pray.
Adrian's mutant physiology leaves him with many defects commonly associated with albinism; his skin burns easily in sunlight and his vision ranges from poor to abysmal, especially in bright environs. He typically copes with this using heavy clothing and protective eyewear.
As such, he's heavily dependent on keeping his helmet visor or goggles intact in combat if he wants to aim his weapon or operate outside during the day.
He can’t control the dust produced by sunburnt skin, it flakes off uselessly instead until the wound heals - though it does so at a much faster rate than a mundane human would.
Fighting Style
Contrary to what his mutation might suggest, Adrian loves to make his presence known on the battlefield, if not his exact position. While he usually lurks unseen in a plume of dust, he rarely makes an effort to hide from his quarry the fact that someone is approaching, though he does reposition himself frequently to keep his targets from discerning where in the cloud he may be. Adrian favors volume over accuracy in his shooting, due to the difficulties of aiming from inside his dust storm. To compensate, he's privy to drowning an area in a continuous spray of bullets or energy bolts until his cloud can overrun their position and give him an opportunity to advance with more impunity. At times where he's operating without cloud cover, Adrian favors the bold maneuvers and frontline vigor his armor was built for, constantly trying to push forward and overwhelm his opponents as quickly and brutally as he can.
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Daily Skills
Equipment maintenance.
Cleaning his own dust out of weird places. (He kinda has to be if he wants the air vents in his room to function.)
Combat Abilities
Misdirection and distraction.
Suppressive fire.
Mediocre grappling skill.
Area control.
Flaws
Adrian is hardly a marksman, and being the epicenter of an obfuscating cloud of dust leaves few chances to shine as one anyway. He can usually hit center mass, but he's nowhere near a trickshot artist.
His ability is less useful when he has to create dust from scratch, leaving him with little more capability than a normal human until he's generated a workable cloud.
Not very mobile when toting his full arsenal; reliant on cloud cover to reposition safely.
Tends to burn through ammo very quickly.
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Equipment
'Desert Storm' Tactical Combat Harness - A modified suit of armor more befitting a shock trooper on some desertified frontier world than a mere bounty hunter, customized to include reservoirs of Adrian's dust strategically placed under the plating in multiple areas. The suit is capable of vacuum sealing itself for use in space, however this prevents any more dust from escaping and cuts off Adrian's control of external clouds.
Adaptive Visor - Features varying levels of tint to adjust to ambient light levels, as well as a night vision mode and integrated baseline HUD elements.
Weapons
Heavy Plasma Repeater - A hefty piece of hardware, comparable to a light machine gun for kinetic weaponry purists, useful for laying down suppressive fire through a cloud of dust or just filling a target with so many holes he ends up more cauterized tissue than man. Adrian typically keeps this magnetically locked to a holster on his back in reserve unless the situation specifically warrants aimless gunfire.
Standard Issue GBA Assault Rifle - Adrian's primary weapon in the field, a simple and reliable kinetic weapon with semi- and fully-automatic modes of fire.
Personality At first glance there is nothing particularly intimidating about Marja. She does not bare her teeth. She does not growl. She does not waste breath on needless threats. She is polite. She speaks softly. Beneath a sea of platitudes and a soft smile swims a predatory creature. A being that lusts only for prey to hunt and blood.
For a barely contained killer, Marja comes across as a decent enough and even friendly person. She is agreeable up until the point of disagreement at which point she reveals a fiery temper, but she is quick to forgive and holds few grudges. Unprovoked, she is a keen conversationalist and fond of social situations. She maintains a deep dislike of all servants of the law outside of bounty hunters.
However, despite an affable personality, Marja relishes fighting and bloodshed. She is reckless in battle, testing her own limits and those of everyone around her with great joy. When cornered in a fight or grievously hurt, Marja has an unfortunate propensity for descends into a berserker rage.
Height Marja stands well over six feet tall, towering over most humans and mutants.
Weight She possesses a lithe, athletic build that hides the coils of muscles woven beneath her skin.
Notable Features For a feral close quarter combatant, Marja possesses very few scars, and those she does have date back to her early childhood, years before her powers had fully developed.
Appearance black hair the color of a Neptunian night brown eyes silver earring held in place on her right ear lobe with magnets gentle lips often pursed in a soft smile
Biography
Born in a corporate prison on Neptune, Marja entered the world in chains. Trapped by the crimes of her parents and a general sentence handed down by a corporate appointed judge, Marja was destined for a life of servitude, a life spent toiling away in the Neptunian Helium mines, until her body eventually, inevitably failed her. On Neptune the weak succumbed to the elements and lax safety procedures.
The frozen planet permitted only the strong to survive. Marja learned hard lessons eking out a life in the ice. She learned greater lessons still in the corporate penal camps. She learned to survive. She learned to never allow herself to be weak. She learned to smile. She learned to lie, even to herself, especially to herself. She learned to relish every morsel of food. She learned to steal. She learned to fight and she learned to kill.
Marja spent fifteen years in the corporate prisons on Neptune. Her parents perished in separate mining accidents, buried beneath tons of ice. Her older sisters died from the new exotic diseases that traveled to the corporate prisons with each new security team. Her brother abandoned her, securing a pardon from the corporation when he betrayed a planned prisoners' revolt.
Hatred was what kept Marja alive. Rage was what kept her warm. It took Marja sixteen years before she managed to escape the ice. Stowing away on a departing transport, she made her way off planet, bought a passable false identity, and sought out the GBA.
^ Biography is still WIP
Powers
Mutant Healing Factor - Since her early teens Marja has possessed the ability to regenerates damaged or destroyed tissues of her body at rates far beyond that of normal humans. This also makes her extraordinarily resistant to diseases, drugs, and toxins.
Enhanced Speed and Strength - Marja is superhumanly strong and fast, making her a deadly combatant despite her preference for close range combat.
Power Limits
Red Sight - Perhaps as a result of her mutation, Marja possesses an unquenchable bloodlust. With every passing moment of combat, with every bullet that hits her, with every blade that cuts her, and with each painful reminder that she has been hurt, Marja experiences a growing madness that drives her deep into a berserker rage. In this state she is capable of prodigious feats of violence, but loses all ability to discern friend from foe. While this rage may keep her fighting, when she has lost control, Marja is as destructive to herself and her friends as to her enemies.
Long Rest - Following one of her infamous rages, Marja feels exceedingly weak and requires sleep or drugs to deal with the quantity of pain that hits her all at once.
Fighting Style
Marja has embraced her animal nature and the mutant genes that course through her. She comes alive in the chaos of combat, channeling her keen instincts, her prodigious physicality and her ferocious rage in pursuit of her bounty. She is a cruel, merciless fighter who relies on brutally efficient attacks that aim to maim and kill her foes with the least amount of effort. Her combat instructors at the GBA academy often chided her for fighting like a feral animal rather than as the bounty hunter they were trying to mold her into. She maintains however that she is simply unwilling to let thoughts or hesitation slow her down.
While Marja is capable with all manner of weapons, she favors her bladed weapons or failing that her hands.
Daily Skills
Survival Training
Basic Repair And Maintenance
Passable Pilot/Driver
Efficient Cleaner
Nimble Hands
Combat Abilities
Close Range Combat Specialist
Proficient Ranged Fighter
Brutally Strong
Iron-Willed
Fast
Flaws
Marja is completely uninterested in the finer nuances of combat and prefers to tackle problems head-on. She is stubborn, slow to adapt, and overly reliant on her ability to shrug off wounds that would kill lesser beings. Reports from her time at the GBA Academy also indicate an alarming propensity for unnecessary violence, tempered only by the restraint she generally chooses to exercises while pursuing a bounty. However, among the fresh wave of GBA Academy graduates her bloodlust has already become something of a legend.
Equipment
Bounty Hunter Outfit - To intimidate her bounties, Marja wears a sinister garb. A steel helmet battered by kinetic and laser scorch marks is completed with a ballistic mask that hider her face. She wears a thick black coat of lightweight nanofiber weave layered with chainmail, over a simple set of combat clothes. To polish off her dreadful appearance she wears black combat boots adorned with spikes and matching set of black leather gloves.
Machesky CH 754 Helmet - Nothing fancy, Marja's helmet comes equipped with a reliable communication system, basic HUD, navigation system, and low-light vision enhancement.
Armiger Technologies Recharging Energy Shield - To compensate for a reckless style of fighting, Marja utilizes an energy shield that is capable of absorbing incoming damage. However, once the capacity of the shield is exceeded it shuts down and requires time to recharge.
Chova Aerospace HECS (Hostile Environment Combat Suit) - When required Marja wears a Hostile Environment Combat Suit. The thin, tight-fitting, puncture and tear resistant suit covers the whole body and face. Although not a full space suit, the suit offers limited vacuum protection for up to two hours, as well as protection from hot or cold environments and chemicals. Critically for operating in oxygen sparse environments such as space the suit contains an internal supply of air that allows for one hour of combat operations.
Weapons
The Final Point - Marja wields a large estoc, a two-handed sword with a straight, sharply pointed triangular blade designed to pierce even the thickest of armor. Laced with a proprietary material the blade is resistant but not impervious to damage from laser or plasma weapons. Given her great strength, Marja often wields the sword one-handed and seems little slowed down by the blunt edges of the massive sword.
Can Opener - For more intimate close range encounters, Marja relies on a cruel war hammer wrought in entirely in plasma resistant steel. A versatile weapon, the hammer has spikes on the side and top of the head, as well as a spear-like spike on the fore-end of the haft.
Toothpick - Instead of the standard GBA combat knife Marja uses a grim misericorde, a long, narrow blade capable of striking through weak spots or gaps in armor.
Fuji Integrated Security "Door Knocker" - To provide some level of ranged firepower, Marja carries an antiquated, brutal looking revolver on her person. Nicknamed the "Door Knocker" the heavy revolver fires a powerful kinetic round and is useful as a bludgeoning tool when it runs out of ammo.
Pets
Keeps a pet rock that she occasionally uses as a weapon.
Home Planet Junthor - A habitable planet located in the Armstrong Nebula, far out from the Sol System. [WIP]
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Personality Left to his own devices, Owen's facial features drift towards scowls and frowns as his task-oriented mind goes from one mental checklist to the next. While this has the unfortunate side effect of making him appear hard to approach or perpetually angry, all one has to do is call out to him to see what's going on in his head. Get his mind off the task at hand and it'll reveal a man beneath to be gruff and foul-mouthed, but no less friendly for it. Said man is one possessed by such passions for personal freedom, even if he willingly chains himself to a job and obligations; for drinking and partying, though he holds himself back for fear of becoming dependent; and for keeping people's spirits up, even if he is berating himself for one thing or another.
When he's not so job-driven Owen finds himself enjoying the simple joys in life, such as an occupation that lets him play to his strengths, a big paycheck, and a chance to explore different locales throughout the galaxy to find new flavors of food and drinks alike (maybe even a new something to take that edge off). A casual sort who can be surprisingly whimsical, easily hopping from one train of thought to another as he tries to make others smile or laugh.
Then there's the side of him when he's begun to let loose and be free of the shackles. The side Owen is keenly afraid of and chafes against. While he is a man who can indulge in a drink, sometimes it seems all too easy to go over the edge and drink just a bit too much. Maybe he'll act out in a wild manner, or maybe he'll seek for something stronger. Maybe tomorrow will leave him unemployed or apathetic. But it's likely something insane will have happened in the mean time that will have its repercussions.
Height 5'08"
Weight 190lbs.
Notable Features -Left-handed. -Has a habit of making stashes of equipment he finds to be valuable and difficult to part with. It also applies to liquors that he'll keep carefully hidden in some areas of the ship. -In direct sunlight, his brown eyes appear to have a golden cast to them. -Names his equipment as his way of claiming them, and is not above having conversations with them while performing maintenance.
Appearance Brown eyes set in a narrow face, wavy brown hair with shaved sides and a full yet closely-trimmed beard are immediately among the first traits noticeable about him. Broad shouldered but lithe in frame, he has a deceptive amount of weight in his form with little doubt to much of it being muscle he's built up over the years. The cybernetics replacing his right forearm match the color of the rest of his skin, but lack any fake flesh to hide their nature. The palm of his right hand has a small black disc where the kinesis fields are deployed or draw objects to.
Clothing-wise, Owen often goes for a simple white or grey t-shirt over a pair of blue jeans and brown work boots. When getting off the ship into public or cold temps, Owen opts for a thick brown longcoat with dark brown fur lining that extends to his thighs. When venturing out, he'll always be sure to bring the Grim in a holster on his left.
Biography The oldest of three brothers, a father who died a soldier, and a mother who began letting herself go on one drug or another after his old man's death don't make for a very stable upbringing. Unless you count the upbringing that Owen himself tried to make for them. Mom might have still been around, but her employment was in flux, and her habit made her unreliable. He had to do the cleaning, the cooking, laundry, and before he knew it, it seemed like he would take over almost all parental duties.
By the time he was 13, Owen found himself taking his own education home with him in a series of textbooks and online classes while he managed his own source of income in order to take care of his siblings. While they remained as normal as they could, school by day, home by night, mother on the couch in her own world, Owen found work doing odd jobs around the local town. Eventually, it led him to the darker side of his home, with smugglers and drug dealers that turned out to want the help of a young, unassuming teen who wouldn't get too much attention. It was profitable, so long as he kept his head down and minded his business, and it even afforded certain opportunities. Like testing out some of the merchandise firsthand. Firearms, drugs, and a few cybernetic bits here and there made it an experience he reveled in during his time.
For the next few years, Owen delved into that dark world, grew up in it. He helped to move and guard shipments of unsavory and often illegal items. They taught him to fight, to shoot to kill should things go wrong, and by the end of the job, he and his few friends would party thereafter. There were nights he never made it home. Nights he found himself quietly strung out or drunken into a stupor. They were followed by mornings of worry and fears. Sometimes he rushed home to find things were taken care of just fine and that his mother had stepped up that day. Others, he'd find her still hopelessly lost in a daze and his brothers fending for themselves rather well.
Having been 3 and 5 years younger than himself, respectively, Owen found pride in them learning to be self-reliant, or managing the house chores well enough without their mother's guiding hand (or even his own). Still he felt ashamed and responsible for them. Yet as much as he tried to care for them when he was there, between studies and work, they found small ways to show he was doing alright. A thank you card here, or a meal they prepared for him there, and even his mother sometimes seemed in on it. She was getting better, it seemed, while he may have been getting worse. Owen quietly feared that he was a burgeoning hedonist with vices of his own.
All things must come to an end, however. Many business ventures tend to come with drawbacks, like law enforcement disagreeing with your way of life. Owen's friendship with a particularly well-prepared member of the ring ended up saving them both and prevented them from being identified as a part of the group's activities when law enforcement came knocking. Once safely separated from the ring, they parted ways.
Owen's family relocated to one of Saturn's moons, putting them firmly in the Sol System and giving them a chance for better employment and education. Owen being out of a job, and his mother's current lack thereof, they had to make do with a nest egg he'd been piling up over the past few years. With Owen's vocational skills being limited mostly to "firearms training" and "dirty work of various sorts", he sought work thereafter as a mercenary. GBA happened to be a pretty attractive possibility, even if they usually didn't take 18 year olds. He could be trained, could do the hard work, and he's shot a few people in the past, when needed. How much different could it possibly be?
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Cybernetics -Kinesis Module/"Kinetic Buster": A cybernetic forearm attached to Owen's right arm below the elbow. Constructed of flesh colored metal plates. The arm contains a module that can project a kinetic field capable of manipulating objects of inorganic matter, such as cups and metal bars, giving its owner limited telekinetic abilities. With it, the user can pull in objects several feet from the device's palm. The module also allows Owen to release a burst of kinetic energy in a 90-degree cone from the user's palm strong enough to launch most human bodies away, and can be used to push its user about in a low- or zero-gravity environment.
Cybernetic Weaknesses -"Kinetic Buster": While the Kinesis Module can be used frequently and Owen often uses it mundanely, the burst requires several minutes to recharge and overheats the arm upon the second consecutive use, rendering the Kinesis Module temporarily inoperable and making this a situational tool best used to get out of a bad spot.
Fighting Style Feeling himself an "all-rounder" sort, Owen tries to manage many roles. Primarily, he finds a home in the field with his versatile Agrona rifle, able to swap bullet types on the fly to match the needs of his fellows on the field in order to keep pressure on the enemy. However, Owen is entirely capable in close-quarters combat and is able to put his Grim shotgun to good use alongside his kinetic buster. While unrefined in hand-to-hand combat, Owen can use his kinesis module on the environment to make himself difficult to predict and quickly find weapons outside of a normal person's reach to apply on an opponent.
Combat Abilities -Armor piercing rounds, hollow point rounds, and dragon's breath in Owen's kit provides greater coverage for situations. -Kinesis module allows for creative combat choices involving objects throughout the environment. -Kinetic buster makes for a capable disengagement tool and gap opener in melee combat. -Choice of deployables allows him to remain effective in the field for one reason or another.
Flaws -Cybernetics are limited to his right forearm, and two shots of the burst are enough to prevent him from using kinesis of any sort for several minutes, unless he can find an alternate method to cool it down thereafter. -Normal human. If nothing else, Owen lacks any particularly special durability afforded to him beyond his natural human parameters and a suit of armor. -Limited resources! His ammunition won't last forever and there is no guarantee he can find something in the environment to help him fight.
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Equipment -"Catty": A prototype test suit for the next version of Cataphract hard suits produced by Ashfeld Industries. Where a Cataphract is intended to be a heavy-duty suit primarily used by soldiers within atmospheric boundaries, this suit was made as AI's attempt to break into the EVA market with pressurized suits that allowed soldiers to maintain the fight in-atmo and out. Sadly, it never made it to production largely due to having too little protective ability for AI's exceptionally high standards in spite of the lightweight and very mobile design. Nonetheless, it's exceptionally durable and able to withstand several shots by high-powered kinetic weapons before the pressurized seal is compromised. Owen received this suit as a graduation present from a certain old friend he hadn't seen in over 8 years.
-SA-22 Smoke Grenade/"Duster": Smoke grenades capable of covering 30 foot radii with a thick fog. Owen tries to keep one on him for every mission.
-XM-47 Anti-Mutation Personal Personnel Field/"Mute": An anti-mutant device that, when armed, activates on a 3 second timer. When activated, the Mute emits a field on the nearest organic being that disrupts and destabilizes their powers. The Mute is made to attach onto its targets' clothing, armor, or bare flesh via a set of three-pronged hooks attached to one side that grip when the timer completes. Expensive and difficult to find, Owen has a very small stash. He always enters the battlefield with one and tries to recover and reuse it after every mission.
-XM-C81 Cryotechnic Grenade/"Frosty": A grenade on a 5 second fuse that, when detonated, releases a wave of cold energy approximately 15 feet in diameter. All terrain and beings in that range becomes covered in a thin sheet of frost that has an adverse effect on mobility, potentially halting the activity of those affected for a short time. Owen deploys with one on every mission.
Weapons -F&U-55 Agrona Marksman Rifle/"Aggro" (Pictured with armor): The Agrona is a kinetic rifle capable of 12 rounds per magazine and Owen keeps a variety of cartridges for use on the field. Armor piercers and hollow points deploy with Owen when he steps on the field, and he carries a single magazine of each in order to best be prepared. He also carries 3 explosive rounds, but relegates them to selective use due to their cost and potential for collateral. Just because you have a stash doesn't mean you need to use it.
-Sirius F&U-72 Shotgun/"Grim": A double-barreled shotgun Owen uses as a sidearm in close quarters. Situated in a lock-holster on his right hip while suited up, or on his left in casual environments off-ship. While on-mission, Owen carries 2 dragon's breath shells as an "anti-engagement" strategy, and several regular shells otherwise. Named for the friend who saved him from falling with the rest of the smugglers' ring.
Pets None yet.
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Likes -Thrifty purchases! -Cooking! He considers it therapeutic and a great release of stress. Has a preference for cooking meat on a charcoal grill but makes do with gas or stovetop. -Alcoholic beverages. -A sense of familial camaraderie between individuals. -Being prepared for situations to arise.
Dislikes -Frivolous spending. -Stimpacks. He picked up a mild addiction to them that he battles to the present day. It's not unusual for him to turn one down if he believes he can make do with the injuries he's sustained. -Morning after a hard party.
Fears -Becoming an addict. His mother has always been a looming example of it. -His brothers turning out like him. That he claims responsibility for raising them makes it seem all the more likely they'll take up his previous lifestyle.
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Quotes "Bastards above don't care for the people below. So we make our own way."
Notable Features: Dianas eyes are digital displays, and her pupils change unconsciously based on certain factors, including mood and diagnostic displays when necessary.
Appearance: Her body is crafted in the image of her predicted looks, had she grown up biologically. As such, there are few outward signs of her technological nature, outside of her eyes. Her skin, while a very good replica of human skin, isn’t quite perfect, and can be seen as artificial by someone familiar with such differences at distance, or up close by anyone.
Biography: When Diana was 8 years old, she and her parents, both members of the GBA, were victims of a terrorist bombing, critically wounding Diana and killing her parents instantly. Diana's injuries were so severe that the doctors immediately put her in a medical coma and used a medical brain-jack to connect to her mind and tell her what was going on. Outside the hospital, her parents' deaths had triggered a letter to be delivered to her parents lawyer and close friend, a GBA company lawyer by the name of Christoph LeVaughn, asking him to watch over their daughter.
When Christoph arrived at the hospital, he had managed to contain his grief for his friends, and went in to see their daughter, where the doctor told him that the only major organ that wasn’t heavily damaged was her brain, somehow, and that the only way he was sure that Diana would be able to regain full functionality was full cyberization. Christoph was brought in, and Diana was informed through the brain-jack that the best choice for saving her, if she chose life, was to become a full cyborg, but it would mean effectively becoming GBA company property for an unknown amount of time to offset the cost. Diana responded with a question: “Can I find the people who killed my mom and dad?”
After 6 months in the hospital, Diana was discharged in a fairly straightforward cybernetic body, where she started dealing with the new challenges that came with a body that only looked like her old one. During her year and a half of adjustment preceding her enrollment at GBA Academy, she learned all she could find about the group that killed her parents and ruined her dreams, hoping to find something that she could use to find them once she graduated, but she failed. However, she found plenty of information on their past operations, uniforms, and symbols, and vowed to avenge her parents on any cells she found. Her guardian tried to help Diana where he could, but was only just able to pull Diana out of her bullheaded obsession three months before she was to depart. Those last three months, she would say to anyone who asked, were the best time she’d had since the attack.
On her first day at the academy, Diana met her classmates for the first time, and one thing became clear very quickly; she had completely forgotten how to socialize and make friends. This led to predictable challenges, as she worked to relearn teamwork, friendships, and more. Indeed, her work in this area is still incomplete, although she has made a lot of progress, in large part to a fellow student, Syka Alexeyev, who quickly befriended the awkward young cyborg. By the end of their time at the Academy, the two were close friends, doing much to bring Diana back out of her shell.
These troubles were in part because the majority of Dianas free time, and her dorm room itself, were spent in the R&D Labs, where the GASP unit, and its accompanying modules and features, were created, tested, and integrated into Dianas cybernetic body. This required her to be present for large portions of the process, preventing her from participating in campus life as much as the other students, and requiring her to be silent about what she was doing to boot, as the tech was, and still somewhat is, considered a company secret.
Even with these setbacks, however, the socializing she was able to do let Diana graduate with honors, and she was ready to set off to find the group that had her parents and others killed.
I feel I should explain the random bolded and capitalized words that will be appearing shortly. Most of her abilities, weapons, and such will have an amount of Draw applied to Dianas Power Core. During day-to-day usage and light ability use (power draw <= 33%), the Core is able to deal with all waste heat, keeping her body at normal human temperature or slightly above, but when under combat load (power draw > 33%) heat builds up, and she will have to stop and release the heat or risk an emergency shutdown.
Power Draws & Meaning:
Low: These systems put a small but noticeable drain on the system, requiring 1 Unit to activate and maintain.
Medium: These systems put a moderate drain on the system, requiring 3 Units to activate and maintain.
High: These systems put a large drain on the system, requiring 6 Units to activate and maintain.
Extreme: These systems put a, well, extreme drain on the system, requiring 9 Units to activate and maintain.
Cybernetics:
Modified Reactor Core: A military-grade power core that has been modified by GBA technicians for use with the experimental GASP unit, it sits where the heart would normally be. This Core grants 12 Units of Power.
Gravity Adjustment System - Personal (GASP): The piece that makes all the cool shit go. This device is passive, and enables her other abilities. The device also automatically compensates for her ability usage, to prevent her body being damaged by her own abilities. It rests in Diana's chest, opposite to where the heart would be.
Limit Break: A modification of dubious legality, the Limit Break chip allows cyborgs to push their Core past its safety limits for 5 minutes, granting a 50% increase in available Power, but once used the chip needs to be reset, or in the worst cases replaced, and available Power is cut by 50%.
Enhanced Cyber Eyes: These cybereyes double as an AR interface & HUD, and can interface with prepared equipment. They also have optical zoom and infrared capabilities.
Armorweave SenseSkin: This synthetic skin allows the user to retain a sense of touch while also being protected by an equivalent to body armor, able to stop most low- and mid-caliber small arms. This comes with the caveat that the user feels each hit, and would generally be best served by doing their best to avoid even the hits they are sure they can take.
Neural Enhancement Implants: Implants built directly into the brain using special-made medical nanites, these implants greatly improve brain functionality, and are most often used in analysing complex physics problems to assist the GASP unit, and make sure it is running and interfacing properly.
Brain Pod: The heavily protected brain is surrounded by a nanite mesh that connects it to the cybernetic body, as well as a layer of thin but strong armor. For worst case scenarios, the pod contains a small backup generator devoted to keeping the brain alive in case of emergency.
Cybernetic Body: This cybernetic body has been heavily modified by GBA technicians, and comes in two modes, Civilian & Combat. While in Civilian mode, all weapons systems are disabled, and the body is kept within the physical limitations of a particularly fit human, although lite usage of the movement capabilities of the GASP unit is permitted. [33% of max Units of power are available in Civilian mode] In Combat mode, the safety interlocks are removed, and Dianas full combat capabilities are unlocked, including full use of the Core, the GASP unit, and her other abilities. This body is also host to numerous experimental subsystems that interact with the GASP unit to accomplish various things, and is built to be extremely resilient due to the forces it is required to deal with daily.
Forcefield Generators: Forcefield generators with the same strength as her armor are built into strategic locations on her body, and require Low power draw to use. While the Limit Break chip is active, the generators can be overloaded to provide heavy energy weapon defence for Medium power.
Weaknesses/Flaws: A skilled hacker could shut down or mess with her tech, an EMP field or blast could shut her down or temporarily scramble her systems, and her gravity adjustments don’t actually change her durability. Diana also has to be careful to manage her heat, as overheating in the middle of battle would be unwise. She is also very bad at stealth, her idea of picking a lock is shooting it.
Lastly, a lot of her body is still experimental tech, well tested and well made, but still new and prone to potential bugs, errors and other flaws. Also, don’t let her near a kitchen, she is an incurably incompetent cook.
Fighting Style: Diana's fighting style is that of a whirlwind of destruction, constantly in motion and able to attack from nearly any angle. Her GASP unit allows her to move across surfaces most can’t, combined with the greater speed and strength lent to her by her cybernetic body allows her to move around the battlefield quickly to flank enemies, take out priority targets, and keep her enemies guessing. She has been trained in military cybernetic CQC and Firearms techniques, and has adapted them significantly to account for her particular capabilities.
Daily Skills: Living as a cyborg full of experimental tech, and working closely with computer and cybernetic technicians, for 9 and a half years gives you a pretty good grasp of computers and cybernetics. Diana is a competent hacker, coder and cybernetics technician due to this, and can operate and understand the outputs of a variety of data gathering equipment.
Combat Skills/Abilities
Wall Walker: By channeling the output of the GASP unit through emitters built into her hands, feet, elbows and knees, Diana can move as normal at any orientation, across any surface able to hold her apparent weight, at whatever speed she can reach. This ability requires a Medium amount of power.
Weight Adjustment: Diana can adjust her personal gravity to alter her body's mass, allowing her to increase or decrease it for a variety of effects. This ability requires power proportionate to the degree of adjustment, and can only reach Extreme power draw with the Limit Break chip active.
Gravity Well: This ability can ONLY be used when Limit Break is active. This ability temporarily overloads her built-in gravity emitters, allowing her to briefly apply the full output of the GASP unit to whatever she is holding onto, and she must be in contact with, or in very close proximity too, her target with as many emitters as possible. After deactivation, the GASP unit emitters are temporarily disabled. This ability also draws greater than Extreme, requiring 12 Units. If this ability is somehow still active when the Limit Breaker chip burns out and deactivates, an immediate Emergency Shutdown is triggered.
Flaws: Keeping Diana at long range is somewhat effective, and she only has close- and medium-range weaponry, and she suffers from many of the weaknesses of most cyborgs, such as vulnerability to EMPs. Also, while a hacker wouldn’t be able to take over her brain, one could certainly, with some skill, trigger an emergency shutdown of her Core, or mess with equipment some other way. If heat builds up too much without release, her body with shut down and begin venting heat any way possible until it returns to within safe operating temperatures.
Equipment:See Cybernetics
Weapon: Diana uses a pair of experimental weapons designed to synergize with her GASP unit, and can switch between sword hilt and pistol forms with a mental command and a few seconds time. She uses them to focus the output of the unit into plasma bolts or blades depending on the form, and can refine how the bolts or blades are formed.
In Pistol form, without the addition of her installed gravity tech, the Foci are standard heavy energy pistols, but Diana can use her GASP unit to enhance Power, Range, and/or Penetration. Each shot modification has a Low draw on top of the pistols normal draw, the Pistol form itself has a Low draw, split between both pistols, and can be powered with standard handgun power packs if you want to use it as a normal pistol.
In Sword form, one or both of the Foci transform into one-handed sword hilts with crossguards. Diana can then use the GASP unit to extend and shape twin energy blades with a maximum length of about half a meter each. This form has a Medium draw.
K Y R A W Y N K “A killer with the manners of a rabbit - this is the most dangerous kind.”
Codename "Bunny"
Age 22
Gender Cisgender Woman
Species Human
Ethnicity Cambrian
Home Planet Traxatis - a lush, completely terraformed planet with a booming economy as well large working and under class population. Traxatis has 9 countries with Cambria being the largest and most economically developed. ———
Personality Generally eager to make friends, Kyra is likely to try to strike up casual conversation and is supportive of those around her since she lacks any kind of personal connections. Kyra does have a tendency to get frustrated with herself at times and can be short or desolate because of it. She is well aware of the fact that she isn't intimidating so when trying to get information or favors from people she will play up the sweetness to try to get what she needs.
Height 165 cm
Weight 61 kg
Notable Features Kyra has a “33” tattooed between her neck and shoulder. She has no other tattoos at this time.
Appearance Athletic hourglass build, impish facial features, somewhat pale skin due to spending most of her time training in simulated conditions while indoors, long black hair, no major scars, hazel eyes, freckles. Kyra’s small but not tiny stature allows her to blend in almost seamlessly in crowds. Her face often makes her come across as innocent and/or non-threatening. Languages English
Biography Kyra Wynk was actually born Kyra Milliken to her young parents, Morviz and Ceana Milliken. The Millikens have a fortune which began centuries ago. They’ve invested into countless businesses and control much of Cambria through politicians funded entirely by the Millikens or their businesses. Ceana was a socialite and a built in public relations manager while Morviz is also the CEO of Milliken Co., one of the highest grossing companies in the surrounding solar system.
Morviz was hoping for a male heir but began training Kyra to take over the family’s company nonetheless. As Kyra grew older, she objected to many of the family’s business practices and often argued with her father on his ethics and attempted to sabotage his political plans. When Kyra was a young teen, her father began investing in creation of a male heir. Guaranteed on genetics and sex as the zygote was carefully crafted in a private lab for later implantation, Morviz quickly set to splitting the business to be shared between his two children, with the majority of power and shares going to his unborn son. Soon after, Kyra discovered her father was guilty of fraud, embezzlement, the use of illegal labor, and blackmailing among other scandals. She attempted to expose him to the public during a private event, being too naive to realize just how corrupt the upper class and their direct circle was.
After the somewhat embarrassing fiasco, Morviz demanded complete and unquestioning loyalty from Kyra who fiercely refused. He warned her that he would remove her from the will and disown her, leaving their entire fortune to her zygote brother. Finally, Kyra agreed with her father on something. She would no longer be involved in manipulation of the masses, keeping the underclass poor and starving, stealing from the working class to prevent them from moving up in the economy. Kyra failed to realize just how much corruption plagued the galaxy and was happy to give herself a fresh start. She chose the name Wynk from a character in a comic to separate herself from her family and any negative associations her father’s corrupt dealings may have fostered and promptly left home at the age of 16.
Kyra quickly realized how hard it was to make enough money to support a comfortable life. She sought out a spot in the academy and was accepted at 17 and spent the next few years training amongst humans and mutants far more capable and experienced than herself. With no family, friends or hobbies, she spent all her free time conditioning and training to be comparable to her peers. Finally, she graduated at freshly 22. ---
Cybernetics Kyra currently only has one cybernetic enhancement. She wears a piece that goes from her ear canal in a circuit to right above her left brow. The piece above her brow will project a screen that allows her to see at night and improves her vision greatly, the piece in her ear enhances her hearing to inhuman level. Both of these being only on the left side, however.
Power Limits The cybernetics are only worn on her left side as she is right hand but left eye dominant. Meaning that it can occasionally be hard to pinpoint exactly where the noise she picked up is coming from or causing her to miss something in her right peripheral that she may have noticed with the cybernetic, for instance. Fighting Style Kyra was trained in predominantly basic hand to hand combat. She lacks knowledge in any martial arts or more advanced fighting styles. She tends to stick to firearms when able to.
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Daily Skills |People skills - Kyra is friendly and able to put people at ease and make them feel welcomed and heard. Often useful for smoothing over issues with others or finding out information without bringing about too much suspicion. |Organization - Kyra is highly organized and her brain compartmentalizes easily. When Kyra is involved in a mission, nothing will be forgotten or misplaced. |Efficient medic - Kyra is not qualified for any major surgeries or amputations but can help heal something more minor quickly or keep a teammate in stable condition to get them to a qualified doctor or med bay.
Combat Abilities Kyra walks opposite most humans, from toe to heel at all times, making her steps nearly silent even when walking casually. With the use of her cybernetic she can also be hyper aware of just how loud her movements are and will use this to her advantage to make them smoother and more quiet when needed. With her enhanced vision and proficiency with a rifle, she is exceptional for distance attacks. She can hold her own against another human without enhanced strength and can take quite a beating.
Flaws Kyra lacks experience with mutants especially and is not much of an opponent alone for close range fighting with an opponent of enhanced strength or with mutant abilities. Kyra will most often need her crewmates to succeed.
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Equipment Kyra often wears a simple bodysuit fitted with think pieces of projectile repelling armor in critical places to not limit mobility too much. She wears a utility belt where she carries a sharp locking knife and important supplies. She also has boots she wears specifically on missions fitted with Cloudfoam™️ soles which further soften any sound of her footsteps.
Weapons Most often, carrying her suppressed rifle (with a custom fitted scope) which can use either standard bullets or electricity to fire. Always carrying her locking knife meant for hunting. Occasionally she will swap her rifle for a baseline firearm and/or a pair of pistols. However, since her accuracy decreases a bit with handguns, she prefers to stick to her rifle.
Pets None for now
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Likes Street food and junk food Music Liquor Animals
Dislikes Corruption and injustice Pain Recovery time Cooking Waiting