Description: Samuel has an extreme understanding of the flow of battle, how enemies will react to his actions, and how to properly position himself and use his abilities for maximum effect.
Indominable Soul:
Description: Samuel has a heart made of steel, he has resolved his heart against all pain, all hardship, and everything before him to find his way to his goals. Increases resistance to all Mind Magic, greatly increases the effort needed to be mentally and physically be stopped and broken.
Weapon of the Weak:
Description: Samuel was born sickly and weak, he was not physically gifted, yet he had an aptitude for studies. He was not a super genius, but he worked his intelligence and learned as much as he could, forming a blade of wit and smarts.
Millard:
The Hands of God:
Description: Millard's skill as a doctor is second to none. His hands on and off of the battlefield has saved the lives of thousands, his understanding all that is living and that can afflict the body is second to none. May it be foreign, alien, or even magical, Millard has proven time and time again his hands can heal anything, even the body of alien species.
The Blade of Lucifer:
Description: As the hands of god gives life, the blade of his creation can take it away. Millard has practiced very extensively in close range combat, as his knife skills are among the best. His knowledge of any physical body he looks at, plus his deft hands makes his knife work lethal enough to be a threat to anyone or thing.
The Body of a Soldier:
Description: Millard has been a soldier for 20 years, he has been in his best physical shape he could have been in his entire life. Even with the abuse of drugs, alcohol, and physical toil, he can still keep up with the younger generation, he just might take it a bit slower.
The Witch Doctor:
Description: Millard has spent quite a few years studying toxins and poisons of all kinds, knowing what to look for and how to stop them. Yet with years of making antidotes, it was only a matter of want to create such weapons yourself. Millard is a Toxicologist and is able to create Poisons and Toxins that can afflict any creature, and the antidotes to cure them.
Warrior's Wit:
Description: From Millard's years of training as a soldier, he has been taught how to fight in any scenario, from guns, to melee, to having nothing but your boot strings and the handcuffs you just got out of, he can fight with the best of them.
Tarak:
The Luck of the Devil:
Description: No matter what might be said about Tarak and the misfortune he has been sent through, one thing has always been known, he has the Devil's own luck. May it be that he has stolen it for himself, or he was just born to be lucky, one thing is for certain, if the odds aren't in his favor, he can always pull through, as long as there is still just a singular chance.
A Born Leader:
Description: Tarak has a natural affinity to inspire and lead, his skills are ingrained into him as he has a soul to comfort and a will that can spur people to follow. His skills can lead people to do what must be done, and allow them to feel confident even in their most trying time.
Wisdom of the Wolf:
Description: Tarak's insight and instincts are beyond that of a normal person's. He is able to read deeper into most things as his intuition is that of a seasoned detective. His deductions skills were fostered from his years as a bounty hunter and mercenary and then honed down when dealing with the many different children and people while being used by the Ascendancy. Yet his skills weren't just deduction it also is supernatural hunting instinct. His thoughts on their movement, how they'd react, and even where they are almost seem like he can read their mind. Yet this comes from years of experience from life or death experiences where a wrong move might mean he misses his mark, or worst, he becomes the prey.
Determination:
Description: Through all hardship, Tarak has never lost his will and drive. He has resistance to all forms of physical and mental attempts to 'break' or control him. While his spirit and body are strong, through years of having mind magic used on him, Tarak has gained a greater resistance to mind magic entering and doing as it pleases.
Master of Movie Fighting: Gunkata
Description: A form of firearm and martial arts combat that focuses on close-range gunfighting with a mixture of martial arts grapples and strikes for effectiveness in most forms of close to mid-range gun-fights.
Golden Body
Description: Tarak's body is literally at the peak of what it can be, living a life that is more difficult than any other, his body is a testament to his life. It's not one made for vanity nor showy, his body is a slab of muscle that has done everything he needs it to do and the scars prove as such. He is at his peak and will stay here for a very long time, he doesn't tire easily, is very strong, and has fantastic dexterity and agility. However, he has something very peculiar about his body, he is able to regenerate beyond normal means making mere stabs and bullet wounds will heal after a few moments, and the body will quickly stabilize things like missing organs and limbs rather than them being immediately lethal, however, he can have only one thing being stabilized at a time. A thought can be had it might be attached to the spinal Cybernetics upon his back that he dislikes people touching.
Would it be too late in the story to join? I'm thinking of making a damaged combat AI, what's on my mind is a robot primarily meant for combat with a damaged personality structure, causing interactions in conversation to be somewhat strange at times.
Would it be too late in the story to join? I'm thinking of making a damaged combat AI, what's on my mind is a robot primarily meant for combat with a damaged personality structure, causing interactions in conversation to be somewhat strange at times.
Physical Description: Nirrti is a 10 foot tall combat mech, designed for heavy infantry combat. The chassis of the bipedal mech is clad entirely in armor, the head affixed to the neck, with no moving parts, and serving as a sensor hub for situational awareness, with an antenna sticking above the left side of the head for networked communications.
Weapons: Nirrti's weapon loadout is not fixed, being able to utilize most handheld weaponry, including heavy weapons such as HMGs with ease. She, however, utilizes an assault rifle if no one equips her with any weapons. In case of lack of weaponry, she can also use her chassis for combat, capable of bending and ripping away metals and some kinds of armor.
Character Traits:
AI Awareness: Being an AI, Nirrti can respond to something new faster than humans can.
Machine Strength: While not as strong as industrial grade equipment, Nirrti is capable of impressive physical feats.
Connectivity Suite: Thanks to Nirrti's antenna, she can interface with networked machines on a wireless network or various other things, so long as the system isn't too hardened. This poses some risk to vulnerability from cyber warfare suites when connected, however.
Short Bio: Constructed by a now defunct PMC by the name of Wetware Defenses, the ownership of Nirrti has been passed by many hands, usually bloody hands. Being tasked to do things she was never designed to, and reprogrammed by many hands, her personality isn't exactly the most stable thing. Her current programming serves as a form of Battle AI, representing a supposedly living being of choice in personality, and surpassing them in skill. Considering her current personality isn't steady, it's safe to assume that she is now based around a concept rather than a person.
Originally developed to serve Wetware, her combat capabilities lead to many pirate gangs sending her to assassinate targets, with shifting hands, she attacked targets on all sides. Recently, though, Nirrti has developed her own "free will", capable of rejecting orders, she wandered through many junk yards and salvage stations to find an honorable group she could serve.
Through her travels she has been assaulted by her former owners, who sought to retrieve her for their own usage once more. She didn't hesitate to eradicate them when she found the opportunity to. Having discovered Moonstrike's existence, Nirrti had asked to join, amazingly, the probably insane AI had made the mark and got in. However, Nirrti ended up being transferred to Natasha's team, only time will tell how she'll react to these people. Boarding a ship awaiting transfer, she had entered an idle state, waiting a bit too long to wake up.
Status to Humans: The Kel'ta tend to see humans as painfully attached to bloated systems of governments and causes so large that they are far removed from any actual individual impact. This is exacerbated the massive difference in lifespans. Outside of that it is impossible to determine a generalized outlook from so individualistic a species.
Life expectancy: In terms of biology they are functionally immortal as far as anyone can tell but they tend to 'socially' die every two or three hundred years. Generally by the time they've reached five or six thousand years they simply lose interest in living and drop dead.
Genders: Gender is a concept foreign to the Kel' ta.
Full Description:
Physiology The Kel'ta are a carnivorous humanoid species. Their skin tends to range in color from red to yellow to orange but it is common for them to stain some or all of it in a different hue. Both males and females of the species bear horns and have six limbs: one pair of legs and two pairs of arms, a set of which usually remain folded behind the back and hidden by clothing when not in use. The Kel'ta tend to stand taller than other species with the average height being 7'4" in the Imperial system. A hardy species built for climbing the crags of their homeworld the Kel'ta are capable of feats of strength such as bending metal or crushing rocks in their bare hands. Artist: Phobs
Culture Kel'ta culture is highly individualistic in nature, to the point where the rarely used 'we' is usually replaced in conversation with "Myself and them". The Kel'ta put a premium on the ability to go anywhere and do anything. To ensure that this remains possible even after decades of being slowly tied down by habit and bonds with others they practice a tradition known as the Social Death. After a certain amount of time spent living one life (usually three centuries or there about) a Kel'ta will abruptly drop everything and move. Sometimes they say goodbye to acquaintances and sometimes they don't but every Social Death results in the Kel'ta forming a new personality with corresponding likes, dislikes and attitudes while also changing their physical appearance. The physical change can range from simply styling their hair in a new way and adopting a different form of dress to extensive body modification so that there is no trace of the previous version.
There is no word for country in the Kel'ta language, neither is there any for nation, kingdom, empire or state. They lack a unified religion or code of law, rejecting anything that would bind them into one political entity. The closest they get to any sort of overarching structure is their tradition of so-called 'false families.' When not traveling alone the Kel'ta move in groups as small as two and as large as a few hundred, forming temporary clans with a shifting membership. At first they're obviously part of the one they're born into but what often what happens is that a Kel'ta will eventually undergo a social death and leave their current clan wordlessly and wander until they find another to be a part of a for a couple hundred years. This constant shifting of population means that clan feuds, while still existent, wont't last thousands of years.
Since the advent of interstellar travel Kel'ta have been leaving their homeworld to live out new lives among the stars, joining with one of the spacefaring clans or simply setting out on their own. In either case they tend to pick itinerant professions. Mercenary, scout, smuggler, merchant, pirate and performer are all fairly popular trades for roaming Kel'ta. Despite what is often assumed by those with little knowledge of the culture Kel'ta are perfectly capable of working in groups and taking orders from superiors. However they rarely if ever see themselves as being a part of the gang or company that has brought them onboard, preferring to be referred to as auxiliaries.
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Type of society: Clan-based, loosely structured. The Kel'ta do not use money among themselves, trading only in goods and services.
Technological advancement: The planet Kel is a graveyard of some ancient civilization, ruined ships and war machines buried in the sand and imbedded in stone crags. Whether the Kel'ta are descendants of this lost society or entirely unrelated matters little to them when there is valuable tech to be harvested. Due to their nomadic lifestyles homeworld based Kel'ta lack mass production or mass industry but make up for it in mechanical artistry. They refurbish, replicate, repair and retrofit gear dug up from the dead civilization and adapt it to suit their own needs alongside the same ancient methods they've been using for millennia. It isn't uncommon for hunters to use scent-dogs to track large game which they then bring down with plasma weaponry while cybernetically augmented warriors make use of personal railguns and knives carved from the ribs of some creature.
Whether it's a sled pulled by beasts or burden or electrically powered scout bike Kel'ta creations are of high quality. --------------------------------------------
Miscellaneous: The Kel'ta are biologically immortal due to their rapid production of the enzyme telomerase. This protects their DNA from denigrating over time which in turn allows the regeneration of cells to continue infinitely. While it's impossible for one to die of old age disease and severe trauma will still kill a Kel'ta as they would any other species.
Didn't fill out part of the system app because it would have been redundant with the species app. If needed I can edit and restate the information.
Planet Name: Kel
World Type: Consisting mostly of barren deserts and arid crags with scattered seas breaking up the landmass.
Classification: Class R
Moon: Kel lacks a moon.
The Civilized Populace: The only known people currently living on the planet are the Kel'ta. While there was at one point another population very little is known about them. They were likely a very localized power who had little if any contact with civilizations outside their system and their relation to the Kel'ta, if any existed, is unknown. As such the Kel'ta just refer to them as the Forebears.
Population: Roughly 1 billion Kel'ta live on the planet in loose clans.
Tourism: The only 'tourists' that visit are outlaws looking to hide from the authorities and the occasional archeologist or anthropologist looking to study the Kel'ta and the Forebears. The Kel'ta treat both of these groups as oddities to be met with then ignored.
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System Name: Terval Star Class: F2 class sun Planetary Bodies: Counting Kel there are four planets in the system. In theory all of them could be terraformed for large scale colonization but the benefits of doing so would be few. Pockets of natural resources can be found but not enough to warrant the effort. Location: 42307 lightyears.
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Landmasses: The planet is roughly 80% dry land. There are no broken off landmasses as seen on other planets in the form of continents, simply vast tracts of empty desert and long mountain ranges of red rock. The monotony of the terrain is broken up by the appearance of wrecked space vessels and cities left abandoned by the Forebears, glistening spires of glass and metal containing the leftovers from a long disappeared society.
Waters: While it lacks anything large enough to be called an ocean Kel does support life through the thousands of major oases that dot its surface. Fed from deep wells of groundwater these serve as landmarks for the traveling clans. The larger ones can have rivers leading to or from them.
Notorious Monsters/Creatures: The ultimate monster on Kel is the Tlex'it, known as the Sand Stalker by superstitious children. A quadrupedal lizard standing at nine feet tall and weighing easily six or seven tons equipped with razor sharp teeth and claws that can tear through metal. The Tlex'it is capable of taking down almost anything through brute force by prefers to stalk its prey. An intelligent creature, it'll often wear down its victims in hit and run attacks until the unfortunate animal collapses from exhaustion and is thus helpless.
The Kel'ta make use of explosives and coilguns when hunting them, anything else would be asking for a quick disembowelment.
Howdy y’all, browsing through forums and noticed that this rp has newer characters and still has the apply open. Don’t suppose y’all wouldn’t mind another player?
Howdy y’all, browsing through forums and noticed that this rp has newer characters and still has the apply open. Don’t suppose y’all wouldn’t mind another player?
We won't mind - We're actually receiving new people ICly.
Approval given on Discord; moved to Characters tab
Name: Ki'Tlex, Queen Anne's Revenge and Kottle.
Age: Ki'Tlex is 4,647 years old going by the standard calendar, Queen Anne is a comparatively juvenile 16 while Kottle is an infant at 14.
Physical Description: Ki'Tlex and Kottle are fairly standard examples of their species. Ki stands at seven feet and six inches and has the lean, muscular build common to their kind. They have a total of six limbs although their second pair of arms tends to remain folded behind their back and thus hard to notice under loose robes they wear. While Ki's skin is naturally a pale red they decorate their face with triangles of yellow powder.
Kottle's skin is a dusty gray in tone, the dull color accented by the same yellow triangles their adoptive guardian wears. As opposed to the light desert clothing Ki wears Kottle is usually swaddled tightly in fabric and carried in a basket on their guardian's back.
Queen Anne's Revenge is the odd one out in their 'family'. Her chassis resembles a massive human warrior in armor, coming in at exactly twelve feet tall with optical sensors designed to glow red for intimidation purposes. Parts of her body have been constructed of perfect electrum to allow for spell casting but most of her is simply hardened alloys designed to withstands extreme temperatures, the void of space and of course extended combat.
Much of her torso is hollow so that Ki and even Kottle if necessary can sit inside, protecting them from harm or allowing the whole group to spend time outside the safety of a ship provided there is an oxygen supply handy. -------------------------
Important items:
Binoculars: Up to x75 zoom and the ability to switch between standard, night and thermal vision. Ki'Tlex uses them to scout locations and mark targets for Queen Anne to take out with a shotgun blast. Cutter: A plasma cutter for slicing into ships, cells, vaults and anywhere else that holds valuables. Small enough for Ki to manage it on her own while Queen Anne can operate it with a single hand. Custom Omni-Tool: Lots of parts stripped from stolen decks and formed into a compact but powerful device. Used for reprogramming systems as well as mundane communication and surfing. Void Suit: Allows Ki'Tlex to be outside the ship without having to hunker down inside Queen Anne. Usually used for making repairs. Tools: Everything one could need for getting pieces of tech to work. From wrenches to wire strippers to power regulators, all store neatly in a big metal box. Credits: 102,456 of them.
Weapons:
Avalon C9 Plasma Pistols: Four of them, one for each hand. Fires agitated energy blasts that clock in at temperatures higher than most stars. "The Long Walk": A coilgun that Ki pulled out of Kel sands and fixed up. Capable of killing from a mile out when the conditions are right, assuming the shooter is capable. Kel'ta Axes: The monomolecular edged hand ax plays an important role in the Kel'ta culture. Used for chopping firewood, preparing game, finding purchase while climbing and of course self-defense.
S12 "Super" Shotgun: The standard S11 shotgun upscaled from twelve gauge to two, constructed from spaceship grade materials and oversized to be wielded by a twelve foot tall mech. While perfectly capable of firing "standard" half-pound shells of slug or buckshot it was designed with specialty ammunition in mind. Incendiary and plasma shells can clear hallways with ease while explosive rounds turn the S12 into an effective mortar.
-Close Circuit (Mind Magic): Queen Anne locks down her and Ki'Tlex's minds so that they form a perfect mental loop. The strengthened bond then boosts her reflexes to an even higher point. The downsides of this spell are that it can only be cast when the pair is in close proximity to one another and that Ki's body becomes entirely unresponsive as her brain is dedicated to serving as additional processing power for Queen Anne. This spell has a disorientating effect on the organic component and extended periods of use can cause intense dizziness and nausea upon waking up
-Error Code (Mind Magic): Queen Anne focuses on a target and blasts their mental defenses with a stream of information. Hitting the victims brain with condensed junk data can cause them to suffer vertigo, burst blood vessels or even suffer a stroke if they are particularly susceptible.
-Firewall (Mind Magic): A two-stage spell that lays dormant. Upon an attempted intrusion through Mind Magic or mundane hacking Queen Anne automatically locks all information behind advanced infohazards. Attempting to push through these locks the intruder into a sustained version of the Error Code spell. The second stage simply identifies the source of the intrusion so that it can be dealt with. Due to the nature of their mental link this spell activated when Ki'Tlex is targeted as well.
-Hover (World Magic): Grants the robot the ability to move in three dimensions irrespective of its weight. Extremely useful when operating in the void.
-Magnetize (World Magic): Not technically an accurate name. Queen Anne simply forms an adhesive contact between a portion of her body (usually her boots) and a surface that can hold her weight (such as a space vessel). This allows her to focus on a task without having to watch her footing.
Ward (High Magic): Queen Anne wards herself from danger, forming a shield that deflects spells and attacks. This is a limited use ability in that using it takes a toll on her. The more damage the shield soaks up the more energy is drained from her system. Overuse can see Anne automatically shut down until some time is given for her to recharge.
Character Traits:
-Longview: Ki is an avid student of history. Their knowledge of galactic affairs and the long life they've lived means that they tend to see most struggles as not being particularly important in the long run. After all, why bother toppling one empire when another will simply take its place and inevitably commit the same sins? This can come off as pessimism but is actually dry amusement at the tendency of shorter lived species to work themselves up over nothing. -Raider: Sure they have a rifle but Ki is a equipped with claws that were designed to dig into stone, natural speed and endurance for running down prey and four limbs that can bend metal bars. Close-quarters combat is their forte, mixing natural abilities with millennia of experience with their axes, pistols and bare hands. -Mechanically Minded: If it was working once they can probably make it work again. Ki is a talented mechanic and programmer, repairing and refitting equipment ranging from coffee makers to battle-ready mechs and starships. -Scavenger: There is nothing wrong with eating the dead of other intelligent species in their eyes. Ki is carnivorous and meat can be hard to come by in space. Linked: Shared with Queen Anne. The synchronization of their minds allows Ki'Tlex and Queen Anne to see and hear from each other's perspectives and communicate with each other telepathically. This also means that they share bodies. If both parties consent they can trade off who controls the machine and who pilots the living organism.
-Childlike Wonder: A side effect of the modifications to her AI after being stolen by the crew of the Razor's Edge. Queen Anne just wants to explore the universe around her and ask the many different squishy fleshlings all sorts of questions! Sometimes she has to shoot, smash or stab them instead but that's just life. -Devoted: The bond she has with Ki makes Queen Anne a dedicated protector. She loves her pilot even if they're a little taciturn and does what they tell her without fail. -Advanced Intelligence: Capable of processing information in an instant and reacting to situations faster than humans can. Linked: Shared with Ki'Tlex. The synchronization of their minds allows Ki'Tlex and Queen Anne to see and hear from each other's perspectives and communicate with each other telepathically. This also means that they share bodies. If both parties consent they can trade off who controls the machine and who pilots the living organism.
-Helpless: Kottle is totally dependent on their guardian for everything. Washing up, keeping warm and moving from one place to another with any semblance of speed is all facilitated by Ki. Even the food Kottle eats is thrown up from Ki's stomach. -Screamer: Hungry? Scream. Tired? Scream. Just want to let people know that you're still alive? Scream. Kel'ta infants communicate in only one way and it can become very annoying very quickly.
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Short Bio: Ki'Tlex does not speak about their previous lives. They happened, there had great triumphs and devastating losses, but they are no longer relevant in any way. Their current existence began roughly three hundred years ago, before the Galactic Bazaar was even conceived of. A livelihood based on scavenging from the ruins of the Forebears and making what they found functional again. Vehicles, weapons, mechanical curiosities and medical equipment, anything that could be traded for luxuries or access to one of the all important oases, all of it passed through their hands at one point or another.
As one of the minority of Kel'ta who lived alone Ki was always at risk. Plenty of predators lived in the dunes or high up on the crags from the standard bandit to the ferocious Sand Stalker. Any wasteland wanderer had to become adept at avoiding threats but eventually the inevitable happened. Ki was ambushed in their camp by raiders looking for easy wealth. The defenses they had set up were enough to drive the enemy off but by the end of the engagement Ki'Tlex had been badly injured. Far from any of the clans and without adequate medicine Ki'Tlex accepted the fact that they would be permanently dead in a few days time and resolved to pass on peacefully.
But it was not to be. On the third day delirium had begun to set in, the betrayal by their senses causing Ki to believe that the craft they saw landing in the distance to be merely a hallucination. Instead it was a damaged pirate vessel called the Razor's Edge whose crew needed a place to rest and repair. A Kel'ta couple was among the outlaws and had suggested their planet of origin as a safe place to recuperate. It was they who rescued Ki and pressed them into service.
Their mechanical skill was put to work immediately, the damaged engines hammered back into functionality. Having proved useful they were simply made part of the crew. When not struggling to keep the miserable rust bucket flying they took part in raids, their natural speed a valuable assets in boarding actions. They took to the butcher and bolt tactics used by pirates well, sprinting down tight hallways while laying down fire with whatever weapons she could get her four hands on.
The decades passed and the crew took on new members to replace those that died or retired. The couple was friendly enough that Ki spent much of her free time with them, enjoying the chance to communicate in their native. All the while the Razor made a mess in the void of space, attacking anyone that had anything of value. Pirates came and went and eventually a child was born which brought the number of Kel'ta up to four and the crew kept on the move.
It was during a raid on an Ascendancy armory ship that Ki met Queen Anne. Instead of a few rifles to sell on the black market the Razor's Edge pulled out Unit C-104, a prototype mech designed for operations in extreme environments or the void of space. Ki'Tlex took an interest in the bot and worked on making it more suited to piracy before daring to turn it on. This took quite a while. The highly aggressive personality matrix had to be reversed so that it would be friendly upon waking up and imprint to whoever synced with it not to mention the killcodes and contingencies that had to be carefully subverted or simply deleted.
The gamble paid off. Named "Queen Anne's Revenge" by a human crewmate she ended up syncing with the one responsible for waking her up. Adjusting to the body sharing took time but was manageable, Ki chafing as their independence was intruded upon but simply bearing it because the benefits were obvious. Queen Anne was not just strong and smart but magically capable as well thanks to the Kaisoken dust-infused emitter she was equipped with.
It was another decade and a half before the Razor was nearly put out of commission. An ill-advised fight with an Ascendancy vessel saw the loss of more than half the Razor's crew and little in the way of spoils to pick from the wreckage of their enemy. Too damaged to perform jumps the Razor's Edge limped through realspace in search of safe harbor. The surviving member of the Kel'ta couple was mortally wounded and passed their child off to Ki to take care of.
Unable to refuse due to the life debt they owed Ki took Queen Anne and their new charge and left the diminished band. Raising a child they neither wanted nor really cared for was a difficult prospect but one honor demanded they fulfill. Luckily there was no shortage of work for a pirate-tech genius. When there were no computers to repair there was the ships they were installed in, the immeasurable vastness of space wide open for the plundering.
Moonstrike's ideological goals meant nothing but their methods were familiar. The Ascendancy is a rich target and piracy cloaked in self-righteousness is still piracy.
In hindsight I should spoiler this because it's long.
Name: Allaine
Age: 6 Years Since Construction (22 visibly)
Physical Description: Standing at 5'6", Allaine features long brown hair and soft blue eyes, though any component of her appearance can be easily changed. Normally, she wears a long grey hoodie, burgundy shirt, and a pair of deep blue jeans. On the exterior, Allaine looks exactly like a human and reacts as one would expect, such as her chest rising and falling as she "breathes".
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Important items:
3 million credits (stolen) - 3 million credits on hand that was gained from years of successful bounty hunting, all stolen by pirates.
Monomolecular dagger - A monomolecular dagger with a snake flicking it's tongue engraved on the hilt, a similar design found on it's sheath, this weapon belonging to her sister unit. While useful in battle, Allaine avoids using this one, preferring her own blade.
Locket - A small locket of gold worn around Allaine's necklace, containing a physical photo of her and her sister unit. This photo was taken during her last long term assassination mission.
EVA suit - An external suit designed for space activities, with microthrusters for movement, and electromagnets in the feet, palm, and fingertips. There is no room for an oxygen tank nor a port for an oxygen tank.
Omnitool - A standard omnitool someone like a mercenary could get their hands on, however with dedicated surveillance modules to assist with surveillance related tasks in the field.
Weapons:
Monomolecular dagger - A monomolecular dagger with a snake exposing it's fangs engraved on the hilt, a similar design found on the sheath. This blade is Allaine's personal blade.
Coilgun pistol - A relatively simple coilgun pistol, nothing special here.
Coilgun DMR - This gun is semi auto and fires a larger round compared to an assault rifle. Featuring a low impulse recoil system integrated into the coil system, this gun is quite stable in usage.
Spell List:
Suppress Presence (High) - Similar to that of a Suppress Aura spell, this spell can hide Allaine's magical presence, though no one else's. This spell can be used in conjunction with Hunter's Shade, a maximum of 30 seconds per cast, and some time is needed to cast again.
Hunter's Shade (World) - Capable of granting Allaine and only Allaine a temporary invisibility and sound suppression field, with a maximum of 30 seconds per cast, and some time is needed to cast again. This spell can be used in conjunction with Suppress Presence.
Precision Hand (World) - A lightweight telekinesis spell. While incapable of lifting anything over 70 lbs, she can still push or yank an object. Unlike other Telekinesis spells, this one is intended for fine manipulation of objects, such as switching the safety on an opponent's gun, ripping it out of their hand, or throwing a sharp object at them. To cast the spell, an initial surge of mana is required, though as she puts effort into moving an object it begins to drain mana, same for lengthy object interaction. Attempting to use this spell while other spells are active results in the other spells being cancelled.
Character Traits:
Machine Reactions - Being an AI, Allaine is capable of comprehending information and reacting to it faster than a human, and with better responses in high stress environments.
Enhanced Strength - Allaine is somewhat physically stronger than even very strong humans, though she cannot match power armor or dedicated combat machines.
CQC Mastery - Allaine knows an impressive amount of CQC and can apply it, combined with her reaction speed and strength, this makes her devastating and fast up close.
Enhanced Hearing - Being designed for long term assassination missions, Allaine is quite good at picking out what someone says, even in noisy environments, though this can be felled with similar voices speaking or the words being absolutely unintelligible, say, they're behind a thick wall.
Enhanced Vision - Allaine's visual systems are quite good, featuring a 20x mechanical zoom per eye, though is uncomfortable with anything more than 5x zoom.
Advanced Weapon Training - Allaine is trained for pistol, DMR, and sniper usage, and is very good at it. While she can utilize other weapons, only the aforementioned weapons she's talented at using, allowing her to use them effectively in high intensity situations, with the exception of snipers.
Nanobots - Allaine is equipped with self repair nanobots, as long as she has the necessary materials, she can repair any part of herself, though some components are better off replaced than repaired. Repairs can take anywhere from a few minutes to a few hours.
No Interfacing - Due to Allaine's lack of a radio unit, she is incapable of directly interfacing with any system short of dismantling herself and connecting herself physically, this slows down the amount of information she can learn from her omnitool and other sources.
Armor - Simple internal armor that protects against weaker weapons, like small coilgun pistols.
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Short Bio:
Originally developed by the Ascendancy to do frankly what would be a waste of resources for any human to do, Allaine was constructed as a pair of sister androids for long term assassination missions, though would simply be called AA1 and AA2, the former being Allaine.
For each mission, they both were programmed with a personality that would appeal to the target, spending weeks or months to kill each target. After every mission, the memories of what happened on them were wiped, few select details being chosen to stay, personalities reset. The androids were no more than means to snuff out rebels, or those who planned to harm the Ascendancy.
The risks they made when constructing these androids was accounted for, some would say they had too much freedom and too much of a personality. They could rebel, the Ascendancy knew well that could happen. Aboard each of the androids, hardcoded systems existed to establish control if they did try to rebel. At any moment, the overseer of their missions could take control of the androids, or remotely wipe their personality and memories.
Each mission was a success, they could hide among humans, and could take them out where it would be hard for an actual Ascendancy member to do so. AA1 and AA2 had different magical abilities and physical capabilities, usually AA1 ended up being the executioner, and AA2 ended up breaching systems. Sometimes they worked with other people, but most of the time they only had each other.
A few years into their service, they ended up on their longest assassination mission, coincidentally it was their last. Their objectives were to steal Ascendancy tech which was stolen by a merc group. Not their intended purpose, but they could do it. Midway into the mission, AA2 was discovered to be an Ascendancy android, and the mission parameters were updated. Instead of reclaiming, Allaine was tasked with completely destroying all captured tech, this includes AA2.
While Allaine had destroyed the stolen tech, she had refused to destroy her sister, and as such her overseer took remote control and finished the job for her, with her still aware. Immediately afterwards, Allaine had dropped off the network before the kill code could be sent, and attempts to find her had failed.
A few months later, whispers of her presence came up here and there, as a completely different person. A bounty hunter, she had become. Over the years, her effectiveness grew, building an information network to assist her in the job. A few pirates here, a couple of murderous bastards there, she had found a nice corner of the universe where she could put her skills to use and gain a pretty penny as well, though she would not remember her past in full detail, some memories hidden or gone from herself.
Very recently, when she was out on a job to bring in another criminal, she was unaware that a pirate gang had infiltrated her temporary hideout and stolen all of her earnings she hadn't used, scrounging up useful information from her information networks too. As such, she has dedicated herself to hunting these pirates down and taking back what they stole.