Appearance: 5'11. Pale blue eyes. Jagged scar running from above his right eye to roughly the cheekbone area. Unkempt short dark-brown hair and scraggly goatee with permanent five o'clock shadow.
Occupation: Assassin.
Weapons: 1- MARS-388 Tactical Rifle: Prototype Modular Weapon that, with the flick of a switch can re-arrange it's parts to shift functions from a long-range sniper rifle, to a short-range automatic ballistic rifle, and just about anything in between. It also has a experimental CLAR (Concentrated Laser Assault Rifle) mode that is extremely prone to overheating in its current unfinished form.
2- Twin BlackHammer pistols- Fairly standard ballistic sidearms, easily acquired off the black market. Personally customized with Magnetic Grips. In-Line Silencer Toggle and 3-Way Ammo Shift (Light, Heavy, and Shrapnel)
Also has access to a large armory from his black market contacts, which he keeps on-board for general crew use.
Armor:
Armored using mainly a heavy ballistic weave rather than cumbersome metal plating for effective protection against small-arms fire as well as nimble movement for quick on-the-job escapes. Completely ineffective to laser fire however.
Items: Active Camo: Bends light around him to give the illusion of invisibility. Battery life ranges from 10 minutes (sitting completely still) to 2 minutes or less (when sprinting/running) Analysis Tool: HUD overlay that identifies weak points on a sighted target. Secondary effect allows for tracking of targets. Synced up to both his helmet and eye implant (see below) Cyber-Eye Implant in right eye that gives him a helmet-less HUD as well as assists with long-range targeting data. Spider's Web Belt-mounted grappling cables that can stick to many surfaces, allowing him to suspend or transport himself between specific points. Controlled by a wrist-mounted computer.
Skills: An expert in nearly all forms of weaponry, both in the operation and maintenance department. If he likes you, he'll fix up any damaged weapons, or lend you new ones. His expertise in the art of tactical murder have also led to him developing quite a good tracker's sense.
Powers: No known psionic powers
Other: Somewhat unstable. Seems to suffer from some undiagnosed form of a split-personality disorder. Strange accent containing traces of Irish and Austrailian dialect.
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Name: SAL-PMA-M005 (Saber AutomLabs Prototype Personality Matrix Automaton Model 005) SAL for short.
Weapons: CerberTech Ballistic Shotgun- A lever-action shotgun that looks comically small in his large hands. Fires standard ballistic short-range scattershot, as well as special explosive rounds.
ArcLight Pulse Pistol- Lightweight and quick firing laser pistol.
Wrist-Mounted Laser Knife- Custom made and designed. For extreme close-encounters only.
Armor: His body is made up of dated, but still effective plating used in traditional Heavy Armor. He's equipped himself with a low-level Powered-Shield emitter for an added (albeit admittedly ineffective) layer of protection.
Items: Powered-Shield Emitter (see 'Armor' section above)
Skills: Intel Analysis. Robotic/cybernetics expert through his study/research into what he is.
Powers: None.
Other: Partnered with Maverick. The two are inseparable for some reason, even though neither can really stand the other.
Name: 'Stryker' Age/Race/Gender: 29 year old human male Appearance: Picture Occupation: Bounty Hunter
Weapons Arc-Corp M6 Pistols (x2): Developed by the now-defunct Arc-Corp, these dual Laser pistols are some of Stryker's favorite weapons. They can fire as fast as Stryker can pull the triggers, and are ideal for taking down shields at close-range. They do not use clips, but can overheat if overused. Blastec AR-15: The Blastec AR-15 was an experimental assault rifle that never made it to the markets, but Stryker got his hands on one anyway. Originally unstable and prone to constant jamming, the rifle required extensive modification to work efficiently. This ballistic rifle is accurate if used correctly, and is a great weapon when used against Armored targets. Arc-Corp Long Rifle: A standard, bolt-action, military-issue sniper rifle using ballistic ammunition. This high-caliber, anti-personnel weapon is accurate and ideal for eliminating a single target, able to blast through Armor. It is, however, heavier than most small-arms weapons and can be unwieldy. Stasis Grenades: These sticky grenades emit psionically-charged pulses that disable nearby targets and locks them in stasis for a limited time. Ideal for capturing bounty targets alive.
Armor: Picture Stryker's Armor: This Powered combat armor uses shielding technology to protect against enemy fire. It is lightweight, and not well-armored, which is why he uses shielding technology. His helmet has an HUD which connects him to the galactic network, and he can use it in conjunction with his gadgets.
Items Repulsor Boots: These boots are able to use tiny repulsors that allows Stryker to 'fly', similar to a jetpack. These boots are usually used to reach high elevations or evade enemy fire. Tracking Magnets: Tiny magnets that allow Stryker to track specific targets. They can stick to the side of spacecraft, weapons, and even enemy armor. Their location can be displayed on his helmet's HUD. Wrist Cable: A wrist-mounted cable that can stick on many solid surfaces, allowing to swing, rappel, and hang. Wrist-Com: A wrist-mounted mini-computer.
Skills: Stryker is a technician and mechanics expert, as well as a decent pilot. His skills allow him to hack electronics, and he has enough knowledge to work on almost any mechanical system (such as conventional engines). His years working solo and piloting his own personal starship has made him a decent pilot. Powers: Stryker has no psionic talents. Other: Stryker is a bounty hunter who has operated in Deadzone in recent years. He is well-known for bringing in targets alive.
Name: Tibulass Sepitan (color is f6989d) Was previously Tibulus Sepitan and Jackson Rhodes Age/Race/Gender: Unknown, Est. Late 20s / Funganoid(?)-Human / Female Deceased / Funganoid (see Powers) / Male Appearance:
Take a skeleton, add a blue mushroom helmet, give the mushroom gray spots, and the skeleton has blue lights for pupils. That's literally the base appearance for Tibulus. Otherwise, a tight navy jumpsuit is worn at all times by Tibulus, and is never taken off as it protected a large amount of critical vines and cargo.
Occupation: Electrician, Botanist and Pilot. Weapons: The only real weapon that Tibulass will carry is her custom made stun blaster, powered by the coherent power of Funganoids being able to create a good amount of electricity with direct contact. The stun blaster is a pistol with no real lethality unless it connects to bare skin. Otherwise, it acts as an EMP and will short-circuit any technology it comes into contact with, but it must be charged with every use and can only short circuit for a small amount of time. Besides the stun blaster, she also carries a single glove, able to amplify the electricity generated from being a Funganoid into electrical punches. It causes a similar EMP effect to the stun blaster but does it over an area. The stronger the punch, the more area it will cover. If a punch is too strong, it will cause Tibulass to go unconscious due to an overcharge. Periods of unconsciousness can be from a minute to 2 hours. Armor: Power armor is the way to go, and Tibulus carries around a lightweight full-body shield unit. It coats the whole body in a relatively strong shield, and it shall hold up for a damn good time. When it's depleted, however, it will cause an EMP around her in about a 2 meter radius, and will not work for a good amount of time. Once it's recharged though, the EMP will also be recharged, so there's that bit of tidbitual informationing. Items: - A bunch of rechargeable batteries, which could have had the energy absorbed out of in order to get Tibulus drunk. - A photo of Tibulus when he was alive, with his wife and 2 kids, William and Rodney. - Multiple cigars. It's rare to see her without one in her mouth. - A single snack-pack of Goldfish brand crackers. He wants to find more. Skills: - Tibulass claims she can pilot anything with a simple look over the controls. This has been unproven. - Tibulass has extensive knowledge of electronics, and can create incredible things provided you give her resources and time. - Tibulass is a botanist, and as such he has extensive knowledge of plant life. From crossbreeding to genetically engineering. - Tibulass is a master when it comes to the art of knitting. Nobody knows why. Powers:
The Funganoid is a relatively newly discovered race, taking on the appearance of a parasitic fungus that will attempt to latch onto any deceased life within a good radius and effectively reanimating them and using the deceased as a body. This is not a case of zombies, this is a case of the person being given a second chance at life, as the deceased is reanimated with all knowledge from the previous life that they have experienced, and is largely the same person as they once were. This is overshadowed, however, by the grotesque appearance of the deceased as they slowly lose all of their skin (provided they had any) and become the definition of feared. One of the most interesting traits of the funganoid is the unexplained ability they possess. When a funganoid possesses a host, the host gains the ability to conduct a certain kind of static electricity through their bones, and some are even able to channel it into fully fledged thunderbolts of destruction. This is reserved only for the most experienced of the race, and currently only one funganoid was found with this capability. Due to their skeletal bodies, funganoids are considered immortal, and cannot die from old age. In addition, the funganoid does not have a need to eat, drink, or breathe, unless they so desire to. They also cannot be afflicted with mortal ailments excluding any sort of brain disease, which is typically passed down genetically anyway. Further research is being conducted on the nature of these mysterious beings. ~ Professor B. Nan; Head of the Racial Research Branch in [REDACTED]
Hidden within the confines of their attire, this race of fungal skeleton is able to spread a large cluster of vines out from the confines of their ribs, all seemingly stemming from some sort of heart. These vines are able to act as individual hands, allowing them to perform specific tasks at the will of the host. Using these vines comes at a price, however, as the heart is an extremely vulnerable target to any aggressors, and it can lead to critical health if this heart is hit. A rather... interesting discovery of recent times came about with the existence and study of 'Tibulus Sepitan', a retired pilot. From observing him for a short amount of time, it can be deduced that funganoids possess motor skills far greater than any human being currently alive. The subject cancelled the study after a week due to the mental strain it put on his body, and he requested to be moved as far away from [R͟E̷D̵̸͜A̕͘̕C̀͠T̶̢E̸͝D̶͞͠҉͠] as possible. Sepitan was later moved to [R͟E̷D̵̸͜A̕͘̕C̀͠T̶̢E̸͝D̶͞͠҉͠], and further studies have ceased unless he desires to continue them. ~ Professor B. Nan; Head of the Racial Research Branch in [REDACTED]
No research has been conducted yet on this topic.
Other: Tibulass is believed to have psionic aptitude that contribute to her electrical abilities. Tibulus was 5'7" tall, and Tibulass is 5'9".
Name: Sasha Belov Age/Race/Gender: 35/ Human/ Male
Occupation: Mercenary
Weapons:
Combat knife: A bigass fighting knife.
Pocket knife: Used as more of a tool than anything.
Wrist mounted laser pistol: A nifty little gun that sits on the forearm and wires into his spinal prosthesis for hands free firing. It takes small cartridges that have lots of rounds, but not a lot of umph.
Duel ballistic machine gun and pistol: When carrying a bag of medical supplies around, compact weapons are a must. This gun was made with that in mind. The machine gun is pretty standard, but it harbors a pistol in the handle that can be pulled out for one handed use.
Armor: He prefers old fashion armor designed to defend against ballistic weapons. This is mostly due to his spinal prosthesis being an older model, and the powered armor interfering with it.
Items: Spinal prosthesis: Sasha is, technically, a paraplegic. He relies on his bionic spine to keep the use and feeling in his legs. After taking a several rounds from an assault rifle in the back, his natural spine was fucked. He didn't have insurance, so he had to get what he could afford, which was an older model of prosthetic that has long since become obsolete. It has external hardware that runs along his vertebral column. This hardware can be interfered with by powered armor or point blank EMPs. EMPs further than 20 feet will have less of an effect.
Field medicine kit: Contains three small bottle of lidocaine, several rolls of gauze and Ace bandage wrap, a small chest tube kit, splints, needles and syringes of several sizes, tourniquets, foil emergency blanket, sterile gloves, sterile cloths, providone-iodine, scalpels, saline flushes, clamps, scissors that cut through just about anything, cauterizing pen, suture kit, smelling salts, and a few other things that I may be forgetting.
Skills:
Battlefield Nurse: After a particularly brutal fight that left one of the men in his unit severely wounded, Sasha decided that he needed a certified medic on the team. Since no one else volunteered, he, as usual, took charge and sent himself to nursing school. He has been a certified RN for about five years, and he specializes in working in the field, with minimal supplies and under fire.
Leadership: Sasha has led several mercenary units over the years. Even when he doesn't want to lead, it always seems to happen somehow. Understandably, he has no interest in leading this particular unit.
Linguist: Having been born in Russia, Sasha's first language is Russian. He can also speak English, Spanish, some French, and a few other European languages. He doesn't know anything outside of human languages, but he's smart enough to learn simple phrases fairly quick if he studies them.
Powers: N/A
Other: He speaks with a Russian accent
Appearance: Sasha is a very large man. He stands five inches short of seven feet tall, solidly built and muscular. He has pale skin and dirty blonde hair that is kept in a neat buzz cut. His eyes are a gray-ish blue and steely. He wears mostly old military pants and shirts, in drab green and tans.
Name: Lataniva Allvert Age/Race/Gender: 24/Dalentian/Female Appearance: Googled mystic woman sci-fi, found what I wanted in the fantasy section, hahaha
Dalentians by themselves are usually tall humanoids with exceedingly white skin and haunting black eyes. A person looking at a unarmored Dalentian might take notice of their naturally thinner build and limbs, making them feel unnatural to a human. Yet, they have mouths, noses and eyes with senses very comparable to a human’s, except the advanced night-vision. But, their bodies have an easier time building an acrobatic build and even normal Dalentians can do complex jumps while still wearing armor. They’re natural hunters, silent in their movements and fast in their strikes. All of them likely have some form of markings on the side of their face, which designates their role in Dalentian society.
Lataniva herself is 188 cm tall, which is actually short for a Dalentian. As any Dalentian, she has white skin and black eyes, with long flowing black hair behind her. She wears tight black clothes along her body, which hides her body’s shape by virtue of being dark. Her armor is flexible and light, despite how it looks, and allows her to move quickly in exchange for some durability. There are gems from her home-planet on the armor, and a gem on a headband she has attached to her forehead. Dalentians are under the belief that these gems enhance their psionics… though that’s ludicrous. … Right?
Occupation: Convict, due to a specific set of circumstances. Might have acted as an assassin, at times. Hunter-Warrior of Dalentia, otherwise.
Weapons: A halberd, used for stabbing and slicing. The dangerous part is pretty small, it’s made for doing injuries rather than killing mostly, hurting and incapacitating rather than finishing off. The size also lends itself to homing in on weak points in armor. Also, a number of (6) daggers sheathed here and there in her outfit, just in case. Armor: Classical armor, made out of metal from her homeworld. It covers her legs, arms and torso. It’s light, to allow for acrobatics, meaning it isn’t quite as durable as it looks, which is intentional. Dalentians focus on dodging attacks above all, so the armor is mostly to look imposing, but it also protects against smaller attacks. Counts as Armored. Items: Several gems, one on a headband she’s always wearing, others on her armor. She brought a backpack, which contains things for surviving. Like, a simple cooking set, many days’ worth of emergency provisions, a few replacement tips for the halberd if it breaks, tissues, several changes of clothes, what’s left of her funds, a sleeping bag…
Skills: Considerably acrobatic, her body is that of a trained Dalentian warrior, able to make use of her enhanced awareness to avoid attacks. Lataniva also has considerable skill with her halberd, trained to be able to target weak spots in enemy armor and hit them. She’s a skilled tracker, able to follow the slightest signs of that someone has gone through an area, and she can be absolutely silent sneaking up on prey. She has the knowledge to cook and survive in the wild without technology if that ever becomes relevant. She has pretty good memory as well as deductive capability. And, on top of this, her considerable prowess with psionic powers is not to be underestimated. Antiskills: Dalentians are seemingly incapable of understanding how technology works. Even if they learn what buttons to press or how to use it, they can never become actually good at it. This includes aiming, piloting, operating consoles or instruments, etc. This obviously comes as a weakness in a world of space-crafts. In addition, as an alien with somewhat different values, it is often difficult for her to understand some things of the other races, and she will definitely normally stand out if trying to go unnoticed in a city.
Powers: Dalentians are powerful psionics.
Telekinesis: Using their minds, a Dalentian can push and pull objects around. It becomes an instantaneous amount of force, but with focus they can steadily lift something and move it. This has a limited range of 20 meters, and it grows weaker the further away from 10 meters the target is, and regardless it can only be used to lift up to 100 kg at a time, the effect growing predictably less impressive the more weight that has to be affected. Lataniva herself likes using it to pull guns out of the hands of enemies or sending her halberd or daggers flying into enemies, or to pull on enemies in close combat to make them lose balance and give her a chance to strike.
Psionic Burst: By focusing power, a Dalentian can cause some form of unnatural explosion of power. It can be either directed in a direction away from the Dalentian’s hand or the power can be thrown to explode upon impact within throwing distance. The power is roughly that of a hand-grenade. However, this particular ability should be used sparingly, as focusing that amount of psionic power can take its toll on the Dalentian. Any more than two without rest in between can lead to severe exhaustion and headaches for the Dalentian, and even just one can impact the Dalentian’s fighting prowess for a while.
Hyper Awareness: Naturally, sensing through a sixth sense, Dalentians can sense the presence of things in their surroundings using psionics. This is completely natural to a Dalentian, just as hearing and sight. With this sense, they know the movements of allies and enemies, and can predict when they’ll be in danger so they can dodge. They use this to deftly avoid gunfire and attacks. The range is, if not blocked, around 30 meters. However, it is blocked by any and all walls, just as sight, as the sense somehow cannot go through physical objects. It can move around some limited things, you can’t hide from it by hiding behind another person or a fence, but a wall will block it. As in, it can sense on the other side of a car, but it can’t sense inside the car. Not usually an issue in the jungles of the Dalantian homeworld, but in civilization more so. It cannot sense through windows. Still, it means any Dalentian has an additional source of information about the area, one which might seem disturbingly unnatural to any onlooker.
(limited) Mind Reading: The Dalentians’ greatest pride is their ability to distinguish the liars from the truthful. If they are allowed to touch a person, they can use their psionic talent to search the target’s mind. To effectively search, they need to know what they’re looking for, or the brain is just going to be a tangled mess to read. In addition, they’ve learned that other races don’t appreciate being mind-read on a daily basis like back home, so they save it for enemies and possible liars. This power is what gave rise to the Dalentian’s excessive obsession with trust and truth, for they had ways to find it. It should be noted, it is harder for a Dalentian to use this power on anything that isn’t a Dalentian, harder the more foreign the mind is, but they can get it to work.
Mind Control: The most dangerous weapon in a Dalenian’s psionic range. Given touch, and long enough time to touch someone, a Dalentian can rearrange a target’s mind from the outside. With that, they can include ideas, missions, instructions to commit a certain action at a certain point of time. The procedure might take a long time, because the Dalentian needs to ensure every detail is perfect as s/he’ll be completely unable to adjust the plan after having let go of the subject. The effects naturally wears off after a couple of days, faster the more complicated the instructions were, to the degree they might have worn off by the time it was time to actually put it to work. It should be noted that in Dalentian culture use of this power is seen as the ultimate betrayal of trust, and a Dalentian can tell a mind has been affected should they mind-read, and Dalentian culture has been built around discouraging the use of this power. But, sometimes, push comes to shove…
Other: Dalentians are a fairly mystic race that have lived on their planet in peace. They were fairly astounded to learn that not everyone in the universe has use of psionics. They live in some manner of primal society, with the chieftains on top and everyone else trying to scrape together enough to make a living. They live in constructed homes up in the trees of woods or inside of caves to protect themselves from the naturally powerful wildlife, and have plenty of traditions of connecting each-other’s minds for absolute trust and truth. They value those matters above all, and betrayal/lying is met with punishment of immediate death. You’ll find they usually speak only the truth. This because, unlike humans, other Dalentians have ways to find a liar.
They believe in a god, the Paionéè, who they explain is the source of psionics. They, among other things, believe the gems they sometimes find in the mountains are his work and wearing them boosts your psionic prowess, so it is tradition for a Dalentian to wear these gems on their armor and body if one uses psionics for combat. … Their mythology around him is utter nonsense, but that doesn’t entail the story yet.
What does, is that their planet was believed to be uninhabited when some species of the Republic moved to colonize it. There was a realization that this planet did have some form of indigenous life-forms, but eh, they could take them on, superior technology. Turns out, the Dalentians had more fight in them than expected, and were offered a deal. So, the Dalentians had absolutely no use of the technology given to them because they couldn’t make use of them for life, but they got to live in peace and in exchange many Dalentians got work for their psionics here and there in the Republic. They’re fairly rare due to their low numbers in the grand scale, but they exist.
As the Human Alliance entered the picture and the Federation took shape, the few Dalentians out there in the galaxy found themselves a little bit of everywhere, supporting themselves wherever they found it the most comfortable…
As for Lataniva’s story… Well. That’s another story entirely. We shall see.
Image Source: tvtropes.org/pmwiki/pmwiki.php/Charact.. Stands at about 5’ 10”, with a heavy-set build. Primarily wears his armour without the helmet and heavily armoured pieces.
Occupation: Smuggler, Hunter, Mercenary
Weapons:
Image Source: timur-kvasov.deviantart.com/art/Wolfwo.. Ballistic, Semi-Auto, Full Auto A design by Wolfwood Arms Division made to be cheap and bring in lots of income, this saved the company because of the modular design, as people would get the base rifle, then buy other modules for it to upgrade it. Using ballistic rounds, this particular rifle has a shock pad on the stock, and a longer barrel.
Image Source: abduzeedo.com/cool-futuristic-weapon-d.. Laser, Beam A small industrial laser cutter originally designed for cutting through steel and other materials in any conditions, although also used as a weapon by people with even a semi-creative mind and access to construction site tools. It has a limited charge, about twenty minutes constant use, although overheats after about five at room temperature, and takes an hour and a half to fully recharge.
Armor:
Image Source: thedesigninspiration.com/illustrations.. Armoured, Light Designed for mobility while keeping a decent amount of defence while exploring hostile enviroments, this was passed by the military because it didn’t have the protection that other upscale armour gave, and any half professional explorers won’t take it because of the lack of an inbuilt oxygen tank. Despite that it works well and has more protection available in form of armoured plates that can clip on. Helmet has the possibility to wirelessly connect to computer systems (Provided access is given), and also has a retractable radio antenna.
Items: Small Spherical Air Drone (See Armour) Drone Control Kit Drone Repair Kit Ebook Reader
Skills: Nathan is a skilled pilot, both for vehicles and drones, and decent with most weapons. He can deal with animals very well, and has a good understanding about various forms of science, particularly physics.
Powers: None
Other: Known to work on mainly in less civilised areas of space, and on early colony planets.
Name: Benjamin Quincy/”Benny Boomer” Age/Race/Gender: 28 – Human (Scottish) - Male Appearance: A young Caucasian male with short messy black hair (often made blacker with soot and explosive residue). Has wide blue eyes and rough skin that’s often gets riddled with bruises, burns, and explosive powder (whenever he decides a bath isn’t important). Face is mostly clean shaven but with the shadow of a beard starting to grow on it
Occupation: Mercenary (Demolitions expert, Professional heister, Ship raider) and Freelance hacker
Weapons:
- RWC-BR7 Modular Battle Rifle (“The Boomstick”): A versatile weapon designed by the Rovik Weapons Corporation. It is a fully-automatic ballistic rifle with multiple firing modes (semi-auto, 3-shot burst, and full-auto) and a 30 round magazine. It can utilize both a reflex sight and adjustable scope as used by most common firearms. The BR7 was made for use in mid-range fire support. It is usually carried by designated marksmen in conventional Special Forces units. The barrel of the gun can carry a single interchangeable attachment for the fulfillment of different purposes
- Grenade launcher RWC-BR7 attachment: Can fire a variety of different grenades meant for use in many other grenade launcher models. Can hold up to 2 grenades at a time before being reloaded.
- Compact Shotgun RWC-BR7 attachment: Fires shotgun pellets in a spread with enough force to send most unarmored targets staggering backwards and fires independently of the main rifle. Used for close-quarter engagements.
- Laser-cutter RWC-BR7 attachment: Generally used for slicing through hardened surfaces, it can also be used as an emergency weapon against shielded targets, though it is prone to overheating from sustained fire.
- L32-PDD arm-mounted laser pistol: A small personal defense device worn on the arm like a gauntlet by Las-32 Enterprises that functions much like a standard automatic laser pistol (firing small bursts of laser energy) though it overheats faster than most laser-based weapons due to its small size. The trigger is located on the arm, behind the gun itself and is pressed downwards to fire. It can fire 10 shots in full automatic before needing a cool down. The rechargeable magazine installed into the weapon can fire a 100 shots before being completely drained and requiring a long recharge time from power stations. In emergency situations, the battery can be solar-charged, but it takes 10 minutes of exposure to charge a single shot.
- A bionic arm (See Items) - Removable scope with adjustable zoom (4x minimum - 12x maximum) - Fragmentation grenades - Tear Gas grenades - Sleeping Gas grenades - EMP grenades (for disabling systems, weapons, and shields) - Incendiary grenades - Cluster grenades (breaks apart into smaller less potent frag grenades, poor at breaking through armor but lethal to soft targets) - Frag and Incendiary Tripmines (sticks to surfaces and detonates when internal sensors detect movement) - Remote Explosive charges - Acid Bomb (device meant for melting through hardened surfaces but can double as a bioweapon)
Obviously he doesn't carry all these explosives at the same time, but he chooses the ones he believe might be necessary for his job.
Produced by Bulwark Defensive Technologies, it is a sealed environmental helmet complete with a heads-up display and vision modes that include Night vision and Thermal Imaging. Designed for use in hazardous environments by both soldiers and civilian militia
Sealable suit made by Bulwark Defensive Technologies as an engineer/technician suit that doubles as civilian ballistic body armor for use in violent or lawless zones. Contains various pockets and compartments for carrying gear, as well as magnetized sections for attaching large objects such as rifles.
Items: - Bionic Arm (“Ol’ Skelly”): Used as a powerful throwing arm for grenades, a general melee combat weapon. It also contains the “Skeleton Key” software designed by Benny that allows him to interface with almost any known computer device or electronic system to manually hack into their functions using a holographic display projected by a device just underneath the arm’s surface. - Box of spare parts: A small box containing bits and pieces of scrap either collected from the field or salvaged from failed devices and/or experiments. Kept around in case he needs to jury rig something on the fly - Jade turtle keychain: Carried out of sentiment
Skills: Knowledge in almost every form of explosive device and software system in Alliance space, and then some. - Is aware of the various utilizations and blast radii of any explosive - Can hack into nearly any electronic system known to man (Time and level of success varies depending on security measures) - Has moderate skills in repairing and maintaining weaponry - Can create improvised explosives with scrap as long as he has the right parts. - High IQ and the ability to quickly analyze and multitask because of his ADHD - Due to his ADHD, his brain pumps out an abnormally large amount of adrenaline which increases his pain tolerance to high levels.
Powers: Was considered to be screened for Psionic potential but left the educational system before tests could be taken. Has not exhibited further signs so far. Other: Behavior is incredibly unpredictable and borderline insane, but should not be mistaken for incompetence if his criminal record is anything to go by.
Occupation: Professional thief, underground fighter, street musician, stripper
Weapons: Modded LP4 (.45 Gauss Beretta) Pistol (2 pcs): The LP4 is a semi-automatic handgun that uses .45 bullets as ammunition. Because it uses gauss technology, the gun has less recoil, more power, but heavier by 205 grams (plus 163 grams more with the additional grappling hook attachment) in comparison to its more original ballistic siblings. It has been modified to allow a grappling hook attachment for Matija’s harnesses.
SV-98 GS Series Sniper Rifle: The original SV-98 was designed to “engage targets at a range up to 1,000 m (1,100 yd)”. Its heavier, bulkier, and more powerful sibling, the SV-98 GS (gauss) series increases its range for up to 500 m (550 yd) but with the additional weight for the electromagnets (plus 0.5 k for the original 7.8 kg). The effective firing range for this gun is 1500 but will experience considerable environmental effects (wind, gravity, etc.) after 300 meters.
Throwing Knives (12 pcs):
Retractable Tanto Short Swords: Can retract towards the half-circle handle for portability. The blade is designed to get sharpened everytime it retracts. Please handle with care.
Armor: Modified Ragno Experimental Gravity Armor (see image in appearance): A medium powered armor that can ground the user to a surface that they are standing on for a total of 15 minutes within a single charge. While the rest of the armor is designed to support the user’s body as well as distribute the artificial gravity throughout the body, the armor’s footwear carries the brunt of its gravitational power. The footwear is aesthetically bulky, but its sole is designed to almost completely muffle the user’s footfalls to effectively hide the user from audio detection. While the armor’s function remains the same, Matija had already heavily modified the suit for her own use, barely resembling the original design.
Originally, the armor was created for reconnaissance and space travel for low-gravity planets (to stop the use of weights). It was supposed to be “a personal artificial gravity field that allows its user to launch themselves to any direction and walk on any surface, regardless of orientation (i.e. the user’s initial and aimed orientation) for almost an indefinite period of time (time is battery dependent)”.
Items: Balam Experimental Body Suit: Worn under her armor. Balam is designed to act like a second skin. It is made using a material that allows whatever it is covering to be almost completely invisible within 4 seconds the moment the material's atoms are excited through direct electrical shock (800 volts or higher). The suit's invisibility field can last for a total of 30 minutes, and it only mostly affects organic materials.
Others
Climbing harness
300 meter harness cables with hooks (3 pcs)
Harness gears (2 pcs)
Smoke grenades (2 pcs)
Lock picking set: For the people who prefer it old style.
“Rocky”: A small handheld device that dispenses and ignites Matija’s personalized thermite mixture. It can either create a thermite laser or a one-time thermite bomb that can be attached to a safe’s frame using some electrical tape and C4.
Block of C4 (usually cut into 4 separate and smaller blocks)
Piezoelectric Violin and bow:
Dentures
Various contact lenses
Headphones
Skills: Because of the nature of her jobs, Matija learned that constantly moving made her a difficult target to catch. This mindset made her learn and hone her ability to parkour almost anywhere. Her heightened bodily sensitivity and intelligence helped her balance her strength, flexibility, and agility into impressive proportions. Her unique physiology allows her to eat and digest almost anything with (usually) little to no negative effects (her stomach acid is very corrosive), an ability to adapt to sudden temperature and pressure changes easier (in comparison to standard human limits), and stay underwater up to an hour and a half (and around 15 minutes when swimming). She is also believed to have very sensitive auditory capabilities, can pole-dance, knows first aid, and has very good accuracy (due to acute spatial senses) for both maneuvering and sniping.
Powers: No known psionic abilities.
Other:
Authorities handling her has been warned to handle her with care, especially her mouth because of her pointed teeth. She is usually transported in a reinforced strait jacket and a muzzle.
She takes off her contacts and dentures if she is only going to stay indoors
Has ADHD, cannot sit still for too long
Hates lugging her sniper rifle around, will not take it as much as possible, will fite you for it
Very strong swimmer, can easily drown people
She is well versed on most basic security systems but more advanced security jobs are usually handled by her associates. She would insist that she is an infiltrator, not a "security wizerd."
Her ‘alien’ genes are from an isolationist humanoid-amphibian alien race from an ocean planet (dubbed as “Mecor”) in the uncharted galaxies of the universe. Heading towards the planet can be dangerous (or even fatal) because of it remoteness and the electrical storms that are constantly raging at the outskirts of the Beul (Be-yool) 4428 galaxy. There are only two successfully recorded trips towards the planet, and no known successful contact that did not result to the death of the scientists that attempted the said contacts.
The planet itself is composed of approximately 90% water, with white sandy beaches, hard soil, and hot tropical weather. Some of the planet’s ‘trees’ appear to be made out of coral (especially those by, and near the bay) and those with soil have thick forests that are too hard and too thick to trek. Scientists initially believed that their civilization is on the edge, or just past its ancient era. The speculation was derived through remote areal drone feeds that showed shanty-like dwellings near the bay areas and that the Mecorians are likely seen wearing loose tunic-like fabrics as clothing. This speculation had just recently been refuted when the scientists saw that the aliens used steel and seemingly ballistic weaponry similar in function to the earth’s post-colonial or industrial era weaponry. Scientists believe that the dwellings near bays may be ‘temporary homes’ for the Mecorians, and that their actual homes (or even cities) might be located somewhere in the think forests, or even underwater.
At present, the race refuses outside contact and is hostile with outsiders so very little is known about them. Based on what is known about them, it is that they are amphibious humanoid creatures with skin colors ranging from light brown to black, white hair, pupil-less eyes, webbed hands and feet, webbed dorsal spines, and sharp nails and teeth for tearing food. Note that scientists are only able to observe the physical features of the planet’s inhabitants and culture through drones equipped with powerful cameras hovering approximately 200 feet from the ground.
Some scientists have hypothesized that this alien race might be related to humans because of the structural similarities of the two races. There is currently no data to back-up this claim.
Appearance: 5'9" tall, 120 kgs, semi muscular build with long dyed hair coloured black with neon orange streaks.
Occupation: Arsonist
Weapons:
The VC1 Flamethrower is highly valued by planetary militia when fighting local wildlife. It is also highly sought after by pirates and mercenaries who are going to fight on ships or in close wuarters. It is designed to destroy shields and to cook people inside their armour. However, if the armour and person inside still hold, Hadrian uses his holdout weapon.
The M4 Revolver is one of the most highly powerful handguns made commercially. Accurate up to 50 metres and and able to punch throigh most armour, this weapon is beloved by outlaws and lawmen alike. Take care of it, it takes care of you.
Armor:
The HG19 ballistic armour is especially built for harsh environments and to protect the user. It can stop a hail of bullets, stop the person inside from burning alive from extreme heat and allow them to walk in freezing cold temperatures without getting frostbite. It is armoured and does not come with shields.
Items: Spare parts for his weapons, such as gas tanks.
His helmet has an inbuilt system that allows him to see his surroundings in any given light.
Has one hard copy of the Anarchists cook book, complete with his own personal edits, diagrams and notes.
Skills: He is able to burn anything with even the most basic of tools. He is also a damn fine cook and is able to cook fine food for most humanoid races. Knows sign language.
Powers: N/A
Other: He rarely takes off all of his armour at any given point. He only removes it when in his own quarters, otherwise he usually wears the chest pieces of his armour.
Name: Vavnr Sammn (VAV-ner SAM-mun) AKA Slippery Sam, Slimy Sam, Vagrant, and other unflattering things.
Age/Race/Gender: 45, Kzargett, Male.
Appearance: Roughly 5 foot 8 inches tall. blackish brown and glossy scales, with assorted sand-red ones down his face and back. A few of his back-teeth are missing on the right side, and he's got an iron prosthetic pounded into the end of his tail. It didn't necessarily replace any length, but he does put a gnarly-looking hook on the end of his tail when he's expecting a fight. This causes him to stagger sometimes when he walks casually as this graft-piercing thing has deadened nerves in the end of his tail, which Kzargetts typically use for balance. but he moves well enough vertically, or horizontally on even ground or in a full run.
He usually wears coats and finery made of bulky layers of fancy looking ballistic fabrics, as well as a wide-brimmed hat with exotic feathers.
He has a war cleaver, (The bottom one, naturally!*) by his side most of the time; A low tech and inexpensive answer to life's problems. It's easily capable of delivering heavy, potentially armor-piercing blows with two-handed leverage, and still fairly ergonomic to use and parry with with one hand if he needs to keep somebody busy for a flintlock shot, though you won't be cleaving any heads in half that way.
*Except, of course, with the sword-catching upturned guard in the back and the hand-protecting bit of guard in the front. Don't know why the silly buggers didn't include those in the picture. They're pivottal!
He has a few “Fast Deploy Mines”, which can be tossed a few feet after arming for quick deployment. They have light adhesives on their broad sides that can attach them safely to most surfaces, and they can be thrown like frisbees for much longer distances, though they usually end up exploding on impact instead of safely deploying as mines.
He has his aforementioned tailhook, of course. It doesn't curve far around or downward, but rather tapers off shortly after it becomes parallel to the original bit of hook. This makes it easier to use under duress, as one can merely use straight swings to slam the pointy bit into enemies and grab onto things, at the expense of a decreased length of grip, should he decide to hang from it. The finest in prosthetic equipment, it can turn itself around with the dexterity of a living appendage.
He also carries with him four (Or as many as he can carry given his other equipment, but that's usually 4) Pressure Blasters, colloquially called "Plasma Flintlocks". They’rebulky little handheld jobbies that go off with a big bang and fire slugs of superheated tungsten at supersonic speeds.
They are heavy, powerful mechanisms that use small, controlled reactions (And, of course, freakin' laser beams on quick, high focus) to bring these relatively large tungsten chunks to nigh-melting temperatures as it rather loudly launches them out of the barrel. The incredible force behind them and the tremendous temperature causes them to create enormous smoking holes in most conventional materials, organic or otherwise, and leave hot, burning trails of air behind it. By weight alone, they can deliver a righteous pistol-whip, and the handle and barrel are left mostly perpendicular to assist in its use as a baton as well as a firearm.
After two shots of any kind, the mechanics are considered highly strained and very probably heat-damaged. Firing any charges out of a heat-damaged pistol with a higher melting point than raw iron (Which would be pretty much vaporised by the combustion process) cause it to clog up and explode spectacularly, like a pineapple grenade that gets molten metal and toxic metal gas everywhere. (Though the gas usually dissipates into metal dust and particles fractions of a second after firing, simply because of how freaking cold the air around it usually is compared to the environment it was vaporized in.) The user usually gets a good click and three seconds of warning before the gun explodes, though.
They can fire one slug before a reload is required, and while not as destructive as tungsten, they are usually used with slugs of lower-heated metals because the sheer temperature, pressure, and velocity of the gas and particles expelled does create a temporary lethal area in front of the shooter, much like a regular bullet, for a distance of up to 25 feet. Firing vaporized slugs, it exchanges stopping power and range for pure killing power with comparatively little recoil. Metals that melt more easily, like lead, are actually comparatively quiet, and thus Plasma Flintlocks are favored by Assassins, even when weapons with atmosphere-based-combustion are feasible. It's entirely possible that Kzargett wields these because he likes to scare people into thinking he's about to put a hole in any ship he's currently on.
The Cidacorp M9862 Anti-Personnel rifle is a particularly nasty area-denial weapon that can shoot its own ammunition twice. Sort of. It is nearly functionally identical to the Cidacorp M9861 Anti-Personnel rifle, but with a few key differences.
The '61 rifle primarily fires focussed photon beams that cause very little surface damage but superheat things that they pass through. A tree may look relatively unharmed before the affected area crumbles and blackens as if it had just been set on fire. A person may look relatively fine, save for a seriously burnt patch of skin, but the insides are usually utterly garbled by burns as the beam passes through and spreads out, and they would have serious organ damage and internal bleeding until the beam either exits or "stabilizes" and act as undisturbed photons instead of a beam.
It can fire uninterrupted (With only minimal scatter) for up to one minute before reassembly and part replacement is required if belt-fed. This makes it a popular choice in regions where the ammo is common as the strategic equivalent of a light machine gun. With its typical drum magazine full of large pressurised batteries, it can fire up to 60 times (each battery has charge for 6 beams) before running out of charge.
Now, the batteries, being roughly cueball-sized and full of noxious substances, presented the engineers with a unique opportunity. Recharging these laser batteries took more time than was practical on the field. The carryweight consumed by bringing a charger to battle took more time and offered less efficiency than just bringing more rounds with you, and high-mobility combattants who used drums of ammunition were leaving expensive, heavy barrels of nothing behind them that could easily be recharged and used by enemy scavengers if the line was pushed back... So a creative solution was introduced in the M9862.
The '62 was more mechanical and bulky, so it was usually reserved for specialised soldiers in demolition squads. The additional mechanisms actually attached detonators to the batteries and fired them like grenades... And they sure exploded like grenades. They also left a short-time lingering gas that stung eyes, caught at throats, blurred vision and stank like hell. Cidacorp, willing to flaunt its advances in clean energy at every turn, is always proud to say that aside from fucking exploding, the insides of the batteries have no long-term ill effects on the health of most creatures. This means it's also a perfectly safe, if perhaps unexpected weapon, for spacefarers to use in enclosed structures that recycle their air...
The '62 has been the number-one choice of terrestrial soldiers and space pirates alike for generations in places where Cidacorp is prevalent.
Armor:
He usually always wears the hat and coat made from fabric armor, as that is his signature gear. This not only makes him difficult for his enemies to take seriously, but the overall bulkiness and flow of his long coat distract people from his movements and makes him look bigger than he really is, thus, he is harder to shoot or hit at a distance. It is very light and allows him to move with ease, and allows him additional protection from piercing and cutting by most archaic and improvised weaponry.
When he's not in a breathable atmosphere, or he expects he won't be in a breathable atmosphere soon, he wears something a bit like this.
Except more platy and less skintight, because his skin by nature is platy and not very skintight. It allows for some minimal protection from energy weapons, if only by taking the burn before the rest of him does. It’s good at deflecting and redistributing tangible force, as it was meant for exploring potentially hazardous environments, but things still hurt and he has to remain careful in combat. Sometimes, he wears the hat, the coat, and the space armor at the same time, but this is mainly for aesthetics.
Items:
Usually one large mason jar containing benign slime creature. Highly sticky prokaryotic animal augmented by Cidacorp. Responds to basic stimuli, light, and follows salt and sugar, and other trails of chemical nutrients. It is an opportunistic vegetable detritivore. It is a high-powered explosive that can be detonated with an electric charge.
An amalgamous card deck with upwards of 150 different individual cards. Various traditional alien card images are depicted from a wide array of different sets, and they are divided up into 8 suits which roughly correspond to the 4 suits of the stardard 52-card system and the 4 suits of the Minor Arcana. Because of their ability to look vaguely familiar to a myriad of different cultures and be adapted to billions of different games, Vavnr often brings this deck to social settings to entertain himself, get people to speak a little easier, or straight-up suggest a game nobody at the table has ever played before and bullshit everyone out of their money. He also does card tricks, of course.
Various small, adhesive explosive charges for door and vehicle sabotage. (Door sabotage, not door opening. They’re big enough to utterly screw a metal space door’s mechanics and function if placed over the lock/opening module, but not blow it open. Good for people like him who hate being followed.)
Various trade-restricted goods and substances for trafficking purposes. Incinerated after trial, never returned.
Skills:
He is an adept liar, and whether he’s bluffing or telling the truth is nearly impossible to determine until you’ve found external proof. He could read The Lord of The Rings to a lie detector while presenting it a physics textbook, if he put his mind to it, without any out-of-the-ordinary reading.
He is an expert in sleight-of-claw movements, and he can pickpocket and hide handheld objects with the best of them. He is also a veritable card-cheating wizard, and his fluent knowledge of several obscure card games and versatile deck allows him to cheat extensively, even rewriting rules when people don’t pay attention.
He’s a fairly accurate shot under durress, and he doesn’t easily crack in tense situations. He can speedily aim and fire nearly anything with a trigger and still hit more often than not.
He is very agile, even for a Kzargett, and can quickly dash, dodge, and maneuver around most obstacles like nobody’s business. He’s fast to react to things and fast while in the process of doing things.
He knows how to handle himself in close quarters. Since it is the Kzargett philosophy to maximise reward and minimise effort, he usually avoids brawling encounters and shoots people, but there isn’t a pirate still alive that hasn’t gotten into a good ol’ swashbuckling melee. And besides, sometimes the other guy has something shiny! Burnt loot is less valuable. Someone with legitimate training will probably very easily pick out the madness in his methods and screw him up, but he's not one for making blatant, stupid mistakes either.
Powers: Most of a Kzargett's powers come from their physiology.
They aren't particularly large humanoids, (They come to a full stop (discounting infirmities) at 5'10", with an average of 5"0'-5'5") but they are covered in tough hide and built with strong bones and powerful, if wiry sinew. As social predators, they were built for fighting with each other, as well as things bigger than they. They have claws that are curved and pointed, and long, powerful digits with arms to match, which easily turn their paws into quick, maneuverable clubs that rest just below their first knees. Their jaws are long and powerful, can open almost up to perpendicularity with the upper teeth, and have applied bite force known to wreck steel piping. Their skin is stiff and loose, enabling them to wriggle, fight, and more easily escape the tight grasp of larger things, be it building debris or the carnivorous pets of sluggish space gangsters.
They are kept upright by digitigrade legs, which offer them a faster means of jumping and pivotting out of the way of dangerous things, and they sure offer one helluva dropkick with the hooked claws on those too. Their feet themselves have articulated digits and are also capable of gripping, but they have less phalange joints, only four digits, no "thumb" and this makes them typically less manueverable or precise, this dexterity and strength of the toes is primarily used for climbing and running up steep surfaces, and holding things in place while the hands do the important things.
Of course they have strong, hide-armored tails about as long as their legs fully extended, which are nimble and capable of making a full semicircle around either side of the body. This gives them impeccable, catlike balance and a last-ditch weapon for running away with.
Without technology assistance, they are endurance hunters, and can sprint at speeds up to 25 miles per hour for one hour, or 55 mph for 10-20 minutes, before (figuratively) dropping dead. They usually charge, bite, and claw at their prey, but mouth injuries, which can lessen the effectiveness of bites, are exceedingly common when one fights with large, writhing animals. This is why the survivors have evolved particularly aggressive enzymes in their saliva (Not Riptor Acid or anything, it just hurts and gets infected easily, like a row of really big beestings.) and ridged scale "helmets" resting on thick skulls that can really take blunt force like a champ. Being of stubborn mind and conniving manner himself, one could say Vavnr perfectly embodies those last aspects of his anatomy.
As far as humanoids go, Kzargetts tend to be lithe and lanky in build, even very musclebound ones, which tend to look more normal in comparison to humans.
For an easy go-to for head/face structure, think of Bossk from Star Wars with an Argonian snout. The forehead comes down at a broad angle, rather than down flat like a humans', and it extends forward from the neck, giving the jaws ample space to swing open. Their eyes can change from oval pupils to horizontal slits depending on how much light is around, which gives them an excellent vision range, (Not only allowing them to see in the dark, but be less disoriented by flashing lights, given time to focus. They blink with transparent membranes, which, rather than making things go dark, blurs things until they're no longer over the eye. They have thin, closeable nostrils for breathing, like snakes, as larger ones tend to be a structural weakness for frequent headbutters, and also like snakes, they smell by flicking their tongues, because perpetually slitted nostrils aren't exactly a satellite for your olfactories.
Vavnr lost his original voicebox, probably violently, (And probably had several people hired to do that very thing to him in the first place) so he had a mechanical one implanted. He can almost perfectly imitate voices, sounds, and accents by memory, and, with a quick change of clothes and some blotched or painted scales, can easily pretend to be a completely different Kzargett. He can also speak without using his mouth, but then you just hear muffled noises coming from the inside of his neck.
Other:
Ever since the invention of hunting traps and agriculture led to Kzargett Civilization, the Kzargetts put great value on maximising rewards for less effort. Inventiveness, Craftsmanship, Perception and Wisdom are the most valued of virtues to the Kzargett, who are known for their guile and reverse-engineering skills. Their stereotype acts much like the Darths and Droids version of Ewocs except quite deliberately crooked. This isn’t especially far off. They’re actually a bit like the Dwarves from Dwarf Fortress… At least when they’re played by the kind of person who makes mermaid farms to hoard treasure with...
Kzargett society works on a capital-based feudal system. Whoever is crafty and beguiling enough to own a Kzargett Supercorporation is effectively the king of the corporation’s property and jurisdiction, who provides money and services to chairmen in exchange for upholding and enforcing his authority, who provide money and services to managers for managing and advising them (And, yes, serving as military commanders and elites, of course.) They provide money and services to the laborers for their labor.
While killing is generally frowned upon, and the highly durable nature of the Kzargett makes even very destructive and murderous-looking physical disputes between the equivalent of a slap-fight, much like rams butting heads hard enough to create an echoing thump is basically harmless to the rams in question. Strength and martial prowess still have just as much of a place in Kzargett society as intelligence and charisma. Whoever establishes themselves as Alpha, through whatever means, can effectively command their social circle and arrange the hierarchy beneath them however they want. Usually, boards of chairmen are small enough that the C.E.O. will be their Alpha, and a challenger can freely take the throne if the C.E.O. doesn’t protect himself with contracts and bureaucracy.
After generations of bureaucratic befuddlement as C.E.O.s, Chairmen, and Managers squabbling amongst themselves for power and financial gain, Kzargett laws vary from company to company and are foggy at best. In general, unless strings are pulled, public duels are legal, even to the death, corporate espionage is an act of war, recreational drugs and narcotics are a plague to productivity and only illegal to use and sell for use between employees, but they can be sold to other countries or companies, and are legally bartered between employees for that purpose. Interplanetary insider trading and fraud is practically a sport, and everything can be sold, from sex to one’s own person.
As anyone rich enough to own slaves already has serfs a rung or two underneath them that will do anything they say, so slaves are primarily used as status symbols and entertainment, as non-Kzargett labor is rarely needed. Slaves often live luxuriant lives as exotic pets do, and are given basic jobs that don’t require them to leave their owner’s domicile, where the image is less important. Slaves are often employed as bodyguards, secretaries, scribes, cooks, general house servants, and other things, and are addressed by their personal numbers or by pet names and never by their real names. They are ordered in the order that they are received by their current owner. An owner’s first slave is called “1”, and the second one would be called “2”, and so on.
Sports are commonly played by slaves and pets for the amusement of their owners and whoever pays the owners to watch. Historians suggest slave sports may have been started by rival chairmen pitting slaves of the same number against each other in a variety of contests to determine whose slaves were worth more and determine whose household was more valuable. However, sports are often played by up-and-coming Alphas of an athletic disposition to obtain supremacy.
The mating process as recognized by Kzargett culture differs depending on one’s social status. Reproduction is done casually and recreationally across the board, (And unwanted eggs are bought by the governing corporation to be raised at corporate facilities to become serfs) but peasants by and large avoid marriage because families rarely have much to give each other and any ceremony would be a frivolity that impedes their progress toward overthrowing their Manager and becoming the new one. However, managers and those above them frequently practice nepotism and attempt to establish dominant dynasties and birth unconditional supporters. Entire companies merge into supercorporations by the mating of two (or more) CEOs.
Kzargetts are known to be polyamourous, though more romantically notioned individuals may debate the “Amour” part. They are by and large considered draconian in manner and cold-blooded in feeling. (Puns intended.) Most accounts would describe them as industrial barbarians.
The fact of the matter is, they’re actually fairly okay. Fairly. Personal gain, power, and GDP is considered its own reward, yes, and their heroes of legend are not self-sacrificing or noble creatures, but rather people who just managed to get their way through some spectacular scheme or feat of skill. However, they do display certain degrees of altruism:
Leaders have been known, bafflingly enough, to make choices statistically likely to reduce fatalities and unhappiness even when there’s nothing to gain from it, even if it actually decreases the overall efficiency and profit of their Corporation. Granted, they tend to do some barely legal things to make up for that lack of efficiency if they realise they’ve made it, and they don’t exactly go out of their way to do these things, but it’s there, and it happens.
Guardians of hatchlings, whether they are biologically theirs or not, will usually dote on their young and teach them as much as they can if public education isn’t available, despite the financial disadvantage of raising young ones. Total strangers to young hatchlings easily become protective of them and each other if something dangerous is around.
And, yeah, a lot of them do build meaningful friendships and relationships that go beyond the cold profiteering logic of the usual Kzargett society. Their Dwarflike greed is not all-pervading. It’s just 76.5%-pervading.
“Farmers” grow large amounts of self-sustaining clorophyll and vat flesh to sustain the atmosphere and each company’s large carnivorous population, though there are recreational biodomes full of reserve animals for company owners to hunt in. Population and morale issues are solved with war and nationalism that is tightly controlled by the corporation. Companies are never just one thing, but rather an entire trade-intensive society built to supply the needs of its employees whilst pumping more of everyone else’s currency into itself.
One more thing:
When three or more C.E.O.’s (Chief Executive Officers) merge companies, they actually maintain C.E.O. status. The one in that group who becomes Alpha is called the C.E.Ō. (Chief Executive Overlord) which is the closest thing Kzargetts have to a God-tier emperor. The backbiting nature of Kzargett Corporations makes joining together rare enough, when they stop squabbling and agree to submit to one leader, that makes the Kzargett in charge the most powerful creature there is in the eyes of society. They are added to a veritable pantheon worshipped by those who wish for success, a place of honor in history records, and bury themselves in as opulent and magnificent a tomb as they can afford… Which can get pretty absurd. It is considered a cardinal disgrace to disturb an ineffable tomb such as theirs, and such a crime is usually punishable only by death or a lifetime in the arena doing embarrassing and/or dangerous things for peasants.
There have been 6 of them in all since industrialisation. There has not been a Chief Executive Overlord for over 4 centuries.
Appearance: Amy stands at about 5'3 with a mildly athletic body. She has light blonde hair and hazel eyes, and unbeknownst to many, she has a tattoo of a cherry blossom branch stemming near her left hipbone which wraps around her side and up the center of her back. For casual wear, she can be seen in dark leggins, brown boots, and a slightly large light-colored sweater. Character image
Occupation: Espionage agent/linguist
Weapons
Multi-tool kit
Laser pistol
Ballistic rifle with long-range scope
Obsidian blade
Armor: GRX Mach 2 is a custom powered armor designed to aid Amy in her tasks. It can effectively launch her about 30 feet in the air, and it has an autopilot setting which activates the moment it detects a stoppage or dramatic decrease in Amy's heartbeat. While in autopilot, the armor's main goal is to escape any imminent danger by taking cover or escaping, or as a last resort when no other means are possible, taking the offensive until the threat is eliminated or it is destroyed along with Amy inside. Additionally, the armor's headpiece allows Amy to see basic shapes and outlines, although it lacks to ability to help her see clear details.
Items
Travel bag with some of her belongings.
A small sensor gadget which detects sound and movement within a 100 ft diameter, even through obstacles such as walls or furniture.
Portable hand-held device she uses to listen to music or other audio files such as books, TV programs, etc.
Skills: Amy has a heightened sense of hearing. She's skilled in hand-to-hand combat and is an expert navigator.
Age/Gender/Race: Approx 32, Male, biologically created Dalentian/human hybrid.
Appearance: Arex stands at 6'4 with a genetically enhanced augmented athletic body. He has pale-ish skin with deep contrasting dark hair and eyes.
Occupation: Test Subject. An experiment to harness the psionics of the Delentian and fuse it with an augmented cybernetic human. Arex's whole life from pre-birth up until recently has been one long lab experiment.
Weapons
Plasma Katana (powered)
2x Advanced integrated tech auto pistols (ballistic)
Pulse grenades (powered)
Psionic 'floating' knives (dual)
Armor: Custom built and suited armoured exoskeleton. Connects to his augmentations for seamless response and optimal sensory, physical and psionic enhancement.
Items
All purpose multi-tool wrist band
A large mysterious and secure briefcase.
'Pet' mini turret and spy drone.
Skills:
Fast and agile Dalentian combat prowess
Expert swordsman
Stealthy
Infiltration (Cybernetic augmentations to interface and overcome tech difficulties.)
Powers: Psionic
Levitate
Phase (short burst)
Force wave
Other:
Arex has no past nor purpose, he is unsure where he came from or of his origins.
Occupation: Varrus was a chief medical officer specialising in chemical warfare and genetic research . Varrus is known throughout the alliance for making agents that liquefy lungs and could even melt your face off straight through your suit. He has also experimented with genetic augmentation to create the Federations deadliest soldiers. However, he was captured and transferred to be forced to work with the crew of the Revenant. Weapons:
The P.E. 01 is a classic rifle used by the iIllithid empire. While an energy based rifle, it is capable of using ballistic based ammunition if needed. This rifle is truly special in its ability to siphon psionic energy form its wielder in order to super-charge its rounds for extra damage. It is a semi-auto rifle with deadly accuracy and is a highly desired weapon on the black market. EMP grenades followed by canisters containing various toxins and poisons as well as 'other' chemicals. These other chemicals act as boosters to allow average specimens to perform incredible acts of physical prowess outside their range on normal abilities. Armor: Varrus' suit is energy shield but primarily used as a hazmat suit. Due to the brittle nature of his species, his suit acts as a environmental suit used in the most hostile conditions.While it may not be capable of taking a missile, it can filter out most toxins and withstand a variety of environmental hazards to an extreme degree. Items: Aside from surgical equipment and a variety of secret chemical cases, Varrus carries nothing of interest except a list of names written on paper. Skills: A science officer and medical expert. Varrus is capable of performing surgery on an alarming amount of species that are not limited to humanoid. His study of most forms of life has lead to to experiment with a variety of chemical agents. His skills as a chemist are also very noteworthy and have allowed him to develop a variety of chemical agents that the alliance has come up against. Powers: Despite his frail body, Varrus possess a powerful mind. His psionic abilities allow him to speak telepathically and link multiple minds at once. When unarmed, he can also charged up psionic energy for energy based attacks. Due to his field of expertise, Varrus has taken particular enjoyment in peering into the minds of his victims to for interrogation. Strong willed individuals can resist but don't worry, Varrus has chemicals that will make them much more compliant. Other: Varrus has a very specific reputation as a cold blooded murderer. His agents have allowed the Federation to make entire Alliance colonies disappear in a single gas attack. Make no mistake, Varrus is a killer and enjoys it more than any one. Other:The Illithid Empire stands as a technological marvel. While some worlds have advanced more in weapons, armor, and instruments of war or space travel, the Illithid Empire stands unrivaled in medical advancements. Their naturally fragile forms helped bring about their need to develops a strong medical based technological system. What makes the Empire so dangerous is their natural affinity for psionic abilities. This enables their entirety of the Empire to function as a makeshift hivemind, operating only to advance the species and it's Empire. While their tech and psionic abilities make them troubling in combat, their understanding of genetic mutations allows the Empire to create massive monstrosities to ravage the battlefield. The Empire is not an aggressive one however, often buying dead or extremely hazardous worlds from other governments and terraforming the planet to enable a rich evolution of life. This enables a new world thought unbenifical and new species to emerge to join the Empire. The Illithid Empire remained neutral throughout the conflict between the federation and the Alliance though the Empire wished to have a hand in it. Sending diplomats to meet with representatives and both governments. The objective was to offer medical and relief aid by donating doctors and advanced medical supplies. They had no intention of being aggressors in the war. While the alliance unwillingness to work with 'aliens' declined the offer with rather rude comments, the federation accepted. With the relief aid of the Illithid Empire to back them. Casualty rates dropped dramatically. Neutralization of alliance chemical warfare also helped the Federation tremendously. When the alliance caught wind the the Illithid Empire was giving relief aid to the Federation, they began to specifically target medical outposts in hopes to make the Empire back off.
Name: Tobi Age/Race/Gender: Robot, 23, male A.I. Occupation: Special Forces Weapons:
A heavy assault rifle with several barrels. Using ballistic ammunition, this weapon holds 100 round clips and is used to put a hole through the several guys behind the several guys you put a hole through.
The 'Arm Breaker' heavy impact ballistic hand cannon is the one to use to take out the guy behind the wall. This hand cannon was designed to use by combat drones and strictly uses explosive rounds. 6 shots per clip, and can break your arm in one shot if you are a human
Uses standard ballistic cluster grenades and frag grenades Armor: Being a robot, he was built to be heavily plated. Items: Built with several imaging systems which include thermal, night, infrared, cold(to spot cold blooded aliens), possess an advanced intelligent A.I. equivalent to this era's supercomputers, magnetic lock boots, and a small thruster pack. His systems are copper plated to prevent being shutdown by an E.M.P but if damaged enough, will become vulnerable to one. Plasma shield gauntlet to help defend against attacks, it can withstand 1 standard rocket before breaking and needing to recharge which will drain his battery. Note that this shield will not ease the impact of ballistic weapons. The shield can cover his body if he slouched his posture and squeezes himself tighter together. Skills: Heavy weapons expert, skilled hand to hand combatant, efficient marksmen. Certainly more durable then something not made of metal. Powers: Built to be strong enough to shoulder through weaker materials like stone. It will take a little bit but he could also rip a human in half and punch a hole through your chest. Can not physically exhaust but he does have a battery that can last one month inactive and one week active. Weaknesses: designed strictly for planetary missions, his armor was not designed for the cold of space and is thused vulnerable to cryogenic weaponry. Due to a 'personality' error, Tobi has two personalities, one for killing and being irrational and for for being calm and strategic. They constantly argue over combat strategies and this could cause Tobi to literally freeze in place during a fire fight if they begin to argue too much. Despite being copper plated to prevent EMP'so, enough damage will ruin the copper and make him vulnerable to EMP attacks. Due to copper being a heat conducter, to much physical stress and use of his other gadgets could cause severe heating problems if he is not careful. Other: Loves being savage and will shove a grenade down your throat if ordered to do so.
Appearance: Maxi is a very unintimidating looking individual. Standing at about 5'5, he isn't the tallest, and from a glance you can tell he'd lose an arm wrestle against the majority of the crew. His constant time indoors has left him rather pale, but not to an unhealthy degree. Perhaps the most unintimidating thing about him is his glasses- he wears large swirly glasses, almost in a comedic fashion. They're white with a red swirl on them, and he never takes them off, leading to a rather goofy first impression. His hair looks like it was blown up one too many times- it's a light, near white colour, with a few burnt hairs here and there. He dyed the tips of his hair blue. It's very ruffled and messy, poking up at odd angles and reaching roughly to his chin. Attire wise, sans armor, he almost never changes out of his lab coat, and he wears a blue t shirt and jeans to match.
Being a medic with minimal combat ability, Maxi only carries two simple pistols; guns that are easy enough for an ameteur to use, and two different kinds to deal with either type of armor. They aren't very fancy, and are more or less only for self defense. He hopes to get better with wielding weapons so he can upgrade to something that packs a bit more of a punch and won't just get him out of a pinch.
Armor: He uses powered armor, which is lightweight and rather durable. Since he needs to be able to work on the field, his armor only fully covers vital points- a helmet for the head and neck, and a chestplate for any internal organs. The rest of the armor is rather thin, so it's very easy to move in and allows him to work on mending injuries better but can't stand too many hits in contrast to what covers his vital organs.
Items: Maxi has a small, white cube robot that breaks into smaller cubes and floats around behind him. He didn't build it, though he can repair it if it breaks. It acts as an assistant to his work and stores anything he doesn't want looked at by others, as well as supplies for on the field. It's very durable, but has no real combat abilities for retaliation. Functions well on the field as a way for Maxi to have any medical supplies on hand in the heat of a battle.
Skills: Excellent with biological and chemical related subjects (medicine, viruses, and chemical influence on biological beings). Dabbles a little into robotics and physics as more of a hobby than anything, good problem solving skills. Ridiculously good liar.
Powers: Due to exposure to strange forces, Maxi gained a rather strange psiionic ability. It allows him to predict the approximate percent chance of a persons death if they complete an action. He can't tell how they would die, and percentages are still percentages (someone can still die at a 1 percent chance of death), but it does help to warn for dangers that are unknown and allows him to tread the path in which he can minimize the chance of casualties.
Appearance: Gore is a somewhat athletic, lean man with messy brown hair combed backwards. A constant bitter scowl is etched on his usually unshaven face, and his attire is nothing but fitting. He is commonly seen wearing simple jeans, engineer boots and a wife-beater shirt.
Yolanda: The mother of all pump-action shotguns, this Siegebreaker model has been tuned, being able to fire the dreaded and highly illegal Hailburst shells, a type of short-range, high-spread buckshot with enough stopping power to blow holes through walls. It can still fire normal rounds, however, though due to being stockless, loading it with Hailburst makes it almost unusable without the G-85.
Sheila: A slightly modified Argus-5, it is a surprisingly reliable and accurate machine pistol, and gains in straight shooting and high caliber what it lacks in compact size. Joe primarily uses it for medium distances, and with the addition of an extended magazine, it is a great tool for urban combat.
Buster: A wrench of great size, too big to fit into Gore's toolbox. Good for unscrewing nuts, bolts, and the brains of whomever's dumb enough to come too close.
Armor: None at the moment, but Gore claims he's "Workin' on something big."
Items:
G-85 Exoskeleton: A customized model that has stood the test of time, this exoskeleton is a structure comprised of thin CarboSteel bars and miniature servos sharing a common Triforbium power cell located at the upper back, it stretches throughout the torso and limbs, even sporting intricate hand and foot parts to increase grip strength, stability and integrity, and allows about seven hours of continuous usage before needing to recharge. A wonderful piece of equipment for operating heavy machinery and similar tasks, not only does it significantly increase the full-body strength of its' user, but also dramatically improves endurance. It also features clip-on safeties for safely carrying equipment, and folds into the size of a backpack for easy transport, despite its' somewhat uncomfortable weight.
Randyne Toolbox: A sturdy box containing all of Gore's tools of the trade. Once opened, it unfolds for easy access. A simple nylex belt came free of charge, and it's surprisingly handy.
Welder's Joy mkII Sunglasses: A pair of bad-ass sunglasses mimicking century-old designs, their lenses are subtly curved in such a way that they protect the user's eyes from shrapnel due to fibermesh lenses and a titanite skeleton. This model was popularized in Joe's parts due to having a miniaturized, crude Powered field generator that deflected intense light. If you know what's good for you, don't remind that to him.
Skills: Before going haywire, Gore used to be an engineer and weaponsmith, and rather talented at that. He could re-route a Hypercharge Generator of a class B frigate and still make guns capable of blowing holes through a Kargul skull. The only catch? He's a bit, uh, traditional. He absolutely despises laser and Powered tech, preferring "good ol' steel and grease" over more elegant devices. That being said, provided he knows (and has tampered with) the inner workings of most pieces of tech, he can use them to quite satisfactory results. When dealing with gear that he himself has customized to his specifications, he can work wonders, weapons obviously included. His combat abilities are not to be underestimated either. Although untrained, living in the tough side of the galaxy has given him knowledge on how to hold his own in all sorts of fights, primarily relying on low blows and his quick reflexes.
Appearance: A 1' black metal sphere resting in a recepticle on a dark grey, reflective tower, standing at 7' tall. Fifteen ball-mount cameras face outwards in all directions from the sphere, which has a silver-bordered seamline running around its middle and two small iris-doors towards what can be assumed to be the front. The tower is shaped as a hexagonal pyramid up to the spherical "head", with a bottom diameter of 3'. A seam comes down the very center of the front of the tower, with well-hidden hinges upon the corners nearest. There is one lens in a ball mount on each face of the tower, mounted dead center - including on the tower's centerline. Six circular holes with iris doors line the 6" black ceramic alloy border along the bottom of the tower.
When open, a spaghetti-like mass of motorized metal cables erupt from the six doors, each of which is rather thick, and is tipped with two jawlike clamps, a camera, and an arc welder.
Appearance: Rento is humanlike in nearly all aspects, precisely manufactured and sitting on the very edge of the Uncanny Valley. Rento stands at 5'5" and weighs 110 lbs. Her round, softly-shaped face is framed neatly by short, black, bobbed hair, underneath which lay almond-shaped green cybernetic eyes.
Her body shape is similar to old sculptures and paintings of Venus, disturbingly free of imperfections of any sort.
Rento's outfit is dated -- old-style faded jeans, a black tee-shirt, and black leather hiking boots, as though lifted directly from the 21st Century.
Name: Renli
Age/Race/Gender: Appears 24, Humanoid Construct, Male
Appearance: Humanlike appearance in almost all aspects, clearly manufactured to exact specifications and sitting just barely on the edge of the Uncanny Valley. Renli stands at 6'2" and weighs in at roughly 180 lbs., with semi-short shaggy brown hair. A square jawline and sharp cheekbones stand out below two cybernetic eyes of glass, similar to the cheaper prosthetics available on the medical market and complete with dull green metallic irises.
His body shape is identical to old sculptures and paintings of Adonis - which is to say, he has the ancient "ideal Roman" build, disturbingly free of imperfections of any sort.
Renli's clothing is simple - faded, old-style jeans and a black tee shirt, with black hiking boots. He wears no armor of any sort.
Equipment:
Combat Knife: A simple and very heavy vibro-blade, eight inches long, designed to smash through armor with ease. Runs on external electrical power. Unpowered, it's merely a simple blade cast of an unknown ceramic alloy. A second one is in a sheath mounted to the inside of the left Tower door, as an emergency replacement.
PXR-12 Xaser Emitter: A barebones, vintage laser system. The upper receiver of the PXR-12 consists of a narrow, long laser housing surrounded by 40 oblong stainless steel laser pump housings, with coated copper wiring wrapping around and between the spaces between the laser pumps. The sides of the PXR-12 are lined with high energy capacitors, and a reflex sight is welded to the top of the entire assembly, with a small LED display showing the charge percentage in the weapon. Each trigger pull completely discharges the capacitor arrays into the laser pumps and housing, creating an extremely short lived but also extremely high energy 0.05nm laser pulse, only 0.5mm wide. The effective firerate depends more on the power supply than the system itself.
A knob at the front end of the assembly adjusts the output lens assembly's focal point, and ranges from 1 meter to 1km. Ranges beyond that are, unfortunately, completely nonviable due to diffraction problems, and the power of the beam drops steadily with distance.
The PXR-12 is mounted on a short rifle-grip assembly with a bipod that serves double-duty as a vertical foregrip. A battery pack may be mounted in the stock, or a wire may be inserted to run it off of external power. On the top of the lower receiver is etched "UNITED STATES PROPERTY, NO. 000001 || PXR-12 U.S. ARMY", and a star-shaped emblem, nearly faded away from age and use. Where the metal used to be blackened, it's now fading to a shade of dull steel, flecked with rust.
A second rifle, serial number 000002, is stored inside the tower closet, with its output clearly feeding into a complex mirror system which, in turn, outputs to the ball-mount lenses on the exterior of the tower.
M1911A1: Five antique M1911A1s are stored inside the tower closet on the right side door, each with a magazine inserted and a round in the chamber for 8 shots. Two spare magazines are clipped in alongside each pistol. Ballistic, but very old, powder-driven, and ineffective against armor and shields. Still good enough on soft targets, though. These have been collected over a long period of time, and are in various states of wear. Only one is in pristine condition, as though stolen directly from a museum.
Hardware:
"Hacking" Cables: This is not computer hacking. This is literally breaking into a wall or conduit and forcibly taking control of an electrical system, completely bypassing whatever original control circuit was in place. Renli and Rento each have twelve bundles of prehensile cables within its abdomen, each of which is tipped with a camera, two claw clamps, and a miniscule arc welder for severing cables and melting through walls and hulls. While not as good as a good, old-fashioned knife or fist, the cables are able to serve as a self defense mechanism in a pinch. Rento's are narrower and capable of finer motions, while Renli's carry a much higher voltage and strike harder.
"Hacking" Cables: This is not computer hacking. This is literally breaking into a wall or conduit and forcibly taking control of an electrical system, completely bypassing whatever original control circuit was in place. The Tower has sixty bundles of durable prehensile cables within its base, each of which is tipped with a camera, two claw clamps, and an arc welder for severing cables and melting through walls and hulls. The Tower's cables are much thicker and stronger than either Renli or Rento's are, and can serve as effective melee weapons. The Tower's cables can each extend to roughly fifty meters.
Internal Communications Array: The Sphere atop the Tower contains a comprehensive communications array. It is compatible with most other systems, to some degree, though the distance it can transmit a signal is tied to the Tower's power system. Without the Tower, the Sphere cannot transmit beyond the immediate vicinity and, in fact, has trouble with anything outside 20th century walkie-talkie radio range. With the Tower, however, the range is extended significantly, to roughly 50,000 kilometers in a vacuum with no interference.
-Much more impressive tech than her 'old trusty' handgun is her knife, which is retractable, and has battery powered laser edge capabilities to allow it to damage powered armour.
Armor:
-Taleste does not wear metal or powered armour, preferring the lightweight, mobile approach of not getting hit in the first place, but her clothes themselves are made of a special, super-dense carbon fibre which will protect her from a light ballistic attack, such as stray bullets. It will not work against concentrated fire, stabbing or bludgeoning weapons, explosives or for, or lasers, however.
Items: Taleste's effects are as follows (besides weapons); One lockpicking multitool, one miniature yet powerful drill, binocular sunglasses, and the usual toiletries, clothes, make-up, ect, which would usually not be worth commenting on but for Taleste, can be tools of crime also.
Skills: Taleste is an accomplished thief who can flawlessly pickpocket, pick mechanic locks, crack safes, and is very good at being light on her feet and unnoticed. She's also a very good actor, if the need ever arises for her to go undercover. Related to this, she has a talent for makeup, able to make herself look like she's spent her whole life in the slums, or in the aristocracy, or young and pretty, or old and ugly, merely by clever presentation of face, hair and fashion.
Powers:None
Other: She speaks in a heavy, strange dialect, possibly from one of the many multiracial slums around the galaxy, where humans and aliens live side by side and pick up each other's vernacular habits.
Name: Qoorb (Pronounced Korb. The first three letters of a Rek's name are the equivalent of a family name, and the rest is the equivalent of their personal name)
Age/Race/Gender: 15 (Equivalent to 27 for a human)/Rek/Genderless (Reks, like flowers, have both male and female genitalia. Intercourse results in both parties getting pregnant)
Appearance:
Occupation: Junker. Loots scrap from derelict ships and stations, repairs or builds from it, and sells what they have repaired or built for a hefty profit.
Weapons:
-Shoots normal or incendiary rounds. Fires 8 shots before needing to be reloaded.
Armor: Power-Armor salvaged and built from the power-armors of many a corpse
Items: Welding equipment, a mobile computer and a personal network-link station
Skills: Is very adept at Robotics, and hacking.
Other: One of these people who really open up (to an uncomfortable degree) when they get drinking.
Name: 'Ace' Age/Race/Gender: Designed to appear around early to mid thirties (chronologically 19); Android; identifies as male. Appearance: Click. Stands at six feet tall and appears to be rather slim, but weighs a little under half a ton due to his metal insides. Sadly, not outfitted with extremities. Wears this jacket over the clothing in the photo. Occupation: Pilot, mercenary, and occasional trumpeter when all else fails. Weapons: This baby. It fires eight shots before it needs to be reloaded. Virtually recoilless, as it is light-weight and the grip contorts to the shooter's hand. Ace is also fond of using automatic assault rifles or SMGs when he can find them, but does not own one. Armor: While weapons can easily cut through his skin, under it is a heavily armored endoskeleton. However, he is fond of wearing this armor for some reason. It is officially known as Toranma Inc. Light Infiltrator Armor, but Ace calls it 'my second skin'. Items: A few tools on a belt (in case he needs to repair himself or his weapons in combat), a picture (if he gets around to opening up to someone on the crew, he'll reveal what is. Until then, it's a secret to everybody), an old zippo lighter, and a pack of Pall Mall cigarettes (with only six left, sadly). Skills: Ace Pilot: Where else do you think his name comes from? Ace is, well, an ace pilot, in fact he's probably one of the greatest in the galaxy. By his own calculations, the probability of crashing if he's flying the ship is 0.004% (however, he does have an extremely inflated ego so this is probably false, more than likely for worse than for the better). Crackshot: Ace is a crackshot with pistols and is adept in the use of assault rifles and SMGs. However, he has no knowledge in the use of shotguns, heavy machine guns, sniper rifles, etc. Powers: (Technically) Unkillable: Due to being an android, Ace doesn't age and cannot die of natural causes. In fact, he could survive being obliterated so long as his memory chip survives. However, if his memory chip is destroyed then Ace as everyone knows him would cease to be. Other: Ace is heterosexual. Sadly, he can't have sex due to the aforementioned lack of extremities, but at least he can admire. Ace cannot get drunk, high, etc., but can taste things. More will be added overtime.
Name: Lexi Age/Race/Gender: 17 female Nekross. The Nekross are an odd species whose culture is very warlike yet advanced. They mature quickly being adults in 12 years with the maturity of a 40 year old. After that they age very slowly, but few other then them know why. They value energy above everything else, for it makes their blood line stronger. The strongest bloodlines royal. Appearance: scaled but very human in shape. Scales an orange brown with dark green on the ends. She has dark green lips and skin around the eyes. Instead of hair she has two tendrils that come inward to the front of her head. She is skinny yet fit in her appearance when outside her armor. She normally wears a spaghetti strap shirt with cargo pants. Occupation: hostile planet biologist Weapons: She has mediocre speed plasma laser weapons. She doesn't like using grenades. She carries on her assortment of biological weapons as well. The main one is a group of creatures called Bolgates which devour the entirety of their prey, and given time, through metal, but the ones lexi has follow orders to the letter. Armor: Armored blue curved plates. Twice each mission she can make the armor plates combine on a molecular level for the loss of movement making her temporarily highly resistant to incoming damage without attacking back. Items: A crystal tooth necklace Skills: She is an expert strategist and observer. She is highly trained in both ranged and melee scenarios, and has xeno-biology knowledge. Powers: absorb and use energy from energy based attacks(enemy abilities). Other: Has a bunk in crew quarters, but normally sleeps in a desk. Doesn't understand most human customs and terms.