Ryuans or more commonly just Ryukyuans are tall, humanoid creatures with females standing at an average of 5' 10" and males averaging around 6' 1". The most noticeable trait they have are devil-like tails on their backs. They mature faster than humans reaching adulthood around 14 (but mentally they mature around 18) and can live long lives should the right conditions be met. Other appearance differences include longer fingers and "dual layered" eyes that some of the population has (the term "dual layered" means that while the eye has a solid color, their is another color on a "layer" behind it).
Most Ryukyuans can only use 80%-90% of the psychical strength a human could use but their brain capacity is 10%-20% greater than that of humans. Certain individuals will also express a rare gene that causes their mental power to grow to 50% or even 60% greater than that of humans. The Empire often stated these persons who usually become engineers, researches and the likes as the reason why the Empire's technology has advanced so quickly.
Total Size: 21 (2 squads of 7 soldiers and 3 robots lead by a Lieutenant)
Traditions: Ryukyuan Code of Honor dictates that swords must be used instead of knives, citing knives as "dishonorable hidden weapons" AI and AI controlled robots are considered as living as organic beings Everyone must serve, gender is no excuse for service to the Divine Golden Emperor The Divine Golden Emperor is God, you are his loyal followers Die for the Emperor or Die trying
Specialization: AI
Units:
Skill: Well trained but rely on moral more than sheer discipline Numbers: 14 total (9 males and 5 females) Equipment:
Standard 30 round battle rifle for ground troops, its a solid weapon with two rails for attachments. The Type 99 can change between semi-automatic and a three round burst and comes in several variants like a carbine version that is lighter and shorter to a DMR version with a longer barrel and bipod.
Common weapon seen across both military and police, the Type 100 is a rapid fire SMG excellent for suppressing or in areas where accuracy is less of a concern. They're commonly found aboard ship armories and private security guards. Has a suppressed version and can mount scopes/sights.
A gun with a legacy, the Type 14 is regarded within the Imperium as the best gun ever made, having served as the standard sidearm for well over a century now. Sturdy, accurate, strong, all in a compact package delivering Imperial Justice from a 8 round clip, one bullet at a time.
As Ryukyuan military tradition dictates knives are not suitable weapons for honorable warriors, swords take their place and are often found in various shapes and sizes depending on the user's rank and role. Made of a light weight alloy, the Type 0 is also referred to as a "Progressive Sword", not because its cutting edge technology, but because of how it can cut through just about anything with a veil of agitated molecules that can cut things at a molecular level.
Standard frag grenade, nothing too impressive here.
A combination of an EMP, a flashbang and a concussion grenade, the IS-4 is the Imperium's go to grenade for tactical moves.
Description: Standard Ryukyuan Imperial Army soldier, these soldiers have a life time of indoctrination in the form of propaganda and leader reverence behind them. They are well equipped and drilled who are trained in traditional swordsmanship and martial arts along with modern marksmanship. Flexible and versatile, Imperial Guards form the back bone of RIA
Skill: AI controlled, effectiveness determines on AI processing ability and connection strength Numbers: 6 Equipment:
Mounted in their right arm, the Type 22 is a three-barrel HMG firing high powered rounds to rip through just about anything.
Literally a knife located in the left arm, super sharp, gonna cut chu up boi.
Description: AI controlled drones that are lead by the dozens, the Aradaiyashi go where it would be otherwise too dangerous from biological beings to be. They have been around for quite some time and are considered an invaluable ally in RIA. They are suspectible to electronic-based attacks like hacking and EMPs but AIs usually out do any hacker's attempted to controlling the Drones
Name Yoruha Nanashoku Age: 31 Rank/Position/Title: Lieutenant/Imperial Ronin Agent Equipment:
Yoruha's personal weapon, the Amaburi is a modified version of a prototype weapon, boasting a huge 100 round magazine and is said to be as powerful as the ones found on the Drones.
Standard side arm for Ronin Agents, its a strong and durable pistol which has seen Yoruha through many a fights. Its well suited to his needs with an extended 15 round clip and internal silencer.
Going against traditions, Ronin are allowed to carry knives and the likes instead of swords. Yoruha carries a long one behind his back and another in his boot.
Standard frag grenade, nothing too impressive here.
A combination of an EMP, a flashbang and a concussion grenade, the IS-4 is the Imperium's go to grenade for tactical moves.
Personality: Yoruha is most often cold and stoic with every little phasing him due to Project RONIN. The people under him dislike him as a person but see him as an exceptional leader as can easily motivate troops by words or by force.
Bio: Like all members of Project RONIN, Yoruha's life is concealed in shadows and politics. Chosen at birth, he has been turned into a model of peak ability and physic for a Ryukyuan. What is known is that Project RONIN did not give him an easy or happy childhood, but it was worth being a super soldier, right?
For reasons unknown, he was personally assigned to lead the Ryukyuan expedition instead of a normal commander. He suspects something involving politics.
They ALL appear this way. The only difference is that the Commander's suit is red, while his three followers have very light blue coloring.
Name: GalSen Spectre Team G83 Origins: They're just humans, from any walk of life. Generally very shady, hard to get background on any Spectre Emblem/Colors: They simply have a wolf head and a GalSen insignia over it. Total Size: 36- 6 for piloting and maintenance, 24 for ship crew and ship guard, and the last 4 being elites meant to operate with the 'happy campers.' Aloof and silent, for the most part, unless you catch them unawares while they're discussing something with someone else. Culture/Traditions: As far as everyone else is aware, they're blank slates. They stay silent around anyone that isn't GalSen, and only the squad leaders or their commander speaks to anyone. Specialization: They're complete unknowns- they guard the ship, and the four soldiers going along is the commander, a lieutenant, and two officers, for recording all happenings and the like. Based on their rank and position, however, one would expect them to be elite operatives.
Clock is a load of bullshit! He's a fucking ARTIFICIAL INTELLIGENCE! I'VE SEEN HIS MAINFRAME!
Appearance: As shown at the very top. Skill: Elite operatives, experienced. Unlikely they could be taken by regular military. Numbers: 36 Equipment: The ship everyone's on, including its supplies, equipment, and weaponry. Besides that, they're outfitted as if they're gonna blow up the station- the ship itself has a smaller MAC hidden in the bottom. However, no one knows about the tactical nuclear device or the MAC or anything other than the usual rifles, grenade launchers, and flamethrowers. Description: They're essentially NPCs- none of them will be having any real part of the roleplay.
Appearance: As seen up at the time, except with a light red suit. Age: 43 Rank/Position/Title: GalSen Team Commander- "Brigadier." He's a somewhat unknown 'hero' that managed to quell a rebellion through the use of crashing a space cruiser into a planet. Equipment: Advanced armor suit, plus his recoilless handgun, rifle, and several tools on his toolbelt. Knife and grenades; nothing more. Personality: Gruff; professional. No nonsense; getting to know him is generally considered unwise, based on the fact that everyone around him usually dies. Bio: A long-time veteran, whose history no one will ever entirely find. "Brigadier," however, is known for crashing a spaceship into a city to quell a powerful rebellion, for nullifying the rise of walkers and mechs with the sparse use of anti-tank mines, and other similarly unique cases.
THREE OF THESE GUYS Appearance: Same as above; the suit's light blue, instead. Age: 26, 33, and 34, respectively. Rank/Position/Title: Lieutenant, Sergeant, Specialist, respectively Equipment: They all have their suits, their recoilless handguns and rifles, and a variety of tools. Each have knives and grenades; one of them is armed with a larger long-ranged 14.7mm rifle, another with a flamethrower, and another with an automatic shotgun, respectively. Personality: All three are seen more as robots, and are meaning to be so. Professional, though more understanding and helpful. Bio: Each have their stories buried so far up their arses that neither story nor buttcheeks will ever be loosed.
Origins: Human Soldiers in the 7th Recon Platoon are handpicked warriors from a classified jungle planet, where most organisms have evolved into superior predators. They already have the capability to survive the planet, and to move through the dense jungle environment. They are almost perfect scouts. Their training within the military gives them specialised gun training, making them proficient in SMG's, Marksmen Rifles, and Snipers. However, there is a strong brotherhood among the men, as they are all from the same planet. How the humans got there is unknown, but it's population's harsh way of life is now all they've ever known. Under the military training provided by GalSen, the soldiers make a magical transformation from almost medieval warriors to scarily efficient scouts.
Emblem/Colors:
Total Size: The Platoon is 30 men strong, each divided into six five-man squads.
Culture/Traditions: Every warrior has a bone charm necklace. The necklace is simply a piece of string with one small animal skull of that soldier's choice. It is tradition that, when a warrior falls, their necklace is to be returned home and hung over the Tree of Afterlife. They are also not allowed to abandon a member unless the squad commander says so. This is to ensure their necklace is collected.
Specialization: The 7th Scout Platoon's soldiers have all individually been trained in the art of stealth and movement. Hiding in vents or clambering down elevator shafts with finesse is not uncommon amongst the men. Stealth is an essential skill to being a scout.
Appearance:
Skill: The entire platoon has a minimum amount of discipline, unless it's towards each other. However, no one in GalSen could deny their efficiency in what they do, whether it is reconnaissance to assassinations.
Numbers: 5 in each squad, six squads.
Equipment: In this mission, 4 soldiers have been equipped with a silenced sub machine gun, similar to the old Vector model, but instead fire energy rounds.
The fifth member (voted by the members of the squad) has been given an MK28, also with a silencer and foregrip.
All visors come with a Heads Up Display, Night-Vision and a Thermal Detection mode which only highlights enemies, and doesn't turn the whole screen blue.
For melee, each soldier is equipped with a razor-edge tomahawk.
Description: Display incredible talent, skill and many, many traits from their home planet. Although their speaking skills are... basic, to a more or lesser degree, they communicate with each other well and get the job done.
Name: Lt. Aaron "Yuppie" Cromwell
Appearance:
Age: 23
Rank/Position/Title: Squad Commander Lieutenant.
Equipment: Aaron has a standard Recon eyepiece. His weapons of choice are two silenced SIG P462's (developed model of the SIG P226) and a silenced Vector model too.
Personality: Aaron Cromwell, or "Yuppie" as his comrades call him, is very light-hearted and is the most well spoken out of the platoon. He has a yearn for learning all sorts of skills that he teaches to his Squad, including how to speak like the rest of GalSen. He's been through the works back at their home planet, just like everyone else, but he has the utmost respect for everyone in the platoon, mostly because they have more experience in general. Modest, skilled, and adaptable, Cromwell is a diamond in the rough with a bright future in the military for him.
Bio: Cromwell was the youngest ever to join the platoon, the quickest to become fully trained and the youngest squad commander yet. Aaron always found a way to dodge a charging Tuskar (planet inhabitant) or wrestle off a huge version of the common Venus Fly Trap. With soaring expectations, he finds himself under the close watch of Platoon Commander Beleren, who has been recording every detail since Cromwell took command of Tracker Squad.
Name: Commander Alicia Beleren
Appearance:
Age: 35
Rank/Position/Title: Platoon Commander
Equipment: Alicia dons an active camouflage ghillie suit, as well as the standard MK28 (although usually she would be carrying a high calibre sniper rifle)
Personality: Alicia is cold, calculated and ruthless. When her squad respects her, a tiny bit of it is out of fear. If you prove your worth, then you are respected back by the Commander. She takes all aspects of her home planet, and made it a part of her. Truly with the eye of an eagle, you do not want to be the one in her crosshairs when she's been given a target.
Bio: A record setter herself, she is the only woman to become a fully fledged member of the Platoon. Her current rank was given when she beat the previous commander in hand-to-hand combat. As the representative of the platoon to GalSen's military, she has now been giving the task of analysing Lieutenant Cromwell's performance, and if good enough, he MUST challenge the commander to become the head of the 7th Recon Platoon
A loose coalition of planets with various governmental systems and cultures within its jurisdiction. One thing is clear, typically, is that at least two partners and their allies are at war with each other at any given time. No subtle, cold wars either, but out and out open warfare. Since these are internal wars, the belligerents are not held to the standards of the laws of war, and as such can devolve into chemical, biological, nuclear, and other methods that, should outside parties get involved, could result in the GS organizing full scale peacekeeping efforts and pacifying the totality of the ENPL.
However, this also breeds a society based on survival and warfare, at the cost of all other notable advances. A common outlook among those that deal with the ENPL is that, while their technological levels are par, at best, hiring military advisers and mercenaries that have zero moral problems with engaging in almost any behavior, and will finish a contract once signed, makes ENPL mercenary companies highly sought after. In fact, their most notable export to the GS is in the form of mercenaries and military aid.
As a people, the ENPL are typically your average human, with varying ethnicity and crude mechanical augmentation among wealthier and more militarily successful worlds. On average, they are an equal split between male and female in all aspects of the culture, since gender really means little beyond who is giving birth in a relationship. Military is even more so, and half of the military command are female, which creates interesting situations when operating with patriarchal, and matriarchal, societies that operate male or female dominated military organizations They also don't care about species or race, so long as the forces in question do their jobs.
Origins: The 122nd Rangers recruit from the shattered remains of warzones, taking the surviving veterans for the sole fact they survived, refining each of them into high quality forces. While not being abnormally well armed, specifically trained, or any other notable measurement in training, the Rangers are feared amongst most territorial forces within the ENPL. They operate independent of any individual world, answering only to the ENPL Board of Command.
Emblem/Colors: Each Ranger only has two insignia. One on their left shoulder, the Coat of Arms of their home world of choice, which varies as much as the individual Ranger. The other is the flag of the ENPL emblazoned over their heart, on top of their chest plate. The ENPL flag is a backdrop of numerous planets around a single super station, with the ENPL name emblazoned across in a superimposed font. The backdrop is white, and each planet is a different color representing the surviving member planets.
Total Size: 31 Rangers (10 man Sections, 8 Regulators each led by a senior most Sergeant and supporting Corporal, Plus Detachment CO)
Culture/Traditions: 122nd Members will squabble and bicker among themselves in a friendly manner, and often times do not maintain what most would consider formal military bearing. And how they love to flaunt that towards allied regiments that operate on tight, formal tradition and militarism.
Specialization: There isn't a man or woman among the Rangers that isn't a veteran of at least several wars. Being a rookie only means years with the regiment, and has no bearing on their skill. Their specialty, in short, is providing veteran, blooded soldiers that know precisely what they are doing in a war zone.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 24 with the Detachment Equipment:
Regulators carry the latest generation of MAW issued by the ENPL, designed for general purpose use and coverage of a variety of situations instead of being highly specialized for a specific purpose. Rangers carry kits for changing out parts to affect range, rate of fire, and other points. By default, the Regulators deploying on this mission are using a closer range Carbine set up, foregrips attached for increased control.
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Description: Regulators are equipped and expected to fill any specific role in the battlefield should the need arise. To become one of the baseline troopers within the Rangers, Regulators have to have engaged in several wars at least, the more severe each war, the fewer the number. Section command, the Sergeant of a section or Officer in charge of a three section detachment, decides how severe a war was and how much worth it puts on a prospect. Beyond that, their individual skill and traits are taken into account prior to allowing entry.
Once accepted, they go through a form of basic training run by Rangers, for Rangers, to weed out those that don't have the fortitude to hold on to the will to survive. Wash outs go back to their old armies and worlds. Most see even being considered a badge of honor, but a few shun these failures, so washing out often times is not an option for prospects. Despite the brutal training and induction, it is rare for a recruit to wash out. Once successful, they receive their Mk13 and gear, and are assigned to a section. After that, they are part of the team, since no Ranger is green in the slightest.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 3 with the Detachment Equipment:
Corporals, being second only to the Sergeant of a section, are given more responsibility and a more focused job. They carry the specialized weapons for the squad, whether its a full heavy weapon or merely a specialized tool that would not fit for squad wide carry. In this situation, they were sent in with the Mk2 Shotcannon. A fancy name for a standard shotgun, the customized shotguns operate pretty much how you would expect, with one nasty surprise instead. Corporals modify their ammo to increase laceration and penetration, often in illegal manners under the laws governing war. Just don't tell the command, yea?
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Description: Corporals are Rangers that have displayed two traits. They have leadership capabilities to some degree, not as much as a Sergeant, and are abnormally good at killing. With these traits in mind, they are given extra training in specialist weapons that are issued only on an as needed basis. Before each deployment likely compositions of enemies are figured out and gear is issued to the Sections as necessary. While not natural leaders like the Sergeants are, they are good at backing them up and supporting their jobs, which is the other half of their role besides specialist weapon support.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 3 with the Detachment Equipment:
Sergeants are issued an updated platform of the MAW not normally issued to rank and file Regulators due to cost. Effectively the same weapon, the Mod 8 MAW has a smoother, more easily altered part system and has unique attachments that cannot be used by the Mod 7. In this case, the Sergeant's MAWs are deployed as Carbines by default with foregrips instead of underslung attachments, increasing their control and accuracy.
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Accessed from either the helmet HUD or the wristpad, the C&C Suite is the Sergeants link to the rest of the squad, and head of operations, to ensure smooth, easy operations and an effective chain of command. Should the Sergeant become a causality, the wristpad can be detached and integrated with the corporal or another Regulator's kit, ensuring that a loss of communication and chain of command is less likely.
Description: Sergeants lead the Regulators with the aid of their assigned Corporal. Responsible for the men and women under their command, each Sergeant has undergone several more wars with the Rangers before even being considered, and all have done time as Corporals for previous sergeants so they know better what their job will be once they advance. Most Regulators, Corporals, and Sergeants never leave these levels, as officers are drawn in as officers and only a select few will be picked as aides to the officers. Being at the top of their chains, the Sergeants can focus solely on their jobs instead of worrying about promotions or other things that might cloud judgement in an operation.
Name: Captain Damian Kurtz Appearance:
Age: 47 Rank/Position/Title: Captain/Known Hero of the ENPL Equipment:
Personally purchased by Captain Kurtz on his own pay, the Custom .380 was built on an old name stolen by a ENPL arms producer and he painstakingly went about rebuilding it and custom tooling it into a high class sidearm. Lacking the raw power of the Ranger standard pistol, it has advantages in practically every other field. A semi automatic pistol, utilizing grip inserted magazines, to pump out .380 caliber rounds at a fast pace, it provides Captain Kurtz his primary means of ranged combat and, while nothing to sneeze at, certainly is not the most effective means of self defense. To be fair, coupled with his other equipment makes the Custom .380 far more effective than one might initially give credit for.
A personal blade that Kurtz inherited from the last Captain of his detachment, the blade utilizes a monomolecular edge that can cut most materials to ribbons, with enough slashes. The blade is well balanced for the ambi dexterous man, and he can often hold the Backbiter in one hand and his Custom .380 in the other hand. This is what makes his natural combat style with his sidearm as lethal as it is, and able to keep up with his fellow Rangers. Plus, it provides a positive moral vision when he charged into a combat zone, blade raised in one hand and sidearm leveled upon the enemy with the others. Rangers gladly follow such a man, since he will lead the way into the maw of death and violence itself.
Having earned the right to real combat armor, instead of the standard issue, crude looking ballistic plates that the regular grunts utilize, Kurtz wears a rare example of advanced tech within the ENPL. This is relative, since his armor is still considered outdated since it lacks most features that one would expect out of full suited armor of a design like his. But it still regulates internal temperature and can void seal, and provides better protection than the average armor, so its not all bad.
Issued to the CO of any given detachment or regiment, the C&C Master Module allows him a constant feedback of individual soldier data, reports from the field, effective remaining fighting members in an assigned field of operations, and other vital information for making intelligent decisions on where and when to send men, hold out, retreat, or attack from. Likewise, his Sergeants can keep up with the information being sent back from the CO to them, so they can operate and make smarter decisions based on information beyond their normal ability to detect or gather.
Personality: Captain Kurtz is a cunning, level headed man who will not discount any possibility in a possible warzone situation. Having seen the worst of what the ENPL does to each other, the good Captain will not discount any report from his men, or those of trusted allies, willing to operate and investigate using his own resources and manpower as needed to respond to potential threats. He takes life seriously, but remains jovial to his men and courteous to his allied forces as well. No one has ever seen him panic, or at least that they know of thanks to his armor, which helps create an air of confident authority that others outside his own detachment tend to notice.
Bio: Captain Kurtz is a household name in many ENPL households. Some consider him a lauded hero of the ENPL and their security forces, fighting the good fight and doing what he must to defend the innocents caught in the crossfire between provincial forces fighting each other from planet to planet. Others, think he is a war criminal like any other ENPL officer, willing to resort to any means necessary to achieve ultimate victory. The truth is hardly as sinister, or even heroic. He is a soldier and a leader of men, and while he fully intends on insuring the lives of his men are secure, the mission will come first. He makes this very clear to each and every man under his command that, should the mission demand it, they will be sacrificed in the name of completing the mission. He remains frank with those under his command, and gets results that made him noticeable by the ENPL command structure. For good or ill, though, is debatable as he finds himself assigned to backwater jobs as well as frontline work. But he goes where he is needed, according to his superiors, and does his job with no complaint.
Name: Threat Neutralization Squad 201, or TN-201. Since it can sound a bit like TNT, they like to call themselves Squad Dynamite.
Origins: Their race is Majin, a race of sentient humanoid AIs. Their creator race, the Djinn, were slowly going extinct due to a hostile world that was dying. Rather than face extinction, and not having enough research in space travel, they decided to upload their consciousness into robotic frames. They can range anywhere from 4 feet to 8 feet in height in their frames, and only one Majin or 'program' can be run in a frame at a time. Most prefer to live in large servers that can host thousands of Majin, with them heading out into a frame when they need to perform maintenance or defend themselves.
Emblem: No emblem, just a red 201 imprinted onto their chassis.
Culture/Traditions: Being organic and synthetic, they don't feel entirely comfortable in either realm. They get along well enough with both organics and synthetics, but don't belong to either. In a situation where they feel uncomfortable, or scared (and they can be scared), they like to resort to private channels that only Majin can access. This communication is fast and almost unnoticeable to organics, but leaves organics out of the loop and synthetics wondering what they are talking about.
Specialization: Tough to Kill. They feel no pain, only discomfort, so they can't be incapacitated via normal methods. The only way to kill them is to destroy their AI core, flood the core with massive amounts of junk data, or cut them off from an electrical supply and let them 'starve' from lack of electricity. They can be rendered helpless by massively damaging their frame, but given time and materials they can repair themselves - though they'll usually need another's help to do that.
Units: No standard unit. Majin consider themselves too hardy to die given their bodies. When they fight, they prefer highly specialized frames and small groups of soldiers. This leaves them vulnerable to large scale invasion, but works well in smaller fights. And given their hardiness, they consider dying nearly a sin. So to prevent that, they prefer to give their soldiers the best equipment possible. ((Since this will be a small group of specialists, I'm not going to make them super badass heroes - they'll be killable like everyone else))
Important Characters:
Age: 24 years of Operation.
Title: 201L, or the Leader of TN-201. Given they have no standard military, they assign Majin by their squad and what their role is.
Equipment: UST-28: A squad fully automatic weapon that shoots depleted uranium rounds at 800 rpm. EML-P: A prototype electro-magnetic railgun. Mounted on his shoulder, it fires small tungsten-uranium rounds at near relativistic speeds. Ammo isn't the concern; power is. Only has enough spare batteries for eight shots. Can fire two shots before reloading and overheating. Sonic Grenade: TN-201L carries 5 of these. They are designed to work in atmo and give a fairly accurate mapping of the area. Particularly effective in corridors and tunnels. Can also be used to incapacitate organics.
Personality: Very by the book and no-nonsense. Always calm and usually has a good feel for a situation. Don't expect much small talk from him.
Bio: LT was specially made and designed for combat scenarios. Given his training and lack of socialization, he's very closed off from most others. He's only comfortable with those he's known for a long time, and even then he's not very emotive. This is offset by his tactical prowess.
Age: 20 years of Operation
Title: Squad Heavy Support
Equipment: HML-5/The Hammer: A plasma launcher that can take raw materials and, given time, convert it into hot plasma. Fires in three modes. The first mode is a long range stream of particles that can melt most materials and set them on fire. The second mode fires small blobs of plasma as bullets. Equivalent to a hand cannon in terms of power and rate of fire. The third mode fires something similar to an RPG, but takes time to charge and shape. An outer layer of plasma is cooled down to a solid, while the core is still melted. The end is still plasma, shooting off the projectile which then explodes when it hits the target. Nuclear-Fission Reactor: Given the amount of power the Hammer requires, Hephaestus requires a reactor to function. Normally this wouldn't be noteworthy, but Hephaestus has over ridden the codes to keep the reactor safe; if need be, he can overload it and detonate his body in a small nuclear explosion.
Personality: TN-201H, or Hephaestus as he prefers, is a very jovial Majin. He takes his duty seriously, but is otherwise a very happy and fun AI. He likes to joke around and prank organics, since they usually expect him to be cold and uptight.
Bio: Hephaestus started out as a miner, gathering and melting down ore for the Majin. When he was 12, he decided to become a soldier, converting his mining chassis into a fighter. He adapted his core and arm to fire the plasma as projectiles, and was designated as a support role. He's never been happier.
Age: 14 years of Operation
Title: Heavy Repair Specialist
Equipment: Hydraulic Chassis: Ralph's chassis is all he's got. Not a soldier, he focuses on lifting heavy objects and providing sheer power. But in a pinch he can tackle and wrestle enemies, relying on his power to win. It helps he's 8 feet tall.
Personality: The equivalent of a new adult for the Majin, Ralph is eager to learn and contribute. He's very easy going, but tends to be quiet in new or uncomfortable situations.
Bio: A constructor and repairer, Ralph volunteered in the military when he heard he could help other races and explore the galaxy. Dragging his best friend, Tess, along, he's hoping to contribute to fixing whatever mess has befallen the station.
Age: 16 years of Operation
Title: Tech Specialist
Equipment: Two Rotary Fine Control Hands: Hands and arms that act as fine tuned tools, they can also be converted into a secondary tool of the user's choice. Minifacturing Torch: A small industrial quality torch that can take raw materials and convert them into something useful using a blueprint. Can also be used as a regular, high temperature plasma torch. AR-20: A small automatic rifle that is common in planetary militias. Fires 30 rounds in a magazine. Tess has integrated it into one of her arms, and with a bit of tech know-how has reduced the reload speed to only 1.5 seconds.
Personality: A very cynical, sardonic individual, she was convinced to join the military by Ralph. Can be very abrasive and dismissive of others, but has a soft spot for Ralph.
Bio: A techy that specializes in minifacturing and miniature repairs, Tess is a good fit for any of the smaller, finite repairs that many Majin need at some point in their lives. She's particularly adept at interfacing with new systems, or systems from other races. She's a also taken a liking to human culture, and wears a jacket to emulate them. Unfortunately, she also likes to be snarky and sarcastic with others.
Age: 23 years of Operation
Title: Close Quarters Specialist
Equipment: MEB-C: A close quarters flamethrower, this weapon sprays out a highly volatile mixture that ignites on touch. Can reach out 40 feet. Only works in atmo. HS-8/Scattergun: A shotgun. Can fire explosive rounds that detonate on impact, regular shotgun shells, or, if needed, shredded metal. Using scrap metal for this purpose though quickly wears out the gun.
Personality: What some would call 'quirky', others call, 'deranged'. CQ is highly fascinated by the physical world, having spent the first half of her life entirely in a server. She particularly likes the physics of the real world, and even more particularly, she likes thermodynamics. For a pyromaniac, she's very concerned with why things burn, rather than the what or the how.
Bio: Having spent the first half of her life in a server, she has a strong desire to explore the universe. To that end, she joined the military, one of the main ways for a Majin to get into a chassis. She's known LT and Hephaestus for most of her military career.
Age: 20 years of Operation
Title: Designated Marksman/Sniper
Equipment: CS-2020/Betty: A large sniper rifle that basically amounts to a cannon. This particular model is designed to pierce dense armor, and then explode on the other side. The definition of a tank killer. Slate only has room for 20 of the rounds that this behemoth fires. CS-1000/Billy: A much smaller version of the Betty, this rifle is meant for taking down lightly armored units with precision fire. Slate has hundreds of standard rounds for this, but also has 10 rounds that are coated with a delicate poison that is lethal to most known organics. Arc Pistol: This is Slate's sidearm. Fires ferro-magnetic rounds that generate an electrical current when fired. Zaps the target good.
Personality: Slate likes to speak softly and carry a big stick.
Bio: A loner, Slate hates the crowded servers other Majin flock to. He joined the military at 8, and quickly became a master marksman. Although his skills may not be terribly useful on a compact space station, LT thought it would be good to cover all the bases. To that end, Slate is one of the best snipers the Majin have to offer.
Origins: The Narix Empire Narix are humanoids with Feline facial features. Average height is about 190 to 200cm. Their homeworld is similar to Earth, but colder with higher gravity. They are physically strong, but sensitive to pain. The Narix possess great sight and hearing. They mature at the age of 16 and live up to 250 years.
Size: 30 (3 squads of 10 (Aegis, Ballista, Cabo), lead by a captain)
Culture and guidelines:
If a position is not defendable, retreat. No point in losing everyone for nothing.
There is no such thing as “fighting dirty”. If it works, use it.
Your squadmates are there for a reason. Lonewolfs never get anything done.
While a shotgun is the best lockpick ever, it’s still just a lockpick.
Specialization: Being a dedicated boarding platoon, the 18th Iron Daggers are extensively trained in CQC, breaching and hand-to-hand combat.
Equipment:
Armored suit with limited EVA capability, environment controls, magnetic gloves and shoes for zero-G, Whitehot thermal, night vision, built-in trauma kit, motion trackers and HUD. All soldiers are allowed to customize their suit to some extent.
Semi-automatic weapon firing 10mm metallic slugs at 960m/s, fed from a 36-round magazine. Anything ferromagnetic that fits into the barrel can be used, but accuracy and range go down fast. Lieutenant: Appearance: The basic armor with two orange stripes on the upper arms. Skill: Experienced field commanders with at least five years of experience, Narix Lieutenants serve as platoon leaders, being in charge of one squad themselves. Numbers: 1 Sergeant: Appearance: The basic armor with one orange stripe on the upper arms. Skill: Squad and fireteam leaders, responsible for their squads. Numbers: 6 Soldier: Skill: Soldiers of all backgrounds and origins, they know what’s expected of them and will do everything they can to fulfill their task. Numbers: 24
Cpt. Zafir Aaheru Appearance: 201 cm tall, Zafir, like all Lieutenants, can be told apart from the rest by a larger control panel mounted on his left forearm and a larger antenna protruding from his back. He also painted the Narix coat of arms on the helmet. Age: 63 Position: Platoon commander Equipment: NR-11 railgun with an angled foregrip, tactical light and Holographic sight. He also uses an improved HUD issued to all platoon commanders. Personality: While he's not the brightest star himself, he easily gets frustrated when faced with stupid people. He likes to plan ahead, get sufficient resources first and hates when things don’t go according to plan.
Sgt. Thema Aswad Appearance: 189 cm tall, fair-skinned, with a scar on her cheek she refuses to talk about. She is easily recognizable by her forearm-mounted knife holster and bear claws painted on her gloves. Age: 56 Position: Ballista squad commander Equipment: NR-11C (carbine variant), Deployable Motion Tracker (a device with a tripod, scanning 60 meters in all directions, displaying any motion (from collapsing buildings to insect) as dots on the operator’s HUD.) Personality: Thema’s body is faster than her brain. She usually voices her opinions before thinking about them and acts on first thought, a bad habit that prevented her from any advance in rank or pay grade. She is, however, good at improvising, be it or out of combat. Thema speaks at a machine gun rate, something that often irritates the others.
The Neo-Hominid Commonwealth are a 'people' of human/humanoid descendants who have decided to leave the rest of the galaxy alone for the most part, and live in the asteroid-rich eastern outskirts of the galaxy, simply not content to live on most planets anymore. A few years ago, they have developed A.I. and brain-uploading technologies, and a surprisingly large portion of their population are now computerized consciousnesses living in a partition of 'GalNetSpace'. While they were very isolated for a good few centuries, they decided to at least check up on how the rest of the galactic community was doing and re-joined the galactic senate.
In addition, many of the Computerized Consciousnesses (as they're commonly known in NHC) joined various programs with the onset of their A.I. development, and many "Comp-Cons", such as their current political leader, desire to prove that cybernetic or fully robotic individuals deserve equal rights as 'normals' all over the galaxy. On the tech side of things, the development of A.I. has spawned many technological breakthroughs in just a few months, and now they're quite advanced. However, it appeared to be a 'growth spurt' of development, and currently their rate of advancement has stabilized to a more standard pace.
For the record, the NHC has access to (for example), crystal-based computer data storage, Cheap and portable FTL communications, rail and coil based weapon systems, fusion, (prototype) antimatter based explosives, and very-high-durability, low-weight alloys. Thus, compared to the standard GalSen trooper, an NHC 'Combat Platform' never forgets, can think at the speed of light, only needs replacement parts to be maintained, and can stay in enemy territory for very long periods of time, while being difficult to fully kill. In addition, just because you killed the body, it doesn't mean you killed the sentience.
However, for obvious reasons, the still-flesh soldiers do still need to worry about getting shot at. People are supposed to die when they are killed, after all.
Rule 10: also ur a fgt
Name: NHC Galactic Senate Assistant Taskforce #03 Origins: They stem from the Neo-Hominid Collective, a society of humans (and humanoids) who have recently experienced a singularity. Colors: The NHC-GSAT03 use a combination of blue and white, alongside red and olive drab. Total Size: 14, with eight 'fleshies', and six 'Comp-Cons', two of which are brain-uploaded humans. Notable Traditions/Cultural info: The people of the NHC are still struggling themselves with all of the recent tech and sociological development, and many of its' members are stressed out for non-military reasons. Specialization: Very difficult to kill.
Appearance:
Skill: With the advent of brain-uploading, the opposite is also possible, meaning that soldiers can learn all the skills required in a very short time. This means that they're quite skilled, if they have little 'actual' experience.
Numbers: 5, Jenkins, Romeo, Sasha, Nagase, and Larry.
Equipment: They have a standard NHC 'Ship-use Rifle 1.36', a rail-gun based weapon with an emphasis on accuracy, and ease-of-control while firing, alongside a similarly specialized pistol. They also have small 'Astro-packs' to allow some maneuverability in zero-G environments. Finally, their well-armored suit is made out of very durable scaled ceramic circles, Adamantium plates, and an improved Kevlar-like polymer. It also has some strength-assistance, so the wearer is tired out less easily, and in emergencies can inject certain drugs, such as strength enhancers and rejuvenants.
Description: Jenkins, Romeo, Sasha, Nagase, and Larry are pulled from various areas in the NHC, including anti-terrorism organizations, anti-riot police, and Planetary Defense Unit personnel.
Appearance:
Skill: Being fully computerized, the Battle-Platforms of NHC-GSAT03 can 'download' even more information, and, even though they also aren't too 'real experienced', they can simply think a lot faster and more focused; It definitely counts for something.
Numbers: 4, Arkli, Donovan, Janwall, and Ingrid.
Equipment: For weapons, the Battle-platforms of NHC-GSAT03 are quite well-armed, with heavier variations of the 1.36 Ship-Use Rifle, called the 1.37M Ship-Use LMG. Each bullet of the 1.37M is larger, and is fired at a somewhat quicker pace. Fortunately, they still have superb accuracy, and the tough killer-robots carrying them have little to worry about on the recoil side. They also have the same pistol as their human counterparts, modified to be stowed inside both of their arms in case the 1.37M is overheated (which is a rare occurrence) or otherwise inoperable. Their bodies are made out of a strong mesh of muscle-like fibers, Adamantium plating 40% thicker then their human counterparts, the same proportion of Kevlar-like padding, and well-armored Hydraulic systems providing 'quick-twitch' force in their legs and arms. They may not gib you or anything, but you definitely don't want to get punched by these guys, or kicked, for that matter. While they have special anti-hacking software installed and are very difficult to connect to in the first place, hacking is still a possibility, however slight. Of course, the people in these things are going to be very mad at whoever's trying to hack them, and will try to counter-attack personally. Finally, they have the same astro-pack as the standard grunts.
Description: The standard 'Spacecraft-use Sentience Battle-Platform 4.22' of the NHC is 6 and a half feet tall, very difficult to kill, and can break open bulkheads with its' bare hands, even if it may take a while for the larger ones. As the 'normal' people of the NHC are still getting used to their metallic counterparts, infighting is a possibility if things go wrong. Finally, the bodies are somewhat modular, and have plenty of extra storage space. If needed, in the event one of their members are 'killed', they can 'hop' to another of the bodies, and they can use what's left of its' body for spare parts, or on-site modifications.
Important Character Info: Total: 5, 3 human, 2 robot characters.
Appearance: Foulke wears the standard soldiers' uniform underneath his armor, and is a dashing young specimen with duller red hair and a certain look in his eye, ready for anything the world throws at him. His Officer's Suit helmet has additional 'eyes' and an antenna to distinguish him when he's ordering around his grunts.
Age: 28
Rank: Squad-Captain, Title: Lady-Killer
Equipment: He has all the standard grunt equipment, but with certain improvements across the board. His SUR-1.36 is equipped with longer rails for improved damage potential, his 1.36P, the same, alongside two more rounds in the magazine, and he has the 7.21O Space-Use Infantry Suit, the standard, but equipped with additional sensors (alongside a wider variety), additional armor on the joints, and 2 emergency use 'Spiker' grenades, special gizmos that fire out many small flechettes in 2 seconds, uplinked to his helmet's HUD so he can designate where they should focus, such as hostile targets.
Personality: Foulke is a reasonably friendly, calm guy off-the-job who loves the opposite sex, but on duty he turns (somewhat) more serious, and has a pretty clean, successful service record in his 6 years of service. He eventually wants to get higher-up on the totem pole, but with more and more 'super-computer' style A.I.'s looking for that same position, he's pretty worried about his goals. He's a pretty smart guy, and the biggest reason he decided to sign up for helping out GalSen was that it would look even better on his record.
In essence, when you need someone to do something, he's one of the first people you should go to. Although, his biggest weaknesses are greed, lust, and jealousy.
Bio: Born to flesh-and-blood parents on an urban-sprawl of a moon, he decided he'd join the military and make a difference in the galaxy at the age of 16, and had his sights on being the biggest military cheese in the known universe since. He was quite successful in his higher-level education, and was a somewhat of a "Drill Sergeants' pet" when training to be an officer, as he was very obedient and nearly knew what they were gonna say before they said it.
Appearance: Newton inhabits an 'Officer-type Space-use Battle-Platform 4.22O', an improved model with thicker still armor and padding around vital areas, and more space-efficient motor systems, allowing more processors and weapon-related free space to be available. He has five sensor eyes, and two shoulder-antenna.
Age: 34
Rank: Lieutenant Captain
Equipment: As aforementioned, the 4.22O model of Battle-Platform has more space efficient (But more expensive) motor systems installed, and additional armor, allowing for more free internal space to be filled up with processors and weapon-related systems, like additional ammunition, throwables, miscellaneous items, and longer rails for the 4.22's internally-mounted arm pistols, giving them more punch. In addition, his 1.37M is the officers' variant, giving it an additional barrel for even faster firing, and twice the amount of rails, each also 10% longer. This, obviously, gives each bullet a huge increase in accuracy, even more fire-rate (as they exit the barrel faster), and power. However, for obvious reasons, it chews through ammo at a severe pace, and overheating is an actual possibility, unlike with the standard model. It's more of a 'Turn this thing into swiss cheese immediately' weapon then a 'suppress these targets for the other guys to kill' one. In addition, his left arm's pistol has been uniquely replaced with a large-gauge rail-gun, able to fire 'Spiker' grenades (Which he has three available), or 2 sensor units for recon purposes. Finally, he has three additional 'eyes', making five in a pentagon formation, and two shoulder-mounted antenna.
Personality: Newton is a constantly annoyed fellow who keeps on getting into trouble, and is very headstrong, which has turned his ambitions to be a general into a nearly impossible dream. He secretly loathes his superiors, and waits for the day they die so he can replace them. He isn't at the point where he'd fire the shot himself though... yet. Of course, while he seems to be an angry bull of a bloke, that doesn't necessarily mean he's a complete idiot, which he isn't.
Bio: Born with a unique bone-shattering condition, he was confined into a wheelchair for most of his 'fleshed' life, and was always lumped in with other 'useless' individuals. In his teenage years, in a rage (And after managing to get into his parents' liquor cabinet) he angered and saddened one of his very few friends to the point she attempted suicide, which is one of the things he regrets from those years. Deciding to turn his life the other way (if only a little), he was one of the first people to sign up for his brain to be put into a robotic shell, and a few months later, for his mind to be turned into bits and pieces of code. He eventually wanted to get into the military and miraculously passed, although some say he only got in due to bribes.
Appearance: Holtz is a somewhat sloppy chap who barely meets the minimum height requirement for the squishy side of the NHC footsoldiers, and every uniform he's been issued (Such as his current one) has been either one size too small, or one size too large. It's currently the latter.
Age: 30
Rank: Specialist, Engineer.
Equipment: wearing the 7.21E Space-Use Infantry Suit, or the 'Engie-suit', his suits' left arm is covered with a variety of tools, such as cutting laser, an explosive gel sprayer, a construction foam sprayer, an emergency CQC diamond-tipped piston, and many other implements. His suit also has more stowage space compared to the average soldiers', which he uses to store one 'Spiker' grenade, spare SUR-1.36 and SUR-1.37 parts, and components for a modular sentry-gun which can be mounted with either a SUR-1.36 or a larger cutting laser, for when his arm-mounted one can't do the job.
Personality: Holtz is a quiet, laid-back and somewhat passive fellow who always loves to tinker with things, and hates talking to people. He never really felt at home in any crowd or clique, and he feels more emotions for his gun then his fellow man. He isn't completely heartless though, while he only has one friend (Keneth), he respects him very much. When his duty in the corps is over, he wants to go back to his plot to rule the computer industry of the NHC.
Bio: Actually born on the same moon as Foulke, he was orphaned at a young age and grew up with a large, extended foster family, where he was also the black-sheep. He wasn't picked on, but they actually forgot a few birthdays of his, which he's still very bitter about. He payed for himself for the first few years by clawing his way up through the computer-tech ladder, and if he didn't quit to join the military for the rush (and 'the bitches'), he'd probably be one of the chairmen of a big-shot computer company by now.
Appearance: Using the 4.22W model, or Weapons Specialist Battle-Platform, he has a bulkier body type with the same space-saving type of motor system that the Officer version uses.
Age: 31
Rank: Specialist, Heavy Armaments
Equipment: Stanton uses a severely modified 1.37M, re-christened the 2.33W. Changed to be held 'like a chainsaw' instead of the standard shoulder-grip, and featuring a gun-mounted shield, its a very useful tool in close quarters, considering it also has a bayonet, and has a sensor array linked to Stantons' HUD. It has access to many different ammo types, and with its' variable settings, can be used in different ways. For example, it can mount canisters of plasma instead of small physical bullets, so it can operate as a flamethrower. In addition, if puncturing large amounts of holes in the stations' hull isn't an issue, it can fire shotgun shells too. As aforementioned, his Weapons-Specialist body is a bulkier variation of the standard with additional internal space through a similar trick as the Officer variant, except with more focus on storing ammo. He also carries extra ammo for the rest of the squad.
Personality: Even using hardware that can think faster then a brain ever could, he simply doesn't use it all that much. He's always been a bit dim, but he's a friendly fellow at heart, and loves his 'Bros'. He's also very good with kids, surprisingly. Although it really interferes with his job (For obvious reasons), he's somewhat geeked out by actual blood, which the others take in stride for the most part.
History: Alongside his brother Keneth, they grew up on a nice primarily agricultural world, on their parents' farm, but they tired of that life and moved to an industrial city on the same planet. They lived in peace for the next four years working at a factory, but Stanton got involved in an industrial accident, and was forced to be 'Computerized' to stay alive, which put Keneth deep into debt. While it was alien, Stanton was determined to work hard in 'cyberspace' to help out his brother's financial situation (Which he put him into), until eventually deciding he'd go back into the real world, in the military. Keneth, hearing of this, decided to join up too, to make sure his brother wasn't alone out there, and they've been at it ever since.
Appearance: Keneth is a somewhat shorter fellow who's usually hard to see, as he's nearly always sneaking around or hiding behind someone else, usually his older brother. He has blonde hair and brown eyes.
Age: 27
Rank: Specialist, Infiltration.
Equipment: His combat uniform, the 7.21I Space-Use Infiltration Suit, is thinner and less armored then the standard model, with tiny holographic projectors all around its' exterior. With extra padding to soundproof, and 360 degrees of high-quality, zoomable sight, he's gonna be pretty hard to see, and he'll definitely see you first. His rifle and pistol, the I variants of each, are modified to use absolutely zero propellant instead of the (already very small) amounts of the standard model. To help maintain the same amount of muzzle velocity, they have an additional barrel each and more powerful capacitors. While they still make a noise, its' much less noticeable, and muzzle flash is zero. Finally, he has a small mono-molecular blade specialized in CQC, the design, in trials, has been shown to be able to cut through most armored enemies in one, to two swipes in the same area.
Personality: Somewhat shy and dodgey, he's a decent fellow overall who always sticks to his principles and personal code of honor, even if it is a bit lax as a stealth specialist. While he isn't very good at conversation, he feels a great rush when he's stalking enemies, or feels as if he's being hunted himself. He knows that isn't normal at all, nor healthy, but he's not going to deal with it any time soon. Due to mutual understanding (at least on some levels), he's pretty good friends with Holtz.
Bio: Alongside his brother Stanton, they grew up on a nice primarily agricultural world, on their parents' farm, but they tired of that life and moved to an industrial city on the same planet. They lived in peace for the next four years working at a factory, but Stanton got involved in an industrial accident, and was forced to be 'Computerized' to stay alive, which put Keneth deep into debt. Keneth, his own minimal social life failing, and feeling as if he's never going to be able to pay off his debts, looked for a different meaning in life instead of toiling at some workshop. When Stanton told him he was going into the military, he decided to follow suit. He found this to his liking.
The Deminutian people are tiny humanoids who hail from a dwarf planet that orbits Alpha Centauri A and B. They evolved their small stature and relative weakness because of how slight the gravity of their planet is. Deminutians stand between 3 and 6 inches tall, with females averaging 3.5-4.5 inches and males averaging 4.5-5.5 inches. They look rather like tiny humans, except they have pointed ears and rather sharp-looking teeth; though they normally have a similar build to humans (five fingers and toes), it seems as though they have more susceptibility to mutations such as having extra, or too few, fingers. They on average have a fifteen-Earth-year lifespan, and reach physical maturity by age 5 and mental maturity by age 6. Deminutians breathe hydrogen, as that is all that their planet’s gravity can hold down to the surface. The Deminutian people are fairly pacifistic; with only one empire that was generally well-supported by all, they never needed a military. Their military has been a recent (within the last ten generations) development that was caused by the Deminutians’ first request to join the Galactic Senate. To do so they had to have a space navy; thus the Deminutian fleet was born. They sent their most elite squadron on this mission because they sensed the Senate was getting angry at their lack of military contributions.
Emblem: They fly the Deminutian flag: A dark purple background with silver/light gray stylized circuitry patterns covering it, with the central device of a silver/light gray crown of laurels. Colors: The colors associated with them are royal purple, silver, and black. Total Size: Seventy soldiers. Only ten really useful bodies, however (This will be explained later on, and yes, I have gotten Clock’s approval on my number of soldiers.) Culture/Traditions: Deminutians are very pacifistic; they do not like to fight, and they do not like to use force unless it is absolutely necessary. But when they do, they try their hardest to end their enemy so that they don’t need to fight again. Specialization: Deminutians are quite cunning and clever and known for thinking outside the box. Their homeworld is surprisingly rich in resources for a dwarf planet and they've made the most of them.
Appearance: The vast majority of Deminutian soldiers are males; although both genders are opposed to violence the males are extremely territorial, and so they generally can be more easily conditioned to fight furiously for the sake of their people. Skill: Each unit is fairly well-trained at operating their mechs and can work together seamlessly as a team—they have to, when running the mechas. This precision and almost anticipation of how each one reacts carries over to when they’re fighting alone, with just their tiny laser guns. They’d be quite formidable as an army… except for their size. Numbers: There are ten units of seven soldiers each. Equipment: Each soldier is equipped with one laser gun which is basically just the lasing crystal and a tube to focus it. They aren’t very effective for anything except the small creatures that are hunted on the Deminutian homeworld. Each unit of seven has control of one Mensi unit. These are enormous (well, to the Deminutians) robots, that stand about five to five and a half feet tall and are designed in a humanoid shape. The “head” of the mecha has a window so that the people in the control room can talk to the other people outside. It takes seven Deminutians to pilot a robot well: One is assigned to each limb for gross motor control (moving the whole limb) and an additional one is assigned to each arm for fine motor control (moving the individual fingers). A seventh oversees the operation of the whole thing. Inside each control room there is a large (relatively speaking) three-dimensional holographic display that shows the mech and its surroundings. Each of the limb pilots has a small version of this holo for reference. The controls for the limb pilots are small puppet limbs; when they are bent the whole machine moves. The finger pilots controls operate the same way, but they have to move all five fingers. Description: The Mensi are numbered 1-10 and units are referred to as such. The M in the squad designation indicates that this squadron specializes in Mensi operation.
Appearance: Standing two and a little-less-than-three-quarter inches tall and weighing barely two ounces, Aeli is especially small even for her race. Her stringy medium-brown hair is badly cut into a bob. Her eyes are an especially piercing, intense blue, cold and calculating. The freckles that splash her cheekbones, as well as her somewhat childish size and form, make her look young and naïve, but don’t let that fool you. Age: Five and a quarter; developmentally the equivalent to a fifteen-year-old human, give or take a year. Rank/Position/Title: Unit Commander DSN-M2-1, Commander of Squadron DSN-M2 Equipment: She brought only the standard equipment. Personality: Aeli is an extremely intelligent girl and she’s not a fool, despite her age. She’s a shrewd and cunning commander, if very, very demanding of her subordinates. It’s thought that she runs the most cohesive squadron in all of the Deminutian navy. She’s absolutely ruthless in battle situations, driven by an all-consuming desire to be the best. As a person, others find it hard to relate to her; she’s arrogant and cocky and has a very much abrasive personality. She has few people she actually trusts, and fewer still that she actually likes. Bio: Aeli was the only child of Saelosti Asandre, a renowned commander of the Deminutian navy. He wanted a son, but instead he got Aeli. A sickly runt of a little girl. Aeli never knew her mother; she died due to complications of childbirth. But if Saelosti couldn’t have a son, he’d educate his daughter as though she were a son: Military tactics, math and science, all the things that boys learn and girls don’t. She was clever and absorbed the lessons rapidly. On her fourth birthday she enlisted in the navy; when they tried to refuse her, her father pulled rank and made them test her along with the boys her age. She came out the top of her class, raced through command school, and was the commander of a Mensi team within three months, though this was mostly due to her father’s power and overwhelming desire for his daughter to succeed. But then Aeli’s potential as a commander really started to shine through; by her fifth birthday she was the commander of the whole squadron, the youngest in the Deminutian military’s (brief) history.
note, just because Kaiov is one of my named characters *doesn’t* necessarily mean he and his unit need to survive the whole RP. Appearance: Kaiov is tall… for a Deminutian. He stands just shy of six inches tall. He’s quite muscular, weighing about eight ounces. With his rugged features, dark hair, and dark eyes, he’s a real “looker”. Age: Seven and three quarter (something like a 28 year old human) Rank/Position/Title: Unit Commander DSN-M2-2, Lieutenant of Squadron DSN-M2 Equipment: As with most of the other soldiers, Kaiov brought only the standard equipment. Personality: Kaiov is there seemingly to balance Aeli. He is quite laid-back most of the time and helps improve his soldier’s morale (especially after they get an Aeli-tongue-thrashing). He’s generally an aloof “doofus”… when off-duty. When it comes time to fight he dials in, sometimes even more intense than Aeli. The military is his life; he wouldn’t take time off to go back to the homeworld and raise a family, even though he’s more than earned it. Bio: He’s been a low-level soldier since his fourth birthday; he ascended to a position of command about a year ago, and was then pulled into Aeli’s squadron when she started throwing out the ones who were lazy and stupid.