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    1. Admiralkio 10 yrs ago

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You wake up in your cell with a start, gasping awake as a loud BANG echoes around your cell. Moments later a crackling intercom comes on. "Prisoner, wake up. The Office of Naval Recruiting has approved your plea to join the Privateer Flotilla. Get yourself presentable and stand in front of the door."

The intercom cuts off with a sharp static crackle, and a small hatch opens in the side of the wall to reveal a set of freshly pressed dress clothing - what counts for dress clothing in space, anyway. A simple form-fitting jumpsuit with the standard nanochromatic coating, to fit whatever patterns or colors the wearer wants. You put the garment on, followed by the shoes that were provided.

You stand infront of the door for a long moment, starting to get anxious for a few minutes before the door creaks open with a wailing strain, a heavily armed and armored guard holding his shock-baton at the ready. He makes no move to cuff you, but seems miffed about having to play transport duty for a former inmate. "This way." he gruffly says, and the scene is repeated down the hall as the others that have been approved are transported out by the guards.

The doors at the end of the hall hiss open as you approach them, following your guard...
The Recruiting Office


You pause in wonder as you arrive in the ONR office, staring at the hustle and bustle of the facility - but not for long. The guard jabs you in the back with his stun-stick, buzzing you for a second. You wince as pain spikes through your body, still slightly numb from the first stun-stick strike. Hours ago.

The guard physically 'encourages' you in the right direction: to a booth with a harsh-looking blonde woman with the Office of Empire Intelligence logo emblazoned on her uniform. Wordlessly, she slides two papers towards you: a contract full of legalize that you can't comprehend, and the second, a Letter of Marque that needs your signature. She even slides you an old-fashioned ink pen.

With the papers signed, she files them away and stares at you a moment before waving you off with a look of disgust. She mutters something questioning your heritage and then looks away, filing the papers away as the guard directs you to a holoterminal: time to choose your ship.

A little menu appears, providing info on each of the three choices when you hover a finger over each one.

TermiMate 1050:







The Hangar


After choosing your ship and her name, you were herded off to the hangar to meet with your fellow captains while the crews readied your ships up for service. A small bar awaits you, while you wait for the rest of your crew and fellow captains to arrive.

Welcome to the fleet.
You feel a vibration in your pocket; seems they returned your Nanocom. The screen lights up and you see that you've been given a signing bonus of 10,000 credits. A lot, in this day and age. Attached is a small message from the ONR:

Welcome to the Privateer Flotilla.

The Privateer Flotilla



In the waning days of Empire, the Empire of Man turned to hiring privateers to enforce the will of the state when the Navy could not. You are one of these privateers, a former pirate caught by legal forces. Given a choice between execution or joining the Privateer Flotilla, you chose the later. Unfortunately, in the process of capturing you your ship was rendered inoperable. The Empire has provided you basic ships, but it is up to you to outfit them.





D) Spook.
In NCQ5 8 yrs ago Forum: Advanced Roleplay

Name: Samara Nyx

Pilot Rank: [AWAITING CLASSIFICATION]

Nickname(s): Widow

Age: 22

History: Samara was a orphaned child. At birth, her parents loved and doted on her, but with a second child soon coming along, she fell out of the favored standing with her parents. Unforeseen mental complications soon drove them away from her even more, leaving her a ghost in their house. Samara was a savant, unknown to her and her parents. At the age of four, her parents up and left with their 'perfect' child, leaving Samara abandoned in the streets of one of the major Burrows. Lost, afraid, and terrified, she survived for a few months, just barely, before being put into a orphan home.

Her mental troubles proved to cause issues there as well. A tendency to commit violent acts towards herself and others made her unsuitable for most homes, and for four years she was bounced around various foster homes before finally being dubbed 'Unadoptable'. With no diagnosis, Samara spent most of her life alienated and socially stunned, with a reluctance to speak that neared being mute. At the age of fifteen, she was about to be put into psychiatric care, but was lucky enough to get caught in a regular sweep for NC-compatible children. Samara scored excellent for integration into most systems, with her strengths leaning towards fine motor control and mathematics.

Picked up by Invictus, Samara started training early in life for her career in mechs. She had little choice in the matter. Become a instrument of death and war, or live on the streets. Samara's issues proved somewhat useful - brutally effective at close ranges in the simulations, she was decided as a stealth combatant and pushed towards that path. It took quite some time to find an NC for her, as no particular configuration had ever been found that Samara would need to be effective. While special, she was certainly not the best. She became bitter rivals with other NC pilots that piloted with a far more direct style, but none quite ever lived up to the same potential as her.

Personality: Dark, brooding, and edgy. All of these things describe Samara well. She is socially stunned, with a aversion to verbal communication and does her best to shake off those that want to know more about her than required. At times, she is irredeemable hostile towards others, but most of the time she is simply in a state of apathy...but looks at most people like they're nothing but insects to her. She has an incredible fascination with sharp objects, bordering a fetish of some form. This has affected her choice of NC weaponry, for sure.
Appearance: i.imgur.com/FpsomWo.jpg

Personal Skills: Incredibly skilled at mathematics, coding and with a great sense of spatial awareness, Samara is suited to stealth roles. She can provide advanced battlefield support in the form of ECM and electronic warfare, with a bevy of scripts and skills that she will employ to confuse, disorient, and destroy those who go against her.

Tactical Preferences: Strike in the darkness. Samara lurks in wait for a chance to attack, preferring to jam communications and engage in close-range combat with a variety of blades, as she has found that most enemies do not expect someone to be laying in wait for them. Or above them, for that matter.
Neural Network Synchronization Score: Approximately 75%. Samara does worse with two-legged conventional NCs, and does better with multi-limbed mechs. Two-legged NCs result in a 62% score, with four-legged mechs providing a slight boost to her.

Other: Nothing to see here, citizen. Move on.


NC CS
Designation: Widow

History: Found in a ancient hangar, buried under rubble and uncovered by Invictus's excavation operations. Originally incomplete and without an armament, Widow went through various modernization cycles and passed around Invictus's forces for about as long as Samara had been alive, eventually being relegated to her after an inventory sweep discovered it. It's ranged weaponry and armor was stripped down and replaced with lighter alloys at the cost of strength, and added were E-WAR systems, including active comms jammers, smoke grenade launchers, including the capabilities to launch visual, IR and chaff-smoke. Chaff launchers, radar jammers, and computer mainframes replaced previously mounted lasers and heatsinks.

Frame Type: 4L-A. The frame was a four-legged prototype, originally designed to mount heavy weaponry, and included mounting spaces for an over-sized reactor core. However, the frame was ahead of it's time, originally, and thus, was put into storage until the technologies to make it relevant were created, however, nuclear war disrupted that, and 4LA was left to gather dust until being rediscovered.

Offensives: Dual blade-arms. The blades are made out of a hardened steel-titanium alloy, designed to punch through the metals used in the construction of NCs and cut through them like butter. Originally designed as a last resort weapon, Widow mounts two clusters of these, used to dismember and ultimately destroy hostile mechs in close-range combat.

Widow also includes previously mentioned electronic warfare systems for support and offensive operations.

Defensives: 60mm Tri-steel alloy plating provides some, but not much protection to Widow's frame. It however, reduces Widow's sensor signature and allows it to hide where other NCs would be bleeding obvious.

Equipment:
Sensor systems include a variety of multi-spectral systems, including radar detectors, radars, IR probes, x-ray scanners and deploy-able drones which allow Widow to scout ahead of it's position.

Propulsion systems consist of four legs with six claws on the end, with hydraulic spikes inside the end of each claw. This allows for Widow to anchor itself at the top of caves or buildings and drop down onto it's prey, often leading to a brutal but quick decapitation, or atleast, a brief struggle. Widow is fairly fast, as well.

Widow's reactor consists of a single MUX-4 Fusion reactor, providing the power required for the NC's core systems and EWAR operations but leaving little for anything else. The MUX-4 is a weak reactor, generally designed for individual weapon mounts to allow for it to ease the strain on a mech's primary systems, and was never designed to power an entire NC. It is a leftover from previous missions.

Widow has a distributed heat-management system, with various outputs around the armor to prevent a singular identifiable heat output point, to allow for the mech to hide better in cold spaces. Due to the MUX-4's low output, this system is even more effective, but would become rather useless if used with a higher-power reactor.

Special Equipment:
x4 EWAR Grenade launchers
x2 Chaff launchers
x2 EWAR multi-emitters (capable of RADAR, radio, IR, and sonic)
x2 EWAR receivers (allows for analysis of hostile NCs and replication of their signals)
x2 Broad-spectrum jammers (spews EM radiation, generally a blanket-jammer for various forms of communication and sensors.)

Grade: C/C/A/S/E/E/C/S/A++
In NCQ5 8 yrs ago Forum: Advanced Roleplay
Sounds chill as fuck.
CS coming soon.

Name: Samara Nyx

Pilot Rank: [AWAITING CLASSIFICATION]

Nickname(s): Widow

Age: 22

History: Samara was a orphaned child. At birth, her parents loved and doted on her, but with a second child soon coming along, she fell out of the favored standing with her parents. Unforeseen mental complications soon drove them away from her even more, leaving her a ghost in their house. Samara was a savant, unknown to her and her parents. At the age of four, her parents up and left with their 'perfect' child, leaving Samara abandoned in the streets of one of the major Burrows. Lost, afraid, and terrified, she survived for a few months, just barely, before being put into a orphan home.

Her mental troubles proved to cause issues there as well. A tendency to commit violent acts towards herself and others made her unsuitable for most homes, and for four years she was bounced around various foster homes before finally being dubbed 'Unadoptable'. With no diagnosis, Samara spent most of her life alienated and socially stunned, with a reluctance to speak that neared being mute. At the age of fifteen, she was about to be put into psychiatric care, but was lucky enough to get caught in a regular sweep for NC-compatible children. Samara scored excellent for integration into most systems, with her strengths leaning towards fine motor control and mathematics.

Picked up by Invictus, Samara started training early in life for her career in mechs. She had little choice in the matter. Become a instrument of death and war, or live on the streets. Samara's issues proved somewhat useful - brutally effective at close ranges in the simulations, she was decided as a stealth combatant and pushed towards that path. It took quite some time to find an NC for her, as no particular configuration had ever been found that Samara would need to be effective. While special, she was certainly not the best. She became bitter rivals with other NC pilots that piloted with a far more direct style, but none quite ever lived up to the same potential as her.

Personality: Dark, brooding, and edgy. All of these things describe Samara well. She is socially stunned, with a aversion to verbal communication and does her best to shake off those that want to know more about her than required. At times, she is irredeemable hostile towards others, but most of the time she is simply in a state of apathy...but looks at most people like they're nothing but insects to her. She has an incredible fascination with sharp objects, bordering a fetish of some form. This has affected her choice of NC weaponry, for sure.
Appearance: i.imgur.com/FpsomWo.jpg

Personal Skills: Incredibly skilled at mathematics, coding and with a great sense of spatial awareness, Samara is suited to stealth roles. She can provide advanced battlefield support in the form of ECM and electronic warfare, with a bevy of scripts and skills that she will employ to confuse, disorient, and destroy those who go against her.

Tactical Preferences: Strike in the darkness. Samara lurks in wait for a chance to attack, preferring to jam communications and engage in close-range combat with a variety of blades, as she has found that most enemies do not expect someone to be laying in wait for them. Or above them, for that matter.
Neural Network Synchronization Score: Approximately 75%. Samara does worse with two-legged conventional NCs, and does better with multi-limbed mechs. Two-legged NCs result in a 62% score, with four-legged mechs providing a slight boost to her.

Other: Nothing to see here, citizen. Move on.


NC CS
Designation: Widow

History: Found in a ancient hangar, buried under rubble and uncovered by Invictus's excavation operations. Originally incomplete and without an armament, Widow went through various modernization cycles and passed around Invictus's forces for about as long as Samara had been alive, eventually being relegated to her after an inventory sweep discovered it. It's ranged weaponry and armor was stripped down and replaced with lighter alloys at the cost of strength, and added were E-WAR systems, including active comms jammers, smoke grenade launchers, including the capabilities to launch visual, IR and chaff-smoke. Chaff launchers, radar jammers, and computer mainframes replaced previously mounted lasers and heatsinks.

Frame Type: 4L-A. The frame was a four-legged prototype, originally designed to mount heavy weaponry, and included mounting spaces for an over-sized reactor core. However, the frame was ahead of it's time, originally, and thus, was put into storage until the technologies to make it relevant were created, however, nuclear war disrupted that, and 4LA was left to gather dust until being rediscovered.

Offensives: Dual blade-arms. The blades are made out of a hardened steel-titanium alloy, designed to punch through the metals used in the construction of NCs and cut through them like butter. Originally designed as a last resort weapon, Widow mounts two clusters of these, used to dismember and ultimately destroy hostile mechs in close-range combat.

Widow also includes previously mentioned electronic warfare systems for support and offensive operations.

Defensives: 60mm Tri-steel alloy plating provides some, but not much protection to Widow's frame. It however, reduces Widow's sensor signature and allows it to hide where other NCs would be bleeding obvious.

Equipment:
Sensor systems include a variety of multi-spectral systems, including radar detectors, radars, IR probes, x-ray scanners and deploy-able drones which allow Widow to scout ahead of it's position.

Propulsion systems consist of four legs with six claws on the end, with hydraulic spikes inside the end of each claw. This allows for Widow to anchor itself at the top of caves or buildings and drop down onto it's prey, often leading to a brutal but quick decapitation, or atleast, a brief struggle. Widow is fairly fast, as well.

Widow's reactor consists of a single MUX-4 Fusion reactor, providing the power required for the NC's core systems and EWAR operations but leaving little for anything else. The MUX-4 is a weak reactor, generally designed for individual weapon mounts to allow for it to ease the strain on a mech's primary systems, and was never designed to power an entire NC. It is a leftover from previous missions.

Widow has a distributed heat-management system, with various outputs around the armor to prevent a singular identifiable heat output point, to allow for the mech to hide better in cold spaces. Due to the MUX-4's low output, this system is even more effective, but would become rather useless if used with a higher-power reactor.

Special Equipment:
x4 EWAR Grenade launchers
x2 Chaff launchers
x2 EWAR multi-emitters (capable of RADAR, radio, IR, and sonic)
x2 EWAR receivers (allows for analysis of hostile NCs and replication of their signals)
x2 Broad-spectrum jammers (spews EM radiation, generally a blanket-jammer for various forms of communication and sensors.)

Grade: C/C/A/S/E/E/C/S/A++


Cthadranians are an odd species, biologically. Some question how they managed to get as far as they did, with the way they function. An 'individual' Cthadranian is actually made up of six separate brains, with two personalities each. They are constantly at war for control of the body, which consists of six segmented tendrils based around a snake-like body, which contains lungs, the digestive tract and other vital organs. With the way the Cthadranian body functions, only one brain receives nutrient priorities - the others fight for this priority, often by strangling the dominant tendril to starve it of blood.

Cthadranian reproduction consists of a cycle much like flies, occurring once in their lives. They lay batches of eggs, although the young ones, once hatched, will fight to the death in order to prove who is strongest. Mating is violent and deadly...after laying her eggs in a protective clutch, the female dies from internal injuries, the male goes on to fertilize more females, until he is killed by a male attempting to impregnate the same female. Gestation time is roughly six weeks, from laying to hatching, and Cthadranians reach maturity at six years, often mating when they are forty to fifty years old.



(Can't think of a new alien thing. Someone cover me!)
Denied. Err, something like that would not fit with the asthetic of the lore. See @Athinar's CS for a reference for what would be moderately appropriate.
@Kimiyosis@Legion-114@Tearstone

Just wondering when you're gonna get the CS's up.
I have to request that you uh, tone the power generation down a bit. A Yottawatt is the approximate output of the Tsar Bomba's detonation...or the luminescence of a small star. I can't see any ship having a remotely reasonable use for that much power.
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