Okey Dokey, I've got a few questions to get a better feel for the setting's tech level.
1. You mentioned Ace Combat, and I know it was just in the context of Strangereal, but this does raise the question to me; will there be wacky super weapons such as but not limited to flying fortresses and other wonderfully things?
2. Are Energy Weapons a thing in setting and if so to what degree? Same question with regards to things like Rail/coil guns
3. You mentioned the opening of the solar system but how open is it? Are there full on habitats and stations out in the void that house civilians yet or is high orbit and beyond the sole purview of Governments/Megacorps?
4. Finally what is the state of cybernetics, Genetic engineering, and Artificial Intelligence?
Oh snap son, I'm liking all the things I'm hearin' so far. I have trillion billion questions but I also have a lab I need to get to so they'll have to wait. Color me interested though.
@Durandal I'm good with pretty much any avenue, what did you have in mind?
Would have made contact sooner but I kinda took a bad spill with laptop in hand and it got dinged up pretty bad. Still works fine except for the wifi which no longer functions so I need to go out and buy an Ethernet cable that can reach my room at some point soon. I'm just surprised it works at all considering it looks like it got cracked open with a hammer. I would send it in to ASUS but I need it for class. Here's hoping it will last until thanksgiving at least.
@WilsonTurner Thanks. I looked over it and noticed a ton of mess ups so it got like 20 edits in a quarter as many minutes.
@Durandal Any time any place baby. We can hash out some kinda thing between our respective nations. I've got a couple ideas that I'm sure could work, but I'll get to those in the morning. Early monday labs really have a way of sucking out a guy's energy.
Hyper Dreadnought Bitter Work, 2nd Fleet of Recalcitrant Justice Flagship High orbit of Luga IX, Luga system, Chelonian Dominion.
The night sky of Luga IX was alight with actinic fire as giants clashed high above. Orbital fortresses, weapon satellites, and a squadron of beleaguered light cruisers found themselves in a doomed battle against the forces of the 2nd fleet of Recalcitrant Justice. From his crash couch aboard the Bitter Work Dominator Brosh-Vataga saw the battle, or massacre, unfold in real time and felt a deep melancholy. His duty was an unfortunate one, but it was needed to preserve the rule of law. The planetary branch of the Ministry of State had incited a revolt against Dominion authority on Luga IX 180 hours prior, they claimed that the current Vaata-Kreg was leading the Dominion towards disaster and that their only hope of survival was to break away from the Home Office on Chelona and start anew. It was unfortunate that their words had gained such traction and that they had managed to sway all orbital defense forces. If they had remained loyal then perhaps the Dominator would not have been needed. Many innocents would die for their transgressions, but that was the way it had to be.
The Bitter Work shuddered as another volley of missiles left their Gauss launchers. The battle had lasted a little less than an hour, most of it spent maneuvering into firing positions. 2nd Fleet had more than one hundred combat ships at her disposal, but even without the massive numerical advantage space war always favors the attacker over the defender. The rebel cruisers had been turned into pincushions by invisible beams of coherent radiation from dozens of sources, and weapon satellites were little more than disposable missile clusters, without ammunition they were no longer a threat. The orbital forts had fared slightly better, two of them had miraculously managed to survive the first volley of fire from 2nd Fleet in fighting condition. This was not to last of course, the latest spread from the Bitter Work and the other warships in the fleet put an end to their fruitless rebellion.
As the dust settled, the part of these operations that Dominator Brosh-Vataga hated the most was set to begin. Under normal circumstances the rebellious leaders would have been made example of. Were this a normal insurrection they could have simply sent down ground forces to wrench the capitol from the traitor's hands and keep the infrastructure intact. Unfortunately the Luga system was home to one of the Dominion's precious antimatter worlds and letting any potential traitors live with something so important on the line simply would not stand. For the sake of the Dominion, Luga IX would have to be made example of. Bitter Work would handle the duty of purification alone as was only right. The flagship was the avatar of the Vaata-Kreg, it alone would put the world to the sword.
Brosh-Vataga motioned for his comm officer to patch him into Luga IX's public broadcast network. The people deserved to know the crimes for which they were to be punished. Clearing his throat, Brosh-Vataga began, "Citizens of Luga IX, your planetary leadership has been found guilty of the most heinous of crimes. They have deceived you through their lies into rising against the rightful authority of the Dominion and for their crimes I am afraid you must all suffer. Those loyal few of you who spoke out against these traitorous vermin and alerted us take heart, you shall be martyrs to the cause of peace and security of our glorious Dominion. For those who stood in open opposition know this; your names will be forgotten, your fleeting accomplishments shall be stricken from history, all that will remain of you and your legacy shall be glass and ash. You threatened that which is most precious to the Dominion and for that there will be no recourse, no mercy, no hope for you and your ilk. Make peace with your gods for you will find none with me." The Dominator severed the connection to Luga IX and nodded to his tactical officer as he sank back into his crash couch.
A trio of massive warheads began to descend onto Luga IX from the belly of the Bitter Work. As they entered the atmosphere they began to divert course from one another to focus on their respective targets. At a height of 100km they unfurled like steel blossoms, splitting apart and casting dozens of seeds down onto the surface. Each weapon unleashed a total of sixty self-guiding submunitions from their bodies down towards the surface of Luga IX. Each submunition was a 2MT fusion warhead, their simple targeting AIs were programmed for continental denial. Primary targets were population centers, followed by arable land, and finishing with military bases as the lowest target priority. As the emissaries of death fell their simple AIs came to a consensus on target placement and which bombs were to fall where. The simplicity and smoothness of the operation was beautiful in a way that was lost on the terrified citizens of Luga IX and the traitor soldiers who remained at their posts waiting for an enemy that would never come even as the bombs found their mark.
Luga IX had been a garden world with a population of 4 billion pre-rebellion. After Rebellion it was estimated that 180 thousand had survived the initial attack, but would not survive the next year without outside assistance. Assistance the Dominion had no intention of sending.
Name of nation: The Chelonian Dominion Species: Chelonians are vaguely humanoid beings hailing from a high gravity world. Chelonians have three sets of limbs: a primary pair of arms, legs, and a smaller set of 'social arms.' The primary arms and legs are very thick to support their bodies while the social arms which jut from the middle of their torso are comparatively small and thin. Social arms are normally kept hidden by clothing, the revelation of the social arms is normally used as a sign of trust or as a symbolic sign of coming to an agreement. All Chelonian extremities have 4 digits. The most notable aspect of the Chelonian is the large leathery shell like growth which covers their back and shoulders as well as provides their namesake. Unlike the terran creatures to which they bear a cursory resemblance, the shell is not a defense mechanism. Current Chelonian evolutionary theory states that the shell was used by their ancestors in much the same way as a camel's hump: to store nutrients for times of food scarcity. Chelonians have leathery skin which come in various dark shades such as of browns, purples, greens, and blacks. Several areas around the Chelonian body are UV reflective, these patches forming elaborate and beautiful patterns around their body in a spectrum invisible to many races. Their eyesight is heavily slanted towards the ultraviolet to the point where they cannot properly make out several shades of the color red. Because of this Chelonian art is oft considered drab and boring as much of the color cannot be seen by non-Chelonians. Chelonians also display a natural resistance to radiation which is likely responsible for their ascension to the spot of top dog on Chelona. Chelonians range from 1.4 to 2.5m in height.
Bureaucracy. The Chelonian dominion has gone through so many regime changes in its three thousand year history that "Who rules the Dominion?" is an utterly irrelevant question. The head of the Dominion changes so often that the accepted title for those who rule the Dominion is "Vaata-Kreg" which literally translates to "the rulers" in order to minimize the amount of official documentation that needs to change with the new government. The current Vaata-Kreg is some form of council, though how they were elevated to the position is a mystery to the average Chelonian citizen. The one constant truth in the life of the Dominion is the Bureaucracy which serves as the true ruling body of the nation. The bureaucratic apparatus which keeps the Dominion running has been in place since the foundation of the Dominion many thousands of years ago and has only grown since its introduction. The Bureaucracy is a mindbogglingly inefficient system as every action that has the potential to effect the Dominion as a whole must pass through the Home Office on the Homeworld. This includes everything from the authorization for clearing arable land to movements of fleets and armies. Were the Dominion a small empire this would not be an issue, but with over twenty systems to administer the task is a truly herculean one. Even with FTL communication it can take months for requests to even reach the Home office, let alone get approval or rejection. The homeworld, Chelona, has entire cities dedicated to massive megastructures which house nothing but offices, server banks, and the homes of bureaucrats in order to keep the entire Dominion from collapsing in on itself. To its credit the massively bloated government of the Dominion has proven itself capable of doing its job, though only in a heavy handed and rather tyrannical manner.
Because of its massive size the Bureaucracy is not a singular entity. It is instead broken up into hundreds of smaller ministries which all cover individual areas. Some examples include the Ministry of War, the Ministry of Education, the Ministry of Propaganda, the Ministry of Space Transit, the Ministry of Paper Stamping, or the Ministry of Paper Stamping Oversight. To ensure a lack of corruption a full half of all government ministries are Oversight ministries whose goal is to ensure the proper running of other ministries. There is also another layer of division among Ministries as all are further divided into Planetary, Sectorial, and Dominion branches with respectively broader scope.
While Vaata-Kreg may change the rest of the government largely remains the same. Whether styling themselves an emperor, president, or god king the first thing a new ruler attempts to do to the Dominion is fix the bureaucracy and string up the bureaucrats as they are the ones who likely created the situation that led to the change of power. However even cursory examination would reveal that the system is simply too complex and too entrenched to remove. Even killing off the various directors and secretaries of the ministries would prove more disastrous than simply letting them keep their positions as it is virtually impossible to train someone to take their place. In other words the true leader of the Dominion is not the Vatta-Kreg, but the Vaata-Kreg's Chief Undersecretary of the Home Office of the Ministry of the State: Dominion Branch as they are the ones who are tasked with bringing things to the Vaata-Kreg's attention as well as getting the Vaata-Kreg's orders out to the various ministries. They wield all of this power without any fear of losing their heads if things turn south because they are the only ones capable of doing their job.
Description of military: A great chelonian thinker once said "those who revel in war are fools, but those who cannot wage it are extinct." The Dominion is not a particularly warlike nation, but it is a paranoid and expansionistic one. If they can avoid entering into a full scale war they will gladly do so, but they will not back down if threatened. The military is easily the most efficient part of the Dominion though it is still constrained by the all pervasive red tape.
The Planetary Forces of the Dominion are built around combined arms tactics and high-mobility. Having never developed caterpillar tracks Chelonian tanks are exclusively of the hover variety. Chelonian hover tanks are built to also have limited ability to serve as personnel carriers and can carry a squad of troopers into battle. Dedicated APCs are still used with the largest capable of moving entire platoons of troops around the battlefield and serve as mobile field bases. Power armored troops are not uncommon and serve as fast attack units and flankers. The primary weapon used by Planetary Forces are C/EM weaponry. C/EM weapons are a hybrid of a conventional chemical projectile weapon and a coilgun. This hybridization allows for greater versatility when compared to purely Electromagnetic weapons as the lower velocity of the chemical projectile allows for a greater variety of ammunition types to be used. The use of a chemical propellant also gives the weapon a comparable velocity to pure EM weapons with a lower total energy expenditure and ability to function after EMP attack though with an admitted drop in performance. Lasers are common for anti-air and ordinance use.
The Space Forces of the Dominion are built around being robust. Chelonian warships are highly compartmentalized and designed to take as much damage as possible before succumbing. Chelonian ships lack any form of artificial gravity. Instead all decks are oriented perpendicular to the main drives to give gravity while the drives are running, and most ships have a spin section to give the crew quarters some semblance of gravity while idle. Primary ship based weapons are laser and graser cannons of truly monstrous proportions (The primary batteries on the mightiest warships have power in the realm of Petawatts) as well as copious amounts of missile weapons. Chelonian anti-ship missiles are almost exclusively bomb-pumped lasers whereas ground support ordinance is typically delivered in the form of kinetic kill vehicles or antimatter triggered fusion bombs.
The Chelonians have, like many space-faring races, attributed the names of wet naval classifications to their starships despite there being little to no similarity between the two branches of war machine. For ease of explanation the classes of starship are listed below in ascending order.
Chelonian military doctrine heavily favors the space forces who receive the best equipment and most funding. Chelonians generally only engage in ground combat over Garden worlds, worlds that are highly similar to Chelona, protocol dictates that the biosphere of such worlds are to remain as intact as possible. This limits Space to surface support from orbital elements to targeted strikes with heavy-grasers, and tactical kinetic and nuclear bombardment. A ground war normally lasts until whatever parts of a world Dominion forces wish to keep intact are captured and orbital control has been secured. After such a point the opportunity for any holdout resistance to surrender is given. If they continue to resist, all populations and forces that remain outside of Dominion control will be subject to indiscriminate kinetic bombardment until all holdouts are exterminated. Ground Combat is unheard of over non-garden worlds even if they have a population. anything not worth conquering is simply annihilated in a holocaust of spaceborne weapons fire. Garden Worlds where invasion forces have been repulsed and/or the orbital situation is dire are simply evacuated and destroyed upon retreat.
The Chelonians are a relatively advanced species, likely being on par with the galaxy at large, if one were to pick out something 'special' about Chelonian development it would have to be antimatter. Virtually all high technology in the Dominion is run on matter-antimatter annihilation from starship drives to FTL Comms, rift gates, and even some war machines. However it is worth noting that antimatter is not used in any direct role in weapons technology, the only example contrary to this is the small amounts of antimatter used to trigger much cheaper and reliable fusion weapons. Chelonian scientists found that antimatter beams tended to not have any major advantage over regular particle beams which themselves are not very common weapons in the Chelonian arsenal. To produce the massive amounts of antimatter needed to keep a star fairing empire running the Dominion rely on antimatter worlds. Antimatter worlds are planets close to their local star that lack valuable resources for mining or have already been exhausted that are then seeded with self-replicating machines. The machines begin to cover the planet pole to pole in solar panels which are then linked to massive equatorial particle accelerators which convert the star's rays into the precious lifeblood of the Dominion. Antimatter worlds produce massive amounts of antimatter per year, often in the kilotons, but this is quickly broken up among the hundreds of worlds, colony clusters, stations, and space ships which desperately need them throughout the Dominion. It is worth noting that there are only a handful of antimatter worlds in the entire dominion, the destruction or disruption of operations of even a single world would have catastrophic consequences on the Dominion's infrastructure. The loss of two antimatter worlds would likely be enough to create chaos so massive even the bureaucrats would have trouble surviving its effects.
FTL travel is achieved through "rift drives" which open tunnels into a dimension known as 'No-Space.' To ease transit between worlds of the Dominion the Chelonians have erected massive rift gates which create stable no-space rifts between the many worlds of the Dominion. Only military vessels have their own rift drives, all other vessels (owned by major trading houses on government contract or other ministries as civilian ownership of space craft is highly controlled when not banned outright) must rely on the gates to move about.
-FTL is not instantaneous -There is an upper speed limit to FTL, it just hasn’t been found yet for reasons below -To increase FTL velocities linearly, energy expenditures must increase exponentially -Energy expenditures scale linearly with mass, so that’s nice. -Velocity is not conserved upon entrance or exit of No Space -Instead, ships leave No Space at an arbitrary 27.882m/s. The science is still out on that one -Large celestial bodies have an effect on No Space, their mass or gravity creates a “rift shelf” inside of which ships cannot enter No Space and bodies in No Space are forced out into real space at the edge of the shelf. -Rifts collapse when the object keeping them open is no longer supplying energy in real-space (eg. once a ship enters no-space, the rift collapses behind it) -Upon collapse, properly formed rifts generate large spikes of radiation creating an easily detectable “rift signature” -”stable” rifts require precise measurements down to the femtocoulomb of a ship and its surrounding space, nobody is going to be travelling through no-space without some incredible computational power. Exabytes of data go into jump plotting, it is not something you eyeball lest you want your crew to be atomized -Miscalculations in rift generation result in unstable links between real and no-space -Unstable rifts last for only nanoseconds before they collapse in on themselves incredibly violently releasing energy orders of magnitude greater than matter-antimatter annihilation
Cultural Overview: Chelonian culture is on the surface highly regimented and honor based with great emphasis placed on one's station. For example, Chelonian names do not reflect family ties but instead reflect past and current employment. Due to this Chelonians can be expected to have their names grow over time to reflect their job history which is a double edged sword. Those with few names can, depending on the occupation, either be construed as shiftless and stuck in a dead-end loop or can be considered to be trustworthy and honest. Contrasting this those with many names either show great ambition and intelligence provided the work gets better as the name goes on, or they show that the individual cannot hold down a job and is likely riddled with vice or other deficiencies. Respect for one's superiors is considered universal but they are still a pragmatic people and tend not to abide by idiocy even if it is committed by an immediate superior.
On the flip side of this, Chelonians are a very clannish people and tend to form groups based on occupation, social standing, or family ties. The more affluent guilds who control entire world's worth of industry do battle in the shadows in an endless war of assassins as they jockey for political and financial power. Many a Vaata-Kreg has ascended to the spot thanks to being relatives or guild mates of an important undersecretary. Getting a guildmate into an important Ministry position is often all that is needed to give a guild an edge on its adversaries.
Chelonians have hit a relative peak in terms of prosperity and have been living in a warped kind of golden age for the past millennium. The average Chelonian lives comfortably and can afford quite a few luxuries and a large amount of personal freedom despite living in what even the most idiotic would call a police state. Police do not require such niceties as warrants or probable cause to arrest individuals suspected of breaking the law. Denouncements are a regular part of guild squabbles. Repeat offenders are mind-wiped and used as manual labor in jobs other races might use robots for. To remind the entire galaxy that the Dominion is not a totally swell place, by order of the 88th Vaata-Kreg the Dominion undergoes a bicentennial culling of its population wherein all 'undesirable' genotypes are removed from the breeding population to stop degradation of the Chelonian genome, foster worthwhile mutations, and eradicate dead end mutations.
History: The Dominion's history stretches back several millenia. The Dominion has been around since before the invention of the internal combustion engine and has remained more or less constant ever since. The most notable event in Chelonian history is also the event that gave rise to the Dominion. Thousands of years before the Dominion's founding, Chelona was assaulted by an uncharacteristically high amount of solar radiation. While the causes of this remain unknown to this day, a respected theory is that it was a gamma ray burst from the death of a distant star, far enough away to not sterilize the world but also close enough to cause incredible harm. The radiation bombarded Chelona's surface and ripped away much of the planet's ozone layer immediately. During this radiation storm, Auroras filled the night sky of Chelona. The Chelonians, being naturally radiation resistant like much of Chelona's fauna, were initially unharmed by this event and some writings from the time even refer to "The day of Lights" as an omen of hope for the future. Unfortunately for them it was to be far from a hopeful omen.
The radiation and subsequent erosion of the planet's radiation defenses kicked off a massive population explosion in several species of pseudo-plankton around the world. Before long there was a worldwide case of red tide, the effects of which were various and universally devastating. the pseudo-plankton, themselves toxic, ended up choking out species who served as common prey for larger creatures. This led to an oceanic domino effect, leaving entire coastal areas barren and lifeless. The dominoes continued to fall from there. The mass extinction event is thought to have led to the extinction of over half of all ocean life on Chelona.
The Chelonian people of the time were generally akin to early iron age civilizations, not advanced enough to stand up to such massive devastation. The great states of the era were wiped out in the unrest brought on by massive ecological destruction. The global Chelonian population shrank by two-thirds during this period and would not reach pre-downfall levels again until well beyond the founding of the Dominion. Scholars have traced the origins of the Dominion to this dark age. The first Vaata-Kreg was a powerful warlord who was able to rally much of the surviving Chelonian population together through his efficient system of management and iron will. The system outline by the first Vaata-Kreg would later evolve into the bureaucratic hellscape that is the modern Dominion. At the time however, its organization allowed order to overcome chaos and reestablished the rule of law around the world. The first Vaata-Kreg then made his way across the world, conquering all who would kneel before him and exterminating those who would not. After nearly two centuries and a dozen Vaata-Kregs, all of Chelona was united under one banner and the Age of Dominion began in earnest.
Other: Space turtle dystopia. What's not to love? They're meant to be a comparatively massive empire that is so insanely inefficient that they can be incredibly easily out-maneuvered(strategically, tactically is another story) and out-foxed.
Eye Colors(two if gifted, one if human): Left is brown, right is blue/gray
Personality Angelique is by all counts the consummate professional in all manner of things. She is cool, collected, some would even call her robotic. She executes objectives with machine like precision. Outside of work these traits are also remarked upon by many who meet her in passing. The best word to describe Angelique would most likely be detached. Everything about her manner seems to be at least one step separated from the world around her. She possesses a sense of humor that could be considered distant, or in words that aren't made to make a person sound better than they are, she comes off as a cocksure bitch. Her other major personality trait is her libertine lifestyle and flagrant substance abuse (when not working of course). Angelique always seems to be trying to find a new high in order to feel something, anything, other than the constant dullness of her senses and emotions brought on by part of her gift. Her perspective leads her to look down on fellow "gifted" who seem to think of their abilities as purely blessings and an absolute positive to society. If she was being honest with herself then she would realize that she resonates quite a bit with certain human supremacist groups, but self-preservation has at least kept her neutral in such regards. It is important to note that she is not emotionless so much as incapable of expressing emotion properly or to any major extreme. Type: 3
Abilities Physical: Angelique Has the ability to form a pair of portals which are linked to one another. Portals are single sided, that is to say that when one is formed in mid-air only one face of it would be an actual portal. The other side would appear to just be a opalescent constantly shifting surface. Were someone to pass through this side of the portal they would simply come out the other side as if they passed through vapor. The same occurs if one were to try to pass something through the sides or edges of a portal. While they seem to be purely 2 dimensional, portals do actually have a minute amount of depth (only a few molecules thick). While this wouldn't be noteworthy in most circumstances, when a portal is initially formed it will displace any matter that occupies its space (normally air), however if one were to form a portal inside of a piece of equipment or an individual, then the sudden displacement would cleanly slice through anything along the plane of the portal. Angelique has used this ability to great effect in her time as a hired gun. Portals can be in any number of shapes and sizes provided that the surface area of the actual portal is never greater than 4 square meters. They can only be formed in areas where Angelique has a clear line of sight (vision through optics counts, though things such as seeing around a corner seem to weaken the affect and make the portals appear smaller than intended). Only two portals can be active at a time and they are always linked to one another and share the same dimensions. There appears to be an arbitrary optimal distance of about 15 meters where portals can be made to their full size, beyond this point the size of a portal shrinks rapidly proportional to the additional distance. The absolute maximum distance that Angelique can throw portals is about 100 meters, though these portals can only be about 4 square centimeters in surface area.
Psychological: Angelique does not possess an active ability so much as she does a psychological countermeasure. Her ability could be considered that of a blank in that her mind has been deadened to the effects of psychological stimuli. Hallucinogens, the power of suggestion, alcohol, drugs, or virtually anything that could elicit a psychological/emotional response in her are severely limited. What this means in practice is that gifted who wield psychological powers will find her to be quite a bit harder nut to crack but certainly not immune. It also means that she needs to indulge in far more drugs or alcohol to feel the same effects, but without any inbuilt toxicological immunities or resistences. Perhaps most importantly it also means that she is comparatively incapable of empathizing or feeling much of any emotion without the circumstances being truly extreme. Considering that she was not born with this ability already awoken, the fact that her ability to feel things properly was robbed from her at an age when she could actually recognize its absence would drive her up a wall were she capable of such massive displays of emotion. It is for this reason that she has the substance abuse habits that she does as she vainly tries to feel things that are locked off to her in her daily life.
Skills(for humans and gifted): Angelique is skilled in the use of most all small arms and is physically fit thanks to years as a mercenary. She speaks fluent English and French as well as conversational Mandarin. Her psychological gift's peculiarity also makes her a very logical thinker and laser focused on completing tasks, though she has trouble being imaginative beyond the basic improvisation expected of someone with combat experience(Though this is less improv and more an extensive playbook). Bio Angelique was born to an American mother and French father in the fine city of Chicago, Illinois. Angelique was one of many children who had the misfortune of growing up in the Callahan years, however she was a bit of a late bloomer when it came to her "gift." Her gift only became known when she was 12 years old, her parents were relieved that their precious Angel had been spared from the cruel hand of the Callahan regime. Their joy was to be unfortunately short lived. With her "awakening" also came the locking off of the vibrant young girl that Jean-Luc and Sarah Marie Duponti had nurtured through a dark time in life. The girl who had been a light to them in hard times was suddenly cold and distant. Her family tried anti-depressants, anti-anxiety medication, anything to bring their girl back to them. Unfortunately neither were able to truly accept her as she had become, it was simply too heartbreaking in their eyes. While Jean-Luc still dearly loved Angelique, her mother simply could not accept what had happened and had a severe breakdown. As such things tended to go, the family ended up getting a divorce, and Angelique left the city with her father and moved to the country with her Paternal Grandparents (The family had immigrated to the US before the Callahan years and ended up 'stuck' as it were). Always styling himself an outdoorsman and finding the city stifling, Jean-Luc would take his Daughter with him on long hikes, fishing, and hunting trips in the hope that the connection to nature would rouse in her some of those dormant emotions. Like everything else, this failed, but it did make her an excellent markswoman and survivalist. When she was 18 years old Angelique decided to see the world and joined the military. Angelique's career was to be a rollercoaster of meteoric rise and fall. Highly commended on multiple occasions for valor in many of the post-Callahan dust ups that were still occurring, she was quickly stripped of it all for a number of drug offenses. She would be discharged after one such incident, an event that would send her down the path of the hired gun. Having come to terms with the fact that violence was something she excelled at, Angelique took the natural course of action for a disgraced ex-military: she became a mercenary of sorts. Primarily her post-military career has been bodyguard/escort duty and hostage rescue, jobs where she is especially capable thanks to her host of abilities. However she is not above doing "wetwork" and has been hired simply to take out volatile targets in the past. Her long list of clientele range from government agencies, private companies, criminal syndicates, supremacist groups, and even the CIR who see her as a valuable; and admittedly expendable; asset that is better in their pocket than the pockets of the opposition. In the end she found the pay to be sufficient to fuel the things that make her feel alive and so she is as content as one could be in the situation. She has relatively few scruples but she isn't heartless, she refuses to kill children no matter the circumstance, and there better be a damn good reason that she needs to kill the defenseless or infirm.
Post Example(something relating to your character, a moment in their lives)
Other
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Super WIP. Don't have a post example or other categories filled, but at least with this I can get feedback on if my powers are too strong/crazy and if anything in backstory-wise needs changing. Now off to bed I go.
Yeah you caught me. Considering joining this if there's still space. Things are looking pretty cool and it doesn't seem to have been going on for too long to make things strange. Plus I had ideas for a more aloof character so integrating them wouldn't really be too big a concern.