Everything I learnt about NFTs have been non-consensual
2
likes
5 yrs ago
while(inDream=true) {otaku.salary()+=}
5 yrs ago
I don't know who this Boltzmann fella is but he owes me a physics test and a whole lotta trouble
5 yrs ago
Can someone please explain why my discords are on fire about this forum right now? I just woke up and I don't have enough coffee to read a bazillion status updates
Teleport Ring (Teleport 1/Day) Diluted Red Potion x2 (+15% Health) Sentry Ward (Alerts against nearby enemies 1hour) Smoke Bomb x5 (-ACC/EVA for small area)
Vengeful Smite (3) - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive. Fortress of Wood (6) - User's Natural Resistance is increased to 11% permanently. Passive. Fortress of Stone (12) - User's Natural Resistance is increased to 12% permanently. Passive.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive.
Inspiring Presence (1/Paladin) - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150HP. Passive. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive.
Okay. Aura hated to admit it, but she had spent far too long searching for coffee. What she thought was coffee was actually some strange local spice. When she asked the shop attendant, they pointed her to the other side of the market. So she lumbered over through the market, sentinel-like with her clanging armor, before being informed that the shop had moved to another location. And another. And another. She could almost hear the accursed tune of a familiar game and the annoying voice, "The princess is in another castle!" Aura regretted she didn't choose the Berserker class when she first played. Then she could throw a tantrum without breaking character. Aura just had to be satisfied with kicking around an innocent stone or two.
In any case, Aura had to fix herself to her objective, sadly striking out the possibilities of ever getting coffee here. Cleric of Morrigan. Now or never. Adjusting her armour once again (knocked off-kilter by her disgruntlement and exasperation) and sighing to get the frustration out of her system, Aura stepped up to find the cleric.
Blood. Well that ticks off one box, but not as bad as I thought, huh? Aura thought as she approached the shrine. I hope they didn't see me running around the market like a goddamned idiot. Aura saluted the trainer waiting outside. Technically not even her trainer, but Aura respected the sort of commitment the Purifier had. The sort that brought about dented gauntlets and a deep-joint ringing after banging fist to chest for so long. He looked like the pious type too, so Aura decided to adopt a bit of a lingo to match. "Ser. I've come to seek a quest from Ser Wilka. I was informed she will have guidance on the Battle Cleric class."
Is it Ser or Ma'am? Historically there were no female knights in the Crusades, with only few exceptions of a handful of princesses and prince-regents. Or is it Joan D'Arc inspired? Maybe she's closer to a nun or cleric, then she could be Lady, Saint or Sister..whatever.
Effect: The User gains increase durability in all equipped items and reduces their equipment break chance from actions by 25%. If the User's equipment is "destroyed", it is instead broken. In addition, the user gains a shield skill point whenever the User gains a weapon skill point from training or skill use.
Gender: Female Age: 22 Race: Human
Ciara thought she was smart. Or at least, she was above average. Even though she neglected her studies, from her early age she managed to top her classes all the time, from math to science to english. Seen as a prodigy both from her family and her peers, Ciara often wandered off and fooled around with her mischevious gang of friends rather than truly make an effort to make her talents shine, something that her family wanted her to do but could never force her.
She was one of many who fell prey to the mistaken hubris born from an early headstart. As soon as she entered high school, she was faced with the reality of consequence. Going straight from the top of year level all the way down to the struggling bottom, she never quite recovered and despite her best efforts to patch up the growing leakages within her academic knowledge, only really managed to climb up to C+ level.
It was a shock to her pride, but it was far too late for Ciara to really get back on the academic race. Much of her studies fell wayside, and Ciara sorted to her old habits of hiking. Much of her actions were still hamstrung by both financial and academic pressures, and after graduating college with a sub-par humanities degree, she struggled to find a stable job within an overly competitive job market. She had to resort to simple services and part-time work to offset her livelihood.
But she wasn't without her connections, and the time spent fooling around on the internet and online gaming did land her a rich friend with rather exquisite interests and famously known for his reckless generosity. When Ciara turned 23, her friend bought her the VR headset - or rather, gave it to her after playing it himself and deciding that the game just gave him a headache. Though Ciara was never too invested in the VR field either, she thought that she would just try the game for a few days and if she wasn't too interested either, she would just sell the thing and buy tickets for the next WWE match or something.
And, well...she was stuck there. The whole 'stuck in game' never really struck Ciara as too mortifying, as many of her peers did. It sure beat supermarket attending, huh? Plus, Ciara was pretty sure she could get away with welfare payments and unemployment benefits, plus there would probably be a class-action lawsuit that could further offset student loans...hmm? Oh yes, she should probably get out of here first.
Class: Paladin (Planned Battlecleric)
58 - Base Stat 2 - Paladin Bonus 5 - Oligam's Longsword
34 - Base Stat 2 - Paladin Bonus 5 - Oligam's Longsword
30 - Base Stat 5 - Power Treads 5 - Gauntlet of Might 5 - Oligam's Longsword
15 - Base Stat 5 - Oligam's Longsword -20% - Steel Full Plate Armour -10% - Carved Kite Shield
Aggravate (1) - User makes a single target attack the caster for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 30 seconds
Bless (2) - User blesses target, increasing their Natural Resistance by 5% for 30 seconds. 100MP. Action Cost: 2 - Cool Down: 1 minute
Magic Shield(4) - User gains a magical shield that reduces the next physical damage by 20%. 150MP. Action Cost: 4 - Cool Down: 1 minute
Even the Odds (5) - User deals magical damage to a single target equal to user's currently missing health. 300MP. Action Cost: 6 - Cool Down: 2 minutes
Holy Fury (7) - User gains +10% Strength and +10% Agility for a few moments. 350MP. Action Cost: 4 - Cool Down: 3 minutes
Emit Purity (8) - User glows with silvery light for a few moments, dealing low damage and slowing down all nearby targets. 300MP. Action Cost: 4 - Cool Down: 2 minutes
Bless Weapon (9) - User enhances their main weapon, making it deal low spell damage for the next 3 normal attacks in additional to normal damages. 200MP. Action Cost: 3 - Cool Down: 1 minute
Radiating Challenge (10) - User declares target an opponent. The target may only directly attack the User until one or the other is dead. 500MP. Action Cost: 5 - Cool Down: 3 minutes
Greater Bless (11) - User blesses target, increasing their Natural Resistance by 10% for 30 seconds. 200MP. Action Cost: 4 - Cool Down: 2 minutes
Mass Aggravate (13) - User makes all opponents nearby attack the user for a 30 seconds. 250MP. Action Cost: 3 - Cool Down: 1 minute
Repel the Enemy (14) - User lets out a burst of energy, pushing all opponents away. 200MP. Action Cost: 4 Cool down:1 minute
Valor (1/Paladin) - User dashes forward, ignoring all movement status effects. Does not remove status effects. 100MP. Action Cost: 2 - Cool Down: 1 minute
Shield Raise (1/Paladin) - Shield User only. User raises a shield, reducing incoming ranged attack damage for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute
Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Action Cost: 2 - Cool Down: 3 Minutes
Castling (5/Paladin) - User grabs a nearby friendly and pulls them aside and replaces their spot. 100MP. Action Cost: 2 - Cool Down: 1 Minute
Living Wall (5/Paladin) - User steps infront of the target. Next attack by the target is automatically redirected to the user. 100MP. Action Cost: 2 - Cool Down: 1 Minute
Will Breaker (5/Paladin) - User hits a single target with their weapon, dealing medium concussive damage and stunning it. 100MP. Action Cost: 3 - Cool Down: 2 Minutes
Greater Dash (10/Universal) - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. Action Cost: 2 - Cool Down: 1 Minute
Shield Bash (10/Paladin) - User bashes a target with their shield, stunning it heavily. 300MP. Action Cost: 3 - Cool Down: 2 minutes
Oath (15/Paladin) - Every day, User may choose and swear an oath. User gains effects of the chosen oath until midnight. Oath may only be used once a day. Oaths may generate Valor Points (VPs), a unique point resource. Some Oaths may require User to spend VPs to activate. 0MP.
[ Uphold thy honor, at all cost ] - User gains +2 Valor Points. [ Accept any challenge, no matter the odds ] - During the effect, User must fight against a target that has higher level than the User does. If User wins, User gains +4 Valor Points. [ Suffer not the witch to live ] - During the effect, User deals 10% increased damage against Spell-using opponents and gains 10% Spell resistance. If User slays a Spells-user, User gains +1 Valor Points. [ Abhor the unclean ] - During the effect, User gains +20% damage when using Paladin Actions. Costs -1 Valor Points. [ For Justice and light ] - During the effect, Spells from Holy Discipline cost 50% less MP. Costs -10 Valor Points.
Vengeful Smite (3) - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive. Fortress of Wood (6) - User's Natural Resistance is increased to 11% permanently. Passive. Fortress of Stone (12) - User's Natural Resistance is increased to 12% permanently. Passive.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive.
Inspiring Presence (1/Paladin) - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150HP. Passive. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive.
Sturdy Clothes (Common) Raincoat (Common) (Prot: Soaked) Power Treads (Uncommon) (+5 STR) Teleport Ring (Common) (Teleport 1/Day)
Steel Full Plate (Common) (17U/19P/21B/14C, -20% AGI) Gauntlet of Might (Uncommon) (+5 STR, +100 HP) Helm of Resilience (Common) (2U/5P/5B)
Diluted Red Potion x2 (Common) (+15% Health) Sentry Ward (Common) (Alerts against nearby enemies 1hour) Smoke Bomb x5 (Common) (-ACC/EVA for small area)
Armour shattered. Supplies depleted. But she had her shield, and had given them her word.
Ciara looked blank-faced behind her helm, scanning through the corridors filled with unreceding darkness. Even if this was the outer layer of the sewer dungeon, the stench was enough to rot one's vision as well as their smell. The helm's visor was dented and broken, acid and sharp claw attacks taking their toll. She would have taken it off, had it not been one of the only armour pieces that was still intact.
Splashes, then the emergence of a hooded figure with a visible limp. He was back. "Anything?" Ciara said, her voice cracked and tired. Coffee. She needed coffee. She wasn't taking the stat reductions that signified the sleep mechanics kicking in, but her body ached for it. The hood peeled back and revealed a shaking head. "Previous entry point's cut off, looks like we need to go through the sewers proper." "Maze?" "Yep." "God's a bitch." "Christian?" "Atheist."
How did she get here? Bunch of idiots decided to run off on their own, tackled a dungeon far beyond their expertise and apparently their intelligence, gotten lost and called for help. Or that was what the mission description said, anyway. It was a surprise timed quest for five, but only four came along. They decided to go ahead anyway, with the time constraints ticking down and NPCs pleading them to go. Ciara was there for the larger portion of the hefty bounty, but the quest sure made her eat her decision.
They took Joker when he was scouting out, cut his routes and ripped through him like ravenous overgrown rats. Poor guy didn't know what hit him, until he was covered in angry tooth and claw. They went for Krem and Hedon next, while they were breaking the perimeter that held the hostages inside. Specifically, a hidden boss that tore through Krem like paper, slicing his health down to zero in one fell swoop. Damn well could have taken Hedon with the same strike too, had she not dived stupidly in front of the blow and broken most of her armour.
Hedon wordlessly looked to the string of NPCs, and Ciara followed his gaze. All 'round about teenager age, just the right enough maturity to stay quiet, but apparently not enough to not wander into an obvious death trap of a dungeon. Ciara used to scowl at them, but now she was just too tired to. Or maybe she grew too familiar with them, having been in their position before. Bravely stupid, stupidly brave. Thinking they were undefeatable, until defeated. Except, well, without the murderous rampage of sewer monsters.
"Good news is," Hedon said, bringing Ciara's attention back, "there's a door near here with a lever on the opposite. Think the mechanic is supposed to be, one person leads hostages through the maze, the others hold the horde off, then flick the lever to let the defenders out. Bad news is..."
He didn't have to finish. Ciara wanted to growl, wanted to complain. But she just sighed again instead. "Well, bad news or not...let's get this stupid thing over and done with." She stretched, downed her potions and monitored her stats. Drat. Fatigue debuffs now.
"We can just...run. Abandon the quest." Hedon suggested uneasily. "Better odds than you alone down here." "Yeah? Well I could switch off this stupid game, take a dip in a jacuzzi, sip a double espresso and deal with any of this idiocy when I actually give a damn." Ciara snarked, then adjusted the helm to move her squashed bang out of her eyes. She looked back at the NPCs, who had drawn closer to the pair now, with eyes too real for Ciara to ignore. Then she said with a sniff, "But you know. Immersion."
Hedon nodded slowly grim-faced but understanding. As the scout left to lead the NPCs into the exodus beyond, she turned and drew her coffin-like shield, its heavy iron studs glinting stoicly in the darklight. Ciara shoed a line on the ground with the sewer-mud, and listening to the footsteps of a thousand teeth chattering on the hallways, sunk her shield down.
She will hold.
...
She got out, in the end. Hedon's conjecture was right, and the scout had brought backup just in time to pull Ciara from the clutches of the overwhelming swarm. Although the NPCs wanted to thank her, Ciara quietly took her share of the bounty and supported by Hedon, headed to the nearest inn. All she muttered was something about missing test revision before passing out.
She ended up spending all that Renn just to gain her broken equipment back and a fresh set of not-sewer-smelling clothes. Even though the game assured her that there was no "sewer smell attribute", she could swear she could smell the stench all the same. God damn it. It was like student loans all over again. Spent a day down in hell and all she got was a title and a stupid T-shirt.
Added Actions: Shield Raise (25) Inspiring Presence (25) Will Breaker (125) For Honor (125) For Glory (125) Honor and Glory (125) Living Wall (125)
Added Spells: Magic Shield (100) Even the Odds (125) Fortress of Stone (300) Mass Aggrevate (325) Repel the Enemy (350)
Name: Noxis "Nox" Terraphia Species: Human Age: 21 Sexuality: Straight Birth: UGC Yggdrasil, in transit near Trappist-6 system Height: 5"3' (discounting Noxis' arguments that hair counts)
Appearance: Short and lithely built with a young voice, Noxis looks far younger than he is chronologically, comparable to that of a human teenager. Thin and androgynous, he is often mistaken for a kid and annoys him when he is attempting to impose a sense of authority. Much of his skin looks scarred and unnatural, being discoloured like a bruise and is painful to the touch. Consequently, he is often seen in loose, baggy clothing that further reinforces his image of a teenager wearing clothes far too large for them. His go-to choice is a long sleeved navy T-shirt and pants, but he also likes to simply wear fieldwork armour.
Source: Hans Christen Andersen, Fateverse
Personality: Laid-back and relaxed, it's a wonder how Noxis keeps his job. He rarely takes his scouting duties seriously, often wandering off places he was never designated and sometimes keeping souvenirs and trinklets for himself. Although it may be late, he is a 'reliable' worker who always comes up with a detailed analysis backed up with his sharp eye and keen observations. However, he has been previously reprimanded for his 'reckless unsanctioned improvisations', though the message never got to Noxis.
He likes a good downtime more than anything, and could try to find any sort of loophole to earn him extra sleep time. Although he comes off as very friendly and helpful, his views are quite often very cynical and critical, especially of authority figures. Either working alone or within a group, he does not mind, although he seems to lean on teamplay to cover his inherent weaknesses of a scout. Or perhaps it is because it's easier to steal stuff in a group, though Noxis will never admit that.
Noxis tends to be good enough at keeping relationships on a 'friendly' and 'collegue' level, but he will avoid any closer sort of relationship. He will joke around and never truly consider anyone else as his friend, keeping everyone at a certain calculated distance in case they end up on the wrong side of his fieldwork. This of course, means that he feels lonely most of the time despite being surrounded by what others believe is his friends. But Noxis knows that this was the path he had to walk, and he cannot turn back now.
When given a certain target or duties relating to his 'dodgy' line of work, he will continue to joke around until enacting the mission, after which he will make a very startling turn of personality. Discarding all of his jokes and carefree attitude, Noxis becomes a laconic, cold professional that only cares about the task he is given. He will ignore previous relationships or morals, only that he finishes the job. Perhaps this is his true nature, and his flighty outward persona is a mask to deal with the consequences of his actions.
Role: Field Recon, WRAITH Enforcer (Infiltrator) Nox's official role is field scouting and reconnaissance. Although deep terrain scanning and drones are able to cover most of the alien territory at large, there are still areas that are left unexplored and unable to be explored by simple drone scans. Either they are obstructed geographically or they require closer attention - this is where field recon agents like Nox comes in. Equipped with scanners, micro-drones and a trusty scout rifle, Nox defends field scientists, maps out hard to reach areas and tracks animals and other autonomous targets.
Nox's other more...deviant role is being a WRAITH enforcer. With the Phantasm augmentation, Nox's strong suit of infiltration can also be re-kitted towards assassination. Nox despises the role and hopes that he will never have to enact upon his duties, but if he is charged with such a duty, his primary focus is assassinating key figures and working with other WRAITH agents to enforce order and focus on the primary objective of the Andromeda project.
As haphazardly the crew was put together, the council that oversaw the project was keenly aware of the possible dangers of quasi-democratic systems and made sure to build in the necessary contingency plans in case things went REALLY wrong. The WRAITH protocol is a protocol that activates when the primary directive of the Andromeda project is threatened, or there is a real and present danger of a rebellion or hijacking (i.e. military coups, ideological brainwashing). Serving as one of the last lines of defence, when activated, WRAITH protocol gives directives to sleeper agents to eliminate the leaders of the threat, using any means necessary. Because of the controversial nature of the protocol, WRAITH is classified and technically illegal. However, with the disaster that wiped out the initial crew of the Monolith, all contacts from other WRAITHs have been cut off, and Nox is unsure if other WRAITHs survived.
Multi-purpose field scanner Standard issue for light field scouts, this handheld device that looks like a barcode scanner is small enough to easily fit into the palm of the hand and can scan anything from foreign biological matter, molecular structures of the local geology, and the environmental status of the atmosphere. Reinforced to withstand the wear and tear of field work, it is infamous for its sturdiness and durability. Unfortunately due to hardware contraints it can only provide surface level analysis and record - deeper analysis and in depth sampling must be stowed away for scientists with more robust and complex equipment that are often confined to shipside.
Gryphus Exo-Suit - Shade III customised REGIS corps exo-suit, designed to enhance user mobility and protect against extreme elements. Initially a military exo-suit, many of its arms fire protective pieces have been replaced with layers of radiation protection, heat protection and a reinforced impact distribution fiber-cage. Its micro-hydraulics and boosters are designed to boost the user's agility, allowing them to keep up with the rigours of scouting. It is fitted with a grapple, health and status monitor, communications units and emergency medical nano-bots. A visor has been augmented unto it to allow it to cycle through different modes of vision such as heat, biological signature and night vision. It is also extra-small, to suit Noxis' small statue. Its soles have been lined with extra rubber to make Noxis look taller than he actually is, although he will attempt to argue it's for protection purposes.
Seraphim Series - Scout Rifle and Sidearm Issued for scouts like Noxis, the Seraphim series is an assortment of kinetic projectile based weapons. Although it can be loaded with standard titanium-3 bullets for combat purposes, its firepower has been turned down in exchange for its ability to load 'exotic' projectiles such as trackers, temporary drones and shape-charges. Its durability and cheap maintainence cost also has made it firmly within the standard use of scouts.
Phantasm Omni-Camo Augmentation An extensive augmentation that is wired throughout Noxis' body, and is also the cause of Noxis' many ailments. True to its name, when activated it casts a personal field of camoflague that hides the user and small objects within contact from heat, digital, and of course, vision-based detection. It is mostly self-contained and requires little outside power besides from Noxis himself. However, keeping up the camo-field for extended periods of time has severe drawbacks and causes cluster headaches. As such, Noxis tries to use it in short bursts and rations his use of it carefully in missions. However, this does not mean he is willing to use it for ulterior purposes, most notably for smuggling cookies and other snacks from the kitchen. Unfortunately, the culinary staff knows Noxis and most of the time catches him afterwards.
Specter Marksman Rifle Noxis' personal favourite, the marksman rifle has seen Noxis through many missions. Firing compact slugs of exotic sub-atomics, it boasts supreme range and penetration capabilities that can punch through projected shields, armour and even light vehicles. Its high cost of production and equally high cost of maintainence, as well as its inability to fire more than a couple shots before requiring a long cooldown time made it impractical for widespread use and was eventually discontinued. But for Noxis, who only took out a very select few individuals, the sniper rifle became a go-to when he needed long range fire. It is currently in a dismantled status within clandestine locations of his cabin.
Equipment dedicated to WRAITHS and may only be used when the WRAITH protocol activates, this equipment is strictly off-the-books and technically illegal in terms of intergalactic law. Although some of this equipment was transferred over from the REGIS corps by Noxis (such as the sniper rifle), the rest of the equipment was actually under the ownership of the now deceased WRAITH agents and have now been reassigned under Noxis. Noxis only uses his personal equipment, leaving the other equipment in respect to the now deceased agents. It is stashed in an undisclosed location onboard, although the accident that wiped out the previous crew of the Monolith was close by, and it's unclear whether the equipment is in working condition.
Previous Branch: Wyvern Cadets - REGIS Corps
Biography: Born into a wealthy arms trade "family", Noxis wasn't really given a choice on his career path. In fact, despite being human his birth was a very genetically engineered, augmentation heavy one - a vessel for a specific purpose. To carry an augmentation called the Phantasm System - a highly experimental camoflague system that would project a optic distortion field to mask one's presence both visually and digitally. It aimed to replicate Utarah levels of augmentation in humans and raise human soldier competitiveness in the specialist market - but the augmentation rejected Noxis' physiology and left Noxis with many disabilities including stunted growth, chronic cluster headaches and retrograde/anterograde amnesia. Noxis endured many years of gene therapy and augmentations to offset his conditions, although it never fully cured his headaches. By the time he was out of his therapies, he was already old enough to be inducted into his planterary cadets program, the Wyvern Cadets.
Understandably angry and rebellious against his authorities that deprived him of something granted so freely to others, he left the cadets early to join a fringe mercenary group called the REGIS Corps. Outside of both the legal and conventional moral systems, this mercenary group was specialized in off-the-books enforcement and "peacekeeping", most notably quelling rebellions and eliminating problematic figures. Due to Noxis' unique augmentation, his skillset was the perfect for an infiltrator and sniper unit, carrying out various assassinations through his self-contained omni-camo and escaping far before anyone notices his traces.
Initially serving as part of the vanguard teams that ran at the forefront of REGIS operations, Caesar-2 and Nero-1, Noxis' willingness for morally dubious actions in service of ensuring the mission's holistic completion let him join the much more secretive and darker chain of operatives, the Damocles fireteam. Listed only as an old callsign that was discontinued years before Noxis' conception, the Damocles fireteam had an instrumental task in several undisclosed operations. After a certain mission, Noxis decided to leave the Damocles fireteam - a controversial decision given the gravity of Noxis' knowledge and participation in the Damocles missions. Traditionally, the only way out of the Damocles fireteam was death.
Thus began a game of cat and mouse - Noxis' connections he made through his brief but packed career within the underground allowed him to pull favours and cover his tracks for the initial part, and with his augmentation well suited for both stealth and exfiltration, he made sure that he left as little trace of his existence as possible. But he was also attempting to escape his old fireteam that specialized in tracking down its targets to its very last breath. For several years, Noxis lived as a fugitive from the Damocles team, each taking potshots against each other. But soon Noxis realized neither he or Damocles truly wished to make the lethal move against one another and Damocles was only pretending to hunt him down under orders of REGIS. Noxis decided that there was only one way to resolve this 'peacefully' was to leave the galaxy entirely.
The solution would come in the form of the Andromeda project. The only thing he had the skillset for was the position of enforcer of the WRAITH protocol. essentially sleeper agents that aimed to quell attempts of mutiny in case things went awry. Undoubtably, Noxis' moral detachment and previous work in REGIS made him a prime candidate. Apart from his enforcer position, he managed to secure a recon and scouting duty. Aboard the Monolith, perhaps he would finally be able to leave everything behind and make a life of his own choosing.
Affiliations: U.A.F, WRAITH
Relationships: Noxis has no interest in romance or companionship. Instead, he had a grassroots network of associates that he trades 'favours' with, which came especially handy during his escape from Damocles.
Trivia #1 Noxis has a sweet-tooth and is very susceptible to bribery. However, it does no favours to his image of an immature kid and so he tries to eat them in secret. His favourite is chocolate chip cookies, and will cry if you give him raisin ones in disguise.
Trivia #2 Noxis has a sniper-bullet necklace, fired at him by his collegues in REGIS when he was leaving for Andromeda. Although it was in technicality an 'assassination attempt', it was more a formality and a final farewell. Noxis keeps very few possessions that he keeps on a sentimentality basis, but this is one of them.
Acquired Skills: • Translator 1 - Allow understanding of other languages • Fire Magic Mastery 1 - Enables the user to use black fire magic. Further leveling up this skill will improve and strengthen the power of this magic, and allow new techniques to develop. • Iron Will 1 - Strengthens resistance against mental attacks and mind control. Further leveling up this skill will strengthen resistence as well as discernment of illusions and other 'trickery' based attacks. • Kaireth's Blessing: Magic Insurgence - Gain additional 2000 points (multiplied by base level) to Intelligence and Dexterity
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Personality: Bitter and distant, Olivia is still vengeful over her death. Although she has had time before her burning to calm down and process her immediate anger towards her traitors, she mistrusts others in general and especially hates lies and traitors. She hardly makes friends and rarely divulge her opinions, almost all of which are critical and cynical, and will keep up an appearance of neutral stance against strangers and 'allies'. She is pragmatic and an industrious worker, and often works independently although she does acknowledge the practical benefits of teamwork. She is surprisingly casual and hates formalities, viewing them as pretentious and pneumatic.
Despite all her outward anger and proclaimed hatred of others, Olivia is at heart a very kind person. She will never acknowledge it, but she has a natural tendancy to help others in need even if it puts herself at mortal danger. She likes compliments and praise, and can be caught off-guard although she will assume sarcasm or bad intent against strangers. As much as she hates others, she is also wrapped up in self-hatred, further supported by her skills that are almost exclusively hurtful of others and a feeling that she needs to keep up her persona of cynicism.
Background: Olivia was born near Boston into a poor family, who had to leave her at an orphanage because her family could not afford to care for her. She spent her childhood growing up in the orphanage working to support other orphans within the community. Despite her stunted upbringing, Olivia was a very dedicated and zealous worker, being popular within the orphange for her silent determination and piety for God.
When the mass hysteria struck and witch trials began, Olivia did not believe in the witch hunt. She believed the panic itself was a demonic ploy to sow chaos and fear into people. Despite her young age she attempted to mediate and keep the community together during the witch hunt, with very little success. As the town and its surroundings descended further into hysteria and started to go for the orphans, Olivia helped hide the orphans away from the mad eyes of the public; until she herself was accused and had to go into hiding.
But she was betrayed by the orphanage keepers as well as the very orphans Olivia helped hide, and was quickly caught. After a short, unfair "trial", she was pronounced a "leader of the witches" and Olivia was imprisoned for a few days. She was burned at the stake along with the rest of the accused, and cursed God and all of the world to her last breath. ________________________________________
Other: Olivia still believes in the presence of a God but also believes that God is unempathetic and even malevolent, and her second life is simply another ploy by God to torment her. She still forges on, driven by spite. If God wants her death, she will make him work like hell for it.
Personality: Jolly and friendly, Peregrine is a rare sight to see in the desolation of the apocolypse. Peregrine works well enough as an independent agent, but does not mind the brief companionship when meeting others in his travel. He does not hesitate to help others when he is in the position to do so, and although can be dismissed as impulsive and delusional, is actually quite thoughtful and deliberate. Peregrine makes a point of refraining judgement of others, especially of other Arisen. He knows that whatever their past may be, the future is what they make of it - which holds true in particular in the apocolypse, where the world holds no previous grudges. In similar spirit, Peregrine is also very driven to a certain goal when he sets his mind to it, but also holds no qualms if he deems such a pursuit a meaningless act. After all, no one is waiting for them, so why not take the long way around? Peregrine feels sorrow for all that was lost in the apocolypse, and even moreso that he does not remember anything explicit from his past. He feels a sense of loneliness and conflicted as he is aware that he feels like he's lost something he never had in the first place. But knowing that there are much greater things to fight for than to be bitter over one's past, Peregrine strives to hide his pain and deflects much of it with jokes and pretense. Perhaps he will find the child from his dreams again, one day - but not today. Today he forges on.
Skills: Scouting and Pathfinding, Scavenging and Improvised Craftmanship, Ranged Weapons Mastery
Memory: Peregrine has nearly no memories of his past life, but he's pieced together what happened rather vaguely from the eulogies that were carved around his grave. Although the writings are nearly faded away, he managed to discover that his grave was the grave of a well-travelled frontiersman and adventurer, commissioned by the king to explore new lands to conquer. After staying behind to help another injured adventurer on the mountaintop, he died of unknown means and his cadaver was later found and reburied with modestly celebrated fortunes. However, Peregrine does remember one fuzzy memory of a child calling out to him through a snowing day, and the smell of warm stew. But whenever he tries to recall any more of who that child was, he only cements his belief that he knows absolutely nothing about them, only a certain sense of longing and loss. Peregrine wishes he could believe that the child was his own, but is unsure if this delusion will only make him more lonely.
Memento: A short, silver chain with the falcon crest on the end of it, hanging from the hilt of Peregrine's armour. The crest is elaborately guilded in purple and gold, with the falcon holding a bundle of arrows in its beak. Although Peregrine isn't that emotionally attached to the crest, he believes that if he was indeed the man of the eulogies, something to signify his identity would be something that may come useful later, on the off chance that its supposed royal authority is recognized.
"Mana runs out. Spells get dispelled. Pacts expire. But a fist never fails to deliver...was that a cool line?"
Age: 16 Appearance: Short, amber hair, always messy (he makes sure of it) with sharp black eyes. Rough complexion but otherwise youthful, energetic face. A couple of scratches here and there with a bandage stuck to his chin (thinks it looks cool. actually doesn't know how to remove it). Burn and shock scars on his back and chest, but mostly covered by his clothes. Knuckles discoloured by frequent bruising. Quite tall and lanky, but has a few toned muscles. Wears loose, baggy clothing and often is seen wearing uniform improperly (doesn't mean it though. maybe.) Often seen sneaking off somewhere he's not supposed to be, but unfortunately has the tendancy to get lost in otherwise straightforward areas.
Strength: C Speed: C Precision: E Endurance: B Mana Reserve: D Control: D
Physical Empowerment Unlike many practices of magic, Callum tends to get a lot more physical. Using internalised magic, Callum can enhance his physical endurance, strength and speed. Training this technique almost exclusively, Callum has become especially attuned with this type of alteration, being able to keep up his empowerment for a long time with high mana efficiency. Reckless burst usage, however, results in physical trauma afterwards.
Dispel Shield Callum can project a phantom shield from his lead bracelet that dispels incoming arcane attacks. The shield shimmers blue and has a resistance upon touch, but it is too weak to defend against physical strikes (and a physical shield would be a bit too derivative). Though its main strength is against projectile and elemental attacks, it also has a field that weakens the effects of all hostile magic in Callums vicinity.
Mental Fortress Callum can be easily mistaken for a happy-go-lucky type who never focuses. Actually, that's not a mistake - it's true. But when he sets his mind on something, he sure as hell don't give up on it. As a combinaton of both dispelling and his own determination, Callum can shrug off most attacks on his mental state (aka strong against mind control), as well as having a stronger ability to see through illusions.
Arcane Momentum Though Callum hates to admit, his Perenias heritage does afford him benefits. Unique to House Perenias, Callum and his bloodline has a tendency to "attract" more mana in accordance to adrenaline, exhausion and pain reception. The effective result is that Callum's magic becomes stronger as a fight draws out or Callum is injured/in pain. Callum is aware of this, but not does not yet realise the true potential of this property.
"Super Juice" Flask A flask of "super juice" that Callum claims is the source of all his power. When pressed, Callum will confess that he just bought a mana potion from the store. In reality, it's just water mixed with honey as Callum does not have a sufficient enough stipend to afford mana potions to simply use off-handedly. Whatever 'boost' that Callum gets from the flask is more or less a placebo effect along with a sugar rush.
Lead Bracelet A bracelet to act as foci for dispelling shield, gifted to him by Judge Markus. A budget quality bracelet that has a projection rune inscribed on it to help with the creation of the shield. Although it's a little worn and scratched over the course of Callum's tussles, Callum keeps it on his person "for the sake of the memories".
Improvised Lockpicking Kit Made out of a couple of hairpins and various other stationary. Although Callum desperately wants to use it on something, he sadly does not have neither the patience or the dexterity to use it properly and instead likes to use the "authorization via kinetic trauma" method. He still keeps it, as he is proud to have made it in the first place.
Callum's parents wanted nothing more than just a quiet, disciplined child who could carry on the family tradition of prestigious elementalists. Unfortunately, Callum turned out to be the exact opposite: rowdy, undisciplined, mischevious. Callum constantly escaped his life shut in the study to get into a tussle with...well, anything. Animals, siblings, sometimes even the janitor who was tired of the loud anklebiter. The only "proper magic" he seemed to be able to grasp (or willing to grasp) was dispelling from his uncle serving at Verholt, and even this was not sufficient to compensate for his apparent "feral" nature. This family difference between Callum and the rest of the family desperately attempting to keep Callum in line grew and grew until at the age of 14, Callum was given an ultimatum. Win the next town wizard tourney or get kicked out. So Callum trained up the only way he knew. Punching. Punching things really, really hard. Using his physical empowerment and the one spell he learned, he focused on the tactic of dispelling his opponents while closing gaps to disarm through physical combat. In the end, he didn't quite win, only placing 3rd overall when his magical capability was too lacking to dispel his competitors adequately enough. True to their word, his family kicked him out of his home (though Callum did not miss the claustrophobic environment) and spun a tale that Callum was an illigitmate son of a cousin. However, one of the judges of the tourney, Judge Markus, was impressed by his unique tactics and saw untapped potential for Callum to become a great mage. Markus reccomended Arkus to Callum, which the now homeless mage took up with half-reluctance and half-excitement.
Name: Ciern Perelion Age: 23 Gender: Male Race: Human
Appearance:
Art by guastavosasquatch
Often seen in armour, full-clad and training, many are surprised by Ciern's voice and androgynous appearance, having no facial hair, and sharp facial features. He has short red hair and a rough complexion, with large blue eyes, steady but often seeing far beyond. Ciern's build is on the shorter, thinner side. He bears a quite a few bruises and scars, particularily burns along his left arm from abusing his fire magic too much. He does his best to cover it up with bandages and give off a clean look, trying to live up to the finer standards of the Iron Roses. It's unclear if it is really effective at hiding, or if his real reason is that he cannot bear the sight of them himself. He smiles often out of courtesy, and his default expression is a peaceful but sombre smile. But careful observers will realize that he rarely does truely smile, and from time to time Ciern can be seen spacing out and looking off into the distance. Despite so, he insists it's nothing to worry about and simply that he is tired from travelling around.
Personality: In a contrast to his past reputation, Ciern is a passive and soft-spoken knight. He reserves judgement and deliberates in many decisions in favour of listening to all opinions first. He is careful to not offend anyone, and generally avoids confrontation with allies or peers. Fiercely loyal to the Order and even more so to the Knight Commander, if pressed, Ciern is willing to fight to protect the Order and serve his purpose. Ciern also suffers from a near debilitating levels of low self-esteem, and rarely rises to defend himself from insults, abuse or accusations. He can't take compliments and will have no idea how to respond to affection or praise, becoming confused or ignoring it entirely. His sense of guilt and inadequacy often prevents him from taking the initiative and acting out of line, and he feels it's best if it stays that way. Others could mistake Ciern for someone with a weak will, but it's quite the opposite. Having survived several battles and years on the run, Ciern's determination and zealous pursuit is unrivalled; akin to a fading fire, dying but never fully extinguished. He believes that if life was hell, then he must live it to repent for what he had done, no matter how much hardship he must endure. Otherwise, Ciern likes coffee and muffins, and thinks it's sacrilege to put raisins in any muffin, especially if it's the chocolate kind.
Brief Backstory: Former knight of an smaller, lesser known order called the Order of Obsidian Judgement. The Order mostly kept to itself, fighting for the protection of a sacred mountain shrine. Although Ciern was still an initiate, not used to the Order's strict rules in his profoundly young age of 14, he was spoken of as a prodigy for his prowess as a spellsword, wielding both close combat and arcane spells with devastating efficiency. But for unknown reasons, the Obsidian Judgement ceased to communicate with the outside world. After a while, a scouting party was sent to investigate the silence; and found the Judgement's keep destroyed in a catacalysmic battle with no survivors. Further investigation found one note - that Ciern had set the keep on fire and destroyed the Order "to make an example", and that he was still alive and had escaped the battle. After a few years, the former knight as captured. Although his sins were grave and Ciern refused to discuss his motivations for his actions, his skills as a fighter and genuine regret let him a special condition for the Order. In exchange for a life of fealty to the Iron Roses and pious repentance, Ciern was granted a shaky membership in this Order, though it was still a controversial decision viewed on many as too trusting of a former criminal.
The truth is that Ciern never actually commited the crimes he claims he did. The Obsidian Judgement was secretly running a highly dangerous and morally dubious blood ritual that went awry and drove most of the participants insane. The insuing battle to contain the chaos set off a chain reaction within the keep's explosive storages, destroying the Keep and all its members as a result. Ciern, knocked out of the battlefield from a prior blow, became the sole survivor of the explosion. Unwilling to let the world know that the Obsidian Judgement was corrupt, Ciern made himself a scapegoat to preserve his order's honor. Ciern agreed to servitude under the Iron Roses on the condition that this secret is never revealed. Only the previous Knight-Captain who took him in knew about this truth, and is Ciern's most jealously guarded secret.
Equipment: Ciern's armor is a combination of a knight's plate armor and a mage's leather tunic, sacrificing outright protection in favour of a stronger affinity to magic and higher mobility. Its silver gleam and simple red decorations are devoid of any flair, save for the Iron Rose crest on its breastplate. It is polished and clean, if not scratched and well-worn from long term use. His left gauntlet is replaced with a glove with indents and channeling runes to serve as a focus for his spells, as well as handle more delicate objects. Ciern also carries a standard-issue sidesword and estoc on his horse with no outstanding modifications, save for inscription "Paramortis" scratched on the wood of the hilt. He also carries a dagger for general purposes. Though Ciern has memorized the incantations for his spells, he keeps a tough parchment and pen to note down new incantations he comes across.
Skills: As a spellsword, Ciern is trained extensively in both swordsmanship and arcane arts - and weaving the two together in one fluid style, he is a devastating, chaotic combatant and lends credance to those who considered him a prodigy. Ciern's fighting style is a mixture of both observation and aggression. Although he will attempt to learn and study his opponents before making committing moves, he has no trouble switching quickly to an aggressive style once he had adequately learnt his opponent. He will relentlessly pressure his opponents with quick parries and ripostes, attempting to outmaneavour his enemies and give them no time to retaliate. Ciern's spells focus the chaotic spectrum of magic, specifically, fire and lightning. High in pure destructive power but also carrying risks of self-injury and mana upkeep, Ciern mostly limits himself to small-scale projectiles in conjunction with his swordplay to further add pressure to his opponents. However, Ciern is reluctant to use offensive magic and has since abstained from using magic unless truly desperate.
Other than battles, Ciern is fantastic at cleaning and general housework, having put on household duties several times when he was a part of the Obsidian Judgement because of his magic having the tendancy of being a little too destructive. He seems a little embarrassed of this, but will not object if asked to employ his skills.
Teleport Ring (Teleport 1/Day) Diluted Red Potion x2 (+15% Health) Sentry Ward (Alerts against nearby enemies 1hour) Smoke Bomb x5 (-ACC/EVA for small area)
Vengeful Smite (3) - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive. Fortress of Wood (6) - User's Natural Resistance is increased to 11% permanently. Passive. Fortress of Stone (12) - User's Natural Resistance is increased to 12% permanently. Passive.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive.
Inspiring Presence (1/Paladin) - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150HP. Passive. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive.
Aura shrugged light-heartedly and smiled at River. "No harm, no foul. Maybe it's safer that way too. Though I might have met you before - back before all this." Aura recalled vaguely that River was something of an animal rights activist in real life, which was probably the reason why River was a Trainer here, but Aura wasn't sure if River wanted to share facts about real life, given that he didn't wish to share his real name. "Either way - doesn't really matter now, does it? I'm here more for the safety in numbers, after all. I thought maybe I should try going in a guild rather than running with white-listers all the time."
As they rounded to the marketplace, Aura habitually tightened the straps on her gauntlet and looked for the shadier areas. It was a kind of ritual for Aura - the towns were supposed to be protected areas, but it sure didn't prevent any of the players attempting to exploit boundaries, lurking around at the corners of the protective areas with hunting eyes. She would try to look more thoroughly and harrass them if she found any, but she had more consequential things to do - for example, coffee. And also meet the Cleric to pick up her subclass quest. Back of the market. Sounds shady enough. But cleric of Morrigan - wasn't she a Faerie queen of war and death in the Ulster Cycle? I'll probably be lucky to find that it wasn't a cult. As Aura made her way towards the market's backend, her armour clanging dully in the waking din of opening shops, she noticed the lone girl with the basket attempting to do...something. Ask for help? Beg for food? She didn't look haggard in any way, and she didn't carry any weapons or equipment. It looked like the lancer from Last Genesis, Cecila was on the case (with a rather theatrical manner), but...hmph. Aura swept another look towards the shops in search of coffee, then rerouted her direction. She took the long way around, making a point to pass closely by the girl and perhaps pick up any information, in case Aura could help.
Name: Noxis "Nox" Terraphia Species: Human Age: 21 Sexuality: Straight Birth: UGC Yggdrasil, in transit near Trappist-6 system Height: 5"3' (discounting Noxis' arguments that hair counts)
Appearance: Short and lithely built with a young voice, Noxis looks far younger than he is chronologically, comparable to that of a human teenager. Thin and androgynous, he is often mistaken for a kid and annoys him when he is attempting to impose a sense of authority. Much of his skin looks scarred and unnatural, being discoloured like a bruise and is painful to the touch. Consequently, he is often seen in loose, baggy clothing that further reinforces his image of a teenager wearing clothes far too large for them. His go-to choice is a long sleeved navy T-shirt and pants, but he also likes to simply wear fieldwork armour.
Source: Hans Christen Andersen, Fateverse
Personality: Laid-back and relaxed, it's a wonder how Noxis keeps his job. He rarely takes his scouting duties seriously, often wandering off places he was never designated and sometimes keeping souvenirs and trinklets for himself. Although it may be late, he is a 'reliable' worker who always comes up with a detailed analysis backed up with his sharp eye and keen observations. However, he has been previously reprimanded for his 'reckless unsanctioned improvisations', though the message never got to Noxis.
He likes a good downtime more than anything, and could try to find any sort of loophole to earn him extra sleep time. Although he comes off as very friendly and helpful, his views are quite often very cynical and critical, especially of authority figures. Either working alone or within a group, he does not mind, although he seems to lean on teamplay to cover his inherent weaknesses of a scout. Or perhaps it is because it's easier to steal stuff in a group, though Noxis will never admit that.
Noxis tends to be good enough at keeping relationships on a 'friendly' and 'collegue' level, but he will avoid any closer sort of relationship. He will joke around and never truly consider anyone else as his friend, keeping everyone at a certain calculated distance in case they end up on the wrong side of his fieldwork. This of course, means that he feels lonely most of the time despite being surrounded by what others believe is his friends. But Noxis knows that this was the path he had to walk, and he cannot turn back now.
When given a certain target or duties relating to his 'dodgy' line of work, he will continue to joke around until enacting the mission, after which he will make a very startling turn of personality. Discarding all of his jokes and carefree attitude, Noxis becomes a laconic, cold professional that only cares about the task he is given. He will ignore previous relationships or morals, only that he finishes the job. Perhaps this is his true nature, and his flighty outward persona is a mask to deal with the consequences of his actions.
Role: Field Recon, WRAITH Enforcer (Infiltrator) Nox's official role is field scouting and reconnaissance. Although deep terrain scanning and drones are able to cover most of the alien territory at large, there are still areas that are left unexplored and unable to be explored by simple drone scans. Either they are obstructed geographically or they require closer attention - this is where field recon agents like Nox comes in. Equipped with scanners, micro-drones and a trusty scout rifle, Nox defends field scientists, maps out hard to reach areas and tracks animals and other autonomous targets.
Nox's other more...deviant role is being a WRAITH enforcer. With the Phantasm augmentation, Nox's strong suit of infiltration can also be re-kitted towards assassination. Nox despises the role and hopes that he will never have to enact upon his duties, but if he is charged with such a duty, his primary focus is assassinating key figures and working with other WRAITH agents to enforce order and focus on the primary objective of the Andromeda project.
As haphazardly the crew was put together, the council that oversaw the project was keenly aware of the possible dangers of quasi-democratic systems and made sure to build in the necessary contingency plans in case things went REALLY wrong. The WRAITH protocol is a protocol that activates when the primary directive of the Andromeda project is threatened, or there is a real and present danger of a rebellion or hijacking (i.e. military coups, ideological brainwashing). Serving as one of the last lines of defence, when activated, WRAITH protocol gives directives to sleeper agents to eliminate the leaders of the threat, using any means necessary. Because of the controversial nature of the protocol, WRAITH is classified and technically illegal. However, with the disaster that wiped out the initial crew of the Monolith, all contacts from other WRAITHs have been cut off, and Nox is unsure if other WRAITHs survived.
Multi-purpose field scanner Standard issue for light field scouts, this handheld device that looks like a barcode scanner is small enough to easily fit into the palm of the hand and can scan anything from foreign biological matter, molecular structures of the local geology, and the environmental status of the atmosphere. Reinforced to withstand the wear and tear of field work, it is infamous for its sturdiness and durability. Unfortunately due to hardware contraints it can only provide surface level analysis and record - deeper analysis and in depth sampling must be stowed away for scientists with more robust and complex equipment that are often confined to shipside.
Gryphus Exo-Suit - Shade III customised REGIS corps exo-suit, designed to enhance user mobility and protect against extreme elements. Initially a military exo-suit, many of its arms fire protective pieces have been replaced with layers of radiation protection, heat protection and a reinforced impact distribution fiber-cage. Its micro-hydraulics and boosters are designed to boost the user's agility, allowing them to keep up with the rigours of scouting. It is fitted with a grapple, health and status monitor, communications units and emergency medical nano-bots. A visor has been augmented unto it to allow it to cycle through different modes of vision such as heat, biological signature and night vision. It is also extra-small, to suit Noxis' small statue. Its soles have been lined with extra rubber to make Noxis look taller than he actually is, although he will attempt to argue it's for protection purposes.
Seraphim Series - Scout Rifle and Sidearm Issued for scouts like Noxis, the Seraphim series is an assortment of kinetic projectile based weapons. Although it can be loaded with standard titanium-3 bullets for combat purposes, its firepower has been turned down in exchange for its ability to load 'exotic' projectiles such as trackers, temporary drones and shape-charges. Its durability and cheap maintainence cost also has made it firmly within the standard use of scouts.
Phantasm Omni-Camo Augmentation An extensive augmentation that is wired throughout Noxis' body, and is also the cause of Noxis' many ailments. True to its name, when activated it casts a personal field of camoflague that hides the user and small objects within contact from heat, digital, and of course, vision-based detection. It is mostly self-contained and requires little outside power besides from Noxis himself. However, keeping up the camo-field for extended periods of time has severe drawbacks and causes cluster headaches. As such, Noxis tries to use it in short bursts and rations his use of it carefully in missions. However, this does not mean he is willing to use it for ulterior purposes, most notably for smuggling cookies and other snacks from the kitchen. Unfortunately, the culinary staff knows Noxis and most of the time catches him afterwards.
Specter Marksman Rifle Noxis' personal favourite, the marksman rifle has seen Noxis through many missions. Firing compact slugs of exotic sub-atomics, it boasts supreme range and penetration capabilities that can punch through projected shields, armour and even light vehicles. Its high cost of production and equally high cost of maintainence, as well as its inability to fire more than a couple shots before requiring a long cooldown time made it impractical for widespread use and was eventually discontinued. But for Noxis, who only took out a very select few individuals, the sniper rifle became a go-to when he needed long range fire. It is currently in a dismantled status within clandestine locations of his cabin.
Equipment dedicated to WRAITHS and may only be used when the WRAITH protocol activates, this equipment is strictly off-the-books and technically illegal in terms of intergalactic law. Although some of this equipment was transferred over from the REGIS corps by Noxis (such as the sniper rifle), the rest of the equipment was actually under the ownership of the now deceased WRAITH agents and have now been reassigned under Noxis. Noxis only uses his personal equipment, leaving the other equipment in respect to the now deceased agents. It is stashed in an undisclosed location onboard, although the accident that wiped out the previous crew of the Monolith was close by, and it's unclear whether the equipment is in working condition.
Previous Branch: Wyvern Cadets - REGIS Corps
Biography: Born into a wealthy arms trade "family", Noxis wasn't really given a choice on his career path. In fact, despite being human his birth was a very genetically engineered, augmentation heavy one - a vessel for a specific purpose. To carry an augmentation called the Phantasm System - a highly experimental camoflague system that would project a optic distortion field to mask one's presence both visually and digitally. It aimed to replicate Utarah levels of augmentation in humans and raise human soldier competitiveness in the specialist market - but the augmentation rejected Noxis' physiology and left Noxis with many disabilities including stunted growth, chronic cluster headaches and retrograde/anterograde amnesia. Noxis endured many years of gene therapy and augmentations to offset his conditions, although it never fully cured his headaches. By the time he was out of his therapies, he was already old enough to be inducted into his planterary cadets program, the Wyvern Cadets.
Understandably angry and rebellious against his authorities that deprived him of something granted so freely to others, he left the cadets early to join a fringe mercenary group called the REGIS Corps. Outside of both the legal and conventional moral systems, this mercenary group was specialized in off-the-books enforcement and "peacekeeping", most notably quelling rebellions and eliminating problematic figures. Due to Noxis' unique augmentation, his skillset was the perfect for an infiltrator and sniper unit, carrying out various assassinations through his self-contained omni-camo and escaping far before anyone notices his traces.
Initially serving as part of the vanguard teams that ran at the forefront of REGIS operations, Caesar-2 and Nero-1, Noxis' willingness for morally dubious actions in service of ensuring the mission's holistic completion let him join the much more secretive and darker chain of operatives, the Damocles fireteam. Listed only as an old callsign that was discontinued years before Noxis' conception, the Damocles fireteam had an instrumental task in several undisclosed operations. After a certain mission, Noxis decided to leave the Damocles fireteam - a controversial decision given the gravity of Noxis' knowledge and participation in the Damocles missions. Traditionally, the only way out of the Damocles fireteam was death.
Thus began a game of cat and mouse - Noxis' connections he made through his brief but packed career within the underground allowed him to pull favours and cover his tracks for the initial part, and with his augmentation well suited for both stealth and exfiltration, he made sure that he left as little trace of his existence as possible. But he was also attempting to escape his old fireteam that specialized in tracking down its targets to its very last breath. For several years, Noxis lived as a fugitive from the Damocles team, each taking potshots against each other. But soon Noxis realized neither he or Damocles truly wished to make the lethal move against one another and Damocles was only pretending to hunt him down under orders of REGIS. Noxis decided that there was only one way to resolve this 'peacefully' was to leave the galaxy entirely.
The solution would come in the form of the Andromeda project. The only thing he had the skillset for was the position of enforcer of the WRAITH protocol. essentially sleeper agents that aimed to quell attempts of mutiny in case things went awry. Undoubtably, Noxis' moral detachment and previous work in REGIS made him a prime candidate. Apart from his enforcer position, he managed to secure a recon and scouting duty. Aboard the Monolith, perhaps he would finally be able to leave everything behind and make a life of his own choosing.
Affiliations: U.A.F, WRAITH
Relationships: Noxis has no interest in romance or companionship. Instead, he had a grassroots network of associates that he trades 'favours' with, which came especially handy during his escape from Damocles.
Trivia #1 Noxis has a sweet-tooth and is very susceptible to bribery. However, it does no favours to his image of an immature kid and so he tries to eat them in secret. His favourite is chocolate chip cookies, and will cry if you give him raisin ones in disguise.
Trivia #2 Noxis has a sniper-bullet necklace, fired at him by his collegues in REGIS when he was leaving for Andromeda. Although it was in technicality an 'assassination attempt', it was more a formality and a final farewell. Noxis keeps very few possessions that he keeps on a sentimentality basis, but this is one of them.