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Futuristic Dominus Astra - CS

Birdsie

The God-Emperor of Mankind

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CS


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PSYCHIC LEVELS
:
POSITIVE:
Rho // Pi
No manifestation of psychic talent (common human being).
Omicron // Xi // Nu // Mu // Lambda // Kappa
Unconscious and minor level of psionic brain activity. Such low levels of talent only manifest in high-stress experiences and remain beyond the control of the individual. Phenomenon commonly explained as "good luck" or "fluke" occurrences often happen. Kappa-level individuals rarely demonstrate low-level psychic powers with years training.
Iota // Theta // Eta
Conscious and moderate level of psionic talent. As the individual is able to control abilities with effort, they are for all intents and purposes, fully fledged psionics.
Zeta // Epsilon
Very high level of mental psychic activity. Manifesting early, these levels of talent (and those above) require the immediate attention of Federal authorities and represent a true security threat if untrained.
Delta // Gamma
Occurring very rarely, Delta and Gamma level psychics exhibit extreme levels of psionic ability. Unless discovered quickly, death or possession by psychic entities are common results of the untrained mind being unable to handle this level of mental energy.
Beta // Alpha
Exceedingly rare and dangerous. Mainstream Federal researcher discussion agrees that current human beings do not possess the necessary evolutionary development to contain Beta and Alpha levels of psionic talent. As such, the great majority of those discovered at this Assignment rating usually suffer from mental instability.
Alpha-Plus
Alpha-Plus levels of talent are exceedingly rare and incredibly dangerous. These individuals are often deluded enough to believe they are living gods. There is virtually nothing an Alpha-Plus psychic can't accomplish, from snapping a cruiser in half with the flick of a wrist, or igniting a whole planet in ethereal flames with a stray thought.


NEGATIVE:
Sigma // Tau
Psionically-dense individuals who are oblivious to psychic fluctuations and manifestations of psychic talent.
Upsilon // Phi // Chi // Psi
Subjects with varying degrees of immunity to psychic powers.

Omega
Usually referred to as Blanks. These individuals are so inert in the psychic fluctuations as to actually exhibit negative psychic influence upon others. Primarily manifested as a small region of "blankness" surrounding the individual, it is impossible for psychic powers or psychic creatures to penetrate this space. Being around them is mentally painful to those who exhibit psychic talent. In the past days, this level of psychic power can only be achieved by a special gene called the "Pariah Gene," engineered as a weapon against psychics during a war.

BASIC INFORMATION
Name
: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on species)
Species: (Human, Abhuman, Xenotic (Alien). Feel free to make one up. Keep in mind that a human with psychic powers is still considered abhuman due to the M-R Node mutation in their brain)
Homeworld: (Planet of origin for federal records)
Psychic Level: (Described above)

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other)
High Concept: (Sum up your character in a sentence)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Organizations\Affiliations: (Organizations, or people the character is affiliated with)
Personality: (At least a few lines. Make sure the character has it's strengths and flaws)
Backstory: (At least a paragraph. Feel free to put in a criminal record and anything else worth knowing)

PHYSICAL
Appearance
: (Self-explanatory)
Weapons & Armor: (Any items used to defend oneself and otherwise used to aid oneself in combat)
Items & Personal Belongings: (Other belongings that are of no consequence to combat. Include ships, if any)
Skills & Abilities: (Stuff like being a marksman, or a pilot)
Cybernetic Enhancements: (Do you have two lung replacements? Maybe an eye that lets you see in ultraviolet?)
Genetic Enhancements: (A third, organic lung grown out of your own DNA in a vat? A skeleton that grows into a vest? Tentacles?)
Psychic Powers: (NOTE: Psychic powers aren't like magic spells. A psychic of sufficient level can do anything depending on their concentration and level, but learning disciplines and training them aids the M-R Node in channeling the power.)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)

FLUFF (Optional)
Hobbies: (What does the corporate overlord do in his free time, when not vying for supremacy over the universe?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
 
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BASIC INFORMATION
Name: Marius Arulius Ingania
Aliases: Phoenix of Nocturne
Age: 224
Gender: Male
Species: (Xenotic (Alien) Illustrati
Homeworld: Moon of Nocturne
Endless_Space_-_Planet_View_RGB.jpg
Psychic Level: Omega

PERSONAL
Sexuality: Hetero

High Concept: Marius is an honor bound soldier, his people and his family come first.

Character Alignment: Chaos Good (Will do what is necessary to ensure the republic's survival)

Organizations\Affiliations: MLR (Military Republic of Lunari), Federation

Personality: : Marius is an honor bound soldier, his people and his family come first. He's been known to be sarcastic to those he has a good rapport with, and is almost loyal to a fault. Due to being born and raised in the Military Republic of Lunari, he holds a strong sense of duty, this only multiplied tenfold since his induction into the Federation. Cold, unfeeling, ruthless, if there's a mission, he will stop at nothing to accomplish it, or die in the line of duty so others can.

Backstory: Marius was born into a military family, like most in the Military Republic of Lunari. From the day he could speak, he was taught that Duty before self was what it meant to be as a citizen. Growing up, he like many children in the Republic strove to be like their parents. To do their part and serve the republic and her people. When he was sixteen, he was inducted into the Lunari Primus Cadets or so commonly referred to as the Young Bloods. From there on, his service to the republic began. When he graduated from Emerald Springs Military Youth Academy at 22, he signed on to be a Fallschirmjäger. For sixty years he rose through the ranks, putting down rebellions and invading forces. He was among the first to set foot on one of the human colonies during the First Contact war, where he truly distinguished himself as a soldier. At the time he was a Major, in charge of an elite unit of Fallschirmjäger. When the war ended, he was further promoted to Lt. Colonel , where he volunteer to be part of an experimental super soldier program called "Project Gottestöter". Sixteen months of genetic modification and surgeries. Sixteen months of agony. In the end, he had become a demigod among mortals. Bigger, Stronger, Faster, Even smarter; the project was a complete success. As It turned out, the Project was funded and ran by the military order known as the Black Hand. Upon completion of the advanced training, Marius was inducted into their ranks as a full brother. For the 30 years he has served taking out threats to the Federation and the Republic, sent on what most would consider a suicide mission, and return successful.


PHYSICAL
Appearance: char-hd.png

Weapons & Armor:
Weapons
⦁ Red Aethrian plated Auto-blade: The Illustrati Auto-blade is a favorite among shock troops and high ranking officials due to it's sheer brutality and messiness as a weapon. While technically not a blade, the weapon is a motorized saw that has a chain covered in blue aetherian teeth with a red aetherian plating the burn through it's victims as it tears through armor and flesh with ease.
⦁ GSM-40 ARC: The standard service rifle of the Lunari Republic Armed Forces, the GSM-40 Automatic Rail Carbine, fires .60mm rods at 1000 rounds/minute. Fitted with a bayonet measuring at 18 inches (45.72cm), with a mono molecular edge, the weapon preforms exceptionally at both short to mid range, along with CQC. Each Magazine holds around 60 rounds, and has a select fire system along with a integrated ammo counter and uplinks to the users targeting system. Being nicknamed the grinder, the weapon shreds body armour and flesh like wet tissue paper.
⦁ A set of Ulaks that he uses for hand to hand to rip apart his foes.

Armour: HK-74 Einharjar Wanderpanzer (Power armor): The latest in powered sealed hard suits, the H-74 Has a neural interface, and is linked to the user via Uplink ports on the body. So far very few have been produced due to the risks of the surgery involved for the soldier to use the Exoskeleton. Made from an aluminum-titanium alloy, and a carbon fiber underlay, the suit is highly resistant to damage, and is light weight. It sports a HUD that shows individual vital signs, compass, targeting reticle, and team roster/vital signs. The suit also sports a jumpjet used primarily to slow the Gottestöter descent, but can be overcharged to propel them short distances Ex: A canyon or roof top. Very few are seen on the battle field, and few are able to use them. (Image)

Items & Personal Belongings: A small picture of his deceased lover who died in the line of duty.

Skills & Abilities: Marius is skilled in melee and ranged combat, a master of war, having over a century of combat experience. A master tactician, able to calculate the odds of survival and success of a mission. Due to years of combat training and fighting on numerous worlds, Marius has learned to be at home anywhere, be it a sprawling urban metropolis, dense jungles, or even freezing tundras/alpine worlds. A master of dropping behind enemy lines be it via Drop pod, HALO or HAHO be it solo or with a team. All in all, he is a terrifying foe to face and ally to have.

Cybernetic Enhancements: Neural Computer and uplink ports all over his body to allow him use of his armour.

Genetic Enhancements:
⦁ Rapid Regeneration: It takes more than a mortal wound to keep Marius down. Due to the gene therapy he was given while in the womb, Marius can heal from some of the most grievous of wounds in a matter of days, sometimes hours depending on the situation.
⦁ Adaptive Biology: Like the rest of his people, his genetic code and biology allows for maximum survivability in the most hostile of environments, making his immune system and genes extremely flexible, along with having hybrid offspring, whom will take on the best traits from both parents.
⦁ Mutated Frontal Lobe: Upon becoming a Gottestöter, he was forced to undergo several injections that altered the frontal lobes of his brain to enhance aggression, strength, endurance, and tolerance to injury, yet lowered his ability to reason for a short time. typically activated upon recieving a mortal wound.
⦁ Gene Seed: Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits.Taller, stronger, faster, and tougher than a Normal Illustrati

Psychic Powers: Null

Weaknesses:
⦁ Mutated Frontal lobe increases agression and sends Marius into a Berserk state.
⦁ Duty before self; Marius will willing sacrifice himself if it means completing the mission leading him to bite off more than he can chew.
⦁ Outsider: Due to his induction into the God slayer program, he and his brothers and sisters tend to distant themselves from regular Illustrait and Felinae, many seeing them as broken socially.

FLUFF (Optional)
Hobbies: Bladesmithing
Quote\s:
⦁ "Your gods have abandoned you... Bow to your new god"
⦁ "Compared to me, you are nothing more than a child playing with fire..."
⦁ "I will drown the galaxy in blood if it allows my people to survive"
Theme:
 
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BASIC INFORMATION
Name
: Terezius Hawks
Aliases: Commander
Age: 29
Gender: Male
Species: Abhuman - Psychic Human
Homeworld: Earth
Psychic Level: Untrained Kappa

PERSONAL
Sexuality
: Heterosexual
High Concept: The cool father-uncle you never had.
Character Alignment: Lawful Neutral
Organizations\Affiliations: Galactic Federation - Special Operations Commander

Personality: Terezius is a calm, collected man. He does his uttermost best to be a leading figure for the men and women under him. Often, when one of Terezius' soldiers is questioned why they obey his orders, the common response will be: "Because he never orders me to do anything he wouldn't do himself." He is known for outstanding courage - Terezius often leads his troops at the front of the charge in combat whenever reasonably applicable. Although he sees himself as no more a hero than he is a tool for the Federation to carry out its insatiable conquests. Regardless, he has no qualms about hiring bounty hunters, mercenaries, aliens, and other outside forces into working for him and he pays them to kill indiscriminately on the battlefield, as long as they indeed do so.

Backstory
: Born on Earth, Terezius attended a military academy and became a Federal Lieutenant at the age of 22, when he graduated. At roughly the same period, he got married and had two twin daughters; Anna, and Jaina with his wife, but she died two years later in an accident. This left Terezius bitter, but since he still had two daughters to care for, he had to find a middle ground between work and family. Soon enough, his superiors promoted him to Senior Lieutenant of the Special Forces and allowed his daughters to live with him on the ship. Although extremely surprising, this didn't stop and his chain of promotions ended up in taking him from Senior Lieutenant to Commander of the 11th Special Operations Task Force within the span of two last years. The reason for this was the gift of divination that his and his daughters' minds have been blessed with.

Terezius could see fleeting visions of the future - he instinctually knew what moves others would perform, but only on an unconscious level. Regardless, this greatly aided him in his work as an officer; solely by relying on his gut, he could devise grand strategies that cashed in numerous victories in the name of the Federation. Much is expected of his two daughters; Anna and Jaina, who have been diagnosed as Theta and Eta Level psionics respectively.

PHYSICAL
Appearance
:
tumblr_nzy3x1zr0C1s8vuz4o1_500.jpg

Weapons & Armor:
  • IX-2 Combat Gauntlet: Normally, a Bounty Hunter's weapon, this highly modified piece of armor is a small armory and tool-work. It contains a miniaturized plasma repeater that dishes out devastating vengeance in the form of small, continuous bolts of hydrogen-based punishment. In addition to that, it also has a fuel tank connected to five pipes leading to five rings on his fingers that act as miniature flamethrowers, making it seem that fire is being shot out of his fingers. It has a las-cutter that can double as a short-range pseudo-melee weapon, as well as two anti-infantry rockets that are effective against light and heavy infantry alike, but can dish out decent damage against light and medium vehicles too.
  • Rotary Auto-Cannon (Optional): Fires large, armor-piercing rounds with a 0.5-second fuse that then explode and throw fragments in all directions. This large weapon packs a back-mounted backpack of bullets and shoots a whopping 7,250 rounds per minute. This two-handed minigun is what all enemy infantry loathe and fear, as it tears through crowds like a lawnmower cuts through grass. Improvised cover is practically useless against this beast and light vehicles and tanks are virtually torn to shreds by it. Medium tanks can handle some punishment from it, and heavy tanks are still decently protected against it. Terezius does not always carry it into combat.
  • Power-Sword (Optional): A durable blade coated in adamantine, however, its foremost feature is the powerfield surrounding it that pushes molecules apart from each other and fries atoms that touch the blade, destroying even heavy armor with several swipes. Terezius does not always carry it into combat.
  • Laspistol: Should his gauntlet run out of his ammunition, Hawks carries around a lazpistol as a precaution. It has a charge pack that allows for 80 shots to be fired before it has to be reloaded, each roughly about as devastating as an armor-piercing bullet from a large rifle.
  • Master-Crafted Carapace Armor: A suit of armor fashioned from a desirable mix of plasteel and ceramite with an outer protective layer from adamantine, this suit can excellently handle harsh punishment. Even an anti-infantry missile or a roaring plasma ball would be but a flesh wound when this armor is utilized. Designed specifically for the protection of important personnel whilst being light enough to move cumbersomely. It also contains a rebreather in case should toxic gas appear on the battlefield.
  • Combat Knife: Actually, a few of them.
  • Grenades: Lots of grenades. Of all kinds. Smoke grenades! Flash grenades! Fragmentation grenades! Krak grenades! Fire bombs! Melta bombs! Lots of explosives is what I'm saying.
    1a513a9fb66e0b693feb178da089f3f3.jpg
Items & Personal Belongings:
  • Inbuilt Scanner: The Carapace Armor contains a scanner device in the helmet linked directly to the wearer's visors, that lets him see toxic gasses and enemy movements from far away, even through obstacles. The maximum range is of roughly 50 meters.
  • Magnoculars: Binoculars, but they can also pick up heat signatures and work for great ranges. They can even scan enemy infantry and armor and give read-outs of their numbers, positions, predicted tactics, and other useful information within seconds. It doubles as a camera.
Skills & Abilities:
  • Advanced Combat Drill: Being a Commander requires you to have experience in these things. Terezius can handle all but the most exotic and alien of weapons, artillery, and vehicles. He can pilot aircraft and steer tanks as well as shoot a gun with decent accuracy.
  • Advanced Strategies and Tactics: Being a Commander requires you to think. Terezius has a good grasp of how not to die like an idiot in the battlefield and of how to deploy troops in the most effective ways.
  • Punch: He packs one real good.
Cybernetic Enhancements:
  • Mind Impulse Unit: A cybernetic implant in the back of the head, near the end of the neck, it connects to the central nervous system and brain and resonates with the user's equipment and armor, providing information about its current state. It lets him use the Combat Gauntlet with thought alone.
Genetic Enhancements: N/A
Psychic Powers:
  • Unconscious Clairvoyance: Terezius displays psionic ability at an unconscious level. His brain is deeply connected with the M-R Node, which allows for instinctual prediction of events that are yet to happen, both at a personal and strategical level. He can feel it in his gut when the enemy is about to deploy their tanks or send in reinforcements via drop pod and since he listens to his instincts, this power greatly aids him as a leader, often being a key to glorious victory. Of course, having knowledge and information is the most important thing in battle, but he doesn't have actual knowledge. This power merely allows for fleeting sensations and the nigh-assured certainty in the mind, that something bad or good is about to happen and some clues as to the nature of the threat or boon, but never too precise.
Weaknesses:
  • Mobility: In combat, he prefers the role of a walking tank, rather than a mobile assassin, or tricky bounty hunter. He focuses fire on himself and repays in kind with even more fire, but he lacks mobility. The Carapace Armor he wears was customized and optimized for protection and durability, not for speed and swiftness. With his armor, he can easily march into enemy fire and repay the bastards in kind, whilst his swifter subordinates flank the enemy.
    • Fleeing: This also removes escape as an actual option should he be pinned down and cut off from anyone else from the task element. Unless he can brute his way through to victory.
  • Hostages: Two daughters. On the very ship he's on. All thanks to bureaucrat greed.
FLUFF (Optional)
Hobbies:
  • Watching TV
  • Supervising training drills
  • Doesn't frown upon a friendly spar with two swords
Quote\s:
Taken from a combat encounter:
"Sir! We're surrounded, sir!"
"Excellent, now we can fire in every direction."
"W-Wha--"
"SOLDIERS! OPEN FIRE IN EVERY DIRECTION!"
Theme: If I find something fitting, I'll add it.
 
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BASIC INFORMATION
Name
: Kilea

Aliases:
"The Savage"

Age: 28 Irlesi Years, 78 Human Years ((They can live for a long time))

Gender: Female

Species: Irlesi

Homeworld: Kileptish
image.jpeg

Psychic Level: Rho


PERSONAL

Sexuality: Heterosexual

High Concept: A Savage warrior who seeks battles wherever she find them.

Character Alignment: Neutral Evil

Organizations\Affiliations: None

Personality: Kilea has only one thing on her mind most of the time, battle and fights! She cares mostly for the hunt for the toughest opponents and will fight till she dies. She has no sense for retreat and will be angry at those who run away from any fight thinking they're cowards. Rarely will she ever run from a fight, the only time she'll retreat is either when a friend or a superior orders her to. She respects power and strength but those who will not use the weapons at their disposal will be viewed as weak. To gain friendship you must adhere to her traditions and spar a lot. She cares not for others feelings and will say what she wants to say even if she pisses people off.

Backstory: On Kileptish, there is a society of wolf-like people called Irlesi. The Irlesi are a strong but divided people who are in a tribal like stage. So the race is broken into clans that have mostly the same traditions and god, the only reason they are divided is because of power and rivalry. They have this tradition that if one clan is able to beat all the others than the people would be united under that singular chieftain with upmost loyalty.

Kilea was born in a turbulent time for the Irlesi people, as war broke the people whole. Kilea was trained and raised to be a Huntress, a female Irlesi who's sole duty is to pursue the hunt of anything strong for the tribe. Kilea was very involved in future wars when she became of age to fight in them. She hunted commanders and generals and collected their heads to show her fellow warriors.

Soon after Kilea became 14 for her people, only two clans existed after assimilating everyone else. Kilea's original clan, the Borgeth, and the opposing clan, the Yurga, remained. Before war could happen, Kileptish was invaded by a hostile Alien force. The Irlesi people fought hard against the invaders but they outnumbered the people and were far more advanced. That's when the Federation came and saved the day, they struck back at the invaders and helped the Borgeth rebuild as the Yurga refused help.

Soon the Yurga became Xenophobic due to the initial Invasion and therefore they viewed the federation as a threat. The Borgeth wasn't as Xenophobic as the Yurga but they refused any help in their war against the Yurga. They wouldn't join the Federation until the Irlesi people were united under a single clan. But some warriors from both clans found excitement that there are possibly even tougher opponents in the universe and set off to go to the stars with the federation. Kilea was one of these warriors, and she inadvertently became what is known as a 'Mercenary'.

Kilea soon became known as 'The Savage' because she was a terror on the battlefield for the aliens. She ripped apart any and all who seemed to be a worthy hunt, and she made money while she did so. Currency to her is strange as the Irlesi people had no need of it, but these aliens wanted it and so she collected it to just feed herself.


PHYSICAL
Appearance
: She's about 6ft tall.
image.jpeg

Weapons & Armor:
Irlesi Blade: A sword made of an extremely durable metal found on Kileptish. It's extremely sharpe and strong.

Irlesi Bow: A bow made of metal from Kileptish and various bones from various aliens. The string is flexible metal.

Alien bone and skin armor: This armor is made from the bones and durable skin of various alien species that provides protection. This armor is ever advancing and will gain bonuses from various aliens she kills, giving it special properties.

Her own claws which help a lot when you're pulling the heads of aliens.

Items & Personal Belongings:
Borgeth Necklace: A necklace that shows which tribe of Kileptish she belongs to.

Alien bone arrows: Arrows made from bones of aliens, has varying effects depending from the bones of the aliens she has killed.

Carving knife: for carving stuff like bone for example

Skills & Abilities:
Skilled Mobile Archer: Kilea is able to shoot a bow while moving, even if it's really fast, and still be accurate.

Skilled with a blade: Kilea is really good at using her sword and is able to go up against some of the most skilled swordsman. Plus it helps when she can pop people's heads off even while wearing armor.

Hunter: Kilea is remarkable at hunting down prey by using her senses and using whatever evidence is available to her.

Mobile Hand to hand combat: Kilea is able to fight very fast with her hands and uses her speed and strength to overwhelm her opponent. Think of say a monster jumping from wall to wall while slashing and cutting a warrior using their claws, that's basically what Kilea does.

Animal rider: When required to, she can mount an animal and use them to her advantage. Course it will require some time but it can be tamed enough to be rideable.

Cybernetic Enhancements: None

Genetic Enhancements:
Irlesi Strength: The Irlesi are extremely strong, so strong they can lift a semi above their heads and can flip a tank onto its side.

Irlesi speed: The Irlesi people can run as fast as a cheetah.... On steroids. This is due to their hunting nature as most prey for them is extremely fast, so in return they must also be fast.

Irlesi Endurance: Speed is nice and all but with out any stamina you ain't going anywhere. The Irlesi have extreme amounts of Stamina so they can run longer than their prey can.

Thick Skin: The Irlesi people have developed a thick hide to protect themselves from everything, it has grown thick due to the constant state of war they're in. It helps absorb damage and may even block some projectiles entirely if they're small enough.

Irlesi Senses: The Irlesi have a heighten sense of all the senses. They can hear from miles away and hear the tiniest of things. They can smell things from miles away and how potent the smell is, like they can smell blood, emotion as the body does create pheromones to reflect on the mental state of a creature, and what type of creature it is. They have heighten eyesight and can see for miles away and notice the smallest of specks of dust. They can even see in heat vision if they wish.

Irlesi muscles: The muscles of the Irlesi allow them to do things like jump extremely high.

Irlesi Recovery Speed: Due to the constant state of war for the Irlesi, they have developed this heightened sense of recovery. If an Irlesi gets hurt, they can recover in the span of 1-2 days for major wounds. Minor wounds are like able to recover in mere hours.

Adaptive immune system: Kilea has grown a superior immune system due to her involvement with aliens and is able to eat almost anything that isn't pure death. She is also immune to some alien diseases.

Irlesi reaction time: Due the constant state of war for the Irlesi, they must be perfectly aware of their surroundings and as such when something does go down they must react as quickly as possible.

Psychic Powers: None

Weaknesses:

Savage: Kilea is a fighter and refuses to retreat, if caught by an enemy much stronger and better than her, she won't flee because of her hunting nature.

Low technological intelligence: It's not that Kilea isn't smart, it's that she's not technologically smart meaning if you told her to hack a computer she'd just punch it as punching stuff can work sometimes.

Primitive: Kilea is primitive in nature so she's at a disadvantage technologically in almost any fight.

Socially feisty: Kilea is very aggressive, meaning in social interaction, if someone pisses her off she'll start a fight.


FLUFF (Optional)
Hobbies:
Fighting
Fighting
Fighting
Fighting
Eating
Fighting

Quote\s:
"Spar with me! I must fight!"
"I'm itching to just rip your head off!"
"Hold on! I've gotta collect this guys bones!"
"Cowards! How dare you retreat! Fight like a warrior!"
"It is tradition for my people to...."
"Yes! Now this is a good fight!"
"Crying is for the weak! Your enemies won't let you cry out your sorrows in a battle! You must be a harden warrior to survive!"
"Korpish... I need a drink..."
"You wish to be with me? Ha! Then you must prove yourself!"


Theme: WIP

Birdsie Birdsie ((I hope this character is good!))
 
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BASIC INFORMATION
Name
: Royce Garret Bivens
Aliases: Roy
Age: 45
Gender: Male
Species: Human
Homeworld: Earth
Psychic Level: Pi (Common human)

PERSONAL
Sexuality
: Bisexual
High Concept: Your go-to Solar-Powered Support system
Character Alignment: Chaotic Good
Organizations\Affiliations: Federation Researcher and Support Team

Personality: Royce Garret Bivens is an extreme light enthusiast. He believes that light is one of the few resources that can be used indefinitely for energy. He's incredibly creative and innovative, having created his own weaponry from existing parts. He's very respectful and typically takes orders without complaining. However, on the field, he can be especially harsh and rude, putting the mission over all else.

Backstory: Showing immense promise in science from birth, Royce's parents gave him up to the Federation. After a test showing insanely high IQ for an unaltered human, his parents made a hard decision. For getting them out of poverty and giving Royce his best shot at a good life, they gave him up to the Federation for physical and mental training. He spent his entire life with the Federation. His childhood was spent in books learning the sciences. His adolescence was spent in physical training, and he gain high efficiency with a sniper, a pistol, and with a knife. He couldn't do much with automatics though. He preferred to watch and shoot when he knew he could easily hit. Suppressive Fire was never his thing. To take the most advantage of his perfect accuracy when he waits to shoot, his Commander has his eyes augmented, giving him his All Sight Eyes.

At age 21, he was to perform overwatch and report everything, and take out important targets. With his new All Sight Eyes, he did it with flying colors, able to take targets out from almost a sniper distance. He supported his team with top-notch effeciency, utilizing Little Brother for better overwatch, his Prism Drones to amplify his team's attack power, and supplying Power Cells to everyone

At age 23, he found a busted rifle just laying around. Then a Standard Issue Panther Pistol. He took them and began working on them. 2 years later, he finished the work and ever since then, he's used his Panther H-2 and PMA Rifle, or PMAR in every mission. He even connected them to his Environmental Armor.


PHYSICAL
Appearance
:
37229aa088f367bb07357b64e762d3ef.jpg

Weapons & Armor:
  1. PMAR: Plasma Marksman Assault Rifle- A Semi-Auto Marksman Rifle, made to use at Mid Range, and long if he uses Calculated Sight to zero in effectively. It features an undermounted gun that typically holds shotgun shells or Anti-Personnel Grenades, but can hold up to a Anti-Tank round
  2. Panther H-2 Pistol: A pistol that runs the same as the PMAR, either on Solar Power or Terrestrial ammo, and fires either hard light or bullets. He only carries 1, and like the PMAR, it's incredibly useful with his Prism Drones as a Light round will be split into 7
Both of these weapons can fire 2 types of rounds:
  • Solar Rounds- It absorbs Solar Light. When enough is gathered, it can fire at no cost to his power cell. Assuming standing on earth at the hottest part of the day, it'll take 1 second for the thing to recharge enough to fire 1 round. He can use a Power Cell to fire like a normal gun, with the Solar Absorption slowing down the Power Cell Drain. With a strong enough Solar source, it'll allow him to fire as fast as he can and his Power Cell never deplete. The only time this ever happens though is when he puts Little Brother in Flare mode and stands near it or stands near a Flare Grenade
  • Terrestrial- He can load a normal clip to shoot like any other gun.

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Combat Knives- 5 of them. 1 on his chest, 2 on his arms, and 2 strapped to his boots.
Environmental Armor- Moderately thick environment-proof armor. Re-breather for toxins, Oxygen Filter for underwater breathing, Cooling system for extreme heat, Heating system for subzero temperatures, Pressure Stabilizer for the ability to take the pressure of the entire ocean, and Air Converter for oxygen deprived or oxygen-less environments. Dilution Shield for dealing with corrosive environments. It's all solar powered and can utilize Power Cells for an hour of emergency power each. While not the most resilient to damage, it's promotes the most longevity in foreign environments. It's tactically made with survival as the goal
  • HUD- The armor connects to his vitals. It shows him the capacity of his anatomy, his breathing, his ammo, Power Cell/Drone count, etc.
  • Light Storing- It stores even more Solar Light for healing, his guns, and any sort of power system that uses Solar Power
  • Light Attacks- A resort used only when he runs out of Ammo, he can fire heavy hard light rounds from his Solar Reserves from light compactors in the suit's hands. The entire suit can illuminate the area around him and release UV light
  • Fire Attacks- Utilizing the suit's heating system, he can use light reserves to sent it into overclock and move the power to his hands, which grants him fire punches or throwing fireballs
Flashbang- A special grenade that explodes and releases a quick flash of blinding light
Flare Grenade- A mini Portable sun. It functions as a flare, and burns insanely hot. Looking at it will can cause blindness and damage optical systems. It then explodes and anything close to it will ignite. This releases Solar Heat that he can absorb and use
Smoke Grenade- A grenade used to conceal a marked position. Releases a thick black smoke. Impossible to see through without some form of enhanced sight



Items & Personal Belongings:
Money
Power Cells- Basically Solar Batteries. 1 Power cell equals about 1,000 D batteries. It's a small, compact, and safe. They can be converted into a different energy form and rechargeable (though they take about 24 hours, so they're better thrown away in battle.). He carries a TON of these
Little Brother- A personal drone of his that was altered from a failed ship utilizing the same design. It runs on Solar Power or Power Cells for an hour each on standby. It has a few different settings
  • Recon- Its cameras can be seen through Royce's Helmet interface
  • Vulture- A setting where it watches and shoots anything that moves. Royce can designate specifics and can take control of it himself. It utilizes the X-27 Gatling Laser and a Terrestrial Gatling Gun
  • Shield- A setting that generates a particle shield to become a portable cover. Hits to the shield drains energy, which makes it terrible if using Power Cells. Not made for dealing with heavier stuff. It can take a grenade explosion, but nothing heavier
  • Light- It can become a light to blind or light up an area
  • Flare- A powerful but energy consuming form that puts everything into its heat exertion and light systems to become a mini-sun. It becomes stationary yet burns intensely enough to damage eyes and optical systems that look at it too long. Getting too close will burn and cause electronics to malfunctions. Power Cells only grant about 30 seconds each. You have to be fireproof to get close enough to touch this thing and live
  • Ship- It can grow into a full-sized ship. It moves very fast, but can only carry about 5 people. It's incredibly fragile and typically only used to escape or perform orbital overwatch where it can't be attacked. Can't shrink back down if it's being manned


scifi_ship_practice_by_bladdneart-d80xz3e.jpg
Prism Drone- These are really tiny drones stored in the arms of his suit that convert into a prism, splitting light into the 7 forms of the Rainbow. Useless on their own, they're incredibly useful with his PMAR and light-based weaponry in general as it turns 1 attack into 7. It can also convert into mirror form to deflect his shots to a target. At last resort, they can explode, releasing a very small EMP blast.
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Skills & Abilities:
Marksman- He's very accurate with Marksman Rifles. This is made better with his All-Sight Eyes. He's not gonna be beating a sniper though

Cybernetic Enhancements:
All-Sight Eyes- Eye implants allow him to see beyond normal human sight. Zoomed, Infrared, Heat Signatures, Cloaked targets.
Light Generators- His body has been enhanced to go with his Genetic enhancements. His chest has a module in it that stores and uses Solar Light to heal injuries passively. A power cell can be inserted in the middle to generate about an hour of Solar Power healing. He can also exert light from it. Infrared and UV light to cause damage

Genetic Enhancements:
Solar Healing- When exposed to Solar Light, he can heal injuries. The more powerful the light is, the stronger the healing.
Fireproof- He is naturally resilient to Fire and Heat. He can burn to death, but it'll take heavy heat over a sustained period of time to kill him. Good luck doing this while he's in his Suit

Weaknesses:
Leader inexperience: While he's been in a few battles and easily hold his own, he hasn't been in enough to be giving orders to others. He's made to take orders
Useless upfront: While he's proficient with his knives and has a shotgun underbarrel on his PMAR, every enemy who is resilient enough for him to have to get up close to will laugh off an attack like that. He's best at mid range, and supporting his team
Light-weight: His armor can't take much punishment before its shields are down
Generalist- He's not as good as a dedicated soldier, not as accurate as a sniper, not as fast as a spy, not as bulky as a berserker. He's incredibly versatile, but not as good as someone who specializes in the job

FLUFF (Optional)
Hobbies: (What does the corporate overlord do in his free time, when not vying for supremacy over the universe?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
 
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BASIC INFORMATION
Name
: Kol'Moran
Aliases: Ripple
Age: 21
Gender: Male
Species: Abhuman
Homeworld: Aquarius IIV
Psychic Level: Epsilon (For the purpose of moving and shaping water)/ Lambda (All other instances)

PERSONAL
Sexuality
: Bisexual
High Concept: Surfer dude gets military training.
Character Alignment: Chaos Good
Organizations\Affiliations: Neo Malldune Freedom Fighters (Formerly), Aquarius IIV 3rd Galactic Peace Troops, Galactic Federation

Personality: Kol'Moran is a creature of impulse. He rarely gives his actions a second thought as from prior experience overthinking has landed him in perhaps the most defining negative events in his life. He carries a cross for his allies, looking after them as long as they prove loyal to him and his cause. Having a positive relationship with his allies is second to being able to know full well should a situation turn sour that they will stand by his side. He hates that his involvement in the politics and militia of his home planet has turn him toward callousness. His optimism lies above a bed of insecurity. Even then he's determined to leave a mark on the Galaxy and live a life he can look back to on his death bed knowing it was full of adventure and excitement.

Backstory: Son of the humans that colonized Aquarius IIV centuries ago. When The First Psychic Storm swept by the Galaxy the people of Aquarius IIV were changed. Adapting at an accelerated rate to the environment of the planet which consisted of 87% water. Aquatic homes were used, many lying deep within the planet's sea floor. Telepaths were born allowing for aquatic living to become the norm. Kol'Moran was the youngest of three brothers, thus given the name Ripple being the runt. His brothers Kol'Kreth, Wave, and Kol'Amore, Riptide, were inducted into the Neo Maldune Freedom Fighters to fight against the regime that the people felt bent over backward for the Galactic Government. The Neo Maldune were little more than radical anarchist that fed on the idealism of the young. Kol'Moran and his brothers were no different. They fought against the world government for two years before recognizing their ignorance once Kol'Kreth was crippled in a terrorist attack that backfired.

Kol'Moran has attempted to attone for his mistakes adopting responsibility to ease his guilt. He joined the 3rd Galactic Peace Troops. An organization of soldiers from Aquarius IIV given to serve for the Galactic Federation as a sign of good will.

PHYSICAL
Appearance
: 5'10"
dc98ebe48c950a8e1125932eb8b5761a--military-armor-sci-fi-armor.jpg

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Weapons & Armor:
  • Delta V Trident: As his home is an aquatic one in nature he carries the Delta V Trident. Constructed of light weight adamantine alloy it is a staff that is capable of absorbing the moisture in the air to near instantly create the triple speared point of trident of either end made entirely of vibrating water molecules. Due to the malleable nature of the water it is simple to create a lethal edge to the trident similar to a circular saw.
  • Kinetic Pulse Pistol: Pistol barrels wired into the forearms of his armor which can absorb a finite amount of kinetic energy imparted onto the suit and store it for later use as a pulse of kinetic energy. Rarely lethal on their own but they make his already impressive strikes even more deadly.
  • HRR-9I: Standard issue Aquarius IIV Infantry Rifle. Liquid cooling system allows for effortless fire of rounds through Gauss coils in the barrel which impart great acceleration onto small caliber ammunition. Because of the small caliber size of the rifle it is capable of holding enough to take a soldier through three battles without the need to reload. It's not the size of the wave, it's the motion of the ocean and in this case the Ocean is coming at you at MACH 7.
Items & Personal Belongings: (Other belongings that are of no consequence to combat. Include ships, if any)
Skills & Abilities:
  • CQC: Kol'Moran excels in hand to hand combat or combat involving close range weaponry. He is a whirlpool of blows with his trident. His fighting style focuses on disabling an opponent through precise and devastating strikes.
  • Fighter Piloting: The field he chose to focus on when joining the Aquarius Peace Troops. He's capable of keeping calm and rational while in the thick of a dog fight.
  • Culinary Arts: He thought it best to adopt a passive skill to better take his mind off his days as a freedom fighter. He began learning new and exotic dishes for the purpose of being able to feed allies of different tastes and races.
Cybernetic Enhancements:
  • Muon Network: A network of symbiotic circuits which allow him to fire concussive blast of negatively charged Muons from wherever he focuses on his body.
Genetic Enhancements:
  • Water Breathing: Life on Aquarius IIV has adapted to life underwater allowing him to exist comfortably in both sea and land.
  • Pressure Immunity: His biology allows him to withstand the ludicrous amounts of water pressure that come with living so deep within the ocean.
  • Hyper Agility/Flexibility: His race possess the ability to contort their bodies in impossible waves in order to explore tight caverns and crevices on their home planet as well as possessing keen reflexes and mastery over seemless graceful movement with enough training.
  • Tough Skin: The Aquarian's skin evolved to incorporate a weave of graphite and carbon beneath the initial layer of skin in order to better defend against the impressive predators that existed on the planet. Thus making their skin into a sort of armor. Their armored skin doesn't extend further beyond leaving their internal organs to have the same amount of durability as a normal man.
Psychic Powers:
  • Hydrokenisis: Capable of manipulating 880,567 gallons of water as a time. The versatility of water manipulation goes from weapon crafting to structure building.
  • Telepathy: Capable of having a conversation without need for verbal words.
Weaknesses:
  • Water dependence: He is more prone to dehydration than most other races.

FLUFF
Hobbies:

Swimming
Cooking
Practicing sketching (He sucks)
Reading (Whatever the future version of comic books are)

Quote\s:

"Hey, I've made a new recipe!"
"I had no idea it would do that but it worked out so we'll say it was intentional."
"Ooooooooohhhhh sicknasty!"
"I'm smart but I do dumb things anyway."
"Wicked!"
"Dude what you and I both need is some time on the beach. Couple of cold drinks. And some good company."

Theme:
 
BASIC INFORMATION
Name:
Campbell Mac'IlleBhreac
Aliases: Highlander
Age: 36
Gender: Male
Species: Human
Homeworld: The Highlands of Scatetania, Sister planet of Brauter and Wuarilia
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Psychic Level: Omicron

PERSONAL
Sexuality: Hetrosexual
High Concept: A scotsmen hunter with a massive fooking rifle
Character Alignment: Lawful Neutral
Organizations\Affiliations: Galactic Federations Scout Corp, The Crown of Scatetania
Personality: Calm and cool, even underpressure, you don’t see Campbell talking that much, but that’s because Campbell’s occupation requires him to be constantly isolated from his allies, but that by no means is Campbell an isolated lad. He’s actually quite the talker, and relatively friendly once you get to know him, he loves to hold down a conversation especially through the radio when every he is on marksmen duty. Campbell get’s along with most people fine, even Feds, though he does harbor a generational resentment for them, it never get’s in the way of his duty. THough the mission is important for this highlander, the life of his comrades are just as precious. Even if people don’t see or talk with him, he will always have his allies covered from afar.
Backstory:
Not much is known of Campbell before his “enlistment” into the Federation army other then he came from the Highlands of Scatetania, one of a coalition of three planets that long ago resisted the Federation’s conquest but in the end assimilated. Campbell’s records showed him as private within an infantry regiment raised from Scatetania to continue the Federation’s conquest. Campbell served with the campaign that helped conquer the rest of the solar system. It would seem the young Campbell was quite talented in shooting, so much so he earned a field promotion to corporal and was assigned duties as a marksmen of his squad. Records would then indicate that Campbell would go on serving with his squad through the rest of that campaign. However, the records also show that near the end of the campaign nearly the entirety of Campbell’s regiment was wiped out during a last stand, in which only Campbell and a few others survived.
Instead of transferring into another regiment, Campbell was indicated to have been assigned to the Federation’s Scout Corp, where he would remain until today. Campbell has on record several commendations, and is noted for being effective not just on his own scouting some planet, but also on the battlefield picking off critical points in the enemy’s line. The records also show that within his many years in the scout corp, he has had one partner, that was KIAed halfway through his career; ever since then, he has always been found operating solo.

PHYSICAL
Appearance:

Stands about 5’10, but no one’s really seen his face as it’s mostly covered by a rebreather and his eye scanner.
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Weapons & Armor:
SR-21 “Kraken Dropper” Multi-Purpose Sniper Rifle~ An all purpose sniper rifle with a master crafted scope and a bi-pod. It can fire a few bullet types:
  • Assault Rifle Bullets: A large clip built for mid to long range mode firing off at an automatic mode. THe bullets do a fair bit of damage.
  • Marksmen Bullets: Fires off at either in a one-shit or semi-automatic fashion firing specialized sniper rifle bullets. These rounds can be fired as fast as the trigger is pulled, and is great against organic opponents or infantry, works alright against light vehicles.
  • Energy Cells: Switches to a rechargeable energy cell that fires in a one-shot or semiautomatic fashion. Less effective against armor, however it's most effective against energy based protections
  • Antimatter Bullets: The most lethal of shots, can penetrate even the toughest and thickest of armor, though firing from the hip is very unstable through recoil. It includes a one-shot and semi-automatic firing mode
PP-45 “Thorn” Silenced Pulse Pistol~ A silenced pulse pistol that is based on a on-the-fly recharge system to reload.
“Guilliman Suit” Advanced Reconcience Armor~ Advance recon armor that is capable of clocking technology capable of taking the wearer off the radar and blending in with the scenery while adjusting factors such as the wearer's temperature or sound to better blend in with the environment. The armor also posses a hand mounted grappling hook, a rebreather, as well as a hand mounted computer.
Magnetic Boots~ Self Explanatory, when activated allows the wearer to stick to metal surfaces.
Eye-Mounted Scanner~ Eye mounted scanner connected to Campbell’s suit that can pin point and calculate any weakness against a targeted enemy, see through walls or other obstacles, mark a target or area for artillery, or allow the wearer to see through night vision and/or infrared vision as well as acts as a camera.
“Falcon” Recon Probe- Controlled by the user, this probe can be used to scan the fields nearby for intelligence or to map out the general vicinity and relay it back to the controller. It can also serve as a deco generator, allowing for the controller to clock while the probe generates an image of the controller.
Lasercut Scatetania Combat Knife- A knife capable of piercing through basic combat protection with what looks like inscriptions of an ancient alien language. Rumors is Scatetania knives are imbued with runic powers...
Survival Kit~ A survival kit that Campbell needs in order to survive in whatever element. The kit will change depending on what terran Campbell will deploy to.
Medkit~ Standard medkit that can tend to wounds.
Proximity Mines~ Put them down and arm them, when an enemy steps in the vicinity...BOOM.
Items & Personal Belongings:
-Pictures of his mum and a separate one of some women
-A couple of cigarettes
-A Tam o' shanter attached to his kit(that he nevers seems to wear) and a thin sash with a certain pattern that could be seen worn on the inside of his suit.
-Deploys ahead of battle by a TX-34 “Pigeon” Scout Ship to probe the area
Skills & Abilities:
Sniper- A trained sniper, whether it be patiently waiting for the write moment to cap an officer, or suppressing enemy within the chaos of a battlefield.
Natural Deadeye- He does not need cybernetic enhancements to land his shoot, his skill enough to do it on his own.
Snapshot- Campbell’s reflexes allows him to quickly shift targets and land his shots.
Reconnaissance and Infiltration Specialist- Trained to gather intelligence, whether as a forward observer or infiltrating the enemy's lines.
Survivalist- Campbell can survive and maneuver on virtually any terrain, capable of surviving there for long periods of time.
Cybernetic Enhancements: N/A
Genetic Enhancements:
Enhanced Sight- Scatetianian people have evolved to have better eyesight than the average human.
Increased Endurance and Reflexes- Generations of Scatetian training has allowed for a Scatetian to have better endurance and reflexes compared to normal humans.
Psychic Powers: N/A
Weaknesses:
On his own- Though Campbell has no qualms about moving with a group, he generally goes into battle alone, which may leave him isolated.
Not a walking tank- Though his armor can afford basic protection against small arms and even some explosives, it’s not designed to soak damage.
Feddy- The people of Scatetania, Brauter, and Wuarilia have had generations of resentment for the Federation. Though it does not interfere much when it comes to on the battlefield, most the problems arise in the barracks or just a quip here or there on how much the people of the two worlds mocking the Federation.

FLUFF

Hobbies:

  • Bagpipes
  • Knife juggling
  • A good pint of beer
  • Writing and reading
  • Marksmen practise
Quotes:
  • “Cheer up, ya Feddy bastards, highlander’s here ta do the job.”
  • “C’mon wee man...Show ye ‘ead”
  • “Another wee ‘ead for the undertakers.”
  • “This is for Duinov…”
  • “Standing to, let’s get this battle won.”
  • “Hell’s jingling bells, isn’t there a quiet moment around here?”
  • “You keep ya eyes open my wee bears, an’ don’t panic when the tanks come at ye.”
  • “Ya fire off more bullets with that machine gun in one battle then I do a year.”
  • “You always shoot sergeants first, they’re the laddies keeping everyone together, no one really cares about officers.”
His Voice:


Theme:
 
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BASIC INFORMATION
Name
: Dr. Arturius T’Lurian
Aliases: Pulsar, Doc, Sparky, Exo
Age: Uncertain; projected to be 42
Gender: Was Male
Species: Sentient dark energy nexus; psychic being
Homeworld: Gaia 2
Psychic Level: Gamma

PERSONAL
Sexuality
: Demisexual
High Concept: A powerful energy being looking for a place to belong.
Character Alignment: Lawful Neutral
Organizations\Affiliations: None within this dimension

Personality: A child at heart, Arturius is possessed of an insatiable curiosity and unparalleled optimism. He is surprisingly naïve about real world occurrences and exceedingly trusting, though he will never fall for the same trick twice. Isolated by his intellectual and biotic abilities, but determined to not be alone, Arturius is an ambivert and prefers to be surrounded by true, few, friends instead of masses of passing acquaintances. He has severe abandonment issues and will go to any length to avoid being left alone. Contrary to what one would believe, Arturius is rarely angry, anxious, violent; these traits are revealed when Atrurius is faced the possibility of perceived abandonment. He tries his best to remain perky and useful for fear of not being needed.
Backstory: Arturius is not too sure of his origin. Many of his memories from when he was human were erased or corrupted during his transformation. It is believed that he hails from a different dimension that is now closed off to this one.


Arturius remembers a few things vividly. He was a human with the biotic potential of an asari and a high intellect. He was a part of a top-secret project to meld the powers of multiple biotics into powerful mass effect constructs. The resulting discoveries are called Laran abilities. His teams were successful in melding the minds and powers of differing biotics into Laran, with him as the focus. Unfortunately, one of Arturius colleagues tried to stage a coup adimst a laran working and disrupted the carefully crafted matrix system, causing a feedback in the power feed and they all burned up from the overload of dark energy. The released energies coalesced and converged into energy body that preserved his mind. He made the containment module to protect other lifeforms from his unique kind of radiation. When he finally collected his thoughts enough to observe his surroundings, Arturius realized that he was no longer on Gaia 2, and he would soon learn that there was no such planet in this Milky Way.

PHYSICAL
Appearance
:Arturius1.jpg
Weapons & Armor: His containment module, his “body” inside the module
Items & Personal Belongings: He has none
Skills & Abilities:
  • Certified genius - Self explanatory
  • Biotic training – Psychic training from his home dimension.
  • Eidetic memory - the ability to remember an image in so much detail, clarity, and accuracy that it is as though the image were still being perceived
  • Photographic memory - the ability to recall pages of text, numbers, or similar, in great detail, without the visualization that comes with eidetic memory; the ability to briefly look at a page of information and then recite it perfectly from memory
  • Advanced visualization – the ability to visualize information on his surroundings and in the air around his head, moving data around with his hands as he sorts through it, allowing him to make highly precise calculations at incredible speed. He can now project these visions into the real world like holograms.
  • Polyglot - knows and can use several languages. This is strengthened by his ability to perceive mental images and use them to assimilate meanings and nuances of foreign languages, thus learning quickly.
  • Friendly disposition – The ultimate creampuff, he gives off an aura of affability and well-being.
Cybernetic Enhancements: None
Genetic Enhancements: None
Psychic Powers:
  • Telepathy: Having no physical form, this is how he communicates. It takes a powerful telepath to shield their mind from him, but he’s too nice to pry anyway. Able to actively use telepathy within a 4 mile radius, he receives thoughts telepathically in a 16 mile radius.
  • Telekinesis: Though he could potentially pull Earth’s moon out of orbit and launch it with the ease of a stone from a sling, the most he could do without causing a Nova Wave is lift and manipulate a total weight of a metric ton. His multi-faceted control is very exact.
  • Nova Wave: An involuntary reaction to destabilizing his form by overusing his psychic abilities. An explosion powerful enough obliterate all matter within an 86,882-mile radius.
  • Amplification Station: Even inside his containment module, he projects a field that eases the use of psychic abilities and strengthens them by a small but noticeable margin. Radius of 100ft.
  • Matrix fabrication: Arturius can collect psychic energy and condensed it into a shimmering cobalt crystal, called a matrix, which amplify the resonances of the brain and transmutes psi power into energy. They help a psychic to concentrate his or her powers, thus amplifying it greatly. Matrixes become keyed into their psychics, and can cause great discomfort and even death if separated or handled by anyone other than their keyed psychic.
  • Matrix mechanics: Using matrixes, Arturius can augment individual psychic’s abilities and can link them into a circle for powerful workings, greater than the sum of their parts.
Weaknesses:
  • Dangerously codependent with severe abandonment issues
  • Naïve
  • Ignorant of this dimension
  • His current form is extremely unstable
  • His radiation is deadly to organic life
  • As dangerous as he is helpful
  • Hard to calm once he’s lost his temper
FLUFF
Hobbies
: conducting experiments, researching his condition, making music, improving his Laran capabilities, stabilizing his core
Quotes:
“Now, was that supposed to explode?”
“Yes, I can speak like a genius, but the fun’s in being understood.”
“Any suitably advanced science…”
“Oh goodie, another captive audience.”
“Please don’t leave me alone.”
Theme: Tove Lo - Love Ballad
 
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BASIC INFORMATION
Name
: Dr. Arturius T’Lurian
Aliases: Pulsar, Doc, Sparky, Exo
Age: Uncertain; projected to be 42
Gender: Was Male
Species: Sentient dark energy nexus; psychic being
Homeworld: Gaia 2
Psychic Level: Alpha Plus

PERSONAL
Sexuality
: Demisexual
High Concept: A powerful energy being looking for a place to belong.
Character Alignment: Lawful Neutral
Organizations\Affiliations: None within this dimension

Personality: A child at heart, Arturius is possessed of an insatiable curiosity and unparalleled optimism. He is surprisingly naïve about real world occurrences and exceedingly trusting, though he will never fall for the same trick twice. Isolated by his intellectual and biotic abilities, but determined to not be alone, Arturius is an ambivert and prefers to be surrounded by true, few, friends instead of masses of passing acquaintances. He has severe abandonment issues and will go to any length to avoid being left alone. Contrary to what one would believe, Arturius is rarely angry, anxious, violent; these traits are revealed when Atrurius is faced the possibility of perceived abandonment. He tries his best to remain perky and useful for fear of not being needed.
Backstory: Arturius is not too sure of his origin. Many of his memories from when he was human were erased or corrupted during his transformation. It is believed that he hails from a different dimension that is now closed off to this one.


Arturius remembers a few things vividly. He was a human with the biotic potential of an asari and a high intellect. He was a part of a top-secret project to meld the powers of multiple biotics into powerful mass effect constructs. The resulting discoveries are called Laran abilities. His teams were successful in melding the minds and powers of differing biotics into Laran, with him as the focus. Unfortunately, one of Arturius colleagues tried to stage a coup adimst a laran working and disrupted the carefully crafted matrix system, causing a feedback in the power feed and they all burned up from the overload of dark energy. The released energies coalesced and converged into energy body that preserved his mind. He made the containment module to protect other lifeforms from his unique kind of radiation. When he finally collected his thoughts enough to observe his surroundings, Arturius realized that he was no longer on Gaia 2, and he would soon learn that there was no such planet in this Milky Way.

PHYSICAL
Appearance
:View attachment 337650
Weapons & Armor: His containment module, his “body” inside the module
Items & Personal Belongings: He has none
Skills & Abilities:
  • Certified genius - Self explanatory
  • Biotic training – Psychic training from his home dimension.
  • Eidetic memory - the ability to remember an image in so much detail, clarity, and accuracy that it is as though the image were still being perceived
  • Photographic memory - the ability to recall pages of text, numbers, or similar, in great detail, without the visualization that comes with eidetic memory; the ability to briefly look at a page of information and then recite it perfectly from memory
  • Advanced visualization – the ability to visualize information on his surroundings and in the air around his head, moving data around with his hands as he sorts through it, allowing him to make highly precise calculations at incredible speed. He can now project these visions into the real world like holograms.
  • Polyglot - knows and can use several languages. This is strengthened by his ability to perceive mental images and use them to assimilate meanings and nuances of foreign languages, thus learning quickly.
  • Friendly disposition – The ultimate creampuff, he gives off an aura of affability and well-being.
Cybernetic Enhancements: None
Genetic Enhancements: None
Psychic Powers:
  • Telepathy: Having no physical form, this is how he communicates. It takes a powerful telepath to shield their mind from him, but he’s too nice to pry anyway. Able to actively use telepathy within a 4 mile radius, he receives thoughts telepathically in a 16 mile radius.
  • Telekinesis: Though he could potentially pull Earth’s moon out of orbit and launch it with the ease of a stone from a sling, the most he could do without causing a Nova Wave is lift and manipulate a total weight of a metric ton. His multi-faceted control is very exact.
  • Nova Wave: An involuntary reaction to destabilizing his form by overusing his psychic abilities. An explosion powerful enough obliterate all matter within an 86,882-mile radius.
  • Amplification Station: Even inside his containment module, he projects a field that eases the use of psychic abilities and strengthens them by a small but noticeable margin. Radius of 100ft.
  • Matrix fabrication: Arturius can collect psychic energy and condensed it into a shimmering cobalt crystal, called a matrix, which amplify the resonances of the brain and transmutes psi power into energy. They help a psychic to concentrate his or her powers, thus amplifying it greatly. Matrixes become keyed into their psychics, and can cause great discomfort and even death if separated or handled by anyone other than their keyed psychic.
  • Matrix mechanics: Using matrixes, Arturius can augment individual psychic’s abilities and can link them into a circle for powerful workings, greater than the sum of their parts.
Weaknesses:
  • Dangerously codependent with severe abandonment issues
  • Naïve
  • Ignorant of this dimension
  • His current form is extremely unstable
  • His radiation is deadly to organic life
  • As dangerous as he is helpful
  • Hard to calm once he’s lost his temper
FLUFF
Hobbies
: conducting experiments, researching his condition, making music, improving his Laran capabilities, stabilizing his core
Quotes:
“Now, was that supposed to explode?”
“Yes, I can speak like a genius, but the fun’s in being understood.”
“Any suitably advanced science…”
“Oh goodie, another captive audience.”
“Please don’t leave me alone.”
Theme: Tove Lo - Love Ballad
I know I said I don't want to impose power limitations, but...

Sorry, but I can't accept an Alpha-Plus Psychic. I intended for it to be more or less a piece of lore and maybe a strong villain in the future arcs, but I can't accept an Alpha-Plus since it basically makes you a God. An Alpha-Plus Psychic could solve all problems in the RP with a flick of the wrist.

An Alpha-Plus Psychic could shower a star system with psychic storms and flares with minimal effort, stop time for several solar days with a thought, or turn Earth into a large turnip in space with the same effort that an average D&D Wizard casts a fireball. The Federation tends to kill Alpha-Plus Psychics because 99% of them are insane maniacs with too much power and present a threat not just to the Federation but all of the galaxy at large. Alpha-Level Psychics are extremely rare and scarce. You see one in the galaxy every 3 centuries or so.

The most I can allow is an Alpha-Level, which is still very powerful and rare. Remember that Beta and above psychics are nearly always insane. Even though the Psychic storms sped up evolution, no human or alien can safely contain these levels of psychic energy in their minds, and sentient psychic beings from alternate dimensions tend to collapse under the weight of their own power due to the lack of a better vessel.

To put it into perspective: An Epsilon-level Psychic is, with considerable effort, capable of showering a whole battlefield in destructive energy to atomize his foes. Two levels higher you have a Gamma-level Psychic, who would do this with a stray thought. Then you go two more levels higher to Alpha, who would accomplish this on a continental scale by accidental thought - he just happened to imagine the continent being destroyed and it happened by itself. And then there's Alpha-Plus, who would do this to a planet on accident. I think it's understandable that even a Beta is rather extreme.
 
BASIC INFORMATION
Name
: Connor McKinley
Aliases: Good luck calling him Connie and living.
Age: 28
Gender: Male
Species: Evolved Human
Homeworld: Yggdrasil 3
cold_planet_by_zerosky87.jpg

Psychic Level: Rho

PERSONAL
Sexuality
: Straight
High Concept: He's going to get close to you whether you like or not. And if your on his side, you can use him as cover as he walks towards the enemy, menacingly.
Character Alignment: Neutral Good
Organizations\Affiliations: Mercenary Organization .
Personality: Connor is a man that believes might makes right. If there's a wall in his way, he's going to knock it down instead of bothering to look for a way around. When it comes to loyalty, he's paid to be loyal. He does have a moral code, though. He'll work for somebody as long as the contract holds. After that he's back on the market. He also has a soft spot for children and animals, especially the ones you could call a pet.
Backstory: Connor's past is a fairly simple one. He was born on Yggdrasil 3, grew up there, got into a couple fights in his town and got a criminal record. But nothing pointed to him becoming a mercenary. But for whatever reason, a mercenary he became. And it was sometime after he became a mercenary, he willingly gave up his limbs. They were replaced with robotic counter parts, two sets to be exact. One civilian set, where if he wore pants and a long sleeve shirt he'd look normal. And the second his combat set, the set that makes him a living weapon. And being a living weapon is good for business, more people hire you and you get paid more.

PHYSICAL
Appearance
:
4e58c8acdb86dcd582ee75236f036f6d.jpg


Weapons & Armor:
The Huscarl: The collective suit of armor, including his combat limbs. this often requires at least one other person to assist him, as the suit of armor that protects his remaining fleshy bits is to heavy for his civilian limbs, and his combat limbs with their plethora of weaponry makes putting it on awkward.
f110ba1062bf34132fd28801982c6ab6.jpg

His list of weapons include an underarm mounted rotary machine gun, which easily carves through light cover and the infantry behind it. A power saw, which is essentially a modified chainsaw, replaces the hand of his right arm. Underarm mounted flamethrower makes clearing out buildings, caves, and other closed in spaces a breeze.
Items & Personal Belongings: A small, personal ship that he uses when looking for a job that's just big enough to have a bed, toilet, and minuscule kitchen in it.
Skills & Abilities:
Mechanic: He can perform his own maintenance, and if he can perform maintenance on a complicated piece of machinery meant to act as a limb, how hard can it be to work on an engine?
Cybernetic Enhancements:
Customized Robotic Limbs: All four of his limbs have been replaced by a robotic counter part. These limbs can be removed and replaced.
Genetic Enhancements:
Yggdrasil Evolution: To survive the stronger gravity and the almost constant winter of the planet, the humans of Yggdrasil have evolved to be stronger (if shorter), with thick skin, the ability to produce a blubbery layer, and more often than not a lot more hair. The effects should be obvious.
Psychic Powers: N/A
Weaknesses: He has little to no sensation of touch when in combat. It would not be good if he felt a bullet ricochet off him, because that'd hurt a lot. This makes finessing things nearly impossible. However, this is negative effect is removed when he has his civilian limbs attached.

Adapted for the cold, he over heats easily. He constantly has to be cutting off hair, burning off fat, fanning himself with something. In hot environments, he will be essentially hooked up to a water cooler and several fans just to move.

FLUFF (Optional)
Hobbies: (What does the corporate overlord do in his free time, when not vying for supremacy over the universe?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme:
 
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I know I said I don't want to impose power limitations, but...

Sorry, but I can't accept an Alpha-Plus Psychic. I intended for it to be more or less a piece of lore and maybe a strong villain in the future arcs, but I can't accept an Alpha-Plus since it basically makes you a God. An Alpha-Plus Psychic could solve all problems in the RP with a flick of the wrist.

An Alpha-Plus Psychic could shower a star system with psychic storms and flares with minimal effort, stop time for several solar days with a thought, or turn Earth into a large turnip in space with the same effort that an average D&D Wizard casts a fireball. The Federation tends to kill Alpha-Plus Psychics because 99% of them are insane maniacs with too much power and present a threat not just to the Federation but all of the galaxy at large. Alpha-Level Psychics are extremely rare and scarce. You see one in the galaxy every 3 centuries or so.

The most I can allow is an Alpha-Level, which is still very powerful and rare. Remember that Beta and above psychics are nearly always insane. Even though the Psychic storms sped up evolution, no human or alien can safely contain these levels of psychic energy in their minds, and sentient psychic beings from alternate dimensions tend to collapse under the weight of their own power due to the lack of a better vessel.

To put it into perspective: An Epsilon-level Psychic is, with considerable effort, capable of showering a whole battlefield in destructive energy to atomize his foes. Two levels higher you have a Gamma-level Psychic, who would do this with a stray thought. Then you go two more levels higher to Alpha, who would accomplish this on a continental scale by accidental thought - he just happened to imagine the continent being destroyed and it happened by itself. And then there's Alpha-Plus, who would do this to a planet on accident. I think it's understandable that even a Beta is rather extreme.
I can just bring him down to Gamma level
 
BASIC INFORMATION
Name
: Connor McKinley
Aliases: Good luck calling him Connie and living.
Age: 28
Gender: Male
Species: (Human, Abhuman, Xenotic (Alien). Feel free to make one up. Keep in mind that a human with psychic powers is still considered abhuman due to the M-R Node mutation in their brain)
Homeworld: (Planet of origin for federal records)
Psychic Level: Rho

PERSONAL
Sexuality
: Straight
High Concept: He is heavy weapons protector. Stand behind him, but keep up.
Character Alignment: Neutral Good
Organizations\Affiliations: (Organizations, or people the character is affiliated with)
Personality: (At least a few lines. Make sure the character has it's strengths and flaws)
Backstory: (At least a paragraph. Feel free to put in a criminal record and anything else worth knowing)

PHYSICAL
Appearance
:
4e58c8acdb86dcd582ee75236f036f6d.jpg

4e58c8acdb86dcd582ee75236f036f6d.jpg

Weapons & Armor: (Any items used to defend oneself and otherwise used to aid oneself in combat)
Items & Personal Belongings: (Other belongings that are of no consequence to combat. Include ships, if any)
Skills & Abilities: (Stuff like being a marksman, or a pilot)
Cybernetic Enhancements: (Do you have two lung replacements? Maybe an eye that lets you see in ultraviolet?)
Genetic Enhancements: (A third, organic lung grown out of your own DNA in a vat? A skeleton that grows into a vest? Tentacles?)
Psychic Powers: (NOTE: Psychic powers aren't like magic spells. A psychic of sufficient level can do anything depending on their concentration and level, but learning disciplines and training them aids the M-R Node in channeling the power.)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)

FLUFF (Optional)
Hobbies: (What does the corporate overlord do in his free time, when not vying for supremacy over the universe?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)

SPACE VIKING!!
 
wip
BASIC INFORMATION
Name
: Ethilia
Aliases: The dragon, Deamon,
Age: 241 (late 20s in human years)
Gender: Hermaphrodite
Species: Minyades
Homeworld: Manyada 3
Psychic Level: Omicron

PERSONAL
Sexuality
: Bisexual
High Concept: A homeless angel of vengeance with a dragons fire.
Character Alignment: Neutral Good
Organizations\Affiliations: 1st and Only Manyades Shock Troop Division Aka "Angels of Battle" (transferred), Manyades Commune (defunct), Manyades Remnant
Personality: (At least a few lines. Make sure the character has it's strengths and flaws)
Backstory: (At least a paragraph. Feel free to put in a criminal record and anything else worth knowing)

PHYSICAL
Appearance
:
1be0d630d52509a87220117973a13dfb.jpg

Weapons & Armor:
  • Mini RPG launcher attached to cybernatic arm
  • High frequency heated sword- a sword reinforced by a powerful alternating current and resonating at extremely high vibration frequencies. This weakens the molecular bonds of anything it cuts, thereby increasing its cutting ability able to cut all but the thickest power armour. This current also heats the blade to near molted state aiding in the cutting power.
  • Energy shield- Allows temporary protection from small armed fire during her charge into the enemy for as long as its power cell last. The energy cell can be discharged with a pressing of a button sending forward a concussing blast at whatever it is pointing at further adding in her charge.
  • Jet-pack- gives a short burst of speed to her flight
  • Flight suit- built to minimise weight and allow for smooth and quick flight so not as well protected as other armor. General style and colour scheme

Items & Personal Belongings: A necklace with a totem figure of the god of war. Five different coloured wooden bracelet intricately carved and each with its own symbols, relatively worthless but holds sentimental value.
Skills & Abilities:
  • Skilled hand to hand combat.
  • Skilled in psychological warfare
  • Aerial scouting and tracking
  • Fair cook
Cybernetic Enhancements:
  • Cybernetic right arm with various range weapon attachments.
  • Eagle eye: Replacement of her left eye, enhancing her already capable vision with added magnification and IR vision.
Genetic Enhancements:
  • Wings- Innate and most obvious trait allowing her to fly with surprising speed and agility.
  • Dragon gland- Allows the store of flammable gasses produced in regular bodily processes to be stored. These can be released and ignitated as form of fire breath.
  • Human like lung addition- Enhancement allowing her to breath in the nitrogen-oxygen favoured by humans
Psychic Powers: N/A
Weaknesses:
  • Weak at range
  • Overly reliant on shock and awe does like prolonged fights
  • Poor knowledge of technology

FLUFF (Optional)
Hobbies: (What does the corporate overlord do in his free time, when not vying for supremacy over the universe?)
Quote\s:
DIVE!!!
Theme: (Musical theme)
 
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W.I.P​
"Don't compare yourself with anyone in this world...If you do so, your insulting yourself."
Name: Isaac D. Ryder
Alias: "Boss"
Race: Human
Sub-race: American
Gender: male
Sexuality: Straight
Alignment: Neutral, Lawful
Affiliations: Edward Tahoma
Organizations: Mirage
Psychic level: Rho//Pi
Home world: Earth
Place of Dwelling: Apollo-3549
High concept: An intelligent, and friendly man who can outsmart even the most brilliant of minds.
Apollo-3549: A headquarters for Isaac D. Ryder which was made expressly for his use orbits around planet ID#5736 which is formally known as Arrentio. Apollo-3549 itself is a space station orbiting the planet. The station is armed with a Ion cannon for air-to-ground strikes, and a artillery cannon near that for air-to-ground strikes of more dangerous, and deadly origin. The station also has several magnetic weapons to counter space-craft which intend to assault the station, along with kinetic strikes to level enemy fortifications, or encampments. Aside from that the station is surrounded by what has been named the "ion-shield' which is a field of lasers surrounding the station to protect it from incoming projectiles along with an energy shield to protect from laser, or energy based attacks.
Artillery cannons: These cannons are made to fit four sized projectiles which look more like rods than actual shells however can do massive damage. The first size will be anti-infantry, which has a blast radius of 50 feet, and packs enough punch to wipe out any living organism within its blast radius even if they are within a vehicle. Then comes anti-fortification, which has a blast radius of 100 feet, and packs enough punch to hit a bunker 50 feet below the ground, and kill everyone inside while destroying the bunker. Next you have anti-mecha shells which were made to counter mechanized vehicles that might have thick enough armor to survive the two previous shell sizes, having a 150 foot blast radius it also comes with corrosive abilities to eat away armor almost instantly like an acid. Finally we come to the shell nicknamed the orbital nuke. The shells size itself is the size of a semi-truck with a 200 mile blast radius, and enough force to shatter even the strongest of energy shields. However these are not it's most prized parts as It also leaves a massive amount of radiation at the impact zone making it damn near impossible to recolonize until the radiation is dealt with.
Arrentio-5736: Is mostly mountainous, and heavily vegetated. It has little flatland which means most colonies are underground, however it's most noticeable structure is the large spire which was built to magnify the terraforming properties of the Apollo itself. Arrentio has abundant food supplies, and animals allowing all of its colonies to thrive.
Age: 78
Height: 6,7
Weight: 198lbs
Appearance: Elderly (Obviously), Muscular build, Wearing a white suit with a black tie, gold eyes, slicked back hair, widows peak, Strong jaw-line, black leather boots.
Cybernetic Enhancements: None
Genetic Enhancements: An abnormally large brain allowing for faster reaction time, and quicker processing of a situation. Making him a king of chess.
Psychic powers: NA
Weapons (On his person): A rail-pistol firing powerful armor piercing rounds powerful enough to break through a low level energy shield in about three shots.
Armor: None
Hobbies: Chess, Dismantling his weapon, and rebuilding it, Observing his colonies on arrentio-5736.

Abilities/Strengths: He has a brilliant mind, and can put it to use on the battle field as well as he can in the engineering/maintenance room, Great shot, Excellent eye sight.
Weaknesses: Elderly (meaning he can't do everything he could do when he was younger), Bad hearing, Trusting.
Backstory: Before he established Apollo Isaac was a married man. He had kept the appearance on having a good marriage to the outside world however behind closed doors things were falling apart. which led inevitably to their divorce which took mostly everything from Isaac. His home, and most of his possessions. Isaac eventually got back to his feet buying a nice house and founding his own business. Which supplied weaponry to various military sources, and the general public. This of course meant Isaac had to have the weaponry checked, and made by extremely skilled craftsmen. While also having an extraordinary security team to prevent theft. or espionage from rival companies. Instead of hiring on countless members Isaac had made his own security which furthered his engineering skills. Eventually Isaac accumulated billions thanks to his business which triggered the construction of Apollo. Isaac kept this station a secret project hidden from his military buyers, and the public. He would use the Apollo to escape governmental rule, and create his own civilization under his command. Once the Apollo was finished on his 31st birthday it was launched his staff aboard into the depths of the universe where it was eventually dragged into orbit by planet 5736. At first the station had terraformed a small amount of this arid, and hot planet. There was little room to work with but an abundance of ore's and metals to work with allowing a very small colony to be constructed in one of the many mountains. After the colonies destruction Isaac ordered the construction of a large spire that would be finished on his 67th birthday, and would allow the terra-formation of the rest of the planet. During this spires construction one of Isaac's naval officers introduced him to the game of chess which introduced him to tactics, and strategy. The game caught on quickly to Isaac, and he continued to play his officers even creating tournaments among his higher ranks. Upon the spires construction the rest of the planet 5736 was terraformed. This gave way to an abundance of life on the once arid planet, and even gave it a more tropical climate triggering massive plant growth, and more lakes, and streams to spring up.
Theme:
 
BASIC INFORMATION
Name
: Edward Tahoma
Aliases: Evan Verdana, The Convincer
Age: 23
Gender: Male
Species: Abhuman
Homeworld: Arrentio 3736 (after it's terraformation)
Psychic Level: Rho // Pi

PERSONAL
Sexuality
: Hetersexual
High Concept: An extremely charismatic and convincing person.
Character Alignment: Chaotic Neutral
Organizations\Affiliations: Mirage
Personality: Edward goes by many names, being prone to lying and a chronic one at that, he finds his life boring and unimportant enough to give details about it, and lies about his life, feeling comfort with the fact that he may seem important to others. Besides his chronic lying, he's very charismatic, and easy to convince people to do his bidding even if it may seem dangerous or illegal, being very supportive while he makes someone kill another person for him.

He's a good middleman in situations that's needed, and despite his convincing tone, can be convinced by other people through the influence of money and fame. Having high ambitions and hopes for the future, and to once and for all have a billboard sized holographic television. Edward is rather unpredictable, like a comedian, he says he's gonna do one thing, and in the end, does the other. He really relies on others, cause without them, he's nothing, he enjoys being a leader and finds it easier then being on the field. He derives from manipulation and being able to control where someone will be at whatever time, being able to control the situation from within or outside of it.

Backstory: Born on the Space Station Apollo 3549 during its moving to Arrentio 3736, Edward assisted the crew at a young age with building homes, usually carrying crates or pushing them towards an area to assist the speed of construction. He also assisted in moral support, sort of commanding and pointing workers in the right direction, for both maximum work speed and production. At an early age, his mother got married to a construction worker at the time, Edward began an education on the space station, learning his abc's and general words. He picked it up rather quickly and excelled in English and other native tongues. This was at a very young age, around his kid years, Edward's teenage years changed him. Seeing that he was with somewhat more intelligent people at school, he felt more at home at school, which may sound weird but the people he cherished were always there, besides on the weekends. His time spent in middle school on the station was brief, his grades were spectacular and his teachers considered him a prodigy, he thought of it as him just being a normal kid.

Rising through the grades, often skipping them, he made it to high school at age 13, it then becoming a new playground for him to play in. Edward has gained knowledge on some old Yiddish texts that allowed him to influence people, this gained him plenty of profit, and he got people to do things for him, getting a knack for it and overall excelling at the art of social engineering. His adult years weren't much different, he already got out of he space station, seeing that Arrentio has been fully terraformed, and colonized to a degree. But the only job being construction, he was given the job of manager, overseeing and commanding the workers to specific parts of buildings. Wasn't much different from his youthful age. The manager job then became into a co-founder of a construction business, only then after cities were built and the construction era fell, he became a janitor on the station he once called school. Only after a month of working, he became a chef for the kitchen despite having no past experience with kitchen utensils nor cooking in general. Edward mostly lied about working and left his hardworking coworkers behind. This skyrocketed into him becoming sales manager, the station had issues with not background checking people so he got away with it without any sales experience. He was just mostly having other people do his job, which worked for some reason and shit went even farther. Edward had gone for a soldier / guard, luckily, there were no requirements for his job, and he became a guard, with a gun, and being positioned in high value areas.

After a year or so commanding and defending the station from dangerous fellows, Edward became an Infantry Officer, commanding his troops on the field and outside of it, which he found disagreeable. Although his time on the field and working with his soldiers was enjoyable and gave him good experience. That was before his tragic misfortune, during a fight with pirates, he was ambushed on a portable war room. He was held hostage until the pirates met their conditions, Edward was calm about this but worried for his well-being. During a trade for the hostages and currency requested, a pirate pulled a snake eye, which resulted in Edward's arm being shot off entirely and several other soldiers wounded. The end result for the pirates was something no one expected, not even them. Edward and the other soldiers were sent to the medical facility, being treated until they were determined healthy and safe. For Edward and his arm, he was given a cybernetic one, which he did not enjoy. But that is what he has to work with and he deals with it.

PHYSICAL
Appearance
:
Edward is a fit man, he's built well but isn't entirely that strong. His hair is black and resembles a military haircut, it's not the best thing but he enjoys it. With white skin and rather dark body hair. While not on duty, Edward wears a suit or shirt, pants and a jacket. He keeps his face clean of facial hair, and tries his best to look formal, and somewhat presentable. Though he only does this when he needs to go into a crowd like area, when alone and probably knitting, he'd probably be stripped down to his briefs.
Weapons & Armor:
B388 Assault Rifle - A standard issue assault rifle given to ground troops through preferred weaponry. It shoots high powered armor piercing slugs at around 500 miles per hour.

D96 Combat Pistol - A standard issue pistol given to ground troops regardless of preference. It shoots high powered shots

Mirage Officer Armor - This armor is officer armor given to infantry officer. It's painted red for better notice and it differentiates from the standard issue soldier white armor.
friends4ever.png

Items & Personal Belongings:
Mother & Father Photo - Given after Edward became a soldier, his mother never wanted him to forget her, so she lent him a picture that was enough to give Edward some rather good remembrance. Although the father's face was blocked out by sunlight due to bad camera work.

"Pill's here!" Button - A button that is hold dearly to Edward, and he holds it next to him, on his belt, where it is safe. When pressed, it plays a sound that resembles the voice is someone saying; "Pill's here!"

Fake Passport - Edward has 2 fake passports for several different planets under different reign. These have to be renewed every 5 human years.

Skills & Abilities:
Manipulation - Edward is almost a master at manipulating and convincing people to do his bidding for really assist him. He's charismatic and some people have a hard time not paying attention to him.

Accuracy Levels - With the training as a soldier and ground troop, he's able to shoot properly with standard issue rifles and his accuracy levels has been noted as 74% accuracy.

Stamina / Endurance - Wearing heavy duty armor takes a lot out of a person, but personal hands on experience teaches you a lot. He's able to run for a long time, with and without the armor, and his legs are pretty well trained and could probably kick down a 20th century door with ease.

Multilingualism - At an early age, Edward excelled with multiple languages and could speak fluently in each one. He's good for translation and basic speaking.

Cybernetic Enhancements:
Cybernetic Arm Replacement - Due to the accident happening with the hostage trade, Edward's arm was shot completely off and this resulted in him receiving a cybernetic arm for replacement. It's dull grey with some fancy lights here and there for illumination. These turn on around night times and can be very distracting seeing that the arm doesn't have much controls and the lights have to be turned off individually.

Cybernetic Hearing Aids - With Complete Heterochromia, Edward has to deal with loss of hearing, and sadly, these hearing aids are prone to malfunctions and can be disrupted with an Electromagnetic Pulse.

Genetic Enhancements:
Complete Heterochromia - Edward was born with two different eye colors, his left eye is green and his right brown. This can also be attributed to why people can't take their eyes off of him, it's because of his eyes. But this abnormality had to be traded for his hearing.

Psychic Powers:
Not Available - His level in psychic is non-existent and there is much left to be never desired.

Weaknesses:
Rho Physic Level - Edward has no psychic abilities or power, he can't change the moon's gravitation pull or throw it into the sun, the most he could do is pick up a rifle with his bare hands.

Cybernetic Malfunctions & Confusions - With both his hearing aids and cybernetic arm, they are both prone to malfunctions and are not water resistant, making them highly replaceable and very easy to break. With his arm, he has to individually turn off each light manually due to lack of remote or any other type of controller.

26% Accuracy Levels - Edward's Level of accuracy may be at 74%, but that other 26% is how much times he can miss, which in a life or death situation counts.

Human Purity - No longer having his human arm made Edward hate life, it didn't give him any traumatic problems but it made him hate his arm due to its problems and all around look. Dull grey just doesn't work for him.

Situations - Edward can find most combat situations to be disagreeable and hates it when he's stationed on ground and not somewhere where he can be safe and/or secure.

Influence - Often times, Edward can be influenced into doing things that seem unsavory, and damaging to his career. Though he's most easily influenced by money and possibly fame.

FLUFF
Hobbies
:
Knitting - Despite how he may seem, he's rather calming and enjoys his free time while it lasts. So during that free time, he knits.

Quote\s:
"If you tell a big enough lie and tell it frequently enough, it will be believed."
"Make the lie big, make it simple, keep saying it, and eventually they will believe it."
"Words build bridges into unexplored regions."

Theme:


(Most of this will rely on Man-Made Maniac Man-Made Maniac 's stuff in his CS.)
 
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