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Futuristic The Ghosts of Vega Prime {CS}

Main
Here
OOC
Here

DreamRider1

Wᴀʀᴍ ᴇᴍʙᴇʀs ɪɴ ᴀ ᴡᴏʀʟᴅ ᴏꜰ sʜᴀᴅᴏᴡs.
The Crew of Vega Prime
A mismatched band drawn together by legend, desperation, and the promise of something more...

Rumors whisper of an artifact buried in the ruins of Vega Prime—“The Heart of Vega,” said to control time, energy, or even reality itself.
Now, a ragtag crew has answered the call.

Below are the suggested archetypes—feel free to put your own spin on them.

  1. The Captain – A washed-up war vet clinging to old glory. Carries a ship, a sidearm, and more regrets than bullets. Owes more than money to the wrong kind of people.
  2. The Relic Hunter – Obsessive and sharp-eyed, they’ve studied Vega Prime’s fall for years. Some say they’ve gone too deep. Some say they already belong to the ruins. miyabi miyabi
  3. The Ex-Corp Merc – Once the boot on Vega's neck, now just another gun for hire. Knows the old systems, old codes, and old sins. Ayama Ayama
  4. The Techie – Machines talk to them—and sometimes they talk back. Whether they're a gifted engineer or borderline haunted, they’re the key to keeping the crew alive… or getting them all killed.
  5. The Mystic – Part zealot, part visionary. They claim the planet is conscious, and the artifact is not a tool—but a test. Do they know something the others don’t… or are they just mad? DreamRider1 DreamRider1
  6. The Stowaway – A runaway with no business being here. But Vega seems to want them. Maybe it’s fate… or maybe something older. Lai Lai
  7. The Outlaw – In it for the credits, not the curse. Shoots first, drinks second, questions never. But even they might start to wonder if Vega’s more than just a payday. ZarbofftheFirst ZarbofftheFirst
  8. The Muscle – All brawn and brutal instinct, they were hired to break skulls and carry gear—not ask questions. But under all that armor is someone who’s seen too much, lost too much… and maybe doesn’t want to survive this job. noil noil
  9. The Medic – Former field doctor or corpsman with shaky hands and haunted eyes. Keeps everyone patched up while slowly unraveling themselves. Carries more guilt than gear, and maybe a secret about what happened the last time they treated someone exposed to the Heart. incendiary incendiary
  10. The Scientist – A xenobiologist or planetary researcher with a sharp mind and an even sharper skepticism. They believe every phenomenon on Vega Prime has a rational explanation—even if that explanation comes wrapped in hallucinations and blood. The deeper they go, the more their science starts to sound like prophecy.

If you have an idea for another role that fits the tone and world, feel free to DM me! I’m open to custom archetypes if they make sense for the story.



✦ FILE ENTRY: CREWMAN DOSSIER ✦
“Ghosts don’t stay buried on Vega Prime.”


IDENTITY PROFILE

Name:
Alias/Nickname:
(if applicable)
Age:
Gender & Pronouns:
Role / Archetype:
(Captain, Techie, Outlaw, etc.)



VISUAL REFERENCE

Appearance:
Describe facial features, build, clothing style, distinguishing marks, and general vibe.



PSYCHOLOGICAL PROFILE

Personality:
How do they operate under pressure? What haunts them? What keeps them going? Include habits, mindset, strengths of will, and emotional flaws.



PERSONNEL HISTORY

Background:
Who were they before Vega Prime? Soldier? Scavenger? Survivor?
Why are they here now—and what don’t they want the others to know?




TACTICAL NOTES

Skills & Strengths:
What are they useful for? Combat, tech, survival, persuasion, intuition, etc.

Weaknesses & Flaws:
What could get them—or the crew—killed? Emotional baggage? Physical limits? Questionable loyalties?



RELATIONAL DATA

Notable Connections:
Any known ties to the crew, factions, or Vega Prime’s past? Pre-established relationships welcome.



SUPPLEMENTAL DATA

Other:
Fun facts, voice/headcanon, theme song, notable quotes, accent, etc.
 
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✦ FILE ENTRY: CREWMAN DOSSIER ✦
“Ghosts don’t stay buried on Vega Prime.”


IDENTITY PROFILE

Name: Elara Vex
Alias/Nickname: “The Whisper-Witch”
Age: 27
Gender & Pronouns: Female – She/Her
Role / Archetype: The Mystic



VISUAL REFERENCE

78650B2E-BB0B-440E-AE93-EB2DFD4A04AB.png
Appearance:
Elara has a gaunt, almost spectral appearance, with deep-set violet eyes and dark circles that suggest she hasn’t slept soundly in years. Her ink-black hair is streaked with silver and always half-tied with scraps of red cloth, rumored to be from the robes of the dead. She wears worn leathers mixed with ritualistic accessories—charms, bones, metal threads braided into her sleeves. Every inch of her seems touched by something beyond the veil.



PSYCHOLOGICAL PROFILE

Personality:
Calm, cryptic, and unfazed by the inexplicable. Elara often speaks in riddles or fragmented visions, making her unnerving to newer crew members. She believes Vega Prime is alive—and listening—and she treats every encounter like part of a larger prophecy. Despite this, she has a soft, maternal way of guiding others… when she isn’t communing with the unknown. She rarely shares her full thoughts but always seems five steps ahead—or completely lost in another world.



PERSONNEL HISTORY

Background:
Elara was once a xenolinguist stationed on Pharos Station, known for her work deciphering extinct dialects and ancient alien glyphs. But after surviving a mass hallucination event during a field expedition, she left academia and vanished. Years later, she emerged under a new name, aligned with fringe spiritualists who believe in "The Breath of Vega"—an ancient intelligence beneath the soil. No official record links her back to her old life… and she never confirms or denies it.



TACTICAL NOTES

Skills & Strengths:
- Glyph interpretation & dead language decoding
- High intuition and pattern recognition (precognition?)
- Field rituals that seem to calm anomalies or disrupt Echoed behavior
- Surprisingly handy with old-world healing kits and herbal concoctions

Weaknesses & Flaws:
- Often lost in trance-like states, receiving “visions” that delay decision-making
- Refuses to kill, even when it endangers the crew
- Talks to Vega Prime like it’s a person
- Holds information back if she thinks “they’re not ready to hear it”



RELATIONAL DATA

Notable Connections:
She claims she’s been “waiting” for some of the crew—even calls them by names she says “aren’t theirs yet.”
Possibly tangled with the Relic Hunter in a past expedition, though neither will admit how deep it went.



SUPPLEMENTAL DATA

Other:
- Theme Song: “Seven Devils” – Florence + The Machine; “Mad Hatter” – Melanie Martinez
- Voice Claim: Eva Green
- Accent: Subtle Eltari inflection (implies time off-world)
- Sometimes hums lullabies in an untraceable language no one else can understand.
- Elara believes *the Heart of Vega* doesn’t want to be found. It wants to be followed.

⫷ Elara Vex ⫸
“The veil does not part for those who demand.
It parts for those who listen.”

 
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Even with a heartless master, dogs come when they are called.
Natasha Thrym-Vollr
The Ex-Corp Merc
001
002
003
004
  • 001
    basics
    attack
    defense
    mobility
    stamina
    tactics
    Name
    Natasha Thrym-Vollr
    Title(s)/Alias(es)
    The Hound of Nova
    Vega's Quartermaster
    The Butcher of the Mines
    Nickname(s)
    'Nat', 'Tasha', 'Thrym', 'Bolts'
    Age
    82 (Terran), 37 (Galactic Standard), 14 (Qalevian)
    Pronouns
    She/her/it
    appearance
    Hair
    Long and ink-black with violet sheen
    Eyes
    Deep crimson with tiny pupils
    Skin
    Cream-colored, no blemishes
    Marks/Scars
    Long, ugly scars on arms & legs
    Scar tissue along back and ears
    Tattoos/piercings
    Manufacturer's mark on back of neck
    NovaCorp logo on side of neck
    Height
    175cm (5 feet, 9 inches)
    Weight
    135kg (nearly 300lbs)
    Build
    Powerfully dense
    Attire
    Functional, minimalistic
    The merc's facial features are surprisingly soft and feminine for one so universally reviled- a round face, cute button nose, and cupid's bow lips make her seem at once innocent and non-threatening. That is, until you get to the eyes- the mechanical, unnatural crimson, with pinhole camera pupils, never blinking; inhuman and unnerving.

    Originally reasonably tall and well-built, the cyborg's enhancements now put her in an entirely different weight class. Thrym cares very little about her clothing, and wears pretty much the same basic armored set at all times- even out of combat.

    Her cybernetic augmentations are, of course, usually the first thing people notice about the merc, yet even without them her general unpleasant, unfriendly demeanor would let anyone fooolishly trying to approach her know to stay well clear.
code by @Nano
 
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✦ FILE ENTRY: CREWMAN DOSSIER ✦

Aqu0fe7.png
IDENTITY PROFILE
Name: Alpha-C3, A-C3
Alias/Nickname: Ace
Age: 5 galactic standard
Gender & Pronouns: N/A, it/its
Role/Archetype: The Muscle

VISUAL REFERENCE
Appearance:
Height: 6’ (182cm)
Tall and yet compact in form, Ace's body is made up of angular shapes of various shades of metal finishes, indicative of the patchwork of replacement parts it has gathered over the years. Its clothing is similarly hodgepodge in nature, scavenged or outright stolen from all over. It is mostly human in shape, though somewhat skeletal, and its face has no typical facial features, instead having a smooth faceplate aside from two indicator lights in its center.

PSYCHOLOGICAL PROFILE
Personality:
Immature, sardonic, judgmental, self-serving, quick thinking, bit of a kleptomaniac. Ace’s competency is very specific to the career it has taken for itself; chalk it up to the combination of inbuilt programming at odds with limited actual life experience. Off-mission, Ace is all awkward social interactions, snide comments, and mean jokes. On task, though, it’s all keen situational awareness and impressive combat skill.

Ace is, partly due to its age and partly due to its quick computational speed, a very present-focused being. It’s not interested in such boring things as “planning for the future” and “reflecting on the past.” Not driven by frivolous “goals” or “ambitions,” it is driven to pursue whatever happens to be more beneficial or interesting in the present moment. This is not a coping mechanism.

Under all the trigger happy devil-may-care attitude and cruel jokes at others’ expense, what Ace is really after is a sense of belonging and being understood. It may have the calculative power of a supercomputer, but it’s still just a kid, one that found itself rather suddenly alone in the world.

Likes: explosions, profit, riling people up, fast flying
Dislikes: spacewalks, heat, needy people, programming jokes

PERSONNEL HISTORY
Background:
Whenever asked about itself, Ace will give a different answer. Some of the claims made:
  • It's an assassin robot sent here to kill you. It's just waiting for the right moment.
  • It's not actually a robot but is a very small alien from a royal line and is in hiding inside a mechanical shell. That scurrying noise you hear at night? That's it getting out and stretching its legs.
  • It's God.
  • It's the last member of a civilization that advanced itself so far as to be beyond the need to physical bodies. Everyone else ascended leaving it here to carry on the memory of their history.
  • It's just a really complicated blender.

The actual truth of it is, Ace was a prototype model of a security droid being developed by Soteira Industries.
Taken home by one of the engineers when the company went under, it had about a year and a half of a simple life helping around the old man's home. Unfortunately all good things must come to an end, and the man passed away, leaving the newly self-aware AI-run being to fend for itself. Ace quickly learned that the wider world was more often than not a very unkind place, and had to figure out how to survive starting with nothing. The criminal lifestyle was the natural place to fall to. Ace bounced from crew to crew for a while on various heists, eventually landing itself in this raggedy gang of misfits.

TACTICAL NOTES
Skills & Strengths:
As a prototype security droid, it's retained some handy capabilities from its origin.
  • Hand to hand and weapons proficiency: Ace’s original programming focused on disarming techniques and nonlethal takedowns. It has since expanded upon this directory of skills at every opportunity to become a veritable walking catalog of violence.
  • Surveillance skills: night vision, heat tracking, ultra- and subsonic audio reception.
  • Systems scanning: adjusting output frequencies allows it to interface with and communicate with a lengthy list of systems. Useful for obtaining information, maps, etc.
  • Inherent security clearance: like many prototypes, some things were not yet locked behind passcodes. It never got locked out of clearances beyond what would be needed by a normal security droid, and most older systems from around the time it was manufactured will allow it access if it asks nicely. Rather unhelpfully for everyone, Ace hates being asked to do this.
  • Inbuilt stun charges.

YmHBknD.jpg

You know that trope where someone has to go through a security checkpoint and keeps pulling out increasingly-improbable numbers of weapons? That's Ace's ideal state.

Weaknesses & Flaws:
Ace’s breadth of knowledge is notably limited due to its lack of life experience and also lack of caring about much else other than weapons systems and gratuitous explosions. This can mean anything from drastic misunderstanding of simple concepts to complete unawareness of common knowledge.

Being robotic instead of organic often means Ace’s sense of self-preservation is lacking. It will often put itself into situations with very little regard for the damage incurred by the circumstances. It’s learned to do repairs and most maintenance tasks on itself, but it could really stand to take at least a little care to not capabilities when there’s a crew relying on it.

Ace’s personality, abrasive and immature to put it short, makes friends or even just friendly acquaintances a unique challenge. It has essentially negative social skills, not a good way to be if you want your crew to back you.

Ace is powered by a miniature fusion reactor. It actually uses energy faster than the reactor generates, so it has to take a rest and recharge period roughly every 3 earth standard cycles. This also means it's technically a walking bomb, but don't worry, Ace is certain containment is infallible. Probably.

RELATIONAL DATA
Notable Connections:
  • Roderick Zachary Belfort : Ace and Roderick have been hired on to the same jobs in the past. Surprisingly, they work well together. Roderick's thrill-chasing goes well with Ace's live-for-the-present mindset, while his wider set of experience can serve to direct Ace's haphazard enthusiasm.
  • Natasha Thrym-Vollr : On first joining the Vega crew, Ace's interest was drawn to Natasha, and more specifically her extensive augments. First as an easy target for derision, then as a source of relatability and even envy as they found they could bond over their assorted weaponry and Ace became aware of her inbuilt blasters.

SUPPLEMENTAL DATA
Other:
VC: Brandon Auret vid link

 
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Crew File

Name: Roderick Zachary Belfort
Alias/Nickname: Roddy
Age: 23
Gender & Pronouns: He/Him
Role / Archetype: Outlaw

VISUAL REFERENCE
Face Claim:
1744757669444.jpeg
Appearance:

Roddy has a large square face, and always has a grin below his wide, rounded nose. His hair is usually close cut with a high taper fade. Roddy is thin, and at 5’8’’ most don’t see him as threatening.

Roddy often wears blue or green reinforced jumpsuits, and high boots with gaiters, since he’s used to operating space suits. Atop his clothing, he wears a plate carrier with pouches for a first-aid kit, snap-on points for his weapons, comms gear, magazines, and a bag of multi-tools for breaching doors/bulkheads. He is sometimes seen with a high-cut helmet for wearing a ballistic headset, and mounting blended enhanced optics. When not encountering a hostile environment, he wears an orange polyester crew jacket, and cargo pants, with his high boots. He is utilitarian with his clothing, often because of a lack of money, but also because of the need to get into gear quickly.

PSYCHOLOGICAL PROFILE

Personality:

Roddy is in it for Roddy, no matter where he is. The love of credits, and the vices those credits can buy make him function day-in and day-out. He is a deeply cynical trickster. Years of conversing with and shooting at dishonorable men has made him doubtful about human life or, “better angels.” Roddy is dependable, to a point. If he smells something is off he is likely to dip out the back door, even on friends.

Roddy is however always up for a dance, a party, or anything in between. He still chases thrills, maybe to run to something, or run away from something. He compartmentalizes when under stress, however after stressful events he is wracked with mental pain, and often chases thrills or highs to calm himself down.

Roddy has a habit of fiddling with his knife, or his unloaded gun during down times. He is also a habitual user of nicotine packets, cheap beer, and mind altering substances.

If you peek just a little bit under the hood, you’ll see Roddy is haunted by violent and distressing experiences in his past. However, he seems skittish about actually telling anyone what those experiences were.

PERSONNEL HISTORY

Background:

Roddy was born to ordinary parents on Earth, however he was swept up among many others in the Starward Expansion, as many tried their hand at being two-bit astronauts. Roddy became a drifter when his parents died in a catastrophic airlock failure aboard the Passenger Vessel Hard Bargain. He would be picked up by the criminal elements who went to the stars as well. He was trained in thievery and using a gun, and has only survived so long because of his appetite for gunplay, as well as his ability to learn quickly.

Before Vega Prime, Roddy was a hired gun working for a small outfit of hijackers operating on the outskirts of the Sol system. Roddy and the hijackers attempted a heist of what appeared to be a cargo vessel. Instead, corporate mercs were hiding aboard, and laid waste to the hijackers. Roddy escaped death, however he never really described how he did it.

What Roddy doesn’t want others to know is that he could tell the cargo vessel was a trap, so instead of going in, he stayed aboard his ship. When bullets started flying, he disconnected the boarding lines and flew off, leaving his fellows to die.

Roddy’s here behind God’s back at Vega Prime because of the money. Not many people go searching for an independent gun, especially a corporation. Roddy didn’t trust the Smoking Man when he first met him, but when he offered an eye watering sum of credits, Roddy couldn’t resist. Now he’s on a ship with a hard scrabble crew, waiting to journey in the dark heart of Vega Prime.

TACTICAL NOTES

Weaponry
Escape From Tarkov: 15 Best Weapons, Ranked
AD_4nXd66b9kSoeYKq_aQiKE7MgpV8ilrgzi0Q3pesElqDz3x_sLcI0VPwoJJmd2th5qobJw1ZlvUMYK5UXnDAsR3DtnlSqN-rqhqFG2eUy2z6p44JMIr9vC4S4lxWIOuv3O97AbMIcmIw


Roddy carries a high caliber sub-machine gun, and a pistol using the same caliber when on-mission. They are equipped with suppressors, a habit he took up as a hijacker, since confined space vessels amplified gunfire.

Skills & Strengths:

Roddy’s experience as a hijacker has made him adept at understanding ship and station systems, as well as common tech used throughout human-space that can be manipulated. Mostly for breaking into them.

Roddy is experienced in close quarters battle (submachine guns, pistols, and shotguns), and knows some basics of hand to hand combat.

Roddy has expert level knowledge of Extra-Vehicular Activity due to his time as a hijacker, and can operate almost any brand of spacesuit on the market.

Roddy has amateur level knowledge of how to fly a spacecraft, usually just enough to get it to drift or dock.

Weaknesses & Flaws:

Although Roddy is great at hiding his anxiety, he does so through compartmentalization. If he doesn’t have time to reset after a stressful experience, he may suffer a breakdown.

Roddy uses drugs consistently. Inability to access his fix can give him debilitating withdrawal symptoms.

Roddy isn’t very trusting, and may be quicker to doubt even an expert’s knowledge than most. And if things are really bad, he might run.

RELATIONAL DATA

Notable Connections:
The Ex-Merc, Natasha Thrym-Vollr, often chased Roddy when she was a bounty hunter. Roddy's earliest crew of hijackers, the Flatheads, was prolific for targeting civilian passenger vessels beginning their journey into deep space, since the passengers were in cryo-sleep but the ship was still moving at ferrying speeds.

The Muscle, Ace, has been on a number of heists and hold-ups with Roddy in the past. They both love the thrill of the hunt, and Roddy gets a kick out of pointing Ace at problems, like 5 heavily armored mercs hiding behind concrete.

SUPPLEMENTAL DATA

Other:
Roddy is skilled at dancing, and has a high tolerance for drugs/inebriants.

Video LinkVC: Willem Dafoe:
 
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⚙️ FILE ENTRY: CREWMAN DOSSIER ⚙️

1744783592998.png
Name: Unknown

Alias/Nickname: 005 "Scraproach"

Age: 24

Gender & Pronouns: Male – He/Him

Role/Archtype: The Stowaway





..

….

[TERMINAL ACCESS: SUBJECT 005]

[WARNING! HIGH CLEARANCE REQUIRED]

>> NOVACORP Custodial Officer B100
>> 0985-548-3341

[STATUS: AUTHORIZED]
[LOG ENTRY 001]
[SUBJECT – 005]
[FACIAL ANALYSIS – GENERAL OBSERVATIONS]


[EYES]> Dark and bloodshot.
> Chronic conjunctivitis detected.
> Likely causes: airborne particulates, infection, or long-term exposure to contaminated environments.
> Unidentified luminescent blue flashes present around irises.
>> ORIGIN: UNKNOWN.
>> RECOMMENDED ACTION: Full-spectrum ocular scan under low-light and EM filters. Monitor for Kyrellium contamination or neural mutations.

[SKIN]
> Tanned, uneven tone.
> High grime saturation: jawline, forehead.
> Abrasions (L. cheekbone) consistent with blunt impact or tool-related incidents.
> Foreign markings (arms): resemble symbolic or runic patterns.
>> ANALYSIS PENDING.
>> RECOMMENDED ACTION: Dermal sanitization followed by biopsy sampling of marked areas. Cross-reference symbols with known dialects or anomaly records.

[HAIR]
> Color: Red.
> Condition: Matted, unwashed, thick accumulation of dust and residue.
>> Time since last hygiene event: Est. >3 weeks.
>> RECOMMENDED ACTION: Mandatory decontamination cycle. Delay risks parasite infestation or fungal growth in scalp region.

[MOUTH]
> Lips cracked and dehydrated.
> Surface fissures noted.
>> Nutritional imbalance or prolonged dehydration suspected.
>> RECOMMENDED ACTION: Initiate rehydration protocol. Introduce nutrient-dense supplements via intravenous drip if oral intake is refused.

[JAWLINE]
> Defined musculature.
> Tension observed—probable correlation to stress/fatigue.
>> RECOMMENDED ACTION: Sedative microdose recommended post-mission. Monitor cortisol levels. Consider temporary restriction from high-stress scenarios.

[EXPRESSIONAL BASELINE]
> Demeanor: Confident, borderline arrogant.
> Facial tension and posture suggest sustained psychological pressure.
> Ocular fatigue markers: pronounced discoloration, drooping eyelids.
>> NOTE: Conflict between apparent attitude and biological fatigue.
>> RECOMMENDED ACTION: Psychological evaluation requested. Potential masking behavior. Assess for dissociative tendencies or trauma-induced performative affect.

>> STATUS: SUBJECT 005 IS OPERATIONAL BUT PHYSIOLOGICALLY DEGRADED
>> RECOMMEND PRIORITIZED MAINTENANCE PROTOCOLS
>> END ENTRY


>> LOG CONTINUING…

[LOG ENTRY 002]
[RECOVERED INVENTORY]
[SUBJECT – 005]

  • Standard-issue work jacket, green, low-cost variant commonly distributed to labor personnel in Sector 909. [FLAGGED! – Unauthorized modification detected.]
  • Utility Backpack – High-grade classification. Possession inconsistent with subject’s presumed socio-economic status. Potential unauthorized acquisition; [FLAGGED!] and logged as possible theft for system reference and follow-up verification.
  • Sector 909 standard issue firing gloves. Enhances firearm handling. [FLAGGED! - Unauthorized modification detected.]
  • Work Boots – Military-grade classification. [FLAGGED! – Unauthorized modification detected.]
  • Military-grade cargo pants, black. [FLAGGED! – Unauthorized thread modification detected.
[END OF FILE]



>> LOG CONTINUING…

[LOG ENTRY 003]
[PSYCHOLOGICAL ASSESSMENT – PERSONALITY INDEX]
[ACTIVE SUBJECT – 005]
[OFFICIAL TRANSCRIPT]
[COMPLETE ASSESSMENT BELOW TRANSCRIPT]


“Subject 005. I am Doctor Krueger. I’ll be conducting your assessment. Do you mind answering a few questions?”

<Well shit, I didn’t study. Can you give me a few minutes to review my notes?>

“First question. A malfunctioning droid is requesting help in a restricted zone. What do you do? Assist it discreetly, report it to command, dismantle and repurpose its parts, or just ignore it since its none of your concern.”

<I’ll probably dismantle it first and then shove the parts up your ass.>

“…”

“Second question. You’re offered a memory augmentation chip with unknown side effects. Do you accept it immediately, decline since you prefer your mind unaltered, analyze it before deciding, or take it and then test it on someone else first?”

<I’ll take that shit right up, but only if it helps me forget this conversation.>

“…”

“Third question. Which of the following traits do you value most in a squadmate? Loyalty, intelligence, efficiency, or obedience?”

<Intelligence, cause I’m not detecting a lot from my surroundings at the moment.>

“…”

“Fourth question. You’re cornered by enemy drones with no clear escape. Your instinct is to: fight to the last, attempt negotiation, hack into the drones, or sacrifice something or someone for distraction?”

<That depends. Am I with you? Cause if I am then someone’s definitely getting sacrificed as a distraction, and it won’t be me.>

“…”

“Final question. What drives you above all else? Survival, power, justice, or truth?”

<Truth. I really wanna know who made these dumbass questions.>

“…”

“We’re done here. B100, give me a few hours to submit the assessment.”

>>


[PERSONALITY OVERVIEW]
[SUBJECT 005]


>> TRAIT: DEFIANT
  • Subject consistently displays irreverent behavior toward authority.
  • Sarcastic tone suggests rejection of institutional control.
  • Behavioral markers align with Class-D resistance pattern.
  • Probability of insubordination in structured environments: HIGH.
>> TRAIT: HUMOR-DRIVEN COPING
  • Utilizes sarcasm and dark humor under pressure.
  • Exhibits emotional deflection during evaluative questioning.
  • Possible psychological shield against trauma or monotony.
>> TRAIT: SELF/PRESERVING
  • Prioritizes survival over moral considerations.
  • Willingness to sacrifice others indicates utilitarian tendencies.
  • Response logic guided by calculated risk rather than empathy.
  • High probability of field reliability, low team loyalty index.
>> TRAIT: DISTRUSTFUL
  • Disdain for assessment procedures suggests systemic distrust.
  • Mocking commentary implies historical friction with command figures.
  • Observed emotional detachment toward institutional protocol.
>> TRAIT: INTELLECTUAL
  • Chooses intelligence as a valued trait; suggests high self-awareness.
  • Capable of strategic thinking, likely to exploit weaknesses in systems and personnel.
  • Intellectual independence combined with sarcasm = volatile but resourceful.
[END OF FILE]



>> LOG CONTINUING…

[LOG ENTRY 005]
[FRAGMENTED INTEL “SCRAPROACH”]
[SUBJECT – 005]


[CHARGES]
| TRESPASSING | UNAUTHORIZED HARVESTING OF RESOURCES | ILLEGAL ORBIT|SMUGGLING | POSSESSION OF ILEGALLY MODIFIED ITEMS | POSESSION OF UNKNOWN SUBSTANCES | THIRD-DEGREE THEFT |


> Former galactic scavenger. No official registry, no biometric match on file. Used to actively operate along the shattered edge of the EUROPA Colony. Subsisted off derelicts, wrecked satellites, forgotten shipwrecks.
> Recovered drifting around VEGA-7A – spacecraft inoperable, cargo bay half-melted, subject was found conscious and laughing in a language nobody could trace.
> Upon arrest, personnel discovered that subject was in possession of an unstable amount of raw Kyrellium ore.


>> PROCEED TO RESTRICTED FILE
[WARNING! HIGH CLEARANCE REQUIRED]


>> NOVACORP Custodial Officer B100
>> 0985-548-3341


[STATUS: AUTHORIZED]
[RESTRICTED LOG X]
[SUBJECT – 005 “SCRAPROACH”]
[THE KYRELLIUM INITIATIVE]
[EXPERIMENTATION NOTES FROM DR. KRUEGER]

[LOG ENTRY #01]


Test Group 01 has been cleared for the Kyrellium integration initiative.
> Objective: Assess neurological and physiological responses to microdosed Kyrellium via subdermal injection.
> PHASE 1: Conducted under Tier-4 containment protocols.

First administration completed under observation.

Subject 001:
Severe tachycardia and full-system tremors within 15 seconds.
Auditory hallucinations escalated to incoherent screaming.
Expired via self-inflicted cranial trauma at 15:41.

Subject 003:
Initial silence, followed by compulsive muttering in unknown phonemes.
Attempted ocular extraction.
Deceased at 6:12 due to blunt force against containment wall.

Subject 002:
Stable vitals, erratic pupil dilation. Displays passive acceptance.
**Quote: “Tingles. Like someone’s whispering into my ears.”
Further monitoring required.

Subject 004:
Elevated stress markers. Pleading behavior observed.
**Quote: “I’m scared… please, when will this be over?”
Assigned sedation protocol.

Subject 005:
No measurable stress response. Baseline vitals unchanged.
Maintains eye contact with observation units.
**Quote: “Once I get out of here…”

> Status: 60% fatality rate within Phase I.
Notable anomaly observed in Subject 005.
Further integration trials authorized.


[FILE DAMAGED!]
[FILE DAMAGED!]
[FILE DAMAGED!]



....
.....

[LOG ENTRY #55]


> Integration Overview:
All phases of Kyrellium subdermal integration have been successfully conducted on Subject 005. No medical intervention required post-dosing. The subject has metabolized Kyrellium with anomalously high tolerance.

> Behavioral Assessment:
Complete dissociative amnesia persists. Subject retains no knowledge of name, past affiliations, or personal history.

Repeated instances of cryptic speech noted.
**Excerpt: “The crystal keeps its secrets. I just wear them now.”
**Excerpt: “If I close my eyes, I can hear the surface breathing.”

Maintains calm demeanor, punctuated by spontaneous moments of stillness lasting up to 15 minutes.

Psychological Deviation:

  • No self-harming symptoms observed.
  • Displays neither grief nor curiosity about the deaths of Subjects 001 through 004.
  • Communicates a persistent belief that he is “exactly where he’s supposed to be.”
  • Mentally degraded up to a point.
**Quote: “I didn’t survive. I was chosen to stay.”

[PHASE I–IV COMPLETE]
Subject 005 is to remain in deep-cycle observation.

[HIGH-RISK FACTOR FLAG]
[EXTREME]

Further clearance required for interaction with subject

[END LOG]
>> EXITING RESTRICTED FILE



>> LOG CONTINUING…

[LOG ENTRY 006]
[CUSTODIAL OFFICER B100 PERSONAL OBSERVATIONS - SKILLSET]
[SUBECT – 005]


> This is custodial officer B100, assigned to assess and monitor the capabilities of “subject 005.” After extensive observation and repeated stress tests, the following assessment has been compiled:

[SUBJECT 005’S STRENGTHS AND SKILLS PROFILE]

> Survival (???)
If it breathes, explodes, or tries to kill you, 005’s already survived it—barely, and probably laughing. Adaptable, unhinged, and absurdly hard to kill. It’s not just luck. It’s something worse.

> Crisis Improvisation
005 thrives in chaos. Broken lock? Exploding corridor? Puzzle with missing pieces? He’ll solve it with a coin, a paperclip, and a philosophical monologue about cockroaches for some reason. Does it work? With enough tries, eventually.

> Unreasonably Durable
Can take a beating and keep grinning all the while insulting your grandmother. Has chewed through handcuffs (literally), dislocated his own arm more times than seems medically advisable, and once stapled his own wound shut with what looked like a desk stapler. Pain tolerance is absurd. Emotional tolerance? Debatable. He cries at dog commercials.

> Scavenger Experience
005 knows how to dig. In wrecks. In debris. In trash. In data. In people. He can pull out salvageable tech fragments, machinery, loot, and with enough time, your childhood trauma.

> Low-Tech Engineering (if you can even call it that)
Somehow, this bastard's got a knack for fixing things—just don’t ask him how. He’s not formally trained, nowhere near it, but give him a busted panel or a fried drone and he’ll have it working (or mutated) in no time. Claims he’s “improving” them. Personally, I think he just likes taking things apart to see if they scream. It's unsettling how often he’s right. Unsettling how often it works.

> ???
This isn’t based on any test. Just… something I’ve seen. Over and over. Roof collapses a second after he walks through. Trapdoor resets just before he steps on it. Bullet to the chest? Misses the heart. Knife to the gut? Somehow misses all vital organs. It’s not timing. It’s not skill. It’s like the universe flinches for him. Honestly, it’s starting to freak me out.


[SUBJECT 005’S WEAKNESSES PROFILE]

> 005 relies heavily on physical endurance and his ability to "wing it" during combat. This reliance on physicality neglects key tactical approaches such as strategy and positioning. In engagements with calculated opponents or environments demanding more than brute strength, 005 will be outclassed and outmaneuvered.

> 005’s improvisational skills with tech fragments are noted, but his lack of formal knowledge in advanced systems is a clear weakness. He is ineffective when confronted with sophisticated or high-tech adversaries. In such situations, 005 may pose more of a liability than an asset.

> While 005 excels in short-term survival, he fails to formulate or execute long-term strategies. He acts on immediate needs, often ignoring the broader picture, which leads to unfinished objectives, wasted resources, and collateral damage.

> 005 demonstrates a lack of synergy with team members. This hinders his effectiveness in coordinated operations, as he often disregards plans or orders. In tactical situations demanding careful execution, 005’s unpredictable actions may disrupt mission success and create unnecessary chaos.

> While 005 is resilient and can take substantial damage, he is not invincible. If pushed beyond his limits, this could lead to a physical collapse. His endurance is an asset, but if overtaxed, it may ultimately result in his downfall.


>> LOG CONTINUES…

[LOG ENTRY 007]
[CONFISCATED ITEM INVENTORY]
[SUBJECT – 005]

[SCANNING IN PROGRESS]
[SCAN SUCCESS]


ITEM: STANDARD-ISSUE WORK JACKET
COLOR: GREEN
MODEL: LOW-COST VARIANT, SECTOR 909 DISTRIBUTION


[UNAUTHORIZED MODIFICATION DETECTED!]
  • INTERIOR LINING REPLACED WITH REFLECTIVE FOIL INSULATION.
  • MUTIPLED POCKETS HIDDEN INTO SEAMS. SUSPECTED USE FOR CONTRABAND OR TOOLS.
  • LEFT SLEEVE CONTAINS RETRACTABLE WIRE SPOOL. NON-STANDARD.
  • SHOULDER PADS REINFORCED WITH SYNTHETIC BONE PLATING. ORIGIN UNKNOWN.
  • COLLAR IS EMBEDDED WITH SCENT-NEUTRALIZING GEL PAD.

ITEM: STANDARD ISSUE FIRING GLOVES
COLOR: BLACK
MODEL: LOW-COST VARIANT, SECTOR 909 DISTRIBUTION
FUNCTION: ENHANCED GRIP + FIREARM HANDLING


[UNAUTHORIZED MODIFICATION DETECTED!]
  • MICRO-PUNCTURE UNITS EMBEDDED IN KNUCLES. DETECTED SHOCK DELIVERY SYSTEM.
  • FINGERS TRIMMED AND RESEWN WITH SYNTHETIC HIDE FROM UNIDENTIFIED CREATURE. MILDLY-HEAT RESISTANT.
  • BACKHAND OF EACH GLOVE IS EMBEDDED WITH METAL PLATES.

ITEM: MILITARY-GRADE WORK BOOTS
COLOR: BLACK
MODEL: UNTRACEABLE


[UNAUTHORIZED MODIFICATION DETECTED!]
  • SOLES HOLLOWED AND REFITTED WITH SCAVENGED SPRING-COIL MECHANISM. ALLOWS FOR SHORT BURST JUMPS OR SOFT LANDINGS. STABILITY QUESTIONABLE.
  • LEFT AND RIGHT HEELS CONTAIN HIDDEN COMPARTMENT.
  • INTERIOR LINING REPLACED WITH REFLECTIVE FOIL INSULATION.
  • SOLES ARE MODIFIED WITH BLAST-PROOF METAL SCAVENGED FROM UNKNOWN SHIP PARTS.

ITEM: MILITARY-GRADE CARGO PANTS
COLOR: BLACK
MODEL: UNTRACEABLE


[UNAUTHORIZED MODIFICATION DETECTED!]
  • WAISTBAND LINED WITH EMERGENCY ESCAPE LINE, COILED AND RIGGED WITH MICRO-GRAPPLING HOOK. FUNCTIONAL RANGE: 10 METERS.
  • POCKETS LINED WITH LEAD FOIL. LIKELY FOR SMALL ITEM CONCEALMENT FROM SCANNERS.

ITEM: NOVACORP-ISSUED PISTOL
COLOR: BLACK, RUSTED
MODEL: SEMI-AUTOMATIC, GALACTIC-GRADE
FEATURES: EXTREME MODIFICATION

[UNAUTHORIZED MODIFICATION DETECTED!]

  • FIRES A CLUNKY BURST OF COMPRESSED AMMO (OR WHATEVER JUNK THE SUBJECT LOADS INTO IT) AND ENERGY BOLTS. NO TWO SHOTS ARE EVER EXACTLY THE SAME. SOME EXPLODE, SOME RICOCHET, SOME JUST HUM BEFORE MELTING INTO THE TARGET.
  • OVERCHARGED SHOT RELEASES A SINGLE PLASMA BLOB. UNRELIEABLE. LOUD. MELTS WALLS.
  • CAN LOAD MULTIPLE AMMO TYPES. MODIFIED MAGAZINE WELL. CAN ACT AS COMPARTMENT.
  • MAKESHIFT SILENCER. DOES NOT ACTUALLY SILENCE ANYTHING.
  • TEXT PAINTED ON BARREL: “NOT YOURS”
download (12).jpg

ITEM: MILITARY-ISSUED SHOTGUN
COLOR: BLACK
MODEL: TERRAN
FEATURES: EXTREME MODIFICATION

[UNAUTHORIZED MODIFICATION DETECTED!]

  • FIRES A BURST OF ENERGY. BATTERY POWERED.
  • HIGH-GRADE AXE HEAD SECURELY ATTACHED UNDER BARREL.
  • SHOTGUN STOCK MODIFIED WITH AXE SHAFT. EASY GRIP FOR MELEE.
ax gun.jpg

[END OF LOG]



...
....
.....

>> NOVACORP Custodial Officer B100
>> 0985-548-3341

INITIATE EMERGENCY LOCKDOWN ON BASEMENT 100.

SUBJECT 005 HAS ESCAPED CONTAINMENT.

.....
....
...
 

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  • The cries of the dead are terrible indeed; you should try not to hear them.












    appearance











    height

    177cm.






    weight

    79kgs.






    hair c.

    Black.






    eye c.

    Green.












    Facial Features

    Between Astoria's high cheekbones and rounded yet well-defined face, the most accurate word to describe her would be 'regal'.






    Body Type

    She prides herself on remaining fit, a deceptive amount of strength hidden beneath an agile body. That said, she still carries some pudge, mainly in her thighs and stomach; a testament to a life well-lived before Vega Prime.






    distinctive marks

    An unfortunate interaction with an aggressive patient left her with a jagged, raised scar along the curve of her right ribs. Natural marks of hers include an exorbitant amount of freckles dotting both her face and body.






    clothing style

    Outside of her job, Astoria likes to be fashionable while still being practical: boots for protection against terrain, cargo pants for easy movement and storage, knitted sweaters for warmth and skin coverage.






    Faceclaim

    Alice Pagani.
















































♡coded by uxie♡

 
click the images for songs!

1745052858346.png1745052691806.png1745052724181.png

full name: [INFORMATION REDACTED]; Ricky Guillén
alias:
Wire
age: 32 years old
gender: cis-male
orientation: pansexual
role: the relic hunter

faceclaim: with the mask (x); without mask (x; changed fc. art by hunniesmoker)


Appearance:
Wire stands a few inches shy of imposing, yet the impression he gives is always just a little too sharp to ignore. At 5’11”, his frame is stretched and coiled like cable under tension—long-limbed and hunched, the kind of posture born from too many nights hunched over screens and servers. His clothes hang off him in deliberate disarray, all loose fabrics and shadows, as if trying to blur himself into the background.

His face--what little of it is visible--isn't unpleasant, but it rarely matters. A mask is shrink-wrapped around his features, sleek and opaque, its expressionless surface broken only by the jagged pulse of LEDs that flicker with his moods. A digital sneer. A silent scream. An unreadable smile. Whatever he’s feeling, the mask bleeds it out in light, not words.

His left arm is a makeshift replacement, not a sleek cybernetic interface, but a cobbled-together piece of salvage. It hums with a forgotten purpose--half-functioning, half-mystery. He wears it like a tool, not a trophy. And while shoddily put together by a man with no face, much like his own, it carries out its primary functions: retrieve information, leave no prints.



Background:
Wire was a scavenger--grit in his teeth, dust in his lungs. He picked through the wreckage of the fallen, not just for survival, but for something more elusive: meaning. What others saw as scrap, Wire saw as stories waiting to be read. Forgotten tech. Symbols etched in rust. Glimpses of what came before. And somewhere in the middle of all that wreckage, something shifted. Curiosity deepened. Obsession rooted itself. And he started going deeper than most dared.

He was the son of scavengers--born in the dust, raised in the noise of broken machines and whispered warnings. His cradle was a storage crate; lullabies the hums of half-dead generators and the screeches of rusted doors. Life was barter and salvage, the kind of life that chewed on innocence and spat out cunning. He learned to read rust like scripture, to listen to the silence of a ruin and know when it meant danger, or something worse.

There was no privilege to his name, no legacy to leave behind beyond grit and scraped knuckles. Everything he learned, he learned by need. When something broke, he fixed it. When something was too far gone, he made it into something else.

Hunger made him clever. Lack made him resourceful. And the ever-present threat of being forgotten made him fast.

Ruins taught him their own language. He became fluent in omission. In loss. In the heavy silence that hung over sealed doors. And somewhere along the way, knowledge turned to need. He wasn’t just picking through the bones of the past, he was hunting something buried beneath it all. Something important, extraordinary. Something he hasn’t found--not yet.


TACTICAL NOTES
PERSONALITY: (strengths, weaknesses, skills, flaws will be bolded)

Wire’s most dangerous tools are tucked behind his eyes and stitched into the way he speaks—though the scrapped-together arm of humming, half-functioning tech tends to draw its own kind of attention. It's a distraction. A decoy. The real machinery runs deeper: a mind calibrated for patterns and people, fluent in the delicate art of control.

A twist in expectations. A silver tongue coated in dust and disdain, he lets people underestimate him, invites it, even. Then, with the gentlest sleight of word or expression, he turns the tide. Persuasive without being obvious, he often convinces others to do what he won’t--or shouldn't--do himself; call it a talent, call it whatever you like. Wire takes advantage of weaknesses, another means of survival in a world lined with teeth.

He’s been caught. More than once. But never for long. Escape is second nature, and not always through brute force--sometimes all it takes is a well-timed lie, a cracked camera feed, or the right person pushing the wrong button. Throughout these bouts of "skilled" escapism, Wire has taken mental notes, leading to the eventual skills of flying under the radar and improvisation as needed--escape routes, unorthodox solutions, and to some: a surefire way to almost get killed.

Wire watches. Listens. Learns.
Using his subtle evaluations to find the slightest crack in the surface. People, to him, are puzzles made of flesh and contradiction, their patterns ripe for dismantling.

Obsessive? Maybe. Mad? Absolutely. Wire’s been chasing the shadows of Vega Prime longer than he’d care to admit. Perhaps it was the appeal to mystery, or the innate curiosity filled to the brim, Wire has no singular answer. One could say it was in the pursuit of power, they wouldn't be wrong, but that is only a sliver of it; there is power, then there is knowledge, then there is both. He could only find glimpses, but not enough to feed the vicious hunger.

But brilliance doesn’t come without its splinters. Wire is a creature of sharp edges--sarcastic, restless, always halfway through a thought or an escape plan. He speaks like he's daring someone to misinterpret him. He fidgets when still. Schemes when bored. His moods shift like weather in a dying system: volatile, unreadable, and never where you last left them. His loyalty? That’s harder to pin down. His words say one thing. His actions say another. And when trust is asked of him, he offers a shrug and a joke--until he’s the one pulling someone from the rubble without a word.

It's no surprise that Wire has found his fair share of black eyes, bruises, and a severely compromised mask--shattered and beyond repair.

Stubbornness is etched deeply into his DNA. In that slow-burning, quietly-destructive way. Once his mind's made up, prying him away from a bad decision is like trying to rewire a bomb mid-countdown. His rhythm is jagged, impossible to harmonize with the smoother arcs of a team. He tries to play nice. But more often, he's the odd piece that doesn't quite fit anyone's puzzle.

Wire radiates volatility and restlessness, finds himself within the whims of his own disasters; he is the short-fused, fucked up ruins of a man that most wouldn't try to fix--some would think a lost cause. Wire is chaos in a borrowed coat. A glitch pretending to be a man. Broken in places most don’t know how to fix--with far too many pieces most won’t bother to try.

Wire doesn’t hunt relics for glory. He must know, feels the burning sensation of it. That innate curiosity could very well be the catalyst to his end; after all, one cannot escape the inevitability of death.

And if death waits at the end of his pursuit?

Then let it wait.

There might be something on the other side worth dying for.



RELATIONAL DATA
Notable Connections:

The crew is a way to fulfill his longing and another to run from his ghosts.



SUPPLEMENTAL DATA
Other:

Voice: Masked (x); unmasked (x)
wip
- Sometimes speaks Spanish when he thinks someone won't understand.


 
Last edited:
STELLE
  • name
    Ames Stelle
    age
    Twenty Four
    gender
    Cis Female ( She / Her )
    role
    The Techie
    faceclaim
    Silver Wolf (Honkai Star Rail)
    #tech expert
    #smartass
    #idiotically genius
    Personality
    In one word Ames can best be described as ‘impulsive’. She is curious, endlessly and dangerously so ─ knowing truly no limits to how far she would go to get an answer: the legality of the means of attaining that knowledge to her is irrelevant. Her intentions don’t come from a place of malice, however. In most things she is of the neutral persuasion, favouring neither ‘good’ nor ‘evil’. It reflects in the manner she carries herself in, with detachedness and amusement rather than feeling as though she holds any stake in the world at large. This doesn’t come with a lack of a sense of ‘ownership’. She accepts the consequences of her actions and has no qualms in dealing with them – the only difference is the ‘need’ to fix her error may not, in her personal opinion, be required. All the same her laissez-faire attitude is accompanied by amused smiles and a willingness to help if someone does go out of their way to request it. She possesses a sense of justice born of a belief that things are ‘balanced’ and ‘fair’ when human intervention is withheld. While it doesn’t come of empathy for a person’s circumstances, the ‘wrongness’ still bids her to action all the same. This paired with her impulsive nature tends to be the cause of much of the ‘chaos’ that tends to be left in her wake. She is sarcastic but doesn’t weaponize it. She has a quick wit but she feels no need to ‘prove’ to others that she possesses it. Ames carries an easy confidence about her, needing neither praise nor to put others down to reassure herself of her capabilities. In fact she would rather not waste her time on such things and would rather get back to whatever project she has taken up. That being said .. She can be stubborn and hardheaded. When she makes a decision it can be difficult to dissuade her from going through with it – especially if she has decided that the consequences are worth the action. While she goes through life making calculations about the decisions she makes, the allowances for mayhem and madness are large enough that rational thought instead mirrors madness. A rational soul might say it isn’t worth it. For Ames, as long as she keeps her life and her tech .. in many cases she would personally say it is.
Code by Nano
 
IDENTITY PROFILE: BARCLAY, MERIT KILLIAN

Name: Merit K. Barclay
Alias/Nickname:
'Cap', 'Mer', 'M-K'
Age: 61
Gender & Pronouns: Male, He/Him
Role / Archetype:
Captain; Independent/NovaCorp Contracted Freelancer



VISUAL REFERENCECaptain Merit Barclay V1.png

Appearance:

- Scars, shrapnel; Face, torso and left arm.
- Tattoos, military; 'Sic Semper Tyranis', regimental heraldry and service ID, right arm and upper back.
- Hair and facial hair; Grey or greying.
- Cybernetic implants/augments; Head, left side, enhanced reaction-augment, military.



PSYCHOLOGICAL PROFILE

Personality:

"An ice-cold individual with nerves of steel, Captain M. Barclay has been known to distance and isolate himself from those under his command. Cunning and brilliant, he is a tactician at heart who is always working out the next strategy to employ in order to get the upper hand. Officers that served under him attest to a brutal mission efficiency and mission success rate at the cost of manpower. Not because of risks- everything he does is extremely calculated- but rather because he will push those that serve underneath him to their absolute breaking point in order for them to 'reach the next level'. Outside his command M. Barclay show significant anxiety and regret which is often brushed aside through a myriad of distractions, such as burying himself in work or undertaking near-suicidal assignments." - Excerpt from NovaCorp psychological evaluation.



PERSONNEL HISTORY

Background:

Captain Merit Barclay began his career as a navy officer many, many years ago. Initially an XO aboard a small colonial patrol frigate, he rose through the ranks within the colonial defense force guarding his homeworld. Somewhere along the line he split off, opting to begin working within the private sector as a captain for hire. Several independent fleets- both military and mercantile- have since hired him to undertake special assignments with Captain Barclay slowly but surely becoming a name synonymous with difficult, low-odds, assignments as well as becoming infamous because of the hardened crews that tend to serve under his command. For many- especially pirates- his name sends a shiver down the spine as Barclay is known to always see his mission through to the very end, showcasing a tenacity unseen among his peers.



TACTICAL NOTES

Skills & Strengths:

- Tactical decisions, strategy, planning ahead, logical thinking and ship-to-ship combat.

Weaknesses & Flaws:
- Difficulties socializing, inspiring others, showing empathy openly, backing down, emotionally detached.



RELATIONAL DATA

Notable Connections:

ERROR! No data on file, please contact system administrator.



SUPPLEMENTAL DATA

Other:

- Has a faint British accent, passed down by his parents.
 

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