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Homesick || OOC || Open

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Username: Epyon

Name: Alan-340

Age: 37

Gender: Male

Species: Human- Spartan III

World of Origin: Earth. Halo universe

Appearance: Alan himself has a natural olive skin tone and he normally stands at 5'11". He wears his jet black hair cut short in a marine style buzzcut. He has a pronounced brow that forms a sort of crown, underneath which are a pair of dark brown eyes that are more expressive than he would prefer. His armor adds another three inches to his height, and is the Hunter-class Mjolnir power armor colored in a midnight blue with silver highlights.

Personality: Alan is usually fairly chatty but not annoyingly so. He is extroverted while also enjoying the silence of peaceful solitude as it helps him gather his thoughts. He is caring and was seen as the big brother of Spartan Team Garuda as he was the one everyone could talk to. He is generally open to conversation and will gladly extend a helping hand.

Weapons: Usually a Battle Rifle complemented with two Magnum pistols. He also has two bowie knives in holsters on his thighs.

Powers: His armor has a few abilities, these being:

Armor Lock- His energy shielding is amplified while locking his armor suit, rendering him invulnerable for a short while. However, he is also rendered immobile during this period, though he is able to activate and deactivate it at will. The longer he uses it, the longer it takes before he can use it again.

 

Energy Shielding- His armor comes with shield generators that provide for him an added layer of protection. The more damage he takes, the more his shields deteriorate, when the shielding goes down, he can recharge them if he can find cover for about thirty seconds.

 

Jet pack/boosters- His suit comes with jet boosters as well as a jet pack that he can use to reach high distances or to provide a burst of speed during combat.

 

Magnetic boots- His boots come equipped with powerful magnets. When these turn on, he can walk normally on any metal surface even if it means being upside down.

Skills: Excellent marksmanship- He is very proficient with weapons of all types, from the smallest handgun to the largest cannon.

 

Hand to hand combat- He's excellent at fighting unarmed, he is often described as a vicious animal and he is good at fighting with knives.

 

Excellent stamina- Alan can fight, run, and generally remain active for much longer than most Spartans.

Other: He was the Weapons Specialist of Spartan Team Garuda.

 

Username: Epyon

Name: Vanailil Aeravaul

Age: 387

Gender: Male

Species: Sun Elf

World of Origin: Toril. Dungeons and Dragons

Appearance: Vanailil is in the middle range of the elves, being 5'7" in height with a strong, wiry build that has a bit more muscle than normal for an elf due to his weapon choice. He has an angular face with waist-length crimson hair and green eyes that are often times cold and calculating. He wears a two toned tunic of hunter and emerald green with brown pants with brown boots that are well-worn from extensive periods of travel. While he's travelling he will often wear his chainmail underneath his tunic so he seems unarmored.

Personality: At times haughty and self centered, Vanailil has a very high view of himself and of his race as a whole. Like the other sun elves who believe they are the sole inheritors of their deity's legacy, he believes that he is one of the best fighters, if not the best, but years on the road have taught him humility and have given him wisdom that most others lack. However, he still has much to learn though he has come a long way.

Weapons: Composite bow (Dragon talon and yew), mithral lance and mithral shield.

Powers: Arcane magic, mostly evocation magics such as lightning bolts, fire balls and magical missiles.

Skills: He's a fair singer and is very acrobatic.

Other: Vanailil is a Guardian Fighter, meaning he uses his shield as an integral part of his fighting style and places as much emphasis on dealing damage as he does taking it.

 

 

Edited by Epyon

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:v Phaenon doesn't know how to approach small creatures that could easily be his next meal.

 

EDIT: Before I forget, Dusky should not be able to understand Phaenon and vice versa. There's really no magic translator for characters to understand the foreign languages of others. That will happen later.

Edited by Narvix

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:v Phaenon doesn't know how to approach small creatures that could easily be his next meal.

 

EDIT: Before I forget, Dusky should not be able to understand Phaenon and vice versa. There's really no magic translator for characters to understand the foreign languages of others. That will happen later.

OK. Thanks for telling me. Though btw, Spore has one of some sort... it's some type of tech. Only avaible in Space Stage. If you don't want my Spore chara to have that, I can easily make it a Civ/Tribal stage one.

 

EFIT: To be clear as to why I call it a universal translator, it works on empires you've never met before. Ever. In any file. Instantly. Might be a case of gameplay mech, but given Maxis tries to justify it...

Edited by Dusky_Flareon

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If it's possible, I'd be okay with your Spore creature losing their translator to find a little later. :v I kind of want to make everyone suffer not make things too easy at the moment for anyone. It won't be terribly long before translations can start happening, so don't worry!

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I'm not very sure what to write for my two characters' World of Origin section. I basically copied them from a game I used to play, and then mostly used them in Soul Eater stories. But now they've become their own characters? So can I just leave that section blank?

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The world of origin section is really just to put the name of the planet they're from. I would suggest using what is associated with the most recent version.

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'nother character :v [WIP until tomorrow]

 

Username: Narvix

Name: Cody Noel

Age: 22 years

Gender: Male

Species: Human

World of Origin: Earth

Appearance: He has green, blue, and purple colored hair with a single lock of hair that is long enough to act as bangs while the rest of his hair is trimmed shorter and fashioned into a relax mow-hawk; no spikes to make a point, just loose locks positioned into place while the sides of his head are almost shaved away entirely to help accent the style.

His skin is of a slightly tan or darker complexion but more due to blood than to being in sunlight (he isn't constantly locked away in his room, preferring more to be outdoors, but his skin simply doesn't tan as easily as the next person's). Beneath his dark eyebrows rest eyes with violet irises, made such by non-prescriptive contact lenses. Naturally, they are of a green-blue color while his hair is a lighter shade of brown.

He favors wearing dark tank tops and jeans. A thin, metal, chain is always seen rested against the side of his left leg, the two ends attached to the belt loops on either side of his hip. His legs are long for his five feet and some odd inches height. Brown boots, or some cross between boots and sneakers, usually suffice for footwear. He also has a lip ring near the bottom right corner of his mouth. The piercing has existed for a handful of years now and this season's latest model is a simple silver ring with a streak of crimson down the center.

Personality: [i'll add this tomorrow.]

Weapons: A simple pocket knife

Powers: N/A

Skills:

-> Decent at kick-boxing

-> Great with arts and crafts stuff

-> Handy with a knife

Other:

-> Has a mild fear of alarming sounds

-> Learns at a faintly slower pace

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I've been thinking about joining for a while, but I couldn't think of a character to use until recently. Also, beware of the very large character sheet (it was actually bigger before; the original Appearance is here ). If you want a drawing I have some chicken scribbles for you, if they make any sense (yay character development scribbles?), although it's definitely not refined to showcase the details; it's more for reference.

 

  Username: skwerl56767

  Name: Model 56-767. Due to a previous mishap with a broken speaker, her nickname is "Fiddlesticks". I know, isn't it ridiculous?

  Age: The mech herself is a recent construction (literally only a few days old), one of many soldiers of the 56 model that were churned out by an alien race during the peak oftheir planet's warring. However, she vaguely says that Cyrii, her "consciousness", is older than her manufacturing. (I'm going to be playing the mech as the main character.)

  Gender: Both the mech and Cyrii identify as female, despite one being an invisible presence and the other clearly being a machine.

  Species: The mech is a 56 model mech, ID 767, one of a line of mech models used for front-line combat (more specifically, the 56 model is a "pusher", meaning it is placed in the second row of the front lines, pushing with the first row (melee pushers) and aiding it with ranged weaponry). Cyrii, the mech's "consciousness", is never really explained if she's an AI program, and the mech being interacted with is actually an android of sorts, or if she's a living pilot and the mech is actually a mech. Considering she starts out knowing only her native language, she could easily confuse the words for "android" and "mech". (This is something I intend to keep vague as a personal writing challenge for myself.)

  World of Origin/History: An original universe of mine. Her storyline is sci-fi oriented, with most of it taking place on a war-torn planet within the Milky Way. When prompted about her planet, Fiddlesticks only replies that she was fighting against an enemy battalion she only knows of in her records as "the Enemy". Cyrii can't produce much more information, other than that the side she was on and the Enemy have been warring for at least a decade by now. Cyrii speculates that the Enemy was an outside influence, such as an extraterrestrial invasion (since the planet's race was rather advanced), rather than a kind of civil war. Concerning the race of the defending people on the planet, the records often confuse "the people" together with "the machines", as though they were one entity despite being implied in many scenarios that they were different (i.e., "the people created the machines to help them do <X>). As for visual logs recalling the battle Fiddlesticks was in before the sudden warp to the Homesick universe, no biological entities were seen; only machines fighting machines. Yet, both Fiddlesticks and Cyrii can recognize and differentiate between living organisms and artificial lifeforms.

  Appearance: The mech's hull is teardrop-shaped, sat upon a midjoint "abdomen box" that links between the main body and the pelvic body. The entire form is a tarnished copper color, with brownish-red hues and more blue highlights and shadows; the highlight tinge comes from the multiple weather-resistant coats that protect the outer hull from wear and tear. Two arms with limited mobility are placed 3/4s of the way up on the main body, and are tipped with large turrets; the pelvic body holds two mechanical legs designed similarly to bird legs. Movement of these joints is enabled with the combined effort of gears and pistons, and the main body and the pelvic body can rotate independently of one another. A scarlet eye in the center of the front of the main body allows visual information to be gathered, primarily by the cyan "scleral ring" or "iris" surrounding the darker-red "pupil"; this ring holds the cameras that allow the mech to see. The eye has additional protective lenses, as well as a blast-shied "eyelid" that closes over the eye, first vertically to form a slit, then in from the sides to completely close it off. Audio information is collected by various microphones around the mech. Cyan-to-yellow-to-orange lines go along the outer sides of the arms and legs, as well as along the sides of the body. There are small buds of metal all around the mech's eye, where the last-defense lasers are located, as well as three rocket launchers set in a triangle formation along the mech's greatest circumference (so where she's thickest). Two triangular pieces of metal lie flush along the mech's back when not in use; when raised, these look like ears (purpose explained below). Almost all of her equipment is either the same tarnished copper as the hull or a brown color, so that attention isn't drawn to them. All exposed metal - such as the electromagnets in the ears, the barrels of the turrets, and the blast shield for the eye - are an iron-grey. She stands at about 8 ft. tall, or about 2.5 meters. Chicken Scribble Rough Sketch.

  Personality: One's first impression of Fiddlesticks is probably the most obvious one: caution. If she doesn't immediately percieve a stranger to be a threat and attacks,  it is discovered that her outer demeanor toward strangers is the same: caution. She is quiet and observant, consistently judging a stranger until she eventually feels more comfortable, and of course, she warms up to it faster if she learns more personal facts about it. She keeps her demeanor stolid and turns a cold shoulder to anyone she doesn't like, but doesn't attack unless provoked. When it comes to making friends, she quickly becomes more personable, acting more like a living thing and less like... well, a robot. While she is capable of complex emotions, such as empathy and abrasion, she tries to keep these emotions from showing in any manner, only letting them show to people she considers her close friends. Due to being a front-line machine she wasn't built with the intention of forming attachments to anyone, so she doesn't have a cool-headed way to deal with dangers facing her friends, with the exception of Cyrii's screaming advice in her head. Conversely, being built for battle, she is much more eager to fight (perhaps TOO eager) and can easily be caught up in conflict. While not exactly someone to seek emotional support from, she is definitely one to provide physical support.

  Weapons:

  -Ammunition Fabricators: Located in the shoulders (and the cause for much of their bulk), these built-in replicators can use materials - such as scrap metal - taken in by the mech to continuously refresh her ammo stores. Due to limited storage space, however, the mech's turrets and rocket launchers have reload cooldowns. The turrets can only work for about a minute total of constant use, before they need to rest for 5 seconds. The rocket launchers take about 10 seconds to reload, and can only be reloaded once current ammunition is released (one rocket at a time). The lasers don't recharge via the fabricators, but rather they absorb energy from outer sources, such as sunlight.

  -Turrets: Placed upon the arms, the turrets don't have as many barrels as a true Gatling gun despite functioning in a similar way, and are quite a bit heavier and use larger rounds, so they don't have the speed of a smaller model. The turrets can fire rounds for long distances, but deal damage way more efficiently when short-range. The shots are spray shots, with each bullet dealing low damage but having a high hit count (hence how distance can reduce the effectiveness of the turrets).

  -Rocket Launchers: Seen along the face of the mech, these are slower than the turrets, but work better for long-range as they maintain velocity and accuracy for longer. Due to exploding on impact, they aren't very safe when used short-range. Unlike the turrets, the rockets have to lock on a target before they are released, lengthening reload and usage time.

  -Last-Defense Lasers: Located around the eye are eight, small, precision lasers. These are a last-defense against intruders that are too close to the mech for comfort. The lasers take longer to recharge than either the turrets or the rocket launchers (at least five hours of direct sunlight or a similar source), but have an hour of life in them with a full charge. They work best when all focused on a single point. It takes approximately five seconds to cook a raw egg, and about 6 seconds after that to incinerate it with the lasers; it takes no longer than a second to feel pain from them and earn some burns. The power can be adjusted into stronger, more efficient bursts, at the cost of eating up the lifetime faster. The lasers don't have a greater range than a yard from the mech without greatly losing their efficiency.

  Powers/Abilities:

  -Electromagnetic "Ears": These use magnetism to attract metal weapons and projectiles toward the otherwise-useless "ears"; conversely, the polarity can be reversed so that they repel some (but not all) harmful metal objects thrown at the mech. Often the polarities are used interchangeably, where metal is attracted to the ears, left so they gain a charge, and then instantly repelled away from the mech as a form of "close-range shrapnel defense". Doing this takes finesse, however, and can cause a lot of collateral damage with a low success rate.

  -Gyroscopic Balance: Located within the abdomen-box is a gyroscope that helps her keep her balance and always land on her feet, where shock from falling can be absorbed the best.

  -Air Intake: In regards to the atmosphere, she doesn't constantly need air; it just needs to be cool enough that her engine doesn’t overheat. She does need to occasionally intake large amounts of carbon dioxide though; it's unclear if the mech needs this for engine function, or if Cyrii/whoever the potentially-nonexistent pilot is is the one who needs the air. The carbon dioxide "refills" she intakes regularly are recycled thoroughly until they are no longer useful; this makes her able to traverse nigh-uninhabitable areas with poisonous atmospheres, as long as she has enough air left per burst to not shut down halfway through.

  -Material Intake: Simple enough; sometimes the mech rummages for scrap metal, powders, and other similar, "inedible" materials. A panel located under the mech on the front half can pull open to reveal two small, evidently-fragile arms. These robotic arms are used for nothing more than pulling apart scrap metal and bringing it up inside the mech, despite their dexterity having the potential for other applications.

  -Scanner: In a slot just below the eye and offset to the left, there is a scanner not any bigger than one of the laser heads surrounding the eye. The scanner can only collect information in 2 second bursts, with a 2 second cooldown; visually, it is a red grid projection that falls over and past the object as data is being collected on it. If an object is repeatedly scanned, the scanner will pick up more information on it (although a live subject may feel a tingling sensation and a dizziness after a while). The scanner can pick up disturbances (such as a strong air current or a ripple in water), but otherwise can only pick up data on physical things in the world. (So she can only "see" things like illusions or magical barriers if they somehow affect the environment in a way that's physically detectable). She is dependent on this device functioning when it comes to in-depth perception, so if it malfunctions she becomes more withdrawn, wary, and even distrustful.

  Skills:

  -Power Jump: Even though power-jumping is built directly into the mech's system, with extra leg pistons and everything, it does take skill to execute the jump without blowing off a leg or landing on your face. Power-jumping isn't executed often without perfect circumstances; the sheer amount of force used for push-off alone is dangerous enough.

  -Melee Combat: The mech wasn't built for melee combat, but she did learn it, with some analytical help from Cyrii. While her arms aren't good for much aside from pseudo-punches by whipping around, the kicks she learned can be devastating, using the power-jumping pistons to deliver extra force without throwing herself off balance.

  Other: For gameplay purposes only I can omit the carbon dioxide requirement "feature", or simply lengthen it extensively so it doesn't complicate things (I imagine a typical burst would last for only a week or two). Even if I do omit this "feature" though, I would still like for her to be able to walk through areas that would otherwise be poisonous to breathe, even if it's just some kind of filter she has. I can also have her start out more damaged from the battle she's initially in before the universe-teleport-warp-mishap, disabling some of her abilities for a while, if you feel some of the abilities are too OP for starting gameplay.

 

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Username: Raptor of Dragons (Dalek Raptor)

Name: Arctic

Age: She herself doesn't exactly know how old she actually is, but she's very young

Gender: Female

Species: White Dragon

World of Origin: the Dragon Realm

Appearance: Artic is a small white dragon that looks like she is just getting her wings. She has two head spikes that look like icicles and a small little icicle horn at the end of her muzzle. She has rather short, but firm legs from playing in the snow most of the time. Her claws are blue along with a short tail that also has small icicle spikes on it. She has crystal blue eyes.

Personality: Arctic in a sense is highly curious about the work around her. She likes to go "exploring" but often finds herself in trouble and ends up having to be rescued by Vulpes a lot. She is rather shy around new creatures and wants Malefor to leave her alone so she can explore peacefully.

Weapons: Her claws and her teeth

Powers:

Winter Freeze- She can form a circle of snow and ice around her. Anyone who steps in this circle gets instantly frozen solid for a good few seconds, buying her enough time to escape. Fire balls also get extinguished once they enter the area

Ice Ball- she can form small little ice balls and launch them at her enemies

Skills: She can dig really well

Other: She views Vulpes as an older brother

 

Username: Raptor of Dragons (Dalek Raptor)

Name: Vulpes

Age: He believes he is in his 70s

Gender: Male

Species: Dragon

World of Origin: The Dragon Realm

Appearance: Vulpes is a bit big and bulky, being an orange (the top part of his body along with his wings) and white (his underbelly) dragon with a white muzzle and the tip of his tail being white. His legs are black with white claws. His wings are long, enabling him to fly, but he keeps himself grounded to take care of Arctic. He has emerald green eyes.

Personality: Vulpes used to be carefree and not give a darn about anyone else until he met Arctic who was orphaned by the war going on between the creatures who wanted to be free from Malefor's reign and Malefor himself. Since then, he has become more cautious about the world around him and is highly protective of Arctic. He does let her wander around, but he makes sure she's always in the general area.

Weapons: His claws and teeth.

Powers:

Pounce- he can create small earthquakes towards a ground enemy to knock them down.

Nature's Breath- harnessing the nature around him, he can stroke at enemies using a combination of the wind and earth.

Skills: He's very good at outwitting others

Other: He is really fond of Arctic and views her as his younger sister

Edited by Raptor of Dragons

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The sheets are mostly alright, for both of you. World of Origin means just that, the world. Not the game series or overall setting. Listing the name of the planet, even if it is just of your own creation, is all that is needed.

 

Raptor, you have some typos in your sheets too.

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I edited it and if there's still typos, I apologize. I'm using my phone and sometimes it doesn't want to write sometimes dry.gif

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Ah. I had transferred some of the information from another sheet I never submitted, so I figured I would make use of the history that was there; considering I didn't think up a planet or a universe name I guess this sort of works? xd.png If you want I can edit it so the sheet is a bit shorter, but if it's fine I can start writing a post soon.

Edited by skwerl56767

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I'll go ahead and get your sheets listed. Both of you are free to start posting.

 

Raptor, I'll be fixing your sheet because in Vulpes' personality, you wrote "Arctic used to be carefree and not give a darn about anyone else until he met Arctic..."; it didn't get fixed as part of the typos.

 

EDIT: I've also removed Dusky's character from the Active List due to their inactivity. I know they were withdrawing from an RP or two, though they never mentioned this thread. So I have made the assumption they also withdrew from Homesick.

Edited by Narvix

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I'll go ahead and get your sheets listed. Both of you are free to start posting.

 

Raptor, I'll be fixing your sheet because in Vulpes' personality, you wrote "Arctic used to be carefree and not give a darn about anyone else until he met Arctic..."; it didn't get fixed as part of the typos.

 

EDIT: I've also removed Dusky's character from the Active List due to their inactivity. I know they were withdrawing from an RP or two, though they never mentioned this thread. So I have made the assumption they also withdrew from Homesick.

Oh whoops >..> sorry Narvix

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*throws a noodle dragon into the mix*

I sure hope this is acceptable

 

Username: rampaging wyvern (RWyvern, wyv)

Name: Takhorr

Age: 17

Gender: Male

Species: Nhyrhys

World of Origin: Kour (aka Aisherica)

Appearance: Bad photo of a collection of sketches

Takhorr is a long, bony and sinuous dragon. In his relaxed stance (illustrated in the linked image as a skeleton reference), he reaches about a metre high at the shoulder. His skin is scaleless, quite loose at points and displays tendons, veins and bones with surprising clarity. It is mostly a slate grey colour, reaching lighter shades around the chest and throat, and nearly black on the spine, top of the head and muzzle, back of the ears and both upper tendrils. His paw and whisker pads, claws and tail tip are black. On the left side of his head, from the base of the ear to nearly the centre of his head, are three whitish scars resembling stripes. His eyes are quite red.

Takhorr bears a pair of three dark spots on his upper lip. Each of these bears a single thick whisker. A collection of much finer whiskers grow on his chin. His palate sports a collection of long, hooked teeth that either open out or retract as the dragon desires. A number of these fangs can inject a lethal neurotoxin.

Takhorr has several unique physical features made for a life of climbing in the Khasry Range, including four long powerfully prehensile tendrils framing his face, hands bearing two thumbs, a whip-like prehensile tail and fourteen hairlike spines on his back. The last of these spines is very long and all fourteen carry small barbs capable of administering a spasm-inducing neurotoxin. Usually these spines lay flat, but once the dragon is threatened they raise to form a 'sail' of sorts.

His wings are long with a well-developed radius and delicate patagiums. Each wing bears two fingers, each finger being composed of two digits. With such a flimsy structure and a nearly non-existent breastbone, these wings are incapable of providing flight. Instead, they allow for gliding and a pretty awesome cape.

Takhorr's front limbs help with climbing. While at first the humerus is very short, the rest of the arm is disproportionately long. His right arm is bent and twisted awkwardly inwards halfway along. His hands are highly dexterous and have leathery pads worn rough from use.

On his neck are six spiracles, set in pairs of three on either side. Takhorr breaths primarily through these and can manually override them in favour of the more 'traditional' respiratory system for cases like speaking and sniffing out prey.

Personality: A smug, condescending little reptile, Takhorr tends to do whatever it takes to save his own skin. This has changed somewhat, as both the scars and bent arm are the result of him standing up for others. This selfish streak is a part of a general nhyrhys' personality, bred into the species through generations of living in one of the most inhospitable places in Kour. That said, he is not a coward and has learnt to stand up to some challenges.

A general rule to keep in mind that Takhorr does not like having a leader figure to follow. Nhyrhys typically live in large colonies with absolutely no order, resulting in some taking advantage of others; Takhorr is no exception, and being forced to be led gives rise to bad feelings towards said leader.

Takhorr is also quite a sadist. When he's not acting condescending, he likes to target psychological weakness and insecurities. Or he can torment through physical means - often, he acts like a cat playing with its prey. He has little respect or value for lives other than his kins' and his own. Why he has this sadistic tendency isn't certain, though it is a behaviour he is attempting to restrain.

Weapons: Fangs, claws, tendrils, neurotoxins.

Powers: N/A

Skills: Takhorr is very agile, in both body and mind. While his eyesight is weak, his senses of sound and touch are exquisite - his uppermost whiskers are capable of detecting heat and lead him to his prey in the darkest of environments. In a cave environment, the dragon is in his environment. He does not even need to see the terrain to be able to leap around it like it's his home.

Takhorr can read, write and speak Kour (the global language of his world)

Other:

- Takhorr's twisted limb is often painful and is guaranteed to be the cause of his eventual death in the Range.

- He prefers damp, cool environments.

- Is capable of producing high-pitched screaming and shrieking, used as long-distance communication.

- If any of you have watched the dubbed versions of Fairy Tail, Soul Eater, OHSHC... To put it simply, apparently Takhorr sounds like Todd Haberkorn.

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I've always found this multi-universe things interesting, because of how much creative freedom they can give. I'll edit this with a sheet once I decide what to do

 

Username: SogYothoth

Name: Vost and Thinker

Age: 203

Gender: Vost is non-biological, but is programmed as a male. Thinker is assumed to be male.

Species: AI, inhabiting/piloting a space vessel. Unknown humanoid.

World of Origin: Vost's actual world of origin is unknown even to his partner, but they are both nomads in the galaxy known as Esa, an irregular galaxy roughly 3 times the size of the Milky Way that is inhabited by numerous other species.

Appearance: Sleek but angular, Vost is alien in appearance. His appearance generally resembles some form of split blade, with his drive spine forming the "hilt" and the Straight Gun taking up most of the body of it. His body is plated in dark silver and gunmetal, with blue lights of an unknown purpose being present throughout. Vost is 14 metres in length, five in width at his widest, and three and a half in height at his tallest. Thinker is a four-foot tall humanoid, thin and hidden entirely by some kind of full body suit and opaque helmet of a similar colour pattern to Vost. Of course, Thinker never leaves the inside of the ship, using the Proxy in place of direct contact.

Personality: Vost is pragmatic and practical, owing to his development as a military consciousness. He is fond of cutting the Gordian Knot, believing in the simplistic and effective above any complex strategy, not to say that he is incapable of the latter. Thinker seems to be the intentional counterpart to this. While he is not opposed to the use of violence, he prefers espionage-based tactics whenever possible. Their relationship is a working one. Vost obeys Thinker's orders, though not without question. In rare occasions, he has taken control entirely and gone autonomous.

Weapons:

Straight Gun: An advanced weapon with a simplistic name, the Straight Gun occupies a good portion of Vost's body. Due to its immobile nature, it isn't designed for attacking other fighter-class vehicles, but rather as a precision weapon to be used against stationary bases or slow (relative to a fighter) capital ships. The Straight Gun "fires" a confined area of temporary true vacuum, it is unknown how it prevents the area from expanding or restores space to normal after the effect is complete.

Shard Missiles: Vost's main weaponry, the Shard Missiles are small explosive projectiles wrapped in a field of warped space that both propels them and allows them to penetrate armoured or shielded targets by warping quantum-scale openings into holes large enough to fit the missile through. The yield of a Shard Missile is variable, and decided by Vost.

Point Defence: A series of low-power weapons that use warped space to accelerate "packets" of relativistic energized particles that detonate once allowed to expand, serving as a flak-like effect that allows it to be effective at intercepting projectiles and damaging weaker vessels that the use of Shard Missiles on would be considered a waste. As with Shard Missiles, the yield of these is variable.

Powers:

Black Shield: The Black Shield is a reactive field projected around Vost that negates any energy Vost himself deems as harmful by shunting it into extradimensional space. The shield can be overloaded by being made to shunt too much energy at once, slowly shifting from low energy to high energy colours as it does so, before failing once it stays in the white for too long. It is named for the spots of black it generates when negating incoming attacks, products of the absorption of all light in that area.

Sensor Arrays: Self explanatory, Vost is equipped with advanced sensors that allow both him and Thinker to observe the universe around them, as well as extradimensional phenomena.

Proxy: Used directly by Thinker, the Proxy is a robotic humanoid used for situations when Vost himself would not be appropriate. The Proxy is equipped with numerous infiltration tools, as well as a single Shard Missile launcher and a Black Shield (though both are orders of magnitude weaker than Vost's own).

Dataprobe: The Dataprobe manipulates and scans electromagnetic frequencies on a micro scale, allowing it to both read and modify data stored on mechanical, or even biological, systems. Thinker is unwilling to use a Dataprobe on a living being, as the damage caused by the interference from a high-level scan would be a fate far worse than death. He has no qualms about using them on machines, though Vost has at times hesistated to do so against sapient machines.

Skills: Vost is programmed with an extensive amount of military tactics, both space and ground oriented, from his galaxy. Thinker is skilled in both archaic and modern espionage. Thinker is also a skilled hand-to-hand combatant, though he can only do so using the Proxy, as his real body's muscles have atrophied from being motionless for years.

Other:.

Edited by SogYothoth

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