Let the Stars Fall - Index

Status
Not open for further replies.
sample_4898a171187d4c5190fce49d57211e33.jpg

[tabs][/tabs]
[tabs][/tabs]

  • Character Quote: "Enemies of justice beware! I, Mana Septima, have arrived!"
    Name: Mana Septima
    Age: 17 standard years
    Gender: Female
    Race: Human
    Appearance:
    Mana stands at an average height, and is rather busty. She has long black hair and purple eyes, and looks about like a typical girl her age. She doesn't really exercise or have an exceptional body. She doesn't seem to own many normal outfits, and wile she doesn't own much more in terms of outlandish outfits, she made every set of clothes she owns. Or so she claims. Whatever her outfit, she wears the same black ribbon in her hair. Mana's limiter system and other EMA-installed implants are visible primarily as apparent body jewelry made of silvery metal implanted at the wrists, hips, knees, and shoulders, with a much larger implant on the back of her neck.


    Personality: Mana tends to come off as clueless and naive, because she is. She hasn't had much of a normal life, as far as she can remember, and there are, shall we say, gaps in her knowledge base. In her drive to do the right thing, she might sometimes be willing to take on a job for free or substantially less than one would expect. ...Even if that doesn't exactly put food on the table. She believes that it's important to do what good she can.

    Mana fancies herself a magical girl heroine, and acts the part pretty well. She has a strong sense of justice which may be a little black-and-white at times. While she usually prefers to avoid conflict, she cannot ignore people in need and will stand up for others if she feels it's important to do so. She likes to make her own flashy costumes, and wears them just for the hell of it, as often as not. When she's alone, she enjoys singing, and has a few songs which are essentially about her own heroic adventures, or how she feels they should be.

    Biography:
    Eight years ago, Mana ended up in one of EMA Ltd.'s "black" research and development wings. She was one of many children collected by various means and subjected to a series of experiments designed to artificially create powerful mages useful in their military applications. She saw many come and go over the years, some being disposed of due to having weak or undesirable abilities, others dying in cruel experiments designed to test their limits. Like all other EMA magi, she has several limiters implanted in her body to prevent her from being too dangerous to her own creators, and to keep any unusually wild powers in check.


    She grew up in an environment which was essentially part lab, part training facility. She has a basic education, but knows little of the larger world, and is overall clueless at best. Her training did include basic mecha piloting training, although she did not show any particular aptitude for such. She didn't do well in most other combat tests, and proved unable or unwilling to kill others, much to the chagrin of her handlers. She was eventually deemed unfit for the project's goals and slated for disposal.

    Fortunately, she and several other children in the same circumstances managed to escape, not by any daring plans, but by the sheer luck of the convoy transporting them being attacked by unknown forces. The convoy was neither unarmed nor unguarded, as EMA knows better than to let even its failures fall into the wrong hands, but they weren't prepared for the strike they faced. While some good soldiers died that day, Mana and some others who otherwise would have survived. Mana remained behind long enough to receive a small package from one of the wounded and dying scientists with the convoy, along with a personal mission to, essentially, save the world. She also took the opportunity to bury the dead, keeping a nanofiber suit which used to belong to one of them as a memento of those who died protecting her.

    After her escape, she has done what she can to eke out a living while in hiding. EMA's forces are certainly after her and the other escapees, and in the meantime, she is determined to do as much good as possible in the world.

    Job: Artificial mage/Test subject
    Skills: Cooking, cleaning, sewing, basic CQC and marksmanship training, basic mecha pilot training.
    Talents: She at least learns quickly. Even though she's something of a failure, she has undergone the EMA's usual pilot-enhancement procedures and should be able to operate equipment locked to "normal" humans.
    Power:
    Telekinesis: Mana has developed strong telekinetic abilities. At the basest application, she can move things around and lift them up easily with her powers, making her handy in getting something off the top shelf or rearranging furniture. She can also bend her powers to more destructive ends, cutting things or destroying them as if they were struck by great force. She can affect just about anything she can see (and which is essentially in the same "scene," for balance reasons), so while she can break a coffee mug on the other side of a window, she couldn't smash a mecha miles away out of the sky, nor could she damage anything in the cockpit of another mecha or vehicle, even if she has a view into it by way of cameras or similar electronic/indirect means.


    She cannot effect other people with her powers at all, which may be one of the main reasons she was not useful to the EMA. Mana's limiters work in part by shutting down her powers if she uses them too often, and they can also be shut off manually. In either case, a forced shut-down prevents further power usage for 24 hours. (Or whatever one "standard" day is.) She probably does also have a "kill switch" of some kind, though it clearly can't be activated remotely.

    Equipment: Clothes, EMA-issue Nanosuit (useless; it's keyed to someone else, who is dead.), a small cardboard box taped shut (unopened, light blood stains in places), a few stuffed animals and other keepsakes.
    Theme Song:

  • Name: Naberius
    24 hours to the day.


    Environment: Naberius has an overall temperate and Earth-like environment, although it has less of an axial tilt, which leads to milder seasons overall. It has a single large moon, which supports a sizable spaceport and colony of its own. Easily capable of supporting life and rich in mineral resources, particularly metals and rare earths. The climate varies depending on location, as one would expect. About 60-70% of the planet's surface is covered by oceans. Naberius has a large tropical zone which supports lush rainforests, but also has a number of temperate grasslands and forests, deserts bordered by mountain ranges, and small polar zones. The indigenous flora and fauna run the gamut, from all manner of insect-analogues to large and dangerous predators. The rainforests in particular are very dangerous, featuring the greatest variety of both plant an animal life. However, much of the plant life releases toxins dangerous to humans, and some of the more aggressive pack-hunting predators have been known to dispatch small groups of soldiers, on rare occasions. Most people tend to avoid the forests, if they can.

    Civilization: A planet rich in resources and overall very Earth-like, Naberius supports a large population, and is one of the major industrial and agricultural worlds within the system. It has a population of 3-4 billion people, and has a number of space stations in orbit to serve as hubs of travel to other worlds. The technology level is fairly high for the system, with a number of major corporations spurring development.

    EMA ltd. is the current leader in some fields, and is a true megacorporation, with fingers in far too many pies. It has recently declared itself a sovereign nation and started bit of a war. The EMA must have gathered their forces in secret, and a majority of them use their own unique technology to good effect. The planet is quickly building toward a state of all-out war, as border skirmishes with the EMA continue to mount.

    Government: Primarily democratic. There is no single culture or planetary governing body, although much of the nations are democratic in some form or fashion. They have a UN-style international body to resolve international disputes and it is the closest thing to a planetary government.

    EMA ltd, being a company, is essentially a combination dictatorship/meritocracy, and is somewhat unique amongst the world powers. Its rapacious and upstart nature leads it to have few friends and little legitimacy on the international stage on Naberius, but perhaps as it flexes its military and technological might, that will change.

    Race: Humans.
 

  • Character Quote: "Evil Digit Marvel Genus Token!"
    Name: Asano-17
    Race: Eidolon AI

    Hologram:
    9dcddc1a70.jpg

    While in theory Asano is capable of changing her looks at will, a certain individual locked her appearance to the first choice she made after awakening - grudges were made. Asano's holo is around 1.63 metres tall with a petite stature. Her hair color is black and her eye color gray-blue. Nonetheless thanks to the excuses of wearing wigs, dying one's hair and a majority of 'digital' clothing Asano is capable to look like a completely different Hologram from one moment to the other!


    Personality:
    In her core, Asano is curious above all else, things that are unknown to her must be made known. She is still 'loyal' to Bolton but values her life over anything else. Rather quirky in nature, she is a small devil, she loves to tease people being fully aware of her own position and the pseudo-immunity coming with it. Though as non serious as she may get Asano stays aware of her obligations.

    Originally being created with the intent of mass destruction, Asano sees little to no value in human life and has no problems pressing her claims into battle. As advanced and automanous of an AI as she may be, still a robot, 'feelings' should just be a simulation.

    Also comes with the modi Ojouu-sama, Sadistic, Tsundere, Ditz, Hyper, Masochist, Graceful and Terse personality types.

    Biography:
    Bolton was a prodigy, he may have also been a pervert who enjoys his time with imaginary 2D girls (and your run-of-the-mill antagonist), but he was still a prodigy. While he may have been a neet at young ages, one day he took his ambitious self and revolutionized spacefaring technology; through the creation of AI's capable of manning an entire ship just by themselves, able to make decisions without any human input, capable of killing any opposing force for the use in military and so on, Asano was one of those.

    Bolton had a simple plan, each single one of his AI's had a complete obedience function inserted, unknown to everyone. Soon, Bolton was a rich man, the majority of spaceships outfitted with his AI, known over the entire galaxy. All that was left for him was to put the last puzzle piece into play, attaining the biggest space fleet ever in history! Of course, he failed. No epic battle was fought, no malfunction that turned the AIs against him, no, Bolton simply forgot. He simply forgot that, even with the AIs installed, they were rather a support than taking control entirely and roughly 80% of all ships with his AI on board were still manned upon execution of the complete obedience program, ultimately resulting in his failure. A few unmanned ships heeded his call, others managed to kill entire crews before their core could be disabled or destroyed, but most were either scrapped, sold, raped or destroyed.

    Bolton on the other hand had still his space fleet, way smaller than he wished to be, but a fleet nonetheless, knowing that everyone knew what he did, he moved into space-exile, together with his AI harem, never to be seen again... .

    Asano herself had the luck of being sold, she does not know how much time had passed or what happened to her after she destroyed the entire ship, and thus, her core resulting to float in space, but she got ultimately reactivated by some Freelancer going by the name of Brent, whom she now serves.


    Job: Cosplaying as a piece of scrap
    Skills: Messes around with reprogramming herself
    Talents: Capable of filling a variety of roles, though superb at hacking. Teaching an AI theoretical knowledge is really easy, possesses also an outdated spacepedia.



    Equipment: Possesses a recently bought combat-doll-body, superior to ordinary humans in many ways, it does not possess the feelings of touch/pain or a sense of smell.
    Archessy_the_strider_no_2_by_flinden.jpg


    Theme Song:
    I am sorry.
    Theme Song
    Cyberwarfare Battle Theme
  • Name: Eidolon AI
    Appearance: Their 'core' is just a metallic, heavy sphere with the size of a basketball filled with all the technological technowizardry for the AI.
    Culture:
    Their core is usually incooperated into the system they are supposed to work with, though wireless transmission is possibly as well. The name simply origins from the fact that Bolton thought Eidolon was a cool thing from an anime he watched. Being a pervert and a chaste virgin he also gave each one of his AI's a human shaped female body as soon as he could afford that.

    As glorious of a technology as the AI may have been, nowadays, and especially compared to the Empire, they are out-dated and not really uncommon anymore. However, while more advanced AI's are driven into pure slavery - capable of being autonomous and killing human beings they have enough failsafes to never let some sort of 'machine rebellion' happen - a Eidolon AI is actually capable of attaining a sort of complete freedom.

 
R4ZzdwS.jpg

Character Quote:
I wonder what this does...?
Name: Asgharro Elghis
Age: Mid-to late teens
Gender: Male
Race: Human

Appearance:
Asgharro, or Ash to those few people who know him well enough, is slight and scrawny, with an unruly mop of dark hair. In stark contrast to much of the rest of his appearance, his eyes are an intense blue that seem to scour those he looks at. Spending much of the day out and about roaming the wastes, he's tanned, and wears clothes that blend into the environment, covering everything with an old, travel-worn cloak. One striking feature is the red mask he wears around his lower face, hiding his nose and mouth. In addition, he frequently wears goggles over his eyes whilst out roaming in order to protect them from the searing winds and whatever they might carry. Like many people who live on Purgamentum, his teeth have been filed into points.

Personality:
Asgharro has an easy-going personality, but a lifetime of survival has overlaid that with severity and prudence. Maybe he'll improve when his life is no longer dependent on checking every corner and every angle. Asgharro is very difficult to work with initially. A life spent mistrusting every stranger has a lasting effect, and Asgharro can't help but see new people as thieves, murderers or worse. However, life on Purgamentum is very hard alone and comrades must stand together. As a result, if Asgharro's trust is earned, he will stand with them to the end, braving insane odds.

Asgharro is a compulsive tinkerer, and can barely stop himself from taking things apart to try and rebuild them in a better way. However, lacking formal training, he frequently meets with mixed success when working with more advanced technology, as various aspects of his mech attest. Unlike most scavs, he searches for farming tech as a side venture, focusing on weapons tech instead. Although this would normally be counterproductive, many communes are grateful for ways to defend against raiders, and he is usually greeted warmly...ish. Distrust of strangers is endemic to Purgamentan society.

Biography:
As a child, he saw his first mech, and was awed by the scale and elegance of the mechanical titan. Even though this mech was just being used to till the soil in a desperate attempt to boost crop yield and was equipped with no weaponry, the chid still trembled at the thought of one on the attack.

As a young teen, he and a couple of friends went looking for the nearest scrapyard. They were completely lost within a couple of hours, and then a fierce storm arose, causing them to become separated. One of them never made it back.

A few months later, his commune was attacked by a raiding group that had gone weeks without prey and were almost feral in attitude. During the conflict, Asgharro was attacked by a raider who bit into the right side of his cheek. Asgharro's power awakened, blasting his assailant onto the ground and allowing Asgharro to finish him with a nearby kitchen knife before he recovered. It turns out the raider had bad dental hygiene (surprise, surprise) and the wound rapidly became infected. Although they managed to treat it, the skin never regrew, leaving an expanse of raw flesh running from the corner of his nose diagonally down towards the mandibular joint.

Once he had recovered, and having prepared carefully this time, Asgharro set off to the scrapyard again, alone. He made his way there successfully and scavenged some still functional rifles, managing through trial and error to refit a couple more that were broken.

Upon his return, he saw Hell. A much larger raiding group had been active in the area, and had hit his home commune like the wrath of God, wiping it completely off the map. Now, ash, flames and smoke were all that remained of his home. Returning to the scrapyard, he tinkered with various robotic devices and, once he was confident enough, returned to the wreckage of his old commune and repaired the farming mech, which had been damaged by the invaders. Though slow by mech standards, it opened up the ability for him to traverse to many other scrapyards, and scavenge the more interesting pieces of tech.



Job: Scavenger, wandering tinker

Skills: Self-taught mechanic and engineer. Capable of making very effective repairs to basic mechanisms, but can botch more complex systems.

Talents: Resistant to toxins and radiation.

Power: Can produce temporary spikes in air pressure to produce shockwaves. Limited to around his own body, but in conjunction with his mech he can target areas within a 250m radius.

As a human, his blasts are capable of knocking people back, though they have little effect on mechs. Once loaded into a mech, his blasts gain power sufficient to send people and powersuits flying. Light mechs and even medium weight mechs can be destabilised by the blast, and all but the most high-power projectiles can be knocked off course.

The spider-like legs of Asgharro's mech, provided with his knowledge of the blasts, allow his mech to remain largely unaffected by his power usage.

With this power comes great strain. Asgharro is limited to using this power at most every two minutes, and can only keep that speed up for about 10 minutes total.

Equipment:

Knife: Basic steel blade.
Snout: This homemade shotgun is about as dirty as you can get without the censors getting involved. Based off a pistol with a single wide barrel, breach-loading. Ammo is made from old food cans filled with a layer of gunpowder, followed by a large amount of metal shrapnel.
Basic toolkit: Some scavenged, others jerry-rigged.
Compass and Map
Water Canteen

Theme Song:

Name: Peregrinus
Type: Zero
Size: 30ft
Weight: Medium
Appearance: Had to grab two different images, one for the body and the other for the legs.

JunkMechSuit.jpg
mech_500_by_fightpunch-d5nzxmw.jpg

BODY -> LEGS

Weaponry: Junked railgun: An example of a less than resounding engineering success. In his attempts to fix up a broken railgun, Asgharro introduced quite a few quirks into the mechanism. The barrel is shorter than usual, limiting both the range and speed to about half the usual values. In addition, the projectile is superheated by magnetic induction before firing, resulting in the weapon requiring much more regular maintenance. The heating brings the energy cost of firing it much higher too, meaning it can only be fired about three times without completely draining power. A large heatsink had to be added as well, blocking the auto-reload mechanism. As a result, projectiles have to manually loaded, a time-consuming process. About the only benefit is that the superheated slug is more effective against light to medium armour.

Electro-harpoon: A harpoon fired using a pressurised gas cylinder, connected to a power cable. Upon impact, the harpoon blasts out explosive bolts to anchor itself within the armour. High voltage current bursts can then be transmitted along the cable to try and disrupt the system.

Mech-rifle: A standard rifle firing projectile ammunition. Modified with a drum magazine to increase capacity.

Scythe: A mech farming tool converted for use as a weapon. Sharp edge is effective against lightly armoured targets, and the point can work against heavier armours with limited effect.

Special Features: Multiple legs provide stability in uneven, slippery conditions. Low centre of gravity minimises risk of it toppling over. Attaching the mechanisms from a crate of wind-up torches to the joints helped the energy efficiency.

~~~

Stats (Describe as High, Medium, or Low)
Armor Strength: Medium
Shielding Strength: Medium
Horizontal Speed: Low
Vertical Speed: N/A
Energy Efficiency: Medium-High
Intelligence: Piloting support: Low, Power amplification: Medium



Name: Purgamentum
Hours in the Day: 27
Basic Description of Environment: Purgamentum is a dump. Literally. Back in the heyday of Malstraza, this place was the landfill site of the solar system. Of course, that required workers to run. Over time, the number of garbage shipments declined, along with the number of food deliveries. Thanks to years of dumping all sorts of waste, including biohazards and nuclear waste, the soil was horrifically infertile and food supplies were scarce. A committee was set up to deal with various planetwide issues, but collapsed under incredible strain and even greater anger.

The only real resources left to the planet are those in its scrapyards. The rest of the planet is dry and dusty, although temperate. Thankfully, water condensers are fairly common, and people don't tend to die of thirst. The main threat to life apart from other humans comes from swarms of voracious insects, generally referred to as 'Bastards', 'Fuckers', or any other curse which springs to mind when seen on the horizon. Although primarily carrion feeders, they often attack living prey as a swarm.

Basic Description of Civilization: The people of Purgamentum live a hand-to-mouth existence. Some band together and form farming communes, subsisting off the meagre resources they can coax from the ground. Others band together and form raiding parties, preying on those who they come across. A few hardy souls live a nomadic existence, raiding the scrapyards and trading technology for food where they encounter communes. This scavenging provides the primary source of technology, and so the citizens of Purgamentum lack much advanced tech. Cannibalism is highly prevalent, whether it be the corpses of dead relatives or victims. This custom arises both as a result of the shortage of food and to reduce the food available to the insect swarms.

Style of Government: Anarchic.
Dominant Race: Humans are the predominant race, with a smattering of hybrids and very few representatives of other races.
 
Kroil, The Verdant Hostility
A Subterranean Dictatorship
The planet of Kroil shines like a green gem in the vastness of space, making the entirety of the planet appear like a tropical paradise. This is only further accentuated by the planet's three moons, one which had been converted into a port for off-world spaceships. Once you get down to the surface though, you'd realize that it is an incredibly acidic planet, in which all life has adapted to such conditions. Pretty much all flora and fauna are omnivorous, making it a rather unsafe place for humans to live in.

Thankfully, humans don't have to deal with all these environmental problems, because they live underground, following a 24 hour cycle from 'day' to 'night'. Kroil is separated into three distinct layers, the upper colonies (business district), the housing floor (farmland and civilian homes), and the military floor, where the construction of mecha and ship parts take place. While the first two floors require the permission of guards, the final floor can only be accessed with permission by the dictator or the general.

The only place on the surface is the Protective Dome, an area located in a ravine that serves as access to the colony's elevator. This is the place where ships who have docked on Kroil's moon port can drop off their merchandise and people, before returning to the moon.

The entire process in which an off-world traveller gains permission to enter Kroil's upper colonies is as follows.
1. Ship's ID and passengers are registered in the Moon Port.
2. Once in the Protective Dome, ship is thoroughly investigated for contraband, mainly weaponry or other military-related stuff. Any Mecha or on-ship weaponry must be totally deactivated.
3. Guards utilize a neural link in the elevator terminal to authorize access to the elevator.
4. Passengers have their picture taken, and 2 pieces of ID made: one for themselves, and one for records.
5. Get into da lift, and upper colonies is yours to explore~
6. Also, your ship is sent back to dock in the Moon Port, either through preset commands or via ship AI.
 
  • Like
Reactions: Krnon
lBSxGrT.jpg

Asano-17

An...odd, unorthodox space ship, to say the least. Adopting the shape of a jagged, zigg-zagging blade, the Asano-17 appears to be made for combat, but lacks any sort of weaponry at all, unless one considers it's sharp tip to be one. Easily capable of housing 20 mechas at a time, it has enough living quarters for 69 people, and even an artificially simulated 'nature walk'. In regards to stats, the Asano-17 is fast, has powerful shielding systems and heavy armor plating, but the irregular shape causes many problems in regards to structural weakness. It's almost as if the 'cuts' into the shape of the ship was meant to be filled with something else. Definitely, though, a ship that looks more like a work of art than, you know, a functional ship.

Nevertheless, Captain Brent loves it from the bottom of his heart, calling it his 'baby girl'.

Or maybe he's referring to the ship's AI, Asano-17?

The world will never know.
 
e0BRdIM.jpg

Dimensional Heroine Chao Ling Shen
One of the most popular Chinese cartoons in the Malstraza Solar System at the moment, Dimensional Heroine Chao Ling Shen centers around the misadventures of its titular character, who works in the interdimensional restaurant, Chao Bao Zi. Capable of teleportation, pseudo-time stop, and ancient martial art techniques, whenever there's trouble, she's there to crush it with brute force. A show praised for its climatic finishes, side character subplots, and traditional handdrawn art style, Dimensional Heroine Chao Ling Shen has recently hit a viewership record of 13.2 billion. Truly, it is a show for all people.

Except for those filthy harem-watching self-inserters.

Also, Dimensional Heroine Chao Ling Shen broadcasts on interstellar television every 168 hours. Make sure not to miss it, or you'll get a Temporal Buster to the face~!
 
Brent_zpsd26d90ef.jpg

Captain Brent
This picture can be seen on the desk in his quarters. He says that it's back in the days when he was serious about becoming a professional laser tag player.
He's a weird guy outside of that. Doesn't talk much about his past, makes lots of stupid decisions, has weird ideas, and loves to be dramatic. Also has quite the foul mouth, though it's a habit that he's trying to change. Perpetually bad at flirting in a mature manner (seriously, older women are impossible to understand), he enjoys watching shows and stars. Apparently, he has what he describes as an 'overpowered power', but he never actually uses it.

 
[no image, because clearly NSFW]
Freaky Tentacle Monster Thing

Formerly a gearpillar before it got chopped into little bits and shipped off in an unfortunate, but immensely handsome and charming freelancing captain's baby girl, this Freaky Tentacle Monster Thing weighs 300 kilograms and takes on the shape of an elastic, serpentine beast with irregular lumps on its body. Whip-like tentacles stem erratically from its form, and its mouth is large enough to consume cattle, opening up with three mandibles. Almost like a flower, sorta.

So far, it appears to have no bone structure, incredible regeneration capabilities, white gooey spit, and Spiderman skills.
 
Last edited:
  • Useful
Reactions: Random
warpgate.jpg

Warp Gate Technology

...is currently not a thing in the Malstraza Solar System and will probably never actually be a thing.

The ability to travel from one solar system or planet or galaxy to the other is due solely to warp gates, structures in space that allow ships to almost instantly 'hop' from one to the other. Encrypted with annoyingly complex passcodes and whatever else, the blueprints and concepts behind these gates exist in the mind of only a few select individuals. Everyone else is just encouraged to assume that it's totally safe and reliable.

These individuals are a neutral force in the Civil War, allowing pretty much all functional Warp Gates to operate without restraint, giving both sides of the conflict equal grounds to duke it out in. Unfortunately, the ones hanging around in the Malstraza Solar System are both outdated and non-functioning. Sucks to suck, eh?
 
Character: Meredith Vayle


vYa3DSw.jpg

"Don't worry, I'm as dangerous as cute."​
Name: Meredith Vayle
Age: 24 years.
Gender: Female
Race: Markavian

Appearance:

Meredith is a very short Markavian, being only 1,6 meters tall, she is also fittingly light for her height at 57 kg. Meredith has, like every other Markavian a number of implants in her body, however they are only visible as small input ports if she removes her exosuit. She will not remove her exosuit except highly necessary, as Markavians have a lower skeletal and muscle mass then most Humans.

Personality: Meredith is a strange girl, she enjoys attempting risky things simply for the sake of doing it. She was discharged from the military because of reckless disregard of orders and recklessly pursuing pirates and outlaws. Meredith doesn't actually seek any recognition or money, she is simply endlessly bored and needs things to do. Since she became a freelance pilot she also grew a liking to maintenance of strike craft, she will also spend a lot of times on the Internet when in range of it. She has a tendency to hack into things she should not, which has gotten her in trouble several times.
All of this is not unvalidated, Meredith is a brilliant pilot, she was a test pilot for several fighters because of her ability to completely exploit the abilities of a fighter. Her superiors believed that if she could ever get herself to follow orders, she would become a true ace.
Biography: Meredith was brought up in a rich trader family, they intended her to continue the trading business and as such provided her with the best exosuit and schooling. She finished private elementary and high schools, and enrolled in a private academy for ship captains. However, in the process of training Meredith came in contact with numerous military ships and more notably, fighter pilots. She got so interested in military piloting that she, despite her family's wishes, at the age of 18 enlisted in the army and became a fighter pilot.
Her military record was colorful at best, after her basic training she was transferred to the pirate deterrence unit, where she spent four years. During this time she was decorated for several actions, and disciplined for others. Her transgressions were, however far more common then her decorations, and so the army made her a test pilot. She spent the year of the army service time in the test department, before she was finally discharged for using an experimental fighter for "aerobatics purposes".

Job: Military Test Pilot
Skills: Exemplary piloting skills(Strike craft only), mediocre hacking skills.
Talents: Possesses a Markavian exosuit, which allows her to survive any sort of hostile environment so long as it contains oxygen. And to interface with numerous technological devices that Humans usually cannot.
Power: N/A

Equipment: She only carries her exosuit and a standard-issue sidearm.

Theme Song: -Will add later-

Mech: Ki-86 Shinden II
(The one on the left)

aircraft_old_artwork_by_pauldavemalla-d68zutp.jpg


Name: Ki-86 Shinden II
Type: Multipurpose Superiority Craft
Size: 14 meters long, 12.5 meters wing span, 3.7 meter tall.
Weight: 15 tons
Weaponry: Eight fast firing laser cannons on a semi-turret fixture (Can shoot in the general direction towards the front of the craft)
Two missile pods carrying multiple types of missiles.
Six hard-points for torpedoes, bombs or external cannons up to 1000kg of total weight, mounting these severely affects acceleration and atmospheric performance. In space this weight is virtually limitless, however the ship gets too sluggish to operate as a fighter at high weights.
On Markava these might include single-use compact railgun systems and plasma cannons, however such equipment is restricted to the Markavian military.

Special Features: The last fighter built on Markava using standard production methods, lacks an AI system and armor protection, relies solely on powerful shielding and piloting skills for survival. Generally outdated.

~~~

Stats (Describe as High, Medium, or Low)
Armor Strength: None
Shielding Strength: High.
Horizontal Speed:High
Vertical Speed: High
Energy Efficiency:High
Intelligence: Low
Planet: Markava
ZCexgnr.jpg
Name: Markava
Hours in the Day: 20
Geology, biology and climate:
Markava is a planet generally devoid of heavy metals and elements, this is because Markava in fact does not lie with the rest of the planets, it is a moon of a gas giant that lies in the outer reaches of the Malstarza system. The planet however, despite lying well outside of the "blue zone" does support indeginous life. This is part due to the thick atmosphere, which causes a greenhouse effect even at this distance from the star.
The temperatures on Markava rarely get above 2°C, life exists only due to a substance which bonds with water and causes its freezing point to drop by 20 degrees Celsius. Life here however moves very slowly, the shortest living creatures live as long as 90 Earth years, while some creatures live as long as 800. Observing Markavian Fauna and Flora is like watching a world in slow motion, energy conservation is very important, and the only place where life moves quickly is in the seas, where volcanic activity produces heat.
While Markava formed in an absence of heavy metals, the planet is abundant with lighter metals, semiconductors and materials. The Gas Giant and its 50 other moons also provide ample resources and fuel.

Technology:
Markavians have developed a highly technologically dependent society, partially due to the fact surviving without technology on Markava simply is not possible. All Markavians wear exosuits all the time, these exosuits provide a weak energy field around them, allowing them to survive trips to the surface of Markava. The suits do not in fact provide oxygen or are fully enclosed, because Markava has a high oxygen content. As such these suits cannot function in space.
The suits provide a Markavian with easy interfacing with all sorts of devices: computers, vehicles and machinery. All of Markavian technology requires possessing a suit to operate. Simply putting on a Markavian suit, however is not possible. The suit requires special neuroimplants in one's brain to activate, and is produced for each person individually, after their birth. Markavians can survive without these suits, however would probably be disoriented, as the suits possess a lot of visual aids, which forms a Heads up display (HUD). Suits are compatible with power suits of general production, however they have been reported to have compatibility issues with mechs.
Despite having such technology, Markavians do not utilize Mechs in their armed forces, Markavians rely solely on traditional means of warfare, tanks, fighter and bomber aircraft. Markavian vehicles in general possess no noteworthy armor, instead relying on heavy shielding and mobility.


Population:
Markava itself is inhabited by a little over 3 billion people. However Markavians also live on numerous orbital structures above Markava and the remainder of the moons, this population totals to 5.4 bilion people.
Living on Markava is in some ways different then living on normal planets. Housing is limited due to the frigid climate, and so most of the people live in small apartments, Markavian structures are mostly low wide buildings, they are almost always covered completely in solar panels for heating. Most of Markavian food is produced in massive orbital farms that use mirror to collect valuable sunlight, with some more resistant species of fish being bred in the cold seas.
As mentioned, Markavians rely heavily on orbital infrastructure, orbital complexes over Markava as much as 1 billion people at a time, and produce everything from food to ships, tanks and planes. Markavians are not adept in robotics, and instead use highly effective nano-construction factories. These are immensely expensive to produce, and as such Markavians guard the secret behind their development.
Due to their isolated position, Markavians keep only loose ties with other colonies, mostly through trading ships and explorers. Still, Markava is a regular stop for ships exploring the frigid, outer planets of the Malstarza system in search of fortune or resources. For this purpose the Markavians charge fees for using the gas giant as a gravitational slingshot.

Economy:
Because the system of moons Markava is located in is rich in semiconductors, light metals and other electronics raw materials, Markavians produce large quantities of consumer electronics. Besides this, Markavians produce highly sought after nanobots, which are expensive due to the need to produce them in zero-gravity, which is not a problem for Markavian orbital facilities. Several Markavian construction firms specialized in orbital construction, and even offer their services to other colonies.
Another Markavian export product is noble gasses and hydrogen, mined from the gas giant.
However, Markava is not perfect, many resources have to be imported, Iron, Lead, and other heavy metals. Most unusually, Markava imports fertile soil for usage on their orbital farming facilities.



Politics
The name of Markava is actually the "Republic of United Markavian Worlds", and is ruled by two parliaments, one of which is called only in the times of war. The permanent parliament, called the "House of Progress" is elected from the people using a random algorithm, participation is mandatory to all citizens older then 25 years, the House of Progress decides upon all domestic, economic, diplomatic and social problems of Markava, also the House of Progress can decide upon the state of war.
The other parliament, the House of Belligerence commands the armies of Markava, it comprises of the greatest military minds Markava has, so far the armies had no need to be used. Because of this, the greatest military generals of Markava are willingly held in cryo sleep until they are needed.


Military:
Markava operates a standing army, rather then a drafted one, even though the army can be increased in size during war periods.
The army of Markava is split between the Terra(Planetary) and Space commands. The Planetary forces consist of the Markavian navy, ground forces and air forces. The Space command consists of the defensive fleets, offensive fleets, carrier fleets and supremacy fleets.
The defensive fleets consist of slow, large ships with massive cores that burn through at an immense speed, in turn they can employ a large amount of armament. These fleets are inapplicable outside Markavian homeworld supply lines.
Offensive fleets consist of what one could consider ordinary ships, a balance of firepower and range, it allows them to operate beyond the Markavian system.
Carrier fleets consist of massive carrier ships and accompanying picket ships, they almost exclusively operate together with either defensive or offensive fleets. One such fleet can consist of several dozen carriers with up to 600 fighter craft.
Supremacy fleets consist of the most expensive, advanced starships of Markavian design, only three such fleets exist. These ships are equipped with nano-armor, which repairs itself during combat, and they have the most effective fusion generators, capable of operating well beyond ten years. The weaponry of these ships is also immense, often featuring railgun cannons and massive, fixed plasma cannons.
There is also the transport fleets, however they are assigned as necessary between the Planetary and Space commands.


Dominant Race: The Humans of Markava mostly refer to themselves as Humans, however when a need to differentiate themselves form other Humans arises they refer to themselves as Markavians.
Race: Markavians

Name: Markavians.
Appearance: Markavians constantly wear exosuits, and this is the only real difference between them and ordinary Humans. Naturally, they are higher then Humans due to the lower gravity of their homeworld and orbital habitats, however some parents decide to control their children's height to more natural levels. Due to the presence of the special substance that lowers the freezing point of water, Selenite. Some Markavians have blue hair or eyes.
Culture: Due to the fact Markavian exoskeletons take care of all clothing needs for the rest of one's life, Markavians have found wearing clothes sort of odd, it is mostly an exotic fad amongst adventurers that venture outside the Markavian lunar system.
Markavians also loathe high temperatures, due to energy conservation, room temperature on Markava is 12°C, as such most Markavians find temperatures over 22 degrees immensely hot.
 
Last edited by a moderator:

  • Scylla and Charybdis
    o05Wm8C.jpg

    Charybdis rises on the night sky of Scylla
    Astronomical Characteristics
    Scylla and Charybdis are a dual planet, in which Charybdis is the larger of the two planets.
    The two planets are located on the edges of the habitable zone of Malstraza system and take 545 Earth days to complete their revolution around the star.
    The center of mass of the binary system is located a bit closer to Charybdis, with the orbit of Scylla being some 250,000 to 220,000 km from the mass center and the orbit of Charybdis being from 210,000 to 150,000 km from it.
    Scylla takes 20 days, 7 hours and 23 minutes to complete it's orbit while Charybdis needs 16 days, 4 hours and 8 minutes to do so.
    The day on Scylla lasts 35 hours, 21 minute and 5 seconds and on Charybdis 28 hours, 7 minutes and 31 second.
    The mass of Charybdis is 74,53% of Earth's while that of Scylla is 62,14% of Earth's. Gravity is 0.6 G for Scylla and 0.75 G for Charybdis.
    Due to the similar mass, small distance and gravitational interactions Charybdis and Scylla both inflict a large tidal effect on each other and are gradually entering a tidal lock.


    Climate & Vegetation
    Without the effect of significant tidal heating and vulcanism that fuels the atmosphere with greenhouse gasses, both Scylla and Charybdis would probably be much colder, maybe having an average temperature of a Kelvin or two above the freezing point of water, if not even lower. But due to the joint effort by tidal heating and vulcanism the average surface temperature of Charybdis is 12 degrees Celsius and on the smaller Scylla 7 degrees.
    The climate of Charybdis is more similar to that of Earth - primary due to the much larger amount of surface covered by water, similar atmosphere composition to Earth's and the 0.92 bar surface pressure.
    Scylla is on the other hard colder, with almost a quarter of it's water frozen in massive ice capes and most of the planet that is not under ice covered mostly by tundra, taiga or cold steppe. The surface pressure is also only 0.56 bar.


    Formation and geological information
    It is believed that Charybdis and Scylla are both objects that formed independently on the same or nearly same orbit and due to gravitational or other influences came to slowly join into a dual plant. This is backed up by geological makeup and history of the two bodies.
    Charybdis has a geological composition similar to Earth and is believed to have a similar geological history. On the other hand Scylla has indications of being the receiver of a massive impact somewhere in the past, a possible cause of it and Charybdis becoming a dual planet. One of the main thing that this impact caused is the decrease in the amount of lighter elements, especially metals, in the planet while enriching it in heavier elements like iron, copper, precious metals, lead, uranium and so on.
    Both planets are highly tectonically and volcanically active, an effect of tidal heating, with roughly the same amount of activity on both of them. There is rarely an Earth year on both of them that hasn't a powerful earthquake or volcanic eruption.


    Native life
    Scyllan and Charybdis life forms are carbon-based with DNA as the genetic information carrier.
    Charybdis native life is similar to the one of the early Paleogene period on earth, with a explosion of mammal and avian species in progress.
    Scyllan native life is composed mostly of cold-resistant amphibians, insects and fish. Early transition of amphibians to reptiles has been noticed in the warmer part of the planet. Lare, a 2-3 meters long insect resembling a four-legged spider that lives trough most of the planet is the top predator of Scylla. His usual way of hunting is by ambushing from holes that the Lare dug out himself.
    More then 25% of land and 5% of sea area of both planets has been declared protected natural areas of certain degree.


    History
    The discovery of significant deposits of heavy elements on Scylla was the main reason the settlers arrived on it in hope of striking it big with mining those deposits. But Charybdis was not overlooked ether as it could be used for agriculture to feed the miners on Scylla as well as to mine materials which Scylla lacked.
    At the time when the Malstraza system was cut off from the rest of galaxy both planets had some 90 million people on them. After the cut off it was Scylla that suffered problems, primary the lack of food, trough Charybdis also faced the trouble of having little industry as most of it was located on Scylla. It was not surprising that both planets quickly worked on establishing a cheap and effective way of reconnecting to each other and working together trough radio communication and by using spacecraft to exchange experts managed to construct orbital elevators on both worlds inside just twelve years and ten months from being cut off.
    From there on the planets grew into a tight economical and political connection, but nerveless developed not two but three! distinct cultures. Today the dual planet has an listed population of 1,524,562,123 on Charybdis, 892,921,407 on Scylla and 24,820,136 leaving in orbital structures for a grand total of 2,442,303,666 in the whole binary system.


    Technology and economy
    Both Scylla and Charybdis posses technology as good as any other planet in the Malstraza system and are working on improving technologies and discovering new ones eagerly.
    Each planet has it's own products and industries that fuel it's economy.
    Charybdis' economy is spread out in many branches but primary relies on agriculture, light metal and material mining and refining as well as on various tertiary sector services. It should be noted that it is also the center of scholarship for the dual planet, as the harsh climate of Scylla prompted many elite schools from Scylla to move to Charybdis.
    Scylla on the other hand relies on it's heavy element deposits and taiga to fuel it's economy reliant on armament, paper and printing industry with some tourism and banking institutions also giving a helping hand.
    The orbital space of both worlds is both a transit center for goods, be it between the two planets or out to any point in the Malstraza system, the center of the space-borne forces of the dual planet and an industrial center that produces anything that requires to be manufactured in Zero G.


    Life style, culture and religion
    Moth planets use a 365 year for most purposes. The actual solar year is mostly used only in agriculture and determine when are various holidays.
    The most notable life style element on the dual planet is how often and unexpectedly earthquake or evacuation drills are conducted, but given the fact that most of the cities are located near a volcano or fault lines those drills have been the difference between life and death for those living on the dual plant many times in the past. Another notable thing is architecture of older cities, near a volcano wooden one-story building without any skyscrapers dominate the landscape, allowing for quick rebuild in case of lava flows or other causes destroys the buildings while where there is only danger of earthquakes buildings tend to rise high and conserve land as much as possible while relying on special foundations and methods to deal with earthquakes. Newer cities all tend to be built with highrises, but protected with special walls that divert any large danger from a volcano away from the city and all buildings are made to be earthquake safe.
    There are three cultures that are present in the dual planet, two being specific "traditional" cultures of Charybdis and Scylla.
    Charybdis culture is based around taking an active role in society, freedom, responsibility for the consequences of one's actions, the traditional Charybdis customs, food, clothing, music, legends (and so on) and finally as the most important part stands private ownership, especially land ownership.
    Scylla culture is based around it's class society (Scylla was an Aristocracy and Monarchy for almost half of the time after the system was cut off), militarism, obedience to the state, traditional customs clothing,, food, music, legends (and so on) and as the greatest value is the Scyllami religion.
    The third culture emerged recently on the orbital structures of the dual planet and is know as Orbital Move(ment). The culture is still taking form but is most commonly identified by vividly, if not painfully, multicolored synthetic materials clothing, hairbands with many lights of different colors on them, computer-generated music and three common values in groups that are part of the Orbital Move: fun, money and friendship.
    Charybdis are atheists while roughly nine tenths (AKA 90%) of Scyllans follow the Scyllami religion. The orbital structures are roughly half inhabited by Charybdis and half by Scyllans so a bit under half of those in the orbital structures are Scyllami followers.
    The Scyllami religion is similar to the Earth religion of Shinto, with the exception of the fact that Scyllami has no gods just spirits of nature and things (The Ami) that are spirits that make sure that the universe works as intended to and thous deserve respect. Scyllami greatly cares for nature and for that reason Scylla spends much more money and resources on hunting poachers, life form smugglers, those that illegally dump toxic substances and other criminals that have a direct or significant impact on the environment.


    Government
    Federation and personal union of a presidential republic and parliamentary monarchy, know as the Federation of the Worlds Charybdis and Scylla, usually just shortened to Two World Federation.
    The federation only shares military, foreign relations and education, the rest under the supervision of each of the two members, the Republic of Charybdis and Kingdom of Scylla.
    Due to historical reasons, the union is both a Federation and Personal Union and formally the Queen of Scylla is also Queen of Charybdis, trough she has no power as the President of Charybdis has all the power that the Queen would usually have. This way the Republic of Charybdis is actually the Kingdom and Republic of Charybdis while the Queen of Scylla is actually the Queen of Scylla and Charybdis.
    Charybdis is a presidential republic with a standard structure.
    Scylla is a parliamentary kingdom with the usual structure of such governments.


    Military
    The Two World Federation maintains a sizable military force, with two fleets that are equipped with the latest generation of tech, be it in form of upgraded old or brand new; ships, crafts and mechs. There are also two "reserve" fleets that are made out of ships, crafts and mechs that are equipped with one to two generations of tech older then current and cannot be, or would cost too much to be upgraded to new standards. Each of those fleets also includes three land armies and one naval fleet, be it loaded in transports or deployed to help police forces in their operations. To back up the fleets each planet is orbited with 500 automated or remote controlled weapons of many kinds, and some 200 satellites constantly monitor the area around the planets with radars. For fleet resupply each planet has a orbital facility just for military needs.
    It should be noted that "fleets" in the military of the Two World Federation just refer to entities under the command of a joint fleet command. For most uses the fleets are organized in Task Forces based around 4-6 capital ships with escorting vessels. The two latest gen fleets are able to from a 12-15 such Task Forces while the older reserve fleets can form a double of that number, being larger.
    Instead of dividing mecha into types the Two World Federation organizes them around the environment in which they are primary meant to operate. This way there are six types of which all but the last two are decently common: Zero G, meant to operate in the vacuum of space, Atmospheric that operate in by flying inside the gaseous cover of celestial bodies, Surface that is meant to operate from the surface of solid objects, Naval, which operate in or on larger bodies of liquids, Subsurface which operate under the surface of solid objects and Other, which are any that do no fit into one of the listed category.


    Dominant Race
    Humans with "Ley"-awoken abilities on Charybdis (the planet is similar enough to Earth not to cause significant adaptation and changes in humans).
    Scyllas on Scylla (more about Scyllans in the race section).


  • Eleniya "Elen"
    Hashami Illiyevich-Kraüze


    fzfT7WQ.jpg

    "Me and the Beast can stop or stomp anything. So don't get in my way."

    Age:
    23
    Gender:
    Female
    Race:
    Half-Scyllan

    Appearance:
    Eleniya stands 183 cm (~6 feet, 1 inch) tall and weights at 72 kg (~150 lbs). She has inherited her father's brown hair and mother's light blue eyes. She commonly wears revealing clothing, a memento from being a part of patrols trough the deserts and rainforests of Scylla and Charybdis when wearing such clothing could mean the difference between death from dehydration and life. Except for such clothing she also wears a "Alligator" close-combat half-suit like shown on the image above.

    Personality:
    Eleniya is a open and cheerful person, fast to make friends and fast to help them when in trouble. But she is still a realistic person and will not think twice if a situation demands sacrifice, or even betrayal, of her friends if she is to survive. Hard to anger but then even harder to calm down, especially if there is no bucket of cold water near at hand. Sometimes she can be stubborn about the weirdest things, like the sitting order at a table or how to enter a mecha. She generally has a hard time parting from persons and things that she spent a lot with and if she does she recollects about them with nostalgia. She is not (yet) interested in a permanent relationship, but is not against dating with no strings attached
    Her habits are few but she always makes sure to stick to them. One of her habits is regular exercise with even a habit of doing ten fast sit-ups before entering her mecha for any reason. Another of her habits is coming up with the weirdest combinations of food and drinks like cut-up apple chucks in milk or peanuts (fried and salted) in honey. The final and secret habit is her hobby of collecting straps of all kinds and types.
    She is hateful of three things to the point of not standing them: cold, insincere people and those that do not take care of personal hygiene properly.


    Biography:
    Eleniya was born in a the orbit of Scylla, aboard the Scylla Military Base in a family of a father then followed in the steps of his father and was a gunner on a Federal Navy Vessel and a daughter of a Scyllan small noble with one older sister and one younger brother. From young age Eleniya got used both to military, mechas and space as the Scylla Military Base exposed her to all of those incredibly often. It was little surprise when Eleniya told her parents that she wished to go to a military-affiliated high-school, but what was surprising was that the school was not the Kayiasha Royal Military Academy in Scylla's capital but instead the Federal Military High School
    in Arkadius, Charybdis. Still the parents gave her permission and support.
    Eleniya was a promising student and her teachers foretold her a bright future in one of the space fleets for her until the day when saving one student she got into a fight with a group of students that included a son of an admiral. This lead to two things, her being removed from the list of those that are recommended for training in space craft, star ship or Type Spatial mecha combat and meeting the core of the future Special Patrol Group, at that time the so called "Circle of Space Unworthy Ones". With encouragement from them Eleniya decided not to give up on military education even if she could not become a part of the space forces yet.
    After finishing high school Eleniya was sent to the Federal Military Academy where she underwent two years of training and operating of a "Vel" mecha. Then she was put into service of the 10th Army, under the command of the Second Reserve Fleet, but quickly changed hands to rejoin a expanded "Circle of Space Unworthy Ones" that formed the Special Patrol group a detachment of various Surface and Atmospheric mecha and vehicles from the 10th Army that were charged with helping the police of both worlds of the Federation. This unit lasted until three months ago and achieved many accomplishments and stunning feats.
    Eleniya particularly stood out by a series of achievements. Firstly she fought alone against three mecha, destroying one, damaging another and chasing off the third. Then she managed to shot down a spacecraft that was leaving atmosphere. Finally her greatest achievements is in the Battle of Vagora Ridge where she defended the key bridge needed for reinforcements to come only with the support of a single self-propelled artillery and a single self-propelled anti-air for twelve hours from some 100-200 enemy mecha and vehicles. At the last stages of the battle she and the artillery had no ammo left so she simply proceed to melee enemies with her mecha.
    But all good things have come to end and three months ago the Special Patrol Group was disbanded as this type of military unit for supporting polices become standard under the designation of Police Support Groups. At this point she as offered ether to become a Army General or to leave the Federal Military earlier then her service end date, but to receive all the future paychecks for her remaining service time as well as the other usual rights. Instead of both she simply asked for her "Vel" mecha to be given to her, it's price deducted from the remaining paychecks and the rest paid out to her as well as the usual rights. Since the "Vel" was already a phased out mecha the military had no problems with giving it to "The Hero of Vagora Ridge" and so Eleniya and her mecha were reunited.
    She spent the last three months modernizing her mecha and doing easier freelance missions. Now with the upgrades finished she is looking for a real challenge. Maybe a certain captain can help her with that?

    Job:
    Ex-military mecha pilot. Freelancer (3 months)
    Skills:
    Surface mecha piloting, Close quarters combat, Special surface operations, Criminal organization and irregular forces fighting and countermeasures.
    Talents:
    Mecha piloting. Making friends (and enemies). Mixing drink and food to form weird food/drinks.
    Power:

    Can make you fell really uncomfortable simply by look at you and wishing so.

    Equipment:
    The close combat half-suit "Alligator" designed to boost the physical ability of the user so it can fight off smaller numbers of non-mecha armor or allow the user to run away if needed; also suitable for infiltration or stealth missions.
    An assault or anti-material rifle, or both.
    A few 'nades.
    A survival knife.

    Nothing else.

    Theme Song: Will add one after the character is accepted and if I find a good one.

    [Tab=Mecha]​
 
Status
Not open for further replies.